Return-path: Received: from DRYCAS.CLUB.CC.CMU.EDU by DRYCAS.CLUB.CC.CMU.EDU (PMDF V5.0-5 #7763) id <01HUOQPRG8408WXQDI@DRYCAS.CLUB.CC.CMU.EDU> for sw-rpg@DRYCAS.CLUB.CC.CMU.EDU; Wed, 30 Aug 1995 14:16:53 -0400 (EDT) Received: from genesis.ait.psu.edu by DRYCAS.CLUB.CC.CMU.EDU (PMDF V5.0-5 #7763) id <01HUOQK9WEUW8WX40O@DRYCAS.CLUB.CC.CMU.EDU> for jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU; Wed, 30 Aug 1995 14:06:54 -0400 (EDT) Received: from [146.186.127.78] (Waring-Mac78.cac-labs.psu.edu [146.186.127.78]) by genesis.ait.psu.edu (8.6.12/8.6.12) with SMTP id OAA22335 for ; Wed, 30 Aug 1995 14:05:58 -0400 Date: Wed, 30 Aug 1995 14:06:24 -0400 From: spb125@psu.edu (From the Depths of my Imagination) Subject: Psionics for Star Wars To: jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU Errors-to: jae+sw-rpg-errors@DRYCAS.CLUB.CC.CMU.EDU Reply-to: jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU Message-id: <199508301805.OAA22335@genesis.ait.psu.edu> MIME-version: 1.0 Content-type: text/plain; charset=us-ascii Content-transfer-encoding: 7BIT Okay a few things first, one, the Force is in everything, therefor if you have outside the norm(ie psionics, super-powers, chi/ki skills) they revolve around the Force. Second, the following list of psionics are from the AD&D Psionics Handbook. I'm writing them up to add a little flavor to my game, plus it gives me another angle to look at Force skills. Psionics For Star Wars All the Below Powers are based on the user's ability in the Force. And at least the three basic attributes in the the Force; Control, Sense, and Alter. Clairsentient Sciences: Aura Sight; This is the ability to see and read another's natural aura. There are two basic roles to be made, one for the ability to see the aura and the other to interpret what the user sees. Roll Sense difficulty 10 to see, and Knowledge/ Aura Skill difficulty 15. They will be able to see the person's relative skill level, how old they are, their current health, general alignment, and possession. Clairaudience; This is the ability to ear something while being in a different place or location. Roll Sense difficulty 20 + proximity modifiers. Clairvoyance; This is the ability to see a scene without being present at the location. Roll a Sense difficulty 20 + proximity modifiers. Object Reading; This is the ability to read the impressions that an aura leaves on an object after using or after having been used by a person. The length of time the user can trance back on the object is dependent on their roll. Roll a Sense difficulty 15 for one person, for every additional 4 points beyond the difficulty number add one more person to the memories. Precognition; This is the ability to see and feel into the future. Because the future is a difficulty thing to understand, let alone predict, this ability only offers a belief scene into the ever varying future. Roll Sense difficulty 25. Sensitivity to Psychic Impression; This is teh ability to sense the phychic impressions of an area or purposely by another Psionic. These can be anything from a specific message or the impressions of many mind that fight a battle, or a group of people at a Ball/ Festible. Roll Sense difficulty 15. Scanning; The ability to cover a large area, looking for any form of pschic impress or specific type of object. Once something is found the use of other powers is made easier (-5 to base difficulty). Roll a Sense difficulty 15. Clairsentient Devotions: All Round Vision; This is the ability to "see" things from all around you, in a 360 degree circle. A user of this power may never be snuck up on, nor could they ever be surprised from behind. Roll Sense difficulty 15. This power may be kept up. Combat Mind; This is the ability to set one's mind in a mode to deal with the environment of combat around them. They can sense their opponent's moves before they make them. They gain a bonus to their initatives (+5 to initative rolls) and all difficulties for combat are reduced by the number by which they exceed the target difficulty. Roll Sense difficulty 20. This power may be kept up. Danger Sense; This is the ability to sharpen the mind's natural ability to process information and look for dangers, plus add a sixth sense to the availible input. The user can sense to danger a speeding truck before it comes around the corner or a sniper before the shot is fired. In essence the user can sense the action of danger the round before it happens. Roll Sense difficulty 20. This power may be kept up. Feel Light; This is the ability for the user to turn their body into the living receptacle for light. The body can now feel light and all electromagnetic wave energy as a physical presence. In the same way the body normally feels the water in the ocean, it can now feel the presence of light waves. The user gains a great resistance to other abilities that require a gaze or eye contact. The user can still see, just not through their eyes. There is also an added resistance to light based attacks. Take the number exceeding the target number and subtract that from teh base damage done to user. Roll Sense difficulty 15. This power may be kept up. Feel Sound; This power is similar to Feel Light, but applies to sound and sound based attacks. The user's entire body can feel the waves of sound around them. The user gains a resistance to sound based attacks because to whole body cancels the sound, not just the ears. The whole body resists. Take the number that exceeds teh target number and subtract that from the base damage done to user. Roll difficulty 20. This power may be kept up. Hear Light; This ability allows the user to hear light and process that sound into an image. If the user was blinded in some way or another they could use this power to give them a stange sense of sight. Something like echo location for bats, except with light wave not sound. Roll Sense difficulty 20. This power may be kept up. Know Direction; This is the ability to allow the user to sense the magnetic north of the planet and use that to guide their path. This sense is very accute and the present of other magnetic fields does not interfer with it. Roll Sense difficulty 15. This power may be kept up. Know Location; This is the ability to let the user know what their exact location is. The power draws on the psychic impresses around it and than the user interprets that information. A successful role will reveal exactly where the user is currently located. And the GM can expand on the location if the user asks. Roll Sense difficulty 25. Poison Sense; The ability to sense a toxican in the presense or near (within 1-2 m) the user. But the toxican must be able to affect the user, but it does not reveal what the toxican is. Roll Sense difficulty 20. This power may be kept up. Radial Navigation; This ability allows the user to anchor themselves to a location and know exactly in what direction and how far away the location is from their current position. This is very helpful in teleporting or dimensional walking. The user does not have to see the location to radial navigate from that position. Roll Sense difficulty 20. This power may be kept up. If it is drop, for whatever reason the connection is broken. See Sound; This is another ability to see without eyes. In the same manner as hear light, see sound allows the user to echo locate what is around them. Roll Sense difficulty 20. This power may be kept up. Spirit Sense; This is the ability to sense the presense of spirits in an area (10m). The presense is felt but nothing more. The user might be able to pinpoint the location, but that is more difficult (+10 to target number). Roll Sense difficulty 15. This power may be kept up. Psychokinesis Sciences: Create Object; This is the ability to shape the moleculars of the world around the user, turning air or rock or anyother substances into a desired object. Though it may look like the user is creating something "out of thin air" they are not. This ability has many useful effects, because the object can be as complex or simple as the user wishes. But the user must have intimate knowledge of how the object works and what it is made out of. The user is also limited by how much they can make. No more then 3 kg / die code in Alter. So that if they have 4d+1 in Alter, they can only create 12 kg of an object. Roll Sense difficulty 15, Control difficulty 15, and Alter difficulty 25. It takes one round per 5 kg to create. Plus roll a Technology difficulty based on the complexity of the object; 5 for uniform structures, 10 for structures of 2 to 4 different substances, 15 if it has working componites like a old fashion pocket watch, 20 for something like a slug thrower, 25 for an electronic based object, and a 30+ for something like a blaster, which is made of many different substances, based electronic, has a few moving parts, and is extremely complex. Detonate; The ability to cause an object to break the molecular bonds in non-living matter. It causes the object to explode and fly apart because of its own molecules. Only a very limited amount of matter may be affected by this power. The user may detonate 1 kg per die code in Alter. Roll Sense difficulty 10 to find the object, roll Control difficulty 15, and roll Alter difficulty 20. Disintegrate; Molecular Rearrangement; Project Force; Telekinesis; Psychokinesis Devotions: Animate Object; Animate Shadow; Ballistal Attack; Control Another's Body; Control Flames; Control Light; Control Sound; Control Wind; Create Sound; Inertial Barrier; Levitation; Molecular Agitation; molecular Manipulation; Soften; Psychometabolism Sciences: Animal Affinity Complete Healing Death Field Energy Containment Life Draining Metamorphosis Shadow-Form Psychometabolic Devotion: Aborb Disease Adrenial Control Aging Biofeedback Body Control Body Equilibrium Body Weaponry Catfall Cause Decay Cell Adjustment Chameleon Power Chemical Simulation Displacement Double Pain Enhance Strength Ectoplasmic Form Expansion Flesh Armour Graft Weapon Heighten Senses Immovability Lend Health Mind Over Body Reduction Share Strength Suspended Animation Telepathic Sciences: Domination Ejection Fate Link Mass Domination Mindlink Mindwipe Probe Psychic Crush Superior Invisibility Switch Personality Tower of Iron Will Telepathic Devotions: Attraction Aversion Awe Conceal Thoughts Contact Daydream Ego Wipe Empathy ESP False Sensory Input Id Insinuation Identity Penetration Incarnation Awareness Inflict Pain Intellect Fortress Invincible Foes Invisibility Life Detection Mental Barrier Mind Bar Mind Blank Mind Thrust Phobia Amplification Psionic Blast Post-Hypnotic Suggection Psychic Impersonation Psychic Messager Repugnanace Send Thoughts Sight Link Sound Link Synaptic Static Taste Link Telempathic Projection Thought Shield Truthear Psychoportive Sciences: Banishment Probability Travel Summon Planar Creature Teleport Teleport Other Psychoportive Devotions: Astral Projection Dimensional Door Dimension Walk Dream Travel Teleport Trigger Time Shift Time/Space Anchor Metapsionic Sciences: Appriase Aura Alteration Empower Psychic Clone Psychic Surgery Split Personality Ultrablast Metapsionic Devotions: Cannibalize Convergence Enhancement Gird Intensify Magnify Martial Trance Prolong Psionic Inflation Psionic Sense Psychic Drain Receptacle Retrospection Splice Stasis Field Wrench ---Gunstar