Traditional Keleni Healing Arts (Jalteran) 5 points
King Kashekim Nedakh by DrMistyTang |
The Keleni healing arts derive their premise from the core principle that the physical is just a manifestation of the mental; this means that the health of the body is ultimately a reflection of the health of the mind. To purge someone of an illness requires that person to at least calm their mind and find harmony between their conscious mind and the subconscious id that rules their physical manifestation.
The most common
forms of treatment are meditative. The healer first diagnosis the
illness and what might be causing it; such diagnoses are often
abstract, but some Keleni healers are astute psychologists and can
find genuine psychological issues that the patient currently
suffers from. Next, the
healer guides the patient through meditative exercises, teaching them
to turn their eye inward and calm whatever inner turmoil they have to
better improve their physical state. To facilitate this, some
healers learn the art of massage and interior decoration (creating a
calm space will help create a calm mind). What effects this has
tends to be questionable and ultimately depend on what the GM will
allow Esoteric Medicine to do: it will certainly helps
heal psychic issues (such as psychic crippling) and curing diseases
that are psychic in origin as well as physician would cure the
physical equivalent; for physical ailments, it generally does little
more than provide a +1 to HT rolls to naturally recover.
While not required
to learn the Keleni healing arts, most Keleni who practice them also
study the Psychic Healing power, something Keleni naturally excel at.
By putting the patient in a meditative state, they have a far easier
time practicing their craft and their study of esoteric, psychic
principles prevent them from ruining their target’s psyche or body
during delicate procedures. Their near miraculous ability to heal
nearly any problem via psychic healing contributes to the belief that
anyone who engages in
the trappings of the
Jalteran will be as effective, which has led to a reputation of
quackery. Rumors also
persist of Jalteran sages
who can cure aging and are thus both immortal and capable of granting
that immortality to others. At the GM’s discretion, this can be
true! But even if it is not, the perception
of its truth drives many a wealthy or powerful man to seek out the
finest Jalteran
physician.
Keleni
practitioners of Jalteran
often have the honorific suffix -alta
added to their name.
Required Skills: Diagnosis, Esoteric Medicine, Meditation, Philosophy (True Communion).
Additional Psionic Skills: Aura Reading, Cure, Disease Shield
Cinematic Skills: Mental Strength, Pressure Points
Secret Psionic Skills: Life Extension
Techniques: Introspective Ceremony
Perks: Auric Squint, Healing Bond, Healing Massage, Healthy Decoration, Meditative Massage, Secret Power (Life Extension, up to level 2), Sacred Healing, Soothing Touch, Stabilizing Skill (Psychic Healing, Esoteric Medicine), Wishful Medicine,
Optional Advantages: Psychic Healing Talent, Sensitive or Empathy
Optional Disadvantages: Charitable, Disciplines of Faith (Asceticism or Mysticism), Delusion (“Holistic medicine can cure anything”), Reputation (Quack)
Optional Skills: Artist (Interior Decorating), Exorcism, Expert Skill (Psionic), Teaching, Professional Skill (Massage), Psychology
Sacred Body Mastery (Jatuste Jakexa) 6 points
From the perspective of True Communion, the body is an extension of the mind. Just as the mind can heal the ailments of the body, so too can it control its motions and rhythms. Furthermore, by bringing the mind into unity with Communion, the body itself becomes healthier and stronger, until it becomes a sacred extension of the divine gestalt.Sacred Body Mastery represents a series of exercises and forms that one can use while meditating to achieve greater unity with Communion and deeper mastery over the body. This is a fundamentally psionic art, and centers around the Psychic Healing ability of Psychometabolism and a variety of secret techniques that allow the practitioner to reshape how the psychic flow of his life force moves through his body. Masters also learn to regenerate their body with their own psychic energy and, according to legend, to greatly extend their life. Many templars practice the technique, and it explains many of their more legendary feats, such as their prodigious leaps, their phenomenal speed, or their ability to survive horrible wounds or even seemingly “return from the dead.”
Non-psionic characters may also practice the motions and learn some aspects of the style. The GM may allow non-psionic practitioners to replace Psychometabolism with Body Control, provided they are Trained by a Master.
Required Skills: Acrobatics, Esoteric Medicine, Meditation, Philosophy (True Communion).
Required Psionic Skills: Psychometabolism
Cinematic Skills: Flying Leap, Immovable Stance, Light Walk, Power Blow, Pressure Points
Techniques: Body Mastery, Deep Trance
Secret Psionic Skills: Life Extension
Secret Psionic Techniques: Metabolic Coordination, Metabolic Might, Metabolic Power, Metabolic Speed, Metabolic Tenacity.
Perks: Afflicted Concentration (Pain), Attribute Substitution (Power Blow from HT), Body Discipline (Acrobatics), Life-Force, Life-Force Burn, Psi-Strike (Psychic Healing, Unarmed Strikes Only), Secret Power (Life Extension, level 1 only), Skill-Assisting Psi (Psychic Healing: Auto-Hypnosis), Skill-Assisting Psi (Psychic Healing: Power-Blow), Stabilizing Skill (Psychic Healing, Esoteric Medicine), Special Exercise (HP may exceed ST by 100%)
Optional Secondary Traits: HP
Optional Advantages: DR with the Tough Skin limitation (up to 5 levels), Fit or Very Fit, Flexibility or Double-Jointed, High Pain Threshold, Inner Healing, Perfect Balance, Trained by a Master.
Optional Disadvantages: Disciplines of Faith (Asceticism or Mysticism), Odious Personal Habit (Finnicky Eater or Fad Dieter)
Optional Skills: Breath Control, Climbing, Judo, Jumping, Karate, Savoir-Faire (Dojo), Running,
Optional Cinematic Skills: Body Control
Guidance (Jalaseran) 5 points
Alternate Names: The Art of the Host, The Great Keleni Conspiracy, Jatuste JalamenThe Keleni have long been an oppressed and enslaved people. Despite their low status, again and again, they find themselves in high positions: rulers, emperors and warlords often raise them to the position of adviser, healer, or even beloved companion in reward for their loyalty, intelligence and wisdom or, perhaps because they have fallen under the influence of the Keleni’s natural telepathic powers!
The enemy of the
Keleni, including those who would keep them enslaved or those who
feel alienated by their unusual culture and their refusal to submit
to the beliefs of others like to whisper stories of Keleni
conspiracies. They spin every example of a successful Keleni
merchant or influential Keleni administrator as proof of some
sinister ambition of the Keleni as a whole. They suggest that the
Keleni use their telepathy to read the minds of others, to influence
with subtlety until they achieve a position of power and then plan on
usurping that position and throwing society into chaos!
This paranoia has
a core of truth to it. The Keleni have long practiced social
techniques focused on humility, understanding and careful suggestion
that would allow them to achieve their social ends (whether that be
speaking on the behalf of their community or drawing the interest of
a powerful aristocrat in search of a good servant). Ultimately,
Guidance is a form of humble diplomacy that allows the practitioner
to defuse fights and petition those in positions above him to assist
them and his community or, at least, spare them. Some Templars like
to study the style so as to solve a crisis without resorting to
bloodshed; they see it as an act of mercy rather than a means of
conspiracy.
The style below presents a compromise; it contains some means of manipulation and some means of diplomacy. GMs who wish to emphasize a more conspiratorial form of Guidance can add more conspiratorial optional traits.
Required Skills: Acting, Detect Lies, Diplomacy, Savoir-Faire (Servant)
Additional Psionic Skills: Emotion Sense, Mindwipe, Mind Clouding, Mind Shield, Sleep, Suggestion.
Techniques: Cutting Out, Elevated Speech, Elicitation, Hinting
Psionic Techniques: Amnesia (Suggestion), Hide Signature (Any), Independent (Suggestion), Mass Wipe,
Cinematic Techniques: Beguilement, Personal Guarantee
Perks: Cultural Familiarity, Disarming Smile, Honest Face, Ignorable, Political Hack, The Buzz
Optional Advantages: Pitiable, Smooth Operator, Voice
Optional Disadvantages: Secret (Conspirator)
Optional Skills: Administration, Brainwashing, Expert Skill (Conspiracy Theory), Fortune Telling, Hidden Lore (Conspiracies), Law (Any), Mind Block, Observation, Politics, Psychology, Public Speaking
Optional Psionic Skills: Mental Surgery
New Traits
New Psychic Healing Abilities
Life Extension
1/levelSkill: Life Extension (IQ/Hard)
The character may use the Life Extension power on page 48 of GURPS Psionic Powers; the mechanics are identical, only the cost is lowered to 1 point/level because aging is not a major mechanical issue in Psi-Wars, only a narrative concern. Despite its low cost, the GM is encouraged by make learning this ability difficult!
Statistics: Special Option (May live longer than normal) [1]; Level 2 adds “May effect single external party +100%”.
Inner Healing
9/23/45/69Skill: None
The character has internalized his own
psychic healing ability, strengthening the connection between mind
and body such that he automatically draws healing energy from the
psychic energies around him. At level 1, the character heals 1 HP
every 12 hours; at level 2 he heals 1 HP every hour; level 3 heals 1
HP every minute and level 4 allows the character to either heal 1 HP
per minute or up to 10 HP per second at a cost of 1 FP per HP.
Statistics: Regeneration (Slow; Psychic Healing -10%) [9; level 2 improves this to Regeneration (Normal; Psychic Healing -10%) [23]; level 3 improves this to Regeneration (Fast; Psychic Healing -10%) [45]; Level four is Regeneration (Extreme, 1-10 FP per second -50%, Psychic Healing -10%) [60] with Regeneration (Fast, Psychic Healing -10%) as an alternative ability [9].
Psychometabolism
4.5/levelSkill: Psychometabolism (HT/Hard)
You can psychically control your normally involuntary biological functions. Each level grants +1 to any HT rolls where such control would benefit the character. See B68 for additional details. The Psychometabolism skill may be used to fool doctors while in a deathlike trance, to perform First Aid upon oneself, and replaces Body Control for all purposes.
Statistics: Metabolism Control (Psychic Healing -10%) [4.5]
New Perks
Healing Decoration: The character may use interior decorating skills to create a “healing space” for a patient. One hour of work and an Artist (Interior Decorating) skill roll will create a space in which the character gains +1 to all Esoteric Medicine or Psychic Healing rolls.Healing Massage: The character is proficient in using massage to heal patients. Professional Skill (Masseuse) acts as a superior complimentary roll to Esoteric Medicine or any Psychic Healing rolls, adding +2 on a successful roll (or +3 on a critical success, -1 on a failure, and -2 on a critical failure).
Life Force: Magic allows players the option to spend HP instead of HP, applying the same -1 to skill per HP spent.
Life-Force Burn: See Thaumatology: Magic Styles page 27
Meditative Massage: The character has mastered the art of using massage to bring a sense of enlightenment and inner peace to their client. The character may either roll Professional Skill (Masseuse) as a complimentary roll to the target’s Meditation roll, or may roll their own Professional Skill (Masseuse) skill in place of the target’s Meditation, as with a meditative ceremony.
Political Hack: See Social Engineering page 79
Sacred Healing: Improve all rolls to recover from an injury, or to Esoteric Medicine rolls by +1 if in an area of High True Communion Sanctity, or +2 if in an are of Very High True Communion Sanctity.
Wishful Medicine: Thinking good thoughts actually works! After receiving an esoteric treatment, you may roll IQ in place of HT to recover from an injury or from sickness or posion.
New Techniques
Beguilement
Hard
Default:
Prerequisite Skill-5
Prerequisite:
Voice and any of Diplomacy, Fast-Talk, Performance, Politics, Public
Speaking, Sex Appeal, or Singing; cannot exceed prerequisite skill
See Pyramid #3/54
page 6.
Cutting Out
Hard
Default:
Prerequisite Skill-4
Prerequisite:
Any Per-Based social
interaction skill; cannot
exceed prerequisite skill
See Social
Engineering page 81
Elevated Speech
Average
Default:
Savoir-Faire (High Society or
Servant).
Prerequisite:
Savoir-Faire (High Society or
Servant);
May not exceed Savoir-Faire
(High Society or Servant)+5.
See Pyramid #3/54
page 5.
Elicitation
Hard
Default:
Prerequisite Skill.
Prerequisite:
Any Influence Skill except
Intimidation; May not exceed
Prerequisite Skill+5.
See Pyramid #3/54
page 5.
Hinting
Hard
Default:
Prerequisite Skill.
Prerequisite:
Any Influence Skill;
May not exceed Prerequisite
Skill+5.
See Social
Engineering page 81
Personal Guarantee
Hard
Default:
Diplomacy -2;
Prerequisite:
Charisma 1 (or Telepathy
Talent 1) and Diplomacy; cannot exceed Diplomacy.
See Pyramid #3/54
page 7.
New Psionic Techniques
Body Mastery
Hard
Default:
Psychometabolism-4;
Prerequisite:
Psychometabolism;
May not exceed Psychometabolism.
The character may
apply the benefit of Psychometabolism to HT for any roll HT
uses. While the character must still pay fatigue, this technique may
be used reflexively and unconsciously (for example, to improve a roll
to see if the character dies while said character is unconscious).
Metabolic Coordination
Hard
Default: Psychometabolism-10;
Prerequisite: Psychometabolism level 5; May not exceed Psychometabolism skill.
You split the
psychic flows within your body so that you may do multiple things at
once; this technique allows you to attack twice, provided
those attacks use two separate parts of the body. Once initiated,
this effect lasts for a minute and replaces the normal
benefits of Pyschometabolism.
Metabolic Might
Hard
Default: Psychometabolism-4;
Prerequisite: Psychometabolism; May not exceed Psychometabolism.
You may, for the next minute, gain a bonus to your Lifting ST equal to your Metabolic Control level in place of your usual HT bonus.
Metabolic Power
Hard
Default: Psychometabolism-8;
Prerequisite: Psychometabolism; May not exceed Psychometabolism.
You may, for the next minute, gain a bonus to your Striking ST equal to your Metabolic Control level in place of your usual HT bonus.
Metabolic Speed
Hard
Default: Psychometabolism-8;
Prerequisite: Psychometabolism; May not exceed Psychometabolism.
You may, for the next minute, gain a bonus to your Basic Speed (improving your reaction time, your basic move and your dodge) equal to ¼ your Metabolic Control level in place of your usual HT bonus.
Metabolic Tenacity
Hard
Default: Psychometabolism-8;
Prerequisite: Psychometabolism; May not exceed Psychometabolism.
You
may, for the next minute, gain extreme resistance to pain in
place of your usual HT bonus.
If your Metabolic Control level was 2, gain High Pain Threshold. If
your Metabolic Control level was 3, gain High Pain Threshold with an
additional +5 to resist knock-down rolls, stunning rolls, and
afflictions related to pain or stunning and all HT rolls to recover
form being stunned. If you Metabolic Control level was 6 or higher,
you may ignore all the above effects.
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