Tuesday, 9 March 2021

Psionics: Amethyst Burst and Body Equilibrium

Psionics: Amethyst Burst and Body Equilibrium

I need to create two new psionic abilities for the upcoming monster conversions, so let's get started.

 
Amethyst Burst – 9 points/level
Skill: Amethyst Burst (IQ/Hard).
 
You shape ectoplasm into a violet, crystalline lozenge and it them at bullet-like speeds, all in a single, practiced action. Take an Attack maneuver and make a skill roll, with all normal modifiers for a ranged attack.
    Damage is 1d crushing per level of Amethyst Burst; you can do less damage if you wish. Other stats are Acc 3, 1/2D -, Range 20, RoF 1, Rcl 1. The amethyst produces an explosion at the point of impact (on a miss, check for scatter; see p. B414). The target takes damage normally; anything nearby receives “collateral damage” equal to basic damage divided (3 x the distance in yards from the blast). This attack, including the collateral damage, can affect insubstantial beings.
    GMs may wish to set a maximum power level for this advantage. Alternatively, the rules for Arms Control (GURPS Powers, p. 138) can be applied.
    Statistics: Crushing Attack 1d (Affects Insubstantial, +20%; Based on IQ, Own Roll, +20%; Explosion 1, +50%; Increased 1/2D, x10, +15%; Metacreativity, -10%; Reduced Range, x1/5, -20%; Variable, +5%) [9/level].
 
Improved Explosion – Hard
Default: Amethyst Burst-5; cannot exceed Amethyst Burst.
 
When determining the collateral damage, basic damage is divided by twice the distance in yards from the blast. If you succeed by 5 or more, it is divided by the distance in yards from the blast instead.

PSYCHOMETABOLISM
 
Body Equilibrium – 12 points
Skill: Body Equilibrium (HT/Hard).
 
You adjust your body equilibrium to correspond to whatever is under your feet. A successful roll lets you walk along a tightrope, ledge, tree limb, or a similar anchored surface. If the surface is wet, slippery, or unstable, then a successful roll gives you +6 on all rolls to keep your feet. In addition, you get +1 to Acrobatics, Climbing, and Piloting. Roll once per minute.
    In combat, roll against Body Equilibrium every time you are subjected to an attack or effect that may knock you down. If you succeed, you get a +4 to DX and DX-based skill rolls to keep your feet.
    Statistics: Perfect Balance (Psychometabolism, -10%; Requires HT Roll, -10%) [12].
 
No Pressure – Hard
Default: Body Equilibrium-4; cannot exceed Body Equilibrium.
 
When using this technique, you exert almost no pressure on the surface you are walking on, leaving no visible tracks. Thus, Tracking rolls that only rely on vision automatically fail. You may also walk over fragile surfaces without falling through. Maximum Move under such circumstances is 1/3 normal, rounded up. Thin ice would require an unmodified No Pressure roll, while rice paper would require a roll at -8! If your intention is to move quietly, then a successful No Pressure roll gives you a bonus to Stealth. This bonus equals half your margin of success, rounded down. Minimum bonus is +1.
 
Water Walk – Hard
Default: Body Equilibrium-8; cannot exceed Body Equilibrium.
 
When using this technique, you attune your equilibrium in a way that allows you to walk on the surface of any liquid as if it were solid ground. This does not protect you from any damage that this liquid might deal to you.
 

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