Psychic Abilities
Chaos Conjuration
Chaos Conjuration
Conjured Conflagration
Conjured Conflagration
Note: Characters with this power have no special resistance to the effects. If they target the same zone they’re in, they suffer the full effects along with everyone else.
Duration: Concentration
Range: 1 target up to 1 zone away or everyone in the same zone as the character
The character can broadcast their mood and emotional state to everyone within a 30’ radius or they can narrow their focus to a single individual within 60’ of them. The character cannot create false emotion, they can only project what they are actually feeling. This power may take two forms:
Wide-Area Broadcast
The character sends out a wide, but weak signal; targets are aware of the projected feelings but may easily dismiss them. The projected emotion is merely a crude form of
communication with no game mechanical effect.
Single Target
The character and their target make opposed Will rolls. If the character succeeds, they create an emotion-based situational aspect on their target with a free invocation. If they succeed with style, the aspect has two free invocations.
If the character has Mutant Urges or Mutant Compulsions (see the Mutants chapter p. 95-6) and fail their resistance roll, they can use Emote to share their cravings with another. Using this power does not increase the local instability rating even though a high instability provides the usual benefits.
Prerequisite: Emote Duration: Concentration
Range: Everyone within 1 zone adjacent to the character or everyone in the same zone as
the character
As Emote, except all targets within range are affected by the concentrated effect. Using this power does not increase
the local instability rating even though a high instability provides the usual benefits.
Prerequisite: Far Vision
This power functions as Far Vision, except that the character can expand the opening of the
wormhole to about the size of a fist on their side. The hole in space is diffuse enough that only light can pass through it, but now other viewers (and cameras) can look through as well.
Emote
Emote
Emote, Greater
Emote, Greater
Far Portal
Far Portal
“It’s not exactly a secret. Everyone who works the ward knows not to rile up Estevez in room five. Don’t know why. Don’t know how. But I do know that whenever Estevez gets mad every other psycho in the ward just starts goin’ crazy, berserk- like. Every time. It’s terrible to see. More terrible to have to calm those psychos down. I gotta say, it ain’t easy to keep calm in a riot like that. Otherwise calm and patient people have just lost it. Saw a nurse clock one of the patients in the face. Knocked him straight to the ground. Hadda be twice her size. Anyway, if Estevez wants an extra pudding cup, Estevez gets an extra pudding cup. It’s just easier all around.”
--Donald Washington, psychiatric orderly
Duration: Concentration
The character has the ability to warp space to create tiny pinholes connecting two different points in space and time. The opening is only large enough for gasses and light to pass through. Sound can also be transmitted but comes out so garbled and distorted that it is always unintelligible.
Assuming there’s adequate light at the other end of the wormhole (or the character has enhanced vision abilities) they can look through and monitor the other side. The connection runs both ways, but unless someone on the other side happens to look at just the right spot, the wormhole is undetectable through normal senses. However, if the character is in a well-lit area and the wormhole opens into a much darker area, enough light leaks through to the other side to be visible as a faint glow. Additionally, if the wormhole ends are at radically different elevations or at different temperatures it will create a small draft, noticeable within 2-3 feet of the wormhole. The more precisely the character tries to target the wormhole
opening the harder it is to control it. Likewise, it’s easier to see far off eras and galaxies than it is to see around a corner.
The imprecise nature of this power requires a Will roll for most uses with passive resistance depending on how precisely the character wants to control where the wormhole opens.
Mediocre (+0) Anywhere on the same planet as the character Average (+1) Same planet over 1000 miles away
Fair (+2) Within 1000 miles of the character Good (+3) Within 100 miles of the character Great (+4) Within 10 miles of the character Superb (+5) Within 1 mile of the character Fantastic (+6) Within 100 yards of the character
The above difficulties assume that the character just wants to see what’s going on in the present (plus or minus 10 minutes). Raise the difficulty by +3 shifts if they want to look at a specific time in the past or future within 1 year, +2 shifts within 10 years, and +1 shift for any time greater than 10 years away from the present.
Possible consequences of a tie might include the wormhole opening at an inconvenient vantage point impeding Notice rolls or to a parallel universe where the subject doesn’t exactly correspond to the game universe.
Possible consequences of a failed roll (that still allow for success) include (in increasing order of severity): the wormhole becoming two-way allowing light, sound, scents, or some other element from the character’s side to pass through, potentially alerting those on the other side to the surveillance; the wormhole becoming two-way allowing the surveyed to watch the character; or the wormhole releasing harmful radiation on the character.