PSI Powers (Psychonauts)
From Traditional Games Wiki
ESP
| Clairvoyance | 2/rank |
| PSI power. Can perceive through the eyes of others within range via line of sight or psychoreactive focus. Rank 1 Novice: Short range with a 1d Senses penalty. Rank 2 Proficiency: Short range, or long range with a 3d Senses penalty. Rank 3 Mastery: Short range, or long range with a 1d Senses penalty. | |
| Understanding someone else's point of view is as simple as tapping into their subconscious mental impulses and channeling their vision into your mind, something which can also be quite beneficial provided you remember whose eyes you're looking out of. Using an object of close personal significance can act as psychoreactive focus for that person, allowing a massive boost in range. Just make sure it has significance; an old pizza box won't work. Unless they really, really loved that pizza. | |
| Confusion | 3/rank |
| PSI power, explosive weapon. Penalty increased by 1d against Dazed targets. Rank 1 Novice: Target takes a 1d penalty to all rolls until the end of their turn. Rank 2 Proficiency: Target takes a 2d penalty to all rolls until the end of their turn. Rank 3 Mastery: Target takes a 3d penalty to all rolls until the end of their turn. | |
| It's pretty hard to do much when you think you're the alphabet and everything has flurble wurble plurp. Weapons-grade confusion can scramble the senses temporarily, making everything a baffling chore, if not outright impossible. However, the sheer amount of confusion required to baffle the senses effectively is also, quite coincidentally, more than enough to explode violently. So be careful when using this PSI power, because it does not differentiate between friend and foe! Nor will anyone it hits, for that matter. | |
| Reading | 3/rank |
| PSI power, does not work on Hidden opponents. Rank 1 Novice: +2d when dodging an opponent at melee or short range. Rank 2 Proficiency: +4d when dodging an opponent at melee or short range. Rank 3 Mastery: +6d when dodging an opponent at melee or short range. | |
| Why are Psychonauts so dang good at hand-to-hand combat? Is it years of martial arts training? No, of course not, it's all about cheating. By relaxing the mind and allowing your reflexes to stem from your mental reading of an opponent's actions, you can begin to respond before they've even thrown their punch, letting you show off just how super cool you are. Some degree of physical fitness is required, however, because all the foresight in the world won't help you if you can't actually dodge in time. | |
| Telepathy | 1/rank |
| PSI power. Can communicate silently with willing allies, or openly broadcast thoughts to everyone in range. Rank 1 Novice: Melee range only. Rank 2 Proficiency: Up to short range. Rank 3 Mastery: Up to long range. | |
| Most psychics have the ability to broadcast their thoughts to others. The important part is learning how to control doing so. Well, the most most important part is realising you're actually doing it. Watch other people's faces around you when you start critiquing their abysmal fashion sense, or lack of personal hygiene. Once you've got a handle on your power, you can keep those troublesome-but-true thoughts in your head where they belong, and even communicate silently with others! | |
Kinesis
| PSI-Blast | 2/rank |
| PSI power, ranged weapon. +2d when attacking. Ignores 2d defense. Requires 2d Psyche minimum. Rank 1 Novice: 3d additional hits. Rank 2 Proficiency: 5d additional hits, and 2d hits on up to two other enemies in melee range of target. Rank 3 Mastery: 7d additional hits, the target is Dazed, and 2d hits on up to four other enemies in melee range of target. | |
| A true Psychonaut knows to bottle up their emotions, keep them repressed deep down inside, because the best place for negative emotions is as ammo for the mighty weapon that is the mind. Negative emotions, raw aggression, frustration... all of it can be unleashed as firepower upon the unsuspecting. So the next time you get mad, get even! Don't be afraid to spread it around, either. Really don't, because those things ricochet like crazy. Try not to use it in a confined space. | |
| PSI-Punch | 2/rank |
| PSI power, melee weapon. +2d when attacking. Requires 2d Psyche minimum. Rank 1 Novice: 5d additional hits. Rank 2 Proficiency: 6d additional hits, and the target can be pushed to short range, causing +2d additional hits. Rank 3 Mastery: 8d additional hits, and the target can be pushed to long range, causing +6d additional hits. | |
| Obviously, physical strength is no match for the mighty power of the psychic mind. But, and keep with me on this one, what if we had both? Amplifying physical strength with the mighty power of the psychic mind to really punch people hard! In the nads! With training and technique, a psychic can create kinetic limbs that echo their physical movements, allowing for the maximum of damage with a minimum of bruising one's own knuckles. The truly potent psychic can send their opponent flying, the crash landing adding insult to injury, as well as more injury. | |
| Levitation | 2/rank |
| PSI power. Propel oneself through creation and manipulation of a Thought Bubble. Activated with a combat action, dismissed as a free action. Immune to rough/damaging terrain when active. Rank 1 Novice: +3d when jumping or moving. Rank 2 Proficiency: +5d when jumping or moving. Rank 3 Mastery: +7d when jumping or moving. | |
| To master the subtle art of levitation, you must first wish to float. That's pretty much it, though. Simply pull yourself up off the ground with your mind, and there you go, you're floating. Once you get good at it, you will find yourself automatically creating a Thought Bubble, a ball of concentrated psychic energy that acts as a focus for your levitation. Jump on it, stand on it, tuck yourself inside it, hang from it, do whatever you like because hey, you're floating! Suck on that, gravity. | |
| Pyrokinesis | 3/rank |
| PSI power, explosive weapon. 4d additional hits against combustible inanimate objects. Rank 1 Novice: 3d additional hits, causes 2d bleed (fire) on hit. Rank 2 Proficiency: 4d additional hits, causes 3d bleed (fire) on hit. Rank 3 Mastery: 5d additional hits, causes 4d bleed (fire) on hit. | |
| Introducing psychic energy into an object with the express purpose of exciting the molecules can raise the temperature a significant degree to cause spontaneous combustion. In other words, thinky hard, burny burn burn. Causing combustion, however, generally does not stay confined. Ignition requires a rather hard mental push, which results in an explosive effect that can damage anything, everything, and everyone standing too close to the target. Which includes you, you little maniac, so keep back and keep it under control. | |
| Telekinesis | 2/rank |
| PSI power. Pick up and manipulate objects at a distance, including grappling opponents. Rank 1 Novice: Up to short range, using Psyche instead of Strength when necessary. Rank 2 Proficiency: Up to short range, using Psyche +4d instead of Strength when necessary. Rank 3 Mastery: Up to long range, using Psyche +4d instead of Strength when necessary. | |
| Moving objects with your mind is, like, the first thing you learn when you start your psychic training. That and the cards with the different symbols on them. But seriously, what do you want us to say? Are you a baby? Does baby need a refresher in how to pick objects up using only baby's mental capabilities? Because we're not here to work with babies. So wah wah wah, cry us a river, build a bridge using only your mind, and get over it. | |
Projection
| Apparation | 3/rank |
| PSI power. For one combat action, create one singular inanimate object from memory while inside a Mental World. Rank 1 Novice: Item size limited to one cubic meter maximum (key, backpack, television set). Rank 2 Proficiency: Item size limited to ten cubic meters maximum (hot dog cart, sports car, comfortable leather couch). Rank 3 Mastery: Item size limited to fifty cubic meters maximum (bulldozer, yacht, sherman tank). | |
| When within the Mental World, your assets are what you bring with you, which is usually just your own mental image of yourself. But with practice, you can fashion mental images of other things, useful things, from the (potentially) limitless resource of your own memory! Because of the mental strain of splitting your focus, you can only maintain one item at a time, and it cannot have a mind of its own, because it's from your mind. Your subconscious only goes so far, people! But for those emergencies when you might need a ladder or a jetski, it works just fine. | |
| Invisibility | 3/rank |
| PSI power. For one combat action, instantly become Hidden. Rank 1 Novice: Can become visible again as a free action. Rank 2 Proficiency: Do not lose Hidden status when failing a task. Rank 3 Mastery: Do not lose Hidden status when attacking. | |
| It's not technically invisibility, it's clouding the minds of everyone so they don't register your existence even if they're looking directly at you. You're still visible, it's just that nobody can actually tell, because you're telling their brain you're not there. So it's not invisibility. Really. It's not. But you tell yourself you're Claude Rains if it makes you happy, you little weirdo. | |
| Shield | 2/rank |
| PSI power. For one combat action, become unable to move or dodge. Can dismiss the effect as a free action. Rank 1 Novice: Gain +4d defense. Rank 2 Proficiency: +6d defense, and the attacker is Dazed. Rank 3 Mastery: +8d defense, and the attacker takes 4d hits and is Dazed. | |
| Projecting your psychic energy into a spherical bubble to protect you from harm: great idea, or greatest idea? Admittedly it means you can't actually move at the same time you're shielding yourself, because trying to move an impenetrable shield gets a little complicated, and we don't want anyone to implode their brains when they could just, you know, stay put for a little while. It's fine, just wait for them to run out of bullets or get tired, then whammo! | |
| Teleportation | 3/rank |
| PSI power. For one combat action, move from one range to another without roll or penalty. All objects, allies, or enemies being held move as well. Rank 1 Novice: All affected by power are Dazed on power use. Rank 2 Proficiency: Only allies and enemies affected by power are Dazed on power use. Rank 3 Mastery: All targets in melee range after power use count as Surprised for any attack made that turn. | |
| The powers of the mind are as mysterious as they are spooky, and teleportation is probably one of the spookiest, most mysterious powers of them all. How does it work? Well, unless you've got a degree in quantum mechanics, you're not going to even begin to understand how. Sufficed to say it involves quarkholes or something. In any case, you can vanish from one point and reappear at another. That's cool! Don't tell me that's not cool! Now stop worrying about where you actually go when you're teleporting and just do it. | |