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== Sense == | |||
MIND SENSE <target> | |||
With this ability, you are able to seek out the mind of another player, gaining knowledge of his physical location. | |||
== Lock == | |||
MIND LOCK <target> | |||
MIND UNLOCK <target> | |||
This is the ability that most of the Telepathic arts are focused around. It is the skill of breaking down the barriers of resistance in another person and locking your mind to his. The player must be in the same area as you, for even your powerful mind has its limits. | |||
Once you have a lock, every 15 seconds, the locked mind automatically gets a chance to break the | The time it takes to gain a mind lock can vary -dramatically-. It is a base number of seconds, with seconds added or subtracted depending on the level of your Telepathy vs. a target's Philosophy, and the level of your maximum mana vs. the target's current mana. | ||
lock. The chance of breaking the lock is determined by a comparison of your current mana vs. the | |||
target's current mana, and your Telepathy level vs. the target's Philosophy level. If you have a | If your target is deadened or has you allied, or if you have a mind print of the target or possess an artifact Intellect Crown, the time required to obtain a mind lock will be decreased. | ||
mindprint of the target, the chance of breaking the lock will be affected by your maximum mana | |||
rather than your current mana. | Once you have a lock, every 15 seconds, the locked mind automatically gets a chance to break the lock. The chance of breaking the lock is determined by a comparison of your current mana vs. the target's current mana, and your Telepathy level vs. the target's Philosophy level. If you have a mindprint of the target, the chance of breaking the lock will be affected by your maximum mana rather than your current mana. | ||
== Dissolve == | |||
MIND DISSOLVE | |||
This simply dissolves your mind lock with a player. | This simply dissolves your mind lock with a player. | ||
== Glance == | |||
MIND GLANCE | |||
This allows you to look through the eyes of the player you have locked minds with. | This allows you to look through the eyes of the player you have locked minds with. | ||
== Telesense == | |||
MIND TELESENSE | |||
Due to your heightened telepathic awareness, you are able to, at the cost of a small mana drain, detect attempts to lock your mind as well as more effectively expel those who are able to obtain a telepathic lock on you. | |||
== Fear == | |||
MIND FEAR | |||
With this ability, you are able to throw the mind of a locked player into a state of irrational fear. | With this ability, you are able to throw the mind of a locked player into a state of irrational fear. | ||
This ability may be used after a Taekate combination. | This ability may be used after a Taekate combination. | ||
== Throw == | |||
As you learn to better control the mind of a locked player, you gain some control over their actions. | |||
MIND THROW <direction> | |||
direction of your choice. | |||
As you learn to better control the mind of a locked player, you gain some control over their actions. This is the first of them. You are able to make the player's mind try to walk its body in the direction of your choice. | |||
== Numbness == | |||
MIND NUMBNESS | |||
This ability temporarily rewires the mind of a locked player, preventing the player from touching | This ability temporarily rewires the mind of a locked player, preventing the player from touching tattoos and using delayed instakills. | ||
tattoos and using delayed instakills. | |||
This ability may be used after a Taekate combination. | This ability may be used after a Taekate combination. | ||
== Terror == | |||
Having gained more knowledge of the Telepathic discipline, you are able to throw your target into a | |||
state of pure terror..far greater than simple fear. The player will drop whatever he is doing and | MIND TERROR | ||
run screaming in terror. | |||
Having gained more knowledge of the Telepathic discipline, you are able to throw your target into a state of pure terror..far greater than simple fear. The player will drop whatever he is doing and run screaming in terror. | |||
== Confuse == | |||
MIND CONFUSE | |||
By directing a powerful pulse of telepathic energy into the mind of a locked player, you are able to short-circuit his mental processes, causing him to become confused when doing certain common actions. | |||
By directing a powerful pulse of telepathic energy into the mind of a locked player, you are able to | |||
short-circuit his mental processes, causing him to become confused when doing certain common actions. | |||
This ability may be used after a Taekate combination. | This ability may be used after a Taekate combination. | ||
== Suffuse == | |||
Not all of the Telepathic arts are concerned with harming your target. This is one that is not. What | |||
it does is take some of your considerable mental strength and give it to the player you have mind | MIND SUFFUSE | ||
locked, albeit with some loss due to the energy it takes to transfer the mana over the telepathic | |||
link. | Not all of the Telepathic arts are concerned with harming your target. This is one that is not. What it does is take some of your considerable mental strength and give it to the player you have mind locked, albeit with some loss due to the energy it takes to transfer the mana over the telepathic link. | ||
== Drain == | |||
MIND DRAIN | |||
Almost the reverse of Suffuse, this drains mental strength from your target and bestows it upon you. | Almost the reverse of Suffuse, this drains mental strength from your target and bestows it upon you. | ||
== Listen == | |||
MIND LISTEN | |||
MIND UNLISTEN | |||
You are now able to direct audio sensory input to the mindlocked player over the telepathic link to you. UNWATCH will stop this ability as will doing most actions. Note that due to the ongoing effort required to maintain this ability, there is a constant loss of mental strength. | |||
== Divine == | |||
MIND DIVINE | |||
Having gained a certain level of competence in the art of Telepathy, you can now gain exact knowledge of the physical and mental state of a player you have locked minds with. | |||
Having gained a certain level of competence in the art of Telepathy, you can now gain exact | |||
knowledge of the physical and mental state of a player you have locked minds with. | |||
This ability may be used after a Taekate combination. | This ability may be used after a Taekate combination. | ||
== Fullsense == | |||
FULLSENSE | |||
By sending out an invisible telepathic web, you can detect all minds within your local area. | By sending out an invisible telepathic web, you can detect all minds within your local area. | ||
== Isolate == | |||
This will isolate a mind locked player from all communication coming to him from outside his | |||
location. | MIND ISOLATE | ||
This will isolate a mind locked player from all communication coming to him from outside his location. | |||
== Link == | |||
LINK <target> | |||
By opening up a one-way channel to another telepath, you are able to lend him some of your mental strength, allowing him to perform abilities that would not otherwise be possible, due to the incredible strength of mind needed. | |||
== Psycombat == | |||
PSYCHIC COMBAT | PSYCHIC COMBAT | ||
Psychic combat is initiated by challenge. A player challenges another player (PSYCHALLENGE <PLAYER>). | Psychic combat is initiated by challenge. A player challenges another player (PSYCHALLENGE <PLAYER>). The other player has 60 seconds to respond with PSYACCEPT <PLAYER> or the challenge will run out. Immediately after a player accepts a challenge, the players will be transported to separate rooms. There are only four commands associated with psychic combat that may be used in these rooms, and most normal commands will not work. The psychic combat commands are | ||
Immediately after a player accepts a challenge, the players will be transported to separate rooms. | |||
There are only four commands associated with psychic combat that may be used in these rooms, and | |||
most normal commands will not work. The psychic combat commands are | |||
PSY BLAST | PSY BLAST | ||
Using your mental powers, you blast out at your opponent, attacking his mana. | |||
PSY BARRIER | PSY BARRIER | ||
At the expense of some mana, this protects you against Psy Blast. | |||
PSY WHIP | PSY WHIP | ||
You lash out with your psychic powers to tear away your opponent's Psychic Barrier. | |||
PSY SURGE | PSY SURGE | ||
This will end the battle, if successful. It takes a great deal of your mana, but if your opponent is on less than half, you will be the victor. | |||
PSY PROBE | PSY PROBE | ||
You use some mental energy to discover your opponent's mana level. | You use some mental energy to discover your opponent's mana level. | ||
PSY MEDITATE/MED | PSY MEDITATE/MED | ||
This allows you to regain mana, albeit slowly. | |||
PSY ESCAPE | PSY ESCAPE | ||
This takes a long time to work, during which you may not do anything else. After the time is up, exits will open from the psychic combat rooms, affording you escape. | |||
== Disrupt == | |||
MIND DISRUPT | |||
With this ability, you may destroy the equilibrium of your targetted player. | With this ability, you may destroy the equilibrium of your targetted player. | ||
== Mindsense == | |||
When a telepath temporarily loses his telepathic abilities due to psychic combat, he radiates a | |||
great pain of loss. This ability seeks out those with that pain and tells you who they are. | MINDSENSE | ||
When a telepath temporarily loses his telepathic abilities due to psychic combat, he radiates a great pain of loss. This ability seeks out those with that pain and tells you who they are. | |||
== Transfer == | |||
MIND TRANSFER <telepath> | |||
Using this ability will allow you to transfer a mind lock to another telepath. The target telepath must be in the same area as you, for this is a delicate operation. | |||
Using this ability will allow you to transfer a mind lock to another telepath. The target telepath | |||
must be in the same area as you, for this is a delicate operation. | |||
== Epilepsy == | |||
By short-circuiting some of the nervous system of your locked player, you are able to cause periodic | |||
spasms in him, causing him to be unable to do many things while spasming. | MIND EPILEPSY | ||
By short-circuiting some of the nervous system of your locked player, you are able to cause periodic spasms in him, causing him to be unable to do many things while spasming. | |||
This ability may be used after a Taekate combination. | This ability may be used after a Taekate combination. | ||
== Pacify == | |||
By drawing a soft cloak of telepathic power over the mind of a locked player, you are able to make | |||
offensive actions abhorrent to him. This will last for a short, random amount of time, or until an | MIND PACIFY | ||
offensive act is directed at him. | |||
By drawing a soft cloak of telepathic power over the mind of a locked player, you are able to make offensive actions abhorrent to him. This will last for a short, random amount of time, or until an offensive act is directed at him. | |||
This ability may be used after a Taekate combination. | This ability may be used after a Taekate combination. | ||
== Empathy == | |||
This ability will channel much damage done to a locked player over the telepathic link to you. Be | |||
careful with it though, for it is possible to die if too much damage is inflicted upon you via the | MIND EMPATHY | ||
telepathic link. This ability costs a regular drain of mental power. | MIND UNEMPATHY | ||
This ability will channel much damage done to a locked player over the telepathic link to you. Be careful with it though, for it is possible to die if too much damage is inflicted upon you via the telepathic link. This ability costs a regular drain of mental power. | |||
== Stupidity == | |||
MIND STUPIDITY | |||
By casting a net of psychic energy over your opponent's mind, you will cause his mind to occasionally misfire and do something entirely different from what was intended. | |||
By casting a net of psychic energy over your opponent's mind, you will cause his mind to | |||
This ability may be used after a Taekate combination. | This ability may be used after a Taekate combination. | ||
== Command == | |||
MIND COMMAND <command> | |||
You have gained sufficient knowledge of the workings of the mind to caress it into doing exactly | You have gained sufficient knowledge of the workings of the mind to caress it into doing exactly what you wish. | ||
what you wish. | |||
This ability cannot be used off-balance. | This ability cannot be used off-balance. | ||
== Mindcloak == | |||
MINDCLOAK ON/OFF | |||
This ability will allow you to, at a regular drain of mental power, attempt mind locks that will be | This ability will allow you to, at a regular drain of mental power, attempt mind locks that will be harder to detect than normal. It will go undetected by players who are using Telesense, for instance. In addition, this defense will also aid you in maintaining a telepathic lock once you have obtained one. | ||
harder to detect than normal. It will go undetected by players who are using Telesense, for instance. | |||
== Hallucinate == | |||
one. | |||
MIND HALLUCINATE <target> | |||
You are able to instill wild hallucinations into the mind of your target. | You are able to instill wild hallucinations into the mind of your target. | ||
This ability may be used after a Taekate combination. | This ability may be used after a Taekate combination. | ||
== Hypersense == | |||
HYPERSENSE ON/OFF | |||
You are now able to cast a net of telepathic power over the local area. Like a spider at the centre | You are now able to cast a net of telepathic power over the local area. Like a spider at the centre of his web, any attempts at telepathic locking within your net will vibrate the invisible strands of mental power and alert you to attempt. | ||
of his web, any attempts at telepathic locking within your net will vibrate the invisible strands of | |||
mental power and alert you to attempt. | |||
This defense will also aid you in breaking telepathic locks placed on your mind by others. | This defense will also aid you in breaking telepathic locks placed on your mind by others. | ||
== Amnesia == | |||
A simple-sounding, though extremely effective ability, this allows you to cause short-term amnesia | |||
in your locked player. He will simply fail to execute the next action he attempts, as he will forget | MIND AMNESIA | ||
what he is doing before he manages to do it. | |||
A simple-sounding, though extremely effective ability, this allows you to cause short-term amnesia in your locked player. He will simply fail to execute the next action he attempts, as he will forget what he is doing before he manages to do it. | |||
This ability may be used after a Taekate combination. | This ability may be used after a Taekate combination. | ||
== Barrier == | |||
MIND BARRIER <target> | |||
This ability will give your target a defence that will protect him/her against most sources of damage for a limited time. | |||
== Scan == | |||
MIND SCAN | |||
An improvement on Divine, this will allow you to see considerably more information about the locked player. | |||
== Deadening == | |||
Syntax: MIND DEADENING | Syntax: MIND DEADENING |
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