Difference between revisions of "Psionics: Power List"
GnomeWorks (Talk | contribs) |
GnomeWorks (Talk | contribs) |
||
Line 1: | Line 1: | ||
Psionic powers as they are in Trinity, for the [[Class:_Psionicist|psionicist]] class. | Psionic powers as they are in Trinity, for the [[Class:_Psionicist|psionicist]] class. | ||
+ | |||
+ | There got to be too many powers, so we had to split them up over several pages. | ||
=Power List= | =Power List= |
Revision as of 03:53, 5 February 2010
Psionic powers as they are in Trinity, for the psionicist class.
There got to be too many powers, so we had to split them up over several pages.
Contents
Power List
- Psychokinesis
- Devotions
- Sciences
- Ballistic Telekinesis
- Chemoreceptive Telekinesis
- Electrokinesis
- Fine Manipulation Telekinesis
- Gravitic Burst
- Multikinesis
- Tactile Telekinesis
- Telekinetic Maneuver
- Telekinetic Sphere
- Thermokinesis
- Arts
- Create Object
- Disintegration
- Magnetization
- Null Gravity
- Psychometabolism
- Sciences
- Telepathy
- Devotions
- Cloud Mind
- Cognize Language
- Conceal Thoughts
- Daze
- Detect Thoughts
- Distract
- Empathy
- Id Insinuation
- Mind Thrust
- Mindlink
- Sense Link
- Thought Shield
- Sciences
- Brain Lock
- Catapsi
- Dominate
- False Sensory Input
- Insanity
- Instill Emotion
- Mindwipe
- Probe
- Psychic Crush
- Psychic Leech
- Suggestion
- Arts
- Phantasmagoria
- Reddopsi
- Mind Blank
- Mind Switch
- Overmind
- Devotions
Descriptions Explanations
Duration: ... (S)
- This means that the power's duration is such that, if you activate it again on your next turn, the effect is seamless; that is, it is continuous from one use to the next.
Psychic Damage
- Psychic is a new energy type. It is used exclusively by psionics.
[Telekinetic]
- Telekinetic is a new descriptor. Using a power with this descriptor does not disrupt your concentration of telekinesis; failure to manifest it does not disrupt your concentration.
Power Descriptions
BIOFEEDBACK
|
---|
Disciplines: Psychometabolism |
Level: Psi Sci |
Manifestation DC: 16 |
Manifestation Time: Standard action |
Range: Personal |
Target: You |
Duration: Concentration |
Saving Throw: None |
You take conscious control of your body's restorative mechanisms, allowing you to heal faster. |
During your turn, you may spend a swift action to heal 1 point. You cannot use this ability more than once each turn. |
Augmentation (1 PP): When you spend a swift action to heal yourself, heal 1 additional point. |
Augmentation (2 PP): Increase the duration by 1 round after you stop concentrating on it. |
Augmentation (5 PP): Each round, you may spend a swift action to make a new saving throw against any one negative physical status effect. |
Augmentation (6 PP): Each round, you may spend a swift action to gain regeneration 0 for 1 round. |
Design Notes
Where I talk about what the hell I'm doing.
Psychokinesis
Of all the disciplines I've contemplated up to this point (Sept 22, 09), this one is the most different from the source material.
Unfortunately, it also nearly breaks the psionics system here as written. The problem with psychokinesis is that it all pretty much revolves around one power - telekinesis - and variations thereof. It makes sense, then, that the variations just improve the base power... but that's rather uninteresting, unfortunately, and definitely doesn't fit the feel of the powers system as envisioned.
As of this morning, I think what we're looking at is a series of powers that expand upon telekinesis while it's active. Ballistic telekinesis is, I think, a pretty good preview of what the majority of psychokinesis powers will look like: they allow you to do something more with your telekinesis target, and using them specifically counts as maintaining concentration on telekinesis.