Savage Reich Star 06.1: Psychic Abilities (SWADE)

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


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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 Nippon).  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

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 Hunted hindrance, which is slightly different than Wanted.  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

AptitudeVisionary

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

Power Points: 2

Trapping: Concentration

See page 157, Damage Field

Modification: Range:  If the Empath can touch the Target, -2 to the resistance roll.

 

Healing

AptitudeEmpathic

Base Power: Healing

Trappings: Laying on Hands, Concentration

See page  162, Healing

 

Heighten/Lower Senses

AptitudeEmpathic

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

AptitudeVisionary

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

AptitudeVisionary

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

AptitudeTelekinetic

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.

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