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Sunday, November 6, 2022

BRP Skyrealms of Jorune (Part 11: Boccord Psionic Powers & Abilities)

 


Aura Detection

CP: 1 Range: Self

Duration: 1 round per CP spent

Roll: SPOT & Idea

Description: This lets you see the colors of Isho that swirl around living beings, and interpret what you see. The vague effects of Shanthic or other magic items would be noticed with such a roll.

Once you see an Aura you can make an Intelligence / Idea Roll. To determine any of the following:

*Whether they are healthy or diseased, and if so, how severe the disease is.

*Whether they are benevolent or evil, and how much so. This is also skewed toward their feelings toward humanity in general.

*Whether they are full of Color and Isho points, overcharged with them past their normal amount, or depleted.

*How relatively powerful they are rated on a scale of “much stronger, stronger, equal to, weaker, much weaker” than your character.


Body as Fuel

HP: 2+ Range: Self

Duration: Instantaneous

Roll: None

Description: For every 2 Hit Points you burn you can convert them into 1 Color Point.


Breath of Life

CP: 1 Range: Self or touched being

Duration: COL in rounds (x2 for Boccords)

Roll: Stamina

Description: The being touched can breathe underwater, or in gas that would normally be toxic or knock them out. This duration is twice as long for Boccords.


Color Armor

CP: 1-4 Range: Self

Duration: For 1 combat

Roll: Luck

Description: You gain extra armor protection equal to the Color Points you spend on this power. This reduces how much damage each successful attack can deal to you.


Danger Sense

CP: 1 to activate, 1 per round to keep active Range: COL in meters

Duration: 1 round per CP spent

Roll: Luck

Description: You have an uncanny ability to sense immediate threats from the nearby area. You cannot be ambushed, flanked, or surprised if you have noticed the danger.


Dead Calm

CP: 1+ Range: Self

Duration: Instantaneous

Roll: Stamina

Description: Use this power reflexively when your character is faced with a force that would rattle, scare, stun, or mentally shock them. If successful they can act normally where others would not be able to. This can be used to negate the loss of sanity as well.


Displacement

CP: 5 or 10 Range: Self

Duration: 1 combat

Roll: Luck

Description: Dyshas and physical damage miss you 25% of the time. If you spend 10 Color Points instead damage misses you 50% of the time.


Dysha to Light

CP: 8

Range: Self

Duration: Instantaneous / 1D4 hours

Roll: Luck

Description: If a Dysha hits you, you can use this power in response to it. Your body instead converts the Dysha into harmless bright light that emanates off of your skin for 1D4 hours.


False Species Signature

CP: 5 Range: COL in Kilometers

Duration: 1 hour

Roll: Luck

Description: Those who scan for your Isho Signature will think you are some other species than human. You are limited in your choices. You can only pretend to be a being that you have met once. Shantha are better at spotting the real truth.


Hammer of Power

CP: 1-4 Range: Touched weapon

Duration: 1 combat

Roll: Effort

Description: The blunt weapon touched deals an additional amount of damage equal to the Color Points spent on this power. Additionally, those hit and take damage will lose an equal amount of Isho Points. Shantha’s lost x2 the amount of Isho Points.


Heal Others

CP: 4 Range: Touched Creature

Duration: Instantaneous

Roll: None

Description: You can heal 1D4 damage. This power can be used once every round.


Heal Self

CP: 2 Range: Self

Duration: Instantaneous

Roll: None

Description: You can heal 1D4 damage. This power can be used once every round.


Hear Light, See Sound

CP: 2 Range: Self

Duration: 1 combat or 1 hour

Roll: Spot or Listen (whichever is higher)

Description: You can roll Spot instead of Listen, or roll Listen instead of Spot (you can roll the higher of the two). If your character is blinded they can use this power to “see.” If your character loses their sense of hearing they can “hear.”


Inertial Armor

CP: 10 Range: Self

Duration: 1 combat

Roll: Stamina

Description: Take ½ of all damage taken from all Dyshas for this combat.


Interfering with Dyshas

CP: 1 for every 2 IPs of the incoming Dysha

Range: 10 meters

Duration: Instantaneous

Roll: ISHO vs. your COL Resistance Roll

Description: If the Dysha was interfered with it no longer poses any threat.


Isho Conversion

IP: 2+ Range: Self

Duration: Instantaneous

Description: For every 2 Isho Points you burn you can convert them into 1 Color Point.


Isho Drain

CP: 10 Range: 10 meters

Duration: Instantaneous

Roll: Resistance Roll

Description: A resistance roll is needed comparing your total current Color Points vs. the being’s total Isho Points. If you succeed, their Isho Points are completely kerned out of them violently. They take damage equal to the Isho Points they lost.


Isho Gift

CP: 2 Range: Touch

Duration: 1 round

Roll: None

Description: If you touch a being that can wield Dyshas, or use Isho in some manner, you can give them some or all of your Isho Points.


Know Color

CP: 2 Range: COL in meters

Duration: Instantaneous

Roll: Spot

Description: You will know what colors of Isho are in a Dysha being cast, and the colors of Isho that are more prevalent in a Shanthic Artifact or Shanthic Blade.


Make Whole

CP: 3+ Range: Touch

Duration: 1 round per point of SIZE

Roll: None

Description: This power mends one inanimate broken thing: a door, a shield, a weapon, etc. Complex items may require multiple uses of this, or to expend more Color Points. This effect is permanent.


Mask / Camouflage Signature

IP: All Range: COL in Kilometers

Duration: 1 hour

Roll: Color / Luck

Description: Those who scan for your Isho Signature will not be able to find you at all. Shantha are better at spotting the real truth.


Mind Shield

CP: 1+ per 5 rounds Range: Self

Duration: 5 rounds per CP spent

Roll: Color vs Isho Resistance Roll

Description: This ability helps protect the Boccord from incoming Dyshas and other special abilities. When rolling to interfere with incoming Dyshas you can roll twice and take the better result. Sanity loss can also be prevented with Mind Shield.


Muddle

CP: 3 Range: COL in meters

Duration: 1D4 rounds

Roll: CPs vs Ips / Resistance Roll

Description: If you succeed on a resistance roll of your current total of Color Points vs. the target’s current total of Isho Points, then the being cannon cast any Dyshas, attack, or perform any complex actions, or make any plans. The being can still move and defend themselves.


Pain Leech

CP: 1 Range: 30 meters

Duration: Instantaneous

Roll: Empathy

Description: For every 1 CP, you can absorb up to 10 points of damage from a nearby living being. They are healed that amount but you lose that amount of Hit Points.


Physical Boost

CP: 2 Range: Self

Duration: 1D10 rounds

Roll: Effort

Description: Physical skills get a +20% bonus, jumps are longer, climbing is easier, you tire less quickly, etc.


Psychometry

CP: 1 per point of Size point of object

Range: Touch

Duration: Instantaneous

Roll: Spot or Listen (whichever is higher), Idea

Description: Items are psychic sponges, able to absorb emotions and impressions from those who have used them. You can touch an item or place to receive a sense of the emotional state of the being that used it. Intense emotions are easier for this power. A successful INT / Idea roll allows you to identify the user of it. The power will also manifest a single memory of the object’s use from the object’s vantage point.


Quickness

CP: 1+ Range: Self

Roll: Dodge

Duration: 1 chase or combat

Description: Your movement speed increases +5 meters for each Color Point you put into this power.


Scanning for Creatures

CP: 3 Range: COL in meters x 10

Duration: 1 hour

Roll: Spot

Description: You can scan for Isho Signatures of other creatures. For each +3 CPs you can scan an extra amount equal to your COL in meters.


Shanthic Blades

CP: 2 Range: Item Touched

Duration: 1 use or 1 combat

Description: Boccords can use Shanthic Blades to devastating effects against those who wield Dyshas. Spending 2 Color Points allows the Boccord to use one of the powers of the Shanthic Blade. Often the wielder doesn’t know what powers are present in the item until this is attempted.

Spotting High Isho Creatures

CP: 2 Range: COL x 10 in meters

Duration: 1 hour

Roll: Spot

Description: You can spot intense Isho Signatures given off by powerful creatures like Shanthas. For each +2 CPs you can scan an extra amount equal to your COL x 2 in meters.


Slow Fall

CP: 1+ Range: Creature within COL meters

Duration: Until the fall ends

Roll: Luck

Description: The Boccord falls at a much slower rate. For every CP spent, treat the fall as 10 meter shorter than it really is.


Strength of the Boccords

CP: 1-3 Range: Self

Duration: 1 combat or 1D4 rounds

Roll: Effort

Description: Your STR Stat increases by +3 for each Color Point you put into this power (to a max of +9). This effects the Effort roll as well as possible the damage bonus for combat. Roll 1D100. A roll of 95-100 means that the character gains +1D4 Strength.


Sustenance

CP: 3 Range: Self

Duration: 1 day

Roll: Stamina

Description: You do not need to eat or drink anything for 1 day without having any ill effects.


Sword of Power

CP: 1-4 Range: Touched weapon

Duration: 1 combat

Roll: Effort

Description: The sharp edged weapon touched deals an additional amount of damage equal to the Color Points spent on this power. Additionally, those hit lose an equal amount of Isho Points. Shanthas take twice the damage.


Telekinesis

CP: 1 per 3 SIZE each round

Range: COL in meters

Duration: 1 round

Roll: Luck

Description: You can move objects with just the power of your thoughts. Every Color Point spent on this power affects 3 SIZE points. It will move at normal human walking speed through the air or along the ground or through liquid. The object must stay within range of the Boccord or it will simply fall. If you are dealt a major wound, knocked unconscious, fall asleep the object will fall and the power will end. If the scene is complex, or the character is too distracted, an INT / Idea roll will be called for to maintain the power.


Vitality

CP: 2-8 Range: Self

Duration: 1 combat

Roll: Luck

Description: For every Color Point that you spend (up to a maximum of 8 CPs) you gain +1D6 temporary Hit Points that fade after the combat ends. These Hit Points are used up first before regular Hit Points.

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