PSIONIC POWERS

OVERVIEW

Psi powers are acquired through Mirai City’s Power Development Curriculum.

Psi powers are an expression of the user’s perception of reality. These tend to be traditional psychic abilities (precognition, telekinesis), elemental manipulation (ice, lightning), or focus on a scientific understanding of the world (density manipulation, atomic fusion, changing velocity). These are defined with a Descriptor and an Aspect in the game.

Base powers can be customized, and since everyone’s power is unique like a fingerprint, players should ideally assign at least one unique Feature or Quirk to their power at character creation.

Psi users are not aware of mana as a concept, and do not need to spend it to use their abilities. Instead, they can test their powers at higher difficulty on the fly to create Power Stunts. Power Stunts are built with the same point system as base ability creation.

Powers with the same Descriptor and Aspect have some resonance between them, and these individuals can detect each others’ presence at short range. They can also combine their powers to greater effect.

In contrast to magic, Psi powers do not have backlash. However, inexperienced users can experience undesirable side-effects, sometimes selected as a Quirk.

BASE POWER CREATION

After deciding what you want your character’s power to be, select an appropriate Descriptor, Aspect, and primary Psionic skill. Some more powerful or generalized Descriptors and Aspects have a greater cost attached to them.

From here, use any additional points from the Power Table to create the base level of your power’s capabilities. It is possible to have an ability and 0 points in the ability beyond base aspect and descriptor– at 0 points, there is only a small manifestation of minimal impact, but you are still able to perform Power Stunts. Personalizing the finer aspect of your ability through Modifiers, especially Features and/or Quirks is highly recommended.

DESCRIPTORS

Listed Descriptors lean towards the general, however, being more specific can reduce the cost.
DESCRIPTORS POINT COST
Air 2
Earth 2
Fire 2
Water 2
Electricity 5
Radiation 2
Probability 20
Emotion 2
Thought 10
Gravity 2
Magnetism 2
Light 2
Cold 2
Heat 2
Time 20
Weather 2
Dream 2
Plant 2
Animal 2
Friction 2
Velocity 2
Entropy 10
Dimensions 5
Muscle 2
Nerves 2
Matter 10
Metal 2
Ice 2

ASPECTS
Communication 1
Creation 2
Environmental 5
Nullification 5
Sense 1
Transformation 2
Manipulation 2

Creation: Generating it from ‘essentially’ nothing, although a rationale should exist; fire can be created by igniting oxygen, ice from condensing and cooling water vapor, light from moving photons, etc.

Environmental: Affecting the area around the Psi user. Generally used with an AoE.

Nullification: Completely removing the descriptor, as opposed to deflection or countering via Manipulation.

Manipulation: Changing what already exists, in direction, shape, etc. The most common Aspect.

Transformation: Changing one thing into another.

MODIFIERS

See Psi Modifiers Table.

PSIONICS SKILLS

The concept can use any of the following (or more than one!) Psionics skills

Clairvoyance: Covers powers such as ESP and remote viewing
Psychometry: Relates to impressions from objects and all types of divination
Telepathy: Handles mind or emotion reading and mind control
Psychokinesis: Displays of telekinesis and physical or elemental powers
Dimensional Projection: For use of astral projection or teleportation
Somatipsyche: Covers psychic healing and altering of bodily functions or form

USING PSI POWERS

Trivial power usage (below the base strength as defined at character creation) does not require a Psi skill roll. Power usage always includes affecting oneself at 0 cost.

Psi skills and skills represent the pure power and intensity of the psi ability. Secondary skills represent fine application of the power. For example, blasting a computer with a lightning bolt would use Psychokinesis – using an electrical power to hack a camera would use both Psychokinesis and Computer Hacking. When a secondary skill is required, whichever of the two skills is lower is the one to roll against.

POWER STUNTS

By exerting additional effort, characters with Psi abilities can go beyond their base limits. Power Stunts are built with the same point system as base ability creation, and increase the difficulty of the roll by that percentage. Characters become Fatigued on first and second use of a Stunt and then Exhausted on the third use.

Psi characters can also drain their Mana reserve to 0 to reroll power usage. This causes them to become Exhausted.

COUNTERING WITH PSI POWERS

Psi vs Psi/Tech: Provided that descriptors and aspects make the counter reasonable, and the effect to counter is obvious in nature, or able to sense due to some spell or psi effect/nature. Normal opposed roll. Player must spend their round to do so; if they have already acted, not possible, so advised to hold action if you plan to counter.

Psi vs Magic: Same restrictions as Psi vs Psi, however, the interaction also generates unexpected effects even on a successful counter. GM rolls on Magic-Psi Interaction Table.

PSI NULLIFIERS

No technology completely nullifies the use of psi powers. However, there are ways to make it unpleasant/undesirable to use powers. The tech comes in two known types that either:

However, outside of the Reformatories (student jail), this tech is rare, since Mirai City generally encourages ability use by students.

PSI RESONANCE

Characters with same descriptor, aspect, and same main Psionic skill may detect each other up to 100m away,. This always requires a Very Hard roll to determine direction, Normal roll if close.

PSI GESTALT

Characters with same or similar descriptor and same main Psionic skill may aid each other by touching (or mental contact for Telepathy based powers). Joining a Gestalt always requires a roll. Add +10% with successful Normal roll.

ADJUDICATING MENTAL EFFECTS

Of note is that unless character has an ability that would allow resistance, mental effects work without allowing an opposed roll. GM is encouraged to allow some flexibility for characters in resistances, however. Obviously in universe reading minds or mind control are illegal, and characters doing that sort of thing often should be aware that others may notice and rat them out.

SYSTEMIC BACKLASH

Psi uses experience a specific type of magical backlash upon casting a spell, participating in a ritual (voluntarily contributing mana), or using a charm, shortcut or enchanted item, due to inherent conflict between their internal System and the magical System. This causes Health damage equal to the mana spent (so far) per round, with a maximum of 20.