Psionics

Kinetic Powers
These powers are all active, and require the user to focus into Psi-Crystals, such as to run Javvan vessels.

Bio-Kinesis (•)
Prerequisites: Resolve (•••), Occult (••)

Effect: You have superior control over your mind and body. You can either add one dot per Kinesis to a meditation and trance roll, or with willpower add to your dice pool per success, for the scene, for any one of the following: Strength, Intelligence, or Presence.

Cost: None or Willpower.

Dice Pool: Intelligence + Occult

Action: Reflexive for meditation, or single action.

Roll Results

Dramatic Failure: You throw off your entire internal systems, and will receive a -1 penalty for anything you do for the scene.

Failure: You burnt a will. Sucks to be you.

Success: Additional dice per success.

Exceptional Success: One additional dice added to Strength, Intelligence, or Presence.

Tele-Kinesis (••)
Prerequisites: Bio-kinesis.

Effect: You can mentally lift up to your resolve reflexively, or make a roll to lift higher weight-classes and/or larger stuff.

Cost: One willpower each roll.

Dice Pool: Resolve + Occult

Action: One Action

Roll Results

Dramatic Failure: Psychic Feedback blows your brain up. You cannot use Tele-Kinesis this scene.

Failure: A whole bunch of nothing.

Success: Each success is a weight-class higher you can lift.

Exceptional Success: You regain one willpower.

Thermo-Kinesis (•••)
Prerequisites: Tele-Kinesis.

Effect: Each success increases or decreases target temperature by 10 degrees Fahrenheit. Target must be line of sight and only 10m away per each dot of Resolve + Occult.

Cost: One willpower to activate.

Dice Pool: Intelligence + Occult

Action: One Action

Roll Results

Dramatic Failure: Random combustion / freezing on or near you.

Failure: Fail.

Success: Target Temp increase.

Exceptional Success: Additional to your successes the target changes in temperature 20 degree F.

Accelerated Thermo-Kinesis (••••)
Prerequisites: Thermo-Kinesis.

Effect: Each success decreases target temperature by 20 degrees Fahrenheit. Target must be in a generally known location reachable by speed of thought. (E.g. if character can accurately imagine the target's location, then the target is valid.)

Cost: One willpower to activate.

Dice Pool: Intelligence + Occult

Action: One Action

Roll Results

Dramatic Failure: You take bashing damage for sudden body temperature change.

Failure: Fail.

Success: Target Temp decrease.

Exceptional Success: Additional to your successes the target decreases in temperature 30 degree F.

Pyro-Kinesis (•••••)
Prerequisites: Accelerated Thermo-Kinesis.

Effect: You can either generate 1 Lethal damage worth of fire or increase and change location of an existing fire. One lethal level of fire damage is done to the target on a successful attack.

Cost: One willpower.

Dice Pool: Intelligence + Occult

Action: One Action

Roll Results

Dramatic Failure: You light yourself on fire and take one lethal damage a round until it is put out. Stop Drop and Roll.

Failure: Nothing.

Success: You lit something on fire.

Exceptional Success: Two lethal worth of fire damage or two levels of fire size increase.

Kinetic Strike (••••••)
Prerequisites: Pyro-Kinesis, Resolve (••••), Occult (•••••).

Effect: You can hit or push something or someone through sheer force of will.

Cost: One willpower per use.

Dice Pool: Resolve + Occult.

Action: One Action

Roll Results

Dramatic Failure: A psychic backlash hits you inflicting one level of bashing damage and knocking you prone.

Failure: You fail with 11 dice. You obviously need to rethink your strategy.

Success: One point of bashing inflicted per success. In addition the target is knocked a number of meters away from you equal to successes and knocked prone.

Exceptional Success: Bashing converts to lethal.

Pyro/Cryo-Kinetic Blast (•••••••)
Prerequisites: Kinetic Strike, Resolve (•••••), Occult (••••••).

Effect: You must choose between pyro and cryo upon usage. Blasts target with extreme heat or cold.

Cost: One willpower.

Dice Pool: Resolve + Occult.

Action: One action.

Roll Results

Dramatic Failure: You engulf in flames or freeze yourself. You take one level of aggravated damage a round until the fire is put out or three levels of lethal damage from the extreme cold.

Failure: You are probably pissed off. That's about it.

Success: One point of lethal damage is done to the target per success.

Exceptional Success: Convert to aggravated damage. Your target is probably very dead.

Cognition Powers
To use cognition powers, you have to enter a trance or meditation. For a trance you have a -2 penalty to all perception rolls and can take no other action than walking or describing the vision.

Dowsing (•)
Prerequisites: Wits (•••), Occult (•••)

Effect: You can find the direction of something you are looking for.

Cost: One Willpower.

Dice Pool: Wits + Occult.

Action: Scene

Roll Results

Dramatic Failure: You go the wrong way and your powers stop working for a scene.

Failure: You don't know where it is.

Success: You know its general direction of what you are looking for.

Exceptional Success: You know where the thing you are looking for is on a map. If used to find something in a structure you know what room it is in and what part of the room.

Psychometry (••)
Prerequisites: Dowsing

Effect: You get visions on the history of an object.

Cost: One Willpower.

Dice Pool: Wits + Composure.

Action: 30 Min. Action

Roll Results

Dramatic Failure: Totally misinterpreted or a fake version of its past is relayed to you.

Failure: You don't see the objects past.

Success: Brief history of the object.

Exceptional Success: Provides a comprehensive or extended chronological understanding of an object and its past, such as an entire slideshow of images

Death Sight (•••)
Prerequisites: Psychometry.

Effect: You see spirits and ghost. And in Soviet America spirits and ghosts see you.

Cost: One willpower.

Dice Pool: Wits + Composure

Action: Scene

Roll Results

Dramatic Failure: You suffer horrific visions of some hellish underworld, inflicting a -2 penalty on all actions for the remainder of the scene.

Failure: Nothing happens.

Success: You can perceive and communicate with nearby ghosts.

Exceptional Success: You get a +2 bonus in all rolls interacting with the ghost.

Channeling (••••)
Prerequisites: Death Sight.

Effect: You can call forth ghosts or even your own past lives to answer questions or gain knowledge.

Cost: One Willpower.

Dice Pool: Intelligence + Occult.

Action: An extended scene action.

Roll Results

Dramatic Failure: You summoned a demon. Good luck. You might even have to fight it.

Failure: Fail. Derp.

Success: You called forth the spirit you wanted and are able to ask it three questions.

Exceptional Success: The spirit will be there for a scene to answer your questions.

Clairvoyance (•••••)
Prerequisites: Channeling.

Effect: You can see the present. Anywhere! Like mirror, mirror on the wall shit, yo.

Cost: One willpower.

Dice Pool: Wits + Composure.

Action: Meditation scene.

Roll Results

Dramatic Failure: You see something so awful you wish you never wasted the experience on this.

Failure: Fail-

Success: You have a generalized vision of what you were looking for.

Exceptional Success: You not only get a better vision, but can "move" "pause" and "rewind" the vision to better understand it.

Post-Cognition (••••••)
Prerequisites: Wits (••••), Occult (•••••) Clairvoyance.

Effect: You see the past as if it was happening before your eyes. Fuck the history channel.

Cost: One Willpower.

Dice Pool: Wits + Occult.

Action: a scene long meditation.

Roll Results

Dramatic Failure: You see a horrible hell-like rewrite of the past.

Failure: More fail.

Success: You have a past vision. You can ask one question per success.

Exceptional Success: They are their own reward, oh and regain one willpower.

Pre-Cognition (•••••••)
Prerequisites: Wits (•••••), Occult (••••••).

Effect: You can see the possible future.

Cost: One willpower.

Dice Pool: Wits + Occult.

Action: scene long meditation.

Roll Results

Dramatic Failure: You see only the most horrible vision of the future. Though that might be the same if you succeeded.

Failure: Fail. Epic Fail.

Success: You have a future vision. You can ask one question per success.

Exceptional Success: They are their own reward, oh and regain one willpower.

Telepathy and Projection Powers
For most of these you just need a trance state, but every now and then your mental essence actually leaves your body, which goes limp and lies there till something awful happened. Just a heads up.

Animal Empathy (•)
Prerequisites: Presense (•••) Empathy (•••).

Effect: You can talk to animals and tell them not to kill you.

Cost: One willpower for hostile animals.

Dice Pool: Wits + Empathy.

Action: Extended.

Roll Results

Dramatic Failure: The animal gets pissed and attacks you.

Failure: Nothing happens.

Success: You can persuade the animal to follow a simple command.

Exceptional Success: You can give complex orders and they will be followed to the best of the animals ability.

Aura Reading (••)
Prerequisites: Animal Empathy.

Effect: You read auras. Its kinda cool.

Cost: One willpower per target.

Dice Pool: Intelligence + Empathy.

Action: Extended.

Roll Results

Dramatic Failure: You see an aura but you cannot tell if the aura is correct for the target.

Failure: Nope, nothing.

Success: You can read the emotions / auras of a target.

Exceptional Success: +2 bonus to all social roll against the target.

Telepathic Rapport (••)
Prerequisites: Telepathic Communcations.

Effect: You have a permanent telepathic link with another sentient being. You can turn it on and off at will. The cost and roll is to force the connection, probably to alert the other person of danger.

Cost: One willpower to force the connection.

Dice Pool: Wits + Empathy.

Action: Instant.

Roll Results

Dramatic Failure: You burn out this power for the scene.

Failure: Nothing. Try Again.

Success: You make a connection with the other person and can communicate freely.

Exceptional Success: You can not only communicate, but can see feel, and possibly even know where the other person is.

Psychic Empathy (•••)
Prerequisites: Aura Reading.

Effect: You can subtlety change the aura, or emotional state of the target. Lasts for the scene.

Cost: What One Willpower per target.

Dice Pool: Resolve + Composure.

Action: One Action.

Roll Results

Dramatic Failure: They get pissed! Or opposites day. Whatever is least-good for you.

Failure: Nope.

Success: You slightly change the targets disposition to whatever you were trying for.

Exceptional Success: The change lasts for days, and you get a +1 on all relevant social rolls for that duration.

Animal Possession (•••)
Prerequisites: Animal Empathy.

Effect: You take control of an animal. You leave your body behind when you do this so be careful.

Cost: One willpower for single target for a scene. Additional willpower may be spent for additional scenes.

Dice Pool: Presence + Empathy.

Action: Scene.

Roil Results

Dramatic Failure: The animal goes bat shit crazy and tries to kill you.

Failure: Fail.

Success: You possess the animal.

Exceptional Success: You gain additional hours of possession equal or either your Resolve or Stamina (Whichever is lower).

Dream Travel (•••)
Prerequisites: Astral Projection.

Effect: After playing around in the astral plane, you can then jump into peoples dreams.

Cost: One willpower.

Dice Pool: Wits + Resolve.

Action: Scene.

Roll Results

Dramatic Failure: You are now part of the dream, unwillingly. This may be fatal.

Failure: Fail.

Success: You are now in the dream and can interact normally.

Exceptional Success: You can make checks to dramatically alter the dream to your will.

Thought Projection (••••)
Prerequisites: Psychic Empathy.

Effect: You can put ideas into peoples heads.

Cost: One Willpower.

Dice Pool: Presence + Empathy.

Action: One subject for a scene.

Roll Results

Dramatic Failure: Psychic feedback occurs and makes the target hostile, also you may send thoughts to any target that you didn't wish to send.

Failure: Nothing happens.

Success: You successfully transmit your thoughts to the target.

Exceptional Success: +2 to use of any psychic powers on the target for the rest of the scene.

Astral Projection (••••)
Prerequisites: Thought Projection.

Effect: You push your consciousness out of your body and onto the astral plane. Also, you might have to "fight" something, your attack dice are the same roll, your defense is your Resolve. To perceive into normal space either make a roll, or if you have Clairvoyance it just happens.

Cost: One willpower for the scene.

Dice Pool: Intelligence + Composure.

Action: Scene.

Roll Results

Dramatic Failure: You either lose the ability to activate your powers for the scene, or if already projecting become lost and might die.

Failure: Fail.

Success: 10 perceived minutes per success.

Exceptional Success: Can maintain astral form for the duration of the scene, and gains a +2 to perception rolls while projecting and +1 to any use of psychic powers while projecting.

Psychic Invisibility (••••)
Prerequisites: Thought Projection.

Effect: You aren't actually invisible, but any living being is going to ignore the fact that you exist.

Cost: One willpower per use.

Dice Pool: Intelligence + Stealth.

Action: Scene.

Roll Results

Dramatic Failure: You think you are invisible. Honest, it worked. Go try it out.

Failure: You are still visible.

Success: You can remain invisible until you lose concentration.

Exceptional Success: You can now actually take other subtle or non-aggressive actions.

Psychic Illusions (••••)
Prerequisites: Psychic Invisibility.

Effect: You can create intangible non-interactive illusions. To have it interact, probably to scare someone, that's another roll. It has no tangible ability to affect its environment or do damage.

Cost: One willpower.

Dice Pool: Intelligence + Manipulation.

Action: Contested to activate, instant to manipulate.

Roll Results

Dramatic Failure: You receive a negative two to all psychic powers for the remainder of the scene. How do I shot web?

Failure: Nothing happens.

Success: Target perceives whatever sensory effect is desired.

Exceptional Success: The thing takes life and doesn't require your concentration. +1 to rolls to further change or manipulate it.

Mind Reading (••••)
Prerequisites: Telepathic Communication.

Effect: You can read the surface thoughts of your target.

Cost: Willpower per target.

Dice Pool: Intelligence + Empathy.

Action: one action.

Roll Results

Dramatic Failure: You lose the ability to mentally communicate or manipulate anyone for the rest of the scene.

Failure: nothing.

Success: You get one question per success, or can ask one question to additional people per success. Exceptional Success: You either get additional data you didn't know you needed, or can ask that one question to a group.

Telepathic Communication (•••••)
Prerequisites: Thought Projection.

Effect: You can communicate telepathically within line of sight.

Cost: One willpower per target per scene.

Dice Pool: Presence + Empathy.

Action: Instant.

Roll Results

Dramatic Failure: You lose your powers, piss of the target, and may send thoughts you didn't want to send.

Failure: Try again.

Success: You can send thoughts and receive what the other party wishes to send.

Exceptional Success: gain a +2 bonus to use your powers on the target for this scene.

Mind Control (•••••)
Prerequisites: Mind Reading.

Effect: You take control of another sentient being. You cannot force them to act against their Virtue, Vice, Nature, Demeanor, or in any majorly homicidal or suicidal way.

Cost: One willpower per target per scene Dice Pool: Intelligence + Empathy.

Action: Scene.

Roll Results

Dramatic Failure: You lose the ability to mentally communicate or manipulate anyone for the rest of the scene. Additionally the target becomes immune to your mind control for the rest of the day.

Failure: Try again later.

Success: You can tell your victim what to do and they'll probably do it, as long as it takes less than a scene.

Exceptional Success: There is no time limit to how long the target follows that order.

Mental Blast (••••••)
Prerequisites: Telepathic Communication, Presense (••••) Empathy (•••••).

Effect: You overload someones brain with psychicness and cause lethal damage.

Cost: One willpower per use.

Dice Pool: Presense + Empathy.

Action: One action.

Roll Results

Dramatic Failure: You cause yourself lethal damage.

Failure: try again.

Success: One lethal damage inflicted per success.

Exceptional Success: The target becomes incapacitated and takes only five levels of lethal damage.

Mind Breaker (••••••)
Prerequisites: Mind Control, Presense (••••) Empathy (•••••).

Effect: You grant your target a derangement.

Cost: One willpower.

Dice Pool: Presense + Empathy.

Action: One action.

Roll Results

Dramatic Failure: You gain a sever derangement for the scene.

Failure: nothing happens.

Success: Target gains one mild derangement for the scene.

Exceptional Success: Either one severe derangement or possibly one permanent mild derangement.

Psychic Vampirism (•••••••)
Prerequisites: Mental Blast, Presense (•••••) Empathy (••••••).

Effect: You can steal willpower from your target. Requires physical contact, and you cannot steal willpower the target doesn't have.

Cost: One willpower.

Dice Pool: Presense + Empathy.

Action: One action.

Roll Results

Dramatic Failure: You give away one willpower and target becomes hostile.

Failure: nothing happens.

Success: Drain target of one willpower per success, and you regain that willpower.

Exceptional Success: if you go over your permanent willpower you may keep and use the extra for the remainder of the scene.