HiveWorld

Touches

A basic rule of thumb is that a physical Touch cannot exert more total force than a person could typically exercise with their physical musculature. This is a useful framework for kinetic touches (meaning that someone with a telekinetic ability could probably lift themselves but only move about as fast as that person could walk carrying a similar load). Touches such as fire or earth are less readily circumscribed this way, but the general principle of magnitude applies to these touch effects.

NOTE: A Touch can cause critical damage. The likelihood of this potentiality is the Touched remaining Wellspring as a percent of 100.

Animal Empathy:

Mechanism: Uh…psychic.

Examples: Experience through the senses of an animal. Affect animal emotions, etc.

Control Self:

Mechanism: Control physical process.

Example: Affect how pain is perceived, slow heart rate, untap energy resources, stop bleeding, hold breath longer, etc.

Fire:

Mechanism: Affect oxidation process in objects.

Example: Cause wood to burn by stimulating rapid oxidation. Rust metals. Cause cloths to burn. Remove verdigris (tarn-x), etc.

Gravity:

This Touch allows the user to reduce/increase the effective pull of gravity on an object to 1% of it's normal pull (or increase it to 200% of its normal pull). Maximum weight would follow the restriction that it could affect only as much as a 10 strength person could lift (120 pound extended/180 pounds for limited duration). Weights above that would be affected but would only be reduced by the above limits (i.e. a 500 pound object would have an effective weight of 381 pounds). Some of the ways that this Touch could be used: allow for spectacular leaps), reduce the effect of an missile weapon, increase the damage of a melee weapon, make it easier to climb, etc.

Duration per touch would be similar to duration that a person could carry the object affect. Therefore, reducing his own weight would require 1 use/per round. Reducing a 120 pounds object would have a duration of about 5 minutes. 50 pounds maybe an hour, etc.

Healing:

Mechanism: Affect the process/rates of cellular metabolism/catabolism/reproduction/membrane permeability..

Example: Heal damage. Cause damage. Disfigure. Inhibit sense of smell by creating nasal polyps

Heat/Chill:

Mechanism: Agitate/slow molecular/atomic activity (within reason. No A bombs).

Examples: Boil warm water. Congeal mist from humid air. Fracture stones by crystallizing ice in cracks. Heat metal armor (burning the inhabitant). Cause objects to glow.

Kinetics:

Mechanism: understanding of, and feel for, patterns of motion. Common among dancers, martial artists.

Light:

Mechanism: Bend, slow, speed light.

Examples: Create a ball of light. Light amplification by stimulated emission of radiation. Pseudo invisibility (bend light around object).

 

Light Manipulation-based Illusion (LMBI):

Allows the Touched to create visual images of varying type and complexity. The believability of the illusions depend on a number of factors:

size,
complexity,
dynamism, and
the artistry of the light-weaver.

The first three considerations (size, complexity and dynamism) are interrelated: increasing one usually results in the decrease in the other. Thus, the larger the light illusion, the less complex and dynamic the illusion can be and maintain it's integrity. Conversely, smaller LMBI's allow for much richer images with greater saturation, more movement and greater detail. Static LMBI's may be maintained with minimal concentration of the Touched and therefore allow for additional actions by the user once the initial image has been created. Dynamic images require the constant attention of the Touched and therefore must be the sole action of the Touched to be maintained. The Wellspring cost of creating illusions depends upon the size and complexity of the illusion. A static LMBI of 10'x10'x10' with modest detail would require one use of Well-Spring per 10 minutes. The same size dynamic illusion would require the use of Well-Spring each minute. Combat uses that require lifelike dynamic and detailed LMBI's would require a Well-Spring use for 6 second combat round.

LMBI's can be used in any number of ways. They can be used to deceive, to entertain and to educate. In combat, they can lead an opponent to attack opponents that are not there or to step into a pit cloaked by the LMBI. Because there are no olfactory, tactile, or auditory components, LMBI's cannot by themselves cause damage. The only exception would be a highly concentrated LMBI that could be used to blind an opponent. LMBI's can also serve as makeshift invisibility by concealing the Touched. However, such use requires precise concentration to prevent detection.

Touched with this ability should determine their artistic skill (roll 3d6, three times select the highest roll). Such a skill will help or hinder the Touched in being able to create life-like images.

Mechanical:

Mechanism: A form of genius. By examining any object, given enough time a Touched can figure out its use and possible means to copy it.

Nudge:

Mechanism: This Touch allows the user to affect the kinetics of a situation, by "nudging" it along to accelerate the kinetic/inertial energy in a certain direction or push back against it to slow/shift/deflect an inertial event.

Example: Increase the inertia of a blow to cause more damage (like a BladeSharp), nudge the direction of a blow to reduce damage (like bludgeon), nudge a falling rock to (possibly deflect it), etc. Slow a closing door, stick a door, contribute to a dead limb breaking.

Project Emotions:

Mechanism: Affect amygdala and hypothalamus. Psychic.

Examples: Cause fear, terror. Calm a friend to help them concentrate, etc. laughter, crying, and/or sleep?

Sculpt Plants:

Mechanism: Similar to Healing except in plants.

Examples: Accelerate the growth process of plants. Control their growth (entangle). Provide increased food in short period of time. Slow degeneration process of plant matter for longer preservation. Have plants drain a pond through increasing their need for water (What did I say about imagination).

Sense:

Mechanism: Hypertrophy of sensory areas of the brain.

Examples: See farther. See in dark. Superb, animal-like sense, etc.

Visual Cortex Manipulation-based Illusion (VCMBI):

VCMBI touches act directly on the visual cortex of the affected individual and thus manifest no visible component. This manipulation simultaneously makes them more powerful but less flexible than Light-based illusions. Some of the same factors that affect LMBI's affect VCMBI's: complexity, dynamism, and artistry. Size, however, is not a factor. Because of the greater difficulty of creating VCMBI's Well-Spring use is more intensive. Static VCMBI's require use of Wellspring each minute and dynamic VCMBI's each combat turn.

Unlike LMBI's, VCMBI's do not manifest physically. Therefore, only the intended targets are affected. More than 1 target can be affected but only 1 per combat turn. Therefore, a Touched could have 1 individual affected the first combat turn, 2 the second, etc. For each level after first, the Touched can increase the number of targets that can be affected per round (i.e. a 2nd level Touched) could affect 2 in the 1st round, 3 in the second, etc. The total number of affected target affects the quality of the illusion. Each target after the first degrades the illusion. This is especially the case when different images affect each target. For images that differ greatly, only very simple images can be induced. For subtly different images (perspective, depth, etc), there is a lesser effect on the image quality.

Because there is no actual physical affect, the VCMBI cannot cause damage. However, it is more powerful in other ways: the use of a VCMBI can appear completing real to the target if the artistry of the Touched is high. More detail and texture is possible as is finer control over movement. VCMBI's also can be of any size that the Touched desires.

Potential uses include allowing a party to pass undetected by selectively editing out the parties presence from the Visual Cortex, temporarily blinding the target, cloaking pits, changing the appearance of foes to friends and vice versa. VCMBI's cannot, however, affect mechanical viewing devices and can only affect targets that the Touched is aware of. Additionally, the level of concentration required precludes other actions by the Touched except for movement at a walking pace.