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Mind Over Matter Staff
Captain

Clean Smoker

PostPosted: Wed Feb 05, 2014 1:48 pm


TELEKINESIS

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Manipulate physical objects.


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Ever wanted to move things merely by thinking about it? With Telekinesis, you can become the closest thing to a Jedi and simply will things to get out of your way. Pick up objects with your thoughts, drop them onto buttons or enemies, throw things, break stuff. If you're a little more direct, you can pick up your enemies, too, and hurl them against walls for some nice damage.



TO USE

    RNG 1-2, 1 = failure, 2 = success, to pick up
    RNG 1-2, 1 = failure, 2 = success, while holding to throw for 2 damage (if failure, the item will be unharmed)
    Recipient may choose to block the attempt by rolling the same RNG.



UPGRADES

    Crush
    Damage objects or enemies just by holding them. Your telekinetic hand will smash anything in its grasp. Of course, you may only want to dent something, not destroy it.
    RNG 1-3, 1 = no damage, 2 = damage, 3 = destroy / 2 damage

    Multiple Targets
    Generate multiple telekinetic hands and pick up more than one object at a time. Be careful; if you throw one, they're all going.
    RNG 1-2, 1 = failure, 2 = success, for each object.

    Poltergeist
    Manipulate multiple targets in various ways! Pick up one thing and throw it while crushing another. The only limitation is your creativity -- and concentration.
    RNG 1-2, 1 = failure, 2 = success, for each object.
    RNG as necessary for throwing and crushing.
PostPosted: Wed Feb 05, 2014 1:52 pm


PYROKINESIS

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Manipulate the heat in the air to allow combustion.


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Sometimes, when people get mad, they feel hotter. Now when you get mad, you can make other people feel hotter. So hot it's like they're on fire. Oh, wait. They are on fire. Good job! Pyrokinesis hones in on a single target and raises its external temperature to set the object on fire. This works well for flammable obstacles or sending your enemies into a painful frenzy. Warning, fire spreads. Be sure to only use this ability when it's very, very important. Or, when it's really, really entertaining.



TO USE

    RNG 1-2, 1 = failure, 2 = success
    2 damage (aggravated), last two posts (4 damage total)
    Can be doused with water/through Hydrokinesis.
    Recipient may choose to block the attempt by rolling the same RNG.



UPGRADES

    Fireballs
    Generate fireballs in the palm of your hand and throw them for more accuracy.
    RNG 1-2, 1 = failure, 2 = success, for each fireball / aggravated damage

    Explosion
    Concentrate on a single target and raise their core temperature to explosive levels, destroying them instantly. The flames splash onto the surrounding enemies in the immediate area.
    RNG 1-2, 1 = failure, 2 = success, to destroy a single enemy.
    RNG as necessary for each surrounding enemy / aggravated damage

    Microwave
    Raise the internal body temperature of one or multiple targets, cooking them from the inside out.
    RNG 1-4, 1 = failure, 2 = light damage, 3 = heavy damage, 4 = roasted, to all targets / 1 damage (light), 2 damage (heavy)

Mind Over Matter Staff
Captain

Clean Smoker


Mind Over Matter Staff
Captain

Clean Smoker

PostPosted: Wed Feb 05, 2014 1:56 pm


CRYOKINESIS

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Manipulate the air around a target to initiate freezing.


x
Sometimes you just want to give a person the cold shoulder. Literally. Cryokinesis lowers a target's internal temperature, forcing objects and enemies freeze at your will. Frozen enemies make great jumping platforms or weights for switches. You can also shatter them instantly with a PSI Punch. Make water stop flowing, give someone the chills, turn someone's tea into a snow cone, or go ice skating in the middle of Summer. It's all possible with this ability! (Warning, do not actually go ice skating during Summer, that's very dangerous.)



TO USE

    RNG 1-2, 1 = failure, 2 = success
    Effects of freezing last for 3 posts.
    Can be thawed with fire/through Pyrokinesis.
    Recipient may choose to block the attempt by rolling the same RNG.



UPGRADES

    Snowballs
    Generate snowballs in the palm of your hand and throw them for better accuracy.
    RNG 1-2, 1 = failure, 2 = success, for each snowball / 1 damage

    Icicles
    Freeze the moisture in the air, on the ground, or straight from a water source, to create sharp icicles to impale your enemies.
    RNG 1-2, 1 = failure, 2 = success, for each icicle / 2 damage

    Winter Blast
    Release a frigid wind upon the area and lower the temperature of multiple targets. Your enemies may develop frostbite, leading to aggravated damage.
    RNG 1-3, 1 = failure, 2 = frozen, 3 = frostbite / 2 damage (aggravated) over two posts (4 damage total)
PostPosted: Wed Feb 05, 2014 1:59 pm


HYDROKINESIS

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Manipulate the moisture in the air or nearby water.


x
On its own, water may not seem like much of a threat. It's a source of life, it makes the world go round, it keeps you and your body clean. It's also got a multitude of intuitive and combative uses. Hydrokinesis will let you splash objects, enemies, or allies by manipulating the nearest water source or gathering the collective moisture in the air. Put out fires to help out a friend and save lives, or douse your enemies to make them more vulnerable to other kinetic attacks. What freezes or generates electricity better than something wet, after all? You can even heat your water to scalding temperatures!



TO USE

    RNG 1-2, 1 = failure, 2 = success
    Effects of dousing to increase vulnerability lasts for 2 posts.
    Recipient may choose to block the attempt by rolling the same RNG.



UPGRADES

    Undertow
    Make the tides ebb and flow at your will, alter water pressure, and generate streams. Get even more assistance from other kinetics with this boost in control!
    RNG 1-2, 1 = failure, 2 = success

    Lure
    They say humans are 75% water. That gives you over 50% of control over them. Push or pull your enemies with the force of the tides!
    RNG 1-2, 1 = failure, 2 = success, for each attempt.
    Recipient may choose to block the attempt by rolling the same RNG.

    Drown
    Manipulate the water in a single target's body and flood their lungs, drown them on dry land.
    RNG 1-2, 1 = failure, 2 = success / 2 damage
    Must be successful for three posts to kill target.
    Recipient may choose to block the attempt by rolling the same RNG.

Mind Over Matter Staff
Captain

Clean Smoker


Mind Over Matter Staff
Captain

Clean Smoker

PostPosted: Wed Feb 05, 2014 2:01 pm


GEOKINESIS

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Manipulate the dirt and rock of the earth.


x
Earth quakes, sink holes, and pit falls; they're bad enough as natural disasters, but imagine if someone made them happen on purpose! Geokinetics know how to rock and roll with the best of them, able to manipulate most kinds of earth to suit their needs. From sending a pebble soaring at the nearest window to that really cute camper you've been eyeing, to some heavy duty lifting in the quarry, nothing is too hard for these rubble rousers. It makes for an easy escape if you want to give pursuers an uneven path by breaking up and raising the earth beneath them, or if you want to make trouble during a camp game of golf and add some extra (quick)sand traps. Are you ready to bring the rock?



TO USE


    RNG 1-2, 1 = failure, 2 = success
    2 damage
    Recipient may RNG 1-2 in exchange to try and block the attempt.



UPGRADES

    Multiple Targets
    Pick up lots of rocks all at once to lob at your enemies!
    RNG 1-2, 1 = failure, 2 = success, for each rock.
    Recipient may choose to block the attempt by rolling the same RNG.


    Pitfall
    Make a pit trap in the dirt or a sinkhole in sand to take your opponents by surprise! The trap will remain until it is triggered. Unfortunately, these traps are good for one use only.
    RNG 1-2, 1 = failure, 2 = success, to lay the trap.
    Enemy RNGs 1-3, 1 = miss, 2 = success, 3 = trap triggered
    Trapped enemies may not move for two posts

    Earth Shaker
    Tap into the earth's crust to generate a small earth quake with a generous area of effect. All enemies engaged in combat or mentioned in the targeting are affected.
    RNG 1-3, 1 = failure, 2 = success, 3 = overkill / 2 damage (normal), 4 damage (overkill)
PostPosted: Wed Feb 05, 2014 2:02 pm


CHLOROKINESIS

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Manipulate chlorophyll to control plant material.


x
Some people just have a natural affinity for plants. They take better care of them, grow better gardens, harvest better produce. Most people call it having a green thumb. Psychics know it better as Chlorokinesis. With this ability, you tap directly into the chlorophyll found in all manner of vegetation and are able to control plants all the way from their roots to their petals. One plant at a time to start with, of course. Raise a tree's roots to make someone trip, make its branches grab someone as they're walking past. You could even make it rain flower petals and recreate your favorite anime opening. That's a thing kids do, right?



TO USE

    RNG 1-2, 1 = failure, 2 = success, to control plant
    Effects of control last until concentration is broken or psychic relents.
    RNG 1-2, 1 = failure, 2 = success, to attack with plant
    1 damage
    Recipient may choose to block the attempt by rolling the same RNG



UPGRADES

    Multiple Targets
    Need an extra set of branches, roots, or vines? Maybe you'd like to take control of an entire patch of grass to impede someone's movement. You can do all this and more!
    RNG 1-2, 1 = failure, 2 = success, for each plant.
    RNG 1-2, 1 = failure, 2 = success, to attack with plant / 1 damage per plant
    Recipient may choose to block the attempt by rolling the same RNG.

    Plant Growth
    The plants you have available not quite up to snuff? Only have daisies at your disposal? Never fear! Now you can rapidly alter the size and strength of plants for a limited time.
    RNG 1-3, 1 = failure, 2 = medium growth, 3 = maximum growth, for all plants currently under control.
    Damage boost! 2 damage (medium growth), 3 damage (maximum growth)
    Effect lasts for 4 posts.

    Cordyceps
    While fungi, and thus traditional cordyceps, do not have chlorophyll, you can mimic its parasitic effects by psychically manipulating plant pollen. Throw a blast of pollen in your enemies face and they'll instantly turn on their allies.
    RNG 1-2, 1 = failure, 2 = success, for each target.
    Enemies under effects will automatically attack other enemies.
    Effect lasts for 4 posts.

Mind Over Matter Staff
Captain

Clean Smoker


Mind Over Matter Staff
Captain

Clean Smoker

PostPosted: Wed Feb 05, 2014 2:06 pm


ELECTROKINESIS

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Manipulate the static in the air to generate electricity.


x
Ever plugged something in and shocked yourself? Sucks, doesn't it? Imagine that sensation in your entire body, then imagine your enemy experiencing it instead. Now that's satisfying. With Electrokinesis, you can give your enemies the shocking jolt they deserve. It'll stun them good for a moment and leave them open to attack. Or you could be more malicious and work with a Hydrokinetic for deadlier effects. This power isn't just good for damage, though; if your batteries are low on charge or something's short circuiting, give it a quick jolt. That should send it back in order.



TO USE

    RNG 1-2, 1 = failure, 2 = success
    Effects of stunning last for 1 post.
    Success while target is wet may result in death. (Limited to Censors at this time, still very dangerous for characters!)
    Recipient may choose to block the attempt by rolling the same RNG.



UPGRADES

    Lightning Rod
    Turn your body into a conductor and draw any nearby electrical power to you for a quick boost. It'll give your zap some extra oomph!
    RNG 1-2, 1 = failure, 2 = success to gather electricity.
    Effects last for 1 use. Powers will be boosted until used, whether failed or success.
    RNG 1-2, 1 = miss, 2 = 1 damage + stun, 3 = instant-kill, for boosted attack.

    Multiple Targets
    Make your zap more worthwhile by stunning multiple enemies at once!
    RNG 1-2, 1 = failure, 2 = success, for every target.

    Gremlinize
    While you could just zap any electronics willy nilly, this ability lets you hone in and get a little more specific. Make perfectly working technology go haywire without completely frying it!
    RNG 1-2, 1 = failure, 2 = success.
    RNG 1-4, 1 = failure, 2 = lag, 3 = glitch, 4 = overload
    Effects last for 1, 2, or 3 posts respectively.
PostPosted: Wed Feb 05, 2014 2:09 pm


MAGNOKINESIS

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Manipulate magnetic energies to control metal.


x
Everyone has something or someone they aspire to - yours just might happen to be Magneto. The manipulation of magnetic energy is the core of magnokinesis, and with so much metal in the world nowadays, there's quite a bit to work with! You can pick up and move any object capable of magnetic energy, so you can throw some metal around, build yourself a wall, or move the jousters around at the local Renaissance Faire. But it might be slow going, as you can only pick up one object at a time, but don't let that temper your fun - you're too metal for rules.



TO USE

    RNG 1-2, 1 = failure, 2 = success, for a single target
    Effects last for 2 posts



UPGRADES

    Multiple Targets
    Increase your magnetic range!
    RNG 1-2, 1 = failure, 2 = success, for every target.

    Magnetize
    Temporarily strengthen the natural magnetic pull of objects or render previously repellent objects magnetized for a limited time.
    RNG 1-2, 1 = failure, 2 = success, to strengthen an object's magnetism. Lasts for 1 post.
    RNG 1-3, 1 = failure, 2 = weak, 3 = strong, to render objects magnetic. Lasts for 1 post if weak, 2 posts it strong.


    Force Crush
    By changing the polarity of various metals, or objects you have magnetized, you can crush them like they were in a trash compactor. Use the Force!
    RNG 1-3, 1 = failure, 2 = damage, 3 = dismantle / 2 damage
    Must recharge for three posts.

Mind Over Matter Staff
Captain

Clean Smoker


Mind Over Matter Staff
Captain

Clean Smoker

PostPosted: Wed Feb 05, 2014 2:14 pm


PHOTOKINESIS

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Manipulate and generate light or light sources.


x
Light is a staple of anyone's day - where would we be without the sun, light bulbs, or cellphone flashlights? Photokinetics don't have the problem of stumbling around for possessions in the dark, being able to harness the power of light or magnify that which is around them to a medium intensity. You've got to be careful, as too much light can be bad for the eyes (or for light bulbs, which might burst), unless you intend to blind your foes for a quick getaway. Alternately you can also change the color of your light source and create a mad dance party for you and your friends. The possibilities are bright!



TO USE

    RNG 1-2, 1 = failure, 2 = success
    Effects last for 1 post




UPGRADES

    Multiple Light Sources
    Generate or manipulate multiple light sources and have yourself a party!
    RNG 1-2, 1 = failure, 2 = success, for each light.

    Flash Bang
    Hone your power in one quick shot to stun your enemies with a momentary blast of light!
    RNG 1-2, 1 = failure, 2 = success
    Effects last 1 post
    Must recharge for 3 posts

    Solar Flare
    With the same principal of the Flash Bang, concentrate your energy to damage enemies with an intense blast of light.
    RNG 1-2, 1 = failure, 2 = success / 2 damage
PostPosted: Wed Feb 05, 2014 2:18 pm


UMBRAKINESIS

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Manipulate and generate shadows.


x
In every life, a little darkness must creep - usually a little to the left and right below our feet during noon. Umbrakinesis is mastery of shadow, and those who practice it can manipulate, grow, or even generate a shadow in those particularly well-lit environments. Creep your friends out by stretching their shadow out of shape or making it move, but you can only do it one at a time (too many can get rather confusing). You can even make them stay in their shapes for a limited amount of time when you're done messing with them. Disorientation is the name of the game!



TO USE

    RNG 1-2, 1 = failure, 2 = success
    Effects last for 2 posts.



UPGRADES

    Shadow Puppetry
    Take control of more than one existing shadow and you'll really have a wild time.
    RNG 1-2, 1 = failure, 2 = success, for each shadow.

    Multiple Shadows
    Generate multiple shadows to make things even spookier. Combine this with Shadow Puppetry and you'll soon have people cowering!
    RNG 1-2, 1 = failure, 2 = success, for each shadow.

    Dark Cloud
    Envelope your enemy's view with a thick cloak of shadows. Render them completely helpless and unable to land attacks for a short time!
    RNG 1-2, 1 = success, 2 = failure
    Effects last for 3 posts

Mind Over Matter Staff
Captain

Clean Smoker

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