Psychic Wild Talents

From LSWiki

(Difference between revisions)
Jump to: navigation, search
Revision as of 11:58, 8 June 2007 (edit)
Mitya (Talk | contribs)
(Dowser)
← Previous diff
Revision as of 11:59, 8 June 2007 (edit)
Mitya (Talk | contribs)
(Dowser)
Next diff →
Line 38: Line 38:
==[[Dexter]]== ==[[Dexter]]==
-==[[Dowser]]==+==Dowser==
A dowser has a certain psychic affinity for the waters of the world, and has 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 the power to sense the presence of water around him. The more powerful and

Revision as of 11:59, 8 June 2007

Contents

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

Fetch

Firestarter

Fixer

Harmonist

Levitator

Longshot

Mindblaster

Mindshielder

Planeswalker

Psychic Healer

Psychic Vampire

Seer

Sensitive

Soothsayer

Strongman

Stormlord

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

Spoiler warning: information below includes details, such as solutions to puzzles or quest procedures, that you may prefer to discover on your own.


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.
End of spoiler information.

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

Personal tools