DrewDaGreek
2006-06-21, 04:57 AM
(Hope I got this in before the clock)
Note: My campaign uses the Iron Heroes system. It is a variant to D&D, but focuses much more on combat than magic items and spells. Thus Psionics here is more a villian’s tool, and it would be rare for a PC to pick it up. Also for historical reasons, Aboleths in my world are not psionic, their power stems from a different source.
While the famiilar magic of the world involves manipulating an underlying energy current inthe fabricof the universe, psionics is something wholy different. It is a form of insane reality-shaping. Untethering the concept 'I think, therefore I am' from the laws of sanity, psionic villans are incredibly dangerous.
History
The Far Realm was created inside the Inner Astral. It is a prison for the gods who nearly destroyed the world twice. After breaking their parole, the Far Realm was created as a way to trap these powerful beings. Here the laws of sanity are distorted, so the prisoners cannot even conceptualize escape; some don’t even recognize that they are trapped. However their servants run loose on the Madhouse Plane. Just before the dawn of humanity, some foolish wizards in the Ghorimloche civil war summoned them.
When they arrived on the prime material, the entities of the Far Realm had great powers, called psionics. Unlike the magic of that drew on the latent creation energy of the universe, there is no source to psionics. Psionics is the product of deep seated madness, to the point where a grip on reality has been utterly lost. To a psionic creature, their own delusions matter more than the laws of logic, sanity and reality. Untethered by reality, they are free to shape it.
That is the source of psionics: Deep seated madness so severe that one can change reality, simply because they don’t believe in it. Most of the few humans to
experiment with this power have gone utterly mad, though rumor has it one monastic order has used intense meditation to allow psionic reality-bending without loosening one’s grip on the world.
Workings
A modern parallel is the abilities of the Matrix: Morpheus can jump the huge buildings, simply because he believes that he can
The mental powers of psionics are really just a sharing of their own insane mind, conforming the victims reality to the distroted reality of the psinoicist.
Physical powers (psychoportation, telekinesis, metabolisms and creation) are a bending of reality to conform to perceptions.
Clairvoyent powers are reduced in Iron Heroes, but they stem from simply thinking you know something so well that you actually know it. (such is the madness of the Far Realm)
Note: My campaign uses the Iron Heroes system. It is a variant to D&D, but focuses much more on combat than magic items and spells. Thus Psionics here is more a villian’s tool, and it would be rare for a PC to pick it up. Also for historical reasons, Aboleths in my world are not psionic, their power stems from a different source.
While the famiilar magic of the world involves manipulating an underlying energy current inthe fabricof the universe, psionics is something wholy different. It is a form of insane reality-shaping. Untethering the concept 'I think, therefore I am' from the laws of sanity, psionic villans are incredibly dangerous.
History
The Far Realm was created inside the Inner Astral. It is a prison for the gods who nearly destroyed the world twice. After breaking their parole, the Far Realm was created as a way to trap these powerful beings. Here the laws of sanity are distorted, so the prisoners cannot even conceptualize escape; some don’t even recognize that they are trapped. However their servants run loose on the Madhouse Plane. Just before the dawn of humanity, some foolish wizards in the Ghorimloche civil war summoned them.
When they arrived on the prime material, the entities of the Far Realm had great powers, called psionics. Unlike the magic of that drew on the latent creation energy of the universe, there is no source to psionics. Psionics is the product of deep seated madness, to the point where a grip on reality has been utterly lost. To a psionic creature, their own delusions matter more than the laws of logic, sanity and reality. Untethered by reality, they are free to shape it.
That is the source of psionics: Deep seated madness so severe that one can change reality, simply because they don’t believe in it. Most of the few humans to
experiment with this power have gone utterly mad, though rumor has it one monastic order has used intense meditation to allow psionic reality-bending without loosening one’s grip on the world.
Workings
A modern parallel is the abilities of the Matrix: Morpheus can jump the huge buildings, simply because he believes that he can
The mental powers of psionics are really just a sharing of their own insane mind, conforming the victims reality to the distroted reality of the psinoicist.
Physical powers (psychoportation, telekinesis, metabolisms and creation) are a bending of reality to conform to perceptions.
Clairvoyent powers are reduced in Iron Heroes, but they stem from simply thinking you know something so well that you actually know it. (such is the madness of the Far Realm)