Emote Psi (Action Powers)

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Main article: Powers (Action)

Adaptive Psionics

Limit Break

When you use this power pick one Power of a Form you know; you can use this power until the end of the scene.

Alter Reality

Limit Break

Rather than pit your will directly against the inertia of the universe, you subtly alter the perception of the universe, making your effect a natural thing.

Choose one power when you use Alter Reality. For the rest of the scene, you can use this power with Charm instead of whatever skill it is normally based on.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Communal Power

Limit Break

Select one or more powers that are currently in use by someone in a Psychic Network you are also a part of. These powers become a natural part of the world, undetectable by powers that detect other powers unless the detection power is used within the original area and last for a full day. As long as a member of a Psychic Network you are part of visits the area at least once per day, the powers last. Powers that require active control will be dormant until activated by one of the Psychic Network.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Friend Bonding

Basic Action

You can include a willing close friend, blood relative, or loved one in a Psychic Network. There is no range limit.

Power Bank

Basic Action

Select one power known by a willing friend you are touching who will lend a power and one other person you are touching who will borrow the power. Either of these can be you. The borrower can use that power until the end of the scene - the lender loses the power for the same time. Either can negate the Power Bank with a Basic Action.

Psychic Insinuation

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage. A failed check interrupts the process, forcing you to look for a new opportunity at a later time.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies. Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. Even after the power ends you leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

You can use this on any creature you touch.

Psychic Network

Basic Action

You maintain a psychic connection with others. To establish a psychic network, you must touch each person to be involved or use other powers that specifically establish such a network at range. Once established, the network exists until ended with a Basic Action by the creature leaving the network; normally you are assumed to leave networks at the end of a story, but in psionic societies they might well be permanent. It is also possible to refuse an invitation to a psychic network; this is not an action.

All creatures in a psychic network are connected to each other and gain the following benefits:

  • Can communicate with each other as if by speech as well as send empathic and sensory impressions. Those who know this power gain additional benefits.
  • Are Considered to be touching all members of the network for the purpose of using psychic powers, allowing the use of many powers over range that normally only work on touch.
  • Can avoid attacking each other when using area effects.