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Poderes psiónicos
DESCRIPCIONES DE POTENCIANOMBREThe first line of every power description gives the name by which the power is generally known. A power might be known by other names in some locales, and specific manifesters might have names of their own for their powers.DISCIPLINA (SUBDISCIPLINA)Beneath the power name is a line giving the discipline (and the subdiscipline in parentheses, if appropriate) that the power belongs to.Every power is associated with one of six disciplines. A discipline is a group of related powers that work in similar ways. Each of the disciplines is discussed below. ClarisintienciaClairsentience powers enable you to learn secrets long forgotten, to glimpse the immediate future and predict the far future, to find hidden objects, and to know what is normally unknowable.Con el propósito de la transparencia psiónica-mágica, la clarividencia poderes son equivalentes a los poderes de la escuela de adivinación (así, Las criaturas inmunes a los hechizos de adivinación también son inmunes a poderes de clarividencia). Muchos poderes de clarividencia tienen áreas en forma de cono. Estos se mueven contigo y extenderte en la dirección en la que miras. El cono define El área que puede barrer en cada ronda. Si estudias lo mismo área para varias rondas, a menudo puede obtener ganancias adicionales información, como se indica en el texto descriptivo de la potencia. Adivinación: A power of the scrying subdiscipline creates an invisible sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This includes any powers or effects that target you, but not powers or effects that emanate from you. However, the sensor is treated as a separate, independent sensory organ of yours, and thus functions normally even if you have been Cegado, ensordecidos, or otherwise suffered sensory impairment. Any creature with an Intelligence score of 12 or higher can notice the sensor by making a DC 20 Intelligence check. The sensor can be Disipado as if it were an active power. Lead sheeting or psionic protection blocks scrying powers, and you sense that the power is so blocked. MetacreatividadMetacreativity powers create objects, creatures, or some form of matter. Creatures you create usually, but not always, obey your commands.A metacreativity power draws raw ectoplasm from the Astral Plane to create an object or creature in the place the psionic character designates (subject to the limits noted above). Objects created in this fashion are as solid and durable as normal objects, despite their originally diaphanous substance. Psionic creatures created with metacreativity powers are considered constructs, not outsiders. Una criatura u objeto traído a la existencia no puede aparecer en su interior otra criatura u objeto, ni puede aparecer flotando en un espacio vacío. Debe llegar en un lugar abierto sobre una superficie capaz de soportarlo. La criatura u objeto debe aparecer dentro del rango de la potencia, pero no tiene por qué permanecer dentro del rango. Con el propósito de la transparencia psiónica-mágica, la metacreatividad poderes son equivalentes a los poderes de la escuela de conjuración (así, Las criaturas inmunes a los hechizos de conjuración también son inmunes a poderes de metacreatividad). Creación: A power of the creation subdiscipline creates an object or creature in the place the manifester designates (subject to the limits noted above). If the power has a duration other than instantaneous, psionic energy holds the creation together, and when the power ends, the created creature or object vanishes without a trace, except for a thin film of glistening ectoplasm that quickly evaporates. If the power has an instantaneous duration, the created object or creature is merely assembled through psionics. It lasts indefinitely and does not depend on psionics for its existence. PsicociensisPsychokinesis powers manipulate energy or tap the power of the mind to produce a desired end. Many of these powers produce spectacular effects above and beyond the power’s standard display (see Monitor, abajo), como moverse, derretirse, transformando o destruyendo un objetivo. Los poderes de la psicoquinesis pueden hacer frente a grandes cantidades de daños.Con el propósito de la transparencia psiónica-mágica, la psicoquinesis poderes son equivalentes a los poderes de la escuela de evocación (así, Las criaturas inmunes a los hechizos de evocación también son inmunes a poderes psicoquinesis). PsicometabolismoPsychometabolism powers change the physical properties of some creature, thing, or condition.Con el propósito de la transparencia psiónica mágica, Las facultades psicometabólicas son equivalentes a las potencias de la escuela de transmutación (por lo tanto, las criaturas inmunes a la transmutación Los hechizos también son inmunes a los poderes psicometabólicos). Curación: Psychometabolism powers of the healing subdiscipline can remove damage from creatures. However, psionic healing usually falls short of divine magical healing, in direct comparisons. PsicoportaciónPsychoportation powers move the manifester, an object, or another creature through space and time.Con el propósito de la transparencia psiónico-mágica, Los poderes de psicoportación no tienen una escuela equivalente. Teleportación: A power of the teleportation subdiscipline transports one or more creatures or objects a great distance. The most potent of these powers can cross planar boundaries. Usually the transportation is one-way (unless otherwise noted) and not dispellable. Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation. TelepatíaTelepathy powers can spy on and affect the minds of others, influencing or controlling their behavior.La mayoría de los poderes de telepatía afectan a la mente. Con el propósito de la transparencia psiónica-mágica, la telepatía poderes son equivalentes a los poderes de la escuela de encantamiento (así, Las criaturas resistentes a los hechizos de encantamiento son igualmente resistentes a los poderes de telepatía). Encanto: A power of the charm subdiscipline changes the way the subject views you, typically making it see you as a good friend. Compulsión: A power of the compulsion subdiscipline forces the subject to act in some manner or changes the way her mind works. Some compulsion powers determine the subject’s actions or the effects on the subject, some allow you to determine the subject’s actions when you manifest them, and others give you ongoing control over the subject. [DESCRIPTOR]Appearing on the same line as the discipline and subdiscipline (when applicable) is a descriptor that further categorizes the power in some way. Some powers have more than one descriptor.Los descriptores que se aplican a las potencias son ácido, frío, muerte, electricidad, mal, fuego, fuerza, bien, dependiente del lenguaje, luz, que afecta a la mente y sónico. La mayoría de estos descriptores no tienen ningún efecto de juego por sí mismos, pero gobiernan la forma en que el poder interactúa con otros poderes, con hechizos, con habilidades especiales, con criaturas inusuales, con alineación, etcétera. Un poder dependiente del lenguaje utiliza el lenguaje inteligible como Medio. Un poder que afecta a la mente solo funciona contra criaturas con un Puntuación de inteligencia de 1 o superior. NIVELThe next line of the power description gives a power’s level, a number between 1 and 9 that defines the power’s relative strength. This number is preceded by the name of the class whose members can manifest the power. If a power is part of a discipline’s list instead of the psion’s general power list, this will be indicated by the name of the discipline’s specialist. The specialists a power can be associated with include Egoist (psychometabolism), Kineticist (psychokinesis), Nomad (psychoportation), Seer (clairsentience), Shaper (metacreativity), and Telepath (telepathy).MONITORWhen a power is manifested, a display may accompany the primary effect. This secondary effect may be auditory, material, mental, olfactory, or visual. No power’s display is significant enough to create consequences for the psionic creatures, allies, or opponents during combat. The secondary effect for a power occurs only if the power’s description indicates it. If multiple powers with similar displays are in effect simultaneously, the displays do not necessary become more intense. Instead, the overall display remains much the same, though with minute spikes in intensity. A Psicraft check (DC 10 + 1 per additional power in use) reveals the exact number of simultaneous powers in play.Prescindir de Muestra: Despite the fact that almost every power has a display, a psionic character can always choose to manifest the power without the flashy accompaniment. To manifest a power without any display (no matter how many displays it might have), a manifester must make a Concentración check (DC 15 + the level of the power). This check is part of the action of manifesting the power. If the check is unsuccessful, the power manifests normally with its display. Incluso si un manifestador manifiesta un poder sin una exhibición, sigue siendo objeto de ataques de oportunidad en los casos apropiados Circunstancias. (Por supuesto, otra prueba de concentración puede ser normal para manifestarse defensivamente o mantener la poder si es atacado). Auditivo: A bass-pitched hum issues from the manifester’s vicinity or in the vicinity of the power’s subject (manifester’s choice), eerily akin to many deep-pitched voices. The sound grows in a second from hardly noticeable to as loud as a shout strident enough to be heard within 100 feet. At the manifester’s option, the instantaneous sound can be so soft that it can be heard only within 15 feet with a successful DC 10 Escuchar check. Some powers describe unique auditory displays. Material: The subject or the area is briefly slicked with a translucent, shimmering substance. The glistening substance evaporates after 1 round regardless of the power’s duration. Sophisticated psions recognize the material as ectoplasmic seepage from the Astral Plane; this substance is completely inert. Mental: A subtle chime rings once in the minds of creatures within 15 feet of either the manifester or the subject (at the manifester’s option). At the manifester’s option, the chime can ring continuously for the power’s duration. Some powers describe unique mental displays. Olfativo: An odd but familiar odor brings to mind a brief mental flash of a long-buried memory. The scent is difficult to pin down, and no two individuals ever describe it the same way. The odor originates from the manifester and spreads to a distance of 20 feet, then fades in less than a second (or lasts for the duration, at the manifester’s option). Visual: The manifester’s eyes burn like points of silver fire while the power remains in effect. A rainbow-flash of light sweeps away from the manifester to a distance of 5 feet and then dissipates, unless a unique visual display is described. This is the case when the Display entry includes “see text,” which means that a visual effect is described somewhere in the text of the power. TIEMPO DE MANIFESTACIÓNMost powers have a manifesing time of 1 standard action. Others take 1 round or more, while a few require only a free action.Un poder que tarda 1 ronda en manifestarse requiere una ronda completa acción. Entra en vigor justo antes del comienzo de su Gira en redondo después de que comenzaste a manifestar el poder. A continuación, Actúe normalmente después de que se complete el poder. Un poder que tarda 1 minuto en manifestarse entra en vigor con solo antes de tu turno 1 minuto después (y para cada una de esas 10 rondas, Estás manifestando un poder como una acción completa, como se ha señalado arriba para los tiempos de manifestación de 1 ronda). Estas acciones deben ser consecutivos e ininterrumpidos, o se pierden los puntos de alimentación y Falla la energía. Cuando usas un poder que tarda 1 ronda o más en manifestarse, Debes continuar la concentración desde la ronda actual hasta justo antes de tu turno en la siguiente ronda (al menos). Si pierdes concentración antes de que se complete el tiempo de manifestación, el poder Se pierden puntos y falla la energía. Tomas todas las decisiones pertinentes sobre un poder (alcance, objetivo, área, efecto, versión, etc.) cuando el poder entra en efecto. Nuevos tipos de accionesAcción rápida: A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. However, you can perform only a single swift action per turn, regardless of what other actions you take. You can take a swift action any time you would normally be allowed to take a free action. Swift actions usually involve psionics or the activation of psionic items; many characters (especially those who don’t use psionics) never have an opportunity to take a swift action.Manifesting a quickened power is a swift action. In addition, manifesting any power with a casting time of 1 swift action is a swift action. Manifesting a power with a manifesting time of 1 swift action does not provoke attacks of opportunity. Acción inmediata: Much like a swift action, an immediate action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate action can be performed at any time - even if it’s not your turn. Using an immediate action on your turn is the same as using a swift action, and counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You also cannot use an immediate action if you are currently flat-footed. GAMAA power’s range indicates how far from you it can reach, as defined in the Range entry of the power description. A power’s range is the maximum distance from you that the power’s effect can occur, as well as the maximum distance at which you can designate the power’s point of origin. If any portion of the area would extend beyond the range, that area is wasted. Standard ranges include the following.Personal: The power affects only you. Toque: You must touch a creature or object to affect it. A touch power that deals damage can score a critical hit just as a weapon can. A touch power threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch powers allow you to touch multiple targets. You can touch as many willing targets as you can reach, but all targets of the spell must be touched in the same round that you manifest the power. Cerrar: The power reaches as far as 25 feet away from you. The maximum range increases 5 feet for every two manifester levels you have. Medio: The power reaches as far as 100 feet + 10 feet per manifester level. Largo: The power reaches as far as 400 feet + 40 feet per manifester level. Rango expresado en Pies: Some powers have no standard range category, just a range expressed in feet. APUNTANDO A UN PODERYou must make some choice about whom the power is to affect or where the power’s effect is to originate, depending on the type of power. The next entry in a power description defines the power’s target (or targets), its effect, or its area, as appropriate.Objetivo o objetivos: Some powers have a target or targets. You manifest these powers on creatures or objects, as defined by the power itself. You must be able to see or touch the target, and you must specifically choose that target. However, you do not have to select your target until you finish manifesting the power. Si manifiestas un poder dirigido en el tipo de objetivo equivocado El poder no tiene ningún efecto. Si el objetivo de un poder eres tú mismo (la descripción de la potencia tiene una línea que dice "Objetivo: Tú"), no recibes una tirada de salvación y poder La resistencia no se aplica. La tirada de salvación y la resistencia a la potencia se omiten las líneas de dichos poderes. Some powers can be manifested only on willing targets. Declaring yourself as a willing target is something that can be done at any time (even if you’re flat-footed or it isn’t your turn). Inconsciente creatures are automatically considered willing, but a character who is conscious but immobile or desvalido (such as one who is bound, Encogido, Lidiando, paralizado, Fijado, or atónito) no es automáticamente dispuesto. Las líneas de Tiro de Salvación y Resistencia de Potencia suelen ser omitidos de tales poderes, ya que sólo los súbditos voluntarios pueden ser Dirigido. Efecto: Some powers, such as most metacreativity powers, create things rather than affect things that are already present. Unless otherwise noted in the power description, you must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile, it can move regardless of the power’s range once created. Raya: Some effects are rays. You aim a ray as if using a ranged weapon, though typically you make a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, you can fire into the dark or at an invisible creature and hope you hit something. You don’t have to see the creature you’re trying to hit, as you do with a targeted power. Intervening creatures and obstacles, however, can block your line of sight or provide cover for the creature you’re aiming at. Si la potencia de un rayo tiene una duración, es la duración de la efecto que causa el rayo, no la cantidad de tiempo que el rayo en sí Persiste. Si el poder de un rayo inflige daño, puedes anotar un golpe crítico solo como si fuera un arma. El poder de un rayo amenaza con un golpe crítico en un tirada natural de 20 e inflige el doble de daño en un golpe crítico. Propagación: Some effects spread out from a point of origin (which may be a grid intersection, or may be the manifester) to a distance described in the power. The effect can extend around corners and into areas that you can’t see. Figure distance by actual distance traveled, taking into account turns the effect may take. When determining distance for spread effects, count around walls, not through them. As with movement, do not trace diagonals across corners. You must designate the point of origin for such an effect (unless the effect is centered on you), but you need not have line of effect (see below) to all portions of the effect. (S) Moldeable: If an Effect line ends with “(S)” you can shape the power. A shaped effect can have no dimension smaller than 10 feet. Área: Some powers affect an area. Sometimes a power description specifies a specially defined area, but usually an area falls into one of the categories defined below. Independientemente de la forma del área, seleccione el punto donde se origina el poder, pero por lo demás no se suele Controla a qué criaturas u objetos afecta el poder. El punto de origen de una potencia que afecta a una zona es siempre una red intersección. Al determinar si una criatura dada está dentro de el área de una potencia, cuenta la distancia desde el punto de origen en cuadrados al igual que lo haces al mover un personaje o cuando Determinar el alcance de un ataque a distancia. La única diferencia es que que en lugar de contar desde el centro de un cuadrado hasta el centro de la siguiente, se cuenta desde la intersección hasta intersección. Puedes contar en diagonal a través de un cuadrado, pero cada segundo La diagonal cuenta como 2 cuadrados de distancia. Si el borde más lejano de un cuadrado está dentro del área del poder, cualquier cosa dentro de eso El cuadrado está dentro del área de la potencia. Si la potencia es área toca solo el borde cercano de un cuadrado, sin embargo, cualquier cosa dentro de esa casilla no se ve afectada por el poder. Ráfaga, emanación o Propagación: Most powers that affect an area function as a burst, an emanation, or a spread. In each case, you select the power’s point of origin and measure its effect from that point. A burst power affects whatever it catches in its area, even including creatures that you can’t see. It can’t affect creatures with total cover from its point of origin (in other words, its effects don’t extend around corners). The default shape for a burst effect is a sphere, but some burst powers are specifically described as cone-shaped. El área de una ráfaga define la distancia desde el punto de origen El efecto del poder se extiende. Un poder de emanación funciona como un poder de ráfaga, excepto que El efecto continúa irradiando desde el punto de origen para el duración de la potencia. Un poder de dispersión se extiende como una ráfaga, pero puede doblar las esquinas. Seleccionas el punto de origen y la potencia se extiende de una manera determinada distancia en todas las direcciones. Calcule el área del efecto de la potencia rellena teniendo en cuenta los turnos que toma el efecto. Cono, línea o Esfera: Most powers that affect an area have a particular shape, such as a cone, line, or sphere. A cone-shaped power shoots away from you in a quarter-circle in the direction you designate. It starts from any corner of your square and widens out as it goes. Most cones are either bursts or emanations (see above), and thus won’t go around corners. Un poder en forma de línea se dispara lejos de ti en una línea en el dirección que usted designe. Comienza desde cualquier esquina de tu plaza y se extiende hasta el límite de su área de distribución o hasta que golpee un barrera que bloquea la línea de efecto. Una potencia en forma de línea afecta todas las criaturas en cuadrados por los que pasa la línea o Toca. Un poder en forma de esfera se expande desde su punto de origen hasta llenarse un área esférica. Las esferas pueden ser ráfagas, emanaciones o Extensiones. Otro: A power can have a unique area, as defined in its description. Línea de efecto: A line of effect is a straight, unblocked path that indicates what a power can affect. A solid barrier cancels a line of effect, but it is not blocked by fog, darkness, and other factors that limit normal sight. You must have a clear line of effect to any target that you manifest a power on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any power you manifest. Una ráfaga, un cono o un poder de emanación afecta solo a un área, criaturas, u objetos a los que tiene línea de efecto desde su origen (el punto central de una ráfaga esférica, un punto de partida de la ráfaga, o el punto de una emanación de origen). Una barrera sólida con un orificio de al menos 1 pie cuadrado a través de él no bloquea la línea de energía de efecto. Tal abertura significa que la pared de 5 pies de largo contener el agujero ya no se considera una barrera para el propósito de determinar la línea de efecto de una potencia. DURACIÓNA power’s Duration line tells you how long the psionic energy of the power lasts.Duraciones cronometradas: Many durations are measured in rounds, minutes, hours, or some other increment. When the time is up, the psionic energy sustaining the effect fades, and the power ends. If a power’s duration is variable it is rolled secretly. Instantáneo: The psionic energy comes and goes the instant the power is manifested, though the consequences might be long-lasting. Permanente: The energy remains as long as the effect does. This means the power is vulnerable to Disipar psiónicos. Concentración: The power lasts as long as you concentrate on it. Concentrating to maintain a power is a standard action that does not provoke attacks of opportunity. Anything that could break your concentration when manifesting a power can also break your concentration while you’re maintaining one, causing the power to end. You can’t manifest a power while concentrating on another one. Some powers may last for a short time after you cease concentrating. In such a case, the power keeps going for the given length of time after you stop concentrating, but no longer. Otherwise, you must concentrate to maintain the power, but you can’t maintain it for more than a stated duration in any event. If a target moves out of range, the power reacts as if your concentration had been broken. Sujetos, efectos y Áreas: If the power affects creatures directly the result travels with the subjects for the power’s duration. If the power creates an effect, the effect lasts for the duration. The effect might move or remain still. Such an effect can be destroyed prior to when its duration ends. If the power affects an area then the power stays with that area for its duration. Creatures become subject to the power when they enter the area and are no longer subject to it when they leave. Toque Powers y mantenga presionado el botón Cargo: In most cases, if you don’t discharge a touch power on the round you manifest it, you can hold the charge (postpone the discharge of the power) indefinitely. You can make touch attacks round after round. If you touch anything with your hand while holding a charge, the power discharges. If you manifest another power, the touch power dissipates. Algunos poderes táctiles te permiten tocar varios objetivos como parte de del poder. No puedes tener la carga de tal poder; Debes tocar todos los objetivos del poder en la misma ronda que termines de manifestar el poder. Puedes tocar a un amigo (o a ti mismo) como una acción estándar o hasta seis amigos como una Acción de ronda completa. Descargar: Occasionally a power lasts for a set duration or until triggered or discharged. (D) Desestimable: If the Duration line ends with “(D),” you can dismiss the power at will. You must be within range of the power’s effect and must mentally will the dismissal, which causes the same display as when you first manifested the power. Dismissing a power is a standard action that does not provoke attacks of opportunity. A power that depends on concentration is dismissible by its very nature, and dismissing it does not take an action or cause a display, since all you have to do to end the power is to stop concentrating on your turn. TIRADA SALVADORAUsually a harmful power allows a target to make a saving throw to avoid some or all of the effect. The Saving Throw line in a power description defines which type of saving throw the power allows and describes how saving throws against the power work.Niega: The power has no effect on a subject that makes a successful saving throw. Parcial: The power causes an effect on its subject, such as death. A successful saving throw means that some lesser effect occurs (such as being dealt damage rather than being killed). Mitad: The power deals damage, and a successful saving throw halves the damage taken (round down). Ninguno: No saving throw is allowed. (objeto): The power can be manifested on objects, which receive saving throws only if they are psionic or if they are attended (held, worn, grasped, or the like) by a creature resisting the power, in which case the object uses the creature’s saving throw bonus unless its own bonus is greater. (This notation does not mean that a power can be manifested only on objects. Some powers of this sort can be manifested on creatures or objects.) A psionic item’s saving throw bonuses are each equal to 2 + one-half the item’s manifester level. (inofensivo): The power is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires. Dificultad de la tirada de salvación Clase: A saving throw against your power has a DC 10 + the level of the power + your key ability modifier (Intelligence for a psion, Wisdom for a psychic warrior, or Charisma for a wilder). A power’s level can vary depending on your class. Always use the power level applicable to your class. Tener éxito en un ahorro Tirar: A creature that successfully saves against a power that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature’s saving throw succeeds against a targeted power you sense that the power has failed. You do not sense when creatures succeed on saves against effect and area powers. Fallar una tirada de salvación contra los Poderes que Afectan a la Mente: If you fail your save, you are unaware that you have been affected by a power. Fallos automáticos y Éxitos: A natural 1 (the d20 comes up 1) on a saving throw is always a failure, and the power may deal damage to exposed items (see Items Surviving after a Saving Throw, below). A natural 20 (the d20 comes up 20) is always a success. Renuncia voluntaria a un Tirada de salvación: A creature can voluntarily forego a saving throw and willingly accept a power’s result. Even a character with a special resistance to psionics can suppress this quality. Objetos que sobreviven después de un Tirada de salvación: Unless the descriptive text for the power specifies otherwise, all items carried or worn by a creature are assumed to survive a psionic attack. If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed (if the attack can harm objects). Refer to Table: Items Affected by Psionic Attacks. Determina cuáles son los cuatro objetos que lleva o lleva la criatura son los más propensos a verse afectados y ruedan aleatoriamente entre ellos. El El objeto determinado al azar debe hacer una tirada de salvación contra el forma de ataque o recibe cualquier daño que inflija el ataque. Tabla: Objetos afectados por Psiónico Ataques
RESISTENCIA DE POTENCIAPower resistance is a special defensive ability. If your power is being resisted by a creature with power resistance, you must make a manifester level check (d20 + manifester level) at least equal to the creature’s power resistance for the power to affect that creature. The defender’s power resistance functions like an Armor Class against psionic attacks. Spell resistance is equivalent to power resistance unless the Psionics Is Different option is in use. Include any adjustments to your manifester level on this manifester level check.La línea de Resistencia de Poder y el texto descriptivo de un poder Descripción Te dirá si la resistencia de poder protege a las criaturas del poder. En muchos casos, la resistencia de potencia se aplica solo cuando Una criatura resistente es el objetivo de la fuerza, no cuando un criatura resistente se encuentra con un poder que ya está en lugar. Los términos "objeto" e "inocuo" significan Lo mismo para la resistencia a la potencia que para las tiradas de salvación. Una criatura con resistencia a la fuerza debe bajar voluntariamente el resistencia (una acción estándar) para ser afectada por una potencia señalada como inofensivo. En tal caso, no es necesario que haga el manifiesto Comprobación de nivel descrita anteriormente. PUNTOS DE PODERAll powers have a Power Points line, indicating the power’s cost.Las tablas de clases de personajes psiónicos muestran cuántos puntos de poder Un personaje tiene acceso a cada día, dependiendo del nivel. El costo de una potencia está determinado por su nivel, como se muestra abajo. El costo de cada energía se indica en su descripción para facilidad de referencia. Tabla: Power Points por potencia Nivel
Poder Límite de puntos: Some powers allow you to spend more than their base cost to achieve an improved effect, or augment the power. The maximum number of points you can spend on a power (for any reason) is equal to your manifester level. Coste de XP (XP): On the same line that the power point cost of a power is indicated, the power’s experience point cost, if any, is noted. Particularly powerful effects entail an experience point cost to you. No spell or power can restore XP lost in this manner. You cannot spend so much XP that you lose a level, so you cannot manifest a power with an XP cost unless you have enough XP to spare. However, you can, on gaining enough XP to attain a new level, use those XP for manifesting a power rather than keeping them and advancing a level. The XP are expended when you manifest the power, whether or not the manifestation succeeds. TEXTO DESCRIPTIVOThis portion of a power description details what the power does and how it works. If one of the previous lines in the description included “see text,” this is where the explanation is found. If the power you’re reading about is based on another power you might have to refer to a different power for the “see text” information. If a power is the equivalent of a spell an entry of “see spell text” directs you to the appropriate spell description.Aumentar: Many powers have variable effects based on the number of power points you spend when you manifest them. The more points spent, the more powerful the manifestation. How this extra expenditure affects a power is specific to the power. Some augmentations allow you to increase the number of damage dice, while others extend a power’s duration or modify a power in unique ways. Each power that can be augmented includes an entry giving how many power points it costs to augment and the effects of doing so. However, you can spend only a total number of points on a power equal to your manifester level. El aumento de un poder tiene lugar como parte de otra acción (manifestando un poder). A menos que se indique lo contrario en el Aumento de una descripción de potencia individual, puede aumentar un poder sólo en el momento en que lo manifiestas. |