psionics
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| psionics [2019/12/29 18:03] – [Mind Over Matter] dungeonmaster | psionics [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' | ^ Third Degree | Characters cause harm by using an opponent' | ||
| ^ 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, | ^ 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, | ||
| - | ^ 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' | 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 ==== | ==== 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 " | 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 " | ||
psionics.1577642589.txt.gz · Last modified: by dungeonmaster
