Warhammer RPG: Old Night
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A Warhammer 40K/D20 hybrid game played on IRC. Set on Terra during the Age of Strife in the 29th Millennium.
 
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 Power Level 1

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Join date : 2015-12-01

Power Level 1 Empty
PostSubject: Power Level 1   Power Level 1 I_icon_minitimeSun Dec 06, 2015 4:12 pm

* For details on each indevidual power go to Pyker Power Rules


1st level Powers

   Air Bubble: Creates a small pocket of air around your head or an object.
   Alarm: Wards an area for 2 hours/level.
   Alter Winds: Increase/decrease strength of natural winds.
   Animate Rope: Makes a rope move at your command.
   Ant Haul: Triples carrying capacity of a creature.
   Anticipate Peril: Target gains a bonus on one initiative check.
   Blend: You change the coloration of yourself and your equipment to match that of your surroundings.
   Blurred Movement: As blur, but only while you are moving.
   Body Capacitance: Store electricity attacks used against you and release the energy as a touch attack.
   Bungle: Target takes a –20 penalty on its next attack roll or check.
   Burning Hands: 1d4/level fire damage (max 5d4).
   Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
   Charm Person: Makes one person your friend.
   Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
   Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
   Comprehend Languages: You understand all spoken and written languages.
   Corrosive Touch: Touch attack deals 1d4 acid/level.
   Crafter's Curse: Subject takes –5 on Craft skill checks.
   Crafter's Fortune: Subject gains +5 on next Craft check.
   Damp Powder: Ruins ammunition loaded in the targeted firearm.
   Dancing Lantern: Animates a lantern that follows you.
   Decompose Corpse: Turn a corpse into a clean skeleton.
   Delusional Pride: Target is penalized on attacks and checks but gains bonus against charms and compulsions.
   Detect Secret Doors: Reveals hidden doors within 60 ft.
   Discern Next of Kin: Read the target's mind to learn about its family.
   Disguise Self: Changes your appearance.
   Disguise Weapon: Changes one weapon's appearance.
   Ear-Piercing Scream: Deal sonic damage and daze target.
   Endure Elements: Exist comfortably in hot or cold regions.
   Erase: Mundane writing vanishes.
   Expeditious Excavation: Moves 5-ft. cubes of earth.
   Expeditious Retreat: Your base speed increases by 30 ft.
   Fabricate BulletsM: Converts 1 pound of metal into ammunition.
   Feather Fall: Objects or creatures fall slowly.
   Flare Burst: As flare, but affects all creatures in 10 ft.
   Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
   Forced Quiet: Target cannot make loud noises.
   Gentle Breeze: Light wind protects one target from clouds, gases, heat, and vapors.
   Glue Seal: Makes one 5-ft. square or one object sticky.
   Gravity Ammunition: Firearms damage increased up a die (D6 to D8)
   Grease: Makes 10-ft. square or one object slippery.
   Heightened Awareness: Your recall and ability to process information improve.
   Hold Portal: Holds door shut.
   Hydraulic Push: Wave of energy bull rushes an enemy.
   Hypnotism: Fascinates 2d4 HD of creatures.
   Icicle Dagger: Mental attack deals 2d4 +1 cold damage.
   Identify: Gives +10 bonus to identify tech items.
   Illusion of Calm: You appear to be standing still, even when you take some actions.
   Interrogation: Target answers questions or suffers pain.
   Jump: Subject gets bonus on Acrobatics checks.
   Jury-Rig: Removes the broken condition from the targeted object.
   Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
   Line in the Sand: Increase your attacks of opportunity per round.
   Lock Gaze: You compel the target to only look at you for the duration of the effect (eyes of the serpent).
   Long Arm: Gives you extra reach.
   Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
   Psyke Armor: Gives subject +4 armor bonus.
   Psyke Aura: Alters object's psychic aura.
   Psyke Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
   Psyke Weapon: Weapon gains +1 bonus.
   Memorize Page: Target perfectly memorizes one page of information.
   Memory Lapse: Subject forgets events back to last turn.
   Mirror Polish: Polish a metal item until it's usable as a mirror.
   Mirror Strike: You may strike multiple opponents with a single attack.
   Moment of Greatness: Doubles a morale bonus.
   Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.
   Negative Reaction: Targeted creature may not positively influence anyone.
   Obscuring Mist: Fog surrounds you.
   Peacebond: Locks a weapon in place on the target's body.
   Phantom Blood: Gain temporary hp if Con loss would knock you out or kill you.
   Polypurpose Panacea: Gain a relaxing or entertaining effect.
   Protection from Chaos: +2 to AC and saves, plus additional protection against Chaos manifestations
   Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.
   Ray of Sickening: Ray makes the subject sickened.
   Refine Improvised Weapon: Transform improvised weapon into a masterwork simple or martial weapon.
   Reinforce Armaments: Temporarily mitigates the fragile quality in targeted weapon or armor.
   Shadow Weapon: Create a quasi-real masterwork weapon.
   Shield: Invisible disc gives +4 to AC, blocks psyke missles.
   Shock Shield: A shield of force protects you until you dismiss it in an explosion of electricity.
   Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
   Silent Image: Creates minor illusion of your design.
   Sleep: Puts 4 HD of creatures into magical slumber.
   Snapdragon Fireworks: Create 1 dragon firework/level.
   Sow Thought: Plant an idea, concept, or suspicion in the mind of the subject.
   Stone Fist: Your unarmed strikes deal +1d6 dmg.
   Stone Shield: 1-inch-thick slab of stone springs up from the ground, shielding you.
   Stumble Gap: Small hole trips creatures.
   Stunning Barrier: Psyke field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.
   Theft Ward: You ward a single object in your possession against theft.
   Thunderstomp: Trip one creature within range.
   Touch of Combustion: Causes the target to ignite in a violent burst of flame. 1d6/level fire dmg
   Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
   True Strike: +20 on your next attack roll.
   Undine's Curse: Target loses its body's natural ability to breathe automatically.
   Unerring Weapon: Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.
   Unprepared Combatant: Target takes –4 on initiative and Reflex saves.
   Unseen Servant: Invisible force obeys your commands.
   Urban Grace: You become one with the city around you, allowing you to move more easily through its crowds and buildings.
   Vanish: As invisibility for 1 round/level (5 max).
   Ventriloquism: Throws voice for 1 min./level.
   Vocal Alteration: Disguise target's voice.
   Weaken Powder: Targeted firearm's ammunition halves the firearm's range and imposes a –2 penalty on damage rolls.
   Web Bolt: You launch a ball of webbing at a target, causes target to be affected as if by a web spell.
   Windy Escape: You respond to an attack by briefly becoming vaporous and insubstantial.
   Youthful Appearance: Target appears younger.
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