Psionics: Kinetics.   Posted by Astraeus.Group: 0
Astraeus
 GM, 44 posts
Mon 23 Aug 2010
at 18:40
Psionics: Kinetics
 Kinetics : common term used to refer to the abilities of psychokinesis. To move, manipulate, or alter matter/energy or generate a tangible effects by force of will.
This ability while not common exists in all sentient species and fauna. While in most individuals it remains a latent untapped ability in a relatively small percentage of the population at large gifted individuals can focus this ability to a useful level. While only a handful of species can naturally harness their Kinetic abilities. Cybernetic, genetic, and technological enhancement even the most basic of Kinetic talents can be harnessed for personal, industrial and military applications.
      In nature one in a hundred individuals posses any latent ability, and only one in a hundred of those can manifest even the most basic kinetic ability. Of those who can harness this power only a handful have the mental focus, training, and innate talent to make practical use of their gifts. Once the stuff of legend and fiction powerful kinetics were once only found in specialized and secretive orders that often used their abities to achieve the goals and agendas of that order. Through study, research and use of cybernetics, drugs, genetic engineering, eugenics, and childhood screening most advanced cultures have increased the number of useful kinetics to a point where they are relatively common( 1 in 100) in society. Even with this being the case, a natural r Innate telekinetic is considered to be  a singular person and often highly sought after for their often impressive abilities.

Physical Demands of TK
Use of Tk places increased demands on the characters body. Each day a Kinetic makes extensive use of his abilities he must eat 2x the food he normally would and sleep an additional (4-con mod) hours. If he can not meet thee requirements he loses 2pts of TK strength the drain on is powers continues until he can meat these requirements.
Each day a Kinetic makes extensive use of his powers, or uses his powers in combat, he must make a Fortitude save DC 16- Wis Bonus or suffer a severe Migraine headache causing him to suffer -2 to all skill rolls and attacks for (1d6- con bonus) hours.

Ectoplasm And Static Discharge;
Often low level kinetic abilities are invisible and unnoticeable however no matter how mundane the use TK generates a mild static electric charge, usually this is a nuisance at worst causing a TK to deliver an annoying shock, or cause minor interference with electrical devices. However when using more potent abilities the charge can be painful or even disabling. And often crates an ectoplasmic residue. Ectoplasm is either a faint vapor or thick slightly glowing viscous liquid which quickly evaporate leaving little trace of itís existence..  Skilled Kinetics have learned to use ectoplasm in many ways at times even using it to encapsulate targets or themselves in a dense layer of ectoplasm that can prevent damage or restrict movement
             Forensic scientist however can detect and ďfinger printĒ ectoplasm making it useful when investigating crimes involving the use of Kinetics. Many localities require licensed kinetic to provide a sample of his ectoplasm which is held on file much as fingerprints and DNA are for other licensed professions.

Poltergeist:
Long believed to be of supernatural origin it is now commonly recognized that poltergeist activity is a subconscious or reflexive manifestation of kinetic ability. While understood and explained there has been little progress in eliminating the phenomena all together and in powerful Kinetics the occurrence of poltergeist can be an unsettling and destructive common occurrence. Most jurisdictions accept that a kinetic is not totally in control of his poltergeist and a few recognize it as a separate entity from the kinetic, however almost universally jurisdictions will hold a kinetic responsible for damage or injury caused by his poltergeist. While difficult to prove the source of a poltergeist incident the minute traces of ectoplasm left behind will often positively identify the responsible kinetic.
       In game a player a player under extreme duress prolonged stress or surprise must make a Will save DC12 or have some minor poltergeist activity occur, as an option a player may elect to have an unstable poltergeist, this means that a GM may at his discretion have the poltergeist become active, or even attack individuals who anger or cause distress to the player. The attacks are not life threatening and general cause only property damage. However they may make the players life, and anyone around them a bit difficult at times.


    Occasionally a kinetic develops the ability to harness and intensify his poltergeist to a point where it takes on a personality and presence of its own. While not truly a life from it is independent from the Kinetic and has a mind of itís own. The Kinetic has no real mental link to the manifestation and can only control it indirectly. usually it will manifest as a semi solid mass of ectoplasm or a ghostly form it may posses the ability to create sounds or mimic speech but it can only communicate in the most primitive manner since it is largely simply an extension of he players subconscious. It possesses no special insight or knowledge that the player does not posses and can not  exist more than a few yards from the kinetic.

Feat Manifested Poltergeist
Prerequisites
TK str 14
Charisma 14
Character level 4

For some unknown reason occasionally a Kineticís poltergeist will take on a life of itís own and manifest physically as a semi solid independent entity. A Player is not in direct control of itís poltergeist and in many ways it acts as a pet or familiar although sometimes it will behave in a manner contrary to a players wil if he is upset, frightened unconscious or incapacitated. The creature has no skills, can only perceive wat the player see and hears.
Cr 3
HD 1d6
HP 3( if it is Killed the Poltergeist can not manifest for 24 hrs)
Health 6
DR 1
Str equal to players TK str
All stats no greater than the players
Construct traits.
Appearance usually a reflection of the players subconscious mood, can appear as a small child or a terrifying monstrosity.
Feat; frightful appearance
Feat telekinetic
Has all techniques the player posses at level 1
Special ability Invisibility does not become viable when attacking or using abilities.
Special ability: ectoplasmic form even when viable a poltergeist is only semi solid it is treated as being incorporeal only electric, Kinetic, and telepathic attacks will harm it and it is immune to melee or ballistic attacks. Also it is immune to normal heat and cold, ad the effects of gravity, radiation and vacuum.



     Kinetic Amp: a network of near nano-scale cybernetic implants and external control devices that amplifies and focuses Telekinetic abilities by stimulating neural pathways in the brain in specific sequences. Amps are general controlled by preloaded instructions, triggered and directed specific movements, key words, and eye movement.
     Kinetic amp are seldom as flexible or adaptable as natural kinetics, however they offer individuals with limited or dormant kinetic abilities to put their talents to work. Many militaries have developed special Combat Amps that have the potential to turn their normally non-offensive powers into a powerful weapon that allows the training and deployment of Combat troops trained in the use of  kinetic abilities.

Kinetic amp
Weight 3 lbs
Grants the telekinetic feat. Allows user to manifest TK affects at a base Str of 8 ( can be improved with Skillsoft) attacks made with a kinetic amp are at -2 initiative and to hit.
        A Kinetic Amp will accept Skillsoft chips a single chip may e switched out as a full round action. A user must wear his amp on his person to use his abilities, if the amp is damaged, stolen or switched off he can not manifest any Kinetic ability
Purchase DC 23 Lic +1
An Amp user may not increase duration and must use his techniques at the set power of his Skillsoft the may alter the duration and effect of his skillsofts by making a Computer Use check (DC 15 ) time 1 round

TK Skillsoft: preprogrammed instructions to trigger a specific TK technique or ability. Usually restricted to 3 ranks in a single TK skill or technique. Techniques requiring a prerequisite will not function without a skill soft that allows the user to posses that ability.
Purchase DC 16(+1 per rank of skill)

Masterwork Skillsoft increase the number of ranks a Skillsoft may contain, at a rate of +2 per additional rank above 3 ranks
Kinetic device: any Technological device or weapon hat mimics the abilities of a Kinetic. Thee devices allow individuals who lack any latent talents to use some aspect of telekinesis. The most widely known kinetic devices are; the Kinetic screens which creates a repulsive barrier to deflect or destroy incoming projectiles And  Impulse modules which create powerful artificial gravity fields to lift, move or repel objects without any natural telekinetic ability.



TK MECHANICS
        Base Kinetics( requires Telekinetic feat)
TK Strength Base 8 +1 per rank in Kinetic Mastery
Allows a Kinetic to perform any skill task or attack he can perform with his hands.  While range is line of sight he suffers from any negs applicable to a spot check o any kill or attack using his TK. When using TK for an attack the Kinetic does not receive any dex bonus or strength bonus to any attack roll. Instead he uses his wisdom bonus  to attack rolls and his effective TK strength bonus to his damage rolls.
       A Kinetic may manipulate as many objects at once as he has points of intelligence Modifier. He may manifest his power at will as a move action and maintain them at will.
NOTE TK is not effortless. It is taxing and requires significant concentration. When using his powers a Kinetic can not move faster than a walk, engage in strenuous activity, or engage in complex conversations.
        Each turn a TK must make a fortitude or Concentration check DC 8+1 per continuous turn he has used his TK or lose focus and have his power disrupted.

          The telekinetic forces generated y a Kinetic are largely controlled by the subconscious mind. As a result most kinetics can manipulate objects as if they ere using both hands. Lifting large bulky object can become difficult when the object itself I not strong enough to support itís own weight while suspend. Warping, or structural damage to large fragile objects occurs unless the Kinetic has been trained to spread the kinetic forces across the entire object and stabilize it while moving.
         Lifting multiple objects is also difficult, usually when multiple small objects need to be lifted or moved the kinetic is forced to put the objects into a container and move the container that holds thm.
        A reflex save or slight of hand DC 8 +1 per object lifted is needed to manage multiple, usually more object than the kinetic has hands.  objects without dropping them.



BASE TK IN COMBAT

Feat; proficiency TK combat,
 TK combat,  allows a kinetic to use weapons or improvised objects in combat. Without this feat al attack are at -4 and all damage is reduced by -2 due to the inexpert use of a weapon or object. This is cumulative with any modifier for untrained use of a weapon , or for using an improvised weapon.
Base TK in combat


          Using TK in combat requires the TK concentrate as long as he is using the ability, he may make one attack per round against a single target. If he attempts to use TK in a threatened square he provoke an attack of opportunity. However if a maneuver requies that the Kinetic be adjacent to the target or enter hi square those requiememnts do not aply.
      When making a trp, bull rush or other attack that will normally trigger a retaliatory attack on failure, these results do not appl, whn making a bull rush, the character is not knocked back or fall prone if he fails to move the target. He is also not subject to trip attacks or disarms if he fails to trip or disarm his target.
         However any penalties for range that would apply to a spot check of the same range apply to any TK attack.

            A TK attack counts as a full attack action.

           Base TK attacks may be targeted against specific limbs, weapons or equipment with a called shot. Target DC (DC of Owner+ 4 +size Modifier.)
Available attacks maneuvers

Trip          as per trip attack.
Disarm     as per disarm attack.
Grapple    requires concentration.  -2 to grapple check
Slam         1d6 target must save DC10 or fall prone
Punch       base damage 1d6+TK strength Bonus, Instant no concentration required.
Lift           Lift target off ground. Target may attack or use power, skill while suspended but can not move unless he can fly or has some means of propulsion resisting target must be grappled and pinned before he can be lifted.

Throw      as weapon used. - 2 to attack roll

THROWING OBJECTS OR FIRING PROJECTILES WITH BASE TK:

Taking a small abject such as a rock, a hand full of screws and bolts, or a spare magazine and projecting it at high velocity toward an enemy is one of the most basicí trickí a  kinetic can engineer using other techniques. ( ecto-blast, or knock back, or concussion). Another simple tactic is using Lift, Pull, or basic TK to pick up large objects and hurl, or drop them on an enemy.  In either case these attacks can be used to deal considerable damage, immobilize, or simply reduce to a red smear on the floor under the dumpster that just fell on the targets head.
          Using a technique delivers more damage than simply dropping or throwing an object at someone However there are limits to the size of the object used. Picking up and firing a piano at someone is beyond the abilities of even the most skilled Kinetic, however picking up a trash can or fuel drum and firing it is within reason.
              To violently hurl an object at a target requires two techniques be known, lift to pick up and suspend an object, and one of the following Ecto-blast, or Knockback, or Concussion damage is determined by the size of the object being used as a projectile.
              Due to the unusual size and shape of most object all attacks using this tactic are at -4 counting as an improvised weapon. Items such as throwing knives, grenades, baseballs or other object designed to be thrown are more aerodynamic and balanced reducing the penalty to -2. The range increment on attacks made in this manner are (Tk str) in feet with a maximum range of  line of sight.

           Size Large and larger  objects can be slammed into or dropped on a target. Their damage is based on weight and distance fallen. For each 10 feet the object falls the listed damage is dealt. In addition a creature three sizes smaller than the object could become pinned under it requiring a Strength or escape artist check DC to escape.
             If moving an object to drop ior strike a target with it the movement range of the object is 30t+ (Characters TK str)
            If simply picking up and slamming the target with an object the object delivers itís listed damage

Damage:: type depends on object

Tiny: ( penny or bullet)  1pt per level of technique used
Diminutive: ( paperweight, baseball, grenade)1d3 per level of technique used
Tiny: ( wrench, pistol, small container) 1d4 per Level of Technique used
Small: ( gas can, vase, gallon container)  1d6 per level of Technique used.
Medium: ( briefcase or desktop computer/monitor) 1d8 per level of Technique used.
Large:  ( garbage can small crate)2d6  . Base TK only            Pin save DC 20  str/escape artist DC 20
Huge: (55 gallon drum, mid sized crate) 4d6  Base TK only   Pin save DC 25  str/escape artist DC 30
Gargantuan: ( piano, large crate, motorcycle) 8d6  Base TK only Pin save DC 30  str/escape artist DC 40

Breakable objects such as glass or ceramic containers break on impact. If the containers contain acidic or toxic chemicals the target must save vs. poison or takes damage from the contents as a splash attack.

An armed explosive device, grenade, Molotov cocktail, or pipe bomb will explode on impact doing itís normal damage to the target, and anyone within the devices blast radius
Astraeus
 GM, 45 posts
Mon 23 Aug 2010
at 18:42
Re: Psionics: Kinetics
Charge;

A Kinetics Based Combat ability, charge is the hallmark of  combat kinetics it allows them to rapidly close with a target and deliver a powerful kinetics enhanced punch to his target..  A combination of abilities Charge protects the Kinetic by creating a short lived barrier around himself deflecting incoming attacks, and supercharges his strength and speed allowing to move rapidly and deal a devastating blow on arrival


Level I
Mellee Charge Attack
AOA Yes
Time: attack action
Recovery: base 3 rds
Range: Special
Target: Self
Duration instant
Area of effect:
Saving throw. Special
Damage: 3d6 bludgeoning

Special:
                   Characters enhanced defenses allow a +2AC bonus against attack while executing Charge
                   Characters movement is increased by +10ft
                  The Kinetic executes a Charge or Bull rush attack against his target as per normal combat rules. He is subject to attacks of opportunity if he enters a threatened square and is knocked down if Bull Rush fails. Instead of his normal melee damage he delivers a 3d6 Kinetic slam to his target on a successful attack roll. .
                The character may elect to execute a bull rush attack on his target instead of delivering his slam attack  the bull rush is resolved normally and all bull rush rules apply. the character receives+2 Strength for Bull Rush attack when using Kinetic charge.

Level II
Mellee Charge Attack
AOA Yes
Time: attack action
Recovery: base 3 rds
Range: Special
Target: Self
Duration instant
Area of effect:
Saving throw. Special
Damage: 3d6 bludgeoning

Special:
                   Characters enhanced defenses allow a +4 AC deflection  bonus against attack while executing Kinetic Charge
                   Characters movement is increased by +15ft
                  The character executes a Charge or Bull rush attack against his target as per normal combat rules. He is subject to attacks of opportunity if he enters a threatened square and is knocked down if Bull Rush fails. Instead of his normal melee damage he delivers a 3d6 Kinetic slam to his target on a successful attack roll. .
                The character may elect to execute a bulrush attack on his target instead of delivering his slam attack  the bull rush is resolved normally and all bull rush rules apply. the character receives+4 Strength for Bull Rush attack when using charge.

Level III
Mellee Charge Attack
AOA Yes
Time: attack action
Recovery: base 3 rds
Range: Special
Target: Self
Duration instant
Area of effect:
Saving throw. Special
Damage: 4d6 bludgeoning

Special:
                   Characters enhanced defenses allow a +6 AC deflection   bonus against attack while executing Charge
                   Characters movement is increased by +15ft
                  The Kinetic executes a Charge or Bull rush attack against his target as per normal combat rules. He is subject to attacks of opportunity if he enters a threatened square and is knocked down if Bull Rush fails. Instead of his normal melee damage he delivers a 3d6 Kinetic slam to his target on a successful attack roll. .
                The character may elect to execute a bulrush attack on his target instead of delivering his slam attack  the bull rush is resolved normally and all bull rush rules apply. the character receives+4 Strength for Bull Rush attack when using Kinetic charge.

Level IV Advanced Kinetic Charge
Mellee Charge Attack
AOA Yes
Time: attack action
Recovery: base 3 rds
Range: Special
Target: Self
Duration instant
Area of effect:
Saving throw. Special
Damage: 4d6 bludgeoning

Special:
                   Characters enhanced defenses allow a +6 AC deflection  bonus against attack while executing Kinetic Charge
                   Characters movement is increased by +15ft
                  The Kinetic executes a Charge or Bull rush attack against his target as per normal combat rules. He is subject to attacks of opportunity if he enters a threatened square and is knocked down if Bull Rush fails. Instead of his normal melee damage he delivers a 4d6 Kinetic slam to his target on a successful attack roll. .
                The character may elect to execute a bulrush attack on his target in ADDITION to delivering his slam attack  the bull rush is resolved normally and all bull rush rules apply. the character receives+6 Strength for Bull Rush attack when using Kinetic charge.

Level IV Concussive Charge
Melee Charge Attack
AOA Yes
Time: attack action
Recovery: base 3 rds
Range: Special
Target: Self
Duration instant
Area of effect:
Saving throw. Special
Damage: 4d6 bludgeoning

Special:
                   Characters enhanced defenses allow a +6 AC deflection  bonus against attack while executing Kinetic Charge
                   Characters movement is increased by +15ft
                  The Kinetic moves into an area and detonates his defenses creating a concussive blast that stuns and injures his opponents, all targets within 10ft of Kinetic are subject to his slam attack.
                   Any target successfully attacked must make Fort Save DC 15 or be knocked back 5ft and become prone.
Astraeus
 GM, 46 posts
Mon 23 Aug 2010
at 18:42
Psionics: Kinetics Crush

Crush :Lifts target and creates a shrinking ectoplasmic field around them. This attack is devastating to organic creatures, as it constricts them making it difficult to breath and may cause serious injury, broken bones or reduce them to a blood and bone shard pudding. Objects, and synthetics are less affected by the crushing forces of this attack taking only half damage from the attack and not suffering the effects of suffocation.

Level I  requires 8 (+2 ranks per level of power)ranks Kinetic Mastery and Mentor)
crush
Ranged Attack
AOA yes
Time: Full Round Action concentration required
Drain 1pt per level per round
Range: 30ft+10ft per Character level
Target: 1 creature or object
Duration: concentration
Area of effect: target
Saving throw. Fort save (DC 12 +2/level of power) each round
Damage:   1d4 pts health damage per round.

If target fails initial save he is lifted off his feet and held helpless of the ground as he is slowly constricted and crushed by the technique, visually it is easy to spot this technique since the target is wreathed in a thick flowing layer of ectoplasmic vapor that shrinks inward as it compresses the target.

Special this attack can seriously affect breathing. Any organic creature affected by technique must make a for save vs. the TK strength +level of power possessed by attacker to breathe each round. If save fails the target loses an effective pt of con, if con reaches 0 the target passes out and begins to die. Taking 1pt of health point damage per round until he is released or dies. If released before death he can be stabilized normally and begins to recover normally.
Astraeus
 GM, 47 posts
Mon 23 Aug 2010
at 18:44
Psionics: Kinetics Concussion
Concussion: ( Kinetic and Tech ability)

One of the few abilities shared by both techs, combat specialists and kinetics. Concussion focuses a powerful tightly focused shockwave on the target. The brutal impact and sonic blast of the attack are often enough to knock a human sized target off their feet. While a Kinetic can manifest the attack without aid, techs and soldiers rely on a compact powerful concussion guns mounted under their standard weaponís barrel or as a module in their field pack.
             Use of a concussion gun is as much an art as a science. The finicky weapon is prone to coming out of calibration and needs to be tweaked and adjusted to function at full effectiveness.  As a result it is only issued to trained techs and soldiers in the field giving them a potent non lethal weapon as well as a means to scatter and disorient hostiles.

Special: can be used in multiple modes

 High impact mode: ( range 30ft) does not inflict damage, primary purpose to allow the attacker to make a trip, or disarm attack at range. When using the concussion gun to trip or disarm they suffer -2 to their attack and have and effective strength ( 14+level of technique) for trip, disarm rolls. Attacker can not use dex for trip/disarm attacks using a concussion gun. Using the concussion gun to trip or disarm does not trigger an attack of opportunity unless the shooter is making a ranged attack from a threatened square.  If unsuccessful they are not subject to return attacks.

Normal Mode: Inflicts health damage only

Stun mode: damage is temporary damage, however  If target takes more damage than his constitution score in a single attack, he must make DC 15 fort save or he is knocked out.

Level I -III
Ranged Attack
AOA Yes
Time: attack action
Range increment 40ft ( range increment increase by +5 ft at 3rd, and 4th levels)
Target: creature or object
Duration: instant
Area of effect: target
Saving throw. Reflex DC 12 or shaken 1 rd ( save DC increases by +2/per level, at Lvl 3 shaken becomes stunned )
Damage:  2d6 (concussion)( damage increases +1 die at 3rd and 4th level

EVOLUTIONS

Level IV a
Ranged attack
AOA Yes
Time: attack action
Range increment 50ft
Target: creature or object
Duration: instant
Area of effect: target
Saving throw. Reflex DC 20 or stunned
Damage:  5d6 (concussion)


Level IVb ( Concussive Blast)
Ranged area affect attack
AOA Yes
Time: attack action
Range increment 40ft
Target: creature or object
Duration: instant
Area of effect: 10ft radius
Saving throw. Reflex DC 12 or shaken 1 rd
Damage:  4d6 (concussion) save dc 16 for half

Level IVc (Sledgehammer)
Ranged attack
AOA Yes
Time: attack action
Range increment 40ft
Target: creature or object
Duration: instant
Area of effect: target
Saving throw.
Damage:  special

Sledgehammer within 10ft the attack  can be switch into sledge hammer mode. It delivers 5d6 (bludgeoning)damage to objects, and can be used to break open doors, and smash through light construction materials. Itís effective strength for breaking open doors is 18. It can break a 2ft diameter hole in light walls and other structures large enough to allow a medium sized character to wriggle through as a move action.
             If used against a creature or construct smaller than large the target must Make fort/ or reflex save DC 16 or be knocked back 10ft and fall prone.
Astraeus
 GM, 48 posts
Mon 23 Aug 2010
at 18:45
Psionics: Kinetics Ectoplasmic Blast
Ectoplasmic Blast
            By creating a sphere of liquid ectoplasm and propelling it at a target the kinetic can deliver a punishing blow to is target. The impact o the dense glob of ectoplasm cabe disorienting and leave a target dazed or stunned for several second. With practice and training the impact can become powerful enough to take an opponent off is feet or hurl him backwards.
            The Kinetic can alter the pat of the ectoplasm I flight allowing him to lob, arc or curve itís ballistic flight reducing the effect of cover or concealment.


Level I
Throw:
Ranged Attack
AOA no
Time:Full attack
Recovery:
Range: 100ft+10ft per Character level
Target: 1 creature or object
Duration instant
Area of effect: target
Saving throw. Fort save (DC 12) to avoid secondary effects only.
Damage:  2d6 bludgeoning

Special:
            Seeking. Reduce effectiveness of cover by two steps. No range penalties., however any penalty that would affect a spot check does apply to the attack roll
            Failed save indicate target is Dazed 1rd

Level II
Throw: ranged Attack
AOA no
Time:Full attack
Recovery: base 3 rds
Range: 100ft+10ft per Character level
Target: 1 creature or object
Duration instant
Area of effect: target
Saving throw. Fort save (DC 14) to avoid secondary effects only.
Damage:  3d6 bludgeoning

Special:
              Seeking. Reduce effectiveness of cover by two steps. No rang penalties.
              Failed fort save indicates target dazed 1rd

Level III
Throw: ranged Attack
AOA no
Time: attack
Cool down: base 3 rds
Range: 100ft+10ft per Character level
Target: 1 creature or object
Duration instant
Area of effect: target
Saving throw. Fort save (DC 16) to avoid secondary effects only.
Damage:  4d6 bludgeoning

Special:
              Seeking. Reduce effectiveness of cover by two steps. No rang penalties.
              Failed fort save indicates target stunned 1rd

Level IV evolutions:

Level IV a     (Ionized blast)
           The ectoplasm becomes charged with a powerful static electric charge. The charge I not likely to injure or kill organic targets but it is sufficient to disable or shut down mechanical targets, synthetics or electronic devices.
Throw: ranged Attack
AOA no
Time: attack
Cool down: base 3 rds
Range: 100ft+10ft per Character level
Target: 1 creature or object
Duration instant
Area of effect: target
Saving throw. Fort save (DC 18) and REF Save DC15, to avoid secondary effects only.
Damage:  5d6 bludgeoning

Special:
              Guided, Reduce effectiveness of cover by two steps. No rang penalties.
              Failed fort save indicates target stunned 1rd.
              Failed Ref Saved Indicate target is knocked back 5ft and falls prone, if strikes obstruction target take 1d6 impact

Level IV b ( explosive blast)
    the ectoplasm created by the Kinetic is highly unstable. Any significant impact will cause it to decay explosively with considerable force. Potentially injuring, disorienting and buffeting anyone close to the point of impact.

Ranged Attack
AOA no
Time: attack
Revovery: base 3 rds
Range: 100ft+10ft per Character level
Target: 1 creature or area
Duration instant
Area of effect: 10ft
Saving throw. Fort save (DC 15) to avoid secondary effects only.
Damage:  3d6 bludgeoning

Special:
              Guided, Reduce effectiveness of cover by two steps. No rang penalties.
              Failed fort save indicates target dazed 1rd, and falls prone
              If an individual taget I selected the attacker makes a ranged touch attack. The target receive a penalty his save roll of 4pts is he fails is save he is hurled backward 5 ft and falls prone. If he strikes an obstruction or medium sized or larger object he takes 1d6 impact damage

Level IV c     (Chain throw)
Throw: ranged Attack
AOA no
Time: attack
Cool down: base 3 rds
Range: 100ft+10ft per Character level
Target: 1 creature or object
Duration instant
Area of effect: target
Saving throw. Fort save (DC 15) to avoid secondary effects only.
Damage:  3d6 bludgeoning

Special:
              Guided, Reduce effectiveness of cover by two steps. No rang penalties.
              Failed fort save indicates target dazed 1rd
              The caster may make up to three additional attack against the same target for each use of power. Each attack after the first suffers a  cumulative -4 penalty.
Astraeus
 GM, 49 posts
Mon 23 Aug 2010
at 19:55
Psionics: Kinetics Ecto-Kinetic Armor
Ectoplasmic Armor

A very common form of defense for combat Kinetics, the kinetic draws in dust, soil, and debris, eve stripping paint or plaster away from walls, reduces it to a fine powder and embeds it in a layer of dense ectoplasm. The resulting layer forms light effective armor that protects the Kinetic as fully as any manufactured armor. With practice and training the protection offered by the armor increases as does his ability to move and fight without being penalized by the extra mass and rigidity of the armor.

The armor is a physical creation, it remains intact until destroyed or dispelled by the Kinetic. It is one of the few abilities that has a nearly unlimited life span . It does has the distinct disadvantage that it can not be manifested in a sterile environment, and has mass making it a slight impediment to the Kinetic. It however is not as restrictive as manufactured armor since it conforms tightly to the wearers body and I customized for that person.

Appearance is highly personal some form a suit of archaic looking armor, while others form a sleek futuristic set of combat armor. Many times the armor tends to have a biomechanical or organic appearance to it. And some kinetics consider their armor to be a piece of art. By making a craft visual art, or perform check (DC 15) the Kinetic can mold and shape heir creation into a elegant and artful or frightening and intimidating form giving them a +1 synergy bonus to intimidation, or diplomacy.
    In some cases their ectoplasmic armor may be the only clothing a Kinetic wears, as they can mold and adapt it to include any mundane piece of clothing, pouches, web gear pockets..etcÖ
     The ectoplasm created to bind the armor together seems to draw energy from the wearer, while it I not substantial if removed from the wearer it quickly deteriorates and falls apart into dust and rapidly evaporating mist.


Passive Creation ability ( requires 4 ranks craft mechanical)
Time 1 minute
Duration ( special )
AoA: yes
Concentration: Yes ( concentration not required once armor is complete)
Target self
Range:
Save: None

Level I
AC   1
DR   2
Armor penalty -1
Max dex          +4

Level II
AC   2
DR   4
Armor penalty -1
Max Dex        +3

Level III
AC   4
DR   8
Armor penalty -1
Max Dex        +3

Level IVa
AC   6
DR   10
Armor penalty -2
Max Dex        +2

Level IV b
Special armor created  is sealed against vacuum and pressure allowing the wearer to use it as an EVA or diving suit. Protects against environmental contaminants and offers DR 2 versus environmental damage. Breathing device required or wearer limited to holding his breath.

Level IVc ( Ecto-kinetic Armor)
As Lvl IV base ( requires Lvl Iva)
Special:
Armor is enhanced to respond to wearers movements. The suit itself enhances the wearers strength through a focused telekinesis. Enhancing his strength, running speed and striking power.
+1 str
+5ft move
+ 1d6+( Tk str mod) Bludgeoning  to punch or kick damage

Mutations

Lvl 1
Ecto-fashion ( requires 1 rank craft Visual Arts)
The kinetic has learned to create clothing and or accessories from little more than ectoplasm. . The ability requires a craft Visual art check to create a particular style or desired look otherwise it will appear as a closefitting body suit of neutral color.
         Ecto fashions do not posses the same protective qualities of armor, AC 1 DR1 but allow the creator to look less like a combat machine in public. Without carrying around a mobile wardrobe.

Style
Generic clothing, pants shirt, basic colors, (-2 diplomacy)                                         DC 10
Common Clothing, colors, and styles similar to off the rack                                      DC 15
Business clothing, appears fitted and professional quality (Diplomacy  +1)                DC 20
         ( require DC 12 Knowledge Business check)
Formal, fashionable, resembles modern fashionable clothing (Diplomacy +1)            DC 20
         ( requires DC 15 Pop Culture check)
High fashion creates a one of a kind outfit, suitable for social events (diplomacy +2)  DC25
         (requires DC 20 Popular culture a critical failure  imposes a -2 diplomacy)
Street Fashion,  more suited to the less civilized and criminal element(+1 intimidate)+5DC
          (DC 12 streetwise)
Seductive, clothing designed to catch the eye and flatter the figure  (+1 bluff )           +5DC
Concealing, hides items or conceals features                                                              +5DC
( +1 hide/slight of hand -1 to accurately remember details)
Duplicate specific set of clothing or  designer style
(requires sample or DC20 Pop Culture)                                                                     +10DC

Lvl II
Fusion, allows Kinetic to incorporate personal gear and devices into his armor Requires craft mechanical and or craft electronics 4 rank.
Creator makes a craft check DC 15 for item and it seamlessly integrates into his armor. if armor is destroyed or removed items are dropped and need to be repaired before being used again. Once fused to armor item and weapons can not be stolen, removed or disarmed unless armor is destroyed or removed. In addition personal electronics are powered by the wearers own metabolism. This increases his need for food and water but allows him to use the items indefinitely. Fused energy weapons can be recharged as well but this causes the wearer to take 10pts health damage and make Fort save DC 12 or become fatigued.


Lvl III Mutable armor:
Typically once armor is created it does not change requiring the creator to dispel his current armor and create a new set.  However with practice a kinetic can reshape his armor, enhancing it or altering itís appearance to suit the needs of the moment. This entails a new craft check and 3rds to accomplish but it offers him a wide degree of flexibility in his choices.

Lvl IV allows kinetic to create armor for another individual linking the Ecto-armor to that person. Requires 1hr meditation with that person present for the crafter to successfully bind the armor to itís new owner. Once this is done the crafter can create any armor he knows
Astraeus
 GM, 50 posts
Mon 23 Aug 2010
at 19:56
Re: Psionics: Kinetics Ecto-Kinetic Armor
Entangle
A kinetics ability to create ectoplasm can be used to entrap and constrict a hostile target. Interfering with their movement and ability to fight. While the ectoplasm is short lived it is remarkably resilient and difficult to remove.  While entrapped the target suffers -2 to all attacks and skill checks, as well as a -4 penalty to his dex while entangled the target can only move at half speed and can not charge.

Level I
ranged touch Attack
AOA Yes
Time:Full Attack
recovery:
Range: 30ft+10ft per Character level
Target:
Duration: 3 rnd
Area of effect:
Saving throw: Reflex

The target must make a reflex save DC 12 or be entangled
Once entangled the target may take a full round action to break free Strength Check DC 23, make an escape artist check DC 15 or use a knife or edged weapon to cut himself free. The strands have a hardness of 1 and 10+(5/level0f power)  hp

Lvl II
Save DC 14 duration 5 rds

Lvl III
Save DC 16
Duration 6 rnds

Lvl IV
Save DC 18
Duration 10 rds
Strands regenerate each round so must be severed in one attack

Lvl IV
As level 2 radius 10ft

Lvl IV
As level 3 but target takes (1d6+Tk str Mod) crushing damage each round.

This message was last edited by the GM at 04:35, Tue 17 May 2011.

Astraeus
 GM, 51 posts
Mon 23 Aug 2010
at 19:57
Kinetics:Kinetic Barrier
Telekinetic Barrier:

Using subconscious memory drills auto hypnotic suggestions and many hours of practice the kinetic has leaned to form a field of repulsive energy that deflects physical objects away from his body.  The barrier appears to be a shimmering crackling aura around the kinetic that acts like a fluid when struck or in contact with an object.
       While the barrier covers the Kinetics entire body including his equipment and weapons it is not a perfect defense. Occasional lapses in coverage do form creating a momentary opening in the barrier which might be exploited by a perceptive enemy or allow a round to pass through unimpeded on rare occasions.
          The mental stress and internal energy needed to maintain the barrier ore significant, and impacts on the barrier increase the stain which a some point will cause a momentary lapse in subconscious focus causing the field to collapse if it is impacted too many time within a period of time.

General
   Kinetic shields provide Bonuses to AC and DR until they take damage equal to the barriers Health points. Once Health limit is reached the shield collapses and must be restored.

If an attack misses the character by the amount  the barrier increases the characters Defense bonus, then damage is dealt to the barrier but not the character.
               The barrier takes the full damage of any physical attack before any damage reduction I applied.

              On a confirmed critical hit all damage bypasses the Barriers . In such cases the barriers do not grant any damage reduction and are immediately dropped and must be reestablished y the character.

Barriers protect from physical ranged and melee attacks. However they do not protect against energy based attacks, environmental damage, gases, or radiation. They also do not provide any defense against vacuum or airborne toxins.

Barriers are visible and give of some light. In darkness they impose a -10 to hide, and a +2 to to hostile attacks. They do however provide about a much light as a chem light allowing the kinetic  to move around fight hand to hand, and read printed material. Without darkness penalties.

Barriers impose a -2 penalty to any skills requiring the use of the hand, due to a slight repulsion affect making objects slippery. This does not attack a characters weapons and offers no extra damage to physical attack. Although a in combat a character can use his arm or leg to parry or block attacks from armed opponents without injuring himself.

Not each time a target is attacked the barrier takes damage if the attack hit, or misses by a number equal to or less than the AC bonus granted by the barrier. It takes damage equal to the rolled damage of the attack without damage reduction being factored in.

Lvl I
Target self Only
Time Move action
Recovery 1rd
Duration: 3rds
Barrier Health Pints  20
Damage reduction: 4
AC Bonus: Deflection +1

Lvl II
Target self Only
Time Move action
Recovery3rds
Duration: 5rds
Barrier Health Pints  35
Damage reduction: 6
AC Bonus: Deflection +2


Lvl III
Target self Only
Time Move action
Recovery 1rd
Duration: 6 rds
Barrier Health Pints  50
Damage reduction: 8
AC Bonus: Deflection +3


Lvl IV Advanced Barrier
Target self Only
Time Move action
Recovery 1rd
Duration: 10rds
Health Pints  65
Damage reduction: 10
AC Bonus: Deflection +8

Lvl IV Expanded Barrier
Target 5ft radius protects all allies within radius for duration or until dropped by damage
Time Move action
Recovery 3rds
Duration: 5 rds
Barrier Health Pints  50
Damage reduction: 8
AC Bonus: Deflection +4

Lvl IV dome;
His technique creates a semi solid transparent dome the forces out dust, pollen, and small vermin ( any creature diminutive or smaller must make opposed strength check against an effective strength 18 to enter into the dome or avoid being pushed out o the are as the dome is created. It prevents the passage of liquids, and suspended particle in the air as well as small pests once established.
          If immobile the dome can be maintained indefinitely with minor concentration. The creature can walk talk, even take defensive actions but can not use her kinetic or psionic active abilities as long as she maintains the dome.
          If moving the dome follows the creating kinetic and sweeps aside any fine size creature. or airborne environmental contaminant . The dome can not be knocked down by hostile fire but it offers little or no protection against attack.
         The dome will conform to interior paces, and flow around large immobile objects. Small or larger creatures can push through the barrier as a move action but smaller creatures lack the mass to easily penetrate the dense ectoplasmic field that makes up the barrier.

Time Move action
Recovery 3rds
Duration: 10 rds
Barrier Health Pints  50 (Hardnes 8)
Damage reduction  75% protection from air borne contaminants, diseased or aerosols. Pevnst passsage o diminutive or smaller creatures.( will effect swarm type creature if the creatures that make up the swarm are of the appropriate size o be affected by the barrier.)
Astraeus
 GM, 52 posts
Mon 23 Aug 2010
at 19:59
Kinetics: Bio-Kinetic enhancement
Kinetic enhancement

This technique allows the kinetic to boost his physical strength speed, and athletic ability. While it is a short term boost due to the focus needed it offers a kinetic the ability to give himself a significant edge in combat or athletic contests. While banned by most organized competitive associations it is a favorite among combat oriented kinetics, and has sparked the founding of several competitive organizations specifically for parishioners of this technique.

Each time a kinetic uses his enhancement technique he must make a fortitude save 10 + 1 per level of power or be fatigued for 1d6 rounds after power expires. He can not use any kinetic technique or ability until the fatigue condition is removed by one full round of rest ( no dex bonus to defense, no actions other than free actions, speaking, no 5ft move,. If forced to make a save or take defensive action the ret does not remove the fatigued state.) or until te duration of hi fatigued state expires.
Lvl I
Active enhancement technique
AOA no
Time:Full round action
Recovery: base 6 rds
Range: self
Target: self
Duration 3rds
Saving throw. special.
+1 str, +5 to movement, +4 to jump, climb

Lvl II
Active enhancement technique
AOA no
Time:Full round action
Recovery: base 5 rds
Range: self
Target: self
Duration 3rds
Saving throw. special.
+1 str, +10  to movement, +6 to jump, climb

Lvl III
Active enhancement technique
AOA no
Time:Full round action
Recovery: base 6x rds
Range: self
Target: self
Duration 5 rds
Saving throw. special.
+2 str, +15  to movement, +10 to jump, climb +1 to grapple



Lvl IV
Active enhancement technique
AOA no
Time:full attack action
Recovery: base 3 rds
Range: self
Target: self
Duration 6 rds
Saving throw. special.
+4 str, +15  to movement, +15 to jump, climb +2 to grapple,+ 2 to resist Bull rush, or trip attacks

Lvl IVb
Active enhancement technique
AOA no
Time:Free action
Recovery: base 3 rds
Range: self
Target: self
Duration 3 rds
Saving throw. special.
+1 str, +5  to movement, +4 to jump, climb +1 to grapple


Lvl IVb
Active enhancement technique
AOA no
Time: move action
Recovery: base 3 rds
Range: self
Target: self
Duration one skill attempt, attack or action
Saving throw. special.

May spend an action point and enhance strength  +10 points for one skill, break item, or to move one object
Astraeus
 GM, 53 posts
Mon 23 Aug 2010
at 20:00
Re: Kinetics:Knockback
Knockback
A Telekinetic haymaker delivering a punishing blow to the target. The heavy impact and focused nature of  the blast can knock an opponent off his feet or smash a door off itís hinges. The intense focus and e
xertion of the attack however an leave a Kinetic drained requiring him to recover his energies before using another Kinetic ability. The effectiveness of the attack at staggering the enemy is best used on targets that need to close to short ranges to e effective, or on an enemy held suspended by a lift attack to amplify itís knock back potential. Targets effected by lift in Zero gravity without means of propulsion or falling, jumping when struck by Knockback automatically fail their saving through. In addition knock back movement is doubled for these targets.


Level I
Throw:
Ranged Attack
AOA yes
Time:Full attack
Range: 30ft+10ft per Character level
Target: 1 creature or object
Duration instant
Recovery:  rds
Area of effect: target
Saving throw. Fort, to avoid secondary effects only.
Damage:  2d6 bludgeoning

Special: Failed fort save indicates target is knocked backwards 5 ft per five points damage taken from blast. Target may make Reflex save DC 5+damage taken or fall prone at end of knock back movement. If target his a wall or other substantial object he takes 1d6 per 10ft of knock back movement. If target is pushed over a ledge or into open space by knockback movement he may make a save if he is within 5ft of a ledge solid surface he may make a Reflex save DC fifteen or fall taking damage as per falling rules.

Level II
Throw: ranged Attack
AOA yes
Time:Full attack
Range: 30ft+10ft per Character level
Target: 1 creature or object
Duration instant
Recovery: 3 rounds
Area of effect: target
Saving throw. Fort save (DC 14) to avoid secondary effects only.
Damage:  3d6 bludgeoning

Special: Failed fort save indicates target is knocked backwards 5 ft per five points damage taken from blast. Target may make Reflex save DC 5+damage taken or fall prone at end of knock back movement. If target his a wall or other substantial object he takes 1d6 per 10ft of knock back movement. If target is pushed over a ledge or into open space by knockback movement he may make a save if he is within 5ft of a ledge solid surface he may make a Reflex save DC fifteen or fall taking damage as per falling rules.



Level III
Throw: ranged Attack
AOA yes
Time: attack action
Range: 30ft+10ft per Character level
Target: 1 creature or object
Duration instant
Recovery: 0 rounds
Area of effect: target
Saving throw. Fort save (DC 16) to avoid secondary effects only.
Damage:  5d6 bludgeoning
Special: Failed fort save indicates target is knocked backwards 5 ft per five points damage taken from blast. Target may make Reflex save DC 5+damage taken or fall prone at end of knock back movement. If target his a wall or other substantial object he takes 1d6 per 10ft of knock back movement. If target is pushed over a ledge or into open space by knockback movement he may make a save if he is within 5ft of a ledge solid surface he may make a Reflex save DC fifteen or fall taking damage as per falling rules.




Level IV a

Throw: ranged Attack
AOA no
Time: attack
Cool down: base 3 rds
Range: 30ft+10ft per Character level
Target: 1 creature or object
Duration instant
Recovery 0 rounds
Area of effect: target
Saving throw. Fort save (DC 18) and REF Save DC15, to avoid secondary effects only.
Damage:  6d6 bludgeoning

Special: Failed fort save indicates target is knocked backwards 5 ft per five points damage taken from blast. Target may make Reflex save DC 5+damage taken or fall prone at end of knock back movement. If target his a wall or other substantial object he takes 1d6 per 10ft of knock back movement. If target is pushed over a ledge or into open space by knockback movement he may make a save if he is within 5ft of a ledge solid surface he may make a Reflex save DC fifteen or fall taking damage as per falling rules.
Astraeus
 GM, 54 posts
Mon 23 Aug 2010
at 20:01
Kinetics: Lift
Far more affective than simply using base Telekinesis to haul a target into the air. The kinetic has become adept at using a wide focused area of kinetic energy the Kinetic can lift target into the air for short periods of time. the gravitational center of the mass field is constantly shifting and mutating causing the target to tumble and spin out of control unable to use weapons or move under hi own control.  With practice the kinetic can lift greater masses for longer periods of time, eventually learning to unleash a devastating attack on the target using his abilities.
         While suspended the target is more susceptible to kinetic effects, throw, push/pull, charge or shockwave, have more effect when targeting a suspended individual or object. While lifted if the target is targeted with a bull rush attack his effective strength is 3 to resist any technique or attack simulating a bull rush. As a result it is likely that the attack will have far greater effect than if the target was o the ground and in control of his movements.

Level I
ranged touch Attack
AOA Yes
Time:Full action
recovery: base 3 rds
Range: 30ft+10ft per Character level
Target: 1 creature or object
Duration 1rd can be extended with concentration.
Area of effect: target
Saving throw. Ref (DC 14) negated/ may make save every round until duration ends or save is successful
Damage: special

Special:
Mass limit 150Kg
Damage 1d6 bludgeoning per round
            If initial save fails, the target is lifted 3 to 6 meters into the air. Target is prone and can not use weapons, active skills or powers while unable to control movement.  The target can make a second save the round following hi failed attempt, and successive saves each round until the duration of the effect is over or a successful save is made. A successful save indicates the character is free of the affect but falls prone directly under the location he occupied while affected by the lift.

Level II
ranged touch Attack
AOA Yes
Time:Full action
recovery: base 3 rds
Range: 30ft+10ft per Character level
Target: 1 creature or object
Duration 1rd can be extended with concentration.
Area of effect: target
Saving throw. Ref (DC 16) negated/ may make save every round until duration ends or save is successful
Damage: special

Special:
Mass limit 200Kg
Damage 1d6 bludgeoning per round
            If initial save fails, the target is lifted 3 to 6 meters into the air. Target is prone and can not use weapons, active skills or powers while unable to control movement.  The target can make a second save the round following hi failed attempt, and successive saves each round until the duration of the effect is over or a successful save is made. A successful save indicates the character is free of the affect but falls prone directly under the location he occupied while affected b the lift.
reduce damage from a kinetic impact.

Level III
ranged touch Attack
AOA Yes
Time:Full Attack
recovery: base 3 rds
Range: 30ft+10ft per Character level
Target: 1 creature or object
Duration 3rd can be extended with concentration.
Area of effect: target
Saving throw. Ref (DC 18) negated/ may make save every round until duration ends or save is successful
Damage: special

Special:
Mass limit 350Kg
Damage 1d6 bludgeoning per round
            If initial save fails, the target is lifted 3 to 6 meters into the air. Target is prone and can not use weapons, active skills or powers while unable to control movement.  The target can make a second save the round following hi failed attempt, and successive saves each round until the duration of the effect is over or a successful save is made. A successful save indicates the character is free of the affect but falls prone directly under the location he occupied while affected b the lift.


Level IV Improved Lift
ranged touch Attack
AOA Yes
Time:Full Attack
recovery: base 2 rds
Range: 30ft+10ft per Character level
Target: 1 creature or object
Duration 4rd can be extended with concentration.
Area of effect: target
Saving throw. Ref (DC 18) negated/ may make save every round until duration ends or save is successful
Damage: special

Special:
Mass limit 500Kg
Damage 1d6 bludgeoning per round
            If initial save fails, the target is lifted 3 to 6 meters into the air. Target is prone and can not use weapons, active skills or powers while unable to control movement.  The target can make a second save the round following hi failed attempt, and successive saves each round until the duration of the effect is over or a successful save is made. A successful save indicates the character is free of the affect but falls prone directly under the location he occupied while affected b the lift.

Level IV Lift field
ranged touch Attack
AOA Yes
Time:Full Attack
recovery: base 2 rds
Range: 30ft+10ft per Character level
Target: all creatures or object within area of affect
Duration 4rd can be extended with concentration.
Area of effect: 10ft
Saving throw. Ref (DC 15) negated/ may make save every round until duration ends or save is successful
Damage: special

Special:
Mass limit 500Kg
Damage 1d6 bludgeoning per round
All character and objects in the area of affect are effected, friend and foe alike. Unrestrained objects receive no saving throw. Individuals holding an object must make a  REF or Fort save of the same DC as the initials save, or loose their grip on any held object. Object move at random within he lit field, catching a nearby object requires a Ref save DC 12
            If initial save fails, the target is lifted 3 to 6 meters into the air. Target is prone and can not use weapons, active skills or powers while unable to control movement.  The target can make a second save the round following hi failed attempt, and successive saves each round until the duration of the effect is over or a successful save is made. A successful save indicates the character is free of the affect but falls prone directly under the location he occupied while affected b the lift.


The Kinetic lifts then hurls the target into the ground with incredible force. The target can be disoriented injured or even killed by the violence of his impact.

Level IV Slam
ranged touch Attack
AOA Yes
Time:Atttack Actioní
recovery: base 1 rds
Range: 30ft+10ft per Character level
Target: 1 creature or object
Duration instant.
Area of effect: target
Saving throw.
Damage: special

Special:
Mass limit 500Kg
Damage 4d6 bludgeoning
            Target must make ref save DC18 or become prone.
               Target Must make Fort Save or be stunned for 1d3 rds.

Lift Mutations

Lvl I slow fall
The Kinetic uses a his lift abilities to slow their rate of descent during a fall. The Kinetic can fall up to their base movement rate without damage. During descent they can not maneuver, take defensive action or uses any Kinetic power. Descent takes on full round to perform and can leave Kinetic exposed and vulnerable to attack. During descent a Kinetic is effectively flat footed.


Lvl II
Jump
My decreasing their effective weight a kinetic can leap for greater distances. Leap adds +10 to Jump skill. This is an active ability and counts as a use of Kinetics, however it counts as a move action and has no recovery period, and has a duration of 1 rd.

LvlII
Zero Gee Flight.   A human development first developed by industrial Kinetic working in orbital shipyards. Z-Gee Flight allow a Kinetic to move about  without need for thrusters or maneuver units. The speed of flight I limited but it is extremely agile and require only minor concentration. While using Z-Gee flight a character can fire weapons, use nn -kinetics based powers he possesses.
          Fight ( in zero Gee only) 30ft perfect.

Lvl III
 Levitate
Normally to lift an object or person the kinetic must concentrate on some specific portion of the body or a price of equipment attached to the object, such as a lifting hook. The kinetic has mastered the art of using an his abilities to allows him to lift and control objects up to his mass limit including himself with only minimal effort. This technique is les clumsy and far more comfortable for a living being than being lifted up by the belt or by a limb. The kinetic can control the height of the object but can not move it horizontally. A character may raise or lower an object up to 5 meters per round.
         An outside source of propulsion is required to move the object. While weightless the object is not without mass. To move it the source of propulsion must over come itís inertia and can not stop the object without some form of braking. Even if that source is a collision with another object.
If a moving object is levitated it will decelerate naturally. Although a speeding motorcycle or other small vehicle will not be able to use itís brakes and will move in a straight line along ití path of travel. A vehicle which has some non friction based movement system is largely unaffected by levitate although it will have to actively control itís movement to counter any levitation effect.
Only unattended or willing targets may be levitated resisting objects can easily move out of the effect before they are lifted. While levitated by another person a character can ue any skill, attack or technique he possess without disrupting the levitation however some movement may occur if he fires a weapon with strong recoil. ( Ref or fort Save DC 12 or be moved 10ft, and effectively prone for 1 round)
Levitation requires concentration and limitís the Kinetic to free actions and a walking pace only. Once the Kinetic cease to levitate the object will slowly settle to the ground at a rate equal to itís ascent.

Lvl IV flight while relatively new to Kinetics, the ability for a kinetic to use his powers to fly unassisted is possible. Flight is slow and requires concentration but it allows the Kinetic to  fly with perfect maneuverability and hover in place without difficulty.
  Fly 30ft Perfect, can hover.
Astraeus
 GM, 55 posts
Mon 23 Aug 2010
at 20:02
Re: Kinetics: Maelstrom
maelstrom

Creating a telekinetic vortex about himself the Kinetic amplifies the power and activity of her own poltergeist to surround themselves in a swirling mass of loose debris, random small object and discarded tools or weapons.
        Maelstrom is usually used as a defense, to prevent an enemy from closing and to disrupt his attacks by pummeling him with random bits of junk. However it can be used as a weapon just as easily increasing the velocity of the items picked up by the vortex and hurling them violently into anyone within the area of effect. Normally these items are blunt and pose little danger of serious injur. However if a large number of edged weapons, or items ( 10 or more) or broken glass, metal shards, etc.. exist in the area the Maelstrom inflicts 1d4 slashing in addition to itís bludgeoning damage.
           there is no rule that says that the Kinetic canít supply these items. Dumping a bag of knives or shooting out the windows in an area then manifesting a maelstrom is a perfectly legitimate action.

          The Kinetic I unaffected by the maelstrom, however the unpredictable nature of a poltergeist will cause anyone within the area of effect friend or foe to come under attack when the enter or remain in the area of effect.
         His technique requires loose objects to be effective, if in an area where there are none or unattended objects a secured or weight more than 5 lbs this technique is unable to function.
        Any creature under 25 lbs entering the area must make an opposed Strength check vs. the Kinetics TK strength or be physically picked up and thrown out of the area of effect. Creatures under 5 lbs can not enter area and are physically pushed out of the area of effect.
           Swarms entering the area are dispersed for 1d4 rounds and must reform before taking another action.

Level I
Active Kinetic Defense/Area affect attack
AOA no
Time: move action
Range: 0ft
Target: all objects and creatures in area of affect.
Duration 3 rds ( concentration extends duration)
Area of effect: 5ft radius
Saving throw. REF DC 14 to avoid secondary effects
Damage: 1d6 bludgeoning

Special:
         Anyone attempting to attack the kinetic must make a ref save or suffer a -1 to attack rolls due to the  flurry of objects whirling about him. Anyone making a melee attack or attempting to grapple him physically is hit for 1d6 points of bludgeoning damage for every round they remain within 5ft of the kinetic.
         In dusty or sandy areas kinetic receives ľ concealment due to the dust and sand picked up by the Maelstrom.
           While Maelstrom is in effect character can use objects picked up by it to attack nearby creatures or object. As a standard attack action the kinetic may make  ranged attack at -4 that can deliver 2d6 ( health point damage only) bludgeoning  to any one creature or object within 10ft by hurling a solid object at them at high velocity. ( the kinetic can launch this attack while concentrating to extend duration)

Level II
Active Kinetic Defense/Area affect attack
AOA no
Time: move action
Range: 0ft
Target: all objects and creatures in area of affect.
Duration 6 rds (concentration extends)
Area of effect: 5ft radius
Saving throw. REF DC 15 to avoid secondary effects
Damage: 1d6 bludgeoning

Special:
         Anyone attempting to attack the kinetic must make a ref save or suffer a -1 to attack rolls due to the  flurry of objects whirling about him. Anyone making a melee attack or attempting to grapple him physically is hit for 1d6 points of bludgeoning damage for every round they remain within 5ft of the kinetic.
         In dusty or sandy areas kinetic receives ľ concealment due to the dust and sand picked up by the Maelstrom.
          While Maelstrom is in effect character can use objects picked up by it to attack nearby creatures or object. As a standard attack action the kinetic may make  ranged attack at -4 that can deliver 2d6 ( health point damage only) bludgeoning  to any one creature or object within 10ft by hurling a solid object at them at high velocity.

Level III
Active Kinetic Defense/Area affect attack
AOA no
Time: move action
Range: 0ft
Target: all objects and creatures in area of affect.
Duration 6 rds(concentration extends)
Area of effect: 5ft radius
Saving throw. REF DC 16 to avoid secondary effects
Damage: 1d6 bludgeoning

Special:
         Anyone attempting to attack the kinetic must make a ref save or suffer a -2 to attack rolls due to the  flurry of objects whirling about him. Anyone making a melee attack or attempting to grapple him physically is hit for 1d6 points of bludgeoning damage for every round they remain within 5ft of the kinetic.
         In dusty or sandy areas kinetic receives ľ concealment due to the dust and sand picked up by the Maelstrom.
          While Maelstrom is in effect character can use objects picked up by it to attack nearby creatures or object. As a standard attack action the kinetic may make  ranged attack at -4 that can deliver 2d6 ( health point damage only) bludgeoning  to any one creature or object within 10ft by hurling a solid object at them at high velocity.

Level IV
Active Kinetic Defense/Area affect attack
AOA no
Time: move action
Range: 0ft
Target: all objects and creatures in area of affect.
Duration 10 rds(concentration extends)
Area of effect: 10ft radius
Saving throw. REF DC 18 to avoid secondary effects
Damage: 1d6 bludgeoning

Special:
         Anyone attempting to attack the kinetic must make a ref save or suffer a -2  to attack rolls due to the  flurry of objects whirling about him. Anyone making a melee attack or attempting to grapple him physically is hit for 1d6 points of bludgeoning damage for every round they remain within 5ft of the kinetic.
         In dusty or sandy areas kinetic receives Ĺ concealment due to the dust and sand picked up by the Maelstrom. In addition any one entering the area of effect must make a second save or be blinded by blowing dust or sand for 1d4 rds, each round the creature stays within he area of effect it must make another save vs. blindness. If blinded the character must exit the area of effect before he can begin to recover prom the effect.
          While Maelstrom is in effect character can use objects picked up by it to attack nearby creatures or object. As a standard attack action the kinetic may make  ranged attack at -4 that can deliver 2d6 ( health point damage only) bludgeoning  to any one creature or object within 10ft by hurling a solid object at them at high velocity.


Level IVb as a move action, the manifesting kinetic may chose to eject one medium r smaller creature from the area of effect. If the creating character succeeds in a grape check using his TK Strength he may eject the creature from the area of effect. The affected creature is thrown five feet for every point the Kinetics grapple check exceeded their s in a direction of the Kinetics choosing.

Lvl Ivhe kinetic may exem his allies from the effects of the Maelstom and extend itís protection to them as well. To gain protection the creature or object must be within five feet of the kinetic

This message was last edited by the GM at 20:03, Mon 23 Aug 2010.

Astraeus
 GM, 56 posts
Mon 23 Aug 2010
at 20:05
Re: Kinetics: Ecto-Kinetic Fog (obscure)
Obscure:
   A side effect of telekinetic activity ectoplasm has unique properties that are poorly understood b science. Kinetic may not know the properties origins of the ectoplasm they create but they have learned to use it to great effect.
      The ability to manifest large clouds of ectoplasm allows a kinetic to create a stationary fog that not onl blocks visible light but confounds thermal and non visible light based senses as well.  The slight luminescence and varying temperatures of the ectoplasm make it  difficult for even digitally enhanced optics to see through the billowing mass.

Effects:
Bocks visible and non viable light, and thermal base vision, in addition it also acts s an anti-laser aerosol decreasing he damage of any laser fired through the fog bank by 1die per 10ft of ectoplasmic fog.

Obscuration is a static effect, it can not e moved and does not drift on the wind. Only a strong wind or concussive blast will disperse the fog but it will reform in 1 round unless duration ends before it can reform.

Active Kinetic Defense
Time full round action
AoO: Yes
Concentration: No
Duration: 1d6 +2 rounds ( +2 per rounds per level after first)
Radius 10ft +5ft per level of technique after level I

Effect: total cover for any object within fog, or on opposite side of fog from viewer. Blocks all vision based senses, even those senses that can normally see in complete darkness..

Evolutions:

Lvl IVa ectoplasm becomes charged blocking radar and radio frequency senses.

Lvl IVb fog bank become mobile moving at 30ft per round at creators direction.

Lvl IVc (requires level IVa ) cloud build up a powerful static charge any creature inside, or entering takes 1d4 pts of electrical damage each round, shield packs have a 25% chance of shutting down each round the wearer remain in the area of the ectoplasmic fog.
         Due to the fact the fog seeps into the smallest openings and completely engulfs the target only a character or creature who is immune to electric attacks, is wearing a sealed environment suit is protected normal armor and shields do not prevent damage from the clouds electrical discharges.

Mutations:

Lvl II
Kinetic can cause tendrils and shapes to form within the radius of the fog. The tendrils ad shapes  have no real substance and can not do any harm but the effect can be used to frighten or intimidate or to confuse enemies.
       If the kinetic gains Level IVc the tendrils will deliver a 1d4 electric attack if they strike a target. This is in addition to the normal damage from being within the fog.
Astraeus
 GM, 57 posts
Mon 23 Aug 2010
at 20:06
Re: Kinetics: Ecto-Kinetic Obstruction
Obstruction:

Allows a telekinetic to create a temporary barrier to provide shelter or close off a door way or hall. The barrier is a physical object and is treat as a wall or door would be. As the kinetic becomes more experienced he can create sturdier barriers or increase the length of time they can survive without his concentration sustaining them.
           The barrier can be created solely from ectoplasm or include materials gathered fro the local environment. Dust, litter, scrap metal, even branches and leaves from near by plants. If the barrier is ectoplasmic it is transparent and appears only as a dense semi solid wall of energy. If it incorporates local debris it becomes opaque blocking vision from either direction.
     The semi solid state of the obstruction allows it to reform after an attack that penetrates it but does not completely destroy the barrier does not leave a gap or hole in the barrier afterward.
.               If attacking a target on the far side of the barrier an attack must deal deals sufficient damage to exceed both the DR and hit points equal to those of one inch of a material of similar hardness to breach the barrier and strike the target.  Damage rolled against barrier minus barriers DR and damage dealt to barrier is applied to the target if attack is successful.
               Barrier does not protect against telepathic mind influencing effects.

              If the barrier has no DR then it is possible to push through the obstruction but this requires 1d4 + 1 rounds and requires the creature to be of medium size or larger. Large or larger creatures can push through in one round. All creatures must make an opposed strength check against the creating characters TK Str in order to push through the obstruction.
            Obstruction conforms to any space it is created in creating an airtight seal if it meet an object wall or door way. I the object doe not have sufficient dimensions to fill an opening it creates an immobile freestanding obstruction extending from the targeted point equally in both height and width.
          If obstruction can reach all sides of an opening it forms an airproof seal blocking out contaminants and environmental hazards.
           If two Obstructions are created in contact with one another they merge but each section retain itís own hit points and is unaffected by damage dealt to another section.
           Obstructions can be formed either vertically or horizontally and remain immobile once created. If weight exceeding the lifting capacity of the creators Kinetic strength is placed on an obstruction the obstruction will settle to the ground at 30ft per round. If it should strike the ground or any substantial obstruction any creature on it must make a Reflex save DC 15 or take 3d6 falling damage. Any creature under the falling obstruction can simple move out of the way if he has enough movement available to move beyond the area covered by the descending obstruction.

Obstructions and TK
            The obstruction is not solid enough to be affected by telekinesis any effect that can not encompass the entire obstruction simply tar fee doing 1d6 damage to the barrier, and stopping it for one turn before it begins to move again. Any effect that can effect the total dimensions of the obstruction( Lift, pull, push  assuming the area of effect is sufficient to encompass the obstruction entirely.) can be used to support the obstruction and move it if it was not formed in a way that would cause it to merge with a solid surface.
              An obstructions semi solid state allows it to be used to break the fall of an object. Any object falling into an obstruction takes only half damage from the fall. the obstruction takes damage equal to that taken by the falling object or creature and dissipates if itís hit points are reduced to zero. At which point the creature or object may begin to fall again.

Moving an obstruction
         If an obstruction is not anchored to a solid surface a bull rush attempt using the creators TK strength to resist can move it if successful.

           Shape and thickness: An obstruction usually manifests as a hexagonal wall of equal height and width, measuring one inch thick. If formed in a smaller opening the barrier conforms to the size of the opening but thickens accordingly, a 2 Ĺ by 21/2 barrier would be 2 inches thick and double the number of hit points needed to penetrate it. . If it encounters a solid mass it spread out to cover the available area anchoring to the surface or object, as long as the opening does not exceed it maximum dimensions.
Common openings
Household window      2/12 x 3 ft or 7 sq ft     ľ map square
Household door way    6í8x 3ft, or 20sq ft or 2 map square
Industrial doorway       8ft x 4ft  or 32 sq ft. or 2 map squares high one wide
Garage Door              8ft x 10ft or 80sq ft   or 2 map squares high, two map squares wide

            If an obstruction has sufficient area to completely enclose a map square it can be formed into a cylinder protecting the entire area or trapping any occupants inside. To trap a resisting creature requires the creature to fail a Reflex save DC 15. If successful te creature escapes before the obstruction is fully formed. If successful the creature must force through the obstruction, or somehow climb, jump or fly over the upper edge of the obstruction.
            It is possible to use multiple obstructions to seal off a large area including placing a ďlidĒ over it with horizontally placed obstructions. If this is done the enclosure is air tight and sealed from outside contaminants.

Lvl I Obstruction
Type; Active Kinetic Creation Technique
Time: full round action
AoA: Yes
Concentration: to sustain effect only
Duration: 10 rds after concentration ends
Save: none
Effects
DR: 0
HP: 45
Dimensions: 5ftx5ft 25 sq ft

Lvl II Obstruction
Type; Active Kinetic Creation Technique
Time: full round action
AoA: Yes
Concentration: to sustain effect only
Duration: 10 rnds after concentration ends
Save: none
Effects
DR: 0
HP: 45
Dimensions: 10ftx5ft 50 sq ft


Lvl III Obstruction
Type; Active Kinetic Creation Technique
Time: full round action
AoA: Yes
Concentration: to sustain effect only
Duration: 30 minutes after concentration ends
Save: none
Effects
DR: 4
HP: 65
Dimensions: 10ftx5ft 50 sq ft

Lvl IVa Obstruction
Type; Active Kinetic Creation Technique
Time: full round action
AoA: Yes
Concentration: to sustain effect only
Duration: 30 minutes after concentration ends
Save: none
Effects
DR: 4
HP: 75
Dimensions: 15ftx5ft 75 sq ft

Lvl IVb as Lvl 3 except that the obstruction can be formed into a sphere or dome with a maximum radius of 10ft. Can entrap unwilling targets if the target fails a Reflex save DC 15

Lvl IVc  if in an environment with sufficient available dust or loose debris the kinetic can create a barrier that is persistent. It will remain in place until dispelled by the creator, or destroyed by damage. The barrier however only has half the hit points it normally would have and I completely opaque. In addition creatures can not slip through the obstruction although they may cut a hole through it with any sharp object, knife, axe or any other cutting tool or device.
Astraeus
 GM, 58 posts
Mon 23 Aug 2010
at 20:08
Kinetics: Psi Blade
Tech/Psi blade

          Though their means of creation are vastly different the Blade techniques are fairly similar in application, damage and improvement.
         The Tech Blade is created using a swarm of nanites and microscopic crystals of exotic alloys and carbon crystal. When trigged a Tech blade creates a force field that allows the nanites to flow and form a paper thin razor edged blade. Inside the grip a complex array of kinetic boosters, gyro and electronics gives the blade the heft balance and impact of a real blade. Augmenting the techs strength until a simple flick of the wrist can drive the blade with enough force to sever a limb or slice through a metal pipe.
             The Psi blade is a weapon of both telepaths and Kinetics, the blade varies in composition from a rigid blade of crystalline ectoplasm to a shimmering ribbon of psionic energy. But the effect I the same, a razor edged extension of the Psionics body as deadly and tangible as any material weapon.
          In both tech and Psi blades the appearance and style of the blade vary wildly from sleek lethal rapiers to wickedly curved scythes. Each tech or Psion crafting their own style to suit their physical limitations and aesthetic tastes. For Psions the choices are as varied the blade could be a razor thin extension from their fingertips, a blade projecting from between their knuckles or off the back of their hand, to a fully formed word formed ot of psionic energy and wielded traditionally.  Two Tech/psi Blade wielder who use the same style or tye of weapon who encounter one another might well call the other out for the right to claim the style as their own and force the looser to change their style or manifestation.
           In the case of the Tec blade almost without fail part of the training to learn the technique is the construction of the first of many tech blades. Most are keyed to the owner biometric signature and will not function or anyone else. As a tradition most techs will not allow another to use their blade or craft a generic blade. As much for practical reasons as well, if the technology in the blade became common knowledge thy might well end up facing a trained soldier who could use the blade with far more lethal skill than a tech could manage.
           Psi blades are simply manifestations o psionic energy without fail they dissipate if the psionic is incapacitated or disarmed . In any case no one but the Psion can wield his own Psi blade, and fe who know the technique are willing to allow anyone to study them in hopes of artificially reproducing the weapon. .
              The primary advantage of a Psi blade is that it can not be taken away stolen or lost. Once trained a Psion simply has to flick his wrist and focus for a moment and the blade I in hand ready to be used. A tech blade on the other hand can be disarmed, stolen, destroyed or lost. Although a few techs have had the presence of mind to fabricate their blades into some form of gauntlet or armor that keeps them from being disarmed

              NOTES
            Contrary to the name a tech Blade can take th form of any melee weapon. The style, type of damage and function of the weapon is set and fixed at creation. Tech/Psi blade can be learned with multiple styles of weapons and weapon types but it is purchased as a separate technique.

          Training to use the weapon is as much a pat of the technique as manifesting or building the item. The creator uses his Tec blade skill ranks as his attack bonus in combat. In addition it counts as weapons training requiring regular practice to keep in fighting form.

          Tech and Psi blades can be augmented and upgraded with gadgets for either melee weapons or Psitech devices. In order to function the tech must integrate the item. A craft check DC 20, and the Psion must wear a Psi amp Purchase DC 23 in order to use a Psitech gadget.

          Tech /Psi blades are tangible weapon. They can parry block and deflect other weapons and can be targeted with attacks, disarmed or sundered. Although in the case of a Psi blade it is a move action to re-manifest the blade.
        Any feat, maneuver, attack or ability that can be used with a melee weapon can be used with a Psi/Tech Blade. If a Psi/tech blade is pattered after a weapon that has reach, is flexible o can be wielded two handed etcÖ the tech/Psi blade shares those attributes.
           It is feasible too use a Tec blade in both hands or create a double weapon version of a Tech/Psi blade. These weapons follow the same rules as any other weapon for two handed fighting. Although they count as a light weapon for use in the off hand no matter what their design or style to do this with a tech Blade the user must manufacture a second blade Purchase Dc 23 both Psion and Technomancers must spend one additional rank per level to learn two blade style. These ranks do not count to gaining new levels and are not used to calculate attack bonuses.

GAME INFORMATION AND COMMENTS:
Tech/Psi Blade user are sometimes competitive, they will often spar, or duel in the same way a gunslinger, Knight or Samurai would these duels are seldom to the death or malicious In mature. During a duel or sparring sessions the Blades are usually used in non lethal mode with all damage being temporary. The duel ending when an opponent is disabled or admits defeat.
          This does not apply to all who use a Psi or tech blade but it is a common trend. Common enough that professional duelists who compete for prize money and bragging rights do exist.

Tech Psi Blade

Psionic/ Technomancy technique.
Damage: 1d8
Size varies
Crit threat: 20
Multiplier x2
Weight : ---

Lvl I: create Psi/tech blade

Lvl II---

Lvl III increase crit range +1

EVLUTIONS
Lvl IVa: weapon ignores 5pts DR hardness

Lvl IVb ( requires Iva) weapon can sever limb on confirmed critical

Lvl IVc ( requires IVa, IVb ) weapon ignores equipment based AC/DR

Lvl V: ( 20 ranks points spent on evolution other than IVa do not apply.) weapon treated as vorpal will decapitate on natural 20. Retains sharpness attribute will sever limb on a confirmed critical, but will sever head on natural 20

To gain all five levels and evolutions requires 28 ranks.


RELATED FEATS:

Channel ( requires Lvl III Psi/Tech Blade)
A tech or Psion can channel an attack using one of his attack techniques through his blade. This is a full round action and delivers the technique attack on his next successful Melee attack with the weapon. The range, and area of affect are reduced to touch , and any technique or ability that require concentration can not be used with the attack.
Note: some techniques are unsuitable for this method of deliver the GM has Discretion as to which are disallowed. ( it is very hard to charm someone you just whacked with a sword, and hacking a robot takes some manipulation of itís code which you cant do while swinging a sword.)
          Overcharge:
Allows the user to boost the output of his weapon for one attack to doe so he must spend an action point increasing the damage by one die for one round.

Unique item:
Kíhuírii. A rare version of a tech or psi blade, it resembles an oblong disk with finger holes cut in the center. The surface is inscribed with alien glyphs and script That defy translation.  The weapon can be used with the Psi/Tec blade technique at -4 to itís attack unless the wielder spends ranks to learn the Technique using the KíKuírii.
           In addition to itís hand to hand uses he weapon can be thrown. It has a range increment of 30ft, and returns to the user at the end of the round. He can either catch the weapon: Reflex Save or slight of hand DC 10 or let it fall to the ground and pick it up( Move action, provokes AoO)
          The Kíkuírii is an alien weapon, and defies analysis, attempting to disassemble or tamper with the weapon causes it to fuse into a mass of molten metal. Their rarity and unique abilities make them a sought after item and the owners are loathe to part with them. Most often requiring the new owner to pry them from the former owners cold dead fingers. If they are lucky enough not to have it lodged in their body or in the body of an ally. .

   Gunblade:
Only known to exit for Tec blades this Technomancer weapon fuses a ranged weapon to a tech blade. Evidently a nostalgia buff saw one two many version of the weapon n games or literature and decided he had to have one.  The ranged weapon fires a bolt of non specific energy with a range increment of 30ft. It does 2d8 damage, and fires in single shot mode. It has a crit range of 20 and deals triple damage on a confirmed critical. He weapon does not need to be recharged or reloaded unless a critical miss is rolled. Then a small charge of hypermatter Purchase DC 15 must be inserted into the weapon to replace the spent cell.
          In addition the weapon can channel the power of the blast into the blade doing an additional die of damage on a successful melee attack. Any property th tech blade posses, Keen, Sharpness, or vorpal is added to the ranged blast.
            Due to the unusual design and balance of the weapon it has a -2 to hit modifier for both ranged and melee attacks.
          No one is sure who manufactures these rare weapons, and no one who owns one is telling. Even telepathic probes will not reveal the source due to some form of erasure of certain memories. All that the owners will say is that they had to work for it, and the manufacturer is not easy to please.

           Ohn MahíKuhl: a Psionic weapon that functions as a focus for a Psi blade. The weapon resembles a ornately engraved staff tih a blade at one en and a bulbous crystalline fixture at the other. While it looks other heavy it is remarkably light and easy to wield in combat.  When Wielded the Psi blade projects from the bladed end while the other end is capable of projecting a lance of energy that mimics the effect of a Lvl 3 concussion technique. The odd design incurs a -4 penalty( unless ranks are spent to leanr Psi Blade with this version)  to attacks but the weapon grants the level III concussion attack whether or not the wielder knows it to that level.
        The ranged attack has the following traits
Range Increment 30ft
Damage 3d6
Target must  save Reflex DC 15 or stunned 1 round

IF the wielder poses the Concussion technique the weapon uses his highest level of concussion if it is greater than Lvl III

The weapon is believed to be an Oísahdii or Nephilum weapon and is highly valued both as a weapon and as a relic if inclined to do so the owner can nearly name his own price to a collector or museum.  Itís alien technology prevents any study or duplication and is impossible for even a Technomancer to reverse engineer.
Astraeus
 GM, 59 posts
Mon 23 Aug 2010
at 20:10
Kinetics: Push/pull
Kinetic Pull
          Unlike a basic kinetic attack Pull generates a violent and wide spread force that is difficult to resist. The Kinetic is not required to pin or gain control of the target to move him instead the raw force of the attack overwhelms most targets dragging or pushing them in a direct line toward or away from the Kinetic. Until trained in generating a repulsion force ( the Push Mutation) the kinetic can only drag objects toward him .
          When under the efects of Pull/push the target will only move in a straight line towards or away fro the Kinetic. And is suspended 3 to five feet of the ground. There is enough lateral and vertical movement to allow the rapidly shifting unstable field of kinetic energy bash the target against the floor or obstaces I passes near.
       Unlike normal TK the pull field affcts the entire creature or oject affected by the technique.  Allowing a kinetic to move heavy objects without the ue of solid frameworks, tow or loading hooks or specially constructed containers.

NOTES
While under the effect of pull the target is unable to use weapons, powers, or active skills. He loses all dex mods to AC/def and can  not use any power or skills. Also a target effected by pull push can not make reflex saving throws, take defensive actions and receives only power, and equipment bonuses to AC.
The target may make a saving through against effects of pull/push every round on his action. A successful saving throw indicates the target has managed to pull free from the effect or has grabbed onto a fixed object and is securely anchored. Regardless target is now prone and can get back to his feet on his next available action.
Under the influence of pull/push a target moves in a straight line toward or away from the attacker. If his movement carries the target over a ledge or out into open air he does not immediately fall. the target on alls when the duration of the pull/push ends.
Pull/push is typically a fire and forget power once established the target moves without direct control by the Kinetic until the duration ends.. However a kinetic can extend the effect by contusing to concentrate on the effect.
Target may not exceed one size category larger than  150kg +50kg per level of Pull, push possessed by the character. Targets exceeding the mass limit of a character spend on round flat footed while they free themselves from the effect or make a reflex save DC 12, to avoid the effect all together.

              Normally a Kinetic must use a telekinetic grapple attack pinning his opponent before he can restrain or slow him. As an option a kinetic may chose to halt a target pulling or pushing against them using the pull/push techniques. To do so they execute a bull rush maneuver using their kinetic strength score. If the attack is successful they can reduce the targets movement rate by up to the number of feet they would have moved the target.  The target is not moved or knocked prone instead hi base movement rate is reduced. In any case the resistance to his movement forces him to move at no faster than a walk or risk being pushed of his feet. ( athletics DC 15, or ref save DC 16 to move faster than a walk while an attempt to restrain is being made.)


Level I
ranged touch Attack
AOA no
Time:Full round action
Recovery: base 3 rds
Range: 30ft+10ft per Character level
Target: 1 creature or object
Duration 1rd can be extended with concentration.
Area of effect: target
Saving throw. special.
Damage: special

Special:
               To determine how far a resisting object is moved the attacker makes a bull rush attack (with effective strength 14) against target.  If successful the target is moved toward he attacker 5ft per pt the attacker exceeds the defenders strength check
If the target strike an object or obstruction he takes damage for every 10ft target moved before striking the obstruction.  Equipment granted DR may not be applied to this damage
At end of duration or a successful save the target falls prone at the location he has been moved to.

Level II
ranged touch Attack
AOA yes
Time:Full attack
Cool down: base 3 rds
Range: 30ft+10ft per Character level
Target: 1 creature or object
Duration 1rd can be extended with concentration.
Area of effect: target
Saving throw. special.
Damage: special

Special:
               To determine how far a resisting object is moved the attacker makes a bull rush attack (with effective strength 16 or TK strength +2 which ever is higher ) against target.  If successful the target is moved toward he attacker 5ft per pt the attacker exceeds the defenders strength check
If the target strike an object or obstruction he takes damage for every 10ft target moved before striking the obstruction.  Equipment granted DR may not be applied to this damage
At end of duration or a successful save the target falls prone at the location he has been moved to
Level III
ranged touch Attack
AOA yes
Time:Full attack
Cool down: base 2 rds
Range: 30ft+10ft per Character level
Target: 1 creature or object
Duration 3 rds, can be extended with concentration.
Area of effect: target
Saving throw. special.
Damage:  special

Special:

               To determine how far a resisting object is moved the attacker makes a bull rush attack (with effective strength 16 or TK strength+4 which ever is higher ) against target.  If successful the target is moved toward he attacker 5ft per pt the attacker exceeds the defenders strength check
If the target strike an object or obstruction he takes damage for every 10ft target moved before striking the obstruction.  Equipment granted DR may not be applied to this damage
At end of duration or a successful save the target falls prone at the location he has been moved to. target is dazed for one round at the end pull/push duration.

Level IV ( Improved Pull )
  The jolt of TK is amplified, causing movement of target to become more forceful, more damaging and more erratic the target is usually left dazed and confused at the end of the ride unable to react for several seconds while e regains his bearings.

ranged touch Attack
AOA yes
Time:Full attack
Cool down: base 2 rds
Range: 30ft+10ft per Character level
Target: 1 creature or object
Duration 3 rds, can be extended with concentration.
Area of effect: target
Saving throw. special.
Damage:  special

Special:
               To determine how far a resisting object is moved the attacker makes a bull rush attack (with effective strength 18 or is TK strength+6 which ever is higher ) against target.  If successful the target is moved toward he attacker 5ft per pt the attacker exceeds the defenders strength check
If the target strike an object or obstruction he takes damage for every 10ft target moved before striking the obstruction.  Equipment granted DR may not be applied to this damage
At end of duration or a successful save the target falls prone at the location he has been moved to. target is stunned for one round at the end pull/push duration.


Level IV (Area Pull)
ranged touch Attack
AOA yes
Time:Full attack
Cool down: base 2 rds
Range: 30ft+10ft per Character level
Target: 1 creature or object
Duration 3 rds, can be extended with concentration.
Area of effect: 10ft radius
Saving throw. special.
Damage:  special

Special:
If attack roll, ranged touch,  is successful Attacker may make bull rush attack (with effective strength 16) against target.  If successful the target is moved toward he attacker 5ft per pt the attacker exceeds the defenders strength check
For every 5ft target moves it is subject to an automatic 1d6 bludgeoning attack, no save. Natural DR only
All targets friend and foe within the radius are affected any loose objects not exceeding the bioticís mass limit are also affected. Held items are subject to a fortitude saving throw, DC (same as initial save versus Pull/push) is save fails then object is pulled from characters hands.
At end of duration or a successful save the target falls prone at the location he has been moved to. target is dazed for one round at the end pull/push duration.

Level IV (Hi Impact Push/Pull)
ranged touch Attack
AOA yes
Time:Full attack
Cool down: base 2 rds
Range: 30ft+10ft per Character level
Target: 1 creature or object
Duration instant can not be extended
Area of effect:
Saving throw. special.
Damage:  special

Special:
Unlike the normal Pull/push technique If the attack roll, ranged touch,  is successful Attacker may make bull rush attack (with effective strength 20 or his TK strength +6) against target.  If successful the target is hurled into the nearest solid surface or large object within 15ft taking 3d6 impact damage and falling prone


Pull Push Mutations

Level one:

Push: allows use of Push power in addition to pull powers. Biotic learns to ue push and pull levels as one skill. And does not know fewer or greater ranks with either ability. Without this mutation the Biotic knows only the pull power.

Level I Fetch object.
As a move action a Kinetic to draw one object no heavier than 10kg, within 15ft of his position instantly  to his hand as a move action. The object can not be out of the characters line of sight, secured, or held by another character. Fetch is not a teleport effect a solid obstacle such as a window or some sort of screen will block the objects movement Recovery fetch is Zero but no other biotic power may be used In the same round a fetch is attempted.
         Example: a kinetic can recover his dropped weapon fro the floor or pull an enemies weapon out of his holster as long as the safety strap is not secured. Of course he could as a move action attempt to release the safety snap then as a second move action fetch the weapon to his hand.

Level II  Propel
Allows the Kinetic to increase or decrease the movement of any unresisting object within his mss limits. He may low or accelerate the objects movement up to 5ft/per level of push he possesses.  The object must already be In motion and ale to roll or slide freely along the surface. The effect last 1 rd but may be renewed as a move action on a following round. The character my even effect himself if he is in motion, falling or jumping. This ability is a favorite of athletes, daredevils, free form runners and skaters. However it is almost always considered cheating in organized competitions.
    When falling propel reduces the distance fallen up to 15 ft and allows the kinetic to land on his feet.
Astraeus
 GM, 60 posts
Mon 23 Aug 2010
at 20:11
Kinetics: Kinetic Shockwave
Shockwave:
A specialty of  Kinetic Brawlers and shock troops shockwave creates a powerful concussive blast that injures and disorients targets. Shockwave is a short ranged attack that lacks any subtly or finesse however it often allows a Kinetic to remove obstacles and opponents from their path allowing them to close rapidly with their intended target without dealing with cannon fodder or obstacles thrown in their path. Shockwave specialist are often considered brutes, by other Kinetics, all of whom have the common sense to keep their complaints to themselves within earshot.



Level I
Area affect attack Cone
AOA Yes
Time: attack action
Recovery: base 3 reds
Range: 10ft cone
Target: all objects and creatures in area of affect.
Duration instant
Area of effect: 10ft cone range 0
Saving throw. Special
Damage: 3d6 bludgeoning

Special:
The Kinetic can make bull rush attack against one target in area of affect (effective str 14) if bulrush fails Kinetic is not pushed back and is not prone. If successful target is pushed back 10ft. If carried into object must make Ref Save DC 12 or fall prone.
Targets in area of effect must make Fort save DC 12 or be dazed 1 rd
Targets in area of affect must make Fort save DC 12 or be moved back 5ft.

Level II
Area affect attack Cone
AOA Yes
Time: attack action
Recovery: base 3 rnds
Range: 10ft cone
Target: all objects and creatures in area of affect.
Duration instant
Area of effect: 10ft cone range 0
Saving throw. Special
Damage: 3d6 bludgeoning

Special:
The Kinetic can make bull rush attack against one target in area of affect (effective str 16) without moving or entering the targets threatened space. if bulrush fails Kinetic is not pushed back and is not prone. If successful target is pushed back 10ft. If carried into object must make Ref Save DC 12 or fall prone.
Targets in area of effect must make Fort save DC 12 or be dazed 1 rd
Targets in area of affect must make Fort save DC 14 or be moved back 5ft.


Level III
Area affect attack
AOA Yes
Time: attack action
Recovery: base 3 rnds
Range: 10ft cone
Target: all objects and creatures in area of affect.
Duration instant
Area of effect: 10ft cone range 0
Saving throw. Special
Damage: 4d6 bludgeoning

Special:
The Kinetic can make bull rush attack against one target in area of affect (effective str 18) without moving or entering the targets threatened space. if bulrush fails Kinetic is not pushed back and is not prone. If successful target is pushed back 10ft. If carried into object must make Ref Save DC 12 or fall prone.
Targets in area of effect must make Fort save DC 14 or be dazed 1 rnd
Targets in area of affect must make Fort save DC 16 or be moved back 5ft.

Level IV Improved Shockwave
Area affect attack
AOA Yes
Time: attack action
Recovery: base 3 rnds
Range: 10ft cone
Target: all objects and creatures in area of affect.
Duration instant
Area of effect: 10ft cone range 0
Saving throw. Special
Damage: 5d6 bludgeoning

Special:
The Kinetic can make bull rush attack against one target in area of affect (effective str 20) without moving or entering the targets threatened space. if bulrush fails Kinetic is not pushed back and is not prone. If successful target is pushed back 10ft. If carried into object must make Ref Save DC 12 or fall prone.
Targets in area of effect Must make fort save DC  12 or be knocked prone and dazed 1 rnd
Targets in area of effect must make Fort save DC 16 or be stunned 1 rnd
Targets in area of affect must make Fort save DC 20 or be moved back 5ft.

Level IV Radial Shockwave
Area affect attack
AOA Yes
Time: attack action
Recovery: base 3 rnds
Range: 10ft radius
Target: all objects and creatures in area of affect.
Duration instant
Area of effect: 10ft radius range 0 (Kinetic unaffected)
Saving throw. Special
Damage: 3d6 bludgeoning

Special:
The Kinetic can make bull rush attack against one target in area of affect (effective str 16) without moving or entering the targets threatened space. if bulrush fails Kinetic is not pushed back and is not prone. If successful target is pushed back 10ft. If carried into object must make Ref Save DC 12 or fall prone.
Targets in area of effect must make Fort save DC 12 or be stunned 1 rnd
Targets in area of affect must make Fort save DC 146or be moved back 5ft.
Level IV Improved Shockwave
Area affect attack
AOA Yes
Time: attack action
Recovery: base 3 rnds
Range: 10ft cone
Target: all objects and creatures in area of affect.
Duration instant
Area of effect: 10ft cone range 0
Saving throw. Special
Damage: 5d6 bludgeoning

Special:
The Kinetic can make bull rush attack against one target in area of affect (effective str 20) without moving or entering the targets threatened space. if bulrush fails Kinetic is not pushed back and is not prone. If successful target is pushed back 10ft. If carried into object must make Ref Save DC 12 or fall prone.
Targets in area of effect Must make fort save DC  12 or be knocked prone and dazed 1 rnd
Targets in area of effect must make Fort save DC 16 or be stunned 1 rnd
Targets in area of affect must make Fort save DC 20 or be moved back 5ft.

Level IV Focused shockwave
Area affect attack
AOA Yes
Time: attack action
Recovery: base 3 rnds
Range: 10ft line
Target: all objects and creatures in area of affect.
Duration instant
Area of effect: 10ft line range 0
Saving throw. Special
Damage: 5d6 bludgeoning

Special:
The Kinetic can make bull rush attack against all targets in area of affect (effective str 20) without moving or entering the targets threatened space. if bull rush fails Kinetic is not pushed back and is not prone. If successful target is pushed back 10ft. If carried into object must make Ref Save DC 12 or fall prone.
Targets in area of effect Must make fort save DC  12 or be knocked prone and dazed 1 rnd
Targets in area of effect must make Fort save DC 16 or be stunned 1 rnd
Targets in area of affect must make Fort save DC 20 or be moved back 5ft.

Shockwave Mutations.

Level II Gatecrasher
By narrowing the focus of a shockwave the Kinetic can create a kinetic battering ram. Shockwave can be used to blast obstructions and doorways A single attack is made hitting automatically un reinforced obstructions or doors take 8d6 damage. If destroyed they are blasted apart or blown out of their hinges. This count as a single use of the power requiring a Recovery period before another power can be used. This ability can only be used on unmoving, unattended objects and requires concentration on the part of the Kinetic.