Hot Topic (More than 10 Replies) More Psionics (Read 2818 times)
dsumner
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More Psionics
Nov 14th, 2013 at 9:59pm
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Psionics: Confuse/Confusion: The character can cause confusion (temporally interfere with the clear working of a target's mind) in a person or group of people. Attacks as mind control. Victim must save vs. INT or become confused and loose that action. R=C, PR=5.

« Last Edit: Jun 29th, 2014 at 12:01pm by dsumner »  

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dsumner
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Re: More Psionics
Reply #1 - Nov 15th, 2013 at 1:06am
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Psionics: Combat Pecog: The character becomes aware of/senses his opponents actions moments before they happen allowing him to react and avoid attacks, and granting him a -4 bonus to be hit, as though he had Heighted Defenses.
  

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xhaosdaemon
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Re: More Psionics
Reply #2 - Nov 15th, 2013 at 2:14am
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How about this one?

Psionics: Psistorm; Range=Int, 1d12 damage <also does 1d12 damage to Power, Save vs. INT at -4 for no Power damage>, attacks as Mind Control, can attack up to 6 people, PR 5 per person attacked.
  
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Hammer
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Re: More Psionics
Reply #3 - Nov 15th, 2013 at 11:38pm
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Ouch!! 30 PP for a 1d12 attack... which might or might not hit 6 people.  That's a bit harsh.
  
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Re: More Psionics
Reply #4 - Nov 16th, 2013 at 9:30pm
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Hammer wrote on Nov 15th, 2013 at 11:38pm:
Ouch!! 30 PP for a 1d12 attack... which might or might not hit 6 people.  That's a bit harsh.

What if they targets were not allowed a save roll vs the loss of power? If this attack were combined with a high damage modifier or heightened attack it would be very ugly. Smiley
  

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Re: More Psionics
Reply #5 - Nov 17th, 2013 at 11:48am
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I kinda like "Confuse", I can see that being a lot of fun (and also very frustrating).

Psistorm is actually pretty powerful, but why the max of 6 targets? Unless it is up to 6 targets without bothering with the multiple attack rules.

It's always really cool when people come up with new powers, or new ways to interpret existing powers. The really interesting part is that no one ever comes up with:

"Victory" PR="X", Attacks as Mind Control. On successful attack, anyone seeing or hearing the character (even on video, radio, etc...) gives up because they are convinced he is victorious.   Grin

It's a pretty good sign that you'se guys don't come up with instant "I Win" powers.


« Last Edit: Nov 17th, 2013 at 1:13pm by Ironnerd »  

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xhaosdaemon
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Re: More Psionics
Reply #6 - Nov 18th, 2013 at 12:01am
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I kind of wrote Psistorm so that it is a one roll power that affects up to 6 targets. To be honest I never got to use the villain I wrote it for so I don't know how it plays. I will be trying it out on my PbP group on Rpol.net.
  
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Majestic
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Re: More Psionics
Reply #7 - Nov 18th, 2013 at 2:26pm
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Ironnerd wrote on Nov 17th, 2013 at 11:48am:
"Victory" PR="X", Attacks as Mind Control. On successful attack, anyone seeing or hearing the character (even on video, radio, etc...) gives up because they are convinced he is victorious.   


I really like your super-power and would like to subscribe to your newsletter, please.  Cheesy
  
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Ironnerd
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Re: More Psionics
Reply #8 - Nov 18th, 2013 at 6:00pm
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Majestic wrote on Nov 18th, 2013 at 2:26pm:
Ironnerd wrote on Nov 17th, 2013 at 11:48am:
"Victory" PR="X", Attacks as Mind Control. On successful attack, anyone seeing or hearing the character (even on video, radio, etc...) gives up because they are convinced he is victorious.   


I really like your super-power and would like to subscribe to your newsletter, please.  Cheesy


now cut that out!!!  Cheesy (I laughed so hard when I saw that - I nearly choked on my coffee).

Stay tuned for "Turn Everything Plaid"
  

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dsumner
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Re: More Psionics
Reply #9 - Nov 22nd, 2013 at 6:12pm
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Here's another one that's not mine, but I like the basic framework, and will probably tinker with it a bit. At the moment I'm thinking their might be some sort of "Psychic Backlash" similar to what characters using Comic Awareness experience.

Precognition: A character with this ability receives random flashes of strong, emotional events that may occur in the near future. The GM should decide what these events are and when they occur, based upon the adventure. This can be an interesting way to give a character clues. A typical vision is 1d6 hours into the future and might not even happen. The GM is encouraged to figure what MAY occur in that time frame, if the character's proceed on their current path.

For example, the psychic is a few miles away from the waterfront, but the GM knows that the villain is hiding at a dockside bar. A vision of a person falling into the water could be used. The vision is not very detailed, and the character cannot control when the vision occurs. If the vision does not actually come true in the game, it can always be chalked up to "must have changed the time-stream." On average about 1 vision in 3 should come true for the player. This power should occur no more than once or twice per session. There is no Power Requirement for this ability and the vision occurs so rapidly, it does not cost an action or movement.
  

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Majestic
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Re: More Psionics
Reply #10 - Nov 23rd, 2013 at 5:54am
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That reminds me of one of our current PCs ability.  Here's what he and I came up with:

Cosmic Awareness: Receives premonitions when sleeping of what ‘could be’; if Cosmic Awareness roll is successful, GM describes a vision with clues/information about a single near-future event, no Hit Points or Power regenerated during troubled sleep, awakens tired and disorientated, PR=30.
  
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dsumner
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Re: More Psionics
Reply #11 - Aug 30th, 2020 at 4:49pm
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Bumping this up.
  

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dsumner
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Re: More Psionics
Reply #12 - Sep 1st, 2020 at 3:07pm
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Psionics: Detect Lie: The character can tell if a speaker is intentionally lying. They instinctively know when someone is lying or being deceitful.

Psionics: Safe Path: The character can detect the safest route of travel, sensing danger along the way. They don't get specifics, just a "gut feeling" that if they continue along a certain path, something "bad" will happen.

Pisonics: True Sight: The character can see through any illusion or other Mental or Mystical concealment (including an Invisible Character).

Psionics: Truth Tell: Anyone within Charisma inches is compelled to tell the truth. Affected characters may save vs. Charisma (d100 - 1 per level if the target's level is lower than the Character's), to attempt to resist. PR=1.
« Last Edit: Jun 11th, 2021 at 11:30am by dsumner »  

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dsumner
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Re: More Psionics
Reply #13 - Sep 2nd, 2020 at 9:23pm
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Psionics: Psionic Immunity: The character is completely immune to the effects of al mental/psionic powers, such as Mind Control, Emotion Control, Telepathy, mental illusions, etc.
  

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dsumner
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Re: More Psionics
Reply #14 - Oct 31st, 2023 at 6:10pm
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Just out of curiosity, have any of you guys attempted to use these in your games?
  

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