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#11 |
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Join Date: May 2011
Location: London, E4
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Negation 12 for level 1, plus 30 points for each additional level
Skill: Negation (IQ/Hard) You can mentally “scream,” emitting static that interferes with psi and magic use. This requires a skill roll every minute, and it lasts for as long as you concentrate. Anyone attempting to use Arcane Talents or P’varic magic etc. on a subject in your area – or anyone in your area of effect attempting to use such at all – must win a Quick Contest of skill with you. (If the ability already requires a Quick Contest, don’t roll two Contests; the target is at +5 to resist instead.) Negation 1 only affects you personally; there is no effect unless a psi is targeting you or anything you are carrying. Level 2 gives you a one-yard radius of effect, centred on you; further levels double this (e.g., Negation 5 fills an eight-yard radius with static). Multiple screamers can overlap their areas of effect to increase the intensity; any psi or magic user in such a field is at -1 in the Quick Contest for each additional screamer and rolls the Quick Contest against the one with the best Negation skill. Techniques as per Screaming, page 25 of GURPS Psionic Powers. Statistics: Psi Static (Anti-Psi, -0%; Costs Fatigue, 3 FP, -30%; Requires Concentrate, -15%; Requires Will Roll, -5%; Resistible, -50%) [6] + Magic Static (Anti-Psi, -0%; Costs Fatigue, 3 FP, -30%; Requires Concentrate, -15%; Requires Will Roll, -5%; Resistible, -50%) [6]. Further levels add Area Effect, one level at a time [+30/level (+15 points for Psi Static & +15 points for Magic Static]. Last edited by Ninja Monkey; 03-02-2024 at 05:05 AM. |
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#12 |
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Join Date: May 2011
Location: London, E4
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Prognostication (“Prescient Vision”) 18 points
Skill: Prognostication (IQ/Hard) As per Prognostication, level 1, page 37-38 of GURPS Psionic Powers. |
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#13 |
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Join Date: May 2011
Location: London, E4
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Sense of Danger 3 points
Skill: Sense of Danger (Per/Hard) An attempt to assess danger if any immediate danger is nearby. This includes threats that are in close physical proximity, but also those farther away if they threaten to come close and strike (say, within the next few minutes). The GM should provide details commensurate with the margin of success: by 0 might warn “potential danger is near”; by 5 could provide “the local wildlife are hostile”; and by 10 or a critical success might give “a pack of five wolves is coming over the hill to the east less than a minute from now.” Statistics: Danger Sense (Active Only, -60%; Costs Fatigue, 1 FP, -10%; ESP, -10%). |
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#14 |
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Join Date: May 2011
Location: London, E4
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Retrocognition (“Psychometry - Standard”) 8/14/24/34 points for levels 1-4
Skill: Retrocognition (IQ/Hard) As per Retrocognition, page 38 of GURPS Psionic Powers, except costs 3 FP. Statistics: Psychometry (Active Only, -20%; Costs Fatigue, 3 FP, -30%; ESP, -10%) [8]. Further levels add Sensitive [14], then Visions [24], and then replace Visions with Immersive [34]. |
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#15 |
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Join Date: May 2011
Location: London, E4
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Seekersense (“Psychometry - determine a person’s location”) 17 points
Skill: Seekersense (Per/Hard) As per Seekersense level 4, page 42 of GURPS Psionic Powers, with Costs 2 FP. Statistics: Slotted Cosmic Power (Costs Fatigue, 2 FP, -20%; ESP, -10%; Limited, Trait, Detect, -50%; Nuisance Effect, Must have something related to subject, -5%). |
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#16 |
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Join Date: May 2011
Location: London, E4
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Pyrokinesis 12 points / level
Skill: Pyrokinesis (Will/Hard) As per Pyrokinesis, except cannot target magical objects or subjects that have consciousness; and costs 3 FP to use. Statistics: Temperature Control 1 (Area Effect, 8 yards, +100%; Costs Fatigue, 3 FP, -30%; Heat, -50%; Increased Range, LOS, +70%; Pyrokinesis, -10%; Requires Will Roll, -5%; Short-Range 2, -20%) [Level 1, 7.75 points] + Burning Attack 2 points (Accessibility, Only non-magical objects, -20%; Incendiary, +10%; Malediction 2, +150%; No Signature, +20%; Pyrokinesis, -10%; Variable, +5%) [8.25/level]* + Fatigue Attack 1 point (Hazard, Heat, +20%; Malediction 2, +150%; No Signature, +20%; Pyrokinesis, -10%; Variable, +5%) [8.55/level]*. * Alternative Abilities to Temperature Control. Divide these point costs by 5, then round up. |
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#17 |
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Join Date: May 2011
Location: London, E4
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Sensitivity (“Detect Arcane or Magical Residue/Effects”) 24/34/52/72 points for levels 1-4
Skill: Sensitivity (Per/Hard) As per Signature Sniffer and Psi Sense, pages 38 and 41 respectively, except includes all Supernatural Phenomena and costs 1 FP. Statistics: Detect (supernatural phenomena; ESP, -10%; Costs Fatigue, 1 FP, -10%; Reflexive, +40%; Time-Spanning, Past, +50%; Vague, -50%). Further levels remove Vague [34], then add Precise, Nontargeting [52], and then Analyzing [72]. Sensitivity: Attunement There is no specific Psionic Ability to cover Attunement ability of Sensitivity. Attuning to items that are Arcane, magical etc. is a matter of spending points. |
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#18 |
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Join Date: May 2011
Location: London, E4
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Telekinesis 6 points/level
Skill: TK Grab (IQ/Hard) As per TK Grab, pages 54-55 of GURPS Psionic Powers, except costs FP3. Statistics: Telekinesis (Based on IQ, +20%; Cannot Affect Self, -20%; Cannot Punch, -10%; Costs Fatigue, 3 FP, -30%; Increased Range, LOS, +70%; Psychokinesis, -10%; Requires IQ Roll, -10%) [6/level]. |
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#19 |
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Join Date: May 2011
Location: London, E4
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Telesend (“Telepathy”) 33 points
Skill: Telesend (IQ/Hard) As per Telesend level 6, page 60, of GURPS Psionic Powers. Range is as per long-distance modifiers (p. B241). Statistics: Telesend (Costs Fatigue, 3 FP, -30%; Long-Range 1, +50%; Telepathy, -10%) [33]. |
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#20 |
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Join Date: May 2011
Location: London, E4
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Transference (“Transference – Jump”) 100 points
Skill: Transference (IQ/Hard) The ability to employ Barasi Points to transfer the invoker from one world to another. The talent is fairly common among the older bloodlines of the Sindarin, but otherwise rare. The invoker does not necessarily know where the destination will be, although it is always a similar environment. Statistics: Jumper (Interplanar, +100%; Costs Fatigue, 4 FP, -40%; Gyroscopic, +10%; Special Portal, Barasi Points, -60%; Teleportation, -10%) [100]. Detect Barasi Point (“Transference – Detect”) 9/11 points for levels 1-2 Skill: Detect Barasi Point (Per/Hard) The ability to detect Barasi Points. After invoking, the GM rolls against the invoker’s Per, with a penalty based on the distance to the nearest Barasi Point. The basic (9-point) version of this ability takes standard range penalties. The improved (11-point) one uses long-distance modifiers. If successful, the invoker knows the exact distance and direction to the barasi point and may make a follow-up IQ roll (at no penalty) to learn basic details about it (e.g., destination). Any known Barasi Points may be excluded if the User mentions them before activating. Statistics: Detect Gate (Costs Fatigue, 4 FP, -40%; ESP, -10%; Precise, +100%; Selective Effect, +20%; [9]. The improved version adds Long-Range 1 (+50%) [+2]. |
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