The Labs
Created | Updated Jun 29, 2006
Psi
Psionics is the subtle art of mastering the full potential of the human mind. The powers therein are often very powerful and widely varied. They can lift and push, they can conjure energy, they can even bend other minds.
Psi powers are much akin to magic in a few ways, and also to Chi. Psi powers are cast without any special words or movements, and do not use points of any sort. They can be used as long as the user wants. The only downsides are that only one power can be used at a time, and that if you are startled or distracted, your hold on the power may slip or fail. If you are dominating an NPC's mind, and wish to levitate over a wall, you will have to first release the NPC. If a firework goes off right next to you on your way up, expect a hard landing.
To determine which Psi powers you can use, take your mind score and subtract ten. The number remaining is your Psi Latency. If you have a mind score of 13, then your Psi Latency is three. This means that you can use any Psi ability level three or below.
Aerokenisis
(1) The user can manipulate wind and the air to create strong winds and gales.
Aerokenisis, Improved
(3) The user can manipulate wind and the air to create buffeing winds and gales.
Aerokenisis, Great
(5) The user can manipulate wind and the air to create tornados and winds of that nature.
Flash
(1) The user focuses their mental power into generating a brilliant flash of light. Blinding for two turns, against light-sensitive it is disorienting and causes nausea. When used in the dark, the affected react in the same way as if they were light sensitive and those who are light sensitive are blinded for three turns in addition to being disoriented an nauseated.
Force Forgetfulness
(3) The user can force a target to forget a small memory, such as being given general orders or whether he locked the door behind him or not.
Force Forgetfulness, Improved
(6) The user can force a target to forget a medium memory, such as being told to not let anyone in to this area or that that man didn't pay his tab.
Force Forgetfulness, Great
(9) The user can force a target to forget a major memory, such as seeing someone steal something or being interrogated.
Gravity Well
(2) Focuses gravity at a certain area, pulling in small items and making it harder to move away. It should be noted that gravity well is weaker than the gravity associated with earth. As such, only small objects such as dust, water vapor, and small stones will remain airborn due to a gravity well.
Implant Memory
(4) The user can plant a small false memory in the target's mind, such as forgetting to lock the door or that today is Tuesday when it's actually Monday.
Implant Memory, Improved
(8) The user can plant a medium false memory in the target's mind, such as being told this person is going to visit the facility today, or that the bridge was washed out in last night's storm.
Implant Memory, Great
(12) The user can plant a major false memory in the target's mind, such as being told the facility is being closed for maintenance all this week so don't come to work, or that there was a fierce storm last night which totaled his car.
Levitate
(3) Using a inwardly-focused form of telekenisis, the user can fly under his own power.
Mask
(2) Decieves the nature of the target to a small group of people (1-5). To them, the object looks and sounds identical to the object the user wishes it to. However, conflicting information like a wrongly shaped shadow or a lack of proper knowledge will alert them and the illusion will be dispelled. Note that the castor must know the location of the target as this spell affects the mind of the target.
Mask, Improved
(4) Decieves the nature of the target to a decent group of people (6-12). To them, the object looks and sounds identical to the object the user wishes it to. However, conflicting information like a wrongly shaped shadow or a lack of proper knowledge will alert them and the illusion will be dispelled. Note that the castor must know the location of the target as this spell affects the mind of the target.
Mask, Great
(8) Decieves the nature of the target to a decent group of people (13+). To them, the object looks and sounds identical to the object the user wishes it to. However, conflicting information like a wrongly shaped shadow or a lack of proper knowledge will alert them and the illusion will be dispelled. Note that the castor must know the location of the target as this spell affects the mind of the target.
Pain Shield
(6) Casts a sphere of Psi energy over a target. This field causes immence pain whenever a user attempts to cast a magic spell. This can be extended indefinately.1
Psionic Blade
(1) A blade of cutting Psi energy projects from above the wrist out over the hand. This blade is capable of cutting though many soft metals.
Pyrokenisis
(3) The user can create and project fire in numerous ways.
Redirect Energy
(3) The user absorbs energy from one source and can shunt it throughout his body and into something else without harm. Heat can be sent into the ground, electricity into metal, pure energy can be fired back. When applied to seekers, the seeker looses it's seeking ability when it is channeled.
Seeker
(3) Creates a shimmering green sphere of explosive energy that will follow its target at a fast pace. It is worth noting that when a castor is distracted the seeker goes of in a straight line. A castor can also choose to halt their concetration on a seeker, also resulting in the seeker going off in a striaght line. Also, the castor must be able to sense the location of the target.2
Slow
(2) Using a more manipulative form of telekinisis, the air around the target thickens, making it harder to move. It is worth noting that this move cannot be stacked using split concentration for a more effective power.
Stun
(2) A short burst of mental energy causes the target's mind to lock up for two posts. Cannot be lengthened and can be countered with a move such as center of being.
Subdue Interest
(5) Forces the target to lose interest in whatever he is currently doing.
Subvert
(8)Allows the user to place thoughts in the target's mind, which unless thought about will seem to be the target's own natural thoughts. However, if something seems suspicious, the target can be roused to attention.
Telekinesis
(1) The user can use his mental powers to lift an object without touching it, even great weights from great distances. It should be noted that due to the difficulty of transporting moving objects, telekinesis does not work on living beings who do not wish to be transported.3
Telekinesis, Improved
(3) Telekinesis can now have two different targets. The same rules regarding living beings apply here as do the standard telekinesis.
Telekinesis, Great
(4) Telekinisis can now have three different targets. The same rules regarding living beings apply here as do the standard telekinesis.
Telepathy
(1) The user can read a person's thoughts and communicate with them mentally.