Psion
The power of the Psion has nothing in common with the world, being an anomaly that cannot be harnessed by mechanical means.
The power of the Psion has nothing in common with the world, being an anomaly that cannot be harnessed by mechanical means.
Height: Any
Weight: Any
Environment: Any
Population: Anomaly
Role: The Exception
Base Features (6 FP)
Reality Warper (6 FP): Their being touching something beyond the reality containing them, a Psion’s consciousness distorts the natural laws that restrict others. They define what they want to happen and how long it will take to make it happen. The Game Master determines the DC, which the player must beat with a Warping Check (1d12 + Smart Ass). The DC can be lowered by increasing the time required or reducing the power of the effect.
Psionic (0 FP): Psions are sentient creatures that have gained the ability to bend or break the laws of nature. This power has no discernible origin in the detectable universe, but is a provable phenomenon that gradually makes them less and less mortal.
For each 6 FP they have in Features of the Psion clan, their natural lifespan increases by one decimal point. If they have 42 or more FP in Psion clan Features, they do not age no matter how much time passes.
Optional Features
From Beyond (24 FP): Becoming conscious of themselves within the Beyond, the Psion is freed from the yoke of existence. If they have the Death Damage Condition, they may still make Warping Checks.
They can use Warping Checks to remove the Death Damage Condition from themselves, repairing or recreating their body and returning to life. The difficulty of removing Death is at Game Master discretion and based on the condition of their remains or complexity involved in making a replacement body. This is treated as an Immortality Feature.
In addition, when another creature would observe the contents or structure of their mind, it fails to understand what it is observing, other than a general sense of the incomprehensible non-existence beyond.
This unknowable nature renders them immune to mental tampering. They cannot have Damage Conditions affecting their mind. Because of this, their souls cannot be harmed or destroyed.
Limited Immortality (10 FP): The Psion can restore themselves from anything short of total destruction. Unless their body is vaporized or similarly destroyed, they are immune to the Death Damage Condition.
For 10 additional FP, they are immune to Death, no matter what happens to their body. This is treated as an Immortality Feature.
Mind Over Mind (8 FP): Some Psions develop the skill to dominate the minds of those around them, controlling other creatures like puppets. As three actions, they can touch a creature and make a Dominate Check (1d6 + Smart Ass) against the creature’s Emotional Armor (6 + Smart Ass).
If their Dominate Check is higher, the creature gains the Dominated Damage Condition for one hour per Smart Ass. A creature with the Dominated Damage Condition obeys any commands given by them, but is capable of working against them as long as it does not go against any command. Creatures immune to mental tampering cannot have the Dominated Damage Condition.
For 4 additional FP, the creature gains the Dominated Damage Condition for one full rest per Smart Ass.
Vitality (8 FP): As twelve actions, the Psion can remove all Damage Conditions only affecting their physical body.
For 4 additional FP, all Damage Conditions only affecting their physical body are removed after 24 seconds, even if no actions are taken.
Revise Memory (6 FP): As twelve actions while touching an unconscious creature, the Psion can alter ten minutes per Smart Ass of the creature’s memories, adding, altering or removing them. Creatures immune to mental tampering cannot be affected by this Feature.
Psionic Metabolism (5 FP): The Psion does not need to eat or sleep, but can meditate for an hour to gain the effects of a full rest. They are not affected by toxins, pathogens or similar ailments. Likewise, they are immune to Features that would rely on biological reactions. They can survive in the void of space without protection.
Bigger Ass (4 FP): One of the Psion’s Ability Scores increases by 1. This Feature can be taken repeatedly for different or the same Ability Score. This cannot raise an Ability Score over 12.
Distorted Step (4 FP): The Psion can defy the physical limitations of movement, virtually teleporting over significant distances. As an action, they can move to any location they can see and physically fit within.
For 2 additional FP, they can teleport to any location they are reasonably aware of, such as locations they have already been or have had clearly explained to them.
Plasma Weapon (4 FP): As an action, the Psion can manifest and shape a tightly controlled mixture of plasma and exotic materials, creating a glowing weapon that selectively cuts through solid matter. In addition to acting as a cutting tool, using this weapon increases the results of Kick Ass Checks to contribute to the Combat Kick Ass of their side by 1.
For 3 additional FP, their skill with wielding the weapons improves, increasing the results of Kick Ass Checks to contribute to the Combat Kick Ass of their side by 1 again. This additional cost can be paid repeatedly, increasing the results by 1 each time.
Siphon (4 FP): When the Psion enters combat with a creature, they may remove Damage Conditions from themselves proportionate to the Damage Conditions they cause during the combat. The Damage Conditions removed or altered are at Game Master discretion.
Star Flight (4 FP): The Psion can move in three dimensions, flying 10 feet faster than their ground speed. This flight is achieved through warping space, allowing them to move in a complete vacuum.
For 2 additional FP, they can accelerate to speeds greater than any spacecraft when in a large enough space to accommodate it. In most cases, this is only practical in the void of space.
Storage (4 FP): As an action, the Psion can store away any item they can easily carry on their own in a non-dimensional realm, allowing them to carry a potentially infinite amount of random junk. They must be touching the item.
This means that they cannot store an entire building, unless they are strong enough to carry the building, but they could pick up and store every individual brick that composed that building.
Unknown (4 FP): Memories, information or interest relating to the Psion or their nature falls out of mind once out of sight. This effect does not stop creatures from retaining working memory while interacting with them, but will stop creatures from noticing their presence without direct interaction or remembering it afterwards. Creatures with minds immune to mental tampering are not affected by this Feature.
For 4 additional FP, they can choose to apply this Feature selectively, it only affecting creatures they choose when they choose.
Existential Growth (3 FP): The results of Warping Checks are increased by 1. This Feature can be taken multiple times, its effects stacking upon themselves.
Unmake Damage (3 FP): As twelve actions while touching a creature, the Psiom can remove one Damage Condition only affecting its physical body. They cannot remove Death.
For 5 additional FP, they can remove the Death Damage Condition. However, the creature returns with all base Features of the Psion clan and the Fragile and Inept Combatant Features.
Using this Feature requires them to touch the target, so they must have some form of remains to target in order to return the dead. Since they must spend actions to use this Feature, they cannot normally use it to return from the dead themselves.
Bilocation (2 FP): As twelve actions, the Psion can create a second instance of themselves that is treated as a separate creature controlled by their mind and sharing their Features. All their instances have separate actions, but expend uses of limited use Features as a single creature. They can create as many instances as they wish.
For each instance they have beyond the first, their functional Kick Ass, Bad Ass and Smart Ass are reduced by 1. All factors dependent on their Ability Scores reduce accordingly.
As an action, they can touch an instance and reabsorb it, increasing their functional Kick Ass, Bad Ass and Smart Ass by 1. Instances are treated as no different from their original instance, meaning they can absorb instances from an instance other than the original, potentially resulting in a different instance becoming the single instance by absorbing the others.
If an instance gains the Death Damage Condition, it is not absorbed, and their functional Ability Scores do not increase. However, it can still be absorbed as normal if returned to life or by touching it while it is dead.
Erosvore (2 FP): When the Psion engages in a sexual act with another creature, they may remove one Damage Condition from themselves and give the creature the Drained Damage Condition.
Drained reduces functional Kick Ass and functional Bad Ass by 1, reducing all dependent factors accordingly. Whether a given Damage Condition can be removed or altered is at Game Master discretion.
Invisibility (2 FP): As an action three times per full rest, the Psion can become invisible for 10 minutes per Smart Ass. Being invisible increases the results of Checks to remain unseen by 4d4.
For 2 additional FP, they can use this Feature on creatures they touch.
For 4 additional FP, this Feature can be used at-will.
Other Side (2 FP): The Psion can take one action per full rest while under the Death Damage Condition. The action can be used on anything they could do while alive. This Feature can be taken repeatedly, gaining another action per full rest each time.
Realm (2 FP): Through an hour of work, the Psion can turn a doorway into a permanent gateway to a realm of their own psionic power that exists outside the fully formed universe. Matter can pass through such a gateway, but material originating from their realm dissipates outside. An avatar of them can be created within this realm.
Over a full rest, they can change any aspect of their realm to their will. If the frame of the doorway is destroyed, the gateway within it is destroyed. They cannot create a gateway wider than 6 ft. per Smart Ass.
For 1 additional FP, they can halve or double the rate of time within their realm relative to the realm they physically inhabit. This additional cost can be payed repeatedly, meaning that the possible degree of dilation doubles each time it is taken.
Sanctum (2 FP): The Psion creates a personal pocket realm of their design, accessible to them as a refuge from the world. The realm can be restructured over a full rest. However, it has a maximum radius of 10 feet per Smart Ass and any material created as part of the realm cannot be removed from it.
As twelve actions, they can transport themselves and any items or creatures they are carrying to the realm or from the realm to their previous location.
Objects originating from outside the realm can still be removed, even if altered within it. A creature capable of inter-realm travel can leave the realm or enter the realm if it has a way to locate the realm.
Telekinesis (2 FP): The Psion can control objects with the force of their mind alone. Within 10 ft. per Smart Ass, they can interact with objects and creatures as if their physical body was affecting the object or creature.
For 2 additional FP, they can interact within 100 ft. per Smart Ass, rather than 10 ft.
Universal Language (2 FP): The Psion has the low grade ability to sense the meanings of other’s words and convey their own meanings. This doesn’t actually let them speak or know languages they have never learned.
Instead, when they hear the words of a creature, the meaning of the words bypasses the physical words and goes directly from the creature’s language center to their language center. Likewise, their words are directly conveyed to any creature hearing them.
This lets them understand, and be understood by, any creature with a concept of language. Since the meaning goes directly to the mind, idioms and grammar are reflexively translated. They cannot use this to understand recorded language, such as written language or audio recordings.
Unliving (2 FP): The Psion’s body requires food, water, air and sleep to function, but does not require them to live. When they would die from the absence of one of these resources, they instead fall unconscious until the missing resource is returned.
In addition, if they would die from a toxin, pathogen or similar ailment, they instead fall unconscious for a full rest. After this full rest, they awake completely cured of the ailment effecting them. Likewise, taking a full rest while effected by such an ailment, wether life threatening or not, will cure them of the ailment after the full rest.
Weaken Reality’s Yoke (2 FP): The Psion can focus on thinning reality around them, making a brief moment where their physical limitations are lessened. Choose one Ability Score when taking this Feature.
As twelve actions, they can prepare to use that Ability Score. The first Check based on that Ability Score made within 10 minutes of preparing has its result increased by 1.
For 2 additional FP, the next Check based on the chosen Ability Score made after preparing is increased by 1 per 2 FP spent on this Feature.
Conceptual Specialization (1 FP): The results of Warping Checks to achieve a specific concept of effects are increased by 1. This Feature can be taken multiple times, its effects stacking upon themselves.
Cosmic Spark (1 FP): The Psion can connect themselves to another creature, lending it a fragment of their control over reality. This allows them to make Chosen Ones to enforce their will. A preexisting creature that pledges its will to them can be made into a Chosen One. They gain all knowledge known by such a creature, and an insight into its identity, at the time of its pledge.
If they choose, the creature becomes a Chosen One and gains a Divine Will Feature dictated by them and Features from the Psion clan of their choice. However, the creature must have sufficient FP.
For 1 additional FP, they can make Casting Checks from any location one of their Chosen Ones inhabits, as if they were standing where the Chosen One is standing.
For 2 additional FP, they can see into the minds of their Chosen Ones, being aware of their thoughts and all their senses.
Disease Immunity (1 FP): The Psion is immune to pathogens, being incapable of contracting diseases.
Fast (1 FP): The Speed of the Psion is increased by 10 ft. This Feature can be taken repeatedly, increasing their Speed by 10 ft. each time.
Flesh Sculptor (1 FP): As three actions while touching a creature, the Psion can alter a creatures physical form as they wish. They can change the creature’s proportions, anatomy and biological processes appropriately. This does not provide Features or mechanical changes, unless the Game Master rules that the addition or removal of a zero FP Feature is appropriate.
Hive Mind (1 FP): The Psion can spend an hour touching a willing creature to make a mental link between them and it. The link allows both of them to communicate telepathically over any distance.
As an action, either them or the creature can break this link. Any creature they have a link with can communicate with any other creature they have a link with, but a creature can only break its own link, not the links of others. If they die, all the links stop functioning, but are reestablished if they return to life.
Normalcy (1 FP): The Psion has a low grade distorting effect on the minds of those around them, obfuscating anything suspicious about them.
Wherever they go, creatures will automatically assume that they belong there, without considering the implications of their presence. A creature will not question their presence on its own, but can still question if others do.
Likewise, any creature will ignore behavior or events relating to them that should cause concern, unless those events actively effect or threaten the creature. This Feature only works on events that are strange, not those truly suspicious in a manner the creature can understand. Creatures with minds immune to outside tampering are not effected by this Feature.
Perfect Memory (1 FP): The Psion is physically incapable of forgetting knowledge once it is learned. Any sensory input that has ever entered their mind is perfectly recorded and can be retrieved and experienced at any time as it was when first received. This makes it impossible for them to forget or lose quality from any experience.
As an action, they can go back to any point in their limitless memory and study the sensory input from that point. While doing this, they can make Checks to study their senses at the time as they would if present at that time and place. This might let them spot details they missed the first time or process information they weren’t paying attention to at the time.
Likewise, they never need to make Checks to remember past events, regardless of possible distractions.
Protean (1 FP): The Psion can rapidly reshape their flesh. As an action, they can change into any shape. They take on the chosen form, but do not esthetically change beyond shape. They do not gain any Features or other mechanical changes.
For 1 additional FP, they gain the ability to mimic the anatomy of other creatures, being capable of perfectly copying any appearance.
Recuperate (1 FP): While healing damage takes most people weeks or months, the Psion can heal quickly and easily. After a full rest, they can remove one Damage Condition only affecting the physical body, not including Death. Whether a given Damage Condition can be removed or altered is at Game Master discretion.
See Darkness (1 FP): At-will, the Psion can touch a creature and provide the ability to see in any level of darkness as if it were fully illuminated. Each creature affected retains this ability until it finishes a full rest.
Aura (0 FP): As an action, the Psion can project the awareness of one or more aspects of their existence. Any creature within 10 ft. per Smart Ass or capable of observing them can instinctively sense the magnitude of whatever they are projecting. They can stop projecting as an action.
For example, they may want to project the number of creatures they have killed, causing any creature affected to instinctively sense the rough magnitude of creatures they have killed. They can project anything they want, but the resulting affect on creatures must be accurate to the truth of the thing projected, meaning they could not project a false number of kills. This does not give clear information or cause a specific reaction from other creatures.
Anathema (-1 FP): The Psion disrupts reality with their presence, something conscious creatures can feel on an instinctual level. Creatures interacting with them or their actions find them abnormally suspicious, being reluctant to dismiss any suspicions and inclined to investigate. Creatures immune to mental tampering cannot be affected by this Feature.
Oath Bound (-2 FP): The Psion is incapable of breaking an oath once they have knowingly given it. This only applies to the meaning and contents of the oath that they were aware of at the giving of the oath, not possible reinterpretations of wording.
Likewise, situations that involve agreeing without knowing all implied details, such as signing a contract without reading the fine print, do not enforce anything but what they thought they were agreeing to.
For 2 additional FP, any creature they make a deal with is compelled to uphold its side of the deal, being affected as they are. This cannot affect creatures immune to mental tampering. However, if the creature does not uphold its side of the deal, they do not need to uphold their end.
Fragile (-3 FP): The Psion reduces the results of Bad Ass Checks to contribute to the Combat Bad Ass of their side by 1. This Feature can be purchased up to twelve times, reducing the results by 1 each time.
Inept Combatant (-3 FP): The Psion reduces the results of Kick Ass Checks to contribute to the Combat Kick Ass of their side by 1. This Feature can be purchased up to twelve times, reducing the results by 1 each time.
Hunger (-8 FP): Each full rest, the Psion has their functional Bad Ass reduced by 1, reducing factors dependent on Bad Ass accordingly.
If their Bad Ass would become 0, they instead gain the Frenzy Damage Condition. Frenzy reduces the results of Smart Ass Checks by 6. Frenzy can only be removed by Features that remove Damage Conditions by consuming other creatures (such as Siphon or Erosvore).
Each time they use a Feature that removes Damage Conditions by consuming other creatures, their functional Bad Ass increases by 1, up to their normal Bad Ass. They do not need to have a Damage Condition to remove in order to increase their functional Bad Ass.