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Powers

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Saved by PBworks
on October 7, 2006 at 4:57:58 pm
 

Powers

Below are the various powers for the different cosms. You will only find listed, the powers that are availiable amongst the heroes of the Possibility War in the Pendragon renegades.


Psionic Powers

Kinesis

Telekinesis

Base Difficulty: 14

Base Range: skill value in meters

Base Effect Value: skill value in kilograms

Bonus Number To: Range

--Used to lift objects by the power of the mind, telekinesis allows the psionic to control objects over a range equal to her psi manipulation skill value in meters. Likewise, the base effect value of the power is equal to the value of the psionic's skill.

--While the primary use of telekinesis is the lifting and moving of objects, the character can also manipulate those objects with her mind. For example, a character could maneuver a set of lock picks into a lock and attempt to open a door. This, of course, would be a One-On-Many action and would suffer from the normal difficulty modifiers.

--Also, characters can use the One-On-Many table to control several objects at once. All objects must be within range of the telekinesis power and within sight of the psionic.

--Finally, a character can use her telekinetic power to lift and hold other characters. However, unless the object of the power is a willing participant or unconscious, the psionic must exceed the character's dodge or Dexterity total, with her psi manipulation total. Also, if the character has an action during the round he is held (or if the power is maintained after the first round) the character may attempt to use his maneuver or Dexterity to break free. To escape, he must beat the character's psi manipulation skill total for that round.

 

Teleportation (Self)

Base Difficulty: 28

Base Range: skill value +3 in meters

Base Effect Value: 12

Bonus Number To: Range

--Teleportation (self) allows a character to move her body and belongings (as long as the total weight value does not exceed the effect value of the power) anywhere within the range of the power. The psionic does not need to be able to see the destination, though there is a +5 to the difficulty if he cannot.

--A character will not teleport within a solid object, and if there is no clear area within two meters of the desired destination, the teleport automatically fails. Otherwise, the teleporter arrives exactly where she specified, facing the same direction she did when she started.

Pulp Powers

 

Wyrd Powers

Weapon Jinx

Adventure Cost: 2

Action Value: CHA

Range: 1 ranged weapon that has just targeted the Wyrd.

The Wyrd can attempt to use this power if an enemy makes a ranged attack on him. The Wyrd targets his opponent’s weapon. If his power score beats the Tech axiom of the ranged weapon being used against him, then after the shot is resolved against the Wyrd, the weapon has a malfunction. If he beats the tech axiom by 1-5 points then the weapon has run out of ammo (even if this means the clip has fallen out), and time must be spent to reload it. If the tech axiom is beaten by 6-10 points, then the weapon has jammed and time must be spent unjamming it. If the Tech axiom is beaten by 11-20 points then the weapon has broken and must be repaired before it can be used again. A result of 21+ means the weapon has been broken beyond repair. If a result doesn’t make sense based on the ranged weapon used (ie a jam result on a bow), then the Gamesmaster will determine the next best result to use.

 

Flaws

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