January 31, 2006 at 11:46 am #1596VEST ParadoxParticipant
Whether through evolution, intense training or other means, some mortals have learned to reach deep within their own minds to bring about a change or observe glimpses of things yet to happen. Psions have learned to manipulate an energy that exists within and around all living beings called Psi. Through sheer force of will they can manipulate this energy to gain thoughts, see future events, read an objects past events, or manipulate kinetic energy, while some can go so far as to manipulate their very bodies.
The Initiation: In order to become a Psion, you must first be a Mortal. You must then find an instructor who is a Psion and willing to teach you to become one. Once these two conditions are met you must submit a storyline to cover your training and Breed Change, and once it is approved you must make a minimum of three posts detailing your training. Once this is done you can submit your Breed Change CS to VEMailroom@aim.com with the addition of your new Innate Ability, if you do not already possess any levels of Focus, Density, or Extension, you will gain level one in each for free at the time of your breed change. You must choose a Discipline at character creation, this doesn't have to be your mentor's Discipline, but once chosen it cannot be changed. You can choose from Claivoyant, Biokinetic, Psychokinetic, Psychoportation, or Telepathic. This will determine what Psionic Talents you can buy later on. Note: If your character has Innate Gift, Innate Magic, or Mad Science, you cannot become a Psion, however, if you have Innate Psi any Talents you purchased with it you will keep.
Means of Death: Characters being reduced to the negative equivalent of any of their statistics ( A Statistic of 5 must be brought to -5) will be permanently removed from play. They are considered dead for all intent and purpose. In the case of Body damage, the body is so badly hurt that it simply ceases to function. Soul damage on the other hand renders the person unplayably insane, their connection with reality is so far gone that they need constant care in order to simply survive.
There are some powers in the game that could return the person to play, but these are the only ways that a character may return. Regardless of the power or ability (barring use of Major Medical) acharacter may only be returned from death once. Any further deaths destroy the Soul of the person permanently.
Note: Due to their innate connection to Psi energy, their minds are protected from being permanently or seriously damaged, because of this Psions cannot be removed from play due to Mind damage. There is no limit on the amount of Mind damage a Psion can take, they simple go unconsious when they reach zero. Psion recover soul damage normally.
Means of Recovery:
Body A mortal will regain 1 point of body every three days. A Mortal receiving professional care (Major Medical) will recover at 2x the normal rate. So that's about 1 point every day and a half. Also, remember the healing process isn't necessarily complete at the point they recover. It simply means their bodies have returned to a normal using condition. They may still have scars, stiffness or short, sharp pains. How the injuries are role-played is up to the player.
Endurance: Endurance recovers after one night of rest. This occurs between when you stop playing your character and when you begin play again.
Mind A Mortal will reaing 1 point of Mind for every half hour of rest, this doesn't have to be bedrest, anything the character could find relaxing or soothing can be used (this is up to ST Discretion)
Fatigue: Fatigue recovers after one night of rest. This occurs between when you stop playing your character and when you begin play again.
Soul A Mortal will recover 1 point of Soul for every half hour of rest. As with fatigue, this doesn't have to be bedrest, but must be something that spiritually rejuvenates the character.
Spirit: Spirit recovers after one night of rest. This occurs between when you stop playing your character and when you begin play again.
Please note: If you have the following level of lore, this is what your character thinks they know about Psion. Some are fact and some are myth. If it is not listed in the information above or specifically stated below, it is myth. (Note: There are no warding or damage items for any of the Mortal Breeds.)
Lore Level 1: You have read many books and that is where you get most of your knowledge from. Of course, most of what you might believe is untrue. You believe Psions can read minds and alter the thoughts of others. They can move things and set fires with but a glance. Some may even be able to cause your head to explode by focusing their thoughts on yours. On the other hand, some Psions are able to read the future through a number of different mediums. Psions are all around you and most of them don't even know it yet.
Lore Level 4: Defense – Whenever a Psion uses a mental mastery with you as the target within line of sight from you, roll 2d6+Discipline+Lore vs. a TN: 30. It matters not if you know the characters breed – your mind will still attempt to defend itself from attack, even though your physical self had no realization of the process. If you succeed, you recognize the ability and its effect, giving you a one time +2 to the resistance roll (if any) for that mastery. Masteries that affect the Psion only and use a skill to affect you cannot be defended against. For instance, if a Psion used a mastery to change his fingers into blades to increase his hand damage, you cannot roll this defense against since it was not directed at you. Only Roll vs Roll masteries can be defended against with the assistance of this ability.
Sight Recognition – There is one method of identifying a Psion by sight. Not the identity of the person, but the identity of the breed. You must physically seeing the Psion use a talent in your presence. Unless an ability or mastery is being used to conceal the Psions talent, you will have the chance to know them for what they are. You must either witness a physical effect of the talent, or be the target of one. If these conditions are met, you can roll 2d6+Disciplin+Lore vs TN 32 to identify them as a Psion. There must be a ST, Room Host or GM available during this time in order for the ID to be official. Please copy the log of the sighting and email it to VEMailroom@aim.com so that a member of staff can post it in the appropriate folder and send you a link to it's location. You may not be able to utilize this link, but it must remain on your CS at all times so that staff may validate your claims of knowing that the person is a member of the breed.
Lore Level 6: You have done an incredible amount of reading on the subject of Psions. Having read everything from the local booksellers', to the more arcane legends, you believe to know the truth. Most of this information is, of course, false. You've learned that Psions can die just like anyone else. You've also learned that their abilities are subtler than you thought at first. Most of the time, their victims don't even know what they're up to.
Lore Level 10: You have learned all there is to the Psions, you know their secret Sects, their codes, and all the rituals that they involve themselves into. You know about which Sects feud with the others and how their hierarchy is set up. All the aeons mysteries involving those witht he powers of mind over matter are yours. As a result of this you know their tricks and have a basic idea of what their talentsl are.
Supreme Defense – Whenever a Psion uses a mental mastery with you as the target within line of sight from you, roll 2d6+Discipline+Lore vs. a TN: 30. It matters not if you know the characters breed – your mind will still attempt to defend itself from attack, even though your physical self had no realization of the process. If you succeed, you recognize the ability and its effect, giving you a one time +4 to the resistance roll (if any) for that mastery. Masteries that affect the Psion only and use a skill to affect you cannot be defended against. For instance, if a Psion used a mastery to change his fingers into blades to increase his hand damage, you cannot roll this defense against since it was not directed at you. Only Roll vs Roll masteries can be defended against with the assistance of this ability.
Level 12: Since this is a mortal breed, no killing item or roll is needed to bring final death to a Psion. They simply need to be reduced to the negative value of their Body stat and it is over.
Mandatory Role-play Requirements
1) Anytime a Psion activates a Talent, the player must role-play it in the room. All talents require the Psion focus through a crystal which must be held in one hand, while to other hand is directed towards the target of the Talent.
2) Once a character becomes a Psion, he may never become a Magi as these two philosophies contradict each other heavily
3) If the character ever becomes another type of breed, all Psion ability is permanently lost and they may never return to that breed.
[div align=”center”]Psion Innate Talent[/div]
Unless otherwise mentioned the time needed to enact a mastery and the duration is dependant on the Focus and Density skills. The Talents range is determined by the Extension skill.
Telepathy ( 1 Fatigue )
Room Command: ##Telepathy## / (Target) — Message —
Range: see Extension Skill
Roll System: See Below
Duration/Activation: See Density Skill; see Focus Skill
Effect/Description: This talent is the most basic of all telepathic talents and allows the Psion to create a telepathic link with another character. This allows only communcation, and willing communication at that. In order to create the connection the Psion must roll 2d6+Discipline+Focus vs 2d6+Will if unwillinging or 2d6+Discipline+Focus vs TN 22 if willing. Once the bond exists the Psion and the target can send telepathic messages to one another. If more than one person is linked with this ability, the Psion acts as a hub so that all others can communicate telepathically with one another. No images, emotions, sounds, smells, or feelings can be sent through this communication, only words. You will recognize the voice of the person/s speaking just as you would if they were speaking to you with their normal voices.
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