PSI

PSI
Psi is the ability, to change the world by will.

it consist of 2 fields, mind and elemental. with mind the character can control, read and confuse the mind of others. Elemental is the ability to control one or more of the elements and also the ability to fuse elements.

All PSI abilities are cast by touch (and eye to eye with mind)  or with a PSI Amplifier at a target in line of sight in range (talent in m)

If a PSI Ability needs a Check from the target, this check will be easy, if the ability is Level 1, normal when Level 2 or hard, if the ability is on Level 3.

=== PSI Form===

passiv (only with PSI amplifier) Level 1: Circle: +300% Restcost: the character creates a circle with himself in the center. all targets in a range of talent / 8 are hit by the ability. the targets must be in the same "room" Level 2: Odem: +200% Restcost: the characters hits all targets in a cone with talent/2 m length and a width and heigth at the end of talent / 4 m  or any cone with same volume. all targets with bodyparts insight the cone may be hit on this bodypart (if really hits determs the check and the last digit. (if hidden bodypart is outside the cone, no hit is dealt) targets must be in the same room

wall: 250% restcost: heigth + width + length + range <= talent in m. creates a wall at a spot in range. all targets with bodyparts insight the wall may be hit on this bodypart (if really hits determs the check and the last digit. (if hidden bodypart is outside the cone, no hit is dealt) targets must be in the same room

Stufe 3: Explosion: 300% restcost: radiusx5 + range <= talent in m: all targets with bodyparts insight the explosion may be hit on this bodypart (if really hits determs the check and the last digit. (if hidden bodypart is outside the cone, no hit is dealt) targets must be in the same room

Mind
Mindchecks are talent checks.

for costs rest od Energy may be used.

If a critical success is rolled, the target also gets 1D6 psyche points.

list of Mind Abilities

Mind
passiv Level 1:

Difficullty: Touch: normal, Eye to eye: normal , PSI Amp:normal , else: hard

enables ability:Mindblast, Read Emotions, Calm

Level 2:

Difficullty: Touch: easy, Eye to eye: normal , PSI Amp:normal , else: hard

enables abilityTelepathy, Sleep, Hallucination, Fear

Level 3:

Difficullty: Touch: easy, Eye to eye: easy , PSI Amp:normal , else: hard

enables ability:PSI Form, Ghost, Apparation

also enables the attack abilities level 3: Mind mastery and PSI Amplifier mastery

Elemental
Elemental abilities give the ability to control and manipulate one element. This will be choosen when the elemntal ability is choosen.

Elemental may choosen more than once, to controll more than one element. all elemental checks are checks on talent.

Manipulate
elemental, PSI, Ability (Level 1) costs 2 rest per round +1 per round

easy action The character creates the element in his hand or pulls it from a source to his hand. There it will stay as a small ball untill all points are used or the character does not pay the cost to hold it there. Level 1:creates 1 point of the element or pulls 2 points. Level 2:creates 2 points of the elemente or pulls 2 + 1D4 Level 3:creates 3 points or pulls 3 + 1D6 points from a source

Join
Elemental, PSI, Ability (Level 3

Costs 1 rest per round

easy action Level 1: joins 1 Point of each of 2 joinable elements to create 1 new point of the joined element

Level 2: joins 2 Points of each of 2 joinable elements to create 2 new point of the joined element

Level 3: joins 3 Points of each of 2 joinable elements to create 3 new point of the joined element

Elemental: Fire
passiv

The character may control fire.

For 1 Rest the character may dry and warm himself. (looses soaking wet and feels for 1 round like 10° C warmer.

All damage with the follwing abilities is fire damage. When hit with a critical success, the target catches fire, wich deals 1D6 fire damage each round. Putting the fire out is an easy action.

Fire can be joines with earth to metal and with air to Lightning.

Level 1: Manipulate, Fireball, Flames

Level 2: Flaming Field, Burning Hand, Phoenix

Level 3: PSI Form, Join, Flaming Hydra

also enables the attack abilities level 3: Fire mastery and PSI Amplifier mastery

Elemental: Water
passiv

The character controls water.

The character can use 1 point water to heal 1D4-1 Attribute points.

1 point water extigishs 1 point fire.

critical succes gives the target soaking wet: The cloths of the target do not give resistance against cold, black powder weapons may not work in 10% of the time.

water can be joined with earth for nature and air for ice.

Level 1: Manipulate, Fountain, Clean

Level 2: Kraken, Flush, Rain

Level 3: PSI Form, Join, Drown

also enables the attack abilities level 3: Water mastery and PSI Amplifier mastery

Elemental: Air
passiv

the character is a master of ait, wind and storm.

As long as the character controls air points he can hold his breath twice as long as normally.

1 Point Air can be used to increase the Initative by 1D10

2 Points air may extingish 1 point fire. 1 Point air may be used to double the damage of 1 point fire.

critcal success reduces the initative of the target by 1D10 Air can be joines with fire for lightning points and with water to ice.

Level 1: Manipulate, Wind Gust, Wind in the back

Level 2: Tornado, Sharp Wind, Long Breath

Level 3: PSI Form, Join, Vacuum

also enables the attack abilities level 3: Air mastery and PSI Amplifier mastery

Elemental: Earth
passiv

The character has power over the earth.

When ever the character tries to carry, destroy or lifts stone, earth or something like that, he may spend 1 rest to triple his strength for the check.

Earth can be joined with fire to create metal points and joined with water to create nature points.

ciritcal success causes vital damage

Level 1: Manipulate, Earthwall, Stoneball

Level 2: Armor, Avalanche, Earthprison

Level 3: PSI Form, Join, Earthquake

also enables the attack abilities level 3: Earth mastery and PSI Amplifier mastery

Combined Element
All Combined Elements just need the joined element point. These Element can then still used as the element, they where combined from. If the combined element is used on a ability, the ability changes its outcome, depending on the element.

Combined Element: Nature
While the character possesses nature points, he heals one attribute point per round. if he touches wood, it will grow leafes or the ground and flowers will grow.

Critical successes need a strength check of the target or it gets hold by plants.

Earth abilities:

Earthwall : the wall is made out of wood and is twice as big. Also the wall regnerates 2D6 Hitpoints per round.

Stoneball : Instead of a ball the character shoots 1D4 spikey branches. each of the deals 1D6 danage. On Level 3, it shoots the sam eamount of smaller branches, each deal 1D4 damage.

Armor : The amor is made out of wood, is medium and reduces  10 + 5 per addional nature point points of damage. also the armor regnerates 1D6 points every round.

Avalanche : instead of Avalanche, the area get vitalized and all plants grab and hold whatever is inside. all the plants grow 1D10 cm per round.

Earthprison  : Instead, a large tree grows around the target 1m per level per round. it holds the target and can torture it.

Earthquake  : Instead of the eartquake, every biology and dead item/body in the area comes to life, wood grows branches and leafes. they can grab and hold, dead bodies do the same, but they need orders.

Water abilities:

Fountain : instead, the arm from the character becomes wooden and can grow talent x10 cm per easy action. the branches deal 1D6 x Level damage when they grow "through" a target.

Clean : When used on food, the food will stay fresh 3 times as long as normaly. When used on a lifeform, it heals 1D4 Damage per nature point.

Kraken : the kraken is made out of plants. It deals 1D6 x Level Damage.

Flush : instead of flush, the area get vitalized and all plants grab and hold whatever is inside. all the plants grow 1D10 cm per round.

Rain : every target, who gets rained on, regenerates 1 attribute, rest and reflex point per round.

Drown : The target starts to grow flowers on his skin and in his insides for an easy action. this deals 1D10 damage, rest and reflex damage per round,

Combined Element: Lightning
While the charcter possesses Lightning points, he gets +20 bonus on his initative.

Critical success with Lightning deasl addional Refelx damage.

Air abilites:

Wind Gust : instead shots a arc of lightning against the target, which deals 1D10 x Level damage.

Wind in the back  : doubles the effect

Tornado : every one hit by the tornado get shocked for 1D10 x Level damage

Sharp Wind : instead shots a arc of lightning against the target, which deals 1D10 x Level damage.

Long Breath  : +50% effectness

Vacuum  :  instead, all targets in the area get vulnerable against lightning. Next attack does 20 x Level % more damage and ignores all metal armor.

Fire abilities:

Fireball : instead shots a arc of lightning against the target, which deals 1D10 x Level damage.

Flames : instead,the character gets +10 x Level on his initative and on all his checks for the rest of the round.

Flaming Field : in 50 Initative points 1 on Level 1, 1D4 on Level 2, 1D8 on Level 3 Lightnings hit the area and each deal 1D10 x Level damage.

Burning Hand : electrifies the characters hand. each touch deals 1D10 x Level Damage. he can eletrocute metal items, so the next attack deal the damage. (this cost 1 Lightning point and holds 5 rounds)

Phoenix : creates a lightning phoenix, everyone 1m x Level near the phoenix get shocked with 1D10 x Level damage

Flaming Hydra : creates a Lightning dragon, which circles the character. deasl 1D10 damage instead of each 1D6 damge.

Combined Element: Metal
While the character possesses Metal Points, all metal item used by the charakter are 100% more effective.

the character can use metal items when creating metalpoints as a source. the item is destroyed.

Critical success deal vital damage.

Earth abilities:

Earthwall : The earthwall has 100% more armor and hitpoints

Stoneball : Molting metal ball. deals 100% more damage. it leaves a pool of the super heated metal, which deals 2D6 when stepping on it or come in touch.

Armor : double the armor

Avalanche : works on all kind of floors except wood, glas and plastic

Earthprison  : works on all kind of floors except wood, glas and plastic

Earthquake  :works on metal floor and on the metal in buildings. Level 1: easy check if collapse, Level 2, normal check, hard check

Fire abilities:

Fireball :Molting metal ball. deals 100% more damage. it leaves a pool of the super heated metal, which deals 2D6 when stepping on it or come in touch. If that happens, do a hard talentcheck(100). if it is a success, the bodypart suffers a vital damage

Flames : all Level are 100% more effective, but the character may not jump further or higher. Also the character surrounds himself by knifes, which deal 2D6 normal damage

Flaming Field : creates a field of molted metall. if the character creates it slow enough, he might create bridges with it. The heat deal 1D4 Rest damage if someone comes 1m or closer and the metal deals 2D6 damage when steped in.If that happens, do a hard talentcheck(100). if it is a success, the bodypart suffers a vital damage

Burning Hand : if the character touches someone or something he can spend 1 metal point to transfer the metall on the object. the metall is hot but stays there when it cools. it deals damage, as if constantly touch with burning hand.

Phoenix : The phoenix is made out of molted metal and can not fly. it also looks like a copy of the character. it has the same attributes, follows his orders, is made out of metal (heavy armor with 2D6).

Flaming Hydra : The Hydra is made out if molted metal. it protects the character like a heavy armor 1D6.

Combined Element: Ice
While the character posseses Ice Points, its never cold to cold for him.

critical success freezes the target: soaking wet targets have to pass a endurance check or they loose all remain initative. the get a check at the beginning of the nex round again or loose again. After this, they are still soaking wet. Also they get 1D10 Reflex damage. (this also applies if not soaking wet)

Water Abilities:

Fountain : Fountain deals 1D6 damage per level and per Icepoint used, does not make soaking wet. it can be used to freeze objects.

Clean : Clean freezes the food, makes it not bad, while it is freezed. 1 Ice point freezes it for 1 hour. If used on a character, Bleeding and Poison is slowed by 100%

Kraken : The kraken can be frozen in movement for a whole turn. While it is frozen, it absorbs 15 points damage per icepoint used or whole tencales can be sacrificed to absorb 20 damage from one source.

The kraken works like a Heavy armor with 2D4 Absorption.

Flush :The Area can be frozen and melted. Each of them consumes 1 icepoint (from the ability or seperatly)

When frozen, targets inside the area may not move. The have to pass a reflex check or they go to the floor.

Rain : the rain turns into hail. Everyone inside the area get 1D4 on Level 1, 1D6 on Level 2 or 1D8 on Level 3 damage on each unprotected bodypart (no damage if at least light armor is worn)

Drown : The water pillar is frozen on the outside. It takes 5 Damage per addionial icepoint before it brakes. everything inside is trapped until the ice is broken.

Air abilites:

Wind Gust : the windgust freezes the target, if it is soaking wet (no reflex bonus and only 50% movement) It also deals 1D10 Initative damage per Level.

Wind in the back  : if the target is on fire or bleeding, it will remove both. If the Character is to warm, his temperature will return to normal.

Tornado : The tornado turns into a blizzard. Every one in a 10m radius gets 1D4 Rest and Initative Damage per Level on each unprotected Bodypart per round. (unprotected means in this case, Armor which is not suited for the cold (mostly medium and heavy)

Sharp Wind : sharp wind does not cause bleeding, but the damage is always dealt against each armor.

Long Breath  : The character turns cold. he only gets half the fire damage, gets a Heavy armor 1 with Level 1, 1D4 with Level 2 and 1D6 with Level 3 and he can create Ice points ( 1D4 point costs 1 Rest, once per round (easy action). This works instead of the normal long breath.

Vacuum  : Instead of a vacuum, the area gets incredible cold. The area looses 20° C per level per round. -10°:it  deals 1D20, -20: 3D20, -30: 6W20, -40: 10D20, -50: 15D20 and so on, damage, Rest damage and Reflex Damage