Psychic Powers and Level Development

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Psychic Powers and Level Development

Postby Malcadon » Mon Oct 01, 2012 5:49 am

I have been thinking about combining a number of mental mutations into groups called Psychic Powers, and allow them to develop through experience. If you are a mutant with Psychic Powers, and you gain a level, a d% roll of 91-100 means that you develop one your powers (although, in CharGen, rolling the power twice allows you to have an extra). Examples of Psychic Powers includes Telepathy, Telekinesis, Pyro/Cyro/Electrokinesis, and so on. Levels are based on one's mastery of a power. These are examples and where thrown together, so are subject to change (more so with input). They leave leave much latitude to the player, with ML approval.

Power Levels for all Psychic Powers
Level 1: Innate - Your ability to control the power is crude at best. As a passive ability, you have no "off switch." As an active power, you can only exude raw bursts.
Level 2: Basic - You have a basic level of control, but you still like fine-point control. They are like Level 1, but with better control.
Level 3: Advanced - You have developed your powers to a more fine-point degree.
Level 4: Expert - You have developed your advanced powers to a strong degree.
Level 5: Masterful - Like Level 4, but magnified.

Sample lists:

Telepathy
Level 1 - You can read the emotions of others without much control.
Level 2 - You can read the emotions at will, and read the mind of a singe person.
Level 3 - You can read minds of everyone at range, and manipulate emotions of a singe person.
Level 4 - You can control the mind of a single person.
Level 5 - You can control the minds of a number of people, or rewrite the memories of a single person.

Telekinesis
Level 1 - You can project a force that can knock back enemies.
Level 2 - With full concentration, you can move an object like it you are using one of those claw-grabber machines, and you can drag enemies around.
Level 3 - With full concentration, you can move an object as if you are holding it with your own hands, and you can fight enemies in melee from a distance.
Level 4 - You can move people (including yourself) or heavy objects with great strength. You can throw them with great force, or use it to fly (without much control).
Level 5 - You can move multiple heavy objects (including people) with great strength. When flying, you have better control, and can do it at will.

Force Fields
Level 1 - With full concentration, you can erect a simple barrier that can repel simple projectiles (arrows, thrown weapons, even the rain).
Level 2 - You can erect a larger simple barrier at will, or a stronger barrier (stops bullets or explosions) with concentration. You can also project the weak barrier to knock back enemies.
Level 3 - You can also maintain the strong (and wider) barrier at will, or with full concentration, you can fling fast projectiles (arrows and bullets) back at the shooter or move a projected barrier with better control.
Level 4 - You can erect a reflective barrier that can stop energy attacks, and is opaque enough to stop obscure anyone inside. With full concentration, you can also erect a strong barrier around some else. If that person is an enemy, then you can to crush him.
Level 5 - With full concentration, you can reflective energy attacks back at the shooter. You can also focuses it into a warp-field blade.

This would require a whole new Mental Mutation Chart.

So what do you guys think of the concept?
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Re: Psychic Powers and Level Development

Postby Atomic Ray » Mon Oct 15, 2012 2:13 am

I like it very much.

It makes complete sense and brings the level aspect into the game with purpose.

We likes it we do.
“The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of the infinity, and it was not meant that we should voyage far.”
― H.P. Lovecraft
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