Neuromancy Skills
Neuromancy Skills have to do with utilizing the power of thought to cause magical effects, and causing stimuli.
Name | Skill Tags | Skill Point Cost | Mana Cost | Prerequisites | Action Cost | Effect |
---|---|---|---|---|---|---|
Neuromancy | Magical, Neuromancy | 2 | N/A | N/A | Passive | You may choose to deal Psychic damage instead of arcane damage with the Skills Arcane Aura, Arcane Beam, Arcane Bolt, Arcane Strike, and Arcane Weapon. |
Inconspicuous Appearance | Magical, Neuromancy | 2 | 3 | N/A | Primary (Concentration) | A single target touched appears innocuous and irrelevant until they take direct action which would naturally be considered particularly notable, such as drawing a weapon, screaming, or becoming nude. Their actions should be considered in the context of them being in a crowded city street regardless of their actual context; if the action they are taking would not be particularly notable by any average person on a crowded city street, then their actions are not considered particularly notable, even if their actual context is walking into an area where no one is allowed. If you activate this Skill on yourself, you may maintain its Concentration as Any Action. |
Psychokinesis | Magical, Neuromancy | 2 | 3 | N/A | Any | Use your Total Magic in place of your Total Might until the start of your next turn. Effects which increase your Total Magic (such as the skill Magnificent Magic) do not increase your Total Might. |
Telekinesis | Magical, Neuromancy | 1 (Up to 6 Ranks) | 3* | N/A | Bonus | Until the start of your next turn, gain +1 Ranks of this Skill per 3 Mana you spent to activate this Skill. Passive: You may reach out and manipulate things within +2 Spaces per Rank as if you were adjacent to them. |
Telekinetic Duelist | Magical, Neuromancy | 1 (Up to 10 Ranks) | N/A | Psychokinesis | Passive | While using Psychokinesis or Telekinesis in a contested Athletics check against Psychokinesis or Telekinesis, gain +2 Magic per Rank. |
Mind over Magic | Neuromancy | 1 (Any Number of Ranks) | N/A | N/A | Passive | Gain -2 Total Magic per Rank. Treat your Total Magic as +3 higher per Rank for all purposes of all Neuromancy Skills. This Skill cannot reduce your Total Magic beneath 0. If this Skill reduces your Total Magic beneath 6, Your Magical Neuromancy Skills are no longer Magical Skills. The 5th and higher Ranks of this Skill have a Skill Point Cost of 0. |
Simulated Magic | Neuromancy | 2 | N/A | At least 4 Ranks of Mind over Magic | Passive | Choose a singe Magical Skill. Replace the "Magical" Skill Tag of the chosen skill with the "Neuromancy" Skill Tag. |
Thought Actualization | Neuromancy, Devotion | 2 (Up to 2 Ranks) | N/A | At least 4 Ranks of Mind over Magic | Passive | Choose a singe Magical Skill. Replace the "Magical" Skill Tag of the chosen skill with the "Neuromancy" Skill Tag. |
Telepathy | Magical, Divination, Neuromancy | 1 | 3 | N/A | Any | Hear the surface thoughts of a target that you can see. Surface thoughts are typically centered on what the target is focusing on most, in some cases being an in depth analysis of an art piece or rationalization of an action, and other times will be a list of perceived stimuli (sight, sound, scent, immediate feelings about the perceived, etc.) |
Empathise | Magical, Divination, Neuromancy | 1 | 6 | N/A | Any | Learn the current emotions of a target you can see. Halve the Mana Cost of this Skill if you are touching the target. |
Sense Motive | Magical, Divination, Neuromancy | 2 | 14 | Telepathy, Empathise |
Any | Learn the current motivations of a target you can see. Halve the Mana Cost of this Skill if you are touching the target. |
Hypnotize | Magical, Neuromancy | 2 | 3 | 1 Neuromancy Skill | Multi-Action (P+D) (Concentration) | Make a contested Arcana roll against single creature within 6 Spaces who you are maintaining eye contact with. If you succeed, they become docile and easily influenced while you maintain eye contact and Concentration. This creature maintains eye contact with you, and still reacts as would be expected of any creature, but only lashes out (socially or physically) as a last resort, like when cornered. Afterwards, this creature has full awareness of all that they've done, but do not suspect that you've activated this Skill on them unless they have specific reason to believe that you have done something to them. Most people, when they act strangely, will simply assume they didn't get enough sleep, or that you were simply very persuasive. A creature which overcomes you in this contest cannot be effected by your activation of this Skill until 24 hours have passed. |
Dominate | Magical, Neuromancy, Devotion | 2 | 3 | Hypnotize | Multi-Action (P+D) (Concentration) | Make a contested Arcana roll against single creature within 6 Spaces who you are maintaining eye contact with. If you succeed, you may choose to activate Hypnotize on them without the need to maintain eye contact. If you succeed by 5 or more, they become inert, and completely subjected to your words while you maintain Concentration. This creature can only perform actions you order them to perform (you may dictate their turn's worth of actions as part of this Skill's Concentration). Afterwards, this creature will immediately rationalize that you have done something to control them, and will react accordingly. Common reactions vary from nausea, to fear, to anger, to any combination of the above. A creature which has the skill Oath of Chivalry cannot be forced to harm another creature. A creature which has the skill Oath of the Divine Servitor cannot be forced to act against the teachings of their figure of worship. A creature which has the skill Oath of the Damned deals their Level in Unholy damage to you each time you maintain Concentration on this Skill (this damage thrums from the center of your mind, and so cannot be Reacted to). A creature which has the Primordial Creature Type cannot be the target of this Skill. Iron Blooded Humans and creatures which have the Dragonoid Creature Type gain +4 on this contested Arcana roll. A creature which overcomes you in this contest cannot be effected by your activation of this Skill until 1 week has passed (with the exception of this Skill's ability to activate Hypnotize). |
Autohypnosis | Magical, Neuromancy | 1 (Up to 7 Ranks) | 3* | N/A | Defensive (Concentration) | Choose one of the following effects each time you take this Skill. Every other time that you take this Skill, choose two effects instead of one. -Become Immune to Exhaustion. -Become Immune to Fear. -Become Blind. -Become Deaf. -Postpone the effects of Suffocation. -Postpone the effects of Starvation and Dehydration. -Memorize any piece of information (such as the last hour of events, or the text within a book) which may be recalled at any time by speaking a trigger word you choose (even if the memory is magically altered or removed). You may only have a number of such things memorized and bound to a trigger word in such a way equal to your Magic, and must forget one to gain another (though you may have multiple memories tied to one trigger word). -Forget anything and everything that you specify. This effect is permanent. Skills that you forget that you were capable of activating do not have their Skill Point Cost refunded. -Postpone the effects of poisons, diseases, Poison Damage, and Bleed Damage. -Alter the result of a percentage roll by + or - 5% after it was rolled. This is not a Concentration Effect, but rather is instantaneous and permanent. When you activate this Skill, benefit from one of the effects you have chosen from above per 3 Mana you spend to activate this Skill so long as you maintain concentration. |
Mind Over Body | Magical, Neuromancy | 1 (Up to 5 Ranks) | 6* | Autohypnosis (At least 2 Ranks) | Defensive (Concentration) | Choose one of the following effects each time you take this Skill. -Become Immune to sleep. -Gain Resistance to Psychic Damage. You cannot activate Neuromancy Skills (besides this one, and its Prerequisites) while this effect is active. You do not need to spend Mana to maintain Concentration on this Effect of this Skill. -Become Immune to the Stun effect which is inflicted by being reduced to 0 HP. You may activate this effect of this Skill while or during being Stunned by being reduced to 0 HP. -Increase your Point of No Return by -3 per level, up to maximum of -30. Passive: increase your Point of No Return by -1 per Level. -Increase your Might by an amount between 1 and 8. After your concentration is broken, decrease your Might by double that amount for the next 24 hours. When you activate this Skill, benefit from one of the effects you have chosen from above per 6 Mana you spend to activate this Skill so long as you maintain concentration. When you activate this Skill, you may activate Autohypnosis as a free action, and maintain its Concentration as the same Consentration as this Skill's. |
Teleport | Magical, Neuromancy, Conjuration | 2 | 3* | N/A | Move | Teleport anywhere within +1 Space per 3 Mana you spend to activate this Skill. |
Greater Teleport | Magical, Neuromancy, Conjuration | 1 (Up to 2 Ranks) | N/A | Teleport | Passive | Halve Teleport's final Mana Cost, once per Rank, rounding down. |
Communal Teleport | Magical, Neuromancy, Conjuration | 1 | 6 | Teleport | Multi-Action (M+B) | Activate Teleport as a Free Action, and bring with you any number of targets touched. |
Warper | Magical, Neuromancy, Conjuration | 1 | 0 | Greater Teleport (At least 2 Ranks) | Bonus | Double Teleport's distance. |
Levitation | Magical, Neuromancy | 2 | N/A | Telekinesis | Passive | Gain a Levitate Speed of 4. |
Hasten Levitation | Magical, Neuromancy | 1 (Up to 5 Ranks) | 3* | Levitation | Bonus | Gain +1 Rank in this Skill per 3 Mana you spent to activate this Skill until the start of your next turn. Passive: Gain +1 Levitate Speed per Rank. |
Placebo | Magical, Neuromancy | 1 | 3* | N/A | Primary (Concentration) or Defensive (Concentration) |
A single target touched is healed for 1d12 per 3 Mana you spend to activate this Skill. When you lose concentration on this Skill, that target takes an amount of True Damage equal to the healing they received. |
Nocebo | Magical, Neuromancy | 1 | 3* | N/A | Primary (Concentration) or Defensive (Concentration) |
A single target takes 1d12 Psychic Damage per 3 Mana you spend to activate this Skill, then 0+Magic Damage. When you lose concentration on this Skill, that target increases their HP by an amount equal to the amount of Psychic Damage they took. This is not healing. |
Metabolistic Telepyrosis | Magical, Neuromancy | 2 | N/A | You do not have the skill Neural Psionics | Passive | Pyromancy Skills also count as Neuromancy Skills. |
Neural Psionics | Magical, Neuromancy | 2 | N/A | You do not have the skill Metabolistic Telepyrosis | Passive | Electromancy Skills also count as Neuromancy Skills. |
Thoughtography |
Magical, Neuromancy | 1 | 1* | N/A | Primary | Imagine or describe an image, and create a perfect Imprint of that image on any target touched. The image disappears if the target wants it to, after 10 minutes have passed per 1 Mana you spend to activate this Skill, or if another creature with this Skill spends 3 Mana to remove the image. The image may be up to 1 Space in size. The image is nearly photorealistic, but a creature with at least 1 Neuromancy Skill and any creature adjacent to the image can tell it is only an image. |
Expansive Thoughtography | Magical, Neuromancy | 1 | 1* | Thoughtography | Free | Thoughtography's image may be +1 Spaces in size per 1 Mana you spend to activate this Skill. |
Memory Removal | Magical, Neuromancy | 3 | 10* | 1 Neuromancy Skill | Primary | Make a contested Arcana Roll against a single target touched. If you succeed this contest, the target forgets a single specified memory. The memory may be no longer than 1 minute per 10 Mana you spend to activate this Skill. If you fail this contest, half of the Mana you spent to activate this Skill is refunded, and that target cannot be the target of your activations of this Skill for 1 week. |
Memory Supplementation | Magical, Divination, Neuromancy | 1 | 10 | Memory Removal | Defensive | When you activate Memory Removal, you may supplant a memory you describe in place of the one you have removed. |
Memory Manipulator | Magical, Neuromancy | 1 | N/A | Memory Removal | Move | Halve Memory Removal's Mana cost if you would alter 30 minutes or more of memory. Passive: replace the word "week" in Memory Removal with "day". |
Second Sight | Magical, Divination, Neuromancy | 3 | N/A | 1 Neuromancy or Divination Skill | Passive | You may use your actions on any turn, taking priority over others if it is not your turn. |
PK Prodigy | Neuromancy | 0 | N/A | Must be taken at Lv1 | Passive | Gain +2 Skill Points. This Level you may not spend Skill Points on Skills which are not Neuromancy Skills, and you must spend at least 8 Skill Points this Level. |