Savage Reich Star 06.1: Psychic Abilities (SWADE)
Psychic Abilities
Psychic Ability in Savage Reich Star is slightly different then Psionics from the core book, because of the level of subtlety. The Reich and the Empire are still studying the powers of the mind and have not tapped it entirely. Some drugs have been developed to enhance existing ability as well as some technology to dampen the ability, but they still do not completely understand it enough to create epic effects. This is revised for SWADE
Arcane Background (Psychic, Registered)
Arcane Skill: Psychic Ability (Smarts)
Starting Power Points: 10 power points
Starting Powers: 2 powers
Psychics have discovered how to tap into the power of the mind. They can manipulate matter, create fire, or control their own bodies with but a thought. A registered psychic is known to the respective government power (Reich or the Empire). Taking this Arcane Background automatically gives the player the Outsider (Minor) Hindrance for the Tattoo (see below) and an obligation to stay loyal to the respective ruling power. Registered Psis have more training and discipline but more obligation. If they are caught using their powers contrary to the ruling power’s mandate, then can be executed or taken to a special psi camp.
- Subtle: All a Psychic’s powers can be cast without speech or gestures to cast a power.
- Psychic Fatigue (Strong): When a Psychic character rolls a 1 on his Psychic die (regardless of his Wild Die), he is automatically Shaken (This can cause a wound.) On a critical failure, the psi lets out a psychic scream that causes him to be Shaken along with all allies in a Medium Burst Template who fail a Spirit roll. (This can cause a wound.)
- Tattoo: Any person who exhibits psychic abilities are drafted by the military into the respective Psychic Corp, and are marked with facial tattoos to make them instantly identifiable by authorities. This is the mark of a registered Psychic.
- Aptitude Focus – All Registered Psychics must choose a Aptitude Focus.
Arcane Background (Psychic, Rogue)
Arcane Skill: Psychic Ability (Spirit)
Starting Power Points: 15 points
Starting Powers: 1 Power
Psychics have discovered how to tap into the power of the mind. They can manipulate matter, create fire, or control their own bodies with but a thought. Rogue Psychics are less disciplined than Registered Psychics. Their power is more raw and less focused. Unless they find the rare hermetic teacher, they are less likely to have an Aptitude Focus edge.
- Psychic Fatigue (Strong): When a Psychic character rolls a 1 on his Psychic die (regardless of his Wild Die), he is automatically Shaken (This can cause a wound.) On a critical failure, the psi lets out a psychic scream that causes him to be Shaken along with all allies in a Large Burst Template who fail a Spirit roll. This can cause a wound.
- Unlinked Skill: Your Psychic Ability Skill is not linked to an attribute.
- Hunted: The Psychic gains a Wanted hindrance. Rogue Psychics are inherently wanted because of their nature. If they show their powers in anyway in the presence of authority, there is a good chance they will be arrested or shot.
Powers
Aura Perception
Base Power: None
Aptitude: Telepathic
Rank: Novice
Power Points: 1
Range: Spirit x 2
Duration: Instant
Trappings: Concentration
A character with this ability is able to gain very general information about a single target character. By being able to see the invisible colored aura that surrounds all living things, the Psychic can gain impressions of evil, hostility, hatred, kindness, suspicion, etc., gaining his socials bonuses to Intimidation, Persuasion, and Taunt. A basic success gains the Psychic a +1 and +1 for every raise. This is opposed by the Target’s Spirit. Modification: Increased Targets: +1 point per target. Increase Range: +1 point per Spirit.
Divination
Base Power: Divination
Aptitude: Visionary
See Page 159 in Core Rules, Divination
Electro-kinetic Blast
Aptitude: Telekinetic
Base Power: Blast
Trapping: Electricity
Limitation: Limited Area of effect – SBT
Power Points: 2
See page 156, Blast
Electro-kinetic Bolt
Aptitude: Telekinetic
Base Power: Bolt
Trapping: Electricity
Power Points: 1
See page 156, Bolt
Electro-kinetic Burst
Aptitude: Telekinetic
Base Power: Burst
Trapping: Electricity
Power Point: 2
See page 157, Burst
Electro-kinetic Field
Aptitude: Telekinetic
Base Power: Damage Field
Trapping: Electrical Shock
Limitation: Range 1/2 Smarts
Power Point: 3
See page 157, Damage Field
Empathy
Aptitude: Empathic
Base Power: Empathy
Trappings: Concentration
See page 160
Modification: Range: If the Empath can touch the Target, -2 to the resistance roll.
Healing
Aptitude: Empathic
Base Power: Healing
Trappings: Laying on Hands, Concentration
See page 162, Healing
Heighten/Lower Senses
Aptitude: Empathic
Base Power: Boost/Lower Trait
Power Points: 1
Limitation: Only applies to Senses – Smarts or Spirit
See Core rules page 156, Boost/Lower Trait
Mind Wipe
Aptitude: Telepathic
Base Power: Mind Wipe
See Core rules page 165, Mind Wipe
Precognition
Aptitude: Visionary
Rank: Novice
Power Points: 1
Range: Personal
Duration: Instant
Trappings: Concentration
Precognition is a sudden glimpse of the future in a vision. It basically acts as the Danger Sense Edge, but costs 1 power point whether the Psychic succeeds at the Notice check or not. It also can act as a means for the GM to pass on small bits of information to the players via these visions. The Player may ask for a hint or clue through his visions and if the GM agrees, the player spends a power point and the GM formulates a vision.
Psychometry
Aptitude: Visionary
Base Power: Object Reading
See Core Rules, page 165, Object Reading
Pyrokinetic Blast
Aptitude: Telekinetic
Base Power: Blast
Trapping: Fire/Heat
Limitation: Limited Area of effect – SBT
Power Points: 2
See Core rules: Blast with Fire Trappings
Pyrokinetic Bolt
Aptitude: Telekinetic
Base Power: Bolt
Trapping: Fire/Heat
Power Point: 1
See Core rules: Bolt with Fire Trappings
Pyrokinetic Burst
Aptitude: Telekinetic
Base Power: Burst
Trapping: Fire/Heat
Power Point: 2
See Core rules: Bust with Fire Trappings
Pyrokinetic Field
Aptitude: Telekinetic
Trapping: Extreme Heat
Limitation: Range 1/2 Smarts
Power Point: 3
See page 157, Damage Field
See Core rules page 157, Damage Field with Fire Trappings
Telecontrol
Aptitude: Telepathic
Base Power: Puppet
Trappings: Concentration
See Core rules: Puppet, page 165
Telekinesis
Aptitude: Telekinetic
Base Power: Telekinesis
Trappings: Concentration
See Core rules: Telekinesis, page 170
Telekinetic Blast
Aptitude: Telekinetic
Base Power: Blast
Trapping: Telekinetic Force
Power Points: 2
See Core rules: Blast with Force Trappings
Telekinetic Force is a trapping for kinetic powers. Depending on the size of the target relative to the caster, penalties may apply. Knock Back: A force power, depending on the situations, can push a foe. To do so, the attacker and the target make opposed target’s Strength vs attacker’s Psychic Ability rolls. If successful, the attacker pushes the target 1” for every success and raise the attacker gets on his Strength/Psychic Ability roll. If the attacker got at least one raise and the defender hits an obstacle, the target suffers 1d6 damage for every raise on the Push roll. Concussion: A force power can also cause concussion to other objects, perhaps breaking them. Glass, wood and other fragile materials may crash or shatter. Invisible: The effect of a Force tapping is virtually invisible. Most don’t know it’s coming until it hits them.
Telekinetic Bolt
Aptitude: Telekinetic
Base Power: Bolt
Trapping: Telekinetic Force
Power Points: 1
See Core rules: Bolt with Force Trappings
Telekinetic Force is a trapping for kinetic powers. Depending on the size of the target relative to the caster, penalties may apply. Knock Back: A force power, depending on the situations, can push a foe. To do so, the attacker and the target make opposed target’s Strength vs attacker’s Psychic Ability rolls. If successful, the attacker pushes the target 1” for every success and raise the attacker gets on his Strength/Psychic Ability roll. If the attacker got at least one raise and the defender hits an obstacle, the target suffers 1d6 damage for every raise on the Push roll. Concussion: A force power can also cause concussion to other objects, perhaps breaking them. Glass, wood and other fragile materials may crash or shatter. Invisible: The effect of a Force tapping is virtually invisible. Most don’t know it’s coming until it hits them.
Telekinetic Burst
Aptitude: Telekinetic
Base Powers: Burst
Trapping: Telekinetic Force
Power Points: 2
See Core rules: Burst with Force Trappings
Telekinetic Force is a trapping for kinetic powers. Depending on the size of the target relative to the caster, penalties may apply. Knock Back: A force power, depending on the situations, can push a foe. To do so, the attacker and the target make opposed target’s Strength vs attacker’s Psychic Ability rolls. If successful, the attacker pushes the target 1” for every success and raise the attacker gets on his Strength/Psychic Ability roll. If the attacker got at least one raise and the defender hits an obstacle, the target suffers 1d6 damage for every raise on the Push roll. Concussion: A force power can also cause concussion to other objects, perhaps breaking them. Glass, wood and other fragile materials may crash or shatter.
Invisible: The effect of a Force tapping is virtually invisible. Most don’t know it’s coming until it hits them.
Telekinetic Field
Aptitude: Telekinetic
Base Power: Damage Field
Trapping: Telekinetic Force
Power Points: 3
Limitation: Range 1/2 Smarts
See Core rules, Damage Field with Force Trappings
Telekinetic Force is a trapping for kinetic powers. Depending on the size of the target relative to the caster, penalties may apply. Knock Back: A force power, depending on the situations, can push a foe. To do so, the attacker and the target make opposed target’s Strength vs attacker’s Psychic Ability rolls. If successful, the attacker pushes the target 1” for every success and raise the attacker gets on his Strength/Psychic Ability roll. If the attacker got at least one raise and the defender hits an obstacle, the target suffers 1d6 damage for every raise on the Push roll. Concussion: A force power can also cause concussion to other objects, perhaps breaking them. Glass, wood and other fragile materials may crash or shatter. Invisible: The effect of a Force tapping is virtually invisible. Most don’t know it’s coming until it hits them.
Telepathy
Aptitude: Telepathic
Base Power: Mind Reading
Trappings: Concentration
See Core rules, Mind Reading
Modifier (+1 or more): Telepathy can also be used to send a Telepathic Message. With a basic success, the Psychic can send one sentence worth of a message. For additional raises or power points, another sentence can be sent.