Psychic Schema
Amnesia1 PSYCHIC StrandInteraction/Narrative
Extended Action Target one creature within 10 meters Through psychic means, you are able to penetrate another's consciousness and erase (perhaps even rewrite) large swaths of memory at once.
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Rank 1
Over the course of 10 minutes, you can erase the last 12 hours of the target's memory. The target must be unconscious in order for this procedure to work. Rank 2
As Rank 1; you can wipe all memory of the last three days from the target's mind. You can perform this action while the target is conscious. If they are conscious, however, the target may Save once for every 12 hours you attempt to erase - success means they hold onto these memories. Rank 3
As Rank 2; you can erase up to the past week's worth of memories at once and (if they are conscious), the target may only Save once for each day you attempt to erase (success means they retain at least some fragments of these memories). rank 4
As Rank 3; you can erase up to an entire month at once, with a conscious target Saving for each week you attempt to erase. You can reach back through the target's long term memory, erasing individual memories as you see fit. Each memory you erase in this manner takes 10 minutes of concentration and the target may Save to resist if they are conscious. rank 5
As Rank 4; you can erase up to a year's worth of memories at once with a conscious target able to Save once for each month you erase. Not only are you able to erase memories, but you can rewrite them as you see fit; feelings, hang-ups, and convictions the target has based on these memories will likely change in turn. |
Astral Form2 PSYCHIC StrandsPassage
Sustained Action - Commit 1 Focus per Rank With concentration, your spirit is able to leave your body and travel unseen across great distances, even interacting with the physical plane as a ghost might.
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Rank 1
After 5 minutes of meditation, you are able to leave your physical form and enter the Aether, a sub-dimension of shadows and ghosts. Here you are invisible and impervious to the physical world (though the denizens of the Aether can see and interact with you), can fly, pass through solid matter, and travel almost anywhere in your line of sight instantly. You cannot stray more than (Heart x 10) miles from your physical body, however. If your physical body is killed while you are separated from it, you are cut off from the physical plane and trapped in the Aether as a ghost. Rank 2
You can affect the physical world while in your Astral Form and are able to move and manipulate objects that weigh no more than 1 Block. You can communicate to those on the physical plane as a ghostly whisper. Rank 3
When you are reduced to 0 HP, you immediately enter your Astral Form as a free Reaction. In this form, you may still act during your turn, though you cannot re-enter your body until it recovers Hit Points or is roused normally. rank 4
As Rank 3; your Astral Form can enter the body of a living creature and take possession of it. The creature may Save to resist and falls under your control if they fail. Whenever they are injured or are forced to complete a strenuous action (like attacking or making a Feat), they may Save to eject you from their body. rank 5
As Rank 4; your physical form is impervious to harm while you are in your Astral Form (though your body can still be moved and interacted with) and you are not constrained to stay within any distance of it. You can leave the Aether at any time and re-enter your body instantly, no matter where it may be or vice-versa, teleporting your body to your Astral Form's location as you exit the Aether. |
Aversion1 PSYCHIC StrandDefense
Minor Action Target one creature within 50 meters A hypnotic field reaches out from your mind, causing an enemy to avoid attacking you simply because they believe they do not want to.
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Rank 1
Select an enemy; until the start of your next turn, they have Disadvantage on any attack they make against you. Up to (Heart) enemies can be affected by Aversion at a one time. Rank 2
As Rank 1; when an enemy affected by your Aversion voluntarily targets you, you may Weaken them (Save ends) as an Interrupt. Rank 3
As Rank 2; when an enemy with your Aversion voluntarily makes an attack that includes you as a target, you may deal (Heart)d6 Mystic damage to them as an Interrupt. rank 4
As Rank 3; when an enemy affected by your Aversion voluntarily targets you, you may both Stagger and Weaken them (separate Save needed to end each) as an Interrupt. rank 5
As Rank 4; if another ally is in range of an enemy with your Aversion and is a viable target (the enemy is aware of them, has line of sight to them, they aren't using Aversion, etc.), they cannot attack you directly and must choose another target. |
Awakening1 PSYCHIC StrandSupport
Minor Action - 1 Focus per Rank Target one creature within 20 meters By removing the emotional blocks and mental limitations holding someone back, you are able to empower an individual with strength they didn't know they had.
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Rank 1
The target gains +(Awakening Rank) d6 to all Feats until the end of their current or next turn (whichever comes first). Rank 2
As Rank 1; the target's next instance of damage increases by (Awakening Rank) damage per Bump. Rank 3
As Rank 2; the target gains (Heart) d6 Shields. rank 4
As Rank 3; roll (Heart) d6; for each one that Bumps, the target gets one free Bump on their next Feat. rank 5
As Rank 4; the target gains an additional (Heart) AP at the start of their next turn. |
Clairvoyance2 PSYCHIC StrandsIntelligence/Narrative
Extended Action - at least 15 minutes Past, present, and future are laid bare before you as your spiritual eyes open. In meditation, linear time is before you not as a veiled mystery, but laid out as a scroll to be read and understood.
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Rank 1
For every Rank you have in Clairvoyance, you can use this ability to meditate once a day. When you meditate, you receive visions about what was, is, and will be; the GM will give you insight into what is coming up before your next Full Rest and even what events may unfold deeper into the story. Though there are some "watermarks" in time and history that can never be changed, your visions generally show a future that may yet be should the course of current events remain unaltered. When you meditate, you also gain Insight. For every Rank you have in Clairvoyance, gain a pool of (Heart) d6 representing flashes of Insight you have about upcoming events. Insight can be spent to automatically add a Bump to a Feat you make, but are expended upon use and only regained upon meditating again (new Insight gained do not stack with old instances of Insight). Rank 2
As Rank 2; you may allow your allies to use your Insight and you may use Insight in the place of Karma to affect the outcome of events in the story (but not for the purpose of automatic successes or Critical Success Bumps). Rank 3
As Rank 2; you can meditate to see the history of a location played out in vivid detail before your eyes, looking back as far as (Heart) years. rank 4
As Rank 3; while you meditate, you can see any place in the present reality that you are aware of. If you have personally visited this place or studied it extensively, you can use your Karma or Insight to affect events as they play out at this location. rank 5
As Rank 4; your meditations work like "save points" - once per day when you dislike the outcome of events, you can rewind back to your last meditation...turns out, it was all just a dream. |
Cosmic Knowledge1 PSYCHIC StrandIntelligence
Passive You know things. Whether from a perfect memory, a genius intellect, a psychic sponge that draws from the knowledge of others, or some other source...you just know things.
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Rank 1
When you roll a Feat that relies on specific knowledge, research, or gathering information, you can add your Rank in Cosmic Knowledge to the number of dice rolled. Rank 2
(Cosmic Knowledge Rank) times per day, you may know objective facts about a topic, as though you were a seasoned expert in this field. You may not know how to apply this knowledge practically or how it relates to other fields, however; you simply know facts about the topic. You retain this level of knowledge until your next Full Rest. Rank 3
As Rank 2; you can use Cosmic Knowledge to instantly become fluent in any language, even those no longer spoken by living beings. You must be aware that the language exists and have at least seen its writing or heard it spoken before you can use Cosmic Knowledge to acquire fluency. rank 4
As Rank 3; your knowledge begins extending into practical application. You can gain any Proficiency through the use of Cosmic Knowledge. rank 5
Near omniscience is yours to grasp; at the start of each day, gain 5 Features of your choice until the start of your next Full Rest. |
Dominion3 Psychic StrandsTactical
Standard Action - 1 Focus per Rank Target one creature within 20 meters Like a tsunami, the force of your psyche washes over your target, drowning out all consciousness, all resistance as you take control of their mind and body.
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Rank 1
A creature of your choice within range must Save or become Charmed by you (Save ends). Rank 2
Each time a creature you have Charmed rolls a Save to end the condition, they take (Heart) d6 Mystic damage. Rank 3
You may command creatures Charmed by Dominion during your turn using your AP. rank 4
Both the Save to resist Dominion and the Save to end its effects have Disadvantage. rank 5
For each creature you control with Dominion, you have and extra (Heart) AP to command them with during your turn. This AP cannot be used for anything except commanding Charmed creatures. |
Enlightenment1 PSYCHIC StrandUtility
Passive Your spirit has awakened and expanded beyond the bounds of the physical to touch the supernal. Your deep connection to the Aether affects all aspects of your mind and personality.
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Rank 1
Heart +1 Rank 2
Heart +2 Rank 3
Heart +3 rank 4
Heart +4 rank 5
Heart +5 |
Fascination1 PSYCHIC StrandInteraction
Passive Low frequency psychic waves, hypnotic pheromones, or some other force draws others to you. You have an unexplainable magnetism; an ability to capture attention and inspire loyalty.
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Ranks 1-5
Any time you make a Feat that relies on likability, magnetism, persuasion, or the ability to make an impression, you may add your Rank in Fascination to the number of dice rolled. Once per day, you may make a request of an NPC or another PC. If they comply with your request, they gain (Fascination Rank) Karma and an unmatched feeling of elation and accomplishment. (Fascination Rank) times per Scene, you may cause a creature with line of sight to you to Fixate on you for the remainder of the Scene. You have all of the target's attention until the Scene ends or the target is torn away by something suitably important (being shot at, the building catching fire, your allies stealing their prized gems, etc.). |
Glamour1 PSYCHIC StrandInteraction
Passive Passive psychic abilities empower you to deceive and manipulate the minds of those around you. You are a master of mental cunning and social sleight of hand.
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Ranks 1-5
Any time you make a Feat that relies on deception, manipulation, or social misdirection, you may add your Rank in Glamour to the number of dice rolled. (Glamour Rank) times per Scene, you may cause an enemy within 20 meters of you to Fixate on a willing ally of your choice whom they have line of sight to. The target remains Fixated on your ally for the rest of the Scene or until your ally is reduced to 0 HP. (Glamour Rank) times per Scene, you can make a statement which those who hear will emphatically and unshakably believe true until their next Full Rest ends. The statement must be a statement of fact (whether true or false) and cannot be obviously untrue. Viable uses: "I'm with the band." "The General is plotting against you." "These aren't the droids you're looking for." Non-viable uses: "You are a frog." "I'm the President's wife." "You want to jump off a bridge." |
Impulse1 PSYCHIC StrandTactical/Support
Minor Action - 1 Focus per Rank Target one ally within 50 meters Taking brief control of an ally's mind, you maneuver them into a tactically advantageous position or cause them to suddenly make a bold attack.
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Rank 1
Target ally moves (Heart + Impulse Rank) meters and gains Advantage on the first action they take during their next turn. Rank 2
As Rank 1; target ally also makes a basic attack against a target of your choosing within their range. Rank 3
As Rank 2; choose one when you use Impulse: double the distance the target moves or give the target Advantage on their attack. rank 4
As Rank 3; target ally gains (Heart) d8 Shields or can end one condition a Save could normally end. rank 5
As Rank 4; you can use Impulse as a Free Action. |
Nightmare1 PSYCHIC StrandDisruption
Ranged Attack - 1 Focus per Rank Target one creature within 20 meters Reading the target's mind, you flood their senses with vivid hallucinations of their worst primal fears coming to life right before their eyes.
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Rank 1
Roll Heart + Combat (do not factor in weapon bonuses to combat or DpB) against the target as a ranged attack. This attack deals (Heart) Mystic damage for each Bump that gets through the target's defenses. If you hit, the target is Terrified of you or an ally of your choosing (Save ends). Rank 2
As Rank 1; when you hit with Nightmare, push the target up to (Heart) yards away from the source of their terror and Slow them (Save ends). Rank 3
As Rank 2; you can use Nightmare as a Minor Action. If you do, make no attack roll and the power deals no damage; the target must Save to resist or become subject to all the other effects of Nightmare. When you use Nightmare, the target becomes Terrified of an additional ally of your choosing. rank 4
As Rank 3; while Terrified, the target has Disadvantage to attack and defend against the source of their terror. rank 5
As Rank 4; after the effects of Nightmare end, the target is Staggered, Slowed, and Weakened (Save ends all). When you use Nightmare, the target becomes Terrified of an additional ally of your choosing. |
Placebo2 PSYCHIC StrandsSupport
Minor Action - 1 Focus per Rank Target one ally within 10 meters Mind to mind, you make an injured ally believe that they have been healed and their body responds in kind. As the illusion dispels however, so too does the feeling of relief.
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Rank 1
Restore (Heart + Placebo Rank) d8 Hit Points to the target. At the end of the Scene, the target takes (Heart + Placebo Rank) d8 damage which cannot be reduced, ignored, soaked, or negated in any way (this does not stack with multiple instances of Placebo being used on the same target, however). Rank 2
As Rank 1; the target also gains (Heart + Placebo Rank) d6 Shields. Rank 3
As Rank 2; Placebo damage is considered Physical and can be reduced, ignored, soaked, or negated. Both the healing and damage dice from Placebo increase from d8s to d10s. rank 4
As Rank 3; when you use Placebo, the target can also end one status condition a Save could normally end. rank 5
As Rank 4; Placebo is a Free Action and its range increases by 10 meters. Both the healing and damage dice from Placebo increase from d10s to d12s. |
PRescience1 PSYCHIC StrandDefense
Passive A sort of cosmic awareness alerts you to incoming threats moments before they occur. Using this sense, you are always prepared and braced against danger before it strikes.
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Rank 1
Add your Rank in Prescience to all Initiative rolls. Every Scene, you have a pool of +1 bonuses to Defense. When you're attacked, you can apply any number of these bonuses to your Defense for a one-time boost that lasts for the duration of the attack. The number of +1 Defense bonuses you have each Scene is equal to your Heart + (double your Prescience Rank). Rank 2
As Rank 1; you are never caught flat-footed or unawares; you always act during a surprise round and don’t provide Advantage due to being ambushed. Rank 3
As Rank 2; the GM will always let you know when danger is nearby or when you’re about to do something that would put you or your allies in immediate danger. You can’t tell specifically what the danger is or where it will come from; only that danger is imminent. rank 4
As Rank 3; you don’t provide Advantage to creatures who flank you. Once per round, you may negate an instance of Advantage you’d provide an attacker. rank 5
As Rank 4; once each round as an Interrupt, you can automatically negate one attack or instance of damage against you or an ally within 10 meters. Whenever you detect danger, you sense exactly what the danger is and where it is coming from. |
Psychic Blast1 PSYCHIC StrandDPS/Disruption
Range Attack - 1 Focus per Rank Target one creature within 20 meters You project a blast of pure psychic energy which deals damage directly to the target's consciousness. This attack leaves targets shattered in both body and mind.
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Rank 1
Roll Heart + Combat (do not factor in weapon bonuses to combat or DpB) against the target as a ranged attack. This attack deals (Heart) Mystic damage for each Bump that gets through the target's defenses. The target suffers Disadvantage on the next (Heart) Feats they make. Rank 2
As Rank 1; the target is Staggered (Save ends) if hit. Rank 3
As Rank 2; if hit, the target must Save or take an additional (Heart) d8 Mystic damage. rank 4
As Rank 3; instead of being Staggered, the target is Stunned (Save ends). rank 5
As Rank 4; roll an additional (Mind) dice when you attack with Psychic Blast and deal an additional (Mind) damage per Bump with it. |
Purgatory2 PSYCHIC StrandsDisruption
Standard Action - 1 Focus per Rank Target one creature within 20 meters The target becomes trapped in their own mind, a prisoner in their body. Incapable of moving, acting, or crying out, they are paralyzed and unable to do anything but watch the world from within their mind.
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Rank 1
Target creature must Save or be Stunned (Save or damage ends). Rank 2
As Rank 1; when the target is damaged, the Stun does not end. Instead, the target may Save to end the Stun effect whenever they take damage. Rank 3
As Rank 2; damage no longer provides an opportunity to Save. Nothing can end the effects of Purgatory but a Save. rank 4
As Rank 3; while Stunned by Purgatory, all Saves have Disadvantage. rank 5
As Rank 4; every time the target fails to Save against the effects of Purgatory, they take (Heart) d10 physical damage. |
Shatter1 PSYCHIC StrandDisruption
Standard Action - 1 Focus per Rank Target one creature within 20 meters A wave of psychic power shatters the target's consciousness, breaking their mind and leaving them a useless, drooling mess.
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Rank 1
Roll Heart + Combat (do not factor in weapon bonuses to combat or DpB) against the target as a ranged attack. This attack deals (Heart) Mystic damage for each Bump that gets through the target's defenses. The target is Slowed (Save ends). Rank 2
As Rank 1, the target is Weakened (Save ends). Rank 3
As Rank 2, the target is Staggered (Save ends). rank 4
As Rank 3; the target is Blinded (Save ends). rank 5
As Rank 4; the target is Stunned (Save ends). |
Technopathy1 PSYCHIC StrandUtility
Passive Having no mind or spirit, machines are immune to psychic abilities. Through the use of this power however, you are able to overcome this limitation and affect them as you would any other being.
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Rank 1
Machines are no longer immune to psychic powers you wield against them. Rank 2
You can communicate mind to machine, speaking with a piece of technology as though it were a sentient being. It will respond to you as though it had a living mind, will, and conscience (the simplicity or complexity of this mind corresponds to how simple or complex the machine itself is). Rank 3
As Rank 2; you can read the "thoughts" of a machine and discern its programmed "motives", "goals", and ultimate purpose. rank 4
As Rank 3; you can plant emotions such as fear, love, jealousy, etc. into a machine, causing it to react to these emotions in the same way a human would. rank 5
As Rank 4; you can use a Standard Action to attempt to seize control of a machine's will, forcing it to do as you command. The machine may Save to resist this effect; if it fails, it becomes Charmed by you (Save ends). |
Telepathy1 PSYCHIC StrandIntelligence/Interaction
Free Action You are able to project thoughts, images, and emotions into the minds of others and can read their thoughts as well. Even across great distances, you are able to maintain a psychic link to others.
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Rank 1
You can project verbal thoughts into the minds of any sentient creature you are aware of within (Heart) miles. You can also open a two-way channel of communication between yourself and one other creature that remains open so long as you are conscious, within range, and willing to maintain the link. Rank 2
As Rank 1; you can also read the surface thoughts of any creature with a Heart lower than yours. Rank 3
As Rank 2; you are also able to project sensory input you're experiencing, emotions you're feeling, and memories you have into the minds of those you establish a telepathic link with. Those who do not wish to receive this input may Save to resist it. rank 4
As Rank 3; you can establish a psychic link with up to (Heart +1) willing individuals (including yourself), allowing every linked mind to share verbal thoughts, sensory stimuli, and emotions with one another so long as you remain conscious, within range, and willing to maintain the link. rank 5
As Rank 4; Those linked to one another by your Telepathy combine their skills and knowledge, sharing the same pool of Features and Proficiencies. |
NameX PSYCHIC StrandsRole
Action Type - X Focus Target within Range Description
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Rank 1
Rank 2
Rank 3
rank 4
rank 5
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NameX PSYCHIC StrandsRole
Action Type - X Focus Target within Range Description
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Rank 1
Rank 2
Rank 3
rank 4
rank 5
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