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]]
{{TOC right}}
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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. The ease with which this energy may be sensed and controlled varies depending on the physiology and training of the would-be user; 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 occult order? You can!


Would you like to randomly generate the organization of an esoteric 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 43: 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 of 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"
 
|+Table: Random doctrines, Table 1
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|- class="h1row"
|+Table: Random occult order doctrines, Table 1
|-  
! 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="alignleft"|Roll once on Table 2
|- class="evenrow"
|-
| class="aligncenter"|3-7
| class="aligncenter"|3-9
| class="alignleft"|Roll twice on Table 2
| class="alignleft"|Roll twice on Table 2
|- class="oddrow"
|-
| class="aligncenter"|8-11
| class="aligncenter"|10-11
| class="alignleft"|Roll three times on Table 2
| class="alignleft"|Roll three times on Table 2
|- class="evenrow"
|-
| class="aligncenter"|12
| class="aligncenter"|12
| class="alignleft"|Schism: roll twice on Table 1
| 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.
'''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 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"|Anger
| 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"|Control
| class="alignleft"|Compassion
|- class="evenrow"
|-
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignleft"|Courage
|-
| colspan="3"|
|-
! class="aligncenter h2cell-alt" rowspan="6" style="vertical-align:middle"|2
| class="aligncenter"|1
| class="alignleft"|Curiosity
| class="alignleft"|Curiosity
|- class="evenrow"
|-
| colspan="2"|
| class="aligncenter"|2
|- class="oddrow"
| class="alignleft"|Detachment
! class="aligncenter h2cellalt" rowspan="6" style="vertical-align:middle"|2
|-
| class="aligncenter"|3
| class="alignleft"|Enlightenment
|-
| class="aligncenter"|4
| class="alignleft"|Exploration
|-
| class="aligncenter"|5
| class="alignleft"|Freedom
|-
| class="aligncenter"|6
| class="alignleft"|Idealism
|-
| colspan="3"|
|-
! class="aligncenter h2cell" rowspan="6" style="vertical-align:middle"|3
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|Doom
| class="alignleft"|Justice
|- class="evenrow"
|-
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|Enthusiasm
| class="alignleft"|Mercy
|- class="oddrow"
|-
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|Exploration
| class="alignleft"|Nobility
|- class="evenrow"
|-
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignleft"|Faith
| class="alignleft"|Passion
|- class="oddrow"
|-
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignleft"|Fear
| class="alignleft"|Pride
|- class="evenrow"
|-
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignleft"|Glory
| 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 h2cellalt" rowspan="6" style="vertical-align:middle"|3
! class="aligncenter h2cell-alt" rowspan="6" style="vertical-align:middle"|4
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|Guilt
| class="alignleft"|Security
|- class="evenrow"
|-
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|Honor
| class="alignleft"|Materialism
|- class="oddrow"
|-
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|Idealism
| 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"|Insecurity
| class="alignleft"|Wrath
|- class="evenrow"
|-
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignleft"|Justice
| class="alignleft"|Fear
|- class="evenrow"
|-
| colspan="2"|
| colspan="3"|
|- class="oddrow"
|-
! class="aligncenter h2cell" rowspan="6" style="vertical-align:middle"|4
! class="aligncenter h2cell" rowspan="6" style="vertical-align:middle"|5
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|Love
| class="alignleft"|Faith
|- class="evenrow"
|-
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|Materialism
| class="alignleft"|Responsibility
|- class="oddrow"
|-
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|Mentoring
| class="alignleft"|Secrecy
|- class="evenrow"
|-
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignleft"|Nobility
| class="alignleft"|Isolation
|- class="oddrow"
|-
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignleft"|Passion
| class="alignleft"|Control
|- class="evenrow"
|-
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignleft"|Pride
| class="alignleft"|Pragmatism
|}
|-
|
| colspan="3"|
{| cellpadding="4" cellspacing="1"
|-
|- class="h1row"
! class="aligncenter h2cell-alt" rowspan="6" style="vertical-align:middle"|6
! class="aligncenter"|Roll 1d6
! class="aligncenter"|Roll 1d6
! class="alignleft"|Motivation
|- class="oddrow"
! class="aligncenter h2cell" rowspan="6" style="vertical-align:middle"|5
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|Protection
| class="alignleft"|Vengeance
|- class="evenrow"
|-
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|Rebellion
| class="alignleft"|Ruthlessness
|- class="oddrow"
|-
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|Responsibility
| 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="aligncenter"|6
| class="alignleft"|Traditionalism
| class="alignleft"|Traditionalism
|- class="evenrow"
| class="aligncenter"|6
| class="alignleft"|Vengeance
|- class="evenrow"
| colspan="2"|
|- class="oddrow"
! class="aligncenter h2cellalt" rowspan="6" style="vertical-align:middle"|6
| class="aligncenter"| 
| class="alignleft" rowspan="6" style="vertical-align:middle"|(re-roll)
|- class="oddrow"
| class="aligncenter"| 
|- class="oddrow"
| class="aligncenter"| 
|- class="oddrow"
| class="aligncenter"| 
|- class="oddrow"
| class="aligncenter"| 
|- class="oddrow"
| class="aligncenter"| 
|}  
|}  
|}
|}


==Occult Powers==


===Adventure===
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.


The order is adventurous. Members of the order are encouraged to undertake bold quests and to seek to overcome daunting challenges.
===Acceleration===
:''Move action''


===Anger===
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.


The order is consumed with anger toward a thing or another esoteric order -- perhaps even all other esoteric orders. Members of the order are encouraged to dominate or destroy the source of their anger, to the exclusion of all other concerns.
===Alteration Resistance===
:''Constant''


===Audacity===
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.


The order is dominated by a desire to experience thrills and risk. Members of the order crave entertainment, and often leap before looking. On the positive side, this members of the order often deal well with chaotic situations that require quick decisions and rapid responses.
Alteration Resistance does not need to be activated: it is always active, as long as the character is alert.


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


The order prioritizes the maximum benefit for the greatest number. This can be inconvenient for those who must pay the cost, but the well-being of specific individuals is not considered a significant concern.
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.


===Control===
===Animal Control===
 
:''Standard action''
The order detests chaos and disorder, and seeks to impose order and discipline on the universe. If they are truly ambitious, the order might seek to control events on a grand scale as a "benevolent" dictatorship or as a cabal pulling strings behind the scenes of galactic events.
 
===Curiosity===
 
The order is obsessed with solving the mysteries of the universe. Their focus might be on cracking the puzzles of the natural world or on unraveling the enigmas of the heart and mind, but whatever their obsession, members of the order are encouraged to treat the accumulation of knowledge as their highest imperative.
 
===Doom===
 
The order is consumed with the knowledge that all things must end. How they externalize this obsession depends on their other traits. They may seek adventure and excitement as a distraction from their inevitable end, or they might relentlessly wage war in an attempt to take the rest of the universe with them.
 
===Enthusiasm===
 
The order is reckless and enthusiastic. Whatever their other motivations, members of the order are encouraged to move ahead with little forethought or consideration of the consequences.
 
===Exploration===
 
The order exists to seek out new places and new ideas, to "boldly go where no one has gone before." The same old routine is not stimulating enough, and though proper planning is important, cautionary tales are often ignored in favor of seeking the new.
 
===Faith===
 
The order revolves around something which is not supported by empirical evidence, and this belief informs every aspect of their traditions. Depending on how militant the order is, this can cause friction with others.
 
===Fear===
 
The order is permeated with fear. Every tradition of the order is ultimately based on a desire to hide from or destroy threats to the order.
 
===Glory===
 
The order prioritizes fame and acknowledgment of their greatness. Self-sacrifice in the service of others is not out of the question, but anonymous acts of benevolence are not on the agenda. Practicing poses and quips for the holocams is a likely pasttime for members of the order, as is hogging a certain amount of the credit.
 
===Guilt===
 
The order is overshadowed by a desire for redemption from real or imagined sins from their past. Members of the order are encouraged to perform good deeds, particularly selfless acts, to assuage their collective guilt. On the down side, this can lead them to meddle where they aren't wanted, and to involve themselves in conflicts without checking into them thoroughly.
 
===Honor===
 
The order places paramount importance on adherence to a code of conduct. This code of conduct may be formal or informal, but it includes such tenets as keeping one's word, appropriate (not necessarily minimal) use of force, and respect for rank. Members of the order may also be encouraged to display respect for their family, employer, or peers, and an obligation toward them may be implicit.
 
===Idealism===
 
The order values some cause or ideology so strongly that members of the order are encouraged to die -- or kill -- to protect it or uphold it. Any challenge to these ideals is sure to provoke a strong response from members of the order.
 
===Individualism===
 
The order holds the rights of the individual as the highest moral value, above any society, religion, or philosophy other than the order itself. The traditions of the order support making each individual self-reliant and independent. Others may regard members of the order as duplicitous or self-serving, and perhaps even treacherous.
 
===Insecurity===
 
The order is ingrained with a sense that they don't measure up to their galactic peers or to some hypothetical standard. They might try to overcome this insecurity by performing extraordinary acts and pretending to have a bravado that they do not feel, or they might seek out members of esoteric orders that they admire, and make an effort to emulate them.
 
===Justice===
 
The order places paramount importance on insuring that misdeeds are met with appropriate punishment. If the structure of society is such that the judicial system usually works as intended, then members of the order would be encouraged to deliver criminals to the appropriate authorities (along with evidence of their crimes, if possible). However, if the system is corrupt (or if the order believes it to be so), then the order may believe that the cause of justice would be best served by taking the law into their own hands.
 
===Love===
 
The order loves something, or a group of somethings, very dearly. Members of the order will go to great efforts and make tremendous sacrifices to protect what they love from harm or danger, real or perceived.
 
===Materialism===
 
The order is obsessed with the amassing of great wealth. Whether they spend it freely or even pursue philanthropy on a large scale is likely based on other traits of the order, but the accumulation of riches is an end in itself for the order. Some might even call them greedy.
 
===Mentoring===
 
The order prizes the education and enlightenment of others. Nurturing talent and preserving or establishing a legacy are key goals for the order. They may seek to provide a moral compass to the wards in their charge, or they may be prone to probe and test those whom they see as students.
 
===Nobility===
 
The order was founded to rule and command the respect of their lessers. They may look out for the little people based on a sense of ''noblesse oblige'', but they take action because they feel it is necessary and proper to do so, not because someone else demands that they act. At best, a slight condescension is apparent in most interactions with those who do not belong to the order.
 
===Passion===
 
The order encourages its members to embrace and celebrate the visceral, savage side of their natures. At the same time, members of the order are encouraged to have a strong sense of loyalty and compassion.
 
===Pride===
 
The order revolves around the spoken or unspoken assumption that theirs is the greatest esoteric order in the galaxy. They are not likely to appreciate challenges to this assumption.
 
===Protection===
 
The order places a high value on protecting others, particularly the innocent and the helpless, no matter who or where they are. Members of the order are encouraged to take action when they witness someone in danger. By the same token, members of the order are encouraged to be careful when using violence in public places.
 
===Rebellion===
 
The order doesn't fit into the larger galactic society, living apart due to prejudice or personal choice. The order scoffs at the traditions and mores of other societies. They may seek out members of other iconoclastic orders, or they may just want to be left alone.
 
===Responsibility===
 
The order perceives esoteric powers as a burden that must be used responsibly and for the benefit of all.
 
===Serenity===
 
The order is dominated by the quest for freedom from the mistakes or tragedies of their past. Maintaining a spiritual, mental, and emotional balance is considered a moral imperative.
 
===Traditionalism===
 
The order values structure, tradition, and the chain of command. Members of the order are encouraged to obey their superiors, and to treat their own subordinates with fair but firm discipline. The order thrives on stability, structure, and clear objectives.
 
===Vengeance===
 
The order is obsessed with revenge for some past wrong done to them or to their allies. Any sacrifice by the order is worthwhile. Depending upon the order's other traditions, sacrificing others might be worth the cost as well.
 
==Esoteric 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:Powers#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.
 
===Expertise===
 
A character who has expertise with a power possesses extraordinary competence, above and beyond the skill a character with that power may reasonably be assumed to possess. Expertise in a power costs one character point in addition to the cost of the power itself, and it grants the character a +3 bonus to the task roll to use the power.
 
Only very unusual villains have expertise with an esoteric power. Expertise can have a powerful effect in combat, and it tends to be more powerful in the hands of the GM than in the hands of the players because the GM rolls more dice over the course of the game than any of the players do. For this reason, it is best to restrict villainous expertise to only those villains that truly do have an exceptional amount of control over their powers and abilities. If the Game Moderator is concerned about a villain's ability to pose a challenge to the heroes, remember that the GM can give villains any attribute or power at any rank. If the villain isn't putting up enough of a fight and the game feels like the characters are going through the motions, then the GM should boost the villain's abilities or give them some henchmen to help out. Be creative.
 
===Action===
 
The Action column indicates when or if the power must be turned on, and what task rolls are required to use it. Powers listed as "Always On" are assumed to be active at all times. Powers listed as "Free Action" must be turned on by the character using a free action, but will remain on as long as the character is conscious. "Movement Action" powers may be turned on automatically as part of a character's movement action. "Task Action" powers require a task action to use, while "Reaction" powers can be used at any time, as often as the GM deems reasonable. See the [[ZeroSpace:Actions#Actions|Actions]] chapter for more information.
 
===Target===
 
The Target column indicates the useful range of the power and who or what is affected by the it. Many powers affect only the character with the power, such as Premonition. These are indicated as "Personal". Other powers affect either a single target ("Touch, Single Target", "Ranged, Single Target"), an area defined by the character ("Ranged, Radius"), or an area centered on the character with the power ("Radius").
 
The maximum effective distance of "Ranged" powers is based on the [[ZeroSpace:Attributes#Willpower|Willpower]] of the character with the power. In some cases, the power may be used at greater range, but with severely diminished accuracy. See the [[ZeroSpace:Actions#Range_Modifiers|Actions]] chapter for more information.
 
===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 Mind Control XXX will rarely be able to maintain their control over a target for more than a few minutes, 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.
 
{| cellpadding="4" cellspacing="1"
|+Table: Typical powers
|- class="h1row"
! class="alignleft"|Willpower
! class="alignleft"|Action
! class="alignleft"|Target
|- class="oddrow"
| class="alignleft"|Acceleration
| class="alignleft"|Movement Action
| class="alignleft"|Personal
|- class="evenrow"
| class="alignleft"|Ambient Awareness
| class="alignleft"|Free Action, Perception
| class="alignleft"|Personal
|- class="oddrow"
| class="alignleft"|Animal Control
| class="alignleft"|Task Action, Willpower vs. 12
| class="alignleft"|Radius
|- class="evenrow"
| class="alignleft"|Barrier
| class="alignleft"|Task Action, Willpower vs. 12+
| class="alignleft"|Ranged, Radius
|- class="oddrow"
| class="alignleft"|Blast
| class="alignleft"|Task Action, Accuracy vs. Agility
| class="alignleft"|Ranged, Single Target
|- class="evenrow"
| class="alignleft"|Blindness
| class="alignleft"|Task Action, Willpower vs. Perception (Perception vs. Willpower to resist)
| class="alignleft"|Ranged, Single Target
|- class="oddrow"
| class="alignleft"|Clairvoyance
| class="alignleft"|Task Action, Perception vs. 12
| class="alignleft"|Personal
|- class="evenrow"
| class="alignleft"|Cloak
| class="alignleft"|Free Action (Perception vs. Willpower to resist)
| class="alignleft"|Personal (Touch)
|- class="oddrow"
| class="alignleft"|Deflection
| class="alignleft"|Reaction, Willpower vs. Accuracy
| class="alignleft"|Personal
|- class="evenrow"
| class="alignleft"|Dissonance
| class="alignleft"|Task Action, Prowess vs. Prowess
| class="alignleft"|Touch, Single Target
|- class="oddrow"
| class="alignleft"|Harmony
| class="alignleft"|Free Action
| class="alignleft"|Personal
|- class="evenrow"
| class="alignleft"|Healing
| class="alignleft"|Task Action, Prowess vs. Prowess (Willpower vs. 12 to cure disease or poisons)
| class="alignleft"|Touch, Single Target
|- class="oddrow"
| class="alignleft"|Illusion
| class="alignleft"|Task Action, Willpower vs. 12+ (Perception vs. Willpower to resist)
| class="alignleft"|Ranged, Radius
|- class="evenrow"
| class="alignleft"|Instill Emotion
| class="alignleft"|Task Action, Willpower vs. Willpower (Willpower vs. Willpower to resist)
| class="alignleft"|Ranged, Single Target
|- class="oddrow"
| class="alignleft"|Leaping
| class="alignleft"|Movement Action
| class="alignleft"|Personal
|- class="evenrow"
| class="alignleft"|Meditation
| class="alignleft"|Free Action
| class="alignleft"|Personal
|- class="oddrow"
| class="alignleft"|Mind Shield
| class="alignleft"|Always On
| class="alignleft"|Personal
|- class="evenrow"
| class="alignleft"|Object Animation
| class="alignleft"|Task Action, Willpower vs. 12
| class="alignleft"|Ranged, Single Target
|- class="oddrow"
| class="alignleft"|Override
| class="alignleft"|Task Action, Willpower vs. Willpower (Willpower vs. Willpower to resist)
| class="alignleft"|Ranged, Single Target
|- class="evenrow"
| class="alignleft"|Plant Control
| class="alignleft"|Task Action, Willpower vs. 12
| class="alignleft"|Ranged, Single Target
|- class="oddrow"
| class="alignleft"|Possession
| class="alignleft"|Task Action, Willpower vs. Willpower (Willpower vs. Willpower to resist)
| class="alignleft"|Ranged, Single Target
|- class="evenrow"
| class="alignleft"|Premonition
| class="alignleft"|Reaction, Perception vs. 12
| class="alignleft"|Personal
|- class="oddrow"
| class="alignleft"|Probability Control
| class="alignleft"|Free Action
| class="alignleft"|Ranged, Single Target
|- class="evenrow"
| class="alignleft"|Rapport
| class="alignleft"|Free Action, Perception vs. 12
| class="alignleft"|Personal
|- class="oddrow"
| class="alignleft"|Reflection
| class="alignleft"|Reaction, Agility vs. Accuracy
| class="alignleft"|Personal
|- class="evenrow"
| class="alignleft"|Selective Gravity
| class="alignleft"|Free Action, Agility vs. 12 if surface is slippery or unstable
| class="alignleft"|Personal
|- class="oddrow"
| class="alignleft"|Shadow Walk
| class="alignleft"|Movement Action
| class="alignleft"|Personal
|- class="evenrow"
| class="alignleft"|Stasis
| class="alignleft"|Task Action, Willpower vs. Willpower (Willpower vs. Willpower to resist)
| class="alignleft"|Ranged, Single Target
|- class="oddrow"
| class="alignleft"|Suggestion
| class="alignleft"|Task Action, Willpower vs. Willpower (Willpower vs. Willpower to resist)
| class="alignleft"|Ranged, Single Target
|- class="evenrow"
| class="alignleft"|Telekinesis
| class="alignleft"|Task Action, Willpower vs. Agility (Brawn vs. Willpower to resist)
| class="alignleft"|Ranged, Single Target
|- class="oddrow"
| class="alignleft"|Telepathy
| class="alignleft"|Task Action, Willpower vs. Willpower (Willpower vs. Willpower to resist)
| class="alignleft"|Ranged, Single Target
|- class="evenrow"
| class="alignleft"|Torment
| class="alignleft"|Task Action, Willpower vs. Willpower
| class="alignleft"|Ranged, Single Target
|- class="oddrow"
| class="alignleft"|Ward
| class="alignleft"|Always On
| class="alignleft"|Personal
|}
 
==Power Descriptions==
 
===Acceleration===
:'''Action:''' Movement Action
:'''Target:''' Personal
 
The character can run and swim impossibly fast. The character's Willpower rank is added to their Agility rank for the purpose of determining their walking and swimming speed. If the combined rank of the character's Agility and Willpower is greater than 10, the character's base move, double move, and all-out movement speed can be found in the [[ZeroSpace:GM_Resources|GM Resources]] chapter.
 
===Ambient Awareness===
:'''Action:''' Free Action, Perception
:'''Target:''' Personal


Through their connection with the esoteric energy suffusing the universe, the character 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.
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.


===Animal Control===
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.
:'''Action:''' Task Action, Willpower vs. 12
:'''Target:''' Radius


Animal Control allows a character to communicate with and mentally control non-sentient animals. To successfully communicate with and control all animals within range of the power, the character must succeed at a challenging (task difficulty 12) Willpower task roll.
The effects of Animal Control last until the end of the scene.


Controlled animals have the same actions as a normal character (free actions, movement action, task action, reaction), and operate independently of the character that animated them. Giving a new mental command to the controlled animals requires a free action.
===Assimilation===
:''Move action''


The attributes of the controlled animals are equal to the normal attributes those kinds of animals would have. However, controlled animals are highly resistant to further mental manipulation, having Willpower equal to the character controlling them. If the character rolls an extreme success, then the animated animals are significantly smarter (+1 Reason and +1 Perception). Controlled animals have the normal movement and attack types that those kinds of animals would have.
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.


The character can control animals in an area around themselves based on the rank of the character's [[ZeroSpace:Attributes#Willpower|Willpower]].
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===
===Barrier===
:'''Action:''' Task Action, Willpower vs. 12+
:''Standard action''
:'''Target:''' Ranged, Radius


Barrier permits the character to create walls and simple geometric shapes made of esoteric energy.
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 challenging Willpower task roll (task difficulty 12). Creating more complex shapes requires a more difficult task roll, with the task difficulty set by the GM based on the complexity of the desired shape. For example, a "T" or "W" or other angular shape would require a demanding Willpower task roll (task difficulty 15), while an intricate labyrinth would require a frustrating Willpower task roll (task difficulty 18).
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 of the Barrier is equal to the rank of the [[ZeroSpace:Attributes#Willpower|Willpower]] of the character creating it. If the character rolls an extreme success, then the Barrier created is significantly tougher (+1 Brawn). The Brawn of the Barrier is used both for protection 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 is [[ZeroSpace:Actions#Endurance_And_Recovery|defeated]] by an attack, 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.
 
The maximum length or circumference of the barrier is also based on the rank of the character's [[ZeroSpace:Attributes#Willpower|Willpower]].


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.


===Blast===
===Blast===
:'''Action:''' Task Action, Accuracy vs. Agility
:''Standard action''
:'''Target:''' Ranged, Single Target


Blast is a ranged attack of pure esoteric energy which inflicts endurance damage. The Blast has a damage rating equal to the character's Willpower.
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).


Using Blast requires an Accuracy task roll against the Agility of the intended target. If the attacker rolls an extreme success, then the attacker may choose one of the standard benefits of extreme success, either overwhelming, smashing, or staggering the target of the Blast.
===Clairvoyance===
:''Standard action''


A target successfully hit with a Blast must make a protection roll to see how much the attack took out of them, as usual.
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.


===Blindness===
===Cloak===
:'''Action:''' Task Action, Willpower vs. Perception (Perception vs. Willpower to resist)
:''Quick action''
:'''Target:''' Ranged, Single Target


The Blindness power renders the target unable to see. Attacking a character under the effects of Blindness provides a +6 attack bonus (the standard task roll bonus for attacking a blind target).
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.


Using Blindness requires a Willpower task roll against the Perception of the intended target. To recover from Blindness, the target must make a successful Perception task roll against the rank of the attacker's Willpower. If the character succeeds at this task roll, they may use their remaining movement action.
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 the attacker rolls an extreme success, then the Willpower of the attacker is increased by 1 for the purpose of the target recovering from the Blindness. For example, if a character is successfully attacked with Blindness by an attacker with Willpower rank 4, and the attacker rolled an extreme success, the affected character would need to make a Perception task roll against task difficulty 13 (4 + 1 + 8) to recover from the Blindness.
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.


If the blinded character gets an extreme success on their Perception task roll, then they recover as a free action. For example, if a character is successfully attacked with Blindness by an attacker with Willpower rank 6, they would need to make a Perception task roll against task difficulty 14 (6 + 8). If they roll a 17 (6 + 8 + 3) or more, they achieve an extreme success, and recovering is a free action rather than a task action.
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.


If the character has not recovered from the Blindness by the end of the scene, then they recover from it shortly thereafter.
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.


===Clairvoyance===
===Conflict Meditation===
:'''Action:''' Task Action, Perception vs. 12
:''Standard action''
:'''Target:''' Personal


With Clairvoyance, the character can attempt to perceive things at a distance. This is typically a challenging (task difficulty 12) Perception task roll, but it may be higher or lower depending on the ambient "noise" and how obvious the thing being perceived is. If the thing being perceived is relatively obvious (to someone with the appropriate senses), no task roll should be necessary.
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.


Clairvoyance is never completely reliable: it is primarily a roleplaying power under the control of the GM.
A character may take no other actions while using Conflict Meditation, even quick actions and roleplaying actions.


===Cloak===
===Dissonance===
:'''Action:''' Free Action (Perception vs. Willpower to resist)
:''Standard action''
:'''Target:''' Personal (Touch)
 
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.
 
If someone is actively looking for the character, the person trying to locate the cloaked character must make a successful Perception task roll against the Willpower rank of the cloaked character. If an environmental circumstance might reveal the character's location, anyone in the area may attempt a Perception task roll against the Willpower rank of the cloaked character in order to notice the character. For example, fog might reveal an cloaked character's outline, or fresh snow might reveal their footprints.
 
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.
 
Cloak requires some concentration to maintain: if the character is or becomes [[ZeroSpace:Actions#Endurance_And_Recovery|winded]] (or worse), the power turns off.
 
===Deflection===
:'''Action:''' Reaction, Willpower vs. Accuracy
:'''Target:''' Personal
 
Deflection makes it easier for a character to divert or avoid a successful ranged single-target attack. Using this power requires a Willpower task roll against the damage rating of the attack. If the Willpower task roll fails, the character is struck by the attack and must make a protection roll to see how much the attack cost them, as usual. A character with Deflection may attempt to deflect as many ranged attacks as they like until their next action without a task roll penalty.


===Dissonance===
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.
:'''Action:''' Task Action, Prowess vs. Prowess + Willpower
:'''Target:''' Touch, Single Target


Dissonance is a hand-to-hand attack which inflicts endurance damage. Dissonance has a damage rating equal to the Willpower rank of the character with the power.
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.


Using Dissonance requires a Prowess task roll against the combined Prowess and Willpower of the intended target. If the attacker rolls an extreme success, then the attacker may choose one of the standard benefits of extreme success, either overwhelming, smashing, or staggering the target of the Dissonance.
===Mental Projection===
:''Standard action''


Dissonance ignores all normal forms of protection such as armor and energy shields, but a character with [[ZeroSpace:Esoteric_Orders#Harmony|Harmony]] is unaffected by Dissonance.
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===
:'''Action:''' Free Action
:''Constant''
:'''Target:''' Personal


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, such as the ice plains of Ribos, and environments of extreme heat, such as noon on the fiery plateaus of Sarn.
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 or can relax in a pool of molten lead.
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.


For more details on the effects of the environment on a character, see [[ZeroSpace:Actions#Hostile_Environments|Hostile Environments]] in the Actions chapter.
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 [[ZeroSpace_3e_EN:GM_Resources#Hostile_Environments|Hostile Environments]] in the GM Resources chapter.


===Healing===
===Healing===
:'''Action:''' Task Action, Prowess vs. Prowess (Willpower vs. 12 to cure disease or poisons)
:''Standard action''
:'''Target:''' Touch, Single Target


Healing is a hand-to-hand "attack" which restores two levels of endurance damage. Against an unwilling target, using Healing requires a Prowess task roll against the Prowess of the intended target. Healing ignores all normal forms of protection such as armor and energy shields.
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).


The Healing power can remove diseases, pathogens, and poisons from the target. They character with Healing may attempt a challenging Willpower task roll (task difficulty 12) to cure a single disease or purge a single toxin from the victim's system. If the character with the Healing power rolls an extreme success, then all damage caused by the disease is healed as well as the disease itself being cured.
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===
:'''Action:''' Task Action, Willpower vs. 12+ (Perception vs. Willpower to resist)
:''Standard action''
:'''Target:''' Ranged, Radius


The Illusion power 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 challenging Willpower task roll (task difficulty 12). Creating more complex shapes requires a more difficult task roll, with the task 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 demanding Willpower task roll (task difficulty 15), while a city square with moving cars, bicycles, and dozens of people would require a frustrating Willpower task roll (task difficulty 18).  
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 nitrogen will not cause frostbite, 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.
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 task roll against the rank of the creator's Willpower. If the Perception task roll succeeds, the observer sees the Illusion for what it is, and may respond appropriately. If the character with Illusion rolls an extreme success, then the Illusion created is significantly more realistic, and the Perception task roll to see through the Illusion incurs a +1 task difficulty penalty.
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.
 
The maximum size of an illusion is based on the rank of the creator's [[ZeroSpace:Attributes#Willpower|Willpower]].


===Instill Emotion===
===Instill Emotion===
:'''Action:''' Task Action, Willpower vs. Willpower (Willpower vs. Willpower to resist)
:''Standard action''
:'''Target:''' Ranged, Single Target


The Instill Emotion power allows a character to influence a target's behaviour by controlling the target's emotional state. The character can only instill one emotion at a time in the target, but may instill in the target any emotion the character desires.
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.


Using Instill Emotion requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the attacker's Willpower is increased by 1 for the purpose of breaking out of it. For example, if a character is affected by Instill Emotion from a character with Willpower of rank 6, and the attacker rolled an extreme success, the affected character would need to make a Willpower task roll against task difficulty 15 (6 + 1 + 8) to break free of the Instill Emotion.
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.


To break free of the Instill Emotion, the target must make a successful Willpower task roll against the Willpower of the attacker. If the character succeeds at this task roll, they may use their remaining movement action. If the target of the Instill Emotion gets an extreme success on this roll, then they break out as a free action. For example, if a character is affected by Instill Emotion from a character with Willpower of rank 6, they would need to make a Willpower task roll against task difficulty 14 (6 + 8). If they roll a 17 or more (6 + 8 + 3), they achieve an extreme success, and breaking free of the Instill Emotion is a free action rather than a task action.
===Leaping===
:''Move action''


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.
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).


===Leaping===
===Life Extension===
:'''Action:''' Movement Action
:''Constant''
:'''Target:''' Personal


The character can leap impossibly far -- more than a mere jump, but not quite flying. The maximum distance the character may move with a Leap is based on the character's Willpower.
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.)
 
{| cellpadding="4" cellspacing="1"
|+Table: Leaping
|- class="h1row"
! class="aligncenter"|Willpower<br />Rank
! class="aligncenter"|Leap
|- class="oddrow"
| class="aligncenter"|1
| class="alignright"|2 m
|- class="evenrow"
| class="aligncenter"|2
| class="alignright"|3 m
|- class="oddrow"
| class="aligncenter"|3
| class="alignright"|5 m
|- class="evenrow"
| class="aligncenter"|4
| class="alignright"|6 m
|- class="oddrow"
| class="aligncenter"|5
| class="alignright"|8 m
|- class="evenrow"
| class="aligncenter"|6
| class="alignright"|9 m
|- class="oddrow"
| class="aligncenter"|7
| class="alignright"|11 m
|- class="evenrow"
| class="aligncenter"|8
| class="alignright"|12 m
|- class="oddrow"
| class="aligncenter"|9
| class="alignright"|14 m
|- class="evenrow"
| class="aligncenter"|10
| class="alignright"|15 m
|}


===Meditation===
===Meditation===
:'''Action:''' Free Action
:''Quick action''
:'''Target:''' Personal
 
Meditation accelerates the healing process and allows the character to recover from injury more quickly. Normally, an injured character recovers one endurance level they have recently lost after they have had a chance to rest and recuperate for half an hour or so. After that, the character recovers additional endurance levels only with extended rest and medical care. With this rest and medical care, the character will regain one endurance level per day; without it, they will regain one endurance level per week.


Meditation drastically reduces this recovery time: the character recovers one endurance level they have recently lost after they have had Meditated for one full minute. After that, the character will regain one endurance level per hour of Meditation. A character may take no other actions while Meditating, even free actions and roleplaying actions.
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.


===Mind Shield===
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.
:'''Action:''' Always On
:'''Target:''' Personal


The character is naturally resistant to mental attacks and coercive mental powers. Mind Shield doubles the character's Willpower for the purpose of resisting or shrugging off the effects of mental powers. If successfully attacked by Torment or another mental power which inflicts Endurance damage, the character may make a protection roll based on their (doubled) Willpower rank.
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===
===Object Animation===
:'''Action:''' Task Action, Willpower vs. 12
:''Standard action''
:'''Target:''' Ranged, Single Target


Object Animation allows a character to animate and mentally control inanimate objects. To successfully animate and mentally control an object, the character must succeed at a challenging (task difficulty 12) Willpower task 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, task 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 free 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:Attributes#Brawn|Brawn]] it would take to lift the object. The Agility, Prowess, and Accuracy of the object is equal to the Willpower rank of the character animating it. If the animating character rolls an extreme success, then the animated object is significantly tougher (+1 Brawn). Animated objects are not actually alive or aware, so they have no Reason, Perception, or Willpower. 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 rank of the character's [[ZeroSpace:Attributes#Willpower|Willpower]].
===Override===
:''Standard action''


===Override===
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.
:'''Action:''' Task Action, Willpower vs. Willpower (Willpower vs. Willpower to resist)
:'''Target:''' Ranged, Single Target


Override allows a character to communicate with and mentally control androids and other sentient machines.
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.


Machines under the influence of Override are not as effective as those whose wills are their own. Any task roll attempted by a machine under the influence of Override incurs a +1 difficulty modifier (in addition to any other modifiers), and a machine under the influence of Override is not able to spend plot points.
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.


Using Override requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the attacker's Willpower is increased by 1 for the purpose of breaking out of it. For example, if a machine is affected by Override from a character with Willpower of rank 6, and the attacker rolled an extreme success, the affected machine would need to make a Willpower task roll against task difficulty 15 (6 + 1 + 8) to break free of the Override.
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 Willpower task roll against the Willpower of the attacker. If the affected machine succeeds at this task roll, they may use their remaining movement action. If the target of the Override gets an extreme success on this roll, then they break out as a free action. For example, if a machine is affected by Override from a character with Willpower of rank 6, they would need to make a Willpower task roll against task difficulty 14 (6 + 8). If they roll a 17 or more (6 + 8 + 3), they achieve an extreme success, and breaking free of the Override is a free action rather than a task 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===
:'''Action:''' Task Action, Willpower vs. 12
:''Standard action''
:'''Target:''' Ranged, Single Target
 
Plant Control allows a character to animate and mentally control non-sentient plants. To successfully animate and mentally control a plant, the character must succeed at a challenging (task difficulty 12) Willpower task roll.


An animated plant has the same actions as a normal character (free actions, movement action, task 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 plant requires a free 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.


The Brawn of the plant is based on its size and physical structure: as a rule of thumb, the Brawn can be based on the [[ZeroSpace:Attributes#Brawn|Brawn]] it would take to lift the plant. The Agility, Perception, Prowess, and Accuracy of the plant is equal to the Willpower rank of the character animating it. If the animating character rolls an extreme success, then the animated plant is significantly tougher (+1 Brawn). Animated plants are not actually sentient, so they have no Reason or Willpower. The specific details of the how the plant moves and attacks vary depending on the plant itself: an animated tree can walk, a mass of vines can slither, and so on.
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 most massive plant the character can animate is based on the rank of the character's [[ZeroSpace:Attributes#Willpower|Willpower]].
The effects of Plant Control last until the end of the scene.


===Possession===
===Possession===
:'''Action:''' Task Action, Willpower vs. Willpower (Willpower vs. Willpower to resist)
:''Standard action''
:'''Target:''' Ranged, Single Target


The Possession power allows a character to seize control of a target, suppressing the target's volition and effectively making the target a passenger in their own body. While the character is using Possession on another person, their own body collapses into a trance-like state.
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.


A possessed character is not able to spend plot points, but the possessing character can spend their own plot points while controlling a target.
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.


Using Possession requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the attacker's Willpower is increased by 1 for the purpose of breaking out of it. For example, if a character is affected by Possession from a character with Willpower of rank 6, and the attacker rolled an extreme success, the possessed character would need to make a Willpower task roll against task difficulty 15 (6 + 1 + 8) to break free of the Possession.
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.
 
To break free of the Possession, the target must make a successful Willpower task roll against the Willpower of the attacker. If the possessed character succeeds at this task roll, they may use their remaining movement action. If the target of the Possession gets an extreme success on this roll, then they break out as a free action. For example, if a character is affected by Possession from a character with Willpower of rank 6, they would need to make a Willpower task roll against task difficulty 14 (6 + 8). If they roll a 17 or more (6 + 8 + 3), they achieve an extreme success, and breaking free of the Possession is a free action rather than a task action.


===Premonition===
===Premonition===
:'''Action:''' Reaction, Perception vs. 12
:''Free action''
:'''Target:''' Personal


Premonition permits the character to attempt a challenging (task difficulty 12) Perception roll to avoid being surprised even if there is no way for the character to see the attack coming. If the character rolls an extreme success, then they know the exact source and nature of the attack.
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.


If the character's Perception has a higher rank than their Prowess, their rank in Perception may be used in place of Prowess to avoid being hit in hand-to-hand combat. If the character's Perception has a higher rank than their Agility, the rank in Perception may be used in place of Agility to avoid being hit in ranged combat.
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.


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.
===Probability===
:''Free action''


===Probability Control===
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.
:'''Action:''' Free Action
:'''Target:''' Ranged, Single Target


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


Using Probability Control 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 characters. The simplest way to translate this favorable or unfavorable circumstance into game terms is to grant a +3 bonus on a task roll if the circumstance is favorable for the character attempting the task or imposing a +3 difficulty modifier on a task roll if the circumstance is unfavorable for the character attempting the task. The use of Probability Control 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 Control should be roughly as useful as a +3 modifier: 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.
 
During each game session, the number of times the character can influence probability is equal to the Willpower rank of the character with the Probability Control power. Probability Control may be used to influence a task roll either before or immediately after the roll has been made.


===Rapport===
===Rapport===
:'''Action:''' Free Action, Perception vs. 12
:''Standard action''
:'''Target:''' Personal


Rapport permits the character to attempt a challenging (task difficulty 12) Perception roll 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.
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.
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.
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===Reflection===
===Reflection===
:'''Action:''' Reaction, Agility vs. Accuracy
:''Free action''
:'''Target:''' Personal


Reflection permits a character with a psiblade or psistaff to reflect a successful ranged single-target attack back at the attacker. Using this power requires an Agility task roll against the damage rating of the attack. If the Agility task roll fails, the character is struck by the attack and must make a protection roll to see how much the attack took out of them, as usual. If the Agility task roll succeeds, the attack is reflected back and successfully strikes the attacker, who must then make a protection roll against their own attack (the attacker may also force their next action -- to dodge the attack, for example). If the reflecting character rolls an extreme success, then they may choose one of the standard benefits of extreme success, either overwhelming, smashing, or staggering the attacker. A character with Reflection may attempt to reflect as many attacks as they like in a round without a task roll penalty.
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===
===Selective Gravity===
:'''Action:''' Free Action, Agility vs. 12 if surface is slippery or unstable
:''Free action''
:'''Target:''' Personal
 
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''


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 challenging (task difficulty 12) Agility task roll to keep from sliding or falling.
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.


===Shadow Walk===
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.
:'''Action:''' Movement Action
:'''Target:''' Personal


Shadow Walk permits a character to travel from one point to another without traversing the intervening space. The distance the character may travel before re-appearing is based on the rank of their Willpower. The character may double-move (base move ×2) and all-out move (base move ×6) using Shadow Walk, and incurs the normal penalties when doing so. A Shadow Walker may carry with them whatever they can carry, based on their Brawn. This may include equipment or even other characters.
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.


{| cellpadding="4" cellspacing="1"
===Shadow Walk===
|+Table: Shadow Walk
:''Move action''
|- class="h1row"
! class="aligncenter"|Willpower<br />Rank
! class="aligncenter"|Base<br />Move
! class="aligncenter"|Double<br />Move
! class="aligncenter"|All-Out<br />Move
|- class="oddrow"
! class="aligncenter h2cell"|1
| class="alignright"|2 m
| class="alignright"|3 m
| class="alignright"|9 m
|- class="evenrow"
! class="aligncenter h2cell"|2
| class="alignright"|3 m
| class="alignright"|6 m
| class="alignright"|18 m
|- class="oddrow"
! class="aligncenter h2cell"|3
| class="alignright"|5 m
| class="alignright"|9 m
| class="alignright"|27 m
|- class="evenrow"
! class="aligncenter h2cell"|4
| class="alignright"|6 m
| class="alignright"|12 m
| class="alignright"|36 m
|- class="oddrow"
! class="aligncenter h2cell"|5
| class="alignright"|8 m
| class="alignright"|15 m
| class="alignright"|45 m
|- class="evenrow"
! class="aligncenter h2cell"|6
| class="alignright"|9 m
| class="alignright"|18 m
| class="alignright"|54 m
|- class="oddrow"
! class="aligncenter h2cell"|7
| class="alignright"|11 m
| class="alignright"|21 m
| class="alignright"|63 m
|- class="evenrow"
! class="aligncenter h2cell"|8
| class="alignright"|12 m
| class="alignright"|24 m
| class="alignright"|72 m
|- class="oddrow"
! class="aligncenter h2cell"|9
| class="alignright"|14 m
| class="alignright"|27 m
| class="alignright"|81 m
|- class="evenrow"
! class="aligncenter h2cell"|10
| class="alignright"|15 m
| class="alignright"|30 m
| class="alignright"|90 m
|}


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 Shadow Walker cannot use Shadow Walk to re-appear inside of a solid object, nor into any area that completely enclosed in a force field or other energy shield; other than this, objects in the physical world generally have no effect on a Shadow Walker in transit. If a Shadow Walker unknowingly attempts to re-appear inside of a solid object, they are [[ZeroSpace:Actions#Staggering|staggered]] and 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===
:'''Action:''' Task Action, Willpower vs. Willpower (Willpower vs. Willpower to resist)
:''Standard action''
:'''Target:''' Ranged, Single Target


Affecting a target with Stasis prevents that character from moving, thinking, or taking any actions other than trying to break out of it. 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". Attacking a character under the effects of Stasis provides a +6 attack bonus (the standard task roll bonus for attacking a helpless target).
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.


Using Stasis requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the attacker's Willpower is increased by 1 for the purpose of breaking out of it. For example, if a character is affected by Stasis from a character with Willpower of rank 6, and the attacker rolled an extreme success, the affected character would need to make a Willpower task roll against task difficulty 15 (6 + 1 + 8) to break free of the Stasis.
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 the Stasis, the target must make a successful Willpower task roll against the Willpower of the attacker. If the character succeeds at this task roll, they may use their remaining movement action. If the target of the Stasis gets an extreme success on this roll, then they break out as a free action. For example, if a character is affected by Stasis from a character with Willpower of rank 6, they would need to make a Willpower task roll against task difficulty 14 (6 + 8). If they roll a 17 or more (6 + 8 + 3), they achieve an extreme success, and breaking free of the Stasis is a free action rather than a task action.
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 has not broken out of the Stasis by the end of the scene, then they break out of it shortly thereafter.
Stasis only affects sentient creatures: robots, machinery, and animated objects are unaffected by Stasis.


===Suggestion===
===Suggestion===
:'''Action:''' Task Action, Willpower vs. Willpower (Willpower vs. Willpower to resist)
:''Standard action''
:'''Target:''' Ranged, Single Target


The Suggestion power allows a character to influence a living creature's behaviour, forcing the target to follow the character's command.
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 a Suggestion are not as effective as those whose wills are their own. Any task roll attempted by a character under the influence of Suggestion incurs a +1 difficulty modifier (in addition to any other modifiers), and a character under the influence of Suggestion is not able to spend plot points.
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.


Using Suggestion requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the attacker's Willpower is increased by 1 for the purpose of breaking out of it. For example, if a character is affected by Suggestion from a character with Willpower of rank 6, and the attacker rolled an extreme success, the affected character would need to make a Willpower task roll against task difficulty 15 (6 + 1 + 8) to break free of the Suggestion.
===Telekinesis===
:''Standard action''


To break free of the Suggestion, the target must make a successful Willpower task roll against the Willpower of the attacker. If the character succeeds at this task roll, they may use their remaining movement action. If the target of the Suggestion gets an extreme success on this roll, then they break out as a free action. For example, if a character is affected by Suggestion from a character with Willpower of rank 6, they would need to make a Willpower task roll against task difficulty 14 (6 + 8). If they roll a 17 or more (6 + 8 + 3), they achieve an extreme success, and breaking free of the Suggestion is a free action rather than a task 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 a character under the influence of Suggestion completes the task that was Suggested to them, the Suggestion ends, and the character affected by the Suggestion will go on their way none the wiser. Similarly, if the character has not broken free of the Suggestion by the end of the scene, then they break free of it shortly thereafter.
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.


===Telekinesis===
:'''Action:''' Task Action, Willpower vs. Agility (Brawn vs. Willpower to resist)
:'''Target:''' Ranged, Single Target


Telekinesis permits a character to move objects at range. The maximum mass the character can lift with their Telekinesis is based on the rank of the character's [[ZeroSpace:Attributes#Willpower|Willpower]]. Telekinesis is not normally able to inflict damage directly (like a punch), but it may be used to squeeze a target or hurl a target against unyielding surfaces.
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Telekinesis
|-
! class="aligncenter"|Power Level
! class="aligncenter"|Lift
! class="aligncenter"|Throw<br />(25 kg)
|-
! class="aligncenter h2cell"|1
| class="alignright"|37 kg
| class="alignright"|1 m
|-
! class="aligncenter h2cell"|2
| class="alignright"|54 kg
| class="alignright"|1 m
|-
! class="aligncenter h2cell"|3
| class="alignright"|79 kg
| class="alignright"|2 m
|-
! class="aligncenter h2cell"|4
| class="alignright"|120 kg
| class="alignright"|2 m
|-
! class="aligncenter h2cell"|5
| class="alignright"|170 kg
| class="alignright"|4 m
|-
! class="aligncenter h2cell"|6
| class="alignright"|250 kg
| class="alignright"|5 m
|-
! class="aligncenter h2cell"|7
| class="alignright"|370 kg
| class="alignright"|8 m
|-
! class="aligncenter h2cell"|8
| class="alignright"|540 kg
| class="alignright"|11 m
|-
! class="aligncenter h2cell"|9
| class="alignright"|960 kg
| class="alignright"|20 m
|-
! class="aligncenter h2cell"|10
| class="alignright"|1,700 kg
| class="alignright"|35 m
|}
#'''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.


Using Telekinesis requires a Willpower task roll against the Agility of the intended target. Grabbing inanimate objects with Telekinesis is generally automatic, unless the GM wants to make it difficult for some reason.


If the attacker rolls an extreme success, then the attacker's Willpower is increased by 1 for the purpose of breaking out of it. For example, if a character is held by Telekinesis by a character with Willpower of rank 6, and the attacker rolled an extreme success, the affected character would need to make a Brawn task roll against task difficulty 15 (6 + 1 + 8) to break free of the Telekinesis.
====Breaking Free Of Telekinesis====


To break free of the Telekinesis, the target must make a successful Brawn task roll against the Willpower of the attacker. If the character succeeds at this task roll, they may use their remaining movement action. If the target of the Telekinesis gets an extreme success on this roll, then they break out as a free action. For example, if a character is held by Telekinesis by a character with Willpower of rank 6, they would need to make a Brawn task roll against task difficulty 14 (6 + 8). If they roll a 17 or more (6 + 8 + 3), they achieve an extreme success, and breaking free of the Telekinesis is a free action rather than a task 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.


Characters being held by Telekinesis are considered "restrained". A restrained character is not helpless, but they can't use normal movement until they break free of the Telekinesis. Attacking the held character is easier (attackers gain a +4 attack bonus when attacking a restrained character), and their attacks are easier to avoid (defenders gain a +4 defense bonus when a restrained character attacks them).
====Hurting A Held Target====


A character with Telekinesis may either squeeze or move what they are holding with the power.
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).


If the character with Telekinesis wishes to exert strength in an attempt to hurt the held character, the compression causes endurance damage, and the damage rating (DR) of this attack is equal to the attacker's rank in Willpower. The protection rating (PR) of any power or equipment that provides protection from endurance damage, such as armor and energy shields, is effective against the attack, as usual.
====Moving A Held Target====


If the character with Telekinesis wishes to move the held character, the distance an attacker may move the defender is based on the Willpower of the attacker and the mass of the defender. First, look up the mass of the defender or object to be moved in the "Maximum Mass" column of the [[ZeroSpace:Attributes#Willpower|Willpower table]] (rounding to the nearest mass value), and find the corresponding rank for that mass. Subtract that rank from the Willpower of the attacker, and look up that resulting rank in the "Range or Radius" column of the [[ZeroSpace:Attributes#Willpower|Willpower table]]. This is how far the attacker could move an object of that mass in one round. This rank is also the damage rating (DR) of the impact if the attacker makes the defender hit a solid object such as a wall or the ground. Particularly soft or yielding surfaces can reduce the impact damage by as much as half.
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===
:'''Action:''' Task Action, Willpower vs. Willpower (Willpower vs. Willpower to resist)
:''Standard action''
:'''Target:''' Ranged, Single Target


Telepathy permits a character to communicate directly with the mind of another person. If the target of Telepathy is willing, then no roll is needed. With a willing target or a successful Willpower vs. Willpower roll, the telepath may mentally communicate with the target and may read their thoughts and memories.
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.  


Using Telepathy against an unwilling subject requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the attacker's Willpower is increased by 1 for the purpose of breaking out of it. For example, if a character is affected by Telepathy from a character with Willpower of rank 6, and the attacker rolled an extreme success, the affected character would need to make a Willpower task roll against task difficulty 15 (6 + 1 + 8) to break free of the Telepathy.
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 the Telepathy, the target must make a successful Willpower task roll against the Willpower of the attacker. If the character succeeds at this task roll, they may use their remaining movement action. If the target of the Telepathy gets an extreme success on this roll, then they break out as a free action. For example, if a character is affected by Telepathy from a character with Willpower of rank 6, they would need to make a Willpower task roll against task difficulty 14 (6 + 8). If they roll a 17 or more (6 + 8 + 3), they achieve an extreme success, and breaking free of the Telepathy is a free action rather than a task action.
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.


If the target of Telepathy also has Telepathy, the maximum distance between the telepath and the target is based on the [[ZeroSpace:Attributes#Willpower|Willpower]] rank of the telepath. If the target of the Telepathy is not themselves a telepath, the range is less than one meter.
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===
:'''Action:''' Task Action, Willpower vs. Willpower
:''Standard action''
:'''Target:''' Ranged, Single Target


Torment is a ranged attack which inflicts endurance damage. Torment has a damage rating equal to the Willpower rank of the attacker.
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.


Using Torment requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the attacker may choose one of the standard benefits of extreme success, either overwhelming, smashing, or staggering the target of the Mind Blast.
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.


Torment ignores all normal forms of protection such as armor and energy shields. However, any power or equipment that provides protection from mental attacks, such as Mind Shield, provides its usual benefit.
===Ward===
:''Constant''


===Ward===
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.
:'''Action:''' Always On
 
:'''Target:''' Personal
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==


Ward permits a character with the Elusive advantage to add the damage rating of their psiblade or psistaff to their Agility for the purpose of making a protection roll. 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. As always, this protection does not stack with armor, energy shields, or other forms of protection -- only the highest protection rating applies.
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.


[[Category:Powers]]
[[Category:Powers]]
[[Category:ZeroSpace]]
[[Category:ZeroSpace]]
[[Category:English]]

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.