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Cyno's Role-Play: Rule Book: Magic Spells and Psy-Powers

Psychic Abilities

Clairvoyance

This ability enables the psychic to become aware of objects, events, or persons without help from any of the five senses (sight, sound, taste, touch, and smell).

A psychic may not gain the ability by practicing Clairvoyance; it is inherited. When the awareness occurs is unpredictable and it is up to the GM to decide when to provide the character with a Clairvoyance awareness.

Mind Block

An unwilling participant to a Mind Reading or PsychoScape (see below) attack can use this power to attempt to deny access to his or her mind. A character without any psy-power cannot have this power. The defending character can perform Mind Block when an offending psy-power is being cast. It can also be performed at any time during a Mind Reading or PsychoScape event.

It costs 5 power points to perform mind block. At the time the the power is used, the character must concentrate. No other tasks may be performed at the same time

Mind Reading

The power to read another character's mind. Unlike telepathy, mentioned later, the subject need not participate for this to work. The character performing this ability must focus and concentrate on the subject for at least one minute.

The ability to success depends both character's power ability. If the performer is performing this feat on a willing participant, the success rate is much higher than this feat being performed on a unwilling participant. When rolling for success, a willing participant’s stress bonus is subtracted from the roll. On the other hand, a unwilling participant’s stress bonus is added to the roll.

This ability has a maximum success rate of 85 percent. It takes 3 power points to perform on a subject in the same room. It takes 10 power points to perform on an unseen subject..

Precognition

This power gives the character an unpredictable knowledge of a future event that will eventually occur. Like Clairvoyance, this ability is inherited and the GM decides when it occurs.

Psychokinesis

The ability to use the mind to control physical objects. For example, bending spoon. The character must concentrate and not be disturbed in order for this ability to take effect. This ability will only work on small objects that is smaller or around 10 centimeters (3.94 inches). Maximum success rate is 70 percent. It will take 6 power points to perform this skill.

Psychometry

This is the ability to be able to hold a personal object of another person to learn about the person. A psychic does this by concentrating his/her mind on the object to reveal images that tells more about the person in relationship to this object. This ability has a maximum success rate of 80 percent and will take 2 power points to perform. It takes ten minutes to perform on each object.

PsychoScape

The power to join the attacker’s and defender's mind into a "dream" world, where both parties can interact and shape the environment. It costs 10 power points to create the dream world.

Much like other psy-powers, the success rate is much higher for a willing participant than an unwilling participant. When rolling for success, a willing participant’s stress bonus is subtracted from the roll. On the other hand, a unwilling participant’s stress bonus is added to the roll.

Within this dream world, the characters retain all attributes and skills in the real world. All standard game mechanics apply in this virtual world. The only exception is that other psy-powers, other than Mind Block, cannot be used in this dream world.

In this dream world, each party may change and shape the environment at will. It costs one action and one power point (in the physical world) to change the world and is based on the changer’s successful power attribute roll only. However, if the change directly affect the second participant, then it becomes a attacker vs. defender roll.

A change introduced into PsychoScape by one participant can be changed by the second participant via a attacker vs. defender roll. In this case, the second participant is the attacker, while the first participant is the defender.

Remote Viewing

A way for psychic to see events at a distant location exactly as it happens. The person performing this ability must concentrate for three minutes without being disturbed. This ability has a maximum success rate of 75 percent. It takes 4 power points to perform.

Telepathy

The ability to communicate with someone else, using the mind instead of sound and body language. Both persons must have this ability to facilitate telepathic communication. Thoughts, feelings, sounds, words, and knowledge may be sent.

Maximum success rate is 95 percent, just like any other skills. It will take 2 power points to establish communication, but only 1 power points to receive. Once the communication is establish, it no longer need power points to maintain. But when the conversation is over, the communication channel is gone.