YorIna (“False Mage”) System

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.

Character Level

YorIna Abilities (Electromagnetism/Gravitation/Strong Interaction/Weak Interaction)

Special

1st-2nd

2/0/0/0

Autoshields [Tech-Based] (One Mode), Wireless DNI, Cyborg

3rd-4th

3/0/0/0

Immunity: Alpha Radiation

5th-6th

4/0/0/0

Ship-Link

7th-8th

5/2/0/0

Autoshields (Two Modes), Immunity: Beta Radiation

9th-10th

6/2/0/0

 

11th-12th

7/3/0/0

Immunity: Gamma Radiation

13th-14th

8/3/2/0

Autoshields (Three Modes)

15th-16th

9/4/2/0

 

17th-18th

10/4/3/0

 

19th-20th

11/5/3/2

Autoshields (Four Modes)

YorIna Abilities – A user of the YorIna system begins play with 2 abilities dealing with Electromagnetism, and learns more as they level, along with abilities dealing with the other fundamental forces.

Autoshields [Tech-Based] – 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.  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.

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 short-range commlink, allowing the character to communicate through this comlink without making a sound at all, they basically just think what they want to say and the comlink picks up on the nerve signals, interprets it, and transmits. Additionally, the user’s brain functions as a simple datapad, allowing for the viewing and editing of data with a thought. The DNI follows all the usual rules for a tech-based DNI.

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

Radiation Immunities – 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.  This expands to include beta radiation at level 7, and gamma radiation at level 11.

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.


YorIna Abilities

  • ELECTROMAGNETISM
    • Alter Light – Utilizing the fact that visible light is just a form of electromagnetic radiation, you can hide yourself using your abilities.  This only affects visual methods of detecting you, not sound.  This ability allows you to make a Knowledge [Physical Sciences] check instead of a Stealth check for the purposes of hiding from visual detection.  This also allows you to manipulate light levels nearby, letting you create a light level equal to a standard flashlight.
    • Drain Charge – As a standard action, you can draw the energy out of an electronic device.  If you choose to, you can channel it into a target within 6 squares of you, dealing 2d6 damage if you beat their Reflex defense with a Knowledge [Physical Sciences] check.  Smaller or larger power sources will deal less or more damage at the GM’s discretion, 2d6 damage assumes a standard power pack.
    • Electrical Bolt – As a standard action, you can project a bolt of electricity.  This blast deals 1d6 electricity damage per 2 character levels to all targets in an 8-square line extending in a direction of your choice from you.  This functions as an area-of-effect attack that uses the result of a Knowledge [Physical Sciences] check instead of an attack roll to determine the effects.  This ability can be used once per encounter.
    • Electrical Weapons – Your power over electricity allows you to generate electricity to wreath your weapon(s) in at will.  If you wield a ranged weapon, this electricity is instead applied to the ammunition you fire.  The amount of extra damage this deals is dependent upon your character level.  This damage also applies to the Railgun ability (see below) if you have it.
      • 1st-6th: +1d6 electricity damage
      • 7th-10th: +2d6 electricity damage
      • 11th-15th: +3d6 electricity damage
      • 15th and above: +4d6 electricity damage
    • Infrared Control – Once you learn this Ability, any source of electricity damage you have from your YorIna abilities can do Fire damage instead.
    • Lightning Strike – As a standard action you can call forth a sudden blast of electricity directed at a single target within 12 squares of you and within your line of sight.  Make a Knowledge [Physical Sciences] check and compare it to the target’s Reflex defense.  If you beat their Reflex defense, they take 1d4 electricity damage per 2 character levels you have.  You can use this ability once every 3 rounds.
    • Magnetic Grip – This ability has two functions.  The first functions as the Move Object Force Formula, except that it can only affect ferromagnetic objects.  You may use this function once per encounter, and you may spend a Hero Point to charge the object with electricity, causing it to do additional damage equal to the normal damage it does.  This additional damage is electricity damage.  The second function of this ability is that you may spend a swift action to gain a climb speed which only allows you to climb ferromagnetic surfaces, or objects that have metal in them (such as rebar).  Maintaining this climb speed takes a swift action each round.
    • Plasma Strike – As a standard action once per encounter, you can create and manipulate plasma to attack a target.  Make a Knowledge [Physical Sciences] check with a against a target within 24 squares and within your line of sight.  If you beat the target’s Reflex defense, it takes 1d6 fire and electricity damage per 2 character levels you have.  You can choose to make an attack against a precise area of their body as if you were making a weapon attack.
    • Railgun – As a standard action, you can accelerate an ferromagnetic object with a mass less than 0.1 kg to absurd velocities.  This functions as a weapon that operates at rifle ranges, and the amount of damage it does increases with level.  You are considered proficient with this weapon.  You add half your level to this damage, as normal for a weapon.  This is considered a heavy weapon for the purposes of feats and talents.  You may use this ability once every 3 rounds.
      • 1st-6th: 2d8x2 damage
      • 7th-10th: 2d10x2 damage
      • 11th-15th: 4d10x2 damage, operates at heavy weapon ranges now
      • 15th and above: 4d10x2 damage, ignores 5 points of DR
    • Recharge – As a standard action, you can channel electricity into an electrical device, recharging it as if it had been recharged in a normal fashion.  You can do this once every 3 rounds.
    • Refined Electromagnetic Control  (Requires level 7 or higher) – You can make a Magery check to perform one of the listed actions.
      • EMP: As a standard action, you may release a burst of broadband microwave radiation, scrambling electronics and fusing circuits. This burst is centered on you, and affects all electronics within a radius equal to 4 squares + 1 square/character level (though you may willingly decrease the radius if you so desire). The results of your Magery check determine the duration that electronics in the vicinity are scrambled, and the extent of the damage caused to them:

        Result

        Time

        Damage

        Up to 15

        1 round

        1

        16-20

        2 rounds

        1d4

        21-25

        3 rounds

        2d4

        26-30

        4 rounds

        2d6

        31+

        5 rounds

        2d8

        The damage caused by this ability ignores any hardness the electronics may have. Electronics specially shielded against EMPs or harmful radiation are immune to this action.  Once activated, you must wait 5 rounds before using this ability again.

      • Maser: As a swift action, you can activate this ability and make a Magery check.  The result of your check determines the duration of this ability.  Once this ability ends, you must wait 5 rounds before using it again.

        Result

        Time

        Up to 15

        1 round

        16-20

        2 rounds

        21-25

        3 rounds

        26-30

        4 rounds

        31+1

        5 rounds

        While you have Maser is active, once per round as a move action you may concentrate a stream of microwave radiation at an opponent as a ranged touch attack. This uses thrown weapon ranges. If you hit, you inflict 2d4 nonlethal damage, +1d4 nonlethal damage for every 2 character levels you have, adding your Wisdom modifier to the result.  If you score a critical hit with this attack, the damage is considered lethal damage. This damage is treated as radiation, and any bonuses the target has to their Fortitude defense vs radiation also applies to their Reflex defense vs this attack.

    • Resist Electricity – You gain Resist Electricity 10.  Once your Knowledge [Physical Sciences] check improves to +20, this increases to Resist Electricity 20.
    • Tune Frequencies – Once you learn this Ability, any source of electricity damage you have from your YorIna abilities can do Ion or Stun damage instead.
  • Gravitation
    • Accelerator – As a standard action, you can accelerate an object with a mass less than 0.1 kg to lethal velocities.  This functions as a weapon that operates at pistol ranges, and does 2d8 damage.  You are considered proficient with this weapon.  You add half your level to this damage, as normal for a weapon.  This counts as a pistol for the purposes of feats and talents (but you can’t customize it with Tech Specialist or Superior Tech).
    • Altered Constant – As a swift action, once per encounter, you can choose to make yourself heavier or lighter.  If you make yourself heavier, you gain a +4 bonus to Strength.  If you make yourself lighter, you gain a +4 bonus to Dexterity.  This bonus lasts for 1 round per 3 character levels.
    • Assisted Leap – You gain a +10 bonus to Jump checks and fall at rate of 12 squares per round.  You never take falling damage. The Jump bonus increases to +20 at 12th level and +30 at 18th level.  Unless you choose to do so, you never fall prone when falling from a height.
    • Advanced Personal Gravity – You can choose which direction is ‘down’ for you, effectively granting you climb speed equal to your base speed.  This can also be used to gain a fly speed only usable in zero-gravity environments or a swim speed.
    • Extreme Personal Gravity – Your ability to choose which direction is ‘down’ improves, granting you a fly speed equal to your base land speed.  You must have Advanced Personal Gravity to choose this ability.
    • Reverse Gravity – As a standard action, you can suddenly reverse gravity below a target within 12 squares of you and within your line of sight.  Make a Knowledge [Physical Sciences] check. If your Knowledge [Physical Sciences] check beats that target’s Reflex defense, this ability has an effect – otherwise they successfully dodge out of the way and the ability has no effect. If you beat their Reflex Defense, they are launched upwards 5 squares, plus an extra square at level 4 and every 4 levels after that. At level 1 you can only affect targets up to Medium size with this ability – this increases to Large at level 8, Huge at 16, and so on, increasing one additional size step every 8 levels. If the target hits an object preventing its upward movement before the movement is completed, it takes 1d6 damage for every square of movement it had left to move upwards. After the upward movement is complete, calculate falling damage as normal (1d6 for every 2 squares of falling). This ability can be used once every 5 rounds.
    • Shared Personal Gravity – As a swift action, you can share the benefits of Advanced Personal Gravity (but not Extreme Personal Gravity) with a number of creatures equal to 1/4th your character level.  The creatures must remain adjacent to you, and this effect lasts for 1/5th your character level, and you must wait 5 rounds after it ends before activating it again.
  • Strong Interaction
    • Detonate – You can sever the subatomic bonds in a target object, turning it into an unstable piece of matter which will detonate violently shortly thereafter. You can spend a swift action once every 5 rounds to destabilize an object in your hand.  This turns the object into an explosive, which will detonate at the end of your turn, dealing damage according to the list below.  This cannot be used with objects weighing 5 or more kilograms.  The damage this does is half fire, and half destructive power.  The object can be thrown at simple thrown weapon ranges, and functions as a grenade.  You add half your level to the damage done by Detonate.
      • <1 KG – 4d6 damage, 2-square burst radius.
      • 1.0-1.9 KG – 6d6 damage, 2-square burst radius.
      • 2.9-4.9 KG – 8d6 damage, 4-square burst radius.
    • Intense Detonation – In addition to doing damage, Detonate now affects its targets with radiation (regardless of if they are hit or not), with an intensity determined by your level.
      • 13th-14th – Mild Radiation
      • 15th-16th – Moderate Radiation
      • 17th-18th – Severe Radiation
      • 19th and higher – Extreme Radiation
    • <MORE ABILTIES IN THE WORKS>
  • Weak Interaction
    • I originally didn’t want to release these rules without some stuff here, but balancing them is proving to be…difficult. Weak interaction is a mysterious thing, even in reality, so developing ideas for it to begin with is hard. Anyway, nobody gets these until level 19, so for the moment I can leave the weird world of matter conversion and forced radioactive decay alone.

Epic Space Adventures Abound!