Guide to Psionics

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Introduction

Psionics are a relatively new phenomenon theorized to be linked to long-term exposure to deep, uninhabited space. A tiny, tiny subset of people exposed to such conditions can develop the ability to perform small feats like levitating coins or removing a headache with nothing but their mind. A decade of study has resulted in the SCG determining that these psionics, mild as they are, don't pose an operational or health risk, but they do encourage operants to register with a psionic regulation body like the Cuchulain Foundation. However, psionics-enhancing implants, drugs and procedures are illegal in most human space, and statistically seem to end in death for those foolish enough to make use of them. Being caught with a cerebroenergetic enhancer, or the drug Three Eye, will net you a hefty prison sentence.

The Cuchulain Foundation

The Cuchulain Foundation is a non-profit body based out of Neptune orbit. Their logo is an upward-facing radio telescope dish, usually printed in green. They perform niche research on behalf of private parties, the SGC, and their own interests. They are also the single largest psionic registration and oversight body in human space, responsible for educating and training operants at no cost, even across territorial and political lines.

Ranking

An individual with psionic powers is ranked by their aptitude with four disciplines. This is based on what powers they can access, and affects the strength of the individual powers. i.e. the Redaction power Mend will be stronger with a higher Redaction rank, and gain new effects with a higher Psychokinesis rank. However it is more common to have access to only one psionic faculty.

Ranks in a faculty are as follows:

  • Latent
  • Operant
  • Master
  • Grandmaster
  • Paramount

Latents can potentially have their powers awoken by certain drugs, and other psionic individuals can boost their powers with certain equipment that they may be able to locate.

Faculties

Psychic powers are grouped into four distinct faculties, each containing powers used to affect the world and other people in specific ways.

All faculties share some mechanics such as psi armour, although each faculty has a different kind of psi armour that protects against different damage types.

Each of the four faculties is associated with a different intent for control of their powers.

Psionic potential can be voluntarily suppressed, or forced to be suppressed due to overuse (it will return in time), this can be toggled with the psionic action button on the right side of the UI. You can also use this part of the UI to toggle your psi armour.

Redaction

The Redaction faculty allows you to use your powers to examine the bodies of others, heal them, and even restore them to life. These powers are activated with the help intent. Psi armour granted by the Redaction faculty protects the user from radiation and biological threats.

Power

(Minimum Rank)

Effect Notes
Skinsight

(Operant)

Grab a patient, target the chest, then switch to help intent and use the grab on them to perform a check for wounds and damage. Essentially a psionic medical scanner.
Mend

(Operant)

Target a patient while on help intent at melee range to mend a variety of maladies. Higher ranks in this faculty allow you to mend a wider range of problems; operant redaction will simply close bleeding wounds, master and above will mend bones, and so on. Having an operant or better Psychokinesis ranking will allow you to also remove implants, shrapnel and foreign bodies from wounds.
Cleanse

(Grandmaster)

Target a patient while on help intent at melee range to cleanse radiation and genetic damage from a patient.
Revive

(Paramount)

Obtain a grab on a dead target, target the head, then select help intent and use the grab against them to attempt to bring them back to life. The process is lengthy and failure is punished harshly. Can restore someone if they died within 5 minutes. Canceling the casting of this power will cause significant psi backblast.

Coercion

The Coercion faculty concerns using your mind to directly affect other minds, allowing you to read minds, cure them of mental problems and cause harm. These powers are activated with the disarm intent. Psi armour granted by the Coercion faculty protects the user from the mental attacks of other psionics.

Power

(Minimum Rank)

Effect Notes
Assay

(Operant)

Grab a patient, target the head, then use the grab on them while on disarm intent, in order to perform a deep coercive-redactive probe of their psionic potential.
Focus

(Operant)

Grab a patient, target the mouth, then use the grab on them while on disarm intent, in order to cure ailments of the mind. Can remove hallucination. If you are of Grandmaster rank or higher, it can remove paralysis.
Read Mind

(Operant)

Target the head on disarm intent at melee range to attempt to read a victim's surface thoughts. Allows you to compel someone to answer a question, ignores language restrictions, can be useful for interrogation.
Agony

(Master)

Target the chest or groin on disarm intent to use a melee attack equivalent to a strike from a stun baton.
Spasm

(Master)

Target the arms or hands on disarm intent to use a ranged attack that may rip the weapons away from the target.
Blindstrike

(Grandmaster)

Target the eyes or mouth on disarm intent and click anywhere to use a radial attack that blinds, deafens and disorients everyone near you.
Mindslave

(Paramount)

Grab a victim, target the eyes, then use the grab on them while on disarm intent, in order to convert them into a loyal mind-slave. The process takes some time, and failure is punished harshly.

Psychokinesis

The Psychokinesis faculty is used to shape your will into physical objects and tools. These powers are activated with the grab intent. Psi armour granted by the Psychokinesis faculty protects the user from ballistic weaponry and other physical attacks.

Power

(Minimum Rank)

Effect Notes
Psiblade

(Operant)

Click on or otherwise activate an empty hand while on harm intent to manifest a psychokinetic cutting blade. The power the blade will vary based on your mastery of the faculty. Higher ranking in Psychokinesis will create a blade that does more damage.
Tinker

(Master)

Click on or otherwise activate an empty hand while on help intent to manifest a psychokinetic tool. Use it in-hand to switch between tool types. Can emulate a screwdriver, crowbar, wrench or wirecutter.
Telekinesis

(Grandmaster)

Click on a distant target while on grab intent to manifest a psychokinetic grip. Use it manipulate objects at a distance. Can affect mobs, doors and machinery. Distance increases with psychokinesis ranking.

Energistics

The Energistics faculty allows you to use your powers to manipulate energy - Electricity, fire, light to affect the physical world. These powers are activated with the hurt intent. Psi armour granted by the Energistics faculty protects the user from energy-based threats, including lasers, energy weaponry, and explosives.

Power

(Minimum Rank)

Effect Notes
Spark

(Operant)

Target a non-living target in melee range on harm intent to cause some sparks to appear. This can light fires.
Zorch

(Master)

Use this ranged laser attack while on harm intent. Your mastery of Energistics will determine how powerful the laser is. Be wary of overuse, and try not to fry your own brain. Initially creates a stun laser. Higher ranking will make it into a more lethal laser.
Disrupt

(Master)

Target the head, eyes or mouth while on harm intent to use a melee attack that causes a localized electromagnetic pulse. Warning: This power will damage your own prosthetics.
Electrocute

(Grandmaster)

Target the chest or groin while on harm intent to use a melee attack that electrocutes a victim. Can also recharge objects using this power.

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