D6 Psionics Allies &
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IV.
PSIONICS
Psi represents the psionic potential of an individual. In general, every Protoss individual has at least 1D of Psi, only a very few Humans have any Psi, and no Zerg have yet added it to their genome. A character with 1D in Psi may choose one Psi skill. Additional skills may be added for each new pip in Psi the character achieves. Individual Psi powers may be improved as normal or Advanced skills (2x normal cost). Unlike other Attributes, Psi costs 3x the current Attribute Rating to improve. Below is a list of some of the more common Psi Power, sometimes referred to as Psionics. More ideas for psionic powers may be taken from WEG's Star Wars or Metabarons books. There are also other D6 resources on the web with lists of psionics and magical powers that might be useful. Design note: GM's and players may find it easier to simply import WEG's Star Wars rules for Force powers rather than use the Psionic system below. In that case, the Psionic would have three "psi-attributes": Control, Alter and Sense. See WEG's Star Wars books for more information. I believe Metabarons uses a very similar system, but I have not read it. Terms:
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Cloaking (A)
Time of Use: 1 round.
Difficulty: Depends on the "completeness" of the Cloak (see
below).
Duration: For every minute the character is cloaked, she
must make an Easy Endurance roll. If she fails the roll, she is exhausted
and loses the Cloak. She will be -1D to all actions until she rests
for 10 minutes. This power must be kept up to extend beyond one round.
A Psionic may attempt to hide herself from
detection in a variety of ways. Each comes with its own advantages
and disadvantages, as well as its own Difficulty Level. Humans and
Protoss have managed to design some devices that enhance an individual's
cloaking ability. Some of the most common ways are given below:
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Diffusion | Easy (10) | Creates a static field around the target about 5m in radius. This field disrupts any technological or psionic method used to track the target (they will point towards the diffused "sphere"). Furthermore, it adds 10 to any other Tracking attempts (such as by scent). It has no affect on visual observations however. |
Shadows | Difficult (20) | Covers the target in a psionic shroud of shadow, permitting the target to hide in available shadows--even in daylight. This adds +3D to Stealth attempts during the day and +5D at night. Note, this spell does not affect sounds or scents from the target. |
Invisibility | Extremely Difficult (30) | Renders the target completely invisible to visual detection by normal humans (or those with equivalent eyesight). The target and his personal belongings will be invisible, but will still be detectable by touch, scent and sound. |
Concentration
Time of Use: 1 action. Concentration may only be used
once per minute (1 per 10 rounds).
Difficulty: Easy (10). May be increased if the Psionic
is agitated.
Duration: 1 action.
The Psionic can focus his mental energies
and release them into one single action in the same round as the Concentration
attempt. If successful, the Psionic may add 4D to that action.
Control Pains
Time of Use: 1 action.
Difficulty: Very Easy (5) to reduce Pain Effects by 1D.
For every Effect Value, the Psionic may reduce Pain Effects by an additional
1D.
Duration: 1 minute. This power may be kept up.
The Psionic may control pains suffered from
injuries (including drugs and stun effects), reducing their penalties by
1D according the Difficulty achieved (see above).
Emotion Control
Time of Use: 1 round.
Duration: 5 minutes +1 minute for every 5 over the Difficulty;
may be negated by a successful Willpower check or certain negating psionics.
Description: Grants the ability to manipulate the emotional
state of a target or targets. The Difficulty increases with the intensity
of the emotions and the Willpower checks of any unwilling targets.
Difficulty:
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Easy (10) | Induces a moderate mood shift in any direction desired by the Psionic. |
Moderate (15) | Forces the target into the mood of the Psionic's desire. The target will attempt to act on the impulses of her mood unless she makes an Easy Willpower check (may make one each minute). |
Difficult (20) | Completely possesses the target's emotional control. During the duration, the caster may change the target's emotions at will, making them as mild or fierce as desired. The Target may attempt to resist with a Willpower check of Moderate once per minute. |
Each additional 5 | Spreads the effect of the Difficulty out an additional 10 meters from the point of casting, expanding the Psionic's sphere of influence. |
Enhance Physical Attribute
Time to Use: 1 action.
Difficulty: Very Easy (5) to raise an Attribute 1D.
For each Effect Value (10 over Base Difficulty), increase the Attribute
by another 1D.
With this power, the Psionic can use his mental
energies to augment his physical body. Strength, Dexterity or Constitution
may be temporarily increased by a value determined by the quality of the
Psionic's attempt (see Difficulty above). The effect will last for
2D6 rounds, not long, but long enough to perform superhuman feats in times
of need. Each Attribute may be Enhanced at the same time, but the
affects to a single Attribute cannot be cumulative (thus if the Psionic
attempts to Enhance his Strength when it is already Enhanced, the new result
will replace the first).
Enhance Mental Attribute
Time to Use: 1 action.
Difficulty: Very Easy (5) to raise an Attribute by 2D.
For each Effect Value (10 over Base Difficulty) increase the Attribute
another 1D.
Using this ability, the Psionic focuses
his psi-energy to charge his other mental faculties to above-normal performance.
Knowledge, Instincts or Presence may be augmented for up to 1D6 minutes.
Each Attribute may be Enhanced at the same time, but the affects to a single
Attribute cannot be cumulative (thus if the Psionic attempts to Enhance
his Knowledge when it is already Enhanced, the new result will replace
the first).
Foresight
Time of Use: 2D6 minutes.
Duration: Can foresee one "event" or get a general impression
of a furture occurrence.
Description: This represents a somewhat limited ability
to see the future ("Always in motion is the future"). The Difficulty
Number selected will depend on the specificity sought and the distance
over time before the event will occur.
Difficulty:
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Moderate (15) | The character may foresee vague impressions from the future, with a few tantalizing details ("A horder of Zerg...a horizon with a lone tree atop a hill...blood...blood!") |
Difficult (20) | The character might predict specific events of general concern (it will rain next week) or vague notions regarding a particular person ("Kerrigan...has a future full of darkness and violence...but greatness and redemption may be hers"). |
Very Difficult (25) | Here, the character may learn some very specific information about a particular person ("Tassadar will die a heroic death to save his people from the Zerg"). However, remember that the future is always fluid, and images taken from it should never be considered certain. |
Healing
Time to Use: 1D6 rounds. May only be attempted once per
day on a given patient.
Difficulty: As for Medicine Attempts, depending on the
condition of the patient. May also be increased for alien species.
With Healing, the Psionic seeks to enhance
the natural healing powers of an organism. Bones may be set, wounds
closed, diseases cured, all with nothing more than a thought. Psionics
require no additional equipment or preparation, other than concentrating
while standing over the patient being treated.
When a Psionic heals another, he must endure
searing pain and risk injuring to himself. He will take 1D +1D per
Wound Level healed. He may make a Resistance Roll to reduce the damage.
Any excess wounding damage is subtracted from the Psionic's Hit Points
until he heals. Psionics may attempt to heal themselves, but do so
at -1D (but they do not suffer the wound feedback).
Hindsight
Time of Use: 2D6 minutes.
Duration: Will see one "event" or "scene" attached to
a given place, object or person.
Description: With this spell, the Psionic may seek to
read the past of a person, object or place by touching it and concentrating.
The character will "experience" images in her mind. The clarity of
the experience increases with great success of the attempt. A minimal success
may leave the Psionic with a vague impression of what occurred, while a
fine success will be like she was actually there in the room when the event
occurred.
Difficulty: Easy (10) for events within 24 hours.
Moderate (15) for events within 1 week. Difficult (20) for events
within 1 year. Very Difficult (25) for events within 10 years.
Heroic (50) for events within the past few thousand years.
Linguistics
Time of Use: 1D6 minutes of listening to the new language.
Difficulty: Very Easy (5) for relatively simple or familiar
languages. Difficulty increases with the complexity of the language
and the degree of communication desired.
Duration: 10 minutes + 10 minutes per Effect Value. This
skill may be kept up.
Some Psi-talents can activate the portions of their
brains that handle language skills and enhance them to quickly process
new languages. This acts as a translator talent, permiting the Psionic
to understand and speak foreign or alien languages as if they were his
native tongue. The character can also understand the written form
of the language if a Moderate check is made. When the skill's duration
runs out the Psionic forgets anything he knew of the language.
Lockdown
Time of Use: 1 round.
Difficulty: Easy (10). Difficulty may be increased if
target electronics are specially protected somehow.
Duration: 1 round +1 round per Effect Value. This
power may be kept up, but the Psionic must make a Moderate power check
each round.
Range: All electronics within a 2 meters sphere, as long as the
focal point is within 10 meters of the Psionic. Increase the Difficulty
by 5 for each additional 5 meters affected by the power and/or increased
distance from the Psionic. Note that Lockdown rounds have a much
more focused effect, on a single target but at a much greater distance.
Terran psi-researchers have discovered that some
psionics can focus on electronic devices and cause them to freeze up for
short periods of time. Most psionics have only enough power to affect
simple, unshield electronics such as calculators or light bulbs.
But the Terrans have developed a special form of ammunition, referred to
as "Lockdown rounds," that absorb and focus a Psionic's Lockdown energies.
When fired at an enemy target, the Lockdown rounds will immobilize the
target's electronics for a short period of time.
Some Terran Psionics may be able to develop
Lockdown sufficiently to use it without Lockdown rounds, but their Neural
Inhibitors prevent them from getting more than 3D in the skill.
Magnify Senses
Time of Use: 1D6 rounds to activate.
Difficulty: Very Easy (5).
Duration: 5 minutes + 5 minutes per Effect Value.
This power may be kept up.
The Psionic can increase his physical senses beyond
their normal range. She can see small things or objects far in the
distance, hear outside the normal spectrum, feel even the slightest bumps
or changes in temperature. Add the Magnify Senses Skills to the character's
Instincts Attribute +1D per Effect Value.
Mind Control (A)
Time of Use: 3 rounds to activate.
Difficulty: Moderate or Targets Opposing Willpower attempt (whichever
is higher). If the target is forced to do something contrary to his
nature or personal objectives, he may make another Willpower roll to break
free of the Control.
Duration: 5 minutes + 5 minutes per Effect Value.
Target must remain in the line of sight of the Psionic. Targets may
make a Difficult Willpower check once per minute in an attempt to break
free. This power is considered to be kept up while the target is
being controlled.
This powerful discipline grants the user the ability
to invade and possess the mind of another sentient being. The target
will obey the telepathic commands of the controller, resisting only the
most contrary or dangerous orders (see Difficulty) above.
Mind Control is an exhausting endeavor.
The Controller must make an Easy Endurance Check each minute in order to
avoid becoming too taxed to maintain the control.
Psi-Blades
Time to Use: 1 action.
Difficulty: Very Easy (5) to activate a blade.
Psi-Blade technology has been developed by
the Protoss and remains unknown to other species. With it, the Protoss
can channel psionic energy through Khaydarin crystals into focused beams
of power. The Protoss may do damage equal to their Psi-Blade Skill
Rating. Combat attempts are controlled by the user's Melee Weapon:
Psi-Blade Skill (under Dexterity).
Psi-Bolts
Time to Use: 1 action.
Difficulty: Very Easy (5) to charge a bolt.
Protoss technology has developed a variety
of ways to focus psionic energy into missile weapons. Psi-Bolts represents
a character ability to focus on a psionic firearm or bow and charge its
missiles with sufficient psi-energy to do damage. The weapon will
concentrate the energy somewhat, but does damage largely dependent on the
user's Psi-Bolt Skill Rating.
Psionic Piloting
Time to Use: 1 action.
Difficulty: Moderate (15). May be increased for
particular actions.
Many Protoss vehicles and ships may only be
piloted by those trained in using their minds alone to control the craft.
These elite pilots often have faster reaction times than those that must
depend upon physical controls to conduct their machines. Some pilots
wear amplifier helmets and suits to better interface with their machines.
Sense Lifeform
Time to Use: 1 round.
Difficulty: Easy (10). May be increased if the user
is looking for a particular kind of lifeform, or the lifeform is so alien
it is difficult to recognize as such.
Duration: 1 round. May be kept up to "scan" an area
for lifeforms.
The Psionic can reach out with her mind and
skim over the living organisms within range of her power. When a
living being is found, the Psionic focuses on it momentarily, only long
enough to establish that it is in fact living and whether it is sentient
or not. The Psionic will know the speed and direction in which the
lifeform moves and perhaps its species (if it has encountered them before).
Rarely will she be able to tell individuals or other details.
Most modern cloaking technology will disrupt
the Psionic's ability to detect the approachign lifeform. The Difficulty
increases to Very Difficult in such cases.
Shield (A)
Time to Use: 1 action to raise the shield.
Difficulty: Easy (10). Increases by 5 for each additional
5 meters the Shield is expanded.
Duration: 1 round. This power may be kept up.
A few Psionics have learned how to generate
powerful shields for themselves without the use of artificial shield generators.
With this ability, the user can erect a protective bubble around themselves
that will absorb damage up to a value equal to the Psionic's Shield roll
x 5 (for example, the Psionic has 4D in Shield and rolls a 12. The
Shield will take 70 points of damage before the user will be injured).
Telekinesis (A)
Time to Use: 1 action to activate and perform a simple action.
Difficulty: Very Easy (5) to Activate. Final Difficulty
depends on the weight of the object lifted and the complexity of the attempted
manuever. Objects may be moved by 10 meters per round. Add
5 to the Difficulty for each additional 10 meters per round attempted.
Duration: 1 round. This power may be kept up.
Difficulty | Weight | Complexity | Range |
+0 | Less than 1 kg | Simple up-down or side-to-side movement | 1-3 meters |
+5 | 1-10 kg | Gentle movements | 4-10 meters |
+10 | 11-100 kg | Easy manuevers | 11-30 meters |
+15 | 101-1000 kg | Complex manuevers | 31-100 meters |
+20 | 1000-5000 kg | Very Complex manuevers | 101-200 meters |
+25 | 5000-20,000 kg | Intricate manuevers with multiple objects | 201-500 meters |
+30 | 20,000 kg - 50,000 kg | 501-2000 meters | |
+40 | 50,000 - 100,000 kg | 2.1-5 km |
Telekinsis permits the Psionic to lift and move objects
with only a thought. Once the object has been lifted, the character
may hold it in place without additional rolls (the power is considered
"up" as an action and the character suffers -1D to all other actions that
round). If the character attempts to do something new with the object,
he must make an additional roll. If the Psionic fails any controlling
roll or the object is removed from his line of sight, the Psionic will
drop it.
Telekinesis may be used as an attack, either
directly or to throw objects at a target. When used directly, it
acts as a crushing blow, doing damage equal to the Telekinesis Skill rating.
Objects dropped or thrown do damage depending on their weight: 1D for objects
1-5 kg; 2D for 5-15 kg; 3D for 15-50 kg; 4D for 50-100 kg; 5D for 100-500
kg; 6D for 500-1500 kg; 7D for 1500-10,000 kg; 8D for 10,000-20,000 kg.
Note, the target may get buried under a heavy object and be unable to move
it!
Telepathy
Time to Use: 1 action to activate and give a simple communication.
Difficulty: Very Easy (5) to activate and communicate
with familiar people. Difficulty increases for new people (+5), those
who resist communication (+10), and alien species (+15). The power
also attenuates with range. Add +5 for 100-1000 meters; +10 for 1
km-10 km; +15 for 10km-50 km; +20 for 50-100km.
Duration: 3 rounds of conversation with additional rolls.
After that, this power may be kept up.
With Telepathy, a Psionic may project his
thoughts into the mind of another and "hear" the other's thoughts as if
there were holding a conversation. The two beings must be able to
understand the language being "thought." Each participant will also
receive a basic understanding of the other's emotional state (Moderate
Willpower attempt required to hide it).
Targets may resist receiving or transmitting
thoughts by making a Willpower attempt in opposition to the Psionic's Telepathy
roll.