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Powers:

Posted by The CreatorFor group 0
The Creator
GM, 34 posts
Mon 21 Nov 2011
at 10:03
  • msg #1

Powers:

  The Open sky is a place of constantly shifting power, amazing works of science and magic.As a result Many exceptional folk have gained powers beyond those of common soldiers, scientists, and mages.

   These powers are far different than the spells, devices and weapons, they require intense training, expensive components, and a powerful energy source to fuel them.Usually this power is drawn directly from the vitality of the person using them.


Special Effect
   This game makes use of Special effects. The source of a power or ability carries certain intrinsic requirements and limitations and advantages due to the nature of the special effects. While these are generally not spelled out they do have an impact on role playing and tactical considerations.

A general guideline to Special effects Limitations is fairly straightforward. a skill or technique that is based on technomancy for example would require the construction of a device and that the device be in the possession of the character when the skill technique or power is used. construction of the device requires time resources, and a crafting check to manufacture the device. ( usually spelled out in the description of a technique or specified by the GM)having a device seized or damaged by an attack effectively removes the skill or technique from the character.

    Another example is Telekinesis, a telekinetic will produce a visible amount of Ectoplasm when manifesting a technique or using a skill requiring him to use his TK. it requires him to be able to see his target and focus his mind to some degree. using TK while drugged or severely disoriented. ( not Stunned, intoxicated,disabled or unconscious ) is extremely difficult if not impossible.

     However the advantages are that many tecnomantic abilities have improved effectiveness against objects and simple objects may not be entitled to a saving throw against a technomancers abilities. In addition ea telekinetic can not be disarmed and never has to carry ammunition, equipment or devices to be effective in a confrontation.


Example Limitations, advantages by effect type.

Arcane: arcane requires material, spoken components and gestures. And can not use engines, or charges designed for other forms of effect.
Advantages
Arcane devices can be powered by all means, and can switch between alternate power sources as well as innate energies. Arcane devices are extremely compact, there standard size and weight are ¼ (2 sizes smaller minimum fine) the size of any other type of device.
Arcane devices are by nature more subtle than other types. Spot and listen checks to determine the source and location of an effect are made at -2.
        Arcane device can be grafted to or implanted in any living creature (as per cybernetics rules.) and can be powered by the character or creatures own innate energy. Once implanted or grafted the character can improve or modify the abilities of the item or device without replacing the device. Also arcane grafts can have the variables of the device altered after implantation.
Implant graft cost: Purchase DC 12 +3 per level of power, ability, or technique (improvement requires Purchase DC 10 +2 per Level of power, technique or ability.)




Technomancy:  requires an item or device to be used. Tend to be complex and require both a knowledge of magic and mechanics to manufacture and repair. Purchase and repair costs +1 and require a Spellcraft check Dc 12 to successfully manufacture repair.

Advantages:
Technomancy devices are compact half the size of a normal device,
but have the same weight as a normal devices. .
Technomantic devices can use arcane charges of a similar powers, and be fitted with a converter (see energy converter for costs) to allow the use of innate energy directly.
        Technomantic devices can be grafted to or implanted in any living creature (as per cybernetics rules.) and can be powered by the character or creatures own innate energy. Once implanted or grafted the character can not improve or modify the abilities of the item or device without replacing the device. Also arcane grafts cannot have the variables of the device altered after implantation.

Implant graft cost: Purchase DC 12 +3 per level of power, ability, or technique.




Mechanics:
Mechanical  powers and techniques require an item, devices can not be powered by innate energy, they require an alternate power source to function normally and can not be powered by arcane power sources.
Mechanical devices are standard size, and are difficult to reduce in size ( cost for reducing size are increased by +1, and they reduce bonuses for increased size by 1pt)
  Mechanical devices are noisier and more easily spotted by others. They grant a +2 to spot and listen checks to detect or discover the source of a an effect.

Mechanical devices are cheaper to manufacture and far more robust than others, the cost of improved reliability are -1pt. While they receive and additional 1pt reduction in cost for reduced reliability.
     Mechanical devices do not require exotic fuels and their fuel costs are reduced by 1pt.and mechanical charges come in 12 charge boxes instead of 6.

Alchemical:
Fragile: alchemical devices suffer a -4 penalty to saves vs. damage or braking, and require exotic materials. Construction costs +2. An alchemical based power must be based on a disposable item and the item must be replaced after each use.

         Costs of the fetish are determined by the level of the spell cast. Purchase Dc for materials is  5+level of the power. A fetish may store multiple spells however the cost is determined by the total levels stored in the fetish.

Recharging a fetish A fetish remains charged for a number of days equal to the caster/creators intelligence modifier. If not used the fetish becomes inert but is not consumed. The refreshed each day  by spending 10 minutes and making a Spellcraft check Dc 10 restoring the fetish before it expires and can be done without concentration. Allowing the caster to ride, or carry on normal conversation while refreshing the fetish.
              The fetish must include the material components of the spell and their cost is added to the cost of the fetish in the case of extraordinary components.

Advantages: can be used by anyone, even those without the power ability or technique, and do not expend personal energy or require an external source of power.  without any special preparation. In addition using a potion or scroll is a move action,.





Learning a Power
Max Ranks:
A character can have no more ranks with a Power than he is allowed Maximum ranks with a skill under D20 rules.  Level +3 for class Skill and half that number ( do not round, retain fractions)  for a cross class Skill.
    Each rank earned applies to increasing the power level of a power. Inmost cases ranks spent on mutations, evolutions or  other enhancements do not apply to the ranks in power, attack rolls or powers skill checks.,

Requisites
If a requisite Is listed with a Power it must be met by the character before purchasing a rank in the Power. Certain Powers have requisites at higher levels that they do not have at lower levels. Ranks can be purchased in that Power but the character does not the gain the benefits of a particular level of the Power until he meets all requirements for it.

Associated and Supplemental Skills:
Occasionally a skill will require specific skills to achieve the desired result. If the character does not poses these skill they can seek the aid of another person, either an ally r a hired mentor. The assistant makes his skill checks at -2 to his rolls due to the difficulties of communicating the fine details of a project but if he makes his check the character has the information needed to achieve the desired effect.
       The penalties to the roll can be removed by using a mind link or telepathy to transfer the information in greater detail. This does not confer and ranks to the person being assisted but will allow them to achieve an effect without the needed skills.
          For complex or lengthy projects the character may need to assemble a small team to assist him. This is allowed if the character can pay for the services( see the section on Power training for costs) or convince allies to assist without the normal mentor fees.

Power Levels:
Each Power will have for or more Power levels listed. When the character has the number of rank required fo access to a power level he gain the use of that level.
Lvl I       = 1 rank
Lvl II      = 3 ranks
Lvl III     = 6 ranks
Lvl IV      = 10 ranks
Lvl V       = 20 ranks ( not available with all Powers)
Upon gaining access to a level all the listed benefits are gained. Dice totals and modifiers to skills listed in a levels description are totals unless otherwise stated to the contrary. Unless specifically altered by a higher levels description effects of a lower level are available at higher levels.
         If a number of dice are indicated the character has the option of using any number of dice up to his total, ranging from 1pip to the total number allowed.

Training:
a Power can be improved at any time however a player only gains the abilities granted by a new level of a technique after some period of practice and training. This is done out of game and is assumed to take 2d10 +(1d4 day per level of the Power). His training time is reduced by 1 day per point of wisdom but is never reduced below 1 day.
        During training a players time is spent in intensive meditation, practice and study, he may not perform any other strenuous or complex  task, and must spend at least 12 hours per day in training braking only to eat, re or carryon casual conversations, if he misses a day in training his training time is increased by 1d3 days.
         Training require a calm setting and ample room to practice his new tourniquets, while it might be as simple as a space cleared out in a warehouse or in the hold of a ship, or as formal and specialized as a dojo or temple, the area must be free of distractions and obstruction,. For safety most persons would be advised to avoid the area or observe from a discrete distance.

Master or mentor expenses
Powers and evolutions requiring a master or specialized instructor also require that the student provide lodgings, meals and often pay for their instructor. Each day of training is a Purchase dc (12 +2xLevl of Power being learned) expense for each week of training.



Maintaining a Power:
Any complex skill or ability takes constant practice or study to maintain at maximum potential. Powers are no different each Power must be used or practiced at least once a week to maintain at full levels. Practice requires only time and any materials needed, such as ammunition, a suitable target, or the latest technical, medical or scientific journals and articles. Telepathic and ESP Powers require regular meditation which requires no target or materials only time to reinforce the mental disciplines and hypnotic implants that allow the telepath to quickly and efficiently focus their mind under stress.
         Each Power requires at least one hour per week of practice study or meditation to keep in top form. Powers that require supplies require a Purchase DC 10 expenditure to secure range time, supplies or rent a private location to work out., which is advised when practicing destructive or noisy Powers, no one want to live next to someone who regularly sets off explosions or throws automatic weapons fire around the back yard.



Evolutions:
Evolutions are alterations to the basic powers of the Power. When enough ranks are spent to gain a fourth level of power with a Power the player may chose among the listed Lvl IV options and select one. He may select additional Evolutions by spending 4 additional ranks per evolution he wishes to gain access with.
          If an evolution grants an ability that can be used with the Power without altering the effective level of the Power then it ma be used at the maximum power level of the Power.
           Te point spent to acquire an evolution do not count toward attack rolls skill checks or acquiring higher Power Levels of the Power if they exist.



Mutations:
Mutations are similar to evolutions however they are usually alteration to the powers of the Power that have little or no combat use. Purchasing a mutation requires that the player spend one rank in that mutation unless other wise noted in the description of the Power. Once again ranks spent on mutations do not count toward gaining levels of power with a Power and can not be ued with related skill checks or attack rolls.



Power checks: when required to make a Power check the character rolls 1d20 + (ranks in Power+ level in power/ or stat modifer as indicated)
          When making a Power check the character does not count ranks spent on evolutions, after the first Lvl IV evolution, or Advanced Skill points spent to learn mutations  when calculating his total  ranks in the Power.


Attack rolls:  Powers the total Skill ranks in the Power + related Stat bonuses,) are used for the characters attack bonuses. If making a ranged attack, ranged touch attack, or touch attack a characters Dex Bonus is used as his stat bonus to attacks. If making a melee or hand to hand Strength is used as the bonus to the attacks.
          When making a  power attack roll, the character does not count ranks spent on evolutions, after the first Lvl IV evolution, or Advanced Skill points spent to learn mutations  when calculating his total Advanced Skill ranks in the Power.
              Unless specifically indicated, Powers that require a weapon, melee, or hand to hand attacks use the Advanced Skill ranks spent in the appropriate Weapons Training Advanced Skill as their attack bonus instead of their Power ranks. In some cases however there may be a Power check required to successfully use a specific Power.






Powering abilities and Powers.

Each form of effect draws power from the user in various ways. Either through mental or physical exertion or drawing off the manifesting characters vitality or Life force. ( health or Hit Points) All powers require some expenditure of energy to function, if no energy is available then the power techique or ability will not manifest and the time and resources involved are wasted.

Each power has several options available to them to draw power form.

Innate this draws power directly from the user in the form of health or endurance all expenditures are at a 1 to one exchange rate ( 1 pt of Health/endurance) and allows the utmost flexibility to the manifesting character he may alter the intensity, range, and radius of an effect freely up to it’s maximum level in each category but not beyond.
       Expending Life force (hit points) is a 2.5 to 1 return, allowing expenditures beyond the normal range of health/endurance but at the risk of real injury or death for the character.


Sacrifice
There is  no purchase cost or material requirements for expending innate energy to fuel an ability power or technique as all powers and device are assumed to allow direct transfer to fuel the effect.

A second character may sacrifice health. Endurance  to power an effect. however, the return rate is only 2 to 1 ( 2 health/endurance per point of energy). This requires a special device, ritual item or converter which must be in physical contact with the source and the manifesting character.
       Hit points sacrificed to power an effect have an enhanced exchange rate of 1 to 4 (one hit point produces 4 energy points.) but the damage is real and cause pain and real injury to the donor.
      Sacrificed energy is treated as Innate energy by the recipient. Allowing it to be used in any manner that his own innate energy might be used for.

“Life force converter“
May be any appearance ranging from a sacrificial dagger to a complex mechanical device with a storage chamber.

 Size: Small
Dr 6
HP 5
Purchase DC: 14+2 per 10 charges held

   If destroyed or intentionally detonated the device looses it's stored energy creating a small but intense burst of electric energy (inflicting 1d4 d4 of damage (electric) in a radius of 5ft. fort save Dc 12 for half damage) and must be replaced it can be used again.
         Once drawn from the donor the energy is stored until used by the recipient fading at 4 energy points per day.

        Drawing energy from a willing donor requires no Skill check but drawing energy from an unwilling target ( usually restrained subdued or incapacitated in some way) requires an opposed skill vs. will save to be successful.  The exchange rtes for an unwilling host are the same as for a willing host but there are drawbacks.

          Corruption: persistent use of an unwilling sentient donor corrupts a character or creature causing him to register to any applicable sense, or sense motive, as Evil. Characters or creatures who can sense the corruption of a corrupted character or creature may be hostile and attack, imprison or punish the corrupted character in some form. At the very least they may shun or be unwilling ot associate or do business with a corrupted individual.
        Necromantic Urge: repeated sacrifice of living sentient creatures to fuel powers ad abilities also affects the mind of the character, it become addictive and soon the character will shun other forms of energy in favor of necromantic means. Each time a character kills a donor to fuel a power or device he must make a will save vs. a Dc 10 ( +1 per victim he has killed through this practice.) or become obsessed with the practice using it in preference to any other form unless forced to use an alternate energy source. ( will save 15  to use an alternate source if available)


        Sorcery: Using non living or summoned creatures to fuel powers and abilities is possible through sorcery, this allows a summoned or bound creature or arcane item to generate or grant energy to the character or creature at a diminished rate ( 4 health vitality per point of energy)
         Items can be drained of energy but their hit points are used as a power source instead of health ( since they don’t have health) and an item drained is weakened and eventually destroyed by repeated drains.

          Whether a creature or item is used the costs of draining their energy is the same.

Base cost: Purchase Dc 18 for required materials (+1 dc per Hit die of creature. )
Items can only supply up to their  hit points in energy, and do not recover this energy.
Summoned creatures grant only half their health (equal to hit points)  in energy and then return to their native realm. Trying to draw more energy than is allowed instantly releases a creature from it’s constraints and turns it hostile at no time ill a creature willingly allow itself to be harmed in the process.



ENGINES:

Engines are devices that provide a constant flow of energy by consuming fuel. Whether the fuel is an exotic material, combustible material, or as simple as wood and coal. the engine provides a constant supply of Energy points at a set rate as long as it has fuel.

Energy Generated: 
Each round an engine provides a set number of energy points to be used by items, devices, and powers. These energy points are not innate energy points meaning they can only fuel a power ability or technique manifested through the use of an item or device. However, the intensity, duration, range, and radius of an effect can be altered normally as long as the energy rating of the engine is not exceeded.

Energy rating ( ER )= energy points per round generated
Energy Rating            Cost
4                                  12
8                                  15
16                                 18
32                                 21
64                                 24

Feul Cost ( FC) this is the cost of fuel for the engine for 1 hr continuous operation. The engine may be activated or deactivated multiple times to conserve fuel with only the operating time consuming fuel.
         Engines with a high fuel cost may burn fuel faster, or require more exotic fuels but the end effect is the same for an engine that burns Gold, or platinum over a long period as an engine that burns wood over a longer period.
Fuel Cost:                cost modifier
2                                +3
4                                +2
6                                +1
8                                +0
10                              - 1
12                              - 2
14                              - 3

Size this is self explanatory, the size of an engine is its bulk and how much space it takes up on a character or vehicle. Character scale engines take up equipment slots as if they were an item of the same

Locations:
Chest:            4 slots
Back              4 slots
Upper arm         1 slot
Forearm           1 slot
Upper thigh       2 slot
Lower Leg         1 slot
Hand              ¼ slot
Neck              ½ slot
Head              ¼ slot

Size                                   space taken         cost Modifier
fine ( pen, pocket knife)               1/4 slot                 +6
Diminutive  cell phone, wallet           ½   slot                +5
Tiny ( glove, small knife pistol)        1  slot                 +4
Small(laptop, large pistol , ammo pouch) 1  slot                 +3
Medium ( jacket, SMG)                    1  slot                 +1
Large( rifle, body armor, backpack)      2  Slot                 +0
Huge( machinegun, filing cabinet)          can not be  worn      -2
Gargantuan ( car, dumpster)                can not be worn       -4


Reliability Is a measure of how rugged and resistant to malfunctions and jamming the item is. If damaged or targeted the device must make a save Dc 12 or malfunction. A repair check Dc 12 ( full round action) is required to return the item to functioning condition.
Reliability                                               Cost Modifier
Unreliable ( break roll hourly/-4 on break save)                   -4
Poor reliability( Break roll on skill/attack failure-2 break)      -2
Average ( break roll on crit fail, or +0 break roll)               +0
Good      ( break on damaged or + 2 beak save)                     +1
Excellent ( fort save on crit fail to avoid jam/break)             +2
Masterwork (does not jam simply misfires, +2 on saves)       as per rules for masterwork






Charges

Charges are self contained disposable power cells intended to deliver a set amount of energy to fuel a power, item or technique. While cheap and covenant they do not allow intensity, duration, or  any other effect that changes the power requirements of an effect
A charge is installed in a specific device and is preset at the time of manufacture. .charges may not be switched between devices, powers or techniques unless they are of a similar type, and are restricted to the level available to the item, or device they are placed in. However all setting are adjusted to the settings of charge installed, and can not be altered. If the charge contains more energy than the item , power or device uses at it’s maximum ability of the device or technique the excess energy is wasted.

Cost of charge
Base cost DC4 (box of 6 charges)
the cost of the charges are increased by +1 Per energy 2 Points stored in the charge.

If a charge is damaged it releases it’s stored energy to the device it is installed in inflicting 1d4 pts of damage directly to the device and to the wielder/wearer.
A box of charges destroyed or intentionally detonated It explodes in a shower of shards dealing 1d6 in a 5ft radius ( ref save Dc 12 to avoid damage)
This message was last edited by the GM at 10:46, Mon 21 Nov 2011.
The Creator
GM, 35 posts
Mon 21 Nov 2011
at 10:50
  • msg #2

Powers: Power Descriptions

Type
The general group that a power falls into. Ina case where a defense or another power is triggered or protects from a specific type of power ad the type contains the descriptor it protects against or is triggered by the power or defense affects that power.
   The GM has final say in cases where there is some doubt or confusion on type, or effect. In such cases a note should be made of the decision for future reference.

Concentration:
If an ability requires concentration the character can not uses any other active Power, skill or make an attack during the time he is concentrating. Normal rules for maintaining concentration apply, such as limits on movement, conversation or maintaining concentration when taking damage.  While concentrating the character is considered flat footed and does not receive his dex bonus to his AC.

Duration:
Durations list indicate the length of time an ability Power or attack remain active. If a duration can be extended through concentration it’s duration begins the round concentration ends.  If a character is knocked unconscious or is disabled in some way any active powers he ha activated will continue until their duration ends.
    Unless specified the character can not dismiss a power once it is activated. If the power requires him to actively guide the effect then it simply remains at the last point the sent it to, and does nothing unless someone wanders into it’s area of affect.

Recovery:, Recharge, cool down
some Power require subconscious concentration, tie up devices, or cause a heavy strain on the system. During the recovery time the Power can not be activated for a ne effect. If duration I listed as extendable the duration can b extended past the cool down or recovery period allowing it to be used again while still maintaining the original effect..
         In certain case a limitation, or penalty for early use of a Power, may be listed if that limitation is satisfied or the penalty is taken then the recovery duration is reduced to zero and blocked Powers can be used immediately.

Drain:
Some Powers cause a serious drain on the body or cause an adverse physical or mental reaction. Powers with a listed drain cause the listed damage every time they are used. If a Power with a drain is extended each round the Power is continued the character must take the listed  temporary damage or end the effect of the Power., in any case the minimum amount of damage is equal to the drain listed minimum duration of the effect.
       If a saving through is listed with the drain then the character can avoid the drain by making a successful save at the listed DC.
       Unless otherwise listed the effects of a drain are temporary and return as per the normal rules for healing and recovery.
        If a Drain is listed as Lethal, the damage is applied directly to the stat indicated, and or the characters Hit Points. This type of drain damage must be healed normally and may require medical treatment.
The Creator
GM, 36 posts
Mon 21 Nov 2011
at 11:12
  • msg #3

Powers: Attack Powers

============================================
ATTACK POWERS:

Attack requirements:

Attack powers are visible and their source is obvious to any observer; some degree of free movements also needed to direct an attack, meaning a character or  creature that is grappled,, pinned, or mobilized is not able to use an attack power.

Using of a power also requires some mental focus, powers do not function when sleeping, stunned, disabled or otherwise incapacitated. Powers manifested before acquiring an altered condition cease to function unless they have a fixed duration. Functioning powers can not be directed by a character who is unable to act normally.

Damage types and special effect are set when learning first level of power, powers may be learned with new special effect or new damage type at same cost as original power, But CAN NOT  exceed level or ranks know in original power.

Special effects typically offer no unique advantage unless a creature or object has special weaknesses r defenses against a particular special effect., Heat, cold, plasma, electricity/EMP, or a specific metal or chemical., etc…. these weaknesses or protections should be handled by the GM and not known to the players unless it is common knowledge, has been researcher, or the effect is obvious.

Minor advantages, heat versus an ice based power, or creature, magnetism versus metal, etc, may be allowed but should not exceed a minor to hit bonus/penalty (+1/-1) or slight damage increase/reduction (+1/-1)  once again this should not be known to players unless the GM decides the information is legitimately known by the player.





Arc:  Creates a charged arc of energy that jumps from the caters fingertips to the target. The attack is considered an instant effect however it can be continued simply by expending additional energy and making a second attack roll against AC 10. If stunned by the attack the target creature is considered held and can not move or

Ranged: Ranged touch attack
Concentration: No
AoO: yes
Time: Attack action
Drain: 2 per level ( per target )
Target: single creature. Can target an additional target each level.
Radius:
Duration: instant ( extended by energy expenditure)
Damage: 1d4 per lvl, per round.
Effect: fort save DC( 8+ ranks in power + lvl of power) or stunned each round.



Blind: target is rendered blind  in one sense for duration of effect unless passes opposed check ( Save type chosen at first rank of power) Save Vs (attackers ranks In power+ lvl of power) sense affected by attack must be selected at time the first rank of power selected. Only one sense per attack can be affected.  Additional sense may be simultaneously affected by selecting lvl IV evolutions.

Ranged: no to hit required
Concentration: No
AoO: yes
Time: Attack action
Drain: 1 per level
Target: single creature
Radius: one target
Duration: 1d4 rounds +1 ( 1 rd per lvl in power)
Effect: Blinds one sense

Evolutions
 Additional sense one additional sense per attack affected
Radius: affects an area 10ft in radius all creatures in area must save vs. effect.

Beam: creates a beam of energy that allows the character to attack multiple targets in the characters frontal arc. The beam starts at the characters finger tips and goes out to it’s maximum range unless blocked by a solid obstruction.
          A character may attack multiple targets in a single round by making a ranged touch attack, suffering a cumulative -2 to all attack rolls per each target attacked after the first..
Ranged:  touch attack
Concentration: no
AoO: Yes
Time: attack action
Drain: 2 per level pr target attacked
Duration: Instant
Damage: 1d4 per level of power ( damage type chosen when first rank in power selected)
 Range: 30ft +5 ft per level
Save : none

Evolution:
Stun: on a successful attack roll, and if the attack penetrates the targets Dr he suffers no damage but is stunned for 1d4 round unless he makes a save DC ( 8+ ranks in power + level of power)
Continuing damage: 1d4 per round for 1d4 rounds
Additional damage type: adds second type to damage target Effective DR reduced by ½ unless targets DR protects vs. both types of damage

Hinder: creates an effect that slows reactions and weakens a target, reducing his combat potential and ability to carry heavy burdens.
Ranged:  touch attack
Concentration: no
AoO: Yes
Time: attack action
Energy: 2 per level of power used.
Duration: Instant
 Range: 30ft +5 ft per level
Save : fort Save DC : ( 8+ranks in power+ levels in power)

Attacking character selects effect at time of attack.
1) -1 per lvl of power attack penalty
2) -1 per lvl of power AC penalty

3) -2 per level on any single skill type  ( based on a single statistic)
4) reduce one statistic By 1 pt per level of power.

Blade:  creates a short blade of energy that acts as a normal melee weapon. It can be used to attack parry and black attack a if it ere a solid weapon. The blade can be disarmed but not sundered or broke if disarmed or dropped the weapon dissipate and can be reformed on the players next action.  Once manifested the weapon doe not need to be reformed unless dispelled, dropped or disarmed.
        The weapon does not have to be a blade it can be any melee weapon and has a damage type appropriate for the weapon type.. Once chosen the weapon is set. And can not be changed ( unless additional damage type evolution is selected)

Range: Melee
Time: attack action
Concentration: no
AoO: No
Energy cost: 1( per successful attack)
Base damage:  1d6 ( +1d6 per level) damage type chosen by character hen first acquired.
Base save: Special

Evolutions:
Additional damage type:  character can switch between primary damage/weapon type to a second as a move action..
Add secondary effect: can add secondary effects similar to dart.
Lash: the blade becomes a flexible reach weapon allowing the use of trip, and grapple attacks with the weapon. Reach 10ft. Allowing trip and ind attacks with the weapons
Knockdown: On a confirmed critical hit or successful called shot to legs, target is rendered prone.
Keen Strike: increases critical threat range of weapon by one ( can be selected multiple times)
Ranged strike: allows the weapon to be fired or thrown at nearby targets( range 30ft, returns at end of round)
Sharpness or crushing: ( requires Keen)On a confirmed critical, or called shot to limbs, target must make Fort Save DC( ranks in  power+level in power) or limb is disabled. Either nearly severed or crushed by the weapons attack.
Shield: creates a mobile defensive screen that adds to the characters AC vs. melee attack (+2 AC  equipment) in addition to the weapon.
Twin blade: allows the character to use his blade as a twin weapon, with the off hand weapon being considered a light weapon.
Vorpal: requires (Sharpness or crushing) on a confirmed critical hit the target must make a Fort Save DC ( ranks in power+level in power) or head is disabled..

Blast:
area effect attack creating a blast of some form injuring any creature or object within area. Fort Save ( dc 8+ranks in power+lvl in power) for ½ damage .The blast does not create any concussive force. And is contained by any barrier. If the barrier is destroyed by the attack the effect continues beyond barrier.
Ranged area attack
Time: full attack
Concentration: No
AoO: Yes
Energy Cost: 2 per level used.
Base 4d6 +1d6 per level after first.
Base area 5ft +5 ft per 2 levels
Base save: reflex DC ( 8+ ranksi n power +level of power)
Evolutions:
Damage: +1 die damage per evolution
secondary effect: ( Knock down, stun, blind, or deafen) second save vs. effect for 1d4 rounds
additional damage: increase damage by 1 die type.
Increased effectiveness: increase save Dc( +2 to dc), ignore immunities, or reduce effect of  a defensive abilities that may negate damage on successful save.

Bolt: short range heavy directed attack, offers heavy damage but lacks any other abilities or effects.
Ranged attack:
Range: 100ft+50 ft per level of power.
Range increment:50ft
Time Full attack ( becomes attack action at 3rd level)
Concentration: No
AoO: Yes
Energy Cost: 2 per level used.
Base 2d6 +1d6per level after first.
Base area target
Base save:Ref Save DC ( 8+ranks in power+lvls in power) , second save  vs secondary affects
Evolutions:
Increased range: extend range increment by 25%
Increased rate of fire: decrease damage 1 die for additional bolt per round.( treat as semi automatic, if chosen a second time treat as full auto)
Add secondary affects: Stun, slow, immobilize knock down

Dart: Long range low damage attack, tends to be far more accurate than a bolt and may have secondary effects.
Ranged attack:  (guided Ignores first two range increments for to hit modifiers reduce target cover level by 2steps.)
Range: 100ft per level of power
Range Increment: 60+5 per level of power.
Time: standard attack action
Concentration: No
AoO: Yes
Energy Cost: 1 per level used.
Base 1d4 +1d4per level after first.
Base area target
Base save: (8+ranks in power +lvl I power)  vs secondary affects
Secondary effects :  ( chosen when power learned,)

<b>Continuing damage:

Lvl 1 1 pt for 3rds
Lvl 2 1d4 for 3 rds
Lvl3  1d3+2 for 3rds

Defense reduction: Ac/DR ( player selects AC or DR)
Lvl 1 1 pt /3pt
Lvl 2 1d4/5 pt
Lvl3 1d3+2/8 pts

Ability damage:
LvLI     1 pt
Lvl II      2pts
Lvl III     1+1d3


Character may select to use either sleep or incapacitating effects on his dart as a move action.

Incapacitating: damage used only to determining if target DR breached. If breach target saves or is dazed( stunned at Lvl 3) for 1d4 +1 rds per level. Target can only be restored to normal status before duration expires with stimulants or a successful Dc 15 treat injury check.

Sleep: similar to the incapacitating dart, If DR breach target makes fort Save or falls into a deep natural sleep, any forceful contact or loud noise may awaken a sleeping individual. Including falling down if they are standing when affected.
Base save: Fort save DC (8+raanks in power+lvl in power)
Duration: until awakened, or 3d6 minutes - con modifier. Minimum 3 rds

If target is damaged awakens automatically, if loud noises in area or physically shaken make spot check DC 10 to awaken.. Target is shaken for 1d4 rounds after awakened then acts normally.


Evolutions:
Increased damage: increase damage die by one type
Increased effectiveness increase save Dc by +1 per level
Increased rate of fire: increase number of darts by +1 per mutation ROF( semi) (saves and effects not increased for multiple hits on same target. Save DC +1 per level per dart striking the same target in one round. Durations increased by 25% per dart striking target in same round)
Multiple secondary affects: allows character to select an alternate secondary effect.
<b>Decreased attack time:
reduce manifesting time by one steps.
Suppressed: dart is almost silent and causes only a slight visual manifestation. Spot DC 14 to detect, Spot DC 16 to determine point of origin.( range penalties apply to spot check)


Drain: attack which affects attribute, statistic, or ability directly for a limited time. Attack is not affected by any DR or Ac and is treated as a ranged touch attack. Drains return at a rate based on level of power.
Ranged touch attack
Range:60ft+5 per level of power
Range Increment:
Time: full attack
Concentration: No
AoO: Yes
Energy Cost: 2 per level used.
Base Damage
Base area: target creature
Base save: Fort save DC( 5+ranks in power+lvl in power)
Duration: special
1d4 +( 1 per level + evolutions of power) ranks of selected power or 1d4 points stat damage ( power or stat must be selected when first learned and can not be altered.( multiple drains can be learned by an individual)

Lvl1 drain restores at 1pt per round.
Lvl II:
Lvl III: drain restores at 1pt per 3rounds
Lvl IV: Drain returns at 1pt per turn.

Evolutions::
Area Effect: radius 5ft: save dc decreased by 1pt per level.
Add second stat or power to drain: points of drain rolled per power or stat affected.
Increase save DC +1 per level

Encasement: Tough rubbery material surrounds and entraps a creature unless it makes successful reflex save. Encasement affects a single target,
           Target must save or be immobilized, may still attack or use powers but attack rolls are at -2( penalty increased 1 per two levels of encasement)
Target must destroy encasement or make opposed strength ( or escape artist) check vs. str (10+2 per level of power) escaping is a full round action and provokes attack of opportunity.

HP of encasement 20HP(5per level of power)
DR of encasement ( Level of power)

Ranged attack:
Range: 30ft +5ft per level of power
Range Increment: --
Time:full attack action
Concentration: No
AoO: Yes
Energy Cost: 2 per level used.
Base Damage: Special
Base area: target creature or object
Base save:  REF  save DC( 8+ranks in power+lvl in power) per level of power
Duration: until encasement destroyed or escape roll made;
Evolutions:
Opaque,encasement becomes opaque blinding encased target:
ConstrictingEncasement constricts dealing 1d4 pts health damage per round.
StickyEncasement becomes sticky any creature attempting to free or attack the target hand to hand must save or be entrapped.


Entanglement: flexible strands that cling to slow and encumber the target making movement slow and attacks difficult.  Any creature or object in area of affect  attacked by entanglement must make Save or be trapped in the area. They may attack or use abilities but they make attacks at -2( penalty increase 1pt per 2 levels) and can not move unless they make an escape roll ( Str check or Escape artist) and then they must destroy adjacent areas of entanglement or make a second escape roll ( escape rolls count as a full round action and provoke attack of opportunity)

In addition entering the affected area ( hex or square etc..) requires that the character destroy the entanglement in that area or make a strength check vs. Str 10( +2 per level of power) failed save indicates the character has become stuck and can not advance although he may choose to retreat to a space already cleared of the entanglement.  A successful save indicates the entanglement has been destroyed and the character and anyone else may move freely through that square. Clearing a Space is a full round action and provokes an attack of opportunity.

The shape of the entangled area is set by the creating character, but it must be at least 5ft thick and all areas must be joined together in a continuous area. And all affected areas must be within the range of the power.

Ranged Area attack:
Range: 50ft +5 per level of power.
Range Increment
Time: full round action
Concentration: No
AoO: Yes
Energy Cost: 2 per level used.
Base Damage: Special
Base area target Up to 10ft radius( increases by 5ft per level, attacker may dial radius down by 5ft increments, but can not selectively target creatures.)
Base save: REF or Fort save DC 14+2 per level of power.
Duration: until cleared or 1d6 minutes
Effective Strength: 10+2 per level)
HP: 20( +5 Per level)

Evolutions:
Opaque: entanglement blocks line of sight and grants 75% cover to anyone in area.
Blocking: blocks any attack passing through affected area, attack must destroy the entanglement or be blocked.( each hex or square must be destroyed individually damage is rolled once, damage absorbed by one space is subtracted from damage remaining to clear other spaces.
Regenerating: each round areas destroyed by previous clearing attempts regenerates preventing characters following in the path of destroyed areas through the area of effect.

Knockback: attack inflicting moderate damage and slowing or knocking down  targets
     Attacker makes a ranged Bullrush attack; Using (8+ranks in power+lvls in power)) as his strength. Using knock back does not require the character to move, enter a threatened square and is not subject to being knocked back in the event of a failed attack.
          Creatures who are weightless or suspended midair take full effect of knock back sending them flying 30ft away from attack if they encounter a fixed object or surface they take 3d6 falling damage.( only natural DR applied to damage) and are prone.
            If the suspended creature or object can be attacked from below the creature flies 30ft into the air and falls back to the ground taking appropriate falling damage. And is prone.

Ranged touch attack
Concentration: no
AoO: Yes
Time: full round action
Drain: 4 per level
Duration: special
Damage: special
Range: Line of sight spot modifiers apply to attack rolls.
Target: one creature or object
Save : ref Save Dc (8 + ranks in power+ Level of power)


Lift:

Lift:
After making a successful ranged touch attack, the attacker attempts to lift the target off the ground and suspend them tumbling wildly in midair. Creatures lifted can not move, unless they make a ref Save to grab onto an object and attacks while lifted are at -4 ( penalty increases by -2 per level of power)

Effective strength of Lift is equal to 16(_levels in power) character can lift any object lighter than his maximum lift. Heavier targets can be lifted but character must concentrate and expend x2 energy for the attack( each doubling increase his maximum lift by x2)

Out of combat lift can be used to levitate objects in a controlled manner but requires concentration and expenditure of 4 pts of energy per round. Object retains mass and must be moved by some other means.

Lift can only raise a target 20ft +10ft per level of power( movement rate 20ft per round) into the air, if there is not enough open space the target slams into the roof and must make a second save versus power or be pinned.

Targets lifted are considered flatfooted, and can not move under their own power unless they have flight or some similar power. Even then they must make a successful reflex save or be held in place.

if the target can make a reflex save to grab an object they can spend a movement action to anchor themselves but must make save every round of the duration or be rendered  flatfooted vs. attacks.

When effect ends target is dropped to the ground suffering a fall from what ever hiegt he had been lifted to and falling prone unless REF save DC 15 s made.

Ranged touch attack
Concentration: no
AoO: Yes
Time: full round action
Drain: 4 per level
Duration: special
Damage:
Range: Line of sight spot modifiers apply to attack rolls.
Target: one creature or object
Save : ref Save Dc (8 + ranks in power+ Level of power)


Evolutions:

area of effect: radius becomes 10ft, all targets in area must make saves and opposed rolls against the attacker. ( strength for strength check reduced by 1pt per target attacked.) if targets fail they are effected as normal for the power.

Slam: the power releases its energy explosively lifting the target off the ground and slamming them back to earth violently inflicting 4d6 pts of falling damage to the target ( Only natural DR is applied to the damage) and target falls prone and stunned for one round. ( effect ends if Slam is used.)
</b>Increased strength:</b> Effective strength of lift is increased by 4pts


Line: An attack that creates a wide line of energy that streaks away from the character and spreads inflicts damage to any creature or object in the area of affect. The line begins at the finger tips of the character and extends to it’s maximum length. If the line strikes a solid obstruction before the limit of it’s range it rebounds and travels back along it’s path striking any object or creature including it’s manifesting character is he is in it’s area of affect.

.
Ranged area attack
Concentration: no
AoO: Yes
Time: attack action
Drain: 4 per level
Duration: Instant
Damage: 1d4 per level of power( type set when first rank in power taken)
Range: no range
Area Of affect Line 5x20ft +5 ft per level, no range ,bounce back
Save : ref Save Dc (8 + ranks in power+ Level of power+ Dex bonus) for half damage

Evolutions
Bank shot: allows the character to deflect the line of angled surfaces to fire a line around corners or to avoid being caught in the backlash of his own line.
Ranged: allows a character to begin the line at a point up to 30ft plus 5ft per level of power, the line moves in a point away from the character.
Increased area: allows the caster to increase the width of the beam by 5ft
<b>Variable Area:
allows the character to shorten and broaden the beam by 5 feet per 10ft the beam is shortened  by.
Additional damage type: adds second type to damage target Effective DR reduced by ½ unless targets DR protects vs. both types of damage
Continuing damage: 1d4 per round for 1d4 rounds
Contaminating( requires continuing) any creature or object entering or staying in the area of the initial attack within the duration of the continuing damage takes damage as long as they are in the area.
Sticky: (requires continuing) any creature coming into contact with creature or object affect by the spray must make reflex save dc 15 or take the attacks continuing damage. If the attack has contaminating evolution any creature or object entering the area is contaminated and continues to take the damage even if they leave the area

Missile; ( requires Level II dart or bolt and ranks in missile can not exceed ranks in dart or bolt)
 an upgrade to both bolt and dart, it packs heavy damage and tends to ignore range and cover, however it is taxing slow and more costly than either bolt or dart. Missiles are far more potent than the average dart inflicting greater damage and all but ignoring obstacles in their path.

            Missiles ignore range modifiers and treat cover as 4 steps lower. Also missiles can take hard turns allowing attacker to strike targets around corners or ledges. Each 90 degree turn imposes a -4 to hit and has a 10% cumulative chance of slamming into any object or surface in the area causing the attack to fail but dealing damage to the object or surface.

If target is not clearly visible or its location known by some other means than sight the target is treated as being invisible.

Missiles move at 100ft per round, and can be intercepted or detonated early. A successful attack against def 18 will intercept or destroy a missile. If missile does not reach target by end of the round it is fired on it strikes the target on the attackers next initiative. ( this does not count as an attack for that initiative.)

Ranged attack:
Range:120ft+20 per level
Range Increment: ignores range modifiers
Time:full attack action
Concentration: No
AoO: Yes
Energy Cost: 4 per level used.
Base Damage:1d6 ( +1d6 per 2 levels, 3d6 at 4th)
Base area: targeted creature or object
Base save: Fort save DC 12+2 per level of power vs. secondary effects only
Duration: instant

Evolutions: ( each evolution increases damage by 1d6)

Add Secondary effect: as per dart

Armor Breaching: decrease equipment or power based AC as 4 pts lower ( does not reduce dodge, Acs), or reduce DR of target by 5pts.( increases energy cost by 1pt when used)

Hanging: a character can summon a missile into existence and hang it, keeping it in effect for up to 3 (+int mod) in rounds each missile hanged requires 1 pt energy to hold and is lost if character must make save, takes damage, takes an attack action, or is startled. At this point the missile goes off  in a line straight away from the character.
    A character can hang 1 missile per level of Power , but must pay energy cost ( 1pt) of each missile held. Plus any energy cost for manifesting new missiles to be hanged.

Time on target strike: By timing it carefully a character can launch missiles in an arc that allows them to strike in the same round. To do so the character must make a Knowledge tactics roll DC 12 and fire off at least two missiles in successive rounds. ( hanged missiles can be used for this attack)
the attacker can choose to create;
1) an area affect blast striking all targets within 20ft radius ( ref Save Dc 14 for ½ damage)
2) increase the damage of a single missile by 1 die per missile in salvo.
3) increase chance to hit by +2 per missile salvoed at target.

Mutli-Missile: missile breaks into multiple darts striking a single target multiple times or multiple targets with one attack. Each  attack with base attack bonus of  6 inflicting 1d4 points of damage. Each Missile breaks into 6 darts.



Push/pull:
Attacker attempts to pull or push a target straight to or away from him. This requires him to make an opposed strength check with target using 12(+4 per level of power) If successful the target is moved 5 ft per point the attacker exceeded his roll and is considered pinned., as if he were grappled.

Each round the target is entitled to a save or escape artist roll to escape effect this is a full round action.

The attacker can not alter the path of the target it is a straight line unless it encounters an obstacle or object in which case the target takes 1d6 falling damage per 5ft moved by attack.

If target is suspended by lift or similar effect he can not roll a save and takes full effect of push or pull up to 30 ft. if strikes hard surface or large object the target takes 4d6 pts of damage and is prone. If the distance moved is greater than the allowed distance for lift to move him in a round then he is free of lift effect.

Counter: a character with pull or push can attempt to counter a push/pull attack by reversing the effect. He must have the same level or higher of the power and make an opposed power check ( 1d20+level of power+½ ranks in power.) having a higher level in power automatically negates a lower power.
   To counter the character must have a fee action available and be within his range of the target., the target is considered pinned for one round even if power is countered but is not moved or otherwise affected.

Evolutions:
Pinball: if strength roll is successful attacker may slam target forcefully into object of wall within 10 ft of target. Target takes 4d6 falling damage and is stunned for 1 round.
     duration ends on use of pinball effect, this effect can not be countered.
If target is under effect of lift or similar power the rolled damage is doubled, and target is moved 30ft and prone.
( NOTE: if two players can coordinate ( requires both attackers communicate intent, make a successful reflex save DC 12 and have the appropriate power) and use pinball and slam in the same round the effects of both attack are incurred…in this case the pinball effect is dramatically demonstrated and could quite easily ruin the day of any target.)

Ranged attack: touch
Range:30ft+10 per level of power
Range Increment: ---
Time: Full round action
Concentration: No
AoO: Yes
Energy Cost: 4 per level used.
Base Damage:
Base area: target creature or object
Base save: special
Duration: concentration+1 per level

Propel:
Allows attacker to use an object as a ranged weapon. Range and size of object used are determined by level of power. In certain cases items such as grenades, Molotov cocktails or vials of acid or poison might deal damage on their own in addition to the damage from the impact.  This damage would be treated separately from the propel attack.  Fragile or breakable objects are always destroyed by being used as a projectile.
Note: any modifiers for shape of a thrown weapon apply to attacks made with propel. It does not alter the laws of aerodynamics.

Ranged attack:
Range: special
Range Increment: 20ft
Time: attack action
Concentration: No
AoO: Yes
Energy Cost: 1 per 2 levels used.
Base Damage: special (can be either bludgeoning, slashing, or Piercing)
Base area: targeted unattended item, or object,  attended items require opposed reflex save to be successful for attack to use item.( worn items such as clothing, armor, etc automatically save…..I know what you were thinking. but come on using a person as a projectile just pushes the limits)
Base save: Opposed reflex save, attended items only
Duration: instant

Lvl 1: tiny object ,  1D4 damage range 90ft
Lvl II small object, 1D6 damage range 50ft
Lvl III medium object 2d6 damage range 200ft
Lvl IV Large object: 3d6 damage range 10ft

Evolutions:
 scatter shot: allows use of multiple tiny objects to create a shotgun effect attacking an area 5ftx5ft with each target taking 1d3 hits for 1d4 pts damage each ( DR applied separately)

Explosion: targets all unattended tiny items in an area 10ft radius)causing them to fly about dealing 1d6 buffeting damage to any creatures in area.  ( note if sharp objects are in area second save or 1d4 slashing damage in addition to buffeting cutlery shops and areas with lots of broken glass are ideal areas to use this ability)

Snatch/fetch: allows attacker to use his attack to grab small or larger objects out of the hands of another creature and bring it to his hand. Requires successful disarm attack, (does not suffer from return disarm if unsuccessful, nor does the attacker have to physically touch the item or weapon) If successful the attacker can make a reflex save DC 10 to catch the item or let it drop to the ground by his feet. ( GM note some objects may pose problems for this type of move, fragile glassware, live grenades, flaming Molotov cocktails etc… rule as you see fit as to the down side of this move.)


Point: continuing attack that is controlled by the manifesting character. May attack with point attacks for multiple actions but must actively control the point requiring additional attack actions for each attack. Points require a move equivalent to direct once created. The attacker must have line of sight and be able to attack in that round. And must pay the energy cost to maintain the point ( 2pts per point maintained per round)
     When attacking the attacker uses his attack bonus ( ranks in power+dex+d20) to strike target the attack is treated as a ranged touch attack. Any solid object or barrier is enough to stop a point (even a sheet of glass) until it can burn through by inflicting the objects HP and continue on it’s path.

Ranged attack:
Range: Line of sight ( point moves at 60ft per round +5 ft per level of power after first.,)
Range Increment: ---
Time: Attack Action
Concentration: yes
AoO: Yes
Energy Cost: 2 per level used,( per round, per point manifest)
Base Damage 1d4 +(1d4 per level)
Base area; targeted creature or object ( can be changed after initial attack to any valid target)
Base save:
Duration: concentration

Evolutions:
Empowered: a character may charge a point with another power of his choosing using the point to deliver the attack instead of it’s normal damage. A power point may deliver any power one level lower than it’s rank. Once the charged power is delivered the point dissipates.

Blast Point: the point attack detonates explosively instead of simply dissipating when  the attacker  ceases concentration. The blast has a radius of 10ft, inflicting 3d6 pts of damage (save DC 15 for half) and creates a sonic shockwave that dazes any creature in the area of effect ( Fort Save DC 14 or dazed one round.)
Ghost Point: the point becomes insubstantial and partially phases into another dimension on command. It can not inflict damage, unless the target is also incorporeal or partially phased into another dimension, but it can pass through a solid barrier.(requires an attack or move action to pass through a solid barrier.) without hindrance. A point can not be used to deliver damage and phase through objects in the same round.

Proximity Point: the seeker is immobile but it remains without concentration in a fixed area waiting to attack the first target that enters the area for 1d4+(1 round per energy cost paid at manifesting.)
The seeker attack is slower moving and vulnerable to being intercepted or destroyed by it’s target or any of his allies. For combat purposes the seeker becomes a tiny creature with stats based on level of power.
  Once triggered the point will pursue it’s target moving at up to 30ft per round.
A proximity point can be empowered or set as a blast point if those evolutions are know but when triggered those evolutions cause the point to be disrupted after delivering the initial attack.


      Seeker: when learning this power the attacker learns to manifest the point attack so that it becomes an independent attack, once designated the seeker will continue to attack the target using it’s own attack value.  Seekers can follow freely their target as long as long as it does not lose sight of it’s target. It posses the equivalent of  normal vision, with a  spot +2 Skill. If the seeker looses track of it’s target it will return to creator ad await a new target.
Seekers are susceptible to being dominated controlled or hacked by powers with similar special effects to those used by it’s creator. However the creator can resume control by spending a full action re-establishing his link to the seeker.

Once manifested the controller needs only to pay additional energy at the end of the powers duration to keep the seeker manifested. Out of combat the character needs only to state he intends to keep the Seeker manifested as normal activity is not taxing enough to cause hi to expend stamina. During periods of strenuous activity, exhaustion or other taxing conditions the character should be required to track energy expenditures from keeping his seekers active.
        If a character wishes to manifest ore than one seeker he may do so, paying appropriate energy costs to do so. A character can control as many seekers at once as he has points in charisma. If he attempts to create more seekers than he can control there is a 10% per seeker summoned above h limit that the seekers could go rogue attacking indiscriminately until they are destroyed or their duration expires.
          If a seekers creator is rendered unconscious or incapacitated the seeker will disappear until summoned again. If a creator becomes stunned or unable to act there is a 50% chance the seeker will automatically return to defend it’s summoner and refuse to allow anyone near hi until ordered to back off.
          Seekers can follow freely their target as long as long as it does not lose sight of it’s target. It posses the equivalent of  normal vision, with a  spot +2 Skill. If the seeker looses track of it’s target it will return to creator ad await a new target.

Summons
Range: 100ft+10ft per level
Range:
Time: Full  round action
Concentration: Yes. During Manifesting action only
AoO: Yes
Energy Cost: 4 per level used. Per round
Base Damage:
Base area:
Base save:
Duration: 1 minute per level, or until destroyed.

Seeker:: tiny construct
HD 1+1 per 2 levels power
HP 10+5 per level of power
Energy Reserve: 20+4 per level of power.
AC 18
Move: Flight perfect 30ft+ 5ft per 2 levels.
Attack: 1d4 energy, Melee Attack Bonus 6 ( +1d4 at 2nd, additional +1d4 at 3rd, damage becomes 3d6 at 4th)

Evolutions: ( do not increase base damage of seeker)
A seeker can be upgraded with the same evolutions as a point, in addition to it’s own. However the following changes apply.
Empower: the seeker powers the embedded ability from it’s own internal energy supply and can continue the ability until ordered to stop, or it depletes it’s energy.
Blast: The blast temporarily drains the seeker, it can not attack or deploy another blast for 1d3 rounds.

Enhanced Seeker: the seeker becomes semi sentient, able to follow complex commands and take independent action in clearly defined situations.  it gains an Intelligence stat of 8 and it’s spot, listen and search skills are improved  +6, and it’s attacks bonus increases by +2.

Watchdog: when set in watchdog mode the seeker goes dormant until any creature or object enters the designated area it is assigned to guard. At which point it signals it’s creator and goes into a defensive ode, attacking only if threatened or it’s creator is attacked.

Scouter: this evolution allows a seeker to relay video and audio information to it’s creator giving him a mobile spy to scout ahead or leave behind in areas he wishes to keep under watch.


Shock: disrupts the nervous system of a creature causing it to be rendered dazed stunned or unconscious.. Does not  affect creatures who are immune to level drains or do not have a nervous system.

Ranged: ranged touch attack.
Time: full attack
Duration: special
Drain: 3  per lvl
Target: 1 creature
Range: 60ft +10 Per character level
AoA: No
Concentration: No
Save Fort DC: ( 8 +ranks in power+level in power)

Lvl I        Save or dazed 1 rd
Lvl II       Save or dazed 1d4 rnds
Lvl III      Save or stunned 1 rd
Lvl IVa    Save or stunned 1d4 rnds
Lvl IVb    Save or unconscious 1 rd, and dazed 1+1d4 rounds after regaining consciousness.

Evolutions:
radius 10ft radius all target sin area must save or be effected.
Lingering( requires radius) attack lingers for 1+1d4 round any target entering area must save or be affected, any creature affected an unable to exit area can not begin to recover from the effect until the lingering duration ends. ( duration of lingering effect added to attack effect)

Sleep: renders a creature unconscious in a natural sleeping state. Creatures who do not sleep or are immune to sleep are unaffected.  Loud noises, physical contact, strong smells, and or deliberate attempts to wake a creature allows a save each round to wake from sleep with a +4 save each reoud.
          Does not affect creature immune to sleep, or who are immune to level drains.
Ranged: ranged touch attack.
Time: full attack
Duration: special
Drain: 2  per lvl
Target: 1 creature
Range: 60ft +10 Per character level
AoA: No
Concentration: No
Special Defense: Immunity to sleep

Evolutions:

Radius: affects any creature within 5 ft radius can be selected multiple times doubling radius each evolution)

Deep sleep: imposes a -4 penalty to any check for a character to wake up from sleep.

Nightmares: horrific nightmares leave target disoriented suffering a -2 to all attacks and skill uses for 1d4 rounds after waking.


Slow; cause a rapid slowdown of a target creature or object decreasing it’s initiative, and rate of attack to be reduced for the duration, unless the target can make a fort save Vs ( 8+ ranks in power+ lvl of power)
   A slowed creature or object is not effected by further slow attempts however the duration of the slow effect duration is increased by 1 round.
         Target looses ( Lvl in power) attack actions for ( lvl in power +1) rounds in addition to suffering an initiative penalty of  (2xlevel of power )
Ranged effect No attack roll required.
Concentration: yes
AoO: Yes
Time: Full Round action
Drain: 2 per level
Duration: 1 rd+ 1 per level
Damage:
 Range: 30ft,
Save : Fort or Will save vs. ( 8 + Ranks in Power + Lvl of power)

Spray: creates a fan shaped spray of energy from the characters fingertips. Striking any creature or object within the 120 degree arc in front of the character.
Ranged area attack
Concentration: no
AoO: Yes
Time: attack action
Drain: 2 per level
Duration: Instant
Damage: 1d4 per level of power
 Range: 10ft, arc 120,
Save : vs. effect only.  12+(level of power)

Evolutions:
Continuing damage: 1d4 per round for 1d4 rounds
Contaminating( requires continuing) any creature or object entering or staying in the area of the initial attack within the duration of the continuing damage takes damage as long as they are in the area.
Sticky: (requires continuing) any creature coming into contact with creature or object affect by the spray must make reflex save dc 15 or take the attacks continuing damage. If the attack has contaminating evolution any creature or object entering the area is contaminated and continues to take the damage even if they leave the area.
The Creator
GM, 37 posts
Mon 21 Nov 2011
at 11:14
  • msg #4

Powers: Defensive Powers

Armor
Armor creates a physical barrier between the character and incoming attacks, it is generally flexible and lightweight with minimal encumbrance. Armor most often resembles a a slick body forming suit of material that covers the entire body. Armor however can take other appearances set by the character when the armor is created. But once set the appearance is fixed until the current armor is dropped and restored.
   While protective the armor power do not stack with other items or powers that provide a similar bonus to DR or  Ac, instead the better bonus between the two powers, traits, or items is used.( unless specifically stated)

Special:

Time
Armor can be purchased in many forms, either equipment, natural or temporary. The type of effect determines the time it takes to manifest armor or repair it if it is destroyed.
          Equipment: requires 8 hrs to craft armor from available materials. This requires tools, materials and time, if materials or tools are not available then the armor can not be restored. The rules for donning and removing armor apply and a character can be caught without his armor if unprepared. In addition equipment based armor is not  comfortable or flexible enough to be slept in without penalties ( sleeping in armor requires FORT save Dc 14 to get full nights sleep while wearing armor.
          Natural: requires 24 hours to regenerate natural armor however the character does not need materials to regenerate the armor it is a natural function of their body. In addition, natural armors automatically regenerate constantly even if the character is unconscious or incapacitated. All that is required is extra food and water for the period of time the armor is regenerating( double food and water requirements for 24 hours) .Natural armor can be shed at will ( requires ten minutes to peel off the armor) and then regenerated. But it causes a treat injury penalty( (-4 to treat injury checks) unless armor is removed before treatment.
           Temporary: armor is summoned by the caster for a short period, the armor can be dropped or restored at will (full round action)  this requires an expenditure of energy to manifest armor ( 2 HP per base DR of armor)
Activation time: when manifested the armor remains in effect until removed, destroyed or dispelled. When reconstituting the armor concentration is required and energy point cost must be paid. Partial restoration of HP is allowed however the AC of the armor suffers -1 per 10% of hit points lost by the armor. Once fully manifested the armor is treated as a real object, it‘s weight is minimal and does not apply to encumbrance since the armor supports most of it‘s own weight and is perfectly formed to the creators body.

     CRITCAL HITS like all armors a critical hit allows for the option to bypass the DR of armor or other Damage resistances. The armor power is not exempt fro this rule. Although at certain levels a saving throw is granted to avoid being bypassed.
  Fort or Ref Save DC ((10-level of armor) +Rolled damage) to negate armor Bypass on critical hit.


Coverage: Normally the armor is full coverage with only a few small gaps to allow for flexibility and comfort. Requiring a spot check, research roll, or specific feat to find the weak points. And then a successful called shot to the location to bypass the armors DR.
However to increase the defensive qualities of the armor the creator may chose to thicken various points at the cost of larger weak points. These weak points are noticeable easier to strike and need only a spot check to detect from direct observation.
Size of weak point:  increase in overall DR     Spot check to detect
diminutive:                +0                            18
Tiny                       +1                            16
Small                      +2                            14
Medium                     +4                            10
Large                      +6                            Automatic
Armor Durability: Armor can only absorb so much damage before becoming ineffective and requiring the armor be restored before it can provide protection again. once armor HP depleted armor is destroyed,, lost HP must be restored by creator.
   Armor Hit points are depleted by unsuccessful attack 1 HP per HP absorbed by armors DR.  In addition with a successful called shot the armor can be targeted directly inflicting the full damage of the attack on the armor covering the targeted area. Potentially opening a gap that can be targeted by the attacker in subsequent actions.

Defensive power
Range: self
Time: special
Concentration: special
AoO: special
Energy cost: none
Duration: until destroyed.
Effects DR +1 per 2 ranks in power.
Lvl I:     Ac +2   HP 20
LvlII:     Ac +4   HP 30
Lvl III:   Ac +6   HP 50
Lvl IV:    Ac +8   HP 80

Evolutions:
Ssealed armor. armor can be sealed (move action) to protect against aerosols, gases, vacuum and toxic atmospheres Duration of life support  (constitution + con mod in Minutes) in rounds. supplemental life support can be used if available. Environmental cold heat or corrosive agents may still cause injury or damage even if armor is sealed
Adaptive armor: each successful save vs. an attack or affect grants a +1 save vs. that specific power or attack.( bonus is against one creatures attacks, weapons, and powers. Not the power in general)
Malleable armor: once created armors are fixed in one form. This evolution allows the creator to alter it’s form by expending one minute concentration and making a Craft DC set by complexity of the armor.

Fusion, allows character 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 ( 1.5 times normal water and food) but allows him to use the items indefinitely. Fused energy weapons can be recharged as well but this causes the wearer to spend 10pts energy and make Fort save DC 12 or become fatigued. ( one round taking no action other than resting will remove fatigued state but not restore any energy or stamina)
fortification grants  25% chance to negate critical hit.

Mutations( one rank per mutation, can be purchased at any level)
Armor-fashion ( requires 1 rank craft, and 1 rank Visual Arts)
The character has learned to create clothing and or accessories using his armor Power. The clothing or accessories will pass as normal clothing unless closely examined ( craft vs. spot check). The ability requires a craft Visual art check to create a particular style or desired look
Style Modifiers,
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              +10DC
            (requires sample or DC20 Pop Culture)



Barrier: creates a fixed semi transparent solid barrier at a location specified by the creator. This barrier is immobile and is treated as a physical wall. It provides cover (but not concealment) for anyone hiding behind it and cover from hostile attacks and offers greater protection from area affect attacks.
          Once created the barrier requires no additional energy to maintain however if it’s hit points are reduced to zero or the duration of the barrier ( set by expending the energy points for the number of rounds the character wishes to maintain the barrier,) expires the barrier dissipates and a new barrier must be created to replace it. If the barrier is destroyed before the set duration is reached the energy expended by the creating character is not recovered.
          Barriers provide cover from area affect attacks granting Bonus to saves, against Area affects. and potential blocking an attack if the area of the barrier completely encloses the targets of the attack. Barriers never save vs. area affect and always take full damage from them.
          The base size of a barrier can be increased by expending more energy, multiple barrier segments can be created in a single action allowing a shield to cover an entire area or block a passage f the manifesting player wishes to expend sufficient energy.  The size and shape of a barrier is up to the creator, within the limits of the power.
Notes:  Assumes attack is not targeted behind or within area protected by barrier.
  1space facing             +2 save vs. area affect
           90 degrees coverage   +4 vs. area affect
           180 degree coverage  +6 vs. area affect attacks
          260 degree coverage   +8 vs. area affect attacks
Barriers Block Movement unless the advancing character or creature can climb over or move around the barrier it is unable to move through an area covered by the barrier without destroying it.

Area can be increased By expending additional energy, each 5 foot increase in dimensions costs an additional base cost (modified by duration increase).  Increased area sections of the barrier are part of the initial area, and share the barriers hit points.

Multiple barriers can be erected to create a large defensive array. However they are not joined or do they share hit points. A single section of the barrier can be destroyed additionally they are not physically joined and gaps do exist between them which can be exploited by attackers.

Defensive power
Range 10ft
Time: full attack action
Concentration: No
AoO: yes
Energy cost: Initial 5,  + 2 per increase in duration and or area.
Duration: 3 rounds +2 rounds per level after first ( can be increased by expending initial cost to double duration, duration doubled for each expenditure of initial cost. This cost does not include the cost for additional area of barrier.)
Base area: 5x5 area ( increases to 10x10 at 3rd level.)
HP 10 per level, DR 1 per level

Evolutions

Evolutions

 Personal shield:
allows character to create a shield similar to a riot shield in front of his forearm. Offers 1/2 coverage when standing or moving no faster than a walk, or ¾ coverage when crouching and standing still.

Interceptors: (requires I rank seeker) creates highly mobile shield which allow the character to make ( as an attack action) an opposed attack roll vs. a ranged or melee attack. If the characters modified attack roll is higher than the attackers the attack must deal sufficient damage to destroy the interceptor ( DR and HP same as normal barrier, shield is destroyed when all hit points absorbed) to deal damage to the defender.( remaining damage if any is dealt to the target, with deductions for any Dr the character has.)

Optimized barrier: barrier is optimized to block physical or energy based damage, the shield has an effect DR twice that of a standard barrier but has no DR vs. the opposite form.

Gel Barrier: the barrier allows creatures or characters to move through the barrier (spending a full round action) but still blocks attacks and any creature who does not take the extra time to slip through the barrier.

Sealed Barrier: the barrier forms an airtight bond with any nearby surface allowing it to hold in an atmosphere, Creating a stable bubble of air in  or hold out noxious gasses, and other airborne contaminants.

Bubble: normally shield is created at ground height and forms a dome at best this allows the character to create a bubble around himself, this bubble is not anchored to a fixed point and can be rolled about or moved by some other form of manipulation. If sealed each character has 3+( con Modifier) minutes worth of air.
Expanded Bubble: creates a bubble 5ft in radius allowing three medium sized character and their personal equipment to stand inside bubble. If seal the creatures inside have 3+( con modifier) minute worth of air. This for three character of medium size each creature beyond three halves the air supply within the bubble.

Blur: creates a shifting image around character making ranged attacks, and spot checks against him more difficult. Image effects visible light only ( additional sense added each lvl ) moving at faster than a jog disrupts the blur effect and reduces it’s benefits to 1/2 the normal benefit.
      Blur only affects vision based senses, (such as Ir uv, lowlight, independent sense are not affected under normal circumstances.)

Ranged: self
Concentration: manifesting round only
AoO: yes
Time: move action
Drain: 1 per level  per round
Target: single creature
Radius:
Duration: until dropped
Damage:
Effect: increase range modifiers on incoming ranged attacks and spot check by +2 per level

Evolutions:
 radius: grants all friendly creatures and object within 10ft radius ½ the benefit of the blur effect.
add additional visual spectrum <b>

<b>Deflection:

Allows a character to parry an incoming ranged attack  attackers attack roll. To deflect an incoming attack the character must make an opposed attack roll using his ranks in deflect and relevant Stat Bonus as his attack roll if his attack roll is higher than the attacking characters the attack is unsuccessful.
         To be deflected an incoming attack must be known to the character require an attack roll and target the character specifically. Area affect attacks cannot be deflected using this power.

Defensive ability
Time: combined with an attack action.
AoO: Yes
Concentration: No
Energy: 4
Duration: instant
A character can deflect one attack per attack action available to him. He may hold an action or forgo an attack available to him in the current round.

Evolutions:
Reflect: allows an defend an incoming ranged attack in a successful block attempt. The character may reflect the attack back on the original source of the attack using his ranks in deflect as his attack bonus. ( at a -4 to the attack)

Improved reflection( requires reflect) allows the defender to redirect the attack at any valid target at a -6 to his attack roll.

Increased effectiveness: grants a +4 to the power check to deflect ( but not reflect) an attack.

Dispel:
On a successful opposed Powers check Dispel Removes a continuous power or ability permanently. Powers that have an instant effect can be dispelled or countered by Dispel if the character has a readied action available and can pass an opposed reflex save with the attacking character or creature.  At the time of learning dispel the character must select a effects type he can only dispel effects of a similar type.

Dispels work only on a specific creature, character, or object and do not remove an area affect ability form other creatures affected by it or an area (such as a room, or corridor) if the affect is on an area any creature or character entering that area is still effected by the ability, power or effect. ( example if a darkness effect is used to darken a room a creature targeted with dispel is still unable to see since the area not the character is affected.)
          When a dispel attempt is made the character makes an Opposed roll against the manifesting character or creature. ( ranks in power+ Stat Modifier) vs. (ranks in power vs. Stat Modifier) if successful the power is dispelled and has no further effect. If the attacking power has made an alteration in the target the alteration is canceled but any health or hit point damage remains. If the target of the power has been rendered unconscious he remains unconscious or asleep until he is awakened by a friendly character or other action. If the character has been killed by the attacking power he remains dead. Until resurrected or revived.

Defensive ability
Time: full round
AoO: Yes
Concentration: Yes
Range: 30ft+5 ft per level
Target: one character, creature, or effect.
Energy: 4+( energy cost of targeted effect)
Duration: Special
Effect:: dispel power on successful powers check.

Evolutions:
Additional effects type: allows the user to dispel other effects type. May be purchased multiple times for one new type ore evolution.

Area effect dispel: dispels all similar effects in an area, or dispels area effect abilities.


Energy absorption:
Allows a character or creature to absorb incoming attacks. Absorption  negates 4 points  damage ( of a single damage type) per round up to a maximum of 20 pts  per level of power. This damage is subtracted from any incoming attack before equipment or  natural defenses.
 The power is learned for one type of energy which is set at the time the first rank is selected in this power. New energy types can be added through the use of evolutions.


Defensive ability
Time: full round
AoO: Yes
Concentration: Yes
Energy: 4
Duration: until maximum damage absorbed
Effect:

Evolutions:
Damage Type: Add additional damage type.
Redirection: The character redirects some of the energy to power his own abilities he gains 1 pt of energy for each 5 pts of damage absorbed by the power .the energy is lost at the end of his next initiative if not used.
Healing: the character can use the energy from hostile attacks to heal himself he regains 1pt of health for each 5 pts of damaged absorbed by the power. These hit points can not raise his current health points above maximum and are permanent unless further health damage is taken.


Force field:
Force fields are short term defenses that protect the character fro incoming energy and physical attacks. Unlike armor they are not persistent and must be turned on and off, and require constant expenditure of energy to maintain. Forced field may have many appearances but generally the character chooses that appearance when the power is acquired and it seldom changes. force fields do not block gasses, or toxins and offer no protection from environmental effects, unless modified through training and research.
            All force fields have hit points, once shield has absorbed its hit points in damage the shield drops and must cool down for one round before it can be raised again. In addition, If a successful critical hit bypasses a force field it is dropped and must go through a cool down round before being raised again. To re-establish a force field the character must wait til his next initiative take a move action and expend the energy required. Te shield has a slight delay before becoming active, usually a number of initiative segments ( 6-lvl of power ) if the characters initiative is 10 and he has a lvl four force field the force field becomes active on initiative 8 ( 6-4 =2)
           A force field absorb all attacks coming in ( as long as total damage does not exceed it’s hit points) any Dr the character may have either from equipment or effects is not applied to the damage taken by the force field. If an attack is sufficient to drop a shield any surplus damage is then applied to the target.
           When a shield is active the characters AC using only Dexterity, and any dodge, deflection, or skill based AC bonuses is used. Equipment and natural AC bonuses are not factored into the characters Total AC for determining hits on his force field.
           If an attack has a secondary effect and the attack is completely absorbed by the force field the secondary effect is blocked. If however even 1 point of damage is delivered to the target as a result of a force field failing (even if damage is absorbed by other DR source) the secondary effect is not blocked.
            While a force field is active equipment based AC is not taken into consideration the shield overlays the armor or protective devices and only the armors Ac bonus applies while it is active.
               An optimized force field has an additional 50% hit points versus the type of attack it is designed to resist but only half it’s hit points versus other forms of attack. Optimization must be noted when the character selects his first rank in force field. ( valid optimizations, energy, physical, melee, ranged, )
           Specialized Force field, have 200% of their hit points against one type of attack, however they are transparent to any other form of attack. The types of attack are the same for specialized as they are optimized.

Range: Self
Time: Move action:
AoO: No
Concentration: No
Energy Cost: Initial energy cost 5   maintenance cost: 1/round ( no recovery while expending Energy)
Effect:
force field HP: 10 Hp Per 4 ranks


Evolutions:
Enviro field a low energy shield which offers little protection against attacks but blocks aerosols, dust, pollen and other particulates.

Expanding force field: Allows character to protect a single creature or object no larger than his own size from damage, reduces force field  DR by ½ but allows full coverage of protected target.

Regenerating force field. The force field regains hit points at a rate of 1d4+con bonus. If the shield is taken down by damage or a critical hit the shield must cool down for 1 round but is automatically restored afterward

Linked attack: the character can link one of his attacks to his force field creating a damaging aura that automatically inflicts the linked attacks damage to anyone who comes into contact ( such as grappling or physically attacking in hand to hand combat) with the characters force field. The character must expend the energy cost of the linked attack for each time the force field inflicts damage on an attacker.


Invisibility:
This ability renders a character creature or object invisible to visual senses, and  grants +10 to stealth, negating any penalties to stealth for being in direct view of a hostile character while attempting to sneak.
               when invisible receives total concealment and 50% chance attacks miss unless detected by alternate means.
        The invisibility is unstable and can be disrupted by any high energy field, or attack, Also, any attack that has a visible effect can reveal the character to any hostile in the area. Character becomes visible when attacking or if struck by an energy based attack. If character is in the radius of an area affect attack that inflicts direct damage the character becomes visible.
          Effect does not remove evidence of an invisible characters presence such as footprints or other changes to the environment ( including body heat warming objects)
while cloaked the character can not use any energy based ability without making a technique check to maintain cloaking.  In addition if direct forceful physical contact with another character or object is made the effect is temporarily disrupted ( 1 round).
           Dust, smoke, water vapor, or rain reduces the effectiveness of invisibility reduces concealment to 50% and stealth bonuses to +5, and does not negate direct view rules for stealth.

Each Level the character can select a new spectrum to become invisible to. Each new sense adds an energy expenditure of +1  to the initial cost of the power.

Defensive ability.
time: full round
Cocentration:no
AoO Yes
Energy: 5  to initiate, 1 per round
range: Self
Duration: Special

Evolutions
Radius: all friendly characters within 10ft are granted invisibility. at first level of power.
Additional visual sense. grants an additional visual sense to ability.


Mental defense:  ( cross class for all characters can not be selected as a class skill)

This power creates a buffer that protect the mind of character each time the characters is subject to a mind effecting or mentally based power effect the buffer is diminished slightly.
         The power requires a slight amount of focus to maintain and as a result affects any mind affecting (psionic, or mental) powers as well as any skills used while the power is active ( -1 to mental based power checks, -2 to all skill checks)
   All mind effecting or mentally/psionic based effects deplete a number of mental defense points equal to the attacks or effects energy cost. when the defense points are depleted the character is no subject to the effects of the attack/effect.
   Mental defenses may be maintained in standby mode without expending energy however their is a penalty to doing so. the concentration needed causes a -2 to intelligence based skills and a -1 to attack rolls and saves while mental defenses are held in standby.
   In standby the power can be activated with a successful will save DC15 and expending the needed energy to activate the power..

Defense Power
Range: self
Time: move action ( free action if in standby)
AoO: no
Concentration: No
Energy cost: 1/rd
Effect: 5 pts mental defense per level


Power Defense: ( cross class skill for all characters can not be selected as a class skill)
Protects character fro drains and suppress, and other powers that affect powers or statistics or other attributes.
  Each point of power defense reduces any damage or drain to attributes, or powers, by one point per point of power defense. Power defense is an active power, however it can be readied in “standby” mode. Allowing an opposed roll vs. an attack roll ( ranks in power + 1d20) made by the attacker. If the defender scores higher the power is activated if he fails the power activates after damage is dealt.

Defense Power
Range Self
Time: full attack action,( free action if held in standby)
Concentration (initial activation only)
AoO: Initial activation only
Energy cost: 1pt per point of damage absorbed. Maintenance cost 1 per round.
Duration: Until energy costs can not be paid or power dropped by character.

Standby : standby mode does not expend energy while power is in standby, however the power imposes a slight disadvantage ( -2 skill checks) on any skill checks due to the metal stress from maintaining the power in readiness.
The Creator
GM, 38 posts
Mon 21 Nov 2011
at 11:16
  • msg #5

Powers: Alteration Powers

Ability Boost:
Allows a character to increase his own abilities or enhance the abilities of friendly characters for short periods of time. While taxing the boosts can mean the difference between success and death.
   Boosts do not stack with siilar powers or abilities. The character can choose between sources to use usually taking the best of the alternatives. Boosts however can negate drains or statistic damage for the duration of the boost effect.
          Boost has limits, if used before recovery time has ended there is a chance of causing temporary damage to the recipient. If used before recovery time ends the recipient must make Forts Save DC 15+ per use within one hour .Failed save indicates massive system stress leaving Character exhausted until he can get a full nights rest.

Special Note, any feat or ability that also add to stats are cumulative with boost IF they require the expenditure of an action point.

Lvl I
Alteration enhancement
Range touch
Time: Full round action
Duration 3 rounds+1 per level of Boost
Energy: 4 per level
Recovery :10 rounds ( -1 round per level of boost)
Target: one character or creature
Save: for Save DC 10(+level of boost) or Fatigued for 1d4 rounds ate end of duration.
Effects 2 pts per level to divide between Str, Dex or con


Evolutions:
Quickened: Acts as an Instant effect but at two levels Lower effectiveness
Extended Boost: Doubles duration of boost but has automatic fatigue effect after duration
Area Boost: affects all friendly creatures within 10ft at reduced ( two levels lower) effect

Adrenaline: allows a character to greatly boost his reaction times and responses. Unfortunately the process distorts vision and hearing making it more difficult to keep track of rapidly changing situations or make detailed observations.
       Adrenaline will stack with feats and class abilities but not other effects or powers, unless those abilities or powers require the use of an action point.
                      General: Characters suffer -2 spot, search, and suffer a decrease of 5 feet on weapons range Increments due to distorted vision, and perceived time flow..
                 Adrenaline has limits, if used before recovery time has ended there is a chance of causing temporary stress to the recipient. If used before recovery time ends the recipient must make Forts Save DC 15+ per use within one hour .Failed save indicates massive system stress leaving Character shaken until he can rest for 10minutes.


Active Combat Ability
AoO Yes
Time: move action
Recovery : 3+1 per level rounds
Range:
Target: 1 creature
Effect: +1 initiative, AC(dodge)  per level, +1 Attack or move action at level 3.
Evolutions:
Additional action: Gain additional attack or move action.
,area Affect: Affects all friendly characters within 10ft


Alter environment: alter superficial features of environment obscuring vision, hearing or other attributes without causing real damage.

May affect lighting, visibility, or temperature of an area ( determined by level of power) 10% per level of power. Lowering light level affects spot checks and increases the likelihood of going unnoticed while hiding.

Lowering temperature may reduce the effects of heat and cold and provide relief from extremes of temperature. This affects only natural sources of heat and does not offer protection from heat/cold based attacks or  powers.

Lowering visibility grants cover to characters and creatures within it’s radius, and to any creature or object in a space which has it’s line of sight blocked by the area of affect.

Alteration ability
Range:10ft per level of power.
Range increment:
Time: Full  round action
Concentration: Yes. During Manifesting action only
AoO: Yes
Energy Cost: 1 per level used. Per round
Base Damage: special
Base area: 10ft per level
Base save: None
Duration: concentration+ 1round per level.
Effect: alter environmental condition by 10% per level of power.

Evolutions:
Increase radius: Increases radius by 10ft
ncrease Effect: Increase degree of effect by 15%
Defensive alteration:  allow character to defend against heat, cold, light,  or other environmental ( found in a natural environment. ) forms of energy. This grants 1 point of damage resistance per level of power to the character for one specific for of natural energy. ( radiation, toxins, non direct damaging attacks can not be defended against using this ability.)



Alter Object: allows changes of some traits, appearance shape, construction, but can not change the basic properties or function of the object. A glass rod could be made to appear as a steel sword but would have the properties of glass. Spoiled milk could be made to look and smell like fresh orange juice but it would still be spoiled milk when ingested.
          To alter an object a successful craft check DC (set by GM according to difficulty of change) must be made. Concealing a weapon or harmful items appearance requires a disguise check( untrained) to set the difficulty of a spot check to determine it‘s true nature.
               Altering an object shape into that of a tool or weapon is possible but the material used must be of similar hardness and rigidity to that of the tool or weapon desired. Alter does not allow complex items such as electronics, firearms, armor. Although a shield, knife sword, Bow and arrows or club could be created.

Alteration ability
 Range: touch
Range:
Time: Full  round action
Concentration: Yes.
AoO: Yes
Energy Cost: 1  per level used. Per round
Base Damage: none
Base area: target object
Base save: DC (5+ranks in power+lvl In power)attended objects only.
Duration: instant (change is permanent until reversed)

Level one: affect fine item
Level  II: affect diminutive and tiny
Lvl III:  affect small items
Lvl IV: affect small items

Evolutions:

</b> Increase maximum size</b>  category of objects you can alter.


Alter self:
Allows a character to change features of his own body, it does not grant any new abilities powers or characteristics. However it can allow the character to significantly change his appearance and body type. The degree of change is a function of powers level,
            To mimic another specific individual  the character must succeed in a successful disguise check.
While altered the character is at -2 to skills, attacks, and saves checks due to mental effort required to maintain the changes..
              If stunned, dazed, or shaken,  the character must make a concentration check Dc 10+(level of power) or return to normal form. If rendered unconscious, disabled, or incapacitated, the character automatically  reverts to normal form
              Energy is only expended when alteration enacted   however energy can not be recovered while altered.
               To convincingly alter appearance to resemble a specific species or person a disguise roll is required. The character gains a bonus of ( ranks in alter self+1 per level in alter self) to his disguise check, or slight of hand to disguise objects on his person.

Alteration ability
Range: Self
Range Increment: ---
Time: full round action
Concentration: Yes (during change only)
AoO: :yes
Energy Cost:  5+1 per level
Base Damage: none
Base area target: Self
Base save: None
Duration: 1 minute per level
Minor details
Eye, hair color, color and style of clothing. Conceal fine items.  Height weight and build by 10%
Mundane details
Height/ weight/ age/clothing style and color/conceal diminutive object, height weight and build by 25%
Significant details
Gender, obvious identifiable features ( those from disadvantages.) tiny objects  Height weight and Build by 50%
Major details
Race or species, size one step up or down. Conceal small objects, Height weight and build by 100%

Evolutions
Alter Otherallows character to alter a willing subject. His ability to alter the subject is reduced meaning his effective level in power is 2 lower than his current levels in power.
Increased duration Duration is increased to 5 minutes per level.

Animation: allows a character to animate material creating a small semi intelligent creature under his command. Summoning the creature takes great concentration and is tiring but once it is called into existence it is independent and will carry out simple commands from it’s creator.
       When destroyed the creature falls apart returning to it’s inanimate state and in broken in a mangled state. If an attempt is made to reanimate the same object or material is made, it has only half it‘s hit points.
          Animations are unstable and run the risk of becoming uncontrollable, when summoning an animation the character must make a will save DC 12+level of power or lose control of the animation. He may make a control check each round until the animation is destroyed or mastered.
        Domination and control of animations Any character with animate can attempt to take control of an animated object if he has the same level or higher as the creator of the animation. To do so he must succed in an opposed check ( levels in + charisma modifier +ranks in power) against the creating character. If he succeeds the character takes control of the animation and can give it orders. The creating character can attempt to reestablish control if he is aware that the creature has been taken over…he must have some means of knowing this and is not automatically aware he has lost control.

Alteration Power.
Range: touch
Time:  1 minute
Concentration: Yes. ( during summoning)
AoO: Yes
Energy Cost: 4 per level used. ( remains until destroyed)
Base Damage:
Duration: until destroyed

Effects Summons creature:
Size:  tiny ( maximum size increases 1 category per level of power)
HP:10 per level of power
Strength: 8 +2 per level of power
Dex: 10
Con:-
Int: 3
Wis:1
Cha:0
AC: special
Attacks: 1d4+str mod ( damage increases 1 die type per levels max 1d10)
Base attack +1 per rank in power.
Base Move: 15ft +5 ft per level of power.
Construct traits

Evolutions:
Multiple animations: Allows character to spit his levels in animation into separate creatures. He may create any combination of animated objects (  assuming level four animate: 1 Level One, and a level three, or four level ones)
Empower animations The character can bestow his creation swith any power he posses, granting them level one in those powers. He must donate energy to power these abilities from is own energy reserve or supply them with a source of energy.  If the animation is destroyed any donated energy is lost, and/or the energy source is destroyed and must be repaired or replaced.
 delayed animation allows character to delay the animation of an object until a specific set of conditions are met ( someone enters area without speaking a pass phrase, or someone disturbs a specific object etc… the animations orders must be simple, attack intruder, retrieve object etc…)
Animate swarm: creates a host of smaller creatures that attack together as a group hit points are shared between each creature with each creature having only a fraction of the total hit points ( 4hp per creature) successful attacks can deal no more damage to the swar that a single creatures max hit points. Only area affect attacks can effect the entire swarms. Swarms are immune ot mind affecting or alteration abilities that can not affect an area.


Contingency: ( can not be purchased or selected as a class cost skill, cross class for all characters)
 User may hard code an action, to be triggered if certain conditions are met. To use the character sacrifices a full round action and readies a specific act,  or technique use. taking a penalty to the hardwired action he may keep it readied until the conditions set before hand are met. If the duration of the contingency expires first then the action is lost.
        To act before another character requires either that either the character using contingency, is conscious and able to act ( if the programmed action requires movement he most be able to move freely)have a higher Initiative, or succeed in an opposed reflex save vs. the character he is trying to move ahead of.
          Maintaining contingency requires some effort while holding a contingency action the character suffers a -1 to attacks and - 2 to skill checks. And may seem distracted or preoccupied to observers( Sense motive check Dc14 or opposed Bluff vs. Sense Motive to detect they are ready for some event or on guard.

Range: self
Time: 1 minute
Concentration: Yes.
AoO: Yes
Energy Cost: 4 per level used.
Base Damage:
Base area:
Base save:
Duration: 5 minutes per level of power.
Effects
Level I :   Move action
Level III  Attack Action
Level IV: Full round action

Evolutions: increased duration doubles duration
Deep Programming: allows a character to trigger an action while stunned dazed or sleeping. Actions that require movement can not be used while they are asleep or unable to move.



Control environment: ( requires level three alter environment an improvement Alter environment allows a more forceful use of environmental factor to affect targets in a more profound manner. Such as  to slow, hamper or harass opponents, or  to deal damage, or cause physical effects with his abilities.
Range: 60ft
Range:
Time: Full  round action
Concentration: Yes. ( initial round, or to sustain power  only)
AoO: Yes
Energy Cost: 4 per level used. Per round
Base Damage:
Base area: 10ft per level of power
Base save: DC ( 5+ ranks in power+ levels in power) Negates
Duration: concentration +1 round per level of power.


Assimilate:
Assimilate allows a character to incorporate objects into their person gaining attacks defenses or abilities of the device. Once assimilated the device is powered by the characters own energy or an attached energy source. They can not be disarmed or removed except by physically severing the device,.
          Assimilated weapons become natural attacks melee weapons sue the characters unarmed combat bonus. Assimilate ranged weapons sue their ranged bonus or weapons training ranks  for their attacks. Energy weapons can be powered by the characters system trading one charge per 2  energy. However projectile weapons require external ammunition supplies to operate.
         An assimilated device and not be operated individually after it is assimilated unless repaired or altered back into it’s original form.  The size of the object assimilated  is  directly related to the skill level of the character.
            Assimilated objects are obvious, their function may be determined with a spot check, (DC 14)or knowledge technology check (DC 10),and using implanted items is an obvious action.
           Assimilated objects count as cybernetic implants and count toward the creatures maximum number of cybernetic devices.

Range: Self
Time: Full  round action
Concentration: Yes.
AoO: Yes
Energy Cost: 4 per level used.
Base Damage:
Base area:
Base save:
Duration: permanent until removed

Lvl  I   fine item
Lvl  II: affect diminutive and tiny
Lvl III   :  affect small items
Lvl IV   : affect small items

Evolution:

Increase Maximum Implants:  allows the character to assimilate an additional item without suffering negative levels.( may purchased multiple times)
Hidden: the devices assimilated are not obvious requiring a spot check vs. slight of hand ( untrained) check to be detected. Hidden weapons or defenses become obvious when used. Howeve hidden items that do not create a visable effect, computers, communications devices scanner, etc… are not obvious when used.



Hinder: -1 to attack, and  Ac of any hostile creature in area. Or impose -2 per level of power on skill checks within area.
Reduce movement: slows movement rate of any creature in area by 5ft per level of power.
Damage: deals 1d4+2 per level of power in environmental damage to any creature in area.
Blind: any creature in area must save or be blinded as long as he remains in area. New save each round. Blindness only effects one sense per use of power.

Evolutions:
Improved radius: radius become 15ft per level
Personal immunity: character is unaffected by the change he creates in the environment.
Hollow: creates a safe zone 10ft radius around the character, effect radius expands by 10ft to encircle the safe zone.

Desolid: allows character to shift out of phase with normal space, giving him the ability to pass through most normal materials with minimal effort.  Energized materials, energy barriers, strong arcane or electrical fields block movement.
         If a characters desolid duration ends while inside a slid object or obstruction he is immediately ejected into the nearest open space and must make a fort save or suffer 2d6 HIT POINTS in damage no DR applied. He is automatically stunned for 1d4 rounds and can not use his desolid ability for 1d4 hours.

         While desolid a character can not affect normal creatures, or solid objects, only desolid, incorporeal, extra dimensional creatures or objects with ghost touch can affect  desolidified characters or objects.
          When first rank is taken in this power a character must name one type of attack or material that can affect or block him while desolid. This material or attack must be fairly common, ( cold wrought iron, glass,  silver, gold light, fire, gases, magic etc.)
          While desolid a character is granted flight at 20ft per round and can hover move freely or change altitude freely.

Range self
Concentration: manifesting round only
AoO: yes
Time: move action
Drain: 1 per level  per round
Target: single creature
Radius:
Duration: 3 round +1 per lvl ( extended by energy expenditure)
Damage:

Evolutions:

Affect solid: allows character to manipulate and influence solid objects while desolidified.

Partial Desolidify: ( requires affect solid) allows creature to selectively desolately a lib or body part while the rest of his body remains solid.

Defensive Desolidify: (requires Partial). Allows the character to make an Powers check vs. the attackers attack roll. If successful the attack pass through the characters body without harm. Unless it is a form of attack the character is vulnerable to while desolid. The character must be aware of the attack and able to take defensive actions to use this ability. Each time the character uses this ability it counts as one round of activation for energy expenditure purposes.


Enhancement:
 increases damage or adds effects to existing attack ability. Can not be used separately from existing attack form. Attacker may choose between additional damage or secondary effects when enhancing his attacks. Power can be used multiple times for added effect as long as the duration of the enhancements are all active.

Power Enhancement:
Range: Touch
Range Increment:---
Time: Full  round action
Concentration: yes, during manifesting action only
AoO: Yes
Energy Cost: 3 per level used. Per round
Base effect: Special
Base area:
Base save:
Duration: 1 round per level of power.

choose effect at time of manifesting.
</b>Increase damage</b>
Lvl I +2 damage or +1 to save DC, or +1 round duration
Lvl II +1d4 damageor +2 to bas Save DC, or +2 rounds Duration
Lvl III +1 die damage, or  +3 to base save Dc, or  1+1d3 rounds duration
Lvl IV increase die type of attack by one( max die type d12), +4 tobase save DC or 2+1d4 rounds duration

Secondary affect: Duration 1rd at first level of power 1d3 rounds at 3rd
Stun     stunned 1 round
Slow    Target movement reduced to ½ and can make only move or attack action
Blind   Save or Blinded, Treat all objects as invisible unless alternate means of targeting available
Sleep   Save or target falls into natural sleep, target can be woken by loud noises or physical contact. Remains asleep for 1d4 minutes

DR/AC reduction:
AC -1/DR-2 per level of power ( must choose to affect AC or DR when enhancement added.)


Evolution:
Continuous effect: additional damage continues for 1d4 rounds.
Enhanced Ammo: can create ammunition for projectile based attacks usable by others which last for 1d4 hrs, and acts at 2nd level of power


Energize:
Allows a creature or object to power mechanical devices by converting his own personal energy into electricity, or force: powering a weapon, or device from internal reserves is not a common practice since most of the time ammunition and power cells are readily available and do not cause the character to become fatigued simply to operate a device.
Requires spent Power cell, storage crystal or crystal seed (when used to replace solid slugs damage becomes non specific energy)

Alteration ability
Time: 1 minute
Concentration: Yes
AoO: yes
Energy cost: 4pts per level per minute
Radius:
Duration: until used
Save:


Level I: tiny or smaller device, light firearm ammunition, light energy weapon  ( converts 1 point of stamina or energy into 1 charge,  bullet or 1 minute operation time.

Level II Small device, light an medium ammunition types,  can create bolt for crossbow or arrow.

Lvl III: medium devices, Heavy firearms,  small vehicles, scooters, motorcycles, jet pack etc.

Level IV:  Large device, heavy weapons, vehicles such as sedan, pickup trucks, ultra0light aircraft.

Evolution:
Liquid power gel: normally the power requires a power cell or battery to hold the charge, when taking this evolution the character can create one liter of liquid fuel per energy point. The fuel is not as efficient as gasoline or other fuels, but the average automobile sized vehicle can run  several miles( 5 miles per liter) on a liter of fuel gel, a motorcycle or scooter running 10miles per liter, and  a large truck requiring roughly one liter per 2 miles traveled.  A typical gas turbine engine requires 1 liter per minute of flight time and is limited to 50% of it’s normal performance.( fully fueling a typical heavy truck or aircraft could take hours if not days of concentration and exertion to provide a full tank of gas. Heavy trucks holding anywhere fro 50 to 200 gallons of fuel (approximately 4 liters per gallon, taking 4 minutes and 16 stamina per gallon this would take 100 minutes and 400 stamina to fuel a tractor trailer or small aircraft)


personal energy crystal: allows the character to store energy in a small crystalline object for later use. For every 4 pts energy devoted to the crystal 1pt is stored for later use. The crystals remain potent for 1d3 weeks at which point they loose their energy and becoming raw crystal; the storage crystals are of superior quality each crystal holding 20 units of energy, can be reused and costing Purchase DC 12:

Explosive crystals: allows a character to use his own energy to create an unstable crystal which explodes with a powerful concussive blast( 1d6 per 4 points stamina embedded in crystal. These crystals can b triggered by any violent impact ( hit for 3pts damage) exposed to fire, or electrical charge. A Single common crystal (Purchase DC 5) can safely hold 3d6 worth of energy, while a superior crystal (purchase DC 12) can hold 8d6( crystal can be over charged detonating with up to an additional 2d6 points of damage, however they are unpredictable detonating without any triggering event in 1d6-1d4 rounds. ( a negative number means the crystal detonates as soon as it is charged.)
       Unstable crystals carried when a character is subject to an area affect attack must save vs. Dc 14 or detonate. Unstable crystals are unsuitable for thrown weapons, and are not stable enough to be fired as a projectiles ( likely to explode in the barrel when fired) which generally limits them to being used as improvised explosive devices.  (most common form of detonator is a blasting cap from a demolitions kit.)
        Due to the crystals being a common mineral they are extremely hard to detect as an explosive device by bomb sniffers, or trained animals, only a close examination by trained personnel ( physical sciences DC
12) or a close examination with a technical scanner (spot DC10 with tech Scanner) will reveal the unstable nature of the crystal.  It is far more likely that the detonator will be detected than the crystal itself, making  unstable crystals extremely dangerous items in the hands of fanatics, terrorists and criminals.

Illusion:  the ability to create images sounds, or sensations that can be highly convincing when created by a skilled character.  Illusions can be created casually costing no energy but they are obviously unreal and are automatically seen through by observers. These casual illusions may prove useful for entertainment, or as a distraction but are not effective enough to serve any other purpose.

     By expending energy a character can attempt to fool the sense of observers and create a believable illusion. Observers must make a spot check Spot vs.( ranks in power + levels in power+ charisma Modifier)  or posse a sense not covered by the illusion to see through an illusion.
     Illusions without substance are incorporeal and any contact will reveal that the object is an illusion. In addition if an illusion should be mimicking combat any blow it lands will cause it’s appendage, or weapon to pass harmlessly through the target.

     Only creatures with heightened sense ( smell ) or other improved scent can detect an illusion by scent alone without making a deliberate effort. If a character directly indicates he is sniffing our making a spot check using scent the illusion may be spotted normally. But there must be a deliberate intention to smell the illusion and must be made at less than three feet. Unless there would normally be a strong smell associated with the illusion.
    An illusion with tastes, Substance, mass, vision and smell can be mistaken for food and will be enjoyable and satisfying until the duration ends but it offers no benefits other than being enjoyable. The Skill check will determine the quality and taste of the illusory food or drink.
(illusory Banquets may be served allowing partakers to gorge themselves and suffer no ill effects from the meal)

Using illusions in combat: if illusions have the proper senses they can be used in combat, and are capable of using weapons, make physical attacks, or grapple with other creatures or objects. In combat the character makes all attack and skill roles at -4 to his attack rolls and skill rolls. As well as suffering any penalties that would apply to a spot check if he is not within 10 feet of his illusion.
        Concentrationwhen sing an illusion in direct combat a character must abide by all the rules for casting a spell in combat, including concentration, attacks Of Opportunity, and concentration checks if damaged.
       Multiple illusions in combat: the degree of concentration prohibits a character from using more than one illusion per round in combat If he has multiple illusions created the other illusions become inactive but do not disperse. If one illusion is destroyed the character can use a second illusion he has manifested on his next initiative.
      Base attack The characters base attack is based on His ranks in illusion and His intelligence. Modifier. ( Not to exceed the ranks in weapons training he posses with the weapon used by the illusion.)
       Weapons and devices the illusion can use weapons, equipment, and items as if it were a normal creature of the type imitated. However it is limited to it‘s creators skill and attack rolls. It is not effected by any effect that does not effect objects and is treated as an object in all ways . Immune to stun, critical, poisons, critical hits, level drains, mind  affecting etc…)
        In addition he can not observe the actions of the illusion unless he has a direct line of sight or some other means of observing the area.
          New feat: Illusory combatant:: the character has practiced using his illusions in combat. He no longer suffers the -4 penalty to combat rolls.

Senses
Sight
Sound
Touch
Taste
Substance( required for direct combat)
Mass( required for direct combat)
Movement(required for direct combat)

Visual: covers the visible spectrum only can simulate any color or texture, but does not cover such senses as infrared or ultraviolet. It also does not cover supernatural visual senses. To fool these senses an additional sense must be added to the sense.
sound: covers the normal audible wavelengths heard by humans and humanoids. Creatures that can hear above or below the normal audio range are not deceived as with visual illusions an additional sense must be included to cover these senses.
Touch: allows a character to include a sense of touch and texture to his illusions.

Movement normally illusions are static and unable to move by adding movement to the illusion it can make simple repetitive movements without conscious control. (pacing back and forth, waving, or walking randomly around an area.). To create illusions that can make complex or unique movements requires concentration from the creator and a skill check each round. (unless an illusion has substance and mass it will not fool tremor sense or motion sense abilities.)
        Movement rate An illusion has a movement rate of  (20+ranks in power) feet per round.
        dexterity When gaining movement an illusion gains an effective dexterity equal to the characters intelligence modifier. This determines the illusions ability to move and evade attacks.

Mass: the illusion has the appearance of having mass, normally even an illusion with substance will be nearly weightless and will not resist any strong shove or impact. With the illusion of mass the object resists movement or being displaced. In order to have mass an object must also have substance
            Objects with both mass, substance and movement can inflict damage on a target equivalent to 1d6 Bludgeoning.  Requiring a to hit roll using the Illusion power check as an attack roll vs. the targets Defensive bonus.

Substance: an illusion will pass as solid to casual contact, it will disintegrate if struck forcefully or subjected to damage.  Illusions with substance can not hold more than 10(+ 5 Per level) Pounds in weight. If the weight limit is exceeded the illusion is destroyed.
     An illusion with substance is visible even if sight is not applied, if no other sight sense is aded the illusion appears as a hazy mist or pool of liquid. It is hard to spot requiring a spot check DC 12 to spot beyond 30ft or in poor lighting or visibility situations.
    Hit pointsAn illusion with substance also gains hit points, 4 hit points per level of power. Once these hit points are lost the illusion is destroyed and must be recreated.
       Strength: when gaining substance and movement, it gains strength equal to the characters charisma stat. it can perform any action the character can physically perform without using a feat or power.( use a weapon, use a manual skill, operate controls carry objects etc.

Taste: can create a believable sensation of taste, either pleasant or unpleasant.  illusions can be used to cover the true taste of a substance but any ill effects, damage from the substance will be suffered as normally and can not be disguised.

Notes: Size and complexity affect the difficulty of creating a convincing illusions.

Opposed Power Check  modifier
Fine:               +6
Diminutive:    +4
Tiny:              +2
Small             - 0
Medium         - 2
Large             - 4
Huge              - 6
Gargantuan    - 8

Multiple objects or scenes may be created but for each 2 objects or scenes created the effective size of the object is increased one category.

Complexity:               Modifier
Simple                         +2
Average                       +0
Difficult                       -2
Extremely Complex     -4
Near impossible           -10

Time: Full round
AoO: Yes
Energy: 4 Per level,  per size category.
Concentration: Special
Range: 100ft+20 feet per level
Area: special
Duration: 1 minute Per Level: additional energy expenditure extends duration
Save: Special
Effect: special

Lvl I:   2  Senses
Lvl II   3  Senses
Lvl III  4 Senses
Lvl IV  5 Senses

Evolutions:
Additional sense adds one additional sense  Per time evolution is taken evolution
Programed Illusion allows a character to et a prescripted instruction to illusions. He creates. The instructions must be clear and simple. (attack anyone entering area, sound an alarm if anyone enters the camp, follow me and carry that parcel)
Increase size decreases the modifier for size category by 2 points per time evolution is taken.







Inhibit: an attack that decreases effectiveness of attribute, attack, defense, or statistic for liited time.
     Attacker actively suppresses powers of target creature or object:
To use selected power or ability the target must make an opposed Will save vs. Dc set by attackers power check ( D20+ Levels In power +1/ 2 ranks in power)
Character must select power or ability affected by inhibit when first learning power. Multiple inhibits may be learned by one character with new power or attribute affected each time.

Ranged  touch attack
Range: line of sight ( spot modifiers apply to attack roll)
Range Increment:
Time: Full  round action
Concentration: yes
AoO: Yes
Energy Cost: 2 per level used. Per round
Base Damage: Special
Base area: target creature or object
Base save: Will save DC: (8+ranks in power+lvl in power)
Duration: concentration plus 1d4 rnds.

Metamorphose: ( requires Level III alter) allows similar alteration of objects but allows alteration of basic properties and material. Glass can be made as hard as iron, base metals into gold, or spoiled milk can be made into fresh orange juice.

Similar to alter metamorphose allows chemical and material changes. to alter chemical or material changes craft checks must be made( difficulty set GM) using this power to remove toxins or restore ruined food to edible condition would also require survival or sciences rolls. ( alchemy or craft item feats may be required for certain compounds.


Level One: simple substances or mechanical items
Level II: basic substances, mechanical items
Lvl III: moderately complex substances or mechanical devices, simple electronic devices
Lvl IV: complex substances, mechanical devices, basic electronic devices.
Alteration ability
 Range: touch
Time: Full  round action
Concentration: Yes.
AoO: Yes
Energy Cost: 4  per level used. Per round
Base Damage: none
Base area: target object
Base save: DC (ranks in power+lvl In power)attended objects only.
Duration: instant (change is permanent until reversed)


Metamorphose self: ( requires Lvl III alter self)
Allows a character or creature to alter it’s physical form gaining new abilities or changing those of it’s normal form.  Metamorphosis follows the same rules as Alter self and is used in conjunction with alter self.

When learned the character gains a pool of construction points to change his racial and  physical traits. He can not change or alter his own skills, or powers but he may alter any power or ability derived from his race or physical body. ( natural attacks such as claws, fangs, or horns. Flight from wings or gas bags, armor from scaly, or bony hide… these are examples of allowable powers and abilities)

         To mimic or take on the racial traits of a specific species the character must have knowledge f their abilities, as well as their physical forms. This can be obtained by direct study (1d4 weeks),A research Skill (normal skill) (DC 15), or researched personally (Research Technique/Power) DC10. Hidden, taboo, or secret abilities concealed by the species are such more difficult to research via the normal skills, and have a DC of 30. Personal research attempts can be just as problematic, unless a willing subject is available( DC 25 with unwilling subject)

          Disadvantage may be taken to increase the available points for any metamorphosis, and remain in affect until the character reverts to normal form.

             If stunned, dazed, or shaken, the character must make a concentration check Dc 10+(level of power) or return to normal form. If rendered unconscious, disabled, or incapacitated, the character automatically  reverts to normal form

NOTE: the GM should not allow any ability or power that can not be supported by a physical change to the characters body. Skills Bonuses, Knowledges, or feats should be examined closely and disallowed if the GM feels it could not be acquired through a purely physical change.

The GM should encourage players to prepare a list of know metamorphoses’ ahead of tie. Reducing in game delays and ‘negotiations’ to a minimum.
ENERGY EXPENDITURE: While metamorphosed energy is constantly being expended to maintain form. Recovering energy while expending energy is impossible, which limit’s the player to whatever stamina he has at the beginning of his metamorphosis.


Lvl I: 5 cp/4pts disadvantage
Lvl II:7cp/5pts disadvantages
Lvl III: 10cp/5pts Disadvantages
Lvl IV: 15cp/5pts Disadvantages

Alteration ability
Range: Self
Range Increment: ---
Time: one minute
Concentration: Yes (during change only)
AoO: yes
Energy Cost:  10+1 per level
Base Damage: none
Base area target: Self
Base save: None
Duration: 1 minute per level( can be extended by energy expenditure)

Evolutions:
Energy efficiency: character recovers ½ his normal recovery during a rest break.
Additional Point: 5cp per evolution
Affects belonging. This evolution allows the player to alter or fuse his belongings into his form when metamorphosing, to a new form. (alter Object Lvl I required)
affect others Allows a character to alter a willing character to change their physical and racial traits and powers. Unwilling characters can be affected but they allowed a WILL or FORT Save Dc (ranks in power+ level of power) to resist the effects and duration is limited to 1round per level of power.
Mimic( cross class for all characters can not be selected as a class cost skill by any character)
Allows a character to duplicate a power he has been affected by during a combat or specific scene. A character can only mimic a power to the level as high as he has the mimic ability.
   To mimic an ability the character must make a power check based on the level of power he is mimicking. (check DC 12+level of power mimicked.)
      At the time of learning mimicry the character must select a effects type he can only mimic effects of a similar type.( magic, technomancy, mechanical etc…)

Alteration ability
Time: full round
AoO: Yes
Concentration: Yes
Energy: 4+ energy cost of power mimicked) per use of power.
Duration: Special


Evolutions:
Defensive mimicry: allows character to mimic a defensive power possessed by a character he has made physical contact with ( successful touch attack required )

Additional effects type: allows the user to dispel other effects type. May be purchased multiple times for one new type ore evolution.

Power Leech( requires character to have the inhibit power) on a successful touch attack, and a successful power vs. will save check the character can steal an ability or power from the target. The target loses the ability or power for the duration of the attack. Duration of the attack is 1 (+ 1 rd per 2 points the characters power check exceeds the targets will save)

Soak: Allows a character to ignore substantial damage for a short period of time.
           Hit points and Health Points may exceed their normal maximum, damage is applied to temporary Hit/health points first. At the end of the effects duration the temporary points are lost.  If at the end of the effects duration the loss of any temporary hit points or Health causes the character to fall below Zero in either the character is immediately subject to the effects of being below zero ( unconscious or dying)
      If  Temporary hit points raise the number of hit points or health points to a level where the character no longer suffers from penalties due to lost Health/hit Points then he is no longer penalized. However if at the expiration of the effect if he is still below the threshold for penalties due to low Hit/Health Points then all penalties return immediately.

Alteration ability
Time: full round
AoO: Yes
Concentration: Yes
Energy: 4+ energy cost of power mimicked) per use of power.
Duration: 3+1 round per level.
Effects:
10 bonus Health Points per level, 5 Bonus Hit Points Per 2 levels.
Evolutions:

Trigger:  the characters soak ability automatically triggers if the characters Hit/Health points drop below Half his maximum.
The Creator
GM, 39 posts
Mon 21 Nov 2011
at 11:17
  • msg #6

Powers: Movement Powers

Flight: allows the character to move through the air under his own power and in full control. While flying a character can attack and defend normally and make use of any skill that does not require him to stand still or maintain contact with the ground.
        While flying any maneuvers or reflex saving throws are made using the characters flight skill: (ranks in flight+ Dexterity Modifiers)
       If dazed stunned or rendered unconscious or asleep the character begins to fall as per normal falling rules. If the character can recover before hitting the ground or striking an object he may make a fly check Dc 15 to recover control. He may make one attempt per round until he strike s the ground.

       Carrying capacity While flying a character can carry himself and a unencumbered load (based on His Strength ) without penalty.  If carrying more than a light load,  but not encumbered his Maneuverability drops by two levels but requires no extra energy to maintain speed, altitude or climb.
        If At medium encumbrance he can only fly at one half his normal movement without expending double the normal energy cost.
        If Heavily encumbered the character can not gain altitude and looses 5ft of altitude per round. He can expend x3  normal strength to maintain his altitude and move at ½ normal movement.
       If carrying his maximum Load the character can only descend straight down loosing 10ft per round barely controlling his descent. When landing the character must make a FORT save DC 14 or fall prone and take 1d6 damage (No DR applied). Expending 4x the energy cost the character can hold his altitude and move at 5ft per round. But not gain altitude.
         A character can not carry more than his maximum lift capacity while flying. Even expending more energy (x6 modified energy) per round they can only descend at 20ft per round. When landing the character must make a FORT save DC 16 or fall prone and take 1d6 damage ( no DR applied)
        Avoiding obstacles Unless the character has a maneuverability class of Perfect He must make flight checks to avoid obstacles using the modifiers for avoiding obstacles with a pilot/drive check.
          Naeuvers and stunts while a character can make any move within his maneuver class freely he may also a character may attempt any stunt or maneuver available to a pilot of an aircraft or vehicle while flying. Even if beyond his limitations but he must succeed in a flight Power roll to do so. He suffers a maneuver penalty equal to (-1 per maneuverability class below Perfect) and if he fails he falls out of control until he can recover control and level out.
         Moving at higher rates ,<b>is possible by expending more energy, movement rates are identical to running speeds each increase( up to x 5 movement)  costing 1pt of energy to be added to the energy cost per round.

Movement: Power
Concentration: No
AoO: No
Time: Move Action
Drain: 2 per round
Target: self
Duration: Special
Effect: Move Fly 25+5 Per level
Maneuverability Class clumsy ( increases one class per  level after first.)

<b>Evolutions:


Overboost: allows the character to increase his move speed by 5ft per rank in skill expending x4 modified energy cost per round. The flight is straight line allowing only slight maneuvers from side to side to avoid small obstacles and incoming non area attacks. While in overboost the character can not attack or use physical skills.  Each round the character must make a flight check DC (12+1 per round in Overboost) to avoid becoming fatigued, if failed he becomes fatigued and must rest for (10-con mod) minutes to remove fatigued state.

heavy Lift doubles the characters carrying capacity in each category. ( can be purchased Multiple times)
Improved maneuverability increase base maneuverability by one category.
<b>Increased speed
Adds an additional 10ft per round to base speed.( may be purchased multiple times)
Mutations: ( one rank per mutation. Can be purchased at any level of power. does not count toward ranks in power or gaining levels in power)

Hover: allows a character to hover in place  even if normally not allowed.

          Glide: usually when the flight power is not being actively used the character drops like a rock. With this mutation it allows the character to slowly descend at a rate of five feet downward for each 10ft of forward movement. Gliding requires a fairly open ( able to make a full base move without obstructions.)area to maintain otherwise the character descend 10ft per round. If in a congested area the GM can require a flight Power check to maneuver sufficiently to control the descent.
           Gliding does not expend energy and allows the character to rest while still remaining in the air. In addition a character can attempt to maintain altitude by making a Flight power check DC 14, if successful he maintains altitude if failed he descends normally.
          Speed Boost By expending twice the adjusted energy cost the character can increase his move speed by (ranks In power) ft per round. While moving in boosted mode, the characters Maneuverability drops by two levels to a minimum of poor.
          A character can speed boost a number of round equal to his Constitution Modifier without penalty.  Each round moving at boosted speed requires a Flight check ( ranks in flight + Dex Mod) vs. DC 10+( 1 per round spent boosting) or the character becomes fatigued and must rest ( 10 minutes - CON mod) to remove the fatigued effect.
          Power dive A character can trade altitude for speed each ten foot of dive adds 5ft of movement to the characters movement rate for 1d4 rounds after he pulls out of his dive. Each round there after the character looses 10ft of bonus movement per round unless he can Succeed in a flight Power check DC 15 to maintain his speed.
            Pulling out of a dive If while diving  a character comes within his total adjusted move speed with the ground he must succeed in a Flight Power check DC 8+(1 per 5 ft of current move speed +1 per maneuverability level below perfect)  failure indicates the character slams into the ground or object and takes falling damage appropriate for his move speed.


Limitations: grants additional abilities by accepting limitations on flight, limitations normally do not cost any ranks to acquire and can be selected when power is first learned. However to remove a limitation requires the expenditure of one rank and removes any free mutations gained by the limitations.
         Wings or rotors Wings require that the character be able to spread and flap his wings without restriction( minimum area 10x10) and can not be grappling, or immobile  to fly. The character automatically gains the glide mutation.
         Thrusters A set of powerful directional boosters allow the character to fly in even the most congested areas ( no minimum area ) and grants the overboost mutation as a fre mutation, however they can not glide and may not purchase it.
          Increased stall speed  A characters minimum flight speed is increased by 5ft per round, if they fall below that speed the character falls out of control until they can regain control and increase their speed to the required minimum speed. The character however adds 10 ft per round to his flight speed.
          Skimming Your flight is not true flight you can only move along at low levels over any terrain( including water) the characters maximum altitude is 10ft, however The characters speed , and maneuverability are increased. ( +10ft per round, and maneuverability class improved one category).and Energy costs for increasing movement rates are halved.
           While Skimming the character moves close to the surface but does not touch it, floor, or pressure based traps, or hazards are not triggered by lying over them however depending on the hight the character chooses to fly at trip wires might be triggered.
         Jump flight the character does not fly so much as make powered leaps, each round of movement must begin and end with the character standing on the ground or a solid object. The characters maneuverability while jumping is clumsy and he can only move in a straight line between points however he expends energy at a much reduced rate paying only 1 energy to increase his movement rate to x4 per round.
               The character jumps twice the height of his forward movement and can not jump if he does not have sufficient overhead clearance.  he can freely jump up to his full movement up if he has a horizontal distance of ½ the height he wishes to jump up to open for the jump. If the character can not end his move on a solid surface he must make a  Flight Power check DC 15 or fall out of control. If out of control he can not use his flight power to safely land.


Jump  By various means this power allows a character to greatly increase his ability to jump longer distances.

Movement ability
Concentration: No
AOA Yes
Time: used a part of move action
Energy: 2(+1 per level per round.)
Target: Self
Duration 1 move action
Effect   + 5 jump skill, reduces required movement for jump by 10 feet. Per level.

Evolutions:
Long Jump: allows the character to begin a jump in one round, and land at the beginning of his initiative the next, effectively doubling his jump movement rate . While airborne he is considered flat footed and can not take defensive actions. He is not helpless but has very limited defensive options.

Pinball: allows a character to use walls obstructions and objects as springboards to use their jump ability in enclosed spaces.  He can  make short jumps from one surface to another by making a successful check (ranks in power + dexterity bonus) vs. DC 15+1 per surface jumped to, until he expends his movement allowance or fails a check( failed check indicates he falls prone)

Sprint: allows the character to make short very powerful dashes covering more distance than normally possible for him.  While increasing the speed of the character it does somewhat limit his ability to turn quickly and avoid obstacles.
            While using sprint the character is restricted to 45 degree turns and must make a Power check ( Ranks in power + dexterity Modifier) to avoid any obstacles n his path.. Use Dc and modifiers for avoiding an obstacle while driving a vehicle.

Movement ability
Concentration: No
AOA Yes
Time: used a part of move action
Energy: 2(+1 per level per round.)
Target: Self
Duration 1 move action
Effect   +5 move +2 Jump skill while sprinting per level


Blink: A blink is a short range teleport that allows instant travel from one point to another without moving through the intervening space.
       When blinking from one location to another the character does not enter threatened spaces unless his destination location is a threatened square. However the movement is so sudden and difficult to track that any character able to make an attack of opportunity on the character  must make a reflex save DC 14 or loose their attack of opportunity.

           To blink to a location in line of sight is automatically successful as long as it is within the characters maximum range. However to blink to a location out of line of sight is somewhat risky and taxing. To do so the character must make a Blink Skill roll ( ranks in power+ levels in power )
         If the character is moving to a location out of his line of sight he must designate a distance and direction, if that area is occupied or into a solid structure or terrain the blink fails the target must save fort DC 18 or be stunned for one round. And expend 2x the normal energy expenditure.
          Blink conserves any velocity or inertia the creature has at the beginning of the blink. I can not be used to cancel the effects of falling or collisions. the character is moving at the same rate as it was when blinking.

Skill check Dc

Blind Jump to unknown area   : DC 30
Blind Jump to known Area      : DC 25
Blind Jump to memorized site  : DC15

Failure by   5  points:indicates fort save DC 15 or stunned for 1d4 rounds. X 4 energy expended.
Failure by 10  points; indicates 1d10 Hit points, and 1d10x4 health points loss, and stunned 1d4 rounds.
Natural 1 on check: indicates character must save Fort DC 18 or reduced to 0 health points and unconscious for  1d4 minutes fatigued for 24 hours.


Movement ability
Concentration: No
AOA Yes
Time: move action
Energy: 4(+2 per level per round.)
Target: Self
Duration instant
Effect   +15  teleport, +15 feet per level of power.

Evolutions:

Blink Defense When attacked in hand to hand combat the character can attempt to blink out of the path of the attack to a nearby open location. The character can not blink into a threatened square, or out of line of sight
      Once a round a character  can attempt to successfully evade the character  must expend the energy required for his jump and make an opposed blink skill check against the incoming attack. If the defender succeeds in the attack he moves 5ft and avoids the attack.

Blink Attack: allows a character to instantly appear behind a target catching them flatfooted if they fail an opposed reflex save against the attacking character. The attack must be a single melee attack. made with the appropriate attack bonus.
          Once a round a character can attempt into an open space adjacent to the target creature or object. To succeed the character must make a successful Skill use check ( ranks in power + levels in power.) vs. DC 15( +2 per 10 spaces ) on arrival the target character must  makes a an opposed  reflex save vs. the attacker skill check. If the attacker check is higher the target is flat footed and does not trigger an attack of opportunity for entering a threatened square.


Teleport:
Longer ranged than the fast blink  a teleport is taxing, time consuming and requires intense focus and a clear image of the target area. Teleport requires a clear mental image, casual observation, or remote viewing, may allow a risky blind teleport but this is attempted rarely usually only in desperation.
        Teleportation is often likened to trying to push through waterfall, of liquid ice and fire. If the teleport fails teleporting character is forced back into the world with some deviation fro their original location with potentially disastrous results.
        A teleporting character can carry more than his own body and gear through a teleport, however this adds to the difficulty and stress on his body. To compensate the teleported often spends more energy to power his way through the strong resistance to his attempt.

      Mass Limits A character may carry up to his maximum carry weight while teleporting, without expenditure of extra energy. He may double his carry weight by expending the teleports base energy cost. This expense can be paid multiple times to allow the character to transport multiple characters or large objects with him as he travels.
Memorized locations By spending 30 and making a successful concentration check DC 12 a character can commit a location to memory, negating the need for a success check to teleport to that location. A character can memorize a number of locations equal to ( 1+intelligence Modifier+ levels in teleport)
          Success Checks: To successfully teleport to an area not memorized the character must succeed in a skill check ( ranks in power +level in power) the DC is dependant on the distance, familiarity, and size and complexity of the target area.

    Distance                            DC
  • Line of sight 10
  • -10km 15
  • 10-50km 20
  • 50-100km 25
  • 100-500km 30
  • 500+ Km 35

    Familiarity                       modifier
  • Familiar +0
  • Visited once +5
  • Remote view +10
  • Unknown +15

    Size                                 Modifier
  • Large open area -5
  • Small open area +0
  • Large cluttered area +5
  • Small cluttered area +10

    Successful concentration check DC 12                           +2 to roll
  • X2 expenditure of total energy cost +5 to roll
  • In combat +5 DC
  • Quiet area +2 to roll Aid Other from character with same power +10to roll ( aiding character must spend base teleport energy cost)


Movement ability
Concentration: Yes
AOA Yes
Time: full round
Energy: 4 ( increased for mass)
Target: Special
Duration instant
Effect : See Notes.
The Creator
GM, 40 posts
Mon 21 Nov 2011
at 11:19
  • msg #7

Powers: Mind Affecting Powers

Telepathy
Telepathy is the ability to directly contact, influence or dominate, the mind of another sentient being. Telepaths are born with innate psionic abilities that defy many laws of physics and biology. When properly trained a telepath can radically alter the course of events around him, influence actions taken by others, determine the truthfulness of an individual or alter the perceptions of another.

Telepaths are far less common than telekinetic in most species making them an oddity even among large populations. Less than 1 in 1000 people have any active telepathic abilities, although low level passive abilities, such as intuition, and enhanced empathy are fairly common in all sentient species. Few races have been able to enhance the number of telepaths in their population by means similar to those used with Kinetics, which has led to commercial and military telepaths being in high demand.

Unlike TK which usually manifests at birth, a telepath might begin to gain access to his powers at any age. Even individuals who previously had no sign of telepathic ability have spontaneously manifest abilities without any obvious cause.  Those individuals who do show signs of telepathic ability are often identified early on, and receive extensive education and training, often subsidized by a government or corporation, to fully harness their abilities, usually in exchange for a contracted term of service after their training is complete.

In general telepaths are distrusted by the general population, even more so than heavily armed soldiers, known criminals, and Kinetics. The fear of having anyone access a persons deepest secrets or being mentally influenced or controlled against their will still pervades most non telepathic species. In a response to social stigma and mistrust many telepaths go to great lengths to conceal their abilities. When employed as a telepath many individuals will obscure their identity, alter eye/hair color, wear concealing clothing or a face mask, or simply remain out of direct line of sight if at all possible.

In response to people fears some governing agencies have required all telepaths to wear identifying insignia or clothing when in public and monitor the activities of known telepaths closely. Direct persecution or harassment of a telepath is in most cases illegal but cases of such are known to occur.

Point of view:
Any information gained from another’s mind is strictly from their point of view. While the telepath may notice details the individual missed or can not consciously recall, he can not sense anything that the target could not, and his point of view is always the subjects.

A telepath can not discern the accuracy of statements made to the subject. If the subject believes them to be true then they will read as truthful. If the subject believes the facts to be inaccurate the facts read as inaccurate or deceptive. A telepath may attempt to determine for himself the veracity of statements or facts contained in a subjects memories with sense motive or spot checks and draw his own conclusions.

Being able to review the memories of a subject does not allow the telepath to hear or see anything it was impossible for the subject to hear or see. If there was too much noise for a subject to hear a conversation, or he was physically unable to see actions taking place outside his range of vision the telepath is limited to only that viewpoint. If the subject did not see a reflection in a window he can not remember its details, if he simply did not consciously notice them then the telepath might be able to, such details are at the discretion of the GM and his decisions are final.

Once gained, the memories images or thoughts of a subject are a permanent part of the telepaths own memories. While they are distinct from his own and can not be confused for his own, they can be accessed, altered, or erased, by another telepath at a later date.

Telepathic contact with Alien, and Animals
Despite the common contact with alien minds by the average trained telepath, there are alien races who have such a completely different mind that telepaths have great difficulty in reading and interpreting them. Species which share a similar biology, environment and social structure but are previously unknown to a telepath pose little problem, the telepath suffers only minor penalties when attempting to communicate, aces their minds or use a telepathic technique on them. More divergent species, of different biological types, extremely different environments or completely alien social structures offer more of a challenge making even simple communications tricky and access to memories and thoughts difficult. They are also highly resistant to telepathic techniques in general. Creature with no similarities to the telepath, of radically different environments or of social structures that are completely different from anything the telepath has encountered are nearly impossible to contact, read, or attack with telepathic techniques.

Physical Proximity
With eye contact, and Physical contact, otherwise range penalties also apply
Similar but Unknown:
 -2 to all telepathic related skill checks, target receives +1 to all will saves vs. mind effecting techniques.
Dissimilar Species:
-4 to all checks  +4 to all saves versus mind effecting techniques.
Totally alien to telepath:
-8 to all skill checks, +6 to all will saves vs. mind effecting techniques

Animals:
Mammals and near mammals:
-2 to skill checks, immune to techniques targeting sentient creatures.
Reptilian, piscine, aquatic creatures:
-4 to skill checks immune to sentient affecting techniques
Insectoid, Arthropod, or Arachnid:
-4 to all skill checks, Immune to sentient, and animal affecting techniques.
Hive or Group minds:
all saves made by creature at +5, all skill checks -4

New Feat: Xeno-Path:
Telepath has an innate gift for understanding alien minds and working with creatures of different mindsets and social structures. Penalties are halved for telepath when dealing with a xenon-species

Telepathic ranges, proximity and contact.
While effectively unlimited, proximity to an individual greatly increases the effectiveness of a telepathic ability. Within 10ft the telepaths ability to sense an individuals thoughts or use an active Technique is greatly improved.  Within 10ft a telepath receive +1 to all skill checks involving his telepathic powers.

Eye contact is long rumored to allow greater mental contact with an individual. Telepaths have theorized that this is due more to the targets own mind than to some ability of their own, citing that a pair of dark sunglasses is enough to eliminate any advantage a telepath might have when making eye contact with an individual   A peculiar mental trait has also been observed that once eye contact with a telepath has been established many people have a hard time breaking it.

When making unobstructed eye contact with a telepath a sentient creature suffers a -1 penalty on any opposed skill checks involving telepathy. A pair of dark sunglasses, a tinted window or even a veil is sufficient to negate this effect.

If a person wishes to avoid eye contact with a telepath it requires a Reflex save DC 12. Once established it requires an opposed will save modified by the Charisma bonus of the characters to break Eye contact.

Direct physical contact imposes a -4 penalty to all saving throws and skill check against telepathic abilities.

Direct physical skin to skin contact establishes a strong connection between individual when in direct contact a telepath must make a Will save DC 12 or hear/sense a random thought, image, or memory of the person they are touching. This can often be unpleasant or embarrassing as there is no way to control or predict what will come through the contact although persons in great distress, fearful, or angry will be more likely to transmit the cause of their emotion distress to the telepath.

If the contact come as a surprise or the telepath is distracted the save increases to DC16

If the telepath wishes to he may willingly fail the saving throw but the images are confused, and often cause severe disorientation in both parties. Both must make Will save DC12 or be dazed for 1d3 rounds. If target is unwilling the telepath must make a grapple check to grab and hold the target. This counts as an attack and if the opponent is aware and armed it provokes an attack of opportunity.

Information gained is solely at the discretion of the GM.

NOTE Direct skin to skin physical contact creates a strong contact with the target which imposes a mutual -4 to all saving throws and skill checks to defend against a telepathic ability or attack.

Using telepathy to recover memories or thoughts from willing subjects

Base telepathy allows the character to communicate by thinking loudly and concentrating on the target mind within his line of sight. It also allows him to hear the thoughts of another willing individual who makes a DC 10 Concentration check(untrained)

Reading the thoughts and accessing memories of a non telepathic subject requires the telepath to succeed in a Telepathic Mastery check (DC determined by intended memory or thoughts)
Base DC 8:  time 1d20- (Charisma Bonus) minutes
Loud surface thoughts                                                                                  DC-2
conscious Thoughts/recent ( less than one month)memories +0           DC+0
Subconscious thoughts/memories older than 1 month                     DC+4
Painful or emotional thoughts/Memories/memories older than one year   DC+4
Resisting target                                                      DC +10
Hidden or secret information                                          DC+8
May cause harm or loss to target                                      DC+4
Target distracted, confused, concentrating on complex task            DC+2
Target unconscious/Asleep                                             DC-4
Target Dreaming                                                       DC-2
Target close friend, lover, family member                             DC-2
Target makes successful concentration check DC 10 to assist           DC-1
Success indicates the telepath has successfully found the image, memory or thought he was looking for and can gain useful information (if Possible) from it. Failure indicates that the telepath was unable to gain any useful information from the target. NOTE critical failure indicates mental strain telepath must rest for 1d4 hours before attempting to access memories again.

Unwilling Target
Attempting to read the mind of an unwilling telepath requires that the targets resistance be overcome. This requires an opposed Telepathic Mastery check vs. targets will save, or telepathic mastery skill, if successful the targets  mind is accessed. Each round the target may make a new check to escape  from the mental contest but a -2 to his check for every check he fails.

Subduing a Target
Once contact is established the Attacker may attempt to mentally subdue the target.  The target must make an opposed will save or telepathic mastery save (whichever is better) failure indicates he temporarily loses one rank of telepathic mastery, or one point of will save Bonus. Like wise for every check the attacker loses he loses one effective rank of telepathic mastery. If the target reaches zero ranks or a Save of Zero he is now subdued and can no longer resist the attackers intrusion into his mind. If the attacker reaches zero effective ranks he is exhausted and can no longer attempt to subdue the target.

Eight hours rest is required to refresh recover lost ranks in telepathic mastery allowing a character to either subdue or resist the attempt to subdue him. If the character can not rest he can not recover the lost ranks.

Once subdued the target’s mind may be read, or altered as desired by the attacking telepath. however he may still revisit the attempts to gain information from him incurring the appropriate DC modifiers.

Normally any attempt to read or subdue another persons mind requires concentration and is both physically and mentally taxing. While involved in either activity the participants are immobile and largely unaware of their surroundings leaving them vulnerable to attack and unable to take any action until they end their mental activities. Also after an attempt to subdue or read another’s mind the Telepath is fatigued for 1d10 minutes and can not use his abilities or techniques during that time.


Telepathy and thought hacking

Telepaths have long known the in's and out's of the human brain myth and urban legend are full of tales of telepaths who can get into the mind and alter memories, reshape personalities and implant hidden instructions that can turn a trusted assistant into a sleeper assassin. The simple truth is that many of the urban legends are grossly exaggerated tales based on a germ or truth. While a telepath can invade and alter the mind it requires great skill, a detailed study of the subject, and time.

Invading the mind is not easy first a subjects subconscious defenses must be overcame, the memories and behavior patters studied and isolated. Then, and only then, can a telepath implant memories or alter attitudes.

No matter how callous and uncaring few people are naturally inclined to kill, or betray their allegiances. Such actions require significant provocation in most cases and simply being told to kill, or betray is seldom enough to convince a person to do so. Often it requires several intrusions to modify an individuals personality to the point they are suitable for control. A great deal of effort goes into the process making it a poor method for most combat situations.

Overcoming defenses
Like a hacker the most difficult portion of the intrusion is overcoming defenses. If alerted the targets mind quickly locks down and presents a maze of metal blocks, preventing any manipulation or access to the memories of an individual.  The mental acuity, and insight of a target radically alter the challenges faced by an intruding telepath. Requiring either a subtle approach or time and situations favorable to a brutal clash of will without interruption or interference.

Avoiding detection
Opposed Bluff vs. Sense Motive (untrained allowed)  check. If the check fails the attempt to intrude simply fails. If the check fails by five points or more then the target is alerted to the attempt to intrude into his mind and telepathic combat ensues until the attacker is exhausted or the target is mentally subdued. The target can always physically attack the intruder, or flee. Steps to prevent either are usually advised.

Once in the mind of the individual the intruding telepath must carefully negotiate the maze of mental blocks and pitfalls that fill the mind of their target. Any overt use of a technique or ability while in the mind of the target offers the target a second chance to spot the intrusion and resist forcefully.

Avoid subconscious blocks
Sense Motive DC 18+ (Cha mod of target) ( Behavioral science check DC 10 allows synergy bonus of +2) time 5 minutes - Charisma modifier of telepath.

Finding the memories or thoughts desired is a matter of time once the internal defenses of the mind have been avoided. The length of time is modified by the age or importance of the memory.
Very old from childhood or more than 10 yrs old : 10 minutes
From adolescence or 5 years old                 : 5 minutes
Recent less than one year old                   : 3 minutes
New less than a month old                       : 2 minutes

Vitally important or emotionally charged       -3 minutes
Significant or enjoyable                       -1 minute
Extremely painful or secret                    +5 minutes
Life threatening or extremely embarrassing     +10 minutes

Altering information stored in memory is tricky. Requiring a will vs. will contest as well as skill checks to successfully make the changes.
Alter allegiance:                                    2d6 hours             Behavioral science and Diplomacy DC 35
Alter memory                                         1d6 minutes         Behavioral Sciences,Craft visual arts DC 25
Change attitude vs. one individual                   2d10 minutes
   Diplomacy DC 15 +5 per step of  alteration
Change Attitude vs. group                            5d10 minutes
  Diplomacy DC 20 +5 per step of alteration
Implant  suggestion                                  1d6 minutes         Diplomacy DC 15
“Harmless”                                          +0 DC
Embarrassing but not harmful                        +5 DC
Destructive but not harmful                         +10DC
Cause injury to enemy                               -5 DC
Cause harm to stranger                              +5DC
Cause harm to coworker acquaintance                 +10 DC
Cause Harm to friend                                +15 DC
Cause harm to Lover or family                       -5 to +20 DC depending on relationship
Risk Imprisonment or injury                         +5 DC
Risk death                                          +10 DC
Require killing                                     +5 DC
Personal gain involved                              -5 DC
Revenge on enemy or rival involved                  -5 DC
All modifiers cumulative

It might be advisable to alter memories or allegiances before attempting to implant a suggestion.  Convincing Guard A that Guard B is sleeping with his wife would make Guard A more prone to betraying Guard be. Convincing him that by turning off the alarm system and blaming it on Guard B is a good way to get even is much easier than simply telling him he has to do it.

The ugly side of brain Hacking. The effects Torture, sleep deprivation an physical abuse

Most people are hard to influence or dominate by nature, getting into their brains and rewiring them breaks several basic laws of human nature. For this reason it is sometimes vital to isolate and wear down a targets resistance. Or spread the attempts out breaking them down into baby steps working toward an end goal.

Being exhausted , fatigued drugged or intoxicated are common factors in breaking down the targets will power.
Fatigued                 -2 to will save  in addition to other states
Exhausted                -4 to will saves in addition to other states
Intoxicated              -1 to will saves in addition to other states
Unconscious or sleeping  -2 to will saves in addition to other states
Asleep and Dreaming      -6 to will saves in addition to other states
If a person is unconscious due to injury he may be fatigued or exhausted depending on his state when he went unconscious.

A sleeping individual can not be exhausted or fatigued.
Entering a dreaming individuals mind is risky. If he becomes aware of your presence he can turn the dream against you summoning nightmare creatures to attack or harass you. To a dreamer these manifestations are real. They can not kill but they can inflict health damage to the dreamer, and the intruder. If either reaches zero health the dream is ended and both awake shaken AND exhausted. Both will remain exhausted for 1d10 minutes and fatigued for 1d4 hours after waking

If engaged in dream combat a character must make a will save DC 20 to awaken. Doing so leaves the character shaken for 1d6 minutes.

While dreaming the intruder will have dream versions of his normal equipment and cause his techniques normally.  Dream creatures have stats, attacks and abilities, similar if not identical to those listed for their real world or fantasy versions.




Empathic Scan
(Requires Telepathic mastery skill of equal level to power level and, 3 ranks sense Motive)

By sensing the thought processes and emotional impressions of surrounding life forms the telepath can detect and gather limited information on sentient creatures in proximity to him. This sense is not limited by line of sight. With practice a telepath can gather greater information and even use the empathic scan to target and attack a target telepathically without needing to see the target.

Notes
1-10 people in target area      Spot check +0 DC
11-20 People in target area     Spot Check +1 DC
21-50 People in target area     Spot Check +3 DC
51-100 People in Target area    Spot check +5 DC
Over 100 people in target area increase DC of spot check by +1 per 10 people over 100

Passive  Telepathic Ability( Associated Skill Sense Motive)
Time: full round action
AOA Yes
Concentration yes
Range 50Ft +(10 x ranks in Telepathic master) feet per Character level

Lvl 1
Spot Check DC  12  Detect the presence of sentient creatures within 30ft
Spot Check DC  15  Detect presence, distance and direction of sentient creatures within 60ft
Spot check  DC  18  Detect presence, number, location and movement of sentient creatures within 90ft
Spot Check  DC 23 Detect specific known individual with successful spot check. Detect presence, number location and species of  sentient creatures within 120ft
Lvl 2 can sense non intelligent creatures.
Lvl 3 can determine mood and general intent with successful sense motive check.
Lvl 4a can attempt telepathic contact or attacks against chosen target (concentration check DC 15, powers at -2 levels)
Lvl 4b technique become move action
Lvl 4c see invisible creatures, gains no visual details but can accurately target invisible creatures, the gain no concealment effects and can be attacked normally at -2 to hit.




Confusion
By overloading the senses and broadcasting a sleet of psychic white noise the attack attempts to impair the performance of  the target.  While it is impossible to completely incapacitate ad individual the sensory overload is often sufficient to degrade an enemies attacks, or skills to the point he becomes ineffective.

Confusion:
Telepathic attack
Time: full round
Duration: 1 rd +1 rd/level of power
Drain: 1 health per Level of technique
Target: 1 sentient creature
Range: 60ft +10 Per character level
AoO: No
Concentration: No
Mental Defense: negates each attack deals 1d3 pts damage to mental defense

Lvl 1 -2 to attacks, skills Will save DC ( Levels in power+ charisma Modifier+ d20 )
Lvl 2 -3 to attacks skills  Save DC (  levels in power+ charisma Modifier+ d20 )
Lvl 3 -4 to attack skills, saves Save ( levels  in power+ charisma Modifier+ d20 ) target must make will save DC 15 to use any techniques or ability
Lvl 4a -6 to attack skills , target must make opposed Will vs. ( levels in power+ charisma Modifier+d20)Power to use any, skills techniques, or attacks, may not use any ability that requires thought or speech

Lvl 4b    same as level three but affects a number of targets equal to (level in power+ charisma mod)
Lvl 4c    save versus DC 18 or take random action for 1d4 rds.  Each round the target must roll on the chart below.
1d20
1             Go berserk 1d4 rnds, as if under the effects of the rage ability. will
                 attack any target with most damaging hand to hand attack
2-5         fight defensively
5-8         move in random direction, will defend self but attack only if attacked
9-12       attack random target (hostile to himself)
13           attack random target (friendly to himself)
15-18     seek cover and hide
19          quote poetry or tell jokes, no attacks or abilities can be used
20          stand still and do nothing, flat footed out of combat.



Dominate
(requires 10 ranks telepathic mastery, and charm level 3)
A brutal telepathic technique that suppresses a persons will power and forces them to obey the telepaths commands.

Allows telepath to issue a command that the target is compelled to follow to the best of his ability. To issue a command the telepath must be able to see the communicate with the target by voice or by telepathy. If the telepath is unable to communicate with the target the target will revert to his free will but will revert to a free willed state but will obey any previously issued instruction to the best of his ability.

A dominated character or creature who has not made a successful save will revert to dominated state if communications are restored or he comes within line of sight of the dominating character of creature.

If forced to fight against his will the target is allowed a Will save every round to break domination.  Outside of a combat situation the dominated character or creature is allowed a new saving through every minute, and an additional saving throw each hour.

Orders that are suicidal or directly against the targets nature or allegiances allow an immediate save to break the domination.

Telepathic Influence technique
Time Full round action
Duration:
Drain: 3 per level of technique
Target 1 organic creature
Range 30ft +5 ft per character level
AoO: yes
Concentration No
Save: Opposed will Vs Technique check
Special: non sentient creatures receive no save, and durations are doubled.

Lvl 1
Lvl 2
Lvl 3
Lvl 4a  target out of combat save times increased to hourly.
Lvl 4b  If target succeeds will save he is shaken for 1d4 rounds due to mental strain
Lvl 4c  Domination of non sentient creature become permanent.




Alter Memories
(requires lvl 2 alter perception)

This intrusive technique allows the telepath to change how a target remembers an event or fact. He may change details or create a new memory out of whole cloth. The target receives a saving through any time he attempts to remember the altered memory If he succeeds he is aware that he is misremembering the detail but can not retrieve the unaltered memory.
       A telepath may examine his memory and determine the alterations implanted in his mind. If she succeeds in a Will Save, Or telepathic mastery Check versus he DC of the subjects save vs. having his memory altered.

Time: full round action
Range: Touch
Target one sentient organic creature.
Duration: Permanent
Save: Will DC (5+ranks in power+ levels in power) Negates


Lvl  I May alter minor detail, or cause -2 to attempt to recall facts clearly
Combat usage: -1 rank to skill, or technique for 1d4 rounds

Lvl II May alter mundane details or cause -4 to attempt to recall facts clearly.
Combat usage: -1 rank to skill, or technique for 1d6 rounds
Lvl III May alter significant details or cause -6 to any attempt to recall facts clearly.
Combat usage: -2 ranks to skill, or technique for 1d4 rounds

Lvl IVa may alter major details remove or change identities of individuals or completely rewrite the memory.
Combat usage: -2 rank to skill, or technique for 1d6 rounds
Lvl IVb may implant an aversion to any attempt to remember a specific event or fact. Target must make
Will save DC 18 to attempt to remember the event or fact altered by the telepath.
Combat usage: additional -2 ranks ( -4 total) to skill, or technique for 1d6 rounds
Lvl IVc As 2 radius 10ft

Minor details
Eye, hair color, color of one article of clothing/ presence of person in a commonly accessed area.

Mundane details/ -1 to attack or skill
Height/ weight/ age/clothing style and color/conceal diminutive object/ Presence in area not normally
 open to public but not restricted. Weapons or armor in common area

Significant details
Gender armor/  conceal tiny object/ Presence of individual in restricted area or presence of weapons and armor in area they are not normally seen in. Involvement in hostile action against neutral person or group. Minor/ threat to neutral party/

Major details
Race or species/ weapons/explosive device/ medium object/ Presence of person in restricted area./weapons or armor in area they are not allowed/ Hostile act against friendly individual. Activity restrict in the area/Minor threat to friendly party/ misidentify non threatening hostile individual



Alter perceptions

The telepath seeks to subtly or grossly alter the perceptions of the target. Causing him to see object that are not there, or perceive colors, details or actions in ways different than reality.  Difficulty is determined by the extent of changes, and the impact it has on the target. A cashier might not notice a telepath changing a 1 dollar bill to a five, but will probably notice being handed a blank piece of paper and being influenced to believe it is a 100 dollar bill. And No one will miss a large charge of C-4 strapped around the psionics waist with a ticking timer.

In combat the telepath may chose to distort the targets perceptions decreasing the targets ability to fight effectively. The effect is immediately noticeable and lasts only a short time, the degree of distortion depends on the level of the telepaths technique

Notes: Not effective against mechanical or synthetic creatures. Not effective against any form of mechanical recording device or non targeted individuals. Target may make will save DC 12+level to correctly remember altered details if closely questioned or interrogated.


Active Telepathy Intrusion Technique
Time full round action
Duration: Out of combat duration is permanent, or until successful saving throw is made. 1 rd +1 per/level of power
Range: line of sight
Drain 1 per level of technique
Target: one sentient creature
AoO: yes
Concentration: No
Save will ( 4+ranks in power+ charisma Modifier+ d20 )


Lvl 1 Conceal Item or affect skill check:  3 rnds +1 per 2 levels
          May alter minor detail, or cause -2 to spot, search checks,  -1 to attack rolls made against him by target, affect 1 sense

Lvl 2 May alter mundane details or cause -4 to spot/search checks, . Affect 2 senses

Lvl 3 May alter significant details or cause -6 to spot/search checks,  - 2 to attack rolls made against him by target.. Affect 3 senses

Lvl 4a May alter major details, or turn target neutral to telepath for duration unless attacked  By the telepath, or witnesses and attack by hr on an ally. Alternately she may gain the effects of 50% concealment v the target creature. Affect 4 senses

Lvl 4b May force target to make a will save Dc 18 or perceive one of his allies as herself or one of her allies.

Lvl 4c As 2 affects all creatures within line of sight.

Minor details
Eye, hair color, color of one article of clothing/ presence of person in a commonly accessed area.

Mundane details/ -1 to attack or skill
Height/ weight/ age/clothing style and color/conceal diminutive object/ Presence of in area not normally
 open to public but not restricted. Weapons or armor in common area.
-2 to attack or skill

Significant details
Gender armor/  conceal tiny object/ Presence of individual in restricted area or presence of weapons and armor in area they are not normally seen in. Involvement in hostile action against neutral person or group. Minor/ threat to neutral party
 -3 to attack or skill or -1 to AC

Major details
Race or species/ weapons/explosive device/ medium object/ Presence of person in restricted area./weapons or armor in area they are not allowed/ Hostile act against friendly individual. Activity restrict in the area/Minor threat to friendly party/ misidentify non threatening hostile individual as neutral party

 -4 to attack or skill or -2 to AC



Charm
Charm allows a telepath to subtly influence his target by radiating confidence, and soothing energies that relax the target and  increase his willingness to cooperate. A target must be indifferent or better for charm to be effective.  Hostile or abusive behavior to target or friends, allies breaks charm instantly
Telepathic Influence technique. Charm does not allow a character to issue orders but it will make it easier to subtly influence a target. Or persuade him to change allegiance.

Time Full round action
Duration: Until successful Will vs Technique save is made.
Drain: none
Target 1 sentient creature
AoA: yes
Concentration No
Save: none

Lvl 1 +1 to diplomacy, information gathering, Gambling, Bluff Save DC 12
Lvl 2 +2 to diplomacy, information gathering, Gambling, Bluff Save DC 14
Lvl 3 +4 to diplomacy, information gathering, Gambling, Bluff Save DC 16
Lvl 4a +4 to diplomacy, information gathering, Gambling, Bluff Save DC 18
Lvl 4b +2 to diplomacy, information gathering, Gambling, Bluff Save DC 16 radius 10ft
Lvl 4c +2 to diplomacy, information gathering, Gambling, Bluff Save DC 14 duration 30min



Presence:

The telepath has mastered the art of projecting a field of emotional noise that can generate emotions in others. Either a calming relaxing pulse of soothing psychic emanations or a jarring, unsettling sleet of unease and dread. The effects can either make the weak mind more pliant and more at ease with the telepath, or intimidate and foster a sense of fear and awe without any tangible source. If the telepath uses her abilities in concert with diplomacy or intimidation the effects can be impressive. A guard who might under normal circumstances search every item and piece of equipment in her possession may simply accept her assurances that all is well. Or a soldier might be intimidated to the point that he finds himself unable to face her in combat.

Presence
Active Telepathic Influence effect.
Time: Full round action
AoA Yes
Target 1 Sentient Organic creature
Range: 10ft+5ft per power level
Duration: 3 rounds +1 round per power level
Save: no save

Effects
Telepath can chose to increase one of her skills choosing between Diplomacy, Bluff, or Intimidate. Against a specific sentient organic creature she gains  +2 ranks per level of The technique she has learned for duration of effect.

Lvl IV          the telepath may increase her skill ranks additional +4 for duration ( total of +10 ranks)

Lvl IV b       The telepath may affect increase her skill ranks against all creatures within 10ft radius of her.

Lvl IV c the telepath may chose to gain, the frightful presence feat or Fascinate (charismatic Class ability) for the duration of the effect in addition to increasing her skill ranks. If she has either feat she may chose to increase her charisma by +4 when using that ability..



Combat Precognition
The telepaths latent psionic talent allows him to subconsciously see a split second ahead in time. While he does not have any conscious knowledge of the event he is able to react more quickly to events than normal. With practice ad training a combat precog can make himself a difficult target and get the drop on opponents with seaming superhuman response times

Combat precognition has both active and passive aspects, when power is active the ESPer gains the benefit of both active and passive abilities. If the active ability grant a similar or identical bonus or ability then the active power supersedes the passive power.

Active ESP ability.
Time full round
Duration: passive persistant, Active 3 rnds +1 round per level
Target Self
Drain: none

Level 1 passive initiative +2
            Active: AC +2
Level 2 Passive: +1 AC(dodge Bonus),
            Active: AC +3
Level 3 Passive: ref save +1.
            Active:  AC+4 , can not be flanked.
Level 4a Passive: Precognitive Defense; Telepath may not be flanked, and is never flatfooted
             Active: AC +5, REF save +2.
Level 4b Passive -1 to enemy critical threat range
                Active: Blind Fighting as feat for duratio
Level 4c Passive: danger sense; Gains subconscious awareness of threat, gains no insight
               or details of the threat only the  fact there is a immediate threat.
               Active  AC +6 Increase duration 1 rd.



Detect psionics
( requires 3 ranks telepathic mastery)

Most telepaths learn to sense when Psionic abilities are being used against them by another telepath. The ability to detect and analyze psionic activity no directed against her requires a telepath receive special training and learn to filter through the mental noise generated by any sentient beings in their vicinity.

While technically their ability to detect psionic activity is not limited by range the mental background noise of an inhabited area often confuses a telepath creating false information forcing a telepath to focus on smaller areas to avoid becoming overwhelmed by the background noise around them.

Their ability allow them to detect any telepathic ability or technique as well as any mind effecting special ability possessed by creatures they encounter.

Lvl 1
Spot check DC 10   Presence of active psionic ability. No details

Lvl 2
Spot check DC  15  General direction and distance of active ability, or use of an ability or technique on a specific individual  in the past 15 minutes

Lvl 3
Spot Check DC 18  Target and originator of active psionic ability, or use of an ability or technique on a specific individual  in the within past hour

Lvel 4a
Spot check  DC 20  General Type and strength of psionic ability, or technique,  or use of an ability or technique on a specific individual  in the past 8hrs

Lvl 4b
Spot check  DC 20  Specific Technique or ability in use General Type and strength of psionic ability, or technique,  used on a specific individual  in the past 8hrs

Lvl 4c
Spot check DC 25 develop a mental fingerprint of a telepath they have detected using an active power. Detect presence of alterations to memories, perceptions or allegiances of a specific individual.





Forget: ( requires lvl 4 alter memory)
An invasive ability that wipes a specific memory or fact from the casters mind. The memory is not replaced there is simply a hole in the targets memory. Target can not remember the fact or event since the impression is completely removed. By erasing a memory the telepath has an easier time using alter memory to fabricate a false memory.
     Memories of extremely traumatic, emotionally charged events might not be completely erased however they are confused, and may be mistaken for a bad dream or nightmare unless examined by a telepath.

Active Telepathy Intrusion Technique
Time full round action
Duration: permanent: combat usage has duration
Range: touch
Drain: 3 per level of technique used.
Target: one sentient creature
AoO: yes
Concentration: No
Save Will Vs ( Levels in power+ charisma modifier+d20)

Lvl 1, Minor fact/ 10 seconds of time,
         Combat usage:2 ranks skill or technique for (1rd per point check higher than save)
Lvl 2 Mundane fact /30 seconds time
         Combat usage:4 ranks skill or technique for 1hr
Lvl 3 significant fact/ 1 minute of time
           Combat usage:6 ranks of skill or technique for (1rd per point check higher than save)
Lvl 4 Major fact/ 5 minutes time
          Combat usage:8 ranks of skill or technique for (1rd per point check higher than save)



Mental cloaking
The telepath shields his mind decreasing his presence and making his mind difficult to detect, assault or influence.  Unless in direct line of sight the telepath is effectively invisible to other telepaths. However while cloaked the telepath is unable to use any telepathic ability or technique without making himself known.
           To cloak himself the telepath makes an opposed powers check ( ranks in power+charisma Modifier+1d30) check versus any telepath attempting to detect, or influence here. I successful the telepath is invisible to telepathic detection and can not be influenced or attacked until detected. This does not protect the telepath from area affect Telepathic technique or make him physically invisible. If the hostile telepath can see the telepath he may attack or attempt to influence him normally.
            While cloaked a telepath can not use any active telepathic abilities, or techniques. In addition he may not communicate telepathically or receive any telepathic communications. The mental concentration required is not great but does impart a -2 penalty to skills and attacks while up.

Mental cloaking
Telepathic Defense
Time: full round action
Duration: special: until lowered, visually spotted by hostile telepath, or active telepathic ability used.
Range: self
AoO:  yes
Concentration: No
energy: 1 per round

Lvl 1
Lvl 2
Lvl 3
Lvl 4
Lvl 4b may mimic non sentient creature with Successful Bluff vs. sense motive check
Lvl 4c may make bluff  vs. Sense Motive check to mimic the mental signature of a subject he has telepathically contacted.





Mental feedback
Creating a storm of mental  energy in his own mind the telepath can cause an intruding telepath to become confused or stunned by any attempt at influence or contact.  With practice and training the intruding telepath may be unable to use his own abilities for a short period after an attempt to intrude into or influence the defending telepath.

Telepathic Defense
Time: Full round action
Duration: Special ( can be extended by concentration)
Range: self
AoO: yes
Concentration:  no
Save: Will vs ( ranks in power+charisma modifier+d20)

Lvl 1 any telepath attempting to use an influence or intrusion must save or suffer 1d6 health damage, and make fort save DC 14 or be dazed 1rd.

Lvl 2 any telepath attempting to use an influence or intrusion must save or suffer 1d6 health damage, and make fort save DC 16 or be dazed 1rd.

Lvl 3 any telepath attempting to use an influence or intrusion must save or suffer 1d6 health damage, and make fort save DC 14 or be dazed 1d4rd.

Lvl 4 any telepath attempting to use an influence or intrusion must save or
suffer 2d6 health damage, and make fort save DC 16 or be stunned 1 rd
Evoluions
,
Lvl 4a
any telepath attempting to use an influence or intrusion must save or suffer 1d6 health damage, and make fort save DC 16 or be dazed 1d4 rds.
Lvl 4b ( requires 4a)
any telepath attempting to use an influence or intrusion must save or suffer 1d6 health damage, and make fort save DC 14 or suffer an increase of 3 rds on their recovery time for telepathic abilities in addition to those already in effect for the ability or technique used in the attack against the defender.



Precognition; The ability to see future evens through meditation dreams, or visions. Precognition requires time and a quiet environment. Loud noises, stress or exertion disrupt the images and cause the effort to be wasted.
          In addition actions by the telepath or others can change events causing the visions of the future to become inaccurate misleading or potentially dangerous. In most cases precogs attempt to divine general trends or warn of events that fall outside of human activity such as natural disasters, cosmic events, wars or major economic shifts too large for individuals to affect.
           The importance of events is not necessarily based on their impact to the individual. The death of a bus driver in a major city might be important to that individual but of no long term consequence. If that bus driver were to die at the wheel, and cause a chain reaction accident that killed hundreds and triggered a massive fire or explosion that threatened o destroy a power plant or volatile refinery complex leading to long term suffering and loss. It would be no less important to that individual but the sheer scope of the event would increase the likelihood a precog could pick hi death out of the tens of thousands of images that would bombard him during his session.

         A concentration check DC 15 is required to enter a precognitive state, any strong emotions violent actions, or interruptions require an immediate second check to continue the attempt.

Precognition.
Active ESP ability
Associated skill( telepathic mastery)
Time 1hr(viewer may attempt to gain useful information every hour of his meditative state.)
Duration: concentration ( must make concentration check every hour or lose focus)
AOA: yes
Concentration: Yes, definitely you betcha, what do you think.

Lvl 1 Minor impressions of extremely powerful events
Lvl 2 Minor impressions of important event, clear images of powerful events
Lvl 3 minor impressions of common events, clear impressions of important event, clear images of powerful events
Lvl 4 clear impressions of common events, clear images of important event, full sensory experiences of Powerful events.

Gaining Information in precognitive state.
To gather information of future events a spot, or research check is required. On a successful check the Gm may impart useful information to the player. Spot checks affected by time between events and current time.  The nature of a precognitive state bombards the viewer with a nearly infinite stream of images, sounds, and sensations. The more time that separates the viewer from the event increases the deluge of information at an exponential rate. Each decision or incident creating entire new streams of images to scan for information.
1 minute:      DC 15
10 Minutes     DC 20
1   Hour       DC 25
12 hrs         DC 30
24 Hrs         DC 35
1 Year         DC 40
1 year Plus    DC 40+1/year
If check is failed no useful information is gained. The telepath can not attempt to enter precognitive state for 1d20-wis modifier hours due to strain

Importance or Power of Images

Powerful event: real threat of danger or loss of life, major disadvantage. Major shift in society or lifestyle. In general society. A specific crime, threat, or danger to loved one.( massacres, wars, natural disasters, economic collapse. Personal matters. (violent assault, attempted murder, or rape.)

Important event: Possibility of danger or loss of life, major disadvantage, Major shift in society or lifestyle. In local area, or significant changes not involving danger or loss in society in general. A specific crime, threat, or danger to close friend or relative.

Minor event: Possibility of injury, financial loss, major disadvantage, shift in trends, changes in patterns not involving danger or loss in society or local region. A specific crime, threat, or danger to coworker or acquaintance..

Common events: Possibility of injury, financial loss, major disadvantage, shift in trends, changes in patterns not involving danger or loss to specific individuals. A specific crime, threat, or danger to known individual of no importance to precog.



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