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We need psionics!!
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<blockquote data-quote="Christopher Lambert" data-source="post: 1826606" data-attributes="member: 25412"><p>Did you really have to add this? I've never seen a way to <em>not</em> break this ability.</p><p></p><p><span style="color: red">Datalink</span></p><p>Telepathy</p><p>Level: Mindwalker 1, Psionic Agent 1</p><p>Display: Me</p><p>Manifesting Time: 1 standard action</p><p>Range: Close</p><p>Target: one computer, AI or robot (see text)</p><p>Duration: 1 minute/level?</p><p>Saving Throw: Will negates</p><p>Power Resistance: Yes (where appropriate)</p><p>Power Points: 1</p><p></p><p>Some psychics have the talent to link one's mind with a computer (or a cybernetic machine) without using a physical connection of any kind.</p><p>The power can be used to operate computers or similar devices with mental commands, or to mentall scan a memory unit or storage device.</p><p>Once connected to a computer, the psychic can send their consciousness to other linked computer within the power's range.</p><p>Using this power grants a +2 bonus to Computer Use checks, and operations that don't involve connnecting to another computer are complete in half the usual time. This power enables you to connect with devices that you normally couldn't operate (eg a base 8 techno-organic computer) but if that's the case you suffer a -4 penalty to your Computer Use check. Some species have created computers that naturally respond to psionic commands; you can use this power or mindlink to connect to such computers.</p><p>By spending 4 additional power points (this requires a 5th-level manifester) you can control someone's cybergear. So long as you know they possess any, you can reach into their cyberconscious and grab control of it, forcing it to act as you direct if they fail a Will save (DC 13 + Charisma modifier). It uses your skill checks, BAB and so forth, with a -4 penalty, and you use your Charisma modifier instead of the usual ability score modifiers. If you force the cybergear to hinder your opponent, they don't get another saving throw. However, if you force the cybergear to harm your opponent (or another creature) then the victim is allowed another Will save. For instance you could force a cyborg equipped with an internal weapon mount with an attached plasma pistol to attack himself with it, provided he fails a second Will save. You use your BAB and Charisma modifier to determine the attack roll, but must apply a -4 penalty to the attack roll.</p><p>By spending 6 additional power points (this requires a 7th-level manifester) you can control a robot or AI. You can implant commands in a single robot or AI which fails it's Will save (DC 14 + Charisma modifer) which then behanves as if you affected it with a suggestion power - it follows one command for 1 hour/manifester level. To do so, you must succeed a a Computer Use check (DC 20 + robot's Hit Dice). The DC is subject to change. Modern characters can have high Computer Use checks, but psychics don't have Savant (Computer Use) as a talent. </p><p>As an example, suppose you were confronted by a robot, which demanded that you give it a passcode or it would arrest you. You can infiltrate the robot's programming, change the passcode, and add a bit of programming telling it to attack anyone (with lethal force) who gives it the old passcode. </p><p></p><p>So... way too powerful, no doubt?</p><p></p><p>This power was developed by evil fraal in the StarDrive setting and is used to punish opposing manifesters.</p><p></p><p>The object is to keep the power level at 5th-level or below and the duration to at least 2 days. This may mean nerfing the amount of power point loss, manifestation time, and so forth.</p><p></p><p><span style="color: red">Excoratt</span></p><p>Psychokinesis [Fire]</p><p>Level: Psion 5</p><p>Display: See text</p><p>Manifestation Time: 1 standard action (too short?)</p><p>Range: Medium</p><p>Area: 5 ft. burst</p><p>Duration: 1 day</p><p>Saving Throw: Reflex negates</p><p>Power Resistance: Yes</p><p>Power Points: 9</p><p></p><p>This power reaches out to the mind of an offending psionic creature and unleashes a brief pyrokinetic flash on and within the creature. It immediately does 2d6 points of fire damage (half to all creatures within 5 ft.). Once the violet flames die down at the end of the round, a surviving target remains wreathed by a corona of violet flames for the duration of the power. These flames are harmless and don't create illumination.</p><p></p><p>As long as the flames "burn" all psionic powers manifest by the target cost an extra 4 power points. This doesn't count against the power point cap, the points are just lost (similar to Volatile Mind). Creatures that manifest powers innately take twice as long as normal to manifest a free power.</p></blockquote><p></p>
[QUOTE="Christopher Lambert, post: 1826606, member: 25412"] Did you really have to add this? I've never seen a way to [i]not[/i] break this ability. [color=red]Datalink[/color] Telepathy Level: Mindwalker 1, Psionic Agent 1 Display: Me Manifesting Time: 1 standard action Range: Close Target: one computer, AI or robot (see text) Duration: 1 minute/level? Saving Throw: Will negates Power Resistance: Yes (where appropriate) Power Points: 1 Some psychics have the talent to link one's mind with a computer (or a cybernetic machine) without using a physical connection of any kind. The power can be used to operate computers or similar devices with mental commands, or to mentall scan a memory unit or storage device. Once connected to a computer, the psychic can send their consciousness to other linked computer within the power's range. Using this power grants a +2 bonus to Computer Use checks, and operations that don't involve connnecting to another computer are complete in half the usual time. This power enables you to connect with devices that you normally couldn't operate (eg a base 8 techno-organic computer) but if that's the case you suffer a -4 penalty to your Computer Use check. Some species have created computers that naturally respond to psionic commands; you can use this power or mindlink to connect to such computers. By spending 4 additional power points (this requires a 5th-level manifester) you can control someone's cybergear. So long as you know they possess any, you can reach into their cyberconscious and grab control of it, forcing it to act as you direct if they fail a Will save (DC 13 + Charisma modifier). It uses your skill checks, BAB and so forth, with a -4 penalty, and you use your Charisma modifier instead of the usual ability score modifiers. If you force the cybergear to hinder your opponent, they don't get another saving throw. However, if you force the cybergear to harm your opponent (or another creature) then the victim is allowed another Will save. For instance you could force a cyborg equipped with an internal weapon mount with an attached plasma pistol to attack himself with it, provided he fails a second Will save. You use your BAB and Charisma modifier to determine the attack roll, but must apply a -4 penalty to the attack roll. By spending 6 additional power points (this requires a 7th-level manifester) you can control a robot or AI. You can implant commands in a single robot or AI which fails it's Will save (DC 14 + Charisma modifer) which then behanves as if you affected it with a suggestion power - it follows one command for 1 hour/manifester level. To do so, you must succeed a a Computer Use check (DC 20 + robot's Hit Dice). The DC is subject to change. Modern characters can have high Computer Use checks, but psychics don't have Savant (Computer Use) as a talent. As an example, suppose you were confronted by a robot, which demanded that you give it a passcode or it would arrest you. You can infiltrate the robot's programming, change the passcode, and add a bit of programming telling it to attack anyone (with lethal force) who gives it the old passcode. So... way too powerful, no doubt? This power was developed by evil fraal in the StarDrive setting and is used to punish opposing manifesters. The object is to keep the power level at 5th-level or below and the duration to at least 2 days. This may mean nerfing the amount of power point loss, manifestation time, and so forth. [color=red]Excoratt[/color] Psychokinesis [Fire] Level: Psion 5 Display: See text Manifestation Time: 1 standard action (too short?) Range: Medium Area: 5 ft. burst Duration: 1 day Saving Throw: Reflex negates Power Resistance: Yes Power Points: 9 This power reaches out to the mind of an offending psionic creature and unleashes a brief pyrokinetic flash on and within the creature. It immediately does 2d6 points of fire damage (half to all creatures within 5 ft.). Once the violet flames die down at the end of the round, a surviving target remains wreathed by a corona of violet flames for the duration of the power. These flames are harmless and don't create illumination. As long as the flames "burn" all psionic powers manifest by the target cost an extra 4 power points. This doesn't count against the power point cap, the points are just lost (similar to Volatile Mind). Creatures that manifest powers innately take twice as long as normal to manifest a free power. [/QUOTE]
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