ZeroSpace 3e EN:Occult Orders
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 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.
Would you like to randomly generate the organization of an esoteric order? You can!
Roll 1d6 | Type |
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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 esoteric order will vary in their behaviour, the order itself generally has an accepted canon and official doctrine. Individuals who violate the order's rules may suffer anything from mild criticism by their peers, to censure, to expulsion. In rare cases, an order may issue a warrant of execution for heretics and apostates.
Would you like to randomly generate the doctrines of an esoteric order? You can!
Roll 2d6 | Complexity |
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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 esoteric 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".
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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 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 esoteric 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.
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 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 (Reason) roll against the cloaked character's Stealth (Agility + Power Level) roll. A character with Clairvoyance or Hyperacuity may add their Power Level to their Reason when attempting to notice a character using Cloak. If an environmental circumstance might reveal the character's location, the person trying to locate the cloaked character gains a bonus die on their Perception (Reason) roll. For example, fog might reveal a cloaked character's outline, or fresh snow might reveal their footprints.
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 can be activated with a quick action.
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 close range (1 m) normal attack which inflicts Endurance damage. Attacking with Dissonance requires a successful Close Combat (Power Level) roll against a Close Combat (Brawn) 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). Dissonance ignores all normal forms of protection such as armor and energy shields.
Esoteric 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 Esoteric Projection, the "esoteric body" of the traveler is usually unable to interact with the world around them, although they may converse normally. While the "esoteric body" is separated from the character's physical body, their physical body appears to be in a comatose state, and the traveler is unaware of anything happening to or around their physical form. Esoteric Projection is a plot dependent power and may not always be available, at the GM's discretion.
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 close range (1 m) power which restores lost Endurance. The character with Healing may use a standard action to attempt a moderately difficult (DV 3) Medicine (Brawn + 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 (Brawn + 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 esoteric power Acceleration, the character's Power Level is added to their Agility to determine their walking speed, and thus the distance they may move with a Leap. It is not possible to jump or leap using a double move (run) or all-out move (sprint), but with a running long jump, the character's ground movement is added to their long jump distance (effectively doubling their Leap distance).
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.
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.
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
- Reaction
Premonition permits the character to sense danger and avoid being surprised, even if there is no way for the character to see the attack coming. To perceive a source of danger, the character must succeed at a moderately difficult (DV 3) Perception (Reason + Power Level) roll. If the Premonition roll is successful, the character gains a bonus die on their defense roll against the attack. Premonition is a reaction: a character with Premonition may attempt to predict as many attacks as they like, as often as they like.
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
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
- Reaction
During their turn, or as a forced action, a character with Reflection may use a psiblade or psistaff to reflect a successful ranged single-target attack back at the attacker. To reflect an attack, the character must make a successful Close Combat (Brawn + Power Level) roll against the original Ranged Combat roll of the attacker.
If the Reflection roll fails, the character is struck by the attack, as usual. If the roll succeeds, the character with Reflection may use a free action to make a Ranged Combat (Agility + Power Level) roll against the original attacker. A character who is using their action to reflect attacks may continue to attempt to reflect attacks until they take their next turn.
Selective Gravity
- Free action
Selective Gravity allows the character to move at their normal ground speed along walls, ceilings, and other surfaces as if they were level. The strength holding the character to the surface is equal to their Brawn. If the surface is slippery or unstable, the GM might require the character to attempt a moderately difficult (DV 3) Athletics (Agility) roll to keep from sliding or falling.
Selective Gravity can be activated with a free action.
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 close 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 esoteric power Acceleration, the character's Power Level is added to their Agility to determine their walking speed, and thus the distance they may move with a Shadow Walk. The character may run or sprint using Shadow Walk. A character using Shadow Walk may carry with them whatever they can carry, based on their Brawn. This may include equipment or even other characters.
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.
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 |
- 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 Close 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 Close Combat (Brawn) roll of the restrained character, or a Close 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 short range (10 m) attack spell which permits a character to communicate directly with the mind of another person. However, if the willing target of Telepathy also has Telepathy, the maximum distance between the two telepaths is effectively unlimited.
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. With a successful attack roll, the attacker may mentally communicate with the target and may read their surface thoughts. If using the optional margin of success rules, the attacker may read the target's memories if the attacker achieves a margin of success of 3 or more (each memory viewed requires a separate roll). To break free of the Telepathy, an unwilling target must make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker.
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.
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.