Kirazian: Talents

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Part of the School of Mental Discipline

Talents.

T1. Read Aura


Duration: Immediate
Experience Multiple 50
Base Chance: PC + [2 * Mental Affinity] + 10%
Target: Entity

Effect: The adept can read an entity's aura and interpret that reading. Once per day for any one entity.


System:

The player may ask 1 question that is relevant to that entity. (2 for a double and 3 for a triple success) These questions will not be Detect Aura questions but psychic readings... (Examples: "Has this person committed murder?" or "How long since this person lied?" or "how many children has this entity sired?") There are certain questions that are automatically answered at certain ranks.

Rank in Read Aura Question
3 Aspect
7 Pacted (Yes/No)
13 Generic True Name
17 Nature of Pact. (Entity/Level)
20 Nature of controlling condition (Geas, Hypnosis, Blackmail)

Each question will be answered immediately the player may not hold questions over for another time. If the adept wants to know the answer to the same question about the same entity – then he must do another Read Aura. It takes five seconds to Read an Aura. The adept must be within 15 foot of the target.

T2. Self Hypnosis


Duration: (1 + Rank) Minutes
Experience Multiple 150
Base Chance: 20%
Target: Self

Effect: Allows better Willpower / Concentration checks. This is very useful for rituals and pain resistance.


System: Add (1 per 3 Ranks) to willpower for the purpose of internal willpower checks* - including stun recovery.

Also add Rank% bonus to casting Sure Footedness(G4) , Free Movement(S3) and Telekinesis(S7).

  • This would not apply for a contest of wills or Magic Resistance.

T3. Mental Affinity


Experience Multiple 100
Effect: Gives bonuses for working with 'Class of Spiritual Affinity'.


# System: Add (1 per 2 Ranks)% to the base chance of any Class of Spiritual Affinity spell in which the adept has ranks.
# Control Entity(G5)

  • The adept needs mental affinity to make their victims perform different tasks....
Rank (Mental Affinity) Task Type
0-3 Normal movements that are natural to the adept.
4-6 Normal movements that are natural to the target. (Flying birds, swimming fish, trotting horse)
7-9 Unnatural Movements (Tap dancing horses).
10-16 "Natural" Mystical attacks (Breath weapons, death ray gazes)
17 Normal Speech as the adept speaks
18-19 Unnatural Speech (Cows speaking words)
20 Mystical abilities. (Turning invisible, Opening a portal – not casting a spell but doing a task that is innate to the target)