Post by 13eowulf on Dec 17, 2013 13:20:28 GMT
This is a version of the famous Force Lightning done up as Psionic Powers for Palladium. I have broken it down into multiple powers in order to include a couple of the more well-known variations, but there are more applications/variations than what is included here.
Physical Psionic Power
Lightning Shock
Range: 50 ft., +10 ft. per level of experience
Duration: Instant + special (see below)
ISP: 15+ (varies)
Saving Throw: Special (see below)
Prerequisite: Psychic Lightning
Lightning Shock is a non-lethal application of Psychic Lightning, and with the exception of the initial ISP cost and the damage and penalties listed below it functions in an identical manner. It deals only 1D6 damage (SDC to SDC beings, Mega Damage to MDC beings, as above), but attempts to disable the target by shocking their system mentally and physically. The victim must make two saves, one save vs. psionics and one save vs. pain. If the save vs. psionics is failed the target loses focus and is disoriented, -4 on perception, -25% on all skill rolls, and loses 2 melee actions for 2D4 melee rounds, if they succeeded they are still somewhat disoriented, -2 on perception, -5% on all skill rolls for 2D4 melee rounds, and must make a sense of balance or maintain balance roll. The save vs. pain is the same as the main power; only the duration is 2D4 melee rounds instead of 1D4. All penalties are cumulative, including those from repeated strikes or the constant flow. Durations are also cumulative but restricted by type of save (a failure vs. psionics will not affect the duration of pain penalties, for example). If both saves are failed for the same attack/action then the target is rendered unconscious for 2D4 minutes.
Continued or prolonged use of Lightning Shock does not incur the penalties mentioned under Psychic Lighting.
Super Psionic Powers
Psychic Lightning
Range: 50 ft., +10 ft. per level of experience
Duration: Instant + special (see below)
ISP: 25+ (varies)
Saving Throw: Special (see below)
"Blue energy comes from their fingers. It burns and stuns and shocks. And it's painful. Very painful. Excruciating."
Psychic lightning is a purely offensive, energy-based attack that channels psychic energy down the user's limbs, hurling arcing bolts from the wielder's fingertips or palms; Psychic lightning can be executed with either one or two hands. Powerful discharges will branch out into dozens of smaller forks; thus, experienced practitioners can target several foes at once. (One target at level 1, +1 additional target at levels 3, 6, 9, 12, & 15).
This ability can be used two ways: The first is to hurl a single bolt at a target, and this is done for the ISP cost listed above, which takes a single melee action, and a successful strike roll (with a +4 bonus on top of any other bonuses). The second is to hit the target with a constant stream of lightning, to do this this initial attack is made as above (ISP cost, strike roll, etc.) however once contact is made the lighting flows forth from the psychic and to the target(s) until the psychic wishes to stop, the flow is interrupted in some manner, or the target perishes (although some psychics have been knowing to keep the lighting going a bit in the latter case, these are rarely knows as "good" individuals), only the initial strike roll is needed, once connection is made (if successful) then no further strike rolls are needed to maintain contact, however the psychic can take no other offensive actions (can take defensive actions, if able and willing) and maintaining the flow uses up melee actions as well, but it can be maintained over several melee rounds. This flow draws 15 ISP per melee action it is maintained to a maximum of 4 melee rounds per level of experience, but deals damage every melee action as well.
Psychic Lightning inflicts physical trauma that can lead to death (5D6 damage +1D6 damage per level of experience, damage dealt is SDC/HP damage to SDC beings and Mega Damage to MDC beings), as well as psychic trauma that inflicts tremendous pain upon the target (a save vs. pain is needed with PE bonuses only, if failed target loses 2 melee actions, initiative, is -5 to all combat rolls, and -10% to speed, for 1D4 melee rounds, if the save succeeds then the target is only -1 to all combat bonuses and -5% to speed for 1D4 melee rounds). If the constant stream of lighting is being used, a target is damaged every melee action (of the attacker) they suffer the attack, and must make a save vs. pain ever other melee action (of the attacker) with a cumulative -1 on the save for every fail until contact is broken. Penalties from repeated blasts or the constant flow are all cumulative, including duration. Master Psychics may use their ME bonus to save vs. psionics instead of their PE bonus for the above save (or not, use whichever is higher). Victims wearing body armour (including EBA) still suffer 10% of damage inflicted, and must still make the save vs. pain, the armour also suffers damage as per the appropriate type (SDC or MD). Those wearing Powered Armour or protected by force fields do not take damage or have to save, but the field will suffer appropriate damage. Despite this ability's name it is not actual lighting, it is psionic power manifested, and those immune to electricity, lighting, and/or energy suffer full effects. For an additional +30 ISP at the time of activation (and +15 additional ISP per action for the constant stream) the damage can be doubled (the amount of dice rolled is doubled), this can only be done once per attack. Starting at level three the psychic can regulate damage in increments of 1D6 up to the maximum possible. This does not affect the save vs. pain, and is often used as a method of torture. At level 5, for an additional +5 ISP the lighting can actually hurl a target backwards (loss of initiative and -1 melee action for that round) if damage is dealt. Distance hurled is 1 foot per point of damage dealt (unless there is something interfering, like being underground or some such, but then be wary of impacts). At any point more than 60 points is inflicted in a single damage roll the victim's skeleton is temporarily illuminated an visible through the victim's skin and whatever garb they are wearing.
Defending against this ability is difficult but not impossible. Any psychic wielding a Psi Sword can use the sword to parry off the lighting harmlessly. Any psychic using the Psionic Deflection power can deflect this ability, and even reflect it back to the originator (causing them the damage and forcing them to make a save vs. pain). The spells Deflection and Targeted Deflection can also be used to deflect and redirect this attack. But perhaps the best defence against Psychic Lightning is, well, Psychic Lightning. For a mere 10 ISP an opposing psychic with this same ability can absorb and negate/disperse the Psychic Lightning. The ability can only be applied to themselves, and will last for one melee round per level of experience, and the psychic must make a successful parry roll to "catch" and absorb the lightning in a controlled manner. This ability allows the psychic to automatically succeed at the save vs. pain, and negates the penalties (still hurts though, a lot, I mean A LOT), and they can only negate damage up to the maximum they can inflict, so a lower level psychic defending against a higher level psychic will still suffer some damage, but not nearly as much. The Healing Power "Negate Pain" will allow the psychic to automatically save vs. pain against this power, but otherwise suffers accordingly. Perhaps the best defence however is dodging (if you are not hit with the Lighting, no penalties or damage, and further, if the initial strike misses then the continuous flow is prevented from happening) or seeking cover (even though Psychic Lightning is not actual lightning, it has some of the similar properties, if the psychic cannot target you, he can’t hit you, and even if you are suffering from the continuous flow if you can somehow move out of range, either distance wise or by placing large enough obstacles between you and the psychic, you can break the contact and the flow is discontinued).
Use of such a destructive ability is not without consequence. Inflicting more than one hundred points of damage or more in a single melee round will start inflicting damage to the hand the psychic is using to direct the lighting, 1 point of damage for every 100 points of damage inflicted in a single melee round (and continuous for each melee round the constant flow is maintain, if that attack is being used). This is inflicted directly the psychic's personal SDC/MDC, no matter what armour or force field they have on, and can only be healed back normally, artificial healing including magic spells and psionic powers will not work. If more than 15 points of damage is inflicted to the hand during a single use of the power (single blast or constant flow) the power starts to burn a hole in the psychic's hand (regardless of immunities or healing abilities). Prolonged use of this power can also have an detrimental effect to the looks of the wielder. If this power is used consistently (at least once per melee round) for 8 melee rounds, each subsequent melee round it is used after that causes the psychic to lose 1 PB point permanently. Ceasing use even for one melee round ends the loss, and can also prevent it if done in time. If the continuous stream is being used, the penalties start after only 4 melee rounds, and the loss is 5 PB points per round.
The ability to control and manipulate this ability grows with experience the psychic gains the following ability at level 4.
Chain Lightning: Also known as Forked Lightning, Chain lightning is a variation of Psychic Lightning with the difference being that the lightning is able to strike many others instead of just one or a few. This ability allows the Psychic Lighting to fork or chain from one target to another, dealing damage to each. The lightning will strike 3 targets at level 4, +3 additional target at levels 6, 8, 10, 12, & 14, hitting one target, then from that target striking out to another or several others. A strike roll is needed for each fork to hit its target, and each target must make their save throws individually, however only one damage roll is made, and all targets suffer the same damage. The initial target can be as far away as the main ability's max range, but each chained target must be within 10 feet of the initial target or another target in the chain. Both single bolts and the continuous stream can be used with this power; however the ISP costs are doubled. Don’t forget to take note of the penalties above. If there are not as many targets in the area as this power is able to strike then it will only strike as many as there are, there are no double strikes, however is a target comes into range during the continuous stream then the lighting has a 50% chance of forking out on its own to ensnare the new target, using the psychic's bonus to strike and a new strike roll, but does not count as one of the psychic's actions. There is an additional +1 ISP cost for every target beyond the first 3 for a single blast, and +1 ISP per melee action for the continuous flow, for every target beyond the first 3.
Psychic Storm
Range: 10 ft. radius, +5 ft. per level of experience
Duration: Two melee rounds, +1 melee round per level of experience
ISP: 150
Saving Throw: Special (see below)
Prerequisite: Psychic Lightning
Psychic Storm is a Psychic Lightning variant. The psychic will raise his palm upward and would create an explosion of psionic energy directed at all foes in the vicinity. This ability costs 150 ISP to manifest, and effects a radius of 10 feet, +5 feet per level of experience, around the psychic, and lasts for 2 melee rounds, +1 melee round per level of experience starting at level 2. Damage is rolled for each target separately, and each target within the radius of the storm will be struck up to 4 times per melee round. All damage, saves, and penalties are identical to the main Psychic Lightning power above, but treat each struck target individually. There are no strike rolls for this ability, targets may try to parry using the methods described under Psychic Lightning (however reflecting these bolts back to the originating psychic will do nothing to him, they will just be channelled back into the storm), or dodge (needing a natural 17-20 with no bonuses), or escape the area of effect. For every round this power remains in effect before being dispelled or cancelled, there is a cumulative +5% chance that the psychic will lose control of this power. If that happens the radius will double ever subsequent melee round, targeting everything and everyone in its area of effect, and it will last anywhere from 5 minutes to days, if not weeks. The psychic cannot willingly lose control of the storm.