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[ Defensive Psionics ] [ Internal Psionics ] [ External Psionics ] [ Offensive Psionics ]

[ Defensive Psionics ]

The users of Psionics are generally bald, or have no hair on their head in a horizontal ring just above the ears. This is due to the placement of the Psionics runes. Which, as you may have guessed, is in a circular pattern around the skull. The Psionics Rune series as a whole looks like a turks head knot, or a group of 4 braided lines of energy. Each of them has it's own color and a larger knot that it forms around the other three lines in the group. The Beginners Psionics rune is a grayish white color, and the knot is slightly smaller, and less intricate, than the others. It is found on the forehead when it is first selected.
The Powers for Psionics are pretty straightforward, with all four runes being dedicated to a certain application of the mental powers. The first power level is primarily defensive; the second is internal, or pertaining mainly to the Dreadnought using it; the third is external, or pertaining mostly to those around the Dreadnought; and the fourth is offensive. The powers listed are only the tip of the iceberg, and are the ones most commonly taught to Psionic Dreadnoughts. Other applications of Psionics may be learned, but they take time to find, and are usually dangerous to use for the first few months. Psionics are different from other Dreadnought Powers in that the powers themselves steadily gain in power as the Dreadnought advances. So your Level 1 Mind Block may be weak at first, but as you go up in levels, and in the Psionics Runes, it could eventually be strong enough to shut out anything weaker than you are. Keying any of the Psionics Runes grants the user a +1 to Intelligence for each level you have in the Defensive Psionics Rune.


Level 1: Mind Block- Gives the ability to keep other people from reading your mind. A simple, and weak, defense against simple and weak psionicists.
Interference- Makes it so that anyone trying to sense you, or anything in your vicinity only gets static. Again, this is relatively weak, but works well to distract people.
Level 2: Mind Double- Makes it so that a person can divide their mind into two separate entities, and use both during the course of a round. To affect one, you must affect both at once.
Level 3: Iron Wall- Creates a wall of Psionic Energy around your mind which keeps most psionic attacks from affecting you.
Level 4: Labyrinth of the Mind- Anyone seeking to access your mind must first wend their way through the mental labyrinth you set up. Once in the labyrinth, they must also find their way out. Some Dreadnoughts have even trapped people in their labyrinth by altering it while they were in it. As you go up in levels the labyrinth grows ever more complex, and may change at a moments notice.
Level 5: Mind Swarm- Generally seen as the most affective method of protecting your mind from invasion, the Mind Swarm defense creates dozens of copies of your mind. All of which must be affected by an attack for any of them to be bothered by it. The true power in this lies, however, in the ability of the minds to shield each other, and to stack defenses against any intruders. At higher levels of this power, the Dreadnought may actually use all of the minds created to attack a person with psionics. For every 5 energy points spent the individual may have one extra mind at their disposal. These minds last for 24 hours, and take a little getting used to.


[ Internal Psionics ]

At the second power level of Psionics, the Dreadnoughts head will begin to elongate slightly, if it is one of their class runes. If it is not one of their class runes, their head may still elongate, unless they use one of the other runes to control it before it happens. The Internal Psionics Rune is found on the back of the head, and is slightly larger and more complex than the Original one. It's color is a light blue. Internal Psionics deal with the senses, the body, and the mind of the Psionicist. None of these powers are transferable, or useable on anyone else.

Level 1: Time Sense- The Dreadnought always knows what time it is, no matter where they are, or how distorted time may be in another dimension. This ability also gives the user the ability to accurately tell how much time has elapsed, getting more and more precise as time goes on.
Level 2: Weather Sense- Gives the ability to predict the weather.
Space Sense- Gives the ability to tell where you are at all times.
Level 3: Biofeedback- The Dreadnought is so in touch with his or her body that they can monitor, and change, their heartbeat, breathing rate, adrenaline levels, and brain functions. This has a number of uses, from putting oneself into a comatose state to maintain life, to giving ones self a burst of adrenaline to attack faster.
Level 4: Psychic Immunity- Some Psionic attacks affect the mind, and the body. With this ability your body is guarded from these attacks as well as your mind. No Psionic power that affects the body will touch you as long as this power is in affect.
Psionic Splicing- Allows the user to combine two or more Psionic powers into one. This requires double the normal amount of energy to perform.
Level 5: Mind Meld- This power is the culmination of the Internal Psionics, melding mind and body into one form. The benefits of this are many, including instant reaction time, full control of the entire body, and, as many find out, the ability to take on a different form. This form is a glowing representation of yourself, and is completely immune to physical attack. This form can attack in one of two ways. First, you may use Psionics to attack someone, and second, you may physically attack someone.
Attacking physically drains energy, and causes a persons willpower to slowly drain. You may drain up to 5 energy points of energy for each health level of damage you would have inflicted (equal to 1 rage, 1 gnosis, 1 blood point, etc.…). Once all of the energy is gone, you may slowly drain their willpower (1 point per hit, no more). And once willpower is drained, you may drain health levels (1 per hit). All of these may be absorbed into your body, and used in the following manner. Energy- you may gain 1 permanent energy point from every 5 you drain from someone else. Willpower- you may gain 1 permanent willpower point for every 10 you drain. Health Levels- You may gain 1 permanent health level for every 10 you drain.


[ External Psionics ]

At this level in the Psionics Series, the lengthening of the skull is more noticeable, as is the size of the Psionics Runes, as they appear to grow slightly every time they go up another level. The External Psionics Rune is larger than the other two, and is much more complicated. It's color is a light red. It's found over the right ear. The External Psionics rune is used to affect other people minds and bodys.

Level 1: Telepathy- The Dreadnought is now able to speak, mind to mind, with another person. They do not have to know Psionics, or be telepathic them self.
Clairvoyance- The Dreadnought is able to see things that happen a long distance away. Roughly 10 miles.
Level 2: Mind Reading- Simple, but effective. The Dreadnought concentrates for a second, then is able to pick up surface thoughts on anyone in the area who isn't shielded in one way or another.
Clairaudience- The ability to hear what's going on at a distant location. Range is about 1 mile for whispers.
Emotion Surge- Allows the Dreadnought to pierce a person's emotions, and cause one of them to surge a little higher than it should. Causing anger, happiness, or almost any other emotion to display itself, whether it's rational or not.
Level 3: CAT Scan- The Dreadnought can scan someone's brain directly, to see if they have brain damage, or any other mental problems caused by a physical wound.
Amnesia- Just your plain old amnesia, sort of. This power lets you make someone forget about one short event. They will not be able to remember it no matter what. As the memory will be completely erased from their mind, or whatever storage device they use in place of one.
Level 4: Emotional Overload- The ability to flood someone with emotions, causing them to have a nervous breakdown, or to become so enraged that they can't do anything.
Mental Search- The Dreadnought may attempt to break through a persons mental shields and enter their mind. This allows a Dreadnought to find information they normally wouldn't have gleaned from an individual by other means.
Domination- This power allows the Dreadnought to take over the mind and body of a willing individual. While this power is in affect, the users body is generally in a comatose state, and will remain so until the power is ended. The being this is used on gets a backseat view of what's going on, but can't otherwise change things. Use of this power indicates absolute trust, since it can't be forced on anyone.
Level 5: Sensory Overload- The ability to flood someone's neurons with all sorts of chemical's, causing them to either go crazy, go into a coma, or to die.
Rage of a Thousand Tormented Souls- This power is scary even to the people who use it. It causes the target to enter a berserker rage that will not end until the person is either dead, or the only one left standing. This power is only used in extreme circumstances, and only then on a non-Dreadnought being. Beings in this state have no emotions except hatred towards everything. They do not feel pain, sorrow, or anything else.


[ Offensive Psionics ]

A Master of Psionics is nothing to laugh at, though they may seem strange. They have long large heads that generally slope back a ways. Their eyes are usually large, and glow every time they use Psionics. The Offensive Psionics Rune is the largest, and most intricate of the four by far. It is found over the left ear initially, but once someone masters all five levels of it, it rotates so that it is in the middle of the forehead. The Offensive Psionics Rune is a white color.

Level 1: Mind Shock- A blast of telepathic waves directed at a person's mind. Generally causes the normal thought processes to be jammed up for a few minutes, and for them to be temporarily deaf.
Psychic Blast- A basic mind attack, good for knocking people off guard, or for giving someone a bad headache for a half hour or so.
Psychic Crush- Like the Psychic Blast, only it makes the person feel as if their head is being crushed under a terrible weight.
Level 2: Psychic Blade- A basic mind attack, it makes a person feel like they're being cut and stabbed by invisible swords.
Psychic Spear- Makes a person feel like a shooting pain ripped through their brain. Usually knocks people down, or out if it's intense enough.
Level 3: Mind Rot- Causes a person's mind to slowly degenerate over a period of a few weeks, once it's started, it's almost impossible to reverse it.
Level 4: Mind Eater- A Dreadnought with this ability can actually cannibalize someone's brain for memories, knowledge, or to increase their own brain mass.
Advanced Psychic Blast- A powerful mind attack, capable of giving someone brain damage at a close range, can knock someone unconscious from a long distance.
Megablast- One of the most devastating mind attacks known. The user of the Megablast focuses all their hate, all their pain, all their problems, and all their stress into one, huge, devastating, shockwave of mental power. It radiates out about 100 feet in all directions.
Level 5: Gigablast- The most devastating mind attack known. The user of the Gigablast focuses all their hate, all their pain, all their problems, and all their stress into one area of the mind, the let's them ferment for 5 rounds, increasing in power every round, till finally they can't hold it back anymore, and an unbelievable amount of mental force is slammed out in all directions. It's so powerful it can actually be seen as a shock-wave of physical force moving away from the Dreadnought. Causing people to get blown back, their minds possibly destroyed, but never again the same as they were. It radiates out about 1000 feet in all directions.

© 1997 phyrexian@dreadnoughts.com