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- [[Aerokinesis]]
- [[Biokinesis]]
- [[Cryokinesis]]
- [[Electrokinesis]]
- [[Extrasensory]]
- [[Hydrokinesis]]
- [[Metamentality]]
- [[Photokinesis]]
- [[Psiokinesis]]
- [[Pyrokinesis]]
- [[Unattuned]]
- [[Sonokinesis]]
- [[Spatiokinesis]]
- [[Telekinesis]]
- PSIONIC ENERGY is the major type of 'magic' in Ingenseria. For all intents and purposes, instances of magic are replaced by psionic energy produced by many different kinds of beings. Whether derived from within oneself, from an implant, a bonded companion, a weapon, psionic energy is the usual means by which supernatural things occur in this universe.
- Although all classes are reflavored as utilizing some kind of psionic energy, any species, even if it is nonpsionic, can be any class as per usual; this is simply explained by the use of an outside source, like an implant, bonded organic device, or other source of energy that they can use. However, only some species get a type of psionics inherent to themselves; most have only one type available, but the Iyalu and Lyxaris are flexible in having access to all types of attunement.
- These psions effectively get a secondary base of powers in addition to their class features. When not trained into some kind of class or specialization, generalized psionics usually have simple but useful applications, dealing damage, manipulating objects, and providing bonuses. They get a number of power points per hit die, and access to abilities on a per-level basis, rather than a choice of powers, that they can cast at any time as long as they have enough power points.
- Psionic Energy affects organic life in unique ways; it is only naturally conducted by organic matter or materials with specially engineered structures. When making an attack roll against a living target, Psionic attacks target touch AC and otherwise behave normally. When making any roll against a non-living target, any damage targets normal AC and the psion must expend a swift action to focus, as otherwise the energy will simply pass through them.
- Psionic attacks respect elemental resistances and invulnerabilities accordingly; however, psions dealing physical damage can ignore DR depending on their level as listed below. It, additionally, is affected by both Power Resistance and Psionic Damage Resistance. Psionic Damage Resistance is simply DR that reduces damage specifically from psionic sources.
- Psionic attacks of most types can pass through walls and other cover; if you are making a blind attack against someone behind cover your attack gains a +50% miss chance due to concealment and they gain +8 AC against the attack, even if they are flat-footed. If you can see your target by some means, your attack only has a +20% chance to miss.
- LV1 Psion ignores DR/Honed.
- LV5 Psion ignores DR/Charged.
- LV10 Psion ignores DR/Pulse & DR/Phase.
- LV15 Psion ignores DR/Hard Light.
- LV20 Psion ignores DR/Warp.
- === AEROKINESIS ===
- USERS: HYVENKH, LYXARIS, IYALU
- == LV1 ==
- = BASIC AEROKINESIS =
- You can create a light breeze that blows against a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This wild talent doesnโt function without air or while underwater. You can have only one such breeze active at any one time.
- You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures or objects equal to your Constitution bonus. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use basic aerokinesis again, whichever comes first.
- = FORCE BLAST =
- RANGE: 30ft
- DURATION: Standard action
- SAVE: None
- POWER POINTS: 2
- EFFECTS: You project a targeted blast of air as a ranged psionic attack, striking a target with 2d6+WIS bludgeoning damage. You may spend one additional power point to gain a +2 bonus to hit.
- = BUFFETING WINDS =
- RANGE: 30ft
- POWER POINTS: 2
- DURATION: 1 round/level
- SAVE: Fortitude negates
- EFFECTS: You plague a single target with buffeting winds that follow them around, pulling and pushing at them. They take a -2 penalty to attack rolls and AC. If they attempt to run or charge, they must make a fortitude save or fall prone as the wind sweeps them off of their feet. Attempts to disarm them also gain a +2 bonus.
- = GUST =
- RANGE: 20ft
- DURATION: Standard action
- SAVE: Fortitude negates.
- POWER POINTS: 1
- EFFECTS: You produce a gust of wind that knocks an opponent prone.
- == BIOKINESIS ==
- USERS: LYXARIS, IYALU
- == CRYOKINESIS ==
- USERS: LYXARIS, IYALU, PYKHOZA
- == ELECTROKINESIS ==
- USERS: HYVENKH, LYXARIS, IYALU
- == EXTRASENSORY ==
- USERS: FELTAKA, LYXARIS, IYALU
- == HYDROKINESIS ==
- USERS: LYXARIS, IYALU, QAYZIV
- == METAMENTALITY ==
- USERS: LYXARIS, IYALU
- == PHOTOKINESIS ==
- USERS: LYXARIS, IYALU
- == PSIOKINESIS ==
- USERS: LYXARIS, IYALU, ZAVETII
- == PYROKINESIS ==
- USERS: LYXARIS, IYALU, ZULKOI
- == UNATTUNED ==
- USERS: LYXARIS, IYALU, POVOKI
- == SONOKINETIC ==
- USERS: BAUTAZA, LYXARIS, IYALU
- == SPATIOKINESIS ==
- USERS: LYXARIS, IYALU, ZYOL
- == TELEKINETIC ==
- USERS: LYXARIS, IYALU, VALATUL
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