Difference between revisions of "Psionics: Power List"

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Psionic powers as they are in Trinity, for the [[Class:_Psionicist|psionicist]] class.
 
Psionic powers as they are in Trinity, for the [[Class:_Psionicist|psionicist]] class.
 +
 +
There got to be too many powers, so we had to split them up over several pages.
  
 
=Power List=
 
=Power List=
They exist!
+
The following are the power lists for each discipline, sorted by grade, then alphabetically.
  
=Power Descriptions=
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==[[Psionics:_Psychokinesis_Power_List|Psychokinesis]]==
<div id="Brain_Lock">
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Psychokinesis is the discipline of movement. Exploiting the principle that brain-waves are a force that can be applied to objects, the psionicist wielding psychokinesis learns to manipulate the world around her in many varied and nuanced ways. As she progresses into the deeper mysteries of the discipline, she unlocks the ability to control gravity, molecular structures, and even the flow of time.
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">BRAIN LOCK</font></div>
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|-style="background:white;" align="left"
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|'''Disciplines:''' Telepathy [Mind-Affecting]
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|- align="left"
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|'''Level:''' [[Class:_Psionicist|Psi]] Sci
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|- align="left"
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|'''Activation Time:''' Full-round action
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|- align="left"
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|'''Range:''' Close (25 feet + 5 feet/power point)
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|- align="left"
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|'''Target:''' One creature
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|- align="left"
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|'''Duration:''' 1 round
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|- align="left"
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|'''Saving Throw:''' Will negates
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|-align="left"
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|''You overload your target's mind with psionic energy, rendering them incapable of thought.''
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|-align="left"
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|The creature affected is unable to take mental actions and is paralyzed. A successful Will save negates this effect.
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|-align="left"
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|'''Augmentation ('''2 PP'''):''' Increase the duration by 1 round.
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|-align="left"
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|'''Augmentation ('''5 PP'''):''' The creature cannot use Force abilities for the duration of the effect.
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|}
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</div>
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&nbsp;
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* Devotions
 +
** [[Psionics:_Psychokinesis_Power_List#Control_Air|Control Air]]. Control air flow.
 +
** [[Psionics:_Psychokinesis_Power_List#Control_Flame|Control Flame]]. Make fires larger or smaller, move them.
 +
** [[Psionics:_Psychokinesis_Power_List#Control_Light|Control Light]]. Control ambient light.
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** [[Psionics:_Psychokinesis_Power_List#Control_Sound|Control Sound]]. Control existing sounds.
 +
** [[Psionics:_Psychokinesis_Power_List#Create_Sound|Create Sound]]. Create new sounds.
 +
** [[Psionics:_Psychokinesis_Power_List#Debris_Field|Debris Field]]. Surround yourself in a field of debris, granting concealment.
 +
** [[Psionics:_Psychokinesis_Power_List#Inertial_Armor|Inertial Armor]]. Surround yourself in an inertial field, improving your AC.
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** [[Psionics:_Psychokinesis_Power_List#Inertial_Barrier|Inertial Barrier]]. Erect a telekinetic barrier, which can block ranged attacks.
 +
** [[Psionics:_Psychokinesis_Power_List#Telekinesis|Telekinesis]]. Manipulate objects at a distance.
 +
** [[Psionics:_Psychokinesis_Power_List#Telekinetic_Exoskeleton|Telekinetic Exoskeleton]]. Improve your physical abilities.
 +
** [[Psionics:_Psychokinesis_Power_List#Telekinetic_Field|Telekinetic Field]]. Fall slower and float on surfaces that cannot support your weight.
 +
* Sciences
 +
** [[Psionics:_Psychokinesis_Power_List#Ballistic_Telekinesis|Ballistic Telekinesis]]. Hurl objects.
 +
** [[Psionics:_Psychokinesis_Power_List#Chemoreceptive_Telekinesis|Chemoreceptive Telekinesis]]. Allows you to taste and smell objects you manipulate.
 +
** [[Psionics:_Psychokinesis_Power_List#Electrokinesis|Electrokinesis]]. Electrify objects you manipulate.
 +
** [[Psionics:_Psychokinesis_Power_List#Fine_Manipulation_Telekinesis|Fine Manipulation Telekinesis]]. Manipulate objects with better control.
 +
** Gravitic Burst
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** [[Psionics:_Psychokinesis_Power_List#Multikinesis|Multikinesis]]. Manipulate multiple objects at once.
 +
** [[Psionics:_Psychokinesis_Power_List#Tactile_Telekinesis|Tactile Telekinesis]]. Feel objects you manipulate.
 +
** Telekinetic Maneuver
 +
** Telekinetic Sphere
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** [[Psionics:_Psychokinesis_Power_List#Thermokinesis|Thermokinesis]]. Modify temperature of objects you manipulate.
 +
* Arts
 +
** [[Psionics:_Psychokinesis_Power_List#Chronokinesis|Chronokinesis]]. Allows you to manipulate time instead of, or in addition to, space.
 +
** Create Object
 +
** Magnetization
 +
** [[Psionics:_Psychokinesis_Power_List#Molecular_Disintegration|Molecular Disintegration]]. Destroy objects and creatures at the molecular level.
 +
** Null Gravity
  
<div id="Mind_Thrust">
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==[[Psionics:_Psychometabolism_Power_List|Psychometabolism]]==
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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Psychometabolism is the study of biology. Equipped with an understanding of the biological effects of meditation, the psychometabolist explores the nuances of the concept of mind-over-body.
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">MIND THRUST</font></div>
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|-style="background:white;" align="left"
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* Devotions
|'''Disciplines:''' Telepathy [Mind-Affecting, Psychic]
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** [[Psionics:_Psychometabolism_Power_List#Chameleon|Chameleon]]. You blend in with your surroundings.
|- align="left"
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** [[Psionics:_Psychometabolism_Power_List#Cocoon|Cocoon]]. Grant yourself natural armor.
|'''Level:''' [[Class:_Psionicist|Psi]] Dev
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** [[Psionics:_Psychometabolism_Power_List#Empathic_Transfer|Empathic Transfer]]. Transfer others' wounds to yourself.
|- align="left"
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** [[Psionics:_Psychometabolism_Power_List#Hammer|Hammer]]. Imbue your unarmed attacks with extra force.
|'''Activation Time:''' Standard action
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** [[Psionics:_Psychometabolism_Power_List#Monitor|Monitor]]. Gain knowledge of a creature's physical state.
|- align="left"
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** Muscle Control. Overcome paralysis and similar effects.
|'''Range:''' Close (25 feet + 5 feet/power point)
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** Venom. Secrete poison.
|- align="left"
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** Vigor. You gain temporary hit points.
|'''Target:''' One creature
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* Sciences
|- align="left"
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** [[Psionics:_Psychometabolism_Power_List#Biofeedback|Biofeedback]]. Allows you to heal yourself at a greatly improved rate.
|'''Duration:''' Instantaneous
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** [[Psionics:_Psychometabolism_Power_List#Cognition_Control|Cognition Control]]. Rewire your brain to improve your cognitive abilities.
|- align="left"
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** [[Psionics:_Psychometabolism_Power_List#Energy_Adaptation|Energy Adaptation]]. Gain energy resist, energy immunity, or energy absorb.
|'''Saving Throw:''' Will negates
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** [[Psionics:_Psychometabolism_Power_List#Hustle|Hustle]]. Gain a move action now.
|-align="left"
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** [[Psionics:_Psychometabolism_Power_List#Metabolic_Control|Metabolic Control]]. Improve your physical abilities, modify your body's systems, grant yourself ''haste''.
|''You form psionic energy into a mental barb and skewer a creature's mind.''
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** Suspension. Put yourself into a state of suspended animation.
|-align="left"
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** Sustenance. You do not require food or water.
|You deal 1d6 psychic damage to a single creature. A successful Will save prevents the damage.
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* Arts
|-align="left"  
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** Fission. Duplicate yourself.
|'''Augmentation ('''1 PP'''):''' Increase the damage dealt by 1d6.
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** Fusion. Merge with another creature.
|}
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** Genetic Control. Grant yourself [[Metamorph|metamorph]] abilities.
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** Living Computer. Modify your mind to function as a computational engine.
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** Revivify. Restore a dead creature to life.
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 +
==[[Psionics:_Psychoportation_Power_List|Psychoportation]]==
 +
None yet.
 +
 
 +
==[[Psionics:_Metacreativity_Power_List|Metacreativity]]==
 +
None yet.
 +
 
 +
==[[Psionics:_Clairsentience_Power_List|Clairsentience]]==
 +
None yet.
 +
 
 +
==[[Psionics:_Telepathy_Power_List|Telepathy]]==
 +
* Devotions
 +
** [[Psionics:_Telepathy_Power_List#Cloud_Mind|Cloud Mind]]
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** [[Psionics:_Telepathy_Power_List#Cognize_Language|Cognize Language]]
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** Conceal Thoughts
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** Daze
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** [[Psionics:_Telepathy_Power_List#Detect_Thoughts|Detect Thoughts]]
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** Distract
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** [[Psionics:_Telepathy_Power_List#Empathy|Empathy]]
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** [[Psionics:_Telepathy_Power_List#Id_Insinuation|Id Insinuation]]
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** [[Psionics:_Telepathy_Power_List#Mind_Thrust|Mind Thrust]]
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** [[Psionics:_Telepathy_Power_List#Mindlink|Mindlink]]
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** Sense Link
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** [[Psionics:_Telepathy_Power_List#Thought_Shield|Thought Shield]]
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* Sciences
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** [[Psionics:_Telepathy_Power_List#Brain_Lock|Brain Lock]]
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** Catapsi
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** Dominate
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** [[Psionics:_Telepathy_Power_List#False_Sensory_Input|False Sensory Input]]
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** Insanity
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** Instill Emotion
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** Mindwipe
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** Probe (write this one up next!)
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** [[Psionics:_Telepathy_Power_List#Psychic_Crush|Psychic Crush]]
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** Psychic Leech
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** Suggestion
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* Arts
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** [[Psionics:_Telepathy_Power_List#Phantasmagoria|Phantasmagoria]]
 +
** [[Psionics:_Telepathy_Power_List#Reddopsi|Reddopsi]]
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** Mind Blank
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** Mind Switch
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** Overmind
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 +
=Descriptions Explanations=
 +
'''Duration: ... (S)'''
 +
: This means that the power's duration is such that, if you activate it again on your next turn, the effect is seamless; that is, it is continuous from one use to the next.
 +
 
 +
'''Psychic Damage'''
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: ''Psychic'' is a new energy type. It is used exclusively by psionics.
 +
 
 +
<div id="Tele">
 +
'''[Telekinetic]'''
 +
: ''Telekinetic'' is a new descriptor. Using a power with this descriptor does not disrupt your concentration of [[#Telekinesis|telekinesis]]; failure to manifest it does not disrupt your concentration.
 
</div>
 
</div>
  
&nbsp;
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=Design Notes=
 +
Where I talk about what the hell I'm doing.
 +
 
 +
==Psychokinesis==
 +
Of all the disciplines I've contemplated up to this point (Sept 22, 09), this one is the most different from the source material.
 +
 
 +
Unfortunately, it also nearly breaks the psionics system here as written. The problem with psychokinesis is that it all pretty much revolves around one power - telekinesis - and variations thereof. It makes sense, then, that the variations just improve the base power... but that's rather uninteresting, unfortunately, and definitely doesn't fit the feel of the powers system as envisioned.
 +
 
 +
As of this morning, I think what we're looking at is a series of powers that expand upon telekinesis while it's active. [[Psionics:_Psychokinesis_Power_List#Ballistic_Telekinesis|Ballistic telekinesis]] is, I think, a pretty good preview of what the majority of psychokinesis powers will look like: they allow you to do something more with your telekinesis target, and using them specifically counts as maintaining concentration on telekinesis.

Latest revision as of 22:47, 2 June 2010

Psionic powers as they are in Trinity, for the psionicist class.

There got to be too many powers, so we had to split them up over several pages.

Power List

The following are the power lists for each discipline, sorted by grade, then alphabetically.

Psychokinesis

Psychokinesis is the discipline of movement. Exploiting the principle that brain-waves are a force that can be applied to objects, the psionicist wielding psychokinesis learns to manipulate the world around her in many varied and nuanced ways. As she progresses into the deeper mysteries of the discipline, she unlocks the ability to control gravity, molecular structures, and even the flow of time.

Psychometabolism

Psychometabolism is the study of biology. Equipped with an understanding of the biological effects of meditation, the psychometabolist explores the nuances of the concept of mind-over-body.

  • Devotions
    • Chameleon. You blend in with your surroundings.
    • Cocoon. Grant yourself natural armor.
    • Empathic Transfer. Transfer others' wounds to yourself.
    • Hammer. Imbue your unarmed attacks with extra force.
    • Monitor. Gain knowledge of a creature's physical state.
    • Muscle Control. Overcome paralysis and similar effects.
    • Venom. Secrete poison.
    • Vigor. You gain temporary hit points.
  • Sciences
    • Biofeedback. Allows you to heal yourself at a greatly improved rate.
    • Cognition Control. Rewire your brain to improve your cognitive abilities.
    • Energy Adaptation. Gain energy resist, energy immunity, or energy absorb.
    • Hustle. Gain a move action now.
    • Metabolic Control. Improve your physical abilities, modify your body's systems, grant yourself haste.
    • Suspension. Put yourself into a state of suspended animation.
    • Sustenance. You do not require food or water.
  • Arts
    • Fission. Duplicate yourself.
    • Fusion. Merge with another creature.
    • Genetic Control. Grant yourself metamorph abilities.
    • Living Computer. Modify your mind to function as a computational engine.
    • Revivify. Restore a dead creature to life.

Psychoportation

None yet.

Metacreativity

None yet.

Clairsentience

None yet.

Telepathy

Descriptions Explanations

Duration: ... (S)

This means that the power's duration is such that, if you activate it again on your next turn, the effect is seamless; that is, it is continuous from one use to the next.

Psychic Damage

Psychic is a new energy type. It is used exclusively by psionics.

[Telekinetic]

Telekinetic is a new descriptor. Using a power with this descriptor does not disrupt your concentration of telekinesis; failure to manifest it does not disrupt your concentration.

Design Notes

Where I talk about what the hell I'm doing.

Psychokinesis

Of all the disciplines I've contemplated up to this point (Sept 22, 09), this one is the most different from the source material.

Unfortunately, it also nearly breaks the psionics system here as written. The problem with psychokinesis is that it all pretty much revolves around one power - telekinesis - and variations thereof. It makes sense, then, that the variations just improve the base power... but that's rather uninteresting, unfortunately, and definitely doesn't fit the feel of the powers system as envisioned.

As of this morning, I think what we're looking at is a series of powers that expand upon telekinesis while it's active. Ballistic telekinesis is, I think, a pretty good preview of what the majority of psychokinesis powers will look like: they allow you to do something more with your telekinesis target, and using them specifically counts as maintaining concentration on telekinesis.