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755 lines
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Plaintext
755 lines
40 KiB
Plaintext
Psionics is the exercise of mental disciplines ruled by three factors.
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First is the POW of the possessor,and second is the possessor's CON.
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Psionics have in addition yet a third characteristic,called PSI.Psionic
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strength (PSP) is the sum of these three factors (PSP = POW + CON + PSI).
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In addition,PSI regulates the number and strength of the psionic abilities
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the possessor has.Each point of PSI is worth 4 PWP,and each psionic
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discipline costs 1 PWP per level possessed,sciences 2 PWP,and arts 3 PWP.
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A Psionic with a PSI score of 12 could have 4 disciplines at lvl 12, 4 sciences at lvl 6 each,or a single art at lvl 16.The above is to be used
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as an example ONLY,as a psionic must have twice as many disciplines as
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sciences,and three times as many sciences as arts.Unless otherwise stated,
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all psionics usage is equal to 1/PSP/r for disciplines,2/PSP/r for
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sciences,and 3/PSP/r for arts.The duration of a psionic ability is equal
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to its level on the duration table and its range is equal to its level on
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the range table.
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PSIONIC COMBAT:Psionics have five disciplines designed specifically for
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attack.Against an unprotected mind,the disciplines have precisely the noted
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effects when they are successful.However,psionic individuals also have
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five disciplines designed specifically for defense.When a psionic
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successfull uses a defense against an attacking psi,all it costs him is
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the PSP expended to erect the defense.If he fails,however,he loses a
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number of PSP's equal to the PSP's the attacker used to attack him
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with,plus the PSP needed to erect a defense.The attacker also gains what
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is known as a Tangent,which is a 1/3 contact with the victims mind.Three
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successful tangents and the attacker has free reign of his victims
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mind...the victim gets no saves against anything the attacker might choose
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to do for a full day.He may alternately choose to drain one point of PSI
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from his victims total,and add it to his own.
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DISCIPLINES
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~~~~~~~~~~~
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01.ANIMAL TELEPATHY
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This discipline allows the possessor to communicate with various forms of
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life that are of fixed intelligence.The more unlike the mind being
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contacted is to the psionic,the more difficult it is to establish contact
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with it.Psionics can contact the following orders of things:
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Mammals -1
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Marsupials -2
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Birds -3
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Reptile -4
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Fish -5
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Insect -6
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Plant -7
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Energy -8
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Thus,a psionic with Animal Telepathy 6 could contact a fly,but could not
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contact a plant.
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02.BODY EQUALIBRIUM
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This discipline allows the psionic to adjust the weight of his body to
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correspond to the surface upon which he is travelling.The psionic is thus
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empowered to walk upon water,quicksand,or even a spider's web.If used
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while falling,this cost of this discipline will be equal to the total
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damage.
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03.BODY WEAPONRY
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This discipline allows the psionic to adjust the molecules of his body in
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such a way as to act as weapons and armor.Each level increases either the
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AP of the psionic,or the damage he does.Thus a psionic with Body Weaponry
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lvl 4 could add 2 to his AP and 2 to his damage.
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04.CANABALIZE
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This discipline allows the psionic to use his CON directly to fuel his
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powers.The psi can cannabalize a number of CON points equal to his level
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in this discipline.Constitution points thus used are converted to PSP at a
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rate of 1:8 (1 CON = 8 PSP).This loss of CON is not permanent (CON is
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recovered at a rate of 1 per week of REST[!]) Any and all attributes,skill
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modifiers,HP,etc that would be affected by a loss of CON are affected by
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canabalization.
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05.CELL ADJUSTMENT
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This discipline allows the psionic to attune his mind to the cells of an
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injured creature enabling him to heal wounds at a psp cost of 1/1 hp
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healed.The maximum healing a psionic can impart in any 24 hr period is
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equal to his level x5.Diseases of a non-magical nature can be cured at a
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cost of 5 PSP for the flu,or up to 20 for bubonic plague.
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06.CLAIRAUDIENCE
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This discipline allows the psionic to concentrate upon a locale and hear
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what transpiring within a 20m radius.If the locale is one that the psionic
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is familiar with,distance is not a factor..under any other circumstance,
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range limits apply.
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07.CLAIRVOYANCE
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This discipline allows the psionic to concentrate upon a locale and see
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what transpiring within a 20m radius.If the locale is one that the psionic
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is familiar with,distance is not a factor..under any other circumstance,
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range limits apply.
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08.DETECT GOOD/EVIL
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This discipline allows the psionic to view the aura of creatures and
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objects.As the level increases the auras viewed become more distinct.The
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basic chance of detecting a creatures aura is 30%,with a 5% chance of
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determining the exact alignment.Each of these chances increase 5% with
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each additional level.
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09.DETECT MAGIC
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This discipline allows the psionic to view the magical auras of objects
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and places.There is a 5% chance per level of determining the exact type of
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magic (conjuration,alteration,etc) involved.
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10.DETECT PSIONICS
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This discipline allows the psionic to detect other psionics with a 5%
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chance per level.This assumes that there is no ongoing psionic activity at
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the time.If the target is actively using psionics,the chance to detect
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activity is 100%,with a 5% per level chance of discerning the exact
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psionic ability in use.The possessor of this discipline cannot detect by
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any means a psionic protected by severence,mind bar,or other mind clouding
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spells/abilities or devices.
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11.DOMINATION
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By exercise of the power of domination, the psi forces the mind of another
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to obey signals from his brain, causing the victim to do his will.
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Contacting the mind to be controlled costs 5,at which time the victim is
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allowed a save (POW vs. PSI). If the save is failed, then the user must
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expend PS equal to one half the victim's POW (rounded up) each round in
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order to remain in control. Note that under no circumstances will the
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victim behave in an obviously self destructive manner.
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12.DREAM
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This discipline allows a sleeping psionicist to do several things.
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First,he can enter a state of light sleep from which he can awaken at any
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time for any reason.A psionicist can in fact "sleep on the job" during
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guard duty,and come instantly awake should he desire to do so.A psionic
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may also use this ability to enter the dreamlands,where normal rules
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concerning dreamers apply.The psionic can also enter a "deep sleep" from
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which he cannot be awakened,but during which all healing,recovery of PSP,
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and other regenerative powers are quadrupled.At the fifth level of ability
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the psionic can choose ONE of the following special abilities to use in
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the dreamworlds:
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Dream Travel - allows the psi to dream his way to distant places.The
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terrain traversed might not conform to exact geography,
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but should be allegorically correct.
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Dream Importation - the psi has the ability to draw others into his
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dreams.Individuals get a save,and are subject to
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the rules of the dreamlands while in anothers dream.
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Combat and death are quite possible,but true death
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can only occur in the real world.
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Dream Exportation - the psi can enter into anothers dreams,where his
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superior knowlege of dreamlore gives him an
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advantage.Each night the dreamer enters into his
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victims dreams,he has a 2% cumulative chance of
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gaining a 'reality grip' on his victim,which he can
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use to terrorize or otherwise influence his victim
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as if both were in the real world.
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Use of these special powers costs the psi an additonal 20 PSP beyond the basic costs for maintainance,range,etc.
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13.EGO WHIP
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This form of psionic attack requires 7 PSP to use.It takes the form of an
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assault on the victims ego,leaving him with feelings of inferiority and
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worthlessness.Its effects are similar to the spell demoralize in some
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ways.Additional levels of this power represent bonuses to the psionics PSI
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score,which is compared to the victims POW score when saving against this
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power.(A psionic with Ego Whip 4 and a PSI of 14 would attack as if he had
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a PSI of 18.)
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14.ELASTICITY
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This discipline allows the psionic to stretch his body into new shapes.He
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does not become any stronger by using this discipline,but does not grow
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any weaker either.A psionicist using this discipline could stretch his arm
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across a room to snatch a jailkey from a desk,or to lift a dagger from a
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sleeping guards belt.
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15.EMPATHY
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This discipline allows the basic needs, drives, and/or emotions generated
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by any unshielded sentient mind to be sensed by the user.
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16.ESP
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This discipline allows the user to sense things not normally possible.The
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psi can thus "know" the contents of someone's pocket,or the face value of
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a hidden card.Unlike clairvoyance,which allows the user to view a hidden
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locale,ESP merely provides a psi with knowledge.It can also give the psi
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information about an individual that even the victim might be unaware
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of.Consider it the power to do cheap legerdemain and mentalist acts.
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17.EXPANSION
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This discipline allows the psi to cause his body to become larger in size,
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with a proportional increase in mass and strength.This increase is limited
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to 1 STR and 1 SIZ per level.
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18.HYPNOSIS
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This discipline affects only sentient beings. By employing this
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discipline the user can instruct a creature as to a course of action which
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seems reasonable - no orders to kill self, associates, etc.,and plant a
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post hypnotic suggestion as well, the latter of which has a 5% cumulative
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chance per day of wearing off. Hypnotism affects a number of beings equal
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to the psionic's level.
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19.ID INSINUATION
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This form of psionic attack costs 10 points to use.It seeks to turn the
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victims id against his superego,basically driving him nuts.A victim who
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has failed his save must additionally make an immediate sanity check,
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failure costing him 1d10 SAN points.He is also driven berserk for a number
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of rounds equal to the PSI of the psionic.Additional levels of this power
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add to the psionics PSI score for purposes of determining if he saves.(See
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Ego Whip for details).
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20.INTELLECT FORTRESS
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This psionic defense form has a 3-yrd. area of effect.It costs 8 PSP to
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activate, and to maintain.Additional levels of this power work as a bonus
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to the psionics POW score for purposes of saving against attacks.(See Ego
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Whip).
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21.INVISIBILITY
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This discipline enables the user to become invisible to as many creatures
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as the sum of the psi's levels.Psionic invisibility cannot be detected by
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any form of magic except a mind bar. Detection of psionics will reveal
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only that someone is present and using this discipline, not his location.
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It is important to note that this power affects minds, not light waves or
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similar manifestations: people affected by this ability simply will not
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believe the user is present.
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22.LEVITATION
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This discipline allows the user to lift himself and up to 3 ENC/level.The
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psionic can lift himself vertically at a rate of 2'/segment,for a maximum
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time equal to his level.The power can be used in short bursts,so long as
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the total duration for the day is not exceeded.
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23.LIGHTS
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The use of this discipline allows the user to produce effects similar to
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the wizardy spells faerie fire, dancing lights.The lights produced are
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shimmery and varied in color, although the user can choose a particular
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color if he wishes. The variation known as handfire resembles a ball of
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fire which once conjured can be moved and controlled.Extinguishing
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another's handfire costs 5 points and control of the light in a
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competition goes to the individual who expends the most PSP to achieve
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control.Another function of this ability allows the user to light candles
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or other small flames at a cost of 1 point per every two such flames
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kindled.
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24.MENTAL BARRIER
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This form of psionic defense costs 3 PSP to erect and maintain.It
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resembles a carefully built wall of thought repetition,which exposes only
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a small part of the mind at any one time.Additional levels of this power
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act as bonuses to the defenders POW for purposes of saving against
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attack.(See Ego Whip).
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25.MIND BLANK
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This psionic defense costs 1 PSP to erect,but nothing to maintain.It
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attempts to hide the mind from attack,making parts of it unidentifiable.
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This ability is almost instinctual...if it is possessed,it will almost
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always be active.While it costs no PSP to maintain,having it active still
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constitutes psionic activity.It is also the only defense form that allows
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the psionic to use other abilities.
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26.MIND OVER BODY
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This discipline allows the psionic to supress or mentally satisfy the need
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for food,water,rest,and/or sleep.For each level possessed,the psi can use
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this discipline for up to two consecutive days at a cost of 5 PSP/day. At
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some point,however,the psionic must spend an equal amount of time in
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complete rest to recharge this ability.
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27.MIND THRUST
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This psionic attack form costs 4 PSP to use.It seeks to short the synapses
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of the victim by means of imposing the attacker's thought patterns by way
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of a short,stabbing thrust into his victims mind.A successful attack will
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cause the victim to become subject to a suggestion from the victor.Any
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reasonable suggestion will be carried out.Orders to kill self,associates,
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etc. will be ignored unless made to sound reaonable...(Look! The
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doppleganger has possessed Franz!).Additional levels of this power add
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to the psionics PSI for purposes of making saves.(See Ego Whip).
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28.MOLECULAR AGITATION
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This psionic discipline allows the psi to cause the molecules of an item
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to move more rapidly than is normal.Only a small number of molecules can
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be so moved,but the time requirement shortens by 1 round per level from a
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standard of 10.(At the tenth level,it only takes 1 round for this ability
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to take effect.)This ability can be used to set paper ablaze,boil small
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amounts of water,blister flesh,or heat metal to the point of scorching.If
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used offensively,this ability will do cumulative damage in succeeding
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rounds.(1st round is 1 pt,2nd round is 2 points,3rd round is 3 points
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(doing a total of 9 points of damage by round 3)).
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29.PHYSICAL BOOST
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This discipline allows the psionic to temporarily increase a physical
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characteristic by expending PSP to do so.Each point of STR,CON,or DEX
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so raised costs the psionic twice as many PSP.Adding to his CON will not
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increase the number of PSP available to the psionic,but it will effect
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anything else that is effected by a higher CON.
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30.PRECOGNITION
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This discipline allows the psi to view a limited version of the
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future.Unlike the Science of Temporal Displacement,the psi cannot actually
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influence events,and can only view a POSSIBLE future,based and colored by
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the psionics knowledge.The distance forward that can be viewed is
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dependant on the psi's level.
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31.PSIONIC BLAST
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This psionic attack costs 20 PSP to use.It reaches out to shock its
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victims mind like a piece of shocking news.When successful,it will
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paralyze its victim with fear and indecision for an amount of time equal
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to the level of psionic blast possessed.Additional levels of this ability
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enhance the psionics PSI with regards to attacks as well.(See Ego Whip).
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32.PSYCHIC CRUSH
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This psionic attack form costs 14 PSP to use.It is a massive assault on
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all the neurons of the victims brain,attempting to destroy them with a
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massive overload of signals.If successful,it kills its victim.Additional
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levels of this discipline add to the psi's PSI for comparisons (See Ego
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Whip).
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33.PSYCHOMETRY
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This discipline allows the user to detect psychic impressions left on an
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object or place by its previous owners or occupants.Thus,by handling an
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object,the psi could tell its previous owners race,alignment,and probable
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fate.It can also be used to receive visions of those who have suffered
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strong emotions or died in a particular place.Not all objects or places
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give off such impressions,however.
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34.RECEIVE SENSE
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By using this power,a psionic can tie himself into the sensory organs of
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another creature.One sense per level can be tapped into,and anything
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detrimental that affects the victims senses also affect the psionic.The
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psionic must succeed in a PSI vs POW contest to tap into the sense of an
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unwilling or unknowing victim.
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35.REDUCTION
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This discipline allows the psi to reduce his SIZ & STR by one for every
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level of mastery,but only in increments of 1/2 once a size of 1 is
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reached.Thus,a SIZ 10 individual with this power at lvl 14 could make
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himself 2 cm tall.(The first 10 lvls bringing him down to 30 cm,the next 4
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bringing him to 15, 8, 4, and 2 cm respectively.) Note that SIZ and STR
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never actually drop below 1 no matter how small the user makes himself.
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36.SUSPEND ANIMATION
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This discipline allows the psi to virtually cease all life functions (as
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far as any but the most detailed examination can tell,the psi is dead).
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The psi is able to set himself to awaken again after a period of time,
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resuming normal function for an amount of time not to exceed that limited
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by the psi's level.
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37.TELEPATHY
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Telepathy is in its most basic form,the ability to receive the thoughts of
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others.However,at higher levels,the depth which a psi may probe increases
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as follows:
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First: The psi can receive the unshielded thoughts of those within range.
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Thoughts received in non-understood languages will be
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unintelligible.
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Second: The psi can view simple,short term memories of his subject. (up
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to 2 rangebands old).
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Third: The psi can now detect if a subject is lying,but cannot
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necessarily detect the truth.
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Fourth: The psi can now read long term memories,and can perceive the
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motives,intentions,etc. of his subject. (up to 4 rangebands old)
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Sixth: The psi can detect the truth behind a lie.
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Seventh: The psi can now do an extensive probe of the subjects mind,to a
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rangeband limited only by his own level.
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In all cases,the subject is allowed a save (POW vs PSI) to avoid having
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his mind probed.The costs of this science are standard except when reading
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memories,which costs an additional amount of PSP dependant on the age of
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the memories being read.This discipline does not grant the ability to
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alter memories,nor does it grant the psi the ability to send his thoughts.
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38.THOUGHT SHIELD
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This psionic defense costs 2 PSP to erect and maintain.It clouds the mind
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from contact,hiding first one part,then another.It is possible to use
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other psionic disciplines while maintaining a Thought Shield.Additional
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levels of this power add to the psi's POW when defending against psionic
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attack (See Ego Whip).
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39.TOWER OF IRON WILL
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This psionic defense costs 10 PSP to erect and maintain.It uses the
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superego to construct an unassailable haven for the brain.Like Intellect
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Fortress,it has an area of 1m.Additional levels of this power bulwark the
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users POW for purposes of defending against psionic attack (See Ego Whip).
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40.TRANSFORM SENSE
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This discipline allows the possessor to use one sense to simulate another
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sense.A psi using this discipline could see with his hands,or hear with
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his eyes,if needed.
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41.TRANSMIT SENSE
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This devotion allows the psi to falsify someone else's sensory input.
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making the victim think that he sees,hears,tastes, or smells something
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other than he really does.Nothing can be completely hidden or disguised,
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but some alterations can be made.For instance:A human could be made to
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appear as a dwarf,but not as a parrot.Oil could be made to taste like
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garlic,but not like water.
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SCIENCES
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~~~~~~~~
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01.ANIMAL AFFINITY
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When a psionicist gains this science,he develops an affinity for a
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particular kind of animal.Once an animal has been chosen for the
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character,he can claim one of that animals attributes for his own
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temporarily.He can gain the animals natural armor,movement rate and
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mode,attacks and damage,hit points,or any other special ability.Only one
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attribute is gained at a time,and lasts as long as the psionic expends
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energy to maintain it.The psionic does undergo any physical changes
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required by assuming an attribute.
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02.AURA ALTERATION
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This science can be used one of two ways.It can be used to change the
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personal aura of an individual (to disguise the true alignment and show
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one that is false) or it can be used to recognize and alter an unfavorable
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(cursed,geased,or possessed) aura in another.The cost in PSP for changing
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auras is 2 PSP per change (i.e. a Neutral wishing to appear as Neutral
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Evil would cost 2 PSP,but Chaotic Evil would cost 4 PSP.) Such alterations
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have a duration equal to the psi's level of aura alteration.The removal of
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curses and other unfavorable auras costs a number of PSP equal to the
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intensity of the original spell cast upon the creature.Using this science
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to expell a possessing spirit costs PSPs equal to five times the
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possessing spirits POW.
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03.BODY CONTROL
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This science allows the psi to exist in hostile environments,elemental
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planes,or withstand substances,magical eminations,or radiations
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destructive to his body.For each level of this power,the psi can negate
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one die of damage to his body in a single exposure.The cost in PSP for
|
|
activation this science is standard (2 PSP) and once activated it will
|
|
last for a duration equal to the psi's level.Once the psi encounters a
|
|
hostile environment,the PSP cost is equal to the total damage he would
|
|
have taken.Note that this power allows breathing under water at basic
|
|
costs at first level.
|
|
|
|
04.EJECTION
|
|
This science is the final defense against unwanted telepathic contact.If
|
|
one psi has forced contact with another (thru domination,psionic combat,or
|
|
some other means),he can be ejected even after an unsuccessful save by
|
|
this science.The cost in PSP is equal to the invaders PSI.It should be
|
|
noted that ejection is risky for the user.If the victim fumbles,the
|
|
following effects could occur.
|
|
(Roll 1d6)
|
|
1. Lose access to all sciences for 1d10 hours.
|
|
2. Lose access to all disciplines for 1d10 hours.
|
|
3. Lose 1d10 + 10 PSP.
|
|
4. Lose 1d10 PSP.
|
|
5. Lose 1 CON permanently.
|
|
6. Lose 1d10 HP.
|
|
On a critical success,the above table applies to the ejected psionic.
|
|
|
|
05.ENERGY CONTROL
|
|
This science gives its possessor a fair amount of control over various
|
|
energy forms,be they fire,electricity,manna,etc.Each level of power adds
|
|
to the amount of energy he can control,and the range it can be controlled
|
|
at.For each level,the psi can control an additional 1d6 worth of energy. 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.A psi can use this power to bind his own
|
|
psionic energy into a prepared vessel (See the Art Power Transfer).When
|
|
using this power to finely manipulate energy forms,the psis chances for
|
|
success is equal to 30% plus the difficulty of the manipulation times the
|
|
psis level (i.e. a psi with energy control 5 attempting a routine task
|
|
(difficulty lvl 3) would have a 45% chance for success.The costs for this
|
|
science are standard.
|
|
|
|
06.FORCED METAMORPHISIS
|
|
This science allows the psi to alter the form and substance of another
|
|
being into that of something else.The costs in PSP for this science are as
|
|
follows:
|
|
For each attribute point added or taken away: 2
|
|
Basic metabolic change (carnivore to herbivore): 20
|
|
Special Attack Form: varies (a 5d6 breath weapon would cost 30)
|
|
Exact replica of another individual: 50
|
|
The victim of this science gets one save (POW vs PSI) to avoid any and all
|
|
changes.The duration of this science is standard.
|
|
|
|
07.MASS DOMINATION
|
|
By the exercise of this science,the psi forces the minds of several others
|
|
to obey signals from his own mind.Contacting minds to be possessed costs
|
|
10 PSP,at which times the victim gets a standard save.If the victim fails
|
|
his save,the psi then expends PSP equal to the victims INT in order to
|
|
establish control,after which he need not expend another PSP to maintain
|
|
control for the full duration.The range and duration for which a psi can
|
|
control others is standard.Note that a controlled individual who somehow
|
|
leaves the range of the psi and reenters his sphere of control falls once
|
|
again under his dominance.Beings under a mass domination will never act in
|
|
an obviously self destructive manner or against their basic nature.
|
|
|
|
08.MENTAL SURGERY
|
|
This science 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.
|
|
First:Dispel Exhaustion - the psi can replenish up to half the fatigue
|
|
points lost to exertion,etc. at a cost of 10 PSP per individual.
|
|
Second:Inhibition - the psi can plant a behavior pattern in an individual
|
|
which that person must make a save (POW vs PSI) to overcome.PSP
|
|
cost is equal to 20 per week.
|
|
Third: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,at a cost of 5 PSP per age of
|
|
the particular memory.Detailed examination of a hidden or shielded
|
|
memory costs 25 PSP above and beyond the scanning cost,and can only
|
|
be done once per day.
|
|
Fourth: Adjust Memories - the psi can now cause the subject to forget or
|
|
recall some fact,or can create a fake memory at the same cost for
|
|
reading memories.
|
|
Fifth: Feeblemind - at a cost of 15 PSP,the psi can cause the mind of his
|
|
victim to become that of a moronic child.
|
|
Sixth: Cure Insanity or Feeblemind - at a cost of 20 PSP,the psi can
|
|
reverse a feeblemind or restore a person to 1 point over their TIS
|
|
score by use of this ability.
|
|
Seventh: Cure Psychic Wound - This ability can raise a psi from a post
|
|
combat trance enabling him to function normally (though
|
|
non-psionically) until the subject sleeps,at a cost of 25 PSP.It
|
|
can also restore powers lost at a cost of 10 PSP per discipline,
|
|
20 PSP for sciences,and 30 for arts.Powers lost due to PSI
|
|
reductions cannot be regained,however.
|
|
Eighth: Trigger - puts a 'trigger' in a subjects mind so that if tampered
|
|
with in a certain way (like reading memories),feeblemind or death
|
|
will occur at a cost of 35 PSP.
|
|
In all cases,an unwilling subject gets a standard save.Range for placing
|
|
or curing is always touch.(Inhibitions or triggers have an unlimited
|
|
range,once in place).
|
|
|
|
09.MIND BAR
|
|
The science of constructing a mind bar protects the psi from such magical
|
|
or psionic attacks as confusion, charm, telepathy, fear, feeblemind, magic
|
|
jar, sleep,or suggestion.It prevents the psi from suffering telepathic
|
|
influence or possession by such creatures as demons or devils.Psionic or
|
|
magical powers of domination, empathy, hypnosis, mental surgery, or
|
|
telepathy do not work against a psi with a mind bar.An individual with a
|
|
mind bar can also see an individual employing psionic invisibility.In
|
|
addition,this science adds its level to any power trying to compete with
|
|
Psi Static.The chance for successfully erecting a mind bar (instantly,
|
|
under stress conditions) is 10% per level,with a 10% chance per level
|
|
above 11th for being able to locate the source of any attack on the psis
|
|
mind the instant it is made.The PSP cost for this power is standard.
|
|
|
|
10.MOLECULAR MANIPULATION
|
|
This science allows its user to alter the basic structure of items so as
|
|
to change them into something else.The amount of matter so affected is
|
|
limited to 1 ENC per level possessed.The user is also limited by the
|
|
relative softness of the materials involved and the psis level.The
|
|
following materials can be translated freely between themselves,and is
|
|
cumulative. (i.e. at 5th level,a psi could turn copper to paper,or wood to
|
|
tin).
|
|
1-3. paper, wood, gold, lead, etc.
|
|
4-6. copper, silver, tin, zinc, etc.
|
|
7-9. platinum, nickel, iron, shale, etc.
|
|
10-12. steel, advanced ceramics, granite, etc.
|
|
13-15. mithril, steel alloys, etc.
|
|
16-19. adamantine, duraalloy, etc.
|
|
20+. orichalic, bonded superdense alloys, etc.
|
|
The range for such transformations is always touch,at a PSP cost of 10 per
|
|
ENC.The duration for changes is standard,and objects whose forms are
|
|
altered while in a softer form,will retain their new form when they revert
|
|
to their natural state.
|
|
|
|
11.PLANAR TRAVEL
|
|
This science allows the user to to travel to the various other planes in
|
|
physical form,at the following PSP costs:
|
|
5 PSPs: Border Ethereal or Deep Ethereal.
|
|
10 PSPs: Any Inner Plane (elemental or alternate prime).
|
|
15 PSPs: The Astral Plane.
|
|
20 PSPs: Any Outer Plane.
|
|
Since the traveller makes his journey physically,if he dies on his
|
|
journey,he is dead.There is also no duration limitations on how long he
|
|
stays (assuming the climate is suitable - this power does not grant the
|
|
ability to survive,merely to travel).The PSP cost to bring others along is
|
|
5 per person.
|
|
|
|
12.PSI STATIC
|
|
Psis with this ability are often called "Screamers" by their fellows,as
|
|
very few ever master this rare science.The science of psi static allows
|
|
its user to interfere with any and all psionic activity within range,
|
|
forcing every other psi in the area to match their abilities level with
|
|
the screamers level on the resistance table.Thus,a psi with a power of 12
|
|
in telepathy 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 level 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 kilometers.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.
|
|
|
|
13.SPLIT PERSONALITY
|
|
This science allows a psi to divide his mind into two separate, autonomous
|
|
parts.Both parts can communicate,and can use psionic powers.A split
|
|
personality can choose to do anything it pleases,i.e. it can do
|
|
simultaneous psionic operations,fight physically and psionically at
|
|
once,whatever.Psionic attacks directed against a split personality affect
|
|
both separately.One side might be dominated,while the other remains
|
|
unfettered.The cost for this science is 30 PSP to make the split,and the
|
|
standard maintenance costs.
|
|
|
|
14.TELEKENISIS
|
|
This science allows the psi to move objects weighing up to 1 SIZ per the
|
|
factorial sum of his levels.Objects being so moved must always be in view
|
|
of the psi,although this may sometimes violate the actual range of the
|
|
science.(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.)
|
|
|
|
15.TELEMPATHIC PROJECTION
|
|
This science allows the sending and receiving of the basic needs,desires,
|
|
and/or emotions generated by an unshielded sentient mind. Additionally,it
|
|
permits the psi to influence the emotions of the victim, enabling him to
|
|
produce effects similar to the following spells:Charm, Seduce, Berserk,
|
|
Fanaticism, or any other emotion influencing spell.Range,duration and
|
|
costs are all standard.Influencing a victim costs a 4x the victims POW.
|
|
|
|
16.TELEPATHIC PROJECTION
|
|
This science allows for the communication of thoughts between sentient
|
|
minds,without the need for a common language.Unlike basic telepathy,this
|
|
science allows sending and recieveing thoughts,and a psi of sufficient
|
|
power can use this science to possess another at a cost of 4x the victims
|
|
POW.Such possession allows the victim a standard save.
|
|
|
|
17.TELEPORTATION
|
|
This science allows its possessor to teleport anywhere within range in
|
|
total safety.For each ENC brought along,there is a 1 PSP cost.The basic
|
|
PSP cost for this science is 2 PSP per range band teleported.
|
|
|
|
18.TELURGY
|
|
This is the science of energy to matter conversions.The amount of control
|
|
a psi has over the various creations are a function of his level,as
|
|
follows:
|
|
1-3. Soft Goods (10 PSP/ENC) rope,paper,clothing,etc.
|
|
4-7. Hard Goods (20 PSP/ENC) tools,simple weapons,furniture,etc.
|
|
8-12. Complex Hard Goods (20 PSP/ENC) radios,watches,batteries,etc.
|
|
(Note that the psi must have some idea how/why
|
|
these things work...)
|
|
13+ Lifeforms (5 PSP/CP) dogs,cats,horses,snakes,etc.
|
|
(Detailed knowledge of biology/genetics is not
|
|
required,but all such creations are of fixed INT
|
|
and in no way subject to the domination of their
|
|
creator by means of this science alone.)
|
|
The duration of such creations is always the difference between the users
|
|
level and the minimum level to form such a creation.Thus a 14th level
|
|
telurgist could create a set of clothing that would last 8 weeks,a sword
|
|
that would last 3 days,a radio that would last 2 hours,or a cat with a
|
|
life expectancy of 20 minutes.
|
|
|
|
19.TEMPORAL DISPLACEMENT
|
|
This science allows its user to either view or to travel physically to the
|
|
past OR A FUTURE,to a total temporal distance not to exceed the psis
|
|
level.This science 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 scince is by no means a sure thing.The PSP
|
|
cost for this science is standard when simply viewing,but is doubled for
|
|
actual travel.
|
|
|
|
20.SHAPE ALTERATION
|
|
This science allows the psi to alter the form and substance of his own
|
|
being into that of something else.The costs in PSP for this science are as
|
|
follows:
|
|
For each attribute point added or taken away: 2
|
|
Basic metabolic change (carnivore to herbivore): 20
|
|
Special Attack Form: varies (a 5d6 breath weapon would cost 30)
|
|
Exact replica of another individual: 50
|
|
The duration of this science is standard.
|
|
|
|
|
|
ARTS
|
|
~~~~
|
|
|
|
1.AMPLIFICATION
|
|
This is the ability to augment psi ability by tapping the resources of
|
|
other non-psionic minds.The subjects,who get a save 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 art.Each point of INT and POW represents 1 PSP that can
|
|
be used.The psi can draw this energy at any rate and for any purpose he
|
|
desires,so long as he is in range.
|
|
|
|
2.ENDOWMENT
|
|
This art 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,the endowing
|
|
psi must expend 50 PSP,and the non-psi must expend 1 POW,which will gain
|
|
him a PSI of 3d6.
|
|
|
|
3.POWER TRANSFER
|
|
This art 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 50 PSP on the first day,and must be warmed up by the
|
|
application of 10 PSP per each day thereafter.One point of the users PSI
|
|
may be transfered into the object or being each day,and if the psionic
|
|
misses a day for any reason,the object or creature is finished as is.Once
|
|
the psi has placed all the PSI into an object he desires,he must
|
|
concentrate over the object,expending power in whatever disciplines,
|
|
sciences or arts he wishes for the object to have for a number of rounds
|
|
equal to the level he wishes the object to have.Thus,if he wanted the
|
|
object to have psionic blast 5,he would have to spend 5 rounds psionically
|
|
blasting it to attune it to that power.Objects will have POW equal to its
|
|
makers,and a CON equal to its AP.Familiars created with this art will have
|
|
their own CON's and POW's.REMEMBER TO SUBTRACT THE TRANSFERED PSI FROM THE
|
|
MAKER.When all abilities have been set,the object should be sealed by an
|
|
application of permanency,(See Preservation,5th level).If this is not
|
|
done,the object will lose 10% of its PSI at the end of each full month of
|
|
its existence until it becomes unusable in 10 months.The maker of an
|
|
object will be able to sense its presence if it is within 40m,and command
|
|
it if it is within 10m.If the makers will is resisted by the current
|
|
owner,the object will attempt to dominate him in a POW vs POW struggle.It
|
|
will use double its own POW if the user is actively attacking its creator.
|
|
|
|
4.PRESERVATION
|
|
The art 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 levels in the art.
|
|
First: Preserve Corpse - prevents decay for up to 1 full day.
|
|
Second: Trap Soul - Holds spirit in an irrevocably dead body.
|
|
Third: Release Soul - releases a soul trapped as in 2,above.
|
|
Fourth: Siphon Memories - can only be done the first 1-10 minutes after
|
|
death,and only with a 50% effectiveness at most.Also,for every
|
|
minute that elapses after death,5% fewer memories can be
|
|
siphoned.Siphoned memories become a part of the taker,and
|
|
thereafter he can outwardly present that persons
|
|
personality,memories,and aura.But he must assimilate those
|
|
memories within a week,for every day beyond this that he
|
|
delays,he must make an INT x5 and a SAN roll.Failing the INT roll
|
|
means that the memories integrate themselves,driving the psi
|
|
irrevocably insane (psychotic/schizopherenic).Failing the SAN
|
|
roll costs a mere 10d10 SAN.Once the attempt is made it takes
|
|
10-40 turns to integrate the memories with his own,after which he
|
|
can no longer represent the victims aura as his own.
|
|
Fifth: Permanency - can be used to fix the psionic potential of an object
|
|
of power or a psion familiar.
|
|
Sixth: Dispel Permanency - Neutralizes the above power.
|
|
Seventh: Dying Stasis - Stops the process of dying and links the spirit
|
|
to the body.The spirit cannot move more than 10m from the body
|
|
This must be applied to the body within one round of death,
|
|
or the soul will have departed and be unretrievable.A spirit
|
|
held by this power may not communicate with the living except
|
|
thru spells like Speak w/Dead or similar means.
|
|
Eighth: Remove Dying Stasis - Cancels the effect of the above power.
|
|
The body must then be truly healed/cured or it will die.
|
|
The range for all of these abilities are touch,and all cost 50 PSP to use.
|
|
|
|
5.RESTORATION
|
|
This art can be used three ways.The first method will restore life levels
|
|
lost to level draining,if applied within one day per level of this power.
|
|
The psi can extend the deadline by expending 20 PSP per day beyond his
|
|
limit.The second function is the first in reverse.(Energy Drain).The third
|
|
function has to do with the dual-planar nature of the undead.The psi can
|
|
use this art to force undead wholly into one plane or the other for up to
|
|
12 hours.(Wights and other level drainers forced wholly into the Prime
|
|
Plane cannot drain levels,etc.) Alternately,the psi can enter the
|
|
half-world of the undead to meet them on equal terms.The range for this
|
|
ability is touch,and the PSP cost is always 30.
|
|
|
|
6.SEVERENCE
|
|
This art grants its possessor with the ability to reach into the mind of
|
|
another and block the exercise of certain powers.The powers that can be
|
|
blocked and the PSP costs are detailed below:
|
|
Divine Spell Use: 10x spell level.
|
|
Wizardry Spell Use: 8x spell level.
|
|
Innate Powers: 10 per ability blocked.
|
|
Psionic Ability: 30 to block all psionic aptitude.
|
|
Shamanistic Powers: 2x POW of the victim.
|