Friday, September 15, 2017

Psionics: Psychometabolist Science, Plant Affinity

Science: Plant Affinity

     Greetings friends, This series of posts will contains several psionic powers I have created for a personal character I have played for 28 years. The character, Rasa Mon Fry, is a Psychometabolist of moderate to high level. He has focused much of his psychometabolist studies on plant based abilities. I have played this character in many different settings and with many different DMs, needless to say he is well traveled.
     All of these powers are available to use in your campaigns. The character is one who will freely teach these powers to any psionicist who would like to learn them. He can be summoned by a special amulet.
     If, as a DM, you feel that these powers would be harmful to the balance of your campaign, feel free to ignore any or all of them!

by axelalonso

 

 Psychometabolism

Initial Cost: 20 PSPs
Maintenance Cost: 5 PSPs per round
Range: 0
Preparation Time: 1
Area of Effect: Personal
Score: Con-6
20: The characters skin takes on the appearance of plant bark until the power is
       used again successfully (no change in AC).
Power Score: The character gains two abilities instead of one.
Requirements: None

     When the psionicist first learns this power, he develops an affinity for a particular type of plant. He cannot choose the plant; the affinity is dictated by his aura. To determine the nature of the affinity, the psionicist's player rolls 1d20 and consults the table below. From that point on, when the character invokes this power, he can claim one of the plant's attributes as his own-temporarily. He can gain the plant’s armor class, hit points, or any other special ability. Only one of these can be used at a time, however. The effect lasts as long as the psionicist maintains the power. Switching to a different ability means paying the initial cost of the power again, and making a new power check. The character does undergo a physical change when this power is invoked. The extent of the change depends on the plant and the ability. For example, adopting a Cactus’ attack calls for Spines and needles.


d20 RollResulting Plant/Type
1Aartuk
2Algoid
3Ashira (Domesticated Tree)
4Bloodgrass (Grass)
5Bloodthorn
6Brambleweed (Brambles)
7Hunting Cactus
8Spider Cactus
9Chronolily
10Dryad (Oak Tree)
11Sequoia (Evergreen Tree)
12Hangman Tree (Carnivorous Plant)
13Kelpie
14Mantrap (Carnivorous Plant)
15Myconid (Fungus Man)
16Needleman
17Obliviax (Memory Moss)
18Ent (Treant, Tree Herder)
19Tri-flower Frond (Carnivorous Plant)
20Wood Wose (Nightshade Spirit)

Note

     The DM is the final arbiter on which plants/types are allowed for the character to have an affinity for. Some of the choices on the chart may be unbalancing to the game or campaign, Chronolily for example. Please feel free to alter the chart in any way you see fit!

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