Psionic Skills

OK, so here’s a draft list of psionic powers – I’ve deliberately left the precise effects non-specific. Does assume some understanding of FATE-speak, with words like “assessment”, “manoeuvre” and “consequence”. Each of these will be a skill, each unlocked by a stunt. More powerful abilities not listed here will be additional stunts based off these skills.

Comments and feedback welcome.

Healing

You can heal or reduce the severity of injuries or diseases, either on yourself or on others. This has the effect of reducing the level of consequences or removing them entirely. It can stabilise the condition of someone who’s dying, but it’s limited to accelerating the effects of natural healing. You can’t do things like regrow lost limbs.

Mind-Reading

Allows you to read another’s mind. In a single exchange you can’t do more than read strong surface thoughts or emotions, which can act as an assessment to reveal an aspect you can then free-tag. You’ll need to take out your opponent in mind-to-mind combat before you can start rifleing through their memories.

Far-Sensing

This allows a psi to extend any of their normal senses around them to gather information. It can be used to see what’s behind a door, eavesdrop on a conversation that’s out of normal earshot, determine what something tastes like without physically touching it, locate a specific individual a significant distance away, or detect the active use of a psionic power. The better the result, the longer the distance and greater the detail.

Precognition

This allows a psi to, within limits, foretell the future. In the Kalyr universe, the future hasn’t actually happened yet, so it’s not possible to violate causality. A successful roll allows you to place an aspect on “the future” or “the world” which remains in place until the prediction is either fulfilled or prevented. You can free-tag the aspect once, anyone can subsequently tag it, including the opposition!

Psychometry

This allows a psi to gain insight into the past. It will tell something of the history of an item or location, particularly violent or traumatic events associated with strong emotions. The better the roll, the more information that can be gained, both in terms of detail and distance into the past.

Mind-Control

You can control the mind of another. In a single exchange you can plant a suggestion, creating a temporary aspect you can subsequently free-tag. You need to take your opponent out in mind-to-mind combat before you can force them to do anything against their will.

Mindspeech

You can send thoughts, either words or images. If you’re targetting a willing recipient, the difficulty depends on distance. You can use against an unwilling target as a manoevre placing aspects like “distracted”.

Light-Sculpt

You can bends and twists light energy to create illusions. The illusions have no physical substance, but aren’t just in the mind of the target, but can be seen by anyone in range.

Matter Rearrangement

You have the ability change one substance into another. It can be used to turn lead into gold, the soles of someone’s shoes into glue, or make a solid object crumble into dust. A very high result is needed to make a permanent molecular or atomic change, and all but the most subtle things take too much time and concentration to be able to use in the middle of a fight. In most cases the substance will revert to it’s original chemical nature after a few minutes, although damage to an item is still permanent.

Telekinesis

You have the power to move things and even throw them around using the power of the mind at a distance. The amount of matter you can lift is equivalent to that which you would be able lift using an equivalent skill level in Strength, except that you don’t need any physical contact with the object. It does require you to see whatever you’re trying to lift, either line-of-sight, or though use of the Far-Sensing ability

Temperature Control

This is the power to heat things up, or make things colder. It can be used to make items so cold they shatter, or cause things to melt or burst into flame.

Certain more powerful abilities will be Stunts based of these skills.

Posted in Development Notes | Leave a comment

Psionics

Psionics are going to be a major part of the game, but at the moment I’m not sure what combination of skills, stunts and aspects will model things the best. Here’s a list of the abilities and powers that I want to appear in the game.

The “trouble” with FATE is there’s always more than one way to do anything. My gut feeling is that I’m going to have a relatively small number of skills, with lesser powers being basic trappings of those skills, and the more potent ones being stunts. What I really want to do is to have something relatively free-form, and want to avoid a crunchy GURPS/Hero style powers-building meta-system at all costs.

My previous build was a Fudge-ified version of the GURPS psionics system, which had four power groups. I’m inclined to keep those groups in some shape or form. It allows the creation of characters who are strong in one power, and weaker in others.

Awareness

I’ve been calling this “The Way of Vision” in the existing game.

  • Danger Sense – A passive ability triggered by the GM; a successful skill use just before something bad is going to happen places an aspect on the scene that the player can free-tag.
  • Clairsentience. Enhanced senses (hearing/sight/tough) at distance, including through walls, although you need a high skill to sense though solid barriers.
  • Precognition – Predict a (possible) future.  Either fleeting inages, prophesies or whatever. Probably works by creating aspects which go away once the prediction is either fulfilled, or made impossible.
  • Psychometry – Gain information about an object or location’s history.
  • Detect use of psionics – This is a passive skill use, allowing detection of any use of psionics in the vicinity. In the interest of game balance I want this to be a common ability.
  • Locate people or things at a distance

Mind over Matter

In the existing game, I’ve called this The Way of the World. I think we need two different skills here, one for the amount of raw power, and one for the finesse.

  • Psychokinesis - The power to move physical objects around with the power of the mind.
  • Temperature Control – Can heat things up or make them cold with the power of the mind.
  • Illusions – Can affect light sources to make believable-seeming illusions
  • Matter Alteration – Can change the chemical or even the atomic structure of matter. Can see possible game-balance issues with this one; someone who can dissolve an opponent’s swords with a glance is probably too powerful; probably need to make it too slow to be able to use in a combat situation.
  • Physical psionic attack – Extending one of the above powers to make ranged attacks which deal out physical damage. Possibly make this more than one power; a directed energy blast against which armour is a defence isn’t the same as using psychokinesis to heat up brains and make heads explode.

Telepathy

I’d split these into two different power groups called “The Way of Restoration” and “The Way of the Will”, but the division was a bit arbitrary.

  • Mind-Reading – Detect surface thoughts or strong emotions in a target. An unwilling target can resist.
  • Mind-Reaming – Can rifle though a a target’s mind, accessing memories and mental associations.  Requires you to have taken out your target first.
  • Mental Attack – Can attack a target’s mind directly, as an attack doing mental damage. If you take your opponent out, they’re either knocked unconscious or rendered vulnerable to mind-reading, mind-control or mindwipe.
  • Suggestion – Plants a suggestion in the target’s mind, placing an aspect on a target you can free-tag in the later round.
  • Mind Control – Can control a target like a puppet; requires you to have taken your target out first.
  • Mindwipe – Can delete a target’s memories, or plant false ones.
  • Mindspeech – Can communicate with another (not necessarily a psionic themselves) at distance.
  • Psionically-aided combat – Fight armed or unarmed using your psionic skill instead of your combat skill. Either you’re using mind-reading to detect what your about to do, mind control to make your opponent miss, or precognition to predict where the blows will fall.

Others

Random powers that don’t fit into any other category. Some of them should be more powerful stunts requiring other abilities as pre-requisites.

  • Healing.
  • Metabolism Control
  • Shapeshifting.
  • Mindswitch.
Posted in Development Notes | 5 Comments

In The House of Zalyn

This is game transcript from the ongoing game on Dreamlyrics. Largely unedited, which is why the tense isn’t consistent – my GM posts are in third person present, whereas Veluitara’s player was posting in past tense. Shouldn’t ruin readability, though.

In a large wood-panelled room of a mansion on the east bank of the river, four kandar of The Academy of the Mind discuss the issues of the day.

“Things are going from bad to worse”, says Althuis Zalyn, the finely-dressed noble whose residence this is, “I see we’ve gained yet another human apprentice, safe in the hands of the Guardians-damned Progressors, where we can’t touch her”.

“This is the one who allegedly killed a noble”, says Kardol d’n Ekeyn, the son of a merchant who’s risen rapidly through the Academy ranks, “If we had the Konaics running the show, the creature wouldn’t have been allowed a second chance”.

“Neither would anyone else”, replies Althuis, “Just remember, your enemy’s enemy is not always your friend. Friends of mine have died at Vorsath’s orders”.

“Some say she is implicated in the assassination of one of our own in Calbeyn”, says a third wizard, a stern-faced middle aged woman, known only as Uthale, whose background is shrouded in mystery. “The assassin was never identified, and mundane methods were used; but this human apprentice was never put to the question. Progressors shielding her, of course”.

“Meanwhile, we have some more pressing problems”, says Althuis, “Everyone in the city with any strength in The Way of Vision must have felt that effect from the north end of the city not long ago. I don’t know what in Vandrak’s name it was, but I think we ought to find out”.

“And where’s Dhermyrdh”, asks Kardol, “We are one short”.

“He vaninshed on some errand”, Althuis replies, “From which he has yet to return. It is enough to make me suspicious”.

He turns to Veluitara, who has yet to speak, “Don’t suppose you have any idea what our friend Dhermyrdh was up to, do you?”.

“No,” she said tersely. She hated these people, she really did… but she had to play nice, so they would never suspect. “I haven’t seen him in quite some time. And I do not care to speculate what he is up to.”

“Apart from the fact he’s clearly up to something”, says Althuis, “He’s been working a lot with the Gurnyla at lot lately, even though the two hate each other”.

“Anything to do with that effect in the north?”, asks Kardol.

“That wasn’t him”, says Uthale, “He’s not that powerful in the Way of the World. That was neither kandar nor human, it was a machine”.

Veluitara listened, arms crossed over her chest.

“So long as he isn’t going to compromise us, I honestly do not care what he is doing. But that effect… worryingly powerful.”

Almost on cue, the missing member of the group arrives.

Dhermyrdh is looking somewhat dishevelled. Not quite as if he’s been in a fight or a psionic duel, but it’s clear that something has happened to him.

All eyes turn on him.

Veluitara raised a brow. She didn’t say anything. Veluitara had a reputation as a woman of few words – valued by Kasraanth Sar because she wasn’t going to say anything to compromise them. Of course, the main reason she didn’t say anything was because it was hard enough concealing her disgust with them when she was silent…

“So”, says Althuis, “You have deemed to appear at last. Just what have you been up to?”.

“Spot of bother at the docks. Strictly personal, I assure you. Nothing of concern to this organisation”.

Veluitara can spot lies like that miles off.  “Hmm,” she said, looking at him with a characteristic intense stare that made most people uncomfortable.

Still, now might not be the time or place to press…

Dhermyrdh fixes Veluitara with his attempt at the same stare. It’s not quite as effective.

“You’re not telling us the whole truth, are you”, says Althuis, “What happened down that part of the city? We all felt it; that was very strong use of The Ways. You were involved, weren’t you?”.

Veluitara’s reputation as the quiet but dangerous ‘troubleshooter’ type wasn’t about to be shattered at this juncture. She did, however, add a creepy little smile to her intense stare, and take a half step forward.

“Look”, says Dhermyrdh, “The fewer that people know, the better. But let it be said that Guruinath has been removed from Legion custody. If The Legion are allowed to torture the truth out of him, aided by the filthy human-loving Progressors, it will endanger us all”.

“And no, he’s not dead. We look after our own, you know”.

Veluitara’s stomach twisted itself into a knot. She was no lover of humanity herself. They were obviously inferior, in their short-livedness and their lack of perspective. And it was true that the Legion getting a hold of Guruinath again would be disastrous for her own plans. But if she had her way, every single one of her Kaasranth Sar companions would be gone. They had even less perspective than the Humans, could not see that they were only endangering the whole of Kandar civilization by alienating or, even worse, killing potential allies and cannon-fodder in the inevitable cataclysm that would occur when the Mirrors opened again.

If she could find a way to make Guruinath ‘disappear’, all the better. It would protect herself, while removing one of the odious people that her plans forced her to associate with.

“So where is he now?”, asks Uthale.

“Trust me, it’s better for all if I didn’t tell you”, replies Dhermyrdh, “It’s better for all of us if the only people who know are those who need to know”.

“And given how evasive you’re being” says Althuis, “Tell us why we should trust you”.

Veluitara smirked, and then spoke, “Don’t tell us. If anything happens to him, we know who to blame.”

There was an undercurrent of threat – if he turned up dead, and nobody else knew where he was, she would almost certainly be the one to punish the offender…

“There are far too many people who want Guruinath dead for there to be any shortage of people to blame”, Dhermyrth says defensively, “And, Veluitata, that sounded suspiciously like a threat. Surely we’re all supposed to be on the same side?”.

“We are?”, says Althuis, “I smell the hand of Karmork here. Let me remind you the official stated policy of Kasraanth Sar is neutrality towards the Koniac Empire. Not all of us support that megalomaniac would-be emperor on his throne of skulls, and don’t you forget it”.

“It’s not a threat”, said Veluitara, “It’s logic. If only you know where he is, and he dies, who should be blamed?”

It certainly sounded like a threat.

“Don’t you trust me?”, Dhermyrdh says, “I for one am getting sick of your attitude, Veluitara. You’re bloody secretive as well; all those times you disappear, and nobody knows what in Vandrak’s name you’re up to. Perhaps it’s time we asked some searching questions about what you’re up to. You’ve been very secretive lately”.

“You know that I need to be secretive, and you know that my movements must be hidden, even from my fellows”, insisted Veluitara, “It’s necessary for my job,” she said. This was the unvarnished truth. She operated outside the watch of her own faction for several reasons. Some of these reasons were known only to her. Others were apparently for the good of the faction.

One of the most pertinent ones was giving her companions an air of plausible deniability for her actions. She also needed to be able to investigate others within her faction for disloyalty without them suspecting she was on to them… or without being unduly influenced by politics within the faction.

“And you expect me to believe that?”, says Dhermyrth, “I’ve never trusted you. I bet you’re..”.

“Shut up”, interrupts Althuis, “You were the one who was supposed to be explaining their actions. You’re being evasive, and trying to deflect attention to another. So tell us. Where is Guruinath, and who has him?”

“Or at least convince us as to why we mustn’t know”, added Uthale, “Anyone would think you didn’t trust is with a secret”.

“Down! Everyone!”, cries Dhermyrth.

“What the..”, says Uthale. But before she can utter another word, she suddenly finds herself lifted off her feet with tremendous force, crashing into the window, shattering both glass and frames.  She slumps to the floor, bloodied.

Althuis stands facing the window, a fire in his eyes, as he summons up the mental energy to attack the apparition floating outside the window – a human woman. Clearly a wizard of some sort, since nobody else can float in mid-air like that. The very nemesis of Kaasranth Sar, and all it stands for.

Posted in Actual Play | Leave a comment

Relaunching

I’ve decided to take the Kalyr roleplaying game project off the back-burner and stir it up a bit. The original game were intended to have been an implementation of the Fudge RPG, but my ideas never quite gelled.

In the past year or so, FATE has taken off commercially as a flavour of Fudge – there are several FATE games on the market now. I’ve come to the conclusion that what I’m trying to do is insufficiently different from FATE to justify not using that system as a basis. So while the setting remains unchanged, the game rules will undergo a bit of retooling.

So what I now want to do is playtest a variant of FATE optimised for email or message board play rather than tabletop play. The challenge will be how to preserve as many of the good bits of FATE in an environment that has traditionally relied heavily on Game Master fiat. It’s also a design goal that characters and other game stats will be sufficiently compatible with existing tabletop version of FATE such as a Diaspora that people will be able to use the setting with those rulesets if they want to play the setting in a tabletop environment.

To start with, I want to run through several alternative character generation methods to determine which one works the best. There won’t, at least to start with, be any obligation to commit to playing those characters over the course of an extended campaign, so initially I’m not asking anybody to make any long-term commitments. If that’s successful we’ll move on to some actual gameplay, which will be focussed on conflict-resolution scenes rather than any longer story-arcs.

We’ll probably be using my old Kalyr mailing list on The Phoenyx to host the playtest chargen sessions. In the meantime, I’m going to be putting the whole playtest draft on this site, and enable comments.

Posted in Development Notes | Leave a comment