Difference between revisions of "Psychic Powers"

From Star Crusade MUX
Jump to: navigation, search
(Created page with "Psychic Powers ==Psyche== ===Latent Powers=== +1 in opposed rolls to detect lies. ===Natal Powers=== :Emotion Sense Roll: Intuition+Psyche. A psychic can determine a tar...")
 
Line 8: Line 8:
  
 
===Natal Powers===
 
===Natal Powers===
:Emotion Sense
+
;Emotion Sense
 
Roll: Intuition+Psyche.   
 
Roll: Intuition+Psyche.   
 +
 
A psychic can determine a target's emotional state.  1 VP allows the psychic to detect a target's dominant base emotion (anger, happiness, lust, anxiety).  2 Vps allows the psychic to detect subtle distinctions in the emotion (frustrated anger, giddy happiness).  3 Vps allows the psychic to determine if the emotion is directed at anything or anyone nearby.
 
A psychic can determine a target's emotional state.  1 VP allows the psychic to detect a target's dominant base emotion (anger, happiness, lust, anxiety).  2 Vps allows the psychic to detect subtle distinctions in the emotion (frustrated anger, giddy happiness).  3 Vps allows the psychic to determine if the emotion is directed at anything or anyone nearby.
  
:Mindspeech
+
;Mindspeech
 
Roll: Presence+Psyche.   
 
Roll: Presence+Psyche.   
 +
 
The Psychic can communicate thoughts directly to the conscious mind of a target.  The target “hears” the psychics thoughts but is not required to react to them in any particular way.  The number of Vps determines the complexity of the information communicated.  1 VP allows the psychic to communicate emotions, 2 Vps allows the psychic to communicate words, and 3+ Vps allows the psychic to communicate ideas without risk of misunderstanding.
 
The Psychic can communicate thoughts directly to the conscious mind of a target.  The target “hears” the psychics thoughts but is not required to react to them in any particular way.  The number of Vps determines the complexity of the information communicated.  1 VP allows the psychic to communicate emotions, 2 Vps allows the psychic to communicate words, and 3+ Vps allows the psychic to communicate ideas without risk of misunderstanding.
  
Brain Blast: Resolve+Psyche.  The psychic unleashes a raw psychic scream into a target.  The target instinctively resists with a Resolve+Discipline roll.  If the psychic wins, the target takes Wits+VPs in stun damage.
+
;Brain Blast  
 +
Roll: Resolve+Psyche.   
  
Operant Powers:
+
The psychic unleashes a raw psychic scream into a target.  The target instinctively resists with a Resolve+Discipline roll.  If the psychic wins, the target takes Wits+VPs in stun damage.
  
Mindlink: Presence+Psyche.  Once a commonly used power among psychics at the Phavian Institute, mindlink allows a telepath to communicate with a willing non-psychic in two-way communication.  The rules are identical to mindspeech.
+
===Operant Powers===
  
Mindsight: Intuition+Psyche.  The psychic can read surface thoughts of an individual. The target is not aware that her mind is being read unless she is informed by some means.
+
;Mindlink
 +
Roll: Presence+Psyche.
 +
Once a commonly used power among psychics at the Phavian Institute, mindlink allows a telepath to communicate with a willing non-psychic in two-way communication.  The rules are identical to mindspeech.
 +
 
 +
;Mindsight
 +
Roll: Intuition+Psyche.   
 +
 
 +
The psychic can read surface thoughts of an individual. The target is not aware that her mind is being read unless she is informed by some means.
  
 
If the psychic concentrates, however, she can pry into a target's memories to read memories. The target begins to relive her memories as the psychic sifts through them.  The target makes a contested Wits+Discipline roll against the Psychic's Mindsight- if the psychic wins then the target is likely to simply think she is daydreaming.  If the target wins, however, the target realizes that she is being forced to relive her memories by some external force.
 
If the psychic concentrates, however, she can pry into a target's memories to read memories. The target begins to relive her memories as the psychic sifts through them.  The target makes a contested Wits+Discipline roll against the Psychic's Mindsight- if the psychic wins then the target is likely to simply think she is daydreaming.  If the target wins, however, the target realizes that she is being forced to relive her memories by some external force.
Line 30: Line 40:
 
If the target is resisting the process is a battle of wills, with the Psychic forcefully prying open a target's mind.  The same VP requirements as above apply, however the target is allowed a Resolve+Discipline roll to resist, with the target's Vps subtracting from the Psychics.  If the target chooses to resist she takes 1 stun damage.
 
If the target is resisting the process is a battle of wills, with the Psychic forcefully prying open a target's mind.  The same VP requirements as above apply, however the target is allowed a Resolve+Discipline roll to resist, with the target's Vps subtracting from the Psychics.  If the target chooses to resist she takes 1 stun damage.
  
Heartshackle: Presence+Psyche.  The psychic forces a target to feel an emotion.  The number of Vps determines the strength of the emotion, with 1 VP resulting in mild but noticeable mood changes, 2 Vps resulting in the target being obviously seized by the desired emotion, 3 Vps forcing the target into being overcome with the desired emotion.  A target may attempt to gain control of their behavior with a contested Resolve+Discipline roll.
+
;Heartshackle  
 +
Roll: Presence+Psyche.  
 +
   
 +
The psychic forces a target to feel an emotion.  The number of Vps determines the strength of the emotion, with 1 VP resulting in mild but noticeable mood changes, 2 Vps resulting in the target being obviously seized by the desired emotion, 3 Vps forcing the target into being overcome with the desired emotion.  A target may attempt to gain control of their behavior with a contested Resolve+Discipline roll.
  
Prime Powers:
+
===Prime Powers===
  
Headshackle:  Presence+Psyche.  The psychic digs deep into the conscious mind of the target and speaks directly to the decision making centers.  The psychic issues psychic commands into the mind of the target which the target must obey, believing them to be her own thoughts and desires.  The target will attempt to rationalize even the most extreme behavior unless she has some specific reason to suspect occult influence.  If the target attempts to resist, roll the target's Resolve+Discipline against the Psychic's presence+psyche for each command.     
+
;Headshackle:   
 +
Roll: Presence+Psyche.   
 +
 
 +
The psychic digs deep into the conscious mind of the target and speaks directly to the decision making centers.  The psychic issues psychic commands into the mind of the target which the target must obey, believing them to be her own thoughts and desires.  The target will attempt to rationalize even the most extreme behavior unless she has some specific reason to suspect occult influence.  If the target attempts to resist, roll the target's Resolve+Discipline against the Psychic's presence+psyche for each command.     
 +
 
 +
;Puppetry
 +
Roll: Resolve+Psyche. 
  
Puppetry:  Resolve+Psyche.  The psychic forces his own will down upon his target's, suppressing the latter.  The psychic takes over the target's body.  The psychic may only use his own mental skills while in his target's body, though she may make use of any of the target's physical attributes or skills.  This power lasts for 1 scene.  While this power is active the psychic's body is comatose.
+
The psychic forces his own will down upon his target's, suppressing the latter.  The psychic takes over the target's body.  The psychic may only use his own mental skills while in his target's body, though she may make use of any of the target's physical attributes or skills.  This power lasts for 1 scene.  While this power is active the psychic's body is comatose.
 
The target automatically resists with Resolve+Discipline, initially when the power is activated, and once again every time the power is maintained.
 
The target automatically resists with Resolve+Discipline, initially when the power is activated, and once again every time the power is maintained.
  
Psychic Surgery: Wits+Psyche. The psychic implants false memories, removes real memories, creates false emotional connections or enhances or reduces real ones.  This process is extremely lengthy, and unlike the effects of certain infamous Ur artifacts, its results are not irreversible.   
+
;Psychic Surgery  
 +
Roll: Wits+Psyche.  
 +
 
 +
The psychic implants false memories, removes real memories, creates false emotional connections or enhances or reduces real ones.  This process is extremely lengthy, and unlike the effects of certain infamous Ur artifacts, its results are not irreversible.   
  
 
The psychic must first determine what level of effect she is attempting using the chart below.  For every hour roll the Psychic's skill versus the target's Resolve+Discipline.  The telepath must win by the margin below in order to achieve the affect.   
 
The psychic must first determine what level of effect she is attempting using the chart below.  For every hour roll the Psychic's skill versus the target's Resolve+Discipline.  The telepath must win by the margin below in order to achieve the affect.   

Revision as of 17:25, 13 October 2012

Psychic Powers

Psyche

Latent Powers

+1 in opposed rolls to detect lies.

Natal Powers

Emotion Sense

Roll: Intuition+Psyche.

A psychic can determine a target's emotional state. 1 VP allows the psychic to detect a target's dominant base emotion (anger, happiness, lust, anxiety). 2 Vps allows the psychic to detect subtle distinctions in the emotion (frustrated anger, giddy happiness). 3 Vps allows the psychic to determine if the emotion is directed at anything or anyone nearby.

Mindspeech

Roll: Presence+Psyche.

The Psychic can communicate thoughts directly to the conscious mind of a target. The target “hears” the psychics thoughts but is not required to react to them in any particular way. The number of Vps determines the complexity of the information communicated. 1 VP allows the psychic to communicate emotions, 2 Vps allows the psychic to communicate words, and 3+ Vps allows the psychic to communicate ideas without risk of misunderstanding.

Brain Blast

Roll: Resolve+Psyche.

The psychic unleashes a raw psychic scream into a target. The target instinctively resists with a Resolve+Discipline roll. If the psychic wins, the target takes Wits+VPs in stun damage.

Operant Powers

Mindlink

Roll: Presence+Psyche. Once a commonly used power among psychics at the Phavian Institute, mindlink allows a telepath to communicate with a willing non-psychic in two-way communication. The rules are identical to mindspeech.

Mindsight

Roll: Intuition+Psyche.

The psychic can read surface thoughts of an individual. The target is not aware that her mind is being read unless she is informed by some means.

If the psychic concentrates, however, she can pry into a target's memories to read memories. The target begins to relive her memories as the psychic sifts through them. The target makes a contested Wits+Discipline roll against the Psychic's Mindsight- if the psychic wins then the target is likely to simply think she is daydreaming. If the target wins, however, the target realizes that she is being forced to relive her memories by some external force.

If the target is unresisting- either by choice or because she is not aware her mind is being read- the psychic's Vps determine how deep or how quickly she receives answers. Private, treasured memories may require 3 or 4 Vps, whereas the memory of a conversation from earlier in the day might require only 1 or 2.

If the target is resisting the process is a battle of wills, with the Psychic forcefully prying open a target's mind. The same VP requirements as above apply, however the target is allowed a Resolve+Discipline roll to resist, with the target's Vps subtracting from the Psychics. If the target chooses to resist she takes 1 stun damage.

Heartshackle

Roll: Presence+Psyche.

The psychic forces a target to feel an emotion. The number of Vps determines the strength of the emotion, with 1 VP resulting in mild but noticeable mood changes, 2 Vps resulting in the target being obviously seized by the desired emotion, 3 Vps forcing the target into being overcome with the desired emotion. A target may attempt to gain control of their behavior with a contested Resolve+Discipline roll.

Prime Powers

Headshackle

Roll: Presence+Psyche.

The psychic digs deep into the conscious mind of the target and speaks directly to the decision making centers. The psychic issues psychic commands into the mind of the target which the target must obey, believing them to be her own thoughts and desires. The target will attempt to rationalize even the most extreme behavior unless she has some specific reason to suspect occult influence. If the target attempts to resist, roll the target's Resolve+Discipline against the Psychic's presence+psyche for each command.

Puppetry

Roll: Resolve+Psyche.

The psychic forces his own will down upon his target's, suppressing the latter. The psychic takes over the target's body. The psychic may only use his own mental skills while in his target's body, though she may make use of any of the target's physical attributes or skills. This power lasts for 1 scene. While this power is active the psychic's body is comatose. The target automatically resists with Resolve+Discipline, initially when the power is activated, and once again every time the power is maintained.

Psychic Surgery

Roll: Wits+Psyche.

The psychic implants false memories, removes real memories, creates false emotional connections or enhances or reduces real ones. This process is extremely lengthy, and unlike the effects of certain infamous Ur artifacts, its results are not irreversible.

The psychic must first determine what level of effect she is attempting using the chart below. For every hour roll the Psychic's skill versus the target's Resolve+Discipline. The telepath must win by the margin below in order to achieve the affect.

Alternately the target may willingly allow the telepath into her mind- This gives the telepath a +2 to her roll.

(The chart is ultimately a guideline- the storyteller will determine the applicable number).

1 VP- Erase minor memories (a brief conversation, a face in the crowd), adjust existing emotional connection in a minor way. 2 VP- Erase memories of an entire scene, adjust existing memories to contain false details (faces, snippets of conversation), adjust existing emotional connections in a serious way. Create minor emotional connection. 3 VP- Erase all memories of an individual or major emotional event. Totally rewrite existing memories. Create or destroy emotional connections. 4 VP- Create a false personality.

Far Hand

6th Sense

Soma

Bedlam