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Chaosium Digest Volume 15 Number 11

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 · 1 year ago

Chaosium Digest Volume 15, Number 11 
Date: Sunday, August 18, 1996
Number: 2 of 3

Contents:

BRP Psionics, Part Two (Tal Meta) RUNEQUEST/BRP

--------------------

From: Tal Meta <talmeta@cybercomm.net>
Subject: BRP Psionics, Part Two
System: RUNEQUEST/BRP

- * -

BRP PSIONICS, PART TWO

Clairsentience, Psychokinesis, Psychometabolism
and Psychoportation


- * -

CLAIRSENTIENCE (INT)
--------------------

DEVOTIONS (BASE DEGREE = INT)

Danger Sense

This devotion allows the character to sense danger moments before it
befalls him. The danger in question can be natural or manmade (i.e. a
landslide and an ambush both qualify). In game terms, this power gives
the character a +(degree/4) to all saves involving the danger in
question.

[Example: Camber's INT is 14. His degree with Danger sense is also 14,
which gives him +5 vs. saves involving imminent danger.]

Detect Law/Chaos

This devotion allows the psionic to view the aura of creatures and
objects. As the degree increases the auras viewed become more
distinct. The basic chance of detecting a creatures aura is 5% per
degree, with a 1% chance per degree of determining the exact
alignment. Each of these chances increase 5 / 1% for each additional
degree.

[Example: Camber's 14 INT gives him a 70% chance to detect the
alignment of a creature or thing, with a 14% chance of detecting
specific allegiances.]

Detect Magic

This devotion allows the psionic to view the magical auras of objects
and places. There is a 5% chance per degree of determining the exact
type of magic (conjuration, alteration, etc) involved.

Detect Psionics

This devotion allows the psionic to detect other psionics with a 5%
chance per degree. This assumes that there is no ongoing psionic
activity at the time. If the target is actively using psionics, the
chance to detect activity is 100%, with a 5% per degree chance of
discerning the exact psionic ability in use. The possessor of this
devotion cannot detect by any means a psionic protected by severence,
mind bar, or other mind clouding spells/abilities or devices.

Transform Sense

This devotion allows the possessor to use one sense to simulate
another sense. A psi using this devotion could see with his hands, or
hear with his eyes, if needed.

DISCIPLINES (BASE DEGREE = INT/2)

Clairaudience (3)

This discipline allows the psionic to concentrate upon a locale and
hear what transpiring within a 20m radius. If the locale is one that
the psionic is familiar with, distance is not a factor. Under any
other circumstance, range limits apply.

Clairvoyance (3)

This discipline allows the psionic to concentrate upon a locale and
see what transpiring within a 20m radius. If the locale is one that
the psionic is familiar with, distance is not a factor. Under any
other circumstance, range limits apply.

Precognition (5)

This discipline allows the psi to view a limited version of the
future. Unlike Temporal Displacement, the psi cannot actually
influence events, and can only view a POSSIBLE future, based and
colored by the psionic's knowledge. The distance forward that can be
viewed is dependant on the psi's degree. For each range-band forward a
psionicist observes, there is a cumulative 3% chance of forseeing a
future that is NOT possible, which may cause him to act in effort to
prevent the future he has seen (generally with disastrous outcomes).
See example under RANGE-BANDS, above.

Psychometry (4)

This discipline allows the user to detect psychic impressions left on
an object or place by its previous owners or occupants. Thus, by
handling an object, the psi could tell its previous owner's race,
alignment, and probable fate. It can also be used to receive visions
of those who have suffered strong emotions or died in a particular
place. Not all objects or places give off such impressions, however.

PSYCHOKINESIS (POW)
-------------------

DEVOTIONS (BASE DEGREE = POW)

Animate Shadow

This devotion allows the user to manipulate his own shadow (or
shadows, if multiple light sources cause them). A shadow thus
manipulated cannot actually damage anything, although they can be made
to seem to leave their caster and move independently. Shadows always
remain 2 dimensional and remain "cast" upon a flat surface.

Inertial Barrier

This devotion surrounds its user with a wall of "elastic" air,
protecting him from certain forms of attack equal to 1/2 his degree.
While it won't stop a bullet, less forceful projectiles (like knives
or arrows) are usually deflected away harmlessly. Compare the user's
Inertial Barrier degree against the rolled damage of the weapon
involved on the resistance table: If the barrier wins, the psi takes
no damage; if the weapon wins, it does damage at -1 per die.

[Example: Nuril has a CON of 15, and when his Inertial Barrier
is active, he has 8 AP vs. melee weapons, thrown or "strung"
missile weapons (a bullet simply moves too quickly) and breath
weapons based on flame, gas, or cold. (Acid based attacks will
"coat" the barrier and seep through.)]

Levitation

This devotion allows the user to lift himself and up to 3 ENC /
degree. The psionic can lift himself vertically at a rate of 2' / SR,
for a maximum time equal to his degree. The power can be used in short
bursts, so long as the total duration for the day is not exceeded.

[Example: Abed has a CON of 16. With Levitation, he can lift himself
and up to 48 ENC of equipment.]

DISCIPLINES (BASE DEGREE = POW/2)

Energy Control (3)

This discipline gives its possessor a fair amount of control over
various energy forms, be they fire, electricity, mana, etc. Each
degree of power adds to the amount of energy he can control, and the
range it can be controlled at. For each 2 full degrees, the psi can
control an additional 1d6 worth of energy. The energy must already be
present to be controlled. ie, in order to create a 3d6 bolt of fire,
there must be a fire of bonfire size or greater present for the psi to
control. This costs 3x the necessary Degree in Aspect. The psi in this
example would spend 18 Aspect (3d6 would require a strength of 6, and
6x3 = 18). A psi can use this power to bind his own psionic energy
into a prepared vessel (See the Science, Power Transfer). Psionicists
with modifiers in this effect gain the following bonuses:

+0: Bind Energy - At this level, a psionicist can do the following:
Focus his own AsP into an object prepared to hold AsP (see Power
Transfer), keep a fire from spreading (depending on size of blaze) or
deny an Elemental its normal movement. It can also be used to "lock"
items with charges of magical energy from being used. It can also be
used to form a "Ward", a defined area that when crossed, inflicts
damage equal to the potential energy contained within it.

[Example: Fred Parker is bedding down in the forest for the night.
Before going to sleep, he places a ward, by binding the energy of his
campfire into a circle 10m in diameter. Anyone approaching within 10m
of his camp is automatically affected as though they'd jumped into the
center of his campfire, and take 2d6 damage!]

+1: Energy Lance - At this point, the psionicist can cause existing
energy forms (torches, etc.) to flare and reach flare and reach out to
strike a target. The range of the lance is dependant on the amount of
energy present, generally figured as the square of the damage dice. A
torch that would do 1d6 damage can be made to arch only 1m away, but a
bonfire that normally does 3d6 damage could be made to strike up to 9m
away. Using this against an Elemental (by causing its substance to arc
away) does 1d6 damage to the Elemental per degree.

+2: Energy Flare - Control is much finer now, and the psionicist can
choose to either lance the energy forms as above, or cause them to
divide into a number of lesser bolts to strike multiple targets. A 1d6
torch would still only be able to strike at 1 target, but the
aforementioned bonfire could be made to strike 3 seperate targets for
1d6 each.

+3: Transformation: At this level, the psi can begin to turn one
energy form into another. A bonfire could be tranformed into a small
snowstorm, or converted directly to electrical energy, etc. The
transformation is inefficient; each 1d6 of damage potential in the old
energy form becomes 1d4 in the new form.

[Example: A bonfire that had
3d6 worth of heat could be transformed into 3 1d4 electrical
discharges.]

At this level a psionicist can, for instance, convert magical energy
stored in wands, magic point matrices, etc, directly into heat,
causing them to melt, burst into flame, etc..

Magic Points stored in matrices are counted as 6 = 1d6 of energy
potential.

Telekinesis (1)

This discipline allows the psi to move objects weighing up to 1 SIZ
per degree. Objects being so moved must always be in view of the psi,
although this may sometimes violate the actual range of the
discipline. (Normally, the range is standard, but if the object to be
moved is being scryed by one means or another, the range is based on
the center of the scry's focus). If used to move an unwilling
creature, the psi must match the strength of his Telekinesis against
the MP of the creature (and must have enough strength to affect the
total SIZ of the creature in question. The movement rate of a
telekinetically lifted object is equal to the difference between the
Telekinetic's total SIZ limit and the ENC of the object. (i.e. a
telekinetic capable of lifting 5 SIZ who was moving a SIZ of 3 would
give it a movement rate of 2).

[Example: Nuril has a POW of 15, giving him a strength of 8 with his
Telekinesis. His Range with Tk is 10 m, and can be doubled for each
additional AsP he spends. (If he'd received a modifier to his Tk.,
say, +1, his basic Range would be 20 m. and his STR would be 9). If he
were to attempt to lift a rock weighing 4 ENC, he could move it at a
rate of 4.]

All costs above assume that only gross movement is sought. Careful
movement (wrapping a cord around a pole, throwing a rock, etc.) would
double the AsP cost, and precise movement (turning a key in a lock,
tying shoelaces, etc.) would triple the cost. Use the psi's own skills
if he is attempting to accomplish them via this discipline.

PSYCHOMETABOLISM (CON)
----------------------

DEVOTIONS (BASE DEGREE = CON)

Body Equalibrium

This devotion allows the psionic to adjust the weight of his body to
correspond to the surface upon which he is travelling. The psionic is
thus empowered to walk upon water, quicksand, or even a spider's web.
If used while falling, the cost of this discipline will be equal to
the total damage incurred.

Cellular Healing

This devotion allows the psionic to attune his mind to the cells of an
injured creature enabling him to heal wounds at a Aspect cost of 4 per
1 HP healed. The maximum healing a psionic can impart in any 24 hr
period is equal to his degree. Diseases of a non-magical nature can be
cured at a cost of 5 Aspect for the flu, or up to 20 for bubonic
plague.

Combat Mind

This devotion allows the psionic to adjust the molecules of his body
in such a way as to act as weapons and armor. Each 3 degrees increases
either the AP of the psionic, or the damage he does.

[Example: A psionic with a CON of 12 would have 12 degrees and could
spend a total of ( 12 / 3 = 4 ) points on AP and damage, perhaps
adding 2 to his AP and 2 to his damage.]

Elasticity

This devotion allows the psionic to stretch his body into new shapes.
He does not become any stronger by using this discipline, but does not
grow any weaker either. A psionicist using this discipline could
stretch his arm across a room to snatch a jail key from a desk, or to
lift a dagger from a sleeping guards belt. Assume that each limb has a
maximum length, in meters, equal to its locational hit points.

Expansion

This devotion allows the psi to cause his body to become larger in
size, with a proportional increase in mass and strength. This increase
is limited to 1 STR and 1 SIZ per 4 degrees.

Mind Over Body

This devotion allows the psionic to supress or mentally satisfy the
need for food, water, rest, and/or sleep. For each degree possessed,
the psi can use this discipline for up to two consecutive days. At
some point, however, the psionic must spend an equal amount of time in
complete rest to recharge this ability.

Power Within

This devotion allows the psionic to use his HP, MP or FP directly to
fuel his powers. The psi can funnel a number of HP, MP or FP equal to
his degree in this discipline. Points thus used are converted to
Aspect at a rate of 1:4 (1 HP, MP or FP = 4 AsP). This loss of HP, MP
or FP is not permanent (although HP, MP or FP used in this fashion
will only regenerate at half their normal rate).

Reduction

This devotion allows the psi to reduce his SIZ & STR by one for every
degree of mastery, but only in increments of 1/2 once a size of 1 is
reached. Thus, a SIZ 10 individual with a CON of 14 could make himself
2 cm tall. (The first 10 degrees bringing him down to 30 cm, the next
4 bringing him to 15, 8, 4, and 2 cm respectively. ) Note that SIZ and
STR never actually drop below 1 no matter how small the user makes
himself.

Suspended Animation

This devotion allows the psi to virtually cease all life functions (as
far as any but the most detailed examination can tell, the psi is
dead). The psi is able to set himself to awaken again after a period
of time, resuming normal function after an amount of time not to
exceed that limited by the psi's degree on the Duration Table.

[Example: Camber has a CON of 12. Using this ability while
trapped in an underground tomb, he could go without air, water
or food for 4 weeks (12 on the Duration Table is 4 weeks) while
his friends returned to the city to gather excavation tools.]

DISCIPLINES (BASE DEGREE = CON/2)

Animal Affinity (3)

When a psionicist gains this discipline, he develops an affinity for a
particular kind of animal. Once an animal has been chosen for the
character, he can claim one of that animals attributes for his own
temporarily. He can gain the animals natural armor, movement rate and
mode, attacks and damage, hit points, or any other special ability.
Only one attribute is gained at a time, and lasts as long as the
psionic expends energy to maintain it. The psionic does undergo any
physical changes required by assuming an attribute.

Body Control (2)

This discipline allows the psi to exist in hostile environments,
elemental planes, or withstand magical eminations or radiations
destructive to his body. For each two full degrees of this power, the
psi can negate one die of damage to his body in a single exposure.
Once the psi encounters a hostile environment, the Aspect cost is
equal to the total damage he would have taken. Note that this power
allows breathing under water at 1 degree and normal maintainance
costs.

[Example: Fred Parker has an Aspect of 33. Suspicious that he might be
attacked, he activates his Body Control (his CON of 11 gives him a
degree of 5) bringing his Aspect down to 31. Four rounds later his
Aspect has dropped to 23, and it is then that he is attacked by Fire
Elemental. The Fire Elemental's size gives it a damage potential of
3d6, 2d of which is negated by Fred's Body Control. The Fire Elemental
rolls a 3 for damage on its remaining die, which lowers Fred's Aspect
to 20. The next round sees Fred's Aspect at 18, and it continues to
negate 2d of the Elemental's damage, and the Elemental rolls a 6 for
damage this round, bringing Fred's Aspect down to 12. Unless Fred uses
Energy Control or a weapon to destroy the Elemental, it will
eventually eat away his entire Aspect and begin damaging him.]

Physical Boost (4)

This devotion allows the psionic to temporarily increase a physical
characteristic by expending Aspect to do so. Each point of STR, CON or
DEX so raised costs the psionic 4 AsP, and 2 AsP per round to maintain
(per point). Adding to his CON will not increase the value of the
psi's Aspect, but it will effect anything else that is effected by a
higher CON.

Shape Alteration (Special)

This discipline allows the psi to alter the form and substance of his
own being into that of something else. The costs in
AsP for this discipline are as follows:

* For each attribute point added or taken away: 2

* Basic metabolic change (carnivore to herbivore): 20

* Special Attack Form: varies (a 5d6 breath weapon would cost 30)

The maintainance for this discipline is equal to 1/10th of the AsP to
activate it. When a psionicist desires to assume a new form, that form
should be rolled up randomly and recorded for future shifts to that
body.


SCIENCES (BASE DEGREE = CON/4)

Preservation

The sciences of preservation is primarily directed at forestalling
decay or preventing demise. It may be placed upon the self or others.
Particular powers are available to the user as he gains degrees in the
science.

+0: Preserve Corpse - prevents decay for up to 1 full day.

+1: Dying Stasis - Stops the process of dying and links the spirit to
the body. The spirit cannot move more than 10 m from the body This
must be applied to the body within one round of death, or the soul
will have departed and be unretrievable. A spirit held by this power
may not communicate with the living except through spells like Speak
with Dead or similar means. (Requires the sacrifice of 3 POW).

+2: Remove Dying Stasis - Cancels the effect of the above power. The
body must then be truly healed / cured or it will die. (See sacrifice
above).

The range for all of these abilities are touch, and all cost 30 Aspect
to use.

Restoration

This science is used to restore characteristic points lost to spells
or creatures that drain away or destroy characteristics (Tap, etc).
By the use of this science, the psionic transforms 1 POW into 1d6 of
the characteristic points drained, up to the original rolled value of
the characteristic.

[Example: Ross lost 6 of his 20 POW to a Sorcerer's Tap spell. His
original POW was 17, so this science could only restore 3 points, no

PSYCHOPORTATION (POW)
---------------------

DEVOTIONS (BASE DEGREE = POW)

Astral Projection

This discipline allows the user to project himself into the astral
plane. A silver cord links the user on the astral with his physical
body, and should the cord be cut, he instantly returns to his physical
body and must make a roll under his POW x3 or die of shock.

Dream Travel

This discipline allows a sleeping psionicist to dream his way to
distant places. The terrain traversed might not conform to exact
geography, but should be allegorically correct. A dream traveller can
cross as much distance asleep as he could awake, counting terrain
modifiers. Anyone viewing the psionicist at his point of origin would
see nothing except a sleeping man, who vanishes when he "awakens" at
his destination. Dream travellers are notoriously difficult to
imprison.

DISCIPLINES (BASE DEGREE = POW/2)

Planar Travel (Special)

This discipline allows the user to to travel to the various
other planes in physical form, at the following Aspect costs:

05 : Border Ethereal or Deep Ethereal.
10 : Any Inner Plane (elemental or alternate prime).
15 : The Astral Plane.
20 : Any Outer Plane.

Since the traveller makes his journey physically, if he dies on his
journey, he is dead. There is also no maintainance limitations on how
long he stays (assuming the climate is suitable - this power does not
grant the ability to survive, merely to travel). The Aspect cost to
bring others along is 5 per person.

Teleportation (Special)

This discipline allows its possessor to teleport anywhere within his
normal range in total safety. For each additional Range he attempts to
traverse, there is a cumulative 10% chance of his arriving someplace
completely different than intended. For each ENC brought along, there
is a 1 Aspect cost. The basic Aspect cost for this discipline is 2
Aspect per range band teleported.

Temporal Displacement (Special)

This discipline allows its user to either view or to travel physically
to the past OR A FUTURE, to a total temporal distance not to exceeed
the psi's degree. This discipline dodges paradox theory by forcing its
user to return to whatever parallel world it created by his
interfering with the past. The psi who goes and kills his own
grandfather usually falls head-over-heels for grandma, and wonders
years later why his grandson-self hates him so much... Time has a
nasty habit of playing tricks on those who try to change too much.
Forward travel has fewer pitfalls, but always contains a 30% chance of
depositing the psi in a slightly different alternate future, so
playing the horses with this discipline is by no means a sure thing.
The Aspect cost for this discipline is (5) when simply viewing, but is
doubled for actual travel.

--------------------

The Chaosium Digest is an unofficial discussion forum for Chaosium's
Games. To submit an article, subscribe, or unsubscribe, mail to:
appel@erzo.org. All articles submitted to the Digest remain copyright
their respective authors, unless noted otherwise.

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