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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

(1) 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.

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.

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.

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.

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.

Pain Shield

(6) Casts a sphere of Psi energy over a target. This field causes immence pain whenever a user attempts to cast a spell.

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.

Seeker

(3) Creates a shimmering green sphere of explosive energy that will follow its target at a fast pace.

Slow

(2) Using a more manipulative form of telekinisis, the air around the target thickens, making it harder to move.

Stun

(2) A short burst of mental energy causes the target's mind to lock up for two posts. Cannot be lengthened.

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.

Telekinesis, Improved

(3) Telekinesis can now have two different targets.

Telekinesis, Great

(4) Telekinisis can now have three different targets.

Telepathy

(1) The user can read a person's thoughts and communicate with them mentally.

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