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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