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:
- Increase the difficulty of the roll to an unreasonable level (distraction)
- Create additional undesirable effects (interference)
However, outside of the Reformatories (student jail), this tech is rare, since Mirai City generally encourages ability use by students.