Difference between revisions of "Psionics"

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(added info about training)
(Abilities: The active psionic skills of Darkwind.)
 
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''Speed of the Wolf'' - if successful, the character gains ''Speed'' for the rest of the combat.
 
''Speed of the Wolf'' - if successful, the character gains ''Speed'' for the rest of the combat.
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=== Active Skills ===
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''Mind Control'' - Manipulate the minds of others by creating illusionary in their heads. Scare them senseless to cause morale damage. Or mind control to create misdirections.
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''Telekinesis'' - Use your mind to move and push others standing in your way. Or, you can use your mind to stir up a dust devil and create a temporary visual cover.
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''Pyrokinesis'' - Make fire and blow stuff up! May require channeling to sustain burning.
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''Electromagnetic Pulse'' - Exploit the solar flare radiation and create a field-focused effect that can kill weapons and engines. Careful, it's a double-edge sword because it also affects your cars as well.
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''Defensive Energy'' - Create a protective field around yourself or car that grants a chance of reducing the damage received.
  
 
=== Training ===
 
=== Training ===

Latest revision as of 03:09, 28 May 2017

How Psionics operate

Psionic characters will have an extra button on the character Manage panel in-game. This button provides a drop-down list showing the Abilities Groups as headings with the actual Abilities listed under each heading. For example, a character with no specialisms will have a Fortitude heading with the three 3 Personal Fortitude abilities listed under it.

Whenever you attempt a psionic ability, you must decide how much effort to use (ranging from 0 to 100, default 30). The more effort you use, the more it will weaken the character for the rest of the combat (via concussion hits) but also the more likely that the psionic ability will be successfully carried out. (The psionic level, activity level, and current stress of the character are factors in this too).

A badly failed attempt at a psionic ability may temporarily stun or even knock out a Psi character.

Abilities

Psionic abilities are broken up into groups relating to their effects. The more advanced abilities will be organized into groups, where each group is attained via a specialism.

Personal Fortitude

These are the basic abilities which don't require any specialism, and can be attempted by any character with points in the Psionics skill.

Courage of the Sun - if successful, the character will become undemoralizable for the rest of the combat.

Strength of the Bear - if successful, the character gains Strength for the rest of the combat.

Speed of the Wolf - if successful, the character gains Speed for the rest of the combat.

Active Skills

Mind Control - Manipulate the minds of others by creating illusionary in their heads. Scare them senseless to cause morale damage. Or mind control to create misdirections.

Telekinesis - Use your mind to move and push others standing in your way. Or, you can use your mind to stir up a dust devil and create a temporary visual cover.

Pyrokinesis - Make fire and blow stuff up! May require channeling to sustain burning.

Electromagnetic Pulse - Exploit the solar flare radiation and create a field-focused effect that can kill weapons and engines. Careful, it's a double-edge sword because it also affects your cars as well.

Defensive Energy - Create a protective field around yourself or car that grants a chance of reducing the damage received.

Training

Psionics is only trained via the weekly training update. There is no on-the-job-training for the Psionics skill, unlike all other skills.