Psionics

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Rifts: Chronicles Of Kingsdale is currently using the standard Palladium rules found in the Rifts Ultimate Edition and Psyscape WB:12 with the following clarifying House Rules.


Contents

Alter Aura

Question: Alter Aura can be used, among other things, to conceal one's alignment with false one. What sensitive powers or spells does this fool? See Aura can't read alignment. Sense Evil spell mentions Alter Aura fools it, but Sense Evil psi power says nothing about Alter Aura

ANSWER:
Sense Evil (Spell): Can be blocked by Alter Aura, Mind Block and Magic Circle
Sense Evil (Psi): Can be blocked by Alter Aura and Mind Block

Bio-Manipulation

The following two effects have been altered from cannon Bio-Manipulation:

Blind: ISP: 20, otherwise unchanged.

Paralysis: ISP: 20, number of physical melee attacks are reduced to one, all combat actions are at -10. Psionic attacks per melee are unaffected. This is an all or nothing effect and can not be selective in target on the body.

All other Bio-Manipulate effects of it work as described in RUE. This does not effect Neural-Strike or Neural-Touch.

Unless otherwise stated in the creatures description, Bio-Manipulate works as normal against Creatures of Magic, Supernatural Creatures and other types of living beings.


Bio-Regeneration

This ability can be used to remove the effects of alcohol on a character possessing this psionic ability.

Of course, if the character is too drunk he or she may not be able to concentrate enough to focus for the 1 minute to activate this ability. RP accordingly.


Detect Psionics

If a psychic has Detect psionics activated, and a psychic uses a psychic ability then the Psychic would immediately detect the presence of psionic energy.

The psychic still won't be able to detect where the psionic energy is coming from, but still know the general power level.


Ectoplasmic Disguise

This can not be used to create a form which has Horror Factor. For something of that nature, one would have to use the Super Psi ability Radiate Horror Factor.

Question: Can Ectoplasmic Disguise be used over clothing/armour which is non-EBA?

ANSWER: No, it can't be used over anything. While the ability isn't 100% clear, it seems to indicate this change is on the surface of the skin and can not be used to cover clothing, armor EBA or non-EBA, or to conceal a weapon.



Electrokinesis

Question: From RUE pg178. The '4. Manipulate Electrical Devices' portion says when used that 12 functions can be controlled per round. How does that play out in combat? Adad suggested I submit to find out as it came up in the TP we are currently in. What I am wanting to know is the break down. Can I control so many per action or how does it break down in actual combat rounds?

ANSWER: For simplicity sake, divide 12 by the number of actions a PC has per melee round. Round down to the nearest number, and catchup at the end.

For example, a PC has 4 attacks per round, so 12/4 = 3. They could control 3 devices per melee action per round.

As a balance, I would say if a PC can control one or 3 in your melee action, that is the PC's melee action thus can't be combined with anything normally allowed within a given action.

Empathic Transmission

Question: Does this power require line of site to use?

ANSWER: No. This ability is similar to Empathy and Telepahty, in which the user can automatically just sense out presences in the area to effect.


Impervious to Fire/Cold

Both of these powers make the Psychic take half damage from Fire or Cold based Mega-damage based attacks. This is regardless of source, magical or technological. These would also make you immune to non-damaging burning or chilling effects. As well, this protects the Psychic's equipment and armor.


Levitation

If a Psychic attempts to force an unwilling being to levitate the target may make a Saving Throw vs. Psychic Attack. If it succeeds, the Psychic can attempt again by using the ability on their next attack.


Mind Bond

It is not possible to use Mind Bond in conjunction with Total Recall to gain knowledge permanently. Total Recall's memories fade after a month.


Psi-Ghosts

The following are the House rules/policy for Psi-Ghosts and their abilities.

1. Psi-Sword will harm a Psi-Ghost as per normal for the Psi-Sword.

2. Fire (all fire and intense heat) effects a Psi-Ghost at 30 of normal.

3. Psi-Ghosts can hear, speak and smell as normal.

  • Note: Staff based this decision on the informatinon found in Rifts Dimension Book 4, Skraypers pg. 150 2nd column, Under Vulnerabilities and Limitations. All of these are supported by the explanation of Intangability in Scraypers.

Specifically Items 2 and 3, with 1 being insinuated.


Psi-Swords

The following are now the House rules/policy for Psi-Swords and their abilities and effects.

1. The sword is a psychic mega-damage energy weapon, thus making it so it will harm those beings such as vampires.

2. Psi-Sword will harm a Psi-Ghost as per normal for the Psi-Sword.

3. Psi-Sword, for those few OCCs which get it at 1st level start at 2D6 MD, then 3D6 MD at 2nd level, to become normal at 3rd Level.


Psychic Body Field

Question: The description says dim, white, transparent aura. Does this mean the user glows and would be visible in the dark?

Answer: No, the power shows up no more or no less than if the person is wearing a jump suit. It should not have any game impacting effect.


Psychic Surgery

Question: Can Psychic Surgery be used on yourself?

Answer: No, as it does not have 'self' in the range then it can not be used on one's self. As with most Psi abilities which which do not have 'self' in their range.

See the Invisible

Question: Can someone using the psychic version of See the Invisible see someone using Invisibility: Superior?

Answer: Yes, but it they only appear as a semi-transparent ghost-like image and if attacked by someone with this ability there is a -2 to strike.

Question: When someone is using Invisibility: Superior against someone using See The Invisible, what is the prowl bonus?

Answer: Well, as See Invisible allows you to see someone using Invisibility: Superior, but only as a ghostly outline and at -2 penalty to strike. I think a prowl bonus of +10% would make sense. Now, that assumes that the person using Invisibility: Superior is actively attempting to prowl and not just rely on the power of the spell. If the person is not actively attempting to prowl then the bonus would not apply.

Sixth Sense

The range listed in Psi power Sixth Sense is 90 ft. This is the limited range that the power will activate or warn the possessor. If the potential threat comes from outside of 90 ft, then the power will not trigger. If the potential threat becomes an actual threat and crosses the 90 ft line, then the power will trigger.

Example, if a sniper is 300 ft away and targets the possessor or party, Sixth Sense will not trigger with the sniper setting up. When the sniper pulls the trigger, and the bullet crosses the 90 ft line the player will get a warning. While warned, they can make a simple or free style (Example: Turn their head, scream out, say something into an open mic, etc) action, but no real action of consequence. They do however gain full benefit of Sixth Sense once they have an action for the next full round. As per the standard psychic ability.

Tele-Mechanics to Modify

Using Tele-Mechanics to modify something, lends a +15% bonus to whatever roll(s) required.

For example, if someone is attempting to install a new Radar system into a vehicle which did not already have one, they would get a +15% bonus to Electrical Engineering rolls.

If the Tele-Mechanic didn't have the correct skill, then they will have a 15% chance of success.

Tele-Mechanics to Pilot

Using Tele-Mechanics to Pilot something: The person using Tele-Mechanics to pilot a craft has a good book understanding of the craft and how to pilot it. They are instilled with the knowledge of the appropriate piloting skill at 1st level knowledge for the duration of the psi powers use. Charactera with the appropriate piloting skill receive 50% of their existing applicable skill as a bonus. In addition the character with the appropriate piloting skill receives a +1 strike, parry, and dodge.

Example: Jon wants to pilot his hovercraft while using tele-mechanics. He has pilot hover craft at 50%. He uses Tele-Mechanics to get a bonus of 50% of his existing skill. In this case, another 25% bonus. So his new total to make the piloting rolls is 75%.

Tele-Mechanics to Teach

It is not possible to use Tele-Mechanics to teach someone else a skill or learn a skill themselves.

Tele-Mechanics to Repair

Using Tele-Mechanics to repair something, in essence grants you the skill to do the repair.

This is a given and easily done, and is at the base skill percentage as listed in the Tele-Mechanics power. But this is only to repair an item, not to modify.

Tele-Mechanics to Weapon Proficiency

Tele-Mechanics can not be used to replace the lack of Weapon Proficiency which a player is not trained in.

Telekinesis: Flight

Using standard Telekinesis a Psychic can not move themselves to fly. But using Super Telekinesis it is possible to imitate flight.

Of course, even using Super Telekinesis, it could take significant ISP to fly and it only lasts a short duration.


Telekinesis: To Grab Someone

If Telekinesis or Telekinesis (Super) are used to grab a a living creature or sentient creature, the target may choose to make a Saving Throw vs. Psionics.

Question: If you have gripped someone and flipped them around, what penalty would they have to fire a weapon at someone.

ANSWER: -6 Wild Shot. If Psychic is trying to keep the person's back to them, then -10 Wild shot. It is to be noted, that doing so will require actions/attacks to keep them from facing you.

Telekinesis: Using to Strike with Weapon

It is possible to use Telekinesis or Telekinesis Super to manipulate a Melee Weapon and attack with it using the Powers Attack and Parry abilities.

As you can not perform more than one action with Telekinesis, you can not use it to fire a ranged weapon. As you would have to hold it up, and pull the trigger. Nor can you use a Melee weapon and throw something, as you would lose control on the Melee weapon to do so. This control would last as long as Telekinesis lasted for the player.

With Telekinesis Super, you can control one object per level beyond 1st level. So at second level you could control a pistol or rifle. And at third level you could fire a bow. Above third level you could control more complex objects.


Telekinesis: Using to Disarm

The staff has reviewed Telekinesis and Telekinesis Super in the use of Disarming.

It has been determined that a Disarm attack is possible. This is done at no bonuses and require a Natural 19 or 20 to successfully disarm the opponent.

As with normal Disarm, one can not grab the weapon. One will either knock it away or down to the ground.


Telekinetic Force Field

The Telekinetic Force Field can be either transparent or translucent depending on the choose of the psychic. It does not grant any particular game advantage.


Telepathy

Question: Can someone using Telepathy enhance someone's ability to teach another person a skill? What about if booth people had telepathy?

Answer: No, this won't have any effect on training someone a skill. If both people did have Telepathy, and they did not speak a common language it would assist them to learn a common language but nothing else.


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