Powers: Photokinesis
This power includes abilities that allow the
psi to create and manipulate light.
Power Modifier: Every ability in this power has
the limitation Photokinesis, -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).
Flash – 22 points for
level 1, plus 5 points for each additional level
Skill: Flash (Will/Hard).
See GURPS
Psionic Powers, p. 35.
Overwhelm – Hard
See GURPS
Psionic Powers, p. 35.
Hologram – 10/13/15/18/20/23/25/28/30/33
points for levels 1-10*
Skill: Hologram (IQ/Hard).
See GURPS
Psionic Powers, p. 35.
Broad Spectrum – Hard
See GURPS
Psionic Powers, p. 36.
Increased Size – Hard
See GURPS
Psionic Powers, p. 36.
Independent – Hard
See GURPS
Psionic Powers, p. 36.
Light Beam – 7 points/level
Skill: Light Beam (IQ/Hard).
You can fire a laser-like beam of
light. Take an Attack maneuver and make a skill roll, with all normal modifiers
for a ranged attack.
Damage is 1d tight-beam burning per
level of Light Beam; you can do less damage if you wish. Other stats are Acc 3,
Range 20/200, RoF 1, Rcl 1. You can use Light Beam underwater, but range will
be reduced to 2/20.
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:
Burning Attack 1d (Based on IQ, Own Roll, +20%; Increased Range, 2x, +10%; Nuisance
Effect, Reflective, -5%; Photokinesis, -10%; Underwater, +20%; Variable, +5%)
[7/level].
Intensified Light Beam – Hard
Your beam of light gets a (2) armor
divisor.
Photokinetic Shield – 7
points for level 1, plus 3 points/additional level
Skill: Photokinetic Shield (IQ/Hard).
You can partially or completely
divert incoming light-based attacks, such as lasers. Every time you are hit by
a light attack, roll against your skill. Success provides DR equal to your Photokinetic
Shield level, plus a +5 bonus to HT to resist noxious light effects that affect
your sight. In a situation where you are under constant “attack” roll once per
minute.
Statistics: Damage
Resistance (Force Field, +20%; Limited, Light, -40%; Photokinesis, -10%; Requires
IQ Roll, -10%) [3/level] + Protected Vision (Photokinesis, -10%; Requires IQ
Roll, -10%) [4].
Expansion – Hard
Like the Expansion technique for EK
Shield (GURPS Psionic Powers, p. 33).
Suppression – Hard
Like the Suppression technique for
EK Shield (GURPS Psionic Powers, p.
33).
Photorefraction – 5
points/level*
Skill: Photorefraction (IQ/Hard).
See GURPS
Psionic Powers, p. 35.
Broad Spectrum – Hard
See GURPS
Psionic Powers, p. 36.
Expansion – Hard
See GURPS
Psionic Powers, p. 36.
Reactive Use – Hard
See GURPS
Psionic Powers, p. 37.
Shadow Control – 16.5 points/level
Skill: Shadow Control (IQ/Hard).
See Pyramid
#3-99, p. 8.
Statistics: Control Visible Light (Accessibility, Darkness effects only, -20%; Persistent, +40%; Photokinesis, -10%) [16.5/level]. Note: As it is in Pyramid #3-99, this ability's statblock makes no sense. Visible Light is treated as a Rare type of energy that is priced at 10 points/level, while GURPS Powers says that it should be Occasional, at 15 points/level. Furthermore, the ability's description says that the effect persists for 10 seconds, while the statblock doesn't have Persistent. The statblock, however, has Reduced Fatigue Cost 2, +40%, and Control doesn't even have an FP cost. It seems that the author was looking at Create rather than Control, as Create prices Visible Light at 10 points/level and has a 2 FP cost.
Deep Shadows – Hard
See Pyramid
#3-99, p. 8.
Gloom – Hard
See Pyramid
#3-99, p. 9.
Ranged – Hard
See Pyramid
#3-99, p. 9.
Shadow Light – Hard
See Pyramid
#3-99, p. 9.
Ubiquitous Vision – 28
points
Skill: Ubiquitous Vision (IQ/Hard).
You bend the light around you so
that it reaches your eyes without you needing to turn your head. With this
all-around vision, you do not get a penalty to defend against rear or side
attacks. You can even attack foes in these directions without making a Wild
Swing, but you are at -2 to hit due to the clumsy angle of attack. Finally, you
are at +5 to detect Shadowing attempts, and are never surprised by a danger
that comes from behind, unless it also is concealed from sight. You still
require eyes and light to see, however. Roll against your skill once per
minute.
Statistics: 360°
Vision (Panoptic I, +20%; Photokinesis, -10%) [28].
Light Sense – Hard
When using this technique, you do
not require eyes – you can see all around you even when blinded or blindfolded.
Photokinesis Perks |
Additional Photokinesis Abilities
The following traits require no special modifiers to be Photokinesis abilities.
- Infravision (Photokinesis, -10%) [9]. No skill needed.
- Protected Power (Photokinesis, -10%) [5]. No skill needed; passive ability.
- Protected Vision (Photokinesis, -10%) [5]. No skill needed; passive ability.
- Telescopic Vision (Photokinesis, -10%) [5]. No skill needed; passive ability.
- Ultravision (Photokinesis, -10%) [9]. No skill needed.
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