While the sphere has stagnated
in many areas and otherwise great technology has been lost to time
and incompetence new technologies and developements also
flourish.
One of the greatest of these new developements is Psionics.
One of the greatest of these new developements is Psionics.
Psionics are perhaps the ultimate developement in brain and nerve enhancement, the culmination of biotech, perhaps the ultimate technological developement. Pisis are able to control different aspects of the world or rather the universe around them. Some are even able to manipulate different elements of the four elementary interactions. However psionics are also mysterious, psionics are few and far between and no way of reproducing psionic abilities have yet been found.
Some claim psionics to be divine: The Brutii believe that psionics are the manifestations of their ancestors. The Enochians believe that psionics are the divine intervention of gods and that psis are champions of deities. Remuleans see psionics as a living all permeating force of life and intellect. The surface dwellers of Azura believe that psis are the result of the gods secretly impregnating women.
Many also see psionics as a
deviation from standard human evolution and a natural phenomenon that
can be studied, understood and harnessed for the betterment of all.
The independent colonies and Regnum Mars feature great institutes
dedicated to the study of psionics. The second human empire and many
in the independent colonies see psionics as skills that can be
harnessed to achieve great power.
Psionic potential is rare
among the spheres resident where it's almost 1 in 5000 who have
latent psionic powers. Regnum Mars discovered psionics and from their
extra ordinary capabilities tried to discover a way to attain true
immortality for their elite. However only a handfull of psionics have
succeeded in delay death indefinitely and the power is rare.
From Psionic powers the
following powers are considered generic belonging to no school in
particular. Any psi can learn them and they would be common for rogue
psis that has not been picked up by any psionic school and
trained.
In a sense they are dormant in any psi and can be trained or somehow mastered.
In a sense they are dormant in any psi and can be trained or somehow mastered.
Anti-Psi
All anti-psi powers are
allowed and can be bought, it should be kept in mind that anti-psi
cannot do any other psionics as per page 23 in psionic powers.
Telepathy
All psis have access to
telepathy here all powers except for mental surgery are allowed.
Psychokinesis
Psychokinesis is also allowed
for any psionic and may be bought freely.
Psychic
healing
Psychic healing is available
to all psionics with the exception for Life extension which is only
available to the most powerful and unusual psionics and requires GM
permission.
ESP
ESP is common for psionics and
available to any psionics. However only the following powers are
allowed: Combat sense, Signature sniffer, Awareness, Psi sense,
Psidar and Psychic hunches.
Schools
The other schools of psionics
are replaced by the different schools found amongst the factions of
the sphere, in order to have access to these a character must be part
of the faction. These powers are learned via special instruments and
intense training and cannot simply be thaught by character to
character. They are secrets belonging to these schools and can only
be earned in game by interacting with the schools and doing
preferably hard quests to get instilled with the potential to unlock
these powers.
Each school consists of
roughly 4 powers and are aimed at different spects of gameplay that
they specialise in.
If a character is to start with powers from different factions schools its definently unusual background cost.
If a character is to start with powers from different factions schools its definently unusual background cost.
From a design point it should
be noted that once you choose any Empire or faction it usually has a
sister school you have access to along with the original.
Remember that each power rolls against its own IQ/H skill, name it after the power it triggers.
Remember that each power rolls against its own IQ/H skill, name it after the power it triggers.
More posts will soon follow on factions and schools.
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