Kinetics

Skill Cost-7-Kinetics-Intelligence
Kinetics is the flashiest of the psionic abilities. These abilities involve bending and manipulating the elements, or the peripheral energy, in the world around you. The psion does not create of destroy this energy.

Skill Cost-4-Telekinetics: This is the ability to use one’s mind to manipulate objects. The psion focuses on an object and is able to push, pull, lift or throw the object.

1 Rank: At this level the Psion cannot control their ability. In times of stress the Psion will telekinetically push, pull or lift small objects or people.
5 Ranks: The Psion has gained control over their ability, and can now control objects and people with their mind. The Psion can lift a total of 5/10/20kg
8 Ranks: The Psion can now lift a total weight of 25/50/75kg. The Psion can also split this weight between two objects.
10 Ranks: The Psion can now lift a total of 75/150/225kg. The Psion can also split the weight between 4 objects.
12 Ranks: The Psion can now lift up to 225/450/675kg. The Psion can now split the weight between any number of objects.
15 Ranks: The Psion can now lift 675/1350/2025kg The Psion can now spend additional Psi-Points to increase their maximum lift limit. For every 5 Psi-Point spent the Psion can lift an additional 100kg.

Throwing Objects: Many items that can be lifted can also be moved and thrown. All objects can be moved at a speed equal to 1/2 the Psion’s INT Score rounded up/ the Psion’s INT Score/ INT x2 Score meters per phase. Objects used as thrown weapons deal damage according to falling damage, replacing the height fallen with distance thrown if necessary. Instead of the victim making a fall check, the Psion’s check determines the damage. If the Psion rolls an Amazing check the damage is as if the victim got a Marginal on their Fall check and works its way in reverse. For every increment of weight listed the Psion adds + 1 to the damage the object inflicts. (Example: A Human with 14 INT has 15 ranks in Telekinetics. On a skill check he gets an amazing. This mean’s he is capable of lifting 2025kg, on a second check he can throw the object at 28m/s, or 100km/h. This means he will do d4+2m damage for the speed of the object, and an additional +12m for its weight. The Psion then picks up an angry rhino and tosses it as his enemy, crushing the victim.)

Skill Cost-4-Kinetic Shield: This ability allows the Psion to put up a shield of pure force to protect them from harm. The Kinetic Shield soaks damage before normal armour soak.
Taking Damage: The Kinetic Shield works differently than normal armour. Instead of soaking damage like a bullet proof vest would, the shield absorbs a number of damage before it falls. Each type of damage takes points away from the shield as follows: 1 Stun = 1 Point, 1 Wound = 2 Points, 1 Mortal = 4 Points. Different types of impact damage do not affect the points lost. A weapon of Good Quality deals 1.5x damage and a Weapon of Amazing deals 2x damage.

1 Rank: The Psion has no control over their ability, and in times of stress the ability will activate on its own. Before the Psion takes damage, after being struck, the Psion makes a Kinetic Shield check, succeeding puts up a thin layer of force around the Psion’s body that shimmers like a heat wave when struck that absorbs d4/d4/d4 damage.
5 Ranks: The Psion now can put their shield up on command. Doing so is a half-action, and the shield absorbs 10 points of damage before armor soak.
8 Ranks: The Psion’s shield has become more durable, giving the Psion 10/20/30 points of soak before armour.
10 Ranks: The Psion can now make a shield that forms a bubble around him/her that reaches out in meters equal to half their INT Score rounded down. This shields all people and objects within the bubble. This increases the Psion’s damage absorption to 20/30/40 points.
12 Ranks: The Psion’s shield is now considered Good Quality. This reduces the amount of damage from ordinary attacks to half. Good quality weapons deal damage normally, and Amazing quality weapons deal 1.5x damage, rounded down.

Skill Cost-4-Aerokinesis: This is the ability to control and manipulate air pressure around the Psion to create wind and shift the weather. The Psion is able to effectively create small gusts of wind and breezes strong enough to kick up dust, leaves and other small lightweight objects.

3 ranks: The Psion can now create strong gusts of wind up to 25km/hr. Strong enough to knock a single person down if concentrated enough at a + 0/+ 1/+ 2 to their balance checks. The range of this attack is limited to the Psion’s INT in meters.
6 ranks: At this rank the kinetic can create more powerful gusts at up to 75km/hr in a cone. Opponents who fail an Acrobatics check with a + 1/+ 2/+ 3 penalty are knocked prone and pushed back 1/2/3 meters.
9 ranks: At this level the kinetic can create small cyclones equal to their INT Res modifier. Each cyclone costs the Psion + 1 psi and the Psion can now move items through the air depending on the quality of the check 75/100/150 kg. Winds can now reach speeds of 150km/hr and range is now 8 times INT in meters. Throwing objects uses the same rules at Telekinesis. Cyclones continue to keep their form for + d4 rounds for every additional psi-point spent.
12 ranks: The range of their skill extends to 20 times INT score and weight is now 150/225/300 kg.
15 ranks: The range is now 40 times INT and weight is now 400/500/600kg per twister. The Psion can now create a hurricane with himself at the epicentre. Winds speed at 300km/hr in each direction. Initial cost is doubled and the Psion must spend 1pp per minute to sustain the winds.

Skill Cost-4-Electrokinetics: This is the ability to control and manipulate electrical energy. The Psion can choose to hold the charge for a number of actions equal to their Electrokinetic ranks divided by 2, each action adding an additional + 1s/+ 2s/+ 1w. A person does not get their DEX resistance Mod added to attacks made by Electrokinetics, other skills such as Dodge, Reflexes, Good Luck, Concentration, Precognition, and Barrier still applies.

1 Rank: At this level the Psion has no control over their ability. During times of stress the Psion will spark and discharge electrical energy from their body. A spark may deal d4 stun to another person, or cause electrical devices to short circuit.
4 Ranks: The Psion has learned how to control their ability somewhat. During times of high stress the Psion may still spark, causing people that come into contact with them to take d4+1 stun damage. The Psion has however learned to send out short arch of electrical energy up to their INT Score in meters. The arch deal d4/d4+1/d4+2 stun damage.
6 Ranks: The Psion no longer deals automatic damage to people in contact with them, and has learned to double the length of their arch. They also deal d4+2s/d4+4s/d4w.
10 Ranks: The Psion’s range has become equal to their INT Score x 10 in meters, and they can attack multiple people. Doing so costs + 1 Psi-Point per person and a separate check must be made.
15 Ranks: The Psion is now capable of creating an EMP like blast. This causes all electrical devices in a radius equal to the Psion’s Ranks x 50 meters to overload and explode, or deactivate and be unable to be repaired. These devices need to be replaced.

Skill Cost-4-Ecokinetics: The ability to control, manipulate and shape earth. Ecokinetics involves earth, dirt, mud, and stone. At higher levels the Eco can even send earth through the air, much like if they had TK as well as manipulate things like oil, ink, and metals.

1 Rank: At this level the Psion has little control over their ability. In times of stress the ground beneath the Psion’s feet will shake and rumble, the more stressful or angry the situation, then the more powerful the earthquake. The Psion makes a check, on a good or better all people around the Psion up to his/her INT x2 in meters need to make an acrobatics check, or fall over.
5 Ranks: The Psion has learned to control their power a little, and is capable of creating small tremors. The range of the tremors is 4x the Psion’s INT Score in meters. Opponents need to beat the Psion’s Ecokinetic check or fall prone. The tremor also damages structures for d10w/d10+2w/2d6+2w. In addition the Psion is now able to shape dirt and mud and move it at a speed equal to the Psion’s INT in meters per phase. Opponents being struck by earth like this take damage according to the rules for damage mentioned under Telekinetics. The Psion is able to move up to 200kg of earth.
8 Ranks: The Psion is now able to manipulate stone and sand the same way he can with earth and mud. The Psion is also able to move and additional 200kg of earth.
10 Ranks: The Range on the Psion’s tremor has increased to 20x the Psion’s INT Score kilometres. The Psion is also able to shape an additional 400lbs of earth, and even take this material out of the ground into the air as if they were using Telekinetics.
15 Ranks: The Psion has become a master of the earth, and is capable of manipulating an additional 500lbs of earth x their INT Res Mod. The Psion’s tremor has also increased its range to 100x INT Score+Ecokinetic Ranks in miles. The Psion is also able to manipulate refined ores (metals, oils, inks) as earth.

Skill Cost-6-Pyrokinetics: This ability allows the Psion to manipulate thermal energy.
1 Rank: At this level the Psion cannot control their own power. In times of stress, or rage the Psion unleashes bursts of flame and emanates heat from their body. The Psion deals d6+2w/2d4+2w/d4+2m as small flash fires burst around him acting like grenades.
4 Ranks: The Psion has learned to control their ability somewhat. The Psion can create small flash fires or explosions a number of feet away equal to their INT Score. The color of the flame is now yellow-orange and burns up to 2000C.
8 Ranks: The Psion’s ability to manipulate thermal energy has become powerful, their fires damage now deals 2d4w/d6m/d8+2m and their range of attack has increased to 4xINT Score. The Psion can also choose to have their attack work like a grenade, or target something specifically. Targeting something specifically allows the fires to catch, causing the object to combust into flames for a number of rounds equal to the Psion’s INT Res Mod. Each round combusted deals an additional d4w/d4+2w/d4m. The Pyro’s fire is now Good Quality. The color of the flame is now blue and burns at a temperature of up to 4000C.
12 Ranks: The Pyrokinetic flames damage is now d4+1m/2d4+2m/3d4+3m and the color of the flame is now a blue-purple and burns at a temperature of up to 8000C.
15 Ranks: The Psion has become a master of flames, can do a “rapid fire” attack. Allowing them to make three attacks to sweep an area. The Psion designates three targets on the two ends and middle of a group and attacks, with a +1, +2, +3 bonuses. All targets that take damage are then combusted. The Pyro’s fire is now Amazing Quality and the flame is a vibrant purple, nearly invisible to the naked eye and burns at a temperature of close to 10,000 C.

Skill Cost-4-Cyrokinetics: This is the ability to manipulate thermal energy by taking it away, in essence creating a void of cold to freeze things
1 Rank: At this level the Psion has next to no control over their ability. In times of stress the air around the Psion will become cold, small amounts of frost may form in their hair, or on the surfaces of things they come into contact with.
5 Ranks: The Psion has learned to control the abilities somewhat, and can now control what he/she freezes. To freeze something the Psion must come into contact with it, doing so causes a + 1 bonus to the targets next action, and deals d4s.
8 Ranks: At this level the Psion can now freeze things more quickly. Freezing a person deals d4s/d4+2s/d4-1w and induces a + 1 bonus to their next action. Ice the Psion creates has a durability of 6s/6w/4m per 1 foot (1 L) of thickness.
10 Ranks: Freezing things at this level deals d6+1s/d4w/d4+2w and gives the target a + 1/+ 2/+ 3 to all actions for the remainder of the round. The Psion also no longer needs to come into contact with the object, and has a range equal to their INT + Cyrokinetic Ranks in feet.
15 Ranks: The Psion can now create small blizzards in a radius of feet equal to 4x INT Score+Hydrokinetic Ranks that last for as long as the Psion concentrates. During this time everyone and everything caught in the flurry take d6+1s/d4+2w/d4m of Good Quality and the Psion’s ice now is considered Good Quality.

Skill Cost-4-Hydrokinetics: This is the ability to manipulate water around the Psion in all its forms.

1 Rank: At this level the Psion has no control over their power, in times of stress the air around the Psion becomes moist, and damp, making the area humid and uncomfortable. Water seems to ebb and flow from them and when angry may become steam, or ice.
5 Ranks: At this level the Psion has learned to manipulate the waters around them. This allows the Psion to manipulate up to their INT Score in Litres of water.
8 Ranks: The Psion can now manipulate up to 4xINT Score in Litres of water, as well as manipulate the water inside living things. Drawing water out of a living thing deals d4-2f/d4-1f/d4f.
10 Ranks: The Psion is now able to manipulate up to INT+Ranks x 50L of water.
• Using Water as a Weapon: When using water as a weapon, the force of impact is d4s/d4w/d4-2m. For every 50L (50lbs) of water being manipulated, add an additional +1 damage.
Example: The Psion has ten ranks in Hydrokinetics, and 10 Intelligence. This gives him 20 × 50 = 1000L of water to work with. Smashing this force down on a target he gets a Good Success, dealing d4 +20w (1000/50 = 20)

Skill Cost-4-Audiokinetics: This is the ability to manipulate sound, it does not create sound from nothing.

1 Rank: At this level the Psion has no control over their ability. In times of stress the Psion will amplify sounds drastically, causing them to deal d4s damage to all who can hear them and in times of rest the Psion will softly emit a melody.
5 Ranks: At this level the Psion has learned to control their ability. The Psion can boost the volume, or decrease the volume of any sound made within INT feet of them. This allows the Psion to give a -1/-2/-3/-4 step bonus to anyone making Stealth checks inside this area, or -1/-2/-3 bonus to Perception checks when dealing with sound.
8 Ranks: The Psion can now use sound as a powerful weapon that deals d4+1s/d4+2s/d4w as an area effect from himself, that reaches out in feet equal to the Psion’s Ranks in Audiokinetics + INT Score in feet.
10 Ranks: The Psion can now create sound from nothing and manipulate it as he/she sees fit. The Psion can now focus their sonic blast into a cone effect that deals d6s/d6+1w/d4-1m. The cone’s range is equal to the Psion’s Ranks in Audiokinetics in yards, and is as wide at its end as the Psion’s INT Score in yards.

Skill Cost-4-Photokinetics: This is the ability to bend, manipulate and create light.
1 Rank: The Psion has little control over their power at this level, and in times of stress may blink, glow or seem to absorb light from around them.
5 Ranks: The Psion has learned to control their power to the point where they can make light sources brighter, or darker. The scale of light goes as such; No Light/ Dim Light/ Normal Light/ Bright Light/ Blinding Light. The Psion makes a check and can move the level of light from the source outwards in feet equal to the Psion’s INT Score. The level of the check determines how far along the scale the light can move up to three levels. If there is no light source, light comes from the Psion’s body.
8 Ranks: The Psion has become such a talented light bender that he can change the color of a light at will. The Psion is also able to bend light around themselves to render themselves invisible. The Psion makes a Photokinetic check to give themselves a -1/-2/-3/-4 on their next Stealth-Hide check.
10 Ranks: The Psion can now bend light around things other than himself within a radius of Ranks in feet. The bonus to Hide checks is also increased to a -2/-3/-4/-5. The Psion is also capable of focusing light into beams, or lasers that deal d4s/d4w/d4m. The range of which is equal to Ranks in Photokinetics + INT Score x 10 yards.

Psionics

Kinetics

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