Documente Academic
Documente Profesional
Documente Cultură
animal
Skill rolls
Less than 10
10-13
14-17
18-21
22-25
26-29
30-33
34-37
38-41
42-45
46-49
50+
Barrier Radius
5 feet
10 feet
15 feet
20 feet
25 feet
30 feet
35 feet
40 feet
45 feet
50 feet
55 feet
60 feet
2
3
3
4
to
sweep 100 feet outward from the base of the cliff. Any creature
in the path of the falling debris sustains 8d6 points of
damage (Reflex Save, DC 15, for half damage).
Open Ground: All creatures standing in the affected area
must make Reflex saving throws (DC 15) or fall down.
Fissures open in the ground, and every creature on the ground
has a 25% chance to fall into one (Reflex save DC 20 to
avoid the fissure if one opens beneath a character). These fissures
remain when the earthquake comes to an end. A fissure
will be 2d6 feet deep, and will usually require a successful
Jump or Climb check to escape.
Structure: Most structures standing on open ground collapse,
dealing 8d6 points of damage to those caught within or
beneath the rubble (Reflex Save, DC 15, for half damage).
River, Lake, or Marsh: Fissures open underneath the water,
draining away the water from that area and forming muddy
ground. Soggy marsh or swampland becomes quicksand for 1
round, sucking down creatures and structures. Creatures must
make Reflex saving throws (DC 15) or sink down in the mud
and quicksand. At the beginning of the next round, the rest of
the body of water rushes in to replace the drained water, possibly
drowning those caught in the mud.
CAUSE HALLUCINATION
[ Skill, modified by Int. ]
Range: Sight
Activation Cost: 2 PP
Sustained Cost: 1 PP/round
Time Taken: Standard Action
The Cause Hallucination skill allows a psion to reach out
and seize control of his subjects perceptions creating, for
lack of a better term, a form of mental illusion.
In order to affect his subject, the psion must beat the subjects
Will Save (or Mental Shield, whichever is higher) with
a Cause Hallucination skill check. The greater the margin by
which the psion beats the subject, the greater the vividness
and complexity of the hallucination he may inflict.
Beats Will Save by: Result
5 or less Simple Alteration
6-10 Major Alteration
11-14 Complex Alteration
15-18 Full Hallucination
19+ Dreamscape
Simple Alteration: The psion may alter a single element of
the world as perceived through the subjects senses, affecting
only one sense. Green grass may appear wilted. A clear sky
may appear overcast. A rose may smell like a daffodil.
Major Alteration: The altered element may have multiple
sensory effects. Green grass may look, feel, and smell wilted.
A clear sky may appear overcast and the rumble of thunder
may be heard in the distance.
Complex Alteration: The altered element may even have a
direct effect on the subject. A clear sky in the real world
may yield a hallucinatory downpour on the subject in his own
mind. A hallucinatory mugger will make the subject think he
really has been punched in the stomach.
Full Hallucination: The psion may control every last element
of the subjects hallucinatory world, provided that the
laws of physics and reality arent broken. Weather, landscapes,
and events may be altered in the subjects mind so
long as the changes are relatively realistic.
Dreamscape: Anything goes, and the subject is the psions
plaything. Hallucinatory reality may be twisted in any fashion.
The subject may suddenly find himself cast back to the
Cretaceous period, or trapped in a Lewis Carroll fantasy.
A psion may maintain control of a Simple Alteration or a
Major Alteration with little concentration. Maintaining control
of a Complex Alteration or more is very mentally taxing. As a
result, a psion doing that loses his Dex bonus to AC, and may
take only a partial action each round at a penalty of -4 to any
skill check.
Other characters nearby may readily notice any odd behavior
on the subjects part. Their reaction to this odd behavior
may be ignored by the controlling psion or incorporated into
the hallucination, depending on the degree of control exercised
by the psion.
If the controlling psion attempts to trick the subject into
1-4 +1
5-8 +2
9-12 +3
13-16 +4
17-20 +5
CLAIRSENTIENCE [ Skill, modified by Wis. ]
Range: Unlimited
Activation Cost: 2 PP
Sustained Cost: 1 PP every minute
Time Taken: Standard Action
Clairsentience allows a psion to cast his auditory and visual
awareness across long distances to spy upon an area almost as
though he were there himself. Distance is not a factor, but the
locale must be knowna place familiar to the character or an
obvious one (such as behind a door, around a corner, or in a
grove of trees). This power does not allow unusual supernatural
senses to work through it.
The psions Clairsentience skill check determines the quality
of his sensory information. If only one sense may be used,
the character may select which one it is. Fragmented information
is just that brief flickers of noise or sound in darkness.
Generally, a character receiving fragments will see or
hear about half of what is really going on at his location of
choice. Distant information comes through soft, diminished,
and very unreal, as though the psion were looking at or listening
to things through a small, poorly-functioning black-andwhite
television. Full information is vivid and undistorted.
Skill Roll: Sensory Result
Less than 10 None
10-13 One sense, fragmented
14-17 One sense, distant
18-21 One sense full
22-25 One sense full/ one sense fragmented
26-29 One sense full/ one sense distant
30+ Both senses full
This ability is not magical in nature, and therefore will not
trigger magical alarms, though it may still be blocked by magical
wards against scrying or by certain spells. This skill will
only function on the plane of existence the character currently
occupies.
CONCEAL PSI [ Skill, modified by Wis. ]
Range: Self
Activation Cost: 2 PP
Sustained Cost: None
Time Taken: Standard Action
The Conceal Psi skill creates a form of disruptive psionic
static that can be used to hide the genuine use of psionic powers
from anyone using the Detect Psi or Detect Psion Talents.
Before using another psionic skill, the psion should spend 2
PP and make a Conceal Psi check. The psion then makes his
skill check for the use of another psionic skill. If the check for
the real skill is less than the Conceal Psi check, the skill use is
successfully concealed. If the second skill check is greater
than the Conceal Psi check, the Conceal Psi check sets the
limit for the use of the second skill.
Example: Oraculus decides to use the Clairsentience skill,
but first uses Conceal Psi to avoid giving his position away to
potentially hostile psions. His Conceal Psi check total is 20,
and his Clairsentience check is 25. If Oraculus still wishes to
conceal himself, he must use his Clairsentience skill as though
he had rolled a 20 or less.
CRYOKINESIS [ Skill, modified by Int. ]
Range: 10 ft. + 5 ft./ class level
Activation Cost: 3 PP
Sustained Cost: None
Time Taken: Standard Action
The Cryokinesis skill allows a psion to lower the ambient
temperature of a chosen volume of space to the point that virtually
anything within the indicated area will freeze solid.
When a psion designates the point he wishes to concentrate
on, he must spend 3 PP and make a Cryokinesis skill check to
determine the radius of the cryokinetic effect and the damage
taken by anyone or anything within that area of effect (the
cryokinetic effect will extend from the ground to a height of
10 feet within the affected area).
Living creatures within the area of effect are allowed a
Reflex Save (DC 10+ 1/2 psions class level + psions Int
bonus) for half damage (rounded down).
etc.).
If the power in question was a skill, the character must
make a Power Reversal check and beat the skill check total of
the other power user.
If the power was not a skill, the DC of the Power Reversal
check is 10 + 1/2 [other power users character level].
Success will instantly alleviate all lingering harmful or hindering
effects of the power in question, though it cannot
restore lost hit points, power points, or ability points. Nor may
it reverse the effects of powers that take action through chemical
toxins or biological infections.
If a character is suffering from the effects of more than one
super-power, an application of Power Reversal may alleviate
only one at a time.
PRECOGNITION [ Skill, modified by Wis. ]
Range: Special
Activation Cost: 3 PP
Sustained Cost: None
Time Taken: One minute
Precognition is a form of psionic divination that allows a
psion to view glimpses of one or more possible futures.
Before beginning his divinatory trance, the psion must focus
on a single question and frame it within a chosen span of
time. A psion may seek approximately one week into the
future per class level (for example, a 5th level psion could
attempt to see up to five weeks into the future).
The answers received are generated by the GM. Generally
speaking, the use of this power will yield a series of visual
clues, symbols, and metaphors rather than a directly-worded
answer.
The base chance of a successful or meaningful divination
rises as the Precognition skill check total improves:
Skill Roll: Chance of Useful Divination
Less than 10 None
10-13 25%
14-17 35%
18-21 45%
22-25 55%
26-29 65%
30-33 75%
34-37 85%
38-41 95%
42+ 99%
A psion may attempt to use Precognition for the same question
only once every twenty-four hours.
PROBABILITY MASTERY
[ Skill, modified by Int. ]
Prerequisite: None
Power List: General
Range: 30 ft.
Activation Cost: 2 PP
Sustained Cost: None
Time Taken: Free Action
Base Cost: 4 EPs
A character with this power may detect and alter the flow of
luck itself, subtly shifting the probability of events around
himself. Once per round, as a free action, the character may
attempt to control probability anywhere within 30 feet. This
can cause one of two effects:
Alter Roll: The character may apply a numerical bonus or
penalty to any roll made within the range of this power,
including a roll made by himself. The maximum bonus or
penalty that may be applied is dictated by the characters
Probability Mastery skill check, as indicated on the table
below. The character must be able to detect the action that
requires a roll for example, interfering with an attack roll or
Reflex Save is relatively easy, but there is little or no chance
that the character with this power will be able to affect, say, a
Will Save or a telepathic struggle, unless he himself has senses
or powers enabling him to detect such abilities in use.
Cause Damage: The character may cause a dangerous accident
involving some random element of the environment or
situation and affecting one subject of his choice, within range.
This accident will cause an amount of damage based on the
characters Probability Mastery skill check, as indicated on
the table below. The subject is entitled to a Reflex Save (DC
that chosen foe. A psion may, once per round, select a new foe
to apply this bonus to, provided the foe is within 10 feet of
the psion.
236
Psion Level Dodge Bonus to AC
1-5 +1
6-10 +2
11-15 +3
16-20 +4
Psionic Dodge may not be used against a character with an
active Mental Shield of 10 or a Psionic Resistance score of 10
or higher.
PSIONIC NULLIFICATION
[ Skill, modified by Int. ]
Range: 10 ft. radius + 5 ft. per level
Activation Cost: 3 PP
Sustained Cost: None
Time Taken: Standard Action
Just as the Conceal Psi skill creates a form of disruptive
psionic static that can be used to hide the use of psi-powers,
Psionic Nullification creates an even more powerful form of
static that dampens or prevents all use of psi-powers, even
those of the psion using this power, within the affected area.
The psion should spend 3 PP and make a Psionic
Nullification check. For the rest of the current round and the
full round immediately after, any psionic skill activated in the
affected radius has the power users Psionic Nullification total
subtracted from its effect roll total, even if the new power is
activated by the user of Psionic Nullification.
Example: Oraculus activates Psionic Nullification and
scores a 17 on his check total. Menta-Mobster then attempts
to activate Pyrokinesis and burn Oraculus. He rolls a 23 for
his skill check, which would ordinarily be rather painful.
However, 17 points are deducted from his skill check, bringing
the total down to 6, which is an absolute failure.
Any attempt to use a psionic talent within an area of Psionic
Nullification will require a Concentration check exceeding the
Psionic Nullification skill check total.
A new zone of Psionic Nullification will neither enhance
nor disband another zone of Psionic Nullification if the two
should overlap. The highest skill check total will simply prevail
in any area of multiple Nullifications.
PSI-SENSES [ Psionic Talent ]
Range: 5 ft./level
Activation Cost: 1 PP
Sustained Cost: 1 PP/round
Time Taken: Free action (to activate)
A psion with this talent may extend his psionic abilities to
compensate for the loss of either his sight or hearing.
Whenever the character is blinded or deafened, he may, at the
cost of 1 PP per round, use psionic detection to replicate one
lost sense (not both at once) out to the limit of this talents
range. Psi-Senses cannot be used to adjust or enhance a normal
sense that has not been lost. Phenomena that cause the
loss of ordinary senses (such as flash-bang grenades) do not
affect Psi-Senses at all.
PSI-STEALTH [ Psionic Talent ]
Range: Self
Activation Cost: 1 PP
Sustained Cost: 1 PP/minute
Time Taken: Free action (to activate)
A psion with this talent may extend a low-grade psi field
around his immediate vicinity, dampening sound and blurring
his visual outline. This talent, when activated, provides a
numerical circumstance bonus to both Hide and Move
Silently rolls based upon the psions class level:
Psion Level Hide/Move Silently Bonus
1-3 +1
4-6 +2
7-9 +3
10-12 +4
13-16 +5
17-20 +6
PSI-TRACKING [ Psionic Talent ]
Range: Self
Activation Cost: None
Sustained Cost: None
Time Taken: None
Passive Telepathy
Passive Telepathy is when a psion attempts to read the
thoughts and emotions of another character. Passive Telepathy
is purely receptive, and requires the expenditure of no Power
Points.
A character may use passive Telepathy only on one character
at a time, and only on a character within visual range or
one with whom the psion has established a link.
Skill Check Psion Detects...
Less than 10 Nothing
10-13 Subjects general emotional state
14-17 Subjects specific emotions
18-21 Subjects general intentions
22-25 Subjects rough surface thoughts
26-29 Subjects stronger thoughts
30+ Anything the subject thinks
A psion using passive Telepathy on a subject he is already
linked to via the Distant Rapport talent receives a +4 circumstance
bonus to his Telepathy skill check.
A psion may grant himself another +4 circumstance bonus
to his skill check by touching the subject. This, of course, is
not always possible.
If the subject has a Mental Shield or a Resistance to psionics,
this skill check must also be high enough to overcome it.
Once a psion has established successful passive Telepathy
with a subject, he need not make another skill check to maintain
it unless and until:
Circumstances change drastically (psion, subject, or both
come under attack or the effect of a super-power, for
example);
Some new psi-limiting effect takes effect on the psion,
the subject, or the area the subject is located in;
The psion wishes to drop his current passive telepathic
link and attempt to establish a stronger one with a
(hopefully) better skill check.
If the psion gains access to the subjects thoughts, he will
hear each thought as clearly as if it had been spoken. It
should be noted, however, that this power grants the psion
access only to a subjects conscious thoughts. His memories
and hidden knowledges are off limits unless the subject himself
brings them up in active thought.