Psionics

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zelbocnoc The term psychic is known to the people of Kith Kanaan, though it is still a rare term. The term psionic is much rarer, and most people who have psionic talents are simply called gifted. The ability to influence the world through the power of Will is something that has been handed down in secret over the ages, and only within the last fifty or more years has it become seriously studied. Psionics are not as common as magic yet, and those who practice it see Psionics as a science, something to be studied and measured and understood, and Sorcery as an art form, something which is instinctual and creative.

Siren's Cove holds the greatest number of the gifted, and has entire fields of academic studies on the phenomenon. To them, psionics is something to be studied and explored, to be expanded through trial and observation. As such, the gifted of Tarantis tend towards heightening the senses and the more elemental and physical forms.

In R'Tal, psionics was also explored, and they once shared much of their learning with Tarantis. In the recent past however, something terribly wrong has happened in R’Tal, and while psionics is studied as a science, there is much superstition tied to it as well, making their fields of exploration more intuitive, and with the threats found in R’Tal, survival is a must. As such, those in R’Tal are more likely to become clairvoyants, or to have unnatural physical capabilities.



A character who purchases Psionics may buy a Primary and Secondary Field. Each Field is connected to a single Attribute, which determines the maximum Growth that any Gift within that Field is allowed to be used at. If the character’s Attribute for that Field is less than the character’s Growth, the character uses their Attribute ranking rather than their Growth rank. Being from the proper Nation will reduce the cost of a Field by 20 DP (40 / 20 DP). Once a character has purchased Psionics, they have access to Psychic Talents.

Primary Field 60 DP
Secondary Field 40 DP

Gifts 5 DP

Step Eleven Sorcery

Contents

Requirement

To qualify for a Gift, the character must meet the Requirement for the Gift. The character must have the appropriate Attribute at the proper level, and have the Field’s Attribute at the same level, to qualify for the Gift.

Potency

All Gifts have a Potency equal to the character’s Successes, which determines the Difficulty of cancelling the Gift. Passive effects which do not require a roll have a Potency equal to the character’s Attribute associated with the Field used. In the case of touchbased attacks, the character rolls their normal unarmed attack against the target’s Defence. If successful, the Potency of the Gift is equal to the character’s Field Attribute + Successes on the touch attack. The maximum Potency that a character can have is equal to the character’s Growth + 3.

Field Attribute

Augmentative Physical
Clairsentient Spiritual
Empathic Social
Kinetic Mental

Range

Range is used to determine either area of effect, or how far the character can affect targets. The particulars will be mentioned in the description of the Gift.

• Aura: Might in Yards
• Limited: Might x 10 Yards
• Great: Might in Miles
• Full: Might x 10 Miles

Concentration

A character can keep a number of Gifts that require Concentration active at once equal to the character’s Growth (round up). Each Gift being held in this manner reduces the successes of any other rolls made by the character by one.

Augmentative

Adaptation
Adrenaline
Animal Affinity
Assimilation
Augment Claw
Balance
Burst of Speed
Cat Eyes
Chameleon
Doppelganger
Energy Resistance
Envenom
Fortitude
Great Leap
Great Metamorphosis
Heightened Senses
Hold Breath
Incarnation of Terror
Iron Grasp
Metamorphosis
Pain Strike
Predator’s Smell
Purification
Rage
Regrowth
Savage Bite
Savage Claw
Skin of Iron
Sustain
Thick Hide
True Regrowth
Vigorous
Vitriol

Clairsentient

Alter Aura
Anti-Scrye
Aura Sight
Bestow Essence
Clairvoyance
Cognisance
Compass
Concealing Aura
Contingency
Destroy Future
Direction Sense
Dream Travel
Ether Bolt
Ethereal Armour
Ether Tendrils
Exorcism
Foresight
Gateway
Genesis
Illumination
Incarnation
Interference
Leech
Link Fates
One Fate
Opportunity
Phantasmal Reality
Phoenix Rebirth
Precognition
Psychic Dispel
Psychic Revive
Psychometry
Remembered Agony
Remembered Death
Siphon
Universal Memory
Warp Reality

Empathic

Amnesia
Attraction
Aversion
Charm
Clouded Presence
Correspondence
Daze
Destroy Memory
Destroy Morale
Disorient
Distraction
Domination
Draw Breath
Empathic Affinity
Empathic Affliction
Empathic Barrier
Empathic Healing
Empathy
Empty Mind
False Sense
Feedback
Hunter’s Instinct
Grim Obsession
Insanity
Mass Message
Message
Mind Blank
Mind Link
Mind Lock
Mind Probe
Mind Seed
Mind Shield
Mind Snare
Mind Ward
Psychic Blast
Psychic Crush
Psychic Strike
Psychic Vampire
Psychic Weapon
Read Mind
Sensate
Share the Pain
Shroud
Soul Switch
Stop Heart
Suggest
Tongue of Multitudes
Transfer Concentration
True Soul Switch
Vampiric Aura

Kinetic

Alchemy
Augment Weaponry
Call Armour
Call Weapon
Cat Feet
Concussion
Control Sound
Crystal Swarm
Destroy Mind
Disruption
Distant Touch
Energy Barrier
Energy Blast
Energy Bolt
Ethereal Barrier
Extend Range
Float
Force Shield
Freedom
Generate Sound
Hammer Blow
Keen Edge
Levitation
Master Key
Mastery of Fire
Mastery of Wind
Phantasmal Burden
Psychic Flight
Psychic Repair
Puppeteer
Retrieve
Shocking Aura
Telekinetic Force
Telekinetic Technique
Telekinetic Throw
Turn to Crystal
Unmoving
Wall Climbing

Personal tools