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[Second Sight] Psychic Merit: Magnetokinesis °°°°°

Dieses Thema im Forum "Chronicles of Darkness" wurde erstellt von anonymous, 28. September 2010.

Moderatoren: RockyRaccoon
  1. anonymous

    anonymous Neuling

    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?
     
    Infernal Teddy gefällt das.
  2. anonymous

    anonymous Neuling

    AW: [Second Sight] Psychic Merit: Magnetokinesis °°°°°

    Was haltet ihr hier von?
    unten noch mal als doc...

    Magnetokinesis ••• or •••••
    Effect: The power to move metallic objects by mind alone. The psychic can lift objects, assuming they are light enough for his Telekinesis to handle. He can also throw objects that he is capable of lifting at a target. At high dots, a magnetokinetic can deform or even destroy a metallic with a magnetic blow.


    Lifting an metallic Object (Magnetokinesis •••)
    The simplest use of Magnetokinesis is to lift objects. The player must first spend a Willpower point to activate the power. Each dot in Magnetokinesis 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 Magnetokinesis dots to the item. If the Magnetokinesis 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 Magnetokinesis 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 Magnetokinesis dots 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 Magnetokinesis dots increase by one per success.
    Exceptional Success: The character increases the Magnetokinesis dots 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 (Magnetokinesis •••)
    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 Magnetokinesis dots 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 Magnetokinesis dots 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 bashing 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.


    Magnetic Blow (Magnetokinesis •••••)
    A psychic with five dots of Magnetokinesis can strike a metallic target with a blast of pure magnetic force, he can deform and finally even destroy an metallic object.
    Treat the blow as a ranged attack. Short range equals Wits + Resolve + Magnetokinesis dots in yards. Medium range is double that, and long range is double medium range. Hitting a target requires you to roll Wits + Resolve, –2 for medium range and –4 for long range. A character can strike up to twice long range, but the player is automatically reduced to a chance die.
    Note that damaging and destroying an object isn’t necessarily an all-or-nothing endeavor. Attacks on an item aren’t always a matter of instant actions alone. Damage can be inflicted to a target over time through an extended action, if one can scratch the surface at all. Doing so assumes the attacker has the time to beat, batter or abuse the object. Points of Structure damage inflicted are accumulated until the item buckles and then breaks completely, but every attack costs 1 Willpower.


    Cost: 1 Willpower per attack
    Dice Pool: Wits + Resolve + Magnetokinesis – Size of the Object
    Action: Instant
    Roll Results
    Dramatic Failure: The attack is unsuccessful and the character suffers one point of bashing damage due to psychic feedback from the failed effort. Alternately, the character might inadvertently hit something other than his intended target.
    Failure: The magnetic attack is unsuccessful.
    Success: The character strikes his target with a blast of pure magnetic force, each success gained in excess of the object’s Durability is a point of Structure damage inflicted.
    Exceptional Success: Additional successes are their own reward.

    Examples:
    Breaking down a security door: Roll Wits + Resolve + Magnetokinesis – Size of the Object. Each success gained in excess of the door’s Durability is a point of Structure damage inflicted. Overcoming all of the door’s Structure points deforms it completely and breaks it down. Exceeding Durability in damage done breaks the lock; the door remains on its hinges, but can be opened.

    Blowing out a grille: Roll Wits + Resolve + Magnetokinesis – Size of the Object. Successes gained must exceed the grille’s Durability score to do it harm. Overcoming all of the grille’s Structure points knocks it out completely. Exceeding Durability rating in total damage done bends the grille. In order for someone to crawl through a bent grille, Structure damage done to the target in excess of its Durability must also exceed the Person’s Size. Say a grille has 3 Durability and 10 Structure. Seven damage has been inflicted to the grille, which exceeds its Durability by four. Anyone who is Size 3 or lower may crawl through.

    Option [Emotional Magnetokinesis]: Whenever the psychis is in the grip of strong emotion, Resolve +
    Composure is rolled with a dice penalty equal to the level of the emotion as described by the Emotional Response table on p. 60. If the roll is unsuccessful, the psychic’s powers function randomly, flinging small metallic objects around the room in what onlookers might mistakenly ascribe to the actions of a poltergeist. A dramatic failure means this activity might flare up at random intervals over the next several days. Such “poltergeist activity” does not require the expenditure of a Willpower point. If a psychic has this option, he gains +1 on all deliberate uses of magnetokinesis.





    Electromagnetic Psychic •••• or •••••
    Prerequisites: Magnetokinesis •••••
    Effect: The power to manipulate Electromagnetic Fields or even to create an Electromagnetic Pulse. The psychic can temporary deactivate electronics, like pcs or security cameras or even a car. He also can become a jammer for cellphones and walkie-talkies.


    Manipulate electronics by touch (Electromagnetic Psychic ••••)
    The psychic can temporary deactivate electronics like a coffee machine, a pc, the motor of a car or even a plane, when he touches it.
    The more complex a electronic device is, the more difficult it is to temporary deactivate it. Roll Wits + Resolve – Dice Modifiers each success stands for one minute of deactivation.

    Cost: 1 Willpower
    Dice Pool: Wits + Resolve – Dice modifiers
    Action: Instant
    Roll Results
    Dramatic Failure: The attack is unsuccessful and the character suffers one point of bashing damage due to psychic feedback from the failed effort. Alternately, the character might inadvertently deactivate something other than his intended target.
    Failure: The deactivation is unsuccessful.
    Success: The character successfully deactivates the electronic; each success stands for one minute of deactivation.
    Exceptional Success: An Exceptional Success deactivates the electronic for the rest of the scene.

    Suggest Modifier:
    modifier devices
    – Small simple Devices: credit card, RFID-chip, greetings card with sound, compass
    - 1 Small electronics or simple device: Wireless garage door openers , Gameboy, remote control
    - 2 Small appliances: CD/DVD players, Camcorders, Still cameras, Alarm clocks, Video game consoles, HiFi and home cinema, Telephones and Answering machines, PCs
    - 3 Major appliances: Air conditioner, Dishwasher, Clothes dryer, Freezer, Refrigerator, Water heater, Washing machine, Trash compactor, Microwave ovens and Induction cookers
    - 4 Bigger and complexer machines: motorcycles, cars, elevators
    - 5 Really big and complex machines: small trucks, excavators, motorboats
    > -5 The biggest and complexest devices and machines: plan, ships, big trucks, trains, cranes


    Human Jammer (Electromagnetic Psychic •••••)
    The psychic can become a human jammer, in his presence, cellphones, wifi and walkie talkie doesn’t work. Jamming Electromagnetic Fields requires concentration, so the psychis loses his Defense and can take no action other than movement up to Speed per turn, for whole time of jamming.
    The Jamming is restricted on a certain area. Roll Wits + Resolve, each success stands for a fifteen yard radius.

    Cost: 1 Willpower + 1 additional Willpower after every [lesser of Stamina or Resolve] minutes
    Dice Pool: Wits + Resolve
    Action: Instant
    Roll Results
    Dramatic Failure: The jamming is unsuccessful and the character suffers one point of bashing damage due to psychic feedback from the failed effort.
    Failure: The jamming is unsuccessful.
    Success: The jamming is successfully; each success stands for fifteen yards radius.
    Exceptional Success: Additional successes are their own reward. Also, the character can continue to manipulate the object for a number of minutes equal to the greater of his Stamina or Resolve before needing to set the object down or spend another Willpower.

    Option [Emotional Electromagnetic Psychic]: Whenever the psychic is in the grip of strong emotion, Resolve + Composure is rolled with a dice penalty equal to the level of the emotion as described by the Emotional Response table on p. 60. If the roll is unsuccessful, the psychic’s powers function randomly, devices that he touches temporary doesn’t work, cellphones and walkie-talkies are jammed what onlookers might mistakenly ascribe to the actions of a poltergeist. A dramatic failure means this activity might flare up at random intervals over the next several days. Such “poltergeist activity” does not require the expenditure of a Willpower point. If a psychic has this option, he gains +1 on all deliberate uses of Electromagnetic Psychic.
     

    Anhänge:

    Infernal Teddy und Quackerjack gefällt das.
  3. Diaryan

    Diaryan Gott

    AW: [Second Sight] Psychic Merit: Magnetokinesis °°°°°

    Gehöhrt hier zwar eigentlich nicht her, aber ich fand das Thema interessant und mich würde interessieren, ob Jemand weiß, wo ich Second Sight (am besten neu) noch kaufen kan...
    Danke
     
  4. Shadom

    Shadom Brony

  5. Diaryan

    Diaryan Gott

    AW: [Second Sight] Psychic Merit: Magnetokinesis °°°°°

    Cool, vor einer Woche hatten die das Nicht auf Lager...
    Danke!
     
  6. Shadom

    Shadom Brony

    AW: [Second Sight] Psychic Merit: Magnetokinesis °°°°°

    2-4 Wochen Lieferzeit sind ja auch happig. Aber besser so als gar nicht.
     
Moderatoren: RockyRaccoon
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