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| The Vorpal Tribble11-05-07, 12:00 PM | Welcome all to the Not-UnCon Subtle Psionics Contest! The power of the mind. Manipulation of the emotion and thought to body and space. Altering the flow of thought or the passage of time. It is a discipline of minimal flash and flaunting. At its heart psionics tends towards subtlety of execution, as unnoticeable as thought itself. This contest is to focus on this aspect, to construct a power that has very little show yet is no less powerful for that. The Rules 1. All submissions to the contest are to be made to this thread. This way, no threads will get lost. If the submission is not on this thread by the entry period, it will be disqualified. 2. Comments on the entries are NOT to be posted to this thread, because it will clutter it up. You may post comments and responses here (http://forums.gleemax.com/showthread.php?t=948559). 3. Entries will be accepted up till 9:00 PM (EST) on November 10th. Any entries that are not timestamped by 9:00 will be disqualified. 4. The judges will pick either the top 5, or top 10 entries, depending on how many people enter the contest. 5. The top entries voted on by the judges will be posted on the 12th. Users will have until Midnight (12:00) of the 14th to vote on those that made it to the final round. 6. All entries must be original for the contest. Any entry that is found to be from a previous post on the boards will be disqualified. Any entry that is found to be from a published source will be disqualified. 7. Each user is allowed only one entry. This includes all of a user's MUPs as well. 8. Each user is allowed only one vote. This includes MUPs. Seeing as how there is no prize beyond bragging rights, there is no reason to try and stuff the ballot box. 9. Entries will be judged upon creativity, usefulness, and subtlety. Your power may not deal damage by the common energy types (acid, cold, electricity, fire, sonic). It may deal some new kind of energy, but is likely to get a lower voting as these powers are meant to be as inconspicuous as possible yet still retain great potential. 10. Format. Your power entry should be formatted in following manner. Any post that does not conform to the formatting rules will be disqualified (excluding powers that do not require the specified parts. Below is an example for power formatting: Power Name Discipline (such as Clairsentience) Level: (Such as Psion/Wilder 1) Display: (Auditory, olfactory, mental, etc) Manifesting Time: Range: Target or Effect: Duration: Saving Throw: Power Resistance: Power Points: (power point cost and XP if any) Description and flavor text. Description and flavor text. Description and flavor text. Description and flavor text. Description and flavor text. Description and flavor text. XP Cost: (If any) Augment: (if any) 11. If there are any questions about how entries should be made, problems with entries that have already been made, or any other issues that may arise, contact me via PM or email (VorpalTribble@hotmail.com). Do not put complaints or other issues on the boards. 12. And most importantly, HAVE FUN! |
| Magocrat11-05-07, 01:37 PM | Emotional Manipulation Telepathy (Compulsion) [Mind-Affecting, Language-Dependent] Level: 1 Display: Auditory and mental; see text Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 minute/level Saving Throw: None Power Resistance: Yes Power Points: 1 You take control of the subject's emotions and amplify them by speaking to the subject. As part of this power, you can make a Charisma check opposed by your subject's Wisdom or Charisma check (whichever has the highest modifier). If you beat the subject's result, it takes a -1 morale penalty on attack rolls, saving throws, skill checks, and ability checks. You can also use this power to grant the subject a +1 morale bonus on attack rolls, saving throws, skill checks, and ability checks. You needn't make an opposed check against your subject if you use this power to grant a morale bonus, unless the subject is unwilling. If the subject is unwilling, make an opposed check as usual. The auditory display of this power is a subtle change in your voice that can only be heard by the subject for the duration of this power. The mental display of this power is a flash of emotions. If the subject fails the opposed check, the emotions return and stay for the duration of this power. Augments: For every 2 additional power points you spend, the morale modifier improves by 1. For every additional power point you spend, you gain a +1 bonus on the opposed Charisma check. |
| Igfig11-05-07, 02:53 PM | Paranoia Telepathy [Mind-affecting] Level: Psion/Wilder 1 Display: Mental Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 minute/level Saving Throw: Will negates Power Resistance: Yes Power Points: 1 This power renders the subject paranoid about his allies. All of his allies count as enemies for purposes of flanking, as he must be constantly on guard lest they slip a dagger in his back. For instance, say a blue manifests paranoia on Regdar, who is standing with Mialee on one side of him and an enemy goblin on the other. Mialee provides the goblin with a flanking bonus against Regdar for the duration of the power. Augment: For every 2 additional power points you spend, you may affect one more target with this power. |
| Artector11-05-07, 06:06 PM | Well, I'll toss my hat in the ring. The power should be though of as subtle because once the displays are supressed there is very little way top detect what's wrong with the creature, as the damage is internal. Imperium Cruor Psychometabolism Level:Egoist 6 Display: Visual, Auditory Manifesting Time: 1 standard action Range: Close (25 feet +5 feet/2 levels) Target: One Creature Duration: 1 round/level Saving Throw: Fortitude Partial Power Resistance:Yes Power Points:11 You force the subject's blood to reverse its flow. Each round the target must make a Fortitude save. Success means the target takes 1d6 damage. Failure means they take 5d6 damage and must make another save. This second save is at the same DC as the first. Failure indicates the blood has perforated the lungs. The creature is then subject to the suffocation rules each round for the duration of the power. This power cannot effect creatures without a circulatory system or a respiratory system. Augment: For every 2 power points the damage taken increases by 1d6 (in both cases). For every 4 power points spent to increase the damage the DC increases by 1. Suffocation A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The save must be repeated each round, with the DC increasing by +1 for each previous success. When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to -1 hit points and is dying. In the third round, she suffocates. |
| Slagger the Chuul11-06-07, 09:00 PM | This power operates with subtlety by being deliberately obvious. Psychic Resonance Any (see text) Level: Psion/Wilder 1 Display: Any (see text) Manifestation Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area/Target: 20-ft.-radius spread, one creature, or one object Duration: 10 minutes/level (D) Saving Throw: Will negates (see text) Power Resistance: Yes Power Points: 1 You mimic other powers by creating false displays. You choose this power's discipline, displays and the strength of its psionic aura when you first manifest it. This power's aura can be faint, moderate, or strong (but not overwhelming). You can change the area, target, discipline, aura strength, and displays of this power as a standard action. A successful Will save negates the appearance of false displays on a targeted creature, attended item, or psionic item, but does not prevent displays that affect an area. If you attempt to duplicate the displays of a particular power, an observer must beat the Psicraft DC by at least 10 to detect your ruse. This applies to Psicraft checks made to identify the power by its display, or to determine its discipline. An observer automatically sees through your deception if they identify a power with obvious effects (like wall of ectoplasm), which are not created by psychic resonance. Augment: For every 2 additional power points you spend, this power's save DC increases by 1 and the amount by which an observer must beat a Psicraft to detect the false nature of displays increases by 2. |
| Thot11-09-07, 04:23 AM | Here's a putative entry, hoping it's not already been done before... Please be lenient :) Kiss of a Heavy Heart Telepathy [Mind-affecting] Level: Psion/Wilder 1 Display: Mental Manifesting Time: 1 standard action Range: Touch Target or Effect: 1 being with a Charisma at least equal to 6 Duration: Until next sunrise Saving Throw: Will negates Power Resistance: Yes Power Points: 1 Morgana had always been known as the Widow-Braid. A young princess in the kingdom of Mashir, she had had many worthy pretenders, from the Prince of Norrok to the Sultan of Xemet. Yet, all those that had dared engage her had died before the actual marriage, often in strange circumstances, and no one dared come close to the Cursed Lady anymore. She could now be seen, wearing black all day long, withdrawn and distant, as if the world could offer her no solace. Despaired that his daughter would soon become an impairment in politics, King Adarte decided at last that any daring noble could ask for her hand. None did for years, and the princess was going on her late twenties. On the eve of her thirtieth birthday, Godric, the latest son of the smallest Baron in the Kingdom dared ask for her hand. The King, at long last, did not turn him down, and they became engaged that very same day. Under her dark shawl, Morgana smiled. She and Godric would be together, at last... This power allows to the user to induce a feeling of tiredness, a longing for repose, shaking the victim's sense of purpose to its very fundations. The victim will feel that all he does is meaningless, useless, and will only do things half-heartedly. If under a prolonged use of this power, or if the victim is already in poor spirits, it may well lead the subject to commit suicide, or let himself get killed more easily. To subject someone to this power, the psion must first touch his intended victim, while manifesting the power. The subject is then entitled to a Will save. If the subject fails his save, he suffers until the next sunrise from a feeling of purposelessness. He'll go about his usual business, but is bound to be more careless, less definite. This has no mechanical effect, yet (up to the DM). Yet, if subjected to this power for a longer period, this lingering feeling increases, causing an increasing withdrawal from the victim, which may result in catching diseases more easily, being less focused during a fight, and so on. From the second day, for every additional day after the first when this power is in effect, the victim suffers a cumulative -1 Morale penalty to all checks, up to his HD. If this penalty would reach a greater number than the victim has HD, he must make a Will save (DC10) each day he is still subject to the power, or attempt suicide. When this power ends, the victim's torment does not end that quickly. He recovers from the Morale penalty he suffers by 1 for each day passing without being subjected to the power again. If someone resumes using the power on him, it does not begin from scratch, but from the point where it stopped last time. Augment: You can augment this power in one or more of the following ways. 1. If you spend 2 additional power points, this power can also affect a fey, giant or monstrous humanoid. 2. If you spend 4 additional power points, this power can also affect an aberration, dragon, outsider in addition to the creature types mentioned above. 3. If you spend 4 additional power points, this power’s duration increases to one day per level. In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1. First step : Downward Morgana, a 3rd level wilder, uses Kiss of a Heavy Heart on Mirt, Prince of Norrok, an Aristocrat 4 / Fighter 2, with a +4 Will save. Mirt fails his save, and is subjected to a Kiss of the Heavy Heart power, augmented to 5th level, lasting 5 days. During the first day, he feels like he may have made a mistake, coming from so far only to strengthen his father's position. He suffers no penalty on any roll, though. On the second day, he suffers from a -1 Morale penalty to all his rolls, as he got a sinking feeling that he is merely a puppet for his father, King Meth. Until the fifth day, this feeling has kept on increasing, and on that day, Mirt suffers from a -4 Morale penalty to all his rolls. Second step : Recovery On the sixth day, he begins feeling slightly better, since he has not met Morgana till the first day. He suffers only from a -3 Morale penalty. Third step : Final step On the seventh day, he is at a -2 Morale penalty only, but he meets Morgana again, and she manages to kiss him her best wishes, and a Heavy Heart again. He remains at -2 for this whole day, and on the eight day too. On the ninth day, he is at -3 again, suffering from the renewed curse, that goes increasing up to a -6 penalty on the 12th day. On the 13th day since his coming, Mirt suffers from a -6 penalty to all his rolls, and should suffer from -7. Instead he has to succeed on a Will save (DC10) or commit suicide. He fails. In despair from being far from his land, in a country where no one respects him, for the sole reason to please an uncaring father, Mirt throws himself from the highest spire of the Keep. Morgana is free again of a pretendant, biding her time till the day Godric will be allowed to court her. |
| Lycanthromancer11-09-07, 02:30 PM | It lasts awhile, and requires very little in the way of the overt to be very, very, very useful. :D Seismic Perception Clairsentience Level: Seer 6, psychic warrior 6 Display: Mental Manifesting Time: 1 round Area: 1 mile Range: Personal Target: You Duration: 10 min/lvl [D] Power Points: 11 You gain the tremorsense special quality out to 1 mile, but only if you are touching the ground or an adjoining surface, such as a wall, with bare flesh. You are sensitive to vibrations in the ground, and can automatically pinpoint the location of anything that is in contact with the ground (or with anything tightly anchored to it, such as a wall). If you are in a liquid environment, you can also sense the location of creatures that are also moving through the fluid medium. Augment: 1. If you spend 4 additional power points, this power’s duration becomes “1 hour/lvl [D].” 2. For every 5 additional power points you spend, this power’s area increases by 1 mile. 3. If you spend 10 additional power points, the range of this power becomes “Touch” and the target becomes “One creature touched.” The saving throw becomes “Will negates” and power resistance becomes “Yes (harmless).” 4. [Negative augment] If you spend 2 fewer power points, this power’s duration becomes “1 min/lvl [D].” If you spend a total of 4 fewer power points, it becomes “1 round/lvl [D].” 5. [Negative augment] If you spend 4 fewer power points, this power’s area becomes “Long (400 ft + 40 ft/lvl). If you spend a total of 5 fewer power points, it becomes “Medium (100 ft + 10 ft/lvl).” If you spend a total of 6 fewer power points, it becomes “Close (25 ft + 5 ft/2 lvls).” |
| Asadeseth11-09-07, 08:23 PM | Not Important Telepathy (Charm)[Mind effecting] Level: Telepath 2 Display: Me Manifesting Time: 1 Standard Action Range: 30 ft Area: 30 ft spread centered on you Duration: 10min/ level Saving Throw: Will negates Power Resistance: Yes Power Points: 3 One of the most dangerous things in combat for a Psion is being noticed, so long as your opponents think you relatively not important they are less likely to target you. "Not Important" targets all opponents within 30 ft of you making you seem less relevant to them. Though they still perceive you and if your too blatantly a threat to them personally they will likely brake off to deal with you, your seen as the least worthy in the area of their attention. Most of the things the manifester dose from the effected point of view will seem less important and less flamboyant, to a limit. Explosions will seem only a fraction of how powerful they really are, damage dished out will seem about a quarter of how much it really was etc... Outside of combat use of this power make those effected tend to pay you less heed, giving you up to a +4 circumstance bonus to hiding in a crowd etc, but it will not help you if your a lone person trying to sneak into a guarded entry way when nothing else is going on. In no way does this power make you invisible, just less important. Augment: For an additional 4 power points the effected area increases to 50ft +5ft/level In addition, for every 2 additional power points you spend this power's save DC is increased buy 1. |
| moebius0011-09-07, 11:43 PM | Perspective Loss Psychometabolism Level: Psion/Wilder 3 Display: Visual Manifesting Time: Standard Action Range: Close (25 ft. + 5 ft./2 levels) Target or Effect: 1 Living Creature Duration: 1 Round/Level Saving Throw: Will Negates Power Resistance: Yes Power Points: 5 Through physical manipulation of the eye's ability to processes information a target makes subtle yet potentially fatal errors when judging distances. The affected creature perceives all distances as 5 feet further or 5 feet closer than they actually are, chosen by the psion at the time of manifesting. For example, creatuers under the effect of Perspective Loss misjudge the location of doors, the amount of movement needed to reach a target, their distance from a ledge, or the difficulty of a jump. An affected creature making a melee attack automatically misses the intended target, but may accidentally hit allies or other targets in the square being attacked. Affected creatures making ranged attacks, or attacks that affect multiple squares, including squares occupied by the intended target, suffer a 50% miss chance due to misjudged trajectories. If another creatrure or object occupies the attacked square, attack that target normally instead. Attacks that do not require an attack roll (such as area powers or targeted powers) are unaffected, unless a target is beyond the power's range or area of effect. Affected creatures confronted with "obvious" physical impossibilities (running into creatures or walls; grabbing fruitlessly for a doorknob; attacking completely empty squares; hitting allies with a melee attack) are granted an additional Will save. Missing with a ranged attack is never considered "obviously" impossible. An affected creature can make one such save per round. A creature without eyes cannot be affected by Perspective Loss, nor can creatures with eyes that lack a functioning nervous system (Constructs, Elementals, Undead). Augmentation: For every 4 additional points spent on Perspective Loss, the spatial distortion increases by 5 ft. For 8 additional points, this power can be manifested as an Immediate action. This affect does not increase the distortion. For every 4 points spent on any of these effects, the DC increases by 2. |
| Lokiyn11-10-07, 01:24 PM | Sinister Somnambulism Telepathy (Compulsion) [Mind-Affecting] Level: Telepath 4 Display: Mental Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One living creature Duration: 24 Hours, See Text Saving Throw: Will negates Power Resistance: Yes Power Points: 7 Sinister Somnambulism is a power designed to avoid the side effects of manifesting controlling powers on a target. This power last for 24 hours or until discharged. The discharge condition for the power is an hour of sleep or trance.Upon the successful manifestation of this power the manifester may, as a swift action, manifest any first level targeted mind effecting power on the target. The second power does not allow a save unless the save for the second power is greater than the save for the Sinister Somnambulism in which case the target saves when the power activates.All other targeting considerations (save for range) must still be met for the second power to sucessfully activate AugmentFor every 2 additional power points you spend, the level of the power inserted into the target is raised by a single level. |
| The Vorpal Tribble11-10-07, 09:07 PM | And the entering portion of the contest has ended. No further entries will be accepted. The judges will vote on the top 5 entries and the results will be posted on a new thread for voting by you the posters. Good luck! |