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 Psionic: Erebokinesis

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PostSubject: Psionic: Erebokinesis   Psionic: Erebokinesis Icon_minitimeFri Nov 15, 2013 4:52 pm

Erebokinesis
Psionic: Erebokinesis Shadow_zpse3d7fd47
This rare psionic ability allows a psychic to create, manipulate, and materialize darkness. Early forms of this power are simple, but extremely useful. Further abilites allow the psion to become darkness itself, swift and unseen. As a psion continues to hone their mental skills, soon they find that they can create dark matter, a type of substance that accounts for large parts of mass that appears to be missing from the universe.
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1D Infravision: The character can now see changes in heat, making out shapes and colors by the warmth of what is in their line of site.
2D Minor Shadow Manipulation: With this discipline, the psion can manipulate existing shadows, molding them to move on their own and take new shapes, and even become corporeal.
3D: Dark Visage: The character can use the darkness around him/her to make themselves more intimidating and eerie. This works like the “Fear” special ability.
4D: Shade Adaption: Much like the cold penumbra of a moon, the character is very use to cold environments, earning +3D to strength or stmina checks to resist ill effects from cold (as the Special Ability, “Environmental Resistance).
5D: Darkness: As the Special Ability “Darkness”, this allows the psion to project a field of darkness around themselves, adding a minimum of +5 to difficulty of any sight based skill totals.
6D: Blackout: With this ability, the psion can cause surrounding shadows to snuff out the light of an enclosed area.
7D: Silhouette Storage: By bending the very mysterious powers of dark matter, one can store an allotted amount of equipment in their own shadow so long as they are in an area where a shadow is casted.
8D: Gloom Ray: The psion can now create an icy beam of shadow, that freezes targets, harming them with cold.
9D: Shadow-Port: Can move throughout shadows within the psion's line of site.
10D: Shadow Immersion: The psion literally turns into shadow, keeping themselves safe from most physical attacks or enivornmental hazzards.


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PostSubject: Re: Psionic: Erebokinesis   Psionic: Erebokinesis Icon_minitimeFri Nov 15, 2013 5:12 pm

1D Infravision: Infravision is a type of vision that overlaps "normal sight", allowing creatures to detect the infrared spectrum of light created by heat. Colder areas appear dull and cool colored, while heat orientated objects are vibrant and of warm hues.

Rules: Shifting to Infravision costs a declared free action, but does not require a roll.

Psionic: Erebokinesis Infra_zps0c96aec7


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PostSubject: Re: Psionic: Erebokinesis   Psionic: Erebokinesis Icon_minitimeFri Nov 15, 2013 5:27 pm

2D Minor Shadow Manipulation: The psychic is able to command shadows within their line of site, causing them to manipulate themselves as the psychic sees fit. These shadows can not harm or cause physical obstruction to anyone, and is described as a cool sensation when touched or moved through. These shapes can not completely block out light, and are partially transparent like black smoke. The complexity of the concept adds to the difficulty of the Erebokinesis check.

Base Difficulty: None

Difficulty Modifiers
Slow Movement: +3 (less than psychic’s base movement)
Average Movement: +6 (equal to psychic’s base movement)
Fast Movement: +9 (faster than the psychic’s base movement, maximum of base movement x 4)

Basic Shape: +3 (Blob, basic square, cirlce shape, etc.)
Standard Shape: +6 (Foggy human shape, vague looking vehicle)
Complex Shape: +9 (seamless Solin profile, Exact contours of an energy weapon, etc.)

Small in Size: +3 (databand, cat, baseball)
Moderate in Size: +6 (person, motorcycle, desk)
Large in Size: +9 (anything larger than the psion, up to x4 in mass)

Remains on Floor or walls: -3
Upright and Verticle: +3
Multiple Shadows: +3 per additional shadow beyond the first

Duration: 1 action to create, an additional action per round per creation to sustain (2 people walking around in different directions, 2 sustaining actions)


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PostSubject: Re: Psionic: Erebokinesis   Psionic: Erebokinesis Icon_minitimeFri Nov 15, 2013 5:45 pm

3D Dark Visage: The psion makes the area around his/her eyes black, the shading around their face flicker, and the darkness around them waver. The overall appearance is that of a menacing dark version of the psion. Like the Special Ability “Fear” (2), this allows the user to gain a bonus to all intimidation totals based on their Erebokinesis roll. The target resists with willpower. If the character successfully intimidates the target(s), they receive an equal combat defense bonus against those so affected based on the chart below.

Result Bonus
1-10:   +1 to intimidation, and if successful, an equal bonus to combat defense difficulties against those affected
11-15: +2 to intimidation, and if successful, an equal bonus to combat defense difficulties against those affected
16-20  +1D to intimidation, and if successful, +3 to combat defense difficulties against those affected
21-25: +1D+1 to intimidation, and if successful, +4 to combat defense difficulties against those affected
26-30: +1D+2 to intimidation, and if successful, +5 to combat defense difficulties against those affected
31 & up: +2D to intimidation, and if successful, +6 to combat defense difficulties against those affected


Duration: 1 action to use Dark Visage


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PostSubject: Re: Psionic: Erebokinesis   Psionic: Erebokinesis Icon_minitimeFri Nov 15, 2013 5:48 pm

4D Shade Adaption: The character has become so accustom to the lack of light, that they gain a resistance to extreme colds. Much like the Special Ability “Environmental Resistance”, the psion gains a +3D stamina bonus from cold environmental conditions. This does not make the user immune to cold attacks, as these types of damage are more extreme.

Duration: Permanent, this ability is always active once learned
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PostSubject: Re: Psionic: Erebokinesis   Psionic: Erebokinesis Icon_minitimeFri Nov 15, 2013 5:55 pm

5D Darkness: Just as the Special Ability “Darkness” (3), the psion is able to project a field of shadow around themselves, adding +5 to the difficulty of any sight-based skill totals against them. The field extends in a half-sphere around the psion with a radius equal to one meter. Unlike the special ability “darkness”, Psionic Darkness can be maintained as long as the psion spends an action each round to sustain it. This ability strength improves as the psychic’s Erebokinesis skill advances. NOTE: This does not make the poison invisible, but rather blurry and hard to follow with the human eye.

Base Difficulty: 15 (moderate), Self only

Duration: 1 action to activate, an additional action to keep active each round

Bonus: Once the Psion’s Erebokinesis skill reaches 7D the bonus changes to +8. At 10D the bonus improves to +11
Psionic: Erebokinesis Shadow11


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PostSubject: Re: Psionic: Erebokinesis   Psionic: Erebokinesis Icon_minitimeFri Nov 15, 2013 6:04 pm

6D Black Out: At this level, the Erebokinesis user is able to completely block light, making rooms or enclosed area pitch black. The psion must be able to see the lights in question. Each light source adds to the difficulty of the check. If successful, everyone within the area is blinded, and suffers from all of the effects of being so (except for the psion and anyone else who has Infravision). Ultravision does not work in a black out, as there is NO lightsource available due to the blockage. This can not be used in total openess, like the outdoors or in a stadium.

Base Difficulty: 15 (moderate)

Difficulty Modifiers:
+1 per additional light source
+0 if lightsource is dim like a night light, computer screen or glow stick
+3 for a standard light source like a lamp or campfire light
+6 for intense light that of vehicle headlights or a theatre spot light
-3 For enclosed or confined area
+3 If area is extremely open or has tall ceillings

Duration: 1 action to activate, an additional action to keep active each round
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PostSubject: Re: Psionic: Erebokinesis   Psionic: Erebokinesis Icon_minitimeFri Nov 15, 2013 6:10 pm

7D Silhouette Storage: A psion can now open up the mysterious element of dark matter, that is argued to be void of both time and space. The Psion may store any equipment that they could normally carry on their persons (armors, equipment belts, weapons), but nothing out of the ordinary such as personal vehicles, etc. If the psion enters total light or any area where a shadow can not be cast, the equipment is immediately regurgitated up from the psion’s shadow.

Base Difficulty: 21 (difficult)

Duration: 1 action to activate, an additional action to keep active each round
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PostSubject: Re: Psionic: Erebokinesis   Psionic: Erebokinesis Icon_minitimeFri Nov 15, 2013 6:27 pm

8D Gloom Ray: The psion conjures a beam of icy shadow which can be used as freezing damage to anyone within his line of site. For a Psion to use this power, he must declare the use of at least 2 actions. The first action is the creation of the Gloom Ray, which is done through a successful Erebokinesis roll.  The second action is to throw the ray at the intended target.  To perform this, the Psion makes a thrown weapons roll with a +2D bonus to launch the ray of black cold at his target.

Difficulty: Moderate (11-15)

Characters hit by the Ray suffer the Psion's Erebokinesis Skill Dice in Damage.

Gloom Ray has Ranges of

SHORT: 5

MEDIUM (+5): 10

LONG (+10): 202 meters per round to character’s base move rate, which in turn affects all other types of movement


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PostSubject: Re: Psionic: Erebokinesis   Psionic: Erebokinesis Icon_minitimeFri Nov 15, 2013 6:36 pm

9D Shadow-Port: With this ability, the Psion can travel to any shadow that they can see within an instant. The user must concentrate, and have line of site, instantly traveling to that point. This does not keep the user safe from any hazards the shadows may be near, such as heights, extreme heats or colds, etc. The user chooses the exact square they move to and within an action, arrives there. This is a very effective ability for combat or obstacles, but not a reliable source for stable travel.

Difficulty: 30

-5 to the Difficulty if the Psion is currently within a square that is extremely shaded or dark (would typically cause penalties to those without vision modifications)
-5 to the Difficulty if the Psion's destination is extremely dark (would typically cause penalties to those without vision modifications)

+5 to the Difficulty if the Psion is currently in a square that is very bright (spotlight, vehicle headlights)
+5 to the Difficulty if the Psion's destination square is very bright (spotlight, vehicle headlights)

Duration: Instant

Range: Line of Sight

Rules: When successfully used this ability instantly teleports the Psion from his Original Square to the shadowy squares he/she targeted. It is impossible to use this ability to teleport through areas where shadows do not exist, and at least some level of darkness must be present in the Psion's destination square for this power to work.


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PostSubject: Re: Psionic: Erebokinesis   Psionic: Erebokinesis Icon_minitimeFri Nov 15, 2013 6:48 pm

10D Shadow Immersion: The psion has mastered the ability of Erebokinesis to the point of becoming dark matter itself. By concentrating, the user becomes a mass of black shadow. This gives them the following special abilities.  

Difficulty: 30

Duration: Sustained

Range: Self

Benefits

Darkness
+8 to any sight based difficulties against them.

Partial Invisibility
Unless the psion makes it obvious that they are around, people within line of sight do not even notice the user. If the psion does not attack, make sudden erratic movements, etc. , unaware persons do not get an automatic search check to notice the psion.

Hypermovement:
+2 meters per round to character’s base move rate, which in turn affects all other types of movement

Shadow Fog (0 point advantage)
The character is made of a gaseous density and can easily bypass most physical obstacles. The character can slip through any barriers that still allow the intake of gas molecules (IE air vents, unsealed doors, etc.), as well as through energy, electrified or air based seals. The character can not carry any objects (though they can store them with silhouette storage) nor can they attempt any physical attack. A Shadow Fog character needs only a meter sized area, in any shape, in order to travel without penalties.

Flight (6 points)
Flight: Character can fly (as the Special Ability) at a rate equal to their base move x2. The flying/0-G skill is required to maneuver.

Immunity Physical Attacks
The character can not be harmed by any physical attacks, though energy based weapons such as lasers (light) and plasma (dissipate atoms) still apply.

Immunity:
Cold Damage
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