DISCIPLINES
MINDMELD | ACID
| PSYCHOKENISIS
| SHROUD
MINDMELD
This Discipline is concerned with the various Vulcan
(and Romulan!) skills related to the mind. In some respect they are
ritualistic in nature, requireing concentration.
Basic
* Psychic Defense
By learning how to manipulate the
forces in his/her own mind, the Vulcan gains 4 retests per night in all
attemps to use a telepathic ability on them against their will.
** Internal Control
The individual has a strong degree
of internal control. He or she may temporarily expend two mental traits in
place of a single Willpower trait.
Intermediate
*** Mindlink
The Vulcan has learned to connect their mind
to the mind of another. The Vulcan may against a willing subject by
winning a static challenge with the difficulty equal to the number equal
to the number of negative mental traits the subject has. The Vulcan can
establish this connection with an unwilling subject if they defeat them in
a mental challenge.Note: If the Vulcan cannot touch their subject, the
Challenger is 4 traits down on their ability.
**** Forgetful Mind
This skill is identical to the
Intermediate Dominate Discipline of the same name, with the exception that
the challenger is 4 traits down if they cannot touch their
subject.
Advanced
***** Mind Fusion
This can only be used with a willing
subject. Once the link is established, the two individuals may share
experiences, skills, mental traits, and social traits unrelated to
appearance. One person can choose to accept the negative social or mental
traits of the other too. The link requires to touch to establish, but
after it is established it cannot be broken except by mutal
consent.
MINDMELD
| ACID | PSYCHOKENISIS
| SHROUD
ACID
This Discipline, posessed only by the Horta of Janus VI,
represents both the learned skills of the Horta and the inborn traits. All
Hortas naturally possess the first level (its required for them to eat!) of
this discipline.
Basic
* The Flow of Earth
Using the Horta's natural acid
glands, the Horta can burrow through rock at an incredable speed. (twice
the speed of a running human) This allows them to travel unseen (can even
be used as 'fair escape' in environments where there is rock.) If the
Horta wants to burrow through something other than rock, (metal for
instance) it must expend at physical trait for each 1/4th meter it
penitrates.
This acid can also be used to attack. When the Horta
attacks in this fashion it first must expend a physical trait, and then
must hit their opponent normally. This attack then does an extra two
levels of damage. (note that all three levels of damage are Aggravated.)
** The Taste of Earth
By the age of 10 years old a
Horta has eaten enough rock to be able to determine the content of what it
eats, in the same manner that a wine connisour can tell the content of a
wine by taste. If the Horta succeeds in a mental challenge the
Storyteller/narrator can tell them the exact chemical composition of any
material the Horta eats. This information is as accurate as a tricorder
scan.
Intermediate
*** The Resiliance of Stone
By the time the Horta has
reached this age, its outer skin has developed a outer crust sufficient to
protect it from virtually any energy discharge. This includes phaser and
disruptor fire along with various types of radiation. At this point the
Horta gets a free retest against any energy discharge.
**** The Flow of Electricity
The unique nature of the
Horta's neural pathways allows them to interface directly with electronic
circutry. By using the discipline the Horta gains an additional number of
mental traits equal to double the Horta's physical traits during any
challenge that requires/allows the Horta to interface directly with a
computer system. (note that the TNG Isolinear Optical data systems
(Constellation/Ambassador/Galaxy/Nebula) don't support this method of
interface, but the newer gel-pak systems in
Soverign/Intrepid/Defiant/Promethus class ships and the older Constitution
I & II and Miranda & Soyuz class are compatible)
Advanced
***** Ablation
In addition to the basic resiliance that a
Horta posseses, the Horta has crusted itself with an casing of stone and
metals, including Iridium, Titanium and other materials that the Horta can
even survive re-entry into an atmosphere. The Horta could, for instance,
dive out of an airlock and survive freefall, the vacuum of space, and the
plunge through the atmosphere, and the titanic impact. Using this method,
the Horta can safely make landfall in the guise of an asteroid. The Horta
also gains a second retest against energy discharges.
MINDMELD
| ACID
| PSYCHOKENISIS| SHROUD
PSYCHOKENISIS
Basic
* Brush of the Mind
Using this ability the individual
can make a physical attack (range equal to line of sight of the attacker)
using a mental trait. This trait is opposed with a physical trait (ex.
Attacker's Creative vs. Defender's Stalwart) (Note the
mental trait is a single 'floater' trait and in the event of a tie is only
1 trait vs. opponents total number of physical traits)
** Force of Impact
At this level of development, the
telekinetic can fire a burst of kinetic energy. Treat as a physical attack
using mental traits. Unlike Brush of the Mind the tie is opposed by the
full number of mental traits the Telekinetic posesses.
Intermediate
*** Mental Bonds
The Telekinetic has such a degree of
control that they can immoblize someone or something, by succeeding in an
opposed mental vs. physical test. This allows them to imprison an
individual and keep them effectivly paralyzed. While so imprisoned, the
defender must relent to all physical attacks.
**** Mind over Flesh
By using this ability the
psychokinetic can force an individual to take an action (such as striking
someone or firing a weapon) To use this ability, the telekinetic must
expend a willpower trait which then takes the form of a single physical
trait in the victem. The trait can be used by the Telekinetic to preform
one action. Example Pending.
Advanced
***** Mental Barriers
By expending a single willpower trait
the Telekinetic can use their mind to form a mental shield around their
own or someone elses body. This provides them an additional number of
physical traits equal to the number of mental traits the telekinetic has.
Mental traits can then be used to resist damage.
MINDMELD
| ACID
| PSYCHOKENISIS
| SHROUD
SHROUD
This discipline is the Jem'Hadar's natural ability to
warp energy around themselves. The power ranges from simply enhanced
cammoflage to near invisiblity. While using the power, the Jem'Hadar is
still physically present, but unlike the Vampiric Discipline: Obfuscate it
does not work on the mind, but on the Electromagnetic spectrum. The power
does require concentration however, and a Jem'Hadar cannot shroud themselves
and attack simultaniously.
Basic
* Masking
sing this ability the Jem'Hadar can warp light
around their person, rendering them largely hidden. The Effect is not
total, and the Jem'Hadar must remain motionless and in heavy cover. The
Jem'Hadar may remain hidden as long as they can defeat a would-be detector
in a mental test.
** Invisibility
With this ability the Jem'Hadar has
gained the ability to totally warp visible light around them. By remaining
motionless, and expending a mental trait, the Jem'Hadar may remain
invisible to the naked eye. Only sensors or a physical test (such as
throwing a handfull of stones) would discover the Jem'Hadar. (note that
this is still only visual masking. Hightened audio senses or other forms
of detection will pinpoint the Jem'Hadar)
Intermediate
*** Shroud
At this level of skill, the Jem'Hadar may now
move and remain Shrouded. By expending a mental trait, the Jem'Hadar can
become nearly 100% invisible to visual forms of detection. This includes
video recorders and the like. If the Jem'Hadar remains motionless, not
even advanced audio perceptions can pick up the lurker. When moving,
however, the Jem'Hadar may be detected normally.
**** Scrambling
By this point in the Jem'Hadar's
advancement he can now not only scramble visual light, but he can also
mask his presense from sensors. The detector must make an opposed mental
test to detect the Jem'Hadar at a distance of less than 10 paces.
Advanced
***** Cloaking
Beyond this point the Jem'Hadar may use any
of these disciplines without risking a mental trait. They must still have
4 mental traits remaining to activate the power. Additionally, the
Jem'Hadar gets a free retest in all attempts to detect him.