Chaosium Digest Volume 15, Number 12 Date: Sunday, August 18, 1996 Number: 3 of 3 Contents: BRP Psionics, Part Three (Tal Meta) RUNEQUEST/BRP -------------------- From: Tal Meta Subject: BRP Psionics, Part Three System: RUNEQUEST/BRP - * - BRP PSIONICS, PART THREE Telepathy and Metapsionics - * - TELEPATHY (INT) --------------- DEVOTIONS (BASE DEGREE = INT) Animal Telepathy This devotion allows the possessor to communicate with various forms of life that are of fixed intelligence. The more unlike the mind being contacted is to the psionic, the more difficult it is to establish contact with it. Psionics can contact the following orders of things: Mammals -02 Marsupials -04 Birds -06 Reptiles -08 Fish -10 Insects -12 Plants -14 Energy -16 Thus, a psi with Animal Telepathy 14 could contact a fly, but could not contact a plant. Empathy This discipline allows the basic needs, drives, and / or emotions generated by any unshielded sentient mind to be sensed by the user. ESP This discipline allows the user to sense things not normally possible. The psi can thus "know" the contents of someone's pocket, or the face value of a hidden card. Unlike clairvoyance, which allows the user to view a hidden locale, ESP merely provides a psi with knowledge. It can also give the psi information about an individual that even the victim might be unaware of. Consider it the power to do cheap legerdemain and mentalist acts. Mental Shield (2) ** FORM This psionic defense costs 2 Aspect to erect. It clouds the mind from contact, hiding first one part, then another. In psionic combat it provides an automatic 6 points of defense. Psis with modifiers to this skill gain an additional point per modifier (ie, possessing Mental Shield +1 would earn a psi 7 points of defense each round for only 2 AsP.) Psychic Vacancy (1) ** FORM This psionic defense only costs 1 Aspect to erect. It attempts to hide the mind from attack, making parts of it unidentifiable. This ability is almost instinctual... if it is possessed, it will almost always be active. While it costs no Aspect to maintain, having it active still constitutes psionic activity. In psionic combat, it automatically adds 3 points to each defensive roll. Psis with modifiers to this skill gain an additional point per modifier (i.e. possessing Psychic Vacancy +1 would earn a psi 4 points of defense each round for only 1 AsP.) Synaptic Wall (3) ** FORM This form of psionic defense costs 3 Aspect to erect. It resembles a carefully built wall of thought repetition, which exposes only a small part of the mind at any one time. In psionic combat, it adds 9 defense points to each defensive roll the character makes. Psis with modifiers to this skill gain an additional point per modifier (ie, possessing Synaptic Wall +1 would earn a psi 10 points of defense each round for only 3 AsP.) DISCIPLINES (BASE DEGREE = INT/2) Bastion of Will (10) ** FORM This psionic defense costs 10 Aspect to erect and provides 20 defense points in psionic combat. It uses the superego to construct an unassailable haven for the brain. Like Cerebral Castle, it has an area of 1m. Psis with modifiers to this skill gain an additional point per modifier (ie, possessing Bastion of Will +1 would earn a psi 21 points of defense each round for only 10 AsP.) The greatest benefit of this skill is that one psionicist can maintain it and devote all of their attentions to maintaining defense, while another uses all of their abilities for attack. Cerebral Castle (8) ** FORM This psionic defense form has a 3m area of effect. It costs 8 Aspect to activate, and provides 16 points of defense in psionic combat. Psis with modifiers to this skill gain an additional point per modifier (ie, possessing Cerebral Castle +1 would earn a psi 17 points of defense each round for only 8 AsP.) The greatest benefit of this skill is that one psionicist can maintain it and devote all of their attentions to maintaining defense, while another uses all of their abilities for attack. Invasive Id (10) ** FORM This form of psionic attack costs 10 points to use. It seeks to turn the victims id against his superego, basically driving him nuts. This attack form does 10 points of damage to the defenses of an opponent, and when used on an 'open' mind, the victim must make an immediate sanity check, failure costing him 1d10 SAN points. He is also driven berserk for a number of rounds equal to the POW of the psionic. Psis with modifiers to this skill gain an additional point per modifier (ie, possessing Invasive Id +1 would do 11 points of damage each round for only 10 AsP.) Invisibility (5) This discipline enables the user to become invisible. In order to use this ability, the psionic must match his invisibility strength vs the INT of his victim, and expend 5 Aspect. On a successful "attack", the victim will literally be unable to perceive the psionic in question for as long as the psionic pays the maintainance costs. (Of course, if the psionic attacks the victim in any way, the victim is allowed to make a new save, with his INT x2 as a modifier.) Psionic invisibility cannot be detected by any form of magic except a mind bar. Detection of psionics will reveal only that someone is present and using this discipline, not his location. It is important to note that this power affects minds, not light waves or similar manifestations: people affected by this ability simply will not believe the user is present. Mental Surgery (Special) This discipline allows a psi to reach into his own or another's mind and alter or cure it of an affliction. The abilities gained by this power are cumulative, and listed in order of occurrence. +0: Dispel Exhaustion - the psi can replenish up to half the fatigue points lost to exertion, etc. at a cost of 10 AsP per individual. +1: Inhibition - the psi can plant a behavior pattern in an individual which that person must make a save ((POW + MS Degree) vs POW) to overcome. (Lasts for a duration equal to 1/2 the AsP expended on the duration table.) +2: Read Memories - the psi can do a more detailed type of telepathic probe of memories than normal telepathy. Any of the subjects general recollections are open to the reader, at a cost of 3 AsP per age of the particular memory. Detailed examination of a hidden or shielded memory costs 10 AsP above and beyond the scanning cost, and can only be done once per day. +3: Adjust Memories - the psi can now cause the subject to forget or recall some fact, or can create a fake memory at he same cost for reading memories. +4: Feeblemind - at a cost of 15 AsP, the psi can cause the mind of his victim to become that of a moronic child. (INT becomes 3 for a duration equal to the psi's degree.) +5: Cure Insanity or Feeblemind - at a cost of 20 Aspect, the psi can reverse a feeblemind or restore a person to 1 point over their Temporary INT score by use of this ability. +6: Trigger - puts a 'trigger' in a subjects mind so that if tampered with in a certain way (like reading memories), feeblemind or death will occur at a cost of 35 Aspect. (Requires a sacrifice of 1 POW.) In all cases, an unwilling subject gets a standard save. Range for placing or curing is always touch. (Inhibitions or triggers have an unlimited range, once in place.) Mind Bar (1) The discipline of constructing a mind bar protects the psi from such magical or psionic attacks as confusion, charm, telepusion, charm, telepathy, fear, feeblemind, magic jar, sleep, or suggestion. It prevents the psi from suffering telepathic influence or possession by such creatures as demons or devils. Psionic or magical powers of domination, empathy, hypnosis, mental surgery, or telepathy do not work against a psi with a mind bar. An individual with a mind bar can also see an individual employing psionic invisibility. In addition, this discipline adds its degree to any power trying to compete with Psi Static. The chance for successfully erecting a mind bar (instantly, under stress conditions) is 10% per degree, with a 10% chance per degree above 11th for being able to locate the source of any attack on the psis mind the instant it is made. The Aspect cost for this power is standard. Neural Crush (14) ** FORM This psionic attack form costs 14 Aspect to use. It is a massive assault on all the neurons of the victims brain, attempting to destroy them with a massive overload of signals. When used on an 'open' mind, it does 2d6 damage to the head location, ignoring armor. Psis with modifiers to this skill gain an additional point per modifier (i.e. possessing Neural Crush +1 would do 15 points of damage each round for only 14 AsP.) Neural Lash (7) ** FORM This form of psionic attack requires 7 Aspect to use. It takes the form of an assault on the victims ego, leaving him with feelings of inferiority and worthlessness. When used on an 'open' mind, its effects are similar to the spell Demoralize in some ways. When used in psionic combat, it adds 7 points of damage to every attack rolll. Psis with modifiers to this skill gain an additional point per modifier (ie, possessing Neural Lash +1 would do 8 points of damage while costing only 7 to use. Psi Static (5) Psis with this ability are often called "Screamers" by their fellows, as very few ever master this rare discipline. The discipline of psi static allows its user to interfere with any and all psionic activity within range, ivity within range, forcing every other psi in the area to match their ability's degree with the screamer's degree on the resistance table. Thus, a psi with a power of 12 in telepathy trying to read minds while a screamer of equal power was operating would only have a 50% chance of succeeding. All psionics in range lose 1 fatigue point every round until the screamer shuts up, as it were. Psionic combat is virtually impossible while this power is in operation, and a screamer has only a 2% chance per degree of being able to limit their power. In the above example, the telepath might only be 3 meters away, but the aforementioned screamer would be drowning out every psionic operation for 20 kilometers. Note that if a psi does make his save vs. this power, he loses an additional fatigue point for his trouble, and must continue to make a save every round that psi static is in use. Once they fail, however, they cannot attempt to activate any psionic abilities until the static is shut off. Psychic Shock (20) ** FORM This psionic attack costs 20 Aspect to use. It reaches out to shock its victims mind like a piece of shocking news. When used on an 'open' mind, it will paralyze its victim with fear and indecision for a number of melee rounds equal to the degree of psychic shock possessed. Psis with modifiers to this skill gain an additional point per modifier (i.e. possessing Psionic Blast +1 would do 21 points of damage each round for only 20 AsP.) Split Personality (Special) This discipline allows a psi to divide his mind into two separate, autonomous parts. Both parts can communicate, and can use psionic powers. A split personality can choose to do anything it pleases, it can do simultaneous psionic operations, fight physically and psionically at once, whatever. Psionic attacks directed against a split personality affect both separately. One side might be dominated, while the other remains unfettered. The cost for this discipline is 10 Aspect to make the split, and the standard maintenance costs. Both personalities share the same Aspect. Synaptic Stab (4) ** FORM This psionic attack form costs 4 Aspect to use. It seeks to short the synapses of the victim by means of imposing the attacker's thought patterns by way of a short, stabbing thrust into his victims mind. Against an 'open' mind, a successful attack will cause the victim to become subject to a suggestion from the attacker. Any reasonable suggestion will be carried out. Orders to kill self, associates, etc. will be ignored unless made to sound reaonable... ("Look! The doppleganger has possessed Franz!"). Psis with modifiers to this skill gain an additional point per modifier (ie, possessing Synaptic Stab +1 would do 5 points of damage each round for only 4 AsP.) Telempathic Projection (Special) This discipline allows the sending and receiving of the basic needs, desires, and/or emotions generated by an unshielded sentient mind. Additionally, it permits the psi to influence the emotions of the victim, enabling him to produce effects similar to the following spells: Charm, Seduce, Berserk, Fanaticism, or any other emotion influencing spell. Range, duration and costs are all standard. Influencing a victim costs AsP equal to the victims POW. Telepathic Projection (Special) This discipline allows for the communication of thoughts between sentient minds, without the need for a common language. Unlike basic telepathy, this discipline allows sending and recieveing thoughts, and a psi of sufficient power can use this discipline to possess another at a cost of AsP equal to the victims POW. Such possession allows the victim a standard save. Telepathy (3) Telepathy is in its most basic form, the ability to receive the thoughts of others. However, at higher degrees, the depth which a psi may probe increases as follows: +0: The psi can receive the unshielded thoughts of those within range. Thoughts received in non-understood languagesunderstood languages will be unintelligible. +1: The psi can view simple, short term memories of his subject (up to 2 range-bands old). +2: The psi can now detect if a subject is lying, but cannot necessarily detect the truth. +3: The psi can now read long term memories, and can perceive the motives, intentions, etc. of his subject (up to 4 range-bands old). +4: The psi can detect the truth behind a lie. +5: The psi can now do an extensive probe of the subject's mind, to a range-band limited only by his own degree. In all cases, the subject is allowed a save (POW vs POW) to avoid having his mind probed. (Unless his mind has been 'opened' via psionic combat). The costs of this discipline are standard except when reading memories, which costs an additional amount of AsP dependant on the age of the memories being read. This discipline does not grant the ability to alter memories, nor does it grant the psi the ability to send his thoughts. SCIENCES (BASE DEGREE = INT/4) Amplification This is the ability to augment psi ability by tapping the resources of other non-psionic minds. The subjects, who get a save if unwilling, are placed in a deep trance which lasts for 1d6+3 hours. They cannot be awakened by any means until the trance has run its course. While under the trance, the mental energies of the subjects are available to be employed by the user of this art. Non-psionic individuals can be assumed to possess an Aspect equal to their POW. The psi can draw this energy at any rate and for any purpose he desires, so long as he is in range. Severence This science grants its possessor with the ability to reach into the mind of another and block the exercise of certain powers. The powers that can be blocked and the AsP costs are detailed below: * Divine Spell Use: 5x victim's POW. * Wizardry/Sorcery Spell Use: 2x victim's POW. * Innate Powers: 10 per ability blocked. * Psionic Ability: 3x victim's POW. * Spirit Spell Use: 2x victim's POW * Fetch: Victim's POW + Fetch's POW x2. METAPSIONICS (CON) ------------------ DEVOTIONS (BASE DEGREE = CON) Lights The use of this discipline allows the user to produce faerie fires or dancing lights. The lights produced are shimmery and varied in color, although the user can choose a particular color if he wishes. The variation known as handfire resembles a ball of fire which once conjured can be moved and controlled. Extinguishing another's handfire costs 5 points and control of the light in a competition goes to the individual who expends the most Aspect to achieve control. Another function of this ability allows the user to light candles or other small flames at a cost of 1 point per every two such flames kindled. DISCIPLINES (BASE COST = CON/2) Aura Alteration (Special) This discipline can be used one of two ways. It can be used to change the personal aura of an individual (to disguise the true alignment and show one that is false) or it can be used to recognize and alter an unfavorable (cursed, geased, or possessed) aura in another. The cost in AsP for changing auras is 2 AsP per change (ie, a Chaotic being wishing to appear Balanced would cost 2 Aspect, but a Chaotic being wishing to appear Lawful would cost 4 Aspect). Such alterations have a duration equal to the psi's degree of aura alteration. The removal of curses and other unfavorable auras costs a number of AsP equal to the intensity of the original spell cast upon the creature. Using this discipline to expell a possessing spirit costs AsP equal to five times the possessing spirits POW. SCIENCES (BASE COST = CON/4) Endowment (Special) This art allows the psi to endow eligible non-psionics with psionic power. An eligible non-psi must have a POW of at least 16, and must FAIL a save of POW x 5. Individuals who make the save have no usable talent and cannot EVER receive psionic powers. As part of the hour long ritual, the endowing psi must expend 50 Aspect, and the non-psi must expend 1 POW, whicst expend 1 POW, which will gain him a random psionic effect. Power Transfer (Special) This art is for creating both objects of power and psion familiars. Before attempting to send power into something, it must be primed by the expenditure of 10 AsP. For Psionic Objects: an object can be assumed to have a CON equal to its armor points. An object will have no INT unless the empowering psionicist sacrifices INT to the object (the object gains 1d10 INT per point of INT sacrificed to it). POW must also be sacrificed, at a rate of 1 POW for 1d3 POW in the object. Once the object has all the INT and POW its creator wishes for it, he must expend additional points of POW for each devotion or discipline he wishes the object to possess. Objects cannot possess sciences! One point of the user's POW or INT may be transfered into the object each hour. Only those powers with which the psi has modifiers can be added to an object, and for each point of POW he places into the object, he loses one of those modifiers. [Example: Camber is preparing an iron sword to become a psionic object of power. The sword has 12 AP, hence a CON of 12. He places one point of INT into the sword, and rolls an 8 for its INT. He adds 3 points of POW, and rolls a 1, 3, and 3 for a total POW in the sword of 7. The sword will have an Aspect of 27. He has the devotion of Psychic Vacancy at +2, and the discipline of Neural Crush at +1. He expends another two points of POW, giving the sword normal levels with each, and lowering himself to Mind Blank +1 and Psychic Crush +0. However, when he engages in psionic combat with the sword in his hand, he has the option of draawing AsP from it to power his attacks or defenses, or allowing it to make its own attacks, utilizing its own AsP.] Objects have the advantage of being inanimate; stripped of power, they lie inert until their AsP regenerate. For Psionic Familiars: Naturally, an animal has its own CON, INT, and POW. By expending 1 point of theg 1 point of their own INT, a psionicist can transform an animal's fixed-INT into normal-INT, as well as raise that INT by 1d10. Sacrificing POW increases the familiar's POW by 1d3, just as with objects. The same procedures used for objects are duplicated with animals. The major difference being that since the animal is alive, it stands the risk of dying. -------------------- The Chaosium Digest is an unofficial electronic 'zine about Chaosium's Games. To submit an article, subscribe or unsubscribe, mail to: appel@erzo.org. Fnord.