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psionics [2019/12/28 18:19] – dungeonmasterpsionics [2019/12/29 18:33] (current) – [Extra-Sensory Perception] dungeonmaster
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 ===== Basic Abilities ===== ===== Basic Abilities =====
  
-^ Clairvoyance and Clairaudience | Character's with this ability can hear or see things not within range of their senses. This task generally requires darkness and quiet and a sufficient amount of time to relax and perform the task. This isn’t something that is done in the heat of battle but rather to give clues as to what action should be performed next. There should be a requirement that the character knows something about the person, place, or item being “spied” upon or has an article of clothing or something else that is tied to it. This costs 10 mana. | +^ 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 may not, at first glance, seem like a mental attack, but it 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. This costs 2 mana if the subject is unwilling and is free otherwise. | +^ 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 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 defense dice as the attacker that round. This skill requires 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.| ^ 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.|
  
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 Any characters taking damage on the astral plane can only recover that damage through rest. Any characters taking damage on the astral plane can only recover that damage through rest.
  
 +^ First Degree | Characers can travel the Astral Plane, but cannot communicate in any way with others. |
 ^ Second Degree | Characters can talk to others, though their chance of being heard requires a successful Skill Check. | ^ Second Degree | Characters can talk to others, though their chance of being heard requires a successful Skill Check. |
 ^ Third Degree | Characters cause harm by using an opponent's mana at a rate or one per success die using whichever attack method they choose and the character defending as appropriate. Opponents cannot attack the character, however, unless they can also travel astrally, exist on both planes simultaneously, or find the actual body of the astrally projecting character. | ^ Third Degree | Characters cause harm by using an opponent's mana at a rate or one per success die using whichever attack method they choose and the character defending as appropriate. Opponents cannot attack the character, however, unless they can also travel astrally, exist on both planes simultaneously, or find the actual body of the astrally projecting character. |
 ^ Fourth Degree | Characters can cause physical damage at the normal rate using whichever attack method they choose and the character defending as appropriate. Opponents cannot attack the character, however, unless they can also travel astrally, exist on both planes simultaneously, or find the actual body of the astrally projecting character. | ^ Fourth Degree | Characters can cause physical damage at the normal rate using whichever attack method they choose and the character defending as appropriate. Opponents cannot attack the character, however, unless they can also travel astrally, exist on both planes simultaneously, or find the actual body of the astrally projecting character. |
-^ Sixth Degree | Characters attacks do both mana and physical damage. |+^ Fifth Degree | Characters attacks do both mana and physical damage. |
  
-==== Illusions ==== +==== Extra-Sensory Perception ==== 
-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 "beholders". The one real difference is that allies generally don't see Psionic Illusions but they would see Illusions created by Arcane Knowledge and could potentially be fooled by them along with the enemies. +There are two forms of ESP, the simple form of just sensing the presence of others nearby, especially others wishing to cause harm. The second is much more involved, seeking out a quiet location to remote view an area using clairvoyance and clairaudience.
  
-^ 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. | +^ ESP | Characters can detect the presence of individuals within range, including their general direction and distance from the character. This includes those who are invisible or otherwise hidden. Characters who defend themselves using a psychic barrier or mind shield are immune. This only requires a passive action to perform and maintain. This requires 1 mana. | 
-^ 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. | +^ Clairvoyance and Clairaudience | Characters with this ability can hear or see things not within range of their senses. This task generally requires darkness and quiet and a sufficient amount of time to relax and perform the task. This isn’t something that is done in the heat of battle but rather to give clues as to what action should be performed next. There should be a requirement that the character knows something about the person, place, or item being “spied” upon or has an article of clothing or something else that is tied to it. This costs 10 mana. |
-^ 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, even though no actual damage was taken. | +
-^ 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. |+
  
 ==== 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's a good chance it would kill them. 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's a good chance it would kill them.
  
-^ First Degree | Prevent an opponent from one conscious activity like speaking, moving an appendage, or breathing. (Once a character is unconscious, they would start breathing normally because this ceases to be a conscious function anymore and become an automatic organ function.) | +=== Motor Function === 
-^ Second Degree | Same as first degree, but on two conscious activities, including two appendage OR reduce cognitive thought processes by 20 IQ points. | + 
-^ Third Degree | Same as first degree, but on any and all conscious activities OR reduce cognitive thought processes by 40 IQ points. | +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 Degree | Short term memory loss OR reduce cognitive thought processes by 60 IQ points. | + 
-^ Fifth Degree | Affect subconscious brain processes OR reduce cognitive thought processes by 80 IQ points. | +^ First Degree | Prevent an opponent from one conscious activity like speaking or moving an appendage. This does not mean they can control the appendage so much as preventing it from working. This does not include breathing. | 
-^ Sixth Degree | Affecting automatic organ functions such as heartbeat, pain receptors, bladder, and other internal systems OR reduce cognitive thought process by 100 IQ points. |+^ Second Degree | Same as first degree, but on two conscious activities, including two appendages or an appendage and speaking. | 
 +^ 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 breathing. (Once a character is unconscious, they would start breathing normally because this ceases to be a conscious function anymore and become an automatic organ function.) | 
 +^ 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 as if heavily inebriated. | 
 +^ Second Degree | Opponent's cognitive thought processes are reduced by 20 IQ points. | 
 +^ Third Degree | Opponent's cognitive thought processes are reduced by 50 IQ points. | 
 +^ Fourth Degree | Opponent's cognitive thought processes are reduced by 100 IQ points. | 
 +^ Fifth Degree | Opponent's cognitive thought processes are reduced to primitive animal intelligence, as best. |
  
 ==== 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's mind might be) and requires at least third degree skill. Maintaining control of an outright unwilling opponent requires a successful non-combat action to maintain it (rather than simply a passive action). 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's mind might be) and requires at least third degree skill. Maintaining control of an outright unwilling opponent requires a successful non-combat action to maintain it (rather than simply a passive action).
  
-===== Levitation ===== +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. 
-Levitation can have its mechanics specified, e.g. magic, magnetics, etc, or it can just be the nebulous 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.+==== 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 "beholders". The one real difference is that allies generally don't see Psionic Illusions but they would see Illusions created by Arcane Knowledge and could potentially be fooled by them along with the enemies.  
 + 
 +^ 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, even though no actual damage was taken. | 
 +^ 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. | ^ 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. |
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 ^ Fifth Degree | Light or medium armor is allowed. | ^ Fifth Degree | Light or medium armor is allowed. |
  
-==== Psionic Attack ==== +=== Telekinesis === 
-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.+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:
  
-This can also be performed as a defensive action against opponents trying to use a cognitive mental attack on the character, including telepathy, cognitive domination, or even a psionic attack, but excluding illusions. In this case, all cognitive defense successes result in one point of physical damage against the attacker.+^ 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 |
  
-===== Telekinesis ===== +Opponents being moved via telekinesis have two ways of countering being moved via a character's telekinesis. First, they can hold onto something immovable. If they attempt this, the character must make a successful Win-Loss roll versus their opponent's personal defense (with benefits from the opponent's brute strength). Second, they can attempt to counteract the telekinesis with their own, forcing a Win-Loss roll versus their own telekinesis or levitation roll. In these rolls, the dice are the standard "two for trying" plus two per degree.
-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 | One kilogram per level | +==== Psionic Attack ==== 
-^ Second Degree | Ten kilograms per level | +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.
-^ Third Degree | One hundred kilograms per level | +
-^ Fourth Degree | One thousand kilograms per level | +
-^ Fifth Degree | Ten thousand kilograms per level |+
  
-Telekinetics can also move themselves as if they were levitating, but this always requires mana and never gets beyond the ability to hover. They would obviously require sufficient degree to move the weight necessary to move themselves. For a normal human, this would mean third degree for a character with no armor or fourth degree with armor.+This can also be performed as a defensive action against opponents trying to use telepathy, ESP, clairvoyance or clairaudience, cognitive domination, or even another psionic attack. In this case, all cognitive defense successes result in one point of physical damage against the attacker.
  
-Opponents being moved via telekinesis have two ways of countering being moved via a character's telekinesis. First, they can hold onto something immovable. If they attempt this, the character must make a successful Win-Loss roll versus their opponent's personal defense (with benefits from the opponent's brute strength). Second, they can attempt to counteract the telekinesis with their own, forcing a Win-Loss roll versus their own telekinesis or levitation roll. In these rolls, the dice are the standard "two for trying" plus two per degree. 
  
  
psionics.1577557180.txt.gz · Last modified: by dungeonmaster