In this game system there are two types of powers. The most complicated and difficult are those where the character manipulates supernatural forces beyond themselves, that is the subject of magic and will take up the next several chapters. The easiest and simplest are the powers of the mind, what some call psychic powers. These are the subject of this chapter. Below is a list of psychic powers to choose from. These are only representative and are not to be considered as exhaustive. If you think there should be a power that does not currently exist in your game, talk to the GM and try to get it introduced.
In order to use psychic powers they must manifest. Each manifestation consists of a style of power ad the possibility of a power detriment. Any character that manifests psychic powers can be called a psychic.
Except for special cases every use of a psychic power causes a psychic power detriment. This is a special kind of condition that decreases with time Psychic Detriment (b). The condition is a negative modifier for all attempts to use psychic powers. This does not apply to psychic powers used as modifiers. The use of basic powers increases the power detriment by 1, difficult powers increase the detriment by 2, and extreme powers increase the detriment by 3. A character can recover from the detriment at a rate of 1 per hour, or 2 per hour when resting.
Internal powers are the most basic; they effect only the individual. Internal powers incur no power detriment and take less than a second to activate.
Powers of touch require that the psychic actually physically touch their objective to perform their powers. Such powers also require the time it takes to touch someone.
Powers of thought either read, interpret, or project thought-forms into the Realm of Thought (see below for details about thought-forms). Since there is an interaction taking place in the psychic world, such powers require at least a second to perform. For each minute of concentration before making the attempt, there will be a 1 point favorable modifier; though either a skill like Mental Endurance, or IN, or IU must be used as a modifier.
Powers of perception allow the psychic to learn and experience using thought-forms in the Realm of Perception, the Realm of Memories, or the Realm of Future Influences. Since there is an extensive interaction taking place in the psychic world, such powers require at least five seconds to perform. For each minute of concentration before making the attempt, there will be a 1 point favorable modifier; though either a skill like Mental Endurance, or IN, or IU must be used as a modifier.
Powers of emotion either read, interpret, or project emotional-forms into the Realm of Emotions. Since there is an extensive interaction taking place in the psychic world, such powers require at least five seconds to perform. For each minute of concentration before making the attempt, there will be a 1 point favorable modifier; though either Mental Endurance (or its equivalent), IN, or IU must be used as a modifier.
Powers of dream either read, interpret, or project dream-beings into the Realm of Dreams. Since there is an extensive interaction taking place in the psychic world, such powers require at least ten minutes to perform. For each hour of concentration before making the attempt, there will be a 1 point favorable modifier; though either a skill like Mental Endurance, or IN, or IU must be used as a modifier.
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