Powers: Metacreativity Revised
A psi specializing in metacreativity is called
a shaper. This power includes abilities that allow the psi to draw ectoplasm
from the Astral Plane to create semisolid or solid objects.
Power Modifier: Every ability in this power has
the limitation Metacreativity, -10%. This reflects that it is part of this
power, and that it uses the rules under How
Psi Works (Psionic Powers, pp. 6-11).
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].
Forceful Burst – Hard
When using this technique, double Amethyst
Burst’s damage for the purpose of determining knockback. This includes
knockback caused by the explosion.
Improved Explosion – Hard
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.
Astral Construct – 12 points
Skill: Astral Construct (IQ/Hard).
You can conjure an astral construct made of ectoplasm by making a
successful skill roll. The astral construct appears within your arm’s reach,
ready to obey your orders. Roll against once per minute if you want to maintain
this ability. If the construct is destroyed, then you must wait a full day to conjure
a new one. Dismissing the astral construct is a free action, but you may only
dismiss it if it is physically present. After dismissing the construct, you can
conjure a new one an hour later. You can use this ability only if your
character’s point total is at least 2 times higher than the construct’s. The
character can only summon a construct with a specific configuration of traits.
Adjust Construct – Hard
When using this technique, you may modify the
traits of the astral construct. However, each trait must be approved by the GM.
This does not count as a separate construct for the purpose of determining the
wait time after dismissal or destruction.
Astral Suit – 22 points
Skill: Astral Suit (IQ/Hard).
You draw forth ectoplasm and form an
astral suit around your form. You can select from three different types when
forming his astral suit – skin, armor, or juggernaut. All three forms are
formed over worn armor, protect the eyes as well as the whole body, and are
semi-ablative - every 10 points of basic damage rolled removes one point of DR,
regardless of whether the attack penetrates DR. Lost DR “heals” at the same
rate as lost HP (including the effects of Regeneration, p. B80), even when the
ability is not in use.
Astral Skin:
When formed in this way, an astral suit resembles a psychoactive skin. It
grants you DR 2*.
Each use lasts for margin of success minutes. Astral suit cannot be dismissed voluntarily.
Very often psis with this ability
learn astral suit customizations –
abilities and enhancements that function only when the astral suit is active.
Such abilities are purchased with the Accessibility, Only when using astral
suit, -10% and usually do not require a
skill roll to use. Some of them might make sense only for a specific suit form
and/or only when a specific part of the body is armored (see Selective Armoring
below). Advantages that can work as astral suit customizations: Amphibious
(only when arms and legs are armored), DR (Limited, Energy, -20% or Limited,
Specific type of energy, -40%), Doesn’t Breathe (Gills), Extra Arms,
Infravision (only when eyes are armored), Lifting ST, Mind Shield, Radiation
Tolerance, Sealed, Spines, Striking ST, Super Jump, Super Climbing (not for
astral juggernaut), Tunneling, Vacuum Support.
Statistics:
Affliction 1 (Accessibility, Self Only, -50%; Alternative Enhancements (Advantage,
Astral Skin, +60%; Advantage, Astral Armor, +100%; Advantage, Astral
Juggernaut, +150%), +185%; Metacreativity, -10%; Requires IQ Roll, -10%) [22].
Notes: “Astral Skin” is Damage Resistance 2 (Flexible, -20%; Includes Eyes,
+10%; Metacreativity, -10%; Semi-Ablative, -20%) [6], “Astral Armor” is Damage
Resistance 4 (Flexible, -20%; Includes Eyes, +10%; Metacreativity, -10%;
Semi-Ablative, -20%; Temporary Disadvantage, Basic Move-2, -10%) [10]; “Astral
Juggernaut” is Damage Resistance 6 (Includes Eyes, +10%; Metacreativity, -10%;
Semi-Ablative, -20%; Temporary Disadvantage, Bad Grip 1, Basic Move-4, and
Ham-Fisted 1, -30%) [15].
Selective Armoring – Hard
You can omit armoring any body parts, when
using this technique. This allows you to keep your face unarmored and visible,
or avoiding armoring arms and getting Bad Grip 1 and Ham-Fisted 1 when using
the astral juggernaut form. You cannot avoid these disadvantages by leaving
only your hands unarmored. You can avoid getting a penalty to Basic Move when
using astral armor or astral juggernaut forms by leaving your legs and torso
unarmored.
Crystallize – 22/25/28/33
points for levels 1-4
Skill: Crystallize (Will/Hard).
You seed the subject’s flesh with
supersaturated crystal. To crystallize your victim you must win in a Quick
Contest of your skill against your victim’s HT. If you win by less than 5, then
the subject is only partially crystallized - it gets a -4 penalty to DX. If you
win by 5 or more, the subject’s form seems to freeze over, as its flesh and
fluids are instantly crystallized. The crystallized subject appears lifeless. In
fact, he is not dead (though no life can be detected with powers or spells that
detect such). A fully crystallized victim has DR 4 and Brittle. The effect
lasts for 1 minute per your margin of victory. A fully crystallized victim is
physically stunned after crystallization subsides.
At
level 1, you must make skin-to-skin contact to use Crystallize. At level 2, any
touch will do. At level 3, you can use your ability at range; your skill roll
is at -1/yard. At level 4, apply normal range penalties (p. B550) instead.
Statistics: Affliction
1 (HT; Attribute Penalty, -4 to DX, +40%; Contact Agent, -30%; Malediction 1,
+100%; Melee Attack, C, No Parry, -35%; Metacreativity, -10%; No Signature,
+20%; Secondary Paralysis, +30%) [22]. Further levels remove Contact Agent [25],
then Melee Attack [28], and then improve Malediction to 2 [33].
Crystal Statue – Hard
You turn the victim into a crystal statue
permanently. This effect can only be dispelled with the Remove Curse spell or
similar effects.
Selective
Crystallization –
Hard
You may elect to crystallize only a specific
body part or exclude any body parts from the effect.
Crystal Shard – 5 points/level
Skill: Crystal Shard (IQ/Hard).
You can crystalize small pieces of
ectoplasm from the Astral Plane and launch 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. Note that this is not a silent attack –
the shard breaks the sound barrier as it flies. This shard can affect
insubstantial beings.
Damage is 1d-1(0.5) piercing per
level of Crystal Shard; you can do less damage if you wish. Other stats are Acc
3, Range 100/200, RoF 1, Rcl 1.
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:
Piercing Attack 1d-1 (Affects Insubstantial, +20%; Armor Divisor, (0.5), -30%; Based
on IQ, +20%; Increased 1/2D, 5x, +10%; Increased Range, 2x, +10%; Metacreativity,
-10%; Variable, +5%) [5/level].
Fragmenting Shard – Hard
After the impact, the shard shatters into small
pieces. Everyone within 5 yards is attacked with effective skill 15, modified
by range penalties from the point of impact; see Fragmentation Damage (p. B414). Fragments deal 1d-3 cutting damage.
Ectoplasmic Bonds – 2 points/level
Skill: Ectoplasmic Bonds (IQ/Hard).
You can launch a lump of sticky
ectoplasm that can hold your target in place. Ectoplasmic Bonds is a ranged
attack with 1/2D –, Max 10, Acc 3, RoF 1, Shots N/A, and Recoil 1. This attack
uses your skill to hit and can affect insubstantial targets.
On a hit, your victim is grappled
(see B370) and rooted in place. He cannot select the Move or Change Posture
maneuvers or change facing, and is at -4 to DX. The ST of this effect is equal
to your Ectoplasmic Bonds level, but you can layer additional attacks on a
successfully bound victim. Each extra layer gives +1 to ST.
To break free, the victim must win a
Quick Contest of ST or Escape skill against the ST of your Ectoplasmic Bonds.
Each attempt takes one second. If the victim fails to break free, he loses 1 FP
but may try again. Alternatively, he may try to destroy the Ectoplasmic Bonds.
Innate Attacks hit automatically; other attacks are at -4. External attacks on the
Ectoplasmic Bonds take no penalty, but risk hitting the victim on a miss (see Striking
Into a Close Combat, B392).
The Ectoplasmic Bonds have DR equal
to 1/3 your level (rounded down). Each point of damage reduces ST by one. At ST
0, the Ectoplasmic Bonds are destroyed and the victim is freed.
Statistics:
Binding (Affects Insubstantial, +20%; Based on IQ, +20%; Metacreativity, -10%;
Reduced Range, 1/10, -30%) [2/level].
Ectoplasmic Cocoon – Hard
Your Ectoplasmic Bonds pin the
target. He cannot move his limbs or speak; his only options are to use purely
mental abilities, to attack the Ectoplasmic Bonds with an Innate Attack, or to try
to break free using ST (not Escape skill). If he tries to break free and fails,
he is only allowed a repeated attempt every 10 seconds – and on a 17 or 18, he
becomes so entangled that he cannot escape on his own!
Ectoshell – 21/27/33/39/44
points for levels 1-5
Skill: Ectoshell (IQ/Hard).
You can create an ectoplasmic shell
that blurs and distorts your image and makes you slippery. At lower levels,
this blurs your image. At higher levels, it makes you invisible. This requires
a skill roll every minute.
Subtract your level (maximum 5) from
any attempts to see you using normal vision or infravision; there is no
resistance roll. Even if someone does manage to see you, subtract your level
from any attack roll against you that relies on vision to hit. You can see
unimpeded through this ectoplasmic shell.
In addition, thanks to this
ectoplasmic sheen, you become able to interact with insubstantial beings, as if
your body and melee weapons had the Affects Insubstantial enhancement.
Statistics: Blessed
(Ghost Weapon; Accessibility, Doesn’t apply to ranged weapons, -10%; Link,
+10%; Metacreativity instead of Divine, +0%; Requires IQ Roll, -10%) [14] + Obscure
(Vision; Defensive, +50%; Extended, Infravision, +20%; Link, +10%; Requires IQ
Roll, -10%; Stealthy, +100%; Metacreativity, -10%; No Area Effect, -50%) [4.2/level]
+ Slippery (Link, +10%; Requires IQ Roll, -10%; Metacreativity, -10%) [1.8/level].
Reactive Use – Hard
You can turn this ability on as a free action,
even on someone else’s turn. Useful when the security guard suddenly walks into
the room as you’re going through files.
Wall of Ectoplasm – 22
points for level 1 + 5 points/additional level
Skill: Wall of Ectoplasm (IQ/Hard).
You manifest an anchored wall of white-green
ectoplasm within 10 yards that blocks vision and impedes movement, even of
those with Insubstantiality. You can shape the wall into any
shape you wish. Each yard of the wall has DR 6 and 1 HP. The wall dissipates
after 10 seconds have passed, or upon total destruction, but multiple walls can
be set up. The wall does no damage itself, but beings that crash into it may
take damage from the collision.
On level 1, this ability lets you create a barrier that is six yards long, one yard wide, and four yards high. Each additional level doubles the length. You may form this into any shape you wish.
Statistics:
Crushing Attack 2d (Affects Insubstantial, +20%; Area Effect, 2 yards, +50%; Environmental, Anchored, -20%; Metacreativity, -10%; Persistent, +40%; Reduced Range, 1/10, -30%; Variable, Area, +5%; Wall, Shapeable,
+60%) [22]. Each additional level adds more Area Effect (+50%) [+5/level].
Resilient Wall – Hard
By using this technique, you double the wall’s
DR and HP.
Additional Metacreativity Abilities
The following traits require no
special modifiers to be Metacreativity abilities.
-
Detect (Ectoplasm; Metacreativity, -10%) [5]. Skill: Detect Ectoplasm
(Per/Hard).
- Protected Power (Metacreativity,
-10%) [5]. No skill needed; passive ability.
In addition, the following
advantages make good starting points for those who wish to build new Metacreativity
abilities: Extra Life (Copy) to simulate ectoplasmic copies of your body; Healing
(Ectoplasmic beings only); and so on.
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