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psionics [2019/12/29 17:49] – dungeonmasterpsionics [2019/12/29 18:33] (current) – [Extra-Sensory Perception] dungeonmaster
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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. |
  
 ==== Extra-Sensory Perception ==== ==== Extra-Sensory Perception ====
 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. 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.
  
-^ 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. |+^ 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. |
 ^ 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. | ^ 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. |
  
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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).
  
 +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 ==== ==== 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.  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. 
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 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. 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 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 === 
 +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. |
  
 +=== 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: 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 | +^ First Degree | Ten kilograms per level | 
-^ Second Degree | Ten kilograms per level | +^ Second Degree | One hundred kilograms per level | 
-^ Third Degree | One hundred kilograms per level | +^ Third Degree | One thousand kilograms per level | 
-^ Fourth Degree | One thousand kilograms per level | +^ Fourth Degree | Ten thousand kilograms per level | 
-^ Fifth 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'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. 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.1577641796.txt.gz · Last modified: by dungeonmaster