Emote Psi (Action Powers)
Templates for Action |
- Main article: Powers (Action)
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. 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 end 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 a willing person or use other powers that specifically establish a psychic network. Once established, the network exists until a member creature uses a Basic Action to end its membership in the network. Normally you are assumed to leave networks at the end of a story, but in psionic societies they might well be permanent.
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.