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Multi-community Race: Amorphs
By: Raven Tepes Date: February 20, 2022, 1:18 pm
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[I]Astral Plane Race:[/I] Amorph
The Amorph are sentient creatures of living ectoplasm who are
indigenous to the Outer Layer region of the Astral Plane. Their
natural state is that of shimmering, whitish blobs of ectoplasm
that float in midair. But the Amorph are astonishing shape
changers who can mimic the appearance and texture of most
creatures and objects. This ability allows them to duplicate
anything from an angry adult, great horned dragon to a lamp
post. There is no way to tell the difference between the amorph
and the real thing just by sight or touch alone.
Amorphs use their metamorphosis ability to interact with other
creatures on the Astral Plane. As a people, these beings are
naturally inquisitive, friendly and interested in the languages,
histories and cultures of other intelligent creatures. Whenever
a new being is encountered, an Amorph will change its shape into
a form similar to those it sees in order to make contact. If
things go well, the Amorph is likely to stick around the
visitor, trading its knowledge of the Astral Plane to learn
about the visitor's own homeland. It is not uncommon on the
Astral Plane to find a visitor from the material world walking
down a Dragon Road in the company of a group of one or more
Amorphs. It seems that the only thing that an Amorph needs to
survive is something interesting to do. As creatures of
ectoplasm, rather than flesh and blood, these beings don't need
to eat food, drink water or even breathe to survive. 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.
For this reason, the "discovery" of Psyscape's City of the
Mind's Eye has been a godsend for the Amorph race. The city,
with its diverse peoples, stores, monuments and other
attractions, offers the Amorph stimulation twenty-four hours a
day. Plus, if the city starts to get a little boring, they can
go out into the world of the Living Realm/Prime Material Plane
through one of its dimensional gates and explore. Hundreds of
Amorph tourists descend on the city every week looking for
things to do. Most hang around for a few hours, then return to
the Outer Layers to possibly return at a later date. There are
some who decide to stay, settling down at a job and using the
credits to buy things like portable language translators and FDD
recorders which they use to gather pictures to "show the folks
back home."
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] Amorphs are powerful master
psychic beings who can learn more psychic techniques as they
train and gain experience. All amorphs start with psychic
techniques that is taught to all amorphs before they explore the
Astral Plane and it’s many different kingdoms/realms or one of
the other Planes of Existence, primarily the Living Realm/Prime
Material Plane.
[i]Sensitive Techniques:[/I]
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.
[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.
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.
[I]Skills Training:[/I] Amorphs can learn all the same kinds of
combat and passive knowledge skills as humanoids and have a huge
thirst for knowledge and learning.
[i]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]General Personalities:[/I] Player Characters are likely to
come from Psyscape. These adventurous folks are not as naive as
the "country bumpkins" fresh from the outer regions of the
Astral Plane, but are still pretty naive next to the average
human teenager raised in the violent landscape of North America.
Players should play these characters like the classic nosy,
annoying, eternally curious, but well meaning child who finds
everything new and fascinating and snaps photos of everything
from rocks with fungus on them to a full-scale military
operation. The most foolish or innocent of them would actually
go up to ask the senior officer questions about what's going on.
Most have difficulty recognizing danger and typically follow the
lead of their companions. As friendly and curious beings, the
Amorph deal fairly with all whom they meet. These creatures are
quick to befriend kindred spirits and go to extreme lengths to
help those they consider to be friends. Amorph flocked to the
City of the Mind's Eye in Psyscape or cities in the Living
Realm/Prime Material Plane which offers them a host of new
experiences and opportunities.
[i]Typical Moral Alignments:[/I] Neutral Good, True Neutral, and
Chaotic Neutral but can be any. [I]Note:[/I] Evil aligned
amorphs have “Sense Good” psychic technique instead of “Sense
Evil”.
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