Friday, September 25, 2020

Psionics for MechWarriors


These rules were initially developed for a Robotech: The Sentinels campaign using the Mechwarrior, Second Edition rules.  Several alien races in that setting have supernatural powers, and we needed a way to codify these powers and use them in play.  I enjoyed these rules during that campaign, and feel they are a natural addition to any MechWarrior game--though games that do not rely exclusively on mech combat (oh no!) would benefit most.

Psionic Potential

In order to make use of psionic powers, a character must 1) have the potential (naturally or otherwise), and 2) develop that potential through skills.  There are two methods of "achiving" psionic potential:  by virtue of one's race, or through a cybernetic implant.

Race: Human (Psychic)

Under these rules, human characters who set Race as Priority 1 (instead of 0) have psionic potential.  These characters automatically have access to all psionic skills.  Pychic humans may choose not to train in psionic skills, even though they have psionic potential.  Whether or not a psychic human has trained their abilities, they always perceive psychic phenomena (see below).


Advantage:  Psionic Implant

Requirements:  member of the Clans; combined LRN & CHA of 7+

Viewing psionics as volatile and unpredictable, the Clans bred any potential for psychic powers out of their bloodlines.  However, upon their return to the Inner Sphere and encountering psychic humans, controlled psionic development was pursued.  The solution was an ectoplasm-enhanced receptor implanted in the brain. Select one of the implant classes below; you gain access to that implant’s psionic skills (but no others).

Anyone with a psionic implant as the chance of perceiving psychic phenomena (INT check).

Gamma-class implant (2 pts):  Astral Projection, Clairsentience, Telepathy.

Kappa-class implant (3 pts):  Ectoplasty, Plasmakinesis, Telekinesis.


Psionic Skills

Psionic skills are learned and improved in the same manner, and with the same points, as other skills.  Psionic skills use the new Psionic and Psychosomatic [aka. ‘Somatic] Characteristics, which are:

Psionic:  18 – (Learn + Charisma)
'Somatic:  18 – (Build + Learn)

As with other skills, the initial limit for Psionic skills is the character’s LRN score.

Drain

Every time a character uses a Psionic Skills, he suffers “drain,” taking one point of bruise (stun) damage to the head.  Any time a character rolls a 2 when making a Psionic Skill check, he instead takes 2 points of bruise damage.  Any time a character rolls a 12 when making a Psionic Skill check, he is spared from drain and does not take any bruise damage.


New Skills


Mental Skills*

Resolve
Special Interest/ Parapsychology

Psionic Skills

Astral Projection
Clairsentience
Ectoplasty
Plasmakinesis
Telekinesis
Telepathy

‘Somatic Skills†

Vitalism

* Mental skills are non-psionic, and available to any character, regardless of psychic potential.
† Psychosomatic skills may be selected by non-psionic characters—however, the uses of these skills are limited.

There are no formal training programs for the development of psionic powers--certainly not at any University or Military Academy.  These skills must be pursued independently, without the benefit of skill packages.

Psionic Skills Descriptions

In all cases, final judgement on the result of a psionic skill is that of he gamemaster.

Astral Projection

Astral Projection is the ability to separate one’s astral body (composed of ectoplasm) from one’s physical body while keeping the physical body alive.  While in astral form, a character is intangible, allowing him to walk through walls. The character loses the senses of touch and taste, but retains all other senses.  The astral body is invisible to anyone who cannot perceive psychic penomena.  The astral projecting character may return to his physical body at any point.  
Astral bodies may take advantage of ley lines (or similar networks) to travel over great distances, or even to transfer consciousness from one body to another.
Combined with Telepathy, Astral Projection can be used to enter another character’s mind or dreams.  Garudans are the recognized masters of Dreamwalking; their ley-energy-rich atmosphere gives them a connection to a collective dream known as the Hin.
During astral projection, the character:
  • Uses Athletic skills as Mental skills [INT as BLD; LRN as REF]
  • Uses Physical skills as Psionic skills [LRN as REF; CHA as INT]
  • Tracks condition and damage thresholds using INT [INT as BLD]

Clairsentience

The Clairsentience skill has three, fundamental uses:
Using Precognition, a character can see into possible futures to determine the most likely result of an action.  A character can seek out information about a character (including himself), or can observe a specific day at a specific location.  The difficulty with the future, however, is that it is not fixed--random acts of personal decision can reshape an observed future.  An observed future will never be completely false, however--the character is, after all, observing the most likely result.  When using a focus object to perform this skill--such as cards, dice, tea, palms, etc.--this ability is called divination.  Using a focus object requires a larger period of time than other precognition checks, but decreases the target number by -2.
Psychometry is the ability to see the past of a specific person, place or thing.  They person or thing being “read” must be present, and in physical contact with the psychic character.  A character using this skill can perceive any moment in the past of the target from the target’s perspective--those things which the target was not present for cannot be observed. 
Another use of this skill is called dowsing.  By focusing on an object once in contact with a person or other thing, that person or thing can be found.  Fresh water can also be dowsed with a rod or pendulum.
Remote Viewing, also called scrying (particularly when a reflective object is used as a focus), is the ability to see another place at the current time.  The character experiences this location as if he was present there.   This ability can also be used to perceive things when one’s senses are impaired (blindfolded or ear-plugged), or anything that is supernaturally or technologically obscured.  

Ectoplasty

Ectoplasty is the ability to manipulate ectoplasm, or “spiritual matter”--including the ability to make it visible to non-psionic characters.  Ectoplasm can be used to create semi-solid, psionic armor, automatons, or even structures.  As it is inherently cold, invisible ectoplasm can also be used to decrease the temperature in a space--a process sometimes called cryokinesis. 
Ectoplasm is the “opposite” of plasma, which is typically used offensively.

Ectoplasmic Shield
An ectoplasmic shield is shaped using ectoplasty; thereafter it is mainteained through concentration.  When the shield's resistance is used up, it dissapates.  A new shield may be shaped in the following round.  An ectoplasmic shield's durability is depedant on the presence of a natural or artificial ley line.
...

Plasmakinesis

Plasma is radiant matter, and can be considered “the stuff of stars.”  The various uses of plasmakinesis go by many names:  Electrokinesis (the manipulation of electrical currents and fields), photokinesis (the manipulation of light), pyrokinesis (the manipulation of fire) or even thermokinesis (the manipulation of heat).  Beyond these uses, plasmakinesis can also be used to create psionic weaponry--“swords” and projectiles (fireballs and lightning bolts).
Plasma is the “opposite” of ectoplasm, which is typically used defensively.

Plasma Sword
A plasma sword is shaped using plasmakinesis; thereafter it is maintained through concentration.  Use of the plasma sword in combat required training in the ancient weapons skill.
Skill Class:  Ancient Weapon
Damage:  According to skill level.  “Special” as stunstuck.

Skill

Damage

1

1D6 – 4 + Special

2

1D6 – 2 + Special

3

1D6 + Special

4

1D6+1

6

1D6+2

7

1D6+3

7

2D6

A plasma blade may be shaped at any level up to and including the psionic character's current level in the skill.


Plasma Missile
Plasmakinesis can be used to summon and hurl a bolt of psionic plasma.  Such missiles deal lethal damage, but are deadlier on planets with active ley-line structures (such as Garuda, Earth, Peryton,  and Spheris), or in the presence of an artificial ley-line structure (such as aboard the SDF Melange).  Though it has an area of effect in some cases, this attack must always be targeted at an opponent, not merely a hex.
Area of Effect:  2 (in presence of natural ley-lines), 1 (in presence of artificial ley-lines), or 0 (elsewhere)
Damage:  According to skill level.
Range:   According to skill level.

Skill

Damage

Short

Medium

Long

1

2D6

1 – 2

3 – 4

5 – 6

2

2D6+2

1 – 2

3 – 4

5 – 7

3

2D6+3

1 – 2

3 – 5

6 – 8

4

3D6

1 – 3

4 – 6

7 – 9

5

3D6+2

1 – 3

4 – 6

7 – 10

6

3D6+3

1 – 3

4 – 7

8 – 11

7

4D6

1 – 4

5 – 8

9 – 12

8

4D6+2

1 – 4

5 – 8

9 – 13

Special Situational Modifiers
Compensate for artificial ley-line +1 (no AoE on failure or success)
Compensate for natural ley-line +2 (AoE reduces to 1 on failure; no AoE on success)

Resolve

Resolve is the ability to resist Interrogation, Seduction, and Telepathy--in the case of the latter, first by attempting to keep the mind closed, then by resisting the intrusion.  It can also be used by disembodied spirits to take control of a medium’s body.
For psionic characters, Resolve also includes the ability to open one’s body to a disembodied spirit--allowing it to communicate with others through you via automatic writing or even to take full possession of your body.  Possession is a tricky technique, as the possessing spirit has the option of taking permanent control of a psychic’s body.  A spirit that wants possession of a medium’s body can make a Resolve skill check to do so.

Special Interest/Parapsychology

The study of psionics and others elements of the supernatural is called parapsychology.  This study includes the classification of psionic phenomena, as well as the analysis of psionic traditions.  Non-psionic character may use this skill to recognize the presence of psychic phenomenon through environmental clues (some detected through technological means)—though they remain unable to directly perceive it.

Telekinesis

Commonly understood to be the ability to move objects with one’s mind, telekinesis has other uses as well.  Using this skill, a character can reshape objects without changing the nature of the object--like bending spoons--which extends to the finer tasks of machine repair (assuming the character also has the necessary mundane skill(s)).  The character can also use this skill levitate himself or others, providing limited flight.
Teleportation is an advanced use of telekinesis.  It is the ability to move a person or object from one point in space to another without passing through the space between.  When used with objects, this skill is sometimes called apportation.  The range of teleportation is line of sight, which could be near infinite when combined with the Clairsentience skill.
Experienced teleporters are capable of transporting living things—including themselves.  Experience also expands the range of teleportation.

Poltergeist Assault
Telekinesis can be used to hurl small object at or around a target.  This “poltergeist assault” can threaten lethal or bruise damage depending on the objects available.  Objects such as rocks, needles, razor blades, shards of glass, and the like will inflict lethal damage; office supplies, books, branches, etc. will merely cause bruise damage.  The gamemaster will decide if there are enough objects between the attacker and the target to allow a telekinetic attack, and whether that attack is lethal or non-lethal.
Damage:  According to skil level.
Range:   According to skill level.
Area of Effect:  ...

Skill

Damage

Short

Medium

Long

1

1D6+2

1 – 2

3 – 4

5 – 6

2

2D6

1 – 2

3 – 4

5 – 7

3

2D6+2

1 – 2

3 – 5

6 – 8

4

3D6

1 – 3

4 – 6

7 – 9

5

3D6+2

1 – 3

4 – 6

7 – 10

6

4D6

1 – 3

4 – 7

8 – 11

7

4D6+2

1 – 4

5 – 8

9 – 12

8

5D6

1 – 4

5 – 8

9 – 13


Telepathy

Mind reading and thought transference are the hallmarks of the Telepathy skill.  With a closed mind, however, the best a character can achieve is empathy.  Empathy is the ability to read the surface emotions of a person, place, or object and to project a limited range of surface emotions at a person--only these “feelings” can cross the barrier of a closed mind.  Telepathy can also be used to open a mind.
The process of opening a mind is deceptively simple:  The character “contacts” the target by making a Telepathy check.  If the check succeeds, the target “receives” the contact and may choose to open willingly, or to oppose the contact with a Resolve check.  If the Resolve check fails or succeeds by a smaller margin than the contact Telepathy check, the mind is opened; if the Resolve check succeeds by a larger margin than the contact Telepathy check, the mind remains closed.
Once a mind is opened, Telepathy can be used to read the target’s conscious thoughts, to transfer complex thought messages to the target, or even to make a hypnotic suggestion.  Contact with a mind over a prolonged period will allow the telepath to read subconscious thoughts as well.
Combined with Astral Perception, Telepathy can be used to communicate with disembodied spirits, including dead people, astral projections, and energy beings. 
Telepathy requires line of site.  Thoughts transference with an open or other telepathic mind has a virtually unlimited range, and does not require line of site.  Some materials may prevent telepathic contact.

Mind Bolt
Telepathy can be used to hurl a jolt a mental energy at a target.  This “mind bolt” cannot be seen; it is felt as a sharp headache.  This attack does the equivalent of bruise damage; it always hits the head (requiring the target to make a consciousness roll), but it is never a critical hit. Unlike other uses of telepathy, “mind bolt” does not require the attacker to make mental contact—this is a brutal, inelegant use of telepathy.
Damage:  According to skill level (based on psionic character's CHA attribute)
Range:   According to skill level—

Skill

Damage

Short

Medium

Long

1

CHA

1 – 2

N/A

N/A

2

CHA

1 – 2

3

N/A

3

CHA+1

1 – 2

3 – 4

N/A

4

CHA+1

1 – 2

3 – 4

5

5

CHA+2

1 – 2

3 – 4

5 – 6

6

CHA+2

1 – 3

4 – 5

6 – 7

7

CHA+3

1 – 3

4 – 6

7 – 8

8

CHA+3

1 – 3

4 – 6

7 – 9


Vitalism

A character with this skill has superior control over his physical body.  Using Vitalism, a character can negate the needs to eat or sleep for long periods of time by conserving energies already stored in the body.  This skill can be used to accelerate healing, remain conscious, or ignore pain.  These are the only uses of this skill available to non-psionic characters.
For psionic characters, Vitalism includes personal transmutation. While there are legends of people who have worm animal skins in order to transform into those creatures, these stories are exaggerations of the Vitalism skill. Psychic vitalists can mimic the natural, physical abilities of another creature--grow claws or fangs; improve sight, smell or hearing; increase speed; breathe underwater; etc.  Full transformation is not possible, however; furthermore, traits gained are only temporary.  Often, a token of the species being mimicked--such as a tooth, a claw, or fur--will be used as a focus, but is not necessary.  Outside of the more primitive areas of Earth and Garuda, full animal pelts are not used.
This skill is similar to the Invid Queen’s ability to transmute Invid through stages of development—but such an extreme use is beyond the level most characters will obtain in this skill.
Because of its practical uses by many martial artists, Vitalism is not always understood to be a psionic skill--though it is always treated as such mechanically.

Special Rules


Perceiving Psychic Phenomena

Psionic characters can see ambient ectoplasm, astral bodies, auras, ley lines, plasma fields (such as solar wind), protoculture/reflex energy (Invid protoculture-sense), etc.  Auras are fields of ectoplasm that radiate off people, places and things.  Auras can be seen as hue and shade, representing the originator’s current, over-all emotional state.  Ley lines are channels of ectoplasm that flow in geometrical patterns around a planet; each planet has a different ley-line structure, similar to a fingerprint.
A character with the Special Interest / Parapsychology skill can use mundane clues to detect the presence of psychic phenomena as a skill roll, but cannot directly perceive the phenomena.

Psychic Episodes

A drawback to Psionic potential is a phenomenon called psychic episodes. Any time a psionic character is anxious, concerned, afraid or worried, he may spontaneously (and without control) use a psionic skill in which he is not trained. 
Whenever the gamemaster feels it is appropriate, he should have the player roll 2d6; if the result is a 2 or a 12, a psychic episode occurs.  If the result indicates a psychic episode, the player may spend an Edge point to reroll; if the result does not indicate an episode, the character may not spend an Edge to reroll. [You can use Edge to prevent a spontaneous psychic episode, but not to induce one.]
A psionic character may attempt to induce a psychic episode—a practice common in "primitive" cultures.  The character must spend an extended period of time (gamemaster’s discretion) in a meditative state.  Once sufficiently focused, the player may spend an Edge point to make a LRN saving roll.  If the check succeeds, a psychic episode is achieved; if the check fails, the Edge point is still lost.  No additional Edge point may be spent—regardless of the outcome of the roll.
A psychic episode cannot happen more than twice in a single story arc. At the end of the psychic episode, the character suffers three points of bruise damage to the head.  

Closed and Open Minds

While not completely sealed, closed minds are guarded against outside intrusion.  The natural state of any intelligent, sentient mind is Closed.  Animal minds, on the other hand, are generally Open--not guarded in any way against psionic attack.
There are two ways to open a closed mind:  Willingness and assault.  Any person may open his mind to psionic intrusion if he is aware of the psychic force, and willing to let it in.  If a character says his mind is open, then it is open; if he says it is open to a particular psychic character, then it is closed to anyone else. A mind that is not willingly opened, on the other hand, may be assaulted into opening. Telepathy may be used to assault a closed mind. 
A target may defend against psychic assault using the Resolve skill, and may resist the following intrusion with the same skill. If a mind has been opened, the Resolve skill can be used to reclose it.  First, any intrusion needs to be expelled making a Resolve skill check; then another Resolve check is made to close the mind (easily done without distraction).

Psychic Surgery

Psychic surgery is the ability to perform complex and fine repairs and changes to a living or mechanical thing without damaging its façade or structure.  It is “non-invasive.”  It involves a series of skill checks, including Clairsentience and Telekinesis skills as well as one or more appropriate Medtech, Special Interest, or Technician skills.
To perform a Psychic Surgery, a Clairsentience (remote viewing) check must be made to pinpoint the problem area or location to otherwise be modified in a physical or cybernetic body.  Then a Medtech, Technicial, or Special Interest check must be made to determine the action needed to achieve the necessary repairs or changed.  Finally, a Telekinesis (or sometimes Plasmakinesis) check is made to complete the task.
If any one of these checks fails, the entire process must be restarted.  The same character must make all of these skill checks.

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