Psychic Merit updates

This is more for NPC reference than anything else. Borrowed from the other campaign:

Contents

I Knew You Were Going To Do That: ESP & You
I See Dead People: So You’re A Medium And Not A Large
Look Ma! No Hands!: Psychokinesis and Spoons
I’m Killing You With My MInd: Telepathy And The Art Of Seduction

ESP Merits

  • Astral Projection ••• – prerequisites: Clairvoyance
    • Astral Projection allows a clairvoyant to completely free his consciousness from his physical form and travel mentally to distant locations while leaving his body behind. The psychic must first enter a trance state (see “Entering a Trance,” p. 35). Then, the player makes a reflexive Stamina + Composure roll to determine how long the character can remain away from his body. Once separated, the psychic can instantly travel to any location he is capable of perceiving with a normal Clairvoyance roll (Wits + Composure; see p. 37).
    • Once at a desired location, a psychic can move around freely but is generally intangible and invisible. He can, however, be perceived through any appropriate psychic means (such as Aura Reading •••••). Other astral projectors or other beings existing in Twilight — an ephemeral state in the material world, such as a ghost’s — can perceive him normally. Returning to his body requires an instant action and a successful Wits + Composure roll, or the clairvoyant can return to his body reflexively with an exceptional success.
    • If the psychic’s physical body is tampered with while he is “gone,” he may sense the intrusion with a successful Intelligence + Composure roll. The psychic always feels actual pain inflicted on his physical body and may react accordingly. However, an astral projector’s physical body may be subjected to a killing blow if the body is left unprotected (see the World of Darkness Rulebook, p. 168).
    • If a psychic using Astral Projection uses the optional form of Clairvoyance that grants only one sense, he is able to use only that one sense while projected. A projector who has only clairaudience is at a severe disadvantage, as he arrives at a location and is functionally blind. Characters whose Clairvoyance grants only vision are slightly less handicapped, but are still effectively deaf. While astrally projecting, a psychic is free to use any other ESP or telepathic Merit he possesses. Thus, a “deaf” projector with Mind Reading can attempt to “ride the senses” of someone nearby, while one with Animal
      Empathy could do the same to a nearby animal.
    • Cost: 1 Willpower to project. None to navigate.
    • Dice Pool: Stamina + Composure (to determine the duration of the projection). Wits + Composure (to navigate astrally to the desired location)
    • Action: Extended to enter the trance state. Instant to release the astral form and navigate to the desired location.
    • Roll Results
    • Dramatic Failure: The psychic is rendered unable to use his Astral Projection power until he has rested for at least eight hours. A dramatic failure on a navigation roll means he is lost and has traveled to some unintended and possibly dangerous location.
    • Failure: The psychic fails to project, but can try again. A failure on the navigation roll means that the ESPer has missed his destination, but is close enough to try again.
    • Success: The psychic can maintain his astral form for up to 10 minutes per success. A success on the navigation roll means that he fi nds the location he was seeking.
    • Exceptional Success: The psychic maintains his astral form for the duration of his trance. An exceptional success on a navigation roll gives the psychic a +2 bonus on all Perception rolls while at the desired location, as well as a +1 bonus on any other psychic powers used astrally.
  • Clairvoyance •••
    • Effect: Your character can project her senses to another location. She sees, hears, smells, and otherwise experiences the other place as if she were there. This ability requires a point of Willpower to activate, successful meditation, and a Wits + Occult roll.
    • Suggested Modifiers: Has an object important to the place (1), never been there (–3), scrying for a person and not a place (–3), scrying for non-specific location (–4), spent significant time there (2), touching someone with a strong connection to the place (+1)
    • Drawback: When choosing this ability, determine how your character is able to scry. It may be through a crystal ball, through a drug-induced trance, with esoteric computer models, or any other method. She cannot scry without that tool or methodology.
    • Option [Crystal Gazer]: The clairvoyant can perceive only the target location while focusing on some type of only the target location while focusing on some type of special surface such as a mirror or crystal.
    • Option [Eyes of Another]: The psychic can view a scene only through the eyes of someone witnessing that scene. Thus, the clairvoyant cannot scry a location if no one is present there. The clairvoyant can get a +1 bonus if she is present there. The clairvoyant can get a +1 bonus if she can simply choose any person to view through, or she can get a +2 dice bonus if she is limited to only seeing through the eyes of a certain class of individuals. For example, the title character in The Eyes of Laura Mars had the power to observe murders taking place, but only through the eyes of the murderer and only in an uncontrolled manner. A character with those options gains +4 bonus on all Clairvoyance rolls — +2 for the Eyes of Another option and +2 for the Uncontrolled option (see below).
    • Option [One Sense Only]: The clairvoyant can perceive the target location with only one of his senses, most commonly vision or hearing (i.e., clairaudience).
    • Option [Trance Only]: The psychic can use his clairvoyant powers only while in a trance state (see p. 35). While the psychic is using his powers, he suffers the –5 penalty for Perception rolls inflicted by trances, instead of the normal –2 penalty. A psychic with this option gains a +2 dice bonus to activate this power.
    • Option [Uncontrolled]: A psychic whose powers are uncontrolled has visions only at times of the Storyteller’s choosing, although the psychic should generally have at least one vision per session. A common form of Uncontrolled Clairvoyance causes the ESPer to perceive only visions of nearby individuals who are in danger. Another form might be combined with the Eyes of Another option (see above) to cause the ESPer to involuntarily see “through the eyes” of another person, perhaps a serial killer who stalks prey. The psychic can attempt to force a vision, but doing so reduces the
      player to a chance die. The psychic’s player spends a Willpower point only on Clairvoyance rolls if a vision is forced.
  • Dream Travel • – ••••• – prerequisites: Astral Projection and Telepathy •••••
    • Dream Travel is a refinement of Astral Projection, combined with elements of telepathy. A dream traveler can cause her astral form to enter the mind of a sleeping person and interact with the sleeper during his dreams. The psychic must first astrally project using the normal rules for that Merit. She must then navigate astrally to the physical location of a sleeping person, although doing so may not require any roll if the sleeper is physically near the psychic’s body. Once the psychic locates her subject, she can enter the subject’s dreamscape and communicate with the sleeper as if the two were in the same physical location.
    • To the dream traveler, the dreamscape is exceptionally realistic, even more so than it is for the person who is actually having the dream. Anything encountered by the psychic in the dreamscape is “real” to her and potentially capable of causing her injury. Normally, this harm occurs only if the psychic enters a nightmare, the dream of a mortal who is a lucid dreamer able to defend himself against an intruder or if the traveler encounters someone else intruding in the same mind.
    • If a psychic is caught within another’s nightmare, the psychic may be subjected to an attack, depending on the nature of the nightmare and how the psychic responds to it. If the dreamer possesses the Lucid Dreamer Merit (p. 67), he may be able to initiate dream attacks at the expense of one Willpower point per attack. (Anyone with Dream Travel can initiate attacks in her own dreams without the expenditure of a Willpower point.)
    • Regardless of the form the dream attack takes, all attacks are represented by a Wits + Resolve + Dream Travel pool, from which the target’s Composure is subtracted. Even if the attack is the result of an ordinary person’s nightmare, the nightmare itself may attack the intruding psychic using
      the dreamer’s Wits + Resolve pool. Each success inflicts one point of “phantom damage” to the target.
    • Any phantom damage inflicted has no lingering effect once a psychic withdraws to her own body, unless the phantom damage is enough to kill her in a dream. In that case, the psychic’s physical body dies instantly, usually of a heart attack or cerebral hemorrhage. Attacks initiated by lucid dreamers or by other dream travelers customarily inflict bashing damage. A psychic with Dream Travel •••• or higher can inflict lethal damage. No form of dream attack
      can inflict aggravated damage.
    • While a psychic uses this Merit, she is subject to all the limitations of Astral Projection, including limited awareness of her body’s surroundings and vulnerability to a killing blow. The length of time a psychic can remain free of her body is determined by your initial Astral Projection roll. A dream
      traveler can remain within her subject’s subconscious only while a dream takes place, however. Generally, REM cycles last between five and 45 minutes, so any attempt to enter and manipulate a dream does not usually last beyond a scene.
    • If a dreamer wakes or dies, any dream travelers present are expelled back to their bodies. A psychic can make minor cosmetic changes to the dreamscape with an instant Wits + Resolve roll. At the Storyteller’s discretion, particularly vivid, evocative or just plain cool descriptions of how a psychic
      manipulates a dreamscape may translate into bonus dice.
    • Cost: 1 Willpower to project into another’s dream. None to initiate dream attacks. Characters with the Lucid Dreamer Merit can initiate attacks by spending one Willpower point, but only in their own dreams.
    • Dice Pool: Wits + Resolve to enter a sleeping person’s dream and to manipulate it. Prior to an entry effort, a psychic must successfully use Astral Projection in order to leave her body and travel to the target’s location; Astral Projection typically requires a character to enter a trance fi rst.
    • Action: Instant
    • Roll Results
    • Dramatic Failure: The psychic fails to enter the sleeper’s mind and cannot try again until the sleeper’s next REM cycle. In dream combat, the psychic inflicts one point of phantom damage on herself.
    • Failure:The psychic simply fails to enter the sleeper’s mind, or no damage is inflicted.
    • Success:The psychic successfully enters the sleeper’s mind. Each success in dream combat inflicts a point of damage.
    • Exceptional Success:The psychic enters the sleeper’s mind and gains a +1 bonus die to all other rolls for the duration of her stay.
  • Postcognition • – ••• – prerequisites: Precognition for the • version. None for the ••• version
    • Effect: Your psychic has the ability to see into the past. If the roll to activate this power is successful, you are allowed to ask a variable number of questions about a past event based on your successes. The effort suffers a dice penalty based on temporal proximity, and the Storyteller should
      always roll for the player who uses Postcognition, since the player may be able to deduce when something might have occurred by noting the penalty applied, even if the roll is unsuccessful. Each success on the roll allows the player to ask one question about the past event viewed.
    • Dice Modifier Proximity
    • 0 Within a day
    • –1 Within a week
    • –2 Within a month
    • –3 Within a year
    • –4 Within 5 years
    • –5 Within 10 years*
    • Each additional 10-year increment intensifies the dice penalty by –1.
    • The effort faces additional penalties if the character lacks any sort of sympathetic connection to the scene he wishes to view. If the psychic is present at the location where the past event took place, he suffers no penalty. If he is in the presence of a person who was present at the past event, the player suffers a –2 penalty. If the psychic is in possession of an object that was present at the scene of the past event, he suffers a –4 penalty. At the Storyteller’s discretion, these penalties might be reduced, depending on the situation. For example, if a psychic attempts to view a violent murder by handling the murder weapon, he might suffer only a –2 penalty, while touching the actual murderer could eliminate any penalty.
  • Precognition ••••
    • Effect: Precognition represents the power to predict the future. This power is perhaps the most difficult to incorporate into games, and the Storyteller should proceed cautiously. Precognition is also difficult for characters to use properly. While precognitive visions might give a psychic a clear vision of a
      future event, the future changes constantly based on people’s actions. Thus, when a psychic receives a completely “accurate” vision of the future, time remains in flux, and a seer can never be entirely sure whether his actions in response to the vision will prevent the it from coming to pass or ensure that it will do so. Even with an exceptional success, a character’s vision can still be distorted, blurry or possibly even wrapped in symbolism, particularly in the case of dream precognition or precognition though a focus. Characters must generally use the Occult Skill to interpret what they perceive. Psychics who possess the Precognition Merit are sometimes called “precogs.” Those who require foci such as cards or tea leaves are sometimes referred to as “seers” or (often disparagingly) “fortune-tellers.”
    • A precog can never predict the immediate future (i.e., what will happen next within the current scene). That is more the purview of the Danger Sense Merit (see the World of Darkness Rulebook, p. 108). A roll to see the future suffers a penalty based on temporal proximity, and the Storyteller should always roll for a character who uses Precognition, since the player may be able to deduce when something might occur from noting the penalty applied, even if the roll is unsuccessful. Each success on the roll allows the player to ask one question about the future event.
    • Dice Modifier Proximity
    • 0 Within a day
    • –1 Within a week
    • –2 Within a month
    • –3 Within a year
    • –4 Within 5 years
    • –5 Within 10 years
    • Each additional 10-year increment intensifies the dice penalty by –1.
    • Cost:1 Willpower
    • Dice Pool:Wits + Occult
    • Action: Instant
    • Roll Results
    • Dramatic Failure:The seer has a wildly false or misleading vision. Since the Storyteller makes the roll on the player’s behalf, allow him to ask an arbitrary number of questions, say one to three, and invent erroneous or misleading information about the scene observed.
    • Failure: Failure indicates that the precog fails to produce a vision.
    • Success:The character has a precognitive vision. The player may ask one question about the vision per success. No more than one successful vision about a specific scene may be had every 24 hours.
    • Exceptional Success:Additional successes are their own reward. The Storyteller may point out significant details about which the player does not think to ask.
    • Option [Precognitive Dreams]:The psychic’s visions come to him in the form of dreams. Thus, he can trigger visions only after entering a trance state (see p. 35).
    • Option [Required Foci]: The psychic requires some form of divination tool in order to predict the future. Common types of divinatory tools are listed in the “Tools of the Fortune-Teller” sidebar. The psychic can attempt to force a vision without using such tools, but doing so reduces the effort to a chance die.
    • Option [Touch Precognition]:The psychic can predict the future of other people only while physically touching them. The psychic can predict a person’s future with some object close to that person if the seer also has the Psychometry Merit. Otherwise, the psychic can only try to force a vision, which
      reduces the effort to a chance die. All attempts by a psychic to predict his own future are reduced to a chance die.
    • Option [Uncontrolled Precognition]: A psychic whose powers are uncontrolled has precognitive visions only at times of the Storyteller’s choosing, although the psychic should generally have at least one vision per session.
  • Psychometry •••
    • Effect: Psychometry is the psychic ability to read impressions left on physical objects. Your character can feel the emotional resonance left on an item or can perceive important events tied to a location with this ability. The ability automatically hones in on the most emotionally intense moment tied to the item.
    • Spend a Willpower point to activate Psychometry. The successes scored on a Wits + Occult roll determine the clarity of the visions. For each success, you may ask a single yes/no question of the Storyteller, or one of the following questions. For questions pertaining to specific characters, if your
      character hasn’t met the persons in question, the Storyteller may simply describe them.
      • What’s the strongest emotion here?
      • Who remembers this moment the most?
      • Am I missing something in this scene?
      • Where was this object during the event?
      • What breaking point caused the event?
    • Suggested Modifiers: Character has read impressions from this item before (–2), important event happened more than one day ago (–1), more than one week ago (–2), more than one month ago (–3), more than one year ago (–5), item was used in a violent crime (2), item is only vaguely tied to
      the event (–2), spirits pertaining to the event are nearby (
      3)
    • Drawback: Once per chapter, the Storyteller can force a Psychometry vision any time an important place is visited or an important item is touched. This doesn’t require a roll or Willpower point to activate. The Storyteller can give any information pertaining to the event in question. The Storyteller can also impose one Condition relevant to the event.

Mediumist Merits

  • Medium ••• – prerequisites: Empathy ••
    • Effect: Your character hears the words and moans of the dead. If she takes the time to parse their words, she can interact with them verbally.
    • Your character has more than just a knack for knowing when ephemeral beings are lurking nearby — she can reach out and make contact with them. By conducting a ritual, meditating, or otherwise preparing to commune with the unseen and succeeding at a Wits + Occult roll, she temporarily increases
      the relevant Condition one step along the progression from nothing to Anchor, Resonance or Infrastructure, to Open, and finally to Controlled (see p. 223 for more on Conditions as they relate to spirits). The effect lasts until she spends a Willpower point, but if an Influence has been used to progress
      the Condition further, doing so only reduces it by one step.
    • Drawback: Speaking with ghosts can be a blessing, but your character cannot turn the sense off, any more than she can turn off her hearing. The character hears the words of the dead any time they’re present. Once per game session, usually in a time of extreme stress, the Storyteller may deliver
      a disturbing message to your character from the other side. You must succeed in a Resolve + Composure roll or gain the Shaken or Spooked Condition.

Psychokinetic Merits

  • Biokinesis • – •••••
    • Effect: Your character has the ability to psychically alter her biological material. By spending a Willpower point and concentrating for a full minute, she can shift her Physical Attributes. She can shift one dot per dot in this Merit. This shift lasts for one hour. This cannot raise an Attribute higher than five dots.
    • In addition, the character heals quickly. Halve all healing times.
  • Plant Empathy • – prerequisites: Biokinesis •+
    • Effect: Plant Empathy makes a psychic a natural “green thumb,” giving him almost supernatural talent at cultivating plants. There is no roll associated with this power. Instead, the power gives the psychic a bonus to any dice pools pertaining to the cultivation of plant life (most commonly Intelligence + Crafts) equal to the number of dots he has in the Biokinesis Merit. Additionally, the growth rate of plants under the psychic’s care is multiplied by [1 + the psychic’s Biokinesis Merit dots]. Thus, a plant empath with Biokinesis ••• can cause plants to grow at four times their normal rate.
  • Psychic Healing ••• or ••••• – prerequisites: Biokinesis ••• (to heal oneself) or Biokinesis ••••• (to heal another)
    • By building on the psychic’s underlying facility with Biokinesis, a psychic can now heal herself and others. The three-dot version of this Merit allows the character to accelerate her own healing, cutting all times in half. This power is cumulative with the Quick Healer Merit, so a character with both heals all injuries in 1/4 the normal time. With the five-dot version, the healer can extend this power to others. Thus, a patient heals all injuries in 1/2 the normal time or 1/4 the normal time if he has the Quick Healer Merit. Using either version of this power requires a player to roll Stamina + Resolve. If a character attempts to heal someone who resists or who rejects the existence of psychic phenomena, the subject can resist with Composure + Supernatural Advantage as a reflexive action in a contested roll.
    • The healer can also use her gifts to facilitate recovery from disease, poison or drugs. A psychic with the three dot version of this Merit gains the benefits of having an Improved Immune System (see p. 46). With the five-dot version, she confers the benefits of an Improved Immune System to another.
    • A point of Willpower must be spent for a psychic to activate either version of this power. The duration is [the psychic’s Biokinesis dots x 12] hours per application. Using this power on another requires the healer to touch the patient. Although healing someone fully with Psychic Healing may require multiple applications of this power, even one application is considered providing medical attention and thus prevents a dying patient from expiring while the Merit’s effects last. Repeated applications of this power might be necessary to recover from serious diseases, but one application is usually enough to cure someone subjected to drugs or poison. This power does not heal or cure supernatural diseases, drug addictions or other otherworldly effects.
    • Cost: 1 Willpower
    • Dice Pool: Stamina + Resolve (versus Composure + Supernatural Advantage if the subject resists healing)
    • Action: Instant (willing) or contested (unwilling)
    • Roll Results
    • Dramatic Failure: The psychic suffers one point of lethal damage due to painful feedback. Alternately, the subject of the attempt might take additional damage or simply develop a strong antipathy toward the healer.
    • Failure: The psychic fails to heal the subject.
    • Success: The subject’s healing rate is doubled for [the psychic’s Biokinesis rating x 12] hours. If Psychic Healing is used to cure poison, drugs or illness, either the character or the subject gains the benefits of an Improved Immunity System for [the psychic’s Biokinesis dots x 12] hours.
    • Exceptional Success: The psychic’s Biokinesis is treated as if one dot higher for purposes of determining the duration of the healing.
    • Option [Empathic Healing]:The psychic cannot cure the effects of poison, drugs or illness on others, although he can still cure them within himself. When healing another of physical injuries, the psychic feels the pain suffered by his patient. When the power is activated, the psychic suffers one point of “phantom” bashing damage for every point of bashing damage the patient currently has. Phantom bashing damage heals at a rate of one point per turn. Each point of lethal damage the patient has inflicts one point of bashing damage on the psychic, which heals at the normal rate. Each point of aggravated damage to be healed inflicts one point of lethal damage on the psychic, which heals at the normal rate. This damage is inflicted on the healer
      every time he initiates a healing attempt on anyone other than himself. On the positive side, a healer with this option gains a +2 bonus on all healing attempts, and his Biokinesis is considered to be one dot higher for purposes of determining the duration of the improved healing rate.
    • Option [Faith Healer]:The psychic’s healing powers are irrevocably tied to her religious faith and she considers her healing powers to be a gift from God, which unbelievers are unworthy to experience. Any attempt to cure or heal someone whom the psychic considers to be immoral or who clearly does not share the psychic’s faith suffers a –2 penalty. Also, if the psychic fails to maintain a Morality of 7 or higher, she suffers an additional penalty equal to [7 – new Morality] on her healing attempts. Thus, a faith healer whose Morality is reduced to 5 suffers a –2 penalty on all healing rolls. When the healer attempts to cures someone who does share her faith, however, the healer gains a +1 bonus, and she gets a +1 bonus on all healing rolls for each point by which her Morality exceeds 7.
    • Option [New Age Healing]: The psychic must channel her biokinetic energy through some type of focusing mechanism, most commonly a crystal or perhaps herbal remedies or even magnets. Psychics who adhere to New Age religions typically believe that the actual healing power comes from whatever focus is used, instead of from the psychic. Whether such paraphernalia is actually necessary or merely a crutch cannot truly be determined. Regardless, the healer cannot use her power without entering a trance state while meditating on a crystal or using some other type of New Age trapping. Healers with this option gain a +2 bonus on all healing attempts.
  • Psychic Vampirism •••• or ••••• – prerequisites: Biokinesis •••• for four dot version. Biokinesis ••••• for five dot version
    • The inverse of Psychic Healing, Psychic Vampirism allows a psychic to take life as well as restore it, draining orgone energy from victims to replenish one’s own Willpower. There are two versions of this Merit, both of which require physical contact with the victim. (See “Touching an Opponent,” the World of Darkness Rulebook, p. 157.) The four-dot version allows a psychic to drain a target of temporary Willpower points. The Willpower is lost. With the five-dot version, the psychic regains one point of Willpower for every two points of Willpower stolen. The psychic cannot gain more Willpower points than he has permanent Willpower dots.
    • Both versions of this power automatically fail when used against mages, werewolves or vampires. Storytellers should be cautious that players of characters with the fi vedot version do not rely on it to regain Willpower to the exclusion of their own Morality.
    • Dice Pool: Wits + Resolve (— the target’s Resolve). The psychic vampire must also successfully touch a victim.
    • Cost: None
    • Action: Instant
    • Roll Results
    • Dramatic Failure: The psychic fails to steal any Willpower points and actually loses one Willpower point instead.
    • Failure: The psychic’s attempt fails.
    • Success: The psychic drains the victim of one temporary Willpower per success.
    • Exceptional Success: Additional successes are their own reward.
  • Psychokinesis •••or •••••
    • Effect:Your character has a psychic ability to manipulate the forces of the universe. Every type of Psychokinetic is different. For example, your character might have Pyrokinesis, Cryokinesis, or Electrokinesis, the control of fire, cold, or electricity respectively. This is not an exhaustive list. She can intensify, shape, and douse her particular area of ability. With the three-dot version, some of the given force must be present for her to manipulate. With the five-dot version, she can manifest it from nothingness.
    • Spend a point of Willpower to activate Psychokinesis and roll Resolve + Occult. Each success allows a degree of manipulation: choose one of the following options below. If you intend to cause harm with the roll, subtract the victim’s Resolve from the Resolve + Occult roll. If characters should
      be harmed without a direct attack — if they run through a patch of flame for example — the three-dot version of the Merit causes one lethal damage and the five-dot version causes two. The Storyteller may rule that larger manifestations cause more, if the situation calls for it.
      • Increase or decrease the Size of the manifestation by one.
      • Move the manifestation a number of yards equal to your character’s Willpower dots times 2.
      • Shape the force into a specific form. This may require an Intelligence + Crafts roll to form into a detailed or intricate shape.
      • Attack a victim with the force. Allocate any number of the rolled successes to cause harm. With the three-dot Merit, Psychokinesis is a weapon causing 1L damage. Psychokinesis is considered a 2L weapon with the five dot version.
      • Use the force creatively. This is up to the situation and the force in question. For example, an Electrokinetic may use her ability to power an electronic device briefly or jump start a stalled automobile.
      • Manifest her force. This only works with the five-dot version. It manifests a Size 1 patch of the force. It may spread or be enlarged with further successes.
    • Drawback: Whenever your character depletes her last Willpower point, the Storyteller can call on her abilities to manifest spontaneously. Resist this with a Resolve + Composure roll, with a –2 penalty if her chosen force is prominently featured nearby. For example, the penalty applies if a Pyrokinetic is locked in a factory with a hot forge. This tends to happen during wildly inconvenient moments and in ways that tend to cause more trouble than they solve. With these wild manifestations, use of Psychokinesis does not cost Willpower.
  • Telekinesis • – •••••
    • Effect: Your character has a psychic ability to manipulate the physical world with her mind. This means lifting, pushing, and pulling objects. Fine manipulation is beyond the scope of Telekinesis. By spending a Willpower point, she can activate Telekinesis for the scene. Her dots in this Merit determine her mind’s effective Strength for the purpose of lifting and otherwise influencing her environment.
    • A telekinetic can use her abilities to cause harm by lashing out at threats. Each “attack” costs a point of Willpower. The dice pool to attack is Telekinesis + Occult, penalized by the opponent’s Stamina. The attack causes bashing damage. Alternatively, it can be used to grapple, with the Merit dots
      representing the Strength score of the psychic. Any overpowering maneuvers require additional Willpower points.
    • Drawback: Any time your character suffers injury or intense stimuli, the Storyteller may call for a Resolve + Composure roll to resist activating Telekinesis at an inopportune time. If the Storyteller calls for this roll and it fails, the character activates Telekinesis in a quick, impressive display of the power. That use of Telekinesis is free. The player can choose to automatically fail the Resolve + Composure roll and take a Beat.
    • Option [Emotional Telekinesis]: Whenever the telekinetic is in the grip of strong emotion, Resolve + Composure is rolled with a dice penalty equal to the level of the emotion as described by the Emotional Response table on p. 60 of Second Sight. If the roll is unsuccessful, the telekinetic’s powers function randomly, flinging small objects around the room in what onlookers might mistakenly ascribe to the actions of a poltergeist. A dramatic failure means this activity might fl are up at random intervals over the next several days. Such “poltergeist activity” does not require the expenditure of a
      Willpower point. If a telekinetic has this option, he gains +1 on all deliberate uses of telekinesis.
    • Option [Limited Telekinesis]: The telekinetic can manipulate only certain types of objects. At the Storyteller’s discretion, such limitations might include objects of Size 3 or less, only “soft” objects such as cloth or cardboard and nothing harder, only living material, or only earth. Depending on just
      how limited this telekinesis is, the Storyteller might permit the dice bonus accompanying the option to be +1, +2 or even +3.
  • Thermokinesis • – ••••• – prerequisites: A character’s dots in this merit cannot exceed the lesser of their Resolve or Stamina
    • Effect: Thermokinesis permits a psychic to increase ambient temperature. The player must first spend one point of Willpower to activate the power and then roll Intelligence + Resolve. The effectiveness of the thermokinetic’s power is based on her dots in this Merit, with each success increasing the temperature according to the chart below.
    • Merit Rating Temperature Ranges
    • • 2 degrees per success
    • •• 5 degrees per success
    • ••• 10 degrees per success
    • •••• 15 degrees per success
    • ••••• 25 degrees per success
    • When Thermokinesis is used to attack a moving target, treat the power as a ranged attack. Defense does not apply, and the temperature shift bypasses armor unless it has some type of thermal protection aspect or is a supernatural armor capable of protecting against heat. The attack also ignores cover, since the character can potentially lower temperatures over an area big enough to encompass even someone behind full cover. Thermokinesis affects the temperature of everything within the affected area, so living targets caught in the hot spot suffer an increase in body temperature commensurate with successes rolled.
    • Short range is equal to a psychic’s Intelligence + Wits + Thermokinesis dots in yards. Medium range is twice that distance, and inflicts a –2 penalty on the psychic’s dice pool. Long range is twice medium range, and inflicts a –4 penalty on the psychic’s dice pool. The Size of the area affected is subtracted from the cryokinetic’s pool. Thus, an attempt to heat a human-sized target suffers a –5 penalty. However, if the psychic can touch the object to be heated, a +2 bonus to the roll is gained.
    • Once the psychic has successfully raised the temperature in a given location, he can do one of three things: (1) maintain the increased temperature as long as he concentrates, (2) release his concentration and let the temperature equalize normally or (3) use his Thermokinesis powers again to raise the temperature even further. Thus, with time and a prodigious amount of Willpower, a thermokinetic can raise ambient temperature to incredibly high levels, although the absolute highest temperature that any thermokinetic can achieve is roughly 2000 degrees Fahrenheit.
    • Thermokinesis is especially deadly against humans, as a normal mortal caught within the area of effect is physically heated up as if caught in a giant microwave. Normal human body temperature is 98.6 degrees Fahrenheit. When Thermokinesis is used, a victim suffers a –1 penalty to Dexterity, Strength and Wits (and consequently, a –1 penalty to Initiative and possibly Defense, and a –2 penalty to Speed) for every five degrees of temperature increase for the duration of the thermokinetic effect. If any of the victim’s Dexterity, Strength or Wits is reduced to zero by a thermokinetic attack, the victim is immobilized due to heat prostration. If a victim’s body temperature is increased by 15 degrees or more, he suffers a point of lethal damage per
      turn spent subjected to the thermokinetic attack.
    • At temperatures of 200+, all living things suffer one point of aggravated damage per turn. Most paper and cloth combusts at just over 400 degrees, and wood catches fire and lead begins to melt at around 600 degrees. Surprisingly, vampires and other undead creatures are immune to ambient
      temperatures below 1500 degrees. However, in most cases, an undead creature’s clothing ignites somewhere between 350 and 500 degrees, inflicting aggravated damage as normal.
    • Once a psychic ceases to focus her attention on a specific location, the site’s temperature equalizes normally. In the case of extreme temperature changes in excess of a 400-degree difference from the surrounding area, “equalize normally” may mean an explosive reaction, inflicting two dice of bashing damage on everyone within a radius equal to the Size of the area initially affected x 5 in yards. The explosion also causes knockdown (see the World of Darkness Rulebook, p. 168). If the temperature shift is less than 400 degrees, the affected area returns to normal temperature at a rate of 10 degrees per minute.
    • Thermokinetics also have an improved resistance to environmental temperature extremes. A psychic with this power is automatically immune to natural temperature extremes ranging from zero to 100 degrees, plus an additional temperature range equal to plus or minus [Merit dots x20] degrees. A
      thermokinetic is immune to high-temperature attacks unless the attacker’s Thermokinesis dots exceed his own.
    • Cost: 1 Willpower per roll to affect temperature. None to resist temperature.
    • Dice Pool: Intelligence + Resolve (– Size of the area to be affected) to increase temperature. No roll to resist temperature extremes.
    • Action:Instant
    • Roll Results
    • Dramatic Failure: The psychic fails to affect ambient temperature and suffers one point of bashing damage as his own internal body temperature goes haywire.
    • Failure: The psychic fails to affect the ambient temperature.
    • Success: Each success raises the ambient temperature as described above.
    • Exceptional Success: Additional successes are their own reward.
    • Option [Emotional Thermokinesis]: Whenever the thermokinetic is in the grip of strong emotion, Resolve + Composure is rolled with a dice penalty equal to the level of the emotion as described by the Emotional Response table on p. 60. If the roll is unsuccessful, the thermokinetic’s powers function uncontrollably, raising ambient temperature in random ways. A dramatic failure means this activity flares up at wild intervals over the next several days whenever the psychic becomes agitated, possibly causing small fires. With powerful Thermokinesis, catastrophic effects may occur. These random phenomena do not require the expenditure of a Willpower point.

Telepathic Merits

  • Animal Empathy •• or ••••
    • Effect: Although Animal Empathy is sometimes considered a rare gift, some parapsychologists speculate that it is more common than it appears, since the average observer cannot readily distinguish between a psychic with the innate ability to communicate with non-sentient creatures and an ordinary “horse whisperer” who is simply “good with animals.” Regardless, this Merit combines a wide number of psychic effects, including Mind Reading, Thought Projection and Emotion Control under a single power, albeit one which can affect only animals. The two-dot version allows a psychic to affect a single species of animal such as dogs, cats or rats. The four-dot version permits a psychic to affect any type of animal. Either version can allow a psychic to
      affect multiple animals at once, although the power usually inflicts a dice penalty on a roll. Also, a psychic attempting to control large numbers of animals at one time must give the same instructions to all of them, and cannot send different animals off on individual missions without a separate roll for each of them. There is also a separate Merit called Animal Rapport that creates a permanent psychic link with a single animal. No version of this power can affect truly sentient animals or other beings that have transformed into animals.
    • Cost: None if the psychic has time to interact with the animal and achieve some kind of rapport. If the psychic has never seen the animal before or it is currently hostile, one Willpower point must be spent to instantly seize control of the animal. One point of Willpower must be spent to control multiple animals simultaneously.
    • Action: Instant or contested
    • Dice Pool: Wits + Animal Ken to communicate. Manipulation + Animal Ken (versus animal’s Resolve rolled reflexively) to control.
    • Roll Results
    • Dramatic Failure: The character triggers psychic feedback in the animal, making it immediately hostile. Further attempts to use Animal Empathy against the animal fail automatically for the remainder of the scene.
    • Failure: The character fails to influence the animal in any way.
    • Success: The psychic can intuitively understand the animal’s mood and thought processes. Although true communication is not yet possible, the psychic can intuit crude impressions such as “I’m hungry,” “I want to play” or “That man beats me.” With Manipulation, the psychic can command the animal to follow simple instructions such as “Heel,” “Fetch” or “Tear him apart!” Animals that were previously hostile become docile, and trained guard dogs let an intruder walk right by.
    • Exceptional Success: The psychic can freely communicate with the animal, almost to the point of sharing its senses. The psychic can also give relatively complex instructions and expect them to be obeyed, such as “Go fetch Timmy! He’s in town at the movie theater, in the third row!”
    • Dice Modifiers
    • Modifier Situation
    • +1 The psychic has previously used this power successfully on the same animal(s).
    • 0 The animal is a mammal or bird.
    • –1 The animal is a common fish or a group of up to three mammals.
    • –3 The animal is a single insect, a school/swarm of up to 25 fish or vermin or a group of up to 10 larger mammals.
    • -5 The animal is a swarm of insects with a hive mentality, or a collective group of up to 100 small creatures or up to 25 larger mammals.
  • Animal Possession •••• – prerequisites: Animal Empathy •• or ••••
    • Effect: Animal Possession builds on the power of Animal Empathy to actually allow a psychic to possess a particular animal, totally controlling its body and perceiving through all of its senses. The psychic’s own body is completely inert and helpless while this power is in effect, and she cannot perceive anything about her body’s surroundings unless the possessed animal is nearby. If the character’s body is damaged, though, she knows it and can reflexively end the possession after taking any damage, although she may be subject to a killing blow (see the World of Darkness Rulebook, p. 168)
      in the duration of the possession. If the character’s physical body is killed while possessing an animal, her mind dies as well. If the animal is killed during the possession, the psychic’s mind is immediately sent back to her body.
    • This power requires the animal to be possessed to have at least the intelligence of a small rodent or fish. Simpler creatures such as insects cannot be possessed. Possession lasts for one scene, but can be extended at the cost of one Willpower point per scene. Under no circumstances can the time of possession last beyond a number of hours equal to the lesser of the psychic’s Stamina or Resolve. This power cannot be used against sentient creatures, including mages, vampires or werewolves who have simply assumed the forms of animals. The psychic can never possess more than one animal at a time. The psychic also cannot possess an animal smaller than a mouse. Animals larger than Size 5 confer a penalty on the roll.
    • Cost: 1 Willpower
    • Dice Pool: Presence + Animal Ken versus animal’s Resolve; resistance is reflexive
    • Action: Contested
      Roll Results
    • Dramatic Failure: The character triggers psychic feedback in the animal, making it immediately hostile. Further attempts to use Animal Possession against the animal fail automatically for the remainder of the scene.
    • Failure: The character fails to possess the animal.
    • Success: The psychic projects his own consciousness into the animal, totally controlling its body and replacing its Mental (but not Social) Attributes with his own. The psychic cannot use any other psychic powers while possessing the animal, although he can end the possession at any time. The animal’s Physical Traits prevail.
    • Exceptional Success: The psychic can maintain the possession for up to the lesser of his Stamina or Resolve in hours without paying any additional Willpower
    • Dice Modifiers
    • Modifier Situation
    • +1 The psychic has previously used the Animal Possession power on the animal to be possessed.
    • — The animal is a mammal or bird.
    • –1 Per point of the animal’s Size in excess of 5.
    • –2 The animal is a reptile or sophisticated aquatic life form such as a dolphin or shark.
    • –4 The animal is a fish.
  • Animal Rapport (variable) – prerequisites: Animal Ken ••+
    • Effect: This Merit acts as a version of Animal Empathy. The character has an innate mental bond with a single animal. The character can communicate with the creature, understanding its barks or hisses as speech and allowing the animal to comprehend the character’s normal language. The
      character must speak to the animal to communicate with it, but the expenditure of one Willpower point allows the character to communicate non-verbally with his pet. The cost of this Merit is determined by the Size of the animal, based on the chart below.
    • Merit Dots Size of Animal
    • 3 Size 3 or smaller
    • 4 Size 4 to Size 5
    • 5 Size 6 to Size 10
    • No roll is ever required for verbal communication, but the character does not have the capacity to control the creature outright. If he wishes it to do something that the animal might consider dangerous, you must win a contested roll against the animal, which, while generally loyal, does not normally commit suicide on its master’s behalf. Resolve or Composure is rolled reflexively for the animal, while Manipulation or Presence + an appropriate Skill is rolled for the character.
    • The animal with which the character has a bond is a normal example of its species, but a side effect of the rapport permanently increases the animal’s Intelligence by one. If the character seriously mistreats his pet, it is capable of turning, at the Storyteller’s discretion. The character must be within
      line of sight to communicate freely with the animal, but if the animal can hear the character even at great distance (such as Timmy yelling from down a well a half-mile away), the animal likely travels as quickly as it can to its master’s location.
    • If the animal is ever lost or killed, experience spent or dots assigned to this Merit may be lost or reassigned at the Storyteller’s discretion. The character may even forge a bond with another such amazing animal, assuming one can be found.
  • Aura Reading •••
    • Effect: Your character has the psychic ability to perceive auras; the ephemeral halos of energy that surround all living things. This allows her to perceive a subject’s emotional state, and potentially any supernatural nature. The colors of an aura show a person’s general disposition, and the ebbs, flows, tone, and other oddities reveal other influences. Note that your character may not know what she’s looking at when seeing something odd in an aura. For example, she may not know that a pale aura means she’s seeing a vampire, unless she’s confirmed other vampiric auras in the past.
    • To activate Aura Reading, spend a point of Willpower and roll Wits + Empathy – the subject’s Composure. Perceiving an aura takes an uninterrupted moment of staring, which could look suspicious even to the unaware. For every success, ask the subject’s player one of the following questions. Alternatively, take +1 on Social rolls against the character during the same scene, due to the understanding of their emotional state.
      • What’s your character’s most prominent emotion?
      • Is your character telling the truth?
      • What is your character’s attention most focused on right now?
      • Is your character going to attack?
      • What emotion is your character trying most to hide?
      • Is your character supernatural or otherwise not human?
    • Determine how your character perceives auras. Maybe she sees different hues as different emotions. Perhaps she hears whispers in the back of her mind, reflecting subtle truths in her subject.
    • Drawback: Because of your character’s sensitivity to the supernatural, she sometimes appears to know “a little too much.” No more than once per chapter, when first meeting a supernatural creature the Storyteller can roll Wits + Occult for the creature, penalized by your character’s Composure. If successful, they get a strange feeling that your character is aware of their nature. They’re not forced to behave in any particular way, but it could cause
      complications.
  • Mental Blast ••• – prerequisites: Telepathy •••••
    • Effect: An extremely rare and dangerous power, Mental Blast allows a telepath to damage the mind of another being by force of will. The psychic uses Telepathy with such force and intensity that it overwhelms the victim’s brain, potentially causing a stroke or cerebral hemorrhage. Each success achieved on the attack inflicts one point of bashing damage on the target in the form of a blistering migraine. A sustained attack may have lethal results. Fatalities inflicted with Mental Blast generally appear to be strokes or similar maladies, but in some cases the power quite literally causes a victim’s head to explode. Once this power is initiated, the psychic can maintain the assault, the player rolling again every turn so long as the attacker
      can maintain concentration. While concentrating on the target, the psychic loses his Defense and can take no action other than maintaining the assault and moving up to Speed in a turn. If the psychic’s concentration is broken, another Willpower must be spent to initiate a new Mental Blast.
    • Cost: 1 Willpower on the first turn of a Mental Blast. The psychic can continue to inflict damage as long as he can maintain concentration on his target.
    • Dice Pool: Presence + Intimidation – subject’s Stamina
    • Action: Instant
    • Roll Results
    • Dramatic Failure: The character suffers one point of bashing damage from psychic feedback and is unable to use the power for the remainder of the scene.
    • Failure: The character fails to inflict any damage.
    • Success: The character inflicts damage as noted above.
    • Exceptional Success: Additional successes are their own reward. Also, the target must roll her Stamina to avoid knockout (see the World of Darkness Rulebook, p. 168.)
  • Mind Breaker ••• – prerequisites: Telepathy •••••
    • Effect: Mind Breaker does not inflict any damage on a victim. Instead, it inflicts either a temporary or permanent derangement. Generally, the user simply inflicts madness, with the precise form of ailment is determined by the Storyteller. If the psychic has specialized training as reflected by Science
      ••• or higher with a Specialty in Psychology or some similar field, the Storyteller may permit her to deliberately tailor the victim’s madness. Derangements gained through use of this power cannot be removed by raising one’s Morality trait.
    • Cost: 1 Willpower
    • Dice Pool: Presence + Empathy versus the subject’s Resolve + Supernatural Advantage. Intelligence + Science may be rolled instead for characters with specialized training in psychology or something similar, with a successful roll permitting a telepath to tailor the derangement to his desire.
    • Action:Contested
    • Roll Results
    • Dramatic Failure: The character suffers one Storyteller-chosen derangement for the remainder of the scene.
    • Failure: The character fails to inflict madness on his target.
    • Success:The character gets more successes than the target, who suffers one mild derangement for the remainder of the scene.
    • Exceptional Success:The character gets at least five successes and exceeds those of the target. If the psychic wishes, the derangement inflicted may be severe instead of mild. Alternatively, the target can be subjected to a permanent mild derangement that can be removed through only roleplaying.
  • Mind Control ••• – prerequisites: Telepathy •••••
    • One of the most insidious manifestations of psychic power, Mind Control permits a telepath to project his mind to overcome a subject’s will and render the subject open to suggestion. Unless the character also has Telepathy or some similar advantage, he must verbally tell his subject what he wants her to do, effectively making this power a form of paranormal hypnosis. Combined with Telepathy, the psychic can make anyone a puppet, silently seizing a victim’s will from across a room and making her his slave. If he has both Telepathy and Clairvoyance, he can command the mind of someone
      from across a city like a modern-day Svengali.
    • Commands that force a subject to violate deeply held beliefs, to act against Virtues, or to harm loved ones impose a penalty to the roll made for the psychic. Mind Control is effective only against ordinary people and other psychics. A Mind Control attempt automatically fails against anyone
      who is the subject of a supernatural template (such as mages, vampires and werewolves). However, ghouls, wolf-blooded and similar beings may be affected, although they may gain bonus dice to resist in some circumstances (such as when a ghoul is mentally controlled to betray his undead master).
    • The benefits of the Striking Looks Merit (see the World of Darkness Rulebook, p. 117) apply to Mind Control attempts, and psychics with the Hypnotic Voice Merit (see p. 66) gain a +2 bonus on all uses of this power. The psychic must concentrate fully on his subject while conveying his instructions, suffering all the normal penalties for concentration. How long this effort takes depends on the complexity of the instructions, and may last for several turns. Once the command is issued, the psychic does not need to continue concentrating. The telepath’s command must be something that can be completed within the scene or the attempt fails, unless the telepath achieves an exceptional success.
    • Cost:1 Willpower
      Dice Pool:Manipulation + Persuasion versus subject’s Resolve (resistance is reflexive)
      Action: Contested; requires concentration while instructions are conveyed
      Roll Results
    • Dramatic Failure: The character triggers psychic feedback in the target, making him instinctively withdraw or distrust her. The target is also rendered immune to further Mind Control attempts by the psychic for the next day.
    • Failure: The target ignores the character’s command.
    • Success: The target obeys the character’s command, provided that the order can be fulfilled within one scene.
    • Exceptional Success: The player gets five or more successes and they exceed those of the target. There is no time limit on how long the command can take to be executed.
    • Dice Modifiers
    • Modifier Situation
    • +1 The psychic has successfully used Mind Control on the subject within the last week.
    • –1 The command forces the subject to act against a loved one or to violate deeply held personal beliefs.
    • –2 The command forces the subject to harm a loved one or to act against a Virtue.
    • –4 The command forces the subject to kill a loved one or perform an action that might cause her to lose Morality.
    • –5 The command is clearly suicidal.
  • Psychic Empathy •••• or ••••• – prerequisites: Aura Reading and Telepathy •••
    • Effect: Psychic Empathy builds on the underlying power of Aura Reading, as the telepath moves from merely perceiving the emotional aura of a target to actively manipulating it and thereby affecting the subject’s mood. In order to use Psychic Empathy, a character must first successfully use Aura Reading
      on a target. Once the character can clearly see the target’s aura, he can psychically “adjust the colors,” affecting her mood. The four-dot version is only capable of short-term manipulations, while the five-dot version can hardwire a victim to feel a particular emotional response for extended periods.
      **The intensity of any particular emotional state is determined by the chart below.
    • Emotional Response
    • 0 No discernible signs of the emotional state.
    • –1 Noticeable signs of the emotional state.
    • –2 Obvious signs of the emotional state. A Resolve + Composure roll for the subject must succeed to avoid acting on the emotion in minor ways (snide comments toward some- one he dislikes, flirting with the person for whom he now feels sexual attraction) every time he has an opportunity to do so.
    • –3 Unambiguous signs of the emotional state. As with the previous entry, except that the target must get at least as many successes on the
      Resolve + Composure as the empath does on the Psychic Empathy roll to avoid acting out on the emotion in a very obvious way (picking a fight with a person he now hates, acting in a subservient manner toward a person he now loves).
    • –4 Overwhelming signs of the emotional state. The emotional state approaches or even exceeds the level of a derangement (homicidal rage, suicidal depression, obsessive stalking). A Willpower point must be spent for the subject to even attempt a Resolve + Composure roll to contest the emotional compulsion, and he must still get as many successes as the empath does on the activation roll. The target seeks out opportunities to act on the emotion in obvious ways, and any attempt to conceal his state is automatically reduced to a chance die.
      **Any attempt to manipulate a subject’s emotional state is penalized by the intensity of the emotion to be created or suppressed. Thus, if an empath wanted to make a total stranger fall in love with her (i.e., moving from no discernible signs (0) of love to unambiguous (–3) signs of love), the dice pool suffers a –3 penalty. Or if an empath wants to totally suppress an enemy’s overwhelming (–4) hatred of her in order to allow for peaceful interaction, the dice pool suffers a –4 penalty. Often, an empath seeks to produce an emotion that is the opposite of one a target currently feels, such as causing a man to hate his beloved wife, or when she wants a suicidal person to suddenly feel happy about his life. In such cases, the penalty is the total associated with the previous emotion, plus the new one. Thus, converting a subject’s unambiguous (–3) love for his wife into unambiguous (–3) hate inflicts a total –6 penalty.
    • Emotions produced with the four-dot version of this power last while the empath concentrates, or for the duration of an entire scene if the empath achieves an exceptional success. The five-dot version automatically lasts for at least a scene, and applies for a day with an exceptional success.
      With either version, the dice pool for affecting emotions is Manipulation + Empathy, contested by the subject’s Resolve + Composure. The five-dot version is capable of affecting a being with a supernatural template, but the four-dot version automatically fails against such beings.
    • Any emotion can be affected by this power, and its parameters are limited mainly by the Storyteller’s discretion and a player’s innovation. A few of the more commonly affected emotions include anger, happiness or sadness, love, sexual libido, possessiveness (for an object or a person) and compassion. Only one successful attempt can be made to alter a subject’s emotions per scene.
    • Cost:1 Willpower per use. One Willpower must also be spent to activate the character’s Aura Reading powers prior to manipulating a subject’s emotions.
    • Dice Pool: The psychic must first successfully use Aura Reading on the subject (see “Aura Reading” on p. 57). The roll to alter emotions is Manipulation + Empathy versus Resolve + Composure (resistance is reflexive).
    • Action: Contested
    • Roll Results
    • Dramatic Failure: The character triggers psychic feedback in the target, making him instinctively withdraw or distrust her. The subject is also immune to the psychic’s Psychic Empathy for the rest of the scene.
    • Failure:The character fails to influence the target’s emotions.
    • Success: The subject’s emotions change according to the empath’s desires.
    • Exceptional Success: The emotional change lasts for a longer period of time. With the four-dot version, the effect persists for a scene without concentration. With the five-dot version, the effect lasts for a day.
    • Option [Limited Empath]: The empath’s powers are limited in some way, such as in the type of person affected, the type of emotion manipulated or the type of person or object that can be made the subject of an altered emotional connection. The dice bonus is determined by how specific and limited the empath’s powers are. An empath who can affect only women might gain a +1 bonus, while one whose sole power is to trigger intense misogyny in other men might gain a +3 bonus.
    • Option [Touch Only]: With this option, the empath can affect another’s emotional state only while physically touching the target, (although concentration is all that’s required after contact is made). See “Touching an Opponent,” the World of Darkness Rulebook, p. 157.
    • Option [Uncontrolled]: With this option, the empath’s power is not totally under his control. Whenever he experiences a profound emotion, a reflexive Resolve + Composure roll must be made, with a penalty based on the emotion as determined by the response table, above. If the roll is unsuccessful, Presence + Empathy is rolled, plus a bonus equal to the emotion’s rating, with everyone in his vicinity making a contested Resolve +
      Composure roll. Anyone who fails to get as many or more successes than the empath instantly experiences the same emotion as the character. Uncontrolled uses of Psychic Empathy do not require use of Aura Reading or the expenditure of a Willpower point. Deliberate uses of this power functions as normal, except that with this option, the empath has a +2 bonus.
  • Psychic Illusions ••• – prerequisites: Telepathy •••••
    • Effect: This power represents a refinement of the Mind Control Merit. Instead of giving hypnotic commands to the target, a telepath causes the subject to see something that isn’t there, or to misapprehend some element of his surroundings. The telepath must be able to see the person to
      be affected, although clairvoyance can substitute for direct observation. Cameras and videotapes are never affected by a psychic illusion. The illusions created can affect any normal senses that the illusionist possesses. The illusionist cannot create an image capable of deceiving psychic powers, so a
      clairvoyant remotely viewing the scene is not deceived. Likewise, a psychic cannot create an illusion of something he cannot perceive, such as a deaf character creating an illusion that includes an auditory element.
    • The default use of this power assumes that only one sense is affected, and each additional sense affected imposes a –1 penalty to the roll. The player’s Manipulation + Persuasion roll is resisted by the Composure + Supernatural Advantage of any observers (roll the highest pool for a mob of onlookers) in a contested action. Theoretically, the illusionist can fool any number of people with a particular illusion, but the maximum number of people who can easily be affected at the same time equals the psychic’s Intelligence + Manipulation. Each additional person imposes a –1 penalty to the activation roll. Thus, the more people who are present, the greater the likelihood that some or all are able to see through the deception.
    • Normally, an illusion is static and cannot interact with beings. If the illusionist wishes his visions to interact with someone who is deceived by them (such as having a “phantom police officer” direct observers away from a crime scene), the player must roll Wits + Persuasion as an instant action.
      If this roll fails, onlookers see through the illusion, even if they had been previously fooled. Such follow-up rolls are only required when the illusion must be made to interact with an observer in a fairly direct manner. So, if the interactive police officer fools an observer, a reroll is required only if the observer actively tries to engage the police office somehow (whether through communication or an attack), or if the psychic wishes to have the police officer interact in some new and different way, such as writing a ticket.
    • Regardless of how convincing an illusion is, it is never solid, although it “feels” solid to a deceived observer if the illusionist incorporates tactile sensations into the creation. An illusory chair is not capable of supporting an observer’s weight, no matter how strongly she believes in it. An illusory wall does not prevent someone from passing through it if she leans against it, although both may feel perfectly solid to the casual touch. So, an illusionary item cannot be used as a weapon; any attack with an illusionary weapon fails.
    • Dice Pool: Manipulation + Persuasion versus the target’s Composure + Supernatural Advantage to create illusions (resistance is reflexive). Wits + Persuasion to manipulate existing illusions.
    • Cost: 1 Willpower. Also, the character must maintain concentration for the duration of the illusion, meaning that he can take no action other than moving Speed per turn, and he loses his Defense.
    • Action: Contested to activate; instant to manipulate
    • Roll Results
    • Dramatic Failure: The character triggers psychic feedback, making every potential observer in the vicinity instinctively withdraw or distrust her. Also, the illusionist is unable to use this power again for the remainder of the scene.
    • Failure: The psychic fails to create any illusion at all.
    • Success: Any affected targets perceive whatever sensory effect the psychic desires.
    • Exceptional Success: The illusions created are highly realistic. The psychic no longer needs to maintain concentration, although a Wits + Persuasion roll must still be made to cause the illusion to move or react in any way.
  • Psychic Invisibility ••• – prerequisites: Telepathy ••••• (either version)
    • As the name suggests, Psychic Invisibility represents a psychic’s ability to “cloud men’s minds” so that onlookers cannot perceive him. The character is not truly invisible; cameras are not affected by this power and anyone sufficiently perceptive can see through the deception. The psychic cannot disappear from view if he has already been seen, but any witnesses he encounters after the power is activated are typically unable to see him unless he does something to call attention to himself. If the psychic affects any physical object while a potential observer is looking, or he makes any particularly loud sound, the invisibility ends automatically for observers. Also, the character must maintain concentration for the duration of the power’s use. He loses his Defense and can take no actions other than moving up to Speed in a turn.
    • Cost: 1 Willpower
    • Dice Pool: Intelligence + Stealth versus an observer’s Resolve + Supernatural Advantage (resistance is reflexive). If a mob is affected, make one roll for the group using the highest dice pool of its members.
    • Action: Contested, and requires concentration
    • Roll Results
    • Dramatic Failure: The psychic is convinced that she is invisible and acts accordingly, even though any onlookers are able to see her.
    • Failure: The psychic fails to hide her appearance.
    • Success: The psychic activates her psychic invisibility power. If anyone in a group points the character out, all onlookers can see her.
    • Exceptional Success: The psychic no longer needs to concentrate to maintain invisibility and can take other actions (although any interaction with her environment may end the effect). If she performs no actions, the effect lasts for the remainder of the scene.
  • Telepathy ••• or •••••
    • Effect:Your character can hear surface thoughts and read minds. With the five-dot version of this Merit, she can broadcast simple messages to others’ minds. She hears these thoughts as if they were spoken, which means they can sometimes be distracting. She could only hear thoughts at the range she could hear normal conversation, regardless of any ambient noise (so a telepath could hear the thoughts of someone next to her at a loud concert, even though she couldn’t actually hear the subject talk, but could not hear the thoughts of someone a football field away under quiet conditions). Spend a point of Willpower to activate Telepathy and roll Wits + Empathy, minus the subject’s Resolve if the subject is unwilling. If successful, the subject’s player must tell you the foremost thought on the character’s mind. Additional successes allow you to ask the subject’s player additional questions from the following list. The questions can be asked any time within the same scene. With the five-dot version, every success offers a single phrase the subject hears as if your character said it. As before, these phrases can be communicated at any time during the same scene.
      • What does your character want right now?
      • What does your character fear most right now?
      • What is your character hiding?
      • What does your character want mine to do?
      • What does your character know about [relevant topic at hand]?
      • What turns your character on right now?
      • What’s something shameful or embarrassing about your character?
    • Drawback: Sometimes, your character hears things she probably shouldn’t. Once per chapter, the Storyteller can give your character a message of terrible things to come. Perhaps she overhears the mad internal ramblings of a cultist in a crowd. Maybe she hears a plot to hijack a plane. Maybe, just maybe, she hears the incoherent thoughts of the God-Machine. These heard thoughts never just occur. They always happen when your character has something else, something important, something pressing going on. When this happens, the Storyteller gives you a Condition such as Spooked or Shaken.

Psychic Merit updates

The Ameth Chronicle ADP ADP