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The psionic abilities system
is possibly quite different from those of other RPGs. Unlike in some games
where your psionic/magic
abilities increase with your character's level, regardless of whether they
were used or not during the times you gained experience. In NEMISIS, each
psychic character starts out with a proficiency in one (or two, or three,
maybe) category of psionics, and some psionic experience points to spend
on learning powers. More psionic experience points (PExp) can be gained
by actually USING your psionic powers. Also, PExp can be used to advance
a psionic power up a level, much like skills (see skills for more information).
DIFFICULTY RATINGS-The
GM must also assign a difficulty rating to all usage of psionics to determine
success rolls, this is the same as in skill usage. In the case of psionic
combat, the player must merely roll to attack versus the opponents defense
rating (see combat).
All psionic powers belong to one of 6 categories, listed here-
1. Sensory-
This group includes the powers to increase the normal senses, interfere
with them, and the
power to create illusions.
2. Perception-
Possibly one of the most common categories, the powers in this group include
the
powers of telepathy and
of foretelling the future.
3. Force-
These powers influence the physical realm, they include all the forms of
kenisi and
enhancement of the physical
body, along with most forms of psychic combat.
4. Ethereal-
The Ethereal powers include the manipulation of pure psychic and mental
power.
5. Psio-Technic-
Powers in this category involve the manipulation of machines and other
man-made
items.
6. Restoration-
The power to heal and restore is included in the category of restoration.
There are 4 levels of aptitude to every category of psionic powers:
1st level-These are
the simplest powers to master
2nd level-These tasks
are somewhat challenging
3rd level-These powers
are difficult to perform
Soul (4th
level)-The
powers in this category are tremendously powerful, but they are very dangerous
and possibly life threatening
Step 1-The player
states that his/her character is using a psionic power.
Step 2-An amount
is subtracted from the character's PE, this amount depends on the power.
Step 3-The GM determines
the difficulty of the action by choosing a die.
Step 4-The player
rolls the die and attempts to roll under the current level of that power.
Step 5- If successful,
the character gains an amount of PExp which differs from power to power.
PURCHASING NEW POWERS-
To purchase a new power the character merely chooses a power from a
category in which he is
proficient and spends an amount of PExp corresponding to its level.
(NOTE-certain powers
may cost more or less)---
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Level 1 |
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Level 2 |
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Level 3 |
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Level 4 (Soul) |
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<Half of cost to purchase
power new>+(<power's current level (1-5)>x 2 x<power's level designation
(1-3,Soul)>)=TOTAL COST
NOTE - Soul is treated as a 5 in the equation.
Note- No power in a category the psionic is proficient in may advance beyond 6. No other power may advance beyond 4.
POWERS FROM UN-PROFICIENT
SPHERES-To learn/upgrade a power from a sphere the psionic is
unproficient in, the cost
is doubled, and NO soul level powers may be selected.
Level 1-
-Increased sight-This
power enables the psionic to increase their site in a specific area (nightvision,
underwater, ultraviolet)
Cost-5
PExp-1
-Increased hearing-
When this ability is used, the psionic can increase hearing well beyond
the human
range. This enhancement
is even better than a dog's hearing.
Cost-5
PExp-1
-Increased smell-
A fairly odd power, this ability allows the psionic to track like an animal
and even
sense things which do not
"belong" in a particular location by smell.
Cost-5
PExp-1
-Object read- By the
mere act of touching an object, the psionic character can tell several
facts about it
(who has used it most recently,
a few brief flashes of where it has been in the past few hours, etc.).
Cost-6
PExp-2
-Illusion: Movement/Shadow-The
victim of this power will feel as though he saw something move/a
shadow out of the corner
of his eye or off in the distance, and will most likely take appropriate
action.
Cost-6
PExp-3
-Hazard Condition Senses-
This power expands (but can be used in conjunction with) the 3 increased
sensory powers. Using this
power enables the character to regain the ability to use a particular sense
that isn't working now,
for some reason. (temporarily blind, deaf, etc.) This power can even cure
the
permanent infliction (albeit
temporarily), but requires a much larger difficulty.
Cost-6
PExp-3
Level 2-
-Sense evil intent-
Enables the character to "feel" if another character is harboring thoughts
of ill will
towards him or anyone else.
Will automatically activate if the thoughts are strong enough.
Cost-8
PExp-4
-Sense Alien thought-
Tells whether a character has been influenced by a thought not her own
(psionic or otherwise).
Cost-8
PExp-5
-Create fear- Creates
a general feeling of fear within a character's mind which has been targeted.
Cost-10
PExp-8
-Illusion: likely occurrence-
Will make the victim(s) feel as though she has seen something that would
be a likely occurrence in the situation. (Alien trooper attacking in hostile
space)
Cost-12
PExp-10
Level 3-
-Sense specific person-
Well, it enables you to sense a specific person.
Cost-12
PExp-12
-Illusion: change physical
appearance- Your physical appearance will appear different to anyone
this
power is successfully used
on. (only simple changes)
Cost-15
PExp-13
-Illusion: Improbable
occurance-Victim will see something that would be VERY unlikely in
the situation. (Man-eating Robot Toaster Demon with rabies)
Cost-16
PExp-15
-Level 4 (SOUL)-
"And the masses shall
tremble" -This creates a huge illusion visible to HUNDREDS! (i.e. an
entire alien army)
Cost-35
Pexp-20
Fatality Rate
(to user)-24%
"Behold me!" -This
makes the psionic's form change in appearance to all who fall prey to this
power. The form change can be almost ANYTHING!
Cost-37
PExp-21
Fatality Rate (to
user)-33%
"In the zone" -Enables
increased sight, hearing, smell, touch, taste and hazard condition senses
along
with the ability to sense
specific people for the duration.
Cost-35
PExp-18
Fatality Rate (to
user)-20%
Level 1-
-Telepathy: single word
message- Psionic sends a one-word message to any recipient. (i.e. RUN!)
Cost-5
PExp-1
-Influence thinking-
Victim will be more likely to follow the psionic/believe what she says.
Cost-6
PExp-2
-Locate Acquaintance-
Psionic can "home in" on a friend/relative by sensing their particular
psionic
signature.
Cost-6
PExp-3
-Sense Intent- Psionic
can tell what someone's "true" intent is, despite what they say.
Cost-6
PExp-2
-Tell general emotions-
Can tell what a person/ group of people is feeling emotionally.
Cost-5
PExp-3
Level 2-
-Telepathy:
Two-way conversation- The psionic and whoever she communicates
with can exchange a short dialogue ( a few sentences each).
Cost-9
PExp-4
-Clairvoyance- A short
scene which may occur in the near future will appear in the psionic's mind.
Along with this scene (it is only a few seconds long), the general thoughts/emotions
of the scene can be
sensed.
Cost-15
PExp-7
-Calling- The victim
of a calling will subconsciously be drawn toward the psionic.
Cost-11
PExp-8
-Read thoughts- A
classic psionic power is the ability to tell what someone is thinking,
and that is
precisely what read thoughts
does.
Cost-11
PExp-7
Level 3-
-Mind bond- Similar
to 2-way telepathy, however it lasts much longer (usually several hours)
and also
includes emotional sense
of one another.
Cost-20
PExp-14
-Minion- The victim
of this power will unconsciously obey you in every way for as long as the
duration
lasts.
Cost-26
PExp-16
-Implant memory- The
psionic can, by merely touching a victim's head, implant a memory into
that
person's mind. This memory
can be real or imaginary.
Cost-19
PExp-11
-Level4 (SOUL)-
"Of a like mind"- This
power PERMANENTLY telepathically links two persons minds together. This
is a
very dangerous power, and
should only be used in extreme circumstances!
Cost-45 (the two can pool
their resources)
PExp-35
Fatality Rate-40% (for both!)
Insanity Rate-10% (+10%
for each year)
"I am the MASTER!"-
Much more than the simple minion power, this ability causes an unwitting
victim to become nothing but an unwitting puppet that the psionic controls
(luckily, this power requires physical
contact and the victim's
thoughts are NOT shared).
Cost-38
PExp-30
Fatality Rate-67% (for the
psionic only, if she dies, nothing happens to the victim)
Level 1-
-Force bolt- The psionic
fires a bolt of pure psychokenetic force. The effect is similar to that
of a powder
weapon.
Damage:2D6
Cost- 4
PExp-1
-Elemental bolt- Similar
in nature to a force bolt but based on one of the four elements. The bolt
is
formed out of innate substance
in the immediate area (ground, air, water vapor, heat, etc.). The psionic
must choose ONE type of
bolt when selecting this power to learn.
Damage:
-Fire:2D6 (If target
is flammable, fires will burn doing an additional 1D4 damage/round until
put out)
-Water:1D6+4 (-Ice
[available if Water is known and temperatures are below 55 F] :2D6+2
-Earth:2D6+5
-Air:1D6 (Will force
target back 2x this amount in feet.)
Cost- 6
PExp- 2
-Alter Temperature- Enables
the psionic to raise lower the temperature of an area in an 18 ft diameter
of her up to 5 degrees F per level.
Cost- 5
PExp- 2
-Lift/Move Small Objects-
A limited form of telekinesis. Psionic can move weighing 15 lb. or
less about on the ground or in the air.
Cost- 5
PExp- 2
-Resist fatigue/hunger-
Enables the psionic to resist the urge to eat/drink/rest/sleep. This ability
is entirely mental. The character can still die from exhaustion/starvation.
Eventually, the power will wear off and the character will be twice as
hungry as she normally would.
Cost- 6/hour
PExp- 4
-Power Strike- Enhances a physical strike (punch, kick, etc.) by the psionic. When used, treat the attack and this ability together as one attack.
Damage:doubles the normal
amount of the attack
Cost- 7
PExp- 3
Level 2-
-Deflect physical attack-
This ability creates a minor wall of force that is used to deflect physical
attacks.
Treat this ability as a
block in combat, only roll on this power. If successful, the attack has
been
completely blocked. This
ability can also be used to stop projectile and energy weapons (but never
psionic abilities) but will
suffer from having a MUCH larger die to roll.
Cost- 8
PExp- 3
-Lift/Move Large Objects-
A more advanced form of telekenisis. Includes objects weighing up to 150
lb.
Cost- 10
PExp- 5
-Inhuman strength-
A power that effectively DOUBLES the character's strength attribute. If
this number is below 10, then it increases the psionic's strength attribute
to 10. This also adds +2 to all physical damage rolls.
Cost- 18
PExp- 8
-Inhuman endurance- A
power that effectively DOUBLES the character's endurance attribute. If
this
number is below 10, then
it increases the psionic's endurance attribute to 10. Also, the psionic
may retain consciousness for 2 additional rounds past the time he should
have normally collapsed.
Cost- 18
PExp- 8
Level 3-
-Force Slam- Similar
to force bolt, only does more damage. 50% of knocking opponent unconscious.
Damage:5D6+2
Cost- 18
PExp- 10
-Elemental Outburst- This power creates a disruption in the stability of one particular element in the area. Once started, it CANNOT be controlled. It will last anywhere from a few seconds to several hours. This power must be selected for EACH separate element.
Fire- Explosion/ Large fire
ignition
Water- Frost/ Large freeze/
Waterspout
Earth- Earthquake
Air- Tornado
Cost- 20
Pexp- 13
-Stalker-This
is a power that alters the mental focus of the user. When used, the person's
mind acts like that of a predatory animal. The person gains the skills
climb and all tracking skills at level 8. They also receive double stamina
and 10 additional HP.
Cost-19
PExp-12
Level 4 (Soul)-
-"Armageddon!"- This power causes a five foot thick wall of flame to travel outward from the psychic in all directions. This wall will travel for 50 feet per level of the caster.
Damage- All touched by this
wall receive 4D6x10 damage!
Cost- 42
PExp- 28
Fatality Rate (to
user)- 75%
-"Dark Eternity"-
Enables a mentally willed super-gravatic point into existence (a black
hole). This power usually requires a group of 5 or more Psionics to accomplish
(they may share PP for the cost of this). All persons/inanimate objects
(maybe even structures) in a fairly large area around the point (hole)
are immediately pulled into the hole (instant death), unless strapped/holding
onto something. Even then,
they must make a strength/endurance/dexterity
test (GM's option, whichever seems appropriate) every
few seconds to determine
if they are pulled free. The psion(s) are not immune to this, but their
attribute(s) are treated as though doubled. This point (hole) remains in
existence for 1 minute for each
psionic who helped create
it or until all the Psionics who created it are pulled in/killed (whichever
comes
first).
Cost- 250!
PExp- 99!
Damage- All things
pulled into the point (hole) are crushed by gravitic forces into something
the size of
only a proton in all directions
(or smaller!). Of course, this means death.
Fatality Rate- See above
for possibility of being pulled in.
For weeks after the incident,
the psionic will feel weak and disoriented. During this period the fatality
rate
is 40%.
-"Wall of Mind's Steel"-
Creates a bubble 10 feet in diameter around the psionic. This bubble consists
of pure psionic energy. It protects all inside of it from outside intruders/attack.
The bubble is virtually
indestructible. (Treat its
HP as 1,000!)
Cost- 48
PExp- 35
Fatality Rate- 55%
-"Center of the Universe!"-
This power is the ultimate telekinetic power. It enables the psionic
to move any number of objects around. Its only limitations are that the
total weight of all the objects must not exceed 10 tons and that none of
the objects my move more than 190 yards away from the psionic.
Cost- 38
PExp- 34
Fatality Rate- 44%
Level 1-
-Distraction- This
power clouds the target's mind making it harder to do almost any task.
Causes +1 or
+2 (GM's choice) to all
skill rolls.
Cost- 4
PExp- 1
-Dull Thinking- Target
suffers -2 Intellect until this power wears off. Also, may affect skills
requiring
mental aptitude (see Distraction).
Cost- 5
PExp- 2
-Deflect Psi Power-
Creates a shield that blocks any power not directly targeted at your character's
mind. Roll under opponent's
roll at -this power's level.
Cost- 6
PExp- 2
-Mind Block- This
ability stops any powers targeting the character's mind. It AUTOMATICALLY
deflects
all attacks on the mind.
However, it must be activated before the mind is probed. Note- if active
for more
than half a minute, make
rolls on endurance every 15 seconds.
Cost- 7
PExp- 3
-Negative-Psi Field- Creates
a field in an area 10 feet per level in diameter around the character.
All
psionic rolls in this area
are at +2 per level.
Cost- 9
PExp- 5
-Distort Powers- An
easy, but dangerous ability. When used, a target psi power is transformed
in some
odd way (GM's option).
Cost- 1
PExp- 1
Level 2-
-Muddle thoughts-
Confuses target completely, causing -4 to Intellect and any skills requiring
thought to act at level 1.
Cost- 15
PExp- 7
-Leave Body- Character
temporarily leaves his body (in spirit?). This "spirit can travel at half
the speed of the normal body, and can "float" and "travel through objects".
This power can be sustained for a number of minutes equal to this power's
level. Every additional minute requires an endurance roll, failure equals
coma.
Cost- 17
PExp- 9
-Psionic Shield- Must
be used BEFORE targeted by psionic powers. ALL powers targeting this character
are deflected (random direction).
Cost- 20
PExp- 10
Level 3-
-Mind Bomb- Causes
severe pain and psionic dampening in target. (Dampening- if roll is less
than half
the level of this power,
all powers are treated as level one, double cost.)
Cost- 22
PExp- 10
Damage- 1D6+1 per level
-Brain Spike- Causes
severe damage and black out in target. (Black out- roll endurance (20-sider),
if fail, character goes unconscious).
Cost- 22
PExp- 10
Damage- 1D6 per level
-Boomerang- Stops
psionic attack and redirect it to target of your choice. Roll at difficulty
equal to attack.
Cost-23
PExp- 11
Level 4 (Soul)-
-"Tremble before your
God..."- Causes all Psionics in 75 ft radius of character to feel excruciating
pain. These Psionics can take NO actions WHATSOEVER while this power
is in effect. Causes 6D6 damage per round this power is in effect. Also,
each round, Psionics must roll versus endurance or fall into a deep coma.
Cost- 40
PExp- 31
Fatality Rate- 40%
-"Wall of Pure Mind"-
When activated, psionics and all characters in contact with the psionic
CANNOT be targeted by ANY psionic powers (even Soul level!). Dangerous
to entire group.
Cost- 43
PExp- 33 (activating psionic
only!)
Fatality Rate- psionic-
46%; other members- 20%
(For each round past the
first, all members must roll on endurance, if they fail, they pass out.)
-"Binding"- Blocks
another psionic from using ANY of their powers until activating psionic
is alive (or
chooses to cancel this power).
NOTE- Psionics may only target one psionic with this power AT A TIME.
Cost- 44
PExp- 32
Fatality Rate- 45% (+5%
for each additional month, continue rolling)
Level 1-
-Reconnect wire/link-
This power will reconnect a broken wire or link in an electronic series.
This is
helpful in making last minute
repairs. The effect is permanent.
Cost- 2
PExp- 1
-Open Key/physical Lock-
On a successful roll, manipulates the mechanisms in any physical
(non electronic) lock to
cause it to open.
Cost- 5
PExp- 3
-Stall System- As
long as focusing on this power (and making successful rolls) the psionic
causes any
computerized system to be
placed in an infinite loop, causing it to not respond to any commands.
(Cannot be restarted)
Cost- 4
PExp- 2
-Power small device-
When concentrating (one successful roll) this power channels enough electric
energy to power a small
device (such as a flashlight).
Cost- 5
PExp- 3
-Reroute Circuit- Reroutes
an electric signal through different circuits. Can bypass security measures,
distort the effects of a
command, etc.
Cost- 6
PExp- 4
-Erase Electronic "Trail"-
Removes any trace of use of a system by a particular person for one period
completely. (Suggested to
be rolled by GM)
Cost- 10
PExp- 4
Level 2-
-Un-Encrypt- Removes
the encryption from a file (ONE file) so that it is readable. Invaluable
to hackers.
Cost- 8
PExp- 5
-Solve Password Security-
Works like a password breaker, "searching" and "discovering" the password
in 8D10 seconds.
Cost- 8
PExp- 5
-Open Electronic Lock-
Unlocks any locking mechanism based electronically (requiring a keypad
pass code, access card,
etc.)
Cost- 9
PExp- 6
-Power Large Device- This
power creates enough energy to power a large device (transportable
computer, energy weapon-
not plasma, etc.) for several minutes (or one or two shots)
Cost- 10
PExp- 6
Level 3-
-Electronic Projection-
Character's spirit leaves her body and enters a computer/communication
system. Effects similar to "Leave Body" (see above). Eases
computer navigation.
Cost- 12
PExp- 6
-Alter Scanning Readout-
Alters the readout of a computerized scan to whatever desired (X-ray,
thumbprint, retina scan,
etc.)
Cost- 11
PExp- 6
-Deactivate Program- Ceases
any particular program from running.
Cost- 11
PExp- 7
Level 4 (Soul)-
-"One With the Machine"-
Transforms the character into a living computer data set permanently
(living
body dies). A one-way transformation.
Plus, character is now affected by computer problems (ex: can be
"deleted").
Cost- 26
PExp- 20
Fatality Rate- 100% (human
body)
5% (spirit)!
-"Heart of the Beast"-
Generates enough power to run a small vehicle (up to 10 person spacecraft).
Can
be linked to others using
this power to energize larger craft.
Cost- 36
PExp- 24
Fatality Rate- 35%
Level 1-
-Heal minor cut / abrasion-
Instantly seals / heals a minor cut or abrasion (nothing drastic), up to
2 hp of damage. Doesn't work on worse injuries.
Cost- 2
PExp- 1
-Reduce Pain- Effects
similar to that of Aspirin or another pain killer, without any side effects.
Lasts for 6 hours.
Cost- 4
PExp-1
-Prevent Infection-
Cleans a wound and blocks against any infection for 12 hours. Causes a
slight
"tingling" when applied.
Cost- 4
PExp- 2
-Remove Symptoms- Stops
one symptom of a particular illness (sore throat, sneezing, coughing, stiff
joints, etc.)
Cost- 6
PExp- 2
-Calm Mind- Adds a
sympathetic tone to the character's voice that causes a calming effect.
Lasts 2
minutes. For each round
of communicating with another person, that person gains -1 on any endurance
/
intelligence rolls (cumulative).
Cost- 7
PExp- 3
-Reverse Healing- Instead
of healing at the normal rate, any injuries spread further, and victim
takes
damage equal to the amount
of HP that would have been healed.
Cost- 9
PExp- 3
Level 2-
-Retain Consciousness-
For 8 minutes per use, target cannot lose consciousness. This is useful
to keep a victim conscious until more help can arrive.
Cost- 10
PExp- 4
-Continue Body Function-
Any basic function of the body that it can no longer do on its own
is taken
care of by this power. It
effects only one function at a time. (ex: maintain heartbeat, continue
breathing,
etc.)
Cost- 12
PExp- 5
-Heal Major Cut / Burn-
Instantly repairs any injury of the body (up to 10 HP) that has not
penetrated past the skin. May be used repeatedly.
Cost- 15
PExp- 6
-Numb Area- A portion
of this power's target's body become physically numb (no sensation). This
area is 2.5 cubic feet. This power lasts 6 hours. Extremely useful in field
surgery.
Cost- 15
PExp- 6
Level 3-
-Repair Organ- A successful
roll mends and increases the rate (or creates a slow rate) of cell replacement
of an organ. This includes any internal organ (the brain is excluded from
this, see "Keeper of Life").
Cost- 24
PExp- 9
-Mend Tissue- This
power has two main functions: 1. It repairs damage to muscles (20 HP worth)
and
rejoins them. 2. It reconnects
and mends a bone (or set of small bones). Only one of these may be used
per casting.
Cost- 22
PExp- 9
-Cure Illness- Removes
a viral / bacterial infection from a person on a successful roll. This
is permanent
(until they contract it
again). This even works on the common cold!
Cost- 22
PExp- 8
Level 4 (Soul)-
-"It Is a Far, Far Better
Thing I Do Than I Have Ever Done Before..."- The ultimate healing.
Completely heals target of any problems whatsoever (even of missing organs,
replaced at an exponential rate). It's only drawback- almost assuredly
kills the psychic.
Cost- 50
PExp- 24
Fatality Rate- 92%
-"Keeper of Life"- The
only psionic power beyond the last one which can repair brain damage and
regrow brain cells. VERY difficult roll.
Cost- 47
PExp- 18
Fatality Rate- Psychic-
23%
Target- 40%
-"Be of a Sound Mind"-
Cures target of one insanity / mental illness. There is a 35% chance the
insanity will transfer to the psionic.
Cost- 46
PExp- 18
Fatality Rate- 20%
Insanity Transfer Rate-
35%
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