Using Mind Powers in the Game


There are three separate issues involved in making power work in the game.

  1. Power is never mundane.
  2. Power attracts the powerful.
  3. Knowledge of power is power

If someone attempts to use power in such a way as to suggest that it is either easy or not due proper respect, then a 10 point detriment to their level of success is immediately applied. If proper role play is used suggesting the mysterious nature of power, this modifier is not applied.

Expenditures of power will not go unnoticed. Small-scale uses of power (less than 5 success) will largely go without undue notice. Results above this will gain some notice. Results above 10 and the rulers of the land will begin to become interested enough to begin interfering with the character in an effort to manipulate or control the character; or to have them removed as a threat.

Below you will find a set of tables describing how the system uses power. No player whose character does not have Knowledge of Psychic Powers or a similar skill may use these tables.

Duration or Time

This chart lists the modifiers required to produce certain time periods as effects of power. The time can be specified in advance, or it can be taken from the level of success. All such fractions are rounded up.

Duration Modifier
1 Hour or less 0
Half Day -1
Entire Day -2
Up to 10 Days -3
Up to 30 Days -4
Half a Year -5
1 Year -6
5 Years -7
10 Years -8
50 Years -9
100 Years -10
500 Years -11
1000 Years -12
+1000 Years -1
Forever -50

Psyche Forms

When attempting to create, control, or summon a psyche form, consult the table below.

Psyche-Form Create Control Summon
Thought-Form -5 -2 -1
Perception-Form -10 -4 -2
Emotional-Form -10 -4 -2
Memory-Ghost -15 -6 -3
Dream Being -20 -8 -4
Shade of Time -25 -10 -5


This chart is used to determine at what distance from the individual using the power the origin of the effect takes place. The distance over which a spell can function can be specified, or it can be subtracted from the level of success. You can also use this chart to determine the cost for areas by doubling the modifier, or volumes by tripling the modifier.

Distance Modifier
Within reach 0
10 meters -1
100 meters -2
1 km -3
10 km -4
100 km -5
1000 km -6
10000 km -7
Within the disk of the world -8
Within the plane of existence -9
Adjacent plane of existence -10
Any plane of existence -15

Damage Effects

The level of damage can be specified in the description of the power. If psychic damage is not specified, then it is assumed that the effect does Light damage on the Normal/Psychic scale.

Damage Modifier
Light 0
Medium -5
Heavy -10
Extreme -20
Great -40
Tremendous -80
Small Scale 80
Normal Scale 0
Medium/Magic Scale -80
Large/Spirit Scale -160
Huge/Divine Scale -240

Working Effects

The effect of a mind power will be a numerical result that will quantify what was done. The effect may be damage done or healed. The effect may be History Points to gain or increase a skill level. The effect might be a modifier to a die roll. It is up to the GM to decide such matters. The following paragraph may help in this.

After all aspects of the power being used are taken into account a power roll is made and the die roll is modified as required (including considering any target defenses). The result is the level of success for the working. There are three areas in which such workings can have factors: duration, distance (or area, or volume) of effect, and specific effects unique to the power. If any of the three areas are not included in the modifiers, then the level of success is divided evenly among them. For example, you specify a duration and distance for a damage causing power, but you do not specify the damage effect or the volume of effect; in this case the level of success is divided evenly between the effect (in this case the damage inflicted by the power) and the volume of effect (or the number of targets struck).

It is possible to specify all areas of a power, in which case any level of success indicates that the working succeeded. Any left over levels of success will then apply to overcoming any defenses of the target. For example, the result of a power where all aspects are specified is a 5; the target has a 5 point defense; the power succeeds in penetrating the defense with no loss of effectiveness.

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