Dec 2, 2016 7:08 pm
OOC:
Some Powers are still being created or refined. This list is a living document. I will post here and in the OOC forum if any changes are made.Aura Reading – Perception of energy fields surrounding people, places and things. This power allows you to immediately discern certain information about one or more beings in view. For every multiple of three you may learn one of these things: Psychic Power, Psychic ability(their TN), Emotional/Mental state, Physical State, Current Wounds/Stress, Presence/Absence of toxins or poisons, Presence/Absence of Possessing Forces. (This list might be incomplete. Feel free to ask for other information if you desire it. Aura Reading is not a perfect art though...it has limits.)
Astral Projection – An out-of-body experience in which an astral body becomes separate from the physical body. While using Astral Projection, you may move at the speed of thought through the world. You are completely incorporeal and cannot be affected or harmed by mundane objects. Nor can you affect physical objects, though you can use other powers to do so (like X-kinesis). Your Astral Form can levitate and you can walk on air. With a second successful use of Astral Projection you can manifest your Astral Body to be seen by anyone present in your vicinity. The downside of Astral Projection is that your mind actually travels with your astral body. While projected, you are almost totally unaware of events in the presence of your physical body. Wounds suffered by your physical form can be felt, allowing you to return to that body if it still is capable of life. Other Psychics might sense your presence with their Powers and if able, may harm you as though you were physically present. You are subject to any Exorcism attempts used on or near you. Death in Astral Form can cause death in your physical form.
Bilocation or multilocation – Being in multiple places at the same time. This Power creates a shadow duplicate of yourself. The duplicate is an exact duplicate of your current form, solid and capable of doing anything you yourself are capable of doing, except using Powers. However, it has only one Wound. If your duplicate takes wounds or stress in excess of 1 wound you may absorb that wound, taking the damage yourself, otherwise, the duplicate vanishes leaving behind trace amounts of astral ectoplasm that will evaporate within a few minutes. The player controls their duplicate in all ways. They always have the same personality and outlook as the main psychic. However they are separate minds, the original and duplicate(s) do not have any supernatural methods of communicating without the use of further Powers. When a duplicate is destroyed or banished by the original psychic, all of it’s memories are absorbed by the original psychic, as though they lived two lives for a while.
Should the original psychic die from Wounds, they may make a final Biolocation check to transfer their mind into the duplicate, making it their new body. The former duplicate gains Wounds equal to the total of the original character. All but the newest wound manifest in the new body. For example: Kyle’s original form perishes while his duplicate is sitting at home watching TV. Kyle had 6 Wounds total. The duplicate would gain the extra 5 wounds, but then those 5 Wounds would transfer any damage Kyle had taken before his original body died. Wound Threshold does still apply. If Kyle suffered enough damage to fill all of his wounds and there was still damage to be taken, it would spill over into his duplicate...potentially killing Kyle anyway.
Clairvoyance – Perception outside the known human senses. This ability is a lesser form of Astral Projection. The psychic sends one "sense" so that it functions in a location other than the place where they physically are. This power creates a "psychic sensor" that can be sent to specific locations by the psychic. However, unlike Astral Projection, the sensor cannot move from where it is sent. A new Clairvoyance check is needed to "move" the sensor to a new location. For each sense beyond the first there is a -3 penalty to the TN. As Astral Projection, a psychic using this Power is subject to Exorcism powers, however they cannot be injured by other Powers. Additionally, while some senses are sent away from their physical form, the rest remain active. So a psychic sending their site to observe another location, they can still hear someone enter the room of their physical body. The senses capable of being sent by the average person are: Hearing, Seeing, Smelling, Tasting, Touching. (At the time of this writing it seems possible that other Powers may create other senses that might be used in concert with Clairvoyance. If that happens, those extra senses will likely be compatible with this Power)\
Dowsing – Ability to locate objects, sometimes using a tool called a dowsing rod. The psychic using this power can sense the direction and general distance of an object they are familiar with. There are X general distances: Distant - 1 mile+ in distance. The object’s aura is too weak to do more than point towards it. The further away it is, the less accurate this Power becomes. Far - 100 yards - 1 mile. The direction is still general. Near - 10-100 yards. At this distance it is very easy to point directly at the object’s location. Close - 1 - 10 yards. You can walk across the room and locate the object with certainty, like if it is in someone’s pocket or a desk drawer. At Hand - less than 1 yard. You can easily point at the object no matter how well it is hidden. Of course this Power does not give you any ability to bypass anything blocking access to the object, so a wall safe is still a hinderance, but you will know that the object is in the safe beyond a doubt.
Energy manipulation - Summoning psychic, elemental, etc. energy
Energy Medicine – Healing by channeling a form of energy. The psychic using this power is able to heal Stress and Wounds in other characters. This power requires a quiet and stable environment. If this situation cannot be achieved, the GM will apply a penalty to the users TN. Starting with the most recent Wound suffered, the psychic makes a roll. If successful, find the difference between the roll result and the Wound damage number. If the EM user rolls a number higher than the Wound Damage, but still under their TN that Wound is cleared and any remainder is subtracted from the next most recent Wound. If the EM user rolls under their TN and the Wound Damage value, reduce the Wound Damage by the difference, but the Wound remains.
Empathy - The ability to feel and control others' emotional or physical feelings. This Power allows you to know the Emotional/Mental state of one or more targets, and if you choose, amplify or reduce those feelings. For each target beyond the first your TN is reduced by 3. Once you have identified the targets state you may choose to exclude them from further use of this Power. For example, if you wish to cause riotous response in a small crowd, but one person is depressed, not angry, they may be excluded from the effects of this use of Empathy. If this power is used to decrease an emotional state it can cause the target to become numb to one particular feeling per use of the Power. (The application of reducing an emotion seem limited at first glance, but it can be used for crowd control. There may be other interesting applications I have not yet considered. Feel free to suggest something.)
Further, this Power can be used to instill specific emotions in targets. This requires direct interaction that could reasonably result in the desired emotion, then a successful use of this power. As usual, there is a -3 penalty to your TN for each target you wish to affect beyond the first.
Exorcism - ability to banish of psychic entities (i.e. Astral projections, Clairvoyant sensors, ghosts, scrying, etc.). A successful use of this power banishes one or more psychic entities in the area. This power does not give you any ability to know how many potential targets are in the area, you must use other powers to detect any unknown entities. This power requires some sort of ritual and a few moments to enact. Each action spent on the ritual by a character with the Exorcism Power grants a +1 bonus to the TN. Each target beyond the first applies a -3 penalty to the TN. Psychic entities may make a reaction roll with a TN equal to their Instinct. If the entity gets closer to their TN they resist the Exorcism and a new ritual must be enacted. If the psychics using Exorcism are more successful, there are two options. The first option causes the the entity to be banished back to it’s home realm (the underworld for ghosts, the physical form for Astral Projections, or others), and it cannot come within the result in yards of that location. The second option causes Wounds to the psychic entity, meaning it is possible to kill or destroy the entity.
Foresight- See short ways into the not-too-distant future. This ability could also be referred as "anticipation." A successful use of Foresight grants a Results/3 bonus to the TN of your next action.
Hypnosis - To control one's mind and impose your will unto another single individual. Successful use of this Power allows the psychic to implant one or more suggested actions into their target. To us Hypnosis you must speak directly to the target and make prolonged eye contact, initially. Hypnosis cannot be initiated via electronic communication, though you may trigger a suggested action after the fact. The target gets to make an Reason reaction roll.
On a full success (where your target fails their reason roll) you divide your roll result by 3 to determine how many suggested actions you may give them (minimum 1). On a partial success (where your target succeeds but their roll is lower than yours) you divide the difference in results by 3 to determine how many suggested actions you can give them. On a minimal success (where your target succeeds on their roll and their result is higher than you) you may give them 1 suggested action.
Suggested actions must seem reasonable at the time the suggestion is given and not be obviously dangerous, in that performing the action would cause wounds. For example; you cannot instruct someone to reach into a fire to retrieve something, but you could tell them to walk through a door and cross the street...knowing that the heavy traffic is likely to injure them or cause other destruction. If the action is against their nature, they receive another Reason Reaction to ignore that suggested action. Your total number of unused suggested actions acts as a penalty to that Reason reaction roll. If they resist an implanted action, you may still use any remaining suggested actions to try again, or change your command to make it more reasonable.
Here is another example: Carter, the hypnotist wants to get into the bank vault after hours to find a cursed relic in a safe deposit box. He enters the bank during the day and speaks to the bank manager, Bob. During his conversation Carter uses Hypnosis on Bob. He gets a 12 which is 1 under his Hypnosis of 13, so he gets 4 Suggested Actions to use on Bob. With his first one Carter suggests that Bob will stay late tonight to meet with Carter who is an important business contact. Bob does this from time to time so no problem. Carter shows up after the bank has closed and sees Bob and a security guard there to let him in. Carter and Bob leave the security guard by the door to read his newspaper and head to the manager’s office.
Once the guard is engrossed in his paper, Carter suggests that the manager take him to the safe deposit boxes, using the second of four actions. Again, not a strange request in this situation so Bob does it. When Carter produces a key to a particular box and asks Bob to get his duplicate so they may retrieve the box, perhaps Bob gets a Reason Reaction because he knows the owner of this particular box is not Carter. However, for our example, Bob fails his roll and gets the key, there was no danger so Carter’s one remaining suggestions penalize Bob’s roll. Carter gets the box and opens it finding the cursed relic he sought. At this time the security guard wants to know what the men are doing and if he can go home soon. Carter suggests to Bob that he strike the guard and knock him out. This is very much against Bob’s nature so he gets a Reason Reaction roll. He succeeds and refuses to do such a ludicrous thing. Carter gets angry and suggests that Bob go back to his office and stay there for two hours before going home. Bob can’t see a reason why not, so he does. Carter is left to deal with the security guard now….
Levitation – Bodily levitation and flying. A successful use of this power gives you the ability to move your own body through space at about the speed could run. Additional successful uses grant increased speed. Fancy maneuvers may require additional checks. Once activated this power can be used as your reaction in avoiding a physical attack.
Dream Manipulation - The ability to enter a shared dream state, remain lucid and control the dream of the other individual. This Power requires that your target be unconscious and capable of entering a dream state (some drugs or possession by a psychic entity might make dreaming impossible).
Mediumship or channeling – Communicating with spirits. Successful Mediumship uses allow for the communication with psychic entities. For a number of rounds per die result you open yourself to mental communication with non-human psychic entities in your vicinity. You may also allow them to posses you and use your voice or body. Once open to the spirits you must use another action to shut the door before the time is up. The advantage of this power is you can shut it off.
Psychic shield - aids in warding off entities with ill intent. Successful use of this power imposes a -3 penalty to the TN of invasive mental powers acted upon you.
Psychic surgery – Removal of diseased body tissue via an incision that heals immediately afterwards. A successful use of Psychic Surgery relieves physical wounds. This power effectively grants a way to heal without the long process of hospital care and bed rest.
Psychic Writing/Drawing - The psychic projection of writing or drawing. The psychic may cause a message or image to be drawn on any surface they can see or intimately know (such as in their home). The message is created with ether drawn from the astral plane and lasts for a number of minutes equal to your result.
Psychokinesis – The ability to manipulate energy, matter, or objects by the power of thought. This is a power that acts as an attack. When you choose this Power you must choose what you are capable of manipulating: "Energy"; like fire or electricity. "Matter"; lifting and throwing objects
Psychometry or psychoscopy – Obtaining information about a person or object, usually by touching or concentrating on the object or a related object. This Power allows you to read the psychic impressions left on an object by people and powerful psychic entities. Only powerful emotionally charged information can be gained. Touching the a glass in a restaurant that someone has drunk from at one meal is unlikely to give any information. A murder weapon on the other hand is very likely to show you the circumstances of the murder or murders it was involved with. These visions are usually vague and disjointed. They will be feelings rather than full blown memories.
Retrocognition or post-cognition – Perception of past events. This Power allows you to see the activity in a space, after it has happened. A successful use of the ability lets you view a number of rounds equal to your result.
Scrying – Use of an item to view events at a distance or in the future.
Telepathy – Transfer of thoughts, words or emotions in either direction.