TIER
1 TALENTS
Beast Mastery: character may
soothe non-sentient creatures that are frightened or hostile, making them
docile, possibly for use as a pet or riding mount. Hostile creatures receive a
saving throw to resist.
Channel Darkside*: character
harnesses the psychic power of her negative emotions (fear, rage, ambition) and
focuses it on aggressive attack; for the duration of combat, the psychic adds
her psychic defense bonus to her “to
hit” rolls instead of her Armor Class. Unlike most psychic talents, channel
darkside does NOT require a saving throw: it automatically works. Use of this talent always earns a
corruption point.
Clear Mind: by taking one
round of inaction to compose herself, the character may add +5 to a single die
roll (skill check, saving throw, attack roll) in the following round.
Deflection: For duration of
combat the character increases her Armor Class by +4 against all ranged attacks
while wielding a beamrazor; any blaster attack that misses the psychic may be
immediately reflected back upon the opponent (normal attack roll; maximum
number of reflected attacks in a single round are limited by character’s tier).
This talent may be used as a reaction
against any attack in the round; if the character has already used her action
for the round, her activation roll for the talent receives a -2 penalty to succeed.
Empathy: pick up surface
thoughts of target in the character’s immediate vicinity (10m); individuals
aware of character’s talent may hide thoughts with a PRE saving throw.
Mind Meld: mental
communication with willing subject, regardless of language barriers; must touch
target. Non-sentient life forms can only communicate feelings.
Move Many Objects:
simultaneously move a number of objects equal to 1 plus tier plus PRE
adjustment; all objects must be same relative size, and do damage based on
size. Each object used to attack requires its own attack (PRE) roll (all at -2
penalties “to hit” if attacking more than one target). Psychic cannot move
while using this talent, remaining the calm center in the eye of the storm.
Move Small Objects: mentally
move small object within character’s sight. Used as a weapon, object does
damage to opponent equal to D4 plus the psychic’s level of experience and
requires a PHY saving throw to avoid being stunned for a round (a stunned
character cannot move or attack); the psychic must succeed at a normal attack
roll (PRE) to inflict injury with the moved object.
Premonition: detects danger
to self and others in immediate vicinity (10m); for duration of a scene, the
character cannot be surprised.
Reflex Pilot: for duration
of engagement, character may add tier and PRE adjustment to both piloting and
gunnery rolls in space combat. If deprived of computer, character can
“manually” attempt interstellar jump navigation (trip takes D20 days).
Surge: character can make
amazing leaps, covering several meters through the air, even from a standing
position. Successful use of this talent allows a character to move up to double
their normal movement (in a straight line) and make a single melee attack, all
as one action. Characters can also use this talent to self-induce an adrenaline surge (as per the critical damage table in X-Plorers), without being reduced to 0 hit points;
however, a character can never receive the benefit of more than one
adrenaline surge in a single combat.
Sustain Life: through
meditation and focus, character can resist extremes of temperature and
environmental hardship, ignoring hunger, thirst, and fatigue, being sustained
by the Star Force alone. The talent can be attempted once per day (and its effect
lasts one day).
Telekinetic Shove: target
opponent in melee range is knocked sprawling, taking D6 damage and losing next
action (as if the opponent fumbled an attack roll; see optional rule 20’s and 1’s in the X-Plorers rulebook). Psychic characters
can make a PRE saving throw to resist. Second and third tier psychics may
activate this talent in place of their normal movement during a round, while
still making a normal attack or action.
Visions: while in quiet
meditation, character can gain glimpses of past, present, and future events
pertaining to the character and her loved ones as determined by the Referee.
TIER
2 TALENTS
Destroy Machine: character
can compromise or corrupt devices like borgs, blasters, etc. causing them to
malfunction and break. Moving objects (like borgs) are allowed a saving throw,
as are the possessions (weapons, cybernetic parts) of a sentient individual;
the latter receives a PRE save to resist. Vehicles (like starships) have fail-safes
and backup systems that render wholesale tampering ineffective with a single
use of this talent; however, if on-board a ship the character can target an
individual system with a successful roll (see the System Damage chart for ideas in Chapter 4).
Detoxify: remove all toxins
or poisonous effects from a character (self or others).
Healing Trance: spend an
hour in a meditative trance to heal D6 (plus tier) hit points of damage; talent
can only be used once per day, but can be used in conjunction with other forms
of healing, including natural rest. Talent will not heal grievous wounds (see Chapter
3).
Know Deception: can tell
when a person is lying; range is sight.
Mask Presence: character can
mask their own spiritual presence, preventing other psychics from detecting
their power (see Chapter 5 regarding
psychic sensing); non-sentient
animals and creatures will tend to ignore the character as if she isn’t even
present, and non-hostile NPCs will tend to overlook the character as well, her
importance fading from thought.
Master Darkside*: character
adds her psychic defense bonus to both “to hit” rolls AND Armor Class in combat
engagements. Unlike channel darkside, this talent requires a normal PRE save to
activate. Use of this talent always
earns a corruption point.
Mind Over Matter: character
can move and act normally, ignoring all penalties for damage (like incapacitation or grievous wounds), old age, or stunning and debilitating effects for
the duration of a combat.
Mind Trick: character can
implant simple suggestions (similar to hypnosis) in a target that fails a PRE
saving throw to resist.
Move Object: mentally move
and manipulate an object within sight no bigger than that of a large humanoid.
Used as a weapon, the object does D8 damage plus the psychic’s level of
experience, and requires a PHY save not to be stunned for D6 rounds (a stunned
character cannot move or attack). The character must make a normal attack roll
(PRE) to damage an opponent with the moved object.
Psychokinetic Storm*: as telekinetic
attack, but applies indiscriminately to all individuals within 10m, as
the psychic releases her rage and hatred on the world. In addition, the psychic
herself suffers 1D4 damage for each round the talent is sustained. Use of this talent always earns a
corruption point.
Psychometry*: psychic can
“read” inanimate object touched to learn information about the object. Use of this talent to “read” the corpses
of individuals killed by violence or “evil” objects/weapons requires the
psychic to succeed at a PRE saving throw to avoid earning a corruption point.
Resist Death*: animates self
with unnatural life, despite terrible wounds, through sheer force of will and
hate. Character may use this talent when mortally
wounded or otherwise in danger of death; success allows the character to
survive indefinitely until such time as cybernetic
reconstruction is possible (the character loses the ability to live
normally). For every week kept alive with this talent alone, the character
loses 1 point from one attribute (player’s choice), becoming weaker (PHY),
slower (AGI), less sane (INT), or more horrifying (PRE); if any attribute score
drops below three, the character’s animated corpse disintegrates. Using this talent earns a corruption
point, plus one additional corruption point per week of animation by will alone.
Telekinetic Attack*: target
within 10m must succeed at a PRE saving throw or be stunned and take D6 damage
per round until released by the psychic (a stunned character can neither move
nor attack). This talent does not work on psychic opponents of greater tier,
nor does it work on creatures with more Hit Dice than the psychic has levels of
experience. For a third tier psychic, the range of this talent is sight. Use of this talent earns a corruption
point if used to kill a target.
Telekinetic Disarm: opponent
within 10m must succeed at PRE saving throw or drop weapon held; if psychic has
a free hand, she may summon the weapon to her own hand. This talent will not
work on psychic opponents.
Telekinetic Slam: opponent
within melee range is hurled up to 15m, suffering 2D6 and being stunned for D6
rounds (unable to move or attack). Psychic targets receive a PRE saving throw
to resist.
Touch Mind: project thoughts
and feelings to a known individual; ascended masters (see the third tier
talents) can actually speak from beyond the grave using this talent.
TIER
3 TALENTS
Ascension: psychic retains
consciousness even beyond death, and can have some limited effect on the living
(whether that effect is benevolent or not depends on the character’s
temperament in life). The character can, at any time, choose to dissolve her
physical form and become “one” with the Universe; most will choose not to do
this until the moment of death. Possible effects of this “living ghost” are
left to the Referee to adjudicate; those with the touch mind ability can
certainly act as helpful NPCs offering advice and wisdom for those companions
left behind. This talent does not require a die roll to activate; however, once
activated, there’s no “going back.”
Attunement: the psychic allows
her conscious mind to be guided by “the will of the Star Force,” generally for
the duration of a combat or single die related action. While attuned, the
character simply adds a +3 bonus to
any roll, check, or save that would normally allow an attribute (PHY, AGI, PRE,
INT) adjustment. The attunement bonus replaces the
character’s normal attribute that would be associated with the die roll.
Battle Mind: this rare
talent allows a character to coordinate the actions of all ship captains on
their side in a pitched space battle. Every round the talent is successfully
activated, the ships on the side of the psychic receive a +1 bonus to AC, “to
hit” rolls, and all skill rolls (this bonus replaces any such bonus conferred
by a flight coordinator; see Chapter 4). The psychic using the battle
mind can take no other action during the space engagement, but must
remain still in quiet meditation. The roll to activate the talent is made
during the psychic’s side’s turn before
any of “four phases” of the turn.
Dark Lightning*: the psychic
channels her contempt and spite to spew forth bolts of dark electricity from
her body. Activation of this talent strikes an opponent within 15m with
terrible force, doing 2D6 damage and stunning the target for D4 rounds. Such is
the pain of the dark current that psychic victims suffer a -2 penalty on any attempt to activate their own psychic talents
while stunned. A psychic opponent armed with a beamrazor or possessing the disrupt
energy talent is allowed a PRE saving throw to resist a dark
lightning attack, but may make no other action in any round they do so.
Using this talent always earns the
psychic a point of corruption.
Disrupt Energy: by
activating this talent a character harmlessly deflects any single ranged attack
with her bare hands. This talent may be used as a reaction against any attack in the round; if the character has
already used her action for the round, her activation roll for the talent
receives a penalty of -2 to succeed.
The psychic can disrupt no more than three attacks per round.
Farsight: as per the visions
talent, but with a greater degree of control. The psychic can extend
her perception to events and people outside of her immediate knowledge.
Mind Rape*: rips the deepest
thoughts and darkest secrets from the target’s mind with neither subtlety nor
mercy. Target’s PRE saving throw to resist suffers a -2 penalty. Use of this
talent always earns a corruption point.
Mind Warp: implants false
memories in a target that fails a PRE saving throw (-2 penalty); talent may
also be used to project false images into a target’s mind (illusions).
Mind Wipe: erases memories
in a target that fails a PRE saving throw. Each use of this talent requires the
target to be restrained for D20 minutes while the erasure occurs. Talent can be
used to remove a level of experience from the character (one level per use),
including the associated milestone,
if appropriate; doing so also removes D4 points of psychic corruption. Rarely
used by Star Knights except as a stern punishment.
Move Any Object: move any
size object at a range of sight. If used to injure an opponent, most large
objects do D20 damage plus the psychic’s level of experience and require a PHY
saving throw to avoid being knocked unconscious for a number of minutes equal
to the damage inflicted; such an attack requires a successful attack roll (PRE)
to have any effect. Especially huge objects cannot be wielded effectively for attack,
but can be made to fall on and crush opponents; in this case, no attack roll is
necessary, though an AGI save is allowed to escape being pulped (failure
requires the victim to roll on the critical damage chart in Chapter 3, using only a D4 instead of a
D8, though PHY adjustment still applies). This talent is difficult even for
masters to use; the psychic receives a -2
penalty to the PRE saving throw to
activate it.
Razor Throw: character can
attack an opponent up to 10m away with her beamrazor by hurling the weapon and
guiding it with her mind. No attack roll is needed if the talent is activated
successfully (damage is standard as per ‘razors: 2D8 plus level of experience).
Rend Space*: uses the
negative power of the void of deep space to tear herself apart in a massive
explosion of dark energy, capable of destroying even dreadnought class ships.
Psychics within four SUs of the suicidal Shadow Lord may make a PRE saving
throw to save themselves and their ships, but even those who succeed take 4D8
damage from psychic backlash and suffer D4
system damage rolls (see Chapter 4).
Use of this talent destroys the psychic and she may use neither the ascension
nor resist
death talents.
Shatterstrike*: doubles the
damage of a single successful attack. As this psychic talent must be activated
in the same round as the attack action, both rolls (to activate the talent and
the attack roll) are made at a -2 penalty. If
a sentient target is killed in the use of this talent, the psychic earns a
corruption point.
Vitality Transfer: the
psychic can transfer any number of hit points from herself to another
individual, including one who has been mortally
wounded (requires at least six hit points be transferred to stave off
death). If this expenditure would reduce the psychic’s own HPs below zero, then
she gives her own life in exchange for the injured individual.
[Kloane War Knights is copyright 2013 by Jonathan Becker and
Running Beagle Games. The X-Plorers rpg is copyright 2009, Dave Bezio &
Grey Area Games. The X-Plorers trademark is used under the X-Plorers Trademark
License]
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