Psion Talents

  • January 28, 2006 at 2:06 am #1587
    VEST Paradox
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    Psion Talents

    Some Talents that a Psion learns are abilities that are innate and do not require any sort of focus, while others require the manipulation of the Psi Energy around them and must therefore be brought abut through Focus. Any of the Talents that are listed as Talents go off the Focus time, Extension, and Density of the skills that the Psion must possess in order to perform their Discipline. All of the abilities or talents use the Discipline+Focus skill in order to determine success (unless oterwise noted) and to determine the time for the effect to inact. The length of time the talent lasts is determined by the Density Skill, unless otherwise noted. Some of the Talents are only allowed to those belonging to a specific Discipline and those not of that Discipline must pay an additional 5 GP/25 XP to learn them. The Discipline specific spells are listed at the end of the list.

    Sample Talent Listing:

    Talent Name

    Room Command: Room command for activation

    Generation Cost: Talent cost with Generation Points

    Experience Cost: Talent cost with Experience Points

    Range: The range of the Talent (Usually determined by Extension Skill)

    Breed ID: Wether this Talent has the physical component needed to allow for Sight recognition rolls.

    Roll System: The roll required to activate the Talent and the target number needed for the character to succeed

    Duration/Activation: How long the effects of the Talent last; the number of rounds it takes to activate the Talent.

    Effect/Description: This is a description of the Talent and its effects.

    Most of the time your character tries to use a Talent, you will need to do three things. First, your character must harness the Psi Energy within or around them, or the Psi Energy contained within another. All Psion must use some form of crystal to focus through, this can be worn as a penadant, a ring, or held in their hand, but it must be clutched in the hand while the Talent is Focused upon. The Psion must then make a hand gesture held out with the other hand, this is the hand the Talent is sent through. Then you must enter the room command. This command is listed under the name of the Talent. They are used to alert the host and the other players that you are using a Talent. The other characters may not be aware of this, but their players should be. You must then roll to activate the Talent at which time you spend the cost of the Talent (usually Fatigue) You must decrease your character’s pool statistic by each point listed to the right of the Talents name [ cost ]. The final thing you have to do is follow the rest of the description. This is usually a dice roll and upon success, some sort of effect.

    General Talents

    Centering

    Room Command: ##Centering##

    Generation Cost: 3 GP’s

    Experience Cost: 15 XP’s

    Breed ID: NO

    Range: Self Only

    Roll System: 2d6+Discipline+Focus vs TN 22

    Duration/Activation: Instant / see Focus Skill

    Effect/Description: In order to center themselves and replenish their psi energies after using their talents, a Psion needs to shut themselves off from the world around them and meditate. To accomplish this, they must be sitting alone and relaxing, in the presence of at least four crystal no less than six inches in length or any combination of so long as 24 inches worth of crystals are present. The centering must be role-played for the full 15 minutes in the main room. If they are interrupted (legitimately) for even a moment, the centering must begin anew. 1 Fatigue Point may be regained for every four points above the TN achieved, this returns after the fifteen minute centering is Roleplayed. You cannot gain more Fatigue than your original level.

    Create Construct

    Room Command: ##Construct##

    Generation Cost: 3 GP’s

    Experience Cost: 15 XP’s

    Breed ID: NO

    Range: As per Range Skill

    Roll System: 2d6+Discipline+Focus vs TN 22

    Duration/Activation: see Density Skill / see Focus Skill

    Effect/Description: The Psion uses this to create a construct made out of Psi Energy. The construct will hold Psionic abilities placed into it for the duration of the ability in accordance to the Density Skill. Once the Construct is made you can place another Psionic Talent within it and until the Construct Dissolves, this Talent can be instantly recalled. For instance, if you placed a Psionic Blast within your construct and the construct lasted a scene, you could instantly recall that Psionic Blast and use against a target. Only one Talent can be placed inside a construct and you must pay the cost of that talent after it is created. Since the cost is already paid, there is no additional cost to recall it.

    Illuminate

    Room Command: ## Illuminate ##

    Generation Cost: 3 GP’s

    Experience Cost: 15 XP’s

    Breed ID: Yes

    Range: Self Only

    Roll System: 2d6+Discipline+Focus vs TN 22

    Duration/Activation: See Density Skill / see Focus Skill

    Effect/Description: The Psion can activate this Talent and cause a beam of bluish white light to issue forth from his palm. This works just like a flashlight and the beam can be widened or focused.

    Create Psi-Crystal

    Room Command: ## Psi-Crystal ##

    Generation Cost: 5 GP’s

    Experience Cost: 25 XP’s

    Breed ID: NO

    Range: Special

    Roll System: 2d6+Discipline+Focus vs TN 20

    Duration/Activation: Special / see Focus Skill

    Effect/Description: Psi-Crystals are special tools used by Psions, little devices that are generally used to replace their focus crystal. When a Psion creates their Psi-Crystal they empower it with some of their own intellect and personality. During the creation of the Psi-Crystal, the Psion can embed up to two skills that he knows ( Skills must be at least level 8 when the Psi-Crystal is created ) into the crystal. Anytime he wishes to call upon that knowledge he can spend a point of Fatigue and instantly get a +3 Bonus to that skill, though doing so drains the Psi-Crystal for four (4) rounds. If the Psion only has one skill at level 8 or higher, he can empower a new skill into it later on by reactivating this mastery upon it. This creation must be posted in the ST’s lair and then a link included on your CS. A Psi-Crystal can float no farther than 5 feet from the Psion and most generally orbit the Psion’s head unless ordered to do otherwise. Psi-Crystals are permanent creations.

    Mind over Body

    Room Command: ##Mind over Body##

    Generation Cost: 5 GP’s

    Experience Cost: 25 XP’s

    Breed ID: NO

    Range: Self

    Roll System: 2d6+Discipline+Focus vs TN 22

    Duration/Activation: see Density Skill / see Focus Skill

    Effect/Description: This is the most basic biokinetic talent, the fabled mind over matter. The Psion is able to deaden his nerves to block out a certain amount of pain. If this talent is activated successfully, he will ignore three (3) points of penalties due to body damage for the duration of the talent. This talent doesn’t have to be activated before the damage is taken, it can be done at any time. Should the Psion drop to zero body or as far as -2 Body the character will remain standing and functional until the talent ends.

    Empower Construct

    Room Command: ## Empower Construct ##

    Prerequisite: Create Psi-Crystal

    Generation Cost: 10 GP’s

    Experience Cost: 50 XP’s

    Breed ID: NO

    Range: Special

    Roll System: 2d6+Discipline+Focus vs TN 26

    Duration/Activation: Permanent / see Focus Skill

    Effect/Description: The Psion can use this Talent to further enhance his Construct making it a permanent creature. In order for this to be done the Psion must have an existing Psi-Crystal created and then create a construct. Then the Psion must activate a Talent to store in the Construct and then activate this Talent. This may not be possible unless your Density and Focus skills are high enough to accomplish this all before the Construct dissipates. When done the Crystal will merge with the Construct and be dissolved and the Psion no longer has access to knowledge stored within the Psi-Crystal (meaning he can no longer spend a Fatigue and gain the bonus for himself) instead the Construct now has those two skills at level 3 as well as a Body, Mind, and Soul of 3 (and all modifiers based upon them). The new Empowered Construct has it’s own intellect and is obedient to the creating Psion. The Construct will also have that Mastery stored within as it’s own, though it may not be able to activate it. The Construct is generally no larger than a persons hand and takes a humaoid shape, though devoid of any features or distinguishing characteristics.

    The Construct can accomplish most tasks the creator asks, and is limited only by the skills it posesses. The Psion can only have one Empowered Construct at any time.

    Fabricate

    Room Command: ## Fabricate (item) ##

    Generation Cost: 10 GP’s

    Experience Cost: 50 XP’s

    Breed ID: YES

    Range: See Extention Skill

    Roll System: 2d6+Discipline+Focus vs TN 20

    Duration/Activation: Permanent / see Focus Skill

    Effect/Description: The Psion can take raw materials and fabricate them into various useable items. The items depend on the raw materials at hand. For instance, if the Psion had a pile of wool, he could fabricate a sweater with it, but not a suit of leather armor. More complex items can be fabricated depending on the success scored on the focus roll. Should the Psion have Artistry ( Sculpture ), at level 8 or higher, they will gain a +5 to their roll. The Psion gains a number of fabrication points that they can spend on quality and quantity of the materials fabricated. One fabrication point is gained for every two points over the TN scored. For each fabricatin point spent, one cubic feet of material can be shaped. Below is how many points certain qualities of fabrication costs. Fabication is permanent unless the materials used are not (see Form Matter).

    1 FP : Can make thread into cloth, basically one step up on the material usage. Mud into bricks, purify water, raw ore into ingots.

    2 FP : Can create very simple items, cloth shirt, woolen sweater, sheets of metal, plain rings. No special details or qualities can be obtained.

    3 FP : Can create more ornate items, fancier cut of shirt, simple coats, simple tools (hammer, thongs, etc..), simple statues.

    4 FP : Can now create detailed items, shirts with color and patterns, lace, more complex tools (simple lock), good quality statues.

    5 FP : Can create complex cloth items, such as ball gowns, complex tools or weapons (Nice sword, pistol), and statues that duplicate the appearance of something or someone.

    ( For example, Silus is standing in a blank patch of raw dirt and decides to Fabricate a statue for his wife. He rolls 2d6+Discipline+Focus and gets a (22 Discipline + 10 Focus + 9 Roll, +5 Artistry Bonus = 46 for 13 Fabrication Points [46-20 = 26/2 = 13] ). He wants to make it an exact image of his wife so that will cost him 5 Fabrication Points for the Quality, and he now has 8 points remaining for the statue, which is 8 cubic feet. So he can create a life size statue of his wife out of the stone available in the dirt. )

    Form Matter

    Room Command: ## Form Matter (type) ##

    Generation Cost: 10 GP’s

    Experience Cost: 50 XP’s

    Breed ID: YES

    Range: See Extention Skill

    Roll System: 2d6+Discipline+Focus vs TN 20

    Duration/Activation: See Density Skill / see Focus Skill

    Effect/Description: Form Matter allows the Psion to create raw materials from Psi Energy. Most believe that it comes from somewhere, so maybe on the other side of the globe a little bit of mountain vanishes, or some sea water. Who knows, all the Psion knows is that he focuses his mind and raw materials appear. The quantity and quality of the materials depends on the success of the Focus roll. For every 2 points higher than the target number scored on the Focus Roll the character gains one Creation point. One cubic foot of materials can be created for every two creation points. The quality is as seen below:

    1 CP : Very raw materials. Loose dirt, hunks of raw meat, salt water, stale stinky air (breathable).

    2 CP : Slightly better materials. Fertile Soil or small stones, specific types of meat (lamb, chicken, beef, pork, etc), river water, stale air but not smelly.

    3 CP : Better materials. Types of rock (Marble, Granite), Types of Ore, Cuts of meat or vegetables, clean pure water, fresh air.

    4 CP : Best Materials. Gemstones, steal, fully cooked and seasoned meals, wine or beer, scented fresh air.

    (Note: The longest any of these materials will last is one day, as per the Density Skill. Food eaten may leave you hungry again as some may not digest, etc.)

    Pocket in Time

    Room Command: ## Pocket ##

    Generation Cost: 15 GP’s

    Experience Cost: 75 XP’s

    Breed ID: YES

    Range: Special

    Roll System: 2d6+Discipline+Focus vs TN 30

    Duration/Activation: See Density Skill / see Focus Skill

    Effect/Description: Some Psions have learned the ability to step outside of the time stream in times of great and dire need. Usually this is to save someone or to replenish themselves to face a daunting opponent. The Psion can create a pocket in time and enter it, and can pull a few others in with him should he activate it with a number of successes over the base. For every three points the psion scores over the activation, one additional person can be pulled into the bubble. Those being pulled in must be willing or else they will never cross the barrier. Once inside the Pocket will last as long as the Density Skill will permit, and once you have left the Pocket you cannot re-enter. Should the Psion leave, everyone else in the Pocket will be forced out with him. Those entering the Pocket will re-enter the time stream at the exact moment they left, regardless of how long they were inside it. The Talent costs 2 Fatigue per person pulled into the Pocket and all persons being pulled in must be touched by or touching the Psion using the talent.

    Greater Construct

    Room Command: ## Greater Construct ##

    Prerequisite: Create Psi-Crystal, Empower Construct

    Generation Cost: 20 GP’s

    Experience Cost: 100 XP’s

    Breed ID: NO

    Range: see Extension Skill

    Roll System: 2d6+Discipline+Focus vs TN 28

    Duration/Activation: Permanent / see Focus Skill

    Effect/Description: With Greater Construct, the Psion can further empower his Construct. First the Psion must have an existing Empowered Construct. Then he must activate this talent upon the Construct. If the Focus Roll is successful the construct is now empowered even further. The Psion can now spend his Own experience on the construct as he teaches it new abilities. The construct has a personality of it’s own but will follow the instruction and requests of the creating Psion and no other. The Psion spends his experience on the construct as if it were Generation Points. Statistics cost 6 points each and skills cost as per the Skill +1 (a skill listed at Generation cost of 3 per level would cost 4 per level). Psions cannot teach the Construct the following Talents: Construct or any of the General Talents. Innates Talents cost 5 XP per Talent. A Psion can also not teach the Construct any Talent that he does not personally know. Once the Construct has been taught 300 XP worth of Statistics, Skills, or Talents, it will be human sized, the exact height depends on the personality of the Construct, and still remain featureless, though it’s general shape will take on a gender (no genitalia, though featureless breasts will appear on females). At this stage the construct is still a bluish smokey crystal color. After another 200 XP is spent on the construct it will gain features and though it’s skin will be pale, it will grow hair, it’s skin will become pliable and feel like skin, it will have it’s own body heat, and can pass for human. All Constructs will have crystaline blue eyes, and pale blonde hair. Constructs are unique creatures and will require Lore to kill. They can be bound as any other Psion, and injured in the same way. They also heal like normal mortals.

    In order to kill a Construct, you must first posess Lore 14 and have a specialty in Psion. You must use an empowered lump of coal that is carved into a likeness of the Construct (doesn’t have to be exact). The rest of the killing roll functions as normal in the description of Lore.

    Costructs can become free of the Psion under two conditions. The first is if the Psion dies. The second is if the Psion spends 50 XP and sets it free. Should the Construct be freed, it will learn as per any mortal, and become an NPC (or could become a PC through an approved Storyline). Once a Construct is free it gains and spends it’s own XP (if it becomes a PC) and is in all ways a Psion, though it is banned from learning the General Talents or the Construct Innate Talent. Instead of the Construct Talent, it can cast a Talent on itself and it functions in the same manner, it simply does this without creating another Construct.

    Clairsentient Talents

    Aura Sight

    Room Command: ## Read Aura (Target) ##

    Generation Cost: 5 GP’s

    Experience Cost: 25 XP’s

    Breed ID: NO

    Range: LOS

    Roll System: 2d6+Discipline+Focus vs 2d6+Will

    Duration/Activation: Special / see Focus Skill

    Effect/Description: This spell enables the Psion to expand his sight into the realm of the spirits, but only enough to glimpse the aura of his target. With this talent the Psion can tell if the target is a normal mortal or something beyond that. Depending on how high the Psion scores over the targets defense determines how much information is gained. The Psion may be able to learn what breed the person is by using this. Several things can be learned by examining the targets aura. If someone has a mastery active that specifically hides their nature the Psion must make another 2d6+Discipline+Focus vs the targets 2d6+Will to break through this mastery.

    (Beat the target will by) Effect

    ( 0-2 ) The target is something other than human

    ( 3-5 ) As above + Emotional State

    ( 6-8 ) As above + How many Body, Mind, and Soul wounds the target has.

    ( 9+ ) As Above + The targets Breed.

    Detect Psi

    Room Command: ## Detect Psi ##

    Generation Cost: 5 GP’s

    Experience Cost: 25 XP’s

    Breed ID: NO

    Range: see Extension Skill

    Roll System: 2d6+Discipline+Focus vs. Special

    Duration/Activation: Special / see Focus Skill

    Effect/Description: Once the Psion learns this it is always active. Should another Psion manipulate the Psi around the Psion, they can feel it. Should the Psion using a talent be within range of this Talent (as per the Extension Skill) then the Psion with Detect Psi can roll 2d6+Discipline+Focus vs the roll the target Psion had to activate the talent used. So for instance if Nathanial used Telepathy and scored a 33, the Psion using this must roll a 33 or higher to detect the psi being used. They will know what was used, but may not know who used it (unless they are the only two people in the area, then it is reasonable to assume it was the other person).

    Know the History

    Room Command: ## Know History ##

    Generation Cost: 10 GP’s

    Experience Cost: 50 XP’s

    Breed ID: YES

    Range: see Extension Skill

    Roll System: 2d6+Discipline+Focus vs Special

    Duration/Activation: Instant / see Focus Skill

    Effect/Description: With this talent, the Psion has the ability to sense an object or place’s past. The Psion focuses on the object to be read and must concentrate for 5 minutes then activate this talent. If successful, the Psion will receive visions involving the target and the knowledge sought by the Psion. The higher the roll, the further back in an object or place’s history a Psion can see. While this talent is active the object will glow slightly and a bluish silver thread can be seen going from it to the psion.

    25: The Psion could see back 24 hours.

    30: They could see back one week.

    35: Would gain them knowledge of the past year

    40+: They can receive ALL details and history of the object/place.

    Slipstream

    Room Command: ## Slipstream ##

    Generation Cost: 10 GP’s

    Experience Cost: 50 XP’s

    Breed ID: NO

    Range: Self

    Roll System: 2d6+Discipline+Focus vs TN 28

    Duration/Activation: see Density Skill / see Focus Skill

    Effect/Description: The Psion can use their ability to see into the future to give them a significant edge in battle. By using this talent, the Psion can see in both the future and the present at once, knowing what his opponent is going to do moments before it’s done. While this Talent is active the Psion gains +4 to all rolls in combat due to this knowledge.

    Clairvoyance

    Room Command: ## Clairvoyance (target) ##

    Generation Cost: 15 GP’s

    Experience Cost: 75 XP’s

    Breed ID: NO

    Range: Special

    Roll System: 2d6+Discipline+Focus vs TN 28

    Duration/Activation: see Density Skill / see Focus Skill

    Effect/Description: The Psion can move their senses from their body and view other locations as if they were there. They can see, smell, and hear everything going on in that location as if they were standing right there. If this is a location known to the Psion, the TN to activate this talent is normal. If it is a strange location they have a +8 to the TN to activate this. For each familiar person at the location, the TN is lowered by 1, familiar people does not include those that you have met once or twice. While viewing this remote location the Psion is still aware of what is around them, though they will generally appear distracted due to the difficulty of dealing with two locations at once.

    True Sight

    Room Command: ## True Sight ##

    Generation Cost: 20 GP’s

    Experience Cost: 100 XP’s

    Breed ID: NO

    Range: see Extension Skill

    Roll System: 2d6+Discipline+Focus vs 2d6+Will

    Duration/Activation: see Density Skill / see Focus Skill

    Effect/Description: Should the Psion feel that something odd is about, he can enact this talent and see everything as it truly is. Invisible beings are visible to them, Illusions are shown for what they truly are, and even mundane disguises seem to melt before their eyes. Nothing can fool a Psion with True Sight. If the illusion or obfuscation is from a mastery, the Psion must win a 2d6+Discipline+Focus roll vs the targets 2d6+Will. If it is a mundane source like stealth or disguise, the Psion need only roll vs a TN 28.

    Biokinetic Talents

    Feedback ( 5/25 )

    Chameleon ( 5/25 )

    Rejuvenation ( 10/50 )

    Restructure Flesh ( 10/50 )

    Harden Flesh ( 10/75 )

    Steelhands ( 20/100 )

    PsychoKinetic

    Stomp ( 5/25 )

    Dual Presence ( 5/25 )

    Concussion ( 10/50 )

    Empowered Presence ( 10/50 )

    Telekineses ( 15/75 )

    Detonation ( 20/100 )

    Psychoportation

    Acceleration ( 5/25 )

    Gift of Arachne ( 5/25 )

    Glide ( 10/50 )

    Flight ( 10/50 )

    Planeshift ( 15/75 )

    Stasis ( 20/100 )

    Telepathic

    Read Surface Thoughts ( 5/25 )

    Shared Senses ( 5/25 )

    Psionic Blast ( 10/50 )

    Read Memories ( 10/50 )

    Steal Thoughts ( 15/75 )

    Restructure ( 20/100 )

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