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Expanded Psychic Powers

Biomancy
Activation Time: Half Action Range: Self Sustained: Yes Focus Power Test: Willpower Power Scale: Reflected primarily in psychic techniques. Technique Trees: Cellular Manipulation, Cellular Creation Basic Technique: Body Refinement The user can adjust and modify his body. These adjustments improve his physical abilities. The user may add a +10 to his strength, toughness, or agility for every 3 points of Psy Rating(rounded up) when using this power. Biomancy Discipline: Cellular Manipulation Table X-1: Biomancy Cellular Manipulation Techniques Name Focus Time Sustain Enhanced Senses Half Action Yes Hammerhand Free Action Yes Blood Boil Half Action No Shape Flesh Full Action Yes Grace of the Heroes Half Action Yes Might of the Heroes Half Action Yes Cellular Control Half Action Yes Body of the Mind Half Action Yes

Xp Value 100xp 100xp 200xp 200xp 300xp 300xp 400xp 500xp

Focus Power Test Willpower Willpower Willpower Psyniscience Willpower Willpower Willpower Psyniscience

Blood Boil Value: 200xp Prerequisite: None Focus Power Test: Willpower Focus Time: Half Action Range: 5m x Psy Rating Sustained: Yes The user increases the blood pressure of a target within Range to lethal levels. Each Round, the user may take a Half Action to make an Opposed Willpower Test, pitting his Willpower against the target's Toughness. If the user wins the Test, the target takes one level of Fatigue, plus one level per two degree of success until he falls unconscious. Every level of Fatigue that would be inflicted beyond that deals 5 Damage instead, ignoring Toughness and Armour. Should Damage dealt by this Technique equal the target's wounds, his heart and brain explode, showering those nearby with gore. This cannot be used on targets without a functioning circulatory system. Body of the Mind Value: 500xp Prerequisite: Shape Flesh, Cellular Control Focus Power Test: Willpower Focus Time: Half Action Range: Self Sustained: Yes Considered to be one of the pinnacles of Biomancy, the user is now able to strength muscles to any degree he desires for only the instant they are used and thus gains a control over precision movement beyond superhuman levels. The Penetration of all attacks is increased for every point of PR whether unarmed or with a weapon. In addition, any attempt to parry or dodge these attacks made while this power is active suffer a -10 to those checks per 3 points of PR.

Cellular Control Value: 400xp Prerequisite: Grace of the Heroes, Might of Heroes Focus Power Test: Willpower Focus Time: Half Action Range: Self Sustained: Yes The user's heighten control over his cells allows for greater adjustment and modification to his body. The user may add a +10 to his strength, toughness, or agility for every 2 points of Psy Rating(rounded up) when using this power. Enhanced Senses Value: 100xp Prerequisite: None Focus Power Test: Willpower Focus Time: Half Action Range: Self Sustained: Yes With but a moment of thought, you are able to focus your senses to super human levels. When you manifest this power choose one sense for every 2 points of Psy Rating(rounded up). You count as having the Heightened Senses Talent for this sense. Grace of the Heroes Value: 300xp Prerequisite: Hammerhand Focus Power Test: Willpower Focus Time: Half Action Range: Self Sustained: Yes The caster enhances his reactions increasing his speed and quickness of movements. The caster gains a bonus to Initiative equal to his PR as long as this power is sustained. In addition the character makes one more melee attack when making a Multiple Attack action. Hammerhand Value: 100xp Prerequisite: None Focus Power Test: Willpower Focus Time: Free Action Range: Self Sustained: Yes The character puts the strength of his mind behind the blows of his fists or weapons, striking fiercely enough to wound even the toughest foes. When using this ability, the caster gains Unnatural Strength or adds one to his unnatural strength multiplier if he already has Unnatural Strength. Might of the Heroes Value: 300xp Prerequisite: Hammerhand Focus Power Test: Willpower Focus Time: Half Action Range: Self Sustained: Yes Focusing his will, the caster enhances his strength and temporally increase his muscle mass. While this power is in effect, the caster receives a +1 per PR Strength bonus. This bonus is added after any multiplication is done for unnatural stats. Shape Flesh

Value: 200xp Prerequisite: None Focus Power Test: Psyniscience Focus Time: Full Action Range: Self Sustained: Yes The user of power can dramatically reshape his flesh into different shapes. For every 3 points of Psy Rating (rounded up) the user may select one option from the following list: Burrower (1) Crawler Dark Sight Flier Hoverer Natural Armour (2) Quadruped Gain Natural Weapons that deal 1d10+Psy Rating +SB Damage. Assume the appearance of any one creature of similar forum. You may make disguise Tests as if you had the disguise skill and at a +10 bonus. If you already have the skill then the bonus is increased to +30 . Biomancy Discipline: Cellular Creation Table X-2: Biomancy Cellular Creation Techniques Name Focus Time Bio-Lighting Bolt Half Action Steel Arm Half or Reaction Toxic Siphon Half Action Seal Wound Half Action Bio-Lighting Lance Half Action Constrict Half Action Thunder Field Half or Reaction Regenerate Full Action

Sustain No Yes Yes No No No Yes Yes

Xp Value 100xp 100xp 100xp 200xp 300xp 300xp 400xp 400xp

Focus Power Test Psyniscience Willpower Psyniscience Psyniscience Psyniscience Willpower Psyniscience Psyniscience

Bio-Lighting Lance Value: 300xp Prerequisite: Bio-Lighting Bolt Focus Power Test: Psyniscience Focus Time: Half Action Range: 10m x PR Sustained: No By creating cells that allow you to channel your own life force though your arm you can cause a devastating blast of energy. The lance traces a straight line from the caster out to the techniques max range. Any creature (friend or foe) that the line passes through suffers 1d10 per PR energy damage. This attack has the shocking quality. This technique is very draining on the user as they release a large amount of energy quickly. The manifester gains 1 level of fatigue for using this technique.

Bio-Lighting Bolt Value: 100xp Prerequisite: None Focus Power Test: Psyniscience Focus Time: Half Action Range: 5m x PR Sustained: No By creating cells that allow you to channel your own life force though your fingers you cause your hands to crackle with energy. You may direct one bolt per 3 PR with each bolt doing 1d10+PR energy damage. These attacks have the shocking quality, and you may aim more than one bolt at the same enemy.

Constrict Value: 300xp Prerequisite: Steel Arm Focus Power Test: Willpower Focus Time: Half Action Range: 5m x PR Sustained: No With but a gesture, you command the cells of your target's windpipe to start reproducing at a unnatural rate. This quickly begins sealing his windpipe and causing him to choke. For each round, until he passes a toughness check with a -10 to the check for each 3 points of PR(rounded up), he gains 1 level of fatigue. If he passes the toughness he regains control of his body and no further checks need be made. If he drops unconscious while under the effects of this power he die from suffocation. Seal Wound Value: 200xp Prerequisite: Toxic Siphon Focus Power Test: Psyniscience Focus Time: Half Action Range: 5m x PR Sustained: No You focus your power to repair yours or another's damaged flesh within range. The target heals 1d10+PR points of damage. This may heal critical damage. Steel Arm Value: 100xp Prerequisite: None Focus Power Test: Willpower Focus Time: Half Action or Reaction Range: Self Sustained: Yes The user quickly encases his arm with reinforced bone, and well sustaining the power has the cells of the bone constantly regenerating. This creates a almost indestructible shield. While this power is sustained/used the caster gains one additional Reaction each round that may only be used to parry, with a bonus on the Weapon Skill Test to parry equal to 3 x PR. While this power is sustained, the user may not willing drop whatever they are holding in the arm the power was manifested in as it is also encased in bone. Thunder Field Value: 400xp Prerequisite: Bio-Lighting Bolt Focus Power Test: Psyniscience Focus Time: Half Action or Reaction Range: Self Sustained: Yes By creating cells that allow you to channel your own life force though varies points on your body, you encase yourself in a field lighting. This field interacts with incoming attacks robbing them of their power, and surrounds your own melee attacks making them more effective. For all attacks directed at you reduce the attacks penetration by one point per PR(to a minimum of 0). In addition, all your melee attacks and parries count as having the Shocking and Power Field qualities if they do not have so already. Toxic Siphon Value: 100xp Prerequisite: None Focus Power Test: Psyniscience Focus Time: Half Action Range: Self or Touch Sustained: Yes

The manifester of this power is able to draw poisons from the flesh. This has the same effect as taking a dose of detox with the exception the target must lose a Full Action as the toxin expels itself. In addition, if the power is sustained on the caster, he is immune to the Toxic Weapon Special Quality. This power may only be sustained if manifested on the caster himself.

Regeneration Value: 400xp Prerequisite: Seal Wound, Steel Arm Focus Power Test: Psyniscience Focus Time: Full Action Range: Self Sustained: Yes By many considered the pinnacle of Biomancy, this power allow the user to restore his flesh at a exceptional rate. Each round this power is sustained, the caster heals damage equal to his PR( removing critical damage first), and removes all levels of Fatigue. If all damage and Fatigue have been removed then he will begin to regrow a lost/damaged organ, or limb. This takes 10 divided by PR rounds(rounded up). If a limb or organ has been replaced with cybernetics then the cybernetics will need to be removed first.

Pyromancy
Activation Time: Half Action Range: Self Sustained: Yes Focus Power Test: Willpower Power Scale: Reflected primarily in psychic techniques. Technique Trees: Flame Manipulation Basic Technique: Call Flame This power creates a small flame in the plam of your hand. The purpose of this power is not to attack, though it adds PR/3 damage to the attack, but to set things on fire or as a bases for other powers. In addition, every time one of your unarmed melee attacks cause damage while this power is active, your opponent must make a Challenging(+0) agility check or catch on fire. Pyromancy Discipline: Flame Manipulation Table X-3: Pyromancy Flame Manipulation Techniques Name Focus Time Sustain Blinding Flash Half Action No Burning Fist Half Action Yes Fire Bolt Half Action No Douse Flames Half Action Yes Sculpt Flame Half Action Yes Fire Storm Half Action Yes Incinerate Full Action Yes Holocaust Full Action Yes

Xp Value 100xp 100xp 100xp 200xp 200xp 300xp 400xp 500xp

Focus Power Test Willpower Willpower Willpower Willpower Psyniscience Willpower Willpower Willpower

Blinding Flash Value: 100xp Prerequisite: None Focus Power Test: Willpower Focus Time: Half Action Range: 4m x PR radius Sustained: No You focus your mental energy, and then releasing it completely in a instant creating a blinding flash of light. Everyone in the area expect the caster must make a ability Challenging(+0) agility check or be blinded one round for every point of PR. For every 3 full PR, increase the difficulty of the agility check by one level. Burning Fist Value: 100xp Prerequisite: None Focus Power Test: Willpower Focus Time: Half Action Range: Self Sustained: Yes You focus your mental energy around your hands, or weapons and envelop them in a coat of flames. Your melee attacks loose the primitive quality of they had it, do additional damage equal to your PR, and now count as energy damage. They also have a Pen value equal to your PR. In addition, every time one of your melee attacks cause damage while this power is active, your opponent must make a Challenging(+0) agility check or catch on fire. Douse Flame Value: 200xp Prerequisite: None Focus Power Test: Willpower Focus Time: Half Action

Range: 5m x PR Sustained: Yes You use your control over fire to douse all flames within your range. This power extinguishes all fire within the casters range and prevents new fires from being created in the area while sustained. In the case of continuously burning substances, the flame is only extinguished while the power is sustained. Fire Bolt Value: 100xp Prerequisite: None Focus Power Test: Willpower Focus Time: Half Action Range: 10m x PR Sustained: No You create a bolt of fire that you can hurl at your foes. You can direct the bolt at any target you can see, and on a hit deals 1d10+PR energy damage and Pen equal to PR. In addition, your opponent must make a Challenging(+0) agility check or catch on fire. For every 3 full PR, increase the difficulty of the agility check by one level. Fire Storm Value: 300xp Prerequisite: Fire Bolt Focus Power Test: Willpower Focus Time: Half Action Range: 5m x PR Sustained: No You create a storm of fire around your target burning all within it. This power centers around any point you pick within your range and has a radius of effect equal to 2m x PR. All those inside take 1d10 energy damage per 2 points of PR and Pen equal to PR. In addition, all those within the radius must make a Challenging(+0) agility check or catch on fire. For every 3 full PR, increase the difficulty of the agility check by one level. Holocaust Value: 500xp Prerequisite: Fire Storm, Incinerate Focus Power Test: Willpower Focus Time: Half Action Range: 4m x PR Sustained: Yes A near legendary power that ignites everything around the user. This power centers everyone within its range. All those in the area of effect take 1d10 energy damage per 2 points of PR and has Pen equal to PR. In addition, all those within the radius must make a Challenging(+0) agility check or catch on fire. For every 2 full PR, increase the difficulty of the agility check by one level. This technique is very draining on the user as they release a large amount of energy quickly. The manifester gains 1 level of fatigue for using this technique. Sculpt Flame Value: 200xp Prerequisite: Douse Flame Focus Power Test: Psyniscience Focus Time: Half Action Range: 5m x PR Sustained: Yes You can control the shape of the fire burning around you, making them strong, weaker, or moving them at your will. If you cast this power you can do any of the following each round the power is sustained: Double the fire's area. Diminish a fire's area by half. Create a shape, creature or object with the fire. If anyone other than you come into contact with this object they take 1d10+PR energy damage and has Pen equal to PR. In addition, they must make a Challenging(+0) agility check or catch on fire. For every 3 full PR, increase the difficulty of the agility check by one level.

Cause the fire to burst, causing any one within your radius that you desire to make a Challenging(+0) agility check or catch on fire. For every 3 full PR, increase the difficulty of the agility check by one level. Intensive the fire on anything within range that is already on fire. This causes damage equal to 1d10 energy damage per 3 PR. Cause the fire to spew smoke filling the amount of area equal to PR divided by 3 times the area of the fire within range(treat as fog). Incinerate Value: 400xp Prerequisite: Fire Bolt Focus Power Test: Willpower Focus Time: Half Action Range: 5m x PR Sustained: Yes You create such intense heat at a focus point that the effect is more powerful than a meltagun. Any target his by this power takes 1d10 + PR energy damage that ignores both amour and toughness. In addition, the target must make a Challenging(+0) agility check or catch on fire. For every2 full PR, increase the difficulty of the agility check by one level. Lastly, for each round this power is sustained on the target increases the damage it causes by 1d10. This technique is very draining on the user as it constantly drains a large amount of energy. The manifester gains 1 level of fatigue for each round the power is used .

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