PP - Psionics
PP - Psionics
PSYCHIC MUTANTS
With the invasion of Core Earth, the number of psis
dramatically rose in the form of psychic mutants.
Most psychic mutants are sapient creatures, but
some animals and creatures found within Pan-
Paci ca are starting to exhibit psionic abilities as
well.
Exactly how psychic mutants manifested their
powers is unknown, but the current hypothesis is
that through exposure to radiation, chemicals, or
just natural random variation, the genetic structure
of the mutant’s cells changes. There are even those
who also blame the Contagion for the changes,
which is not entirely impossible.
48
But while there is no doubt psychic mutant DNA increase the bone density and overall toughness of
is different, exactly how it is different is a vexing his body to offer some protection. Biodensity grants
problem for Kanawa scientists. There is no rhyme the manifester a +1 Toughness bonus.
or reason to any of the genetic changes, and many Success Levels:
of the modi ed genes don t seem to have any • Good: The Toughness bonus increases to +2.
consistent function. • Outstanding: The Toughness bonus increases
The powers psychic mutants command is typically to +3.
less re ned than other disciplines, but they do not
lack for power. Mutants tend to develop more violent celeRity
and dramatic powers than disciplined psychics. Axiom Level: 20
Skill: Kinesis 12
Casting Time: 1 action
NEW POWERS DN: Standard (DN 10)
Range: Self
ancestRal weaPon Duration: 3 rounds
Axiom Level: 24 The psychic oods his fast twitch muscle bers
Skill: Precognition 12 with energy to increase his reaction time and
Casting Time: 30 minutes overall speed. This allows him to rapidly switch his
DN: Hard (DN 14) focus from action to action.
Range: Self On a success, the psychic ignores 2 points of
Duration: 24 hours Multi-Action penalties and may take an additional
To use this power, the psychic must possess a melee simple action.
weapon. He holds the weapon and meditates, Success Levels:
while reaching out to all the weapon masters • Good: As Standard and the psychic also gains a
who lived prior to him. On a success, the psychic +1 bonus to his dodge defense.
gains intimate understanding of the techniques • Outstanding: As Good, but the psychic ignores
legendary weapon masters before him used. points of Multi-Action penalties.
He gains a bonus of +1 to his melee weapons tests comPelling voice
while wielding the weapon. Additionally, his attacks Axiom Level: 23
gain AP 1. This stacks with any AP the weapon Skill: Telepathy 12
inherently has. Casting Time: 1 action.
Success Levels: DN: Hard (–4) vs. target’s willpower or Mind
• Good: The melee weapons bonus increases to +2 Range: 5 meters
and the attacks gain AP 2 instead of AP . Duration: 1 round
• Outstanding: As Good, and the hero deals Compelling voice may only be manifested at a single
+1BD damage when using the weapon. This target, and the target must be able to understand the
stacks with any bonus die for damage the psi (i.e., it must be intelligent enough to understand
wielder gains. commands and speak the same language).
To manifest this power, the psi must speak a short
biodensity command to a single target no Multi-Targeting .
Axiom Level: 21
The command may involve the victim undertaking
Skill: Kinesis 10
any action using his own skills and abilities, but
Casting Time: 1 action
they may not be forced to spend Possibilities. If
DN: Standard (DN 10)
the command involves making multiple actions,
Range: Self
manifesting this power invokes a penalty equal to
Duration: 3 rounds
the usual Multi-Action penalty. f the command
By focusing the energies within one’s body and
endangers the victim’s life (such as telling them
using breathing techniques, the psychic can
49
to walk off a cliff the telepathy test is Heroic abilities do not actually change, their appearance
(–8) instead. changes in the minds of all who view them.
If the target is reality-rated, the test is instead a On a success, the psychic can conceal the cosm(s)
contest of telepathy vs. willpower or Spirit. The Hard he and his allies are from. For as long as he maintains
or Heroic penalties still apply. Concentration, he and his allies appear and act in
On a success, the target resists but becomes a way that seems natural for the cosm they are in.
Stymied and Vulnerable. This does not actually change their reality, axioms,
Success Levels: or anything else.
• Good: The target must undertake the action, f an affected character does something or uses
but any skill tests to resolve the action take a an ability not supported by the cosm’s axioms or
–2 penalty. World Laws, the psychic must test telepathy against
• Outstanding: As Good but without penalty. the observers’ willpower or Mind, or the power ends.
dataKinesis Multi-Targeting penalties apply.
Axiom Level: 24 Success Levels:
Skill: Kinesis 10 • Good: The telepathy test to maintain the illusion
Casting Time: 1 action is Favored.
DN: Challenging (DN 12) • Outstanding: As Good and no Multi-Targeting
Range: Touch penalties apply.
Duration: Concentration dissiPate eneRgy
By manipulating the electrical currents that run Axiom Level: 24
through a smart phone, desktop, tablet, or other Skill: Kinesis 12
smart device, the psychic can operate the device, Casting Time: 1 action
bypassing passwords, rewalls, and other barriers DN: Challenging (DN 12)
by touching the object and maintaining his focus. Range: Self
To manifest datakinesis, the psychic touches the Duration: 3 rounds
ob ect that he is attempting to gain access to and Dissipate energy creates an invisible shield
concentrates. On a success, the psychic can use his around the psi. This shield de ects and absorbs
kinesis skill instead of computers. energy attacks that target the psi. The psi gains
If the psychic loses contact with the device or +3 to defenses against all energy weapons, re, and
Concentration, the power immediately ends. electricity-based attacks. f the psi makes an Active
Success Levels: Defense the bonus applies to Armor as well.
• Good: As Standard, and the duration increases Success Levels:
to 1 hour. Access can be reestablished after • Good: As Standard but the bonus increases to
losing physical contact with the device. +5.
• Outstanding: As Good and kinesis tests used to • Outstanding: As Good plus the psi may grant
manipulate computers are Favored. the bonuses to one adjacent ally. If the psi
disguise Reality makes an Active Defense, any attacks on the
Axiom Level: 24 ally use the psi’s defense instead (as well as
Skill: Telepathy 12 granting the Armor bonus).
Casting Time: 10 minutes
DN: Hard (14) FulguRKinesis
Range: Touch Axiom Level: 22
Duration: 24 hours Skill: Kinesis 12
The psychic projects the image and feeling that he Casting Time: 1 action
and targeted allies belong to a different reality than DN: Target’s dodge or Dexterity
their own. While their clothing, possessions, and Range: 50 meters
Duration: Instant
50
Though less common than restarters, there are
psychics who manipulate the electrical currents AVAILABLE POWERS
running through machinery or static charges
within the air. Below are lists of powers that Pan-Paci ca
The manifester empowers the static in the air, psis can access. The Psychic Mutant list below
causing electricity to arc towards targets within replaces the list in Torg Eternity. The Disciplined
a Medium Blast Radius. Those hit suffer 12 Psychic list may only be accessed by taking the
(AP4) damage. Disciplined Psychic Perk (see page 24)
f there is high-voltage machinery nearby GM s Disciplined Psychic: Alter memory*, ancestral
call) the manifester may choose to use this as the weapon, awareness*, biodensity, celerity,
source of fulgurkinesis, dealing +4 damage, but the clairvoyance*, clarity*, cloud mind*, compelling
machinery is destroyed in the process. voice, copycat*, datakinesis, disguise reality,
Success Levels: dissipate energy, energize*, foreshadow*, heat shield,
• Good: +1BD damage. invigorate, manipulate Possibilities, mend*, mind
• Outstanding: +2BD damage. sense*, minor telekinesis, mnemonist, psionic static,
psychic shield*, psychometry*, read mind**, relieve
Heat sHield pain, restore spirit, strangle*, synergy, telekinetic
Axiom Level: 23 strike, telepathy*, wallrunner, updraft, and wipe
Skill: Kinesis 12 memory.
Casting Time: 1 action. Psychic Mutant: Alter memory*, biodensity,
DN: Standard (DN 10) celerity, clairvoyance*, clarity*, cloud mind*,
Range: Self compelling voice, confusion*, datakinesis,
Duration: 6 rounds energize*, fulgurkinesis, heat shield, mend*, mind
The psi creates a shimmering wave of heat that sense*, minor telekinesis, psionic static, psychic
surrounds her and incinerates projectiles (bullets, shield*, pyrokinesis*, restore spirit, read mind**,
arrows, etc. red at her. This shield has no effect restoration, sonic scream, synergy, telekinetic
on melee or unarmed attacks, nor does it affect barrier*, telekinetic blast, telepathy*, updraft, and
energy weapons attacks. On a success, the hero gains wipe memory.
+2 to her dodge defense and +2 Armor against fire
*Detailed in Torg Eternity.
combat and missile weapons attacks.
**Detailed in Tharkold Sourcebook.
Success Levels:
• Good: The bonuses increase to +3.
• Outstanding: The bonuses increase to +4. psychic beyond the limits of what his body should
invigoRate be able to handle.
Prerequisites: Beta Clearance and energize power Success Levels:
Axiom Level: 21 • Good: The bonus to Strength and Dexterity
Skill: Kinesis 12 increases to +3.
Casting Time: 1 action • Outstanding: The bonus to Strength and
DN: Hard (DN 14) Dexterity increases to +4.
Range: Self maniPulate Possibilities
Duration: Concentration Axiom Level: 24
The psychic draws energy from everything around Skill: Precognition 10
him and adds it to his own, increasing his Strength Casting Time: 1 minute
and Dexterity. DN: Hard (14)
On a success, the psychic gains a +2 bonus to Range: 10 meters
Strength and Dexterity. Invigorate pushes the Duration: Instant
51
A psychic hound leads a corporate assassin to a warehouse. Time for Ibis to improvise.
The psychic can change one Possibility, of his own or Minor telekinesis allows the psi to grasp, move,
an ally’s within range, to that of another cosm with a and manipulate ob ects, with a mass of up to ve
success. The new Possibility must be one which the kilograms, with her mind. This can include such
psychic is in or to the psychic’s home cosm. actions as wielding a sword, ipping a switch,
This power may only be manifested once per scene. or punching a foe. Although the psi can only
manipulate small objects (or barely push heavier
Success Levels: ones), if he strikes with those objects (or just with
• Good: Two Possibilities may be changed, and his mind) it uses a base Strength equal to the psi s
may be changed to any reality from reality- Spirit.
rated allies within range.
• Outstanding: Three Possibilities may be The psi must manifest this power to grasp or hold
changed, and may be changed to any reality a single object. Once successfully manifested, he
from reality-rated characters within range. may continue to manipulate that object as long as he
maintains Concentration. He may manipulate other
minoR teleKinesis objects by manifesting the power additional times.
Axiom Level: 23
The psi uses his own skills as normal (i.e.
Skill: Kinesis 8
unarmed combat when hitting a foe, lockpicking when
Casting Time: 1 action
attempting to pick a lock .
DN: Easy (DN 8)
Range: 10 meters
Duration: Concentration
52
Success Levels: Success Levels:
• Good: The psi may transfer focus to another • Good: The bonus increases to +4.
object without manifesting the power again. • Outstanding: As Good, and any attempts to
• Outstanding: The duration increases to 6 read or control a protected mind causes 1BD
rounds. Shock to the attacker. The enemy psi is aware
of this before attacking.
mnemonist
Axiom Level: 20 Relieve Pain
Skill: Precognition 8 Axiom Level: 21
Casting Time: 1 round Skill: Telepathy 8
DN: Standard (DN 10) Casting Time: 1 action
Range: Self DN: Standard (DN 10)
Duration: Instant Range: 5 meters
The psi causes the synapses in the hippocampus to Duration: Instant
re rapidly. The psi can commit incredible details Relieve pain sends out a refreshing wave of energy to
of smells, sounds, and sights to memory. Frequently the psi and allies in range. Those affected instantly
used for espionage, mnemonist allows the psi to recall recover 2 Shock.
this short memory, vividly, as if watching a movie.
Success Levels:
After the psi successfully tests precognition, he • Good: The affected recover Shock.
may spend one round looking over his immediate • Outstanding: The affected recover Shock.
surroundings. The psi need not be obvious when he
does this and can do so discreetly. He can memorize RestoRation
all pictures, writing, and smells that are within a 5 Prerequisites: Beta Clearance and the mend power
meter radius with a success. Axiom Level: 24
Evidence analysis tests in subsequent scenes Skill: Kinesis 14
involving the memorized features become Favored. Casting Time: 10 minutes
Success Levels: DN: Challenging (DN 12)
• Good: The area increases to a 10 meter radius. Range: Touch
• Outstanding: As Good and future tests gain a Duration: Instant
bonus instead of Favored. Though more challenging to master than mend,
restoration is a more advanced power which allows
Psionic static psychics to heal allies in addition to themselves in
Axiom Level: 24 a much shorter amount of time.
Skill: Telepathy 10 The psychic and target of restoration must
Casting Time: 1 action meditate together for 10 minutes and then the
DN: Standard (DN 10) psychic tests kinesis.
Range: 10 meters
Duration: Concentration If the test is a success the target recovers a Wound.
Intrusion into the mind is a legitimate concern Restoration may only be manifested on an
in realities where the axioms and World Laws individual once per day.
support psychic abilities. Clever psychics have Success Levels:
devised ways to produce a psychic interference to • Good: The target recovers 2 Wounds.
those who would read their thoughts. • Outstanding: The target recovers 3 Wounds.
With a moment of focus, the psychic can generate RestoRe sPiRit
a psychic aegis, targeting himself and up to 5 allies. Axiom: 23
On a success, the psychic and his allies within Skill: Precognition 12
range gain a +2 to their willpower to resist any Casting Time: 1 action
attempts to read or control their minds. DN: Challenging (DN 12)
53
Range: Touch range making Extra Effort to aid in a Combined
Duration: Instant Action gains +4 bonus to that test.
This power allows the psi to heal recent emotional Success Levels:
a ictions. • Good: Attempts to make Extra Effort
On a success, restore spirit allows a psychic to automatically get an Outstanding Success.
restore a target’s psyche and removes one level of • Outstanding: As Good, but also allies within
Stymied or Vulnerable which was caused by an range of the psi gain Favored to one test each
effect that targeted Spirit, intimidation, or willpower round, as long as they are using it to accomplish
in the last round. the same goal (e.g. defeating the same group of
Success Levels: Ords, a stormer, or defusing a bomb). The goal
• Good: The psychic removes two levels of must be something immediate and speci c, not
Stymied or Vulnerable. a grand goal.
• Outstanding: As Good, and the manifester
teleKinetic blast
gains a +2 bonus to willpower for
Axiom Level: 24
the rest of the scene.
Skill: Kinesis 14
Casting Time: 1 action
sonic scReam DN: Target’s dodge or Dexterity
Axiom Level: 23 Range: 5 meters
Skill: Kinesis 14 Duration: Instant
Casting Time: 1 action The psi unleashes a shockwave
DN: Target’s dodge or of telekinetic energy to blast
Dexterity nearby targets away. The wave
Range: 25 meters always emanates from the
Duration: Instant character and affects targets
The psychic opens in a Medium Blast Radius.
his mouth and lets Targets hit take 14 damage and
out a deafening wail. The psi are pushed back ve meters and
targets all within a Medium Stymied. If this would push the target
Blast Radius. Those affected off a cliff or otherwise into a dangerous
take 12 damage which ignores Armor. area, they stop just short but become Very
Fragile ob ects within the blast radius Stymied.
may break at the GM’s discretion. Success Levels:
Success Levels: • Good: +1BD damage.
• Good: +1BD damage. • Outstanding: +2BD damage.
• Outstanding: +2BD damage.
teleKinetic stRiKe
syneRgy Axiom Level: 22
Axiom Level: 24 Skill: Kinesis 10
Skill: Telepathy 12 Casting Time: 1 action
Casting Time: 1 action DN: Standard (DN 10)
DN: Challenging (DN 12) Range: Self
Range: 25 meters Duration: 3 rounds
Duration: 3 rounds The psi enhances the momentum of his
Synergy allows the psychic to limbs by increasing the kinetic energy
mentally connect to his allies
and enhance coordination of
their actions. Each ally within
SHEN LI
54
around them and thinning the air in his path. The movement (including maneuver), and allows the psi
psi’s punches, kicks, elbows, knees, and all other to walk and run on walls (but not stay still).
attacks move faster and have a slightly visible aura Success Levels:
of energy around them. • Good: The duration increases to 3 rounds.
When successfully activated, the psi gets a +2 • Outstanding: As Good and the tests are also
bonus to all damage from unarmed combat. Telekinetic Favored.
strike cannot be used to enhance weapons but does wiPe memoRy
work with natural weapons like bites or claws. Prerequisite: Beta level clearance and alter memory
This is a bonus to damage, not Strength, so if the Axiom Level: 24
character’s Strength was increased by Energize or Skill: Telepathy 16
another source, both would apply to increase the Casting Time: 5 minutes
overall damage! DN: Target’s willpower or Mind
Success Levels: Range: Touch
• Good: The damage bonus increases to +3. Duration: Instant
• Outstanding: The damage bonus increases to +4. Due to its insidiousness, Storm Knight psychics
only use this power when something incredibly
uPdRaFt secretive must be hidden from those who have
Axiom Level: 23 seen or heard of things they should not have.
Skill: Kinesis 12 Many others, however, do not consider ethics
Casting Time: Simple action when using this power.
DN: Standard (DN 10)
Range: Self A success allows the psi to remove particular
Duration: 1 round. memories from the last hour. The victim is not
The hero creates a gust of air that lifts her straight immediately aware of the memory loss, but
up at walking speed. Next round, she drifts back conversations and circumstances may allow them
down at walking speed along any path desired. to realize they’re missing memories.
Memories erased by mind wipe can be recovered by
Success Levels:
the clarity power, but the di culty is equal to the psi s
• Good: The psi moves in the air without
telepathy skill, and only one attempt may be made.
descending for up to 2 rounds.
• Outstanding: The psi moves in the air without Reality-rated individuals are immune to this power.
descending for up to 3 rounds. Success Levels:
• Good: The psychic can remove memories from
wallRunneR the last day and memories erased by mind
Axiom Level: 22 wipe cannot be recovered in any way. They are
Skill: Kinesis 8 lost forever.
Casting Time: 1 action • Outstanding: The psychic can remove
DN: Standard (DN 10) memories from the last week.
Range: Self
Duration: Concentration
Telekinesis allows those who master it to move
objects or even themselves with their psychic “THAT WHICH WE DO
talent. Wallrunner is a more limited and focused NOT OWN, WE CONTROL.
power that allows the psychic’s mind to assist in THAT WHICH WE DO NOT
his physical movements, performing physical feats
that seem impossible.
CONTROL, WE ELIMINATE.”
- REIKO KANAWA
On a Standard Success, wallrunner grants the
psychic a +2 to Dexterity-based tests involving
55