The Psyche

Introduction

The most common psychic being encountered in the psychic world are normal people. Some are dreamers, some are deep in thought, others are psychics themselves. Other beings can also be found:

Thought-Forms

These are formed by particularly strong thinking. They represent the purest of ideas, so pure they seem to take on a life of their own. It is possible for a thought-form to possess an individual (see Possession below). Thought-forms may be created by the GM using the Creature Building rules in the Game Master's Guide to Borigon. Here is an example of a thought form:

Thought of Knowledge

Fantastic, Automaton, Solitary.
These forms take the shape of a wise old scholar. Each Thought of Knowledge represents a specific manifestation of the Knowledge skill.
PF: -2, MA: -2, IN: 10, IU: 10, PY: 5, MP: 0.
Specific Knowledge 10 (e)

Perception-Forms

These are formed by particularly strong perceptions. They represent the strong prejudices of individuals applied to what they experience. These can take on a life of their own. It is possible for a perception-form to possess an individual (see Possession below). Perception-forms may be created by the GM using the Creature Building rules in the Game Master's Guide to Borigon. Here is an example:

Perception of Vision

Fantastic, Automaton, Solitary.
These forms take the shape of a wide-eyed youth. These beings can perceive the world of physical reality even from the psychic world.
PF: -2, MA: -2, IN: 10, IU: 10, PY: 5, MP: 0.
Clairvoyance 10 (e)

Emotional-Forms

These can take the shape of anything and represent pure emotion detached from any individual. It is easy for an emotional-form to possess an unprotected person. These can take on a life of their own. It is possible for a emotional-form to possess an individual (see Possession below). Emotional-forms may be created by the GM using the Creature Building rules in the Game Master's Guide to Borigon. Here is an example:

Form of Love

Fantastic, Automaton, Solitary.
These forms take the shape of a loved one. Each being represents the emotional impact of a past love.
PF: -2, MA: -2, IN: 10, IU: 10, PY: 5, MP: 0.
Possessed by Love 10 (e)

Memory Ghosts

These are beings that exist only due to strong memories. It is easy for a memory ghost to possess an unprotected person. These can take on a life of their own. It is possible for a memory ghost to possess an individual (see Possession below). Memory ghosts may be created by the GM using the Creature Building rules in the Game Master's Guide to Borigon. Here is an example:

Memory of Birth

Fantastic, Automaton, Solitary.
These forms take the shape of an infant. Each being represents the memory of an infant birth.
PF: -2, MA: -2, IN: 10, IU: 10, PY: 5, MP: 0.
Memory of Birth 10 (e)

Dream-Beings

Usually found in the dream world, these are the characters of our dreams. Some can become so real that they can travel throughout the psychic world. Dream beings may be created by the GM using the Creature Building rules in the Game Master's Guide to Borigon. Here is an example:

Bogey-Man

Fantastic, Automaton, Solitary.
These forms take the shape of your most horrible fear manifest in the shape of your race.
PF: -2, MA: -2, IN: 10, IU: 10, PY: 5, MP: 0.
Fear 10 (e)

Shades of Time

These vague and shadowy forms flit about and are very difficult to catch. They can reveal glimpses of the future or the past. The farther into the future they come from, the more unlikely it is that what they reveal will come to pass. Shades of the Future may be created by the GM using the Creature Building rules in the Game Master's Guide to Borigon.

Future Shade

Fantastic, Automaton, Solitary.
These forms cannot be clearly seen.
PF: -2, MA: -2, IN: 10, IU: 10, PY: 5, MP: 0.
Reveal the Future 10 (e)

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