Psionic Powers

Psionic Powers

Psionic Manifesters
Manifesters appear in campaigns with the Psionics Campaign Quality. Through study, ritual, or innate talent they learn to extend their will to affect the world around them. While this makes them very versatile and powerful, they are still limited by their training and willpower and are as subject to their own personal vices as anyone else. Any character, Hero or NPC, who gains a Psionic Power from any source is considered (and treated as) a Manifester for all purposes.

Gaining or Learning Powers
A manifester can gain or learn powers from several different sources. Some sources grant specific powers, while others just grant a number of powers known and let the player choose which ones to learn. Psionic powers are broken down into several Domains, based on the way the manifester alters the world around them. Each basic power must be selected in order, and represents further training and/or study in the manifester's chosen Domain. Each power also has Evolutions available to the manifester. These Evolutions represent the manifester focusing on taking his particular power to it's limits, and gives them improvements or even new ways to use their power. To take an Evolution, the manifester must first take the basic power.

For Example: At level 1, a Psion gains 2 powers known. He chooses to focus on the Autokinesis Domain and takes the first two powers at their basic level (Slowfall and Kinetic Barrier). At level 3, he gains another 2 powers known. At this point he decides to diversify, instead of gaining the final basic power in Autokinesis (Ballistic Charge), and decides to take Masking (from the Visual Manipulation Domain) and Hop (from Astral Travel).

Manifesting Powers

Manifesting a Power
A manifester may only attempt to create one effect a round, no matter how many different powers they know. Some powers begin automatically, while others require skill checks - both against a static DC and as an opposed check against the powers target. Some powers also allow their target to make a saving throw against the effect, with a DC listed in the powers description.

Manifesting Time
Some powers are more complex then others, and some take longer to gather up the required energy for the effect. Each power has a listed Manifesting Time, usually listed in actions - free, half or full. In the event that a power requires a full round action or longer (minutes, hours) to manifest, the effect occurs at the end of the manifester's final initiative count that is part of the Manifesting Time. In any and all cases, any skill check or target choices must be made when the manifester chooses to create the effect.
For example: A power has a Manifesting Time of 2 Full Rounds. The effect occurs at the end of the manifester's second initiative count.

Range
This lists the maximum distance at which the manifester may create their effect. There are three types of range: Remote, Personal, and Touch.

Remote (DISTANCE): The effect can be created anywhere up to the distance listed in parentheses (including targeting the original manifester). The manifester must have line of sight to the location they are creating the effect.
Personal: The effect targets, or is centred upon, the manifester.
Touch: The power affects a character, object or location that the manifester touches. The manifester may touch themselves, should they choose to. If the target is an enemy, or unwilling to be targeted, you must exceed their defence with a Dexterity based Melee Attack Check.

Area
This lists the area that is effected by the power. There are six types of area: Aura, Beam, Blast, Cone, Shape, and Target.

Aura (DISTANCE): The effect radiates out in all directions from the manifester, affecting everything within distance listed in parentheses. The manifester is not affected by the power, and only powers with a range of Personal can possess an area of Aura.
Beam (DISTANCE): The effect radiates out in a single direction of the manifester’s choice, affecting all characters along its path. If the power has a Range of Personal then the power starts at the manifesters square and radiates outwards, but does not affect them.
Blast (DISTANCE): The effect explodes outward from it's point of origin with a blast increment equal to the distance listed in parentheses. If the power has a Range of Personal then the Blast does not affect the manifester.
Cone (DISTANCE): The effect covers a 90 degree cone, with a maximum length equal to the distance listed in parentheses, in a direction chosen by the manifester. If the power has a range of personal then the power starts at the manifesters square and radiates outwards, but does not affect the manifester.
Shape (SIZE): The effect covers the shape listed, with the dimensions listed in parentheses. Everything in the area is affected by the power (including the manifester, if applicable). For example: A Square (15 ft.) means the area is a 15 ft. x 15 ft. square, affecting the entire area. A Rectangle (10 ft. x 20 ft.) affects an area 10 ft. x 20 ft., placed by the manifester. If the power has a Range of Personal then the area happens around the manifester, with them in the exact centre (and fully affected by the power).
Target: This power only affects the object, person, or spot targeted by the manifester. If the power has a range of Personal then it affects the manifester exclusively.

Penetrating Effects
Some powers also carry a penetrating modifier on either the range or Area (ex: Remote Penetrating (30 ft.) or Penetrating Beam (15 ft.)). Powers with this modifier affects targets behind any cover with a Damage Save of up to +20.

Duration
This lists how long a power's effect lasts after it is created. There are three types of power duration: Fixed, Instant, and Maintained.

Fixed (DURATION): The power is active for the duration listed in parentheses, at which point the effect disappears. During combat, powers always expire at the start of the manifester's initiative count. You may attempt to manifest another power while you have a fixed power in effect, but may still only attempt to manifest one power a round.
For example: A Fixed (1 Round) power lasts until the start of your next initiative count and then immediately expires.
Instant: The powers effect happens instantly, as part of the action it is manifested in.
For example: An attack power with an Instant duration will inflict it's damage immediately upon being manifested.
Maintained (ACTION): The power remains active as long as the manifester continues to concentrate on the effect. Maintaining the effect takes the action listed in parentheses on each subsequent initiative count after it is manifested - either a Free, Half, Full or Full Round action. While a manifester is maintaining a power they cannot create any new effects.
For example: A Sustained (Half) power takes a half action each round after the one it is activated in to keep active. A power that requires a Full Round action to maintain takes the mainfesters entire round - the manifester may do nothing else, no matter how many actions they posses.

Power List

Anti-Psi

Inner Sight
Manifesting Time: 1 Half Action
Range: Personal
Area: Target
Duration: Maintained (Half)
Power Effect: You reach out and see with your mind, gaining a new sense that functions like vision. Your Inner Sight has 10 range increments, each your Wisdom Score x 5 ft. and you ignore all ambient light penalties within this range.

Evolutions
Pierce Illusions: While you maintain Inner Sight you can tell if someone within it's range has the Masking Power active. This doesn't show you what they truly look like - just that they are hiding their true appearance. If you also possess Magical Adaptation you can also tell if a target has an active Disguise Self spell.
Magical Adaptation: While you maintain Inner Sight you can see the Magical auras of Spells, Characters, and Objects within it's range. If you have either Spellcasting ranks or an appropriate Magic Study you may make a knowledge check to determine the Discipline of a Spell (DC15) or the effect of a magic item (DC equal to the items Reputation Cost).

Mental Overload
Manifesting Time: 1 Half Action
Range: Remote (30 ft.)
Area: Target
Duration: Instant
Power Effect: You overload the part of your target's mind responsible for creating Psionic effects, stopping them from creating new effects. Your target must make a Will Save (DC10 + Half your Intimidate (Wisdom) Bonus) or be unable to use any Psionic Powers for a number of rounds equal to the amount they failed by.

Evolutions
Hostile Shutdown: Your target also suffers Stress damage equal to the amount they failed their Will Save by. If you also possess Psychic Lock you must choose to use either it or Hostile Shutdown upon manifesting Mental Overload - you cannot use both at once.
Psychic Lock: If your target fails their Will Save from Mental Overload they become unable to use their Psionic powers for the remainder of the Scene. If you also possess Hostile Shutdown you must choose to use either it or Psychic Lock upon manifesting Mental Overload - you cannot use both at once.

Mind Blank
Manifesting Time: 1 Half Action
Range: Personal
Area: Target
Duration: Maintained (Half)
Power Effect: You empty your mind to outside observers, making it impossible for anyone to detect or read your thoughts or emotions.

Evolutions
Mental Abyss: Instead of an empty mind, you leave a small portion open for people to read. You also fill that portion with unimaginable horrors. While you maintain Mind Blank, anyone who attempts to read your thoughts or emotions must make a Will Save (DC10 + Half your Intimidate (Wisdom) Bonus) or become Frightened of you. If you also have Reactive Overload you must choose to either set up a Mental Abyss or Reactive Overload when you manifest Mind Blank - you cannot benefit from both at once.
Reactive Overload: Instead of an empty mind, you lure would be mind readers into a trap. While you maintain Mind Blank, anyone who attempts to read your thoughts or emotions suffers an automatic Mental Overload. If you also have Mental Abyss you must choose to either set up a Mental Abyss or Reactive Overload when you manifest Mind Blank - you cannot benefit from both at once.

Astral Travel

Hop
Manifesting Time: 1 Half Action
Range: Personal
Area: Target
Duration: Instant
Power Effect: You "hop" through the Astral Plane, moving up to your base speed and ignoring intervening terrain and enemies. You may move in any direction that your movement mode allows but must be able to see your destination.

Evolutions
Bamf!: You may manifest Hop as many times per round as you have half actions, ignoring the normal one power per round limitation. This ability only applies to Hop, and as such you cannot manifest a different power and then Hop - while you may Hop multiple times, you can not use Incinerate and then Hop, nor may you Hop while you maintain another power.
Leap Attack: At the end of your Hop, you may make a single free attack against an adjacent opponent. This ability may only be used once per round (even if you also possess Bamf!).

Sending
Manifesting Time: 1 Half Action
Range: Touch
Area: Target
Duration: Instant
Power Effect: You touch an object, pushing it through the Astral Plane to a new location. Choose a location within 30 ft. and make a Wisdom based Attack Check, if you succeed the object emerges exactly where you wanted. If you fail the attack check the object deviates 1d3 squares (FC Page 214). The object may weigh no more then your Charisma score.

Evolutions
Fetching: Instead of sending an object, you bring one to you. Your Sending power's range becomes Remote (30 ft.) and your target must weigh no more then your Charisma score. Make a Wisdom based Attack Check, if you succeed the target object appears directly in your hands.
Hostile Sending: You may instead target a character with your sending power, pushing a tiny portion of them into the Astral Plane and causing serious pain. You must Touch an enemy, and if successful you inflict Stress damage equal to your Charisma modifier.

Psychoportation
Manifesting Time: 1 Full Actions
Range: Personal
Area: Target
Duration: Instant
Power Effect: You leap through the Astral Plane, travelling great distances extremely rapidly. You may only travel to locations you are familiar with and cannot be overloaded. To successfully reach your target you must succeed on a Survival Check (DC20), with failure causing you to deviate a number of miles equal to the amount by which you failed. You may travel to one of your Holdings without needing to make a skill check.

Evolutions
Astral Caravan: The Range of your Psychoportation power changes to Touch, and you may take a number of additional characters equal to your Charisma Modifier with you. Like you, these characters may not be overloaded.
Leap of Faith: You may attempt to travel to locations you are not familiar with, instead relying on a good map or detailed description. The Survival check DC for this attempt increases to 30.

Autokinesis

Slowfall
Manifesting Time: Free Action
Range: Personal
Area: Target
Duration: Maintained (Free)
Power Effect: You apply a small upward force to yourself, slightly controlling your velocity. You fall at a maximum rate of 60 ft. per round, and suffer no damage from falling while you maintain this power.
Special: You may attempt to manifest this power at any time (including on an opponents turn), but to do so you must not have manifested a power on your last initiative count (or be currently maintaining a power) and must succeed on a DC15 Reflex Save.

Evolutions
Assist Ascent: The force applied to your body helps you in other ways. While you maintain Slowfall, you gain a Psionic Bonus on Climb, Balance, Jump and Swim checks equal to your Charisma modifier.
Levitate: While you maintain Slowfall, you may Fly at a rate of 10 ft.

Kinetic Barrier
Manifesting Time: 1 Half Action
Range: Personal
Area: Target
Duration: Maintained (Free)
Power Effect: You surround yourself with a wall of force, reducing the effect of incoming attacks. You gain DR equal to 1/4 your Resolve Ranks (Rounded Up).

Evolutions
Kinetic Shield: Your may use your Kinetic Barrier as a Shield. This Shield deals 1d4 Subdual damage, has a Threat Range of 20 and the Guard +3 Quality.
Kinetic Burst: You may choose to stop maintaining your Kinetic Barrier, causing it to explode outwards and damage those around you. This functions as a 10 ft. Blast attack, dealing 1d4 Force damage per point of DR it originally provided.

Ballistic Charge
Manifesting Time: 1 Full Action
Range: Personal
Area: Target
Duration: Instant
Power Effect: You surround yourself in a bubble of force and launch yourself forwards at high speed. Choose a location within 60 ft., if this location is unoccupied you instantly move to it. If the location is occupied (by either a character or object) you count as Bullrushing the occupant, using an Athletics (Charisma) check.

Evolutions
Barrier Synergy: At the end of your Ballistic Charge you may manifest a Kinetic Barrier as a Free Action. This effect ignores the normal one power per round limitation.
Impact!: You gain a +4 Psionic Bonus to your Athletics check and your Ballistic Charge inflicts additional damage on your target equal to 1/2 your Resolve Ranks.

Cryokinesis

Cold Blooded
Manifesting Time: 1 Half Action
Range: Personal
Area: Target
Duration: Maintained (Free)
Power Effect: You manipulate the incoming cold, to reduce it's effect on you. While you maintain this power you gain Cold Resistance equal to your Resolve (Wisdom) bonus.

Evolutions
Ice Gauntlets: While you maintain Cold Blooded, your Unarmed strikes deal Cold damage.
Thaw: You may choose to manifest Cold Blooded with a range of Touch instead of Personal. You may target a frozen object or block of ice instead of another creature, in which case the ice rapidly melts or the object thaws out.

Cryo-Blast
Manifesting Time: 1 Half Action
Range: Personal
Area: Penetrating Beam (30 ft.)
Duration: Instant
Power Effect: You create a tunnel of super chilled particles, freezing enemies and objects along the line. Anything in this path suffers 2d6 + your Charisma Modifier Cold damage, but may make a Reflex Save (DC10 + Half your Resolve (Wisdom) Bonus) to half the damage received. Alternately, you may use this power to cover a number of adjacent 5 ft. squares up to your Charisma modifier in an Ice Slick, making the area extremely slippery.

Evolutions
Deep Freeze: Anyone who fails their Reflex Save against your Cryo-Blast is Slowed for a number of rounds equal to half the damage taken. If you also possess Ice Shards you must choose whether to use it or Deep Freeze - you cannot use both at once. Also, your Cryo-Blast's damage increases by 1d6.
Ice Shards: Instead of simply chilling your target, you can create dozens of tiny shards of ice and launch them at your target at high speed. This allows your Cryo-Blast to inflict Lethal damage instead of Cold, and counts as coming from an Edged Weapon (for the purposes of Damage Reduction and Resistances). If you also possess Deep Freeze you must choose whether to use it or Ice Shards - you cannot use both at once. Also, your Cryo-Blast's damage increases by 1d6.

Winter's Embrace
Manifesting Time: 2 Full Rounds
Range: Personal
Area: Penetrating Aura (Wisdom Modifier x 200 ft.)
Duration: Fixed (Charisma Modifier Hours, minimum 1 hour)
Power Effect: You dramatically decrease the temperature of the area around you, causing fog or light snow to form. Everyone in the area of effect suffers a -2 to attack checks, has their visual increment reduced by 20 ft., and suffers 1d6 Cold damage per round.

Evolutions
Storm of Cold: When you manifest Winter's Embrace you may elect to add a Cold Wave, Snow Storm or Wind effect (FC Page 369) with an Action Die cost of up to your Charisma Modifier (minimum 1) and may split the effect up if you desire (EX: With a Charisma modifier of +3 create a 1AD Cold Wave and a 2AD Snow Storm). Do not roll to determine durations for these added effects - they last as long as your Winter's Embrace does.
Frozen Form: When you manifest Winter's Embrace you become completely immune to Cold damage, and gain the Achilles Heel (Fire) NPC Quality and the Elemental type for it's duration. Also, anyone in your Winter's Embrace area of effect now suffers an additional 1d6 Cold damage per round.

Cyber-Psi

Machine Wisdom
Manifesting Time: 1 Half Action
Range: Personal
Area: Target
Duration: Maintained (Free)
Power Effect: You psionically probe the item you are working on, gaining more insight into your work then you would from traditional senses. While you maintain this power you gain a +4 Psionic Bonus on all Athletics (Smash), Craft (Overclock Computer), and Craft (Dismantle and Repair) checks.

Evolutions
Gadgeteer: While you maintain Machine Wisdom, it's bonus also applies to your Craft (Computer Program) and Craft (Build and Improvise) checks.
Gremlins: While you maintain Machine Wisdom, you may choose to infect any device you are working on with Gremlins, causing it to randomly malfunction or act in an unpredictable way. Infecting an object requires you to handle it for 1 full round, and anyone using the infected device has their error range increased by your Charisma modifier. Infecting an item in this manner ends your Machine Wisdom power immediately. You may only infect one object at a time, infecting a new object ends the infection on the first object. Otherwise the infection lasts until the end of the scene.

Hacker's Touch
Manifesting Time: 1 Half Action
Range: Personal
Area: Touch
Duration: Maintained (Free)
Power Effect: Instead of using traditional methods of machine operation, you simply touch an electronic device and direct it with your mind. While you maintain this power, you may operate a single touched device as if you were using it's normal control system. For example: While touching a computer you can launch programs, type commands or text and operate it's peripherals (such as sending documents to the printer). This ability doesn't let you do anything that you couldn't normally do with the existing controls (you can't just bypass passwords or encryption, nor can you rewire internal components) and it doesn't give you any additional feedback (you must be able to see a monitor, if applicable). While you maintain this power, you may change which device you control by simply touching a new one, but may only control one device at a time.

Evolutions
Rapid Analysis: While you maintain Hacker's Touch, you may spend 1 Round to identify all the functions of the device you are currently targeting. This ability only reveals Psi-Tech or purely technological functions - any additional magical abilities are not revealed by this power.
Wireless: Your Hacker's Touch power can be manifested with a range of Remote (250 ft.) and an area of Target. When used in this manner, you must choose a single electronic device to connect to when you manifest this power and must manifest it anew if you wish to target another.

Digital Mind
Manifesting Time: 1 Full Action
Range: Personal
Area: Target
Duration: Maintained (Half)
Power Effect: You extension experience with technological devices and computers allows you to temporarily turn a portion of your brain into a sort of biological computer. While you maintain this power, you count as having a computer with a Power Rating equal to your Charisma Modifier inside your mind. This computer counts as being equipped with hardware capable of connecting to wireless networks (though, if they are encrypted or secured, you still either need access keys/passwords or to hack in). Further, any skill checks made using this internal system (such as (but not limited to) Decipher, Research, and Analyse) take half the normal time. Any data you download to or create on this internal system must be transferred to a physical drive, or it will be lost once you cease to maintain this power.

Evolutions
Backup: You create a permanent partition within your brain, allowing you to retain data in a secure location. Data created by, or downloaded to, your Digital Mind is no longer lost once you stop maintaining this effect. The GM may determine that files are simply to large for you to store in your head, as well as other possible side effects that may be incurred by downloading unknown files (such as the effects of viruses or other malicious software).
Digital Dominion: Your unique hacking approach, both psionic and skill based, makes it very difficult to successfully secure a system against you. While you maintain Digital Mind, and are connected to a system that you wish to hack into, you may choose to take full control of the system - with it treating you as if you were physically sitting at it's keyboard and ignoring all other user input. This ability is enormously difficulty and mentally draining, and while you have it active you suffer Stress damage equal to the target computer's Power Rating each round. This Stress damage cannot be reduced or negated by any form of Damage Reduction or Resistance, and if you are immune to Stress damage you instead take an equal amount of Lethal damage (but are still being unable to reduce it with Damage Reduction/Resistance).

Ectoplasmic Assembly

[PLACEHOLDER]

Electrokinesis

Grounded
Manifesting Time: 1 Half Action
Range: Personal
Area: Target
Duration: Maintained (Free)
Power Effect: You manipulate incoming electricity, to reduce it's effect on you. While you maintain this power you gain Electrical Resistance equal to your Resolve (Wisdom) bonus.

Evolutions
Insulator: You may choose to manifest Grounded with a range of Touch instead of Personal.
Sabotage: You may dramatically alter the resistance within an electrical object you touch, causing it to short circuit and burn out. When you manifest Grounded make a Resolve (Charisma) check, the next electrical object you touch must make a Damage Save with your check result as it's DC. This requires a Half Action and, if the object is held or possessed by another character, a Dexterity based Attack Check. Using this ability immediately ends your Grounded power, as well as counting as a manifested power this round.

Static Charge
Manifesting Time: 1 Half Action
Range: Touch
Area: Target
Duration: Instant
Power Effect: You build up a huge static charge in your hands, and discharge it into an enemy like a Taser. Anything you touch suffers 2d6 + your Charisma Modifier Subdual Electrical damage. If your target is wearing metal armour their defence is reduced by 10. If you use this power (or any of it's evolutions) while underwater, it instead becomes a Personal range power with an area of Blast (10 ft.). Unlike most Personal range Blast powers, this fully affects the manifester.

Evolutions
Fling Lightning: You can choose to have your Static Charge power have a range of Personal and an area of Beam (30 ft.) instead of Touch and Target, respectively. Anyone in the area of effect may make a Reflex Save (DC10 + Half your Resolve (Wisdom) Bonus) to half the damage received. Also, your Static Charge's damage increases by 1d6.
High Voltage: You can choose to have your Static Charge power deals Lethal Electrical damage, instead of Subdual. Also, your Static Charge's damage increases by 1d6.

Lightning Rod
Manifesting Time: 2 Full Rounds
Range: Personal
Area: Aura (100 ft.)
Duration: Maintained (Full Action)
Power Effect: You build up an enormous charge in the air, causing to shoot down to the ground around you. As long as you maintain the power, everyone within the area suffers Local Lightning Strikes (FC Page 369). This power can only be manifested in an area with at least 100 ft. of headroom.

Evolutions
Bring the Thunder: While you maintain Lightning Rod, you can attempt to bring down a direct lightning strike against a target of your choice. Make a Wisdom base Attack Check against your target, if successful the target suffers a Direct Strike (FC Page 369). If you fail your attack check the lightning bolt deviates 1d3 squares (FC Page 214). Hit or miss, the attempt occurs as part of the action you taking maintaining Lightning Rod and ends the power.
Ride the Lightning: While you maintain Lightning Rod, you may transform your body and possessions into raw electricity, becoming part of the storm and flashing down to the ground with the next bolt. Make a Wisdom base Attack Check to target the square of your choice, which can not be occupied, and if your Attack Check is successful you appear in the square you targeted at the end of your initiative count. If you fail the attack check, you deviate 1d3 squares (FC Page 214). The attempt occurs as part of the action you taking maintaining Lightning Rod and ends the power.

Extra Sensory Perception

[PLACEHOLDER]

Physical Control

Energy Burst
Manifesting Time: 1 Half Action
Range: Personal
Area: Target
Duration: Maintained (Free)
Power Effect: You channel your psionic ability inwards, tapping hidden reserves to jump higher, run faster and hit harder. While you maintain this power, you gain a +4 Psionic Bonus to all Physical Athletics and Acrobatics checks. This ability takes it's toll on your body, and while you have it active you suffer 1 Subdual damage each round. This Subdual damage cannot be reduced or negated by any form of Damage Reduction or Resistance, and if you are immune to Subdual damage you instead take an equal amount of Lethal damage (but are still being unable to reduce it with Damage Reduction/Resistance).

Evolutions
Bounding Leap: While you maintain Energy Burst, you also gain the Superior Jumper II NPC Quality.
Crushing Blow: You channel your power into your attacks, making them hit harder. While you maintain Energy Burst it's bonus also applies to your Strength based damage rolls.

Metabolic Manipulation
Manifesting Time: 1 Half Action
Range: Personal
Area: Target
Duration: Maintained (Free)
Power Effect: Your ability to tap into your hidden reserves allows you to hold your breath longer and resist extreme weather conditions. While you maintain this power, you may hold your breath for 100 times longer then normal (typically increasing it to 10 minutes per point of Constitution you possess) and are considered to automatically pass your Survival check for extreme cold or heat.

Evolutions
Control Pheromones: You manipulate your body's pheromone output, making you seem more attractive or powerful to those near you. While you maintain Metabolic Manipulation, you gain +2 Appearance when interacting with anyone whose scent range you are in.
Feign Death: Instead of simply slowing down your your heartbeat and other bodily functions you reduce them to a near standstill, entering a state in which you appear to be dead. While you maintain Metabolic Manipulation you do not need air, food or drink, and are both unaware of your surroundings and completely helpless. When you activate this ability, you may choose to set either a specific time or condition under which you will end this power (such as "3 Weeks" or "When I am removed from this location"). Another person can make a Medicine check to tell that you’re still alive (DC10 + Half your Resolve (Wisdom) Bonus) or to wake you up once they've realised that you’re alive (DC25).

Adrenalin Rush
Manifesting Time: 1 Full Action
Range: Personal
Area: Target
Duration: Maintained (Free)
Power Effect: You've learned to force adrenalin to flood into your body, letting you move much faster then normal for a limited time. while you maintain this power, one speed of your choice increases by your Charisma Modifier times 5 ft. and you gain the Superior Runner I NPC Quality. This ability is extremely taxing on your body, and while you have it active you suffer Subdual damage equal to your Charisma Modifier each round. This Subdual damage cannot be reduced or negated by any form of Damage Reduction or Resistance, and the power ends as soon as you fail a Fortitude save against this, or any other, Subdual damage. Once this power ends you become Sickened for a number of rounds equal to the number of rounds it was active. Creatures immune to Subdual Damage can not use this power, and it can not be manifested while you are Fatigued.

Evolutions
Burst of Speed: While you maintain Adrenalin Rush you may take an additional Half Action each round. In all rounds that you take this additional half action, you suffer an additional 2 Subdual Damage.
Hulk Out!: When you manifest Adrenalin Rush, you may choose to also greatly enhance your body's musculature and density. You suffer 5 immediate Subdual damage, but your size increases by 1 stage (typically from Medium to Large) and your Strength increases by 2. This is a physiological effect, not a magical one, and as such has no effect on your equipment - meaning that clothing and even most armour tears apart. Any clothing or restraints with a Damage Save lower then your modified strength score are immediately destroyed. If you are restrained by an object (including armour) with a Damage Save higher then your new strength score then the power fails to take effect (though you still suffer the subdual damage for the attempt). Many manifesters who intend on using this power frequently will purchase or build clothing or armour that can stretch, or otherwise adjust, to accommodate their enhanced size - though one or two just wear a pair of oversized tracksuit pants.

Pyrokinesis

Fireproof
Manifesting Time: 1 Half Action
Range: Personal
Area: Target
Duration: Maintained (Free)
Power Effect: You manipulate nearby flames, to reduce their effect on you. While you maintain this power you gain Fire Resistance equal to your Resolve (Wisdom) bonus.

Evolutions
Flaming Fists: While you maintain Fireproof, your Unarmed Strikes inflict Fire damage.
Quench: You may choose to manifest Fireproof with a range of Touch instead of Personal. You may also touch an existing fire instead of a character and reduce it's damage by your Charisma score, potentially putting it out.

Incinerate
Manifesting Time: 1 Half Action
Range: Personal
Area: Beam (30 ft.)
Duration: Instant
Power Effect: You create a path of immense heat between you and your target, setting anything in the area ablaze. Anything in this path suffers 2d6 + your Charisma Modifier Fire damage, but may make a Reflex Save (DC10 + Half your Resolve (Wisdom) Bonus) to half the damage received.

Evolutions
Leaping Flames: Instead of shooting fire from you current position to your target, you may use an existing source of fire as the start point for your Incinerate's Beam. The fire used must be within 60 ft. of your current location, but your Incinerate otherwise functions normally. Also, your Incinerate's damage increases by 1d6.
Superheated: Your mastery over fire is such that you can shoot superheated plasma at your target instead of regular flame. It's damage becomes Acid instead of Fire and it's Area becomes a Penetrating Beam. Also, your Incinerate's damage increases by 1d6.

Fireball
Manifesting Time: 1 Full Action
Range: Remote (200 ft.)
Area: Sphere (15 ft.)
Duration: Instant
Power Effect: You create a small ball of flame, that flies towards your target and explodes on contact - covering the area in flames. You choose a spot or character to have the ball detonate on, and make a Wisdom based Attack Check. If successful the Fireball detonates on target and inflicts 3d6 + your Charisma Modifier Fire damage to everything in it's area. If you fail the ball deviates 1d6 squares (FC Page 214) before detonating.

Evolutions
Firebomb: You can choose to have your Fireball explode with much greater force, spreading it further but diluting the effects slightly. Instead of an Area of Sphere, your Fireball has an Area of Blast (10 ft.) and inflicts Explosive damage instead of Fire damage. Also, your Fireball's damage increases by 1d6. If you also possess Raging Inferno you must choose to use either it or Firebomb (or a regular Fireball) upon manifesting Fireball - you cannot use both at once.
Raging Inferno: You have learned to control the flame even more, and may now have your fireball whirl around you like a fiery tornado. Your Range changes to Personal, your Area to Pillar (40 ft. High, 10 ft. Radius) and the Duration to Maintained (1 Full Action). Anyone who is in the affected area, or enters the affected area, suffers damage as if targeted by your Fireball power, though they may make a Reflex Save (DC10 + Half Resolve (Wisdom) Bonus) to reduce the damage by 1/2. The pillar contains an "eye" in the centre that is your size, and free of flame. While you maintain this effect you are immune to Fire damage and possess a +4 bonus to defence from concealment. Also, your Fallball's damage increases by 1d6. If you also possess Firebomb you must choose to use either it or Raging Inferno (or a regular Fireball) upon manifesting Fireball - you cannot use both at once.

Telepathic Projection

Project Thoughts
Manifesting Time: Free Action
Range: Remote (60 ft.)
Area: Target
Duration: Maintained (Free)
Power Effect: You place your thoughts directly into the mind of a person within range and line of sight, effectively "speaking" without sound. You may combine this ability with completely verbal skill checks (such as Bluff) and may freely choose what language you "speak" in. You must select a target when this power is manifested, and may only project into them unless you manifest the power anew.

Evolutions
Polyglot: You project your thoughts in the most basic fashion, enabling you to be understood by the recipient even if you don't share a common language.
Psychic Scream: Instead of projecting coherent words, you blast your enemies mind with extreme and difficult to process noise. This "scream" takes a half action, and forces your target to make a Will Save (DC10 + Half your Intimidate (Wisdom) Bonus) to avoid suffering Stress damage equal to the amount they failed by +1d6. You may psychically scream as often as you have available actions while Project Thoughts is maintained.

Fear
Manifesting Time: 1 Half Action
Range: Remote (60 ft.)
Area: Target
Duration: Instant
Power Effect: Building on your experience speaking to people's minds you've learned to project fear directly into your target. Your target must make a Will Save (DC10 + Half your Intimidate (Wisdom) Bonus) or become Frightened of you, if they pass this will save they instead become Shakened.

Evolutions
Blanket of Fear: Your Fear power has an Area of Penetrating Sphere (15 ft.), instead of Target.
Terrify: If your target fails their Will save, they are unable to attempt a Resolve check to shake off Frightened for a number of rounds equal to your Charisma modifier.

Manipulate
Manifesting Time: 1 Half Action
Range: Remote (60 ft.)
Area: Target
Duration: Instant
Power Effect: You mentally force the target to take an action that you choose. The target must make a Will Save (DC10 + Half your Intimidate (Wisdom) Bonus) or immediately perform a single Half Action of your choice. If this action would directly result in their death ("Jump off that cliff") they receive a +4 bonus to their save.

Evolutions
Dominate: The duration of your Manipulate power changes to Maintained (Half), and while you maintain the power you may control all of your targets actions. For each action they are forced to take they may make a new Will Save (at the original DC) to shake control and end the power. If you also possess Mental Stasis, you can not combine the two effects - you must choose one evolution or the other, when you manifest the power.
Mental Stasis: The duration of your Manipulate power changes to Fixed (1 Round), and failing the Will Save instead renders them Helpless and completely unable to act for the duration. Special NPCs receive a +4 on their save. If you also possess Dominate, you can not combine the two effects - you must choose one evolution or the other, when you manifest the power.

Telepathic Reading

[PLACEHOLDER]

Telekinetics

[PLACEHOLDER]

Vibrokinesis

Soundproofing
Manifesting Time: 1 Half Action
Range: Personal
Area: Target
Duration: Maintained (Free)
Power Effect: You control and reduce the amplitude of sonic waves, to negate it's effect on you. While you maintain this power you gain Bang Resistance equal to your Resolve (Wisdom) bonus.

Evolutions
Dampen: You power over sound waves extends to powerful ultrasonic frequencies. While you maintain Dampen, you also gain an equal amount of Sonic Resistance.
Reverberating Touch: While you maintain Soundproofing, your Unarmed Strikes deal Bang damage. If you also possess Dampen, you may choose to have them inflict Sonic damage instead. When using this evolution, neither damage type has a blast increment.

Banshee's Wail
Manifesting Time: 1 Half Action
Range: Personal
Area: Blast (10 ft.)
Duration: Instant
Power Effect: You send powerful vibrations flowing out of your mind into the air around you, creating an extremely loud and painful noise. Anything in the area of effect suffers 2d6 + your Charisma Modifier Bang damage, but may make a Reflex Save (DC10 + Half your Resolve (Wisdom) Bonus) to half the damage received. While this effect is completely generated by your mind, and you don't actually have to scream, many manifesters find it somewhat cathartic to do so.

Evolutions
Resonance: Your mastery of creating vibrations allows you to rip flesh from bones with sonic pressure waves, instead of simply deafening a target. You may choose to have your Banshee's Wail power inflict Sonic damage instead of Bang damage. Also, your Banshee's Wail's damage increases by 1d6.
Sonic Grenade: You have learned to create your Banshee's Wail at range, rather then as a blast around you. It's Range becomes Remote (60 ft.) instead of Personal. You choose a spot or character within range to be the point of origin, and make a Wisdom based Attack Check. If successful the Banshee's Wail detonates on target and inflicts it's damage to everything in it's area. If you fail the attack deviates 1d4 squares (FC Page 214) before detonating. Also, your Banshee's Wail's damage increases by 1d6.

Earthquake
Manifesting Time: 1 Full Action
Range: Personal
Area: Penetrating Aura (Wisdom Modifier x 10 ft.)
Duration: Maintained (Full Action)
Power Effect: You channel your power directly into the earth beneath you, creating a small localised earthquake. While you maintain this power, everyone within it's Area suffers -4 to Attack checks, and must make a Reflex Save (DC10 + Half your Resolve (Charisma) Bonus) or become Sprawled.

Evolutions
Extreme Magnitude: Your localised earthquake tears apart structures and scenery. When you manifest Earthquake make a Resolve (Charisma) check, all structures and scenery within Earthquake's Area must make a Damage Save with your check result as it's DC. Also, the Attack check penalty from your Earthquake power increases to -6.
Shift the Earth: When you manifest Earthquake you may elect to add a Landslide effect (FC Page 369) with an Action Die cost of up to your Charisma Modifier (minimum 1). Do not roll to determine durations for these added effects - they last as long as your Earthquake does.

Visual Manipulation

Masking
Manifesting Time: 2 Full Rounds
Range: Personal
Area: Target
Duration: Maintained (Free)
Power Effect: You directly change what people believe they see when looking at you. When you manifest this power, choose how you wish to appear and make a Disguise (Cha) check. You may ignore any Actor's Prop requirements as well as penalties imposed by Age or Detail alterations.

Evolutions
Advanced Masking: You may also ignore penalties imposed by Gender, Size or Species changes when using Masking.
Mask Other: You may choose to manifest Masking with a Range of Remote (30 ft.) instead of Personal.

Mental Cloak
Manifesting Time: 1 Full Action
Range: Personal
Area: Target
Duration: Maintained (Half)
Power Effect: You remove all trace of yourself from people's minds, becoming Invisible. Make a Blend (Charisma) check, opposed by your enemies Notice (Wisdom) check, if successful you immediately become Invisible. Attacking ends this power immediately after the attack is resolved (successful or not).

Evolutions
Manipulative Synergy: While you maintain this power, you may also manifest a second Visual Manipulation power - Cloaking and then either creating a Decoy or Masking yourself. While this effect ignores the standard rule on manifesting a new power while you are maintaining another, it doesn't allow you to maintain two powers at once - meaning that your cloak ends immediately after you manifest and begin to maintain your new power.
Shadow Strike: Any attacks made while cloaked deal an additional die of Sneak Attack damage.

Decoy
Manifesting Time: 1 Full Action
Range: Remote (30 ft.)
Area: Target
Duration: Maintained (Half)
Power Effect: You create an illusory duplicate of yourself, in the hopes of it drawing your enemies fire in your place. This power creates an exact duplicate of the manifester, which crouches, lays or stands in the target location. The Decoy can not attack, make skill checks, or move but in all other ways appears to be the character. The Decoy shares your base defence, and any successful attack ends the effect.

Evolutions
Active Decoy: Your Decoy can now move, speak and make skill checks (including, but not limited to, Distract, Taunt, and Threaten checks). It uses your base speed, skill bonus and is limited to 2 half actions per round. Unless you also possess Reactive Decoy, a successful attack against the Decoy still ends the effect.
Reactive Decoy: You Decoy now simulates the effects of being damaged. Each time the Decoy is attacked, make a Bluff (Charisma) check, opposed by the attackers Sense Motive (Wisdom). If your check exceeds theirs they are fooled into thinking that the Decoy is real, otherwise the effect immediately ends.


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