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CHAPTER FIVE

Explorers of the Mind


Along with the acceptance of arcanotechnology and magic came There are technically three different classifications of para-psy-
para-psychic powers. Those gifted with para-psychic abilities are chic powers. Acceptable powers are those that are considered
not as common as those who pursue magic, though they are a to be no threat to society and the people around the para-psy-
normal enough presence in society. However, while people know chic. Those para-psychics who are fortunate enough to have
that sorcerers have to spend hours or even days involved in in- developed only Acceptable powers are not forced to identify
tense ritual to bring the powers of the universe to bear, they also themselves as para-psychics and can live a relatively normal life.
know that para-psychics do it with just a thought. Many people Dangerous powers are those that can cause physical harm to
do not trust or are outright fearful of those who intuitively mold others or the environment around the para-psychic and Inva-
supernatural power to their will. sive powers are those that pry inside the privacy and sanctity of
another’s mind or those that can influence another against his
This chapter will introduce you to the concept surrounding para- will. Some powers are classified as both. Those para-psychics
psychics, how para-psychic powers work within Framewerk, and a who have developed these types of powers are forced to identify
list of para-psychic powers for use in your game. themselves at all times. Special badges or decorative pins identi-
fying the threat must be visibly displayed whenever the para-psy-

F7H7#FIO9>?9I chic is anywhere but the privacy of his own home. If a Dangerous
or Invasive para-psychic is ever found in public without visible
identification he is arrested and prosecuted.
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All creatures have a reservoir of internal energy within them. The All para-psychics are required to register once their first pow-
scholars of the New Earth Government call it Orgone. It powers er erupts. The penalties for violating the laws regulating para-
any ability that is considered to be supernatural. The symbionts psychic ability are just as severe as those governing magic. Un-
of Tagers feed off it. Sorcerers tap into it and shape the pow- registered or criminal para-psychics are arrested and detained
ers of the universe through specific patterns. Para-psychics are without due process. They are then taken to detention facilities
those who naturally and intuitively harness this cosmic power. where they undergo interrogation and an unpleasant series of
While sorcerers may have access to a greater breadth of power, tests. Unregistered para-psychics, depending upon their situa-
para-psychics can call upon their abilities at will. tion, are given prison terms if they agree to register. Criminal
para-psychics often find themselves guinea pigs for drug or sur-
Jof[ie\FWhW#FioY^_Yi gical testing designed to dampen their powers. Few find their
There are three types of para-psychics: latent, erupted, and Zon- way back into the world. Those that do are either shells of their
er. Those that are classified as latent have uncontrolled para- former selves or those who have cut deals and now live in inden-
psychic potential or ability. What little ability they do display tured servitude to the government.
is minor and latent para-psychics are not required to register
with the government. Erupted para-psychics are those that have
manifested a powerful ability or powerful abilities that they can
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All students undergo aptitude testing as a part of their school-
control. Zoners are erupted para-psychics whose bodies have in- ing. Like magical aptitude, students are tested for psychic po-
ternalized the alien energies of the Nevada Zone. They manifest tential. Those who receive high scores are tracked by the Office
powerful abilities, though at a cost to their grip on reality. of Internal Security. However, para-psychic powers are unpre-
dictable and many do not erupt until they are adults. The OIS
CWd_\[ij_d]Fem[hi does its best to keep its eye out for para-psychics, but many fall
All para-psychics begin with latent abilities, which are usually through the cracks.
pale echoes of what truly powerful potential lies within them.
Then some kind of dramatic change or traumatic event (often- Once a para-psychic erupts and chooses to register, there are
times puberty) triggers an eruption and these abilities come into options for training. Many accredited institutions offer pro-
full effect. However, how these para-psychic powers feel and grams to help young para-psychics hone their powers in a mar-
look are different from individual to individual. One Pyrokinet- ketable way. Many para-psychics choose to join development
ic’s eyes may turn red when he uses his powers, while another workshops offered through new-age and occult organizations
might glow with a nimbus of heat. One Mindworm’s mental ten- and stores. But there are those who believe that their powers
drils might feel like ice water, while another’s might feel like stab- are too personal for outside help and choose to concentrate on
bing needles. One Teleporter may transport with a pop, while developing them instinctually.
another might transport with the quiet rush of wind. While the
types of powers may fit neatly into molds, para-psychics them-
selves do not.
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Once registered, there are two paths for most para-psychics – fed-
eral service or employment in the private sector. Those that work
B[]Wb_joWdZH[]_ij[h_d] for the government are given good salaries, excellent benefits,
Para-psychics are controlled and regulated by the government, and many no longer are required to wear para-psychic identifica-
like sorcerers. However, unlike practitioners of magic, para-psy- tion markings in public. However, more than most, they are very
chics have no choice about their situation. Their powers mani- carefully watched by the Office of Internal Security. Like those
fest and that’s that. Thus, the Office of Internal Security main- for sorcerers, there are many para-psychic government jobs that
tains a very different registration system. are pretty boring, but those in military and police organizations
live much more interesting lives. Both such organizations actively Projection (entering the dreams of others), and Probe (digging
seek Environmental and Manipulative para-psychics to recruit. deep into the mind and memories of another).
• Sensory Powers – These powers grant supernatural senses to
Those that choose employment in the private sector have op- the para-psychic. Some examples include Empathy (reading
tions, many of them lucrative. Para-psychics that participate the emotions of another), psychometry (reading the emotional
in collegiate training are often recruited by corporations. They residue of an object), and retrocognition (receiving visions of a
are very well-paid and respected. Others choose to offer their location’s past).
services independently, creating profitable private practices. • Somatic Powers – These powers give the para-psychic super-

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Those with Environmental powers find themselves in laboratory human physical abilities. Some examples include Power Boost
situations or hired as specialized bodyguards, those with Sen- (increased strength and endurance), Magnetism (increased
sory powers often create counseling practices, and those that personal charisma and charm), and Psychic Healing (mystically
manifest basic somatic powers sometimes hire themselves out as healing of illness and injury).
bodyguards or stuntmen. Manipulative para-psychics have the
hardest time of it as independents, but are sometimes capable Additionally, all powers are classified according to Order, which
of creating specialized counseling services. is a representation of their individual level of influence and
power. There are three Orders in the World of Elements, with

KI?D=F7H7#FIO9>?9FEM;HI each Order being more powerful than the Orders below it. Third
Order spells represent the greatest para-psychic ability within a
Para-psychic powers bring the power of the universe into the particular type of power – they are very powerful and typically
hands of the user. They can be called upon at will and skilled very demanding.
para-psychics can produce amazing feats. Powers are limited
only by the para-psychic’s imagination, reservoir of cosmic en-
ergy, and the careful maintenance of control over the forces that
?dlea_d]Fem[h
Para-psychic powers are not the weak psychic abilities that many
rage within them. thought to be reality in a different age. They can be very pow-
erful and dangerous, in some cases manipulating some of the
Jof[ie\Fem[hi strongest and most primal forces of nature. What is most fright-
Like sorcerers, most mortal para-psychics can only affect the ening, however, is that it seems random who it is that develops
first five dimensions. There are four categories of powers that para-psychic ability and that the use of such amazing powers is
affect the World of Elements. They are: simply instinctual – no discipline required.

• Environmental Powers – These powers affect the primal forces


in the world around the para-psychic. Some examples of envi-
Ki_d]Fem[hi
There are two types of Tests to determine whether or not a para-
ronmental powers include pyrokinesis (mastery of fire), telekine- psychic power is both brought into being and accomplishes the
sis (manipulating objects), and photokinesis (mastery of light). intended effect. The first is the invocation Test, which is set at a
• Manipulative Powers – These powers are those that affect other Degree determined by the Difficulty rating in each power’s list-
creatures, often against their will. Some examples include Em- ing. When you want your Character to use his power, you must
pathic Projection (influencing the emotions of others), Dream first use an Action and succeed at a Test using a number of dice

H[WZ_d]WFem[h
Mechanically each power lists a lot of information. Here are the different components:

Name The most commonly used name for the power.


Order The Order of the power, representing its level of power.
Type If the power is Environmental, Manipulative, Sensory, or Somatic.
Registration Whether the power is considered Acceptable, Dangerous, Invasive, or a combination
thereof.
Insanity Test The Insanity Test required by manifestation of the power. If the Test fails, this also lists
the number of Insanity Points acquired.
Intellect Required This lists the minimum Intellect required to manifest the power.
Tenacity Required This lists the minimum Tenacity required to manifest the power.
Power Prerequisites This lists if the power requires other powers to have previously manifested.
Load Time This lists the minimum amount of time required to bring the power into being.
Difficulty This is the Difficulty rating (Degree) for power Tests to bring the power into being.
Orgone Initiation Cost This is the amount of Orgone that must be spent in order to successfully use the
power. This includes the first interval of the power, as indicated by the Maintenance
Cost.
Orgone Maintenance Cost This is the amount of Orgone that must be spent in order to maintain an active power,
as well as the intervals in which the Orgone must be spent.
Effects This lists the effects of the power.
Manifestations This describes possible different ways the power might manifest for a para-psychic.
Specializations This gives some suggestions for power specializations.
equal to his skill rating in the power and his Tenacity as a the of Expert or Master power skill level with the same power who
governing attribute. If you fail, your Character cannot bring that is assisting reduces the Degree two categories or provides a +6
power to bear this turn. He expends no Orgone and can try again Contest Bonus. The minimum the Degree can be reduced is to
on his next Action, with no Test Penalty. Success equals invoca- Average and the maximum Contest Bonus is limited to +10.
tion, and only success requires the expenditure of Orgone.
Many powers are as such that assistance only means the com-
Once a power has been properly invoked and you’ve determined bining of effects. For example, two Pyrokinetics may attempt to
how you’d like to use it, your Storyguide will give you a Difficulty ignite an entire building. In these cases, simply aggregate the in-
just like any other Test. To make a Para-Psychic Powers Test, roll dividual Tests and effects to determine the cumulative result.
a number of dice equal to your Character’s skill rating in the
power with his Tenacity as the governing attribute and compare 9ekdj[h_d]Fem[hi
as usual. If the power is successful, spend the required Orgone Para-psychics with the same power can attempt to counter each
and the power’s effects happen. Critical Failures have different other. To do so, they must engage in a Contest using their pow-
consequences, however, which will be discussed shortly. er’s skill. Both are forced to expend Orgone. If the initiator wins,
the power succeeds. If the para-psychic attempting to block the
Some powers can be maintained, that is they are not simply an power wins, the power is stymied.
instant effect and can occur over time. To maintain a power,
simply pay the Orgone cost and the power continues. If you wish Certain magical rituals also interfere with the function of para-
to radically alter how a maintained power is being used, your psychic powers. The protection offered by the Ward Against
Storyguide may call for another Test to make sure you can pull Sorcery also works against para-psychic powers. Wards of Se-
it off. clusion and Solitude, and Wards Against the Unseen protect in
their own ways.
H[Yel[h_d]Eh]ed[
Orgone naturally replenishes given time. It returns more quickly Fem[hIf[Y_Wb_pWj_edi
if a Character is resting, but will replenish even if he’s rigorously The ways that many powers can be used are only limited by the
active. Use the following guidelines: creativity of the para-psychic. Some of them may become fa-
vorites for the user. You may choose to have your para-psychic
• 1 Orgone recovered for every hour spent resting. Character Specialize in these defined ways. Some suggestions
• 2 Orgone recovered for every hour of restful sleep. are provided with each power listing.
• 1 Orgone recovered for every four hours spent active.
8khd_d]
El[hfem[h_d]Fem[hi While sorcerers labor under the constant threat of a mishap,
It is possible to make the success of a power more likely by in- para-psychics must face Burn. It is what happens when a para-
vesting more cosmic energy into the power than is normally nec- psychic opens himself up to the cosmic forces that power his
essary. By spending double the amount of Orgone required, a abilities too often and without the proper care and respect.
para-psychic can reduce the Degree of the power Test by one
and by quadrupling he can reduce it by two. The Degree of a A Burn Test is called for whenever a para-psychic Critically Fails a
power Test can only be reduced two levels and then only to Aver- Power Test or runs himself out of Orgone. A Burn Test is also due
age. However, many powers require too much Orgone for this when a Character uses his power habitually or a single power too
to be practical. often, at your Storyguide’s discretion. A Burn Test is a Tenacity
Feat Test against a Degree based on the situation surrounding
Para-psychics also have the ability to sacrifice their life-force to the Test. In the case of Critical Failures or running dry of Orgone,
generate more power. For every 1 die of Vitality damage a para- those Tests occur when the situation occurs. For habitual users,
psychic is willing and able to suffer, he can generate an extra four the Storyguide will call for Tests periodically – once a month,
points of Orgone. This damage cannot be reduced in any way. usually. The Degrees are as follows:
It is determined after the Test is made so it is conceivable for a
Character to die in this fashion. • Challenging – the Character Critically Failed a Power Test or the
Character ran out of Orgone.
Fem[h7ii_ijWdY[ • Hard – Character regularly runs out of Orgone, the Character
While para-psychics cannot assist each other in manifesting is in the early stages of habitual power use, or the Character has
powers, they can combine the strengths of their powers. As an been through many Burns.
example, two manipulative para-psychics might both assault a • Very Hard – Character is a truly habitual user of his powers or
resistant subject using the Probe power to get into his mind. If an the Character has Burned often.
Extended Test is required, the normal rules for Teamwork apply.
However, if only a single, normal Test is required for immediate The state is called a Burn because the cosmic forces inside the
effect, the following rules apply. The para-psychic with the high- para-psychic start to burn off of their own volition – through his
est power skill level is the Character who initiates the Test and powers. All of his powers begin to flare-up randomly and out of
rolls the dice. Each para-psychic of Novice or Adept power skill his control. He becomes a walking psychic bomb. What’s worse
level with the same power who is assisting reduces the Degree is that these flare-ups do not drain him of Orgone – the Burn
one category or provides a +4 Contest Bonus; each para-psychic taps them into a greater reservoir of energy beyond that of the
para-psychic. If the para-psychic in question is usually careful
and Burns infrequently, if ever, the Burn should be pretty sedate. J^_hZ:[]h[[8khdi
Random power flare-ups should be more on the inconvenient, Burns are the major counterbalance to para-psychic powers. The
embarrassing, and scary side and the Burn won’t last more than constant threat of a messy Burn should always loom over para-
a couple hours. On the other hand, if the para-psychic in ques- psychic Character’s heads. After all, no one wants to cause unin-
tended harm or call the attention of the Office of Internal Secu-
tion is reckless with his powers and/or Burns pretty regularly,
rity. As a Storyguide, you should try to strike a balance between
the Burn should be serious. Random power flare-ups should calling for Burn Tests too often and too infrequently. You want
be terrifying, dangerous, and destructive and will last for days. to give your players the flexibility to use, but not abuse, their
The Degree of the Burn Test determines how long the Burn lasts. powers. Similar to that for magical mishaps, feel free to use this
Those at Challenging last for one to five hours (half a die), those optional rule: Drama Points cannot be spent on Burn Tests.

9>7FJ;H<?L;$$$[nfbeh[hie\j^[c_dZ
at Hard last for one to ten hours (1 die), and those at Very Hard
last for one to five days (half a die). A para-psychic may still will-
fully activate and use his powers while in a Burn, as long as he
has the required Orgone. 79GK?H?D=
A Burn can become a semi- or fully permanent state if one Burns
:;L;BEF?D=FEM;HI
To create a para-psychic Character, you must purchase the La-
too often. Any time a para-psychic is required to make a Burn tent Para-Psychic Asset, as well as either the Erupted Para-Psy-
Test of the Hard degree, he needs to check to see if he gets stuck chic or Zoner Assets. You must then choose which of the four
in a Burn. Roll one die – a result of one means he is now stuck in groups of para-psychic powers you’d like to be your Character’s
a Burn for one to ten months (1 die). Any time a para-psychic is primary group – the one in which he has the most potential and
required to make a Burn Test of the Very Hard degree, he needs ability. Choose one other group to be his secondary group, in
to check if something even worse happens. Again, roll one die which he less potential, and the remaining two become his ter-
– this time, a result of one means he is now permanently stuck tiary groups, in which he has little potential. He has access to all
in a Burn. Drama Points cannot be spent to influence either of powers that are part of his primary group, most that are part of
these types of rolls. his secondary group, and few of those in his tertiary group. The
Experience costs for developing such powers works according
A para-psychic who’s caught in a Burn is Burning; one who is to this same potential. Primary powers are the cheapest, while
stuck in a Burn is called a Burner. The only way to get out of a tertiary powers are expensive.
permanent Burn is the Purify Form spell, which will immediately
stop any kind of Burn. The problem is that any reputable physi- Erupted para-psychic characters begin with one First Order
cian will report a Burner to the authorities. Certainly, there are power from their primary power group. Zoners begin with one
back alley arcanophysicians who could do the job, but few want Third Order and one First Order power that are part of their
to risk the danger that comes with trying to help an out of con- primary group, as well as one First Order power that’s part of
trol para-psychic. Some para-psychics, particularly those with their secondary group. More may be acquired through the ex-
unobtrusive or inobvious powers such as many Sensory or So- penditure of Cheats during Character Design, as shown on the
matic powers, can keep their Burn quiet. However, many can’t, table below.
especially those with Environmental or Manipulative powers.


Burners and those who cannot keep their Burns quiet are usually All acquired para-psychic powers start at a Student level of expertise and
rounded up by OIS strike teams and taken to containment fa- may only be increased to higher levels of expertise through the expenditure
cilities. Their Burns are stopped by a Purify Form spell, but then of Cheats during Character Design.
they are subjected to an intimidating gauntlet of tests and inter-
rogations before they are released – if they don’t have to face Para-psychic powers are governed by a system of mastery simi-
criminal charges because of damage caused during their Burn. lar to that used for skills. The Character can develop his mas-
They are then required to attend mandatory weekly counseling tery through the different levels of expertise, growing in power
and visits with an OIS assessment officer for a year. The penalties through each.
for missing such meetings are severe.

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In addition to the normal Cheat options, para-psychics have access to the following enhancements. Unlike obtaining new
powers using Experience (see the next section), these powers can be from any group. However, they cannot be used to
develop a Second Order power in a Character’s tertiary power groups.

ENHANCEMENT* CHEAT COST


Increase a First Order Power to a Novice level of expertise 2
Increase a First Order Power from a Novice to an Adept level of expertise 2
Increase a Second Order Power to a Novice level of expertise 4
Start with an additional First Order Sensory or Somatic Power 2
Start with an additional First Order Environmental or Manipulative Power 4
Start with an additional Second Order Sensory or Somatic Power 4

* Check the power listings to see if you meet the Intellect, Tenacity, and Power Prerequisite requirements and to see what
Insanity Tests need to be made for the eruption of new powers.
:[l[bef_d]FWhW#FioY^_YFem[hi • To develop an Environmental or Manipulative Power from Adept to Ex-
pert costs 25 Experience.
• To develop a Sensory or Somatic Power from Expert to Master costs 30
To Obtain New Powers Experience.
What causes para-psychic powers to erupt is a mystery, so your • To develop an Environmental or Manipulative Power from Expert to
Character can develop new powers whenever you have the Expe- Master costs 35 Experience.
rience to spend – as long as he meets the power’s requirements.
Para-psychics cannot manifest Third Order abilities from their Within a para-psychic’s secondary power group:
secondary power group, and likewise cannot manifest Second • To develop a Sensory or Somatic Power from Student to Novice costs 15
or Third Order abilities from their tertiary power groups. Most Experience.
para-psychic powers require an Insanity Test; make sure to re- • To develop an Environmental or Manipulative Power from Student to
solve this as soon as the new power erupts. All powers erupt at a Novice costs 20 Experience.
Student level of expertise. • To develop a Sensory or Somatic Power from Novice to Adept costs 25
Experience.
Within a para-psychic’s primary power group: • To develop an Environmental or Manipulative Power from Novice to Ad-
• To erupt a new First Order Sensory or Somatic Power costs 15 Experi- ept costs 30 Experience.
ence. • To develop a Sensory or Somatic Power from Adept to Expert costs 25
• To erupt a new First Order Environmental or Manipulative Power costs Experience.
20 Experience. • To develop an Environmental or Manipulative Power from Adept to Ex-
• To erupt a new Second Order Sensory or Somatic Power costs 30 Experi- pert costs 30 Experience.
ence. • To develop a Sensory or Somatic Power from Expert to Master costs 35
• To erupt a new Second Order Environmental or Manipulative Power Experience.
costs 40 Experience. • To develop an Environmental or Manipulative Power from Expert to
• To erupt a new Third Order Sensory or Somatic Power costs 50 Experi- Master costs 40 Experience.
ence.
• To erupt a new Third Order Environmental or Manipulative Power costs Within a para-psychic’s tertiary power groups:
60 Experience. • To develop a Sensory or Somatic Power from Student to Novice costs 20
Experience.
Within a para-psychic’s secondary power group: • To develop an Environmental or Manipulative Power from Student to
• To erupt a new First Order Sensory or Somatic Power costs 30 Experi- Novice costs 25 Experience.
ence. • To develop a Sensory or Somatic Power from Novice to Adept costs 30
• To erupt a new First Order Environmental or Manipulative Power costs Experience.
40 Experience. • To develop an Environmental or Manipulative Power from Novice to Ad-
• To erupt a new Second Order Sensory or Somatic Power costs 50 Experi- ept costs 35 Experience.
ence. • To develop a Sensory or Somatic Power from Adept to Expert costs 30
• To erupt a new Second Order Environmental or Manipulative Power Experience.
costs 60 Experience. • To develop an Environmental or Manipulative Power from Adept to Ex-
pert costs 35 Experience.
Within a para-psychic’s tertiary power groups: • To develop a Sensory or Somatic Power from Expert to Master costs 40
• To erupt a new First Order Sensory or Somatic Power costs 50 Experi- Experience.
ence. • To develop an Environmental or Manipulative Power from Expert to
• To erupt a new First Order Environmental or Manipulative Power costs Master costs 45 Experience.
60 Experience.

To Become Specialized
To Develop a Power One Level of Expertise If you want your Character to become specialized, it must be
If you want to improve your Character’s mastery over one of his within a power that he has been using or training. A Special-
para-psychic powers, it must be one that he has been using and ization may only be acquired or improved if the overall power
training. A power may only be increased one level of expertise to which it is attached is not improved that episode, and then
every other episode at most. only once every other episode. Para-psychics cannot specialize in
powers that are part of their tertiary power groups.
Within a para-psychic’s primary power group:
• To develop a Sensory or Somatic Power from Student to Novice costs 10 Within a para-psychic’s primary power group:
Experience. • To become Focused in a Sensory or Somatic Power costs 15 Experience.
• To develop an Environmental or Manipulative Power from Student to • To become Focused in an Environmental or Manipulative Power costs
Novice costs 15 Experience. 20 Experience.
• To develop a Sensory or Somatic Power from Novice to Adept costs 20 • To become a Specialist in a Sensory or Somatic Power area from being
Experience. Focused costs 20 Experience.
• To develop an Environmental or Manipulative Power from Novice to Ad- • To become a Specialist in an Environmental or Manipulative Power area
ept costs 25 Experience. from being Focused costs 25 Experience.
• To develop a Sensory or Somatic Power from Adept to Expert costs 20
Experience.
Within a para-psychic’s secondary power group:
=[jj_d]9h[Wj_l[
• To become Focused in a Sensory or Somatic Power costs 20 Experience. The guidelines presented here give you an overall framework of
• To become Focused in an Environmental or Manipulative Power costs what each power is capable. That doesn’t mean that’s all they
25 Experience. can do. Be creative within the boundaries of these powers and
• To become a Specialist in a Sensory or Somatic Power area from being work out new applications with your Storyguide.
Focused costs 25 Experience.
• To become a Specialist in an Environmental or Manipulative Power area
Expert: No longer do you just affect the molecules in your envi-
from being Focused costs 30 Experience.
ronment; now you can generate cold. You can reduce enclosed
spaces to sub-zero temperatures, can cause it to snow when
F7H7#FIO9>?9FEM;HI

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environmental conditions are correct, and you can freeze large
volumes of material, such as a small pond. You can control ice
;dl_hedc[djWbFem[hi and frost and can make art out of it. Should you choose to use
this power offensively, your attacks have a +1 damage rating.
You can affect anything within 100 yards.
Cryokinesis Master: You are Jack Frost and generously generate cold. You
First Order
can reduce large enclosed spaces to sub-zero temperatures, can
Type: Environmental
cause it to snow as long as there is moisture in the air, and you
Registration: Dangerous
can freeze large volumes of material up to and including a medi-
Insanity Test: Challenging/1 Insanity Point
um-sized lake. Should you choose to use this power offensively,
Intellect Required: 5
your attacks have a +2 damage rating. You can affect anything
Tenacity Required: 7
you can see.
Power Prerequisites: None
Manifestations:
Load Time: 2 turns
• The para-psychic’s eyes turn blue when he’s activating the
Difficulty: Average
power.
Orgone Initiation Cost: 3
• The temperature around the para-psychic drops a few de-
Orgone Maintenance Cost: 1 per minute
grees.
• Everyone around the para-psychic can see their breath in the
Effects: Cyrokinesis is mental control of cold. At lesser levels of
air.
ability, a para-psychic accomplishes this by slowing down mol-
• Frost appears on nearby things, especially windows.
ecules and reducing the heat they naturally generate. A para-psy-
• The para-psychic feels cold to the touch and his skin takes on
chic is actually capable of generating cold instead of simply rely-
a translucent quality.
ing on natural conditions at greater levels of ability. Of course,
if a cryokinetic para-psychic applies his power to something
Specializations: Environmental Temperatures, Freezing Liquids,
naturally cold, such as ice or liquid nitrogen, he will make the
Freezing Solids, Ice Sculpture, Environmental Effects
substance unnaturally powerful. A cryokinetic can also stave off
Usage Fee: Adept (Legal) 140 Tn/hour, Adept (Illegal) 350 Tn/
cold from himself and others to prevent freezing, as well as cool-
hour, Master (Legal) 280 Tn/hour, Master (Illegal) 560 Tn/


ing people down in the heat. He is capable of controlling his own
hour
body temperature and comfort at no Orgone cost.

However, cryokinesis can be a dangerous thing and masterful Pyrokinesis


para-psychics can use this power offensively. The way their at- First Order
tacks manifest vary – some para-psychics freeze with a touch, Type: Environmental
others fire shards of ice, others a wave of frost. It is precisely this Registration: Dangerous
ability that makes cryokinetics so valuable to the military or law Insanity Test: Challenging/1 Insanity Point
enforcement agencies. Intellect Required: 5
Tenacity Required: 7
The ability a Cryokinetic has to manipulate cold depends on his Power Prerequisites: None
level of ability:
Load Time: 2 turns
Student: Your touch basically acts like ice. You never get too hot Difficulty: Average
and your drinks are always cold. You cannot use this power of- Orgone Initiation Cost: 3
fensively. Orgone Maintenance Cost: 1 per minute
Novice: Your touch can freeze small objects. You are capable of
acting like an air conditioner in enclosed spaces. You cannot use Effects: Pyrokinesis is mental control of heat and fire. At lesser
this power offensively. levels of ability, a para-psychic accomplishes this by speeding
Adept: You can freeze things that can naturally freeze, up to a up molecules and increasing the heat they naturally generate.
volume equivalent to a medium-sized water fountain. You can A para-psychic is actually capable of generating heat instead
control the spread of ice or frost. Should you choose to use this of simply relying on natural conditions at greater levels of abil-
power offensively, your attacks have a +0 damage rating. You ity. Of course, if a pyrokinetic para-psychic applies his power to
can affect anything within 10 yards. something naturally flammable, such as accelerants like kero-
sene or gasoline or combustibles like gunpowder, he will make
the substance unnaturally powerful. In addition, a pyrokinetic
can also bleed off heat from himself and others to prevent heat
stroke or dehydration, as well as heating people up in the cold.
He is capable of controlling his own body temperature and com-
fort at no Orgone cost.

Like cryokinesis, pyrokinesis can be dangerous and masterful


para-psychics can use this power offensively. The way their at-
tacks manifest vary – some para-psychics burn with a touch,
other fire bolts of flame, others waves of debilitating heat. It is
this use of their abilities that make pyrokinetics sought after by
the military and law enforcement agencies, though their ability
to influence flame make them coveted by the fire service as well.

The ability a Pyrokinetic has to manipulate heat depends on his


level of ability:

Student: Your touch basically acts like a hot-plate. You never get
too cold and your food is always hot. You cannot use this power
offensively.
Novice: Your touch is the equivalent of a lighter and you can
start flammable objects on fire. You are capable of acting like a
space-heater or fireplace in enclosed spaces. You cannot use this
power offensively.
Adept: You can start the equivalent of a camp-fire with a thought
– flammable materials and accelerant can cause these fires to
grow quickly. You can also control the spread of fires. Should
you choose to use this power offensively, your attacks have a +0
damage rating. You can affect anything within 10 yards.
Expert: No longer do you just affect the molecules in your en-
vironment; now you can generate heat. You can bring enclosed
spaces to sweltering temperatures and cause steam baths as
long as water is present. You can start fires of bonfire propor-
tions and can even cause normally inflammable objects to catch
fire – however, they will not stay afire once your concentration
goes elsewhere. You can control fire and can make art out of it.
Should you choose to use this power offensively, your attacks
have a +1 damage rating. You can affect anything within 100
yards.
Master: You are the spirit of flame and generously generate heat.
You can bring large enclosed spaces to sweltering temperatures
and cause serious steam baths as long as water is present. You
can start the equivalent of a small office building on fire with a
thought. Should you choose to use this power offensively, your
attacks have a +2 damage rating. You can affect anything you
can see.

Manifestations:
• The para-psychic’s eyes turn red when he’s activating the pow-
er.
• The para-psychic glows with a nimbus of heat when he uses
the power.
• The temperature around the para-psychic heats up a few de-
grees.
• Everyone around the para-psychic starts to sweat.
• Cold and flammable objects near the para-psychic start to
steam.
Specializations: Accelerant, Burning Flammable Objects, Environ- you choose to use this power offensively, your attacks have a +1
mental Effects, Environmental Temperatures, Fire Art, Heating damage rating.
Liquids, Heating Solids Master: You can create up to four telekinetic “arms” which are
Usage Fee: Adept (Legal) 140 Tn/hour, Adept (Illegal) 350 Tn/ capable of very fine manipulation your hands couldn’t perform
hour, Master (Legal) 280 Tn/hour, Master (Illegal) 560 Tn/ without the help of specialized tools. You can affect anything
hour you can see and can lift about a ton (equivalent Strength 13).
Should you choose to use this power offensively, your attacks
Telekinesis have a +2 damage rating.
First Order

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Type: Environmental Manifestations:
Registration: Dangerous • A shimmering wave of transparent force engulfs the para-psy-
Insanity Test: Challenging/1 Insanity Point chic.
Intellect Required: 5 • The para-psychics hair gently moves as if its own personal wind
Tenacity Required: 6 blew threw it.
Power Prerequisites: None • Objects near the para-psychic shift subtly.
• The para-psychic’s mental tendrils shimmer in the air.
Load Time: None • The para-psychic’s telekinetic energy is colder than the sur-
Difficulty: Average rounding environment.
Orgone Initiation Cost: 3
Orgone Maintenance Cost: 1 per minute Specializations: Extra Telekinetic Limbs, Fine Manipulation, Lift-
ing, Moving, Telekinetic Combat, Telekinetic Ranged Attacks
Effects: Telekinesis is the ability to move objects through force of Usage Fee: Adept (Legal) 140 Tn/hour, Adept (Illegal) 350 Tn/
thought. At lesser levels of ability, a para-psychic is capable of hour, Master (Legal) 280 Tn/hour, Master (Illegal) 560 Tn/
only crude manipulation and can lift or move little. However, at hour
higher levels of ability, a para-psychic is capable of creating mul-
tiple mental limbs that can perform tasks that would normally Electrokinesis
require specialized tools. While less powerful telekinetics can Second Order
only affect the environment around them, more powerful teleki- Type: Environmental
netics can restrain, throw cars, or even kill with their thoughts. Registration: Dangerous
Insanity Test: Hard/1 Insanity Point
Like all kinetic powers, telekinesis can be dangerous and power- Intellect Required: 7
ful para-psychics can use this power offensively. The way their Tenacity Required: 7
attacks manifest vary – some telekinetics bludgeon with their Power Prerequisites: None, Technical or Computer skills at Adept
mental force, others hurl physical objects, while very powerful or above.
telekinetics are capable of squeezing arteries or internal organs
to cause harm that has no outward sign. Like all environmen- Load Time: 2 turns
tal para-psychics, the military and law enforcement seek after
gifted telekinetics. Of all the kinetic para-psychics, telekinetics
scare the average person the least.
Difficulty: Challenging
Orgone Initiation Cost: 3
Orgone Maintenance Cost: 1 per minute

A Telekinetic’s mental power depends on his level of ability: Effects: Electrokinesis is the ability to mentally control electricity.
At lesser levels of ability, a para-psychic is capable of only re-
Student: You can create one telekinetic “limb” which has the charging batteries or powering small electrical devices. However,
equivalent of ham hands. You can affect things within 10 feet at higher levels of ability, a para-psychic is capable of reading
and can lift about 10 pounds (equivalent Strength 1). You can- digital or magnetic media from a distance, intuitively communi-
not use this power offensively. cating with computers, listening to digital communications, and
Novice: You can create one telekinetic “limb” which can manipu- shorting electrical equipment. While less powerful electrokinet-
late things with the equivalent of half your Agility. You can affect ics can only manipulate existing electrical fields, more powerful
things within 30 feet and can lift about 50 pounds (equivalent electrokinetics can generate their own electricity and are capable
Strength 3). You cannot use this power offensively. of frying both equipment and living things.
Adept: You can create a pair of telekinetic “arms” which can
manipulate things with a prowess equal to your own Agility. You Like all kinetic powers, electrokinesis can be very dangerous and
can affect things within 25 yards and can lift about 250 pounds nearly all electrokinetics are capable of using this power offen-
(equivalent Strength 7). Should you choose to use this power sively. The way their attacks manifest vary – some electrokinetics
offensively, your attacks have a +0 damage rating. fire bright bolts of electricity, some mess with a body’s natural
Expert: You can create up to four telekinetic “arms” which are bio-electrical system, some send out waves of charged ions. The
capable of fine manipulation your hands couldn’t perform with- military and law enforcement agencies actively seek electrokinet-
out the help of tools. You can affect things within 100 yards and ics, as do corporations. They are among the most sought after
can lift about 1000 pounds (equivalent Strength 10). Should of all environmentally gifted para-psychics.
An Electrokinetic’s control over electricity depends on his level Load Time: 2 turns
of ability: Difficulty: Challenging
Orgone Initiation Cost: 3
Student: For the most part you are limited to recharging bat- Orgone Maintenance Cost: 1 per minute
teries or causing electric devices to operate for short periods of
time without being hooked up to a power source besides you. Effects: Photokinesis is the ability to mentally control light. At
Your PCPU never runs out of juice. You can shock people when lesser levels of ability, a para-psychic is capable of only bright-
you touch them, though its more annoying than harmful. ening or dimming existing light conditions. However, at higher
Novice: In addition to powering devices and recharging batter- levels of ability, a para-psychic is capable of plunging areas into
ies, you can create power surges that will trip breakers and surge darkness, blinding people, crafting illusions, bending light to
protectors. You can use this power offensively to stun people make objects invisible, and reading optical media without the
– treat as if your attack were made by a stun gun (on p. 114 of need for a device. While less powerful photokinetics can only
the CthulhuTech Core Book). manipulate existing light, more powerful photokinetics can gen-
Adept: You can now cause the kind of surges that will fry com- erate photons and are capable of amazing feats.
puters and electrical or electronic equipment, regardless of pro-
tection. You are capable of reading digital or magnetic media Photokinesis, like all environmental powers, can be dangerous
(magnetic media computer hard drives, memory sticks, etc.) and photokinetics are capable of causing harm with this power.
without the need for a reader with a range of 10 yards. How- The way their attacks manifest vary – some photokinetics co-
ever, you cannot read optical media, such as crystalline media alesce light into lasers, some bombard targets with hard light,
computer hard drives or optical disks such as MVD’s. Should some gel the light into burning fields. Military and law enforce-
you choose to use this power offensively, your attacks have a +1 ment seek after photokinetics, especially those involved with co-
damage rating with a range of 20 yards. vert operations.
Expert: You are capable of actually generating electricity and can
now power entire blocks if you so choose. You can now also Many photokinetic para-psychics can bend light in order to
communicate with computers on an intuitive level – you receive make themselves, others, or objects invisible to sight. Use the
a +4 to your Computer skill Tests. You can also “listen” to digital rules for mecha stealth systems to simulate this, found on p. 144
communications, as long as you are within 10 yards of a send- of the CthulhuTech Core Book.
ing or receiving device. Should you choose to use this power of-
fensively, your attacks have a +2 damage rating with a range of Powerful phonokinetics can create visual illusions. Seeing
50 yards. through an photokinetic illusion requires an Observation Con-
Master: In addition to all of the aforementioned abilities, you test against the para-psychic’s Performance skill. Most often,
are a full-blown para-psychic hacker – you receive a +8 to your some sort of clue is necessary to make the person doubt the illu-
Computer skill Tests. You can read media at 20 yards, and listen sion, including lack of any sound, physical ability to manipulate
to digital communications at 25 yards. Should you choose to (except hard light), thermal qualities, or scent.
use this power offensively, your attacks have a +3 damage rating
with a range of 150 yards. A Photokinetics control over light depends on his level of abil-
ity:
Manifestations:
• The hair on the back of everybody’s neck stands up. Student: Basically, all you can do is dim or brighten existing
• You can smell ozone when the para-psychic uses his powers. light conditions in a small room. You never need sunglasses or
• Small electrical arcs play over the para-psychic’s body. a night-light or you can wear sunglasses at night. You are also
• Harmless electricity arcs from the para-psychic’s body to always flatteringly lit.
grounded objects, causing small surges. Novice: You can dim or brighten existing light conditions in a
• A glowing electrical nimbus appears around the para-psychic’s large room. You can craft simple illusions no bigger than a large
body. dog or child. You can bend light around something the size of a
person. You can use this power offensively to blind people – treat
Specializations: Bio-electricity, Hacking, Offensive Power, Power- as if your attack were made by a UT-42 flash grenade (on p. 113
ing Devices, Surges of the CthulhuTech Core Book), but you must target an individual.
Usage Fee: Adept (Legal) 210 Tn/hour, Adept (Illegal) 560 Tn/ Adept: You can dim or brighten existing light conditions so that
hour, Master (Legal) 560 Tn/hour, Master (Illegal) 1400 Tn/ conditions are considered to be partially obscuring, and can af-
hour fect 400 square feet. You can craft detailed illusions that can be
up to the size of a large car. You are capable of reading optical
Photokinesis media, such as crystalline media computer hard drives or optical
Second Order disks such as MVD’s, without the need for a reader with a range
Type: Environmental of 10 yards. However, you cannot read digital or magnetic me-
Registration: Dangerous dia (magnetic media computer hard drives, memory sticks, etc.).
Insanity Test: Hard/1 Insanity Point You can bend light around objects up to the size of a large car
Intellect Required: 7 or small utility vehicle, making them invisible to the eye. Should
Tenacity Required: 7 you choose to use this power offensively, your attacks have a +0
Power Prerequisites: None damage rating with a range of 100 yards.
Expert: No longer a slave to existing light conditions, you can Gravikinesis is the most deadly of all kinetic powers. The way
now generate (or destroy) photons. You can suck all the light gravikinetics’ attacks manifest vary – some create crushing gravi-
out of a room, plunging it into darkness, or throw photons into ty wells, others cause objects to implode, others cause molecules
it, blinding everyone within – you can affect 1600 square feet. to explode. The military and law enforcement agencies aggres-
You can craft detailed illusions that can be up to the size of a sively recruit gravikinetics, and rogue gravikinetics are actually
small building. You can bend light around objects of similar size, not tolerated. They’re too dangerous.
making them invisible to the eye. You can read optical media
with a range of 10 yards. Should you choose to use this power A Gravikinetic’s control over gravity depends on his level of abil-
offensively, your attacks have a +1 damage rating with a range ity:
of 500 yards.

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Master: You can suck all the light out of a room, plunging it Student: You can make objects of cat-size or smaller attract
into darkness, or throw photons into it, blinding everyone within or repel each other with the equivalent of a rating of Strength
– you can affect 2500 square feet. You can bend light around 1, and can levitate or make fly up to 30 pounds. You can float
objects up to and including a large building, making them invis- down at safe speeds as long as your Orgone holds out and can
ible the eye. You can create moving, detailed illusions of a similar ascend in place at 5 mph.
size. You can also create “hard light” illusions that have solid Novice: You can make objects of large dog-size or smaller attract
form and can touch objects, up to the size of a person. You can or repel each other with the equivalent of a rating of Strength
read optical media with a range of 20 yards. Should you choose 4, and can levitate or make fly up to 75 pounds. You can float
to use this power offensively, your attacks have a +2 damage rat- down at safe speeds as long as your Orgone holds out and can
ing with a range of anything you can see. ascend in place at 10 mph. Should you choose to use this power
offensively, your attacks have a +0 damage rating with a range
Manifestations: of 50 yards.
• You flash like a camera when you use your powers. Adept: You can make objects of large utility vehicle-size or small-
• The para-psychic glows when his powers are activated. er attract or repel each other with the equivalent of a rating of
• Parts of objects seem to disappear around the para-psychic. Strength 8, and can levitate or make fly up to 400 pounds. You
• Light sources brighten or dim when the power is activated. can double or halve the speed of any object large utility vehicle-
• Photons come into sharp focus, making a light-speed snow- size or smaller. You can truly fly at 15 mph. Should you choose to
storm around the para-psychic. use this power offensively, your attacks have a +1 damage rating
with a range of 100 yards and a five foot blast radius. You can
Specializations: Environmental Effects, Illusions, Lasers, Making also affect attacks against you, giving you the equivalent armor
Objects Disappear rating of 1/1.
Usage Fee: Adept (Legal) 210 Tn/hour, Adept (Illegal) 560 Tn/ Expert: You can now generate gravitons. You can make objects
hour, Master (Legal) 560 Tn/hour, Master (Illegal) 1400 Tn/ of small building-size or smaller attract or repel each other with
hour the equivalent of a rating of Strength 14, and can levitate or
make fly up to a ton. You can quadruple or quarter the speed of
Gravikinesis any small building-size or smaller object. You can truly fly at 45
Third Order mph. Should you choose to use this power offensively, your at-


Type: Environmental tacks have a +2 Hybrid damage rating with a range of 500 yards
Registration: Dangerous and a 15 foot blast radius. You can also affect attacks against
Insanity Test: Very Hard/2 Insanity Points you or others, giving you or another the equivalent armor rating
Intellect Required: 7 of 2/2.
Tenacity Required: 7 Master: You can now truly negate gravitons – if you had enough
Power Prerequisites: Telekinesis Orgone, you could conceivably stop gravity and make some-
thing spin off the planet into space. You can make objects of
Load Time: 2 turns large building-size or smaller attract or repel each other with the
Difficulty: Challenging equivalent of a rating of Strength 20, and can levitate or make fly
Orgone Initiation Cost: 4 up to six tons. You can increase speed by eight times or reduce
Orgone Maintenance Cost: 2 per minute to zero the speed of any object large building-size or smaller. You
can truly fly at 90 mph. Should you choose to use this power
Effects: Gravikinesis is the ability to mentally control gravitic offensively, your attacks have a +3 Hybrid damage rating with
forces. At lesser levels of ability, a para-psychic is capable of a range of 1500 yards and a 45 foot blast radius. You can also
causing small objects to attract or repel and cause himself to affect attacks against you or others, giving you or another the
float up and down. However, at higher levels of ability, a para- equivalent armor rating of 3/3.
psychic is capable of causing much larger objects to attract or
repel with great force, can levitate or make heavy objects fly, can Manifestations:
speed up or slow down objects, and create devastating gravity • Small objects float or attract or repel when the power is acti-
wells. While less powerful gravikinetics can only manipulate ex- vated.
isting gravity, more powerful gravikinetics can create their own • Those nearby get small hits of vertigo when the power is acti-
gravitons or truly negate gravity. vated.
• Things and people feel heavier or lighter when the power is conceal mystical influence in your aura. Furthermore, most of
activated. the time electronic recording mediums do not “see” you – you
• The gravity distorts light making things warp a little and look are often invisible to technology.
funny. Master: You can make your aura look like anything. You can shift
• Things on the para-psychic’s body push away, like they’re being your aura to project strong emotions that may influence those
subtly repelled from his body. around you – you receive a +3 to social skill Tests. You can also
conceal mystical influence in your aura. Furthermore, electronic
Specializations: Attraction/Repulsion, Flight, Gravity Wells, Speed recording mediums do not “see” you unless you want them to
Usage Fee: Adept (Legal) 210 Tn/hour, Adept (Illegal) 560 Tn/ – you are invisible to technology.
hour, Master (Legal) 840 Tn/hour, Master (Illegal) 2800 Tn/
hour Manifestations: None – this power is completely invisible. While
it feels different on the inside to different para-psychics, the out-
CWd_fkbWj_l[Fem[hi er appearance is the same.

Aura Masking Specializations: Concealing Mystical, Fooling Technology, Mask-


First Order ing Emotions, Influencing People
Type: Manipulative Usage Fee: Adept (Legal) 70 Tn/hour, Adept (Illegal) 140 Tn/hour,
Registration: Dangerous Master (Legal) 210 Tn/hour, Master (Illegal) 700 Tn/hour
Insanity Test: Challenging/1 Insanity Point
Intellect Required: 5 Empathic Projection
Tenacity Required: 5 First Order
Power Prerequisites: None Type: Manipulative
Registration: Dangerous/Invasive
Load Time: 1 turn Insanity Test: Average/1 Insanity Point
Difficulty: Average Intellect Required: 5
Orgone Initiation Cost: 1 for first hour Tenacity Required: 7
Orgone Maintenance Cost: 1 per hour Power Prerequisites: None

Effects: While para-psychics gifted with Aura Masking cannot Load Time: 2 turns
see other people’s auras, they are keenly aware of their own. They Difficulty: Average
have the ability to manipulate their auras, to multiple effects. Orgone Initiation Cost: 3 for first 10 minutes
They can conceal or misrepresent their own emotions and inten- Orgone Maintenance Cost: 1 per 10 minutes
tions to those who can see auras, and they begin to influence the
emotional states of others subtly through what they project into Effects: Empathic Projecting para-psychics can influence the
their aura. As they grow in power, they also can conceal any mys- emotions of others, making them feel as if this emotional ma-
tical influence they may be under or the mystical properties of nipulation was actually their real emotions. The number of peo-
objects they carry. Furthermore, powerful para-psychics gifted ple a para-psychic can affect as well as the power of his influ-
with Aura Masking become invisible to technological record- ence depends upon his ability. Inexperienced para-psychics can
ing devices. Government intelligence agencies and the military only affect one person at a time and can only influence their
aggressively recruit para-psychics gifted with Aura Masking for existing emotions, while more experienced para-psychics can
covert operations. truly create emotions in multiple people at a time. With proper
reinforcement, these emotions can truly become the emotions
The ability a para-psychic has to mask his aura depends on his of the person so influenced. Anyone influenced by this power
level of ability. The social skills that Aura Masking affects include must be in reasonably close proximity – within 50 feet – but the
Intimidate, Misdirect, Persuade, Savoir-Faire, and Seduction. para-psychic only has to be aware of their presence. Empathic
Any bonuses to social skill use from other para-psychic powers Projectors are often recruited by the military and government
are added together. agencies for covert operations, and by corporations for under-
the-table kinds of work. They are also very valuable in the psy-
Student: You can shift your aura a little to conceal your stron- chotherapy community. Many organizations want them in their
gest emotions. employ, but very few trust them personally. No one likes their
Novice: You can shift your aura to mask your emotions and in- emotions played with.
tentions.
Adept: You can shift your aura to mask any emotion or inten- The ability an Empathic Projector has to influence others de-
tion. You can also shift your aura to project strong emotions pends on his level of ability:
that may influence those around you – you receive a +1 to social
skill Tests. Student: You can affect one person and you can only amplify or
Expert: You can make your aura look like anything. You can shift diminish existing emotions.
your aura to project strong emotions that may influence those Novice: You can still only affect one person, but you can exert
around you – you receive a +2 to social skill Tests. You can also strong influence over existing emotions.
Adept: You can influence up to three people at once. You can Novice: You can hear people’s surface thoughts, but sometimes
create strong emotions in people that weren’t there before, or they’re muddy. You can mentally communicate with people you
strongly influence or wipe out existing emotions. can see. Both abilities have a range of 100 yards. You can also
Expert: You can affect a small group of up to a dozen people mentally communicate with people you’ve physically touched up
at once. You can create strong emotions in people that weren’t to a mile away.
there before, or strongly influence or wipe out existing emo- Adept: You can hear the surface thoughts of and mentally com-
tions. municate with anyone you can see. You can also mentally com-
Master: You can affect crowds of up to fifty people at once. You municate with those you’ve physically touched up to 20 miles
can create strong emotions in people that weren’t there before, away.

9>7FJ;H<?L;$$$[nfbeh[hie\j^[c_dZ
or strongly influence or wipe out existing emotions. Expert: You can hear the surface thoughts of and mentally com-
municate with anyone you can see. You can also mentally com-
Manifestations: municate with those you’ve physically touched up to 200 miles
• People’s skin itches when influenced by the power. away.
• People sharply inhale when the power hits them. Master: You can hear the surface thoughts of and mentally com-
• People get dizzy for a second when influenced by the power. municate with anyone you can see. Thoughts are always crys-
• People’s faces flush when the power hits them. tal clear. You can also mentally communicate with those you’ve
• People get a funny taste in their mouth when under the power’s physically touched at any distance, as long as they are still on
influence. the planet.

Specializations: Creating Emotions, Crowds, Existing Emotions, Manifestations:


Multiple People, Specific Emotions, Single Person • People hear a tinny buzz in their heads when the para-psychic
Usage Fee: Adept (Legal) 140 Tn/hour, Adept (Illegal) 350 Tn/ contacts them.
hour, Master (Legal) 750 Tn/hour, Master (Illegal) 2100 Tn/ • When the para-psychic reads someone’s thoughts, everything
hour subtly echoes, just enough to make someone shake their head or
clean their ears.
Telepathy • People “touched” by the telepath smell an odd smell. Strange,
First Order but not a big deal.
Type: Manipulative • People get a twinge in the center of their foreheads when the
Registration: Invasive para-psychic contacts them.
Insanity Test: Challenging/2 Insanity Points • People’s pulses speeds up a bit when the para-psychic “touch-
Intellect Required: 6 es” them.
Tenacity Required: 6
Power Prerequisites: None Specializations: Communication, Hearing Thoughts, Physical Con-
tact, Sight Contact
Load Time: None Usage Fee: Adept (Legal) 70 Tn/hour, Adept (Illegal) 140 Tn/hour,
Difficulty: Average Master (Legal) 210 Tn/hour, Master (Illegal) 700 Tn/hour


Orgone Initiation Cost: 2 for first hour
Orgone Maintenance Cost: 1 per hour Dream Projection
Second Order
Effects: Telepathic para-psychics can hear other people’s surface Type: Manipulative
thoughts – those thoughts that occur at the very topmost level of Registration: Invasive
a person’s consciousness that are most often related to what’s Insanity Test: Challenging/2 Insanity Points
happening around them. They can also silently communicate Intellect Required: 6
from mind to mind, holding conversations with other people. At Tenacity Required: 7
lower levels of ability, para-psychics can only hear the thoughts Power Prerequisites: None
of and communicate with those closest to them. As their power
increases, this ability grows exponentially. Telepaths are often Load Time: 10 minutes
recruited by the military and government agencies for covert op- Difficulty: Challenging
erations, and by corporations for under-the-table kinds of work. Orgone Initiation Cost: 6 for first hour
They are also very valuable in the psychotherapy community. Orgone Maintenance Cost: 3 per hour
Many organizations want them in their employ, but very few
trust them personally. No one likes someone in their head. Effects: Para-psychics gifted with this power can project their
consciousness into the dreams of another. Inexperienced para-
A telepathic para-psychic’s sensitivity depends on his level of psychics are just observers in the dream, but those with greater
ability: power can cause damage or influence those into whose dreams
they’ve projected. However, those with the Lucid Dreamer Asset
Student: You have trouble pulling specific thoughts out of the can change their physical appearance, but must remain their na-
psychic din. You can mentally communicate with people you can tive race and gender. Dream Projection allows para-psychics to
see. Both abilities have a range of 20 feet. get inside people’s intimate business, to harass people, or just
to have adventures inside other people’s minds. It has its erotic Load Time: 5 minutes
uses as well. Government agencies and the military recruit para- Difficulty: Challenging
psychics gifted with Dream Projection for covert operations, Orgone Initiation Cost: 3 for first minute
and medical institutions recruit them for their value in psycho- Orgone Maintenance Cost: 2 per minute
therapy. However, most people are just kind of creeped out by
someone who can invade their dreams. Effects: For those para-psychics gifted with Probe, no one’s
secrets are safe. This power allows para-psychics to delve into
For more details, see the rules for dreaming in Chapter Six. someone’s deepest thoughts and desires, even against their will.
They also have access to a person’s memories, even ones they
The potency of a para-psychic’s Dream Projection depends on don’t remember. For the powerful Probe-gifted para-psychic, a
his level of ability: person’s entire mind is an open book. However, Probe does not
confer the ability to change or affect anything inside another’s
Student: You can project into the dream of anyone within 20 mind – it’s just looking around at what’s already there. In order
feet. However, you’re just an observer in their dreams who’s to Probe another against his will, a para-psychic must succeed
along for the ride. at a Contest using his Probe ability versus the subject’s Tenac-
Novice: You can project into the dream of anyone within 100 ity Feat skill. This Contest must be repeated each minute the
feet. However, you’re just an observer in their dreams who’s para-psychic is in or trying to get into the subject’s head. Probe-
along for the ride. gifted para-psychics are in great demand by the military and law
Adept: You can project into the dream of anyone within 100 enforcement agencies, as well as in the psychotherapeutic field,
feet, or into the dream of anyone you’ve physically touched with- and are recruited for lucrative salaries. However, like many other
in 5 miles. You can use any of your other para-psychic powers kinds of manipulative para-psychics, no one likes someone who
inside the dream and they function as if you were awake, but can get inside their heads.
only at a maximum level of Student. You can also move from one
person’s dream to another’s, as long as they meet the appropri- A Probe-gifted para-psychic’s sensitivity is determined by his
ate distance requirement. level of ability:
Expert: You can project into the dream of anyone within 100
feet, or into the dream of anyone you’ve physically touched with- Student: Only the subject’s most recent memories and obvious
in 200 miles. You can use any of your other para-psychic powers desires are open to you.
inside the dream and they function as if you were awake, but Novice: You can access the subject’s memories of the last year.
only at a maximum level of Adept. You can also move from one His everyday and driving desires are also open to you.
person’s dream to another’s, as long as they meet the appropri- Adept: You can access anything the subject can remember and
ate distance requirement. almost all his desires are open to you.
Master: You can project into the dream of anyone within 200 Expert: You can dig all the way back to childhood and have ac-
feet, or into the dream of anyone you’ve physically touched cess to things the subject doesn’t remember. Even hidden desires
wherever they are, as long as they are still on the planet. You can are open to you.
use any of your other para-psychic powers inside the dream and Master: Even the subject’s most repressed memories and
they function as if you were awake. You can also move from one thoughts are open to you.
person’s dream to another’s, as long as they meet the appropri-
ate distance requirement. Manifestations:
• For those probed, it’s a sensation not unlike being drunk.
Manifestations: Since this power happens in dreams, there’s no • It feels like ice water to those probed.
outward manifestation. The para-psychic lays down, looks like • It feels like stabbing needles to those probed.
he goes to sleep, and the dreams merge. His presence can cause • It’s entirely dissociative for the para-psychic, as the memories
strange things to happen in the dream, but they are always as and desires play out behind his eyes.
random as the dream itself. • The subject’s bodies speed up into a state not unlike anxiety.

Specializations: Distance for Touched, Distance for Untouched, Specializations: Desires, Hidden Desires, Hidden Memories, Mem-
Multiple People, Single Person ories, Repressed Desires, Repressed Memories
Usage Fee: Adept (Legal) 140 Tn/hour, Adept (Illegal) 350 Tn/ Usage Fee: Adept (Legal) 210 Tn/hour, Adept (Illegal) 630 Tn/
hour, Master (Legal) 750 Tn/hour, Master (Illegal) 2100 Tn/ hour, Master (Legal) 750 Tn/hour, Master (Illegal) 2100 Tn/
hour hour

Probe Mindworm
Second Order Third Order
Type: Manipulative Type: Manipulative
Registration: Dangerous/Invasive Registration: Dangerous/Invasive
Insanity Test: Challenging/2 Insanity Points Insanity Test: Hard/2 Insanity Points
Intellect Required: 7 Intellect Required: 7
Tenacity Required: 7 Tenacity Required: 9
Power Prerequisites: Telepathy Power Prerequisites: Telepathy, Probe
Load Time: One minute paid lucrative salaries and given great leeway. Those that choose
Difficulty: Challenging to live on their own are often societal outcasts and are very care-
Orgone Initiation Cost: 5 fully watched by the Office of Internal Security.
Orgone Maintenance Cost: 2 per minute
A para-psychic Mindworm’s power depends on his level of abil-
Effects: Mindworm para-psychics are among the most dangerous ity:
in existence, for they have the ability to get inside another’s mind
and shape it to their will. Less powerful mindworms can only Student: You can rewrite recent memories and you can influ-
nudge someone further in a direction they were already head- ence someone’s behavior, if they were already headed in that
ing, while masterful mindworms can wrest control of a person’s direction.

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body and utilize it as if it were a puppet. In addition to immedi- Novice: You can erase or rewrite memories from the last couple
ate influence, mindworms can create post-hypnotic suggestions years and you can create suggestions that will influence existing
– compulsions that a victim plays out when they are activated behavior.
by some sort of trigger. This power also gives a para-psychic Adept: You can erase or rewrite pretty much anything the subject
the ability to rewrite a victim’s memories, either erasing them can remember. You can create suggestions that will get them to
or replacing them with memories of his own design. In order for do almost anything that fits within existing (even hidden) desires
this power to affect another, a mindworm-gifted para-psychic and beliefs.
must succeed at a Contest pitting the mindworm’s level of abil- Expert: You can take someone over and erase their memory of
ity against the victim’s Tenacity Feat skill. This Contest must be the experience. You can create suggestions that will get them to
repeated each minute the para-psychic is in or trying to get into do almost anything that fits within existing (even hidden) desires
the subject’s head. If he fails three times attempting to control
the same victim, the Orgone Initiation Cost is lost. This ability
and beliefs.
Master: You can totally take someone over and erase their mem-

may work to a lesser effect on non-mortal creatures – the para- ory of the experience. You can rewrite pretty much any memory.
psychic may be able to confuse, distract, or nudge such a being, You can create suggestions that go against even their most deep-
but not play with its memories or take control of its body. ly held beliefs.

Most feel that nothing good can come of a para-psychic mind- Manifestations:
worm. However, they are aggressively recruited by the govern- • For those violated, it’s a sensation not unlike being drunk.
ment for intelligence or military black operations. They are often • It feels like ice water to those violated.


• It feels like stabbing needles to those violated. Manifestations: None – this power is completely invisible. While
• It’s entirely dissociative for the para-psychic, as the memories it feels different on the inside to different para-psychics, the out-
and desires of his victim play out behind his eyes. er appearance is the same.
• The subject’s bodies speed up into a state not unlike anxiety.
Specializations: Intimidate, Misdirect, Persuade, Savoir-Faire, Se-
Specializations: Domination, Memory Tampering, Suggestion duction
Usage Fee: Adept (Legal) 210 Tn/hour, Adept (Illegal) 630 Tn/ Usage Fee: Adept (Legal) 70 Tn/hour, Adept (Illegal) 140 Tn/hour,
hour, Master (Legal) 750 Tn/hour, Master (Illegal) 2100 Tn/ Master (Legal) 140 Tn/hour, Master (Illegal) 280 Tn/hour
hour
ESP
I[diehoFem[hi First Order
Type: Sensory
Empathy Registration: Acceptable
First Order Insanity Test: Challenging/1 Insanity Point
Type: Sensory Intellect Required: 5
Registration: Acceptable Tenacity Required: 5
Insanity Test: Challenging/1 Insanity Point Power Prerequisites: Observation Skill
Intellect Required: 4
Tenacity Required: 5 Load Time: 1 turn
Power Prerequisites: None Difficulty: Easy
Orgone Initiation Cost: 1 for first hour
Load Time: 1 turn Orgone Maintenance Cost: 1 per hour
Difficulty: Easy
Orgone Initiation Cost: 1 for first hour Effects: A para-psychic with ESP (extra-sensory powers) can
Orgone Maintenance Cost: 1 per hour sense things normally beyond his means. He can see the auras of
living things. Auras reveal a thing’s health and wellness, its domi-
Effects: Empathic para-psychics have the ability to read other nant emotional state or states, and if it is affected by or under
people’s emotions. It’s a totally passive ability – empaths read, magical or para-psychic influence. Experienced para-psychics
they do not psychically influence. However, understanding other with ESP can also detect invisible or mystically hidden things.
people’s emotional states give empaths the ability to better deal Para-psychics gifted with ESP are often recruited into corporate
with them. Empaths are recruited for many jobs, particularly negotiation or security jobs, or for jobs in the medical field. Like
corporate negotiations and for psychotherapy. However, it’s empaths, it’s considered bad taste to put an ESP-gifted para-
considered bad taste to put an empath in the room without tell- psychic in a room without telling everybody.
ing everybody first.
An ESP-gifted para-psychic’s sensitivity is based on his ability:
An empathic para-psychic’s sensitivity is based on his ability. The
social skills that Empathy affects include Intimidate, Misdirect, Student: You get a blurry sense of auras, and can only determine
Persuade, Savoir-Faire, and Seduction. Any bonuses to social a thing’s basic health and dominant emotional state.
skill use from a para-psychic with both the Empathy and other Novice: You can see and interpret auras, and can catch some-
powers are added together. thing invisible if you’re lucky.
Adept: You can see and interpret auras, can see invisible things,
Student: You can read strong, current emotions. You don’t know and can catch mystical influence if you’re lucky.
what their cause is, however. You get a +1 Test or Contest Bonus Expert: : You can see and interpret auras, can see invisible things,
when using social skills or for uses of the Psychological Medicine and can sense mystical influence.
skill. Master: You can see and interpret auras, can see invisible things,
Novice: You can read the target’s current emotions, but you and can sense mystical influence with nearly unerring accuracy.
don’t know their cause. You get a +2 Test or Contest Bonus when
using social skills or for uses of the Psychological Medicine skill. Manifestations:
Adept: You can read the target’s current emotions and you know • The para-psychic’s eyes turn a lighter shade.
their cause. You get a +3 Test or Contest Bonus when using so- • The para-psychic gets a distant look, like he’s looking through
cial skills or for uses of the Psychological Medicine skill. things.
Expert: You can read everything but the most hidden emotions, • The para-psychic’s pupils dilate, like he was high.
you know their cause, and you know things you can do to make • The para-psychic’s face flushes.
them change. You get a +4 Test or Contest Bonus when using • The hair on the back of the para-psychic’s neck stands on end.
social skills or for uses of the Psychological Medicine skill.
Master: You can read even the most hidden emotions, you know Specializations: See Auras, Sense Invisible, Sense Mystical
their cause, and you know things you can do to make them Usage Fee: Adept (Legal) 70 Tn/hour, Adept (Illegal) 140 Tn/hour,
change. You get a +5 Test or Contest Bonus when using social Master (Legal) 140 Tn/hour, Master (Illegal) 280 Tn/hour
skills or for uses of the Psychological Medicine skill.
Psychometry Clairvoyance
First Order Second Order
Type: Sensory Type: Sensory
Registration: Acceptable Registration: Acceptable
Insanity Test: Challenging/1 Insanity Point Insanity Test: Challenging/2 Insanity Points
Intellect Required: 5 Intellect Required: 7
Tenacity Required: 5 Tenacity Required: 6
Power Prerequisites: None Power Prerequisites: None

9>7FJ;H<?L;$$$[nfbeh[hie\j^[c_dZ
Load Time: 30 seconds Load Time: 30 seconds
Difficulty: Easy Difficulty: Average
Orgone Initiation Cost: 1 for first 15 minutes Orgone Initiation Cost: 3 for first 15 minutes
Orgone Maintenance Cost: 1 per 15 minutes Orgone Maintenance Cost: 1 per 15 minutes

Effects: A para-psychic gifted with Psychometry can sense the Effects: Clairvoyance is one of the strangest of the Sensory para-
emotional “residues” left by owners or events on physical ob- psychic powers. It’s a touch of Precognition, a touch of Psychom-
jects and places. These residues are emotional coatings of events etry, and a bunch of something else. Clairvoyant para-psychics
to which the objects have been witness. A phone might carry have the ability to know things they otherwise shouldn’t. They
the terror of an emergency call. A bed might hold the passion pick up intuitive hits about people, places, objects, or events
of a night’s love. A pen might carry the desperation of a journal while the power is active. Perhaps a Clairvoyant para-psychic
entry. picks up that a person they’re dealing with really likes chocolate,
that the guy at the diner counter has the hots for his waitress,
Inexperienced para-psychics can only sense the most recent and or that the person at the bus stop is quietly mourning the death
intense emotional residues, while those with more power can of a grandparent. He might know that an object is important in
sense more subtle emotions from longer ago. Powerful para- some way, but not know why. Clairvoyance is the para-psychic
psychics gifted with Psychometry can sense the many emotions crap shoot. Those gifted with it activate the power and just see
instilled in each of these objects. what comes up.

Psychometric para-psychics are aggressively recruited by law Like Precognitive para-psychics, everybody wants to get their
enforcement agencies. However, people are often nervous with hands on capable Clairvoyant para-psychics. The only ones who
psychometric para-psychics around, because you never know don’t have jobs employing their talents are the ones who want to
what they’ll pick up on when they touch something. go their own way, but they’ve made a choice.

A Psychometric para-psychic’s sensitivity is based on his level of A Clairvoyant para-psychic’s sensitivity depends on his level of
ability: ability:


Student: You can only sense recent, intense emotional residue. Student: You get hits about minor stuff from time to time. It’s
Novice: You can sense the most prevalent emotional residues left pretty neat when you pick somebody’s name out of the ether
on the object from within the last month. when they haven’t told it to you.
Adept: You can sense the most prevalent emotional residues left Novice: Every now and again you pick up something important.
on the object from within the last year or the life of the object, Adept: You regularly pick up important things about people,
whichever is shorter. places, and things.
Expert: You can sense the most prevalent emotional residues left Expert: You often pick up serious business about people and
on the object from within the past five years or life of the object, things, and you know how to be in the right place at the right
whichever is shorter. time.
Master: You can sense subtle emotional residues from over the Master: You pick up serious things from people, sometimes
entire life of an object. things they’d rather keep secret. You know when something big
is going to happen with an object or place or event.
Manifestations:
• The para-psychic fidgets. Manifestations:
• The para-psychic’s irises become more transparent. • The para-psychic’s pupils dilate, like he was high.
• The object in question lightly vibrates. • The para-psychic’s face flushes.
• The object in question glows slightly. • The para-psychic pauses like listening to voices.
• The object in question is warm to the touch. • The para-psychic can’t help but physically react to the psychic
hits he gets.
Specializations: Specific Emotional States, Types of Objects, Types • The para-psychic involuntarily closes his eyes every time he gets
of Places a psychic hit.
Usage Fee: Adept (Legal) 70 Tn/hour, Adept (Illegal) 140 Tn/hour,
Master (Legal) 140 Tn/hour, Master (Illegal) 280 Tn/hour Specializations: Events, People, Places, Things
Usage Fee: Adept (Legal) 140 Tn/hour, Adept (Illegal) 280 Tn/ • The para-psychic can’t help but walk around and react to the
hour, Master (Legal) 280 Tn/hour, Master (Illegal) 560 Tn/ things playing out in his head.
hour • The para-psychic becomes totally oblivious to the present.

Retrocognition Specializations: Events, Faces, Joy, Objects, Tragedy


Second Order Usage Fee: Adept (Legal) 140 Tn/hour, Adept (Illegal) 280 Tn/
Type: Sensory hour, Master (Legal) 280 Tn/hour, Master (Illegal) 560 Tn/
Registration: Invasive hour
Insanity Test: Challenging/2 Insanity Points
Intellect Required: 6 Precognition
Tenacity Required: 6 Third Order
Power Prerequisites: Psychometry Type: Sensory
Registration: Acceptable
Load Time: 10 minutes Insanity Test: Hard/2 Insanity Points
Difficulty: Challenging Intellect Required: 7
Orgone Initiation Cost: 3 for the first half hour Tenacity Required: 7
Orgone Maintenance Cost: 2 per half hour Power Prerequisites: Clairvoyance

Effects: Retrocognition gives a para-psychic the ability to see Load Time: 5 minutes
past events in a location. By tuning into the etheric resonance of Difficulty: Challenging
a place, he can see visions of occurrences. Inexperienced para- Orgone Initiation Cost: 5 for first fifteen minutes
psychics can only see indistinct visions of the recent past, while Orgone Maintenance Cost: 2 per fifteen minutes
those with more mastery can see weeks or years of events clearly.
While the area in which a Retrocognitive para-psychic can sense Effects: Precognition gives a para-psychic the ability to sense fu-
such events is limited to 100 square feet, he can freely move ture events. Clairvoyance-like intuitive hits are one part – a non-
around and sense events in different areas as long as the power rational knowing that someone or something is important. The
is active. Retrocognitive para-psychics are aggressively recruited other part of Precognition is visions of the future. Intuitive hits
by law enforcement agencies. A para-psychic with this power just happen when the power is active – the para-psychic has no
who is not working is that way because of choice. control over them. Visions likewise come upon the para-psychic
of their own volition, but typically when he focuses on a person
A Retrocognitive para-psychic’s sensitivity depends on his level or object. Ethereal and symbolic, these visions can be difficult
of ability: to decipher but are most often accurate. The more powerful a
Precognitive para-psychic, the more clear his vision of possible
Student: You can see the recent past – about the last day. Your futures becomes. The visions last as long as they last. Some are
visions are hazy, however. brief, while others go on for an hour or more. The only thing a
Novice: You can see the recent past – about the last day – clearly. para-psychic can do is hang on for the ride. However, the future
You can also see into the last week, but your visions are hazy. the Precognitive para-psychic sees is always a possibility, for the
Adept: You can see into the last week clearly, and into the last future is not yet set in stone. Furthermore, opening oneself up to
year – though the visions are hazy. the powers of the universe necessary to use this power is danger-
Expert: You can see into the last year clearly, and into the last ous. Each time a para-psychic fully opens himself up to visions
five years – though the visions are hazy. of the future he must succeed at a Challenging Insanity Test or
Master: You can see into the last five years clearly. You can also gain one Insanity Point. There is also the danger of attracting the
see everything else that’s every occurred in that place, but the attention of things outside of time…
visions are hazy.
The government, business, the military – everybody wants to
Manifestations: get their hands on capable Precognitive para-psychics. The only
• The para-psychic fidgets. ones who don’t have lucrative jobs employing their talents are
• The para-psychic’s irises become more transparent. the ones who want to go their own way, but they’ve made a
• The para-psychic can’t help but touch parts of the room. choice.

Fh[Ye]i A Precognitive para-psychic’s sensitivity depends on his level of


Precognitive para-psychics (and clairvoyants to a lesser extent) ability:
can be a pain in the butt for Storyguides. As a Storyguide, if you
want precognitive visions to at least have a chance of being accu- Student: You get subtle intuitive hits around important places,
rate, you’ll need an idea of where your story is ultimately going. people, actions, events, etc.
There is, however, an easier way. Make something up on the fly Novice: Your intuitive hits are more obvious and direct now, and
and then just stick with it. Create something related to that in
you can get clouded ideas of the future with the aid of fortune
your story and have it come down the pipeline. Of course, the
future is a tricky thing and sometimes you might just want to telling devices (crystal balls, ouija boards, tarot cards, etc.). The
have interpretations come out wrong. ideas are open to your broad interpretation and your accuracy
varies wildly.
Adept: You see dreamy visions of the future with the aid of for- Student: You get a +1 to your Reflex and +1 to your Agility.
tune telling devices. The accuracy of these visions depends upon Novice: You get a +1 to your Reflex, can take 2 Actions per turn,
your ability to interpret your vision. You still get obvious and and get +3 to your Agility.
direct intuitive hits. Adept: You get a +2 to your Reflex, can take 2 Actions per turn,
Expert: You see dreamy visions of the future and no longer re- and get +5 to your Agility.
quire fortune telling devices. The accuracy of these visions de- Expert: You get a +2 to your Reflex, can take 3 Actions per turn,
pends upon your ability to interpret your vision. You still get ob- and get +8 to your Agility.
vious and direct intuitive hits. Master: You get a +3 to your Reflex, can take 3 Actions per turn,
Master: Your visions are less symbolic now and more clear. You and get +10 to your Agility.
can point yourself and others onto their paths with increasing

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accuracy. You still get obvious and direct intuitive hits. Manifestations: Hyperagility is pretty obvious in action. While it
feels different on the inside to different para-psychics, the outer
Manifestations: appearance is the same.
• The para-psychic tunes out to his own world.
• The para-psychic reacts as if hearing voices. Specializations: Athletics, Dodging, Fighting, Manual Dexterity
• The para-psychic breathes deeply and continuously. Usage Fee: Adept (Legal) 70 Tn/hour, Adept (Illegal) 140 Tn/hour,
• The para-psychic can’t help but drum his fingers or something Master (Legal) 140 Tn/hour, Master (Illegal) 280 Tn/hour
similar.
• Overwhelmed, the para-psychic must sit or collapse to the Hyperspeed
ground. First Order
Type: Somatic
Specializations: Intuitive Hits, Others, Self, Symbolism Registration: Acceptable
Usage Fee: Adept (Legal) 280 Tn/hour, Adept (Illegal) 560 Tn/ Insanity Test: Challenging/1 Insanity Point
hour, Master (Legal) 700 Tn/hour, Master (Illegal) 1400 Tn/ Intellect Required: 3
hour Tenacity Required: 5
Power Prerequisites: None
IecWj_YFem[hi
Load Time: None
Hyperagility Difficulty: Easy
First Order Orgone Initiation Cost: 1 for first hour
Type: Somatic Orgone Maintenance Cost: 1 per hour
Registration: Acceptable
Insanity Test: Challenging/1 Insanity Point Effects: Hyperspeed mystically boosts a para-psychic’s speed and
Intellect Required: 3 reflexes. He becomes fast on his feet and capable of outrunning
Tenacity Required: 5 most people. Skilled para-psychics can outrun many vehicles us-
Power Prerequisites: None ing this power. Para-psychics gifted with Hyperspeed are often
recruited by government agencies and the military.
Load Time: None
Difficulty: Easy Hyperspeed provides the following benefits based on a para- 
Orgone Initiation Cost: 1 for first hour psychic’s level of ability. If a Character’s normal number of Ac-
Orgone Maintenance Cost: 1 per hour tions is higher than the number provided by this power, use the
higher of the two – or the higher of the three if the para-psychic
Effects: This power mystically amplifies the agility, dexterity, also has the Hyperagility power. Any bonuses to Reflex from a
and reflexes of a para-psychic. He becomes incredibly graceful, para-psychic with both the Hyperspeed and Hyperagility powers
quick, and capable of both fine manipulation requiring incred- are added together.
ible manual dexterity and of amazing physical feats of daring-do
reliant upon balance and nimbleness. Hyperagile para-psychics Student: Your speed is doubled. You get a +1 to your Reflex.
are often recruited by government agencies and the military. Novice: Your speed is doubled. You get a +1 to your Reflex and
can take 2 Actions.
Hyperagility provides the following benefits based on a para- Adept: Your speed is tripled. You get a +2 to your Reflex and can
psychic’s level of ability. If a Character’s normal number of Ac- take 2 Actions.
tions is higher than the number provided by this power, use the Expert: Your speed is quadrupled. You get a +2 to your Reflex
higher of the two. and can take 3 Actions.
Master: You speed is sextupled. You get a +3 to your Reflex and
can take 3 Actions.
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Many of the Somatic powers amplify a para-psychic’s Attributes.
You do not need to recalculate your Secondary Attributes based Manifestations: Hyperspeed is pretty obvious in action. While it
on this Attribute shift – it’s either already taken into account or feels different on the inside to different para-psychics, the outer
it doesn’t matter. appearance is the same.
Specializations: Climbing, Reflex, Running, Swimming Load Time: 2 turns
Usage Fee: Adept (Legal) 70 Tn/hour, Adept (Illegal) 140 Tn/hour, Difficulty: Average
Master (Legal) 140 Tn/hour, Master (Illegal) 280 Tn/hour Orgone Initiation Cost: 3 for first 15 minutes
Orgone Maintenance Cost: 1 per 15 minutes
Power Boost
First Order Effects: Magnetism gives a para-psychic an irresistible charm
Type: Somatic and animal magnetism. People really like a magnetic para-psy-
Registration: Acceptable chic and want to do things for him and the opposite sex is very
Insanity Test: Challenging/1 Insanity Point interested. The feelings engendered by the use of this power are
Intellect Required: 3 temporary, but those feelings can be reinforced to be made lon-
Tenacity Required: 5 ger lasting. The range of magnetism is the size of a large room, or
Power Prerequisites: None about 4000 square feet. Anyone within may be affected.

Load Time: None Magnetic para-psychics are not recruited by corporations or


Difficulty: Easy the government in an above-board fashion, because influenc-
Orgone Initiation Cost: 2 for first hour ing people using this power is frowned upon (and outright re-
Orgone Maintenance Cost: 1 per hour sented).

Effects: Power Boost mystically increases a para-psychic’s natu- Magnetism provides the following benefits based on a para-
ral strength and endurance. Power Boosted para-psychics jump psychic’s level of ability. The social skills that Magnetism affects
further, lift more, are more resistant to diseases and poisons, include Misdirect, Persuade, Savoir-Faire, and Seduction (and
and can both dish out and take more punishment. kindly uses of the Intimidate skill).

Like many Somatic para-psychics, those with this power are of- Student: You’ve got a nice smile. You get a +2 Test or Contest
ten recruited by government agencies and the military. Bonus when using social skills or for Presence Feats.
Novice: You’ve got a gleam in your eyes. You get a +4 Test or
Power Boost provides the following benefits based on a para- Contest Bonus when using social skills or for Presence Feats.
psychic’s level of ability: Adept: You drop drawers with a wink. You get a +6 Test or Con-
test Bonus when using social skills or for Presence Feats.
Student: You get a +1 to your Strength and a +1 to your Tenac- Expert: Members of the opposite sex throw themselves at you.
ity. You jump double distance. You get a +8 Test or Contest Bonus when using social skills or
Novice: You get a +2 to your Strength and a +2 to your Tenacity. for Presence Feats.
You jump double distance. Master: Nobody is safe from your charms. You get a +10 Test or
Adept: You get a +4 to your Strength and a +4 to your Tenacity. Contest Bonus when using social skills or for Presence Feats.
You jump triple distance.
Expert: You get a +6 to your Strength and a +6 to your Tenac- Manifestations:
ity. You jump triple distance. You get 1/1 Armor bare naked, or • The para-psychic’s eyes almost glow when he’s using the power.
+1/+1 to a maximum of 3/3 if you’re wearing armor. They’re unnaturally bright.
Master: You get a +8 to your Strength and a +8 to your Tenacity. • People get a warm feeling in their stomachs when the power
You jump quadruple distance. You get 1/1 Armor bare naked, or is active.
+1/+1 to a maximum of 3/3 if you’re wearing armor. • People get a charged feeling in their genitals when the power
is active.
Manifestations: Power Boost is pretty obvious in action. While it • Any sound not made by the para-psychic subtly dims.
feels different on the inside to different para-psychics, the outer • The hairs on your arms go up when the para-psychic looks at
appearance is the same. you and the power is active.

Specializations: Jumping, Lifting, Resistance Specializations: Misdirect, Persuade, Seduction, Savoir-Faire


Usage Fee: Adept (Legal) 70 Tn/hour, Adept (Illegal) 140 Tn/hour, Usage Fee: Adept (Legal) 140 Tn/hour, Adept (Illegal) 350 Tn/
Master (Legal) 140 Tn/hour, Master (Illegal) 280 Tn/hour hour, Master (Legal) 750 Tn/hour, Master (Illegal) 2100 Tn/
hour
Magnetism
Second Order Psychic Healer
Type: Somatic Second Order
Registration: Invasive Type: Somatic
Insanity Test: Challenging/1 Insanity Point Registration: Acceptable
Intellect Required: 5 Insanity Test: Challenging/2 Insanity Points
Tenacity Required: 6 Intellect Required: 7
Power Prerequisites: None Tenacity Required: 7
Power Prerequisites: Medicine Skill at Novice
Load Time: 10 minutes Teleport
Difficulty: Average Third Order
Orgone Initiation Cost: 3 for first 5 minutes Type: Somatic
Orgone Maintenance Cost: 1 per 5 minutes Registration: Dangerous
Insanity Test: Hard/2 Insanity Points
Effects: Psychic healers can heal people with their bare hands. Intellect Required: 7
They can close wounds, pull out bullets, and even remove tu- Tenacity Required: 8
mors. There isn’t much a psychic healer cannot fix in another Power Prerequisites: Internal Compass Asset
person – injury or malady (disease or ailment). Psychic healers

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also accelerate the healing process, so patients are back up and Load Time: None
running quickly. The touch of an inexperienced psychic healer Difficulty: Challenging
causes commensurate pain, but more advanced healers wield Orgone Initiation Cost: 5 for first minute
an anesthetic touch. Healing para-psychics also intuitively know Orgone Maintenance Cost: 1 per minute
what is wrong with their patients, sniffing out injury, disease, or
illness. Effects: A para-psychic with this power can instantaneously
travel from one place to another, without traveling the distance
Psychic healers are aggressively recruited by government agen- in between. He literally blinks out of existence in one place and
cies, the military, and medical institutions. They are also the reappears at his destination. Inexperienced teleporters can only
most accepted and respected para-psychics in society. teleport to places they can see, for fear of rematerializing in a
solid object and dying a horrible death. However, over time tele-
The effectiveness of a psychic healer is based on a para-psychic’s porters develop an intuitive sense that protects them from such
level of ability: a fate and can teleport into places unseen. Teleportation can be
a little disorienting for the inexperienced. Para-psychics with this
Student: You can only deal with basic wounds, and your patients power are aggressively recruited by government agencies and the
heal as if tended to by an EMT. You intuitively stabilize seriously military for covert operations.
hurt people.
Novice: You can deal with more advanced trauma. Your patients The distance a para-psychic can teleport, as well as what he can
heal as if tended to by an EMT, but healing times are cut in half. take with him, is based on his level of ability. A para-psychic can
However, your touch does not anesthetize and your treatments teleport once per turn as long as he maintains this power.
still cause pain. You can also diagnose basic maladies.
Adept: You can deal efficiently with serious traumas as well as Student: You can teleport about 100 yards to someplace you
basic diseases. Your patients heal as if tended to by a Physician, can see. The only stuff that comes with you is what you’ve got on
but healing times are cut in half. Your touch is a local anesthetic. you, plus the equivalent of a backpack or shopping bag.
You are excellent at diagnosing injury and malady, but are not Novice: You can teleport a mile at a pop to someplace you can
infallible. see. You can teleport with about 50 pounds of stuff.
Expert: You deal efficiently with both serious trauma and serious Adept: You can teleport 10 miles at a pop and you don’t need
disease. Your patients heal as if tended to by a Physician, but

to worry about seeing where you’re going anymore. You can
healing times are cut in third. Your touch is a soothing anes- only teleport yourself, with the equivalent of about 100 pounds
thetic. Your diagnosis of injury or malady is rarely off. worth of stuff.
Master: You can handle severe trauma and can heal just about Expert: You can teleport 50 miles at a pop and you don’t need
any kind of non-mystical disease. Your patients heal as if tended to see where you’re going. You can teleport with the equivalent
to by a Physician, but healing times are cut in quarter. You are of about 250 pounds worth of stuff, including people.
pretty much infallible at diagnosing injury or malady. Master: You can teleport 100 miles at a pop and you don’t need
to see where you’re going ever and never land badly. You can
Manifestations: grab hold of two other people and bring them with you. You can
• Like faith healers of old, it looks like the para-psychic reaches in teleport with the equivalent of about 500 pounds worth of stuff,
and pulls out chicken guts. including people.
• Part or all of the para-psychic subtly glows.
• The para-psychic’s hands get hot. Manifestations:
• When the para-psychic’s power is active, everybody nearby • There’s an audible pop every time the para-psychic teleports.
calms down a touch. • Teleportation is accompanied by a quiet rush of wind.
• The environment around the para-psychic cools a few degrees, • An odd smell accompanies the teleportation.
like inside an emergency room. • The para-psychic sneezes every time he’s about to teleport.
• Nearby animals make noises when the para-psychic teleports.
Specializations: Diagnosis, Fatal Disease, Persistent Disease, Trau-
ma Specializations: Carrying, Seen, Unseen
Usage Fee: Adept (Legal) 210 Tn/hour, Adept (Illegal) 420 Tn/ Usage Fee: Adept (Legal) 210 Tn/hour, Adept (Illegal) 630 Tn/
hour, Master (Legal) 560 Tn/hour, Master (Illegal) 2100 Tn/ hour, Master (Legal) 750 Tn/hour, Master (Illegal) 2100 Tn/
hour hour