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Telepath Trainings II
Submitted by Giantcavecrab
Mental Assault
Requires: Assault 3
The character trained in this technique is capable of incapacitating
foes rather than causing them physical harm. Instead of making a
standard telekinetic attack the test is treated as a "Knockout Blow"
with the assault activation test made at -4 (as a knockout blow)
success causes the target to roll a perception+endurance check with
the excess as a penalty. Failure causes the target to fall
unconscious for [Assault]D6 minutes. 'Maxing' this test doubles the
XS as penalty to the targets Per+end test.
Symbiotic Touch
Requires: Biokenesis 3
The Agent with this training may absorb [1] unit if any compound
with a potency equal to or lower than his Biokinesis skill into the
skin on one of his palms (the agent is unaffected by this). There it
stays until recalled by the agent when he makes skin-to-skin contact
with another individual. The compound is then introduced into the
targets system (who may or may not notice dependent on the compound)
The target may still resist the effects as normal.
Side Step
Requires: Jump 3
When the agent with this training is the subject of an attack and
declares an active defence, if the defence causes the attack to miss
(It would have been successful otherwise) the agent automatically
wins initiative next round.
Remote viewing
Requires: Prescience 3
Agents with this training may remotely perceive a target no more
than Presciencex10 meters away. This requires the psychic’s complete
concentration. This effect ignores conditions such as walls doors
and barricades.
Psychic Knife
Requires: Psy Blade 3
Agents with this training may instead opt to fashion a 'Knife'
construct rather than sword. The knives do d4+Psi blade+ Str damage
and may be thrown up to medium range. 'Maxed' psi-knives ignore
armour rating equal to the users Psi-Blade skill
Tomb
Requires: Shield 3
The Agent may imprison an opponent behind a screen of telekinetic
force. Agent makes a contested roll of Intelligence+shield[level
used] against an opponents Stength+athletics. Failure on the
opponent’s part imprisons him for the duration of the shields
effect. Maintaining the shield is a free action. The agent may
'maximise' this test to double his XS.
Remote Access
Requires: Telekinesis 3
The agent with this training may interact with objects in a more
precise fashion from a distance. The GM retains the final judge as
to the plausibility of an action, but likely options include
a) Operate a simple machine
b) Fire a weapon
c) Open a mechanical door.
The agent could (unless his GM allowed) not however
a) Operate a computer
b) Pilot a vehicle
c) Play a musical Instrument
The range of this skill remains Telekenisisx10m
OPTIONAL - The GM May allow certain trainings to be combined with
this one. Example disarm and fire, assassinate etc.
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