Elric! Psionics
***************
This is a Psionic system for the Elric! RPG but could be used with any BRP with some minor
adjustments.
Psionics could be treated as Law's counterpart to Eastern Magic. It should be a hidden
knowledge and few humans should know of it. Or it could be treated as "magic" in
a lawful plane.
An INT of 16 is required to be able to use Psionic Powers.
Psionic Powers are composed of 5 skills with some powers related to each one. To use a
power, a Psi must roll under the corresponding skill and spend a number of Psionic Points
which are the equivalent of MP.
A Psi's Psionic Points (PP) are equal to his INT.
Whenever a Psi learns a new Psionic skill, it starts at INT%.
Every power has a number starting from 1, which rates what maximum potency it can have. A
Psi can choose to use any level of potency up to the maximum. The Potency of a power is
also the number of rounds it will work (with some exceptions in some spells).
Each power has also a cost of Psionic Points (PP).
A fumble skill roll costs PP and no Psionic is made.
A failed skill roll costs no PP and no Psionic is made.
A successful skill roll costs PP and works normally.
A critical skill roll costs no PP, or costs PP but Psi gets
a +5 to Potency or resistance rolls.
Experience: The skills rise normally. But in order to rise a power, a Psi must sacrifice
the skill check to rise 1d3 points to a single power.
TELEPATHY SKILL
---------------
Telepathy governs mental communication and control.
Sense Psi
---------
This power allows the Psi to sense the use of a Psionic Power within an area determined by
the Potency.
The area is equal to Potency x10 yards in radius.
The total PP spent work as the active value if resisted by Psi Mask.
The more PP spent the more the chance to sense someone using Psionics.
Psi Mask
--------
This power lets you "mask" your psionic waves against Sense Psi. The Psi knows
when he's being traced so he also knows what potency the "sensor" has.
The PP spent work as the passive value in the resistance table.
Sense Emotion
-------------
Sense Emotion lets you know exactly what are the target's emotions when used.
The power's range is its Potency x10 in yards.
Every PP spent grants 3 points as the active value against target's INT in the resistance
table.
Send Thoughts
-------------
This power lets you send thoughts to a selected target. The target "hears" a
voice telling him things. He may or may not obey it, but he will listen to it for sure.
Power's range is Potency x10 in yards.
Every PP spent grants 3 points as the active value against target's INT in the resistance
table.
Mind Reading
------------
This power lets you read target's thoughts for as long as the power continues to work. The
victim will feel nothing except if the Psi fails .
Power's range is Potency x10 yards.
Every PP spent grants 2 points as the active value against target's INT in the resistance
table.
Psi Attack
----------
This is a mental attack that hurts the victim's mind. The attack feels like a painful
headache. A Psi knows if it's a normal headache or a Psi intrusion.
New expenditure of points is needed each round, but no skill roll.
Power's range is Potency x10 yards.
Every PP spent grants 3 points as the active value against target's INT in the resistance
table. If successful, the attack reduces 1d6 points of INT temporarily and 1 HP. When
target's INT reaches 0 he falls unconscious. The INT lost is regained by 1 point per hour.
Hit Points are regained
normally. If the attack fails, the PP are lost but the Psi may try again next round.
Psi Shield
----------
This power grants protection from a Psi attack or other Psi intrusion.
Each PP spent adds 1 to the user's INT for the resistance roll. Each use lasts for one
attack, so new PP must be expended for each new attack.
Sleep
-----
This power makes the target feel tired... and sleepy.
Power's range is Potency x10 yards.
Every PP spent grants 3 points as the active value against target's CON in the resistance
table. If successful, the victim falls asleep for 60-CON minutes.
Wipe Memory
-----------
This is a terrible power. It erases part of the memory of a victim. Before a Psi uses this
power, he must Mind Read the victim in order to locate a part of his memory or thoughts.
Power's range is Potency x10 yards.
Every PP spent grants 2 points as the active value against target's INT in the resistance
table. If successful, the selected victim's memory is wiped for Potency days. This power
can be made permanent by the expenditure of 1 point of INT permanently. If the Psi fails
he may not try again for 1
week.
Lets remark that the Psi retains the erased memory so he can restore it to the victim
using Send Thoughts.
Mind Control
------------
Another dangerous power that lets the Psi control a subject's mind.
Power's range is Potency x10 yards.
Every PP spent grants 2 points as the active value against target's INT in the resistance
table. If successful the victim falls under control for Potency hours. This power cannot
be recast until one week after targetīs "awakening". If the Psi fails he may
not try until 1 week later.
PSYCHOKINESIS
-------------
This skill grants the ability to move things at distance, wether they are objects or
atoms...
Telekinesis
-----------
This power allows the Psi to move objects and beings with its mind.
Power's range is Potency x10 in yards.
Every PP spent grants 3 points as the active value against the object's SIZ or the
target's STR or SIZ (whichever is higher) in the resistance table.
The speed of the target is equal in MOVs to the Potency minus the PP spent.
To hit some one with an object a Psi must roll again under Telekinesis. If the object
thrown has only a part which makes damage (i.e. a dagger), the Psi must roll also under
the appropriate skill.
To calculate damage from a thrown object, first judge it's size and give the object a
basic damage (a rock 1d3, a chair 1d6, big chest 1d8, etc.). Second, add the object's SIZ
and the Telekinesis' MOV and compare the result with de Damage Bonus Table. That gives the
additional damage from speed.
Example: A Psi with a Potency of 14 in Telekinesis tries to move a chest of SIZ 5. He
spends 3 PP to ensure his success. His Potency (14) minus the PP spent (3) gives the
chest's speed (11 MOV). That's quite fast!!
Example 2: The Psi throws the chest at a guard that has been chasing him, the GM states
that the basic damage of the chest is 1d6. The Psi adds the chest's SIZ (5) and the MOVs
(11) and checks the Damage Bonus Table. No bonus... sorry...
Levitation
----------
This power allows the Psi to levitate. It works like Telekinesis.
Power's range is self.
Every PP spent grants 3 points as the active value against the Psi's SIZ or STR (whichever
is higher) in the resistance table.
The speed of the movement is equal in MOVs to the Potency minus the PP spent.
Pyrokinesis
-----------
This power allows the Psi to increase the temperature of an object.
Power's range is Potency x10 in yards.
Every PP spent sets fire 1 SIZ. The Psi can ignite someone's clothes at 1 PP per every SIZ
of the target. Damage done by this fire is 1d6 per round. A Psi can opt to ignite half SIZ
of the target but this fire does only 1d3 damage per round.
Cryokinesis
-----------
This power allows the Psi to decrease the temperature of an object.
Power's range is Potency x10 in yards.
Every PP spent freezes 1 SIZ. The Psi can freeze someone's clothes or objects at 1 PP per
every SIZ of the target. Damage done by this freeze is 1d6 per round. A Psi can opt to
freeze half SIZ of the target but this cold does only 1d3 damage per round.
Psychokinetic Shield
--------------------
This power allows the Psi to create a force shield that protects all sides.
Power's range is self.
Every 2 PP spent grants 1 point of armor to the Psi.
EXTRA SENSORIAL PERCEPTION
--------------------------
This skill governs the ability to perceive things hidden for normal people.
Clairvoyance
------------
This power lets the Psi to see through walls and other solid objects.
Power's range is Potency/2 in yards (a potency of 1 grants half a yard of Clairvoyance)
Every PP spent grants a round of vision.
Clairaudience
-------------
This power is very similar to Clarivoyance except that the Psi can hear through walls
instead of seeing.
Power's range is Potency/2 in yards (a potency of 1 grants half a yard of Clairaudience)
Every PP spent grants a round of hearing.
Psychometry
-----------
This power allows the Psi to sense the history and experiences of an object or place.
Power's range in time is Potency squared in years.
Every PP spent grants one fact in the object's history.
Precognition
------------
This is a dangerous power because it lets the Psi to know his future.
Power's range in time is Potency squared in days.
Every PP spent grants a fact from the Psi's future.
Sense Allegiance
----------------
This power lets the Psi to know to what force the target has preference. For game
purposes, the GM tells the Psi which of the three forces is the highest, which is the
second highest, and which is the last.
Power's range is Potency x10 in yards.
Every PP grants 3 points as the active value in the resistance table against the target's
POW.
TELEPORTATION
-------------
This skill governs the moving of things from one place to another without crossing the
space between.
Autoteleport
------------
This power lets the Psi to teleport himself to another place he's already been.
Power's range is Potency in kilometers
Every PP spent works like 3 points as the active value against the Psi's SIZ.
Exoteleport
-----------
Allows the Psi to teleport himself with objects or other people.
Power's range is Potency in Kilometers
Every PP spent grants 5 points as the active value against all the Psi's, object's and
other being's SIZ added together.
HEALING
-------
This skill governs the use of Psionics for healing purposes.
Psi Cure
--------
This power allows the Psi to cure a victim's wounds with his mind.
Power's range is Potency x10 in yards.
Every PP spent cures 1 HP + 1 additional PP if the victim is unconscious.
Disease Cure
------------
This power cures a disease or poisoning of a victim.
The Power's range is Potency x10 in yards.
Each PP spent works as 2 point as active value in the resistance table against the disease
or poison's POT.
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Oh, my sons... Tanelorn is not difficult to find because
it's far or hidden, it's difficult to find because it lies
within yourselves.
>From Tanelorn,
Erekose
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