Wednesday, January 8, 2014

CYBER-PULP FANTASY CORE-Psychic Abilities

CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)


PSYCHIC ABILITIES

Usable psychic abilities for the game fall into two broad categories: telepathic and psychokinetic.  All Psi-Hackers have the telepathic ability.  Only human Psi-Hackers have the psychokinetic ability.  Anyone having psychic abilities is also immune to illusions: magical, psychic, or holographic. 

The study of real psychic abilities is nascent at this time and covered up as well.  So far, only Hackers with a Data Jack have been found to have acquired the ability, but no triggering mechanism or genetics can account for it.  This phenomena is left open for you as another potential mystery for a campaign.     

Telepathic abilities are keyed off of your character’s Int Bonus.  The higher the bonus, the more abilities.  A character must be concentrating to use an ability and can only use one at a time.  Telepathic ability use is Int Bonus +3 (telepathic class bonus may be increased to up +5).  Any failed ability use will drop the character’s telepathic ability down to only their Int Bonus until they have rested for 1 turn.    

+ 1 Int Bonus (DC 12 to use)

Sense Thoughts: May hear the thoughts of any thinking creature within 10’ per Int Bonus for 1 rd.  Must keep successfully rolling to use power for more rds.  Of course, it’s everyone in the area’s thoughts all at once.  A psychic can detect and block sensing, it is Will Sv DC 12 + telepathic class bonus.  Non-psychics have no defense.

Clairvoyance: Can see and hear events in another location for 1 rd.  Must keep successfully rolling to use power for more rds.  There’s no practical limit to the distance of this ability, but it must be a place that the psychic has physically been, or if spying on a person, the psychic must be holding a personal effect of that person.  A psychic can detect and block clairvoyance on them, it is Will Sv DC 12 + telepathic class bonus.  Non-psychics have no defense.

Psychometry: Allows the psychic to pick up the thoughts and emotional impressions off of an item of the last person to have touched it or the most emotional impression on it.  For example, this could give the psychic the ability to touch a keypad and know the last code entered into it, touch a murder weapon and know who the murder was, or understand the rudimentary operation of an unknown item (though not in any skilled way).  There is a risk to the psychic in touching emotionally charged items.  DC 12 Will Sv or knocked out for 1 turn.

+2 Int Bonus (DC 12 to use)
Transmit Thoughts: The psychic can have telepathic conversations with another.  The psychic must initiate it.  Functionally, any short conversation can be done in a rd, but must keep successfully rolling to use power for more rds.  If desired, it is a Will Sv DC 12 + telepathic class bonus to block out thoughts.

Illusion: The psychic can cause an illusion to appear for 1 rd per Int bonus. Psychic must still concentrate to project the illusion for the entire time.  It is a Will Sv DC 12 + telepathic class bonus to disbelieve.  If appearing before a group, only the one with the highest Will Sv rolls.  Must keep successfully rolling to use power for more rds.  Other psychics are immune to this ability.

+3 Int Bonus (DC 18 to use)
Psychic Attack: Will Sv DC 12 + telepathic class bonus or knocked out 1 turn.  Against a psychic, they are only stunned for 1 rd.

+4 Int Bonus (DC 18 to use)
Mind Control: Will Sv DC 12 + telepathic class bonus or subject is controlled for 1 rd per Int Bonus.  The psychic must be concentrating for the entire time.  A psychic being controlled gets to save against it every rd.  This power is very taxing.  It can only be used successfully once per turn/encounter and requires 1 turn of rest afterward.


Psychokinetic abilities are keyed off of your character’s Wis Bonus.  The higher the bonus, the more abilities.  A character must be concentrating to use an ability and can only use one at a time.  PK ability use is Wis Bonus +3 (PK class bonus may be increased to up +5).  Any failed ability use will drop the character’s PK ability down to only their Wis Bonus until they have rested for 1 turn.  

+1 Wis Bonus (DC 12 to use)
Telekinesis: Can lift or push 20 lbs per Wis Bonus for 1 rd.  This force doesn’t cause direct damage, but dropping something heavy on someone or pushing them off a cliff will.  Fort Sv DC 12 + PK class bonus to resist.  Must keep successfully rolling to use power for more rds.

+2 Wis Bonus (DC 12 to use)
Thought Shield: Deflects physical attacks and intrusion (though also prevents anything coming out), 10’ radius per Wis Bonus area, 10’ high, (though it will mold to environment).  Non-physical attacks, such as gas, light, sonic, psychic, non-physical magic are not deflected.  The psychic cannot move, but is able to do other actions while keeping up the shield.  Lasts 1 turn/encounter, but can be dismissed at will.  The psychic must rest for 1 turn after successfully activating a shield. 

+3 Wis Bonus (DC 18 to use)
Force Bolt: Against inanimate objects, this power will punch a hole through or shatter fairly easily breakable objects (plaster, thin metal, wood).  Higher density objects, such as steel and concrete, require two hits.  Against living creatures, Fort Sv DC 12 + PK class bonus, or 1d6 x Wis Bonus damage + stun 1 rd.

+4 Wis Bonus (DC 18 to use)
Molecular Destabilization (MD or Firestarter): Against inanimate objects, if flammable, they will catch on fire; if noncombustible, they will melt.  Figure about a 10’ squared area of effect.  Against living creatures, Fort Sv DC 12 + PK class bonus, or 1d10 x Wis Bonus damage.  Anything flammable on the person will catch fire as well (1d6 damage/rd until smothered).  This power is very taxing.  It can only be used successfully once per turn/encounter and requires 1 turn of rest afterward.

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