PDA

View Full Version : [4ed] Ritual rules for science fiction/modern settings



Forte
2009-12-09, 11:24 AM
So I've been working on a science fiction setting using 4th edition rules. Instead of rituals (since my setting has no magic), I decided to use "Support Missions". These follow most of the rules for rituals: long "casting time", material cost, etc. The time represents the amount of time it takes the squad's home base to field the selected support mission and the cost is reqpresented in "requisition" which is the currency my setting is going to be using. I guess it should go without saying that this is a war setting, though these rules could be addapted to represent private contracts or mercenary companies in other settings.

Notes: I'm still playing with balancing the levels, so what's here is just an indication of which ones would be available before others. Also, since the game is still in infancy, the costs haven't been set. Roll DC's are also placeholders.


AEROMEDICAL EVACUATION
So others may live.
Level: 5
Time: 15 minutes
Key Skill: First Aid
Requisition:

This support mission removes a number of wounded personnel from an area and brings them to either a friendly base or to an orbiting ship where they can get definitive medical care. While a squad can generally stay in the fight by using their healing surges and aid from their assigned medic or chaplain, dealing with civilian casualties can sometimes become problematic. This mission evacuates any number of casualties from the area on arrival, bringing them to further treatment and removing them from the battlefield.
By using this mission, you can immediately use your First Aid roll in place of any death saving throws made while awaiting transport.


AREA BOMBARDMENT
Death from above.
Level: 10
Time: 40 Minutes
Key Skill: Tactics
Requisition:

This support mission obliterates an area of land using gravity bombs, artillery, orbital platforms or some combination. Any unsheltered creature caught within the bombardment is killed and structures are generally left in ruins. For the specific results of this mission, confer to your GM as the mission has drastic results and affects the terrain on a large and unpredictable scale. Depending on the circumstances, use of this mission could be viewed as an atrocity (if used on a civilian population) or as a gross waste of fleet resources (used on target of strategic insignificance) and could have consequences for reckless use.

Your Tactics roll determines the area and precision of the mission. A lower roll results in a smaller and less controlled bombardment while higher rolls allow you to cover a greater area and with more control over the exact shape and pattern of bombardment.

19 or lower: Bombardment in a 2000x2000 foot square.
20-39: Bombardment in a 4000x4000 foot square or in a line 2000 x 8000 feet long.
40+: Bombardment of up to 20 1000 x 1000 foot squares. Squares must be connected and continuous.


CAP DROP RESUPPLY
I feed the flame.
Level: 1
Time: 30 Minutes
Key Skill: Tactics
Requisition:

This support mission resupplies a squad by dropping equipment laden capsules to the planet surface. The nature of supplies is basic and will replenish the squad's ammunition, fuel, and kits as well as providing other special mission requirements such as oxygen, food, and water. The supplies are distributed in 2 capsules per squad member. It should be mentioned that atmospheric entry of resupply capsules is a fairly grand sight and could potentially draw unwanted attention.

Your Tactics roll determines the accuracy and spread of the drop. The higher your roll, the nearer to the designated drop point and the closer together the capsules will land.

19 or lower: Capsules spread over 1 square kilometer centered between 1 and 1000 meters from the designated drop point.
20-39: Capsules spread over 500 square meters centered between 1 and 500 meters from the designated drop point.
40+: Capsules spread over 100 square meters centered between 1 and 100 meters from the designated drop point.


ELECTRONIC COUNTERMEASURES
Deny, Deceive, Defeat.
Level: 5
Time: 30 Minutes
Duration: 10 Minutes
Key Skill: Tactics (no roll)
Requisition:

This support mission debilitates enemy targeting abilities and allows squads to move relatively safely through areas under artillery support. For the duration of this mission, either your squad will be masked from enemy electronic targeting or your enemy's artillery will be engaging phantom targets at a different location per GM discretion. This will allow you to move through an area without the threat of bombardment for 10 minutes. This mission does not hinder actual observation, so caution is still encouraged.


FORWAD OBSERVATION
Mobility - Vigilance - Justice.
Level: 1
Time: 10 Minutes
Duration: 5 Minutes
Key Skill: Tactics (no roll)
Requisition:

This support mission provides a squad with vision on a remote target, allowing it to engage opponents without direct line of sight with artillery or other means.

CarpeGuitarrem
2009-12-09, 11:35 AM
Cool, I really like the flavor here. It makes a lot of sense.

What if the "component cost" is based off of the resources that your home base itself has? Fluff-wise, that is. Maybe all the players share a "resource pool" used to call in rituals.

Forte
2009-12-09, 11:40 AM
That was kind of what I had in mind and a reason there aren't any costs listed. The "material cost" is going to basically be paid for using a shared resource called requisition that will be a representation of merit, renown, rank, etc. of the team. A group of privates won't have the clout to call in artillery whenever they want, but a highly respected team of veterans from the fleet's premier dreadnaught wouldn't have any trouble turning half the planet to glass if they wanted to.

Gahrer
2009-12-09, 01:19 PM
Really cool. Are you going to post more about this project?

Forte
2009-12-10, 11:00 AM
Sure, why not.

Cap Trooper
“To the everlasting glory of the Infantry.”

CLASS TRAITS
Role: Defender.
Power Source: Martial.
Key Abilities: Strength, Dexterity, Constitution, Wisdom

Armor Proficiencies: Power Armor, Scout Armor.
Weapon Proficiencies: Simple melee, special melee, simple ranged, special ranged.
Bonus to Defense: +2 Fortitude

Hit Points at 1st Level: 15+ Constitution Score.
Hit Points per Level Gained: 6
Healing Surges per Day: 9+ Constitution Modifier.

Trained Skills: From the class skills list below, choose 3 trained skills at 1st level.
Class Skills: Athletics (Str), Endurance (Con), First Aid (Wis), Intimidate (Cha), Tactics (Int).

Class features: Combat Focus, Combat Superiority, Trooper Talents.

CAP TROOPER CLASS FEATURES

COMBAT FOCUS
A cap trooper gains a +2 bonus to attack rolls against any enemy that hasn’t attacked him since the end of his last turn and every time you attack an enemy whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
In addition, you gain the Combat Focus power.

Combat Focus
At-Will -- Martial, Weapon
Immediate Interrupt -- Melee or Ranged weapon
Effect: Whenever an enemy marked by you makes an attack that does not include you, you can make a melee or ranged basic attack against that enemy.

COMBAT SUPERIORITY
You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

TROOPER TALENTS
Choose one of the following trooper talents.

Phalanx Trooper
You may make opportunity attacks using a ranged weapon. Also, if there are no enemies adjacent to you, you threaten every square within range of your weapons.

Assault Trooper
You may make a melee or ranged basic attack whenever you use a power with the Jump keyword.

Example powers (read as: not recycled from other sources)

Blazing Charge -- Cap Trooper Attack 1
Aiming your jets behind you instead of toward the ground, you charge with all the force your jump jets can muster.
Encounter -- Martial, Jump
Standard Action -- Ranged 10
Target: One creature
Attack: Strength vs. Reflex
Effect: You slide in a straight line up to 10 squares but no less than 5 squares.
Hit: 2d6 + Strength modifier damage, and target enemy is knocked prone.


Focused Supression -- Cap Trooper Daily 1
You subject your opponent to a hail of fire, forcing him to take cover.
Daily -- Martial, Weapon
Standard Action -- Ranged Weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn. In addition, the target takes a –2 penalty to attack rolls (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.


Intervene -- Cap Trooper Utility 2
Heightened reflexes and jet powered legs lets you put yourself in harms way.
Encounter -- Martial, Jump
Immediate Reaction -- Ranged 10
Trigger: An enemy makes an attack against an ally within 10 squares.
Effect: You can jump up to 10 squares, placing yourself between your ally and the attacking enemy. You can slide your ally 1 square if necessary. The attack directed at your ally targets you instead.


Long Goodbye -- Cap Trooper Attack 3
You over boost your jets to create a heavy back blast at the cost of range.
Encounter -- Martial, Jump
Standard Action -- Close burst 1
Target: Each creature in burst
Attack: Strength vs. Fortitude
Hit: 2d6 damage, and the target is dazed until the end of your next turn.
Effect: You jump 5 squares.

Gahrer
2009-12-10, 11:41 AM
Really nice. :smallbiggrin: I like.

Forte
2009-12-10, 03:48 PM
No powers for these two yet.

Field Medic

Field Medic
“He who bleeds with me shall be my brother.”

CLASS TRAITS
Role: Leader.
Power Source: Martial.
Key Abilities: Strength, Intelligence, Charisma

Armor Proficiencies: Power Armor, Scout Armor.
Weapon Proficiencies: Simple melee, simple ranged.
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 5
Healing Surges per Day: 7+ Constitution Modifier.

Trained Skills: From the class skills list below, choose 4 trained skills at 1st level.
Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), First Aid (Wis), Insight (Wis), Tactics (Int).

Class features: Directed First Aid, Healing Touch, Inspiring Presence, Medical Expertise

FIELD MEDIC CLASS FEATURES
Directed First Aid
Encounter (Special) -- Martial, Healing
Minor Action -- Close burst 5
Special: You can use this power twice per encounter, but only once per round.
Target: You or one ally in burst.
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.

HEALING TOUCH
When you grant healing with one of your field medic powers that has the healing keyword, add your Intelligence modifier to the hit points the recipient regains.

INSPIRING PRESENCE
Bloodied allies adjacent to you gain a +2 power bonus to AC and attack rolls.

MEDICAL EXPERTISE
Choose one of the following expertise benefits below.

Prevention
When an ally is affected by a power with the disease, fear, or poison keywords, he gains a bonus to defenses equal to your Intelligence modifier.
Recovery
When an ally rolls saving throws at the end of their turn, they may reroll any one failed saving throw.


Chaplain

Chaplain
“The most noble fate a man can endure is to place his own mortal body between his loved home and the war's desolation.”

CLASS TRAITS
Role: Leader.
Power Source: Martial.
Key Abilities: Dexterity, Wisdom, Charisma

Armor Proficiencies: Power Armor, Scout Armor.
Weapon Proficiencies: Simple melee, simple ranged.
Bonus to Defense: +2 Will

Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 5
Healing Surges per Day: 7+ Constitution Modifier.

Trained Skills: From the class skills list below, choose 3 trained skills at 1st level.
Class Skills: Diplomacy (Cha), First Aid (Wis), History (Int), Insight (Wis), Religion (Int).

Class features: Collegiate Doctrine, Divine Inspiration, Inspiring Word, Paragon of Sacrifice

CHAPLAIN CLASS FEATURES
COLLEGIATE DOCTRINE
Choose one of the following doctrine benefits below.

Historical Laureate
When an ally you can see spends an action point to make an attack, the target of the ally’s attack grants him combat advantage until the end of his next turn.
Theological Laureate
When an ally you can see spends an action point to take an action, that ally also gains hit points equal to one-half your level + your Charisma modifier.

DIVINE INSPIRATION
Once per encounter you can use your faith as inspiration, filling you with clarity of mind and spirit necessary to act with purpose in the face of the enemy.
Regardless of how many different uses for Divine Inspiration you know, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers.

Faith of Action
You face peril with confidence of action and faith of purpose, sure in the knowledge that a higher power guides your hand.
Encounter -- Martial
Free Action -- Personal
Divine Inspiration: You can use only one divine inspiration power per encounter.
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

Sermon of Inspiration
You call out inspiring words to nearby wounded comrades to embolden them and find resolve in your faith.
Encounter -- Martial, Healing
Standard Action -- Close burst 5
Divine Inspiration: You can use only one divine inspiration power per encounter.
Target: Each bloodied ally in burst
Effect: Each target can spend a healing. You are weakened until the end of your next turn.

INSPIRING WORD
Using the inspiring word power, chaplains can grant their comrades additional resilience with nothing more than a shout of encouragement.

Inspiring Word
You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal.
Encounter (Special) -- Martial, Healing
Minor Action -- Close burst 5
Special: You can use this power twice per encounter, but only once per round.
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.

PARAGON OF SACRIFICE
You may spend your own action points or healing surges in place of that of an ally within 10 squares. This requires no action on your part and does not change the effects of the action point or healing surge.

hamishspence
2009-12-10, 05:26 PM
4th ed stats for Warriors and Brain bugs (the only ones confirmed in the original novel) might be interesting- assuming that it's Starship Troopers the references are to.

If its a more generic sci-fi setting, maybe the adversaries might be something else.

the Martial Power Beast Ranger companion rules might work for a K9 team- man and neodog.

Forte
2009-12-11, 07:11 AM
While I always liked the idea of the neodog handler, I had a really hard time visualizing their role within the frame of a game. The novel never really did a good job (in my opinion) or really explaining WHY there were these geneticaly and cybernetically enhanced dogs psychicaly grafted to the minds of their handlers in the military. From a campaign/mission standpoint, it just felt like they would be the Aquaman to the rest of the squad's Justice League.

But yeah, it's a starship toopers setting.

Forte
2009-12-11, 11:37 AM
Special Services Agent


Special Services Agent
“When you come right to it, it is easier to die than it is to use your head.”

CLASS TRAITS
Role: Controller.
Power Source: Psychic.
Key Abilities: Charisma, Intelligence, Constitution

Armor Proficiencies: Scout Armor.
Weapon Proficiencies: Simple melee, simple ranged.
Bonus to Defense: +2 Will

Hit Points at 1st Level: 10+ Constitution Score.
Hit Points per Level Gained: 4
Healing Surges per Day: 6+ Constitution Modifier.

Trained Skills: From the class skills list below, choose 4 trained skills at 1st level.
Class Skills: Bluff (Cha), Diplomacy (Cha), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Religion (Int).

Class features: Cantrips, Psychic Discipline, Surge of Power

SPECIAL SERVICES AGENT CLASS FEATURES
CANTRIPS
Cantrips are minor psychic tricks you gain at 1st level. You can use the almost missed, false sound, psychic hand, and sense the unseen cantrips as at-will powers.

PSYCHIC DISCIPLINE
Choose one of the following psychic disciplines. In addition to the listed benefits, whenever you use a power with the discipline’s keyword, you gain a +2 proficiency bonus to attack rolls made with that power or another listed benefit if the power is not an attack.

Probability Distortion
When you use an action point for any reason you can reroll any one roll made before the end of your next turn.
Psychometry
You’re trained in the Perception skill and can use your Charisma modifier instead of your Wisdom modifier for Perception checks.
Telepathy
Allies within 10 squares gain a +2 power bonus to all Intelligence, Wisdom, and Charisma based skills.
Telekinesis
When you use an action point to gain an additional action, all actions for that turn are lowered by one category (standard becomes move becomes minor becomes free).

SURGE OF POWER
You can burn a single healing surge in order to use an encounter power you have already used in that encounter or three healing surges to use a daily power you have already used that day. Healing surges used in this way provide no actual healing.

CANTRIPS

Almost Missed
You subtly alter the rules of fate in your favor.
At-Will -- Psychic, Probability Distortion
Minor Action -- PersonalEffect: While under the effects of this power, attack rolls of natural 1 are not automatic misses.
Sustain Minor: You can sustain this power indefinitely.
Special: If you selected the Probability Distortion discipline, you can grant the benefits of this power to a single ally within 5 squares instead of granting it to yourself.

False Sound
You create an illusory sound that emanates from somewhere close by.At-Will -- Psychic, Telepathy
Standard Action -- Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Special: If you selected the Telepathy discipline, this power’s range increases to 20.

Psychic Hand
You gesture toward an object nearby, and use your mind to lift the object into the air and move it where you wish.At-Will -- Psychic, Telekinesis
Minor Action -- Ranged 5
Effect: You can pick up, move, or manipulate an object within range weighing 20 pounds or less and carry it up to 5 squares. If you are holding the object when you use this power, you can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.
As a free action, you can drop an object you are holding, and as a minor action, you can pick up or manipulate a different object.
Sustain Minor: You can sustain this power indefinitely.
Special: You can manipulate only one object at a time. If you selected the Telekinesis discipline, this power’s range increases to 10.

Sense the Unseen
By maintaining slight concentration, cover and concealment become inconsequential to your perception.At-Will -- Psychic, Psychometry
Standard Action -- Ranged 5
Effect: The effects of cover and concealment do not affect Perception checks made within 5 squares and line of sight is not needed. This power functions through objects such as walls or doors.
Sustain Standard: You can sustain this power indefinitely.
Special: If you selected the Psychometry discipline, this power’s range increases to 10.


AT-WILL POWERS

Stagger the Mind
You force your will into your enemy’s mind, causing pain and hindering their movement.
At-Will -- Psychic, Telepathy
Standard Action -- Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier psychic damage, and the target is slowed until the end of your next turn.

Force Wave
You project a wave of force in front of you, pushing back your foes.
At-Will -- Psychic, Telekinesis
Standard Action -- Close blast 3
Target: Each creature in blast.
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier damage, and you push the targets a number of squares equal to your Intelligence modifier.

Focusing Shot
Your attacks guide the attacks of your allies.
At-Will -- Psychic, Probability Distortion, Weapon
Standard Action -- Ranged weapon
Target: One creature.
Attack: Charisma vs. AC
Hit: 1[W] + Intelligence modifier damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.

Unbalancing Attack
With a supernatural awareness of your terrain, you use your attacks to drive your enemy’s into disadvantageous positions.
At-Will -- Psychic, Psychometry, Weapon
Standard Action -- Ranged weapon
Target: One creature.
Attack: Charisma vs. AC
Hit: 1[W] + Intelligence modifier damage, and the target grants combat advantage until the end of your next turn.


LEVEL 1 ATTACK POWERS

Enfeeble
With just a thought, you cause debilitating pain in your enemy.
At-Will -- Psychic, Telepathy
Standard Action -- Ranged 10
Target: One creature.
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier psychic damage, and the target is weakened until the end of your next turn.

Cause Fear
You implant images of nightmare into the mind of your enemy.
Encounter -- Psychic, Telepathy, Fear
Standard Action -- Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: The target moves its speed + your Charisma modifier away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks.

Help and Hinder
You alter the very laws of chance in the area around you, guiding the attacks of your allies and staggering the minds of your enemies.
Encounter -- Psychic, Probability Distortion
Standard Action -- Close blast 3
Target: Each enemy in blast
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier psychic damage.
Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.

Grasp of Force
You manipulate a torrent of energy to lash out and pull one of your enemies.
Encounter -- Psychic, Telekinesis
Standard Action -- Ranged 10
Target: One creature of size Large or smaller
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier damage, and you slide the target 2 squares.


LEVEL 1 DAILY POWERS

Kinetic Buffet
You create a buildup of telekinetic force that batters your enemy and pushes against them.
Daily -- Psychic, Telekinesis
Standard Action -- Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier damage, and you slide the target 3 squares.
Sustain Minor: You slide the target 1 square, whether you hit or miss (save ends).

Sleep
You exert your will against your foes, seeking to overwhelm them with a tide of weariness.
Daily -- Psychic, Sleep, Telepathy
Standard Action -- Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Charisma vs. Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).

Tactical Awareness
You attack with near pre-cognition of your enemy’s movement and actions.
Daily -- Psychic, Psychometry, Weapon
Standard Action -- Ranged weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Intelligence modifier damage, and the target gains vulnerability 5 to all your attacks (save ends).
Miss: Half damage, and the target gains no vulnerability.

Agonizing Cloud
You cause an area to almost shimmer with psychic force, crippling the minds of anyone caught in its force.
Daily -- Psychic, Telepathy
Standard Action -- Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier Psychic damage.
Miss: Half damage.
Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.


LEVEL 2 UTILITY POWERS

Insure Hope
You force the odds to turn in your favor.
Daily -- Psychic, Probability Distortion
Standard Action -- Close burst 20
Targets: You and each ally in burst
Effect: Until the end of the encounter, all targets gain a +1 power bonus to attack rolls.
Special: If you selected the Probability Distortion discipline, the power bonus granted by this power is equal to your Intelligence modifier.

Precognitive Defense
In a burst of clarity, you quickly alter your own positioning in an attempt to deflect an imminent attack.
Encounter -- Psychic, Psychometry
Immediate Interrupt -- Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
Special: If you selected the Psychometry discipline, you also gain a +4 power bonus to Fortitude and Will defense until the end of your next turn.

Empathic Prose
You use your gifts to read the emotions and projected thoughts of those around you lending you an apparently unnatural grace in speech and manner.
Encounter -- Psychic, Telepathy
Minor Action -- Personal
Effect: You gain a +5 power bonus to your next Bluff, Diplomacy, or Intimidate check during this encounter.
Special: If you selected the Telepathy discipline, the power bonus granted by this ability is +5 + Intelligence modifier.

Slow Fall
You or a creature you choose falls much slower than normal.
Daily -- Psychic, Telekinesis
Free Action -- Ranged 10
Trigger: You or one creature in range falls
Effect: You or the creature takes no damage from the fall, regardless of its distance, and does not fall prone at the end of the fall.
Special: If you selected the Telekinesis discipline, treat this as an encounter power rather than a daily power.


LEVEL 3 ATTACK POWERS

Command
You enter the mind of your foe and force obedience. You can choose to drive the foe back, order it closer, or cause the foe to throw itself to the ground.
Encounter -- Charm, Psychic, Telepathy
Standard Action -- Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: The target is dazed until the end of your next turn. In addition, you can choose to knock the target prone or slide the target a number of squares equal to 3 + your Intelligence modifier.

Kinetic Pressure
You drop two waves of telekinetic force onto your foes, knocking them to the ground.
Encounter -- Psychic, Telekinesis
Standard Action -- Ranged 10
Targets: One or two creatures
Attack: Charisma vs. Reflex, one attack per target
Hit: 1d10 + Charisma modifier damage, and the target is knocked prone.

Guided Recklessness
You blanket an area with gunfire, relying on your innate talents to simply force the attacks to fly true.
Encounter -- Psychic, Probability Distortion, Weapon
Standard Action -- Ranged Weapon
Target: Up to four creatures no more than 2 squares apart from each other
Attack: Charisma vs. AC, one attack per target.
Hit: 1[W] + Intelligence modifier damage.

Pain Wave
You focus a blast of psychic energy to overwhelm your foes with crippling pain.
Encounter -- Psychic, Telepathy
Standard Action -- Close blast 5
Target: Each creature in blast
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier radiant damage, and the target is dazed until the end of your next turn.