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Psionic Paths

The Paths of Bonding, Farhand, Psyche, Sixth Sense, Soma, and Rune Casting (big deal on that last one) were written by Sophie Lagacé.  The Paths of Vis Crafting, Bedlam, Cloaking & Turning, Visioning, and Urge were written by Jason Lorenzetti.


 
Psionic Paths
Psionic Knacks Mastery Levels

Path of Bonding

Bonding: Create a Bond with a willing target (target may be tricked (Charm) or scared (Intimidate) into accepting, however.) Record the rank of the Bond thus created (Rank of the psychic in this Knack at the time the bond was created or last reinforced.) The rank of the Bond can be added to all psychic powers used by one of the Bonded partners on the other. n/a

Path of FarHand

Unseen Hand: At rank 1, enables you to either slowly lift a single object up (1 m/turn/rank) OR move it to one side. Capacity: 25 kg per rank in this Knack. At rank 2, the object can be both lifted and thrown up to 10 m. At rank 3, more complex manipulation ispossible, e.g., crushing, pushing, turning. At rank 4, the object can be manipulated as if held in hand (e.g., use a weapon, operate a machine.) At rank 5, you can manipulate a number of objects equal to your Wits.

Far Wall: A force field can be extended into a barrier which stops Knack rank * 5 from every hit (e.g., a 35 points hit on a rank 3 barrier would be reduced to 20 pts, a 12 pts hit would be cancelled altogether.)

Air Stride: You can lift yourself off the ground and cruise at up to (10 + rank) m/turn for up to 10 turns.

Hand Shock: You can transform your own bioelectrical field into a high voltage discharge transferred by touch, causing (rank+mastery) keep (rank) pts in Damage (e.g., an Adept with Rank 4 does 6k4 damage).

Air Dance: You can use a power similar to Air Stride on others, 1/rank. Unwilling targets can resist with an appropriate active dodge roll (e.g., Footwork, Balance) versus a difficulty of 5+(Rank*5).

Apprentice: You can freely manipulate any object massing less than 100 g as if you were holding it, within sight range.

Adept: You can now manipulate force fields selectively, e.g., let friends in while keeping foes out, or form simple shapes (e.g., curved).

Master: You can selectively control force fields enough to let air in our out, form complex shapes, etc.

Path of Psyche

Emote: You can project emotions to another, to let them know how you feel. Emotions can be faked by rolling Wits + Sincerity. The target will know whose emotions s/he is sensing, and does not have to react in any particular way. 

Mind Sight: You can read another's surface thoughts. Language differences, culture, and alien psychology can get in the way. Clarity and detail improve with rank.

Mind Speech: You can project your thoughts into the mind of another. You can choose to hide the source of these thoughts but the target may be aware that soemthing is happening if a thought is too strange or unfamiliar. Language, etc., can be a barrier.

Brain Blast: Overload pain receptors in the target's brain, causing wounds without physical injury. Damage is (rank+mastery) keep (mastery) pts in Damage (e.g., an Adept with Rank 4 does 6k2 damage).

Sympathicus: You can communicate with, or feel the emotions of, Bonded targets, allowing the formation of a telepathic network among non-psychic characters. All information must flow through you. This makes it more difficult to use other Psyche Knacks on the targets, effectively reducing the other ranks by 2 for this purpose.

Clarity and detail of Psyche Knacks improve with rank. Mental intrusions can be blocked by targets by rolling Resolve or Resolve + Stoic Mind versus the psychic's Resolve + Psyche Knack.

Apprentice: You can read another's surface emotional state directly from the mind (as oppposed to aura), so are less subject to misinterpretation.

Adept: With the expenditure of a Drama die, you can telepathically control another's emotions. These are difficult to control, a mental Intimidate or Charm roll is used to determine the degree of success.

Master: With the expenditure of a Drama die, you can impose telepathic dominance; detailed commands may be projected and will be carried out to the best of the target's ability while you concentrate on maintaining control. A mental Intimidate or Charm roll is used to determine the degree of success.

Path of Sixth Sense

Scrying:Using a focus such as a pool of fresh water or a mirror, you may see and hear what is going on at another place (or time). To do this, spend a Drama die and roll against against a TN of 20. Instead of using a trait, your mastery level (apprentice=1, adept=2, master=3) is used for the base. For example, an Adept with Scry rank of 3 would make a roll of 5k2. Others within sight and hearing of the pool may also see and hear the events. This takes several minutes to do, and if interrupted you take a -10 on your roll. When peering into the future, things look blurry. The GM may spend a drama die to replace a vision with something else.

Sensitivity: Add +3 to Perception rolls for every rank in this knack.

Darksense: You can "feel" your way in full darkness or when blinded, and suffer none of the normal penalties.

Subtle Sight: You can perceive auras. You perceive one element per rank (per the Aura chart in Fading Suns). 

Premonition: When activating this power, you can add your rank in unkept dice to your Initiative roll.

Apprentice: You can sense whether someone is good (hero) or evil (villain). An Apprentice can only Scry in the present and only at people, places, and things they are familiar with. Something they have seen only once results in a -5 on the roll. 

Adept: Your Scrying ability improves. An Adept can see into the past up to their birth and into the future up to one year. They get a -1 on their roll for every 2 years into the past or every week into the future. 

Master: Your Scrying ability improves. A Master can see without limits into the past and future and suffers only a -1 for every 5 years. 

Path of Soma

Agility: Add your rank in this knack in unkept dice to all rolls involving Finesse.  Lasts (Rank) turns.

Quickening: Add your rank in this knack to your Panache rolls.  For initiative, roll your rank as extra unkept dice; for example, a Psychic with Panache 3, Quickening 2 would roll 5k3 for Initiative.  Lasts (Rank) turns.

Toughening: Add your rank in this knack in unkept dice to all rolls involving Resolve.  Lasts (Rank) turns.

Strengthening: Add your rank in this knack in unkept dice to all rolls involving Brawn (including Wound Checks and damage that adds dice due to Brawn).  Lasts (Rank) turns).

Sizing: Modify your height and weight up or down by up to 10% per rank in this knack.  Lasts (Rank) hours.

Masking: You may change your facial features. One feature may be changed per rank in this knack (e.g., eye colour, hair texture, bone structure.)  Lasts (Rank) hours.

Apprentice:You can sense whether someone is good (hero) or evil (villain). You can breathe water (but not other liquids). You suffer the effects of aging as if you were half your age. You are immune to diseases. At the end of every scene, you may make a Brawn check with TN 30 to heal a dramatic wound. Minor talent: You gain the Appearance (Above Average) advantage, or get a -5 HP cost on an Appearance advantage. Major Talent concentrating only on this Path: You gain the Appearance (Stunning) advantage, or get a -10 HP cost on an Appearance advantage. 

Adept: You get a +5 on your TN to be hit. You may spend a drama die to heal a dramatic wound. You can slow down your metabolism to feign death or decrease your oxygen requirements. 

Master: You get a +10 on your TN to be hit (replacing the previous +5). You may spend a drama die to automatically succeed at a Wound Check. You can close yourself to adverse environmental effects such as airborne drugs and toxins, conventional diseases, etc.

Path of Vis Crafting

You know you're an Ars Magica player if, when you read this, you automatically pronounced it "Weess Crafting"...  That is indeed the correct pronunciation.
Vis Drain: With this Knack the user may drain away (but not store) the energy from a source. The rank of this Knack equals the amount (chart on FS pp.151) of energy that can be drained. The user may “push” themselves to drain more with a Resolve+Knack roll (TN 15) for +1 level; each raise increases the level +1 more. Pushing has two drawbacks as well: it causes a Dramatic Wound, and if the roll is failed then the power fails.

The Vis Crafter may try to absorb electrical damage (lasers) by using Finesse + Knack as his active defense.  (This does cost a Drama Die.)

Vis Flow: The Vis Crafter may transfer energy from one item to another. The levels (from FS pp. 151) that can be transferred are Knack levels. The energy must be transferred into something. Transfer is by touch only. Transferring volt energy from an energy grid into someone or something that cannot handle it does damage.  For a person it does (Knack+level) keep Knack, for other it does (Knack + difference in level) keep Knack. This power may be “pushed” the same way as Drain.

Vis Shock: By creating an arc of volt energy, the user must touch the target, or hit it with a Finesse+Knack roll, and the damage is (Knack + Mastery) keep Mastery. 
May affect as many people as Mastery level in this Path.

Vis Shield: Creates an energy shield about the user. The shield is rated 10+(Knack)d10.
 

Apprentice: Vision of Power: The user may see the currents and the types of energy that flows around him, includes lasers, energy shields, powerful concentrations of the Life Web, up to seeing in the dark.  Very strong Artefacts may give off energy as well.

Adept: Vis Vortex: The Vis Crafter may now use Vis Drain to also power the same sources. The Vis Crafter is the source of power, and need not transfer it from anywhere.  The Vis Drain Knack cannot be used for attack, though.

The Vis Crafter may also Transfer the “occult” powers, Drama Dice, Lifeweb energy, or energy held in Artefacts and Talismans.

Master: Touch Primal Vis: Once per chapter, or equivalent, the Vis Crafter may roll his (Resolve + Mastery level) keep resolve, TN 25.  For every 5 points that s/he beat the TN (round down), s/he regains 1 drama die.
 

Path of Bedlam

Ignore Armor: The user ignores (5*Knack level) points of armor. Duration is (2*Mastery) turns.

Confuse: Requires Touch, opponents suffer +(5*Knack level) to all TN’s for (2*Mastery) turns, in melee, or for one scene otherwise. 

Blur: The user become hard to distinguish, as his figure seems obscured and hazy. +(5*Knack) to passive defense.  Lasts for (2*Mastery) turns.

Inner Vibrations: The dervish attunes himself to the cushioning effect of energy shields. And may now ignore (5*Knack level) of shields.  (5*Knack level of wounds leak through the shield).

Ghost Barrier: The Dervish is no longer hindered by barriers and may reach his target no matter where they go.  When active, may ignore Knack meters of barrier.  At Adept level may bring one other person with him. At Master he may bring (Wits) others with him.
 

Apprentice: Prana: Add the following dice to all hand to hand damage: +(Resolve) keep (Mastery). 

Adept: Whirling Dervish: With the use of a drama die and one action (can be at the end of a combat turn), the Dervish gets to act twice for each action die for the rest of this turn (or the next turn if this was his last action this turn). After last action is complete causes a dramatic wound to the Dervish.

Master: Nerve Burn: requires touch; for each level of Resolve, the victim suffers -1, Brawn, Finesse and action Die for the remainder of the combat.
 

Path of Cloaking & Turning

Veiled Face: You may specify what aura people see around you. Duration equals Rank + Mastery turns. If someone suspects that they are being blocked then they may make a contested roll of (perceiver) wits+Knack keep wits vs. (user of veiled face) resolve+Knack keep resolve.

Invisibility: Invisible to radiation, light, includes technological devices. Sounds and other methods of detection are still possible.  (Knack+Mastery)*5 is the TN to see the Psi User on a Wits Roll (the observer should have a good reason to try to pierce the power).  This power is active for (Mastery*5) turns.  Aggressive actions, including other Psi powers, will dissolve the Invisibility.

Iron Brow: May resist all telepathic mind control or mind reading/scanning for duration of Knack+resolve.  Maybe contested as Veiled face. 

All Seeing Eyes: Each rank of this power gives information as follows (and all previous rank knowledge as well). R1: if target is Occult User, R2: What type and stigma, R3: Paths, Schools practiced, R4: Power in terms of Mastery and max Knack level, R5:Urge level, and what Hubris/Virtue (Arcana) the character may have

Reflection: Reflect a Psi/Theurgy attack or power on to the caster. If they can not beat a (wits+Knack) keep wits vs. a TN of (Mastery level+Knack)*5 then their power is reflected, or canceled, which ever makes the most sense.
 

Apprentice: Stone Wall: No one may see your aura; this power is always active, unless wished otherwise. But may give the user away. 

Adept: Absorption: Gain one power die if some one uses a power on you. This does not stop the power form working, but it does work even if it is reflected/blocked.  This power lasts for one scene. 

Master: Dark Harvest: Roll Resolve + Mastery keep resolve TN = target’s Resolve*5.  Success, will take one power die/drama die from target for each 5 points that the TN is beaten. (GM may require raises to get the extra dice beyond the first). 
 

Path of Rune Casting

(Exactly as per 7th Sea Laerdom Sorcery.)  24 runes (knacks). (Exactly as per 7th Sea Laerdom Sorcery.)  Vuldrok only.

Path of Visioning

Each time the Visioner produces a Vision (called use even if it does not have any visual components. They describe what they want to create, the GM then assigns a difficulty based upon the complexity of the Vision. Each person affected beyond the First requires a Raise. Once the TN is determined, they roll (Wits)+(The Lowest Sense Knack that is Included).

For example: A Visioner with Persistence= 3, Touch=4, Sight=3, Sound =3 and Smell/Taste= 1 to produce the Vision of a Fire (includes Sight= Fire, Touch= Heat, Smell=Smoky, Sound= Crackling Flames) would need all Four Sense knacks. The Visioner has a very low Smell/Taste knack (1) and could chose to leave out the Smell of smoke and then roll the next lowest knack in stead, a 3. And could keep the Vision of a Fire up for 3 rounds.

Visions may be resisted with Wits +(Stoic Mind) vs the Wits of the Visioner.

Persistence: Each rank in this knack increases the duration by one round. Each level of mastery also increases the time limit.  So that Adept level multiplies the effect of this knack by 2, and Master multiplies the effect of this knack by 3.  With no score in this knack the images are a mere flash of image or a whiff of a smell.

Touch: Though adding this power does not allow one to manipulate any object, people so touched will act like they are be acted upon. Though their weight will not be supported. Touches, slaps, brushes hand shakes are all possible. Texture, and temperature fall into this Knack.

Smell/Taste: These senses are linked so that smells and tastes may be added to illusions. These are often added to help fool some one for a long period of time.

Sight: Visual images, light, dark shadows and depth

Sound: From sounds to voices.

Apprentice: Ability to see though others Visions. See Psionic usage in the area. Though the Visioner cannot see Psi users if they are not doing anything, when powers are in use they can see their source. For example FarHand usage leaves trails back to the manipulator, which the Visioner may see as ghostly tendrils.

Adept - Creature: The Adept has now mastered the art enough to produce illusions that mimic true life. Golems, People and Animals may now be formed.

Master - World: A whole world may be created around a target and the begin to act with in that world exclusively. Though no physical damage may actually be caused. Sever "wounds" inflicted may drive some one unconscious, and since they cannot actually see the world about them. They are very vulnerable to manipulation. This normally requires all the Sense knacks; each one left out greatly assists the Target in seeing though the Vision.

Path of Urge

Misdirection: Each Rank defines what the Dark Twin changes of any one action.
R1: Target Different “enemy” (If the PC thinks of a fellow party member as an enemy, then they are a fair target.
R2: Clean Miss
R3: “Innocent” Bystander – No feelings either way
R4: “Friend”
R5: The Dark Twin may change actions totally.

Visions: Rank defines the realness and extent of the visions.
R1: Small Static Illusion
R2: Multiple Static Illusions or single small mobile illusion.
R3: Appearance of a person, or create a person
R4: Multiple People/Creatures/aspects of terrain
R5: Whole terrain/landscape

Voices: Same as Visions
R1: Short single sounds
R2: Erase Sounds (“We were calling for help!  Didn’t you hear us?”)
R3: Replace Sentence
R4: Speak to Character internally, whole conversations and advise
R5: Rewrite whole conversation of someone else (remember this is just to the Character who is suffering urge)

Passions: Create emotions in Character
R1: Decrease emotion, deaden feelings
R2: Increase emotion, suffer +5 as emotions get stronger and harder to control one’s self.
R3: Inflict Other emotion.  +10 to TN’s as the emotion may conflict.  As well as role-playing the different emotional states!  Being enraged when talking to the Duke could have serious repercussions.  As well as being openly lustful about the Nun.
R4: Flare Passion, the Dark Twin can force the PC into an action related to the emotion. The PC may chose what s/he does though.
R5: Activate Hubris (Arcanum).
 

Apprentice: Awakening: The Dark twin may speak one sentence in the Character’s place for one Dark Power Point.  It may also now offer to spend one of its Dark Power Dice to power a Psi Knack, but it then has a chance of taking control after the action is done.  It must roll (Highest Dark Knack + Mastery) keep Knack vs. (5+Resolve*5).  If it wins then it may take control for 1 scene.  It may also try this when the Character is crippled.

Adept: Wyrd Drain: Each morning the Dark Twin may try to wrest more power from the conscience mind.  It may make a Highest Urge Knack vs (5+Wits*5) to take a power point for every 5 it beats the TN by, and add it to its own power points for that day.

Master: Shadow Life: The Dark Twin may manifest for one scene with skills the same, as the character, and the same appearance.  If for some reason it is “killed” it is disbanded and loses one Knack level and all current power points.  The character also takes a Dramatic Wound.
 

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