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.

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