ZeroSpace 3e EN:Occult Orders: Difference between revisions

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Each power costs one character point.
Each power costs one character point.


===Expertise===
Would you like to randomly generate a character's esoteric powers? You can! Consult the "Number of esoteric powers" table.


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 task roll bonus (+3) when using that power.
{| cellpadding="4" cellspacing="1"
 
|+Table: Number of esoteric powers
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 esoteric power. 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.
|- class="h1row"
 
! class="aligncenter"|Roll 1d6
===Action===
! class="alignleft"|Powers
 
|- class="oddrow"
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.
| class="aligncenter"|1
 
| class="alignleft"|Roll once on Typical esoteric powers
===Target===
|- class="evenrow"
 
| class="aligncenter"|2-3
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").
| class="alignleft"|Roll twice on Typical esoteric powers
 
|- class="oddrow"
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.
| class="aligncenter"|4-6
 
| class="alignleft"|Roll three times on Typical esoteric powers
===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===
Count the number of esoteric powers, and subtract that number from your pool of character points.


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"
{| cellpadding="4" cellspacing="1"
|+Table: Typical powers
|+Table: Typical esoteric powers
|- class="h1row"
|- class="h1row"
! class="alignleft"|Willpower
! class="aligncenter"|Roll 1d6
! class="alignleft"|Action
! class="aligncenter"|Roll 1d6
! class="alignleft"|Target
! class="alignleft"|Power
! class="alignleft"|Benefit
|- class="oddrow"  
|- class="oddrow"  
! class="aligncenter h2cell" rowspan="6" style="vertical-align:middle"|1
| class="aligncenter"|1
| class="alignleft"|Acceleration
| class="alignleft"|Acceleration
| class="alignleft"|Movement Action
| class="alignleft"|Willpower rank adds to Agility rank for the purpose of walking and swimming speed
| class="alignleft"|Personal
|- class="evenrow"  
|- class="evenrow"  
| class="aligncenter"|2
| class="alignleft"|Ambient Awareness
| class="alignleft"|Ambient Awareness
| class="alignleft"|Free Action, Perception
| class="alignleft"|Can see equally well in every direction simultaneously
| class="alignleft"|Personal
|- class="oddrow"  
|- class="oddrow"  
| class="aligncenter"|3
| class="alignleft"|Animal Control
| class="alignleft"|Animal Control
| class="alignleft"|Task Action, Willpower
| class="alignleft"|Can communicate with and mentally control non-sentient animals
| class="alignleft"|Radius
|- class="evenrow"  
|- class="evenrow"  
| class="aligncenter"|4
| class="alignleft"|Assimilation
| class="alignleft"|Move through solid matter as though through water
|- class="oddrow"
| class="aligncenter"|5
| class="alignleft"|Barrier
| class="alignleft"|Barrier
| class="alignleft"|Task Action, Willpower
| class="alignleft"|Can use esoteric energy to create walls and simple geometric shapes
| class="alignleft"|Ranged, Radius
|- class="evenrow"  
|- class="oddrow"  
| class="aligncenter"|6
| class="alignleft"|Blast
| class="alignleft"|Blast
| class="alignleft"|Task Action, Accuracy vs. Agility
| class="alignleft"|A ranged attack using esoteric energy
| class="alignleft"|Ranged, Single Target
|- class="evenrow"  
|- class="evenrow"  
| colspan="4"|
|- class="oddrow"
! class="aligncenter h2cellalt" rowspan="6" style="vertical-align:middle"|2
| class="aligncenter"|1
| class="alignleft"|Clairvoyance
| class="alignleft"|Clairvoyance
| class="alignleft"|Task Action, Perception
| class="alignleft"|Can attempt to perceive things at a distance
| class="alignleft"|Personal
|- class="evenrow"
| class="aligncenter"|2
| class="alignleft"|Cloak
| class="alignleft"|
|- class="oddrow"  
|- class="oddrow"  
| class="alignleft"|Cloak
| class="aligncenter"|3
| class="alignleft"|Free Action (Perception vs. Willpower to resist)
| class="alignleft"|Conflict Meditation
| class="alignleft"|Personal (Touch)
| class="alignleft"|Enhance allies' morale, coordination, and precision
|- class="evenrow"  
|- class="evenrow"  
| class="aligncenter"|4
| class="alignleft"|Deflection
| class="alignleft"|Deflection
| class="alignleft"|Reaction, Willpower vs. Accuracy
| class="alignleft"|Use a a psiblade or psistaff to divert or avoid ranged attacks
| class="alignleft"|Personal
|- class="oddrow"  
|- class="oddrow"  
| class="aligncenter"|5
| class="alignleft"|Dissonance
| class="alignleft"|Dissonance
| class="alignleft"|Task Action, Prowess vs. Prowess
| class="alignleft"|A hand-to-hand attack which ignores all normal forms of protection
| class="alignleft"|Touch, Single Target
|- class="evenrow"  
|- class="evenrow"  
| class="aligncenter"|6
| class="alignleft"|Harmony
| class="alignleft"|Harmony
| class="alignleft"|Free Action
| class="alignleft"|Survive in environments and conditions that would impair or even kill normal people
| class="alignleft"|Personal
|- class="evenrow"
| colspan="4"|
|- class="oddrow"  
|- class="oddrow"  
! class="aligncenter h2cell" rowspan="6" style="vertical-align:middle"|3
| class="aligncenter"|1
| class="alignleft"|Healing
| class="alignleft"|Healing
| class="alignleft"|Task Action, Prowess vs. Prowess (Willpower roll to cure disease or poisons)
| class="alignleft"|Revitalize a character who has lost endurance levels in combat
| class="alignleft"|Touch, Single Target
|- class="evenrow"  
|- class="evenrow"  
| class="aligncenter"|2
| class="alignleft"|Illusion
| class="alignleft"|Illusion
| class="alignleft"|Task Action, Willpower (Perception vs. Willpower to resist)
| class="alignleft"|Create realistic three-dimensional phantasms
| class="alignleft"|Ranged, Radius
|- class="oddrow"  
|- class="oddrow"  
| class="aligncenter"|3
| class="alignleft"|Instill Emotion
| class="alignleft"|Instill Emotion
| class="alignleft"|Task Action, Willpower vs. Willpower (Willpower vs. Willpower to resist)
| class="alignleft"|Influence a target's behaviour by controlling their emotional state
| class="alignleft"|Ranged, Single Target
|- class="evenrow"  
|- class="evenrow"  
| class="aligncenter"|4
| class="alignleft"|Leaping
| class="alignleft"|Leaping
| class="alignleft"|Movement Action
| class="alignleft"|Leap impossibly far -- more than a mere jump, but not quite flying
| class="alignleft"|Personal
|- class="oddrow"  
|- class="oddrow"  
| class="aligncenter"|5
| class="alignleft"|Life Extension
| class="alignleft"|Never grow old nor die from "natural causes"
|- class="evenrow"
| class="aligncenter"|6
| class="alignleft"|Meditation
| class="alignleft"|Meditation
| class="alignleft"|Free Action
| class="alignleft"|Focus esoteric energy to heal much faster than the typical humanoid
| class="alignleft"|Personal
|- class="evenrow"  
|- class="evenrow"  
| colspan="4"|
|- class="oddrow"
! class="aligncenter h2cellalt" rowspan="6" style="vertical-align:middle"|4
| class="aligncenter"|1
| class="alignleft"|Mind Shield
| class="alignleft"|Mind Shield
| class="alignleft"|Always On
| class="alignleft"|Naturally resistant to mental attacks and coercive mental powers
| class="alignleft"|Personal
|- class="evenrow"
| class="aligncenter"|2
| class="alignleft"|Object Animation
| class="alignleft"|Animate and mentally control an inanimate object
|- class="oddrow"  
|- class="oddrow"  
| class="alignleft"|Object Animation
| class="aligncenter"|3
| class="alignleft"|Task Action, Willpower
| class="alignleft"|Override
| class="alignleft"|Ranged, Single Target
| class="alignleft"|Communicate with and mentally control an android or other sentient machine
|- class="evenrow"  
|- class="evenrow"  
| class="alignleft"|Override
| class="aligncenter"|4
| class="alignleft"|Task Action, Willpower vs. Willpower (Willpower vs. Willpower to resist)
| class="alignleft"|Plant Control
| class="alignleft"|Ranged, Single Target
| class="alignleft"|Animate and mentally control a non-sentient plant
|- class="oddrow"  
|- class="oddrow"  
| class="alignleft"|Plant Control
| class="aligncenter"|5
| class="alignleft"|Task Action, Willpower
| class="alignleft"|Possession
| class="alignleft"|Ranged, Single Target
| class="alignleft"|Seize control of a target, effectively making them a passenger in their own body
|- class="evenrow"  
|- class="evenrow"  
| class="alignleft"|Possession
| class="aligncenter"|6
| class="alignleft"|Task Action, Willpower vs. Willpower (Willpower vs. Willpower to resist)
| class="alignleft"|Ranged, Single Target
|- class="oddrow"
| class="alignleft"|Premonition
| class="alignleft"|Premonition
| class="alignleft"|Reaction, Perception
| class="alignleft"|Avoid being surprised even if there is no way to see the attack coming
| class="alignleft"|Personal
|- class="evenrow"  
|- class="evenrow"  
| colspan="4"|
|- class="oddrow"
! class="aligncenter h2cell" rowspan="6" style="vertical-align:middle"|5
| class="aligncenter"|1
| class="alignleft"|Probability
| class="alignleft"|Probability
| class="alignleft"|Free Action
| class="alignleft"|Influence the odds, playing fast and loose with the laws of chance
| class="alignleft"|Ranged, Single Target
|- class="evenrow"
| class="aligncenter"|2
| class="alignleft"|Rapport
| class="alignleft"|Communicate with inanimate objects in ways that people normally can't
|- class="oddrow"  
|- class="oddrow"  
| class="alignleft"|Rapport
| class="aligncenter"|3
| class="alignleft"|Free Action, Perception
| class="alignleft"|Reflection
| class="alignleft"|Personal
| class="alignleft"|Use a psiblade or psistaff to reflect a ranged attack back at the attacker
|- class="evenrow"  
|- class="evenrow"  
| class="alignleft"|Reflection
| class="aligncenter"|4
| class="alignleft"|Reaction, Agility vs. Accuracy
| class="alignleft"|Selective Gravity
| class="alignleft"|Personal
| class="alignleft"|Move at normal ground speed along walls, ceilings, and other surfaces
|- class="oddrow"  
|- class="oddrow"  
| class="alignleft"|Selective Gravity
| class="aligncenter"|5
| class="alignleft"|Free Action, Agility roll if surface is slippery or unstable
| class="alignleft"|Sensory Deprivation
| class="alignleft"|Personal
| class="alignleft"|Render a target unable to see or hear
|- class="evenrow"  
|- class="evenrow"  
| class="alignleft"|Sensory Deprivation
| class="aligncenter"|6
| class="alignleft"|Task Action, Willpower vs. Perception (Perception vs. Willpower to resist)
| class="alignleft"|Ranged, Single Target
|- class="oddrow"
| class="alignleft"|Shadow Walk
| class="alignleft"|Shadow Walk
| class="alignleft"|Movement Action
| class="alignleft"|Travel from one point to another without traversing the intervening space
| class="alignleft"|Personal
|- class="evenrow"  
|- class="evenrow"  
| colspan="4"|
|- class="oddrow"
! class="aligncenter h2cellalt" rowspan="6" style="vertical-align:middle"|6
| class="aligncenter"|1
| class="alignleft"|Stasis
| class="alignleft"|Stasis
| class="alignleft"|Task Action, Willpower vs. Willpower (Willpower vs. Willpower to resist)
| class="alignleft"|Put a target into a fugue state, unable to move, think, or take any actions
| class="alignleft"|Ranged, Single Target
|- class="evenrow"
| class="aligncenter"|2
| class="alignleft"|Suggestion
| class="alignleft"|Influence a living creature's behaviour, forcing the target to obey the character's command
|- class="oddrow"  
|- class="oddrow"  
| class="alignleft"|Suggestion
| class="aligncenter"|3
| class="alignleft"|Task Action, Willpower vs. Willpower (Willpower vs. Willpower to resist)
| class="alignleft"|Telekinesis
| class="alignleft"|Ranged, Single Target
| class="alignleft"|Mentally grapple a character or object without touching them
|- class="evenrow"  
|- class="evenrow"  
| class="alignleft"|Telekinesis
| class="aligncenter"|4
| class="alignleft"|Task Action, Willpower vs. Agility (Brawn vs. Willpower to resist)
| class="alignleft"|Telepathy
| class="alignleft"|Ranged, Single Target
| class="alignleft"|Communicate directly with the mind of another person
|- class="oddrow"  
|- class="oddrow"  
| class="alignleft"|Telepathy
| class="aligncenter"|5
| class="alignleft"|Task Action, Willpower vs. Willpower (Willpower vs. Willpower to resist)
| class="alignleft"|Torment
| class="alignleft"|Ranged, Single Target
| class="alignleft"|A mental attack which ignores all normal forms of protection
|- class="evenrow"  
|- class="evenrow"  
| class="alignleft"|Torment
| class="aligncenter"|6
| class="alignleft"|Task Action, Willpower vs. Willpower
| class="alignleft"|Ranged, Single Target
|- class="oddrow"
| class="alignleft"|Ward
| class="alignleft"|Ward
| class="alignleft"|Always On
| class="alignleft"|Use a psiblade or psistaff as protection against most forms of direct damage
| class="alignleft"|Personal
|}
|}


==Power Descriptions==


===Acceleration===
===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 walk, run, and sprint movement speed can be found in the [[ZeroSpace:GM_Resources|GM Resources]] chapter.
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 walk, run, and sprint movement speed can be found in the [[ZeroSpace:GM_Resources|GM Resources]] chapter.


===Ambient Awareness===
===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.
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. Ambient Awareness can be activated with a free action.


===Animal Control===
===Animal Control===
:'''Action:''' Task Action, Willpower
:'''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 (base difficulty 4) Willpower task roll.
Animal Control allows a character to communicate with and mentally control non-sentient animals. To successfully communicate with and control all animals within medium range (50 m), the character must succeed at a challenging Willpower task roll (difficulty 3).


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.
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.
Line 407: Line 424:
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 (+2 Reason and +2 Perception). Controlled animals have the normal movement and attack types that those kinds of animals would have.
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 (+2 Reason and +2 Perception). Controlled animals have the normal movement and attack types that those kinds of animals would have.


The character can control animals in an area around themselves based on the rank of the character's [[ZeroSpace:Attributes#Willpower|Willpower]].
===Assimilation===
 
Assimilation allows a character to move through solid matter as though through water, leaving no trace of their passage. The movement speed of a character using Assimilation is equal to their swim speed. The character may make a double-move or swim sprint using Assimilation.
 
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
:'''Target:''' Ranged, Radius


Barrier permits the character to create walls and simple geometric shapes made of esoteric energy.
Barrier permits the character to use esoteric energy to create walls and simple geometric shapes within medium range (50m).


Creating a simple shape with Barrier (a wall, dome, cube, and so on) requires a challenging Willpower task roll (base difficulty 4). 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 (base difficulty 7), while an intricate labyrinth would require a frustrating Willpower task roll (base difficulty 10).
Creating a simple shape with Barrier (a wall, dome, cube, and so on) requires a challenging Willpower task roll (difficulty 3). Creating more complex shapes requires a more difficult task roll, with the 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 (difficulty 6), while an intricate labyrinth would require a frustrating Willpower task roll (difficulty 9).


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 (+2 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 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 (+2 Brawn). The Brawn of the Barrier is used both for its protection rating 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 maximum length or circumference of the barrier is also based on the rank of the character's [[ZeroSpace:Attributes#Willpower|Willpower]].
The maximum length or circumference of the barrier is also based on the rank of the character's [[ZeroSpace:Attributes#Willpower|Willpower]].
Line 424: Line 443:


===Blast===
===Blast===
:'''Action:''' Task Action, Accuracy vs. Agility
:'''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.


Using Blast requires an Accuracy task roll against the Agility of the intended target. If the attacker rolls an extreme success, then the damage rating of the Blast is increased by 1.
Blast is a short range (10m) attack of pure esoteric energy which inflicts endurance damage. The Blast has a damage rating equal to the character's Willpower.
 
A target successfully hit with a Blast must make a protection roll to see how much the attack took out of them, as usual.


===Clairvoyance===
===Clairvoyance===
:'''Action:''' Task Action, Perception
:'''Target:''' Personal


With Clairvoyance, the character can attempt to perceive things at a distance. This is typically a challenging (base difficulty 4) 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.
With Clairvoyance, the character can attempt to perceive things at a distance. This is typically a challenging Perception task roll (difficulty 3), 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.


Clairvoyance is never completely reliable: it is primarily a roleplaying power under the control of the GM.
The range of Clairvoyance is essentially unlimited (remote range), but it is never completely reliable: it is primarily a roleplaying power under the control of the GM.


===Cloak===
===Cloak===
:'''Action:''' Free Action (Perception vs. Willpower to resist)
:'''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.
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.
Line 451: Line 460:
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.
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.
Cloak can be activated with a free action. However, Cloak requires some concentration to maintain: if the character is or becomes [[ZeroSpace:Actions#Endurance_And_Recovery|winded]] (or worse), the power turns off.
 
===Conflict Meditation===
 
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 task roll bonus (+3) on all task rolls for so long as the character maintains their Conflict Meditation.
 
A character may take no other actions while using Conflict Meditation, even free actions and roleplaying actions.


===Deflection===
===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.
During their turn, or as a [[ZeroSpace:Actions#Forcing_An_Action|forced action]], a character with Deflection armed with a psiblade or psistaff may divert or avoid a successful ranged single-target attack. Using this power requires a Willpower task roll against the damage rating of the attack.
 
<center>'''2d6 + Willpower [+3 or –3] vs. 8 + damage rating [+3 or –3]'''</center>
 
If the Willpower task roll fails, the character is struck by the attack, as usual. A character who is using their action to deflect attacks may continue to attempt to deflect attacks until they take their next turn.


===Dissonance===
===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.
Dissonance is an unarmed hand-to-hand attack which inflicts endurance damage. Dissonance has a damage rating equal to the Willpower rank of the character with the power.
 
<center>'''2d6 + Prowess + Willpower [+3 or –3] vs. 8 + Prowess + Willpower [+3 or –3]'''</center>


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 damage rating of the Dissonance is increased by 1.
Dissonance ignores all normal forms of protection such as armor and energy shields: instead, the protection rating of the target is equal to their Willpower. This is particularly effective against inanimate objects, since they have no Willpower.


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.
A character with [[ZeroSpace:Esoteric_Orders#Harmony|Harmony]] is unaffected by Dissonance.


===Harmony===
===Harmony===
:'''Action:''' Free Action
:'''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, such as the ice plains of Ribos, and environments of extreme heat, such as noon on the fiery plateaus of Sarn.


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 or that they can relax in a pool of molten lead.


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:Actions#Hostile_Environments|Hostile Environments]] in the Actions chapter.


===Healing===
===Healing===
:'''Action:''' Task Action, Prowess vs. Prowess (Willpower roll to cure disease or poisons)
:'''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 "attack" which restores two levels of endurance damage. Against an unwilling target, using Healing requires a successful unarmed hand-to-hand attack roll against the intended target. Healing ignores all normal forms of protection such as armor and energy shields.


The Healing power can remove diseases, pathogens, and poisons from the target. They character with Healing may attempt a challenging Willpower task roll (base difficulty 4) 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.
The Healing power can remove diseases, pathogens, and poisons from the target. They character with Healing may attempt a challenging Willpower task roll (difficulty 3) 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.


===Illusion===
===Illusion===
:'''Action:''' Task Action, Willpower (Perception vs. Willpower to resist)
:'''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.
The Illusion power permits the character to create realistic three-dimensional phantasms anywhere within medium range (50m), 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 (base difficulty 4). 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 (base difficulty 7), while a city square with moving cars, bicycles, and dozens of people would require a frustrating Willpower task roll (base difficulty 10).  
Creating a simple, immobile illusion (a wall, a bridge, and so on) requires a challenging Willpower task roll (difficulty 3). Creating more complex shapes requires a more difficult task 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 demanding Willpower task roll (difficulty 6), while a city square with moving cars, bicycles, and dozens of people would require a frustrating Willpower task roll (difficulty 9).  


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 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.


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 task roll penalty (-3).
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 task roll penalty (-3).
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)
:'''Target:''' Ranged, Single Target


The Instill Emotion power 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 character desires.
Instill Emotion is a short range (10m) power which allows a character to influence a target's behaviour by controlling their emotional state. The character can only instill one emotion at a time in the target, but may instill in the target any emotion the character desires.


Using Instill Emotion requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the subject incurs a task roll penalty (-3) when trying to break out of it.
Using Instill Emotion requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the subject incurs a task roll penalty (-3) when trying to break out of it.


To break free of the Instill Emotion, the target must make a successful Willpower task roll against the Willpower of the attacker. 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 (8 + 6). If they roll a 17 or more (8 + 6 + 3), they achieve an extreme success, and breaking free of the Instill Emotion is a free action rather than a task action.
To break free of the Instill Emotion, the target must make a successful Willpower task roll against the Willpower of the attacker. 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 target number 14 (8 + 6). If they roll a 17 or more (14 + 3), they achieve an extreme success, and breaking free of the Instill Emotion is a free action rather than a task 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.
If the target has not broken free of the Instill Emotion by the end of the scene, then they break free of it shortly thereafter.


===Leaping===
===Leaping===
:'''Action:''' Movement Action
:'''Target:''' Personal


The character 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 Willpower 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).
The character 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 Willpower 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===
 
The character 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===
===Meditation===
:'''Action:''' Free 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 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.
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===Mind Shield===
===Mind Shield===
:'''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.
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 Life Drain, Torment, or another power which bases the defender's protection rating on their Willpower, the character's protection rating is doubled.
 
Mind Shield does not need to be activated: it is always on, as long as the character is alert.


===Object Animation===
===Object Animation===
:'''Action:''' Task Action, Willpower
:'''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 (base difficulty 4) Willpower task roll.
Object Animation allows a character to animate and mentally control an inanimate object within medium range (50m). To successfully animate and mentally control an object, the character must succeed at a challenging Willpower task roll (difficulty 3).


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 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.
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===Override===
===Override===
:'''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.
Override allows a character to communicate with and mentally control an android or other sentient machine within medium range (50m).


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 task roll penalty (-3), and a machine under the influence of Override is not able to spend plot points.
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 task roll penalty (-3), and a machine under the influence of Override is not able to spend plot points.
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Using Override requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the subject incurs a task roll penalty (-3) when trying to break out of it.
Using Override requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the subject incurs a task roll penalty (-3) when trying to break out of it.


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 (8 + 6). If they roll a 17 or more (8 + 6 + 3), they achieve an extreme success, and breaking free of the Override is a free action rather than a task action.
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 target number 14 (8 + 6). If they roll a 17 or more (14 + 3), they achieve an extreme success, and breaking free of the Override is a free action rather than a task action.


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.
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.


===Plant Control===
===Plant Control===
:'''Action:''' Task Action, Willpower
:'''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 (base difficulty 4) Willpower task roll.
Plant Control allows a character to animate and mentally control a non-sentient plant within medium range (50m). To successfully animate and mentally control a plant, the character must succeed at a challenging Willpower task roll (difficulty 3).


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


The Possession power allows a character to seize control of a target, suppressing their volition and effectively making them 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 power allows a character to seize control of a target, suppressing their volition and effectively making them 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 (10m) 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.
A possessed character is not able to spend plot points, but the possessing character can spend their own plot points while controlling a target.
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Using Possession requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the subject incurs a task roll penalty (-3) when trying to break out of it.
Using Possession requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the subject incurs a task roll penalty (-3) when trying to break out of it.


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 (8 + 6). If they roll a 17 or more (8 + 6 + 3), they achieve an extreme success, and breaking free of the Possession is a free action rather than a task action.
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 target number 14 (8 + 6). If they roll a 17 or more (14 + 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
:'''Target:''' Personal


Premonition permits the character to attempt a challenging (base difficulty 4) 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 attempt a challenging Perception roll (difficulty 3) 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.


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


A character with Probability can influence the odds, playing fast and loose with the laws of chance. Probability does not allow the character to break the laws of physics or make impossible things happen, but a character with Probability can make unlikely events likely and likely events unlikely.
A character with Probability can influence the odds, playing fast and loose with the laws of chance. Probability does not allow the character to break the laws of physics or make impossible things happen, but a character with Probability can make unlikely events likely and likely events unlikely.
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Using Probability requires the player to describe a favorable or unfavorable circumstance and how that circumstance might have come about. If the GM agrees that the circumstance is possible (however unlikely it might be), then the GM will decide how this unlikely event impacts the characters. The simplest way to translate this favorable or unfavorable circumstance into game terms is to grant a task roll bonus (+3) if the circumstance is favorable for the character attempting the task or imposing a task roll penalty (-3) 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 task roll bonus or a task roll penalty: significant, but not game-breaking.
Using Probability requires the player to describe a favorable or unfavorable circumstance and how that circumstance might have come about. If the GM agrees that the circumstance is possible (however unlikely it might be), then the GM will decide how this unlikely event impacts the characters. The simplest way to translate this favorable or unfavorable circumstance into game terms is to grant a task roll bonus (+3) if the circumstance is favorable for the character attempting the task or imposing a task roll penalty (-3) 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 task roll bonus or a task roll penalty: significant, but not game-breaking.


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


===Rapport===
===Rapport===
:'''Action:''' Free Action, Perception
:'''Target:''' Personal


Rapport permits the character to attempt a challenging (base difficulty 4) 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 permits the character to attempt a challenging Perception roll (difficulty 3) 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.


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
:'''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 the damage rating of the reflected attack is increased by 1. A character with Reflection may attempt to reflect as many attacks as they like in a round without a task roll penalty.
During their turn, or as a [[ZeroSpace:Actions#Forcing_An_Action|forced action]], a character with Reflection armed with a psiblade or psistaff may 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.
 
<center>'''2d6 + Agility [+3 or –3] vs. 8 + damage rating [+3 or –3]'''</center>
 
If the Agility task roll fails, the character is struck by the attack, as usual. If the Agility task roll succeeds, the character with Reflection may use a free action to make a ranged attack against the original attacker, using the reflecting character's Accuracy and the original attacker's damage rating. 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===
===Selective Gravity===
:'''Action:''' Free Action, Agility roll if surface is slippery or unstable
:'''Target:''' Personal


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 (base difficulty 4) Agility task roll to keep from sliding or falling.
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 Agility task roll (difficulty 3) to keep from sliding or falling.
 
Selective Gravity can be activated with a free action.


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


The Sensory Deprivation power renders the target unable to see or hear. Attacks against a character under the effects of Sensory Deprivation gain an attack bonus (+3).
Sensory Deprivation is a short range (10m) power which renders the target unable to see or hear. Attacks against a character under the effects of Sensory Deprivation gain an attack bonus (+3).


Using Sensory Deprivation requires a Willpower task roll against the Perception of the intended target. If the attacker rolls an extreme success, then the subject incurs a task roll penalty (-3) when trying to recover from it.
Using Sensory Deprivation requires a Willpower task roll against the Perception of the intended target. If the attacker rolls an extreme success, then the subject incurs a task roll penalty (-3) when trying to recover from it.


To recover from Sensory Deprivation, the target must make a successful Perception task roll against the rank of the attacker's Willpower. If the blinded and deafened 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 Sensory Deprivation by an attacker with Willpower rank 6, they would need to make a Perception task roll against task difficulty 14 (8 + 6). If they roll a 17 (8 + 6 + 3) or more, they achieve an extreme success, and recovering is a free action rather than a task action.
<center>'''2d6 + Willpower [+3 or –3] vs. 8 + Perception [+3 or –3]'''</center>
 
To recover from Sensory Deprivation, the target must make a successful Perception task roll against the rank of the attacker's Willpower. If the blinded and deafened 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 Sensory Deprivation by an attacker with Willpower rank 6, they would need to make a Perception task roll against target number 14 (8 + 6). If they roll a 17 (14 + 3) or more, they achieve an extreme success, and recovering is a free action rather than a task action.


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


===Shadow Walk===
===Shadow Walk===
:'''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 equal to their Agility-based walking speed per round. If the character also has the esoteric power Acceleration, the character's Willpower 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, 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.
Shadow Walk permits a character to use a movement action to travel from one point to another without traversing the intervening space. The distance the character may travel before re-appearing is equal to their Agility-based walking speed per round. If the character also has the esoteric power Acceleration, the character's Willpower 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 Shadow Walker 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 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#Endurance_And_Recovery|exhausted]] and shunted to the nearest unoccupied space, or the Shadow Walk attempt fails entirely, at the GM's discretion.


===Stasis===
===Stasis===
:'''Action:''' Task Action, Willpower vs. Willpower (Willpower vs. Willpower to resist)
:'''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". Attacks against a character under the effects of Stasis are automatically successful.
Stasis is a short range (10m) power which prevents the target 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". Attacks against a character under the effects of Stasis are automatically successful.


Using Stasis requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the subject incurs a task roll penalty (-3) when trying to break out of it.
Using Stasis requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the subject incurs a task roll penalty (-3) when trying to break out of it.


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 (8 + 6). If they roll a 17 or more (8 + 6 + 3), they achieve an extreme success, and breaking free of the Stasis is a free action rather than a task action.
<center>'''2d6 + Willpower [+3 or –3] vs. 8 + Willpower [+3 or –3]'''</center>
 
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 target number 14 (8 + 6). If they roll a 17 or more (14 + 3), they achieve an extreme success, and breaking free of the Stasis is a free action rather than a task action.


If the character has not broken out of the Stasis by the end of the scene, then they break out 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.


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


The Suggestion power allows a character to influence a living creature's behaviour, forcing the target to obey the character's command.
The Suggestion power allows a character to influence a living creature's behaviour, forcing the target to obey the character's command.


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 task roll penalty (-3), and a character under the influence of Suggestion is not able to spend plot points.
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 task roll penalty (-3), and a character under the influence of Suggestion is not able to spend plot points. Suggestion is a short range (10m) power, but once the Suggestion is successful, it will remain so even if the target leaves this range.


Using Suggestion requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the subject incurs a task roll penalty (-3) when trying to break out of it.
Using Suggestion requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the subject incurs a task roll penalty (-3) when trying to break out of it.


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 (8 + 6). If they roll a 17 or more (8 + 6 + 3), they achieve an extreme success, and breaking free of the Suggestion is a free action rather than a task action.
<center>'''2d6 + Willpower [+3 or –3] vs. 8 + Willpower [+3 or –3]'''</center>
 
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 target number 14 (8 + 6). If they roll a 17 or more (14 + 3), they achieve an extreme success, and breaking free of the Suggestion is a free action rather than a task action.


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 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.


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


Telekinesis permits a character to mentally grab, squeeze, and move objects without touching them. 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.
Telekinesis is a short range (10m) power which permits a character to mentally grapple a character or object without touching it. The maximum mass the character can grapple 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 grappled target or hurl a grappled target against unyielding surfaces.


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.
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 subject incurs a task roll penalty (-3) when trying to break out of it.
<center>'''2d6 + Willpower [+3 or –3] vs. 8 + Agility [+3 or –3]'''</center>
 
If the attacker's roll is successful, the defender is restrained. A restrained character is not helpless, but they can't use normal movement until they break free of the Telekinesis. Attacking a restrained character is easier: attackers gain an attack bonus (+3) when attacking a restrained character. A restrained character's attacks are also easier to avoid: a restrained attacker incurs a penalty (-3) on any attacks they attempt while restrained.


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 (8 + 6). If they roll a 17 or more (8 + 6 + 3), they achieve an extreme success, and breaking free of the Telekinesis is a free action rather than a task action.
A character with Telekinesis may either squeeze or move what they are holding with the power. If the attacker wishes to move or throw the grappled 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 "Lifts" column of the [[ZeroSpace:Attributes#Brawn|Brawn 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 "Throws" column of the [[ZeroSpace:Attributes#Brawn|Brawn table]]. This is how far the attacker could move an object of that mass in one round.


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 a held character is easier, granting the attacker a task roll bonus (+3). Attacks made by a restrained character are more difficult, imposing a task roll penalty (-3).
If the attacker wishes to use their Telekinesis to squeeze and hurt the restrained character, they must use a task action to make a ranged attack against the restrained character. This ranged attack uses Willpower as the attack attribute, and the damage rating of the attack is also equal to the attacker's Willpower. Because the target is restrained, the attacker gains a bonus on this attack.


A character with Telekinesis may either squeeze or move what they are holding with the power.
<center>'''2d6 + Willpower + Willpower +3 vs. 8 + Agility + protection rating [+3 or –3]'''</center>


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.
To break free of the Telekinesis, the restrained character must make a successful task roll using their Brawn or Agility (whichever is greater) against the attacker's Willpower.


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, using their Willpower in the place of Brawn. First, look up the mass of the defender or object to be moved in the "Lifts" column of the [[ZeroSpace:Attributes#Brawn|Brawn 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 "Throws" column of the [[ZeroSpace:Attributes#Brawn|Brawn 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.
<center>'''2d6 + (Brawn or Agility) [+3 or –3] vs. 8 + Willpower [+3 or –3]'''</center>
 
If the restrained character succeeds at the task roll to break free, they may use their remaining movement action. If the restrained character gets an extreme success on this roll, then they break free as a free action instead of a task action. For example, if a character is being grappled by an attacker with rank 6 Willpower, they would need to make a Brawn (or Agility) task roll against target number 14 (8 + 6). If they roll a 17 or more, they achieve an extreme success, and breaking free is a free action. If the restrained character also has Telekinesis, they may use the rank of their Willpower in lieu of their Brawn or Agility to break free.


===Telepathy===
===Telepathy===
:'''Action:''' Task Action, Willpower vs. Willpower (Willpower vs. Willpower to resist)
:'''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 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 normally a short range (10m) power. However, if the target of Telepathy also has Telepathy, the maximum distance between the telepath and the target 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 subject incurs a task roll penalty (-3) when trying to break out of it.
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 subject incurs a task roll penalty (-3) when trying to break out of it.


To break free of the Telepathy, the target must make a successful Willpower task roll against the Willpower of the attacker. 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 (8 + 6). If they roll a 17 or more (8 + 6 + 3), they achieve an extreme success, and breaking free of the Telepathy is a free action rather than a task action.
<center>'''2d6 + Willpower [+3 or –3] vs. 8 + Willpower [+3 or –3]'''</center>


Telepathy is normally a [[ZeroSpace:Actions#Range_Modifiers|short range]] power. However, if the target of Telepathy also has Telepathy, the maximum distance between the telepath and the target is effectively unlimited.
To break free of the Telepathy, the target must make a successful Willpower task roll against the Willpower of the attacker. 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 target number 14 (8 + 6). If they roll a 17 or more (14 + 3), they achieve an extreme success, and breaking free of the Telepathy is a free action rather than a task action.


===Torment===
===Torment===
:'''Action:''' Task Action, Willpower vs. Willpower
:'''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 (10m) mental attack which inflicts endurance damage. Torment has a damage rating equal to the Willpower rank of the attacker.


Using Torment requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the damage rating of the Torment is increased by 1.
<center>'''2d6 + Willpower + Willpower [+3 or –3] vs. 8 + Willpower + Willpower [+3 or –3]'''</center>


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.
Torment ignores all normal forms of protection such as armor and energy shields: instead, the protection rating of the target is equal to their Willpower. Torment has no effect on inanimate objects, since it is a mental power.


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


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.
Ward permits a character with the Elusive advantage to use their psiblade or psistaff as protection against most forms of direct damage: anything which inflicts endurance damage.
 
The protection rating of a character with the Elusive advantage and Ward is equal to their Agility + 1, or the damage rating of their psiblade or psistaff, whichever is greater. As always, this protection does not stack with armor, energy shields, or other forms of protection -- only the highest protection rating applies.
 
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.


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

Revision as of 18:03, 7 November 2016

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 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!

Table: Random esoteric 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 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!

Table: Random esoteric order doctrines, Table 1
Roll 2d6 Complexity
2 Roll twice on Table 2
3-7 Roll three times on Table 2
8-11 Roll four times on Table 2
12 Schism: roll on table 1 again, and see the note below

Schism: The esoteric order is divided into two or more opposing and mutually antagonistic branches. Roll on Table 1 again to determine the complexity of the order's doctrines. When rolling on Table 2, make a note of the first roll and its opposite. The majority of the order has the first doctrine rolled (and all successive rolls), but a splinter group has the opposing doctrine (the rest of their doctrines are all the same). For example, the opposing doctrine of "adventure" is "security".


Table: Random esoteric 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

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.

Would you like to randomly generate a character's esoteric powers? You can! Consult the "Number of esoteric powers" table.

Table: Number of esoteric powers
Roll 1d6 Powers
1 Roll once on Typical esoteric powers
2-3 Roll twice on Typical esoteric powers
4-6 Roll three times on Typical esoteric powers

Count the number of esoteric powers, and subtract that number from your pool of character points.


Table: Typical esoteric powers
Roll 1d6 Roll 1d6 Power Benefit
1 1 Acceleration Willpower rank adds to Agility rank for the purpose of walking and swimming speed
2 Ambient Awareness Can see equally well in every direction simultaneously
3 Animal Control Can communicate with and mentally control non-sentient animals
4 Assimilation Move through solid matter as though through water
5 Barrier Can use esoteric energy to create walls and simple geometric shapes
6 Blast A ranged attack using esoteric energy
2 1 Clairvoyance Can attempt to perceive things at a distance
2 Cloak
3 Conflict Meditation Enhance allies' morale, coordination, and precision
4 Deflection Use a a psiblade or psistaff to divert or avoid ranged attacks
5 Dissonance A hand-to-hand attack which ignores all normal forms of protection
6 Harmony Survive in environments and conditions that would impair or even kill normal people
3 1 Healing Revitalize a character who has lost endurance levels in combat
2 Illusion Create realistic three-dimensional phantasms
3 Instill Emotion Influence a target's behaviour by controlling their emotional state
4 Leaping Leap impossibly far -- more than a mere jump, but not quite flying
5 Life Extension Never grow old nor die from "natural causes"
6 Meditation Focus esoteric energy to heal much faster than the typical humanoid
4 1 Mind Shield Naturally resistant to mental attacks and coercive mental powers
2 Object Animation Animate and mentally control an inanimate object
3 Override Communicate with and mentally control an android or other sentient machine
4 Plant Control Animate and mentally control a non-sentient plant
5 Possession Seize control of a target, effectively making them a passenger in their own body
6 Premonition Avoid being surprised even if there is no way to see the attack coming
5 1 Probability Influence the odds, playing fast and loose with the laws of chance
2 Rapport Communicate with inanimate objects in ways that people normally can't
3 Reflection Use a psiblade or psistaff to reflect a ranged attack back at the attacker
4 Selective Gravity Move at normal ground speed along walls, ceilings, and other surfaces
5 Sensory Deprivation Render a target unable to see or hear
6 Shadow Walk Travel from one point to another without traversing the intervening space
6 1 Stasis Put a target into a fugue state, unable to move, think, or take any actions
2 Suggestion Influence a living creature's behaviour, forcing the target to obey the character's command
3 Telekinesis Mentally grapple a character or object without touching them
4 Telepathy Communicate directly with the mind of another person
5 Torment A mental attack which ignores all normal forms of protection
6 Ward Use a psiblade or psistaff as protection against most forms of direct damage


Acceleration

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 walk, run, and sprint movement speed can be found in the GM Resources chapter.

Ambient Awareness

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. Ambient Awareness can be activated with a free action.

Animal Control

Animal Control allows a character to communicate with and mentally control non-sentient animals. To successfully communicate with and control all animals within medium range (50 m), the character must succeed at a challenging Willpower task roll (difficulty 3).

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.

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 (+2 Reason and +2 Perception). Controlled animals have the normal movement and attack types that those kinds of animals would have.

Assimilation

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

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 permits the character to use esoteric energy to create walls and simple geometric shapes within medium range (50m).

Creating a simple shape with Barrier (a wall, dome, cube, and so on) requires a challenging Willpower task roll (difficulty 3). Creating more complex shapes requires a more difficult task roll, with the 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 (difficulty 6), while an intricate labyrinth would require a frustrating Willpower task roll (difficulty 9).

The Brawn of the Barrier is equal to the rank of the Willpower of the character creating it. If the character rolls an extreme success, then the Barrier created is significantly tougher (+2 Brawn). The Brawn of the Barrier is used both for its protection rating 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 defeated by an attack, it fades away.

The maximum length or circumference of the barrier is also based on the rank of the character's 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.

Blast

Blast is a short range (10m) attack of pure esoteric energy which inflicts endurance damage. The Blast has a damage rating equal to the character's Willpower.

Clairvoyance

With Clairvoyance, the character can attempt to perceive things at a distance. This is typically a challenging Perception task roll (difficulty 3), 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.

The range of Clairvoyance is essentially unlimited (remote range), but it is never completely reliable: it is primarily a roleplaying power under the control of the GM.

Cloak

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 can be activated with a free action. However, Cloak requires some concentration to maintain: if the character is or becomes winded (or worse), the power turns off.

Conflict Meditation

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 task roll bonus (+3) on all task rolls for so long as the character maintains their Conflict Meditation.

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

Deflection

During their turn, or as a forced action, a character with Deflection armed with a psiblade or psistaff may divert or avoid a successful ranged single-target attack. Using this power requires a Willpower task roll against the damage rating of the attack.

2d6 + Willpower [+3 or –3] vs. 8 + damage rating [+3 or –3]

If the Willpower task roll fails, the character is struck by the attack, as usual. A character who is using their action to deflect attacks may continue to attempt to deflect attacks until they take their next turn.

Dissonance

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

2d6 + Prowess + Willpower [+3 or –3] vs. 8 + Prowess + Willpower [+3 or –3]

Dissonance ignores all normal forms of protection such as armor and energy shields: instead, the protection rating of the target is equal to their Willpower. This is particularly effective against inanimate objects, since they have no Willpower.

A character with Harmony is unaffected by Dissonance.

Harmony

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.

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 that they can relax in a pool of molten lead.

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 Actions chapter.

Healing

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

The Healing power can remove diseases, pathogens, and poisons from the target. They character with Healing may attempt a challenging Willpower task roll (difficulty 3) 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.

Illusion

The Illusion power permits the character to create realistic three-dimensional phantasms anywhere within medium range (50m), 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 (difficulty 3). Creating more complex shapes requires a more difficult task 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 demanding Willpower task roll (difficulty 6), while a city square with moving cars, bicycles, and dozens of people would require a frustrating Willpower task roll (difficulty 9).

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.

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 task roll penalty (-3).

Instill Emotion

Instill Emotion is a short range (10m) power which allows a character to influence a target's behaviour by controlling their emotional state. The character can only instill one emotion at a time in the target, but may instill in the target any emotion the character desires.

Using Instill Emotion requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the subject incurs a task roll penalty (-3) when trying to break out of it.

To break free of the Instill Emotion, the target must make a successful Willpower task roll against the Willpower of the attacker. 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 target number 14 (8 + 6). If they roll a 17 or more (14 + 3), they achieve an extreme success, and breaking free of the Instill Emotion is a free action rather than a task 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.

Leaping

The character 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 Willpower 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

The character 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

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.

Mind Shield

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 Life Drain, Torment, or another power which bases the defender's protection rating on their Willpower, the character's protection rating is doubled.

Mind Shield does not need to be activated: it is always on, as long as the character is alert.

Object Animation

Object Animation allows a character to animate and mentally control an inanimate object within medium range (50m). To successfully animate and mentally control an object, the character must succeed at a challenging Willpower task roll (difficulty 3).

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.

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 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 (+2 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 most massive object the character can animate is based on the rank of the character's Willpower.

Override

Override allows a character to communicate with and mentally control an android or other sentient machine within medium range (50m).

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 task roll penalty (-3), and a machine under the influence of Override is not able to spend plot points.

Using Override requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the subject incurs a task roll penalty (-3) when trying to break out of it.

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 target number 14 (8 + 6). If they roll a 17 or more (14 + 3), they achieve an extreme success, and breaking free of the Override is a free action rather than a task action.

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.

Plant Control

Plant Control allows a character to animate and mentally control a non-sentient plant within medium range (50m). To successfully animate and mentally control a plant, the character must succeed at a challenging Willpower task roll (difficulty 3).

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.

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 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 (+2 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.

The most massive plant the character can animate is based on the rank of the character's Willpower.

Possession

Possession power allows a character to seize control of a target, suppressing their volition and effectively making them 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 (10m) 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.

Using Possession requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the subject incurs a task roll penalty (-3) when trying to break out of it.

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 target number 14 (8 + 6). If they roll a 17 or more (14 + 3), they achieve an extreme success, and breaking free of the Possession is a free action rather than a task action.

Premonition

Premonition permits the character to attempt a challenging Perception roll (difficulty 3) 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.

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.

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

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 characters. The simplest way to translate this favorable or unfavorable circumstance into game terms is to grant a task roll bonus (+3) if the circumstance is favorable for the character attempting the task or imposing a task roll penalty (-3) 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 task roll bonus or a task roll penalty: significant, but not game-breaking.

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

Rapport

Rapport permits the character to attempt a challenging Perception roll (difficulty 3) 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.

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

During their turn, or as a forced action, a character with Reflection armed with a psiblade or psistaff may 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.

2d6 + Agility [+3 or –3] vs. 8 + damage rating [+3 or –3]

If the Agility task roll fails, the character is struck by the attack, as usual. If the Agility task roll succeeds, the character with Reflection may use a free action to make a ranged attack against the original attacker, using the reflecting character's Accuracy and the original attacker's damage rating. 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

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 Agility task roll (difficulty 3) to keep from sliding or falling.

Selective Gravity can be activated with a free action.

Sensory Deprivation

Sensory Deprivation is a short range (10m) power which renders the target unable to see or hear. Attacks against a character under the effects of Sensory Deprivation gain an attack bonus (+3).

Using Sensory Deprivation requires a Willpower task roll against the Perception of the intended target. If the attacker rolls an extreme success, then the subject incurs a task roll penalty (-3) when trying to recover from it.

2d6 + Willpower [+3 or –3] vs. 8 + Perception [+3 or –3]

To recover from Sensory Deprivation, the target must make a successful Perception task roll against the rank of the attacker's Willpower. If the blinded and deafened 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 Sensory Deprivation by an attacker with Willpower rank 6, they would need to make a Perception task roll against target number 14 (8 + 6). If they roll a 17 (14 + 3) or more, they achieve an extreme success, and recovering is a free action rather than a task action.

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

Shadow Walk

Shadow Walk permits a character to use a movement action to travel from one point to another without traversing the intervening space. The distance the character may travel before re-appearing is equal to their Agility-based walking speed per round. If the character also has the esoteric power Acceleration, the character's Willpower 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 Shadow Walker 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 exhausted and shunted to the nearest unoccupied space, or the Shadow Walk attempt fails entirely, at the GM's discretion.

Stasis

Stasis is a short range (10m) power which prevents the target 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". Attacks against a character under the effects of Stasis are automatically successful.

Using Stasis requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the subject incurs a task roll penalty (-3) when trying to break out of it.

2d6 + Willpower [+3 or –3] vs. 8 + Willpower [+3 or –3]

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 target number 14 (8 + 6). If they roll a 17 or more (14 + 3), they achieve an extreme success, and breaking free of the Stasis is a free action rather than a task action.

If the character has not broken out of the Stasis by the end of the scene, then they break out of it shortly thereafter.

Suggestion

The Suggestion power allows a character to influence a living creature's behaviour, forcing the target to obey the character's command.

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 task roll penalty (-3), and a character under the influence of Suggestion is not able to spend plot points. Suggestion is a short range (10m) power, but once the Suggestion is successful, it will remain so even if the target leaves this range.

Using Suggestion requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the subject incurs a task roll penalty (-3) when trying to break out of it.

2d6 + Willpower [+3 or –3] vs. 8 + Willpower [+3 or –3]

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 target number 14 (8 + 6). If they roll a 17 or more (14 + 3), they achieve an extreme success, and breaking free of the Suggestion is a free action rather than a task action.

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.

Telekinesis

Telekinesis is a short range (10m) power which permits a character to mentally grapple a character or object without touching it. The maximum mass the character can grapple with their Telekinesis is based on the rank of the character's Willpower. Telekinesis is not normally able to inflict damage directly (like a punch), but it may be used to squeeze a grappled target or hurl a grappled target against unyielding surfaces.

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.

2d6 + Willpower [+3 or –3] vs. 8 + Agility [+3 or –3]

If the attacker's roll is successful, the defender is restrained. A restrained character is not helpless, but they can't use normal movement until they break free of the Telekinesis. Attacking a restrained character is easier: attackers gain an attack bonus (+3) when attacking a restrained character. A restrained character's attacks are also easier to avoid: a restrained attacker incurs a penalty (-3) on any attacks they attempt while restrained.

A character with Telekinesis may either squeeze or move what they are holding with the power. If the attacker wishes to move or throw the grappled 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 "Lifts" column of the Brawn 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 "Throws" column of the Brawn table. This is how far the attacker could move an object of that mass in one round.

If the attacker wishes to use their Telekinesis to squeeze and hurt the restrained character, they must use a task action to make a ranged attack against the restrained character. This ranged attack uses Willpower as the attack attribute, and the damage rating of the attack is also equal to the attacker's Willpower. Because the target is restrained, the attacker gains a bonus on this attack.

2d6 + Willpower + Willpower +3 vs. 8 + Agility + protection rating [+3 or –3]

To break free of the Telekinesis, the restrained character must make a successful task roll using their Brawn or Agility (whichever is greater) against the attacker's Willpower.

2d6 + (Brawn or Agility) [+3 or –3] vs. 8 + Willpower [+3 or –3]

If the restrained character succeeds at the task roll to break free, they may use their remaining movement action. If the restrained character gets an extreme success on this roll, then they break free as a free action instead of a task action. For example, if a character is being grappled by an attacker with rank 6 Willpower, they would need to make a Brawn (or Agility) task roll against target number 14 (8 + 6). If they roll a 17 or more, they achieve an extreme success, and breaking free is a free action. If the restrained character also has Telekinesis, they may use the rank of their Willpower in lieu of their Brawn or Agility to break free.

Telepathy

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 normally a short range (10m) power. However, if the target of Telepathy also has Telepathy, the maximum distance between the telepath and the target 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 subject incurs a task roll penalty (-3) when trying to break out of it.

2d6 + Willpower [+3 or –3] vs. 8 + Willpower [+3 or –3]

To break free of the Telepathy, the target must make a successful Willpower task roll against the Willpower of the attacker. 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 target number 14 (8 + 6). If they roll a 17 or more (14 + 3), they achieve an extreme success, and breaking free of the Telepathy is a free action rather than a task action.

Torment

Torment is a short range (10m) mental attack which inflicts endurance damage. Torment has a damage rating equal to the Willpower rank of the attacker.

2d6 + Willpower + Willpower [+3 or –3] vs. 8 + Willpower + Willpower [+3 or –3]

Torment ignores all normal forms of protection such as armor and energy shields: instead, the protection rating of the target is equal to their Willpower. Torment has no effect on inanimate objects, since it is a mental power.

Ward

Ward permits a character with the Elusive advantage to use their psiblade or psistaff as protection against most forms of direct damage: anything which inflicts endurance damage.

The protection rating of a character with the Elusive advantage and Ward is equal to their Agility + 1, or the damage rating of their psiblade or psistaff, whichever is greater. As always, this protection does not stack with armor, energy shields, or other forms of protection -- only the highest protection rating applies.

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.