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Nov 18th, 2018
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  1. PSIONIC RULES:
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  3. -Psionic effectiveness is determined by a one-time roll of a 1d20, done by the person who is wanting to use the psionic. An 11 or higher means the psionic works against the victim.
  4. -If the victim resists the psionic on this roll, it means the victim is resistant to this user's psionics entirely (unless player consents/wishes for psionic to apply.)
  5. -FOR HIGHBLOODS (Teal to Fuchsia): Mental psionics only work on those below the caster's blood hue. For example: a Cerulean can only affect Teals and below.
  6. -FOR LOWBLOODS (Rust to Jade): Mental psionics work on all castes save for Purples with chucklevoodoos/psionics.
  7. -Violets receive +2 psionic resistance (roll a 1d18 instead of a 1d20.)
  8. -Fuchsias are entirely immune to mental psionics.
  9. -Because of these rules, seadwellers will not be allowed to have mental psionics except in specific edge cases.
  10. -An example for psionics which do not require consent could be 'a psionic which compels the victim to tell the truth'. Another example may be 'a psionic which causes nightmares to the victim'. Another may be 'a psionic which makes the victim suggestible.' Another may be 'a psionic which makes the victim feel fondly towards the caster'--however, something like this could also fall under 'consent' depending on what it is used for.
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  12. -CONSENT FOR MENTAL PSIONICS applies in cases where a roleplayer may be intensely uncomfortable roleplaying specific scenarios. For example: if your troll is going to mentally control someone to commit a serious crime, to do something against the character's own consent, etcetera, consent for the psionic is required.
  13. -Mental psionics can not be used to make a character physically injure themselves or others or do things that would result in injury or culling unless consent is given. Moderator intervention and close watching may be necessary to ensure this
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