By Matt Robarge (blackkfox@aol.com or daekota@mfi.net)
Note: The future is not written!! What you see ain't always what you get....
* | Vision hazy. You're dependent upon a reflective surface to focus your concentration (i.e., a crystal ball or mirror). You only envision those close you. |
** | Vision clearer. Still dependent upon surfaces. You can now envision distant relatives, old friends, etc. |
*** | Images and even sounds without the need for reflective surfaces. You still see "bits and pieces," but at least the reception's better :) |
**** | Images and sounds of an entire conversation or event unfold before you. |
***** | All senses are involved in your visions, now. It's almost as if you're standing in the event, but you remain motionless. (You can only see from certain perspectives.) |
****** | You are now able to change your perspective at will. The events can be easier to interpret. (As an option for the Storyteller, you may even be able to perceive empathically, though only vague surface emotions.) |
******* | Your abilities have increased so far that you now have either Precognition (future) or Postcognition (past.) With a Perception + Alertness roll, difficulty 7, you are able to tell to what portion of time this vision belongs. |
******** | You may now envision anyone with whom you've come in contact in your life. Perception + Alertness (diff 6) still required for determination. |
********* | You now have both Pre- and Postcognition. Perception + Alertness (diff 6) for determination. |
********** | You no longer need a roll for determination. You are at the pinnacle of your Clairsentience ability . . . or are you? |
Example: Ching Ky has a Defense rating of 5. Psyphon must normally roll a difficulty of 6 to attack. With Ching Ky's mental prowess, this would be a difficulty of 8, instead.
# Successes | Effect |
1 | Minor distraction, loss of initiative. |
2 | Cosmetic changes to setting. |
3 | Major changes to setting. |
4 | Completely alters setting. |
5 | Character no longer interacts with real environment. |
6 | Character takes damage from illusionary attacks. |
7 (optional) | Character receives Derangement for remainder of game. |
8 (optional) | Character receives permanent Derangement. |
Note: For the illusion to be maintained, you must reroll each turn (diff. target's Willpower). No more successes are needed than initial successes. Consequently, no further effect can be produced than the initial effect.
* | Link with one receptive mind. Concentrated communication, only in close proximity (line-of-sight). |
** | Link may now include obvious surface emotions. |
*** | Includes subtle surface emotions, and obvious deeper-rooted emotions. Line-of-sight no longer required, but still requires general proximity ("shouting distance"). |
**** | Link permanent with one receptive mind, and includes visual images through their eyes. |
***** | Link with a specified group of minds, all receptive. Concentrated communication, only in line-of-sight proximity. By rolling Manipulation + PsyLink (diff Your Willpower - 2), you can determine by # of successes how many minds you can link. |
****** | Link may now include obvious surface emotions, though only you may sense them (otherwise things can get confusing...) Still line-of-sight proximity. |
******* | Includes subtle surface emotions and obvious deeper-rooted emotions. "Shouting distance" proximity still required. |
******** | Link so strong with single receptive mind, no proximity of any sort required. |
********* | Link with any one receptive mind. Treat as a rating 4 link (but not permanent). |
********** | Link with any group of minds, all receptive. Treat as a rating 6 link. Manipulation + PsyLink roll still required to determine # of minds successfully linked. |
* | In the room. |
** | On your floor. |
*** | The nearest three (3) floors. |
**** | In the building. |
***** | On the block. |
****** | Across town. |
******* | Neighboring city. |
******** | Next county. |
********* | Next state. |
********** | Coast-to-Coast. |
Note: Once you choose the form of weapon your PsyStrike will take, it is your "signature." It cannot be changed for the life of your character.
* | Lift up to 10 lbs. |
** | Up to 30 lbs. |
*** | Up to 60 lbs. |
**** | Up to 120 lbs. |
***** | Up to 240 lbs. |
****** | Up to 480 lbs. |
******* | Up to 960 lbs. |
******** | Up to 1 ton (2,000 lbs.). |
********* | Up to 2 tons (4,000 lbs.). |
********** | Up to 2 3/4 tons (5,500 lbs.) |
Maneuver | Roll |
Sharp maneuver | Dexterity + TK Flight |
Dodge while in the air | Dodge + TK Flight |
Remain aloft for extended flights | Stamina + TK Flight |
Attacks, such as diving thrusts or flying kicks | Brawl/Melee +TK Flight |
Your TK Flight ratings also entitles you to automatic successes when resisting damage from falls. You receive one success per level of TK Flight.
* | Surface: The body cancels out gravity to an extent, allowing you to walk no more than an inch or two off a surface (water, ice, across walls and/or ceilings, etc). A surface of some sort, even sheer surfaces, in required. Note that without proper concentration, this would also mean that you could be knocked back (punched, kicked, lifted or pushed) effortlessly. Paying attention to your surroundings will be a necessity moreso than usual. |
** | Surface Plus 1: Others may join you at an inch or two off the ground, although this will hinder your reaction time. Each rating hereafter is another person that may join you (+1 to difficulties per person). Hover: You can now rise above the ground at your height's equivalent or Dexterity in feet per turn (Storyteller's discretion). Even slow movement is possible, although no more than your Dexterity +12 in yards per turn. Jumping distances are doubled. |
** | Hover Plus 1: Every rating hereafter allows you one more person to levitate. +1 to difficulties per person. Glide: You can now glide at a rate of (Dexterity + TK Flight) x 2 miles per hour, using the chart above for dodging, maneuvers, etc. Altitude capability = (Stamina + TK Flight) x 10 |
*** | Glide Plus 1: Same as other "Plus 1" ratings. Flight: Your speed can increase to (Dexterity + TK Flight) x 5 miles per hour, using the chart above for dodging, maneuvers, etc. Altitude capability = (Stamina + TK Flight) x 20 |
**** | Flight Plus 1: Same as other "Plus 1" ratings. |
***** | Eagle's Flight: Your speed can increase to (Dexterity + TK Flight) x 10 miles per hour, using the chart above for dodging, maneuvers, etc. Altitude capability = (Stamina + TK Flight) x 50 |
****** | None. |
******* | None. |
******** | Wind's Flight: Your speed can increase to (Dexterity + TK Flight) x 20 miles per hour, using the chart above for dodging, maneuvers, etc. Altitude capability = (Stamina + TK Flight) x 100 |
********* | None. |
********** | Thought's Flight: Your speed can increase to (Dexterity + TK Flight) x 50 miles per hour, using the chart above for dodging, maneuvers, etc. Altitude capability = (Stamina + TK Flight) x 200 |
Example: Ching Ky uses her TK Forcefield of 8 on herself and three innocent bystanders that has come between her and Psyphon. This reduces her normal 8 dice to 5 because of the three additional people to cover.
Another drawback to this otherwise handy defense is +1 to difficulties per person if you're extending your TK Forcefield coverage. You can, however, spend Willpower points to negate it.
To attempt with an unwilling mind, the Mentalist must roll Manipulation + TP, difficulty target's Willpower. If the target is aware of the attempt, a Willpower roll may be used in self-defense to cancel the Mentalist's successes. Three (3) successes are needed for a successful link. They must reroll each turn until the link is severed by either individual.
* | Link with one mind. Concentrated communication, only in close proximity (line-of-sight). |
** | Link may now include obvious surface emotions. |
*** | Includes subtle surface emotions, and obvious deeper-rooted emotions. Line-of-sight no longer required, but still requires general proximity ("shouting distance"). |
**** | Link now includes audio/visual. |
***** | Link with a specified group of minds. Concentrated communication, only in line-of-sight proximity. |
****** | Link may now include obvious surface emotions, though only you may sense them (otherwise things can get confusing...) Still line-of-sight proximity. |
******* | Includes subtle surface emotions and obvious deeper-rooted emotions. "Shouting distance" proximity still required. |
******** | Link so strong with single mind, no proximity of any sort required. |
********* | Link with any one mind. Treat as a rating 4 link (but not permanent). |
********** | Link with any group of minds. Treat as a rating 6 link. |
* | In the room. |
** | On your floor. |
*** | The nearest three (3) floors. |
**** | In the building. |
***** | On the block. |
****** | Across town. |
******* | Neighboring city. |
******** | Next county. |
********* | Next state. |
********** | Coast-to-Coast. |
This requires Stamina + Teleport roll, base Difficulty of 7. Refer to difficulty chart below for whatever modifiers apply when teleporting. Willpower points can be spent to negate modifiers. Four successes are required to accomplish a teleport.
Factor | Modifier |
Line-of-sight | -1 |
Familiar w/ location (Been there personally, a PsyLinked mind sent you an image of the location, etc.) | 0 |
Each Health Level lost | +1 |
+10 lbs. cargo | +1 |
Each passenger | +2 |
Never been there | +3 |
If you are attempting to Teleport to an unfamiliar location, you may want to spend one Willpower point for "insurance." This will allow you to return to your point of origin if you botch.