Pillars of Faith by William Adams 
Pillars of Faith

Psychics


    “Psychics, also called Psionicists by the scientific community, are people who can manipulate the mana of their own bodies to achieve what would otherwise be considered magical feats.  Unlike Mages and Shamans who depend upon an outside source of mana for their spells, the Psychic uses the natural store of energy in his body.  This makes Psychic power distinct from magic power and unique not only in it’s manifestation but also in its application.  The powers of Psychics are concerned mainly with the self and the Psychics own body, everything that is encompassed by his Aura.  Even powers such as Telepathy and Telekinesis which affect subjects outside the Psychics own Aura field are in fact extensions of this field.  To lift an object at a distance the Psychic individual extends his/her Aura to envelop the object.  This also means that a Psychic power will have a more limited range than an equivalent spell of the same effect.  Though these phenomenon were not at first identified as such it is my opinion that this is due to the superior range and adaptability of magic.  ‘You don’t go digging for coal once you’ve found oil.’  To quote one expert in the field.”
   - Arthur Garret,Th.D, Chairman, Department of Occult Studies, UCLA



    Physical Adepts have been accepted as a fact of the Awakened world since 2028.  But their abilities and powers are only a small part of the capabilities of the (meta)human mind.  Rumors of physical magicians and psychics have been floating around since 2047 and have led many to suspect that the legends of ninjas and mysterious holy men may have some basis in fact.  Until now these has always been explained away as variations on previously observed magical phenomenon.  But recent studies of so-called 'Psionicist mages' have revealed that they do in fact possess abilities that not only duplicate those of physical adepts but also display unique powers that have before gone unrecorded.  These powers bear a distinct astral signature that forensic mages have determined is sufficiently different from those of mages and shamans to constitute a separate category of awakened phenomenon altogether.  So far these powers have been categorized into three specific categories. Physical powers, of which there has been ample data and many observations.  These are available to physical adepts and constitute those powers that affect the body and have a primarily physical manifestation.  Mental powers, which are currently under study and which have in the past been confused with spells that produce similar effects.  True there are also spells that produce effects similar to physical adept powers but those have always been overshadowed by those adept powers that have not been reproduced by magic.  Mental powers are sometimes so subtle that they escape notice.  Those who possess Mental powers are also labelled as Magicians with mental blocks that do not permit them to use the full extent of their powers.  This mis-classification has led to the scientific community overlooking an entire subset of awakened ability.  The third group of Psychic expression are termed Psionic powers, these powers are only available to full fledged Psychics and are unavailable to Physical and Mental Adepts.  These powers combine the aspects of both mental and physical powers and come close to the power and range of magical spells.

Psychic Skills

    The Psychic has several skills which are equivelant to the Magic skills of Sorcery, Magical Theory and Conjuring.
    The Skill of Psionics replaces Sorcery and is used to initiate a Psychic power much the same way that Sorcery is used to initiate a spell.  Psionics gives the Psychic a Psychic Pool with which to spend dice on initiating powers, resisting Drain and for defense against direct Psychic attacks.  The Gamemaster must decide at the beginning of play whether or not Psychic defense can be used against Magic Spells and whether Spell Defense is effective against Psychic powers.  Though it is generally considered good for play balance that both forms of defense be equally effective, the Gamemaster has the option of deciding that Psychic Defense is not as powerfull as Spell Defense.  This is better for games in which Magic is supposed to be rare and mysterious.  In this option each die of Psychic Defense against a Spell reduces the Psychic Pool by two dice.
    Meditation replaces Magical Theory and is used to learn new Psychic powers as well as to invent new powers.  There are no 'Spell Formulas' for Psychic powers.  The Psychic must learn a new power from a teacher or figure it out himself.  To attempt to learn a new power the Psychic must have a Meditation Skill at least equal to the desired rating of the power.  He then rolls his Meditation Skill plus any dice from Karma or Task Pools he may want to add against a target equal to the rating of the power.  If the Psychic doesn't have a teacher or the teacher doesn't have the desired power then the target number is twice the desired rating of the power.  To create a new power the Psychic must first meditate to design the power.  This is the same process as for learning a new power without a teacher.  And then he can roll to learn it.  Again, the same as learning a new power without a teacher.  Once the Psychic has rolled successfully then he can spend the Karma to learn the new power.  Like learning a Spell, Karma spent is equal to the desired rating of the new power.  The base time to learn a new power is a number of days equal to the desired rating of the new power.  If the Psychic acquires any extra successes on the test to learn the new power then divide the base time by the number of net successes.  Upgrading a Psychic Power follows a similar procces except that the Psychic doesn't need a teacher and the target number is equal to the desired rating of the power.  Unlike a Magician learning a spell a Psychic isn't restricted to the level of rating possessed by his teacher and can learn a power at a level higher than that of his teacher.  Many students surpase their teachers and go on to teach others that will someday surpase them in turn.
    Another use for Meditation is for recovery from Fatigue.  The Psychic rolls his Meditation Skill plus any Karma dice he wishes to add against a difficulty of four modified by his Injury modifier (Or +4 if he is under the influence of painkillers).  Divide the amount of time spent recovering from Mental damage by the number of successes.
    Channelling replaces Conjuring and is used mostly to sense and Disrupt Astral beings.  A Psionicist can use Channelling to conjure a Spirit of Man that conforms to the description of a Ghost in the Critters Section of the ShadowRun rules book.  The Ghost will have an Essence equal to the Force at which the Psionicist has summoned it.  The Ghost has the powers of Fear, Manifestation and Psychokinesis.  If it goes Free then it can develop additional powers like a Free Spirit, including Compulsion, Noxious Breath and Paralyzing Touch.  A Psychic can use Channeling to Banish any type of spirit but cannot engage these spirits in a contest for control.  Only spirits that have been summoned by a Psychic can be engaged in this manner.  A Psychic can attempt to gain control over a Ghost, but only if he knows the spirit's True Name.  In the case of Ghosts that pattern themselves after a deceased person then the name of that person can be substituted for the True Name.  However unless immediately banished the spirit goes free once the Psychic is no longer in it's presence.  If it is banished however then it is considered destroyed.
    A Psychic can use Channelling to summon Watcher Spirits.  While these minor spirits have been compared to the Work Loa summoned by Voudoun because of their similar appearance, they are mere Watcher spirits and conform to the standard Watcher statistics presented in the Grimoire p. 74.

Psychic Powers

    The powers of a Psychic are distinct from those of a Magician.  A Psychic will feel a rush of power when he activates his powers.  This rush is described as an incredible feeling of power and control that energizes the body and wipes fatigue away.  Psychics describe these feelings in terms that are familiar to both habitual drug users and Magicians who make extensive use of Foci.  The incredible rush of energy flowing from within the Psychic can heighten senses and physical capabilities to inhuman, supernatural proportions.  Unlike Mages and Shamans, Psychics feel no fatigue associated with the use of their powers.  However when the energy flow is interrupted the Psychic will feel hollow and spent.  Psychics refer to this as the 'Crash'.  A 'Crash' can be very draining for a Psychic and sometimes even fatal.  Psychics who overextend themselves usually do not feel the danger until much later.  Like a weightlifter who stretches his tendons and strips his cartilage a Psychic may not feel the damage until the next day.  Though usually a Psychic will feel the effects much sooner unless he is knocked unconscious by the 'Crash' itself.
    Psychic powers are handled just like spells for purposes of game play.  The most salient differences are duration and range.  Since most Psychic powers have a base range of Self, there is no design bonus for limited range powers.  A Limited range Psychic power on the other hand would incur a +1 Drain level modifier while a Touch range power would incur a +1 Drain target modifier.  On the plus side any Psychic power that has a Sustained duration it can be sustained without incurring the +2 target modifier that magicians take when sustaining spells.  This ability is restricted by several factors.  First the Psychic can only sustain a number of powers equal to his Psi attribute (which is equivalent to the Magicians Magic attribute).  Second the Psychic can be distracted and forced to drop the power.  Each time the Psychic takes a Moderate or Serious wound he must roll Willpower to see if he can sustain his powers.  The target for this test is 4 for a Moderate Wound and 6 for a Serious Wound.  If the Psychic takes a Deadly Wound all currently active powers are dropped except in specific circumstances such as the Rapid healing power.  This occurs whether the damage is Mental or Physical.  Also the Psychic cannot sustain his powers indefinitely and must rest sometime, whenever the Psychic sleeps, meditates or spends a long period of time in mundane activity (For example: typing a manuscript or gridlocked in traffic), he must also drop his sustained powers.  Certain activities may take longer to accomplish but are not considered mundane.  Shadowing a target, acting as a bodyguard, hunting, tracking, diving out of a plane or even typing a manuscript for a Psychic who has writing as his Centering Skill.  The Gamemaster is the final judge of what is or is not a mundane activity.
    Another difference arises in the application of Drain from use of Psychic powers.  Drain remains mostly unchanged except that it is applied at the end of the Sustained period of the power.  This occurs whether the Psychic stopped maintaining the power voluntarily or not.  In combat a Psychic who is forced to drop his powers due to wounds taken must also resist Drain from those powers immediately.  This more adequately represents the 'Crash' a Psychic experiences when coming down from his heightened state.  A Psychic can choose to drop all powers simultaneously, but most prefer to drop them one at a time so as to 'Come Down' gradually.
    In most other respects Psychic powers are like spells.  They have a Force Rating, Range, Duration, Drain, Target and in some cases a Damage Level.  Except where otherwise noted a Psychic power requires a Complex Action to activate.  Several Psychic powers can be activated simultaneously by Stacking them however.  This raises all associated target numbers by +2 for each Psychic power that is activated simultaneously.  Note which powers have been stacked so as to be able to apply the increased target number to the Drain of those powers.  The Psychic suffers the full target penalty whether he drops the stacked powers simultaneously or one at a time.  (For example: A Psychic activates Astral Perception, Counterstrike and Killing Hands with the same action.  All target numbers to activate these powers suffer a +4 penalty.  Additionally the Target number for the Counterstrike roll also suffers a +4 penalty.  When the Psychic stops sustaining these powers each one receives a +4 penalty to their Drain target.)

Phychic Powers

Astral Perception
    This powers allows the adept to see into astral space.  While the adepts perception is focused on astral space all actions are at a +2 target difficulty.  The only exception are attacks and actions affecting creatures in astral space.  While using astral perception the Psychic is considered astrally active and can be used as an astral link.
    Type: Both
    Range: Self
    Target: 4
    Duration: Sustained
    Drain: (F/2)L

Astral Projection
    This power allows the Psychic to project into astral space.  The effect is the same as if the Psychic were a magician using astral projection.
    Type: Psionic
    Range: Self
    Target: 4
    Duration: Sustained
    Drain: [(F/2)+1]M

Attribute Boost
    This powers allows the Psychic to temporarily boost one of his attributes to levels beyond those he is normally capable of.  Add the successes of the Psychic test to the attribute then consult the table below to see what drain level applies.  The full amount does not have to be added to the attribute so as to have a lesser drain.  Physical adepts can only boost physical attributes and Mental adepts can only boost mental attributes.  Psionicists can boost both.
    Type: Physical or Mental
    Range: Self
    Target: Attribute +2
    Duration: Sustained
    Drain: Less than half racial maximum, (F/2)L
       Up to Racial maximum, (F/2)M
       Up to 11/2 racial maximum, (F/2)S
       More than 11/2 racial maximum, (F/2)D

Blind Fighting
    This power allows the Psychic to fight at a reduced penalty when visually impaired.  For each two successes on the Psychic test reduce penalties for darkness and obscurement by one.  Vision impairment attacks that rely on pain such as pepper spray and mace cannot be countered with this power.  This only applies to Melee Combat.  Ranged Combat is unaffected by this power except with Gamemaster approval.  As an option the player can choose to use successes to determine the range at which he can sense an opponent.  The first two meters are free, for each success the player can extend this 'Melee' range by one meter.  Note that successes used in this manner are not available for lowering the penalties for blindness and obscurement. (example: The Player rolls 5 successes on his Psychic success test.  He could use four successes to lower the penalty by two points and the extra success to extend his range of awareness to three meters.  On the other hand he could use two successes to lower the penalty by one point and extend his perception to five meters.)
    Type: Both
    Range: Self
    Target: 4
    Duration: Sustained
    Drain: [(F/2)-2]M

Body Control
    With Body Control the Psychic can regulate his metabolism to counter the effects of drugs, toxins, gases and adverse environmental conditions.  Each success on the Psychic success roll reduces the Power of such attacks by one.  For example a Psychic who rolls three successes is injected with a 6D Nuerotoxin.  He would roll Body to resist damage against a 3D Neurotixin attack.
    Type: Both
    Range: Self
    Target: 4
    Duration: Sustained
    Drain: [(F/2)+1]L

Clairaudience
    This power allows the Psychic to hear things that are outside his normal range.  From the point where the Psychic projects his hearing the Psychic can hear as if he were physically present at that location.
    Type: Mental
    Range: Limited
    Target: 4
    Duration: Sustained
    Drain: [(F/2)+1]M

Claivoyance
    This power allows the Psychic to see things that are outside his normal range.  From the point where the Psychic projects his sight the Psychic can see as if he were physically present at that location.
    Type: Mental
    Range: Limited
    Target: 4
    Duration: Sustained
    Drain: [(F/2)+2]M

Combat Sense
    This power gives the Psychic improved concentration and awareness in combat.  For every two successes on the Psychic success test add one die to the Psychic's Combat Pool.
    Type: Both
    Range: Self
    Target: 4
    Duration: Sustained
    Drain: [(F/2)+1]M

Counterstrike
    This powers allows the adept to strike back at an opponent in melee combat with increased competence.  Each success adds one die to the combat pool of the adept only for the purpose of counterstrike rolls.
    Type: Physical
    Range: Self
    Target: 4
    Duration: Sustained
    Drain: [(F/2)-1]M

Delay Damage
    This power allows the Psychic to attack a person and then have the damage from the attack appear at a later time.  The attack and damage resistance test are resolved as normal.  After a predetermined time chosen by the Psychic the damage takes effect as usual per the standard melee combat rules.  The strike can be delayed for a number of hours equal to the adept's Psi attribute times the net number of successes on the Psychic success roll.
    Type: Physical
    Range: Touch
    Target: Body(R)
    Duration: Instant
    Drain: [(F/2)+2]D

Distance Strike
    With the Distance Strike power the adept can use the medium of Astral Space to deliver unarmed attacks.  Resolve the attack as a special ranged unarmed attack using unarmed combat and the combat pool but when resisting do not roll for counterstrike.  If the defender rolls more successes than the attacker the attack is considered a miss.  The Psychic success test for the distance strike must be resolved before the actual attack and if the target successfully resists then the attack fails.
    Type: Physical
    Range: Limited
    Target: Quickness(R)
    Duration: Instant
    Drain: [(F/2)+2]S

Empathic Sense
    This power gives the adept the ability to read subconscious body language as if he were reading that person's emotions.
    Type: Physical
    Range: Self
    Target: 4
    Duration: Sustained
    Drain: (F/2)M

Enhanced Centering
    This powers allows the Psychic to apply his centering skills to tasks outside those allowed to other initiates.  The Psychic must purchase this power for each skill he wishes to benefit from the enhanced centering.  Skill categories which can benefit are Build/Repair, Combat, Knowledge, Language, Magical, Social, Technical and Vehicle.  The Psychic cannot apply more dice to the Centering test than either the level or the skill or the number of successes on the Psychic success test for this power, whichever is lowest.
    Type: Both
    Range: Self
    Target: 4
    Duration: Sustained
    Drain: (F/2)L

Enhanced Coordination
    This power is a specific form of enhanced ability that applies only to the special skill of ambidexterity.  The Psychic must possess the skill ambidexterity and each success on the Psychic success test adds to the skill up to a maximum of the rating the Psychic has in ambidexterity.
    Type: Physical
    Range: Self
    Target: 4
    Duration: Sustained
    Drain: (F/2)L

Enhanced Perception
    This powers helps the Psychic to concentrate on the details and expands his awareness to include those things he would normally filter out.  It is a great tool for observation and the successes from the Psychic test can be added to any perception rolls.  This power doens't allow the Psychic to see, hear or feel anything he wouldn't normally be able to, only to focus on the vast amount of detail that the brain normally filters out.
    Type: Mental
    Range: Self
    Target: 4
    Duration: Sustained
    Drain: [(F/2)-1]L

Flexibility
    The Psychic can contort himself into strange and back breaking positions.  This is useful to escape bonds and fit through small openings.  Successes on the Psychic success test can be used to add dice to any Escape tests.
    Type: Physical
    Range: Self
    Target: 4
    Duration: Sustained
    Drain: (F/2)L

Freefall
    The Psychic can fall from great heights without injury always falling on his feet.  Reduce falling damage by the rating of this power.
    Type: Physical
    Range: Self
    Target: 4
    Duration: Sustained
    Drain: (F/2)L

Healing Hands
    With this power the Psychic can heal physical wounds by touching the victim.  The Psychic must maintain contact for 20 turns, divided by the number of successes on the Psychic test to effect the healing.  There are four levels of Healing Hands and each is designed for a specific damage level.  However a damage level of lesser severity can be treated with a higher level healing.  For example Serious Healing Hands can cure Light and Moderate wounds as well as Serious wounds.
    Type: Mental
    Range: Touch
    Target: 10-(essence)
    Duration: Permanent(20)
    Drain: Light wounds (F/2)L
        Moderate wounds (F/2)M
        Serious wounds (F/2)S
        Deadly wounds (F/2)D

Improved Ability
    This power gives the Psychic enhanced abilities in certain categories.  Some abilities are Physical and some are Mental and a few such as the social fall between.  Improved Ability adds it's rating to the skill as extra dice, up to a maximum equal to the base skill rating.
    Range: Self
    Target: NA
    Duration: Sustained
    Armed Combat    Type: Physical    Drain: (F/2)M
    Athletics    Type: Physical    Drain: (F/2)L
    Biotech    Type: Mental    Drain: [(F/2)+1]M
    Computers    Type: Mental    Drain: [(F/2)+1]S
    Electronics    Type: Mental    Drain: [(F/2)+1]S
    Firearms    Type: Physical    Drain: [(F/2)+1]S
    Gunnery    Type: Physical    Drain: [(F/2)+1]S
    Knowledge Skills    Type: Mental    Drain: (F/2)L
    Projectile weapons    Type: Physical    Drain: [(F/2)+2]M
    Social Skills    Type: Both    Drain: (F/2)L
    Stealth    Type: Physical    Drain: (F/2)L
    Throwing    Type: Physical    Drain: [(F/2)+1]M
    Unarmed Combat    Type: Physical    Drain: (F/2)M

Improved Attribute
    The Psychic can maintain his attributes at much higher levels than the average human.  Unlike other Psychic powers the Improved Physical attributes power is considered always on.  Psychic tests are made every week to maintain the increased level of performance or whenever fatigue would stress the attribute in question.  After a failed test the attribute is considered down for 48 hours divided by the Psychics Psi attribute.  Improved attributes count towards the total number of powers that the Psychic can maintain.  Drain for Improved Attributes is resisted whenever the attribute is used as a target number in an oppossed test or whenever a Psychic test for the improved attribute is called for.
    Type: Both
    Range: Self
    Target: Attribute +2
    Duration: Sustained
    Drain: Increase +1 Attribute [(F/2)+1]L
        Increase +2 Attribute [(F/2)+1]M
        Increase +3 Attribute [(F/2)+1]S
        Increase +4 Attribute [(F/2)+1]D

Improved Physical Senses
    Each sense is taken as a separate power.  Any sense can be improved by itself and exotic senses such as those provided by specialized cyberwear can also be taken.
    Type: Physical
    Range: Self
    Target: 4
    Duration: Sustained
    Drain: [(F/2)-1]L

Increased Reaction
    The Psychic gains an extra boost of energy when he needs it.  As long as the Psychic has less than his maximum number of powers active he can attempt to activate Increased Reaction.  Just Prior to combat roll to activate Increased Reaction unless the Psychic is stunned or surprised.
    Type: Both
    Range: Self
    Target: Reaction +3
    Duration: Sustained
    Drain: Increase +1 Attribute [(F/2)+3]L
        Increase +2 Attribute [(F/2)+3]M
        Increase +3 Attribute [(F/2)+3]S
        Increase +4 Attribute [(F/2)+3]D

Increased Reflexes
    The Psychic gains an extra boost of energy when he needs it.  As long as the Psychic has less than his maximum number of powers active he can attempt to activate Increased Reflexes.  Just Prior to combat roll to activate Increased Reflexes unless the Psychic is stunned or surprised.
    Type: Both
    Range: Self
    Target: Reaction +3
    Duration: Sustained
    Drain: 1 extra die (F/2)M
        2 extra dice (F/2)S
        3 extra dice (F/2)D

Iron Will
    The Psychic with this power has a deep store of personal resolve which makes him difficult to manipulate and coerce.  When this power is employed the Psychic can subtract its rating from the Force of any Mental Manipulation spell or Critter Power used to control or influence the mind of the Psychic.  When being tortured the Rating can be added to the Willpower of the Psychic for resistance tests.  Iron Will does not in any way affect Psychic Drain resistance tests.
    Type: Both
    Range: Self
    Target: 6
    Duration: Sustained
    Drain: (F/2)M

Killing Hands
    This power allows the Psychic to cause grievous physical injuries with his bare hands.  It takes a complex action to activate Killing hands but the activation can be combined with a melee attack at a penalty of +2 to the target number of both tests.
    Type: Physical
    Range: Touch
    Target: 4
    Duration: Sustained
    Drain: Light wounds (F/2)L
        Moderate wounds (F/2)M
        Serious wounds (F/2)S
        Deadly wounds (F/2)D

Life Sense
    With Life Sense the Psychic can sense the location of living physical creatures within the limits of itŐs range.  Manifest spirits can be detected but Astral entities and animate constructs cannot.
    Type: Mental
    Range: Limited
    Target: 4
    Duration: Sustained
    Drain: (F/2)L

Magic Resistance
    A specific form of spell defense, Magic Resistance is used to counter spells targeted at the Psychic.  Its rating is added to spell resistance tests.  This power must be used for each spell that the Psychic wishes to counter.  As a defensive action this power doesn't use up the actions of the Psychic, however any Psychic Pool dice used do not refresh until the Psychic's next action.
    Type: Both
    Range: Self
    Target: Force(R)
    Duration: Instant
    Drain: [(F/2)+1]M

Magic Sense
    The Psychic can sense magical energies and Mana fluctuations in his vicinity.  This power is not like Astral Perception and will not allow the Psychic to assense the source of the emanations.
    Type: Both
    Range: Limited
    Target: 4
    Duration: Sustained
    Drain: [(F/2)+2]M

Missle Mastery
    The Psychic can supercharge hand held projectiles to cause lethal damage to anyone they hit.  Small objects that are not normally suitable for projectile weapons cause (Power Rating)L damage when used with this power.  Throwing knives and other lethal projectiles add the rating of this power to the Power level of their damage (A [Str+1]L damage code would become [(F)+(Str+1)]L damage).
    Type: Physical
    Range: Touch
    Target: 4
    Duration: Sustained
    Drain: [(F/2)+1]S

Missle Parry
    The Psychic can snare Projectiles and hand thrown missles aimed at him out of the air with this power.  Bullets cannot be caught unless the bullet has been prepared beforehand by removing most of its gunpowder.  Catching even a slow bullet or a crossbow bolt is done at a +2 difficulty to the target number.  A regular bullet that hasn't been prepared cannot be caught.
    Type: Physical
    Range: Self
    Target: 6
    Duration: Instant
    Drain: (F/2)M

Missle Parry (Extended)
    This power is virtually identical to Missle Parry except that the Psychic can attempt to catch missles aimed at targets close to himself.
    Type: Physical
    Range: Touch
    Target: 6
    Duration: Instant
    Drain: [(F/2)+1]M

Mystic Armor
    Body hardening techniques allow the Psychic to absorb greater physical punishment than humanly possible.  Swords bend instead of going through, the Psychic can walk on hot coals and sometimes even bullets fail to achieve optimum penetration.  For every level of rating of Mystic Armor the Psychic gains one point of Impact Armor.  For every two levels of rating in Mystic Armor the Psychic also gets one point of Ballistic Armor.
    Type: Physical
    Range: Self
    Target: NA
    Duration: Sustained
    Drain: [(F/2)+2]M

Nerve Strike
    The Psychic can deliver a paralyzing blow to the nerve centers of his victim.  The attack is handled like any other hand to hand attack except that the target uses Quickness to resist against a target number equal to the Force of the power minus the Impact Armor rating of any armor he is wearing.  Instead of causing damage this attack reduces the Quickness of the victim with corresponding reductions to the Combat Pool and Reaction.  If Quickness is reduced to 0 then the target is paralyzed.  Quickness lost in this fashion returns at the rate of 1 per minute.  Creatures that are not humanoid are more difficult to affect and the target number rises to 6.  Machines and creatures without nervous systems (Such as Manifest Spirits.) are unaffected by this power.
    Type: Physical
    Range: Touch
    Target: 4 (6)
    Duration: Instant
    Drain: [(F/2)-2]M

Object Sense
    The Psychic shares a special rapport with machines and electronics of all varieties.  Each success adds one die to the skill of the Psychic when operating the machine.
    Type: Mental
    Range: Limited
    Target: Object
    Duration: Sustained
    Drain: [(F/2)+2]M

Pain Resistance
    This power allows the Psychic to ignore the wound penalties of damage equal or less in number of boxes filled on the condition monitor than the rating of this power.  Like the Increased Attribute powers this power is considered to be always active unless the Psychic supresses it or has exceeded the number of powers he can have active and decides to drop it.  The drain for this power is rolled after any combat or activity in which the Psychic takes damage and uses this power to resist the pain.  There is no target for this power because it does not need to be activated and its effectiveness cannot be augmented with dice from the Psychic Pool.
    Type: Both
    Range: Self
    Target: NA
    Duration: Sustained
    Drain: (F/2)M

Quick Draw
    With a single motion the Psychic can draw a weapon and attack.  This power only removes the necessity of spending an action to draw and ready a weapon.  Obviously the Psychic has to have the power active at the time he draws the weapon or he gains absolutely no benefit.  (You would spend a Complex action to activate Quick Draw in the middle of combat when you could draw the weapon and get off a shot with two Simple actions.)
    Type: Physical
    Range: Self
    Target: 4
    Duration: Sustained
    Drain: [(F/2)-1]L

Quick Strike
    The Psychic can suprise his opponent by making a lightning fast strike without warning.  Add the successes from this power to Reaction tests to surprise an opponent.  This power does not prevent the Psychic from being surprised himself.  This power cannot be used if the Psychic or his target are already engaged in combat.
    Type: Physical
    Range: Self
    Target: 4
    Duration: Instant
    Drain: [(F/2)-1]M

Rapid Healing
    The Psychic recovers more quickly than normal from all forms of injury using magical energy to boost the healing process.  Each success on the Psychic success test is added to the successes of the Psychic on the Healing test as well as Body tests to resist crippling injury or to stabilize from a Deadly Wound.  The Psychic does not have to be conscious to activate this power and only rolls to resist Drain when he finally heals.
    Type: Physical
    Range: Self
    Target: 10-(essence)
    Duration: Sustained
    Drain: (F/2)L

Rooting
    The Psychic can use this power to become the proverbial immovable object.  This power adds one die per succcess to all tests the adept makes to resist being moved from his spot.  The adept cannot move while using this power, but can otherwise act normally (including making attacks), at a +2 difficulty on the target number.
    Type: Physical
    Range: Self
    Target: 4
    Duration: Sustained
    Drain: (F/2)M

Sense Enemies
    The Psychic can sense creatures in his vicinity who mean to do him immediate harm.  This power does not detect enemies outside the Psychic's range nor does it detect people who are about to cause the Psychic unintentional harm.
    Type: Mental
    Range: Limited
    Target: 4
    Duration: Sustained
    Drain: [(F/2)+1]M

Sixth Sense
    The Psychic can add the successes from the Psychic success test of this power to any Surprise tests or to any Perception tests to avoid traps.  This makes it highly improbable for the Psychic to ever be caught by suprise.  This power is Instant and Reflexive, meaning that as long as the Psychic is able to use it he will use it.  The Gamemaster will usually roll the Psychic success test for this power in secret to ascertain whether the Psychic senses the ambush or trap.  The Gamemaster should have the player roll his Drain resistance test before combat starts.  Players who take the opportunity to ready weapons every time the Gamemaster tells them to roll a Drain Resistance test could geek their friends if the success test yielded no results and the person trying to surprise them is friendly.  Unlike overactive Wired Reflexes a Psychic with Sixth Sense won't attack a friend unless he achieves no successes.
    Type: Both
    Range: Self
    Target: 4
    Duration: Instant
    Drain: (F/2)M

Smashing Blow
    The Psychic adds the rating of this power to his strength to determine whether he can break through Barriers.  The Psychic can choose to add less than the full rating in order to resist against a lesser Drain target.
    Type: Physical
    Range: Self
    Target: NA
    Duration: Sustained
    Drain: (F/2)M

Spell Shroud
    This power hides the Psychic from detection by magical spells and Critter powers such as Search.  Add the successes from the Psychic success test to the difficulty of all such attempts.
    Type: Both
    Range: Self
    Target: 4
    Duration: Sustained
    Drain: (F/2)L

Suspended State
    The Psychic can enter a deep trance in which he appears to be dead to all but the most rigorous medical exams.  The Psychic can wake himself at any time.
    Type: Both
    Range: Self
    Target: 4
    Duration: Sustained
    Drain: (F/2)S

Temperature Tolerance
    The Psychic can remain unaffected by extreme temperatures through meditation and focus.  Add the successes from the Psychic success test as extra dice to any resistance tests against temperature extremes and heat or cold based attacks.
    Type: Both
    Range: Self
    Target: 4
    Duration: Sustained
    Drain: [(F/2)+2]M

Traceless Walk
    The Psychic can walk across any surface capable of supporting his weight without making a sound or leaving a footprint.  Add the rating of this power to stealth test made to elude tracking.  Creatures that track by scent will not be fooled by this power nor will spirits that use the Search power to locate the Psychic.
    Type: Physical
    Range: Self
    Target: 4
    Duration: Sustained
    Drain: (F/2)L


Telekinetic Powers
    Psychics and Magicians both can make objects float around in the air.  The major difference lies in the ease with which a Psychic can sustain his Telekinetic powers while the Magician must strain himself for each spell.

Levitate Item
    This power acts in all respects like the spell of the same name.
    Type: Mental
    Range: Limited
    Target: 4
    Duration: Sustained
    Drain: [(F/2)+2]L

Levitate Person
    This power acts in all respects like the spell of the same name.
    Type: Mental
    Range: Limited
    Target: 4
    Duration: Sustained
    Drain: [(F/2)+2]M

Mental Hand
    This power acts in all respects like the spell Magic Fingers.
    Type: Mental
    Range: Self
    Target: 6
    Duration: Sustained
    Drain: [(F/2)+3]M

Mental Storm
    This Area effect power buffets anything in its path with Telekinetic force.  All target numbers recieve a +4 penalty within the area of this power.
    Type: Mental
    Range: Limited
    Target: 6
    Damage: (F)L Stun
    Duration: Sustained
    Drain: [(F/2)+2]S

Psi Ram
    This power projects a column of telekinetic force that batters anything in its path.  The damage is resisted with Impact Armor and can damage vehicles with Hardened Armor as if it were a vehicle weapon.
    Type: Psionic
    Range: Limited
    Target: 6
    Damage: (F)S
    Duration: Sustained
    Drain: [(F/2)+1]D

Psi Sword
    With this power the Psychic can project a blade of pure Psychic energy that damages the aura of his opponent.  Resolve this attack as a normal melee attack with the Force of the power acting as the Power of the attack.  To resist the damage roll body.  The Psychic Sword ignores conventional ballistic and impact armor, but cannot penetrate Vehicular Armor or damage inanimate objects.
    Type: Psionic
    Range: Self (Touch)
    Target: 4
    Damage: (F)M
    Duration: Sustained
    Drain: [(F/2)+1]M

Psi Shield
    With this power the Psychic can project a shield of pure Psychic energy that can stop directional attacks aimed at the Psychic or at anyone or anything within his reach.  The shield has a barrier rating equal to the rating of the power plus one per each two successes on the Psychic success test.  The shield does not protect against area attacks though.
    Type: Psionic
    Range: Self (Touch)
    Target: 6
    Duration: Sustained
    Drain: [(F/2)+2]M


Telepathic Powers
    The powers of the mind are the most impresive arsenal of the Psychic.  And of these powers the most feared and least understood are those of Telepathy.  Any telepathic power that attacks the mind can be resisted with Willpower and Magicians can use their spell defense pool or Shielding to resist also.

Control Emotions
    This power acts in all respects like the spell of the same name.
    Type: Mental
    Range: Limited
    Target: Willpower(R)
    Duration: Sustained
    Drain: [(F/2)+3]M

Control Thoughts
    This power acts in all respects like the spell of the same name.
    Type: Mental
    Range: Self
    Target: Willpower(R)
    Duration: Sustained
    Drain: [(F/2)+3]D

Empathy
    This power expands upon the simple power used by physical adepts and actually interprets the subjects aura.  Physical state and health can also be determined.  This power is a great lie detector and the number of successes on the Psychic success test are added as extra dice to any interrogation rolls.
    Type: Mental
    Range: Self
    Target: 4
    Duration: Sustained
    Drain: [(F/2)+2]L

Mind Blast
    This power damages any target with a nervous system by pumping astral energy into it.  The damage is similar to the damage a magician takes when resisting drain but practitioners of magic are no more susceptible or resistant to this power than normal (meta)humans are.  Higher and lower levels of mental damage are possible with corresponding change in Drain.  Each power must be selected individually.
    Type: Psionic
    Range: Limited
    Target: Willpower(R)
    Duration: Instant
    Damage: (F)L Stun   Drain: [(F/2)-1]L
    Damage: (F)M Stun   Drain: [(F/2)+1]L
    Damage: (F)S Stun   Drain: [(F/2)+1]M
    Damage: (F)D Stun   Drain: [(F/2)+1]S

Mindlink
    This power acts in all respects like the spell of the same name.
    Type: Mental
    Range: Limited
    Target: Willpower
    Duration: Sustained
    Drain: [(F/2)+2]M

Probe Mind
    This power acts in all respects like the spell of the same name.
    Type: Mental
    Range: Limited
    Target: Willpower(R)
    Duration: Sustained
    Drain: [(F/2)+3]D

Psi Barrier
    This power allows the Psychic to project a Barrier of Psychic energy around himself that disrupts Mana.  All spells, Awakened Critter powers and Psychic abilities targeted at, through or around the Psychic have their target number increased by the number of successes the Psychic achieved on the Psychic success test.
    Type: Psionic
    Range: Self
    Target: 6
    Duration: Sustained
    Drain: [(F/2)+1]S


Prescient Powers
    Though limited in many areas Psychics still have some tricks that are unique and have yet to be replicated by Magic.  These powers, though small in number give Psychics an undeniable advantage to offset their weaknesses.  The powers of Combat Sense and Sixth Sense can also be considerd Prescient.
    Visions are Instant in duration and cause immediate Drain.  While the subject of the Prescient power may take a long time to describe, the act itself lasts no longer than a few seconds.  If the Psychic is knocked out by the Drain he still retains the memory of the vision.  If the Gamemaster wishes he can describe the visions as being hazy if the Psychic takes a particularly long time to recover.  But in any case the Psychic will remember the important points of the vision even if the details are fuzzy.

Premonition
    This power gives the Psychic a warning of impending danger.  Whenever the Psychic is in danger the Gamemaster can secretly roll a Psychic success test for the Premonition power.  For each success on this test the Gamemaster can warn the Psychic one day in advance of the actual event.  Apply Drain to the Psychic at any time during the day he receives the Premonition.  The Gamemaster rolls any number of dice up to a maximum equal to the Rating of Premonition plus a number of dice equal to his Psychic Pool that does not exceed the number of dice used as the actual Force of the Premonition.  Since the Player does not know the number of successes he doesn't know how many days in the future the danger will occur.  The Psychic also gets a general sense of the source of the danger but not who is behind it.  (For example:  If the danger is a car bomb the Psychic will perceive that the car is dangerous.  Or if the danger is a Mitsuhama hitman the Psychic will perceive the area where the hitman wants to strike as being dangerous.)  If the danger is immediate then each success allows the Psychic one die on any Reaction tests to avoid surprise.  Unlike Sixth Sense this test can be used to dodge long range sniper attacks and perceive Ritual Sendings before the attack comes through.  If the danger is not immediate the Gamemaster can roll the dice at any time from when the danger becomes a potential up until the danger manifests itself.  High Background Counts can affect a Premonition as explained under the Psychometry power.  However the Psychic has to be in the area of the high Background Count when he has the Premonition which presupposes that he will be in that area when the danger becomes a potential.  If any of these tests is a failure then the Psychic will receive no warning of the danger even if he later moves into an area with a high Background Count.
    Notes:  Because of the potentially lethal nature of shadow work a Psychic with this power will almost certainly know that he is taking a dangerous run as soon as Mr. Johnson decides to approach him.  Since the number and variety of dangerous situations that can arise during your average run are too numerous to accurately predict without railroading your players along a certain route you must simplify the process.  In this case treat the entire run as a single Premonition.  Simply give the Psychic a sense of impending danger that emmanates from the general area where the run is to be staged.  During the run you can tell the player that he gains a sense of Deja Vu whenever he approaches an area that is particularly dangerous, such as a trap or a corridor that is about to be filled with security.  This can really get players jumping at shadows.  It can even paralyze them with indecision, especially when confronted by two or more options that all lead to danger.  Under no circumstances tell them which area or route is more dangerous than another.  This puts the choice back in the player's hands and forces them not to rely too much on Prescient powers.
    Type: Psionic
    Range: Self
    Target: 6
    Duration: Instant
    Drain: (F/2)D

Premonition (Extended)
    An Extended Premonition is similar to the Premonition except that the Psychic can initiate it on behalf of another.  Only living creatures and spirits can benefit from an Extended Premonition.  If the target is in no danger during the time covered by the Premonition ([One day per success]X[Magical Background Count +1].) then the Psychic receives no sense of any danger.  The Gamemaster can also roll for a Premonition if the Psychic is in danger or if someone with whom the Psychic has a connection to is in danger.  But only if the subject is within range when the Psychic has the Premonition.  This can get tricky if the Gamemaster rolls insufficient successes when the danger becomes a potential and the target later leaves the area covered by the Psychic.  In this case hold off on giving the Psychic the Premonition until the target is within range and the number of days until the danger is covered by the number of successes made on the secret roll.
    Type: Psionic
    Range: Limited
    Target: 6
    Duration: Instant
    Drain: [(F/2)+2]D

Psychometry
    This power allows the Psychic to see into the past.  Each success on the Psychic success test allows the Psychic to reach back into the past for one day.  The Psychic's point of view is the same as the location he is physically occupying.  This power can be stacked with Clairvoyance and Clairaudience to view areas that are currently inaccesible.  Only important events are registered by this power.  Almost anything that would cause a Temporary Background Count qualifies.  As does anything that involves violence.  Anything else doesn't leave a strong enough impression.  Events that leave a Permanent Background Count will overpower lesser events though, and an area with a Permanent Background Count due to momentous or horrific events will always replay those events regardless of the wishes of the Psychic, no matter how long ago they occured.  However an increased Background Count due to magical activity will actually make it easier for the Psychic to see into the past.  Each level of Background Count increases the amount of time that can be searched into the past by a factor of two [One day per success]X[Magical Background Count +1].  For example a Psychic who gains 3 successes on the Psychic success test would normally be able to see events up to three days into the past at a normal location.  In an area with a Background Count of 1 the Psychic would be able to see six days into the past.  In an area with a Background Count of 2 the Psychic would be able to see twelve days into the past.  In an area with a Background Count of 3 the Psychic would be able to see eighteen days into the past and so on.  On the other hand an area with a high Background Count due to toxic waste will make it harder to look into the past.  The Psychic must add the Background Count of a contamintated site to the target number for the Psychic Success test of this power.
    Type: Psionic
    Range: Self
    Target: 6
    Duration: Instant
    Drain: [(F/2)+1]D

Vision
    This power gives the Psychic a vague impression of the future of a specific person.  The Vision itself is usually without context and open to misinterpretation.  Additionally, any action taken to affect the outcome predicted in the vision can change the course of events and invalidate the Vision.  A Vision shows a probable future event.  The event can be any number of days in the future equal to or less than the number of successes on the Psychic success test.  However the Psychic will not know exactly which day it falls on.  Many times this power simply presents mundane and useless visions when the subject simply won't be doing anything interesting in the alloted time.  Using an area with a high Background Count can increase the amount of time the Psychic can see into the future as detailed in the Psychometry power description.  The major benefit to this power is that the Psychic can take the person to an ideal location for the assensing.
    Type: Psionic
    Range: Touch
    Target: 6
    Duration: Instant
    Drain: [(F/2)+2]D


All Images are Copyright © 2002 William Adams and cannot be reproduced without permission.
Some Characters are inspired by the TV show Buffy The Vampire Slayer and their use here does not represent a challenge to any pre-existing copyrights or trademarks.
Warning: This comic may include adult situations and suggestive dialogue not suited for minors.

Send me an Email

Pillars of Faith is hosted on Keenspace, a free webhosting and site automation service for webcomics.