- 1 Psyche
- 2 Far Hand
- 3 6th Sense
- 4 Soma
- 5 Bedlam
+1 in opposed rolls to detect lies.
- Emotion Sense
A psychic can determine a target's emotional state. 1 VP allows the psychic to detect a target's dominant base emotion (anger, happiness, lust, anxiety). 2 Vps allows the psychic to detect subtle distinctions in the emotion (frustrated anger, giddy happiness). 3 Vps allows the psychic to determine if the emotion is directed at anything or anyone nearby.
The Psychic can communicate thoughts directly to the conscious mind of a target. The target “hears” the psychics thoughts but is not required to react to them in any particular way. The number of Vps determines the complexity of the information communicated. 1 VP allows the psychic to communicate emotions, 2 Vps allows the psychic to communicate words, and 3+ Vps allows the psychic to communicate ideas without risk of misunderstanding.
- Brain Blast
The psychic unleashes a raw psychic scream into a target. The target instinctively resists with a Resolve+Discipline roll. If the psychic wins, the target takes Wits+VPs in stun damage.
Roll: Presence+Psyche. Once a commonly used power among psychics at the Phavian Institute, mindlink allows a telepath to communicate with a willing non-psychic in two-way communication. The rules are identical to mindspeech.
The psychic can read surface thoughts of an individual. The target is not aware that her mind is being read unless she is informed by some means.
If the psychic concentrates, however, she can pry into a target's memories to read memories. The target begins to relive her memories as the psychic sifts through them. The target makes a contested Wits+Discipline roll against the Psychic's Mindsight- if the psychic wins then the target is likely to simply think she is daydreaming. If the target wins, however, the target realizes that she is being forced to relive her memories by some external force.
If the target is unresisting- either by choice or because she is not aware her mind is being read- the psychic's Vps determine how deep or how quickly she receives answers. Private, treasured memories may require 3 or 4 Vps, whereas the memory of a conversation from earlier in the day might require only 1 or 2.
If the target is resisting the process is a battle of wills, with the Psychic forcefully prying open a target's mind. The same VP requirements as above apply, however the target is allowed a Resolve+Discipline roll to resist, with the target's Vps subtracting from the Psychics. If the target chooses to resist she takes 1 stun damage.
The psychic forces a target to feel an emotion. The number of Vps determines the strength of the emotion, with 1 VP resulting in mild but noticeable mood changes, 2 Vps resulting in the target being obviously seized by the desired emotion, 3 Vps forcing the target into being overcome with the desired emotion. A target may attempt to gain control of their behavior with a contested Resolve+Discipline roll.
The psychic digs deep into the conscious mind of the target and speaks directly to the decision making centers. The psychic issues psychic commands into the mind of the target which the target must obey, believing them to be her own thoughts and desires. The target will attempt to rationalize even the most extreme behavior unless she has some specific reason to suspect occult influence. If the target attempts to resist, roll the target's Resolve+Discipline against the Psychic's presence+psyche for each command.
The psychic forces his own will down upon his target's, suppressing the latter. The psychic takes over the target's body. The psychic may only use his own mental skills while in his target's body, though she may make use of any of the target's physical attributes or skills. This power lasts for 1 scene. While this power is active the psychic's body is comatose. The target automatically resists with Resolve+Discipline, initially when the power is activated, and once again every time the power is maintained.
- Psychic Surgery
The psychic implants false memories, removes real memories, creates false emotional connections or enhances or reduces real ones. This process is extremely lengthy, and unlike the effects of certain infamous Ur artifacts, its results are not irreversible.
The psychic must first determine what level of effect she is attempting using the chart below. For every hour roll the Psychic's skill versus the target's Resolve+Discipline. The telepath must win by the margin below in order to achieve the affect.
Alternately the target may willingly allow the telepath into her mind- This gives the telepath a +2 to her roll.
(The chart is ultimately a guideline- the storyteller will determine the applicable number).
1 VP- Erase minor memories (a brief conversation, a face in the crowd), adjust existing emotional connection in a minor way. 2 VP- Erase memories of an entire scene, adjust existing memories to contain false details (faces, snippets of conversation), adjust existing emotional connections in a serious way. Create minor emotional connection. 3 VP- Erase all memories of an individual or major emotional event. Totally rewrite existing memories. Create or destroy emotional connections. 4 VP- Create a false personality.
Called “Telekinesis” by the Phavian Institute and by the few Guild experts in the area, Far Hand is among the three most common psychic powers. How telekinetics (as they are called) create the force they use to lift and manipulate objects was an area of much debate, but there was little argument that it is among the most directly dangerous of powers. Latent telekinetics might notice objects shifting or moving when they get upset. +1 to throwing and lifting rolls.
A natal telekinetic is often capable of only the most clumsy applications of her powers. Unidirectional forces are all a psychic with this level of power can achieve- with concentration she can lift or push an object carefully, or with much less care she can shove all of her will into a wall of moving force large enough to topple a man.
- Lifting Hand
A character can lift 10 kg per point of Resolve.
Rather than a constant force the psychic creates a single push. The character treats the activation roll as a ranged combat attack. Treat the attack as a firearm attack for the purposes of dodges. The damage on the attack is equal to the character's Resolve+VPs and is treated as stun damage. A character struck by Telekinetic Push must make a Strength+Vigor roll (1 VP) or be knocked down.
An operant telekinetic has developed the ability to create multiple distant forces. This allows her to manipulate objects at a distance as if she held them in her hand or accelerate a small object to amazing speeds with the precision of a firearm.
- Dueling Hand
A character can manipulate any object within sight with Dexterity equal to her Wits and Strength equal to her Resolve.
- Telekinetic Crush
The telekinetic uses the grappling rules on a target at a distance. Use Resolve in place of Strength.
- Telekinetic Throw
The psychic propels a lifted object (10 kg per point of Resolve) and lobs it at a target. If the psychic picks up a smaller object, however, she can accelerate it to near bullet speeds. Thrown objects do the Psychic's Resolve + VPs in damage. Alternately, if the psychic picks up a small object she may do Resolve -2 + VPs in damage. Attacks in this fashion use the Ranger Combat rules, and Telekinetic Throw is treated as a semi-automatic attack.
Prime Telekinetics vary radically in their focus and abilities. Some continue to expand their ability to create additional forces, lifting and manipulating several objects at a time. Others turn inward and learn how to propel not just objects, but people into the air. Still others learn to turn the force they create in on itself, releasing tremendous amounts of energy when the power is released. Dozens of applications of Telekinesis were developed during the Second Republic. Only a very few are known today.
- Far Arms
As Dueling hand, but can manipulate a number of items equal to Resolve. Note that even though this may mean that a character may be able to take a separate action with each levitated item, particularly complex actions (dueling with a sword, aiming a gun, putting a key in a lock) may incur penalties if they are all done simultaneously. The psychic receives a -1 penalty to each action directed at different targets, and a -1 for every two actions directed at a single target.
As Telekinetic Throw, however the psychic can launch as many objects equal to their Resolve. The psychic may treat these ranged attacks as though fired from an automatic weapon and may burst actions.
- Far Wall
Roll: Resolve + Telekinesis
The psychic creates a barrier of psychic force with a maximum area of (Resolve)^2 (m^2). The wall must be a single continuous piece, though it can be shaped into a dome or sphere. The barrier is typically immobile and does not need to be anchored to anything- a psychic can create a bridge out of this force, or a hovering platform. The barrier provides an armor rating equal to the telekinetics resolve+VPs.
The telekinetic flies at a rate of (5 +Vps) kph/ point of Resolve.
- Demolishing Hand
The psychic rolls Wits+TK like a ranged attack. Vps determine how close to the target the psychic detonates a hyper-compressed ball of air. The detonation does Resolve+VPs in stun damage, -1 damage/meter.
Another of the most common psychic powers, Sixth Sense, originally called “Extrasensory Perception” allows the practitioner to perceive details and events beyond the range of normal human limits. As the psychic's mind begins to open to this path she often begins to notice details she didn't before. +1 observe
Roll: Intuition+Sixth Sense.
The psychic may choose a sense and enhance it. A psychic might enhance her sight to perceive in darkness (this may take the form of biolelectric radar or an adjustment to the psychic's eyes), hear radio frequencies, or feel distant troop movements through vibrations in the ground. The psychic receives a +2 to her observe roll and may receive special information based on her new perceptions.
Roll: Intuition+Sixth Sense.
Premonition allows a psychic to receive warning of danger directed at her. 1 VP gives the character a vague sense of danger, 2 Vps gives the psychic a sense of which direction the danger is coming from, and 3+ vps allows the psychic to take a defensive action against the attack.
- Subtle Sight
Roll: Intuition+Sixth Sense. This is identical to the Aura chart from Second Edition.
- Far Sight
Roll: Presence+ Sixth Sense.
Use the range chart from FS3. Use ½ FS2 familiarity penalties/bonuses. Use the effect for Far Sight and Far Sound combined.
- Shared Sense
Roll: Presence+Sixth Sense.
Some kind of Shared Sense thing.
- Wyrd Sight
Roll: Intuition+Sixth Sense
Some kind of Wyrd Sight thing.
- Senses Shock
Roll: Presence+Sixth Sense. T
he psychic opens up the target's senses, overwhelming it with a flood of sensations. The target resists with Resolve+Vigor. If the target fails to resist, she takes a -5 penalty to all rolls.
Psychics developing in the Soma path feel in tune with their body more than the average individual. Initially a latent soma psychic will feel more energized and full of life, able to will her body to run a little faster or jump a little farther than it had before. +1 on Vigor rolls.
The earliest skills a Soma psychic learns is how to drive her willpower into her body, causing muscles to surge with psychic strength or loosen to absorb an impact. She also experiences a blossoming awareness of the subtle workings of her cells, though she must shut off all outside stimuli in order to direct her will into repairing damage to her person.
As a free action the psychic may activate Strengthening. The VPs on the roll add to the characters strength for one action.
As a free action a character may reduce damage from any one source by Vps.
- Healing Meditation
A character may enter a healing trance. A character in the trance is comatose for 1 full day, at the end of the day a character may recover 1 Critial wound for every 4 Vps, 1 Serious wound for every 2 Vps, and 1 flesh wound for every VP. The character rolls at the beginning of the trance and may exit the trance at any time. However, if the character exits from the trance early, either due to a failed roll or too few VPs, she takes 1 stun damage. Otherwise this power does not cause 1 stun damage to the character.
The Operant Soma psychic has forged a much closer connection between her mind and body. In addition to simply causing power to surge into muscles she can also directly affect skin and fat cells to harden for a brief while. Through oneness with her body she can briefly give herself supernatural quickness and balance and urge her cells to repair themselves much more quickly.
A character gains armor equal to Vps for a scene.
- Perfect Balance
As a free action the psychic may activate Perfect Balance. The Vps on the roll add to the characters Dex for one action.
A character heals lethal damage one time level faster. This power lasts for one hour and can be maintained at a rate of 1 stun damage per hour.
The key difference between operant and prime level Soma path powers rested on whether the psychic was urging her body to do a natural function better or more efficiently, or whether she was using her psychic powers to change her body's function. Soma practitioners who reached the prime level learned how to force their cells to metabolize dangerous chemicals, adjust blood ph, grow or shrink bones and even radically warp facial and body structure.
A character becomes immune to toxins (Vps relating in some fashion to whatever our poison rules are).
A character becomes immune to the effects of vacuum or airborne effects.
A character may alter her form following the masking rules from second edition. This includes changing body features, facial features, voice, and even height and weight.
+1 to fight and Melee rolls
By focusing her psychic power into her limbs or melee weapon the psychic is able to strike with greater force. This power is activated as a free action, and the psychic adds the Vps on the activation roll to damage for a single strike.
- Whirling Dervish
The psychic harmonizes her spirit with the ebb and flow of battle. While this power is active the psychic may choose to either make two rolls and take the higher, or deny opponents any advantage from having an advantage in numbers. This power lasts for a scene or single combat.
- Prana Vibration
The psychic synchronizes with the vibrational frequency of an energy shield, allowing her strikes to bypass it, regardless of fighting style or weapon. This power is activated as a free action and lasts until discharged when the psychic strikes her target.
- Prana Burst
The psychic gathers her energy and releases it in an explosive charge. The psychic may fight defensively while gathering power for this technique at a -2, but she may take no aggressive action. At the end of the round the energy she has gathered is treated as the detonation of a plasma grenade, centered on the psychic. The psychic does not take any damage.
- Paralyzing Strike
As a free action the psychic activates this power, which lasts until it was discharged. Once the psychic strikes the target the target resists with Strength+Vigor. If the target fails to resists, she is paralyzed for a number of combat rounds equal to the Vps minus the Vps on the target's resistance roll.