Author Topic: Psychic Character Rules and Regulations (Read 638 times)
El Sensei
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 Psychic Character Rules and Regulations
« Jun 25, 2011 0:57:29 GMT -6 »

In order to break the string of Godmodding and metagaming that telepathy and astral planing can possibly bring, the approach has changed.

All player character's telepathy will now work in the form of astral planing. What this means, is when they try to read more than surface thoughts of somebody, they will enter a whole new world inside that persons mind. For example, Agent A and Agent B are fighting Villain X. Agent A is a telepath. He tries to attack his mind while Agent B attacks his body. Villain X now has a two pronged attack, having to deal with two seperate attacks on his body, and his subconcious being.

There is no automatic psychic whammy. Once the telepath has entered the mind, it becomes a whole new world, set up by the owner of the mind ((typically the GM)). Once inside the mind the telepath has limited reality warping, having a greater understanding of the mind they can bend the rules within the mind, able to break through barriers holding back information, or subdue the mind of an attacker via a full out attack on the person and world itself on the astral plane.

In the case that the GM is using a psychic character against a player, there are two basic methods of defense. Firstly, any MAPP-user's astral projection can use their powers against the enemy psychic. Secondly, the defender is also allowed to bend the rules inside of his own mind in a similar degree. However, bear in mind that a psychic is naturally going to be more skilled at this than an untrained person, so without prior anti-psychic training or ingenuity and cleverness, do not expect to put up an easy fight.

« Last Edit: Jun 25, 2011 1:09:07 GMT -6 by Taak-o-yaaki » Back to Top