Inspired by Psychic Storm intro... Psychic Weapon Master PCC
Posted: Wed Oct 12, 2011 7:51 pm
Let me know what you guys think about this PCC.
Yes it is powerful, most because if the extreme high PPE of Chaos Earth at the time.
Psychic Weapon Master PCC
When the Rifts came, and the Demon Hordes invaded the earth. A few would be psychics became Psychic Weapon Masters. This class of psychics have not formulate their power into select psychic weapons as they will later on do. Later on their original powers would be called Psi-Swords, Psi-Shields, Psi-Spears, Psi-Bows, etc. by later psychic classes. However, the Psychic Weapon Masters have not master one weapon, but can form any type of primative weapons into Psychic Weapons of mass destruction. Their weapons lack tact, glowing brightly enough to light up a field like flares. Not the subtle glowing weapons that Rifts Earth will come to know much later on. The Psychic Weapon Masters will the were later people learn to fear Psychic weapons, and were they gain their reputation for being fearsome weapons in combat. But for now, these weapons are very In-Your-Face, and impossible to miss when used. Demons and the supernaturals fear these weapons almost above any other weapons in battle. Mainly because these fearsome weapons can kill them, even Vampires, Werewolves, Scarecrows, and other near-impossible to kill supernatural.
#1. Psychic Melee Weapons : It does not matter what the weapon looks like yet, it can be a spear, sword, baseball bat, mace, hammer. As long as it is a type of weapon which is held in at least one hand and used in melee combat it belongs here. In fact most Psychic Weapon Masters will form different weapons for different purposes without thinking about. Not that they have any control over the form of the weapons at this time however, but they don’t. Gms and Players should feel free to use any melee weapon they wish when the weapon is created, until they dismiss it however, they cannot change change to a different weapon.
At this point in time, the Psychic Weapon Masters have no control over how much damage their Melee Weapons inflict. At level One, these weapons inflict a Massive 1d4x10 MD to targets. They gain an additional +1d4x10 MD at levels 3, 6, 9, 12, and 15.
Ar level one these weapons are crude contructs of psychic energy. At level 3 they begin to take on more of a shape for the weapon which they are, at level 5 the weapons loon like glowing versions of the real weapons. This is truse even for the Ranged and Defenses
#2 Psychic Ranged Weapons : These can be any weapons which are fired or thrown, but are always primative styled weapons such as Bows, Spears, Boomarangs, throwing daggers, Balls, disks, etc. These weapons are not as fearsome as the melee weapon in direct combat, but they have the advantage of Range, extreme range. Once a weapon is created, it must be dismissed before a different type can be summoned.
The weapons inflict 4d6 MD at Level One, with a +1d6 at levels 2, 4, 6, 8, 10, 12, and 14. However, the range on these weapons is basicly Line-Of-Sight. If they can see it, they can hit it.
#3 Psychic Force Shield : This is a defensive power and not a weapon. It cannot be used to inflict damage even if they tried to but they can use it to push back opponents and to parry any attack. This psychic shield can be formed in two forms. A Wall-like barrier or as a physical shield-like object on the arm. The first kind the Barrier is gained at Level One. The Wall-barrier never takes damage, but only lasts for 1 minute per level. It is large enough to protect a dozen people if need be. At Level 5, the psychic can now form the barrier into a portable version carried on the arm like a Shield. This Shield also never takes damage from any attack, repelling the attack with a simple Parry Roll. In theory, they can duck block missisles attacks, watching the blast radius almost go around them, stopped by the Barrier or shield completely. A NEMA officer reported such an event once, than a Plasma Missle was stopped by a man with an energy shield on his by ducking behind it while the plasma blast went the opposite direction leaving the man and the people he was protecting safe and sound.
Compulsionary Powers : These are areas that the Psychic Weapon Masters can learn later on to control his weapons better. They can Select One of these abilities at Levels 2, 4, 5, 6, 7, 9, 11, 13, and 15
Innate Weapon Combat with the Psychic weapons. Each time this power is selected grants the Psychic Weapon Master a +1 to Strike, Parry, Parry, Initiative, with their weapons. All of them. These counts even for the shield and barrier to parry energy, and projectile weapons. Which would normally receive Negatives to use in combat actively at -6 to Parry . If this is selected, they gain actual bonuses and no negatives.
Increased Control over Damages. Each time this is chosen, the character can reduce damages by 2 dice to a minimum of 1 die. Or the character can increase the damages of the weapon by 2 dice (2d6 to 4d6, or 1d4x10 to 3d4x10, and so on). However, the Psychic Weapon Master must choose which one each time he selects this power. Good characters usually select the damage reduction more often, Selfish characters seem to select this evenly between the two types best they can, and Evil characters almost always chose addition damage.
Reduced Time to summon. Normally it takes a Full Melee Round (all actions/attacks) to Summon any of the weapons or defenses. This ability reduces the time. Each Time reduces the time by One action/attack. However if selected 4 times, the weapons and defenses are summoned instantly from that point on.
Reduced ISP Cost. All the weapons and defensives cost 15 ISP to summon, and Lasts for 5 Minutes per level (except for the barrier-wall).
The First time this is selected the cost is reduced to 7 ISP, Second time 3 ISP, Third time only 1 ISP, and the fourth times it becomes Free.
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Suggestions or Comments ?
Yes it is powerful, most because if the extreme high PPE of Chaos Earth at the time.
Psychic Weapon Master PCC
When the Rifts came, and the Demon Hordes invaded the earth. A few would be psychics became Psychic Weapon Masters. This class of psychics have not formulate their power into select psychic weapons as they will later on do. Later on their original powers would be called Psi-Swords, Psi-Shields, Psi-Spears, Psi-Bows, etc. by later psychic classes. However, the Psychic Weapon Masters have not master one weapon, but can form any type of primative weapons into Psychic Weapons of mass destruction. Their weapons lack tact, glowing brightly enough to light up a field like flares. Not the subtle glowing weapons that Rifts Earth will come to know much later on. The Psychic Weapon Masters will the were later people learn to fear Psychic weapons, and were they gain their reputation for being fearsome weapons in combat. But for now, these weapons are very In-Your-Face, and impossible to miss when used. Demons and the supernaturals fear these weapons almost above any other weapons in battle. Mainly because these fearsome weapons can kill them, even Vampires, Werewolves, Scarecrows, and other near-impossible to kill supernatural.
#1. Psychic Melee Weapons : It does not matter what the weapon looks like yet, it can be a spear, sword, baseball bat, mace, hammer. As long as it is a type of weapon which is held in at least one hand and used in melee combat it belongs here. In fact most Psychic Weapon Masters will form different weapons for different purposes without thinking about. Not that they have any control over the form of the weapons at this time however, but they don’t. Gms and Players should feel free to use any melee weapon they wish when the weapon is created, until they dismiss it however, they cannot change change to a different weapon.
At this point in time, the Psychic Weapon Masters have no control over how much damage their Melee Weapons inflict. At level One, these weapons inflict a Massive 1d4x10 MD to targets. They gain an additional +1d4x10 MD at levels 3, 6, 9, 12, and 15.
Ar level one these weapons are crude contructs of psychic energy. At level 3 they begin to take on more of a shape for the weapon which they are, at level 5 the weapons loon like glowing versions of the real weapons. This is truse even for the Ranged and Defenses
#2 Psychic Ranged Weapons : These can be any weapons which are fired or thrown, but are always primative styled weapons such as Bows, Spears, Boomarangs, throwing daggers, Balls, disks, etc. These weapons are not as fearsome as the melee weapon in direct combat, but they have the advantage of Range, extreme range. Once a weapon is created, it must be dismissed before a different type can be summoned.
The weapons inflict 4d6 MD at Level One, with a +1d6 at levels 2, 4, 6, 8, 10, 12, and 14. However, the range on these weapons is basicly Line-Of-Sight. If they can see it, they can hit it.
#3 Psychic Force Shield : This is a defensive power and not a weapon. It cannot be used to inflict damage even if they tried to but they can use it to push back opponents and to parry any attack. This psychic shield can be formed in two forms. A Wall-like barrier or as a physical shield-like object on the arm. The first kind the Barrier is gained at Level One. The Wall-barrier never takes damage, but only lasts for 1 minute per level. It is large enough to protect a dozen people if need be. At Level 5, the psychic can now form the barrier into a portable version carried on the arm like a Shield. This Shield also never takes damage from any attack, repelling the attack with a simple Parry Roll. In theory, they can duck block missisles attacks, watching the blast radius almost go around them, stopped by the Barrier or shield completely. A NEMA officer reported such an event once, than a Plasma Missle was stopped by a man with an energy shield on his by ducking behind it while the plasma blast went the opposite direction leaving the man and the people he was protecting safe and sound.
Compulsionary Powers : These are areas that the Psychic Weapon Masters can learn later on to control his weapons better. They can Select One of these abilities at Levels 2, 4, 5, 6, 7, 9, 11, 13, and 15
Innate Weapon Combat with the Psychic weapons. Each time this power is selected grants the Psychic Weapon Master a +1 to Strike, Parry, Parry, Initiative, with their weapons. All of them. These counts even for the shield and barrier to parry energy, and projectile weapons. Which would normally receive Negatives to use in combat actively at -6 to Parry . If this is selected, they gain actual bonuses and no negatives.
Increased Control over Damages. Each time this is chosen, the character can reduce damages by 2 dice to a minimum of 1 die. Or the character can increase the damages of the weapon by 2 dice (2d6 to 4d6, or 1d4x10 to 3d4x10, and so on). However, the Psychic Weapon Master must choose which one each time he selects this power. Good characters usually select the damage reduction more often, Selfish characters seem to select this evenly between the two types best they can, and Evil characters almost always chose addition damage.
Reduced Time to summon. Normally it takes a Full Melee Round (all actions/attacks) to Summon any of the weapons or defenses. This ability reduces the time. Each Time reduces the time by One action/attack. However if selected 4 times, the weapons and defenses are summoned instantly from that point on.
Reduced ISP Cost. All the weapons and defensives cost 15 ISP to summon, and Lasts for 5 Minutes per level (except for the barrier-wall).
The First time this is selected the cost is reduced to 7 ISP, Second time 3 ISP, Third time only 1 ISP, and the fourth times it becomes Free.
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Suggestions or Comments ?