Wednesday Knights Blog

A Blog by Gamers about Games, Movies, Books, and Other Stuff

Wednesday Knights Blog random header image

Sci-Fi Mayhem Part 1

By: JustChuck; January 6th, 2007 · No Comments

Attraction

Charisma [Compulsion, Mind-Affecting]
Level: 1; Display: Audible; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 hour/level; Saving Throw: Will negates; Power Resistance: Yes
The manifester plants a compelling attraction in the mind of the target. The attraction can be toward a particular person, an object, an action, or an event. The power’s target takes reasonable steps to meet, get close to, attend, find, or perform the object of its implanted attraction. For the purposes of this power, “reasonable” means that while fascinated, the target doesn’t suffer from blind obsession. The target will not undertake obviously self-destructive actions. The subject can still recognize danger, but will not flee unless the threat is immediate. If the manifester makes the target feel an attraction to the manifester, the manifester can’t command the subject indiscriminately, although he or she will be willing to listen to the manifester (even if the subject disagrees). This power grants the manifester a +4 bonus to his or her Charisma modifier when dealing with the subject.

Burst

Dexterity
Level: 0; Display: Audible; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 round/level
The target increases his or her base speed by +10 feet on his or her next turn.
The manifester can manifest this power instantly on his or herself, gaining the benefit of the speed increase in the same round.

Call Weaponry

Dexterity [Teleportation]
Level: 1; Display: Audible, Material; Range: Touch; Effect: 1 unattended weapon (see text); Duration: 1 hour/level (see text) (D); Saving Throw: None; Power Resistance: No
You call a weapon “from thin air” into your waiting hand (actually, it is a real weapon hailing from some other random location) as a free action. You don’t have to see or know of a weapon to call it—in fact, you can’t ever call a specific weapon. You just specify the type. If the specified weapon type is one you can call at your level, it appears. If you call a projectile weapon, it comes loaded with a clip, box, or chamber of ammunition, as appropriate (the ammunition does not have an enhancement bonus, even at 10th level and above). If you relinquish your grip on the weapon you called for 2 or more rounds, it automatically returns to wherever it originally came from.
As your level increases, you can summon better weapons.

Level

Weapons

Example

Power Points

1–3

Simple melee

Knife

0

4–6

Handgun

Colt Python

0

7–9

SMG, rifle, shotgun

Winchester 94

0

10

Exotic or Archaic melee

Katana

0

Weapons gained by call weaponry are distinctive due to the low hum they emit.

Charm Person

Charisma [Compulsion, Mind-Affecting, Language-Dependent]
Level: 1; Display: Mental; Range: Close (25 ft. + 5 ft./2 levels); Target: One person; Duration: 1 hour/level; Saving Throw: Will negates; Power Resistance: Yes
This power makes a Medium-size or smaller person regard the manifester as his or her trusted friend and ally. If the target is currently being threatened or attacked by the manifester or allies, however, the subject receives a +5 bonus on his or her saving throw. The power does not enable the manifester to control the charmed person as if he or she was an automaton, but he or she does perceive the manifester’s words and actions in the most favorable way. The manifester can try to give the subject orders, but the manifester must win an opposed Charisma check to convince the subject to do anything he or she would not ordinarily do. (The manifester can’t try again.) A charmed person never obeys suicidal or obviously harmful orders. Any act by the manifester or his or her apparent allies that threatens the charmed person breaks the power. Note also that the manifester must speak the person’s language to communicate his or her commands.

Combat Precognition

Wisdom
Level: 1; Display: Visual, Material; Range: Personal; Target: You; Duration: 1 hour/level (D); Saving Throw: None; Power Resistance: No
The manifester gains a +1 insight bonus to Defense. If he or she is caught flat-footed, this bonus to Defense doesn’t apply.

Control Object

Constitution
Level: 1; Display: Material; Range: Medium (100 ft. + 10 ft./level); Target: One unattended object weighing up to 100 pounds/5 levels; Duration: Concentration, up to 1 round/level; Saving Throw: None; Power Resistance: No
The manifester telekinetically animates an inanimate object, making it move under his or her control. The controlled object moves with jerky and clumsy movements. The object can move at a speed of 10 feet. A controlled object can make a slam attack with an attack bonus of +0, dealing 1d4 points of bludgeoning damage.

Daze

Charisma [Compulsion, Mind-Affecting]
Level: 0; Display: Mental, Material; Range: Close (25 ft. + 5 ft./2 levels); Target: One person; Duration: 1 round/level; Saving Throw: Will negates; Power Resistance: Yes
This power clouds the mind of a Medium-size or smaller target so that he or she takes no actions. Creatures of 5 or more HD or levels are not affected. The dazed subject is not stunned (so attackers get no special advantage against him or her), but the subject can’t move or take actions.

Detect Poison

Wisdom
Level: 0; Display: Olfactory; Range: Close (25 ft. + 5 ft./2 levels); Target or Area: One creature, one object, or a 5-foot cube; Duration: Instantaneous; Saving Throw: None; Power Resistance: No
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a successful Wisdom check (DC 20). A character with the Craft (chemical) skill may additionally try an Craft (chemical) check, DC 20.
Note: The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Psionics

Wisdom
Level: 0; Display: Visual, Audible; Range: 60 ft.; Area: Quarter-circle emanating from you to the extreme of the range; Duration: Concentration, up to 1 minute/_level (D); Saving Throw: None; Power Resistance: No
The manifester detects psionic auras. The amount of information revealed depends on how long the manifester studies a particular area or subject.
1st Round: Presence or absence of psionic auras.
2nd Round: Number of different psionic auras and the strength of the strongest aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, the manifester can make Psicraft checks to determine the discipline involved in each. (Make one check per aura; DC 15 + power level, or 15 + half manifester level for a nonpower effect.)
Psionic areas, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras.
Aura Strength: An aura’s psionic power and strength depend on a power’s functioning power level or an item’s manifester level.

Functioning Power Level

Item Manifester Level

Aura Power

0-level or lingering aura

Lingering aura

Dim

1st–3rd

1st–5th

Faint

4th–5th

Moderate

If an aura falls into more than one category, detect psionics indicates the stronger of the two.
Length Aura Lingers: How long the aura lingers after the source has vacated the area depends on the aura’s original strength.

Original Aura Power

Duration

Dim

1 minute

Faint

1d6 minutes

Moderate

1d6 x 10 minutes

Each round, the manifester can turn to detect things in a new area. The manifester can tell the difference between magical and psionic auras. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Distract

Charisma [Mind-Affecting]
Level: 0; Display: Audible; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: Concentration, up to 1 minute/level (D); Saving Throw: Will negates; Power Resistance: Yes
The manifester causes the target’s mind to wander, distracting him or her. Subjects of distract make all Listen, Spot, Search, and Sense Motive checks at a –1 penalty.

Far Hand

Constitution
Level: 0; Display: Visual; Range: Close (25 ft. + 5 ft./2 levels); Target: An unattended object weighing up to 5 pounds/2 levels; Duration: Concentration; Saving Throw: None; Power Resistance: No
The manifester can lift and move an object at will from a distance. After manifestation, as a move action the manifester can move the object up to 15 feet in any direction. The power ends if the distance between the manifester and the object ever exceeds the power’s range.

Far Punch

Constitution
Level: 0; Display: Visual, Mental; Range: Close (25 ft. + 5 ft./2 levels); Target: One individual; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes
The manifester strikes the target with a telekinetic punch that deals 1d4 points of damage/2 levels. Inanimate objects can’t be damaged by this power.

Feather Fall

Dexterity
Level: 1; Display: Audible; Range: Close (25 ft. + 5 ft./2 levels); Targets: Any free-falling objects or creatures in a 10-ft. radius whose weight does not total more than 300 lb./level; Duration: Until landing or 1 round/level; Saving Throw: Will negates (object); Power Resistance: Yes (object)
The targeted creatures or objects affected fall slowly. The rate of fall is instantly changed to a mere 60 feet per round (equivalent to the end of a fall from a few feet), with no damage incurred upon landing while the power is in effect. However, when the duration expires, a normal rate of fall occurs.
This power has no special effect on ranged weapons unless they are falling quite a distance. If manifested on a falling item, the item does half normal damage based on weight (1d6 per 400 pounds) with no bonus for the height of the drop. The power works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

Finger of Fire

Intelligence [Fire]
Level: 0; Display: Visual; Range: Close (25 ft. + 5 ft./2 levels); Effect: Ray; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes
A ray of flame projects from the manifester. The manifester must succeed at a ranged touch attack to deal damage to a target. The flame deals 1d4 points of fire damage/2 levels. This flame isn’t powerful enough to cause combustion.

Fire Bolt

Intelligence [Fire]
Level: 1; Display: Visual; Range: 60 ft.; Effect: Bolt; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes
A bolt of fire shoots from the manifester. He or she must succeed at a ranged touch attack to deal damage to a target. The bolt deals 1d4 points of fire damage/3 levels and the target may catch on fire.

Lesser Bioweapon

Strength
Level: 1; Display: Visual, Material; Range: Personal; Target: You; Duration: 4 rounds + 1 round/level
The manifester generates a shaft of biokinetic energy that can be used as a melee weapon. It deals 1d4 points of bludgeoning damage on a successful attack. The shaft maintains its form for the duration or until the manifester drops it (or otherwise stop touching it with at least one hand), at which point it dissipates.

Lesser Body Adjustment

Strength
Level: 1; Display: Audible, Material; Range: Personal; Target: You; Duration: Instantaneous
The manifester recovers 1d8 hit points, or gains a +1 bonus on his or her next Fortitude save against poison or disease, or heals 1 point of temporary ability damage. The manifester chooses one benefit for a single manifestation. After using this power the manifester is fatigued for 1d4 rounds.

Lesser Concussion

Constitution
Level: 1; Display: Audible; Range: Medium (100 ft. + 10 ft./level); Target: One individual; Duration: Instantaneous; Saving Throw: Fortitude half; Power Resistance: Yes
The target is pummeled with telekinetic force for 1d4 points of damage/2 levels. The manifester may choose to have the power deal only nonlethal damage instead of lethal damage.
Concussion always affects a target within range that the manifester can see, even if the subject is in melee or has partial cover or concealment. Inanimate objects can’t be damaged by this power.

Lesser Mindlink

Charisma
Level: 1; Display: Material; Range: Close (25 ft. + 5 ft./2 levels); Targets: You and one other creature/2 levels who is initially no more than 30 ft. away; Duration: 10 minutes/level; Saving Throw: None; Power Resistance: Yes
The manifester forges a telepathic bond with another person or creature, which must have an Intelligence score of 6 or higher. The bond can be established only with a willing subject, who therefore receives no saving throw and gains no benefit from power resistance. The manifester can communicate telepathically through the bond even if he or she does not share a common language with the subject. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance.

Missive

Charisma [Language-Dependent]
Level: 0; Display: Visual; Range: Long (300 ft. + 25 ft./2 levels); Target: One living creature; Duration: Instantaneous; Saving Throw: Will negates; Power Resistance: No
The manifester sends a telepathic message of up to ten words/level to any living creature within range. This is strictly a one-way exchange from the manifester to the target. The manifester and the target must share a common language for the communication to be meaningful.

Object Reading

Wisdom
Level: 1; Display: Audible, Material; Range: Touch; Target: One object; Duration: Concentration, up to 10 minutes/level (D); Saving Throw: None; Power Resistance: Yes
This power provides information about an object’s previous owner. The amount of information revealed depends on how long the manifester studies a particular object.
1st Round: Last owner’s gender.
2nd Round: Last owner’s age.
3rd Round: Last owner’s appearance.
4th Round: Last owner’s primary allegiance (if any).
5th Round: How last owner gained and lost the object.
6th+ Round: Previous-to-last owner’s gender, and so on.
An object without any previous owners reveals no information. A manifester can continue to run down the list of previous owners and learn details about them as long as the power’s duration lasts. If the manifester reads the same object again, he or she doesn’t pick up where he or she left off in the list of previous owners.

Spider Climb

Dexterity
Level: 1; Display: Material; Range: Personal; Target: Self; Duration: 10 minutes/level; Saving Throw: None
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have bare hands and feet to climb in this manner. The subject climbs at half its speed. A creature with a Strength score of at least 20 +1 per manifester level can pull the subject off a wall.

Valor

Strength
Level: 0; Display: Audible; Range: Personal; Target: You
The manifester can immediately apply a +1 morale bonus/2 levels on a saving throw.

Vigor

Strength
Level: 1; Display: Material, Olfactory; Range: Personal; Target: You; Duration: 1 minute/level (D)
The manifester gains 3 temporary hit points.

Tags: Home Campaigns · Sci Fi Mayhem · d20 Future · d20 Modern

0 responses so far ↓

  • There are no comments yet...Kick things off by filling out the form below.

Leave a Comment