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psychic_knacks [2014/02/06 22:30]
storyteller [Thermal Manipulation]
psychic_knacks [2021/12/04 00:39] (current)
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 ===== Psychic Knack Descriptions ===== ===== Psychic Knack Descriptions =====
-Theoreticians generally place psychic powers in one of three categories, determined by the extent of the powers measurable effects on the physical world or the mental equilibrium of test subjects. Level one psychic Knacks are usually sensory in nature or have no discemable ​capacity to inflict physical injury or psychological trauma on a healthy adult human. Level two Knacks have measurable physical manifestations (temperature, ​Pressure ​and so fwth) °' ca"​affect a subject’s mental processes enough for a psychia- subject has no particular feelings about or actively wants Ltrist to record a measurable behavioral change. Level three to reveal but can't, one success is enough. ​lf it's some Knacks generally have the potential to cause lethal injury thing the subject wants to avoid discussing but isn’t paror permanent psychological changes. ticularly afraid of saying, two successes will retrieve it.+Theoreticians generally place psychic powers in one of three categories, determined by the extent of the powers measurable effects on the physical world or the mental equilibrium of test subjects. Level one psychic Knacks are usually sensory in nature or have no discernible ​capacity to inflict physical injury or psychological trauma on a healthy adult human. Level two Knacks have measurable physical manifestations (temperature, ​pressure ​and so forth) °' ca"​affect a subject’s mental processes enough for a psychia- subject has no particular feelings about or actively wants Ltrist to record a measurable behavioral change. Level three to reveal but can't, one success is enough. ​If it's some Knacks generally have the potential to cause lethal injury thing the subject wants to avoid discussing but isn’t paror permanent psychological changes. ticularly afraid of saying, two successes will retrieve it.
  
  
-These three classes are general ​niles of thumb, not Emotionally ​sensitive topics or oath-bound secrets re- +These three classes are general ​rules of thumb, not emotionally ​sensitive topics or oath-bound secrets re- 
-ironclad niles. Some potentially lethal physical powers ​quire three successes. Things that the character actively have limiting factors that place them in level two due to fears revealing require four successes. ​lf the secret will reduced danger, and exceptionally strong sensory abili- get the subject killed or ruin his life if it comes out, the ties may be rated as level two or even level three due to player needs five successes, and the mesmerist had best their range, scope or invasive nature. ​ln short, the three be prepared to guard his newfound knowledge carefully. ​ classes are a mechanic for game balance that also has a convenient reflection in the world of Adventure.+ironclad niles. Some potentially lethal physical powers ​require ​three successes. Things that the character actively have limiting factors that place them in level two due to fears revealing require four successes. ​If the secret will reduced danger, and exceptionally strong sensory abili- get the subject killed or ruin his life if it comes out, the ties may be rated as level two or even level three due to player needs five successes, and the mesmerist had best their range, scope or invasive nature. ​In short, the three be prepared to guard his newfound knowledge carefully. ​ classes are a mechanic for game balance that also has a convenient reflection in the world of Adventure.
  
 These powers are not hierarchical;​ a character does not have to buy a level one Knack before purchasing a level two power. These powers are not hierarchical;​ a character does not have to buy a level one Knack before purchasing a level two power.
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 ==== System ​ ==== ==== System ​ ====
-The mesmerist must engage the subject in +The mesmerist must engage the subject in conversation,​ and the discussion must at least tangentially ​touch on the subject about which the character wants to know. The player specifies the information for which she wants to dredge and rolls [[social_attributes|Charisma]]+[[empathy|Empathy]]. If the subject ​is aware that the character is trying to get something ​specific out of him (Storyteller'​s discretion or a contested ​[[social_attributes|Manipulation]]+[[subterfuge|Subterfuge]] roll), he may try to resist the effort ​by thinking of other things (nursery rhymes, snatches of popular song, vulgarities directed at the mesmerist). ​ The mesmerist’s attempt then becomes a resisted action against the subject'​s player, who rolls [[willpower|Willpower]]. Any successes the defender gets subtracts from the character’s ability to penetrate his mind.  
-conversation,​ and the discussion must at least tangen- +
-tially ​touch on the subject about which the character +
-wants to know. The player specifies the information for +
-which she wants to dredge and rolls Rapport. If the sub- +
-ject is aware that the character is trying to get some- +
-thing specific out of him (Storyteller'​s discretion or a +
-contested Subterfuge roll), he may try to resist the ef- +
-fort by thinking of other things (nursery rhymes, snatches +
-of popular song, vulgarities directed at the mesmerist). +
-The mesmerist’s attempt then becomes a resisted action +
-against the subject'​s player, who rolls Willpower. Any +
-successes the defender gets subtracts from the +
-character’s ability to penetrate his mind. +
-The degree of success required depends on how +
-closely held the information is. if it’s something that the+
  
-Failure reveals nothing useful, while a botch may give the +The degree of success required depends on how closely held the information is. If it’s something that the subject has no particular feelings about or actively wants to reveal, but can't, one success is enough. ​ If it's something the subject wants to avoid discussing but isn't particularly afraid of saying, two successes will retrieve it.  Emotionally sensitive topics or oath-bound secrets require three successes. ​ Things that the character actively fears revealing requires four successes. ​ If the topic will get the subject killed or ruin his life if it comes out, it requires five successes, and the mesmerist had best be prepared to guard his new found knowledge carefully.  ​Failure reveals nothing useful, while a botch may give the mesmerist incorrect or contradictory details. ​  
-mesmerist incorrect or contradictory details. + 
-This Knack requires some degree of successful ​com- +This Knack requires some degree of successful ​communication ​between the participants. Also, if the target knows nothing about what the mesmerist is digging for, no amount of successes will offer up useful information.
-munication ​between the participants. Also, if the target +
-knows nothing about what the mesmerist is digging for, no +
-amount of successes will offer up useful information.+
  
 ===== Command Voice ===== ===== Command Voice =====
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 ===== Perfect Translation ===== ===== Perfect Translation =====
- +You have minor facility with telepathy. While you cannot probe another mind, you can touch the parts of consciousness that control communication. With sufficient ​concentration,​ you can understand the meanings and concepts behind virtually any form of spoken or gesture-based communication.
-You have minor facility with telepathy. While you +
-cannot probe another mind, you can touch the parts of +
-consciousness that control communication. With suffi- +
-cient concentration,​ you can understand the meanings +
-and concepts behind virtually any form of spoken or ges- +
-ture-based communication.+
  
 ==== System ​ ==== ==== System ​ ====
-The character must be able to see or hear +The character must be able to see or hear the subject without mechanical intervention — a radio broadcast or the like attenuates the thoughts behind the words too much for Perfect Translation to work. The player rolls [[mental_attributes|Perception]]+[[Empathy]]; no [[inspiration]] point expenditure is necessary. One success allows translation of basic concepts. three facilitate fluent conversation,​ and five allow the mesmerist to understand even the most complex specialized ideas (assuming ​she has the necessary background to comprehend ​internal ​medicine or astrophysics...).
-the subject without mechanical intervention — a radio +
-broadcast or the like attenuates the thoughts behind the +
-words too much for Perfect Translation to work. The player +
-rolls Rapport; no inspiration point expenditure is neces- +
-sary. One success allows translation of basic concepts. three +
-facilitate fluent conversation,​ and five allow the mesmerist +
-to understand even the most complex specialized ideas (as- +
-suming ​she has the necessary background to comprehend +
-intemal ​medicine or astrophysics...)+
-Perfect Translation provides only the mesmerist with +
-total understanding. Still, while others cannot understand +
-the character'​s words, she can convey general concepts +
-through body language and snippets of her conversational +
-partner’s own words. Also, a mesmerist with this Knack +
-may use any other powers that influence the mind against +
-targets that would otherwise not understand her.+
  
-===== Psychic Hand =====+Perfect Translation provides only the mesmerist with total understanding. Still, while others cannot understand the character'​s words, she can convey general concepts through body language and snippets of her conversational partner’s own words. Also, a mesmerist with this [[knacks|Knack]] may use any other powers that influence the mind against targets that would otherwise not understand her.
  
-You can exert low levels of raw telekinetic force. +=====Psychic Hand===== 
-You do not have the control necessary for fine manipula- +You can exert low levels of raw telekinetic force. You do not have the control necessary for fine manipulation ​and lack significant strength. Still, you can pressgraspor turn small objects with the power of your mind.  ​In ​a similar vein, you can use the Psychic Hand to deflect ​attacks! The Psychic Hand is invisible unless you choose for it to become visible, in which case it appears as a ghostly shimmer in the air
-tion and lack significant strength. Still, you can press+==== System ==== 
-grasp or tum small objects with the power of your mind. +Psychic Hand lasts for a number of [[time|turns]] equal to the successes gained from an [[physical_attributes|Stamina]]+[[Intuition]] roll.  Alternately,​ the player may spend one [[inspiration]] to activate the [[knacks|Knack]] for the scene. While in effect, the mesmerist can move it anywhere within a radius equal to 20 meters per point of the character'​s inspiration. The player declares which application of Psychic Hand he wants each time he uses it: a manipulating “hand” or a protective shield. Only one may be active at any time
-in a similar vein, you can use the Psychic Hand to deflect +
-attacks! The Psychic Hand is invisible unless you choose +
-for it to become visible, in which case it appears as a +
-ghostly shimmer in the air.+
  
-==== System ==== +The "​hand"​ can exert a maximum force of twice the character’s ​[[Willpower]] in kilogram-meters per turn.  So, a character with Willpower 7 can exert 14 kilogram-meters per turn: moving a one-kilogram object l4 meters or a 7 kilogram object two meters or so forth. it grasps like a normal ​human hand encased in a mitten but has no capacity for fine manipulation. Likewise, it has no leverage ​or speed to generate any sort of attack. ​If a situation demands resolution by the numbers, assume the Psychic Hand has one point each in [[physical_attributes|Strength]] and [[physical_attributes|Dexterity]] 
-Psychic Hand lasts for a number of turns +
-equal to the successes gained from an Endurance roll. +
-Altemately, the player may spend one inspiration to ac- +
-tivate the Knack for the scene. While in effect, the mes- +
-merist can move it anywhere within a radius equal to Z0 +
-meters per point of the character'​s inspiration. The player +
-declares which application of Psychic Hand he wants each +
-time he uses it: a manipulating “hand” or a protective +
-shield. Only one may be active at any time. +
-The "​hand"​ can exert a maximum force of twice +
-the character’s Willpower in kilogram-meters per turn. +
-So, a character with Willpower 7 can exert l4 kilogram- +
-meters per tum: moving a one-kilogram object l4 meters +
-or a 7-kilogram object two meters or so forth. it grasps +
-like a nomial ​human hand encased in a mitten but has no +
-capacity for fine manipulation. Likewise, it has no lever- +
-age or speed to generate any sort of attack. ​if a situation +
-demands resolution by the numbers, assume the Psychic +
-Hand has one point each in Strength and Dexterity. +
-The shield spreads the psychic force into flat bar- +
-rier roughly one meter wide by two meters tall. Being +
-focused psychic force, it is not impenetrable,​ but it can +
-slow or deflect attacks. This shield provides bashing and +
-lethal soak equal to the mesmerist’s Reflective facet. it +
-can be placed between any attacker and defender within +
-the Knack'​s effect range. Unlike normal soak (see p. ZOO), +
-if the shield reduces an attack'​s damage effect to zero, +
-the defender takes no damage! +
-Example: Doctorlorbo 's men have locked Dirk (Wil- +
-power 6, Stamina 3, Reflective facet 4) away in a cell Dirk +
-decides to lift the pistol from the holster of his snoozing +
-guard and bargain for his escape with bullets. The pistol +
-weighs about one and a half kilograms, so Dirk can move it +
-up to eight meters in one turn (llkilogram-meters divided +
-by 1.5 kilograms). As his cell door is only five meters from +
-the guard, he can snatch the weapon in a single turn. +
-Later in his escape, another guard pops up. Dirk +
-throws the Psychic Hand between them, giving him a to- +
-tal 7/4 soak. The guard fires his pistol, getting three dice +
-on the damage effect — and drops his jaw in surprise +
-as his bu/let ricochets off the very air!+
  
 +The shield spreads the psychic force into flat barrier roughly one meter wide by two meters tall. Being focused psychic force, it is not impenetrable,​ but it can slow or deflect attacks. This shield provides bashing and lethal soak equal to the mesmerist’s Reflective facet. it can be placed between any attacker and defender within the Knack'​s effect range. Unlike normal soak, if the shield reduces an attack'​s damage effect to zero, the defender takes no damage!
 ===== Scientific Prodigy ===== ===== Scientific Prodigy =====
  
-You plumb the depths ​ofscientific ​theory, ​con- +You plumb the depths ​of scientific ​theory, ​constantly ​pushing the boundaries. However, you don't go it alone — indeed, you psychically draw upon the knowledge ​and creativity of the colleagues and assistants you work with! Even individuals who have no formal ​scientific ​training may be of great benefit in such an effort, for you can draw on any related knowledge they may have, no matter how little they may be consciously aware of it. Depending on your personal inclinations,​ you may or may not give your research team the credit it deserves.
-stantly ​pushing the bouridafies. However, you don't go it +
-alone — indeed, you psychically draw upon the knowl- +
-edge and creativity of the colleagues and assistants you +
-woHn with! Even individuals who have no formal ​scien- +
-tific training may be of great benefit in such an effort, +
-for you can draw on any related knowledge they may have, +
-no matter how little they may be consciously aware of it. +
-Depending on your personal inclinations,​ you may or may +
-not give your research team the credit it deserves.+
  
 ==== System ==== ==== System ====
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 success gives the direction and distance to the charactef success gives the direction and distance to the charactef
 r-i.nui=i.| 1-1u;ii:i r-i.nui=i.| 1-1u;ii:i
 +==== System ====
  
 ====== Level Two Psychic Knacks ====== ====== Level Two Psychic Knacks ======
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 ===== Evil Eye ===== ===== Evil Eye =====
-“ll/lay your ancestors visit a curse upon you! ” +This [[knacks|Knack]] is particularly difficult for psychic theoreticians ​to document because many of its most powerful ​practitioners do not believe they’re using psychic ​powers.  ​You may see this [[knacks|Knack]] as a means of reducing a subject'​s basic self-confidence,​ or you may believe that you have the power to place a curse on your victims! Whatever your personal beliefs, the effects of this power are the same.  When you use Evil Eye, you implant beliefs and commands into your target’s subconscious mind that lessen the efficiency ​with which his brain and body operate.
-_ _ This Knack is particularly difficult for psychk (hm. +
-reticians ​to document because many of its most poweifi I +
-practitioners do not believe they’re using psychic ​power-5, +
- +
-You may see this Knack as a means of reducing a subject'​s +
-basic self-confidence,​ or you may believe that you have +
-the power to place a curse on your victims! Whatever your +
-personal beliefs, the effects of this power are the same. +
-When you use Evil Eye, you implant beliefs and commands +
-into your target’s subconscious mind that lessen the effi- +
-ciency ​with which his brain and body operate.+
  
 ==== System ==== ==== System ====
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 ===== Flame/Frost Conjuration ===== ===== Flame/Frost Conjuration =====
-"​lgiite a fire with the power ofyourmind? impossible!"​+
 This Knack covers two similar yet distinct talents This Knack covers two similar yet distinct talents
 derived from the power of the mind. Flame Conjuration derived from the power of the mind. Flame Conjuration
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 ===== Hypnotic Presence ===== ===== Hypnotic Presence =====
-You are falling under my spell+
 With but the slightest effort of your will you can With but the slightest effort of your will you can
 place most individuals into a light hypnotic trance. While place most individuals into a light hypnotic trance. While
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 ===== Inspirational Aura ===== ===== Inspirational Aura =====
-“Once more unto the breach! "+
 You ‘have discovered one of the keys to maintaining You ‘have discovered one of the keys to maintaining
 the cohesion of a group in the face of even the most ex- the cohesion of a group in the face of even the most ex-
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 ===== Teledigitation ===== ===== Teledigitation =====
-“lt was horrifying! These... these ghostly hands apn- +
-peared and plucked the necklace from about m throat!+
 Teledigitation is the Knack that mgst informepj Teledigitation is the Knack that mgst informepj
 people think of when they hear the word t9lEl(ll‘I8SlS:​ people think of when they hear the word t9lEl(ll‘I8SlS:​
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 ===== Psychic Control ===== ===== Psychic Control =====
  
-This Knack is among the most feared mesmerist +This Knack is among the most feared mesmerist powers. Having the ability to twist another'​s mind makes others rather nervous, so you're likely to find even close friends distancing themselves from you when they discover ​what you can do. Conversely, ​governments ​and private ​groups alike may well take an unhealthy interest in you — a nation with a pet mind-controller has an important ​new pawn in the game of global politics.
-powers. Having the ability to twist another'​s mind makes +
-others rather nervous, so you're likely to find even close +
-friends distancing themselves from you when they dis- +
-cover what you can do. Conversely, ​govemments ​and pri- +
-vat_e groups alike may well take an unhealthy interest in +
-you — a nation with a pet mind-controller has an im- +
-portant ​new pawn in the game of global politics.+
  
 ==== System ==== ==== System ====
-The target must be within a range equal to +The target must be within a range equal to 10 meters times the mesmerist'​s ​[[mental_attributes|Perception]] score, and the character must concentrate for a number of minutes equal to the successes needed (see below). The mesmerist’s player spends an [[Inspiration]] ​point and a [[Willpower]] ​point and rolls [[social_attributes|Charisma]]+[[Leadership]] ​in a resisted action against the subject'​s player, who rolls Willpower. Any successes the defender gets subtract from the mesmerist'​s ability to alter his mind. The mesmerist may spend additional ​Inspiration ​for successes on a one-for-one basis. ​ The degree of change to the target'​s memory ​depends ​on the final successes achieved. One success ​allows ​trivial changes (he can't remember his home address, he thinks the character has a different name); three successes ​applies major alterations (he forgets where he works, he believes he was married to a woman who never existed); five successes creates extensive — even disastrous ​— changes (he forgets to breathe, he remembers ​being born in Atlantis five centuries ago).  The mesmerist must decide her intended memory alteration prior to the attempt; if she doesn'​t get enough successes, the change has reduced intensity. The target may also “buy down” the intensity by spending one Willpower ​point immediately after the resisted action, ​modifying ​the alteration appropriately. The Storyteller may make the resisted roll himself to keep the resolution in doubt and has final say on suitable modifications to the original intent. Psychic Control can also be used to restore ​a subject'​s memories that were changed by some other use of this Knack (certain spies have been placed in deep cover using this very method).
-IO meters times the mesmerist'​s Perception score, and +
-the character must concentrate for a number of minutes +
-equal to the successes needed (see below). The +
-mesmerist’s player spends an lnspiration ​point and a Will- +
-power point and rolls Command ​in a resisted action against +
-the subject'​s player, who rolls Willpower. Any successes +
-the defender gets subtract from the mesmerist'​s ability +
-to alter his mind. The mesmerist may spend additional +
-lnspiration ​for successes on a one-for-one basis. +
-The degree of change to the target'​s memory ​de- +
-pends on the final successes achieved. One success ​al- +
-lows trivial changes (he can't remember his home address, +
-he thinks the character has a different name); three suc- +
-cesses ​applies major alterations (he forgets where he +
-works, he believes he was married to a woman who never +
-existed); five successes creates extensive — even di- +
-sastrous ​— changes (he forgets to breathe, he remem- +
-bers being bom in Atlantis five centuries ago). +
-The mesmerist must decide her intended memory +
-alteration prior to the attempt; if she doesn'​t get enough +
-successes, the change has reduced intensity. The target +
-may also “buy down” the intensity by spending one Will- +
-power point immediately after the resisted action, ​modi- +
-fying the alteration appropriately. The Storyteller may +
-make the resisted roll himself to keep the resolution in +
-doubt and has final say on suitable modifications to the +
-original intent. Psychic Control can also be used to re- +
-store a subject'​s memories that were changed by some +
-other use of this Knack (certain spies have been placed +
-in deep cover using this very method). +
- +
-Example: Count Nil wants Ace Borgstrom to forget ‘ +
-he was ever engaged. The Storyteller says this requires VI +
-l,three successes, but after the resisted action the dastardh +
-Count has only two successes. The Storyteller decides Ace +
-knows he's engaged — he's just not sure who it's to!+
  
 ===== Psychic Synergy ===== ===== Psychic Synergy =====
- +You can coordinate the actions of your underlings so well that they seem to share a single ​brain. Whether through singular leadership, telepathic communication or some sort of hive consciousness,​ you can direct your followers' behavior to lead to the most efficient outcome.
-You can coordinate the actions of your underlings +
-so well that they seem to share a single ​biain. Whether +
-through singular leadership, telepathic communication or +
-some sort of hive consciousness,​ you can direct your fol- +
-lowers' behavior to lead to the most efficient outcome.+
  
 ==== System ==== ==== System ====
- The player spends an lnspiration ​point and +The player spends an [[Inspiration]] ​point and rolls [[mental_attributes|Charisma]]+[[Leadership]] ​at standard difficulty. If successful, those loyal to the character may engage ​in complex tasks without ​the need for communication. The subjects need not be in the immediate vicinity, but the character must know exactly who he wants to communicate with. The number of successes indicates the scale of communication. One success allows for coordinating with up to a half-dozen people, three successes is sufficient to direct over a score of subjects, and five successes allows ​for directing ​at least 100 individuals — all without the need for radios or a chain of command! ​In addition, anyone affected by this [[knacks|Knack]] may also add their leader'​s ​[[Reflective]] facet to their dice pools for the rest of the scene. Finallyeveryone ​affected ​by this Knack acts on the Initiative ​turn indicated by the highest roll within the group.
-rolls Cofrknd ​at standard difficulty. If successful, those +
-loyal to the character may ehgage ​in complex tasks with- +
-out the need for communication. The subjects need not +
-be in the immediate vicinity, but the character must know +
-exactly who he wants to communicate with. The number +
-of successes indicates the scale of communication. One +
-success allows for coordinating with up to a half-dozen +
-people, three successes is sufficient to direct over a score +
-ofsubjects, and five successes allows ​fordirecting ​at least +
-lO0 individuals — all without the need for radios or a +
-chain of command! ​ln addition, anyone affected by this +
-Knack may also add their leader'​s Reflective facet to their +
-dice pools for the rest of the scene. Finallyeveryone ​af- +
-fected ​by this Knack acts on the lnitiative ​turn indicated +
-by the highest roll within the group.+
  
 ===== Sleight Of Will ===== ===== Sleight Of Will =====
- +This is arguably one of the most powerful Knacks in existence, though it is also one of the rarest. With this power, you can move small objects with naught but an instant of concentration and a bit of creative ​visualization. While telekinetic powers can achieve similar effects, Sleight of Will is unique in that the objects it acts upon do not move through the intervening space! They simply vanish from one point and appear at another with no visible ​motion or expenditure of energy save for a slight twinkle. To date, no mesmerist skilled in Sleight of Will has been able to move a person in this fashion (though rumors persist of particularly powerful mesmerists who can apport themselves...). "
-This is arguably one of the most powerful Knacks +
-in existence, though it is also one of the rarest. With this +
-power, you can move small objects with naught but an +
-instant of concentration and a bit of creative ​visualiza- +
-tion. While telekinetic powers can achieve similar effects, +
-Sleight of Will is unique in that the objects it acts upon +
-do not move through the intervening space! They simply +
-vanish from one point and appear at another with no vis- +
-ible motion or expenditure of energy save for a slight +
-twinkle. To date, no mesmerist skilled in Sleight of Will +
-has been able to move a person in this fashion (though +
-rumors persist of particularly powerful mesmerists who +
-can apport themselves...). "+
  
 ==== System ==== ==== System ====
-The mesmerist can move an object with a +The mesmerist can move an object with a maximum weight equal to her [[Reflective]] facet in kilograms ​between any two points that she can sense within a radius of 20 times her [[mental_attributes|Perception]] in meters. The two points may be anywhere ​within ​this radius, as long as she can see or feel both of them. Other [[Knacks]] that allow remote sensing count for these purposes. To move an object, the player spends an [[Inspiration]] ​point and makes a cross-matched ([[physical_attributes|Stamina]]+[[Intuition]]) roll. One success ​is sufficient to move the object. ​If the player scores three or more successes. use of Sleight of Will does not count as the character'​s action for this turn — so, with enough successes, this Knack could move a weapon into the character’s hand in an instantaneous fast-draw If the mesmerist tries to move an object out of contact ​with another character‘ the player must defeat the target’s player in a resisted ​[[Willpower]] roll. (“Out of contact" means anything the target holds or has upon his person.) Objects moved with Sleight of Will retain all of their physical and chemical properties, though the mesmerist ​may change their orientation as she sees fit. In practice‘ this means a falling object continues to fall after being moved with this [[knacks|Knack]], but the mesmerist may choose for the object to reappear falling upward (though gravity will soon reverse its course). Objects moving too fast to track with the naked eye may not be affected with this Knack, which makes it useless for deflecting bullets — though it is quite effective at reversing the courses of thrown objects (such attempts are subject to the rules for hitting moving targets). ​If the character wants to change a moving object'​s course to target a specific ​individual, the player makes an [[mental_attributes|Perception]]+[[Alertness]] ​roll at +1 difficulty that counts as an attack roll.
-maximum weight equal to her Reflective facet in kilo- +
-grams between any two points that she can sense within +
-a radius of Z0 times her Perception in meters. The two +
-points may be anywhere ​witltin ​this radius, as long as she +
-can see or feel both of them. Other Knacks that allow +
-remote sensing count for these purposes. To move an +
-object, the player spends an lnspiration ​point and makes +
-a cross-matched (Stamina + Awareness) roll. One suc- +
-cess is sufficient to move the object. ​lf the player scores +
- +
-three or more successes. use of Sleight of Will does not +
-count as the character'​s action for this tum — so, with +
-enough successes, this Knack could move a weapon into +
-the character’s hand in an instantaneous fast-drawl +
-lf the mesmerist tries to move an object out of con- +
-tact with another character‘ the player must defeat the +
-target’s player in a resisted Willpower roll. (“Out of con- +
-tact" means anything the target holds or has upon his +
-person.) Objects moved with Sleight of Will retain all of +
-their physical and chemical properties, though the mes- +
-merist ​may change their orientation as she sees fit. ln +
-practice‘ this means a falling object continues to fall af- +
-ter being moved with this Knack, but the mesmerist may +
-choose for the object to reappear falling upward(though +
-gravity will soon reverse its course). Objects moving too +
-fast to track with the naked eye may not be affected with +
-this Knack, which makes it useless for deflecting bullets +
-— though it is quite effective at reversing the courses +
-of thrown objects (such attempts are subject to the niles +
-for hitting moving targets; see p. Z01). lf the character +
-wants to change a moving object'​s course to target a spe- +
-cific individual, the player makes an Awareness ​roll at +1 +
-difficulty that counts as an attack roll.+
  
 ===== Touch of Life ===== ===== Touch of Life =====
- +Many observers consider you to be touched by God — or to be a pawn of the Devil. You can exert your will to heal virtually any injury, bringing your comrades back from the gates of death As long as even the barest spark of life remains in your subject, you can knit broken bones and seal torn flesh with your very will.
-Many observers consider you to be touched by God +
-— or to be a pawn of the Devil. You can exert your will +
-to heal virtually any injury, bringing your comrades back +
-from the gates of deathl ​As long as even the barest spark +
-of life remains in your subject, you can knit broken bones +
-and seal torn flesh with your very will.+
  
 ==== System ==== ==== System ====
-The character touches the subject and +The character touches the subject and spends a minute in concentration‘ The player spends an [[Inspiration]] point and rolls [[mental_attributes|Intelligence]]+[[Medicine]]; each success heals one level of bashing or lethal damage. For each patient, the mesmerist can heal up to twice her [[Reflective]] facet in bashing health levels and equal to her [[Reflective]] facet in lethal health levels. The player may allocate the successes ​to the subject as she sees fit. Even if the player fails the roll, the subject is stabilized and suffers no further ​blood loss or other worsening of condition. A botch, however, inflicts one additional level of bashing damage on the patient. No subject may benefit from this power more times in 24 hours than he has points of [[physical_attributes|Stamina]].
-spends a minute in concentration‘ The player spends an +
-Inspiration point and rolls Medicine; each success heals +
-one level of bashing or lethal damage. For each patient, +
-the mesmerist can heal up to twice her Reflective facet +
-in bashing health levels and equal to her Reflective facet +
-in lethal health levels. The player may allocate the suc- +
-cesses ​to the subject as she sees fit. Even if the player +
-fails the roll, the subject is stabilized and suffers no fur- +
-ther blood loss or other worsening of condition. A botch, +
-however, inflicts one additional level of bashing damage +
-on the patient. No subject may benefit from this power +
-more times in Z4 hours than he has points of Stamina.+
 {{tag>​sys}} ​ {{tag>​sys}} ​
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psychic_knacks.1391725819.txt.gz · Last modified: 2021/12/04 00:40 (external edit)