Psychic Abilities

Some characters will possess Psychic Abilities. These abilities are an ability of the character's mind, either consciously or subconsciously, to affect the world around him. A character may possess these abilities either as a racial talent or a birth talent. (Psychic abilities are not normally gained after character creation, except under the most rare of circumstances.) The abilities are as follows:
Psychic Abilities
Ability Description
Animal Empathy Minor Base: A specific type of animal (canine, feline, etc.) is very susceptible to your influences. Any action dealing with animals of that type receive a +25 bonus to applicable rolls.�

Fatigue (5): If you associate with a specific animal for 1 month you may communicate empathically with that animal.

Animal Empathy Major Base: A major category of animal (mammal, bird, reptile, etc.) is susceptible to your�

influences. Any action dealing with animals of that type receive a +25 bonus.�

Fatigue (5): If you associate with a specific animal for 1 month you may communicate empathically with that animal empathically, over a range of 5 feet per point of your score for this ability.

Animal Empathy Greater Base: All animals are susceptible to your influences. Actions dealing with animals receive a +25 bonus.

Fatigue (5): If you associate with a specific animal for 1 month you may communicate empathically with that animal over a range of 5 feet per point of your score for this ability.

Empathy Base: You may sense the general predominate emotion of a crowd of people within 20 feet. You can also sense very strong emotions in individuals if within 5 feet.

Fatigue (5): You may attempt to read the general emotions of a specific person within 20 feet, this may allow a bonus of +25 to determine if the person is telling the truth.

Far

Sight

Base: You may occasionally receive random flashes of events taking place far away if the event or people involved are closely related/associated with you.

Fatigue (5): You may attempt to perceive an area you are very familiar with up to 1 mile away per point of your score with this ability or you may attempt to view an area you have previously visited within 1000 feet per point of your score with this ability. (10) You may attempt to view the area around a specific creature/object you are familiar with up to 1 mile away per point of your score with this ability.

Instinctive

Defense

You receive a bonus of +10 to your Defense Bonus versus all attacks. If you are aware of a specific attack you receive an additional +10 to your DB. Fatigue (10 points permanently lost)
Healing

Gift

Base: You can sense the general severity of the injuries and/or illness a specific being you are touching is afflicted with.

Fatigue (10): You may attempt to perform a psychic diagnosis of a specific patient, if successful you will be aware of any and all afflictions, even those without obvious symptoms. This even extends to the nature of any diseases/poisons, and specifics of diseases/poisons you are familiar with.

Levitation Base: You may cause your self to levitate at will at approximately one foot above the ground, movement while levitating is � normal.

Fatigue (varies): You may levitate at elevations greater than one foot with the expenditure of one point of Fatigue per foot.

Mental

Bond

Base: You have a special form of telepathy between you and one specific being while in sight of one another. If you both possess this ability you may freely communicate telepathically while in range, if only you possess the ability you may send to your bond-mate, but will not receive from him in return.

Fatigue (2): You may reach out to your bond-mate over a distance of 1 mile per point of your combined scores in this ability.

Mental

Control

Fatigue (10): You may attempt to control the mind of another sentient being. The attempt is modified by how resistant the being is to performing the command, -5 for basic tasks, -10 for those he is normally opposed to, -20 if the action is dangerous, -50 if the action is potentially fatal, -100 if the action is perceived as suicidal.
Mental

Link

Base (5 fatigue to form the link per being): You may form a special telepathic link between you and one specific willing being per 5 points of your score in this ability while in sight of one another. This allows free telepathic communication between you and all the other persons in the link.

Fatigue (5): You may communicate with one person in your link at a range of up to 1000 feet per point of your score in this ability.

Mental

Scan

Base: You may scan an area around yourself ( � your score in this ability in feet) for the presence of (unshielded) sentient minds.

Fatigue (10): You may attempt to scan for the presence of a specific being within 100 feet per point of your score with this ability. You must have either met the person or be holding an item they have touched for this aspect of the ability to function. If successful you will know the general direction and distance to the person.

Psychic

Tracker

Base: You have the ability to track beings if either 1) you have previously had psychic contact with the being or 2) you have an item that possesses that being's psychic residue (belongs to them or was in their possession for an extended period of time), using your rating with this skill in place of normal tracking, provided you are no more than 1 hour behind the being(s).

Fatigue (5+): You may track beings if you are more than 1 hour behind them by expending 5 fatigue points per hour you spend tracking. Under no circumstance may you track a being if you are more than one week behind since the psychic trail will have dissipated.

Telekinesis Base (requires the expenditure of Fatigue points): 1) (5 points) You may roughly move one object (up to � your rating in this ability in pounds) up to one foot per second. 2) (5 points) You may add a bonus of +50 to a single missile combat attack roll, provided you maintain eye contact.

Fatigue (varies): 1) [10 points per round] You may provide fine manipulation of one object up to 1/10 your rating in this ability in pounds (useful for opening locks, turning door handles, etc.) 2) [1+ points] You may attempt to cause/cease molecular vibration within an object weighing less than 1/10 your rating so as to raise/lower the objects temperature up to 50 degrees Fahrenheit per point expended.�

Telepathy Base: You may send mental messages to other sentient beings (if unshielded) within sight.

Fatigue (varies): 1) [5 points per round] You may attempt to read the surface thoughts of a person with a successful Willpower resisted roll. 2) [10 points per round] You may attempt to scan for particular thoughts with a successful Willpower resisted roll made at a negative 25. 3) [20 points per round] You may attempt to alter the memories of another with a successful Willpower resisted roll made at a negative 50.

Teleportation Base: You may teleport lightweight (less than 5 lbs) objects touched away from yourself to a well-known location up to 25 miles away.

Fatigue (varies): 1) [20 points] You may teleport yourself and up to 100 additional pounds a distance up to 20 miles away to a well-known location. By expending additional Fatigue, you may bring along additional weight {1 Fatigue point per 10 pounds}. 2) [30 points] You may teleport yourself and up to 100 additional pounds a distance up to 10 miles away to a previously visited location. By expending additional Fatigue, you may bring along additional weight {1 Fatigue point per 10 pounds}. 3) [40 points] You may teleport yourself and up to 100 additional pounds a distance up to 2 miles away to a previously seen location. By expending additional Fatigue, you may bring along additional weight {1 Fatigue point per 10 pounds}.

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