Tuesday 2 May 2023

Powers: Metacreativity Revised

Powers: Metacreativity Revised

There is one psionic power in D&D that is not represented in GURPS - metacreativity. Many years ago, I wrote a post with some metacreativity abilities, and then added some more in other posts. However, now that I'm busy tweaking psionics more to my liking, I decided to revise the old stuff and combine it with the "new" abilities in a single post. Some abilities were cut or reworked because they were too similar to existing abilities of other powers, and some new techniques were added. To be honest, I'm not really content with the result. I wanted to make more abilities, but after looking through D&D books, I found that many powers that are assigned to the metacreativity discipline have nothing to do with it - they just didn't fit anywhere else. But nonetheless, at least the end result is usable. Now I only have to expand/rework sonokinesis and photokinesis as separate powers.

 
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
Default: Amethyst Burst-2; cannot exceed Amethyst Burst.
 
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
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.
 
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.
Statistics: Ally (Astral Construct; Built on 50%; No roll required; Conjured, +100%; Metacreativity, -10%; Minion, +0%, Requires IQ Roll, -10%; Takes Recharge, 1 hour, -30%) [12].
 
Adjust Construct – Hard
Default: Astral Construct-5; cannot exceed Astral Construct.
 
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*.
Astral Armor: When formed into astral armor, an astral suit resembles a chainmail. It grants you DR 4*, but decreases your Basic Move by 2.
Astral Juggernaut: When formed into astral juggernaut, an astral suit resembles plate armor. It grants you DR 6, but decreases your Basic Move by 4 and penalizes your grip and precise movements, giving you Bad Grip 1 (p. B123) and Ham-Fisted 1 (p. B138). Unlike astral skin and astral armor, this mode of astral suit does not make you vulnerable to blunt trauma.
The aegis chooses the appearance of his astral suit, although its shape must reflect the selections the aegis has chosen: astral skin would cover the aegis like a psychoactive skin, astral juggernaut would appear to cover the aegis like plate armor, etc.
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
Default: Astral Suit-2; cannot exceed Astral Suit.
 
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
Default: Crystallize-15; cannot exceed Crystallize.
 
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
Default: Crystallize-2; cannot exceed Crystallize.
 
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
Default: Crystal Shard-1; cannot exceed Crystal Shard.
 
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
Default: Ectoplasmic Bonds-6; cannot exceed Ectoplasmic Bonds.
 
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
Default: Ectoshell-4; cannot exceed Ectoshell.
 
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 – 23 points for level 1 + 5 points/additional level
Skill: Wall of Ectoplasm (IQ/Hard).
 
You manifest a wall of white-green ectoplasm within 10 yards that blocks vision and impedes movement, even of those with Insubstantiality. The wall does not need to be anchored – it may be suspended in midair. The maximum square yardage is six square yards, with each additional level doubling that cumulatively. 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.
Statistics: Crushing Attack 2d (Affects Insubstantial, +20%; Area Effect, 2 yards, +50%; Metacreativity, -10%; Persistent, +40%; Reduced Range, 1/10, -30%; Wall, Rigid, +60%) [23]. Each additional level adds more Area Effect (+50%) [+5/level].
 
Resilient Wall – Hard
Default: Wall of Ectoplasm-10; cannot exceed Wall of Ectoplasm.
 
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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