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| ESP talents; What's all this Extra-Senso-somthing? | |
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| Tweet Topic Started: Jun 20 2011, 05:27 AM (110 Views) | |
| Lord Rogue | Jun 20 2011, 05:27 AM Post #1 |
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Game Master
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One possible result of non-lethal exposure to PMS virus is the increased activity of the cerebral upper cortex which leads, in some cases, to developing of otherwise dormant capabilities based on Extra-Sensory Perception or ESP for short. ESP talents allow the character to reach with their mind and touch another mind, then sense or influence that mind. ESP talents, when used in combat, drain the character's Fortitude until the end of combat. Without enough unspent Fortitude, characters cannot muster the concentration needed to use ESP in combat. ESP Talents: Awareness - the basis of all ESP talents is the ability to sense the minds of others around you. Awareness is always active, does not require fortitude and increases all Charisma rolls by +1 Prescience - An advanced form of Awareness, character seems to know things before they happen. Prescience is always active and does not require fortitude. Prerequisites: Awareness Effects: Negates Ambush bonus of Lurkers and Desert Raiders. +3 to all Charisma rolls, +1 to defense from Fortitude Hide - Attempts to envelope the target's senses and make the ESP user invisible to that target for a short period of time. Prerequisites: Awareness Cost: 2 Fortitude Effects: If successful, target may not take any action regarding the ESP user. The User has +3 bonus to all weapon rolls against the target so long as Hide is in effect. lasts for 3 combat actions. Mass Hide - Attempts to envelope ALL enemies senses and make the ESP user and their ally invisible to the targets for a short period of time. Prerequisites: Awareness, Hide Cost: 8 Fortitude Effects: If successful, targets may not take any action regarding the ESP user or their ally. The User and allies have +3 bonus to all weapon rolls against the targets so long as Mass Hide is in effect. lasts for 2 combat actions. Constrict - Forces the target's lungs to spasm and blow out all air, trying to suffocate the target to death. Prerequisites: Awareness Cost: 3 Fortitude Effects: If successful, target may not take any action for two combat actions. So long the User's concentration has not been broken by a successful attack, the target will expire after two combat actions. Crush Life - Attempts to outright constrict up to three targets at once. All three targets are inflicted with Constrict simultaneously. Prerequisites: Awareness, Constrict Cost: 8 Fortitude Effects: If successful, Up to three targets are rendered helpless for two combat actions before expiring. A successful attack on the ESP user would break their concentration and release their hold on the target. Dominate - The ESP user tries to brute-force their way into literally controlling an enemy target. after such assault the target's mind seldom remains unharmed. Use with care. Prerequisites: Prescience Cost: 5 Fortitude Effects: If successful, User gains full control of the target for 3 combat actions or until successful attack on the user breaks their concentration. Upon release target becomes a blubbering mess with no brain left to control it. Charm - What's worse than hearing a terrifying, fugly Horror telling you "you love me, you're attracted to me, you'll do anything for me"? Well, meatballs in soy sauce, true, but what I meant was actually believing that you do feel that way. Charm makes the target very pliable by convincing that target that it really really likes the ESP User Prerequisites: Prescience Influenced by Charm skill Cost: 5 Fortitude Effects: Outside combat, increases the effectiveness of Charm charisma roll by the character's ESP Skill. In combat rolls a chance to turn an enemy into an ally for 3 combat actions. Roll to succeed equals to Charm Skill + Esp Skill Panic - Imagine reaching forth and filling the mind of your enemy with a nameless, spine-freezing, gut-wrenching, debilitating terror... For an ESP user, it's not unimaginable. It's in fact, rather simple. Prerequisites: Awareness Influenced by Intimidate skill Cost: 4 Fortitude Effects: If successful, fills the target with horrible fear, reducing all weapon and ESP rolls by a value equal to the user's ESP Skill divided by 2. In addition, Panicked target has 25% to be paralyzed with fear before every combat action and forgo it. Roll to succeed equals to Intimidate Skill + Esp Skill Steel Will - The ESP User extends their own ESP talents to protect the entire party from enemy ESP talents. Prerequisites: Awareness Cost: 5 Fortitude Effects: Increases the all friendly character's defensive rolls against all ESP attacks by a value equal to the ESP User's ESP skill. The ESP User may not act while protecting their allies but can keep this going for any length of time, so long as no successful attack is done against them. Cause Pain - Pain is merely a function of the mind. An ESP User can convince a target that it is in terrible terrible pain, that its limbs are on fire, its balls are being twisted... well, you get the point. Prerequisites: Awareness Cost: 3 Fortitude +1 every two combat actions holding the target. Effects: If successful, Target falls on the ground, writhing in pain, losing 2 points of fortitude every combat action instead of acting. Upon reaching 0 Fortitude, target suffers a deadly cardiac arrest and perishes. Dull Senses - Didn't I just say that pain is merely a function of the mind? An ESP User can easily convince friendly targets that they do not feel pain, allowing them to ignore all but instantly-lethal attacks for up to three combat actions. Prerequisites: Awareness Cost: 2 Fortitude Effects: If successful, all effects of any attack not immediately deadly are delayed for three combat actions, potentially saving a character's life from being ganged up on by zombies or some such thing. Elation - ESP User convinces the brains of all friendly targets to release adrenaline, endorphins, dopamine and other such chemicals, causing a spike in morale and combat effectiveness. Prerequisites: Prescience, Dull Senses Cost: 4 Fortitude +1 every combat action maintaining the effect Effects: Increases the weapon rolls of all friendly targets by +2 and counts as Dull Senses for all friendly targets. The user may not take any other action while maintaining Elation. |
Kiya's Missions Kiya's Party . . . | |
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| Lord Rogue | Sep 1 2011, 12:28 PM Post #2 |
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Game Master
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Advanced ESP Talents Game Master's Note: Advanced ESP talents require having both Power of Doom and Mind of Doom upgrades, both of which incur the Essence of Doom. On the other hand they are much more powerful than normal ESP talents. Mind Reading - ESP user makes a roll trying to literally read the mind of the target. Successful roll gives the ESP user not only detailed knowledge about the person's thoughts but also the ability to remove or add thoughts that are not the target's own thoughts into the mix. Prerequisites: Prescience. Cost: None (non-combat talent) Effects: Makes 10+Skill roll to successfully read target's mind. If Successful, target's mind becomes like an open book. May introduce new thoughts or remove existing thoughts at a roll of 5+Skill per attempt. When successfully mind-reading, target can be Constricted (as Constrict talent) (no roll required) even if the ESP user does not have the Constrict talent. Camouflage - An ESP user can mask their own appearance and voice but not their odor. People meeting with the ESP User believe they are seeing and hearing a normal human being. Prerequisites: Prescience, Charm. Cost: None, always active. Effects: Increases all Charm rolls by +2, Anyone failing a difficult dice roll cannot notice the ESP User's inhuman traits and voice. Telekinesis - ESP user can sense the electric field around things and creatures and can manipulate it remotely with their mind. Telekinesis allows using items remotely, making items move and so on. Prerequisites: Prescience. Cost: Varies by size and difficulty of situation, minimum 4 Fortitude. Effects: Allows using Constrict and Crush Life talents even if ESP user does not know these talents. Allows remote manipulation of items. Allows hurling items at enemies. Allows picking up enemies and throwing them around. Shield - ESP user creates a Telekinetic barrier preventing any and all enemy attacks from passing through (but not limiting friendly attacks. Prerequisites: Telekinesis Cost: 6 Fortitude +1 pert turn holding the shield up. Effects: Creates a shield in front of the ESP User (and if other friendlies are close by, protects them too). The shield blocks all Enemy attacks and prevents enemies from passing towards the ESP User. While holding up the shield, ESP User cannot move or do anything else Pyrokinesis - Through molecular excitement, the ESP User creates friction, through friction, heat and through heat, open flame, completely controllable. Prerequisites: Prescience Cost: 5 Fortitude Effect: Target is set alight. While on fire, target cannot attack, loses all evasion and cover defenses (but not armor, naturally). If target cannot quench the flames in two turns, it will perish. |
Kiya's Missions Kiya's Party . . . | |
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1:17 PM Jul 11