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Anima Custom Psychic Disciplines

Sep 13th, 2015
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  1. Example Power Thingie
  2. ----------------------------------------------------------------------------------
  3. | Potential | Difficulty | Effects |
  4. | 20 | Routine | |
  5. | 40 | Easy | |
  6. | 80 | Normal | |
  7. | 120 | Difficult | |
  8. | 140 | V. Diff. | |
  9. | 180 | Absurd | |
  10. | 240 | A. Imposs. | |
  11. | 280 | Impossible | |
  12. | 320 | Inhuman | |
  13. | 440 | Zen | |
  14. ----------------------------------------------------------------------------------
  15.  
  16. _____________________________________________________
  17. PSYCHOACOUSTICS
  18. _____________________________________________________
  19. Level 1:
  20.  
  21. Echolocation | Action: Active | Maintenance: Yes
  22. Echolocation allows a character to 'see' by emitting constant high-pitched bursts of sound, then measuring the speed at which they return. In a way, it allows them to 'feel' their surroundings rather than see them. A character using Echolocation is still vulnerable to simple deceit. If a character with sight would have to make a notice or search check, the character with Echolocation does as well.
  23. ----------------------------------------------------------------------------------
  24. | Potential | Difficulty | Effects |
  25. | 20 | Routine | Fatigue 4 |
  26. | 40 | Easy | Fatigue 2 |
  27. | 80 | Normal | Fatigue 1 |
  28. | 120 | Difficult | 10 foot radius |
  29. | 140 | V. Diff. | 20 foot radius |
  30. | 180 | Absurd | 40 foot radius |
  31. | 240 | A. Imposs. | 60 foot radius |
  32. | 280 | Impossible | 100 foot radius |
  33. | 320 | Inhuman | 200 foot radius |
  34. | 440 | Zen | 400 foot radius |
  35. ----------------------------------------------------------------------------------
  36.  
  37. Ventriloquism | Action: Active | Maintenance: No
  38. Ventriloquism allows the psychic to manifest sounds remotely. The duration of the sound is generally short, but the complexity can range from a simple, single-tone sounds (such as a drip of water or a falling pebble) to moderate single-source, multi-tone sounds, like speech, to the complex multi-source, multi-tone sounds, like a burst of opera song accompanied by an orchestra. The maximum possible volume also rises with the potential. It is possible for the psychic to choose any level up to what they have achieved.
  39. ----------------------------------------------------------------------------------
  40. | Potential | Difficulty | Effects |
  41. | 20 | Routine | Fatigue 1 |
  42. | 40 | Easy | 20 foot radius/heard within 10 feet/simple |
  43. | 80 | Normal | 40 foot radius/heard within 20 feet/simple |
  44. | 120 | Difficult | 80 foot radius/heard within 40 feet/simple |
  45. | 140 | V. Diff. | 20 foot radius/heard within 10 feet/moderate |
  46. | 180 | Absurd | 40 foot radius/heard within 20 feet/moderate |
  47. | 240 | A. Imposs. | 80 foot radius/heard within 40 feet/moderate |
  48. | 280 | Impossible | 20 foot radius/heard within 10 feet/complex |
  49. | 320 | Inhuman | 40 foot radius/heard within 20 feet/complex |
  50. | 440 | Zen | 80 foot radius/heard within 40 feet/complex |
  51. ----------------------------------------------------------------------------------
  52.  
  53. Noise Masking | Action: Passive | Maintenance: Yes
  54. Noise Masking allows the Psychic to talk to any other person or group of people without being meaningfully overheard. Any individuals outside of the designated group who do not meet the appropriate PsR check will fail to be able to distinguish anything the Psychic says. Furthermore, they will attribute their failure to entirely mundane causes...loud drunken patrons in a bar or tavern, especially noisy wildlife in the wilderness, the maddening swish of waves on the beach or clatter of wagons and hooves on a road.
  55. ----------------------------------------------------------------------------------
  56. | Potential | Difficulty | Effects |
  57. | 20 | Routine | Fatigue 2 |
  58. | 40 | Easy | Fatigue 1 |
  59. | 80 | Normal | 1 recipient/PsR 80 |
  60. | 120 | Difficult | 2 recipients/PsR 120 |
  61. | 140 | V. Diff. | 3 ""/PsR 140 |
  62. | 180 | Absurd | 4 ""/PsR 180 |
  63. | 240 | A. Imposs. | 5 ""/PsR 240 |
  64. | 280 | Impossible | 6 ""/PsR 280 |
  65. | 320 | Inhuman | 7 ""/PsR 320 |
  66. | 440 | Zen | 8 ""/PsR 440 |
  67. ----------------------------------------------------------------------------------
  68.  
  69. _____________________________________________________
  70. Level 2:
  71.  
  72. Dizzy | Action: Active | Maintenance: Yes
  73. By causing uneven bursts of vibration within a target's inner ears, Dizzy allows a Psychic to throw off the target's balance, hampering their ability to fight. A character who fails the check against this power suffers an AAP equal to the level of failure This penalty lasts a single round, or until the Psychic stops maintaining it. A character can retry the check against Dizzy every round after the first, on their turn.
  74. ----------------------------------------------------------------------------------
  75. | Potential | Difficulty | Effects |
  76. | 20 | Routine | Fatigue 4 |
  77. | 40 | Easy | Fatigue 2 |
  78. | 80 | Normal | Fatigue 1 |
  79. | 120 | Difficult | PhR 100 |
  80. | 140 | V. Diff. | PhR 120 |
  81. | 180 | Absurd | PhR 140 |
  82. | 240 | A. Imposs. | PhR 180 |
  83. | 280 | Impossible | PhR 200 |
  84. | 320 | Inhuman | PhR 240 |
  85. | 440 | Zen | PhR 280 |
  86. ----------------------------------------------------------------------------------
  87.  
  88. Rupture | Action: Active | Maintenance: No
  89. Rupture exchanges Dizzy's multiple weak and unbalanced pressure waves for a single powerful burst. A powerful Rupture can pop an opponent's eardrums, causing intense pain and bleeding. A character targeted by Rupture who fails their save takes damage equal to twice level of failure. If they fail by more than 40, they count as deaf for a number of hours equal to half the level of failure.
  90. ----------------------------------------------------------------------------------
  91. | Potential | Difficulty | Effects |
  92. | 20 | Routine | Fatigue 4 |
  93. | 40 | Easy | Fatigue 2 |
  94. | 80 | Normal | Fatigue 1 |
  95. | 120 | Difficult | PhR 100 |
  96. | 140 | V. Diff. | PhR 120 |
  97. | 180 | Absurd | PhR 140 |
  98. | 240 | A. Imposs. | PhR 180 |
  99. | 280 | Impossible | PhR 240 |
  100. | 320 | Inhuman | PhR 280 |
  101. | 440 | Zen | PhR 320 |
  102. ----------------------------------------------------------------------------------
  103.  
  104. Soundtrack | Action: Passive | Maintenance: Yes
  105. Soundtrack allows a Psychic to augment the charismatic force of their words and actions by providing convenient auditory cues to anyone within range of this power. Applause and boos will manifest themselves among crowds to the user's liking, mighty speeches will be accompanied by particularly skillful playing of a nearby street band, and attempts to intimidate augmented by a seemingly subconsciously produced rumble.
  106. ----------------------------------------------------------------------------------
  107. | Potential | Difficulty | Effects |
  108. | 20 | Routine | Fatigue 4 |
  109. | 40 | Easy | Fatigue 2 |
  110. | 80 | Normal | Fatigue 1 |
  111. | 120 | Difficult | 50 feet, +/-20 |
  112. | 140 | V. Diff. | 60 feet, +/-40 |
  113. | 180 | Absurd | 100 feet, +/-60 |
  114. | 240 | A. Imposs. | 150 feet, +/-80 |
  115. | 280 | Impossible | 200 feet, +/-100 |
  116. | 320 | Inhuman | 500 feet, +/-100 |
  117. | 440 | Zen | Earshot, +/-200 |
  118. ----------------------------------------------------------------------------------
  119.  
  120.  
  121. ______________________________________________________
  122.  
  123. Level 3:
  124.  
  125. Resonance | Action: Active | Maintenance: Yes
  126. By bombarding the body of opponents with a specifically tuned frequency, the Psychic can cause the breakdown of their anatomy. Resonance allows the Psychic to force everyone within the range of the power's AoE to make a PhR check or take damage equal to the level of failure. The Psychic may choose to project only half of the AoE's 'Circle', but doing so raises the difficulty of the potential check by 40. This power only affects those who can be hit by its blasts of sound, thus characters within a zone where sound cannot travel are immune to the effects of this power. In the same way, this power cannot be projected from WITHIN a zone where sound cannot travel.
  127. ----------------------------------------------------------------------------------
  128. | Potential | Difficulty | Effects |
  129. | 20 | Routine | Fatigue 8 |
  130. | 40 | Easy | Fatigue 4 |
  131. | 80 | Normal | Fatigue 2 |
  132. | 120 | Difficult | Fatigue 1 |
  133. | 140 | V. Diff. | 50 feet radius/PhR 80 |
  134. | 180 | Absurd | 100 feet radius/PhR 100 |
  135. | 240 | A. Imposs. | 200 feet radius/PhR 120 |
  136. | 280 | Impossible | 500 feet radius/PhR 140 |
  137. | 320 | Inhuman | 1 mile radius/PhR 180 |
  138. | 440 | Zen | 5 mile radius/PhR 200 |
  139. ----------------------------------------------------------------------------------
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