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Amorfos
By: Raven Tepes Date: February 20, 2022, 11:40 am
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"What are you? What can you do? Do you have to eat? Does your
species have gender? Will you pose for a picture so I can show
my friends back home?"
~ Amorfos
"If it has a weapon and looks threatening, then it's best to not
just take the form of the species and run up to the armed being.
Living Realm beings with weapons have a tendency to use those
weapons on any thing or one that doesn't fit in."
~ Amorfos to another Amorph in the Astral Planes
Name: Amorfos
Nicknames: None as of yet
Age: Unknown
Species: Amorph (Sentient Mass of Living Ectoplasm)
Plane of Existence Origin: Astral Plane/Spirit Realm/Afterlife
~ Location within Plane: Mind's Eye, Psyscape (Humanoid kingdom
of Living Realm psychics on the Astral Plane)
Gender: Asexual - No Gender
Height: varies with form
Weight: 41 lbs
Organization: None as of yet
Natural Abilities:
Ectoplasmic Metamorphosis: As nebulous blobs of living
ectoplasm, Amorphs are the ultimate shapechangers, able to take
virtually any form they desire. Not only can they assume the
appearance of any humanoid or animal, they can also change into
plants and inanimate objects. Size can range from as small as a
cat to the size of an adult dragon. The Amorph is able to expand
and reduce its size at will because ectoplasm, unlike most
substances, has no set volume or mass. Weight however does not
change to match the character's size and mass, it is always the
same whether the character is small as a cat or as large as a
tank.
Besides just copying the looks of an object or person, the
amorph can mimic its texture identically so that its skin looks
and feels like scales, slime, fur or like smooth polycarbonate
plates or metal (but not its M.D.C. or other capabilities). When
the Amorph takes on the appearance of a humanoid, it is able to
reproduce the appearance and texture (but not damage capacity)
of clothes, armor, hats, jewelry, watches, eyewear and other
assorted features and "decorations." Hence an Amorph can copy
exactly Bob the CS soldier with Dead Boy armor, weapons and all,
but the armor, weapons and equipment are effectively powerless
props or toys. However, the shape changer cannot imitate the
voice, abilities, or powers of any character, object or vehicle
he copies, only the physical appearance. The Amorph is asexual
and therefore can change into either male or female gender,
whichever is more appropriate.
Another aspect of the Amorph that never changes are its
attributes; these too stay the same regardless of its size and
appearance. In all cases, the Amorph must have visual,
3-dimensional contact with whatever it is that it wants to
imitate. They cannot do so from memory. Other than these
minuscule restrictions, the character can completely duplicate
the appearance of any particular living being and most objects,
including bots and vehicles.
Magic and Psychic Energy Eater: They don't need to breathe and
feed on magic and psychic energy (need roughly 21 points a week,
or three a day). Magic and psychic energy can be acquired from
ley lines or "offerings" from living beings willing to share
some of their energy; the offeror designates the amount made
available.
Amorphic Ectoplasmic Intelligence Physiology: Their natural form
is a big glob of featureless ectoplasm. In the physical realm:
As an Amorphic Ectoplasmic Intelligence, it can float and move
in thin air (slow speed and never higher than 50 feet/15.2 m
above ground), flatten its body to the thickness of a sheet of
paper, or narrow its body to the thickness of a pencil and can
slip under doors, through cracks or holes, or to hide. Can fly
and hover at will (no I.S.P. cost) and can float and fly above
water. They use psionics to "sense" much of the world and see
through a sort of psychic visions and understand all languages
via Telepathy. Communicate via telepathy at no psychic energy
cost.
Special shape changing as noted above, see the invisible (no
psychic energy cost; including Astral beings, spirits and
entities), the equivalent of perfect human vision and hearing,
and can sense the presence of Dragon Roads/ley lines at one mile
(1.6 km). In the Astral Plane they retain their shape changing
and body shaping abilities (flatten, etc.), communicate via
Telepathy, flying speed is tripled, Astral Navigation 80% plus
1% per level of experience and can sense the presence of Dragon
Roads/ley lines at 10 miles (16 km).
Automatic Dodge: In combat, the Amorph have a distinctive
defensive maneuver that works like an automatic dodge (can dodge
without using a melee action), except that instead of throwing
their whole body out of harm's way, they move just the specific
part that is endangered by "globbing" out of the way. When an
attack comes, the creature's body responds by bending out of the
way, creating an opening through which the attack can pass, or
by sucking an appendage back into the central blob body and
causing the attack to miss.
These reactions are instinctive, reflex actions that require no
thought on the part of the character. For that reason, this kind
of dodge is done automatically and doesn't cost the amorph any
of its melee attacks as does a regular dodge. Note that all
normal bonuses to dodge from hand to hand combat training apply
to this ability. In addition, the character gets a +10% bonus to
automatic dodge with each training level.
While the ability to reflexively avoid being struck by attacks
may sound great, it can ruin the illusion of the Amorph's
physical disguise. An Amorph can choose not to use its automatic
dodge ability by concentrating on maintaining its disguise. This
is difficult however, requiring the character to forfeit one
melee attack/action and suffers a penalty of -10% on all combat
rolls for the rest of that melee round.
Psionics: The power to use mental/psychic powers. Fueled by
Psychic Energy/Psychic Force. The user can use various forms of
psychic abilities/powers, including telekinesis, telepathy,
teleportation, technopathy, foresight, etc. These abilities are
considered supernatural phenomena related to psychological
attributes of consciousness, such as the mental, emotional and
(possibly) spiritual.
Amorph Applications:[/I]
Telepathy
Telekinesis
Empathy
(
HTML https://powerlisting.fandom.com/wiki/Psionics)
Regeneration: The power to rapidly heal. Users possess a
regenerative healing factor, meaning that they can rapidly heal
and get restored to their optimal and full health/state at an
extremely fast rate. Unlike Healing, regeneration/healing factor
is a process that happens unconsciously without the need for
activation, resulting in a constant state of optimal health.
Regeneration is a process that occurs in all biological
entities, but a regenerative healing factor is much more
efficient, seamless, and powerful. So much so that users can
recreate lost or damaged tissues, organs, and limbs, sometimes
slowing, or even stopping aging, something natural regeneration
can never accomplish (or does so extremely slowly). The rate and
amount of healing vary widely (see Levels of Regeneration); some
can regrow missing limbs, others must put the limb back in place
for rapid regeneration. The user is generally in very good
physical shape, as their bodies are constantly reverting to a
healthy state, granting them nigh-inexhaustible stamina and
vitality.
(
HTML https://powerlisting.fandom.com/wiki/Regenerative_Healing_Factor)
Planeswalking: The power to travel to other planes of existence.
The user can travel to other planes of existence, myriads of
different realities all simultaneously coexisting within the
same expanded cosmology. Planes are often multi-layered and
likely endless in number, though they are usually organized into
local cosmologies centered on a prime nexus plane.
Users of advanced levels can create pathways of their very own
that links to any specific place within any plane of existence
that could go beyond their own cosmology, opening and closing
doors to travel in and out to new worlds beyond their universe,
even create crossroads to different dimensions regardless of
their nature within said existence to travel into new realities,
time streams and even metaphysical realms.
Planes and their inhabitants exist in an infinite diversity of
forms and natures, and users are bound to meet untold wonders
and dangers during their travels, as well as exotic artifacts,
arcane knowledge, and unique power sources.
(
HTML https://powerlisting.fandom.com/wiki/Planeswalking)
Contaminant Immunity: The power to be immune to poisons,
bacteria and diseases. The user is immune to poisons, toxins,
venoms, viruses, bacteria, parasites, pathogens, allergen, etc.
Immortality: The power to never die. Users possesses
immortality: an endless lifespan, as they can never die, never
age, never get sick, are completely self-sustaining, free from
all bodily necessities, and can shrug off virtually any kind of
physical damage. Users are often called "Immortals". Some users
are the defensive type, simply preventing all damages, to appear
physically invulnerable, while others are the regenerative type,
surviving and quickly recovering from anything you throw at them
while at the same time they are capable of resurrecting
themselves instantly after death or even the combination of the
two.
[I]Psychic Techniques/Abilities:[/I]
[i]Sensitive Techniques:[/I]
Object Read: Also known as Psychometry, uncanny ability enables
the psychic sensitive to receive impressions and images from an
object regarding its use, history, and past owners. This is done
by holding the object and concentrating on a specific line of
thought or opening up to general impressions (the latter is
always more vague and random). Just as a psychic must open
himself to sense evil or magic, he must open himself to the
object. If successful, he will receive impressions and/or images
revealing bits of information.
[i]Impressions Include:[/I] General alignment of last owner
(good, evil, neutral), general emotional state of mind (angry,
happy, sad, hate filled, etc), the object’s general purpose,
whether the last owner is alive or dead, and whether the item
has been used with/by magic or supernatural forces. Object Read
will also conclusively indicate whether the item is currently
enchanted or contains a supernatural force/entity as well as its
alignment and emotions. If the item is possessed, an Object Read
makes the reader totally vulnerable to psychic attack.
[i]Images:[/I] The psychic can also see images of isolated
events which have happened in the past. This will provide
snippets of images and events that will offer glances of the
previous owner and other close to him. Traumatic and emotion
filled events/images are the easiest to see. Impressions will
accompany the images, adding to the story as it unfolds.
Information includes: approximate age, weight, height, build,
race, sex, sometimes occupation, hair length and color, special
facial or body features such as a scar or tattoo or beard (very
often exact facial features are out of focus, blurred, or
obscured), object’s use/purpose, and some special events,
usually very traumatic, important or happy. Often the event
image will be fragmented as if it was a piece of movie film
edited by a crazy man. The event will always be one in which the
object was involved.
The present can also be glimpsed but at a cost of one round
extra of concentration with no guarantee of success. Sometimes
the psychic can focus in to see and feel the last owner as
he/she is at that moment. This will provide an idea of what
his/her current state of mind/emotion, appearance, dress,
general location (that is to say a bedroom, office, street,
outdoors, etc; no address or sense of close or far is provided),
general features (shaved his head, dyed hair, etc), and so on.
The psychic may be able to identify a place to identify a place
or person by feature if he has seen it before or runs into him
in the near future.
[i]Range:[/I] Touch
[i]Duration:[/I] Up to 12 minutes
Empathic Transmission: This incredible ability enables the
psychic to instill a powerful emotion into another living
creature; person, animal or supernatural being. Each psychic
attack/transmission can only affect one creature at a time.
Several supernatural creatures have this ability or some aspect
of it.
Despair or Sorrow: Invokes great emotional upheaval, deep sorrow
and a sense of loss. There is a 50% chance of the victim
surrendering or leaving without a battle; furthermore victims
are -15% to parry and dodge.
Confusion: Disorients the person so badly that he has no sense
of direction, time, or of what is exactly going on. Victims are
-30% to strike, parry and dodge, and lose initiative in any
combat.
Fear: Invokes unreasoning terror in all those affected. Victims
are -30% to strike, parry and dodge, plus there is a 66% chance
that those affected will turn and run.
Hate or Anger: Will prompt those affected to act rashly, charge,
attack, argue violently, etc. Victims are likely (60% chance) to
attack, kill, harm, or betray those they dislike; +10% (yes,
that's plus)
to strike, -15% to parry and dodge.
Love or Peacefulness: Will induce a deep feeling of serenity,
dispelling anger, hatred, sorrow, and so on. Hostile opponents
are likely (60% chance) to reconsider their actions, deciding
not to attack, show mercy, leave without being overtly cruel or
destructive, halt a rampage, and so on. It does NOT make its
victims docile sheep, but curbs hostility.
Trust: Will make its victims believe everything the psionic
tells them, but only while under the empathic influence. Life
threatening suggestions that go against deep-seated fears or
ideals provide an additional savings throw against the suggested
action; with a bonus of + 25% to save.
Remote Viewing: To use this power, the psychic needs a photo or
video image to focus on, even if he knows the person or place
intimately. When focused on a particular person, the psychic can
see in his mind what the person is doing at that moment for 18
seconds. The image appears as if the character were looking down
through a skylight. He sees only a glimpse of things and may not
remember all details. Likewise, he may not see other people
outside his line of vision, because the focus is a particular
person, not the entire room. If the target is moving, walking,
or driving, the remote viewer will know this and follow along
for a few seconds, although he may not have a clear idea of his
surroundings, but enough of an impression to recognize it if he
sees it personally.
The character may also remote view a specific place such as a
small to medium room, a corner in a playground or field, a
specific entrance to a building, a particular section of an
alley, etc., but not an entire house, office building, stadium,
street, etc. As before, he must have a photograph, video or
frame of film to focus upon. For 18 seconds, the psychic will
see whatever occurs in that small area of that particular place.
In the alternative, the psychic can use remote viewing to catch
glimpses/images that tell something about the subject of the
viewing. In this instance, he must have 2-4 specific questions,
such as, is so and so alive ... the image of the character
smiling as he walks through the area appears, or flashes of a
brutal attack, blood, and a falling body (indicating death), and
so on.
In either case, the psychic cannot look at the same person or
place via remote viewing again for another 24 hours.
Weakness: Special. Other psychics can feel or sense when
somebody is trying to observe them and can try to resist it by
concentrating for one full round with psychic energy. The
psychic trying to view is blocked, and he knows that the target
has deliberately done so. The target of this power gets no
impression from being viewed remotely and has no idea why he is
being viewed or by whom.
Range: Self
Duration: 18 second flash of insight or vision of current
events.
Mask Psionics: This is a psionic power that enables the
character to completely mask all spiritual aspects of his
psionic energy and powers. Even the aura is temporarily altered.
As a result, other psychics, Dog Boys, Psi-Stalkers, and
creatures who can sense psionics or see aura will not detect
psionics in a character who is masked. However, the masked
psychic must "block" himself
from the world, which means he cannot use any of his psionic
senses or abilities, nor receive empathic or telepathic
impressions until he lets the mask go.
Range: Self
Duration: 10 minutes per level of training
Commune With Spirits: Using this power, a psychic can "feel"
(not see) the presence of spirits. The term "spirit" includes
entities (including ghosts and possessing ones), invisible
Astral Travelers/Astral beings, the splintered life essence of a
god or alien intelligence, the mysterious Indian Spirits, a
spirit or demon (or god) possessing a familiar or witch, and
imprisoned souls and life essences in rune weapons and similar
magical prisons.
The psychic can ask the spirit questions by speaking aloud,
although the creature often understands the question on an
empathic or intuitive level. Only the psychic hears the answer
(unless he's using a group trance) and the answer can be in
words or powerful emotions (he suddenly feels its hate, fear,
anger, sorrow, etc., instead of a verbal response). It is
important to note that the spirit is under no obligation to
answer truthfully or to answer at all. Angry and uncooperative
spirits may lie, pretend
to be somebody else, lash out at the psychic with its own
psi-abilities or cause mischief. Likewise, the psychic cannot
"feel" or sense the creature's alignment, or magic energy, nor
can he use any of his other psionic powers while he is in
communion with the spirit. Furthermore, the spirit may break off
communication at any time, although the psychic can still "feel"
if it is within the immediate area (30 feet/9 m radius). The
psychic can also break contact at any time, but when he does so,
he can no longer tell if it is still hanging about.
Range: Self
Duration: Two minutes per level of training experience.
Psychic Omni-Sight: An advanced form of extrasensory perception
that allows the psychic to have a sort of controlled out of body
experience. The psychic must spend one minute in meditation and
enter into a trance state. While entranced, his spirit or
essence seems to rise 10-20 feet above his physical body (this
is not visible to anybody but other psychic sensitives who can
see the invisible, auras or spirits).
From this vantage point, combined with heightened awareness, the
psychic sees through his mind's eye, without having to use his
normal vision or senses. Psychic Omni-Sight is incredible,
enabling the psychic to see in all directions at once, to see
radiation, thermal patterns, the invisible, and to literally see
any movement, even of the wind! This power enables the psychic
to guard or survey a campsite for signs of wayward group members
or approaching dangers (maximum range 500 feet/152 m; this
psionic vision is stopped/contained by walls and other
obstacles). It can also be used to survey an area for things
that might otherwise escape normal sight or take much longer to
locate and identify.
[i]Special Bonuses & Abilities:[/I]
• Pinpoints the locations of electrical outlets, electronic
"bugs" (spy and surveilance devices), electronic devices and
other energy and heat sources, as well as bionic body parts and
cybernetic implants close to the surface of the skin (not
bio-systems or artificial internal organs). Such concealed or
obscured items can be identified by their shape and heat
pattern. Success Ratio: 40% +5% per level of experience.
• This ability can also help the psychic to locate secret
compartments and trap doors. Success Ratio: 25% +5% per level of
experience.
• See the infrared and ultraviolet spectrums of light.
• See heat signatures: can tell if an engine has been recently
used or a weapon recently fired (within the last 15 minutes),
follow recent footprints or vapor trails (within the last five
minutes), see heat signature in darkness and so on.
• Hyper-sensitive to movement. The psychic can not be surprised
by movement or attacks within the 500 foot (152 m) radius or
confines of the area under psionic scrutiny (may be
substantially smaller indoors; closed off by walls and doors).
[i]Limitations:[/I] Although keenly aware and alert while using
Psychic Omni-Sight, the psychic cannot take physical action, not
even to speak, nor use most psionic powers unless he
cancels/ends the ability. He can awaken the instant the
psi-ability ends and leap into action.
While entranced by Omni-Sight, the character can only use the
following psionic powers: empathy, telepathy, see aura, empathic
transmission and telekinesis. The number of psionic
attacks/actions per melee round are half those normally
available when not entranced.
[i]Range:[/I] 500 foot (152 m) radius.
[i]Duration:[/I] 5 minutes per level of experience.
Presence Sense: Presence sense is a sixth sense which will alert
the character to the presence of supernatural and magic
creatures in the area. The ability can not pinpoint the location
of the presence, but will give the psychic the impression of
whether it is near (within 50ft/15.2m) or far (beyond
90ft/27.4m). It will also give the character a vague idea of how
many presences there are; one (1 or 2), a few (3 to 6), several
(7 to 14), or many (15 or more). The psychic can also sense
human presences, but with much less accuracy. It is more of a
feeling of "We are not alone." The person's distance is
indeterminable and the number of people is limited to a sense of
one or two or many (and that is only right 50% of the time).
[i]Range:[/I] 120ft/36m area
[i]Duration:[/I] 2 minutes (8 melees) per level of experience.
Sense Evil: This psi-power is a much more refined ability to
feel the presence of evil. All supernatural creatures radiate
their alignment, good or evil. A psychic sensitive will
automatically feel supernatural evil without spending psychic
energy. However, to get a clearer picture of the evil force(s)
the character must open himself and use the sense evil ability.
The sense evil psi-power will indicate the general number of
supernatural evil: one, a few (2-6), several (7-14), or many (15
or more). It can also register the intensity of the evil and
pinpoint the general location of the source(s) to a particular
room(s), possessed object or person, or distance; i.e. very near
(within 15ft/4.5m), near (within 50ft/15.2m), or far (60 to
140ft/18.2 to 42.7m). The character can track the source of
supernatural evil, like a bloodhound, by sensing how close it is
to him.
Evil emanations from human beings are much less distinct and
cannot be felt unless the source-person has an immediate evil
intention and has psychic powers or is psychotic. The former can
mask his evil intentions with a mind block.
[i]Range:[/I] 140ft/42.7m area.
[i]Duration:[/I] 2 minutes (8 melees) per level of experience.
Sense Magic: The ability to sense magic is much like the sense
evil psi-power. The psychic can feel magic energy, tell whether
it is near (within 20ft/6.1m) or far (up to 120ft/36m away) and
follow the emanations to pinpoint their source as a particular
place, room, person or object.
[i]Note:[/I] Invisible, magical supernatural creatures or
objects can only be traced to a general area, like a specific
room or comer. The psychic will also be able to sense whether or
not an object has magic powers, if a person or item is
enchanted/under a magic spell (this does not include psychic
powers), when magic is being used within the area (120ft) and
when a person is casting a spell (users of magic do not radiate
magic energies until they call upon them).
[i]Range:[/I] 120ft/36m area
[i]Duration:[/I] 2 minutes per level of experience.
Intuitive Combat: This is a form of telepathy geared to give the
psychic an advantage in melee combat. To put this ability in
place, the psychic must concentrate for one melee round (15
seconds), putting himself in a Zen-like state of awareness. For
the next two melee rounds, the Intuitive Combat sense makes the
character one with his body and weapon, reacting quickly and
efficiently with amazing reflex action, balance and grace. Note:
The psychic is unable to use any other psionic power, including
mind block, while this power is in use. He can cancel it with a
thought.
[i]Bonuses:[/I]
+40% on initiative
+25% to strike
+25% to parry
+50% dodge
+50% to pull punch
+30% to roll with punch, fall or impact
+30% to disarm
Cannot be caught by surprise, even by attacks from behind or
from long-range, which means he can try to parry or dodge all
attacks leveled at him.
+10% to abilities granted by the acrobatics and/or gymnastic
skills, as well as +10% to climb and swim skill.
[i]Range:[/I] Self
[i]Duration:[/I] Two melee rounds per level of training
experience
[i]Physical Techniques:[/I]
Mind Block: This is the ability to completely close or block
oneself from all psychic/mental emanations. When intentionally
closed to supernatural or psychic forces the character cannot
sense anything, cannot use psychic abilities, nor be influenced
by others. A Mind Block will prevent penetration of Telepathy,
Empathy, Hypnotic Suggestion, Day Dream, Empathic Transmission,
and all forms of mind affecting abilities. It can be an
invaluable protective mask when dealing with malevolent psychic
forces.
[i]Note:[/I] Mind Block only blocks psionic attacks that
psychic’s mind or emotional state. It offers no protection
against magic.
[i]Range:[/I] Self
[i]Duration:[/I] 10 minutes per level of experience
Alter Aura: A truly unique power that many psychic investigators
claim is impossible and does not exist. Only a handful of
physical psychics can manipulate their physical energy in such a
way that it changes their aura. The altered aura will send the
wrong message to those who can see
auras. Alterations include:
• General level of experience can be made to seem much lower
(level
1 or 2) or much higher than it really is.
• Conceal the presence of psychic powers.
• Conceal level of base magic, ki/chi, and psychic energy. (made
to seem much lower).
• Conceal the presence of magic.
[i]Range:[/I] Self
[i]Duration:[/I] One hour per each level of experience.
Ectoplasm: This mystifying ability enables the psychic to create
a slightly luminous, vapor-like substance that is exuded from
the pores. Ectoplasm has two forms: an invisible vapor and a
luminous, solid state.
The vapor is a sort of floating, probing finger that can snuff
out candles, open doors, knock over or pick up small objects
(weighing under 9 ounces/255 grams), tap somebody on the
shoulder, rustle leaves and knock on a door. The ectoplasmic
vapor can be seen only by its creator, psychics and supernatural
beings who can see the invisible, or with infrared optic systems
(including i.r. camera lenses, i.r. gun sights, etc.).
Ectoplasm, although an invisible vapor, has physical properties,
which means it can not go through walls or other solid
obstructions. Thus, a person walking into an ectoplasm stream
may feel a slight sensation, like walking into a spider's web or
brushing against a cotton ball. Often a person will unwittingly
walk into and snag the stream of floating ectoplasm, pulling or
stretching it along without being aware of it. In such cases,
the psychic must maneuver the snagged portion to loop around the
human obstruction. The creator of the vapor can control the full
length of the vaporous stream like a floating tentacle. Although
the vapor can not go through solid objects it can slip through
keyholes, cracks under doors or loose seals around a window. If
a breeze can blow through, so can ectoplasm. The only drawback
is that the character must be able to see the ectoplasm to
maneuver it.
The solid state of ectoplasm can be a startling sight, for it is
clearly visible to everyone. In this form the ectoplasm can be
shaped into an extra limb, such as a hand or arm and hand, or
tentacle or even a foot. The ectoplasmic limb appears as a
white, slightly luminous appendage connected to a trail of
ectoplasm stretching back to its creator like a life-line of
silly putty. The appendage and its connecting line can hover,
float, levitate and fly (at a speed of 18). The solid
ectoplasmic limb has much greater strength; able to carry, lift
or hold up to 401bs/18kg, but can not squeeze through the tiny
openings that the vapor can. An opening must be at least the
size of a quarter for solid ectoplasm to fit, and then the limb
must be turned into a thin tentacle and reformed on the other
side of the opening. Ectoplasm can also be used to create a face
or even a full figure, although detailed features are
impossible. Ectoplasmically created images may explain
apparitions reported during some seances.
[i]Ecto-Combat:[/I] The ectoplasm vapor and solid form both have
an automatic dodge against all attacks directed at any of its
length. That means an attempt to hack the middle of the
ectoplasmic stream/connecting line will see that portion of the
ectoplasm suddenly swerve, loop or bend with a life of its own
to avoid the attack. The dodge at the midsection (or anywhere
else) does not count as an attack/action by the appendage at the
other end. The appendage also gets an automatic dodge in
addition to its attacks/actions per melee. A vapor or solid
appendage must be controlled by its creator at all times (except
the automatic dodge); thus, it has a number of attacks/actions
equal to its creator's. So, if the psychic has four attacks per
melee, the ectoplasm appendage also has four attacks. However,
each attack/action by the ectoplasm counts as one of the
character's attacks/actions that melee.
The solid ectoplasm appendage is not a great tool for combat. It
limits the person's attacks/actions per melee and has minimal
strength; equal to about a P.S. attribute of 4. A punch or kick
does a mere one point of damage. Damage can be increased by the
appendage using any type of hand-held weapon under 401bs and
less than five feet (1.5m) in length. Small modern weapons, such
as a pistol or revolver, can be used, but are minus -25% to
strike. The vapor can not use any weapons weighing more than 9
ounces and can inflict no damage of its own.
[i]Ecto-Combat Statistics:[/I]
• Vapor and solid get an automatic dodge against all attacks,
including multiple or simultaneous attacks.
• +15% to dodge; applies to vapor and solid.
• + 10% to parry; applies to vapor and solid.
• + 10% to strike; applies to vapor and solid.
• Astral S.D.C. is 40 plus one hit point. Applies to vapor and
solid. If the ectoplasm is destroyed the creator takes one hit
point and 10 S.D.C. of physical damage.
• Vapor inflicts no physical damage, but can touch, tap or
pickup and carry objects weighing 9 ounces or less.
• Solid ectoplasm inflicts one point of damage in combat or by
weapon.
• Attacks or actions per melee are equal to its creator's. Each
attack/action by the ectoplasm, excluding dodges, counts as one
of the character's attacks that melee. A pair of ectoplasmic
limbs will divide the attack between the two equally.
• Sunlight or bright artificial light (250 watts) reduces the
range to half.
• Maximum range possible for vapor and solid is 40ft plus 5ft
per level of experience (12.2+1.5 meters per level).
• One full melee (15 seconds) is required to create an ectoplasm
vapor or solid appendage.
• Half a melee (7 seconds) is needed to withdraw/return
ectoplasm into its creator.
[i]Range:[/I] 40ft + 5ft per level of experience(12.2+ 1.5m).
[i]Duration:[/I] 4 minutes (16 melees) per level of experience.
Impervious to Cold: A mind over matter discipline which enables
the character to suffer absolutely no ill effects or discomfort
from exposure to even extreme freezing conditions.
[i]Range:[/I] Self
[i]Duration: 20 minutes per level of experience
Impervious to Fire: Another mind over matter discipline enabling
the psychic to endure intense heat, fire, boiling water, hot
coals, and so on, without suffering pain, damage or scarring.
Magic/Supernatural fires inflict half damage.
Range:[/I] Self
[i]Duration:[/I] 3 minutes per level of experience.
Levitation: Levitation is a limited form of telekinesis that can
raise an object (or even a person) straight up into the air and
suspend it there (hover). Small objects weighing two pounds
(0.9kg) or less are the easiest to levitate. Maximum height is
8ft (2.4m) plus one foot (0.3m) per each level of experience.
Medium size objects weighing 3 to 20 pounds (1.4 to 9.1kg) are
more difficult, requiring greater concentration. Maximum height
is 6ft (1.8m) plus one foot (0.3m) per level of experience.
Large objects or people weighing over 201bs cost 6 I.S.P. plus 1
I.S.P. for every 10 lbs beyond 20. Thus, a 1251b weight (56.7kg)
would require 17 I.S.P. to raise it into the air. Maximum height
is 4ft (1.2m) plus one foot (0.3m) per level of experience.
Psychic Body Field: With a thought, the psychic instantly
surrounds himself with a telekinitic force field that conforms
to the shape of his body and enables him to physically move and
fight. It is a megadamage structure with 10 M.D.C. per level of
experience. The field takes the shape of a dim, white,
transparent aura that completely surrounds and encloses the body
of the psychic. Items held in his hands, hung from his back, or
worn on top of his head are not protected.
On the downside, the field does not protect against disease,
radiation, or toxic fumes, nor magic or psionic attacks other
than physical ones (energy blasts, fire, etc.). Worse, the
TK-force field means the psychic loses his sense of touch,
because the field is between him and all objects/materials
outside the force field. This lack of touch sensation means the
character cannot feel much of anything he picks up or touches
after the field has been erected. This makes the use of skills
that require a sense of touch and manual dexterity -30%, and
delicate items may be accidentally dropped or crushed.
[i]Range:[/I] Self
[i]Duration:[/I] Two minutes per level of experience.
Telekinetic Force Field: The psychic can instantly erect a force
field around himself or others in the blink of an eye. If the
creation of the force field is to parry an attack, the psionic
must roll a successful parry to see if he was able to create the
field before the attack strikes. A successful parry means the
force field beat the attacker's strike and it absorbs the
damage.
The force field can be made so that it only encircles its
creator or as large as a 10 foot (3 m) area per level of
experience and can be created yards/meters away (but always
within the line of vision). The
smallest force field possible covers about a three foot area (
0.9 m). The field is a mega-damage structure with 25 M.D.C. per
level of experience.
Once one field is created, the psionic can create as many others
as his psychic energy will allow. All must be in the character's
line of vision. The force field(s) will remain in place until
all its M.D.C. is destroyed or its creator dispels it. If the
Mind Melter is rendered unconscious or killed the force fields
instantly vanish. However, the psionic can leave the area and
the force fields will remain in place until the duration time
limit expires.
People may be able to move around inside a force field, but the
force field itself, can not be moved. The force field is
actually a force bubble and is air tight.
[i]Range:[/I] Self or 40 feet (12.2 m) per level of experience.
[i]Duration:[/I] 10 minutes per level of experience.
Psychic Body Field: With a thought, the psychic instantly
surrounds himself with a telekinetic force field that conforms
to the shape of his body and enables him to physically move and
fight. It is a mega-damage structure with 10 M.D.C. per level of
experience. The field takes the shape of a dim, white,
transparent aura that completely surrounds and encloses the body
of the psychic. Items held in his hands, hung from his back, or
worn on top of his head are not protected.
On the downside, the field does not protect against disease,
radiation, or toxic fumes, nor magic or psionic attacks other
than physical ones (energy blasts, fire, etc.). Worse, the
TK-force field means the psychic loses his sense of touch,
because the field is between him and all objects/materials
outside the force field. This lack of touch sensation means the
character cannot feel much of anything he picks up or touches
after the field has been erected. This makes the use of skills
that require a sense of touch and manual dexterity -30%, and
delicate items may be accidentally dropped or crushed.
[i]Range:[/I] Self
[i]Duration:[/I] Two minutes per level of experience.
Psionic Invisibility: Psionic invisibility is the ability to
remain undetected when in plain sight. This is accomplished via
a telepathic impulse that convinces bystanders that the psychic
is not a threat and insignificant, beneath their notice. Those
affected by the impulse are unable to see the character, and
subconsciously avoid colliding with him; they don't see him on a
conscious level. [I]Note:[/I] This invisibilty works only if the
character is "passing through" or hiding and honestly has no
intention of attacking or hurting anybody in the area. The
slightest ill intent or act toward perpetrating violence
instantly cancels the psionic influence.
Individuals watching through video monitors and other sensory
equipment can be similarly tricked into ignoring the psychic,
but only if within his radius of influence. Those out of range
will react appropriately, and once the psychic has been seen,
the person is immune to his ability to seem invisible. Likewise,
while a watch guard may not see or react to the psychic, he will
be captured and recorded on film and by sensors. Video cameras,
computers and similar devices are never fooled by this power;
they are able to notice and record the character as normal (some
may sound an alarm too).
[i]Range:[/I] Line of sight or 100 foot (30.5 m) radius.
[i]Duration:[/I] One minute per level of experience.
Group Mind Block: The master psionic can instantly erect a
mental barrier or mind block to protect himself and those around
him, with in a 120 foot area. The group mind block works just
like the individual mind block power. It can be a means of
protecting those around the psychic from psionic probes and mind
attacks, but it can also be used to prevent outside forces (good
or evil) from communicating via telepathy or empathy. Thus, a
villainous psychic can use the group mind block for his own evil
purposes. Everyone within the 120 foot area of affect will be
automatically blocked, but the affect is not detectable so they
are not likely to know that they are being mind blocked (a
detect psionics will indicate a group mind block)!
[i]Range:[/I] 120 feet (36.6 m)
[i]Duration:[/I] 10 minutes per level of experience
Mind Bolt: The psionic can focus his psionic energy into a
powerful bolt of mental force and hurl it at a visible target
with amazing accuracy. The amount of damage the bolt inflicts
depends on the amount of energy expended.
[i]Range:[/I] 100 feet (30.5 m) per level of experience.
[i]Duration:[/I] Instant
Psi-Sword: A psi-sword is a mega-damage energy weapon that the
psychic can mentally will into existence! The sword appears out
of thin air, as a shimmering blade of energy that resembles a
glowing sword. The sword's actual appearance will generally
reflect its creator. A character who is impressed by strength
and power will create a huge claymore like weapon. A character
who prides himself on speed and agility is likely to create a
rapier or saber type blade, while a hero who enjoys
cunning and subterfuge may create a short sword. Each is equally
powerful regardless of its form and size.
The creation of the psi-sword is a very personal thing and
requires years of mastery and great psionic power. Unlike the
cyber-knight, the psychic can change the shape and even the
color of the sword to fit his current mood.
The psychic can create the psi-sword after only a few moments of
concentration (about one melee) and maintain it for five minutes
per level of experience.
[i]Range:[/I] Self
[i]Duration:[/I] 5 minutes per level of experience.
[i]Passive Skills:
Knowledge: Language and Literacy: The ability to speak and read
one or more languages. For Amorfos, this skill applies more for
its ability to read certain languages as its telepathy allows it
to communicate in any language.
Language & Literacy known by Amorfos:
American English: 100% chance of successful understanding
British English: 98% chance of successful understanding
Japanese: 98% chance of successful understanding
Tactical Analysis: The ability to be an extremely skilled
strategic genius and apply this skill for several objectives.
The user can create strategies and plans several steps ahead of
the opponent, seeming like the user can see into the future. The
user is able to elaborate complex plans and strategies and apply
them in, not just battle, but any other activity that involves
cunning intellect, e.g. strategic games. Most of the users of
this ability are very analytical and can understand or
anticipate the enemies' moves.
Social Intuition aka Common Touch: User intuitively determines
how to interact with subjects. One with this ability could tell
exactly what to say to interact with certain people, or tell the
rank of a person within a group. The user also gains a great
voice, eloquence, and charisma.
Research: Training in the use of methods, techniques, and means
of finding information, including public records, libraries,
interviews, surveys, demographics, trade journals, the computer
network, and legal searches. This skill is helpful in locating
information about people, places, and things. The G.M. should
ultimately the availability of accessible, known information
regarding a particular subject. Any character can do research
and ask questions, but the research skill will reduce the amount
of time by half and the character is trained to notice relevant
information that an untrained character is liable to overlook.
Thus, for truly secret or difficult information, you must have
the character with the research skill try to uncover it.
Mathematics: Basic:[/I] Knowledge of basic math, including the
ability to count, addition, subtraction, multiplication,
division, and fractions.
Radio: [i]Basic:[/I] The rudimentary knowledge of the operation
and maintenance of all sorts of radio equipment, including
military radio systems, field radios and walkie-talkies, audio
recording devices, wire laying, installation, radio procedure,
communication security, and Morse code. It does not include the
ability to make repairs nor operate video equipment.
Mathematics: [i]Basic:[/I] Knowledge of basic math, including
the ability to count, addition, subtraction, multiplication,
division, and fractions.
Radio: [i]Basic:[/I] The rudimentary knowledge of the operation
and maintenance of all sorts of radio equipment, including
military radio systems, field radios and walkie-talkies, audio
recording devices, wire laying, installation, radio procedure,
communication security, and Morse code. It does not include the
ability to make repairs nor operate video equipment.
Basic Electronics: This is a rudimentary understanding of the
principles of electricity, simple circuits, wiring, and so on.
This character can do basic wiring, repair appliances, and read
schematics as well as assist electrical engineers. The character
can attempt to hot-wire a commercial vehicle (not military)
using Basic Electronics but with a -20% skill penalty and it
takes 3 rounds to do so.
Boxing: Classic art of fighting with fists. Training helps build
the body and reflexes. Skilled boxers will automatically
knockout an opponent on a roll of a natural twenty. The victim
of a knockout will remain unconscious for up to 6 rounds. Unlike
normal knockout/stun, the player does not have to announce that
he is trying to knockout his opponent before making a roll to
strike.
Wrestling: As taught in old high schools and colleges, wrestling
is more of a sport than a combat skill, but it does provide some
useful combat moves.
Hand to Hand: [I]Basic:[/I] Provides elementary fighting
techniques and methods of attack and self-defense as taught in
military basic training or in self-defense classes.
Back flip: [I]Defense:[/I] The back flip involves throwing
oneself backwards with the arms and shoulders, flipping the legs
completely up, over, and back down on the ground into a standing
position. The result is that one quickly moves backwards by a
full body. Doing a back flip counts as one melee attack/action.
Back flip: [I]Escape:[/I] If used in place of a strike (when
it's the back-flipping character's turn to strike) this removes
the character from combat and requires the opponent to use up an
attack/action to move into range. This also gives the back
flipping character the initiative.
Back flip: [I]Attack:[/I] This is especially useful against
someone attempting some kind of back strike. Once the opponent
is detected in the rear, the back flip moves back into combat
range. A back flip can also be used as a combined Strike against
an opponent to the rear of the character. Use with either an axe
kick, snap kick, or backhand strike. If striking with a back
flip use only the bonus to back flip (not strike). Cannot be
used with death blow or knock-out/stun.
Body Block/Tackle: This is a combination of a damage causing
body block and a knockdown attack.
Body Flip/Throw: A judo style throw or flip that uses an
attacker's own momentum and leverage to "flip" or "throw" him
off his feet and onto the ground.
Break fall: Also known as "ukemi," this is an advanced version
of roll with punch/fall/impact. The character takes no damage if
the break fall is successful, and only half damage if the roll
for break fall fails! It can also be used against a knock-out
attack.
Cartwheel (Attack): Holding the body rigidly extended, the
character rolls like a wheel by using the arms and legs as
spokes. This maneuver can be used to move quickly into combat
range. A cartwheel can also be used as part of a combined strike
against an opponent to the rear of the character when used with
either an Axe kick, Wheel kick or Knife Hand. If striking with a
cartwheel, use only the cartwheel bonus. Must be used as the
first attack in a melee round. Note: Cannot be used with death
blow or knock-out/stun.
Critical Strike: A powerful, special or nerve shattering strike
that inflicts double the usual damage.
Death Blow: A special attack designed to kill an opponent in one
or two strikes! Whenever the words "death blow" are presented
without limitation, the character can use a death strike
whenever he desires; however, such a devastating attack counts
as two melee attacks/actions.
Drop Kick: This is the combination of falling to the ground, a
dodge and a kick. The kick can be either a kick attack, a snap
kick or a crescent kick. It's done in place of a dodge (or as an
attack) as a defensive move.
Disarm: The act of disarming is simply getting rid of the
opponent's weapon; it does no damage. It can be used as a
defensive move in place of a dodge or parry, or can be done as
an attack/strike. The disarm move is a strike, hold or grappling
maneuver that causes an opponent to drop his weapon or whatever
he's holding.
Counts as one melee attack/action. Disarm does not give the
weapon to the character making the disarm move. True, the item
is forced out of the victim's grasp, but it is either knocked
away or falls to the ground.
Hold: Using both hands, the attacker grabs on to some part of
the opponent's body and attempts to immobilize him. If the
strike is successful, then the victim is helpless until
released. Holds do no damage. Neither the attacker nor the
victim can attack, parry or dodge while the hold is working.
It's easy for the attacker to hold the victim so that some third
character can attack unopposed or attack from the rear.
Jump Kicks: This kick is performed by leaping completely off the
ground and attempting to land foot-first on an opponent. Jump
kicks can be used only by those skilled in hand to hand martial
arts. The advantage of a jump kick is that it works as a
critical strike and doubles the normal damage inflicted. The
disadvantage of a jump kick is that no other attack may be
performed in that melee round (all attacks for that melee are
used up in the kick). The jump kick must be the character's
first attack of that melee round. For the rest of the melee
round, the character can only parry, dodge or move into
position.
Leap Attack: An airborne assault where the weapon and/or fists
or feet are wielded in mid-leap. An attack must be made only at
the beginning of a melee round and, like a jump kick, uses up
all attacks for that melee round. Usually only a single strike
can be made during a leap attack.
Maintain Balance: When some kind of knockdown attack has
succeeded, while the character is starting to fall over, this is
his last chance attempt to recover. A successful roll (over the
opponent's strike roll) means that the character will
immediately regain his balance and remain standing. He can
continue to fight but the act of retaining balance means he used
up one melee attack/action. When maintain balance is used, then
roll with punch/fall/impact or break fall can't be used.
Paired Weapons: Certain kinds of weapons, such as sais,
nunchaku, daisho, knives, clubs and swords, can be used as
paired weapons. Users of paired weapons can strike and parry
simultaneously, can do twin strikes against a single target or
against a pair of targets, and can parry two, different
opponents at the same time. In other words, warriors skilled in
paired weapons often can do two actions for every one of their
melee attacks (i.e. strike and parry). However, a twin,
simultaneous strike with both weapons means losing the automatic
parry and leaves the character open to his opponent's next
attack without benefit of a parry (dodge is optional but uses up
a melee action).
Pull Punch: The ability to control the force of a hand to hand
attack, whether it be a punch, kick or with a hand weapon. The
character can choose to inflict half damage, quarter damage, a
single point of damage, or no damage at all!
Land Navigation: This skill enables the person to stay on course
while traveling over land by means of observation. It includes
mentally marking/recognizing geographic landmarks, estimating
distance and movement, recognizing sounds, night travel, and
other navigational tricks.
Photography: Training in the art of still photography, the use
of lighting, cameras, lenses, filters, and other camera
equipment, as well as storage, development, enlargement, and
duplication of film/photos.
Navigation: Training in map reading, star charts, course
computation, following landmarks, and use of navigational
equipment. Includes land, air, and water navigation, as well as
piloting by instruments alone.
Acrobatics: Aerial feats of agility and strength, such as
walking a tightrope, high wire, trapeze, and stunts performed
above ground. Other physical abilities include rolls,
somersaults, leaps, and falls.
Gymnastics: Learning to do falls, rolls, tumbles, cartwheels,
somersaults and to work the parallel bars and rings. This sport
builds great upper body strength, grace, and balance.
Map Making; The user possesses immense innate skills in
Cartography, able to rapidly draw flawlessly accurate maps
easily.
Dance: A practiced skill in the art of dancing. The character is
especially smooth and graceful, a joy to dance with. Can learn
new dance steps/moves much more quickly than somebody who can
not dance.
Piloting: [i]Automobile: The skill and knowledge to operate
manual and automatic transmission vehicles including dune
buggies, jeeps, and small trucks.
Weaknesses: There are things that will always give the Amorph
away despite the precision of its metamorphosis, such as weight
discrepancy. Anyone who picks up a fifty pound book will
immediately know that something is wrong. Likewise the person
who tackles what appears to be a full conversion cyborg and
finds that it weighs under 100 pounds and is not using any
bionic weapons or augmentation will know that the creature is
not a 'Borg. Likewise, the heat signature and other things like
the sound of an engine, speed, abilities and capabilities are
likely to be noticeably lacking. With large vehicles, doors and
hatches do not usually open, and if they can (swinging open like
the motion of an arm), the inside is ectoplasm; after all, the
Amorph has no idea what the thing looks like on the inside or
how any of it works. Psionic sensing (see aura, presence sense,
detect psionics, telepathic scan, etc.) can also be used to
identify a disguised Amorph. Furthermore, because the creature
doesn't wear armor, it can be hurt by physical, psionic and
magical attacks and is likely to scream, flee and shape change
when threatened or injured. Similarly, most are squeamish and
likely to react to frightening and gruesome events. Although any
shape can be assumed, animals and humanoids are preferred, and
the easiest to maintain convincingly. For one thing, they are
mobile and can move about without suspicion to investigate.
Remember, the Amorph's insatiable curiosity and need to be doing
something. Sitting around as an inanimate object is too boring
to maintain for more than a few minutes. Denying them something,
anything of interest to do, however, is like preventing a human
from eating and they can die of boredom! Boredom to an Amorph is
akin to torture, they cannot stand just floating around in the
swirling ectoplasm of the Astral Plane. They constantly need to
be doing something, whether it's exploring, helping build an
Astral Domain, visiting other Astral beings, or engaging evil
forces in combat. Extreme cold, heat and fire have full effect
and damage. Amorphs may be immortal but can be killed with
enough damage.
[I]Personality:[/I] Amorfos is a seasoned adventurer,
researcher, and warrior by its own species’ standards and has
explored almost every inch of the Astral Plane/Spirit
Realm/Afterlife so isn’t as naive or recklessly curious as other
amorphs. Amorfos is very friendly to almost everyone except
those who sense as Evil which it is then wary of the evil being
and prone to attack is that evil poses a threat. Amorfos is
quick to befriend kindred spirits and go to extreme lengths to
help those it considers to be friends. Amorfos deals fairly with
all whom it meets. Amorfos can be nosy, annoying, eternally
curious, but well meaning who finds everything new and
fascinating and snaps photos of
everything from rocks with fungus on them to a full-scale
military operation.
[I]Background:[/I]
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