psionics
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| psionics [2019/12/28 16:40] – dungeonmaster | psionics [2019/12/29 18:33] (current) – [Extra-Sensory Perception] dungeonmaster | ||
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| ===== Basic Abilities ===== | ===== Basic Abilities ===== | ||
| - | ^ Clairvoyance/ | + | ^ Telepathy | Telepathy includes both the ability to read thoughts as well as the ability to project thoughts into the mind of another. If the subject is willing, this can be done without a roll. If they struggle against the intrusion, the telepathy requires a Win-Loss roll. Psychic barriers and mind shields also protect unwilling individuals against have their mind read. This costs 2 mana if the subject is unwilling and is free otherwise. | |
| - | ^ Telepathy | Telepathy | + | ^ Lesser Telekinesis | Lesser Telekinesis allows a character to move objects of less than a kilogram about an area at a slow rate as long as the character can maintain visual contact and there is no more than a light breeze in the room using a non-combat action. This requires 1 mana and can be maintained for no longer than a minute at a time. | |
| - | ^ Prescience | This is the ability to sense the future to be able to respond to it. For Dice Mob, this means that as a defender, a character with prescience may roll as many dice as the attacker that round. This skill requires 5 mana. | | + | ^ Prescience | This is the ability to sense the immediate |
| ^ Psychic Barrier | As a defensive action, a character may throw up a psychic barrier to block cognitive and emotional attacks against them. This grant 4 additional dice to cognitive and emotional defense for that round and costs 5 mana.| | ^ Psychic Barrier | As a defensive action, a character may throw up a psychic barrier to block cognitive and emotional attacks against them. This grant 4 additional dice to cognitive and emotional defense for that round and costs 5 mana.| | ||
| ===== Disciplines ===== | ===== Disciplines ===== | ||
| - | ==== Illusions | + | ==== Astral Projection |
| + | The ability to project consciousness into the astral plane, which looks just like the plane from which a character is astrally projecting except for the fact that most creatures cannot interface with them or even sense their presence. Movement can be slower than clairvoyance, | ||
| - | ^ Auditory Illusions | + | Any characters taking damage on the astral plane can only recover that damage through rest. |
| - | ^ Olfactory Illusions | + | |
| - | ^ Tactile Illusions | + | ^ First Degree |
| - | ^ Visual Illusions | + | ^ Second Degree | Characters can talk to others, though their chance of being heard requires a successful Skill Check. | |
| - | ^ Combining Illusions | + | ^ Third Degree | Characters |
| + | ^ Fourth Degree | ||
| + | ^ Fifth Degree | ||
| + | |||
| + | ==== Extra-Sensory Perception ==== | ||
| + | There are two forms of ESP, the simple form of just sensing the presence of others nearby, especially | ||
| + | |||
| + | ^ ESP | Characters | ||
| + | ^ Clairvoyance and Clairaudience | ||
| ==== Cognitive Disruption ==== | ==== Cognitive Disruption ==== | ||
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| A successful Win-Loss dice roll vs Cognitive Defense is required to be effective. The opponent receives a bonus of two if the action would cause harm to them, four if there' | A successful Win-Loss dice roll vs Cognitive Defense is required to be effective. The opponent receives a bonus of two if the action would cause harm to them, four if there' | ||
| - | ^ First Degree | Prevent an opponent from one conscious activity like speaking, moving an appendage, or breathing. (Once a character is unconscious, | + | === Motor Function === |
| - | ^ Second | + | |
| - | ^ Third Degree | Same as first degree, but on any and all conscious activities OR reduce | + | Targeting motor function can take two forms, either to reduce the ability to attack or defend themselves physically or verbally, or to incapacitate them through lack of breathing. |
| - | ^ Fourth | + | |
| - | ^ Fifth Degree | Affect subconscious brain processes OR reduce | + | ^ First Degree | Prevent an opponent from one conscious activity like speaking |
| - | ^ Sixth Degree | Affecting automatic organ functions such as heartbeat, pain receptors, bladder, and other internal systems OR reduce | + | ^ Second Degree | Same as first degree, but on two conscious activities, including two appendages |
| + | ^ Third Degree | Same as first degree, but on any and all conscious activities except for breathing. | | ||
| + | ^ Fourth Degree | Same as third degree but also includes | ||
| + | ^ Fifth Degree | Affecting automatic organ functions such as heartbeat, automatic breathing, pain receptors, bladder, and other internal systems. | | ||
| + | |||
| + | === Feeblemind === | ||
| + | |||
| + | Feeblemind means reducing the brains capacity to think clearly and logically. It does not specifically force a mind to think how the character wants them to think so much as reducing their intelligence to a more basic level. | ||
| + | |||
| + | ^ First Degree | Opponent thinks | ||
| + | ^ Second Degree | Opponent' | ||
| + | ^ Third Degree | Opponent' | ||
| + | ^ Fourth | ||
| + | ^ Fifth Degree | Opponent' | ||
| ==== Domination ==== | ==== Domination ==== | ||
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| If an action is so against the will of the opponent being dominated (such as putting themselves or an ally in mortal danger), the opponent receive a bonus of two or four dice to battle against it (depending on how much in opposition an opponent' | If an action is so against the will of the opponent being dominated (such as putting themselves or an ally in mortal danger), the opponent receive a bonus of two or four dice to battle against it (depending on how much in opposition an opponent' | ||
| + | |||
| + | The number of individuals dominated and the range of domination that is allowed is based off the [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]]. Although touch may be required by first degree practicers of Domination, it can be maintained without touch as long as the creature remains within range as dictated by the Level. | ||
| + | ==== Illusions ==== | ||
| + | Although this essentially has the same effect as illusions available under Arcane Knowledge, Arcane Knowledge actually creates the illusion whereas Psionic Illusions are only in the minds of the " | ||
| + | |||
| + | ^ Auditory Illusions | Auditory disruption can be used to create auditory illusions, deafness, or to make a person think they hear one thing when they’ve heard another. Pranksters often use this effect to cause mischief or even anger between otherwise friends. Races reliant on echolocation are severely affected. | | ||
| + | ^ Olfactory Illusions | Olfactory disruption includes creating taste and/or smell illusions or effectively creating a loss in the sense of smell or taste. Races reliant on their sense of smell to locate prey are often severely affected by these types of illusions. | | ||
| + | ^ Tactile Illusions | Tactile disruption includes touch illusions and loss of sense of touch. Tactile illusions can be used to cause illusory damage, especially in conjunction with visual illusions which can make it look as if damage was taken. The combination of tactile and visual illusions causing damage can be used to make a person go into shock or fall unconscious, | ||
| + | ^ Visual Illusions | Visual disruption can not only be used to create optical illusions, but they can also mimic invisibility and blindness. | | ||
| + | ^ Combining Illusions | There is no reason a character can't use more than one type at the same time. An illusion combining all four types of illusions would require four times the amount of mana. | | ||
| + | |||
| + | ==== Mind Over Matter ==== | ||
| + | Mind over Matter includes both the abilities of Levitation and Telekinesis. They are both performed in similar ways, one over the character themselves and one over other objects. | ||
| + | |||
| + | === Levitation === | ||
| + | Levitation is the ability to move without the normal aerodynamics of wings at play. Levitation just happens automatically unless conditions make it so that a standard skill check is required. As characters put more dice toward levitation, their aerodynamics increase to the point that the character can actually fly. Levitation can only be performed on the character themselves. Otherwise it is telekinesis. | ||
| + | |||
| + | ^ First Degree | Movement is more akin to hovering and can only be done so with light or no armor. The height of the hovering is done at a maximum distance of one meter above the ground per degree of proficiency. | | ||
| + | ^ Second degree | Same as First Degree, but medium armor can be worn. | | ||
| + | ^ Third degree | Same as First Degree, but heavy armor can be worn. | | ||
| + | ^ Fourth Degree | Movement is the same as flying, as if the character had wings though maneuverability is not great without the addition of the flying skill. At this degree this cannot be done with armor. | | ||
| + | ^ Fifth Degree | Light or medium armor is allowed. | | ||
| + | |||
| + | === Telekinesis === | ||
| + | Telekinesis is similar to levitation except that it always requires mana and it employs mental means to move an object from one place to another by applying momentum to it without force in the traditional sense. Weights that can be moved are shown in the table below: | ||
| + | |||
| + | ^ First Degree | Ten kilograms per level | | ||
| + | ^ Second Degree | One hundred kilograms per level | | ||
| + | ^ Third Degree | One thousand kilograms per level | | ||
| + | ^ Fourth Degree | Ten thousand kilograms per level | | ||
| + | ^ Fifth Degree | Unlimited, within reason, per the GMs judgment | | ||
| + | |||
| + | Opponents being moved via telekinesis have two ways of countering being moved via a character' | ||
| ==== Psionic Attack ==== | ==== Psionic Attack ==== | ||
| Unlike most of these other attacks, psionic attacks actually causes real damage based on dice roll successes against cognitive defense. Like physical attacks, mental attacks reducing an opponent to zero hit points renders them unconscious. | Unlike most of these other attacks, psionic attacks actually causes real damage based on dice roll successes against cognitive defense. Like physical attacks, mental attacks reducing an opponent to zero hit points renders them unconscious. | ||
| - | This can also be performed as a defensive action against opponents trying to use a cognitive mental attack on the character, including | + | This can also be performed as a defensive action against opponents trying to use telepathy, ESP, clairvoyance or clairaudience, cognitive domination, or even another |
| + | |||
psionics.1577551233.txt.gz · Last modified: by dungeonmaster
