Kinetic Armor
Power Score: Con -3
Initial Cost: 5+
Maintenance Cost: 3+/round
Range: 0
Preparation Time: 0
Area of Effect: individual
Prerequisites: telekinesis, inertial barrier
The psionicist harness the kinetic energy in the air around his body to form a personal barrier against attacks. When in effect the Kinetic Armor gives off a slight glow of energy as the molecules around the psionicist speed up and slow down.
The type of armor protection generated is dependent on how much of an effort the psionicist is willing to give. The base cost of this power is 5 PSP's which will generated armor equal to leather AC 8, for each AC rating lower it will cost an additional 1 PSP's. For example, the psionicist would like to be protected as if he was wearing banded mail (AC 4), the initial cost would be 13 PSP's (5 for AC 8 and 2 point for each AC rating lower). To maintain the Kinetic Armor from round to round at the base of AC 8 it would be 3 PSP's per round, but for each AC rating lower than AC 8 it will cost an additional PSP. For example, the psionicist would like to maintain an AC 4, the maintenance cost would be 8 PSP's (3 for AC 8 and 1 point for each AC rating lower).
Because the armor is formed from the air around the psionicist, the psionicist can enjoy its benefits without suffering any penalty he might have if he were actually wearing that type of armor. The armor created by this power weighs nothing, has no magnetic properties, and in no way encumbers the psionicist.
Power Score--The psionicist gains an additional + 1 bonus to the armor class rating, and the maintence cost is halved.
20--The power causes the air around the psionicist to burst into flames. The psionicist and all other in a 5-foot radius around the psionicist suffer 2d4 + (1 point for each AC rating less than AC 8). A saving throw vs. paralyzation can be made to half the damage, except for the psionicist who takes full damage.
(c) 1994 by Daniel Cunningham