New Psionic Powers for

by
Colin Chapman

Aeromancy
Power Cost: x4
You can use this power to command the very element of air itself, creating anything from a gentle breeze to hurricane-force blasts of air.

It can be used to disperse dangerous gases, increase the speed of or hinder gliders, flying individuals and aircraft, or send targets flying with powerful gusts. Fine manipulation and flying are impossible (unless you want to hurl yourself with a hurricane-force blast of air).

Attacking specific targets with a blast of air (rather than just creating a circular area filled with the winds) requires a hit roll using your PL as a positive modifier. Anyone attempting to dodge these blasts suffers a -6 due to their near-invisibility. A blast of air requires the target to make a ST roll with your PL as a negative modifier or be knocked over, taking 1d6 damage.

Acolyte: You can create strong winds in an area and range up to your PL x 10 meters, but must concentrate to do so. This automatically disperses any lethal air-born toxins and gasses, and displaces anything loose that is under 1 kg in weight (such as debris and insects). It can aid or hinder flying beasts, characters with wings or patigia, and pilots on wing-gliders, increasing or reducing their flight speed by your PL x1 kph.

Initiate: You can create powerful gale force winds in an area and range up to your PL x 50 meters, but must concentrate to do so. Anything under 5 kg in weight (such as small animals) is displaced, and anyone in the radius or blasted by a gust suffers a -3 penalty on all their actions due to the buffeting. Bow and thrown weapons are next to useless when fired into such winds. You can add or subtract your PL x 10 kph to the speed of flying or gliding beasts and characters, and small craft such as wing-gliders and skimmerdisks. They also suffer a -3 penalty to their maneuvers when buffeted.

Magister: You can now create hurricane-force wind in an area or range up to your PL x 100 meters without concentration. Anything under 100 kg in weight is automatically picked up and thrown about, taking your PL x d6 damage. Anything staying within the howling winds takes 1d6 damage per round from flying debris (armor does not protect against this). At this level, anyone bowled over by a concentrated blast also takes your PL x d6 damage (armor is still effective). You may add or subtract your PL x 20 kph to the slight speeds of the above mentioned flying vessels, and even cause larger powered vessels to add or subtract your PL x 10 kph and suffer a -3 penalty on all maneuvers. Smaller vessels suffer a -9 penalty, and may attempt little other than desperatly trying to stay airborne.

Ghost-Form (Phasing)
Power Cost: x4
This psionic power enables you to become insubstantial and, at higher levels, grants you the ability to walk through solid objects or even cause other objects and individuals to become insubstantial. While insubstantial you appear pale and translucent. This power does not enable you to float or fly.

Acolyte: You can cause yourself and anything you are wearing or carrying (up to your carrying limit, but not including other living beings) to become as insubstantial as air. This requires concentration, but renders you immune to physical attacks, including hazardous gases. Energy attacks still do full damage, however, and you cannot lift things, manipulate objects, or make physical attacks yourself. You are unable to pass through forcefields, magnetic fields, or hermetically sealed areas. However, if there is a tiny gap in any barrier you can flow through it.

Initiate: At this level of mastery you can become insubstantial enough to penetrate any non-energy or non-ferrous metallic barrier like a ghost, even if it is completely sealed. You quite literally walk through walls, doors, etc. Energy fields and the inherent magnetic fields of large quantities of ferrous metals (such as iron) interfere with your personal energy pattern, barring you. Trying to force your way through such barriers will cause you 1d6 damage, and repel you immediately. This power still requires concentration, and energy weapons still have full effect.

Magister: You can now render yourself and up to your PL in other people or large objects insubstantial at either Initiate (without concentration) or Acolyte (with concentration) levels of ability.

Light Power Cost: x3
You can generate a field of light that illuminates an area. The glow is of such brilliance at higher levels of mastery that anyone looking at and targeting the area suffers penalties due to the blinding glare, and laser weapons prove less effective.

Acolyte: By concentrating you can create a field of light in an area up to 10 x PL by 10 x PL meters. It negates all penalties due to poor lighting conditions when attacking targets in that area. If the change is a sudden one from darkness to light, those in or looking at the area must make an IN roll to avoid being momentarily stunned, suffering a -2 on their Initiative. Your PL acts as a negative modifier to this roll.

Initiate: YOu can cover an area of up to 50 x PL by 50 x PL meters without concentrating. It acts exactly like it does at Acolyte level.

Magister: You can now cover an area up to 100 x PL by 100 x PL meters, and can also choose to make the light utterly blinding if desired. This obscures all details within the area of light (making all attacks within or into the area sufer a -9 penalty) unless the character has some compensating power (such as Bat Sonar). In addition, the sudden burst of light causes the momentary stun rolls (see Acolyte above) regardless of previous light conditions, and all laser weapons fired within or into the field of light only do half damage.

Sound control Power Cost: x3
This power gives you control over sound waves, and can be used in several different (and useful) ways.

Acolyte: You can modify sounds themselves, although you cannot substantially control their volume. This has an effective range of your PL x 20 meters, and requires concentration. You could make a voice sound completely different (mimicking a specific voice correctly might require an IN roll), make gunfire sound like loud laughter, etc. Some sound must already be present for you to use the power at this level.

Initiate: You now possess enough control that you can even create sounds from a whisper to loud gunfire without even concentrating, and can make them seem to emanate from anywhere within your PL x 50 meters.

Magister: At this level you can negate sound completely (concealing even pitched battles) or create or intensify sounds to a deafening level, even obscuring artillery fire. If you create such an intense blast of sound suddenly, all those within your PL x 10 meters of the sound are rendered deaf for your PL in rounds, and are startled so much that they suffer a -1d6 on all actions during their next action phase. Your powers may now affect an area or range up to your PL x 100 meters.


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