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Psionic duels

Duels between psions have little physical manifestation as they occur in a shared mindscape created by the duelists for the purpose of cerebral conflict. Only the painful, and sometimes gruesome, effects of losing are generally seen.   One psion cannot force another to enter into a duel but it is considered cowardly to refuse a duel without good reason. Repeatedly refusing to engage in psionic duels may result in a loss of reputation, social penalties, or even the loss of Luck as the gods do not like being deprived of good entertainment.   Since these duels are, in essence, a complex battle of wills, no psionic powers are used. Instead, the psions secretly choose which of their disciplines they will use for attack and defense each round. Then, these are matched up on the table below to determine the final modifiers for each roll.   Psychic Attack / Defense Modifier Table
Attack / Defense Psychometabolism Clairsentience Psychokinesis Telepathy
Psychometabolism +d4-2        +d4-2 -2           +1 +2             0 +1          -3
Clairsentience +1               -1 +d4-2    +d4-2 +2             0 0              0
Psychokinesis -1              +2 -1          +1 +d4-2      +d4-2 +2          -1
Telepathy +1             -3 0            0 +2           -3 +d4-2     +d4-2
  Once all modifiers are set (i.e. Atk/Def mods, psionic Burn, etc.) the duelists roll dice for both their attack and defense as all duel actions are simultaneous. Below are the frameworks for each attack and defense rolls:
  • Psionic Duel Attack Roll :: Action die + Discipline Attribute mod + Focus die +Atk mod(Table PD-1) = attack total
  • Psionic Duel Defense Roll :: Action die + Discipline Attribute mod + Focus die +Def mod(Table PD-1) = defense total
If the attack roll is higher than the opposing defense, the attacker has gained Advantage equal to the difference. It is quite possible for both duelists to succeed in their attacks, thus allowing them both to accumulate Advantage in the same round. This may be spent at the end of the round on the Subjugation table devoted to the discipline used for the attack to inflict distraction, injury, or death upon their opponent. Alternatively, the attacker may choose to reserve the Advantage earned in hopes of inflicting greater injury to their opponent later. No more than three times their level (or hit dice, in the case of monsters) can be reserved at any one time.   After any successful attack, the psion can choose to add their reserved Advantage to the amount just earned to achieve a greater result on a Subjugation table. Regardless of which discipline earned the reserved Advantage, the Subjugation table used is based on the discipline employed to attack this round. The strategic balance comes from deciding whether to use small amounts of Advantage to harass your opponent or saving it up to deliver a single, mind crushing blow that may defeat them.   While psionic duels usually are performed where there will be no interference, a psionic can choose to take one normal action and one psionic duel action each round at a d16 action each. If the psion naturally has more than one action die, the secondary action dice may be used for normal actions at a -1 die step penalty. In addition, a psion engaging in a psionic duel while also engaged in melee combat will lose 1d3 Advantage from their reserves, if they have any, at the end of each round.   The psions will continue to engage in the duel each round until, both agree to stop, one chooses to concede, or one is unable to go on. Once the duel is over, by choice or by conquest, all unspent advantage is immediately lost. Knowing when to concede and accept defeat can mean the difference between life and death.   Generally, a psion that concedes a duel must abide by one command given by the victor. This command is psychically binding but must follow these guideline:
  • It must be within the defeated’s scope of abilities
  • It cannot force them to violate their alignment
  • It cannot force the defeated to take a suicidal action.
  • It’s timeframe must not extend passed a number of days equal to the victor’s PL.
If the command violates any of these guidelines, the defeated is not held to it. Assuming they survive the duel, a psionic defeated in a duel will also suffer a -1 die step penalty to all psychic actions or saving throws against the victor for a number of weeks equal to the victor’s PL. After this time, they can face the victor without penalty.

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