Mystical powers: Difference between revisions
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== Power Descriptions == | |||
=== Action === | |||
Mystical powers take a [[Standard action|Standard Action]] to use unless otherwise specified in their description. The actual movements involved in using a mystic power are determined by which mystical tradition the character follows. | |||
=== Targeting === | |||
A power may say that you have to "clearly sense" a target. To clearly sense a target, it has to be within 1/10th of the maximum distance that you could sense it at with one of your senses, or have been within the past round. Camera feeds and such are sufficient, so long as they're displaying sensory input within the past round, but the camera's sensor also has to be within 1/10th of its maximum sensing distance. ''For example, Akrum the Mystic and Bob are talking over a hologram connection at a distance of 3 light seconds (less than 1 round). Bob is yelled at by someone out of view (normally audible from 300 meters away, but with a [[hologram scanner]], only 150 meters). So long as the yelling person is within 15 meters of Bob's scanner, and as long as Akrum is close enough to the hologram display to clearly hear the sounds it makes, Akrum can target the offscreen person with mystic powers this round.'' | |||
A power may say that a target has to "clearly sense" you, which works the same way, in reverse. If the power needs a creature to "clearly sense" you, without needing you to "clearly sense" them, you can simply describe what sort of target you want to target without knowing if there is one, and if the description is ambiguous, randomize which gets targeted. | |||
Any "clearly sense" targeted power that makes an attack against [[AD]] or [[GD]] originates from the target and thus cover, total cover, and through multiple creatures penalties are irrelevant. | |||
Creatures can always "clearly sense" theirselves. | |||
=== Common Augments === | |||
The following augments can be applied to any appropriate power. | |||
'''Hyper Destructive (+1):''' When the power deals damage, it gets +1 Demolition. This augment can be applied multiple times. | |||
'''Multi-Target (+2):''' The power can target three times as many targets. This augment can be applied multiple times. | |||
'''Lesser Multi-Target (+1):''' The power gains one additional target. | |||
'''Increased Area (+2):''' The radii and lengths of any of the power's areas of effect are doubled. This augment can be applied multiple times. | |||
'''Lesser Increased Area (+1):''' The radii and lengths of any of the power's areas of effect are increased by 50%. | |||
== Elements == | == Elements == | ||
=== | === Storm === | ||
{{Mysticpower | {{Mysticpower | ||
|name=Combust |rank=1 | |name=Combust |rank=1 | ||
|descriptors=[ [[Magic-Damage]] ] | |descriptors=[ [[Magic-Damage]] ] | ||
| | |action=[[Standard action|Standard Action]] | ||
|target=One creature or object you can | |target=One creature or object you can clearly sense. | ||
|effect=If you hit the target with an attack against AD, it takes 1d6 Heat damage and is lit [[on fire]]. | |effect=If you hit the target with an attack against AD, it takes 1d6-1 Heat damage and is lit [[on fire]]. | ||
|augment1=Superheat (+ | |augment1=Superheat (+2) | ||
|augment1effect=Combust gets +2 [[Demolition]]. If the target is killed or destroyed, it explodes violently, dealing 1d6-1 Physical damage ([ [[Magic-Damage]] ] applies, as does the bonus demolition) in a 10 meter [[spray]]. | |augment1effect=Combust gets +2 [[Demolition]]. If the target is killed or destroyed, it explodes violently, dealing 1d6-1 Physical damage ([ [[Magic-Damage]] ] applies, as does the bonus demolition) in a 10 meter [[spray]] ([ [[Muscle-Area]] ] applies). | ||
|augment2=Inferno (+2) | |augment2=Inferno (+2) | ||
|augment2effect=The [[on fire]] condition applied by Combust adds your [ [[Magic-Damage]] ], including to other targets it spreads to. | |augment2effect=The [[on fire]] condition applied by Combust adds your [ [[Magic-Damage]] ], including to other targets it spreads to. | ||
|augment3=Fan the Flames (+ | |augment3=Fan the Flames (+1) | ||
|augment3effect=You may target two additional targets if all of them are | |augment3effect=You may target two additional targets if all targets are already [[on fire]]. | ||
}} | |||
{{Mysticpower | |||
|name=Lightning |rank=1 | |||
|descriptors=[ [[Magic-Damage]] ] | |||
|action=[[Standard action|Standard Action]] | |||
|target=One creature or object within 10 meters. | |||
|effect=If you hit the target with an attack against [[GD]], it takes 1d6-1 Electricity damage and is [[stunned]] for 1 round per wound. | |||
|augment1=Lightning Strike (+3) | |||
|augment1effect=Target one creature or object you can clearly sense instead. | |||
|augment2=Safe Electricity (+1) | |||
|augment2effect=Lightning deals +2 damage, but doesn't actually inflict any wounds. | |||
|augment3=Chain Lightning (+2) | |||
|augment3effect=Lightning also strikes one target within 10 meters of the current target, repeating from that next target until an attack misses or you hit 10 targets. | |||
|augment4=Storm (+2) | |||
|augment4effect=Lightning becomes a [ [[Durational]] ] power targeting yourself, that gives you the ability to make Lightning attacks as a one-handed weapon. It gets -1 damage. | |||
}} | |||
{{Mysticpower | |||
|name=Whirlwind |rank=5 | |||
|descriptors=[ [[Durational]] ] | |||
|action=[[Standard action|Standard Action]] | |||
|target=You | |||
|effect=A cylindrical area around you but not including you, 10 meters in radius and 10 meters in height is filled with [[strong wind]] going either clockwise, counterclockwise, up, or down. This only works where there is an atmosphere. | |||
|augment1=Eye of the Storm (+1) | |||
|augment1effect=The area not included in the whirlwind extends to 5 meters beyond your space, and the cylindrical area of wind extends to 10 meters beyond that. | |||
|augment2=Suppressible (+1) | |||
|augment2effect=You can make the wind temporarily turn off for your choice of 1 to 3 rounds with 1 round of [[concentration]]. | |||
|augment3=Hyperstorm (+2) | |||
|augment3effect=The wind gets even stronger, flinging twice as far, increasing the Muscle check DCs by 1, and increasing the penalty to Agility by -1. | |||
|augment4=Controllable (+1) | |||
|augment4effect=You can change the direction of the wind with 1 round of [[concentration]]. | |||
}} | |||
=== Projection === | |||
Projection is the art of creating duplicate copies of yourself, or parts thereof, or other things. The copies are linked to the original, and targeted as one (so an area of effect that has some of your sprouted limbs in it can hit you, a mental attack that makes you make a will save could target a projected finger, and so on). Certain status effects are not transferred through the link, and may only be applied to the copies or the original separately, within range as though they were seperate entities: [[encumbered]], [[overloaded]], [[grappled]], [[riding]], [[ridden]], [[restrained]], [[prone]], and [[squeezed]]. | |||
The following augments can be applied to any suitable Projection power: | |||
'''Arms of Soul (+1):''' If the power is [ [[Muscle-Damage]] ] it becomes [ [[Magic-Damage]] ] instead and gains [ [[Muscle-Area]] ], but it loses [ [[Magic-Targets]] ] if it had it. | |||
'''Bigger Limbs (+2):''' Whatever is created with the power gets twice the size of the original thing, at somewhat reduced density. This doubles its size and reach, quadruples its weight, and gives it +1 [[Muscle]]. This augment can be applied multiple times. | |||
'''Cautious (+1):''' If the projection would take damage, or be targeted with something that makes you take a [[Will save]], you may end the Power instead. | |||
{{Mysticpower | |||
|name=Extra Limbs |rank=1 | |||
|descriptors=[ [[Durational]] ] | |||
|action=[[Standard action|Standard Action]] | |||
|target=One creature or object you can clearly sense. | |||
|effect=You sprout two limbs from the target if you hit them with an attack against [[GD]]. This lets you either: move the target half of one of your appropriate movement speeds whenever you move, if they're movement limbs and the target weighs at most half your [[carrying capacity]]; or do actions from the target's position with those limbs using your normal actions instead of doing the actions yourself. The limbs don't have any senses other than touch, so they get -1 to [[Accuracy]] when making attacks even if you can see the limbs and the target as it is hard to aim. | |||
|augment1=Extra Eyes (+2) | |||
|augment1effect=You sprout sensory organs from the target instead. This lets you sense from the target, but suffers from the [[remote viewing]] problem. | |||
|augment2=Project Weapons (+3) | |||
|augment2effect=You can project copies of whatever objects you're holding in a limb as you project the limb, so long as it weighs less than your [[carrying capacity]]. The copy functions normally, but if dropped or otherwise released it disappears after 1 round. | |||
|augment3=More Extra Limbs (+1) | |||
|augment3effect=You sprout two additional limbs from the target, which need not be the same kind. Additional movement limbs for the same movement speed increase the distance the target is moved when you move; additional limbs with hands increase the number of hands you can use when doing actions with those limbs. This augment can be applied multiple times. | |||
}} | |||
{{Mysticpower | |||
|name=Snap Neck |rank=1 | |||
|fluff=Two arms briefly appear on the target to grab their head and snap their neck before they can react. | |||
|descriptors=[ [[Muscle-Damage]] ] | |||
|action=[[Standard action|Standard Action]] | |||
|target=One target you can clearly sense. | |||
|effect=Make a [[Heavy]] [[unarmed]] attack against the target with a +2 bonus to damage. | |||
|augment1=Surprise Attack (+2) | |||
|augment1effect=If the target doesn't [[detection|detect]] the attack until after it happens, it deals +1 damage. | |||
|augment2=Abrupt Snap (+3) | |||
|augment2effect=Snap Neck becomes an [[immediate action]], but stops being [[Heavy]]. | |||
|augment3=Mass Snap (+2) | |||
|augment3effect=Snap Neck affects up to 10 targets you can clearly sense, so long as all of them fit in a 10 meter radius sphere. It gets -2 damage. | |||
}} | |||
{{Mysticpower | |||
|name=Field of Arms |rank=3 | |||
|descriptors=[ [[Muscle-Damage]] ], [ [[Durational]] ] | |||
|action=[[Standard action|Standard Action]] | |||
|target=Unattended objects in a 10 meter radius [[spray]] around a point you can see within 100 meters. | |||
|effect=All targeted objects get covered in waving, grabbing limbs. If a creature starts its turn within reach of at least one of the limbs or gets within reach during its turn, one limb makes a [[grapple]] attack against them. When [[grappled]], the target is weighed down by the object the limb is attached to. If a creature starts its turn within reach, but is already [[grappled]] by a limb, then another limb with access to rope can attempt to [[tie up]] the creature instead of grappling it. | |||
|augment1=Host (+1) | |||
|augment1effect=Field of Arms targets one object or creature you can clearly sense instead, which you must hit with an attack against [[GD]]. Unattended objects in a 10 meter radius [[spray]] around the target that moves with the target sprout limbs as described above, but if objects leave the [[spray]] then the limbs disappear, and if objects enter the [[spray]] then new limbs sprout from them automatically. | |||
|augment2=Wraparound (+1) | |||
|augment2effect=Field of Arms becomes a [[blast]] instead of a [[spray]]. | |||
}} | |||
{{Mysticpower | |||
|name=Wall of Self |rank=3 | |||
|descriptors=[ [[Durational]] ] | |||
|action=[[Immediate action|Immediate Action]] | |||
|target=An open space you can see within 100 meters, up to 5 by 5 by 5 meters. | |||
|effect=You project a rectangular wall of your own body parts into the space, fast enough to block projectiles so the penalty limit for [[Leaving Range]] does not apply. Any attacks blocked in this way target you instead. | |||
|augment1=Permanent (+0) | |||
|augment1effect=Wall of Self becomes [ [[Ultra]] ] instead of [ [[Durational]] ]. | |||
|augment2=Great Lengths (+1) | |||
|augment2effect=Triple one of the lengths of the area filled with your body parts. This augment can be applied multiple times. | |||
}} | |||
{{Mysticpower | |||
|name=Quicklimb |rank=5 | |||
|descriptors=[ [[Muscle-Damage]] ] (see text), [ [[Durational]] ] | |||
|action=[[Standard action|Standard Action]] | |||
|target=You | |||
|effect=You gain the ability to quickly project limbs and briefly act with them before the limbs disappear again. You can effectively reach any target with your [[unarmed]] attacks or actions that manipulate objects if you can clearly sense the target. | |||
|augment1=Project Weapons (+3) | |||
|augment1effect=You can project copies of whatever objects you're holding in a limb as you project the limb, so long as it weighs less than your [[carrying capacity]]. The copy functions normally, but lasts only for the duration of the action you make with the briefly projected limb. | |||
}} | |||
{{Mysticpower | |||
|name=Duplicate |rank=5 | |||
|descriptors=[ [[Durational]] ] | |||
|action=[[Standard action|Standard Action]] | |||
|target=An open space you can see within 100 meters. | |||
|effect=You project a copy of yourself into the targeted space. It does not act, unless you use an action to give it that same action, or if you use an action to move, in which case the copy may move as though they had used the same action. You can see with its senses, although [[remote viewing]] problems apply. | |||
|augment1=Permanent (+1) | |||
|augment1effect=Duplicate becomes [ [[Ultra]] ] instead of [ [[Durational]] ]. | |||
|augment2=Duplicate Object (+2, can't be Permanent) | |||
|augment2effect=Duplicate also targets one unattended object you can clearly sense, occupying an area which fits within a 5 meter radius sphere. Instead of creating a copy of you, a copy of the object is created. | |||
|augment3=Dematerialize (+2) | |||
|augment3effect=You may end Duplicate as a [[Standard action|Standard Action]]. When it ends for any reason, you may have the original [[teleport]] to replace the copy seamlessly. | |||
}} | |||
=== Motion === | |||
{{Mysticpower | |||
|name=Move |rank=1 | |||
|action=[[Standard action|Standard Action]] | |||
|target=One object you can clearly sense, occupying an area that fits within a 1 meter radius sphere. | |||
|effect=You move the target 5 meters in any direction. If another creature touches the object during its movement, the creature may make a [[Will save]] to force the movement to end there. The object hovers in place for 1 round before potentially falling. If it has its own movement ability, it may continue to use it, but [[movement in space]] rules apply. | |||
|augment1=Move Creature (+2) | |||
|augment1effect=You may target a creature you can clearly sense of any size instead. It gets a [[Will save]] to resist. | |||
|augment2=Faster Movement (+1) | |||
|augment2effect=Double the distance you may move the target. This augment can be applied multiple times. | |||
|augment3=Continued Movement (+1) | |||
|augment3effect=Move becomes [ [[Durational]] ]. You may move the target again as a [[move action|Move Action]] while this is active, and it hovers in place when you don't move it. | |||
}} | |||
{{Mysticpower | |||
|name=Keep Air |rank=1 | |||
|descriptors=[ [[Durational]] ] | |||
|action=[[Standard action|Standard Action]] | |||
|target=Yourself | |||
|effect=A bubble around you, 5 meters in radius, brings air with you as you move, even in space. You may keep unwanted gases from entering the area. | |||
|augment1=Grant (+1) | |||
|augment1effect=You may target a creature you can clearly sense instead. It gets a [[Will save]] to resist. | |||
}} | |||
{{Mysticpower | |||
|name=Stop |rank=3 | |||
|action=[[Standard action|Standard Action]] | |||
|target=One object you can clearly sense, occupying an area that fits within a 5 meter radius sphere, or one creature you can clearly sense. | |||
|effect=If you hit the target with an attack against [[GD]], it stops moving. If it was drifting through space, its speed now matches your own. If it was a vehicle, its movement ends and its Movement Mode is set to its first one. If it was a creature taking an action, any movement it was currently doing ends, although other things it may have been doing are unaffected. | |||
|augment1=Hold (+2) | |||
|augment1effect=Stop becomes [ [[Durational]] ]. The target cannot move at all and is effectively [[Paralyzed]]. As a [[move action]] it, or if it's an object, a creature touching it, may make a [[Will save]] to break free and end Stop. | |||
|augment2=Deathly Stillness (+1, requires Hold) | |||
|augment2effect=Any time a creature tries to end Stop, the target takes 1d6 Cold damage ([ [[Magic-Damage]] ] applies). | |||
|augment3=Sudden Stop (+2) | |||
|augment3effect=Stop may be used as an [[immediate action|Immediate Action]]. It becomes [ [[Ultra]] ]. | |||
}} | |||
{{Mysticpower | |||
|name=Thrust |rank=3 | |||
|action=[[Standard action|Standard Action]] | |||
|target=One creature you can clearly sense. | |||
|effect=If the creature fails a [[Will save]], it is [[fling|flung]] 5 meters in any direction. For every 3 points of [[Magic Power]] you have, the target is flung twice as far. | |||
|augment1=Blast Wave (+2) | |||
|augment1effect=Thrust targets all creatures in either: a 30 meter, 45 degree conical [[spray]] from you; or a 10 meter radius [[spray]] from a point you can see within 100 meters instead. All creatures are flung in either: the same direction; towards the source; or away from the source. | |||
}} | |||
=== Prescience === | |||
{{Mysticpower | |||
|name=Open Mind |rank=1 | |||
|descriptors=[ [[Durational]] ] | |||
|action=[[Standard action|Standard Action]] | |||
|target=One creature who can clearly sense you. | |||
|effect=The creature, if it fails a [[Will save]], gains a telepathic ability to communicate with other beings within 30 meters, even through walls. They can sense a unique identifying "feel" of any thinking creature, which does not allow them to locate it but does let them recognize it later, and can consciously project a thought to a specific creature as a [[lesser action]]. This thought has the target's "feel" and does not seem like the creature's own thoughts. The creature can then project thoughts back, also as a [[lesser action]]. Any time a creature projects a thought to another creature in this way, the receiving creature "clearly senses" the sending creature. Thoughts may be in the form of words or sensory ideas (like imagined images, or remembered smells), although they are limited by the lesser of the two creatures' ability to imagine or understand. | |||
|augment1=Stable Connection (+1) | |||
|augment1effect=Once a creature has sent a thought back to the target, then a link is opened between them, and they can continue to communicate telepathically even if they stop being close to each other. Telepathic communication is instantaneous, not limited by the speed of light. If the power ends then the link is closed. Either creature can also close the link with 1 round of [[concentration]]. | |||
|augment2=Regain Connection (+1, requires Stable Connection) | |||
|augment2effect=Open Mind lets a target sense the "feel" of, and communicate with, a creature they previously formed a link with, from within a distance of 30 light-seconds instead of 30 meters. | |||
|augment3=Dark Visions (+1, requires Regain Connection) | |||
|augment3effect=When the target sleeps for 8 hours, if a linked or previously linked creature is probably going to be tortured or killed in the next week (especially if the target does nothing), then they experience painful dreams of the event, where they can see the room or area where it will happen, but other creatures appear only as blurry figures. The DM doesn't actually know the future so they have to just make an honest attempt at one likely event each night, choosing a different nightmare each time if they're unsure. | |||
|augment4=Clearer Thoughts (+1) | |||
|augment4effect=Creatures may send thoughts in the form of sensory ideas effectively even if the recipient would normally lack the ability to imagine such things. | |||
}} | |||
{{Mysticpower | |||
|name=Extract Information |rank=3 | |||
|descriptors=[ [[Ultra]] ], [ [[Magic-Damage]] ] | |||
|action=[[Standard action|Standard Action]] | |||
|target=One creature you can clearly sense. | |||
|effect=The creature must make a [[Will saves|Will save]] or take 1d6 Mind damage. If this wounds, you extract a one hour period of the target's memories, specified either by a given time period, or by an event you describe. If your description is ambiguous, randomize. | |||
|augment1=Expanded Window (+1) | |||
|augment1effect=Multiply the length of the period of memories you extract by 10. This augment can be applied multiple times. | |||
|augment2=Gentle Touch (+1) | |||
|augment2effect=Extract Information doesn't actually inflict wounds. | |||
|augment3=Psychometry (+2) | |||
|augment3effect=You can target objects. Normal objects only remember touch, and their own internal state (like what they displayed on their screens). | |||
}} | |||
{{Mysticpower | |||
|name=Simply Know |rank=3 | |||
|descriptors=[ [[Ultra]] ] | |||
|action=[[Lesser action|Lesser Action]] | |||
|effect=To use Simply Know, consider a statement about the universe as it currently is. You know whether it's true or not. | |||
|augment1=Extra Statements (+1) | |||
|augment1effect=You may consider one additional statements and know the truth of it. This augment can be applied multiple times. | |||
|augment2=Share Truth (+2) | |||
|augment2effect=Whenever you touch another creature, you may let them know in their heart that a statement is true if you've previously checked it with Simply Know in the past hour. | |||
}} | |||
{{Mysticpower | |||
|name=Future Vision |rank=7 | |||
|descriptors=[ [[Ultra]] ] | |||
|action=None | |||
|target=Yourself | |||
|effect=When you would die, you may invoke Future Vision to reveal that all this was merely one of your own prescient visions, reverting the world back to an earlier state up to 3 rounds ago. This expends the use of Future Vision back in that past moment, so you can't go back to a time when you didn't have a use to spend. | |||
|augment1=Long Vision (+2) | |||
|augment1effect=You can go back up to 24 hours. | |||
}} | |||
=== Imposition === | |||
{{Mysticpower | |||
|name=Mind Shard |rank=1 | |||
|fluff="The boss doesn't want you to sit here," the chair said. "I know, because I don't want you to sit here." | |||
|descriptors=[ [[Durational]] ] | |||
|action=[[Standard action|Standard Action]] | |||
|target=One unattended object you can clearly sense, occupying an area that fits within a 1 meter radius sphere. | |||
|effect=You copy your [[soul]] into the object. It gains sight, hearing, and a voice as a 0.1 meter creature, and a sense of touch. If the object is wounded, or a different Mind Shard is placed into it, this Mind Shard ends. Your memories are not copied, so you may need to spend considerable time talking to it and explaining what you want it to do. | |||
|augment1=Permanent (+0) | |||
|augment1effect=Mind Shard becomes [ [[Ultra]] ] instead of [ [[Durational]] ]. | |||
|augment2=Animate Object (+2) | |||
|augment2effect=The object becomes a creature and gains the statistics of a [[Person]] as it becomes able to bend and flex its physical form, except with the size and weight of itself, and its existing weak senses. It has up to two hands, depending on the shape of the object (if the object is a sculpture with a hundred hands, it still only has the control to use two at a time). It can potentially learn classes and extras and skills. If it would put you over your point limit, it leaves your party, becomes independent, and pursues its own aims, which are similar to yours but may come into conflict. | |||
|augment3=Copy Memories (+1) | |||
|augment3effect=The object is created with all your memories, but not quite detailed enough to have your skills or classes. | |||
|augment4=Transferable Mind (+1) | |||
|augment4effect=The Mind Shard becomes transferable. As a [[standard action]] while touching the mind shard object and a different object, you may transfer the Mind Shard to that other object. | |||
}} | |||
{{Mysticpower | |||
|name=Dispel |rank=3 | |||
|action=[[Standard action|Standard Action]] | |||
|target=One active Power that is affecting a creature or object you can clearly sense. | |||
|effect=If the owner of the active Power fails a [[Will save]], the Power ends. If they succeed, you must make a [[Will save]] against their [[Save DC]] or take 1d6+3 Mind damage (their [[Magic Power]] applies). | |||
|augment1=Negation (+1) | |||
|augment1effect=Instead of targeting one Power, you target all Powers affecting the creature or object. Only one Will save is made per owner, no matter how many Powers of that owner will potentially end. | |||
|augment2=Counterspell (+2) | |||
|augment2effect=You may use Dispel as an [[immediate action]] to negate a Power as it is activated. | |||
|augment3=Protection (+2) | |||
|augment3effect=You may use Dispel on a creature or object prophylactically, making Dispel into a [ [[Durational]] ] power that waits until a new Power you don't own would affect the target, and attempting to dispel it then, then Dispel ends. | |||
}} | }} | ||
=== | {{Mysticpower | ||
|name=Command |rank=3 | |||
|descriptors=[ [[Magic-Targets]] ], [ [[Durational]] ] | |||
|action=[[Standard action|Standard Action]] | |||
|target=One creature who can clearly sense you. | |||
|effect=Give a command. If the target fails a [[Will save]] with a -2 to the DC, they must follow that command in a calm and emotionless way. They can be shaken free by taking at least 1 damage, or being [[grappled]]. After they stop following the command, they forget the time spent obeying it. If they don't understand the command (perhaps because you gave it in a language they don't know), they cannot follow it. | |||
|augment1=Influence Thoughts (+1) | |||
|augment1effect=The targets remember the time spent following the command, but they remember the command itself like a thought they had on their own that they just decided to do. If the command wasn't too out of character for them, they won't suspect they were Commanded at all. | |||
|augment2=Modify Memory (+2, requires Influence Thoughts) | |||
|augment2effect=Instead of commanding someone to do something, you can give someone a command to remember something differently. They do so indefinitely, but each time they are presented with a new piece of physical evidence that their memory is false, they get a [[Will save]] to break free of this false memory. | |||
|augment3=Long Command (+2) | |||
|augment3effect=Command stops being [ [[Durational]] ]. | |||
|augment4=Sleeper Command (+2) | |||
|augment4effect=Specify a trigger as you give the command. Instead of obeying immediately, they obey for a period starting when they sense that trigger. Command becomes an [ [[Ultra]] ] power. | |||
|augment5=Commanding Yell (+3) | |||
|augment5effect=Command targets any number of creatures in a 30 meter radius blast from you, who can clearly sense you. It stops being [ [[Magic-Targets]] ] and becomes [ [[Muscle-Area]] ]. | |||
}} | |||
{{Mysticpower | |||
|name=Terrify |rank=3 | |||
|action=[[Standard action|Standard Action]] | |||
|target=One creature who can clearly sense you. | |||
|effect=The target finds you [[fight or flight|Frightening]] equal to your [[Save DC]]. | |||
|augment1=Shriek (+2) | |||
|augment1effect=Terrify targets all creatures in a 30 meter, 45 degree, conical [[spray]]. | |||
|augment2=NO! (+2) | |||
|augment2effect=Terrify can be used as an [[immediate action|Immediate Action]]. | |||
|augment3=Destroy Mind (+3) | |||
|augment3effect=Terrify deals 1d6-1 Mind damage to creatures who fail their saves against the fear. It becomes [ [[Magic-Damage]] ] and [ [[Muscle-Area]] ]. | |||
|augment4=Perversion (+2) | |||
|augment4effect=When you Terrify a creature, you may choose its fear response, from any fear response except one it actually has. | |||
}} | |||
{{Mysticpower | |||
|name=Copy Self |rank=5 | |||
|descriptors=[ [[Ultra]] ], [ [[Magic-Damage]] ] | |||
|action=[[Standard action|Standard Action]] | |||
|target=One creature you can clearly sense, and who can clearly sense you | |||
|effect=If the target fails a [[Will saves|Will save]], it takes 1d6 Mind damage. If this wounds and the target is or becomes [[unconscious]], you copy your [[soul]] and memories into the creature. It becomes a member of your party, but after 3 rounds (during which time it's probably still unconscious), if you are over your point limit or your skill point limit, it leaves your party, becomes independent, and pursues its own aims, which are similar to yours but may come into conflict. | |||
|augment1=Override Knowledge (+2) | |||
|augment1effect=Replace the target's skills with your own. Replace as many of the target's classes and specialties with your own as you can, so long as the result is still a valid character. | |||
|augment2=Insidious Whispers (+2) | |||
|augment2effect=The target does not need to be able to clearly sense you. | |||
}} | |||
Latest revision as of 18:36, 5 October 2024
Power Descriptions
Action
Mystical powers take a Standard Action to use unless otherwise specified in their description. The actual movements involved in using a mystic power are determined by which mystical tradition the character follows.
Targeting
A power may say that you have to "clearly sense" a target. To clearly sense a target, it has to be within 1/10th of the maximum distance that you could sense it at with one of your senses, or have been within the past round. Camera feeds and such are sufficient, so long as they're displaying sensory input within the past round, but the camera's sensor also has to be within 1/10th of its maximum sensing distance. For example, Akrum the Mystic and Bob are talking over a hologram connection at a distance of 3 light seconds (less than 1 round). Bob is yelled at by someone out of view (normally audible from 300 meters away, but with a hologram scanner, only 150 meters). So long as the yelling person is within 15 meters of Bob's scanner, and as long as Akrum is close enough to the hologram display to clearly hear the sounds it makes, Akrum can target the offscreen person with mystic powers this round.
A power may say that a target has to "clearly sense" you, which works the same way, in reverse. If the power needs a creature to "clearly sense" you, without needing you to "clearly sense" them, you can simply describe what sort of target you want to target without knowing if there is one, and if the description is ambiguous, randomize which gets targeted.
Any "clearly sense" targeted power that makes an attack against AD or GD originates from the target and thus cover, total cover, and through multiple creatures penalties are irrelevant.
Creatures can always "clearly sense" theirselves.
Common Augments
The following augments can be applied to any appropriate power.
Hyper Destructive (+1): When the power deals damage, it gets +1 Demolition. This augment can be applied multiple times.
Multi-Target (+2): The power can target three times as many targets. This augment can be applied multiple times.
Lesser Multi-Target (+1): The power gains one additional target.
Increased Area (+2): The radii and lengths of any of the power's areas of effect are doubled. This augment can be applied multiple times.
Lesser Increased Area (+1): The radii and lengths of any of the power's areas of effect are increased by 50%.
Elements
Storm
|
Rank 1
| |
| [ Magic-Damage ] | |
| Target: One creature or object you can clearly sense. | |
| Effect: If you hit the target with an attack against AD, it takes 1d6-1 Heat damage and is lit on fire. | |
| Superheat (+2): Combust gets +2 Demolition. If the target is killed or destroyed, it explodes violently, dealing 1d6-1 Physical damage ([ Magic-Damage ] applies, as does the bonus demolition) in a 10 meter spray ([ Muscle-Area ] applies). | |
| Inferno (+2): The on fire condition applied by Combust adds your [ Magic-Damage ], including to other targets it spreads to. | |
| Fan the Flames (+1): You may target two additional targets if all targets are already on fire. |
|
Rank 1
| |
| [ Magic-Damage ] | |
| Target: One creature or object within 10 meters. | |
| Effect: If you hit the target with an attack against GD, it takes 1d6-1 Electricity damage and is stunned for 1 round per wound. | |
| Lightning Strike (+3): Target one creature or object you can clearly sense instead. | |
| Safe Electricity (+1): Lightning deals +2 damage, but doesn't actually inflict any wounds. | |
| Chain Lightning (+2): Lightning also strikes one target within 10 meters of the current target, repeating from that next target until an attack misses or you hit 10 targets. | |
| Storm (+2): Lightning becomes a [ Durational ] power targeting yourself, that gives you the ability to make Lightning attacks as a one-handed weapon. It gets -1 damage. |
|
Rank 5
| |
| [ Durational ] | |
| Target: You | |
| Effect: A cylindrical area around you but not including you, 10 meters in radius and 10 meters in height is filled with strong wind going either clockwise, counterclockwise, up, or down. This only works where there is an atmosphere. | |
| Eye of the Storm (+1): The area not included in the whirlwind extends to 5 meters beyond your space, and the cylindrical area of wind extends to 10 meters beyond that. | |
| Suppressible (+1): You can make the wind temporarily turn off for your choice of 1 to 3 rounds with 1 round of concentration. | |
| Hyperstorm (+2): The wind gets even stronger, flinging twice as far, increasing the Muscle check DCs by 1, and increasing the penalty to Agility by -1. | |
| Controllable (+1): You can change the direction of the wind with 1 round of concentration. |
Projection
Projection is the art of creating duplicate copies of yourself, or parts thereof, or other things. The copies are linked to the original, and targeted as one (so an area of effect that has some of your sprouted limbs in it can hit you, a mental attack that makes you make a will save could target a projected finger, and so on). Certain status effects are not transferred through the link, and may only be applied to the copies or the original separately, within range as though they were seperate entities: encumbered, overloaded, grappled, riding, ridden, restrained, prone, and squeezed.
The following augments can be applied to any suitable Projection power:
Arms of Soul (+1): If the power is [ Muscle-Damage ] it becomes [ Magic-Damage ] instead and gains [ Muscle-Area ], but it loses [ Magic-Targets ] if it had it.
Bigger Limbs (+2): Whatever is created with the power gets twice the size of the original thing, at somewhat reduced density. This doubles its size and reach, quadruples its weight, and gives it +1 Muscle. This augment can be applied multiple times.
Cautious (+1): If the projection would take damage, or be targeted with something that makes you take a Will save, you may end the Power instead.
|
Rank 1
| |
| [ Durational ] | |
| Target: One creature or object you can clearly sense. | |
| Effect: You sprout two limbs from the target if you hit them with an attack against GD. This lets you either: move the target half of one of your appropriate movement speeds whenever you move, if they're movement limbs and the target weighs at most half your carrying capacity; or do actions from the target's position with those limbs using your normal actions instead of doing the actions yourself. The limbs don't have any senses other than touch, so they get -1 to Accuracy when making attacks even if you can see the limbs and the target as it is hard to aim. | |
| Extra Eyes (+2): You sprout sensory organs from the target instead. This lets you sense from the target, but suffers from the remote viewing problem. | |
| Project Weapons (+3): You can project copies of whatever objects you're holding in a limb as you project the limb, so long as it weighs less than your carrying capacity. The copy functions normally, but if dropped or otherwise released it disappears after 1 round. | |
| More Extra Limbs (+1): You sprout two additional limbs from the target, which need not be the same kind. Additional movement limbs for the same movement speed increase the distance the target is moved when you move; additional limbs with hands increase the number of hands you can use when doing actions with those limbs. This augment can be applied multiple times. |
|
Rank 1
| |
| Two arms briefly appear on the target to grab their head and snap their neck before they can react. | |
| [ Muscle-Damage ] | |
| Target: One target you can clearly sense. | |
| Effect: Make a Heavy unarmed attack against the target with a +2 bonus to damage. | |
| Surprise Attack (+2): If the target doesn't detect the attack until after it happens, it deals +1 damage. | |
| Abrupt Snap (+3): Snap Neck becomes an immediate action, but stops being Heavy. | |
| Mass Snap (+2): Snap Neck affects up to 10 targets you can clearly sense, so long as all of them fit in a 10 meter radius sphere. It gets -2 damage. |
|
Rank 3
| |
| [ Muscle-Damage ], [ Durational ] | |
| Target: Unattended objects in a 10 meter radius spray around a point you can see within 100 meters. | |
| Effect: All targeted objects get covered in waving, grabbing limbs. If a creature starts its turn within reach of at least one of the limbs or gets within reach during its turn, one limb makes a grapple attack against them. When grappled, the target is weighed down by the object the limb is attached to. If a creature starts its turn within reach, but is already grappled by a limb, then another limb with access to rope can attempt to tie up the creature instead of grappling it. | |
| Host (+1): Field of Arms targets one object or creature you can clearly sense instead, which you must hit with an attack against GD. Unattended objects in a 10 meter radius spray around the target that moves with the target sprout limbs as described above, but if objects leave the spray then the limbs disappear, and if objects enter the spray then new limbs sprout from them automatically. | |
| Wraparound (+1): Field of Arms becomes a blast instead of a spray. |
|
Rank 3
| |
| [ Durational ] | |
| Action: Immediate Action | |
| Target: An open space you can see within 100 meters, up to 5 by 5 by 5 meters. | |
| Effect: You project a rectangular wall of your own body parts into the space, fast enough to block projectiles so the penalty limit for Leaving Range does not apply. Any attacks blocked in this way target you instead. | |
| Permanent (+0): Wall of Self becomes [ Ultra ] instead of [ Durational ]. | |
| Great Lengths (+1): Triple one of the lengths of the area filled with your body parts. This augment can be applied multiple times. |
|
Rank 5
| |
| [ Muscle-Damage ] (see text), [ Durational ] | |
| Target: You | |
| Effect: You gain the ability to quickly project limbs and briefly act with them before the limbs disappear again. You can effectively reach any target with your unarmed attacks or actions that manipulate objects if you can clearly sense the target. | |
| Project Weapons (+3): You can project copies of whatever objects you're holding in a limb as you project the limb, so long as it weighs less than your carrying capacity. The copy functions normally, but lasts only for the duration of the action you make with the briefly projected limb. |
|
Rank 5
| |
| [ Durational ] | |
| Target: An open space you can see within 100 meters. | |
| Effect: You project a copy of yourself into the targeted space. It does not act, unless you use an action to give it that same action, or if you use an action to move, in which case the copy may move as though they had used the same action. You can see with its senses, although remote viewing problems apply. | |
| Permanent (+1): Duplicate becomes [ Ultra ] instead of [ Durational ]. | |
| Duplicate Object (+2, can't be Permanent): Duplicate also targets one unattended object you can clearly sense, occupying an area which fits within a 5 meter radius sphere. Instead of creating a copy of you, a copy of the object is created. | |
| Dematerialize (+2): You may end Duplicate as a Standard Action. When it ends for any reason, you may have the original teleport to replace the copy seamlessly. |
Motion
|
Rank 1
| |
| Target: One object you can clearly sense, occupying an area that fits within a 1 meter radius sphere. | |
| Effect: You move the target 5 meters in any direction. If another creature touches the object during its movement, the creature may make a Will save to force the movement to end there. The object hovers in place for 1 round before potentially falling. If it has its own movement ability, it may continue to use it, but movement in space rules apply. | |
| Move Creature (+2): You may target a creature you can clearly sense of any size instead. It gets a Will save to resist. | |
| Faster Movement (+1): Double the distance you may move the target. This augment can be applied multiple times. | |
| Continued Movement (+1): Move becomes [ Durational ]. You may move the target again as a Move Action while this is active, and it hovers in place when you don't move it. |
|
Rank 1
| |
| [ Durational ] | |
| Target: Yourself | |
| Effect: A bubble around you, 5 meters in radius, brings air with you as you move, even in space. You may keep unwanted gases from entering the area. | |
| Grant (+1): You may target a creature you can clearly sense instead. It gets a Will save to resist. |
|
Rank 3
| |
| Target: One object you can clearly sense, occupying an area that fits within a 5 meter radius sphere, or one creature you can clearly sense. | |
| Effect: If you hit the target with an attack against GD, it stops moving. If it was drifting through space, its speed now matches your own. If it was a vehicle, its movement ends and its Movement Mode is set to its first one. If it was a creature taking an action, any movement it was currently doing ends, although other things it may have been doing are unaffected. | |
| Hold (+2): Stop becomes [ Durational ]. The target cannot move at all and is effectively Paralyzed. As a move action it, or if it's an object, a creature touching it, may make a Will save to break free and end Stop. | |
| Deathly Stillness (+1, requires Hold): Any time a creature tries to end Stop, the target takes 1d6 Cold damage ([ Magic-Damage ] applies). | |
| Sudden Stop (+2): Stop may be used as an Immediate Action. It becomes [ Ultra ]. |
|
Rank 3
| |
| Target: One creature you can clearly sense. | |
| Effect: If the creature fails a Will save, it is flung 5 meters in any direction. For every 3 points of Magic Power you have, the target is flung twice as far. | |
| Blast Wave (+2): Thrust targets all creatures in either: a 30 meter, 45 degree conical spray from you; or a 10 meter radius spray from a point you can see within 100 meters instead. All creatures are flung in either: the same direction; towards the source; or away from the source. |
Prescience
|
Rank 1
| |
| [ Durational ] | |
| Target: One creature who can clearly sense you. | |
| Effect: The creature, if it fails a Will save, gains a telepathic ability to communicate with other beings within 30 meters, even through walls. They can sense a unique identifying "feel" of any thinking creature, which does not allow them to locate it but does let them recognize it later, and can consciously project a thought to a specific creature as a lesser action. This thought has the target's "feel" and does not seem like the creature's own thoughts. The creature can then project thoughts back, also as a lesser action. Any time a creature projects a thought to another creature in this way, the receiving creature "clearly senses" the sending creature. Thoughts may be in the form of words or sensory ideas (like imagined images, or remembered smells), although they are limited by the lesser of the two creatures' ability to imagine or understand. | |
| Stable Connection (+1): Once a creature has sent a thought back to the target, then a link is opened between them, and they can continue to communicate telepathically even if they stop being close to each other. Telepathic communication is instantaneous, not limited by the speed of light. If the power ends then the link is closed. Either creature can also close the link with 1 round of concentration. | |
| Regain Connection (+1, requires Stable Connection): Open Mind lets a target sense the "feel" of, and communicate with, a creature they previously formed a link with, from within a distance of 30 light-seconds instead of 30 meters. | |
| Dark Visions (+1, requires Regain Connection): When the target sleeps for 8 hours, if a linked or previously linked creature is probably going to be tortured or killed in the next week (especially if the target does nothing), then they experience painful dreams of the event, where they can see the room or area where it will happen, but other creatures appear only as blurry figures. The DM doesn't actually know the future so they have to just make an honest attempt at one likely event each night, choosing a different nightmare each time if they're unsure. | |
| Clearer Thoughts (+1): Creatures may send thoughts in the form of sensory ideas effectively even if the recipient would normally lack the ability to imagine such things. |
|
Rank 3
| |
| [ Ultra ], [ Magic-Damage ] | |
| Target: One creature you can clearly sense. | |
| Effect: The creature must make a Will save or take 1d6 Mind damage. If this wounds, you extract a one hour period of the target's memories, specified either by a given time period, or by an event you describe. If your description is ambiguous, randomize. | |
| Expanded Window (+1): Multiply the length of the period of memories you extract by 10. This augment can be applied multiple times. | |
| Gentle Touch (+1): Extract Information doesn't actually inflict wounds. | |
| Psychometry (+2): You can target objects. Normal objects only remember touch, and their own internal state (like what they displayed on their screens). |
|
Rank 3
| |
| [ Ultra ] | |
| Action: Lesser Action | |
| Effect: To use Simply Know, consider a statement about the universe as it currently is. You know whether it's true or not. | |
| Extra Statements (+1): You may consider one additional statements and know the truth of it. This augment can be applied multiple times. | |
| Share Truth (+2): Whenever you touch another creature, you may let them know in their heart that a statement is true if you've previously checked it with Simply Know in the past hour. |
|
Rank 7
| |
| [ Ultra ] | |
| Action: None | |
| Target: Yourself | |
| Effect: When you would die, you may invoke Future Vision to reveal that all this was merely one of your own prescient visions, reverting the world back to an earlier state up to 3 rounds ago. This expends the use of Future Vision back in that past moment, so you can't go back to a time when you didn't have a use to spend. | |
| Long Vision (+2): You can go back up to 24 hours. |
Imposition
|
Rank 1
| |
| "The boss doesn't want you to sit here," the chair said. "I know, because I don't want you to sit here." | |
| [ Durational ] | |
| Target: One unattended object you can clearly sense, occupying an area that fits within a 1 meter radius sphere. | |
| Effect: You copy your soul into the object. It gains sight, hearing, and a voice as a 0.1 meter creature, and a sense of touch. If the object is wounded, or a different Mind Shard is placed into it, this Mind Shard ends. Your memories are not copied, so you may need to spend considerable time talking to it and explaining what you want it to do. | |
| Permanent (+0): Mind Shard becomes [ Ultra ] instead of [ Durational ]. | |
| Animate Object (+2): The object becomes a creature and gains the statistics of a Person as it becomes able to bend and flex its physical form, except with the size and weight of itself, and its existing weak senses. It has up to two hands, depending on the shape of the object (if the object is a sculpture with a hundred hands, it still only has the control to use two at a time). It can potentially learn classes and extras and skills. If it would put you over your point limit, it leaves your party, becomes independent, and pursues its own aims, which are similar to yours but may come into conflict. | |
| Copy Memories (+1): The object is created with all your memories, but not quite detailed enough to have your skills or classes. | |
| Transferable Mind (+1): The Mind Shard becomes transferable. As a standard action while touching the mind shard object and a different object, you may transfer the Mind Shard to that other object. |
|
Rank 3
| |
| Target: One active Power that is affecting a creature or object you can clearly sense. | |
| Effect: If the owner of the active Power fails a Will save, the Power ends. If they succeed, you must make a Will save against their Save DC or take 1d6+3 Mind damage (their Magic Power applies). | |
| Negation (+1): Instead of targeting one Power, you target all Powers affecting the creature or object. Only one Will save is made per owner, no matter how many Powers of that owner will potentially end. | |
| Counterspell (+2): You may use Dispel as an immediate action to negate a Power as it is activated. | |
| Protection (+2): You may use Dispel on a creature or object prophylactically, making Dispel into a [ Durational ] power that waits until a new Power you don't own would affect the target, and attempting to dispel it then, then Dispel ends. |
|
Rank 3
| |
| [ Magic-Targets ], [ Durational ] | |
| Target: One creature who can clearly sense you. | |
| Effect: Give a command. If the target fails a Will save with a -2 to the DC, they must follow that command in a calm and emotionless way. They can be shaken free by taking at least 1 damage, or being grappled. After they stop following the command, they forget the time spent obeying it. If they don't understand the command (perhaps because you gave it in a language they don't know), they cannot follow it. | |
| Influence Thoughts (+1): The targets remember the time spent following the command, but they remember the command itself like a thought they had on their own that they just decided to do. If the command wasn't too out of character for them, they won't suspect they were Commanded at all. | |
| Modify Memory (+2, requires Influence Thoughts): Instead of commanding someone to do something, you can give someone a command to remember something differently. They do so indefinitely, but each time they are presented with a new piece of physical evidence that their memory is false, they get a Will save to break free of this false memory. | |
| Long Command (+2): Command stops being [ Durational ]. | |
| Sleeper Command (+2): Specify a trigger as you give the command. Instead of obeying immediately, they obey for a period starting when they sense that trigger. Command becomes an [ Ultra ] power. | |
| Commanding Yell (+3): Command targets any number of creatures in a 30 meter radius blast from you, who can clearly sense you. It stops being [ Magic-Targets ] and becomes [ Muscle-Area ]. |
|
Rank 3
| |
| Target: One creature who can clearly sense you. | |
| Effect: The target finds you Frightening equal to your Save DC. | |
| Shriek (+2): Terrify targets all creatures in a 30 meter, 45 degree, conical spray. | |
| NO! (+2): Terrify can be used as an Immediate Action. | |
| Destroy Mind (+3): Terrify deals 1d6-1 Mind damage to creatures who fail their saves against the fear. It becomes [ Magic-Damage ] and [ Muscle-Area ]. | |
| Perversion (+2): When you Terrify a creature, you may choose its fear response, from any fear response except one it actually has. |
|
Rank 5
| |
| [ Ultra ], [ Magic-Damage ] | |
| Target: One creature you can clearly sense, and who can clearly sense you | |
| Effect: If the target fails a Will save, it takes 1d6 Mind damage. If this wounds and the target is or becomes unconscious, you copy your soul and memories into the creature. It becomes a member of your party, but after 3 rounds (during which time it's probably still unconscious), if you are over your point limit or your skill point limit, it leaves your party, becomes independent, and pursues its own aims, which are similar to yours but may come into conflict. | |
| Override Knowledge (+2): Replace the target's skills with your own. Replace as many of the target's classes and specialties with your own as you can, so long as the result is still a valid character. | |
| Insidious Whispers (+2): The target does not need to be able to clearly sense you. |
