Psychic Abilities

Psychic abilities seem to divide into two types—ones which are more trouble than they’re worth (using the Sight can drive you mad; Cassandra’s Tears is more a source of sorrow than solace), and those which break the hell out of the Laws of Magic (Domination being a good example).

Cassandra’s Tears

You are afflicted by the condition known as Cassandra’s Tears—you have a limited ability to see the future and predict the shape of things to come. But there’s a big downside: most people simply ignore or won’t believe your warnings.

Unbelievable Predictions. You are able to make precognitive predictions or receive them from the GM. This places an aspect on the “world” related to the prediction that remains until it comes true or is otherwise resolved. See the guidelines on page 324 for more details about predictions. Whenever trying to warn people about what you foresee, you are at a –2D to any attempts to convince them that what you’re saying is correct.

Cost: 0

 

Controlled Fate

You can control probability to a limited extent, making life more or less predictable through magical power.

Whenever you roll, you may choose to roll any number of additional dice between two and six

Whenever someone in your presence rolls, you may choose to have them roll any number of additional dice between two and six.

Cost: 1

 

Domination

This ability is most commonly seen among a segment of Black Court vampires.
Given a captive victim, a skilled Black Court vampire or other creature with this ability can break down the target’s will through direct psychic assault. It’s not subtle, and it’s not pretty, and it usually leaves a wreck of a mind in its wake.
Mechanics:

Psychic Domination. Given a helpless captive, you may use your Willpower skill as an overt psychic attack, dealing mental stress and damage until the victim’s mind is entirely under your sway. While the victim may defend with his own Willpower, he usually can’t counter-attack, and eventually he’ll just be whittled down—especially if you get creative with the “preparation” of your victim.

Create Renfield. If you manage to take out a victim using this method, you have the option of turning the character into a “Renfield” (OW86): a horribly broken individual, with nothing left to do except foam at the mouth and fanatically execute on your instructions. It takes a day to create a Renfield in this fashion.

Master Dominator +2 points more to Cost. If you take this upgrade, increase your psychic attacks to +2D damage on a successful hit and you can create enhanced Renfields with Inhuman Strength (page 183), Inhuman Recovery (page 185), and lifespans of no longer than a month. It takes three days to create an enhanced Renfield.

Possession +3 points more to Cost. This variant is seen most commonly among demons; with this upgrade, you may fully possess your victim once you’ve taken him out with your domination attack. Your domination attacks inflict +2D damage on successful hits. This upgrade is possible only when combining this power with another that allows you to become insubstantial.

Gaseous Form (page 175) could allow you to possess a victim by way of inhalation, while Spirit Form (page 170) would allow you to simply “step into” the victim’s body. Once you’ve taken possession, you may control your victim completely—without any easy telltales of mind control—and gain access to all of their physical abilities and many of their mental ones. Once someone has a reason to be suspicious, you must use your Con to defend against discovery.

Cost: 2

 

Incite Emotion

You are able to incite certain strong emotions in a target—usually emotions of passion or pain. Dark or morally “corrupt” emotions (lust, wrath, despair, and others) are the usual ones available. Emotions created by this ability are real, but not True, so True Love, Courage, Hope, and so forth are off the table.

Options: This ability costs 1 mojo point to start and requires you to pick a single emotion you can incite, be it rage, lust, fear, protectiveness, or the like. More potent versions (see below) may be purchased by increasing the Mojo cost. The emotion this ability incites may be changed under special circumstances, as part of character development.

Mechanics:

Emotion-Touch. If you can touch someone, you can make him feel something. You’re able to do attacks at +2D to your Willpower roll (using Intimidation for anger or fear and Con for every other emotion) that force an emotion on a target (as a temporary aspect), so long as you’re in the same area as he is and you can physically touch him. The victim defends with his Willpower. You may be able to prevent the victim from taking other actions as well if you do this as a defense (page 210) instead of as a attack.

Additional Emotion +1 to cost. For every point of cost spent on this upgrade, you can choose another emotion to use with your Incite Emotion ability. All other upgrades apply to any emotions you can incite.

At Range +1 to cost. You may use this ability on targets up to 20 meters without touching them.

Lasting Emotion +1 to cost. If you increase the cost of this ability by 1, you gain the ability to do Emotion-Touch as a mental attack instead of a mere attack or defense. If such an attack hits, you gain a +2D damage bonus on a successful hit (as though it were Weapon:2D), increasing the chances of inflicting a mental consequence (and thus, a more lasting emotional state). The victim defends with his Willpower.

Potent Emotion +1 to cost. The Lasting Emotion upgrade is a prerequisite to this one. You get another +2D damage bonus on successful attacks as per Lasting Emotion, as though you had Weapon: 4D.

Cost: 1

 

Probability Manipulation

God's dice are loaded in your favour. Your luck is literally supernatural.

Whenever anyone in your presence rerolls dice, you may "lock down" one of those dice. Doing so ensures that the result of that die is the same on the reroll as it was on the original roll. Whenever you are involved in an opposed roll, you may cause your opponent to reroll. Whenever anyone in your presence rolls dice, you may cause them to reroll

Cost: 3

 

Prophecy

You can see the future, or at least determine its shape somehow.

Use Lore skill to for foreknowledge and related to what will happen in the future. You may use your lore skill to avoid surprise attacks or for anticipating dangers.

Cost: 1

 

Psychometry

You have a semi-magical (“psychic”) talent for catching glimpses of the past when you touch objects.

Echoes of the Past. You can perform an assessment action on the history of a given object that you are able to touch and contemplate. This is a standard Investigation roll, but instead of searching a physical location, you are rifling through the situations that the object has been exposed to in the past, looking for glimpses of something significant. Psychometry assessments are more difficult than normal (Moderate or higher), so even with a high roll, you may only get one nugget of info or fact, and you may not receive any additional context to help you make sense of it.

For example, a knife used as a murder weapon might only give you fleeting images from the scene, not enough to make a positive ID on the killer; but you might see something like A Butterfly Necklace that you can tag later as a clue on a future roll.

Cost: 1

 

The Sight

Wizards and others have learned to open their third eye, perceiving the magical world in great detail. The downside here is that the often-phantasmagorical images are burned into their brains—never forgotten, always vivid.

Musts: You must have a character concept that shows either that you are a spellcaster or that you have received training of some kind to open your third eye.

Arcane Senses. Even with your third eye closed you have heightened arcane senses. You may use Lore as if it were an arcane Investigation skill as well as an arcane Alertness skill. You also gain +1D to Lore when using it in this fashion.

Wizard’s Touch. As another aspect of your arcane senses, when you touch another being who has some magic potential, the GM may ask you to roll Lore to catch just a hint of a “spark”—indicating their nature as something other than mundanely mortal. Even on a failed roll, you might experience some sort of sense that something is “off,” without being able to pin it down.

Opening the Third Eye. You may use the Sight to fully open your third eye, with all of the risks and rewards that come with it. See page 223 for details on how the Sight works.

Cost: 1

 

Soulgaze

Wizards (and a rare few others) have the ability to gaze upon another’s soul directly—but only the first time they make more than a moment of eye contact, and only if the one they gaze upon actually has a mortal soul. When it doesn’t happen, that in and of itself is an interesting piece of information!

Mechanics:

Soulgaze. You are subject to the uses and effects of Soulgaze as described on page 226.

Application of the Sight [+1]. If you have the Sight, above, you may take Soulgaze for free if you so choose. It’s not mandatory.

Cost: 1 or 0

 

Telekinesis

You can exert physical force with the power of your mind alone.

Mind over Matter: Whenever you would use your Brawling skill, you may use your Willpower skill instead. If you have a Strength Power you may apply its lifting, breaking, and grappling bonuses to your Willpower skill.

Telekinetic Reach. If an action would normally require you to touch something, you can do it from a zone away. If you use this effect to do something which requires good fine motor control, your Willpower restricts whatever skill you use.

Telekinetic Attacks. You may use your Willpower skill to hit people either unarmed or with objects. Attacks made with this effect include

Enhanced Telekinesis [1]. Your Telekinetic Reach extends to everything within your line of sight. In addition, unarmed attacks that you make with this Power are now Damage +2D and may be enhanced with any Natural Weaponry upgrade except for Summoned, Explosive, and Ranged.

Defensive Telekinesis [1]. You are protected by a shell of telekinetic power. You may use your Willpower skill to defend against physical attacks or to create physical barriers.

Self-Propelling Telekinesis [1]. (Requires Defensive Telekinesis) Your telekinesis is strong enough to let you carry yourself. This allows you to fly as though you had the Wings power, using Willpower instead of Reflexes or other skills to move around in the air.

Cost: 2