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With
the exception of mages, no other power type in the world of
Alternate DBZ has the same boundless potential than Psionics
offers. While each of the four power types have their
advantages and disadvantages, none match the thrill and
complexity of a Psion, even at lower, undeveloped levels. While
this power type is not recommended for a new player or a player
that is unfamiliar with the rules (I, like just about anyone
else in the room, will recommend a human Ki wielder for a new
player) it offers an engaging challenge for a player ready to
step beyond the solid simplicity of Ki and Physical fighters.
That being said, if you are ready to take the plunge this guide
will help you down the first few steps of your path, offering
advice and guidance from a player experienced with this power
type.
The
Nature of a Psion
Psionic
power is readily associated with two things; brainpower and
willpower. While the former is more of a misconception (an
idiot can be a powerful, effective Psion while a genius could
make a poor one) the latter is very accurate in describing both
the source and the nature of Psionics.
A
Psion has an evolved brain, wherein a lobe that is typically
inactive in most sentient races becomes active in one of two
ways. The first and most common way is for the person to simply
have been born a Psion as a product of evolution. A person born
a Psion typically has a definite understanding of all of his or
her abilities, and is proficient with the very basics of Psionic
expression (telepathy, combat-level telekinesis, etc, but more
on that later). The second way for a person to become a Psion
is for the lobe to be activated by external stimulus or
surgery. This typically isn’t as safe, and someone who gains
the use of Psionic power through this method will usually
require mentorship of some sort to become effective with their
powers.
While Psions can do a few minor things that other power-types
cannot outside of battle, the focus of this guide will be to
acquaint the reader with the role of a Psion during a
power-level caliber confrontation, so the aforementioned
abilities will be discussed only briefly later on.
When
it comes time to fight, there are two immediate impressions a Ki
wielder may get of a basic Psion; slow and weak. Psions are not
fast, and their basic attack is not as powerful as a Ki
wielder’s, but with timing and patience the advantages of a
Psion will soon begin to stand out. Before we get too in-depth,
let’s take a moment to review the mechanics of a basic Psion’s
abilities.
A
Psion’s Natural Abilities
The
Psionic Sphere of Influence
The
Sphere of Influence, hereafter referred to as the SOI, is the
Psion’s domain. It extends from every part of the Psion for two
feet, so the term “sphere” is used loosely. Within the SOI, a
Psion has an intensely intimate knowledge of his surroundings,
and anything that enters it as well. This actually has
implications relevant to combat; inside of his or her SOI a
Psion is able to sense movement at up to 200% of his or her PL.
Even outside of it a Psion can sense beyond his PL; up to 150%.
When
a Psion uses an ability, it typically must begin somewhere
within the SOI. This has advantages and disadvantages as well.
While a Psion has the ability to generate an event from any part
of his or her body, an opponent can make trouble for the Psion
if he is actually within the sphere. Any manner of Psionic
expression that occurs within the SOI is still directly
connected to the Psion, meaning that if an opponent is cunning
enough and strong enough, the event can be overpowered and the
Psion will be put at a disadvantage. Summarily, a Psion should
use caution when fighting an opponent close enough to willingly
enter the SOI.
As a
final note, the SOI is considered as much of a part of the Psion
as his or her skin and bone, and does not require any special
preparation to use. The aforementioned qualities are always
active, or, in room terms, “passive abilities.”
The
Slot System
Psions
have a large array of natural abilities to call upon during a
combative situation, but none of those abilities are worth
anything to a Psion without his slots. Now we will discuss the
“slot system.”
Unlike mages, who receive a single action per post (i.e.,
casting a spell) or Ki fighters, who have a limited percentage
of their power-level with which to act during a post, Psions
have the ability to perform multiple, completely separate
actions in a single post. Without any kind of upgrade, a Psion
is given three “slots.” Each slot represents the potential to
do something, and a like action (so long as it is not a
technique) can be repeated as many times as a Psion has slots to
accommodate. Excluding techniques, there are five things that a
Psion can do with his or her slots, and each will be discussed
as it applies to the topic at hand.
Defense
Mechanics; Active and Passive Defenses
The
first and most important thing to bear in mind when playing a
Psion combatively is that defense is imperative. Psions
are dissimilar to Ki fighters and Physical fighters in that they
have no bodily durability. If an attack that deals even a small
amount of damage is allowed to deal direct damage to the body of
the Psion, he or she is instantly removed from combat. So how
does a Psion protect his or her body?
In
two ways. The first way that a Psion can prevent an attack from
damaging his or her body is by the use of Active Defense.
Active Defense is a room term, and essentially is how a Psion
“blocks.” By using active defense, a Psion can prevent damage
by expending stamina. Like all other basic abilities, Active
Defense must be generated within the SOI, and can be imagined as
a pushing, blocking, hampering force used to intercept an
attack.
The
biggest advantage of active defense is plain to see; it prevents
the user from being damaged. There are a number of
disadvantages to keep in mind too, however. The most glaring
disadvantage of active defense is that it consumes stamina,
stamina that could otherwise be used to attack an opponent.
Fighting to a stalemate by consistently defending with Active
Defense is entirely possible, and never really gratifying. The
second disadvantage is that it is limited by speed. Active
defense only manifests at half of the user’s Psionic
power-level, meaning that if an attack is moving significantly
faster than half of your PL, you won’t be able to defend against
it with this ability. Additionally, a single slot’s worth of
usage only provides 20% of the user’s PL in strength to work
against the offending presence. At base level a Ki fighter can
expend 30% of their energy into an attack, meaning that if your
opponent is of a comparable PL, you will likely have to use more
than one slot to soak up all of the damage. This leaves fewer
slots for other actions, and can force you into a corner if you
overuse it. Lastly, Active Defense does not take a specific
shape other than a blunt, dome-like expansion. This limits it
the simple pushing/resisting force mentioned above. Because of
these disadvantages, it is not wise to rely solely on Active
Defense, but rather to combine it with the Psion’s other
abilities for a balanced effect.
Now
let’s take a look at the other defensive option, and how it can
be used in conjunction with Active Defense to form a more
stable, effective defense. A Psion also has Passive Defense at
his disposal. Imagine Passive Defense as being a thin layer of
protective energy that coats the entire body of the Psion,
sealing it away from any offending energies it encounters.
Passive Defense differs drastically with Active Defense in that
it can withstand five times as much punishment per slot invested
(100% PL) and does not require the use of stamina. Instead, it
is drawn from a pool that, for a typical Psion, begins each
fight at three times the Psion’s PL, or 300% PL in room terms.
Also, Passive Defense is reflexive. One does not need to be
able to see or even detect an attack for Passive Defense to
circumvent it. Even if a Psion is unconscious, his Passive
Defense is available so long as the pool has not been depleted.
The
differences between the two kinds of defense are evident, but to
think that one kind of defense is “better” than the other is a
misconception. They work best when they are used together to
compliment one another’s weaknesses. Take the following example
in mind.
Jack is a Psion with a PL of 1000, and Jill is a Ki wielder
with a PL of 1000. Using a simple, uncharged attack, Jill
strikes Jack for 300 PL damage (30% of her PL). Because the
attack will be moving at 500 speed (a Ki wielder’s natural
speed) Jack will have the option of responding with either of
his defenses.
Jack
chooses to respond with only his active defense. Because Jack’s
maximum output per slot with Active Defense is only 200 (20% PL)
he will have to use two slots. A typical exchange in the room
may look something like this:
+((Jill’s post))
“Haha!” Jill laughed, “Eat this blast of Ki in the face!”
[Ki
blast; 300 damage @ 500 speed]
+((Jack’s post))
“Oh
my God no!” Jack exclaimed, eyeing the incoming blast of Ki
warily. “I’d better use my active defense to avoid this
attack!”
[Slot one; Active Defense (200 damage)][S2; Active Defense (100
damage)][S3; Unused.]
As
you can see from the above exchange, Jack now has only one slot
left with which to perform an action. This limits him
severely. If Jack wanted to attack, he would have to do so
without moving, and if he wanted to move he would have to
sacrifice a reprisal attack on this post, leaving him open for
another attack on the next post with Jill’s advance
unchallenged. Consider if the post had gone this way instead;
((Jack’s alternative post))
“Oh
my God no!” Jack exclaimed, eyeing the incoming blast of Ki
warily. “I’d better use my passive defense to avoid this
attack!”
[S1; Passive Defense (300 damage)][S2; Unused][S3; Unused]
Jack has used his Passive Defense to absorb the attack, which
leaves him with two open slots. He now has twice as many
options, and can now effectively bring the fight back under
control. In relative terms, 300 damage is not too terribly
much, and to circumvent it all by expending stamina instead of
Passive Defense would be wasteful. However, let’s see how Jack
reacts when Jill turns the tables.
+((Jill’s next post))
“I
can see that your passive defenses are quite formidable,”
Jill bellowed, focusing her Ki energy, “But let’s see how they
stand up against this, my ultimate attack. SUPER MARIO
KAMEHAMEHARMONICA TIMES TEN!”
[Super Mario Kamehameharmonica Times Ten; 600 damage @ 500
speed]
Uh
oh! Now Jack has to contend with an attack that is twice
as powerful as before. If Jack were to use Active Defense
exclusively at this point, it would require all of his slots.
For a Psion to use all of his slots is dangerous, and in this
case it would be very impractical. The 600 stamina it would
cost is sizable; that’s six hundred stamina he could use for
attacks, or any original techniques he may know. However, 600
damage is also enough to take a significant chunk out of the
Passive Defense pool. If Jack relies exclusively on his Passive
Defense, he will likely be very disappointed to learn that he
has none left when he needs it the most. In this instance, Jack
would be best off combining his two options into one.
+((Jack’s post))
“Mother of God!” Jack cried, “An attack that powerful will
require the use of both my active and passive defenses!”
[S1; Passive Defense; (400 damage)][S2; Active Defense; (200
damage)][S3; Unused]
As
you can see, Jack has used both of his defenses to prevent
either his stamina or his Passive Defense pool form being taxed
too heavily. On top of all of this, he has an available slot
should he choose to use it.
While other characters’ original techniques will make defending
your Psion much more difficult when the real deal comes around,
these basic principles can help you make heads and tails of the
simpler moments in a combative role-play.
Offense
Mechanics; Waves and Rushes
Now
that we’ve established the basics of how a Psion can defend his
or herself from an attack, it’s time to get around to throwing a
few back at the opponent. In its most basic form, a Psionic
attack is actually telekinetic in nature. Essentially, a basic
Psionic attack is a wave of compressed air that is accelerated
telekinetically, and will deal a certain amount of damage upon
striking its target. An attack may also be continuous,
mimicking the effects of a Ki stream attack, but before we get
too far ahead let’s look at some basics.
An
attack in the form of a wave or a rush (both “wave” and “rush”
are room terms) must be generated within the SOI. Once inside
of the SOI, the attack is accelerated and released. Whether it
is a wave or a rush, it travels in a straight line toward the
target at half of the Psion’s power-level in speed. Typically
it will deal 20% of his PL in damage, but that can be changed as
well.
Since a Psion isn’t a physical fighter, it becomes evident that
they can play a comfortable ranged game, and usually play it
better than Ki and Physical fighters, who do their best work
when they’re up close and personal. However, this isn’t to
suggest that a Psion can’t hold his or her own during
close-quarters combat as well. For the most part a Psion can
function well in either capacity, though it is important to note
that keeping away from pointy swords is always a good thing,
regardless of your PL type.
That
said, let’s first look at a typical situation wherein a Psion
might opt to use a telekinetic wave, or TK wave as it would be
seen in the room. A single TK wave requires the use of one
slot, moves at 50% Psi PL in speed, and deals 20% Psi PL in
damage.
+((Jack’s post))
“Alright Jill, you may have mastered the secret of the Super
Mario Kamehameharmonica, but can you face the awesome power of
this telekinetic wave?!”
[S1; TK Wave (200 damage @ 500 speed)][S2; Unused][S3; Unused]
+((Jill’s post))
“Huh?!” Jill asked incredulously as the rush of energy slammed
into her, knocking her back a few feet. “… Is that all you
got?”
[Ki
durability takes 200 damage]
Yes, from the looks of things Jill wasn’t very impressed by
Jack’s attack. Why you may ask? Because a Psion’s natural
charge of 20% is considerably weaker than a Ki user’s natural
charge. In the big scheme of things, 20% isn’t a lot of damage
when two power-wielders of comparable strength are trading
blows. What is poor Jack to do now? Let’s watch and see.
+((Jack’s post))
“Argh! Uhgn! Such power! I’ll need to focus my energies
and charge my attacks so they pack more of a punch!”
[S1; Charge][S2; Unused][S3; Unused]
+((Jill’s post))
“It
looks like my opponent is charging an attack! I’ll take a
moment to do the same!”
[Charge 1]
Typically other player-characters will capitalize on your
temporary inactivity when you charge an attack, but there is one
key difference here, and it is very important. You will
notice that Jack has one of his slots set to charge and the
other two unused. Jack still has the ability to perform
other actions while charging. Unlike a Ki fighter, who must
focus all of his or her attention into a charge and can perform
no other action while doing so, a Psion can charge and still act
freely. It is also important to note that a Psionic charge adds
20%, not the Ki fighter’s 10%. As a balancer, Psionic charges
cap at 40% PL.
Now
that Jack has charged an attack, let’s see what happens.
+((Jacks’ post))
“Eat
the awesome power of a fully charged TK Wave in the
face!”
[S1; TK Wave (400 damage @ 500 speed)][S2; TK Wave (200 damage@
500 speed][S3; Unused]
+((Jill’s post))
“Oh
no!” Jill exclaimed, releasing her Ki charge into a blast and
firing it hastily at the incoming TK Wave. Though the blast of
Ki was enough to dispel the charged TK Wave, the weaker wave
rushed through unhindered and struck Jill dead-on.
[Ki
blast; 400 damage @ 500 speed)]
[Ki
durability takes 200 damage]
At
this point we see where the slot system holds advantages over
the other power types. Even with a charge, Jill was only able
to deal 40% of her PL in damage in this example. Jack, however,
is able to deal 40% of his PL in damage from his charged TK
Wave, and an additional 20% to follow up for a total of 60%. If
he were so inclined, Jack could have launched a third wave for
an additional 20%, bringing his grand damage total up to 80% of
his PL; quite impressive for a series of very basic techniques.
As has been mentioned before, however, it is very unsafe for a
Psion to use all of his or her slots.
It
is also important to note that a Psion is not limited to a
single charge per post. If Jack had wanted, he could have
charged all three slots and released a total of 120% damage, but
tactics like this are reckless and incredibly taxing on your
character’s stamina. Be careful.
Moving along, we will now discuss the second type of basic
attack available to a Psion; the TK Rush. Rushes and Waves are
similar and dissimilar all the same. Whereas a TK Wave could be
considered a bullet, a Rush could be imagined as a laser. It
takes the form of a stream of Psionic energy and pours outward
with the same blunt, pushing force that a TK Wave has. The
advantage of an attack like this might be evident, but I’ll
elaborate for you just in case. A TK Rush has the ability to
continue striking its target post after post after post. Once
it connects, it functions just as a Ki stream would in that it
forces the opponent to react in a certain way, limiting their
options. There are some serious drawbacks to an attack like
this, however, and we will discuss them in detail. Consider the
following example.
+((Jack’s post))
“Ha! Now that I’ve got you on the defensive it’s time to finish
you off with a TK Rush!”
[S1;
TK Rush (200 damage @ 500 speed)][S2; Charge][S3; Unused]
+((Jill’s post))
“You
think I’ll go down that easily?!” Jill then leapt to the side,
narrowly avoiding Jack’s attack.
[Speed on the dodge is 500]
At
this point, most would simply say “my attack missed, no big
deal.” However, in this particular instance, Jack missing with
this kind of attack is a very big deal. You see, a TK Rush,
just like a Ki stream, is a continual outpouring of energy.
Once it has begun, it can’t simply be shut off again. Stopping
a TK Rush requires a second post, a slot, and most importantly,
additional stamina. It is also important to note that a TK Rush
is so focused that other telekinetic events cannot be generated
anywhere near it, or they will fail. This limits the Psion’s
ability to react from many angles. Observe;
+((Jack’s post))
“Darn it!” Jack said with dismay, “My TK Rush missed! Now I’ll
have to expend extra energy and time to get it back under
control!”
[S1; TK Rush (reduced from 200 to 0, ends this round)][S2;
Charge held][S3; Unused]
+((Jill’s post))
“It
looks like my opponent is vulnerable! Time to move in for the
kill!”
[Movement; 500 speed]
As
you can see from the above example, a TK Rush can easily
backfire, and the fact that it takes an entire second post to
regain control and still expends stamina a second time if the
attack misses can complicate things greatly. Use the TK Rush
very carefully.
The Flight of the Psion
Now
it’s time to discuss the last combat-related basic ability of
the Psion; autokinetic movement. Like other power-wielders,
Psions have the ability to move their bodies at very high
speeds, though in relative terms they are quite slow. Consider
that a Ki wielder has the ability to move at 50% of their PL as
a “gimmie,” and that a Psion only moves at 25% of his or her PL;
half of a Ki wielder’s speed at comparable power-levels.
The
disadvantages here are immediately evident; a Psion cannot rely
on movement at its base level. They are simply too slow.
Mechanically, a Psion is allowed to move either a part of his or
her body or the entire body at 25% PL in speed with the use of
one slot. Seeing as that slots cannot be combined for faster
movement, it is usually wisest to use one slot to move the
Psion’s entire body, though if one were so inclined he could use
two slots to manipulate both legs and run at powered speeds.
So
what advantages do Psions have when it comes to movement? Only
one; they can move at their set speed as many different times as
they have slots to accommodate. Essentially, a Psion with a
power-level of 1000 and three slots could move at 250 speed
three times, whereas a Ki wielder of the same PL could only move
at 500 speed one time. At great distances, a Psion is more
mobile by far, but without the same speed that other
power-wielders possess, evading attacks becomes difficult
without investing in original techniques.
Editor’s Note: The mechanics of movement capacity in a post
is still theoretical; it has not been properly documented into
the rules yet. So, currently, other players may disregard
restrictions that the author has explained, here.
In Conclusion
It
is easy to see that Psions possess great potential to do great
things, even with their most basic abilities. While initially
unable to move at the same blistering speeds as other
power-types, this disadvantage can easily be countered by
investing into original techniques that focus on enhancing the
user’s speed or reducing the target’s. Combine that with the
freedom offered by the slot system, a charge rate that is twice
that of a typical Ki fighter’s, and some of the most solid
defense offered by this rules revision, and it’s easy to see why
Psions are both effective fighters and fun to play.
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