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Revision as of 16:18, 3 July 2018
FarHand
The path of FarHand, or Psychokinesis, was one of the most intensively studied at the Phavian Institute, for many considered it the most “practical” category of psychic powers. FarHand deals with the manipulation of physical objects and energy fields through the application of pure will. The range for nearly all FarHand powers is sight, which cannot be extended without one of the Sixth Senses (like FarSight or Shared Sense). When a “physical” Strength or Dexterity rating is needed for a FarHand power, use Passion.
Unless otherwise noted in the power description, the duration on FarHand powers may not be extended; the psychic must make another activation roll to maintain the effect.
FarHand is a psychic power which quickly becomes obvious to even those ignorant of psychic powers. However, they will not necessarily be able to trace the phenomena back to the psychic. Most peasants will turn their ire against strangers first.
Lifting Hand
(Level 1, Extrovert + Focus, sight, temporary, 1W)
The first level of FarHand enables the psychic to generate a simple field of directional force which can either slowly lift a single object up (1 meter per turn) OR move it to one side (but not both — that requires another separate field). A maximum weight equal to 25 kg per level of the psychic’s Wits may be lifted. (Additional mass can be bought at 10 kg per Wyrd point.) The only limit to how high an object can be lifted is the range of the power when activated. Once the duration is exceeded, the object will drop from whatever height it was raised to.
Throwing Hand
(Level 2, Passion + Focus, sight, temporary, 1W)
The psychic can perform simple manipulations of two such directional fields, enabling her to both lift AND propel an object with appreciable velocity and force. A maximum weight equal to 10 kg per level of the psychic’s Wits may be thrown. (Additional mass can be bought at 5 kg per Wyrd point.) When aiming at a moving target (another person), the psychic must roll Passion + Throwing. Damage is determined by the object thrown (the gamemaster should declare a base damage for the object, using the weapon damages given in Chapter Six: Combat as a guideline) plus the victory dice gained on the throwing roll. Objects within sight can be thrown, but the range of the thrown object is usually only 10 meters.
Crushing Hand
(Level 3, Extrovert + Fight, sight, temporary, 1W)
This slightly more complex manipulation involves turning two or more directional forces against themselves, enabling the psychic to hold an object steady (when it is being pushed by normal physical forces from varying directions), or crush it altogether. To hold an object, use the grappling rules (Chapter Six: Combat), substituting the above roll. To punch a target with Crushing Hand, the above roll is used as a goal roll. The damage is 3 plus any victory dice gained from the activation roll. Wyrd points only have to be spent when the power is activated, not for every punch or grapple.
Dueling Hand
(Level 4, Extrovert + Melee or Shoot, sight, temporary, 1W)
Complex and precise manipulations of single objects are now possible, enabling the psychic to operate a machine or fight with melee weapons or firearms using only the mind.
A successful activation roll must be made to lift a weapon into the air, after which the weapon remains aloft under the mental control of the psychic for the duration of the power. However, she must make a successful Extrovert + Melee or Shoot roll to swing or fire the weapon at a target (although she does not have to spend more Wyrd).
FarArms
(Level 5, Extrovert + Focus, sight, temporary, 1W)
The psychic can use all the previous powers in combination to lift, throw, hold or manipulate a number of objects equal to his Wits rating.
FarWall
(Level 6, Extrovert + Stoic Mind, sight, temporary, 1W)
The simple directional force field can now be expanded and broadened into a force barrier, similar to that generated by energy shield technology. The intensity of the barrier, as well as its shape and position, can be modulated by the psychic to allow for air flow, letting friends in while keeping foes out, and directing attacks to the outside of the barrier. The maximum armor rating for a FarWall is 10d + victory points; the minimum amount of damage which will activate the FarWall is equal to the psychic’s Urge. (If she has no Urge, then 1 point is the minimum.) The gamemaster may require an additional Wyrd expenditure if the barrier is subjected to a prolonged barrage.
AirStride
(Level 7, Introvert + Focus, temporary, 1W)
The psychic focuses directional forces upon herself sufficient to lift her body off the ground and even cruise at a maximum velocity of 10 meters per turn + 5 meters for each victory point. The duration may be extended by 10 turns for each additional Wyrd point spent. Unlike other powers, the character can elect to spend this point anytime after the activation roll.
Demolishing Hand
(Level 8, Passion + Focus, sight, instant, 1W)
The psychic compresses a field of energy at a point on or near the target’s body and explodes it, like coiling a spring and suddenly releasing it. The damage is equal to Wits + victory points. This is stun damage, like from a Stunner Gun, and ignores energy shields. If the target takes ANY damage (after figuring armor points), he must roll Endurance + Vigor. A failure means he is stunned that turn and the next; on a critical failure, he falls unconscious. If the damage taken is greater than the target’s Endurance, a failure means the target is knocked unconscious. Stun damage heals completely after one span.
AirDance
(Level 9, Extrovert + Focus, sight, temporary, 1W)
The psychic can focus the forces of AirStride upon othFADING SUNS ers, levitating a number of people equal to his Wits rating, and, with an additional Wyrd expenditure, send them in as many separate directions as his victory points (otherwise they will all move in a single direction as a fixed group). Unwilling targets may resist this power with a Dexterity + Dodge roll. The duration may be extended as with AirStride.
Omen
The Omen path seeks to expand normal time-bound human awareness to include perceptions of the past and possible futures, known in the Phavian Institute as Postcognition and Precognition, respectively. Knowledge of past events is a fairly straightforward matter — whatever happened, happened. Visions of the future are trickier, however, since they can only represent the possible results of actions in the present. Knowledge of future events can be used either to prevent them from occurring or to ensure that they will occur. In any case, the gamemaster is advised to keep careful notes and to be ready to improvise... a lot. This path begins at level 6. There are no known powers below this level.
Shadows Gone By
(Level 6, Calm + Observe, sight, temporary, 1W)
Past Resonance allows the psychic to see, hear and feel what has happened in the past around a particular object. For instance, a knife used in a killing can be “read” to get a vision of the murderer, as well as the room where it took place, etc. Multiple items may not be selected. The psychic chooses the time period, but it can be accompanied with a request for a particular event (“Who used this knife to kill the marquis?”). How far she can see into the past depends on her successes: one year per success or centuries with a critical success. The psychic can see a past period of about 10 turns (30 seconds), but she can see more if she extends the duration of this power to prolonged (a “scene” will play itself out for her; cost: 1 extra Wyrd).
Shadows to Come
(Level 7, Calm + Observe, sight, temporary, 1W)
Future Resonance allows the psychic to see, hear and feel what will happen in the future around a particular object, place or person (the room a person will be in, who will be with them, etc.). These are shadows of the future, not what WILL happen. Multiple items may not be selected. The psychic chooses the time period, but it can be accompanied with a request for a particular event (“Where will the duke hold his birthday ball?”). How far she can see into the future depends on her successes: one month per success or years with a critical success. The psychic can see a future period of about 10 turns (30 seconds), but she can see more if she extends the duration of this power to prolonged (a “scene” will play itself out for her; cost: 1 extra Wyrd).
Voice from the Past
(Level 8, Wits + Focus, prolonged, 1W)
The psychic can channel the personality of someone who is dead. As in the film Rashomon, these ghosts of the past can sometimes be accepted as witnesses in certain murder trials. Ancient or alien personages may require a scholar on hand to overcome barriers posed by dead or unfamiliar languages. The ghost will speak through the psychic long enough to give her tale (gamemaster’s discretion). The Church claims that these are not departed people but figments of the psychic’s twisted mind or demons parading as dead loved ones, but most people in the Known Worlds believe in ghosts anyway.
Oracle
(Level 9, Calm + Focus, 1W)
The psychic can foretell the future with accuracy — but cryptically. The psychic goes into a trance and says things which must then be interpreted (i.e., he speaks of events to come in metaphors, abstractions, or inconclusive sentence fragments). The gamemaster is the “voice” for these omens, and he should use this power to reveal the possible future for the characters in his drama. For example, a psychic player character uses Oracle to try to ascertain whether one of the other player characters will be heir to a Hawkwood barony on Leminkainen. The gamemaster knows that there is a rival who has not yet revealed himself, and this is a perfect moment to introduce him. So, the tremulous voice from the future declares: “Two will climb the mountain... but only will reach the peak.”
Psyche
The path of Psyche refers to the old Phavian designation of Telepathy, the direct transference of thought and feeling from one mind to another. Originally the Institute focused its studies on the more passive and receptive side of telepathy, like Intuit and MindSight, but since the fall of the Second Republic, the aggressive potential of telepathy, illustrated by powers like HeadShackle and BrainBlast, has come to predominate. Players should be reminded that their characters may try to block mental intrusions with an Ego or Faith + Stoic Mind roll (or Psi or Theurgy + Stoic Mind), whichever is higher. Unless a bond is created, the range of these Psyche powers cannot be extended without Sixth Sense.
Intuit
(Level 1, Extrovert + Empathy, sight, temporary, 1W)
The psychic can read another’s surface emotional state, whether she is angry or sad, happy or confused. Emotions are read directly from the target’s mind, as opposed to aura reading, which can be subject to misinterpretation.
Emote
(Level 2, Passion + Charm or Impress, sight, instant, 1W)
The psychic can project emotions to another, to let them know how he feels (although he can fake emotions by rolling Passion + Knavery instead). The target simply senses the emotion but does not have to react in any particular way to it. The target of this power will know whose emotions he is sensing, although he may not know that his intuition is caused by a psychic power.
MindSight
(Level 3, Extrovert + Observe, sight, temporary, 1W)
MindSight allows the psychic to read another’s surface thoughts. Note that surface thoughts are only what is occupying the target’s attention at that moment, and rarely involve long-range plans, habitual behavior or detailed recollections. Language barriers can get in the way, as can differences in the psychology of alien races from beyond the Known Worlds. A level 5 version of this power, MindSearch, allows the psychic to delve deeper, into the target’s deepest thoughts and memories. The number of victory points should act as a guideline as to how deep or private are the memories which can be read.
MindSpeech
(Level 4, Extrovert + Charm, sight, temporary, 1W)
The psychic is able to project her thoughts into the mind of another. The psychic can choose to hide the source of these thoughts, but the target may become aware that something is happening if a thought seems too strange or unfamiliar to him. As with MindSight, language can be a barrier. Heart’s Command (Level 5, Extrovert + Impress, sight, temporary, 1W) The psychic can actually telepathically control another’s emotions. Language is not a factor here, but differences in alien psychology can pose a problem, as is illustrated by the story of the psychic who, in attempting to ingratiate himself to a feral Vorox, accidentally triggered the predator’s violent mating behavior.
Heart's Command
(Level 5, Extrovert + Impress, sight, temporary, 1W)
The psychic can actually telepathically control another’s emotions. Language is not a factor here, but differences in alien psychology can pose a problem, as is illustrated by the story of the psychic who, in attempting to ingratiate himself to a feral Vorox, accidentally triggered the predator’s violent mating behavior.
HeadShackle
(Level 6, Extrovert + Charm or Impress, sight, temporary, 1W)
The psychic gains the ability to telepathically dominate the minds of others. Detailed commands may be projected, which the target will carry out to the best of her ability, but only as long as this power is actively used upon her (this requires one action per turn). Once again, language can be an obstacle.
BrainBlast
(Level 7, Passion + Impress, sight, prolonged, 1W)
BrainBlast instantly overloads all pain receptor sites in the target’s brain, effectively “wounding” him without inflicting any physical injury. For each victory point on the psychic’s roll, the target suffers a -1 wound penalty as if actually wounded (the Vitality rating itself is not affected); note that the penalty affects ALL rolls the target may make, and this lasts for the rest of the span.
Sympaticus
(Level 8, Extrovert + Empathy, sensory, prolonged, 1W)
The psychic can easily communicate with, or feel the emotions of, bonded targets, allowing the formation of a telepathic network among non-psychic characters (all information must flow through the psychic using this power, i.e., non-psychic targets may not communicate directly, except through normal channels). However, use of Sympaticus actually makes it harder to manipulate or control these targets (-4 on all rolls to do so).
Puppetry
(Level 9, Ego + Focus, touch, prolonged, 1W)
The psychic can telepathically project her will upon a target, dominating them completely and possessing them body and soul. The psychic’s own body must remain inactive during the possession, but the gamemaster may allow actions to be taken with an additional expenditure of Wyrd points (one per action).
Sixth Sense
Known in the old Phavian Institute as Extra-Sensory Perception, this path seeks to cultivate modes of perception which are considered to be inherent in all sentient beings, but which are seldom or never consciously accessed.
Sensitivity
(Level 1, Perception + Observe, sensory, prolonged, 1W)
This power improves the physical senses, allowing the character to see in darker situations (but it does not confer IR or UV vision — he still cannot see in total darkness), hear better, and even smell or taste drugs or poisons in food and drink (at the gamemaster’s discretion). If successful, the character gains +3 to his Perception. This bonus can help offset any negative Perception modifiers due to adverse conditions or darkness (see the Perception Modifier Chart in Chapter Six: Combat).
Darksense
(Level 2, Wits + Observe, sensory, prolonged, 1W)
Darksense allows the character to perceive when there is no light or when she is somehow blinded. She suffers none of the usual negative Perception modifiers for darkness and can use her Sixth Sense powers in the dark. Darksense manifests in a variety of ways, including sonarlike acuity of hearing, tactile hypersensitivity to ground vibrations or minute air currents, and using the character’s own biomagnetic field as a kind of radar. Printed words or pictures may not be seen with Darksense.
Subtle Sight
(Level 3, Extrovert + Observe, sight, temporary, 1W)
The character can perceive the psychic auras of others. Auras can reveal general emotions and states of mind, whether someone is human or alien, and if he/she has psychic powers. Auras cannot reveal specific thoughts, although a very successful roll can supply quite a lot of useful information about the target; colors correspond to emotions, movement of the aura indicates general state of mind, and shapes within the aura can show what types of thoughts the target is thinking. See the Auras Chart.
Premonition
(Level 4, Extrovert + Observe, sensory, temporary, 1W)
The psychic can sense danger before it harms her. She must deliberately sense for this; it does not work automatically. Premonition will only warn the psychic that danger exists, not tell her exactly what is about to happen; the gamemaster may, however, allow her to sense what direction it will come from (when applicable) when three or more victory points have been rolled. Note that this power will only indicate immediate peril, such as a weapon aimed at the psychic, a critically overheated stardrive core, or a land mine the character is about to step on. Premonition does not reveal the existence of traitors, conspirators, or assassins who are merely stalking the character but who are not yet poised to strike. When this power is active, the psychic adds +2 to her initiative rating.
FarSight
(Level 5, Extrovert + Observe, distance, prolonged, 1W)
Occasionally known by the old Phavian designation, “clairvoyance,” FarSight allows the psychic to see a distant place. The goal roll to activate FarSight is modified according to the familiarity of the target location:
Easy (+4) | The psychic’s own home. |
Natural (+2) | The psychic’s home town or neighborhood, her regular haunts, etc.. |
Standard | A place with which the psychic is personally familiar, i.e., anywhere he has been to and can consciously remember. |
Hard (-2) | An unfamiliar place which the psychic knows about, e.g., famous public places on Byzantium Secundus or Holy Terra, or somewhere the psychic has studied through maps or detailed records. |
Demanding (-4) | An unknown place with which the psychic has a personal link, e.g., where a friend is being held captive. |
Tough (-6) | A completely unknown place, e.g., where the kidnapper has taken the child, or where the aliens have hidden the Philosopher’s Stone. |
Auras Chart General Types of Auras Race/Condition
Aura Type
Human
Simple elongated ovals
Ur-Obun
Exaggerated egg-shapes, with the big end
at the top Ur-Ukar
Exaggerated egg-shapes, with the big end
at the bottom Vorox
Torn, raggedy edges
Vau
Sleek wedges, pointed at the head
Symbiot
Tiny filament-threads stretching out to infinity (which cannot be detected without a
critical success) The Changed
Folded or crimped around the altered body
part Unconscious
Pale, empty aura
Asleep
Pale, empty aura, with all color and activity concentrated in the center
Psychic/Theurge
Deeper, more three-dimensional
Colors (seen with all successful rolls) Color
Emotion
Red
Angry
Orange
Repelled, disgusted
Yellow
Happy
Green
Desirous
Blue
Sad
Violet
Satisfied
White
Loving, caring
Black
Afraid
Gray
Indicative of purely abstract thought
Motion (seen only with three or more victory points) Motion
State of Mind
Upward
Elated
Downward
Depressed
Inward
Introverted (directed toward self)
Outward
Extroverted (directed toward others)
Vertical spiral
Determined
Horizontal spiral
Confused
Quivering
Excited
Sloshing
Indifferent
Melting
Fatigued, tired
Shapes (seen only with five or more victory points) Shape
Thought
Spike
Hatred
Cloud
Doubt
Column
Certainty
Swirls
Whimsy
Veins
Nagging insistent thoughts
Rays
Strongly directed emotion
Hard outer edge
Suspicion, distrust
FarSound
(Level 6, Extrovert + Observe, distance, prolonged, 1W)
Occasionally known by the old Phavian designation, “clairaudience,” FarSound allows the psychic to hear a distant place. The same modifiers for FarSight apply. (The Ur-Ukar supposedly have an additional power at this level: FarTouch.)
(Level 7, Extrovert + Empathy, distance, prolonged, 1W)
This power opens a direct sensory conduit from a bonded target to the psychic, who can then see what the target sees, hear what he hears, and so on. Shared Sense allows the psychic to use her powers from a bonded target’s perspective, treating the target’s touch, sight and sensory ranges as her own. In other words, she can sense danger to the target with Premonitions, see from the target’s eyes with Subtle Sight, etc..
Wyrd Sight
(Level 8, Introvert + Observe, sight, temporary, 1W)
The psychic can perceive normally invisible occult activity, such as theurgy rites, psychic powers, occult artifacts, etc.. This can be considered an extremely refined form of Subtle Sight, revealing things which do not register at the lower level. For instance, the aura of a psychic shows a brilliant scintillating white light in the forehead; a beam extending from this light to another person can indicate a telepathic connection or Shared Sense. Most theurgic activity appears to be enveloped in a large unflickering candle-flame, the top point of which stretches up to infinity. Wyrd Sight does not automatically confer the aura-reading ability of Subtle Sight; each power operates within a different range of the astral spectrum. The gamemaster is urged to be creative when describing what a psychic sees with Wyrd Sight; keep in mind that individual auras are not being read, but rather all the broad occult forces at work in a given scene.
Senses Shock
(Level 9, Extrovert + Impress, touch, instant, 1W)
With Senses Shock the psychic can break down his target’s natural adjustment of the intensity of sensory input, overloading the target’s senses: mild light becomes blinding, whispers are screams, a massage becomes a pummeling, and so on. If activation is successful, the target is stunned and incapacitated for one turn per victory point on the activation roll (perhaps more if she is subjected to bright lights, loud sounds, a pummeling, etc.). If the target was a psychic using a Sixth Sense power, she may roll Introvert + Stoic Mind to resist being stunned.
Soma
The path of Soma (also called Prana Bindu) is the culmination of many ancient Urthish techniques of body control, and was one of the earliest established departments in the Phavian Institute. Since the Fall, the majority of this path’s practitioners have found employment only as traveling medicine show freaks. No ranges are listed for these powers, since they affect only the psychic herself. The maximum amount to which any trait may be raised is twice its natural rating.
Toughening
(Level 1, Introvert + Vigor, prolonged, 1W)
While this power is activated, the psychic may add 2 to his Endurance rating, plus another 1 per victory point. This does not add to Vitality, only Endurance.
Strengthening
(Level 2, Passion + Vigor, prolonged, 1W)
While this power is activated, the psychic may add 2 to her Strength rating, plus another 1 per victory point.
Quickening
(Level 3, Calm + Vigor, prolonged, 1W)
While this power is activated, the psychic may add 2 to his Dexterity rating, plus another 1 per victory point.
Hardening
(Level 4, Introvert + Stoic Body, prolonged, 1W)
This power actually hardens the skin to a steely consistency, providing an armor rating of 3 + 1d per victory point against hand-to-hand, melee and conventional firearm attacks, and 1 +1d per victory point against energy weapons. There is no Dexterity or Vigor penalty.
Sizing
(Level 5, Extrovert + Vigor, prolonged, 1W)
With Sizing, the psychic may physically become shorter or taller, broader or thinner. This does not affect physical characteristic ratings. The amount by which size may be changed is based on the psychic’s victory points for the activation roll:
|{ ! Victory Points !! Height Increase !! Height Decrease !! Weight Increase !! Weight Decrease |- | 1 || +10% || -10% || +20% || -10% |- | 2 || +20% || -20% || +40% || -20% |- | 3 || +30% || -30% || +60% || -30% |- | 4 || +40% || -40% || +75% || -40% |- | 5 || +45% || -45% || +90% || -45% |- | 6 || +50% || -50% || +100% | -50% |- |}
Masking
(Level 6, Extrovert + Charm, prolonged, 1W)
At this level, the psychic may physically change her facial features (bone structure, eye color, skin color and texture, hair length and color). One feature may be changed with each victory point. With complementary rolls in Disguise and Acting, the psychic can mimic others.
Recovering
(Level 7, Introvert + Remedy, instant, 1W)
With this power, the psychic can regenerate one Vitality level per victory point.
Slowing
(Level 8, Calm + Focus, prolonged, 1W)
At this level, the psychic can slow down his bodily operations to an almost undetectable rate, feigning death and reducing his need for oxygen. The duration of this power can be increased at a cost of 1 Wyrd point per additional span.
Closing
(Level 9, Introvert + Vigor, prolonged, 1W)
Closing renders the psychic immune to adverse environmental effects, such as airborne drugs and toxins, conventional diseases, extreme weather, etc.. Closing does not render one immune to heat or cold in excess of freezing or boiling temperatures, corrosive atmospheres, explosive decompression or Symbiot invasion.
Sympathy
This path was little known to the Phavian Institute, perhaps because research on psychic groups was rare, as most psychics tended to work alone. With the rise of the psychic covens of the Dark Ages — a response to the Church’s ban on psychic powers — this path became somewhat more prevalent. It is still largely unknown outside of the covens. This path begins at level 3. There are no known powers below this level.
Bonding
(Level 3, Extrovert + Empathy, touch, perpetual, variable W)
A character can psychically bond with another person(s). This makes it easier to use psychic powers on that person later. The target of the bond must be willing, although he may be scared into accepting the bond (Impress) or fooled into it (Charm or Knavery). He may also be psychically forced to do so. It costs the psychic a number of Wyrd points equal to the target’s Ego or Faith (whichever is higher) to bond him, and a full span must be spent in meditation (the target does not have to meditate, but he must be present during the meditation).
When using powers against Bonded targets, the Wyrd cost for extending range, duration or choosing multiple targets is one less, making it easier for the psychic to affect those Bonded to him at range or more than one of them at once. In addition, the psychic suffers no goal roll penalties for extending his range or number of targets. A psychic bond can last for years, but it will slowly wear away if not reinforced through use.
Sanctum
(Level 4, Calm + Focus, sight, perpetual, 3 W)
The psychic may attune himself to a particular place so that his powers may be used easier in connection with that place. While the place may be anywhere (it does not have to be planetbound — it could be a stateroom on a spaceship, a cave on an asteroid, etc.), it can only be a spot 10 meters in diameter. When within that spot, the psychic gains a +3 goal roll bonus to activate any of his psychic powers. The psychic must meditate within that place for a full span before creating the Sanctum bond. If the psychic also has the FarSight power, he is automatically alerted when someone enters his sanctum, as long as he is within the same solar system.
Totem
(Level 5, Wits + relevant skill, touch, perpetual, variable W)
The character can create a bond with an item, allowing him to use his powers easier in association with that item. Wyrd costs are one less, and all tasks are considered Natural (+2) — although this does not allow him to more easily use the item itself; a think machine may be just as baffling before a Totem Bond as after. In addition, the character gains such an affinity with the item that he always knows where it is anywhere within his sensory range. This does not confer any form of FarSight, it is simply a sense of the item’s location. Wyrd points may be spent to extend this range for one span; this can only be done a number of times per week equal to the psychic’s Perception rating. Also, he knows whenever the item is damaged (as long as it is within his affinity range).
The skill used to activate the bond depends on skill rolled to use the item: Melee for a sword, Vigor for a pair of boots, Observe for a book, etc.
The size of the item determines the Wyrd cost to bond it:
Size | Cost |
---|---|
XS | 1 |
S | 2 |
M | 3 |
L | 4 |
XL | 5 |
H (huge, crate) | 6 |
G (gigantic, rhinoceros) | 7 |
I (immense, tank) | 8 |
GA (gargantuan, building) | 9 |
M (monumental, large building or starship) | 10 |
The psychic must meditate while touching the object for a full span before activating the Totem bond.
Coven Brand
(Level 6, Ego + Impress, touch, perpetual, variable W)
A particular psychic is declared anathema, and has a sort of anti-bond placed upon him whereby it is harder for him to use his own powers against the psychic. This is usually performed by members of a psychic coven upon an outcast from their coven, to prevent him from easily working against them at a later date. This is mainly used by the Favyana rather than the Invisible Path, who punish most extreme transgressions against them with death instead of exile. It is only effective between the user of this power and the recipient.
This is cast just like Bonding (level 3, above) except that the recipient must accept the brand. When a branded psychic uses powers against the psychic(s) who branded him, the Wyrd cost for any of his powers is increased by one. In addition, the psychic suffers a -2 goal roll penalty on all activation rolls against him.
Mojo Bond
(Level 7, Extrovert + Impress, sight, temporary, 1W)
The psychic can form a bond with another person over a distance and against his will. To do so, he must have a sympathetic focus, an item that bears the target’s psychic resonance, such as a well-worn item of his clothing, a lock of hair, fingernail clippings, etc. These items must have a relatively fresh connection to the target, having been on him within the past month. The psychic does not need to meditate or spend more than 1 Wyrd point, but the duration of the Mojo Bond may not be extended — he has 10 turns in which to gain his advantage. Once successfully used, this power may not be re-used on the same target for the rest of the span, and a fresh sympathetic focus must be used. Mojo Bond confers the same Wyrd cost bonus and goal modifiers as the level 3 Bond.
Sever Bond
(Level 8, Ego + Impress, tough, 2W)
The psychic can sever any type of bond between two psychics (including a Mojo Bond or a Coven Bond, below). The severing is permanent, although new bonds may be formed again using the same powers. Wyrd points may be spent to increase the targets if more than two people share the bond.
Coven Bond
(Level 9, Extrovert + Empathy, sight, temporary, variable W)
Two or more psychics who share a Bond (level 3) can merge their psyches into greater sympathy, allowing them to place Wyrd points into a collective pool from which any of them can draw upon at will for the duration of the span. The amount of Wyrd spent at activation by each of the participants is the amount of the collective Wyrd pool; a psychic’s Psi rating determines the maximum amount of Wyrd he may contribute. This pool exists for only one span, after which it disappears; the participants do not get any unspent Wyrd points back. While only one of the participants activates this power, the others may make complementary rolls to aid her and all may contribute Wyrd. This power is often used by covens performing group powers (see sidebar, below). Note that this power is not confined to psychics alone; a theurge who shares a psychic bond may also contribute and draw Wyrd.
Vis Craft
Practically unknown to the researchers of the Phavian Institute, the power of energy control and manipulation is still rare in the 51st century. Vis (Latin for “energy”) Crafters can manipulate material energy: kinetic, electric and fusion, and some can manipulate spiritual energies (Wyrd). One cannot work with such power, however, and remain unmoved — Vis Crafters tend to be excitable and passionate people, sometimes twitchy and nervous, unable to stay still for long. Also, just because a psychic can manipulate energy doesn’t mean she fully understands it; this may require a Tech + Science (Physics) roll.
Vis Eye
(Level 1, Perception + Focus, sight, temporary, 1W)
The psychic can sense the use of energy around him (a foe’s active energy shield, a laser sight trained on the psychic, a spy camera filming him) and discern the type of energy (electrical, fusion) and trace its source (although this may require a sustained roll if the source is well-hidden). A level 3 version of this power allows the psychic to sense and discern spiritual energies, such as Wyrd, Symbiot Lifeforce or even the strange energy used by Anunnaki tech.
Vis Drain
(Level 2, Passion + Volt Redemption, touch, temporary, 1W)
The psychic can drain or cut off the flow of the power to or from various items, such as fusion cells or a building’s power grid (this power is not transferred anywhere useful unless the character also uses the Vis Flow power, below). The amount of Wyrd points spent determines how much power can be drained from a source. The psychic can spend Wyrd to increase the duration to prolonged.
Wyrd | Power (equivalents) |
---|---|
1 (base) 1 fusion cell | |
2 | 10 fusion cells; enough energy to power a small room or skimmer |
3 | Enough energy to power a building or flitter |
4 | Enough energy to power a city block or agora-based fusion generator |
5 | Small-class starship (explorer, escort, raider) |
6 | Mid-class starship (frigate, galliot, assault lander, freighter) |
7 | Capital class starship (cruiser, dreadnought, luxury liner) |
8 | Capital city |
9 | Starbase |
10 | Terraforming engine; Symbiot World Egg |
Note that the range on this power may not be increased. Instead, a level 4 version must be bought; its range is sight, which may be increased with Wyrd expenditure as per the normal rules.
Vis Flow
(Level 3, Passion + Volt Redemption, touch, instant, 1W)
The psychic can channel incoming energy to charge fusion cells, flashlights or starship engines. He must touch the item to be charged and the source of energy (a sparking live wire, a fusion charging plug, a Symbiot giving its Lifeforce). Mild shocks will not harm the psychic while this power is active, but he is not immune to energy attacks or severe power surges. It is possible to use this power when being attacked by lasers, blasters or higher levels of Vis Craft, but regardless of success on channeling the energy, the psychic will suffer any damage normally. (If an energy shield is used to absorb the damage, it also absorbs the energy — the psychic cannot transfer this energy.)
Generally, the transfer is power to power: a blaster bolt will charge one use by a blaster on a fusion cell, but this may mean two uses by a laser. The gamemaster should compare the different uses for fusion cells and the total charges allowed per weapon, and be conservative in allowing too many uses from this power.
There is a level 4 version of this power which allows the psychic to transfer spiritual energies, such as Wyrd, Symbiot Lifeforce and even Soul Shards to his own Wyrd. However, only energy directed at the psychic — such as through a psychic or theurgic power — may be transferred. The psychic is not a vampire — he cannot walk up to someone, grab him, and transfer Wyrd points. However, if the psychic is the recipient of the Laying on of Hands rite which heals two Vitality points, he could choose to channel these two points to his Wyrd rather than his Vitality.
Note that the range on these powers may not be increased. Instead, a level 5 version (Vis Flux) must be bought; it’s range is sight, and may be increased with Wyrd expenditure as per the normal rules.
Vis Shock
(Level 4, Dexterity + Fight or Melee, touch, instant, 1W)
The psychic can transform her own bioelectrical field into a high voltage discharge with a hand-to-hand or melee attack. This normally adds four dice to any damage roll. However, a character can also attempt to slowly slip under shields and hit the target once his fist or weapon is past the shield (suffer -2 to Initiative, withhold victory dice and hope the damage does not exceed the shield’s impact threshold). Once the blow contacts a surface, the psychic can release the charge (four dice, ignore energy shields but not other armor). The range on this power may not be increased.
Vis Shield
(Level 5, Endurance + Stoic Body, 10 hits, 1W)
The psychic may use his own bioelectrical energy to erect a personal energy shield around himself. This acts similar a standard energy shield; it allows 10 hits per power activation and the protection rating is 5/10. In addition, the field fluctuates at need, so the character can wear any form of armor he desires without compromising the field. Note that this field does not interfere with the Vis Flow power (above); attacks absorbed by this power can be transferred elsewhere.
Vis Bolt
(Level 6, Dexterity + Shoot, sight, instant, 1W)
The psychic can project energy at a target from a distance. The damage is equal to Endurance plus victory dice, plus one die for each extra Wyrd point spent (max = Psi rating). In addition, this damage can bleed through energy shields on damage dice results of 1 or 2.
Vis Vortex
(Level 7, Endurance + Vigor, touch, instant, 1W)
The psychic can generate power, which he can use to recharge fusion cells, power skimmers, etc. Use the chart given with the Vis Drain power, above, to determine the Wyrd point costs per power generated. The maximum amount of points the psychic may spend on Wyrd to generate power is equal to his Psi rating. The range and duration of this power may be increased normally.
Vis Storm
(Level 8, Passion + Vigor, sight, instant, 1W)
The psychic can unleash an energy surge on an area from a distance. The base radius from the shock point is 10 meters, and anyone standing within this radius is affected. The radius may be increased by 5 meters per extra Wyrd point spent. The damage is equal to Endurance plus victory dice, plus one die for each extra Wyrd point spent (max = Psi rating). In addition, this damage can bleed through energy shields on damage dice results of 1 or 2.
Primal Vis
(Level 9, Passion + Focus, sight, instant, 0W)
The psychic can tap into an invisible, universal spiritual power grid to replenish and/or add to his Wyrd points. This power may be used only once per span, but it can gen152 erate an amount of Wyrd equal to 1 plus the victory points gained on the activation roll. In times of dire need, however, the psychic may call on his Urge for aid: he gains an extra amount that span equal to his Urge rating. The psychic must roll to resist its awakening (Ego + Stoic Mind); failure means that the Urge is awake. Even if the psychic had no levels in Urge, he may elect to take one level to gain the Wyrd. Regardless, any Wyrd points replenished with the Urge’s aid are also tallied into the Dark Twin’s Wyrd pool with which it builds its psychic body (see level 4 Urge power Wyrd Drain). Some Vis Crafters theorize that the source they are tapping into is a grid that encompasses all of space-time and was erected by the Anunnaki, and that it is this grid which powers devices like Philosophers Stones and jumpgates.
Other Paths
Other paths are rumored to exist, though they are even more rare than those above: Visioning, which allows the psychic to project illusions of progressively greater believability; Cloaking, in which the psychic learns to conceal not only his physical presence, but his aura and thoughts as well; Turning, which enables the psychic to defend herself against psychic attacks and theurgic rites, often by reflecting the assault back upon the attacker. Training in the path of Turning and the higher levels of Cloaking is only available through organized covens like the Favyana or the Invisible Path. (Details on these powers and others can be found in various Fading Suns sourcebooks.)