gmapprentice wrote:does this power work on class-exclusive psionic powers?
No, just general category powers....
Moderators: Immortals, Supreme Beings, Old Ones
gmapprentice wrote:does this power work on class-exclusive psionic powers?
taalismn wrote:gmapprentice wrote:does this power work on class-exclusive psionic powers?
No, just general category powers....
Stone Gargoyle wrote:Grey Alien Psionic Powers
To clarify this I have edited it:
Alien Telepathy
Range: 50 feet
Duration: 2 minutes per level of experience
Saving Throw: Standard save vs. psionics; a successful save means that the recipient is still able to hear and understand the message but will not be fooled by the appearance of speech. Loud sounds and Mind Blocks will block the message completely.
ISP cost: 6
This form of telepathy creates the illusion that the alien is speaking in the person's language (complete with mouth movements) and the telepath must have become fluent in their knowledge of the language to use this. It allows 2-way communication between the Grey telepath and a member of an alien race and is exclusive to their race. It does not work as standard telepathy, as the thoughts are broadcast as sound in the person's language.
Greys will use this to give the illusion they are actually speaking when in negotiation with those not of their world.
Syndicate wrote:Stone Gargoyle wrote:Grey Alien Psionic Powers
To clarify this I have edited it:
Alien Telepathy
Range: 50 feet
Duration: 2 minutes per level of experience
Saving Throw: Standard save vs. psionics; a successful save means that the recipient is still able to hear and understand the message but will not be fooled by the appearance of speech. Loud sounds and Mind Blocks will block the message completely.
ISP cost: 6
This form of telepathy creates the illusion that the alien is speaking in the person's language (complete with mouth movements) and the telepath must have become fluent in their knowledge of the language to use this. It allows 2-way communication between the Grey telepath and a member of an alien race and is exclusive to their race. It does not work as standard telepathy, as the thoughts are broadcast as sound in the person's language.
Greys will use this to give the illusion they are actually speaking when in negotiation with those not of their world.
Where can I find more information on this "grey" telepath?
taalismn wrote:"Cat got your tongue?"
"Nope...got part of my brain, though..."
"Yeah, the BETTER part, obviously..."
"I didn't ask you."
Syndicate wrote:taalismn wrote:"Cat got your tongue?"
"Nope...got part of my brain, though..."
"Yeah, the BETTER part, obviously..."
"I didn't ask you."
GMs have to have fun too...right?!?.....
taalismn wrote:Syndicate wrote:taalismn wrote:"Cat got your tongue?"
"Nope...got part of my brain, though..."
"Yeah, the BETTER part, obviously..."
"I didn't ask you."
GMs have to have fun too...right?!?.....
"Great...now that I'm smarter, I can appreciate that you've been feeding me &#$%...."
"Be quiet, or I'll have you neutered...."
"Just remember....what I experience, SO WILL YOU..."
Dakkon wrote:Vision Eye Or Eye of Visions (super Psionik)
Range: self
Duration: 1 min (per lvl)
I.S.P.:10
Saving Throw: None
The eye of vision lets you see 1min in to the future. You will know what will happen, like what peoble will say (good for picking up girls ). + 10 ini and +10 dodge. No Suprise attacks. Like sixth sense but not just a feeling cause you saw the danger and can act before it happens.
Eryk Stormbright wrote:Shining Light. (Physical)
Range: 200 feet.
Duration: 1 round per level of experience.
I.S.P.: 4
Saving Throw: None
The character can focus his mind on even the tiniest of light sources, causing them to flare into blinding brilliance. This light is not true sunlight so vampires are not affected.
Damian Magecraft wrote:Just a little something I whipped up a long while back...
It needs some tweaking but at least you can get a general Idea of where I was heading with it.
PSYCHIC FURY
Category: Super
ISP: 50
Duration: 1 minute per level
Range: self
The Psychic takes his mind into the darkest recesses of his psyche.
This is the equivalent of a Psychic Berserker Rage.
the character telekinetically floats 4 feet above the ground, his body is surrounded by a psychic body field (50MD per level of experience in MD environments) and is now the center of a telekinetic maelstrom. All small objects (weighing less than 2 lbs) are lifted and circle the Psychic any one (other than the psychic) caught in the Maelstrom will suffer 2d4x10 damage from flying debris for every melee he is inside the psychic storm. the Psychic temporarily has instinctive access to all combat related psionics at their normal cost (even if the Psionic normally does not have them) and can shoot electrokinetic bolts (2d6) at will.
Like with any berserker rage the Psychic will strike out at those who have invoked his rage and any who stand in his way.
once the duration is over the Psychic is exhausted and all actions, combat bonuses, and speed are reduced by 1/2. Worse his ISP recovery rate is reduced by half for the next 24 hours.
JuliusCreed wrote:Damian Magecraft wrote:Just a little something I whipped up a long while back...
It needs some tweaking but at least you can get a general Idea of where I was heading with it.
PSYCHIC FURY
Category: Super
ISP: 50
Duration: 1 minute per level
Range: self
The Psychic takes his mind into the darkest recesses of his psyche.
This is the equivalent of a Psychic Berserker Rage.
the character telekinetically floats 4 feet above the ground, his body is surrounded by a psychic body field (50MD per level of experience in MD environments) and is now the center of a telekinetic maelstrom. All small objects (weighing less than 2 lbs) are lifted and circle the Psychic any one (other than the psychic) caught in the Maelstrom will suffer 2d4x10 damage from flying debris for every melee he is inside the psychic storm. the Psychic temporarily has instinctive access to all combat related psionics at their normal cost (even if the Psionic normally does not have them) and can shoot electrokinetic bolts (2d6) at will.
Like with any berserker rage the Psychic will strike out at those who have invoked his rage and any who stand in his way.
once the duration is over the Psychic is exhausted and all actions, combat bonuses, and speed are reduced by 1/2. Worse his ISP recovery rate is reduced by half for the next 24 hours.
Nice
JuliusCreed wrote:Eryk Stormbright wrote:Shining Light. (Physical)
Range: 200 feet.
Duration: 1 round per level of experience.
I.S.P.: 4
Saving Throw: None
The character can focus his mind on even the tiniest of light sources, causing them to flare into blinding brilliance. This light is not true sunlight so vampires are not affected.
Question... it says the character focuses on even the tiniest source of light. What if that light source is true daylight? Say like, seen through the gaps in rubble from a cave in?
Syndicate wrote:Eliminate
(super)
**special--psychic cannot be of Principled or scrupulous alignment**
I.S.P. 45
Duration: Instant
Range: touch
Saving Throw: -4 (special--other psychics still have to save as a non-psychic!)
Needs: psychic surgery, and bio-manipulation
Similar to the palladium power of "catatonic strike" this power enable the psychic to kill with a touch (only works on living creatures). The psychic willingly attempts to turn the victim's body against itself (rupturing internal organs, stopping vital functions, and destroying bones). He/she feels every dying moment while the victim helplessly struggles, bleeds, chokes, vomits, convulses, and finally dies. It takes 15 seconds for the victim to die, but the psychic must hold and concentrate the entire time. Bare skin must be exposed/touched, and if the psychic is interrupted during the attack the victim still suffers 1D6x10 S.D.C. and hit point damage (or 3D4x10 +5 if M.D.C.). Works against the supernatural was well, but they are not incapacitated (-2 on all combat bonuses, 1/2 strength drained, and -2 attacks per melee), and can break free.
BIBBI wrote:Syndicate wrote:Eliminate
(super)
**special--psychic cannot be of Principled or scrupulous alignment**
I.S.P. 45
Duration: Instant
Range: touch
Saving Throw: -4 (special--other psychics still have to save as a non-psychic!)
Needs: psychic surgery, and bio-manipulation
Similar to the palladium power of "catatonic strike" this power enable the psychic to kill with a touch (only works on living creatures). The psychic willingly attempts to turn the victim's body against itself (rupturing internal organs, stopping vital functions, and destroying bones). He/she feels every dying moment while the victim helplessly struggles, bleeds, chokes, vomits, convulses, and finally dies. It takes 15 seconds for the victim to die, but the psychic must hold and concentrate the entire time. Bare skin must be exposed/touched, and if the psychic is interrupted during the attack the victim still suffers 1D6x10 S.D.C. and hit point damage (or 3D4x10 +5 if M.D.C.). Works against the supernatural was well, but they are not incapacitated (-2 on all combat bonuses, 1/2 strength drained, and -2 attacks per melee), and can break free.
this seems to be a little too powerful, maybe up the I.S.P. and take off the special part of the save penalty (seeing as that means that anyone can save only on a 20), other than that it seems wonderful.
Mephisto wrote:Eryk Stormbright wrote:Iron Man. (super)
Range: self
Duration: instant
I.S.P.: 40
Saving Throw: None
With this power the psychic can transform his body into iron; this of course grants the psychic many different resistances, abilities and restrictions. First, the psychic gains +150 S.D.C. and an armor rating of 16. He also is immune to critical hits, disease, poison, stunning attacks, and all powers, spells, and Psionics that effect the characters physiology or respiration. The Character suffers half damage from acid and fire of all kinds save magic, which does full damage. However, the character also becomes vulnerable to a number of attacks that effect iron golems. Spells and psionics dealing with magnetism can now affect the character, and because of the added weight the character is slightly slowed causing him to lose 1 to his strike, parry, and dodge bonus.
The character gains a +6 to his strength, speed is reduced by half, and can not eat or drink. While in this form the character hits with the force of a sledge hammer, punches do 2D6, kicks do 4D6
The characters weight increases by 150 lbs, which reduces the characters swimming skill by 60%
I quite like the idea, but I'd make it broader. So I propose the following:
Hardened Form (Super/Physical in BTS2)
Range: self
Duration: instant; lasts for 15 minutes per level of experience
I.S.P.: 30
Saving Throw: None
This power turns the characters skin hard, making him or her more difficult to harm in hand to hand combat. It provides a natural armor rating of 13, with a total of S.D.C. of 50. The S.D.C. of the hardened form needs to be reduced to zero before the characters own S.D.C. can be affected. The hardened form adds substantial weight to the character, 50 pounds, which reduces running speed 20% and swimming skill is half. However, along with the added S.D.C. the character does an additional 2D6 damage with hand to hand strikes.
Equally significant is that the characters mind is immune to possession, mind control, hypnosis, and similar mind affecting attacks, as well as mental psychic attacks like empathic transfer and bio-manipulation. However, in the Hardened Form the psychic can not use any other psychic powers. It's up to the GM and player to determine if the characters hardened form looks like a light rocky exterior, a translucent glass, a mummified wrapping, etc. The characters Hardened Form will however be quite obvious to anyone watching. Also the character doesn't need to eat, sleep or breathe in the Hardened Form.
BIBBI wrote:Syndicate wrote:Eliminate
(super)
**special--psychic cannot be of Principled or scrupulous alignment**
I.S.P. 45
Duration: Instant
Range: touch
Saving Throw: -4 (special--other psychics still have to save as a non-psychic!)
Needs: psychic surgery, and bio-manipulation
Similar to the palladium power of "catatonic strike" this power enable the psychic to kill with a touch (only works on living creatures). The psychic willingly attempts to turn the victim's body against itself (rupturing internal organs, stopping vital functions, and destroying bones). He/she feels every dying moment while the victim helplessly struggles, bleeds, chokes, vomits, convulses, and finally dies. It takes 15 seconds for the victim to die, but the psychic must hold and concentrate the entire time. Bare skin must be exposed/touched, and if the psychic is interrupted during the attack the victim still suffers 1D6x10 S.D.C. and hit point damage (or 3D4x10 +5 if M.D.C.). Works against the supernatural was well, but they are not incapacitated (-2 on all combat bonuses, 1/2 strength drained, and -2 attacks per melee), and can break free.
this seems to be a little too powerful, maybe up the I.S.P. and take off the special part of the save penalty (seeing as that means that anyone can save only on a 20), other than that it seems wonderful.
Mephisto wrote:Eryk Stormbright wrote:Astral Mount. (Physical)
Range: up too 1,300 feet
Duration: Special
I.S.P.: 100 to summon the mount, and 20 I.S.P. per hour to maintain.
Saving Throw: None.
The character can summon a mount made of pure astral energy. This Ectoplasmic creation is instilled with part of the intellect of the psychic conjuring it and maintains a subtle connection allowing the mount to receive mental orders and directions from the psychic. The mount can be tailored to the psychic’s needs including size and adjustment for passengers, such as a gnome creating a pony and later enlarging it to accommodate the rescued princess as well.
P.S. 20, Spd. Running 90 miles per hour and can leap 25 feet in the air.
Attacks per Melee round: half of the psychic.
Damage: front kick does 2D6 +4 point of damage, rear kick does 4D6 points of damage, stomp 1D6, trample 4D6, and bite 1D4 +1
+ 1 on initiative, + 4 to strike, +2 to dodge.
Impervious to most psionic attacks, mind control, fear, and possession (it’s not alive). Also impervious to cold, heat, disease, poison and gases. Physical attacks do half damage.
Hit points and S.D.C. varies with mount type.
As much as I like the idea, 100 I.S.P. to generate and 20 to maintain is too much. It's easier for the psychic to learn either Horsemanship or Pilot Motorcycle. But the idea has merit. So I propose:
Ecto-Transport (Super/Physical in BTS2)
Range: Immediate; within 10 feet (3 m)
Duration: one hour
I.S.P.: 25
Saving Throw: None
Note: Ectoplasm is a required power to gain this ability.
The character is able to construct an ectoplasmic method of transport. It can be either a horse, camel, carriage, bicycle, or anything (even a flying carpet). The transport has a base cost of 25, with the ability to only carry the psychic at a moving speed of 44 and limited coverage. The ecto-transport does not tire, and the concentration required costs the character one attack per melee but nothing else. It requires the psychic to maneouver it around obstacles.
It's possible to upgrade the Ecto-Transport.
Additional speed costs 5 I.S.P. per additional 11 points of Speed Attribute.
Additional manouverability costs 10 I.S.P. and adds +5 to Dodge obstacles that are psychically dodged without the psychic even realizing there was a problem via bio-feedback
Making it bigger is possible to accommodate more passengers; the additional size costs 10 I.S.P. per passenger.
The Ecto-Tranport has no combat skills or abilities and is just a means to efficiently move from one place to another. Likewise it has the basic stats of Ectoplasm only with extra Speed. Knocking out the psychic will dispel the Ecto-Transport.
gaby wrote:Well I got idea
Telemechanics Cloaking
catagory:super
range:self
duration:six minutes
isp:30
Mephisto wrote:CoalitionMerc wrote:so i have been thinking and got something
Battlemind
"Focus of the battle brings ones mind to a razor sharp edge"
power level: master
Power catagory: super
ISP: 25 per round of use
+level of experience to strike/parry
+4 damage +1 every 3 levels of experience
its a partial power right now till i can figure it out more
Let me refine this a bit for you.
Battle Mind:Super in HU2/Physical in BTS2
This power enables the psychic to get enhanced combat abilities, until the end of the psychic charge, then he or she will suffer a "crash" from the use of the ability.
Range: Self
Duration: 3 minutes per level of experience
Saving Throw: None
I.S.P.: 22
When this power is engaged, the character gets the following bonuses. They are cumulative with other combat bonuses, but only apply when combat is occurring; it's wasted I.S.P. unless the character is physically attacked. The following bonuses apply in combat:
+4 Initiative
+1 to Strike, Parry and Dodge per level of the psionic ability.
+3 to Damage, with +2 per level of experience.
Immune to stuns, knockouts, death blows, and critical strikes while the psionic ability is in force.
As well, the character will be super aggressive and may attack teammates since self-control won't be possible while this power is in force, and will choose to take down the strongest threat first, then move to secondary threats. This psychic ability can be easily abused as it provides an adrenaline rush to the character and creates a "high" that the character can be attached to, and it can be dangerous. If the character runs low on I.S.P. he or she might feel despondent and depressed and may (55% chance) find it hard to meditate to replace his or her inner reserves.
TrumbachD wrote:Syndicate wrote:TrumbachD wrote:gaby wrote:I like to see New ones.
I got one summon inner speed.
Great idea! maybe some kind of Bio-Feedback type of adrenaline boost to that specific attribute.
I'm guessing it would be in the 'Physical' Category.
But How many ISP? What would the duration be? Could it be transmitted by touch or strictly for the user?
Hmm...
Summon Inner speed or "Accelerate"
-physical-
Recommended: summon inner strength or resist fatigue
Cost: (varies) 10+
Duration: 2 mins. per level
Following 30 seconds of concentration (instant after 4th level) the character can increase his running speed substantially. (10) to gain 10 points in speed + 1 I.S.P. per 5 points after that. This power fuels the body but does not maintain it thus this power creates tremendous physical stress (it is recommended to use Summon inner strength or resist fatigue before using this power). Otherwise the psychic will suffer 1D4 point of P.E. "drain" for every 10 points of additional speed per minute of running (the faster you go...the more serious the consequence). Friction/gravity becomes a problem should the character reach a speed of 123 + (2 points of S.D.C damage per minute...good to have extra from Summon inner strength...armor doesn't help against the stress).
sweet
gaby wrote:Bio-Manipulation:Pleasure
Range,Duration,isp cost,saving throw is the other bio-manipulation.
I was thinking if you can do Pain,Why Not Pleasure too.
It doesn't seem like this would be very useful. ISP is generally pretty low to begin with.gmapprentice wrote:ISP Armor (Super Psionics)
The psychic can convert their ISP into a protective field around their body. It looks like a pale, glowing field extending one inch or so from the body. This gives numerous benefits. First of all, ISP is converted into SDC on a 2 to 1 basis- that is, divide the ISP in half to make the sdc. Second, the armor can be used to handle objects of incredibly high or low temperatures that would normally be damaging to the user. Third, the armor can allow the user to parry melee weapons. Lastly, the user cannot have their ISP or PPE drained while the armor is up. There are a few drawbacks, however. One, the ISP must be spent at the beginning and cannot be added to. Second, the duration is a bit limited.
Range: Self
ISP Cost: from 2 to the user's maximum ISP, based on what is available and the user's decision.
Duration: 5 Minutes per level of experience.
Mephisto wrote:JuliusCreed wrote:Mephisto wrote:CoalitionMerc wrote:so i have been thinking and got something
Battlemind
"Focus of the battle brings ones mind to a razor sharp edge"
power level: master
Power catagory: super
ISP: 25 per round of use
+level of experience to strike/parry
+4 damage +1 every 3 levels of experience
its a partial power right now till i can figure it out more
Let me refine this a bit for you.
Battle Mind:Super in HU2/Physical in BTS2
This power enables the psychic to get enhanced combat abilities, until the end of the psychic charge, then he or she will suffer a "crash" from the use of the ability.
Range: Self
Duration: 3 minutes per level of experience
Saving Throw: None
I.S.P.: 22
When this power is engaged, the character gets the following bonuses. They are cumulative with other combat bonuses, but only apply when combat is occurring; it's wasted I.S.P. unless the character is physically attacked. The following bonuses apply in combat:
+4 Initiative
+1 to Strike, Parry and Dodge per level of the psionic ability.
+3 to Damage, with +2 per level of experience.
Immune to stuns, knockouts, death blows, and critical strikes while the psionic ability is in force.
As well, the character will be super aggressive and may attack teammates since self-control won't be possible while this power is in force, and will choose to take down the strongest threat first, then move to secondary threats. This psychic ability can be easily abused as it provides an adrenaline rush to the character and creates a "high" that the character can be attached to, and it can be dangerous. If the character runs low on I.S.P. he or she might feel despondent and depressed and may (55% chance) find it hard to meditate to replace his or her inner reserves.
Wow So at it's highest level, you're looking at a psychic who, for 45 minutes, is +4 Initiative, +15 to strike Parry and Dodge, +33 to Damage, and immune to KO's, Death Blows and Critical Strikes in addition to all of his/her other combat bonuses and abilities? All for a mere 22 ISP? As much as I hate tagging "munchkin" to anyone or anything, this is looking to have crossed the line waaaaaayyyyyyyy too far...
Based on that ascertaining, I do agree with you the bonuses are too high. I'll change the Strike, Parry and Dodge to every two levels and the Damage bonus to +1 per level. It's not like every psychic starts out at 15th level after all.
Not sure where I got the inspiration for this one from. I write a lot of super powers for Heroes Unlimited, so it is possible I had done a power similar or was inspired by something.Rogue_Scientist wrote:Stone Gargoyle wrote:Psychic Mirage (Super Psionic Power)
Range: 120 feet; size of illusion is 3 square feet per level
Duration: One minute per level
I.S.P. cost: 40
Saving Throw: Standard
Effect: Powerful illusion that affects all the senses. The illusion will move and act out any mental command given it by its creator, and will fool the ears, sense of smell, sense of touch and the pain centers of those who face it. Illusionary damage will not be permanent,though people who think they have been killed will fall into unconsciousness.
Sounds like an adaptation of the spell Apparition?