Create a Zekiran

Environmental Powers

Environmental Powers
Many of these powers affect areas and other people. If the psionic Character is being used to manipulate some thing or object, this is the type of power they will have. Most of these abilities can be skilled up to higher effects, as noted. These are the rare visible powers, when someone is controlling a piece of land or the weather, there is always a sense at least that they are doing it, unless they're "sly" about it.
MINOR 01-09 Levitate Small Objects targeted, controlled
The Character can manipulate objects that require less than half their Strength, at a distance of Power Rank in yards. They can do this until their Strength fails. If it requires no Strength (dice, pencils, etc) this can be maintained indefinitely.
MAJOR 01-09 Levitate Self in Addition to Objects targeted, controlled
Objects up to the Character's Strength and up to PR in yards x3 (line of sight) away can be manipulated, and the Character is able to lift and move into the air as freely as if they were walking on land. (Limitation is that they can only walk upright, and move only as fast as a slow walk. They can use it to get up to a distance above themself, and then pull weight up effortlessly, though.)
SPECIAL 01-09 Total Telekinesis targeted, controlled
Objects up to the Character's PR/Weight amount can be lifted and fully manipulated, as if they were holding them. Boxes, complex mechanisms, even paper and pencil can be used in this fashion. The Character has full ability to fly through the air, and can carry up to one more person as long as they do not exceed their Strength limitation.
Typical Other Mutations/Powers: often senses, unusual ones, limbs (extra or lost), size (small)
MINOR 10-18 Weather Sense environmental, controlled
When the Character concentrates, they can tell the weather patterns for the area up to Power Level in miles away, they are at the center. They can tell wind direction and speed, and the level of humidity, a living barometer. This applies straight up until there is no weather to be had. They can not detect objects in the weather, like planes or missiles or what have you, but if the object is making a sufficient disturbance in the weather, they can track it. Range can be skilled up heavily. This power can be taken as Uncontrolled and used as a partial Disadvantage instead. (Particularly nasty to those of Loose molecular structure...)
MAJOR 10-18 Control Air or Water environmental, controlled
Not at the same time, though. An amount of air equal to the Character's Strength cubed can be moved up to gale force, at a final distance of Power Rank in yards x4. A volume of water equal to the Character's PR in cubic feet can be moved, either as a current or up into the surrounding air, up to PR in yards away. (This is not telekinesis, if it were, the volume would be much much smaller!) The Character also may choose to alter the substance slightly but not so much as to change its essence (Example: make the air wet, make the water breathable; but NOT make the water greasy, make the air smoggy).
SPECIAL 10-18 Weather Control environmental, controlled
Within a range of Power Rank in miles x2, the Character can slightly alter the current weather conditions. They can nullify large storms into small ones, but not completely dissipate them, likewise, on a perfectly clear day, they cannot cause a hurricane. They can cause rain to turn to snow or the other way around, by altering the pressure and temperature. The range and conditions can be skilled up, sometimes dramatically - as in Tresis living on Neres...
Typical Other Mutations/Powers: Long ears, density control, levitation, senses of other kinds, tail, fangs, hair/fur
MINOR 19-27 Imitate Sounds environmental, controlled
The Character is able to produce any sound they have heard perfectly. They always have perfect pitch, and are usually musicians. There is a limit as to how loud the noise is, up to only 30 decibels, but that is usually enough. This is not restricted to a single sound, they can imitate a chorus if necessary, but the more complex the sound, the quieter it must be. They do not have to use their voice to do this, other body parts work fine, or objects around them. The sound produced is being altered by this power.
MAJOR 19-27 Raucous Noise Generation environmental, controlled
The Character can cause a loud cacophony of sounds, similar to a riot or a loud concert, in a radius of Power Rank in feet x2. Popular at parties that are failing, right? The noise is just that, however, noise. It is at about 60 decibels, which is okay outside, but if done inside there is a possibility of deafening people. This is made without stressing their own voice, but they must start it with a yell.
SPECIAL 19-27 True Sound Illusions environmental, controlled
The Character is able to cause sound to occur, they do not have to speak or use their own vocal chords to do this. This is a minor form of Telekinesis, but it is very limited. Any sound the Character has ever heard can be produced, at the same time if they wish. The Power has a range of Power Rank in feet x10, and can be focused on one target up to PR in yards x3. The sound can be as quiet or as loud as it is needed.
Typical Other Mutations/Powers: held by Noiz Boys and those who can control other things, emotions and mind sight, coupled often with telekinetics, fangs, bizarre appearance
MINOR 28-36 Heat/Cool environmental or self only, controlled or not
Two versions of this power: one is completely innate and cannot be controlled, which applies only to the Character, as they alter their own body temperature to combat external conditions, this Power does not ever need to be checked, it simply always works but can't help others. The other version is a minor ability to heat or cool (50% likely either way - choose at character creation or leave it at 'both') the air, clothing and objects within a small area. Area = Power in feet radius. The amount of change is not extreme: only about 10-12 degrees can be raised or lowered, enough to make a cold environment comfortable or a hot one bearable. This is similar to a somewhat restricted Survival power.
MAJOR 28-36 Cause Fire/Frost environmental, controlled
This is a more extreme version of the heat/cool Power which does have to be both activated and concentrated on, choose which version the Character has at creation, if they can cause small fires or bits of frost. If Fire: the area of effect is Power in feet diameter, or LOS with a range of Power in linear feet; all flammable objects such as paper, dry wood, gasses, etc that require open flame to begin burning will do so. Hair, clothing, rubber and plastic, everything in the area will at least get heated enough to be uncomfortable or melt if not the actual target of the Power; Character may gain skill in controlling the size or direction of existing fires, or extinguishing them; Character also gains a minor Immunity to the effects of fires. If Frost: area of effect is the same as for fire, effects are that any liquid or gas that may freeze or congeal will do so - including blood and other bodily fluids; objects that are currently heated may be cooled (vs. Power rank in 10 degree increments) and fires that are less than the Character's Power Rank in cubic feet can be immediately extinguished; Character gains a minor Immunity to cold effects. This is an either-or, they cannot cause both effects unless the Power is rolled twice.
SPECIAL 28-36 Pyro/CryoKinetics environmental, controlled
As for Fire/Frost, choose which extreme the Character is adept at, unless the Power is rolled twice. Character can at will produce moving balls of flame out of nothing, or snowball-like objects, and can move them as if using their own Strength and Agility, without touching them. Effects of either extreme are at 3x the Major version of the Power, Character gains a Major Immunity to the extreme they choose: if they wish they may remove this immunity and change it to either sensitivity or damaged from, as their negative mutation.
Typical Other Mutations/Powers: Environmental survivals, animal shape, deformed limbs or missing, shapeshifting, allergies, small extra appendages
MINOR 37-44 Imitate Image targeted, controlled
With this ability, the Character may reproduce an image they have seen recently (within Power Rank in hours) on either paper (moving ink existing on it already or drawing plainly) or an electronic source (vid screen, game pad, oscilloscope, whatever). The image fades from paper within Power Rank in minutes, from electric sources at 2x that time. Complex images may be reproduced, the level of complexity is limited only to the Sight Perception of the Character. This Power is useful for spies, people working on a very tight timetable, or racers who need to memorize a course. There is nothing preventing the Character from copying the image physically while it is on paper or printing it out (if on an appropriate screen) from electric source. This character tends to draw flawless images.
37-44 Change Electronic/Ink Image targeted, controlled
This ability can be used the same as Imitate, with a longer time span (Power Rank in hours). The effect on paper is to 'burn' an image into the top of the substance, it can be put onto other surfaces as well (walls, tables, people) with some effort and in the case of people some pain on their part. This is a manipulation of the pigments available and the light bouncing off them. On en electric source the 'pigments' are pixels and magnetized bits. The Character can change the image as often as they want, until the image disappears. Also can increase the time, substances affected, or delicacy of changes (an Agility roll) with skills. Tattoo artists might find this power useful.
37-44 Light Illusions environmental, controlled
With this Power, the Character can literally manipulate the light in an area. Change its color, consistency, direction, where it is reflected or absorbed. Solid shapes can be made this way, noticed as illusion at -50 Sight by normal people, anyone with any light-based or detection senses at -20. Sound cannot be produced at all with this Power. The amount of light affected is Power Rank x3 in cubic yards with the Character in the center. Skills can change virtually any aspect of this ability, performers use this frequently. The light effects can be recorded by conventional means (video, etc) and can also cause heat damage as if from a small flame; with Skill control the Character can manipulate the light of a small area into a concentrated laser or use higher or lower frequencies of the light to cause more heat damage or ultra-violet burns.
Typical Other Mutations/Powers: secret, other unusual elemental controls or senses, fangs or claws, rarely individuals with this power have animal-mutations, oversensitivity, wallflower or nerd
MINOR 45-52 Camouflage Self self only, either controlled or uncontrolled
This ability causes the light around the Character to waver and be difficult to see through, but does not completely render the Character invisible. Sight checks are done at -50 when others are looking for the Character (if they know what to look for) and at -75 if they either are not looking or don't know what to look for. This operates only for the Character and things directly on their person (up to 8 or 9 inches away is distorted but not completely), and can be brought up with Skills to operate in certain conditions (night, bright light, on brick-wall or wood-wall only, etc). The uncontrolled version of this Power operates exactly the same visually, but the Sight checks are at -30 and -55 respectively, the character cannot control when or why the effects appear, but they can eventually attempt to gain control over it through Skills.
MAJOR 45-52 Invisibility self/targeted, controlled
Light bends around this Character or objects near them of their choosing, up to Power in feet away of up to their own size. The invisibility is complete, Sight checks for perception are at -75 for informed, and -100 when others do not know how to look for the effect. There will always be a slight wavering around the very edge of the effect, but within the range of the Invisibility the Character can be anywhere. Objects rendered this way obviously cannot resist, but if it is to be another Character or person, ONLY if they have invisibility or some other light-based power they may attempt to resist. People within the effect can see themselves, but the outside appears to be slightly wet or wavery.
SPECIAL 45-52 Greater Invisibility self/targeted, controlled
As above for Invisibility, but the range is Power rank x2 in feet and the objects/persons can be up to twice the size of the Character. With Skills, the Character can improve the level of invisibility (in 5% increments), the size of the objects involved, or the range. With Greater Invisibility the Character gains the ability to ignore the effects of other's powers similarly manifested, at 50% better than anyone else looking.
Typical Other Mutations/Powers: fangs, other light illusions or mental controls/illusions, telepathy, strong or weak senses, missing or added limbs
**NOTE that only the Sight perception score is affected by any of this, touch, smell, hearing are all as normal!
MINOR 53-60 Slightly Alter Substance targeted, controlled
With this Power the Character has the ability to change the actual substance of an object. Usually they may specialize in one or two types of substances they're good with (metals or wood, water or other basic elements) and keep to those. The more complex an object is, the harder it will be to select and change it. Three or more substances combined (machinery, synthetic objects) are at -50 to use, any more than that difficulty increases 20 points for each new substance. The alteration is permanent, but as a disadvantage the Character may specify that the changes are only temporary. The amount of any given substance can be up to Power Rank in cubic feet, more or less with either skills or disadvantage.
MAJOR 53-60 Greater Alter Substance targeted, controlled
As above, but the substances can be of any complexity, and the size of an object is Power Rank in cubic yards. Again, specific substances can be used as a disadvantage (can't convert lead, can't convert TO oil), size or duration as well. Otherwise the changes are permanent and can be complex substances.
SPECIAL 53-60 Create Substance targeted, controlled
From nothing comes something. Usually specify what a Character is best at, that substance (dirt, metal, crystal, plastic, any nonliving matter) is used at +25, others at -20. Volume of substance created is up to Power Rank in cubic feet per hour of use. Characters who can use this power are often in demand for Slaves, witness Savistahni and her terraforming-twins in the desert of Le'ret. Exhaustion occurs after Power in hours, Character must rest a full night after actually exhausting themself.
Typical Other Mutations/Powers: senses (tech), environmental survivals, added appendages, healing or age enhancement, possess sentient
** Note that there are new versions of this power appearing in Characters with Genetic based or Healing based other powers, creating living things.
MINOR 61-68 Flora Sense self only, controlled or uncontrolled
Either version of this ability allows the Character to sense and distinguish between different plants in an area up to Power Rank in yards radius. This can tell if plants are sickly, damaged, being eaten or trod upon, or have been recently disturbed by wind, rain or passing travelers. Also this can tell if a plant is poisonous, in bloom, running with sap, etc. With the uncontrolled version the Character is constantly aware of their floral surroundings and may be allowed to take a minor disadvantage if they're often in wilderness settings.
MAJOR 61-68 Motion in Plants targeted, controlled
Adding the sense power to this automatically, this Power gains the ability to cause a plant to 'move', using the natural growth and motion they utilize to follow the sun's progress across the sky. Vines and other rope like plants can be used in this way to trap people or animals, or to temporarily be used as ladders, climbing devices or for holding objects. Range is touch or Power Rank in feet away from the user. The moment that the Character stops concentrating, the plant will return to its normal state. Changes like weaving into a ladder or somesuch occur quickly but not instantly.
SPECIAL 61-68 Grow/change Plants targeted, controlled
As above for both versions, but the Character can cause a seedling to sprout and grow, or alter the very nature of a plant, causing a poisonous one to lose that feature, thorns to fall off, leaves to become needles, etc. Dead wood can also be used, at x2 difficulty. The volume of material used this way is up to Power Rank in cubic feet, so a seedling will be grown to a small bush within minutes - given enough nourishment! Changes can be made permanent with Skill, otherwise these actual changes will be temporary, and within a number of days, the plant will return to its original state. Grown plants will continue to grow at a normal rate.
Typical Other Mutations/Powers: other nature senses, environmental survivals, sensitivity or allergy, small added appendages, other environmental powers

MINOR 69-75 Ground Sense self only, uncontrolled
With this ability the Character may sense the composition, depth and interruptions in the soil near them. They may or may not be able to successfully identify the names of the stones or ores found in the nearby ground, unless they have been educated to do so. Area is up to 10x Power Rank in feet in a spherical form (works when you're underground as well as above).
MAJOR 69-75 Minor Ground Control environmental, controlled
As above with sense, but this power enabled the Character to manipulate the soil, dirt and unpurified ores in an amount of ground. The area affected is up to Power Rank in cubic feet, and can be used to purify soil from dirt, sand from ground, stones away from soil, etc, but it cannot be used to purify ores into metals, that's another Power entirely. To move soil into shapes, such as surrounding feet of an enemy or over bits of uncovered victims, it usually takes only about three minutes. Skills can reduce the time taken, the amount of dirt affected, and the range at which the Character may use the power. This is a keen power. It looks funky, though. Like looking at an earthworm's progress through dirt at high speed...
SPECIAL 69-75 Greater Ground Control environmental, controlled
The Character has a deep commune with the ground. They can sense within Power Rank in Miles the seismic activity, what sorts of things are moving through the ground, the stone layers, ores and deposits, and they can also control them. The extent of the control varies with experience: first the character is more fully aware of the surroundings. At skill of 5 points they may use this power as the Minor power, at 10 points they may double the area affected, as well: their range is Power Rank in yards. At skill of 15 they may begin causing ruptures in major fault lines (rare), shakes and shimmies in sand or loose soils, and tumble stones as if they were being hurled down a hill. Skill of over 15 with the power can specify stone types, use lava as a source of 'soil', and use smaller bits (dust or pebbles) with more precision, as if they were using telekinesis. Note that this does NOT convey any ability to change the essence or composition of any given ground area.
Typical Other Mutations/Powers: size (large), future or past sight, force field, small extra limbs, dependance
MINOR 76-82 Gravity Alteration Local self/near, controlled
With this power the Character may choose to ignore the effects of gravity. The ever-popular Spandex Antigravity Breasts might droop in reality, but with this power they rise to any occasion. The character does not appear to suffer the effects of the gravity of the world, and can alternately save themselves a bad fall injury by repelling themself just above the ground. This is a vaguely telekinetic power, related to both levitation and density control. This also confers a Sense of gravity and density to a small degree, in Power Rank in Yards.
MAJOR 76-82 Minor Gravity Control environmental/controlled
The Character may use this power to alter the density or apparent gravity of other things, including living things. This does not alter their actual density but only changes it for the duration of their concentration. The limit is their Power Rank in yards, and in Targets. They may slow the fall of a rider, cause a Steed to break its wings against heavy unnatural conditions, or other such nasty uses.
SPECIAL 76-82 Greater Gravity Control environmental, controlled
As above for the Minor version but the range and number of targets is multiplied by 3 each. The effects of this power are not exactly the same as Levitation, because the limit of the power in distance could never allow the character to manipulate someone right off the planet. They can make people "lighter" to carry them to emergency clinics, lifting heavy weights like fallen boulders as if they were only pebbles, and generally look like super-beings to those around them. Just don't run out of steam while you're holding up that cathedral.
Typical other Mutations/Powers: characteristic increases, egomania, superhero type distractions and secret lives, rarely any physical detractions
MINOR 83-89 Metal/Crystal Sense self only, uncontrolled
As Ground sense, only it applies purely to metals, alloys and crystal shaped objects of glass, diamonds, they both have a crystalline shape or strict molecular structure. Otherwise the power is exactly as useful and to the same range.
MAJOR 83-89 Metal/Crystal Control environmental, controlled
As Ground control, only as above works with metals and crystals. This power is useful for getting ores straight out of the ground, separating impurities from it. Most of the best metal has been mined this way, in Hapar the mines are full of metal controlling miners. Crystals are used in most computers and electronics, as well as mined or shaped for money and art. The metals come oozing out of the ground, like daises...
SPECIAL 83-89 Metal/Crystal Shaping environmental, controlled
Metal and Crystal shaping are two distinct types of the same power, if desired one may be specified, the other may be used but at 50% less power. Character is able to work metals mentally rather than having to heat, forge and beat it into shapes. The purer the metal, the easier it is to work with, same with crystals. The amount of metal shaped is up to the Power Rank x3 cubic inches at a time (so a Power 2 person can shape 24 cubic inches at once). Crystal is up to Power Rank x2 cubic inches, and takes twice as long to work, since they are much more fragile. Already shaped metals and crystals work twice as easily, some powerful shapers have pieces on them that they simply work constantly, swords into decorative outerwear, bowls and such. NOTE that none of these Powers allow for alteration of the essential composition of the ore or crystal into anything else, but a metal-shaper can take an existing metal and with enough Skill and time, change it into another type of metal. Yes, lead to gold. Carbon to diamonds.
Typical Other Mutations/Powers: tech powers, senses, out of body, psychometry, enhancements, oversensitive, wallflower, allergies, bone or joint disabilities
MINOR 90-95 Electrical Senses self only, uncontrolled
The Character with this power can sense all forms of electric energy within Power Rank in Feet. This includes all mental and physical electric impulses, as from nerves and power lines alike. The range or the specialty can be trained up with skills.
MAJOR 90-95 Minor Electrical Control targeted, controlled
This power allows the Character to use their Electric sense to manipulate those same impulses. They can interrupt a stream of data (without necessarily knowing what is being carried on it) or break up a heartbeat. This is a far more rare and threatening form of invasive manipulation than people give it credit for, but it is just that: rare, and often goes unused save by people in remote locales. Range is Power Rank in Yards and Targets can be specified either organic or manufactured and all can be skilled up.
SPECIAL 90-95 Full Electric Control targeted/environmental, controlled
The Character can affect objects and living things at a much greater distance and to deeper effect than the Minor version (Range = Miles, Targets = x3), and can do damage to living things or inorganic matter with any amount of electric energy nearby. They can at will cause a static charge to build similar to the way a weather shaper could however they immediately deplete the local area of whatever charge it has to do so, and can then discharge it directly into damage in points. This damage can only be defended against by Negate Psionics, or another electric/weather/tech power or a full immunity to electric damage. They can of course damage data or brains equally this way. They cannot necessarily know what things they have disrupted unless they have Telepathy or Tech sense along with this power.
Typical other Mutations/Powers: naga shape, tech-elf often combined, skin condition, mania, phobias, strong or overwhelming senses, tech or related powers

MINOR 96-100 Tech Sense self only, uncontrolled
The Character has the ability to sense what's going on electronically. Computers are easy prey, microwaves less so. Very handy for debugging programs and writing new ones, with Skills Character can learn to control the way and duration the power is used, can learn to turn it off, or can focus into one kind of machine. The Character must still be in contact with this power to work on things.
MAJOR 96-100 Small Machine Control targeted, controlled
Machines such as any hand-held device (remote control, game, heater, electric watch) or up to larger but more primitive devices can be operated without touching them. Optionally the Character can do either electronic or mechanical devices, or both. Anything up to the size of a home computer or betting station can be used, understood and fixed without getting your hands dirty. The range is usually nearby proximity, but can be skilled up.
SPECIAL 96-100 Greater Machine Control targeted, controlled
Any machinery can be instantly understood, located, and altered without touching. Computers offer their information more quickly and easily, games and betting stations are bloody victimized by these Characters. Full machinery, anything up to a factory sized object can be controlled, more or less with skill adds. The bigger the object the closer they need to be and more concentration is required.
Typical Other Mutations/Powers: almost all Tech Elves are of this persuasion, with the ears and missing fingers as usual. Other powers include weather and other sensing, imaging, illusions