Note: This list is still under construction and new Disciplines will be added over time. Players and Chill Masters are encouraged to come up with more and add them to the list. The costs have not been play-tested and may need adjusting.
They are psychic abilities that player characters develop in CHILL. They are grouped in to different areas of ability and the base for each group uses a slightly different pair of statistics.
Gaining a Discipline of the Art permanently allocates some of your character's PSY stat. A character must have enough PSY to be able to obtain the Discipline.
Players who wish to use Magic in CHILL may want to limit the amount of PSY they allocate to Disciplines of the Art. Only unallocated PSY is available to power magic.
Every character starts the game with Sense Unknown. The CM may call for Sense Unknown rolls, which are usually very difficult, as the base chance only uses PER. Also, it is not possible by purchase levels in this ability.
A Sense Unknown roll is usually triggered when something particularly supernatural is happening, such as a monster approaching, magic happening or a powerful being is near.
A successful role requires no WPR cost and gives the character the feeling that something out of the ordinary is happening. They get a general sense of how powerful and dangerous the effect is, but rarely much more than a vague idea what is actually happening.
| Discipline | PSY Cost | WPR Cost |
|---|---|---|
| Mind over Body | 3 | 1 |
| Allows a user to ignore impulses from the body, such as hunger, cravings, tiredness, pain etc. The difficulty depends on how strong the impulse is. | ||
| Feat of Strength | 4 | 2 |
| The user is able to do something that requires super-human strength, such as break down a door or list a car. This discipline is not useable in combat in normal circumstances. | ||
| Discipline | PSY Cost | WPR Cost |
|---|---|---|
| Cartomancy | 2 | 1 |
| Allows a user to divine using Tarot Cards. Questions can concern the present, past or future, but answers are unpredictable. | ||
| Focus Divination | 2 | 1 |
| Allows a user to use some sort of focus, such as divining rods, to try to locate things. | ||
| Discipline | PSY Cost | WPR Cost |
|---|---|---|
| Presicent Dreaming | 3 | Special |
| Before a user goes to sleep, they can use this discipline to focus their dreams on a certain question or situation, looking for answers to come to in their dreams. Dreams are of course notoriously confusing and cryptic. There is no WPR cost, but the user recovers no WPR during the sleep. The user must sleep for at least 4 hours in order for the Prescient Dream to manifest. | ||
| Dream Control | 4 | 1 |
| The user has the ability to control their dreams while asleep. This allows them to bring nightmares to an end or wake up during a dream. | ||
| Discipline | PSY Cost | WPR Cost |
|---|---|---|
| Electrokinesis | 12 | 2+ |
| The user can manipulate electricity. | ||
| Pyrokinesis | 14 | 2+ |
| The user can manipulate fire and heat. | ||
| Telekinesis | 10 | 2+ |
| The user can move things with his mind. | ||
| Discipline | PSY Cost | WPR Cost |
|---|---|---|
| Extra Sensory Perception | 3 | 1 |
| The user can sense when supernatural things are happening or significant real life events are happening. This could be considered an extension of the Sense Unknown ability, but with a wider remit. Usually the CM will prompt a user to make an ESP roll and the cost is usually free. This is when something is happening that they ESP may make them aware of. If the user wants to force the ability to try to get more information, that has a WPR cost. | ||
| See Aura | 4 | 1 |
| The user can see the "power fields" that surround people. Usually this can simply give indications of people's mood, with different coloured auras meaning different moods. However, it can sometimes tell when a person or area has some sort of supernatural power or affliction. There is usually a colour associated with this too, with black usually indicating something horrible. | ||
| Object Reading | 5 | 1 |
| The user can draw psychic impressions from objects. In the normal world, this takes the form of knowing who owned the object or perhaps who last touched it. It can also sense if an object has an psychic, magic or supernatural association. If the object is particularly powerful, a strong impression may be obtained, including a traumatic event in the objects history. This can cause the user to experience traumatic effects and need to make a Fear Check or Sanity Roll. | ||
| Discipline | PSY Cost | WPR Cost |
|---|---|---|
| Telepathy | 2 | 1 |
| The user is telepathic. They can sense other telepathic individuals near them. It is possible users to hide their talent. Users can communicate to other friendly telepaths at will. They can send messages to non-telepaths, but it is difficult. The recipient resists with their WPR. Even when successful, the message is limited. As a rule of thumb, about 7 words can be sent. The recipient may not be sure if the message is real, it will be subtle. | ||
| Telepathic Empathy | 4 | 2 |
| The user can sense the emotions of another person by focusing their telepathy on them. | ||
| Telepathic Reading | 4 | 2 |
| The user can sense a few surface thoughts of another person by focusing their telepathy on them. | ||