Sykers

Oath of unity:
I will never raise weapon, mind or hand against my brothers and sisters in my unity nor those with whom we share unity. I will work to aid them where possible and they me. Should I be forced to defend myself I will do so to the best of my ability to leave no lasting harm to them.

Apostate:
You did not agree to the the oath of Unity or have since broken it, you bear the brand of Apostate upon your head (a large black A), Sykers that swore the oath of unity have a tendency to attack you on sight.

Syker Edges and Hindrances

U - Unique ,only one, M - multiple, can be taken multiple times.

  • Steel Trap mind [M]: Add 1 box of Spirit up to a maximum of spirit 6

  • Steel Will [U]: add +2 to all rolls to Defend or Overcome Psyker powers.

  • "Greenie" [U] you do not need to choose Earth or Banshee Syker as your only just learning your powers, you can only have 3 Psyker power Stunts.

  • Wild Talent [U] You do not need to choose Earth or Banshee Syker, you have a natural untrained talent for the use of Psychic powers, you cannot gain any additional Syker Powers after character generation. You can choose one power you do not have to spend spirit to use that power.

  • Fortitude [U] Banshee Syker only: You can continue to use Syker powers even when you have no spirit to power them. at the end of scene you need to Overcome a Mental Attack with a rating of 4dF + amount of negative spirit x2

  • Adept - Type [M] up to three times: you are adept with a particular aspect of Syker Powers select one branch each level of Adept adds +1 to all your rolls with powers from that branch.

  • Cyberkinetic [U] Banshee or Earth Syker only: You have been implanted with a Machine Head cyberchip, this allows you to interface and control machine equipped with a CPU you get +2 when using this to perform tasks with a sufficiently advanced machine, however you are vunerable to electronic attack and can be "Hacked"

Brainburners, Psychics and Teeps

Call em what you will Sykers are bad news to your enemies and good news to your allies.

In this Fate conversion Sykers need to have an Aspect describing where they trained or how they came by their powers: These could be

  • Military trained on Earth (Pre or Post War)

  • Military Trained and deployed on Banshee

  • Trained by a pre-war Syker post apocalypse

Sykers from Banshee must take the Oath of Unity or Apostate Trouble aspect, in addition to this they get a free Unit aspect:

  • Banshee Blaster - Frontline combat unit, Balanced specialists, Oath: Black Lightning, Dragons, Lokis Thunderbolts & Wendigos

  • Black Lightning - Fierce Fighters First in Last out, Biokinetic Specialists. Oath: Banshee Blasters, Fightin' 43rd and Screaming Eagles

  • Brain Dogs - Interrogation ops, Mental communication specialists. Oath: Other Brain Dogs only.

  • Dragons - Air Cavalry, Ace pilots and Pyrokinetic specialists. Oath Banshee Blasters, Fightin' 43rd and Screaming Eagles.

  • Fightin' 43rd - Frontline unit, unorthodox tactics, brilliant tacticians, Xenobiologists and anatomists. Oath Black Lightning, Dragons, Screaming Eagles and Star Swans

  • Firewalkers - Would be war criminals, carry that shame, fireproof, undisputed masters of Pyrokinesis. Oath Screaming Eagles and Voodoo Gurus.

  • Loki's Thunderbolts - Nordic Unit, Jokers and Carousers, Infiltrators and Saboteurs, Not one of the unforgotten 15. Oath: Banshee Blasters and Voodoo Gurus.

  • Phantom Brigade - Advanced Espionage and assassins, better than you. Oath Other Phantoms only.

  • Screaming Eagles - Paratrooper sykers, Impossible missions squad, Highly Trained. Oath: Black Lightning, Dragons, Fightin' 43rd and Firewalkers

  • Star Swans - All girl squad, powerful manipulators, Wide power arrays, opposition of pestilence. Oath: Dragons and Fightin 43rd.

  • Voodoo Gurus - Weird Talents, Natural Sykers, untrained potential, Sykokinetic specialists. Oath: Loki's Thunderbolts

  • Wendigos - Hated by the other Banshee Sykers for their actions, Research and destroy, Sykokinetic and Investigation masters, power beyond the ken of man. Oath: Swore to the oath but named no names, No-one not even other Wendigos.

Earth Sykers

While Sykers on Banshee got sent off to a land was in space Asia, Sykers on earth didn't have it too easy either, the Last War kicked off and the Horsemen rode out triggering a post apocalyptic apocalypse.

Sykers on Earth were not the fresh green out of boot camp boys and girls sent to Banshee, they were the experts and veterans used to train the next generation. and boy did they know all the tricks.
Earth Sykers gain the following aspect/trouble and stunt:

Overkill, Mind vs Tank, Soul burnt, Trained in the theatre of war, bathed in blood of friend and foe.

When making an Attack with a Psychic Power/Action/Stunt or aspect you can spend addition Fate chips to increase the damage each chip spent adds Weapon[6] damage to the power, you must take a point of vigour in addition to spirit when using this stunt, if you cannot take the vigour you must take the next highest level of wound available.

Syker Skills

The most important Skill for Skyers is the Blastin' skill this is the usual one all their powers run from. Blastin' Can be linked to Smarts, Knowedge or Mien depending on how the Syker was trained and the style of Psychic Training they received.
e.g. Jericho Graduate: Barbara is a member of the Star Swans unit She was trained in the Jericho academy on Earth before being shipped out to Banshee because of this training she gets +1 when using Smarts for her Blastin' checks
War Trained: As Barbara was on Banshee she gained a lot of real experience using her powers under fire Barbara gets +1 to Blastin' checks when Defending

Psyker Branches

Biokinetic: [B] Powers focusing inward upon the Syker themselves when used to attack others mainly deals vigour damage

Pyrokinetic: [P] Powers focusing on Energy manipulation , not exclusive to Flames also includes Cryokinesis and Electrokinesis but these are harder and rarer specialities

Telekinetic: [Tk] Powers focusing on movement and physical manipulation.

Sykokinetic: [S] aka Psychokinesis, Powers focused on the manipulation of supernatural energies, high chance of backlash and considered a "risky" speciality

Psionic/Telepathic: [Tp] Powers involving mental manipulation, communication and mind control. Considered the "Classic" Syker speciality.

Cyberkinesis: [C] rumoured possible power set around communicating with machines/computers.

Syker power examples

Im only going to document one or two examples from each branch here, its really to give an idea of what possible with the powers.:
Format: Name [Branch] Spirit cost: Power description

Arson [P] 1+: The Pyrotechnics basic go to power, Arson lets you create fire from thought. You can use this power to Attack, Overcome and Create an Advantage. When attacking it is a Weapon [6] per point of spirit spent, with a range of Far.

Aztec Surprise [Tk] 2: a member of the Voodoo Gurus once described this power as Beautifully Brutal, You reach out with your power and rip your targets heart out from their chest. Attack with your Blastin' Skill check, Targets get to make a Strength check to oppose, Success leaves them with a critical body wound, Success with Style leaves them with a Maimed/Deadly body wound and grants you a free aspect "Heart Torn out" on the target. Targets must have a functional Cardiovascular system and be vaguely humanoid for this to work.

Band-Aid [B] 1: This power lets you stop or remove any bleeding conditions on yourself. This is about as good as combat healing gets for a Syker.

Body Control [B] 1+: This is the general go to ability for biokinetics it allows superior control over your body, it can be used to Overcome , Defend or Create an Advantage. Eg Pain reduction, Lightning reflexes, Heightened Awareness, Breath Control, Fear Suppression, strength boost.

BoneRipping [Tk] 1+: This is another brutal power, its a limited form of attack telekinesis, it tears the bones right out of the targets body. Attack with Blastin' opposed by the targets Deftness, on a success you can inflict a heavy wound to a body/Head location or critical wound to a limb location.

Chameleon [Tp] 1: This is the Syker power always used in the holovids, the Syker reaches out into the minds around them and "removes" their presence from those minds. This is an Overcome action against the highest Cognition observing the Syker. success means the Syker passes unseen, Success with style means the targets will actively avoid the Syker while affected.

Chain Brain [Tp] 1+: the simplest offensive power of the Psionic this Attacks each target in a Zone dealing Vigour damage equal to the difference between the Sykers Blastin' and their Smarts, It can be increased by +2 for each spirit spent or expanded into adjacent zones for 1 spirit point.

Brain Slammer [S] 2+: While the Psionic tends to put people to sleep this Sykokinetic version turns brains into pulp. Make a Blastin' attack against a target in line of sight, they defend with Cognition, success deal damage to the head location, Success with Style target another enemy within line of sight of the victim and attack again. you can spend extra spirit to add to the damage 1 spirit for 2 damage.

Fireproof: [P] 1: for the duration of the scene you are immune to all mundane fire. you have +12 to Defend vs any attack that involves heat or fire. This extends to objects you hold or carry on your person

Fleshknit [B] N/A: The only long term healing for Sykers, This power rapidly speeds up your natural healing rate, at each milestone you can remove two Minor wounds or reduce a Critical wound or lower by one category.

Negator [S] 1+: You can use your Blastin' to defend against any Syker power, you must expend spirit equal to the powers cost or suffer a -2 Defend for each spirit less.

Telekinesis [Tk] 1+: the go to power for telekinetics, basic and super functional, the Syker reaches out with their mind and moves things around at a distance, the larger the object is the slower it moves, you can use this power to lift yourself into the air although it is not true flying its close enough as makes no difference. if you run out of spirit during your flight well lets say that the ground wins more often than the syker. This power can be used to Attack, Defend, Overcome or Create an Advantage.

Psychic Link [Tp} 1+: this power allows Sykers to communicate with their targets over distances that radios can no longer function, initially the Syker needs to touch each of their targets as the power is cast. this power links all the targets "vocal" thoughts into a network hosted by the Syker. every target in the link can hear all the other targets, the Syker is the control and can terminate the link at any time. if a member of the link dies all targets in the link take Spirit damage equal to the damage suffered by the victim. initial cost is 1 spirit per link member, then 1 spirit per scene this power is maintained. The Aspect "Linked in a Psychic network" is applied to each member of the link