Savage Reich Star 06.0: Psychic Abilities

Savage Reich Star 06.0: Psychic Abilities

Psychic Ability in 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.


Arcane Background (Psychic, Registered)

Greek_uc_psi.svg

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 shot 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 Large 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.

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.

Game Mechanic Additions: Aptitudes

Aptitude:  Psychics, registered  and sometimes rogue,  have areas of focus that they are good at (allowing for new Professional Edges).  There are 4 of Aptitudes:

  • Telekinetic
  • Telepathic
  • Empathic
  • Visionary

Each power falls into one of these Aptitudes.  Having a number of these powers in these Aptitudes open up new Professional Edge options for characters.

New Professional Edge

Teek – Requirements: Seasoned, Arcane Background (Psychics, Registered or Rogue), 3 Telekinetic Aptitude Powers

Teep – Requirements: Seasoned, Arcane Background (Psychics, Registered or Rogue), 3 Telepathic Aptitude Powers

Empath – Requirements: Seasoned, Arcane Background (Psychics, Registered or Rogue), 3 Empathic Aptitude Powers

Seer – Requirements: Seasoned, Arcane Background (Psychics, Registered or Rogue), 3 Visionary Aptitude Powers

All the above Aptitude based Professional Edges are masters of the mind and its various powers.  Each edge gives the character a +2 on any opposed Psychic rolls in that area of Aptitude, whether they are using their powers against a foe or are trying to defend against a rival Psychic.


New Trappings

Force

Telekinetic Force is a new 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 Roce tapping is virtually invisible.  Most don’t know it’s coming until it hits them.

Powers

Reich Star PowerSavage World EquivalentAptitude
Aura Perception(new power)Telepathic
DivinationDivinationVisionary
ElectrokinesisBlast, Bolt, Burst, Damage FIeld (Electric Trapping) Telekinetic
Empathy(new power)Empathy
HealingHealingEmpathy
Heightened SensesBoost/Lower Trait, renamed Heighten/Lessen SensesEmpathy
Mindwipe(new power)Telepathic
PrecognitionDivination (new use, lower level use)Visionary
PsychometryDivination (new use, lower level use)Visionary
PyrokinesisBlast, Bolt, Burst (Fire Trapping) Telekinetic
TelecontrolPuppetTelepathic
TelekinesisTelekinesis as well as Blast, Bolt, Burst, Damage FIeld (Force Trapping) Telekinetic
TelepathyMind Reading (modified for messages)Telepathic

Aura Perception
Aptitude: Telepathic
Rank: Novice
Power Points: 1
Range: Spirit x 2
Duration: 1 round
Trappings: concentration

A character with this ability is able to gain very general  information about a target character.  By being able to see the invisible coloured 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.

Divination
Aptitude
Visionary
(same as Core rules)

Electrokinetic Blast
Aptitude: Telekinetic
(same as Core rules: Blast with Electric Trappings)

Electrokinetic Bolt
Aptitude: Telekinetic
(same as Core rules: Bolt with Electric Trappings)

Electrokinetic Burst
Aptitude: Telekinetic
(same as Core rules: Bust with Electric Trappings)

Electrokinetic Field
Aptitude: Telekinetic
(same as Core rules: Damage Field with Electric Trappings)

Empathy
Rank: Novice
Power Points: 1/2
Range: Spirit x 2/Touch
Duration: 1 minute/Instantaneous
Trappings: concentration

For one power point, this power determines the surface emotions of the target with a successful skill roll. Other empaths may resist (Spirit) and will know who is attempting the reading. While active, all lies are detected, but no specific information is known. Each raise increases the range multiplier. For two points, the Empath can shake off a Shaken condition or do the same effect on another person within reach.

Healing
Aptitude
Empathic
(same as Core rules)

Heighten/Lower Senses
AptitudeEmpathic
(same as Core rules, Boost/Lower Trait)

Mindwipe
Aptitude: Telepathic
Rank: Heroic
Power Points: 5
Range: Touch
Duration: Instant
Trappings: Concentration

With this power a Psychic can cause limited amnesia in another character while touching that character and concentrating on the memory to be erased. The lost memory can be recalled under hypnosis, however.  This power is opposed by the Target’s Spirit (or Psychic Ability).  A memory can be anything from a specific event, skill, person, etc.

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
Rank: Seasoned
Power Points: 2
Range: Touch
Duration: Instant
Trappings: Concentration

This is the ability to read the history of an object. The psychic if successful can determine what surface thoughts, emotions, and motives a person was experiencing at the time the object was in their possession.  One a basic success, the Psychic gets a one word answer to a single question about the object and for every raise, he gains an additional answer for an additional question.  It takes 10 seconds to read an object.

Pyrokinetic Blast
Aptitude: Telekinetic
(same as Core rules: Blast with Fire Trappings)

Pyrokinetic Bolt
Aptitude: Telekinetic
(same as Core rules: Bolt with Fire Trappings)

Pyrokinetic Burst
Aptitude: Telekinetic
(same as Core rules: Bust with Fire Trappings)

Pyrokinetic Field
Aptitude: Telekinetic
(same as Core rules: Damage Field with Fire Trappings)

Telecontrol
Aptitude: Telepathic
(same as Core rules: Puppet)

Telekinesis
Aptitude:
Telekinetic
(same as Core rules: Telekinesis)

Telekinetic Blast
Aptitude: Telekinetic
(same as Core rules: Blast with Force Trappings)

Telekinetic Bolt
Aptitude: Telekinetic
(same as Core rules: Bolt with Force Trappings)

Telekinetic Burst
Aptitude: Telekinetic
(same as Core rules: Bust with Force Trappings)

Telekinetic Field
Aptitude: Telekinetic
(same as Core rules: Damage Field with Force Trappings)

Telepathy
Aptitude:
Telepathic
(same as Core rules: Mind Reading with additional ability)

Along with the functions of Mind Reading, Telepathy can also be used to send a Telepathic Message (PP Cost: 1+).  With a basic success and 1 PP, the Psychic can send one sentence worth of a message.  For additional raises or power points, another sentence can be sent.