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.