Of Secret and Hidden Things
Mental combat between two willing combatants is very similar to physical combat. Establishing contact is often ritualized and quite formal. This however, is rare in the current age. Generally contact must be made by an apposed roll of the Psyche stat with the aggressor trying to overcome the defender’s roll. Here are the important formulas:
- Psyche= int + wis + cha / 3.
- Psychic attack chance= 1/2 level + psyche modifier
- Psychic defense (ac) = AC from the monks table + psyche modifier + various modifiers
- Psychic hit points = 1d8 per level for sensitives,1d4 for non modified by your psyche mod. lose all of your PHP, you die.
- If a power requires a save, the CL is Psyche mod plus half HD max of 5 at 5th level
- Damage dice are determined by level per the monk unarmed combat table.
Anyone capable of casting spells can freely engage in Mental combat as a Major Power. While non-sensitives seem to be easy targets, it is EXTREMELY taboo to do so. Executions have occurred because of such behavior. Another drawback is a person engaging in mental combat must have total concentration, to the point of not being able to defend ones self (no dex bonus to AC). The only action one can take is moving at half speed or casting spells with a casting time of 1 round or less. Damage dice are determined by level per the monk unarmed combat table. Once engaged in mental combat, to break it either party must succeed in an opposed Psyche roll. Otherwise the combatants can mutually agree to cease contact, or one participant can release his opposing combatant.
In addition to mental damage, the sensitive can develop other effects that may consume psychic hit points. Cost will be at the discretion of the CK. Generally, one effect per spellcaster level may be developed.
In rare cases (much less rare on Emrival) non spellcasters develop mental combat abilities. These people are called wilder or wildings. In game terms, this manifests in 2 different ways. If one has rolled that his character is wilder, he must choose to be a Major Power or a Minor Power. A minor power gets the bonus to PD, PHP/2 and a 1d4 innate abilities to be determined by the player and the CK. A major power gets all the mental abilities of a mage or cleric (including PSPs and additional effects)and the potential (though not mandatory) for an animal familiar in addition to his normal class abilities but he advances slower.(+25% xp per level)
Any person with wild mental capacity is generally regarded with suspicion, mistrust, and often times scorn. Many a wilding have been publicly ostracized. Typically wilding powers are associated with the natural world, but not always.
To determine if your non spellcasting characters have mental potential, take the amount that all of your mental stats (int, wis,cha) exceed 12, add them up, double it and roll under it on percentile. For Dunael or any other Emrivian race, roll twice and take the highest result.
Recovery of PHP: any sensitive regains their psyche stat in PHP per day. Places of power can increase this. After 8th level, this recovery doubles.
Probe Thoughts [1-5 pts, read non-surface thoughts]
Aura Sanctuary [2pts, invoke Sanctuary spell as an immediate action]
Psychometry [1-5 pts, read object’s past]
Reprieve [re-roll mental saves; touch]
Familiar Swap [1 pt per 5 ft, change places w/ familiar]
Relief [ 1 pt per round, condition relief (sickened,scared, etc.); touch]
Compositional Analysis [0-3pts, determine material]
Psychic Shield [1pt for each +2 to psychic AC]
Understand Device [0-5pts techno/ magical identify]