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ESP Powers
Notes for using psionics with Iron Gauntlets.
Contributor: Precis IntermediaCreated: May 07, 2004Modified: Jan 18, 2019System: Iron Gauntlets

Design note: Psionic powers were purposely left out of the main rules because I always felt that they really didn’t fit with a fantasy campaign. The following rules have been made available for those who like to use psionics. Feel free to create your own ESP-based skills.

New Ability
ESP, or extra-sensory perception, allows a character to extend his mental energy to a point outside of his body. Allocating points to ESP requires approval by the director. No more than one chararacter in a group should possess the ESP ability. ESP-Based Skills
Mesmerism*
Mesmerism can be used to put another person within eye contact into a hypnotic trance. The target character may then be given instruction which he must carry out. The difficulty of this task is determined by the complexity of the instructions—simple one-word commands are routine, while longer, complex orders are challenging. This may be resisted by an awareness-based composure roll. Telekinesis*
 Telekinesis  Difficulty Modifier 
 Oversized  +1diff 
 Large Animals  +2diff 
 Huge Animals  +3diff 
Telekinesis is the power to move objects with the mind. Difficulty is based on the range to target but the size of the item also affects it (see range table below). This works similarly to the Fabrica Motus skill.
Telepathy*
 Range  Difficulty 
 Touch  Trivial (1) 
 10 feet  Routine (2) 
 20 feet  Complex (3) 
 40 feet  Challenging (4) 
 60 feet  Formidable (5) 
 100 feet  Improbable (6) 
 150 feet+  Impossible (7) 
Telepathy allows a character to communicate his thoughts to another person or animal without speaking. Reading one’s thoughts is a bit harder and modifies the difficulty by +1diff. The difficulty is determined by range (see range table at right).
* Cannot be used unskilled.

New Gimmicks
Sixth Sense
The character is able to predict another person or creature’s actions in a given turn with a successful awareness-based composure roll (allocating dice from the awareness ability for this roll prevents it from being used for the rest of the turn). This can prove useful in knowing whether to perform defensive maneuvers or take a shot of opportunity. This cannot be used in times of stress however, such as immediately following a failed composure roll or suffering more than two (2) grades of injury or three (3) grades of fatigue. Wild Sense
The character is incapable of controlling his ESP-based skills when not concentrating to do so. Times of extreme stress can yield unpredictable results—his telepathy skill, for example, may flood his mind with random thoughts and image which daze and confuse him, or may even become overwhelming and require a reasoning-based composure roll to overcome a mass of emotions. The director should use his own discretion, but this gimmick shouldact as a prop to hinder the character rather than cause him harm.

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