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  • Walking Shadows: Psychics

    The GMC Psychic Powers are nice, but for a game where psychics show up, I wanted something a bit more robust. These are inspired primarily by the excellent psychic powers of Unhallowed Metropolis, which is still my gold standard for writing, and to a lesser extent by Dark Heresy and D&D Psionics. This uses the pre-GMC combat/damage system, but a conversion would be easy enough, just fiddle with the armor and damage numbers.

    Broadly speaking, psychics are powerful but uncontrolled, especially telekinetics and pyrokinetics. It is entirely possible (although it requires truly awful dice-rolling) for psychic to die from backlash.

    Also, I tend to adorn my in-game writing with choice pieces of text from my gamebooks, which is probably not cool if I were to put it online. I think I've gotten most of it, but if anything is still there, point it out and I'll get rid of it. And now, without further ado.



    Psychics
    ************************************************** *****************************

    Psychics need no introduction. From Uri Geller bending spoons on live television to CIA and KGB experiments in psychotronics, the idea of the psychic is well known. What follow are the rules for crafting a psychic in Walking Shadows.

    The Psychic Kit
    The Psychic Kit allows the budding Psychic to purchase up to (Arete) dots worth of Psychic powers, which are organized into six Psychic Disciplines of five Psychic Power each (the similarity with vampiric naming is not entirely coincidental -- also I've run out of good ways to name stuff). The Psychic Kit may be purchased more than once, allowing the character (Arete) more dots of psychic powers each time. Psychic Powers cost 3 XP each, and are paid with Willpower (but see below).

    Neo's Note: Arete and Kits are something I use for creating badass mortals in my game -- short version, Arete is a power stat, and you get a Kit at each odd level of it, which might be something like Psychics, or being a Ghoul, or having an Endowment, or just having exceptionally good skills. A quick version is to consider psychics as having a Power Stat, which adds its dots to the character's Willpower score (possibly bringing it above 10, Psychics spend willpower like candy), and otherwise functions as a standard supernatural power stat.


    The six Psychic Disciplines are:
    • Empathy, the perception and manipulation of emotions
    • Telepathy, the perception and manipulation of thoughts
    • Extra-Sensory Perception, extending perception across space
    • Precognition, extending perception across time (both backwards and forwards)
    • Pyrokinesis, the control of fire with thought
    • Telekinesis, the control of matter with thought
    The catch? Psychics have to deal with Backlash and Displays:

    Backlash: In contrast to the powers of wizards and vampires (usually), psychics have less control over their powers, and any character with psychic powers regularly has to deal with Backlash -- psychic feedback, different for each Discipline, that tends to make life uncomfortable for the character. Backlash is triggered in three ways:
    • When the character has a Dramatic Failure on a Psychic Power roll.
    • The character chooses to use a Psychic Power without paying the Willpower cost. This can be done only once every 24 hours per Discipline.
    • Each Discipline the character knows causes a Backlash once per adventure if certain criteria are met -- this does mean that a character who knows many Disciplines will have to deal with many more Backlashes than a specialist, but on the flip side, as Backlash grows more deadly with each level of the Discipline, a generalist's Backlashes will be much weaker.
    Displays: Also in contrast to the powers of werewolves and changelings, psychic powers 'leak'. They're energy inefficient, and that excess energy bleeds off into Displays, psychic phenomenon that accompany the use of any Power of the 2nd dot or higher. A psychic can suppress these Displays by rolling Resolve+Composure and taking 1B damage (in the form of a splitting headache). Displays are more or less random, but may become associated with a specific power or Discipline -- the GM can roll randomly for each power use, or just assign a Display to a power, or allow the player to pick. The five Displays are:
    • Auditory: A bass-pitched hum issues from the psychic's vicinity or in the vicinity of the power’s subject, eerily akin to many deep-pitched voices. The sound grows in a second from hardly noticeable to as loud as a shout strident enough to be heard within 100 feet. Shrill laughter, terrified shrieks, or uncanny whispers also occur.
    • Material: The subject or the area is briefly slicked with a translucent, shimmering substance. The glistening substance evaporates after 1 turn regardless of the power’s duration. Sophisticated psychics recognize the material as ectoplasmic seepage from the Astral Plane; this substance is completely inert. Other variants include luminous tentacles or growths, or even seeming 'cracks' in reality.
    • Mental: A subtle chime rings once in the minds of creatures within 15 feet of either the psychic or the subject. Bells, whispers, or any other sound is possible as well.
    • Olfactory: An odd but familiar odor brings to mind a brief mental flash of a long-buried memory. The scent is difficult to pin down, and no two individuals ever describe it the same way. The odor originates from the psychic and spreads to a distance of 20 feet, then fades in less than a second.
    • Visual: The psychic's eyes glow brightly, or else they are suffused by an aura of light and color -- in either case, this is clearly visible from up to a hundred feet away.


    GM of the Walking Shadow Campaigns
    New System and Setting Material

  • #2
    Biokinesis
    The most internally focused of Psychic Disciplines, Biokinesis is the ability to control the physical matter of one's own body. The biokinetic is able to survive environments and recover from wounds that would kill a lesser man, and with enough power, they become able to rip the very life-force from their foes, or else knit together a man's bones. The greatest biokinetics are living weapons, more dangerous than any blade or bullet.

    Biokinetics were often people who focused on the flesh with a depth of obsession difficult for outsiders to grasp. Many were sufferers of extreme body dysmorphia, believing themselves prisoners in their own skin, or else those who committed self-harm as a way to exert control over their own lives. The biokinetic comes to see the body as a tool, and many develop a chillingly casual attitude towards physical pain.

    Trigger: Once per adventure, when engaged in some strenuous physical activity, the biokinetic triggers Backlash.
    Backlash: Psychosomatic Debilitation
    The human body is an incredibly complex machine, a convoluted dance of bone, muscle, blood, nerves, and so much more. Biokinetics are tinkerers in the factory of the flesh, and sometimes they make mistakes in their carnal tinkering, leaving 'bugs' in the body's source code. Though the specific form of the debilitation differs (phantom limbs afire in pain, stomach-heaving nausea, flu-like symptoms or fevers), the effect is the same. For the rest of the scene, the psychic loses (Biokinesis) dots from their Attributes, selected randomly, to a minimum of 1 in each attribute.

    Rolling Activation
    Many Biokinesis powers are activated as a Reflexive Action, but cost 1 WP. In an emergency, a biokinetic may activate multiple such powers in a single turn, paying 1 WP per turn until all activation costs have been paid.


    Endurance (Biokinesis ●)
    The basis of the biokinetic discipline is the ability to exert fine control over one's body. A biokinetic is able to direct the flow of individual cells of blood, isolate poisons, or stretch the body's reserves of energy.

    Cost: None
    Action: None
    Dice Pool: None
    Duration: Permanent

    The biokinetic gains a +(Biokinesis) bonus to their rolls to resist poison, disease, deprivation, unconsciousness, or suffocation.

    Shape Flesh (Biokinesis ●●)
    The biokinetic is able to make himself stronger, faster, or more resilient, rearranging muscle and bone as necessary.

    Cost: 1 Willpower
    Action: Reflexive
    Dice Pool: None
    Duration: Scene

    The biokinetic is able to move (Biokinesis) dots of Physical Attributes from one place to another, to a maximum of 6 (or Arete+1, whichever is higher) in any one.

    Psychic Surgery (Biokinesis ●●●)
    The biokinetic is now able to use their powers not only on their own flesh and blood, but also on those of others. With care and knowledge, the biokinetic can set bones and close wounds.

    Cost: 1 Willpower
    Action: Instant, but requires ten minutes of poking around in the other person's guts first.
    Dice Pool: Dexterity+Medicine+Biokinesis
    Range: Touch
    Duration: Lasting

    The biokinetic is able to spend their successes to heal the subject of their wounds (this may be the biokinetic himself, or another person). Bashing damage is healed at 1B per Success, Lethal at 1L per 2 Successes, Aggravated is healed at 1A per 5 successes.

    The biokinetic may make only one attempt to heal any set of wounds. If a person is hit with a bullet for 4L damage, and the biokinetic is able to heal 3L of that, they may not attempt again to heal that remaining last point of Lethal. The wounded individual will just have to heal it the old fashioned way. Of course, if they later get shot a second time, the biokinetic may attempt to heal the new wounds.

    Also note that this basically surgery, and limited to what surgery can do. An extremely skilled biokinetic can replicate advanced medical machinery with only their will and their hands, but they can still do nothing about the common cold.

    Willing Spirit, Weak Flesh (Biokinesis ●●●●)
    The spirit is willing, but the flesh is weak -- that is the credo that many biokinetics lived by before awakening to their powers. Now, however, they are able to strengthen their bodies by sheer will alone.

    Cost: 1 Willpower, optionally 1 Aggravated
    Action: Reflexive
    Dice Pool: None
    Duration: Scene, optionally (Biokinesis) turns.

    The biokinetic adds (Biokinesis) dots to their physical attributes. This can bring attributes 1 dot above their usual maximums. Optionally, the biokinetic can also push their bodies far beyond their structural limits, taking 1 Aggravated damage (in the form of fractured bones and torn muscles all over the body) to add a further (Biokinesis) dots to their physical attributes -- this may bring attributes up to 2 dots above their usual maximums, and lasts for only (Biokinesis) turns.

    Living Weapon (Biokinesis ●●●●●)
    Up until now, the biokinetic has been limited to natural forms. They could make their body stronger, faster, better, but they were still constrained to the usual run of human ability. No more.

    Cost: 1 Willpower
    Action: Reflexive
    Dice Pool: Special (see below)
    Duration: Scene

    Each use of this power allows the biokinetic to select one of the functions from the list below. The biokinetic is able to use more than one of the functions of Living Weapon at a time, but they need to pay willpower for each.
    • Doppelganger: The biokinetic takes on the physical appearance of another individual. The biokinetic rolls Wits+Biokinesis, and gains (Successes) bonus to any Subterfuge roll to impersonate the other individual. This only conveys physical looks, not mannerisms or knowledge, and their physical imposture is limited to knowledge that the biokinetic has of the subject’s appearance.
    • Hammerhands: The biokinetic transforms his hands into deadly weapons – blades, sledgehammers, claws, what have you. The biokinetic gains a 3L attack that uses Brawl.
    • Metalflesh: The biokinetic covers his body in scales, thick hide, or even some semblance of bronze. The biokinetic gains 5/3 armor – this stacks with supernatural armor such as Telekinetic Shield, but not mundane armor such as a flak jacket.



    Empathy
    Empathy is the psychical ability to feel and manipulate the emotions of others. Among the most common of all psychical abilities, some parapsychologists believe that all humans possess at least some latent degree of psychical empathy. Empathy is at its strongest when the subject is someone with whom the psychic has a powerful emotional connection, whether his feelings for the subject are tender, primal, or vengeful.

    Trigger: Once per adventure, when exposed to someone feeling an intense emotion, the Empath triggers Backlash.
    Backlash: Emotional Barrage
    The empath is inundated with powerful emotions, unable to distinguish which are his own and which belong to others. For the rest of the scene, the empath suffers from one of the following Conditions: Furious, Shaken, Depressed, or Swooning (towards an individual the empath is not normally fond of), determined randomly. The penalties from Furious, Shaken, and Swooning are -(Empathy).

    Empathic Bond (Empathy ●)
    The empath can sense when a loved one or close acquaintance dies or experiences extremely intense emotions. The character receives these troubling feelings regardless of proximity. While the empath will sense his loved one’s emotions, this power neither gives insight into the cause of these emotions nor informs the psychic of his loved one’s whereabouts.

    Cost: None
    Action: None
    Dice Pool: None
    Duration: Permanent

    When gaining this power, the Empath should sit down and figure out who, precisely, is close enough to count as family or loved ones out of the NPC cast -- as a general rule of thumb, anyone who shares the character's blood, Touchstones, lovers, and anyone with whom the character works closely on a regular basis counts.

    Empathic Bond has two effects:
    • First, the psychic has a 'status report' on all of the people with whom they share a bond, though all they can determined is whether the other character is alive or dead and whether or not they are experiencing a powerful positive or negative emotion (and if so, which).
    • The psychic can use other Empathy and Telepathy powers through the Empathic bond.
    Aura Read (Empathy ●)
    The empath has the psychic ability to perceive auras; the ephemeral halos of energy that surround all living things. This allows her to perceive a subject’s emotional state, and potentially any supernatural nature. The colors of an aura show a person’s general disposition, and the ebbs, flows, tone, and other oddities reveal other influences. Note that the empath may not know what she’s looking at when seeing something odd in an aura. For example, she may not know that a pale aura means she’s seeing a vampire, unless she’s confirmed other vampiric auras in the past.

    Cost: 1 Willpower
    Action: Instant
    Dice Pool: Wits+Empathy (Skill)+Empathy (Psychic Discipline), minus the target's Composure
    Range: (Empathy x 2) Yards
    Duration: Scene

    Upon a success, and for every two successes after the first, the empath may ask one of the following questions, or may gain a +1 bonus to Social rolls against the target:
    • What’s your character’s most prominent emotion?
    • Is your character telling the truth?
    • What is your character’s attention most focused on right now?
    • Is your character going to attack?
    • What emotion is your character trying most to hide?
    • Is your character supernatural or otherwise not human?

    Subtle Manipulations (Empathy ●●●)
    The empath is able to delicately alter the subject's emotions.

    Cost: 1 Willpower
    Action: Instant
    Dice Pool: Manipulation+Empathy(Skill)+Empathy(Psychic Discipline) vs. Resolve+Composure
    Range: (Empathy x 5) Yards
    Duration: Scene

    If successful, the empath places one of the following Conditionson the subject: Furious, Inflamed, Melancholy, Shaken, Spooked or Scarred. The relevant penalties are equal to (Empathy/2, Rounded up).

    Mass Hysteria (Empathy ●●●)
    The empath can use this power to influence whole crowds at a time. He can cause peaceful crowds to riot, rioting crowds to calmly disperse, or any other emotional manipulation that suits his purposes.

    Cost: 1 Willpower (may be spent at the same time as the activating power -- this is an exception to normal Willpower expenditure rules)
    Action: N/A
    Dice Pool: N/A
    Range: A radius of (Empathy x 15) Yards, centered on the psychic
    Duration: Scene

    This power enhances Subtle Manipulations and Emotional Dominion. By spending an additional Willpower point, the empath may apply or remove the relevant conditions from any and all individuals within range, though they must apply or remove the same Condition from all of them.

    Emotional Dominion (Empathy ●●●●)
    The empath is a force of human nature. He can blanket city blocks with his emotional manipulations, inciting bloody riots or orgies at will. Even when he is not consciously using this power, the empath’s emotional state bleeds out into the world around him. Should he feel melancholic, the streets empty. When angered, they run with blood. When he dreams, his dreamscapes cause ripples through the consciousness of those around him. Communities of artists, lunatics, and libertines are drawn to the empath’s vicinity, but anyone he sees on a regular basis will either be terrified of him or utterly cowed by the sheer power of his personality.

    Cost: 1 Willpower, optionally 1 Aggravated Damage
    Action: Instant
    Dice Pool: Manipulation+Empathy (Skill)+Empathy (Psychic Discipline) vs. Resolve+Composure
    Range: (Empathy x 5) Yards
    Duration: Scene or Week

    Upon success, the empath may bestow or remove any State of Mind Condition on a target, with the relevant bonuses or penalties increased to (Empathy).

    By taking 1 Aggravated damage as well, the empath causes the State of Mind to last for a full week.


    Extrasensory Perception
    Extrasensory Perception is the psychical ability to acquire sensory information beyond that which is detectable by the physical senses. These psychics, sometimes referred to as ESPers, seers, or clairvoyants, can perceive the energy surrounding all living things in its raw and generally imperceptible form. Extrasensory Perception does not represent a sharpening of the senses. Instead, this Discipline is an exercise in mental projection and acuteness. As a clairvoyant gains greater control over her powers, she will develop the ability to perceive distant places, people, or things. Eventually, she may learn to project her conscience outside of her body.

    Trigger: Once per adventure, when exposed to a chaotic or very loud situation (a combat or a party, say), the clairvoyant triggers Backlash.
    Backlash: Sensory Overload
    As more and more information floods into the clairvoyant's mind, it finally overloads her ability to process it. For the rest of the scene, the clairvoyant suffers from the Distracted Condition, save that the penalty is equal to -(ESP). During this time the clairvoyant also loses the benefit of Psi-Senses.

    Sympathy
    To the clairvoyant, distance is an illusion. Yet there is still a kind of metaphysical distance, in that the more a character knows about what they are seeking, the more easily they may find it.

    +4 -- Sensory: You can see, hear or otherwise sense your target directly, or could if there wasn't some barrier in the way. The clairvoyant is trying to cast her senses to the other side of a wall.
    +2 -- Intimate: You have a piece of the target’s physical substance, such as hair, nail clippings or blood from a creature, a leaf or flower from a plant, or a sliver of material from an object. Or you know the target very well, such as a longtime friend or close family member, a beloved pet or a prized possession.
    0 -- Known: You know the target, which might be a friend, co-worker or personal possession. You have a photo or other accurate representation of the target, or you can see the target on live video or hear the target over live audio.
    -2 -- Acquainted: You’re acquainted with the target. It might be a casual acquaintance, a co-worker you hardly know, or an item you held or used once.
    -4 -- Encountered: You have encountered the target briefly, such as a person you passed on the street or an item you touched once.
    -6 -- Described: You have never encountered the target, but can describe it. You might know a person’s name or physical description, or what an object or place looks like.
    N/A -- Unknown: If you know nothing about the target, you cannot seek it with extrasensory perception. Knowing that there is a serial killer in town is not enough to find him from afar. You must at least know his name, description or location.

    Psi-Senses (Extrasensory Percetpion )
    This power augments the clairvoyant’s mundane senses, giving her supernormal insights into the world around her. Lost and hidden objects call out to her. Important clues glow in her presence. Shadows move aside for her gaze.

    Cost: None
    Action: None
    Dice Pool: None
    Duration: Permanent

    The clairvoyant gains a +(ESP) Bonus to Wits+Composure rolls to notice things and to Wits+Investigation rolls to search an area.

    Telelocation (Extrasensory Percetpion ●●)
    While in a trance, the clairvoyant can use this power to learn the location of an object, individual, or location by focusing her mind upon it. Many psychics describe objects they telelocate as calling out to them; the closer the psychic is to the object, the louder this call is said to become. Telelocation gives the psychic a general impression of distance and direction.

    Cost: 1 Willpower
    Action: Instant
    Dice Pool: Wits+Extrasensory Perception
    Suggested Modifier: Sympathy modifiers
    Duration: Scene

    At a single success, the clairvoyant has the target's direction to the nearest cardinal or ordinal direction and distance to the nearest mile. Each further success doubles the specificity (so to the nearest half-mile, quarter-mile, etc and 22° on a compass, 11°, etc).

    Mechanically, the clairvoyant gains a bonus equal to +(Successes) to find the target. If the target moves during the scene, the clairvoyant knows and is able to tell in which direction.

    Clairvoyance (Extrasensory Percetpion ●●●)
    The psychic can project her senses to another location. She sees, hears, smells, and otherwise experiences the other place as if she were there.

    Cost: 1 Willpower
    Action: Instant, but usually done after a Meditation action (30 minutes)
    Dice Pool: Intelligence+Extrasensory Perception
    Suggested Modifier: Sympathy modifiers, also, scrying for an object or person and not a place (–3), Does not Meditate (-4)
    Duration: Scene

    If successful, the clairvoyant is able to use all of her senses as if she were right at the location, looking over the scene from slightly above and behind the main action. The clairvoyant is able to move her point of view a limited distance (no more than ESP x 10 feet from the starting location). Note that if seeking a person or object, this power does not give the character any additional knowledge about where they are located, though the character can of course look around and try and guess.

    Astral Form (Extrasensory Percetpion ●●●●)
    While in a trance, the psychic can project his consciousness out of his body. At such times, the psychic’s consciousness travels invisibly as a spirit. Obviously, an individual who can astrally project is capable of amazing feats of surveillance and reconnaissance.

    Cost: 1 Willpower
    Action: Instant, but requires meditation first
    Dice Pool: None
    Range: N/A
    Duration: Unlimited, but see below

    The psychic's senses part from her body, and can travel the world. Multiply the psychic's Speed by her (ESP + Arete). The clairvoyant is not bound by gravity, and can travel through physical obstacles and even into the ground. She cannot interact with the physical world in any way when separate from her body, though she can see and hear as well as she can normally. She can, however, use Psychic Disciplines. She may also spend 1 WP to roll Intelligence+ESP (modified by Sympathy and possibly blocked by Wards) in order to teleport to a location.

    While the psychic's mind is wandering, her body is in a coma-like state. Touching or even attacking the body does not rouse the psychic, and while the clairvoyant can remain in astral form indefinitely, they need to pay attention to concerns such as their body dehydrating or starving.

    Omniscience (Extrasensory Percetpion ●●●●●)
    The clairvoyant casts their senses wide, opening the mind's eye to the total sum of information, however briefly. In that moment, the psychic sees everything, from the greatest mountain to the smallest blade of grass.

    Cost: 1 Willpower
    Action: Instant
    Dice Pool: None
    Range: (50 feet x Extrasensory Perception) radius
    Duration: Turn

    For a moment, the psychic catches a glimpse of everything within the immediate area, regardless of intervening walls or floors or anything else that would break up line of sight. For that one instant, the clairvoyant has a point of view from every possible angle.

    In general, this means that the clairvoyant has a perfect mental map of the entire area she is in, as well as the location of all individuals within it. Nor can large objects, chambers, or groups of people be hidden from the psychic. That said, while Omniscience may inform the psychic that there is a hidden room in the wall between two other chambers, it won't tell her how to enter it. Similarly, spotting someone who is actually hiding requires rolling Wits+Composure+ESP versus their Dexterity+Stealth.

    While this is primarily a visual power, the psychic's other senses are also cast wide -- they can smell and hear everything in the area as well, though the brief glimpse afforded by Omniscience is too short to hear more than a few words of a conversation.

    Prescience
    Prescience is the gift to predict the future through vision and premonition. At first, the prescient, or precog, can use his psychical powers to sense impending danger. As his abilities grow stronger, the precog will begin to see the past and future unfold before him in visions. At the pinnacle of his powers, the precog will be able to predict the probable outcome of any given course of action. These visions can be triggered at will, but they will often occur uncontrollably and without warning.

    Trigger: Once per adventure, when exposed to a new individual, the precog triggers Backlash.
    Backlash: Terrible Visions
    The psychic suffers brief, disturbing visions of the future -- sometimes true ones, sometimes nothing more than fevered hallucinations. For the rest of the scene, the precog suffers from one of the following Conditions: Confused, Depressed, or Paranoid, determined randomly. If either Confused, the target takes a -(Prescience) penalty to Int and Wits rolls instead of -2, and if Paranoid, a -(Prescience) penalty to Social rolls instead of -2.

    Sixth Sense (Prescience ●)
    The precog possesses a sixth sense that alerts him to impending danger. Sixth Sense may take the form of a brief vision of some personal calamity, an internal scream, a feeling of nausea, or another method of warning. This power pushes the psychic into action and enables him to sidestep harm. In the case of a premeditated threat, the psychic may feel something is wrong days in advance and the sense of danger will grow until the threat is nearly upon him.

    Cost: None
    Action: None
    Dice Pool: None
    Duration: Permanent

    The precog gains a +(Prescience) bonus to Initiative, and to Wits+Composure rolls to avoid being Surprised.

    Visions (Prescience ●●)
    The psychic receives precognitive visions that occur without warning whether he is awake or asleep. They may pertain to any Subject, future or past. A precog may have a vision that relates to his life, occupation, interests, or friends and associates, or he may see images of distant events and complete strangers. A character’s uncontrolled visions may foretell events of great importance, potential personal danger, or little apparent significance. With a bit of practice, however, the precog learns to sort the wheat from the chaff.

    Cost: 1 Willpower
    Action: Instant
    Dice Pool: Composure+Prescience and Intelligence+Academics (see below)

    To begin, the precog selects a single topic, which may be a person, object, place, or event and rolls Composure+Prescience. For each success, the character gains a single symbol relevant to the topic (as a general rule of thumb, each symbol should represent either a keyword associated with the topic, or symbolize some specific individual, place, or thing). The character may then roll Intelligence+Academics to decipher up to (Successes) symbols down to the relevant keywords or proper nouns.

    Psychometry (Prescience ●●●)
    Psychometry is the psychic ability to read impressions left on physical objects. Your character can feel the emotional resonance left on an item or can perceive important events tied to a location with this ability. The ability automatically hones in on the most emotionally intense moment tied to the item.

    Cost: 1 Willpower
    Action: Instant
    Dice Pool: Composure+Prescience
    Suggested Modifiers: Character has read impressions from this item before (–2), important event happened more than one day ago (–1), more than one week ago (–2), more than one month ago (–3), more than one year ago (–5), item was used in a violent crime (+2), item is only vaguely tied to the event (–2), spirits pertaining to the event are nearby (+3)

    If successful, the precog gains a vague description of the event ("A man stabbed Lady Beckham with a knife" or "Someone walked in on the two lovers" -- a sentence, basically.) For each success, the precog may further ask the Storyteller one of the following questions:
    • What’s the strongest emotion here?
    • Who remembers this moment the most?
    • Am I missing something in this scene?
    • Where was this object during the event?
    • A Yes/No question related to the observed scene
    • A physical description of a participant in the scene

    Intuition (Prescience ●●●●)
    The precog is able to make out signs and portents, is able to piece together scores of minor visions to get at the truth of a subject.

    Cost: 1 Willpower
    Action: Instant
    Dice Pool: Intelligence+Prescience

    For every success, ask the Storyteller a yes/no question about your character’s life, her surroundings, a task at hand, or the world at large. The Storyteller must answer these questions truthfully.

    Precognition (Prescience ●●●●●)
    The psychic can rely on his formidable intuition to aid him in the execution of any task. Able to discern the probable outcome of any action, the character is able to steer clear of mistakes and accidents, thus greatly enhancing his chances of success.

    Cost: 1 Willpower
    Action: Reflexive
    Dice Pool: None

    The precog may use this ability in one of two fashions:
    • The psychic may enhance a single one of his non-supernatural rolls, gaining the Advanced Action quality (roll twice and use the higher).
    • The psychic may dodge a single physical attack or a trap, forcing the opponent to roll twice and use the lower dice result.
    Last edited by NeoTiamat; 03-19-2015, 09:25 PM.


    GM of the Walking Shadow Campaigns
    New System and Setting Material

    Comment


    • #3
      Pyrokinesis
      Pyrokinetics are individuals who, after suffering years of pent-up rage and fear, develop the ability to ignite fires with their minds. Pyrokinetic powers are fuelled by catastrophic emotional duress, and inevitably, these psychics learn to channel their anguish outward, unleashing torrents of fiery devastation.

      Fire
      A fire is rated by its Size and its Intensity.


      Size refers to how large the fire is, or more precisely, how much surface-area the fire affects at once:
      0 = Candle, a character coming into contact with the fire burns an area no larger than an inch around
      1 = Torch, a character coming into contact with the fire burns an area about the size of a palm
      2 = Bonfire, a character coming into contact with the fire burns an area equal to 50% of their body
      3 = Inferno, a character coming into contact with the fire burns their entire body

      Intensity refers to how hot it is.
      0 = Candle, a brief (1 Turn) contact with this fire causes superficial, first-degree burns
      1 = Torch, a brief (1 Turn) contact with this fire causes partial, second-degree burns.
      2 = Bunsen burner, a brief (1 Turn) contact with this fire causes deep, third-degree burns (burning to the bone)
      3 = Chemical fire, a brief (1 Turn) contact with this fire causes causes fourth-degree burns (blackened husks) and with time can melt metal.

      A character that is in contact with a flame takes (Size+Intensity) Lethal damage for each turn they are in contact.

      Trigger: Once per adventure, when suffering Wound Penalties or under severe emotional stress, the pyrokinetic triggers Backlash.
      Backlash: Spontaneous Combustion
      The pyrokinetic vents excess heat and flames into the surrounding area. Gouts of fire may pour from their hands and mouth, or nearby objects may simply burst into flame without any cause. This starts a fire with (Pyrokinesis) dots divided between Size and Intensity, or adds (Pyrokinesis) dots to an existing flame. If a fire were to be brought above Size 3, Intensity 3, then excess dots are vented into Size, as the fire expands rapidly into other rooms, buildings, or pieces of terrain. The pyrokinetic takes (Pyrokinesis) dice of Lethal damage from the energies coursing through them.

      Firewalker (Pyrokinesis ●)
      Pyrokinetics play with some of the most destructive forces in the planet. Of necessity, any who survive learn to toughen themselves against their own tools.

      Cost: None or 1 Willpower
      Action: None or Instant
      Dice Pool: None
      Duration: Permanent or Scene

      The pyrokinetic learns to ignore up to (Pyrokinesis+1) points of damage from contact with flames -- the master pyrokinetic can take a stroll through a volcano. Firewalker also grants the pyrokinetic immunity to the regular run of smoke inhalation and heat exhaustion, though smoke containing unusual chemicals is still a danger.

      This immunity also affects the character's clothing and any objects they're holding. For 1 Willpower, the pyrokinetic can extend this protection to any individual touching them, so long as they remain in contact.

      Ignite (Pyrokinesis ●●)
      By focusing his will on an object, the psychic can cause it to grow hot or even burst into flames. The psychic can use this power to heat meals, warm his flat, cause metal objects to become uncomfortably warm, or set small fires. Flammable materials will be quickly ignited by this power. Once a fire is ignited by the psychic, it will burn normally unless affected by another pyrokinetic power.

      Cost: 1 WP
      Action: Instant
      Dice Pool: Presence+Pyrokinesis
      Range: (Pyrokinesis x 2) yards
      Suggested Modifiers
      +6 Flammable gas (butane, hydrogen, pure oxygen)
      +4 Flammable liquid (gasoline, kerosene)
      +2 Easily flammable solid (match heads, oily rags, wax, fireworks)
      −0 Dry and lightweight flammable material (paper, dry leaves, cotton)
      −2 Wood, cardboard, most clothing, vampires
      −4 Wet wood or clothing, hair
      −6 Plastic, fire retardant cloth, flesh

      Roll Results
      Dramatic Failure: The pyrokinetic suffers Backlash.
      Failure: The character produces a candle-like flame, good for precious little other than lighting a cigar.
      Success: The character divides (Successes) between the fire's Intensity and Size. Anyone in contact with the flame suffers the usual contact damage, unless they scuttle away, stop-drop-and-roll, or similar. In all cases, this is a Dodge action where the victim rolls Dex+Athletics and reduces damage by their successes.
      Exceptional Success: Extra successes are their own reward.

      Flame Charmer (Pyrokinesis ●●●)
      The psychic can use this power to manipulate the behaviour and, to a lesser extent, the shape of a fire in his field of vision and in the Range of this power. He can cause the fire to move in any direction he chooses, provided it has fuel to burn. He can cause its flames to change direction, become contained, spread in a controlled fashion, or strike like a serpent. He can even cause flames to take any shape he desires, including spelling out words or creating images.

      Cost: 1 Willpower
      Action: Reflexive to activate, but actual manipulations take an Instant Action
      Dice Pool: See Below
      Range: (Pyrokinesis x 25) feet
      Duration: Scene

      For the rest of the scene, the pyrokinetic can manipulate flame in any way he chooses, though he can't cause fire to burn where there is no fuel for it. The pyrokinetic can do several things with fire (all of which take an Instant Action):[list][*]Purely cosmetic actions, such as spelling words in flame or creating simulations of people.[*]Command the fire to expand in a given direction. The fire moves at a Speed of (Pyrokinesis x 3) Yards.[*]Order the fire to not expand into a given location.[*]Quench the fire. This is a Presence+Pyrokinesis roll, which can only be attempted once per flame. Each success reduces either the Size or the Intensity of the flame by 1.[*]Attack someone with the fire. The target must be within (Pyrokinesis x3) Yards of existing flames. This is a Dexterity+Pyrokinesis attack, minus the target's Defense -- the pyrokinetic may attack multiple targets this way at a -1 for each target after the first (treat this as an autofire attack). If successful, they suffer full contact damage from the flames, but can attempt to minimize damage by taking a Dodge action and rolling Dex+Athletics, as above.

      Blazing Aura (Pyrokinesis ●●●●)
      Among the most scientifically baffling of psychical powers, Blazing Aura allows the pyrokinetic to generate an intense wall of heat around himself. Flammable material within the area affected by this power will catch fire, but the psychic and his clothing are not affected.

      Cost: 1 Willpower
      Action: Instant (this may be used as a Dodge action)
      Dice Pool: Presence+Athletics+Pyrokinesis
      Range: A sphere with a diameter of up to (Pyrokinesis) Yards, centered on the pyrokinetic
      Duration: (Successes) turns

      Blazing Aura surrounds the pyrokinetic in a shell of unspeakable heat for (Successes) turn. This has three effects:
      • Every turn, there is a 30% that wherever the pyrokinetic is standing will burst into flame (treat this as an Ignite attack centered on where the pyrokinetic is standing to determine the Size and Intensity of the fire).
      • The pyrokinetic gains Durability 3 against non-metallic weapons (as they burn up before reaching him) and Durability 1 against bullets (which are small and thus easily incinerated).
      • Anyone entering the aura takes (Successes) Lethal damage from the heat, reduced by 1 for each success on a Resolve+Stamina roll. This does not count as Fire damage.
      Inferno (Pyrokinesis ●●●●●)
      When the pyrokinetic uses this power, he causes the air around him to combust explosively, creating a fiery blast capable of levelling buildings and incinerating anything in its path.

      Cost: 1 Willpower and 1 Aggravated Damage
      Action: Instant
      Dice Pool: Presence+Intimidation+Pyrokinesis
      Range: A blast with a radius of (Pyrokinesis x 15) feet and a point of origin no further than (Pyrokinesis x 25) feet.
      Duration: Three turns

      Being hit by Inferno is rather akin to being hit with a bomb. A wave of heat and kinetic force surges out from the center point, dealing (Successes) Lethal damage to everything in the area (this is a mixture of damage types, so only (Successes/2, rounded down) of it counts as fire damage for the purposes of creatures weak to it). This ignores defense, but every 3 dots of Armor reduces the damage by 1.

      The blast knocks down, stuns, and deafens anyone in range. Every character struck by Inferno must roll Dexterity+Athletics, Stamina+Resolve, and Stamina+Wits, each at a penalty equal to (Successes). Those who fail the Dexterity+Athletics roll areKnocked Down, those who fail the Stamina+Resolve roll at Stunned for one turn, and those who fail the Stamina+Wits roll are Deafened for the rest of the scene.

      The firestorm continues to burn the very air for some time after it is unleashed. The superheated air deals (Successes/2) Bashing damage to everyone in the blast radius on the pyrokinetic's second and third turn after unleashing the blast, similarly reduced by armor as above.

      Finally, a good roll on Inferno has a distinct chance of knocking over trees and collapsing buildings, which may cause trouble as well.

      A pyrokinetic can only use Inferno once per day.


      Telekinesis
      Telekinesis is the psychic ability to generate kinetic force with the mind. The stronger the will of the psychic and the more developed his Telekinesis Discipline, the greater the mass his mind can move. The true power of this Discipline is limited only by the imagination and willpower of the mind that wields it.

      Trigger: Once per adventure, when suffering Wound Penalties or under severe emotional stress, the telekinetic triggers Backlash.
      Backlash: Telekinetic Storm
      The psychic vents a maelstrom of telekinetic energy, causing nearby objects (and people) to be thrown about with violent force. The Backlash is centered on the psychic and affects everything in the immediate area (usually the same room), out to a range of about (Telekinesis x 50 feet). Every character (including the psychic himself) and every notable object takes (Telekinesis x2) dice of lethal damage -- Defense does not help against this unless it also defends against firearms, but armor does reduce the damage dice.

      Telekinetic Shield (Telekinesis )
      The psychic surrounds himself with a field of kinetic force, which pushes back against hostile blows, robbing them of their force.

      Cost: None
      Action: None
      Dice Pool: None
      Duration: Permanent

      The telekinetic gains +(Telekinesis)/+(Telekinesis/2, rounded down) supernatural Armor. Note that this only protects against physical assaults -- so the psychic should still avoid irritating men with flamethrowers.

      Manipulation (Telekinesis ●●)
      The signature ability of the telekinetic, with this power the psychic can pick up objects with only his mind, lifting them and if necessary hurling them at his foes.

      Cost: 1 Willpower
      Action: Reflexive
      Dice Pool: (See Below)
      Range: (Telekinesis x 25 feet)
      Duration: Scene

      Upon activating this power, the telekinetic is able to lift and manipulate objects with his mind for the rest of the scene. Uses can of Telekinetic manipulation can be divided into roughly three categories: lifting/using objects, throwing objects, and psychic blows:
      • For the purposes of lifting, holding, or other basic manipulations, the character is treated as having a Strength score equal to (Telekinesis) and a Dexterity score equal to (Telekinesis/2, rounded up). The psychic can do just about anything with his mind that he can with his hands, though vision can be a problem (sure, the telekinetic can type on a keyboard sixty feet away, but it's going to be tricky if he can't see the keys) -- as a rule of thumb, a -1 penalty per ten feet of distance is appropriate for delicate manipulations.
      • As an Instant Action, the character can lift and throw objects, striking either a single target or multiple ones grouped together (essentially Auto-Fire with the mind). This is a Telekinesis+Athletics+Damage+3 attack, with a -1 for each target after the first. As a rule of thumb, most suitable throwing objects (books, chairs) deal 2B damage, while especially sharp or dense things (knives, stones) deal 2L damage. Both Defense and Armor apply.
      • As an Instant Action, the psychic can also attack someone directly with telekinetic force. This is a Telekinesis+Brawl+0L attack, but the telekinetic can use combat maneuvers and even grapple a target with telekinetic force. As with throwing objects, the target can attack multiple individuals at a -1 for each target after the first (and even attempt to knock down or grapple multiple individuals). Armor applies, but Defense does not.
      Skill Tricks and Fighting Styles do not apply to telekinetic attacks.

      Levitation (Telekinesis ●●●)
      The telekinetic can lift himself off the ground with the force of his mind. He can use this power to mimic flight or to hover stationary in the air.

      Cost: 1 Willpower
      Action: Reflexive
      Dice Pool: None
      Duration: Scene

      For the rest of the scene, the psychic is able to move through the air at a Speed of (Telekinesis x2), and to a maximum height of (Telekinesis x 25) feet. He can also carry anything he can lift along the way, though normal Strength requirements and encumbrance penalties apply. If the psychic is rendered unconscious while levitating, they promptly plummet to the ground.

      Force Barrier (Telekinesis ●●●●)
      The telekinetic uses all of his concentration to raise up a psychic shell, powerful enough to deflect bullets or even withstand a speeding car.

      Cost: 1 Willpower per Turn
      Action: Instant (this may be used as a Dodge action)
      Dice Pool: Resolve+Craft+Telekinesis
      Range: A sphere with a diameter of up to (Telekinesis) Yards, centered on any point within (Telekinesis x 25) feet.
      Duration: Turn

      The telekinetic creates an extremely durable bubble or shield about themselves, which has a Durability of (Successes). Any physical attack that tries to damage something on the other side of the bubble is reduced by this Durability, though the bubble is neither sound-proof, fire-proof, nor does it protect against magic.

      This is most commonly used by a telekinetic to prevent themselves from getting hurt by something very unpleasant, but it canbe used to contain someone or something else, as the bubble is impermeable both ways. In such a case, the character being enclosed may roll Dex+Athletics, and if they equal or exceed the telekinetic's success, they are able to dodge out of the way.

      Wrecking Ball (Telekinesis ●●●●●)
      At the pinnacle of his power, the telekinetic can now manipulate objects of tremendous weight and size with devastating speed and force. The psychic is capable of generating blasts of tremendous force capable of punching holes through inches of plate steel. The psychic could easily use this power to bring down whole buildings by blasting apart foundations and supports.

      Cost: 1 WP, optionally 1 Aggravated Damage
      Action: Reflexive
      Dice Pool: None, Enhances Manipulation
      Duration: Turn

      By spending 1 Willpower, the telekinetic is able to enhance his use of Manipulation for a single turn.
      • For the purposes of lifting, holding, or other basic manipulations, the character is treated as having a Strength score equal to (Telekinesis x2) and a Dexterity score equal to (Telekinesis).
      • When throwing an object or objects, the character rolls (Telekinesis x2)+Athletics+Damage+3 attack, with a -1 for each target after the first. (Object's damage ratings stay the same -- they're bigger but they move more slowly, so it works out)
      • When using direct psychic force, the character rolls (Telekinesis x2)+Brawl+0L.
      By further taking 1 Aggravated Damage, the telekinetic is able to push his mind beyond the limits of his body, enhancing Manipulation to terrifying heights.
      • For the purposes of lifting, holding, or other basic manipulations, the character is treated as having a Strength score equal to (Telekinesis x3) and a Dexterity score equal to (Telekinesis).
      • When throwing an object or objects, the character rolls (Telekinesis x3)+Athletics+Damage+3 attack, with a -1 for each target after the first. (Object's damage ratings stay the same -- they're bigger but they move more slowly, so it works out)
      • When using direct psychic force, the character rolls (Telekinesis x3)+Brawl+0L.


      Telepathy
      Among the most powerful and subtle of Disciplines, Telepathy is the power to read and control minds. Those who manifest this gift are able to mentally send and receive messages and read the surface thoughts of others. Over time, a telepath can develop the ability to induce the sensation of pain, override a Subject’s senses, implant subliminal commands, rewrite memories, and rifle through the minds of others for their secrets.

      Trigger: Once per adventure, when interacting with another individual, the telepath triggers Backlash.
      Backlash: Mental Bleed
      Sometimes, the telepath hears things she probably shouldn’t. Perhaps she overhears the mad internal ramblings of a cultist in a crowd. Maybe she hears a plot to hijack a plane. Maybe, just maybe, she hears the incoherent thoughts of a ghost or spirit. Always terrible, always disturbing, these black thoughts intrude when the telepath has other things on her mind. For the rest of the scene, the telepath suffers from one of the following Conditions: Depressed, Shaken, or Spooked (determined randomly). The penalties from Shaken and Spooked are -(Telepathy).

      Silent Voice (Telepathy ●)
      The psychic can mentally broadcast short messages consisting of either a simple mental image or speech at a conversational speed to a subject within his field of vision and in the range of this power. If the psychic wishes, she can cause the words to be mentally “heard” in her voice.

      Cost: None
      Action: Reflexive
      Dice Pool: None
      Range: (Telepathy x 5) Yards

      The telepath may speak with another character within range, using only her mind. The recipient of the psychic message is able to tune out the message is they so wish, and the telepath is only able to transfer words and simple images. The telepath may have the words appear in her own voice, or in a 'neutral' voice. The telepath may also 'hear' any thoughts the subject willingly reveals in return (again limited to simple images and words), and may relay them on to a different individual -- essentially, serving as a psychic switchboard.

      Mind Reader (Telepathy ●)
      Your character can hear surface thoughts and read minds. She hears these thoughts as if they were spoken, which means they can sometimes be distracting. She could only hear thoughts at the range she could hear normal conversation, regardless of any ambient noise (so a telepath could hear the thoughts of someone next to her at a loud concert, even though she couldn’t actually hear the subject talk, but could not hear the thoughts of someone a football field away under quiet conditions).

      Cost: 1 Willpower
      Action: Instant
      Dice Pool: Wits+Empathy+Telepathy, minus the subject's Resolve
      Range: (Telepathy x 5) Yards
      Duration: Scene

      The telepath may ask a single question of the subject, with an additional question for every two successes after the first (so at 5 successes, the Telepath gets 3 questions). The answers are usually about a paragraph's worth of detail, and the questions can be asked any time within the same scene.
      • What does your character want right now?
      • What does your character fear most right now?
      • What is your character hiding?
      • What does your character want mine to do?
      • What does your character know about [relevant topic at hand]?
      • What turns your character on right now?
      • What’s something shameful or embarrassing about your character?

      Overmind (Telepathy ●●●)
      The telepath can use this power to seize control of the body or physical senses of a Subject. With a mental command from the psychic, the Subject is compelled to move and act in accordance to the psychic’s will.

      Cost: 1 Willpower
      Action: Instant
      Dice Pool: Intelligence+Persuasion+Telepathy vs. Resolve+Composure
      Range: (Telepathy x 5) Yards
      Duration: 24 hours

      Roll Results
      Dramatic Failure: The telepath suffers Backlash.
      Failure: The telepath’s victim proves stronger-willed than she’d thought.
      Success: The telepath's voice sounds in the victim's mind, inflicting the Dominated Condition.
      Exceptional Success: The telepath’s control worms into the deepest cracks of the victim's mind. At any time before Overmind's duration is up, the telepath may spend an additional Willpower point to extend it a further 24 hours. There is no limit to how long a telepath can keep up Overmind.

      Once she has inflicted the Dominated Condition, the telepath can command the victim as an instant action. Her commands can’t be longer than three or four words, and she has to be direct — her control doesn’t extend to issuing vague commands. “Follow me,” “Shoot your husband,” and “Repeat after me…” are all suitable commands, while “Forget,” “Submit,” and “Do my bidding” have too much room for interpretation.

      Alternatively, the telepath can take her time and instill commands of up to three sentences in length, which the victim must obey as soon as the telepath finishes instilling it. This takes several turns -- too long to use in combat.

      Subliminal Implantation (Telepathy ●●●●)
      The psychic can use this power to implant a set of mental commands in his Subject’s mind. These commands detail a course of action the character will be compelled to take. When the psychic implants mental commands, he must choose a trigger for the commands.

      Cost: 1 Willpower
      Action: None
      Dice Pool: None
      Duration: (Telepathy) Weeks

      This ability enhances Overmind and Psychogenesis. The telepath is able to defer the activation of those abilities, setting triggers that will alter the victim's memories or overwrite their mind when encountered. The triggers may be as simple or as complex as the telepath wishes, and the telepath may set as many triggers as she chooses.
      • Overmind: When the victim encounters the trigger, he immediately gains a Dominated Condition relating to the imprinted command.
      • Psychogenesis: When the victim encounters the trigger, he immediately gains the relevant False Memories or Madness condition. Triggers may also cause these Conditions to disappear.
      Psychogenesis (Telepathy ●●●●●)
      The telepath can significantly manipulate the memories and psychological makeup of a Subject through a slow and methodical process of psychic annihilation and reconstruction. There are a number of potential uses for this power, and its effects depend on the intentions of the psychic.

      Cost: Special (See below)
      Memory alterations of no more than a scene's worth of events takes 1 WP
      Memory alteration of no more than a month's worth of events, or unguided madness, costs 2 WP
      Memory alteration of years of life, or tailored insanity, costs 4 WP
      Action: Special (See Below)
      Brief, crude memory alterations ("That werewolf was a large dog," "I was never here") are an Instant Action
      Memory alteration of a scene's worth of events (Rewriting a meeting that the victim had) takes about 5 minutes.
      Memory alteration of a day's worth of events (The victim thinks he spent the night at home, not guiding the telepath through the hidden compound) takes about a half hour.
      Memory alteration of a month's worth of events (The victim investigated the telepath's company but thinks he never discovered any sign of corruption) takes about four hours.
      Memory alteration of a year or more of the victim's life (The victim forgets their spouse) takes twelve hours of work per year altered.
      Instilling madness takes four hours for unguided madness, or twelve hours if the telepath custom-tailors the insanity.
      Dice Pool: Intelligence+Subterfuge+Telepathy vs. Resolve+Composure+Supernatural Tolerance
      Requirements: The victim must have been Dominated already, or is somehow restrained.
      Duration: Permanent

      While the target is Dominated or bound, the telepath can spin her victim’s memories like cotton candy, stretching far back into childhood. She can create memories of events from nothing, erase memories of an event or person, or change the people, events, and location of existing memories to serve her purpose. As part of this alteration, she inflicts a persistent Condition on the victim. If she deletes a broad swath of memories, the victim receives the Amnesia Condition, otherwise he takes the False Memories Condition.

      The telepath has to speak with her victim, either out loud or using Silent Voice, describing the changes she wants to make to his memories. Crude alterations — deleting a swathe of his past, or replacing his wife’s face with the telepath’s in all his memories — take about a minute to describe, but more detailed changes can take quite a bit longer. When changing memories or creating new ones, the telepath can create the factual content of the memory, but the victim’s thoughts and feelings remain out of her control. She can create an environment that makes him predisposed to certain reactions, but she can’t force him to love a son she’s just invented (unless she also happens to be a potent Empath). The telepath's changes are permanent, unless she used Subliminal Implantation to only reveal them on a trigger.

      Alternatively, the telepath may simply fracture her victim's mind. She applies psychic stress to the victim's mind until her victim retreats into the Broken or Madness Conditions (determined randomly). Alternatively, she may take her time and direct the victim into a specific form of clinical insanity (Broken, Delusional, Fugue, Madness, Obsession, Paranoia, or Depression), the specifics of which she can determine (such as what, precisely, triggers the victim's fugue state).



      GM of the Walking Shadow Campaigns
      New System and Setting Material

      Comment


      • #4
        Merits
        ************************************************** *****************************
        Themed Displays (••)
        Prerequisite: Psychic Kit
        Effects: Your Displays follow a tight theme, chosen upon taking this Merit, which may be anything from "Fire" to "Wolves" to "Squamous Horrors from Beyond Space and Time". For example, if you choose Fire, then your Material Displays would leave behind soot and your Olfactory Displays would reek of smoke. Whenever you use a Psychic power and don't suppress your Displays, you receive a +2 bonus on the activation roll.
        Drawback: Of course, your mind expects that it'll be allowed to toss out phantasmagoria; you take a -2 penalty on your rolls to suppress your Displays.
        Courtesy of Amechra
        Infectious Personality (••)
        Prerequisite: Empathy Discipline ••
        Effects: The empath's personality is naturally infectious. Those in his presence will begin to take on his affectations, vocal patterns, and inflections. When he is happy, those around him laugh with him. When he despairs, those in his presence share his pain. The empath gains a +3 to Empathy rolls against those in his immediate physical presence.
        Drawback: The ease of understanding facilitated by the ease of emotional connection goes both ways, however -- other characters gain a +3 to Empathy rolls against the empath as well. Furthermore, this only works against individuals who would be susceptible to the psychic's Empathic nudging.

        Hands On (•)
        Prerequisite: Empathy or Telepathy Discipline ••
        Effects: The empath or telepath requires flesh-to-flesh contact to ply their mental powers, but his powers are significantly stronger -- all Empathy or Telepathy rolls gain a +4 bonus.
        Drawback: With the exception of the beginning powers of Silent Voice and Empathic Bond, all of the psychic's Empathy or Telepathy powers work at a touch range, nor can the psychic use any of their powers through the Empathic Bond (they can still silently communicate and track the status of their close ones, however).

        Sensitive (••••)
        Prerequisite: Extrasensory Perception Discipline ••
        Effects: The clairvoyant is no longer limited to just searching out the physical and material. The clairvoyant's powers extend across the veil, allowing them to see that which is not actually there. In practice, this means that the clairvoyant can see and hear into the Twilight (using Psi-Senses), and that Telelocation, Clairvoyance, and Omniscience can see into the Twilight as well (a clairvoyant using Omniscience sees both material and twilight simultaneously). At the Storyteller's discretion, the clairvoyant's senses may even extend into other planes of existence such as the Shadow, or to seeking out entities of the God-Machine, if the clairvoyant has some experience with them to begin with.
        Drawback: The risk of clairvoyance is that the character sees something that they would not wish to. When dealing with the Twilight, this goes double.

        Weird (•)
        Prerequisite: Extrasensory Perception Discipline ••
        Effects: The clairvoyant is more powerful than most, their psychic footprint heavier on the world. They gain a +3 bonus to Telelocation, Clairvoyance, and Omniscience rolls, but there's a catch...
        Drawback: Namely, those the clairvoyant looks at without his normal eyes (either through those three powers or while in the Astral Form) feel the weight of his gaze upon them. The subject rolls Wits+Occult, at a penalty equal to the clairvoyant's (Extrasensory Perception). Upon failure, the victim passes it off as a vague feeling. But if successful, they know that they are being watched. If they get an Extraordinary Success, then they know who is watching them (if they've met the clairvoyant before, they know that it is him, if not then they will recognize the clairvoyant next they see him).

        Altered State (•)
        Prerequisite: Prescience Discipline ••
        Effects: For millennia, priests and shamans have used hallucinogenic compounds in order to draw upon the visions of the divine. The precog benefits from this power as well, being able to strengthen their visions with a choice selection of herbs or chemicals. Whenever the character is taking a penalty from some kind of hallucinogenic or mind-altering substance, they take the penalties that the drug normally inflicts and applies it as a bonus to all Prescience rolls, and as a flat modifier to their Sixth Sense. While something powerful like LSD produces the best results, even humble marijuana can provide a benefit to the precog.
        Drawback: Unfortunately, the precog is still suffering all the other effects of the drug.

        Living Furnace (•)
        Prerequisite: Pyrokinesis Discipline
        Effects: Though the psychic feels no discomfort, his flesh is always hot to the touch. Anyone coming in contact with the character’s skin will assume he has a serious fever. The character’s internal heat keeps him warm when others would be chilled, and thus, the psychic does not require coats or blankets for warmth except in near freezing conditions. Anyone sharing a bed with him, however, will find the heat uncomfortable. The pyrokinetic ignores the effects of the Extreme Cold Tilt, and is treated as having Armor equal to his (Pyrokinesis) against any and all cold-based attacks.

        Ashen Breath (•)
        Prerequisite: Pyrokinesis Discipline
        Effects: The pyrokinetic is a creature not just of flames, but of poisonous smoke. While your typical pyrokinetic is immune to the normal run of smoke inhalation, this character is no longer bothered by the smoke of anything burning at all. Chemical fires, hallucinogenic incense, anything cleansed by fire is as good as healthy air to the pyrokinetic.
        Drawbacks: Periodically, thin wisps of unpleasant-smelling smoke escape from the pyrokinetic's throat and nose. This is disconcerting, and also makes the character smell like a four-pack-a-day smoker, no matter what they do.

        Visible Power (•)
        Prerequisite: Telekinesis Discipline ••
        Effects: When the telekinetic uses Manipulation, tendrils of ectoplasmic mist trail from his hands or eyes to the objects she is manipulating. The mist seems to allow for finer control and greater strength -- the character's Telekinesis is treated as 3 higher for the purposes of determining the Strength and Dexterity scores of their manipulation, and attacks gain a further +3 dice (this is not increased by Wrecking Ball).
        Drawback: On the one hand, this leaves the viewer in absolutely no doubt that the character is responsible for whatever trouble is being caused, and direct attacks with telekinetic force are penalized by Defense.





        Conditions
        ************************************************** *****************************



        Some relevant conditions I keep mentioning. I think this is all of them, but if I'm missing any, let me know.

        Dominated
        A vampire has given your character a specific command that she cannot go against. You don’t have a choice whether or not to follow the command — your will is no longer your own. If your task has a natural end, such as “Follow that man until he enters an apartment then call me with the address,” you resolve the Condition once you complete it; otherwise it ends at sunrise. Once you resolve this Condition, you can’t quite remember what happened while you were under the vampire’s spell.

        Two limits: First, the vampire cannot command you to take any suicidal or self-destructive actions. Such commands are simply ignored. Secondly, if the command would cause you to suffer a Breaking Point or Falling Point, you may roll Resolve+Blood Potency and add your successes to the original successes gained on your resistance roll to Mesmerism. If this brings you above the vampire's successes, you are free of his Mesmerism (and by extension, no longer Dominated), and are immune to his Dominate for the rest of the scene. These extra rolls are cumulative -- if you are ordered to commit two Falling Point-worthy actions, you roll twice and add the results to your original resistance.
        Resolution: Follow the vampire’s command. Take more bashing or lethal damage than your Stamina. Roll enough extra successes as a result of being commanded to take Breaking Point or Falling Point-worthy actions.
        Beat: N/A
        Expiration: Sunrise

        Distracted
        Something has caught the character's eye, making it difficult for them to pay attention to other things. The character takes a -2 penalty on Wits rolls (including Perception, Wits+Empathy, and Wits+Subterfuge).
        Resolution: The source of the distraction goes way.
        Beat: The character chooses to fail a perception roll without rolling.
        Expiration: Scene


        Confused
        Your character cannot think straight, either because of some mental power or good old-fashioned cranial trauma. You take a –2 die penalty on all Intelligence and Wits rolls.
        Resolution: Get some quiet time to clear your head.
        Beat: The character chooses to fail an Intelligence or Wits roll without rolling.
        Expiration: Scene


        Frightened
        Something’s scared you to the point where you lose rational thought. Maybe you’ve just looked down at a hundred-story drop, or seen a tarantula the size of your fist crawling up your leg. Whatever the case, you need to leave right now. Your only priority is getting the **** away from the thing that’s frightened you — the hell with your stuff, your friends, and your allies.

        This fear is not so powerful that it provokes you to violence or overrides self-preservation. If someone tries to stop you from escaping, you’ll try to get past them but you won't attack them. If the target of your fear attacks you and you can't run away, then you'll fight back. Supernatural creatures prone to loss of control, including vampires, must roll to avoid frenzy (successes required equal the successes of the Nightmare-using vampire).
        Resolution: The character escapes from the source of his fear.
        Beat: N/A
        Expiration: Scene; The character can suppress its effects for a turn at the cost of 1 WP


        Furious
        The character is severely ticked off and is having trouble thinking straight. The character takes a -2 to all Mental rolls until this condition is resolved.
        Resolution: The character works out her aggressive urges, either by engaging in combat or destroying some large or significant object (a car, a wall, some prized possession)
        Beat: The character’s aggression gets her into trouble.
        Expiration: Scene


        Inflamed
        The source may be chemical, mystical, or simply the result of some very skillful mood-setting, but your character is feeling the need for some physical intimacy right now. The character gains the Lustful Vice for the remainder of the scene (if they already had it, they get 2 WP for fulfilling their vice instead of the normal 1).
        Resolution: The character's lust is sated.
        Beat: N/A
        Expiration: Scene


        Melancholy
        The character is sniffling and a bit teary-eyed. The character's Composure is treated as 1 less for the purposes of contesting and resisting emotional effects, and the character takes a -1 to Perception rolls.
        Resolution: The character receives some sort of cheering news, or is comforted by someone close to them.
        Beat: The character misses something big -- the character chooses to automatically fail a Perception roll.
        Expiration: Scene
        Depressed
        In a state of depression, it feels as if nothing good can ever happen again. There is no hope, there is no joy, there is no happiness, and the world is cold and bleak. A depressed character cannot spend Willpower to enhance a roll (though he can still spend it to activate supernatural abilities).
        Resolution: With temporary Depression, a Touchstone may talk the character down from their Depression as an extended Presence+Persuasion action (5-10 minutes per roll, successes vary by default to 10). Truly joyous events can also dispel temporary Depression (receiving a profession of deep-seated love, achieving a long-sought goal). Persistent Depression is more difficult, and may require major lifestyle changes, medication, and therapy.
        Beat: The character slips into apathy or has an anxiety attack, not taking some specific action even though it is manifestly clear that they should and that not doing so will harm them.
        Expiration: 1 adventure/1 month, though it may be shorter or longer (Persistent Depression is a Madness Condition).

        Last edited by NeoTiamat; 03-16-2015, 06:54 PM.


        GM of the Walking Shadow Campaigns
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        • #5
          If I may?

          Themed Displays (••)
          Prerequisite: Psychic Kit
          Effects: Your Displays follow a tight theme, chosen upon taking this Merit, which may be anything from "Fire" to "Wolves" to "Squamous Horrors from Beyond Space and Time". For example, if you choose Fire, then your Material Displays would leave behind soot and your Olfactory Displays would reek of smoke. Whenever you use a Psychic power and don't suppress your Displays, you receive a +2 bonus on the activation roll.
          Drawback: Of course, your mind expects that it'll be allowed to toss out phantasmagoria; you take a -2 penalty on your rolls to suppress your Displays.


          I have decided, after some thought, that I don't really feel happy on these forums. I might decide to come back to post. Who knows - but right now, I'm gone.

          So good bye, good luck, and have a nice day.

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          • #6
            Nice. Makes me want to work on that psychic fatsplat I have planned out.


            “There are no rules. Only Principles and natural laws.” - Promethius
            My Homebrew no longer fits in a signature, you can find an index of it here.
            Full length fan-books I contributed too: Princess: the Hopeful, Leviathan: the Tempest, Dream Catchers

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            • #7
              Very nice idea, Amechra! Were one so inclined, I can think of a whole mess of Psychic-related merits (probably drawing on the Optional modifier system from Second Sight, or the Qualities/Impediments from UnMet). I might look into that.


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              • #8
                Thanks! It's pretty much a direct port of a feat I wrote for D&D 3.5 Psionics (I have like 30 of them somewhere; I can try my hand at porting a couple more?)


                I have decided, after some thought, that I don't really feel happy on these forums. I might decide to come back to post. Who knows - but right now, I'm gone.

                So good bye, good luck, and have a nice day.

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                • #9
                  Thank you very much for doing this. UnMet's psychic powers are also my go-to for scary, flavorful, interesting psychic powers. I was thinking of porting them over to nWoD for an Infinite Macabre game, but this saved me a bunch of work and looks great!


                  Before enlightenment: chop wood, carry water. After enlightenment: Glorious Tree-Felling Prana and All-Encompassing Liquid-Carrying Methodology.

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                  • #10
                    Amechra, by all means! They sound like they'd be useful to my fledgling psychic PC.

                    Dorchadas, UnMet is probably one of my favorite games for setting/flavor, up there with JAGS Wonderland, even if the mechanical system I have more doubts on. But it is just so purely awesome, a labor of love. Pity the authors have vanished off the face of the universe, along with just about any place to buy all their stuff. I've been looking for a copy of Up the River for at least three years now. <_<


                    GM of the Walking Shadow Campaigns
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                    • #11
                      Whole big bunch of merits (drawn from the UnMet book), along with Amechra's, now in the same post as Conditions.
                      Last edited by NeoTiamat; 03-17-2015, 12:47 PM.


                      GM of the Walking Shadow Campaigns
                      New System and Setting Material

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                      • #12
                        Fucking impressive. I might give this a try.

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                        • #13
                          Thank you! Your profane endorsement warms the cockles of my heart.

                          Question to you lot -- any particular types of "Being Psychic" you guys would want to see? I'm feeling semi-creative at the moment. The two ideas that most pop to mind are Electrokinesis (derived from the last UnMet discipline) or some kind of Biokinesis (interestingly, Warhammer 40K combines those two, with biokines lobbing lightning).


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                          • #14
                            Since I'm not sure how to insert the Taco Girl on my phone, I'll put my vote in for both of those! Also, maybe some sort of "Aportation" abilities might be cool.

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                            • #15
                              Biokinesis is my favorite ESPer thing. So I suggest that... oh, and rules hack to do Psykers! Rules hack to do PSYKERS! If I can't have my head explode for the glory of the EMPRAH (or Gork n' Mork, or whoever), I don't have real psychic powers.


                              I have decided, after some thought, that I don't really feel happy on these forums. I might decide to come back to post. Who knows - but right now, I'm gone.

                              So good bye, good luck, and have a nice day.

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