Continuum II, Basics of Psychomancy and Psionics

The “Psychic Wheel*” is a graphical representation of how Continuum II’s various psychic powers are interrelated and function:

*This version is a bit sloppy because the original was generated with a version of AutoCAD more than thirty years ago, and even if I could find the original file, I doubt that it would open properly in any modern application. Ergo, I slapped this version together in a basic graphics program by eye.

  • Your personal psychic power reserve – often known as your “Third Eye” or “Chakra” – occupies the center of the wheel. Having a fair reserve of psychic power is pretty much a requirement for the controlled use of psychic powers.
  • The triangle of internally-centered personal energy manipulation powers – Introspection, C’hi, and Mentalism – appears one level out. Their proximity to the various Disciplines shows what they can be used to do.
  • The ten primary disciplines of Psychomancy (fueled by purely personal power) and Psionics (fueled by using personal power to tap into external power sources) occupying the power wheel. Related disciplines are, of course, closer together, while opposing disciplines on the other side of the wheel are pretty much the opposite of their counterparts, and are generally incompatible. As a mnemonic, Psychomancy approaches those disciplines from the inside of the wheel while Psionics approaches them from the outside.
  • Finally, beyond the Wheel, we have the many disciplines of Empyrean Magic – powered by ambient psychic energies, popular images, memes, cultures, beliefs, and all the other detritus of the worlds’s minds. Unfortunately, this means that it’s unreliable and difficult to control. If you call upon the “Spirit Of Christmas” or “The Mother Of The Race”, or of a popular cliche or meme, you can never be sure of how much power there is in it or exactly what it’s going to do. It’s not uncommon for characters to dabble in Empyrean Magic despite those flaws since it’s pretty easy to learn and use.

Basic Psychic Strength Point Costs :

Attempted

Application:

Dimensional
Warps and
Will Force
Psychokinetics and Energy
Manipulation
Personal
Control and
Natural Forces
Life Energy
Manipulations
and Telepathy
Psychic Senses
and Heightened
Talents
Trivial 5 to 10 2 to 5 1 to 4 1 to 3 1 to 2
Basic 10 to 20 3 to 8 3 to 6 2 to 4 1 to 3
Normal 15 to 25 5 to 12 4 to 9 3 to 5 2 to 4
Tricky 20 to 35 8 to 20 6 to 12 4 to 6 3 to 5
Advanced 30 to 45 15 to 25 9 to 20 5 to 10 4 to 7
Complex 40 to 60 20 to 35 12 to 25 8 to 20 5 to 10
Absurd 50 to 120+ 30 to 60+ 20 to 40+ 12 to 30+ 8 to 12+
  • Dimensional Warps and Will Force abilities cost twice as much for psychomancers.
  • Psychokinetic and Energy-Manipulation abilites cost twice as much for psychomancers if they’re attempting a high-energy effect, but have a normal cost otherwise.
  • Mentalists attempting to use Psychic Senses and Heightened Talents use the “Dimensional Warps” column.
  • Mentalists attempting to use Life Energy Manipulations or Telepathic Functions use the “Psychokinetics” cost column.
  • The “Attempted Application” row to use is a judgement call. Throwing a lightning bolt at someone using “Energy Bolt” from the energy manipulation list is a “basic” use. Using it as a welding arc is “advanced”, and powering a delicate circuit with it is “absurd”. Electrokinesis offers considerably more flexibility and control – but using electrokinesis to generate that same lightning bolt is at least a “normal” task. Worse, attempting to use disciplines in “advanced” (Or higher) fashions often requires success rolls.

Empyrean Transfer Impedance is the primary limitation on the operation of psychic powers within a dimension. It measures the resistance to, and the quantity of waste energy generated by, moving energy through the empyrean.

  • At values of 6+ psychic abilities do not function in any way, including most of the subconscious feedback effects involved in social interactions. Few universes have such a base value, although zones are occasionally generated.
  • ETI Values of 5+ prohibit the development of disciplined psychic abilities save, perhaps, for the few characters with massive natural talents and many years to practice. Even they will be limited to introspective disciplines. Fortunately, the unconscious social aspects of introspection will operate – as will occasional flashes of C’hi powers (This phenomena is generally limited to occasions of extreme psychic stress and moments of complete focus. It’s responsible for things like “Hysterical Strength” – and is extremely hard on the user’s system).
  • Values of 4+ allow the practical development of Introspection (and C’hi, in the case of exceptional natural talents).
  • A value of 3+ allows the practical development of C’hi (and Psychomancy with an exceptional natural talent).
  • Values of 2+ allow the practical development of Psychomancy (and Psionics with an exceptional natural talents.
  • Values of 1+ allow the practical development of Psionics. If sufficient energy sources are available, and no other inhibiting factors are involved, psionics can accomplish remarkable things.
  • If the ETI value is less then one, those using psionics may multiply the cost of using their abilities by it. Sadly, very low ETI values are only typical of the most extreme comic-book-style worlds.

Special cases include Superstition (Making use of the energies which have been absorbed by individual objects. This requires an ETI value of 3 or less), Empyrean Magic (The use of ambient psychic energy. This requires an ETI value of 2 or less), Aura (Basically psionics drawing on the general population for power. This can get very odd, and requires an ETI value of 1 or less) – and Mentalism (Feeding external energies into the empyrean through the user’s psyche. This can be used at ETI values 4 or less – but the higher the value is, the greater the strain on the user. In general, a value of 3 is the the practical limit – and a value of 2 or less is strongly recommended).

GM’s may create dimensions with fractional ETI values if they so desire. Values between 4 and 5 permit limited Introspection. Those between 3 and 4 have similar effects on C’hi powers;

  • X.1) Powers may not be developed past the sixth level.
  • X.2) Powers may not be developed past the fifth level.
  • X.3) Abilities cost an extra skill point to develop.
  • X.4) Powers may not be developed past the fourth level.
  • X.5) Powers may not be developed past the third level.
  • X.6) Abilities cost two extra skill points to develop.
  • X.7) Powers may not be developed past the second level.
  • X.8) Powers may not be developed past the first level.
  • X.9) Abilities cost three extra skill points to develop and may not be developed past the first level.

Psychomancy and Psionics take less internal precision – but are limited by how much energy can be channeled into an effect, making some branches impossible to develop…

  • X.1) Prohibits Dimensional Warps disciplines.
  • X.2) Also prohibits Will Force disciplines.
  • X.3) Also prohibits Energy Manipulation disciplines.
  • X.4) Also prohibits Psychokinetic disciplines.
  • X.5) Also prohibits Natural Forces disciplines.
  • X.6) Also prohibits Personal Control disciplines.
  • X.7) Also prohibits Life Energy Manipulations.
  • X.8) Also prohibits Telepathic Functions.
  • X.9) Also prohibits Heightened Talents disciplines.

Other options are available… These include; raising the cost, rather then prohibiting fields and skill levels, “favoring” specific fields – and many other modifications. “Local” dimensional laws are highly variable...

One Response

  1. […] Psychic Wheel arrangement, with its selection of opposing, near-opposing, related, and unrelated disciplines, was […]

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