Difference between revisions of "Psyche afterglow"
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|name=Psyche Afterglow |points=6 |tier=Common | |name=Psyche Afterglow |points=6 |tier=Common | ||
|descriptors=[ [[Undead]] ], [ [[Psychic]] ] | |descriptors=[ [[Undead]] ], [ [[Psychic]] ] | ||
+ | |extras=Quick | ||
|ad=5 |gd=5 |will=0 | |ad=5 |gd=5 |will=0 | ||
− | |accuracy=0 |agility= | + | |accuracy=0 |agility=1 |stealth=0 |perception=0 |
|movement=8 meter [[fly speed]] with 2 meter aerobatics distance. | |movement=8 meter [[fly speed]] with 2 meter aerobatics distance. | ||
|hp=1 |toughness=5 | |hp=1 |toughness=5 |
Revision as of 07:24, 11 March 2015
Psyche Afterglow
When a Psychic dies, sometimes not all of their soul moves on to the afterlife, some of it remains in the world of the living and after a few days condenses into a sort of afterglow.
Psyche afterglows are very visible ghostly blurs that resemble the psychic they were in life, and are the psychic's favorite color.
Psyche afterglows are a bit less intelligent than their original psychics were, and can speak languages they knew in life.
Psyche Afterglow Common — 6 points
| |
AD 5 GD 5 Will 0 HP 1 Toughness 5 | |
Accuracy 0 Save DC 6 Magic Power 0 | |
Stealth 0 Perception 0 Agility 1 | |
Descriptors [ Undead ], [ Psychic ] | |
Movement 8 meter fly speed with 2 meter aerobatics distance. | |
Size 1 meters Reach 1 meters | |
Weight 0.5 kilograms | |
Basic Specialties Psychic, Sturdy | |
Extras Quick |
Psyche afterglows have a Strong Aura of 1 meter.
Psyche afterglows are immune to Physical damage and can fly through solid objects and creatures, albeit at only one-tenth of their normal speed. They cannot hold or move things, or attack.
They have a single Bloodline, drawn from among the ones their original psychic had, and an ability derived from that Bloodline:
- Projection: The psyche afterglow gains a 10 meter teleport speed.
- Telepathy: As a Standard Action, the psyche afterglow can force a single creature within its Strong Aura to make a Will Save. If the creature fails, until an hour has passed or the psyche afterglow uses this ability on a different creature, no other creature can see or hear the psyche afterglow.
- Slaughter: As a Standard Action, the psyche afterglow can make a Magic-Damage attack against the AD of a creature within its Strong Aura that deals 1d6 Heat damage.
- Force: As a Standard Action, the psyche afterglow can fling an unattended object in its Strong Aura weighing 5 kilograms or less 5 meters.
- Shapeshifting: As a Minor Action, the psyche afterglow can change its form and color.
- Celerity: The psyche afterglow gets +4 meters to its fly speed.
- Imaginary Horrors: With 1 minute of concentration, the psyche afterglow can create an imaginary horror in its Strong Aura. The imaginary horror is destroyed 1 round later.
If slain, the psyche afterglow reforms in the same place after 1d10 days.