Psionic Skills
From The Hunters
Contents |
[edit] Introduction
Psionics is a large category which contains all forms of power developed to be used innately, as opposed to through rituals of power or requests from beings of power. This category has a few more limitations than other forms of supernatural power in that all the power being used must either originate from or pass through the power-wielding psion. Anyone can learn to access their 'higher functions' and become adept at psionics though few possess the natural talent and tenacious spirit required to master it. Furthermore, training in these skills is not a public nor socially accepted thing, thus opportunities to develop one's psionic skills is difficult to come by. For these reasons competent psionics are rare at best. Nonetheless, a few unofficial 'schools for the highest learning' do exist and those who wish to find them often manage to.
In game terms, the Psionics skills operate a bit differently from other skills. The general skill for each of the six only represents a basic level of awareness of each of the six categories. In order to be able to do anything of significance, one must take points in a Specialty Skill which allows one to use a very narrow range of power.
There are six general categories of psionic power. Most powers fit into these categories, except for a few minor exceptions. These are: Projection, Psychokinesis, Sensing, Telepathy, Empathy and Astral Travel.
[edit] Distance
The physical world is circumscribed by measures of distance in three dimensions. These three dimensions also exist in the higher spiritual worlds, even though their meaning is a little different there. Nonetheless, physical distance is just as much of a limiting factor to psionic skills as it is to physical ones.
Being in close proximity to the target (within arm's length) is the ideal distance for psionic powers and unless otherwise stated all CRs are rated for this distance. Physical contact with the target will actually reduce the CR by 1 (alt. grant a +1 bonus to the skill roll).
Being in contact with the target decreases the CR by 1. Contact is either physical with the physical body, or spiritual with the energy body.
Other distances affect rolls as follows:
- up to 10 meters ; CR+1
- up to 30 meters ; CR+2
- up to 50 meters ; CR+3
- up to 100 meters; CR+4
- up to 1 kilometer; CR+5
- 10x distance to increase the penalty by +1 beyond that.
[edit] Triggers
Though the use of psionic powers does not depend on it, all uses of all powers can be enhanced by the use of triggers.
A Trigger is a certain hand gesture or body position associated with a specific use of a specific power. The artificial connection made between mind and body makes accessing psionic gifts easier. In order to use a trigger it must be trained for a very specific usage of a specific skill. It then grants a +1 Tool bonus to that use of that power. Any number of triggers may be programmed for any number of psionic skills and it takes about a week to train it, as part of a psion's regular meditation routine. The trigger can be any kind of hand gesture or body position, obvious or subtle. Every trigger must, however, be unique.
The downside is that if the psion performs the trigger's motion without intent, the psionic power associated with the trigger may inadvertently be activated. For this reason psions generally choose subtle but unnatural positions or motions as their triggers.
Examples: a Psychokinetic may have as his triggers the following: Hold up his hand in the 'stop' position to use 'halt' against an incoming object; Cross his arms over his chest to create a slowing field around him; Trace a small circle in the direction of a target with the two first fingers to nullify kinesis on a specific target; Wave his two first fingers in any direction to push an object in that direction; Burst open his hand into a splayed position with the open palm facing his victim in order to engage in Homokinesis.
[edit] Projection
All beings have within them an Inner Light, and around them a Surrounding Light. The understand and manipulation of these lights is the goal of a student of Projection. Projection is also called by the more accurate title of Energy Work and a person who specializes in this school is called an Energist.
Projection is further subdivided into two overlapping schools: Manifestation focuses on controlling one's surrounding light, while Manipulation focuses on the use of one's inner light. All sub-skills from these two subschools will be listed together below.
The general skill of Projection allows one a general awareness of the flow of energy within their own body. They are able to detect major energy disturbances in their environment (CR 10-20) and can use a general Standard Defense to resist others trying to invade their energy field.
[edit] Grounding
This basic technique is thought of as a prerequisite for almost all forms of energy work. Grounding consists of connecting one's inner light to the external world in both a downward and upwards direction, allowing energy to flow freely to and from the environment. Normally an Energist wishing to use an ability must sacrifice a portion of personal energy. This is represented by an amount of damage to the Energist's aura, depending on the Degree of Success when using any skill from the Projection school. Damage is as follows:
1 Degree: 1 Bruise, 2 Degrees: 1 Wound, 3 Degrees: 1 Trauma, 4 Degrees: 1 Cripple, 5 Degrees: 1 Permanent, 6 Degrees+: Instant Death.
For every point of Grounding, however, the Energist may reduce the auric damage by the equivalent of 1 degree by drawing energy instead from the outer world. Thus an energist who has a Grounding of 3 and succeeds in making a 4 degree Shield only takes damage equal to 1 Bruise.
In addition to drawing energy from without, through grounding one may also shirk unwanted energy that they manage to pick up. Grounding automatically reduces the damage taken through Healing by 1 step per point in he Grounding skill. If used actively in combat, an Energist can attempt to 'ground out' an energy based attack directed at him by the same amount.
[edit] Enhancement
Enhancement represents the broad field of utilizing energy to improve performance in other activities. This includes other psionic techniques as well as physical, mental, artistic or other pursuits.
When used to prepare for a specific activity make a Degree Roll vs. CR 7. The number of degrees indicates the Enhancement Bonus gained for that specific activity and must be used on the subsequent turn.
Enhancement can also be used to build up a general charge which can be released through any activity on the next turn. In order to do so the Energist must make a Degree Roll vs. CR 10 to determine the Enhancement Bonus.
An Energist performing a sustained activity may attempt to hold a charge for the duration of the activity. If the Energist has the Storage skill then they may do this for free, every point of Enhancement taking up 1 Storage Slot. Otherwise, the Energist may make a free Degree Roll vs. CR 10 to see how much of the enhancement is retained. After used, a General Enhancement becomes a Specific Enhancement of whatever activity the bonus was used for.
An Enhancer with the Storage skill may also attempt to build up a greater charge in subsequent rounds. Continue rolling as much as desired and add all the degrees together to determine the total enhancement. The total bonus stored may never exceed the Energist's Enhancement level.
[edit] Construction
This is the most common technique of the Manipulation school and a staple for most practicioners. Construction consists of gathering up energy outside of one's body and giving it a shape. The most basic form to create is an Energy Ball (S.CR 4), which is generally what is first formed even when intending to create other shapes (C.CR 7-24; can use an Energy Ball as 2 degrees). On their own, constructs can be used as Weapons which target an opponent's Aura, or as a Shield protecting one's self from the attacks of others.
Crafting a weapon is a Complex challenge vs. CR 7, the result being the enhancement bonus. A crafter may trade one or more points of enhancement to increase the type of damage dealt on a 1 for 1 basis (5 degrees can craft a +5 Bruising weapon or a +4 Wounding weapon). Additionally, a crafter may declare when crafting that the weapon will be destroyed on first use in order to grant an additional +1 which does not count as a degree. The total number of degrees cannot exceed one's Construction level. Constructed weapons may be thrown at opponents using the Unarmed: Throwing skill, or used as weapons through the Unarmed, Light or Heavy Melee skills according to preference; the type of skill used will not have any bearing on the amount of damage dealt.
An energy shield may be crafted as a Complex Challenge vs. CR 7, granting a defensive bonus vs. Energy Attacks equal to the number of degrees used. Normally a shield created in this manner only protects one side of the Energist. By reducing the bonus by 1, the shield can be made to surround the Energist on all sides. A surrounding shield will limit the Crafter's ability to use energy attacks unless an additional +1 bonus is sacrificed to make the shield partially permeable.
Energy Constructs on their own are fairly limited. Through using them in tandem with other skills (ie. Programming), however, they can be incredibly potent.
After an energy construct has been built it requires only a small amount of concentration to keep it formed. An energist may sustain a number of constructs equal to the total of his Construction level PLUS his level in the basic Projection skill.
[edit] Programming
This specialty skill allows one to create more advanced constructs. Through Programming an energist may give a construct any number of additional functions. It is useless unless one either has the Construction skill, or has a friend who can craft constructs for the programmer.
Programming can imbue a construct with any skill the Programmer knows. If the programmer is in a Meld with another person, the skills known by the other person may also be programmed in. A construct may be programmed with a number of skill points equal to the Construct's Degree Multiplied' by the Energist's Programming skill. Essentially, every degree of complexity the construct has grants the programmer the full use of his Programming skill. Programming is a Complex Challenge CR 7, TH being the number of skill points being programmed.
The most basic form of programming is to imbue a construct with a specific thought or emotion. In the simplest form (ie. a general impression of a single word or emotion) this can be accomplished through 1 point in either the Telepathy or Empathy general skills. After programming the construct it can then be thrown (harmlessly or damaging) at another person, who will receive the 'message' along with any other effects the construct will produce. This type of basic construct is called a 'ping'.
More advanced programs can store a complex emotion or an entire essay within a construct, using the Churning or Sending specialty skills from the Telepathy and Empathy schools. By programming a construct with the Feeding skill it can be made self-sufficient (removing the Energist's need to concentrate on the construct) and through Domination can even be made to have a degree of self-awareness. They can even be made as recording devices by programming in the Sight or Hearing Sense skills combined with the Storage skill, and can even be made to record Thoughts or Emotions through Telepathic or Empathic Reading. The possibilities are virtually endless.
Constructs can be thrown or lain as traps, or even just kept around as information storage. Unless programmed with some form of Stealth, the construct will be easily detected by anyone who can Sense into the Near Edge, or anyone with the basic Projection skill. A Construct can be attacked but only has an Aura score which is equal its Complexity (number of degrees) and does not regenerate damage taken on its own unless it has the Feeding or Healing skill. Whenever damaged, it loses one degree and all skills stored within it (determined either by the attacker or the GM). If the Construct stores Thoughts or Emotions, these can be read using the appropriate Reading skill. If it is conscious, it can be manipulated using the Domination skill or any Diplomacy skill (assuming it can hear the Diplomat through the Sense: Hearing skill).
[edit] Healing
Healing is a difficult and dangerous skill to master, but a powerful and sought after skill. There are two basic techniques involved in Healing, which are flushing out the patient's energy channels and patching up any damaged channels. Healing is best done in close proximity to the patient but can in fact be done from any distance. If the Healer is not adjacent to the patient but somehow has a connection to the patient (ie. can see/hear the patient or is speaking to the patient over the telephone or internet) then the CR is increased by 2. If there is no direct connection but the patient is ready to receive the healing while the Healer is treating, the CR is increased by 4. If there is no connection and the patient is not expecting healing, the CR is increased by 6. One is considered to be in close proximity to one's self for healing purposes.
The simplest use of the Healing skill is to medically treat a patient's Aura. Make a healing roll CR 4 for such a treatment, requiring a number of degrees equal to the damage level starting at 1 to treat Bruises. These degrees all cost Grounding points or cause damage as mentioned under Grounding. Success reduces the recovery time as if the patient received proper medical attention.
The healing skill may also be used to attempt to heal a patient instantly. Doing this is a Degree Challenge CR 10 , requiring a number of degrees equal to the damage level starting at 1 to treat Bruises. If successful, the damage is drawn into the healer, causing the same amount of damage back. This damage can be reduced through a passive use of the Grounding skill and if actively grounded out within 24 hours (S.CR 10+damage level) can be nullified completely.
An even more advanced use of the Healing skill can aid in the treatment of Resolve, Lucidity or even Health damage. Either of the two above mentioned methods can be used but one of the degrees is spent in order to convert the healing type. Any damage drawn through this method affects the Healer's Aura and not the damage type being healed.
[edit] Attunement
Attunement is the act of flushing a person's energy channels, purifying their aura. This can have one of several effects, depending on the person's situation. The primary use of this skill is to grant the target a temporary awareness of the energy dimension. Using it in this way is a Complex Challenge CR 4 which grants the target a temporary Projection skill equal to the number of degrees achieved up to the Energist's Attunement level. These temporary levels last for 24 hours or until the target has a good night's sleep, whichever comes first. During this time the target may have a temporarily increased Aura as well. If so, this temporary point is damaged last.
A slightly more advanced use of this skill can grant the target temporary levels in basic Sense, Telepathy or Empathy, even if the Attuner does not possess any levels in these skills. Doing so is a Complex Challenge CR 10 and is limited as mentioned above.
Attunements can also be used to flush out negative or other energies. Doing this is a Degree Challenge CR 7 which forces another person to Ground, as if succeeding on a Grounding check with the same number of degrees. This same method can be used to get rid of a number of items stored by a target using the Storage skill equal to the Degree achieved, or any Aura points gained from recently feeding (CR 7+Defense if any).
Finally, Attuning can be used to wipe out programming from a construct. Doing so is a Degree Challenge CR 4, the degree indicating the number of skill points erased.
Note that Attunements can never be performed on one's self in any of the above mentioned methods.
[edit] Manifestation
Manipulating one's own aura.
[edit] Shielding
Creating shields against any/all forms of psionic abilities.
[edit] Storage
Store energy patters, extra energy or fortify one's Aura
[edit] Imbuing
Charge objects with energy.
[edit] Feeding
Gather energy from alternate sources.
[edit] Psychokinesis
This universe is One and everything within it is connected. Not only physical matter, but also the laws of nature are all unified and connected in the same sapphire structure which is the underlying basis for our reality. Harnessing the power inherent in these truths is the source of psychokinetic powers, meaning the ability to control motion with one's mind.
On its own the base skill of psychokinesis does very little. It allows a psychokinetic to feel vibrations more vividly, allowing for an awareness of any unconcealed psychokinetic activity in the area. It will also allow for the remote manipulation of very small objects such as toothpicks or paper at will. Additionally, at level 3 and up the Psion's sense of unity with this world becomes vivid enough to grant a minor form of blindsense, reducing all penalties for working in darkness by 1.
[edit] Pushing
The primary skill for any telekinetic is learning how to move physical matter with the mind. This skill causes an object to move as if on its own by imposing a force upon it.
The easiest direction to push an object is directly away from the psion, projecting the force outwards. Doing so is a Degree Challenge against a CR of 4. Slightly more complicated is for a psion to Pull an object, which is a CR of 6. Pushing in any other direction has a CR of 8.
The amount of force generated depends on the number of degrees. 1 degree is enough to slide a light object across a smooth surface, such as a paperback novel or a plate. 2 degrees can slide a heavier object such as a sword or a chair, or can throw a very light object such as a marble or a dart. 2 degrees is enough to make a human stagger slightly. 3 degrees can slide a heavy object such as a table and is enough to knock a human to the ground. 4 degrees is enough to throw chairs and even people and is enough to move very heavy objects such as cars. With 5 degrees a telekinetic is able to slide a car with ease and can even move large trucks. 6 degrees allows a psion to throw cars short distances and send people flying long distances. 7 degrees and up scales accordingly. ((NOTE: List needs to be revised and made into a chart))
Pushing is normally done as an instant impulse. Imposing a constant force on an object is more difficult and requires heavy concentration. This is represented by increasing the CR by 3. If the number of successes allows for the motion of an object then that object can be moved as slowly or quickly as desired, up to the maximum allowed force. If the force should be enough to throw the object, then imposing a downwards force can keep it pinned or an upwards force can cause it to float in midair.
Every round that a push is being maintained requires another check of equal difficulty. If the psion is performing another task at the same time the difficulty is increased. If the other task is another instance of the same or a different telekinetic skill the CR for both tasks is increased by 1. For any other task the CR for both tasks is increased by 2.
[edit] Halting
Force can only affect an object if the object allows the force to act upon it. All things are naturally impervious; it is only because they secretly wish to interact with others that others may interact with them. This is the philosophy behind the Halting skill.
Halting is the exact opposite of Pushing - it is removing or nullifying any forces acting upon an object. Using this skill a psion can stop flying or quickly moving objects, counter all other telekinetic powers and even keep stationary targets immobile.
Unlike pushing, direction does not matter for the Halting skill. This is because the skill is non-directional; it simple ceases all external kinetic activities affecting an object.
Stopping a moving object is a Degree challenge with a CR of 4. This reduces the object's speed by the amount listed under the Pushing skill. If the moving object deals damage, that damage is reduced by 1 for every degree of success.
Alternately, halting can be used to grant the psion a Standard or High defense against opposing psychokinetics. It can also be actively projected to grant an ally a High defense as the Psion's action, granting a defense of 10+the Halting Skill Level (+difficulty).
Otherwise it can actively be used to cancel out an opposing telekinetic's sustained powers - including their use of the Halting power. Any attempts reduce the degree of the opponent's sustained telekinetic power by the number of degrees against a D.CR of 7.
Halting can also be used to hold an object in place, even stop it from falling. This is similar to the use of Pushing to cause an object to float but using Halting cannot manipulate the object - only keep gravity from affecting it. Doing so is a degree challenge with a CR of 10 and it prevents the object from being moved except by a stronger force.
Finally, a powerful manifestation of this skill is to nullify all kinetic activity in an area. Attempting this is a sustained D.CR 12 and reduces the motion of all objects within, entering or leaving a designated area from 2-10 feet by the number of successful degrees. The area affected can be increased beyond 10 feet by the cost of 1 degree per 10 square feet.
[edit] Crushing
Every object is dynamically moving at all times, no matter how solid it appears. The name for this skill is misleading in that the art of crushing an object through psychokinesis is reducing its natural motion and causing it to collapse in on itself, not actively squashing it. For those trained in this art the skill is quite simple, being a D.CR of 7, every success dealing that amount of damage to the object (or creature), either as a number of bruises or by increasing a damage by a number of degrees.
[edit] Microkinesis
Moving large objects is a relatively simple task. Microkinesis, however, requires a great deal of finesse. Through this skill, the Psychokinetic is able manipulate fine tools and objects from any distance.
By succeeding on a simple challenge with a CR of 7, any simple tasks requiring fine manual dexterity may be performed, such as flicking switches, stirring coffee, tying knots, screwing a screw, etc. In addition to this, any skill which requires manual dexterity can be performed from any distance. These skills have their level limited to that of the psion's Microkinesis level. Skills used in this way which normally require fine tools in order to be used do not require them.
[edit] Homokinesis
People train themselves from birth to impose their own wills upon their own bodies. The connection is not natural, but it becomes so over time. In truth, all wills and all bodies are connected.
Homokinesis, nicknamed 'puppeteering' is the act of overriding a human's bodily control and imposing the psion's own will upon it. This is not a psychic skill but a telekinetic one, thus psychic defenses are useless against it. There are really only two defenses against this terrifying ability, being the use of the Halting power, or disabling the puppeteer.
Using this power is a simple challenge against CR 12. If successful, the human is under the puppeteer's control and a new test must be succeeded every round thereafter through the concentration rules mentioned under the Pushing skill. Any and all actions which the Puppeteer could normally take can instead be taken using the puppet's body, up to the Psion's Puppeteering skill level.
[edit] Pyrokinesis
Fire is the bridge between the world of energy and the world of matter. It is an unstable force which is difficult for a traditional Psychokinetic to grasp and understand. For a Pyromancer, however, it is an artform which is both beautiful and powerful.
Through this skill fire can be made to grow, shrink, dance and move, taking on various shapes and even colours. Simple manipulations, such as strengthening or weakening a flame up to torch-sized, do not require a roll. Anything larger is a degree challenge with a CR of 4. The number of successes indicates the number of cubic feet of fire that can be manipulated. What can be done with fire is limited by the pyromancer's imagination. Since it is weightless it can be made to float and fly at will, take on any desired shape and move as desired. Causing multiple orbs to float in a pattern is no more of a strain on the psion than creating a single, massive fireball.
Normally, fire requires fuel to keep burning. One of the basic skills a Pyromancer learns is how to enhance the internal energy of a flame and convolute it in such a way that it can be self-sustaining. A flame controlled by a Pyromancer can last up to one minute without any fuel. If the pyromancer has any ranks in Projection, the flame can last an additional number of minutes equal to the psion's levels in basic Projection.
[edit] Hydrokinesis
Manipulating solid matter is child's play compared to the rare and often underestimated skill of Hydromancy - controlling the flows and motions of water. For a traditional Psychokinetic, liquids are out of bounds. it cannot be easily pushed and keeping it floating all together is not only a strain, but a feat which boggles the mind. A non-adept cannot understand the distinction that is made, nor why hydromancy should be so difficult to master - but difficult it is.
This skill has three distinct parts to it. The first is moving water, the second is gathering water together and the third is weather control.
The first and main feat of Hydrokinesis is manipulating pools of water. Causing ripples in a pond is a simple task - unless the ripples are to be grown into massive waves. A degree challenge with a CR of 4 can be made to generate waves, the size of them being 10 feet for every degree in large bodies of water Doing this takes 3 rounds of minor concentration. A patient hydromancer with access to a sufficiently large body of water can take additional time to generate a larger wave starting from further away. For every additional round spent, the wave's size can be increased by 10%. The maximum leading distance used is 5 rounds for every level in Hydrokinesis. A master hydromancer can easily summon up a typhoon to level a city.
Water can also be made to flow through the air, either in the form of a ball or in weaving tentacles With a D.CR of 12, the Hydromancer can make 1 cubic foot of water flow through the air as desired per degree of success.
The second skill involved in Hydrokinesis is drawing water out from the environment. Dew from the grass, water within plants even the water within human blood all responds to a hydromancer's summons. The D.CR to gather loose water together is only 4, gathering a cubic foot together every round per degree of success, up to water's availability. Drawing water out of plants increases the CR to 7 and drawing it from animals or humans raises the CR to 12. Doing so causes an amount of Bruising damage equal to the number of successes and dehydrates the target completely. If the number of bruises received through this skill exceeds the target's number of Health Points, the target died of dehydration through many of the body's cells shriveling up far too quickly for compensation.
Finally, Hydrokinesis can be used to generate rainfall and inspire storms to activate. The CR for any tests varies depending on current weather conditions and desired effects but it can fall anywhere from 4 in a temperate, humid environment or 20 in an arid climate in the middle of a drought.
[edit] Levitation
Most of a psychokinetic's training involves connecting with the world outside of the self. The art of Levitation is controlling one's own bodily motion - specifically, the psion's relationship with the force of Gravity.
Though it is true that the Pushing ability can lift a Psion up as if levitating, this is accomplished in a completely different way and without the stability or finesse that true levitation affords. Firstly, because true levitation isn't an active force, rather it is passively changing the way that gravity affects the psion. This means a psion can levitate without requiring concentration. Secondly, though the Halting skill can prevent a psion from altering his height while levitating it cannot nullify a preexisting height alteration. This is again due to the fact that true levitation is not an active skill.
Starting from the first level, a psychokinetic training in Levitation can float effortlessly a few inches off the ground. By getting even 1 success on a D.CR 7 the Psychokinetic can float as high and as far as desired. More successes increase speed with which levitation height is altered. With 3 successes and up the psychokinetic can move sideways, shifting from Levitation to true Flight.
A Psychokinetic can also cause other people or objects to truly levitate, though this is much more challenging. Doing so is a D.CR 15 challenge with the same effects.
Concentration while levitating is only required when increasing height or moving sideways. Remaining stationary or falling can be done freely without the need for any rolls.
[edit] Sense
No psionic ability is appreciated quite so much as Psionic Sensing. Awareness grants knowledge and knowledge is power - thus, having the ability to perceive the spiritual world grants a great deal of power.
This skill group mostly indicates an ability to perceive into the spiritual dimension, though it also includes the ability to perceive through the veil which masks the dimension of Time as well.
The general 'Sense' skill grants the psion a '6th sense' or general awareness of nearby supernatural activity. Unconcealed supernatural phenomenon can be detected automatically by a psion with even 1 point in general Sense and a roll can be made to see through concealed ones as well. The problem is that a 6th sense is non-specific so though a psion with this skill alone will be aware of supernatural phenomenon, there will be no way to tell whether it is a demon, an energy field or just a person with an exceptionally powerful aura.
Spiritual sensory abilities only go up to level 5 and don't have specializations.
[edit] Sight
The ability to see into the spiritual world is probably the most common extra-sensory ability, beyond the generic '6th-Sense'. At first level it picks up the Lower Edge as a blur of colourful splotches and faint, indeterminate shapes. As the psion's senses are honed, however, these splotches clarify and come into focus. At level two, the psion can pick up distinct fields around objects or creatures dwelling within either the Material Realm or the Lower Edge. The psion can also make out colours depending on differing energy alignments. At level 3 these splotches take on form and can be seen as vague shapes, telling more about an aura's attitude and direction. At level 4 the forms can be seen finely and precise shapes of creatures and people can be seen. Additionally, more layers of the Aura can be seen at will to look deeper into a person's spiritual state. Finally, at level 5 the psion's perception of the spiritual is on par with the psion's perception of Material Reality.
The benefits of Sight over other senses is that it allows for quick awareness of spiritual activity and makes it easy to discern between targets.
[edit] Hearing
The ability to hear the spiritual world is an unusual gift. It can detect spiritual activity very easily as varying spiritual entities can be heard as different wavelengths from no matter where they are in the surroundings.
At first level the psion will get a ringing sensation in the ears whenever a source of high spiritual energy is closeby, making it impossible for such an energy source to sneak up on the psion unless specific measures are taken to mask the signature. The psion will also be able to judge general distance from the source. At second level the psion will be able to determine general spacial locations for a strong source of energy and will be able to generally determine what kind of source it is by its frequency. At third level more details about the target can be determined by listening to the nuances in the frequency. Additionally, the psion will be able to hear any activated psionic powers. At 4th, details become more acute and at 5th it is almost as if the psion can audibly see the spiritual world.
The benefits of Hearing over other senses is that it allows for general awareness of everything that happens.
[edit] Touch
Aids with fine details and investigating auras.
[edit] Smell
Good for identification and tracking.
[edit] Penetration
Allows your perceptions to penetrate into the Far Edge.
[edit] Psychometry
The art of reading an object's history through time.
[edit] Precognition
Seeing the future before it happens.
[edit] Danger Sense
Limited, automatic precognition.
[edit] Telepathy
Just as the Material World is an extension of The Spiritual, so is the Psyche. The difference is that The Material is external while the Psyche is internal. The Psyches of others are concealed within their physical forms and can only be accessed indirectly by affecting the vessels which hold them. One trained in the art of Telepathy, however, can bypass this necessity and reach more directly into the minds of others through channels in the Spiritual Plane.
The Psyche is actually split into 5 distinct parts: The Senses, Automatic Functions, The Imagination, The Intellect, The Emotions.
The Senses are not conscious and merely transmit information from the outside world to the inside world. Automatic Functions are also unconscious and control all the biological functions of the body. The Imagination, also called 'The Mindscape' is like a convergence point where the other four parts meet, interact and create virtual thoughts and objects.
The Intellect is the thinking part of the brain and is responsible for interpretation and storage of whatever enters into The Mindscape. The Emotions are connected to thoughts, ideas, experiences and other stimuli and are forces which lead a person to be attracted to or repelled from them, triggering appropriate responses within the Automatic Functions.
Telepathy works by attempting to access the Intellect part of the Psyche through the Mindscape.
The basic skill of Telepathy is responsible for opening up the Psion's mind in order to allow external thoughts entry and to become aware of the minds of other people. One with such an open mind will constantly feel a static of thoughts pouring in from every person in the area. This static is not enough to register consciously in most cases except when an individual 'shouts' a thought, either unconsciously due to excitement or consciously trying to send thoughts to others. A psion can always hear and register 'shouted' thoughts automatically.
The higher the level of the basic skill, the stronger the background static and the larger the radius.
All Telepathic abilities have a chance to be detected when used. If the psion exceeds the target challenge by 1 degree then the act was undetected. Otherwise an ignorant person will feel a strange tingle which will not be understood and one who knows of telepathy will be aware that something is going on. One who is aware of a telepath's activities and who also has skill points in basic Telepathy can put up a basic 'mind shield' which effectively grants a Standard Defense using one's own basic skill level. If an opposing telepath then attempts an intrusion but does not exceed the defender's Standard Defense by at least 1 degree then not only will the defender be aware of the telepath's intrusion, but also what general action is being attempted.
[edit] Reading
The simplest telepathic ability is reaching into another person's mind and observing the thoughts which bubble to the surface of the Intellect. Scanning surface thoughts is a Simple Challenge with a CR of 4.
A Telepath can also attempt to probe into the intellect . By attempting a CR of 7 slightly deeper thoughts can be scanned. These are those which are not being thought at the moment, but those which are being ruminated on and kept in a list near the surface. Attempting a probe vs. CR 10 can reveal even deeper thoughts; those kept in short-term memory from experiences during the day or thought about since the last deep sleep, including guarded secrets. Succeeding vs. CR 13 will reveal recent memories from a person's current paradigm, CR 19 will even childhood memories and CR 22 will reveal even the deepest, most repressed memories.
[edit] Sending
Also a relatively simple act is to implant a thought into another person's mind. Succeeding on a Simple Challenge vs. CR 4 will allow the Telepath to send a simple message to a target. If the Telepath wishes, the thought can be signed in order to make it obvious that it was not a native thought. Otherwise the normal detection rules apply.
A thought that was undetected or that was sent to an ignorant will seem to the target as if it was a native thought. If the sent thought was innocuous then it will be acknowledged (ie. I think she likes you) and if it was a suggested action (ie. look behind you) then it will be acted upon. If it is a very alien or nonsensical thought it will be considered for a moment, perhaps in puzzlement, before being discarded.
Thoughts can be implanted at a deeper level with greater difficulty. By attempting a CR of 7 a thought can be implanted into the ready list of ruminations. Getting it to this point will allow for slightly more alien or demanding thoughts or tasks to be suggested (ie. you want to help this man, you should open a window across the room). Attempting a CR 10 challenge can implant suggestions into the subconscious, making the target perform any task which is not considered abhorrent or too arduous (hit this person yes, kill this person no; buy a chocolate bar yes, steal a chocolate bar USUALLY no).
A more complex thought can be sent by increasing the CR. A single, simple thought is +0. A long or slightly more complicated thought is +1. For +2 a long or very complicated thought can be sent, or a simple image or sound can be sent instead. +3 Will allow any kind of message to be sent or a complicated image or sound. Getting up to +6 will allow for any kind of thought to be sent, including short 'movies'.
Additional targets can also be added to any single transmission by adding +1 to the CR for every additional target.
Another use of the Sending skill, when accessing deeper layers of the mind, is memory alteration. Doing this requires the Telepath to access the short-term or long-term memory centers and be able to implant complex images or streams. Manipulating short-term memories is a CR of 12 (for alter or erase minor details) to 16 (to replace or erase entire sequences), 15-19 for long-term memories, 21-25 for childhood memories and 24-28 to alter or erase deeply repressed, possibly troubling memories.
In order to alter a memory it is important for the telepath to first know it's there. This can either be done by the target telling the telepath about the memory of through performing a deep probe.
[edit] Attacking
The art of telepathy is much more that simply communication. It can also be used to cripple or even kill a foe by attacking one's opponent's mind directly. This is accomplished by sending a strong pulse of pure telepathic 'energy' into another's mind. The desired result is to have overwhelm the mental pathways and either daze the opponent momentarily or burn them out even more severely, possibly causing lasting mental trauma.
A telepathic attack is always detected regardless. Making a basic attack is a Complex Challenge vs. CR 4, targeting Lucidity and defaulting to 1 Bruise. The base damage type can be increased to Wounding for CR 6 or Traumatic for CR 8. It can be reduced to Shocking in order to reduce the CR by 2.
[edit] Feedback
Every Telepath is able to naturally defend against mental invasions of any kind. Learning to send a feedback signal is a more destructive way to defend against attacks.
Should another telepath fail a roll against a Standard or High defense a defending telepath with the Feedback skill can make an automatic Attack roll using the Feedback level as the bonus.
Feedback can also be used to intercept a telepathic invasion against another target, or break a hold over one's self or another. Performing this requires a Feedback test CR 10. Success breaks the opposing telepath's action and sends a Feedback attack immediately using the number of successes on the feedback roll as damage.
[edit] Illusion
Every person naturally has the ability to distinguish between external perceptions and internal ones; between what one observes in the real world and what one imagines in one's Mindscape. Some are born with smaller filters and some train in meditation for years to wither them down. Nonetheless, these filters exist and a differentiation is made by default. Learning how to access another's mind in such a way as to bypass these filters is the work of an Illusionist.
By comparison, creating Illusions is much more difficult than simply implanting thoughts in another's mind. For one thing the thoughts must be incredibly vivid and for another they must be implanted in a place which is not normally accessible to a Telepath.
A basic illusion can't have a CR of less than 7. This would create a minor illusion, altering one aspect of one of the target's senses by a small amount (ie. making a ball appear square, making a twig look like a gun, making one's voice have a different timbre, etc.). More complicated illusions or making simple sights, sounds or sensations appear out of nothing is a CR of 10 (ie. drastically changing a person's physical appearance, making a cold room feel warm, causing disembodied whispers to sound). CR 13 illusions can alter a large portion of a person's senses or create minor illusions in several senses (ie. make an old decrepit house appear brand new, create a virtual, ornate jewelry box which looks and feels real). The difficulty continues to scale upwards until 22, where the illusionist gains complete control over everything a target senses out of all 5 senses to the point where the target can be put in a virtual world of the illusionist's complete control.
As with the other telepathic abilities, a roll which only succeeds by 1 degree will alert the target that something is amiss. Additionally, if the attempt only succeeds by 2 degrees or less then the illusion is fragile and will be dispelled if it is examined closely.
[edit] Empathy
Telepathy and Empathy are sister arts, both working along the same principles. At the same time, however, they are both very different from one another in application. Where Telepathy reads and manipulates the Intellect of others, Empathy toys with the Emotions.
The basic skill of Empathy is responsible for opening up the Psion's heart in order to allow external emotions entry and to become aware of the hearts of other people. One with such an open heart will constantly feel a static of emotions pouring in from every person in the area. This static is not enough to register consciously in most cases except when an individual 'shouts' a emotion by feeling it incredibly strongly. A psion can always hear and register 'shouted' thoughts automatically.
The higher the level of the basic skill, the stronger the background static and the larger the radius.
All Empathic abilities have a chance to be detected when used. If the psion exceeds the target challenge by 1 degree then the act was undetected. Otherwise an ignorant person will feel a strange tingle which will not be understood and one who knows of empathy will be aware that something is going on. One who is aware of a empath's activities and who also has skill points in basic Empathy can put up a basic 'emotional shield' which effectively grants a Standard Defense using one's own basic skill level. If a opposing empath then attempts an intrusion and does not exceed the defender's Standard Defense by at least 1 degree then not only will the defender be aware of the empath's intrusion, but also what general action is being attempted.
[edit] Reading
The basic skill in empathy is detecting the emotional state of another person. Deeper reads can tell how a person feels about specific things.
[edit] Churning
Can cause an emotion to manifest or program emotional responses to certain triggers
[edit] Calming
Can reduce a person's level of emotional intensity.
[edit] Feedback
Can send a damaging feedback, like with telepathy.
[edit] Astral Travel
Disconnecting from the Material and entering the Spiritual
[edit] Distance
Travel further in the Lower Astral Plane.
[edit] Depth: X
4 different skills, determining how effective a person is in the following levels: (1) Far Edge, (2) Lower Heavens, (3) Middle Heavens, (4) Upper Heavens.
[edit] Guidance
Can bring others into the astral realms.
[edit] Speed
Can travel more quickly through the spirit world.
[edit] Sustenance
Can exist within the astral for longer periods and reduce need for all forms of physical sustenance
[edit] Expansion
Increase awareness and effective range with Telepathic and Empathic powers.
D.CR 7 to expand consciousness and reduce Range Penalties for Telepathy/Empathy by number of degrees, down to 0.
D.CR 7 to expand awareness and increase all Observation and Spiritual Sense rolls (Sight/Hearing/Smell/Touch) by number of degrees.
[edit] Combined Specialty Skills
[edit] Throwing
Projection + Psychokinesis: Can control energy from a distance
[edit] Domination
- Telepathy + Empathy
Can take complete control of another person
S.CR 13 challenge to dominate another person's mind and gain complete control over their actions.
A number of subjects can be controlled at one time up to the Domination skill level.
Every turn the Dominated person can attempt to break free by making a Willpower Push against the Dominator, rolling either Telepathy or Empathy vs. the Dominator's Telepathy or Empathy (this roll can be made even if the dominated person has 0 base skill points).
[edit] Melding
- Telepathy + Empathy
Melding is the act of merging one psyche with another. Doing so creates a state where two minds become closer to a Oneness state, allowing a free-flow of thoughts and emotions back and forth.
Attempting a Meld is a D.CR 7 action. Both parties then gain a temporary bonus to their BASE Telepathy and Empathy skills equal to the number of Degrees for the purpose of communicating within the meld. The number of degrees is also added as a bonus to any Telepathy or Empathy Specialty Skill being used between parties involved within the meld. This bonus only applies to actions and not to defense. Additionally, the effective distance for telepathic or empathic actions between all parties involved within a meld is reduced to 0.
A Meld lasts as long as at least one of the parties involved attempts to maintain the Meld state. Doing so requires a degree of concentration. A Person desiring to maintain a meld cannot take a High Defense regarding anything outside of the Meld. Additionally, only a number of melds equal to twice the Psion's Melding score can be maintained at any given time.
Once a Meld is established, it can be maintained indefinitely over any distance and the effective distance within the meld will still be 0.
If one party involved in the Meld wishes to disconnect but the other does not then they can attempt to do so in one of two ways. The first is by attempting to break the other party's concentration. This can be done through any standard method. The other is by attempting to forcibly push the other party out using sheer willpower. This is an S.CR 4 Challenge contesting both parties' base Telepathy OR Empathy skill, including any bonuses gained from within the meld.
[edit] Phasing
Psychokinesis + Astral Travel: Pass through solid objects or Teleport
[edit] Clair-sense
Sense + Astral Travel: Use any sense at a remote location