Psionic Disciplines

Psionic Disciplines

Clairsentience

Psychokinesis

Sciences

Telekinesis is the most well-known tool of this discipline, and it is the basis for all other powers. With this science, you may lift and move objects mentally and may even maintain your hold for as long as you are able to pay attention, making this one of the most versatile psionic powers in existence, though it has the following limitations:

  • The speed of this motion is fairly slow, about the walking speed of an average human: not enough to cause damage to the object itself or anyone it comes into contact with (moving stones to a great height and then dropping them is an option, though that’s a bit too slow to use when it really counts).
  • Objects moved telekinetically need to remain somewhere that you might actually see them (though sight itself isn’t required; many psionicists have a habit of closing their eyes while guiding objects with this power).
  • Once the power is activated, you may “hold on to” the objects as long as you would like; you only need roll again if you encounter resistance (psionic or otherwise) or once you move the object into another position (to use a combat term).
  • You may only move the object itself, not control its individual parts. As an example, you might lift an opponent high into the air as a threat to drop them, but while lifting them, you can’t stop them from moving their arms (say, to fire an arrow at you). When in doubt, assume that the target is being “grabbed” by its center of gravity and moved around.

The Intensity (and therefore, the difficulty) of this science is equal to the Size of the objects you intend to move.

Force Projection lets you whip objects around rapidly enough to be used as a weapon, or even to pick up and throw opponents. This science is not a sustained lift, it is a sudden jerk. If it is used to throw an object at a target, treat it as a standard ranged attack. Alternately, you can use it to bodily fling an opponent in combat; this deals area damage, removes the target from any melee they are engaged in and leaves them prone on the ground. It may even be used to fling an opponent into another; this is a ranged attack against the one you’re flinging the target at; the one getting hit takes half the listed area dice, minus their highest armor rating, and the one you’re flinging takes the rest. The Intensity of the power is equal to the size of the object (or character) you are throwing and the damage done:

  • Intensity/size 1: Bolt for width shock damage.
  • Intensity/size 2: Throw a halfling-sized or smaller creature for 4d area shock damage.
  • Intensity/size 3: Throw a human-sized or smaller creature for 6d area shock damage.
  • Intensity/size 5: Throw a half-giant-sized or smaller creature for 10d area shock damage.
  • Intensity/size 6: Bolt for width killing damage.
  • Intensity/size 8: Bolt for width shock and killing damage.
  • Intensity/size 10: Throw a giant-sized or smaller creature for 10d area killing damage.

Force shield lets the psychokinetic create a wall of force that protects against physical attacks, providing an armor rating to up to eight characters (this is an area of effect, so in a fight, decide who is affected that way). The Intensity of the power is based on the level of armor provided; with a minimum Intensity of 2, it provides AR1, with the Intensity increasing by 2 for every additional point of armor.

Disintegration tears matter apart from the microscopic level up. Against inanimate objects, it does Width+2 damage toward destroying the target (see [[Object Size & Structure | “Breaking Stuff”]]); here, the entire object must be targeted (though one could get creative and disintegrate, say, one stone in the King’s ziggurat rather than the entire structure), so one can’t disintegrate just the portion of a rope which would allow him to free his hands, as an example. The power’s Intensity is equal to the size of the object affected.

This is also a particularly cruel power to unleash on a living creature; in this case, it manifests are raw area killing damage, 2d for every level of Intensity put into the power.

Devotions

  • Levitate: psionicists who can move objects with their minds soon learn to do the same with their own bodies; this devotion’s intensity is equal to the psionicist’s own size; with it, they gain the ability to float at a walking pace; they may take any move action they wish as if they were flying as long as that action would not require a successful set on any roll (the power does not allow one to “run” telekinetically to advance on a position and engage an enemy on the same turn, or to dart around objects enough to take cover, as examples).

Psychometabolism

Psychoportation

Telepathy

Psionic Disciplines

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