Biomanipulation Trappings [Psionic]

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

Post by High Command »

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

Biomanipulation Trappings
Biomanipulation [Blind/Deafen]: Choose one of Deafen or Blind. This literally impedes the transfer of information from the ears or the optic nerve to brain. A raise with the power (or a Shaken or better from damage) results in a –2 penalty to hearing-based or vision based Notice rolls for the target until the power ends or they recover from being Shaken. As this impedes the flow of information to the brain, it cannot be overcome by gear, armor, or even cybernetics.

Bio-Manipulation - Paralysis: This trapping can literally paralyze its victim, leaving them aware but unable to do anything. This trapping replaces the raise effect of the Power. On a raise, the victim must also roll Vigor or be incapacitated by being paralyzed. Unlike a normal incapacitation, they are locked rigidly in place, cannot move, take any action, and are considered helpless. Each subsequent round, the victim may roll Vigor to revive to Shaken.

Bio-Manipulation - Altered Energy Flow: Energy flows within the body of a magic user or psychic. This is why cybernetics are so dangerous to magic users and psychics. By impeding that flow, the victim can be somewhat cut off from the source of their power. On a raise, whatever separates the target from this source lingers, and the target makes arcane trait rolls at -1 for the duration of the power, or until the end of the next turn for instant powers.

Adrenaline Surge [Trait]: Beneficial powers increase the target’s understanding by manipulating blood flow and neuron firing times. They cost +1 I.S.P. to cast, but on a success add +1 to trait rolls and on a raise increase that trait by one die type for the duration of the power. See the chart below. You may pick one of these options per trapping choice.
  • Adrenaline Surge - Agility -- +1 to Agility rolls (such as to avoid damage or for using tricks), on a raise increase Agility by one die type for the duration of the power
    Adrenaline Surge - Smarts -- +1 to Smarts rolls (such as tricks), on a raise increase Smarts by one die type for the duration of the power
    Adrenaline Surge - Spirit -- +1 to Spirit rolls (such as Fear resistance rolls), on a raise increase Spirit by one die type for the duration of the power
    Adrenaline Surge - Strength -- +1 to Strength rolls (including unarmed damage, as well as rolls for dramatic tasks), on a raise increase Strength by one die type for the duration of the power
    Adrenaline Surge - Vigor -- +1 to Vigor rolls (including soaking), on a raise increase Vigor by one die type for the duration of the power
Tales of the 17th SOG
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