Psionics on the Interweb [Archive] - Wizards Community

Post/Author/DateTimePost
Wizard Random

10-16-07, 03:01 AM
I saw this and I couldn't help myself

Enjoy (http://www.giantitp.com/comics/oots0494.html)
Dracomorph

10-16-07, 03:24 AM
Link (http://forums.gleemax.com/showthread.php?t=938974)
InkBlot

10-16-07, 08:55 AM
Aw, I thought this thread was going to be about internet-related psionic powers. Like ... ping!

Ping
Clairsentience
Level: Seer 1
Manifesting time: 1 hour
Display: Auditory
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 1

You send a psychic probe through the astral plane to detect the presence of a demiplane, color pool, creature, or other astral location. You discover the difficulty of reaching the location via astral caravan (the DC of the Knowledge (the planes) check required). This power cannot detect locations which cannot be entered from the astral plane.
SlanderPanic

10-16-07, 09:32 AM
Speaking of psionics on the Internets, anyone know of any good, mature, psionics-friendly OpenRPG campaigns that are running?
Callix

10-16-07, 06:24 PM
Aw, I thought this thread was going to be about internet-related psionic powers. Like ... ping!

Ping
Clairsentience
Level: Seer 1
Manifesting time: 1 hour
Display: Auditory
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 1

You send a psychic probe through the astral plane to detect the presence of a demiplane, color pool, creature, or other astral location. You discover the difficulty of reaching the location via astral caravan (the DC of the Knowledge (the planes) check required). This power cannot detect locations which cannot be entered from the astral plane.

That's one hell of a ping time...

Other silly powers:

Trojan
Telepathy [Mind-Affecting]
Level: Telepath 3
Manifesting time: 1 Standard Action
Display: Olfactory
Range: Medium
Target: One intelligent creature
Duration: Permanent Until Discharged
Save: Will Negates
Power Resistance: Yes
Power Points: 5

You create a thought disguised as the target's own, making it easier to break into their mind. If the target fails their save, they take a -4 penalty to the next save they roll against one of your Telepathy effects.
Augmentation: For every additional power point paid, this power's save DC increases by 1. Alternatively, for every power point paid, you may increase the save penalty by 1. You may mix these augmentation options as you wish.
Fatalis_902

10-16-07, 07:00 PM
That's one hell of a ping time...

Other silly powers:

Trojan
Telepathy [Mind-Affecting]
Level: Telepath 3
Manifesting time: 1 Standard Action
Display: Olfactory
Range: Medium
Target: One intelligent creature
Duration: Permanent Until Discharged
Save: Will Negates
Power Points: 5

You create a thought disguised as the target's own, making it easier to break into their mind. If the target fails their save, they take a -4 penalty to the next save they roll against one of your Telepathy effects.
Augmentation: For every additional power point paid, this power's save DC increases by 1. Alternatively, for every power point paid, you may increase the save penalty by 1. You may mix these augmentation options as you wish.

Now that's the kind of powert that every telepath needs.
InkBlot

10-16-07, 07:09 PM
I didn't see the point to it until I noticed that it was permanent until discharged. Anyway, a heightened bestow curse outclasses it in almost every way.

P.S.; You forgot the power resistance line. Even if it's not affected by PR, it should still say "Power Resistance: No."
Tsuul

10-16-07, 07:46 PM
Requests for:
Finger
Whois
Telnet
HyperLink

Use the manta "I think I can." If you must :D It's a good comic.
InkBlot

10-16-07, 09:13 PM
I'll think about those. The problem is that many internet concepts and terms translate well into powers that already exist.

For now, here's a LOVE-LETTER-FOR-YOU.TXT.vbs
Memetic Worm
Telepathy (mind affecting)
Level: Telepath 4
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft/2 levels)
Target: One non-mindless creature
Saving Throw: Will negates
Power Resistance: Yes
Duration: See text
Power Points: 7, XP

You infect the target's mind with a self contained purely mental entity called a psychic worm. The worm operates under a simple command you give it at the time of manifestation, and is limited in the possible actions it can take. The worm perceives the world through the target's senses, and is privy to the target's thoughts. On any given round the worm can do one of the following:

• Transfer to a new target. The new target must be a non-mindless creature known to the worm and within 30 feet of the old target. The new target may make a Will saving throw and apply power resistance against the original DC and manifester level of this power. If either successful then the worm is destroyed and the power ends.

• Communicate with the target. The worm can share it's thoughts and mental images with the target. The target is automatically aware that these thoughts are not it's own, but not of where they come from (unless the worm was instructed to deliver this information). If the worm causes nightmares during target's sleep then the target awakens fatigued the next day, as if it had not slept at all.

• Influence the target's mood. The worm can give the target a -2 morale penalty, or a +2 morale bonus, on any attack rolls, saves, ability checks, and skill checks.

XP Cost: 250 XP, or more if augmented; see below.

Augment: For every two power points you spend, the saving throw DC of this power increases by +1. This includes any power points spent on the option below.

If you spend 6 additional power points, then you can encode a single power within the worm's psychic vibrations. In addition to the cost of manifesting the psychic worm, you must pay twice the normal power point cost of the power you want to encode, and 50 XP per power level of the power you want to encode. This extra cost is limited by your manifester level, but does not count as part of the cost of manifesting the psychic worm.

The psychic worm can manifest the encoded power on each infected creature only once, even if the worm later infects the same creature again. The infected creature must be a valid target for the encoded power, and may make a saving throw and apply power resistance against the encoded power at the same DC and manifester level as the worm. Powers which also affect the manifester affect the infected creature as if it were the manifester.

For example, Baldibode the 16th level telepath manifests psychic worm on a rival, and designs the worm to take vengeance on those who mock Baldibode's cranial might. Baldibode pays 13 power points to manifest psychic worm and augment it. He pays 14 power points to encode mind wipe into the worm, and instructs the worm to: transfer to the next person who mocks Baldibode; to inflict nightmares of hair loss upon it's victims; to cause each victim to take a -2 morale penalty on diplomacy checks with bald men; and to use mind wipe immediately before transferring to a new victim.
Artector

10-16-07, 10:22 PM
Psychic Worm

Pretty neat and annoying power, reminds me of Personality Parasite. But I have to ask, why can it give a morale bonus? Should it not only be able to give penalties?
Think0028

10-16-07, 10:35 PM
Well, it's entirely possible to program a 'worm' that spreads an anti-virus protection on a specific network. So a morale bonus is possible.
InkBlot

10-16-07, 10:49 PM
It's not just possible, it's been done. The Welchia worm (http://en.wikipedia.org/wiki/Nachi_worm)* infects computers with a certain weakness, then patches that weakness, downloads security updates, eats other viruses, and deletes itself.

Besides, it's only logical. There's very few tools which can not be used for both constructive and destructive purposes.

And it makes it more versatile. Maybe you'd want to make a worm that encourages a person to make bad choices. E.g., a worm that implants dreams of being a baker into your head. When you try to work a career as something other than a baker, it gives you nightmares and imposes penalties. When you finally give in and start backing, it gives you sweet dreams and morale bonuses to Craft (pastry) checks. Then when you finally get your own bakery, and you're all ready to start baking the best cake ever for the mayor's daughter's wedding, the worm ruins your life with sleep deprivation and constant mocking voices in your head.

Or maybe you'd want to make a worm that simply delivers a message to somebody very far away without correspond, or without having to have once met the person if you do have correspond. If you're trying to tell John Tebben that you found his lost dog, just make a worm with the instructions "jump to anyone named John, so long as you haven't jumped to him before, and tell John Tebben that I found his dog."

But the fatigue can be defeated with a casting of restoration, and I'm pretty sure there's a core spell that beats morale penalties. I should have noted that the worm can be removed with psychic chirurgery, for consistency with similar effects.

*I wish I could find another source, but this will have to do on short notice.
CrimsonDeath

10-17-07, 01:45 AM
But the fatigue can be defeated with a casting of restoration, and I'm pretty sure there's a core spell that beats morale penalties. I should have noted that the worm can be removed with psychic chirurgery, for consistency with similar effects.

Generally, penalties are untyped in 3.5 Edition. Either way, Mind Blank will block it since the power itself has the [mind-affecting] descriptor.
Artector

10-17-07, 07:19 AM
then my next question is... Why not infect your allies and yourself with one programmed to give you a +2 to everything? (There is no limit to the # in the power)
TheKeyofE

10-17-07, 08:56 AM
then my next question is... Why not infect your allies and yourself with one programmed to give you a +2 to everything? (There is no limit to the # in the power)

*nodnod* You can always intentionally fail a saving throw, so this basically makes the duration Permanent.
InkBlot

10-17-07, 11:23 AM
then my next question is... Why not infect your allies and yourself with one programmed to give you a +2 to everything? (There is no limit to the # in the power)

I was wondering when somebody was going to catch that. I'm not sure what to do about it. I still have to look through the PHB to find similar effects, because I'm certain their out there, and adjust worm's level to match. Right now Bardic Music is the only ability I can think of which is so all-encompassing.

I might just give the power a base XP cost, in addition to the XP cost of the augment.

edit: How does 500 XP sound?
kyeudo

10-17-07, 12:21 PM
The problem with the worm is that it will only make roughly 20 jumps or last 20 days (whichever comes first) before someone finaly suceeds on the saving throw against it, just because of the rule of the natural 20.

I'd change it so there is no daily saving throw, just a save whenever it tries to do something to its host.
InkBlot

10-17-07, 01:01 PM
As far as it's offensive capabilities, psychic worm has nothing on bestow curse. So maybe I'll just remove the daily saving throw, but keep the save for when it jumps to a new target.