Psionics (CharGen)
"Now concentrate. You are moving that rock, but not with your muscles. Extend your strength from your center, towards the rock. Feel it move, linking your inner self to it's surface. As your power moves around you, you are familiar with it, texture, shape, heft. Now, use that energy and envision the rock moving upwards. Very nice! A little more and.. well, that's okay. Rest, and we'll try again. Like any muscle, you do not wish to strain your mind."
Psionics
{{#ifeq:|yes
|
{{#ifeq:{{#if:| {{{smallimage}}} | File:Info.png }}|none | | }}{{#if:{{#if: | {{{smallimageright}}} | }} | {{#ifeq:{{#if: | {{{smallimageright}}} | }}|none
||
}}
}}
{{#if:{{#if:| {{{smallimage}}} | File:Info.png }}
| {{#if:| {{{smallimage}}} | File:Info.png }}
| [[Image:{{#switch:notice
| speedy = Imbox speedy deletion.png
| delete = Imbox deletion.png
| content = Imbox content.png
| style = Edit-clear.svg
| move = Imbox move.png
| protection = Imbox protection.png
| notice
| #default = Imbox notice.png
}} | {{#ifeq:yes|yes
| 30x30px
| 40x40px
}}|link=|alt=]]
}} | {{#if:| {{{smalltext}}} | This section has not been translated into the SPS/PPS mechanics. As there is no easy way to attempt to convert this to the proper system, it is provided as informational only until it is properly codified. Please check the Main Wiki to check to see if this section has been translated. This text is taken from here. }} | {{#if: | {{{smallimageright}}} | }} |
{{#switch:notice
| | speedy | delete | content | style | move | protection | notice =
| #default =
[[Category:Wikipedia message box parameter needs fixing|Template:Main otherPsionics (CharGen)]]
}}
|
{{#ifeq:File:Info.png|none | | }}{{#if: | {{#ifeq:|none
||
}}
}}
{{#if:File:Info.png
| File:Info.png
| [[Image:{{#switch:notice
| speedy = Imbox speedy deletion.png
| delete = Imbox deletion.png
| content = Imbox content.png
| style = Edit-clear.svg
| move = Imbox move.png
| protection = Imbox protection.png
| notice
| #default = Imbox notice.png
}} | {{#ifeq:|yes
| 30x30px
| 40x40px
}}|link=|alt=]]
}} | This section has not been translated into the SPS/PPS mechanics. As there is no easy way to attempt to convert this to the proper system, it is provided as informational only until it is properly codified. Please check the Main Wiki to check to see if this section has been translated. This text is taken from here. |
{{#switch:notice
| | speedy | delete | content | style | move | protection | notice =
| #default =
[[Category:Wikipedia message box parameter needs fixing|Template:Main otherPsionics (CharGen)]]
}} }}
Psionics is the science of drawing on internal power, and shaping the world with it. Where magic draws from the outside world, the psionic character draws from themselves. Psionics is divided into Fields, which grant the character the means to learn and develop Gifts. Because of the codified structure of psionics, it is not as free-form as Sorcery is, but is faster.
Once a character has purchased Psionics, they are allowed to take Psychic Talents. Psionics are not ranked, nor are Gifts.
Psionics is broken down into a Field, a Discipline, and individual Gifts.
Fields
Each Field of Psionics is a specific field of study, a philosophy and approach that is taken to expand the capabilities of the character. A person can not use Gifts unless they hold to the philosophy of their Field, as the mind set needed to shape Essence requires the character to believe in the philosophy they pursue.
In the old system the first Field costs 60 DP, and the second Field costs 40 DP. Being from a specific Nation will reduce this Cost.
A character may choose a second Field, granting them a deeper understanding of the mind and body, and the flow of Essence within them. No Field is ‘wrong’, each provides a different path for the advancement of the individual.
- Field of Augmentation
- This Field concentrates on the augmentation of the body, becoming stronger, faster, and more resilient than what is normal for a person.
- Disciplines: Augment Physical, Wellness of Being, Physical Perfection
- Primary Statistic: Physical
- Field of Clairsentience
- This Field concentrates on the spiritual world and higher awareness, opening the character’s spirit to the greater world.
- Disciplines: Strengthen Spirit, Stable Soul, Spiritual Attunement
- Primary Statistic: Spiritual
- Field of Empathy
- This Field concentrates on the augmentation of a person’s connection to others, allowing the character to feel and influence the thoughts and emotions of others.
- Disciplines: Social Expertise, Strong Opinion, Silver Tongue
- Primary Statistic: Social
- Field of Kineticism
- This Field concentrates on force and movement, granting the character the power of mind over matter.
- Disciplines: Enhance Mind, Clear Thoughts, Mental Grace
- Primary Statistic: Mental
Gifts
A Psionic gift it what most mages would call a "Spell", or non-magical people may call a "Power". Where a Field provides you with a path to access your power, and a Discipline allows you to feed back into your self to enhance that power, Gifts are what turn that power into something that can effect the outside world. Gifts are rated by Mastery, and in order to purchase a gift you must have that level of Mastery in your Field. Gifts can be found within each specific Field linked above.
In the old system, each Gift cost 5 DP, and your Master was determined by the Field's Primary Attribute +3. As these stats are no longer in the system, nor is there a way to determine what gifts are available at this time, Psionics are not recommended.
Gifts come with an Activation, a Range, and a Duration. Potency is determined by Mastery, or the results of the roll the Gift required.
Activation
Activation determines how many Actions or Rounds it will take to activate the Gift. During this time the character can be interrupted, forcing a Concentration Roll.
Range
Gifts may be used at range. Unless specified otherwise, to use a Gift on another target requires the character to be able to see or sense the target. This sense may be augmented by other methods such as Gifts or Spells which enhanced the character’s perceptions. If a Gift has an area of effect, the character’s Size is added to the radius with a minimum Radius is 1.
| Range | Distance |
| Self | Character |
| Touch | Touch Range |
| Aura | (Mastery) Yards |
| Limited | (Mastery x 10) Yards |
| Great | (Mastery) Miles |
| Full | (Mastery x 10) Miles |
Duration
The Duration determines how long the Gift remains active. If the Gift does not have a duration of Concentration, then the Gift is sustained by the Essence spent, though a failed Concentration Roll will end the Gift’s effects.
Using Psionics
In order to use a psionic gift or discipline, it must be activated. To do so, you must spend a number of actions or rounds as listed under "Activation" for the gift or discipline and spend the amount of essence indicated by the gift or discipline. During this time, others may attempt to interrupt your concentration, forcing a Concentration Roll or the gift or discipline fails, the essence still spent.
Psychic Tell
All psychics have a Tell, an obvious manifestation when they use their Gifts or Psychic Disciplines. A Tell is tailored to the character and how they see their Gifts, and is usually associated with the first Field of Psionics that the character developed. A character can attempt to conceal the Tell of using a Gift. Doing so costs the character Essence. The psychic spends an amount of Essence up to their Might to conceal the Tell. Anyone who wishes to notice the Tell must then roll Mental + Awareness with a Difficulty equal to the Essence spent by the psychic.
Concentration
While the psychic is attempting to maintain a Gift with concentration or is in the process of activating a Gift and becomes distracted, they must make a concentration roll. The psychic makes a (Mental + Endurance) D (Trigger) roll (see chart). For every Gift the caster is maintaining, they lose one Success from the roll.
A character is capable of concentrating on more than one Gift at a time. For each Gift the character must maintain, they lose one Success on all rolls they must make, and lose one point from their Defence, Resistance, and Resolve, Initiative, and Speed. The maximum number of Gifts that can be maintained through Concentration is equal to half the character’s Might.
| Trigger | Difficulty |
| Attack (Any Type) | Successes of Attack |
| Jogging / Running | 2 / 4 |
| Skill Roll | Difficulty of Skill Roll |
Preparation
A character can augment their psychic powers by performing a Preparation. The psychic performs a Full Round Action in preparation. For each Action sacrificed in the Round, the character can reduce the Essence Cost or the Difficulty of the Gift or Discipline by two. This can not reduce the Essence Cost or Difficulty of the effect below one. The character may also use an Invocation to reduce cost of concealing the character’s Tell.
Essence Commitment
Any Essence spent on a Gift or Discipline remains committed until the effect has worn off. Once the Effect has passed, the character can recover the Essence spent. Until then, any method used to recover the Essence that is being used fails.