PSIONIC
 
Important Attributes: Willpower, Toughness,Charisma
 Racial Restrictions: Windling,Troll,T´skrang,Obsidiman
Artisan Skills: Painting
 
1st Circle
Talents
Pain (D)
Mind Weapon
Mind Armor
Pyroginesis (D)
Evidence Analysis
Engaging Banter
2nd Circle
Talents
Durability (5/4)
Empathy(D)
Infuse
3rd Circle
Talents
Telekinesis (D)
Telepathy
4th Circle
Karma: The Psionic may spend a Karma point on any action using Willpower only.
Talents
Thread Weaving (Psi Weaving)
Clairvoyance
5th Circle
Social Defense: Increase the Psionic´s Social Defense by 1.
Talents
Mighty Will (D)
Persuasion
 
 
6th Circle
Spell Defense: Increase the Psionic´s Spell Defense by 1.
Talents
Mind Reading (D)
Karma Tap
7th Circle
Strengthen Will: for the cost of 5 permanent Damage the Psionic may use the Mighty Will talent instead of Willpower.(just for talents)
Talents
Mind Hacker
Déja Vu
8th Circle
Recovery Test: The Psionic gains one additional Recovery Test.
Talents
Mind Ripper (D)
Blood Guilt Weapon (D)
 
 
 Talents
 Pain
Step Number: Rank + Willpower
Action: yes  Skill use: no
Karma: no  Strain: 1/rnd
The Psionic concentrates (may move with half speed) and a target creature, which must be able to feel pain( no Horrors, Dragons, Elementals..), feels terrible ache at a spot where the Psi. Concentrates to. The Psi. Rolls the pain dice against the willpower step of the creature. The target suffers StepPain damage. The target may avoid the damage with making a successful Willpower(or Willforce, or some similar talent) test against the Pain step. Mystical Armor protects against the Damage.
Pyroginesis
Step Number: Rank + Willpower
Action: yes  Skill use: no
Karma: no  Strain: 1
This Talent allows the Psi. to ignite flammable things upto a mass of his rank in kg. None ignitable things cannot even be heated. If some one suffers Damage from the fire the GM decides how much damage is done. (usually step 4). The Psi. has to make a successful test against the Spell Defense of the material.
Empathy
Step Number: Rank + Charisma
Action: yes  Skill use: no
Karma: no  Strain: none
The Psi. makes a test against the Spell Defense of the target. If he succeeds he knows what this person expects him to do, say or sth. Like that.
Infuse
Step Number: Rank + Willpower
Action: yes  Skill use: no
Karma: yes  Strain: 2
 If the Psi. Makes a successful test against the Spell Defense (may be lowered) he infuses a special Effect with his rank in steps. Example: The Psionic may infuse the Damage of a weapon, the step of a Spell Casting  talent or sth similar. This Effect lasts for one round. The Psionic must not use this talent to increase one of his steps. The Karma die is not added to the effect
 
 
 
 
Telekinesis
Step Number: Rank + Strength+5
Action: yes  Skill use: no
Karma: no        Strain: see below
This talent allows the Psi. to lift and move things around. The Psi. makes a Telekinesis test against the weight of  the thing he wants to lift. If he wants to move it he pays 1strain/meter (rounded up). Living things may make a strength test against the step number to avoid the effect.
Telepathy
Step Number: Rank + Perception
Action: yes  Skill use: no
Karma: no  Strain: no
This talent enables the Psi. to communicate with another person just in mind. A successful test against the spell defense is needed to build a “bridge” to the target. This bridge lasts for RANK minutes. With that bridge the persons can communicate with each other. The persons may exchange feelings, pictures, and other sensual experiences they felt already. The bridge is destroyed  if  one of the persons suffer damage. Other Psionics may access this  bridge, but if the first does not want it he may make a test against the Willpower step of the third. The Telepathy has a range of Rank*100 km. The Psi must know the name and one further information  about the person he wants to contact.
Clairvoyance
Step Number: Rank + Perception
Action: no  Skill use: no
Karma: yes  Strain:  1
The eyes become entirely white if the Psi uses this talent.
The Psi may ignore non living barriers to his sight. Range: Rank*2 metres. The Psi chooses which barriers he wants to ignore. Example: The Psi wants to see through a wall, but he wants to see the chairs, tables... in there.
 
 
 
Mighty Will
Step Number: Rank + Willpower
Action: NA  Skill use: no
Karma: no  Strain: no
This Psi may make a Mighty Will test in stead  of a Willpower test.
Persuasion
Step Number: Rank + Charisma
Action: yes  Skill use: no
Karma: no  Strain: 1
The Psi may try to persuade a person to do something for him. Test against Social Defense. Nothing suicidal of course. GM decides further effects.
Mind Reading
Step Number: Rank + Charisma
Action: yes  Skill use: no
Karma: no  Strain: no
If the test against the social defense succeeds, the Psi knows what the person thinks.
Karma Tap
Step Number: Rank + Willpower
Action: no  Skill use: no
Karma: yes  Strain: 1
The Psi makes a test against the Karma step of  a creature which/who is in range. Range: Rank+5 meters. Effect lasts for one action.
Mind Hacker
Step Number: Rank + Willpower
Action: yes  Skill use: no
Karma: no  Strain: 1
The Psi plant a thought into the mind of a person. This thought may be of any kind. The Psi makes the test against the persons Spell defense. It is not sure that the person will do it, but there is a chance based on the success level. (GM decision).
Déja Vu
Step Number: Rank + Charisma
Action: yes  Skill use: no
Karma: no  Strain: none
The Psi makes a test against the Spell Defense of a person. If the test succeeds the person will have the slight memory of the character or the group. He will think that he knows them somehow. The Psi gets +2 on every further social actions.
Mind Ripper
Step Number: Rank + Willpower
Action: yes  Skill use: no
Karma: no  Strain: 2
The Psi makes the tests against the  Spell Defense of the victims. This is a pure attack talent. The Psi makes damage:    Step+3. Mystical armor protects. No visible signs.