Take the role of a Coalition Soldier a hundred years after the near collapse of global civilization. An alternate universe crossover of Rifts Earth and World of Darkness.
No knowledge of either setting required. Many, many changes regardless.
Judgement Day has come and gone, and you're one of many left to enforce order. A hundred years ago to the day, the world men once knew had changed so suddenly, and billions were those who didn't even have a chance to feebly attempt to grasp the magnitude of this shift. Millions more, when faced with the unshakeable certainty that their time had come to meet their maker, took that chance to stand and threw it to the winds as they expedited their arrival.
What should have been a day of celebration, in the year 2098 on Christmas Eve, was instead a time of unparalleled destruction. In the fires of the greatest of men's cities, collapsing as earthquakes many times stronger than ever before experienced devastated structures never designed to withstand them, in the ash spewing out from volcanic eruptions all over the world, filling the lungs and killing man and machine alike, burying millions and darkening the skies, in the waves that crashed far inland, destroying all, men knew this unassailable truth...
They were doomed. For not only did the land itself seem intent on killing them, soon, great rifts formed from the intersecting lines of energy, fueled by the ongoing death and destruction, letting loose from dimensions unknown all manner of terror and horror. Great storms of chaotic energies, awesome in scope and power, devastated all around them, mutilating, destroying, and mutating their surroundings. Demons straight out of some 20th century RPG ravaged the unprepared populace. And indeed, fellow men, driven to desperation and madness in equal measure, chose to drive back the darkness, or join it, harnessing the alien powers and laying claim to their own dominions.
In the United States of America, all men had to make a choice, or have those choices made for them; to choose to fight and survive, or simply die, as so, so many already had in mere days. The government's mandate was simple; restore order. And no matter how impossible that mandate was, how incredible the obstacles and enemies, it was one many soldiers, policemen, firefighters, and citizens all, tried to follow.
As unlikely as it may have seemed at the time, humanity would, indeed, survive. American agriculture, or lack thereof, choked in the ash of Yellowstone, Long Valley and Valles, chilled and frozen by the 40 degree drop in temperature, and starved of sunlight by the sulfates and particulates launched into the atmosphere, would prove to be the greatest killer of men in the years to come following the Coming of the Rifts.
The Federal government, taking swift action, would fight to preserve it's geopolitical center, the American Heartland, and the territories along the Mississippi. Harsh order was enforced in what cities were salvageable and hadn't been overtaken by monsters or the waters, or rendered unlivable by the destruction of nuclear power plants. In Illinois, Indiana, Iowa, Missouri, Arkansas, and Central/East Texas, the U.S. established their fortress, from which to eventually rebuild.
Lousiana and Florida were mostly lost beneath the waters of the Atlantic, everything west of Kansas was covered in ash and doomed to die, the East Coast was pulverized by water, and the Great Lakes region was home to the worst of the chaos, with Chicago sitting on a nexus of energy constantly emitting dangerous creatures. All federal forces in Chicago withdrew after a 3 month long battle upon Command's realization that victory was impossible.
The U.S. government's decision to retreat to the Heartland, however, rendered them detestable in the eyes of those they had left behind. Their future efforts to expand their de facto borders a decade later, after the limited restoration of industry and mass construction of greenhouses and hydroponics farms, were stymied almost everywhere they went.
In Kentucky, Tennessee and Ohio, a foul organization of sorcerers and magicians, calling themselves the Federation of Magic, killed their soldiers wherever they were found. In the year 12 P.A., they almost defeated the might of the entirety of the U.S., a gravely wounded U.S., but mighty all the same. When they "counterattacked" and destroyed numerous cities, They fought Federal forces to a standstill until the core of their leadership was finally located and bombed. New political entities formed in Minnesota, Wisconsin and northern Michigan, the more successful among them being Tolkeen, Ishpeming and the Manistique Imperium, all of whom rejected any effort to be brought into the fold.
Everywhere, the survivors of the Coming looked at the government meant to protect them, that had failed them, and knew that they could only rely on themselves. Everywhere, kingdoms had formed, drawing upon whatever powers they needed to survive. Everywhere, then, was the enemy, illegitimate governments which refused to recognize the lawful authority of the land, consorting with the same powers and energies that had brought civilization low. The board was set.
Contact was made with the legitimate governments of Canada and Mexico. In Canada, centers of civilization remained in Sudbury and New Quebec, which had formed after Old Quebec and Montreal were sunk due to the massive expansion of the St. Lawrence River (now the St. Lawrence Bay). In Mexico, their government had made a valiant effort to fight back against the monsters of the Rifts, and were able to better establish themselves due to the - relative - lack of damage they had suffered from the eruptions of the 3 super volcanoes to the North, though their coasts were also devastated. The United State of America, the United States of Mexico, and Canada would form an emergency alliance, known as the Coalition of North American States, 40 years after the Coming of the Rifts.
Disaster struck the newly formed Coalition as Vampires, known as the Sabbat, assassinated many government officials and destroyed assets, nearly causing the death of the yet fragile Coalition. Although their shock and awe campaign was eventually defeated, the vampires would find victory in Mexico, establishing themselves openly as Feudal Lords after uncharacteristic preparation and planning. And so, one of the 3 empires of men fell, and a shroud of night took its place, further cementing the hatred of the peoples of the Coalition for all things supernatural and magical.
As if this weren't enough, aliens and dimensional beings, even honest to god dragons, began to make themselves known, as the chaos of the Rifts finally began to calm. Atlanteans from a dimension hopping continent in the Atlantic, insectoid warriors occupying northern Wisconsin, as well as Saskatchewan and Manitoba, dimensional refugees, tribesmen, and raiders enslaving American citizenry, chief among them the Splugorth, all added to the "mere" demons and monsters of the Rifts.
You remember your Oath. To support and defend the Constitution, and the laws of the United States of America. Against all enemies, foreign and domestic. To bear true faith and allegiance to the same. To bear arms on behalf of the United States when required by the law. That you took this Oath freely, without any mental reservation or purpose of evasion.
So help me God. Welcome to my first quest. Never done one of these before. Will work things out as they come. For those of you familiar with Palladium Rifts and World of Darkness, I'm cherrypicking what things I'm using, and this is already pretty heavy AU if it were just the Vampires that were different. Knowledge of both settings will be useful, but don't assume things are the same. On with the Quest! CHARACTER GENERATION
What is your name?
[X] - Abigail Dorete
What is your sex? (Affects specific occupation choices) (see PSIONIC POTENTIAL ROLL)
[] - Male (base stats) (likely to be infantry unless you pick up some good technical skills)
[X] - Female (-3 to Strength, +2 to Charisma attributes) (will not be frontline combat, might not save you)
Where are you from? (Vote for state where applicable, voting for a state from a region will still count as a vote from that region, and the most selected state within it will be picked)
[] - The American Heartland (Illinois, Indiana, Iowa, Missouri, Arkansas)
[X] - The New Frontier (the Dakotas, Nebraska, Kansas, Oklahoma)
--[X] Kansas
[] - The Lone Star of Texas (North, Central, South, East, West)
[] - Ontario and Quebec (Ontario, Quebec, wilderness)
[] - Mexico (Descended from refugees and soldiers who went north after the Sabbat took over)
What was your social class?
[] - Dirt poor. Effects: Penalties to social interaction with those of a higher class, penalties to starting wealth, penalties to education.
[X] - Well off. Effects: No social modifiers, bonus to starting wealth and education.
[] - Rich. Effects: Bonus to influence, education and social interaction.
[] - Elite (If American Heartland or Texas is selected). You come from one of the most powerful and influential families in the Coalition of North American States. Effects: ?????
What did you focus on as a child? Pick 4
[X] - Day dreaming. So many things to think about. +1 Intelligence. Potential insights.
[] - Watching people/animals. Sometimes you even weren't noticed. +1d4 Stealth and Tracking.
[] - "Acquiring" things. Hey, that's mine! +1d4 Trickery.
[] - Exploring. So many cool places to see! Though your parents got worried sometimes. +1d4 Navigation.
[] - Scrapping and fighting. The thrill of the fight! +1d4 to Melee, other effects based on Social Class.
[] - Learning new things. The people around always had interesting stories to tell. +1d4 to Lore of the land.
[] - Socializing for "practice." They never did catch me when I lied to them. +1d4 to Acting.
[X] - Socializing for fun. The other kids always liked me! +1d4 to Social Skills.
[] - Physical activities. The outdoors are fun! +1 to physical attributes, +1d4 to Acrobatics and Climbing and Stamina, +5 Tempo.
[X] - MASTER CLASS PSYCHIC - The exploration, practice and expansion of your Psionic abilities. At the time, you didn't know they were abnormal, or different. +1d4 to use of Psionic Powers. Potential bonus to Willpower.
[X] - Challenging yourself. You love nothing more than to test your skills, especially against a worthy rival. Core character trait.
CAREER OPTIONS (or lack thereof)
[X] - C.S. Special Forces - Psi Operative (Recommended) Will further develop your psionic potential with rigorous testing, greatest effect. Potentially extremely dangerous. Granted special interactions with forces you are attached to. Will rank up fast as Enlisted.
X - C.S. Military Intelligence - Option locked due to being a Master Class Psychic. Viewed with suspicion. Must be assigned there after proving you won't abuse your abilities. You'd do well though, even without specialized Psionic abilities.
X - C.S. Standard Infantry - Option locked due to being a Master Class Psychic. Will only be attached as fire support, medic, or anti-supernatural unit if abilities warrant it. Waste of potential.
X - C.S. Robot and Power Armor (RPA) Pilot - Option locked due to being a Master Class Psychic. Will either be attached or assigned if appropriate abilities are selected. [SYNERGY WITH TELEMECHANIC PSIONIC ABILITIES]
[] - C.S. Officer (Any of the above career fields) - Requires sufficient level of education, depends on background. WIll grant more influence and education, but more responsibility. Succeed too much and you may regret it (or you can just keep winning). I look forward to seeing what choices you guys make. Feel free to discuss and ask questions. The next vote will be about what specific Psionic Abilities you guys have, as you'll be picking up a bunch. I'll close this vote in a couple of days, depending on response and if there's a bunch of clear winners. If any of you guys have quest experience, I also welcome recommendations on things in private.
PSIONIC POTENTIAL ROLL d100 - (QM)
Rolled 100 - first roll, wtf quest
Congrats, you're a Master Class Psychic. The crucible of the Rifts and natural selection have encouraged the expression of natural capabilities in humanity. You are viewed upon with suspicion. You were detected by the Coalition Intelligence Service when you were a child. You have a PSI registration number, and have undergone thorough testing regarding your abilities. 12 abilities of choice as long as you meet the prerequisites, with potential for more. -3 to initial impressions, bonus to intimidation, will be assigned wherever your abilities best suit you. Will hold a vote regarding specific abilities soon.
ATTRIBUTE ROLLS - (QM) 3d6 twice, pick best (human strength is -2, and /2 if not from a physical background)
Charisma: 14 + 2 = 16 (+2 Cha mod)
Constitution: 15 (+1 Con mod)
Dexterity: 16 (+2 Dex mod)
Intelligence: 18 + 1 = 19 (+3 Int mod)
Strength: 9 - 3 = 6 (-1 Str mod)
Willpower: 13 + 3 = 16 (+2 Wil mod) You're beautiful and charming, tough, have exceptional hand eye coordination, are frighteningly intelligent (build a shitty railgun powered by a car battery in your backyard and joke about how the electricity will kill you if you fuck something up kinda intelligent), just barely strong enough to pass your PT tests, and driven to achieve your objectives.
There are contradicting theories and philosophies regarding the Psychic, from their origins, from where their abilities are derived, and indeed, as little as a hundred years ago, great skepticism as to whether or not such paranormal abilities were even real. Known to Men of Magic as Mind Mages, they are known to be very difficult to learn, but not impossible, for those with magical training. Following modern research, a few things are known for certain about Psionic abilities. Firstly, the energies used are very similar to magic in general, with the main difference being the inversion of where the energies are derived. For the typical wizard or mage, such power is found outside of themselves, with weak personal reserves of energy except in the truly powerful or the supernatural, relying on the immense ambient energies of Rifts Earth for energy. For the Psychic, their primary source of power is from within, however, the Coming of the Rifts greatly increased both the prevalence and the potency of the abilities at the disposal of Psychics, suggesting that for many, such abilities lay dormant. One of the focuses of research in the Coalition States is the awakening and training of Psychics.
There are 4 classes of Psionic Potential that all of humanity may be placed in (5 if distinct lack of potential may be considered a category). In Coalition Society, the more powerful the Psychic, the larger the penalty to initial relationships with other Coalition citizens, and generally the more intimidating unless their abilities are almost completely benign.
(60-85%) A Latent Psychic is one whose potential is so weak and tenuous, it must first be awakened through meditation, trial and tribulation, life changing circumstance, something to change the mental paradigm and unlock that which lies beneath. - Under appropriate circumstances, roll 1d100. 1-85% remain a Latent Psychic. 86-95% becomes a Minor Psychic, 96-100 becomes a Major Psychic. Abilities will be related to cause. Difficult to awaken. Cannot become a Master Class Psychic.
(86-95%) A Minor Class Psychic is greatly limited in what abilities they posses, and their strength will never reach anything truly awe inspiring. However, even basic abilities such as various mind over matter techniques, minor dynamokinesis, precognition, and the ability to detect the supernatural, amongst many others, can provide excellent utility in daily life, though usually nothing to build a specialization from. - Starts with 2 Psionic abilities which can only be selected from the Minor Class from a single category. Low potential to gain more, limited breadth and depth.
(96-99%) A Major Class Psychic is one who relies a great deal on their Psionic abilities, and the beginning of that common conception of the typical Psychic as a flashy Dynamokinetic, dreaded Telepath, or other equally powerful expressions of Psionic might. Their abilities form a core part of their identity, and their worldview is heavily influenced by this. - Type A Starts with 8 Psionic abilities which can be selected from the Minor and/or Major Class from 2 categories. Type B Starts with 6 Psionic abilities which can be selected from the Minor and/or Major Class from any categories. Moderate potential to gain more abilities. Breadth OR Depth is the name of the Major Class Psychic's game. Roughly 50% of each type.
(100%) A Master Class Psychic is the rarest amongst humans, the most powerful, and the most feared. Amongst their number are those who can effortlessly seize the wills of others and bend them to their own, the power to burn entire Vampire covens to the ground with ease, and much, much more. What's worse (or better) is that they never stop growing, new abilities supplementing their original set. -Start with 12 Psionic abilities which can be selected from any Class or Category as long as the prerequisites are met. Guaranteed to gain more abilities with power and experience. Breadth AND Depth is what makes the Master Class Psychic so greatly feared. You're one of these.
Categories of Psionic abilities (According to C.S. categorizations)
Biokinesis - The manipulation of life, from induced regeneration, to more nasty effects such as blindness, disease creation and more. Common amongst Coalition Medics.
Mentalism - Anything from cheap tricks and illusions to mental domination. Telepathy is the biggest draw here amongst others.
Perception - Seeing auras, astral projection, psychic radar, supernatural detection, and more.
Mind Over Matter - Almost completely focused on self empowerment, first from the utilization of all inner reserves, then the drawing in of as much ambient energy as your body can handle.
Telekinesis - Self levitation and empowerment to crushing creature and machine from moderate distances.
Dynamokinesis - More commonly recognized as elementalism at its most powerful extent. Sometimes more fire power means setting yourself on fire and burning everything around you.
Matter and Energy - Conjuring and shaping of pure psionic energy, dimension shifting, and other esoteric abilities, including the opening and closing of Rifts.
Telemechanics - A hybrid category for those abilities which focus on technology.
Specific ability descriptions will be brought up once we get there. Not all powers are equally "powerful," but all have their use. Also, consider consequences for selecting the abilities to mentally dominate and control others for example.
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Clarification on what Psionic Abilities Utilize in regards to Attributes
@VagrantHero Is there any overlap between the abilities, or anything that might not fit into those ability categories? Also, what attribute do Psionic abilities use (assuming they only use one)? From the character creation options I'd guess Willpower, but it'd sure be nice if we could use Intelligence.
In the actual Rifts RPG, all Psychic abilities fall into 3 categories, Physical, Sensitive and Healing. As you may have surmised, I found these categories to be woefully lacking when it comes to building actual archetypes. Telemechanics is one such set of abilities where I was uncertain where to place them, and so, gave them their own category, though as mentioned they are a hybrid set with a lot of overlap with other categories. There WAS a lot a overlap between Biokinesis and Mentalism, to the point where I took pretty much all the self-enhancement abilities that overlapped and gave them the Mind Over Matter category [Edited]. And yes, there will be odd abilities in categories that the case can be made to place them elsewhere, and other hybrids that share 2 or more categories. Abilities that shared 3 or more categories, I cut down to size.
In regards to what attribute Psychic Abilities use, it is overwhelmingly Willpower, with some exceptions (Mind Over Matter is a physical attribute enhancer, but doesn't rely on good base physical attributes). There are some clarifications to be made though:
The Perception SKILL in this game is modified by Intelligence, and the Perception Class of Psionic abilities boosts and relies on it to read the future, detect the supernatural and paranormal, and also benefits from Charisma in regards to the Empathic abilities, which predominantly reside here. Knowing how people respond to you on such a level is quite useful for making them like you...
The Telemechanics Class of abilities grant bonuses to technological skills, such as computers and piloting, and as such benefits from a high Intelligence and Dexterity if you go for more of a "I am one with the machine armor" type build. Also sabotage.
Matter and Energy has Psychic Surgery that uses the Heal skill (catchall for medicine, surgery, etc) which is modified by Intelligence, but it mostly just gives you a bonus to the roll based one your proficiency with Psionics.
Mentalism has a couple of abilities that boost Intelligence (Total Recall [remember everything], Speed Reading [really really speedy], Sense Time [perfect sense of time, overrides others supernatural bullshit, necessary for navigating the Astral Plane, other potential uses], all Minor abilities), and being smart with the abilities available to you is key to success, but ultimately doesn't really get bonuses to rolls due to being a genius.
TL;DR Intelligence is beneficial but not essential for pretty much everything except the Perception Class, and even that gets bonuses from Willpower and your skill level with Psionics. Enforcing your will is what matters. Willing smart things is nice though.
THE BURSTER - Major and Master Class Psychic
A powerful pyrokinetic whose abilities enable widespread destruction.
Core Psionic Abilities:
Pyrokinesis Major or Master (2-3 points) = Can stop and start fires, fuel them with psionic energy, ignite one's self on fire, throw little fireballs, and generally sense thermal energy (like warm blooded creatures) within a short range.
Resist Fire (Free with Pyrokinesis Major) (SYNERGY WITH PYROKINESIS MASTER) = IMPERVIOUS TO FIRE (all heat in general) (also won't die from volcanic ash which is pretty good, guess where a lot of Bursters came from)
Telekinesis Major or Master (2-3 points) = The Burster's telekinesis is enhanced with elemental fire. Sweeping waves of fire, roaring pillars, and other flashy maneuvers that, amongst the more powerful, can even melt through modern materials and demons, to say nothing of Vampires who have fire as one of their innate weaknesses.
Major Psychics choose two more abilities, Masters six more abilities. Common choices are as follows, but not limited to:
Death Trance (Requires Resist Hunger, Thirst and Fatigue): Allows the Psychic to enter a state of suspended animation for X days equal to Constitution x Psionics skill, appear dead and inert to even Psionic probes and advanced medical technology, and temporarily ceasing the effects of toxins, drugs and chemicals. (SYNERGY WITH ENERGY VAMPIRE) Indefinite length on Ley Lines and Rifts.
Energy Vampire (Requires Resist Fatigue, Hunger and Thirst): Enables the Psychic to sustain himself almost entirely off the ambient energies of Rifts Earth, supernatural monsters, practitioners of magic and fellow psychics. +1 to all combat rolls versus these types. Doesn't necessarily have to kill them, but would like to, and will temporarily take their energies for the psychic's own use upon their deaths.
Resist Fatigue: Doesn't take penalties from exhaustion, can go many days without sleep.
Resist Hunger: Will not suffer penalties from lack of food, can survive for 60+ days before collapsing into a coma.
Resist Thirst: Will not suffer penalties from lack of water, can survive for 3x (Major) or 4x (Master) as long without it.
Mind Block: The classic defensive Mentalism technique. An open mind is a fortress with its gates open and walls unmanned. Exceptional defense versus possession and mental domination.
Not to be trifled with. Coalition Psi Operatives with this sort of ability set are utilized in heavy fire support roles, and often deployed versus the alien invaders in the North, and the Vampire Kingdoms in Mexico.
THE MIND MELTER - Master Class Psychic
The grab bag of Master Class Psychics, with a bent towards pure psionic energy, force and mental manipulation.
Core Psionic Abilities:
Mind Block: The classic defensive Mentalism technique. An open mind is a fortress with its gates open and walls unmanned. Exceptional defense versus possession and mental domination.
Induce Amnesia (2 points to upgrade to Mind Wipe): At one point, allows the Psychic to temporarily forget whatever information the Psychic wants, including personal history, passwords, technical skills and fighting techniques, being affected by the Psychic, etc. At 2 points, this effect is permanent.
Mentally Control Others (Requires Telepathy 1) (2 points to upgrade to Mentally Possess Others, Requires Telepathy 2): At one point, allows the Psychic to project their consciousness and control another creature's body like a puppet, as if in third person. Penalty to skill rolls. At 2 points, the Psychic can possess them and project their consciousness inside the target's body, causing the victim to go dormant and only awake once the Psychic has "left." Traumatizing.
Psi-Sword: The trademark ability of a Master Psychic is the capability to manifest pure Psionic Energy physically. In this case, it is into the shape of a weapon. Extremely lethal.
Telepathy (1-2 points): At one point, allows the Psychic to read the surface thoughts of a single individual. Required for many Mentalism techniques. At two points, the Psychic is no longer limited to a single target, passively picks up all surface thoughts in range, and can filter them as normal conversation. Additionally, can pick targets to reach deeper thoughts, aided by misdirection and deception. Trailing and tagging a target for a few minutes can allow the Psychic to pick up a lot of information on them.
Other common choices are as follows, but not limited to:
Alter Aura: Allows the Psychic to manipulate their own aura to misrepresent themselves and deceive others as to their true nature and power. Will still read as a Psychic, but not accurately.
See Aura: Allows the Psychic to see the auras of living things, typically people, but plants and animals as well, divining information from them such as Psychic potential, if they use magic (and what kind), power, age, personality, etc.
Sixth Sense: This ability allows the Psychic to sense, within 3-5 minutes of being in danger, that they are in danger. The impressions are vague, but carry the degree of urgency. If the danger is life-threatening, Sixth Sense kicks up a knotch, allowing them to always make an attempt to not get killed. Examples include suddenly dodging sniper shots they couldn't have known were coming, changing course to avoid a land mine, etc. Not foolproof, but pretty good.
Telekinesis (2-3 points): Manipulation of pure force. Can throw objects, pull triggers, crush power supplies, application limited only by power and creativity.
Telekinetic Body Field: A defensive application of telekinesis to create the precursor to the "true" Telekinetic Force Field. Covers an area roughly approximating the Psychic's body, can stop low caliber bullets (doesn't take bonus damage from hit/damage resolution), but is best supplemented by proper armor and equipment.
*Pretty much every other Psychic ability with a focus on Mentalism.
The most dreaded archetype. Coalition Psi Operatives do not commonly have this ability set due to their tendencies for megalomania, god complexes, sociopathy, and other wonderful psychological traits, making them likely to go rogue and strike out on their own (especially against those who would think to control them, like the Coalition). Commonly employed in Intelligence, Counter-Intelligence and sabotage operations against other humans or Dimensional Beings, such as the Federation of Magic, Monster Riders and Splugorth Slavers. Much more common outside the Coalition States.
Presumably, a bunch of dudes got together one day as they were starving. One guy says, "Hey, how about instead of eating food, we eat the magical energies of supernatural demons?" They thought about it for a moment, considering how everyone else they knew had been slaughtered by them in the past. Finally, one man responds, "Righteous, bro!" And so Psi-Stalkers were born, the pioneers of the Energy Vampire technique (at least amongst humans). The story is false (probably), but it takes a special kind of madness to make that sort of leap.
THE PSI-STALKER - Master Class Psychic
A hunter of the supernatural that blends into the evironment, whatever it may be. Extremely common in the wilderness, where it is rumored that full clans and tribes of Psi-Stalkers have formed, the abilities necessary to survive against the many supernatural threats that exist.
Note: Although all Psi-Stalkers develop their powers differently, they all start with the same Core Psionic Abilities, mandatory:
Alter Aura: Allows the Psychic to manipulate their own aura to misrepresent themselves and deceive others as to their true nature and power. Will still read as a Psychic, but not accurately.
See Aura: Allows the Psychic to see the auras of living things, typically people, but plants and animals as well, divining information from them such as Psychic potential, if they use magic (and what kind), power, age, personality, etc.
Energy Vampire (Requires Resist Fatigue, Hunger and Thirst): Enables the Psychic to sustain himself almost entirely off the ambient energies of Rifts Earth, supernatural monsters, practitioners of magic and fellow psychics. +1 to all combat rolls versus these types. Doesn't necessarily have to kill them, but would like to, and will temporarily take their energies for the psychic's own use upon their deaths.
Mask Psionics (Requires Alter Aura): Can completely hide the fact that the user of this power is a Psychic, even to abilities meant to reveal them. Great for operational security and not being instantly targeted by supernatural creatures and other hostile forces.
Presence Sense (1-2 points): At one point, can sense the Supernatural in the area, scaling with power. At 2 points, the size of the area is doubled, and can sense practitioners of magic and Psychics at the original size of the area as well.
Empathy: Allows the Psychic to passively sense the emotions of people, animals and supernatural creatures. Can alert the psychic that something is around, but will not pinpoint their location. Useful for identifying and communicating with ghosts and other entities whose emotions tend to be one-dimensional.
Empathic Charisma (Animals): Animals like the Psychic. Can travel through the wilderness without the wildlife reacting like you were a threat. Easier to bond with animals.
Energy Vampire (Requires Resist Fatigue, Hunger and Thirst): Enables the Psychic to sustain himself almost entirely off the ambient energies of Rifts Earth, supernatural monsters, practitioners of magic and fellow psychics. +1 to all combat rolls versus these types. Doesn't necessarily have to kill them, but would like to, and will temporarily take their energies for the psychic's own use upon their deaths.
Resist Fatigue: Doesn't take penalties from exhaustion, can go many days without sleep.
Resist Hunger: Will not suffer penalties from lack of food, can survive for 60+ days before collapsing into a coma.
Resist Thirst: Will not suffer penalties from lack of water, can survive for 3x (Major) or 4x (Master) as long without it.
See Aura: Allows the Psychic to see the auras of living things, typically people, but plants and animals as well, divining information from them such as Psychic potential, if they use magic (and what kind), power, age, personality, etc.
Summon Inner Strength (Requires Resist Fatigue, Hunger and Thirst): Allows the Psychic to draw on their inner reserves of energy to enhance their physical capabilities. Turns melee fights against most supernatural creatures from an instant curbstomp to just being significantly in the monster's favor. Hunt the hunter with friends for best results.
Psi Operatives very commonly have this power set, and are used in the detection and countering of the supernatural and practitioners of magic.
THE PSI-DRUID - Master Class Psychic
The Psi-Druid is one who has an immense connection and relationship with nature, as well as all that lies within it.
All Psi-Druids develop differently, but start with the same Core Psionic Abilities:
Aerokinesis, Electrokinesis, Geokinesis, Hydrokinesis, and Pyrokinesis (1): Without Telekinesis, the force aspect, the Psi-Druid receives only the sensory aspects of these powers. All of these together, however, grant an incredible amount of information about the Earth, the Atmosphere, waters, etc. Not very flashy, but useful.
Clairvoyance: This ability grants the Psychic limited premonitions about the future, typically while dreaming and sleeping. Potentially very useful, but also not.
Empathy: Allows the Psychic to passively sense the emotions of people, animals and supernatural creatures. Can alert the psychic that something is around, but will not pinpoint their location. Useful for identifying and communicating with ghosts and other entities whose emotions tend to be one-dimensional.
Empathic Charisma (Animals): Animals like the Psychic. Can travel through the wilderness without the wildlife reacting like you were a threat. Easier to bond with animals.
Induce Healing: Encourages the body to regenerate, works on self and others. Full regeneration of body parts and organs is a bit beyond this power's reach though.
Presence Sense: At one point, can sense the Supernatural in the area, scaling with power. At 2 points, the size of the area is doubled, and can sense practitioners of magic and Psychics at the original size of the area as well.
See Aura: Allows the Psychic to see the auras of living things, typically people, but plants and animals as well, divining information from them such as Psychic potential, if they use magic (and what kind), power, age, personality, etc.
See Invisible: This ability allows the Psychic to see things that are not normally visible, including spirits, ghosts, and beings hiding from normal sight.
Psi Operatives with this power set are extremely rare (less than 1%). Will usually be deployed against the Federation of Magic to mediate with spirits and entities, or in a support role like Medic or extremely over-qualified detector of the Supernatural.
THE MIND BLEEDER - Master Class Psychic
The Mind Bleeder is a sort of Hybrid between a Psi-Stalker and a Mind Melter, taking the best (worst?) elements from both and combining them for maximum effect.
Core Psionic Abilities: Mind Bleeders don't have much of a core except for these abilities:
Energy Vampire (Requires Resist Fatigue, Hunger and Thirst): Enables the Psychic to sustain himself almost entirely off the ambient energies of Rifts Earth, supernatural monsters, practitioners of magic and fellow psychics. +1 to all combat rolls versus these types. Doesn't necessarily have to kill them, but would like to, and will temporarily take their energies for the psychic's own use upon their deaths.
Enhanced Presence Sense (2 points): Sense supernatural at twice the normal range, as well as Practitioners of Magic and Psychics at half that distance.
Resist Fatigue: Doesn't take penalties from exhaustion, can go many days without sleep.
Resist Hunger: Will not suffer penalties from lack of food, can survive for 60+ days before collapsing into a coma.
Resist Thirst: Will not suffer penalties from lack of water, can survive for 3x (Major) or 4x (Master) as long without it.
Psi-Sword: The trademark ability of a Master Psychic is the capability to manifest pure Psionic Energy physically. In this case, it is into the shape of a weapon. Extremely lethal.
THE PSI-SLAYER - Master Class Psychic
A Psychic whose specialty is tracking and hunting other humans, be they Psychics or Practitioners of Magic.
Like the Psi-Stalker, all Psi-Slayers grow and develop, but start with the same Core Psionic Abilities:
Alter Aura: Allows the Psychic to manipulate their own aura to misrepresent themselves and deceive others as to their true nature and power. Will still read as a Psychic, but not accurately.
Hypnotic Control: Psychic can give commands to targets that must be obeyed to the best of their ability. Traumatizing.
Mask Psionics: Can completely hide the fact that the user of this power is a Psychic, even to abilities meant to reveal them. Great for operational security and not being instantly targeted by supernatural creatures and other hostile forces.
Mind Block: The classic defensive Mentalism technique. An open mind is a fortress with its gates open and walls unmanned. Exceptional defense versus possession and mental domination.
Levitation (Precursor to Telekinesis): Allows the Psychic to levitate self and objects. Limited utility. Useful for base jumping and hopping buildings.
Enhanced Presence Sense (2): Allows the Psychic to sense the Supernatural at double the normal distance, as well as Practitioners of Magic and Psychics for half of that distance.
Sixth Sense: This ability allows the Psychic to sense, within 3-5 minutes of being in danger, that they are in danger. The impressions are vague, but carry the degree of urgency. If the danger is life-threatening, Sixth Sense kicks up a knotch, allowing them to always make an attempt to not get killed. Examples include suddenly dodging sniper shots they couldn't have known were coming, changing course to avoid a land mine, etc. Not foolproof, but pretty good.
Telepathy: Allows the Psychic to read the surface thoughts of a single individual. Required for many Mentalism techniques.Telepathic Suggestion: Can now give commands telepathically, without even having to engage with the target.
Psionic Mark: After forming a sympathetic bond between the Psychic and their target through something that belonged to them, the Psychic can track them over extreme distances. Number of Marks increases with power.
Psi-Sword: The trademark ability of a Master Psychic is the capability to manifest pure Psionic Energy physically. In this case, it is into the shape of a weapon. Extremely lethal.
Coalition Psi Operatives with this power set are commonly employed as assassins, typically to remove defectors and high profile criminals. They're pretty good.
THE PSI-TECHNICIAN - Major or Master Class Psychic
Some Psychics have an intuitive and mystical understanding and control over machinery. What distinguishes a Psi-Technician from other Psychics with limited Telemechanical prowess is the breadth and depth of that power and applications thereof.
Core Psionic Abilities (Note, only needs Telemechanics and a couple of the following to be considered a Psi-Tech)
Telemechanics: Grants the Psychic unnatural understanding of machinery, and the ability to communicate with sufficiently advanced computers (Artificial Intelligences).
Telemechanic Mental Operation: Allows the Psychic to operate technical interfaces remotely, such as computers and other similar devices. Small penalty to devices operated this way.
Telemechanic Paralysis: Allows the Psychic to inhibit the functioning of technology within their radius. Very nasty versus full conversion cyborgs, who kind of need their life support to not die.
Telemechanic Possession: Allows the Psychic to psychically possess technological devices. Can make weapons fire on their own, vehicles drive off, and take over an opponent's power armor and break their spine with it after disabling safety features. Or you can just remotely pilot your own armor and chill.
Telemechanic Machine Bond: "I am one with the machine." Grants more bonuses to operating technology.
Machine Ghost: Basically the Grid from Shadowrun. Mind hop into a computer and sift through its databanks, break passwords, etc, through whatever medium the Psychic rationalizes.
Other common choices include the following, as well as other abilities from the Perception, Mentalism and Biokinesis categories (living things are but another type of machine, after all...):
Clairvoyance: This ability grants the Psychic limited premonitions about the future, typically while dreaming and sleeping. Potentially very useful, but also not.
Clairyvoyant Prediction: Rerolls, rerolls everywhere. Can also ask specific questions and get specific answers from the Quest Master. (SYNERGY WITH SIXTH SENSE = BATTLE PRECOGNITION): MORE COMBAT BONUSES. Can predict where opponents will be before they are there, and very good at not getting killed by things.
Object Read: Allows the Psychic to read Psychic imprints from objects, granting a variety of impressions and information. Useful.
Sixth Sense: This ability allows the Psychic to sense, within 3-5 minutes of being in danger, that they are in danger. The impressions are vague, but carry the degree of urgency. If the danger is life-threatening, Sixth Sense kicks up a knotch, allowing them to always make an attempt to not get killed. Examples include suddenly dodging sniper shots they couldn't have known were coming, changing course to avoid a land mine, etc. Not foolproof, but pretty good.
Speed Reading: A mental technique that allows the Psychic to read 15-30 pages a minute. +1 Intelligence. SYNERGY WITH TOTAL RECALL: Remember all of it, too!
Total Recall: A mental technique that allows for perfect recall of all information. +1 Intelligence.
Enhanced Perception: A trance that focuses the Psychic, allowing them to pick up on details that would otherwise be missed.
Enhanced Reflexes: A trance that improves the reaction time and coordination of the Psychic, making them preternaturally graceful and swift.
Intuitive Combat: A form of combat trance, Psychic brings their unconscious to the fore, reading and reacting to enemies in combat, processing information faster than the conscious mind can handle.
Psi Operatives with this power set are often employed as either Heavy Power Armor Pilots [DEATH KNIGHTS] or Combat Engineers [OPERATORS]. Deployed wherever the fighting is thickest. They're good at both and like to show off what they can do. Mildly fanatical.
THE PSI-NULLIFIER - MASTER CLASS PSYCHIC
One of the rarest Psionic Archetypes, less than 1 in 1000 Master Psionics fall into the Psi-Nullifier Archetype (functionally, around 500 Master Class Psi-Nullifiers in all of North America).
(Note: Nullifier powers are EXTREMELY rare. Avoid picking them up unless you commit)
Core Psionic Abilities
Null Void (Minor) (Requires Mind Block): Literally doesn't pick up on any kind of magic or Psionic scan. Can't be possessed, dominated, controlled, etc, because according to the system, there's nothing to target.
Psi-Interference Field (Major): Basically counterspell. Anytime a Psionic or Magic ability is used around the Psychic, they can roll to counter it.
Psi-Nullification Field (Master): As below, with greater radius, Psionic and Magical abilities require more energy to use, and the Psychic gets +4 to his roll.
+6 of choice.
Other Common choices include the following:
Alter Aura: Allows the Psychic to manipulate their own aura to misrepresent themselves and deceive others as to their true nature and power. Will still read as a Psychic, but not accurately.
See Aura: Allows the Psychic to see the auras of living things, typically people, but plants and animals as well, divining information from them such as Psychic potential, if they use magic (and what kind), power, age, personality, etc.
Enhanced Presence Sense (2): Allows the Psychic to sense the Supernatural, as well as Practitioners of Magic and Psychics at half of that distance.
Group Mind Spike (2): The offensive variant of Mind Block, directly inhibiting the ability to even attempt to use Psionic abilities.
Although rare amongst Psi Operatives, Psychics with this power set are more common within the C.S. Military than without. Employed against all supernatural threats, and to guard priority facilities.
An experimental program has successfully confirmed suspicions of top Coalition Scientists that Psionic Abilities develop at least in part due to formative conditions, especially in Latent Psychics. Testing on the homeless, criminals, and political dissidents has successfully, in 20% of cases, resulted in Minor or Major Psi-Nullifier abilities developing in the subject. 37% subject mortality rate, 30% develop other abilities, 79% of subjects that completed program suffer from PTSD, Phobias and other related psychological disorders. Unsuitable subjects executed for espionage or used for future tests. More pliant individuals inducted to Psi-Battalion. A success.
THE PSI-GHOST - Master Class Psychic
The Psi-Ghost has access to many esoteric abilities, and many don't even believe Psi-Ghosts exist. Just the way they like it.
Core Psionic Abilities:
Alter Aura: Allows the Psychic to manipulate their own aura to misrepresent themselves and deceive others as to their true nature and power. Will still read as a Psychic, but not accurately.
Disclose Observation: Psychic knows when their being watched, knows from which direction as well. SYNERGY WITH TELEMECHANICS: Works on cameras and remote devices!
D-Shift Ghost: Allows the Psychic to partially shunt mass to a different dimension, float around. Still blocked by hard objects though. Looks like a ghost.
D-Shift Phase: Furthers the Psychic's ability to traverse different dimensions. Objects no longer block travel, only Force Fields.
Heightened Presence Sense (3 points): 4 times the distance to sense supernatural, can sense practitioners of magic and Psychics at half that distance, and living things in general at quarter distance.
Mask Psionics: Can completely hide the fact that the user of this power is a Psychic, even to abilities meant to reveal them. Great for operational security and not being instantly targeted by supernatural creatures and other hostile forces.
Mind Block: The classic defensive Mentalism technique. An open mind is a fortress with its gates open and walls unmanned. Exceptional defense versus possession and mental domination.
Object Read: This ability grants the Psychic limited premonitions about the future, typically while dreaming and sleeping. Potentially very useful, but also not.
Psionic Invisibility: Doesn't actually make you invisible, just less noticeable. Much less noticeable. SYNERGY WITH TELEMECHANICS: The Psychic isn't noticed by technology either. Weird.
Telemechanics: Grants the Psychic unnatural understanding of machinery, and the ability to communicate with sufficiently advanced computers (Artificial Intelligences).
Very few Coalition Psi Operatives with this power set. Many applications in sabotage and infiltration. Usually on the defense against them.
THE ZAPPER - Major or Master Class Psychic
A powerful electrokinetic whose abilities are particularly effective against all types of machinery and personnel. FLASHY.
Core Psionic Abilities:
Electrokinesis (2-3 points): Allows the Psychic to sense electricity, generate currents, manipulate electricity (explode somebody's powered armor power supply, when), among other things.
Telekinesis (2-3 points): Telekinesis enhanced by elemental lightning. Lightning nova, bolts of lightning, sustained lighting, just all the lightning. Shock and Awe! Hope they have eye protection. Or general body protection.
Telekinetic Enhancement: Enhances the Psychic's body with applied telekinesis. Move faster, jump higher. Ride the lightning.
Neuro-Touch/Strike: Paralyze, stun and disorient people with lightning. Or by just disrupting their nervous system, but why not do both at the same time?
6 other powers of choice for the Master Class Zapper. Common choices include, but aren't limited to:
Telekinetic Body Field (Edit: Telekinetic Force Field is auto upgraded with Telekinesis Superior, my bad): Because a lightning force field that acts as a point defense system is pretty cool.
Telekinetic Acceleration Attack: Can accelerate objects really quickly. Makes your lighting powers even faster as well.
Energy Vampire (Requires Resist Fatigue, Hunger and Thirst): Enables the Psychic to sustain himself almost entirely off the ambient energies of Rifts Earth, supernatural monsters, practitioners of magic and fellow psychics. +1 to all combat rolls versus these types. Doesn't necessarily have to kill them, but would like to, and will temporarily take their energies for the psychic's own use upon their deaths.
Resist Fatigue: Doesn't take penalties from exhaustion, can go many days without sleep.
Resist Hunger: Will not suffer penalties from lack of food, can survive for 60+ days before collapsing into a coma.
Resist Thirst: Will not suffer penalties from lack of water, can survive for 3x (Major) or 4x (Master) as long without it. Coalition Psi Operatives with this power set are particularly effective in kill or capture missions against high profile targets, then exfiltrating hard.
The above Archetypes are the ones that are evoked when somebody says Psychic in this setting, though, other Psionic power sets exist and aren't exactly rare. Geo, Hydro and Aerokinetics deserve a mention, but they are rare enough that an archetype doesn't exist for them. It'd be simple to make though. Just take Telekinesis + Element-kinesis + Resist something tied to that element, then other abilities as normal. Hyper enhancement focused combat builds without anything flashy are also possible to create, known as Psi-Warriors in the original Rifts, as well as pure utility builds. Could even make a Jedi like character.
ANOTHER ONE. Updated Burster page to show two more archetypes.
The time has come for something very important. Can begin voting 24 hours after this is posted, vote will remain open for 48 hours after that. It is, THE PSIONIC ABILITIES VOTE (Which will also double as a neat reference for what Psionic Abilities exist). Make up plans, grab whatever you all want. 12 Initial Points. All Psionic Abilities cost 1 point unless otherwise noted. All abilities are summaries instead of their actual descriptions to avoid massive crunchiness. All Synergies listed are examples I have come up with. If you've got good ideas, run them through me and we'll see if we can make more. Here y'all go.
(Don't vote for these, you get them automatically) FREE PSIONIC ABILITIES
Meditation: (Free)
All Psychics are able to Meditate to center themselves and restore their internal energy reserves.
Radiate Power: (Free - Major and Master)
Other creatures can often sense the power that resides within sufficiently powerful Psychics and Practitioners of Magic. Master Class Psychics are particularly terrifying, depending on their abilities.
Bio-Manipulation: (Biokinesis - Major)
Range: Self, Touch, Telekinesis
Allows the Psychic to Blind, Deafen, Inflict Pain, Mute, Paralyze, Stun, or otherwise manipulate the body of their target, including messing with the nervous system, hemorrhaging, and other effects like granting Nightvision. Prerequisite for Psychic Surgery, Bio-Regeneration. Synergizes with Perception Class Abilities and Telekinesis. Requires Deaden Pain and Senses, and Neural Touch/Strike. More sophisticated, bonuses to rolls.
Bio-Regeneration: (Biokinesis - Major)
Range: Self
Allows the Psychic to enter a regenerative trance, as the body rapidly puts itself back together. Suffers skill rolls for a few hours per use, due to the strain put on the system. Potentially life-saving. Improved with Shape Life.
Deaden Senses: (Biokinesis - Minor)
Range: Self, Touch, Telekinesis
Can be used to negate penalties from injuries, cause penalties from being unable to properly sense things, etc. Prerequisite for Bio-Manipulation. Penalties upgraded with Bio-Manipulation.
Healing Touch: (Biokinesis - Minor)
Range: Touch
An intuitive understanding of biology allows the Psychic to render aid and treatment at a much higher level than normal.
Improve Natural Healing: (Biokinesis - Minor)
Range: Self, Touch, Telekinesis
Puts the target into a healing trance, doubling, tripling or quadrupling their rate of natural healing at Minor, Major and Master Class power respectively.
Neural Touch and Strike: (Biokinesis - Minor)
Range: Touch, Telekinesis
Can inflict weak jolts, stun, and disorient targets, inflict minor paralysis, damage the nervous system. Prerequisite for Bio-Manipulation. Level of effects improved with Bio-Manipulation.
Nightvision: (Biokinesis - Minor)
Range: Self (Touch/Telekinesis with Bio-Manipulation)
Grants perfect nightvision out to 600 feet. Will suffer penalties from sudden light exposure. Can also decrease light sensitivity. Standalone ability, improved by Bio-Manipulation.
Shape Life: (Biokinesis - Master)
Range: Self, Touch, Telekinesis
Allows the Psychic to manipulate and shape life at a masterful level, even creating new life forms. Microorganisms count. Select this for biological terrorism. I mean, responsible use furthering humanity. Requires Bio-Manipulation.
Stop Bleeding: (Biokinesis - Minor)
Range: Self, Touch, Telekinesis
Halts blood loss as long as contact is maintained.
Aerokinesis: (Dynamokinesis - Minor - Major - Master)
At Minor rank, this ability provides sensory information from the atmosphere in a large radius around the Psychic, including weather prediction.
At Major rank, this ability grants Enhanced Reflexes for free, as the Psychic becomes like elemental Air.
At Master Rank, Enhanced Reflexes is improved to Heightened Reflexes, becoming as swift and flexible as wind.
TELEKINESIS SYNERGY: Adding the Force Aspect to this power allows the Psychic to enhance their Telekinetic abilities with Elemental Air, creating blades of air, Psi-Tornadoes, suffocating opponents, and other fearsome expressions of power.
SYNERGIES WITH OTHER DYNAMOKINETIC POWERS: Surely y'all can think of something. Fire tornadoes are possible, as you become the "gas source" for them. More combinations aplenty.
Electrokinesis: (Dynamokinesis - Minor - Major - Master)
At Minor rank, this ability grants sensory information about electrical sources all around the Psychic, and is mildly beneficial for operating technology.
At Major Rank, this ability grants Resist Energy for free, as the Psychic becomes attuned to elemental Lightning, and the Psychic can generate and discharge minor electrical currents,
At Master Rank, this ability grants Impervious to Energy, making all but the strongest electrical sources do nothing but energize the Psychic, further fueling his power.
SYNERGY WITH TELEKINESIS: Adding the Force Aspect to this power allows the Psychic to enhance their Telekinetic abilities with Elemental Lightning, generating true bolts of lightning, lightning novas, and draining electricity from power sources such as nuclear reactors. And don't forget that one synergy that was revealed on the Zapper file, that guy gets a lightning shield for point defense!
SYNERGIES WITH OTHER DYNAMOKINETIC POWERS: Y'all got this.
Geokinesis: (DYNAMOKINESIS - Minor - Major - Master)
At Minor rank, this ability grants sensory information about the earth and minerals around the Psychic, improving with power level until they can sense the slightest vibration with accuracy.
At Major rank, this ability grants Resist Damage for free, as the Psychic becomes attuned to Elemental Earth, hardening the body and making them difficult to kill.
At Master rank, this ability further improves Resist Damage to Impervious to Damage, as the Psychic becomes a Psychic Juggernaut capable of weathering most conventional attacks. HEAT rockets recommended if available.
SYNERGY WITH TELEKINESIS: Adding the Force aspect to this power allows the Psychic to enhance their Telekinetic abilities with Elemental Earth, shaping and manipulating earth and even metal with ease. Terrifying displays of power such as leveling whole towns, opening up Earth to trap and crush man and machine, pillars of earth to block and strike, and more. Basically an Earthbender from Avatar. SYNERGIES WITH OTHER DYNAMOKINETIC POWERS: Idk, cool shit probably.
Hydrokinesis (Dynamokinesis - Minor - Major - Master)
At Minor rank, this ability grants sensory information about the waters around the Psychic, including chemical composition, purity, etc.
At Major rank, this ability grants Resist Cold for free, as the Psychic becomes more attuned to Elemental Water, resistant to temperature changes.
At Master rank, Resist Cold is further improved to Impervious to Cold, as the Psychic becomes at home in the freezing waters and wastes of the North.
SYNERGIES WITH TELEKINESIS: Adding the Force Aspect to this power allows the Psychic to enhance their Telekinetic abilities with Elemental Water, shaping and manipulating water around the Psychic easily. Hydraulic lances of water, dessication of bodies, and other expressions of horrific Hydrokinesis. Such mastery over water even allows the Psychic to alter it's state from liquid to solid, forming ice.
SYNERGIES WITH OTHER DYNAMOKINETIC POWERS: Pyrokinesis is a big one, granting full range of thermal manipulation from completely frozen to fiery and explosive. Boiling enemies alive in a blast of superheated steam is a potential combo.
Pyrokinesis (Dynamokinesis - Minor - Major - Master)
At Minor rank, this ability allows the Psychic to sense thermal energy around them, whether it be in the form on living things or the evoked fire.
At Major rank, this ability grants Resist Fire for free, as the Psychic becomes more attuned to Elemental Fire.
At Master rank, Resist Fire is further improved to Impervious to Fire, able to withstand almost all conventional sources of heat, from the mighty Yellowstone to even the blaze of dragon's breath.
SYNERGIES WITH TELEKINESIS: Adding the Force Aspect to this power make the Psychic one of the most commonly thought of Psionic Archetypes in North America, the famed Burster. See Burster File.
SYNERGIES WITH OTHER DYNAMOKINETIC POWERS: Man, I wonder what thermal manipulation could do with the ability to manipulate earths and metals. Hmm...
Anti-Phase: (Matter and Energy – Major)
Range: Self, Touch, Telekinesis
Allows the Psychic to attempt to negate D-Shifting and Temporal abilities. Unlikely to really be useful, but cool.
Close Dimensional Rifts: (Matter and Energy – Master)
Range: Close enough to be affected by the Rift.
Costs a tremendous amount of energy (which doesn't matter because there's a big awesome rift to draw from), but if successful, it will shut down the Rift. Good luck getting close enough.
D-Shift Blink (Matter and Energy – Master)
Through manipulation of the fabric of reality, effectively allows teleportation over moderate distances. Requires D-Shift Ghost. Can be synergized with D-Shift Distance. Synergy with Telekinesis: = Phase Warp: Displacement: Teleport other people instead! Synergy with D-Shift Phase: Delete them by teleporting them into objects! Denser mass wins.
D-Shift Distance (Matter and Energy – Major)
Range: Self, Telekinesis
Allows the Psychic to manipulate their movement through reality, up to a multiple of 10. Very strange visual effect. Synergy with Telekinesis = Phase Warp: Confusion: It's kind of hard to fight if nothing goes where you want it to. Doesn't work through force fields.
D-Shift Ghost (Matter and Energy – Minor)
Range: Self
Allows the Psychic to shunt most of their mass to another dimension, becoming insubstantial. Can move any direction at a slow pace (including up and down), but not through solid objects and Force Fields. SYNERGY WITH D-SHIFT PHASE: Oh look, now you can go through solid objects. Force Fields still don't count though.
D-Shift Phase (Matter and Energy – Major)
Allows localized warping of reality around the Psychic, walk through solid matter. Requires D-Shift Ghost. Not completing the Phase is bad for your health. SYNERGY WITH PHASE BLAST: Have you tried coating objects with these effects? Turns out it is pretty effective versus armored targets.
D-Shift Recall (Matter and Energy – Major)
Can attune objects, scaling with power, and Recall them to you instantly from anywhere as long as they aren't trapped in a Force Field of some description. At Master, Recall yourself to any object/location you are attuned to as long as you aren't trapped by a Force Field.
Ectoplasm (Matter and Energy – Major)
Allows the Psychic to shape Psionic energy into solid, liquid or gaseous forms. Needs Telekinesis in order to control it. Ectoplasm in Vapor form can pick up and physically manipulate small objects. Can only be seen by the creator, See Invisible, supernatural beings and infrared optics. Must be able to see the ectoplasm to maneuver it. Ectoplasm in Solid form can take the shape of an extra limb, a full figure, a face, etc. Ecto-Combat: Requires Telekinesis Superior. Make attacks with the Ectoplasm in accordance with Telekinesis rules. Prerequisite for Ectoplasmic Disguise. Requires Telekinesis.
Ectoplasmic Disguise (Matter and Energy – Major)
Psychic can form a perfect disguise. No penalties. Granted for free on taking Telekinesis Major. Ecto-Combat: Psychic can create efficient battle forms, grant armor and weapons as well as specialized limbs from Ectoplasm. Requires Ectoplasm, Telekinesis Superior. SYNERGY = ASTRAL GOLEM: Turns out, being able to manipulate Ectoplasm is pretty important in the Astral Realm. Now you can hurt the creatures that dwell there...
Exorcism (Matter and Energy – Minor)
Allows the Psychic to perform a Rite of Exorcism, using psionic energy to expel a supernatural force from the host's body. Also works on other forms of possession and control.
Multi-Phase (Matter and Energy – Master)
Allows the Psychic to project illusionary duplicates of himself. SYNERGY WITH D-SHIFT BLINK: Psychic can swap places with Duplicates instantly. Synergy with any combat powers: Can launch attacks from Duplicates for maximum trickery.
Phase Blast (Matter and Energy – Master)
Range: Touch, Thrown, Telekinesis
A blast of pure psionic energy that will severely fuck up somebody's day. Ignores Armor Value. Stopped by Force fields. Can be hand held, thrown or projected via Telekinesis. SYNERGY WITH DYNAMOKINETIC POWERS: FIRES THAT BURN ALL AAAIUHIEHEBE [cut transmission]
Phase Field (Matter and Energy – Master)
Allows the Psychic to generate a incoming attacks have their damage dispersed. Only magical and psionic attacks are unaffected. Divide damage by 10. Only works against kinetic energy.
Psi-Bolt (Matter and Energy – Master)
Range: Touch, Thrown Telekinesis
The trademark ability of a Master Class Psychic is to manipulate pure Psionic Energy into physical shapes. In this case, a bolt. Very lethal. Synergizes with Telekinesis, Dynamokinesis.
Psi-Shield (Matter and Energy – Master)
The trademark ability of a Master Class Psychic is to manipulate pure Psionic Energy into physical shapes. In this case, a shield, to not get fucked up by pure Psionic Energy. SYNERGY WITH TELEKINETIC BODY FIELD AND FORCE FIELD: Expand the size of the shield to full body protection!
Psi-Sword (Matter and Energy – Master)
The trademark ability of a Master Class Psychic is to manipulate pure Psionic energy into physical shapes. Doesn't even have to be a sword, just something psychologically connected in the human subconscious to damage, like an axe or spear. Swords are the most popular though. THE USUAL SYNERGIES WITH TELEKINETIC POWERS.
Psychic Surgery (Matter and Energy - Major)
Range: Touch, Telekinesis.
Can repair broken bones, internal injuries and remove foreign objects without tools or instruments. Equivalent to professional hospital treatment. Must use Psychic Diagnosis first. SYNERGY ABILITY: REAVE: Offensive application of Psychic Surgery. Delete opponent's will to play this fucking game by severing spines inside their bodies and other fucked up applications. Who said you had to heal them?Requires Bio-Manipulation, D-Shift Phase. SYNERGIES WITH TELEKINESIS AND PERCEPTION CLASS ABILITIES: Who said you had to touch them?!?
Spatial Distortion (Matter and Energy – Major)
Allows the Psychic to twist reality. Matrix dodging and other shenanigans.
Alter Aura (Mentalism – Minor)
Range: Self, Touch
Allows the psychic to alter the appearance of Auras. Alterations include appearing more or less powerful, concealing true nature, aptitude, age, etc. Can apply this to others as well. Good for framing.
Alter Memory (Mentalism – Master)
Range: Telepathy
Can alter memories as desired. On a critical failure to resist, the alterations are permanent. Requires Mind Wipe.
Alter Personality (Mentalism – Master)
Range: Telepathy
Can alter the target's personality in any way the Psychic desires. On a critical failure to resist, the alteration is permanent. Requires Alter Memory.
Cause Hallucination (Mentalism – Major)
Range: Telepathy
Psychic inflicts hallucinations upon the target, can be whatever the Psychic wishes. On a critical failure to resist, they subject can even take Psychic damage from them and be knocked unconscious, believing themselves to be injured or dead. Requires Telepathy.
Empathic Transmission (Mentalism – Major)
Range: Empathy
This ability instills emotions in another living creature, entity or supernatural being. Affects any targets within range. Example Emotions include: Despair (critical failure results in attempted suicide, failure results in target lying down in apathy until the power ends; target is allowed to defend themselves with complete contempt for death if attacked [+6 mod to morale, +2 mod to Wil in relation to Stamina, will fight offensively whenever possible]); Confusion (target is utterly disoriented, receiving penalties to melee, missile and initiative); Fear (Critical Failure makes the target Terrified for 1d6 rounds, Failure makes the target Fearful for 1d6 rounds, and Semi-success makes the target Nervous for 1d6 rounds); Rage (+6 mod to morale, +2 mod to Wil in relation to Stamina, will fight offensively whenever possible, and additionally, there is a chance [Random DD Willpower] that the target will attack their own allies); Peacefulness (if target fails, they are not allowed to attack unless attacked first); Trust (raises the target's relationship by 1), and so on. Requires Empathy. And some actual empathy to not do the fucked up shit.
Group Mind Block (Mentalism - Major)
The psychic instantly erects a mental barrier to protect himself and those around him within the area. Works just like Mind Block.
Hypnotic Control (Mentalism – Major)
Range: Conversation, eye contact
Target obeys commands given to them. Cannot take actions independent of commands. Fully conscious. Traumatizing. Upgrades to Telepathic Control if Psychic has Telepathy.
Hypnotic Suggestion (Mentalism – Minor)
Range: Conversation, eye contact.
Can relax/calm a target, put a target to sleep, focus on a subject, implant subtle ideas, etc. Cannot make the target directly/knowingly injure themselves or allies. Must be worked into a sentence or statement. Upgrades to Telepathic Suggestion if the Psychic has Telepathy.
Induce Amnesia (Mentalism – Minor)
Range: Touch, Telepathy
Makes target temporarily forget certain memories, Psychic's discretion. Required for Mind Wipe.
Induce Insanity (Mentalism – Master)
Range: Telepathy
Causes insanity in the target. Horrifying.
Induce Sleep (Mentalism - Minor)
Range: Touch, Telepathy.
Subject is put into a light sleep (heavy sleep if Major, permanent sleep if Master). Will awake up either at end of power or Psychic's discretion. If at all.
Intuitive Combat (Mentalism – Minor_
A form of combat trance, brings subconscious to the fore, notices responds and reacts better in combat.
Life Drain (Mentalism – Master)
Range: Touch, Telepathy
Psychic drains the life energy of the target and heals simultaneously. Common Mind Bleeder power.
Mask Psionics (Mentalism – Minor)
Range: Self.
Completely masks all psionic energy and powers, even from powers meant to detect them. Requires Alter Aura.
Mentally Control Others (Mentalism – Major)
Range: Telepathy.
Remote control others like a puppet. Only controls the body. Dream like state, will remember most things upon freedom. Required for Mentally Possess Others.
Mentally Possess Others (Mentalism – Master)
Range: Telepathy
Allows the psychic to completely control another person's body, as if they were that person without the memories. The possessed target will have no memory of the experience, and will wake up once the power expires. Requires Telepathy, Mentally Control Others.
Mind Blast (Mentalism – Master)
Range: Telepathy
Directly attack the mind of the target. Reduces all rolls. Stacks. Deals Mental Health Damage. Successive Mind Blasts can kill the target (dropping Mental Health to 0 with this ability). May cause psychological and neurological disorders, may never fully recover. Extremely traumatizing. Requires Telepathy Superior.
Mind Block (Mentalism – Minor)
Range: Self.
The classic defensive Mentalism technique. Roll twice to resist mental effects (3x at Master) and take the best result.
Mind Bond (Mentalism – Major)
Range: Touch, Telepathy
Creates an instant bond with the target, psychic's choice of whether the bond is 1-way (and direction) or 2-way. Learns everything about the subject for a duration of time up to the Psychic's discretion. Requires Telepathy and Empathy.
Mind Spike (Group Mind Spike 2 points) (Mentalism - Major)
Range: Telepathy
Allows the psychic to shut down another psychic's powers. Target rolls twice to resist.
Mind Trip (Mentalism – Minor)
Range: Touch, Telepathy
Significantly increase target's chances to fumble.
Mind Wipe (Mentalism – Major)
Allows the psychic to wipe any memory or memories from the target, either temporarily or permanently. Requires Induce Amnesia, Telepathy.
Psionic Purge (Mentalism - Minor)
Range: Touch
Purges psionic effects on target, such as suggestion, compulsion, illusion, nightmares. Does not restore memories and personality. Requires Psychic Diagnosis.
Psionic Invisibility (Mentalism – Minor)
Range: Self
Makes the Psychic harder to detect. Scales with power. Not actually invisible. SYNERGY WITH TELEMECHANICS: Applies to technology, untraceable.
Psychosomatic Disease (Mentalism – Major)
Range: Conversation, Telepathy.
Requires Hypnotic Suggestion. Makes target think they suffer symptoms of a disease. Potentially lethal. Must be healed by Psychic Healer or magical curse breaking.
Restore Memory (Mentalism – Major)
Range: Touch, Telepathy
This is a simple but useful power that can restore a small block of memory lost earlier due to natural causes, aging/disease, physical or mental trauma, magic, or psionics. The memory that is restored can be any single skill, event, or part of the patient's personality. Multiple or total memory loss or Mind Wipe must be restored one skill, event, memory, etc. at a time. Requires Telepathy, Psychic Diagnosis.
Shared Perception (Mentalism – Major)
Range: Telepathy
This psionic power gives the psychic the ability to share his perception with someone else, or spy on someone else's perception. This sharing of perception includes all sensory input. The other person also perceives whatever the person whose perception is being shared out sees, hears, smells, touches, or tastes. This power can be incredibly useful for spying or sharing information with allies. Victims of this power whose perception is being shared out to the psychic will feel as if someone is watching or looking over their shoulder. Requires Telepathy, Mind Bond.
Speed Reading (Mentalism – Minor)
Range: Self
Read 15-30 pages a minutes, and retain information as normal. Very effective for quickly attaining knowledge. +1 Intelligence.
Skill Drain (Mentalism - Minor)
Range: Touch, Telepathy
Drain skills, retain them for longer durations, up to permanent at Master. Skills don't come back.
Telepathy (Mentalism – Minor)
Range: Scales with power
Allows the psychic to eavesdrop on what another person is thinking. Can focus on individuals. Cannot read multiple people at once. TELEPATHY SUPERIOR (2 points): Allows the psychic to access deeper and subconscious thoughts, can read thoughts on any subject they wish, such as the target's passwords, true name, skills, psychic abilities, and memories.
Death Trance (Mind Over Matter – Minor)
Range: Self.
Suspended animation, appears to be dead even to medical analysis, does not respond to anything, including Psychic Probes or magical scans. Even drugs, toxins and chemicals cease their effects until the trance is over. Requires Resist Thirst, Resist Hunger, Resist Fatigue.
Energy Vampire (Drain Energy) (Mind Over Matter – Major)
Drain energies of Rifts Earth, Supernatural, Psychics and Practitioners of Magic. Predatory instinct, don't have to go with it. +1 to combat rolls versus them. Use energies of those you kill to power yourself. Sustain yourself entirely off of that energy.
Enhance Reflexes (Mind Over Matter - Minor)
Range: Self
Improved reflexes, reaction times, very beneficial in combat.
Psionic Purification (Mind Over Matter – Minor)
Range: Touch, Self
Halts the progress of all chemicals, poisons, drugs and toxins in the body, destroying them at the end of the trance. Damage sustained prior to Psychic Purification remains. Synergizes with Resist Poison/Toxins: Total immunity to poisons and toxins.
Resist Biokinesis (Mind Over Matter – Minor)
Exceptional defense versus Biokinetic effects.
Resist Damage (Mind Over Matter – Minor)
Range: Self.
An impressive power, Psychic is resistant to low caliber bullets and hard to put down.
Resist Energy (Mind Over Matter - Minor)
Range: Self
The Psychic becomes resistant to plasma and energy, including electricity.
Resist Fatigue (Mind Over Matter – Minor)
Range: Self.
No longer take penalties from tiredness, only need 4 hours of sleep to be considered restful. Can go many days without sleep.
Resist Fire (Mind Over Matter – Minor)
Range: Self.
The Psychic becomes resistant to fire and heat in general.
Resist Hunger (Mind Over Matter - Minor)
Range: Self.
Will not suffer penalties from hunger. Can survive a maximum of 60+ days without food before collapsing into a coma and dying.
Resist Poison/Toxin (Mind Over Matter – Minor)
Range: Self.
Psychic becomes resistant to conventional poisons and toxins.
Resist Thirst (Mind Over Matter – Minor)
Range: Self.
Will not suffer penalties from thirst. Duration of time without water = 3 x at Major, 4x at Master.
Summon Inner Strength (Mind Over Matter - Minor)
Range: Self.
The Psychic draws upon inner reserves, becoming tougher, stronger, more enduring. Also increases the benefits of any/all of the Resist abilities. Requires Resist Thirst, Resist Fatigue, Resist Hunger.
Suppress Fear (Mind Over Matter – Minor)
Range: Self, Touch, Telepathy
Subject does not suffer penalties from Morale for the duration of the power. Affects others with Telepathy, all minds desired at Telepathy Superior.
Supercharge (Mind Over Matter – Master)
Range: Self
This power channels the ambient energies of Rifts Earth into the Psychic's body, becoming supernaturally tough and strong and dextrous. Increases the bonus from Ley Lines and Rifts by 50%. Requires Strength of Mind
Strength of Mind (Mind Over Matter – Major)
Range: Self
The psychic channels their own energy into their body, further increasing physical attributes. Requires Summon Inner Strength.
Astral Projection (Perception – Minor)
Enter the Astral Plane. Time flows strangely here, and many dangers abound. It's pretty lit though. Spirit World analogue.
Clairvoyance (Perception – Minor)
Range: Self.
Allows the psychic to see or feel glimpses of possible futures, the past, and the present. Common during sleep. Unpredictable, Quest Master discretion.
Clairvoyant Prediction (Perception – Minor)
Range: Self.
The psychic can see the results of actions before they take them, whether it be dice rolls or the immediate consequences of a non-combat action. Additionally, they may also receive information at the Quest Master's discretion, about general probabilities and outcomes of other decisions and actions (like the likelihood of a mission's success). At Master, passive insights subtly benefit the character at a subconscious level, granting small bonuses to all rolls. Requires Clairvoyance.
Commune with Spirits (Perception – Minor)
Range: Self.
Allows the psychic to communicate with ghosts, entities, etc.
Disclose Observation (Perception – Major)
Range: eh...
Psychic knows that they are being watched, and from which direction. SYNERGY WITH TELEMECHANICS: Disclose Observation now applies to cameras and recording devices. Requires Sixth Sense.
Empathy (Perception – Minor)
Range: Scales with power
This ability allows the psychic to sense the emotions of people, animals and supernatural creatures. Can be used to sense other creatures are nearby. Cannot pinpoint location. Useful for identifying and communicating with ghosts and other entities. EMPATHY SUPERIOR (2 points): Can sense underlying emotions and the source, critical success, knows targets true feelings on something and parts of memories.
Empathic Charisma (PEOPLE and/or ANIMALS, 1 point each) (Perception - Minor)
Range: Self.
People and/or Animals like the Psychic more. Requires Empathy.
Enhanced Perception (Perception – Minor)
Range: Self
Grants the Psychic improved senses. HEIGHTENED PERCEPTION (2 points): Powerful Psi-Druids with this ability say they can hear the Earth move, feel the grass grow, the singing of the Sky, the caress of Water, and the heartbeat of the world, obtaining knowledge of all things on Earth.
Mind's Eye (Perception – Master)
Range: Scales with power.
. Like Psychic Omni-Sight, but can be used on the go, just better. All perception abilities stack with it. Everything is known like Psychic Radar. Nothing can hide unless using a very powerful ability. Requires Psychic Omni-Sight
Object Read (Perception – Minor)
Range: Touch.
Allows the psychic to receive feelings and images from an object by concentrating on a specific line of thought or opening up to general impressions. Impressions include: temperament of last owner; emotional state; general purpose of object; current state of owner (dead or alive); whether object has been used by psychics or supernatural; if the object is enchanted; if the object contains an entity (and the alignment and temperament of the entity); and if the object is possessed. Images: approximate age, height, weight, build, race, sex, occupation, hair color and length; special features; events; object is always involved in some way. Potentially can see where the last owner of the object currently is, their state of mind, appearance, general location, features, and possibly specific location. Required for Psionic Mark/Seeking.
Presence Sense (Perception - Minor)
Range: Scales with power
Presence Sense alerts the psychic to the presence of supernatural beings, creatures of magic and other monstrous life forms. Will give a general impression of how close the presence is, how many there are and how powerful they are. ENHANCED PRESENCE SENSE (2 points): Probe to indicate the presence of psionic/magic energy in an area. The probe can be used to pinpoint the exact location of psychic energy, including the power level (weak, medium, strong). This ability will indicate whether an individual is psychic when directed at him or her. It will not reveal type or strength beyond weak, medium or high. It will indicate if a Mind Block is in effect and if subject is psionically possessed. Add Fortitude Proficiency to Tracking to hunt Psionic and Magical signatures. HEIGHTENED PRESENCE SENSE (3 points): Also indicates life in general at quarter range. Each improvement doubles radius.
Psionic Mark/Seeking (Perception – Major)
Range: Miles
After establishing a link to a target, the Psychic can track them. Requires some way to perceive Psionic signatures, such as Presence Sense, See Aura, etc.
Psychic Diagnosis (Perception – Minor)
Range: Touch (Line of Sight with See Aura/Psychic Sight)
Senses physical pain, damage, injuries, disease and possession with absolute clarity. Required to perform Psychic Surgery. Combat Application: Shatterpoint. Perceive vulnerabilities of a target.
Psychic Omni-Sight (Perception – Major)
Range: Scales with power
An advanced form of extrasensory perception that allows the psychic to have a sort of controlled out of body experience. and enter into a trance state. While entranced, his spirit or essence seems to rise 10-20 feet above his physical body (this is not visible to anybody but other psychic sensitives who can see the invisible, auras or spirits). From this vantage point, combined with heightened awareness, the psychic sees through his mind's eye, without having to use his normal vision or senses. Enables the psychic to see in all directions at once, to see radiation, thermal patterns, the invisible, and to literally see any movement, even of the wind! This power enables the psychic to guard or survey a campsite for signs of wayward group members or approaching. It can also be used to survey an area for things that might otherwise escape normal sight or take much longer to locate and identify. Requires Remote Viewing, See Aura, See the Invisible.
Remote Viewing (Perception – Minor)
Range: Self.
Requires image of target to focus on, whether it be a person or specific place. Alternative, can ask questions, number scaling with power, and get a response.
See Aura (Perception – Minor)
Range: Line of Sight.
Aura is the manifestation of a being's life force and energy. See Aura will indicate: general level of experience; presence of psychic abilities; presence of possession by an entity; indicate alignment; serious illness, ailments, aberrations, etc. Prerequisite to See Invisible.
See Invisible (Perception – Minor)
Range: Line of Sight.
Can see entities, beings, forces, objects and creatures which are normally invisible. Even beings without physical forms can still be seen. Upgrades See Aura.
Sense Time (Mentalism - Minor)
Range: Self.
Psychic can accurately measure the passage of time. Permanent +1 Intelligence. A very good idea for Astral Projection, and has other uses for dealing with mental manipulation, such as understanding that there exists a gap in memory if Mind Wiped.
Sixth Sense (Perception – Minor)
Range: Self
This ability allows the Psychic to sense, within 3-5 minutes of being in danger, that they are in danger. The impressions are vague, but carry the degree of urgency. If the danger is life-threatening, Sixth Sense kicks up a knotch, allowing them to always make an attempt to not get killed. Examples include suddenly dodging sniper shots they couldn't have known were coming, changing course to avoid a land mine, etc. Not foolproof, but pretty good. SYNERGY WITH CLAIVOYANT PREDICTION: Battle Precognition: the combat application of Clairvoyant Prediction. Opponents don't receive defensive bonuses due to movement and cover versus you, and offensive rolls against you are modified by your Perception skill.
Levitation (Telekinesis – Minor)
Range: Limited
Limited form of Telekinesis, not particularly useful, but can be used to lighten impacts and such from base jumping, and get that extra couple feet from a long jump. Requires for Telekinesis.
Telekinesis (Telekinesis - Major)
Range: Moderate
A much more useful ability. Allows for the exertion of pure force, can manipulate objects relative to Psionic power, knock people down fairly easily. SYNERGIZES WITH DYNAMOKINETIC ABILITIES. Prerequisite for Telekinesis Superior, Telekinetic Enhancement, Telekinetic Body Field, and Ectoplasm. Requires Levitation.
Telekinesis (Superior) (Telekinesis – Master)
Range: Extensive
Now this is power. Can lift increasingly heavy objects, accelerate them rapidly, crush, pull, and launch shockwaves. SYNERGIZES HARD WITH DYNAMOKINETIC AND OTHER PSYCHIC ABILITIES.
Edit: It has come to my attention that this bad boy wasn't here
TELEKINETIC ACCELERATION ATTACK (Telekinesis - Master)
Rapidly accelerate object even faster, very nice damage.
SYNERGIES WITH LOTS OF COMBAT ABILITIES: EVEN MORE DAMAGE
Telekinetic Body Field (Telekinesis – Major)
Range: Self
Generate a Force Field around self, capable of stopping low caliber firearms. Prerequisite for Telekinetic Force Field. Upgrades to Telekinetic Force Field at Telekinesis Superior. TELEKINETIC FORCE FIELD: A more flexible and powerful Force Field, can be created around an area of the Psychic's choosing, layered and stacked, and generally is much more powerful.
Telekinetic Enhancement (Telekinesis – Major)
Telekinetically empower all physical actions of the Psychic. Hit harder, move faster, jump higher!
Telemechanics (Telemechanics – Minor)
Range: Short
Grants full understanding of machinery. Bonuses to Mechanics, Technology, Computer skills. Telepathically communicate with sufficiently advanced computers.
Telemechanic Machine Bond (Telemechanics - Major)
I AM ONE WITH THE MACHINE, AAAAAA
Telemechanic Machine Ghost (Telemechanics - Major)
Range: Telemechanics
Acquires knowledge from a machine. Can access stored information. Can hear and see data as if he were accessing it conventionally. Process information 10 times faster. The mind conceptualizes the computer network as if it were the real world, or a game. Even more tech and computer bonuses.
Telemechanic Mental Operation (Telemechanics - Master)
Range: Telemechanics
Can operate machinery from a distance as long as he's in range. Stacking -1 mod to all skills for each machine operated this way. Requires Telemechanic Possession.
Telemechanic Paralysis (Telemechanics - Major)
Range: Telemechanics
Can shut down or block systems in a machine. Particularly effective against cyborgs who require life support.
Telemechanic Possession (Telemechanics - Major)
Range: Telemechanics
Possess any machine, like rifles or suits of power armor. Can only possess one machine at a time. Required for Telemechanic Mental Operation.
Note: FINALLY
Took longer to write this up than perhaps all of us would have liked.
Edit: I forgot the Nullifier abilities, rip
Null Void (Minor) (Requires Mind Block): Literally doesn't pick up on any kind of magic or Psionic scan. Can't be possessed, dominated, controlled, etc, because according to the system, there's nothing to target.
Psi-Interference Field (Major): Basically counterspell. Anytime a Psionic or Magic ability is used around the Psychic, they can roll to counter it.
Psi-Nullification Field (Master): As below, with greater radius, Psionic and Magical abilities require more energy to use, and the Psychic gets +4 to his roll.
Edit 2: Also allowed to just vote for one of the Archetypes in the Informational tab if this is still too much crunch.
"Aero. Electro. Geo. Hydro. And Pyro.
Long ago, the five elements lived together in harmony.
But everything changed when the world went to shit.
Only the Avatar, Psionic master of all elements, could cancel the apocalypse.
But when the world needed him most, he vanished.
Now, a hundred years later, me and my squad found a new avatar, a Lucky Bitch named Abigail.
Although her psionic abilities are through the roof, she has a lot to learn before she's ready to fuck shit up.
...but I believe Abigail can save the world."
[X] Plan Witch of Oz
-[X] - Abigail Dorete
-[X] - Female (-3 to Strength, +2 to Charisma attributes)
-[X] - The New Frontier (the Dakotas, Nebraska, Kansas, Oklahoma)
--[X] - Kansas
-[X] - Well off. Effects: No social modifiers, bonus to starting wealth and education.
-[X] - Day dreaming. So many things to think about. +1 Intelligence. Potential insights.
-[X] - Socializing for fun. The other kids always liked me! +1d4 to Social Skills.
-[X] - MASTER CLASS PSYCHIC - The exploration, practice and expansion of your Psionic abilities. At the time, you didn't know they were abnormal, or different. +1d4 to use of Psionic Powers. Potential bonus to Willpower.
-[X] - Write-in: Challenging yourself. You love nothing more than to test your skills, especially against a worthy rival. Core character trait.
-[X] – C.S. Special Forces - Psi Operative (Recommended) Will further develop your psionic potential with rigorous testing, greatest effect. Potentially extremely dangerous. Granted special interactions with forces you are attached to. Will rank up fast as Enlisted.
[X] Plan "A Certain Psionic Railgun" (Mind Block version) by DeepWaters, edited by ThatGuyWithIdeas with 4 votes
-[] Telemechanics
-[] Machine Bond
-[] Levitation
-[] Telekinesis
-[] Telekinesis (Superior)
-[] Telekinetic Acceleration Attack
-[] Telekinetic Body Field
-[] Telekinetic Enhancement
-[] Electrokinesis (2)
-[] Mind Block
-[] Group Mind Block
Abigail Dorete was born to a well off household in the Pre-Apocalypse city of Concordia, Kansas, on December 22, 84 P.A. Many took this particular detail to be a strong omen, though whether for good or ill, the same folk could never agree. Perhaps this was inevitable, for although these days around Christmas were formerly auspicious days and well celebrated, understandably, they took on a much more somber tone around this time. Or so Abigail thought, currently 10 years old - almost 11 - and entrenched in her musings as per usual, comfortably laid out under one of the trees in the artificial forest planted by volunteers from the C.S. Air Force out of McConnell Air Force Base, down Interstate 81 by in Wichita. From her quaint throne in the quiet forest, she pondered the universe and her place in it, as well as other important issues, such as the planting of her apple tree a few years back, monitoring its' growth at regular intervals, the daily dramas with her various friends, associates, and supposed peers of neighboring households, none of whom could really seem to match her in the things she challenged herself in. And I'll show the ones that can, soon. She got along quite well with those she befriended, all of them offering something useful or unique to draw inspiration from, and the occasional insight, but quite frankly, none of them were interesting. None of them could do what she could.
Oh, the things she could do. After a few incidences with machinery being mysteriously optimized around her house, strange electrical burns in random areas, and other weird happenings, her father, Mr. Dorete, or just Dan to friends, which I guess I'm not, bleh, had eventually figured out who was behind it. And it isn't like I was trying to hide it, either. How unobservant. This thought was punctuated by a rather respectable arc of lightning bouncing between her two hands, radiating brilliantly within the confines of her leafy domain. She had become quite skilled at generating all sorts of fields. She even had another trick that she was working on, but that was a secret. But no, back to the family. They'd been discussing sending her off to Chi-Town with some government folks, "to better hone and refine her abilities for the good of America," and she could see arguments for and against, but she hadn't quite made a decision yet. Momentous, to be sure.
It was at about that time that she realized she'd heard something strange. A rhythmic cracking sort of noise, as if from far off. A few moments later, she knew what she was hearing. Gunfire. Not uncommon around here, what with the vehicular and foot patrols from the Army Garrisons and Fort Leavenworth, and the overhead flights from Offutt and Lincoln AFBs. But this was different. She'd talked with some of the soldiers about how they did their jobs, curious, and though they mostly dismissed her due to being so small, she had learned about the perimeters they established at regular intervals from Norfolk, and this was well inside the closest one. With a sinking feeling she couldn't quite place, Abigail started running back home through the widely spaced trees.
"You're all scum, scum and government lap dogs working to crush the common man beneath the boots of petty tyrants! The people have had enough!" shouted a voice, off beat and hoarse, echoing through the roads and towers of Concordia. From her hiding spot, she saw the man walking, soldiers marching behind him, gunning down everyone around in bursts of light and fire before turning their weapons on themselves. As he approached another group of people, standing like they're frozen or something, she felt the incursion on her mind like one of those big service doggies tackling her. Reflexively, she fought back, until she felt secure. Abigail knew she had to do something, something she'd never done before. As the man looked towards her hiding spot and began to shout some not very nice things, she lifted her hand, and turned the sky white.
20 people were alive because of her, because of something she didn't know that she was doing. The Rodgersons, Mrs. Lindsey, that mean old math teacher whose name would not be mentioned, Tom the silly boy. My family. One man was dead because of her. Surreal is the word for it, she thought. Surreal that this actually happened. And she knew what it meant, of course she knew. Just because she's a child, doesn't mean she can't understand. That night, mother and father let her sleep in their bed, where she definitely didn't cry.
A few days later, Abigail overheard her father talking with a big, scary government man in a suit, large black gallon hat on his head. Somehow, she knew this was about her powers again. The government man left twenty minutes later, and father avoided speaking with her for a few days after that, in one of his moods again, as mother, Elana, would say. Finally, father spoke with her and presented her with a choice.
"Abigail, y'know I love you, and I don't wanna see you go nowhere, but I think it'd be for the best if," he said, using that tone of voice he always used when he was trying to reassure someone.
"If what, father," she eyed him.
"If you took up that man from before's offer. Government training and tuition. Your talents are wasted in this place, Abby. You're only 11 and smarter than both your old folks by half. You've got a bright future 'head of you."
Abigail knew what the real reason was, now. A clever diversion, but the truth was starker for it. Before, father never would have tolerated sending her away, anywhere. He fears me, now. They all do. But perhaps this was for the best. She had held life and death in her hands, the destinies of almost 2 dozen people. Killed a man with powers most couldn't fathom. Her thoughts were running almost too fast for her to keep track, breathing unsteady.
[] - Agree to leave [reasons why]
[] - Fight to stay [reasons why]
This took longer to write up than expected. What started as a couple rolls to see how childhood went for Abigail (the rolls were bad) turned into something quite dramatic. Introduction to your first Empath, combined use of Hypnotic Control (Betray your allies), Empathic Transmission (Despair), and knowledge of patrol routes caused quite a bit of damage. Also, 19 Intelligence at age 10 is scary.
In that crystallized moment of anxiety, thoughts spinning 'round faster and faster, Abigail knew 2 truths above all others regarding her character; she despised others being afraid of her, and nothing was going to stop her from becoming more powerful. Indeed, it was a necessity now, gaining full control and grasp of the abilities at her disposal, regardless of what she decided to do with them, but already, she saw a way to potentially work things out "naturally."
"Abby?" said a voice, but her mind was focused, and only dimly aware of the concern father had for her.
To gain tuition and training from a government institution especially designed for what her goals were, then use those abilities on behalf of the country. Her abilities would not become a source of shame for herself, a mark of forever being different and fearful, and envy of those around her, jealous of her gifts, but instead, a pillar to forge herself into a protector, someone to be admired, not feared. And admired she should be, for she had been blessed with such great potential, and the intelligence to act on it.
"I understand if time is what you're needin," the voice continued, closer now.
Not that there was anything wrong with being normal, mind, but normal people didn't have much to offer her. No, she'd have to find others at this academy, people who could provide a source of challenge and inspiration to push even further. This was the first step to a grand new future, and she was going to be bold about it. However, deeper in her psyche, a part of her acknowledged that she didn't like being put in this position so soon. She'd make sure to visit her family in the future. The government won't stop her, and her parents would be proud of her once they'd seen who she had become, the fear banished into a dark recess never to return.
"You don't have to mak-"
"I'll go, father," she interrupted, decision made, fully returning to the present. She looked back up into his face, saw his surprise. Relief there wouldn't be an argument or a breakdown. And why should there be? It's the logical choice for all parties concerned, she reassured herself. "When do I leave?"
"Four or five days or so, though you can leave tomorrow if you want, though I really doubted you wanted to just set off immediately," father joked. He was calmer now, thinking that everything was settled.
Choices:
- [] - Leave as soon as possible, start the next chapter in life.
OR
- [] - Clear things up at home (Pick 3)
-- [] - A farewell get together with friends and company.
-- [] - Talk with mother and father some more, sort things out before you leave (what about?)
-- [] - Solitude. You still feel funny after that incident a few days back, and the recent stress has you off center.
-- [] - Track down that government man at the administrative office, see if you can get some answers from the source [what about?]
-- [] - Find the people whose lives you saved. Establish rapport, inform them of what's next.
-- [] - Write-in