Veteran of the Psychic Wars
|Agility d4||Smarts d6||Spirit d4||Strength d4||Vigor d4|
0 XP (Novice)
Psionics (Smarts) d6
Power Points: 10/10
Host: Cych the Shade
Arcane Background (Psionics)
Brainburn: When a psionic character rolls a 1 on his Psionics die (regardless of his Wild Die), he is automatically Shaken. On a critical failure, the psi lets out a psychic scream that causes him to be Shaken along with all allies in a Large Burst Template who fail a Spirit roll. This can cause a wound.
|Power Points: 1–2||Range: Smarts x 2||Duration: 3 (1/round)|
Knowledge is power. Being able to judge the strength of a foe before engaging him in combat can be highly advantageous. The character makes an arcane skill roll opposed by the target’s Spirit. On a success, he gains a +1 bonus to Trait rolls to directly affect the target, and the target suffers a –1 penalty to Trait rolls to directly affect the caster. With a raise, the effect is increased to +2 and –2 for both. In addition, for 2 Power Points, a success allows the caster to learn of a single Immunity, Invulnerability, or Weakness of the target (if one exists), and a raise allows the knowledge of two.
|Power Points: 1||Range: Smarts x 2||Duration: Instant|
Trappings: Minor darkness (The target is blinded for the briefest instant. A character on Hold (or having the Joker and not acted yet) can make an Agility roll at –4 immediately after the power is used to act during the fleeting moment while the blindness is in effect. While blinded, the target suffers a –6 penalty to all vision-based trait rolls and has their Parry reduced to 2.)
Instilling confusion in enemies is a powerful aid in combat, and this power provides that ability. On a success, a target must make a Smarts roll at –2 or be Shaken, and on a raise, the roll is made at –4.
Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
|Power Points: 3||Range: Touch||Duration: 3 (1/round)|
Trappings: Major darkness (For beneficial powers, adding +1 Power Point to the cost causes the darkness to cling to the target and increases Stealth by one die type, two on a raise.)
Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however—to misdirect incoming melee and missile attacks from the user. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.