Psychic Wild Talents
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To attempt to retrieve an object, concentrate on needing one. For instance, if you wanted to find a sword, you could concentrate on needing a sword, or if you wanted something more specific, you could concentrate on needing a steel sword or a bronze sword. To send an object away from you, concentrate on sending it to the type of destination you would like. This can be a region, a species of creature, or a type of container; nothing more specific is possible. So once you had your sword, you could concentrate on sending it to a forest, or to an elf, or to a box, for example. | To attempt to retrieve an object, concentrate on needing one. For instance, if you wanted to find a sword, you could concentrate on needing a sword, or if you wanted something more specific, you could concentrate on needing a steel sword or a bronze sword. To send an object away from you, concentrate on sending it to the type of destination you would like. This can be a region, a species of creature, or a type of container; nothing more specific is possible. So once you had your sword, you could concentrate on sending it to a forest, or to an elf, or to a box, for example. | ||
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==[[Fixer]]== | ==[[Fixer]]== | ||
==Harmonist== | ==Harmonist== |
Revision as of 11:27, 8 June 2007
Overview
You are one of the remarkable individuals who have developed a psychic wild talent. A wild talent is a power of the mind enabling the gifted individual to perform extraordinary feats solely with the application of will through the psionic medium, without the arcane symbolic hierarchies and strange power sources of magery.
The Talents
Battledancer
The power of a battledancer, so called for his mysteriously graceful and unperturbed movements in combat, lies in the ability to perceive flashes of the immediate future, warning of imminent danger and revealing the actions the foe is about to take. This power makes the battledancer a deadly combatant, enhancing the application of his skills with prescient knowledge. Your ability level with the battledancer combat sense is determined by your perception, your luck, and your skill in the psionic discipline of metasenses. To activate your combat sense, concentrate on sensing danger. Keeping your mind open to the precognitive visions will drain your spiritual energy. To close your mind to the visions, concentrate on letting go of them.
Bladeturner
Bladeturners are feared combatants because of the simple difficulty of laying a hand on them. This psychic talent gives the ability to project a field of force which repels attacks, a kind of psychokinetic cushion. This field is primarily of use in deflecting ordinary weapons; it cannot be relied upon to defend against more esoteric forms of attack, though it is extremely effective in insulating against damage from explosions, psychokinetic impulses, and other applications of raw force. Your ability level with this power is determined by your willpower, your intelligence, and your skill in psychokinesis. To activate your repulsion field, concentrate on turning aside attacks. To maintain the field will be a significant drain on your psychic energies; if you wish to allow it to collapse, concentrate on ceasing to turn aside attacks.
Dexter
Dowser
A dowser has a certain psychic affinity for the waters of the world, and has the power to sense the presence of water around him. The more powerful and skilled a dowser, the greater the distance at which water may be sensed and the more accurate his ability. Your facility at sensing water is determined by your perception and your skill in the psionic discipline of metasenses. Simply concentrate on sensing water in order to do so.
Empath
Eyewyrd
Farstriker
Farstrikers are psychics gifted with the power to harm foes by the mental generation of invisible force impulses. While a novice farstriker often has such a difficult time generating force strikes that he would do better to pick up a stick and do it the old-fashioned way, with experience a farstriker can develop his talent into a potent combat ability. The usual mode of operation for a farstriker is to send a focused strike at a single opponent. Skilled farstrikers -- and those under great duress -- can also manifest another level of their ability, a massive blast of force which devastates everything nearby, friend and foe alike. Your facility at creating force bolts is determined by your willpower, your perception, and your psychokinesis skill. Generating a force blast relies solely on willpower and psychokinesis. To create a focused strike, visualize a hammer, rock, or other blunt object striking your target; you may refer simply to "my opponent" to target your current enemy. To generate a force blast, visualize an explosion.
Fetch
With fetch, you have the ability to reach out through the fabric of the world and search with your mind for whatever object you might wish -- and upon finding it, the power to pull it through space to you. Conversely, should you choose, you can also send objects away from you, finding a destination for them by psychic exploration.
Your level of facility at locating objects to retrieve is determined by your perception, your luck, and your skill in the discipline of metasenses; your ability to bring the object back once you've found it is a matter of your willpower, your luck, and your skill in translocation. Finding a suitable location for an object you wish to send away is similar to object location for retrieval; your chances of putting the object somewhere without those near the destination noticing it is determined by your perception, your luck, your intelligence, and your skill in translocation.
To attempt to retrieve an object, concentrate on needing one. For instance, if you wanted to find a sword, you could concentrate on needing a sword, or if you wanted something more specific, you could concentrate on needing a steel sword or a bronze sword. To send an object away from you, concentrate on sending it to the type of destination you would like. This can be a region, a species of creature, or a type of container; nothing more specific is possible. So once you had your sword, you could concentrate on sending it to a forest, or to an elf, or to a box, for example.
Firestarter
Fixer
Harmonist
The benevolent talent of the harmonist consists in the ability to perceive and restore the spirit of others. They frequently describe this process as being like bringing the spirit back into balance and harmony with itself, hence their common appellation. Their services are valued by mages, psychics, and others who frequently find themselves draining their spiritual energy to near exhaustion. In order to perform restoration of the spirit, a harmonist must first be able to examine its state. This ability relies upon your perception and skill at metasenses. To use it, concentrate on perceiving the spirit of your subject. Spirit restoration itself is a more complex effect, your capability at which is determined by your charisma, perception, willpower, and skill in the psionic disciplines of redaction and metasenses. To perform this service for another, concentrate on restoring harmony to the spirit of the person you are assisting.
Levitator
The ability of a levitator is simple and straightforward: he has the ability to impel himself to flight with the power of his mind. A fairly dramatic and enjoyable talent, the only caveat to it is that woe awaits the unskilled levitator whose ability deserts him in the midst of its strenuous employment. Your competence at levitation is determined by your willpower and your skill in the psionic discipline of psychokinesis. To begin levitating, merely think about it. Keeping yourself aloft will cause a slow drain on your spiritual energy. To ground yourself once more, think about ceasing to levitate.
Longshot
When an individual seems indefatigably lucky, always pulling off the slim chance, the unlikely hope, the common folk of Almeria call that person a "longshot". The psychic talent so named produces just that ability. The power it gives is that of sensing the flow of chance around one, having a subconscious perception of the web of probability that somehow lets one know precisely the correct moment and method in which to throw the dice or dodge the blow, and in any number of other tiny ways to always manage to be in the right place at the right time. Your level of facility as a longshot is determined by your perception and your skill in the psionic discipline of metasenses. To activate your sense of the patterns of chance, simply feel lucky. Maintaining your awareness of the flow of probability will tax your spiritual energy. To close down the psychic sense, feel less lucky.
Mindblaster
The ability of a mindblaster is a simple one: the power to project damaging bolts of mental energy. These blasts assault the victim on a psychic level, overloading him with a flood of violent psionic force. Some call this talent the "evil eye", as a powerful mindblaster can kill with no visible effort beyond looking at his victim. The primary tool of the mindblaster is a simple psychic blast projected at an opponent. Another use of the talent, however, is the generation of a tremendous psychic scream that has devastating effects on every living thing nearby. This power was first observed in mindblasters who were under a great deal of stress in the heat of battle, but has since been duplicated under less desperate circumstances by skilled individuals. Your level of ability with all aspects of the mindblaster talent is determined by your intelligence, your willpower, and your skills in the areas of telepathy and redaction. To project a psychic blast, simply concentrate on psychically harming your target; you may refer simply to "my opponent" to target your current enemy. Concentrating on psychically screaming will enable you to do just that. As your talent is telepathic in nature, you also have access to some elementary telepathic capabilities; see 'help basic telepathy' for more information. If there is a neutral or hostile telepathic contact in existence between you and the target of a mindblast, this will considerably aid your ability to harm your victim; a contact from you to the target is much more useful, but one they are maintaining with you can also be put to some use. As a mindscream is a very non-specific effect, individual psychic contacts do not affect it.
Mindshielder
Mindshielders have the ability to create psychic defenses for both themselves and others, projecting standing fields of psionic energy which insulate their subjects from harmful influences. The first ability in your repertoire is the creation of a simple mindshield. This effect interferes with hostile or neutral telepathic effects intended to establish contact with, manipulate, or harm the subject's mind. The shield degrades the performance of these effects and, if of sufficient potency relative to them, can stop them completely. Each time an effect tries to penetrate the shield, this costs the shield some of its stored energy, in proportion to the strength of the effect; the shield loses effectiveness as it weakens. A depleted shield will attempt to draw energy from its subject to sustain it, drawing energy faster the more depleted it is, though it can only do this when the subject's spiritual energy reserves are relatively high; if it has to counter too many effects, especially while the subject has little spiritual energy so that the shield cannot recharge, it will be destroyed. More than one mindshield can coexist on a subject, but generally only the most powerful one will be effective, and as each will be depleted by activity and then attempt to recharge, it is rarely desirable to have multiple shields active. Mindshields are less effective against effects created by the same individual who created the shield; also, some subtle effects can slip by a mindshield by avoiding detection, with the chances of this depending on the relative skill of the creators of the effects. The subject of a mindshield can deactivate the construct voluntarily; when a mindshield is first created, the next subvocalization the subject performs becomes a trigger which will deactivate the mindshield if it is repeated. The second mindshielder ability is the mindwall, which is essentially a considerably more powerful variant upon the mindshield. It requires a fairly substantial degree of skill to construct; in most other respects it differs from the mindshield only in being more effective. The third mindshielder ability is of a different nature: the mindtrap. This is a reactive rather than passive defense, a construct which lurks in the dark corners of the subject's psyche and waits for a psychic effect to intrude, at which time it launches an attack against the effect's source, using the contact established by the offending effect to send a backlash of psychic feedback into the enemy psychic's mind. The mindtrap expends all its energy in the process of generating this feedback and is destroyed after triggering. Unlike the mindshield and mindwall, this effect is only triggered by hostile effects, not neutral ones, and it requires a small amount of energy continually to support itself; if the subject has low spiritual energy for a protracted period and the mindtrap cannot draw energy to sustain itself, it may fail. More than one mindtrap can be placed in a psyche, but only one will trigger in response to a single effect. Like mindshields and mindwalls, a subvocalization trigger is used to deactivate it. As might be surmised, a very high level of skill is necessary to create this complex effect. Your level of proficiency with each of these abilities is determined by your intelligence, your willpower, your perception, and your skills in the areas of metacreativity, telepathy, and redaction; the proportions in which these individual factors contribute vary according to the particular power. To create a mindshield, visualize a silver shield around the person you wish to protect; you may use "me" to refer to yourself. To create a mindwall, visualize a silver wall around your subject. To create a mindtrap, visualize a silver snare guarding your subject. In order to apply any of these effects to another person, they must trust you first. The talent of a mindshielder is partially telepathic in nature, and so they have access to some basic telepathic capabilities; see 'help basic telepathy' for more information.
Planeswalker
The planeswalkers are a rare and much-envied breed, for theirs is the power to move themselves through the very fabric of the cosmos by will alone. Their psychic affinity with the underlying structure of reality permits them to step between worlds with little more care than an ordinary man stepping between rooms of his house. You have several abilities related to the creation and use of the metasensory links which are the stock in trade of your power; see 'help location linking' for information. The more elementary of your powers is a purely informational one, the ability to examine the planar fabric and by this deduce where you lie in the cosmos. Your level of capability at this is a matter of your perception, intelligence, willpower, and skill in the discipline of metasenses. To do this, concentrate on the planar fabric. Your more significant power is planeswalking itself, the ability to move yourself through space with the power of your mind. In order to do this, make your active metasensory link the one which leads to the place you wish to go, and will yourself through the planes. Your facility at planeswalking is a matter of your perception, intelligence, willpower, and skill at translocation and metasenses.
Psychic Healer
Psychic healers are a breed whose gentle power lends hope to the land of Lost Souls: the ability to mend wounds and cure illness through the power of their minds. While a lesser psychic healer may be able to do little more than help a wound to heal more quickly than a skilled herbalist might, those of greater power can perform mighty feats of restoration. Psychic healing is a complex discipline which draws upon a broad variety of psychic faculties; redaction is almost always paramount, but also employed are metasenses to determine the nature and extent of wounds, injuries and maladies, psychokinesis to return flesh and bone to their proper disposition without the need for direct contact, psycholeptesis to quicken the body's energies and drive out ill influences, and metacreativity to fashion new substance where it is needed. Different aspects of the talent will draw upon these capabilities in differing proportion; likewise, most abilities of the psychic healer rely upon willpower, charisma, perception, and intelligence in varying degree. The most elementary capability of the psychic healer is that of simple diagnosis. By a quick metasensory examination, you may determine the state of the health of most any creature of flesh and blood. This ability relies only upon your perception, intelligence, charisma, and skill at metasenses and redaction, unlike more complex abilities. To use this power, concentrate on diagnosing the health of your subject. The next of your powers, and perhaps the most broadly useful, is the ability to heal wounds. Drawing on your full range of capabilities, this activity relies most heavily on willpower, charisma, and redaction. To perform this action, concentrate on healing your subject. While it does require a modicum of skill, many psychic healers are capable of purifying poisons from the blood of their charges. This power relies most heavily on perception and redaction. To attempt to cure poisoning, concentrate on cleansing the poison from your subject. Requiring somewhat more skill to execute than the curing of poison, the correction of blindness is yet within the capabilities of many healers. This capability is most heavily reliant upon your intelligence, perception, and skill at redaction. Concentrate on restoring vision to your subject in order to attempt it. A power requiring considerable ability, the capacity to cure disease is the mark of a capable psychic healer. Your ability at this is most influenced by your perception, willpower, and skill in the areas of redaction, metasenses, metacreativity, and psycholeptesis. To use this capability, concentrate on cleansing disease from your subject. Lastly, the greatest of psychic healers are known to be able to regenerate entire lost limbs. Most healers never achieve the considerable power required for a feat of this magnitude. Should you join the ranks of those who have, your level of capability at the task will be most influenced by your willpower, charisma, and skill at redaction, metacreativity, and metasenses. To attempt it, simply concentrate on regenerating the limb in question; for instance, to attempt to regenerate the right hand of a man named Michael, concentrate on regenerating Michael's right hand.
Psychic Vampire
Seer
Seers have the psychic ability of clairvoyance, the power to cast their senses out across the world and perceive distant locales. You have several abilities related to the creation and use of metasensory location links; see 'help location linking' for information. Your psychic senses may operate across these links, permitting reliable perception of places with which you have a metasensory connection. To perceive a location to which you are linked, make it your active link as described in the help file above and concentrate on casting your psychic senses outward. Your facility at this is determined by your perception, intelligence, willpower, luck, and skill at metasenses. Since your connection is to the location, not any person within it, the effect is subtle enough to be imperceptible without some out-of-the- ordinary means of detecting psychic activity. You may also seek out a particular individual by clairvoyant means. This is a prolonged meditative process the success of which is dependent on your level of ability, and which may never be successful if your quarry is too distant or shielded from scrutiny. Your capability at this is a matter of your attributes of perception, intelligence, willpower, and luck, and your skill at metasenses. To seek someone out psychically, concentrate on psychically searching for that person. Note that if you are successful, your target may detect your scrutiny, especially if endowed with metasensory powers himself. You may also simply cast open your senses to the world, receiving whatever perceptions may come to you. While this may seem a less than entirely focused activity, some seers claim that it can be enlightening. In any event, your ability level here is a matter of your perception, luck, and metasensory skill. To do this, concentrate on casting your psychic senses open to the world.
Sensitive
Soothsayer
Strongman
Strongmen are possessed of a simple, straightforward psychic talent: the ability to use psychokinetic force to tremendously increase the effective strength of their bodies. Often the use of this talent is nearly unconscious, and there may be people with this talent throughout the land who think they are simply heroically strong, not psychically endowed. To boost your strength, concentrate on mentally assisting your strength; concentrate on ceasing to mentally assist your strength to allow the psychokinetic force to lapse. Your level of ability as a strongman is determined by your willpower and your skill at psychokinesis.
Stormlord
Stormlords are psychics so-called for their fearsome power of manipulating the energies of lightning. While they cannot create electrical energy out of whole cloth, this generally proves little impediment to them. The backbone of your powers is the ability to create a field of psychic force that absorbs and collects electrical energy. The power stored in your lightning absorption field may then be put to work in other ways. The amount of energy that the field can hold is limited by your level of ability, which is determined by your willpower, intelligence, perception, luck, and skill at psycholeptesis and metasenses. The field will attempt to disperse what energy it cannot absorb, but its power to absorb and its power to disperse can both be overwhelmed by too much incoming energy at once. Nonetheless, it is quite difficult indeed to harm a stormlord with electricity. You can obtain a general idea of how much energy is bound up in your field simply by examining yourself; any significant amount of energy will be visible as an aura around you. When your field has a great deal of energy in it, individuals attacking you bare-handed or using weapons of conductive material are likely to trigger an electrical discharge; be cautious, as this can deplete the strength of your field. To bring up your lightning absorption field, concentrate on absorbing lightning; to shut it down, concentrate on ceasing to absorb lightning. Any power stored in your field when you shut it down will be lost. You can put the lightnings stored in your field to work by creating small lightning arcs to shock opponents. This ability will draw on the energy stored in your lightning absorption field unless you are in circumstances where you could call a lightning bolt, as described below, in which case you will draw the necessary energy from your environment. To throw a lightning arc at an enemy, concentrate on directing lightning at your target; you may refer simply to "my opponent" to target whomever you are fighting. Your level of ability at this is determined by your willpower, intelligence, perception, luck, and skill at psycholeptesis. The most feared of the stormlord's capabilities is what earns them their name: the ability to call lightning down from the sky against their foes. In order to do this, you must be outdoors and the weather must be in such a state as to at least hint at a storm; that is, a cloudy sky and a significant amount of precipitation. Your proficiency at calling lightning is a matter of your willpower, intelligence, perception, luck, and skill at psycholeptesis; to do this, concentrate on calling lightning down upon your target.
Telepath
Shared Abilities
Metasensory Location Linking
You have the ability to form metasensory links with locations. These links are psychic conduits which connect you to places throughout the cosmos. Your first faculty is the ability to establish a metasensory link with your current location. The factors contributing to your facility at this are your perception, intelligence, willpower, and skill at metasenses. To perform this operation, concentrate on creating a metasensory link. There is no limit to the number of links you may maintain, but each requires a small measure of your attention and your psychic energy, so it is generally best to be parsimonious with them. Your second faculty is simply reviewing the location links you have. This is a simple thing, but if there should be some problem with it, your ability in the area is a matter of your intelligence, perception, and skill at metasenses. To do this, think about your metasensory links. Your third faculty is that of designating a location link as "active", so that it may be used for further operations. Your facility at this action, should it somehow be opposed, is determined by your intelligence, willpower, perception, and skill at metasenses. To select a link as active, concentrate on that link; for example, if you had a metasensory link to the Lost Lamb Tavern, you would concentrate on your metasensory link to the Lost Lamb Tavern in order to make it your active link. Your fourth faculty is the ability to close location links. Links you created yourself as described above are normally a simple matter to close; if other forces were to create metasensory links to you, these may not be so easy to shut down. Your ability at closing links is determined by your willpower, intelligence, perception, and skill at metasenses. To close your active link, concentrate on closing your metasensory link.
Methods of Acquiring Talents
- Consciousness alteration
- Mental enhancement
- Psychic trauma
- Philosophical insight
- Natural development
- Psychic contact
- Fate
- Psychic surgery
- Identity reevaluation
Methods of Activating Latent Talents
This is a subject brought up many times on the OOC channel. Once upon a time, you could just hammer the command text for the various skills and it would activate a latent talent. This has long since been done away with, and the activation triggers are much more complex.
I have had Psychic healer activate by looking at someone, and then automatically diagnosing their health.
Levitator kicked in as a life preservation technique when I took one too many steps north in the Underdark. It also was triggered by an Aurumvorax on Kentaur Island. He was completely mauling me, and when I wimpied, I wimpied upwards.
Mindblaster, firestarter, bladeturner and battledancer almost always trigger in combat.
I have also had firestarter activate when I looked at my opponent in combat, and happened ot visualize heat waves eminating from him.
Soothsayer has been triggered by looking at another player, and instantly providing him with his fate. It has happened twice this way--once was a talent and twice was a death fate.
Dowser can be triggered by being extremely thirsty, a consition which seems to accompany resurrection quite often.
My mindshielder ability was triggered as a reflexive action when an vlekthid tried to eat my brains.
Stormlord was activated at the end of combat with a Storm Walker, when the stored energy in his field discharged, it was collected in mine.
Fixer most often triggers by looking at damaged items, and then instinctively healing them.
the temple entry chamber [n, out] You see a greenish-skinned male orc guard riding a dark brown male warg, a greenish-skinned female orc guard riding a brown male warg and a pale-green-skinned male orc guard. As you move to proceed outward, something stirs strangely deep in your mind, and suddenly you find yourself moving very, very far outward indeed, hurtling through the very fabric of the cosmos. somewhere in the Exoma [in, n, nd, nu] You see an elektros and a bright green-spotted dark blue hermaphroditic pyx. You realize that your latent psychic wild talent is that of a planeswalker.
Psionic Matrices
Anyone with a psychic wild talent can channel psychic energy into a psionic matrix to which they have bonded; see 'help matrix bond' for more information on psionic matrices. To charge your matrix, concentrate on psychically infusing it; a measure of psychic energy will pass from you into the device. To increase the level of infusion, repeat the process. Your proficiency at the infusion process is governed by your intelligence, your willpower, and your metacreativity skill.
Matrix Bonding
Occasionally seen throughout the lands are items of unknown origin called psionic matrices. While no more than attractive crystals to most eyes, in the hands of a psychic they become potent tools. When bonded to a psychically capable user, any psionic matrix will perform the basic function of amplifying and channeling psychic effects. While you are bonded to your matrix and have it on your person, all psychic effects you perform will be focused through the device. Most matrices have one or two types of psychic activity to which they provide a considerable amplifying effect, while having minor effects on other activities. Most matrices also have various side effects -- types of psychic power which they hinder rather than assist. It is significant to note that the use of a psionic matrix is primarily an enhancer of the raw power of psychic effects; more than one user of these devices has found his previously-reliable abilities suddenly out of control due simply to the increase in the amount of power he was handling. A separate but equally important function of the psionic matrix is in the channeling and containment of psychic energy. As an intermediary in the performance of psionic effects, the matrix can employ energy stored within it to this end, preserving the user's own reserves. In fact, all effects performed with the assistance of a psionic matrix require the energy used to flow through the matrix; if the device does not contain sufficient power, it will draw on your personal energies. See 'help matrix charging' for specific information on charging psionic matrices with energy.
It is rumored that some matrices have attributes and functions beyond these core capabilities. Little is known for certain on this topic.
Unfortunately, the various duties of a psionic matrix appear to take a toll upon its internal structures, and while those experienced in working with them can reduce the wear and tear their activities inflict, still the devices wear down gradually. A well-used matrix can simply disintegrate, its structural integrity exhausted, but a disturbingly common occurrence is for a matrix to violently explode as its stored energies overcome its capacity for containment. A matrix's power to enhance psionic abilities degrades with the device's structure, and the only noticeable saving grace to this phenomenon is that the strength of negative side effects degrades as well. To bond with a psionic matrix, concentrate on psychically bonding to it. To remove the bond once established, concentrate on severing the psychic bond with your matrix, but beware; the loss of a bond is a traumatic event and can leave one unable to establish another bond for some time. Your efficaciousness in establishing or severing a matrix bond is determined by your perception, your intelligence, and your skills in the disciplines of telepathy, redaction, and matrix interface.
Matrix Color to Skill Map
Black - Psychovorism
Blue - Telepathy
Cyan - Metasenses
Green - Redaction
Violet - Psychokinesis
Red - Metacreativity
Yellow - Psycholeptesis
Orange - Translocation
Matrix Intensity List
dull -> no adjective -> bright -> vibrant -> intense