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Psionics: Kenetics.

Posted by ChronosFor group 0
Chronos
GM, 14 posts
Mon 16 May 2011
at 12:41
  • msg #1

Psionics: Kenetics

 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 it’s 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 “finger print” 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 it’s 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 Kinetic’s poltergeist will take on a life of it’s own and manifest physically as a semi solid independent entity. A Player is not in direct control of it’s 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 it’s 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 basic’ trick’ 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 it’s 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 it’s normal damage to the target, and anyone within the devices blast radius
Chronos
GM, 15 posts
Mon 16 May 2011
at 12:42
  • msg #2

Re: Psionics: Kenetics

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.
Chronos
GM, 16 posts
Mon 16 May 2011
at 12:43
  • msg #3

Re: 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.
Chronos
GM, 17 posts
Mon 16 May 2011
at 12:44
  • msg #4

Re: 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 weapon’s 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.

TECH COMBAT VERSION: require a device to use this technique the initial training includes construction of a device. replacement units and charges to operate the unit require Purchase Dc 18+(1 per level of technique), and Purchase DC 10 per 6 cells for charges.

Level I-III
Ranged Attack
AOA Yes
Time: attack action
Drain: (Kenetics)1 pt per level Used (technomancy 1 charge)
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

Device Construction cost:(tech/combat version only) Purchase Dc 18 (6 charges Purchase DC 10)
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. It’s 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.
This message was last edited by the GM at 16:46, Mon 16 May 2011.
Chronos
GM, 18 posts
Mon 16 May 2011
at 12:46
  • msg #5

Re: 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 it’s 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 Blast)
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.
Chronos
GM, 19 posts
Mon 16 May 2011
at 22:21
  • msg #6

Re: Psionics: Kinetics  ECTOPLASMIC 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..etc…
     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   2
DR   2
Armor penalty -1
Max dex          +4

Level II
AC   2
DR   6
Armor penalty -1
Max Dex        +4

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

Level IVa
AC   6
DR   10
Armor penalty -2
Max Dex        +3

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 4 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 it’s 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 it’s new owner. Once this is done the crafter can create any armor he knows
This message was last edited by the GM at 21:03, Thu 26 May 2011.
Chronos
GM, 20 posts
Mon 16 May 2011
at 22:26
  • msg #7

Re: Psionics: Kinetics  ENTANGLE

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.
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