Friday, February 3, 2017

Psi Level 3 (Psi Episilon)

Psi-Epsilon and it's sleights represent a reality-bending level of power, and thus is reserved for vague uses of high level Exsurgents to utilize in order to astound, harm and terrify players, while Psi-Chi and Psi-Gamma remain the realm of the players who obtain the Psi trait. There are also numerous powerful and scary Psi-Gamma sleights which can only be accessed by exotic creatures such as aliens or exsurgents and not PCs. But for players and gamemasters who wish to play up the psychic powers angle, it may be possible to grant a player access to an enhanced (but dangerous) form of Psi which mimics Psi-Epsilon, granting access to new sleights and new realms of power. Or a GM might find this kind of work helpful for designing new antagonists with slightly more concrete rules. The outline for these rules are below.

Psi Trait (Level 3)
Psi level 3 requires contact with some kind of TITAN artifact, Xenotech object, or otherwise experimental and rare process, and should not normally be taken at character creation. Taking it adds an additional Mental Disorder (for a total of 3) and decreases TT by an additional 1, permanently. Additionally, all other Asyncs gain a +30 on a test to detect the Level 3 Async at range, and two Level 3 Asyncs should be able to detect each other within line of sight (see below). A character with Psi 3 gains access to the formerly Exsurgent-only Psi-Gamma sleights. A character with Psi 3 may sleeve into a Synth (but not instance as an Infomorph) and retain their Psi abilities, but they become vulnerable to Psi while in the body, and take a -30 penalty on Psi and take double Strain damage, like they were using a Pod.
5 CP

Using Psi-Epsilon:
Using a Psi-Epsilon sleight always incurs 1 SV automatically. Depending on what sleight they use and how, the Async and observers may need to make a Stress test or take 1d10+2 SV to see something impossible. For the Async, this can be ignored after repeated uses of the sleight, as they become more aware of their ability, and a Psi 3 Async can become Hardened against Psi-Epsilon. At the GM's discretion, each time a Psi-Epsilon Sleight is used, the character must make an Addiction check, or gain an mental addiction to using Psi.

New Range: Line of Sight (LOS)
Async may target something they can see in a direct line. This must be with their “natural” vision. Looking through Specs or an Imaging Scope does not work, nor does seeing through another person’s POV via Tacnet, etc. Gamemasters should feel free to impose range penalties for long distances between the Async and the target. Long range penalties may be removed when targeting other Asyncs (or if the user possesses the "Extend Range" sleight, p. 179 X-risks), or at GM's discretion they can affect targets they can see but not with line of sight.

Psi-Epsilon Sleights:

Included are some sample sleights to use for Psi-Epsilon/Psi Level 3.

CASIMIR FORCE REPULSION
Psi Type: Active Action: Complex
Range: LOS Duration: Instant
Strain: +0 Skill: Psi Assault
The Async manipulates forces to repulse objects from them, pushing them away. The object is moved 1m for every 10 MoS. Objects capable of resisting this motion may make SOMx2 tests to oppose. This test is at -30 if the attacker scored a Excellent Success. The Async may only push a maximum amount of kg equal to their WIL+WIL x5. 

COMPELLING VOICE
Psi Type: Active Action: Complex
Range: Close Duration: Instant
Strain: +3 Skill: Control
The Async creates a primitive aural Basilisk Hack using their own voice, which affects all transhumans who can hear and understand the Async, who oppose with COG+INT+SAV as normal. When using this sleight, before rolling, the Async must if they wish to Incapacitate or Reprogram. If incapacitating, if a target fails the Opposed test, they suffer 1d10/2 SV and suffer an random incapacitating effect as per the list on p.365 for 1 minute plus 1 additional minute per full 10 MoF. If reprogramming, if the target fails the Opposed test, they immediately obey the command given by the Async, as if it was their own idea, similar to the Subliminal Psi-Gamma Sleight. They also take 1d10/2 SV. Commands should be phrased as a short sentence, able to be communicated in about an Action Turn. They may take the form of immediate actions, or be commands with trigger conditions. This sleight does not work over radio or other forms of nonverbal communication. The Async is immune to the effects of their own Compelling Voice.

CRYOKINESIS
Psi Type: Active Action: Complex
Range: LOS Duration: Instant
Strain: +1 Skill: Psi Assault
The Async rapidly drains heat from a target body and the area immediately around it. Targets in this area without Cryonic levels of Temperature Tolerance take 1d10+5 DV (ignoring AV) and a -30 to all actions until they regain normal temperature. They will continue to take this damage if they remain in the area of Cryokinesis until the temperature rebalances. 

DIFFUSION BARRIER
Psi Type: Active Action: Quick
Range: Self Duration: Sustained
Strain: +2
The Async creates and sustains a barrier in front of them, which diffuses beams such as light, lasers or particle beams. Devices such as laser or microwave links or targeting lasers do not penetrate the barrier, and all Beam Weapons do minimum DV and are considered to have 0 AP if fired through the barrier. The barrier only forms a plane in front of the Async, attacks from the side or behind will not be affected. An Async aware of an attack may roll an opposed Fray to move the barrier.

EGO TRANSFER
Psi Type: Active Action: Task Action (Min 10 minutes)
Range: Touch Duration: Sustained
Strain: +3 Skill: Control
The Async can now function as a kind of human ego bridge. The Async can transfer an Ego between any two biomorphs the are touching, by making a Control roll, and taking ten minutes of time. Ego Transfer requires an opposed test for unwilling participants. Unless an Ego is being transferred into a “blank” morph, the two Egos are switched. If switching two occupied Morphs, both morphs automatically gain the Memory Artifact trait. Ego Transfer requires Alienation and Integration tests as normal, with normal modifiers, and an additional -10 for the circumstances. The Async may use this Sleight to transfer their own Ego into a new morph, but to do so gives a -20 penalty to the Control test. Strain taken by the Async effects the morph they are in when they start performing the Sleight. No more than two Egos may be switched at a time using Ego Transfer.

ELECTRONIC INTERFERENCE
Psi Type: Active Action: Complex
Range: Close Duration: Temp
Strain: +1
The Async creates a field which stops electronic devices from functioning within 5m of them. Synthmorphs, Pods and Bots within the radius are disabled and effectively unconscious for the duration. Biomorphs are unharmed, but their Mesh Inserts and all Cyber or Nanoware cease to function, as does any electronic equipment they use. If they have a Cyberbrain, they are also rendered unconscious. Wireless communication which passes through the area is jammed or scrambled. Nanoswarms in this area are also disabled, but take 2d10+5 damage as if from an EMP grenade. The Async’s own mesh inserts and implants continue to function, but the Async may not use wireless electronic communication or external electronic gear. 

ENERGY BLAST
Psi Type: Active Action: Complex
Range: Close Duration: Instant
Strain: +2 Skill: Psi Assault
The Async rapidly excites the air in front of them, creating a short-range blast of plasma aimed at a target. This attack is opposed by Fray/2, like a normal ranged attack. If it hits, it deals 2d10+6 DV, with an AP of -6. The damage is reduced by Energy Armor. 

EYE-JACK
Psi Type: Active Action: Complex
Range: LOS Duration: Sustained
Strain: +2 Skill: Control
The Async attempts to temporarily gain access to a biological target’s sensorium. If the Async succeeds on the opposed test, they will being seeing and experiencing the world through the POV of the target, with full access to their senses. They cannot control the body, only sense what it senses. The target takes 1 SV every Action Turn the Async uses their senses. Opposing targets stand rigid, unable to move unless they beat the Async, but willing targets may continue to move and function normally, but at a -10 penalty to all actions. Unwilling targets are entitled to a new WILx2 check to oppose each new round. While using this Sleight, the Async’s body stands motionless and unresponsive, though a large disturbance or shock may force the Async back to their own senses.

FLOAT
Psi Type: Active Action: Complex
Range: Self Duration: Temp
Strain: +3
The Async briefly repels off the ground, floating several inches above whatever surface is below it. For the duration, the Async gains a Hovering movement of 8/40. This may be done in vacuum, but requires a surface to float off of. 

GLOSSOLALIA
Psi Type: Active Action: Quick
Range: Self Duration: Instant
Strain: -1
The Async uses their strange mental talents to speak in tongues. They may make a COG+INT+SAV roll to get their meaning across to another Transhuman, regardless of language barrier. This effect does not translate nuances or specific cultural context, but will tend to give a rough, literal impression. To anyone else who hears the Async or over a digital recording, it sounds like they’re babbling incoherent sounds, but those the Async is attempting to communicate with get a rough impression of what they say. An Async may attempt to use social skills while using Glossolalia, but they do so with a -20 penalty, due to certain aspects being “lost in translation”.

GRAVITY WELL
Psi Type: Active Action: Complex
Range: Close Duration: Temp
Strain: +2
The Async creates a small, swirling gravitic disturbance for a short amount of time. This gravity well always has a pull of approximately 1g more than the average gravity currently experienced by the Async. Objects and creatures within and around 5m of the Well will drift slowly toward it, and must roll either a SOMx2 test or an appropriate skill (e.g. Climbing, Flight, Swimming) in order to move away from it. Even if they succeed, they may only move at their Quick Action speed. The Async may ignore the effects of their own Gravity Well if they so choose. 

HEALING TRANCE
Psi Type: Active Action: Task Action (min 1 hour)
Range: Self Duration: Sustained
Strain: -1
The Async enters a meditative state, where they are able to speed their own body’s natural healing rate. The Async must enter the Healing Trance for at least 1 hour. While in the trance, the Async heals damage and wounds twice as fast as they would normally as per the chart on p. 208 (Ex, a character with Basic Biomods would heal 1d10 damage per 6 hours, and heal a wound every 36 hours). For all sensory purposes, the async is catatonic during the trance, completely oblivious to the outside world. Only severe disturbances or physical shock (such as being wounded or hit by a shock weapon) will bring the async out of it.

INERTIA
Psi Type: Active Action: Quick
Range; Self Duration: Temp
Strain: 0
The Async temporarily modifies how inertia applies to their bodies, allowing them much more freedom of movement, even in gravity. The Async gains a +20 to Freerunning and Free Fall tests while this Sleight is active. Additionally, they may perform maneuvers not normally possible, such as running along or up sheer surfaces.

INFECTION
Psi Type: Active Action: Complex
Range: Touch Duration: Instant
Strain: 0
The Async briefly rekindles the infectious phase of their Watts-MacLeod strain in order to infect someone they’re touching in order to give them the Psi (1) trait. To do so, the Async must make a WILx3 test, and automatically takes 1d10 SV. Successfully infected targets may make a last ditch SOM+WIL test (+20 with Medichines) to attempt to resist having the strain take hold. If they fail, they gain the Psi level 1 trait (spending Rez as normal if a PC) and a Mental Disorder (preferably one of the Async-only ones) though symptoms need not develop instantly, and become subject to all benefits and penalties of the Psi trait and infection. They also take 1d10+2 SV immediately. Use of this sleight requires skin-to-skin contact, and it cannot be used against Pods, Synths or anyone using a Cyberbrain. 

KINETIC BARRIER
Psi Type: Active Action: Quick
Range: Self Duration: Sustained
Strain: +2
The Async creates and sustains a barrier of increased friction in front of them. This barrier may impede the movement of fast objects passing through it. All physical ranged attacks (eg those which are reduced by Kinetic armor) which pass through the barrier deal minimum DV and are considered to have an AP of 0. Melee attacks which pass through the barrier do half their normal DV, and the Async has a +10 on their Fray check, due to the reduced speed of the attack. The barrier only forms a plane in front of the Async, attacks from the side or behind will not be affected. An Async aware of an attack may roll an opposed Fray to move the barrier.

LIGHTNING SURGE
Psi Type: Active Action: Complex
Range: LOS Duration: Instant
Strain: +3 Skill: Psi Assault
The Async creates channel in the air, which causes a potent electric current to jump from them to the target. If the Async succeeds the opposed test, the target takes 1d10+5 DV and must roll a Shock test. If the Async scores an excellent success, the sleight deals an additional +5 DV. Energy armor resists this damage. This sleight may not be used in Vacuum. 

MENTAL SHIELDING
Psi Type: Active Action: Quick
Range: Self Duration: Temp
Strain: 0
The Async temporarily hardens their mind against mental trauma. The Async increases their LUC by 5 and TT by 1 for the duration of this Sleight, and takes half SV for witnessing “mundane” stressful situations. They may also ignore the penalty from 1 trauma during the duration. The Async suffers from the effects of derangements or disorders already in effect or gained as normal.

NEGATIVE REFRACTION
Psi Type: Active Action: Complex
Range: Self Duration: Sustained
Strain: +3
The Async creates a field of negative refraction around their person, which functions the same as an Invisibility Cloak (p.316).

NULLIFY
Psi Type: Active Action: Complex Action
Range: LOS Duration: Temp
Strain: +3 Skill: Control
The Async attempts to briefly block a target from using any Psi Sleights. If the Async succeeds on the Opposed test, the target is unable to use Active Psi Sleights and do not gain the bonuses for their Passive Psi for the duration. If the Opposing Async wins the opposed test, but both Asyncs succeeded on their skill rolls, they still take a -30 to all Active Psi rolls. 

PHASE SHIFT
Psi Type: Active Action: Task Action (Min 1 minute)
Range: Touch Duration: Instant
Strain: +5
The Async may convert an amount of matter it is touching from one state to the next (ex turn a solid into liquid, or a liquid into gas or vice versa) with a WILx2 test. The Async may not Phase Shift materials with several states mixed in, or certain kinds of exotic or smart materials (ie, you cannot boil all a biomorph’s blood out because it’s hard to isolate that from the rest of it). An Async may freely and instantly convert roughly 1/10th of the object's own mass freely, which instantly destroys most objects. For materials more massive than that, the Async deals damage to an object equal to 1/5th it’s Durability (automatically inflicting a wound), ignoring AV per minute of contact. Each minute of contact requires a new WILx2 test.

POSTCOGNITION
Psi Type: Active Action: Task Action (10 minutes)
Range: Touch Duration: Sustained
Strain: +1 Skill: Sense
By touching an object or place and meditating for around 10 minutes, the Async may pick up on “psychic impressions” left in that area. The Async learns one piece of information about the object or place per full 10 MoS, with sufficiently high MoS able to reach back years, even decades, if the imprint is strong enough. These facts are colored by the senses and state of mind of biological creatures in the area. This makes places or objects that were in the presence of strong emotions or other heightened brain activity produce better and clearer information. 

PRECOGNITION
Psi Type: Active Action: Task Action (10 minutes)
Range: Self Duration: Sustained
Strain: +3 Skill: Sense
The Async attempts to use their Psi abilities to calculate likely events in their near future and prepare for them. The Async gains 1 point of temporary Moxie for every full 20 MoS on their roll, minimum of 1. This Moxie may be spent as normal, but does not count for a MOXx10 test. If the Async uses this Sleight again while they still have points of temporary Moxie, the points reset. The points of Moxie may also go away after a few days if unused, or if some chaotic or unprecedented event alters the probable events in the Async’s life. 

PSI-REAVE
Psi Type: Active Action: Complex
Range: LOS Duration: Instant
Strain: +3 Skill: Psi Assault
The Async generates a telekinetic force which attempts to shear a target on a molecular level.  If they succeed on the opposed test, the target takes 3d10+WIL/10 DV, which ignores physical armor, and always has a Penetration equal to Psi Assault /10 against Psi Armor. If they roll an Excellent Success, DV is +5, and the target takes Wounds as normal. This damage is improved by both the Strong Mind trait and the Psychic Rend sleight. If the target beats the Async in the opposed test but both skill checks succeed, they take a -30 to all actions from physical pain and discomfort, which reduces by -10 every minute. 

PSI-STITCH
Psi Type: Active Action: Task Action (min 10 minutes)
Range: Touch Duration: Sustained
Strain: +1
The Async may attempt to repair physical damage to a person or object they are touching. The Async must roll a WILx2 test, if they succeed, they heal 1d10 DV to the touched object’s Durability per 10 minutes of healing time. If they roll an Excellent success, the process also removes 1 Wound. This test is at a -10 for inanimate objects, and the Async takes a -30 to tests to heal themselves. 

PYROKINESIS
Psi Type: Active Action: Complex
Range: LOS Duration: Instant
Strain: +3 Skill: Psi Assault
The Async agitates the target’s molecules, causing them to burst into flame. If they Async succeeds in the opposed test, the target takes 2d10 fire damage. This damage is reduced by AV as normal. If the Async also scored an excellent success, the target is set On Fire, and will continue to take damage unless put out. This sleight can be done in vacuum - but will not set the target On Fire in this case. 

REALITY REINFORCEMENT
Psi Type: Passive Action: Automatic
Range: Self Duration: Constant
The Async has a strong grip on their personal definition of “reality”, which insulates them from Psi reality warping. The Async gets +30 on tests to oppose Psi Epsilon sleights, and takes half SV to witness Epsilon sleights used. However, this comes at a price. The Async takes a -10 penalty to use Psi Epsilon sleights of their own, and takes 2 SV when using one, as their own reality warping powers degrade their mental state quicker.

SENSORY FILTER
Psi Type: Passive Action: Automatic
Range: Self Duration: Constant
The Async has superior control over their own sensory inputs. They ignore the penalty for Distraction, and if they have Enhanced Senses, they may filter what they sense as if they had the Sense Filter implant. The Async also gains a +30 modifier on tests to resist effects like Overload grenades, Basilisk Hacks or other sensory based attacks. 

TECHNOPATHY
Psi Type: Active Action: Complex
Range: Close Duration: Sustained
Strain: +1
The Async may wirelessly interface with electronic devices, as if using Basic Mesh Inserts. However, they may interface even with technology without wireless access. While communicating with technology, the Async may roll normal computer skills (e.g. Interfacing, InfoSec, Programming) but suffers a -20 penalty as they do this purely by thought, and with no assistance from any other electronics or software. The Async may combine this with the Telepathy sleight (see below) to communicate telepathically with Synths and Pods.

TELEPATHY
Psi Type: Active Action: Quick
Range: LOS Duration: Sustained
Strain: +2/target after the first Skill: Control
The Async may join in telepathic communication with a target in LoS, capable of transmitting words, sounds, images, emotions, or other mental data. This Sleight functions exactly like the Mindlink Psi-Gamma Sleight, except at a range of LOS based on the Async “host”. Additionally, everyone telepathically communicating this way takes 1 SV per round involved in the “conversation”. Telepathy requires an opposed test for unwilling participants. 

THERMODYNAMIC BATTERY
Psi Type: Active Action: Quick
Range: Close Duration: Temp
Strain: +3
The Async prepares his/herself to draw upon energy from their surroundings as opposed to internally to use their Psi Sleights, for a short period. While this Sleight is in effect, the Async does not take Strain damage, and instead they draw energy from their surroundings, in a roughly 5m area. The source of the energy is up to GM determination, but usually takes the form of extracting heat from the air, or electricity from active sources, but is can also draw on metabolic energy used by biomorphs. This results in electronic devices being disabled or temporarily offline, temperature in the air or in bodies being reduced by significant amounts, or Biomorphs or robot shells taking damage. If the GM decides energy is drawn from another character in the vicinity, that morph takes the appropriate Strain damage from the Sleight. An async may begin taking Strain damage again even while this sleight is in effect if they have remained motionless and drawn most of the energy from their immediate surroundings. 

ZERO SHIFT
Psi Type: Active Action: Complex
Range: LOS Duration: Instant
Strain: +5
The Async uses their powers to compress the space between two points to 0, effectively moving them from one location to another in line of sight. To do this, the Async must make a WILx2 test, with penalties given for extreme ranges, or inability to properly visualize the destination. Upon shifting to a new location, the Async must make a SOM+WIL test, or become disoriented and take a -10 penalty to all actions during the next Action Turn. A severe failure means the Async falls down, and must spend an action getting back up. The Async retains their physical orientation and momentum when shifting, and may take impact damage as appropriate. 

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