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		<id>https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=2074</id>
		<title>Psychic Powers</title>
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		<updated>2013-05-01T23:26:08Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Natal Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Classifications=&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute categorized psychic individuals into four categories.  Though the Phavian Institute and its classifications charts have long been committed to the bonfires of the Church or the dust of centuries past, their methodology accurately modeled an individual&#039;s psychic capabilities.  Every psychic path can be measured as one of four categories laid out below: latent, natal, operant, and prime.  &lt;br /&gt;
&lt;br /&gt;
Though psychics tend to have an affinity for a single path it is not uncommon for psychics, especially those who are members of covens, to develop a variety of abilities.  These abilities can often be at different levels.  Thus an operant telepath might only be a latent telekinetic.  A Prime seer might also by a natal vis crafter.  &lt;br /&gt;
&lt;br /&gt;
;Latent&lt;br /&gt;
&lt;br /&gt;
The exact cause of psychic powers remains as it always has: a mystery.  Numerous studies have shown a relation between abnormal pineal gland activity and psychic powers, but aside from this singular abnormality there is no way to accurately predict whether an individual has potential to become a psychic.  &lt;br /&gt;
&lt;br /&gt;
An individual&#039;s transition from non-psychic to psychic is equally difficult to identify.  The first manifestations of a psychic&#039;s powers are subtle, often so subtle that the psychic herself has difficulty explaining them.  A telepath might find herself suddenly empathizing with strangers or a telekinetic might find herself striking the bullseye more often when she plays darts.&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute referred to these phenomena as “latent” psychic powers, and as a consequence came to refer to these nascent psychics as “latents”.  Second Republic screening methods were developed to identify these latent psychics and get them the training they needed to progress in their development.  In the depths of the new dark ages, however, most latent psychics are unaware of their status, often believing the strange events that surround them are either a blessing from above or the result of some natural skill.&lt;br /&gt;
&lt;br /&gt;
Every latent psychic has an affinity for a single path, but as a psychic develops her powers she may find that other paths open up to her.  These new paths, however, represent unexplored abilities that even the most experienced psychic must spend time to master.   As a result a psychic may have a psychic path at the latent level, even while using much more powerful abilities in a different path.  &lt;br /&gt;
&lt;br /&gt;
It is not unheard of for a psychic to not realize that she also has latent abilities in a different path.&lt;br /&gt;
&lt;br /&gt;
;Natal&lt;br /&gt;
&lt;br /&gt;
If latent abilities represent the first unconscious stirrings of a psychic&#039;s abilities then the natal stage of a psychic&#039;s develop along a path represents the first conscious efforts at control.  Unlike latent psychics, a natal psychic is fully aware of her efforts.&lt;br /&gt;
&lt;br /&gt;
Natal psychic powers are often the most fundamental abilities related to a path as well as the simplest.  A natal psychic requires little training and practice to master powers at this level.  A consequence of this simple learning curve is that most psychics can make use of all natal abilities.&lt;br /&gt;
&lt;br /&gt;
Most psychics in the new dark ages rarely progress beyond the natal stages of development before getting noticed by their community and as a result few psychics develop beyond this stage at all.   What few go on to become Church penitents are unlikely to be trained further, though if a psychic is lucky enough to be drafted into a House&#039;s dervish corps or drawn into a psychic coven then she may learn enough to progress to become an operant.&lt;br /&gt;
&lt;br /&gt;
;Operant&lt;br /&gt;
&lt;br /&gt;
In the days of the Second Republic a psychic who had mastered the basics of her path was considered an “Operant” psychic.  It is a testament to how far the study of psychic powers has fallen and how persecuted psychics have become that few psychics manage to achieve this level of understanding.&lt;br /&gt;
&lt;br /&gt;
An Operant psychic has a great deal more practice and experience with her abilities.  This results in more precise applications of natal psychic abilities- where a natal telekinetic might be able to push and pull with her mind, an operant telekinetic can manipulate objects at a distance as though she were holding them with her hands.  As most Operant level abilities are merely more controlled applications of powers learned by the natal psychic, an operant psychic knows all of the powers at the operant level.&lt;br /&gt;
&lt;br /&gt;
;Prime&lt;br /&gt;
&lt;br /&gt;
If an Operant Psychic represents an individual who has mastered the basics of a path, then a Prime psychic is an individual who has mastered a specialty within the path.  The Phavian Institute recognized dozens of unique applications of every path, each requiring a different application of psychic powers.   Today few records of these abilities survive, and what few prime powers exist today are the result of trial and error by the psychics who develop them.&lt;br /&gt;
&lt;br /&gt;
Prime abilities represent the most powerful and precise applications of a path.  They allow psychics to dominate a person&#039;s mind, see into the future, or lift a person into the sky.&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
&lt;br /&gt;
Every path has a skill associated with it.  Unless otherwise stated every use of a power costs 1 stun flesh wound.  Unless otherwise stated a psychic power lasts 10 turns.  Unless otherwise stated a psychic power can be maintained if at the end of 10 turns the psychic takes another 1 stun damage.  Most ranged psychic powers have a range of line of sight initially, but can be maintained at a distance of a number of kilometers equal to the psychic&#039;s resolve.&lt;br /&gt;
&lt;br /&gt;
A Natal Psychic has access to all of the Natal powers.  An Operant Psychic has access to all of the Operant powers.  A Prime Psychic receives 1 Prime Power upon achieving this level, and must pay for all other Prime Powers individually.&lt;br /&gt;
&lt;br /&gt;
=Paths=&lt;br /&gt;
&lt;br /&gt;
==Psyche==&lt;br /&gt;
&lt;br /&gt;
===Latent Powers===&lt;br /&gt;
&lt;br /&gt;
+1 in opposed rolls to detect lies.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
;Emotion Sense&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
A psychic can determine a target&#039;s emotional state.  1 VP allows the psychic to detect a target&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Mindspeech&lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Brain Blast &lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic focuses intently on a target and unleashes a raw psychic scream.  The target instinctively resists with a Resolve+Focus roll.  If the psychic wins, the target rolls Wits in damage dice and adds his VPs in damage points in stun wounds.  The target rolls their Resolve as &#039;armor&#039; to resist this damage.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Mindlink&lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Mindsight&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If the psychic concentrates, however, she can pry into a target&#039;s memories to read memories. The target begins to relive her memories as the psychic sifts through them.  The target makes a contested Wits+Focus roll against the Psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is unresisting- either by choice or because she is not aware her mind is being read- the psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is resisting, there is a battle of wills, with the Psychic forcefully prying open a target&#039;s mind.  The same VP requirements as above apply, however the target is allowed a Resolve+Focus roll to resist, with the target&#039;s Vps subtracting from the Psychic&#039;s.  If the target chooses to resist, she takes 1 stun damage.&lt;br /&gt;
&lt;br /&gt;
Characters who are reliving memories often have a faraway look in their eyes as they are lost in reverie.&lt;br /&gt;
&lt;br /&gt;
;Heartshackle &lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
 &lt;br /&gt;
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+Focus roll.&lt;br /&gt;
&lt;br /&gt;
Often characters who are 2 or 3 VPs into heartshackle resemble people who, in contemporary terms, might be heavily under the influence of drugs.  Characters who are compelled to love might wear a dopey grin, while those compelled into anger might shout rather than speak and strike inanimate objects in their rage.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Headshackle:  &lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve+Focus against the Psychic&#039;s presence+psyche for each command.    &lt;br /&gt;
&lt;br /&gt;
;Puppetry&lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic forces his own will down upon his target&#039;s, suppressing the latter.  The psychic takes over the target&#039;s body.  The psychic may only use his own mental skills while in his target&#039;s body, though she may make use of any of the attributes or skills based on the target&#039;s physiology.  This power lasts for 1 scene.  While this power is active the psychic&#039;s body is comatose.&lt;br /&gt;
The target automatically resists with Resolve+Focus, initially when the power is activated, and once again every time the power is maintained.&lt;br /&gt;
&lt;br /&gt;
;Psychic Surgery &lt;br /&gt;
Roll: Wits+Psyche. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
The psychic must first determine what level of effect she is attempting using the chart below.  For every hour, roll the Psychic&#039;s skill versus the target&#039;s Resolve+Focus.  The telepath must win by the margin below in order to achieve the affect.  &lt;br /&gt;
&lt;br /&gt;
Alternately, the target may willingly allow the telepath into her mind- This gives the telepath a +2 to her roll.&lt;br /&gt;
&lt;br /&gt;
(The chart is ultimately a guideline- the storyteller will determine the applicable number).&lt;br /&gt;
&lt;br /&gt;
1 VP- Erase minor memories (a brief conversation, a face in the crowd), adjust existing emotional connection in a minor way.&lt;br /&gt;
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.&lt;br /&gt;
3 VP- Erase all memories of an individual or major emotional event.  Totally rewrite existing memories.  Create or destroy emotional connections.&lt;br /&gt;
4 VP- Create a false personality.&lt;br /&gt;
&lt;br /&gt;
==Far Hand==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
+1 to throwing and lifting rolls.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Lifting Hand&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can lift 10 kg per point of Resolve.  &lt;br /&gt;
&lt;br /&gt;
;Push&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Dueling Hand&lt;br /&gt;
Roll: Wits+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can manipulate any object within sight with Dexterity equal to her Wits and Strength equal to her Resolve.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Crush&lt;br /&gt;
Roll: Resolve+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic uses the grappling rules on a target at a distance.  Use Resolve in place of Strength.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Throw&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve + VPs in damage.  Alternately, if the psychic picks up a small object she may do Resolve -2 + VPs in Piercing damage.  Attacks in this fashion use the Ranged Combat rules, and Telekinetic Throw is treated as a semi-automatic attack.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Far Arms&lt;br /&gt;
Roll: Wits+Far Hand &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Volley&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
As Telekinetic Throw, except rather than a single object being thrown the psychic launches multiple projectives.  The psychic may treat this ranged attack as an automatic weapon attack and may use burst actions with it.  A psychic may throw a number of objects equal to their Resolve.&lt;br /&gt;
&lt;br /&gt;
;Far Wall&lt;br /&gt;
Roll: Resolve + Far Hand&lt;br /&gt;
&lt;br /&gt;
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 telekinetic&#039;s Resolve+VPs.&lt;br /&gt;
&lt;br /&gt;
;Airstride &lt;br /&gt;
Roll:  Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic flies at a rate of (5 +VPs) kph/ point of Resolve.&lt;br /&gt;
&lt;br /&gt;
;Demolishing Hand&lt;br /&gt;
Roll: Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The psychic rolls Wits+Far Hand 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.&lt;br /&gt;
&lt;br /&gt;
==6th Sense==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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&#039;s mind begins to open to this path she often begins to notice details she didn&#039;t before.  +1 observe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
;Sensitivity&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Premonition&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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.  This power lasts for a scene.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Subtle Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
This is identical to the Aura chart from Second Edition.&lt;br /&gt;
&lt;br /&gt;
;Far Sight&lt;br /&gt;
Roll: Presence+ Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
Use the range chart from FS3.  Use ½ FS2 familiarity penalties/bonuses.  Use the effect for Far Sight and Far Sound combined.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Shared Sense&lt;br /&gt;
Roll: Presence+Sixth Sense.&lt;br /&gt;
&lt;br /&gt;
Some kind of Shared Sense thing. &lt;br /&gt;
&lt;br /&gt;
;Wyrd Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense&lt;br /&gt;
&lt;br /&gt;
Some kind of Wyrd Sight thing.&lt;br /&gt;
&lt;br /&gt;
;Senses Shock&lt;br /&gt;
Roll: Presence+Sixth Sense. &lt;br /&gt;
&lt;br /&gt;
The psychic opens up the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Soma==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Strengthening&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Strengthening.  The VPs on the roll add to the characters strength.  &lt;br /&gt;
&lt;br /&gt;
A character with 2 or more VPs added to her strength begins to move very differently - simple physical tasks that might have required exertion before seem effortless and tasks which would seem impossible for the character (judging by her frame or apparently musculature) suddenly become achievable.  &lt;br /&gt;
&lt;br /&gt;
;Yielding&lt;br /&gt;
Roll: Dex+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action a character may reduce damage from any one source by the twice the VPs of the activation roll.  The character&#039;s body seems almost to contort at the point of impact like rubber.&lt;br /&gt;
&lt;br /&gt;
;Healing Meditation&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Hardening&lt;br /&gt;
Roll: Resolve+Soma. &lt;br /&gt;
&lt;br /&gt;
A character gains armor equal to VPs for a scene.  There is no visible effect but the character&#039;s skin feels strange and tough to the touch.&lt;br /&gt;
&lt;br /&gt;
;Perfect Balance: &lt;br /&gt;
Roll: Wits+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Perfect Balance.  The VPs on the roll add to the characters Dexterity.  &lt;br /&gt;
&lt;br /&gt;
Characters who gain 2 or more points to their dexterity with this power begin to move differently - there is an obvious change in the gracefulness and precision in which they walk, move, and fight in proportion to the VPs on the roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Regenerate&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.  &lt;br /&gt;
&lt;br /&gt;
;Detoxify&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to toxins (Vps relating in some fashion to whatever our poison rules are).&lt;br /&gt;
&lt;br /&gt;
;Sealing&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to the effects of vacuum or airborne effects.  &lt;br /&gt;
&lt;br /&gt;
;Shaping&lt;br /&gt;
Roll: Intuition+Soma. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 to fight and Melee rolls&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Prana&lt;br /&gt;
Roll: Intuition+Bedlam.  &lt;br /&gt;
&lt;br /&gt;
By focusing her psychic power into her limbs or melee weapon the psychic is able to strike with greater force.  The psychic adds her VPs on the activation roll to all damage for the duration of the power.  This power is activated as a free action.  While this power is active the psychic seems to shimmer and vibrant with barely constrained energy- the greater the number of VPs the greater the vibration effect.&lt;br /&gt;
&lt;br /&gt;
;Whirling Dervish&lt;br /&gt;
Roll: Wits+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The quintessential Dervish power, with 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 lower, or deny opponents any advantage from having an advantage in numbers.  This power lasts for a scene or single combat.&lt;br /&gt;
&lt;br /&gt;
Characters under the effect of this power move with obvious preternatural speed and precision, appearing to almost predict their opponent&#039;s strikes while flowing around them.  This power is not subtle in its effects.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Prana Vibration&lt;br /&gt;
Roll: Intuition+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The psychic synchronizes with the vibrational frequency of an energy shield, allowing her strikes to bypass it.  A psychic using this ability may act as though they have the &#039;shield fighting&#039; maneuver, regardless of fighting style or weapon.  This means that once damage is calculated it is divided in half and applied to the target.  If the psychic is already using the &#039;shield fighting&#039; maneuver and uses this ability, then do not divide damage in half.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
A perceptive individual (3 VPs on an Intuition + Observe roll) might be able to hear a subtle humming coming from the psychic while this power is active, but nearly anyone can see the effect of the psychic&#039;s weapon passing through a target&#039;s shield unimpeded.&lt;br /&gt;
&lt;br /&gt;
;Prana Burst&lt;br /&gt;
Roll: Resolve+Bedlam &lt;br /&gt;
&lt;br /&gt;
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 (for a total of +0), 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.&lt;br /&gt;
&lt;br /&gt;
As this power charges the air around the psychic seems to shimmer and when it is released a compressed wave of energy erupts out.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Paralyzing Strike&lt;br /&gt;
Roll: Wits+Bedlam&lt;br /&gt;
&lt;br /&gt;
As a free action the psychic activates this power, which lasts until it is 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&#039;s resistance roll.&lt;br /&gt;
&lt;br /&gt;
;Ascended Prana&lt;br /&gt;
Roll: Intuition+Bedlam.&lt;br /&gt;
&lt;br /&gt;
By focusing her psychic power into her limbs or melee weapon the psychic is able to strike with greater force, far greater than the basic prana disciplined learned by all Dervishes. The psychic adds three times the VPs on the activation roll to all damage for the duration of the power. This power is activated as a free action. While this power is active the psychic positively radiates glowing energy- the greater the number of VPs the greater the dervishes&#039; aura.&lt;br /&gt;
&lt;br /&gt;
==Vis Craft==&lt;br /&gt;
&lt;br /&gt;
The Path of Vis Craft is a rare one, dedicated to perceiving and manipulating electrical and to a degree spiritual energy.  Below is an outline of the abilities.  This section is not complete yet&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 working with Tech Redemption involving electricity.&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Vis Flow&lt;br /&gt;
Roll: Intuition+Vis Craft. &lt;br /&gt;
&lt;br /&gt;
The fickle flows of vis energy become visible to the psychic and with effort she can redirect them from one source into another, even causing them to leap through the air in brilliant arcs.   A psychic using this power may ground out electrical flows or redirect them in order to either charge batteries or strike targets.  The psychic must be less than 1 meter away from the wires or source of the electricity and she must roll 1 VP for every meter she wishes to arc the electricity.  The amount of electricity a psychic may channel is determined by any VPs remaining: 1 VP- Small handheld electronics or blaster pistols/laser pistols.  2 VPs- large handheld electronics, blaster or laser long-arms.  3 VPs- Energy shields, small vehicles, building electricity running to a single piece of electronics.  4 VPs- Dueling or Assault energy shields, a large vehicle or a small building&#039;s power, starfighters.  5 VPs- A large building&#039;s power, a small spaceship such as an explorer.  6 VPs- A local power grid, a medium sized spaceship such as a frigate. &lt;br /&gt;
&lt;br /&gt;
In order to hit with arcing electricity the psychic treats her activation roll as an attack roll (subtracting VPs for arc length).  All regular ranged attack rules apply, but the &amp;quot;source&amp;quot; of the attack is the socket or outlet from which the electricity arcs (note that not many people take cover from wall outlets).  Damage is always treated as Stun damage, ranges from 1-9 depending on the source of the power.&lt;br /&gt;
&lt;br /&gt;
Example: While rummaging through the ruins of a Second Republic service facility, Shara Harrison is attacked by bandit looters.  She takes cover behind an overturned table while the bandits hide behind a counter across the room, shooting at her.  Luckily the building still has a trickle of power running through the wiring and she sees an outlet right next to where the bandits have taken cover.  She reaches out and rolls Intuition+Vis Craft, scoring 2 VPs.  The electricity needs to only arc 1 meter, so that leaves her with 1 VP on her ranged attack roll against a bandit.  The bandit has no cover from the outlet and is at no range penalty, therefore the bandit is struck by a blue-white arc of electricity from the socket.  The damage is determined by the storyteller to be only 4 due to the tiny amount of power in the facility, so with 1 VP that goes up to 5 Energy stun damage.&lt;br /&gt;
&lt;br /&gt;
;Vis Shock&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic is in the process of learning to use her own psychic energies to create vis flows within herself.  At this level of mastery she can only hold onto the charge for a short few moments before it is discharged.  This is enough time, though, to strike an individual with a sword and release the vis energy through a sword, fist, or kick.  The psychic makes a free activation roll to charge up her body.  She may hold the charge for a number of rounds equal to her resolve.  When the character strikes an opponent she may release the charge, doing extra Lethal energy damage equal to the number of VPs rolled on the activation roll.  While the charge is held blue-white electricity runs up and down the length of the psychic&#039;s arms and into the weapon being held (or down her legs if she is using her legs to kick).&lt;br /&gt;
&lt;br /&gt;
Note that if the psychic is using a technique that slips underneath shields (fencing or grappling, for example), this damage is added after any damage reduction is calculated.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Vis Shield&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic has learned to hold onto a charge around her body for a much longer duration.  When activated the psychic surrounds herself with an invisible field of energy similar to an energy shield.  The energy shield may take a number of hits equal to the psychic&#039;s Resolve+VPs rolled on the activation roll and it lasts for a scene.  It may be activated over any armor lighter than plate mail.&lt;br /&gt;
&lt;br /&gt;
;Vis Bolt&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic may gather her psychic energy into a cackling ball of super-heated plasma in her palm and direct it at a target.  Treat this as a ranged attack with a blaster rifle.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Vis Storm&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
Drawing upon her own internal spiritual energies as well as ambient electrical energy in the air, the psychic wills a vortex of lightning and plasma into existence anywhere within sight.  This vortex is 3 meters wide x VPs rolled, and anyone caught in it takes damage as if caught in the blast of a plasma grenade.  The vortex lasts only a single round, but it may be extended at the cost of an additional stun wound every round.  As the psychic channels this power Vis energy sparks all around her.&lt;br /&gt;
&lt;br /&gt;
;Vis Barrier&lt;br /&gt;
Roll: Resolve +Vis Craft. &lt;br /&gt;
&lt;br /&gt;
Identical to Vis Shield but implemented with much greater power and refinement.  The psychic shield now may take a number of hits equal to the psychic&#039;s (Resolve+VPs)x2, and may be activated over any armor.&lt;br /&gt;
&lt;br /&gt;
==Omen==&lt;br /&gt;
&lt;br /&gt;
The Path of Omen is dedicated to seeing through time, both backwards and forwards.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Sympathy==&lt;br /&gt;
&lt;br /&gt;
The Path of Sympathy is dedicated to forging spiritual connections between objects and people.  This makes the use of other psychic powers easier and is common among covens.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Cloaking==&lt;br /&gt;
&lt;br /&gt;
The Path of Cloaking involves using a psychic&#039;s power to shroud an individual, initially from other psychic or occult powers but eventually from sight and sound.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Visioning==&lt;br /&gt;
&lt;br /&gt;
The Path of Visioning is similar to that of Psyche, though rather than reading minds it is dedicated to projecting illusions and nightmares into the minds of others.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Turning==&lt;br /&gt;
&lt;br /&gt;
Among the rarest of psychic paths, the Path of Turning involves manipulating spiritual energies.  It allows the psychic to diffuse other occult powers and even redirect them to different targets.  This section is not complete yet.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=2073</id>
		<title>Psychic Powers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=2073"/>
		<updated>2013-05-01T23:09:01Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Natal Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Classifications=&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute categorized psychic individuals into four categories.  Though the Phavian Institute and its classifications charts have long been committed to the bonfires of the Church or the dust of centuries past, their methodology accurately modeled an individual&#039;s psychic capabilities.  Every psychic path can be measured as one of four categories laid out below: latent, natal, operant, and prime.  &lt;br /&gt;
&lt;br /&gt;
Though psychics tend to have an affinity for a single path it is not uncommon for psychics, especially those who are members of covens, to develop a variety of abilities.  These abilities can often be at different levels.  Thus an operant telepath might only be a latent telekinetic.  A Prime seer might also by a natal vis crafter.  &lt;br /&gt;
&lt;br /&gt;
;Latent&lt;br /&gt;
&lt;br /&gt;
The exact cause of psychic powers remains as it always has: a mystery.  Numerous studies have shown a relation between abnormal pineal gland activity and psychic powers, but aside from this singular abnormality there is no way to accurately predict whether an individual has potential to become a psychic.  &lt;br /&gt;
&lt;br /&gt;
An individual&#039;s transition from non-psychic to psychic is equally difficult to identify.  The first manifestations of a psychic&#039;s powers are subtle, often so subtle that the psychic herself has difficulty explaining them.  A telepath might find herself suddenly empathizing with strangers or a telekinetic might find herself striking the bullseye more often when she plays darts.&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute referred to these phenomena as “latent” psychic powers, and as a consequence came to refer to these nascent psychics as “latents”.  Second Republic screening methods were developed to identify these latent psychics and get them the training they needed to progress in their development.  In the depths of the new dark ages, however, most latent psychics are unaware of their status, often believing the strange events that surround them are either a blessing from above or the result of some natural skill.&lt;br /&gt;
&lt;br /&gt;
Every latent psychic has an affinity for a single path, but as a psychic develops her powers she may find that other paths open up to her.  These new paths, however, represent unexplored abilities that even the most experienced psychic must spend time to master.   As a result a psychic may have a psychic path at the latent level, even while using much more powerful abilities in a different path.  &lt;br /&gt;
&lt;br /&gt;
It is not unheard of for a psychic to not realize that she also has latent abilities in a different path.&lt;br /&gt;
&lt;br /&gt;
;Natal&lt;br /&gt;
&lt;br /&gt;
If latent abilities represent the first unconscious stirrings of a psychic&#039;s abilities then the natal stage of a psychic&#039;s develop along a path represents the first conscious efforts at control.  Unlike latent psychics, a natal psychic is fully aware of her efforts.&lt;br /&gt;
&lt;br /&gt;
Natal psychic powers are often the most fundamental abilities related to a path as well as the simplest.  A natal psychic requires little training and practice to master powers at this level.  A consequence of this simple learning curve is that most psychics can make use of all natal abilities.&lt;br /&gt;
&lt;br /&gt;
Most psychics in the new dark ages rarely progress beyond the natal stages of development before getting noticed by their community and as a result few psychics develop beyond this stage at all.   What few go on to become Church penitents are unlikely to be trained further, though if a psychic is lucky enough to be drafted into a House&#039;s dervish corps or drawn into a psychic coven then she may learn enough to progress to become an operant.&lt;br /&gt;
&lt;br /&gt;
;Operant&lt;br /&gt;
&lt;br /&gt;
In the days of the Second Republic a psychic who had mastered the basics of her path was considered an “Operant” psychic.  It is a testament to how far the study of psychic powers has fallen and how persecuted psychics have become that few psychics manage to achieve this level of understanding.&lt;br /&gt;
&lt;br /&gt;
An Operant psychic has a great deal more practice and experience with her abilities.  This results in more precise applications of natal psychic abilities- where a natal telekinetic might be able to push and pull with her mind, an operant telekinetic can manipulate objects at a distance as though she were holding them with her hands.  As most Operant level abilities are merely more controlled applications of powers learned by the natal psychic, an operant psychic knows all of the powers at the operant level.&lt;br /&gt;
&lt;br /&gt;
;Prime&lt;br /&gt;
&lt;br /&gt;
If an Operant Psychic represents an individual who has mastered the basics of a path, then a Prime psychic is an individual who has mastered a specialty within the path.  The Phavian Institute recognized dozens of unique applications of every path, each requiring a different application of psychic powers.   Today few records of these abilities survive, and what few prime powers exist today are the result of trial and error by the psychics who develop them.&lt;br /&gt;
&lt;br /&gt;
Prime abilities represent the most powerful and precise applications of a path.  They allow psychics to dominate a person&#039;s mind, see into the future, or lift a person into the sky.&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
&lt;br /&gt;
Every path has a skill associated with it.  Unless otherwise stated every use of a power costs 1 stun flesh wound.  Unless otherwise stated a psychic power lasts 10 turns.  Unless otherwise stated a psychic power can be maintained if at the end of 10 turns the psychic takes another 1 stun damage.  Most ranged psychic powers have a range of line of sight initially, but can be maintained at a distance of a number of kilometers equal to the psychic&#039;s resolve.&lt;br /&gt;
&lt;br /&gt;
A Natal Psychic has access to all of the Natal powers.  An Operant Psychic has access to all of the Operant powers.  A Prime Psychic receives 1 Prime Power upon achieving this level, and must pay for all other Prime Powers individually.&lt;br /&gt;
&lt;br /&gt;
=Paths=&lt;br /&gt;
&lt;br /&gt;
==Psyche==&lt;br /&gt;
&lt;br /&gt;
===Latent Powers===&lt;br /&gt;
&lt;br /&gt;
+1 in opposed rolls to detect lies.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
;Emotion Sense&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
A psychic can determine a target&#039;s emotional state.  1 VP allows the psychic to detect a target&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Mindspeech&lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Brain Blast &lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic focuses intently on a target and unleashes a raw psychic scream.  The target instinctively resists with a Resolve+Focus roll.  If the psychic wins, the target rolls Wits in damage dice and adds his VPs in damage points in stun wounds.  The target rolls their Resolve as &#039;armor&#039; to resist this damage.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Mindlink&lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Mindsight&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If the psychic concentrates, however, she can pry into a target&#039;s memories to read memories. The target begins to relive her memories as the psychic sifts through them.  The target makes a contested Wits+Focus roll against the Psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is unresisting- either by choice or because she is not aware her mind is being read- the psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is resisting, there is a battle of wills, with the Psychic forcefully prying open a target&#039;s mind.  The same VP requirements as above apply, however the target is allowed a Resolve+Focus roll to resist, with the target&#039;s Vps subtracting from the Psychic&#039;s.  If the target chooses to resist, she takes 1 stun damage.&lt;br /&gt;
&lt;br /&gt;
Characters who are reliving memories often have a faraway look in their eyes as they are lost in reverie.&lt;br /&gt;
&lt;br /&gt;
;Heartshackle &lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
 &lt;br /&gt;
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+Focus roll.&lt;br /&gt;
&lt;br /&gt;
Often characters who are 2 or 3 VPs into heartshackle resemble people who, in contemporary terms, might be heavily under the influence of drugs.  Characters who are compelled to love might wear a dopey grin, while those compelled into anger might shout rather than speak and strike inanimate objects in their rage.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Headshackle:  &lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve+Focus against the Psychic&#039;s presence+psyche for each command.    &lt;br /&gt;
&lt;br /&gt;
;Puppetry&lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic forces his own will down upon his target&#039;s, suppressing the latter.  The psychic takes over the target&#039;s body.  The psychic may only use his own mental skills while in his target&#039;s body, though she may make use of any of the attributes or skills based on the target&#039;s physiology.  This power lasts for 1 scene.  While this power is active the psychic&#039;s body is comatose.&lt;br /&gt;
The target automatically resists with Resolve+Focus, initially when the power is activated, and once again every time the power is maintained.&lt;br /&gt;
&lt;br /&gt;
;Psychic Surgery &lt;br /&gt;
Roll: Wits+Psyche. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
The psychic must first determine what level of effect she is attempting using the chart below.  For every hour, roll the Psychic&#039;s skill versus the target&#039;s Resolve+Focus.  The telepath must win by the margin below in order to achieve the affect.  &lt;br /&gt;
&lt;br /&gt;
Alternately, the target may willingly allow the telepath into her mind- This gives the telepath a +2 to her roll.&lt;br /&gt;
&lt;br /&gt;
(The chart is ultimately a guideline- the storyteller will determine the applicable number).&lt;br /&gt;
&lt;br /&gt;
1 VP- Erase minor memories (a brief conversation, a face in the crowd), adjust existing emotional connection in a minor way.&lt;br /&gt;
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.&lt;br /&gt;
3 VP- Erase all memories of an individual or major emotional event.  Totally rewrite existing memories.  Create or destroy emotional connections.&lt;br /&gt;
4 VP- Create a false personality.&lt;br /&gt;
&lt;br /&gt;
==Far Hand==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
+1 to throwing and lifting rolls.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Lifting Hand&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can lift 10 kg per point of Resolve.  &lt;br /&gt;
&lt;br /&gt;
;Push&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Dueling Hand&lt;br /&gt;
Roll: Wits+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can manipulate any object within sight with Dexterity equal to her Wits and Strength equal to her Resolve.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Crush&lt;br /&gt;
Roll: Resolve+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic uses the grappling rules on a target at a distance.  Use Resolve in place of Strength.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Throw&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve + VPs in damage.  Alternately, if the psychic picks up a small object she may do Resolve -2 + VPs in Piercing damage.  Attacks in this fashion use the Ranged Combat rules, and Telekinetic Throw is treated as a semi-automatic attack.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Far Arms&lt;br /&gt;
Roll: Wits+Far Hand &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Volley&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
As Telekinetic Throw, except rather than a single object being thrown the psychic launches multiple projectives.  The psychic may treat this ranged attack as an automatic weapon attack and may use burst actions with it.  A psychic may throw a number of objects equal to their Resolve.&lt;br /&gt;
&lt;br /&gt;
;Far Wall&lt;br /&gt;
Roll: Resolve + Far Hand&lt;br /&gt;
&lt;br /&gt;
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 telekinetic&#039;s Resolve+VPs.&lt;br /&gt;
&lt;br /&gt;
;Airstride &lt;br /&gt;
Roll:  Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic flies at a rate of (5 +VPs) kph/ point of Resolve.&lt;br /&gt;
&lt;br /&gt;
;Demolishing Hand&lt;br /&gt;
Roll: Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The psychic rolls Wits+Far Hand 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.&lt;br /&gt;
&lt;br /&gt;
==6th Sense==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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&#039;s mind begins to open to this path she often begins to notice details she didn&#039;t before.  +1 observe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
;Sensitivity&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Premonition&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Subtle Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
This is identical to the Aura chart from Second Edition.&lt;br /&gt;
&lt;br /&gt;
;Far Sight&lt;br /&gt;
Roll: Presence+ Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
Use the range chart from FS3.  Use ½ FS2 familiarity penalties/bonuses.  Use the effect for Far Sight and Far Sound combined.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Shared Sense&lt;br /&gt;
Roll: Presence+Sixth Sense.&lt;br /&gt;
&lt;br /&gt;
Some kind of Shared Sense thing. &lt;br /&gt;
&lt;br /&gt;
;Wyrd Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense&lt;br /&gt;
&lt;br /&gt;
Some kind of Wyrd Sight thing.&lt;br /&gt;
&lt;br /&gt;
;Senses Shock&lt;br /&gt;
Roll: Presence+Sixth Sense. &lt;br /&gt;
&lt;br /&gt;
The psychic opens up the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Soma==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Strengthening&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Strengthening.  The VPs on the roll add to the characters strength.  &lt;br /&gt;
&lt;br /&gt;
A character with 2 or more VPs added to her strength begins to move very differently - simple physical tasks that might have required exertion before seem effortless and tasks which would seem impossible for the character (judging by her frame or apparently musculature) suddenly become achievable.  &lt;br /&gt;
&lt;br /&gt;
;Yielding&lt;br /&gt;
Roll: Dex+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action a character may reduce damage from any one source by the twice the VPs of the activation roll.  The character&#039;s body seems almost to contort at the point of impact like rubber.&lt;br /&gt;
&lt;br /&gt;
;Healing Meditation&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Hardening&lt;br /&gt;
Roll: Resolve+Soma. &lt;br /&gt;
&lt;br /&gt;
A character gains armor equal to VPs for a scene.  There is no visible effect but the character&#039;s skin feels strange and tough to the touch.&lt;br /&gt;
&lt;br /&gt;
;Perfect Balance: &lt;br /&gt;
Roll: Wits+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Perfect Balance.  The VPs on the roll add to the characters Dexterity.  &lt;br /&gt;
&lt;br /&gt;
Characters who gain 2 or more points to their dexterity with this power begin to move differently - there is an obvious change in the gracefulness and precision in which they walk, move, and fight in proportion to the VPs on the roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Regenerate&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.  &lt;br /&gt;
&lt;br /&gt;
;Detoxify&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to toxins (Vps relating in some fashion to whatever our poison rules are).&lt;br /&gt;
&lt;br /&gt;
;Sealing&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to the effects of vacuum or airborne effects.  &lt;br /&gt;
&lt;br /&gt;
;Shaping&lt;br /&gt;
Roll: Intuition+Soma. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 to fight and Melee rolls&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Prana&lt;br /&gt;
Roll: Intuition+Bedlam.  &lt;br /&gt;
&lt;br /&gt;
By focusing her psychic power into her limbs or melee weapon the psychic is able to strike with greater force.  The psychic adds her VPs on the activation roll to all damage for the duration of the power.  This power is activated as a free action.  While this power is active the psychic seems to shimmer and vibrant with barely constrained energy- the greater the number of VPs the greater the vibration effect.&lt;br /&gt;
&lt;br /&gt;
;Whirling Dervish&lt;br /&gt;
Roll: Wits+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The quintessential Dervish power, with 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 lower, or deny opponents any advantage from having an advantage in numbers.  This power lasts for a scene or single combat.&lt;br /&gt;
&lt;br /&gt;
Characters under the effect of this power move with obvious preternatural speed and precision, appearing to almost predict their opponent&#039;s strikes while flowing around them.  This power is not subtle in its effects.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Prana Vibration&lt;br /&gt;
Roll: Intuition+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The psychic synchronizes with the vibrational frequency of an energy shield, allowing her strikes to bypass it.  A psychic using this ability may act as though they have the &#039;shield fighting&#039; maneuver, regardless of fighting style or weapon.  This means that once damage is calculated it is divided in half and applied to the target.  If the psychic is already using the &#039;shield fighting&#039; maneuver and uses this ability, then do not divide damage in half.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
A perceptive individual (3 VPs on an Intuition + Observe roll) might be able to hear a subtle humming coming from the psychic while this power is active, but nearly anyone can see the effect of the psychic&#039;s weapon passing through a target&#039;s shield unimpeded.&lt;br /&gt;
&lt;br /&gt;
;Prana Burst&lt;br /&gt;
Roll: Resolve+Bedlam &lt;br /&gt;
&lt;br /&gt;
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 (for a total of +0), 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.&lt;br /&gt;
&lt;br /&gt;
As this power charges the air around the psychic seems to shimmer and when it is released a compressed wave of energy erupts out.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Paralyzing Strike&lt;br /&gt;
Roll: Wits+Bedlam&lt;br /&gt;
&lt;br /&gt;
As a free action the psychic activates this power, which lasts until it is 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&#039;s resistance roll.&lt;br /&gt;
&lt;br /&gt;
;Ascended Prana&lt;br /&gt;
Roll: Intuition+Bedlam.&lt;br /&gt;
&lt;br /&gt;
By focusing her psychic power into her limbs or melee weapon the psychic is able to strike with greater force, far greater than the basic prana disciplined learned by all Dervishes. The psychic adds three times the VPs on the activation roll to all damage for the duration of the power. This power is activated as a free action. While this power is active the psychic positively radiates glowing energy- the greater the number of VPs the greater the dervishes&#039; aura.&lt;br /&gt;
&lt;br /&gt;
==Vis Craft==&lt;br /&gt;
&lt;br /&gt;
The Path of Vis Craft is a rare one, dedicated to perceiving and manipulating electrical and to a degree spiritual energy.  Below is an outline of the abilities.  This section is not complete yet&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 working with Tech Redemption involving electricity.&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Vis Flow&lt;br /&gt;
Roll: Intuition+Vis Craft. &lt;br /&gt;
&lt;br /&gt;
The fickle flows of vis energy become visible to the psychic and with effort she can redirect them from one source into another, even causing them to leap through the air in brilliant arcs.   A psychic using this power may ground out electrical flows or redirect them in order to either charge batteries or strike targets.  The psychic must be less than 1 meter away from the wires or source of the electricity and she must roll 1 VP for every meter she wishes to arc the electricity.  The amount of electricity a psychic may channel is determined by any VPs remaining: 1 VP- Small handheld electronics or blaster pistols/laser pistols.  2 VPs- large handheld electronics, blaster or laser long-arms.  3 VPs- Energy shields, small vehicles, building electricity running to a single piece of electronics.  4 VPs- Dueling or Assault energy shields, a large vehicle or a small building&#039;s power, starfighters.  5 VPs- A large building&#039;s power, a small spaceship such as an explorer.  6 VPs- A local power grid, a medium sized spaceship such as a frigate. &lt;br /&gt;
&lt;br /&gt;
In order to hit with arcing electricity the psychic treats her activation roll as an attack roll (subtracting VPs for arc length).  All regular ranged attack rules apply, but the &amp;quot;source&amp;quot; of the attack is the socket or outlet from which the electricity arcs (note that not many people take cover from wall outlets).  Damage is always treated as Stun damage, ranges from 1-9 depending on the source of the power.&lt;br /&gt;
&lt;br /&gt;
Example: While rummaging through the ruins of a Second Republic service facility, Shara Harrison is attacked by bandit looters.  She takes cover behind an overturned table while the bandits hide behind a counter across the room, shooting at her.  Luckily the building still has a trickle of power running through the wiring and she sees an outlet right next to where the bandits have taken cover.  She reaches out and rolls Intuition+Vis Craft, scoring 2 VPs.  The electricity needs to only arc 1 meter, so that leaves her with 1 VP on her ranged attack roll against a bandit.  The bandit has no cover from the outlet and is at no range penalty, therefore the bandit is struck by a blue-white arc of electricity from the socket.  The damage is determined by the storyteller to be only 4 due to the tiny amount of power in the facility, so with 1 VP that goes up to 5 Energy stun damage.&lt;br /&gt;
&lt;br /&gt;
;Vis Shock&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic is in the process of learning to use her own psychic energies to create vis flows within herself.  At this level of mastery she can only hold onto the charge for a short few moments before it is discharged.  This is enough time, though, to strike an individual with a sword and release the vis energy through a sword, fist, or kick.  The psychic makes a free activation roll to charge up her body.  She may hold the charge for a number of rounds equal to her resolve.  When the character strikes an opponent she may release the charge, doing extra Lethal energy damage equal to the number of VPs rolled on the activation roll.  While the charge is held blue-white electricity runs up and down the length of the psychic&#039;s arms and into the weapon being held (or down her legs if she is using her legs to kick).&lt;br /&gt;
&lt;br /&gt;
Note that if the psychic is using a technique that slips underneath shields (fencing or grappling, for example), this damage is added after any damage reduction is calculated.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Vis Shield&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic has learned to hold onto a charge around her body for a much longer duration.  When activated the psychic surrounds herself with an invisible field of energy similar to an energy shield.  The energy shield may take a number of hits equal to the psychic&#039;s Resolve+VPs rolled on the activation roll and it lasts for a scene.  It may be activated over any armor lighter than plate mail.&lt;br /&gt;
&lt;br /&gt;
;Vis Bolt&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic may gather her psychic energy into a cackling ball of super-heated plasma in her palm and direct it at a target.  Treat this as a ranged attack with a blaster rifle.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Vis Storm&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
Drawing upon her own internal spiritual energies as well as ambient electrical energy in the air, the psychic wills a vortex of lightning and plasma into existence anywhere within sight.  This vortex is 3 meters wide x VPs rolled, and anyone caught in it takes damage as if caught in the blast of a plasma grenade.  The vortex lasts only a single round, but it may be extended at the cost of an additional stun wound every round.  As the psychic channels this power Vis energy sparks all around her.&lt;br /&gt;
&lt;br /&gt;
;Vis Barrier&lt;br /&gt;
Roll: Resolve +Vis Craft. &lt;br /&gt;
&lt;br /&gt;
Identical to Vis Shield but implemented with much greater power and refinement.  The psychic shield now may take a number of hits equal to the psychic&#039;s (Resolve+VPs)x2, and may be activated over any armor.&lt;br /&gt;
&lt;br /&gt;
==Omen==&lt;br /&gt;
&lt;br /&gt;
The Path of Omen is dedicated to seeing through time, both backwards and forwards.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Sympathy==&lt;br /&gt;
&lt;br /&gt;
The Path of Sympathy is dedicated to forging spiritual connections between objects and people.  This makes the use of other psychic powers easier and is common among covens.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Cloaking==&lt;br /&gt;
&lt;br /&gt;
The Path of Cloaking involves using a psychic&#039;s power to shroud an individual, initially from other psychic or occult powers but eventually from sight and sound.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Visioning==&lt;br /&gt;
&lt;br /&gt;
The Path of Visioning is similar to that of Psyche, though rather than reading minds it is dedicated to projecting illusions and nightmares into the minds of others.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Turning==&lt;br /&gt;
&lt;br /&gt;
Among the rarest of psychic paths, the Path of Turning involves manipulating spiritual energies.  It allows the psychic to diffuse other occult powers and even redirect them to different targets.  This section is not complete yet.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Just_War&amp;diff=1755</id>
		<title>Just War</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Just_War&amp;diff=1755"/>
		<updated>2013-04-13T03:33:35Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Levels of Conflict */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yathrib has been in a state of just war with the Kurgans.  Now there is no such thing as a delicate or humane war, but just war is the kind of conflict that abides by certain rules.  Those rules are restrictive and inefficient and though it is far more effective to ignore those rules, the consequences have so far been something that the combatants on Yathrib have been unwilling to endure.  This is changing, and indeed has changed in areas like Alivere and Ghilat.&lt;br /&gt;
&lt;br /&gt;
== Principles of Just War ==&lt;br /&gt;
&lt;br /&gt;
Traditionally, just war has embraced a set of principles, largely designed to allow regular conflict to not escalate to the end of society. For instance, just wars often embrace the following principles;&lt;br /&gt;
&lt;br /&gt;
* Proportionality: Generals have tried to use only as much military force as is required, so that collateral casualties are minimized and wars do not spiral out of control into webs of triggered alliances and oaths of fealty.&lt;br /&gt;
&lt;br /&gt;
* Just Cause: Society has expected there to be a good reason to go to war, so that everyone does not need to constantly fear naked ambition, in turn triggering escalating conflict.&lt;br /&gt;
&lt;br /&gt;
* Just Conduct: Generals are expected to follow rules about who and how to attack, avoiding treachery, the deliberate targeting of civilian populations and the like. This is mostly designed to keep war from devastating lands and peoples.&lt;br /&gt;
&lt;br /&gt;
* Just Means: In keeping with the principle of just conduct, some weapons of war are forbidden, such as plague bombs, war beasts and other horrors. While this also helps mitigate the devastation of war, there is general agreement that such methods shock the conscience and the Church.&lt;br /&gt;
&lt;br /&gt;
* Fair Treatment of Prisoners: Those taken captive can expect fair treatment; lords are released, paroled and ransomed, and their soldiers are allowed to return to their lands. Such guarantees help keep people working and prevent brutality that in turn might lead to escalating conflict.&lt;br /&gt;
&lt;br /&gt;
Many of these principles are observed as much in the breach as in conformity, and only the most antiseptic of campaigns is perfect in every way -- but they represent ideals warlords strive for, or least strove for prior to the Emperor Wars.&lt;br /&gt;
&lt;br /&gt;
The Emperor Wars changed a great deal; just war principles are restraints on conflict, and it is almost always advantageous to break them, particularly if your opponent is still following these principles. As a consequence, the last 50 years have seen conflict of a level of brutality not seen in many generations, and this new post-Wars world is still coping with the aftereffects. It remains to be seen if just war will retain any moral authority, though the Church and many in polite society push for a return to the old ways.&lt;br /&gt;
&lt;br /&gt;
== Levels of Conflict ==&lt;br /&gt;
&lt;br /&gt;
It is useful to think of war in five levels of conduct.  At each level the commander or general is saying something about how he perceives his enemy and in return how his enemy should perceive him.  The social rules surrounding each level are vast and are adapted to individual circumstances, so below are some examples that are meant to be illustrative but not exhaustive. These levels are based, broadly, in how much warriors respect the principles of war, though of course there many things that go into getting a sense of how just a war is.&lt;br /&gt;
&lt;br /&gt;
Most warfare occurs with a mix of the elements below and the levels as described are designed to serve as a guideline to measure conduct by, not as discrete packages to be taken as a whole.  A general might conduct a war with the most brutal tactics available, then decide to be lenient in victory.  Instead, the levels below should serve as a tool to help determine how to view the actions of characters.&lt;br /&gt;
&lt;br /&gt;
=== Level 1: War of Principles ===&lt;br /&gt;
&lt;br /&gt;
The first level is a war of principles.  This is the kind of war fought between generals who, in the abstract, respect each others&#039; station and titles but have some interpersonal issue.  When two nobles of the Empire cannot resolve their conflict in a duel this is the kind of war they make against one another.  Each house has its own culture with regards to what kind of tactics can be used on the battlefield but the purpose of this kind of war isn&#039;t to kill or cause casualties among the soldiers or peasants of one&#039;s opponent.  Rather, it is designed to force submission and often an apology.  In essence, this is simply a duel using soldiers rather than rapiers.&lt;br /&gt;
&lt;br /&gt;
The victors of such a war are expected to accept their opponent&#039;s surrender graciously (even if such grace is only superficial) and the loser is expected to show proper humility (even if only in public).  Surrendered nobles are often released either on parole or occasionally after a sufficient ransom has been paid (along with the soldiers who surrendered with him).  Depending on the scope of the original wrong that gave birth to the conflict the victor can ask for reasonable concessions from the loser.  Such terms can be as trifling as keeping the loser&#039;s sword as a token and reminder, or as serious as requiring a political marriage.  It is not uncommon for children to be taken and raised in the victor&#039;s court in order to prevent reprisal wars.  War reparations are uncommon (dealing in money is crass and making war over it is ignoble), but occasionally if the original wrong was damage to a noble&#039;s property some reasonable compensation could be demanded. &lt;br /&gt;
&lt;br /&gt;
&#039;War of principles&#039; is a misnomer in that it is not behavior that is designed to overthrow rulers or conquer territory so it might not properly be considered &#039;war&#039;.  It is the conduct of one noble against another over a grievous wrong, but it is not an attempt to destroy a peer by stripping them of their land and rights.  &lt;br /&gt;
&lt;br /&gt;
=== Level 2: Just War ===&lt;br /&gt;
&lt;br /&gt;
The second level of war, then, is that of true conquest: the just war, which has been the dominant model for warfare for much of the last thousand years.  This is the type of war which one noble would direct against a rival claimant to land (or, until recently, the Kurgan) and it is designed to oust the rival and conquer the territory.  The rivals in such a war acknowledge each other as peers, even if they are bitter enemies, and as a consequence they extend to one another a certain level of respect both on the battlefield and after the war is settled.&lt;br /&gt;
&lt;br /&gt;
Like above the desire on the battlefield is to win, but to do so in the manner of honorable men.  Chemical and biological weapons, terror tactics, poisoning wells, and destroying infrastructure are examples of behavior that neither side at this level would employ.  Hit-and-run tactics or raiding far from the conflict zone to pull defenders away is considered &#039;gauche&#039;, though a certain amount of these tactics is tolerable.  Ideally, such a war consists of armies meeting each other, settling their differences in the field, and the loser retreating or surrendering.  Rarely do things resolve that way but a war conducted in such a manner is considered to be how &#039;honorable gentlemen&#039; conduct themselves.&lt;br /&gt;
&lt;br /&gt;
Raiding in such a conflict consists of armed individuals who are engaged in rapine and robbery, but not burning fields or running down peasants.  The overall impact on the raided communities is less severe and the wealth generated is less substantial for the raiding parties, but such conduct has the advantage of being understood socially as &#039;tolerable&#039; border conflicts that are unlikely to escalate into full blown war.  At present it is assumed that any place with a unfriendly border has at least a low level of this kind of conflict occurring regularly.&lt;br /&gt;
&lt;br /&gt;
Nobles who are captured during a battle or who surrender are given appropriate respect along with their men, and while it uncommon to release captives on parole it is not unheard of.  Ransoms are far more common, with ransom amounts being determined according to the captured individual&#039;s prestige and title.  As the purpose of the war is conquest, soldiers in towns that surrender are typically left to retreat along with their leaders once the ransom is paid and though looting and pillage occurs (it is functionally part of a soldier&#039;s pay) it tends to leave the conquered town in a state to recover within a year or two.  Another common form of victory  (at least among Known Worlders) is a marriage contract in which the captured noble is given the option of marrying someone of the victor&#039;s choice and losing their family name (thus a captured Hawkwood might be forced to marry a Hazat, and their children would carry the Hazat name).  &lt;br /&gt;
&lt;br /&gt;
This is the level at which much of the war with the Kurgans has been fought for the last several years.  It is the level that tolerates Taifa baronets and Taifa barons who surrender, and it is what has prevented much of the Shining Gulf (which was once conquered by the Kurgans in recent history) from becoming a barren wasteland.  It is also the most restrictive and least efficient kind of true warfare as it affords the enemy a number of opportunities to retreat from the field in tact. &lt;br /&gt;
&lt;br /&gt;
This is the level at which much of the pre-Emperor Wars consolidation was fought at. Particular conflicts would become more brutal -- indeed, on some places brutality approached the norm -- but the just war remained the notional baseline for how conflict should be conducted on Yathrib and in the Known Worlds. Now, with the Known Worlds emerging from a century of war, that orthodox view is being questioned, with some saying that a return to the just war model is impossible.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Amoral War ===&lt;br /&gt;
&lt;br /&gt;
When the Emperor Wars began the old model of warfare disappeared; rather than fighting for themselves, nobles became cogs in machines, and as a consequence the sense of war as the sport of kings diminished and instead war became an activity with a goal: acquiring and controlling power.&lt;br /&gt;
&lt;br /&gt;
As war becomes more about conquest and less about maintaining one&#039;s reputation certain aspects of &#039;honorable&#039; conduct give way to practicality. Ethics do not disappear, but they are never uncompromised; honor becomes a thing to fill in the gaps where effectiveness will be not too much diminished by just action.&lt;br /&gt;
&lt;br /&gt;
The objective when fighting at this level balances the concerns of winning versus honor differently than above.  Tactics which were tolerable but impolite become commonplace such as hit-and-run tactics on supply lines, the use of the occasional false-flag gambit, and raids against critical civilian populations and infrastructure to draw the enemy out.  Occasionally commandos raids designed to kidnap vulnerable important personnel or targeting individuals on the battlefield occur but, like above, are considered to be &#039;pushing the line&#039;.  This is a level of war conducted by one who accepts that he may have to apologize to some people at the end, but who prefers apologies to the risk of losing.&lt;br /&gt;
&lt;br /&gt;
Raiding at this level sees small villages brutalized and trade caravans more often killed than simply robbed.  Though there is restraint in burning villages or killing peasants, the purpose of the restraint is often to preserve enough of a population such that next season&#039;s raiding will be lucrative and not out of some honorable intention.  This is a lucrative form of raiding and the type employed when a general dedicates his forces to organized raiding.&lt;br /&gt;
&lt;br /&gt;
Ransoms are uniform at this level, and only occasionally punitive, with the ransom demands a bit higher than the station of the captured.  When such a condition occurs sometimes the goods of the captured soldiers or noble are sold off or taken as a prize.  Soldiers or nobles are not often kept as prisoners as there is rarely a place to house them, though at this level captives of rank or title are afforded some courtesies.  Even once ransomed nobles are often required to give an oath to not return to armed conflict, though with the war against the Kurgans such an oath is viewed as cruel to demand, as oathbreaking is a sin for Kurgans and Known Worlders alike and it forces a choice between sin and honor.&lt;br /&gt;
&lt;br /&gt;
=== Level 4: Unrestrained War ===&lt;br /&gt;
&lt;br /&gt;
This is the sort of war that defined the last years of the Emperor Wars; unrestrained conflict with the goal of total victory. &lt;br /&gt;
&lt;br /&gt;
At the end of such a war, the general&#039;s name carries with it an odor of conducting himself in an brutal (if effective) fashion, and indeed polite society would have labeled him as dishonorable in the years before the Emperor Wars. Now, society is unsettled; some see the end of war as a return to the old, more restrained ways, while others believe the box opened during the Wars can never be shut.&lt;br /&gt;
&lt;br /&gt;
Decisions at this level of war are made primarily with a mind toward practicality and &#039;honor&#039; is rarely mentioned save to deny the enemy&#039;s claim to it.  Though still eschewing some of the &#039;total war&#039; elements of the most brutal and severe form of warfare, on the battlefield there is little quarter given and surrender is ruinous.  As a consequence, warfare fought at this level is often a bitter struggle for survival.&lt;br /&gt;
&lt;br /&gt;
The objective of this level of warfare is to take everything the enemy has- their morale, their land, their soldiers, and their capacity and willingness to fight.  Strategies such as terror attacks on peasants, kidnapping and imprisonment of important individuals with few if any special courtesies, the targeting of critical personnel on the battlefield, and the targeted attacks on civilian infrastructure are all common,  Fighting is often brutal with an eye toward preventing retreat and incurring as many casualties among the enemy as possible.  Poisoning of wells, burning of fields, and even the occasional use of chemical or forbidden weapons occur whenever appropriate and effective.&lt;br /&gt;
&lt;br /&gt;
To raid at this level is to take everything from anyone too weak to protect themselves and to leave them broken in spirit.  Farms are looted then burned, small villages see their women raped or their people carried off as slaves, and entire regions can be decimated as a raiding force moves through.  This is an uncommon form of raiding, as it cripples a region for years despite providing a very lucrative one-time wealth boon.&lt;br /&gt;
&lt;br /&gt;
In victory terms of surrender are designed to cripple or utterly destroy an enemy.  Soldiers are stripped of their equipment, nobles are ransomed for their entire worth or stripped of their titles and holdings entirely.  Particularly noteworthy enemies are imprisoned in dungeons or even executed, their soldiers sold into slavery or, more rarely, killed with them.  &lt;br /&gt;
&lt;br /&gt;
This is the level at which much of the Emperor Wars was fought, and the level which many of the crusaders who arrive on Yathrib expect to fight.  To achieve this level of warfare one must truly hate your enemy.&lt;br /&gt;
&lt;br /&gt;
=== Level 5: Unjust War ===&lt;br /&gt;
&lt;br /&gt;
This is the sort of war that where even the most jaded general agrees that victory has taken priority over honor and justice, the kind of conflict reached only in the worse battles of the Emperor Wars and sort of battle that perhaps prompted cooler heads to begin to seek peace.  No quarter is given, and surrender is only an option for those lucky few with friends sufficiently well connected to prevent a death sentence.  No weapon or tool is denied the army in the field and the goal is to win at all costs.  &lt;br /&gt;
&lt;br /&gt;
Plague bombs, chemical weapons, suicide bombers, orbital artillery strikes on civilians, destruction of terraforming engines or atmosphere generators- if they help achieve victory then they are used.  Captured soldiers and nobles are tortured, for information or just to break their spirits.  The former are executed or sold into slavery, the latter receive a similar fate if their ransom is not paid.  The weapons of five thousand years of human development, inhumane and monstrous, are unleashed and the general who employs them can expect censure by the Church, his peers, and his enemies, but he can also expect victory if his opponent does not use such weapons and techniques as well.  &lt;br /&gt;
&lt;br /&gt;
Raiding at this level leaves nothing in its wake.  Once every man, woman, and child is enslaved or killed and everything of value taken, the buildings are set ablaze and the fields salted.  This is the most complete liquidation of an enemy&#039;s lands into capital, but it will be a generation before anything grows again.&lt;br /&gt;
&lt;br /&gt;
To lose at this level is to die and to surrender is to gamble that one is more valuable alive then dead.  Ransoms, when offered, include everything that the enemy has or is worth.  &lt;br /&gt;
&lt;br /&gt;
Only on the most brutal battlefields of the Emperor Wars were these tactics used consistently.  This is a kind of warfare that has little or no emotion to it- to be willing to engage in the acts required to conduct war at this level one must be able to view one&#039;s opponents as less than human.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
So far a number of battles have been fought, and here are some ideas of how staff views them.  Keep in mind that the numbers are shorthand, and represent an averaging of all of the elements in the battle:&lt;br /&gt;
&lt;br /&gt;
The Rape of Alivere - 4.  The crusading army acted with little interest in showing their enemies honor or dignity, butchering everyone who even looked Kurgan within the walls.  No forbidden warfare was used and the attack itself was conducted in a traditional manner, but the behavior of the crusaders inside the town itself was far from it.  The sacking of the manor was likewise brutal with no quarter given.&lt;br /&gt;
&lt;br /&gt;
The Fall of Ghilat - 4.  By some accounts the Kurgans and Momoko treated each other honorably and well, though like above the conduct involving the sacking of the town was unnecessarily cruel.  This was an example of how escalating a conflict is reciprocated, as most people assume the sacking of Ghilat was a reprisal for Alivere. Note, however, that this is an example of changing times: the Second Battle of Ghilat, where Sans lead Ghilat&#039;s armies against the Kurgans, was fought honorably at around a 2.5; the only dishonorable thing was the betrayal by El-Dinat.&lt;br /&gt;
&lt;br /&gt;
The Siege of Zatan - 2.5.  The armies besieging Zatan have, in the lead up to the siege, destroyed Kurgan infrastructure and made repeated attempts to fight &#039;decisive battles&#039; and cut off escape options.  Similarly, reports circulate that the Known Worlders have butchered peaceful Kurgan caravans in the surrounding area.  These are mostly offset by the gesture of escorting Kurgan children to safety, and so the general belief is that the siege of Zatan has been more or less in accordance with principles of honorable war.&lt;br /&gt;
&lt;br /&gt;
The Battle of Teldam - 2.5.  A straightforward battle in which neither side used duplicitous tactics, the Battle at Teldam was marred only by Baron Julien&#039;s crusaders ferocity and bloodthirst.  As that accounted for only one flank of the battle, along with the prisoner exchanges and fair treatment of the Kurgan wounded, this battle was more or less &#039;par&#039; for traditional conflict between Known Worlder and Kurgans.&lt;br /&gt;
&lt;br /&gt;
The Battle of Arsuf - 2.  A straightforward field battle, masterfully commanded by Karl Justinian and less so by Arkady Decados and Chiaka Justinian, this battle had all of the hallmarks of two enemies who were willing to abide by the rules of war and see that the best warrior would win.&lt;br /&gt;
&lt;br /&gt;
The Traitors&#039; Banquet - 4.  Sidon today grumbles and seethes at Lord Martin&#039;s betrayal, but ultimately Baron Martin betrayed hospitality  in violation of honorable war.  Though it is not strictly a battle, staff chose the number above to represent how upset PC and NPC reaction was to Baron Martin&#039;s behavior.  This means that an NPC treated with a similar level of disrespect would be as upset as the various affected parties were at Baron Martin. Note that were it not for the betrayal of hospitality this might have only been a 3; if, for instance, commandos opened the gates to secretly allow Martin&#039;s forces in it would have not been a particularly honorable fight but it wouldn&#039;t have the stain of treachery.&lt;br /&gt;
&lt;br /&gt;
== Respect and Honor ==&lt;br /&gt;
&lt;br /&gt;
The descriptions above describe what is and is not a just war, but tied closely to that rubric is a sense about respect and honor. Respect is a shifting target; it is disrespectful, generally, to engage in a level of war one&#039;s opponent has not committed to or to escalate a situation beyond what the facts deserve.&lt;br /&gt;
&lt;br /&gt;
Waging a full-scale war -- even a just one -- over a point of honor, for instance, is disrespectful, no matter how bad the insult given by the enemy is, and similarly waging an amoral war against an enemy who expects a just fight shows a lack of respect.&lt;br /&gt;
&lt;br /&gt;
Disrespectful actions may also be dishonorable actions, depending on context -- for instance, it is dishonorable to try to take someone&#039;s lands when all they believe is at stake is an apology. Even if both sides agree that no quarter is to be given, however, individual acts can be dishonorable, like oathbreaking, employing evil weapons, or callous and cruel treatment of the enemy.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Rites_of_Saint_Mantius&amp;diff=1485</id>
		<title>Rites of Saint Mantius</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Rites_of_Saint_Mantius&amp;diff=1485"/>
		<updated>2013-03-09T03:07:54Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Armor of Mantius */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rites of Saint Mantius=&lt;br /&gt;
&lt;br /&gt;
===Armor of Mantius===&lt;br /&gt;
Ritual: Blessing &amp;lt;br&amp;gt;&lt;br /&gt;
Roll: Resolve+Theurgy&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Scene&amp;lt;br&amp;gt;&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
This theurgic armor protects the target by hardening her aura to resist physical intrusion, forming it to her body. The subject of this rite may add his Faith to his armor value.&lt;br /&gt;
&lt;br /&gt;
===Liturgy of the Wrathful Host===&lt;br /&gt;
Ritual: Sermon &amp;lt;br&amp;gt;&lt;br /&gt;
Roll: Presence+Theurgy &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Scene&amp;lt;br&amp;gt;&lt;br /&gt;
Range: Sensory&lt;br /&gt;
&lt;br /&gt;
This passage from the Omega Gospels is read aloud prior to battle to fill the hearts of the faithful with the fire of their holy cause. The range of this rite cannot benefit from PA systems or other forms of long-distance communications. The liturgy grants a +2 goal number to all Focus tests.  Those blessed under the Liturgy of the Wrathful Host ignore up to a -2 in penalties from Wounds or other injuries.  Note that those wounded in this fashion still fall unconscious when their penalties equal their Resolve.&lt;br /&gt;
&lt;br /&gt;
===Martial Focus===&lt;br /&gt;
Ritual: Prayer&amp;lt;br&amp;gt;&lt;br /&gt;
Roll: Wits+Theurgy&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Scene &amp;lt;br&amp;gt;&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
By calling on the Pancreator to steady her hand when under fire, the theurgist gains a +2 goal bonus to her combat actions. &lt;br /&gt;
&lt;br /&gt;
===Oath to Saint Mantius===&lt;br /&gt;
Ritual: Sermon&amp;lt;br&amp;gt;&lt;br /&gt;
Roll: Presence+Theurgy&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Story&amp;lt;br&amp;gt;&lt;br /&gt;
Range: Sensory&lt;br /&gt;
&lt;br /&gt;
Inspired by the Oath of Fellowship that the saints pledged to one another at the time of their worst trial, this rite binds a group together in friendship and trust, and is a theurgical version of the sacrament of Holy Congress. The pledge must be made at the start of some specific task (lasting one drama), such as a journey or mission. Every member of the pledge receives a +2 bonus to any goal number when seeking to overcome ones physical or mental limitations or defending the faithful. Theurgist members receive the same bonus when casting further rites of Saint Manitus.&lt;br /&gt;
&lt;br /&gt;
Betraying the pledge comes with a terrible price, as Oathbreaking is a Mortal Sin, tarnishing one’s soul mirror. The +2 bonus is turned into a ‑1 penalty to all goal&lt;br /&gt;
numbers, lasting till the offender is redeemed by undertaking a pilgrimage or some other holy trial. In addition, Oathbreaking theurgist members of the pledge can no longer call upon rites of Saint Mantius.&lt;br /&gt;
&lt;br /&gt;
===Oath of the Shieldmates===&lt;br /&gt;
Ritual: Blessing, Prayer, Sermon&amp;lt;br&amp;gt;&lt;br /&gt;
Roll: Wits+Theurgy &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Scene&amp;lt;br&amp;gt;&lt;br /&gt;
Range: Sensory&lt;br /&gt;
&lt;br /&gt;
This rite allows the theurgist to band his comrades into a coherent fighting unit. A telepathic bond of sorts is forged between the theurgist and his targets, allowing quick, accurate and effortless communication between him and them.  This is not the same as telepathy: those bound together in this rite do not &#039;transmit&#039; their thoughts to one another nor do they &#039;hear&#039; the thoughts of their peers.  Instead, those under the Oath of the Shieldmates share knowledge back and forth.  If one member of the team knows the layout of a building then all know it; if one member of the team knows where guards are walking, all know it; and if one of the team members is hurt or needs help, all those linked together know roughly where their wounded friend is.  It is thanks to this rite that Brother Battle hostage rescue teams are renowned for their clockwork precision.&lt;br /&gt;
&lt;br /&gt;
===Perfection of the Body===&lt;br /&gt;
Ritual: Prayer&amp;lt;br&amp;gt;&lt;br /&gt;
Roll: Strength+Theurgy&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Scene&amp;lt;br&amp;gt;&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Saint Mantius exemplifies the physical protector of the spiritual. Through dedication and focus the followers of Mantius learn how to use their spiritual energy to enhance their physical feats. This rite aids the theurgist with a +3 goal number to all Athletics tests, as well as to Vigor for the purpose of lifting.&lt;br /&gt;
&lt;br /&gt;
===Smiting Hand===&lt;br /&gt;
Ritual: Blessing, Prayer &amp;lt;br&amp;gt;&lt;br /&gt;
Goal: Intuition+Theurgy &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Scene&amp;lt;br&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The rite channels the power of the characters faith into his melee weapon adding a +2 to his weapon’s normal damage. The theurgist’s attacks can now also cause damage to&lt;br /&gt;
ethereal and other insubstantial creatures.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Fencing_Maneuvers&amp;diff=1459</id>
		<title>Fencing Maneuvers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Fencing_Maneuvers&amp;diff=1459"/>
		<updated>2013-02-07T18:43:43Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Florentine Tradition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Few and far between is the noble who does not wear, day and night, an energy shield.  These Second Republic wonder devices guard the rich and powerful from harm, absorbing everything from assassin&#039;s bullets to laser blasts.  They are with only a single flaw- slow moving objects do not activate the protective cocoon of force.  This vulnerability has spawned a dueling culture in the Known World elites much akin to the ancient renaissance dueling.  There are numerous schools around the Known Worlds that teach different philosophies of the duel.  Listed below are the primary approaches to dueling culture- there are many more variations that are less popular or well known.  All fencing styles require training.&lt;br /&gt;
&lt;br /&gt;
Every round in a duel both opponents are striking, parrying, dodging and feinting.  As a result is assumed that a duelist is losing 1 Hit off of their shield every round.  This represents the close-calls and minor nicks which are absorbed by the energy shield.  The only exception to this is if a duelist scores 3 or more VPs than their opponent in the round.  If this occurs it is presumed that the winning duelist has such complete control of the combat that her opponent&#039;s blade is not getting near enough to trigger a shield hit.&lt;br /&gt;
&lt;br /&gt;
Characters do not learn Fencing Maneuvers in a vacuum, however: they learn along one or more traditions, which teach them a basic curriculum of energy shield dueling and then pick up additional tricks as they advance in their craft.&lt;br /&gt;
&lt;br /&gt;
Fencing maneuvers are restricted by weapon type only when specifically mentioned- a person trained in Fancy Footwork can use it as easily when holding a broadsword as when holding a rapier. However, fencing maneuvers do not generally stack with battlefield maneuvers, and vice versa.  There is one exception to this: A fencer may stack all maneuvers that are listed within a given tradition.  Thus a Cimetarre fighter may stack &#039;Hack and Slash&#039; with any of the maneuvers listed in under Cimetarre provided she has that tradition.&lt;br /&gt;
&lt;br /&gt;
== Fencing Traditions ==&lt;br /&gt;
&lt;br /&gt;
==== Code Duello ====&lt;br /&gt;
&lt;br /&gt;
One of the two most common fencing traditions, the Code Duello is an aggressive style focused on precise strikes at designated &#039;zones&#039; of an opponent&#039;s body.  Trainees practice first and dummies and then on each other, focusing on lateral movement and combined actions where a parry turns into a riposte and then a strike. &lt;br /&gt;
&lt;br /&gt;
Fencers trained under the Code Duello all learn Energy Shield Dueling and then have access to the following manuevers:&lt;br /&gt;
&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Ad Corpus&lt;br /&gt;
* Press&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
==== Art of Defence ====&lt;br /&gt;
&lt;br /&gt;
The second of the universal fencing traditions, the Art of Defence focuses on the careful channeling of an opponents attacks.  Also called &#039;The Way of the Three Circles&#039;, proponents focus on &#039;circles&#039; of defense where they anticipate and then react to incoming blows.&lt;br /&gt;
&lt;br /&gt;
Fencers trained under the Art of Defence all learn Energy Shield Dueling and then have access to the following manuevers:&lt;br /&gt;
&lt;br /&gt;
* Counter-Fighting&lt;br /&gt;
* Wall of Steel&lt;br /&gt;
* Fancy Footwork&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
==== Cimetarre ====&lt;br /&gt;
&lt;br /&gt;
Unlike the traditional fencing schools, students of Cimetarre focus on the use of a backsword rather than a fencing weapon. As a consequence, they are somewhat more versatile than a classical fencer but may be outmatched in a duel.&lt;br /&gt;
&lt;br /&gt;
Fencers trained in Cimetarre all learn Energy Shield Dueling and then have access to the following maneuvers: &lt;br /&gt;
&lt;br /&gt;
* Ad Corpus&lt;br /&gt;
* Fancy Footwork&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Hack and Slash (from Battlefield Maneuvers, below)&lt;br /&gt;
&lt;br /&gt;
==== Florentine Tradition ====&lt;br /&gt;
&lt;br /&gt;
Named after an Old Urth city, the student of Florentine learns to use a weapon in her off-hand while fencing.  Their training relies on using this off-hand weapon to distract and engage opponents.&lt;br /&gt;
&lt;br /&gt;
A fencer trained in the Florentine tradition all learn Energy Shield Dueling and then have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Off-Hand&lt;br /&gt;
* Wall of Steel&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
== Fencing Maneuver List ==&lt;br /&gt;
&lt;br /&gt;
==== Energy Shield Dueling ==== &lt;br /&gt;
All damage done to opponents is halved.  This is the art of fighting a combatant with an energy shield.  The duelist is taught to slow her blade an instant before making contact with her opponents energy shield.  Aside from requiring a great deal of skill to pull off, a slower blade means less a less forceful impact.  Every noble duelist learns this skill and it is often so much a part of how the noble fights that it is hard for them to remember how to fight an unshielded opponent without slowing their attacks.  Energy Shield Dueling requires a fencing weapon or knife.&lt;br /&gt;
&lt;br /&gt;
==== Counter Fighting====&lt;br /&gt;
Relying on stop-thrusts and quick ripostes the duelist attempts to stall her opponent&#039;s advance before it gains any momentum.  This technique is excellent at countering hot-headed opponents but is dangerous to use against more deliberate duelists who can bait a counter-fighting expert into exposing herself to attack.  This style can only be used in balanced or defensive stance and requires a fencing weapon.  If an opponent uses an aggressive stance on a duelist using this style, the opponent receives a -3 to their goal.  If the opponent uses balanced or defensive stance, then the duelist receives a -1 to her goal.&lt;br /&gt;
&lt;br /&gt;
====Ad Corpus====&lt;br /&gt;
Meaning &amp;quot;To the Body&amp;quot;, rather than parrying her opponent&#039;s blows the duelist throws her body at them hoping to force her opponent into activating her shield.  When in aggressive stance the duelist applies an additional -1 goal to an opponent using Energy shield fighting.  Every round the duelist loses 1 additional shield hit.&lt;br /&gt;
&lt;br /&gt;
====Wall of Steel==== &lt;br /&gt;
Rather than relying on her shield, the duelist parries and deflects her opponents strikes with her own blade.  If the duelist is fighting defensively and wins the round, then she does not take any shield hits.&lt;br /&gt;
&lt;br /&gt;
====Precision====&lt;br /&gt;
The duelist fighting with this style is at a -1 goal.  A single well struck blow is worth a thousand that bounce harmlessly off of an energy shield or get absorbed by the resilient material of an opponent&#039;s synthsilk.  A number of styles teach their adherents to wait patiently for the right moment to strike in order to find a chink in their opponent&#039;s armor.  This deliberate style of combat is slightly easier to defend against, yet masters of the style can often end a duel in a single blow.  While in a balanced stance the duelist takes a -1 goal, but opponents receive a -2 to their armor if struck by the duelist.  The Precision maneuver requires a &amp;quot;pure&amp;quot; fencing weapon such as a rapier or smallsword; it cannot be used with a fencing weapon that has an additional quality such as a saber (which is both a fencing weapon and a backsword) or a main-gauche (which is both a fencing weapon and a knife.)&lt;br /&gt;
&lt;br /&gt;
====Aggressive Shield ====&lt;br /&gt;
The Hazat have an internal dueling culture that abhors energy shields and as such several of their dueling techniques rely on battering down an opponent&#039;s shields as quickly as possible.  The effectiveness of this style is undeniable and it has slowly spread.  The duelist rains down blows on her opponent, less in an attempt to do harm and more in an effort to trigger shield hits.  A duelist using this style must be in aggressive stance and she receives a -2 to damage.  However, every round the duelist wins her opponent receives an additional shield hit.&lt;br /&gt;
&lt;br /&gt;
====Off-Hand Style====&lt;br /&gt;
Though single sword dueling is the most common style among nobles at the moment, several schools still teach the use of a main gauche, knife, or other small blade for parrying purposes.  Some schools even teach the use of a second fencing blade in the off-hand, though this style is considered to be too flamboyant for fashionable nobles.   The second blade provides a +1 goal to fighting defensively or in balanced stance.&lt;br /&gt;
&lt;br /&gt;
====Fancy Footwork====&lt;br /&gt;
Rather than relying on linear advancing and retreating, a duelist who has mastered this maneuver makes use of the entire battlefield.  Relying on dodges and sidestepping her opponent&#039;s blows the duelist dances in and out of reach while striking.  In balanced or aggressive stance, a duelist using this style gives her opponent a -1 on melee rolls.  This maneuver is incompatible with Off-Hand Style: this technique relies not on parrying but on the duelist dodging attacks entirely.&lt;br /&gt;
&lt;br /&gt;
====Press====&lt;br /&gt;
Most duels involve a back and forth as the combatants probe the defenses of the other, feint to create an opening, strike and retreat.  The duelist who has learned this maneuver does not believe in retreating.  Once she has the Edge she is loath to let it go, constantly advancing and never giving her opponent an ounce of room.  This technique is only useable if the duelist has the Edge.  The duelist must be in either balanced or aggressive stance.  While using this maneuver the duelist receives an additional +1 bonus to combat rolls.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Fencing_Maneuvers&amp;diff=1458</id>
		<title>Fencing Maneuvers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Fencing_Maneuvers&amp;diff=1458"/>
		<updated>2013-02-07T18:43:33Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Cimetarre */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Few and far between is the noble who does not wear, day and night, an energy shield.  These Second Republic wonder devices guard the rich and powerful from harm, absorbing everything from assassin&#039;s bullets to laser blasts.  They are with only a single flaw- slow moving objects do not activate the protective cocoon of force.  This vulnerability has spawned a dueling culture in the Known World elites much akin to the ancient renaissance dueling.  There are numerous schools around the Known Worlds that teach different philosophies of the duel.  Listed below are the primary approaches to dueling culture- there are many more variations that are less popular or well known.  All fencing styles require training.&lt;br /&gt;
&lt;br /&gt;
Every round in a duel both opponents are striking, parrying, dodging and feinting.  As a result is assumed that a duelist is losing 1 Hit off of their shield every round.  This represents the close-calls and minor nicks which are absorbed by the energy shield.  The only exception to this is if a duelist scores 3 or more VPs than their opponent in the round.  If this occurs it is presumed that the winning duelist has such complete control of the combat that her opponent&#039;s blade is not getting near enough to trigger a shield hit.&lt;br /&gt;
&lt;br /&gt;
Characters do not learn Fencing Maneuvers in a vacuum, however: they learn along one or more traditions, which teach them a basic curriculum of energy shield dueling and then pick up additional tricks as they advance in their craft.&lt;br /&gt;
&lt;br /&gt;
Fencing maneuvers are restricted by weapon type only when specifically mentioned- a person trained in Fancy Footwork can use it as easily when holding a broadsword as when holding a rapier. However, fencing maneuvers do not generally stack with battlefield maneuvers, and vice versa.  There is one exception to this: A fencer may stack all maneuvers that are listed within a given tradition.  Thus a Cimetarre fighter may stack &#039;Hack and Slash&#039; with any of the maneuvers listed in under Cimetarre provided she has that tradition.&lt;br /&gt;
&lt;br /&gt;
== Fencing Traditions ==&lt;br /&gt;
&lt;br /&gt;
==== Code Duello ====&lt;br /&gt;
&lt;br /&gt;
One of the two most common fencing traditions, the Code Duello is an aggressive style focused on precise strikes at designated &#039;zones&#039; of an opponent&#039;s body.  Trainees practice first and dummies and then on each other, focusing on lateral movement and combined actions where a parry turns into a riposte and then a strike. &lt;br /&gt;
&lt;br /&gt;
Fencers trained under the Code Duello all learn Energy Shield Dueling and then have access to the following manuevers:&lt;br /&gt;
&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Ad Corpus&lt;br /&gt;
* Press&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
==== Art of Defence ====&lt;br /&gt;
&lt;br /&gt;
The second of the universal fencing traditions, the Art of Defence focuses on the careful channeling of an opponents attacks.  Also called &#039;The Way of the Three Circles&#039;, proponents focus on &#039;circles&#039; of defense where they anticipate and then react to incoming blows.&lt;br /&gt;
&lt;br /&gt;
Fencers trained under the Art of Defence all learn Energy Shield Dueling and then have access to the following manuevers:&lt;br /&gt;
&lt;br /&gt;
* Counter-Fighting&lt;br /&gt;
* Wall of Steel&lt;br /&gt;
* Fancy Footwork&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
==== Cimetarre ====&lt;br /&gt;
&lt;br /&gt;
Unlike the traditional fencing schools, students of Cimetarre focus on the use of a backsword rather than a fencing weapon. As a consequence, they are somewhat more versatile than a classical fencer but may be outmatched in a duel.&lt;br /&gt;
&lt;br /&gt;
Fencers trained in Cimetarre all learn Energy Shield Dueling and then have access to the following maneuvers: &lt;br /&gt;
&lt;br /&gt;
* Ad Corpus&lt;br /&gt;
* Fancy Footwork&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Hack and Slash (from Battlefield Maneuvers, below)&lt;br /&gt;
&lt;br /&gt;
==== Florentine Tradition ====&lt;br /&gt;
&lt;br /&gt;
Named after an Old Urth city, the student of Florentine learns to use a weapon in her off-hand while fencing.  Their training relies on using this off-hand weapon to distract and engage opponents.&lt;br /&gt;
&lt;br /&gt;
A fencer trained in the Florentine tradition all learn Energy Shield Dueling and then have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Off-Hand&lt;br /&gt;
* Wall of Steel&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
A student of the Florentine tradition must use a Fencing weapon; some maneuvers, like Precision, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
== Fencing Maneuver List ==&lt;br /&gt;
&lt;br /&gt;
==== Energy Shield Dueling ==== &lt;br /&gt;
All damage done to opponents is halved.  This is the art of fighting a combatant with an energy shield.  The duelist is taught to slow her blade an instant before making contact with her opponents energy shield.  Aside from requiring a great deal of skill to pull off, a slower blade means less a less forceful impact.  Every noble duelist learns this skill and it is often so much a part of how the noble fights that it is hard for them to remember how to fight an unshielded opponent without slowing their attacks.  Energy Shield Dueling requires a fencing weapon or knife.&lt;br /&gt;
&lt;br /&gt;
==== Counter Fighting====&lt;br /&gt;
Relying on stop-thrusts and quick ripostes the duelist attempts to stall her opponent&#039;s advance before it gains any momentum.  This technique is excellent at countering hot-headed opponents but is dangerous to use against more deliberate duelists who can bait a counter-fighting expert into exposing herself to attack.  This style can only be used in balanced or defensive stance and requires a fencing weapon.  If an opponent uses an aggressive stance on a duelist using this style, the opponent receives a -3 to their goal.  If the opponent uses balanced or defensive stance, then the duelist receives a -1 to her goal.&lt;br /&gt;
&lt;br /&gt;
====Ad Corpus====&lt;br /&gt;
Meaning &amp;quot;To the Body&amp;quot;, rather than parrying her opponent&#039;s blows the duelist throws her body at them hoping to force her opponent into activating her shield.  When in aggressive stance the duelist applies an additional -1 goal to an opponent using Energy shield fighting.  Every round the duelist loses 1 additional shield hit.&lt;br /&gt;
&lt;br /&gt;
====Wall of Steel==== &lt;br /&gt;
Rather than relying on her shield, the duelist parries and deflects her opponents strikes with her own blade.  If the duelist is fighting defensively and wins the round, then she does not take any shield hits.&lt;br /&gt;
&lt;br /&gt;
====Precision====&lt;br /&gt;
The duelist fighting with this style is at a -1 goal.  A single well struck blow is worth a thousand that bounce harmlessly off of an energy shield or get absorbed by the resilient material of an opponent&#039;s synthsilk.  A number of styles teach their adherents to wait patiently for the right moment to strike in order to find a chink in their opponent&#039;s armor.  This deliberate style of combat is slightly easier to defend against, yet masters of the style can often end a duel in a single blow.  While in a balanced stance the duelist takes a -1 goal, but opponents receive a -2 to their armor if struck by the duelist.  The Precision maneuver requires a &amp;quot;pure&amp;quot; fencing weapon such as a rapier or smallsword; it cannot be used with a fencing weapon that has an additional quality such as a saber (which is both a fencing weapon and a backsword) or a main-gauche (which is both a fencing weapon and a knife.)&lt;br /&gt;
&lt;br /&gt;
====Aggressive Shield ====&lt;br /&gt;
The Hazat have an internal dueling culture that abhors energy shields and as such several of their dueling techniques rely on battering down an opponent&#039;s shields as quickly as possible.  The effectiveness of this style is undeniable and it has slowly spread.  The duelist rains down blows on her opponent, less in an attempt to do harm and more in an effort to trigger shield hits.  A duelist using this style must be in aggressive stance and she receives a -2 to damage.  However, every round the duelist wins her opponent receives an additional shield hit.&lt;br /&gt;
&lt;br /&gt;
====Off-Hand Style====&lt;br /&gt;
Though single sword dueling is the most common style among nobles at the moment, several schools still teach the use of a main gauche, knife, or other small blade for parrying purposes.  Some schools even teach the use of a second fencing blade in the off-hand, though this style is considered to be too flamboyant for fashionable nobles.   The second blade provides a +1 goal to fighting defensively or in balanced stance.&lt;br /&gt;
&lt;br /&gt;
====Fancy Footwork====&lt;br /&gt;
Rather than relying on linear advancing and retreating, a duelist who has mastered this maneuver makes use of the entire battlefield.  Relying on dodges and sidestepping her opponent&#039;s blows the duelist dances in and out of reach while striking.  In balanced or aggressive stance, a duelist using this style gives her opponent a -1 on melee rolls.  This maneuver is incompatible with Off-Hand Style: this technique relies not on parrying but on the duelist dodging attacks entirely.&lt;br /&gt;
&lt;br /&gt;
====Press====&lt;br /&gt;
Most duels involve a back and forth as the combatants probe the defenses of the other, feint to create an opening, strike and retreat.  The duelist who has learned this maneuver does not believe in retreating.  Once she has the Edge she is loath to let it go, constantly advancing and never giving her opponent an ounce of room.  This technique is only useable if the duelist has the Edge.  The duelist must be in either balanced or aggressive stance.  While using this maneuver the duelist receives an additional +1 bonus to combat rolls.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Fencing_Maneuvers&amp;diff=1457</id>
		<title>Fencing Maneuvers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Fencing_Maneuvers&amp;diff=1457"/>
		<updated>2013-02-07T18:43:15Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Art of Defence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Few and far between is the noble who does not wear, day and night, an energy shield.  These Second Republic wonder devices guard the rich and powerful from harm, absorbing everything from assassin&#039;s bullets to laser blasts.  They are with only a single flaw- slow moving objects do not activate the protective cocoon of force.  This vulnerability has spawned a dueling culture in the Known World elites much akin to the ancient renaissance dueling.  There are numerous schools around the Known Worlds that teach different philosophies of the duel.  Listed below are the primary approaches to dueling culture- there are many more variations that are less popular or well known.  All fencing styles require training.&lt;br /&gt;
&lt;br /&gt;
Every round in a duel both opponents are striking, parrying, dodging and feinting.  As a result is assumed that a duelist is losing 1 Hit off of their shield every round.  This represents the close-calls and minor nicks which are absorbed by the energy shield.  The only exception to this is if a duelist scores 3 or more VPs than their opponent in the round.  If this occurs it is presumed that the winning duelist has such complete control of the combat that her opponent&#039;s blade is not getting near enough to trigger a shield hit.&lt;br /&gt;
&lt;br /&gt;
Characters do not learn Fencing Maneuvers in a vacuum, however: they learn along one or more traditions, which teach them a basic curriculum of energy shield dueling and then pick up additional tricks as they advance in their craft.&lt;br /&gt;
&lt;br /&gt;
Fencing maneuvers are restricted by weapon type only when specifically mentioned- a person trained in Fancy Footwork can use it as easily when holding a broadsword as when holding a rapier. However, fencing maneuvers do not generally stack with battlefield maneuvers, and vice versa.  There is one exception to this: A fencer may stack all maneuvers that are listed within a given tradition.  Thus a Cimetarre fighter may stack &#039;Hack and Slash&#039; with any of the maneuvers listed in under Cimetarre provided she has that tradition.&lt;br /&gt;
&lt;br /&gt;
== Fencing Traditions ==&lt;br /&gt;
&lt;br /&gt;
==== Code Duello ====&lt;br /&gt;
&lt;br /&gt;
One of the two most common fencing traditions, the Code Duello is an aggressive style focused on precise strikes at designated &#039;zones&#039; of an opponent&#039;s body.  Trainees practice first and dummies and then on each other, focusing on lateral movement and combined actions where a parry turns into a riposte and then a strike. &lt;br /&gt;
&lt;br /&gt;
Fencers trained under the Code Duello all learn Energy Shield Dueling and then have access to the following manuevers:&lt;br /&gt;
&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Ad Corpus&lt;br /&gt;
* Press&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
==== Art of Defence ====&lt;br /&gt;
&lt;br /&gt;
The second of the universal fencing traditions, the Art of Defence focuses on the careful channeling of an opponents attacks.  Also called &#039;The Way of the Three Circles&#039;, proponents focus on &#039;circles&#039; of defense where they anticipate and then react to incoming blows.&lt;br /&gt;
&lt;br /&gt;
Fencers trained under the Art of Defence all learn Energy Shield Dueling and then have access to the following manuevers:&lt;br /&gt;
&lt;br /&gt;
* Counter-Fighting&lt;br /&gt;
* Wall of Steel&lt;br /&gt;
* Fancy Footwork&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
==== Cimetarre ====&lt;br /&gt;
&lt;br /&gt;
Unlike the traditional fencing schools, students of Cimetarre focus on the use of a backsword rather than a fencing weapon. As a consequence, they are somewhat more versatile than a classical fencer but may be outmatched in a duel.&lt;br /&gt;
&lt;br /&gt;
Fencers trained in Cimetarre all learn Energy Shield Dueling and then have access to the following maneuvers: &lt;br /&gt;
&lt;br /&gt;
* Ad Corpus&lt;br /&gt;
* Fancy Footwork&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Hack and Slash (from Battlefield Maneuvers, below)&lt;br /&gt;
&lt;br /&gt;
A student of Cimetarre must use a Backsword; some maneuvers, like Energy Shield Dueling, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
==== Florentine Tradition ====&lt;br /&gt;
&lt;br /&gt;
Named after an Old Urth city, the student of Florentine learns to use a weapon in her off-hand while fencing.  Their training relies on using this off-hand weapon to distract and engage opponents.&lt;br /&gt;
&lt;br /&gt;
A fencer trained in the Florentine tradition all learn Energy Shield Dueling and then have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Off-Hand&lt;br /&gt;
* Wall of Steel&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
A student of the Florentine tradition must use a Fencing weapon; some maneuvers, like Precision, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
== Fencing Maneuver List ==&lt;br /&gt;
&lt;br /&gt;
==== Energy Shield Dueling ==== &lt;br /&gt;
All damage done to opponents is halved.  This is the art of fighting a combatant with an energy shield.  The duelist is taught to slow her blade an instant before making contact with her opponents energy shield.  Aside from requiring a great deal of skill to pull off, a slower blade means less a less forceful impact.  Every noble duelist learns this skill and it is often so much a part of how the noble fights that it is hard for them to remember how to fight an unshielded opponent without slowing their attacks.  Energy Shield Dueling requires a fencing weapon or knife.&lt;br /&gt;
&lt;br /&gt;
==== Counter Fighting====&lt;br /&gt;
Relying on stop-thrusts and quick ripostes the duelist attempts to stall her opponent&#039;s advance before it gains any momentum.  This technique is excellent at countering hot-headed opponents but is dangerous to use against more deliberate duelists who can bait a counter-fighting expert into exposing herself to attack.  This style can only be used in balanced or defensive stance and requires a fencing weapon.  If an opponent uses an aggressive stance on a duelist using this style, the opponent receives a -3 to their goal.  If the opponent uses balanced or defensive stance, then the duelist receives a -1 to her goal.&lt;br /&gt;
&lt;br /&gt;
====Ad Corpus====&lt;br /&gt;
Meaning &amp;quot;To the Body&amp;quot;, rather than parrying her opponent&#039;s blows the duelist throws her body at them hoping to force her opponent into activating her shield.  When in aggressive stance the duelist applies an additional -1 goal to an opponent using Energy shield fighting.  Every round the duelist loses 1 additional shield hit.&lt;br /&gt;
&lt;br /&gt;
====Wall of Steel==== &lt;br /&gt;
Rather than relying on her shield, the duelist parries and deflects her opponents strikes with her own blade.  If the duelist is fighting defensively and wins the round, then she does not take any shield hits.&lt;br /&gt;
&lt;br /&gt;
====Precision====&lt;br /&gt;
The duelist fighting with this style is at a -1 goal.  A single well struck blow is worth a thousand that bounce harmlessly off of an energy shield or get absorbed by the resilient material of an opponent&#039;s synthsilk.  A number of styles teach their adherents to wait patiently for the right moment to strike in order to find a chink in their opponent&#039;s armor.  This deliberate style of combat is slightly easier to defend against, yet masters of the style can often end a duel in a single blow.  While in a balanced stance the duelist takes a -1 goal, but opponents receive a -2 to their armor if struck by the duelist.  The Precision maneuver requires a &amp;quot;pure&amp;quot; fencing weapon such as a rapier or smallsword; it cannot be used with a fencing weapon that has an additional quality such as a saber (which is both a fencing weapon and a backsword) or a main-gauche (which is both a fencing weapon and a knife.)&lt;br /&gt;
&lt;br /&gt;
====Aggressive Shield ====&lt;br /&gt;
The Hazat have an internal dueling culture that abhors energy shields and as such several of their dueling techniques rely on battering down an opponent&#039;s shields as quickly as possible.  The effectiveness of this style is undeniable and it has slowly spread.  The duelist rains down blows on her opponent, less in an attempt to do harm and more in an effort to trigger shield hits.  A duelist using this style must be in aggressive stance and she receives a -2 to damage.  However, every round the duelist wins her opponent receives an additional shield hit.&lt;br /&gt;
&lt;br /&gt;
====Off-Hand Style====&lt;br /&gt;
Though single sword dueling is the most common style among nobles at the moment, several schools still teach the use of a main gauche, knife, or other small blade for parrying purposes.  Some schools even teach the use of a second fencing blade in the off-hand, though this style is considered to be too flamboyant for fashionable nobles.   The second blade provides a +1 goal to fighting defensively or in balanced stance.&lt;br /&gt;
&lt;br /&gt;
====Fancy Footwork====&lt;br /&gt;
Rather than relying on linear advancing and retreating, a duelist who has mastered this maneuver makes use of the entire battlefield.  Relying on dodges and sidestepping her opponent&#039;s blows the duelist dances in and out of reach while striking.  In balanced or aggressive stance, a duelist using this style gives her opponent a -1 on melee rolls.  This maneuver is incompatible with Off-Hand Style: this technique relies not on parrying but on the duelist dodging attacks entirely.&lt;br /&gt;
&lt;br /&gt;
====Press====&lt;br /&gt;
Most duels involve a back and forth as the combatants probe the defenses of the other, feint to create an opening, strike and retreat.  The duelist who has learned this maneuver does not believe in retreating.  Once she has the Edge she is loath to let it go, constantly advancing and never giving her opponent an ounce of room.  This technique is only useable if the duelist has the Edge.  The duelist must be in either balanced or aggressive stance.  While using this maneuver the duelist receives an additional +1 bonus to combat rolls.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Fencing_Maneuvers&amp;diff=1456</id>
		<title>Fencing Maneuvers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Fencing_Maneuvers&amp;diff=1456"/>
		<updated>2013-02-07T18:43:02Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Code Duello */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Few and far between is the noble who does not wear, day and night, an energy shield.  These Second Republic wonder devices guard the rich and powerful from harm, absorbing everything from assassin&#039;s bullets to laser blasts.  They are with only a single flaw- slow moving objects do not activate the protective cocoon of force.  This vulnerability has spawned a dueling culture in the Known World elites much akin to the ancient renaissance dueling.  There are numerous schools around the Known Worlds that teach different philosophies of the duel.  Listed below are the primary approaches to dueling culture- there are many more variations that are less popular or well known.  All fencing styles require training.&lt;br /&gt;
&lt;br /&gt;
Every round in a duel both opponents are striking, parrying, dodging and feinting.  As a result is assumed that a duelist is losing 1 Hit off of their shield every round.  This represents the close-calls and minor nicks which are absorbed by the energy shield.  The only exception to this is if a duelist scores 3 or more VPs than their opponent in the round.  If this occurs it is presumed that the winning duelist has such complete control of the combat that her opponent&#039;s blade is not getting near enough to trigger a shield hit.&lt;br /&gt;
&lt;br /&gt;
Characters do not learn Fencing Maneuvers in a vacuum, however: they learn along one or more traditions, which teach them a basic curriculum of energy shield dueling and then pick up additional tricks as they advance in their craft.&lt;br /&gt;
&lt;br /&gt;
Fencing maneuvers are restricted by weapon type only when specifically mentioned- a person trained in Fancy Footwork can use it as easily when holding a broadsword as when holding a rapier. However, fencing maneuvers do not generally stack with battlefield maneuvers, and vice versa.  There is one exception to this: A fencer may stack all maneuvers that are listed within a given tradition.  Thus a Cimetarre fighter may stack &#039;Hack and Slash&#039; with any of the maneuvers listed in under Cimetarre provided she has that tradition.&lt;br /&gt;
&lt;br /&gt;
== Fencing Traditions ==&lt;br /&gt;
&lt;br /&gt;
==== Code Duello ====&lt;br /&gt;
&lt;br /&gt;
One of the two most common fencing traditions, the Code Duello is an aggressive style focused on precise strikes at designated &#039;zones&#039; of an opponent&#039;s body.  Trainees practice first and dummies and then on each other, focusing on lateral movement and combined actions where a parry turns into a riposte and then a strike. &lt;br /&gt;
&lt;br /&gt;
Fencers trained under the Code Duello all learn Energy Shield Dueling and then have access to the following manuevers:&lt;br /&gt;
&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Ad Corpus&lt;br /&gt;
* Press&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
==== Art of Defence ====&lt;br /&gt;
&lt;br /&gt;
The second of the universal fencing traditions, the Art of Defence focuses on the careful channeling of an opponents attacks.  Also called &#039;The Way of the Three Circles&#039;, proponents focus on &#039;circles&#039; of defense where they anticipate and then react to incoming blows.&lt;br /&gt;
&lt;br /&gt;
Fencers trained under the Art of Defence all learn Energy Shield Dueling and then have access to the following manuevers:&lt;br /&gt;
&lt;br /&gt;
* Counter-Fighting&lt;br /&gt;
* Wall of Steel&lt;br /&gt;
* Fancy Footwork&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
A student of the Art of Defence must use a Fencing weapon; some maneuvers, like Precision, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
==== Cimetarre ====&lt;br /&gt;
&lt;br /&gt;
Unlike the traditional fencing schools, students of Cimetarre focus on the use of a backsword rather than a fencing weapon. As a consequence, they are somewhat more versatile than a classical fencer but may be outmatched in a duel.&lt;br /&gt;
&lt;br /&gt;
Fencers trained in Cimetarre all learn Energy Shield Dueling and then have access to the following maneuvers: &lt;br /&gt;
&lt;br /&gt;
* Ad Corpus&lt;br /&gt;
* Fancy Footwork&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Hack and Slash (from Battlefield Maneuvers, below)&lt;br /&gt;
&lt;br /&gt;
A student of Cimetarre must use a Backsword; some maneuvers, like Energy Shield Dueling, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
==== Florentine Tradition ====&lt;br /&gt;
&lt;br /&gt;
Named after an Old Urth city, the student of Florentine learns to use a weapon in her off-hand while fencing.  Their training relies on using this off-hand weapon to distract and engage opponents.&lt;br /&gt;
&lt;br /&gt;
A fencer trained in the Florentine tradition all learn Energy Shield Dueling and then have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Off-Hand&lt;br /&gt;
* Wall of Steel&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
A student of the Florentine tradition must use a Fencing weapon; some maneuvers, like Precision, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
== Fencing Maneuver List ==&lt;br /&gt;
&lt;br /&gt;
==== Energy Shield Dueling ==== &lt;br /&gt;
All damage done to opponents is halved.  This is the art of fighting a combatant with an energy shield.  The duelist is taught to slow her blade an instant before making contact with her opponents energy shield.  Aside from requiring a great deal of skill to pull off, a slower blade means less a less forceful impact.  Every noble duelist learns this skill and it is often so much a part of how the noble fights that it is hard for them to remember how to fight an unshielded opponent without slowing their attacks.  Energy Shield Dueling requires a fencing weapon or knife.&lt;br /&gt;
&lt;br /&gt;
==== Counter Fighting====&lt;br /&gt;
Relying on stop-thrusts and quick ripostes the duelist attempts to stall her opponent&#039;s advance before it gains any momentum.  This technique is excellent at countering hot-headed opponents but is dangerous to use against more deliberate duelists who can bait a counter-fighting expert into exposing herself to attack.  This style can only be used in balanced or defensive stance and requires a fencing weapon.  If an opponent uses an aggressive stance on a duelist using this style, the opponent receives a -3 to their goal.  If the opponent uses balanced or defensive stance, then the duelist receives a -1 to her goal.&lt;br /&gt;
&lt;br /&gt;
====Ad Corpus====&lt;br /&gt;
Meaning &amp;quot;To the Body&amp;quot;, rather than parrying her opponent&#039;s blows the duelist throws her body at them hoping to force her opponent into activating her shield.  When in aggressive stance the duelist applies an additional -1 goal to an opponent using Energy shield fighting.  Every round the duelist loses 1 additional shield hit.&lt;br /&gt;
&lt;br /&gt;
====Wall of Steel==== &lt;br /&gt;
Rather than relying on her shield, the duelist parries and deflects her opponents strikes with her own blade.  If the duelist is fighting defensively and wins the round, then she does not take any shield hits.&lt;br /&gt;
&lt;br /&gt;
====Precision====&lt;br /&gt;
The duelist fighting with this style is at a -1 goal.  A single well struck blow is worth a thousand that bounce harmlessly off of an energy shield or get absorbed by the resilient material of an opponent&#039;s synthsilk.  A number of styles teach their adherents to wait patiently for the right moment to strike in order to find a chink in their opponent&#039;s armor.  This deliberate style of combat is slightly easier to defend against, yet masters of the style can often end a duel in a single blow.  While in a balanced stance the duelist takes a -1 goal, but opponents receive a -2 to their armor if struck by the duelist.  The Precision maneuver requires a &amp;quot;pure&amp;quot; fencing weapon such as a rapier or smallsword; it cannot be used with a fencing weapon that has an additional quality such as a saber (which is both a fencing weapon and a backsword) or a main-gauche (which is both a fencing weapon and a knife.)&lt;br /&gt;
&lt;br /&gt;
====Aggressive Shield ====&lt;br /&gt;
The Hazat have an internal dueling culture that abhors energy shields and as such several of their dueling techniques rely on battering down an opponent&#039;s shields as quickly as possible.  The effectiveness of this style is undeniable and it has slowly spread.  The duelist rains down blows on her opponent, less in an attempt to do harm and more in an effort to trigger shield hits.  A duelist using this style must be in aggressive stance and she receives a -2 to damage.  However, every round the duelist wins her opponent receives an additional shield hit.&lt;br /&gt;
&lt;br /&gt;
====Off-Hand Style====&lt;br /&gt;
Though single sword dueling is the most common style among nobles at the moment, several schools still teach the use of a main gauche, knife, or other small blade for parrying purposes.  Some schools even teach the use of a second fencing blade in the off-hand, though this style is considered to be too flamboyant for fashionable nobles.   The second blade provides a +1 goal to fighting defensively or in balanced stance.&lt;br /&gt;
&lt;br /&gt;
====Fancy Footwork====&lt;br /&gt;
Rather than relying on linear advancing and retreating, a duelist who has mastered this maneuver makes use of the entire battlefield.  Relying on dodges and sidestepping her opponent&#039;s blows the duelist dances in and out of reach while striking.  In balanced or aggressive stance, a duelist using this style gives her opponent a -1 on melee rolls.  This maneuver is incompatible with Off-Hand Style: this technique relies not on parrying but on the duelist dodging attacks entirely.&lt;br /&gt;
&lt;br /&gt;
====Press====&lt;br /&gt;
Most duels involve a back and forth as the combatants probe the defenses of the other, feint to create an opening, strike and retreat.  The duelist who has learned this maneuver does not believe in retreating.  Once she has the Edge she is loath to let it go, constantly advancing and never giving her opponent an ounce of room.  This technique is only useable if the duelist has the Edge.  The duelist must be in either balanced or aggressive stance.  While using this maneuver the duelist receives an additional +1 bonus to combat rolls.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=1414</id>
		<title>Psychic Powers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=1414"/>
		<updated>2013-01-21T07:14:26Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Natal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Classifications=&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute categorized psychic individuals into four categories.  Though the Phavian Institute and its classifications charts have long been committed to the bonfires of the Church or the dust of centuries past, their methodology accurately modeled an individual&#039;s psychic capabilities.  Every psychic path can be measured as one of four categories laid out below: latent, natal, operant, and prime.  &lt;br /&gt;
&lt;br /&gt;
Though psychics tend to have an affinity for a single path it is not uncommon for psychics, especially those who are members of covens, to develop a variety of abilities.  These abilities can often be at different levels.  Thus an operant telepath might only be a latent telekinetic.  A Prime seer might also by a natal vis crafter.  &lt;br /&gt;
&lt;br /&gt;
;Latent&lt;br /&gt;
&lt;br /&gt;
The exact cause of psychic powers remains as it always has: a mystery.  Numerous studies have shown a relation between abnormal pineal gland activity and psychic powers, but aside from this singular abnormality there is no way to accurately predict whether an individual has potential to become a psychic.  &lt;br /&gt;
&lt;br /&gt;
An individual&#039;s transition from non-psychic to psychic is equally difficult to identify.  The first manifestations of a psychic&#039;s powers are subtle, often so subtle that the psychic herself has difficulty explaining them.  A telepath might find herself suddenly empathizing with strangers or a telekinetic might find herself striking the bullseye more often when she plays darts.&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute referred to these phenomena as “latent” psychic powers, and as a consequence came to refer to these nascent psychics as “latents”.  Second Republic screening methods were developed to identify these latent psychics and get them the training they needed to progress in their development.  In the depths of the new dark ages, however, most latent psychics are unaware of their status, often believing the strange events that surround them are either a blessing from above or the result of some natural skill.&lt;br /&gt;
&lt;br /&gt;
Every latent psychic has an affinity for a single path, but as a psychic develops her powers she may find that other paths open up to her.  These new paths, however, represent unexplored abilities that even the most experienced psychic must spend time to master.   As a result a psychic may have a psychic path at the latent level, even while using much more powerful abilities in a different path.  &lt;br /&gt;
&lt;br /&gt;
It is not unheard of for a psychic to not realize that she also has latent abilities in a different path.&lt;br /&gt;
&lt;br /&gt;
;Natal&lt;br /&gt;
&lt;br /&gt;
If latent abilities represent the first unconscious stirrings of a psychic&#039;s abilities then the natal stage of a psychic&#039;s develop along a path represents the first conscious efforts at control.  Unlike latent psychics, a natal psychic is fully aware of her efforts.&lt;br /&gt;
&lt;br /&gt;
Natal psychic powers are often the most fundamental abilities related to a path as well as the simplest.  A natal psychic requires little training and practice to master powers at this level.  A consequence of this simple learning curve is that most psychics can make use of all natal abilities.&lt;br /&gt;
&lt;br /&gt;
Most psychics in the new dark ages rarely progress beyond the natal stages of development before getting noticed by their community and as a result few psychics develop beyond this stage at all.   What few go on to become Church penitents are unlikely to be trained further, though if a psychic is lucky enough to be drafted into a House&#039;s dervish corps or drawn into a psychic coven then she may learn enough to progress to become an operant.&lt;br /&gt;
&lt;br /&gt;
;Operant&lt;br /&gt;
&lt;br /&gt;
In the days of the Second Republic a psychic who had mastered the basics of her path was considered an “Operant” psychic.  It is a testament to how far the study of psychic powers has fallen and how persecuted psychics have become that few psychics manage to achieve this level of understanding.&lt;br /&gt;
&lt;br /&gt;
An Operant psychic has a great deal more practice and experience with her abilities.  This results in more precise applications of natal psychic abilities- where a natal telekinetic might be able to push and pull with her mind, an operant telekinetic can manipulate objects at a distance as though she were holding them with her hands.  As most Operant level abilities are merely more controlled applications of powers learned by the natal psychic, an operant psychic knows all of the powers at the operant level.&lt;br /&gt;
&lt;br /&gt;
;Prime&lt;br /&gt;
&lt;br /&gt;
If an Operant Psychic represents an individual who has mastered the basics of a path, then a Prime psychic is an individual who has mastered a specialty within the path.  The Phavian Institute recognized dozens of unique applications of every path, each requiring a different application of psychic powers.   Today few records of these abilities survive, and what few prime powers exist today are the result of trial and error by the psychics who develop them.&lt;br /&gt;
&lt;br /&gt;
Prime abilities represent the most powerful and precise applications of a path.  They allow psychics to dominate a person&#039;s mind, see into the future, or lift a person into the sky.&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
&lt;br /&gt;
Every path has a skill associated with it.  Unless otherwise stated every use of a power costs 1 stun flesh wound.  Unless otherwise stated a psychic power lasts 10 turns.  Unless otherwise stated a psychic power can be maintained if at the end of 10 turns the psychic takes another 1 stun damage.  Most ranged psychic powers have a range of line of sight initially, but can be maintained at a distance of a number of kilometers equal to the psychic&#039;s resolve.&lt;br /&gt;
&lt;br /&gt;
A Natal Psychic has access to all of the Natal powers.  An Operant Psychic has access to all of the Operant powers.  A Prime Psychic receives 1 Prime Power upon achieving this level, and must pay for all other Prime Powers individually.&lt;br /&gt;
&lt;br /&gt;
=Paths=&lt;br /&gt;
&lt;br /&gt;
==Psyche==&lt;br /&gt;
&lt;br /&gt;
===Latent Powers===&lt;br /&gt;
&lt;br /&gt;
+1 in opposed rolls to detect lies.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
;Emotion Sense&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
A psychic can determine a target&#039;s emotional state.  1 VP allows the psychic to detect a target&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Mindspeech&lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Brain Blast &lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic unleashes a raw psychic scream into a target.  The target instinctively resists with a Resolve+Focus roll.  If the psychic wins, the target rolls Wits in damage dice adds his VPs in damage points for stun wounds.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Mindlink&lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Mindsight&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If the psychic concentrates, however, she can pry into a target&#039;s memories to read memories. The target begins to relive her memories as the psychic sifts through them.  The target makes a contested Wits+Focus roll against the Psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is unresisting- either by choice or because she is not aware her mind is being read- the psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is resisting, there is a battle of wills, with the Psychic forcefully prying open a target&#039;s mind.  The same VP requirements as above apply, however the target is allowed a Resolve+Focus roll to resist, with the target&#039;s Vps subtracting from the Psychic&#039;s.  If the target chooses to resist, she takes 1 stun damage.&lt;br /&gt;
&lt;br /&gt;
Characters who are reliving memories often have a faraway look in their eyes as they are lost in reverie.&lt;br /&gt;
&lt;br /&gt;
;Heartshackle &lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
 &lt;br /&gt;
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+Focus roll.&lt;br /&gt;
&lt;br /&gt;
Often characters who are 2 or 3 VPs into heartshackle resemble people who, in contemporary terms, might be heavily under the influence of drugs.  Characters who are compelled to love might wear a dopey grin, while those compelled into anger might shout rather than speak and strike inanimate objects in their rage.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Headshackle:  &lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve+Focus against the Psychic&#039;s presence+psyche for each command.    &lt;br /&gt;
&lt;br /&gt;
;Puppetry&lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic forces his own will down upon his target&#039;s, suppressing the latter.  The psychic takes over the target&#039;s body.  The psychic may only use his own mental skills while in his target&#039;s body, though she may make use of any of the attributes or skills based on the target&#039;s physiology.  This power lasts for 1 scene.  While this power is active the psychic&#039;s body is comatose.&lt;br /&gt;
The target automatically resists with Resolve+Focus, initially when the power is activated, and once again every time the power is maintained.&lt;br /&gt;
&lt;br /&gt;
;Psychic Surgery &lt;br /&gt;
Roll: Wits+Psyche. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
The psychic must first determine what level of effect she is attempting using the chart below.  For every hour, roll the Psychic&#039;s skill versus the target&#039;s Resolve+Focus.  The telepath must win by the margin below in order to achieve the affect.  &lt;br /&gt;
&lt;br /&gt;
Alternately, the target may willingly allow the telepath into her mind- This gives the telepath a +2 to her roll.&lt;br /&gt;
&lt;br /&gt;
(The chart is ultimately a guideline- the storyteller will determine the applicable number).&lt;br /&gt;
&lt;br /&gt;
1 VP- Erase minor memories (a brief conversation, a face in the crowd), adjust existing emotional connection in a minor way.&lt;br /&gt;
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.&lt;br /&gt;
3 VP- Erase all memories of an individual or major emotional event.  Totally rewrite existing memories.  Create or destroy emotional connections.&lt;br /&gt;
4 VP- Create a false personality.&lt;br /&gt;
&lt;br /&gt;
==Far Hand==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
+1 to throwing and lifting rolls.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Lifting Hand&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can lift 10 kg per point of Resolve.  &lt;br /&gt;
&lt;br /&gt;
;Push&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Dueling Hand&lt;br /&gt;
Roll: Wits+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can manipulate any object within sight with Dexterity equal to her Wits and Strength equal to her Resolve.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Crush&lt;br /&gt;
Roll: Resolve+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic uses the grappling rules on a target at a distance.  Use Resolve in place of Strength.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Throw&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve + VPs in damage.  Alternately, if the psychic picks up a small object she may do Resolve -2 + VPs in Piercing damage.  Attacks in this fashion use the Ranged Combat rules, and Telekinetic Throw is treated as a semi-automatic attack.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Far Arms&lt;br /&gt;
Roll: Wits+Far Hand &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Volley&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
As Telekinetic Throw, except rather than a single object being thrown the psychic launches multiple projectives.  The psychic may treat this ranged attack as an automatic weapon attack and may use burst actions with it.  A psychic may throw a number of objects equal to their Resolve.&lt;br /&gt;
&lt;br /&gt;
;Far Wall&lt;br /&gt;
Roll: Resolve + Far Hand&lt;br /&gt;
&lt;br /&gt;
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 telekinetic&#039;s Resolve+VPs.&lt;br /&gt;
&lt;br /&gt;
;Airstride &lt;br /&gt;
Roll:  Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic flies at a rate of (5 +VPs) kph/ point of Resolve.&lt;br /&gt;
&lt;br /&gt;
;Demolishing Hand&lt;br /&gt;
Roll: Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The psychic rolls Wits+Far Hand 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.&lt;br /&gt;
&lt;br /&gt;
==6th Sense==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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&#039;s mind begins to open to this path she often begins to notice details she didn&#039;t before.  +1 observe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
;Sensitivity&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Premonition&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Subtle Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
This is identical to the Aura chart from Second Edition.&lt;br /&gt;
&lt;br /&gt;
;Far Sight&lt;br /&gt;
Roll: Presence+ Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
Use the range chart from FS3.  Use ½ FS2 familiarity penalties/bonuses.  Use the effect for Far Sight and Far Sound combined.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Shared Sense&lt;br /&gt;
Roll: Presence+Sixth Sense.&lt;br /&gt;
&lt;br /&gt;
Some kind of Shared Sense thing. &lt;br /&gt;
&lt;br /&gt;
;Wyrd Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense&lt;br /&gt;
&lt;br /&gt;
Some kind of Wyrd Sight thing.&lt;br /&gt;
&lt;br /&gt;
;Senses Shock&lt;br /&gt;
Roll: Presence+Sixth Sense. &lt;br /&gt;
&lt;br /&gt;
The psychic opens up the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Soma==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Strengthening&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Strengthening.  The VPs on the roll add to the characters strength.  &lt;br /&gt;
&lt;br /&gt;
A character with 2 or more VPs added to her strength begins to move very differently - simple physical tasks that might have required exertion before seem effortless and tasks which would seem impossible for the character (judging by her frame or apparently musculature) suddenly become achievable.  &lt;br /&gt;
&lt;br /&gt;
;Yielding&lt;br /&gt;
Roll: Dex+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action a character may reduce damage from any one source by the twice the VPs of the activation roll.  The character&#039;s body seems almost to contort at the point of impact like rubber.&lt;br /&gt;
&lt;br /&gt;
;Healing Meditation&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Hardening&lt;br /&gt;
Roll: Resolve+Soma. &lt;br /&gt;
&lt;br /&gt;
A character gains armor equal to VPs for a scene.  There is no visible effect but the character&#039;s skin feels strange and tough to the touch.&lt;br /&gt;
&lt;br /&gt;
;Perfect Balance: &lt;br /&gt;
Roll: Wits+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Perfect Balance.  The VPs on the roll add to the characters Dexterity.  &lt;br /&gt;
&lt;br /&gt;
Characters who gain 2 or more points to their dexterity with this power begin to move differently - there is an obvious change in the gracefulness and precision in which they walk, move, and fight in proportion to the VPs on the roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Regenerate&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.  &lt;br /&gt;
&lt;br /&gt;
;Detoxify&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to toxins (Vps relating in some fashion to whatever our poison rules are).&lt;br /&gt;
&lt;br /&gt;
;Sealing&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to the effects of vacuum or airborne effects.  &lt;br /&gt;
&lt;br /&gt;
;Shaping&lt;br /&gt;
Roll: Intuition+Soma. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 to fight and Melee rolls&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Prana&lt;br /&gt;
Roll: Intuition+Bedlam.  &lt;br /&gt;
&lt;br /&gt;
By focusing her psychic power into her limbs or melee weapon the psychic is able to strike with greater force.  The psychic adds her VPs on the activation roll to all damage for the duration of the power.  This power is activated as a free action.  While this power is active the psychic seems to shimmer and vibrant with barely constrained energy- the greater the number of VPs the greater the vibration effect.&lt;br /&gt;
&lt;br /&gt;
;Whirling Dervish&lt;br /&gt;
Roll: Wits+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The quintessential Dervish power, with 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 lower, or deny opponents any advantage from having an advantage in numbers.  This power lasts for a scene or single combat.&lt;br /&gt;
&lt;br /&gt;
Characters under the effect of this power move with obvious preternatural speed and precision, appearing to almost predict their opponent&#039;s strikes while flowing around them.  This power is not subtle in its effects.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Prana Vibration&lt;br /&gt;
Roll: Intuition+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The psychic synchronizes with the vibrational frequency of an energy shield, allowing her strikes to bypass it.  A psychic using this ability may act as though they have the &#039;shield fighting&#039; maneuver, regardless of fighting style or weapon.  This means that once damage is calculated it is divided in half and applied to the target.  If the psychic is already using the &#039;shield fighting&#039; maneuver and uses this ability, then do not divide damage in half.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
A perceptive individual (3 VPs on an Intuition + Observe roll) might be able to hear a subtle humming coming from the psychic while this power is active, but nearly anyone can see the effect of the psychic&#039;s weapon passing through a target&#039;s shield unimpeded.&lt;br /&gt;
&lt;br /&gt;
;Prana Burst&lt;br /&gt;
Roll: Resolve+Bedlam &lt;br /&gt;
&lt;br /&gt;
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 (for a total of +0), 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.&lt;br /&gt;
&lt;br /&gt;
As this power charges the air around the psychic seems to shimmer and when it is released a compressed wave of energy erupts out.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Paralyzing Strike&lt;br /&gt;
Roll: Wits+Bedlam&lt;br /&gt;
&lt;br /&gt;
As a free action the psychic activates this power, which lasts until it is 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&#039;s resistance roll.&lt;br /&gt;
&lt;br /&gt;
==Vis Craft==&lt;br /&gt;
&lt;br /&gt;
The Path of Vis Craft is a rare one, dedicated to perceiving and manipulating electrical and to a degree spiritual energy.  Below is an outline of the abilities.  This section is not complete yet&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 working with Tech Redemption involving electricity.&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Vis Flow&lt;br /&gt;
Roll: Intuition+Vis Craft. &lt;br /&gt;
&lt;br /&gt;
The fickle flows of vis energy become visible to the psychic and with effort she can redirect them from one source into another, even causing them to leap through the air in brilliant arcs.   A psychic using this power may ground out electrical flows or redirect them in order to either charge batteries or strike targets.  The psychic must be less than 1 meter away from the wires or source of the electricity and she must roll 1 VP for every meter she wishes to arc the electricity.  The amount of electricity a psychic may channel is determined by any VPs remaining: 1 VP- Small handheld electronics or blaster pistols/laser pistols.  2 VPs- large handheld electronics, blaster or laser long-arms.  3 VPs- Energy shields, small vehicles, building electricity running to a single piece of electronics.  4 VPs- Dueling or Assault energy shields, a large vehicle or a small building&#039;s power, starfighters.  5 VPs- A large building&#039;s power, a small spaceship such as an explorer.  6 VPs- A local power grid, a medium sized spaceship such as a frigate. &lt;br /&gt;
&lt;br /&gt;
In order to hit with arcing electricity the psychic treats her activation roll as an attack roll (subtracting VPs for arc length).  All regular ranged attack rules apply, but the &amp;quot;source&amp;quot; of the attack is the socket or outlet from which the electricity arcs (note that not many people take cover from wall outlets).  Damage is always treated as Stun damage, ranges from 1-9 depending on the source of the power.&lt;br /&gt;
&lt;br /&gt;
Example: While rummaging through the ruins of a Second Republic service facility, Shara Harrison is attacked by bandit looters.  She takes cover behind an overturned table while the bandits hide behind a counter across the room, shooting at her.  Luckily the building still has a trickle of power running through the wiring and she sees an outlet right next to where the bandits have taken cover.  She reaches out and rolls Intuition+Vis Craft, scoring 2 VPs.  The electricity needs to only arc 1 meter, so that leaves her with 1 VP on her ranged attack roll against a bandit.  The bandit has no cover from the outlet and is at no range penalty, therefore the bandit is struck by a blue-white arc of electricity from the socket.  The damage is determined by the storyteller to be only 4 due to the tiny amount of power in the facility, so with 1 VP that goes up to 5 Energy stun damage.&lt;br /&gt;
&lt;br /&gt;
;Vis Shock&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic is in the process of learning to use her own psychic energies to create vis flows within herself.  At this level of mastery she can only hold onto the charge for a short few moments before it is discharged.  This is enough time, though, to strike an individual with a sword and release the vis energy through a sword, fist, or kick.  The psychic makes a free activation roll to charge up her body.  She may hold the charge for a number of rounds equal to her resolve.  When the character strikes an opponent she may release the charge, doing extra Lethal energy damage equal to the number of VPs rolled on the activation roll.  While the charge is held blue-white electricity runs up and down the length of the psychic&#039;s arms and into the weapon being held (or down her legs if she is using her legs to kick).&lt;br /&gt;
&lt;br /&gt;
Note that if the psychic is using a technique that slips underneath shields (fencing or grappling, for example), this damage is added after any damage reduction is calculated.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Vis Shield&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic has learned to hold onto a charge around her body for a much longer duration.  When activated the psychic surrounds herself with an invisible field of energy similar to an energy shield.  The energy shield may take a number of hits equal to the psychic&#039;s Resolve+VPs rolled on the activation roll and it lasts for a scene.  It may be activated over any armor lighter than plate mail.&lt;br /&gt;
&lt;br /&gt;
;Vis Bolt&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic may gather her psychic energy into a cackling ball of super-heated plasma in her palm and direct it at a target.  Treat this as a ranged attack with a blaster rifle.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Vis Storm&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
Drawing upon her own internal spiritual energies as well as ambient electrical energy in the air, the psychic wills a vortex of lightning and plasma into existence anywhere within sight.  This vortex is 3 meters wide x VPs rolled, and anyone caught in it takes damage as if caught in the blast of a plasma grenade.  The vortex lasts only a single round, but it may be extended at the cost of an additional stun wound every round.  As the psychic channels this power Vis energy sparks all around her.&lt;br /&gt;
&lt;br /&gt;
;Vis Barrier&lt;br /&gt;
Roll: Resolve +Vis Craft. &lt;br /&gt;
&lt;br /&gt;
Identical to Vis Shield but implemented with much greater power and refinement.  The psychic shield now may take a number of hits equal to the psychic&#039;s (Resolve+VPs)x2, and may be activated over any armor.&lt;br /&gt;
&lt;br /&gt;
==Omen==&lt;br /&gt;
&lt;br /&gt;
The Path of Omen is dedicated to seeing through time, both backwards and forwards.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Sympathy==&lt;br /&gt;
&lt;br /&gt;
The Path of Sympathy is dedicated to forging spiritual connections between objects and people.  This makes the use of other psychic powers easier and is common among covens.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Cloaking==&lt;br /&gt;
&lt;br /&gt;
The Path of Cloaking involves using a psychic&#039;s power to shroud an individual, initially from other psychic or occult powers but eventually from sight and sound.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Visioning==&lt;br /&gt;
&lt;br /&gt;
The Path of Visioning is similar to that of Psyche, though rather than reading minds it is dedicated to projecting illusions and nightmares into the minds of others.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Turning==&lt;br /&gt;
&lt;br /&gt;
Among the rarest of psychic paths, the Path of Turning involves manipulating spiritual energies.  It allows the psychic to diffuse other occult powers and even redirect them to different targets.  This section is not complete yet.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=1413</id>
		<title>Psychic Powers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=1413"/>
		<updated>2013-01-21T07:13:37Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Operant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Classifications=&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute categorized psychic individuals into four categories.  Though the Phavian Institute and its classifications charts have long been committed to the bonfires of the Church or the dust of centuries past, their methodology accurately modeled an individual&#039;s psychic capabilities.  Every psychic path can be measured as one of four categories laid out below: latent, natal, operant, and prime.  &lt;br /&gt;
&lt;br /&gt;
Though psychics tend to have an affinity for a single path it is not uncommon for psychics, especially those who are members of covens, to develop a variety of abilities.  These abilities can often be at different levels.  Thus an operant telepath might only be a latent telekinetic.  A Prime seer might also by a natal vis crafter.  &lt;br /&gt;
&lt;br /&gt;
;Latent&lt;br /&gt;
&lt;br /&gt;
The exact cause of psychic powers remains as it always has: a mystery.  Numerous studies have shown a relation between abnormal pineal gland activity and psychic powers, but aside from this singular abnormality there is no way to accurately predict whether an individual has potential to become a psychic.  &lt;br /&gt;
&lt;br /&gt;
An individual&#039;s transition from non-psychic to psychic is equally difficult to identify.  The first manifestations of a psychic&#039;s powers are subtle, often so subtle that the psychic herself has difficulty explaining them.  A telepath might find herself suddenly empathizing with strangers or a telekinetic might find herself striking the bullseye more often when she plays darts.&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute referred to these phenomena as “latent” psychic powers, and as a consequence came to refer to these nascent psychics as “latents”.  Second Republic screening methods were developed to identify these latent psychics and get them the training they needed to progress in their development.  In the depths of the new dark ages, however, most latent psychics are unaware of their status, often believing the strange events that surround them are either a blessing from above or the result of some natural skill.&lt;br /&gt;
&lt;br /&gt;
Every latent psychic has an affinity for a single path, but as a psychic develops her powers she may find that other paths open up to her.  These new paths, however, represent unexplored abilities that even the most experienced psychic must spend time to master.   As a result a psychic may have a psychic path at the latent level, even while using much more powerful abilities in a different path.  &lt;br /&gt;
&lt;br /&gt;
It is not unheard of for a psychic to not realize that she also has latent abilities in a different path.&lt;br /&gt;
&lt;br /&gt;
;Natal&lt;br /&gt;
&lt;br /&gt;
If latent abilities represent the first unconscious stirrings of a psychic&#039;s abilities then the natal stage of a psychic&#039;s develop along a path represents the first conscious efforts at control.  Unlike latent psychics, a natal psychic is fully aware of her efforts.&lt;br /&gt;
&lt;br /&gt;
Natal psychic powers are often the most fundamental abilities related to a path as well as the simplest.  A natal psychic requires little training and practice to master powers at this level.  A consequence of this simple learning curve is that most psychics can make use of all natal abilities.&lt;br /&gt;
&lt;br /&gt;
Most psychics in the new dark ages rarely progress beyond the natal stages of development before getting noticed by their community and as a result few psychics develop beyond this stage at all.   What few go on to become Church penitents are unlikely to be trained further, though if a psychic is lucky enough to be drafted into a House&#039;s dervish corps or drawn into a psychic coven then she may learn enough to progress to become an operant.&lt;br /&gt;
&lt;br /&gt;
;Operant&lt;br /&gt;
&lt;br /&gt;
In the days of the Second Republic a psychic who had mastered the basics of her path was considered an “Operant” psychic.  It is a testament to how far the study of psychic powers has fallen and how persecuted psychics have become that few psychics manage to achieve this level of understanding.&lt;br /&gt;
&lt;br /&gt;
An Operant psychic has a great deal more practice and experience with her abilities.  This results in more precise applications of natal psychic abilities- where a natal telekinetic might be able to push and pull with her mind, an operant telekinetic can manipulate objects at a distance as though she were holding them with her hands.  As most Operant level abilities are merely more controlled applications of powers learned by the natal psychic, an operant psychic knows all of the powers at the operant level.&lt;br /&gt;
&lt;br /&gt;
;Prime&lt;br /&gt;
&lt;br /&gt;
If an Operant Psychic represents an individual who has mastered the basics of a path, then a Prime psychic is an individual who has mastered a specialty within the path.  The Phavian Institute recognized dozens of unique applications of every path, each requiring a different application of psychic powers.   Today few records of these abilities survive, and what few prime powers exist today are the result of trial and error by the psychics who develop them.&lt;br /&gt;
&lt;br /&gt;
Prime abilities represent the most powerful and precise applications of a path.  They allow psychics to dominate a person&#039;s mind, see into the future, or lift a person into the sky.&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
&lt;br /&gt;
Every path has a skill associated with it.  Unless otherwise stated every use of a power costs 1 stun flesh wound.  Unless otherwise stated a psychic power lasts 10 turns.  Unless otherwise stated a psychic power can be maintained if at the end of 10 turns the psychic takes another 1 stun damage.  Most ranged psychic powers have a range of line of sight initially, but can be maintained at a distance of a number of kilometers equal to the psychic&#039;s resolve.&lt;br /&gt;
&lt;br /&gt;
A Natal Psychic has access to all of the Natal powers.  An Operant Psychic has access to all of the Operant powers.  A Prime Psychic receives 1 Prime Power upon achieving this level, and must pay for all other Prime Powers individually.&lt;br /&gt;
&lt;br /&gt;
=Paths=&lt;br /&gt;
&lt;br /&gt;
==Psyche==&lt;br /&gt;
&lt;br /&gt;
===Latent Powers===&lt;br /&gt;
&lt;br /&gt;
+1 in opposed rolls to detect lies.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
;Emotion Sense&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
A psychic can determine a target&#039;s emotional state.  1 VP allows the psychic to detect a target&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Mindspeech&lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Brain Blast &lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic unleashes a raw psychic scream into a target.  The target instinctively resists with a Resolve+Focus roll.  If the psychic wins, the target rolls Wits in damage dice adds his VPs in damage points for stun wounds.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Mindlink&lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Mindsight&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If the psychic concentrates, however, she can pry into a target&#039;s memories to read memories. The target begins to relive her memories as the psychic sifts through them.  The target makes a contested Wits+Focus roll against the Psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is unresisting- either by choice or because she is not aware her mind is being read- the psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is resisting, there is a battle of wills, with the Psychic forcefully prying open a target&#039;s mind.  The same VP requirements as above apply, however the target is allowed a Resolve+Focus roll to resist, with the target&#039;s Vps subtracting from the Psychic&#039;s.  If the target chooses to resist, she takes 1 stun damage.&lt;br /&gt;
&lt;br /&gt;
Characters who are reliving memories often have a faraway look in their eyes as they are lost in reverie.&lt;br /&gt;
&lt;br /&gt;
;Heartshackle &lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
 &lt;br /&gt;
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+Focus roll.&lt;br /&gt;
&lt;br /&gt;
Often characters who are 2 or 3 VPs into heartshackle resemble people who, in contemporary terms, might be heavily under the influence of drugs.  Characters who are compelled to love might wear a dopey grin, while those compelled into anger might shout rather than speak and strike inanimate objects in their rage.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Headshackle:  &lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve+Focus against the Psychic&#039;s presence+psyche for each command.    &lt;br /&gt;
&lt;br /&gt;
;Puppetry&lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic forces his own will down upon his target&#039;s, suppressing the latter.  The psychic takes over the target&#039;s body.  The psychic may only use his own mental skills while in his target&#039;s body, though she may make use of any of the attributes or skills based on the target&#039;s physiology.  This power lasts for 1 scene.  While this power is active the psychic&#039;s body is comatose.&lt;br /&gt;
The target automatically resists with Resolve+Focus, initially when the power is activated, and once again every time the power is maintained.&lt;br /&gt;
&lt;br /&gt;
;Psychic Surgery &lt;br /&gt;
Roll: Wits+Psyche. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
The psychic must first determine what level of effect she is attempting using the chart below.  For every hour, roll the Psychic&#039;s skill versus the target&#039;s Resolve+Focus.  The telepath must win by the margin below in order to achieve the affect.  &lt;br /&gt;
&lt;br /&gt;
Alternately, the target may willingly allow the telepath into her mind- This gives the telepath a +2 to her roll.&lt;br /&gt;
&lt;br /&gt;
(The chart is ultimately a guideline- the storyteller will determine the applicable number).&lt;br /&gt;
&lt;br /&gt;
1 VP- Erase minor memories (a brief conversation, a face in the crowd), adjust existing emotional connection in a minor way.&lt;br /&gt;
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.&lt;br /&gt;
3 VP- Erase all memories of an individual or major emotional event.  Totally rewrite existing memories.  Create or destroy emotional connections.&lt;br /&gt;
4 VP- Create a false personality.&lt;br /&gt;
&lt;br /&gt;
==Far Hand==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
+1 to throwing and lifting rolls.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Lifting Hand&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can lift 10 kg per point of Resolve.  &lt;br /&gt;
&lt;br /&gt;
;Push&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Dueling Hand&lt;br /&gt;
Roll: Wits+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can manipulate any object within sight with Dexterity equal to her Wits and Strength equal to her Resolve.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Crush&lt;br /&gt;
Roll: Resolve+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic uses the grappling rules on a target at a distance.  Use Resolve in place of Strength.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Throw&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve + VPs in damage.  Alternately, if the psychic picks up a small object she may do Resolve -2 + VPs in Piercing damage.  Attacks in this fashion use the Ranged Combat rules, and Telekinetic Throw is treated as a semi-automatic attack.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Far Arms&lt;br /&gt;
Roll: Wits+Far Hand &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Volley&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
As Telekinetic Throw, except rather than a single object being thrown the psychic launches multiple projectives.  The psychic may treat this ranged attack as an automatic weapon attack and may use burst actions with it.  A psychic may throw a number of objects equal to their Resolve.&lt;br /&gt;
&lt;br /&gt;
;Far Wall&lt;br /&gt;
Roll: Resolve + Far Hand&lt;br /&gt;
&lt;br /&gt;
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 telekinetic&#039;s Resolve+VPs.&lt;br /&gt;
&lt;br /&gt;
;Airstride &lt;br /&gt;
Roll:  Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic flies at a rate of (5 +VPs) kph/ point of Resolve.&lt;br /&gt;
&lt;br /&gt;
;Demolishing Hand&lt;br /&gt;
Roll: Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The psychic rolls Wits+Far Hand 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.&lt;br /&gt;
&lt;br /&gt;
==6th Sense==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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&#039;s mind begins to open to this path she often begins to notice details she didn&#039;t before.  +1 observe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
;Sensitivity&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Premonition&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Subtle Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
This is identical to the Aura chart from Second Edition.&lt;br /&gt;
&lt;br /&gt;
;Far Sight&lt;br /&gt;
Roll: Presence+ Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
Use the range chart from FS3.  Use ½ FS2 familiarity penalties/bonuses.  Use the effect for Far Sight and Far Sound combined.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Shared Sense&lt;br /&gt;
Roll: Presence+Sixth Sense.&lt;br /&gt;
&lt;br /&gt;
Some kind of Shared Sense thing. &lt;br /&gt;
&lt;br /&gt;
;Wyrd Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense&lt;br /&gt;
&lt;br /&gt;
Some kind of Wyrd Sight thing.&lt;br /&gt;
&lt;br /&gt;
;Senses Shock&lt;br /&gt;
Roll: Presence+Sixth Sense. &lt;br /&gt;
&lt;br /&gt;
The psychic opens up the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Soma==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Strengthening&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Strengthening.  The VPs on the roll add to the characters strength.  &lt;br /&gt;
&lt;br /&gt;
A character with 2 or more VPs added to her strength begins to move very differently - simple physical tasks that might have required exertion before seem effortless and tasks which would seem impossible for the character (judging by her frame or apparently musculature) suddenly become achievable.  &lt;br /&gt;
&lt;br /&gt;
;Yielding&lt;br /&gt;
Roll: Dex+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action a character may reduce damage from any one source by the twice the VPs of the activation roll.  The character&#039;s body seems almost to contort at the point of impact like rubber.&lt;br /&gt;
&lt;br /&gt;
;Healing Meditation&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Hardening&lt;br /&gt;
Roll: Resolve+Soma. &lt;br /&gt;
&lt;br /&gt;
A character gains armor equal to VPs for a scene.  There is no visible effect but the character&#039;s skin feels strange and tough to the touch.&lt;br /&gt;
&lt;br /&gt;
;Perfect Balance: &lt;br /&gt;
Roll: Wits+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Perfect Balance.  The VPs on the roll add to the characters Dexterity.  &lt;br /&gt;
&lt;br /&gt;
Characters who gain 2 or more points to their dexterity with this power begin to move differently - there is an obvious change in the gracefulness and precision in which they walk, move, and fight in proportion to the VPs on the roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Regenerate&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.  &lt;br /&gt;
&lt;br /&gt;
;Detoxify&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to toxins (Vps relating in some fashion to whatever our poison rules are).&lt;br /&gt;
&lt;br /&gt;
;Sealing&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to the effects of vacuum or airborne effects.  &lt;br /&gt;
&lt;br /&gt;
;Shaping&lt;br /&gt;
Roll: Intuition+Soma. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 to fight and Melee rolls&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Prana&lt;br /&gt;
Roll: Intuition+Bedlam.  &lt;br /&gt;
&lt;br /&gt;
By focusing her psychic power into her limbs or melee weapon the psychic is able to strike with greater force.  The psychic adds her VPs on the activation roll to all damage for the duration of the power.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
;Whirling Dervish&lt;br /&gt;
Roll: Wits+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The quintessential Dervish power, with 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 lower, or deny opponents any advantage from having an advantage in numbers.  This power lasts for a scene or single combat.&lt;br /&gt;
&lt;br /&gt;
Characters under the effect of this power move with obvious preternatural speed and precision, appearing to almost predict their opponent&#039;s strikes while flowing around them.  This power is not subtle in its effects.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Prana Vibration&lt;br /&gt;
Roll: Intuition+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The psychic synchronizes with the vibrational frequency of an energy shield, allowing her strikes to bypass it.  A psychic using this ability may act as though they have the &#039;shield fighting&#039; maneuver, regardless of fighting style or weapon.  This means that once damage is calculated it is divided in half and applied to the target.  If the psychic is already using the &#039;shield fighting&#039; maneuver and uses this ability, then do not divide damage in half.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
A perceptive individual (3 VPs on an Intuition + Observe roll) might be able to hear a subtle humming coming from the psychic while this power is active, but nearly anyone can see the effect of the psychic&#039;s weapon passing through a target&#039;s shield unimpeded.&lt;br /&gt;
&lt;br /&gt;
;Prana Burst&lt;br /&gt;
Roll: Resolve+Bedlam &lt;br /&gt;
&lt;br /&gt;
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 (for a total of +0), 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.&lt;br /&gt;
&lt;br /&gt;
As this power charges the air around the psychic seems to shimmer and when it is released a compressed wave of energy erupts out.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Paralyzing Strike&lt;br /&gt;
Roll: Wits+Bedlam&lt;br /&gt;
&lt;br /&gt;
As a free action the psychic activates this power, which lasts until it is 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&#039;s resistance roll.&lt;br /&gt;
&lt;br /&gt;
==Vis Craft==&lt;br /&gt;
&lt;br /&gt;
The Path of Vis Craft is a rare one, dedicated to perceiving and manipulating electrical and to a degree spiritual energy.  Below is an outline of the abilities.  This section is not complete yet&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 working with Tech Redemption involving electricity.&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Vis Flow&lt;br /&gt;
Roll: Intuition+Vis Craft. &lt;br /&gt;
&lt;br /&gt;
The fickle flows of vis energy become visible to the psychic and with effort she can redirect them from one source into another, even causing them to leap through the air in brilliant arcs.   A psychic using this power may ground out electrical flows or redirect them in order to either charge batteries or strike targets.  The psychic must be less than 1 meter away from the wires or source of the electricity and she must roll 1 VP for every meter she wishes to arc the electricity.  The amount of electricity a psychic may channel is determined by any VPs remaining: 1 VP- Small handheld electronics or blaster pistols/laser pistols.  2 VPs- large handheld electronics, blaster or laser long-arms.  3 VPs- Energy shields, small vehicles, building electricity running to a single piece of electronics.  4 VPs- Dueling or Assault energy shields, a large vehicle or a small building&#039;s power, starfighters.  5 VPs- A large building&#039;s power, a small spaceship such as an explorer.  6 VPs- A local power grid, a medium sized spaceship such as a frigate. &lt;br /&gt;
&lt;br /&gt;
In order to hit with arcing electricity the psychic treats her activation roll as an attack roll (subtracting VPs for arc length).  All regular ranged attack rules apply, but the &amp;quot;source&amp;quot; of the attack is the socket or outlet from which the electricity arcs (note that not many people take cover from wall outlets).  Damage is always treated as Stun damage, ranges from 1-9 depending on the source of the power.&lt;br /&gt;
&lt;br /&gt;
Example: While rummaging through the ruins of a Second Republic service facility, Shara Harrison is attacked by bandit looters.  She takes cover behind an overturned table while the bandits hide behind a counter across the room, shooting at her.  Luckily the building still has a trickle of power running through the wiring and she sees an outlet right next to where the bandits have taken cover.  She reaches out and rolls Intuition+Vis Craft, scoring 2 VPs.  The electricity needs to only arc 1 meter, so that leaves her with 1 VP on her ranged attack roll against a bandit.  The bandit has no cover from the outlet and is at no range penalty, therefore the bandit is struck by a blue-white arc of electricity from the socket.  The damage is determined by the storyteller to be only 4 due to the tiny amount of power in the facility, so with 1 VP that goes up to 5 Energy stun damage.&lt;br /&gt;
&lt;br /&gt;
;Vis Shock&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic is in the process of learning to use her own psychic energies to create vis flows within herself.  At this level of mastery she can only hold onto the charge for a short few moments before it is discharged.  This is enough time, though, to strike an individual with a sword and release the vis energy through a sword, fist, or kick.  The psychic makes a free activation roll to charge up her body.  She may hold the charge for a number of rounds equal to her resolve.  When the character strikes an opponent she may release the charge, doing extra Lethal energy damage equal to the number of VPs rolled on the activation roll.  While the charge is held blue-white electricity runs up and down the length of the psychic&#039;s arms and into the weapon being held (or down her legs if she is using her legs to kick).&lt;br /&gt;
&lt;br /&gt;
Note that if the psychic is using a technique that slips underneath shields (fencing or grappling, for example), this damage is added after any damage reduction is calculated.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Vis Shield&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic has learned to hold onto a charge around her body for a much longer duration.  When activated the psychic surrounds herself with an invisible field of energy similar to an energy shield.  The energy shield may take a number of hits equal to the psychic&#039;s Resolve+VPs rolled on the activation roll and it lasts for a scene.  It may be activated over any armor lighter than plate mail.&lt;br /&gt;
&lt;br /&gt;
;Vis Bolt&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic may gather her psychic energy into a cackling ball of super-heated plasma in her palm and direct it at a target.  Treat this as a ranged attack with a blaster rifle.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Vis Storm&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
Drawing upon her own internal spiritual energies as well as ambient electrical energy in the air, the psychic wills a vortex of lightning and plasma into existence anywhere within sight.  This vortex is 3 meters wide x VPs rolled, and anyone caught in it takes damage as if caught in the blast of a plasma grenade.  The vortex lasts only a single round, but it may be extended at the cost of an additional stun wound every round.  As the psychic channels this power Vis energy sparks all around her.&lt;br /&gt;
&lt;br /&gt;
;Vis Barrier&lt;br /&gt;
Roll: Resolve +Vis Craft. &lt;br /&gt;
&lt;br /&gt;
Identical to Vis Shield but implemented with much greater power and refinement.  The psychic shield now may take a number of hits equal to the psychic&#039;s (Resolve+VPs)x2, and may be activated over any armor.&lt;br /&gt;
&lt;br /&gt;
==Omen==&lt;br /&gt;
&lt;br /&gt;
The Path of Omen is dedicated to seeing through time, both backwards and forwards.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Sympathy==&lt;br /&gt;
&lt;br /&gt;
The Path of Sympathy is dedicated to forging spiritual connections between objects and people.  This makes the use of other psychic powers easier and is common among covens.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Cloaking==&lt;br /&gt;
&lt;br /&gt;
The Path of Cloaking involves using a psychic&#039;s power to shroud an individual, initially from other psychic or occult powers but eventually from sight and sound.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Visioning==&lt;br /&gt;
&lt;br /&gt;
The Path of Visioning is similar to that of Psyche, though rather than reading minds it is dedicated to projecting illusions and nightmares into the minds of others.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Turning==&lt;br /&gt;
&lt;br /&gt;
Among the rarest of psychic paths, the Path of Turning involves manipulating spiritual energies.  It allows the psychic to diffuse other occult powers and even redirect them to different targets.  This section is not complete yet.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=1412</id>
		<title>Psychic Powers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=1412"/>
		<updated>2013-01-21T07:12:15Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Natal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Classifications=&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute categorized psychic individuals into four categories.  Though the Phavian Institute and its classifications charts have long been committed to the bonfires of the Church or the dust of centuries past, their methodology accurately modeled an individual&#039;s psychic capabilities.  Every psychic path can be measured as one of four categories laid out below: latent, natal, operant, and prime.  &lt;br /&gt;
&lt;br /&gt;
Though psychics tend to have an affinity for a single path it is not uncommon for psychics, especially those who are members of covens, to develop a variety of abilities.  These abilities can often be at different levels.  Thus an operant telepath might only be a latent telekinetic.  A Prime seer might also by a natal vis crafter.  &lt;br /&gt;
&lt;br /&gt;
;Latent&lt;br /&gt;
&lt;br /&gt;
The exact cause of psychic powers remains as it always has: a mystery.  Numerous studies have shown a relation between abnormal pineal gland activity and psychic powers, but aside from this singular abnormality there is no way to accurately predict whether an individual has potential to become a psychic.  &lt;br /&gt;
&lt;br /&gt;
An individual&#039;s transition from non-psychic to psychic is equally difficult to identify.  The first manifestations of a psychic&#039;s powers are subtle, often so subtle that the psychic herself has difficulty explaining them.  A telepath might find herself suddenly empathizing with strangers or a telekinetic might find herself striking the bullseye more often when she plays darts.&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute referred to these phenomena as “latent” psychic powers, and as a consequence came to refer to these nascent psychics as “latents”.  Second Republic screening methods were developed to identify these latent psychics and get them the training they needed to progress in their development.  In the depths of the new dark ages, however, most latent psychics are unaware of their status, often believing the strange events that surround them are either a blessing from above or the result of some natural skill.&lt;br /&gt;
&lt;br /&gt;
Every latent psychic has an affinity for a single path, but as a psychic develops her powers she may find that other paths open up to her.  These new paths, however, represent unexplored abilities that even the most experienced psychic must spend time to master.   As a result a psychic may have a psychic path at the latent level, even while using much more powerful abilities in a different path.  &lt;br /&gt;
&lt;br /&gt;
It is not unheard of for a psychic to not realize that she also has latent abilities in a different path.&lt;br /&gt;
&lt;br /&gt;
;Natal&lt;br /&gt;
&lt;br /&gt;
If latent abilities represent the first unconscious stirrings of a psychic&#039;s abilities then the natal stage of a psychic&#039;s develop along a path represents the first conscious efforts at control.  Unlike latent psychics, a natal psychic is fully aware of her efforts.&lt;br /&gt;
&lt;br /&gt;
Natal psychic powers are often the most fundamental abilities related to a path as well as the simplest.  A natal psychic requires little training and practice to master powers at this level.  A consequence of this simple learning curve is that most psychics can make use of all natal abilities.&lt;br /&gt;
&lt;br /&gt;
Most psychics in the new dark ages rarely progress beyond the natal stages of development before getting noticed by their community and as a result few psychics develop beyond this stage at all.   What few go on to become Church penitents are unlikely to be trained further, though if a psychic is lucky enough to be drafted into a House&#039;s dervish corps or drawn into a psychic coven then she may learn enough to progress to become an operant.&lt;br /&gt;
&lt;br /&gt;
;Operant&lt;br /&gt;
&lt;br /&gt;
In the days of the Second Republic a psychic who had mastered the basics of her path was considered an “Operant” psychic.  It is a testament to how far the study of psychic powers has fallen and how persecuted psychics have become that few psychics manage to achieve this level of understanding.&lt;br /&gt;
&lt;br /&gt;
An Operant psychic has a great deal more practice and experience with her abilities.  This results in more precise applications of natal psychic abilities- where a natal telekinetic might be able to push and pull with her mind, an operant telekinetic can manipulate objects at a distance as though she were holding them with her hands.  As most Operant level abilities are merely more controlled applications of powers learned by the natal psychic, an operant psychic knows all of the powers at the operant level.&lt;br /&gt;
&lt;br /&gt;
;Prime&lt;br /&gt;
&lt;br /&gt;
If an Operant Psychic represents an individual who has mastered the basics of a path, then a Prime psychic is an individual who has mastered a specialty within the path.  The Phavian Institute recognized dozens of unique applications of every path, each requiring a different application of psychic powers.   Today few records of these abilities survive, and what few prime powers exist today are the result of trial and error by the psychics who develop them.&lt;br /&gt;
&lt;br /&gt;
Prime abilities represent the most powerful and precise applications of a path.  They allow psychics to dominate a person&#039;s mind, see into the future, or lift a person into the sky.&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
&lt;br /&gt;
Every path has a skill associated with it.  Unless otherwise stated every use of a power costs 1 stun flesh wound.  Unless otherwise stated a psychic power lasts 10 turns.  Unless otherwise stated a psychic power can be maintained if at the end of 10 turns the psychic takes another 1 stun damage.  Most ranged psychic powers have a range of line of sight initially, but can be maintained at a distance of a number of kilometers equal to the psychic&#039;s resolve.&lt;br /&gt;
&lt;br /&gt;
A Natal Psychic has access to all of the Natal powers.  An Operant Psychic has access to all of the Operant powers.  A Prime Psychic receives 1 Prime Power upon achieving this level, and must pay for all other Prime Powers individually.&lt;br /&gt;
&lt;br /&gt;
=Paths=&lt;br /&gt;
&lt;br /&gt;
==Psyche==&lt;br /&gt;
&lt;br /&gt;
===Latent Powers===&lt;br /&gt;
&lt;br /&gt;
+1 in opposed rolls to detect lies.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
;Emotion Sense&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
A psychic can determine a target&#039;s emotional state.  1 VP allows the psychic to detect a target&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Mindspeech&lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Brain Blast &lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic unleashes a raw psychic scream into a target.  The target instinctively resists with a Resolve+Focus roll.  If the psychic wins, the target rolls Wits in damage dice adds his VPs in damage points for stun wounds.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Mindlink&lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Mindsight&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If the psychic concentrates, however, she can pry into a target&#039;s memories to read memories. The target begins to relive her memories as the psychic sifts through them.  The target makes a contested Wits+Focus roll against the Psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is unresisting- either by choice or because she is not aware her mind is being read- the psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is resisting, there is a battle of wills, with the Psychic forcefully prying open a target&#039;s mind.  The same VP requirements as above apply, however the target is allowed a Resolve+Focus roll to resist, with the target&#039;s Vps subtracting from the Psychic&#039;s.  If the target chooses to resist, she takes 1 stun damage.&lt;br /&gt;
&lt;br /&gt;
Characters who are reliving memories often have a faraway look in their eyes as they are lost in reverie.&lt;br /&gt;
&lt;br /&gt;
;Heartshackle &lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
 &lt;br /&gt;
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+Focus roll.&lt;br /&gt;
&lt;br /&gt;
Often characters who are 2 or 3 VPs into heartshackle resemble people who, in contemporary terms, might be heavily under the influence of drugs.  Characters who are compelled to love might wear a dopey grin, while those compelled into anger might shout rather than speak and strike inanimate objects in their rage.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Headshackle:  &lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve+Focus against the Psychic&#039;s presence+psyche for each command.    &lt;br /&gt;
&lt;br /&gt;
;Puppetry&lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic forces his own will down upon his target&#039;s, suppressing the latter.  The psychic takes over the target&#039;s body.  The psychic may only use his own mental skills while in his target&#039;s body, though she may make use of any of the attributes or skills based on the target&#039;s physiology.  This power lasts for 1 scene.  While this power is active the psychic&#039;s body is comatose.&lt;br /&gt;
The target automatically resists with Resolve+Focus, initially when the power is activated, and once again every time the power is maintained.&lt;br /&gt;
&lt;br /&gt;
;Psychic Surgery &lt;br /&gt;
Roll: Wits+Psyche. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
The psychic must first determine what level of effect she is attempting using the chart below.  For every hour, roll the Psychic&#039;s skill versus the target&#039;s Resolve+Focus.  The telepath must win by the margin below in order to achieve the affect.  &lt;br /&gt;
&lt;br /&gt;
Alternately, the target may willingly allow the telepath into her mind- This gives the telepath a +2 to her roll.&lt;br /&gt;
&lt;br /&gt;
(The chart is ultimately a guideline- the storyteller will determine the applicable number).&lt;br /&gt;
&lt;br /&gt;
1 VP- Erase minor memories (a brief conversation, a face in the crowd), adjust existing emotional connection in a minor way.&lt;br /&gt;
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.&lt;br /&gt;
3 VP- Erase all memories of an individual or major emotional event.  Totally rewrite existing memories.  Create or destroy emotional connections.&lt;br /&gt;
4 VP- Create a false personality.&lt;br /&gt;
&lt;br /&gt;
==Far Hand==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
+1 to throwing and lifting rolls.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Lifting Hand&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can lift 10 kg per point of Resolve.  &lt;br /&gt;
&lt;br /&gt;
;Push&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Dueling Hand&lt;br /&gt;
Roll: Wits+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can manipulate any object within sight with Dexterity equal to her Wits and Strength equal to her Resolve.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Crush&lt;br /&gt;
Roll: Resolve+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic uses the grappling rules on a target at a distance.  Use Resolve in place of Strength.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Throw&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve + VPs in damage.  Alternately, if the psychic picks up a small object she may do Resolve -2 + VPs in Piercing damage.  Attacks in this fashion use the Ranged Combat rules, and Telekinetic Throw is treated as a semi-automatic attack.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Far Arms&lt;br /&gt;
Roll: Wits+Far Hand &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Volley&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
As Telekinetic Throw, except rather than a single object being thrown the psychic launches multiple projectives.  The psychic may treat this ranged attack as an automatic weapon attack and may use burst actions with it.  A psychic may throw a number of objects equal to their Resolve.&lt;br /&gt;
&lt;br /&gt;
;Far Wall&lt;br /&gt;
Roll: Resolve + Far Hand&lt;br /&gt;
&lt;br /&gt;
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 telekinetic&#039;s Resolve+VPs.&lt;br /&gt;
&lt;br /&gt;
;Airstride &lt;br /&gt;
Roll:  Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic flies at a rate of (5 +VPs) kph/ point of Resolve.&lt;br /&gt;
&lt;br /&gt;
;Demolishing Hand&lt;br /&gt;
Roll: Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The psychic rolls Wits+Far Hand 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.&lt;br /&gt;
&lt;br /&gt;
==6th Sense==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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&#039;s mind begins to open to this path she often begins to notice details she didn&#039;t before.  +1 observe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
;Sensitivity&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Premonition&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Subtle Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
This is identical to the Aura chart from Second Edition.&lt;br /&gt;
&lt;br /&gt;
;Far Sight&lt;br /&gt;
Roll: Presence+ Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
Use the range chart from FS3.  Use ½ FS2 familiarity penalties/bonuses.  Use the effect for Far Sight and Far Sound combined.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Shared Sense&lt;br /&gt;
Roll: Presence+Sixth Sense.&lt;br /&gt;
&lt;br /&gt;
Some kind of Shared Sense thing. &lt;br /&gt;
&lt;br /&gt;
;Wyrd Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense&lt;br /&gt;
&lt;br /&gt;
Some kind of Wyrd Sight thing.&lt;br /&gt;
&lt;br /&gt;
;Senses Shock&lt;br /&gt;
Roll: Presence+Sixth Sense. &lt;br /&gt;
&lt;br /&gt;
The psychic opens up the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Soma==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Strengthening&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Strengthening.  The VPs on the roll add to the characters strength.  &lt;br /&gt;
&lt;br /&gt;
A character with 2 or more VPs added to her strength begins to move very differently - simple physical tasks that might have required exertion before seem effortless and tasks which would seem impossible for the character (judging by her frame or apparently musculature) suddenly become achievable.  &lt;br /&gt;
&lt;br /&gt;
;Yielding&lt;br /&gt;
Roll: Dex+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action a character may reduce damage from any one source by the twice the VPs of the activation roll.  The character&#039;s body seems almost to contort at the point of impact like rubber.&lt;br /&gt;
&lt;br /&gt;
;Healing Meditation&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Hardening&lt;br /&gt;
Roll: Resolve+Soma. &lt;br /&gt;
&lt;br /&gt;
A character gains armor equal to VPs for a scene.  There is no visible effect but the character&#039;s skin feels strange and tough to the touch.&lt;br /&gt;
&lt;br /&gt;
;Perfect Balance: &lt;br /&gt;
Roll: Wits+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Perfect Balance.  The VPs on the roll add to the characters Dexterity.  &lt;br /&gt;
&lt;br /&gt;
Characters who gain 2 or more points to their dexterity with this power begin to move differently - there is an obvious change in the gracefulness and precision in which they walk, move, and fight in proportion to the VPs on the roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Regenerate&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.  &lt;br /&gt;
&lt;br /&gt;
;Detoxify&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to toxins (Vps relating in some fashion to whatever our poison rules are).&lt;br /&gt;
&lt;br /&gt;
;Sealing&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to the effects of vacuum or airborne effects.  &lt;br /&gt;
&lt;br /&gt;
;Shaping&lt;br /&gt;
Roll: Intuition+Soma. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 to fight and Melee rolls&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Prana&lt;br /&gt;
Roll: Intuition+Bedlam.  &lt;br /&gt;
&lt;br /&gt;
By focusing her psychic power into her limbs or melee weapon the psychic is able to strike with greater force.  The psychic adds her VPs on the activation roll to all damage for the duration of the power.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
;Whirling Dervish&lt;br /&gt;
Roll: Wits+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The quintessential Dervish power, with 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 lower, or deny opponents any advantage from having an advantage in numbers.  This power lasts for a scene or single combat.&lt;br /&gt;
&lt;br /&gt;
Characters under the effect of this power move with obvious preternatural speed and precision, appearing to almost predict their opponent&#039;s strikes while flowing around them.  This power is not subtle in its effects.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Prana Vibration&lt;br /&gt;
Roll: Intuition+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The psychic synchronizes with the vibrational frequency of an energy shield, allowing her strikes to bypass it.  A psychic using this ability may act as though they have the &#039;shield fighting&#039; maneuver, regardless of fighting style or weapon.  This means that once damage is calculated it is divided in half and applied to the target.  If the psychic is already using the &#039;shield fighting&#039; maneuver and uses this ability, then do not divide damage in half.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
A perceptive individual (3 VPs on an Intuition + Observe roll) might be able to hear a subtle humming coming from the psychic while this power is active, but nearly anyone can see the effect of the psychic&#039;s weapon passing through a target&#039;s shield unimpeded.&lt;br /&gt;
&lt;br /&gt;
;Prana Burst&lt;br /&gt;
Roll: Resolve+Bedlam &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
As this power charges the air around the psychic seems to shimmer and when it is released a compressed wave of energy erupts out.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Paralyzing Strike&lt;br /&gt;
Roll: Wits+Bedlam&lt;br /&gt;
&lt;br /&gt;
As a free action the psychic activates this power, which lasts until it is 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&#039;s resistance roll.&lt;br /&gt;
&lt;br /&gt;
==Vis Craft==&lt;br /&gt;
&lt;br /&gt;
The Path of Vis Craft is a rare one, dedicated to perceiving and manipulating electrical and to a degree spiritual energy.  Below is an outline of the abilities.  This section is not complete yet&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 working with Tech Redemption involving electricity.&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Vis Flow&lt;br /&gt;
Roll: Intuition+Vis Craft. &lt;br /&gt;
&lt;br /&gt;
The fickle flows of vis energy become visible to the psychic and with effort she can redirect them from one source into another, even causing them to leap through the air in brilliant arcs.   A psychic using this power may ground out electrical flows or redirect them in order to either charge batteries or strike targets.  The psychic must be less than 1 meter away from the wires or source of the electricity and she must roll 1 VP for every meter she wishes to arc the electricity.  The amount of electricity a psychic may channel is determined by any VPs remaining: 1 VP- Small handheld electronics or blaster pistols/laser pistols.  2 VPs- large handheld electronics, blaster or laser long-arms.  3 VPs- Energy shields, small vehicles, building electricity running to a single piece of electronics.  4 VPs- Dueling or Assault energy shields, a large vehicle or a small building&#039;s power, starfighters.  5 VPs- A large building&#039;s power, a small spaceship such as an explorer.  6 VPs- A local power grid, a medium sized spaceship such as a frigate. &lt;br /&gt;
&lt;br /&gt;
In order to hit with arcing electricity the psychic treats her activation roll as an attack roll (subtracting VPs for arc length).  All regular ranged attack rules apply, but the &amp;quot;source&amp;quot; of the attack is the socket or outlet from which the electricity arcs (note that not many people take cover from wall outlets).  Damage is always treated as Stun damage, ranges from 1-9 depending on the source of the power.&lt;br /&gt;
&lt;br /&gt;
Example: While rummaging through the ruins of a Second Republic service facility, Shara Harrison is attacked by bandit looters.  She takes cover behind an overturned table while the bandits hide behind a counter across the room, shooting at her.  Luckily the building still has a trickle of power running through the wiring and she sees an outlet right next to where the bandits have taken cover.  She reaches out and rolls Intuition+Vis Craft, scoring 2 VPs.  The electricity needs to only arc 1 meter, so that leaves her with 1 VP on her ranged attack roll against a bandit.  The bandit has no cover from the outlet and is at no range penalty, therefore the bandit is struck by a blue-white arc of electricity from the socket.  The damage is determined by the storyteller to be only 4 due to the tiny amount of power in the facility, so with 1 VP that goes up to 5 Energy stun damage.&lt;br /&gt;
&lt;br /&gt;
;Vis Shock&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic is in the process of learning to use her own psychic energies to create vis flows within herself.  At this level of mastery she can only hold onto the charge for a short few moments before it is discharged.  This is enough time, though, to strike an individual with a sword and release the vis energy through a sword, fist, or kick.  The psychic makes a free activation roll to charge up her body.  She may hold the charge for a number of rounds equal to her resolve.  When the character strikes an opponent she may release the charge, doing extra Lethal energy damage equal to the number of VPs rolled on the activation roll.  While the charge is held blue-white electricity runs up and down the length of the psychic&#039;s arms and into the weapon being held (or down her legs if she is using her legs to kick).&lt;br /&gt;
&lt;br /&gt;
Note that if the psychic is using a technique that slips underneath shields (fencing or grappling, for example), this damage is added after any damage reduction is calculated.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Vis Shield&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic has learned to hold onto a charge around her body for a much longer duration.  When activated the psychic surrounds herself with an invisible field of energy similar to an energy shield.  The energy shield may take a number of hits equal to the psychic&#039;s Resolve+VPs rolled on the activation roll and it lasts for a scene.  It may be activated over any armor lighter than plate mail.&lt;br /&gt;
&lt;br /&gt;
;Vis Bolt&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic may gather her psychic energy into a cackling ball of super-heated plasma in her palm and direct it at a target.  Treat this as a ranged attack with a blaster rifle.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Vis Storm&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
Drawing upon her own internal spiritual energies as well as ambient electrical energy in the air, the psychic wills a vortex of lightning and plasma into existence anywhere within sight.  This vortex is 3 meters wide x VPs rolled, and anyone caught in it takes damage as if caught in the blast of a plasma grenade.  The vortex lasts only a single round, but it may be extended at the cost of an additional stun wound every round.  As the psychic channels this power Vis energy sparks all around her.&lt;br /&gt;
&lt;br /&gt;
;Vis Barrier&lt;br /&gt;
Roll: Resolve +Vis Craft. &lt;br /&gt;
&lt;br /&gt;
Identical to Vis Shield but implemented with much greater power and refinement.  The psychic shield now may take a number of hits equal to the psychic&#039;s (Resolve+VPs)x2, and may be activated over any armor.&lt;br /&gt;
&lt;br /&gt;
==Omen==&lt;br /&gt;
&lt;br /&gt;
The Path of Omen is dedicated to seeing through time, both backwards and forwards.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Sympathy==&lt;br /&gt;
&lt;br /&gt;
The Path of Sympathy is dedicated to forging spiritual connections between objects and people.  This makes the use of other psychic powers easier and is common among covens.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Cloaking==&lt;br /&gt;
&lt;br /&gt;
The Path of Cloaking involves using a psychic&#039;s power to shroud an individual, initially from other psychic or occult powers but eventually from sight and sound.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Visioning==&lt;br /&gt;
&lt;br /&gt;
The Path of Visioning is similar to that of Psyche, though rather than reading minds it is dedicated to projecting illusions and nightmares into the minds of others.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Turning==&lt;br /&gt;
&lt;br /&gt;
Among the rarest of psychic paths, the Path of Turning involves manipulating spiritual energies.  It allows the psychic to diffuse other occult powers and even redirect them to different targets.  This section is not complete yet.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Draft_Complex_Battle_System&amp;diff=1404</id>
		<title>Draft Complex Battle System</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Draft_Complex_Battle_System&amp;diff=1404"/>
		<updated>2013-01-12T08:08:31Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Winning A Combat Roll */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;margin-left: 25px; float: right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Battles occur between opposing &#039;&#039;&#039;armies&#039;&#039;&#039; that range in size between a few dozen men on a side to many thousands.  These forces are grouped into &#039;&#039;&#039;battalions&#039;&#039;&#039;, which are units under the control of a single &#039;&#039;&#039;commander&#039;&#039;&#039;. Each side will also have a &#039;&#039;&#039;general&#039;&#039;&#039; who has overall responsibility for the battle.  In very large battles, there may be several divisions each commanded by a general, one of whom is the &#039;&#039;&#039;general-in-chief&#039;&#039;&#039; in charge of the entire army. Additionally, sometimes commanders may have &#039;&#039;&#039;sub-commanders&#039;&#039;&#039; who control individual units within their battalion.&lt;br /&gt;
&lt;br /&gt;
Battles generally begin with the two sides facing each other, with battalions from each side squaring off. A series of contested &#039;&#039;&#039;planning&#039;&#039;&#039; rolls between generals determine which side, if any, has a more favorable starting position.  &lt;br /&gt;
&lt;br /&gt;
After battle begins, combat occurs between each battalion. Battalions are either &#039;&#039;&#039;skirmishing&#039;&#039;&#039;, where they are maintaining distance and engaging with ranged weapons or brief melees, or in an &#039;&#039;&#039;assault&#039;&#039;&#039;, where they are in a close, hard-fought melee. Each round generally has a winner and loser, and the loser may have to check &#039;&#039;&#039;morale&#039;&#039;&#039;; on a failure, the unit will become shaken and ultimately break. At the end of a round, both sides choose an engagement type (skirmish, assault, or retreat) for the next round; if the two sides have chosen a different posture, they will make a Mobility check to see which side&#039;s choice takes effect.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
While there many elements to a battle, it is possible to roughly break the battle into three phases::&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Planning Phase&#039;&#039;&#039; -- (Deployment: Wits + Command or Wits + Warfare, contested against the same rolls on the other side; Wits + command/warfare on Tactics; Presence + command/warfare on leadership). Winning Deployment gives a side a bonus on Mobility, Tactics does so to Combat (Assault or Skirmish) rolls and Leadership grants them synergy bonuses to Morale rolls.&lt;br /&gt;
&lt;br /&gt;
Whether one or the other skill is used depends on army size; armies of less than 700 use Command, while those of more than 1000 use Warfare. Armies between 700 and &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battle Phase&#039;&#039;&#039; -- You may choose to attack with either SKIRMISH or ASSAULT actions. These roll off  on the relevant unit trait plus the commander&#039;s skill, with applicable synergy bonuses depending on the situation.&lt;br /&gt;
&lt;br /&gt;
Orderly retreats can only be done if the engagement type is Skirmish. They will succeed at doing so with a mobility roll. Disorderly retreats can be done in the event of Skirmishes and Assaults both. These are also known as routs. During pursuits, the skirmishes roll skirmish + command contrasted against the retreating army&#039;s mobility + command. &lt;br /&gt;
&lt;br /&gt;
If the former wins, then they will do serious damage to the opponents. If the fleeing side wins, they succeed at escaping, being able to rally depending on the severity of the rout.&lt;br /&gt;
&lt;br /&gt;
Upon losing a combat roll, all battalions must make morale checks, which are based off Morale + Command.  They are first Shaken and then Broken; Broken units that flee can try to Rally, rolling Morale + Command to do so.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aftermath Phase&#039;&#039;&#039; -- Battles ends when one or both sides retreat by rout or withdrawal. Casualties are then calculated by staff depending on a few factors. &lt;br /&gt;
&lt;br /&gt;
=== Glossary ===&lt;br /&gt;
&lt;br /&gt;
The terms mentioned above are system terms; ICly, those roles may be called by different names or even combined. Their system definition is here, however:&lt;br /&gt;
&lt;br /&gt;
;Army&lt;br /&gt;
:The entire forces of one side of a battle; it is led by the &#039;&#039;&#039;general-in-chief&#039;&#039;&#039;.&lt;br /&gt;
;Division&lt;br /&gt;
:Two or three battalions under the command of a &#039;&#039;&#039;general&#039;&#039;&#039; that serves as a sub-part of an army.&lt;br /&gt;
;Battalion&lt;br /&gt;
:A base unit in the mass combat system. It may be as small as a few dozen men but is no larger than about a thousand men; it is led by a &#039;&#039;&#039;commander&#039;&#039;&#039;.&lt;br /&gt;
;General&lt;br /&gt;
:The supreme leader of one or more battalions who is responsible for setting the overall strategy of all or some of the battalions in an army or division. Generals may use the &#039;&#039;Warfare&#039;&#039; skill in large battles or the &#039;&#039;Command&#039;&#039; skill in small and medium-sized battles.&lt;br /&gt;
;Commander&lt;br /&gt;
:The battlefield leader of one battalion who is responsible for leading the battalion in combat. Commanders always use the &#039;&#039;Command&#039;&#039; skill.&lt;br /&gt;
;General-in-Chief&lt;br /&gt;
:When an army is more than two or three thousand men, it will need more than one general. One of those generals then becomes the general-in-chief, and the others may be called &#039;&#039;&#039;lieutenant-generals.&#039;&#039;&#039;&lt;br /&gt;
;Sub-Commander&lt;br /&gt;
:Sometimes, a PC or named NPC will be in command of one of the constituent parts of a battalion; for instance, a battalion of 500 soldiers may include a 100-man Muster company commanded by a PC captain.  That captain is a sub-commander, whose rolls affect the overall success or failure of the battalion. &lt;br /&gt;
;Planning&lt;br /&gt;
:The series of rolls and decisions made by opposing generals before a battle that determines initial placement, readiness, and general tactics. Planning rolls are either &#039;&#039;Warfare&#039;&#039; or &#039;&#039;Command&#039;&#039; checks depending on the scale of the battle.&lt;br /&gt;
;Skirmish&lt;br /&gt;
:Combat between two battalions that takes place primarily at range; it may involve the exchange of fire or quick raids that result in brief melees that form or break apart.&lt;br /&gt;
;Assault&lt;br /&gt;
:Combat between two battalions that takes place in close, hard-fought melee.&lt;br /&gt;
;Retreat&lt;br /&gt;
:A battalion that is leaving the battlefield to return to its reserves or some other place of safety. A retreat may be orderly (a &#039;&#039;&#039;withdrawal&#039;&#039;&#039;) or disorderly (a &#039;&#039;&#039;rout&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Units ==&lt;br /&gt;
&lt;br /&gt;
Battles take place between units grouped into battalions.  Units have five traits and may have some special abilities.  When a battalion has only one type of unit, it has the traits of that unit.  When a battalion contains multiple types of units, it has the traits of the the largest unit in the battalion, with bonuses and penalties for other units present.&lt;br /&gt;
&lt;br /&gt;
=== Unit Traits ===&lt;br /&gt;
&lt;br /&gt;
Units have five traits rated from 1-10 like character traits. They are:&lt;br /&gt;
&lt;br /&gt;
;Skirmish&lt;br /&gt;
:The unit&#039;s effectiveness in skirmish situations, which often occur at range or involve small, uncoordinated melees that form and then break quickly.&lt;br /&gt;
&lt;br /&gt;
;Assault&lt;br /&gt;
:The unit&#039;s effectiveness in an assault situations, which tend to occur close in and involve heavy, sustained melee fighting.&lt;br /&gt;
&lt;br /&gt;
;Mobility&lt;br /&gt;
:The unit&#039;s ability to close to assault range or prevent an enemy from closing to assault.&lt;br /&gt;
&lt;br /&gt;
;Morale&lt;br /&gt;
:The unit&#039;s cohesion and fighting spirit. Commanders test their forces&#039; morale when they lose in combat.&lt;br /&gt;
&lt;br /&gt;
;Raiding&lt;br /&gt;
:The unit&#039;s ability to engage in fast, disconnect raids to cut supply lines, pillage enemy territory, or disable enemy equipment.&lt;br /&gt;
&lt;br /&gt;
Units may also have special abilities, which affect certain rolls or give them bonuses in particular situations.&lt;br /&gt;
&lt;br /&gt;
=== Unit Trait Meanings ===&lt;br /&gt;
&lt;br /&gt;
Like character traits, unit trait ratings mean something qualitatively.&lt;br /&gt;
&lt;br /&gt;
*1 - Very Poor (Non-combatants)&lt;br /&gt;
*2 - Poor (Impressed Serfs)&lt;br /&gt;
*3 - Below Average (Militia)&lt;br /&gt;
*4 - Low Average (New Armsmen)&lt;br /&gt;
*5 - High Average (Seasoned Armsmen)&lt;br /&gt;
*6 - Above Average (Muster)&lt;br /&gt;
*7 - Exceptional (Vorox commandos, Cyber-corps)&lt;br /&gt;
*8 - Among the best on planet (Brother Battle)&lt;br /&gt;
*9 - Among the best alive (Phoenix Guard)&lt;br /&gt;
*10 - Among the best in history (Alexius&#039; personal retinue)&lt;br /&gt;
&lt;br /&gt;
Mobility is particularly technology dependent; infantry tend to have a Mobility of 3-4, while cavalry tend to have a Mobility of 5-6. Mechanized units tend to have a Mobility of 6-7, while hover units and similar very highly mobile forces may have 8 or more.&lt;br /&gt;
&lt;br /&gt;
==== Example Units ====&lt;br /&gt;
*&#039;&#039;&#039;House Armsmen:&#039;&#039;&#039; Skirmish 4, Assault 5, Mobility 5, Morale 5, Raiding 4&lt;br /&gt;
*&#039;&#039;&#039;Hobelars:&#039;&#039;&#039; Skirmish 3, Assault 4, Mobility 6, Morale 3, Raiding 6&lt;br /&gt;
*&#039;&#039;&#039;Legionaries:&#039;&#039;&#039; Skirmish 5, Assault 5, Mobility 4, Morale 4, Raiding 3&lt;br /&gt;
*&#039;&#039;&#039;Muster Hoplites:&#039;&#039;&#039; Skirmish 7, Assault 4, Mobility 4, Morale 3*, Raiding 4&lt;br /&gt;
*&#039;&#039;&#039;Brother Battle:&#039;&#039;&#039; Skirmish 6, Assault 8, Mobility 3, Morale 8, Raiding 3&lt;br /&gt;
*&#039;&#039;&#039;Medium Tank Squadron:&#039;&#039;&#039; Skirmish 7, Assault 4, Mobility 6, Morale 5, Raiding 3&lt;br /&gt;
*&#039;&#039;&#039;Scout Tank Squadron:&#039;&#039;&#039; Skirmish 7, Assault 3, Mobility 7, Morale 5, Raiding 5&lt;br /&gt;
&lt;br /&gt;
&#039;* Mercenary units have a special rule called &#039;Cost-Benefit Analysis&#039;; they have a lower morale than some other troops, but instead of breaking they retreat in an orderly fashion. This represents not the exhaustion of their fighting spirit but their desire to collect a paycheck and not die. In some situations, they double their morale. For more details, see Morale, below.&lt;br /&gt;
&lt;br /&gt;
=== Mixed Battalions ===&lt;br /&gt;
&lt;br /&gt;
A mixed battalion has the base traits of the largest unit within its total - the &#039;main unit&#039;. All other units are &#039;supporting units&#039; in a battalion.&lt;br /&gt;
&lt;br /&gt;
When a supporting unit has substantially different traits, they may alter the effective trait of the main unit.&lt;br /&gt;
&lt;br /&gt;
If a supporting unit makes up more than a tenth of the total unit strength and has a trait that is 2 points or more higher than the main unit, increase the main unit&#039;s effective trait by 1. If they have a trait that is 4 or more points higher, increase the main unit&#039;s effective trait by 2! Thus, if there are a dozen Brother Battle with 100 armsmen, the traits of the unit will be Skirmish 5, Assault 6, Mobility 5 and Morale 6. &lt;br /&gt;
&lt;br /&gt;
Similarly, if a sub-unit makes up more than a tenth of the total unit strength and has a trait that is 2 points or more lower than the main unit, subtract one from the main unit&#039;s effective trait.  Thus, a company of 100 mounted hobelars forced to escort a few dozen legionaries would be reduced to Skirmish 3, Assault 4, Mobility 5 and Morale 3.&lt;br /&gt;
&lt;br /&gt;
Only one supporting unit can provide a bonus to the main unit; if a unit of Armsmen with Skirmish 4 is supported by both a unit of Armored Legion (Skirmish 6) and Ceramsteel Legion (Skirmish 7), they will have a +1 Skirmish, not a +2.&lt;br /&gt;
&lt;br /&gt;
Many units have special abilities. A main unit’s special abilities always apply; only one supporting unit’s special abilities can apply each round, though that can change. That represents that supporting unit taking the lead - heavy cavalry leading a charge, for instance, or Brother Battle standing in the center of a unit so others can rally around them. Some units have special abilities that only apply if they are the main unit, such as Brother Battle (who are fearless when they are the main unit) or Hobelars (who get only limited benefit from supporters when they are the main unit.)&lt;br /&gt;
&lt;br /&gt;
=== A Complex Example ===&lt;br /&gt;
&lt;br /&gt;
When a battalion is made up of many constituent units, these rules all still combine. Imagine a unit with 100 Armsmen, 1 Scout Tank, 70 Hobelars and 25 Brother Battle.  A Scout Tank &#039;counts as&#039; roughly 20 soldiers for unit number purposes, so the battalion has a total strength of 225.   First, determine the main unit in the battalion; it is the unit with the largest numbers. In this case, the 100 Armsmen would be the main unit in the battalion, and so its traits would start at those of a coistrel armsman - Skirmish 4, Assault 5, Mobility 5 and Morale 5.&lt;br /&gt;
&lt;br /&gt;
Next, we see if any of the supporting units in the battalion are substantially better than the armsmen. Do any of the units have a Skirmish 2 points higher? (Yes - the Brother Battle as well as the tank.) The battalion is now Skirmish 5, Assault 5, Mobility 5, and Morale 5.  Do any of the units have an Assault 2 points higher than the armsmen? (Yes - the Brother Battle.) The battalion is now Skirmish 5, Assault 6, Mobility 5, and Morale 5. Do any of the units have a Mobility 2 points higher than the armsmen? (Yes - the tank.) The battalion is now Skirmish 5, Assault 6, Mobility 6, and Morale 5.  Do any of the supporting units have a Morale 2 points higher than the armsmen? (Yes - the Brother Battle.)  Now the battalion is Skirmish 5, Assault 6, Mobility 6, and Morale 5.&lt;br /&gt;
&lt;br /&gt;
Now we determine if any of the supporting units are substantially worse than the armsmen. Do any of the supporting units have a Skirmish 2 points lower? (Yes - the hobelars.) Now we are Skirmish 4, Assault 6, Mobility 6, Morale 6. Any have an Assault two points lower? (Yes - the tank.) Now we are Skirmish 4, Assault 5, Mobility 6, and Morale 6. Any supporting units have a Mobility 2 points lower? (Yes - the Brother Battle). Skirmish 4, Assault 5, Mobility 5, and Morale 6.  Finally, do any supporting units have a Morale 2 points lower. (Again, yes - the hobelars.) We are left with Skirmish 4, Assault 5, Mobility 5, and Morale 5 - exactly the same as the statline of a base armsman.&lt;br /&gt;
&lt;br /&gt;
In general, mixed battalions are most effective when they accentuate certain parts of the base unit. If the example unit above was just the tank and the armsmen, it would be Skirmish 5, Assault 4, Mobility 6, and Morale 5 - a little less effective in an assault, but faster and with more firepower due to the support of the tank.  If the unit was just the Brother Battle and the armsmen, it would be Skirmish 5, Assault 6, Mobility 4, and Morale 6 - slower, with the armored warrior-monks in the center, but otherwise better in all ways. With just the hobelars, it would be Skirmish 4, Assault 5, Mobility 5 and Morale 4; the more fragile hobelars would not improve the armsmen&#039;s fighting ability, but when they flee they may pull the armsmen with them. They would make the unit more effective at raiding out of combat, however, and they are also very cheap, possibly giving a bonus for outnumbering.&lt;br /&gt;
&lt;br /&gt;
==Army Composition==&lt;br /&gt;
&lt;br /&gt;
Before a battle begins, the commanders of an army will agree upon the composition of divisions and battalions. Unless an army is over 2000-3000 soldiers, it will likely only have one division that will be conventionally divided up into three battalions.  Very small battles - less than 200 folks on a side or so - tend to not divide even into battalions, instead having only one battalion per side.&lt;br /&gt;
&lt;br /&gt;
Settling on divisions and battalions is more art than science. Both sides&#039; divisions and battalions should be of roughly equal size; if one side has organized into significantly smaller battalions, fold them together. For example, if Lord Johnson has arranged his troops into 9 battalions of 100 men and Lord Richard into three battalions of 300 men, Lord Johnson&#039;s troops should be folded into 3 battalions for mass combat purposes with the commanders of his smaller battalions serving as sub-commanders in the system.&lt;br /&gt;
&lt;br /&gt;
The general rule for battalions is that they should be a quarter to a third of the total strength of the army and not much more than 600-700 men each. If the number of battalions is going to increase beyond four or five to keep within these limits, it is time to start dividing an army into divisions. (See Very Large Battles, below.)&lt;br /&gt;
&lt;br /&gt;
== Planning Phase ==&lt;br /&gt;
&lt;br /&gt;
As a battle is starting the opposing generals will make planning rolls. This section assumes that there is only one division on each side; for a very large battle, see the &#039;Very Large Battles&#039; section below.&lt;br /&gt;
&lt;br /&gt;
During the Planning Phase, each general makes three opposed rolls, a Deployment check, a Tactics check, and a Leadership check.  &lt;br /&gt;
&lt;br /&gt;
Some of these rolls can either use Command or Warfare, depending on size. If an engagement has less than 700 soldiers on a side, use Command. If it has more than 1000 soldiers on a side, use Warfare. If it is between 700 and 1000 soldiers, the general can choose either Command or Warfare.&lt;br /&gt;
&lt;br /&gt;
After any of the three Planning Rolls are made, each general needs to determine the Line of Battle, deciding which of his battalions will be placed where on the front lines (there should generally be at least three) and which, if any, will be in the reserves.&lt;br /&gt;
&lt;br /&gt;
=== The Deployment Check ===&lt;br /&gt;
&lt;br /&gt;
The deployment roll represents a general&#039;s skill at putting his soldiers where they need to be, and includes elements of supply and logistics.  This is a Wits + Warfare or Wits + Command roll, depending on the size of the engagement. The general will receive synergy from appropriate blessings and careers. He will also receive synergy from:&lt;br /&gt;
&lt;br /&gt;
* Having more or better intelligence than the enemy&lt;br /&gt;
* Having soldiers with a higher average Mobility than the enemy&lt;br /&gt;
* Having a higher relevant People &amp;amp; Places skill than the enemy&lt;br /&gt;
* Having significantly better supply lines than the enemy&lt;br /&gt;
* Having significantly fresher soldiers than the enemy&lt;br /&gt;
&lt;br /&gt;
Winning the Deployment Check gives all a general&#039;s commander synergy on Mobility rolls. In the case of a tie, neither side receives synergy.&lt;br /&gt;
&lt;br /&gt;
=== The Tactics Check ===&lt;br /&gt;
&lt;br /&gt;
The tactics roll represents a general&#039;s skill at developing a plan for once battle commences and having his soldiers follow that plan. This is a Wits + Warfare or Wits + Command roll, depending on the size of the engagement.  The general will receive synergy from appropriate blessings and careers. He will also receive synergy from:&lt;br /&gt;
&lt;br /&gt;
* Having soldiers with a higher average Skirmish than the enemy&lt;br /&gt;
* Having soldiers with a higher average Assault than the enemy&lt;br /&gt;
* Having a higher Command (if Warfare is being used) or Warfare (if Command is being used) than the enemy.&lt;br /&gt;
* Having significantly better commanders than the enemy&lt;br /&gt;
* Having significantly better communications than the enemy&lt;br /&gt;
&lt;br /&gt;
Winning the Tactics check will give your commanders synergy on all Combat (Assault or Skirmish) rolls. In the case of a tie, neither side receives synergy.&lt;br /&gt;
&lt;br /&gt;
=== The Leadership Check ===&lt;br /&gt;
&lt;br /&gt;
The leadership roll represents a general&#039;s skill at inspiring his commanders and soldiers to fight.  This is a Presence + Warfare or Presence + Command roll, depending on the size of the engagement. The general will receive synergy from appropriate blessings and careers. He will also receive synergy from:&lt;br /&gt;
&lt;br /&gt;
* Having soldiers with a higher average Morale than the enemy&lt;br /&gt;
* Having the majority of soldiers fighting to defend their homes&lt;br /&gt;
* Having a higher Impress than the enemy&lt;br /&gt;
* Having significantly more religious blessing than the enemy&lt;br /&gt;
* Having significantly more opportunities for profit than the enemy&lt;br /&gt;
&lt;br /&gt;
Winning the Leadership roll check give your commanders synergy on all Morale rolls. In the case of a tie, neither side receives synergy.&lt;br /&gt;
&lt;br /&gt;
== The Line of Battle ==&lt;br /&gt;
&lt;br /&gt;
Generally, armies in the field fight in a rough line, with a left flank, center, and right flank. Sometimes, a battalion may also be kept in reserve.  There are other ways to organize a battle, particularly when someone has been ambushed, when a battalion is defending a fixed position, or in other situations, but they have to be worked out on a case-by-case basis.&lt;br /&gt;
&lt;br /&gt;
Before a battle begins, each general chooses where their battalions will set up, either in the left flank, the center, the right flank, or the reserves. In very large battles, the general-in-chief will choose where divisions deploy, and then the generals of each division will determine the placement of battalions within the division.  Ordinarily, generals determine where their battalions will be deployed &#039;blind&#039;, but if one general wins more Planning Phase rolls than the other they can switch the locations of two battalions after both sides have decided upon the line of battle.&lt;br /&gt;
&lt;br /&gt;
== Battle Phase ==&lt;br /&gt;
&lt;br /&gt;
The battle phase takes place over a series of Battle Rounds, in which units in the same part of the battle (the left, right, and center) square off against each other either while Skirmishing or in an Assault.  Battles generally always begin at Skirmish range.&lt;br /&gt;
&lt;br /&gt;
=== The Battle Round ===&lt;br /&gt;
&lt;br /&gt;
Each battle round, the two sides make a contested Combat Roll based on their current engagement type; the loser of that Combat Roll may have to make a morale check, and then both sides declare what type of engagement they are seeking for the next round. If one side wishes a different type of engagement than another, they will make a contested Mobility Roll to see whose choice prevails.&lt;br /&gt;
&lt;br /&gt;
=== Combat Rolls: Skirmishes &amp;amp; Assaults ===&lt;br /&gt;
&lt;br /&gt;
Combat rolls in skirmishes and assaults are based on the relevant unit trait plus the commander&#039;s Command skill. Thus, in a Skirmish, each side rolls Skirmish + Command, comparing their results, while in an Assault each side rolls Assault + Command. Commanders receive synergy bonuses from appropriate blessings and careers as well as:&lt;br /&gt;
&lt;br /&gt;
* Being ‘overstrength’ by having a battalion that is more than 10% larger than the enemy&lt;br /&gt;
* Successful sub-commander rolls (see below)&lt;br /&gt;
* Special unit blessings that provide synergy (for instance, Vorox Commandos may grant synergy if they are members of a battalion fighting in jungle or forest)&lt;br /&gt;
* Flanking or having an allied battalion flank an opponent. (This can grant synergy multiple times, once for every battalion that is flanking!)&lt;br /&gt;
* Having a general who won the Tactics roll in the planning phase.&lt;br /&gt;
&lt;br /&gt;
==== Multiple Opponents ====&lt;br /&gt;
&lt;br /&gt;
If there is more than one battalion targeting a single battalion, all battalions on the &#039;outnumbering&#039; side receive a +1 to their Combat Rolls. Thus, if two of Lord Johnson&#039;s battalions are fighting one of Lord Richard&#039;s battalions, each of Lord Johnson&#039;s commanders receive a +1.&lt;br /&gt;
&lt;br /&gt;
Note that this is different than the synergy bonus for being overstrength; if Lord Johnson&#039;s battalions are each 200 men and Lord Richard&#039;s battalion is 300 men, Lord Richard will receive a synergy bonus for having an overstrength battalion even though Lord Johnson’s two battalions collectively outnumber him.&lt;br /&gt;
&lt;br /&gt;
Unlike in personal combat, a battalion can damage multiple opponents in a turn. If three battalions attack a single battalion and all three battalions lose the combat, they all must make Morale checks.&lt;br /&gt;
&lt;br /&gt;
====Sub-Commanders====&lt;br /&gt;
&lt;br /&gt;
Sometimes a battalion commander will have smaller units in his force commanded by a PC or significant NPC.  These are sub-commanders, and they make their own Combat Roll each Battle Round, comparing their result either to a named Sub-Commander on the enemy side or to the enemy commander&#039;s roll, if there is no opposing sub-commander.&lt;br /&gt;
&lt;br /&gt;
If a sub-commander wins their roll, the commander receives a synergy bonus for each sub-commander who wins. If the sub-commander loses, the enemy commander receives a synergy bonus. &lt;br /&gt;
&lt;br /&gt;
====Leading From The Front====&lt;br /&gt;
&lt;br /&gt;
In an Assault, a character can get a flat +1 to their roll (on top of synergy!) by leading from the front. This rule applies to both commanders and sub-commanders. If a character leads from the front, each round they must make a Dex + Melee or Dex + Fight check. If they fail, they take a Serious Wound. Characters with assault shields or ceramsteel can ignore the first Serious Wound they take; characters with ceramsteel and a battle shield can ignore the first two Serious Wounds they take.&lt;br /&gt;
&lt;br /&gt;
=== Winning A Combat Roll ===&lt;br /&gt;
&lt;br /&gt;
When one side wins a combat roll the losing side is generally forced to make a Morale Check at a penalty equal to the number of VPs scored by the winner.  Note that this penalty is not a dissonance penalty- it is applied after all synergy and dissonance penalties have been determined. If the losing side has already broken, instead the losing side takes extra casualties as they are ridden down.&lt;br /&gt;
&lt;br /&gt;
=== Mobility Checks ===&lt;br /&gt;
&lt;br /&gt;
At the end of each battle round, units can try to maneuver by either changing the engagement type, flanking an enemy, or withdrawing.  If a unit’s opponents wish to stop that maneuver or perform a contradictory maneuver, everyone involved in battle in that area makes an opposed Mobility Roll; the winner of this roll then either stops or overrides the maneuvers of others.&lt;br /&gt;
&lt;br /&gt;
Each commander rolls his unit&#039;s Mobility trait plus his Command skill, adding synergy from blessings and careers as appropriate as well as:&lt;br /&gt;
&lt;br /&gt;
* Having significantly favorable terrain (if one side is backing into a ford, the other side will have a mobility advantage)&lt;br /&gt;
* Special unit blessings that provide synergy (for instance, Vorox Commandos may grant synergy if they are members of a battalion fighting in jungle or forest)&lt;br /&gt;
* Having a general who won the Tactics roll in the Planning Phase.&lt;br /&gt;
&lt;br /&gt;
If a battalion is facing multiple units, it must beat the Mobility Roll of every opposing unit to be able to maneuver. &lt;br /&gt;
&lt;br /&gt;
==== Changing Engagement Type ====&lt;br /&gt;
&lt;br /&gt;
At the end of each battle round, each commander chooses the engagement type they would like for the next round. If both sides choose the same type of engagement - Skirmish or Assault - the engagement type changes automatically. If one side wishes to Skirmish and the other side wishes to Assault, however, the side that won the Mobility Roll determines the type of engagement.&lt;br /&gt;
&lt;br /&gt;
==== Flanking ====&lt;br /&gt;
&lt;br /&gt;
If two or more battalions are facing a single battalion that has an open flank, one of them can attempt to flank. To do so, they must succeed at a Mobility Check.  &lt;br /&gt;
&lt;br /&gt;
==== Withdrawals ====&lt;br /&gt;
&lt;br /&gt;
A battalion can only make an orderly retreat or withdrawal from a Skirmish. If they win the Mobility roll, they withdraw from the battle into the Reserves. A unit making an orderly retreat can never be drawn into an Assault unless they mishap or have been flanked; if Battalion A is trying to Withdraw and Battalion B is trying to Assault, even if Battalion B wins the Mobility roll the combat remains a skirmish.&lt;br /&gt;
&lt;br /&gt;
===== Routs =====&lt;br /&gt;
&lt;br /&gt;
While a disorderly retreat or rout is not a planned maneuver, it is resolved at the same time as other mobility rolls.&lt;br /&gt;
&lt;br /&gt;
A disorderly retreat or rout can occur from a skirmish or an assault. During a rout, the pursuing side rolls Skirmish + Command with appropriate synergy bonuses while the fleeing side rolls Mobility + Command with appropriate bonuses. If the pursuing side wins, they harry the routing soldiers, doing serious damage, while if the fleeing side wins, they escape from their pursuers.  Depending on how badly they have been routed, they may then be able to rally.&lt;br /&gt;
&lt;br /&gt;
=== Reserves ===&lt;br /&gt;
&lt;br /&gt;
Battalions can also begin a battle in the Reserves, placed behind friendly lines to reinforce troops in battle. During the Mobility phase of each battle round, a unit in the Reserves can move up to the front, joining a battle in progress whether or not that battle is in Skirmish or Assault.&lt;br /&gt;
&lt;br /&gt;
To move up to the front, the commander of the Reserves must succeed at a Mobility Check with synergy bonuses as described above. If the Reserves commander failed the Mobility check in prior rounds, new checks are made at a +2 bonus for every round the commander has failed their check. Any success is enough to join the battle; by default, the reserve battalion will join the front of the battle, though when appropriate (such as when it has entered the battle due to routing a nearby unit) it can sometimes instead join a battle at the flank.&lt;br /&gt;
&lt;br /&gt;
When a unit finds itself disengaged due to the rout or withdrawal of the enemy treat it as if it is in the Reserves.  Sometimes, when there are multiple battalions fighting an opponent, one or more of those allied battalions may wish to maneuver to flank the opponent. To do so, the maneuvering battalion must succeed at a Mobility check just as if they are entering a battle from the Reserves.&lt;br /&gt;
&lt;br /&gt;
== Morale ==&lt;br /&gt;
&lt;br /&gt;
Battalions must make morale checks when:&lt;br /&gt;
&lt;br /&gt;
* They lose a Combat Roll&lt;br /&gt;
* An adjacent ally breaks&lt;br /&gt;
* They are hit with artillery fire, aerial attack, or orbital bombardment&lt;br /&gt;
&lt;br /&gt;
=== Morale Checks ===&lt;br /&gt;
&lt;br /&gt;
To make a morale check, the commander rolls his battalion&#039;s Morale + his Command, with synergy bonuses from appropriate blessings and careers as well as:&lt;br /&gt;
&lt;br /&gt;
* Having a Presence of 6 or higher&lt;br /&gt;
* Having an Impress of 6 or higher&lt;br /&gt;
* Having a general who won the Leadership roll in the Planning Phase&lt;br /&gt;
* Having a significant religious figure or relic&lt;br /&gt;
* Having a sub-commander succeed at a Morale check&lt;br /&gt;
&lt;br /&gt;
Morale rolls also have dissonance penalties:&lt;br /&gt;
&lt;br /&gt;
* One dissonance penalty for every broken or retreating allied unit&lt;br /&gt;
* One dissonance penalty for every VP scored by enemy artillery, aerial attack or bombardment&lt;br /&gt;
* One or more dissonance penalties for a fallen commander or hero&lt;br /&gt;
* Having a sub-commander fail a Morale check&lt;br /&gt;
&lt;br /&gt;
If the battalion commander passes his morale check his unit is fine. If he fails, his unit becomes shaken or breaks; see &#039;Failing a Morale Check&#039;, below.  Battalions that adopt an Aggressive posture automatically fail their morale checks if they lose combat.&lt;br /&gt;
&lt;br /&gt;
==== Sub-Commanders and Morale ====&lt;br /&gt;
&lt;br /&gt;
Sub-commanders can also help or hinder their battalion&#039;s Morale checks. They make a Morale check exactly as above; if they succeed, their battalion commander receives synergy, while if they fail, their commander receives dissonance.&lt;br /&gt;
&lt;br /&gt;
=== Failing a Morale Check ===&lt;br /&gt;
&lt;br /&gt;
The first time a battalion fails a Morale Check it is Shaken. Shaken units do not take penalties but they are in danger of breaking.&lt;br /&gt;
&lt;br /&gt;
The second time a battalion fails a Morale Check it breaks and routs, making a disorderly retreat as above. &lt;br /&gt;
&lt;br /&gt;
==== Mercenary Units ====&lt;br /&gt;
&lt;br /&gt;
Mercenary units have a special rule called &#039;Cost-Benefit Analysis.&#039;  They have a lower Morale trait than many other units, but instead of Routing when they fail their second Morale Check they instead make a fighting withdrawal in an orderly fashion, first maneuvering from Assault to Skirmish and then Skirmish to Retreat.&lt;br /&gt;
&lt;br /&gt;
=== Rallying ===&lt;br /&gt;
&lt;br /&gt;
Commanders can seek to rally a unit that has become Broken. &lt;br /&gt;
&lt;br /&gt;
A Broken and Routing unit can be rallied only if it has successfully retreated. The round after it successfully retreats, it can make a Morale Check at the end of the round (when other units would be making Mobility checks). If the unit succeeds, it rallies - it is placed in the Reserves and becomes Shaken. If it fails, it disperses and no further attempts to rally can be made.&lt;br /&gt;
&lt;br /&gt;
== Ending The Battle ==&lt;br /&gt;
&lt;br /&gt;
Battle ends when one or both sides retreat, whether by rout or withdrawal. &lt;br /&gt;
&lt;br /&gt;
=== Casualties ===&lt;br /&gt;
Casualties depend on how long the unit was engaged in battle and whether or not it was routed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Short Battle&#039;&#039;&#039; (1-3 rounds): Very Light casualties.&lt;br /&gt;
* “‘Ordinary Battle&#039;&#039;&#039; (4-6 rounds): Light casualties.&lt;br /&gt;
* &#039;&#039;’Long Battle’’’ (7-9 rounds): Moderate Casualties&lt;br /&gt;
* ‘’’Very Long Battle’’’ (10+ rounds): Heavy Casualties.&lt;br /&gt;
&lt;br /&gt;
A unit that breaks and routes suffers one category higher casualties. A unit that is ridden down while routing takes an additional two levels of casualties for every round they were ridden down.&lt;br /&gt;
&lt;br /&gt;
==== Casualty Levels ====&lt;br /&gt;
;Very Light (0)&lt;br /&gt;
:The battalion has lost only incidental soldiers to death or wounding.&lt;br /&gt;
;Light (0)&lt;br /&gt;
:The battalion has lost no more than 5% of its soldiers to death or wounds with minimal impact on its fighting capabilities.&lt;br /&gt;
;Moderate (-1)&lt;br /&gt;
:The battalion has lost no more than a tenth of its soldiers to death or wounds with some impacts on fighting capability.&lt;br /&gt;
;Heavy (-2)&lt;br /&gt;
:The battalion has lost a fifth or more of its soldiers to death or wounds with serious impacts on fighting capability.&lt;br /&gt;
;Very Heavy (-4)&lt;br /&gt;
:The battalion has a quarter or more of its fighting soldiers to death or wounds. It is basically useless in combat.&lt;br /&gt;
;Destroyed&lt;br /&gt;
:The battalion has lost a third of its soldiers and is no longer combat-capable. Every further level of casualties below this results in another ten percent of the battalion being dead or captured depending upon the brutality of the victors.&lt;br /&gt;
&lt;br /&gt;
Units that have taken casualties are at penalties to all rolls in future battles until they have had a chance to return to full strength. If a unit that is already under-strength takes additional casualties of its current level or higher, increase the casualty level by one step. For example, if a moderately wounded battalion takes Moderate casualties again, it will then have Heavy casualties. If a moderately wounded battalion takes Heavy casualties, it will instead have Very Heavy casualties. However, if the moderately wounded battalion takes Light casualties, it will remain at Moderate casualties.&lt;br /&gt;
&lt;br /&gt;
== Very Large Battles ==&lt;br /&gt;
&lt;br /&gt;
When a battle gets to have more than two or three thousand soldiers on a side, several generals will be needed per side. One of them will be a general-in-chief; the two opposing general-in-chiefs will make Planning Rolls which apply only to their division generals, giving them extra synergy on their Deployment, Tactics and Leadership rolls.&lt;br /&gt;
&lt;br /&gt;
Each set of division generals then make Planning Rolls which affect their battalion commanders as normal.&lt;br /&gt;
&lt;br /&gt;
== Very Small Battles ==&lt;br /&gt;
&lt;br /&gt;
In a very small battle, the general and commander may be the same person. In that case, they still make Planning Rolls, with the Deployment roll providing synergy as described above instead of choosing who deploys where.&lt;br /&gt;
&lt;br /&gt;
== Air Battles ==&lt;br /&gt;
&lt;br /&gt;
Often, an air battle will be taking place overhead while a ground battle is going on.  Air battles have their own separate rules, though they occur in the same round-by-round time scale as ground battles.&lt;br /&gt;
&lt;br /&gt;
=== Air Unit Traits ===&lt;br /&gt;
&lt;br /&gt;
Instead of Skirmish, Assault, Mobility and Morale, air units have two traits: Interception and Ground Attack. &lt;br /&gt;
&lt;br /&gt;
;Interception&lt;br /&gt;
:Interception represents an air unit&#039;s ability to engage other aircraft above the battlefield in a dogfight or dissuade their attacks using point defense, chaff, and other countermeasures.&lt;br /&gt;
&lt;br /&gt;
;Ground Attack&lt;br /&gt;
:Ground attack represents an air unit&#039;s ability to directly damage ground units using bombs, machine guns, and other weapons.&lt;br /&gt;
&lt;br /&gt;
=== Air Battles: Overview ===&lt;br /&gt;
&lt;br /&gt;
All air units on a side are placed into either the Interception squadron or a Ground Attack squadron.  Each round, the two sides&#039; Interception wings make contested Interception rolls; the winner of those rolls can then use their VPs to damage enemy aircraft or provide cover for their Ground Attack squadrons to support ground forces.&lt;br /&gt;
&lt;br /&gt;
=== Squadrons and the Air Wing  ===&lt;br /&gt;
&lt;br /&gt;
Air battles are fought between air wings, just as ground battles are fought between armies. Those wings are divided into squadrons, which like battalions represent the functional unit of an air battle.&lt;br /&gt;
&lt;br /&gt;
All air battles have at least one squadron, the Interception squadron.  They may also have one or more Ground Attack squadrons. The Interception squadron contains all aircraft the wing commander has tasked towards engaging in aerial battles with other aircraft, while Ground Attack squadrons contain aircraft the wing commander has tasked towards supporting ground forces.&lt;br /&gt;
&lt;br /&gt;
Ground Attack squadrons should be roughly equal in size with each other and appropriate for the size of the battalions on the ground. Roughly, every level of Air Power a plane has makes it appropriate to target a battalion of around one hundred people; thus, in a battle where the battalions are all around 300 soldiers, Ground Attack squadrons should be around Air Power 3. &lt;br /&gt;
&lt;br /&gt;
Often, multiple types of aircraft will be in a single squadron. Combine the statlines for these planes just as you would with a ground battalion, with the plane type making up the majority of Air Power supported by other plane types.  An Interception squadron with 3 Prop Fighters and a Paladin, for instance, would have total Air Power of 5, an Interception rating of 6 (the Prop Fighters’ 5 with a +1 for the Paladin’s Interception 7) and a Ground Attack of 3.&lt;br /&gt;
&lt;br /&gt;
=== The Interception Check ===&lt;br /&gt;
&lt;br /&gt;
Each combat round begins with an Interception check between the two sides; each side rolls Interception + Piloting/. The winner of this roll can use their VPs to either do damage to the opponent’s air wing or provide cover for their Ground Attack squadrons to attack, or both.&lt;br /&gt;
&lt;br /&gt;
Participants in the Interception check get synergy from skills, careers and blessings as usual as well as:&lt;br /&gt;
&lt;br /&gt;
* One synergy bonus for every point of Air Power they exceed the enemy squadron by&lt;br /&gt;
* One synergy bonus if the squadron leader has a higher Command skill than the enemy leader&lt;br /&gt;
* One synergy bonus if their general won the Leadership check before the battle &lt;br /&gt;
* Synergy bonuses or dissonance penalties for Sub-Commanders as described in the main Battle System rules&lt;br /&gt;
&lt;br /&gt;
If the winner of the Interception Check dedicates VPs to damaging their opponent’s air wing, their opponent then chooses which of their planes to apply the damage to. One VP of damage is enough to force an aircraft to flee the battle unless it has Energy Shields. Then, two VPs are required to force the craft to flee.&lt;br /&gt;
&lt;br /&gt;
If the winner of the Interception check really wants to shoot a plane down, it can instead devote 3 VPs to shooting down an aircraft of the enemy’s choice. Such a plane will be shot down; it will not have the opportunity to flee. Most enemy aircraft will be automatically destroyed if they are shot down, but enemy aircraft with the ‘Combat Hover’ ability will instead crash-land and possibly be salvaged at a later time.&lt;br /&gt;
&lt;br /&gt;
Normally, when an aircraft suffers damage from a failed Interception check it flees. However, the squadron commander can choose to have the damaged aircraft remain in the fight; on any further damage, it is shot down.&lt;br /&gt;
&lt;br /&gt;
In addition to damaging their opponent’s air wing, the winner of an Interception check can provide cover for its Ground Attack squadrons to attack. Providing cover reduces the damage done to enemy aircraft by 1, but allows all of the air wing’s ground attack squadrons can attack once following the rules below.&lt;br /&gt;
&lt;br /&gt;
If the enemy has no Interception squadron, all squadrons - even the Interception squadron - are treated as Ground Attack squadrons and attack once according to the Ground Attack rules below.&lt;br /&gt;
&lt;br /&gt;
For example: Don Julio’s air wing has an Interception squadron and two Ground Attack squadrons, while Don Johnson’s air wing has an Interception squadron and one Ground Attack squadron. If Don Julio wins the Interception Check by 3 VPs, he can do three VPs of damage to Don Johnson’s air wing - driving away three planes of Don Johnson’s choice - or he can pursue and destroy one plane of Don Johnson’s choice. Alternately, Don Julio can provide cover for Ground Attack; each of his two Ground Attack squadrons attack once, but he does only two VPs of damage to Don Johnson.&lt;br /&gt;
&lt;br /&gt;
=== Aerial Attack ===&lt;br /&gt;
&lt;br /&gt;
Aerial squadrons that have been given cover by interceptors or who are not opposed by interceptors can make one Ground Attack each round.&lt;br /&gt;
&lt;br /&gt;
Ground Attacks usually target a unit in Skirmish; the squadron commander rolls Ground Attack + Piloting against the target unit’s Skirmish + Command; the Ground Attack squadron is treated essentially identically as a ground unit fighting a Skirmish.  The Ground Attack squadron receives synergy bonuses for every extra point of Air Power it has; thus, if a Patrol Bomber (Air Power 3) is attacking a 100-man battalion of armsmen, the Ground Attack squadron will have two extra Synergy bonuses. Similarly, Ground Attack squadrons receive dissonance penalties if their Air Power is too small for the battalion they are attacking.&lt;br /&gt;
&lt;br /&gt;
If the Ground Attack squadron wins the check, the ground unit must make a Morale check at a penalty equal to the number of VPs the Ground Attack squadron exceeded the defenders’ Skirmish roll. If the ground unit wins the check, the Ground Attack squadron takes damage in VPs as described above, representing anti-aircraft fire from the ground.&lt;br /&gt;
&lt;br /&gt;
Particularly brutal commanders may instead direct a Ground Attack squadron to attack a unit engaged in Assault. Such units do not receive a defensive roll; instead, every VP the Ground Attack squadron scores applies as a penalty against the defending unit’s morale roll.  However, every unit engaged in the Assault - friend or foe - must make a Morale roll. Thus is, Don Julio’s armsmen are fighting Don Johnson’s legionaries and Don Julio directs a ground attack against the legionaries, Don Julio’s bomber will roll Ground Attack + Piloting. If Don Julio scores 2 VPs, both the armsmen and the legionaries will have to make a Morale roll at -2.&lt;br /&gt;
&lt;br /&gt;
== Artillery and Orbital Bombardment ==&lt;br /&gt;
&lt;br /&gt;
Commanders can also direct artillery fire or even orbital bombardment on the battlefield.  Generally, artillery units are off the battlefield, but those marked with ‘Artillery (Close)’ must instead be placed in the Reserves to be able to fire on battalions.&lt;br /&gt;
&lt;br /&gt;
Artillery units should be grouped in batteries of appropriate size for the battalions on the field. Roughly, every level of Fire Power a gun has makes it appropriate to target a battalion of around one hundred people; thus, in a battle where the battalions are all around 300 soldiers, batteries should be around Fire Power 3. &lt;br /&gt;
&lt;br /&gt;
Artillery fire usually targets a unit in Skirmish; the battery commander rolls Artillery + Gunnery against the target unit’s Skirmish + Command.  The battery receives synergy bonuses for every extra point of Fire Power it has; thus, if a battery of three Medium Artillery (Fire Power 3) is attacking a 100-man battalion of armsmen, the battery will have two extra Synergy bonuses. Similarly, batteries receive dissonance penalties if their Fire Power is too small for the battalion they are attacking.&lt;br /&gt;
&lt;br /&gt;
If the battery wins the check, the ground unit must make a Morale check at a penalty equal to the number of VPs the battery exceeded the defenders’ Skirmish roll. If the ground unit wins the check, they do not have to make a morale check, but they do not do damage to the artillery battery.&lt;br /&gt;
&lt;br /&gt;
Particularly brutal commanders may instead direct artillery fire against a unit engaged in Assault. Such units do not receive a defensive roll; instead, every VP the battery scores applies as a penalty against the defending unit’s morale roll.  However, every unit engaged in the Assault - friend or foe - must make a Morale roll. Thus is, Don Julio’s armsmen are fighting Don Johnson’s legionaries and Don Julio directs artillery fire against the legionaries, Don Julio’s battery commander will roll Artillery + Gunnery. If Don Julio scores 2 VPs, both the armsmen and the legionaries will have to make a Morale roll at -2.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Antinomy_Rites&amp;diff=1403</id>
		<title>Antinomy Rites</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Antinomy_Rites&amp;diff=1403"/>
		<updated>2013-01-12T05:19:33Z</updated>

		<summary type="html">&lt;p&gt;Lextius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Forked Tongue===&lt;br /&gt;
&lt;br /&gt;
===The Blasted Earth===&lt;br /&gt;
&lt;br /&gt;
===Summoning===&lt;br /&gt;
&lt;br /&gt;
===Necromancy===&lt;br /&gt;
&lt;br /&gt;
===Pacts and Bargains===&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Antinomy_Rites&amp;diff=1402</id>
		<title>Antinomy Rites</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Antinomy_Rites&amp;diff=1402"/>
		<updated>2013-01-12T04:38:51Z</updated>

		<summary type="html">&lt;p&gt;Lextius: Created page with &amp;quot;===Forked Tongue===  ===The Blasted Earth===  ===Summoning===  ===Necromancy===  ==Pacts and Bargains==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Forked Tongue===&lt;br /&gt;
&lt;br /&gt;
===The Blasted Earth===&lt;br /&gt;
&lt;br /&gt;
===Summoning===&lt;br /&gt;
&lt;br /&gt;
===Necromancy===&lt;br /&gt;
&lt;br /&gt;
==Pacts and Bargains==&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Heretical_Rites&amp;diff=1401</id>
		<title>Heretical Rites</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Heretical_Rites&amp;diff=1401"/>
		<updated>2013-01-12T04:38:46Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Antinomy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Antinomy=&lt;br /&gt;
&lt;br /&gt;
===[[Hedge Antinomy]]===&lt;br /&gt;
&lt;br /&gt;
===[[Antinomy Rites]]===&lt;br /&gt;
&lt;br /&gt;
=Gjarti=&lt;br /&gt;
&lt;br /&gt;
=Manja=&lt;br /&gt;
&lt;br /&gt;
===Birthright===&lt;br /&gt;
&lt;br /&gt;
Learn family secrets.&lt;br /&gt;
&lt;br /&gt;
===Advisor===&lt;br /&gt;
&lt;br /&gt;
Give advice.&lt;br /&gt;
&lt;br /&gt;
===Schemes===&lt;br /&gt;
&lt;br /&gt;
See plots against the family.&lt;br /&gt;
&lt;br /&gt;
===Foil Rival===&lt;br /&gt;
&lt;br /&gt;
Cause inconvenience to a rival.&lt;br /&gt;
&lt;br /&gt;
===Command===&lt;br /&gt;
&lt;br /&gt;
Give a command to a member of your house, regardless of rank.&lt;br /&gt;
&lt;br /&gt;
===Thwart Assassin===&lt;br /&gt;
&lt;br /&gt;
Protect against the first assassination attempt.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Hedge_Antinomy&amp;diff=1400</id>
		<title>Hedge Antinomy</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Hedge_Antinomy&amp;diff=1400"/>
		<updated>2013-01-12T04:38:28Z</updated>

		<summary type="html">&lt;p&gt;Lextius: Created page with &amp;quot;===Curse===  ===Evil Eye===  ===Corrupt===  ===Visceromancy===  ===Witch&amp;#039;s Flight===&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Curse===&lt;br /&gt;
&lt;br /&gt;
===Evil Eye===&lt;br /&gt;
&lt;br /&gt;
===Corrupt===&lt;br /&gt;
&lt;br /&gt;
===Visceromancy===&lt;br /&gt;
&lt;br /&gt;
===Witch&#039;s Flight===&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Heretical_Rites&amp;diff=1399</id>
		<title>Heretical Rites</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Heretical_Rites&amp;diff=1399"/>
		<updated>2013-01-12T04:38:21Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Antinomy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Antinomy=&lt;br /&gt;
&lt;br /&gt;
===[[Hedge Antinomy]]===&lt;br /&gt;
&lt;br /&gt;
===[[Antinomy Rites]]===&lt;br /&gt;
&lt;br /&gt;
===Forked Tongue===&lt;br /&gt;
&lt;br /&gt;
===The Blasted Earth===&lt;br /&gt;
&lt;br /&gt;
===Summoning===&lt;br /&gt;
&lt;br /&gt;
===Necromancy===&lt;br /&gt;
&lt;br /&gt;
==Pacts and Bargains==&lt;br /&gt;
&lt;br /&gt;
=Gjarti=&lt;br /&gt;
&lt;br /&gt;
=Manja=&lt;br /&gt;
&lt;br /&gt;
===Birthright===&lt;br /&gt;
&lt;br /&gt;
Learn family secrets.&lt;br /&gt;
&lt;br /&gt;
===Advisor===&lt;br /&gt;
&lt;br /&gt;
Give advice.&lt;br /&gt;
&lt;br /&gt;
===Schemes===&lt;br /&gt;
&lt;br /&gt;
See plots against the family.&lt;br /&gt;
&lt;br /&gt;
===Foil Rival===&lt;br /&gt;
&lt;br /&gt;
Cause inconvenience to a rival.&lt;br /&gt;
&lt;br /&gt;
===Command===&lt;br /&gt;
&lt;br /&gt;
Give a command to a member of your house, regardless of rank.&lt;br /&gt;
&lt;br /&gt;
===Thwart Assassin===&lt;br /&gt;
&lt;br /&gt;
Protect against the first assassination attempt.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Heretical_Rites&amp;diff=1398</id>
		<title>Heretical Rites</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Heretical_Rites&amp;diff=1398"/>
		<updated>2013-01-12T04:22:33Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Hedge Antinomy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Antinomy=&lt;br /&gt;
==Hedge Antinomy==&lt;br /&gt;
&lt;br /&gt;
===Curse===&lt;br /&gt;
&lt;br /&gt;
===Evil Eye===&lt;br /&gt;
&lt;br /&gt;
===Corrupt===&lt;br /&gt;
&lt;br /&gt;
===Visceromancy===&lt;br /&gt;
&lt;br /&gt;
===Witch&#039;s Flight===&lt;br /&gt;
&lt;br /&gt;
==Antinomy Rites==&lt;br /&gt;
&lt;br /&gt;
===Forked Tongue===&lt;br /&gt;
&lt;br /&gt;
===The Blasted Earth===&lt;br /&gt;
&lt;br /&gt;
===Summoning===&lt;br /&gt;
&lt;br /&gt;
===Necromancy===&lt;br /&gt;
&lt;br /&gt;
==Pacts and Bargains==&lt;br /&gt;
&lt;br /&gt;
=Gjarti=&lt;br /&gt;
&lt;br /&gt;
=Manja=&lt;br /&gt;
&lt;br /&gt;
===Birthright===&lt;br /&gt;
&lt;br /&gt;
Learn family secrets.&lt;br /&gt;
&lt;br /&gt;
===Advisor===&lt;br /&gt;
&lt;br /&gt;
Give advice.&lt;br /&gt;
&lt;br /&gt;
===Schemes===&lt;br /&gt;
&lt;br /&gt;
See plots against the family.&lt;br /&gt;
&lt;br /&gt;
===Foil Rival===&lt;br /&gt;
&lt;br /&gt;
Cause inconvenience to a rival.&lt;br /&gt;
&lt;br /&gt;
===Command===&lt;br /&gt;
&lt;br /&gt;
Give a command to a member of your house, regardless of rank.&lt;br /&gt;
&lt;br /&gt;
===Thwart Assassin===&lt;br /&gt;
&lt;br /&gt;
Protect against the first assassination attempt.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Heretical_Rites&amp;diff=1397</id>
		<title>Heretical Rites</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Heretical_Rites&amp;diff=1397"/>
		<updated>2013-01-12T04:21:47Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Antinomy Rites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Antinomy=&lt;br /&gt;
==Hedge Antinomy==&lt;br /&gt;
==Antinomy Rites==&lt;br /&gt;
&lt;br /&gt;
===Forked Tongue===&lt;br /&gt;
&lt;br /&gt;
===The Blasted Earth===&lt;br /&gt;
&lt;br /&gt;
===Summoning===&lt;br /&gt;
&lt;br /&gt;
===Necromancy===&lt;br /&gt;
&lt;br /&gt;
==Pacts and Bargains==&lt;br /&gt;
&lt;br /&gt;
=Gjarti=&lt;br /&gt;
&lt;br /&gt;
=Manja=&lt;br /&gt;
&lt;br /&gt;
===Birthright===&lt;br /&gt;
&lt;br /&gt;
Learn family secrets.&lt;br /&gt;
&lt;br /&gt;
===Advisor===&lt;br /&gt;
&lt;br /&gt;
Give advice.&lt;br /&gt;
&lt;br /&gt;
===Schemes===&lt;br /&gt;
&lt;br /&gt;
See plots against the family.&lt;br /&gt;
&lt;br /&gt;
===Foil Rival===&lt;br /&gt;
&lt;br /&gt;
Cause inconvenience to a rival.&lt;br /&gt;
&lt;br /&gt;
===Command===&lt;br /&gt;
&lt;br /&gt;
Give a command to a member of your house, regardless of rank.&lt;br /&gt;
&lt;br /&gt;
===Thwart Assassin===&lt;br /&gt;
&lt;br /&gt;
Protect against the first assassination attempt.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Fencing_Maneuvers&amp;diff=1368</id>
		<title>Fencing Maneuvers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Fencing_Maneuvers&amp;diff=1368"/>
		<updated>2013-01-09T19:50:41Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Off-Hand Style */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Few and far between is the noble who does not wear, day and night, an energy shield.  These Second Republic wonder devices guard the rich and powerful from harm, absorbing everything from assassin&#039;s bullets to laser blasts.  They are with only a single flaw- slow moving objects do not activate the protective cocoon of force.  This vulnerability has spawned a dueling culture in the Known World elites much akin to the ancient renaissance dueling.  There are numerous schools around the Known Worlds that teach different philosophies of the duel.  Listed below are the primary approaches to dueling culture- there are many more variations that are less popular or well known.  All fencing styles require training.&lt;br /&gt;
&lt;br /&gt;
Every round in a duel both opponents are striking, parrying, dodging and feinting.  As a result is assumed that a duelist is losing 1 Hit off of their shield every round.  This represents the close-calls and minor nicks which are absorbed by the energy shield.  The only exception to this is if a duelist scores 3 or more VPs than their opponent in the round.  If this occurs it is presumed that the winning duelist has such complete control of the combat that her opponent&#039;s blade is not getting near enough to trigger a shield hit.&lt;br /&gt;
&lt;br /&gt;
Characters do not learn Fencing Maneuvers in a vacuum, however: they learn along one or more traditions, which teach them a basic curriculum of energy shield dueling and then pick up additional tricks as they advance in their craft.&lt;br /&gt;
&lt;br /&gt;
Fencing maneuvers are restricted by weapon type only when specifically mentioned- a person trained in Fancy Footwork can use it as easily when holding a broadsword as when holding a rapier. However, fencing maneuvers do not generally stack with battlefield maneuvers, and vice versa.  There is one exception to this: A fencer may stack all maneuvers that are listed within a given tradition.  Thus a Cimetarre fighter may stack &#039;Hack and Slash&#039; with any of the maneuvers listed in under Cimetarre provided she has that tradition.&lt;br /&gt;
&lt;br /&gt;
== Fencing Traditions ==&lt;br /&gt;
&lt;br /&gt;
==== Code Duello ====&lt;br /&gt;
&lt;br /&gt;
One of the two most common fencing traditions, the Code Duello is an aggressive style focused on precise strikes at designated &#039;zones&#039; of an opponent&#039;s body.  Trainees practice first and dummies and then on each other, focusing on lateral movement and combined actions where a parry turns into a riposte and then a strike. &lt;br /&gt;
&lt;br /&gt;
Fencers trained under the Code Duello all learn Energy Shield Dueling and then have access to the following manuevers:&lt;br /&gt;
&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Ad Corpus&lt;br /&gt;
* Press&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
A student of the Code Duello must use a Fencing weapon; some maneuvers, like Precision, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
==== Art of Defence ====&lt;br /&gt;
&lt;br /&gt;
The second of the universal fencing traditions, the Art of Defence focuses on the careful channeling of an opponents attacks.  Also called &#039;The Way of the Three Circles&#039;, proponents focus on &#039;circles&#039; of defense where they anticipate and then react to incoming blows.&lt;br /&gt;
&lt;br /&gt;
Fencers trained under the Art of Defence all learn Energy Shield Dueling and then have access to the following manuevers:&lt;br /&gt;
&lt;br /&gt;
* Counter-Fighting&lt;br /&gt;
* Wall of Steel&lt;br /&gt;
* Fancy Footwork&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
A student of the Art of Defence must use a Fencing weapon; some maneuvers, like Precision, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
==== Cimetarre ====&lt;br /&gt;
&lt;br /&gt;
Unlike the traditional fencing schools, students of Cimetarre focus on the use of a backsword rather than a fencing weapon. As a consequence, they are somewhat more versatile than a classical fencer but may be outmatched in a duel.&lt;br /&gt;
&lt;br /&gt;
Fencers trained in Cimetarre all learn Energy Shield Dueling and then have access to the following maneuvers: &lt;br /&gt;
&lt;br /&gt;
* Ad Corpus&lt;br /&gt;
* Fancy Footwork&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Hack and Slash (from Battlefield Maneuvers, below)&lt;br /&gt;
&lt;br /&gt;
A student of Cimetarre must use a Backsword; some maneuvers, like Energy Shield Dueling, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
==== Florentine Tradition ====&lt;br /&gt;
&lt;br /&gt;
Named after an Old Urth city, the student of Florentine learns to use a weapon in her off-hand while fencing.  Their training relies on using this off-hand weapon to distract and engage opponents.&lt;br /&gt;
&lt;br /&gt;
A fencer trained in the Florentine tradition all learn Energy Shield Dueling and then have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Off-Hand&lt;br /&gt;
* Wall of Steel&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
A student of the Florentine tradition must use a Fencing weapon; some maneuvers, like Precision, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
== Fencing Maneuver List ==&lt;br /&gt;
&lt;br /&gt;
==== Energy Shield Dueling ==== &lt;br /&gt;
All damage done to opponents is halved.  This is the art of fighting a combatant with an energy shield.  The duelist is taught to slow her blade an instant before making contact with her opponents energy shield.  Aside from requiring a great deal of skill to pull off, a slower blade means less a less forceful impact.  Every noble duelist learns this skill and it is often so much a part of how the noble fights that it is hard for them to remember how to fight an unshielded opponent without slowing their attacks.  Energy Shield Dueling requires a fencing weapon or knife.&lt;br /&gt;
&lt;br /&gt;
==== Counter Fighting====&lt;br /&gt;
Relying on stop-thrusts and quick ripostes the duelist attempts to stall her opponent&#039;s advance before it gains any momentum.  This technique is excellent at countering hot-headed opponents but is dangerous to use against more deliberate duelists who can bait a counter-fighting expert into exposing herself to attack.  This style can only be used in balanced or defensive stance and requires a fencing weapon.  If an opponent uses an aggressive stance on a duelist using this style, the opponent receives a -3 to their goal.  If the opponent uses balanced or defensive stance, then the duelist receives a -1 to her goal.&lt;br /&gt;
&lt;br /&gt;
====Ad Corpus====&lt;br /&gt;
Meaning &amp;quot;To the Body&amp;quot;, rather than parrying her opponent&#039;s blows the duelist throws her body at them hoping to force her opponent into activating her shield.  When in aggressive stance the duelist applies an additional -1 goal to an opponent using Energy shield fighting.  Every round the duelist loses 1 additional shield hit.&lt;br /&gt;
&lt;br /&gt;
====Wall of Steel==== &lt;br /&gt;
Rather than relying on her shield, the duelist parries and deflects her opponents strikes with her own blade.  If the duelist is fighting defensively and wins the round, then she does not take any shield hits.&lt;br /&gt;
&lt;br /&gt;
====Precision====&lt;br /&gt;
The duelist fighting with this style is at a -1 goal.  A single well struck blow is worth a thousand that bounce harmlessly off of an energy shield or get absorbed by the resilient material of an opponent&#039;s synthsilk.  A number of styles teach their adherents to wait patiently for the right moment to strike in order to find a chink in their opponent&#039;s armor.  This deliberate style of combat is slightly easier to defend against, yet masters of the style can often end a duel in a single blow.  While in a balanced stance the duelist takes a -1 goal, but opponents receive a -2 to their armor if struck by the duelist.  The Precision maneuver requires a &amp;quot;pure&amp;quot; fencing weapon such as a rapier or smallsword; it cannot be used with a fencing weapon that has an additional quality such as a saber (which is both a fencing weapon and a backsword) or a main-gauche (which is both a fencing weapon and a knife.)&lt;br /&gt;
&lt;br /&gt;
====Aggressive Shield ====&lt;br /&gt;
The Hazat have an internal dueling culture that abhors energy shields and as such several of their dueling techniques rely on battering down an opponent&#039;s shields as quickly as possible.  The effectiveness of this style is undeniable and it has slowly spread.  The duelist rains down blows on her opponent, less in an attempt to do harm and more in an effort to trigger shield hits.  A duelist using this style must be in aggressive stance and she receives a -2 to damage.  However, every round the duelist wins her opponent receives an additional shield hit.&lt;br /&gt;
&lt;br /&gt;
====Off-Hand Style====&lt;br /&gt;
Though single sword dueling is the most common style among nobles at the moment, several schools still teach the use of a main gauche, knife, or other small blade for parrying purposes.  Some schools even teach the use of a second fencing blade in the off-hand, though this style is considered to be too flamboyant for fashionable nobles.   The second blade provides a +1 goal to fighting defensively or in balanced stance.&lt;br /&gt;
&lt;br /&gt;
====Fancy Footwork====&lt;br /&gt;
Rather than relying on linear advancing and retreating, a duelist who has mastered this maneuver makes use of the entire battlefield.  Relying on dodges and sidestepping her opponent&#039;s blows the duelist dances in and out of reach while striking.  In balanced or aggressive stance, a duelist using this style gives her opponent a -1 on melee rolls.  This maneuver is incompatible with Off-Hand Style: this technique relies not on parrying but on the duelist dodging attacks entirely.&lt;br /&gt;
&lt;br /&gt;
====Press====&lt;br /&gt;
Most duels involve a back and forth as the combatants probe the defenses of the other, feint to create an opening, strike and retreat.  The duelist who has learned this maneuver does not believe in retreating.  Once she has the Edge she is loath to let it go, constantly advancing and never giving her opponent an ounce of room.  This technique is only useable if the duelist has the Edge.  The duelist must be in either balanced or aggressive stance.  While using this maneuver the duelist receives an additional +1 bonus to combat rolls.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Fencing_Maneuvers&amp;diff=1367</id>
		<title>Fencing Maneuvers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Fencing_Maneuvers&amp;diff=1367"/>
		<updated>2013-01-09T19:43:59Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Fancy Footwork */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Few and far between is the noble who does not wear, day and night, an energy shield.  These Second Republic wonder devices guard the rich and powerful from harm, absorbing everything from assassin&#039;s bullets to laser blasts.  They are with only a single flaw- slow moving objects do not activate the protective cocoon of force.  This vulnerability has spawned a dueling culture in the Known World elites much akin to the ancient renaissance dueling.  There are numerous schools around the Known Worlds that teach different philosophies of the duel.  Listed below are the primary approaches to dueling culture- there are many more variations that are less popular or well known.  All fencing styles require training.&lt;br /&gt;
&lt;br /&gt;
Every round in a duel both opponents are striking, parrying, dodging and feinting.  As a result is assumed that a duelist is losing 1 Hit off of their shield every round.  This represents the close-calls and minor nicks which are absorbed by the energy shield.  The only exception to this is if a duelist scores 3 or more VPs than their opponent in the round.  If this occurs it is presumed that the winning duelist has such complete control of the combat that her opponent&#039;s blade is not getting near enough to trigger a shield hit.&lt;br /&gt;
&lt;br /&gt;
Characters do not learn Fencing Maneuvers in a vacuum, however: they learn along one or more traditions, which teach them a basic curriculum of energy shield dueling and then pick up additional tricks as they advance in their craft.&lt;br /&gt;
&lt;br /&gt;
Fencing maneuvers are restricted by weapon type only when specifically mentioned- a person trained in Fancy Footwork can use it as easily when holding a broadsword as when holding a rapier. However, fencing maneuvers do not generally stack with battlefield maneuvers, and vice versa.  There is one exception to this: A fencer may stack all maneuvers that are listed within a given tradition.  Thus a Cimetarre fighter may stack &#039;Hack and Slash&#039; with any of the maneuvers listed in under Cimetarre provided she has that tradition.&lt;br /&gt;
&lt;br /&gt;
== Fencing Traditions ==&lt;br /&gt;
&lt;br /&gt;
==== Code Duello ====&lt;br /&gt;
&lt;br /&gt;
One of the two most common fencing traditions, the Code Duello is an aggressive style focused on precise strikes at designated &#039;zones&#039; of an opponent&#039;s body.  Trainees practice first and dummies and then on each other, focusing on lateral movement and combined actions where a parry turns into a riposte and then a strike. &lt;br /&gt;
&lt;br /&gt;
Fencers trained under the Code Duello all learn Energy Shield Dueling and then have access to the following manuevers:&lt;br /&gt;
&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Ad Corpus&lt;br /&gt;
* Press&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
A student of the Code Duello must use a Fencing weapon; some maneuvers, like Precision, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
==== Art of Defence ====&lt;br /&gt;
&lt;br /&gt;
The second of the universal fencing traditions, the Art of Defence focuses on the careful channeling of an opponents attacks.  Also called &#039;The Way of the Three Circles&#039;, proponents focus on &#039;circles&#039; of defense where they anticipate and then react to incoming blows.&lt;br /&gt;
&lt;br /&gt;
Fencers trained under the Art of Defence all learn Energy Shield Dueling and then have access to the following manuevers:&lt;br /&gt;
&lt;br /&gt;
* Counter-Fighting&lt;br /&gt;
* Wall of Steel&lt;br /&gt;
* Fancy Footwork&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
A student of the Art of Defence must use a Fencing weapon; some maneuvers, like Precision, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
==== Cimetarre ====&lt;br /&gt;
&lt;br /&gt;
Unlike the traditional fencing schools, students of Cimetarre focus on the use of a backsword rather than a fencing weapon. As a consequence, they are somewhat more versatile than a classical fencer but may be outmatched in a duel.&lt;br /&gt;
&lt;br /&gt;
Fencers trained in Cimetarre all learn Energy Shield Dueling and then have access to the following maneuvers: &lt;br /&gt;
&lt;br /&gt;
* Ad Corpus&lt;br /&gt;
* Fancy Footwork&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Hack and Slash (from Battlefield Maneuvers, below)&lt;br /&gt;
&lt;br /&gt;
A student of Cimetarre must use a Backsword; some maneuvers, like Energy Shield Dueling, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
==== Florentine Tradition ====&lt;br /&gt;
&lt;br /&gt;
Named after an Old Urth city, the student of Florentine learns to use a weapon in her off-hand while fencing.  Their training relies on using this off-hand weapon to distract and engage opponents.&lt;br /&gt;
&lt;br /&gt;
A fencer trained in the Florentine tradition all learn Energy Shield Dueling and then have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Off-Hand&lt;br /&gt;
* Wall of Steel&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
A student of the Florentine tradition must use a Fencing weapon; some maneuvers, like Precision, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
== Fencing Maneuver List ==&lt;br /&gt;
&lt;br /&gt;
==== Energy Shield Dueling ==== &lt;br /&gt;
All damage done to opponents is halved.  This is the art of fighting a combatant with an energy shield.  The duelist is taught to slow her blade an instant before making contact with her opponents energy shield.  Aside from requiring a great deal of skill to pull off, a slower blade means less a less forceful impact.  Every noble duelist learns this skill and it is often so much a part of how the noble fights that it is hard for them to remember how to fight an unshielded opponent without slowing their attacks.  Energy Shield Dueling requires a fencing weapon or knife.&lt;br /&gt;
&lt;br /&gt;
==== Counter Fighting====&lt;br /&gt;
Relying on stop-thrusts and quick ripostes the duelist attempts to stall her opponent&#039;s advance before it gains any momentum.  This technique is excellent at countering hot-headed opponents but is dangerous to use against more deliberate duelists who can bait a counter-fighting expert into exposing herself to attack.  This style can only be used in balanced or defensive stance and requires a fencing weapon.  If an opponent uses an aggressive stance on a duelist using this style, the opponent receives a -3 to their goal.  If the opponent uses balanced or defensive stance, then the duelist receives a -1 to her goal.&lt;br /&gt;
&lt;br /&gt;
====Ad Corpus====&lt;br /&gt;
Meaning &amp;quot;To the Body&amp;quot;, rather than parrying her opponent&#039;s blows the duelist throws her body at them hoping to force her opponent into activating her shield.  When in aggressive stance the duelist applies an additional -1 goal to an opponent using Energy shield fighting.  Every round the duelist loses 1 additional shield hit.&lt;br /&gt;
&lt;br /&gt;
====Wall of Steel==== &lt;br /&gt;
Rather than relying on her shield, the duelist parries and deflects her opponents strikes with her own blade.  If the duelist is fighting defensively and wins the round, then she does not take any shield hits.&lt;br /&gt;
&lt;br /&gt;
====Precision====&lt;br /&gt;
The duelist fighting with this style is at a -1 goal.  A single well struck blow is worth a thousand that bounce harmlessly off of an energy shield or get absorbed by the resilient material of an opponent&#039;s synthsilk.  A number of styles teach their adherents to wait patiently for the right moment to strike in order to find a chink in their opponent&#039;s armor.  This deliberate style of combat is slightly easier to defend against, yet masters of the style can often end a duel in a single blow.  While in a balanced stance the duelist takes a -1 goal, but opponents receive a -2 to their armor if struck by the duelist.  The Precision maneuver requires a &amp;quot;pure&amp;quot; fencing weapon such as a rapier or smallsword; it cannot be used with a fencing weapon that has an additional quality such as a saber (which is both a fencing weapon and a backsword) or a main-gauche (which is both a fencing weapon and a knife.)&lt;br /&gt;
&lt;br /&gt;
====Aggressive Shield ====&lt;br /&gt;
The Hazat have an internal dueling culture that abhors energy shields and as such several of their dueling techniques rely on battering down an opponent&#039;s shields as quickly as possible.  The effectiveness of this style is undeniable and it has slowly spread.  The duelist rains down blows on her opponent, less in an attempt to do harm and more in an effort to trigger shield hits.  A duelist using this style must be in aggressive stance and she receives a -2 to damage.  However, every round the duelist wins her opponent receives an additional shield hit.&lt;br /&gt;
&lt;br /&gt;
====Off-Hand Style====&lt;br /&gt;
Though single sword dueling is the most common style among nobles at the moment, several schools still teach the use of a main gauche, knife, or other small blade for parrying purposes.  Some schools even teach the use of a second fencing blade in the off-hand, though this style is considered to be too flamboyant for fashionable nobles.   The second blade provides a +1 goal to fighting defensively.&lt;br /&gt;
&lt;br /&gt;
====Fancy Footwork====&lt;br /&gt;
Rather than relying on linear advancing and retreating, a duelist who has mastered this maneuver makes use of the entire battlefield.  Relying on dodges and sidestepping her opponent&#039;s blows the duelist dances in and out of reach while striking.  In balanced or aggressive stance, a duelist using this style gives her opponent a -1 on melee rolls.  This maneuver is incompatible with Off-Hand Style: this technique relies not on parrying but on the duelist dodging attacks entirely.&lt;br /&gt;
&lt;br /&gt;
====Press====&lt;br /&gt;
Most duels involve a back and forth as the combatants probe the defenses of the other, feint to create an opening, strike and retreat.  The duelist who has learned this maneuver does not believe in retreating.  Once she has the Edge she is loath to let it go, constantly advancing and never giving her opponent an ounce of room.  This technique is only useable if the duelist has the Edge.  The duelist must be in either balanced or aggressive stance.  While using this maneuver the duelist receives an additional +1 bonus to combat rolls.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Wounds_and_Healing&amp;diff=890</id>
		<title>Wounds and Healing</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Wounds_and_Healing&amp;diff=890"/>
		<updated>2012-12-17T01:23:17Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Incapacitation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike in prior editions of Fading Suns, characters on Star Crusade do not have a Vitality track; instead, they take damage in wounds, either as Flesh Wounds, Serious Wounds.  The type of wound a blow does depends on how much damage a character takes compared to the character&#039;s Strength.&lt;br /&gt;
&lt;br /&gt;
== Flesh Wounds ==&lt;br /&gt;
&lt;br /&gt;
If a character takes less damage than their Strength, they take a Flesh Wound - small cuts, bruises, and the like that do not greatly impede her ability to fight further.  Many flesh wounds can ultimately hinder a fighter, however - combatants suffer a -1 to goal rolls for every three Flesh Wounds they have suffered as aching joints, blood in their eyes and general fatigue slow them down.&lt;br /&gt;
&lt;br /&gt;
Thus, a duelist with Strength 5 who takes 4 points of damage receives a Flesh Wound: if it was his first, he suffers no ill effect, but if he has taken two previous flesh wounds he would be at a -1 to goals.&lt;br /&gt;
&lt;br /&gt;
== Serious Wounds ==&lt;br /&gt;
&lt;br /&gt;
If a character takes damage equal to or greater than her Strength, she instead takes a Serious Wound - a deep cut, a fracture or a similar serious injury.  Characters suffer a -2 for every Serious Wound they have suffered.  &lt;br /&gt;
&lt;br /&gt;
A character can take multiple Serious Wounds from a single source of damage if it is serious enough.  A character receives an additional Serious Wound for every 4 points of damage she takes above her strength.&lt;br /&gt;
&lt;br /&gt;
If the duelist in the above example had taken 5 points of damage, he would instead have suffered a Serious Wound, with a -2 to all future rolls.  If he suffered a second Serious Wound, he would be at a -4.&lt;br /&gt;
&lt;br /&gt;
== Incapacitation ==&lt;br /&gt;
&lt;br /&gt;
Wound Penalties from all sources are cumulative, for example if a character has a Serious Wound and three Flesh Wounds they will have a total Wound Penalty of -3, -2 from the Serious Wound and -1 from the Flesh Wounds. Once Wound Penalties from all sources are equal to a character&#039;s resolve they are incapacitated and no longer capable of performing meaningful actions either unconscious, screaming incoherently or otherwise incapable.&lt;br /&gt;
&lt;br /&gt;
Some individuals, through arduous physical and mental exercises, have taught themselves to fight through the pain of wounds in order to keep going when lesser men would falter. A character who is suffering wound penalties may make a Resolve+Focus roll, and the VPs on that roll offset an equal number of wound penalties. This roll can only be made once per combat or set of wounds. A character who makes this roll is treated as having fewer wound penalties, both for the purpose of penalties and for the purpose of determining when the character is incapacitated&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
&lt;br /&gt;
Natural healing is based off of a recovery roll (Strength + Vigor).  Each VP on the roll removes one wound of the appropriate level.  The time between recovery rolls is based on the seriousness of the injury.&lt;br /&gt;
&lt;br /&gt;
;Flesh Wounds:&lt;br /&gt;
* &#039;&#039;&#039;Lethal:&#039;&#039;&#039; 1 day&lt;br /&gt;
* &#039;&#039;&#039;Stun:&#039;&#039;&#039; 1 minute&lt;br /&gt;
&lt;br /&gt;
;Serious Wounds:&lt;br /&gt;
* &#039;&#039;&#039;Lethal:&#039;&#039;&#039; 1 Week&lt;br /&gt;
* &#039;&#039;&#039;Stun:&#039;&#039;&#039; 1 hour&lt;br /&gt;
&lt;br /&gt;
Medical assistance can provide a +1 synergy bonus to this roll, and high-tech medical assistance can provide a +2 synergy bonus.&lt;br /&gt;
&lt;br /&gt;
Elixir is applied with a Wits+Remedy roll.  Each VP on the Wits+Remedy roll heals 1 Serious Wound, or all Flesh wounds.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Theurgic_Rituals&amp;diff=694</id>
		<title>Theurgic Rituals</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Theurgic_Rituals&amp;diff=694"/>
		<updated>2012-12-09T08:11:08Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Ritual */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Theurgy Rules=&lt;br /&gt;
&lt;br /&gt;
==Using Theurgy==&lt;br /&gt;
&lt;br /&gt;
A Theurgy is empowered by the Divine Flame of the Pancreator reflected down from the Empryean, yet where the Pancreator is infinite a theurge is only human.  A theurge may only use a number of rites equal to her Faith without fear being overwhelmed by the power she is acting as a conduit for.  For every rite beyond her Faith that she wishes to use, the Theurge suffers a single lethal flesh wound.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ritual===&lt;br /&gt;
&lt;br /&gt;
In order to activate a Theurgic rite, the Theurge must perform a ritual.  This can be as simple as making the sign of the jump cross or as intricate as involved as leading a community in prayer.  Each rite requires its own form of ritual.&lt;br /&gt;
&lt;br /&gt;
;Blessing&lt;br /&gt;
In order to use a rite with a Blessing the theurgist must recite a short prayer, often a single line of scripture, or perform a small gesture, most often the sign of the jump cross.  A blessing takes 1 turn to perform.&lt;br /&gt;
&lt;br /&gt;
;Prayer&lt;br /&gt;
Most often a theurgist must drop to their knees and recite a portion of the Omega Gospels in order to activate a rite that requires Prayer, though every sect prays in their own way.  A prayer takes a minimum of 10 turns to perfom.&lt;br /&gt;
&lt;br /&gt;
;Sermon&lt;br /&gt;
A ritual requiring a sermon requires that the Theurgist preach the words of the Omega Gospel, drawing from them the meaning and power that activates the Theurgic Rite&#039;s power.  Every sect engages with the Gospels differently, however.  Where an Orthodox Bishop might speak from his pulpit to his flock the Eskatonic Brother might perform an elaborate ritual drawn from occult principles rooted in esoteric Church lore.  A sermon can take anywhere between ten minutes to an hour.&lt;br /&gt;
&lt;br /&gt;
Some rites show that they have multiple rituals associated with them.  This means that while the rite is properly activated by the least involved ritual, a Theurge who has time may use the rite with a more elaborate ritual with a bonus.  Add 1 to the activation roll for each &amp;quot;level&amp;quot; of ritual the Theurge is attempting above the first.&lt;br /&gt;
&lt;br /&gt;
=Theurgy=&lt;br /&gt;
&lt;br /&gt;
==Church Rituals==&lt;br /&gt;
&lt;br /&gt;
==Theurgic Rites==&lt;br /&gt;
&lt;br /&gt;
===[[Rites of Saint Amalthea]]===&lt;br /&gt;
&lt;br /&gt;
===[[Rites of Saint Hombor]]===&lt;br /&gt;
&lt;br /&gt;
===[[Rites of Saint Horace]]===&lt;br /&gt;
&lt;br /&gt;
===[[Rites of Saint Lextius]]===&lt;br /&gt;
&lt;br /&gt;
===[[Rites of Saint Mantius]]===&lt;br /&gt;
&lt;br /&gt;
===[[Rites of Saint Maya]]===&lt;br /&gt;
&lt;br /&gt;
===[[Rites of Saint Palamedes]]===&lt;br /&gt;
&lt;br /&gt;
===[[Rites of Saint Paulus]]===&lt;br /&gt;
&lt;br /&gt;
===[[Rites of Ven Lohji]]===&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=693</id>
		<title>Psychic Powers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=693"/>
		<updated>2012-12-08T20:34:40Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Prime */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Classifications=&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute categorized psychic individuals into four categories.  Though the Phavian Institute and its classifications charts have long been committed to the bonfires of the Church or the dust of centuries past, their methodology accurately modeled an individual&#039;s psychic capabilities.  Every psychic path can be measured as one of four categories laid out below: latent, natal, operant, and prime.  &lt;br /&gt;
&lt;br /&gt;
Though psychics tend to have an affinity for a single path it is not uncommon for psychics, especially those who are members of covens, to develop a variety of abilities.  These abilities can often be at different levels.  Thus an operant telepath might only be a latent telekinetic.  A Prime seer might also by a natal vis crafter.  &lt;br /&gt;
&lt;br /&gt;
;Latent&lt;br /&gt;
&lt;br /&gt;
The exact cause of psychic powers remains as it always has: a mystery.  Numerous studies have shown a relation between abnormal pineal gland activity and psychic powers, but aside from this singular abnormality there is no way to accurately predict whether an individual has potential to become a psychic.  &lt;br /&gt;
&lt;br /&gt;
An individual&#039;s transition from non-psychic to psychic is equally difficult to identify.  The first manifestations of a psychic&#039;s powers are subtle, often so subtle that the psychic herself has difficulty explaining them.  A telepath might find herself suddenly empathizing with strangers or a telekinetic might find herself striking the bullseye more often when she plays darts.&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute referred to these phenomena as “latent” psychic powers, and as a consequence came to refer to these nascent psychics as “latents”.  Second Republic screening methods were developed to identify these latent psychics and get them the training they needed to progress in their development.  In the depths of the new dark ages, however, most latent psychics are unaware of their status, often believing the strange events that surround them are either a blessing from above or the result of some natural skill.&lt;br /&gt;
&lt;br /&gt;
Every latent psychic has an affinity for a single path, but as a psychic develops her powers she may find that other paths open up to her.  These new paths, however, represent unexplored abilities that even the most experienced psychic must spend time to master.   As a result a psychic may have a psychic path at the latent level, even while using much more powerful abilities in a different path.  &lt;br /&gt;
&lt;br /&gt;
It is not unheard of for a psychic to not realize that she also has latent abilities in a different path.&lt;br /&gt;
&lt;br /&gt;
;Natal&lt;br /&gt;
&lt;br /&gt;
If latent abilities represent the first unconscious stirrings of a psychic&#039;s abilities then the natal stage of a psychic&#039;s develop along a path represents the first conscious efforts at control.  Unlike latent psychics, a natal psychic is fully aware of her efforts.&lt;br /&gt;
&lt;br /&gt;
Natal psychic powers are often the most fundamental abilities related to a path as well as the simplest.  A natal psychic requires little training and practice to master powers at this level.  A consequence of this simple learning curve is that most psychics can make use of all natal abilities.&lt;br /&gt;
&lt;br /&gt;
Most psychics in the new dark ages rarely progress beyond the natal stages of development before getting noticed by their community and as a result few psychics develop beyond this stage at all.   What few go on to become Church penitents are unlikely to be trained further, though if a psychic is lucky enough to be drafted into a House&#039;s dervish corps or drawn into a psychic coven then she may learn enough to progress to become an operant.&lt;br /&gt;
&lt;br /&gt;
;Operant&lt;br /&gt;
&lt;br /&gt;
In the days of the Second Republic a psychic who had mastered the basics of her path was considered an “Operant” psychic.  It is a testament to how far the study of psychic powers has fallen and how persecuted psychics have become that few psychics manage to achieve this level of understanding.&lt;br /&gt;
&lt;br /&gt;
An Operant psychic has a great deal more practice and experience with her abilities.  This results in more precise applications of natal psychic abilities- where a natal telekinetic might be able to push and pull with her mind, an operant telekinetic can manipulate objects at a distance as though she were holding them with her hands.  As most Operant level abilities are merely more controlled applications of powers learned by the natal psychic, an operant psychic knows all of the powers at the operant level.&lt;br /&gt;
&lt;br /&gt;
;Prime&lt;br /&gt;
&lt;br /&gt;
If an Operant Psychic represents an individual who has mastered the basics of a path, then a Prime psychic is an individual who has mastered a specialty within the path.  The Phavian Institute recognized dozens of unique applications of every path, each requiring a different application of psychic powers.   Today few records of these abilities survive, and what few prime powers exist today are the result of trial and error by the psychics who develop them.&lt;br /&gt;
&lt;br /&gt;
Prime abilities represent the most powerful and precise applications of a path.  They allow psychics to dominate a person&#039;s mind, see into the future, or lift a person into the sky.&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
&lt;br /&gt;
Every path has a skill associated with it.  Unless otherwise stated every use of a power costs 1 stun flesh wound.  Unless otherwise stated a psychic power lasts 10 turns.  Unless otherwise stated a psychic power can be maintained if at the end of 10 turns the psychic takes another 1 stun damage.  Most ranged psychic powers have a range of line of sight initially, but can be maintained at a distance of a number of kilometers equal to the psychic&#039;s resolve.&lt;br /&gt;
&lt;br /&gt;
A Natal Psychic has access to all of the Natal powers.  An Operant Psychic has access to all of the Operant powers.  A Prime Psychic receives 1 Prime Power upon achieving this level, and must pay for all other Prime Powers individually.&lt;br /&gt;
&lt;br /&gt;
=Paths=&lt;br /&gt;
&lt;br /&gt;
==Psyche==&lt;br /&gt;
&lt;br /&gt;
===Latent Powers===&lt;br /&gt;
&lt;br /&gt;
+1 in opposed rolls to detect lies.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
;Emotion Sense&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
A psychic can determine a target&#039;s emotional state.  1 VP allows the psychic to detect a target&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Mindspeech&lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Brain Blast &lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic unleashes a raw psychic scream into a target.  The target instinctively resists with a Resolve+Focus roll.  If the psychic wins, the target takes Wits+VPs in stun damage.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Mindlink&lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Mindsight&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If the psychic concentrates, however, she can pry into a target&#039;s memories to read memories. The target begins to relive her memories as the psychic sifts through them.  The target makes a contested Wits+Focus roll against the Psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is unresisting- either by choice or because she is not aware her mind is being read- the psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is resisting, there is a battle of wills, with the Psychic forcefully prying open a target&#039;s mind.  The same VP requirements as above apply, however the target is allowed a Resolve+Focus roll to resist, with the target&#039;s Vps subtracting from the Psychic&#039;s.  If the target chooses to resist, she takes 1 stun damage.&lt;br /&gt;
&lt;br /&gt;
Characters who are reliving memories often have a faraway look in their eyes as they are lost in reverie.&lt;br /&gt;
&lt;br /&gt;
;Heartshackle &lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
 &lt;br /&gt;
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+Focus roll.&lt;br /&gt;
&lt;br /&gt;
Often characters who are 2 or 3 VPs into heartshackle resemble people who, in contemporary terms, might be heavily under the influence of drugs.  Characters who are compelled to love might wear a dopey grin, while those compelled into anger might shout rather than speak and strike inanimate objects in their rage.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Headshackle:  &lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve+Focus against the Psychic&#039;s presence+psyche for each command.    &lt;br /&gt;
&lt;br /&gt;
;Puppetry&lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic forces his own will down upon his target&#039;s, suppressing the latter.  The psychic takes over the target&#039;s body.  The psychic may only use his own mental skills while in his target&#039;s body, though she may make use of any of the attributes or skills based on the target&#039;s physiology.  This power lasts for 1 scene.  While this power is active the psychic&#039;s body is comatose.&lt;br /&gt;
The target automatically resists with Resolve+Focus, initially when the power is activated, and once again every time the power is maintained.&lt;br /&gt;
&lt;br /&gt;
;Psychic Surgery &lt;br /&gt;
Roll: Wits+Psyche. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
The psychic must first determine what level of effect she is attempting using the chart below.  For every hour, roll the Psychic&#039;s skill versus the target&#039;s Resolve+Focus.  The telepath must win by the margin below in order to achieve the affect.  &lt;br /&gt;
&lt;br /&gt;
Alternately, the target may willingly allow the telepath into her mind- This gives the telepath a +2 to her roll.&lt;br /&gt;
&lt;br /&gt;
(The chart is ultimately a guideline- the storyteller will determine the applicable number).&lt;br /&gt;
&lt;br /&gt;
1 VP- Erase minor memories (a brief conversation, a face in the crowd), adjust existing emotional connection in a minor way.&lt;br /&gt;
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.&lt;br /&gt;
3 VP- Erase all memories of an individual or major emotional event.  Totally rewrite existing memories.  Create or destroy emotional connections.&lt;br /&gt;
4 VP- Create a false personality.&lt;br /&gt;
&lt;br /&gt;
==Far Hand==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
+1 to throwing and lifting rolls.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Lifting Hand&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can lift 10 kg per point of Resolve.  &lt;br /&gt;
&lt;br /&gt;
;Push&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Dueling Hand&lt;br /&gt;
Roll: Wits+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can manipulate any object within sight with Dexterity equal to her Wits and Strength equal to her Resolve.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Crush&lt;br /&gt;
Roll: Resolve+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic uses the grappling rules on a target at a distance.  Use Resolve in place of Strength.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Throw&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve + VPs in damage.  Alternately, if the psychic picks up a small object she may do Resolve -2 + VPs in Piercing damage.  Attacks in this fashion use the Ranged Combat rules, and Telekinetic Throw is treated as a semi-automatic attack.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Far Arms&lt;br /&gt;
Roll: Wits+Far Hand &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Volley&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
As Telekinetic Throw, except rather than a single object being thrown the psychic launches multiple projectives.  The psychic may treat this ranged attack as an automatic weapon attack and may use burst actions with it.  A psychic may throw a number of objects equal to their Resolve.&lt;br /&gt;
&lt;br /&gt;
;Far Wall&lt;br /&gt;
Roll: Resolve + Far Hand&lt;br /&gt;
&lt;br /&gt;
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 telekinetic&#039;s Resolve+VPs.&lt;br /&gt;
&lt;br /&gt;
;Airstride &lt;br /&gt;
Roll:  Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic flies at a rate of (5 +VPs) kph/ point of Resolve.&lt;br /&gt;
&lt;br /&gt;
;Demolishing Hand&lt;br /&gt;
Roll: Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The psychic rolls Wits+Far Hand 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.&lt;br /&gt;
&lt;br /&gt;
==6th Sense==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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&#039;s mind begins to open to this path she often begins to notice details she didn&#039;t before.  +1 observe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
;Sensitivity&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Premonition&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Subtle Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
This is identical to the Aura chart from Second Edition.&lt;br /&gt;
&lt;br /&gt;
;Far Sight&lt;br /&gt;
Roll: Presence+ Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
Use the range chart from FS3.  Use ½ FS2 familiarity penalties/bonuses.  Use the effect for Far Sight and Far Sound combined.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Shared Sense&lt;br /&gt;
Roll: Presence+Sixth Sense.&lt;br /&gt;
&lt;br /&gt;
Some kind of Shared Sense thing. &lt;br /&gt;
&lt;br /&gt;
;Wyrd Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense&lt;br /&gt;
&lt;br /&gt;
Some kind of Wyrd Sight thing.&lt;br /&gt;
&lt;br /&gt;
;Senses Shock&lt;br /&gt;
Roll: Presence+Sixth Sense. &lt;br /&gt;
&lt;br /&gt;
The psychic opens up the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Soma==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Strengthening&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Strengthening.  The VPs on the roll add to the characters strength.  &lt;br /&gt;
&lt;br /&gt;
A character with 2 or more VPs added to her strength begins to move very differently - simple physical tasks that might have required exertion before seem effortless and tasks which would seem impossible for the character (judging by her frame or apparently musculature) suddenly become achievable.  &lt;br /&gt;
&lt;br /&gt;
;Yielding&lt;br /&gt;
Roll: Dex+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action a character may reduce damage from any one source by the twice the VPs of the activation roll.  The character&#039;s body seems almost to contort at the point of impact like rubber.&lt;br /&gt;
&lt;br /&gt;
;Healing Meditation&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Hardening&lt;br /&gt;
Roll: Resolve+Soma. &lt;br /&gt;
&lt;br /&gt;
A character gains armor equal to VPs for a scene.  There is no visible effect but the character&#039;s skin feels strange and tough to the touch.&lt;br /&gt;
&lt;br /&gt;
;Perfect Balance: &lt;br /&gt;
Roll: Wits+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Perfect Balance.  The VPs on the roll add to the characters Dexterity.  &lt;br /&gt;
&lt;br /&gt;
Characters who gain 2 or more points to their dexterity with this power begin to move differently - there is an obvious change in the gracefulness and precision in which they walk, move, and fight in proportion to the VPs on the roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Regenerate&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.  &lt;br /&gt;
&lt;br /&gt;
;Detoxify&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to toxins (Vps relating in some fashion to whatever our poison rules are).&lt;br /&gt;
&lt;br /&gt;
;Sealing&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to the effects of vacuum or airborne effects.  &lt;br /&gt;
&lt;br /&gt;
;Shaping&lt;br /&gt;
Roll: Intuition+Soma. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 to fight and Melee rolls&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Prana&lt;br /&gt;
Roll: Intuition+Bedlam.  &lt;br /&gt;
&lt;br /&gt;
By focusing her psychic power into her limbs or melee weapon the psychic is able to strike with greater force.  The psychic adds 2x her VPs on the activation roll to all damage for the duration of the power.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
;Whirling Dervish&lt;br /&gt;
Roll: Wits+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The quintessential Dervish power, with 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 lower, or deny opponents any advantage from having an advantage in numbers.  This power lasts for a scene or single combat.&lt;br /&gt;
&lt;br /&gt;
Characters under the effect of this power move with obvious preternatural speed and precision, appearing to almost predict their opponent&#039;s strikes while flowing around them.  This power is not subtle in its effects.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Prana Vibration&lt;br /&gt;
Roll: Intuition+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The psychic synchronizes with the vibrational frequency of an energy shield, allowing her strikes to bypass it.  A psychic using this ability may act as though they have the &#039;shield fighting&#039; maneuver, regardless of fighting style or weapon.  This means that once damage is calculated it is divided in half and applied to the target.  If the psychic is already using the &#039;shield fighting&#039; maneuver and uses this ability, then do not divide damage in half.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
A perceptive individual (3 VPs on an Intuition + Observe roll) might be able to hear a subtle humming coming from the psychic while this power is active, but nearly anyone can see the effect of the psychic&#039;s weapon passing through a target&#039;s shield unimpeded.&lt;br /&gt;
&lt;br /&gt;
;Prana Burst&lt;br /&gt;
Roll: Resolve+Bedlam &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
As this power charges the air around the psychic seems to shimmer and when it is released a compressed wave of energy erupts out.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Paralyzing Strike&lt;br /&gt;
Roll: Wits+Bedlam&lt;br /&gt;
&lt;br /&gt;
As a free action the psychic activates this power, which lasts until it is 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&#039;s resistance roll.&lt;br /&gt;
&lt;br /&gt;
==Vis Craft==&lt;br /&gt;
&lt;br /&gt;
The Path of Vis Craft is a rare one, dedicated to perceiving and manipulating electrical and to a degree spiritual energy.  Below is an outline of the abilities.  This section is not complete yet&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 working with Tech Redemption involving electricity.&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Vis Flow&lt;br /&gt;
Roll: Intuition+Vis Craft. &lt;br /&gt;
&lt;br /&gt;
The fickle flows of vis energy become visible to the psychic and with effort she can redirect them from one source into another, even causing them to leap through the air in brilliant arcs.   A psychic using this power may ground out electrical flows or redirect them in order to either charge batteries or strike targets.  The psychic must be less than 1 meter away from the wires or source of the electricity and she must roll 1 VP for every meter she wishes to arc the electricity.  The amount of electricity a psychic may channel is determined by any VPs remaining: 1 VP- Small handheld electronics or blaster pistols/laser pistols.  2 VPs- large handheld electronics, blaster or laser long-arms.  3 VPs- Energy shields, small vehicles, building electricity running to a single piece of electronics.  4 VPs- Dueling or Assault energy shields, a large vehicle or a small building&#039;s power, starfighters.  5 VPs- A large building&#039;s power, a small spaceship such as an explorer.  6 VPs- A local power grid, a medium sized spaceship such as a frigate. &lt;br /&gt;
&lt;br /&gt;
In order to hit with arcing electricity the psychic treats her activation roll as an attack roll (subtracting VPs for arc length).  All regular ranged attack rules apply, but the &amp;quot;source&amp;quot; of the attack is the socket or outlet from which the electricity arcs (note that not many people take cover from wall outlets).  Damage is always treated as Stun damage, ranges from 1-9 depending on the source of the power.&lt;br /&gt;
&lt;br /&gt;
Example: While rummaging through the ruins of a Second Republic service facility, Shara Harrison is attacked by bandit looters.  She takes cover behind an overturned table while the bandits hide behind a counter across the room, shooting at her.  Luckily the building still has a trickle of power running through the wiring and she sees an outlet right next to where the bandits have taken cover.  She reaches out and rolls Intuition+Vis Craft, scoring 2 VPs.  The electricity needs to only arc 1 meter, so that leaves her with 1 VP on her ranged attack roll against a bandit.  The bandit has no cover from the outlet and is at no range penalty, therefore the bandit is struck by a blue-white arc of electricity from the socket.  The damage is determined by the storyteller to be only 4 due to the tiny amount of power in the facility, so with 1 VP that goes up to 5 Energy stun damage.&lt;br /&gt;
&lt;br /&gt;
;Vis Shock&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic is in the process of learning to use her own psychic energies to create vis flows within herself.  At this level of mastery she can only hold onto the charge for a short few moments before it is discharged.  This is enough time, though, to strike an individual with a sword and release the vis energy through a sword, fist, or kick.  The psychic makes a free activation roll to charge up her body.  She may hold the charge for a number of rounds equal to her resolve.  When the character strikes an opponent she may release the charge, doing extra Lethal energy damage equal to the number of VPs rolled on the activation roll.  While the charge is held blue-white electricity runs up and down the length of the psychic&#039;s arms and into the weapon being held (or down her legs if she is using her legs to kick).&lt;br /&gt;
&lt;br /&gt;
Note that if the psychic is using a technique that slips underneath shields (fencing or grappling, for example), this damage is added after any damage reduction is calculated.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Vis Shield&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic has learned to hold onto a charge around her body for a much longer duration.  When activated the psychic surrounds herself with an invisible field of energy similar to an energy shield.  The energy shield may take a number of hits equal to the psychic&#039;s Resolve+VPs rolled on the activation roll and it lasts for a scene.  It may be activated over any armor lighter than plate mail.&lt;br /&gt;
&lt;br /&gt;
;Vis Bolt&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic may gather her psychic energy into a cackling ball of super-heated plasma in her palm and direct it at a target.  Treat this as a ranged attack with a blaster rifle.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Vis Storm&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
Drawing upon her own internal spiritual energies as well as ambient electrical energy in the air, the psychic wills a vortex of lightning and plasma into existence anywhere within sight.  This vortex is 3 meters wide x VPs rolled, and anyone caught in it takes damage as if caught in the blast of a plasma grenade.  The vortex lasts only a single round, but it may be extended at the cost of an additional stun wound every round.  As the psychic channels this power Vis energy sparks all around her.&lt;br /&gt;
&lt;br /&gt;
;Vis Barrier&lt;br /&gt;
Roll: Resolve +Vis Craft. &lt;br /&gt;
&lt;br /&gt;
Identical to Vis Shield but implemented with much greater power and refinement.  The psychic shield now may take a number of hits equal to the psychic&#039;s (Resolve+VPs)x2, and may be activated over any armor.&lt;br /&gt;
&lt;br /&gt;
==Omen==&lt;br /&gt;
&lt;br /&gt;
The Path of Omen is dedicated to seeing through time, both backwards and forwards.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Sympathy==&lt;br /&gt;
&lt;br /&gt;
The Path of Sympathy is dedicated to forging spiritual connections between objects and people.  This makes the use of other psychic powers easier and is common among covens.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Cloaking==&lt;br /&gt;
&lt;br /&gt;
The Path of Cloaking involves using a psychic&#039;s power to shroud an individual, initially from other psychic or occult powers but eventually from sight and sound.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Visioning==&lt;br /&gt;
&lt;br /&gt;
The Path of Visioning is similar to that of Psyche, though rather than reading minds it is dedicated to projecting illusions and nightmares into the minds of others.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Turning==&lt;br /&gt;
&lt;br /&gt;
Among the rarest of psychic paths, the Path of Turning involves manipulating spiritual energies.  It allows the psychic to diffuse other occult powers and even redirect them to different targets.  This section is not complete yet.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=692</id>
		<title>Psychic Powers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=692"/>
		<updated>2012-12-08T20:34:02Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Operant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Classifications=&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute categorized psychic individuals into four categories.  Though the Phavian Institute and its classifications charts have long been committed to the bonfires of the Church or the dust of centuries past, their methodology accurately modeled an individual&#039;s psychic capabilities.  Every psychic path can be measured as one of four categories laid out below: latent, natal, operant, and prime.  &lt;br /&gt;
&lt;br /&gt;
Though psychics tend to have an affinity for a single path it is not uncommon for psychics, especially those who are members of covens, to develop a variety of abilities.  These abilities can often be at different levels.  Thus an operant telepath might only be a latent telekinetic.  A Prime seer might also by a natal vis crafter.  &lt;br /&gt;
&lt;br /&gt;
;Latent&lt;br /&gt;
&lt;br /&gt;
The exact cause of psychic powers remains as it always has: a mystery.  Numerous studies have shown a relation between abnormal pineal gland activity and psychic powers, but aside from this singular abnormality there is no way to accurately predict whether an individual has potential to become a psychic.  &lt;br /&gt;
&lt;br /&gt;
An individual&#039;s transition from non-psychic to psychic is equally difficult to identify.  The first manifestations of a psychic&#039;s powers are subtle, often so subtle that the psychic herself has difficulty explaining them.  A telepath might find herself suddenly empathizing with strangers or a telekinetic might find herself striking the bullseye more often when she plays darts.&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute referred to these phenomena as “latent” psychic powers, and as a consequence came to refer to these nascent psychics as “latents”.  Second Republic screening methods were developed to identify these latent psychics and get them the training they needed to progress in their development.  In the depths of the new dark ages, however, most latent psychics are unaware of their status, often believing the strange events that surround them are either a blessing from above or the result of some natural skill.&lt;br /&gt;
&lt;br /&gt;
Every latent psychic has an affinity for a single path, but as a psychic develops her powers she may find that other paths open up to her.  These new paths, however, represent unexplored abilities that even the most experienced psychic must spend time to master.   As a result a psychic may have a psychic path at the latent level, even while using much more powerful abilities in a different path.  &lt;br /&gt;
&lt;br /&gt;
It is not unheard of for a psychic to not realize that she also has latent abilities in a different path.&lt;br /&gt;
&lt;br /&gt;
;Natal&lt;br /&gt;
&lt;br /&gt;
If latent abilities represent the first unconscious stirrings of a psychic&#039;s abilities then the natal stage of a psychic&#039;s develop along a path represents the first conscious efforts at control.  Unlike latent psychics, a natal psychic is fully aware of her efforts.&lt;br /&gt;
&lt;br /&gt;
Natal psychic powers are often the most fundamental abilities related to a path as well as the simplest.  A natal psychic requires little training and practice to master powers at this level.  A consequence of this simple learning curve is that most psychics can make use of all natal abilities.&lt;br /&gt;
&lt;br /&gt;
Most psychics in the new dark ages rarely progress beyond the natal stages of development before getting noticed by their community and as a result few psychics develop beyond this stage at all.   What few go on to become Church penitents are unlikely to be trained further, though if a psychic is lucky enough to be drafted into a House&#039;s dervish corps or drawn into a psychic coven then she may learn enough to progress to become an operant.&lt;br /&gt;
&lt;br /&gt;
;Operant&lt;br /&gt;
&lt;br /&gt;
In the days of the Second Republic a psychic who had mastered the basics of her path was considered an “Operant” psychic.  It is a testament to how far the study of psychic powers has fallen and how persecuted psychics have become that few psychics manage to achieve this level of understanding.&lt;br /&gt;
&lt;br /&gt;
An Operant psychic has a great deal more practice and experience with her abilities.  This results in more precise applications of natal psychic abilities- where a natal telekinetic might be able to push and pull with her mind, an operant telekinetic can manipulate objects at a distance as though she were holding them with her hands.  As most Operant level abilities are merely more controlled applications of powers learned by the natal psychic, an operant psychic knows all of the powers at the operant level.&lt;br /&gt;
&lt;br /&gt;
;Prime&lt;br /&gt;
&lt;br /&gt;
If an Operant Psychic represents an individual who has mastered the basics of a path, then a Prime psychic is an individual who has mastered a specialty within the path.  The Phavian Institute recognized dozens of unique applications of every path, each requiring a different application of psychic powers.   Today few records of these abilities survive, and what few prime powers exist today are the result of trial and error by the psychics who develop them.&lt;br /&gt;
&lt;br /&gt;
Prime abilities represent the most powerful and precise applications of a path.  They allow psychics to dominate a person&#039;s mind, see into the future, or lift a person into the sky.&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
&lt;br /&gt;
Every path has a skill associated with it.  Unless otherwise stated every use of a power costs 1 stun flesh wound.  Unless otherwise stated a psychic power lasts 10 turns.  Unless otherwise stated a psychic power can be maintained if at the end of 10 turns the psychic takes another 1 stun damage.  Most ranged psychic powers have a range of line of sight initially, but can be maintained at a distance of a number of kilometers equal to the psychic&#039;s resolve.&lt;br /&gt;
&lt;br /&gt;
A Natal Psychic has access to all of the Natal powers.  An Operant Psychic has access to all of the Operant powers.  A Prime Psychic receives 1 Prime Power upon achieving this level, and must pay for all other Prime Powers individually.&lt;br /&gt;
&lt;br /&gt;
=Paths=&lt;br /&gt;
&lt;br /&gt;
==Psyche==&lt;br /&gt;
&lt;br /&gt;
===Latent Powers===&lt;br /&gt;
&lt;br /&gt;
+1 in opposed rolls to detect lies.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
;Emotion Sense&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
A psychic can determine a target&#039;s emotional state.  1 VP allows the psychic to detect a target&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Mindspeech&lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Brain Blast &lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic unleashes a raw psychic scream into a target.  The target instinctively resists with a Resolve+Focus roll.  If the psychic wins, the target takes Wits+VPs in stun damage.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Mindlink&lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Mindsight&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If the psychic concentrates, however, she can pry into a target&#039;s memories to read memories. The target begins to relive her memories as the psychic sifts through them.  The target makes a contested Wits+Focus roll against the Psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is unresisting- either by choice or because she is not aware her mind is being read- the psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is resisting, there is a battle of wills, with the Psychic forcefully prying open a target&#039;s mind.  The same VP requirements as above apply, however the target is allowed a Resolve+Focus roll to resist, with the target&#039;s Vps subtracting from the Psychic&#039;s.  If the target chooses to resist, she takes 1 stun damage.&lt;br /&gt;
&lt;br /&gt;
Characters who are reliving memories often have a faraway look in their eyes as they are lost in reverie.&lt;br /&gt;
&lt;br /&gt;
;Heartshackle &lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
 &lt;br /&gt;
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+Focus roll.&lt;br /&gt;
&lt;br /&gt;
Often characters who are 2 or 3 VPs into heartshackle resemble people who, in contemporary terms, might be heavily under the influence of drugs.  Characters who are compelled to love might wear a dopey grin, while those compelled into anger might shout rather than speak and strike inanimate objects in their rage.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Headshackle:  &lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve+Focus against the Psychic&#039;s presence+psyche for each command.    &lt;br /&gt;
&lt;br /&gt;
;Puppetry&lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic forces his own will down upon his target&#039;s, suppressing the latter.  The psychic takes over the target&#039;s body.  The psychic may only use his own mental skills while in his target&#039;s body, though she may make use of any of the attributes or skills based on the target&#039;s physiology.  This power lasts for 1 scene.  While this power is active the psychic&#039;s body is comatose.&lt;br /&gt;
The target automatically resists with Resolve+Focus, initially when the power is activated, and once again every time the power is maintained.&lt;br /&gt;
&lt;br /&gt;
;Psychic Surgery &lt;br /&gt;
Roll: Wits+Psyche. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
The psychic must first determine what level of effect she is attempting using the chart below.  For every hour, roll the Psychic&#039;s skill versus the target&#039;s Resolve+Focus.  The telepath must win by the margin below in order to achieve the affect.  &lt;br /&gt;
&lt;br /&gt;
Alternately, the target may willingly allow the telepath into her mind- This gives the telepath a +2 to her roll.&lt;br /&gt;
&lt;br /&gt;
(The chart is ultimately a guideline- the storyteller will determine the applicable number).&lt;br /&gt;
&lt;br /&gt;
1 VP- Erase minor memories (a brief conversation, a face in the crowd), adjust existing emotional connection in a minor way.&lt;br /&gt;
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.&lt;br /&gt;
3 VP- Erase all memories of an individual or major emotional event.  Totally rewrite existing memories.  Create or destroy emotional connections.&lt;br /&gt;
4 VP- Create a false personality.&lt;br /&gt;
&lt;br /&gt;
==Far Hand==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
+1 to throwing and lifting rolls.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Lifting Hand&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can lift 10 kg per point of Resolve.  &lt;br /&gt;
&lt;br /&gt;
;Push&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Dueling Hand&lt;br /&gt;
Roll: Wits+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can manipulate any object within sight with Dexterity equal to her Wits and Strength equal to her Resolve.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Crush&lt;br /&gt;
Roll: Resolve+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic uses the grappling rules on a target at a distance.  Use Resolve in place of Strength.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Throw&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve + VPs in damage.  Alternately, if the psychic picks up a small object she may do Resolve -2 + VPs in Piercing damage.  Attacks in this fashion use the Ranged Combat rules, and Telekinetic Throw is treated as a semi-automatic attack.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Far Arms&lt;br /&gt;
Roll: Wits+Far Hand &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Volley&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
As Telekinetic Throw, except rather than a single object being thrown the psychic launches multiple projectives.  The psychic may treat this ranged attack as an automatic weapon attack and may use burst actions with it.  A psychic may throw a number of objects equal to their Resolve.&lt;br /&gt;
&lt;br /&gt;
;Far Wall&lt;br /&gt;
Roll: Resolve + Far Hand&lt;br /&gt;
&lt;br /&gt;
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 telekinetic&#039;s Resolve+VPs.&lt;br /&gt;
&lt;br /&gt;
;Airstride &lt;br /&gt;
Roll:  Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic flies at a rate of (5 +VPs) kph/ point of Resolve.&lt;br /&gt;
&lt;br /&gt;
;Demolishing Hand&lt;br /&gt;
Roll: Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The psychic rolls Wits+Far Hand 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.&lt;br /&gt;
&lt;br /&gt;
==6th Sense==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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&#039;s mind begins to open to this path she often begins to notice details she didn&#039;t before.  +1 observe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
;Sensitivity&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Premonition&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Subtle Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
This is identical to the Aura chart from Second Edition.&lt;br /&gt;
&lt;br /&gt;
;Far Sight&lt;br /&gt;
Roll: Presence+ Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
Use the range chart from FS3.  Use ½ FS2 familiarity penalties/bonuses.  Use the effect for Far Sight and Far Sound combined.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Shared Sense&lt;br /&gt;
Roll: Presence+Sixth Sense.&lt;br /&gt;
&lt;br /&gt;
Some kind of Shared Sense thing. &lt;br /&gt;
&lt;br /&gt;
;Wyrd Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense&lt;br /&gt;
&lt;br /&gt;
Some kind of Wyrd Sight thing.&lt;br /&gt;
&lt;br /&gt;
;Senses Shock&lt;br /&gt;
Roll: Presence+Sixth Sense. &lt;br /&gt;
&lt;br /&gt;
The psychic opens up the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Soma==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Strengthening&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Strengthening.  The VPs on the roll add to the characters strength.  &lt;br /&gt;
&lt;br /&gt;
A character with 2 or more VPs added to her strength begins to move very differently - simple physical tasks that might have required exertion before seem effortless and tasks which would seem impossible for the character (judging by her frame or apparently musculature) suddenly become achievable.  &lt;br /&gt;
&lt;br /&gt;
;Yielding&lt;br /&gt;
Roll: Dex+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action a character may reduce damage from any one source by the twice the VPs of the activation roll.  The character&#039;s body seems almost to contort at the point of impact like rubber.&lt;br /&gt;
&lt;br /&gt;
;Healing Meditation&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Hardening&lt;br /&gt;
Roll: Resolve+Soma. &lt;br /&gt;
&lt;br /&gt;
A character gains armor equal to VPs for a scene.  There is no visible effect but the character&#039;s skin feels strange and tough to the touch.&lt;br /&gt;
&lt;br /&gt;
;Perfect Balance: &lt;br /&gt;
Roll: Wits+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Perfect Balance.  The VPs on the roll add to the characters Dexterity.  &lt;br /&gt;
&lt;br /&gt;
Characters who gain 2 or more points to their dexterity with this power begin to move differently - there is an obvious change in the gracefulness and precision in which they walk, move, and fight in proportion to the VPs on the roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Regenerate&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.  &lt;br /&gt;
&lt;br /&gt;
;Detoxify&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to toxins (Vps relating in some fashion to whatever our poison rules are).&lt;br /&gt;
&lt;br /&gt;
;Sealing&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to the effects of vacuum or airborne effects.  &lt;br /&gt;
&lt;br /&gt;
;Shaping&lt;br /&gt;
Roll: Intuition+Soma. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 to fight and Melee rolls&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Prana&lt;br /&gt;
Roll: Intuition+Bedlam.  &lt;br /&gt;
&lt;br /&gt;
By focusing her psychic power into her limbs or melee weapon the psychic is able to strike with greater force.  The psychic adds 2x her VPs on the activation roll to all damage for the duration of the power.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
;Whirling Dervish&lt;br /&gt;
Roll: Wits+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The quintessential Dervish power, with 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 lower, or deny opponents any advantage from having an advantage in numbers.  This power lasts for a scene or single combat.&lt;br /&gt;
&lt;br /&gt;
Characters under the effect of this power move with obvious preternatural speed and precision, appearing to almost predict their opponent&#039;s strikes while flowing around them.  This power is not subtle in its effects.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Prana Vibration&lt;br /&gt;
Roll: Intuition+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The psychic synchronizes with the vibrational frequency of an energy shield, allowing her strikes to bypass it.  A psychic using this ability may act as though they have the &#039;shield fighting&#039; maneuver, regardless of fighting style or weapon.  This means that once damage is calculated it is divided in half and applied to the target.  If the psychic is already using the &#039;shield fighting&#039; maneuver and uses this ability, then do not divide damage in half.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
A perceptive individual (3 VPs on an Intuition + Observe roll) might be able to hear a subtle humming coming from the psychic while this power is active, but nearly anyone can see the effect of the psychic&#039;s weapon passing through a target&#039;s shield unimpeded.&lt;br /&gt;
&lt;br /&gt;
;Prana Burst&lt;br /&gt;
Roll: Resolve+Bedlam &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
As this power charges the air around the psychic seems to shimmer and when it is released a compressed wave of energy erupts out.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Paralyzing Strike&lt;br /&gt;
Roll: Wits+Bedlam&lt;br /&gt;
&lt;br /&gt;
As a free action the psychic activates this power, which lasts until it is 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&#039;s resistance roll.&lt;br /&gt;
&lt;br /&gt;
==Vis Craft==&lt;br /&gt;
&lt;br /&gt;
The Path of Vis Craft is a rare one, dedicated to perceiving and manipulating electrical and to a degree spiritual energy.  Below is an outline of the abilities.  This section is not complete yet&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 working with Tech Redemption involving electricity.&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Vis Flow&lt;br /&gt;
Roll: Intuition+Vis Craft. &lt;br /&gt;
&lt;br /&gt;
The fickle flows of vis energy become visible to the psychic and with effort she can redirect them from one source into another, even causing them to leap through the air in brilliant arcs.   A psychic using this power may ground out electrical flows or redirect them in order to either charge batteries or strike targets.  The psychic must be less than 1 meter away from the wires or source of the electricity and she must roll 1 VP for every meter she wishes to arc the electricity.  The amount of electricity a psychic may channel is determined by any VPs remaining: 1 VP- Small handheld electronics or blaster pistols/laser pistols.  2 VPs- large handheld electronics, blaster or laser long-arms.  3 VPs- Energy shields, small vehicles, building electricity running to a single piece of electronics.  4 VPs- Dueling or Assault energy shields, a large vehicle or a small building&#039;s power, starfighters.  5 VPs- A large building&#039;s power, a small spaceship such as an explorer.  6 VPs- A local power grid, a medium sized spaceship such as a frigate. &lt;br /&gt;
&lt;br /&gt;
In order to hit with arcing electricity the psychic treats her activation roll as an attack roll (subtracting VPs for arc length).  All regular ranged attack rules apply, but the &amp;quot;source&amp;quot; of the attack is the socket or outlet from which the electricity arcs (note that not many people take cover from wall outlets).  Damage is always treated as Stun damage, ranges from 1-9 depending on the source of the power.&lt;br /&gt;
&lt;br /&gt;
Example: While rummaging through the ruins of a Second Republic service facility, Shara Harrison is attacked by bandit looters.  She takes cover behind an overturned table while the bandits hide behind a counter across the room, shooting at her.  Luckily the building still has a trickle of power running through the wiring and she sees an outlet right next to where the bandits have taken cover.  She reaches out and rolls Intuition+Vis Craft, scoring 2 VPs.  The electricity needs to only arc 1 meter, so that leaves her with 1 VP on her ranged attack roll against a bandit.  The bandit has no cover from the outlet and is at no range penalty, therefore the bandit is struck by a blue-white arc of electricity from the socket.  The damage is determined by the storyteller to be only 4 due to the tiny amount of power in the facility, so with 1 VP that goes up to 5 Energy stun damage.&lt;br /&gt;
&lt;br /&gt;
;Vis Shock&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic is in the process of learning to use her own psychic energies to create vis flows within herself.  At this level of mastery she can only hold onto the charge for a short few moments before it is discharged.  This is enough time, though, to strike an individual with a sword and release the vis energy through a sword, fist, or kick.  The psychic makes a free activation roll to charge up her body.  She may hold the charge for a number of rounds equal to her resolve.  When the character strikes an opponent she may release the charge, doing extra Lethal energy damage equal to the number of VPs rolled on the activation roll.  While the charge is held blue-white electricity runs up and down the length of the psychic&#039;s arms and into the weapon being held (or down her legs if she is using her legs to kick).&lt;br /&gt;
&lt;br /&gt;
Note that if the psychic is using a technique that slips underneath shields (fencing or grappling, for example), this damage is added after any damage reduction is calculated.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Vis Shield&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic has learned to hold onto a charge around her body for a much longer duration.  When activated the psychic surrounds herself with an invisible field of energy similar to an energy shield.  The energy shield may take a number of hits equal to the psychic&#039;s Resolve+VPs rolled on the activation roll and it lasts for a scene.  It may be activated over any armor lighter than plate mail.&lt;br /&gt;
&lt;br /&gt;
;Vis Bolt&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic may gather her psychic energy into a cackling ball of super-heated plasma in her palm and direct it at a target.  Treat this as a ranged attack with a blaster rifle.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Vis Storm&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
Drawing upon her own internal spiritual energies as well as ambient electrical energy in the air, the psychic wills a vortex of lightning and plasma into existence anywhere within sight.  This vortex is 3 meters wide x VPs rolled, and anyone caught in it takes damage as if caught in the blast of a plasma grenade.  The vortex lasts only a single round, but it may be extended at the cost of an additional stun wound every round.&lt;br /&gt;
&lt;br /&gt;
;Vis Barrier&lt;br /&gt;
Roll: Resolve +Vis Craft. &lt;br /&gt;
&lt;br /&gt;
Identical to Vis Shield but implemented with much greater power and refinement.  The psychic shield now may take a number of hits equal to the psychic&#039;s (Resolve+VPs)x2, and may be activated over any armor.&lt;br /&gt;
&lt;br /&gt;
==Omen==&lt;br /&gt;
&lt;br /&gt;
The Path of Omen is dedicated to seeing through time, both backwards and forwards.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Sympathy==&lt;br /&gt;
&lt;br /&gt;
The Path of Sympathy is dedicated to forging spiritual connections between objects and people.  This makes the use of other psychic powers easier and is common among covens.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Cloaking==&lt;br /&gt;
&lt;br /&gt;
The Path of Cloaking involves using a psychic&#039;s power to shroud an individual, initially from other psychic or occult powers but eventually from sight and sound.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Visioning==&lt;br /&gt;
&lt;br /&gt;
The Path of Visioning is similar to that of Psyche, though rather than reading minds it is dedicated to projecting illusions and nightmares into the minds of others.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Turning==&lt;br /&gt;
&lt;br /&gt;
Among the rarest of psychic paths, the Path of Turning involves manipulating spiritual energies.  It allows the psychic to diffuse other occult powers and even redirect them to different targets.  This section is not complete yet.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=691</id>
		<title>Psychic Powers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=691"/>
		<updated>2012-12-08T20:33:22Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Natal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Classifications=&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute categorized psychic individuals into four categories.  Though the Phavian Institute and its classifications charts have long been committed to the bonfires of the Church or the dust of centuries past, their methodology accurately modeled an individual&#039;s psychic capabilities.  Every psychic path can be measured as one of four categories laid out below: latent, natal, operant, and prime.  &lt;br /&gt;
&lt;br /&gt;
Though psychics tend to have an affinity for a single path it is not uncommon for psychics, especially those who are members of covens, to develop a variety of abilities.  These abilities can often be at different levels.  Thus an operant telepath might only be a latent telekinetic.  A Prime seer might also by a natal vis crafter.  &lt;br /&gt;
&lt;br /&gt;
;Latent&lt;br /&gt;
&lt;br /&gt;
The exact cause of psychic powers remains as it always has: a mystery.  Numerous studies have shown a relation between abnormal pineal gland activity and psychic powers, but aside from this singular abnormality there is no way to accurately predict whether an individual has potential to become a psychic.  &lt;br /&gt;
&lt;br /&gt;
An individual&#039;s transition from non-psychic to psychic is equally difficult to identify.  The first manifestations of a psychic&#039;s powers are subtle, often so subtle that the psychic herself has difficulty explaining them.  A telepath might find herself suddenly empathizing with strangers or a telekinetic might find herself striking the bullseye more often when she plays darts.&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute referred to these phenomena as “latent” psychic powers, and as a consequence came to refer to these nascent psychics as “latents”.  Second Republic screening methods were developed to identify these latent psychics and get them the training they needed to progress in their development.  In the depths of the new dark ages, however, most latent psychics are unaware of their status, often believing the strange events that surround them are either a blessing from above or the result of some natural skill.&lt;br /&gt;
&lt;br /&gt;
Every latent psychic has an affinity for a single path, but as a psychic develops her powers she may find that other paths open up to her.  These new paths, however, represent unexplored abilities that even the most experienced psychic must spend time to master.   As a result a psychic may have a psychic path at the latent level, even while using much more powerful abilities in a different path.  &lt;br /&gt;
&lt;br /&gt;
It is not unheard of for a psychic to not realize that she also has latent abilities in a different path.&lt;br /&gt;
&lt;br /&gt;
;Natal&lt;br /&gt;
&lt;br /&gt;
If latent abilities represent the first unconscious stirrings of a psychic&#039;s abilities then the natal stage of a psychic&#039;s develop along a path represents the first conscious efforts at control.  Unlike latent psychics, a natal psychic is fully aware of her efforts.&lt;br /&gt;
&lt;br /&gt;
Natal psychic powers are often the most fundamental abilities related to a path as well as the simplest.  A natal psychic requires little training and practice to master powers at this level.  A consequence of this simple learning curve is that most psychics can make use of all natal abilities.&lt;br /&gt;
&lt;br /&gt;
Most psychics in the new dark ages rarely progress beyond the natal stages of development before getting noticed by their community and as a result few psychics develop beyond this stage at all.   What few go on to become Church penitents are unlikely to be trained further, though if a psychic is lucky enough to be drafted into a House&#039;s dervish corps or drawn into a psychic coven then she may learn enough to progress to become an operant.&lt;br /&gt;
&lt;br /&gt;
;Operant&lt;br /&gt;
&lt;br /&gt;
In the days of the Second Republic a psychic who had mastered the basics of her path was considered an “Operant” psychic.  It is a testament to how far the study of psychic powers has fallen and how persecuted psychics have become that few psychics manage to achieve this level of understanding.&lt;br /&gt;
&lt;br /&gt;
An Operant psychic has a great deal more practice and experience with her abilities.  This results in more precise applications of natal psychic abilities- where a natal telekinetic might be able to push and pull with her mind, an operant telekinetic can manipulate objects at a distance as though she were holding them with her hands.  As most Operant level abilities are merely more controlled applications of powers learned by the natal psychic, an operant psychic knows all of the powers at the operant level.&lt;br /&gt;
&lt;br /&gt;
;Prime&lt;br /&gt;
&lt;br /&gt;
If an Operant Psychic represents an individual who has mastered the basics of a path, then a Prime psychic is an individual who has mastered a specialty within the path.  The Phavian Institute recognized dozens of unique applications of every path, each requiring a different application of psychic powers.   Today few records of these abilities survive, and what few prime powers exist today are the result of trial and error by the psychics who develop them.&lt;br /&gt;
&lt;br /&gt;
Prime abilities represent the most powerful and precise applications of a path.  They allow psychics to dominate a person&#039;s mind, see into the future, or lift a person into the sky.&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
&lt;br /&gt;
Every path has a skill associated with it.  Unless otherwise stated every use of a power costs 1 stun flesh wound.  Unless otherwise stated a psychic power lasts 10 turns.  Unless otherwise stated a psychic power can be maintained if at the end of 10 turns the psychic takes another 1 stun damage.  Most ranged psychic powers have a range of line of sight initially, but can be maintained at a distance of a number of kilometers equal to the psychic&#039;s resolve.&lt;br /&gt;
&lt;br /&gt;
A Natal Psychic has access to all of the Natal powers.  An Operant Psychic has access to all of the Operant powers.  A Prime Psychic receives 1 Prime Power upon achieving this level, and must pay for all other Prime Powers individually.&lt;br /&gt;
&lt;br /&gt;
=Paths=&lt;br /&gt;
&lt;br /&gt;
==Psyche==&lt;br /&gt;
&lt;br /&gt;
===Latent Powers===&lt;br /&gt;
&lt;br /&gt;
+1 in opposed rolls to detect lies.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
;Emotion Sense&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
A psychic can determine a target&#039;s emotional state.  1 VP allows the psychic to detect a target&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Mindspeech&lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Brain Blast &lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic unleashes a raw psychic scream into a target.  The target instinctively resists with a Resolve+Focus roll.  If the psychic wins, the target takes Wits+VPs in stun damage.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Mindlink&lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Mindsight&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If the psychic concentrates, however, she can pry into a target&#039;s memories to read memories. The target begins to relive her memories as the psychic sifts through them.  The target makes a contested Wits+Focus roll against the Psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is unresisting- either by choice or because she is not aware her mind is being read- the psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is resisting, there is a battle of wills, with the Psychic forcefully prying open a target&#039;s mind.  The same VP requirements as above apply, however the target is allowed a Resolve+Focus roll to resist, with the target&#039;s Vps subtracting from the Psychic&#039;s.  If the target chooses to resist, she takes 1 stun damage.&lt;br /&gt;
&lt;br /&gt;
Characters who are reliving memories often have a faraway look in their eyes as they are lost in reverie.&lt;br /&gt;
&lt;br /&gt;
;Heartshackle &lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
 &lt;br /&gt;
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+Focus roll.&lt;br /&gt;
&lt;br /&gt;
Often characters who are 2 or 3 VPs into heartshackle resemble people who, in contemporary terms, might be heavily under the influence of drugs.  Characters who are compelled to love might wear a dopey grin, while those compelled into anger might shout rather than speak and strike inanimate objects in their rage.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Headshackle:  &lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve+Focus against the Psychic&#039;s presence+psyche for each command.    &lt;br /&gt;
&lt;br /&gt;
;Puppetry&lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic forces his own will down upon his target&#039;s, suppressing the latter.  The psychic takes over the target&#039;s body.  The psychic may only use his own mental skills while in his target&#039;s body, though she may make use of any of the attributes or skills based on the target&#039;s physiology.  This power lasts for 1 scene.  While this power is active the psychic&#039;s body is comatose.&lt;br /&gt;
The target automatically resists with Resolve+Focus, initially when the power is activated, and once again every time the power is maintained.&lt;br /&gt;
&lt;br /&gt;
;Psychic Surgery &lt;br /&gt;
Roll: Wits+Psyche. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
The psychic must first determine what level of effect she is attempting using the chart below.  For every hour, roll the Psychic&#039;s skill versus the target&#039;s Resolve+Focus.  The telepath must win by the margin below in order to achieve the affect.  &lt;br /&gt;
&lt;br /&gt;
Alternately, the target may willingly allow the telepath into her mind- This gives the telepath a +2 to her roll.&lt;br /&gt;
&lt;br /&gt;
(The chart is ultimately a guideline- the storyteller will determine the applicable number).&lt;br /&gt;
&lt;br /&gt;
1 VP- Erase minor memories (a brief conversation, a face in the crowd), adjust existing emotional connection in a minor way.&lt;br /&gt;
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.&lt;br /&gt;
3 VP- Erase all memories of an individual or major emotional event.  Totally rewrite existing memories.  Create or destroy emotional connections.&lt;br /&gt;
4 VP- Create a false personality.&lt;br /&gt;
&lt;br /&gt;
==Far Hand==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
+1 to throwing and lifting rolls.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Lifting Hand&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can lift 10 kg per point of Resolve.  &lt;br /&gt;
&lt;br /&gt;
;Push&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Dueling Hand&lt;br /&gt;
Roll: Wits+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can manipulate any object within sight with Dexterity equal to her Wits and Strength equal to her Resolve.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Crush&lt;br /&gt;
Roll: Resolve+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic uses the grappling rules on a target at a distance.  Use Resolve in place of Strength.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Throw&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve + VPs in damage.  Alternately, if the psychic picks up a small object she may do Resolve -2 + VPs in Piercing damage.  Attacks in this fashion use the Ranged Combat rules, and Telekinetic Throw is treated as a semi-automatic attack.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Far Arms&lt;br /&gt;
Roll: Wits+Far Hand &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Volley&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
As Telekinetic Throw, except rather than a single object being thrown the psychic launches multiple projectives.  The psychic may treat this ranged attack as an automatic weapon attack and may use burst actions with it.  A psychic may throw a number of objects equal to their Resolve.&lt;br /&gt;
&lt;br /&gt;
;Far Wall&lt;br /&gt;
Roll: Resolve + Far Hand&lt;br /&gt;
&lt;br /&gt;
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 telekinetic&#039;s Resolve+VPs.&lt;br /&gt;
&lt;br /&gt;
;Airstride &lt;br /&gt;
Roll:  Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic flies at a rate of (5 +VPs) kph/ point of Resolve.&lt;br /&gt;
&lt;br /&gt;
;Demolishing Hand&lt;br /&gt;
Roll: Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The psychic rolls Wits+Far Hand 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.&lt;br /&gt;
&lt;br /&gt;
==6th Sense==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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&#039;s mind begins to open to this path she often begins to notice details she didn&#039;t before.  +1 observe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
;Sensitivity&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Premonition&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Subtle Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
This is identical to the Aura chart from Second Edition.&lt;br /&gt;
&lt;br /&gt;
;Far Sight&lt;br /&gt;
Roll: Presence+ Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
Use the range chart from FS3.  Use ½ FS2 familiarity penalties/bonuses.  Use the effect for Far Sight and Far Sound combined.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Shared Sense&lt;br /&gt;
Roll: Presence+Sixth Sense.&lt;br /&gt;
&lt;br /&gt;
Some kind of Shared Sense thing. &lt;br /&gt;
&lt;br /&gt;
;Wyrd Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense&lt;br /&gt;
&lt;br /&gt;
Some kind of Wyrd Sight thing.&lt;br /&gt;
&lt;br /&gt;
;Senses Shock&lt;br /&gt;
Roll: Presence+Sixth Sense. &lt;br /&gt;
&lt;br /&gt;
The psychic opens up the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Soma==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Strengthening&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Strengthening.  The VPs on the roll add to the characters strength.  &lt;br /&gt;
&lt;br /&gt;
A character with 2 or more VPs added to her strength begins to move very differently - simple physical tasks that might have required exertion before seem effortless and tasks which would seem impossible for the character (judging by her frame or apparently musculature) suddenly become achievable.  &lt;br /&gt;
&lt;br /&gt;
;Yielding&lt;br /&gt;
Roll: Dex+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action a character may reduce damage from any one source by the twice the VPs of the activation roll.  The character&#039;s body seems almost to contort at the point of impact like rubber.&lt;br /&gt;
&lt;br /&gt;
;Healing Meditation&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Hardening&lt;br /&gt;
Roll: Resolve+Soma. &lt;br /&gt;
&lt;br /&gt;
A character gains armor equal to VPs for a scene.  There is no visible effect but the character&#039;s skin feels strange and tough to the touch.&lt;br /&gt;
&lt;br /&gt;
;Perfect Balance: &lt;br /&gt;
Roll: Wits+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Perfect Balance.  The VPs on the roll add to the characters Dexterity.  &lt;br /&gt;
&lt;br /&gt;
Characters who gain 2 or more points to their dexterity with this power begin to move differently - there is an obvious change in the gracefulness and precision in which they walk, move, and fight in proportion to the VPs on the roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Regenerate&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.  &lt;br /&gt;
&lt;br /&gt;
;Detoxify&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to toxins (Vps relating in some fashion to whatever our poison rules are).&lt;br /&gt;
&lt;br /&gt;
;Sealing&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to the effects of vacuum or airborne effects.  &lt;br /&gt;
&lt;br /&gt;
;Shaping&lt;br /&gt;
Roll: Intuition+Soma. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 to fight and Melee rolls&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Prana&lt;br /&gt;
Roll: Intuition+Bedlam.  &lt;br /&gt;
&lt;br /&gt;
By focusing her psychic power into her limbs or melee weapon the psychic is able to strike with greater force.  The psychic adds 2x her VPs on the activation roll to all damage for the duration of the power.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
;Whirling Dervish&lt;br /&gt;
Roll: Wits+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The quintessential Dervish power, with 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 lower, or deny opponents any advantage from having an advantage in numbers.  This power lasts for a scene or single combat.&lt;br /&gt;
&lt;br /&gt;
Characters under the effect of this power move with obvious preternatural speed and precision, appearing to almost predict their opponent&#039;s strikes while flowing around them.  This power is not subtle in its effects.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Prana Vibration&lt;br /&gt;
Roll: Intuition+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The psychic synchronizes with the vibrational frequency of an energy shield, allowing her strikes to bypass it.  A psychic using this ability may act as though they have the &#039;shield fighting&#039; maneuver, regardless of fighting style or weapon.  This means that once damage is calculated it is divided in half and applied to the target.  If the psychic is already using the &#039;shield fighting&#039; maneuver and uses this ability, then do not divide damage in half.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
A perceptive individual (3 VPs on an Intuition + Observe roll) might be able to hear a subtle humming coming from the psychic while this power is active, but nearly anyone can see the effect of the psychic&#039;s weapon passing through a target&#039;s shield unimpeded.&lt;br /&gt;
&lt;br /&gt;
;Prana Burst&lt;br /&gt;
Roll: Resolve+Bedlam &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
As this power charges the air around the psychic seems to shimmer and when it is released a compressed wave of energy erupts out.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Paralyzing Strike&lt;br /&gt;
Roll: Wits+Bedlam&lt;br /&gt;
&lt;br /&gt;
As a free action the psychic activates this power, which lasts until it is 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&#039;s resistance roll.&lt;br /&gt;
&lt;br /&gt;
==Vis Craft==&lt;br /&gt;
&lt;br /&gt;
The Path of Vis Craft is a rare one, dedicated to perceiving and manipulating electrical and to a degree spiritual energy.  Below is an outline of the abilities.  This section is not complete yet&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 working with Tech Redemption involving electricity.&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Vis Flow&lt;br /&gt;
Roll: Intuition+Vis Craft. &lt;br /&gt;
&lt;br /&gt;
The fickle flows of vis energy become visible to the psychic and with effort she can redirect them from one source into another, even causing them to leap through the air in brilliant arcs.   A psychic using this power may ground out electrical flows or redirect them in order to either charge batteries or strike targets.  The psychic must be less than 1 meter away from the wires or source of the electricity and she must roll 1 VP for every meter she wishes to arc the electricity.  The amount of electricity a psychic may channel is determined by any VPs remaining: 1 VP- Small handheld electronics or blaster pistols/laser pistols.  2 VPs- large handheld electronics, blaster or laser long-arms.  3 VPs- Energy shields, small vehicles, building electricity running to a single piece of electronics.  4 VPs- Dueling or Assault energy shields, a large vehicle or a small building&#039;s power, starfighters.  5 VPs- A large building&#039;s power, a small spaceship such as an explorer.  6 VPs- A local power grid, a medium sized spaceship such as a frigate. &lt;br /&gt;
&lt;br /&gt;
In order to hit with arcing electricity the psychic treats her activation roll as an attack roll (subtracting VPs for arc length).  All regular ranged attack rules apply, but the &amp;quot;source&amp;quot; of the attack is the socket or outlet from which the electricity arcs (note that not many people take cover from wall outlets).  Damage is always treated as Stun damage, ranges from 1-9 depending on the source of the power.&lt;br /&gt;
&lt;br /&gt;
Example: While rummaging through the ruins of a Second Republic service facility, Shara Harrison is attacked by bandit looters.  She takes cover behind an overturned table while the bandits hide behind a counter across the room, shooting at her.  Luckily the building still has a trickle of power running through the wiring and she sees an outlet right next to where the bandits have taken cover.  She reaches out and rolls Intuition+Vis Craft, scoring 2 VPs.  The electricity needs to only arc 1 meter, so that leaves her with 1 VP on her ranged attack roll against a bandit.  The bandit has no cover from the outlet and is at no range penalty, therefore the bandit is struck by a blue-white arc of electricity from the socket.  The damage is determined by the storyteller to be only 4 due to the tiny amount of power in the facility, so with 1 VP that goes up to 5 Energy stun damage.&lt;br /&gt;
&lt;br /&gt;
;Vis Shock&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic is in the process of learning to use her own psychic energies to create vis flows within herself.  At this level of mastery she can only hold onto the charge for a short few moments before it is discharged.  This is enough time, though, to strike an individual with a sword and release the vis energy through a sword, fist, or kick.  The psychic makes a free activation roll to charge up her body.  She may hold the charge for a number of rounds equal to her resolve.  When the character strikes an opponent she may release the charge, doing extra Lethal energy damage equal to the number of VPs rolled on the activation roll.  While the charge is held blue-white electricity runs up and down the length of the psychic&#039;s arms and into the weapon being held (or down her legs if she is using her legs to kick).&lt;br /&gt;
&lt;br /&gt;
Note that if the psychic is using a technique that slips underneath shields (fencing or grappling, for example), this damage is added after any damage reduction is calculated.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Vis Shield&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic has learned to hold onto a charge around her body for a much longer duration.  When activated the psychic surrounds herself with an invisible field of energy similar to an energy shield.  The energy shield may take a number of hits equal to the psychic&#039;s Resolve+VPs rolled on the activation roll and it lasts for a scene.  It may be activated over any armor lighter than plate mail.&lt;br /&gt;
&lt;br /&gt;
;Vis Bolt&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic may gather her psychic energy into a cackling ball of super-heated plasma and direct it at a target.  Treat this as a ranged attack with a blaster rifle.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Vis Storm&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
Drawing upon her own internal spiritual energies as well as ambient electrical energy in the air, the psychic wills a vortex of lightning and plasma into existence anywhere within sight.  This vortex is 3 meters wide x VPs rolled, and anyone caught in it takes damage as if caught in the blast of a plasma grenade.  The vortex lasts only a single round, but it may be extended at the cost of an additional stun wound every round.&lt;br /&gt;
&lt;br /&gt;
;Vis Barrier&lt;br /&gt;
Roll: Resolve +Vis Craft. &lt;br /&gt;
&lt;br /&gt;
Identical to Vis Shield but implemented with much greater power and refinement.  The psychic shield now may take a number of hits equal to the psychic&#039;s (Resolve+VPs)x2, and may be activated over any armor.&lt;br /&gt;
&lt;br /&gt;
==Omen==&lt;br /&gt;
&lt;br /&gt;
The Path of Omen is dedicated to seeing through time, both backwards and forwards.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Sympathy==&lt;br /&gt;
&lt;br /&gt;
The Path of Sympathy is dedicated to forging spiritual connections between objects and people.  This makes the use of other psychic powers easier and is common among covens.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Cloaking==&lt;br /&gt;
&lt;br /&gt;
The Path of Cloaking involves using a psychic&#039;s power to shroud an individual, initially from other psychic or occult powers but eventually from sight and sound.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Visioning==&lt;br /&gt;
&lt;br /&gt;
The Path of Visioning is similar to that of Psyche, though rather than reading minds it is dedicated to projecting illusions and nightmares into the minds of others.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Turning==&lt;br /&gt;
&lt;br /&gt;
Among the rarest of psychic paths, the Path of Turning involves manipulating spiritual energies.  It allows the psychic to diffuse other occult powers and even redirect them to different targets.  This section is not complete yet.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=690</id>
		<title>Psychic Powers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=690"/>
		<updated>2012-12-08T20:31:51Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Operant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Classifications=&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute categorized psychic individuals into four categories.  Though the Phavian Institute and its classifications charts have long been committed to the bonfires of the Church or the dust of centuries past, their methodology accurately modeled an individual&#039;s psychic capabilities.  Every psychic path can be measured as one of four categories laid out below: latent, natal, operant, and prime.  &lt;br /&gt;
&lt;br /&gt;
Though psychics tend to have an affinity for a single path it is not uncommon for psychics, especially those who are members of covens, to develop a variety of abilities.  These abilities can often be at different levels.  Thus an operant telepath might only be a latent telekinetic.  A Prime seer might also by a natal vis crafter.  &lt;br /&gt;
&lt;br /&gt;
;Latent&lt;br /&gt;
&lt;br /&gt;
The exact cause of psychic powers remains as it always has: a mystery.  Numerous studies have shown a relation between abnormal pineal gland activity and psychic powers, but aside from this singular abnormality there is no way to accurately predict whether an individual has potential to become a psychic.  &lt;br /&gt;
&lt;br /&gt;
An individual&#039;s transition from non-psychic to psychic is equally difficult to identify.  The first manifestations of a psychic&#039;s powers are subtle, often so subtle that the psychic herself has difficulty explaining them.  A telepath might find herself suddenly empathizing with strangers or a telekinetic might find herself striking the bullseye more often when she plays darts.&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute referred to these phenomena as “latent” psychic powers, and as a consequence came to refer to these nascent psychics as “latents”.  Second Republic screening methods were developed to identify these latent psychics and get them the training they needed to progress in their development.  In the depths of the new dark ages, however, most latent psychics are unaware of their status, often believing the strange events that surround them are either a blessing from above or the result of some natural skill.&lt;br /&gt;
&lt;br /&gt;
Every latent psychic has an affinity for a single path, but as a psychic develops her powers she may find that other paths open up to her.  These new paths, however, represent unexplored abilities that even the most experienced psychic must spend time to master.   As a result a psychic may have a psychic path at the latent level, even while using much more powerful abilities in a different path.  &lt;br /&gt;
&lt;br /&gt;
It is not unheard of for a psychic to not realize that she also has latent abilities in a different path.&lt;br /&gt;
&lt;br /&gt;
;Natal&lt;br /&gt;
&lt;br /&gt;
If latent abilities represent the first unconscious stirrings of a psychic&#039;s abilities then the natal stage of a psychic&#039;s develop along a path represents the first conscious efforts at control.  Unlike latent psychics, a natal psychic is fully aware of her efforts.&lt;br /&gt;
&lt;br /&gt;
Natal psychic powers are often the most fundamental abilities related to a path as well as the simplest.  A natal psychic requires little training and practice to master powers at this level.  A consequence of this simple learning curve is that most psychics can make use of all natal abilities.&lt;br /&gt;
&lt;br /&gt;
Most psychics in the new dark ages rarely progress beyond the natal stages of development before getting noticed by their community and as a result few psychics develop beyond this stage at all.   What few go on to become Church penitents are unlikely to be trained further, though if a psychic is lucky enough to be drafted into a House&#039;s dervish corps or drawn into a psychic coven then she may learn enough to progress to become an operant.&lt;br /&gt;
&lt;br /&gt;
;Operant&lt;br /&gt;
&lt;br /&gt;
In the days of the Second Republic a psychic who had mastered the basics of her path was considered an “Operant” psychic.  It is a testament to how far the study of psychic powers has fallen and how persecuted psychics have become that few psychics manage to achieve this level of understanding.&lt;br /&gt;
&lt;br /&gt;
An Operant psychic has a great deal more practice and experience with her abilities.  This results in more precise applications of natal psychic abilities- where a natal telekinetic might be able to push and pull with her mind, an operant telekinetic can manipulate objects at a distance as though she were holding them with her hands.  As most Operant level abilities are merely more controlled applications of powers learned by the natal psychic, an operant psychic knows all of the powers at the operant level.&lt;br /&gt;
&lt;br /&gt;
;Prime&lt;br /&gt;
&lt;br /&gt;
If an Operant Psychic represents an individual who has mastered the basics of a path, then a Prime psychic is an individual who has mastered a specialty within the path.  The Phavian Institute recognized dozens of unique applications of every path, each requiring a different application of psychic powers.   Today few records of these abilities survive, and what few prime powers exist today are the result of trial and error by the psychics who develop them.&lt;br /&gt;
&lt;br /&gt;
Prime abilities represent the most powerful and precise applications of a path.  They allow psychics to dominate a person&#039;s mind, see into the future, or lift a person into the sky.&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
&lt;br /&gt;
Every path has a skill associated with it.  Unless otherwise stated every use of a power costs 1 stun flesh wound.  Unless otherwise stated a psychic power lasts 10 turns.  Unless otherwise stated a psychic power can be maintained if at the end of 10 turns the psychic takes another 1 stun damage.  Most ranged psychic powers have a range of line of sight initially, but can be maintained at a distance of a number of kilometers equal to the psychic&#039;s resolve.&lt;br /&gt;
&lt;br /&gt;
A Natal Psychic has access to all of the Natal powers.  An Operant Psychic has access to all of the Operant powers.  A Prime Psychic receives 1 Prime Power upon achieving this level, and must pay for all other Prime Powers individually.&lt;br /&gt;
&lt;br /&gt;
=Paths=&lt;br /&gt;
&lt;br /&gt;
==Psyche==&lt;br /&gt;
&lt;br /&gt;
===Latent Powers===&lt;br /&gt;
&lt;br /&gt;
+1 in opposed rolls to detect lies.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
;Emotion Sense&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
A psychic can determine a target&#039;s emotional state.  1 VP allows the psychic to detect a target&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Mindspeech&lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Brain Blast &lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic unleashes a raw psychic scream into a target.  The target instinctively resists with a Resolve+Focus roll.  If the psychic wins, the target takes Wits+VPs in stun damage.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Mindlink&lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Mindsight&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If the psychic concentrates, however, she can pry into a target&#039;s memories to read memories. The target begins to relive her memories as the psychic sifts through them.  The target makes a contested Wits+Focus roll against the Psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is unresisting- either by choice or because she is not aware her mind is being read- the psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is resisting, there is a battle of wills, with the Psychic forcefully prying open a target&#039;s mind.  The same VP requirements as above apply, however the target is allowed a Resolve+Focus roll to resist, with the target&#039;s Vps subtracting from the Psychic&#039;s.  If the target chooses to resist, she takes 1 stun damage.&lt;br /&gt;
&lt;br /&gt;
Characters who are reliving memories often have a faraway look in their eyes as they are lost in reverie.&lt;br /&gt;
&lt;br /&gt;
;Heartshackle &lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
 &lt;br /&gt;
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+Focus roll.&lt;br /&gt;
&lt;br /&gt;
Often characters who are 2 or 3 VPs into heartshackle resemble people who, in contemporary terms, might be heavily under the influence of drugs.  Characters who are compelled to love might wear a dopey grin, while those compelled into anger might shout rather than speak and strike inanimate objects in their rage.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Headshackle:  &lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve+Focus against the Psychic&#039;s presence+psyche for each command.    &lt;br /&gt;
&lt;br /&gt;
;Puppetry&lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic forces his own will down upon his target&#039;s, suppressing the latter.  The psychic takes over the target&#039;s body.  The psychic may only use his own mental skills while in his target&#039;s body, though she may make use of any of the attributes or skills based on the target&#039;s physiology.  This power lasts for 1 scene.  While this power is active the psychic&#039;s body is comatose.&lt;br /&gt;
The target automatically resists with Resolve+Focus, initially when the power is activated, and once again every time the power is maintained.&lt;br /&gt;
&lt;br /&gt;
;Psychic Surgery &lt;br /&gt;
Roll: Wits+Psyche. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
The psychic must first determine what level of effect she is attempting using the chart below.  For every hour, roll the Psychic&#039;s skill versus the target&#039;s Resolve+Focus.  The telepath must win by the margin below in order to achieve the affect.  &lt;br /&gt;
&lt;br /&gt;
Alternately, the target may willingly allow the telepath into her mind- This gives the telepath a +2 to her roll.&lt;br /&gt;
&lt;br /&gt;
(The chart is ultimately a guideline- the storyteller will determine the applicable number).&lt;br /&gt;
&lt;br /&gt;
1 VP- Erase minor memories (a brief conversation, a face in the crowd), adjust existing emotional connection in a minor way.&lt;br /&gt;
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.&lt;br /&gt;
3 VP- Erase all memories of an individual or major emotional event.  Totally rewrite existing memories.  Create or destroy emotional connections.&lt;br /&gt;
4 VP- Create a false personality.&lt;br /&gt;
&lt;br /&gt;
==Far Hand==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
+1 to throwing and lifting rolls.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Lifting Hand&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can lift 10 kg per point of Resolve.  &lt;br /&gt;
&lt;br /&gt;
;Push&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Dueling Hand&lt;br /&gt;
Roll: Wits+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can manipulate any object within sight with Dexterity equal to her Wits and Strength equal to her Resolve.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Crush&lt;br /&gt;
Roll: Resolve+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic uses the grappling rules on a target at a distance.  Use Resolve in place of Strength.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Throw&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve + VPs in damage.  Alternately, if the psychic picks up a small object she may do Resolve -2 + VPs in Piercing damage.  Attacks in this fashion use the Ranged Combat rules, and Telekinetic Throw is treated as a semi-automatic attack.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Far Arms&lt;br /&gt;
Roll: Wits+Far Hand &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Volley&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
As Telekinetic Throw, except rather than a single object being thrown the psychic launches multiple projectives.  The psychic may treat this ranged attack as an automatic weapon attack and may use burst actions with it.  A psychic may throw a number of objects equal to their Resolve.&lt;br /&gt;
&lt;br /&gt;
;Far Wall&lt;br /&gt;
Roll: Resolve + Far Hand&lt;br /&gt;
&lt;br /&gt;
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 telekinetic&#039;s Resolve+VPs.&lt;br /&gt;
&lt;br /&gt;
;Airstride &lt;br /&gt;
Roll:  Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic flies at a rate of (5 +VPs) kph/ point of Resolve.&lt;br /&gt;
&lt;br /&gt;
;Demolishing Hand&lt;br /&gt;
Roll: Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The psychic rolls Wits+Far Hand 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.&lt;br /&gt;
&lt;br /&gt;
==6th Sense==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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&#039;s mind begins to open to this path she often begins to notice details she didn&#039;t before.  +1 observe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
;Sensitivity&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Premonition&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Subtle Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
This is identical to the Aura chart from Second Edition.&lt;br /&gt;
&lt;br /&gt;
;Far Sight&lt;br /&gt;
Roll: Presence+ Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
Use the range chart from FS3.  Use ½ FS2 familiarity penalties/bonuses.  Use the effect for Far Sight and Far Sound combined.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Shared Sense&lt;br /&gt;
Roll: Presence+Sixth Sense.&lt;br /&gt;
&lt;br /&gt;
Some kind of Shared Sense thing. &lt;br /&gt;
&lt;br /&gt;
;Wyrd Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense&lt;br /&gt;
&lt;br /&gt;
Some kind of Wyrd Sight thing.&lt;br /&gt;
&lt;br /&gt;
;Senses Shock&lt;br /&gt;
Roll: Presence+Sixth Sense. &lt;br /&gt;
&lt;br /&gt;
The psychic opens up the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Soma==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Strengthening&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Strengthening.  The VPs on the roll add to the characters strength.  &lt;br /&gt;
&lt;br /&gt;
A character with 2 or more VPs added to her strength begins to move very differently - simple physical tasks that might have required exertion before seem effortless and tasks which would seem impossible for the character (judging by her frame or apparently musculature) suddenly become achievable.  &lt;br /&gt;
&lt;br /&gt;
;Yielding&lt;br /&gt;
Roll: Dex+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action a character may reduce damage from any one source by the twice the VPs of the activation roll.  The character&#039;s body seems almost to contort at the point of impact like rubber.&lt;br /&gt;
&lt;br /&gt;
;Healing Meditation&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Hardening&lt;br /&gt;
Roll: Resolve+Soma. &lt;br /&gt;
&lt;br /&gt;
A character gains armor equal to VPs for a scene.  There is no visible effect but the character&#039;s skin feels strange and tough to the touch.&lt;br /&gt;
&lt;br /&gt;
;Perfect Balance: &lt;br /&gt;
Roll: Wits+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Perfect Balance.  The VPs on the roll add to the characters Dexterity.  &lt;br /&gt;
&lt;br /&gt;
Characters who gain 2 or more points to their dexterity with this power begin to move differently - there is an obvious change in the gracefulness and precision in which they walk, move, and fight in proportion to the VPs on the roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Regenerate&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.  &lt;br /&gt;
&lt;br /&gt;
;Detoxify&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to toxins (Vps relating in some fashion to whatever our poison rules are).&lt;br /&gt;
&lt;br /&gt;
;Sealing&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to the effects of vacuum or airborne effects.  &lt;br /&gt;
&lt;br /&gt;
;Shaping&lt;br /&gt;
Roll: Intuition+Soma. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 to fight and Melee rolls&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Prana&lt;br /&gt;
Roll: Intuition+Bedlam.  &lt;br /&gt;
&lt;br /&gt;
By focusing her psychic power into her limbs or melee weapon the psychic is able to strike with greater force.  The psychic adds 2x her VPs on the activation roll to all damage for the duration of the power.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
;Whirling Dervish&lt;br /&gt;
Roll: Wits+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The quintessential Dervish power, with 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 lower, or deny opponents any advantage from having an advantage in numbers.  This power lasts for a scene or single combat.&lt;br /&gt;
&lt;br /&gt;
Characters under the effect of this power move with obvious preternatural speed and precision, appearing to almost predict their opponent&#039;s strikes while flowing around them.  This power is not subtle in its effects.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Prana Vibration&lt;br /&gt;
Roll: Intuition+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The psychic synchronizes with the vibrational frequency of an energy shield, allowing her strikes to bypass it.  A psychic using this ability may act as though they have the &#039;shield fighting&#039; maneuver, regardless of fighting style or weapon.  This means that once damage is calculated it is divided in half and applied to the target.  If the psychic is already using the &#039;shield fighting&#039; maneuver and uses this ability, then do not divide damage in half.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
A perceptive individual (3 VPs on an Intuition + Observe roll) might be able to hear a subtle humming coming from the psychic while this power is active, but nearly anyone can see the effect of the psychic&#039;s weapon passing through a target&#039;s shield unimpeded.&lt;br /&gt;
&lt;br /&gt;
;Prana Burst&lt;br /&gt;
Roll: Resolve+Bedlam &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
As this power charges the air around the psychic seems to shimmer and when it is released a compressed wave of energy erupts out.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Paralyzing Strike&lt;br /&gt;
Roll: Wits+Bedlam&lt;br /&gt;
&lt;br /&gt;
As a free action the psychic activates this power, which lasts until it is 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&#039;s resistance roll.&lt;br /&gt;
&lt;br /&gt;
==Vis Craft==&lt;br /&gt;
&lt;br /&gt;
The Path of Vis Craft is a rare one, dedicated to perceiving and manipulating electrical and to a degree spiritual energy.  Below is an outline of the abilities.  This section is not complete yet&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 working with Tech Redemption involving electricity.&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Vis Flow&lt;br /&gt;
Roll: Intuition+Vis Craft. &lt;br /&gt;
&lt;br /&gt;
The fickle flows of vis energy become visible to the psychic and with effort she can redirect them from one source into another, even causing them to leap through the air in brilliant arcs.   A psychic using this power may ground out electrical flows or redirect them in order to either charge batteries or strike targets.  The psychic must be less than 1 meter away from the wires or source of the electricity and she must roll 1 VP for every meter she wishes to arc the electricity.  The amount of electricity a psychic may channel is determined by any VPs remaining: 1 VP- Small handheld electronics or blaster pistols/laser pistols.  2 VPs- large handheld electronics, blaster or laser long-arms.  3 VPs- Energy shields, small vehicles, building electricity running to a single piece of electronics.  4 VPs- Dueling or Assault energy shields, a large vehicle or a small building&#039;s power, starfighters.  5 VPs- A large building&#039;s power, a small spaceship such as an explorer.  6 VPs- A local power grid, a medium sized spaceship such as a frigate. &lt;br /&gt;
&lt;br /&gt;
In order to hit with arcing electricity the psychic treats her activation roll as an attack roll (subtracting VPs for arc length).  All regular ranged attack rules apply, but the &amp;quot;source&amp;quot; of the attack is the socket or outlet from which the electricity arcs (note that not many people take cover from wall outlets).  Damage is always treated as Stun damage, ranges from 1-9 depending on the source of the power.&lt;br /&gt;
&lt;br /&gt;
Example: While rummaging through the ruins of a Second Republic service facility, Shara Harrison is attacked by bandit looters.  She takes cover behind an overturned table while the bandits hide behind a counter across the room, shooting at her.  Luckily the building still has a trickle of power running through the wiring and she sees an outlet right next to where the bandits have taken cover.  She reaches out and rolls Intuition+Vis Craft, scoring 2 VPs.  The electricity needs to only arc 1 meter, so that leaves her with 1 VP on her ranged attack roll against a bandit.  The bandit has no cover from the outlet and is at no range penalty, therefore the bandit is struck by a blue-white arc of electricity from the socket.  The damage is determined by the storyteller to be only 4 due to the tiny amount of power in the facility, so with 1 VP that goes up to 5 Energy stun damage.&lt;br /&gt;
&lt;br /&gt;
;Vis Shock&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic is in the process of learning to use her own psychic energies to create vis flows within herself.  At this level of mastery she can only hold onto the charge for a short few moments before it is discharged.  This is enough time, though, to strike an individual with a sword and release the vis energy through a sword, fist, or kick.  The psychic makes a free activation roll to charge up her body.  She may hold the charge for a number of rounds equal to her resolve.  When the character strikes an opponent she may release the charge, doing extra Lethal energy damage equal to the number of VPs rolled on the activation roll.  &lt;br /&gt;
&lt;br /&gt;
Note that if the psychic is using a technique that slips underneath shields (fencing or grappling, for example), this damage is added after any damage reduction is calculated.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Vis Shield&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic has learned to hold onto a charge around her body for a much longer duration.  When activated the psychic surrounds herself with an invisible field of energy similar to an energy shield.  The energy shield may take a number of hits equal to the psychic&#039;s Resolve+VPs rolled on the activation roll and it lasts for a scene.  It may be activated over any armor lighter than plate mail.&lt;br /&gt;
&lt;br /&gt;
;Vis Bolt&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic may gather her psychic energy into a cackling ball of super-heated plasma and direct it at a target.  Treat this as a ranged attack with a blaster rifle.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Vis Storm&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
Drawing upon her own internal spiritual energies as well as ambient electrical energy in the air, the psychic wills a vortex of lightning and plasma into existence anywhere within sight.  This vortex is 3 meters wide x VPs rolled, and anyone caught in it takes damage as if caught in the blast of a plasma grenade.  The vortex lasts only a single round, but it may be extended at the cost of an additional stun wound every round.&lt;br /&gt;
&lt;br /&gt;
;Vis Barrier&lt;br /&gt;
Roll: Resolve +Vis Craft. &lt;br /&gt;
&lt;br /&gt;
Identical to Vis Shield but implemented with much greater power and refinement.  The psychic shield now may take a number of hits equal to the psychic&#039;s (Resolve+VPs)x2, and may be activated over any armor.&lt;br /&gt;
&lt;br /&gt;
==Omen==&lt;br /&gt;
&lt;br /&gt;
The Path of Omen is dedicated to seeing through time, both backwards and forwards.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Sympathy==&lt;br /&gt;
&lt;br /&gt;
The Path of Sympathy is dedicated to forging spiritual connections between objects and people.  This makes the use of other psychic powers easier and is common among covens.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Cloaking==&lt;br /&gt;
&lt;br /&gt;
The Path of Cloaking involves using a psychic&#039;s power to shroud an individual, initially from other psychic or occult powers but eventually from sight and sound.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Visioning==&lt;br /&gt;
&lt;br /&gt;
The Path of Visioning is similar to that of Psyche, though rather than reading minds it is dedicated to projecting illusions and nightmares into the minds of others.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Turning==&lt;br /&gt;
&lt;br /&gt;
Among the rarest of psychic paths, the Path of Turning involves manipulating spiritual energies.  It allows the psychic to diffuse other occult powers and even redirect them to different targets.  This section is not complete yet.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=689</id>
		<title>Psychic Powers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=689"/>
		<updated>2012-12-08T20:29:14Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Natal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Classifications=&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute categorized psychic individuals into four categories.  Though the Phavian Institute and its classifications charts have long been committed to the bonfires of the Church or the dust of centuries past, their methodology accurately modeled an individual&#039;s psychic capabilities.  Every psychic path can be measured as one of four categories laid out below: latent, natal, operant, and prime.  &lt;br /&gt;
&lt;br /&gt;
Though psychics tend to have an affinity for a single path it is not uncommon for psychics, especially those who are members of covens, to develop a variety of abilities.  These abilities can often be at different levels.  Thus an operant telepath might only be a latent telekinetic.  A Prime seer might also by a natal vis crafter.  &lt;br /&gt;
&lt;br /&gt;
;Latent&lt;br /&gt;
&lt;br /&gt;
The exact cause of psychic powers remains as it always has: a mystery.  Numerous studies have shown a relation between abnormal pineal gland activity and psychic powers, but aside from this singular abnormality there is no way to accurately predict whether an individual has potential to become a psychic.  &lt;br /&gt;
&lt;br /&gt;
An individual&#039;s transition from non-psychic to psychic is equally difficult to identify.  The first manifestations of a psychic&#039;s powers are subtle, often so subtle that the psychic herself has difficulty explaining them.  A telepath might find herself suddenly empathizing with strangers or a telekinetic might find herself striking the bullseye more often when she plays darts.&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute referred to these phenomena as “latent” psychic powers, and as a consequence came to refer to these nascent psychics as “latents”.  Second Republic screening methods were developed to identify these latent psychics and get them the training they needed to progress in their development.  In the depths of the new dark ages, however, most latent psychics are unaware of their status, often believing the strange events that surround them are either a blessing from above or the result of some natural skill.&lt;br /&gt;
&lt;br /&gt;
Every latent psychic has an affinity for a single path, but as a psychic develops her powers she may find that other paths open up to her.  These new paths, however, represent unexplored abilities that even the most experienced psychic must spend time to master.   As a result a psychic may have a psychic path at the latent level, even while using much more powerful abilities in a different path.  &lt;br /&gt;
&lt;br /&gt;
It is not unheard of for a psychic to not realize that she also has latent abilities in a different path.&lt;br /&gt;
&lt;br /&gt;
;Natal&lt;br /&gt;
&lt;br /&gt;
If latent abilities represent the first unconscious stirrings of a psychic&#039;s abilities then the natal stage of a psychic&#039;s develop along a path represents the first conscious efforts at control.  Unlike latent psychics, a natal psychic is fully aware of her efforts.&lt;br /&gt;
&lt;br /&gt;
Natal psychic powers are often the most fundamental abilities related to a path as well as the simplest.  A natal psychic requires little training and practice to master powers at this level.  A consequence of this simple learning curve is that most psychics can make use of all natal abilities.&lt;br /&gt;
&lt;br /&gt;
Most psychics in the new dark ages rarely progress beyond the natal stages of development before getting noticed by their community and as a result few psychics develop beyond this stage at all.   What few go on to become Church penitents are unlikely to be trained further, though if a psychic is lucky enough to be drafted into a House&#039;s dervish corps or drawn into a psychic coven then she may learn enough to progress to become an operant.&lt;br /&gt;
&lt;br /&gt;
;Operant&lt;br /&gt;
&lt;br /&gt;
In the days of the Second Republic a psychic who had mastered the basics of her path was considered an “Operant” psychic.  It is a testament to how far the study of psychic powers has fallen and how persecuted psychics have become that few psychics manage to achieve this level of understanding.&lt;br /&gt;
&lt;br /&gt;
An Operant psychic has a great deal more practice and experience with her abilities.  This results in more precise applications of natal psychic abilities- where a natal telekinetic might be able to push and pull with her mind, an operant telekinetic can manipulate objects at a distance as though she were holding them with her hands.  As most Operant level abilities are merely more controlled applications of powers learned by the natal psychic, an operant psychic knows all of the powers at the operant level.&lt;br /&gt;
&lt;br /&gt;
;Prime&lt;br /&gt;
&lt;br /&gt;
If an Operant Psychic represents an individual who has mastered the basics of a path, then a Prime psychic is an individual who has mastered a specialty within the path.  The Phavian Institute recognized dozens of unique applications of every path, each requiring a different application of psychic powers.   Today few records of these abilities survive, and what few prime powers exist today are the result of trial and error by the psychics who develop them.&lt;br /&gt;
&lt;br /&gt;
Prime abilities represent the most powerful and precise applications of a path.  They allow psychics to dominate a person&#039;s mind, see into the future, or lift a person into the sky.&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
&lt;br /&gt;
Every path has a skill associated with it.  Unless otherwise stated every use of a power costs 1 stun flesh wound.  Unless otherwise stated a psychic power lasts 10 turns.  Unless otherwise stated a psychic power can be maintained if at the end of 10 turns the psychic takes another 1 stun damage.  Most ranged psychic powers have a range of line of sight initially, but can be maintained at a distance of a number of kilometers equal to the psychic&#039;s resolve.&lt;br /&gt;
&lt;br /&gt;
A Natal Psychic has access to all of the Natal powers.  An Operant Psychic has access to all of the Operant powers.  A Prime Psychic receives 1 Prime Power upon achieving this level, and must pay for all other Prime Powers individually.&lt;br /&gt;
&lt;br /&gt;
=Paths=&lt;br /&gt;
&lt;br /&gt;
==Psyche==&lt;br /&gt;
&lt;br /&gt;
===Latent Powers===&lt;br /&gt;
&lt;br /&gt;
+1 in opposed rolls to detect lies.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
;Emotion Sense&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
A psychic can determine a target&#039;s emotional state.  1 VP allows the psychic to detect a target&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Mindspeech&lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Brain Blast &lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic unleashes a raw psychic scream into a target.  The target instinctively resists with a Resolve+Focus roll.  If the psychic wins, the target takes Wits+VPs in stun damage.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Mindlink&lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Mindsight&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If the psychic concentrates, however, she can pry into a target&#039;s memories to read memories. The target begins to relive her memories as the psychic sifts through them.  The target makes a contested Wits+Focus roll against the Psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is unresisting- either by choice or because she is not aware her mind is being read- the psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is resisting, there is a battle of wills, with the Psychic forcefully prying open a target&#039;s mind.  The same VP requirements as above apply, however the target is allowed a Resolve+Focus roll to resist, with the target&#039;s Vps subtracting from the Psychic&#039;s.  If the target chooses to resist, she takes 1 stun damage.&lt;br /&gt;
&lt;br /&gt;
Characters who are reliving memories often have a faraway look in their eyes as they are lost in reverie.&lt;br /&gt;
&lt;br /&gt;
;Heartshackle &lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
 &lt;br /&gt;
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+Focus roll.&lt;br /&gt;
&lt;br /&gt;
Often characters who are 2 or 3 VPs into heartshackle resemble people who, in contemporary terms, might be heavily under the influence of drugs.  Characters who are compelled to love might wear a dopey grin, while those compelled into anger might shout rather than speak and strike inanimate objects in their rage.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Headshackle:  &lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve+Focus against the Psychic&#039;s presence+psyche for each command.    &lt;br /&gt;
&lt;br /&gt;
;Puppetry&lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic forces his own will down upon his target&#039;s, suppressing the latter.  The psychic takes over the target&#039;s body.  The psychic may only use his own mental skills while in his target&#039;s body, though she may make use of any of the attributes or skills based on the target&#039;s physiology.  This power lasts for 1 scene.  While this power is active the psychic&#039;s body is comatose.&lt;br /&gt;
The target automatically resists with Resolve+Focus, initially when the power is activated, and once again every time the power is maintained.&lt;br /&gt;
&lt;br /&gt;
;Psychic Surgery &lt;br /&gt;
Roll: Wits+Psyche. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
The psychic must first determine what level of effect she is attempting using the chart below.  For every hour, roll the Psychic&#039;s skill versus the target&#039;s Resolve+Focus.  The telepath must win by the margin below in order to achieve the affect.  &lt;br /&gt;
&lt;br /&gt;
Alternately, the target may willingly allow the telepath into her mind- This gives the telepath a +2 to her roll.&lt;br /&gt;
&lt;br /&gt;
(The chart is ultimately a guideline- the storyteller will determine the applicable number).&lt;br /&gt;
&lt;br /&gt;
1 VP- Erase minor memories (a brief conversation, a face in the crowd), adjust existing emotional connection in a minor way.&lt;br /&gt;
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.&lt;br /&gt;
3 VP- Erase all memories of an individual or major emotional event.  Totally rewrite existing memories.  Create or destroy emotional connections.&lt;br /&gt;
4 VP- Create a false personality.&lt;br /&gt;
&lt;br /&gt;
==Far Hand==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
+1 to throwing and lifting rolls.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Lifting Hand&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can lift 10 kg per point of Resolve.  &lt;br /&gt;
&lt;br /&gt;
;Push&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Dueling Hand&lt;br /&gt;
Roll: Wits+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can manipulate any object within sight with Dexterity equal to her Wits and Strength equal to her Resolve.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Crush&lt;br /&gt;
Roll: Resolve+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic uses the grappling rules on a target at a distance.  Use Resolve in place of Strength.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Throw&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve + VPs in damage.  Alternately, if the psychic picks up a small object she may do Resolve -2 + VPs in Piercing damage.  Attacks in this fashion use the Ranged Combat rules, and Telekinetic Throw is treated as a semi-automatic attack.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Far Arms&lt;br /&gt;
Roll: Wits+Far Hand &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Volley&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
As Telekinetic Throw, except rather than a single object being thrown the psychic launches multiple projectives.  The psychic may treat this ranged attack as an automatic weapon attack and may use burst actions with it.  A psychic may throw a number of objects equal to their Resolve.&lt;br /&gt;
&lt;br /&gt;
;Far Wall&lt;br /&gt;
Roll: Resolve + Far Hand&lt;br /&gt;
&lt;br /&gt;
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 telekinetic&#039;s Resolve+VPs.&lt;br /&gt;
&lt;br /&gt;
;Airstride &lt;br /&gt;
Roll:  Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic flies at a rate of (5 +VPs) kph/ point of Resolve.&lt;br /&gt;
&lt;br /&gt;
;Demolishing Hand&lt;br /&gt;
Roll: Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The psychic rolls Wits+Far Hand 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.&lt;br /&gt;
&lt;br /&gt;
==6th Sense==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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&#039;s mind begins to open to this path she often begins to notice details she didn&#039;t before.  +1 observe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
;Sensitivity&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Premonition&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Subtle Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
This is identical to the Aura chart from Second Edition.&lt;br /&gt;
&lt;br /&gt;
;Far Sight&lt;br /&gt;
Roll: Presence+ Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
Use the range chart from FS3.  Use ½ FS2 familiarity penalties/bonuses.  Use the effect for Far Sight and Far Sound combined.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Shared Sense&lt;br /&gt;
Roll: Presence+Sixth Sense.&lt;br /&gt;
&lt;br /&gt;
Some kind of Shared Sense thing. &lt;br /&gt;
&lt;br /&gt;
;Wyrd Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense&lt;br /&gt;
&lt;br /&gt;
Some kind of Wyrd Sight thing.&lt;br /&gt;
&lt;br /&gt;
;Senses Shock&lt;br /&gt;
Roll: Presence+Sixth Sense. &lt;br /&gt;
&lt;br /&gt;
The psychic opens up the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Soma==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Strengthening&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Strengthening.  The VPs on the roll add to the characters strength.  &lt;br /&gt;
&lt;br /&gt;
A character with 2 or more VPs added to her strength begins to move very differently - simple physical tasks that might have required exertion before seem effortless and tasks which would seem impossible for the character (judging by her frame or apparently musculature) suddenly become achievable.  &lt;br /&gt;
&lt;br /&gt;
;Yielding&lt;br /&gt;
Roll: Dex+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action a character may reduce damage from any one source by the twice the VPs of the activation roll.  The character&#039;s body seems almost to contort at the point of impact like rubber.&lt;br /&gt;
&lt;br /&gt;
;Healing Meditation&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Hardening&lt;br /&gt;
Roll: Resolve+Soma. &lt;br /&gt;
&lt;br /&gt;
A character gains armor equal to VPs for a scene.  There is no visible effect but the character&#039;s skin feels strange and tough to the touch.&lt;br /&gt;
&lt;br /&gt;
;Perfect Balance: &lt;br /&gt;
Roll: Wits+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Perfect Balance.  The VPs on the roll add to the characters Dexterity.  &lt;br /&gt;
&lt;br /&gt;
Characters who gain 2 or more points to their dexterity with this power begin to move differently - there is an obvious change in the gracefulness and precision in which they walk, move, and fight in proportion to the VPs on the roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Regenerate&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.  &lt;br /&gt;
&lt;br /&gt;
;Detoxify&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to toxins (Vps relating in some fashion to whatever our poison rules are).&lt;br /&gt;
&lt;br /&gt;
;Sealing&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to the effects of vacuum or airborne effects.  &lt;br /&gt;
&lt;br /&gt;
;Shaping&lt;br /&gt;
Roll: Intuition+Soma. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 to fight and Melee rolls&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Prana&lt;br /&gt;
Roll: Intuition+Bedlam.  &lt;br /&gt;
&lt;br /&gt;
By focusing her psychic power into her limbs or melee weapon the psychic is able to strike with greater force.  The psychic adds 2x her VPs on the activation roll to all damage for the duration of the power.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
;Whirling Dervish&lt;br /&gt;
Roll: Wits+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The quintessential Dervish power, with 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 lower, or deny opponents any advantage from having an advantage in numbers.  This power lasts for a scene or single combat.&lt;br /&gt;
&lt;br /&gt;
Characters under the effect of this power move with obvious preternatural speed and precision, appearing to almost predict their opponent&#039;s strikes while flowing around them.  This power is not subtle in its effects.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Prana Vibration&lt;br /&gt;
Roll: Intuition+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The psychic synchronizes with the vibrational frequency of an energy shield, allowing her strikes to bypass it.  A psychic using this ability may act as though they have the &#039;shield fighting&#039; maneuver, regardless of fighting style or weapon.  This means that once damage is calculated it is divided in half and applied to the target.  If the psychic is already using the &#039;shield fighting&#039; maneuver and uses this ability, then do not divide damage in half.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
;Prana Burst&lt;br /&gt;
Roll: Resolve+Bedlam &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Paralyzing Strike&lt;br /&gt;
Roll: Wits+Bedlam&lt;br /&gt;
&lt;br /&gt;
As a free action the psychic activates this power, which lasts until it is 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&#039;s resistance roll.&lt;br /&gt;
&lt;br /&gt;
==Vis Craft==&lt;br /&gt;
&lt;br /&gt;
The Path of Vis Craft is a rare one, dedicated to perceiving and manipulating electrical and to a degree spiritual energy.  Below is an outline of the abilities.  This section is not complete yet&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 working with Tech Redemption involving electricity.&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Vis Flow&lt;br /&gt;
Roll: Intuition+Vis Craft. &lt;br /&gt;
&lt;br /&gt;
The fickle flows of vis energy become visible to the psychic and with effort she can redirect them from one source into another, even causing them to leap through the air in brilliant arcs.   A psychic using this power may ground out electrical flows or redirect them in order to either charge batteries or strike targets.  The psychic must be less than 1 meter away from the wires or source of the electricity and she must roll 1 VP for every meter she wishes to arc the electricity.  The amount of electricity a psychic may channel is determined by any VPs remaining: 1 VP- Small handheld electronics or blaster pistols/laser pistols.  2 VPs- large handheld electronics, blaster or laser long-arms.  3 VPs- Energy shields, small vehicles, building electricity running to a single piece of electronics.  4 VPs- Dueling or Assault energy shields, a large vehicle or a small building&#039;s power, starfighters.  5 VPs- A large building&#039;s power, a small spaceship such as an explorer.  6 VPs- A local power grid, a medium sized spaceship such as a frigate. &lt;br /&gt;
&lt;br /&gt;
In order to hit with arcing electricity the psychic treats her activation roll as an attack roll (subtracting VPs for arc length).  All regular ranged attack rules apply, but the &amp;quot;source&amp;quot; of the attack is the socket or outlet from which the electricity arcs (note that not many people take cover from wall outlets).  Damage is always treated as Stun damage, ranges from 1-9 depending on the source of the power.&lt;br /&gt;
&lt;br /&gt;
Example: While rummaging through the ruins of a Second Republic service facility, Shara Harrison is attacked by bandit looters.  She takes cover behind an overturned table while the bandits hide behind a counter across the room, shooting at her.  Luckily the building still has a trickle of power running through the wiring and she sees an outlet right next to where the bandits have taken cover.  She reaches out and rolls Intuition+Vis Craft, scoring 2 VPs.  The electricity needs to only arc 1 meter, so that leaves her with 1 VP on her ranged attack roll against a bandit.  The bandit has no cover from the outlet and is at no range penalty, therefore the bandit is struck by a blue-white arc of electricity from the socket.  The damage is determined by the storyteller to be only 4 due to the tiny amount of power in the facility, so with 1 VP that goes up to 5 Energy stun damage.&lt;br /&gt;
&lt;br /&gt;
;Vis Shock&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic is in the process of learning to use her own psychic energies to create vis flows within herself.  At this level of mastery she can only hold onto the charge for a short few moments before it is discharged.  This is enough time, though, to strike an individual with a sword and release the vis energy through a sword, fist, or kick.  The psychic makes a free activation roll to charge up her body.  She may hold the charge for a number of rounds equal to her resolve.  When the character strikes an opponent she may release the charge, doing extra Lethal energy damage equal to the number of VPs rolled on the activation roll.  &lt;br /&gt;
&lt;br /&gt;
Note that if the psychic is using a technique that slips underneath shields (fencing or grappling, for example), this damage is added after any damage reduction is calculated.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Vis Shield&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic has learned to hold onto a charge around her body for a much longer duration.  When activated the psychic surrounds herself with an invisible field of energy similar to an energy shield.  The energy shield may take a number of hits equal to the psychic&#039;s Resolve+VPs rolled on the activation roll and it lasts for a scene.  It may be activated over any armor lighter than plate mail.&lt;br /&gt;
&lt;br /&gt;
;Vis Bolt&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic may gather her psychic energy into a cackling ball of super-heated plasma and direct it at a target.  Treat this as a ranged attack with a blaster rifle.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Vis Storm&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
Drawing upon her own internal spiritual energies as well as ambient electrical energy in the air, the psychic wills a vortex of lightning and plasma into existence anywhere within sight.  This vortex is 3 meters wide x VPs rolled, and anyone caught in it takes damage as if caught in the blast of a plasma grenade.  The vortex lasts only a single round, but it may be extended at the cost of an additional stun wound every round.&lt;br /&gt;
&lt;br /&gt;
;Vis Barrier&lt;br /&gt;
Roll: Resolve +Vis Craft. &lt;br /&gt;
&lt;br /&gt;
Identical to Vis Shield but implemented with much greater power and refinement.  The psychic shield now may take a number of hits equal to the psychic&#039;s (Resolve+VPs)x2, and may be activated over any armor.&lt;br /&gt;
&lt;br /&gt;
==Omen==&lt;br /&gt;
&lt;br /&gt;
The Path of Omen is dedicated to seeing through time, both backwards and forwards.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Sympathy==&lt;br /&gt;
&lt;br /&gt;
The Path of Sympathy is dedicated to forging spiritual connections between objects and people.  This makes the use of other psychic powers easier and is common among covens.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Cloaking==&lt;br /&gt;
&lt;br /&gt;
The Path of Cloaking involves using a psychic&#039;s power to shroud an individual, initially from other psychic or occult powers but eventually from sight and sound.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Visioning==&lt;br /&gt;
&lt;br /&gt;
The Path of Visioning is similar to that of Psyche, though rather than reading minds it is dedicated to projecting illusions and nightmares into the minds of others.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Turning==&lt;br /&gt;
&lt;br /&gt;
Among the rarest of psychic paths, the Path of Turning involves manipulating spiritual energies.  It allows the psychic to diffuse other occult powers and even redirect them to different targets.  This section is not complete yet.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=688</id>
		<title>Psychic Powers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=688"/>
		<updated>2012-12-08T20:25:20Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Operant Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Classifications=&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute categorized psychic individuals into four categories.  Though the Phavian Institute and its classifications charts have long been committed to the bonfires of the Church or the dust of centuries past, their methodology accurately modeled an individual&#039;s psychic capabilities.  Every psychic path can be measured as one of four categories laid out below: latent, natal, operant, and prime.  &lt;br /&gt;
&lt;br /&gt;
Though psychics tend to have an affinity for a single path it is not uncommon for psychics, especially those who are members of covens, to develop a variety of abilities.  These abilities can often be at different levels.  Thus an operant telepath might only be a latent telekinetic.  A Prime seer might also by a natal vis crafter.  &lt;br /&gt;
&lt;br /&gt;
;Latent&lt;br /&gt;
&lt;br /&gt;
The exact cause of psychic powers remains as it always has: a mystery.  Numerous studies have shown a relation between abnormal pineal gland activity and psychic powers, but aside from this singular abnormality there is no way to accurately predict whether an individual has potential to become a psychic.  &lt;br /&gt;
&lt;br /&gt;
An individual&#039;s transition from non-psychic to psychic is equally difficult to identify.  The first manifestations of a psychic&#039;s powers are subtle, often so subtle that the psychic herself has difficulty explaining them.  A telepath might find herself suddenly empathizing with strangers or a telekinetic might find herself striking the bullseye more often when she plays darts.&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute referred to these phenomena as “latent” psychic powers, and as a consequence came to refer to these nascent psychics as “latents”.  Second Republic screening methods were developed to identify these latent psychics and get them the training they needed to progress in their development.  In the depths of the new dark ages, however, most latent psychics are unaware of their status, often believing the strange events that surround them are either a blessing from above or the result of some natural skill.&lt;br /&gt;
&lt;br /&gt;
Every latent psychic has an affinity for a single path, but as a psychic develops her powers she may find that other paths open up to her.  These new paths, however, represent unexplored abilities that even the most experienced psychic must spend time to master.   As a result a psychic may have a psychic path at the latent level, even while using much more powerful abilities in a different path.  &lt;br /&gt;
&lt;br /&gt;
It is not unheard of for a psychic to not realize that she also has latent abilities in a different path.&lt;br /&gt;
&lt;br /&gt;
;Natal&lt;br /&gt;
&lt;br /&gt;
If latent abilities represent the first unconscious stirrings of a psychic&#039;s abilities then the natal stage of a psychic&#039;s develop along a path represents the first conscious efforts at control.  Unlike latent psychics, a natal psychic is fully aware of her efforts.&lt;br /&gt;
&lt;br /&gt;
Natal psychic powers are often the most fundamental abilities related to a path as well as the simplest.  A natal psychic requires little training and practice to master powers at this level.  A consequence of this simple learning curve is that most psychics can make use of all natal abilities.&lt;br /&gt;
&lt;br /&gt;
Most psychics in the new dark ages rarely progress beyond the natal stages of development before getting noticed by their community and as a result few psychics develop beyond this stage at all.   What few go on to become Church penitents are unlikely to be trained further, though if a psychic is lucky enough to be drafted into a House&#039;s dervish corps or drawn into a psychic coven then she may learn enough to progress to become an operant.&lt;br /&gt;
&lt;br /&gt;
;Operant&lt;br /&gt;
&lt;br /&gt;
In the days of the Second Republic a psychic who had mastered the basics of her path was considered an “Operant” psychic.  It is a testament to how far the study of psychic powers has fallen and how persecuted psychics have become that few psychics manage to achieve this level of understanding.&lt;br /&gt;
&lt;br /&gt;
An Operant psychic has a great deal more practice and experience with her abilities.  This results in more precise applications of natal psychic abilities- where a natal telekinetic might be able to push and pull with her mind, an operant telekinetic can manipulate objects at a distance as though she were holding them with her hands.  As most Operant level abilities are merely more controlled applications of powers learned by the natal psychic, an operant psychic knows all of the powers at the operant level.&lt;br /&gt;
&lt;br /&gt;
;Prime&lt;br /&gt;
&lt;br /&gt;
If an Operant Psychic represents an individual who has mastered the basics of a path, then a Prime psychic is an individual who has mastered a specialty within the path.  The Phavian Institute recognized dozens of unique applications of every path, each requiring a different application of psychic powers.   Today few records of these abilities survive, and what few prime powers exist today are the result of trial and error by the psychics who develop them.&lt;br /&gt;
&lt;br /&gt;
Prime abilities represent the most powerful and precise applications of a path.  They allow psychics to dominate a person&#039;s mind, see into the future, or lift a person into the sky.&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
&lt;br /&gt;
Every path has a skill associated with it.  Unless otherwise stated every use of a power costs 1 stun flesh wound.  Unless otherwise stated a psychic power lasts 10 turns.  Unless otherwise stated a psychic power can be maintained if at the end of 10 turns the psychic takes another 1 stun damage.  Most ranged psychic powers have a range of line of sight initially, but can be maintained at a distance of a number of kilometers equal to the psychic&#039;s resolve.&lt;br /&gt;
&lt;br /&gt;
A Natal Psychic has access to all of the Natal powers.  An Operant Psychic has access to all of the Operant powers.  A Prime Psychic receives 1 Prime Power upon achieving this level, and must pay for all other Prime Powers individually.&lt;br /&gt;
&lt;br /&gt;
=Paths=&lt;br /&gt;
&lt;br /&gt;
==Psyche==&lt;br /&gt;
&lt;br /&gt;
===Latent Powers===&lt;br /&gt;
&lt;br /&gt;
+1 in opposed rolls to detect lies.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
;Emotion Sense&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
A psychic can determine a target&#039;s emotional state.  1 VP allows the psychic to detect a target&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Mindspeech&lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Brain Blast &lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic unleashes a raw psychic scream into a target.  The target instinctively resists with a Resolve+Focus roll.  If the psychic wins, the target takes Wits+VPs in stun damage.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Mindlink&lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Mindsight&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If the psychic concentrates, however, she can pry into a target&#039;s memories to read memories. The target begins to relive her memories as the psychic sifts through them.  The target makes a contested Wits+Focus roll against the Psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is unresisting- either by choice or because she is not aware her mind is being read- the psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is resisting, there is a battle of wills, with the Psychic forcefully prying open a target&#039;s mind.  The same VP requirements as above apply, however the target is allowed a Resolve+Focus roll to resist, with the target&#039;s Vps subtracting from the Psychic&#039;s.  If the target chooses to resist, she takes 1 stun damage.&lt;br /&gt;
&lt;br /&gt;
Characters who are reliving memories often have a faraway look in their eyes as they are lost in reverie.&lt;br /&gt;
&lt;br /&gt;
;Heartshackle &lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
 &lt;br /&gt;
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+Focus roll.&lt;br /&gt;
&lt;br /&gt;
Often characters who are 2 or 3 VPs into heartshackle resemble people who, in contemporary terms, might be heavily under the influence of drugs.  Characters who are compelled to love might wear a dopey grin, while those compelled into anger might shout rather than speak and strike inanimate objects in their rage.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Headshackle:  &lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve+Focus against the Psychic&#039;s presence+psyche for each command.    &lt;br /&gt;
&lt;br /&gt;
;Puppetry&lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic forces his own will down upon his target&#039;s, suppressing the latter.  The psychic takes over the target&#039;s body.  The psychic may only use his own mental skills while in his target&#039;s body, though she may make use of any of the attributes or skills based on the target&#039;s physiology.  This power lasts for 1 scene.  While this power is active the psychic&#039;s body is comatose.&lt;br /&gt;
The target automatically resists with Resolve+Focus, initially when the power is activated, and once again every time the power is maintained.&lt;br /&gt;
&lt;br /&gt;
;Psychic Surgery &lt;br /&gt;
Roll: Wits+Psyche. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
The psychic must first determine what level of effect she is attempting using the chart below.  For every hour, roll the Psychic&#039;s skill versus the target&#039;s Resolve+Focus.  The telepath must win by the margin below in order to achieve the affect.  &lt;br /&gt;
&lt;br /&gt;
Alternately, the target may willingly allow the telepath into her mind- This gives the telepath a +2 to her roll.&lt;br /&gt;
&lt;br /&gt;
(The chart is ultimately a guideline- the storyteller will determine the applicable number).&lt;br /&gt;
&lt;br /&gt;
1 VP- Erase minor memories (a brief conversation, a face in the crowd), adjust existing emotional connection in a minor way.&lt;br /&gt;
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.&lt;br /&gt;
3 VP- Erase all memories of an individual or major emotional event.  Totally rewrite existing memories.  Create or destroy emotional connections.&lt;br /&gt;
4 VP- Create a false personality.&lt;br /&gt;
&lt;br /&gt;
==Far Hand==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
+1 to throwing and lifting rolls.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Lifting Hand&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can lift 10 kg per point of Resolve.  &lt;br /&gt;
&lt;br /&gt;
;Push&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Dueling Hand&lt;br /&gt;
Roll: Wits+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can manipulate any object within sight with Dexterity equal to her Wits and Strength equal to her Resolve.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Crush&lt;br /&gt;
Roll: Resolve+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic uses the grappling rules on a target at a distance.  Use Resolve in place of Strength.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Throw&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve + VPs in damage.  Alternately, if the psychic picks up a small object she may do Resolve -2 + VPs in Piercing damage.  Attacks in this fashion use the Ranged Combat rules, and Telekinetic Throw is treated as a semi-automatic attack.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Far Arms&lt;br /&gt;
Roll: Wits+Far Hand &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Volley&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
As Telekinetic Throw, except rather than a single object being thrown the psychic launches multiple projectives.  The psychic may treat this ranged attack as an automatic weapon attack and may use burst actions with it.  A psychic may throw a number of objects equal to their Resolve.&lt;br /&gt;
&lt;br /&gt;
;Far Wall&lt;br /&gt;
Roll: Resolve + Far Hand&lt;br /&gt;
&lt;br /&gt;
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 telekinetic&#039;s Resolve+VPs.&lt;br /&gt;
&lt;br /&gt;
;Airstride &lt;br /&gt;
Roll:  Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic flies at a rate of (5 +VPs) kph/ point of Resolve.&lt;br /&gt;
&lt;br /&gt;
;Demolishing Hand&lt;br /&gt;
Roll: Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The psychic rolls Wits+Far Hand 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.&lt;br /&gt;
&lt;br /&gt;
==6th Sense==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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&#039;s mind begins to open to this path she often begins to notice details she didn&#039;t before.  +1 observe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
;Sensitivity&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Premonition&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Subtle Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
This is identical to the Aura chart from Second Edition.&lt;br /&gt;
&lt;br /&gt;
;Far Sight&lt;br /&gt;
Roll: Presence+ Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
Use the range chart from FS3.  Use ½ FS2 familiarity penalties/bonuses.  Use the effect for Far Sight and Far Sound combined.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Shared Sense&lt;br /&gt;
Roll: Presence+Sixth Sense.&lt;br /&gt;
&lt;br /&gt;
Some kind of Shared Sense thing. &lt;br /&gt;
&lt;br /&gt;
;Wyrd Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense&lt;br /&gt;
&lt;br /&gt;
Some kind of Wyrd Sight thing.&lt;br /&gt;
&lt;br /&gt;
;Senses Shock&lt;br /&gt;
Roll: Presence+Sixth Sense. &lt;br /&gt;
&lt;br /&gt;
The psychic opens up the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Soma==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Strengthening&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Strengthening.  The VPs on the roll add to the characters strength.  &lt;br /&gt;
&lt;br /&gt;
A character with 2 or more VPs added to her strength begins to move very differently - simple physical tasks that might have required exertion before seem effortless and tasks which would seem impossible for the character (judging by her frame or apparently musculature) suddenly become achievable.  &lt;br /&gt;
&lt;br /&gt;
;Yielding&lt;br /&gt;
Roll: Dex+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action a character may reduce damage from any one source by the twice the VPs of the activation roll.  The character&#039;s body seems almost to contort at the point of impact like rubber.&lt;br /&gt;
&lt;br /&gt;
;Healing Meditation&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Hardening&lt;br /&gt;
Roll: Resolve+Soma. &lt;br /&gt;
&lt;br /&gt;
A character gains armor equal to VPs for a scene.  There is no visible effect but the character&#039;s skin feels strange and tough to the touch.&lt;br /&gt;
&lt;br /&gt;
;Perfect Balance: &lt;br /&gt;
Roll: Wits+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Perfect Balance.  The VPs on the roll add to the characters Dexterity.  &lt;br /&gt;
&lt;br /&gt;
Characters who gain 2 or more points to their dexterity with this power begin to move differently - there is an obvious change in the gracefulness and precision in which they walk, move, and fight in proportion to the VPs on the roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Regenerate&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.  &lt;br /&gt;
&lt;br /&gt;
;Detoxify&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to toxins (Vps relating in some fashion to whatever our poison rules are).&lt;br /&gt;
&lt;br /&gt;
;Sealing&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to the effects of vacuum or airborne effects.  &lt;br /&gt;
&lt;br /&gt;
;Shaping&lt;br /&gt;
Roll: Intuition+Soma. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 to fight and Melee rolls&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Prana&lt;br /&gt;
Roll: Intuition+Bedlam.  &lt;br /&gt;
&lt;br /&gt;
By focusing her psychic power into her limbs or melee weapon the psychic is able to strike with greater force.  The psychic adds 2x her VPs on the activation roll to all damage for the duration of the power.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
;Whirling Dervish&lt;br /&gt;
Roll: Wits+Bedlam  &lt;br /&gt;
&lt;br /&gt;
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 lower, or deny opponents any advantage from having an advantage in numbers.  This power lasts for a scene or single combat.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Prana Vibration&lt;br /&gt;
Roll: Intuition+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The psychic synchronizes with the vibrational frequency of an energy shield, allowing her strikes to bypass it.  A psychic using this ability may act as though they have the &#039;shield fighting&#039; maneuver, regardless of fighting style or weapon.  This means that once damage is calculated it is divided in half and applied to the target.  If the psychic is already using the &#039;shield fighting&#039; maneuver and uses this ability, then do not divide damage in half.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
;Prana Burst&lt;br /&gt;
Roll: Resolve+Bedlam &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Paralyzing Strike&lt;br /&gt;
Roll: Wits+Bedlam&lt;br /&gt;
&lt;br /&gt;
As a free action the psychic activates this power, which lasts until it is 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&#039;s resistance roll.&lt;br /&gt;
&lt;br /&gt;
==Vis Craft==&lt;br /&gt;
&lt;br /&gt;
The Path of Vis Craft is a rare one, dedicated to perceiving and manipulating electrical and to a degree spiritual energy.  Below is an outline of the abilities.  This section is not complete yet&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 working with Tech Redemption involving electricity.&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Vis Flow&lt;br /&gt;
Roll: Intuition+Vis Craft. &lt;br /&gt;
&lt;br /&gt;
The fickle flows of vis energy become visible to the psychic and with effort she can redirect them from one source into another, even causing them to leap through the air in brilliant arcs.   A psychic using this power may ground out electrical flows or redirect them in order to either charge batteries or strike targets.  The psychic must be less than 1 meter away from the wires or source of the electricity and she must roll 1 VP for every meter she wishes to arc the electricity.  The amount of electricity a psychic may channel is determined by any VPs remaining: 1 VP- Small handheld electronics or blaster pistols/laser pistols.  2 VPs- large handheld electronics, blaster or laser long-arms.  3 VPs- Energy shields, small vehicles, building electricity running to a single piece of electronics.  4 VPs- Dueling or Assault energy shields, a large vehicle or a small building&#039;s power, starfighters.  5 VPs- A large building&#039;s power, a small spaceship such as an explorer.  6 VPs- A local power grid, a medium sized spaceship such as a frigate. &lt;br /&gt;
&lt;br /&gt;
In order to hit with arcing electricity the psychic treats her activation roll as an attack roll (subtracting VPs for arc length).  All regular ranged attack rules apply, but the &amp;quot;source&amp;quot; of the attack is the socket or outlet from which the electricity arcs (note that not many people take cover from wall outlets).  Damage is always treated as Stun damage, ranges from 1-9 depending on the source of the power.&lt;br /&gt;
&lt;br /&gt;
Example: While rummaging through the ruins of a Second Republic service facility, Shara Harrison is attacked by bandit looters.  She takes cover behind an overturned table while the bandits hide behind a counter across the room, shooting at her.  Luckily the building still has a trickle of power running through the wiring and she sees an outlet right next to where the bandits have taken cover.  She reaches out and rolls Intuition+Vis Craft, scoring 2 VPs.  The electricity needs to only arc 1 meter, so that leaves her with 1 VP on her ranged attack roll against a bandit.  The bandit has no cover from the outlet and is at no range penalty, therefore the bandit is struck by a blue-white arc of electricity from the socket.  The damage is determined by the storyteller to be only 4 due to the tiny amount of power in the facility, so with 1 VP that goes up to 5 Energy stun damage.&lt;br /&gt;
&lt;br /&gt;
;Vis Shock&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic is in the process of learning to use her own psychic energies to create vis flows within herself.  At this level of mastery she can only hold onto the charge for a short few moments before it is discharged.  This is enough time, though, to strike an individual with a sword and release the vis energy through a sword, fist, or kick.  The psychic makes a free activation roll to charge up her body.  She may hold the charge for a number of rounds equal to her resolve.  When the character strikes an opponent she may release the charge, doing extra Lethal energy damage equal to the number of VPs rolled on the activation roll.  &lt;br /&gt;
&lt;br /&gt;
Note that if the psychic is using a technique that slips underneath shields (fencing or grappling, for example), this damage is added after any damage reduction is calculated.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Vis Shield&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic has learned to hold onto a charge around her body for a much longer duration.  When activated the psychic surrounds herself with an invisible field of energy similar to an energy shield.  The energy shield may take a number of hits equal to the psychic&#039;s Resolve+VPs rolled on the activation roll and it lasts for a scene.  It may be activated over any armor lighter than plate mail.&lt;br /&gt;
&lt;br /&gt;
;Vis Bolt&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic may gather her psychic energy into a cackling ball of super-heated plasma and direct it at a target.  Treat this as a ranged attack with a blaster rifle.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Vis Storm&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
Drawing upon her own internal spiritual energies as well as ambient electrical energy in the air, the psychic wills a vortex of lightning and plasma into existence anywhere within sight.  This vortex is 3 meters wide x VPs rolled, and anyone caught in it takes damage as if caught in the blast of a plasma grenade.  The vortex lasts only a single round, but it may be extended at the cost of an additional stun wound every round.&lt;br /&gt;
&lt;br /&gt;
;Vis Barrier&lt;br /&gt;
Roll: Resolve +Vis Craft. &lt;br /&gt;
&lt;br /&gt;
Identical to Vis Shield but implemented with much greater power and refinement.  The psychic shield now may take a number of hits equal to the psychic&#039;s (Resolve+VPs)x2, and may be activated over any armor.&lt;br /&gt;
&lt;br /&gt;
==Omen==&lt;br /&gt;
&lt;br /&gt;
The Path of Omen is dedicated to seeing through time, both backwards and forwards.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Sympathy==&lt;br /&gt;
&lt;br /&gt;
The Path of Sympathy is dedicated to forging spiritual connections between objects and people.  This makes the use of other psychic powers easier and is common among covens.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Cloaking==&lt;br /&gt;
&lt;br /&gt;
The Path of Cloaking involves using a psychic&#039;s power to shroud an individual, initially from other psychic or occult powers but eventually from sight and sound.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Visioning==&lt;br /&gt;
&lt;br /&gt;
The Path of Visioning is similar to that of Psyche, though rather than reading minds it is dedicated to projecting illusions and nightmares into the minds of others.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Turning==&lt;br /&gt;
&lt;br /&gt;
Among the rarest of psychic paths, the Path of Turning involves manipulating spiritual energies.  It allows the psychic to diffuse other occult powers and even redirect them to different targets.  This section is not complete yet.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=687</id>
		<title>Psychic Powers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=687"/>
		<updated>2012-12-08T20:23:00Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Natal Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Classifications=&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute categorized psychic individuals into four categories.  Though the Phavian Institute and its classifications charts have long been committed to the bonfires of the Church or the dust of centuries past, their methodology accurately modeled an individual&#039;s psychic capabilities.  Every psychic path can be measured as one of four categories laid out below: latent, natal, operant, and prime.  &lt;br /&gt;
&lt;br /&gt;
Though psychics tend to have an affinity for a single path it is not uncommon for psychics, especially those who are members of covens, to develop a variety of abilities.  These abilities can often be at different levels.  Thus an operant telepath might only be a latent telekinetic.  A Prime seer might also by a natal vis crafter.  &lt;br /&gt;
&lt;br /&gt;
;Latent&lt;br /&gt;
&lt;br /&gt;
The exact cause of psychic powers remains as it always has: a mystery.  Numerous studies have shown a relation between abnormal pineal gland activity and psychic powers, but aside from this singular abnormality there is no way to accurately predict whether an individual has potential to become a psychic.  &lt;br /&gt;
&lt;br /&gt;
An individual&#039;s transition from non-psychic to psychic is equally difficult to identify.  The first manifestations of a psychic&#039;s powers are subtle, often so subtle that the psychic herself has difficulty explaining them.  A telepath might find herself suddenly empathizing with strangers or a telekinetic might find herself striking the bullseye more often when she plays darts.&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute referred to these phenomena as “latent” psychic powers, and as a consequence came to refer to these nascent psychics as “latents”.  Second Republic screening methods were developed to identify these latent psychics and get them the training they needed to progress in their development.  In the depths of the new dark ages, however, most latent psychics are unaware of their status, often believing the strange events that surround them are either a blessing from above or the result of some natural skill.&lt;br /&gt;
&lt;br /&gt;
Every latent psychic has an affinity for a single path, but as a psychic develops her powers she may find that other paths open up to her.  These new paths, however, represent unexplored abilities that even the most experienced psychic must spend time to master.   As a result a psychic may have a psychic path at the latent level, even while using much more powerful abilities in a different path.  &lt;br /&gt;
&lt;br /&gt;
It is not unheard of for a psychic to not realize that she also has latent abilities in a different path.&lt;br /&gt;
&lt;br /&gt;
;Natal&lt;br /&gt;
&lt;br /&gt;
If latent abilities represent the first unconscious stirrings of a psychic&#039;s abilities then the natal stage of a psychic&#039;s develop along a path represents the first conscious efforts at control.  Unlike latent psychics, a natal psychic is fully aware of her efforts.&lt;br /&gt;
&lt;br /&gt;
Natal psychic powers are often the most fundamental abilities related to a path as well as the simplest.  A natal psychic requires little training and practice to master powers at this level.  A consequence of this simple learning curve is that most psychics can make use of all natal abilities.&lt;br /&gt;
&lt;br /&gt;
Most psychics in the new dark ages rarely progress beyond the natal stages of development before getting noticed by their community and as a result few psychics develop beyond this stage at all.   What few go on to become Church penitents are unlikely to be trained further, though if a psychic is lucky enough to be drafted into a House&#039;s dervish corps or drawn into a psychic coven then she may learn enough to progress to become an operant.&lt;br /&gt;
&lt;br /&gt;
;Operant&lt;br /&gt;
&lt;br /&gt;
In the days of the Second Republic a psychic who had mastered the basics of her path was considered an “Operant” psychic.  It is a testament to how far the study of psychic powers has fallen and how persecuted psychics have become that few psychics manage to achieve this level of understanding.&lt;br /&gt;
&lt;br /&gt;
An Operant psychic has a great deal more practice and experience with her abilities.  This results in more precise applications of natal psychic abilities- where a natal telekinetic might be able to push and pull with her mind, an operant telekinetic can manipulate objects at a distance as though she were holding them with her hands.  As most Operant level abilities are merely more controlled applications of powers learned by the natal psychic, an operant psychic knows all of the powers at the operant level.&lt;br /&gt;
&lt;br /&gt;
;Prime&lt;br /&gt;
&lt;br /&gt;
If an Operant Psychic represents an individual who has mastered the basics of a path, then a Prime psychic is an individual who has mastered a specialty within the path.  The Phavian Institute recognized dozens of unique applications of every path, each requiring a different application of psychic powers.   Today few records of these abilities survive, and what few prime powers exist today are the result of trial and error by the psychics who develop them.&lt;br /&gt;
&lt;br /&gt;
Prime abilities represent the most powerful and precise applications of a path.  They allow psychics to dominate a person&#039;s mind, see into the future, or lift a person into the sky.&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
&lt;br /&gt;
Every path has a skill associated with it.  Unless otherwise stated every use of a power costs 1 stun flesh wound.  Unless otherwise stated a psychic power lasts 10 turns.  Unless otherwise stated a psychic power can be maintained if at the end of 10 turns the psychic takes another 1 stun damage.  Most ranged psychic powers have a range of line of sight initially, but can be maintained at a distance of a number of kilometers equal to the psychic&#039;s resolve.&lt;br /&gt;
&lt;br /&gt;
A Natal Psychic has access to all of the Natal powers.  An Operant Psychic has access to all of the Operant powers.  A Prime Psychic receives 1 Prime Power upon achieving this level, and must pay for all other Prime Powers individually.&lt;br /&gt;
&lt;br /&gt;
=Paths=&lt;br /&gt;
&lt;br /&gt;
==Psyche==&lt;br /&gt;
&lt;br /&gt;
===Latent Powers===&lt;br /&gt;
&lt;br /&gt;
+1 in opposed rolls to detect lies.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
;Emotion Sense&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
A psychic can determine a target&#039;s emotional state.  1 VP allows the psychic to detect a target&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Mindspeech&lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Brain Blast &lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic unleashes a raw psychic scream into a target.  The target instinctively resists with a Resolve+Focus roll.  If the psychic wins, the target takes Wits+VPs in stun damage.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Mindlink&lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Mindsight&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If the psychic concentrates, however, she can pry into a target&#039;s memories to read memories. The target begins to relive her memories as the psychic sifts through them.  The target makes a contested Wits+Focus roll against the Psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is unresisting- either by choice or because she is not aware her mind is being read- the psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is resisting, there is a battle of wills, with the Psychic forcefully prying open a target&#039;s mind.  The same VP requirements as above apply, however the target is allowed a Resolve+Focus roll to resist, with the target&#039;s Vps subtracting from the Psychic&#039;s.  If the target chooses to resist, she takes 1 stun damage.&lt;br /&gt;
&lt;br /&gt;
Characters who are reliving memories often have a faraway look in their eyes as they are lost in reverie.&lt;br /&gt;
&lt;br /&gt;
;Heartshackle &lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
 &lt;br /&gt;
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+Focus roll.&lt;br /&gt;
&lt;br /&gt;
Often characters who are 2 or 3 VPs into heartshackle resemble people who, in contemporary terms, might be heavily under the influence of drugs.  Characters who are compelled to love might wear a dopey grin, while those compelled into anger might shout rather than speak and strike inanimate objects in their rage.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Headshackle:  &lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve+Focus against the Psychic&#039;s presence+psyche for each command.    &lt;br /&gt;
&lt;br /&gt;
;Puppetry&lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic forces his own will down upon his target&#039;s, suppressing the latter.  The psychic takes over the target&#039;s body.  The psychic may only use his own mental skills while in his target&#039;s body, though she may make use of any of the attributes or skills based on the target&#039;s physiology.  This power lasts for 1 scene.  While this power is active the psychic&#039;s body is comatose.&lt;br /&gt;
The target automatically resists with Resolve+Focus, initially when the power is activated, and once again every time the power is maintained.&lt;br /&gt;
&lt;br /&gt;
;Psychic Surgery &lt;br /&gt;
Roll: Wits+Psyche. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
The psychic must first determine what level of effect she is attempting using the chart below.  For every hour, roll the Psychic&#039;s skill versus the target&#039;s Resolve+Focus.  The telepath must win by the margin below in order to achieve the affect.  &lt;br /&gt;
&lt;br /&gt;
Alternately, the target may willingly allow the telepath into her mind- This gives the telepath a +2 to her roll.&lt;br /&gt;
&lt;br /&gt;
(The chart is ultimately a guideline- the storyteller will determine the applicable number).&lt;br /&gt;
&lt;br /&gt;
1 VP- Erase minor memories (a brief conversation, a face in the crowd), adjust existing emotional connection in a minor way.&lt;br /&gt;
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.&lt;br /&gt;
3 VP- Erase all memories of an individual or major emotional event.  Totally rewrite existing memories.  Create or destroy emotional connections.&lt;br /&gt;
4 VP- Create a false personality.&lt;br /&gt;
&lt;br /&gt;
==Far Hand==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
+1 to throwing and lifting rolls.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Lifting Hand&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can lift 10 kg per point of Resolve.  &lt;br /&gt;
&lt;br /&gt;
;Push&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Dueling Hand&lt;br /&gt;
Roll: Wits+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can manipulate any object within sight with Dexterity equal to her Wits and Strength equal to her Resolve.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Crush&lt;br /&gt;
Roll: Resolve+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic uses the grappling rules on a target at a distance.  Use Resolve in place of Strength.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Throw&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve + VPs in damage.  Alternately, if the psychic picks up a small object she may do Resolve -2 + VPs in Piercing damage.  Attacks in this fashion use the Ranged Combat rules, and Telekinetic Throw is treated as a semi-automatic attack.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Far Arms&lt;br /&gt;
Roll: Wits+Far Hand &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Volley&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
As Telekinetic Throw, except rather than a single object being thrown the psychic launches multiple projectives.  The psychic may treat this ranged attack as an automatic weapon attack and may use burst actions with it.  A psychic may throw a number of objects equal to their Resolve.&lt;br /&gt;
&lt;br /&gt;
;Far Wall&lt;br /&gt;
Roll: Resolve + Far Hand&lt;br /&gt;
&lt;br /&gt;
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 telekinetic&#039;s Resolve+VPs.&lt;br /&gt;
&lt;br /&gt;
;Airstride &lt;br /&gt;
Roll:  Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic flies at a rate of (5 +VPs) kph/ point of Resolve.&lt;br /&gt;
&lt;br /&gt;
;Demolishing Hand&lt;br /&gt;
Roll: Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The psychic rolls Wits+Far Hand 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.&lt;br /&gt;
&lt;br /&gt;
==6th Sense==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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&#039;s mind begins to open to this path she often begins to notice details she didn&#039;t before.  +1 observe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
;Sensitivity&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Premonition&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Subtle Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
This is identical to the Aura chart from Second Edition.&lt;br /&gt;
&lt;br /&gt;
;Far Sight&lt;br /&gt;
Roll: Presence+ Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
Use the range chart from FS3.  Use ½ FS2 familiarity penalties/bonuses.  Use the effect for Far Sight and Far Sound combined.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Shared Sense&lt;br /&gt;
Roll: Presence+Sixth Sense.&lt;br /&gt;
&lt;br /&gt;
Some kind of Shared Sense thing. &lt;br /&gt;
&lt;br /&gt;
;Wyrd Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense&lt;br /&gt;
&lt;br /&gt;
Some kind of Wyrd Sight thing.&lt;br /&gt;
&lt;br /&gt;
;Senses Shock&lt;br /&gt;
Roll: Presence+Sixth Sense. &lt;br /&gt;
&lt;br /&gt;
The psychic opens up the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Soma==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Strengthening&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Strengthening.  The VPs on the roll add to the characters strength.  &lt;br /&gt;
&lt;br /&gt;
A character with 2 or more VPs added to her strength begins to move very differently - simple physical tasks that might have required exertion before seem effortless and tasks which would seem impossible for the character (judging by her frame or apparently musculature) suddenly become achievable.  &lt;br /&gt;
&lt;br /&gt;
;Yielding&lt;br /&gt;
Roll: Dex+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action a character may reduce damage from any one source by the twice the VPs of the activation roll.  The character&#039;s body seems almost to contort at the point of impact like rubber.&lt;br /&gt;
&lt;br /&gt;
;Healing Meditation&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Hardening&lt;br /&gt;
Roll: Resolve+Soma. &lt;br /&gt;
&lt;br /&gt;
A character gains armor equal to VPs for a scene.&lt;br /&gt;
&lt;br /&gt;
;Perfect Balance: &lt;br /&gt;
Roll: Wits+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Perfect Balance.  The VPs on the roll add to the characters Dexterity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Regenerate&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.  &lt;br /&gt;
&lt;br /&gt;
;Detoxify&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to toxins (Vps relating in some fashion to whatever our poison rules are).&lt;br /&gt;
&lt;br /&gt;
;Sealing&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to the effects of vacuum or airborne effects.  &lt;br /&gt;
&lt;br /&gt;
;Shaping&lt;br /&gt;
Roll: Intuition+Soma. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 to fight and Melee rolls&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Prana&lt;br /&gt;
Roll: Intuition+Bedlam.  &lt;br /&gt;
&lt;br /&gt;
By focusing her psychic power into her limbs or melee weapon the psychic is able to strike with greater force.  The psychic adds 2x her VPs on the activation roll to all damage for the duration of the power.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
;Whirling Dervish&lt;br /&gt;
Roll: Wits+Bedlam  &lt;br /&gt;
&lt;br /&gt;
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 lower, or deny opponents any advantage from having an advantage in numbers.  This power lasts for a scene or single combat.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Prana Vibration&lt;br /&gt;
Roll: Intuition+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The psychic synchronizes with the vibrational frequency of an energy shield, allowing her strikes to bypass it.  A psychic using this ability may act as though they have the &#039;shield fighting&#039; maneuver, regardless of fighting style or weapon.  This means that once damage is calculated it is divided in half and applied to the target.  If the psychic is already using the &#039;shield fighting&#039; maneuver and uses this ability, then do not divide damage in half.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
;Prana Burst&lt;br /&gt;
Roll: Resolve+Bedlam &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Paralyzing Strike&lt;br /&gt;
Roll: Wits+Bedlam&lt;br /&gt;
&lt;br /&gt;
As a free action the psychic activates this power, which lasts until it is 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&#039;s resistance roll.&lt;br /&gt;
&lt;br /&gt;
==Vis Craft==&lt;br /&gt;
&lt;br /&gt;
The Path of Vis Craft is a rare one, dedicated to perceiving and manipulating electrical and to a degree spiritual energy.  Below is an outline of the abilities.  This section is not complete yet&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 working with Tech Redemption involving electricity.&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Vis Flow&lt;br /&gt;
Roll: Intuition+Vis Craft. &lt;br /&gt;
&lt;br /&gt;
The fickle flows of vis energy become visible to the psychic and with effort she can redirect them from one source into another, even causing them to leap through the air in brilliant arcs.   A psychic using this power may ground out electrical flows or redirect them in order to either charge batteries or strike targets.  The psychic must be less than 1 meter away from the wires or source of the electricity and she must roll 1 VP for every meter she wishes to arc the electricity.  The amount of electricity a psychic may channel is determined by any VPs remaining: 1 VP- Small handheld electronics or blaster pistols/laser pistols.  2 VPs- large handheld electronics, blaster or laser long-arms.  3 VPs- Energy shields, small vehicles, building electricity running to a single piece of electronics.  4 VPs- Dueling or Assault energy shields, a large vehicle or a small building&#039;s power, starfighters.  5 VPs- A large building&#039;s power, a small spaceship such as an explorer.  6 VPs- A local power grid, a medium sized spaceship such as a frigate. &lt;br /&gt;
&lt;br /&gt;
In order to hit with arcing electricity the psychic treats her activation roll as an attack roll (subtracting VPs for arc length).  All regular ranged attack rules apply, but the &amp;quot;source&amp;quot; of the attack is the socket or outlet from which the electricity arcs (note that not many people take cover from wall outlets).  Damage is always treated as Stun damage, ranges from 1-9 depending on the source of the power.&lt;br /&gt;
&lt;br /&gt;
Example: While rummaging through the ruins of a Second Republic service facility, Shara Harrison is attacked by bandit looters.  She takes cover behind an overturned table while the bandits hide behind a counter across the room, shooting at her.  Luckily the building still has a trickle of power running through the wiring and she sees an outlet right next to where the bandits have taken cover.  She reaches out and rolls Intuition+Vis Craft, scoring 2 VPs.  The electricity needs to only arc 1 meter, so that leaves her with 1 VP on her ranged attack roll against a bandit.  The bandit has no cover from the outlet and is at no range penalty, therefore the bandit is struck by a blue-white arc of electricity from the socket.  The damage is determined by the storyteller to be only 4 due to the tiny amount of power in the facility, so with 1 VP that goes up to 5 Energy stun damage.&lt;br /&gt;
&lt;br /&gt;
;Vis Shock&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic is in the process of learning to use her own psychic energies to create vis flows within herself.  At this level of mastery she can only hold onto the charge for a short few moments before it is discharged.  This is enough time, though, to strike an individual with a sword and release the vis energy through a sword, fist, or kick.  The psychic makes a free activation roll to charge up her body.  She may hold the charge for a number of rounds equal to her resolve.  When the character strikes an opponent she may release the charge, doing extra Lethal energy damage equal to the number of VPs rolled on the activation roll.  &lt;br /&gt;
&lt;br /&gt;
Note that if the psychic is using a technique that slips underneath shields (fencing or grappling, for example), this damage is added after any damage reduction is calculated.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Vis Shield&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic has learned to hold onto a charge around her body for a much longer duration.  When activated the psychic surrounds herself with an invisible field of energy similar to an energy shield.  The energy shield may take a number of hits equal to the psychic&#039;s Resolve+VPs rolled on the activation roll and it lasts for a scene.  It may be activated over any armor lighter than plate mail.&lt;br /&gt;
&lt;br /&gt;
;Vis Bolt&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic may gather her psychic energy into a cackling ball of super-heated plasma and direct it at a target.  Treat this as a ranged attack with a blaster rifle.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Vis Storm&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
Drawing upon her own internal spiritual energies as well as ambient electrical energy in the air, the psychic wills a vortex of lightning and plasma into existence anywhere within sight.  This vortex is 3 meters wide x VPs rolled, and anyone caught in it takes damage as if caught in the blast of a plasma grenade.  The vortex lasts only a single round, but it may be extended at the cost of an additional stun wound every round.&lt;br /&gt;
&lt;br /&gt;
;Vis Barrier&lt;br /&gt;
Roll: Resolve +Vis Craft. &lt;br /&gt;
&lt;br /&gt;
Identical to Vis Shield but implemented with much greater power and refinement.  The psychic shield now may take a number of hits equal to the psychic&#039;s (Resolve+VPs)x2, and may be activated over any armor.&lt;br /&gt;
&lt;br /&gt;
==Omen==&lt;br /&gt;
&lt;br /&gt;
The Path of Omen is dedicated to seeing through time, both backwards and forwards.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Sympathy==&lt;br /&gt;
&lt;br /&gt;
The Path of Sympathy is dedicated to forging spiritual connections between objects and people.  This makes the use of other psychic powers easier and is common among covens.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Cloaking==&lt;br /&gt;
&lt;br /&gt;
The Path of Cloaking involves using a psychic&#039;s power to shroud an individual, initially from other psychic or occult powers but eventually from sight and sound.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Visioning==&lt;br /&gt;
&lt;br /&gt;
The Path of Visioning is similar to that of Psyche, though rather than reading minds it is dedicated to projecting illusions and nightmares into the minds of others.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Turning==&lt;br /&gt;
&lt;br /&gt;
Among the rarest of psychic paths, the Path of Turning involves manipulating spiritual energies.  It allows the psychic to diffuse other occult powers and even redirect them to different targets.  This section is not complete yet.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=686</id>
		<title>Psychic Powers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=686"/>
		<updated>2012-12-08T20:17:43Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Operant Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Classifications=&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute categorized psychic individuals into four categories.  Though the Phavian Institute and its classifications charts have long been committed to the bonfires of the Church or the dust of centuries past, their methodology accurately modeled an individual&#039;s psychic capabilities.  Every psychic path can be measured as one of four categories laid out below: latent, natal, operant, and prime.  &lt;br /&gt;
&lt;br /&gt;
Though psychics tend to have an affinity for a single path it is not uncommon for psychics, especially those who are members of covens, to develop a variety of abilities.  These abilities can often be at different levels.  Thus an operant telepath might only be a latent telekinetic.  A Prime seer might also by a natal vis crafter.  &lt;br /&gt;
&lt;br /&gt;
;Latent&lt;br /&gt;
&lt;br /&gt;
The exact cause of psychic powers remains as it always has: a mystery.  Numerous studies have shown a relation between abnormal pineal gland activity and psychic powers, but aside from this singular abnormality there is no way to accurately predict whether an individual has potential to become a psychic.  &lt;br /&gt;
&lt;br /&gt;
An individual&#039;s transition from non-psychic to psychic is equally difficult to identify.  The first manifestations of a psychic&#039;s powers are subtle, often so subtle that the psychic herself has difficulty explaining them.  A telepath might find herself suddenly empathizing with strangers or a telekinetic might find herself striking the bullseye more often when she plays darts.&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute referred to these phenomena as “latent” psychic powers, and as a consequence came to refer to these nascent psychics as “latents”.  Second Republic screening methods were developed to identify these latent psychics and get them the training they needed to progress in their development.  In the depths of the new dark ages, however, most latent psychics are unaware of their status, often believing the strange events that surround them are either a blessing from above or the result of some natural skill.&lt;br /&gt;
&lt;br /&gt;
Every latent psychic has an affinity for a single path, but as a psychic develops her powers she may find that other paths open up to her.  These new paths, however, represent unexplored abilities that even the most experienced psychic must spend time to master.   As a result a psychic may have a psychic path at the latent level, even while using much more powerful abilities in a different path.  &lt;br /&gt;
&lt;br /&gt;
It is not unheard of for a psychic to not realize that she also has latent abilities in a different path.&lt;br /&gt;
&lt;br /&gt;
;Natal&lt;br /&gt;
&lt;br /&gt;
If latent abilities represent the first unconscious stirrings of a psychic&#039;s abilities then the natal stage of a psychic&#039;s develop along a path represents the first conscious efforts at control.  Unlike latent psychics, a natal psychic is fully aware of her efforts.&lt;br /&gt;
&lt;br /&gt;
Natal psychic powers are often the most fundamental abilities related to a path as well as the simplest.  A natal psychic requires little training and practice to master powers at this level.  A consequence of this simple learning curve is that most psychics can make use of all natal abilities.&lt;br /&gt;
&lt;br /&gt;
Most psychics in the new dark ages rarely progress beyond the natal stages of development before getting noticed by their community and as a result few psychics develop beyond this stage at all.   What few go on to become Church penitents are unlikely to be trained further, though if a psychic is lucky enough to be drafted into a House&#039;s dervish corps or drawn into a psychic coven then she may learn enough to progress to become an operant.&lt;br /&gt;
&lt;br /&gt;
;Operant&lt;br /&gt;
&lt;br /&gt;
In the days of the Second Republic a psychic who had mastered the basics of her path was considered an “Operant” psychic.  It is a testament to how far the study of psychic powers has fallen and how persecuted psychics have become that few psychics manage to achieve this level of understanding.&lt;br /&gt;
&lt;br /&gt;
An Operant psychic has a great deal more practice and experience with her abilities.  This results in more precise applications of natal psychic abilities- where a natal telekinetic might be able to push and pull with her mind, an operant telekinetic can manipulate objects at a distance as though she were holding them with her hands.  As most Operant level abilities are merely more controlled applications of powers learned by the natal psychic, an operant psychic knows all of the powers at the operant level.&lt;br /&gt;
&lt;br /&gt;
;Prime&lt;br /&gt;
&lt;br /&gt;
If an Operant Psychic represents an individual who has mastered the basics of a path, then a Prime psychic is an individual who has mastered a specialty within the path.  The Phavian Institute recognized dozens of unique applications of every path, each requiring a different application of psychic powers.   Today few records of these abilities survive, and what few prime powers exist today are the result of trial and error by the psychics who develop them.&lt;br /&gt;
&lt;br /&gt;
Prime abilities represent the most powerful and precise applications of a path.  They allow psychics to dominate a person&#039;s mind, see into the future, or lift a person into the sky.&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
&lt;br /&gt;
Every path has a skill associated with it.  Unless otherwise stated every use of a power costs 1 stun flesh wound.  Unless otherwise stated a psychic power lasts 10 turns.  Unless otherwise stated a psychic power can be maintained if at the end of 10 turns the psychic takes another 1 stun damage.  Most ranged psychic powers have a range of line of sight initially, but can be maintained at a distance of a number of kilometers equal to the psychic&#039;s resolve.&lt;br /&gt;
&lt;br /&gt;
A Natal Psychic has access to all of the Natal powers.  An Operant Psychic has access to all of the Operant powers.  A Prime Psychic receives 1 Prime Power upon achieving this level, and must pay for all other Prime Powers individually.&lt;br /&gt;
&lt;br /&gt;
=Paths=&lt;br /&gt;
&lt;br /&gt;
==Psyche==&lt;br /&gt;
&lt;br /&gt;
===Latent Powers===&lt;br /&gt;
&lt;br /&gt;
+1 in opposed rolls to detect lies.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
;Emotion Sense&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
A psychic can determine a target&#039;s emotional state.  1 VP allows the psychic to detect a target&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Mindspeech&lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Brain Blast &lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic unleashes a raw psychic scream into a target.  The target instinctively resists with a Resolve+Focus roll.  If the psychic wins, the target takes Wits+VPs in stun damage.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Mindlink&lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Mindsight&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If the psychic concentrates, however, she can pry into a target&#039;s memories to read memories. The target begins to relive her memories as the psychic sifts through them.  The target makes a contested Wits+Focus roll against the Psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is unresisting- either by choice or because she is not aware her mind is being read- the psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is resisting, there is a battle of wills, with the Psychic forcefully prying open a target&#039;s mind.  The same VP requirements as above apply, however the target is allowed a Resolve+Focus roll to resist, with the target&#039;s Vps subtracting from the Psychic&#039;s.  If the target chooses to resist, she takes 1 stun damage.&lt;br /&gt;
&lt;br /&gt;
Characters who are reliving memories often have a faraway look in their eyes as they are lost in reverie.&lt;br /&gt;
&lt;br /&gt;
;Heartshackle &lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
 &lt;br /&gt;
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+Focus roll.&lt;br /&gt;
&lt;br /&gt;
Often characters who are 2 or 3 VPs into heartshackle resemble people who, in contemporary terms, might be heavily under the influence of drugs.  Characters who are compelled to love might wear a dopey grin, while those compelled into anger might shout rather than speak and strike inanimate objects in their rage.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Headshackle:  &lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve+Focus against the Psychic&#039;s presence+psyche for each command.    &lt;br /&gt;
&lt;br /&gt;
;Puppetry&lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic forces his own will down upon his target&#039;s, suppressing the latter.  The psychic takes over the target&#039;s body.  The psychic may only use his own mental skills while in his target&#039;s body, though she may make use of any of the attributes or skills based on the target&#039;s physiology.  This power lasts for 1 scene.  While this power is active the psychic&#039;s body is comatose.&lt;br /&gt;
The target automatically resists with Resolve+Focus, initially when the power is activated, and once again every time the power is maintained.&lt;br /&gt;
&lt;br /&gt;
;Psychic Surgery &lt;br /&gt;
Roll: Wits+Psyche. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
The psychic must first determine what level of effect she is attempting using the chart below.  For every hour, roll the Psychic&#039;s skill versus the target&#039;s Resolve+Focus.  The telepath must win by the margin below in order to achieve the affect.  &lt;br /&gt;
&lt;br /&gt;
Alternately, the target may willingly allow the telepath into her mind- This gives the telepath a +2 to her roll.&lt;br /&gt;
&lt;br /&gt;
(The chart is ultimately a guideline- the storyteller will determine the applicable number).&lt;br /&gt;
&lt;br /&gt;
1 VP- Erase minor memories (a brief conversation, a face in the crowd), adjust existing emotional connection in a minor way.&lt;br /&gt;
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.&lt;br /&gt;
3 VP- Erase all memories of an individual or major emotional event.  Totally rewrite existing memories.  Create or destroy emotional connections.&lt;br /&gt;
4 VP- Create a false personality.&lt;br /&gt;
&lt;br /&gt;
==Far Hand==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
+1 to throwing and lifting rolls.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Lifting Hand&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can lift 10 kg per point of Resolve.  &lt;br /&gt;
&lt;br /&gt;
;Push&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Dueling Hand&lt;br /&gt;
Roll: Wits+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can manipulate any object within sight with Dexterity equal to her Wits and Strength equal to her Resolve.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Crush&lt;br /&gt;
Roll: Resolve+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic uses the grappling rules on a target at a distance.  Use Resolve in place of Strength.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Throw&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve + VPs in damage.  Alternately, if the psychic picks up a small object she may do Resolve -2 + VPs in Piercing damage.  Attacks in this fashion use the Ranged Combat rules, and Telekinetic Throw is treated as a semi-automatic attack.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Far Arms&lt;br /&gt;
Roll: Wits+Far Hand &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Volley&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
As Telekinetic Throw, except rather than a single object being thrown the psychic launches multiple projectives.  The psychic may treat this ranged attack as an automatic weapon attack and may use burst actions with it.  A psychic may throw a number of objects equal to their Resolve.&lt;br /&gt;
&lt;br /&gt;
;Far Wall&lt;br /&gt;
Roll: Resolve + Far Hand&lt;br /&gt;
&lt;br /&gt;
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 telekinetic&#039;s Resolve+VPs.&lt;br /&gt;
&lt;br /&gt;
;Airstride &lt;br /&gt;
Roll:  Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic flies at a rate of (5 +VPs) kph/ point of Resolve.&lt;br /&gt;
&lt;br /&gt;
;Demolishing Hand&lt;br /&gt;
Roll: Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The psychic rolls Wits+Far Hand 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.&lt;br /&gt;
&lt;br /&gt;
==6th Sense==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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&#039;s mind begins to open to this path she often begins to notice details she didn&#039;t before.  +1 observe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
;Sensitivity&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Premonition&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Subtle Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
This is identical to the Aura chart from Second Edition.&lt;br /&gt;
&lt;br /&gt;
;Far Sight&lt;br /&gt;
Roll: Presence+ Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
Use the range chart from FS3.  Use ½ FS2 familiarity penalties/bonuses.  Use the effect for Far Sight and Far Sound combined.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Shared Sense&lt;br /&gt;
Roll: Presence+Sixth Sense.&lt;br /&gt;
&lt;br /&gt;
Some kind of Shared Sense thing. &lt;br /&gt;
&lt;br /&gt;
;Wyrd Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense&lt;br /&gt;
&lt;br /&gt;
Some kind of Wyrd Sight thing.&lt;br /&gt;
&lt;br /&gt;
;Senses Shock&lt;br /&gt;
Roll: Presence+Sixth Sense. &lt;br /&gt;
&lt;br /&gt;
The psychic opens up the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Soma==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Strengthening&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Strengthening.  The VPs on the roll add to the characters strength.&lt;br /&gt;
&lt;br /&gt;
;Yielding&lt;br /&gt;
Roll: Dex+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action a character may reduce damage from any one source by the twice the VPs of the activation roll.&lt;br /&gt;
&lt;br /&gt;
;Healing Meditation&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Hardening&lt;br /&gt;
Roll: Resolve+Soma. &lt;br /&gt;
&lt;br /&gt;
A character gains armor equal to VPs for a scene.&lt;br /&gt;
&lt;br /&gt;
;Perfect Balance: &lt;br /&gt;
Roll: Wits+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Perfect Balance.  The VPs on the roll add to the characters Dexterity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Regenerate&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.  &lt;br /&gt;
&lt;br /&gt;
;Detoxify&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to toxins (Vps relating in some fashion to whatever our poison rules are).&lt;br /&gt;
&lt;br /&gt;
;Sealing&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to the effects of vacuum or airborne effects.  &lt;br /&gt;
&lt;br /&gt;
;Shaping&lt;br /&gt;
Roll: Intuition+Soma. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 to fight and Melee rolls&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Prana&lt;br /&gt;
Roll: Intuition+Bedlam.  &lt;br /&gt;
&lt;br /&gt;
By focusing her psychic power into her limbs or melee weapon the psychic is able to strike with greater force.  The psychic adds 2x her VPs on the activation roll to all damage for the duration of the power.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
;Whirling Dervish&lt;br /&gt;
Roll: Wits+Bedlam  &lt;br /&gt;
&lt;br /&gt;
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 lower, or deny opponents any advantage from having an advantage in numbers.  This power lasts for a scene or single combat.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Prana Vibration&lt;br /&gt;
Roll: Intuition+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The psychic synchronizes with the vibrational frequency of an energy shield, allowing her strikes to bypass it.  A psychic using this ability may act as though they have the &#039;shield fighting&#039; maneuver, regardless of fighting style or weapon.  This means that once damage is calculated it is divided in half and applied to the target.  If the psychic is already using the &#039;shield fighting&#039; maneuver and uses this ability, then do not divide damage in half.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
;Prana Burst&lt;br /&gt;
Roll: Resolve+Bedlam &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Paralyzing Strike&lt;br /&gt;
Roll: Wits+Bedlam&lt;br /&gt;
&lt;br /&gt;
As a free action the psychic activates this power, which lasts until it is 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&#039;s resistance roll.&lt;br /&gt;
&lt;br /&gt;
==Vis Craft==&lt;br /&gt;
&lt;br /&gt;
The Path of Vis Craft is a rare one, dedicated to perceiving and manipulating electrical and to a degree spiritual energy.  Below is an outline of the abilities.  This section is not complete yet&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 working with Tech Redemption involving electricity.&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Vis Flow&lt;br /&gt;
Roll: Intuition+Vis Craft. &lt;br /&gt;
&lt;br /&gt;
The fickle flows of vis energy become visible to the psychic and with effort she can redirect them from one source into another, even causing them to leap through the air in brilliant arcs.   A psychic using this power may ground out electrical flows or redirect them in order to either charge batteries or strike targets.  The psychic must be less than 1 meter away from the wires or source of the electricity and she must roll 1 VP for every meter she wishes to arc the electricity.  The amount of electricity a psychic may channel is determined by any VPs remaining: 1 VP- Small handheld electronics or blaster pistols/laser pistols.  2 VPs- large handheld electronics, blaster or laser long-arms.  3 VPs- Energy shields, small vehicles, building electricity running to a single piece of electronics.  4 VPs- Dueling or Assault energy shields, a large vehicle or a small building&#039;s power, starfighters.  5 VPs- A large building&#039;s power, a small spaceship such as an explorer.  6 VPs- A local power grid, a medium sized spaceship such as a frigate. &lt;br /&gt;
&lt;br /&gt;
In order to hit with arcing electricity the psychic treats her activation roll as an attack roll (subtracting VPs for arc length).  All regular ranged attack rules apply, but the &amp;quot;source&amp;quot; of the attack is the socket or outlet from which the electricity arcs (note that not many people take cover from wall outlets).  Damage is always treated as Stun damage, ranges from 1-9 depending on the source of the power.&lt;br /&gt;
&lt;br /&gt;
Example: While rummaging through the ruins of a Second Republic service facility, Shara Harrison is attacked by bandit looters.  She takes cover behind an overturned table while the bandits hide behind a counter across the room, shooting at her.  Luckily the building still has a trickle of power running through the wiring and she sees an outlet right next to where the bandits have taken cover.  She reaches out and rolls Intuition+Vis Craft, scoring 2 VPs.  The electricity needs to only arc 1 meter, so that leaves her with 1 VP on her ranged attack roll against a bandit.  The bandit has no cover from the outlet and is at no range penalty, therefore the bandit is struck by a blue-white arc of electricity from the socket.  The damage is determined by the storyteller to be only 4 due to the tiny amount of power in the facility, so with 1 VP that goes up to 5 Energy stun damage.&lt;br /&gt;
&lt;br /&gt;
;Vis Shock&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic is in the process of learning to use her own psychic energies to create vis flows within herself.  At this level of mastery she can only hold onto the charge for a short few moments before it is discharged.  This is enough time, though, to strike an individual with a sword and release the vis energy through a sword, fist, or kick.  The psychic makes a free activation roll to charge up her body.  She may hold the charge for a number of rounds equal to her resolve.  When the character strikes an opponent she may release the charge, doing extra Lethal energy damage equal to the number of VPs rolled on the activation roll.  &lt;br /&gt;
&lt;br /&gt;
Note that if the psychic is using a technique that slips underneath shields (fencing or grappling, for example), this damage is added after any damage reduction is calculated.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Vis Shield&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic has learned to hold onto a charge around her body for a much longer duration.  When activated the psychic surrounds herself with an invisible field of energy similar to an energy shield.  The energy shield may take a number of hits equal to the psychic&#039;s Resolve+VPs rolled on the activation roll and it lasts for a scene.  It may be activated over any armor lighter than plate mail.&lt;br /&gt;
&lt;br /&gt;
;Vis Bolt&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic may gather her psychic energy into a cackling ball of super-heated plasma and direct it at a target.  Treat this as a ranged attack with a blaster rifle.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Vis Storm&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
Drawing upon her own internal spiritual energies as well as ambient electrical energy in the air, the psychic wills a vortex of lightning and plasma into existence anywhere within sight.  This vortex is 3 meters wide x VPs rolled, and anyone caught in it takes damage as if caught in the blast of a plasma grenade.  The vortex lasts only a single round, but it may be extended at the cost of an additional stun wound every round.&lt;br /&gt;
&lt;br /&gt;
;Vis Barrier&lt;br /&gt;
Roll: Resolve +Vis Craft. &lt;br /&gt;
&lt;br /&gt;
Identical to Vis Shield but implemented with much greater power and refinement.  The psychic shield now may take a number of hits equal to the psychic&#039;s (Resolve+VPs)x2, and may be activated over any armor.&lt;br /&gt;
&lt;br /&gt;
==Omen==&lt;br /&gt;
&lt;br /&gt;
The Path of Omen is dedicated to seeing through time, both backwards and forwards.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Sympathy==&lt;br /&gt;
&lt;br /&gt;
The Path of Sympathy is dedicated to forging spiritual connections between objects and people.  This makes the use of other psychic powers easier and is common among covens.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Cloaking==&lt;br /&gt;
&lt;br /&gt;
The Path of Cloaking involves using a psychic&#039;s power to shroud an individual, initially from other psychic or occult powers but eventually from sight and sound.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Visioning==&lt;br /&gt;
&lt;br /&gt;
The Path of Visioning is similar to that of Psyche, though rather than reading minds it is dedicated to projecting illusions and nightmares into the minds of others.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Turning==&lt;br /&gt;
&lt;br /&gt;
Among the rarest of psychic paths, the Path of Turning involves manipulating spiritual energies.  It allows the psychic to diffuse other occult powers and even redirect them to different targets.  This section is not complete yet.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Main_Page&amp;diff=685</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Main_Page&amp;diff=685"/>
		<updated>2012-12-08T20:10:44Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Sclogo.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;mush.fadingsuns.org 5001&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the wiki for Star Crusade, a Fading Suns MU set on the rediscovered world of Yathrib - the planet where the Prophet received his vision of the Holy Flame.  Now beset by heathens, it is a center of conflict and intrigue at the dawn of the sixth millennium.&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
&lt;br /&gt;
* [[Overview]] -- An overview of Star Crusade&lt;br /&gt;
** [http://starcrusade.fadingsuns.org/FSIntro2.pdf Introduction PDF] -- While the system has changed, this has a broad introduction to the world.&lt;br /&gt;
&lt;br /&gt;
*[[Imperial Survey: Yathrib]] -- An overview of the people and places of the Prophet&#039;s world.&lt;br /&gt;
&lt;br /&gt;
* [[The Crusader State]] -- The Known Worlders&#039; central state on Yathrib.&lt;br /&gt;
** [[Seven Seigneuries]] -- The most important vassals of the Lord of Akko.&lt;br /&gt;
** [[Towns and Baronies]] -- Other places in the Shining Gulf.&lt;br /&gt;
** [[Politics of the Crusader State]] -- The major political factions in the Curia.&lt;br /&gt;
** [[Law and Order in Akko]] -- The city of Akko and how law and order are maintained within it.&lt;br /&gt;
* [[Warfare in the Known Worlds]] -- How war is fought in the sixth millenium.&lt;br /&gt;
** [[What Is An Armsman?]] -- The traditional House soldier.&lt;br /&gt;
* [[Society and the Occult]]&lt;br /&gt;
* [[The Church on Yathrib]]&lt;br /&gt;
* [[NPCs of Note]]&lt;br /&gt;
* [http://photos.photobin.com/10251211_11021427_ciF2sRr_large.jpg Grid Map] -- Map of the &#039;Grid&#039; of Akko.&lt;br /&gt;
* [[Fashion]] -- The Fashion of the Crusader State and noble houses.&lt;br /&gt;
* [[Rolando&#039;s Rules of Royal and Noble Etiquette]] -- Noble Etiquette, forms of address, and such.&lt;br /&gt;
* [[Holidays]] --Important Holidays of the Known Worlds&lt;br /&gt;
&lt;br /&gt;
== System ==&lt;br /&gt;
&lt;br /&gt;
Star Crusade uses a heavily modified version of the Fading Suns, 2nd Edition system.  Inspiration for its changes come from house rules in our various tabletop and online games as well as early playests of Fading Suns Revised and the Infinity Core system.&lt;br /&gt;
&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Basic Rules&#039;&#039;&#039;&lt;br /&gt;
** [[Task Resolution]]&lt;br /&gt;
** [[Melee Combat]]&lt;br /&gt;
** [[Ranged Combat]]&lt;br /&gt;
** [[Wounds and Healing]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
** [[Fencing Maneuvers]]&lt;br /&gt;
** [[Battlefield Maneuvers]]&lt;br /&gt;
** [[Martial Arts Maneuvers]]&lt;br /&gt;
** [[Firearms Maneuvers]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
** [[Characteristics]]&lt;br /&gt;
** [[Skills]]&lt;br /&gt;
** [[Blessings and Curses]]&lt;br /&gt;
** [[What Do Traits and Goals Mean?]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occult and Cybernetics&#039;&#039;&#039;&lt;br /&gt;
** [[Psychic Powers]]&lt;br /&gt;
** [[Theurgic Rituals]]&lt;br /&gt;
** [[Heretical Rites]]&lt;br /&gt;
** [[Stigma]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
** [http://starcrusade.fadingsuns.org/fsweapons.html Weapons and Armor]&lt;br /&gt;
&lt;br /&gt;
* [[IC Periods and Advancement]]&lt;br /&gt;
&lt;br /&gt;
* [[System Seminar]] -- Given by Lextius on November 25, 2012.&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
== Other Resources ==&lt;br /&gt;
* [http://wiki.fadingsuns.org fadingsuns.org] -- Our general Fading Suns site, which has broad theme and system speculation. Much of that has been incorporated into this game.&lt;br /&gt;
* [http://fadingsuns.org/faq.pdf The Fading Suns Listserv FAQ] -- The FAQ includes summaries of rule changes between 1st and 2nd Edition as well as Q&amp;amp;A with the game designers.&lt;br /&gt;
* [http://fadingsuns.wikia.com/wiki/Periods_of_History Fading Suns Timeline]&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=684</id>
		<title>Psychic Powers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=684"/>
		<updated>2012-12-07T22:02:53Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Natal Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Classifications=&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute categorized psychic individuals into four categories.  Though the Phavian Institute and its classifications charts have long been committed to the bonfires of the Church or the dust of centuries past, their methodology accurately modeled an individual&#039;s psychic capabilities.  Every psychic path can be measured as one of four categories laid out below: latent, natal, operant, and prime.  &lt;br /&gt;
&lt;br /&gt;
Though psychics tend to have an affinity for a single path it is not uncommon for psychics, especially those who are members of covens, to develop a variety of abilities.  These abilities can often be at different levels.  Thus an operant telepath might only be a latent telekinetic.  A Prime seer might also by a natal vis crafter.  &lt;br /&gt;
&lt;br /&gt;
;Latent&lt;br /&gt;
&lt;br /&gt;
The exact cause of psychic powers remains as it always has: a mystery.  Numerous studies have shown a relation between abnormal pineal gland activity and psychic powers, but aside from this singular abnormality there is no way to accurately predict whether an individual has potential to become a psychic.  &lt;br /&gt;
&lt;br /&gt;
An individual&#039;s transition from non-psychic to psychic is equally difficult to identify.  The first manifestations of a psychic&#039;s powers are subtle, often so subtle that the psychic herself has difficulty explaining them.  A telepath might find herself suddenly empathizing with strangers or a telekinetic might find herself striking the bullseye more often when she plays darts.&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute referred to these phenomena as “latent” psychic powers, and as a consequence came to refer to these nascent psychics as “latents”.  Second Republic screening methods were developed to identify these latent psychics and get them the training they needed to progress in their development.  In the depths of the new dark ages, however, most latent psychics are unaware of their status, often believing the strange events that surround them are either a blessing from above or the result of some natural skill.&lt;br /&gt;
&lt;br /&gt;
Every latent psychic has an affinity for a single path, but as a psychic develops her powers she may find that other paths open up to her.  These new paths, however, represent unexplored abilities that even the most experienced psychic must spend time to master.   As a result a psychic may have a psychic path at the latent level, even while using much more powerful abilities in a different path.  &lt;br /&gt;
&lt;br /&gt;
It is not unheard of for a psychic to not realize that she also has latent abilities in a different path.&lt;br /&gt;
&lt;br /&gt;
;Natal&lt;br /&gt;
&lt;br /&gt;
If latent abilities represent the first unconscious stirrings of a psychic&#039;s abilities then the natal stage of a psychic&#039;s develop along a path represents the first conscious efforts at control.  Unlike latent psychics, a natal psychic is fully aware of her efforts.&lt;br /&gt;
&lt;br /&gt;
Natal psychic powers are often the most fundamental abilities related to a path as well as the simplest.  A natal psychic requires little training and practice to master powers at this level.  A consequence of this simple learning curve is that most psychics can make use of all natal abilities.&lt;br /&gt;
&lt;br /&gt;
Most psychics in the new dark ages rarely progress beyond the natal stages of development before getting noticed by their community and as a result few psychics develop beyond this stage at all.   What few go on to become Church penitents are unlikely to be trained further, though if a psychic is lucky enough to be drafted into a House&#039;s dervish corps or drawn into a psychic coven then she may learn enough to progress to become an operant.&lt;br /&gt;
&lt;br /&gt;
;Operant&lt;br /&gt;
&lt;br /&gt;
In the days of the Second Republic a psychic who had mastered the basics of her path was considered an “Operant” psychic.  It is a testament to how far the study of psychic powers has fallen and how persecuted psychics have become that few psychics manage to achieve this level of understanding.&lt;br /&gt;
&lt;br /&gt;
An Operant psychic has a great deal more practice and experience with her abilities.  This results in more precise applications of natal psychic abilities- where a natal telekinetic might be able to push and pull with her mind, an operant telekinetic can manipulate objects at a distance as though she were holding them with her hands.  As most Operant level abilities are merely more controlled applications of powers learned by the natal psychic, an operant psychic knows all of the powers at the operant level.&lt;br /&gt;
&lt;br /&gt;
;Prime&lt;br /&gt;
&lt;br /&gt;
If an Operant Psychic represents an individual who has mastered the basics of a path, then a Prime psychic is an individual who has mastered a specialty within the path.  The Phavian Institute recognized dozens of unique applications of every path, each requiring a different application of psychic powers.   Today few records of these abilities survive, and what few prime powers exist today are the result of trial and error by the psychics who develop them.&lt;br /&gt;
&lt;br /&gt;
Prime abilities represent the most powerful and precise applications of a path.  They allow psychics to dominate a person&#039;s mind, see into the future, or lift a person into the sky.&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
&lt;br /&gt;
Every path has a skill associated with it.  Unless otherwise stated every use of a power costs 1 stun flesh wound.  Unless otherwise stated a psychic power lasts 10 turns.  Unless otherwise stated a psychic power can be maintained if at the end of 10 turns the psychic takes another 1 stun damage.  Most ranged psychic powers have a range of line of sight initially, but can be maintained at a distance of a number of kilometers equal to the psychic&#039;s resolve.&lt;br /&gt;
&lt;br /&gt;
A Natal Psychic has access to all of the Natal powers.  An Operant Psychic has access to all of the Operant powers.  A Prime Psychic receives 1 Prime Power upon achieving this level, and must pay for all other Prime Powers individually.&lt;br /&gt;
&lt;br /&gt;
=Paths=&lt;br /&gt;
&lt;br /&gt;
==Psyche==&lt;br /&gt;
&lt;br /&gt;
===Latent Powers===&lt;br /&gt;
&lt;br /&gt;
+1 in opposed rolls to detect lies.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
;Emotion Sense&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
A psychic can determine a target&#039;s emotional state.  1 VP allows the psychic to detect a target&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Mindspeech&lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Brain Blast &lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic unleashes a raw psychic scream into a target.  The target instinctively resists with a Resolve+Focus roll.  If the psychic wins, the target takes Wits+VPs in stun damage.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Mindlink&lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Mindsight&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If the psychic concentrates, however, she can pry into a target&#039;s memories to read memories. The target begins to relive her memories as the psychic sifts through them.  The target makes a contested Wits+Focus roll against the Psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is unresisting- either by choice or because she is not aware her mind is being read- the psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is resisting, there is a battle of wills, with the Psychic forcefully prying open a target&#039;s mind.  The same VP requirements as above apply, however the target is allowed a Resolve+Focus roll to resist, with the target&#039;s Vps subtracting from the Psychic&#039;s.  If the target chooses to resist, she takes 1 stun damage.&lt;br /&gt;
&lt;br /&gt;
;Heartshackle &lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
 &lt;br /&gt;
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+Focus roll.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Headshackle:  &lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve+Focus against the Psychic&#039;s presence+psyche for each command.    &lt;br /&gt;
&lt;br /&gt;
;Puppetry&lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic forces his own will down upon his target&#039;s, suppressing the latter.  The psychic takes over the target&#039;s body.  The psychic may only use his own mental skills while in his target&#039;s body, though she may make use of any of the attributes or skills based on the target&#039;s physiology.  This power lasts for 1 scene.  While this power is active the psychic&#039;s body is comatose.&lt;br /&gt;
The target automatically resists with Resolve+Focus, initially when the power is activated, and once again every time the power is maintained.&lt;br /&gt;
&lt;br /&gt;
;Psychic Surgery &lt;br /&gt;
Roll: Wits+Psyche. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
The psychic must first determine what level of effect she is attempting using the chart below.  For every hour, roll the Psychic&#039;s skill versus the target&#039;s Resolve+Focus.  The telepath must win by the margin below in order to achieve the affect.  &lt;br /&gt;
&lt;br /&gt;
Alternately, the target may willingly allow the telepath into her mind- This gives the telepath a +2 to her roll.&lt;br /&gt;
&lt;br /&gt;
(The chart is ultimately a guideline- the storyteller will determine the applicable number).&lt;br /&gt;
&lt;br /&gt;
1 VP- Erase minor memories (a brief conversation, a face in the crowd), adjust existing emotional connection in a minor way.&lt;br /&gt;
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.&lt;br /&gt;
3 VP- Erase all memories of an individual or major emotional event.  Totally rewrite existing memories.  Create or destroy emotional connections.&lt;br /&gt;
4 VP- Create a false personality.&lt;br /&gt;
&lt;br /&gt;
==Far Hand==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
+1 to throwing and lifting rolls.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Lifting Hand&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can lift 10 kg per point of Resolve.  &lt;br /&gt;
&lt;br /&gt;
;Push&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Dueling Hand&lt;br /&gt;
Roll: Wits+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can manipulate any object within sight with Dexterity equal to her Wits and Strength equal to her Resolve.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Crush&lt;br /&gt;
Roll: Resolve+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic uses the grappling rules on a target at a distance.  Use Resolve in place of Strength.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Throw&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve + VPs in damage.  Alternately, if the psychic picks up a small object she may do Resolve -2 + VPs in Piercing damage.  Attacks in this fashion use the Ranged Combat rules, and Telekinetic Throw is treated as a semi-automatic attack.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Far Arms&lt;br /&gt;
Roll: Wits+Far Hand &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Volley&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
As Telekinetic Throw, except rather than a single object being thrown the psychic launches multiple projectives.  The psychic may treat this ranged attack as an automatic weapon attack and may use burst actions with it.  A psychic may throw a number of objects equal to their Resolve.&lt;br /&gt;
&lt;br /&gt;
;Far Wall&lt;br /&gt;
Roll: Resolve + Far Hand&lt;br /&gt;
&lt;br /&gt;
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 telekinetic&#039;s Resolve+VPs.&lt;br /&gt;
&lt;br /&gt;
;Airstride &lt;br /&gt;
Roll:  Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic flies at a rate of (5 +VPs) kph/ point of Resolve.&lt;br /&gt;
&lt;br /&gt;
;Demolishing Hand&lt;br /&gt;
Roll: Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The psychic rolls Wits+Far Hand 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.&lt;br /&gt;
&lt;br /&gt;
==6th Sense==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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&#039;s mind begins to open to this path she often begins to notice details she didn&#039;t before.  +1 observe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
;Sensitivity&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Premonition&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Subtle Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
This is identical to the Aura chart from Second Edition.&lt;br /&gt;
&lt;br /&gt;
;Far Sight&lt;br /&gt;
Roll: Presence+ Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
Use the range chart from FS3.  Use ½ FS2 familiarity penalties/bonuses.  Use the effect for Far Sight and Far Sound combined.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Shared Sense&lt;br /&gt;
Roll: Presence+Sixth Sense.&lt;br /&gt;
&lt;br /&gt;
Some kind of Shared Sense thing. &lt;br /&gt;
&lt;br /&gt;
;Wyrd Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense&lt;br /&gt;
&lt;br /&gt;
Some kind of Wyrd Sight thing.&lt;br /&gt;
&lt;br /&gt;
;Senses Shock&lt;br /&gt;
Roll: Presence+Sixth Sense. &lt;br /&gt;
&lt;br /&gt;
The psychic opens up the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Soma==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Strengthening&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Strengthening.  The VPs on the roll add to the characters strength.&lt;br /&gt;
&lt;br /&gt;
;Yielding&lt;br /&gt;
Roll: Dex+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action a character may reduce damage from any one source by the twice the VPs of the activation roll.&lt;br /&gt;
&lt;br /&gt;
;Healing Meditation&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Hardening&lt;br /&gt;
Roll: Resolve+Soma. &lt;br /&gt;
&lt;br /&gt;
A character gains armor equal to VPs for a scene.&lt;br /&gt;
&lt;br /&gt;
;Perfect Balance: &lt;br /&gt;
Roll: Wits+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Perfect Balance.  The VPs on the roll add to the characters Dexterity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Regenerate&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.  &lt;br /&gt;
&lt;br /&gt;
;Detoxify&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to toxins (Vps relating in some fashion to whatever our poison rules are).&lt;br /&gt;
&lt;br /&gt;
;Sealing&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to the effects of vacuum or airborne effects.  &lt;br /&gt;
&lt;br /&gt;
;Shaping&lt;br /&gt;
Roll: Intuition+Soma. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 to fight and Melee rolls&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Prana&lt;br /&gt;
Roll: Intuition+Bedlam.  &lt;br /&gt;
&lt;br /&gt;
By focusing her psychic power into her limbs or melee weapon the psychic is able to strike with greater force.  The psychic adds 2x her VPs on the activation roll to all damage for the duration of the power.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
;Whirling Dervish&lt;br /&gt;
Roll: Wits+Bedlam  &lt;br /&gt;
&lt;br /&gt;
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 lower, or deny opponents any advantage from having an advantage in numbers.  This power lasts for a scene or single combat.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Prana Vibration&lt;br /&gt;
Roll: Intuition+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The psychic synchronizes with the vibrational frequency of an energy shield, allowing her strikes to bypass it.  A psychic using this ability may act as though they have the &#039;shield fighting&#039; maneuver, regardless of fighting style or weapon.  This means that once damage is calculated it is divided in half and applied to the target.  If the psychic is already using the &#039;shield fighting&#039; maneuver and uses this ability, then do not divide damage in half.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
;Prana Burst&lt;br /&gt;
Roll: Resolve+Bedlam &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Paralyzing Strike&lt;br /&gt;
Roll: Wits+Bedlam&lt;br /&gt;
&lt;br /&gt;
As a free action the psychic activates this power, which lasts until it is 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&#039;s resistance roll.&lt;br /&gt;
&lt;br /&gt;
==Vis Craft==&lt;br /&gt;
&lt;br /&gt;
The Path of Vis Craft is a rare one, dedicated to perceiving and manipulating electrical and to a degree spiritual energy.  Below is an outline of the abilities.  This section is not complete yet&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 working with Tech Redemption involving electricity.&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Vis Flow&lt;br /&gt;
Roll: Intuition+Vis Craft. &lt;br /&gt;
&lt;br /&gt;
The fickle flows of vis energy become visible to the psychic and with effort she can redirect them from one source into another, even causing them to leap through the air in brilliant arcs.   A psychic using this power may ground out electrical flows or redirect them in order to either charge batteries or strike targets.  The psychic must be less than 1 meter away from the wires or source of the electricity and she must roll 1 VP for every meter she wishes to arc the electricity.  The amount of electricity a psychic may channel is determined by any VPs remaining: 1 VP- Small handheld electronics or blaster pistols/laser pistols.  2 VPs- large handheld electronics, blaster or laser long-arms.  3 VPs- Energy shields, small vehicles, building electricity running to a single piece of electronics.  4 VPs- Dueling or Assault energy shields, a large vehicle or a small building&#039;s power, starfighters.  5 VPs- A large building&#039;s power, a small spaceship such as an explorer.  6 VPs- A local power grid, a medium sized spaceship such as a frigate. &lt;br /&gt;
&lt;br /&gt;
In order to hit with arcing electricity the psychic treats her activation roll as an attack roll (subtracting VPs for arc length).  All regular ranged attack rules apply, but the &amp;quot;source&amp;quot; of the attack is the socket or outlet from which the electricity arcs (note that not many people take cover from wall outlets).  Damage is always treated as Stun damage, ranges from 1-9 depending on the source of the power.&lt;br /&gt;
&lt;br /&gt;
Example: While rummaging through the ruins of a Second Republic service facility, Shara Harrison is attacked by bandit looters.  She takes cover behind an overturned table while the bandits hide behind a counter across the room, shooting at her.  Luckily the building still has a trickle of power running through the wiring and she sees an outlet right next to where the bandits have taken cover.  She reaches out and rolls Intuition+Vis Craft, scoring 2 VPs.  The electricity needs to only arc 1 meter, so that leaves her with 1 VP on her ranged attack roll against a bandit.  The bandit has no cover from the outlet and is at no range penalty, therefore the bandit is struck by a blue-white arc of electricity from the socket.  The damage is determined by the storyteller to be only 4 due to the tiny amount of power in the facility, so with 1 VP that goes up to 5 Energy stun damage.&lt;br /&gt;
&lt;br /&gt;
;Vis Shock&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic is in the process of learning to use her own psychic energies to create vis flows within herself.  At this level of mastery she can only hold onto the charge for a short few moments before it is discharged.  This is enough time, though, to strike an individual with a sword and release the vis energy through a sword, fist, or kick.  The psychic makes a free activation roll to charge up her body.  She may hold the charge for a number of rounds equal to her resolve.  When the character strikes an opponent she may release the charge, doing extra Lethal energy damage equal to the number of VPs rolled on the activation roll.  &lt;br /&gt;
&lt;br /&gt;
Note that if the psychic is using a technique that slips underneath shields (fencing or grappling, for example), this damage is added after any damage reduction is calculated.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Vis Shield&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic has learned to hold onto a charge around her body for a much longer duration.  When activated the psychic surrounds herself with an invisible field of energy similar to an energy shield.  The energy shield may take a number of hits equal to the psychic&#039;s Resolve+VPs rolled on the activation roll and it lasts for a scene.  It may be activated over any armor lighter than plate mail.&lt;br /&gt;
&lt;br /&gt;
;Vis Bolt&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic may gather her psychic energy into a cackling ball of super-heated plasma and direct it at a target.  Treat this as a ranged attack with a blaster rifle.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Vis Storm&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
Drawing upon her own internal spiritual energies as well as ambient electrical energy in the air, the psychic wills a vortex of lightning and plasma into existence anywhere within sight.  This vortex is 3 meters wide x VPs rolled, and anyone caught in it takes damage as if caught in the blast of a plasma grenade.  The vortex lasts only a single round, but it may be extended at the cost of an additional stun wound every round.&lt;br /&gt;
&lt;br /&gt;
;Vis Barrier&lt;br /&gt;
Roll: Resolve +Vis Craft. &lt;br /&gt;
&lt;br /&gt;
Identical to Vis Shield but implemented with much greater power and refinement.  The psychic shield now may take a number of hits equal to the psychic&#039;s (Resolve+VPs)x2, and may be activated over any armor.&lt;br /&gt;
&lt;br /&gt;
==Omen==&lt;br /&gt;
&lt;br /&gt;
The Path of Omen is dedicated to seeing through time, both backwards and forwards.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Sympathy==&lt;br /&gt;
&lt;br /&gt;
The Path of Sympathy is dedicated to forging spiritual connections between objects and people.  This makes the use of other psychic powers easier and is common among covens.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Cloaking==&lt;br /&gt;
&lt;br /&gt;
The Path of Cloaking involves using a psychic&#039;s power to shroud an individual, initially from other psychic or occult powers but eventually from sight and sound.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Visioning==&lt;br /&gt;
&lt;br /&gt;
The Path of Visioning is similar to that of Psyche, though rather than reading minds it is dedicated to projecting illusions and nightmares into the minds of others.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Turning==&lt;br /&gt;
&lt;br /&gt;
Among the rarest of psychic paths, the Path of Turning involves manipulating spiritual energies.  It allows the psychic to diffuse other occult powers and even redirect them to different targets.  This section is not complete yet.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Melee_Combat&amp;diff=683</id>
		<title>Melee Combat</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Melee_Combat&amp;diff=683"/>
		<updated>2012-12-07T21:12:09Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Stances */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Melee Combat follows all of the same rules as the basic task resolution system with the additional rules listed below.&lt;br /&gt;
&lt;br /&gt;
=Basic Melee Combat=&lt;br /&gt;
&lt;br /&gt;
Melee Combat is divided into rounds.  During each round it is presumed that every character involved in the fight is engaged in striking, feinting, parrying, dodging, and circling to find an advantage.  Each roll of the dice, therefore, does not track a single sword strike or a single punch but rather captures the entire ebb and flow of several seconds worth of combat.  A single round therefore can be as short as a few seconds, or as long as a minute as the fighters feel each other out.  Combat rounds do not have a set length and will change according to the circumstances; a good rule of thumb, however, is that a combat round lasts about 5 or 6 seconds.&lt;br /&gt;
&lt;br /&gt;
In order to determine the winner of a round of combat, both sides will choose the applicable Attribute and Skill to combine.  Most often this will be Dexterity + either Melee or Fight, though certain situations may call for Strength to be used.  Once the character has determine what attribute and skill to use she must then choose a stance, discussed below.  A stance may give a bonus of +2 to the character&#039;s goal.  The character then adds her Attribute, her skill, and any bonus she receives from her stance in order to determine her goal number.&lt;br /&gt;
&lt;br /&gt;
A character will then attempt to roll under their goal on a roll of 3d6.  VPs are assigned using the standard rules for task resolution.  The character who rolls the highest number of VPs is presumed to have the advantage, whether that means holding an attacker at bay or forcing an opponent to lose ground.  This advantage is referred to as &amp;quot;the edge&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
==The Edge==&lt;br /&gt;
&lt;br /&gt;
Having the edge grants a +1 goal to combat actions in the next round.  Additionally, having the edge means having momentary control of a fight, which may be important in a number of situations.  For example, if two characters are dueling on the edge of a volcano, the character with the edge is presumed to have his back to the cliff, whereas the character without the edge is presumed to have his back to the lava.  Some maneuvers may require the character to have the edge to perform, such as the Fencing maneuver &amp;quot;Press&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stances==&lt;br /&gt;
&lt;br /&gt;
There are three basic stances a character may choose:&lt;br /&gt;
&lt;br /&gt;
;Balanced Stance&lt;br /&gt;
A character fighting in balanced stance is fighting both offensively and defensively as the situation permits.  Depending on the skill she is using this may mean that she is parrying and riposting, dodging and kicking, or gouging and head-butting then retreating.  This style of fighting does not leave a character vulnerable, but it does not give any advantage to striking.  It provides no bonus to goal rolls.  However, if the character fails to tie or roll more VPs than her opponent, the character subtracts her VPs from her opponents VPs before calculating damage.  Thus if a character in balanced stance scores 1 VP against an opponent that scored 3 VPs, the opponent would only add 2 VPs to her damage.&lt;br /&gt;
&lt;br /&gt;
;Aggressive Stance&lt;br /&gt;
A character fighting in an aggressive stance is striking often and striking hard.  Rather than waiting for opponents to make a mistake an aggressive fighter attempts to create her own opportunities, either by overwhelming her opponents under a flurry of blows or by knocking her opponents weapons with crushing attacks.  A character fighting in aggressive stance receives a +2 bonus to goal rolls.  However, unlike balanced stance, if a character using aggressive stance fails to tie or roll more VPs than her opponent she does not subtract her VPs from her opponents before calculating damage.  In the example above, if the character rolled 1 VP and the opponent rolled 3 VPs, the opponent would add 3 VPs to her damage.&lt;br /&gt;
&lt;br /&gt;
;Defensive Stance&lt;br /&gt;
A character fighting in defensive stance is parrying, dodging, weaving, and circling.  Any attacks made while in defensive stance are more to stall an attack than to do damage.  Fighting in defensive stance is a delaying tactic or a strategy for gaining the Edge.  A character using defensive stance receives a +2 to their goal, and the VPs of the character&#039;s roll always subtract from an opponent&#039;s roll in the same fashion as Balanced Stance.  A character in defensive stance does not do damage to their opponent if they win combat.&lt;br /&gt;
&lt;br /&gt;
==Damage and Armor==&lt;br /&gt;
&lt;br /&gt;
===Damage and Damage Type===&lt;br /&gt;
&lt;br /&gt;
There are a variety of ways an individual can get hurt on the battlefields, streets, and even courts in the 51st Century.  Damage type is categorized in the amount of force brought to bear by the weapon and how that force is transmitted into the target.&lt;br /&gt;
&lt;br /&gt;
;Basic&lt;br /&gt;
Basic weapons are most often powered by muscles.  Weapons that are thrown, swung, or thrust do basic damage.  When they strike a target the force of the blow is often diffuse over a broad area.  Weapons that do basic damage include almost all melee weapons and most non-firearm ranged weapons.  There are a few firearm weapons, such as shotguns loaded with shot, which strike a target over a sufficiently broad area to be considered basic damage.&lt;br /&gt;
&lt;br /&gt;
;Piercing&lt;br /&gt;
Piercing weapons are weapons designed specifically to concentrate as much force as possible in as tiny an area as possible in order to punch through armor.  This includes most firearms and a few mechanically powered ranged weapons, such as crossbows.  Melee weapons made of advanced materials may occasionally be piercing as well.&lt;br /&gt;
&lt;br /&gt;
;Energy&lt;br /&gt;
Unlike basic and piercing weapons which rely on the transfer of kinetic energy into a target, weapons that do Energy damage cause harm by burning through armor and flesh.  The super-heated ball of plasma propelled from a blaster pistol or the ignited Ka oil spit out of a Temple Avesti priest&#039;s flamegun are both examples of Energy damage.&lt;br /&gt;
&lt;br /&gt;
;Stun/Lethal&lt;br /&gt;
In addition to the damage types listed above, all damage is either categorized as &amp;quot;Stun Damage&amp;quot;, or &amp;quot;Lethal Damage&amp;quot;.  Stun damage is bruising, concussions, shock, and occasionally electrical or nervous system damage done by high tech weapons.  Stun damage heals quickly and is tracked separately from Lethal Damage.  Lethal damage encompasses any damage which runs the risk of killing a character.  Guns cause lethal piercing damage.  A stunner would cause Stun Energy damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Shield Bleedthrough&lt;br /&gt;
Blasters, flux weapons and flame guns generate a great deal of heat and while blows from them can be blocked by an energy shield they will &#039;bleed through&#039; to harm the wearer. These weapons still inflict half damage if they fail to penetrate a personal shield.&lt;br /&gt;
&lt;br /&gt;
===Strength and Melee Damage===&lt;br /&gt;
&lt;br /&gt;
Strong characters obviously deal increased damage in melee combat with blows from a Vorox or Grimson able to deal devastating damage indeed. A character deals an extra point of damage on a successful attack for every 2 full points of strength they have above 4 and when wielding a two handed weapon this bonus is doubled meaning the character instead inflicts an additional point of damage for every point of strength they have over 4 as outlined in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;             ONE-HANDED       TWO-HANDED&lt;br /&gt;
STRENGTH    DAMAGE BONUS     DAMAGE BONUS&lt;br /&gt;
-----------------------------------------&lt;br /&gt;
4                +0               +0&lt;br /&gt;
5                +0               +1&lt;br /&gt;
6                +1               +2&lt;br /&gt;
7                +1               +3&lt;br /&gt;
8                +2               +4&lt;br /&gt;
9                +2               +5&lt;br /&gt;
10               +3               +6&lt;br /&gt;
11               +3               +7&lt;br /&gt;
12               +4               +8&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armor Soak===&lt;br /&gt;
&lt;br /&gt;
Every armor has three soak ratings.  The first is the soak against basic damage, the second a soak against piercing damage, and the third a soak against energy damage.  &lt;br /&gt;
&lt;br /&gt;
When a character takes damage first determine what kind of damage: basic, piercing, or energy.  Then subtract the applicable soak rating from the weapon damage.  The remaining damage is applied to the character.&lt;br /&gt;
&lt;br /&gt;
==Wounds and Healing==&lt;br /&gt;
&lt;br /&gt;
See [[Wounds and Healing]]&lt;br /&gt;
&lt;br /&gt;
==Multiple Combatants== &lt;br /&gt;
&lt;br /&gt;
It will often be the case that one side of a melee battle has more people than the other.  In many cases individuals will pair off and fight single combat but in the case where there are two or more individuals fighting a character, the side with the superior numbers receives a bonus.  &lt;br /&gt;
&lt;br /&gt;
If multiple individuals are attacking a character, each attacker rolls separately at a bonus equal to the amount that the attackers outnumber the target.  Thus if three people are attacking on individual, each one of the three attackers receives a +2.  If another attacker joins in then all four will roll at +3.  Once all of the attackers have rolled only the roll with the highest VPs is kept.  This is compared to the character&#039;s roll for the purposes of determining who has won combat and gained the edge.&lt;br /&gt;
&lt;br /&gt;
In order to determine damage, use the weapon damage of the individual whose dice roll was kept.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combined Melee and Range Combat==&lt;br /&gt;
&lt;br /&gt;
Coming Soon&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=660</id>
		<title>Psychic Powers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=660"/>
		<updated>2012-11-30T04:15:58Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Natal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Classifications=&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute categorized psychic individuals into four categories.  Though the Phavian Institute and its classifications charts have long been committed to the bonfires of the Church or the dust of centuries past, their methodology accurately modeled an individual&#039;s psychic capabilities.  Every psychic path can be measured as one of four categories laid out below: latent, natal, operant, and prime.  &lt;br /&gt;
&lt;br /&gt;
Though psychics tend to have an affinity for a single path it is not uncommon for psychics, especially those who are members of covens, to develop a variety of abilities.  These abilities can often be at different levels.  Thus an operant telepath might only be a latent telekinetic.  A Prime seer might also by a natal vis crafter.  &lt;br /&gt;
&lt;br /&gt;
;Latent&lt;br /&gt;
&lt;br /&gt;
The exact cause of psychic powers remains as it always has: a mystery.  Numerous studies have shown a relation between abnormal pineal gland activity and psychic powers, but aside from this singular abnormality there is no way to accurately predict whether an individual has potential to become a psychic.  &lt;br /&gt;
&lt;br /&gt;
An individual&#039;s transition from non-psychic to psychic is equally difficult to identify.  The first manifestations of a psychic&#039;s powers are subtle, often so subtle that the psychic herself has difficulty explaining them.  A telepath might find herself suddenly empathizing with strangers or a telekinetic might find herself striking the bullseye more often when she plays darts.&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute referred to these phenomena as “latent” psychic powers, and as a consequence came to refer to these nascent psychics as “latents”.  Second Republic screening methods were developed to identify these latent psychics and get them the training they needed to progress in their development.  In the depths of the new dark ages, however, most latent psychics are unaware of their status, often believing the strange events that surround them are either a blessing from above or the result of some natural skill.&lt;br /&gt;
&lt;br /&gt;
Every latent psychic has an affinity for a single path, but as a psychic develops her powers she may find that other paths open up to her.  These new paths, however, represent unexplored abilities that even the most experienced psychic must spend time to master.   As a result a psychic may have a psychic path at the latent level, even while using much more powerful abilities in a different path.  &lt;br /&gt;
&lt;br /&gt;
It is not unheard of for a psychic to not realize that she also has latent abilities in a different path.&lt;br /&gt;
&lt;br /&gt;
;Natal&lt;br /&gt;
&lt;br /&gt;
If latent abilities represent the first unconscious stirrings of a psychic&#039;s abilities then the natal stage of a psychic&#039;s develop along a path represents the first conscious efforts at control.  Unlike latent psychics, a natal psychic is fully aware of her efforts.&lt;br /&gt;
&lt;br /&gt;
Natal psychic powers are often the most fundamental abilities related to a path as well as the simplest.  A natal psychic requires little training and practice to master powers at this level.  A consequence of this simple learning curve is that most psychics can make use of all natal abilities.&lt;br /&gt;
&lt;br /&gt;
Most psychics in the new dark ages rarely progress beyond the natal stages of development before getting noticed by their community and as a result few psychics develop beyond this stage at all.   What few go on to become Church penitents are unlikely to be trained further, though if a psychic is lucky enough to be drafted into a House&#039;s dervish corps or drawn into a psychic coven then she may learn enough to progress to become an operant.&lt;br /&gt;
&lt;br /&gt;
;Operant&lt;br /&gt;
&lt;br /&gt;
In the days of the Second Republic a psychic who had mastered the basics of her path was considered an “Operant” psychic.  It is a testament to how far the study of psychic powers has fallen and how persecuted psychics have become that few psychics manage to achieve this level of understanding.&lt;br /&gt;
&lt;br /&gt;
An Operant psychic has a great deal more practice and experience with her abilities.  This results in more precise applications of natal psychic abilities- where a natal telekinetic might be able to push and pull with her mind, an operant telekinetic can manipulate objects at a distance as though she were holding them with her hands.  As most Operant level abilities are merely more controlled applications of powers learned by the natal psychic, an operant psychic knows all of the powers at the operant level.&lt;br /&gt;
&lt;br /&gt;
;Prime&lt;br /&gt;
&lt;br /&gt;
If an Operant Psychic represents an individual who has mastered the basics of a path, then a Prime psychic is an individual who has mastered a specialty within the path.  The Phavian Institute recognized dozens of unique applications of every path, each requiring a different application of psychic powers.   Today few records of these abilities survive, and what few prime powers exist today are the result of trial and error by the psychics who develop them.&lt;br /&gt;
&lt;br /&gt;
Prime abilities represent the most powerful and precise applications of a path.  They allow psychics to dominate a person&#039;s mind, see into the future, or lift a person into the sky.&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
&lt;br /&gt;
Every path has a skill associated with it.  Unless otherwise stated every use of a power costs 1 stun flesh wound.  Unless otherwise stated a psychic power lasts 10 turns.  Unless otherwise stated a psychic power can be maintained if at the end of 10 turns the psychic takes another 1 stun damage.  Most ranged psychic powers have a range of line of sight initially, but can be maintained at a distance of a number of kilometers equal to the psychic&#039;s resolve.&lt;br /&gt;
&lt;br /&gt;
A Natal Psychic has access to all of the Natal powers.  An Operant Psychic has access to all of the Operant powers.  A Prime Psychic receives 1 Prime Power upon achieving this level, and must pay for all other Prime Powers individually.&lt;br /&gt;
&lt;br /&gt;
=Paths=&lt;br /&gt;
&lt;br /&gt;
==Psyche==&lt;br /&gt;
&lt;br /&gt;
===Latent Powers===&lt;br /&gt;
&lt;br /&gt;
+1 in opposed rolls to detect lies.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
;Emotion Sense&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
A psychic can determine a target&#039;s emotional state.  1 VP allows the psychic to detect a target&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Mindspeech&lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Brain Blast &lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic unleashes a raw psychic scream into a target.  The target instinctively resists with a Resolve+Focus roll.  If the psychic wins, the target takes Wits+VPs in stun damage.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Mindlink&lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Mindsight&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If the psychic concentrates, however, she can pry into a target&#039;s memories to read memories. The target begins to relive her memories as the psychic sifts through them.  The target makes a contested Wits+Focus roll against the Psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is unresisting- either by choice or because she is not aware her mind is being read- the psychic&#039;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.&lt;br /&gt;
&lt;br /&gt;
If the target is resisting, there is a battle of wills, with the Psychic forcefully prying open a target&#039;s mind.  The same VP requirements as above apply, however the target is allowed a Resolve+Focus roll to resist, with the target&#039;s Vps subtracting from the Psychic&#039;s.  If the target chooses to resist, she takes 1 stun damage.&lt;br /&gt;
&lt;br /&gt;
;Heartshackle &lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
 &lt;br /&gt;
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+Focus roll.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Headshackle:  &lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve+Focus against the Psychic&#039;s presence+psyche for each command.    &lt;br /&gt;
&lt;br /&gt;
;Puppetry&lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic forces his own will down upon his target&#039;s, suppressing the latter.  The psychic takes over the target&#039;s body.  The psychic may only use his own mental skills while in his target&#039;s body, though she may make use of any of the attributes or skills based on the target&#039;s physiology.  This power lasts for 1 scene.  While this power is active the psychic&#039;s body is comatose.&lt;br /&gt;
The target automatically resists with Resolve+Focus, initially when the power is activated, and once again every time the power is maintained.&lt;br /&gt;
&lt;br /&gt;
;Psychic Surgery &lt;br /&gt;
Roll: Wits+Psyche. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
The psychic must first determine what level of effect she is attempting using the chart below.  For every hour, roll the Psychic&#039;s skill versus the target&#039;s Resolve+Focus.  The telepath must win by the margin below in order to achieve the affect.  &lt;br /&gt;
&lt;br /&gt;
Alternately, the target may willingly allow the telepath into her mind- This gives the telepath a +2 to her roll.&lt;br /&gt;
&lt;br /&gt;
(The chart is ultimately a guideline- the storyteller will determine the applicable number).&lt;br /&gt;
&lt;br /&gt;
1 VP- Erase minor memories (a brief conversation, a face in the crowd), adjust existing emotional connection in a minor way.&lt;br /&gt;
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.&lt;br /&gt;
3 VP- Erase all memories of an individual or major emotional event.  Totally rewrite existing memories.  Create or destroy emotional connections.&lt;br /&gt;
4 VP- Create a false personality.&lt;br /&gt;
&lt;br /&gt;
==Far Hand==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
+1 to throwing and lifting rolls.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Lifting Hand&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can lift 10 kg per point of Resolve.  &lt;br /&gt;
&lt;br /&gt;
;Push&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Dueling Hand&lt;br /&gt;
Roll: Wits+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can manipulate any object within sight with Dexterity equal to her Wits and Strength equal to her Resolve.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Crush&lt;br /&gt;
Roll: Resolve+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic uses the grappling rules on a target at a distance.  Use Resolve in place of Strength.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Throw&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
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&#039;s Resolve + VPs in damage.  Alternately, if the psychic picks up a small object she may do Resolve -2 + VPs in Piercing damage.  Attacks in this fashion use the Ranged Combat rules, and Telekinetic Throw is treated as a semi-automatic attack.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Far Arms&lt;br /&gt;
Roll: Wits+Far Hand &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Volley&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
As Telekinetic Throw, except rather than a single object being thrown the psychic launches multiple projectives.  The psychic may treat this ranged attack as an automatic weapon attack and may use burst actions with it.  A psychic may throw a number of objects equal to their Resolve.&lt;br /&gt;
&lt;br /&gt;
;Far Wall&lt;br /&gt;
Roll: Resolve + Far Hand&lt;br /&gt;
&lt;br /&gt;
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 telekinetic&#039;s Resolve+VPs.&lt;br /&gt;
&lt;br /&gt;
;Airstride &lt;br /&gt;
Roll:  Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic flies at a rate of (5 +VPs) kph/ point of Resolve.&lt;br /&gt;
&lt;br /&gt;
;Demolishing Hand&lt;br /&gt;
Roll: Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The psychic rolls Wits+Far Hand 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.&lt;br /&gt;
&lt;br /&gt;
==6th Sense==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
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&#039;s mind begins to open to this path she often begins to notice details she didn&#039;t before.  +1 observe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
;Sensitivity&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
;Premonition&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Subtle Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
This is identical to the Aura chart from Second Edition.&lt;br /&gt;
&lt;br /&gt;
;Far Sight&lt;br /&gt;
Roll: Presence+ Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
Use the range chart from FS3.  Use ½ FS2 familiarity penalties/bonuses.  Use the effect for Far Sight and Far Sound combined.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Shared Sense&lt;br /&gt;
Roll: Presence+Sixth Sense.&lt;br /&gt;
&lt;br /&gt;
Some kind of Shared Sense thing. &lt;br /&gt;
&lt;br /&gt;
;Wyrd Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense&lt;br /&gt;
&lt;br /&gt;
Some kind of Wyrd Sight thing.&lt;br /&gt;
&lt;br /&gt;
;Senses Shock&lt;br /&gt;
Roll: Presence+Sixth Sense. &lt;br /&gt;
&lt;br /&gt;
The psychic opens up the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Soma==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Strengthening&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Strengthening.  The VPs on the roll add to the characters strength for one action.&lt;br /&gt;
&lt;br /&gt;
;Yielding&lt;br /&gt;
Roll: Dex+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action a character may reduce damage from any one source by the twice the VPs of the activation roll.&lt;br /&gt;
&lt;br /&gt;
;Healing Meditation&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Hardening&lt;br /&gt;
Roll: Resolve+Soma. &lt;br /&gt;
&lt;br /&gt;
A character gains armor equal to VPs for a scene.&lt;br /&gt;
&lt;br /&gt;
;Perfect Balance: &lt;br /&gt;
Roll: Wits+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Perfect Balance.  The VPs on the roll add to the characters Dexterity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Regenerate&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===  &lt;br /&gt;
&lt;br /&gt;
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&#039;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.  &lt;br /&gt;
&lt;br /&gt;
;Detoxify&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to toxins (Vps relating in some fashion to whatever our poison rules are).&lt;br /&gt;
&lt;br /&gt;
;Sealing&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to the effects of vacuum or airborne effects.  &lt;br /&gt;
&lt;br /&gt;
;Shaping&lt;br /&gt;
Roll: Intuition+Soma. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 to fight and Melee rolls&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Prana&lt;br /&gt;
Roll: Intuition+Bedlam.  &lt;br /&gt;
&lt;br /&gt;
By focusing her psychic power into her limbs or melee weapon the psychic is able to strike with greater force.  The psychic adds 2x her VPs on the activation roll to all damage for the duration of the power.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
;Whirling Dervish&lt;br /&gt;
Roll: Wits+Bedlam  &lt;br /&gt;
&lt;br /&gt;
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 lower, or deny opponents any advantage from having an advantage in numbers.  This power lasts for a scene or single combat.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Prana Vibration&lt;br /&gt;
Roll: Intuition+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The psychic synchronizes with the vibrational frequency of an energy shield, allowing her strikes to bypass it.  A psychic using this ability may act as though they have the &#039;shield fighting&#039; maneuver, regardless of fighting style or weapon.  This means that once damage is calculated it is divided in half and applied to the target.  If the psychic is already using the &#039;shield fighting&#039; maneuver and uses this ability, then do not divide damage in half.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
;Prana Burst&lt;br /&gt;
Roll: Resolve+Bedlam &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Paralyzing Strike&lt;br /&gt;
Roll: Wits+Bedlam&lt;br /&gt;
&lt;br /&gt;
As a free action the psychic activates this power, which lasts until it is 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&#039;s resistance roll.&lt;br /&gt;
&lt;br /&gt;
==Vis Craft==&lt;br /&gt;
&lt;br /&gt;
The Path of Vis Craft is a rare one, dedicated to perceiving and manipulating electrical and to a degree spiritual energy.  Below is an outline of the abilities.  This section is not complete yet&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 working with Tech Redemption involving electricity.&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Vis Flow&lt;br /&gt;
Roll: Intuition+Vis Craft. &lt;br /&gt;
&lt;br /&gt;
The fickle flows of vis energy become visible to the psychic and with effort she can redirect them from one source into another, even causing them to leap through the air in brilliant arcs.   A psychic using this power may ground out electrical flows or redirect them in order to either charge batteries or strike targets.  The psychic must be less than 1 meter away from the wires or source of the electricity and she must roll 1 VP for every meter she wishes to arc the electricity.  The amount of electricity a psychic may channel is determined by any VPs remaining: 1 VP- Small handheld electronics or blaster pistols/laser pistols.  2 VPs- large handheld electronics, blaster or laser long-arms.  3 VPs- Energy shields, small vehicles, building electricity running to a single piece of electronics.  4 VPs- Dueling or Assault energy shields, a large vehicle or a small building&#039;s power, starfighters.  5 VPs- A large building&#039;s power, a small spaceship such as an explorer.  6 VPs- A local power grid, a medium sized spaceship such as a frigate. &lt;br /&gt;
&lt;br /&gt;
In order to hit with arcing electricity the psychic treats her activation roll as an attack roll (subtracting VPs for arc length).  All regular ranged attack rules apply, but the &amp;quot;source&amp;quot; of the attack is the socket or outlet from which the electricity arcs (note that not many people take cover from wall outlets).  Damage is always treated as Stun damage, ranges from 1-9 depending on the source of the power.&lt;br /&gt;
&lt;br /&gt;
Example: While rummaging through the ruins of a Second Republic service facility, Shara Harrison is attacked by bandit looters.  She takes cover behind an overturned table while the bandits hide behind a counter across the room, shooting at her.  Luckily the building still has a trickle of power running through the wiring and she sees an outlet right next to where the bandits have taken cover.  She reaches out and rolls Intuition+Vis Craft, scoring 2 VPs.  The electricity needs to only arc 1 meter, so that leaves her with 1 VP on her ranged attack roll against a bandit.  The bandit has no cover from the outlet and is at no range penalty, therefore the bandit is struck by a blue-white arc of electricity from the socket.  The damage is determined by the storyteller to be only 4 due to the tiny amount of power in the facility, so with 1 VP that goes up to 5 Energy stun damage.&lt;br /&gt;
&lt;br /&gt;
;Vis Shock&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic is in the process of learning to use her own psychic energies to create vis flows within herself.  At this level of mastery she can only hold onto the charge for a short few moments before it is discharged.  This is enough time, though, to strike an individual with a sword and release the vis energy through a sword, fist, or kick.  The psychic makes a free activation roll to charge up her body.  She may hold the charge for a number of rounds equal to her resolve.  When the character strikes an opponent she may release the charge, doing extra Lethal energy damage equal to the number of VPs rolled on the activation roll.  &lt;br /&gt;
&lt;br /&gt;
Note that if the psychic is using a technique that slips underneath shields (fencing or grappling, for example), this damage is added after any damage reduction is calculated.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Vis Shield&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic has learned to hold onto a charge around her body for a much longer duration.  When activated the psychic surrounds herself with an invisible field of energy similar to an energy shield.  The energy shield may take a number of hits equal to the psychic&#039;s Resolve+VPs rolled on the activation roll and it lasts for a scene.  It may be activated over any armor lighter than plate mail.&lt;br /&gt;
&lt;br /&gt;
;Vis Bolt&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic may gather her psychic energy into a cackling ball of super-heated plasma and direct it at a target.  Treat this as a ranged attack with a blaster rifle.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Vis Storm&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
Drawing upon her own internal spiritual energies as well as ambient electrical energy in the air, the psychic wills a vortex of lightning and plasma into existence anywhere within sight.  This vortex is 3 meters wide x VPs rolled, and anyone caught in it takes damage as if caught in the blast of a plasma grenade.  The vortex lasts only a single round, but it may be extended at the cost of an additional stun wound every round.&lt;br /&gt;
&lt;br /&gt;
;Vis Barrier&lt;br /&gt;
Roll: Resolve +Vis Craft. &lt;br /&gt;
&lt;br /&gt;
Identical to Vis Shield but implemented with much greater power and refinement.  The psychic shield now may take a number of hits equal to the psychic&#039;s (Resolve+VPs)x2, and may be activated over any armor.&lt;br /&gt;
&lt;br /&gt;
==Omen==&lt;br /&gt;
&lt;br /&gt;
The Path of Omen is dedicated to seeing through time, both backwards and forwards.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Sympathy==&lt;br /&gt;
&lt;br /&gt;
The Path of Sympathy is dedicated to forging spiritual connections between objects and people.  This makes the use of other psychic powers easier and is common among covens.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Cloaking==&lt;br /&gt;
&lt;br /&gt;
The Path of Cloaking involves using a psychic&#039;s power to shroud an individual, initially from other psychic or occult powers but eventually from sight and sound.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Visioning==&lt;br /&gt;
&lt;br /&gt;
The Path of Visioning is similar to that of Psyche, though rather than reading minds it is dedicated to projecting illusions and nightmares into the minds of others.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Turning==&lt;br /&gt;
&lt;br /&gt;
Among the rarest of psychic paths, the Path of Turning involves manipulating spiritual energies.  It allows the psychic to diffuse other occult powers and even redirect them to different targets.  This section is not complete yet.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Fencing_Maneuvers&amp;diff=656</id>
		<title>Fencing Maneuvers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Fencing_Maneuvers&amp;diff=656"/>
		<updated>2012-11-29T00:25:55Z</updated>

		<summary type="html">&lt;p&gt;Lextius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Few and far between is the noble who does not wear, day and night, an energy shield.  These Second Republic wonder devices guard the rich and powerful from harm, absorbing everything from assassin&#039;s bullets to laser blasts.  They are with only a single flaw- slow moving objects do not activate the protective cocoon of force.  This vulnerability has spawned a dueling culture in the Known World elites much akin to the ancient renaissance dueling.  There are numerous schools around the Known Worlds that teach different philosophies of the duel.  Listed below are the primary approaches to dueling culture- there are many more variations that are less popular or well known.  All fencing styles require training.&lt;br /&gt;
&lt;br /&gt;
Every round in a duel both opponents are striking, parrying, dodging and feinting.  As a result is assumed that a duelist is losing 1 Hit off of their shield every round.  This represents the close-calls and minor nicks which are absorbed by the energy shield.  The only exception to this is if a duelist scores 3 or more VPs than their opponent in the round.  If this occurs it is presumed that the winning duelist has such complete control of the combat that her opponent&#039;s blade is not getting near enough to trigger a shield hit.&lt;br /&gt;
&lt;br /&gt;
Characters do not learn Fencing Maneuvers in a vacuum, however: they learn along one or more traditions, which teach them a basic curriculum of energy shield dueling and then pick up additional tricks as they advance in their craft.&lt;br /&gt;
&lt;br /&gt;
Fencing maneuvers are restricted by weapon type only when specifically mentioned- a person trained in Fancy Footwork can use it as easily when holding a broadsword as when holding a rapier. However, fencing maneuvers do not generally stack with battlefield maneuvers, and vice versa.  There is one exception to this: A fencer may stack all maneuvers that are listed within a given tradition.  Thus a Cimetarre fighter may stack &#039;Hack and Slash&#039; with any of the maneuvers listed in under Cimetarre provided she has that tradition.&lt;br /&gt;
&lt;br /&gt;
== Fencing Traditions ==&lt;br /&gt;
&lt;br /&gt;
==== Code Duello ====&lt;br /&gt;
&lt;br /&gt;
One of the two most common fencing traditions, the Code Duello is an aggressive style focused on precise strikes at designated &#039;zones&#039; of an opponent&#039;s body.  Trainees practice first and dummies and then on each other, focusing on lateral movement and combined actions where a parry turns into a riposte and then a strike. &lt;br /&gt;
&lt;br /&gt;
Fencers trained under the Code Duello all learn Energy Shield Dueling and then have access to the following manuevers:&lt;br /&gt;
&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Ad Corpus&lt;br /&gt;
* Press&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
A student of the Code Duello must use a Fencing weapon; some maneuvers, like Precision, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
==== Art of Defence ====&lt;br /&gt;
&lt;br /&gt;
The second of the universal fencing traditions, the Art of Defence focuses on the careful channeling of an opponents attacks.  Also called &#039;The Way of the Three Circles&#039;, proponents focus on &#039;circles&#039; of defense where they anticipate and then react to incoming blows.&lt;br /&gt;
&lt;br /&gt;
Fencers trained under the Art of Defence all learn Energy Shield Dueling and then have access to the following manuevers:&lt;br /&gt;
&lt;br /&gt;
* Counter-Fighting&lt;br /&gt;
* Wall of Steel&lt;br /&gt;
* Fancy Footwork&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
A student of the Art of Defence must use a Fencing weapon; some maneuvers, like Precision, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
==== Cimetarre ====&lt;br /&gt;
&lt;br /&gt;
Unlike the traditional fencing schools, students of Cimetarre focus on the use of a backsword rather than a fencing weapon. As a consequence, they are somewhat more versatile than a classical fencer but may be outmatched in a duel.&lt;br /&gt;
&lt;br /&gt;
Fencers trained in Cimetarre all learn Energy Shield Dueling and then have access to the following maneuvers: &lt;br /&gt;
&lt;br /&gt;
* Ad Corpus&lt;br /&gt;
* Fancy Footwork&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Hack and Slash (from Battlefield Maneuvers, below)&lt;br /&gt;
&lt;br /&gt;
A student of Cimetarre must use a Backsword; some maneuvers, like Energy Shield Dueling, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
==== Florentine Tradition ====&lt;br /&gt;
&lt;br /&gt;
Named after an Old Urth city, the student of Florentine learns to use a weapon in her off-hand while fencing.  Their training relies on using this off-hand weapon to distract and engage opponents.&lt;br /&gt;
&lt;br /&gt;
A fencer trained in the Florentine tradition all learn Energy Shield Dueling and then have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Off-Hand&lt;br /&gt;
* Wall of Steel&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
A student of the Florentine tradition must use a Fencing weapon; some maneuvers, like Precision, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
== Fencing Maneuver List ==&lt;br /&gt;
&lt;br /&gt;
==== Energy Shield Dueling ==== &lt;br /&gt;
All damage done to opponents is halved.  This is the art of fighting a combatant with an energy shield.  The duelist is taught to slow her blade an instant before making contact with her opponents energy shield.  Aside from requiring a great deal of skill to pull off, a slower blade means less a less forceful impact.  Every noble duelist learns this skill and it is often so much a part of how the noble fights that it is hard for them to remember how to fight an unshielded opponent without slowing their attacks.  Energy Shield Dueling requires a fencing weapon or knife.&lt;br /&gt;
&lt;br /&gt;
==== Counter Fighting====&lt;br /&gt;
Relying on stop-thrusts and quick ripostes the duelist attempts to stall her opponent&#039;s advance before it gains any momentum.  This technique is excellent at countering hot-headed opponents but is dangerous to use against more deliberate duelists who can bait a counter-fighting expert into exposing herself to attack.  This style can only be used in balanced or defensive stance and requires a fencing weapon.  If an opponent uses an aggressive stance on a duelist using this style, the opponent receives a -3 to their goal.  If the opponent uses balanced or defensive stance, then the duelist receives a -1 to her goal.&lt;br /&gt;
&lt;br /&gt;
====Ad Corpus====&lt;br /&gt;
Meaning &amp;quot;To the Body&amp;quot;, rather than parrying her opponent&#039;s blows the duelist throws her body at them hoping to force her opponent into activating her shield.  When in aggressive stance the duelist applies an additional -1 goal to an opponent using Energy shield fighting.  Every round the duelist loses 1 additional shield hit.&lt;br /&gt;
&lt;br /&gt;
====Wall of Steel==== &lt;br /&gt;
Rather than relying on her shield, the duelist parries and deflects her opponents strikes with her own blade.  If the duelist is fighting defensively and wins the round, then she does not take any shield hits.&lt;br /&gt;
&lt;br /&gt;
====Precision====&lt;br /&gt;
The duelist fighting with this style is at a -1 goal.  A single well struck blow is worth a thousand that bounce harmlessly off of an energy shield or get absorbed by the resilient material of an opponent&#039;s synthsilk.  A number of styles teach their adherents to wait patiently for the right moment to strike in order to find a chink in their opponent&#039;s armor.  This deliberate style of combat is slightly easier to defend against, yet masters of the style can often end a duel in a single blow.  While in a balanced stance the duelist takes a -1 goal, but opponents receive a -2 to their armor if struck by the duelist.  The Precision maneuver requires a &amp;quot;pure&amp;quot; fencing weapon such as a rapier or smallsword; it cannot be used with a fencing weapon that has an additional quality such as a saber (which is both a fencing weapon and a backsword) or a main-gauche (which is both a fencing weapon and a knife.)&lt;br /&gt;
&lt;br /&gt;
====Aggressive Shield ====&lt;br /&gt;
The Hazat have an internal dueling culture that abhors energy shields and as such several of their dueling techniques rely on battering down an opponent&#039;s shields as quickly as possible.  The effectiveness of this style is undeniable and it has slowly spread.  The duelist rains down blows on her opponent, less in an attempt to do harm and more in an effort to trigger shield hits.  A duelist using this style must be in aggressive stance and she receives a -2 to damage.  However, every round the duelist wins her opponent receives an additional shield hit.&lt;br /&gt;
&lt;br /&gt;
====Off-Hand Style====&lt;br /&gt;
Though single sword dueling is the most common style among nobles at the moment, several schools still teach the use of a main gauche, knife, or other small blade for parrying purposes.  Some schools even teach the use of a second fencing blade in the off-hand, though this style is considered to be too flamboyant for fashionable nobles.   The second blade provides a +1 goal to fighting defensively.&lt;br /&gt;
&lt;br /&gt;
====Fancy Footwork====&lt;br /&gt;
Rather than relying on linear advancing and retreating, a duelist who has mastered this maneuver makes use of the entire battlefield.  Relying on dodges and sidestepping her opponent&#039;s blows the duelist dances in and out of reach while striking.  In balanced or defensive stance, a duelist using this style gives her opponent a -1 on melee rolls.  This maneuver is incompatible with Off-Hand Style: this technique relies not on parrying but on the duelist dodging attacks entirely.&lt;br /&gt;
&lt;br /&gt;
====Press====&lt;br /&gt;
Most duels involve a back and forth as the combatants probe the defenses of the other, feint to create an opening, strike and retreat.  The duelist who has learned this maneuver does not believe in retreating.  Once she has the Edge she is loath to let it go, constantly advancing and never giving her opponent an ounce of room.  This technique is only useable if the duelist has the Edge.  The duelist must be in either balanced or aggressive stance.  While using this maneuver the duelist receives an additional +1 bonus to combat rolls.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Martial_Arts_Maneuvers&amp;diff=655</id>
		<title>Martial Arts Maneuvers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Martial_Arts_Maneuvers&amp;diff=655"/>
		<updated>2012-11-28T18:16:05Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Grapple */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Maneuvers==&lt;br /&gt;
&lt;br /&gt;
Everyone is able to knock someone down, throw someone through a window, or trip someone without special martial arts training (though training will make it considerably easier to do so). &lt;br /&gt;
&lt;br /&gt;
===Grapple===&lt;br /&gt;
&lt;br /&gt;
In order to initiate a grapple the fighter needs to take an aggressive stance and roll at a goal of -2, for a total modifier of +0 (+2 from Aggressive stance, -2 from penalty). If she wins, she and her opponent are grappling. Small melee weapons or pistols can be used at -2 goal in a grapple. Medium or larger melee weapons and anything larger than a pistol cannot be used while grappling. Grappling damage is per unarmed combat, and characters may use either Dex or Str while initiating or maintaining a grapple. &lt;br /&gt;
&lt;br /&gt;
A character who is grappled may break free by gaining the edge and declaring the grapple broken. Characters can move a few meters while grappled- this represents uncoordinated pushing and pulling, or even rolling around on the ground. &lt;br /&gt;
&lt;br /&gt;
While grappling, the winning combatant does unarmed combat damage. &lt;br /&gt;
&lt;br /&gt;
Grapplers are very vulnerable to attacks from non-grappled opponents. If a grappled opponent is attacked by multiple opponents, each opponent receives a +2 to their goal per extra attacker rather than the +1 that is normal.&lt;br /&gt;
&lt;br /&gt;
===Trip/Throw===&lt;br /&gt;
&lt;br /&gt;
In order to knock an opponent down or throw/push her into another object the fighter must take an aggressive stance and beat her opponent by 3 Vps. A character that was thrown or tripped is at -2 the next round. Damage done by a throw or trip is per unarmed combat (minus the 3 Vps required to cause the trip or throw), though obviously environmental hazards may increase the damage.&lt;br /&gt;
&lt;br /&gt;
A character who is significantly larger than her opponent (a person with the large blessing versus a character with the small blessing, a character with the Giant blessing versus a normal person, or a Vorox against anyone) requires only score 2 VPs greater than her opponent to knock her opponent down.&lt;br /&gt;
&lt;br /&gt;
===Pin===&lt;br /&gt;
&lt;br /&gt;
While grappling a character may attempt to pin her opponent. In order to do so she must make an aggressive or balanced attack, and achieve 4 Vps. Once pinned a character is helpless for as long as her opponent maintains the pin. &lt;br /&gt;
&lt;br /&gt;
===Disarm===&lt;br /&gt;
&lt;br /&gt;
A character can strike at an opponent&#039;s weapon in an effort to either damage the weapon or knock it free from her opponent&#039;s hand. A character may attempt a disarm in either aggressive stance or defensive stance. If the fighter is attempting a disarm in aggressive stance she rolls using her Strength attribute paired with her combat skill. If the fighter is attempting to disarm from a defensive stance then she rolls using her Dexterity attribute paired with her combat skill. She must score 3 VPs greater than her opponent to succeed in disarming. &lt;br /&gt;
&lt;br /&gt;
Heavier weapons are better at battering a lighter weapon out of an opponents hands. If a character is using a broadsword or heavy weapon against a light weapon (most fencing weapons and knives), then a character in aggressive stance attempting to disarm needs to score only 2 VPs greater than her opponent. &lt;br /&gt;
&lt;br /&gt;
Certain weapons are more difficult to disarm. A two handed weapon requires an additional VP to disarm (for a total of 4 greater than the opponent).&lt;br /&gt;
&lt;br /&gt;
==Martial Arts School==&lt;br /&gt;
&lt;br /&gt;
===Koto===&lt;br /&gt;
&lt;br /&gt;
Martial Artists trained in Koto receive the Martial Maneuver &amp;quot;Mobility&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Jab&lt;br /&gt;
* Sweep&lt;br /&gt;
* Fancy Footwork&lt;br /&gt;
* Roll with the Punches&lt;br /&gt;
* Redirect&lt;br /&gt;
* Bind&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shaidan===&lt;br /&gt;
&lt;br /&gt;
Martial Artists trained in Shaidan receive the Martial Maneuver &amp;quot;Heavy Strikes&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Mobility&lt;br /&gt;
* Jab&lt;br /&gt;
* Vital Strike&lt;br /&gt;
* Rooting&lt;br /&gt;
* Ground and Pound&lt;br /&gt;
* Grounding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mantok===&lt;br /&gt;
&lt;br /&gt;
Martial Artists trained in Mantok receive the Martial Maneuvers &amp;quot;Mobility&amp;quot; and &amp;quot;Grounding&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Wrestling&lt;br /&gt;
* Heavy Strikes&lt;br /&gt;
* Vital Strike&lt;br /&gt;
* Redirect&lt;br /&gt;
* Rooting&lt;br /&gt;
* Roll with the Punches&lt;br /&gt;
* Improved Throw&lt;br /&gt;
* Bind&lt;br /&gt;
* Defensive Roll&lt;br /&gt;
* Sweep&lt;br /&gt;
&lt;br /&gt;
===Iron Heel===&lt;br /&gt;
&lt;br /&gt;
Martial Artists trained in Iron Heel receive the Martial Maneuver &amp;quot;Wrestling&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Bind&lt;br /&gt;
* Ground and Pound&lt;br /&gt;
* Improved Throw&lt;br /&gt;
* Heavy Strikes&lt;br /&gt;
* Close Combat&lt;br /&gt;
* Grounding&lt;br /&gt;
&lt;br /&gt;
===Jox Boxing===&lt;br /&gt;
&lt;br /&gt;
Martial Artists trained in Jox Boxing receive the Battlefield Maneuver &amp;quot;Close Combat&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Jab&lt;br /&gt;
* Wrestling&lt;br /&gt;
* Bind&lt;br /&gt;
* Sweep&lt;br /&gt;
* Ground and Pound&lt;br /&gt;
* Vital Strike&lt;br /&gt;
* Defensive Roll&lt;br /&gt;
&lt;br /&gt;
===Bharata zho Veda===&lt;br /&gt;
&lt;br /&gt;
Martial artists trained in Bharata zho Veda receive the Martial Maneuver &amp;quot;Grounding&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Redirect&lt;br /&gt;
* Pressure Points&lt;br /&gt;
* Chakra Strike&lt;br /&gt;
* Vital Strike&lt;br /&gt;
* Rooting&lt;br /&gt;
* Roll with the Punches&lt;br /&gt;
&lt;br /&gt;
===Graa===&lt;br /&gt;
&lt;br /&gt;
Vorox martial artists trained in Graa receive the Martial Maneuver &amp;quot;Heavy Strikes&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Wrestling&lt;br /&gt;
* Ground and Pound&lt;br /&gt;
* Rooting&lt;br /&gt;
* Drox&lt;br /&gt;
* Throx&lt;br /&gt;
&lt;br /&gt;
==Martial Arts Maneuver List==&lt;br /&gt;
===Mobility=== &lt;br /&gt;
Moving targets are harder to hit, and many martial arts school teach their students tactics to dance in and out of reach of their opponents, striking hard and fast.  A martial artist trained in mobility receives a +1 goal when fighting balanced or aggressively.  &lt;br /&gt;
&lt;br /&gt;
====Heavy Strikes==== &lt;br /&gt;
While fighting aggressively, martial artists using this style strike with powerful flying kicks and strong punches.  They receive a +1 to Damage.&lt;br /&gt;
&lt;br /&gt;
====Jab====&lt;br /&gt;
A boxing technique that relies on quick, light strikes to wear down the opponent.  A boxer may roll 2 attacks and keep the higher of the two, but the martial artist does 2 points fewer damage.&lt;br /&gt;
&lt;br /&gt;
====Vital Strike====&lt;br /&gt;
The martial artist attacks at -2 goal, but does 2 additional points of damage.&lt;br /&gt;
&lt;br /&gt;
====Sweep====&lt;br /&gt;
The martial artist requires 1 fewer VP to trip an opponent.  The strike is designed to forcefully strike an opponent&#039;s legs and as a result causes an additional 1 point of damage.&lt;br /&gt;
&lt;br /&gt;
===Grounding=== &lt;br /&gt;
The martial artist is trained to stand firm in the face of incoming attacks and redirect their energy away from herself.  A martial artist using this style receives a +1 goal when fighting balanced or defensively.  &lt;br /&gt;
&lt;br /&gt;
====Redirect====&lt;br /&gt;
A warrior using this style may use a throw maneuver if she has declared a defensive stance and her opponent is in an aggressive stance.  This may be declared after the dice are rolled.&lt;br /&gt;
&lt;br /&gt;
====Rooting====&lt;br /&gt;
A martial artist trained in this technique is harder to throw, trip, or otherwise move.  It requires 1 additional VP to trip or throw the martial artist.&lt;br /&gt;
&lt;br /&gt;
====Roll with the Punches====&lt;br /&gt;
While in defensive or balanced stance the martial artist takes 1 fewer point of damage from unarmed or melee attacks.&lt;br /&gt;
&lt;br /&gt;
====Improved Throw====&lt;br /&gt;
The martial artist requires 1 fewer VP to throw an opponent.  Additionally, if the martial artist successfully throws her opponent she may (if the situation permits) use the hurled enemy as a weapon, targeting a different opponent.  The martial artist may make a free Dex+Fight roll opposed by her second target&#039;s Dex+Vigor.  If the martial artist wins both the thrown enemy and the target take damage as though they were both thrown.&lt;br /&gt;
&lt;br /&gt;
===Wrestling===  &lt;br /&gt;
The martial artists is trained to get in close and bind her opponent&#039;s limbs with her own.  When initiating or maintaining a grapple the wrestler gains a +2 to their goal.  A wrestler with this maneuver does an additional point of damage while grappling.&lt;br /&gt;
&lt;br /&gt;
====Ground and Pound====&lt;br /&gt;
While grappling the wrestler does an additional point of damage.&lt;br /&gt;
&lt;br /&gt;
====Bind====&lt;br /&gt;
While grappling the wrestler requires 1 fewer VP to pin an opponent.  Additionally the wrestler may make a disarm attempt rather than doing damage.  A wrestler fighting hand-to-hand requires 1 fewer VPs to disarm&lt;br /&gt;
&lt;br /&gt;
====Defensive Roll====&lt;br /&gt;
A wrestler with this maneuver knows how to use their opponent&#039;s body as a shield against other attacks.  Rather than granting a +2 bonus to enemies while outnumbered, a wrestler with this maneuver grants only a +1 bonus per outnumbering enemy.&lt;br /&gt;
&lt;br /&gt;
====Pressure Points====&lt;br /&gt;
&lt;br /&gt;
The martial artist is trained in the physiology of their target and knows how to apply pressure to key areas of the body to achieve a variety of effects.  A martial artist who knows the secrets of pressure points the martial artist may choose to not do damage but instead impose a penalty to a target&#039;s combat roll next round equal to VPs.  The exact effect of this strike can vary- some martial artists know how to strike to cause intense pain, while others can cause numbness or even stranger effects.&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
&lt;br /&gt;
There are a small handful of martial arts maneuvers which are taught only to those that have truly mastered their form.  The following maneuvers are not taught in the core curriculum of any school.  In order to learn them the student must have at least 6 maneuvers taught by the school and then must find a master willing to teach them.&lt;br /&gt;
&lt;br /&gt;
====Chakra Strike====&lt;br /&gt;
&lt;br /&gt;
The martial artist strikes at one of the spiritual nodes of the target&#039;s body, disrupting the flow of energy between these foci and leaving the target&#039;s body out of balance.  A martial artist using this maneuver takes a -2 penalty to their goal roll.  Whenever the martial artist does damage to her opponent she may choose instead to impose a -1 wound penalty to the target for the remainder of the combat.  This is not actually a wound and the target recovers from the penalty once she has a moment to rest.  If the wound penalties ever exceed the target&#039;s Resolve, the target falls prone, her body no longer under her control, for 10 rounds.&lt;br /&gt;
&lt;br /&gt;
====Throw Group====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Drox====&lt;br /&gt;
&lt;br /&gt;
A Vorox trained in Drox counts as two opponents in combat for purposes of determining penalties and bonuses.  Thus a Vorox martial artist with Drox facing off against a single opponent receives a +1 bonus to all combat rolls, and the same martial artist facing off against 2 opponents receives no bonus or penalty.&lt;br /&gt;
&lt;br /&gt;
====Throx====&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Fencing_Maneuvers&amp;diff=654</id>
		<title>Fencing Maneuvers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Fencing_Maneuvers&amp;diff=654"/>
		<updated>2012-11-28T03:02:42Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Counter Fighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Few and far between is the noble who does not wear, day and night, an energy shield.  These Second Republic wonder devices guard the rich and powerful from harm, absorbing everything from assassin&#039;s bullets to laser blasts.  They are with only a single flaw- slow moving objects do not activate the protective cocoon of force.  This vulnerability has spawned a dueling culture in the Known World elites much akin to the ancient renaissance dueling.  There are numerous schools around the Known Worlds that teach different philosophies of the duel.  Listed below are the primary approaches to dueling culture- there are many more variations that are less popular or well known.  All fencing styles require training.&lt;br /&gt;
&lt;br /&gt;
Every round in a duel both opponents are striking, parrying, dodging and feinting.  As a result is assumed that a duelist is losing 1 Hit off of their shield every round.  This represents the close-calls and minor nicks which are absorbed by the energy shield.  The only exception to this is if a duelist scores 3 or more VPs than their opponent in the round.  If this occurs it is presumed that the winning duelist has such complete control of the combat that her opponent&#039;s blade is not getting near enough to trigger a shield hit.&lt;br /&gt;
&lt;br /&gt;
Characters do not learn Fencing Maneuvers in a vacuum, however: they learn along one or more traditions, which teach them a basic curriculum of energy shield dueling and then pick up additional tricks as they advance in their craft.&lt;br /&gt;
&lt;br /&gt;
Fencing maneuvers are restricted by weapon type only when specifically mentioned- a person trained in Fancy Footwork can use it as easily when holding a broadsword as when holding a rapier. However, fencing maneuvers do not generally stack with battlefield maneuvers, and vice versa.&lt;br /&gt;
&lt;br /&gt;
== Fencing Traditions ==&lt;br /&gt;
&lt;br /&gt;
==== Code Duello ====&lt;br /&gt;
&lt;br /&gt;
One of the two most common fencing traditions, the Code Duello is an aggressive style focused on precise strikes at designated &#039;zones&#039; of an opponent&#039;s body.  Trainees practice first and dummies and then on each other, focusing on lateral movement and combined actions where a parry turns into a riposte and then a strike. &lt;br /&gt;
&lt;br /&gt;
Fencers trained under the Code Duello all learn Energy Shield Dueling and then have access to the following manuevers:&lt;br /&gt;
&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Ad Corpus&lt;br /&gt;
* Press&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
A student of the Code Duello must use a Fencing weapon; some maneuvers, like Precision, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
==== Art of Defence ====&lt;br /&gt;
&lt;br /&gt;
The second of the universal fencing traditions, the Art of Defence focuses on the careful channeling of an opponents attacks.  Also called &#039;The Way of the Three Circles&#039;, proponents focus on &#039;circles&#039; of defense where they anticipate and then react to incoming blows.&lt;br /&gt;
&lt;br /&gt;
Fencers trained under the Art of Defence all learn Energy Shield Dueling and then have access to the following manuevers:&lt;br /&gt;
&lt;br /&gt;
* Counter-Fighting&lt;br /&gt;
* Wall of Steel&lt;br /&gt;
* Fancy Footwork&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
A student of the Art of Defence must use a Fencing weapon; some maneuvers, like Precision, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
==== Cimetarre ====&lt;br /&gt;
&lt;br /&gt;
Unlike the traditional fencing schools, students of Cimetarre focus on the use of a backsword rather than a fencing weapon. As a consequence, they are somewhat more versatile than a classical fencer but may be outmatched in a duel.&lt;br /&gt;
&lt;br /&gt;
Fencers trained in Cimetarre all learn Energy Shield Dueling and then have access to the following maneuvers: &lt;br /&gt;
&lt;br /&gt;
* Ad Corpus&lt;br /&gt;
* Fancy Footwork&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Hack and Slash (from Battlefield Maneuvers, below)&lt;br /&gt;
&lt;br /&gt;
A student of Cimetarre must use a Backsword; some maneuvers, like Energy Shield Dueling, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
==== Florentine Tradition ====&lt;br /&gt;
&lt;br /&gt;
Named after an Old Urth city, the student of Florentine learns to use a weapon in her off-hand while fencing.  Their training relies on using this off-hand weapon to distract and engage opponents.&lt;br /&gt;
&lt;br /&gt;
A fencer trained in the Florentine tradition all learn Energy Shield Dueling and then have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Off-Hand&lt;br /&gt;
* Wall of Steel&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
A student of the Florentine tradition must use a Fencing weapon; some maneuvers, like Precision, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
== Fencing Maneuver List ==&lt;br /&gt;
&lt;br /&gt;
==== Energy Shield Dueling ==== &lt;br /&gt;
All damage done to opponents is halved.  This is the art of fighting a combatant with an energy shield.  The duelist is taught to slow her blade an instant before making contact with her opponents energy shield.  Aside from requiring a great deal of skill to pull off, a slower blade means less a less forceful impact.  Every noble duelist learns this skill and it is often so much a part of how the noble fights that it is hard for them to remember how to fight an unshielded opponent without slowing their attacks.  Energy Shield Dueling requires a fencing weapon or knife.&lt;br /&gt;
&lt;br /&gt;
==== Counter Fighting====&lt;br /&gt;
Relying on stop-thrusts and quick ripostes the duelist attempts to stall her opponent&#039;s advance before it gains any momentum.  This technique is excellent at countering hot-headed opponents but is dangerous to use against more deliberate duelists who can bait a counter-fighting expert into exposing herself to attack.  This style can only be used in balanced or defensive stance and requires a fencing weapon.  If an opponent uses an aggressive stance on a duelist using this style, the opponent receives a -3 to their goal.  If the opponent uses balanced or defensive stance, then the duelist receives a -1 to her goal.&lt;br /&gt;
&lt;br /&gt;
====Ad Corpus====&lt;br /&gt;
Meaning &amp;quot;To the Body&amp;quot;, rather than parrying her opponent&#039;s blows the duelist throws her body at them hoping to force her opponent into activating her shield.  When in aggressive stance the duelist applies an additional -1 goal to an opponent using Energy shield fighting.  Every round the duelist loses 1 additional shield hit.&lt;br /&gt;
&lt;br /&gt;
====Wall of Steel==== &lt;br /&gt;
Rather than relying on her shield, the duelist parries and deflects her opponents strikes with her own blade.  If the duelist is fighting defensively and wins the round, then she does not take any shield hits.&lt;br /&gt;
&lt;br /&gt;
====Precision====&lt;br /&gt;
The duelist fighting with this style is at a -1 goal.  A single well struck blow is worth a thousand that bounce harmlessly off of an energy shield or get absorbed by the resilient material of an opponent&#039;s synthsilk.  A number of styles teach their adherents to wait patiently for the right moment to strike in order to find a chink in their opponent&#039;s armor.  This deliberate style of combat is slightly easier to defend against, yet masters of the style can often end a duel in a single blow.  While in a balanced stance the duelist takes a -1 goal, but opponents receive a -2 to their armor if struck by the duelist.  The Precision maneuver requires a &amp;quot;pure&amp;quot; fencing weapon such as a rapier or smallsword; it cannot be used with a fencing weapon that has an additional quality such as a saber (which is both a fencing weapon and a backsword) or a main-gauche (which is both a fencing weapon and a knife.)&lt;br /&gt;
&lt;br /&gt;
====Aggressive Shield ====&lt;br /&gt;
The Hazat have an internal dueling culture that abhors energy shields and as such several of their dueling techniques rely on battering down an opponent&#039;s shields as quickly as possible.  The effectiveness of this style is undeniable and it has slowly spread.  The duelist rains down blows on her opponent, less in an attempt to do harm and more in an effort to trigger shield hits.  A duelist using this style must be in aggressive stance and she receives a -2 to damage.  However, every round the duelist wins her opponent receives an additional shield hit.&lt;br /&gt;
&lt;br /&gt;
====Off-Hand Style====&lt;br /&gt;
Though single sword dueling is the most common style among nobles at the moment, several schools still teach the use of a main gauche, knife, or other small blade for parrying purposes.  Some schools even teach the use of a second fencing blade in the off-hand, though this style is considered to be too flamboyant for fashionable nobles.   The second blade provides a +1 goal to fighting defensively.&lt;br /&gt;
&lt;br /&gt;
====Fancy Footwork====&lt;br /&gt;
Rather than relying on linear advancing and retreating, a duelist who has mastered this maneuver makes use of the entire battlefield.  Relying on dodges and sidestepping her opponent&#039;s blows the duelist dances in and out of reach while striking.  In balanced or defensive stance, a duelist using this style gives her opponent a -1 on melee rolls.  This maneuver is incompatible with Off-Hand Style: this technique relies not on parrying but on the duelist dodging attacks entirely.&lt;br /&gt;
&lt;br /&gt;
====Press====&lt;br /&gt;
Most duels involve a back and forth as the combatants probe the defenses of the other, feint to create an opening, strike and retreat.  The duelist who has learned this maneuver does not believe in retreating.  Once she has the Edge she is loath to let it go, constantly advancing and never giving her opponent an ounce of room.  This technique is only useable if the duelist has the Edge.  The duelist must be in either balanced or aggressive stance.  While using this maneuver the duelist receives an additional +1 bonus to combat rolls.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Martial_Arts_Maneuvers&amp;diff=648</id>
		<title>Martial Arts Maneuvers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Martial_Arts_Maneuvers&amp;diff=648"/>
		<updated>2012-11-26T00:24:23Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Grapple */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Maneuvers==&lt;br /&gt;
&lt;br /&gt;
Everyone is able to knock someone down, throw someone through a window, or trip someone without special martial arts training (though training will make it considerably easier to do so). &lt;br /&gt;
&lt;br /&gt;
===Grapple===&lt;br /&gt;
&lt;br /&gt;
In order to initiate a grapple the fighter needs to take an aggressive stance and roll at a goal of -2, for a total modifier of +0 (+2 from Aggressive stance, -2 from penalty). If she wins, she and her opponent are grappling. Small melee weapons or pistols can be used at -2 goal in a grapple. Medium or larger melee weapons and anything larger than a pistol cannot be used while grappling. Grappling damage is per unarmed combat, and characters may use either Dex or Str while grappling. &lt;br /&gt;
&lt;br /&gt;
A character who is grappled may break free by gaining the edge and declaring the grapple broken. Characters can move a few meters while grappled- this represents uncoordinated pushing and pulling, or even rolling around on the ground. &lt;br /&gt;
&lt;br /&gt;
While grappling, the winning combatant does unarmed combat damage. &lt;br /&gt;
&lt;br /&gt;
Grapplers are very vulnerable to attacks from non-grappled opponents. If a grappled opponent is attacked by multiple opponents, each opponent receives a +2 to their goal per extra attacker rather than the +1 that is normal.&lt;br /&gt;
&lt;br /&gt;
===Trip/Throw===&lt;br /&gt;
&lt;br /&gt;
In order to knock an opponent down or throw/push her into another object the fighter must take an aggressive stance and beat her opponent by 3 Vps. A character that was thrown or tripped is at -2 the next round. Damage done by a throw or trip is per unarmed combat (minus the 3 Vps required to cause the trip or throw), though obviously environmental hazards may increase the damage.&lt;br /&gt;
&lt;br /&gt;
A character who is significantly larger than her opponent (a person with the large blessing versus a character with the small blessing, a character with the Giant blessing versus a normal person, or a Vorox against anyone) requires only score 2 VPs greater than her opponent to knock her opponent down.&lt;br /&gt;
&lt;br /&gt;
===Pin===&lt;br /&gt;
&lt;br /&gt;
While grappling a character may attempt to pin her opponent. In order to do so she must make an aggressive or balanced attack, and achieve 4 Vps. Once pinned a character is helpless for as long as her opponent maintains the pin. &lt;br /&gt;
&lt;br /&gt;
===Disarm===&lt;br /&gt;
&lt;br /&gt;
A character can strike at an opponent&#039;s weapon in an effort to either damage the weapon or knock it free from her opponent&#039;s hand. A character may attempt a disarm in either aggressive stance or defensive stance. If the fighter is attempting a disarm in aggressive stance she rolls using her Strength attribute paired with her combat skill. If the fighter is attempting to disarm from a defensive stance then she rolls using her Dexterity attribute paired with her combat skill. She must score 3 VPs greater than her opponent to succeed in disarming. &lt;br /&gt;
&lt;br /&gt;
Heavier weapons are better at battering a lighter weapon out of an opponents hands. If a character is using a broadsword or heavy weapon against a light weapon (most fencing weapons and knives), then a character in aggressive stance attempting to disarm needs to score only 2 VPs greater than her opponent. &lt;br /&gt;
&lt;br /&gt;
Certain weapons are more difficult to disarm. A two handed weapon requires an additional VP to disarm (for a total of 4 greater than the opponent).&lt;br /&gt;
&lt;br /&gt;
==Martial Arts School==&lt;br /&gt;
&lt;br /&gt;
===Koto===&lt;br /&gt;
&lt;br /&gt;
Martial Artists trained in Koto receive the Martial Maneuver &amp;quot;Mobility&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Jab&lt;br /&gt;
* Sweep&lt;br /&gt;
* Fancy Footwork&lt;br /&gt;
* Roll with the Punches&lt;br /&gt;
* Redirect&lt;br /&gt;
* Bind&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shaidan===&lt;br /&gt;
&lt;br /&gt;
Martial Artists trained in Shaidan receive the Martial Maneuver &amp;quot;Heavy Strikes&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Mobility&lt;br /&gt;
* Jab&lt;br /&gt;
* Vital Strike&lt;br /&gt;
* Rooting&lt;br /&gt;
* Ground and Pound&lt;br /&gt;
* Grounding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mantok===&lt;br /&gt;
&lt;br /&gt;
Martial Artists trained in Mantok receive the Martial Maneuvers &amp;quot;Mobility&amp;quot; and &amp;quot;Grounding&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Wrestling&lt;br /&gt;
* Heavy Strikes&lt;br /&gt;
* Vital Strike&lt;br /&gt;
* Redirect&lt;br /&gt;
* Rooting&lt;br /&gt;
* Roll with the Punches&lt;br /&gt;
* Improved Throw&lt;br /&gt;
* Bind&lt;br /&gt;
* Defensive Roll&lt;br /&gt;
* Sweep&lt;br /&gt;
&lt;br /&gt;
===Iron Heel===&lt;br /&gt;
&lt;br /&gt;
Martial Artists trained in Iron Heel receive the Martial Maneuver &amp;quot;Wrestling&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Bind&lt;br /&gt;
* Ground and Pound&lt;br /&gt;
* Improved Throw&lt;br /&gt;
* Heavy Strikes&lt;br /&gt;
* Close Combat&lt;br /&gt;
* Grounding&lt;br /&gt;
&lt;br /&gt;
===Jox Boxing===&lt;br /&gt;
&lt;br /&gt;
Martial Artists trained in Jox Boxing receive the Battlefield Maneuver &amp;quot;Close Combat&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Jab&lt;br /&gt;
* Wrestling&lt;br /&gt;
* Bind&lt;br /&gt;
* Sweep&lt;br /&gt;
* Ground and Pound&lt;br /&gt;
* Vital Strike&lt;br /&gt;
* Defensive Roll&lt;br /&gt;
&lt;br /&gt;
===Bharata zho Veda===&lt;br /&gt;
&lt;br /&gt;
Martial artists trained in Bharata zho Veda receive the Martial Maneuver &amp;quot;Grounding&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Redirect&lt;br /&gt;
* Pressure Points&lt;br /&gt;
* Chakra Strike&lt;br /&gt;
* Vital Strike&lt;br /&gt;
* Rooting&lt;br /&gt;
* Roll with the Punches&lt;br /&gt;
&lt;br /&gt;
===Graa===&lt;br /&gt;
&lt;br /&gt;
Vorox martial artists trained in Graa receive the Martial Maneuver &amp;quot;Heavy Strikes&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Wrestling&lt;br /&gt;
* Ground and Pound&lt;br /&gt;
* Rooting&lt;br /&gt;
* Drox&lt;br /&gt;
* Throx&lt;br /&gt;
&lt;br /&gt;
==Martial Arts Maneuver List==&lt;br /&gt;
===Mobility=== &lt;br /&gt;
Moving targets are harder to hit, and many martial arts school teach their students tactics to dance in and out of reach of their opponents, striking hard and fast.  A martial artist trained in mobility receives a +1 goal when fighting balanced or aggressively.  &lt;br /&gt;
&lt;br /&gt;
====Heavy Strikes==== &lt;br /&gt;
While fighting aggressively, martial artists using this style strike with powerful flying kicks and strong punches.  They receive a +1 to Damage.&lt;br /&gt;
&lt;br /&gt;
====Jab====&lt;br /&gt;
A boxing technique that relies on quick, light strikes to wear down the opponent.  A boxer may roll 2 attacks and keep the higher of the two, but the martial artist does 2 points fewer damage.&lt;br /&gt;
&lt;br /&gt;
====Vital Strike====&lt;br /&gt;
The martial artist attacks at -2 goal, but does 2 additional points of damage.&lt;br /&gt;
&lt;br /&gt;
====Sweep====&lt;br /&gt;
The martial artist requires 1 fewer VP to trip an opponent.  The strike is designed to forcefully strike an opponent&#039;s legs and as a result causes an additional 1 point of damage.&lt;br /&gt;
&lt;br /&gt;
===Grounding=== &lt;br /&gt;
The martial artist is trained to stand firm in the face of incoming attacks and redirect their energy away from herself.  A martial artist using this style receives a +1 goal when fighting balanced or defensively.  &lt;br /&gt;
&lt;br /&gt;
====Redirect====&lt;br /&gt;
A warrior using this style may use a throw maneuver if she has declared a defensive stance and her opponent is in an aggressive stance.  This may be declared after the dice are rolled.&lt;br /&gt;
&lt;br /&gt;
====Rooting====&lt;br /&gt;
A martial artist trained in this technique is harder to throw, trip, or otherwise move.  It requires 1 additional VP to trip or throw the martial artist.&lt;br /&gt;
&lt;br /&gt;
====Roll with the Punches====&lt;br /&gt;
While in defensive or balanced stance the martial artist takes 1 fewer point of damage from unarmed or melee attacks.&lt;br /&gt;
&lt;br /&gt;
====Improved Throw====&lt;br /&gt;
The martial artist requires 1 fewer VP to throw an opponent.  Additionally, if the martial artist successfully throws her opponent she may (if the situation permits) use the hurled enemy as a weapon, targeting a different opponent.  The martial artist may make a free Dex+Fight roll opposed by her second target&#039;s Dex+Vigor.  If the martial artist wins both the thrown enemy and the target take damage as though they were both thrown.&lt;br /&gt;
&lt;br /&gt;
===Wrestling===  &lt;br /&gt;
The martial artists is trained to get in close and bind her opponent&#039;s limbs with her own.  When initiating or maintaining a grapple the wrestler gains a +2 to their goal.  A wrestler with this maneuver does an additional point of damage while grappling.&lt;br /&gt;
&lt;br /&gt;
====Ground and Pound====&lt;br /&gt;
While grappling the wrestler does an additional point of damage.&lt;br /&gt;
&lt;br /&gt;
====Bind====&lt;br /&gt;
While grappling the wrestler requires 1 fewer VP to pin an opponent.  Additionally the wrestler may make a disarm attempt rather than doing damage.  A wrestler fighting hand-to-hand requires 1 fewer VPs to disarm&lt;br /&gt;
&lt;br /&gt;
====Defensive Roll====&lt;br /&gt;
A wrestler with this maneuver knows how to use their opponent&#039;s body as a shield against other attacks.  Rather than granting a +2 bonus to enemies while outnumbered, a wrestler with this maneuver grants only a +1 bonus per outnumbering enemy.&lt;br /&gt;
&lt;br /&gt;
====Pressure Points====&lt;br /&gt;
&lt;br /&gt;
The martial artist is trained in the physiology of their target and knows how to apply pressure to key areas of the body to achieve a variety of effects.  A martial artist who knows the secrets of pressure points the martial artist may choose to not do damage but instead impose a penalty to a target&#039;s combat roll next round equal to VPs.  The exact effect of this strike can vary- some martial artists know how to strike to cause intense pain, while others can cause numbness or even stranger effects.&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
&lt;br /&gt;
There are a small handful of martial arts maneuvers which are taught only to those that have truly mastered their form.  The following maneuvers are not taught in the core curriculum of any school.  In order to learn them the student must have at least 6 maneuvers taught by the school and then must find a master willing to teach them.&lt;br /&gt;
&lt;br /&gt;
====Chakra Strike====&lt;br /&gt;
&lt;br /&gt;
The martial artist strikes at one of the spiritual nodes of the target&#039;s body, disrupting the flow of energy between these foci and leaving the target&#039;s body out of balance.  A martial artist using this maneuver takes a -2 penalty to their goal roll.  Whenever the martial artist does damage to her opponent she may choose instead to impose a -1 wound penalty to the target for the remainder of the combat.  This is not actually a wound and the target recovers from the penalty once she has a moment to rest.  If the wound penalties ever exceed the target&#039;s Resolve, the target falls prone, her body no longer under her control, for 10 rounds.&lt;br /&gt;
&lt;br /&gt;
====Throw Group====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Drox====&lt;br /&gt;
&lt;br /&gt;
A Vorox trained in Drox counts as two opponents in combat for purposes of determining penalties and bonuses.  Thus a Vorox martial artist with Drox facing off against a single opponent receives a +1 bonus to all combat rolls, and the same martial artist facing off against 2 opponents receives no bonus or penalty.&lt;br /&gt;
&lt;br /&gt;
====Throx====&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Fencing_Maneuvers&amp;diff=647</id>
		<title>Fencing Maneuvers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Fencing_Maneuvers&amp;diff=647"/>
		<updated>2012-11-26T00:19:08Z</updated>

		<summary type="html">&lt;p&gt;Lextius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Few and far between is the noble who does not wear, day and night, an energy shield.  These Second Republic wonder devices guard the rich and powerful from harm, absorbing everything from assassin&#039;s bullets to laser blasts.  They are with only a single flaw- slow moving objects do not activate the protective cocoon of force.  This vulnerability has spawned a dueling culture in the Known World elites much akin to the ancient renaissance dueling.  There are numerous schools around the Known Worlds that teach different philosophies of the duel.  Listed below are the primary approaches to dueling culture- there are many more variations that are less popular or well known.  All fencing styles require training.&lt;br /&gt;
&lt;br /&gt;
Every round in a duel both opponents are striking, parrying, dodging and feinting.  As a result is assumed that a duelist is losing 1 Hit off of their shield every round.  This represents the close-calls and minor nicks which are absorbed by the energy shield.  The only exception to this is if a duelist scores 3 or more VPs than their opponent in the round.  If this occurs it is presumed that the winning duelist has such complete control of the combat that her opponent&#039;s blade is not getting near enough to trigger a shield hit.&lt;br /&gt;
&lt;br /&gt;
Characters do not learn Fencing Maneuvers in a vacuum, however: they learn along one or more traditions, which teach them a basic curriculum of energy shield dueling and then pick up additional tricks as they advance in their craft.&lt;br /&gt;
&lt;br /&gt;
Fencing maneuvers are restricted by weapon type only when specifically mentioned- a person trained in Fancy Footwork can use it as easily when holding a broadsword as when holding a rapier. However, fencing maneuvers do not generally stack with battlefield maneuvers, and vice versa.&lt;br /&gt;
&lt;br /&gt;
== Fencing Traditions ==&lt;br /&gt;
&lt;br /&gt;
==== Code Duello ====&lt;br /&gt;
&lt;br /&gt;
One of the two most common fencing traditions, the Code Duello is an aggressive style focused on precise strikes at designated &#039;zones&#039; of an opponent&#039;s body.  Trainees practice first and dummies and then on each other, focusing on lateral movement and combined actions where a parry turns into a riposte and then a strike. &lt;br /&gt;
&lt;br /&gt;
Fencers trained under the Code Duello all learn Energy Shield Dueling and then have access to the following manuevers:&lt;br /&gt;
&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Ad Corpus&lt;br /&gt;
* Press&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
A student of the Code Duello must use a Fencing weapon; some maneuvers, like Precision, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
==== Art of Defence ====&lt;br /&gt;
&lt;br /&gt;
The second of the universal fencing traditions, the Art of Defence focuses on the careful channeling of an opponents attacks.  Also called &#039;The Way of the Three Circles&#039;, proponents focus on &#039;circles&#039; of defense where they anticipate and then react to incoming blows.&lt;br /&gt;
&lt;br /&gt;
Fencers trained under the Art of Defence all learn Energy Shield Dueling and then have access to the following manuevers:&lt;br /&gt;
&lt;br /&gt;
* Counter-Fighting&lt;br /&gt;
* Wall of Steel&lt;br /&gt;
* Fancy Footwork&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
A student of the Art of Defence must use a Fencing weapon; some maneuvers, like Precision, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
==== Cimetarre ====&lt;br /&gt;
&lt;br /&gt;
Unlike the traditional fencing schools, students of Cimetarre focus on the use of a backsword rather than a fencing weapon. As a consequence, they are somewhat more versatile than a classical fencer but may be outmatched in a duel.&lt;br /&gt;
&lt;br /&gt;
Fencers trained in Cimetarre all learn Energy Shield Dueling and then have access to the following maneuvers: &lt;br /&gt;
&lt;br /&gt;
* Ad Corpus&lt;br /&gt;
* Fancy Footwork&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Hack and Slash (from Battlefield Maneuvers, below)&lt;br /&gt;
&lt;br /&gt;
A student of Cimetarre must use a Backsword; some maneuvers, like Energy Shield Dueling, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
==== Florentine Tradition ====&lt;br /&gt;
&lt;br /&gt;
Named after an Old Urth city, the student of Florentine learns to use a weapon in her off-hand while fencing.  Their training relies on using this off-hand weapon to distract and engage opponents.&lt;br /&gt;
&lt;br /&gt;
A fencer trained in the Florentine tradition all learn Energy Shield Dueling and then have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Off-Hand&lt;br /&gt;
* Wall of Steel&lt;br /&gt;
* Aggressive Shield Fighting&lt;br /&gt;
* Precision&lt;br /&gt;
&lt;br /&gt;
A student of the Florentine tradition must use a Fencing weapon; some maneuvers, like Precision, may have additional requirements.&lt;br /&gt;
&lt;br /&gt;
== Fencing Maneuver List ==&lt;br /&gt;
&lt;br /&gt;
==== Energy Shield Dueling ==== &lt;br /&gt;
All damage done to opponents is halved.  This is the art of fighting a combatant with an energy shield.  The duelist is taught to slow her blade an instant before making contact with her opponents energy shield.  Aside from requiring a great deal of skill to pull off, a slower blade means less a less forceful impact.  Every noble duelist learns this skill and it is often so much a part of how the noble fights that it is hard for them to remember how to fight an unshielded opponent without slowing their attacks.  Energy Shield Dueling requires a fencing weapon or knife.&lt;br /&gt;
&lt;br /&gt;
==== Counter Fighting====&lt;br /&gt;
Relying on stop-thrusts and quick ripostes the duelist attempts to stall her opponent&#039;s advance before it gains any momentum.  This technique is excellent at countering hot-headed opponents but is dangerous to use against more deliberate duelists who can bait a counter-fighting expert into exposing herself to attack.  This style can only be used in balanced or defensive stance.  If an opponent uses an aggressive stance on a duelist using this style, the opponent receives a -3 to their goal.  If the opponent uses balanced or defensive stance, then the duelist receives a -1 to her goal.&lt;br /&gt;
&lt;br /&gt;
====Ad Corpus====&lt;br /&gt;
Meaning &amp;quot;To the Body&amp;quot;, rather than parrying her opponent&#039;s blows the duelist throws her body at them hoping to force her opponent into activating her shield.  When in aggressive stance the duelist applies an additional -1 goal to an opponent using Energy shield fighting.  Every round the duelist loses 1 additional shield hit.&lt;br /&gt;
&lt;br /&gt;
====Wall of Steel==== &lt;br /&gt;
Rather than relying on her shield, the duelist parries and deflects her opponents strikes with her own blade.  If the duelist is fighting defensively and wins the round, then she does not take any shield hits.&lt;br /&gt;
&lt;br /&gt;
====Precision====&lt;br /&gt;
The duelist fighting with this style is at a -1 goal.  A single well struck blow is worth a thousand that bounce harmlessly off of an energy shield or get absorbed by the resilient material of an opponent&#039;s synthsilk.  A number of styles teach their adherents to wait patiently for the right moment to strike in order to find a chink in their opponent&#039;s armor.  This deliberate style of combat is slightly easier to defend against, yet masters of the style can often end a duel in a single blow.  While in a balanced stance the duelist takes a -1 goal, but opponents receive a -2 to their armor if struck by the duelist.  The Precision maneuver requires a &amp;quot;pure&amp;quot; fencing weapon such as a rapier or smallsword; it cannot be used with a fencing weapon that has an additional quality such as a saber (which is both a fencing weapon and a backsword) or a main-gauche (which is both a fencing weapon and a knife.)&lt;br /&gt;
&lt;br /&gt;
====Aggressive Shield ====&lt;br /&gt;
The Hazat have an internal dueling culture that abhors energy shields and as such several of their dueling techniques rely on battering down an opponent&#039;s shields as quickly as possible.  The effectiveness of this style is undeniable and it has slowly spread.  The duelist rains down blows on her opponent, less in an attempt to do harm and more in an effort to trigger shield hits.  A duelist using this style must be in aggressive stance and she receives a -2 to damage.  However, every round the duelist wins her opponent receives an additional shield hit.&lt;br /&gt;
&lt;br /&gt;
====Off-Hand Style====&lt;br /&gt;
Though single sword dueling is the most common style among nobles at the moment, several schools still teach the use of a main gauche, knife, or other small blade for parrying purposes.  Some schools even teach the use of a second fencing blade in the off-hand, though this style is considered to be too flamboyant for fashionable nobles.   The second blade provides a +1 goal to fighting defensively.&lt;br /&gt;
&lt;br /&gt;
====Fancy Footwork====&lt;br /&gt;
Rather than relying on linear advancing and retreating, a duelist who has mastered this maneuver makes use of the entire battlefield.  Relying on dodges and sidestepping her opponent&#039;s blows the duelist dances in and out of reach while striking.  In balanced or defensive stance, a duelist using this style gives her opponent a -1 on melee rolls.  This maneuver is incompatible with Off-Hand Style: this technique relies not on parrying but on the duelist dodging attacks entirely.&lt;br /&gt;
&lt;br /&gt;
====Press====&lt;br /&gt;
Most duels involve a back and forth as the combatants probe the defenses of the other, feint to create an opening, strike and retreat.  The duelist who has learned this maneuver does not believe in retreating.  Once she has the Edge she is loath to let it go, constantly advancing and never giving her opponent an ounce of room.  This technique is only useable if the duelist has the Edge.  The duelist must be in either balanced or aggressive stance.  While using this maneuver the duelist receives an additional +1 bonus to combat rolls.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Wounds_and_Healing&amp;diff=646</id>
		<title>Wounds and Healing</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Wounds_and_Healing&amp;diff=646"/>
		<updated>2012-11-25T22:59:35Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Incapacitation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike in prior editions of Fading Suns, characters on Star Crusade do not have a Vitality track; instead, they take damage in wounds, either as Flesh Wounds, Serious Wounds.  The type of wound a blow does depends on how much damage a character takes compared to the character&#039;s Strength.&lt;br /&gt;
&lt;br /&gt;
== Flesh Wounds ==&lt;br /&gt;
&lt;br /&gt;
If a character takes less damage than their Strength, they take a Flesh Wound - small cuts, bruises, and the like that do not greatly impede her ability to fight further.  Many flesh wounds can ultimately hinder a fighter, however - combatants suffer a -1 to goal rolls for every three Flesh Wounds they have suffered as aching joints, blood in their eyes and general fatigue slow them down.&lt;br /&gt;
&lt;br /&gt;
Thus, a duelist with Strength 5 who takes 4 points of damage receives a Flesh Wound: if it was his first, he suffers no ill effect, but if he has taken two previous flesh wounds he would be at a -1 to goals.&lt;br /&gt;
&lt;br /&gt;
== Serious Wounds ==&lt;br /&gt;
&lt;br /&gt;
If a character takes damage equal to or greater than her Strength, she instead takes a Serious Wound - a deep cut, a fracture or a similar serious injury.  Characters suffer a -2 for every Serious Wound they have suffered.  &lt;br /&gt;
&lt;br /&gt;
A character can take multiple Serious Wounds from a single source of damage if it is serious enough.  A character receives an additional Serious Wound for every 4 points of damage she takes above her strength.&lt;br /&gt;
&lt;br /&gt;
If the duelist in the above example had taken 5 points of damage, he would instead have suffered a Serious Wound, with a -2 to all future rolls.  If he suffered a second Serious Wound, he would be at a -4.&lt;br /&gt;
&lt;br /&gt;
== Incapacitation ==&lt;br /&gt;
&lt;br /&gt;
Wound Penalties from all sources are cumulative, for example if a character has a Serious Wound and three Flesh Wounds they will have a total Wound Penalty of -3, -2 from the Serious Wound and -1 from the Flesh Wounds. Once Wound Penalties from all sources are equal to a character&#039;s resolve they are incapacitated and no longer capable of performing meaningful actions either unconscious, screaming incoherently or otherwise incapable.&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
&lt;br /&gt;
Natural healing is based off of a recovery roll (Strength + Vigor).  Each VP on the roll removes one wound of the appropriate level.  The time between recovery rolls is based on the seriousness of the injury.&lt;br /&gt;
&lt;br /&gt;
;Flesh Wounds:&lt;br /&gt;
* &#039;&#039;&#039;Lethal:&#039;&#039;&#039; 1 day&lt;br /&gt;
* &#039;&#039;&#039;Stun:&#039;&#039;&#039; 1 minute&lt;br /&gt;
&lt;br /&gt;
;Serious Wounds:&lt;br /&gt;
* &#039;&#039;&#039;Lethal:&#039;&#039;&#039; 1 Week&lt;br /&gt;
* &#039;&#039;&#039;Stun:&#039;&#039;&#039; 1 hour&lt;br /&gt;
&lt;br /&gt;
Medical assistance can provide a +1 synergy bonus to this roll, and high-tech medical assistance can provide a +2 synergy bonus.&lt;br /&gt;
&lt;br /&gt;
Elixir is applied with a Wits+Remedy roll.  Each VP on the Wits+Remedy roll heals 1 Serious Wound, or all Flesh wounds.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Heretical_Rites&amp;diff=644</id>
		<title>Heretical Rites</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Heretical_Rites&amp;diff=644"/>
		<updated>2012-11-25T01:48:42Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Manja */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Antinomy=&lt;br /&gt;
==Hedge Antinomy==&lt;br /&gt;
==Antinomy Rites==&lt;br /&gt;
==Pacts and Bargains==&lt;br /&gt;
&lt;br /&gt;
=Gjarti=&lt;br /&gt;
&lt;br /&gt;
=Manja=&lt;br /&gt;
&lt;br /&gt;
===Birthright===&lt;br /&gt;
&lt;br /&gt;
Learn family secrets.&lt;br /&gt;
&lt;br /&gt;
===Advisor===&lt;br /&gt;
&lt;br /&gt;
Give advice.&lt;br /&gt;
&lt;br /&gt;
===Schemes===&lt;br /&gt;
&lt;br /&gt;
See plots against the family.&lt;br /&gt;
&lt;br /&gt;
===Foil Rival===&lt;br /&gt;
&lt;br /&gt;
Cause inconvenience to a rival.&lt;br /&gt;
&lt;br /&gt;
===Command===&lt;br /&gt;
&lt;br /&gt;
Give a command to a member of your house, regardless of rank.&lt;br /&gt;
&lt;br /&gt;
===Thwart Assassin===&lt;br /&gt;
&lt;br /&gt;
Protect against the first assassination attempt.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Heretical_Rites&amp;diff=643</id>
		<title>Heretical Rites</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Heretical_Rites&amp;diff=643"/>
		<updated>2012-11-25T01:38:27Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Manja */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Antinomy=&lt;br /&gt;
==Hedge Antinomy==&lt;br /&gt;
==Antinomy Rites==&lt;br /&gt;
==Pacts and Bargains==&lt;br /&gt;
&lt;br /&gt;
=Gjarti=&lt;br /&gt;
&lt;br /&gt;
=Manja=&lt;br /&gt;
&lt;br /&gt;
==Birthright==&lt;br /&gt;
&lt;br /&gt;
==Advisor==&lt;br /&gt;
&lt;br /&gt;
==Schemes==&lt;br /&gt;
&lt;br /&gt;
==Foil Rival==&lt;br /&gt;
&lt;br /&gt;
==Command==&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Ranged_Combat&amp;diff=642</id>
		<title>Ranged Combat</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Ranged_Combat&amp;diff=642"/>
		<updated>2012-11-24T21:34:39Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While the sword has come to rule the battlefield in the New Dark Ages, guns still remain: many relics of ages past, others hand-crafted for nobles and still more stamped out by factories to fuel house armies as they march towards war.  With ammunition dear, they are often used to soften an enemy up before true battle begins, but they remain deadly - and even more deadly are fearsome energy weapons, true artifacts of the distant past.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat Basics ==&lt;br /&gt;
&lt;br /&gt;
Unlike melee combat, which models the give and take of two sides squaring off, ranged combat is mostly a test of one person, the shooter - are they skilled enough to hit the target?&lt;br /&gt;
&lt;br /&gt;
When making a ranged attack, a character rolls Dexterity + Shoot (or another applicable ranged combat skill) and subtracts VPs from their result based on the range and cover of their target.  Targets actively avoiding being shot will also be able to make a contested &amp;quot;get down!&amp;quot; roll to further decrease the shooter&#039;s VPs.  If the shooter scores 0 or more net VPs, they hit; if not, they miss.&lt;br /&gt;
&lt;br /&gt;
Just as in melee, characters are assumed to be mobile: they can shoot once per round as well as move.&lt;br /&gt;
&lt;br /&gt;
== Advanced Shoot Actions ==&lt;br /&gt;
&lt;br /&gt;
The basic shoot action above is essentially &#039;Move &amp;amp; Shoot&#039;; however, it is not the only shoot action a character can take.&lt;br /&gt;
&lt;br /&gt;
;Precise Shot&lt;br /&gt;
:The character draws a careful bead and fires once at a +2 goal.&lt;br /&gt;
;Snapshot&lt;br /&gt;
:The character fires twice.  Single-shot weapons cannot snapshot.&lt;br /&gt;
;Cautious Shot&lt;br /&gt;
:The character fires once. The character also receives a +2 goal bonus to any &#039;Get Down!&#039; rolls they make.&lt;br /&gt;
;Reload &amp;amp; Shoot&lt;br /&gt;
:The character fires once shot.  The character can also reload one shell, bullet, or magazine.&lt;br /&gt;
;Full Reload&lt;br /&gt;
:The character reloads three shells or bullets or changes a belt. Usually, a character has their head down while reloading, increasing their level of cover by one.&lt;br /&gt;
&lt;br /&gt;
If a character wants to move while performing an advanced shoot action, she takes a -2 to her goal roll.&lt;br /&gt;
&lt;br /&gt;
=== Automatic Weapons ===&lt;br /&gt;
&lt;br /&gt;
Characters armed with automatic weapons have more options.  First, any time they might fire a single shot, they can instead fire a short burst of two to five bullets.  Short bursts are at a +1 goal.&lt;br /&gt;
Automatic weapons also have access to some other actions:&lt;br /&gt;
&lt;br /&gt;
;Long Burst&lt;br /&gt;
:The character fires 7-10 bullets with a single pull of the trigger, increasing his chance of hitting and doing damage.  He makes a single attack roll at a +4 goal.&lt;br /&gt;
;Empty Clip&lt;br /&gt;
:The character fires 20-30 bullets at once, firing with a +6 goal.  The character needs at least 20 rounds left in his magazine to use Empty Clip, and after using it a character needs to reload unless he has a particularly high-capacity belt-fed or box-magazine weapon.&lt;br /&gt;
&lt;br /&gt;
When using these actions, characters with automatic weapons can target multiple opponents. They can shoot at two or more nearby targets; every additional target past the first incurs a -2 penalty to the goal. A character firing at two targets rolls twice at -2; at three targets, three times at -4; at four targets, four times at -6 and so on.  Targets of a spread action must be grouped relatively closely together, and the shooter cannot &#039;skip&#039; targets in a line.&lt;br /&gt;
&lt;br /&gt;
== Range and Cover ==&lt;br /&gt;
&lt;br /&gt;
Range and cover operate under similar principles; the farther the distance or the more cover a target has, the harder they are to hit.  This difficulty is measured in VPs, and represents the number of VPs a character must score on a roll to hit a target at that range or under that cover.&lt;br /&gt;
&lt;br /&gt;
=== Range ===&lt;br /&gt;
&lt;br /&gt;
;Short Range - 0 VP&lt;br /&gt;
:Short range is any distance from &#039;point blank&#039; range - roughly 2m - to a weapon&#039;s first range increment.&lt;br /&gt;
;Medium Range - 1 VP&lt;br /&gt;
:Medium range is any distance between the two range increments on a weapon.&lt;br /&gt;
;Long Range - 2 VP&lt;br /&gt;
:Long range is any distance beyond the last range increment. &lt;br /&gt;
&lt;br /&gt;
While weapons have no official &#039;maximum range&#039;, extremely long shots may impose additional penalties or just be impossible at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
Firing in conditions that decrease visibility like night-time, fog or smoke reduce the range brackets of a weapon, usually by half.  Particularly dense visibility may reduce ranges to one-quarter or even less.&lt;br /&gt;
&lt;br /&gt;
=== Cover ===&lt;br /&gt;
&lt;br /&gt;
;Light Cover - 1 VP&lt;br /&gt;
:Light cover protects a character largely through concealment; it provides little or no intrinsic defensive value.  Examples: lying prone or hiding in the bushes.&lt;br /&gt;
;Medium Cover - 2 VP&lt;br /&gt;
:Medium cover provides more substantial protection; characters are generally either well-covered by something that will slow but not stop bullets or partly covered by something that will stop bullets.  Examples: hiding behind an overturned table or sofa, taking cover behind a pillar, tree, or lamp-post.&lt;br /&gt;
;Heavy Cover - 3 VP&lt;br /&gt;
:Heavy cover provides the best protection, with characters well-covered by something that will stop bullets. Examples: taking cover behind a concrete wall or inside a building.&lt;br /&gt;
&lt;br /&gt;
Characters moving between cover in a round treat the cover as one or two levels lower, depending on how far apart the objects of cover are.  Characters in a melee also receive cover; see &#039;Firing into a Melee&#039;, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Head Down&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The cover rules assume characters are using cover while being active - looking around, firing back, or otherwise participating in the fight.  If a character is keeping their head down and putting all of their effort into not being shot, increase their level of cover by one.  In some cases, this may result in them being impossible to hit.&lt;br /&gt;
&lt;br /&gt;
== The &#039;Get Down!&#039; Roll ==&lt;br /&gt;
&lt;br /&gt;
Characters who are aware that someone is shooting at them are allowed to make a &#039;Get Down!&#039; roll, representing their last-minute attempts to take cover, spoil someone&#039;s aim or otherwise make themselves harder to hit.  This is not &#039;dodging bullets&#039;; instead, it represents evasive actions taken in most cases just before an enemy fires.&lt;br /&gt;
&lt;br /&gt;
&#039;Get Down!&#039; rolls are Dexterity + Vigor or Intuition + Vigor checks at a penalty for the type of weapon targeting the character.  Characters targeted by a thrown weapon roll at a -2 goal. Muscle-assisted weapons like bows, crossbows and the like carry a -4 penalty, and bullets and energy weapons carry a -6 penalty.  Any VPs scored on a Get Down! roll are added to the total an enemy must achieve to hit a target.&lt;br /&gt;
&lt;br /&gt;
Characters engaged in melee combat do not generally receive &#039;Get Down!&#039; rolls, as they are too focused on the fight in front of them.  However, melee combat provides its own protection; see &#039;Firing into Melee&#039;, below.  Additionally, some martial manuevers may allow characters to defend against ranged attacks of various sorts through other means.&lt;br /&gt;
&lt;br /&gt;
== Firing Into Melee ==&lt;br /&gt;
&lt;br /&gt;
Firing into a melee combat not only makes it difficult to hit the target but poses a risk of hitting someone else engaged in the fight.&lt;br /&gt;
&lt;br /&gt;
Melee combats provide cover as described in the cover section above; a melee combat with two people provides Light Cover, for 1 VP, while a melee combat with three to six people provides Medium Cover for 2 VPs.  Chaotic fights of seven or more people provide Heavy Cover for a 3 VP difficulty.&lt;br /&gt;
&lt;br /&gt;
If you miss when firing into a melee, you may hit another person in the combat.  At the GM&#039;s discretion, characters who miss within the &#039;margin&#039; provided by the melee&#039;s cover may do their ranged weapon&#039;s base damage to another character.&lt;br /&gt;
&lt;br /&gt;
Automatic weapons are particularly dangerous when fired into a crowd, as stray bullets may hit other participants.  If a short burst fired into a melee scores only a 0 VP hit, another character may also take basic damage from the weapon.  The same happens if a long burst scores either a 0 or 1 VP hit.  Wide bursts and spread actions will always hit other participants in a melee if they hit their target.&lt;br /&gt;
&lt;br /&gt;
=== Blow Through ===&lt;br /&gt;
&lt;br /&gt;
Guns additionally may hurt other characters by &#039;blowing through&#039; a first target.  At the GM&#039;s discretion, a critical hit may cause some of the damage to &#039;blow through&#039;, doing half damage to another character in the melee.&lt;br /&gt;
&lt;br /&gt;
== Special Situations ==&lt;br /&gt;
&lt;br /&gt;
===Two-Gun Fighting===&lt;br /&gt;
&lt;br /&gt;
A character with a Small weapon or smaller in each hand may attempt to fire both weapons simultaneously.  A character with a firearm in her off-hand may fire an extra shot or burst (if the firearm is capable of automatic fire).  If a character uses the weapon in her off-hand, however, she receives a penalty: -3 for small or smaller weapons or -4 for medium weapons.  Large weapons are too unwieldy to use effectively in this fashion without an appropriate maneuver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
Gam Hatchett, a Muster chief, is in a firefight with Two-Face Slim, a Scraver associate.  Slim steps out from an alley as Hatchett is walking down the street and opens fire. He snapshots, firing two shots from his pistol as Gam returns fire and runs for cover behind an overturned cart.&lt;br /&gt;
&lt;br /&gt;
Slim rolls his Dex + Shoot, scoring 3 VPs on his first shot and 2 VPs on his second. Hatchett is at short range - that&#039;s one VP - and moving into medium cover.  Normally, medium cover provides 2 VPs, but because Hatchett is moving, he gets only 1 VP of cover.  Hatchett rolls his Dex + Vigor at a -6 for his &#039;get down&#039; roll; unfortunately, he fails, and Slim hits him for 0 VPs and 1 VP.&lt;br /&gt;
&lt;br /&gt;
Now behind cover, Gam returns fire, scoring 2 VPs on his shot.  Slim is also at short range - 1 VP - and the GM decides that he is close enough to the corner of the alley to get Light Cover for an additional 1 VP.  Slim tests Dex + Athletics for his  Get Down roll and succeeds with 1 VP, for a total difficulty of 3 VPs - Gam misses!&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Ranged_Combat&amp;diff=641</id>
		<title>Ranged Combat</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Ranged_Combat&amp;diff=641"/>
		<updated>2012-11-24T21:32:09Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* The &amp;#039;Get Down!&amp;#039; Roll */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While the sword has come to rule the battlefield in the New Dark Ages, guns still remain: many relics of ages past, others hand-crafted for nobles and still more stamped out by factories to fuel house armies as they march towards war.  With ammunition dear, they are often used to soften an enemy up before true battle begins, but they remain deadly - and even more deadly are fearsome energy weapons, true artifacts of the distant past.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat Basics ==&lt;br /&gt;
&lt;br /&gt;
Unlike melee combat, which models the give and take of two sides squaring off, ranged combat is mostly a test of one person, the shooter - are they skilled enough to hit the target?&lt;br /&gt;
&lt;br /&gt;
When making a ranged attack, a character rolls Dexterity + Shoot (or another applicable ranged combat skill) and subtracts VPs from their result based on the range and cover of their target.  Targets actively avoiding being shot will also be able to make a contested &amp;quot;get down!&amp;quot; roll to further decrease the shooter&#039;s VPs.  If the shooter scores 0 or more net VPs, they hit; if not, they miss.&lt;br /&gt;
&lt;br /&gt;
Just as in melee, characters are assumed to be mobile: they can shoot once per round as well as move.&lt;br /&gt;
&lt;br /&gt;
== Advanced Shoot Actions ==&lt;br /&gt;
&lt;br /&gt;
The basic shoot action above is essentially &#039;Move &amp;amp; Shoot&#039;; however, it is not the only shoot action a character can take.&lt;br /&gt;
&lt;br /&gt;
;Precise Shot&lt;br /&gt;
:The character draws a careful bead and fires once at a +2 goal.&lt;br /&gt;
;Snapshot&lt;br /&gt;
:The character fires twice.  Single-shot weapons cannot snapshot.&lt;br /&gt;
;Cautious Shot&lt;br /&gt;
:The character fires once. The character also receives a +2 goal bonus to any &#039;Get Down!&#039; rolls they make.&lt;br /&gt;
;Reload &amp;amp; Shoot&lt;br /&gt;
:The character fires once shot.  The character can also reload one shell, bullet, or magazine.&lt;br /&gt;
;Full Reload&lt;br /&gt;
:The character reloads three shells or bullets or changes a belt. Usually, a character has their head down while reloading, increasing their level of cover by one.&lt;br /&gt;
&lt;br /&gt;
If a character wants to move while performing an advanced shoot action, she takes a -2 to her goal roll.&lt;br /&gt;
&lt;br /&gt;
=== Automatic Weapons ===&lt;br /&gt;
&lt;br /&gt;
Characters armed with automatic weapons have more options.  First, any time they might fire a single shot, they can instead fire a short burst of two to five bullets.  Short bursts are at a +1 goal.&lt;br /&gt;
Automatic weapons also have access to some other actions:&lt;br /&gt;
&lt;br /&gt;
;Long Burst&lt;br /&gt;
:The character fires 7-10 bullets with a single pull of the trigger, increasing his chance of hitting and doing damage.  He makes a single attack roll at a +4 goal.&lt;br /&gt;
;Empty Clip&lt;br /&gt;
:The character fires 20-30 bullets at once, firing with a +6 goal.  The character needs at least 20 rounds left in his magazine to use Empty Clip, and after using it a character needs to reload unless he has a particularly high-capacity belt-fed or box-magazine weapon.&lt;br /&gt;
&lt;br /&gt;
When using these actions, characters with automatic weapons can target multiple opponents. They can shoot at two or more nearby targets; every additional target past the first incurs a -2 penalty to the goal. A character firing at two targets rolls twice at -2; at three targets, three times at -4; at four targets, four times at -6 and so on.  Targets of a spread action must be grouped relatively closely together, and the shooter cannot &#039;skip&#039; targets in a line.&lt;br /&gt;
&lt;br /&gt;
== Range and Cover ==&lt;br /&gt;
&lt;br /&gt;
Range and cover operate under similar principles; the farther the distance or the more cover a target has, the harder they are to hit.  This difficulty is measured in VPs, and represents the number of VPs a character must score on a roll to hit a target at that range or under that cover.&lt;br /&gt;
&lt;br /&gt;
=== Range ===&lt;br /&gt;
&lt;br /&gt;
;Short Range - 0 VP&lt;br /&gt;
:Short range is any distance from &#039;point blank&#039; range - roughly 2m - to a weapon&#039;s first range increment.&lt;br /&gt;
;Medium Range - 1 VP&lt;br /&gt;
:Medium range is any distance between the two range increments on a weapon.&lt;br /&gt;
;Long Range - 2 VP&lt;br /&gt;
:Long range is any distance beyond the last range increment. &lt;br /&gt;
&lt;br /&gt;
While weapons have no official &#039;maximum range&#039;, extremely long shots may impose additional penalties or just be impossible at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
Firing in conditions that decrease visibility like night-time, fog or smoke reduce the range brackets of a weapon, usually by half.  Particularly dense visibility may reduce ranges to one-quarter or even less.&lt;br /&gt;
&lt;br /&gt;
=== Cover ===&lt;br /&gt;
&lt;br /&gt;
;Light Cover - 1 VP&lt;br /&gt;
:Light cover protects a character largely through concealment; it provides little or no intrinsic defensive value.  Examples: lying prone or hiding in the bushes.&lt;br /&gt;
;Medium Cover - 2 VP&lt;br /&gt;
:Medium cover provides more substantial protection; characters are generally either well-covered by something that will slow but not stop bullets or partly covered by something that will stop bullets.  Examples: hiding behind an overturned table or sofa, taking cover behind a pillar, tree, or lamp-post.&lt;br /&gt;
;Heavy Cover - 3 VP&lt;br /&gt;
:Heavy cover provides the best protection, with characters well-covered by something that will stop bullets. Examples: taking cover behind a concrete wall or inside a building.&lt;br /&gt;
&lt;br /&gt;
Characters moving between cover in a round treat the cover as one or two levels lower, depending on how far apart the objects of cover are.  Characters in a melee also receive cover; see &#039;Firing into a Melee&#039;, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Head Down&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The cover rules assume characters are using cover while being active - looking around, firing back, or otherwise participating in the fight.  If a character is keeping their head down and putting all of their effort into not being shot, increase their level of cover by one.  In some cases, this may result in them being impossible to hit.&lt;br /&gt;
&lt;br /&gt;
== The &#039;Get Down!&#039; Roll ==&lt;br /&gt;
&lt;br /&gt;
Characters who are aware that someone is shooting at them are allowed to make a &#039;Get Down!&#039; roll, representing their last-minute attempts to take cover, spoil someone&#039;s aim or otherwise make themselves harder to hit.  This is not &#039;dodging bullets&#039;; instead, it represents evasive actions taken in most cases just before an enemy fires.&lt;br /&gt;
&lt;br /&gt;
&#039;Get Down!&#039; rolls are Dexterity + Vigor or Intuition + Vigor checks at a penalty for the type of weapon targeting the character.  Characters targeted by a thrown weapon roll at a -2 goal. Muscle-assisted weapons like bows, crossbows and the like carry a -4 penalty, and bullets and energy weapons carry a -6 penalty.  Any VPs scored on a Get Down! roll are added to the total an enemy must achieve to hit a target.&lt;br /&gt;
&lt;br /&gt;
Characters engaged in melee combat do not generally receive &#039;Get Down!&#039; rolls, as they are too focused on the fight in front of them.  However, melee combat provides its own protection; see &#039;Firing into Melee&#039;, below.  Additionally, some martial manuevers may allow characters to defend against ranged attacks of various sorts through other means.&lt;br /&gt;
&lt;br /&gt;
== Firing Into Melee ==&lt;br /&gt;
&lt;br /&gt;
Firing into a melee combat not only makes it difficult to hit the target but poses a risk of hitting someone else engaged in the fight.&lt;br /&gt;
&lt;br /&gt;
Melee combats provide cover as described in the cover section above; a melee combat with two people provides Light Cover, for 1 VP, while a melee combat with three to six people provides Medium Cover for 2 VPs.  Chaotic fights of seven or more people provide Heavy Cover for a 3 VP difficulty.&lt;br /&gt;
&lt;br /&gt;
If you miss when firing into a melee, you may hit another person in the combat.  At the GM&#039;s discretion, characters who miss within the &#039;margin&#039; provided by the melee&#039;s cover may do their ranged weapon&#039;s base damage to another character.&lt;br /&gt;
&lt;br /&gt;
Automatic weapons are particularly dangerous when fired into a crowd, as stray bullets may hit other participants.  If a short burst fired into a melee scores only a 0 VP hit, another character may also take basic damage from the weapon.  The same happens if a long burst scores either a 0 or 1 VP hit.  Wide bursts and spread actions will always hit other participants in a melee if they hit their target.&lt;br /&gt;
&lt;br /&gt;
=== Blow Through ===&lt;br /&gt;
&lt;br /&gt;
Guns additionally may hurt other characters by &#039;blowing through&#039; a first target.  At the GM&#039;s discretion, a critical hit may cause some of the damage to &#039;blow through&#039;, doing half damage to another character in the melee.&lt;br /&gt;
&lt;br /&gt;
== Special Situations ==&lt;br /&gt;
&lt;br /&gt;
===Two-Gun Fighting===&lt;br /&gt;
&lt;br /&gt;
A character with a Small weapon or smaller in each hand may attempt to fire both weapons simultaneously.  A character with a firearm in her off-hand may fire an extra shot or burst (if the firearm is capable of automatic fire).  If a character uses the weapon in her off-hand, however, she receives a penalty: -3 for small or smaller weapons or -4 for medium weapons.  Large weapons are too unwieldy to use effectively in this fashion without an appropriate maneuver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
Gam Hatchett, a Muster chief, is in a firefight with Two-Face Slim, a Scraver associate.  Slim steps out from an alley as Hatchett is walking down the street and opens fire. He snapshots, firing two shots from his pistol as Gam returns fire and runs for cover behind an overturned cart.&lt;br /&gt;
&lt;br /&gt;
Slim rolls his Dex + Shoot, scoring 3 VPs on his first shot and 2 VPs on his second. Hatchett is at short range - that&#039;s one VP - and moving into medium cover.  Normally, medium cover provides 2 VPs, but because Hatchett is moving, he gets only 1 VP of cover.  Hatchett rolls his Dex + Athletics at a -6 for his &#039;get down&#039; roll; unfortunately, he fails, and Slim hits him for 0 VPs and 1 VP.&lt;br /&gt;
&lt;br /&gt;
Now behind cover, Gam returns fire, scoring 2 VPs on his shot.  Slim is also at short range - 1 VP - and the GM decides that he is close enough to the corner of the alley to get Light Cover for an additional 1 VP.  Slim tests Dex + Athletics for his  Get Down roll and succeeds with 1 VP, for a total difficulty of 3 VPs - Gam misses!&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Stigma&amp;diff=623</id>
		<title>Stigma</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Stigma&amp;diff=623"/>
		<updated>2012-11-21T19:59:38Z</updated>

		<summary type="html">&lt;p&gt;Lextius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Stigmas are a physical manifestation of a psychic or occultist&#039;s difference from humanity.  As stated in the Second Edition rules, a stigma does not necessarily have to be connected to the use of an occultist&#039;s powers, but often it metaphorically tied to them.  A Sixth Sense psychic might have an eye twitch when using his powers, or a telepath might whisper uncontrollably when connecting with a target&#039;s mind.  They can also be obviously occult physical deformations- elongated canines, strange birthmarks, or even hairy palms. The close knit communities of the Known Worlds often identify individuals with such deformations early and, due to the prevalence of superstitious beliefs that those marked with these strange signs are cursed, many psychic children are cast out or handed over to the Church.&lt;br /&gt;
&lt;br /&gt;
Theurgic stigmas are a bit different.  Like psychic stigmas they are a physicalization of the occult difference between the theurge and the community.  Theurgic stigmas, however, often manifest in ways which inspire awe in the faithful: some theurges suffer the appearance of lash marks on the arms and legs in the same places the Prophet was beaten by Disaporan nobles, others have their clothing stained red with blood in mimicry of the wounds of St. Mantius.  Whether it is speaking in tongues or sleepwalking (attributed to St. Paulus), theurgic occult stigma appear closely connected with the Prophet, and the vast collection of Church saints that followed after him.&lt;br /&gt;
&lt;br /&gt;
As a rule, then, psychic stigmas are typically those things which identify them as occult in a fashion that marks them as strange, whereas theurges (who typically manifest their stigmas when their theurgic power is gifted to them) often have more clearly religiously themed stigmas.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Stigma&amp;diff=622</id>
		<title>Stigma</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Stigma&amp;diff=622"/>
		<updated>2012-11-21T19:58:32Z</updated>

		<summary type="html">&lt;p&gt;Lextius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Stigmas are a physical manifestation of a psychic or occultist&#039;s difference from humanity.  As stated in the Second Edition rules, a stigma does not necessarily have to be connected to the use of an occultist&#039;s powers, but often it metaphorically tied to them.  A Sixth Sense psychic might have an eye twitch when using his powers, or a telepath might whisper uncontrollably when connecting with a target&#039;s mind.  They can also be obviously occult physical deformations- elongated canines, strange birthmarks, or even hairy palms. The close knit communities of the Known Worlds often identify individuals with such deformations early, and due to the prevalence of superstitious beliefs that those marked with these strange signs are cursed many psychic children are cast out or handed over to the Church.&lt;br /&gt;
&lt;br /&gt;
Theurgic stigmas are a bit different.  Like psychic stigmas they are a physicalization of the occult difference between the theurge and the community.  Theurgic stigmas, however, often manifest in ways which inspire awe in the faithful: some theurges suffer the appearance of lash marks on the arms and legs in the same places the Prophet was beaten by Disaporan nobles, others have their clothing stained red with blood in mimicry of the wounds of St. Mantius.  Whether it is speaking in tongues or sleepwalking (attributed to St. Paulus), theurgic occult stigma appear closely connected with the Prophet, and the vast collection of Church saints that followed after him.&lt;br /&gt;
&lt;br /&gt;
As a rule, then, psychic stigmas are typically those things which identify them as occult in a fashion that marks them as strange, whereas theurges (who typically manifest their stigmas when their theurgic power is gifted to them) often have more clearly religiously themed stigmas.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Stigma&amp;diff=621</id>
		<title>Stigma</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Stigma&amp;diff=621"/>
		<updated>2012-11-21T19:58:20Z</updated>

		<summary type="html">&lt;p&gt;Lextius: Created page with &amp;quot;=Stigma=  Stigmas are a physical manifestation of a psychic or occultist&amp;#039;s difference from humanity.  As stated in the Second Edition rules, a stigma does not necessarily have...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Stigma=&lt;br /&gt;
&lt;br /&gt;
Stigmas are a physical manifestation of a psychic or occultist&#039;s difference from humanity.  As stated in the Second Edition rules, a stigma does not necessarily have to be connected to the use of an occultist&#039;s powers, but often it metaphorically tied to them.  A Sixth Sense psychic might have an eye twitch when using his powers, or a telepath might whisper uncontrollably when connecting with a target&#039;s mind.  They can also be obviously occult physical deformations- elongated canines, strange birthmarks, or even hairy palms. The close knit communities of the Known Worlds often identify individuals with such deformations early, and due to the prevalence of superstitious beliefs that those marked with these strange signs are cursed many psychic children are cast out or handed over to the Church.&lt;br /&gt;
&lt;br /&gt;
Theurgic stigmas are a bit different.  Like psychic stigmas they are a physicalization of the occult difference between the theurge and the community.  Theurgic stigmas, however, often manifest in ways which inspire awe in the faithful: some theurges suffer the appearance of lash marks on the arms and legs in the same places the Prophet was beaten by Disaporan nobles, others have their clothing stained red with blood in mimicry of the wounds of St. Mantius.  Whether it is speaking in tongues or sleepwalking (attributed to St. Paulus), theurgic occult stigma appear closely connected with the Prophet, and the vast collection of Church saints that followed after him.&lt;br /&gt;
&lt;br /&gt;
As a rule, then, psychic stigmas are typically those things which identify them as occult in a fashion that marks them as strange, whereas theurges (who typically manifest their stigmas when their theurgic power is gifted to them) often have more clearly religiously themed stigmas.&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Main_Page&amp;diff=620</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Main_Page&amp;diff=620"/>
		<updated>2012-11-21T19:57:28Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Sclogo.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;mush.fadingsuns.org 5001&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the wiki for Star Crusade, a Fading Suns MU set on the rediscovered world of Yathrib - the planet where the Prophet received his vision of the Holy Flame.  Now beset by heathens, it is a center of conflict and intrigue at the dawn of the sixth millennium.&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
&lt;br /&gt;
* [[Overview]] -- An overview of Star Crusade&lt;br /&gt;
** [http://starcrusade.fadingsuns.org/FSIntro2.pdf Introduction PDF] -- While the system has changed, this has a broad introduction to the world.&lt;br /&gt;
&lt;br /&gt;
*[[Imperial Survey: Yathrib]] -- An overview of the people and places of the Prophet&#039;s world.&lt;br /&gt;
&lt;br /&gt;
* [[The Crusader State]] -- The Known Worlders&#039; central state on Yathrib.&lt;br /&gt;
** [[Seven Seigneuries]] -- The most important vassals of the Lord of Akko.&lt;br /&gt;
** [[Towns and Baronies]] -- Other places in the Shining Gulf.&lt;br /&gt;
** [[Politics of the Crusader State]] -- The major political factions in the Curia.&lt;br /&gt;
* [[Warfare in the Known Worlds]] -- How war is fought in the sixth millenium.&lt;br /&gt;
** [[What Is An Armsman?]] -- The traditional House soldier.&lt;br /&gt;
* [[Society and the Occult]]&lt;br /&gt;
* [[The Church on Yathrib]]&lt;br /&gt;
* [[NPCs of Note]]&lt;br /&gt;
* [http://photos.photobin.com/10251211_11021427_ciF2sRr_large.jpg Grid Map] -- Map of the &#039;Grid&#039; of Akko.&lt;br /&gt;
&lt;br /&gt;
== System ==&lt;br /&gt;
&lt;br /&gt;
Star Crusade uses a heavily modified version of the Fading Suns, 2nd Edition system.  Inspiration for its changes come from house rules in our various tabletop and online games as well as early playests of Fading Suns Revised and the Infinity Core system.&lt;br /&gt;
&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Basic Rules&#039;&#039;&#039;&lt;br /&gt;
** [[Task Resolution]]&lt;br /&gt;
** [[Melee Combat]]&lt;br /&gt;
** [[Ranged Combat]]&lt;br /&gt;
** [[Wounds and Healing]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
** [[Fencing Maneuvers]]&lt;br /&gt;
** [[Battlefield Maneuvers]]&lt;br /&gt;
** [[Martial Arts Maneuvers]]&lt;br /&gt;
** [[Firearms Maneuvers]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
** [[Characteristics]]&lt;br /&gt;
** [[Skills]]&lt;br /&gt;
** [[Blessings and Curses]]&lt;br /&gt;
** [[What Do Traits and Goals Mean?]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occult&#039;&#039;&#039;&lt;br /&gt;
** [[Psychic Powers]]&lt;br /&gt;
** [[Theurgic Rituals]]&lt;br /&gt;
** [[Heretical Rites]]&lt;br /&gt;
** [[Stigma]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
** [http://starcrusade.fadingsuns.org/fsweapons.html Weapons and Armor]&lt;br /&gt;
&lt;br /&gt;
* [[IC Periods and Advancement]]&lt;br /&gt;
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== Policies ==&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
== Other Resources ==&lt;br /&gt;
* [http://wiki.fadingsuns.org fadingsuns.org] -- Our general Fading Suns site, which has broad theme and system speculation. Much of that has been incorporated into this game.&lt;br /&gt;
* [http://fadingsuns.org/faq.pdf The Fading Suns Listserv FAQ] -- The FAQ includes summaries of rule changes between 1st and 2nd Edition as well as Q&amp;amp;A with the game designers.&lt;br /&gt;
* [http://fadingsuns.wikia.com/wiki/Periods_of_History Fading Suns Timeline]&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Martial_Arts_Maneuvers&amp;diff=614</id>
		<title>Martial Arts Maneuvers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Martial_Arts_Maneuvers&amp;diff=614"/>
		<updated>2012-11-19T01:57:21Z</updated>

		<summary type="html">&lt;p&gt;Lextius: /* Graa */&lt;/p&gt;
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&lt;div&gt;==General Maneuvers==&lt;br /&gt;
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Everyone is able to knock someone down, throw someone through a window, or trip someone without special martial arts training (though training will make it considerably easier to do so). &lt;br /&gt;
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===Grapple===&lt;br /&gt;
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In order to initiate a grapple the fighter needs to take an aggressive stance and roll at a goal of -2. If she wins, she and her opponent are grappling. Small melee weapons or pistols can be used at -2 goal in a grapple. Medium or larger melee weapons and anything larger than a pistol cannot be used while grappling. Grappling damage is per unarmed combat, and characters may use either Dex or Str while grappling. &lt;br /&gt;
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A character who is grappled may break free by gaining the edge and declaring the grapple broken. Characters can move a few meters while grappled- this represents uncoordinated pushing and pulling, or even rolling around on the ground. &lt;br /&gt;
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While grappling, the winning combatant does unarmed combat damage. &lt;br /&gt;
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Grapplers are very vulnerable to attacks from non-grappled opponents. If a grappled opponent is attacked by multiple opponents, each opponent receives a +2 to their goal per extra attacker rather than the +1 that is normal. &lt;br /&gt;
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===Trip/Throw===&lt;br /&gt;
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In order to knock an opponent down or throw/push her into another object the fighter must take an aggressive stance and beat her opponent by 3 Vps. A character that was thrown or tripped is at -2 the next round. Damage done by a throw or trip is per unarmed combat (minus the 3 Vps required to cause the trip or throw), though obviously environmental hazards may increase the damage.&lt;br /&gt;
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A character who is significantly larger than her opponent (a person with the large blessing versus a character with the small blessing, a character with the Giant blessing versus a normal person, or a Vorox against anyone) requires only score 2 VPs greater than her opponent to knock her opponent down.&lt;br /&gt;
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===Pin===&lt;br /&gt;
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While grappling a character may attempt to pin her opponent. In order to do so she must make an aggressive or balanced attack, and achieve 4 Vps. Once pinned a character is helpless for as long as her opponent maintains the pin. &lt;br /&gt;
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===Disarm===&lt;br /&gt;
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A character can strike at an opponent&#039;s weapon in an effort to either damage the weapon or knock it free from her opponent&#039;s hand. A character may attempt a disarm in either aggressive stance or defensive stance. If the fighter is attempting a disarm in aggressive stance she rolls using her Strength attribute paired with her combat skill. If the fighter is attempting to disarm from a defensive stance then she rolls using her Dexterity attribute paired with her combat skill. She must score 3 VPs greater than her opponent to succeed in disarming. &lt;br /&gt;
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Heavier weapons are better at battering a lighter weapon out of an opponents hands. If a character is using a broadsword or heavy weapon against a light weapon (most fencing weapons and knives), then a character in aggressive stance attempting to disarm needs to score only 2 VPs greater than her opponent. &lt;br /&gt;
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Certain weapons are more difficult to disarm. A two handed weapon requires an additional VP to disarm (for a total of 4 greater than the opponent).&lt;br /&gt;
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==Martial Arts School==&lt;br /&gt;
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===Koto===&lt;br /&gt;
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Martial Artists trained in Koto receive the Martial Maneuver &amp;quot;Mobility&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
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* Jab&lt;br /&gt;
* Sweep&lt;br /&gt;
* Fancy Footwork&lt;br /&gt;
* Roll with the Punches&lt;br /&gt;
* Redirect&lt;br /&gt;
* Bind&lt;br /&gt;
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===Shaidan===&lt;br /&gt;
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Martial Artists trained in Shaidan receive the Martial Maneuver &amp;quot;Heavy Strikes&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
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* Mobility&lt;br /&gt;
* Jab&lt;br /&gt;
* Vital Strike&lt;br /&gt;
* Rooting&lt;br /&gt;
* Ground and Pound&lt;br /&gt;
* Grounding&lt;br /&gt;
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===Mantok===&lt;br /&gt;
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Martial Artists trained in Mantok receive the Martial Maneuvers &amp;quot;Mobility&amp;quot; and &amp;quot;Grounding&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
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* Wrestling&lt;br /&gt;
* Heavy Strikes&lt;br /&gt;
* Vital Strike&lt;br /&gt;
* Redirect&lt;br /&gt;
* Rooting&lt;br /&gt;
* Roll with the Punches&lt;br /&gt;
* Improved Throw&lt;br /&gt;
* Bind&lt;br /&gt;
* Defensive Roll&lt;br /&gt;
* Sweep&lt;br /&gt;
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===Iron Heel===&lt;br /&gt;
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Martial Artists trained in Iron Heel receive the Martial Maneuver &amp;quot;Wrestling&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
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* Bind&lt;br /&gt;
* Ground and Pound&lt;br /&gt;
* Improved Throw&lt;br /&gt;
* Heavy Strikes&lt;br /&gt;
* Close Combat&lt;br /&gt;
* Grounding&lt;br /&gt;
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===Jox Boxing===&lt;br /&gt;
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Martial Artists trained in Jox Boxing receive the Battlefield Maneuver &amp;quot;Close Combat&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Jab&lt;br /&gt;
* Wrestling&lt;br /&gt;
* Bind&lt;br /&gt;
* Sweep&lt;br /&gt;
* Ground and Pound&lt;br /&gt;
* Vital Strike&lt;br /&gt;
* Defensive Roll&lt;br /&gt;
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===Bharata zho Veda===&lt;br /&gt;
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Martial artists trained in Bharata zho Veda receive the Martial Maneuver &amp;quot;Grounding&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
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* Redirect&lt;br /&gt;
* Pressure Points&lt;br /&gt;
* Chakra Strike&lt;br /&gt;
* Vital Strike&lt;br /&gt;
* Rooting&lt;br /&gt;
* Roll with the Punches&lt;br /&gt;
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===Graa===&lt;br /&gt;
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Vorox martial artists trained in Graa receive the Martial Maneuver &amp;quot;Heavy Strikes&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Wrestling&lt;br /&gt;
* Ground and Pound&lt;br /&gt;
* Rooting&lt;br /&gt;
* Drox&lt;br /&gt;
* Throx&lt;br /&gt;
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==Martial Arts Maneuver List==&lt;br /&gt;
===Mobility=== &lt;br /&gt;
Moving targets are harder to hit, and many martial arts school teach their students tactics to dance in and out of reach of their opponents, striking hard and fast.  A martial artist trained in mobility receives a +1 goal when fighting balanced or aggressively.  &lt;br /&gt;
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====Heavy Strikes==== &lt;br /&gt;
While fighting aggressively, martial artists using this style strike with powerful flying kicks and strong punches.  They receive a +1 to Damage.&lt;br /&gt;
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====Jab====&lt;br /&gt;
A boxing technique that relies on quick, light strikes to wear down the opponent.  A boxer may roll 2 attacks and keep the higher of the two, but the martial artist does 2 points fewer damage.&lt;br /&gt;
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====Vital Strike====&lt;br /&gt;
The martial artist attacks at -2 goal, but does 2 additional points of damage.&lt;br /&gt;
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====Sweep====&lt;br /&gt;
The martial artist requires 1 fewer VP to trip an opponent.  The strike is designed to forcefully strike an opponent&#039;s legs and as a result causes an additional 1 point of damage.&lt;br /&gt;
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===Grounding=== &lt;br /&gt;
The martial artist is trained to stand firm in the face of incoming attacks and redirect their energy away from herself.  A martial artist using this style receives a +1 goal when fighting balanced or defensively.  &lt;br /&gt;
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====Redirect====&lt;br /&gt;
A warrior using this style may use a throw maneuver if she has declared a defensive stance and her opponent is in an aggressive stance.  This may be declared after the dice are rolled.&lt;br /&gt;
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====Rooting====&lt;br /&gt;
A martial artist trained in this technique is harder to throw, trip, or otherwise move.  It requires 1 additional VP to trip or throw the martial artist.&lt;br /&gt;
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====Roll with the Punches====&lt;br /&gt;
While in defensive or balanced stance the martial artist takes 1 fewer point of damage from unarmed or melee attacks.&lt;br /&gt;
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====Improved Throw====&lt;br /&gt;
The martial artist requires 1 fewer VP to throw an opponent.  Additionally, if the martial artist successfully throws her opponent she may (if the situation permits) use the hurled enemy as a weapon, targeting a different opponent.  The martial artist may make a free Dex+Fight roll opposed by her second target&#039;s Dex+Vigor.  If the martial artist wins both the thrown enemy and the target take damage as though they were both thrown.&lt;br /&gt;
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===Wrestling===  &lt;br /&gt;
The martial artists is trained to get in close and bind her opponent&#039;s limbs with her own.  When initiating or maintaining a grapple the wrestler gains a +2 to their goal.  A wrestler with this maneuver does an additional point of damage while grappling.&lt;br /&gt;
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====Ground and Pound====&lt;br /&gt;
While grappling the wrestler does an additional point of damage.&lt;br /&gt;
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====Bind====&lt;br /&gt;
While grappling the wrestler requires 1 fewer VP to pin an opponent.  Additionally the wrestler may make a disarm attempt rather than doing damage.  A wrestler fighting hand-to-hand requires 1 fewer VPs to disarm&lt;br /&gt;
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====Defensive Roll====&lt;br /&gt;
A wrestler with this maneuver knows how to use their opponent&#039;s body as a shield against other attacks.  Rather than granting a +2 bonus to enemies while outnumbered, a wrestler with this maneuver grants only a +1 bonus per outnumbering enemy.&lt;br /&gt;
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====Pressure Points====&lt;br /&gt;
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The martial artist is trained in the physiology of their target and knows how to apply pressure to key areas of the body to achieve a variety of effects.  A martial artist who knows the secrets of pressure points the martial artist may choose to not do damage but instead impose a penalty to a target&#039;s combat roll next round equal to VPs.  The exact effect of this strike can vary- some martial artists know how to strike to cause intense pain, while others can cause numbness or even stranger effects.&lt;br /&gt;
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===Special===&lt;br /&gt;
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There are a small handful of martial arts maneuvers which are taught only to those that have truly mastered their form.  The following maneuvers are not taught in the core curriculum of any school.  In order to learn them the student must have at least 6 maneuvers taught by the school and then must find a master willing to teach them.&lt;br /&gt;
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====Chakra Strike====&lt;br /&gt;
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The martial artist strikes at one of the spiritual nodes of the target&#039;s body, disrupting the flow of energy between these foci and leaving the target&#039;s body out of balance.  A martial artist using this maneuver takes a -2 penalty to their goal roll.  Whenever the martial artist does damage to her opponent she may choose instead to impose a -1 wound penalty to the target for the remainder of the combat.  This is not actually a wound and the target recovers from the penalty once she has a moment to rest.  If the wound penalties ever exceed the target&#039;s Resolve, the target falls prone, her body no longer under her control, for 10 rounds.&lt;br /&gt;
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====Throw Group====&lt;br /&gt;
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====Drox====&lt;br /&gt;
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A Vorox trained in Drox counts as two opponents in combat for purposes of determining penalties and bonuses.  Thus a Vorox martial artist with Drox facing off against a single opponent receives a +1 bonus to all combat rolls, and the same martial artist facing off against 2 opponents receives no bonus or penalty.&lt;br /&gt;
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====Throx====&lt;/div&gt;</summary>
		<author><name>Lextius</name></author>
	</entry>
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