ZeroSpace 3e EN:Occult Orders: Difference between revisions

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[[Image:Arrow_up_16x16.png|baseline|link=ZeroSpace_3e_EN:Contents]] [[ZeroSpace_3e_EN:Contents|Contents]]
[[Image:Arrow_up_16x16.png|baseline|link=ZeroSpace_3e_EN:Contents]] [[ZeroSpace_3e_EN:Contents|Contents]]
{{TOC right}}
{{TOC right}}
Living creatures may tap into and utilize an esoteric form of energy which permeates the physical universe, including hyperspace. This energy is known by different names (Psi, the Empyrean, the Lifeweb, the Source, etc.), and is used in different ways, depending on the philosophy and metaphor used by those seeking to harness it. Most sentient creatures are aware of this energy, if only unconsciously, but very few are capable of manipulating it.
Living creatures may tap into and utilize an esoteric form of energy which permeates the physical universe, including hyperspace. This energy is known by different names (Psi, the Empyrean, the Lifeweb, the Source, etc.), and is used in different ways, depending on the philosophy and metaphor used by those seeking to harness it. Most sentient creatures are aware of this energy, if only unconsciously, but very few are capable of manipulating it.


==Organization==
==Organization==


Although esoteric orders are cohesive in theory, in practice the amount of control the order has over its members and the amount of influence members have on the order itself vary a great deal.
Although occult orders are cohesive in theory, in practice the amount of control the order has over its members and the amount of influence members have on the order itself vary a great deal.


Would you like to randomly generate the organization of an esoteric order? You can!
Would you like to randomly generate the organization of an occult order? You can!




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Random esoteric order organization type
|+Table: Random occult order organization type
|- class="h1row"
|-  
! class="aligncenter"|Roll 1d6
! class="aligncenter"|Roll 1d6
! class="alignleft"|Type
! class="alignleft"|Type
|- class="oddrow"
|-
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|Confederacy
| class="alignleft"|Confederacy
|- class="evenrow"
|-
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|Democracy
| class="alignleft"|Democracy
|- class="oddrow"
|-
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|Kratocracy
| class="alignleft"|Kratocracy
|- class="evenrow"
|-
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignleft"|Meritocracy
| class="alignleft"|Meritocracy
|- class="oddrow"
|-
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignleft"|Monarchy
| class="alignleft"|Monarchy
|- class="evenrow"
|-
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignleft"|Oligarchy
| class="alignleft"|Oligarchy
Line 45: Line 46:
==Doctrines==
==Doctrines==


While the individual members of an esoteric order will vary in their behaviour, the order itself generally has an accepted canon and official doctrine. Individuals who violate the order's rules may suffer anything from mild criticism by their peers, to censure, to expulsion. In rare cases, an order may issue a warrant of execution for heretics and apostates.
While the individual members of an occult order will vary in their behaviour, the order itself generally has an accepted canon and official doctrine. Individuals who violate the order's rules may suffer anything from mild criticism by their peers, to censure, to expulsion. In rare cases, an order may issue a warrant of execution for heretics and apostates.


Would you like to randomly generate the doctrines of an esoteric order? You can!
Would you like to randomly generate the doctrines of an occult order? You can!




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Random esoteric order doctrines, Table 1
|+Table: Random occult order doctrines, Table 1
|- class="h1row"
|-  
! class="aligncenter"|Roll 2d6
! class="aligncenter"|Roll 2d6
! class="alignleft"|Complexity
! class="alignleft"|Complexity
|- class="oddrow"
|-
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|Roll once on Table 2
|-
| class="aligncenter"|3-9
| class="alignleft"|Roll twice on Table 2
| class="alignleft"|Roll twice on Table 2
|- class="evenrow"
|-
| class="aligncenter"|3-7
| class="aligncenter"|10-11
| class="alignleft"|Roll three times on Table 2
| class="alignleft"|Roll three times on Table 2
|- class="oddrow"
|-
| class="aligncenter"|8-11
| class="alignleft"|Roll four times on Table 2
|- class="evenrow"
| class="aligncenter"|12
| class="aligncenter"|12
| class="alignleft"|Schism: roll on table 1 again, and see the note below
| class="alignleft"|Schism: roll once on table 2, and see the note below
|}
|}
'''Schism:''' The esoteric order is divided into two or more opposing and mutually antagonistic branches. Roll on Table 1 again to determine the complexity of the order's doctrines. When rolling on Table 2, make a note of the first roll and its opposite. The majority of the order has the first doctrine rolled (and all successive rolls), but a splinter group has the opposing doctrine (the rest of their doctrines are all the same). For example, the opposing doctrine of "adventure" is "security".
 
'''Schism:''' The occult order is divided into two opposing and mutually antagonistic branches. Roll on Table 2, and make a note of the roll and its opposite. The majority of the order has the first doctrine rolled, but a splinter group has the opposing doctrine. For example, the opposing doctrine of "adventure" is "security".




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
|+Table: Random esoteric order doctrines, Table 2
|+Table: Random occult order doctrines, Table 2
|-  
|-  
|  
|  
{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|- class="h1row"
|-
! class="aligncenter"|Roll 1d6
! class="aligncenter"|Roll 1d6
! class="aligncenter"|Roll 1d6
! class="aligncenter"|Roll 1d6
! class="alignleft"|Motivation
! class="alignleft"|Motivation
|- class="oddrow"
|-
! class="aligncenter h2cell" rowspan="6" style="vertical-align:middle"|1
! class="aligncenter h2cell" rowspan="6" style="vertical-align:middle"|1
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|Adventure
| class="alignleft"|Adventure
|- class="evenrow"
|-
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|Asceticism
| class="alignleft"|Asceticism
|- class="oddrow"
|-
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|Audacity
| class="alignleft"|Audacity
|- class="evenrow"
|-
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignleft"|Community
| class="alignleft"|Community
|- class="oddrow"
|-
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignleft"|Compassion
| class="alignleft"|Compassion
|- class="evenrow"
|-
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignleft"|Courage
| class="alignleft"|Courage
|- class="evenrow"
|-
| colspan="2"|
| colspan="3"|
|- class="oddrow"
|-
! class="aligncenter h2celleven" rowspan="6" style="vertical-align:middle"|2
! class="aligncenter h2cell-alt" rowspan="6" style="vertical-align:middle"|2
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|Curiosity
| class="alignleft"|Curiosity
|- class="evenrow"
|-
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|Detachment
| class="alignleft"|Detachment
|- class="oddrow"
|-
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|Enlightenment
| class="alignleft"|Enlightenment
|- class="evenrow"
|-
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignleft"|Exploration
| class="alignleft"|Exploration
|- class="oddrow"
|-
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignleft"|Freedom
| class="alignleft"|Freedom
|- class="evenrow"
|-
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignleft"|Idealism
| class="alignleft"|Idealism
|- class="evenrow"
|-
| colspan="2"|
| colspan="3"|
|- class="oddrow"
|-
! class="aligncenter h2cell" rowspan="6" style="vertical-align:middle"|3
! class="aligncenter h2cell" rowspan="6" style="vertical-align:middle"|3
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|Justice
| class="alignleft"|Justice
|- class="evenrow"
|-
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|Mercy
| class="alignleft"|Mercy
|- class="oddrow"
|-
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|Nobility
| class="alignleft"|Nobility
|- class="evenrow"
|-
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignleft"|Passion
| class="alignleft"|Passion
|- class="oddrow"
|-
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignleft"|Pride
| class="alignleft"|Pride
|- class="evenrow"
|-
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignleft"|Rebellion
| class="alignleft"|Rebellion
|}
|}
|  
|  
{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|- class="h1row"
|-
! class="aligncenter"|Roll 1d6
! class="aligncenter"|Roll 1d6
! class="aligncenter"|Roll 1d6
! class="aligncenter"|Roll 1d6
! class="alignleft"|Motivation
! class="alignleft"|Motivation
|- class="oddrow"
|-
! class="aligncenter h2celleven" rowspan="6" style="vertical-align:middle"|4
! class="aligncenter h2cell-alt" rowspan="6" style="vertical-align:middle"|4
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|Security
| class="alignleft"|Security
|- class="evenrow"
|-
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|Materialism
| class="alignleft"|Materialism
|- class="oddrow"
|-
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|Subtlety
| class="alignleft"|Subtlety
|- class="evenrow"
|-
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignleft"|Individualism
| class="alignleft"|Individualism
|- class="oddrow"
|-
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignleft"|Wrath
| class="alignleft"|Wrath
|- class="evenrow"
|-
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignleft"|Fear
| class="alignleft"|Fear
|- class="evenrow"
|-
| colspan="2"|
| colspan="3"|
|- class="oddrow"
|-
! class="aligncenter h2cell" rowspan="6" style="vertical-align:middle"|5
! class="aligncenter h2cell" rowspan="6" style="vertical-align:middle"|5
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|Faith
| class="alignleft"|Faith
|- class="evenrow"
|-
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|Responsibility
| class="alignleft"|Responsibility
|- class="oddrow"
|-
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|Secrecy
| class="alignleft"|Secrecy
|- class="evenrow"
|-
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignleft"|Isolation
| class="alignleft"|Isolation
|- class="oddrow"
|-
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignleft"|Control
| class="alignleft"|Control
|- class="evenrow"
|-
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignleft"|Pragmatism
| class="alignleft"|Pragmatism
|- class="evenrow"
|-
| colspan="2"|
| colspan="3"|
|- class="oddrow"
|-
! class="aligncenter h2celleven" rowspan="6" style="vertical-align:middle"|6
! class="aligncenter h2cell-alt" rowspan="6" style="vertical-align:middle"|6
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|Vengeance
| class="alignleft"|Vengeance
|- class="evenrow"
|-
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|Ruthlessness
| class="alignleft"|Ruthlessness
|- class="oddrow"
|-
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|Fellowship
| class="alignleft"|Fellowship
|- class="evenrow"
|-
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignleft"|Serenity
| class="alignleft"|Serenity
|- class="oddrow"
|-
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignleft"|Humility
| class="alignleft"|Humility
|- class="evenrow"
|-
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignleft"|Traditionalism
| class="alignleft"|Traditionalism
Line 212: Line 214:
|}
|}


==Occult Powers==


==Esoteric Powers==
This is a list of typical occult powers found in a ''ZeroSpace'' game. This list is not exhaustive. A character may well have a power not listed here, using the guidelines under [[ZeroSpace_3e_EN:Occult_Orders#New_Powers|New Powers]] and subject to GM approval. However, any new powers should be approximately as useful as these powers, in order to maintain a sense of fairness with other characters. Each power costs one character point. We suggest spending no more than 5 character points total on [[ZeroSpace_3e_EN:Aliens|alien traits]], [[ZeroSpace_3e_EN:Gifts|gifts]], and occult powers.


This is a list of typical esoteric powers found in a ''ZeroSpace'' game. This list is not exhaustive. A character may well have a power not listed here, using the guidelines under [[ZeroSpace_3e_EN:Esoteric_Orders#New_Powers|New Powers]] and subject to GM approval. However, any new powers should be approximately as useful as these powers, in order to maintain a sense of fairness with other characters. Each power costs one character point. We suggest spending no more than 5 character points total on [[ZeroSpace_3e_EN:Aliens|alien traits]], [[ZeroSpace_3e_EN:Gifts|gifts]], and esoteric powers.
===Acceleration===
:''Move action''


Would you like to randomly generate a character's esoteric powers? You can! Consult the "Number of esoteric powers" table.
Acceleration allows the character to run and swim impossibly fast. The character's Power Level is added to their Agility for the purpose of determining their walking and swimming speed. If the character's Agility + Power Level is greater than 10, the character's walk, run, and sprint movement speed can be found in the [[ZeroSpace_3e_EN:GM_Resources|GM Resources]] chapter.


===Alteration Resistance===
:''Constant''


{| cellpadding="4" cellspacing="1"
A character with Alteration Resistance is resistant against alteration attacks: any attack which would damage or drain any of their attributes or powers, or any attack which would physically transform them against their will. A character with Alteration Resistance adds their Power Level to their combat defense rolls when making a defense roll against such attacks.
|+Table: Random esoteric powers
|- class="h1row"
! class="aligncenter"|Roll 1d6
! class="alignleft"|Powers
|- class="oddrow"
| class="aligncenter"|1
| class="alignleft"|Roll once on Typical esoteric powers
|- class="evenrow"
| class="aligncenter"|2-3
| class="alignleft"|Roll twice on Typical esoteric powers
|- class="oddrow"
| class="aligncenter"|4-6
| class="alignleft"|Roll three times on Typical esoteric powers
|}
 
 
Count the number of esoteric powers, and subtract that number from your pool of character points.
 
 
{| cellpadding="4" cellspacing="1"
|+Table: Typical esoteric powers
|- class="h1row"
! class="aligncenter"|Roll 1d6
! class="aligncenter"|Roll 1d6
! class="alignleft"|Power
! class="alignleft"|Benefit
|- class="oddrow"
! class="aligncenter h2cell" rowspan="6" style="vertical-align:middle"|1
| class="aligncenter"|1
| class="alignleft"|Acceleration
| class="alignleft"|Power Level adds to Agility for the purpose of walking and swimming speed
|- class="evenrow"
| class="aligncenter"|2
| class="alignleft"|Ambient Awareness
| class="alignleft"|Can see equally well in every direction simultaneously
|- class="oddrow"
| class="aligncenter"|3
| class="alignleft"|Animal Control
| class="alignleft"|Can communicate with and mentally control non-sentient animals
|- class="evenrow"
| class="aligncenter"|4
| class="alignleft"|Assimilation
| class="alignleft"|Move through solid matter as though through water
|- class="oddrow"
| class="aligncenter"|5
| class="alignleft"|Barrier
| class="alignleft"|Can use esoteric energy to create walls and simple geometric shapes
|- class="evenrow"
| class="aligncenter"|6
| class="alignleft"|Blast
| class="alignleft"|A ranged attack using esoteric energy
|- class="evenrow"
| colspan="4"|
|- class="oddrow"
! class="aligncenter h2celleven" rowspan="6" style="vertical-align:middle"|2
| class="aligncenter"|1
| class="alignleft"|Clairvoyance
| class="alignleft"|Can attempt to perceive things at a distance
|- class="evenrow"
| class="aligncenter"|2
| class="alignleft"|Cloak
| class="alignleft"|Become difficult to perceive by living beings and machines
|- class="oddrow"
| class="aligncenter"|3
| class="alignleft"|Conflict Meditation
| class="alignleft"|Enhance allies' morale, coordination, and precision
|- class="evenrow"
| class="aligncenter"|4
| class="alignleft"|Dissonance
| class="alignleft"|A Close Combat attack which ignores all normal forms of protection
|- class="oddrow"
| class="aligncenter"|5
| class="alignleft"|Esoteric Projection
| class="alignleft"|Project one's consciousness, leaving one's physical body behind
|- class="evenrow"
| class="aligncenter"|6
| class="alignleft"|Harmony
| class="alignleft"|Survive in environments and conditions that would impair or even kill normal people
|- class="evenrow"
| colspan="4"|
|- class="oddrow"
! class="aligncenter h2cell" rowspan="6" style="vertical-align:middle"|3
| class="aligncenter"|1
| class="alignleft"|Healing
| class="alignleft"|Revitalize a character who has lost Endurance in combat
|- class="evenrow"
| class="aligncenter"|2
| class="alignleft"|Illusion
| class="alignleft"|Create realistic three-dimensional phantasms
|- class="oddrow"
| class="aligncenter"|3
| class="alignleft"|Instill Emotion
| class="alignleft"|Influence a target's behaviour by controlling their emotional state
|- class="evenrow"
| class="aligncenter"|4
| class="alignleft"|Leaping
| class="alignleft"|Leap impossibly far -- more than a mere jump, but not quite flying
|- class="oddrow"
| class="aligncenter"|5
| class="alignleft"|Life Extension
| class="alignleft"|Never grow old nor die from "natural causes"
|- class="evenrow"
| class="aligncenter"|6
| class="alignleft"|Meditation
| class="alignleft"|Focus esoteric energy to heal much faster than the typical humanoid
|- class="evenrow"
| colspan="4"|
|- class="oddrow"
! class="aligncenter h2celleven" rowspan="6" style="vertical-align:middle"|4
| class="aligncenter"|1
| class="alignleft"|Mental Resistance
| class="alignleft"|Resistant to mental attacks and unnatural coercion
|- class="evenrow"
| class="aligncenter"|2
| class="alignleft"|Object Animation
| class="alignleft"|Animate and mentally control an inanimate object
|- class="oddrow"
| class="aligncenter"|3
| class="alignleft"|Override
| class="alignleft"|Communicate with and mentally control an android or other sentient machine
|- class="evenrow"
| class="aligncenter"|4
| class="alignleft"|Plant Control
| class="alignleft"|Animate and mentally control a non-sentient plant
|- class="oddrow"
| class="aligncenter"|5
| class="alignleft"|Possession
| class="alignleft"|Seize control of a target, effectively making them a passenger in their own body
|- class="evenrow"
| class="aligncenter"|6
| class="alignleft"|Premonition
| class="alignleft"|Avoid being surprised even if there is no way to see the attack coming
|- class="evenrow"
| colspan="4"|
|- class="oddrow"
! class="aligncenter h2cell" rowspan="6" style="vertical-align:middle"|5
| class="aligncenter"|1
| class="alignleft"|Probability
| class="alignleft"|Influence the odds, playing fast and loose with the laws of chance
|- class="evenrow"
| class="aligncenter"|2
| class="alignleft"|Rapport
| class="alignleft"|Communicate with inanimate objects in ways that people normally can't
|- class="oddrow"
| class="aligncenter"|3
| class="alignleft"|Reflection
| class="alignleft"|Use a psiblade or psistaff to reflect a ranged attack back at the attacker
|- class="evenrow"
| class="aligncenter"|4
| class="alignleft"|Selective Gravity
| class="alignleft"|Move at normal ground speed along walls, ceilings, and other surfaces
|- class="oddrow"
| class="aligncenter"|5
| class="alignleft"|Sensory Deprivation
| class="alignleft"|Render a target unable to see or hear
|- class="evenrow"
| class="aligncenter"|6
| class="alignleft"|Shadow Walk
| class="alignleft"|Travel from one point to another without traversing the intervening space
|- class="evenrow"
| colspan="4"|
|- class="oddrow"
! class="aligncenter h2celleven" rowspan="6" style="vertical-align:middle"|6
| class="aligncenter"|1
| class="alignleft"|Stasis
| class="alignleft"|Put a target into a fugue state, unable to move, think, or take any actions
|- class="evenrow"
| class="aligncenter"|2
| class="alignleft"|Suggestion
| class="alignleft"|Influence a living creature's behaviour, forcing the target to obey the character's command
|- class="oddrow"
| class="aligncenter"|3
| class="alignleft"|Telekinesis
| class="alignleft"|Mentally grapple a character or object without touching them
|- class="evenrow"
| class="aligncenter"|4
| class="alignleft"|Telepathy
| class="alignleft"|Communicate directly with the mind of another person
|- class="oddrow"
| class="aligncenter"|5
| class="alignleft"|Torment
| class="alignleft"|A Mental Combat attack which ignores all normal forms of protection
|- class="evenrow"
| class="aligncenter"|6
| class="alignleft"|Ward
| class="alignleft"|Use a psiblade or psistaff as protection against most forms of physical or energy damage
|}
 


===Acceleration===
Alteration Resistance does not need to be activated: it is always active, as long as the character is alert.
:''Movement action''
 
Acceleration allows the character to run and swim impossibly fast. The character's Power Level is added to their Agility for the purpose of determining their walking and swimming speed. If the character's Agility + Power Level is greater than 10, the character's walk, run, and sprint movement speed can be found in the [[ZeroSpace_3e_EN:GM_Resources|GM Resources]] chapter.


===Ambient Awareness===
===Ambient Awareness===
:''Constant''
:''Constant''


Through their connection with the esoteric energy suffusing the universe, a character with Ambient Awareness can perceive equally well in every direction simultaneously. The character can sense shapes and textures as clearly as with ordinary vision, but without the ability to perceive color. Ambient Awareness can be activated with a free action.
Through their connection with the esoteric energy suffusing the universe, a character with Ambient Awareness can perceive equally well in every direction simultaneously. The character can sense shapes and textures as clearly as with ordinary vision, but without the ability to perceive color. Ambient Awareness can be activated with a quick action.


===Animal Control===
===Animal Control===
:''Standard action''
:''Standard action''


Animal Control allows a character to communicate with and mentally control all non-sentient animals within short range (10 m). To communicate with and mentally control all non-sentient animals within short range, the character must succeed at a Manipulation (Presence + Power Level) roll against the Survival (Presence) roll of the animal within range with the highest Presence. As a rule of thumb, the Presence of a domesticated animal is usually 2, and the Presence of a wild animal is usually 6.
Animal Control allows a character to communicate with and mentally control all non-sentient animals within short range (10 m). To communicate with and mentally control all non-sentient animals within short range, the character must succeed at a Mental Combat (Power Level) roll against a Survival (Presence) roll of the animal within range with the highest Presence. As a rule of thumb, the Presence of a domesticated animal is usually 2, and the Presence of a wild animal is usually 6.


Controlled animals operate independently of the character controlling them. Giving a new mental command to the controlled animal requires a free action. Controlled animals have the normal attributes, movement, and attack types that those kinds of animals would have. However, controlled animals are resistant to further mental manipulation, having Presence equal to the character controlling them, or their natural Presence, whichever is greater.
Controlled animals operate independently of the character controlling them. Giving a new mental command to the controlled animal requires a quick action. Controlled animals have the normal attributes, movement, and attack types that those kinds of animals would have. However, controlled animals are resistant to further mental manipulation, having Presence equal to the character controlling them, or their natural Presence, whichever is greater.


The effects of Animal Control last until the end of the scene.
The effects of Animal Control last until the end of the scene.


===Assimilation===
===Assimilation===
:''Movement action''
:''Move action''


Assimilation allows a character to move through solid matter as though through water, leaving no trace of their passage. The movement speed of a character using Assimilation is equal to their swim speed. The character may make a double-move or swim sprint using Assimilation.
Assimilation allows a character to move through solid matter as though through water, leaving no trace of their passage. The movement speed of a character using Assimilation is equal to their swim speed. The character may make a double-move or swim sprint using Assimilation.
Line 439: Line 254:
:''Standard action''
:''Standard action''


Barrier is a medium range (50 m) power which permits the character to use esoteric energy to create walls and simple geometric shapes. The action value (AV) of the Barrier is equal to the attacker's Agility + Power Level.
Barrier is a medium range (100 m) power which permits the character to use esoteric energy to create walls and simple geometric shapes.


Creating a simple shape with Barrier (a wall, dome, cube, and so on) requires a moderately difficult (DV 3) Ranged Combat (Agility + Power Level) roll. Creating more complex shapes is more difficult, with the difficulty set by the GM based on the complexity of the desired shape. For example, an intricate labyrinth would require a remarkably difficult (DV 6) Ranged Combat (Agility + Power Level) roll.
Creating a simple shape with Barrier (a wall, dome, cube, and so on) requires a moderately difficult (DV 3) Ranged Combat (Agility + Power Level) roll. Creating more complex shapes is more difficult, with the difficulty set by the GM based on the complexity of the desired shape. For example, an intricate labyrinth would require a remarkably difficult (DV 6) Ranged Combat (Agility + Power Level) roll.


The Brawn and Endurance of the Barrier are equal to the [[ZeroSpace_3e_EN:Attributes#Power Level|Power Level]] of the character creating it. The Brawn of the Barrier is used both for its defense value and to support weight as a bridge, support column, or other such structure. If the load on the Barrier exceeds the maximum mass it can support, or if the Barrier's Endurance is reduced to zero, it fades away.
The Brawn and Endurance of the Barrier are equal to the [[ZeroSpace_3e_EN:Attributes#Power Level|Power Level]] of the character creating it. The Brawn of the Barrier is used both for its defense rolls and to support weight as a bridge, support column, or other such structure. If the load on the Barrier exceeds the maximum mass it can support, or if the Barrier's Endurance is reduced to zero, it fades away.


If a Barrier is not attacked or damaged, it will normally remain in place until the end of the scene, after which it fades away.
If a Barrier is not attacked or damaged, it will normally remain in place until the end of the scene, after which it fades away.
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:''Standard action''
:''Standard action''


Blast is a medium range (50 m) attack of pure esoteric energy which inflicts Endurance damage. Attacking with Blast requires a successful Ranged Combat (Agility + Power Level) roll against the target's Ranged Combat (Agility) roll.
Blast is a medium range (100 m) attack of pure esoteric energy which inflicts Endurance damage. Attacking with Blast requires a successful Ranged Combat (Agility + Power Level) roll against a Ranged Combat (Agility) roll of the target. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[ZeroSpace_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules).


===Clairvoyance===
===Clairvoyance===
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===Cloak===
===Cloak===
:''Standard action''
:''Quick action''
 
Cloak is a self-only power which permits the character to become difficult to perceive. For example, the character might become transparent, they might bend light around them, or they may blend into their surroundings by modulating chromatophores in their skin. However the effect is achieved, the character is hidden from normal senses unless someone is actively looking for them or there is some environmental circumstance that might reveal the character's location.


Cloak allows the character to become difficult to perceive, by both living beings and machines. The character is hidden from normal senses unless someone is actively looking for them or there is some environmental circumstance that might reveal the character's location.
In hand-to-hand combat, a character who can't see their opponent incurs a penalty die on their attack and defense rolls. In ranged combat, a character who can't see their opponent incurs a penalty die on their defense rolls, but they usually fail any ranged attack rolls or mental attack rolls against an invisible character. However, if the invisible character has used an attack during the current or previous rounds, then an attacker may make ranged attack rolls against the invisible character, but they incur a penalty die on their attack rolls.


If someone is actively looking for the character, the person trying to locate the cloaked character must make a successful Perception (Reason) roll against the cloaked character's Stealth (Agility + Power Level) roll. A character with Clairvoyance or Hyperacuity may add their Power Level to their Reason when attempting to notice a character using Cloak. If an environmental circumstance might reveal the character's location, the person trying to locate the cloaked character gains a bonus die on their Perception (Reason) roll. For example, fog might reveal a cloaked character's outline, or fresh snow might reveal their footprints.
If someone is actively looking for the character, perhaps by isolating their heat signature or tracking them by scent, the person trying to locate the invisible character must use a quick action to make a successful Perception (Reason) roll against the invisible character's Stealth (Agility + Power Level) roll. A character with Clairvoyance or Hyperacuity may add their Power Level to their Reason when attempting to notice a character using Cloak. If an environmental circumstance might reveal the character's location, the person trying to locate the invisible character gains a bonus die on their Perception (Reason) roll. For example, fog might reveal an invisible character's outline, or fresh snow might reveal their footprints. If the person trying to locate the invisible character succeeds at this roll, then they may make ranged attack rolls against the invisible character, but they incur a penalty die on their attack rolls.


The character may cloak another person or person-sized object, but only as long as the character with the Cloak power is touching the second character or object.
A character with Cloak can activate or deactivate the power once per turn, using a quick action. If the character goes unconscious, the character becomes visible.


Cloak can be activated with a free action.
The character may make another person (or person-sized object) invisible by touching the other person, but only as long as the character with Cloak is touching the second character.


===Conflict Meditation===
===Conflict Meditation===
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Conflict Meditation allows a character to enhance their allies' morale, coordination, and precision. Each of the character's allies in the current battle, no matter how large or small the conflict, gains a bonus die on all rolls for so long as the character maintains their Conflict Meditation. However, multiple uses of Conflict Meditation are not cumulative: if more than one character is using Conflict Meditation, their allies only receive a single bonus die.
Conflict Meditation allows a character to enhance their allies' morale, coordination, and precision. Each of the character's allies in the current battle, no matter how large or small the conflict, gains a bonus die on all rolls for so long as the character maintains their Conflict Meditation. However, multiple uses of Conflict Meditation are not cumulative: if more than one character is using Conflict Meditation, their allies only receive a single bonus die.


A character may take no other actions while using Conflict Meditation, even free actions and roleplaying actions.
A character may take no other actions while using Conflict Meditation, even quick actions and roleplaying actions.


===Esoteric Projection===
===Dissonance===
:''Standard action''
:''Standard action''


The character can detach their consciousness from their physical body and travel to anywhere in the universe, leaving their physical body behind. The character must succeed at a moderately difficult (DV 3) Piloting (Reason + Power Level) roll to navigate to a specific location. While using Esoteric Projection, the "esoteric body" of the traveler is usually unable to interact with the world around them, although they may converse normally. While the "esoteric body" is separated from the character's physical body, their physical body appears to be in a comatose state, and the traveler is unaware of anything happening to or around their physical form. Esoteric Projection is a plot dependent power and may not always be available, at the GM's discretion.
Dissonance is a hand-to-hand alteration attack which inflicts damage to the target's Endurance. Attacking with Dissonance requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[ZeroSpace_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Dissonance ignores all normal forms of protection such as armor and energy shields. Dissonance only affects sentient creatures: robots, machinery, and animated objects are unaffected by Dissonance.


===Dissonance===
The effects of multiple Dissonance attacks are cumulative, but the damage from Dissonance is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Dissonance will also return if the character with Dissonance goes unconscious.
 
===Mental Projection===
:''Standard action''
:''Standard action''


Dissonance is an unarmed Close Combat (Power Level) attack which inflicts Endurance damage. Attacking with Dissonance requires a successful Close Combat (Power Level) roll against the target's Close Combat (Brawn) roll. Dissonance ignores all normal forms of protection such as armor and energy shields.
The character can detach their consciousness from their physical body and travel to anywhere in the universe, leaving their physical body behind. The character must succeed at a moderately difficult (DV 3) Piloting (Reason + Power Level) roll to navigate to a specific location. While using Mental Projection, the form of the traveler is usually unable to interact with the world around them, although they may converse normally. While the consciousness is separated from the character's physical body, their physical body appears to be in a comatose state, and the traveler is unaware of anything happening to or around their physical form. Mental Projection is a plot dependent power and may not always be available, at the GM's discretion.


===Harmony===
===Harmony===
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:''Standard action''
:''Standard action''


Healing is a close range (1 m) power which restores lost Endurance. The character with Healing may use a standard action to attempt a moderately difficult (DV 3) Medicine (Power Level) roll to heal the victim's injuries. If the character succeeds at this roll, then one Endurance is restored to the victim (or more, if using the optional [[ZeroSpace_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).
Healing is a hand-to-hand alteration power which restores lost Endurance. The character with Healing may use a standard action to attempt a moderately difficult (DV 3) Medicine (Power Level) roll to heal the victim's injuries. If the character succeeds at this roll, then one Endurance is restored to the victim (or more, if using the optional [[ZeroSpace_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).


Healing can remove diseases, pathogens, and poisons from the target. The character with Healing may attempt a moderately difficult (DV 3) Medicine (Power Level) roll to cure a single disease or purge a single toxin from the victim's system.
Healing can remove diseases, pathogens, and poisons from the target. The character with Healing may attempt a moderately difficult (DV 3) Medicine (Reason + Power Level) roll to cure a single disease or purge a single toxin from the victim's system.


===Illusion===
===Illusion===
:''Standard action''
:''Standard action''


Illusion is a short range (10 m) power which permits the character to create realistic three-dimensional phantasms, complete with all associated sensory accompaniment. An illusory lion will roar, illusory snow will feel cold and wet, and so on.
Illusion allows a character to create realistic three-dimensional phantasms within short range (10 m), complete with all associated sensory accompaniment. An illusory lion will roar, illusory snow will feel cold and wet, and so on.


Creating a simple, immobile illusion (a wall, a bridge, and so on) requires a moderately difficult (DV 3) Deception (Presence + Power Level) roll. Creating more complex shapes requires a more difficult roll, with the difficulty set by the GM based on the complexity of the desired illusion. For example, a windmill, a lion, or other moving shape would require a remarkably difficult (DV 6) Deception (Presence + Power Level) roll, while a city square with moving cars, bicycles, and dozens of people would require an extremely difficult (DV 9) Deception (Presence + Power Level) roll.
Creating a simple, immobile illusion (a wall, a bridge, and so on) requires a moderately difficult (DV 3) Deception (Presence + Power Level) roll. Creating more complex shapes requires a more difficult roll, with the difficulty set by the GM based on the complexity of the desired illusion. For example, a windmill, a lion, or other moving shape would require a remarkably difficult (DV 6) Deception (Presence + Power Level) roll, while a city square with moving cars, bicycles, and dozens of people would require an extremely difficult (DV 9) Deception (Presence + Power Level) roll.
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:''Standard action''
:''Standard action''


Instill Emotion is a short range (10 m) power which allows a character to influence a target's behaviour by controlling their emotional state. The character can only instill one emotion at a time in the target, but may instill in the target any emotion the attacker desires. To instill an emotion in the target, the attacker must succeed at a Mental Combat (Presence + Power Level) roll against the target's Mental Combat (Presence) roll.
Instill Emotion is a short range (10 m) mental attack which allows a character to influence a target's behaviour by controlling their emotional state. The character can only instill one emotion at a time in the target, but may instill in the target any emotion the attacker desires. To instill an emotion in the target, the attacker must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance.


To break free of the Instill Emotion, the target must make a successful Mental Combat (Presence) roll against the Mental Combat (Presence + Power Level) roll of the attacker. If the target has not broken free of the Instill Emotion by the end of the scene, then they break free of it shortly thereafter.
To break free of Instill Emotion, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the Instill Emotion. If the target has not broken free of the Instill Emotion by the end of the scene, then they break free of it shortly thereafter.


===Leaping===
===Leaping===
:''Movement action''
:''Move action''


A character with Leaping can leap impossibly far -- more than a mere jump, but not quite flying. The distance the character may move with a Leap is equal to their Agility-based walking speed per round. If the character also has the esoteric power Acceleration, the character's Power Level is added to their Agility to determine their walking speed, and thus the distance they may move with a Leap. It is not possible to jump or leap using a double move (run) or all-out move (sprint), but with a running long jump, the character's ground movement is added to their long jump distance (effectively doubling their Leap distance).
A character with Leaping can leap impossibly far -- more than a mere jump, but not quite flying. The distance the character may move with a Leap is equal to their Agility-based walking speed per round. If the character also has the occult power Acceleration, the character's Power Level is added to their Agility to determine their walking speed, and thus the distance they may move with a Leap. It is not possible to jump or leap using a double move (run) or all-out move (sprint), but with a running long jump, the character's ground movement is added to their long jump distance (effectively doubling their Leap distance).


===Life Extension===
===Life Extension===
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===Meditation===
===Meditation===
:''Free action''
:''Quick action''


Meditation accelerates the healing process and allows the character to recover from injury more quickly. Normally, an injured character may recover half of their lost Endurance (rounded down) by resting for about half an hour. After that, a character may only recover additional Endurance by getting a good night's sleep (or its equivalent, for characters who don't sleep). Barring some gruesome disfigurement, a character's Endurance will be completely replenished after a solid night's rest.
Meditation accelerates the healing process and allows the character to recover from injury more quickly. Normally, an injured character may recover half of their lost Endurance (rounded up) by resting for about half an hour. After that, a character may only recover additional Endurance by getting a good night's sleep (or its equivalent, for characters who don't sleep). Barring some gruesome disfigurement, a character's Endurance will be completely replenished after a solid night's rest.


Meditation drastically reduces this recovery time: the character recovers half of the Endurance they have lost (rounded down) after they have had a chance to rest and recuperate for one full minute. After that, the character will regain the rest of their lost Endurance by meditating for about half an hour. Most characters with Meditation can even regrow lost limbs or damaged organs.
Meditation drastically reduces this recovery time: the character recovers half of the Endurance they have lost (rounded up) after they have had a chance to rest and recuperate for one full minute. After that, the character will regain the rest of their lost Endurance by meditating for about half an hour. Most characters with Meditation can even regrow lost limbs or damaged organs.


Additionally, the maximum Endurance of a character who is actively Meditating can't be reduced to zero by an environmental hazard such as dehydration, poison, or pressure. The character's maximum Endurance will always be at least one while they are Meditating, regardless of the hostile environmental conditions.
Additionally, the maximum Endurance of a character who is actively Meditating can't be reduced to zero by an environmental hazard such as dehydration, poison, or pressure. The character's maximum Endurance will always be at least one while they are Meditating, regardless of the hostile environmental conditions.
===Mental Resistance===
:''Constant''
A character with Mental Resistance is resistant to mental attacks and unnatural coercion. When making a Mental Combat defense roll, the character's Presence is doubled.
Mental Resistance does not need to be activated: it is always active, as long as the character is alert.


===Object Animation===
===Object Animation===
:''Standard action''
:''Standard action''


Object Animation is a short range (10 m) power which allows a character to animate and mentally control an inanimate, nonliving object. The action value (AV) of the Object Animation is equal to the character's Presence + Power Level. To animate and mentally control an object, the character must succeed at a moderately difficult (DV 3) Manipulation (Presence + Power Level) roll.
Object Animation is a short range (10 m) power which allows a character to animate and mentally control an inanimate, nonliving object. To animate and mentally control an object, the character must succeed at a moderately difficult (DV 3) Mental Combat (Power Level) roll.


An animated object has the same actions as a normal character (free actions, movement action, standard action, reaction), and operates independently of the character that animated it. However, it will continue to perform the last instruction it was given even if that instruction no longer makes sense, as it has no will of its own. Giving a new mental command to an animated object requires a standard action.
An animated object operates independently of the character controlling it. Giving a new mental command to the animated object requires a quick action. The Brawn, Agility, and Endurance of the object is equal to the Power Level of the character controlling it. An animated object has a very limited form of intelligence, with Reason and Presence of 1. The specific details of the how the object moves and attacks vary depending on the object itself: an animated statue can walk, an animated carpet can slither, and so on.


The Brawn of the object is based on its physical structure and durability: as a rule of thumb, the Brawn can be based on the [[ZeroSpace_3e_EN:Attributes#Brawn|Brawn]] it would take to lift the object. The Agility and Presence of the object are equal to the Power Level of the character animating it. Animated objects are not actually alive or aware, so they have no Reason or Power Level. The specific details of the how the object moves and attacks vary depending on the object itself: an animated chair can walk, a carpet can slither, and so on.
The effects of Object Animation last until the end of the scene.
 
The most massive object the character can animate is based on the character's [[ZeroSpace_3e_EN:Attributes#Power Level|Power Level]].


===Override===
:''Standard action''


{| cellpadding="4" cellspacing="1"
Override is a short range (10 m) mental attack which allows a character to influence a sentient machine's behaviour, forcing the target to obey the character's mental commands. To influence a sentient machine's behaviour, the character must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. Giving a new mental command to the target requires a quick action. Override is a short range (10 m) power, but once the Override is successful, it will remain so even if the target leaves this range.
|+Table: Object Animation
|- class="h1row"
! class="aligncenter"|Power Level
! class="aligncenter"|Maximum<br />Mass
|- class="oddrow"
! class="aligncenter h2cell"|1
| class="alignright"|37 kg
|- class="evenrow"
! class="aligncenter h2cell"|2
| class="alignright"|54 kg
|- class="oddrow"
! class="aligncenter h2cell"|3
| class="alignright"|79 kg
|- class="evenrow"
! class="aligncenter h2cell"|4
| class="alignright"|120 kg
|- class="oddrow"
! class="aligncenter h2cell"|5
| class="alignright"|170 kg
|- class="evenrow"
! class="aligncenter h2cell"|6
| class="alignright"|250 kg
|- class="oddrow"
! class="aligncenter h2cell"|7
| class="alignright"|370 kg
|- class="evenrow"
! class="aligncenter h2cell"|8
| class="alignright"|540 kg
|- class="oddrow"
! class="aligncenter h2cell"|9
| class="alignright"|960 kg
|- class="evenrow"
! class="aligncenter h2cell"|10
| class="alignright"|1,700 kg
|}


===Override===
To break free of Override, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the Override. If the target has not broken free of the Override by the end of the scene, then they break free of it shortly thereafter.
:''Standard action''


Override is a short range (10 m) power which allows a character to communicate with and mentally control an android or other sentient machine. To communicate with and mentally control an android, the attacker must succeed at a Mental Combat (Presence + Power Level) roll against the target's Mental Combat (Presence) roll.
Override may also be used to mentally control non-sentient electronic and mechanical machines. To mentally control a non-sentient machine, the character must succeed at a moderately difficult (DV 3) Mental Combat (Power Level) roll.


Sentient machines under the influence of Override are not as effective as those whose wills are their own. Any roll attempted by a character under the influence of Override (other than trying to break out of it) incurs a penalty die, and a sentient machine under the influence of Override is not able to spend plot points on anything other than trying to break out of it.
Controlled non-sentient machines operate independently of the character controlling them. Giving a new mental command to the controlled machine requires a quick action. The Brawn, Agility, and Endurance of the machine is equal to the Power Level of the character controlling it. Animated machines have a very limited form of intelligence, with Reason and Presence of 1. The specific details of the how the machine moves and attacks vary depending on the machine itself: an animated soda machine can hop very slowly and shoot out cans of soda, a bulldozer can roll and demolish buildings, and so on.


To break free of the Override, the target must make a successful Mental Combat (Presence) roll against the Mental Combat (Presence + Power Level) roll of the attacker. If the affected machine succeeds at this roll, they may use their remaining movement action.
Controlled non-sentient machines can also be made to perform their ordinary purpose, such as making an automatic teller machine spit out money, or making a computer terminal display information from a database. If there is no significant security in place, no roll is necessary for this. If the character is trying to circumvent security or break into a computer system, the character may attempt a Computing roll using either their Reason or their Power Level, whichever is greater, against the power level (PL) of the security.


If a machine under the influence of Override is voluntarily released by the character who controlled them, the Override ends, and the machine affected by the Override will go on their way none the wiser. Similarly, if the machine has not broken free of the Override by the end of the scene, then they break free of it shortly thereafter.
The effects of Override over non-sentient machines last until the end of the scene.


===Plant Control===
===Plant Control===
:''Standard action''
:''Standard action''


Plant Control is a short range (10 m) power which allows a character to animate and mentally control plants. To communicate with and control all plants within range of the power, the character must succeed at a moderately difficult (DV 3) Manipulation (Presence + Power Level) roll.
Plant Control allows a character to animate and mentally control all plants within short range (10 m). To communicate with and control all plants within range of the power, the character must succeed at a moderately difficult (DV 3) Mental Combat (Power Level) roll.


Controlled plants operate independently of the character controlling them. Giving a new mental command to the controlled plants requires a free action. The Brawn and Agility of the plants is equal to the Power Level of the character controlling them. Animated plants have a very limited form of intelligence, with Reason and Presence of 1.
Controlled plants operate independently of the character controlling them. Giving a new mental command to the controlled plants requires a quick action. The Brawn and Agility of the plants is equal to the Power Level of the character controlling them. Animated plants have a very limited form of intelligence, with Reason and Presence of 1.


The effects of Plant Control last until the end of the scene.
The effects of Plant Control last until the end of the scene.
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:''Standard action''
:''Standard action''


Possession is a short range (10 m) attack which allows a character to seize control of a target, overriding the target's control and effectively making the target a passenger in their own body. Using Possession requires a Mental Combat (Presence + Power Level) roll against the target's Mental Combat (Presence) roll. Possession is a short range (10 m) power, but once the target is possessed, they will remain possessed even if they leave this range.
Possession is a short range (10 m) mental attack which allows a character to seize control of a target, overriding the target's control and effectively making the target a passenger in their own body. Using Possession requires a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. Possession is a short range (10 m) power, but once the target is possessed, they will remain possessed even if they leave this range.


While the character is using Possession on another person, their own body collapses into a trance-like state. A possessed character is not able to spend plot points (other than to break out of the Possession), but the possessing character can spend their own plot points while controlling a target. The target of Possession will not remember any actions they took while under the influence of the power. These memories may be able to be retrieved through the use of hypnosis, Telepathy, and so on.
While the character is using Possession on another person, their own body collapses into a trance-like state. A possessed character is not able to spend plot points on anything other than trying to break out of the Possession, but the possessing character can spend their own plot points while controlling a target. The target of Possession will not remember any actions they took while under the influence of the power. These memories may be able to be retrieved through the use of hypnosis, Telepathy, and so on.


To break out of the Possession, the target must make a successful Mental Combat (Presence) roll against the attacker's Mental Combat (Presence + Power Level) roll. If the character succeeds at this roll, they may use their remaining movement action.
To break free of Possession, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target succeeds at this roll, they break free of the Possession. If the target has not broken free of the Possession by the end of the scene, then they break free of it shortly thereafter.


===Premonition===
===Premonition===
:''Reaction''
:''Free action''


Premonition permits the character to sense danger and avoid being surprised, even if there is no way for the character to see the attack coming. To perceive a source of danger, the character must succeed at a moderately difficult (DV 3) Perception (Reason + Power Level) roll. If the Premonition roll is successful, the character gains a bonus die on their defense roll against the attack. Premonition is a reaction: a character with Premonition may attempt to predict as many attacks as they like, as often as they like.
Premonition permits the character to sense danger and avoid being surprised, even if there is no way for the character to see the attack coming. To perceive a source of danger, the character must succeed at a moderately difficult (DV 3) Perception (Reason + Power Level) roll. If the Premonition roll is successful, the character gains a bonus die on their defense roll against the attack. Premonition is a free action: a character with Premonition may attempt to predict as many attacks as they like, as often as they like.


The character may also be able to see into the future, or "read" the destiny of items and people by touching them. Seeing into the future is never completely reliable: this aspect of Premonition is primarily a roleplaying power under the control of the GM.
A character with Premonition can see into the future, or "read" the destiny of items and people by touching them. Seeing into the future is never completely reliable: this aspect of Premonition is primarily a roleplaying power under the control of the GM.


===Probability===
===Probability===
:''Free action or reaction''
:''Free action''


A character with Probability can influence the odds, playing fast and loose with the laws of chance. Probability does not allow the character to break the laws of physics or make impossible things happen, but a character with Probability can make unlikely events likely and likely events unlikely.
A character with Probability can influence the odds, playing fast and loose with the laws of chance. Probability does not allow the character to break the laws of physics or make impossible things happen, but a character with Probability can make unlikely events likely and likely events unlikely.
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Using Probability requires the player to describe a favorable or unfavorable circumstance and how that circumstance might have come about. If the GM agrees that the circumstance is possible (however unlikely it might be), then the GM will decide how this unlikely event impacts the character. The simplest way to translate this favorable or unfavorable circumstance into game terms is to grant a bonus die if the circumstance is favorable for the character attempting the task or to impose a penalty die if the circumstance is unfavorable for the character attempting the task. The use of Probability could also influence events in a less straightforward manner, and the GM should encourage players to be creative with the power. Each use of Probability should be roughly as useful as a bonus or a penalty: significant, but not game-breaking.
Using Probability requires the player to describe a favorable or unfavorable circumstance and how that circumstance might have come about. If the GM agrees that the circumstance is possible (however unlikely it might be), then the GM will decide how this unlikely event impacts the character. The simplest way to translate this favorable or unfavorable circumstance into game terms is to grant a bonus die if the circumstance is favorable for the character attempting the task or to impose a penalty die if the circumstance is unfavorable for the character attempting the task. The use of Probability could also influence events in a less straightforward manner, and the GM should encourage players to be creative with the power. Each use of Probability should be roughly as useful as a bonus or a penalty: significant, but not game-breaking.


Probability can be used as a free action or as a reaction: a character with Probability may attempt to influence the odds whenever they like. During each game session, the number of times the character can influence probability is equal to the character's Power Level. Probability may be used to influence a roll either before or immediately after the roll has been made.
Probability can be used as a free action: a character with Probability may attempt to influence the odds whenever they like. During each game session, the number of times the character can influence probability is equal to the character's Power Level. Probability may be used to influence a roll either before or immediately after the roll has been made.


===Rapport===
===Rapport===
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===Reflection===
===Reflection===
:''Reaction''
:''Free action''


During their turn, or as a [[ZeroSpace_3e_EN:Actions#Forcing_An_Action|forced action]], a character with Reflection may use a psiblade or psistaff to reflect a successful ranged single-target attack back at the attacker. To reflect an attack, the character must make a successful Close Combat (Brawn + Power Level) roll against the original Ranged Combat roll of the attacker.
Reflection permits a character with a psiblade or a psistaff to use a free action to reflect a normal ranged attack back at the attacker. For the character to reflect an attack, the attack must be successful and affect a single target. The character with Reflection must then make a successful Hand-to-hand Combat (Brawn + Power Level) roll against the original Ranged Combat roll of the attacker.


If the Reflection roll fails, the character is struck by the attack, as usual. If the roll succeeds, the character with Reflection may use a free action to make a Ranged Combat (Agility + Power Level) roll against the original attacker. A character who is using their action to reflect attacks may continue to attempt to reflect attacks until they take their next turn.
If the Reflection roll fails, the character is struck by the attack, as usual. If the roll succeeds, the character with Reflection may use a free action to make a Ranged Combat (Agility + Power Level) roll against the original attacker.


===Selective Gravity===
===Selective Gravity===
:''Movement action''
:''Free action''
 
Selective Gravity allows the character to move at their normal ground speed along walls, ceilings, and other surfaces as if they were level. The strength holding the character to the surface is equal to their Brawn. If the surface is slippery or unstable, the GM might require the character to attempt a moderately difficult (DV 3) Athletics (Agility) roll to keep from sliding or falling.


Selective Gravity can be activated with a free action.
Selective Gravity is a self-only power which permits the character to move along walls, ceilings, and other surfaces as if they were level. The strength holding the character to the surface is equal to their Brawn. If the surface is slippery or unstable, the GM might require the character to attempt a moderately difficult (DV 3) Athletics (Brawn + Power Level) roll to keep from sliding or falling. If the character is attacked by an attempt to lift them off of the ground or push them backward, they may choose to defend with their Athletics (Brawn + Power Level) roll rather than the usual combat roll.


===Sensory Deprivation===
===Sensory Deprivation===
:''Standard action''
:''Standard action''


Sensory Deprivation is a medium range (50 m) power which renders the target unable to see or hear. Attacking with Sensory Deprivation requires a successful Ranged Combat (Power Level) roll against the target's Ranged Combat (Agility) roll, or the target's Ranged Combat (Agility + Power Level) roll if the target has Ambient Awareness. A successful Sensory Deprivation attack renders the target unable to see and unable to hear. If an attacker can't see the defender, the attacker incurs a penalty die. Conversely, if a defender can't see the attacker, the defender incurs a penalty die.
Sensory Deprivation is a medium range (100 m) alteration attack which renders the target unable to perceive their environment. Attacking with Sensory Deprivation requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. Sensory Deprivation ignores all normal forms of protection such as armor.


To recover from Sensory Deprivation, the target must use a standard action to make a moderately difficult (DV 3) Perception (Reason) roll. If the character succeeds at this roll, they recover from Sensory Deprivation and may use their remaining movement action.
In hand-to-hand combat, a blinded character incurs a penalty die on their attack and defense rolls. In ranged combat, a blinded character incurs a penalty die on their defense rolls, but they automatically fail any ranged combat attack rolls. A blinded character suffers no penalty when defending against mental attacks, but they automatically fail any mental combat attack rolls.


If the target has not recovered from Sensory Deprivation by the end of the scene, then they recover from it shortly thereafter.
To recover from Sensory Deprivation, the target must use a standard action to make a successful Perception (Reason) roll against a Ranged Combat (Power Level) roll of the attacker. If the target has Alteration Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they recover from the Sensory Deprivation. If the target has not recovered from Sensory Deprivation by the end of the scene, then they recover from it shortly thereafter.


===Shadow Walk===
===Shadow Walk===
:''Movement action''
:''Move action''


Shadow Walk permits a character to use a movement action to travel from one point to another without traversing the intervening space. The distance the character may travel before re-appearing is equal to their Agility-based walking speed per round. If the character also has the esoteric power Acceleration, the character's Power Level is added to their Agility to determine their walking speed, and thus the distance they may move with a Shadow Walk. The character may run or sprint using Shadow Walk. A character using Shadow Walk may carry with them whatever they can carry, based on their Brawn. This may include equipment or even other characters.
Shadow Walk permits a character to use a move action to travel from one point to another without traversing the intervening space. The distance the character may travel before re-appearing is equal to their Agility-based walking speed per round. If the character also has the occult power Acceleration, the character's Power Level is added to their Agility to determine their walking speed, and thus the distance they may move with a Shadow Walk. The character may run or sprint using Shadow Walk. A character using Shadow Walk may carry with them whatever they can carry, based on their Brawn. This may include equipment or even other characters.


A character using Shadow Walk cannot re-appear inside of a solid object, nor into any area that is completely enclosed in a force field or other energy shield; other than this, objects in the physical world generally have no effect on a character using Shadow Walk. If a character using Shadow Walk unknowingly attempts to re-appear inside of a solid object, they lose half of their Endurance (rounded down) and are shunted to the nearest unoccupied space, or the Shadow Walk attempt fails entirely, at the GM's discretion.
A character using Shadow Walk cannot re-appear inside of a solid object, nor into any area that is completely enclosed in a force field or other energy shield; other than this, objects in the physical world generally have no effect on a character using Shadow Walk. If a character using Shadow Walk unknowingly attempts to re-appear inside of a solid object, they lose half of their Endurance (rounded down) and are shunted to the nearest unoccupied space, or a Shadow Walk attempt fails entirely, at the GM's discretion.


===Stasis===
===Stasis===
:''Standard action''
:''Standard action''


Stasis is a short range (10 m) attack which prevents the target from moving, thinking, or taking any actions other than trying to break out of it. Attacking with Stasis requires a successful Mental Combat (Power Level) roll against the target's Mental Combat (Presence) roll. If the attacker succeeds at this roll, then the target becomes unable to move or even think. While affected by Stasis, only a moment seems to pass for the target, but after they break out of it, they are aware that something unusual has happened, and that they have "lost time". The Brawn and Agility of a character under the effects of Stasis are zero for the purpose of defense rolls.
Stasis is a ranged mental attack which makes it difficult for a target to move, think, or take any [[ZeroSpace_3e_EN:Actions|actions]] other than trying to break out of it. Attacking with Stasis requires a successful Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance.


To break free of the Stasis, the target must use a standard action to make a successful Mental Combat (Presence) roll against the Mental Combat (Power Level) roll of the attacker. If the defender succeeds at this roll, they may use their remaining movement action.
A character under the effects of Stasis can't defend themselves nor make attack rolls, defense rolls, or skill rolls, other than rolls to escape the Stasis. They are effectively at the mercy of any attacker. While affected by Stasis, only a moment seems to pass for the target, but after they break out of it, they are aware that something unusual has happened, and that they have "lost time". These memories may be able to be retrieved through the use of hypnosis, Telepathy, and so on.


If the character has not broken out of the Stasis by the end of the scene, then they break out of it shortly thereafter.
To break free of Stasis, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the Stasis. If the target has not broken free of the Stasis by the end of the scene, then they break free of it shortly thereafter.


If the character already has this as an alien trait, there is no additional benefit to purchasing this power.
Stasis only affects sentient creatures: robots, machinery, and animated objects are unaffected by Stasis.


===Suggestion===
===Suggestion===
:''Standard action''
:''Standard action''


Suggestion is a short range (10 m) attack which allows the character to influence a living creature's behaviour, forcing the target to obey the character's command. To influence a living creature's behaviour, the character must succeed at a Mental Combat (Presence + Power Level) roll against the target's Mental Combat (Presence) roll. Giving a new mental command to the target requires a free action. Suggestion is a short range (10 m) power, but once the Suggestion is successful, it will remain so even if the target leaves this range.
Suggestion is a short range (10 m) mental attack which allows a character to influence a living creature's behaviour, forcing the target to obey the character's commands. To influence a living creature's behaviour, the character must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. Giving a new mental command to the target requires a quick action. Suggestion is a short range (10 m) power, but once the Suggestion is successful, it will remain so even if the target leaves this range.
 
Characters under the influence of Suggestion are not as effective as those whose wills are their own. Any roll attempted by a character under the influence of Suggestion (other than trying to break out of it) incurs a penalty die, and a character under the influence of Suggestion is not able to spend plot points on anything other than trying to break out of it.


To break free of the Suggestion, the target must make a successful Mental Combat (Presence) roll against the Mental Combat (Presence + Power Level) roll of the attacker. If the character succeeds at this roll, they may use their remaining movement action.
To break free of Suggestion, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the Suggestion. If the target has not broken free of the Suggestion by the end of the scene, then they break free of it shortly thereafter.
 
If the character has not broken free of the Suggestion by the end of the scene, then they break free of it shortly thereafter. The target of Suggestion will not remember any actions they took while under the influence of the power. These memories may be able to be retrieved through the use of hypnosis, Telepathy, and so on.


===Telekinesis===
===Telekinesis===
:''Standard action''
:''Standard action''


Telekinesis is a medium range (50 m) attack which permits a character to grapple a character or object without touching it. Attacking with Telekinesis requires a successful Ranged Combat (Power Level) roll against the target's Ranged Combat (Agility) roll. Grabbing inanimate objects with Telekinesis is generally automatic, unless the GM wants to make it difficult for some reason.
Telekinesis is a medium range (100 m) mental attack which permits a character to grapple a character or object without touching it. Attacking with Telekinesis requires a successful Mental Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Mental Resistance. Grabbing inanimate objects with Telekinesis is generally automatic, unless the GM wants to make it difficult for some reason.


If the attacker's roll is equal to or greater than the defender's roll, they may choose to cause one point of Endurance damage to the defender (or more, if using the optional [[ZeroSpace_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules), or they may [[ZeroSpace_3e_EN:Actions#Restrained_Characters|restrain]] the defender. A restrained character is not helpless, but they can't use normal movement until they break free of Telekinesis. Attacking a restrained character is easier, and a restrained character's attacks are easier to avoid: a restrained attacker incurs a penalty die on all attack rolls, defense rolls, and skill rolls while restrained by Telekinesis.
If the attacker's roll is equal to or greater than the defender's roll, the target is [[ZeroSpace_3e_EN:Actions#Restrained_Characters|restrained]]. A restrained character is not helpless, but they can't use move actions until they break free of Telekinesis. A restrained character incurs a penalty die on all rolls other than rolls to escape the Telekinesis.


The maximum mass the character can lift with their Telekinesis is based on the character's Power Level.
The maximum mass the character can lift with their Telekinesis is based on the character's Power Level.




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Telekinesis
|+Table: Telekinesis
|- class="h1row"
|-  
! class="aligncenter"|Power Level
! class="aligncenter"|Power Level
! class="aligncenter"|Lift
! class="aligncenter"|Lift
! class="aligncenter"|Throw<br />(25 kg)
! class="aligncenter"|Throw<br />(25 kg)
|- class="oddrow"
|-
! class="aligncenter h2cell"|1
! class="aligncenter h2cell"|1
| class="alignright"|37 kg
| class="alignright"|37 kg
| class="alignright"|1 m
| class="alignright"|1 m
|- class="evenrow"
|-
! class="aligncenter h2cell"|2
! class="aligncenter h2cell"|2
| class="alignright"|54 kg
| class="alignright"|54 kg
| class="alignright"|1 m
| class="alignright"|1 m
|- class="oddrow"
|-
! class="aligncenter h2cell"|3
! class="aligncenter h2cell"|3
| class="alignright"|79 kg
| class="alignright"|79 kg
| class="alignright"|2 m
| class="alignright"|2 m
|- class="evenrow"
|-
! class="aligncenter h2cell"|4
! class="aligncenter h2cell"|4
| class="alignright"|120 kg
| class="alignright"|120 kg
| class="alignright"|2 m
| class="alignright"|2 m
|- class="oddrow"
|-
! class="aligncenter h2cell"|5
! class="aligncenter h2cell"|5
| class="alignright"|170 kg
| class="alignright"|170 kg
| class="alignright"|4 m
| class="alignright"|4 m
|- class="evenrow"
|-
! class="aligncenter h2cell"|6
! class="aligncenter h2cell"|6
| class="alignright"|250 kg
| class="alignright"|250 kg
| class="alignright"|5 m
| class="alignright"|5 m
|- class="oddrow"
|-
! class="aligncenter h2cell"|7
! class="aligncenter h2cell"|7
| class="alignright"|370 kg
| class="alignright"|370 kg
| class="alignright"|8 m
| class="alignright"|8 m
|- class="evenrow"
|-
! class="aligncenter h2cell"|8
! class="aligncenter h2cell"|8
| class="alignright"|540 kg
| class="alignright"|540 kg
| class="alignright"|11 m
| class="alignright"|11 m
|- class="oddrow"
|-
! class="aligncenter h2cell"|9
! class="aligncenter h2cell"|9
| class="alignright"|960 kg
| class="alignright"|960 kg
| class="alignright"|20 m
| class="alignright"|20 m
|- class="evenrow"
|-
! class="aligncenter h2cell"|10
! class="aligncenter h2cell"|10
| class="alignright"|1,700 kg
| class="alignright"|1,700 kg
Line 762: Line 532:
====Breaking Free Of Telekinesis====
====Breaking Free Of Telekinesis====


To break free of the Telekinesis, the restrained character must attempt a Close Combat roll using their Agility or Brawn (whichever is greater) against the attacker's Ranged Combat (Power Level) roll. If the restrained character has Telekinesis, they may use their Power Level for this roll. If the restrained character's roll is equal to or greater than the grappling character's roll, the restrained character has broken free of the Telekinesis, and they may use their movement action for that turn. Alternately, the attacker may release the restrained character at any time, without using an action.
To break free of Telekinesis, the restrained character must use a standard action to make a successful Hand-to-hand Combat (Brawn) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they may add their Power Level to their roll. If the target succeeds at this roll, they break free of the Telekinesis. If the target has not broken free of the Telekinesis by the end of the scene, then they break free of it shortly thereafter. Alternately, the attacker may release the restrained character at any time, without using an action.


====Hurting A Held Target====
====Hurting A Held Target====


If the attacker wishes to exert telekinetic strength in an attempt to hurt the restrained character, they must use an action to make another Ranged Combat (Power Level) roll against the restrained character's Close Combat roll, using the restrained character's Agility or Brawn (whichever is greater).
If the attacker wishes to squeeze the restrained character, they must use a standard action to make a Mental Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the restrained character, or a Hand-to-hand Combat (Brawn + Power Level) roll of the restrained character if the restrained character has Mental Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[ZeroSpace_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules).


====Moving A Held Target====
====Moving A Held Target====


A character with Telekinesis may move what they are holding with the power. If the attacker wishes to move or throw the held character, the distance an attacker may move the defender is based on the Power Level of the attacker and the mass of the restrained character. First, look up the mass of the defender or object to be moved in the "Lift" column (rounding to the nearest mass value), and find the corresponding Power Level for that mass. Subtract that from the Power Level of the attacker, and look up that resulting value in the "Throw" column. This is how far the attacker can move or throw the held character.
If the attacker wishes to move the restrained character, they must use another standard action. The distance an attacker may move the defender is based on the Power Level of the attacker and the mass of the restrained character. First, look up the mass of the defender or object to be moved in the "Lift" column (rounding to the nearest mass value), and find the corresponding Power Level for that mass. Subtract that from the Power Level of the attacker, and look up that resulting value in the "Throw" column. This is how far the attacker can move or throw the held character.


===Telepathy===
===Telepathy===
:''Standard action''
:''Standard action''


Telepathy is a short range (10 m) attack spell which permits a character to communicate directly with the mind of another person. However, if the willing target of Telepathy also has Telepathy, the maximum distance between the two telepaths is effectively unlimited.  
Telepathy is a ranged mental attack which permits a character to communicate directly with the mind of another person. However, if the willing target of Telepathy also has Telepathy, the maximum distance between the two telepaths is effectively unlimited.
 
To communicate directly with the mind of an unwilling person, the character must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. With a successful attack roll, the attacker may mentally communicate with the target and may read their surface thoughts. The attacker may read the target's memories if the attacker achieves a margin of success of 3 or more (each memory viewed requires a separate roll).


To communicate directly with the mind of an unwilling person, the character must succeed at a Mental Combat (Presence + Power Level) roll against the target's Mental Combat (Presence) roll, or the target's Mental Combat (Presence + Power Level) roll if the target also has Telepathy. With a successful attack roll, the attacker may mentally communicate with the target and may read their surface thoughts. If using the optional [[ZeroSpace_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules, the attacker may read the target's memories if the attacker achieves a margin of success of 3 or more (each memory viewed requires a separate roll). To break free of the Telepathy, an unwilling target must make a successful Mental Combat (Presence) roll against the Mental Combat (Presence + Power Level) roll of the attacker.
To break free of Telepathy, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the Telepathy. If the target has not broken free of the Telepathy by the end of the scene, then they break free of it shortly thereafter.


To communicate directly with the mind of a willing person, no attack roll is needed. With a willing target, the telepath may mentally communicate with the target and may read their surface thoughts and (if the target consents) their memories. A willing participant may end the telepathic contact at any time.
To communicate directly with the mind of a willing person, no attack roll is needed. With a willing target, the telepath may mentally communicate with the target and may read their surface thoughts and (if the target consents) their memories. A willing participant may end the telepathic contact at any time. The telepath may also set up a group communication among willing participants. The maximum number of simultaneous willing participants is equal to the telepath's Power Level.


===Torment===
===Torment===
:''Standard action''
:''Standard action''


Torment is a short range (10 m) attack which inflicts "stunning" damage. Attacking with Torment requires a successful Mental Combat (Presence + Power Level) roll against the target's Mental Combat (Presence) roll. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[ZeroSpace_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules). Torment ignores all normal forms of protection such as armor and Force Field. However, Torment is completely ineffective against non-living objects, even if they are sentient.
Torment is a short range (10 m) mental attack which inflicts "stunning" damage. Attacking with Torment requires a successful Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[ZeroSpace_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules). Torment ignores all normal forms of protection such as armor and Damage Resistance. Torment only affects sentient creatures: robots, machinery, and animated objects are unaffected by Torment.


Damage from Torment is temporary. Record it separately; it all comes back after the fight is over, when the character has had a chance to rest and recuperate.
Damage from Torment is temporary. Record it separately; it all comes back after the fight is over, when the character has had a chance to rest and recuperate.
Line 791: Line 563:
:''Constant''
:''Constant''


Ward permits a character to use their psiblade or psistaff as protection against most normal single-target attacks aimed at the individual character. The defense value (DV) of a character with the Ward power is equal to their relevant defense attribute (Brawn for close combat, Agility for ranged combat) plus the rating of their psiblade or psistaff. As always, this does not stack with armor, energy shields, or other forms of defense -- only the highest defense value applies.
Ward permits a character to use their psiblade or psistaff as protection against most normal single-target attacks aimed at the individual character. A character with the Ward power adds the power level (PL) rating of their psiblade or psistaff to their combat defense rolls.


Ward does not need to be activated: it is always on, as long as the character is alert and has a psiblade in their possession.
Ward does not need to be activated: it is always on, as long as the character is alert and has a psiblade in their possession.

Latest revision as of 20:01, 7 November 2021

Arrow up 16x16.png Contents

Living creatures may tap into and utilize an esoteric form of energy which permeates the physical universe, including hyperspace. This energy is known by different names (Psi, the Empyrean, the Lifeweb, the Source, etc.), and is used in different ways, depending on the philosophy and metaphor used by those seeking to harness it. Most sentient creatures are aware of this energy, if only unconsciously, but very few are capable of manipulating it.

Organization

Although occult orders are cohesive in theory, in practice the amount of control the order has over its members and the amount of influence members have on the order itself vary a great deal.

Would you like to randomly generate the organization of an occult order? You can!


Table: Random occult order organization type
Roll 1d6 Type
1 Confederacy
2 Democracy
3 Kratocracy
4 Meritocracy
5 Monarchy
6 Oligarchy


  • Confederacy: Members of the order are organized into numerous small, self-governing groups. Each group participates in overall governance of the order.
  • Democracy: All members of the order participate in governance. Senior members of the order may have more influence than junior members.
  • Kratocracy: The order is governed by those who are strong enough to seize power through force or cunning. The specific methods permitted may be circumscribed by law or tradition.
  • Meritocracy: Responsibility for governance is granted to members of the order based on their demonstrated talent and ability.
  • Monarchy: Supreme power over the order belongs to an individual, often for life or until abdication. The extent of the monarch's power may be circumscribed by law or tradition.
  • Oligarchy: Governance of the order rests with a small elite segment of the order distinguished by royal, wealth, intellectual, family, military, or religious hegemony. This hegemony tends to be self-perpetuating.

Doctrines

While the individual members of an occult order will vary in their behaviour, the order itself generally has an accepted canon and official doctrine. Individuals who violate the order's rules may suffer anything from mild criticism by their peers, to censure, to expulsion. In rare cases, an order may issue a warrant of execution for heretics and apostates.

Would you like to randomly generate the doctrines of an occult order? You can!


Table: Random occult order doctrines, Table 1
Roll 2d6 Complexity
2 Roll once on Table 2
3-9 Roll twice on Table 2
10-11 Roll three times on Table 2
12 Schism: roll once on table 2, and see the note below

Schism: The occult order is divided into two opposing and mutually antagonistic branches. Roll on Table 2, and make a note of the roll and its opposite. The majority of the order has the first doctrine rolled, but a splinter group has the opposing doctrine. For example, the opposing doctrine of "adventure" is "security".


Table: Random occult order doctrines, Table 2
Roll 1d6 Roll 1d6 Motivation
1 1 Adventure
2 Asceticism
3 Audacity
4 Community
5 Compassion
6 Courage
2 1 Curiosity
2 Detachment
3 Enlightenment
4 Exploration
5 Freedom
6 Idealism
3 1 Justice
2 Mercy
3 Nobility
4 Passion
5 Pride
6 Rebellion
Roll 1d6 Roll 1d6 Motivation
4 1 Security
2 Materialism
3 Subtlety
4 Individualism
5 Wrath
6 Fear
5 1 Faith
2 Responsibility
3 Secrecy
4 Isolation
5 Control
6 Pragmatism
6 1 Vengeance
2 Ruthlessness
3 Fellowship
4 Serenity
5 Humility
6 Traditionalism

Occult Powers

This is a list of typical occult powers found in a ZeroSpace game. This list is not exhaustive. A character may well have a power not listed here, using the guidelines under New Powers and subject to GM approval. However, any new powers should be approximately as useful as these powers, in order to maintain a sense of fairness with other characters. Each power costs one character point. We suggest spending no more than 5 character points total on alien traits, gifts, and occult powers.

Acceleration

Move action

Acceleration allows the character to run and swim impossibly fast. The character's Power Level is added to their Agility for the purpose of determining their walking and swimming speed. If the character's Agility + Power Level is greater than 10, the character's walk, run, and sprint movement speed can be found in the GM Resources chapter.

Alteration Resistance

Constant

A character with Alteration Resistance is resistant against alteration attacks: any attack which would damage or drain any of their attributes or powers, or any attack which would physically transform them against their will. A character with Alteration Resistance adds their Power Level to their combat defense rolls when making a defense roll against such attacks.

Alteration Resistance does not need to be activated: it is always active, as long as the character is alert.

Ambient Awareness

Constant

Through their connection with the esoteric energy suffusing the universe, a character with Ambient Awareness can perceive equally well in every direction simultaneously. The character can sense shapes and textures as clearly as with ordinary vision, but without the ability to perceive color. Ambient Awareness can be activated with a quick action.

Animal Control

Standard action

Animal Control allows a character to communicate with and mentally control all non-sentient animals within short range (10 m). To communicate with and mentally control all non-sentient animals within short range, the character must succeed at a Mental Combat (Power Level) roll against a Survival (Presence) roll of the animal within range with the highest Presence. As a rule of thumb, the Presence of a domesticated animal is usually 2, and the Presence of a wild animal is usually 6.

Controlled animals operate independently of the character controlling them. Giving a new mental command to the controlled animal requires a quick action. Controlled animals have the normal attributes, movement, and attack types that those kinds of animals would have. However, controlled animals are resistant to further mental manipulation, having Presence equal to the character controlling them, or their natural Presence, whichever is greater.

The effects of Animal Control last until the end of the scene.

Assimilation

Move action

Assimilation allows a character to move through solid matter as though through water, leaving no trace of their passage. The movement speed of a character using Assimilation is equal to their swim speed. The character may make a double-move or swim sprint using Assimilation.

A character using Assimilation cannot pass through a force field or other energy shield; other than this, objects in the physical world generally have no effect on a character using Assimilation, or vice versa. However, Assimilation itself provides no protection against attacks.

Barrier

Standard action

Barrier is a medium range (100 m) power which permits the character to use esoteric energy to create walls and simple geometric shapes.

Creating a simple shape with Barrier (a wall, dome, cube, and so on) requires a moderately difficult (DV 3) Ranged Combat (Agility + Power Level) roll. Creating more complex shapes is more difficult, with the difficulty set by the GM based on the complexity of the desired shape. For example, an intricate labyrinth would require a remarkably difficult (DV 6) Ranged Combat (Agility + Power Level) roll.

The Brawn and Endurance of the Barrier are equal to the Power Level of the character creating it. The Brawn of the Barrier is used both for its defense rolls and to support weight as a bridge, support column, or other such structure. If the load on the Barrier exceeds the maximum mass it can support, or if the Barrier's Endurance is reduced to zero, it fades away.

If a Barrier is not attacked or damaged, it will normally remain in place until the end of the scene, after which it fades away.

Blast

Standard action

Blast is a medium range (100 m) attack of pure esoteric energy which inflicts Endurance damage. Attacking with Blast requires a successful Ranged Combat (Agility + Power Level) roll against a Ranged Combat (Agility) roll of the target. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional margin of success rules).

Clairvoyance

Standard action

With Clairvoyance, the character can attempt to perceive things at a distance. Using Clairvoyance typically requires a moderately difficult (DV 3) Perception (Reason + Power Level) roll, but the difficulty may be higher depending on the ambient "noise" and how subtle the thing being perceived is. If the thing being perceived is relatively obvious (to someone with the appropriate senses), no roll should be necessary. The range of Clairvoyance is essentially unlimited, but it is never completely reliable: it is primarily a roleplaying power under the control of the GM.

Cloak

Quick action

Cloak is a self-only power which permits the character to become difficult to perceive. For example, the character might become transparent, they might bend light around them, or they may blend into their surroundings by modulating chromatophores in their skin. However the effect is achieved, the character is hidden from normal senses unless someone is actively looking for them or there is some environmental circumstance that might reveal the character's location.

In hand-to-hand combat, a character who can't see their opponent incurs a penalty die on their attack and defense rolls. In ranged combat, a character who can't see their opponent incurs a penalty die on their defense rolls, but they usually fail any ranged attack rolls or mental attack rolls against an invisible character. However, if the invisible character has used an attack during the current or previous rounds, then an attacker may make ranged attack rolls against the invisible character, but they incur a penalty die on their attack rolls.

If someone is actively looking for the character, perhaps by isolating their heat signature or tracking them by scent, the person trying to locate the invisible character must use a quick action to make a successful Perception (Reason) roll against the invisible character's Stealth (Agility + Power Level) roll. A character with Clairvoyance or Hyperacuity may add their Power Level to their Reason when attempting to notice a character using Cloak. If an environmental circumstance might reveal the character's location, the person trying to locate the invisible character gains a bonus die on their Perception (Reason) roll. For example, fog might reveal an invisible character's outline, or fresh snow might reveal their footprints. If the person trying to locate the invisible character succeeds at this roll, then they may make ranged attack rolls against the invisible character, but they incur a penalty die on their attack rolls.

A character with Cloak can activate or deactivate the power once per turn, using a quick action. If the character goes unconscious, the character becomes visible.

The character may make another person (or person-sized object) invisible by touching the other person, but only as long as the character with Cloak is touching the second character.

Conflict Meditation

Standard action

Conflict Meditation allows a character to enhance their allies' morale, coordination, and precision. Each of the character's allies in the current battle, no matter how large or small the conflict, gains a bonus die on all rolls for so long as the character maintains their Conflict Meditation. However, multiple uses of Conflict Meditation are not cumulative: if more than one character is using Conflict Meditation, their allies only receive a single bonus die.

A character may take no other actions while using Conflict Meditation, even quick actions and roleplaying actions.

Dissonance

Standard action

Dissonance is a hand-to-hand alteration attack which inflicts damage to the target's Endurance. Attacking with Dissonance requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional margin of success rules). Dissonance ignores all normal forms of protection such as armor and energy shields. Dissonance only affects sentient creatures: robots, machinery, and animated objects are unaffected by Dissonance.

The effects of multiple Dissonance attacks are cumulative, but the damage from Dissonance is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Dissonance will also return if the character with Dissonance goes unconscious.

Mental Projection

Standard action

The character can detach their consciousness from their physical body and travel to anywhere in the universe, leaving their physical body behind. The character must succeed at a moderately difficult (DV 3) Piloting (Reason + Power Level) roll to navigate to a specific location. While using Mental Projection, the form of the traveler is usually unable to interact with the world around them, although they may converse normally. While the consciousness is separated from the character's physical body, their physical body appears to be in a comatose state, and the traveler is unaware of anything happening to or around their physical form. Mental Projection is a plot dependent power and may not always be available, at the GM's discretion.

Harmony

Constant

Harmony permits the character to survive in environments and conditions that would impair or even kill normal people. This includes unusual or even poisonous atmospheres, such as underwater or in methane. It also includes environments of extreme cold, extreme heat, and intense ionizing radiation. The character may sleep or eat if they want to, but they suffer no ill effect from lack of food or sleep. Furthermore, the character is unaffected by infectious viruses, bacteria, chemical and biological poisons, toxins, and so on.

The benefit provided by Harmony is ambient and highly plot dependent: it does not normally protect the character from attacks or from direct forms of damage. Being able to withstand extreme heat and exposure to the blazing desert sun does not mean that a character is immune to a fire blast. A good rule of thumb is that if someone else is using it as an attack, the character is not immune to it.

Harmony does not need to be activated: it is always on, as long as the character is alert. For more details on the effects of the environment on a character, see Hostile Environments in the GM Resources chapter.

Healing

Standard action

Healing is a hand-to-hand alteration power which restores lost Endurance. The character with Healing may use a standard action to attempt a moderately difficult (DV 3) Medicine (Power Level) roll to heal the victim's injuries. If the character succeeds at this roll, then one Endurance is restored to the victim (or more, if using the optional margin of success rules).

Healing can remove diseases, pathogens, and poisons from the target. The character with Healing may attempt a moderately difficult (DV 3) Medicine (Reason + Power Level) roll to cure a single disease or purge a single toxin from the victim's system.

Illusion

Standard action

Illusion allows a character to create realistic three-dimensional phantasms within short range (10 m), complete with all associated sensory accompaniment. An illusory lion will roar, illusory snow will feel cold and wet, and so on.

Creating a simple, immobile illusion (a wall, a bridge, and so on) requires a moderately difficult (DV 3) Deception (Presence + Power Level) roll. Creating more complex shapes requires a more difficult roll, with the difficulty set by the GM based on the complexity of the desired illusion. For example, a windmill, a lion, or other moving shape would require a remarkably difficult (DV 6) Deception (Presence + Power Level) roll, while a city square with moving cars, bicycles, and dozens of people would require an extremely difficult (DV 9) Deception (Presence + Power Level) roll.

While the illusions created by this power are completely convincing, they don't actually exist. The bite of an illusory dog will not break the skin, the touch of illusory liquid will not cause wetness, and an illusory bridge will not support the weight of anyone. The tactile aspect of an illusion will only be convincing if the contact is fleeting or feather-light: any significant physical interaction with an illusion provides an observer with a good reason to suspect that the apparition is not the genuine article.

Anyone who observes an Illusion and who has a good reason to suspect its true nature may attempt a Perception (Reason) roll against the creator's Deception (Presence + Power Level) roll. If the Perception (Reason) roll succeeds, the observer sees the Illusion for what it is, and may respond appropriately.

Instill Emotion

Standard action

Instill Emotion is a short range (10 m) mental attack which allows a character to influence a target's behaviour by controlling their emotional state. The character can only instill one emotion at a time in the target, but may instill in the target any emotion the attacker desires. To instill an emotion in the target, the attacker must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance.

To break free of Instill Emotion, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the Instill Emotion. If the target has not broken free of the Instill Emotion by the end of the scene, then they break free of it shortly thereafter.

Leaping

Move action

A character with Leaping can leap impossibly far -- more than a mere jump, but not quite flying. The distance the character may move with a Leap is equal to their Agility-based walking speed per round. If the character also has the occult power Acceleration, the character's Power Level is added to their Agility to determine their walking speed, and thus the distance they may move with a Leap. It is not possible to jump or leap using a double move (run) or all-out move (sprint), but with a running long jump, the character's ground movement is added to their long jump distance (effectively doubling their Leap distance).

Life Extension

Constant

A character with Life Extension has mastered the use of esoteric energy to forestall the ravages of time. The character will never grow old or die from "natural causes", until they choose to do so. (Everyone does, eventually.)

Meditation

Quick action

Meditation accelerates the healing process and allows the character to recover from injury more quickly. Normally, an injured character may recover half of their lost Endurance (rounded up) by resting for about half an hour. After that, a character may only recover additional Endurance by getting a good night's sleep (or its equivalent, for characters who don't sleep). Barring some gruesome disfigurement, a character's Endurance will be completely replenished after a solid night's rest.

Meditation drastically reduces this recovery time: the character recovers half of the Endurance they have lost (rounded up) after they have had a chance to rest and recuperate for one full minute. After that, the character will regain the rest of their lost Endurance by meditating for about half an hour. Most characters with Meditation can even regrow lost limbs or damaged organs.

Additionally, the maximum Endurance of a character who is actively Meditating can't be reduced to zero by an environmental hazard such as dehydration, poison, or pressure. The character's maximum Endurance will always be at least one while they are Meditating, regardless of the hostile environmental conditions.

Object Animation

Standard action

Object Animation is a short range (10 m) power which allows a character to animate and mentally control an inanimate, nonliving object. To animate and mentally control an object, the character must succeed at a moderately difficult (DV 3) Mental Combat (Power Level) roll.

An animated object operates independently of the character controlling it. Giving a new mental command to the animated object requires a quick action. The Brawn, Agility, and Endurance of the object is equal to the Power Level of the character controlling it. An animated object has a very limited form of intelligence, with Reason and Presence of 1. The specific details of the how the object moves and attacks vary depending on the object itself: an animated statue can walk, an animated carpet can slither, and so on.

The effects of Object Animation last until the end of the scene.

Override

Standard action

Override is a short range (10 m) mental attack which allows a character to influence a sentient machine's behaviour, forcing the target to obey the character's mental commands. To influence a sentient machine's behaviour, the character must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. Giving a new mental command to the target requires a quick action. Override is a short range (10 m) power, but once the Override is successful, it will remain so even if the target leaves this range.

To break free of Override, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the Override. If the target has not broken free of the Override by the end of the scene, then they break free of it shortly thereafter.

Override may also be used to mentally control non-sentient electronic and mechanical machines. To mentally control a non-sentient machine, the character must succeed at a moderately difficult (DV 3) Mental Combat (Power Level) roll.

Controlled non-sentient machines operate independently of the character controlling them. Giving a new mental command to the controlled machine requires a quick action. The Brawn, Agility, and Endurance of the machine is equal to the Power Level of the character controlling it. Animated machines have a very limited form of intelligence, with Reason and Presence of 1. The specific details of the how the machine moves and attacks vary depending on the machine itself: an animated soda machine can hop very slowly and shoot out cans of soda, a bulldozer can roll and demolish buildings, and so on.

Controlled non-sentient machines can also be made to perform their ordinary purpose, such as making an automatic teller machine spit out money, or making a computer terminal display information from a database. If there is no significant security in place, no roll is necessary for this. If the character is trying to circumvent security or break into a computer system, the character may attempt a Computing roll using either their Reason or their Power Level, whichever is greater, against the power level (PL) of the security.

The effects of Override over non-sentient machines last until the end of the scene.

Plant Control

Standard action

Plant Control allows a character to animate and mentally control all plants within short range (10 m). To communicate with and control all plants within range of the power, the character must succeed at a moderately difficult (DV 3) Mental Combat (Power Level) roll.

Controlled plants operate independently of the character controlling them. Giving a new mental command to the controlled plants requires a quick action. The Brawn and Agility of the plants is equal to the Power Level of the character controlling them. Animated plants have a very limited form of intelligence, with Reason and Presence of 1.

The effects of Plant Control last until the end of the scene.

Possession

Standard action

Possession is a short range (10 m) mental attack which allows a character to seize control of a target, overriding the target's control and effectively making the target a passenger in their own body. Using Possession requires a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. Possession is a short range (10 m) power, but once the target is possessed, they will remain possessed even if they leave this range.

While the character is using Possession on another person, their own body collapses into a trance-like state. A possessed character is not able to spend plot points on anything other than trying to break out of the Possession, but the possessing character can spend their own plot points while controlling a target. The target of Possession will not remember any actions they took while under the influence of the power. These memories may be able to be retrieved through the use of hypnosis, Telepathy, and so on.

To break free of Possession, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target succeeds at this roll, they break free of the Possession. If the target has not broken free of the Possession by the end of the scene, then they break free of it shortly thereafter.

Premonition

Free action

Premonition permits the character to sense danger and avoid being surprised, even if there is no way for the character to see the attack coming. To perceive a source of danger, the character must succeed at a moderately difficult (DV 3) Perception (Reason + Power Level) roll. If the Premonition roll is successful, the character gains a bonus die on their defense roll against the attack. Premonition is a free action: a character with Premonition may attempt to predict as many attacks as they like, as often as they like.

A character with Premonition can see into the future, or "read" the destiny of items and people by touching them. Seeing into the future is never completely reliable: this aspect of Premonition is primarily a roleplaying power under the control of the GM.

Probability

Free action

A character with Probability can influence the odds, playing fast and loose with the laws of chance. Probability does not allow the character to break the laws of physics or make impossible things happen, but a character with Probability can make unlikely events likely and likely events unlikely.

Using Probability requires the player to describe a favorable or unfavorable circumstance and how that circumstance might have come about. If the GM agrees that the circumstance is possible (however unlikely it might be), then the GM will decide how this unlikely event impacts the character. The simplest way to translate this favorable or unfavorable circumstance into game terms is to grant a bonus die if the circumstance is favorable for the character attempting the task or to impose a penalty die if the circumstance is unfavorable for the character attempting the task. The use of Probability could also influence events in a less straightforward manner, and the GM should encourage players to be creative with the power. Each use of Probability should be roughly as useful as a bonus or a penalty: significant, but not game-breaking.

Probability can be used as a free action: a character with Probability may attempt to influence the odds whenever they like. During each game session, the number of times the character can influence probability is equal to the character's Power Level. Probability may be used to influence a roll either before or immediately after the roll has been made.

Rapport

Standard action

Rapport is a short range (10 m) power which permits the character to communicate with inanimate objects in ways that people normally can't. For example, a character with Rapport may communicate with buildings and other artificial structures, non-sentient machines, non-sentient plants, paths and roads, and rocks and stones. To communicate with an inanimate object, the character must succeed at a moderately difficult (DV 3) Diplomacy (Presence + Power Level) roll.

Inanimate objects, not truly being sentient, do not generally lie or withhold information. However, being able to speak to something does not grant it any additional powers, such as movement. A building might be able to tell you where the vault is, but it can't unlock the vault for you.

The character can see into the past, viewing or "reading" the history of items and objects by touching them. Seeing into the past is never completely reliable: this use of Rapport is primarily a roleplaying power under the control of the GM.

Reflection

Free action

Reflection permits a character with a psiblade or a psistaff to use a free action to reflect a normal ranged attack back at the attacker. For the character to reflect an attack, the attack must be successful and affect a single target. The character with Reflection must then make a successful Hand-to-hand Combat (Brawn + Power Level) roll against the original Ranged Combat roll of the attacker.

If the Reflection roll fails, the character is struck by the attack, as usual. If the roll succeeds, the character with Reflection may use a free action to make a Ranged Combat (Agility + Power Level) roll against the original attacker.

Selective Gravity

Free action

Selective Gravity is a self-only power which permits the character to move along walls, ceilings, and other surfaces as if they were level. The strength holding the character to the surface is equal to their Brawn. If the surface is slippery or unstable, the GM might require the character to attempt a moderately difficult (DV 3) Athletics (Brawn + Power Level) roll to keep from sliding or falling. If the character is attacked by an attempt to lift them off of the ground or push them backward, they may choose to defend with their Athletics (Brawn + Power Level) roll rather than the usual combat roll.

Sensory Deprivation

Standard action

Sensory Deprivation is a medium range (100 m) alteration attack which renders the target unable to perceive their environment. Attacking with Sensory Deprivation requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. Sensory Deprivation ignores all normal forms of protection such as armor.

In hand-to-hand combat, a blinded character incurs a penalty die on their attack and defense rolls. In ranged combat, a blinded character incurs a penalty die on their defense rolls, but they automatically fail any ranged combat attack rolls. A blinded character suffers no penalty when defending against mental attacks, but they automatically fail any mental combat attack rolls.

To recover from Sensory Deprivation, the target must use a standard action to make a successful Perception (Reason) roll against a Ranged Combat (Power Level) roll of the attacker. If the target has Alteration Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they recover from the Sensory Deprivation. If the target has not recovered from Sensory Deprivation by the end of the scene, then they recover from it shortly thereafter.

Shadow Walk

Move action

Shadow Walk permits a character to use a move action to travel from one point to another without traversing the intervening space. The distance the character may travel before re-appearing is equal to their Agility-based walking speed per round. If the character also has the occult power Acceleration, the character's Power Level is added to their Agility to determine their walking speed, and thus the distance they may move with a Shadow Walk. The character may run or sprint using Shadow Walk. A character using Shadow Walk may carry with them whatever they can carry, based on their Brawn. This may include equipment or even other characters.

A character using Shadow Walk cannot re-appear inside of a solid object, nor into any area that is completely enclosed in a force field or other energy shield; other than this, objects in the physical world generally have no effect on a character using Shadow Walk. If a character using Shadow Walk unknowingly attempts to re-appear inside of a solid object, they lose half of their Endurance (rounded down) and are shunted to the nearest unoccupied space, or a Shadow Walk attempt fails entirely, at the GM's discretion.

Stasis

Standard action

Stasis is a ranged mental attack which makes it difficult for a target to move, think, or take any actions other than trying to break out of it. Attacking with Stasis requires a successful Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance.

A character under the effects of Stasis can't defend themselves nor make attack rolls, defense rolls, or skill rolls, other than rolls to escape the Stasis. They are effectively at the mercy of any attacker. While affected by Stasis, only a moment seems to pass for the target, but after they break out of it, they are aware that something unusual has happened, and that they have "lost time". These memories may be able to be retrieved through the use of hypnosis, Telepathy, and so on.

To break free of Stasis, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the Stasis. If the target has not broken free of the Stasis by the end of the scene, then they break free of it shortly thereafter.

Stasis only affects sentient creatures: robots, machinery, and animated objects are unaffected by Stasis.

Suggestion

Standard action

Suggestion is a short range (10 m) mental attack which allows a character to influence a living creature's behaviour, forcing the target to obey the character's commands. To influence a living creature's behaviour, the character must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. Giving a new mental command to the target requires a quick action. Suggestion is a short range (10 m) power, but once the Suggestion is successful, it will remain so even if the target leaves this range.

To break free of Suggestion, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the Suggestion. If the target has not broken free of the Suggestion by the end of the scene, then they break free of it shortly thereafter.

Telekinesis

Standard action

Telekinesis is a medium range (100 m) mental attack which permits a character to grapple a character or object without touching it. Attacking with Telekinesis requires a successful Mental Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Mental Resistance. Grabbing inanimate objects with Telekinesis is generally automatic, unless the GM wants to make it difficult for some reason.

If the attacker's roll is equal to or greater than the defender's roll, the target is restrained. A restrained character is not helpless, but they can't use move actions until they break free of Telekinesis. A restrained character incurs a penalty die on all rolls other than rolls to escape the Telekinesis.

The maximum mass the character can lift with their Telekinesis is based on the character's Power Level.


Table: Telekinesis
Power Level Lift Throw
(25 kg)
1 37 kg 1 m
2 54 kg 1 m
3 79 kg 2 m
4 120 kg 2 m
5 170 kg 4 m
6 250 kg 5 m
7 370 kg 8 m
8 540 kg 11 m
9 960 kg 20 m
10 1,700 kg 35 m
  1. Throw (25 kg) indicates the farthest distance that a character could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Power Level required to lift the object from the character's total Power Level. Look up the difference in the "Brawn" column: this indicates how far the character can throw the object. For example, a character with Brawn 8 could throw an object weighing 60 kg (such as a cooperative slender human) up to 5 meters.


Breaking Free Of Telekinesis

To break free of Telekinesis, the restrained character must use a standard action to make a successful Hand-to-hand Combat (Brawn) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they may add their Power Level to their roll. If the target succeeds at this roll, they break free of the Telekinesis. If the target has not broken free of the Telekinesis by the end of the scene, then they break free of it shortly thereafter. Alternately, the attacker may release the restrained character at any time, without using an action.

Hurting A Held Target

If the attacker wishes to squeeze the restrained character, they must use a standard action to make a Mental Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the restrained character, or a Hand-to-hand Combat (Brawn + Power Level) roll of the restrained character if the restrained character has Mental Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional margin of success rules).

Moving A Held Target

If the attacker wishes to move the restrained character, they must use another standard action. The distance an attacker may move the defender is based on the Power Level of the attacker and the mass of the restrained character. First, look up the mass of the defender or object to be moved in the "Lift" column (rounding to the nearest mass value), and find the corresponding Power Level for that mass. Subtract that from the Power Level of the attacker, and look up that resulting value in the "Throw" column. This is how far the attacker can move or throw the held character.

Telepathy

Standard action

Telepathy is a ranged mental attack which permits a character to communicate directly with the mind of another person. However, if the willing target of Telepathy also has Telepathy, the maximum distance between the two telepaths is effectively unlimited.

To communicate directly with the mind of an unwilling person, the character must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. With a successful attack roll, the attacker may mentally communicate with the target and may read their surface thoughts. The attacker may read the target's memories if the attacker achieves a margin of success of 3 or more (each memory viewed requires a separate roll).

To break free of Telepathy, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the Telepathy. If the target has not broken free of the Telepathy by the end of the scene, then they break free of it shortly thereafter.

To communicate directly with the mind of a willing person, no attack roll is needed. With a willing target, the telepath may mentally communicate with the target and may read their surface thoughts and (if the target consents) their memories. A willing participant may end the telepathic contact at any time. The telepath may also set up a group communication among willing participants. The maximum number of simultaneous willing participants is equal to the telepath's Power Level.

Torment

Standard action

Torment is a short range (10 m) mental attack which inflicts "stunning" damage. Attacking with Torment requires a successful Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional margin of success rules). Torment ignores all normal forms of protection such as armor and Damage Resistance. Torment only affects sentient creatures: robots, machinery, and animated objects are unaffected by Torment.

Damage from Torment is temporary. Record it separately; it all comes back after the fight is over, when the character has had a chance to rest and recuperate.

Ward

Constant

Ward permits a character to use their psiblade or psistaff as protection against most normal single-target attacks aimed at the individual character. A character with the Ward power adds the power level (PL) rating of their psiblade or psistaff to their combat defense rolls.

Ward does not need to be activated: it is always on, as long as the character is alert and has a psiblade in their possession.

New Powers

You might not find the power you want in this chapter. After all, the page count of this book is limited, while your imagination is not. If the power you want is very similar to one already listed, the easiest thing to do is just change the name and description slightly, and get on with the game. Talk to the GM and the other players about it, and see if they agree. If they do, your problem is solved.

On the other hand, not everything that works in a story works in a game. It's entirely possible to create an invisible power that can attack anyone, anywhere, at no risk to the character -- but where's the fun in that? If the power you have imagined is significantly more powerful than anything in this chapter, then maybe you should go back to the drawing board.

Villain Powers

Powers can sometimes work quite differently for villains than it does for heroes. For example, a character with Possession will rarely be able to maintain their control over a target for very long, but a villain might have an NPC under their control for weeks or even years. Story-based powers can accomplish things that are simply beyond the capabilities of player characters. However, do not overuse this technique, or the players will grow tired of it.