TELEPATHY





TELEPATHIC SCIENCES

1; DOMINATION; With domination, a psionicist can project signals from his own mind into the mind of one other person or creature. As a result, the subject is forced to do nearly anything the psionicist wishes. The dominated subject knows what is happening, but he cannot resist the psionicists will. Commands are given mentally and automatically. The vicitim's abilities are neither diminished nor enhanced by this power. The subject can be foreced to use any power or ability he normally can-assuming the psionicist knows about it. Domination does not reveal facts or secrets about a victim.

2; EJECTION; Ejection is the final defense against unwanted contact. If one psionicist has forced contact with another's mind, or has been granted contact and is now doing things he should not be, he can be ejected.

3; FATE LINK; This power enables the telepath to intertwine his own fate with that of another creature. If either being experiences pain, both feel it. When one loses health or vitality, both lose the same amount. If one of them dies, the other dies as well.

4; MASS DOMINATION; This power is idnetical to domination except the psionicist can control up to five creatures simultaneously. Each one must be contacted and dominated individually.

5; MINDLINK; Mindlink allows the user to communicate wordlessly with any intelligent creature he can contact. This is two-way communication. It is not the same as mind-reading because the psionicist only receives thoughts which other party wants to send. Language is not a barrier. Distance does affect the difficulty to make contact, but that is it.

6; MINDWIPE; Mindwiping is a crude form of psychic surgery which affects the subjects IQ. (It is a temporary lobotomy) The Telepath systematically seals off portions of the subjects mind, making whatever knowledge was contained there inaccessible. For every use of this power it reduces the victims intelligence, wisdom. The only way it can be gained back is by way of psychic surgery.

7; PROBE; A probe is similar to ESP (a telepathic devotion), but a probe allows psionicists to dig much deeper into a subjects subconscious. All of his memories and knowledge are accessible to the prober--from memories deep below the surface to those still fresh in the subject's mind. The information gained is not necessarily true, but it is true as far as the subject knows. Telepaths can probe a subject who is conscious as well as one who resists. A probe can even be carried out in the midst of melee, provided the telepath can get close enough. If the subject probed tries casting any type of spell, the telepath knows both that a spell is being cast and what the effects of that spell is.

8; PSIONIC BLAST; Psionic blast is a wave of brain force with can jolt a subjects mind like shocking news. This is one of the five telepathic attacks used to establish contact with another psionicist. If this power is used against a mind that has already been contacted, the subject will lose 80% of his remaining health, (but only in his mind). He will pass out when the remainder of his health is gone, he doesn't die unless physically attacked and killed while passed out. If left alone he will awaken in one hours time.

9; SUPERIOR INVISIBILITY; Superior invisibility is like invisibility but it masks the character completely. The psionicist makes no sound and has no smell, though he can still be felt if touched. If he attacks someone physically the inivisbility is rendered inoperative.

10; SWITCH PERSONALITY; Some psionicist can literally put themselves in another creatures (intelligent) being. This science allows the psionicist to switch his own mind with something else's. In effect, they exchange bodies. The other creatures mind inhabits the psionicists body and vice versa. The switch is permanent, and lasts untill the psionicist uses this power to reverse it. And each gains the other's physical attributes.

11; TOWER OF IRON WILL; Tower of iron will is one of the five telepathic defenses against unwanted contact. Ir relies only upon the superego to build an unassailable haven for the brain. Like intellect fortress tower of iron will has an area of effect beyond the psionicists mind. At 3 feet, it's very limited.

12; APOPSI; When a psion uses APOPSI (pronounced ah-po-sigh)he deletes 1-4 powers, abilities (whatever you call them) permanently from the targets mind. The psion must specify the level of each power he is deleting (so thus the psion better know what his enemy uses before he uses this or else it doesn't work). Psychic surgery can be used to counter this ability, but it must be used within one week's time or else they are lost for good.




TELEPATHIC DEVOTIONS

1; ATTRACTION; The opposite of aversion, This power creates an overwhelming attraction to a particular person or thing-be it an item, creature, action, or event. A victim of this power will do whatever seems reasonable to get close to the object of his attraction. The key word is "reasonable." The victim is completely fascinated, but he doesn't suffer from blind obsession. He won't leap into a fire or over a cliff for examlpe, or climb into the arms of a tarrasque (a bipedal killing machine). He can still recognize danger, but he will not flee unless the threat is strong and immediate. And if the danger is not apparent, (such as poison in a goblet of win), the character could easily destroy himself in the pursuit of his attraction.

2; AVERSION; The victim of this power gains an aversion to a particular person, place, action, or event. He will do everything he can to avoid the object of his aversion. He will not approach within 20 yards , and if he is already within 20 yards, he will back away at the first opportunity.

3; AWE; A psionicist can use this power to make others hold him in awe. Each character contacted. Ones who are contacted are mentally "awed", they sense the psionicists "awesome might." They have no desire to serve or befriend him, but they will not attack him unless forced to do so. They'll do whatever they can to avoid angering or upsetting the psionicist. If possbile they will avoid him altogether, and take the first opportunity to escape him.

4; CONCEAL THOUGHTS; This defensive devotion protects the psionicst against psionic or magical ESP, probes, mindlink, life detection, and other powers or spells which read or detect thoughts.

5; CONTACT; Contact must be established before virtually any telepathic power can be used on another character or creature. It is just what its name implies-contact between the minds of hte telepath and another character or creature. Contact does not allow communication by itself; it is merely the conduit for telepathic exchanges. A psionicist can maintain contact with more than one subject at a time.

6; DAYDREAM; By using this power, the telepath causes someone's mind to wander. This only affects creatures who are going about their business in a casual relaxed manner.

7; EGO WHIP; Ego whip is one of the five telepathic attacks used to establish contact with another psionicist's mind. The power assaults the victim's ego, leaving him with feelings of inferiority and worthlessness. If used against a contacted mind, the target is dazed for 1-4 turns(posts) all of his attacks are reduced in strength, and the target cannot cast any type of spell above third level or it's equivalent.

8; EMPATHY; By using empathy, a psionicist can sense the basic needs, drives, and/or emotions generated by any mind. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, hostility, friendliness, love-all these and more can be sensed.

9; ESP; Extrasensory perception, or ESP, allows a psionicist to read someone else's mind (as the power is treated here). The telepath can only perceive surface or active thoughts. He cannot use ESP to explore someone's memories or delve into their subsonscious. Most intelligent creatures tend to think in words, so language is a barrier to understanding. Unintelligent creatures think in pictures. Magical thought, such as a mage uses in casting spells, is also unintelligible. However a telepath can easily recognize such thoughts as part of the spell casting process.

10; FALSE SENSORY INPUT; This devotion allows the psionicist to falsify someone's sensory input-making the victim think that he sees, hears, smells, tastes, or feels something other than he really does. The falsehoods are somewhat limited. Nothing can be completely hidden or made to disappear, and everything must retain its general size and intensity. For example a human could be made to look like a dwarf, but not like a parrot.

11; ID INSINUATION; Id insinuation is one of the five telepathic attack modes. It seeks to unleash the uncontrolled subconscious of the defender, pitting it against his superego. The attack leaves the victim in a state of moral uproar. Technically speaking, this power drives him insane temporarily. His id--the seat of primitive needs, animal drives, cruelty, and ferocity--seeks to launch him into a rage of violence and desire. His superego--the seat of the moral conscience and the "civilized" part of his brain--struggles to keep the upper hand. If this power is used against a contacted mind the target can do nothing for 1-4 rounds (posts).

12; IDENTITY PENETRATION; Identity penetration allows the user to determine the targets true identity in spite of polymorphs, illusions, or disguises.

13; INCARNATION AWARENESS; By applying this power to another character, the psionicist can gain knowledge about past lives. One past life can be explored per post, starting with the most powerful personalities (usually these are also the most famous, but not always). The psionicist also knows immediately how many times this particular personality has been killed and raised from the dead.

14; INFLICT PAIN; This is a particularly nasty form of torture. It causes no actual harm to the subject and leaves no marks or scars, but causes excruciating pain of any sort the telepath desires. Only evil characters can learn this power freely; others find their alignments twisting toward evil if they wish to inflict pain. If this is used against a contacted mind, that victim passes out for 1-10 turns(posts)

15; INTELLECT FORTRESS; Intellect fortress is one of five telepathic defenses against unwanted contact. It calls forth the powers of the ego and superego to stop attacks. Unlike most other defenses, intellect fortress has an area of effect beyond hte psionicist's mind, offering protection to other minds within that radius.

16; INVINCIBLE FOES; The victim of this devotion believes that any blow struck agaisnt him will cripple or kill him. Even if the blow is just a scratch, the victim will think he is dying. This ability can also work in reverse. In other words, an attacker can be made to believe that every blow he strikes is fatal. The belief is strong enough to create an illusion; even if the attacker barely scratches his foe, he sees the "victim" lying down mortally wounded.

17; INVISIBILITY; Psionic invisibility differs from magical invisibility. To make himself invisible the psionicist must individually contact each mind that he wants to deceive. Once they are all contacted, he makes himself invisible to them only. He can still see himself, as can anyone who was not contacted.

18; LIFE DETECTION; A telepath can detect the presence of living thinking creatures within a limited area. He must scan like radar, one section at a time. One scanning will detect humans, demihumans, humanoids, mammals, gods, demons, demigods, demidemons, anything with some appreciable level of intelligence. Further scanning will pick up lesser animals, birds, fish, and the like.

19; MENTAL BARRIER; Mental barrier is one of the five telepathic defenses agaisnt unwanted contact. It is a carefully built wall of thought repetition which exposes only one small area of the mind at a time.

20; MIND BAR; Mind bar is the magician's bane and the telepath's boon. This stops all forms of magical contact with the telepath's mind. It also offers complete protection against possesion of any sort. In addition it also protects the psionicist against all telepathic powers, except the five contact-establishing attacks. But the attacking psionicist must overcome the mind bar.

21; MIND BLANK; Mind blank is one of the five telepathic defenses against unwanted contact. It attempts to hide the mind from attack, making it's parts unidentifiable. This defense is particularly effective against psionic blast and id insinuation. Mind blank is unique. Unlike the other four defense modes, this one is automatic, instinctual; it is always active.

22; MIND THRUST; Mind thrust is one of the five telepathic attacks used to establish contact with another psionicist's mind. It is a stabbing attack which seeks to "short" the synapses of the defender.

23; PHOBIA AMPLIFICATION; This power allows the psionicist to reach into someone's mind and discover his greatest fear, then amplify it to the point of irrationality. A character with a fear of falling, for example, is convinced he could pitch over a cliff at any moment--even while on an endless prairie--unless he stands absolutely still. The reaction of the character depends upon the fear, he will try to defend himself agaisnt it, (unless defending himself is somehow tied into his phobia). A wizard might teleport away, others may flee, or they may freeze in place.

24; POST-HYPNOTIC SUGGESTION; Almost all creatures can receive a post-hypnotic suggestion, (the limits here are the very dumb, and the extremely intelligent). All others in between can be affected. The psionicist plants a suggestion of some reasonable course of action in the victim's subconscious, along with the situation which will trigger this action. A reasonable course of action is one that doesn't violate that creatures make-up..the creature will not kill himself.

25; PSYCHIC CRUSH; Pyschic crush is one of the five telepathic attacks used to establish contact with another psionicists mind. It is a massive assault upon all nuerons in the brain, attempting to destroy all by a massive overload of signals.

26; PSYCHIC IMPERSONATION; This power enables a psionicist to mask his own aura and thought patterns, and make them match someone else's perfectly. To accomplish this, the psionicist must first probe the subject he wishes to impersonate.

27; PSYCHIC MESSENGER; This power allows a psionicist to create an insubstantial, 3-D image of himself, which can appear anywhere and deliver a message. Everyone present can see and hear the messagener. Communication is one way. The telepath has no idea what is happenning around his messenger unless he's using some other power.

28; REPUGNANCE; With this power, a psionicist, makes something--a particular person, place, or object-- completely repugnant to another character. That character is overwhelmed with loathing for the "thing" and he will seek to destroy it as completely and quickly as possible.

29; SEND THOUGHTS; This is one-way communication, allowing the telepath to send his own thoughts to someone else's mind. The telepath can send information or simply distract the target.

30; SIGHT LINK; Sight link allows the telpath to tap into another beings optical system. The telepath ses whatever his link sees. (His own vision is unaffected.) Most telepaths when using this ability will close thier eyes so as to not see "double vision".

31; SOUND LINK; By means of a sound link, the telepath taps into the auditory system of another being. He hears whatever his link hears.

32; SYNAPTIC STATIC; Synaptic static interferes with all psionic activity within a given area. Even the psionicist is affected; when he creates static, he cannot use any other power simultaneously, (unless it is split personality). However, he may also prevent others from using their powers. Exposure to synaptic static gives everyone within its affected area a splitting headache, it will make all animals within the area extremely irritable and prone to attack.

33; TASTE LINK; Taste link allows the telepath to tap into the flavor senses of another being or creature. The psionicist tastes whatever his link tastes.

34; TELEMPATHIC PROJECTION; Telempathic projection allows the psionicist to send emotions to everyone who has been contacted within a common 10-yard diameter.

35; THOUGHT SHIELD; Thought shield is one of the five telepathic defenses against unwanted contact. It clouds the mind so as to hide first one part, then another.

36; TRUTHEAR; When a psionicist uses truthear, he can tell wether other people intentionally lie. He does not hear their words translated into truth, he merely knows wether or not speakers believe they are lying.

37; BRAIN LOCK; The target's higher mind is locked away. He stands mentally paralyzed, unable to take any higher level thought functions. The brain locked subject is not stunned (so physical attacks get no special advantages). He can defend himself against physical attacks, but otherwise can't move, cannot cast any magical powers, nor can (if he is a psionicist) he use any psionic abilities.

38; CONFIDANTE; This is a permanent telepathic bond between the psion and one other creature.

39; CRISIS OF BREATH; The psion compels the target to purge it's entire store of air in one explosive exhalation, and thereby disrupts the subjects autonomic breathing cycle. The subjects lung's do not automatically breathe in again while the power is upheld. Those who choose to consciously control their breathing each (round, turn, post) are limited only to partial actions udring that round as they gasp for breath. Affected creatures can choose to take action normally but each round they do so, they run the risk of passing out from lack of oxygen. (note this doesn't work on those who dont' need to breathe)

40; BACKLASH; This power causes a psychic shock to travel along the psychic conduit formed by contact. It may only be used after contact has been established, by either the psionicist or by the opponent (i.e., it will travel either way). This psychic shock will directly damage the opponent, causing 1d6 damage for every 5 PSP's spent (save vs death to reduce this by half, maximum damage is 10d6 for 50 PSP's). There is however some risk involved in using this power. If the power check is failed, the psionicist must make a saving throw or suffer half the damage that he/she wanted to inflict on the opponent

41; MINDFLAME; Some psionicists can project a wave of deadly mental force that can destroy lesser intellects. The science of mindflame allows a psionicist to attack all creatures in the area of effect with a mental barrage that can incapacitate or even kill its victims. The area affected by the power is a cone 20 feet long and 5 feet wide, with its apex at the psionicist. Up to six victims in this area can be affected. Victims who are psionicists can protect themselves against the effects of mindflame by throwing up a simple mind blank or other defense, but any creature that does not know a psionic defense mode can be affected. The effects of the mindflame can be corrected by psychic surgery, a limited wish, or a cure serious wounds or more powerful healing spell. Mindflame is exhausting to the psionicist; if invoked more than once in a day, the psionicist suffers a -4 penalty on his power cheek. It is also a very dark use of one's inner strength, and psionicists who maim lesser intelligences will find their alignments moving toward evil.

42; KO'CHAK'SA; Ko'Chak'Sa (Separate body from mind) is a psionic attack mode developed by the Kiltektet. It attacks the mind through its connection to the body, eventually forcing the mind to ignore the body in order to remain sane. If used on a contacted mind the victim's body goes rigid for d4 rounds, paralyzed in a manner similar to that of a hold spell, if the target does not save vs. Paralyzation. KCS suffers no penalties due to range, either it can be used or it cannot.

1 1
Hosted by www.Geocities.ws