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Standard PSI Powers

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Mind Over Matter Staff
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PostPosted: Wed Feb 05, 2014 12:27 pm


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This will be an overview of the standard psychic abilities that every character will have. These powers are reflected in mandatory classes between camp and academy, we will also list all possible upgrades to these powers. Though they are not listed in certs or profiles, all psychics have access to these powers. They may not realize it or know how to use them until they're explained in class, but all psychics share these abilities.


RULES

    Powers must always be rolled prior to use.
    PSI-Blast and Levitation are prohibited from use until you earn their merit badges or the Crash Course medal.
    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.
PostPosted: Wed Feb 05, 2014 12:30 pm


TELEPATHY

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The ability to read a person's mind or speak through thoughts.


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The user is able to read unblocked surface thoughts broadcast from a single person. They may also communicate back and forth in perfect speech through call and response, as if they were speaking face to face. Or mouth to mouth, depending on the distance. This is the most basic and fundamental ability any psychic will learn to use at this facility if they haven't learned it on their own already.



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



UPGRADES
    none

Mind Over Matter Staff
Captain

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Mind Over Matter Staff
Captain

Clean Smoker

PostPosted: Wed Feb 05, 2014 12:34 pm


ASTRAL PROJECTION

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Allows entry to another's mind.


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In order to enter someone's mind, your own consciousness must first separate from your body. Once this occurs, your physical body will enter a trance-like state and continue its natural biological functions while remaining helpless and prone. Standard issue for all Psychonauts is what is known as a psycho portal, a device which acts as a manual doorway for psychic entry into another person's mind. Use of it also sends the recipient into a trance, making entry easier. More powerful psychics may stay out of a trance even while others enter their mind, or even force people to enter their mental world.



TO USE

    No RNG mechanics.
    This occurs automatically during class.



UPGRADES

    Dual Layered
    Typically when a psychic's mental health runs out, their astral projection weakens and they're kicked out of a person's mind. With this nifty upgrade, you'll get a second chance! When you run out of mental health, you'll automatically shed a layer of your astral projection and be right back to full. However, this only works once, so if you run out a second time and don't have any Dream Fluffs on hand, you're out of luck!
    no rng

    THIS DIFFERS IN THE MATERIAL PLANE!

    While the physical body still enters a trance-like state, remaining helpless and prone while its biological functions continue, the astral projection does not enter another mind. Instead, it mills about in the air like a ghostly apparition! Astral Projecting in the material plane can allow for some nifty spying maneuvers, as you are not obstructed by physical space like walls or doors, and you may see and hear as plainly as before. Unfortunately, you cannot interact with anything beyond speech and, if your body is jostled or injured, you'll be sent right back to it in a flash.

    This is a Unique Ability; not every psychic can astral project within the material plane!



TO USE

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



UPGRADES

    Powered
    You're now able to use any of your other psychic abilities while a projection!
    Each ability still adheres to its unique RNG mechanics.
PostPosted: Wed Feb 05, 2014 12:36 pm


PSI-PUNCH

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Mental projection of a fist with the force to match.


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An underdeveloped form of telekinesis, a psychic's PSI-Punch is an extremely useful distribution of energy. It is always the color of the individual's aura and resembles the shape of their own hand. With it, a psychic may slap, punch, or scratch without laying a single hand on their enemies. By jumping up and palming the air, a small shock wave can be generated that damages enemies in a group. Handy!



TO USE

    RNG 1-2, 1 = failure, 2 = success, to hit.
    1 damage



UPGRADES

    Palm Bomb
    Make a bigger shock wave! Dozens of small hands appear around you, hitting multiple targets on your descent.
    RNG 1-3, 1 = failure, 2 = hit, 3 = kill, for each enemy. 2 damage for successful hit

Mind Over Matter Staff
Captain

Clean Smoker


Mind Over Matter Staff
Captain

Clean Smoker

PostPosted: Wed Feb 05, 2014 12:40 pm


PSI-BLAST

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Generate a laser blast of mental energy.


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Have you ever felt so pent up, so angry, so absolutely volatile, that you wanted to shoot lasers out of your eyes? Well, this is more from your forehead, but it's the same basic concept. Using the raw aggression you build up in daily life, you are able to concentrate it, focus it, and release it in the form of a damaging psychic blast! With careful aiming, you can be sure to lock onto a target and hit with sniper accurate precision!



TO USE

    Have required ammo
    RNG 1-2, 1 = failure, 2 = success, to hit the target.
    RNG 1-2, 1 = failure, 2 = success, to lock onto the target and ensure damage.
    2 damage



UPGRADES

    Ricochet
    Chain a PSI-Blast to bounce off of and hit three different targets!
    no rng
    If there are three targets to hit they will hit automatically.

    Ricochet x2
    Chain a PSI-Blast to bounce off of and hit six different targets!
    no rng
    If there are six targets to hit they will hit automatically.

    Unlimited Ammo
    Never worry about running out of aggression again!
    no rng
PostPosted: Wed Feb 05, 2014 12:44 pm


LEVITATION

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The ability to float, hover, bounce, or otherwise ascend and break physics.


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Levitation requires a certain level of trust in one's self. Even before being formally taught, the ability for young psychics to use their thought bubble to double jump in mid-air has been observed. With proper training, you'll not only be able to do that, but also roll, bounce, hover, and even float! A psychic's thought bubble is always the color of their aura, though it may be accented with a secondary, contrasting color in the form of a ring.



TO USE

    RNG 1-2, 1 = failure, 2 = success, to generate thought bubble.
    No RNG to use.
    Will be popped if attacked.



UPGRADES

    Wrecking Ball
    Sharp spikes push out of the thought bubble when rolled at high speeds, damaging any enemy they touch.
    RNG 1-2, 1 = failure, 2 = success / 1 damage

    Steamroller
    Sharp spikes push out of the thought bubble at the owner's whim, at any speed, and damage any enemy they touch.
    RNG 1-2, 1 = failure, 2 = success / 2 damage

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