Friday, December 22, 2017

VnV - New Psionic Powers

Here are a few new Psionic power write-ups for use in your games, compiled by Dominique Sumner and posted to the VnV Yahoo Group in Sept. 2015.

Psionics: Astral Constructs: The character can create astral constructs of solidified ectoplasm as per Illusions B. They appear where the character designates. Creation Points = 2x current Power score. R=Ex2.

Awareness: The character is aware of information that would not normally be known through conventional methods. Some examples include knowing how many pages are in a book without reading it; knowing how many jelly beans are in a jar; knowing which switch turns on a complex computer system; knowing where a specific office is located in a building he’s never been in before; etc. The exact limits of the power must be worked out with the GM.

Psionics: Combat Precog: The character becomes aware of/senses his opponents actions moments before they happen allowing him to react and avoid attacks, and granting him a -4 bonus to be hit, as though he had Heightened Defenses.

Psionics: Confuse/Confusion: The character can cause confusion (temporally interfere with the clear working of a target's mind) in a person or group of people. Attacks as mind control. Victim must save vs. INT or become confused and loose that action. R=C, PR=5.

Psionics: Extra Sensory Perception (ESP):

01-45 Clairaudience
46-90 Clairvoyance
91-00 Both abilities

(A) Clairaudience: The character has the ability to “hear” and understand sounds and events at great distances without actually being there. Base range = I x E in inches. PR= 1 per turn. The maximum range can be increased by a factor of 10 for each additional Power point expended.

(B) Clairvoyance: Works exactly the same as Clairaudience above, but the user can "see" what’s happening at a particular location.

Psionics: Healing Trance: The character can place himself in a sleep like trance, during which time his body heals its daily healing rate per an hour. While in the trance the character, acts as though sleeping and can take no other action.

Precognition: A character with this ability receives random flashes of strong, emotional events that may occur in the near future. The GM should decide what these events are and when they occur, based upon the adventure. This can be an interesting way to give a character clues. A typical vision is 1d6 hours into the future and might not even happen. The GM is encouraged to figure what MAY occur in that time frame, if the character's proceed on their current path.

For example, the psychic is a few miles away from the waterfront, but the GM knows that the villain is hiding at a dockside bar. A vision of a person falling into the water could be used. The vision is not very detailed, and the character cannot control when the vision occurs. If the vision does not actually come true in the game, it can always be chalked up to "must have changed the time-stream." On average about 1 vision in 3 should come true for the player. This power should occur no more than once or twice per session. There is no Power Requirement for this ability and the vision occurs so rapidly, it does not cost an action or movement.

Heightened Mental Abilities: The character has 1d4+2 special abilities from the following list:
  • Absolute Sense of Time -The character always knows what time it is and how much time has passed.
  • Speed Reader - The character reads and comprehends at a super rate of speed
  • Universal Translator - The character can read and understand any language 
  • Lightning Calculator - The character is a math genius, able to do seventh order derivatives faster than Deep Thought
  • Photographic Memory - The character remembers everything they've heard or seen.
  • Sense of Direction - The character always know what direction he's traveling in.



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