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kanachi
2007-04-06, 09:59 PM
I would quite like to create a power that enables my psion to see into the future. Rather than offering any particular bonus (like precognition, offensive) I would like the power to be something less tangible and quite a bit like the sensitivity to psychic impressions power.

Please give your thoughts and comments to help me balance/improve these powers. Thankyou in advance! Oh and very sorry about the large amount of text/errors!!

True Reading, Lesser

Level: seer 2
Display: Visual
Manifesting time: 1 round per minute into the future observed, concentration
Range: See Text
Target: One object, creature or location
Duration: instantaneous
Saving Throw: will negates (harmless)
Power Point cost: 3, 25xp per minute into the future observed (if successful)

Your feet momentarily lift from the floor as an eerily silent wind washes over your skin, billowing your cloths and hair in unnatural fashion. Your eyes glow intently with a bright flash of colour. After the briefest of moments however you loose all feeling of sensation within your body’s location as your mind drifts beyond the confines of your physical form and plunges deep into the fibrous coils of time.

This power allows the manifester to gain a vision of possible futures that may await the target in question. These visions are seen in a dream like state and may often appear in a confusing or abstract fashion depending upon both your knowledge and physical bond with the target in question.

The power may only be selected for use upon a single object, willing creature or location (only augmentation allows the power to be used upon a non-willing creature), constructs, the undead and any creature with an intelligence score of less that 1 may not be selected for such a reading. In all cases the power only allows the manifester to read up to 1 minute into the future for every manifester level they posses.

The manifester is always shown what is preserved to be the most likely future and is also always made aware of how likely that future will be on the following scale:

Destiny: This event, or the majority of events shown, will occur with almost 100% certainty.
Expected: The events, or the majority of those shown, are very probable.
Quite Likely: At least some of the shown events have a good chance of taking place.
Indifferent: The events show, though more probable than any other, are by no means certain.

Throughout the manifesting period of true reading the manifester (and any target creature, if selected) looses any dexterity bonus to AC and automatically fails any reflex saves, grapple checks, ability checks or skill checks (other than concentration, which is taken with a +5 circumstance bonus). In addition the character (and target creature selected) become under an effect similar to that of the levitate spell (with a personal range only) which slowly lowers the manifester at a rate of 10 feet each round after the first, should they somehow be suspended in mid air.

Descriptions of the three methods of using this power are as follows:

Object reading: an object must be held or touched throughout the manifesting period, if for any reason the object is lost or removed from your possession the power is immediately broken. A successful use of the power might, among other things, tell the manifeter who the item will fall into the possession of, what it might be used for or to what end (good, evil) strong emotions such as greed, vengeance, justice or sorrow surrounding the objects potential use may also be displayed. An object which is alien to the manifester may yield confusing or nebulus results while a object of a personal nature will likely (but not always) be far easier to read.

Creature reading: a creature must be touched throughout the manifesting period, if for any reason this physical link is lost the power is immediately broken. Upon manifesting the power the manifester must decide if they wish the creature to see what they do, once this decision is made it can’t be changed, the target creature is also never aware that this decision is even made. A successful use of the power might, among other things, tell the manifeter what emotions the creature may experience or show them what possible actions they might undertake. A target creature falls under the same side effects (listed above) as the manifester.

Location Reading: The manifester may only read a location which they are either currently within or can otherwise see, either via an accurate map or the use of a spell/power similar to remote viewing. The manifester must at least have a rudimentary knowledge of the boundaries of a location. A location may be of any size but must be specifically specified “this room”, “Barron Van Heltz’s castle” and “the Whisper Woods” are all expectable locations while “The warlords tent” is unspecific in many ways and therefore likely to fail. As a great deal of things can happen with a large area in a small period of time its often unlikely that such a use of the power will give any truly specific information and will likely offer only an interpretive overvie (will the castle fall?). Possible information can vary from the likelihood of bandit attacks within the area, to possible locations of traps. The power my even point out the approximate whereabouts of an assassin within a large crowd, a vague depiction of their appearance or at least who the intended target may be.

Augmentation (1): expending 2 additional power points will allow this power to be used upon a non-willing target. The manifester will still be required to maintain touch contact with the target throughout the manifestation period. A successful will save by the creature will make them immune to any repeat attempt by the manifester to manifest this power upon them for 24 hours. It is however still possible for either another manifester to manifest the same power upon the target or for the same manifester to use either the true reading and greater true reading powers upon them.

Augmentation (2): for each additional power point expended the manifester may see 1 additional minute into the future. For every 2 additional points expended in this manor the save DC increases by 1.

Augmentation (3): a manifester with 10 or more manifester levels may expend 6 additional power points to allow themselves to still perform move actions during the manifesting time of this power. The manifester no longer looses they dexterity bonus to AC or automatically fails any reflex saves, grapple checks, ability checks or skill checks. The +5 circumstance bonus to concentration checks is however also lost.

True Reading

Level: seer 5
Display: Visual
Manifesting time: 1 round per hour into the future observed, concentration
Range: See Text
Target: One object, creature or location
Duration: instantaneous
Saving Throw: will negates (harmless)
Power Point cost: 7, 100xp per hour into the future observed (if successful)

Same as lesser true reading, except as listed here.

This version of the power allows the manifester to see up to 1 hour per manifester level into the future.

Augmentation (2): for every 2 additional power point expended the manifester may see 1 additional hour into the future. For every 4 additional points expended in this manor the save DC increases by 1.

True Reading, Greater

Level: seer 8
Display: Visual
Manifesting time: 1 round per day into the future observed, concentration
Range: See Text
Target: One object, creature or location
Duration: instantaneous
Saving Throw: will negates (harmless)
Power Point cost: 15, 500xp per day into the future observed (if successful)

Same as lesser true reading, except as listed here.

This version of the power allows the manifester to see up to 1 day per manifester level into the future.

Augmentation (2): for every 4 additional power point expended the manifester may see 1 additional day into the future. For every 8 additional points expended in this manor the save DC increases by 1.