Post by ronnie on Aug 24, 2012 22:43:14 GMT -5
Limitations
The System (Concentration is Key)
Abilities will only give psychics an edge in comparison to humans. There will be no Gods or Psychics who can move mountains.
Ability Levels & Concentration Costs
There are 3 Ability Levels....
I think you should add a board similar to Weapon and Alien Ideas that we had that will allow members to create Psychic abilities that we can then approve for Psychic use. But that aside, here's the abilities that I've implemented with Xaier's help.
Psychic Powers
Depicted below as...
Level of Ability - Ability Description - Concentration Cost
Telekinesis
allows user to: Move Objects with the mind.
Flame Manipulation
allows user to: Manipulate Fire
Electricity Manipulation
allows user to: Manipulate Electricity.
Earth Manipulation
allows user to: Manipulate the Earth.
Organ Combustion
allows user to: Crush internal Organs with the mind.
Phasing
allows user to: seamlessly phase through the once impenetrable.
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Jumper
allows user to: To teleport.
Empathy
allows user to: Heal non-fatal wounds and broken bones.
[Note: Includes illnesses and diseases. Does not include severed limbs.]
The Human Shield
allows user to: place a barrier of protection between them and their foes.
Precognition
allows user to: Predict the future of others by interacting with certain objects and people.
[Note: Cannot foresee their own future!]
Telepathy
allows user to: Communicate via mind as well as antagonize their foes by invading their mind with Hallucinations.

- In order to be a Psychic a forum member must have at least a 100 post count.
[Note: This rule also applies to Mods using Psychics as NPCs.] - In order to be an Pychic a forum member must have at least participated in 1 mission from any project prior to attempting to make one.
- Psychics will only receive a suit from Gantz when they reach 100pts. When this is accomplished they can work toward obtaining other 100 pt weaponry like everyone else.
- Psychics cannot be turned into Vampires.
[Note:This is over-powered, won't even to try to balance this...so forget about it!] - There is a limit of 3 Psychics per project, not including the allowance of a Psychic Mascot NPC.
- If a mod chooses to make an additional Psychic NPC, the limit will be lowered from 3 to 2.
- Mods can only be in control of 2 Psychic NPCs at a time.
- Psychics that can manipulate a force of nature will need a source, rather than being able to generate it themselves. For example, someone capable of manipulating fire, would need a lighter in order to use their abilities.
[Note: There are level 1, 2 and 3 sources for level 1, 2 and 3 manipulated attacks.] - Charging from a level 1 source will require 10% Concentration.
[Note: For example, a lighter or a stun gun.] - Charging from a level 2 source will require 20% Concentration.
[e.g - an exposed flame.] - Charging from a level 3 Lethal source will require 30% Concentration and can possible kill your character.
[e-g - a raging inferno.] - If a Psychic Manipulator is attacked whilst charging from a source, the action will be halted and they gain 1/2 of the concentration they would've have received if the charge was successful.
[e.g - A Level 2 Charge, if interrupted would cost you 10% concentration w/ no power gained.] - Psychics teleport into and out of Gantz with a 99% concentration penalty.
[Note: This means they'll have to wait a couple of turns before their abilities become available.]
The System (Concentration is Key)
Abilities will only give psychics an edge in comparison to humans. There will be no Gods or Psychics who can move mountains.
- Psychics start with 0% Concentration
- When you reach 100% Concentration for the 1st time your Psychic will faint and will be unresponsive for one turn.
- When you reach 100% Concentration for the 2nd time your Psychic will faint and will be unresponsive for 2 turns.
- When you reach 100% Concentration for the 3rd time your Psychic will die from exertion.
- When Psychics faint and are able to reawaken 1-2 turns later, depending on if it's the 1st or 2nd time they've fainted, they'll be at 0% concentration and will be out of breath with a bloody nose.
- Psychics regenerate 10% concentration a turn whenever their abilities are not in use. [Note: In other words, concentration % goes down.]
Ability Levels & Concentration Costs
There are 3 Ability Levels....
- Level 1 Abilities - Require 10% Concentration
[Note: If your Psychic is a Manipulator you need to 1st perform a Level 1 charge from a Level 1 source in order to use this ability.] - Level 2 Abilities - Require 25% Concentration
[Note: If your Psychic is a Manipulator you need to 1st perform a level 2 charge from a Level 2 source in order to use this ability.] - Level 3 Abilities - Require 50% Concentration
[Note: If your Psychic is a Manipulator you need to 1st perform a Level 3 charge from a Lethal source in order to use this ability.]
I think you should add a board similar to Weapon and Alien Ideas that we had that will allow members to create Psychic abilities that we can then approve for Psychic use. But that aside, here's the abilities that I've implemented with Xaier's help.
Psychic Powers
Depicted below as...
Level of Ability - Ability Description - Concentration Cost
Telekinesis
allows user to: Move Objects with the mind.
- Level 1 - Lift or Move Small Objects & People - 10%
- Level 2 - Throw Small Objects & People - 25%
- Level 2 - Lift or Move Cars & Trucks - 25%
- Level 3 - Throw Cars & Trucks - 50%
Flame Manipulation
allows user to: Manipulate Fire
- Level 1 - Charge w/ Level 1 source (for 1 turn) - 10%
[e.g - a lighter, in which allows 3 charges] - Level 1 - Shoot 2 small Fireballs before needing to re-charge - 10%
- Level 2 - Charge w/ Level 2 Source (for 2 turns) 20%
[e.g - a small exposed flame or from the result a flame created from a lighter and a flammable spray] - Level 2 - Bombard w/ small Flamethrower Attack (for 1 turn) before needing to re-charge - 25%
- Level 3 - Charge from Lethal Source (for 1 turn) - 30% or Chance of Death.
[e.g - a raging seemingly uncontrollable inferno] - Level 3 - Shoot 1 Large Lethal Fireball (w/ 2 hands) before having to re-charge - 50%
[Note: Must charge from Lethal source!] - Level 3 - Bombard w/ Large, Lethal, Flamethrower Attack (for 2 turns) - 50%
[Note: Must charge from Lethal source!]
Electricity Manipulation
allows user to: Manipulate Electricity.
- Level 1 - Charge w/ Level 1 source (for 1 turn) - 10%
[e.g - stungun, gantz suit or anything portable with a battery]
[Note: absorbing a Gantzer's Suit at this level absorbs 5% of suit health every turns] - Level 1 - Use Incapacitating Electric Shock (on 1 Foe) - 10%
- Level 2 - Charge w/ Level 2 Source (for 2 turns) - 20%
[Note: absorbing a Gantzer's Suit at this level absorbs 10% of suit health every 2 turns]
[e.g - stungun, gantz suit or anything portable with a battery] - Level 2 - Use Incapacitating Electric Shock (on 2 Foes at once) - 25%
- Level 2 - Restore 10% of a Gantzer's Suit Health - 25%
- Level 3 - Charge from Lethal Source (for 1 turn) - 30% or Chance of Death.
[e.g - a power-line or power-line transformer] - Level 3 - Use Lethal Electric Shock (on 1 Foe) - 50%
[Note: Must charge from Lethal source!] - Level 3 - Restore 50% Gantzer Suit Health - 50%
[Note: Must charge from lethal source!]
Earth Manipulation
allows user to: Manipulate the Earth.
- Level 1 - Summon a Rock (takes 1 turn) - 10%
[e.g - rocks, dirt or concrete ground beneath you]
[Note: If the rock you summon is destroyed you'll have to summon another] - Level 1 - Lift, Move or Throw 1 Rock - 10% each turn you're in control of the rock.
- Level 2 - Summon 2 Rocks (takes 2 turns) - 25%
[e.g - rocks, dirt or concrete ground beneath you] - Level 2 - Lift, Move or Throw 2 Rocks - 25% every two turns you're in control of both rocks. If one is destroyed this will be shifted to 10% a turn.
- Level 3 - Summon a Lethal Earthquake 20 ft in Diameter - 50% or Chance of Death.
[Note: No Lethal source charge needed]
Organ Combustion
allows user to: Crush internal Organs with the mind.
- Level 3 - Crush Heart (of 1 foe) - 50%
- Level 3 - Crush Brain (of 1 foe) - 50%
- Level 3 - Crush Lungs (of 1 foe) - 50%
Phasing
allows user to: seamlessly phase through the once impenetrable.
- Level 2 - Phase through objects, walls and your foe's attacks - 25%
[Note: Whilst phasing you will be unable to hold onto anything. e.g - clothes and weapons (including Gantz weaponry) will be dropped, and you will be naked!]
[Note: At 100 pts, the suit given to you will allow you to phase along with it.]
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Jumper
allows user to: To teleport.
- Level 2 - Jump/Teleport Yourself & Small Objects to a place you've seen - 25%
- Level 2 - Jump/Teleport Yourself and up to 2 others to a place you've seen - 25%
- Level 3 - Jump/Teleport Yourself & A Large Object (e.g - Nothing bigger than a care or truck) Car or Truck to a place you've seen - 50%
[Note: Can't Jump/Teleport when being electrocuted.]
Empathy
allows user to: Heal non-fatal wounds and broken bones.
[Note: Includes illnesses and diseases. Does not include severed limbs.]
- Level 2 - Relief by Sacrifice. Make someone else's pain your own (takes 1 turn) - 25%
- Level 2 - Heal by sacrificing your own body. Make someone's wounds your own (takes 2 turns) - 25%
- Level 3 - Heal Yourself (takes 2 turns) - 50%
The Human Shield
allows user to: place a barrier of protection between them and their foes.
- Level 2 -Barrier, shield yourself from attacks (lasts 1 turn) - 25%
- Level 3 - Human Shield, shield 2 Allies from harm with your barrier (must be touching you & lasts 1 turn) - 50%
- Level 3 - Force Push, expand your barrier outward in order to push away your foes (push extends 10 feet in diameter around your character) - 50%
Precognition
allows user to: Predict the future of others by interacting with certain objects and people.
[Note: Cannot foresee their own future!]
- Level 2 - (Mod Initiated) Premonitions - 25%
[Note: By choice, Mods can initiate unwanted prophetic visions that can then be interpreted by these psychics. Less Concentration is required since this is being referred to as a plot device] - Level 3 - Foresee Someone's Future (Must touch them or possession that belongs to them) - 50%
Telepathy
allows user to: Communicate via mind as well as antagonize their foes by invading their mind with Hallucinations.
- Level 1 - Annoy The Enemy w/ Telepathy - 10%
[e.g - "I'm the voice in your head, nanananana!!!"] - Level 1 - Communicate & Relay Messages to Allies via Telepathy - 10%
- Level 3 - Image Projection (Hallucinations) - 50%
