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Mind Over Matter Staff
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PostPosted: Wed Feb 05, 2014 12:45 pm


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Unique abilities are PSI Powers that may manifest in psychics. These powers are what add on to your character's power pool, which grows with each stage; every stage gets one new power. Below are a list of descriptions, upgrades, and directions of use for each individual ability. For Astral Projection, please see its entry in the Standard PSI Powers thread. Page 2 lists every Kinesis.


RULES

    Powers must always be rolled prior to use in roleplay. This is not the case for profiles or solo journal entries.
    Unique powers may not be trained or upgraded until you receive the merit badge or medal for it.
    Your character may, of course, have their powers work without their consent but you still need to roll for it to happen.
    In Training, Classes, and Missions, you must roll in the specific thread for staff records.
    All characters are allowed two kinesis total.
PostPosted: Wed Feb 05, 2014 12:49 pm


SHIELD

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Generate a protective shield against attacks.


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Surround yourself with a cage of wiring energy to protect you from oncoming attacks. For a limited time, you can shield yourself from all damage and even reflect back energy attacks, such as lasers or PSI-Blasts, at your foes to damage them instead! The shield takes a large amount of energy to sustain and will break after a short time, or if your concentration is broken.



TO USE

    No RNG to generate if fully charged.
    RNG 1-2, 1 = failure, 2 = success, if recharging.
    Effect lasts for 1 post.
    Requires 4 posts to fully recharge.
    RNG 1-2, 1 = failure, 2 = success, to break a shield's concentration.



UPGRADES

    Knock Back
    Enemies attempting to touch or attack your shield will be thrown away from you.
    no rng

    Spike Shield
    Damage enemies that touch the shield.
    no rng / 1 damage

Mind Over Matter Staff
Captain

Clean Smoker


Mind Over Matter Staff
Captain

Clean Smoker

PostPosted: Wed Feb 05, 2014 1:00 pm


INVISIBILITY

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Cloak ones self from view and hide from sight.


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Alter the perception of those around you by becoming invisible! This is not possible if an individual was already aware of your presence, so be mindful to stay out of sight even before using this ability. It runs on a limited time frame, so you have to be quick with whatever you're doing, and takes a good deal of energy to use, so you'll need to rest before performing this feat again. If your concentration is broken, you are attacked, or you attack someone, your invisibility will wear off and they will become aware of you!



TO USE

    RNG 1-2, 1 = failure, 2 = success, to check if you're being watched.
    Effects last for 3 posts.
    Must recharge for 6 posts before using again.



UPGRADES

    Increase Duration
    Double the time you spend invisible. Now you're out of sight for 6 posts!
    no rng

    Shorter Recharge
    It's a piece of cake to do this now. Your recharge only takes 3 posts!
    no rng
PostPosted: Wed Feb 05, 2014 1:08 pm


CLAIRVOYANCE

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See through another person's eyes.


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This ability allows you to see the unseen and borrow the sight of a single person or creature. You must be standing in direct proximity of them, within a few feet, and be able to see them in your field of vision. It's a strange wonder how differently everyone perceives things; be sure to look around at everything while you have the chance, including yourself; only then will you see what people really think of you. Tapping deeply enough into your mind's eye, you might see things that no one else can; flickers of movement in your peripheral, perhaps, or maybe even spirits.



TO USE

    RNG 1-2, 1 = failure, 2 = success
    Recipient may choose to block the attempt by rolling the same RNG.



UPGRADES

    Long Distance
    Use another's sight from a distance, so long as you can clearly see and identify them.
    no rng

    Item Assistance
    Use an item to tap into a specific person's sight from anywhere. This requires it to be attuned through a person's aura, meaning they need to have had it on their person or used it frequently. Communal objects may easily get confused and the clairvoyance will either be randomized or default to the most recent person that touched it.
    Attuned Item: no rng
    If Communal Object: RNG 1-4, 1 = failure, 2 = randomized, 3 = last person, 4 = success

    Mind's Eye
    Detect the overlap between the Astral and Material Planes and see things others cannot. Is this truly what it means to be sensitive to spirits? It is easier to see in areas with low psychic activity, so visions do not become confused.
    RNG 1-2, 1 = failure, 2 = success

Mind Over Matter Staff
Captain

Clean Smoker


Mind Over Matter Staff
Captain

Clean Smoker

PostPosted: Wed Feb 05, 2014 1:12 pm


CONFUSION

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Generates a cloud of gas from a grenade that alter's a target's behavior.


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Pull the dot off of a giant green question mark floating over your head and lob it at your enemies. Watch it explode in a cloud of gas and see them stumble in a confused stupor. This ability requires ammunition to use, which is much harder to come by than the raw aggression needed for a PSI-Blast; use this power sparingly. Psychics with this ability may throw one confusion grenade at a time, resulting in a small area of effect. It is useful for breaking an enemy's concentration, confusing their thoughts, or temporarily altering their personality. The effects cannot be broken once they have begun but they last only a limited time.



TO USE

    Have required ammo
    RNG 1-2, 1 = failure, 2 = success, of the target falling into the area of effect.
    RNG for each individual you are aiming at.
    Effects last for one post.



UPGRADES

    Longer Confusion
    Effects last for two posts.
    no rng

    Two Grenades
    One for each hand, multiply the area of effect.
    RNG 1-4, 1 = failure, 2 = one enemy, 3 = half the enemies, 4 = all the enemies

    Unlimited Ammo
    Never worry about running out of confusion grenades again!
    no rng
PostPosted: Wed Feb 05, 2014 1:15 pm


ANIMAL TELEPATHY

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The ability to read an animal's mind or communicate with them.


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The user is able to read unblocked surface thoughts broadcast from a single animal. They may also communicate back and forth in perfect speech through call and response if the animal has developed its own form of Telepathy. While most psychics with this ability will be able to communicate with all forms of wildlife, some may only be able to attune to a single type or species. These will always be clearly labeled in sales. Those who are restricted to a single type of animal benefit from gaining a natural empathy with that animal, even if they do not have the ability on its own. While it may seem possible, a human with only standard telepathy and an animal with telepathy cannot communicate properly due to a, for lack of a better term, language barrier.



TO USE

    RNG 1-2, 1 = failure, 1 = success
    Recipient may choose to block the attempt by rolling the same RNG.



UPGRADES

    none

Mind Over Matter Staff
Captain

Clean Smoker


Mind Over Matter Staff
Captain

Clean Smoker

PostPosted: Wed Feb 05, 2014 1:19 pm


AURA READING

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Differentiate people and animals by the energy their body gives off.


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The user may see aura color and frequency of an individual or many at once. Auras of animals are more simplistic than that of humans and will only show their color. Each character's aura is determined by the player; if you are reading a character's aura, first look for this information in their journal or ask the player directly.

For an in depth explanation of auras, and how to read them, please look here.



TO USE

    RNG 1-2, 1 = failure, 2 = success
    No one can hide their aura from being seen while this power is active.



UPGRADES

    Identification
    Detect the subtle nuances of a particular person's aura to tell theirs apart from someone else with a similar aura.
    no rng

    Sensitive
    Notice the shifts in shape and size of the aura to tell how a person is feeling, and their level of mental health. (Strengthened when paired with Empathy.)
    no rng

    Moral Detection
    See how a person's aura shifts depending on their intentions. (Strengthened when paired with Intuition.)
    RNG 1-2, 1 = failure, 2 = success
PostPosted: Wed Feb 05, 2014 1:21 pm


CLAIRAUDIENCE

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Hear through another person's ears.


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Want to drop in on some sweet gossip? Think people are talking about you behind your back? Need to know a secret code to get into that extra security room? This ability allows you to borrow the hearing of a single person or creature. You must be standing in direct proximity of them, within a few feet, and be able to see them in your field of vision. This is especially useful for spying and stealth missions! Perception may vary from person to person; even someone you think has a nice voice might sound like nails on a chalkboard to someone else.



TO USE

    RNG 1-2, 1 = failure, 2 = success
    Recipient may choose to block the attempt by rolling the same RNG.



UPGRADES

    Long Distance
    Use another's hearing from a distance, so long as you can clearly see and identify them.
    no rng

    Item Assistance
    Use an item to tap into a specific person's hearing from anywhere. This requires it to be attuned through a person's aura, meaning they need to have had it on their person or used it frequently. Communal objects may easily get confused and the clairvoyance will either be randomized or default to the most recent person that touched it.
    Attuned Object: no rng
    If Communal Object: RNG 1-4, 1 = failure, 2 = randomized, 3 = last person, 4 = success

    Sixth Sense
    Are those disembodied whispers happening around you in real time or are they merely audible psychic residue? By tapping into your senses, you can hear things overlapping between the Material and Astral Plane.
    RNG 1-2, 1 = failure, 2 = successs

Mind Over Matter Staff
Captain

Clean Smoker


Mind Over Matter Staff
Captain

Clean Smoker

PostPosted: Wed Feb 05, 2014 1:25 pm


EMPATHY

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Sense and feel another person or creature's emotions.


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It can be hard interacting with people sometimes. Often, they hide behind a wall of false emotion, a mask to keep themselves safe from outside judgments and perception. With this ability, you can chip away at their fake presentation and sense how someone really feels. One at a time, of course; wouldn't want to overload yourself. Empathy allows you to get a sense of how someone is really feeling by tapping into their basest, simplest emotions: happiness, sadness, and anger. Of course, sometimes some people just feel neutral, and that's okay.



TO USE

    RNG 1-2, 1 = failure, 2 = success
    Recipient may choose to block the attempt by rolling the same RNG.



UPGRADES

    Simple Feelings
    Take on an individual's base emotions yourself and feel what they feel.
    no rng

    Complex Sense
    Sense a person's more complex emotions to get a better understanding of them. Discomfort, jealousy, and bitterwseet tears are within your grasp!
    no rng

    Complex Feelings
    Take on an individual's complex emotions yourself and feel what they feel.
    no rng
PostPosted: Wed Feb 05, 2014 1:28 pm


INTUITION

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Sensing truth or accuracy.


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With this handy ability, you will gain an approximate knowledge of many things. You will become a naturally good guesser and often mystify people into asking "how did you know that?" Lucky guess, right? Concentrate all of your attention on a single person and the potential facts just come pouring right out. Of course, they are approximate. You might be able to guess that this woman's husband's name starts with a J but you'll probably say Joseph instead of Jeffery. You'll also be able to get "vibes" off of people; your gut feelings are incredibly strong with this ability and, often, they're correct even if horribly vague.



TO USE

    RNG 1-2, 1 = failure, 2 = success
    Upon success, player may utilize one piece of information their character would not ordinarily be aware of. Recommend to hone in on something specific and ask the other player.
    Even if you know the fact, or the player gives you a straight answer, fudge it a little.



UPGRADES

    Lie Detection
    You may not be able to tell what precisely their mother's maiden name is but you can sure as heck notice that they just lied to you about it!
    RNG 1-2, 1 = failure, 2 = success

    Mentalism
    Who needs approximation when you can just slip the facts right out of their brain? Unlike telepathy, mentalism allows you to tap deeper than the surface in search of information. You need to have something specific in mind to look for, though, or you're sure to get lost in all those synapses.
    RNG 1-2, 1 = failure, 2 = success

Mind Over Matter Staff
Captain

Clean Smoker


Mind Over Matter Staff
Captain

Clean Smoker

PostPosted: Wed Feb 05, 2014 1:31 pm


HYPNOSIS

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Confound a person's mind.


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Have you ever been approached by someone and given all of these samples, their whole rehearsed sales pitch, told them you weren't interested, and then came away with $40 worth of junk anyway? You were just swindled, you may think. You may have been hypnotized! With hypnotism, a psychic may persuade, convince, or otherwise encourage a person of thoughts or decisions they would not normally agree with. Free will is easily bent, and at times broken, with this ability.



TO USE

    RNG 1-2, 1 = failure, 2 = success
    Recipient may choose to block the attempt by rolling the same RNG.



UPGRADES

    Trance
    An individual's mind will blank and they will not remember what happens during their trance.
    Lasts 1 post.
    Recipient may choose to block the attempt by rolling the same RNG.

    Control
    After sending someone into a trance, you may reprogram them, so to speak. Use an assigned keyword to alter a person's behavior, then return them to normal.
    Must be in a trance first.
    Lasts until the keyword is said again or 4 posts.
    Recipient may choose to block or break the control by rolling the same RNG every post.

    Mass Hypnosis
    Put multiple targets into a trance, then attempt to control them. What could go wrong?
    RNG 1-2, 1 = failure, 2 = success, for each individual target.
    Must be in a trance before they may be controlled.
    Lasts until the keyword is said again or 4 posts.
    Recipient may choose to block or break the control by rolling the same RNG every post.
PostPosted: Wed Feb 05, 2014 1:34 pm


PRECOGNITION

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See and predict future events with approximate or factual accuracy.


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One of the more well known abilities, but hardly understood. Precognition allows a psychic to see brief glimpses into the future -- but often they are confusing and without context. This can make it difficult to do anything useful with the knowledge, leading to great frustration. Sometimes, this ability may activate on its own, leaving the psychic disoriented and stressful. Second sight may only offer the barest amount of information to start with, mere flashes of seconds to come or some unidentified time in the near future. Good luck deciphering these visions.



TO USE

    RNG 1-2, 1 = failure, 2 = success



UPGRADES

    Future Sight
    A brief flash at an unpredictable time in the future. It could be hours, weeks, or even years!
    no rng

    Premonition
    A detailed flash of a future event at an unpredictable time, Typically a premonition is presented non-linearly and unclear, as if a dream.
    no rng

Mind Over Matter Staff
Captain

Clean Smoker


Mind Over Matter Staff
Captain

Clean Smoker

PostPosted: Wed Feb 05, 2014 1:36 pm


PSYCHOMETRY

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Sense the aura trails someone leaves on an object.


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Ever find a lost item and wish you could return it directly to its owner? With psychometry, you can do exactly that! By concentrating on an object, a psychic with this ability may sense the aura of whoever most recently touched it. The aura clinging to the item is much weaker than that of the individual, which means only the color can be noticed. Gosh, this would probably be a lot more helpful if you could read auras, too, wouldn't it?



TO USE

    RNG 1-2, 1 = failure, 2 = success



UPGRADES

    Identification
    Sense and separate all recent auras upon the item. Each aura will be less clear the longer it has been since they came in contact with the item until, with time, they disappear completely.
    no rng

    Tracking
    Hone in on a single aura and follow its trail straight to its owner. Especially helpful if the owner hasn't only lost the item, but gotten themselves lost as well.
    no rng
PostPosted: Wed Feb 05, 2014 1:41 pm


SCRYING

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Tap into the subconscious mind and divine guidance.


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Meditation is widely discussed and practiced all over the world, in all cultures, even among non-psychics. It is one of, if not the, most reliable way to calm one's mind and body and clear away invasive, negative thoughts. It's also the medium through which many psychics and spiritualists get their information. Scryers are the ones who claim to see their past lives, visit people in their dreams, and are most commonly the type of psychic you find on crime shows. Through scrying, a psychic may tap into their own subconscious to gain a better understanding of themselves, receive guidance and suggestions on troubling matters, or enter the Collective Unconscious directly.



TO USE

    RNG 1-2, 1 = failure, 2 = success, to enter a meditative state.
    RNG 1-4, 1 = nothing, 2 = unclear, 3 = vague, 4 = specific, to divine guidance.
    RNG 1-2, 1 = failure, 2 = success, to access the Collective Unconscious.



UPGRADES

    Advanced Meditation
    Enter one's own subconscious mind, without the use of a brain tumbler.
    Must first be in a meditative state.
    RNG 1-2, 1 = failure, 2 = success

    Past Sight
    See flashes of specific events from the past, view and analyze your own memories or the memories of others.
    Must first be in a meditative state.
    RNG 1-2, 1 = failure, 2 = success

    Lucid Dreaming
    Walk through and control your own dreams, or enter and manipulate the dreams of others.
    Must have player permission to enter a dream.
    RNG 1-2, 1 = failure, 2 = success, to enter own dream.
    RNG 1-3, 1 = nothing, 2 = subtle, 3 = obvious, to change something.

Mind Over Matter Staff
Captain

Clean Smoker


Mind Over Matter Staff
Captain

Clean Smoker

PostPosted: Wed Feb 05, 2014 1:45 pm


MIND OVER BODY

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With extensive training, overcome the limitations of one's physical body.


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Through intense and difficult training, a psychic may overcome the limitations of their physical body. Some may call this a state of enlightenment. These are the people who can walk over hot coals and sleep on a bed of nails. The body's need for sleep and food lessens; you're able to get by and function normally with fewer meals, less nutrition, and minimum hours of rest. However, overexertion is still possible; it can be even easier to forget to take care of one's self when they have to do less to physically keep their body running. Exhaustion and starvation are a constant threat to practitioners of this ability and the human body will absolutely die without continued hydration.

Note: This is not a starting power, it may only be earned through growth at Psycadet, Recruit, or above stages.

TO USE

    There are no RNG mechanics. This ability is always active once it's learned.



UPGRADES

    Increase Mental Health
    Heighten your body's threshold for pain while simultaneously strengthening your mental health. Take more damage in the Astral Plane before your astral projection loses density.
    Add +6 to your total Mental Health.

    Regeneration
    Gradually recover mental health with each non-combative action. For every post you make not using powers or engaging an enemy, you'll regain some mental health!
    1 non-combat post = 2 Mental Health
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