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==Example Usages==
==Example Usages==
*Creating illusions that can fool all five senses, but not technological systems<ref name="bzp-9-12-2009"/>
*Creating illusions that can fool all five senses, but not technological systems<ref name="bzp-9-12-2009">[http://www.bzpower.com/board/blogs/entry/75784-psionics/ Psionics], 9 December 2009</ref>
**Inducing dreams and nightmares in beings who are asleep{{GregCitation|OGDi|page=304|post=12129|lines=2,9}}{{OnlineCitation|NOGLB}}
**Inducing dreams and nightmares in beings who are asleep{{GregCitation|OGDi|page=304|post=12129|lines=2,9}}{{OnlineCitation|NOGLB}}
*Unleashing mental blasts of energy.<ref name="bzp-9-12-2009"/>
*Unleashing mental blasts of energy.<ref name="bzp-9-12-2009"/>

Revision as of 16:11, 4 May 2023

Psionics
Element
PrefixCe-
Common Armor ColorsBlue, gold, yellow
Associated Attribute ScoresINT, WIS, CHA
Crafting ProficiencyProficiency in Crystalsmithing
Skill ProficienciesProficiency in Diplomacy and Knowledge: Society
Elemental TypeEnergy
Elemental Damage TypePsionic
BS01

Psionics is an Elemental Power.

Example Usages

  • Creating illusions that can fool all five senses, but not technological systems[1]
    • Inducing dreams and nightmares in beings who are asleep[2][3]
  • Unleashing mental blasts of energy.[1]
  • Having limited mind control; unable to direct a being to do anything against their morals[1]
    • Inducing a hypnosis upon a target, leaving them in a state of sleep and/or increased suggestibility
  • Telekinesis - Controlling and moving objects by mental force[1]
  • Telepathy - Detecting and reading nearby minds[1]
    • Transmitting the thoughts of one being into another being's mind
  • Masking one's presence from other beings, but not technological systems[1]
  • Unleashing a Psionics Nova Blast (Toa-exclusive)
    • Creates a severe mind-damaging mental shock, causing all surrounding beings to fall unconscious[4][5][6][7][8]
  • Detecting illusions and hidden beings.[3]
  • Temporarily masking memories - Cannot be used to wipe memories[9]
  • Distinguishing between Rahi and non-Rahi minds[10]
  • Swapping minds with other beings; needs the other being's consent (Tren Krom-exclusive)
  • Consuming the dreams of other beings (Annona-exclusive)[11]

Combinations

  • Beings other than Toa and the Krahka cannot combine powers of any sort to create a Protodermis Cage. As long as each wields a different element, and providing that Light and Shadow are not included at the same time, then any six Toa can create a Protodermis Cage.[12]

In the Doronai Nui

Additional Features

Attribute Score Retech (optionally replaces ASI and Species Attribute Score Bonus): You may spend 4SP to increase your associated Attribute Scores; add +2 to one, and a +1 to the other two. Alternatively, you may add +3 to one, and +2 to the other two, in exchange for decreasing your Constitution by -1. For Matoran, only increase your two chosen Associated Attribute Scores by 1. This alternative option is available whenever you would gain an ASI.

Elemental Power (modifies Major Species Boon - Elemental Power): You may not use the Absorb Elemental Energy ability to regain spent EE.

Tribally-Linked Abilities

All beings elementally aligned with Psionics make all Will Saves against being mind-controlled and unwanted telepathic communications with ADV1. Additionally, their surface-level thoughts are treated as deep thoughts for the purposes of mental penetration and mind reading, appearing as psychic blank zones to novice mind readers.

Elemental Talents

Psionics has access to several separate Elemental Talents abilities, which are further divided into three orders: the Kiro Mau, Atuhi, and Hiki (Houses of Control, Mind, and Trickery). You begin play with one of them that has no prerequisites, and may unlock the others for their listed SP cost, though there is no prerequisite to learning skills from either other Kiro.

Kiro Mau (House of Control)

Followers of the Kiro Mau are practitioners of telekinetic abilities, able to manipulate and control their surroundings to the smallest minutia.

Telekine - 2SP

Your elemental powers may deal Force damage instead of Psionic damage. You may use your Telekinetic Manipulation of Elements ability to psionically control items and energy made up of nearly any substance. While you cannot generate other elements, you still have the ability to control them through your telekinetic abilities.

Psionic Thrust - 2SP (Prerequisite: Telekine)

Reduce the EE cost of the Push Rider to 0EE. Additionally, whenever you attach it to an Elemental Attack Form, you may control which direction an affected being moves, rather than opponents being pushed directly away from you.

Hurtle of Force - 2SP (Prerequisite: Psionic Thrust)

All Elemental Attack Forms you use gain additional free Rider Slots equal to your PROF. Those Rider Slots can only be filled with Push Rider (you still have to pay the rider’s EE cost).

The Mind Condensed - 3SP (Prerequisite: Telekine)

You unlock the Elemental Item Attack Form. You have the capability to craft telekinetic force into items, treating your E-Items as though they were Non-Solid for the purposes of EE costs. E-Items made in this manner are functionally solid and nearly invisible, and have IHP equal to your PROF. You cannot use this Attack Form to manipulate other substances to form E-Items.

Mental Force - 2SP (Prerequisite: The Mind Condensed)

You may use your E-Item Attack Form to craft E-Items made of substances other than telekinetic force. When you make an E-Item out of another substance, treat the EE cost as the actual Element Type rather than your own (if you make an E-Item out of stone, treat is as a Solid Element; likewise, if you craft an E-Item of liquid, treat it as Non-Solid). Additionally, E-Items made of your telekinetic force are treated as having normal IHP (Continental) rather than IHP equal to your PROF.

Advanced Mental Force - 2SP (Prerequisite: Mental Force)

Whenever you create an E-Item, as a 0AP Action, you may move it a number of feet equal to 10 times your PROF. Additionally, E-Items made of your telekinetic force are treated as Solid for the purposes of determining EE. You may move the elemental items you make out of Psionic force freely, with a maximum per round hover speed equal to your movement speed. Additionally, the items have IHP equal to that of a Continental item of their size.

Force Shaper - 2SP (Prerequisite: Advanced Mental Force)

Your elemental powers may deal Bludgeoning, Piercing, and/or Slashing damage as well as Force or Psionic.

Vertigo - 2SP (Prerequisite: Telekine)

You gain access to the following Rider:

  • Vertigo - 8EE - All beings affected by the Elemental Attack Form this Rider is attached to must make a FORT Save. On a failure, they are treated as Dizzy for 1d3 rounds.

Skilled Telekine - 2SP (Prerequisite: Telekine)

When determining the EE cost modifier of your Telekinetic Manipulation ability, treat Solid elements as Non-Solid elements and Non-Solid elements as Energy elements. The damage dealt by a telekinetically manipulated item is still treated as its normal Element Type.

Grasp of Atupala - 3SP (Prerequisite: Skilled Telekine)

You can exert your powers in a lethal, grasping attack. As a 2AP Action, you may spend 12EE to force a being you can see within 30ft of you to make a FORT Save; on a failure, they begin Suffocating. They may repeat this Save at the start of their turn, ending the effect on a success. You must expend an additional 8EE to maintain this Talent. This Talent requires Focus. Note: The usage of this Elemental Talent is considered immoral and breaks the Toa Code.

Psychokinetic Dominance - 2SP (Prerequisite: Skilled Telekine)

As a 2AP Action, you may spend 3EE. You gain access to the abilities granted by the Noble Konomau for a number of rounds equal to twice your PROF, and may activate it at no additional EE or KC cost. However, if you activate it at a KC greater than 1, you must spend additional EE at a 3 to 1 (EE/KC) ratio. You must have the AP to activate it each additional time beyond the first. The maximum amount of “KC” you may spend is still limited by your Expenditure Limit. When you activate this power, you gain the Always Active ability for the duration of this Talent.

Mechanical Mastery - 2SP (Prerequisite: Psychokinetic Dominance)

When you activate your Psychokinetic Dominance Talent, double the duration, and the abilities granted are treated as the Great Komomau rather than the Noble.

Telekinetic Slinger - 2SP (Prerequisite: Skilled Telekine)

As a 0AP Action, you may spend 3EE. You gain access to the abilities granted by the Noble Kamawai for a number of rounds equal to twice your PROF, and may activate it at no additional EE or KC cost. However, if you activate it at a KC greater than 1, you must spend additional EE at a 3 to 1 (EE/KC) ratio. You must have the AP to activate it each additional time beyond the first. The maximum amount of “KC” you may spend is still limited by your Expenditure Limit.

Mindhurling - 2SP (Prerequisite: Telekinetic Slinger)

When you activate your Telekinetic Slinger Talent, double the duration, and the abilities granted are treated as the Great Kamawai rather than the Noble.

Molecular Breakdown - 4SP (Prerequisite: Force Shaper, Mechanical Mastery)

As a 2AP Action, you may spend 5EE. You gain access to the abilities granted by the Great Gurakara for 1 minute, and may activate it at no additional EE or KC cost. However, if you activate it at a KC greater than 1, you must spend additional EE at a 3 to 1 (EE/KC) ratio. You must have the AP to activate it each additional time beyond the first. The maximum amount of “KC” you may spend is still limited by your Expenditure Limit. Note: The usage of this Elemental Talent is considered immoral and breaks the Toa Code.

Kiro Atuhi (The House of the Mind)

Followers of the Kiro Atuhi are enlightened beings, practitioners of telepathy and mental control of others. Master manipulators and intellects, they use their knowledge and power to control others and their surroundings.

Telepath - 1SP

You have the ability to communicate telepathically. As a 0AP Action, you may spend 1EE to communicate telepathically and read the surface level thoughts of a willing being up to 60ft away. You may attempt to force your mind inside an unwilling being, forcing them to make a WILL Save; on a failure, you gain the ability to communicate telepathically with them and read their surface level thoughts as though they had been willing. Beings subject to your telepathic transmissions cannot respond. You can communicate with more than one being at a time with this Talent. This Talent has a duration that lasts for a number of minutes equal to twice your PROF.

Additionally, you are psychically aware of the presence of other beings in your surroundings. You are aware of the rough number of beings within 120ft of you, though you do not know their exact location, and pick up their surface level thoughts passively, reading basic emotions and concepts. You do not detect beings that are Mindless.

Shrouded Mind - 1SP (Prerequisite: Telepath)

You have ADV2 on Saves made to resist your mind being read.

Psychic Backlash - 1SP (Prerequisite: Shrouded Mind)

Whenever a being attempts to read your mind, you may spend 6EE to force them to make a WILL Save; on a failure, they suffer Xd4 Psionic damage, where X is equal to your PROF.

The Unshattered Mind - 2SP (Prerequisite: Shrouded Mind)

You have Resistance to Psionic damage.

Undeceived Eyes - 1SP (Prerequisite: Shrouded Mind)

You have ADV2 on Saves made to see through illusions.

Skilled Telepath - 1SP (Prerequisite: Telepath)

When you activate your Telepath Talent, beings you communicate with telepathically can respond to you in the same manner. Additionally, increase the range of your telepathy and psionic awareness of others by 60ft.

Mind Probe - 2SP (Prerequisite: Skilled Telepath)

You have the ability to extract and read deep thoughts from other beings. As a 0AP Action, you may spend 3EE to force one being within range of your telepathy (as derived from the Telepath and Skilled Telepath Talents) to make a WILL Save; on a failure, you are able to extract highly detailed thoughts from them for a number of rounds equal to your PROF. This power requires Focus. Additionally, increase the range of your telepathy and psionic awareness of others by 60ft.

Dreamwalker  - 2SP (Prerequisite: Mind Probe)

You have the ability to slip into the dream world, telepathically entering and viewing the dreams of others. As a 0AP Action, you may spend 2EE to telepathically view and enter the dreams of a sleeping or Unconscious being you can see. You may alter what a being dreams, and may spend an additional 10EE to create a nightmare, forcing a dreaming being taking a Rest to make a WILL Save; on a failure, they do not gain the benefits of a rest and gain a number of levels of Exhaustion equal to half your PROF.

Extract Memory - 2SP (Prerequisite: Mind Probe)

When you are reading the thoughts of a being, as per your Mind Probe Talent, you may spend an additional 6EE, gaining the ability to extract a highly detailed memory, no longer than 1 minute, that you can recall with perfect clarity. Additionally, you have ADV2 on checks made to recall memories.

Full-Cerebral Scan - 2SP (Prerequisite: Mind Probe)

You cannot be Surprised by beings you detect with your psionic awareness. Additionally, instead of only reading the most basic of emotions from beings passively, you are able to gain a deeper understanding of their current mindset, including basic thoughts, messages, and feelings.

Cerebral Recall - 2SP (Prerequisite: Full-Cerebral Scan)

As a 1AP Action, you may spend 8EE to cloak yourself from the mental awareness of other wielders of Psionics. If a wielder is aware of your presence through more conventional means, they may make a Focus check contested by your ESDC; on a success, they are aware of your presence. You may spend additional EE, add a +1 bonus to the DC per 2EE spent.

Psionic Transmitter - 1SP (Prerequisite: Skilled Telepath)

As a 0AP Action, you may transmit your thoughts into the mind of a being subject to your Telepath/Skilled Telepath Talent. The specifics of the thoughts you transmit are up to your discretion, as is the level and detail of said thoughts.

Mental Overload - 1SP (Prerequisite: Psionic Transmitter)

You gain access to the following Rider:

Mental Overload - 6EE - All beings affected by the Elemental Attack Form this Rider is attached to must make a WILL Save against the wielder’s Elemental Save DC; on a failure, they automatically lose Focus on any effects that require Concentration, are Shaken for 1 round, and are Confused for 1d3+PROF rounds.

Telepathic Bond - 2SP (Prerequisite: Skilled Telepath)

When you communicate telepathically with a willing being, you may spend an additional 12EE to form a telepathic bond with them, increasing the duration of the ability to a number of hours equal to your PROF, and a range of a number of miles equal to your PROF.

Mostly Harmless - 2SP (Prerequisite: Skilled Telepath)

As a 3AP Action, you may spend 12EE to force a being you can see within range of your telepathy to make a WILL Save; on a failure, they are Charmed by you for 1 minute, or until you act overtly hostile towards them or their allies.

Restart - 2SP (Prerequisite: Mostly Harmless)

As a 4AP Action, you spend 10EE to force a being you can see within range of your telepathy to make a WILL Save; on a failure, their Demeanor reverts to Neutral.

Clean Slate - 2SP (Prerequisite: Restart)

As a 2AP Action, you may spend 12EE to force a being you can see within range of your telepathy to make a WILL Save; on a failure, they lose all memory of the last PROF hours. You may spend additional EE to increase the number of hours lost, spending 2EE per additional hour (this additional EE may be spent after you determine the result of the WILL Save).

Recalibration - 2SP (Prerequisite: Clean Slate, Mind Probe)

As a 4AP Action, you may spend 12EE, targeting a being you can see within range of your telepathy that you can currently read the mind of (as derived from any Talent that allows you to probe into other minds) to make a WILL Save; on a failure, you may edit a memory that you are viewing. You can edit the most precise of details you can view. This memory will be implanted in the mind of the target you are modifying, altering their understanding of the past and permanently modifying their memories. If a being attempts to discern what you have modified, if they are aware of any modifications, they may attempt an Insight check, contested by your Elemental Save DC + your Deception bonus. On a success, they are able to clear out the false memory, but on a failure, they fundamentally believe the memory to be false. If they are told what the modified memory is, they gain ADV1 on the check. If they attempt the check again, each sequential time they attempt it adds DADV1 to the roll, increasing by 1 per attempt.

Spark of Bravery - 2SP (Prerequisite: Mostly Harmless)

As a 1AP Action, you may spend 3EE. You gain access to the abilities granted by the Noble Matatai for a number of Rounds equal to twice your PROF, and may activate it at no additional EE or KC cost. However, if you activate it at a KC greater than 1, you must spend additional EE at a 3 to 1 (EE/KC) ratio. You must have the AP to activate it each additional time beyond the first. The maximum amount of “KC” you may spend is still limited by your Expenditure Limit.

Flame of Courage - 2SP (Prerequisite: Spark of Bravery)

When you activate your Spark of Bravery Talent, double the duration, and the abilities granted are treated as the Great Matatai rather than the Noble.

Mind Bender - 2SP (Prerequisite: Mostly Harmless)

As a 4AP Action, you may spend 12EE to force a being you can see within range of your telepathy to make a WILL Save; on a failure, they are treated as Dominated for a number of rounds equal to your PROF. The suggestion cannot force the target to act contrary to its nature. Rahi have ADV1 on Saves to resist this ability, and Insect Rahi have ADV2. Mindless beings automatically fail the Save and are instead compelled to follow your suggestion for a number of minutes equal to your PROF.

Induced Slumber - 2SP (Prerequisite: Mind Bender)

As a 4AP Action, you may spend 15EE to force a being Dominated by you through your Mind Bender Talent to make an additional WILL Save; on a failure, they are treated as Unconscious, though their HP is not reduced to 0. If the being takes damage, they may repeat the WILL Save with ADV1, ending the effect on a success.

Invoked Wrath - 2SP (Prerequisite: Mind Bender)

As a 2AP Action, you may spend 5EE. You gain access to the abilities granted by the Noble Kurzika for a number of rounds equal to twice your PROF, and may activate it at no additional EE or KC cost. However, if you activate it at a KC greater than 1, you must spend additional EE at a 3 to 1 (EE/KC) ratio. You must have the AP to activate it each additional time beyond the first. The maximum amount of “KC” you may spend is still limited by your Expenditure Limit. Note: The usage of this Elemental Talent is considered immoral and breaks the Toa Code.

Uncontrollable Anger - 2SP (Prerequisite: Invoked Wrath)

When you activate your Invoked Wrath Talent, double the duration, and the abilities granted are treated as the Great Kurzika rather than the Noble. Note: The usage of this Elemental Talent is considered immoral and breaks the Toa Code.

Portent - 2SP

Upon completion of a Rest you may spend 3EE. You gain access to the abilities granted by the Noble Valumi for a number of rounds equal to twice your PROF, and may activate it at no additional EE or KC cost. However, if you activate it at a KC greater than 1, you must spend additional EE at a 3 to 1 (EE/KC) ratio. You must have the AP to activate it each additional time beyond the first. The maximum amount of “KC” you may spend is not limited by your Expenditure Limit. Additionally, you permanently gain the Always Active ability of the Valumi.

Blessing of the Great Spirit - 2SP (Prerequisite: Portent)

When you activate your Portent Talent, double the duration, and the abilities granted are treated as the Great Valumi rather than the Noble.

Kiro Hiki (The House of Trickery)

Followers of the Kiro Hiki are deceptive and playful, practitioners of illusory psionics and reality-bending energy.

Mind Tricks - 2SP

You have the ability to project the most simple of illusions over yourself, altering how others perceive you. As a 0AP Action, you may spend 2EE to change the color of your body, armor, and all equipment you wear or carry, as well as your overall texture and physical appearance. You cannot physically shapeshift, nor do you actually project a visual illusion. Instead, you merely change the way others perceive you. This basic illusory device lasts until you use it again.

Blink and You’ll Miss It - 2SP (Prerequisite: Mind Tricks)

As an extension of your mental illusions, you have the ability to temporarily shield yourself from the eyes of others. As a 1AP Action, you may spend XEE, where X is equal to the number of beings you chose to shield yourself from. All beings affected by this ability cannot see you, making you functionally Invisible to them. If an ally aids a being that cannot see you in attacking you, you are treated as though you were partially Invisible for the purposes of determining penalties to Perception. This Talent requires Focus and has a duration of 1 Round. You may choose to pay upkeep costs as a 0AP Action at the start of your turn, extending the duration by 1 Round. When you pay upkeep costs, you may choose which beings are affected, and may choose to add more beings to the roster of those you are Invisible to.

Your Mind on Psionics - 2SP (Prerequisite: Mind Tricks)

As a 1AP Action, you may spend 5EE to extend your illusion-transmitting energy towards a being you can see. That being must make a WILL Save; on a failure, you may project a mental illusion in their mind. Only the being affected can see the illusion, and if they pass through it or otherwise interact with it, they must make an additional WILL Save; on a success, they realize it is an illusion, though the illusion itself does not disappear. A projected illusion made in this manner can fill a maximum of 4, 10ft by 10ft by 10ft cubes. This Talent requires Focus and has a duration that lasts for a number of Rounds equal to your PROF.

The Folds of Reality - 3SP (Prerequisite: Your Mind on Psionics)

You have better control over your projected illusions. Your illusions no longer require Focus. Additionally, when a being fails their initial WILL Save to resist seeing your illusions, you may apply one or more of the following Conditions without spending additional EE: Anosmatic, Numb, or Tasteless. You may spend an additional 2EE to make a being that fails the Save Deafened, and an additional 8EE to make them Blind. A Blinded being may repeat the Save at the end of their turn as a 0AP Action, ending the Talent on a success. When a being passes through your illusions, they suffer DADV1 on Will Saves made to realize they are illusions. Additionally, increase the maximum size of your illusions to 8 cubes instead of 4.

The Long Stare of the Abyss - 2SP (Prerequisite: Your Mind on Psionics)

As a 2AP Action, you may spend 8EE. A being who can see you must make a WILL Save; on a failure, they are Frightened for a number of rounds equal to your PROF. They may repeat the Save at the end of their turn as a 0AP Action, ending the effect on a success. You may spend additional EE to target more than one being, spending 3EE per additional being.

Unseen Horror - 2SP (Prerequisite: The Long Stare of the Abyss)

When you activate your The Long Stare of the Abyss Talent, you treat all beings affected as Terrified instead of Frightened.

Cracked Psyche - 2SP (Prerequisite: The Folds of Reality)

Your illusions can fool all five senses. They may be physically interacted with, creating the perfected illusion as though it were a real, tangible item. Your illusions are not solid, however, and cannot support weight, deal damage, or otherwise actually interact with the outside world, existing only in the mind of an affected being. If a being interacts with your illusion, there is a chance they may realize it is an illusion, though they suffer DADV2 instead of DADV1 on WILL Saves made to realize this fact. Additionally, double the duration of your illusions, and increase the maximum size of your illusions to 16 cubes instead of 8.

Subdued in Dreams - 2SP (Prerequisite: Cracked Psyche)

Instead of targeting a single being with your illusions, whenever you spend EE to activate this ability, you may instead select a number of targets up to your PROF. You may choose which beings are subject to which Condition, and you may create different illusions from being to being.

Reawake - 2SP (Prerequisite: Subdued in Dreams)

Whenever a being stops seeing your illusions, either by breaking free and succeeding in a WILL Save to resist, or from the duration running out of your Talents, you may spend an additional 4EE to force them to make additional WILL Save with DAV1; on a failure, they are Confused for a number of Rounds equal to your PROF divided by 2.

Shattered Reality - 2SP (Prerequisite: Subdued in Dreams)

You have full control over what individuals see in your projected illusions. There is no maximum size limit on your illusions. Instead, you simply command what a being affected by your power perceives, down to how they see themselves as well as entirely illusory beings.

Area of Effect

As opposed to having a standard table listing off the varying states of your Area of Effect (as determined by Intensity), you instead have the ability to unlock three separate AoEs, each modified by unlocked Psionics Talents. When determining the effects of your AoE, you may pull from each of the separate tables.

For example, you may have an SPI of 6 in AoE, as well as an SPI of 5 in the separate Area Subcategory. These 6 invested points will go directly to increasing your Intensity. You may split your AoE among the separate categories, investing 3 SPI into the Kiro Mau AoE, 1 into the Kiro Atuhi AoE, and 2 into the Kiro Hiki AoE.

Kiro Mau - Zone of Chaos (Prerequisite: Telekine)

You extend your power, lifting stone and shattering earth. Loose objects under the AoE rise and crash into anything that attempts to force their way through. Whenever a being enters the AoE, they must make a REFL Save; on a failure, they suffer an amount of damage based on the type and substance of the objects within the AoE, as determined by the TME damage table. On a successful Save, they suffer half damage. The maximum Size Category of lifted objects is determined by your Intensity.

Table will be added later; this text is a placeholder

Note: Beings that are not in control of their movement may count as items for the purposes of determining damage. Additionally, Tiny or smaller objects in great multitude may count as a single larger object - for example, a pair of Kanoka disks may be treated as a single object, and 100 ball bearings may count as a Small item rather than hundreds of Fine Items (at the GM’s discretion).

Upon ending the effects of your Kiro Mau AoE, you may manipulate a number of items within the AoE (multiple small items may be treated as one, at the GM’s discretion) equal to twice your PROF as though you were using your TME, moving them up to 50ft in any direction. Additionally, your AoE gains the benefits of the following Talents, even if they otherwise could not apply to the Area of Effect Form, if you have them unlocked:

  • Hurtle of Force - Your AoE gains the benefits of the Hurtle of Force Talent.
  • The Mind Condensed - Any E-Items you create with your telekinetic force while your AoE is active do not require you to Focus on them, nor do they have an upkeep cost if they are placed in the AoE.
  • Mental Force - Any E-Items you create while your AoE is active do not require you to Focus on them, nor do they have an upkeep cost if they are placed in the AoE.
  • Advanced Mental Force - E-Items you make gain a Fly Speed, as described by the Advanced Mental Force Talent.
  • Molecular Breakdown - Using this power is considered immoral and breaks the Toa Code. All beings within the AoE must make a FORT Save; on a failure, they are subject to the effects of the Great Gurakara as though you had spent Y KC on it, where Y is equal to the Intensity of the AoE. You cannot grant other beings a Dig Speed with this Talent. Additionally, when you activate this Talent in conjunction with your AoE, reduce the Intensity of your AoE by 2, to a minimum of 0.

Kiro Atuhi - Unending Whispers (Prerequisite: Telepath)

You create a zone where you can effectively scan the minds of all within. All beings within the AoE are subject to your Telepath Talent, forcing them to make a WILL Save; on a failure, you gain the ability to read their mind, as described under the Telepath Talent. The duration of this Talent is modified to however many Rounds you maintain your AoE for. Additionally, your AoE gains the benefits of the following Talents, if you have them unlocked.

  • Skilled Telepath - If you communicate telepathically with beings within the AoE, they may respond, as described by the Skilled Telepath Talent.
  • Mind Probe - Instead of merely scanning a being’s mind, whenever a being fails their WILL Save within the AoE, they are instead subject to having their deeper thoughts read for as long as you maintain your AoE.
  • Extract Memory - As per the Mind Probe Talent, you may spend an additional 1AP to harvest a highly detailed memory from each being that failed their WILL Save within the AoE.
  • Cerebral Recall - All beings within the AoE are cloaked from the mental scans of other wielders of Psionics, as described under the Cerebral Recall Talent.
  • Psionic Transmitter - You may transmit the thoughts of beings within the AoE to other beings within the AoE, assuming they failed their WILL Saves to resist your Telepath/Skilled Telepath Talent.
  • Mental Overload - Whenever a being enters your AoE and fails their WILL Save, they, in addition to having their thoughts read, are treated as Shaken and Confused, and lose Focus on any effects that require Concentration. They may repeat this WILL Save at the end of their next turn, ending the Shaken and Confused Conditions on a success, though they must repeat this Save if they stay within the AoE. If they exit the AoE, these Conditions fade in Y turns, where Y is equal to the Intensity of the AoE (at the time of their departure). If a being succeeds on the WILL Save to end the Shaken and Confused Conditions, their mind is still read while within the confines of the AoE.
  • Mostly Harmless - Whenever a being enters your AoE and fails their WILL Save, they, in addition to having their thoughts read, are treated as Charmed while within the confines of the AoE. They may repeat this WILL Save at the end of their next turn, ending the effect on a success, though they must repeat this Save if they stay within the AoE. If a being succeeds on the WILL Save to resist the Charmed Condition, their mind is still read within the confines of the AoE.
  • Spark of Bravery - All beings within the AoE gain the benefits of the Noble Matatai as though you had spent KC on it equal to the Intensity of the AoE. You cannot activate this Talent for the purposes of your AOE if you have the Flame of Courage Talent active.
  • Flame of Courage - All beings within the AoE gain the benefits of the Great Matatai as though you had spent KC on it equal to the Intensity of the AoE.  You cannot activate this Talent for the purposes of your AOE if you have the Spark of Bravery Talent active.
  • Mind Bender - All beings within the AoE must make an additional WILL Save; on a failure, they are Dominated as long as they remain within the AoE (Rahi and Insect Rahi retain their bonuses to this Save, as described under the Mind Bender Talent). A being may repeat this Save if they are forced to act contrary to this nature, or at the end of their next turn, ending the effect on a success. They must repeat this Save if they start their next turn within the AOE. Additionally, when you activate this Talent in conjunction with your AoE, reduce the Intensity of your Kiro Atuhi AOE by 3, to a minimum of 0.
  • Invoked Wrath - Using this power is considered immoral and breaks the Toa Code. All beings within the AoE must make an additional WILL Save; on a failure, they are subject to the effects of the Noble Kurzika. The duration of this Kanohi is replaced by the duration of your AoE. Additionally, a being may repeat the Save at the end of their next turn, ending the effect on a success. A being cannot become infected with rage with this Talent, as described by the Kurzika. You cannot activate this Talent for the purposes of your AoE if you have the Uncontrollable Anger Talent active. Additionally, when you activate this Talent in conjunction with your AoE, reduce the Intensity of your Kiro Atuhi AoE by 1, to a minimum of 0.
  • Uncontrollable Anger - Using this power is considered immoral and breaks the Toa Code. All beings within the AoE must make an additional WILL Save; on a failure, they are subject to the effects of the Great Kurzika. The duration of this Kanohi is replaced by the duration of your AoE. Additionally, a being may repeat the Save at the end of their next turn, ending the effect on a success. A being cannot become infected with rage with this Talent, as described by the Kurzika. You cannot activate this Talent for the purposes of your AOE if you have the Uncontrollable Anger Talent active. Additionally, when you activate this Talent in conjunction with your AOE, reduce the Intensity of your Kiro Atuhi AoE by 2, to a minimum of 0.

Kiro Hiki - Mass Hysteria (Prerequisite: Your Mind on Psionics)

You command and break the minds of your foes in a radial spiral of psionic energy. All beings within the AoE must make a WILL Save; on a failure, they are subject to the effects of the following Kiro Hiki Talents (if you have them unlocked): Your Mind on Psionics, The Folds of Reality, The Long Stare of the Abyss, Unseen Horror, Cracked Psyche, Subdued in Dreams, Reawake, and Shattered Reality. If any of these Talents requires your target to make an additional WILL Save, they make it at DADV Y, where Y is equal to the Intensity of your AoE. Due to the trapping nature of illusory psionics, this AoE cannot be activated lower than Intensity 3.

Elemental Armor

Rather than increasing the effects of your Psionics E-Armor, you instead may select a number of the following abilities based on the Intensity of your E-Armor. You may only select the effects you meet the prerequisite for, and may change which effects are selected each time you activate your E-Armor.

  • (Requires Telekine) If you are damaged, reduce the step of the damage die by one (e.g. reduce 1d6 to 1d4). You may select this E-Armor effect more than once, increasing the step reduction by 1 per selection.
  • (Requires Skilled Telekine) You gain a Fly Speed of 15ft per 1AP. You may select this E-Armor effect more than once, increasing your Fly Speed by 10ft per selection.
  • (Requires Psionic Thrust) Whenever a being makes a Strike against you, they must make a FORT Save; on a failure, they are pushed back 10ft, suffer 2d4 Force damage, and are knocked Prone. You may select this E-Armor effect more than once, increasing the distance they are hurled by 10ft and increasing the damage by 2d4 per selection.
  • (Requires The Mind Condensed) Increase your AC by +1. You may select this E-Armor effect more than once, increasing the AC bonus by 1 per selection.
  • (Requires Psychokinetic Dominance) Whenever a being touches you while your E-Armor is active, they must make a FORT Save; on a failure, their armor locks up around them, causing them to suffer a 1d4 ASD to a random Attribute Score.
  • (Requires Telekinetic Slinger) While your E-Armor is active, Fire attacks suffer DADV1. Additionally, you can, as a Reaction, spend 8EE to redirect the attack, targeting a being you can see within 60ft of you (use your Elemental Attack Modifier + PROF). You may select this E-Armor effect more than once, increasing the DADV by 1 per 2 selections, and the range by 30ft per selection.
  • (Requires Molecular Breakdown) Whenever a being makes a Strike against you, they must make a FORT Save; on a failure, the melee weapon they attacked you with suffers 2d4 IHP damage. You may select this E-Armor effect more than once, increasing the damage by 2d4 per selection.
  • (Requires Mental Overload) Whenever a being damages you, they must make a FORT Save; on a failure, they lose Focus on any ongoing effects, are Shaken for 1 Round, and Confused for 1d3+PROF Rounds.
  • (Requires Invoked Wrath) When a being misses a Strike against you, they must make a WILL Save; on a failure, they must repeat the attack against a being of your choice within their melee Reach.
  • (Requires Mind Tricks) When a being misses an attack against you, their next attack suffers DADV1. You may select this E-Armor effect more than once, increasing either the DADV by 1, or the number of future attacks by 1.

Users

Matoran Universe

In the Matoran Universe, Psionics is represented by the Matoran prefix Ce-, as well as the colors blue and gold.[1][13]

Matoran

  • Ce-Matoran represent the Element of Psionics. Ce-Matoran contain a very minuscule amount of Elemental Psionic Energy, to the extent that they are all mentally shielded. Matoran, Toa, and Turaga of Psionics are predominantly female.
  • Ce-Toa possess the Elemental Power of Psionics, allowing them to create and control psionic energy. Unlike other Toa, they do not particularly need to channel their energies through Toa Tools, though some do so out of habit or lack of experience.[14] Their only limitations are that when they run out of Elemental Psionics Energy, they must wait for it to recharge; unlike most Toa of other known elements, Toa of Psionics cannot absorb Psionic energy.
  • Ce-Turaga have small traces of Elemental Psionics powers.

Skakdi

  • Skakdi of Psionics can only access their power if they work with another Skakdi, or if they carry a weapon that allows them to focus their Psionics power individually.

Makuta

Rahi

Other

Associated Locations

All of the following locations are/were affiliated with Psionics:

In the Matoran Universe

Trivia

  • The prefix "Ce-" was derived from the Latin word "cerebrum", meaning "brain".
  • All forms of mental shielding are non-selective, meaning that you cannot block certain telepathic messages or mind-readings and allow certain beings through. Shielding blocks everything.[16] However, mental shields can be dropped and raised at will,[17] and any mental barrier can be broken by a being with sufficiently powerful psychic abilities.[16]

References