|
Post by Vault Boy on Jul 3, 2012 8:28:41 GMT -5
A list of Powers for Psykers, as well as perks.
PERKS:
Dabbler- Ranks:3 You may learn any 2 Minor Powers.
Overload- You may pay add to a power's cost in increments of 50%, in order to gain a +20 to the roll for every Cost increase. I.E 100% Increase gets a +40.
Mind Over Matter- Ranks:3 Gain an extra 1 Power Point every time your powers increase.
Polymath- Level 10 Select another Discipline. You learn 1 power in it, and may now continue to learn or ascend powers in it every time your powers increase.
Meditation- Level 10- Ranks:3 Select or Ascend a Discipline Power.
-----------------------------------------------------------------------------------
Unique Perks-
The following perks can be taken immediatley if you have the proper Discipline:
Animal Friend- Telepathy- Ranks:2 Animals won't attack unless provoked. At Rank 2, you may attempt to make an animal; your follower.
Pyromaniac- Pyromancy All Fire based weapons do 50% more damage.
Piercing Strike- Telekinesis Unarmed attacks ignore armor completely.
|
|
|
Post by Vault Boy on Jul 3, 2012 8:38:22 GMT -5
Minor Psychic Powers:
Call Creatures- 2PP 1d10 creatures appear after 2d10 minutes. Or, call a pet to your location.
Call Item- 1PP Summon small previously marked item, be it a knife, a small pistol, or a cigarette, that is close to you or within sight. A marked item must be labled as such, and you may only have 1 at a time.
Chameleon- 1PP +20 to Sneak Check,-20 to shots at you. Short amount of time.
Déjà Vu- 1PP Target repeats same action as last round, exactly the same way.
Distort Vision- 1PP Blind target or interrupt attempt to read you.
Flash Bang- 1PP Stuns target or startles enemies.
Manipulate Gravity- 2PP +2 to AG tests for jumping, or reduce damage from falling.
Forget Me- 1PP Target forgets you for 1d10 minutes, completely ignoring your existence and not attacking/raising an alarm.
Healer- 1PP Heal 1d4 damage for every DoS.
Knack- 1PP Gain +10 to any noncombat test
Lucky- 1PP Roll twice for a Check, taking the better result of the 2.
Precognition- 2PP -10 to hit you with a ranged attack, and gain +10 to Block and parry tests during a duel.
Psychic Signature- 1PP Add Signature to item for 1d10 days. You can find it with a -20 normal test, or automatically with the Dowsing power(Second Sight).
Sense Presence- 1PP Detect living creatures nearby.
Spectral Hands- 2PP Manipulate objects from afar, with little percision. I.E. Flipping a switch just out of reach or pulling a small obect towards you across the ground.
Trick- 1PP Cheat at gambling.
Muffle- 1PP Drowns out all sound, be it from a single gunshot or someone screaming.
Jinx- 2PP Stop mechanical devices(Not High Tech) or Jam weapon.
Shutdown- 2PP Fall into a deep, self induced coma for a period of time depending on your roll. You are fully aware, and may exit at any time.
White Noise- 1PP Avoid remote detection. I.E. Camera, Sensor, Radar, etc.
|
|
|
Post by Vault Boy on Jul 3, 2012 8:51:27 GMT -5
Telekinesis
Catch- 3PP Stop solid projectiles in mid air, be it a throwing knife or a bullet. Only smaller, weaker things may be caught. The number of things you may catch is 1 +2 for each DoS.
Fling- 3PP Lift and throw an object. Size and distance depends on DoS, but nothing big. Damage depends on size of object. Alternatively, you may use this power to throw objects caught with the "Catch" Power.
Force Bolt- 2PP Cause 1D10 Damage, with an extra 2 points for every DoS. This Damage ignores armor.
Force Barrage- 4PP Fire multiple Force bolts, with 2 +1 bolt per DoS.
Precision Telekinesis- 5PP Manipulate objects from a distance as if you were handling them. Be it firing a gun or pulling the pin on a grenade.
Psychic Blade- 4PP Conjure blade of pure psionic energy to attack. The blade does 1D6 Damage, + another die for each DoS. Attacking with the blade requires a Melee Weapons Check, and thus uses the Melee Weapons Skill. The Blade is small, and cannot be used to block. It also looks like whatever the Psyker wishes it to look like.
Constrict- 3PP Squeeze a target or object, doing 2D6 Damage, +1D6 for each DoS. Aiming for a specific part is considered a Called Shot, and will suffer the same penalty.
Push- 3PP Strike out with a wall of Psionic energy. Size and distance the wall travels depends on DoS. It is strong enough to knock an average sized man about 5 feet back and to the ground.
Telekinesis- 2PP Move inanimate objects. The size of the object you can move depends on your DoS. Can lift a maximum of 300lbs.
Telekinetic Shield- 4PP A Psychic shield that adds 2+1 DT for every DoS. It is not a full body shield, and must be focused against 1 enemy's attacks.
|
|
|
Post by Vault Boy on Jul 3, 2012 8:51:37 GMT -5
Telepathy
Beastmaster- 3PP Dominate animal, turning it into an ally that will, temporarily, follow your commands. More intelligent animals are harder to control.
Headache- 3PP Target suffers -10 to all tests and takes 1D6 damage. Another target can be selected for every DoS. The same target can be selected twice, doing more damage(+1D4) and worsening the penalty(-5).
Compel- 3PP Issue a simple command or suggestion, tricking a target into following it. Some people are harder to compel then others.
Dominate- 5PP Control a humanoid enemy, turning them into an ally for a short amount of time. The weak of mind or will are less resistant then those who are intelligent or spirited.
Encourage- 2PP Give an Ally +10 to all combat checks, with an extra +5 for each DoS.
Mind Scan- 5PP Read mind. The amount of information gained depends on DoS.
Projection- 4PP Travel outside your body for a very short amount of time, with no effect on the world.
Psychic Shriek- 4PP Stun all nearby enemies(Cancel 1 Action) and do 1D10 damage, with an extra Die of Damage for each DoS.
See Me Not- 3PP Become undetectable by creating a perception field around yourself. You are still visible to cameras, robots, and other nonliving entities.
Telepathy- 2PP Mind speak. Talk to someone via thought, unable to be answered.
|
|
|
Post by Vault Boy on Jul 3, 2012 8:51:50 GMT -5
Pyromancy
Blinding Flash- 3PP Blind all within a small radius for 1 round, +1 for each DoS.
Burning Fist- 4PP Unarmed attacks deal an extra 1D6 fire damage for each DoS. Must be completely unarmed to work.
Call Flame- 2PP Conjure a small flame for a variety of uses. The flame is not called into your hand, but intead to an area within sight, close by. The amount of fire called depends on DoS.
Douse Flames- 3PP Extinguish flames, and interfere with flame based weapons, jamming them or extinguishing them.
Fire Bolt- 2PP Conjure a small fire ball and launch it at a target for 1D8 Damage. Conjure an extra bolt for each DoS.
Fireball- 3PP Throw a larger Fire Bolt that explodes, doing 1D10 Damage in a 10ft Radius. Does an extra 1D10 for every DoS.
Firestorm- 5PP Powerful AOE attack focused on the Psyker. Does 2D12 Damage in a 15ft Radius outward from the caster. Does an extra 2D12 for each DoS. Does not designate the difference between friend and foe. A Horrendously Powerful ability.
Incinerate- 4PP Burn small area for 1d10 Damage, Doubling each round for 2 rounds + 1 for each DoS.
Sculpt Flame- 3PP Manipulate fire in various ways.
Wall of Flame- 4PP Create wall of flame.(3h×10l×1w) It lasts for 2 rounds, +1 for each DoS. Enemies who walk through it take 1D12 Damage.
|
|
|
Post by Vault Boy on Jul 3, 2012 8:52:30 GMT -5
Second Sight-
True Shot- 3PP One shot auto hits. It cannot be a Burst, Auto, or Called Shot. And it can only be from a small weapon.
Dowsing- 2PP Locate person or item that you have marked or know very well. Far Sight- 4PP Cast sight to location you have been to many times before. Glimpse- 4PP Gain +30 to any single test, noncombat related. Precognitive Strike- 4PP Gain +20 to all Attack related Combat Checks. Lasts for 1 Rounds, +1 for every 2 DoS.
Precognitive Dodge- 2PP Attacks against you are at -20 for 1 round, +1 for every 2 DoS.
Preternatural Awareness- 2PP Gain +2 to PER, If combat is initiated, you will always strike first.
Past Sight- 3PP Look into the past. This ability can do many things, such as allow you to track someone by finding out where they went, or watch someone manipulate a keyboard to find out a password. There is no sound during this, nor will a location change to reflect the past. The amount seen depends on DoS.
Personal Augery- 3PP Look into the future of a target. Can be used to do many things, such as find out whether they will betray, if they will die by doing something, etc. The amount seen depends on DoS.
Soul sight- 5PP Read Someone's Aura, determining what kind of person they are, and whether or not they are lying.
|
|