Talens/Biotic Amps

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Talens/Biotic Amps

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Post by Strato »

Throughout the ages, mentalists of every class and creed have espoused the use of ritualistic aides in all shapes and sizes, from the spell tabs of the ancient orient, to the tarot cards that made the rounds throughout the world. Or for the modern psychic, a nice spoon to bend. Arguably these items have no power of their own, but merely grant the psychic a focus to gather their will and wits about.. Their effectiveness however is inarguable, whether this is true or not.
To the truly modern mystic however, there is a second option; Tireless research of the "Mass Effect" caused by Element Zero has given rise to a new breed of Biotic Amp which, unbelievably, promises total compatability with not only Biotic powers, but Psycho, Tele, Pyro, Gyro, and any other 'Kinetic' one can name by carefully synchronizing the Amp with the forms of brain activity which go on when psychic powers are in use. Like to keep your hands empty, or just don't believe that hoodoo in the paragraph above? Buy an Amp.
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Talens and Amps are nearly identical in function but vary greatly in form.

A Talen is an esoteric thing which calls to the more mystical aspects of psychic power, blurring the line between magic words and the science of thought. It can be held in either hand, or both to stack the effects, and Enchanted with any effect a weapon could hold. Purity of image however is necessary, so even if the Talen is hung from a bracelet or mounted on a ring, the hand must be empty for the item to function. Talens can be Enchanted, and have a seperate allotment of slots that can be filled with Talen/Amp-Only Natures on creation of the Talen, which is preformed via Arcane Science or any Psionic skill. In the latter case, the Talen will only function for the creator. Cost is unaffected by how the Talen is created.

A Biotic Amp is strictly science; A glowing core of Element Zero controlled by delicate machinery to invoke the vaunted Mass Effect on distant objects. Since it requires a direct and solid link to the user's mind, it does not and in fact cannot be placed in the hand or offhand; It must be mounted in either a Transhuman or robottic Augment Slot, or the Support Slot of one's armor, in either case generally being mounted on either the back of the neck, the back of the head, or either hand. A system of Amps can be linked to to resonate with one another, with up to four Amps per system, but only one System can be in place at a time. Each additional Amp hooked to the suite grants 1 extra Augment Slot and a small boost to the overall bonus, but costs the same as the original Amp. These secondary amps fill an extra slot in the armor or transhuman/Robot's "inventory", cost half the Credits of the original, and do not affect the DC unless they are added later, in which case the DC to create each is one third the original.
Amps cannot be Enchanted, but their Augment Slots can be filled at any time with any Talen nature, or reprogrammed. Amps are created and modified by Engineering or Electronics, needing two artisans who meet the level requirement. A system also requires a one-time meeting of one fourth the DC by the psionic who will be using it, to set up their own profile and acclimate to controlling the Amps.

Amps cannot be used at the same time as Talens, and vice versa; But both can be equipped at once, with each psychic action taken using one or the other.

The artisan level required to craft a talen/amp is (Level Requirement + 2), with a maximum of 10.
_________________________________________________________________________________________________________________________


**The following Enchantments function differently when applied to a Talen**
Elemental Strike - When Telekinesis is used it is altered to the nature of the element of the strike boost(TK with Fire makes TK fire based). If an an attack of elemental relation is used, its damage is boosted by +1000.
Status Touch - Replaces the standard status effect with the given Status Touch of the same Severity, on command, with a 25% success rate. Does not stack with another Touch/Strike effect. If the Kinesis already causes the Touch status, there is a 25% chance the Severity will be increased by 1.
Status Strike - Replaces the standard status effect with the given Status Touch of the same Severity, on command, with a 50% success rate. Does not stack with another Touch/Strike effect. If the Kinesis already causes the Strike status, there is a 50% chance the Severity is increased by 1.
Counts as a 'weapon' for Autocast effects, and Imbued Spell charges can be 'cast' as if they were a Kinesis of the same level, but only if the elements match.

_______________________________________________________________________________________________________________________

Example Talen;
Name: The name of the talen's model.
Cost: The cost to buy the talen (As normal, halved to determine cost of materials needed to create)
DC: The DC to create the talen.
Level Requirement: The level needed to craft or use the talen.
Augment Slots: The number of slots available for enchantments or other augmentations.
Nature Slots: The number of slots available for Natures. These must be filled on item creation and cannot be filled later.
Bonus: Applied to Psionic checks, whether attacking, making a DC, or defending against enemy psionics.

_________________________________________________________________________________________________________________________

===Talens===

[Radiant Metal Talen]

Name: Denzium Talen
Cost: 10,000 gil
DC: 40/70/100
Level Requirement: 1
Augmentation Slots: 3
Nature Slots: 5
Bonus: +10

Name: Andrium Talen
Cost: 30,000 gil
DC: 44/74/104
Level Requirement: 2
Augmentation Slots: 3
Nature Slots: 5
Bonus: +11

Name: Phazite Talen
Cost: 50,000 gil
DC: 48/78/108
Level Requirement: 2
Augmentation Slots: 3
Nature Slots: 5
Bonus: +12

Name: Solinium Talen
Cost: 80,000 gil
DC: 62/102/142
Level Requirement: 3
Augmentation Slots: 3
Nature Slots: 6
Bonus: +13

Name: Aetherium Talen
Cost: 130,000 gil
DC: 68/108/148
Level Requirement: 3
Augmentation Slots: 3
Nature Slots: 6
Bonus: +14

[Radiant Gem Talens]

Name: Amber Talen
Cost: 175,000 gil
DC: 92/162/232
Level Requirement: 4
Augmentation Slots: 4
Nature Slots: 7
Bonus: +15

Name: Jasper Talen
Cost: 225,000 gil
DC: 96/166/236
Level Requirement: 4
Augmentation Slots: 4
Nature Slots: 7
Bonus: +16

Name: Ruby Talen
Cost: 300,000 gil
DC: 102/172/242
Level Requirement: 4
Augmentation Slots: 4
Nature Slots: 7
Bonus: +17

Name: Cardinal Talen
Cost: 360,000 gil
DC: 106/176/246
Level Requirement: 5
Augmentation Slots: 4
Nature Slots: 7
Bonus: +18

Name: Alabaster Talen
Cost: 420,000 gil
DC: 110/180/250
Level Requirement: 5
Augmentation Slots: 4
Nature Slots: 8
Bonus: +19

Name: Bloodstone Talen
Cost: 490,000 gil
DC: 114/184/254
Level Requirement: 5
Augmentation Slots: 4
Nature Slots: 8
Bonus: +20

Name: Lazurite Talen
Cost: 530,000 gil
DC: 116/186/256
Level Requirement: 6
Augmentation Slots: 4
Nature Slots: 8
Bonus: +21

Name: Malachite Talen
Cost: 620,000 gil
DC: 120/190/260
Level Requirement: 6
Augmentation Slots: 4
Nature Slots: 8
Bonus: +22

[Prime Material Talens]

Name: Red Beryl Talen
Cost: 720,000 gil
DC: 165/255/345
Level Requirement: 7
Augmentation Slots: 5
Nature Slots: 9
Bonus: +23

Name: Obsidian Talen
Cost: 820,000 gil
DC: 175/265/355
Level Requirement: 7
Augmentation Slots: 5
Nature Slots: 9
Bonus: +24

Name: Celestial Diamond Talen
Cost: 1,000,000 gil
DC: 190/280/370
Level Requirement: 7
Augmentation Slots: 5
Nature Slots: 10
Bonus: +25

[Prime Metal Talens]

Name: Meteorillium Talen
Cost: 1,250,000 gil
DC: 200/300/400
Level Requirement: 8/Requires Crest of Prime Metal Arcanist to craft
Augmentation Slots: 6
Nature Slots: 11
Bonus: +26

Name: Sunstone Talen
Cost: 1,700,000 gil
DC: 210/310/410
Level Requirement: 8/Requires Crest of Prime Metal Arcanist to craft
Augmentation Slots: 6
Nature Slots: 11
Bonus: +27

Name: Dreamstone Talen
Cost: 2,300,000 gil
DC: 220/320/420
Level Requirement: 8/Requires Crest of Prime Metal Arcanist to craft
Augmentation Slots: 6
Nature Slots: 12
Bonus: +28

Name: Mythril Talen
Cost: 3,000,000 gil
DC: 230/330/430
Level Requirement: 8/Requires Crest of Prime Metal Arcanist to craft
Augmentation Slots: 6
Nature Slots: 12
Bonus: +29

[Transphasic Metal Talens]

Name: Fantasteel Talen
Cost: 4,000,000 gil
DC: 240/340/440
Level Requirement: 9/Requires Crest of Transphasic Metal Arcanist to craft
Augmentation Slots: 7
Nature Slots: 13
Bonus: +30

Name: Technobsidian Talen
Cost: 5,000,000 gil
DC: 250/350/450
Level Requirement: 9/Requires Crest of Transphasic Metal Arcanist to craft
Augmentation Slots: 7
Nature Slots: 13
Bonus: +31

Name: Plasmarble Talen
Cost: 7,000,000 gil
DC: 260/360/460
Level Requirement: 9/Requires Crest of Transphasic Metal Arcanist to craft
Augmentation Slots: 7
Nature Slots: 14
Bonus: +32

Name: Prismatic Talen
Cost: 9,000,000 gil
DC: 270/370/470
Level Requirement: 9/Requires Crest of Transphasic Metal Arcanist to craft
Augmentation Slots: 7
Nature Slots: 14
Bonus: +33

[Spectral Metal Talens]

Name: Spectral Black Talen
Cost: 11,500,000 gil
DC: 280/380/480
Level Requirement: 10/Requires Crest of Spectral Metal Arcanist to craft
Augmentation Slots: 8
Nature Slots: 15
Bonus: +34

Name: Spectral Orange Talen
Cost: 14,500,000 gil
DC: 290/390/490
Level Requirement: 10/Requires Crest of Spectral Metal Arcanist to craft
Augmentation Slots: 8
Nature Slots: 15
Bonus: +35

Name: Spectral Green Talen
Cost: 17,500,000 gil
DC: 310/410/510
Level Requirement: 10/Requires Crest of Spectral Metal Arcanist to craft
Augmentation Slots: 8
Nature Slots: 16
Bonus: +36

Name: Spectral Indigo Talen
Cost: 21,000,000 gil
DC: 330/430/530
Level Requirement: 10/Requires Crest of Spectral Metal Arcanist to craft
Augmentation Slots: 8
Nature Slots: 16
Bonus: +37

Name: Spectral White Talen
Cost: 25,000,000 gil
DC: 350/450/550
Level Requirement: 10/Requires Crest of Spectral Metal Arcanist to craft
Augmentation Slots: 8
Nature Slots: 17
Bonus: +38

Biotic Amp: 4 Slot items which occupy the Off Hand, and impose a penalty on physical attacks and Blocking when held. They are too large and clunky to be used at the same time as a staff, Quick Drawn, or used with any sort of stealth; It's simply impossible not to notice someone making threatening gestures at a book the size of a small table.
However, they grant their bonus to Arcane Defense checks as well as spell casting, and Advanced Skills of the Shield can be applied to any Arcane Defense.

Example Amp;
Name: The name of the amp's model.
Cost: The cost to buy the amp (As normal, halved to determine cost of materials needed to create)
DC: The DC to create the talen.
Level Requirement: The level needed to craft or use the amp.
Nature Slots: The number of slots for Talen Natures, which can be set any time by meeting their DC. +1 per additional Amp in the suite.
Bonus: Applied to Psionic checks, whether attacking, making a DC, or defending against enemy psionics.
Bonus Boost: The increase to Bonus per additional Amp in the suite. Additional amps fill an entire slot just like the original, but cost half as much.

===Biotic Amps===

[Radiant Metal Biotic Amps]

Name: Denzium Biotic Amp
Cost: 15,000 gil
DC: 44/77/110
Level Requirement: 1
Augmentation Slots: 3
Nature Slots: 5
Casting Bonus: +15
Bonus Boost: +3

Name: Andrium Biotic Amp
Cost: 45,000 gil
DC: 48/81/116
Level Requirement: 2
Augmentation Slots: 3
Nature Slots: 5
Casting Bonus: +16
Bonus Boost: +3

Name: Phazite Biotic Amp
Cost: 75,000 gil
DC: 52/85/122
Level Requirement: 2
Augmentation Slots: 3
Nature Slots: 5
Casting Bonus: +18
Bonus Boost: +3

Name: Solinium Biotic Amp
Cost: 120,000 gil
DC: 68/112/160
Level Requirement: 3
Augmentation Slots: 3
Nature Slots: 6
Casting Bonus: +19
Bonus Boost: +3

Name: Aetherium Biotic Amp
Cost: 195,000 gil
DC: 74/118/167
Level Requirement: 3
Augmentation Slots: 3
Nature Slots: 6
Casting Bonus: +21
Bonus Boost: +3

[Radiant Gem Biotic Amps]

Name: Amber Biotic Amp
Cost: 262,500 gil
DC: 102/172/252
Level Requirement: 4
Augmentation Slots: 4
Nature Slots: 6
Casting Bonus: +22
Bonus Boost: +4

Name: Jasper Biotic Amp
Cost: 337,500 gil
DC: 106/176/256
Level Requirement: 4
Augmentation Slots: 4
Nature Slots: 7
Casting Bonus: +24
Bonus Boost: +4

Name: Ruby Biotic Amp
Cost: 450,000 gil
DC: 112/182/262
Level Requirement: 4
Augmentation Slots: 4
Nature Slots: 7
Casting Bonus: +25
Bonus Boost: +4

Name: Cardinal Biotic Amp
Cost: 540,000 gil
DC: 116/186/266
Level Requirement: 5
Augmentation Slots: 4
Nature Slots: 7
Casting Bonus: +27
Bonus Boost: +4

Name: Alabaster Biotic Amp
Cost: 630,000 gil
DC: 120/190/270
Level Requirement: 5
Augmentation Slots: 4
Nature Slots: 8
Casting Bonus: +28
Bonus Boost: +4

Name: Bloodstone Biotic Amp
Cost: 735,000 gil
DC: 124/194/274
Level Requirement: 5
Augmentation Slots: 4
Nature Slots: 8
Casting Bonus: +30
Bonus Boost: +4

Name: Lazurite Biotic Amp
Cost: 795,000 gil
DC: 126/196/276
Level Requirement: 6
Augmentation Slots: 4
Nature Slots: 9
Casting Bonus: +31
Bonus Boost: +4

Name: Malachite Biotic Amp
Cost: 930,000 gil
DC: 130/200/280
Level Requirement: 6
Augmentation Slots: 4
Nature Slots: 9
Casting Bonus: +33
Bonus Boost: +4

[Prime Material Biotic Amps]

Name: Red Beryl Biotic Amp
Cost: 1,080,000 gil
DC: 175/275/375
Level Requirement: 7
Augmentation Slots: 5
Nature Slots: 10
Casting Bonus: +34
Bonus Boost: +5

Name: Obsidian Biotic Amp
Cost: 1,230,000 gil
DC: 185/285/385
Level Requirement: 7
Augmentation Slots: 5
Nature Slots: 10
Casting Bonus: +36
Bonus Boost: +5

Name: Celestial Diamond Biotic Amp
Cost: 1,500,000 gil
DC: 200/300/400
Level Requirement: 7
Augmentation Slots: 5
Nature Slots: 11
Casting Bonus: +37
Bonus Boost: +5

[Prime Metal Biotic Amps]

Name: Meteorillium Biotic Amp
Cost: 1,875,000 gil
DC: 210/320/430
Level Requirement: 8/Requires Crest of Prime Metal Arcanist to craft
Augmentation Slots: 6
Nature Slots: 11
Casting Bonus: +39
Bonus Boost: +6

Name: Sunstone Biotic Amp
Cost: 2,550,000 gil
DC: 220/330/440
Level Requirement: 8/Requires Crest of Prime Metal Arcanist to craft
Augmentation Slots: 6
Nature Slots: 11
Casting Bonus: +40
Bonus Boost: +6

Name: Dreamstone Biotic Amp
Cost: 3,450,000 gil
DC: 230/340/450
Level Requirement: 8/Requires Crest of Prime Metal Arcanist to craft
Augmentation Slots:
Nature Slots: 12
Casting Bonus: +42
Bonus Boost: +6

Name: Mythril Biotic Amp
Cost: 4,500,000 gil
DC: 240/350/460
Level Requirement: 8/Requires Crest of Prime Metal Arcanist to craft
Augmentation Slots: 6
Nature Slots: 12
Casting Bonus: +43
Bonus Boost: +6

[Transphasic Metal Biotic Amps]

Name: Fantasteel Biotic Amp
Cost: 6,000,000 gil
DC: 250/360/470
Level Requirement: 9/Requires Crest of Transphasic Metal Arcanist to craft
Augmentation Slots: 7
Nature Slots: 13
Casting Bonus: +45
Bonus Boost: +7

Name: Technobsidian Biotic Amp
Cost: 7,500,000 gil
DC: 260/370/480
Level Requirement: 9/Requires Crest of Transphasic Metal Arcanist to craft
Augmentation Slots: 7
Nature Slots: 13
Casting Bonus: +47
Bonus Boost: +7

Name: Plasmarble Biotic Amp
Cost: 10,500,000 gil
DC: 270/380/490
Level Requirement: 9/Requires Crest of Transphasic Metal Arcanist to craft
Augmentation Slots: 7
Nature Slots: 14
Casting Bonus: +48
Bonus Boost: +7

Name: Prismatic Biotic Amp
Cost: 13,500,000 gil
DC: 280/390/500
Level Requirement: 9/Requires Crest of Transphasic Metal Arcanist to craft
Augmentation Slots: 7
Nature Slots: 14
Casting Bonus: +50
Bonus Boost: +7

[Spectral Metal Biotic Amps]

Name: Spectral Black Biotic Amp
Cost: 17,250,000 gil
DC: 290/400/510
Level Requirement: 10/Requires Crest of Spectral Metal Arcanist to craft
Augmentation Slots: 8
Nature Slots: 15
Casting Bonus: +51
Bonus Boost: +8

Name: Spectral Orange Biotic Amp
Cost: 21,750,000 gil
DC: 300/410/520
Level Requirement: 10/Requires Crest of Spectral Metal Arcanist to craft
Augmentation Slots: 8
Nature Slots: 15
Casting Bonus: +53
Bonus Boost: +8

Name: Spectral Green Biotic Amp
Cost: 26,250,000 gil
DC: 320/430/540
Level Requirement: 10/Requires Crest of Spectral Metal Arcanist to craft
Augmentation Slots: 8
Nature Slots: 16
Casting Bonus: +54
Bonus Boost: +8

Name: Spectral Indigo Biotic Amp
Cost: 31,500,000 gil
DC: 350/460/570
Level Requirement: 10/Requires Crest of Spectral Metal Arcanist to craft
Augmentation Slots: 8
Nature Slots: 16
Casting Bonus: +56
Bonus Boost: +8

Name: Spectral White Biotic Amp
Cost: 37,500,000 gil
DC: 380/490/600
Level Requirement: 10/Requires Crest of Spectral Metal Arcanist to craft
Augmentation Slots: 8
Nature Slots: 17
Casting Bonus: +57
Bonus Boost: +8
Strato
Posts: 386
Joined: December 31st, 2008, 10:08 pm

Re: Talens/Biotic Amps

Quote

Post by Strato »

-Natures-

Natures are, simply put, Augments that apply only to totems, tomes, grimoires, amps, and talens respectively. They are mostly referred to by a special name only to prevent confusion as to the dual slotted nature of the above casting aids, which have at most 3 or 4 'Augment' slots, but as many as 10 to 20 'Nature' slots.
The number of slots a Nature takes up is determined by two things; The Level of the nature, from 1 to 5, and the material grade of the casting aid, Metal>Gem>Radient Metal>Radient Gem>Prime Material. The cost is thus determined by the following graph.

Code: Select all

  -> Level of Nature
| Material            1 2 3 4 5
V
  Radiant Metal       2 4 6 8 10
  Radiant Gem         1 3 5 7 9
  Prime Material      1 2 4 6 8
  Prime Metal         1 2 3 5 7
  Transphasic Metal   1 2 3 4 6
  Spectral Metal      1 2 3 4 5
So a Level 5 Nature takes up 9 slots in a Radiant Gem tier Grimoire, but only 5 slots in a Spectral Metal tier one. Likewise, a level 2 Nature takes up 4 slots in a Radiant Metal tier Amp, but only 2 in a Prime Material tier one. There is a simple and obvious pattern to be found, but if you find yourself confused, stick to the graph.

Natures do not stack with other levels of the same Nature, and in the case of Talens, only one set of Natures can be applied at a time even if Enchantments and base bonus are combined when two are in use. It is still however handy to be able to choose between those two sets of natures in a heartbeat.

Natures have no effect on the cost or DC of the item they're applied to, so Slot cost is the only complication one will have to worry over. With that covered, it is on to the list of them... This is by no means exhaustive, in such a vast universe. Keep an eye out for special tomes and new lores...! It's your duty as an avid wizard, psionic, or dragoneer.
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Thrift - Cuts MP costs of psionics, up to a certain level.
Level 1: 5%, up to level 2 Psionics.
Level 2: 10%, up to level 4 Psionics.
Level 3: 15%, up to level 6 Psionics.
Level 4: 20%, up to level 8 Psionics.
Level 5: 25%, up to level 10 Psionics.


Cruelty - Enhances the damage multiplier for striking an elemental weakness to the following, unless the original is higher, such as in the case of level 2-5 Affinities.
Level 1: +20%
Level 2: +40%
Level 3: +60%
Level 4: +80%
Level 5: +100%


Grandeur - After using a Psionic art in sight of the intended target, the next Speechcraft check by the holder is enhanced by the following, times the level of the art used.
Level 1: 1
Level 3: 3
Level 5: 5


Aura - A Nature developed by the study of Force Persuasion. It passively stimulates the areas of the brain connected to persuasion, causing the wielder to constant emit a faint buzz of personality, undetectable as 'psionics'. This grants a percentage of Psionic Skill to checks made with Gather Information and Speechcraft.
Works only with Psychokinesis/Telepathy and Force Use and cannot be stacked with Grandeur.
Level 1: +1 per level
Level 2: +3 per 2 levels
Level 3: +2 per level
Level 4: +5 per 2 levels
Level 5: +3 per level


Dominion - Enhances the psion's ability to reflexively protect him or herself. This applies to attacks of the same nature as the psionic's kinetic control (Fire for pyrokinetics, ice for cryokinetics, ect). In all cases, this is a Psionic check, and applies the Talen/Amp's bonus.
When applied to Telekinetics, this instead applies to the Telekinetic Defense Advanced Skills, granting 1 'Cover' action per Level on each round of combat.
Level 1: Applies to attacks of the same Psionic school.
Level 2: Applies to mundane attacks of the same element as the Psionic school.
Level 3: Applies to spells of the same element as the Psionic school.
Level 4: Applies to all attacks of the same element as the Psionic school.
Level 5: Applies to all Psionics and all attacks of the same element as one's Psionic school.


Dominance - When a target attempts to psionically resist your own Psionic attacks, the following is subtracted from their final roll.
Level 1: -2
Level 2: -4
Level 3: -6
Level 4: -8
Level 5: -10


Overdrive - Enhances the Status Effect of a Psionic attack. Higher Levels increase effect and rate of occurance.
Level 1: On a Divine, applied Status is increased by 1 level of Severity.
Level 2: On a Crit or Divine, applied Status is increased by 1 level of Severity.
Level 3: On a Crit, applied Status is increased by 1 level of Severity. On a Divine, applied status is increased by 2 levels of Severity.
Level 4: On a Crit or Divine, applied status is increased by 2 levels of Severity.
Level 5: Increase Crit rate of Psionics by 5%.


Of the following, only one can be applied per Talen/Amp System.

Geokinetic - Whether by mystical means or judicious application of Element Zero, Geokinetic fields can be created with greater 'respect' for the specific traits of certain stones.
Once placed, the Talen or Amp system can only be used for Geokinetics. Each level is added to the effects of previous levels.
Level 1: Allows Geokinetics to be used on particulate stone like sand, for 75% the usual MP cost, or on reinforced stones like concrete, for 125% the usual MP cost but at +500 damage.
Level 3: Geokinetic attacks made with elementally or magically charged earth retain the full power invested with. This also applies to mundane things like lava or permafrost.
Level 5: Allows one to Geokinetically control gems and metal as if they were earth.


Photokinetic - This Nature manifests as a crystaline lens, controllable by either mystical or technological means to magnify and demagnify. Takes advantage of the nature of light, allowing one to modulate laser blasts to trade accuracy for power, or vice versa. It can be modulated up to three times in either direction.
Once placed, the Talen or Amp system can only be used for Photokinetics.
Level 1: -2 Accuracy per 100 damage. -500 damage per +2 Accuracy. As a side benefit, light based attacks blocked via the Dominion nature are absorbed.
Level 3: -2 Accuracy per 250 damage. -250 damage per +2 Accuracy. As a side benefit, light based attacks blocked via the Dominion nature can be either absorbed or reflected.
Level 5: -2 accuracy per 500 damage. -100 damage per +2 Accuracy. Can trade either -2 Accuracy or -100 Damage to strike one extra target, up to six times.


Gyrokinetic - Grants that special edge to the force of the Kinetic's Gravity Wells. Once per round after establishing a well, the Kinetic can spend a turn to automatically deal psionic damage to everyone currently in the Well's effect, but this does not apply the Slow effect of a Gyrokinetic effect. Level affects the psionic level of the damage applied.
Once placed, the Talen or Amp system can only be used for Gyrokinetics.
Level 1: Base Damage.
Level 3: Base Damage +1000. This costs standard MP.
Level 5: Base Damage +2500. This costs standard MP.


Telekinetic - Tunes and focuses fine control applications of Telekinesis, allowing the kinetic to preform operations as if it were a phantom hand.
Once placed, the Talen or Amp system can only be used for Telekinetics.
Level 1: Allows one to "throw" 1 slot weapons and bullets telekinetically from the inventory. Damage is not altered, but the Knockback effect of a kinetic strike is replaced by the innate traits of the weapon.
Level 3: Allows the throwing of up to 5 slot weapons. Spell Damage multiplier and MP cost are increased by .1 per slot count of the weapon, and Knockback is replaced by the innate traits of the weapon. Telekinesis can be used to preform any operation that is doable with one hand, at the cost of 250 MP.
Level 5: Allows the throwing of up to 12 slot weapons. Telekinesis can be used to preform any operation at range, even complex ones that would require two hands, at the cost of 810 MP.


Sonokinetic - Converts remaining Nature slots to memory nodes, to which sounds can be 'saved' to later mimic using Sonokinesis. These reproductions are vastly superior to even the most sophisticated recording software. In addition to this, the following boons are granted;
Once placed, the Talen or Amp system can only be used for Sonokinetics.
Level 1: When struck by a sonic attack, or after successfully blocking one with the Dominion nature, the attack can be saved to a node and used later as long as sound itself carries the brunt of the attack's ability to function.
Level 3: When defending against attacks saved to memory nodes, the Bonus of the Talen/Amp System is applied twice.
Level 5: After striking a critical against a foe, the amp/talen can determine and remember the shatterpoint frequency of the target in a memory node. This works as a ____-Killer enchantment against that exact material, and further crits against said material gain a +2 to crit multiplier.


Pyrokinetic - A tool that aids in the modulation of fire, altering its specific intensity versus spread. This requires greater focus to use than other amps, but improves versatility. This Nature can be taken twice, each costing its own slots but applying both possible effects of each Level.
Once placed, the Talen or Amp system can only be used for Pyrokinetics.
Level 1: Allows the Pyrokinetic to use one of the other two forms of Mild Status granted at level 3. This doubles the MP cost of the attack used.
Level 3: Allows the Pyrokinetic to use one of the other two forms of Moderate Status granted at level 7. This doubles the MP cost of the attack used.
Level 5: Allows the Pyrokinetic to use one of the other two forms of Acute Status granted at level 9. This doubles the MP cost of the attack used.


Electrokinetic - The talen or amp gains the properties of a dynamo, storing unused electricity for later use. These charges are used all at once the next time Electrokinesis is put to use, applying +250 damage, +1 extra hit to a combo per 2 Charges, or +5 per charge to any non-damaging effect.
Once placed, the Talen or Amp system can only be used for Electrokinetics.
Level 1: For every round no Electrokinetic ability is used (Including passives and Advanced Skills), 1 charge builds, up to a maximum of 2.
Level 3: For every round no Electrokinetic ability is used (Including passives and Advanced Skills), 1 charge builds, up to a maximum of 4.
Level 5: For every round no Electrokinetic ability is used (Including passives and Advanced Skills), 1 charge builds, up to a maximum of 6.


Cryokinetic - Enhances the ease of control of temperature, allowing the Kinetic to passively sap heat from even massive sources, such as direct fire attacks. This allows a cryokinetic to 'keep his cool' in the most literal of senses.
Once placed, the Talen or Amp system can only be used for Cryokinetics.
Level 1: 'Dominion' effects are applied to Fire as well as Ice.
Level 3: When absorbing cold or struck by Ice attacks, the Soak of 'Ice Armor' is increased by 50%. If the ice armor has been weakened by fire, it instead cancels out the 50% penalty.
Level 5: Halves both Fire and Ice damage taken.


Telepathic - By 'remembering' the wavelengths associated with certain Inceptions, the Talen or Amp stores additional status effects from the standard allowed list. The stored statuses can be switched to with a full round action.
Once placed, the Talen or Amp system can only be used for Telepathy/Psychokinetics.
Level 1: 'Remembers' one status effect.
Level 3: 'Remembers' two status effects.
Level 5: 'Remembers' three status effects.


Force Sensitive - Stimulates and reinforces the mental waves that manipulate the Force, reducing its whimsical nature.
Once placed, the Talen or Amp system can only be used for Force Manipulation.
Level 1: Duration of Force Powers is increased by +2, but cannot go beyond the maximum that could have been rolled naturally.
Level 3: Duration of Force Powers is maximized, lasting the greatest possible amount of time rather than rolling.
Level 5: Duration is rolled and added to the maximum possible (On a 1d5, a roll of 3 grants a duration of (5+3), 8)
While Grimoires/Tomes and Amps/Talens can be equipped at the same time due to their respective natures, only one can be in effect at a time, chosen at the time of skill use.
Last edited by BlazingStarX on August 13th, 2023, 6:21 pm, edited 1 time in total.
Strato
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