Torg Eternity - Pan-Pacifica - Psionic Cards (300dpi).pdf

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ANCESTRAL WEAPON
Skill:
Precognition 12
Axiom:
Social 24
Time:
30 minutes
Target:
DN 14
Range:
Self
Duration:
24 hours
To use this power, the psychic must possess a melee
weapon. He holds the weapon and meditates, while
reaching out to all the weapon masters who lived
prior to him. On a success, the psychic gains intimate
understanding of the techniques legendary weapon
masters before him used.
He gains a bonus of +1 to his melee weapons tests
while wielding the weapon. Additionally, his attacks
gain AP 1. This stacks with any AP the weapon
inherently has.
Good:
The melee weapons bonus increases to +2 and
the attacks gain AP 2 instead of AP 1.
Outstanding:
As Good, and the hero deals +1BD
damage when using the weapon. This stacks with any
bonus die for damage the wielder gains.
BIODENSITY
Skill:
Kinesis 10
Axiom:
Social 21
Time:
1 action
Target:
DN 10
Range:
Self
Duration:
3 rounds
By focusing the energies within one’s
body and using breathing techniques, the
psychic can increase the bone density and
overall toughness of his body to offer some
protection. Biodensity grants the manifester a
+1 Toughness bonus.
Good:
The Toughness bonus increases to +2.
Outstanding:
The toughness bonus
increases to +3.
CELERITY
Skill:
Kinesis 12
Axiom:
Social 20
Time:
1 action
Target:
DN 10
Range:
Self
Duration:
3 rounds
The psychic floods his fast twitch muscle fibers
with energy to increase his reaction time
and overall speed. This allows him to rapidly
switch his focus from action to action.
On a success the psychic ignores 2 points
of Multi-Action penalties and may take an
additional simple action.
Good:
As Standard and the psychic also
gains a +1 bonus to his dodge defense.
Outstanding:
As Good, but the psychic
ignores 4 points of Multi-Action penalties.
COMPELLING VOICE
Skill:
Telepathy 12
Axiom:
Social 23
Time:
1 action
Target:
-4 vs Willpower/Mind
Range:
5 meters
Duration:
1 round
To manifest this power, the psi must speak a short command
to a single target (no Multi-Targeting). The command may
involve the victim undertaking any action using his own
skills and abilities, but they may not be forced to spend
Possibilities. If the command involves making multiple
actions, manifesting this power invokes a penalty equal to
the usual Multi-Action penalty. If the command endangers
the victim’s life (such as telling them to walk off a cliff) the
telepathy test is Heroic (–8) instead.
If the target is reality-rated, the test is instead a contest of
telepathy vs. willpower or Spirit.
On a success, the target resists but becomes Stymied and
Vulnerable.
Good:
The target must undertake the action, but any skill
tests to resolve the action take a –2 penalty.
Outstanding:
As Good but without penalty.
DATAKINESIS
Skill:
Kinesis 10
Axiom:
Social 24
Time:
1 action
Target:
DN 12
Range:
Touch
Duration:
Concentration
To manifest datakinesis, the psychic touches
the object that he is attempting to gain
access to and concentrates. On a success,
the psychic can use his kinesis skill instead
of computers. If the psychic loses contact
with the device or Concentration, the power
immediately ends.
Good:
As Standard, and the duration
increases to 1 hour. Access can be
reestablished after losing physical contact
with the device.
Outstanding:
As Good and kinesis tests
used to manipulate computers are Favored.
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