Related Themes: Arcane, Artifice, Martial Arts, Elements
Signature Resource Suggestions: Effort, Force, Acuity
Combat
Archon
[ Combat, Psionics, Tank, Invulnerability ]
Whenever you want, as a neutral tale, you can become completely invulnerable to all harm for a few seconds. Then, the GM gives you a condition.
Note: Archon can’t make you immune to conditions you acquire through this trait.
Describe: Your skin taking the color of a starry night, becoming pure energy, showing your true form.
Confusion
[ Combat, Psionics, Control, Confuse ]
Spend a good tale to give someone the condition “Confused” for several minutes. Confused creatures have difficulty distinguishing friend from foe.
Collaborate: Can they break the spell early?
Describe: Disrupting their natural brain waves, filling their minds with nightmarish thoughts.
Erratic Behavior: Attack an ally, move somewhere disadvantageous, throw away something valuable.
Force Wave
[ Combat, Psionics, Control, Repel ]
Spend a good tale to push everyone in a zone a close distance away, or one creature a far distance away.
Describe: Releasing a shock wave, emitting a psi pulse, unleashing an explosion of telekinetic energy.
Lobotomize
[ Psionics, Combat, Debuff, Remove Ability ]
You can attack a creature and describe one of its capabilities. Spend one point of your signature resource and a good tale to remove or neutralize that capability
Describe: Suppressing their memories, preventing their mind from acting, locking their abilities with magic
Projection
[ Psionics, Combat, Mobility ]
Spend one point of your signature resource to gain the ability to take actions as if you’re standing in any far space. The effect wears off after a few minutes.
Describe: Animating your weapon, projecting a psychic version of yourself, bending reality with your will.
Exploration
Astral Projection
[ Psionics, Exploration, Mobility, Planar Travel ]
Spend a good tale to travel to another dimension or plane. Spend a point of your signature resource to bring nearby, willing creatures with you. Your physical bodies stay inert wherever you left them.
Collaborate: what other dimensions or planes exist. What are the benefits of travel to or through that plane? What threats exist in the other plane?
Describe: Your spirit leaving your body, going on a dream-quest, stepping into the nonphysical realm.
Planes: Astral Plane, Dreamscape, Shadow Realm, a person’s subconscious mind, heaven, hell, the afterlife.
Related Traits: Undeath.I see dead people. Occultism…
Perfect Memory
[ Psionics, Exploration, Passive, Memory ]
You have a perfect memory
You may have the GM re-describe any previous situation or event which you were present for. Treat books and documents you’ve read as if you possess a copy without consuming an inventory slot.
Describe: Closing your eyes to think for a moment, copying something into your brain, being a genius.
Precognition
[ Psionics, Exploration, Time, Narrative Authority ]
You can experience the future.
Spend a good tale to have the GM reveal one of their NPC/Faction Projects to you and describe their current progress and future plans.
When you are on a challenge specifically intended to interfere with that project, as a neutral tale, you may spend one point of your signature resource in exchange for a bolster.
Collaborate:
Describe: Receiving a vision, gazing through the time-stream, calculating the sequence of cause and effect, being haunted by regrets, seeing dystopian futures.
Related Traits: Arcane.Alter Time, Rewind, Warp Time, Savagery.Vision Quest
Sensory Link
[ Psionics, Exploration, Scry ]
Spend a good tale to forge a link with a creature you’re touching. For the next day or so, you can experience the world through their senses whenever you want.
Describe: Your eyes changing to their color, seeing and hearing things that aren’t present, feeling auras.
Related traits: Arcane.Wizard Eye
Telekinetics
[ Psionics, Exploration, Telekinetics ]
Spend a good tale to move a small object (like a rope) with the power of your mind. Spend any resource and a good tale to move a large object (like a carriage).
Related Traits: Artifice.Grappling Hook
Interaction
Brainwash
[ Psionics, Interaction, Befuddle ]
You can spend a good tale to add or remove a memory from someone you’re touching. You can’t make them forget skills or innate behaviour (talk, read, cast spells, etc).
Describe: Devouring a memory, deleting a brain wave, brainwashing them, cutting out part of their mind.
Alter Personality
[ Psionics, Interaction, Control, Charm ]
You can spend a good tale to permanently alter the personality of an NPC in one subtle way. For example, change them from extroverted to introverted, driven to unfocused, cold to affectionate, etc.
Related Traits: Psionics.Brainwash, Mind Control
Mind Control
[ Psionics, Interaction, Control, Possess ]
You can spend a good tale to control the mind of a visible creature that isn’t significantly more powerful than you. Collaborate on how this trait works.
Describe: Overpowering their pathetic will, enslaving their mind, implanting your thoughts and desires.
How it Works: They struggle to break free, it gives you a crippling headache, you can’t move while doing it.
Shatter Mind
[ Psionics, Interaction, Debuff ]
Spend a good tale to give someone a serious psychological condition.
Describe: Ripping their mind apart, shattering their fragile psyche
Psychoses: Schizophrenia, sociopathy, a crippling phobia, paranoid delusions, hallucinations, obsessiveness.
Telepathy
[ Psionics, Interaction, Communication ]
As a neutral tale, you can telepathically communicate with far creatures.
Spend a good tale to hear surface thoughts from nearby creatures.
Describe: Sharing a collective consciousness, hearing what each other says, speaking via a shared mind-cord. Listening to their thoughts, leeching their brain waves, seeing their dreams, feeling their desires.
Backfire: They hear your thoughts
Related Traits: Artifice.Communicator, Tracking.Skeptic, Warfare.Cold Read
Psychic Harmonization
[ Psionics, Interaction, Support, Healing (Wits) ]
Spend a good tale to sync your mind with an ally.
Each of you get the resource: Synchronized [ ]. If either one of you receives a bad tale, you can choose to mark Synchronized to end the link. When the link ends, you both gain a condition.
While you’re synchronized, as a neutral tale, either character can redirect any amount of their wits to the other, at a rate of 1 received per 1 spent.
If they have ticked the surrender/pass out box, they can be brought back into the challenge.
Related Traits: Command.Banner