Ability Schools / Psionic
Psionic
Psionics focus on the power of the mind. With abilities tied to perception, control, and mental manipulation, they warp reality through sheer will. Psionic characters are ideal for those who prefer strategic disruption and versatile tools.
School Mechanic:
You gain a pool of Willpower Dice (Max equal to INT). After using a Psionic ability, you gain 1 Willpower Die. You can spend a Willpower Die whenever you make a Contested roll to resist an effect, to add 1d4 to the result.
Whenever a character is under the effect of one of your Psionic ability's makes a Contested Roll, you can expend a Willpower Die reduce it by 1d4.
Flow Generation:
Gain 1 Flow when you successfully force a character to fail a Contested Roll against a Psionic effect.
Signature Point Generation:
Gain 1 SP by spending 2 AP, as you focus your mind.
Psionic Abilities:
Alter Perception
Category: Mental
Attribute: CHA
Cost: 1 AP
Goal to Learn: Successfully use this ability 30 times. While this goal is set, you can use this ability. Roll a d10. On a roll of 6–10, you successfully alter perception.
Description:
You bend a character’s perception of reality, inserting a subtle yet convincing sensory illusion into their awareness.
You can target one character within 30 feet that you can see. You create a harmless but convincing alteration to the target’s senses. The illusion affects one sense (sight, sound, smell, taste or touch) and can appear to originate up to a number of feet away from the target equal to 10 × your CHA.
Illusions that affect sight must be small-scale and localized, affecting no more than a 5-foot space in size. If the illusion is attached to a character or object, it moves with them convincingly.
If touched or directly contradicted by another sense (e.g., sight vs. touch), it is immediately revealed as false.
Characters can make a Contested Deduction roll against a DR of your CHA + Deception Proficiency level if they have reason to doubt the effect.
This effect lasts for 1 minute or until you dismiss it. You can only maintain a number of active Alter Perception effects equal to your CHA at a time.
Examples include, but are not limited to:
The smell of smoke or perfume.
The sound of approaching footsteps or whispering.
A brief shimmer that hides or distorts an object.
The illusion of heat, cold, or a soft glow.
Prerequisites: None
Finger Gun
Category: Mental
Attribute: —
Cost: —
Goal to Learn: Successfully hit a target with Finger Gun 25 times. While this goal is set, you can use this ability. Roll a d10 when you make an attack with it. On a roll of 6–10, the attack succeeds.
Description:
You channel a burst of telekinetic energy through your fingers, mimicking the form and function of a handgun. You are considered to be wielding a Revolver even while unarmed.
Your ranged attacks with Finger Gun deal 1d8 Bludgeoning damage.
You can apply your Handgun proficiency level, weapon focus effects, and any ability that requires a ranged weapon attack to this ability.
Your Finger Gun holds 6 telekinetic bullets. You must spend AP to reload as normal, mimicking the reload of a real revolver to fill it with imaginary bullets.
Prerequisite: None
Force Action
Category: Mental
Attribute: CHA
Cost: 3 AP
Recharge: 10-12
Goal to Learn: Dictate a characters actions through manipulation, deceit, or by using a Psionic ability 5 times.
Description:
You momentarily override a character’s will, forcing them to act against their intent.
Choose a target within 30 feet. The target must succeed on its choice of a Contested Insight or Deduction Roll to realize it’s being manipulated.
On a failure, you force the target to use up to 3 AP to perform an action of your choice, on a target of your choice, on its next turn. The action must be something the character is capable of (e.g., attack, move, reload, an ability it knows).
You cannot force the target to use a Signature Ability or an ability with a recharge rate of 11+.
Prerequisite: 3 Psionic Abilities Learned
Hesitate
Category: Mental
Attribute: CHA
Cost: 2 AP
Goal to Learn: Before a character acts on its turn, correctly guess its next action in combat 5 times.
Description:
Choose a target within 60 feet of you that you can see. It must make a Contested INT Roll. On a failure, the target spends 1 additional RP to use reactions until the start of its next turn.
Prerequisite: None
Neural Mirror
Category: Mental
Attribute: INT
Cost: 3 RP
Recharge: 9-10
Goal to Learn: Be the target of ability effects 50 times.
Description:
You replicate the neural imprint of a recently seen ability. When a character within 30 feet uses a Physical or Warper ability, you may analyze and copy it.
You may use the copied ability until the end of your next turn, using your own attributes for scaling and contested rolls.
Prerequisite: 1 Psionic Ability Learned
Perception Clone
Category: Mental
Attribute: INT
Cost: 2 AP
Recharge: 11-12
Goal to Learn: Use Alter Perception 15 times in combat.
Description:
You distort your enemies’ senses, causing them to perceive an illusory duplicate of you.
Choose a number of characters equal to your INT within 60 feet of you and designate a point within 30 feet of yourself.
The affected characters perceive you moving from your space to that point, and you may choose to appear invisible to them in your actual location.
The clone can be moved up to your Movement Speed whenever you move.
If you choose to remain visible, you may switch places with the clone as a free action while within 5 feet of it.
If you become invisible to affected targets and deal damage to one of them, you must expend an additional AP to have the clone appear to attack simultaneously. Otherwise, the illusion ends for that target.
Characters cannot interact with the clone physically, rationalizing its presence and behavior despite inconsistencies.
This ability lasts a number of rounds equal to half your INT rounded up. The effect must end for all characters before it can be recharged.
Prerequisite: Alter Perception
Perception Disguise
Category: Mental
Attribute: CHA
Cost: 3 AP
Recharge: 9-10
Goal to Learn: Avoid detection or bypass at least 3 characters or security systems using Mental abilities.
Description:
You project a subtle psychic field that alters the appearance you present to specific individuals or systems. Choose a number of characters or perception-based security systems within 100 feet (e.g., cameras, biometric locks) equal to your CHA.
Each affected target perceives you with an unfamiliar identity of your choosing. This could be a different uniform, altered facial features, or any combination of believable traits. The illusion does not change your size or prevent detection through physical contact.
If an affected target has reason to suspect you (e.g. conflicting behavior, triggered alarms, unusual context), they may attempt a Contested Insight or Deduction roll against a DR equal to your CHA + your Deception proficiency level. On a success, they see through the illusion.
This ability lasts for a number of minutes equal to 2 x your CHA.
Prerequisite: Alter Perception
Possession
Category: Mental
Attribute: CHA
Cost: 5 AP
Recharge: 19-20
Goal to Learn: Use Mental abilities 100 times.
Description:
Target a visible character within 60 feet. The target must succeed on a Contested Resilience Roll. On a failure, you fall unconscious and you possess the target.
While in control, you can use the target’s Abilities, Focus Effects, and equipment, but cannot use your own. The effect lasts for a number of minutes equal to your CHA, or ends early if the target is rendered unconscious or you end it willingly.
If the host dies, you return to your body and immediately gain 1d8 Fatigue.
Prerequisites: 5 Psionic Abilities Learned
Read Intent
Category: Mental
Attribute: INT
Cost: 2 RP
Recharge: 9-10
Goal to Learn: Use the Deduction in combat 10 times.
Description:
You dip into the surface-level thoughts of a character, reading their intent just before they act.
Choose a target within 60 feet that you can see. You learn the target’s next intended action and its target before it happens (e.g., “Attack the medic with a rifle”).
You spend 1 less RP to react to it.
If you are the target, you also gain a +3 bonus to any Contested or Evasion rolls against the read action.
You may learn 1 additional action for every 3 INT you have.
The target is unaware that its thoughts have been read and if it changes it's mind, you immediately learn of the change in its thoughts.
Prerequisite: None
Sensory Override
Category: Mental
Attribute: CHA
Cost: 3 AP
Recharge: 7-8
Goal to Learn: Inflict Blinded, Deafened, Disoriented, or Dazed 10 times.
Description:
Overload a target’s senses with phantom signals. Choose one character within 60 feet. The target must succeed on a Contested Resilience Roll.
On a failure, the target is Blinded, Deafened, Disoriented, and Dazed for 1 round:
The effect ignores immunity if the target does not realize the source is mental.
Prerequisite: Alter Perception
Telekinesis
Category: Mental
Attribute: INT
Cost: 1 AP
Goal to Learn: Successfully move objects with this ability 50 times. While this goal is set, you can use this ability. Roll a d10. On a roll of 6–10, you successfully move the item.
Description:
You exert mental force to manipulate objects at a distance, allowing for non-contact movement, utility, and basic interference in the environment.
You can target any non-living object within 30 feet that you can see, weighing up to 10 pounds.
You can move the object up to 30 feet in any direction. The movement is direct and smooth, not fast enough to cause damage unless interacting creatively (see GM’s discretion).
You can hold the object suspended until the end of your next turn.
You must spend 1 AP at the start of your turn to maintain the hold on any active objects, or they fall to the ground.
You can hold and control up to a number of objects equal to your INT at one time.
You can reposition each held object as part of a single 1 AP activation, or individually on your turn (still respecting the AP cost to move or maintain them).
Prerequisites: None
Telekinetic Crash
Category: Mental
Attribute: INT
Cost: 5 AP
Recharge: 9–10
Goal to Learn: Throw an object 20 times with Telekinetic Heave.
Description:
You overextend your telekinetic force to launch an object heavier than your usual telekinetic lift limit.
Choose an object within 30 feet of you that weighs up to double your normal telekinetic lifting capacity. You can throw that object at a target within 120 feet of the objects starting point.
Make a ranged attack. On a hit, the target takes 1d6 damage for every 10 pounds the object weighs. Damage type is based on the object thrown. You cannot retain telekinetic control of the object after the attack.
Prerequisites: Telekinetic Heave, Telekinetic Lifting
Telekinetic Heave
Category: Mental
Attribute: INT
Cost: 2 AP
Goal to Learn: Move objects using Telekinesis 20 times.
Description:
While holding an object with your Telekinesis Ability, you may make a ranged attack against a target within 60 feet of the object. On a hit, the target takes 2d6 damage.
You are no longer considered to be holding the object with Telekinesis.
The damage type is contextual to the object (e.g., Piercing for spears, Bludgeoning for crates, etc.).
Prerequisites: Telekinesis
Telekinetic Lifting
Category: Support
Attribute: INT
Cost: —
Goal to Learn: Hold objects with Telekinesis for a total of 30 turns.
Description:
You increase the weight limit of your Telekinesis Ability by 20 pounds per INT you have.
Prerequisites: Telekinesis
Telekinetic Manipulation
Category: Mental
Attribute: INT
Cost: —
Goal to Learn: Use your Telekinesis to pick up weapons 20 times.
Description:
While holding a melee or ranged weapon with your Telekinesis Ability, you can make an attack as though you were wielding it from its space.
While a weapon you are holding with telekinesis is within 5 feet of you, you are considered to be wielding that weapon, even if your hands are empty or full. This can effect a number of weapons equal to your INT.
The weapon retains its damage and range, but and only benefit from its properties and Weapon Focus effects you know while within 5 feet of you.
Prerequisites: Telekinesis
Telekinetic Whirl
Category: Mental
Attribute: INT
Cost: 4 AP
Goal to Learn: Hit at least 3 different targets in one turn using Telekinetic Manipulation.
Description:
Choose a number of items currently held by your Telekinesis Ability that are within 30 feet of you. Each one begins whirling eratically in place until the start of your next turn.
While this ability is active, any character that comes within 5 feet of the object takes 1d4 damage based on the objects type. The number of objects you can choose is 1 per 3 INT you have.
Using this ability at the start of your turn, maintains it for an additional round, until the start of your next turn.
Prerequisites: Telekinetic Manipulation

