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PSIONICS
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WHAT ARE PSIONIC POWERS
Some individuals and creatures are able to tap into the boundless potential of the mind, called psionics, by developing exceptional psionic capabilities.
Put simply, psionics represent the ability to exploit the potential of the mind to influence the fabric of reality, bending it to one’s will. The effects of this mental manipulation are called psionic powers.
A psionic power is a single psychic manifestation that alters reality according to the will of the mind that generates it. Psionic powers can be versatile tools, effective protections, or deadly weapons; they can inflict damage or heal them, impose or remove conditions (see “Conditions”) and much more.
In manifesting a power, a creature draws on its mental strength, channeling it outwards to create the desired effect. In most cases, the whole process takes only a few moments.
Psionic disciplines
Psionic powers are grouped into six Disciplines: illusion, metabiosis, metareality, telepathy, telekinesis and clairvoyance.
A psionicist must have access to a Discipline in order to learn powers that belong to it. Sometimes, learning a power isn’t easy even with that access. In this sense, it is up to the GM to determine which powers are automatically (or easily) available and which ones need to be discovered (or rediscovered) in some way.
Characters who undertake the Psi class immediately have access to a Discipline and will access other Disciplines as their level increases. Other characters may gain access to a psionic discipline through talents or other special features. Additionally, some characters or creatures may have access to a specific power or a limited list of powers, thanks to special abilities or traits. In these cases, access to these powers is automatic and is not linked to the Disciplines.
Psi points
Tapping into psychic energy is physically and mentally unnerving. It is therefore possible to manifest only a limited number of powers before having to rest.
A character who can manifest psionic powers has a pool of psi points. Each power has a psi point cost that must be spent in order to manifest it. If you don’t have enough psi points left to cover the cost of a power, you can’t manifest it. Finishing a full rest restores all psi points spent (see “Rest and Healing”).
Sometimes, a creature might have special abilities that allow it to manifest psionic powers without consuming psi points. In these cases, the number of times these powers can be manifested before needing to rest is specified. Also, since they do not require psi points, these powers cannot be incremented by spending a higher number of psi points (see “Manifesting powers,” below).
Praxis
A praxis is a minor psionic power. Unlike actual psionic powers, praxis can be performed at will, without having to spend any psi points. Although each praxis is related to a Discipline (or more than one), they do not actually belong to any of them, being basic exercises that can be learned by all psionicists.
Given their simple and instinctive nature, praxis are often used even by individuals lacking the ability to manifest psionic powers (some species traits, talents or other special features grant the ability to manifest one or more praxis).[/vc_column_text][vc_column_text text_color=”#000000″ css=”.vc_custom_1602420459490{padding-top: 20px !important;padding-right: 20px !important;padding-bottom: 20px !important;padding-left: 20px !important;background-color: #ffffff !important;}”]
MANIFESTING PSIONIC POWERS
When a character manifests a psionic power, the following general rules are used. Each power description begins with a block of information, including the power’s name, discipline, manifestation time, range, duration, and psi points cost. The rest of a power entry describes it’s effect.
Psi points cost
Each psionic power has a psi points cost that you must spend in order to manifest it, as explained above.
Many powers include various options you can choose from to generate different effects, each of which shows its cost in psi points (in parentheses next to each effect’s name).
However, when you manifest a power, you can spend a maximum number of psi points equal to your psionic limit. As a result, if the base cost of the power (or one of its effects) is greater than that value, you won’t be able to manifest it.
When you manifest a psionic power you can decide to increment it, which means you spend a number of psi points higher than its base cost, up to a maximum equal to your psionic limit. As the psi points spent increase, the effects of the power become more and more powerful, as noted in its description. Some powers cannot be increased, since their effects would not be improved.
Manifestation time
Most psionic powers require a single action to manifest, but some powers require instead a minor action, a reaction, or much more time to be manifested.
Minor action: These powers are especially swift. If you manifest a power as a minor action, you cannot manifest another power in the same turn using your action, unless it is a praxis.
Reaction: Some powers take a split second to bring about and can be manifested in response to an event. If a power can be manifested as a reaction, its description tells you exactly when you can do so.
Longer manifestation times: Certain powers require more time to cast: minutes or even hours. When you manifest powers with a manifestation time longer than a single action or reaction, you must spend your action each turn for the indicated time, and you must maintain your concentration while you do so (see “Duration”). If your concentration is interrupted, the power fails but you don’t expend psi powers. If you want to try to manifest it again, you must start over.
Range
The target of a psionic power must be within the power’s range. For many powers the target is a creature. For those powers that generate areas of effect, the target is the point in space from which they originate.
Usually, powers have ranges expressed in distance categories (see “Combat”, above). Some powers can target only a creature (including you) that you touch. The powers that affect only you have a range of self. Powers that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the power’s effect must be you (see “Areas of effect”).
Once a power is manifested, its effects aren’t limited by its range, unless the power’s description says otherwise.
Duration
The duration of a power is the amount of time it persists. As with many other effects, psionic powers follow the rules about duration described earlier in “Combat”.
A power’s duration is indicated under the Duration entry of its description. If a power needs to be maintained through concentration, this will be indicated under the same entry, along with how long you can maintain concentration on it. Some powers specify that their effects last indefinitely until they are dissolved or destroyed.
Targets
A typical power requires you to pick one or more targets to be affected by the power’s effects. A power’s description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect.
Unless a power has a perceptible effect, a creature might not know it was targeted by a power at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a power description says otherwise.
A clear path to the target: To target something, you must have a clear path to it, so it can’t be behind total cover. This also applies to the origin point of an area of effect. If you place an area of effect at a point but an obstruction that grants total cover, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.
Targeting yourself: If a power targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a power you manifest, you can target yourself.
Areas of effect
Some psionic powers generate an area of effect, capable of affecting multiple creatures at a time. In this case, the description of the power specifies its area of effect. Powers follow the rules about areas of effect described earlier in “Combat”.
Psionic attacks and psionic force
Some psionic powers require you to make an attack roll against the target’s Defense to determine if their effect hits. This type of attack is called a psionic attack and is resolved as follows.
Psionic Attack = 2d12 + INT (Psionics)
Most psionic attacks are ranged attacks. Remember that you have disadvantage to ranged attack rolls if you are adjacent to a hostile creature that can see you and is not incapacitated (see “Combat”).
Other powers specify that a target must make a saving throw to avoid some or all of their effects. The DC of these saving throws is equal to your psionic force, calculated as follows.
Psionic Force= 12 + INT (Psionics)
When a power requires a saving throw, its description specifies the ability (and skill) that the target uses for the save and what happens on a success or failure.
Special Rules
The following paragraphs explore some peculiar activities and situations regarding psionic powers that require some special rules.
Combining psionic effects
The effects of different powers add together while the durations of those powers overlap. However, the effect of the same power performed multiple times on the same target don’t combine. Instead, the most potent effect – for example, the one that has the highest psi points cost – will apply as long as the durations overlap.
Counter-manifestation
A psionic user can utilize its psychic energy to contrast that of another creature attempting to manifest a psionic power, in order to prevent it. You can counter-manifest as a reaction, when you see a creature within 20 meters of you manifesting a power. To do so, you must spend an amount of psi points at least equal to those used by the creature to manifest its power, up to your psionic limit.
If the psi points you spend are not enough, you consume them anyway but your attempt to counter-manifest fails.
If instead they are enough, you make an INT (Psionics) check with a DC equal to the creature’s psionic force. If you succeed, the creature’s power fails and has no effect. Otherwise the power takes effect as usual.
Dissipating psionic powers
Similar to counter-manifestatin, you can dissipate an already active psionic effect.
As an action, choose a creature, object or area within 20 meters of you that is affected by an active psionic effects. To dissipate the effect, you must spend an amount of psi points at least equal to those used to create it, up to your psionic limit.
If the psi points you spend are not enough, you consume them anyway but your attempt to dissipate the effect fails.
If instead they are enough, you make an INT (Psionics) check with a DC equal to the psionic force of the creature that created the psionic effect (if not specified, it is up to the GM to determine the DC of the check). If the check is successful, the psionic effect ends.
Manifesting under difficult conditions
When you try to manifest a psionic power in a particularly stressful, difficult, or dangerous situation, the GM may ask you to make an INT (Psionics) check to see whether or not you can focus enough to actually manifest the power. The check DC is equal to 14 + the psi points you spent on the power. In the case of praxis, which do not require psi points to manifest, the DC is 14. If the check is successful, you manifest the power, otherwise you fail and the psi points spent in the attempt are wasted.
The armor penalty caused by armor applies to checks made to manifest psionic powers under difficult conditions, making it increasingly difficult to do so by wearing heavier armor.
Over-manifesting
A psionicist can tap into his own life force to be able to manifest more powerful powers.
At the beginning of your turn you can decide to over-manifest. If you do so, you take 1d8 psychic damage but for the rest of that turn your psion limit increases by 1.
If you over-manifest again before completing a complete rest, the psychic damage you suffer increases by +1d8 on each over-manifestation after the first.[/vc_column_text][vc_column_text text_color=”#000000″ css=”.vc_custom_1600440967344{padding-top: 20px !important;padding-right: 20px !important;padding-bottom: 20px !important;padding-left: 20px !important;background-color: #ffffff !important;}”]
PSIONIC POWERS DESCRIPTION
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