Create a Zekiran

Mental Powers

Mental Powers
Used by the best and the worst of people, mental abilities - not obvious and physical ones - are the reason that most psionics are feared or misunderstood in Zekiran society. The misuse of these powers should be considered dangerous and criminal. There are equal numbers of psionic judges and tribunals working for Areas as the psionic criminals they prosecute, and Invasive procedures are perfectly acceptable for crimes such as mental domination against the will of the target, crimes committed while possessing another's body, etc. There are rarely if ever visible cues that these powers are working, there are no "visible auras" to be seen unless the character has that sort of sensing ability.
MINOR 01-20 Human Empathy self only, uncontrolled
Character is open to fully sentient emotions, not those of lower animals. They can feel within a range of Power Rank in yards (may be skilled up), and can detect the strength of the emotion as well as the specific type of emotion being felt. This power can be skilled up to even Special level, for range or detail.
MAJOR 01-20 Emotion Sway targeted, controlled
Applies only to humans, because animals are not susceptible to such things (at least not in this game). The Character can sway the emotional state of another person or (at risk of losing control) a group, Power Rank in Targets. The amount of emotional alteration depends on how far apart the target's and the Character's are. (Hate/Welcoming, Jealousy/Friendliness, etc.) At best, the nullifying in-betweens are usually acceptable, since it would be very hard to make someone actually switch their state completely. It's not impossible, but please use discretion. The duration of the emotion sway is Power Rank in minutes, but can be skilled up to hours or even days.
SPECIAL 01-20 Emotion Control targeted, controlled
This power is very strong, and dangerous. It can actually alter people's moods severely or completely. The difficulty of this task if the character and their target both know it's happening (and want to try defending) is extremely tough. Usually the person with the higher Power Rank simply wins out or mostly tempers their command with a bit of the resistance. The duration of this ability depends on the individual and role playing needs. This power has been misused ever since it was discovered, and many people with it don't show it off or have something which can cover it up.
Typical Other Mutations/Powers: many times can be raised to higher ability, as Telepathy below, or a Special level can be dimmed down a bit. Mind Control, senses, facial hair, birthmarks, susceptibility, allergies or dependances, any mutation
MINOR 21-40 Human Telepathy targeted, controlled
This power gives the character the ability to communicate totally without words, but with other people and not animals. It is actually harder to do this than with animals, because every human's mind thinks differently. Each person has a different signature to their mental landscape (hard-edged, metallic taste, soft and loving, musical, etc) and in this way the character may learn more about someone just by touching their mind. The range of this power is Power Rank in yards (can be skilled up) and the number of targets is PR in targets of course. If used on someone of Rank 6 or higher (remember that low is good for power) match the Intelligence of each individual, and compare them as a percentage, and that is the percentage of successful thought transference. For those who do have telepathy as well, the conversation is full and does not have to roll for success. Two telepaths may stand at each other's range edge and still communicate.
MAJOR 21-40 Invasive Telepathy targeted, controlled
This ability is equitable to "reading minds". With it, the character can dig for normally hidden thoughts, memories, and fantasies in addition to just communicating as above. There is usually a cost: the person being read in this manner may notice if they have any telepathic ability, and may attempt to resist (Power Rank vs.). Doing this to normal people is both pathetic and fully accepted in courts as evidence, because they simply can't resist. You cannot lie to this kind of telepathy, whereas the normal Minor version can convey lies.
SPECIAL 21-40 Mind Control targeted, controlled
Matching the Intelligence and then the Sanity of each will give the result of resistance if it is possible (normal, Rank 6 to 10, people cannot resist). With this power the character can use the other person as a play toy, cause them to say and do things they wouldn't normally, and make terrible messes of things. The duration of the control is up to the Game Holder and the players, the range is PR in yards (can be skilled up). While the character is using this ability, they may also do things for themself, as long as it is not interrupting their concentration.
Typical Other Mutations/Powers: most often coupled with strong senses or other mind abilities, but any are acceptable, also as above, can be raised from minor telepathy to a special level of ability
MINOR 41-50 Mind Clouding targeted, controlled
Character can cause an individual to not remember them, or an event, by concentrating on them. The amount of time which they are forgetting or ignoring the character depends on the concentration of the user. If the target knows the power is in use, they may try resisting with either another power, or versus Power on the chart. Power can normally only be used on one target at a time, and only with Line of Sight, but it's popular at parties with stronger psionics.
MAJOR 41-50 Hypnotic Suggestion targeted, controlled
As above, only the targets may be up to Power Level (Power 0 = 10, Power 5 = 5). Targets still must be in LOS. This ability also offers the chance to plant memories or suggestions into the target's mind with a successfully unresisted roll. Life threatening suggestions will only work on suicidal or zealous individuals. There is always a trace of the user's mind left until the suggestion is acted upon, so beware, those who would get away free! Note that with repeated use of this ability, the target may become either immune to it, or more easily suggestible! That's entirely up to the Game Holder, by the way, not you. Ha.
SPECIAL 41-50 Mental Illusions targeted, controlled
Character may create illusory sensations which confuse, entertain, or otherwise alter the target's perception. Since this is mental in nature, no Perception rolls can be made, except that if the target has a similar power or is actively trying to resist the power. Power can be used on groups (Power Rank in targets). Useful at parties. Illegal at most Races. Any situation may be made into an illusion: simple ones such as "you're naked" or "there's a cliff in front of you" up to "you're in a glade with softly falling rain, the sounds of birds calling alerts you to your lover's presence as he strolls up to you, in his hand is a basket with sweet smelling breads and wine..." you get the picture. Duration is pretty much whatever the character needs to keep up.
Typical Other Mutations/Powers: usually attractive people, high Social abilities, Shape shifting, facial hair, strong senses or unusual senses, levitation, popular with Slaves or High Holders alike
MINOR 51-60 Sense Human Life targeted, controlled or uncontrolled
The ability to sense that there are people out there. Not animals, people only. Within Power Rank in yards x2. This distance might be skilled up, and is very handy for search parties.
MAJOR 51-60 Locate/Identify Person targeted, controlled
With the built in ability to sense them, this power allows the character to find out who's out there too, and where they are. The distance is PR in Yards x2.
SPECIAL 51-60 Summon Human targeted, controlled
At the Game Holder's discretion, this power can in fact be used to draw people near. An overriding urge to go somewhere, over that ridge or into this room... The person so summoned may or may not be friendly, but they will get there somehow. The range of this power is PR in Miles but can be used on a specific target at almost any distance if they are psionically aware of the other.
Typical Other Mutations/Powers: mostly animal tuned and mental, size, limbs
MINOR 61-70 Mind Numb targeted, controlled
This applies only to humans. When the Character indicates that they will use this power, roll beneath the Power rank or do a competitive roll. If it succeeds, the target has a momentary lapse of control, and none of their thoughts or memories for the next two minutes gets acted upon, they just stand there looking stupid. (Why two minutes? Short term memory needs two minutes to get settled, if it doesn't make it there, it will never be available again.)
MAJOR 61-70 Mental Stun targeted, controlled
Compare as above PR to PR, if there is success, the target is struck by a terrible blow to the mind and is unable to act for the next five minutes, while they are reeling in pain or confusion. They will have a gap in their memory of this length, and will be disoriented for an hour after this attack. On a critical success, double the time frame for both effect and after-effect.
SPECIAL 61-70 Possess Sentient targeted, controlled
Match PR to PR and Sanity check, Character must beat both rolls to succeed, but if they do, the will of the target is nullified. The user is in full control of the new body, they can sense through it, walk and talk with it, and like Mind Control can make very big messes with it. There is no chance to break the Possession, unless the Character is so distracted (like by a falling piece of masonry) that they must voluntarily let go. The Character's body, while using the power, is able to perform only the most basic of movements while Possessing someone else, and they can only do this to one person at a time. The target will remember all that happens to them while Possessed, but will not have any connection to the memories, as if they were in a dream. A willing target does not need to do a resistance roll, but they will still be required to perform a Sanity check. The victim or target of this power mentally is "pushed aside" into their own semi-conscious state. They cannot control their limbs but they might still see, hear and such. They can attempt to communicate with the mind which is controlling them, "sounding" like there is a little voice in the controller's ear. They obviously cannot use any powers while in this possessed state. However... If the new body has physical abilities or powers such as Environmental controls the Possessor might just be able to trigger them. Or, learn how to use them. How this affects both parties is up to the Game Holder and the players.
Typical Other Mutations/Powers: Susceptibilities, addictions, other mind powers, limbs, senses
MINOR 71-80 Lucidity self only, uncontrolled
Character is aware as if they were awake while dreaming. This power is useful for solving problems that the waking mind may not, for Zekiran's dreams are quite often prophetic in nature. (Theirs is after all a psionically active culture, they do have something like a collective unconscious!) The dream state is still that: they will still be dreaming randomly, but once they become lucid (a Power level based chance - Power 0 = 99%, Power 5 = 50%) they may take control and alter objects or situations within their dream scape as they see fit. If they wish to have an unconscious conversation with their boss (only the dreamer's impression of them however), so be it. This power does not affect the sleep quality of the character.
MAJOR 71-80 Dreamwalking targeted, controlled or uncontrolled at the option of GH
With this power, the character may slip from their own mind into another's dream. The distance between the Character using the power and the affected target may be up to Power Rank in miles x10, normal targets (without any psionics) only PR in miles x2, but if the dreaming pair are familiar and know to expect it, they may be half a continent away and not need to skill up! In this fashion, the Character may affect other people's dreams or allow someone else to dream 'for' them, by participating in someone else's dreaming. The target may or may not become aware of another presence in their unconscious mind: stealth here is based on role playing and if the target knows to watch. Lucidity of the target cancels any attempt to remain in the background. If uncontrolled, the character or user may begin to lose Sanity.
SPECIAL 71-80 Dream Command targeted, controlled
As Dreamwalking, but the character may actually command what the target is dreaming. It's a good idea to know what you want to play out, winging it is possible but to what purpose, one might wonder? Tormenting enemies in this fashion is possible, and it is possible also to cause the target to lose sleep or suffer physical ailments due to night terrors. It is also possible to heal coma-patients or mentally withdrawn targets, a much more social use of the ability. Dream Command is useful only about 25% of the user's nights, since it does drain sleep: the user wakes unrested and requires 2x the amount of sleep normally the next night. By forcing the use of the power, a serious sleep deprivation problem may occur, and at that point (when used more than 8 sleep sessions in a row) the character will automatically lose 5 points of Sanity (for a period of 1d6 days), and 1d6 of Health (until healed), and falls into a catatonic state from which they will be roused only after they've fulfilled their sleep requisite.
Typical Other Mutations/Powers: Minor physical additions, speed, senses, other mental abilities
MINOR 81-85 Detect Psionic Mind targeted, uncontrolled
With this ability, similar to that of detecting life, the character can sense the active psionic among the flock. In a crowded room, they always stand out, don't they? This is almost as if the mind's signature leaps out over the people, aura reading and such. Also, with skill, the character may learn to see dead minds, since they are around. Only sense them, however, the other power of speaking to them is reserved for that roll. With skills, this power might be useful to detect different levels of potential in normally non-psionic (PR 6-10) individuals. If they have a latent power, this Character might detect that possiblity and suggest a Breeder who has a complimentary subject in mind.
MAJOR 81-85 Dampen Psionics targeted, controlled
With this ability, the character may actually combat other people's psionics and powers, intervening if needed when they start running rampant among the un-psi among us. Anyone within Power Rank in yards who is using some power may be taken down to a more manageable level. PR vs PR: winner's psionics get through. If it's a tie or close then dampen the psionic by half.
SPECIAL 81-85 Negate Psionic Powers targeted, controlled
This acts as above for dampening, but the character's PR is effectively doubled for effect. Pretty much, if the PR is lower than the target, the target can just go sit in a corner for a while, because they're not going to be throwing any powers around. In fact, this works on groups up to PR in targets, for all of them who are worse than the user's rank. Can be skilled up for targets, distance to be effective, and higher rank targets, or even for specific powers or types of them. An example of such skilling is Viaan and her traveling offspring, specifically countering Etan's psionics from city to city. She doesn't choose to dampen normal psionics like Animal Master's or healers.
Typical Other Mutations/Powers: strong telepathy, rarely enhancements or physicals; senses, addictions, susceptibility
MINOR 86-90 Learning Trance self only, controlled
When the Character concentrates, they can study uninterrupted until the specified amount they have chosen is learned. Roll on Intelligence to determine how much can be taken at once: Fair success/half, Good success/three-quarters, Excellent success/all, Critical success/and a little more. This can encompass learning the map route to a particular place, long math calculations, histories, they can even memorize or get the complete gist of an over-heard conversation...!
MAJOR 86-90 Information Absorption self only, controlled
When the Character concentrates, they memorize everything they see and hear. If they are reading a book they must actually read the book, unlike the Special Power of Eidetic Memory. But it applies to every situation as above. It only works when they specify, and the power runs out at 15 minutes. Some judges and courts are starting to use people with this power to record testimony or statements.
SPECIAL 86-90 Information Transfer targeted, controlled
When the Character learns something, they can place that information into another person's mind. Match Int, and that is the percent of successful transfer, there will usually be some residual mistakes, but it can be repeated (only once per target and this specific information) and it is assumed that the second time fills in those gaps. This Power cannot work on animals. It works with 100% success when the target has taken on information in this fashion from this particular Character more than three times before, it means they have a kind of 'understanding' of the process, and the target is more open to the Character's mind than another's. Characters with this Power might be in some kind of Holding, be it Membayar or High Holder, with a servant they trust with their communications that otherwise might get intercepted (wiretaps, spies etc.).
Typical Other Mutations/Powers: most intelligence-based powers, senses and controls of odd things
MINOR 91-95 Minor Savant self only, uncontrolled
This power grants the Character complete knowledge of one small type of thing (know about electricity, how to play the piano without learning, memorizing all the Area Presidents since Time Began). How useful this power is depends on the Power level of the Character, and how generous the Game Holder is. This power can be either really useful in particular situations or a minor annoyance - so, you do know all kinds of useless trivia, but are you at a party where it'll do you some good?? Or, you have that genetic chart memorized do you? Are you a Breeder?
MAJOR 91-95 Major Savant self only, uncontrolled
A considerably more useful ability than the Minor version. With this power, choose a subject and learn it at 10% of the normal time and Education cost. Related subjects are learned at 50% time and cost of normal, unrelated subjects are treated as normal. How this works for Character creation is this: before assigning points from Education score into Skills, choose the particular area of knowledge. All points allocated to this subject are doubled - spend 3 points, get a 6 point skill. For related subjects gain one point for every three spent - spend 5 points get 1.2 extra and YES keep the fractions. They can only be spent on more of this same item, however. (See the Education and Skills section for this stuff, it's all intuitive, hopefully!)
SPECIAL 91-95 Automatic Knowledge Level self only, uncontrolled
With this level of ability, the user simply already knows ALL about the subject at hand. Choose a subject (broad) and everything related to it is known. An example: play instruments. Any and all instruments from woodwinds to programming music on a computer to improvising with trash cans and dead cats... Every aspect of a broad category is well known and second nature to the user. ONLY ONE subject may be chosen, unless the power is rolled twice. For Character generation purposes, for this one single subject or skill area, Character does not need to place ANY Education points into this skill. Treat the Skill as if they have bought it at 20 points. (Yes, 20, ten just isn't enough!)
Typical Other Mutations/Powers: allergies, dependances, secret/nerd, illusions and controls

MINOR 96-100 Calculate self only, controlled
The Character's mind works as well as a computer calculator at math. They must first know how to use math, roll against Education to see if the math is too complex. A lot of bookies use this Power when they can, while watching a race. Also, logic problems and other such structured thinking can be done as long as the Character knows the process to begin with.
MAJOR 96-100 Genius self only, one time bonus
Add 30 to the Int score of the Character before first Game session. The Character is able to learn more than their Education score can handle, so Characters with this Power use their Int rather than their Edu to determine schooled Specialties (as Edu, all points over the other score costs double, just reverse the scores and hope that your Edu isn't crap).
SPECIAL 96-100 Eidetic Memory self only, uncontrolled
Everything the Character sees, perceives and thinks is retained. Drugs are the only thing that can stop these memories from forming, they remember their dreams, and can place themselves into their 'state of mind' at the time they gained the memory. As a side effect of this Power, the Character automatically loses 1d10 points of Sanity when it first manifests (if not at birth). Every time there is a trauma sufficient to check on Sanity, they lose another 1d4 of it. They do not lose any more when they re-read the memory, but it is traumatic. Those who have been born with this power on (a 10% chance) will not lose any sanity because of either the power, or the subsequent re-hashing of any events.
Typical Other Mutations/Powers: any powers, often coupled with Tech-elf appearance