12 min read
BIOCONTROL

Source: Sorcerer Revised, White Wolf; Mage: The Ascension 20th Anniversary Edition, White Wolf

Most psychics turn their paranormal abilities outward, sensing things beyond normal perceptions or controlling them with their wills. Other psychics turn their powers inward. Psychics with Biocontrol regulate their autonomic nervous systems with the ease that others tie their shoes. Proper use of Biocontrol allows a psychic to shut down pain, regulate his internal organs or even direct the flow of blood and glandular secretions at will. While some otherwise normal people learn basic techniques of biofeedback, the truly talented psychic can perform marvels beyond all but the most dedicated meditative disciple.

This ability allows the psychic to control their own bodies in remarkable ways that other humans cannot. Psychics with Biocontrol regulate their autonomic nervous systems as naturally as other humans breathe. This impressive physical control allows the Gifted Human to turn off pain, increase or decrease their heart rate, and even focus their muscles to generate superhuman strength. While normal humans can learn biofeedback techniques as a form of meditation, Gifted Humans take this skill to a whole new level.


NUMINA: BIOCONTROL

◎◎◎◎: Biocontrol 1 - Minor Control (Buff)

  • Base Roll: 50
  • Energy Cost: 1
  • Damage: 0
  • Mods: None
  • Resist: None
  • Permanent Affects: None

Description: 
The Psychic has power over his body to a basic degree. By entering a self-induced hypnotic state, he controls basic functions. He can stop a small cut from bleeding, ignore small amounts of pain or hold his breath longer than he would be able to under normal circumstances. While in this self-imposed trance, the psychic can do nothing else but focus on his body. He remains peripherally aware of his surroundings but can bring himself out of the trance at will.

System:
The Player spends 1 point of Energy and makes a successful roll. The Character can now perform one of the following Biocontrol feats upon slipping into a self-induced trance:

  • Hold breath for up to 10 minutes
  • Stop minor cuts from bleeding
  • Slow/Increase heartrate, pulse, brainwaves
  • Ignore minor pain
  • Resist hunger and thirst
  • Induce/Suppress bio responses (sweating, crying/tearing, sneezing, erections, etc.)

◎◎◎: Biocontrol 2 - Self Healing (Heal)

  • Base Roll: 60
  • Energy Cost: 3
  • Damage: 0
  • Mods: Willpower
  • Resist: None
  • Permanent Affects: None

Description: 
By maintaining his internal focus over a long period of time, the psychic accelerates the healing process, placing himself under a light trance while resting to initiate accelerated healing. Psychics with self-healing recover at a vastly increased rate, as their bodily controls allow them to more efficiently reknit flesh and fight off infections.

System:
The Player spends 3 points of Energy and makes a successful roll. Depending on how high of a modified roll the Player makes determines the level of healing his/her/their Character receives. The Character can only heal one injury/ailment at a time. Healing requires 5 full turns to complete, after which the Player may again attempt to Self-Heal.

Note: If your Character is down to 0 HP and unconscious, you have one attempt to Self-Heal. If you bring your Character to 1 or more HP, you will regain consciousness. 

Roll Chart:

1-10: BOTCH! You've actually made the injury worse. But the good news is you can try again in two turns. If you Botch a second time, you cannot attempt to use Biocontrol on that injury again and must heal naturally like any other human.

11-59: No effect, but you can try again on your next turn unless you are unconscious.

60-100+: Gain 5 HP


◎◎: Biocontrol 3 - Self Enhancement (Buff)

  • Base Roll: 70
  • Energy Cost: 3
  • Damage: 0
  • Mods: Physical Skill
  • Resist: None
  • Duration: Scene
  • Permanent Affects: 
    • +5 Physical Attack
    • +5 Physical Defense
    • +5 Athletics/Reflexes
    • +15 Initiative

Description: 
The Psychic gains control of his adrenal glands, allowing brief periods of enhanced strength and speed. The Psychic can run slightly faster than any Human at 30/1.6 mph/kph, and can easily lift up to 1200 lbs./544 kg

System:
The Player spends 3 points of Energy and makes a successful roll. Based on how high the Player rolls will determine which Temporary bonuses the Character will receive. The effect lasts one scene, after which the psychic “comes down” from the hysterical episode, his body responds to the excessive stress and pain.

Roll Chart:

1-69: No Effect

70-79: +5 to Athletics/Reflexes

80-89: +5 to Athletics/Reflexes, +5 to Initiative

90-99: +5 to Athletics/Reflexes, +5 to Initiative, +5 to Physical Defense

100+: +5 to Athletics/Reflexes, +5 to Initiative, +5 to Physical Defense, +5 to Physical Attack

NOTE: These are temp buffs that last the duration of the scene.


◎: Biocontrol 4 - Ignore Pain (Buff)

  • Base Roll: 80
  • Energy Cost: 5
  • Damage: 0
  • Mods: Mental Skill, Willpower
  • Resist: None
  • Duration: Scene
  • Permanent Affects: 
    • +5 Mental Skill
    • +5 Mental Defense
    • +10 Initiative

Description: 
The Psychic has the ability to shut off his pain centers for a brief period of time. This does not heal any damage, though it does let him function normally while injured, though at the risk of incurring additional damage to the injury. At the end of the scene, the character cannot deflect away the pain again, and incurs 5 HP of damage inflicted at the end of the combat scene.

System:
The Player spends 5 points of Energy and makes a successful roll. The Character will be able to ignore any type of pain but will incur 5 HP of Damage for continuing to aggravate the injury. This is added at the end of the combat scene and must be manually added.


◎: Biocontrol 5 - Mind Over Matter (Heal)

  • Base Roll: 90
  • Energy Cost: 7
  • Damage: 0
  • Mods: Mental Skill, Willpower
  • Resist: None
  • Duration: Scene
  • Permanent Affects: None
  • Temporary Affects:
    • +5 Physical Defense

Description: 
The Character’s control of his body is complete. At will, he can stop his own heart, suspend the need for oxygen, regulate digestive functions, control the immune system, and accelerate or suppress cell growth, regeneration or processing. In effect, the Psychic can direct her body consciously to perform feats of biology almost as if her cells responded individually to her mind. 

The psychic can nullify most toxins (such as effects of Alcohol, drugs, poisons), though sufficiently large doses (like a quart of mercury) would overwhelm his system. He can fight off just about any mundane disease, allergen or irritant and can even counteract severe diseases like HIV or cancer. 

Another benefit of this ability is that the Psychic can flex and contort his body into unnatural positions and slip out of bonds or into tight spaces by dislocating his joints. He can hold his breath for 15 minutes at a time while remaining active. 

The Psychic can also gains a temp buff of 5 Physical Defense points, which reflects the Psychic's ability to heal a small amount of damage incurred for the duration of the scene.