January 28, 2006 at 2:06 am #1588VEST ParadoxParticipantPsion
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.
Mortality: Mortal (see Mortal Information or Character Details for recovery times.)
Means of Death: The character will die if brought to the negative value of their Body Stat (ie a character with an 8 Body will die if brought to -8 body)
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.
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: Crystal Sphere- Through the ages the Psions have had one thing to set them back and hold them from maipulating the Psi. The Scrystal Sphere. In order protect yourself or to ensnare a Psion in the sphere you must first have a cirle created by means of powdering four types of Quartz Crystals. These cystals are Amethyst, Tigers Eye, Carnelian, and Onyx. Next you must pour salt water in a circle inside the powdered crystals and while doing so the character must allow their own belief empower the circle. To do this, the player must roll 2d6+Discipline+Faith vs TN 28. Once it is created, a smokey sphere will appear around the circle of crystal. if you should get a Psion to cross the barrier and forced inside, you can entrap them by rolling 2d6+Discipline+Faith vs their 2d6+Discipline+Faith.
If this is successful, no Psion will be able to cross the circle reguardless of form or talent. Talents cannot breech the barrier from the outside, and if a Psion is trapped within, he is completely cut off from the Psi rendering them powerless to use anything but skills, no talents may be used. The duration of the circle is 24 hours and no Psion may come within 10 feet of it.
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 26 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: 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: 26. 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.
Lore Level 8: 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.
Crystal Water – You have learned to create items that are infused with the Crystals. You can create an elixir of sorts that can either be hurled at a Psion causing them three Body damage, or you can use it to empower a weapon so that it does an additional wound to them that cannot be healed through any magical means (see healing below). Crystal Water is little more than water mixed with a finely crushed Tigers Eye, Onyx, Amethyst, and Carnelian. In order to create this Elixir, you must obtain four Powdered Onyx, four powdered Amethyst, four powdered Tigers Eye, and four powdered Carnelian, which usually requires a Income roll vs TN 10. Then you must mix these powdered Crystals with Pure Water, and then heated till boiling. The mixture must boil for ten minutes (which must be RP’d in the main room) and while it is boiling you must empower it with your own faith. To do this you must make a 2d6+Discipline+Faith roll vs TN 28. Once this is done and the liquid is cooled you may transfer the liquid into any other container. The elixir only lasts for 24 hours after it is made and must be enclosed until it is used, once applied to a weapon it will only last for a scene. Wounds from Crystal water, including the additional one if applied to a weapon, take twice as long to heal. So as a weapon itself, doing three damage, the victim would have to heal it over the course of twelve days, one wound from an empowered item will take six days per wound done.
Note: Only One use of an Elixir can be empowered per day.
Lore Level 10: Supreme Warding – You can now create a Crystal Sphere to bind members of your own breed, though should you step inside you will be powerless still.
Lore Level 12: 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: 26. 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 14: 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.
Psion Special Abilities
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.
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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