BECOMING A PSIONICIST
Psionicists tend towards two forms
of groupings; solitary and Towers. Finding a solitary teacher is rare,
as they seldom seek out students. Towers are somewhat easier to run across,
especially if the seeker already has some psionic talent.
Towers generally accept students
without requiring payment, but only if there is a need within the group
for more workers. In areas where they are common, Towers serve as communication
stations to link kingdoms and empires together, so telepathic aptitude
is generally well sought after. However, some areas have found use for
psionicists as anything from police forces to the nobility itself.
THE ASPECTS
A psionic possesses six Aspects,
one for each of the major groupings of psionic talents, namely clairsentience
(CS), metapsionics (MP), psychokinesis (PK), psychometabolics (PM), psychoportation
(PP), and telepathy (TP). His strength in each of
these becomes the strength he can put behind the skills
he will learn to manipulate them.
The total Aspect of a psionic can never, under normal circumstances, exceed his current POW characteristic. Certain races are known to possess psi potential greater than the norm, however.
[Example: Loco has a POW of 16. He could have the following breakdown: CS:2, MP:3, PK:1, PM:3, PP:4, and TP:3.]
Each Aspect has several skills (or
disciplines) that fall under it. A psionicist is limited both by his skill
in the controlling discipline and by the strength of his Aspect.
IMPROVING PSIONICS - ASPECT
Experience: When a psionic
increases his POW by any means, he may choose to increase any one of his
Aspects by transferring the point of POW to the Aspect he wishes to raise.
Training/Practice: A psionic
individual can also give himself added levels of in the same fashion that
he might employ to raise his POW characteristic.
Other: If a psi "forswears"
a discipline he has mastered, he may add one point to the strength of the
governing Aspect that does not count against his limit.
IMPROVING PSIONICS - DISCIPLINES
Experience: Disciplines
are skills; normal experience is just as effective on them as with any
other skill.
Training/Practice: Again,
as skills, psionic disciplines are as easily trained
or researched as any other skill.
NATURAL PSIONICS
Some races are just naturally psionic.
Whether this is a survival trait for the species, or something selectively
bred for, such beings have a flair for psionics that "endowed" individuals
cannot match.
For races with such a natural gift
(Deryni, Duergar, Larani, Tiisari, etc.), certain
facets of their Aspect are not limited by their POW. For example; a Deryni
's Telepathy Aspect is counted as only 1/3 rd of it's total strength (i.e.
a Deryni with a score of 9 in TP are considered to only have a score of
3 with regards to balancing their Aspects.
MULTIPLE PSIONIC OPERATIONS
Solitary - Whenever a psionicist
activates a discipline, a percentile dice roll under their skill is required.
Under normal circumstances, the normal point cost for that discipline will
keep it active for a number of rounds equal to that discipline's governing
Aspect. A critical roll will enable the psi to keep the discipline functioning
for a number of turns equal to the strength of his Aspect.
[Example: Arik possesses CS: 4 and has 55% in the Danger Sense discipline. 1 magic point will cause his danger sense to remain operative for 4 rounds.]
Gestalts - When psionicists work together in groups, it is required that all of the participants in an operation have the same effects, in addition to knowing the skill of Gestalt. For each psionic in a gestalt, +1 is added to the highest Aspect of the group.
[Example: in a group of 4 psis, Fred Parker has the highest Aspect in Telepathy (6). The other 3 members increase his Aspect to 9.]
To form a working link, the psionicists
in question must live in close association with one another for several
weeks as well as develop a positive percentile skill in Gestalt.
GESTALT (00)
Simply put, Gestalt is the skill
of linking minds together easily for the purposes of psionic operations.
To form a Gestalt, the group must successfully roll against the lowest
of the member's Gestalt skill, which is modified by -5% for every member
of the group. In a Tower, new members are usually restricted to minor tasks
that only involve small groups, so that their low skill does not negatively
affect the operations of the Tower as a whole.
A Gestalt takes a number of melee rounds to enter equal to the number of participants. This check can be made once per melee round.
While in a Gestalt, each contributing member besides the coordinator increases the Aspect of the coordinator by 1. However, the magic point cost for the discipline is increased by 1 for each member in the gestalt, as well.
[Example: In the above example,
each member of Fred Parker's group would have had
to expend 7 magic points to perform their mental surgery.]
LEARNING PSIONIC DISCIPLINES
For the most part, psionic disciplines
are skills, and can be taught like any other skills. Anyone who knows a
discipline at 90% or better can write down a description of it, using his
Write skill. A student who successfully Reads this scroll and studies it
for 50 hours can learn the discipline by rolling his INT or less on 1d100.
If he fails, he can study another 50 hours, then try his INT x2 or less.
Then INT x3, and so forth. If the writer got a Critical success in Write,
the reader gets to add his INT x2 to his chance of success on each 1d100
roll( i.e., he starts out at INT x3 instead of INT). If the reader gets
a Critical Read when studying, then for that 1d100 roll, he gets to add
his INT x2 to his chance.
[Example: A critically-Written scroll in Ancient Bakluni describes the discipline of Power Transfer. Arik gets a critical Read Ancient Bakluni while reading it. This means his 1d100 roll is equal to his INT (basic chance) + his INTx2 (for his Critical Read) + his INT x2 (for the scroll's bonus) totaling his INT x5.]
If a teacher who knows the discipline
helps, his skill is added to the student's chance. If he is teaching more
than one pupil, his skill is divided among the total number of students.
Example: the instructor knows Animate Shadow at 89% and has 8 students.
89/8 = 11.125, so each student gets +12 to his chance of success when rolling
to learn the discipline. At the end of the training
or research, the student receives a skill in the discipline
equal to his INT.
For each point of Aspect a psionicist
has, he may possess one discipline in that field. A psi may expand his
possible disciplines by either raising his Aspect in that field, or by
investing his Aspect into an outside source, and using that external Aspect
to store new disciplines.
FORGETTING PSIONIC POWERS
Alternatively, a psi may "make
more room" in himself by forgetting the use of disciplines he already possesses.
This process takes a number of hours of meditation equal to the current
skill.
If a psi "forswears" a discipline
he has mastered, he may add one point to the strength of the governing
Aspect that does not count against his limit.
USING PSIONIC POWERS
Psionicists begin all psionic activity
on a SR based on their INT, instead of their DEX. On rounds when a psi
elects to use his powers, he gives up the opportunity to perform physical
actions for the rest of that round.
After the name of each discipline
will be either a (I) or (S). (I)nstant disciplines require the expenditure
of their rated point cost to work once, and (S)ustained disciplines will
remain in effect for a number of rounds equal to the strength of the governing
Aspect.
PSIONIC RECOVERY
A psionic expends magic points
to fuel his abilities, just like a magic user, and his magic points regenerate
at their normal rate.
PSIONIC RANGE
All psionic disciplines have a
range based on the strength of their governing Aspect, as per the table
below.
Psionic Range | |||
Aspect | Range | Aspect | Range |
1 | Touch | 9 | 640 m |
2 | Touch | 10 | 1.28 km |
3 | 10m | 11 | 2.56 km |
4 | 20m | 12 | 5.12 km |
5 | 40 m | 13 | 10.24 km |
6 | 80 m | 14 | 20.48 km |
7 | 160 m | 15 | 40.96 km |
8 | 320 m | 16 | 81.92 km |
PSIONIC DISCIPLINE DURATION
All psionic disciplines, once successfully
activated, remain in operation for a number of rounds equal to the strength
of their governing Aspect. At the end of that time, roll for the discipline
again with a (cumulative) -10% penalty, and if successful, the discipline
remains in effect with no further expenditure of magic points. If the roll
fails, the psi may elect to refuel the discipline with magic points, or
allow it to lapse.
Certain disciplines look forwards
or backwards into time. In these cases, consult the table below. Take the
skill of the character and divide it by 20. The view is accurate to the
limit of the governing attribute, and less than certain for each point
of skill/20 in excess of that point.
Discipline/Time Table | |||
Levels | Delay | Levels | Delay |
1 | 1 round | 6 | 1 day |
2 | 1 minute | 7 | 3 days |
3 | 1 hour | 8 | 1 week |
4 | 6 hours | 9 | 1 month |
5 | 12 hours | 10 | 1 season |
[Example: Arik possesses CS: 4 and a skill in Precognition of 80%. If he were to attempt to foresee any dangers that lie ahead on the trail his caravan will be traveling. he'd have a clear picture of what the next 6 hours held, but would not be able to see beyond that. If he possessed a skill of 90%, his vision would extend into the next 12 hours, but would be less clear after the seventh hour.
It is important to note that the
future is not set: even a clear view of the future can hold surprises.
PSIONICS vs. PSIONICS & NON-PSIONICS
Psionics is not magic. Spells designed
to protect a character from magic generally have either no effect whatsoever,
or a lessened effect against psionics (although, depending on the number
of psionics in your campaign, the magic users are sure to design spells
to better counter their effects). Spells which provide the user with bonuses
in Spirit Combat work at half effectiveness against Telepathic attacks.
Conversely, Magic is not psionics, and while there are psionic abilities
designed to detect magic, there aren't many designed to directly counter
magic, either.
PSIONIC COMBAT (00)
Psionicists are taught the skill
of Psionic Combat, a highly specialized form of attack and defense that
in some ways resembles Spirit Combat. Every trained psionicist has the
skill, Psionic Combat. During a melee round, a psi may make an attack on
a SR equal to his INT. Each turn combatants get a number of points of action
equal to 1/10th their Psionic Combat skill (round up). These points are
divided into dice as the combatant desires, attack and defense. N points
convert into an "1dN" roll. To keep it easy, only the values of 1, 2, 3,
4, 5, 6, 8, 10 and 12 may be used. When attacked, a psi may decide to defend,
or reserve all of his points for attack when his turn comes. Obviously,
a d1 roll has a value of 1. Psionic combat normally costs no magic points
for attack or defense (unless your defenses fail), though there exist telepathic
disciplines that can be used for attack and defense that do require magic
points to employ.
[Example: Nuril Chya (INT 13, magic points currently 16, TP: 4, Psionic Combat 75% = 8 points) takes on a Fred Parker (INT 15, magic points currently 17, TP: 5, Psionic Combat 67% = 7 points). The first turn Nuril decides to use 6 on attack, and 2 on defense. Fred decides to use 3 on attack and 4 on defense. Nuril rolls 4 for attack and 1 for defense, and Fred gets 2 for attack and 3 for defense. Nuril's defenses soak up 1 point of the damage, so he loses 1 magic point, lowering it to 15. Fred's defenses block 3 points of damage, so he also loses 1 point, lowering his magic points to 16.
The next action, on SR5, Fred does not attack, but assumes a defensive position. Nuril, on SR3, looking for a quick resolution to the fight, decides to expend 3 magic points on his telepathic Bolt attack and rolls a 9 on a 3d6, in addition to committing all of his 8 points to offense, rolling a 3, for a total of 12. However, Fred chose to erect a Shield on 5, using 2 magic points and rolling a 10 on his 2d6, and rolled a 5 on his defense roll, for a total of 15. Fred's defenses hold, but he still loses the 2 mp he spent for the shield (leaving him with 14), and Nuril loses 3 for his bolt (leaving him with 12).
Next round, on 15, Fred maintains his defenses, expending no further mp (his wall will remain for 5 rounds). His Shield roll this time is 8, and his defense roll is a 3, for a total of 11. Sensing his opponent's weakness, he invests 3 mp in his own Bolt, and rolls a 12. Nuril can only defend, and he rolls a 5 - not enough! Fred's Bolt removes 7 magic points from Nuril's 12, leaving him with 5. On 13, Nuril is erecting his own Shield, spending 4 magic points, and rolling a 15 on his 4d6.
On 5, Fred launches another Bolt, expending a full 5 magic points and rolling a 21 - Nuril rolls his defense and only gets a 5, and Fred's Bolt tears away his remaining magic point, leaving him unconscious.....
Non-psionicists do not have access
to telepathic attacks, but they always defend against them with their full
magic points. Once an opponent has been reduced to 0 magic points, a psi
has full access to their mind, unopposed by resistance on the part of their
target.
PSIONIC SPECIALISTS
Psionicists, like most other arcane
practitioners, can specialize in their abilities. Those who specialize
in any branch of psionics do so at the cost of never having any of the
other Aspects ever rise above 1; in return, their chosen Aspect
may rise to the full value of their POW.
DANGER SENSE (S)
This discipline allows the character
to sense danger moments before it befalls him. The danger in question can
be natural or manmade (i.e. a landslide and an ambush both qualify). In
game terms, this power alerts the character to any impending danger to
himself within range.
[Example: Camber's has CS: 5. While
riding along a trail, his Danger Sense alerts him to several bandits lying
in wait when he approaches within 40 meters of them; he alerts his companions,
spoiling the ambush.]
DETECT INTENT (I)
This discipline allows the psionic
to view the aura of creatures and objects. The stronger the Aspect, the
more distinct the impression. In effect, the psi has a percentage chance
equal to his Aspect x10 in determining the general beliefs of his target.
On a critical roll, cult affiliations and more distinct philosophies become
apparent.
DETECT MAGIC (S)
This discipline allows the psionic
to view the magical auras of objects and places out to the range defined
by his Aspect.
DETECT PSIONICS (S)
This discipline allows the psionic
to detect other psionics with a chance equal to 10x their Aspect. This
assumes that there is no ongoing psionic activity at the time. If the target
is actively using psionics, the chance to detect activity is 100%, with
a chance equal to 10x their Aspect of discerning the exact psionic ability
in use. The possessor of this discipline cannot detect by any means a psionic
protected by severance, mind bar, or other mind clouding spells/abilities
or devices.
PERCEPTION AMPLIFICATION(S)
By the use of this discipline,
the psionicist increases, in a general fashion, all the skills related
to his perception skills modifier. The possessor of this discipline gains
a base increase equal to his Aspect.
CLAIRAUDIENCE (S)
This discipline allows the psionic
to concentrate upon a locale and hear what transpiring within a 20m radius.
If the locale is one that the psionic is familiar with, distance is not
a factor. Under any other circumstance, range limits apply.
CLAIRVOYANCE (S)
This discipline allows the psionic
to concentrate upon a locale and see what transpiring within a 20m radius.
If the locale is one that the psionic is familiar with, distance is not
a factor. Under any other circumstance, range limits apply.
PRECOGNITION (I)
This discipline allows the psi
to view a limited version of the future. The distance forward that can
be viewed is dependent on the psi's Aspect. There is a cumulative 3% chance
per point of Aspect of foreseeing a future that is NOT possible, which
may cause him to act in effort to prevent the future he has seen (generally
with disastrous outcomes).
PSYCHOMETRY (I)
This discipline allows the user
to detect psychic impressions left on an object or place by its previous
owners or occupants. Thus, by handling an object, the psi could tell its
previous owners race, alignment, and probable fate. It can also be used
to receive visions of those who have suffered strong emotions or died in
a particular place. Not all objects or places give off such impressions,
however.
KNOWLEDGE AMPLIFICATION (S)
By the use of this discipline, the psionicist increases,
in a general fashion, all the skills related to his knowledge skills modifier.
The possessor of this discipline gains a base increase equal to his Aspect.
LIGHTS (S)
The use of this discipline allows the user to produce
minor effects involving light. The lights produced by this discipline are
shimmery and varied in color, although the user can choose a particular
color if he wishes.
One non-lethal variation of psionic combat involves psis struggling to extinguish one another's lights, or to change the colors thereof. In such a contest, control of the light goes to the individual with the higher Aspect in metapsionics.
Another function of this ability allows the user to light
candles or other small flames at a cost of 1 point per every flame kindled.
MAGIC AMPLIFICATION (S)
By the use of this discipline, the psionicist increases,
in a general fashion, all the skills related to his magic skills modifier.
The possessor of this discipline gains a base increase equal to his Aspect.
AURA ALTERATION (S/I)
This discipline can be used one of two ways. It can be
used to change the personal aura of an individual (to disguise the true
intent/cult affiliation and show one that is false) or it can be used to
recognize and alter an unfavorable (cursed, geased, or possessed) aura
in another.
Changing the personal aura of the psi costs the standard 2 points, to change that of another requires the psi to study the true aura either via Telepathy (for non-psis), or he may enter into a Gestalt with another psi to bring their auras into conjunction. The cost to change another's aura is twice the cost of changing one's own (i.e. 4 points). This is the Sustained version of Aura Alteration.
The removal of curses and other unfavorable auras costs a number of mp equal to twice intensity of the original discipline used or spell cast upon the target. (Divine spells require 4x the magic points, as usual). Using this discipline to expel a possessing spirit requires the psi to establish telepathic contact with the mind of the afflicted, and then he may enter into psionic combat with the possessing spirit to drive it off.
An unsuccessful attempt to drive off a possessing spirit
will often cause the spirit to "jump" from the target to the psi attempting
to help him.
EXTENSION (S)
This discipline permits the psi to extend the range of
his psionic disciplines without entering into a gestalt. For each two full
points of strength in his Aspect, he may add 1 point to the strength of
any of his other Aspects while employing this discipline.
[Example: Loco has MS: 5 and TP: 4. Using Extension, he could effectively raise his TP to 6 for the purposes of range/distance for costs similar to that of being in a Gestalt (i.e. using a 1 point discipline would now cost 3 magic points instead of 2, (besides the cost of this discipline).
Discipline skill rolls are reduced by 10% per raised Aspect
point, so in the above example, if Loco had a 60% skill in Animal Telepathy,
he's be reduced to a skill of 40% in successfully activating it.
LENGTHEN (S)
This discipline permits the psi to extend the duration
of his psionic disciplines without entering into a gestalt. For each two
full points of strength in his Aspect, he may add 1 point to the strength
of any of his other Aspects while employing this discipline.
[Example: Loco has MS: 5 and TP: 4. Using Lengthen, he could effectively raise his TP to 6 for the purposes of duration for costs similar to that of being in a Gestalt (i.e. using a 1 point discipline would now cost 3 magic points instead of 2, (besides the cost of this discipline).
Discipline skill rolls are reduced by 10% per raised Aspectpoint, so in the above example, if Loco had a 60% skill inAnimal Telepathy, he's be reduced to a skill of 40% in successfully activating it.
In the event of a critical roll with either skill, the duration of the discipline is measured in hours, instead of turns. If both rolls should be critical, then the duration is measured in days.
ENDOWMENT (I)
This discipline allows the psi to endow eligible non-psionics
with psionic power. An eligible non-psi must have a POW of at least 16,
and must FAIL a save of POW x 5. Individuals who make the save have no
usable talent and cannot EVER receive psionic powers. As part of the hour
long ritual, both the psi and the applicant must expend 1 POW, which will
give the applicant a random psionic Aspect with 1 point of strength; a
critical roll on the part of the Endowing psi will allow him to choose
the Aspect the applicant gains.
POWER TRANSFER (I)
This discipline is for creating both objects of power
and psion familiars. Before attempting to send power into something, it
must be primed by the expenditure of 10 mp.
For Psionic Objects: Psionic objects are commonly created to extend the powers of a psionicist, by creating an additional source of Aspect that is not limited by POW. In addition to the magic points required by the use of this discipline, the psi must typically also sacrifice a variable amount of Aspect or POW to the item in question to form the basis of it's Aspect. A successful discipline roll is required to align the Aspect correctly, otherwise it will become a random Aspect (i.e. not what the psi intended). On a critical roll, the object gains 1d3 Aspect of the desired type.
Each point of Aspect the item gains carries with it one of the psi's disciplines, which are also retained by the psi in question. The disciplines possessed by the object will be equal to those possessed by the psi, though they can never increase in skill.
[Example: Leotus is preparing an iron sword to become a psionic object of power. He adds 3 points of POW, and a successful Power Transfer roll aligns them as Telepathic Aspect. He spends 12 magic points and impresses the 3 of his disciplines upon the item.
Leotus can choose to forget these disciplines, freeing up space for new ones, or could lend the item to another and they could utilize the disciplines inherent in the item with their own magic points to fuel them. (Much like a spell matrix).]
For Psionic Familiars: Naturally, an animal has it's own POW, and can regenerate magic points on it's own. By expending 1 point of their own INT, a psionicist can transform an animal's fixed-INT into normal-INT, as well as raise that INT by 1d10. Sacrificing POW will not increase the animal's POW, but will give it Aspect, as with objects. The same procedures used for objects are duplicated with animals. The major difference being that since the animal is alive, it regenerates magic points which the psi can use to fuel his disciplines, has full use of the disciplines itself, though it stands the risk of dying.
ANIMATE SHADOW (S)
This discipline allows the user to manipulate his own
shadow (or shadows, if multiple light sources cause them). A shadow thus
manipulated cannot actually damage anything, although they can be made
to seem to leave their caster and move independently. Shadows always remain
2 dimensional and remain "cast" upon a flat surface.
INERTIAL BARRIER (S)
This discipline surrounds its user with a wall of "elastic"
air, protecting him from certain forms of attack equal to his Aspect. While
it won't stop a bullet, less forceful projectiles (like knives or arrows)
are usually deflected away harmlessly. Compare the user's Inertial Barrier
Aspect against the rolled damage of the weapon involved on the resistance
table: If the barrier wins, the psi takes no damage; if the weapon wins,
it does damage at -1 per die.
[Example: Nuril has a PK:5, and when his Inertial Barrier
is active, he has 5 AP vs. melee weapons, thrown or "strung" missile weapons
(a bullet simply moves too quickly) and breath weapons based on flame,
gas, or cold. (Acid based attacks will "coat" the
barrier and seep through.)]
LEVITATION (S)
This discipline allows the user to lift himself and up
to 3 ENC / Aspect. The psionic can lift himself vertically
at a rate of 2' / SR, for a number of rounds equal
to his Aspect.
[Example: Abed has PK: 3. With Levitation, he can lifthimself
and up to 9 ENC of equipment.]
MANIPULATION AMPLIFICATION (S)
By the use of this discipline, the psionicist increases,
in a general fashion, all the skills related to his manipulation (and attack)
skills modifier. The possessor of this discipline gains a base increase
equal to his Aspect.
ENERGY CONTROL (I)
This discipline gives its possessor a fair amount of
control over various energy forms, be they fire, electricity, manna, etc.
Each point of Aspect adds to the amount of energy he can control, and the
range it can be controlled at. For each 2 points of Aspect, the psi can
control an additional 1d6 worth of energy per magic point. The energy must
already be present to be controlled. i. e. in order to create a 3d6 bolt
of fire, there must be a fire of bonfire size or greater present for the
psi to control. The psi in this example would require PK:6, would spend
(2x3)=6 magic points, and would need to make a second discipline skill
roll to hit his target.
A psi can use this power to bind his own psionic energy into a prepared vessel (See the discipline, Power Transfer).
The following abilities are gained as the psi's Aspect grows in strength.
PK: 2 - Bind Energy - At this level, a psionicist can do the following: Keep a fire from spreading (depending on size of blaze) or deny an Elemental it's normal movement. It can also be used to "lock" items with charges of magical energy from being used. It can also be used to form a 'Ward', a defined area that when crossed, inflicts damage equal to the potential energy contained within it. [Example: Fred Parker is bedding down in the forest for the night. Before going to sleep, he places a ward, by binding the energy of his campfire into a circle 10 m in diameter. Anyone approaching within 10 m of his camp is automatically affected as though they'd jumped into the center of his campfire, and take 2d6 damage!]
PK:4 - Energy Lance - At this point, the psionicist can cause existing energy forms (torches, etc.) to flare and reach out to strike a target. The range of the lance is dependent on the amount of energy present generally figured as the cube of the damage dice. A torch that would do 1d6 damage can be made to arch only 1 m away, but a bonfire that normally does 3d6 damage could be made to strike up to 9 m away. Using this against an Elemental (by causing it's substance to arc away) does 1d6 damage per Aspect to the Elemental per action.
PK:6 - Energy Flare - Control is much finer now, and the psionicist can choose to either lance the energy forms as above, or cause them to divide into a number of lesser bolts to strike multiple targets. A 1d6 torch would still only be able to strike at 1 target, but the aforementioned bonfire could be made to strike 3 separate targets for 1d6 each.
PK:8 - Transformation: At this level, the psi can begin to turn one energy form into another. A bonfire could be transformed into a small snowstorm, or converted directly to electrical energy, etc. The transformation is inefficient; each 1d6 of damage potential in the old energy form becomes 1d4 in the new form. [Example: A bonfire that had 3d6 worth of heat could be transformed into 3 1d4 electrical discharges.] At this level he can, for instance, convert magical energy stored in wands, magic point matrices, etc. directly into heat, causing them to melt, burst into flame, etc..
Magic Points stored in matrices are counted as 6 = 1d6
of energy potential.
TELEKINESIS (S)
This discipline allows the psi to move objects weighing
up to 5 ENC per Aspect. Objects being so moved must always be in view of
the psi, although this may sometimes violate the actual range of the discipline.
(Normally, the range is standard, but if the object to be moved is being
scryed by one means or another, the range is based on the center of the
scry's focus). If used to move an unwilling creature, the psi must match
the strength of his Telekinesis against the POW of the creature (and must
have enough strength to affect the total SIZ of the creature in question.
The movement rate of a telekinetically lifted object is equal to the difference
between the Telekinetic's total SIZ limit and the ENC of the object. (i.e.
a telekinetic capable of lifting 5 SIZ who was moving a SIZ of 3 would
give it a movement rate of 2).
[Example: Nuril has a PK: 2, giving him a strength of 10 with his Telekinesis. His Range with Tk. is 40 m. If he were to attempt to lift a rock weighing 4 ENC, he could move it at a rate of 6.]
All costs above assume that only gross movement is sought. Careful movement (wrapping a cord around a pole, throwing a rock, etc.) would double the mp cost, and precise movement (turning a key in a lock, tying shoelaces, etc.) would triple the cost. Use the psi's own skills if he is attempting to accomplish them via this discipline.
AGILITY AMPLIFICATION (S)
By the use of this discipline, the psionicist increases,
in a general fashion, all the skills related to his agility skills modifier.
The possessor of this discipline gains a base increase equal to his Aspect.
BODY EQUILIBRIUM (S)
This discipline allows the psionic to adjust the weight
of his body to correspond to the surface upon which he is traveling. The
psionic is thus empowered to walk upon water, quicksand, or even a spider's
web. If used while falling, the cost of this discipline will be equal to
the total damage incurred.
CELLULAR HEALING (I)
This discipline allows the psionic to attune his mind
to the cells of an injured creature enabling him to heal wounds at a magic
point cost of 1/1 hp healed for members of his own species, 4/1 for members
of other species. The maximum healing a psionic can impart in any 24 hour
period to a single individual is equal to his Aspect. With PM:4, the psi
can add his Aspect to the statistic being tested on the resistance table
for a diseased character's next recovery roll, in the case of natural diseases.
Use the Metapsionic discipline, Aura Alteration to expel
possessing spirits, as appropriate.
COMBAT MIND (S)
This discipline allows the psionic to adjust the molecules
of his body in such a way as to act as weapons and armor. Each point of
Aspect increases either the AP of the psionic, or the damage he does.
[Example: A psionic with a PK: 6 could add 3 to his AP
and 3 to his damage.]
ELASTICITY (S)
This discipline allows the psionic to stretch his body
into new shapes. He does not become any stronger by using this discipline,
but does not grow any weaker either. A psionicist using this discipline
could stretch his arm across a room to snatch a jail key from a desk, or
to lift a dagger from a sleeping guards belt. Assume that each limb has
a maximum length, in meters, equal to its location hit points, or to the
psi's Aspect, whichever is less.
EXPANSION (S)
This discipline allows the psi to cause his body to become
larger in size, with a proportional increase in mass and strength.
This increase is limited to 1 STR and 1 SIZ per Aspect.
MIND OVER BODY (S)
This discipline allows the psionic to suppress or mentallysatisfy
the need for food, water, rest, and/or sleep. For each Aspect
possessed, the psi can use this discipline for up to two consecutive days.
At some point, however, the psionic must spend an equal amount of time
in complete rest to recharge this ability.
POWER WITHIN (I)
This discipline allows the psionic to use his hit points
or fatigue points to fuel his powers. The psi can funnel a number of HP
or FP equal to his Aspect in this discipline. Points thus used are converted
to mp at a rate of 1:4 (1 HP, MP or FP = 4 mp). This loss of HP or FP is
not permanent (although HP or FP used in this fashion will only regenerate
at half their normal rate) .
REDUCTION (S)
This discipline allows the psi to reduce his SIZ &
STR by one for every point of Aspect, but only in increments of 1/2 once
a size of 1 is reached. Thus, a SIZ 10 individual with a PK: 14 could make
himself 2 cm tall. (The first 10 points bringing him down to 30 cm, the
next 4 bringing him to 15, 8, 4, and 2 cm respectively. ) Note that SIZ
and STR never actually drop below 1 no matter how small the user makes
himself.
SUSPEND ANIMATION (S)
This discipline allows the psi to virtually cease all
life functions (as far as any but the most detailed examination can tell,
the psi is dead). The psi is able to set himself to awaken again after
a period of time, resuming normal function after an amount of time not
to exceed that limited by the psi's Aspect on the Duration Table.
[Example: Camber has PM: 8. Using this ability while trapped in an underground tomb, he could go without air, water or food for a week while his friends returned to the city to gather excavation tools.]
ANIMAL AFFINITY (S)
When a psionicist gains this discipline, he develops
an affinity for a particular kind of animal. Once an animal has been chosen
for the character, he can claim one of that animals attributes for his
own temporarily. He can gain the animals natural armor, movement rate and
mode, attacks and damage, hit points, or any other special ability. Only
one attribute is gained at a time, and lasts as long as the psionic expends
energy to maintain it. The psionic does undergo any physical changes required
by assuming an attribute.
BODY CONTROL (S)
This discipline allows the psi to exist in hostileenvironments,
elemental planes, or withstand magical
emanations or radiation destructive to his body. For
each two full points of Aspect, the psi can negate
one die of damage to his body in a single exposure. Once the psi encounters
a hostile environment, the magic point cost is equal to the total damage
he would have taken. Note that this power allows breathing under water
at PM: 1 for normal maintenance costs.
[Example: Fred Parker has an PM: 5. and 18 magic points.
Suspicious that he might be attacked, he activates his Body Control bringing
his magic points down to 16. Four rounds later he is attacked by Fire Elemental.
The Fire Elemental's size gives it a damage potential of 3d6, 2d of which
is negated by Fred's Body Control. The Fire Elemental rolls a 3 for damage
on its remaining die, which lowers Fred's magic points to 14. The next
round the Elemental rolls a 6 for damage this round, bringing Fred's magic
points down to 8. Unless Fred uses Energy Control or a weapon to destroy
the Elemental, it will eventually eat away his entire reserve of magic
points, force him into unconsciousness, and begin damaging
him directly.
PHYSICAL BOOST (S)
This discipline allows the psionic to temporarily increase
a physical characteristic by expending magic points to do so. Each point
of Aspect allows the psi to raise his STR, CON or DEX by an equal amount.
Adding to his CON will increase the psi's hit points for as long as it is maintained. Damage is subtracted from these points first.
PRESERVATION (S)
The discipline of preservation is primarily directed
at forestalling decay or preventing demise. It may be placed upon the self
or others. Particular powers are available to the user as he gains degrees
in the discipline.
PM: 2 - Preserve Corpse - prevents decay for up to 1 full day per Aspect. While under the influence of this discipline, a being so preserved will not suffer the loss of physical attribute points normally associated with being dead.
PM: 4 - Dying Stasis - Stops the process of dying and links the spirit to the body. While in this state, the psi can elect to expend POW points to heal himself, at the cost of 1 POW per hit point healed. Full recovery is dependent upon the actual strength of the psi's Aspect. At 4, full recovery will take 24 hours, and each point of strength above that reduces the time by 3 hours. During this time the psi's body is immune to normal or magical healing.
PM: 6 - Remove Dying Stasis - Cancels the effect
of the above power on another. The body must then be truly healed or it
will die.
RESTORATION (I)
This discipline is used to restore characteristic points
lost to spells or creatures that drain away or destroy characteristics
(Tap, etc.). By the use of this discipline, the psionic transforms 1 POW
into 1d6 of the characteristic points drained, up to the original rolled
value of the characteristic.
[Example: Ross lost 6 of his 20 POW to a Sorcerer's Tap spell. His original POW was 17, so this discipline could only restore 3 points, no matter what number is rolled.]
ASTRAL PROJECTION (S)
This discipline allows the user to project himself into
the astral plane. A silver cord links the user on the astral with his physical
body, and should the cord be cut, he instantly returns to his physical
body and must make a roll under his POW x3 or die
of shock.
Note that while the body of the psionicist does not go
anywhere, his mind can explore locations that his body could not (i.e.
inside locked rooms, shipwrecks deep beneath the sea, etc., to the limits
of his Aspect).
OBJECT TELEPORT (I)
This discipline allows a psi to teleport small objects
(ENC of the object teleported cannot exceed his Aspect). If the object
is in the physical grasp of another being, a STR vs. STR check must be
made, with the psi's Aspect in psychoportation used as the active force.
Objects affected by the discipline are teleported in a random direction somewhere within the range of this Aspect (a strength of 1 or 2 would result in the items landing on the ground nearby). A critical roll permits the psi to choose the destination of the object.
Under no circumstances will this discipline affect items that the psi cannot see clearly; objects concealed within or behind other objects cannot be teleported unless the psi has some means of scrying them (clairvoyance would work, ESP would not).
TELEPORTATION (I)
This discipline allows its possessor to teleport anywhere
within his normal range in total safety. For each ENC brought along, there
is an additional 1 magic point cost.
TEMPORAL DISPLACEMENT (I/S)
This discipline allows its user to travel physically
to the past OR A FUTURE, to a total temporal distance not to exceed the
psi's Aspect. The magic point cost for this discipline is twofold; it is
an Instant cost to transport one self into the past or future, but the
psi must then spend additional magic points to keep himself there, as per
normal discipline sustaining rules. Those who either fail to make their
sustaining roll or who choose not to do so receive only the briefest glimpse,
barely enough to form an opinion on.
This discipline dodges paradox theory by forcing its user
to return to whatever parallel world is created by his interfering with
the past. The psi who goes and kills his own grandfather usually falls
head-over-heels for grandma, and wonders years later why his grandson-self
hates him so
much. . .
Time has a nasty habit of playing tricks on those who try to change too much. Forward travel has fewer pitfalls, but always contains a 30% chance of depositing the psi in a slightly different alternate future, so playing the horses with this discipline is by no means a sure thing.
COMBAT TELEPORT (S)
Through the use of this discipline, the psi gains the
ability to teleport out of the way of a number of blows per round equal
to his Aspect with a successful discipline roll. Each discipline roll in
a single round incurs a 10% penalty, however.
[Example: Arik is in a melee with four guards. One of the guards has a higher DEX than Arik's INT, so Arik decides to dodge when the guard attacks. On his INT SR, he successfully rolls his Combat Teleport skill, and when the next guard's DEX SR comes up, he makes an unmodified skill roll and is literally not there when the blow falls. On the next SR, he makes another roll with a 10% penalty, and makes it. Two SR later, the last guard strikes, and Arik attempts his discipline roll again with a 20% penalty, and misses it.]
The psi typically is moved only a few feet by this teleport,
but on a critical roll he can choose where he lands in relation to his
last attacker, within the strength of his Aspect in meters.
WORLD WALKING (I/S)
This discipline allows the user to open a pathway between
worlds, which he may use to travel between them. When used as an Instant
discipline, the gateway opens around the psi only, pulling him through.
As a sustained discipline, the psi can open a portal that will remain open
long enough for others to traverse them.
Normally, the gateways opened are random - the psi has no control over where he travels. With a critical roll on opening a random gate, however, the psi gains the ability to travel to the world opened on demand.
Since the traveler makes his journey physically, if he dies on his journey, he is dead. There is also no maintenance limitations on how long he stays (assuming the climate is suitable - this power does not grant the ability to survive, merely to travel).
TEMPORAL FUGUE (S)
This discipline allows the user to create a number of
duplicates of himself equal in number to ½ his Aspect.
At the end of each round, each duplicate must make a discipline check to remain with a cumulative 10% penalty each round.
If a duplicate is killed, it vanishes with all of it's equipment, and all of the other duplicates must make a discipline check (at the current penalty) as well, or they vanish with it. If the original psi is killed or falls unconscious, all duplicates vanish instantly.
COMMUNICATION AMPLIFICATION (S)
By the use of this discipline, the psionicist increases,
in a general fashion, all the skills related to his communications skills
modifier. The possessor of this discipline gains a base increase equal
to his Aspect.
EMPATHY (S)
This discipline allows the basic needs, drives, and /
or emotions generated by any unshielded mind to be sensed by the user.
ESP (I)
This discipline allows the user to sense things not normally
possible. The psi can thus "know" the contents of someone's pocket, or
the face value of a hidden card. Unlike clairvoyance, which allows the
user to view a hidden locale, ESP merely provides a psi with knowledge.
It can also give the psi information about an individual that even the
victim might be unaware of. Consider it the power to do cheap legerdemain
and mentalist acts.
MENTAL BOLT (I)
This psionic attack costs 1 Aspect to use, though the
psi may elect to spend magic points equal to his Aspect. For each magic
point so spent, the psi gains 1d6 points of offense in psionic combat.
MENTAL SHIELD (S)
This psionic defense costs 1 Aspect to erect, though
the psi may elect to spend magic points equal to his Aspect. For each magic
point so spent, the psi gains 1d6 points of defense in psionic combat,
re-rolled each round.
STEALTH AMPLIFICATION (S)
By the use of this discipline, the psionicist increases,
in a general fashion, all the skills related to his stealth skills modifier.
The possessor of this discipline gains a base increase equal to his Aspect.
INVISIBILITY (S)
This discipline enables the user to become invisible.
For each point of Aspect he possesses, he will be invisible to one person
within range.
Psionic invisibility cannot be detected by any form of magic, and detection of psionics will reveal only that someone is present and using this discipline, not his location. It is important to note that this power affects minds, not light waves or similar manifestations: people affected by this ability simply will not believe the user is present.
Should the psi utilizing this discipline touch or speak
to any of the people to whom he is invisible, he becomes visible to that
person (only).
MENTAL WALL (S)
This psionic attack costs 2 Aspect to use, though the
psi may elect to spend magic points equal to his Aspect. For every 2 magic
points so spent, the psi gains 1d6 points of area-based defense in psionic
combat re-rolled each round), centered on himself and protecting anyone
within his Aspect in meters
MENTAL WAVE (I)
This psionic defense costs 2 Aspect to erect, though
the psi may elect to spend magic points equal to his Aspect. For every
2 magic points so spent, the psi gains 1d6 points of offense, affecting
an
area defined as a cone centered on himself, extending out to a range defined
by his Aspect, and equal in width to his Aspect in meters wide at the base.
MIND BAR (S)
This discipline effectively walls off the mind of the
psi from any input except that of the five senses. In a general way, each
point of Aspect bolsters the psi's statistics vs. magic, psionics, or other
forms of magical or mental coercion.
Psionic or magical powers of domination, empathy, hypnosis, mental surgery, or telepathy must overcome the Mind Bar to work. An individual with a mind bar can also see an individual employing psionic invisibility.
In addition, this discipline adds its Aspect to any power
trying to compete with Psi Static.
PSI STATIC (S)
Psis with this ability are often called "Screamers" by
their fellows, as very few ever master this rare discipline. The discipline
of psi static acts as a damper on the minds of other psis, effectively
canceling out the Aspect they're trying to use.
Each point of Aspect the psi possesses allows its user
to interfere with any and all psionic activity within range, forcing every
other psi in the area to match their abilities Aspect against that of the
with the screamers Aspect on the resistance table. Thus, a psi with TP:
4 trying to read minds while a screamer of equal power was operating would
only have a 50% chance of succeeding. All psionics in range lose 1 fatigue
point every round until the screamer shuts up, as it were. Psionic combat
is virtually impossible while this power is in operation, and a screamer
has only a 2% chance per Aspect of being able to limit their power. In
the above example, the telepath might only be 3 meters away, but the aforementioned
screamer would be drowning out every psionic operation for 20 meters. Note
that if a psi does make his save vs. this power, he loses an additional
fatigue point for his trouble, and must continue to make a save every round
that psi static is in use. Once they fail, however, they cannot attempt
to activate any psionic abilities until the static is shut off.
SPLIT PERSONALITY (S)
This discipline allows a psi to divide his mind into
two separate, autonomous parts. Both parts can communicate, but only one
of these parts can use psionic powers. The other side of the split can
do whatever it pleases, including cast a spell, engage in melee combat,
etc..
TELEPATHY (S)
Telepathy is in its most basic form, the ability to send
receive thoughts. This presumes that the target is either willing to have
his thoughts read, or that the psi has defeated his target in psionic combat.
In all other cases, the psi must make a resistance check of POW vs. POW
each time he wishes to contact the mind of his subject.
As the psi's Aspect increases, the depth which a psi may probe increases as follows:
TP: 1 - The psi can send and receive unshielded thoughts to anyone within range. Thoughts received in languages the psi does not speak will be unintelligible.
TP: 3 - The psi can view simple, short term memories of his subject. (up to his Aspect in age).
TP: 5 - The psi can now detect if a subject is lying, but cannot necessarily detect the truth.
TP: 7 - The psi can detect the truth behind a lie.
In all cases, the subject is allowed a save (POW vs. POW) to avoid having his mind probed. (Unless his mind has been 'opened' via psionic combat).
AMPLIFICATION (S)
Also known as False Gestalt, this is the ability to augment
psi ability by tapping the resources of other, non-psionic minds. The subjects,
who get a save (POW vs. POW) if unwilling, are placed in a deep trance
which lasts for 1d6+3 hours. They cannot be awakened by any means until
the trance has run its course.
While under the trance, the mental energies of the subjects are available to be employed by the user of this discipline. The Amplifying psi can utilize the energies of his subjects as if they were fellow psis in Gestalt with him, gaining +1 to whichever Aspect he wishes to employ for every two subjects, drawing on their magic points, and anything else he could achieve in a true Gestalt.
All psionic operations carried out under this discipline
cost twice as much as they would in a true Gestalt (i.e. each member costs
an additional 2 magic points,
MENTAL SURGERY (S/I)
This discipline allows a psi to reach into his own or
another's mind and alter or cure it of an affliction. The abilities gained
by this power are cumulative, and listed in order
of occurrence.
TP: 1 - Dispel Exhaustion - the psi can replenish up to half the fatigue points lost to exertion, exposure, or psi static.
TP: 3 - Inhibition - the psi can plant a behavior pattern in an individual which that person must make a save ((POW + Aspect) vs. POW) to overcome.
TP: 5 - Read Memories - the psi can do a more detailed type of telepathic probe of memories than normal telepathy. Any of the subjects general recollections are open to the reader. Detailed examination of a hidden or shielded memory costs 10 mp above and beyond the scanning cost, and can only be done once per day.
TP: 7 - Adjust Memories - the psi can now cause the subject to forget or recall some fact, or can create a fake memory at he same cost for reading memories. Also known as Mindwipe.
TP: 9 - Trigger - puts a 'trigger' in a subjects
mind so that if tampered with in a certain way (like reading memories),
mindwipe or death will occur. (Requires a sacrifice of 1 POW).
SEVERANCE (I)
This discipline grants its possessor with the ability
to reach into the mind of another and block the exercise of certain powers.
For each point of Aspect, the user of this discipline can block the expenditure of magical points in another equal to twice his Aspect.
Divine Magic use cannot be blocked by this discipline unless the divine magic in question requires the expenditure of magic points.
A target who has had his current mp blocked from use by this discipline cannot cast spells, or draw magic points from any other source to do so either.
[END]