M. Jared Swenson Productions

This blog chronicles my projects, developments, and all things related to tabletop gaming. I will try to avoid rants and reviews. Mostly games I'm developing, and progresses from my campaigns.

Friday, June 21, 2013

Wartech Campaign: Experimental Rules (Part 4)

Broad Psionic Skills

One of the things I wanted about psionics in our Wartech setting, was that they did not have definite powers. They worked more like skills. You do your best to describe what all that psionic skill type encompasses and then you let the player use it however they interpret it. There are 3 categories of psionics: mind psionics, body psionics, and spirit psionics: and within each category there are 5 skills. These are meant to broadly cover any sort of power that is available in this setting.

Unfortunately we didn't get to try the new psionics rules as much as we would have liked. It just didn't come up that often. My brother, James, rolled and extra character which was purely psionic so we could get a taste of them. We really liked what we were able to try. It just felt right keeping the skills broad and the GM created TN's based on the difficulty of our actions.


MIND Psionic Skills
  • Mind Attack = Mental assault on a target, causing damage. Bursting through defenses on a targets mind to make them more vulnerable to other mind psionics. Example uses:
    • Mind Blast: Assault a mind with thought. Strain determines damage. The damage is unmitigated by armor. Tn7=L(stun), tn9=L, tn11=M, tn13=V
    • Weaken Mind: Distract or weaken the mind’s defenses. Strain determines bonus to Mind class psionics used against target. Tn7=+1 bonus, tn9=+2 bonus, tn11-+3 bonus, tn13=+4 bonus. Lasts for 2 rounds.
    • Weaken Resolve: Demoralize or depress the target. Strain determines penalty target takes whenever it attempts a resolve check. Tn7=-1 penalty, tn9=-2 penalty, tn11=-3 penalty, tn13=-4 penalty. Lasts for 2 rounds.
  • Mind Drain = Draws energy from the target, causing fatigue, or remove ideas, thoughts, and even memories; like a mind wipe. Example uses:
    • Cause Fatigue: Get the brain to think it is tired and fatigued. Strain determines stun damage inflicted on target. The damage is unmitigated by armor. Tn7=L(stun), tn9=M(stun), tn11=V(stun), tn13=X(stun)
    • Memory Wipe: Remove targeted memories. Strain determines detail of information you erase from target’s memory. Example: tn7=character doesn’t remember meeting you in passing. Tn13=character has no memory at all of any of your parties actions over the past month.
  • Mind Projection = Sending or suggesting messages, pictures, thoughts or emotions. Also can be used for establishing a simple message link with a non-psionic character. Example uses:
    • Suggestion: Put thoughts into a mind, making it think they are its own. Strain determines the difficulty of the idea suggested to a character. Example: tn7=suggest an action that the character would normally do, like go to the bathroom while he is working. Tn13=suggest an action that goes against everything the character believes in, like placing the gun to his temple and pulling the trigger.  Lasts until you use another psionic power or lose concentration.
    • Illusion: Fool the target’s mind into thinking it is seeing or hearing something. Strain is determined by the complexity and believability of the illusion. Example: tn7=fools the guard into thinking you are wearing a company uniform. Tn13=fools the person into thinking that the room is full of ghosts. Lasts until you attempt another psionic power or you lose concentration.
    • Message Link: Allow you to trade messages with a non-psionic character. Strain determines difficulty and complexity of the message. Example: tn7=2 or 3 word messages to another within the same building. Tn13=Discuss your attack plan to another on the other side of the planet. Trading messages with another psionic character is easier, so the strain difficulty is reduced 1 step. Lasts until you attempt another psionic power or you lose concentration.
  • Mind Reading = Sensing or reading thoughts, pictures, or emotions. Also can be used for establishing a simple message link with a non-psionic character. Example uses:
    • Probe: Used on someone unaware of your probing or resistant to you. Strain determines complexity or details of your search. Example: tn7=basic mood or emotion of the subject. Tn13=his entire plan including times and names.
    • Share Sense: Allows you to see things through the target’s own eyes, or hear through their own ears remotely. Strain is determined by the familiarity with the target and distance away. Example: tn7=a fellow teammate in the next room. Tn13=someone you don’t know in the next building over. Lasts until you attempt another psionic power or you lose concentration.
    • Message Link: Allow you to trade messages with a non-psionic character. Strain determines difficulty and complexity of the message. Example: tn7=2 or 3 word messages to another within the same building. Tn13=Discuss your attack plan to another on the other side of the planet. Trading messages with another psionic character is easier, so the strain difficulty is reduced 1 step. Lasts until you attempt another psionic power or you lose concentration.
  • Mind Shield = Protect against mind attacks or increasing resolve against situations. Example uses:
    • Mind Armor: Creates a mental barrier which shields your mind against attacks and intrusions. Strain determines the armor rating it has against Mind Blasts and Cause Fatigue, and the penalties they suffer when using other Mind class psionics against you. Tn7=L armor/-1 penalty, tn9=M armor/-2 penalty, tn11=V armor/-3 penalty, tn13=X armor/-4 penalty. Lasts until you attempt another psionic power or you lose concentration.
    • Strengthen Resolve: Reinforce your mental faculties and strengthen them. Strain determines bonus granted to resolve checks. Tn7=+1 bonus, tn9=+2 bonus, tn11=+3 bonus, tn13=+4 bonus. Lasts until you attempt another psionic power or you lose concentration.
BODY Psionic Skills
  • Psi-alteration = The psionic can alter its physical features so as to disguise itself or accomplish something it wouldn’t be able to do in its normal form. Example uses:
    • Squeeze: Change your shape to be thinner or just on your limbs to squeeze through tight spaces or small areas. How much you are needing to squeeze determines the strain. Example: tn7=shift your arms to slip out of arm-cuffs. Tn13=flatten your whole body to squeeze through prison bars. Lasts until you use another psionic power or lose concentration.
    • Stretch: Extend limbs or fingers to increase your reach. Length extending and which extremity determines the strain. Example: tn7=use your whole body to reach higher to get the item from the top shelf. Tn13=stretch your finger longer to reach around inside a lock and pick it manually. Lasts until you use another psionic power or lose concentration.
    • Disguise: Alter your own facial and body features enough to hide your identity. This cannot change skin or hair color, or alter hair lengths. How drastic of a change you wish to accomplish determines the strain. Example: tn7=droop your body and features to make you appear much older. Tn13=alter facial features slightly to copy another person’s so you appear to be like them in passing. Lasts until you use another psionic power or lose concentration.
  • Psi-metabolism = Allows the psionic to alter his/her metabolism to survive with little sustenance and in extreme environmental conditions. Example uses:
    • Adapt: Regulate your metabolic processes to survive in hostile environments. Severity of the conditions determines the strain. Example: tn7=function after 3 days with no food or water. Tn13=function in a toxic atmosphere with little oxygen.
    • Feign Death: Slows your metabolic rate to a degree that makes it appear you are dead to scans and inspection. Strain determines the duration of the effect before you awake, and damage you take upon awaking. The damage is unmitigated. Tn7=a few hours, L(stun) damage. Tn9=half a day, M(stun) damage. Tn11=a full day, L damage. Tn13=2-3 days, M damage.
  • Psi-emission = Transfer of biokinetic energy from within the body. Used a lot with devices to make things like psychic shields or blades. Example uses:
    • Empower Psi-device: The device used will determine the strains and damage/armor they provide. Using the device lasts until you use another psionic power or lose concentration.
    • Energy Transfer: You can use some of your stun points to heal another character, through touch, of stun damage. The strain is determined by the amount of stun damage you heal on the target. Tn7=1 stun healed, you take no stun damage. Tn9=2 stun healed, you take 1 stun damage. Tn11=3 stun healed, you take 2 stun damage. Tn13=4 stun healed, you take 3 stun damage. You still take the stun damage whether or not you succeed in your roll. You cannot attempt a heal if you do not have enough remaining stun points. If this uses up your remaining stun, the action is resolved as normal, then you pass out upon completion. You can attempt this at short range, but it increases the difficulty of the strain 1 step.
  • Psi-enhancement = Boosting your characters’ own abilities. Such as concentration, speed, and strength. Example uses:
    • Boost Strength: Increases your strength temporarily, granting you a +2 bonus to athletics and acrobatics checks and a +1 to melee damage. Strain determines how many rounds the effect lasts. Tn7=1 round, tn9=2 rounds, tn11=3 rounds, tn13=4 rounds
    • Boost Speed:  Increases your movement speed and initiative by +2 temporarily. Strain determines how many rounds the effect lasts. Tn7=1 round, tn9=2 rounds, tn11=3 rounds, tn13=4 rounds
    • Boost Concentration: Temporarily grants a bonus to all non-attack rolls. Strain determines how many rounds the effect lasts. Tn7=1 round, tn9=2 rounds, tn11=3 rounds, tn13=4 rounds
  • Psi-rejuvination = Heal yourself of wounds, even others through touch. Example uses:
    • Heal Self: Strain determines the amount of hit points or stun points you heal yourself. Tn7=L stun points, tn9=M stun points, tn11=L hit points, tn13=M hit points
    • Heal Other: Strain determines the amount of hit points you heal another through touch. Tn7=1 hit point, tn9=2 hit points, tn11=3 hit points, tn13=4 hit points
SPIRIT Psionic Skills
  • Cryokinesis = Slowing down molecules to reach freezing temperatures. Example uses:
    • Freezing Touch: Causes something you touch to begin to freeze or cool. Size of the object and intensity of the cold determines the strain. Example: tn7=cool an overheating gun. Tn13=completely freeze a body.
    • Cold Blast: Creates a blast of chilling air by dropping the temperature suddenly at a space surrounding a targeted point in medium range. Tn7=L(en) damage, tn9=M(en) damage, tn11=V(en) damage, tn13=X(en) damage.
  • Electrokinesis = Control of electricity. Different from Psi-emission. Can power equipment, charge batteries, even make limited range energy attacks. Example uses:
    • Electric Charge: Creates a stable and steady flow of power that can be used to power or charge devices. Must be able to touch the power or charging elements to charge the device properly. Size of the machine and familiarity with its electronics determines the strain. Example: Tn7=light a small lamp. Tn13=power an electric car on the move.
    • Electric Shock: Emits a violent bolt of electricity that can arc distances or short out electronics. The shock can be delivered through touch, or arc at Short range. To make it arc at a Medium range, the difficulty of the strain is increased 1 step. Tn7=M(en)(stun) damage, tn9=L(en) damage, tn11=M(en) damage, tn13=V(en) damage.
  • Pyrokinesis = Speeding up molecules to reach burning temperatures. Example uses:
    • Heating Touch: Something you touch begins to heat up. Size of the object and intensity of heat determines the strain. Example: tn7=warm up someone’s cold drink. Tn13=bring a large vat of water to boiling.
    • Ignite: Causes something that is flammable to ignite on fire. Severity of the fire determines the strain. Tn7=minor fire, deals L(en) damage. Tn9=moderate fire, deals M(en) damage. Tn11=stable fire, deals V(en) damage. Tn13=severe fire, deals X(en) damage. You can attempt to ignite the air in a specific area within medium range. This creates an effect similar to a flash fire and works like an incendiary grenade. This can only be attempted on a Tn11 and deals V(en) damage, or a Tn13 and deals X(en) damage.
    • Illuminate: Excites the molecules in something solid that is normally inflammable. This makes it provide illumination through touch, enough to emit a moderate amount of light for a room. The strain determines the amount of rounds it will last. Tn7=1 round, tn9=2 rounds, tn11=3 rounds, tn13=4 rounds
  • Technokinesis = Control machines and interfacing with them without cybertech. Example uses:
    • Control Device: Control the actions of a computer or electronic device. Once linked, you control it with skill checks like normal. Familiarity, complexity, and distance determines the strain. Example: tn7=a computer you are touching. Tn13=An AI across the room.
    • Scramble Device: Can send static or jumbled information to a machine that scrambles it and confuses it, often necessitating a reboot or power down. Distance away and familiarity with the device determines strain. Example: tn7=a computer you are touching. Tn13=An AI across the room.
    • Datalink: Establishes a wireless link with a computer or electronic device. Once linked, you receive information with skills checks like normal. Familiarity, complexity, and distance determines the strain. Example: tn7=a computer you are touching. Tn13=An AI across the room.
  • Telekinesis = Moving objects. Self levitation. Example uses:
    • Move Object: Can lift, push, or pull an object remotely. Distance away of the object and weight determines the strain. Example: tn7=move a tablet across the room. Tn13=slam an enemy into a wall.
    • Levitate: Causes yourself to float in the air. Height, distance, and how burdened you are determines the strain. Example: tn7=float silently across the floor unburdened. Tn13=soar quickly a few flights carrying something heavy.
While the sample applications listed don’t cover all possible uses of the skills, it samples the most common and works as guidelines for making your own. If a player thinks of a use for a power that is not described, determine if it’s believable with that power or another, and come up with your own strain outcomes.

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