Telekinetic Trapings [Psionic]

House trappings available for various power types.
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High Command
The Savage Inquisition
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Telekinetic Trapings [Psionic]

Post by High Command »

These would be available to all psychics, and some creatively trapped magics.

Telekinetic Trapings
Absorption: Beneficial powers have a telekinetic force field that absorbs sound. Stealth is increased by a die type, but the subject has to yell to be heard normally and speaking becomes a normal action instead of a free one.

Aura: Beneficial powers surround a subject with a field of sharp and slicing telekinetic force, and as a replacement for their normal benefit on a raise, the target gains the effect of the damage field power that causes 2d4 damage.

Armor Piercing: The invisible nature of telekinesis allows the precise targeting of the foe’s exposed areas, ignoring some armor (AP 2) at a cost of +1 I.S.P.

Crushing Force: By focusing on brute force over finesse, you add +2 damage to detrimental powers, such as attacks. You also take -2 to rolls for any non-damaging (such as with the Telekinesis power) or non-lethal actions (such as with Bolt).

Slow: A raise with a detrimental power (like Stun) results in the target’s movement counting as Difficult Ground while the power is active (or his next movement for Instant powers) due to the constant push of telekinetic force that works against them.

Telekinetic Defense: While a beneficial power is active, you gain +1 to Parry.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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