Atomik Psioniks Access
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Introduction QUICK DEFINITION TABLE About Atomik Vortex Attribute: Any one of a character's primary defining qualities sometimes called The Atomik Vortex Add-Ons are a series of generic roleplaying game supplements that Stat, Ability, Characteristic, or enhance, modify, and expand upon any roleplaying game. Unlike other RPG supplements similar. There can be as few and rule books, which are specifically tailored for one RPG, Atomik Vortex Add-Ons can be as three or four main used with any game system. If you play "Wizards and Towers", but then decide to switch to Attributes, and some games "Knights and Castles", you don't have to discard any Atomik Vortex Add-On book that you may have twelve or more. have purchased. No matter what system your game is based on, the Atomik Vortex Add- Bruise Damage Level: Ons will never be obsolete. Same as Damage Level, but "non-lethal". BL: See Bruise Damage. Using Atomik Add-Ons Damage Level: Damage is subjective in the Atomik Add- Ons and DLs are used to The Atomik Add-Ons are designed to be interoperable with your game system of choice, represent degrees of damage without the need for conversion rules or system porting. The Atomik Add-Ons were created or armor protection. How you under the basic assumption that gaming is 90% imagination and 10% rules. All RPGs have treat Damage Levels three common, universal features: characters with attributes and skills, Success Checks of depends on your game. See one sort or another, and some means of resolving conflict. Knowing this, it is possible to the Atomik Add-On Notes. create game Add-Ons that appeal to these universal concepts and to design flexible rules DL: See Damage Level. that do not rely on a particular game system, yet can be applied to all. Margin of Failure: The number by which a Success However, in order to understand how to incorporate the Atomik Add-Ons and use them to Check failed. their full and intended effect, please refer to the notes in the back of this book. This short Margin of Success: The insert explains the terms used in this and all other Atomik Add-Ons (such as the meaning of number by which a Success VL, DL, ATT\/, and so forth) and offers advice on how to get the most from the Atomik Add- Check succeeded. Ons. The AtomikSample Add-On Notes fileare essential to using and understanding this and other Modifier: Any sort of bonus Add-Ons. or penalty applied to a Success Check. Skill: An area of knowledge or ability that a character has Atomik Psioniks access. Often rated in levels (though not necessarily). The greatest force in the Universe comes not from elements, nor atom bombs, nor even the Special Trait: Any sort of stars themselves. The ultimate power is found within the Mind - the power to foresee the character advantage, future, to project thoughts and read minds, the ability to levitate objects at will, manipulate disadvantage, super-power, energy, and ignite flesh into flames. Such gifts enable "masters of the mind" to view distant psychic power, or ability. places, teleport their bodies, and enslave the will of others. It is the next stage in human Success Check: A check (\/) evolution. It is the power of mind over matter. to see if a particular task was a success or failure. The Atomik Psioniks presents a cohesive system that enables the seamless integration of Atomik Add-Ons utilize 8 different Checks. See the psychic abilities into any game system. Need telepaths in a sci-fi space opera? Want to Atomik Add-On Notes. incorporate clairvoyants and telekinetics in a fantasy campaign? Developing a modern-day adventure where mental powers are real? Atomik Psioniks provides everything you need Value Level: The relative to bring the realm of the paranormal to life in your roleplaying game. The psionics powers in value of a Special Trait. The GM must decide exactly how this book include telekinesis, pyrokinesis, teleportation, healing, electrokinesis, and other this should be translated for classic psychic powers like telepathy, astral projection, and ESP. In addition, Atomik his game system (x3, x5, etc). Psioniks presents a number of potential origins for psychic powers, and includes various campaign settings to help the gamemaster adjust psychic powers to suit his campaign. VL: See Value Level. ATOMIK PSIONIKS 4 Paranormal Forces There is no Supernatural, only layers of the Natural Magic as Psionics The Origin of Psionics In a similar vein to historical psychic powers is the idea that magic is not a supernatural phenomenon, but rather a psychic phenomenon. This could be true in the historical Before beginning any campaign with psionic powers the world as well as a fantasy world. If magic was psionic, then origin of those powers must be established, even if the GM wizards and witches would be psychics. Spells and rituals alone knows the true origin. Thus, the question must be serve as a form of meditation, helping wizards to clear their asked: Where did psychic powers come from? Has mind and focus their powers to create miraculous and humanity always possessed the power? Can they be spectacular effects. Spirits and demons would be entities genetically engineered? Was the power awakened by a living in Astral Space, and ghosts might be the telepathic plague or special drug? Or could it be that humanity has reflections of people who suffered a tragic or sudden death. begun the next stage of evolution? Magical items, from enchanted swords to magic rings, would be charged with psychic energy from special "power Historical Phenomenon crystals". To the mundane, wielders of such powers would The most obvious answer to the origin of psionic powers be magical indeed. Even to the wizards themselves their comes from history. Accounts of miraculous events, powers may remain a mystery. All they know is that they supernatural abilities, and paranormal phenomenon can be were born with a gift, and can use that gift for good or for ill. found in writings from ancient times to the modern era. The simple fact may be that psionic powers have been with us In a setting where magic is psionic, psychic powers could be since the dawn of civilization. Thought itself is a psionic quite potent. A great wizard may be able to teleport, topple phenomenon, and the energy within the mind can be castle walls, or set entire armies ablaze. Of course, such controlled and projected by those who have mastered its powerful individuals would still be rare, and most wizards intricacies. Once upon a time, psychics were called witches, would have to gather in Circles to combine their power to seers, prophets, healers, and demons. Today they are generate greater effects (a Telepower Web). known as clairvoyants, telepaths, and psychics. Though the names have changed, the power is the same. Unique Psychics SampleHuman file beings do not naturally possess any sort of psychic If humanity has always had psychic abilities, then perhaps ability. Barring magic and other supernatural phenomenon, the potential exists within every human being. A sudden all reports of psychic events are utterly fabricated. That is, sense of impending danger, a feeling of being watched, or with the exception of a few still unexplained occurrences even a flash of déjà vu are all mild forms of psi phenomenon such as a man who always wins at the card table, a thief that have been experienced by everyone. It does not take a who can seemingly teleport into bank vaults, or a vigilante trained psychic to enter Astral Space - indeed, all lucid crime-fighter who possesses the power of telekinesis... dreamers travel into higher dimensions, though few can remember their out-of-body journeys. Occasionally, Psychic powers do exist, but only as aberrations of nature. someone is born with astounding psychic potential, but Whether plausible or fantastical, every power or set of among the droves of charlatans and madmen even those powers that are gifted to an individual have come to them in with true talent are ridiculed and forgotten. a unique fashion. Perhaps he was exposed to exotic radiation or studied with the Seven Master Lamas of Tibet. In such a world psychic powers are rarely above Level 2 or Another might be the product of some twisted experiment or 3, and such extraordinary abilities as teleportation, returned from the dead bringing something back with him. electrokinesis, and even telekinesis would be non-existent. Others may be mutants, abducted by aliens, or have Then again, years of selectively breeding gifted individuals selective brain damage that opened new areas of mind. could foster a generation of "super-psychics" able to read minds, teleport anywhere on earth, or shatter buildings with Whatever the cause, every psychic power must have its thought alone. Alternative, the on-set of the new age of own unique origin. Powerful psychics may be referred to as Aquarius may be the cosmic trigger that awakes psychic "super-heroes" (or "super-villains", as the case may be). powers to a larger majority of humanity. Some live in the shadows, hiding from those who fear or ATOMIK PSIONIKS 5 hunt them. Others may exercise their powers for their own warm sunlight and rich oxygen atmosphere, these gain, working to obtain worldly power or forward their selfish organisms flourished and spread to infect the hapless ambitions. And there are those who use their gifts for the populace of the planet. If a far future setting, explorers could good of all mankind, fighting against evil both normal and return from an alien world, unknowingly contaminated with a paranormal, wherever it may be found.