Mystical powers

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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.

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 twice as many targets. This augment can be applied multiple times.

Increased Area (+2): The radii and lengths of any of the powers area of effect are doubled. This augment can be applied multiple times.

Elements

Fire

 Combust
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 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.

Time

Prescience

 Open Mind
Rank 1
[ Durational ]
Target: One creature who can clearly sense you.
Effect: The creature 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.


 Extract Information
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).
 Future Vision
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

 Mind Shard
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."
[ Ultra ]
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.
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.


 Command
Rank 3
[ Magic-Targets ]
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 for the next 3 rounds. 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): The targets continue following that command after the 3 rounds have passed.
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 ].


 Copy Self
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.