Power scaling & feat examples
Baughn
Healing-type writer
- Location
- Dublin
Here's some examples of feats you should be able to accomplish at a given number of dots. These are all 'single use' examples, at the limits of what's achievable; for sustained use, drop down one level.
(That is to say: Using psionics at this level costs willpower, which a mature psionic tends to have a lot of.)
Most of these are also usable at level 0, but only as parlor tricks. "Keep a cup of tea warm", let's say. This still depends on having spent a modicum of time practicing the skill, as there's a difference between "the cognitive machinery technically exists" and "the character knows how to use it".
Mental Range sets the upper limit to how far away you can apply any of these skills, but targeting information is typically also needed. If you think it might be needed, then it's needed.
Telekinesis
At zero dots: Lift a pencil. Generally speaking this is what Charas are at; it's what allows them to act as though they have bodies, which makes telekinesis almost universal for anyone who had one. If you still have one, then the skill resides in the Chara—not their child.
Thermokinesis
At zero dots: Keep a cup of tea warm, or slowly chill that drink.
Teleportation
At zero dots: Teleport a small object from your pocket to your hand.
Biokinesis
At zero dots: Heal bruises. Biokinesis typically manifests first as a subconscious reaction to injuries, and is normally excused as "I heal fast". Which yes, you do heal fast at ten, but—half an hour?
Clairvoyance
At zero dots: You can guess what's on the other side of a card someone is holding—if you're concentrating—and thereby cheat at poker. It won't be perfect, but you'll be banned from Las Vegas in a hurry.
There are two variants of present-tense clairvoyance: "Vague impressions" and "clear sight". The information feed is the same for both, but it's too much information; the latter must always be focused on a smaller area, the definition of which varies with rating. Clairvoyance can be trained towards one or the other.
In practice, "three dots" is the maximum rating for Clairvoyance that's viable for a regular human. To push it beyond that point it needs to be limited in some form, or else its user will cease to be human. Specialisations are very much viable.
It's the odd one out, as scaling can't be handled simply by adding overgrowth machinery; the information needs to be actually processed to be useful.
Precognition
At zero dots: Nothing notable that can't be mistaken for vague feelings of doom about upcoming tests.
Extra special note: The size of the event matters. The larger it looms in the future, due to either high probability or high impact, the longer the range and higher the chance a precog will spot it. This means the literal apocalypse, which is an almost completely inevitable event that affects the entire world, can be spotted a year out even at one dot; meanwhile, Amu's english scores would take five dots to predict precisely.
Additionally, Outsiders / Demons of Makai / Exaltation Shards et cetera always disrupt precognition, simply by their nature. They can only be accounted for post-fact.
Dreamwalking
At zero dots: Lucid dreaming—that is, remaining conscious in dreams. Not all the time, since this is as usual the limit of what you can do, and few people can burn willpower in their sleep, but for Dreamwalking on its own... this is it. Uniquely, non-psionics are also capable of this; however, non-psionics more frequently mistake dreamwalking for simple dreaming. Or vice versa.
Most human souls are exposed and vulnerable during sleep, but there are rules protecting them from arbitrary domination by the entities that live there. By Awakening, you discard those protections.
When using Dreamwalking in conjunction with another skill, you can expect both to be magnified and warped.
= More to come, hopefully =
These take a surprisingly long time to write out! If there's a specific skill you're curious about, let me know and I'll add it.
If you don't have the same (or larger) number of Overgrowth dots, then your psionic skill will be hobbled somehow. How it is hobbled should be relatively consistent. For instance, with telekinesis:
- At a one-dot deficit, using the skill at full power is simply tiring. The character needs to pay 1 WP per use.
- At a two-dot deficit, you're missing finesse. You still need to pay the WP surcharge, but fine control will be lacking; essentially, those 'muscles' tremble too hard under the load to give you the same exactness you'd manage otherwise.
For someone who's already lacking in fine control, like Amu, there's a definite risk you'll accidentally break the thing you're holding. Not that she doesn't already do that with pencils.
Three-dot deficits are not allowed; you cannot train a skill that far beyond the overgrowth rating.
(That is to say: Using psionics at this level costs willpower, which a mature psionic tends to have a lot of.)
Most of these are also usable at level 0, but only as parlor tricks. "Keep a cup of tea warm", let's say. This still depends on having spent a modicum of time practicing the skill, as there's a difference between "the cognitive machinery technically exists" and "the character knows how to use it".
Mental Range sets the upper limit to how far away you can apply any of these skills, but targeting information is typically also needed. If you think it might be needed, then it's needed.
Telekinesis
At zero dots: Lift a pencil. Generally speaking this is what Charas are at; it's what allows them to act as though they have bodies, which makes telekinesis almost universal for anyone who had one. If you still have one, then the skill resides in the Chara—not their child.
- Normal human strength. Lift anything you'd be able manipulate by hand—assuming you aren't a strongman!
- Absolute limits of human strength. Casual flight. Lift a couch, without feeling (excessive) strain. Move a car through the air. (How is this not just blatantly better than incrementing Strength? Well, it kinda is.)
- Lift a helicopter; with a small amount of help, soft-land it without harming its occupants.
- Lift a typical residential building.
- Lift a skyscraper.
Thermokinesis
At zero dots: Keep a cup of tea warm, or slowly chill that drink.
- Given minutes of time, heat a pot to boiling. Chill the drink you just got from your backpack, faster than you're drinking it. ...assuming you aren't gulping it down.
- Give someone heatstroke, serious burns, or chill them until they shut down from hypothermia. In a matter of seconds.
- Heat the air fast enough to form a ball of plasma; a moving furnace. Instant, fatal burns. Melt the structural beams of a building in a matter of minutes, or keep a swimming pool at a comfortable temperature in winter.
- Create liquid nitrogen in large quantities; cool a small object to absolute zero; heat an entire building to its flash ignition point, in a matter of seconds.
- Stop the progress of time for a small object, or speed it up. Flash-vaporise a skyscraper. Freeze Tokyo Bay.
Teleportation
At zero dots: Teleport a small object from your pocket to your hand.
- Move large, unorganic objects around within your line of sight, touch range; limited in mass and size by your Overgrowth rating. Anything you'd be able to lift with telekinesis, if you had the skill.
- Teleport yourself, safely, within your line of sight.
- Teleport to anywhere you have a suitable anchor; bring friends along, safely; teleport A-to-B when you're at C. Reflexive, combat-time teleportation, to dodge or to remove incoming attacks.
- Inter-city teleportation. In combination with Illusion or Dreamwalking: Warp space to work around the range limit, or create a permanent portal.
- Arbitrarily edit connectivity, given sufficient time. Create and function in non-Euclidean space.
Biokinesis
At zero dots: Heal bruises. Biokinesis typically manifests first as a subconscious reaction to injuries, and is normally excused as "I heal fast". Which yes, you do heal fast at ten, but—half an hour?
- Heal bruises or cuts, fast enough for combat time. On yourself or on others, though doing it on someone else takes all of your attention.
- Heal internal injuries, well enough to stabilise. Convert dead tissue back to living.
- Cure cancer, or subtly cause it. Intuitive immortality. Children who reach this point have a tendency to stop aging, regardless of their maturity at the time.
- Deliberate modifications. Give someone the muscles of an athlete, if not the skill to use them; restore a pensioner to the strength and mental clarity of a twenty-year-old, given sufficient time. Give yourself significant mutations, such as bone spikes or subdermal armor, without downsides other than social.
- Create an intelligent plague, destroy a plague—by counter-plague—or build almost arbitrary biological 'machinery', limited by what biology can do in the first place. Create de-novo mutations such as subdermal armor, safely, for someone else.
Clairvoyance
At zero dots: You can guess what's on the other side of a card someone is holding—if you're concentrating—and thereby cheat at poker. It won't be perfect, but you'll be banned from Las Vegas in a hurry.
There are two variants of present-tense clairvoyance: "Vague impressions" and "clear sight". The information feed is the same for both, but it's too much information; the latter must always be focused on a smaller area, the definition of which varies with rating. Clairvoyance can be trained towards one or the other.
- Limited clairvoyance. This might take the form of a mental eye you can move anywhere within your field of view, or it might give you a second sense for everything happening within fifteen metres of yourself—good for dodging, not useful as vision—but it won't do both for the same person.
- Clarity reaches the level of your regular senses, within that same fifteen-metre range. The range limit for vaguer impressions, however, extends to the limit of your mental range. There's a lot of dials this can balance, and in practice it'll be different from each person; Clairvoyance is also the psionic skill with the most subtypes. Amu has the 'base' form, so in her case this is how it works, but at higher levels she effectively needs to decide which subtype she wants to have.
- Postcognition becomes possible: Tracing back the provenance of a physical object. That includes "this piece of ground", to be clear, but equally well "this letter". At three dots, you'll be lucky to manage a day.
The 'clear focus' range triples, and clairvoyants at this level are often able to move that area around; it's no longer anchored on themselves.
- If the clairvoyant is still focused simply on range, then their skill would manifest as limited omniscience within their mental range at this point; nothing escapes their sight, assuming of course that 'nothing' hasn't been shielded against them. In practice this is far too much information for anyone to handle, and someone who tries it regardless—or is forced to do so—would likely lose their ability to act independently of outside assistance. Exceptions may exist, but Amu isn't one of them—it would require superhuman attribute and ability values, i.e. above five.
There are other development paths. One is to instead extend the 'depth' of the sight, seeing things beyond regular vision. Magic; ongoing rituals such as Hikawa's, the weak points of Kagutsuchi, and similar. Another, fairly obviously, is to extend the range of her post-cognition. A third is to extend the depth of the post-cognition, which might then allow you to understand how an object is used, simply by using it. This is the default option for Amu.
On a sidenote: At four dots it would also be possible to use Clairvoyance for mind-reading, should you train it in that direction.
- Do you want the Number Man? This is how you get the Number Man.
Ahem. At its maximum peak, the branches of clairvoyance would normally fold back in; you get all of the above, at maximum range, all of the time. It is almost entirely impossible for any sapient being to achieve this point and remain sapient, unfortunately. That does not entirely mean the dots can't be taken; but they would need to be coupled with a form of cognitive engineering that filters the input, preventing it from overloading the user. If it's then also supposed to be useful, it would need to be hooked directly to their reactions... at which point the user is no longer in control of their own actions.
In practice, "three dots" is the maximum rating for Clairvoyance that's viable for a regular human. To push it beyond that point it needs to be limited in some form, or else its user will cease to be human. Specialisations are very much viable.
It's the odd one out, as scaling can't be handled simply by adding overgrowth machinery; the information needs to be actually processed to be useful.
Precognition
At zero dots: Nothing notable that can't be mistaken for vague feelings of doom about upcoming tests.
Extra special note: The size of the event matters. The larger it looms in the future, due to either high probability or high impact, the longer the range and higher the chance a precog will spot it. This means the literal apocalypse, which is an almost completely inevitable event that affects the entire world, can be spotted a year out even at one dot; meanwhile, Amu's english scores would take five dots to predict precisely.
- At one dot, only uncontrollable but fundamentally predictable natural phenomena can really be predicted. The weather, with high likelihood of success, for three days or less; although the weather report does it better. The flight path of a bullet that's already in flight, and within your mental range. Your chances of acing the last English test.
That last one is a joke; precognition can't predict that. However, at a single dot it registers as vague senses of doom or potential wetness; if Amu's English scores are genuinely predictable (which they are), then there is no way for her to distinguish her perfectly ordinary conscious prediction of doom from the one she might have gotten from precognition.
- Still limited to events within your mental range, but the foresight becomes clearer; as in, you'll know when it happens. At this rating you're as good as the weather report. Some conditional events can be predicted, if the condition is already set in stone; for example, you would be able to predict when a timed bomb will go off. Assuming it's sometime in the next day or so.
- Forget the time limit on that bomb; add the ability to predict complicated machinery, again within a day or so. Anything at the level of a computer remains beyond what precognition can handle, but weirdly, many humans become somewhat predictable. This isn't necessarily beyond what a three-dot Socialize ability can provide... but doesn't requite socialisation, though it in fact doesn't apply as well to strangers.
Predictions at this point start failing in strange ways. While a weather mistake might just mean it's drizzling instead of overcast, precog gets more and more chaotic as you attack harder problems; it's more likely than not that not a single element of the prediction will come true.
- ...this is because there are multiple futures, as any precognitive will eventually realise. By the time they reach four dots, they're no longer limited to a glimpse of a single one; they can get glimpses of all of them, and predictions become more a range of possible outcomes than a single hopefully-most-likely possibility.
(Literally. Megaten runs on many-worlds quantum mechanics, with added cross-world interference.)
- ...and multiple presents. Why not look into a different present? ...why not cooperate with them?
Only information can be transferred, at least by the precog, but nothing stops you cooperating with yourself in a different timeline. This has interesting implications, although there aren't as many timelines as it feels like there should be, and far fewer than science would predict. There's a reason for that, which psionics will not provide.
Additionally, Outsiders / Demons of Makai / Exaltation Shards et cetera always disrupt precognition, simply by their nature. They can only be accounted for post-fact.
Dreamwalking
At zero dots: Lucid dreaming—that is, remaining conscious in dreams. Not all the time, since this is as usual the limit of what you can do, and few people can burn willpower in their sleep, but for Dreamwalking on its own... this is it. Uniquely, non-psionics are also capable of this; however, non-psionics more frequently mistake dreamwalking for simple dreaming. Or vice versa.
Most human souls are exposed and vulnerable during sleep, but there are rules protecting them from arbitrary domination by the entities that live there. By Awakening, you discard those protections.
- Leave the immediate contextual surroundings of your sleeping body. Instinctive avoidance of the most obvious dangers.
- Remain conscious in dreams, without effort. Navigate from waypoint to waypoint, following the most obvious paths. Speak the language of dreams. Bring small objects into reality, or vice versa.
- Navigate from anywhere to anywhere, if you understand their ideals and the paths connecting them. Dip your hand in a river, and shape the water to suit your perceptions. Instinctive understanding of the lesser dangers; the gremlins that populate the dreamlands. Walk from Dream into Reality, or vice versa, by a pre-existing path.
- Walk your own paths in the Dream. Force it to follow your lines of thinking, instead of vice versa. Create a path into Reality, by whichever technique best fits your personality.
- [REDACTED]
When using Dreamwalking in conjunction with another skill, you can expect both to be magnified and warped.
= More to come, hopefully =
These take a surprisingly long time to write out! If there's a specific skill you're curious about, let me know and I'll add it.
If you don't have the same (or larger) number of Overgrowth dots, then your psionic skill will be hobbled somehow. How it is hobbled should be relatively consistent. For instance, with telekinesis:
- At a one-dot deficit, using the skill at full power is simply tiring. The character needs to pay 1 WP per use.
- At a two-dot deficit, you're missing finesse. You still need to pay the WP surcharge, but fine control will be lacking; essentially, those 'muscles' tremble too hard under the load to give you the same exactness you'd manage otherwise.
For someone who's already lacking in fine control, like Amu, there's a definite risk you'll accidentally break the thing you're holding. Not that she doesn't already do that with pencils.
Three-dot deficits are not allowed; you cannot train a skill that far beyond the overgrowth rating.
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