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  • Cosms: Core Earth, Pan-Pacifica, Tharkold

Magic manipulates latent arcane energy and miracles channel power from otherworldly beings or realms. Psionics comes from one’s own mental energy, allowing the “psi“ to perform amazing feats of telepathy, kinesis, and far more. See Psionics for a complete list of powers.

 

Iron Will

  • Prereq: Psionic

This mentalist has learned to defend herself against rival psionicists. Psionic attacks against her suffer a -2 penalty.

 

Multi-Tasker

  • Prereq: Knowledge of at least 5 powers.

The most efficient psis learn to trigger multiple powers at once, perhaps erecting a psychic screen while launching a synaptic strike.
A psi with this Perk may activate two different powers in a single turn as part of a Multi-Action.

 

Overcharge

  • Prereq: Psionic, Spirit 10+

The character can boost her psionics ability at the risk of seriously damaging herself or possibly even dying. She may roll another d20 and add it to the die roll. This die roll is in addition to rolls from Ups or a spent Possibility. Once the test is resolved, the psi immediately suffers one Wound that may not be Soaked.

Psionic

  • Prereq: At least one add in kinesis, precognition, or telepathy.

Psionicists or “psis“ tap into the collective consciousness—represented by the Social Axiom—for incredible powers. They can use this to read minds, move matter and energy, and sometimes even see or predict aspects of the future. Psionics can develop anywhere the Social Axiom is high enough, but like magic or miracles, just because it can doesn’t mean it has yet. 

When the Psi takes this Perk, she may choose any three powers from her cosm’s Power List.

New Powers: This Perk may be taken more than once. Each time after the first, it grants the user one additional power.