Please note that this character chart does not
include Dragon Master, Dragon Breeder or Rogue status. For those please
go to the Dragonmasters
of Zekira website. The information there may conflict slightly with
this normal timeline.
Powers: Enhancements, Mental, Environmental and Psychic
Each kind of power has three levels of use: Minor, Major and Special.
Most male mutants in the "real" Zekira will never reach the
Special class, but, hey, you're playing the Characters that are special,
aren't you?! Further, there are Powers that affect only the Character,
only the area around the Character, or either are controlled or uncontrollable
which will be specified in their description. The Roll chart for Powers
is in several sections: Enhancements, Animal Tuned, Mental, Environmental,
and Psychic. See the descriptions if the names are not obvious to the
intent of the ability. These are only the most basic versions of powers.
On Zekira there would certainly be all of these plus dozens if not hundreds
more. This chart is also only for the current timeline of 10,000 to 11,000.
Beyond those times, or even into the late 10,700's, powers can be stretched
into more ecclectic categories, and even into further levels of ability
(combined, unique, and the like). Further out into the future, these levels
become commonplace for heavily Bred folks. In the past, of course, the
charts would be far more limited. Every power possible (having found out
how many the Character will have on the prior pages) will fall somewhere
in these categories.
First roll for each power roll for level of Ability:
01-60 Minor
61-90 Major
91-100 Special
This might change based on Power Rank.
Next roll for what type of power is gained. All the charts below
can be read over and modified for needs of the game, or "tweaked"
for probability of certain things. Need more Animal Tunings? Run them
at a 35% block instead of a 20% block. Want to do away with Environmental
powers? Even out the other percentages and just ignore that part of the
chart. Simple. In any case choosing from the list is fully optional too!
Just rolled 100 twice? Invent one!
Category |
Roll |
Minor |
Major |
Special |
01-20 Enhancements
|
01-15 |
Keen Sense |
Heightened Sense/s |
All Senses High |
|
16-30 |
Rapid Healing |
Controlled Natural Healing |
Regeneration Auto |
31-45 |
Enhanced Score |
Enhanced Multi Score |
Choose Scores |
46-55 |
Enhanced Age |
Extremely Slow Aging |
Natural Immortality |
56-63 |
1 Extreme Survival |
Dual Extreme Survival |
All Extreme Survival |
64-71 |
Dense/Loose Structure |
Minor Density Control |
Greater Density Control |
72-78 |
Speed |
Limited Teleport |
Long Teleport |
79-85 |
Fertility |
Hyperfertility |
Breed With Anything |
86-90 |
Limited Shift |
Greater Shift |
Complete Shapeshifting |
91-95 |
Limited Flexibility |
Greater Flexibility |
Elastic Shape |
96-100 |
Size |
Limited Size Control |
Greater Size Control |
21-40 Animal Tunings
|
01-14 |
Animal Empathy |
Animal Telepathy |
Control Animal |
|
15-28 |
Sense Animals |
Locate Animals |
Identify Animal Condition |
29-40 |
Summon Small Animal |
Summon Multiple/Medium |
Summon Any Animal |
41-51 |
Sense Through Animal |
Use Animal Ability |
Adopt Animal Shape |
52-60 |
Specific Animal Trait |
General Animal Traits |
Full Animal Shape (Perm) |
61-70 |
Control Specific |
Animal Control Breed |
Control Any Animal |
71-79 |
Training Mindlock |
Command Group of Animals |
Herd/Flock Leader |
80-89 |
Animal Alertness |
Animal Warning System |
Animal Aid Automatic |
90-94 |
Heal Animal Only |
Major Animal Healing |
Regenerate Animal Only |
95-98 |
Harm Animal Only |
Major Animal Hurt |
Kill Animal Only |
99-100 |
Genesense: Animal |
Minor Animal Gene Alter |
Alter Animal Genetics |
41-65 Mental Powers |
01-20 |
Human Empathy |
Emotion Sway |
Emotion Control |
|
21-40 |
Human Telepathy |
Invasive Telepathy |
Mind Control |
41-50 |
Mental Clouding |
Hypnotic Suggestion |
Mental Illusions |
51-60 |
Sense Human Life |
Locate/Identify Person |
Summon Human |
61-70 |
Mind Numb |
Mental Stun |
Possess Sentient |
71-80 |
Lucidity |
Dreamwalking |
Dream Command |
81-85 |
Detect Psionic Mind |
Psionic Dampening |
Negate Psionic Powers |
86-90 |
Learning Trance |
Information Absorption |
Information Transfer |
91-95 |
Minor Savant |
Major Savant |
Auto Knowledge Level |
96-100 |
Calculate |
Genius |
Eidetic Memory |
66-85
Environmental Powers
|
01-09 |
Levitate Object |
Levitate Self + Object |
Total Telekinesis |
|
10-18 |
Weathersense |
Control Air or Water |
Weather Control |
19-27 |
Imitate Sounds |
Raucous Noise Generate |
True Sound Illusion |
28-36 |
Heat/Cool |
Cause Fire/Frost |
Pyro/Cryo Kinetics |
37-44 |
Imitate Image |
Change Electronic Image |
Light Illusions |
45-52 |
Camouflage Self |
Invisibility |
Greater Invisibility |
53-60 |
Slightly Alter Substance |
Greatly Alter Substance |
Create Substance |
61-68 |
Flora Sense |
Cause Plants to Move |
Grow/Change Plants |
69-75 |
Ground Sense |
Minor Ground Control |
Greater Ground Control |
76-82 |
Gravity Alteration Local |
Minor Gravity Control |
Greater Gravity Control |
83-89 |
Metal/Crystal Sense |
Metal/Crystal Control |
Metal/Crystal Shaping |
90-95 |
Electrical Senses |
Minor Electric Control |
Full Electric Control |
96-100 |
Tech Sense |
Small Machine Control |
Greater Machine Control |
86-00
Psychic Powers |
01-20 |
Locate Object |
Sense Through Object |
Psychometry |
|
21-35 |
Out of Body Obsrv |
Sense Through Person |
Personality Transfer |
36-45 |
Minor Shielding |
Force Field |
Controllable Force Field |
46-55 |
Heal Minor |
Heal Major |
Regenerate Other |
56-65 |
Hurt Minor |
Hurt Major |
Kill Other |
66-75 |
Genesense |
Minor Gene Alteration |
Genetic Manipulation |
76-85 |
See Recent Past |
See Person's History |
Speak With Dead |
86-90 |
See Recent Future |
See Person's Future |
Foretelling |
91-95 |
Alertness |
Danger Sense Locational |
Autoreacting Sense |
96-100
|
Mutant Affinity |
Discriminative Affinity |
Mutation Perception |
Power Ranking Charts
Powers are used according to the Rank of the user's ability. When a Power
has in its description an indication to use the Power Rank refer to these
charts. Usually, the lower the Rank, the bigger the effect or the more
objects affected. It also tends to convey a larger target for other high-powered
psionics.
If there is a stated number of people, objects or distances affected in
a Power's description, use it rather than these charts. If either of them
bug the Game Holder, just don't use them at all, but definitely go with
the Low Rank = High Power.
Modifier
|
PR 5
|
PR 4
|
PR 3
|
PR 2
|
PR 1
|
PR 0
|
# of Targets
|
1
|
4
|
9
|
16
|
25
|
50
|
Weight
|
.5 Self
|
Self
|
1.5 Self
|
2x Self
|
4x Self
|
8x Self
|
Inches/cubic
|
2
|
4
|
8
|
16
|
32
|
64
|
Feet/Spans cubic
|
1
|
2
|
4
|
8
|
16
|
32
|
Yards/cubic
|
1
|
2
|
3
|
4
|
5
|
6
|
Miles
|
.5
|
1
|
2
|
4
|
8
|
16
|
Minutes
|
1
|
3
|
10
|
30
|
90
|
120
|
Hours
|
1
|
2
|
4
|
8
|
12
|
16
|
Days
|
.5
|
1
|
2
|
4
|
8
|
12
|
Small Items
|
2
|
4
|
6
|
8
|
10
|
12
|
General Multiplier
|
.5
|
1x
|
1.5x
|
2x
|
4x
|
8x
|
Power Descriptions
Some explanations: the Range categories are (or should be) obvious, as
is Controllability; Modifiers to Stats occur mainly during Character creation,
but there are some times when the Stat may change during game play. An
example of this is when a Power is used for the first time during a game
session. Characters (and all Zekirans with Powers) gain their Powers over
time, usually starting when they are around five years old and continuing
(possibly until old age) until all Powers are found. Sometimes trauma
may bring out a Power, or it may stop working as well. Disuse of controlled
powers may cause them to atrophy or stop working entirely. Decide which
Powers your character may use at the time of the game, and stick with
it. Or have a timeline or traumatic event guide with the Game Holder to
determine when a power surfaces or vanishes.
A note about any Powers: this is not a complete list! Inventing
new Powers can be easy. Decide what sort of ability it is, Enhancement,
Animal, Mental, Environmental or Psionic. If you can't decide, or if it
seems to bleed over from one to another, it's considered Psionic. If it
can affect only the user and is not controllable, it's most often a Minor
power; if it can be controlled and affects a few others or the nearby
environment, or up to 20 points of damage/effect, it is most often a Major
ability; anything stronger than that in any direction and it is Special.
Giving your character all new powers is not a good idea, it's always at
the Game Holder's discretion to allow any new power. Also, for any new
power, the Character MUST also have an equitable NEGATIVE mutation. (No,
you can't invent something like 'adopt animal power when in contact with
it' and give the character a mutation such as a neutral 'tail' or 'fur',
it must be negative - say, in that same situation they also lose the ability
to use their Human powers or speech, telepathy or any of their other Mental
powers.)
Unique and Combined Powers
While many of the powers listed above occur in the psionic population
commonly there are other powers which either are so rare or completely
unique that they cannot really warrant a percentage on a chart. Passing
on portions of powers and mutations to offspring leads to some incredibly
strange and interesting powers.
For instance: High Mistress Dawn has the ability to drain information
from a person by touching them and concentrating - a mixture of her
ancestry's abilities with savantism, knowledge levels and mental clouding
or control.
Master Otsu Paveh can enter a group of sleeper's dreamstates
and control them all at once, as well as identify the local nearby ghosts
by their powers. He's the one taking over the Paveh patrols after father
Riot passes.
High Mistress Vortex Veh can assume a "Ghost" shape
with her shapeshifting, deadspeak and various other senses.
Suzerinne Tiirain can use her strong senses at a distance better
than with her own eyes and ears, with a strange out of body/sense power.
Suzeraan Taaxia has the ability to warp someone else's senses.
Several White Valley mutants can teleport or energize themselves
through electrical sources - some even including a person's own bioelectrical
field.
High Lord Tekigo can shapeshift so well in association with his
empathy that he literally has a shape for every mood around him: usually
involving one or more sets of his multiple limbs (he's got eight plus
a tail!).
BeastMaster Siven can camoflage himself fully, including scents
and sounds, from creatures of PR 7 or weaker - a huge mix of information,
mind clouding, and animal controls go into that!
Land Master Mulaqati Chantiir is able to manifest himself as
someone else's desired shape - a strong combination of shapeshifting
and empathy, perhaps with a bit of future sense thrown in.
High Beast Mistress Vaanveliir has such specialized genetic senses
and controls that she can only truly affect animals or people which
are in her genetic line (so, Tul, Sengihr, Marad and Kstet had best
watch out...).
Mistress Dream Healer Hope Chailiir Paveh has a mix of electronic
control and dream chasing that allows her to record dreams of people
she's treating directly into an electronic format - very handy for playback
purposes!
The Khat and Kshau lines have developed the "Genrehopping"
power, which literally allows the user to move between potential alternate
universes - like ours, or a comic book realm, or perhaps something from
television! Treat these as little sub-games, but one should return to
the World of Zekira where the "action" is...
The possibilities are endless - just use your imagination to create new
powers. Remember that there are usually three levels of ability ranging
from weak through average into consumingly strong. These correspond to
mutations of the same intensity. Note that most of these unusual and strange
combinations appear in high status characters. Not only is this indicitave
of their complicated Breeding, but that people who can do amazing things
are rewarded accordingly on Zekira. One wouldn't expect Chantiir to remain
a Land Master for very much longer...
|