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CORPORATION

Knock-Off Monday 3 September 2012


Today, we have a range of creation type trainings. Please keep in mind that the Tulpa Thoughtform training is a work in progress with the version below intended as a draft copy to scope out ideas from esteemed readers. TELEPATHIC EMPOWERMENT Vessel Contingent Telepathy Relevant Telepathic Skill 10 You are able to empower an item with Psionic power, enabling it to hold and discharge effects relevant to Telepathic Skills and Trainings that you know. These items are considered minor resonance weapons as they must be recharged periodically with the TE necessary to power the device. You must designate trigger keys to activate the powers within the item. This can be represented by a single word, a phrase, a thought or even an emotion. Any person, even an attuned non-telepath can use the item providing they know the proper trigger key. Telepaths can also learn how to access the items powers by knowing the Resonance Weapon Use Training.
System Empowering an item costs the expenditure of Conviction, Telepathic Energy and Experience Points. For every point of Conviction you spend you enable the device to hold one use of a Telepathic Power (i.e. Spending 1 Conviction allows you to use the item once. Spending 2 Conviction allows 2 uses, etc.). TE Cost for this power is double the level of any Telepathy skills used and is spent when the item is first empowered. It also costs 1 XP for every level of Telepathic power you place within the item (i.e. You imbed Assault 5 and Shield 5 into the device and want to be able to use each effect once before recharging. It costs you 20 TE, 10 XP and 2 Conviction Points to create the item). Unlike the Contingent Telepathy training, TE spent may be recovered as normal. After meditating for 4 hours you expend Conviction and the required TE and XP and then roll a single Intelligence + Endurance check. If successful the effects are embedded into the device and you may later activate the power within the item by using the appropriate trigger key. Once created, the item can be recharged by simply meditating for an hour and transferring the TE necessary to power the effects into it. Recharging doesnt require additional rolls or the expenditure of further Conviction. Any Telepath may recharge the item provided they possess the necessary Telepathic Skills or Trainings.

The Order of the True Faith has an alternate version of this training they use to create the more powerful Resonance Weapons. VESSEL Meditation You are able to psychically prepare an item to hold a reserve of Telepathic Energy. After 4 hours of meditation, you expend a Conviction Point, 20 TE and make an Intelligence + Endurance roll. If successful you may charge the receptacle with TE equal to your Endurance + Presence. Once created, you can only recharge the vessel after all stored TE has been expended. This can be done every 24 hours by simply meditating for an hour and transferring TE into it. Recharging doesnt require additional rolls or the expenditure of further Conviction. You can only have a single vessel prepared at one time. Creating a second vessel cause the first to disintegrate into fine powder. CONTINGENT TELEPATHY Telepath Meditation Relevant Telepathic Skill 8 You are able to designate a trigger event to activate a particular telepathic power that you know. Should circumstances arise that fulfill the terms of the contingency the Telepathic power is activated immediately. This occurs even if you have taken all of your available actions for the round. The terms of the triggering event should be simple and direct and limited to a single sentence. TE Cost for this power is double the level of the Telepathy skill used and is spent when the trigger is first designated. TE used in this manner is banked and cannot be recovered until it is triggered or you end the Contingency early.
Example: You set a trigger for your Biokinesis power to activate and heal you when at 10 or fewer hit points. You decide to manifest your Biokinesis at level 10 which will heal 20 HP of damage. This costs you 20 TE to set the trigger but will activate any time in the future if you are below 10 HP. The 20 TE you spent can only be regained if you are at 10 HP or you decide to end the Contingency earlier.

TULPA THOUGHTFORM Mind Construct Psychometabolism Telekinetic Subtlety Biokinesis 10 You are able to create visualized Thoughtforms, a Tulpa, through imagination, meditation, strength of will and the investment of personal life energy. By use of your Psychometabolism power you convert a portion of your personal life-force into protomatter which is then shaped into your visualized thoughtform using Mind and Telekinesis. Knowledge of certain skills can aid in Tulpa creation, these include: Arts & Culture Aids in the Tulpa design and customization process. Medicine Provides essential knowledge of anatomy and biological processes. Psychology Presents an understanding of mental processes, the psyche and emotional context. Science Offers insight into relative sciences such as zoology, mutagenics and the Telepathic physics.
System After meditating for an hour visualizing your intended creation, you expend a point of Conviction and convert personal life-force (HP) into Telepathic Energy to create the psychic protomatter you will later shape into your Tulpa. This requires the temporary sacrifice of 2 HP per Biokinesis level used (2 to 20 HP). While the Tulpa is active, your Endurance score is temporarily reduced by 1 and will recover only when the effects duration has ended and you have recovered your full life-force. Expended HP must heal naturally. For Agents, this means you heal your Endurance in HP every 12 hours. Medpacks will not replace the lost life-force, although they can be used to heal damage taken from other sources while you are recovering. Make a Mind + Telekinesis roll to shape the Thoughtform. If successful, your Tulpa manifests, coalescing into its intended form over a number of rounds equal to the level of Biokinesis used to create the protomatter. You must pay 1 TE, per Biokinesis level used, every hour to control and maintain the Thoughtform. Other Telepaths can lend TE to assist in this provided they are willing to do so. You can maintain control over the Tulpa a number of hours equal to your Presence plus an additional hour for every Telepath willing to aid you. You do not lose your Free Action to do this. It is believed that Order Telepaths have learned ways to sustain powerful, Angelic thoughtforms from the faith of devout followers for much longer periods of time. If the check is failed, all TE is lost and you may not attempt this power again until your Life-Force has recovered. On a Critical Failure, your tulpa manifests as a Doppelganger, a hostile, permanent copy of you that is your diametric opposite in every way (Think evil Kirk Old School Star Trek). This entity will either attempt to murder you immediately or seek to escape, only to return later as a very personal archrival (GMs are encouraged to be fiendish in this regard). While manifested the Tulpa follows your orders to the letter, taking every statement quite literally unless directed otherwise. The Thoughtform lasts until you are unable to maintain the effect or it is destroyed. MIND + TELEKINESIS CREATION CHECK MODIFIERS Circumstances Tulpa has Natural Weapons (Bite, Claws, etc.) Per point of Armor Value (AV) the Tulpa has Tulpa is Sentient Tulpa has Skills you know, but at higher level Tulpa has Skills/Trainings you dont know Tulpa can use Telepathy Tulpa knows inappropriate Skills/Trainings (A dog thoughtform has levels in Science) You have created the same Tulpa before You know the Arts & Culture Skill Level 5-7 Level 8-10 You know the Medicine Skill Level 5-7 Level 8-10 You know the Psychology Skill Level 5-7 Level 8-10 You know the Science Skill Level 5-7 Level 8-10 Modifier -2 -1 -2 -1 -2 -2 -1

+2

+1 +2 +1 +2 +1 +2 +1 +2

TULPA CHARACTERISTICS Level Weight STATs 1 10 kg 7 2 40 kg 14 3 90 kg 21 4 160 kg 28 5 250 kg 35 6 360 kg 42 7 490 kg 49 8 640 kg 56 9 810 kg 73 10 1000 kg 70

Knowledge 15 30 45 60 75 90 105 120 135 150

TE Maintenance 1 2 3 4 5 6 7 8 9 10

1. Level (Based on your Biokinesis) This is the level of Biokinesis used to create the psychic protomatter. 2. Weight (Based on your Telekinesis) This is the maximum weight the thoughtform may weigh based on its shape and consistency. 3. STATs Divide these points up between the Tulpas 7 STATs (Strength, Agility, Reflexes, Endurance, Perception, Intelligence, Presence). Although all creatures need points in physical skills, mental skills can have a score of 0, represented by simple, relatively mindless creatures such as insects, goldfish, mice and cocker spaniels. Although probably dumb, deaf, blind, ugly and incredibly stupid, they can be used effectively by imaginative players. (Work in progress) 4. Knowledge Divided these points between the Tulpas Skills and Trainings (Skills cost 1 point per level and Trainings cost 10 points). (Work in progress) 5. Maintenance This is the maintenance cost you must pay each hour to maintain control over the Thoughtform.

TULPA THOUGHTFORMS: WHAT YOU NEED TO KNOW If the primary patron being the sole creator dies or is mentally incapacitated, the Tulpa may attempt to free itself from control. If successful they become free-willed and escape into the world to find their own way. Unfortunately any life force contributed by the creator is eventually depleted. In effect, the surviving thoughtform slowly loses vitality, losing one hit point a day and one point from each of their attributes per week until they perish from lack of life energy. It is at this time when the entity is most dangerous as they grow desperate and seek other means of replenishing their dwindling vigor. If created via ritual by several telepaths (i. e. The Order of the True Faith), a death of one of the creators will result in the thoughtform maintaining its vitality by drawing the necessary life force from the remaining members. If all of its creators are deceased and the desperate entity begins to lose strength, they may with the aid of another telepath, strike a bargain in which the thoughtform agrees to provide services in return for vitality donated by their new patron. Parasitical Thoughtforms Particularly malevolent entities will seek out individuals with telepathic energy* and attempt to forcibly extract precious life energies through a strange form of reverse psychometabolism. The entity must first establish physical contact and then they use the victims own telepathic energy to siphon away life force in an excruciating painful manner. *This includes non-telepaths with high (8+) Intelligence, Perception or Presence scores, their Latent Telepathic Energy.
System After establishing physical contact, each round the entity maintains a corporal link to the victim they can automatically drain D6 HP while expending 2D6 points of the victims TE or latent Telepathic Energy (1 each of INT, PER and PRE) in the case of non-telepaths. When the victim runs out of TE (or INT, PER or PRE) no more HP can be taken and the corporal link is broken. While being drained the victim is considered restrained and suffers any applicable penalties to relevant actions including the use of Telepathic skills and attempts to free themselves.

MIND CONSTRUCT Meditation Mind 6 Arts & Culture 6 Mechtronics 3 This esoteric training allows you to create semi-permanent mental constructs and landscapes in any form you can imagine. Your visualized conceptions may take simple or elaborate form depending on your tastes. Anything from a modest cabin to opulent mansions, from wooded glens to a flaming lake of fire may be created. Once per day while meditating, you can spend 10 TE and visit your created demesne. After an hour of contemplation you regain 1 point of Conviction. A second use of this training allows you to create purely mental repositories in which you may store information such as memories, emotions, thoughts and ideas. If desired you may choose to consciously forget information stored in the vault to protect against inadvertently divulging the information. This will provide 100% protection when confronted by interrogation, lie detectors and mental assaults in regard to the protected data. A third, unintended benefit, helps protect the telepath against Dreamhackers. When targeted by such, the Telepaths enhanced understanding of mental architecture imposes a -4 penalty to a Dreamhackers skill checks when using Dreamscaping against buildings and other structures and all such have an additional +2 AV and 25% more HP.

Next week will be a complete surprise.

(Primarily because I havent decided what to do yet).


Copyright Iam Nobody, Brutal Games (Knock-off) 2012

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