Sunday, 17 April 2022

Powers: Draconic Psi

Powers: Draconic Psi

Dragon Magic for D&D 3.5 has the diamond dragon prestige class. Diamond dragons are psionicists that have learned to tap into what they refer to as the “draconic psionic collective.” They have a variety of gem dragon-themed psionic abilities that I will translate as a new psionic power - Draconic Psi.
 
DRACONIC PSI
 
Power Modifier: Every ability in this power has the limitation Draconic Psi, -10%. This reflects that it is part of this power, and that it uses the rules under How Psi Works (GURPS Psionic Powers, pp. 6-11).
 
Sleep/Paralysis Neutralization – 6 points/level
Skill: Sleep/Paralysis Neutralization (IQ/Hard).
 
Dragons are immune to sleep and paralysis, and you can channel this quality to awaken others and cure paralysis. This takes a second of concentration, contact with the subject (any contact will suffice, no skin-to-skin contact is required), and a skill roll. Your skill is at a cumulative -3 penalty for every successful use on the same subject within 24 hours, at a flat -2 penalty if the patient is unconscious. Failure costs you 1d FP, while critical failure also does 1 point of injury to the patient, in addition to any other effects.
Your skill is at -3 if you are curing sleep or paralysis, or -4 if you are curing unconsciousness. Each use costs 6 FP if you are curing sleep or paralysis, or 8 FP is you are curing unconsciousness. Every level past the first reduces the final FP cost (for success or failure) by one. This does not reduce the FP cost to use a psi technique.
Statistics: Healing (Accessibility, Only sleep, paralysis, and unconsciousness, -30%; Affliction Only, -40%; Draconic Psi, -10%) [6]. Further levels add Reduced Fatigue Cost, one level at a time [+6/level].
 
Self-Healing – Hard
Default: Sleep/Paralysis Neutralization-5; cannot exceed Sleep/Paralysis Neutralization.
 
As for the Cure technique (GURPS Psionic Powers, p. 47). Obviously, this can only be used to cure paralysis.
 
Xenohealing – Hard
Default: Sleep/Paralysis Neutralization-4; cannot exceed Sleep/Paralysis Neutralization.
 
As for the Cure technique (GURPS Psionic Powers, p. 47).
 
Channel Dragon Claws – 10 points
Skill: Channel Dragon Claws (IQ/Hard).
 
You can channel the power of the gem dragons to form claws made of psionic energy. They appear as shimmering, clear crystal claws that form around your own fingers. Each use lasts for margin of success minutes. Dragon claws cannot be dismissed voluntarily. You can deal thrust cutting damage with your dragon claws, using DX or Brawling to hit in combat at Reach C. Your Talent improves these rolls to hit.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Channel Dragon Claws, +70%; Draconic Psi, -10%; Requires IQ Roll, -10%) [10]. Note: “Channel Dragon Claws” is Natural Weapon (Cutting; Cannot Parry, -40%; Draconic Psi, -10%; Intangible, +50%) [7].
 
Ectoplasmic Claws – Hard
Default: Channel Dragon Claws-2; cannot exceed Channel Dragon Claws.
 
Using this technique, you reinforce your dragon claws with ectoplasm, allowing you to attack and harm insubstantial beings with the claws.
 
Penetrating Claws – Hard
Default: Channel Dragon Claws-5; cannot exceed Channel Dragon Claws.
 
Using this technique, you make your dragon claws extremely sharp. You dragon claws gain the (2) armor divisor.
 
Powerful Claws – Hard
Default: Channel Dragon Claws-3; cannot exceed Channel Dragon Claws.
 
Using this technique, you make your dragon claws more powerful. You get a +1 bonus to damage plus an additional +1 for every 3 points by which you make your (modified) skill roll, up to the maximum of +5. You may consider each +2 as +1 per die, if that would be better.
 
Channel Dragon Tail – 10 points
Skill: Channel Dragon Tail (IQ/Hard).
 
You can channel the power of the gem dragons to form a tail made of psionic energy. The tail appears to be a shimmering, clear, crystal appendage that grows from your own spine. Each use lasts for margin of success minutes. Dragon tail cannot be dismissed voluntarily. You can deal thrust+1 crushing damage with your dragon tail, using DX-2 or Brawling-2 to hit in combat at Reach C-1. Your Talent improves these rolls to hit. The tail is intangible – it cannot be grappled or damaged.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Channel Dragon Tail, +70%; Draconic Psi, -10%; Requires IQ Roll, -10%) [10]. Note: “Channel Dragon Tail” is Natural Weapon (Crushing; Cannot Parry, -40%; Clumsy 2, -40%; Draconic Psi, -10%; Extra Reach 1, +50%; Increased Damage 1, +30%; Intangible, +50%) [7].
 
Ectoplasmic Tail – Hard
Default: Channel Dragon Tail-2; cannot exceed Channel Dragon Tail.
 
Using this technique, you reinforce your dragon tail with ectoplasm, allowing you to attack and harm insubstantial beings with the tail.
 
Longer Tail – Hard
Default: Channel Dragon Tail-5; cannot exceed Channel Dragon Tail.
 
Using this technique, you make your dragon tail longer. You get a +1 yard to Reach plus an additional +1 yard for every 5 points by which you make your (modified) skill roll.
 
Powerful Tail – Hard
Default: Channel Dragon Tail-3; cannot exceed Channel Dragon Tail.
 
Using this technique, you make your dragon tail more powerful. You get a +1 bonus to damage plus an additional +1 for every 3 points by which you make your (modified) skill roll, up to the maximum of +4. You may consider each +2 as +1 per die, if that would be better.
 
Channel Dragon Wings – 22 points
Skill: Channel Dragon Wings (IQ/Hard).
 
You can form wings made of psionic energy. The wings form without damaging or being hampered by any armor or clothing worn. Your air Move is equal to your Basic Speed x 2, dropping all fractions. You cannot fly in trace atmosphere or vacuum. Flight requires a second of concentration and a skill roll to take off, and another every minute to maintain flight. If you fail a maintenance roll by 5 or more, your dragon wings fizzle out and you drop like a rock. Lesser failures give you 2d seconds to find a safe place to land.
Your wingspan is at least twice your height. In order to take off, land, or maneuver, you must have an open area with a radius equal to your wingspan in all directions. Unlike your dragon claws and tail, your dragon wings can be bound or damaged. If your wings are bound you cannot fly. Crippling a wing cripples this ability. Treat wings as arms for the purpose of targeting and crippling.
Statistics: Flight (Draconic Psi, -10%; Requires IQ Roll,-10%; Winged, -25%) [22].
 
Draconic Cold Breath – 8.5 points/level
Skill: Draconic Cold Breath (IQ/Hard).
 
You can manifest a breath weapon attack, similar to those of various dragons. This is a continuous stream of energy from your mouth. Treat it as a melee weapon with a very long reach rather than as a ranged weapon. Take an Attack maneuver and make a skill roll without applying penalties for target range and speed.
Draconic breath has no Acc, and has a range of 5 yards with no 1/2D range. Draconic cold breath deals 1d non-incendiary burning damage per level. You can do less damage is you wish. GMs may wish to set a maximum power level for this ability. Alternatively, the rules for Arms Control (GURPS Powers, p. 138) can be applied.
Any victim that is injured by the Draconic Cold Breath must make a HT roll at -1 per two points of injury received. On a failure, he gets -1 to DX for (20 – HT) minutes. If he fails by 5 or more, or critically fails, then instead he gets -3 to DX and becomes Numb (p. B146) for (20 – HT) minutes.
Statistics: Burning Attack 1d (Based on IQ, +20%; Draconic Psi, -10%; Increased 1/2D, 2x, +5%; Jet, +0%; No Incendiary Effect, -10%; Reduced Range, 1/2, -10%; Side Effect, -1 to DX, Secondary -3 to DX and Numb, +70%; Variable, +5%) [8.5/level].
 
Draconic Electrical Breath – 13 points/level
Skill: Draconic Electrical Breath (IQ/Hard).
 
You can manifest a breath weapon attack, similar to those of various dragons. This is a continuous stream of energy from your mouth. Treat it as a melee weapon with a very long reach rather than as a ranged weapon. Take an Attack maneuver and make a skill roll without applying penalties for target range and speed.
Draconic breath has no Acc, and has a range of 5 yards with no 1/2D range. Draconic electrical breath deals 1d burning surge damage per level. You can do less damage is you wish. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. GMs may wish to set a maximum power level for this ability. Alternatively, the rules for Arms Control (GURPS Powers, p. 138) can be applied.
Statistics: Burning Attack 1d (Based on IQ, +20%; Draconic Psi, -10%; Increased 1/2D, 2x, +5%; Jet, +0%; Reduced Range, 1/2, -10%; Surge, Arcing, +100%; Side Effect, Stunning, +50%; Variable, +5%) [13/level].
 
Draconic Fire Breath – 6 points/level
Skill: Draconic Fire Breath (IQ/Hard).
 
You can manifest a breath weapon attack, similar to those of various dragons. This is a continuous stream of energy from your mouth. Treat it as a melee weapon with a very long reach rather than as a ranged weapon. Take an Attack maneuver and make a skill roll without applying penalties for target range and speed.
Draconic breath has no Acc, and has a range of 10 yards with no 1/2D range. Draconic fire breath deals 1d burning damage per level. You can do less damage is you wish. GMs may wish to set a maximum power level for this ability. Alternatively, the rules for Arms Control (GURPS Powers, p. 138) can be applied.
Statistics: Burning Attack 1d (Based on IQ, +20%; Draconic Psi, -10%; Increased 1/2D, 2x, +5%; Jet, +0%; Variable, +5%) [6/level].
 
Draconic Sonic Breath – 28 points
Skill: Draconic Sonic Breath (IQ/Hard).
 
You can manifest a breath weapon attack, similar to those of various dragons. This is a continuous stream of energy from your mouth. Treat it as a melee weapon with a very long reach rather than as a ranged weapon. Take an Attack maneuver and make a skill roll without applying penalties for target range and speed. This attack has no Acc and has a range of 5 yards. It can be dodged or blocked, but not parried. A creature struck by the breath is stunned unless they make a successful HT roll. DR gives +1 to the target’s effective HT for every five points of DR. The target may roll versus HT once per second to recover. This spell works identically in air and underwater, but cannot penetrate Wall of Silence and is blocked by Silence.
Statistics: Affliction 1 (HT; Armor Divisor, (5), +150%; Based on IQ, Own Roll, +20%; Blockable, -5%; Draconic Psi, -10%; Environmental, Sound-transmitting mediums, -10%; Increased 1/2D, 2x, +5%; Increased Range, 10x (Accessibility, Underwater only, 50%), +15%; Jet, +0%; Reduced Range, 1/2, 10%; Underwater, +20%) [28].
 
Frightful Presence Aura – 33 points for level 1, plus 11 points for each additional level
Skill: Frightful Presence Aura (IQ/Hard).
 
You project a frightful presence aura similar to that of a dragon. Everyone within 10 yards of you must roll an immediate Fright Check (p. B360). You can always choose to affect a smaller area. Your victims are at +1 for every previous time you’ve used Frightful Presence Aura on them in the past 24 hours. Each additional level penalizes the victims’ Fright Checks by 1. If a victim wins, he becomes immune to your Frightful Presence Aura for 24 hours, unless you use the New Approach psi technique.
Statistics: Terror (Draconic Psi, -10%; Presence, +25%; Requires IQ Roll, -10%; Variable, Area, +5%) [33]. Each additional level increases the penalty by 1 [+11].
 
Expanded Area – Hard
Default: Frightful Presence Aura-5; cannot exceed Frightful Presence Aura.
 
Success doubles the radius of the area of effect. Double this radius, cumulatively, for every 5 points by which you make your (modified) skill roll.
 
New Approach – Hard
Default: Frightful Presence Aura-5; cannot exceed Frightful Presence Aura.
 
As for the Instill Fear technique (GURPS Psionic Powers, p. 65).


No comments:

Post a Comment