January 27, 2020

Master of Many Minds: Burning

This is an expansion to the 3rd version of psychic rules set out in The Many Minded Beast. Are you ready to burn up your psyche and body to power your psionic abilities? No? Well here we go anyway.

You may burn to create one of a few effects:
1. Exert Control - Auto succeed a Psychic power, use before rolling.

2. By Will Alone - Use a Psychic power you don't have access to, use before rolling.

3. Mental Multi-processing - Make 2 uses of Psychic power(s) that take 1 action, use before rolling. It can be two uses of the same, or two different ones.

4. Mental Thread Construct - Sustain the ability to use a Psychic power (With the same roll) for up to 2d10 hours, use after rolling.

5. Metadimensional Fold - Fold metadimentional space around you, this breaks through metadimensional block, and gives you a +20 to Psychic power use until you move.

6. Eternity Chasm - Take 4d10 damage (In addition to burning) to create an Eternity Chasm at your location. An Eternity Chasm is a rift in space which leads to a weird reality. Maybe it's full of custard, or clones of you, or an endless amount of blood, or maybe there's nothing there.

7. Horror - Each category of Psychic skills has a horror power. Only available if you have a Vast power in that category. To use a Horror power you must burn twice, then take 2d10 damage.
Using a Horror power causes a ripple in Metadimensional space so powerful that anyone, or any Thing, looking for it knows exactly where to find you. Having the ability to harness these abilities is immeasurably invaluable and dangerous.

- Telepathy: Consume Mind - Instantly kill a sentient target, their mind is torn out of their body and consumed with no mark on the body. You reduce stress to 1.

- Telekinesis: Avatar - Create a shell of telekinetic energy that transforms you into an 8ft tall version of yourself with an entire telekinetic armory. While in this form you have +40 to armour saves, and may auto succeed at attacks, which deal 1d100 damage more than they do normally.

- Biokinesis: Autopsy - Instantly kill a biological target and separate their body into component parts, all usable. You may replace anyone else's body parts with these ones instantly, without a test. They work as perfectly as if they where meant to be there.

- Pyrokinesis: Extinction - Engulf the next thing you touch in fiery doom.

- Electrokinesis: Console - Take control of all tech nearby, you have complete control over it.

- Meta-Psionics: Root-Access - You gain root access to the universe. Be careful, you might make gravity purple instead of attracty.

- Teleportation: Warp Gate - Create a permanent link between any two places in space-time.

- Summoning: Rupture - Rupture reality, creating many copies of your reality which you can swap to at will. For the next 2d10 minutes you can choose to reroll any roll (once), made by you or any other character (Including random table rolls, although you must tell the Warden you are swapping reality before they tell you the results).

- Cognition: The Watching - You see everything. Make a sanity save or take 1d10 stress. You may ask 3 questions about what is happening, what has happened, or what might happen to the Warden.



Burning

Finally, onto the good stuff. How do you permanently maim yourself to access these powers?
Well, there are a few ways to burn:
1. Burn Blood - Not actually blood, but more like years of your life. You roll 4d5 and reduce your max health by that much.

2. Burn Body - Your body withers as you use it to fuel your mind. Lose 1d5+3 off your Body save.

3. Burn Mind - You creep ever closer to the oblivion of madness. Lose 1d5+3 off your Sanity save.

4. Burn Stability - Destabilizing your mind is a dangerous idea, paranoia quickly follows. Lose 1d5+3 off your Fear save.

5. Burn Focus - Thinking about a lot at once means you inevitably think about everything that could go wrong. Roll 1d5 and add that to your anxiety (Starts at 0). You may never have stress lower than your anxiety.



Power Categories

Each power has a category. The category is based on where it stems from, for instance. Mind control is a Telepathy power because it stems from Telepathy. The power categories are as follows:
Telepathy - Telepathy
Telekinesis - Telekinesis
Biokinesis - Sustain
Pyrokinesis - Pyrokinesis
Electrokinesis - Electrokinesis
Meta-Psionics - Detect Psi, Psi-Trap
Summoning - Summoning
Cognition - Post-Cognition, Thing-Speak, Pre-action

No comments:

Post a Comment