Some psychic powers generate stress.
Psychic stress has no effect until it reaches 7 points or more.
Whenever you gain stress when you have 7 points or more, roll 2d6. If
you roll under your stress, your are knocked unconscious. Rolling
over lets you resist this time. You are knocked out for a number of
turns equal to your stress, reducing your stress by -1 each turn
until back to zero.
The following powers are available to
all Psychics-
Psychic Attack-
Concentrate on someone you can see within throwing distance. You send
negative emotions and thoughts at them, dealing 1d6 stress minus
their psychic resistance. If two Psychics lock eyes and perform this
attack on each other at the same time, the lower of the two rolls
takes the stress from both
rolls combined; the energy is redirected back at them.
Psychic Defense-
Creating a “shield” of psychic energy around a person, place, or
thing. This power gives its user 3 stress. Roll 3d6 die and mark the
result. Whenever another Psychic wants to use a power on this thing,
they must roll a d20 equal to or over this number in order to access
it. If they fail, they must wait a turn to try again. Some psychic
phenomena, such as psychic beings, could be blocked out of entering a
location in this way. Once this barrier is broken by a successful
roll, the shield disappears permanently. Additionally, when the
shield is created, extra psychics can take 1 stress and add another
+1d6 to the shield roll, where as the best 3 dice of all in the pool
are used.
Mind-Reading-
Psychics can focus their power on the minds of another being to sense
one layer deeper then what is physically apparent. Using this power
gives its user 1 stress. Using this on a neutral looking person will
tell you what emotion or major desire is right under the surface.
Using this on a clearly angry person will give you a hint at what or
who their anger is directed towards and so on. This power can also
work on special objects or a rare psionic nexus, but things this
powerful and infused with psychic energy can be felt by any
especially “sensitive” person.
These
powers are what the most basic, common psychic has access to- but
there are more powerful Psychics. In Garden, characters don't get
experience points, so most advancement is based on wealth and
political power. Psychics can advance by spending $2000 on
cultivating their Psychic abilities. This includes things like money
lost (trying) to use your powers to cheat at cards, buying focusing
crystals or psycho-reactive drugs, purchasing strange items found in
the lockers beneath the city, and so on. Psychics who spend this
money learn a trick.
Psychic Tricks- Each
Psychic trick can be used at the cost of 1 stress. These are “hints”
of the Psychics blossoming power; whatever trick they have will
determine what psychic power they can eventually develop. Tricks lack
most practical benefits, but are the most overt and obvious signs of
psychic power. Roll once on the trick table to determine your trick,
you don't get any more.
Psychic Trick Table - 1d10
[1]
You can create an electric shock strong enough to jumpstart a car or
deal 1 damage to someone you're touching. It's stopped by rubber
soles. (Electrokinesis)
[2]
You can now light a candle in a second, just grabbing the wick with
two fingers. You gain the ability to make heat in your cupped hands,
similar to oven temperatures. (Pyrokinesis)
[3]
You can now “touch” things up to two inches deep within a
surface, physically sensing things buried within walls or in shallow
pools of water. (Dowsing)
[4]
You can now tell the last card that was drawn from a deck when you're
blindfolded. You can only know things that happened within the past
5-10 seconds, and information is limited to a single short phrase or
three digit number, not a sequence of words or events.
(Retrocognition)
[5]
Guess heads or tails from a coin flip. You have a 4 in 6 chance to be
right. (Precognition)
[6]
You can spin small objects, flip pages in a book, or gently pull or
push things along a flat, smooth surface that weigh less then one
pound. (Telekinesis)
[7]
You can make a small object disappear from your hand and reappear in
your pocket, or vice versa. The object must be a single bullet or
smaller in size. (Apportion)
[8]
You can heal a 1 hit point wound by touching the area and
concentrating energy on it. This only works on wounds exactly 1 hit
point or less, has no effect on larger damage. (Biokinesis)
[9]
You can touch someone's hand to send them a blurry mental image or
voice. You cannot have a conversation, just send a blurb. (Telepathy)
[10]
You passively have a constant Psychic Defense around your mind equal
to 3 points, or 15% chance to stop an enemy psychic attack. Your mind
is like cloudy 'pea soup' to casual psychics. (Blanking)
After developing this trick, the Psychic may be spurred on by their
newfound power. By investing another $5000 in their psychic
development, they can finally gain a fully fledged Psychic Power. The
Psychic Power they get is the advanced form of the trick- costing at
least one psychic stress to perform their power but being able
perform their old trick without it costing them any stress from now
on. At this stage, the Psychic also now uses a 1d8 die for Psychic
attacks and gain an extra point of Psychic resistance as their mental
power has increased considerably.
Psychic
powers beyond these in both power and scope begin to fall into the
range of the infamous reality warpers. Psychics in Garden with a
fully developed power are considered at the height of their “safe”
power, and very few go beyond this. Rarely, a psychic may develop a
second trick. This trick and second power only increases their
strength, as Psychic powers add together to become stronger. The
telekinetic with the powers of telepathy could move objects they
can't even see, assaulting people in their homes without even having
to step inside. The dowser with precognition could see a real 3
dimensional outline of where someone or something will be in the near
future, letting them set up the ultimate heist or an unfortunate
accident. Needless to say, Psychics who become this powerful are very
feared and are on the path to full Psionic madness.
[1]
Electrokinesis- The
power to create and control electricity. You can launch a bolt of
electricity that deals 1d4 damage in short range, but prefers to hit
metal targets. Treat rubber shoes, gloves, and so on as -1 damage to
your electricity. You can also shock people by touching them that
deals 1d6 damage OR stun someone with a melee hit. With your powers
of electricity you can also influence machines; hotwire a car by
touch, turn off or on a machine within the same room, or power a
machine with your own mental energy- each turn of power requires 1
mental stress- Flying cars require 3 stress per turn to power due to
their intense energy requirements.
[2]
Pyrokinesis- You can
control and conjure fire. You can launch of jet of flame at very
short range or light something very flammable and dry on fire for 1d6
damage- water and normal skin is too flame retardant for you to be a
killing machine. You can however detonate explosive ordnance within
your sight- anyone carrying or immediately next to the explosive gets
a save to toss it away or duck for cover before it fully explodes.
Finally, you can turn up the heat around your body to intense levels,
causing 1 psychic stress to you per round but dealing 1 damage to
enemies in melee range.
[3]
Dowsing- Allows to
feel things remotely. Sensing objects by hovering your hand over
them, and feeling things like psychic energy, heat, radiation,
electricity, and even abstracted 'life force'. It is the advanced
form of psychic intuition and extrasensory power. You can sense minor
things buried up to 6 feet deep, and large objects like pipes or
underground aquifers buried far beneath you. You can feel hidden
compartments in walls, depending on the size of the space. You can
also feel parasites or cancers growing in a person, as long as they
have reached a significant stage in the disease.
[4]
Retrocognition- The
ability to see into the past. By touching an object, you can feel the
psychic energies of what the object's owner imbued it with. You can
tell if a knife was used to kill someone for example, but any more
details will be too hard to tell. Retrocog can also give you psychic
feedback on extremely tumultuous items or strange items from the
lockers in the service tunnels. This feedback deals 1d6 stress
damage, but most items that have this will be spooky enough in
appearance and location as to give you warning- this is a risk you
have inherently by opening yourself up to the past.
Additionally, you can investigate locations. By giving yourself 1d3
Stress, You can focus on a location to see up to the same number of
days in the past. During this time, you can see rough forms moving
and muffled talking, but very sudden or loud bursts of energy and
noise (heightened emotions leave a stronger psychic stain) will be
more clear. This period of focus is like a security camera, stuck at
one location and every mundane moment must also be watched over. It
takes an exploration turn of focus per day you want to search, in
which case you will get only a few clues on the true happenings of
what happened. Individuals are hard to identify, small items are
blurry, and certain events are abstracted.
[5]
Precognition- The
ability to see into the future. The most sought after Psychic power.
Almost all psychics with precog develop a “totem” or mental
handicap that requires use to actually use this ability. The totem
tends to be something they had or idolized as a child, or something
they had on hand the first time their psychic powers awoke. This
totem is not a single object but rather an action performed with an
object. Examples include throwing “lucky” dice on the ground,
drawing tarot cards, illustrating pictures with crayons, or hearing
voices in a radio static. The few lucky precognates with the power to
see into the future without a handicap make up about 1 in 4
telepaths; which is the chance you have to develop the purest form of
precognition.
If you're intentionally peering into the future, it takes 1
exploration turn to divine your totem or to close your eyes and focus
on the future. Otherwise, psychic visions come at you directly and
immediately. Getting a vision or peering into the future always deals
1d4 Psychic stress to you, and you can only do it once per
adventure/night.
Precognition allows the user to either retroactively avoid doing
something that causes them harm immediately after it happened,
(since you can't actually tell the future while playing a roleplaying
game) in the form of a vision OR get a clue to the location or intent
of a character. You can also use this power to know where a character
will be in up to a day's time (and therefore, always meet them), but
due to the chaos of the universe and unsure nature of psychic fortune
telling, extreme circumstances might throw off your estimate.
[6]
Telekinesis- Your
powers of telekinesis have increased. You are now capable of
“wrestling” with people at a distance, requiring their full
strength to shove off. This is a “human” level of strength
regardless of you or the enemy's alien racial origin, which could be
much stronger. You can also levitate your body at a slow walking
pace, allowing you to float or slow your fall. You can move objects
equal to what a human could pick up or carry of an average level with
a similar level of speed; heavy creates will slowly float up where as
lightweight objects can be flung or levitated quickly. Finally, you
can throw objects with enough force to deal up to 1d6 damage- this
happens if you throw something like a knife or a pile of glass shards
at a foe or a rock at someone's head. Softer or lighter objects will
deal naturally less damage.
[7] Apportion-
The power to instantly move or teleport matter. You can now disappear
small objects even when they are observed, such as warping a gun out
of your hand and into a nearby trash can to conceal it. You can't
teleport objects that you couldn't physically grab or move, and any
object that you couldn't conceal under your coat is too large to
teleport. You can also apporate objects into your possession from
through a single wall or barrier (such as inside a chest with you in
the same room, or through a wall while you are outside) if you know
of its exact location, but this costs 2 points of stress instead of
one. Finally, you can teleport yourself up to a distance you can
clearly see, or through a simple barrier if you've been on the other
side before and know it well. Teleporting yourself costs 3 stress and
if you fail a stress roll while doing it you disappear forever.
[8]
Biokinesis- Your
powers let you control the flow of blood and life. You can manipulate
people's bodies, letting you cause temporary paralysis or
unconsciousness on a successful melee hit. Aliens with a biology too
strange for you may be able to ignore this effect. You can also heal
people for 1d4 hit points at an equal cost of psychic stress. You can
control a dead corpse as long as it isn't too degraded and you continue touching it, causing
muscles to fire or the mouth to move and speak, requiring a point of
stress every turn you control a body this way. People with Biokinetic
powers can also manipulate their own bodies slowly over time. You can
change your hormones, appearance, height, weight, and other factors-
taking months to make significant changes similar to an endless puberty. You cannot change species or gain significant advantages, but regrowth of severed body parts or healing over permanent scars or other afflictions are possible.
[9]
Telepathy- You can
now send mental messages to someone you can see. These messages can
include words, images, sounds, smells, or any other abstract
“thoughts” that one could think. You can send knowledge this way,
though anything too complex will be forgotten after an exploration
turn. Beyond sending messages, you can also subtly manipulate the
minds of others by sending them thoughts in secret, and if they do
not know that a telepath is messing with them they may be thinking
these thoughts at their own. This can include hallucinations for more
skilled telepaths. If you grant a person an object of great personal
importance you can send them messages at a longer distances; this
costs 2 points of stress for long range thoughts.
[10] Blanking-
The Anti-Psychic Psychic. The powers of a blanker disrupt the psychic
fields and energies of other psyhic users or psychic manifestations.
Blanks keep their basic Psychic abilities but their mind is simply
too strange to develop a more traditional psychic power. The Blank
becomes immune to any kind of mind reading or psychic attack, and
become invisible to psychic sensing and scrying. They do not gain any
special immunity or resistance against the powers of psychic that
deal real, physical harm such as the fiery blast of a Pyromancer or a
levitated object thrown at them.
This is good set of rules.
ReplyDeleteQuestion: if a psychic wants to teleport, say, a tiny shard of glass into another person's heart (thus causing heart failure in some near future), would it be impossible at all or psychic can break other person's defenses first?
I'd say you CAN teleport things in places where you can't see, as per the rules, but probably can't teleport it into something that already has matter present. While technically there could be enough empty space in a body to do that kind of thing, it's also a bit cheap and powerful I would say, so maybe give a similar power to really strong Apportionists only. Or just reality warpers, who break the rules anyway.
DeleteThank you.
DeleteThat's definitely a tough one.
DeleteThis is a fantastic psychic reference with some seriously useful bits. Thank you for sharing!
ReplyDeleteDid you reference any game systems while coming up with these rules?
It seems like the high level advancement is a bit blurry right now - high level powers seem difficult to effectively challenge.
Precognition - i notice it lets you avoid bad stuff, but what about making good outcomes happen instead of neutral (winning a bet, etc)?
Biokinesis - at what point can you rapidly manipulate/puppet a person's mental/emotional state?
i like the idea of high-power npc blankers being like a black hole of psi energy that could blank whole rooms or building complexes, maybe even more or less when they are sleeping or awake.
Wow, that's a lot of questions! I'd say that precognition is written the way it is mostly because you can't actually predict the future when running the campaign, but having minor coincidences help you out would be a use of it, but the reason I didn't include that originally is because it feels more like luck manipulation then actually seeing the future.
DeleteBiokinesis was also specifically meant to be about people's bodies, where as Telepathy or Psychic Attacks are more the sort of direct mind control thing. I didn't want you to be able to double dip, more or less.
Anyway, it's not a totally complete ruleset so it would take a good GM to work it out. I don't expect it to cover every scenario and it wasn't really written like a textbook. Hopefully you understand my GMing style better, or can come up with your own rulings if you see any further issues with the rules.
Sorry, I didn't mean for it to sound like I was grilling you! I like it, so I'm just wondering out loud about the bits I don't understand.
DeleteLimiting Biokinesis seems like a good choice. Apportion seems like the hardest power to keep in balance if I was giving these to player characters.
Something about this whole thing reminds me of Ars Magicka's lovely flexible spellcasting, but that might just be me.