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