Powers: Sonokinesis
This power includes abilities that allow the
psi to create and manipulate sounds and vibrations.
Power Modifier: Every ability in this power has
the limitation Sonokinesis, -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).
Acoustic Manipulation
– 5/8/10/13/15/18/20/23/25/28 points for levels 1-10*
Skill: Acoustic Manipulation (IQ/Hard).
See Pyramid
#3-29, p. 5.
Echolocation – 11
points for level 1, plus 2 points for each additional level
Skill: Echolocation (IQ/Hard).
See Pyramid
#3-29, p. 6.
Muffle – 5.2
points/level
Skill: Muffle (IQ/Hard).
By psychokinetically “buffering”
sound waves, you can reduce the amount of noise you produce. When you activate
this ability (which requires a skill roll once each minute), you and everything
within 2 yards of you become difficult to hear, resulting in -1 per level of
Muffle to Hearing rolls. At level 10, you are completely silent; others do not even
get a roll to hear you. Your sense of hearing is also affected – at level 10,
you are deaf when you use this ability!
You may use Muffle to make a variant
power defense (GURPS Psionic Powers,
pp. 8-9) – doubling the normal penalty on a success or dropping the Muffle on a
failure – if you know someone is about to look for you.
Statistics: Obscure (Hearing;
Extended, Sonar, Subsonic Hearing, Ultrasonic Hearing, and Vibration Sense,
+80%; Requires IQ Roll, -10%; Sonokinesis, -10%; Stealthy, +100%) [5.2/level].
Expansion – Hard
See Pyramid
#3-29, p. 7.
Muted Movement – Hard
Instead of giving a penalty to
others to hear you, you may instead give yourself a bonus to Stealth rolls.
This bonus equals +1 to Stealth per level of Muffle (+2 if you are completely still
and unmoving). This bonus only helps in the dark, or against listening devices,
blind creatures, or those who must rely on hearing to find you.
Sonic Blast – 26
points for level 1, plus 5 points for each additional level
Skill: Sonic Blast (Will/Hard).
The surrounding space is engulfed in
a deafening noise resembling an explosion. Make a skill roll. Critical failure deafens
you for one minute, in addition to
any other effects! All individuals present must make an HT roll to withstand it
with a penalty equal to your margin of success. Those with Protected Hearing
receive a bonus of +5, while those who are Hard of Hearing receive a bonus of
+4. Deaf individuals are impervious to the effects. You are unaffected. Any
individual who fails the resistance roll will be deafened for margin of failure
minutes and physically stunned. They can recover from stun normally on
subsequent turns.
At level 1, everyone within two
yards of the you must roll to resist. Every additional level doubles this range.
There is no way to distinguish friend or foe, though you may always choose to
scale down your area.
Statistics: Affliction
1 (HT; Area Effect, 2 yards, +50%; Disadvantage, Deafness, +20%; Emanation,
-20%; Hearing-Based, -20%; Malediction 1, +100%; No Signature, +20%; Nuisance
Effect, Deafness on a critical failure, -5%; Nuisance Effect, Loud, -5%; Stunning,
+10%; Variable, Area, +5%) [26]. Further levels add Area Effect, one level at a
time [+5/level].
Overwhelm – Hard
Anyone who fails to resist is stunned for 10
seconds (after which he can make a HT roll every 10 seconds to recover) and
deafened for (margin of failure x 10) minutes.
Sonic Lash – 14 points
Skill: Sonic Lash (Will/Hard).
You fashion a whip of sound with a
Ready maneuver. It is wielded like a normal whip (p. B404), except that it
always takes only one second to ready, and it cannot be used to parry or
entangle. The whip has Reach 1-4 (changing Reach requires a Ready maneuver
without a skill roll) and inflicts swing burning damage with no incendiary effect
every time it strikes. Targets stuck by this attack must make an HT roll, at -1
per 2 points of injury, or be physically stunned. On subsequent turns, they can
roll HT to recover. It is wielded with the Force Whip skill, but for the
purpose of damage use your Sonic Lash skill instead of ST (maximum effective ST
= ST x 3). If it is parried, it deals its normal damage to the opponent’s
weapon.
Statistics: Natural
Weapon (Burning; Cannot Parry, -40%; Destructive Parry, +40%; Extra Reach, 1-4,
Ready maneuver necessary, +90%; Intangible, +50%; No Incendiary, -10%; Side
Effect, Stunning, +50%; Single, -20%; Sonokinesis, -10%; Swing-Capable, +20%;
Switchable, +10%) [14].
Dual Sonic Lash – Hard
You can use this technique to
manifest two sonic lashes at once – one in each hand. You still take normal
off-hand penalties.
Fast Manifestation – Hard
By rolling against this technique,
you can manifest your sonic lash as a free action instead of a Ready maneuver.
Instant Reach Change – Hard
By rolling against this technique,
you change the Reach of your sonic lash as a free action.
Sonokinetic Shield – 7
points for level 1, plus 3 points/additional level
Skill: Sonokinetic Shield (IQ/Hard).
You can partially or completely
divert incoming sonic attacks. Every time you are hit by a sonic attack, roll
against your skill. Success provides DR equal to your Sonokinetic Shield level,
plus a +5 bonus to HT to resist noxious sonic effects that affect your hearing.
In a situation where you are under constant “attack” (i.e., being trapped in a room
with a screaming banshee), roll once per minute. This is a passive ability.
Statistics: Damage
Resistance (Force Field, +20%; Limited, Sound, -40%; Requires IQ Roll, -10%;
Sonokinesis, -10%) [3/level] + Protected Hearing (Requires IQ Roll, -10%;
Sonokinesis, -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).
Wail – 10 points/level
Skill: Wail (HT/Hard).
See Pyramid
#3-29, p. 7.
Conic Blast – Hard
See Pyramid
#3-29, p. 8.
Heterodyning – Hard
See Pyramid
#3-29, p. 8.
High-Note – Hard
See Pyramid
#3-29, p. 8.
Infrasonic – Hard
See Pyramid
#3-29, p. 8.
Penetrating Shout – Hard
See Pyramid
#3-29, p. 8.
Threnody – Hard
See Pyramid
#3-29, p. 8.
Thunderclap – Hard
Prerequisite: Wail 5+.
See Pyramid
#3-29, p. 8.
Thunder &
Lightning – Hard
See Pyramid
#3-29, p. 8.
Sonokinesis Perks Controllable Disadvantage (Disturbing Voice) (GURPS Power-Ups 2: Perks, p. 12) Extended Hearing (GURPS Power-Ups 2: Perks, p. 14) Good Vibrations (Pyramid #3-29, p. 7) Penetrating Voice (GURPS Power-Ups 2: Perks, p. 14) Robust Hearing (GURPS Power-Ups 2: Perks, p. 14) Speaker Boxx (Pyramid #3-29, p. 7) Vibrate Weapon (Pyramid #3-29, p. 7) |
Additional Sonokinesis Abilities
The following traits require no special modifiers to be Sonokinesis abilities.
- Acute Hearing (Sonokinesis, -10%) [1.8/level]. No skill needed; passive ability.
- Discriminatory Hearing (Sonokinesis, -10%) [14]. No skill needed; passive ability.
- Mimicry (Sonokinesis, -10%) [9]. Skill: Mimicry (IQ/Hard), Psi Technique: Voice Library (skill-5) – as for the enhancement in GURPS Powers (p. 61).
- Parabolic Hearing (Sonokinesis, -10%) [3.6/level]. No skill needed; passive ability.
- Vibration Sense (Air; Sonokinesis, -10%) [9]. Skill: Vibration Sense (Per/Hard).
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