Psi (FiD)

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Psionics brings the mystical into the futuristic, offering a diverse spectrum of powers that adapt to the unique contexts of futuristic settings. Psionics represent the pinnacle of human potential, granting practitioners the ability to command extraordinary powers through the sheer force of their minds. This write-up delves into a mature and formidable psionic tradition, grounded in advanced mental and psychic discipline.

Trauma Condition - Sensitivity Psionic powers manifest through intense concentration accompanied by subtle gestures, which can be masked as mere tension by increasing the stress cost by one point. In addition, psionics are inherently vulnerable to the powers of others, you suffer a worsened position against opponents using powers. Against another psychic with this sensitivity, you also gain an increase in effect to represent your opponent's sensitivity. In psychic duels, both parties often risk burning out as they push the limits of their mental faculties.

Special Abilities
In addition to the listed powers, you have access to these special abilities.

Powers Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, Water.

Psionic Connections

˄ ˅ Rokun, inquisitor
˄ ˅ Shasak, fixer
˄ ˅ Lollapo, smuggler
˄ ˅ Malata, psychic
˄ ˅ Heroman, warrior

Items

☐ Jewelry, headband, bare scalp, or visible head tattoo that allows you to push psionic powers at a cost of only one stress. Only works with a light load.
☐-☐ Crystal that allows use of a power on the list of psi powers that you do not know for the duration of the score.
☐-☐-☐ Crystal that burns itself out to entirely remove the stress cost of a single power use.
☐, ☐, ☐ An object linked to the wearer of a similar object that you gave them in a flashback. Allows you to use powers on a creature touching the item as if touching them.
☐ Incense that enhances astral projection and lucid dreaming, increasing the effect of study, survey, and sway powers.

XP

  • Every time you roll a desperate action, mark xp in that action's attribute.

At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.

  • You addressed a challenge using powers or by forging or using social bonds.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Survey 2
Sway 1
4 points by choice, no higher than 2 in any one