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Psionics

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  1.     PSIONICS
  2. Expunge              Your mind must never be corrupted.
  3. Splinter             A spike of psychic force.
  4. Comprehend           A simple application of your intellect.
  5. Expand               The mind shall not be constrained.
  6. Imprint              Communication is key.
  7. Insertion            A subtle touch of misdirection.
  8. Ironwill             Your mind against theirs.
  9. Radiate              Your will is implacable.
  10. Muddle               A gentle touch to confound and mislead.
  11. Sensitivity          The faintest changes are yours to know.
  12. Manipulate           Controlling the self is of paramount concern.
  13. Breakthrough         Pain is a warning.
  14. Link                 Your mind is far superior.
  15. Blast                Sometimes a hammer can replace the scalpel.
  16. Projection           Your will made manifest.
  17. Vanish               Perception is everything.
  18. Transcend            Perfect unity of the mind and body.
  19. Combustion           Just like heating water.
  20. Excise               A single cut at the fundamental level.
  21. Foresight            The pinnacle of mental might.
  22.  
  23.  
  24. EXPUNGE
  25. Syntax:
  26. PSI EXPUNGE
  27.  
  28. Works on/against:
  29. None
  30.  
  31. Cooldown:
  32. 3.00 seconds of equilibrium
  33. Details:
  34. Purge your mind of a single mental affliction. If you have impatience,  
  35. this will always be cured first. If you are confused, you will be unable
  36. to focus enough to carry out this psionic act.  
  37.  
  38.  
  39. SPLINTER
  40. Syntax:
  41. PSI SPLINTER <target>
  42.  
  43. Works on/against:
  44. Adventurers and denizens
  45.  
  46. Cooldown:
  47. 2.00 seconds of equilibrium
  48. Details:
  49. A precisely targeted spike of psychic force will shatter the magical    
  50. shields surrounding your opponents.
  51.  
  52.  
  53. COMPREHEND
  54. Syntax:
  55. PSI COMPREHEND
  56.  
  57. Works on/against:
  58. None
  59.  
  60. Cooldown:
  61. 2.80 seconds of equilibrium
  62. Details:
  63. Direct your considerable intellect towards the process of understanding
  64. all racial languages(*).                                                
  65.  
  66. * This has the same restrictions as the necklace of comprehension      
  67. artefact.
  68.  
  69.  
  70. EXPAND
  71. Syntax:
  72. PSI EXPAND
  73.  
  74. Works on/against:
  75. None
  76.  
  77. Cooldown:
  78. 3.00 seconds of equilibrium
  79. Details:
  80. Expand your mental faculties, restoring some mana.
  81.  
  82.  
  83. IMPRINT
  84. Syntax:
  85. PSI IMPRINT <RETRIEVE|message>
  86.  
  87. Works on/against:
  88. None
  89.  
  90. Cooldown:
  91. 3.00 seconds of equilibrium
  92. Details:
  93. You may imprint a psionic message upon a location, after which any other
  94. also practiced in psionics may retrieve said message. There may only be
  95. one psionic message per location and the act of retrieving the message  
  96. will damage said message. If damaged too much, the message will fade.
  97.  
  98.  
  99. INSERTION
  100. Syntax:
  101. PSI INSERTION <target> <CITY|PARTY|ARMY|TELL> <talker> <message>
  102.  
  103. Works on/against:
  104. None
  105.  
  106. Cooldown:
  107. 2.40 seconds of equilibrium
  108. Details:
  109. Interfering in an individuals telepathic communication channels is a    
  110. trivial enough process if one knows how. It is said that the true born  
  111. Aldar could project their influence across an entire network, but alas  
  112. such is lost to all but the barest few. You may target an individual and
  113. make them see a message on the channel you so desire, though the        
  114. telesense defence will make it apparent to them that someone is        
  115. interfering (though they will not see who).  
  116.  
  117.  
  118. IRONWILL
  119. Syntax:
  120. PSI IRONWILL
  121.  
  122. Works on/against:
  123. None
  124.  
  125. Cooldown:
  126. 3.00 seconds of equilibrium
  127. Details:
  128. By focussing all of your attention on the process(*), you may drive out
  129. foreign influence upon your mind, breaking any mindlocks targeting you  
  130. if one is present.                                                      
  131.  
  132. * This is a channeled action: you may perform no other actions while    
  133. focussing on severing the mindlock.
  134.  
  135.  
  136. RADIATE
  137. Syntax:
  138. PSI RADIATE
  139.  
  140. Works on/against:
  141. Adventurers and denizens
  142.  
  143. Cooldown:
  144. 4.00 seconds of equilibrium
  145. Details:
  146. Radiate a circle of psychic force outwards, knocking all that stand in  
  147. your location off their feet: friend and foe alike.  
  148.  
  149.  
  150. MUDDLE
  151. Syntax:
  152. PSI MUDDLE <target>
  153.  
  154. Works on/against:
  155. None
  156.  
  157. Cooldown:
  158. 3.00 seconds of equilibrium
  159. Details:
  160. This subversive psionic art will not harm your enemy directly, but will
  161. cause mental maladies to affect them more significantly(*).            
  162.  
  163. * They shall have a greater chance of failing actions due to stupidity,
  164. and are more likely to suffer the adverse affects of dizziness.  
  165.  
  166.  
  167. SENSITIVITY
  168. Syntax:
  169. passive
  170.  
  171. Works on/against:
  172. None
  173.  
  174. Details:
  175. Your mind is now so attuned to those around you that you will be able to
  176. detect when the body, mind or spirit of someone you have began the      
  177. unweaving of reaches a critical level.  
  178.  
  179.  
  180. MANIPULATE
  181. Syntax:
  182. PSI MANIPULATE
  183.  
  184. Works on/against:
  185. None
  186.  
  187. Cooldown:
  188. 3.00 seconds of equilibrium
  189. Details:
  190. Drive your body into action even when paralysed through sheer force of  
  191. will.
  192.  
  193.  
  194. BREAKTHROUGH
  195. Syntax:
  196. PSI BREAKTHROUGH
  197.  
  198. Works on/against:
  199. None
  200.  
  201. Cooldown:
  202. 3.00 seconds of equilibrium
  203. Details:
  204. By pushing your mind beyond its safe limits, you will temporarily speed
  205. your focus balance.  
  206.  
  207.  
  208. LINK
  209. Syntax:
  210. PSI LINK
  211.  
  212. Works on/against:
  213. None
  214.  
  215. Cooldown:
  216. 3.00 seconds of equilibrium
  217. Details:
  218. Link your mind to another and you will take attacks against their mind  
  219. upon yourself. Be warned, if your mana falls below half of your maximum
  220. you will die outright and if not resurrected by a starburst tattoo or  
  221. similar shall find your soul lacking significantly in substance(*).    
  222.  
  223. * You will die and be left on low mana as a soul.
  224.  
  225.  
  226. BLAST
  227. Syntax:
  228. PSI BLAST <target>
  229.  
  230. Works on/against:
  231. None
  232.  
  233. Cooldown:
  234. 3.00 seconds of equilibrium
  235. Details:
  236. Sometimes you require a more overt display of force. Though your gifts  
  237. do not lend themselves overly to offensive acts, an unfocussed blast of
  238. psychic power is more than within your grasp. Providing a target's mind
  239. is sufficiently weakened(*), you may direct this blast to ravage their  
  240. mind, leaving their mental defences in ruins. This will permit you to  
  241. not only strike at their flesh with your woven weapons, but also at    
  242. their mind(**).                                                        
  243.  
  244. * They must have at least three of: impatience, stupidity, blackout,    
  245. stuttering, and unwoven mind.                                          
  246. ** Your weaving attacks shall drain mana when striking a target with a  
  247. ravaged mind.    
  248.  
  249.  
  250. PROJECTION
  251. Syntax:
  252. PSI PROJECTION
  253.  
  254. Works on/against:
  255. None
  256.  
  257. Cooldown:
  258. 3.00 seconds of equilibrium
  259. Details:
  260. By creating a psychic projection of yourself in a location, you may    
  261. overlay it with yourself from anywhere on the same plane and continent.
  262. Doing so will swap your location with the projection(*).                
  263.  
  264. * The projection will fade after three swaps.
  265.  
  266.  
  267. VANISH
  268. Syntax:
  269. PSI VANISH <PARTIAL|TOTAL>
  270.  
  271. Works on/against:
  272. None
  273.  
  274. Cooldown:
  275. 2.50 seconds of equilibrium
  276. Details:
  277. This advanced psionic ability will permit you to consistently annihilate
  278. the knowledge of your presence from the minds of those in your          
  279. proximity. You may select partial(*) or total(**), total having all of  
  280. the benefits of partial but lasting half as long. This ability is very  
  281. taxing, and you may only enact any form of vanish every so often.      
  282.  
  283. * A partial vanish shall hide your presence in a room.
  284. ** A total vanish shall hide your entry and exit, as well as your      
  285. presence on alertness.          
  286.  
  287.  
  288. TRANSCEND
  289. Syntax:
  290. PSI TRANSCEND
  291.  
  292. Works on/against:
  293. None
  294.  
  295. Cooldown:
  296. 3.00 seconds of equilibrium
  297. Details:
  298. By attaining a truely transcendent mind, you may operate your physical  
  299. and mental abilities in complete harmony(*). To attain this state of    
  300. mind you must exercise your bodies potential while focussing on the    
  301. state of transcendence(**).                                            
  302.  
  303. * Once your mind and body achieve full transcendence, you can perform a
  304. psionics action while off equilibrium and for no incurred balance cost.
  305. ** Each time you perform a weaving based attack while transcendence is  
  306. active you will increase how harmonised your mind and body are. A      
  307. failure to attack after some time will cause your state to regress.  
  308.  
  309.  
  310. COMBUSTION
  311. Syntax:
  312. PSI COMBUSTION <target>
  313.  
  314. Works on/against:
  315. None
  316.  
  317. Cooldown:
  318. 3.00 seconds of equilibrium
  319. Details:
  320. One of the basic exercises for budding psion students was to heat a cup
  321. of water with their will alone. Unfortunately, during the War of        
  322. Humanity where death was the business of the Aldar, one particularly    
  323. malicious student under Han-Silnir's command determined that at its    
  324. heart blood is simply liquid too, and equally available for            
  325. manipulation.                                                          
  326.  
  327. Though boiling the blood inside a person's veins is fortunately beyond  
  328. modern psionics users, blood that is open to the air is an easy        
  329. target(*). While the blood forged flames burn upon someone's skin, they
  330. will find it impossible to apply salves(**).                            
  331.  
  332. * If someone is bleeding sufficiently, you may set their blood aflame  
  333. with this technique.                                                    
  334. ** This affliction is cured once all bleeding is clotted away.
  335.  
  336.  
  337. EXCISE
  338. Syntax:
  339. PSI EXCISE <target>
  340.  
  341. Works on/against:
  342. None
  343.  
  344. Cooldown:
  345. 3.00 seconds of equilibrium
  346. Details:
  347. If your enemy's mind is sufficiently weakened, you can deliver a single
  348. precise stroke to cause the whole to collapse in upon itself(*).        
  349.  
  350. * Requires below 30% of mana.
  351.  
  352.  
  353. FORESIGHT
  354. Syntax:
  355. PSI FORESIGHT <target> <TREE|SHIELD>
  356.  
  357. Works on/against:
  358. None
  359.  
  360. Details:
  361. In ancient times the Aldar Caymus drove his mind's potential beyond all
  362. others, able to pierce the very fabric of time and gaze upon events not
  363. yet transpired. While no other has achieved the mastery he claimed      
  364. since, a lesser form of such foresight is available to you. By fixating
  365. on a possible eventuality in the future, if such an eventuality comes to
  366. pass you will be able to act with unnatural speed to disrupt it. While  
  367. this will not foil the action entirely, it will cause it to have        
  368. undesirable consequences. If your foresight fails however, and the      
  369. action is not performed, you will be stunned.                          
  370.  
  371. Tree: foreseeing a tree touch will extend the recovery period.
  372. Shield: foreseeing a shield tattoo shall extend the equilibrium recovery
  373. period.
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