nach telekinesis, ist aber deutlich schwächer, da es nur bei "metallic objects" geht und die größe der objekte vom "characters dots of the greater of his Stamina or Resolve" abhängig sind. und nicht von "Magnetokinesis °°°°°"
Lifting an metallic Object
The simplest use of Magnetokinesis is to lift objects. The player must first spend a Willpower point to activate the power. Each dot in the greater of his Stamina or Resolve gives a character one dot of Strength that can be applied to move any physical object within the character’s direct line of sight, pursuant to the lifting/moving objects chart in the World of Darkness Rulebook, p. 47. When attempting to lift something, consult the chart and compare the dots of the greater of his Stamina or Resolve to the item. If the dots exceed the Strength required to lift the object, he can move it freely. If his dots equal the Strength required, he can slide the object across the floor at about a yard
per turn. If the character seeks to lift something even bigger, roll Resolve + Composure reflexively, with each success adding to the character’s dots of the greater of his Stamina or Resolve for the action.
A character can hold up an object for a number of turns equal to the lesser of his Stamina or Resolve. After that, he must either drop the object or another Willpower point must be spent to retain control. A telekinetic can lift objects smaller than Size 1, but he must still be able to see the object directly.
Cost: 1 Willpower + 1 additional Willpower after every [lesser of Stamina or Resolve] turns
Dice Pool: No roll is required to lift an object, provided that the psychic’s dots of the greater of his Stamina or Resolve are sufficient to do so. If the object is too big, a Resolve + Composure roll is required.
Action: Reflexive
Roll Results
Dramatic Failure: The item is dropped and/or the character suffers one point of bashing damage due to psychic feedback from the effort.
Failure: The telekinesis attempt is unsuccessful.
Success: the dots of the greater of his Stamina or Resolve increase by one per success.
Exceptional Success: The character increases the
Dots of the greater of his Stamina or Resolve by five or more and gains a +1 bonus on any attempt to manipulate the item, such as throwing it. Also, the character can continue to manipulate the object for a number of turns equal to the greater of his Stamina or Resolve before needing to set the object down or spend another Willpower.
Throwing an metallic Object
If the character wishes to hurl an object at a target, he must first lift it. An object can be lifted and thrown as part of the same instant action, provided the character’s dots of the greater of his Stamina or Resolve exceed those required to lift the item. A non-aerodynamic object (such as a clay pot or tire) can be thrown a distance in yards equal to Wits + Resolve + magnetokinesis dots, minus the object’s Size. This distance is considered short range. Medium range is double that, and long range is twice medium range. Aerodynamic objects can be thrown double those distances, but an object whose Size exceeds the psychic’s modified dots of the greater of his Stamina or Resolve cannot be thrown no matter how aerodynamic it is.
Hitting a target requires you to roll Wits + Resolve, –2 for medium range and –4 for long range. The Damage of the object thrown (usually the lesser of its Size or Durability) is added to the dice pool, and the target’s Defense applies.
A character can hurl an object up to twice long range, but is automatically reduced to a chance die.
Cost: None, although 1 Willpower is required to lift the object
Dice Pool: Wits + Resolve + Damage bonus of thrown object (– target’s Defense)
Action: Instant
Roll Results
Dramatic Failure: The character loses control of the item. If it is large or heavy (Size 4+), he loses his grip and drops it, possibly hurting himself or others. Smaller objects land wildly off the mark.
Failure: The attack misses its target.
Success: The character hits his target, inflicting one point of damage per success.
Exceptional Success: The character hits his target with great accuracy and force.
Suggested Equipment: See the Damage ratings of possible thrown objects on p. 150 of the World of Darkness Rulebook.
hinzufügen will ich noch
EMP durch Berührung erzeugen (temporäre Störung /Zerstörung von Elektronik, Metallische Objekte abstoßen/anziehen, Objekte de/magnetisieren )
EMP im Umkreis erzeugen (temporäre Störung /Zerstörung von Elektronik, Metallische Objekte abstoßen/anziehen, Objekte de/magnetisieren)
zumindest das letzte mit sehr großen mali-modifikationen damit es einfach nicht zu overpowerd wird.
Hat jemand Ideen, wie ich die beiden sachen nicht zu imba umsetzen kann?
Lifting an metallic Object
The simplest use of Magnetokinesis is to lift objects. The player must first spend a Willpower point to activate the power. Each dot in the greater of his Stamina or Resolve gives a character one dot of Strength that can be applied to move any physical object within the character’s direct line of sight, pursuant to the lifting/moving objects chart in the World of Darkness Rulebook, p. 47. When attempting to lift something, consult the chart and compare the dots of the greater of his Stamina or Resolve to the item. If the dots exceed the Strength required to lift the object, he can move it freely. If his dots equal the Strength required, he can slide the object across the floor at about a yard
per turn. If the character seeks to lift something even bigger, roll Resolve + Composure reflexively, with each success adding to the character’s dots of the greater of his Stamina or Resolve for the action.
A character can hold up an object for a number of turns equal to the lesser of his Stamina or Resolve. After that, he must either drop the object or another Willpower point must be spent to retain control. A telekinetic can lift objects smaller than Size 1, but he must still be able to see the object directly.
Cost: 1 Willpower + 1 additional Willpower after every [lesser of Stamina or Resolve] turns
Dice Pool: No roll is required to lift an object, provided that the psychic’s dots of the greater of his Stamina or Resolve are sufficient to do so. If the object is too big, a Resolve + Composure roll is required.
Action: Reflexive
Roll Results
Dramatic Failure: The item is dropped and/or the character suffers one point of bashing damage due to psychic feedback from the effort.
Failure: The telekinesis attempt is unsuccessful.
Success: the dots of the greater of his Stamina or Resolve increase by one per success.
Exceptional Success: The character increases the
Dots of the greater of his Stamina or Resolve by five or more and gains a +1 bonus on any attempt to manipulate the item, such as throwing it. Also, the character can continue to manipulate the object for a number of turns equal to the greater of his Stamina or Resolve before needing to set the object down or spend another Willpower.
Throwing an metallic Object
If the character wishes to hurl an object at a target, he must first lift it. An object can be lifted and thrown as part of the same instant action, provided the character’s dots of the greater of his Stamina or Resolve exceed those required to lift the item. A non-aerodynamic object (such as a clay pot or tire) can be thrown a distance in yards equal to Wits + Resolve + magnetokinesis dots, minus the object’s Size. This distance is considered short range. Medium range is double that, and long range is twice medium range. Aerodynamic objects can be thrown double those distances, but an object whose Size exceeds the psychic’s modified dots of the greater of his Stamina or Resolve cannot be thrown no matter how aerodynamic it is.
Hitting a target requires you to roll Wits + Resolve, –2 for medium range and –4 for long range. The Damage of the object thrown (usually the lesser of its Size or Durability) is added to the dice pool, and the target’s Defense applies.
A character can hurl an object up to twice long range, but is automatically reduced to a chance die.
Cost: None, although 1 Willpower is required to lift the object
Dice Pool: Wits + Resolve + Damage bonus of thrown object (– target’s Defense)
Action: Instant
Roll Results
Dramatic Failure: The character loses control of the item. If it is large or heavy (Size 4+), he loses his grip and drops it, possibly hurting himself or others. Smaller objects land wildly off the mark.
Failure: The attack misses its target.
Success: The character hits his target, inflicting one point of damage per success.
Exceptional Success: The character hits his target with great accuracy and force.
Suggested Equipment: See the Damage ratings of possible thrown objects on p. 150 of the World of Darkness Rulebook.
hinzufügen will ich noch
EMP durch Berührung erzeugen (temporäre Störung /Zerstörung von Elektronik, Metallische Objekte abstoßen/anziehen, Objekte de/magnetisieren )
EMP im Umkreis erzeugen (temporäre Störung /Zerstörung von Elektronik, Metallische Objekte abstoßen/anziehen, Objekte de/magnetisieren)
zumindest das letzte mit sehr großen mali-modifikationen damit es einfach nicht zu overpowerd wird.
Hat jemand Ideen, wie ich die beiden sachen nicht zu imba umsetzen kann?