Force Control: Difference between revisions

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At this level you gain 1 new [[Electromagnetism (force control)|Electromagnetism]] ability.
At this level you gain 1 new [[Electromagnetism (force control)|Electromagnetism]] ability.
===Ship-Link===
===Ship-Link===
By the time they reach 5th level, a properly-trained user of the YorIna system has learned how to properly link themselves to their ship to allow the systems on the ship to work properly.


== Level 7 ==
== Level 7 ==

Revision as of 06:10, 18 January 2023

Specialization Details
Specialization: Force Control
Trained Skills: Knowledge [Physical Sciences]
Talent Trees: Force Control (talent tree) talent tree
Subspecializations: None
Iconic Character: [[{{{iconic}}}]]

Utilizing technologies that have been slowly developed and perfected over the millenia by the JolKoar since the Exile, the YorIna System represents the current pinnacle of JolKoar technological capability. Developed during the closing days of the 7th Cycle and early days of the 8th Cycle, the YorIna System has helped to ‘close the gap’ – in a matter of speaking – between the JolKoar’Hul and the JolKoar.

While true magic (in the getting the spirits to do things for you sense) has existed amongst the JolKoar for as far back as they can remember, it was one of the things that was weeded out by Mu’Lun’Cui and her team of geneticists during when they created the JolKoar’Hul in the 4th Cycle. The justification for this was that the genetic markers for innate magical talent had become unstable with the majority of the JolKoar population living in artificial environments. Early trials of the JolKoar’Hul genome without the removal of these markers lead to a disturbing rise in the amount of magically-talented invidiuals with a predisposition towards electromagnetism spirits – or worse, destruction spirits. In the wake of several disasters with these prototypes, it was decided that the markers would be removed all together. As such, it left the JolKoar with a remaining advantage over the JolKoar’Hul, one that the JolKoar‘Hul had grumblingly resented for some time. Utilizing small-scale force manipulation technology, the JolKoar‘Hul were able to implant enough of this technology into their bodies to afford themselves similar abilities. When combined with the cybernetic systems already required to command JolKoar vessels, it soon became a prerequisite for a commander to also be one of these “YorIna.” While the system was designed for use with the JolKoar’Hul biology, it was easy enough to adapt it to the JolKoar, however it has proven to be impossible to implant into the JolKoar’Amask.

Level 1

Force Control Abilities

At this level you gain 2 new Electromagnetism abilities.

Autoshields (One Mode)

Properly-trained users of the YorIna system manifest a low-level gravitational field around themselves for protective purposes. This field has a number of hit points equal to 15 * Character Level and protects the user against a number of forms of damages ("modes") determined by their character level, starting with only a single form at level 1. You cannot change a mode choice once made. The modes are chosen from the list below:

  • Energy (Electricity, Energy, Fire, Ion, Radiation, and Stun damage)
  • Explosive (B/S/P)
  • Physical Melee
  • Physical Ranged

Any damage of the appropriate type that would injure the wearer is deducted first from the autoshield’s hit points. Damage comes off the autoshields before applying the effects of damage reduction. If you have any form of personal shielding (anything with an actual SR score), determine the effects on that before determining the effects on your autoshields. The autoshield’s hit points are also reduced by 1 HP per round when activated. Autoshields reduced to 0 HP are not destroyed, but are temporarily rendered inactive (switched off). Autoshields regenerates lost HP at a rate of 1 HP per round while the autoshield is switched off. Activating or deactivating your autoshields is a free action on your turn or a reaction when it is not your turn.

These are Tech-based autoshields and are subject to any effects that would augment, bypass, or disable Tech-based autoshields.

Wireless DNI

The YorIna system requires a direct neural interface, thus providing one for the user. This DNI has no physical interface, and can only communicate wirelessly. This functions as an implanted computer with a Grade equal to your Inteliigence minus 9 and a Tech Bonus of +4, plus an appropriate tech level communications transceiver which cannot receive any sub-modules. This allows the character to communicate through this computer without making a sound at all, they basically just think what they want to say and it picks up on the nerve signals, interprets it, and transmits.

Cyborg

You are treated as a cyborg and therefore fully vulnerable to Ion damage.

Level 3

Force Control Abilities

At this level you gain 1 new Electromagnetism ability.

Radiation Immunity (Alpha)

At 3rd level, a YorIna user becomes immune to alpha radiation – since alpha radiation cannot penetrate skin, this is actually an immunity to ingested and inhaled alpha decay sources.

Level 5

Force Control Abilities

At this level you gain 1 new Electromagnetism ability.

Ship-Link

By the time they reach 5th level, a properly-trained user of the YorIna system has learned how to properly link themselves to their ship to allow the systems on the ship to work properly.

Level 7

Autoshields (Two Modes)

At this level you select another mode for your Autoshields.

Force Control Abilities

At this level you gain 1 new Electromagnetism ability and 2 new Gravitation abilities.

Radiation Immunity (Beta)

Your radiation immunity has expanded to protect you against beta radiation.

Level 9

Force Control Abilities

At this level you gain 1 new Electromagnetism ability.

Level 11

Force Control Abilities

At this level you gain 1 new Electromagnetism ability and 1 new Gravitation ability.

Radiation Immunity (Neutron)

Your radiation immunity has expanded to protect you against neutron radiation.

Level 13

Autoshields (Three Modes)

At this level you select another mode for your Autoshields.

Force Control Abilities

At this level you gain 1 new Electromagnetism ability and 2 new Strong Interaction abilities.

Level 15

Force Control Abilities

At this level you gain 1 new Electromagnetism ability and 1 new Gravitation ability.

Radiation Immunity (Gamma)

Your radiation immunity has expanded to protect you against gamma radiation.

Level 17

Force Control Abilities

At this level you gain 1 new Electromagnetism ability and 1 new Strong Interaction ability

Level 19

Autoshields (Four Modes)

At this level you select another mode for your Autoshields.

Force Control Abilities

At this level you gain 1 new Electromagnetism ability, 1 new Gravitation ability, and 2 new Weak Interaction abilities.