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Psionics is the exercise of mental disciplines ruled by three factors. First is the POW of the possessor,and second is the possessor's CON. Psionics have in addition yet a third characteristic,called PSI.Psionic strength (PSP) is the sum of these three factors (PSP = POW + CON + PSI). In addition,PSI regulates the number and strength of the psionic abilities the possessor has.Each point of PSI is worth 4 PWP,and each psionic discipline costs 1 PWP per level possessed,sciences 2 PWP,and arts 3 PWP. A Psionic with a PSI score of 12 could have 4 disciplines at lvl 12, 4 sciences at lvl 6 each,or a single art at lvl 16.The above is to be used as an example ONLY,as a psionic must have twice as many disciplines as sciences,and three times as many sciences as arts.Unless otherwise stated, all psionics usage is equal to 1/PSP/r for disciplines,2/PSP/r for sciences,and 3/PSP/r for arts.The duration of a psionic ability is equal to its level on the duration table and its range is equal to its level on the range table. PSIONIC COMBAT:Psionics have five disciplines designed specifically for attack.Against an unprotected mind,the disciplines have precisely the noted effects when they are successful.However,psionic individuals also have five disciplines designed specifically for defense.When a psionic successfull uses a defense against an attacking psi,all it costs him is the PSP expended to erect the defense.If he fails,however,he loses a number of PSP's equal to the PSP's the attacker used to attack him with,plus the PSP needed to erect a defense.The attacker also gains what is known as a Tangent,which is a 1/3 contact with the victims mind.Three successful tangents and the attacker has free reign of his victims mind...the victim gets no saves against anything the attacker might choose to do for a full day.He may alternately choose to drain one point of PSI from his victims total,and add it to his own. DISCIPLINES ~~~~~~~~~~~ 01.ANIMAL TELEPATHY This discipline allows the possessor to communicate with various forms of life that are of fixed intelligence.The more unlike the mind being contacted is to the psionic,the more difficult it is to establish contact with it.Psionics can contact the following orders of things: Mammals -1 Marsupials -2 Birds -3 Reptile -4 Fish -5 Insect -6 Plant -7 Energy -8 Thus,a psionic with Animal Telepathy 6 could contact a fly,but could not contact a plant. 02.BODY EQUALIBRIUM This discipline allows the psionic to adjust the weight of his body to correspond to the surface upon which he is travelling.The psionic is thus empowered to walk upon water,quicksand,or even a spider's web.If used while falling,this cost of this discipline will be equal to the total damage. 03.BODY WEAPONRY This discipline allows the psionic to adjust the molecules of his body in such a way as to act as weapons and armor.Each level increases either the AP of the psionic,or the damage he does.Thus a psionic with Body Weaponry lvl 4 could add 2 to his AP and 2 to his damage. 04.CANABALIZE This discipline allows the psionic to use his CON directly to fuel his powers.The psi can cannabalize a number of CON points equal to his level in this discipline.Constitution points thus used are converted to PSP at a rate of 1:8 (1 CON = 8 PSP).This loss of CON is not permanent (CON is recovered at a rate of 1 per week of REST[!]) Any and all attributes,skill modifiers,HP,etc that would be affected by a loss of CON are affected by canabalization. 05.CELL ADJUSTMENT This discipline allows the psionic to attune his mind to the cells of an injured creature enabling him to heal wounds at a psp cost of 1/1 hp healed.The maximum healing a psionic can impart in any 24 hr period is equal to his level x5.Diseases of a non-magical nature can be cured at a cost of 5 PSP for the flu,or up to 20 for bubonic plague. 06.CLAIRAUDIENCE This discipline allows the psionic to concentrate upon a locale and hear what transpiring within a 20m radius.If the locale is one that the psionic is familiar with,distance is not a factor..under any other circumstance, range limits apply. 07.CLAIRVOYANCE This discipline allows the psionic to concentrate upon a locale and see what transpiring within a 20m radius.If the locale is one that the psionic is familiar with,distance is not a factor..under any other circumstance, range limits apply. 08.DETECT GOOD/EVIL This discipline allows the psionic to view the aura of creatures and objects.As the level increases the auras viewed become more distinct.The basic chance of detecting a creatures aura is 30%,with a 5% chance of determining the exact alignment.Each of these chances increase 5% with each additional level. 09.DETECT MAGIC This discipline allows the psionic to view the magical auras of objects and places.There is a 5% chance per level of determining the exact type of magic (conjuration,alteration,etc) involved. 10.DETECT PSIONICS This discipline allows the psionic to detect other psionics with a 5% chance per level.This assumes that there is no ongoing psionic activity at the time.If the target is actively using psionics,the chance to detect activity is 100%,with a 5% per level chance of discerning the exact psionic ability in use.The possessor of this discipline cannot detect by any means a psionic protected by severence,mind bar,or other mind clouding spells/abilities or devices. 11.DOMINATION By exercise of the power of domination, the psi forces the mind of another to obey signals from his brain, causing the victim to do his will. Contacting the mind to be controlled costs 5,at which time the victim is allowed a save (POW vs. PSI). If the save is failed, then the user must expend PS equal to one half the victim's POW (rounded up) each round in order to remain in control. Note that under no circumstances will the victim behave in an obviously self destructive manner. 12.DREAM This discipline allows a sleeping psionicist to do several things. First,he can enter a state of light sleep from which he can awaken at any time for any reason.A psionicist can in fact "sleep on the job" during guard duty,and come instantly awake should he desire to do so.A psionic may also use this ability to enter the dreamlands,where normal rules concerning dreamers apply.The psionic can also enter a "deep sleep" from which he cannot be awakened,but during which all healing,recovery of PSP, and other regenerative powers are quadrupled.At the fifth level of ability the psionic can choose ONE of the following special abilities to use in the dreamworlds: Dream Travel - allows the psi to dream his way to distant places.The terrain traversed might not conform to exact geography, but should be allegorically correct. Dream Importation - the psi has the ability to draw others into his dreams.Individuals get a save,and are subject to the rules of the dreamlands while in anothers dream. Combat and death are quite possible,but true death can only occur in the real world. Dream Exportation - the psi can enter into anothers dreams,where his superior knowlege of dreamlore gives him an advantage.Each night the dreamer enters into his victims dreams,he has a 2% cumulative chance of gaining a 'reality grip' on his victim,which he can use to terrorize or otherwise influence his victim as if both were in the real world. Use of these special powers costs the psi an additonal 20 PSP beyond the basic costs for maintainance,range,etc. 13.EGO WHIP This form of psionic attack requires 7 PSP to use.It takes the form of an assault on the victims ego,leaving him with feelings of inferiority and worthlessness.Its effects are similar to the spell demoralize in some ways.Additional levels of this power represent bonuses to the psionics PSI score,which is compared to the victims POW score when saving against this power.(A psionic with Ego Whip 4 and a PSI of 14 would attack as if he had a PSI of 18.) 14.ELASTICITY This discipline allows the psionic to stretch his body into new shapes.He does not become any stronger by using this discipline,but does not grow any weaker either.A psionicist using this discipline could stretch his arm across a room to snatch a jailkey from a desk,or to lift a dagger from a sleeping guards belt. 15.EMPATHY This discipline allows the basic needs, drives, and/or emotions generated by any unshielded sentient mind to be sensed by the user. 16.ESP This discipline allows the user to sense things not normally possible.The psi can thus "know" the contents of someone's pocket,or the face value of a hidden card.Unlike clairvoyance,which allows the user to view a hidden locale,ESP merely provides a psi with knowledge.It can also give the psi information about an individual that even the victim might be unaware of.Consider it the power to do cheap legerdemain and mentalist acts. 17.EXPANSION This discipline allows the psi to cause his body to become larger in size, with a proportional increase in mass and strength.This increase is limited to 1 STR and 1 SIZ per level. 18.HYPNOSIS This discipline affects only sentient beings. By employing this discipline the user can instruct a creature as to a course of action which seems reasonable - no orders to kill self, associates, etc.,and plant a post hypnotic suggestion as well, the latter of which has a 5% cumulative chance per day of wearing off. Hypnotism affects a number of beings equal to the psionic's level. 19.ID INSINUATION This form of psionic attack costs 10 points to use.It seeks to turn the victims id against his superego,basically driving him nuts.A victim who has failed his save must additionally make an immediate sanity check, failure costing him 1d10 SAN points.He is also driven berserk for a number of rounds equal to the PSI of the psionic.Additional levels of this power add to the psionics PSI score for purposes of determining if he saves.(See Ego Whip for details). 20.INTELLECT FORTRESS This psionic defense form has a 3-yrd. area of effect.It costs 8 PSP to activate, and to maintain.Additional levels of this power work as a bonus to the psionics POW score for purposes of saving against attacks.(See Ego Whip). 21.INVISIBILITY This discipline enables the user to become invisible to as many creatures as the sum of the psi's levels.Psionic invisibility cannot be detected by any form of magic except a mind bar. Detection of psionics will reveal only that someone is present and using this discipline, not his location. It is important to note that this power affects minds, not light waves or similar manifestations: people affected by this ability simply will not believe the user is present. 22.LEVITATION This discipline allows the user to lift himself and up to 3 ENC/level.The psionic can lift himself vertically at a rate of 2'/segment,for a maximum time equal to his level.The power can be used in short bursts,so long as the total duration for the day is not exceeded. 23.LIGHTS The use of this discipline allows the user to produce effects similar to the wizardy spells faerie fire, dancing lights.The lights produced are shimmery and varied in color, although the user can choose a particular color if he wishes. The variation known as handfire resembles a ball of fire which once conjured can be moved and controlled.Extinguishing another's handfire costs 5 points and control of the light in a competition goes to the individual who expends the most PSP to achieve control.Another function of this ability allows the user to light candles or other small flames at a cost of 1 point per every two such flames kindled. 24.MENTAL BARRIER This form of psionic defense costs 3 PSP to erect and maintain.It resembles a carefully built wall of thought repetition,which exposes only a small part of the mind at any one time.Additional levels of this power act as bonuses to the defenders POW for purposes of saving against attack.(See Ego Whip). 25.MIND BLANK This psionic defense costs 1 PSP to erect,but nothing to maintain.It attempts to hide the mind from attack,making parts of it unidentifiable. This ability is almost instinctual...if it is possessed,it will almost always be active.While it costs no PSP to maintain,having it active still constitutes psionic activity.It is also the only defense form that allows the psionic to use other abilities. 26.MIND OVER BODY This discipline allows the psionic to supress or mentally satisfy the need for food,water,rest,and/or sleep.For each level possessed,the psi can use this discipline for up to two consecutive days at a cost of 5 PSP/day. At some point,however,the psionic must spend an equal amount of time in complete rest to recharge this ability. 27.MIND THRUST This psionic attack form costs 4 PSP to use.It seeks to short the synapses of the victim by means of imposing the attacker's thought patterns by way of a short,stabbing thrust into his victims mind.A successful attack will cause the victim to become subject to a suggestion from the victor.Any reasonable suggestion will be carried out.Orders to kill self,associates, etc. will be ignored unless made to sound reaonable...(Look! The doppleganger has possessed Franz!).Additional levels of this power add to the psionics PSI for purposes of making saves.(See Ego Whip). 28.MOLECULAR AGITATION This psionic discipline allows the psi to cause the molecules of an item to move more rapidly than is normal.Only a small number of molecules can be so moved,but the time requirement shortens by 1 round per level from a standard of 10.(At the tenth level,it only takes 1 round for this ability to take effect.)This ability can be used to set paper ablaze,boil small amounts of water,blister flesh,or heat metal to the point of scorching.If used offensively,this ability will do cumulative damage in succeeding rounds.(1st round is 1 pt,2nd round is 2 points,3rd round is 3 points (doing a total of 9 points of damage by round 3)). 29.PHYSICAL BOOST This discipline allows the psionic to temporarily increase a physical characteristic by expending PSP to do so.Each point of STR,CON,or DEX so raised costs the psionic twice as many PSP.Adding to his CON will not increase the number of PSP available to the psionic,but it will effect anything else that is effected by a higher CON. 30.PRECOGNITION This discipline allows the psi to view a limited version of the future.Unlike the Science of Temporal Displacement,the psi cannot actually influence events,and can only view a POSSIBLE future,based and colored by the psionics knowledge.The distance forward that can be viewed is dependant on the psi's level. 31.PSIONIC BLAST This psionic attack costs 20 PSP to use.It reaches out to shock its victims mind like a piece of shocking news.When successful,it will paralyze its victim with fear and indecision for an amount of time equal to the level of psionic blast possessed.Additional levels of this ability enhance the psionics PSI with regards to attacks as well.(See Ego Whip). 32.PSYCHIC CRUSH This psionic attack form costs 14 PSP to use.It is a massive assault on all the neurons of the victims brain,attempting to destroy them with a massive overload of signals.If successful,it kills its victim.Additional levels of this discipline add to the psi's PSI for comparisons (See Ego Whip). 33.PSYCHOMETRY This discipline allows the user to detect psychic impressions left on an object or place by its previous owners or occupants.Thus,by handling an object,the psi could tell its previous owners race,alignment,and probable fate.It can also be used to receive visions of those who have suffered strong emotions or died in a particular place.Not all objects or places give off such impressions,however. 34.RECEIVE SENSE By using this power,a psionic can tie himself into the sensory organs of another creature.One sense per level can be tapped into,and anything detrimental that affects the victims senses also affect the psionic.The psionic must succeed in a PSI vs POW contest to tap into the sense of an unwilling or unknowing victim. 35.REDUCTION This discipline allows the psi to reduce his SIZ & STR by one for every level of mastery,but only in increments of 1/2 once a size of 1 is reached.Thus,a SIZ 10 individual with this power at lvl 14 could make himself 2 cm tall.(The first 10 lvls bringing him down to 30 cm,the next 4 bringing him to 15, 8, 4, and 2 cm respectively.) Note that SIZ and STR never actually drop below 1 no matter how small the user makes himself. 36.SUSPEND ANIMATION This discipline allows the psi to virtually cease all life functions (as far as any but the most detailed examination can tell,the psi is dead). The psi is able to set himself to awaken again after a period of time, resuming normal function for an amount of time not to exceed that limited by the psi's level. 37.TELEPATHY Telepathy is in its most basic form,the ability to receive the thoughts of others.However,at higher levels,the depth which a psi may probe increases as follows: First: The psi can receive the unshielded thoughts of those within range. Thoughts received in non-understood languages will be unintelligible. Second: The psi can view simple,short term memories of his subject. (up to 2 rangebands old). Third: The psi can now detect if a subject is lying,but cannot necessarily detect the truth. Fourth: The psi can now read long term memories,and can perceive the motives,intentions,etc. of his subject. (up to 4 rangebands old) Sixth: The psi can detect the truth behind a lie. Seventh: The psi can now do an extensive probe of the subjects mind,to a rangeband limited only by his own level. In all cases,the subject is allowed a save (POW vs PSI) to avoid having his mind probed.The costs of this science are standard except when reading memories,which costs an additional amount of PSP dependant on the age of the memories being read.This discipline does not grant the ability to alter memories,nor does it grant the psi the ability to send his thoughts. 38.THOUGHT SHIELD This psionic defense costs 2 PSP to erect and maintain.It clouds the mind from contact,hiding first one part,then another.It is possible to use other psionic disciplines while maintaining a Thought Shield.Additional levels of this power add to the psi's POW when defending against psionic attack (See Ego Whip). 39.TOWER OF IRON WILL This psionic defense costs 10 PSP to erect and maintain.It uses the superego to construct an unassailable haven for the brain.Like Intellect Fortress,it has an area of 1m.Additional levels of this power bulwark the users POW for purposes of defending against psionic attack (See Ego Whip). 40.TRANSFORM SENSE This discipline allows the possessor to use one sense to simulate another sense.A psi using this discipline could see with his hands,or hear with his eyes,if needed. 41.TRANSMIT SENSE This devotion allows the psi to falsify someone else's sensory input. making the victim think that he sees,hears,tastes, or smells something other than he really does.Nothing can be completely hidden or disguised, but some alterations can be made.For instance:A human could be made to appear as a dwarf,but not as a parrot.Oil could be made to taste like garlic,but not like water. SCIENCES ~~~~~~~~ 01.ANIMAL AFFINITY When a psionicist gains this science,he develops an affinity for a particular kind of animal.Once an animal has been chosen for the character,he can claim one of that animals attributes for his own temporarily.He can gain the animals natural armor,movement rate and mode,attacks and damage,hit points,or any other special ability.Only one attribute is gained at a time,and lasts as long as the psionic expends energy to maintain it.The psionic does undergo any physical changes required by assuming an attribute. 02.AURA ALTERATION This science can be used one of two ways.It can be used to change the personal aura of an individual (to disguise the true alignment and show one that is false) or it can be used to recognize and alter an unfavorable (cursed,geased,or possessed) aura in another.The cost in PSP for changing auras is 2 PSP per change (i.e. a Neutral wishing to appear as Neutral Evil would cost 2 PSP,but Chaotic Evil would cost 4 PSP.) Such alterations have a duration equal to the psi's level of aura alteration.The removal of curses and other unfavorable auras costs a number of PSP equal to the intensity of the original spell cast upon the creature.Using this science to expell a possessing spirit costs PSPs equal to five times the possessing spirits POW. 03.BODY CONTROL This science allows the psi to exist in hostile environments,elemental planes,or withstand substances,magical eminations,or radiations destructive to his body.For each level of this power,the psi can negate one die of damage to his body in a single exposure.The cost in PSP for activation this science is standard (2 PSP) and once activated it will last for a duration equal to the psi's level.Once the psi encounters a hostile environment,the PSP cost is equal to the total damage he would have taken.Note that this power allows breathing under water at basic costs at first level. 04.EJECTION This science is the final defense against unwanted telepathic contact.If one psi has forced contact with another (thru domination,psionic combat,or some other means),he can be ejected even after an unsuccessful save by this science.The cost in PSP is equal to the invaders PSI.It should be noted that ejection is risky for the user.If the victim fumbles,the following effects could occur. (Roll 1d6) 1. Lose access to all sciences for 1d10 hours. 2. Lose access to all disciplines for 1d10 hours. 3. Lose 1d10 + 10 PSP. 4. Lose 1d10 PSP. 5. Lose 1 CON permanently. 6. Lose 1d10 HP. On a critical success,the above table applies to the ejected psionic. 05.ENERGY CONTROL This science gives its possessor a fair amount of control over various energy forms,be they fire,electricity,manna,etc.Each level of power adds to the amount of energy he can control,and the range it can be controlled at.For each level,the psi can control an additional 1d6 worth of energy. The energy must already be present to be controlled..i.e. in order to create a 3d6 bolt of fire,there must be a fire of bonfire size or greater present for the psi to control.A psi can use this power to bind his own psionic energy into a prepared vessel (See the Art Power Transfer).When using this power to finely manipulate energy forms,the psis chances for success is equal to 30% plus the difficulty of the manipulation times the psis level (i.e. a psi with energy control 5 attempting a routine task (difficulty lvl 3) would have a 45% chance for success.The costs for this science are standard. 06.FORCED METAMORPHISIS This science allows the psi to alter the form and substance of another being into that of something else.The costs in PSP for this science are as follows: For each attribute point added or taken away: 2 Basic metabolic change (carnivore to herbivore): 20 Special Attack Form: varies (a 5d6 breath weapon would cost 30) Exact replica of another individual: 50 The victim of this science gets one save (POW vs PSI) to avoid any and all changes.The duration of this science is standard. 07.MASS DOMINATION By the exercise of this science,the psi forces the minds of several others to obey signals from his own mind.Contacting minds to be possessed costs 10 PSP,at which times the victim gets a standard save.If the victim fails his save,the psi then expends PSP equal to the victims INT in order to establish control,after which he need not expend another PSP to maintain control for the full duration.The range and duration for which a psi can control others is standard.Note that a controlled individual who somehow leaves the range of the psi and reenters his sphere of control falls once again under his dominance.Beings under a mass domination will never act in an obviously self destructive manner or against their basic nature. 08.MENTAL SURGERY This science allows a psi to reach into his own or another's mind and alter or cure it of an affliction.The abilities gained by this power are cumulative,and listed in order of occurrence. First:Dispel Exhaustion - the psi can replenish up to half the fatigue points lost to exertion,etc. at a cost of 10 PSP per individual. Second:Inhibition - the psi can plant a behavior pattern in an individual which that person must make a save (POW vs PSI) to overcome.PSP cost is equal to 20 per week. Third:Read Memories - the psi can do a more detailed type of telepathic probe of memories than normal telepathy.Any of the subjects general recollections are open to the reader,at a cost of 5 PSP per age of the particular memory.Detailed examination of a hidden or shielded memory costs 25 PSP above and beyond the scanning cost,and can only be done once per day. Fourth: Adjust Memories - the psi can now cause the subject to forget or recall some fact,or can create a fake memory at the same cost for reading memories. Fifth: Feeblemind - at a cost of 15 PSP,the psi can cause the mind of his victim to become that of a moronic child. Sixth: Cure Insanity or Feeblemind - at a cost of 20 PSP,the psi can reverse a feeblemind or restore a person to 1 point over their TIS score by use of this ability. Seventh: Cure Psychic Wound - This ability can raise a psi from a post combat trance enabling him to function normally (though non-psionically) until the subject sleeps,at a cost of 25 PSP.It can also restore powers lost at a cost of 10 PSP per discipline, 20 PSP for sciences,and 30 for arts.Powers lost due to PSI reductions cannot be regained,however. Eighth: Trigger - puts a 'trigger' in a subjects mind so that if tampered with in a certain way (like reading memories),feeblemind or death will occur at a cost of 35 PSP. In all cases,an unwilling subject gets a standard save.Range for placing or curing is always touch.(Inhibitions or triggers have an unlimited range,once in place). 09.MIND BAR The science of constructing a mind bar protects the psi from such magical or psionic attacks as confusion, charm, telepathy, fear, feeblemind, magic jar, sleep,or suggestion.It prevents the psi from suffering telepathic influence or possession by such creatures as demons or devils.Psionic or magical powers of domination, empathy, hypnosis, mental surgery, or telepathy do not work against a psi with a mind bar.An individual with a mind bar can also see an individual employing psionic invisibility.In addition,this science adds its level to any power trying to compete with Psi Static.The chance for successfully erecting a mind bar (instantly, under stress conditions) is 10% per level,with a 10% chance per level above 11th for being able to locate the source of any attack on the psis mind the instant it is made.The PSP cost for this power is standard. 10.MOLECULAR MANIPULATION This science allows its user to alter the basic structure of items so as to change them into something else.The amount of matter so affected is limited to 1 ENC per level possessed.The user is also limited by the relative softness of the materials involved and the psis level.The following materials can be translated freely between themselves,and is cumulative. (i.e. at 5th level,a psi could turn copper to paper,or wood to tin). 1-3. paper, wood, gold, lead, etc. 4-6. copper, silver, tin, zinc, etc. 7-9. platinum, nickel, iron, shale, etc. 10-12. steel, advanced ceramics, granite, etc. 13-15. mithril, steel alloys, etc. 16-19. adamantine, duraalloy, etc. 20+. orichalic, bonded superdense alloys, etc. The range for such transformations is always touch,at a PSP cost of 10 per ENC.The duration for changes is standard,and objects whose forms are altered while in a softer form,will retain their new form when they revert to their natural state. 11.PLANAR TRAVEL This science allows the user to to travel to the various other planes in physical form,at the following PSP costs: 5 PSPs: Border Ethereal or Deep Ethereal. 10 PSPs: Any Inner Plane (elemental or alternate prime). 15 PSPs: The Astral Plane. 20 PSPs: Any Outer Plane. Since the traveller makes his journey physically,if he dies on his journey,he is dead.There is also no duration limitations on how long he stays (assuming the climate is suitable - this power does not grant the ability to survive,merely to travel).The PSP cost to bring others along is 5 per person. 12.PSI STATIC Psis with this ability are often called "Screamers" by their fellows,as very few ever master this rare science.The science of psi static allows its user to interfere with any and all psionic activity within range, forcing every other psi in the area to match their abilities level with the screamers level on the resistance table.Thus,a psi with a power of 12 in telepathy trying to read minds while a screamer of equal power was operating would only have a 50% chance of succeeding.All psionics in range lose 1 fatigue point every round until the screamer shuts up,as it were. Psionic combat is virtually impossible while this power is in operation, and a screamer has only a 2% chance per level of being able to limit their power.In the above example,the telepath might only be 3 meters away,but the aforementioned screamer would be drowning out every psionic operation for 20 kilometers.Note that if a psi does make his save vs. this power,he loses an additional fatigue point for his trouble,and must continue to make a save every round that psi static is in use.Once they fail,however, they cannot attempt to activate any psionic abilities until the static is shut off. 13.SPLIT PERSONALITY This science allows a psi to divide his mind into two separate, autonomous parts.Both parts can communicate,and can use psionic powers.A split personality can choose to do anything it pleases,i.e. it can do simultaneous psionic operations,fight physically and psionically at once,whatever.Psionic attacks directed against a split personality affect both separately.One side might be dominated,while the other remains unfettered.The cost for this science is 30 PSP to make the split,and the standard maintenance costs. 14.TELEKENISIS This science allows the psi to move objects weighing up to 1 SIZ per the factorial sum of his levels.Objects being so moved must always be in view of the psi,although this may sometimes violate the actual range of the science.(Normally,the range is standard,but if the object to be moved is being scryed by one means or another,the range is based on the center of the scry's focus.) 15.TELEMPATHIC PROJECTION This science allows the sending and receiving of the basic needs,desires, and/or emotions generated by an unshielded sentient mind. Additionally,it permits the psi to influence the emotions of the victim, enabling him to produce effects similar to the following spells:Charm, Seduce, Berserk, Fanaticism, or any other emotion influencing spell.Range,duration and costs are all standard.Influencing a victim costs a 4x the victims POW. 16.TELEPATHIC PROJECTION This science allows for the communication of thoughts between sentient minds,without the need for a common language.Unlike basic telepathy,this science allows sending and recieveing thoughts,and a psi of sufficient power can use this science to possess another at a cost of 4x the victims POW.Such possession allows the victim a standard save. 17.TELEPORTATION This science allows its possessor to teleport anywhere within range in total safety.For each ENC brought along,there is a 1 PSP cost.The basic PSP cost for this science is 2 PSP per range band teleported. 18.TELURGY This is the science of energy to matter conversions.The amount of control a psi has over the various creations are a function of his level,as follows: 1-3. Soft Goods (10 PSP/ENC) rope,paper,clothing,etc. 4-7. Hard Goods (20 PSP/ENC) tools,simple weapons,furniture,etc. 8-12. Complex Hard Goods (20 PSP/ENC) radios,watches,batteries,etc. (Note that the psi must have some idea how/why these things work...) 13+ Lifeforms (5 PSP/CP) dogs,cats,horses,snakes,etc. (Detailed knowledge of biology/genetics is not required,but all such creations are of fixed INT and in no way subject to the domination of their creator by means of this science alone.) The duration of such creations is always the difference between the users level and the minimum level to form such a creation.Thus a 14th level telurgist could create a set of clothing that would last 8 weeks,a sword that would last 3 days,a radio that would last 2 hours,or a cat with a life expectancy of 20 minutes. 19.TEMPORAL DISPLACEMENT This science allows its user to either view or to travel physically to the past OR A FUTURE,to a total temporal distance not to exceed the psis level.This science dodges paradox theory by forcing its user to return to whatever parallel world is created by his interfering with the past. The psi who goes and kills his own grandfather usually falls head-over-heels for grandma,and wonders years later why his grandson-self hates him so much...Time has a nasty habit of playing tricks on those who try to change too much.Forward travel has fewer pitfalls,but always contains a 30% chance of depositing the psi in a slightly different alternate future,so playing the horses with this scince is by no means a sure thing.The PSP cost for this science is standard when simply viewing,but is doubled for actual travel. 20.SHAPE ALTERATION This science allows the psi to alter the form and substance of his own being into that of something else.The costs in PSP for this science are as follows: For each attribute point added or taken away: 2 Basic metabolic change (carnivore to herbivore): 20 Special Attack Form: varies (a 5d6 breath weapon would cost 30) Exact replica of another individual: 50 The duration of this science is standard. ARTS ~~~~ 1.AMPLIFICATION This is the ability to augment psi ability by tapping the resources of other non-psionic minds.The subjects,who get a save if unwilling,are placed in a deep trance which lasts for 1d6+3 hours.They cannot be awakened by any means until the trance has run its course.While under the trance,the mental energies of the subjects are available to be employed by the user of this art.Each point of INT and POW represents 1 PSP that can be used.The psi can draw this energy at any rate and for any purpose he desires,so long as he is in range. 2.ENDOWMENT This art allows the psi to endow eligible non-psionics with psionic power. An eligible non-psi must have a POW of at least 16,and must FAIL a save of POW x 5.Individuals who make the save have no usable talent and cannot EVER receive psionic powers.As part of the hour long ritual,the endowing psi must expend 50 PSP,and the non-psi must expend 1 POW,which will gain him a PSI of 3d6. 3.POWER TRANSFER This art is for creating both objects of power and psion familiars.Before attempting to send power into something,it must be primed by the expenditure of 50 PSP on the first day,and must be warmed up by the application of 10 PSP per each day thereafter.One point of the users PSI may be transfered into the object or being each day,and if the psionic misses a day for any reason,the object or creature is finished as is.Once the psi has placed all the PSI into an object he desires,he must concentrate over the object,expending power in whatever disciplines, sciences or arts he wishes for the object to have for a number of rounds equal to the level he wishes the object to have.Thus,if he wanted the object to have psionic blast 5,he would have to spend 5 rounds psionically blasting it to attune it to that power.Objects will have POW equal to its makers,and a CON equal to its AP.Familiars created with this art will have their own CON's and POW's.REMEMBER TO SUBTRACT THE TRANSFERED PSI FROM THE MAKER.When all abilities have been set,the object should be sealed by an application of permanency,(See Preservation,5th level).If this is not done,the object will lose 10% of its PSI at the end of each full month of its existence until it becomes unusable in 10 months.The maker of an object will be able to sense its presence if it is within 40m,and command it if it is within 10m.If the makers will is resisted by the current owner,the object will attempt to dominate him in a POW vs POW struggle.It will use double its own POW if the user is actively attacking its creator. 4.PRESERVATION The art of preservation is primarily directed at forestalling decay or preventing demise.It may be placed upon the self or others.Particular powers are available to the user as he gains levels in the art. First: Preserve Corpse - prevents decay for up to 1 full day. Second: Trap Soul - Holds spirit in an irrevocably dead body. Third: Release Soul - releases a soul trapped as in 2,above. Fourth: Siphon Memories - can only be done the first 1-10 minutes after death,and only with a 50% effectiveness at most.Also,for every minute that elapses after death,5% fewer memories can be siphoned.Siphoned memories become a part of the taker,and thereafter he can outwardly present that persons personality,memories,and aura.But he must assimilate those memories within a week,for every day beyond this that he delays,he must make an INT x5 and a SAN roll.Failing the INT roll means that the memories integrate themselves,driving the psi irrevocably insane (psychotic/schizopherenic).Failing the SAN roll costs a mere 10d10 SAN.Once the attempt is made it takes 10-40 turns to integrate the memories with his own,after which he can no longer represent the victims aura as his own. Fifth: Permanency - can be used to fix the psionic potential of an object of power or a psion familiar. Sixth: Dispel Permanency - Neutralizes the above power. Seventh: Dying Stasis - Stops the process of dying and links the spirit to the body.The spirit cannot move more than 10m from the body This must be applied to the body within one round of death, or the soul will have departed and be unretrievable.A spirit held by this power may not communicate with the living except thru spells like Speak w/Dead or similar means. Eighth: Remove Dying Stasis - Cancels the effect of the above power. The body must then be truly healed/cured or it will die. The range for all of these abilities are touch,and all cost 50 PSP to use. 5.RESTORATION This art can be used three ways.The first method will restore life levels lost to level draining,if applied within one day per level of this power. The psi can extend the deadline by expending 20 PSP per day beyond his limit.The second function is the first in reverse.(Energy Drain).The third function has to do with the dual-planar nature of the undead.The psi can use this art to force undead wholly into one plane or the other for up to 12 hours.(Wights and other level drainers forced wholly into the Prime Plane cannot drain levels,etc.) Alternately,the psi can enter the half-world of the undead to meet them on equal terms.The range for this ability is touch,and the PSP cost is always 30. 6.SEVERENCE This art grants its possessor with the ability to reach into the mind of another and block the exercise of certain powers.The powers that can be blocked and the PSP costs are detailed below: Divine Spell Use: 10x spell level. Wizardry Spell Use: 8x spell level. Innate Powers: 10 per ability blocked. Psionic Ability: 30 to block all psionic aptitude. Shamanistic Powers: 2x POW of the victim.