Stone hawk guild
written by Caligula, Oct 22nd 1999
The Stone hawk guild is an occupational guild,
whose members turn to their inner selves and exploit its powers in psyonic ways
to change the world they live in.
In the past nothing more than outcasts because they were grossly misunderstood, they are now
a powerful adversary in the gamestage of mages, priests and clerics.
Bear in mind, however, that their powers are not derived from prayers, enchantments or spell-casting.
Instead, they rely on their knowledge of the psyche.
They have 7 skills to train:
Organised around these skills, they have the following powers.
- Aura sight
Allows them to sense their opponents alignment and experience.
Allows them to observe someone from afar.
- All-round vision
Gives them eyes on all sides, so to speak, allowing them to quickly survey the
surrounding rooms for enemies.
- Combat mind
Gives them an unusually keen understanding of their enemies fighting tactics.
With this power, a guild member can harness the latent energy inside an inanimate object
or an animated undead, and cause it to explode; this does not work versus non-corporeal
undead or regular living beings such as animals or humanoids -- but works just fine on
androids, by the way.
Instead of exploding, the latent energy is now manipulated to trigger an implosion;
things affected are the opposite of those in the Detonate-power.
- Project force
Allows the psyonicist to focus a psychokinetic 'punch' against a target.
- Animate shadow
All but the smartest of opponents will be amazed if they see their own shadows doing different
things than they are. This confusion may not last very long, however, but may give you the edge
you need for a quick heal or an attack which requires some preparation.
- Ballistic attack
Allows them to hurl a small object at high speed against a target, as if it were released from
- Control flames
Combined with a lit torch, this can cause some well-focused firebursts to make your opponents
- Control light
With this power, a psyonicist can make the room darker or lighter, which of the two depends
entirely upon his wish of the moment.
- Inertial barrier
This defensive power creates a barrier through which hardly anything can probe; missiles,
swords, etc. slow to a graceful arc, allowing the psyonicist to evade these attacks very easily.
It has no effect on magical attacks, however.
- Molecular agitation
Enables the user to excite the molecules of an object up to several rounds of combat; wood and
paper ignites, metal starts to melt, water boils, skin blisters, etc. This also happens to have
a devastating effect on the opponents armoury.
- Complete healing
When using this power, the psyonicists body regenerates at an incredible rate. However, it takes
time, and puts him into a trance during which he is quite vulerable.
- Death field
Exploring the very darkest portion of his psyche, the user can generate a field of life-sapping
energy. One should use this with caution however, as this takes its toll on everyone inside the
field, including the psyonicist.
- Energy containment
This power allows the psyonicist to absorb the energy from electricity, fire, cold, heat and
sound attacks, and safely release it as a visible radiance.
- Adrenalin control
By controlling the production and release of adrenaline in his body, the psyonicist can gain a
temporary boost in his strength, constitution and dexterity. Sometimes however, this results in
an overtaxation of his sytem.
Is the power to control the flow of blood through ones own body, which allows the psyonicist
to control his bleeding and somewhat cushion a physical blow.
- Cell adjustment
Allows the psyonicist to heal others wounds.
- Chameleon power
By changing and shifting colorations, this makes a still-standing psyonicist very hard to spot
indeed. This does not allow him to sneak around, though, since it takes time for his colorations
to adapt to the changing environments.
- Chemical simulation
Through the use of this power, the psyonicist secretes an acid through his hands, which he can
easily 'drop' onto his opponent by a mere touch.
- Flesh armor
Transforms the psyonicists skin into a non-magical, weightless armour.
- Lend health
Allows the psyonicist to transfer his own hit points to someone else.
- Share strength
Using this power, the psyonicist can effectively lend his own strength to someone else.
Allows the psyonicist to teleport a target to a pocket dimension and hold it there for a short
while. Rest assured however, that the creature will not like this very much.
- Dimensional door / Dimensional walk
The psyonicist has the ability to setup a limited number of Dimensional doors,
which he alone can step through by using his Dimensional walk power.
By constantly shifting locations, this allows the psyonicist to appear to be somewhere else within
the same room, making it very hard for an opponent to hit him directly or send concentrated spells.
Note however, that area attacks will hit you, wherever you really stand.
On a side-note: the success of many telepathic attacks depends on the subjects
intelligence as well as your own.
Using this power allows the psyonicist to temporarily take control over someones mind and body;
this comes at a very high cost however, and rest assured that the victim will be extremely upset
when he is released.
With this power the psyonicist can make telepathic contact with other players; this allows
two-way communication by mere 'thinking'.
Targets of this power are the victim of a temporary lobotomy; particularly useful against magic
users, of course.
- Psionic blast
This is a wave of brain force which can jolt a subjects mind like shocking news; assured to
make him stumble for a couple of rounds.
- Tower of Iron Will
As psyonic attacks require a lot of concentration, sometimes the slightest disturbance can
disrupt clear thinking; this power relies upon the superego to build an unassailable haven for
By using this power, the psyonicist causes someones mind to wander; particularly useful before
a sneak attack.
- Ego whip
This power assaults the victims ego, leaving him with feelings of inferiority and worthlessness;
the subject will be dazed for a couple of rounds.
- Id insinuation
This power seeks to unleash the uncontrolled subconscious of the victim, pitting it against his
superego; as his superego is struggling to maintain the upper hand, he may sometimes turn against
his allies for a few rounds.
- Inflict pain
A particularly nasty form of torture, this causes excruciating pain even though it does not
actually harm the creature. Guaranteed to completely disrupt his defenses.
- Invincible foes
This is bound to make the victim flee the scene as soon as he can.
- Mental barrier
In a cruel world like this, the psyonicist may sometimes be pitched against opponents with psyonic
powers; using this defense will safeguard him from telepathic attacks, at least for a while.
- Mind bar
This gives the psyonicist magic resistance against charm spells.
- Mind thrust
This power is a stabbing attack which seeks to 'short' the synapses of the victim;
guaranteed to cost the victim valuable mana.
- Psychic crush
This power is a massive assault upon all neurons in the brain, attempting to destroy all by a
massive overload of signals; this can cause true havoc on the victims health.
- Psychic messenger
Unlike Mindlink, this simply delivers a message, not allowing two-way communication.
The victim of this power is overwhelmed with a loathing for another target, and he will seek to
destroy it as completely and quickly as he can; requires domniation.
- Thought shield
Very much like the mental-barrier power, though it protects against other telepathic attacks.
- Split personality
This is not a psychosis; it's the power to divide ones mind into multiple parts, allowing the
psyonicist to maintain one power while exerting another. High-level psyonicists can split
themselves in even more personalities, allowing multiple psyonic attacks.
The psyonicists consciousness bursts forth and a horrid, psychic scream penetrates all minds in
the room; this will cause victims to stagger and be paralyzed until they come to their senses.
- Mind over body
This allows the psyonicist to convert physical health into mental health.
- Meditative focus
This power allows the psyonicist to temporarily enhance one of his psyonic skills; this may
take some time to accomplish though, and is restricted to non-combat situations.
This power yields the same enhancement result as meditative focus, but in less time and even
during combat; unfortunately, it also means the other psyonic skills are temporarily reduced.
This power allows the psyonicist to temprarily increase his Intelligence, which is of great
importance to his powers.
- Martial trance
This trance focuses the psyonicists attention on his telepathic activities, thereby giving his
telepathic powers a boost.
- Psychic drain
This power enables the psyonicist to tap into the personal, psychic energy of other people to
augment his own mental health.
- Store into receptacle / Retrieve from receptacle
This power allows the psyonicist to store part of his mental health into a gem; he can then
retrieve mental health from the gem at a later point.
- Stasis field
This power defends a psyonicist against magical energy-attacks.
This skill does not result in extra powers; players should note however, that all psyonic
powers rely on their users ability to psychically visualise the outcome of his actions.
This means that the better he can visualise things, the better the results of his powers.
The psyonicists can only fight with small-sized weapons (daggers, dirks, knives, ponjards and shortswords),
and are limited to leather or hide armor; they can also carry a small shield, but no gauntlets,
pauldrons, etc.; of course they can also wear rings and amulets.
They cannot learn spellcraft or other magic-related skills.
Last update: Thu Oct 7 16:37:41 2004