EditMindEditMindThe following core abilities are available to anyone with the Mind SFX and do not require a separate specialization to acquire. EditMental Contact| Mental Contact | | Recharge: (5-SR) | | Mind | | You are able to telepathically "connect" to a sentient organic person's mind. | | If you are engaged with a sentient organic person or there is one within Line of Sight, you may play this card. | | You establish contact with the target's mind. While Mental Contact lasts you can target them with your other mental abilities with Line of Sight range even if you do not have a line of sight or if you or the target leaves the area. You can retain Mental Contact with a target for a duration of time determined by SR. | | SR1: 3 Turns | | SR2: 1 encounter or scene. | | SR3: 1 Act | | SR4: 2 Acts | | SR5: 3 Acts |
EditMental Mastery| Mental Mastery | | Mind, Passive | | Prereq: SFX: Mind trained | | You can affect different kinds of minds, resist mental contact, and gain improved information regarding who is in Mental Contact with you. | | There are five effects this Stunt can grant. When you acquire this Stunt and each time you raise its rating you choose one of these effects (make sure to note which ones you have chosen); you cannot change your selection after you have chosen. | | * Animals: You can affect non-sentient Animals with your mental abilities. | | * Robots: You can affect sentient Robots with your mental abilities. | | * Computers: You can affect non-sentient Computers with your mental abilities; stress and Grit convert to Wounds. | | * No Contact: Other characters cannot make Mental Contact with you unless you allow them to, and you can sever Mental Contacts with you at will. | | * Caller Id: When you are the target of a mental ability and when someone has attempted to make Mental Contact with you or is currently in Mental Contact with you, you become aware of what the other character's immediate intent is (neutral, hostile, friendly). If they are within Line of Sight, you can clearly identify them by sight. If they are not currently within Line of Sight you know what direction they are from you and approximately how far away they are. |
EditMental Sense| Mental Sense | | Mind, Passive | | Prereq: SFX: Mind trained. | | This card is always considered to be in play. | | You are sensitive to Mental emanations. | | You have +(SR / 2) Psyche vs. Mind based attacks; (round up). | | SR1: You may use SFX: Mind (Int) checks to simulate Detect: Mental checks. You have 360 degree awareness of the usage of mental abilities. | SR2: Remove per SR from your simulated Detect: Mental checks. | | SR3: As a maneuver you can make simulated Detect: Mental checks that would normally require an action. | | SR4: You can detect the usage of mental abilities at Plot range. Any unshielded source within a broad geographical region is apparent to you. | | SR5: You can make a simulated Detect: Mental check as a React in your Beginning of Turn phase or whenever a new source becomes detectable; it no long takes either an action or a maneuver to do so. |
EditMental Bastion| Mental Bastion | | Open, Mind, Passive | | Prereq: Willpower 4+, Discipline Trained | | SR1: You have +1 Psyche. | | If you are the target of a mental attack, you may suffer 1 stress to gain +SR Psyche until your next Beginning of Turn phase. | | Mind: You have an additional +1 Psyche | | | | | | | | | | | | | | | | |
EditMind Blank| Mind Blank | | Recharge: (6-SR) | | Stress: 2 | | Open, Mind, React | | None | | Prereq: Willpower 4+, Discipline trained | | After you have been declared the target of a mental ability, you may play this card. | SR1: the attacker adds to their dice pool. | SR3: the attacker adds  to their dice pool. | SR5: the attacker adds  to their dice pool. | | Fortune 1: At any time as a React you may remove any recharge tokens remaining on this card and return it to your Action deck. | | Mind: waive the stress cost. |
EditRelaxed Mind| Relaxed Mind | | Open, Mind, Passive | | Prereq: Willpower 3+, Discipline Trained | | You have a disciplined mind and retain a sense of serenity even in the face of stressful circumstances. | | | | During your End of Turn phase you regain SR stress. | | | | | | Willpower 6: regain 1 additional stress. | | Willpower 9: As (Willpower 6), and regain 1 additional stress. | | | | | | Mind: You have +1 Psyche. |
EditMental Pressure| Mental Pressure | | Recharge: (5-SR) |  | | Mind | | Prereq: Willpower 4+, Mental Skill trained | | Mental Skill (Wp) vs Discipline(Wp) | | You use your mental mastery to apply subtle pressure to the target. This is not detectable by normal senses, but is detectable by Detect: Mental and equivalent abilities. | | If you are engaged with a sentient organic person or there is one within Line of Sight, you may play this card. | | 1: The target suffers (SR / 2) stress; (round up). | | 3: The target suffers SR stress. | | 5: The target suffers SR stress and 1 Grit. |
EditMental Presence| Mental Presence | | Recharge: (5-SR) | | Mind, React | | Prereq: Willpower 3+, Mental Skill, Discipline, and Intimidate trained | | Mental Skill (Fel) | | You can use your mental mastery to manipulate the subconscious fears of others, or to squelch your own fears. | | If you are engaged with a sentient organic person or there is one within Line of Sight, or would be affected by a Fear causing effect you may play this card. | | 1: You gain Fear (SR+1) vs your current target until your next Beginning of Turn phase. | | 1: You gain Fearless (SR+1) until your next Beginning of Turn phase. | | 4: You gain Fear (SR+1) vs your current target and Fearless (SR+1) until your next Beginning of Turn phase. |
EditTelepathicThe Telepathic subset requires the Telepathic specialization, and focuses on reading and projecting thoughts. EditTelepathy| Telepathy | | Recharge: (5-SR) | | Stress: 2 | | Mind, Telepathy | | Prereq: Intuition trained. | | SFX: Mind (Int) vs Target Discipline (Wp) | | You are sensitive to the thoughts of living, sentient organisms. This is normally undetectable, but is detectable by targets with appropriate enhanced senses. | | If you are engaged with a sentient organic person or there is one within Line of Sight, you may play this card. | | 1: You are able to "hear" the surface thoughts of the target, which tend to be topical to events currently transpiring around the target. | | 2: You are able to "hear" deep thoughts of the target, which tend to be unstructured stream-of-consciousness insights into their inner mind. | | 3: You are able to access the target's memory. You can witness a memory related to whatever is currently on the target's mind. | | 4: As (3), but you can locate and replay a specific memory of your choice. | | 5: You are able to access the target's subconscious, and witness their dreams. If your target is sleeping, you need this level of success to use Telepathy on them. |
EditTelepathic Adeptness| Telepathic Adeptness | | Mind, Passive | | Prereq: Intelligence 3+, SFX: Mind and Intuition trained | | While you are conscious and unimpeded, this card is always considered to be in play. | | You deftly skim the thoughts of those around you, almost subconsciously. You are often alerted when someone intends you harm, and you can sometimes "hear" what someone intends to do next. | SR1: Sentient organic opponents within Close range add to all attacks targeting you. | SR2: You add to all attacks targeting a sentient organic opponent within Close range. | | SR3: As (SR1), but within Medium Range | SR4: You add to all attacks targeting a sentient organic opponent within Medium Range | | SR5: As (SR1), but within Long Range |
EditGroup Mind| Group Mind | | Recharge: (10-SR) | | Mind, Telepathy, Lingering | | You are able to link the minds of organic persons together, allowing shared communications. | | Group Mind is based on conscious thought; only thoughts deliberately broadcast to the group are communicated along with some minor emotional context. Participants that become unconscious drop out of the shared communication. Only willing persons are affected by this ability. The Group Mind is very private, but another character with telepathic abilities might be able to "tap into" your Group Mind under some circumstances. | | While this ability lingers you enable direct mental communication with a number of willing persons and at a range determined by SR. | | SR1: 1 person within Extreme range. | | SR2: 2 people within a few city blocks. | | SR3: 4 people within the same city or equivalent distance. | | SR3: 6 people within the same region. | | SR4: 8 people within the same hemisphere. | | SR5: 10 people within global range. |
EditBrain Waves| Brain Waves | | Recharge: 0 | | Stress: 1 | | Mind, Telepathy | | You are able to telepathically broadcast a message to targets of your choice or everyone within range. Targets can choose to deliberately "tune you out", thus not hearing your message. This is a one way send only transmission, you do not have contact with those you broadcast to, and you do not know who has "heard" your message or opted to tune it it out. | | You telepathically broadcast a message to any number of willing persons of your choice at a range determined by SR. | | SR1: Extreme range. | | SR2: Within a few city blocks of yourself. | | SR3: Same geographical region. | | SR4: Same hemisphere. | | SR5: Global range. |
EditMind Find| Mind Find | | Recharge: (20-SR) | | Mind, Telepathy, Persisted, Turn (10 - SR) | | Prereq: Mental Contact (1) | | You are able to telepathically locate the conscious mind of a sentient living target within range. If you locate a mind you establish Mental Contact with them and can target them with your other mental abilities that require Line of Sight range even if you do not have a line of sight, while you persist this ability and the target remains within your Mind Find range. | | Targets attempting to hide from you resist your SFX: Mind (Int) checks with Stealth (Int) or Discipline (Wp). | | You locate a conscious sentient mind within a range determined by SR. Having located a target's mind does not automatically transfer into knowledge of their actual geographic location. | | SR1: Extreme range. | | SR2: Within a few city blocks of yourself. | | SR3: Same geographical region. | | SR4: Same hemisphere. | | SR5: Global range. | | Fortune 1: you are able to translate your mental determination of a targets location into an approximation of their geographic location. |
EditMental Invisibility| Mental Invisibility | | Recharge: (3+SR) | | Stress: 2 | | Mind, Ongoing | | Stealth (Int) | | If you are not impeded you may play this card as an action. Non-organic persons and audio visual equipment are completely unaffected by this ability. | | 1: You fade from view; organic persons within Medium range may make an Observation (Int) check opposed by your Stealth during their Beginning of Turn phase to see you. If you make an attack or an unusually noticeable action, remove a recharge token from this card. | While this card is recharging you add a # of to your Stealth dice pools per recharge token currently on this card. | | While this card is recharging you gain +1 DEF per recharge token currently on this card | | If you have Stealth trained, add 1 recharge token to this card per time you have trained Stealth. | | !: Add a recharge token to this card; this is usable many times. | | +++: Add a recharge token to this card; this is usable many times. | | ?: Remove a recharge token from this card; this is usable many times. | | -: Suffer 1 stress; this is usable many times. |
EditMental Projection| Mental Projection | | Usages: SR | | Mind, Telepathy, Persisted, 1 Turn | | SFX Mind, Mental Skill, and Discipline trained. | | You are able to project your mind outside of your body over a distance determined by SR. | | You cannot affect the physical world directly, but you can use Mind Stunts and any other abilities that represent mental abilities at the GM's discretion. | | Your Mental Projection is immune to physical harm. You are invisible to normal senses unless you opt not to be. | | You can be affected by mental abilities and detected by Detect: Mind and equivalent abilities. | | While you persist this ability, your mental projection is your perception point and your physical body is helpless and unaware of its surroundings. If your physical body is killed while this ability is persisted, you may survive for some duration as a disembodied entity, but your Mental Projection will eventually expire without a host body. Time spans and specific details are left to the GM's discretion. | | (continued...) |
| Mental Projection | | (...continued) | | The Mental Projection is tethered to the physical body. The distance away from the body that your Mental Projection can reach is determined by SR, as indicated below. | | SR1: Within Extreme range of your physical body. | | SR2: Within a few city blocks of your physical body. | | SR3: Within the same city as your physical body. | | SR3: Within the same geographical region as your physical body. | | SR4: Within the same hemisphere as your physical body. | | SR5: On the same planet as your physical body. | | Your Mental Projection can move "normally" if unimpeded, and effectively has Superflight (Up & Away) acquired; you can use SFX: Mind (Wp) for any required Superflight checks. | | You can also materialize your Mental Projection anywhere that you know of within your range as a Full Turn action. |
EditMind Probe| Mind Probe | | Usages: SR | Stress: (8-SR);   | | Mind, Telepathy | | Mental Skill (Int) vs Discipline(Wp) | | Prereq: Intuition or Intimidate trained | | You are capable of forcibly extracting knowledge from the minds of others. | | If you are engaged with a sentient organic person or there is one within Line of Sight, you may play this card. | | Information attainable with a Mind Probe is limited to what a given target knows, what they believe to be true, and as filtered through their world view. | You must inform the GM what information you are looking for in the target's mind and play this card to attempt to probe the target's mind for that information. The GM might add additional to your check for extremely specific, unusually expansive, or particularly sensitive information. | | (continued...) |
| Mind Probe | | (...continued) | | Note that the target might not actually know anything about the information you are looking for, in which case you instead become aware that the target definitely knows nothing on the subject. | | 1: you succeed. The GM is compelled to tell you whatever the target knows regarding the information you declared. This can provide significant clues or insights into the story's plot. You may ask for this information to be granted privately if you do not desire to share this information directly with other players or prefer to present it in character yourself. | | A Mind Probe is not detectable by normal senses, but the target knows you have attacked their mind and can make an appropriate response, and other characters with applicable senses (such as Detect: Mental) may be able to detect both an active Mind Probe and / or traces of past Mind Probes. | | Light Touch: You may hide your Mind Probes from characters other than the target as a 2 point Facilitator; if you may even hide your Mind Probes from your targets it is a 4 point Facilitator. |
EditEmpathicThe Empathic subset requires the Empathic specialization, and focuses on modifying the emotions of others. This set is partially shared with Augment. EditEmpathy| Empathy | | Recharge: (5-SR) | | Stress: 2 | | Mind, Empathy | | Prereq: Intuition trained. | | SFX: Mind (Fel) vs Target Discipline (Wp) | | You are sensitive to the emotions of living, sentient organisms. This is normally undetectable, but is detectable by targets with appropriate enhanced senses. | | SR3: You may play this card as a maneuver. Reduce the stress cost by 1. | | SR4: You may play this card in your Beginning of Turn phase as a React. Waive the stress cost. | | SR5: You may play this card at any time as a React. | | (continued...) |
| Empathy | | (...continued) | | If you are engaged with a sentient organic person or there is one within Line of Sight, you may play this card. | | 1: You can sense the overal current emotional state of the target. | | 2: You are able to sense nuances regarding how the target feels about events, other people, and things transpiring around them. | | 3: As (2), and you are able to sense a timeline of how the target has felt about things around them historically. For instance perhaps the target once loved something but now hates it. | | 4: You can sense what will serve as emotional triggers for the target, even though they are not currently exposed to them. For instance you might sense that seeing an orchid will make the target depressed, or that they dislike the color yellow. |
EditEmotion Control| Emotion Control | | Recharge: (7-SR) |  | | Mind, Empathy | | Mental Skill (Fel) vs Discipline (Wp) | | Prereq: Mental Skill trained, target within Line of Sight. | | 1: You may cause the target to feel the emotion of your choice (such as fear, anger, love, sadness, happiness) towards a subject of your choice, with a severity and duration determined by SR: | | SR1: mild, 2 Turns. | | SR2: average, 5 Turns. | | SR3: strong, a scene or encounter. | | SR4: extreme, an Act. | | SR5: obsessive, 3 Acts. | | The effects of a particular emotion on a particular target vs a particular subject are very contextual and left to the GM's discretion. Affected targets might change stances, gain or lose morale, become violent or stop being violent as the circumstances dictate. | | Fortune 1: You may cause the effect on the target to last as if your SR were SR + 1. This may be used many times. |
EditCalm| Calm | | Recharge: (8-SR) | Stress: (7-SR);   | | Augment, Mind, Empathy | | SFX Augment (Fel) or SFX Mind (Fel); Medium Range | | 1: you hit; the target must make a Discipline (Wp) check vs SR difficulty or gain the Calmed condition for (SR + # of successes). The target can choose to not make a Discipline check. | | -: Suffer 1 stress | | !: Add 1 recharge counter to all Calmed conditions the target currently has. | | ?: You gain the Imperiled condition for (6-SR). |
EditIrritate| Irritate | | Recharge: (8-SR) | Stress: (7-SR);   | | Augment, Mind, Empathy | | SFX Augment (Fel) or SFX Mind (Fel); Medium Range | | 1: you hit; the target must make a Discipline (Wp) check vs SR difficulty or gain the Irritated condition for (SR + # of successes). The target can choose to not make a Discipline check. | | -: Suffer 1 stress | | !: Add 1 recharge counter to all Irritated conditions the target currently has. | | ?: You gain the Imperiled condition for (6-SR). |
EditEnrage| Enrage | | Recharge: (8-SR) | Stress: (7-SR);   | | Augment, Mind, Empathy | | SFX Augment (Fel) or SFX Mind (Fel); Medium Range | | 1: you hit; the target must make a Discipline (Wp) check vs SR difficulty or gain the Enraged condition for (SR + # of successes). The target can choose to not make a Discipline check. | | -: Suffer 1 stress | | !: Add 1 recharge counter to all Enraged conditions the target currently has. | | ?: You gain the Imperiled condition for (6-SR). |
EditEmpathic Stance| Empathic Stance | | Recharge: (8-SR) | Stress: (5-SR);  | | Augment, Mind, Empathy | | SFX Augment (Fel) or SFX Mind (Fel); Medium Range | | 1: you hit; everyone within Medium Range must make a Discipline (Wp) check vs SR difficulty or change their stance to match yours. Targets can choose to not make a Discipline check. Affected targets also gain the Inspired condition for (SR). If at least one target is affected you gain the Inspired condition for (SR). | | If an affected target's stance meter is not deep enough to match your current stance, they move as deep as they are able to on their stance meter. For instance, if you were four steps deep into a Defensive stance and an affected target had only two Defensive steps on their stance meter, they would move to two steps deep into a Defensive stance. | | -: Suffer 1 stress | | !: Add 1 recharge counter to all Inspired conditions the target currently has. | | ?: You gain the Imperiled condition for (6-SR). |
EditEmpathic Equilibrium| Empathic Equilibrium | | Recharge: (8-SR) | Stress: (5-SR);  | | Augment, Mind, Empathy | | SFX Augment (Fel) or SFX Mind (Fel); Medium Range | | 1: you hit; everyone within Medium Range must make a Discipline (Wp) check vs SR difficulty or change their stance to neutral. Targets can choose to not make a Discipline check. Affected targets also gain the Focused condition for (SR). You are also affected by this ability. | | -: Suffer 1 stress | | !: Add 1 recharge counter to all Focused conditions the target currently has. | | ?: You gain the Imperiled condition for (6-SR). |
EditEmpathic Manipulation| Empathic Manipulation | | Recharge: (5-SR) | | Stress: (5-SR) | | Mind, Empathy, React | | Prereq: Fellowship 4+, Mental Skill trained, Using Charm, Guile, Intimidate, or Leadership on a target. | | You use your empathic powers to enhance your social skills. | | If you are attempting to use the Charm, Guile, Intimidate, or Leadership skill against a viable target, you may play this card. | SR1: You add  to the Charm, Guile, Intimidate, or Leadership check this is a reaction to. The modified skill use becomes a mental attack, which may trigger abilities possessed by the target or other characters in the scene or encounter. | SR3: As (SR1), but you add  . | SR5: As (SR1), but you add  . | | Use of this ability is not detectable by normal senses, but Detect: Mental or an equivalent ability can detect it. |
EditPhrenicThe Phrenic subset requires the Phrenic specialization, and focuses on controlling the minds of others in various ways. EditMind Control| Mind Control | | Recharge: (6-SR) | Stress: 1;   | | Mind, Lingering | | Mental Skill (Fel) vs Target Discipline (Wp) | | If you are engaged with a sentient organic person or there is one within Line of Sight, you may play this card. | | You suffer 1 stress each Turn this effect lingers. | | 1: You gain control of the target for 1 Round. If you attempt to have the target do something strongly against their moral code or best interests the target may make a Discipline (Wp) check vs Average 2d difficulty to resist your control. | | 3: As (1) but you gain control of the target while this effect lingers. |
EditMental Coercion| Mental Coercion | | Recharge: (5-SR) | | Stress: (5-SR) | | Mind, Phrenic, React | | Prereq: Mental Skill trained, Using Charm, Guile, Intimidate, or Leadership on a target. | | You use your mental powers to enhance your social skills. | | If you are attempting to use the Charm, Guile, Intimidate, or Leadership skill against a viable target, you may play this card. | You add SR # of to the Charm, Guile, Intimidate, or Leadership check this is a reaction to. The modified skill use becomes a mental attack, which may trigger abilities possessed by the target or other characters in the scene or encounter. | | Use of this ability is not detectable by normal senses, but Detect: Mental or an equivalent ability can detect it. |
EditHypnosis| Hypnosis | | Recharge: (6-SR) | Stress: (6-SR);  | | Mind, Persisted, (6-SR) Turns | | Mental Skill (Fel) vs Target Discipline (Wp) | | Prereq: Close range, target must be relaxed or restrained. | | If you are engaged with a sentient organic person or there is one within Close range, you may play this card. | | 1: you succeed; the target it placed into a hypnotic state and will do what you tell them to do and believe what you tell them to believe while this effect is persisted. If you attempt to have the target do something strongly against their moral code or best interests they may make a Discipline (Wp) check vs Average 2d difficulty to resist your command. The target's memories of the time period they were under your control is hazy, but they can individually remember if prodded or given serious reason to if they can make a Discipline (Wp) check vs SR difficulty. | | 5: you succeed; you place a hypnotic command into the target's subconscious, with a specific trigger. The target will not remember that you have done this or what the command is. When the trigger occurs, the target must make a Discipline (Wp) check vs SR difficulty or else comply with the hypnotic command. |
EditGroup Hypnosis| Group Hypnosis | | Recharge: (10-SR) | Stress: (6-SR);  | | Mind, Persisted | | Mental Skill (Fel) | | Prereq: Hypnosis (5), Targets have Willpower 2 or less. | | If there are two or more sentient organic persons within Medium range that can see and hear you, you may play this card. | | 1: All sentient organic persons within Medium range who can see or hear you with a Willpower of 2 or less are affected and will do what you tell them to do and believe what you tell them to believe while this effect is persisted. If you attempt to have an affected target do something strongly against their moral code or best interests that target may make a Discipline (Wp) check vs Average 2d difficulty to resist your command. The targets' memories of the time period they were under your control is hazy, but they can individually remember if prodded or given serious reason to if they can make a Discipline (Wp) check vs SR difficulty. | | Fortune: 1: The targets do not remember what they did under your control, and can only be induced to remember by significant therapy or via telepathic means. |
EditMental Possession| Mental Possession | | Recharge: (6-SR) | Stress: 1;   | | Mind, Phrenic, Persisted | | Prereq: Mind Control (5), Mental Projection (1) | | Mental Skill (Fel) vs Target Discipline (Wp) | | If you are using Mental Projection and are engaged with a sentient organic person or there is one within Line of Sight, you may play this card. | | This ability is undetectable by normal senses, but is detectable by Detect: Mental and equivalent abilities. Other people will eventually notice uncharacteristic behavior taken by the target while under your control. | | If your own physical body is killed while you are using this ability, your mind can live on indefinitely while you continuously possess a body, with no more than a SR Turn gap between Possessions. You effectively lose any physical abilities and characteristics your own body had. | | (continued...) |
| Mental Possession | | (...continued) | 1: You Possess the target's body and gain control of the target while this ability is persisted. If you attempt to have the target do something strongly against their moral code or best interests the target may make a Discipline (Wp) check vs Average 2d difficulty to resist your control adding a # of to their dice pool equal to their Psyche. You have access to all of the target's non-mental abilities and physical characteristics, and your own mental abilities and mental characteristics. You do not have access to the target's memories. | | 4: As (1), but targets attempting to resist your control make Discipline (Wp) checks vs SR difficulty, not Average 2d difficulty. | | Telepathy (3)+: As (1), but you gain access to your targets memories, allowing you to identify people the target knows and the nature of their relationships, where they live and work, and so forth. |
EditPsychic Exorcism| Psychic Exorcism | | Recharge: (6-SR) | Stress: (5-SR);  | | Mind (phrenic), Persisted | | Discipline (Wp) vs Target Discipline (Wp) | | Prereq: A target that you know to be Possessed is within line of sight. | | 1: You engage the target in a battle of wills. While this ability persists the target suffers stress equal to (SR+1) - the target's Possession stunt rating. When the target has stress exceeding double their Willpower, they are forced out of the body they are possessing. The target can opt to leave the body they are possessing prior to this occurring as an action. | | 5: As (1) but the target cannot opt to leave the body prior to being exorcised, and will be forced into an inanimate object of your choice within Close range and become imprisoned therein until the object is broken. | | ??: If you fail, the target can attempt to Possess you, and transfer from their current host body to your body as a React. |
EditHallucinations| Hallucinations | | Recharge (6 - SR) | Stress: (6-SR);  | | Mind, Phrenic, Lingering | | SFX: Mind (Int) | | If you are engaged with a sentient organic person or there is one within Line of Sight, you may declare what you want the target to perceive and play this card. | You may affect multiple targets by adding per additional target to your dice pool. | | 1: Starting immediately and while this effect lingers you can cause the target to perceive anything you like. | | While the effect lingers the Hallucination will play out in a self-consistent fashion, and you can alter the nature of the Hallucinations as an action. | | To unaffected people those affected appear to be acting in an insane fashion, reacting to things that do not actually exist. Affected targets perceive only what you want them to perceive, so you can "mask over" unaffected people by incorporating them into your Hallucination in some way or removing perception of them altogether. | | (continued...) |
| Enchanted Transformation | | (...continued) | | Affected targets may make an Observation (Int), Intuition (Int), SFX: Mind (Int), or Detect: Mental check vs SR difficulty or use an applicable ability to see through the Hallucinations if they are given reason to disbelieve; a successful check ends the effect on an individual basis. | You control any active elements of the Hallucinations, and can use a dice pool of up to SR # of to make checks to do things the seeming should be able to do. | For instance if you had SR5 and caused a Hallucination of a giant monster attacking a target you could form a dice pool of     to resolve the giant monster's attacks. | | Any damage inflicted by a Hallucination on an affected target should be tracked separately; when the effect ends for a target Hallucinatory "damage" is immediately removed. If a target is "killed" by Hallucinatory damage they are actually knocked unconscious. | | Note that a target might actually hurt themselves or others while under the effect of a Hallucination and such damage is real; for instance a useful tactic is to make a target perceive allies as being an enemy causing them to attack their own allies. Another tactic is to remove perception of a real physical danger, like a long fall, a moving vehicle, or other hazard from affected targets. |
EditErase Memory| Erase Memory | | Recharge: (6-SR) | Stress: 3;   | | Mind, Phrenic | | Prereq: Telepathy (1). | | SFX: Mind (Int) vs Target Discipline (Wp) | | You can erase the memories of living, sentient organisms. This is normally undetectable, but is detectable by targets with appropriate enhanced senses. | | If you are engaged with a sentient organic person or there is one within Line of Sight, you may play this card. | | 1: You erase the target's memory of the preceding Turn. | | 2: You erase the target's memory of the preceding SR Turns. | | 3: You erase the target's memory of the preceding encounter. | | 4: You erase the target's memory of the preceding Act. | | 5: You erase the target's memory of a specific subject, person, or idea. | | 6: You erase all of the target's memories, or any that you choose. | | Fortune 1: If you succeed, the target wont remember the next SR Turns. | | A target's memories might sporadically come back over time if they are exposed to triggers that remind them of something, or under psychiatric care, or if restored by telepathic means. |
EditPsionicThe Psionic subset requires the Psionic specialization, and focuses on combat applications of mental abilities. EditPsionic Blast| Psionic Blast | | Recharge: (5-SR) | Stress: 1;  | | Mind, Psionic | | Mental Skill (Wp) vs Discipline(Wp) | | Prereq: Willpower 4+ | | If you are engaged with a sentient organic person or there is one within Line of Sight, you may play this card. | | You blast a target's mind with the power of your will. | | 1: You inflict SR + # of successes stress on the target; Psyche applies. | | 3: You inflict Willpower + SR + # of successes stress on the target; Psyche applies. | | Stress: 2: you may use the Offensive side of this card this action. |
| Psionic Blast | | Recharge: (5-SR) | Stress: 1;  | | Mind, Psionic | | Mental Skill (Wp) vs Discipline(Wp) | | Prereq: Willpower 4+ | | If you are engaged with a sentient organic person or there is one within Line of Sight, you may play this card. | | You blast a target's mind with the power of your will. | | 1: You inflict SR + # of successes mental damage. | | 3: You inflict Willpower + SR + # of successes mental damage. | | Stress: 2: you may use the Defensive side of this card this action. |
EditPsionic Bomb| Psionic Bomb | | Recharge: (10-SR) | Stress: 2;   | | Mind, Psionic | | Mental Skill (Wp) | | Prereq: Willpower 4+ | | If you are engaged with a sentient organic person or there is one within Line of Sight, you may play this card. | | You implant a dangerous thought deep into the targets mind, which you can trigger later to cause them great anxiety. There is no visible evidence of this attack to normal senses, but it is detectable by Detect: Mental or an equivalent ability. | | 1: you hit, but nothing happens immediately. If the target has Detect: Mental or similar heightened awareness they are aware of your attack; otherwise the target may make an Intuition (Int) vs SR difficulty to realize that you have done something to their mind. At any later time if you have Line of Sight to the target you may trigger the Mind Bomb as an action, at which time the target must make a Discipline (Wp) check vs SR difficulty or suffer 1 stress and 1 Grit for each failure and bane in their check results. |
| Psionic Bomb | | Recharge: (8-SR) | Stress: 2;   | | Mind, Psionic | | Mental Skill (Wp) | | Prereq: Willpower 4+ | | If one or more sentient organic persons are within Medium range, you may play this card. | | You blast the minds of multiple targets with the power of your will. | Add SR # of to your check. | | 1: Every organic person within Medium range must make a Discipline (Wp) check vs SR difficulty and take SR + # of successes mental damage if they fail. | | +: you may choose to exclude 1 organic person within range from this effect (an ally for instance); this may be used many times. |
EditPsionic Spike| Psionic Spike | | Recharge: (5-SR) | Stress: 2;  | | Mind, Psionic | | Mental Skill (Wp) vs Discipline(Wp) | | Prereq: Willpower 4+ | | If you are engaged with a sentient organic person or there is one within Line of Sight, you may play this card. | | You blast a target's mind with the power of your will. | Add SR # of to your check. | | 1: You inflict (SR x 2) stress on the target; Psyche applies. | | +: if you hit, inflict +1 stress on the target; this may be used many times. | | !: The target must make a Discipline (Wp) check vs Average 2d difficulty or gain the Perplexed condition for (SR). | | ?: You suffer 2 stress. |
| Psionic Spike | | Recharge: (5-SR) | Stress: 2;  | | Mind, Psionic | | Mental Skill (Wp) vs Discipline(Wp) | | Prereq: Willpower 4+ | | If you are engaged with a sentient organic person or there is one within Line of Sight, you may play this card. | | You blast a target's mind with the power of your will. | Add SR # of to your check. | | 1: You inflict (SR x 2) mental damage on the target. | | +: if you hit, inflict +1 stress on the target; this may be used many times. | | !: The target must make a Discipline (Wp) check vs Average 2d difficulty or gain the Perplexed condition for (SR). | | ?: You suffer 2 stress. |
EditPsionic Aura| Psionic Aura | | Recharge: (SR+1) | | | Mind, Psionic, Ongoing, Aura | | SFX Mind (Wp) | | You emanate psionic resonance that unsettles those near you. It is detectable by some unusual senses, but not by the standard five senses. | | You gain +SR Psyche while this card is recharging. | | 1: While this card is recharging, anyone that becomes engaged with you must make a Discipline (Wp) check vs SR difficulty or suffer (SR / 2) stress (round up). If you become disengaged and later reengage the condition is applied again. | | Selective: You may make this ability selective as a 1 point Facilitator, allowing you to choose who is and is not affected. |
| Psionic Aura | | Recharge: (SR+3) | | Stress: 2 | | Mind, Psionic, Ongoing, Aura | | SFX Mind (Wp) | | You emanate psionic resonance that unsettles those near you. It is detectable by some unusual senses, but not by the standard five senses. | Mental attacks and Mind Stunts used against you while this card is recharging add to their dice pool. | | 1: While this card is recharging, anyone that becomes engaged with you must make a Discipline (Wp) check vs SR difficulty or suffer (SR / 2) stress (round up). If you become disengaged and later reengage the condition is applied again. | SR3: Mental attacks and Mind Stunts used against you while this card is recharging add an additional to their dice pool | | Selective: You may make this ability selective as a 1 point Facilitator, allowing you to choose who is and is not affected. |
EditPsionic Deflection| Psionic Deflection | | Recharge: (8-SR) | | Mind, Psionic, Deflect, React | | Prereq: Mental Skill trained | | None | | You deflect a mental attack with an act of will. | | After you have been declared the target of a Mental attack, you may play this card to remove SR characteristic dice from the attack's dice pool. If no characteristic dice remain no check is made and the attack is canceled. | | At any time, you may suffer 2 stress to remove all recharge tokens from this card and return it to your Action deck, and if applicable play it again. You may react to the same attack multiple times with this ability in this manner. |
| Psionic Deflection | | Recharge: (6-SR) | | Mind, Psionic, Deflect, React | | Prereq: Mental Skill trained | | None | | You deflect a mental attack with an act of will. | | After you have been declared the target of a Mental attack, you may play this card to remove SR characteristic dice from the attack's dice pool. If no characteristic dice remain no check is made and the attack is canceled. | | At any time, you may suffer 1 Grit to remove all recharge tokens from this card and return it to your Action deck, and if applicable play it again. You may react to the same attack multiple times with this ability in this manner. |
EditPsionic Bulwark| Psionic Bulwark | | Recharge: (8-SR) | | Mind, Psionic, React | | Prereq: Mental Skill trained | | None | | You turn your will towards diminishing the strength of a mental attack. | | If you or an ally within Medium range of you have been declared the target of a Mental attack, you may play this card. | | You and all allies within Medium range of you gain +SR Psyche until your next Beginning of Turn phase. If an ally moves out of Medium range of you they are no longer protected. | | At any time, you may suffer 1 stress to remove a recharge token from this card. If there are no recharge tokens remaining return this card to your Action deck. This Stunt does not stack with itself. |
| Psionic Bulwark | | Recharge: (6-SR) | | Stress: 2 | | Mind, Psionic, React | | Prereq: Mental Skill trained | | None | | You turn your will towards diminishing the strength of a mental attack. | | If you or an ally within Medium range of you have been declared the target of a Mental attack, you may play this card. | | You and all allies within Medium range of you gain +(SR+1) Psyche until your next Beginning of Turn phase. If an ally moves out of Medium range of you they are no longer protected. | | At any time, you may suffer 1 stress to remove a recharge token from this card. If there are no recharge tokens remaining return this card to your Action deck. This Stunt does not stack with itself. |
EditPsionic Boost| Psionic Boost | | Recharge: (SR x 2) | | Mind, Psionic, Ongoing | | Prereq: Mental Skill trained | | None | | You use your psionic potential to boost your capabilities...temporarily. | | Each time a recharge counter is removed from this card you suffer 1 stress. | | While this card is recharging you have +(SR/2) Intelligence, Willpower, Fellowship, and Psyche; (round up). | | Fortune 1: as a react you may flip this card over to the Offensive side. You may do this any number of times, paying 1 fortune each time. |
| Psionic Boost | | Recharge: (SR x 2) | | Mind, Psionic, Ongoing | | Prereq: Mental Skill trained | | None | | You use your psionic potential to boost your capabilities...temporarily. | | Each time a recharge counter is removed from this card you suffer 1 stress. | | While this card is recharging you have +(SR/2) Strength, Toughness, Agility, and Soak; (round up). | | Fortune 1: as a react you may flip this card over to the Defensive side. You may do this any number of times, paying 1 fortune each time. |
EditPsionic Resilience| Psionic Resilience | | Recharge: (8-SR) | | Mind, Psionic, React | | Prereq: Mental Skill trained | | None | | You use your psionic potential to protect yourself from harm. | | If you are the target of an attack that would cause you to suffer Grit or Wounds, you may play this card. | | You may suffer 1 stress to cancel 1 Grit or 1 Wound loss. You may suffer up to (SR+3) stress in this manner. |
| Psionic Resilience | | Recharge: (5-SR) | | Mind, Psionic, React | | Prereq: Mental Skill trained | | None | | You use your psionic potential to protect yourself from harm. | | If you are the target of an attack that would cause you to suffer Grit or Wounds, you may play this card. | | You may suffer 1 stress to cancel 1 Grit or 1 Wound loss. You may suffer up to SR stress in this manner. |
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