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=====Psychics===== The exact nature of an individual’s psychic ability is as unique as the individuals who manifest them. Throughout history, organisations, nations, and creatures have tried to use the powers of these individuals for their own means. Many a calamity has been spared with a psychic image warning, and many a trap relied on the abilities of the psychic involved. Most psychics are humans who at some stage have begun to exhibit their abilities.</br> Often this occurs early in their life, and it forever shapes it. Some manage to live largely normal lives, whether it be learning to control their gifts or through the limited nature of their abilities.</br> All Psychic Powers atomatically default to an alternate skill - ''Psionics'' (Smarts) without any increase cost.</br> Full blown Psychics have the fewest problems interacting with normal humans but all have a standrad '''''Pychic Bane''''' of Weakness (Open Channel) [-1]. This bane is a penalty of -4 to any resistant rolls against powers use to control, process or read their minds, etc. by ghosts and spirits. Many also suffer some form of the Hindrances of ''Outsider'' and/or ''Secret'' but they don't count as Banes and are not universial.</br> PSYCHIC CLASIFICATION :MEDIUM: Mediums can channel ectoplasm to open their mind to the spirits and echoes of their surroundings. Though this is never without risk, the powers it grants and the information gained is often priceless. ::'''''Mediums Powers''''': Mind Control (Spirits and Ghosts only -2) [3], Mind Reading (Spirits and Ghosts only -2) [1], Possession (Spirits and Ghosts only -2) [3], Object Reading [2], Scan (Ghost, Spirits and Ectoplasm) [2] ::'''''Other Common Medium Powers''''': Mediums can spend their remaining points on the following powers - Animal Companion, Animal Control, Awareness, Fear, Fearless, Genius, Healing, Illusions, Jinx, Malfunction, Mind Shield, Obscure, Super-Skills (especially Psionics), Stun, Telapathy, Uncanny Reflexes, and/or Whirlwind. :PSYCHOKINETIC: The B.P.R.D. is home to a number of individuals that can use their psychic abilities to manipulate the physical world, the most famous being Liz Sherman and her ability to manipulate fire. :Sub-Types (only a few) : * ESPers - Extrasensory perception or ESP, also called sixth sense, includes claimed reception of information not gained through the recognized physical senses, but sensed with the mind. ::'''''ESPER Powers''''': Awareness [4], Mind Reading [3], Mind Shield [1], Scan (psychic powers or beings) [2] and Telepathy [2] ::'''''Other Common ESPER Powers''''': ESPERs can spend their remaining points on the following powers - Animal Companion, Animal Control, Fear, Fearless, Genius, Healing, Illusions, Jinx, Malfunction, Mind Conceal, Obscure, Super-Skills (especially Psionics), Stun, Uncanny Reflexes, and/or Whirlwind. : * Cryokinesis - Psychic ability to control freezing temperature to create snow and ice. ::'''''Cryokinesis Powers''''': Environmental Resistant (Cold; Immunity +2) [3], Energy Control (cold) [5], Heightened Senses: Infravion [1] ::'''''Additional Bane''''': Environmental Weakness (Heat/Fire, as Minor Hindrance) [-1]: suffer a -4 to resist powers' affects or +4 to damage from heat or fire trapping powers. ::'''''Other Common Cryokinesis Powers''''': You can spend their remaining points on the following powers - Absorption (fire), Altered Form (cold/ice or snow being), Damage Field (cold), Force Field (cold), Melee Attack (cold), Ranged Attacks (cold) and/or Toughness. You could also increase the Energy Control (cold) with additional Modifiers. : * Pyrokinesis - Psychic ability allowing a person to create and control fire with the mind. ::'''''Pyrokinesis Powers''''': Environmental Resistant (Fire; Immunity +2) [3], Heightened Senses: Infravion [1], Ranged Attack - Fire in any combination up to [10] points. ::'''''Additional Bane''''': Environmental Weakness (Cold, as Minor Hindrance) [-1]: suffer a -4 to resist powers' affects or +4 to damage from cold trapping powers. ::'''''Other Common Pyrokinesis Powers''''': You can spend their remaining points on the following powers - Absorption (fire), Altered Form (fire), Damage Field (fire), Doesn’t Breathe, Energy Control (fire), Fear, Force Field (fire), Intangibility (through Altered Form), Melee Attack (fire) and/or Toughness. Also if the character wishes they can take the 'The Best There Is' you can spend up to 15 points on Ranged Attack (fire). : * Telekinetic - Unlike psychokinetics, whose powers range from healing to materialisation, telekinetics specialise in levitation and movement. ::'''''Telekinetic Powers''''': Telekinesis: base range of 12" and TK strength of a d10 (Fine Control +3; Power +4) [10] ::'''''Other Common Telekinetic Powers''''': The telekintic can spend an their remaining power points on the follow - Awareness, Fearless, Force Field, Genius, Mind Shield, Push, Toughness and/or Whirlwind. The TK could also purchase 'The Best There Is' edge to be able to spend up to 6 additional super power points on Power (each 2 points increase the TK Strength by +1 step). ''GMs note I will allow a character with The Best There Is edge spend up 16 points in this instants.''
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