“Say goodnight, Gracie!” Quantum Level: Level: Level: Level: Level: 2
Telekinesis
“Y’know that old saying, ‘His reach exceeds his grasp?’ Doesn’t apply to me!” Quantum Level: Level: Level: Level: Level: 2 Manifestation Time: Manifestation Time:Manifestation Time:
Manifestation Time:Manifestation Time: 1 standard action Range:
Range:Range:
Range:Range: Long (400 ft. + 40 ft./level) Target or Targets:
Target or Targets:Target or Targets: Target or Targets:Target or Targets: See text Duration:
Duration:Duration:
Duration:Duration: Concentration (up to 1 round/level) or instantaneous; see text
Saving Throw: Saving Throw: Saving Throw:
Saving Throw: Saving Throw: Reflex negates (object) or None; see text Power Resistance:
Power Resistance:Power Resistance:
Power Resistance:Power Resistance: Yes (object); see text Power Points:
Power Points:Power Points: Power Points:Power Points: 2
Description: Description: Description:
Description: Description: You use quantum energies to lift and move things without touching them physically. This power may manifest as mental willpower, focused winds, energy tentacles or talons, or some other effect.
Effect: Effect:Effect:
Effect:Effect: Depending on the version selected, the power can pro- vide a gentle, sustained force, perform a variety of combat maneu- vers, or exert a single short, violent thrust.
Sustained Force: You can move an object weighing no more than 25 pounds + Quantum per character level up to 20 feet per round. The weight can be moved vertically, horizontally, or in both direc- tions. A target can negate the effect on an object she possesses with a successful Reflex save or with power resistance.
This effort lasts 1 round per character level, but ends if you cease concentration or if the object is forced beyond your range (the ob- ject falling or dropping in the process).
You can manipulate telekinetically an object within the weight limitation as if with one hand (e.g., pull a rope or lever, turn a key, push a button, rotate an object). Delicate activities are possible, but require Intelligence checks at the GM’s discretion.
ABERRANT
Combat Maneuver: Once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip (see Chapter 8: Combat in the Player’s Handbook). Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your character level in place of your base attack bonus (for disarm and grapple), you use your Quantum score in place of your Strength or Dexterity modifier (as appropriate), and a failed attempt doesn’t allow the target a reactive attempt (such as for disarm or trip). No save is allowed against these attempts, but power resistance applies normally. This ef- fort lasts 1 round per character level, but ends if you cease concentration.
Violent Thrust: You can expend the effect’s energy in an instanta- neous attack, hurling one object or creature per character level (maxi- mum 20) that are within range and all within 10 feet of each other to- ward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds + Quantum per character level.
You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Quantum score. Weapons cause standard damage (with no Strength bonus). Other ob- jects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).
You can hurl creatures that doe not exceed your weight capacity, but each is allowed a Reflex save (and power resistance) to negate the effect. The same is true if you target possessions that a creature has in her possession. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points) per two Quantum.
Extras
Increased Mass: You can heft targets weighing up to 100 pounds + Quantum per character level. Cost: 4 pp.
Deep Scan: You concentrate, delving into a target’s thoughts. The target is aware of the attempt; she can resist on a successful Will save, severing the telepathic connection. The depth or complexity of thought you discover depends on how long you concentrate. Cost: 2 pp.
Telepathy
“I’m well aware how open-minded you are. More than you know.” Quantum [Mind-Affecting] Level: Level: Level: Level: Level: 1 Manifestation Time: Manifestation Time:Manifestation Time: Manifestation Time:
Manifestation Time: 1 standard action Range:
Range:Range: Range:
Range: Close (25 ft. + 5 ft./2 levels) Target:
Target: Target: Target:
Target: 1 living creature Duration:
Duration: Duration: Duration:
Duration: 1 min./level (D) Saving Throw:
Saving Throw:Saving Throw: Saving Throw:
Saving Throw: Will negates (harmless) Power Resistance:
Power Resistance:Power Resistance: Power Resistance: Power Resistance: Yes Power Points: Power Points:Power Points: Power Points: Power Points: 2
Description: Description: Description: Description:
Description: You project your quantum consciousness to com- municate directly with the minds of others.
Effect: Effect:Effect: Effect:
Effect: You forge a telepathic bond between yourself and a single target with an Intelligence score of 3 or higher. You must have line of sight to establish the link; you can then communicate telepathically
Multiple Links: You can establish telepathic contact with one tar- get per three character levels, no two of which can be more than 30 feet apart at the time you first use the power. Cost: 1 pp per target after the first.
Surreptitious Scan: If a target fails her Will save, she is unaware of your telepathic contact. Cost: 2 pp.
Teleport
“Sorry about popping in unannounced.” Quantum
Level: Level: Level: Level: Level: 2
Manifestation Time: Manifestation Time:Manifestation Time:
Manifestation Time:Manifestation Time: 1 standard action Range:
Range:Range: Range:Range: Personal Target: Target:Target: Target:Target: You Duration: Duration: Duration:
Duration: Duration: Instantaneous Power Points:
Power Points:Power Points: Power Points:Power Points: 2
Description: Description: Description:
Description: Description: You vanish from one point in space and reappear an instant later in another, bypassing any intervening barriers in the process.
Effect: Effect:Effect:
Effect:Effect: Your designated destination may be as distant as 100 miles per character level. You must have some clear idea of its loca- tion and layout; roll d% and consult the corresponding chart to deter- mine familiarity and accuracy of arrival. The clearer your mental im- age, the more likely the effect succeeds. Areas of strong quantum energy may make teleport more hazardous or even impossible, at the GM’s discretion.
You can bring along only those objects that are subject to the Eufiber or Attunement background feats.
Rounds of Rounds of Rounds of Rounds of Rounds of Concentration Concentration Concentration Concentration
Concentration Depth/Complexity of ThoughtsDepth/Complexity of ThoughtsDepth/Complexity of ThoughtsDepth/Complexity of ThoughtsDepth/Complexity of Thoughts 1 round Surface thoughts
2 rounds Unguarded thoughts/simple plans 3 rounds Secret thoughts/involved plans 4 rounds Intimate secrets/complex plans 5 rounds Deeply buried secrets
Familiarity Familiarity Familiarity Familiarity
Familiarity On TargetOn TargetOn TargetOn Target Off TargetOn Target Off TargetOff TargetOff TargetOff Target Similar AreaSimilar AreaSimilar AreaSimilar AreaSimilar Area MishapMishapMishapMishapMishap
ABERRANT
CHAPTER FOUR: QUANTUM POWERS
185
Familiarity: The GM is the final arbiter of how familiar you are with the destination. “Very familiar” is a place you’ve been very of- ten and where you feel at home. “Studied carefully” is a destination you know well, either because you’ve been there often, you can see it currently, or you have used other means to study it for at least one hour. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a destina- tion that you have seen only once, typically for no more than a few minutes.
“False destination” is a place that does not exist — whether a fake site that you’ve been led to believe is real, a familiar location that no longer exists as such or a place that has been altered to the extent that it is no longer familiar. In this case, roll 1d20+80 to obtain results on the chart.
On Target: You appear where you want to be.
Off Target: You appear safely a random distance away from the destination. Distance off target is 1d10 x 1d10% of the distance that was to be traveled. The direction off target is determined randomly. Similar Area: You wind up in an area that’s similar visually or thematically to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the power’s range, the power simply fails instead.
Mishap: You got “scrambled.” You take 1d10 points of damage (this bypasses any damage reduction or other defense you may have), then reroll under “false destination” to see where you wind up. Each time “mishap” comes up, you sustain another 1d10 points of damage and must reroll.
Extras
Combat Teleport: You can teleport 10 feet per level as a move ac- tion in combat, striking as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC. Cost: 2 pp.
Increased Range: You can teleport up to 1,000 miles per char- acter level (instead of 100 miles/level). Cost: 2 pp.
Safe Blind Teleport: You gain a +2% bonus per character level when rolling for accuracy of your teleport, and you never suffer the “mishap” result. Cost: 1 pp.