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Telekinetic Psychic Powers - Various

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Inquisitor Logo
Telekinetics with their awesome ability to bend steel bars using their mind alone are hard to keep captive.

Blessing of the Machine God
Difficulty Type
10 Persistent & Ranged
This uses the power of the machine god to gift the recipient with accuracy and skill with ranged weapons. Any character with this blessing gains a bonus to his shooting equal to the amount the pysker passed his Willpower test by, though only with mechanical weapons (so no Throwing knives, bows, or fireballs!). The character also gains the modifier when operating machinery, etc. It can be cast on the psyker himself, if you wish.

Crush
Difficulty Type
½ target's toughness Ranged
Does D3 levels of damage to a random location.

Fists of Fury
Difficulty Type
15 Persistant
Add 3D10 to the psykers WS and strength and they count as having the following weapon on both fists.
Type Reach Damage Parry Penalty
Close Combat 0 3D10 -30%
It can destroy parrying non- power or force weapons just like power weapons.

Flight
Difficulty Type
Psyker's Weight Persistant
This power gives the recipient the power to soar around the sky at will, dodging bullets and strafing enemy positions with firepower. Kind of an upgrade on the Telekinesis power, a character under this power may move around the sky as he wishes. This is resolved by the simple rule that whatever you can do vertically, you can do horizontally, for instance:

Inquisitor Andy has been a lucky boy and can now fly. He sees Sammy Space Marine on a platform 15 yards above his head. He declares that he makes one 10 yard move (Sprint) and one 6 yard move (run) combined with a shooting action from his shotgun, and then two more shooting actions in mid-air.
Knockback is slightly different as well; it is suffered automatically and at double distance (so stay away from any walls!). If the persistence roll fails the character drops from the sky, and hits the ground (rather messily, I should imagine).
If the GM allows, this can be employed on other friendly characters (although the weight of any Rocket launchers, etc. is added as well to prevent bombing runs!).

Psychic Barrier
Difficulty Type
0 Ranged and Persistant
Mark three points on the board. A shield is created between these points and anyone inside the shield being shot at from outside counts as having a 2D6 force field. To move inside the force field you must pass a strength test with a positive modifier depending upon your speed.
Sneeking +4, Crawling +4,Walking +8, Evading +10, Running +12, and Sprinting +20. If this is failed the character hits the force field, falls prone(out side) and is pinned.

Trip up
Difficulty Type
0 Ranged
Target stumbles and must use their next successful action to recover their wits.
Zen Shootist
Difficulty Type
10 Persistant
Psyker becomes one with their weapon and can fire using their Wp instead of BS. Shot modifiers modify Wp instead of BS as well.


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