Tuesday, December 28, 2010

Psionics

An alternate approach to psionics:

Psions are a group of magically endowed individuals who follow neither totem, nor hermetic circles. They are a mix of adepts and full mages. They are magically active, though their magic follows slightly different rules than most.

For starters, their magic is based on their power of mind, rather than the purity of their soul. As such, their magic is not restricted by essence lost, nor by bio index. This makes them much more likely to become "cybermages" than the standard mage.

Like adepts, psions gain "power points" (6 at character creation) to purchase abilities. Such abilities are described below. A psion gains a magic rating of 6 at character creation, like other mages, and has a cost of 25 points.

Magic and psionics are similar in all other ways and are transparent for spirit types, spell pools, etc. Psions can bond with any foci that contributes to powers that they can use.

Psionic Skills:

Psi-power (willpower): Active skill which takes the place of sorcery or conjuration dice for various psionic powers. The use of this skill is based on the powers chosen, a psion cannot automatically use psi-powers to banish spirits, for example. Psions do not gain spell pool dice without the power which specifically gives it to them (see below).

Initiating:
The psion can initiate in the same way with a mage, paying the "self with ordeal" cost to initiate, though he need never gain an ordeal. Each time he initiates he may choose to EITHER gain a metamagic technique, or increase his magic rating, which comes with a power point to spend on improving or gaining new abilities. His metamagic "grade" improves in either case. He must qualify for the metamagic feat he's gaining.

Psionic Powers:

Spell(1): A psion can take a spell. He may use the spell at any force up to his magic. This costs 1 power point per spell. The force he casts at affects drain the same as any mage, except he does not pay for the spells with karma. He is therefore much more limited in the spells chosen. He must use a special casting skill psi-powers (will based) to use the spell in place of sorcery.

Spirit:(1) The psion can summon one particular kind of spirit (hearth spirit, fire elemental, etc) using the same methods and restrictions as any mage, and using psi-powers instead of conjuration to summon the spirit. This only allows summoning, not controlling or banishing.

Controlling:(0.5) The psion can use psi-power to try to control spirits using the standard rules for doing so.

Banishing:(0.5) The psion can use psi-power to banish spirits using the standard rules for doing so.

Psi Pool: (0.25) The psion gains 1 psi-pool die (like spell pool for psions) for each level in this power, up to his magic rating. These pool can be used to aid psionic tests the same as spell pool can.

Spell Defense: (0.5): The psion can use psi-pool and psi-power dice for spell defence the same as a mage can with sorcery and spell pool.

Astral Perception: (2) The psion can use astral perception in the same way a mage can. This allows him to do assensing tests.

Astral Projection: (5) The psion can use astral projection in the same way that a mage can, includnig gaining astral combat pools and using weapon foci. (Requires astral projection).

Increased Perception 0.5: Each level in this power gives you +1 die to use in perception tests, up to your magic rating.

Enhanced Sense (0.5): You can gain a special sense, such as scent, thermographic vision, ultrasound vision, ultraviolet vision, etc.

Photographic Memory (1): You gain the photographic memory edge and can "photo read".

Hypercognition (3): Requires photographic memory- you learn things much more quickly and can remember everything. Gain the effects of a L3 mnemonic enhancer.

Psionic Focus (1): You gain the focused concentrator edge, allowing you to concentrated on a number of powers based on your magic rating and take only a +1 TN penalty for sustaining.

Split Mind (4): Requires Psionic focus. You may perform 2 focused activities at once, each requiring full conentration. You may listen to 2 simultaneous conversations, read a book while listening to the TV and get full comprehension on both, or perform an exclusive action while sustaining. (But not perform 2 exclusive actions at once). You also remove the TN modifiers for multicasting (but not for drain or multiple targets).

The GM may allow special adept powers as well at GM discression, but they should be based more on mental and sensory effects than physical ones.

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