Empathic Powers

Empathy is the perception and manipulation of life force itself. This life force permeates all known planes of existence, coincident with such through a realm known only as the Essence. This higher dimensional plane is thus connected to every living being, sentient or otherwise, and an empath can use this connection to perform a very wide array of feats upon the living - and those no longer alive.

Arts of the empathic stripe involve making sweeping changes to living creatures. This can include splicing plant or animal traits into a body temporarily, radically restructuring the form, function, or composition of a life form, or even raising the deceased. An empath also has control over various facets of death, and can either emit entropic, anti-life energies or even reanimate the very bodies of the dead!

Empathic talents, while not quite so 'extreme' as the arts, are nonetheless very versatile. These powers can be used to instantly recover from inflicted damage, as well as to control various plants, animals, and other living (yet non-sentient) things in one's vicinity. Empaths can also use this class of power to tinker with ambient life force, either shaping it as desired or using it to create temporary living things.

While empathic arts and talents are rather aggressive in nature, skills of this sort are much more beneficial to others. These abilities can be used to cleanse a body of outside contaminants, whether corporeal or spiritual, when not healing an ally outright. Finally, empathic skills are handy when reading and interpreting the life forces of others, allowing for direct communication with non-sentient life forms!

The following is a summary of all forty known empathic powers, collected in one document for your convenience - without all the abilities from the other eight disciplines cluttering up the mix. This serves as a great tool for traditional psis focusing on the empathic discipline, or perhaps someone attempting to build a believer or natural psi whose abilities focus on powers of this type.

A B C D E F G H L M P R T V

A

Aciurgy
Type: Empathic Art
Duration: instantaneous effect
Cost: 1 point per rank

Aciurgy is the paranormal power to modify living tissues. A sort of super-human medical ability, aciurgy can be used to perform procedures that generally require years of academic study and professional experience to execute competently. On the other hand, since it is of super-human effectiveness, aciurgy can also be used to indulge in medical behavior that is highly irregular - if not normally impossible!

While aciurgy is in use, the life force of its recipients (or victims) will be artificially maintained, its wielder able to engage in all manner of procedures both simple and arcane. Whether simply removing a sliver or temporarily disassembling his or her patient, the character with aciurgy can complete their work with the assurance that the subject of this power will not die in the process of it.

In other words, aciurgy itself doesn't cause damage, no matter how extreme the work done with it is. Of course, if someone with aciurgy completely takes the subject of its use apart and leaves them that way, said subject might be in a bit of a pickle! Such 'abandonment' can indeed cause damage, based on the nature of the work left undone (whether intentionally or otherwise), at the Judge's discretion.

One can perform any conventional medical procedure using aciurgy, from liposuction to a heart transplant, with but a green power FEAT. When engaging in wildly irregular operations, including brain transplants and installing parts where they don't belong, an aciurgeon must pass a yellow FEAT. This power can even be used to engage in cross-species transplants and unnatural modifications on a red power FEAT.

When using aciurgy, most conventional medical concerns are rendered moot. Whether rotating limbs around for fun or even installing body parts foreign to one's anatomy, everything is 'wired' such that it will work as if the end result was one's default state. Tissue rejection is simply not an issue, and an organism can persist and function indefinitely despite this power's use - assuming nothing else kills it, that is.

Aciurgy most definitely counts as a healing power for the purposes of metabolic overload, whether used to heal or to... modify. It requires one be in physical contact with the subject to work. Furthermore, should they wish to, subjects can resist the use of aciurgy by passing an Endurance (res) FEAT roll against its power rank (assuming they lack resistance to metabolic or warping attacks).

Age Control / Others
Type: Empathic Talent, Psimotive Talent
Duration: instantaneous effect
Cost: 1 point per rank

Wielding this ability, a character can change the 'clock' on an organism, seemingly altering its age. Age control / others can increase or decrease a target's apparent age by a number of years that is equal to its power rank number. This power only functions within Very Near distance of its wielder, and targets may resist the power if they can pass an Endurance (res) FEAT roll against its rank as an opposing intensity.

Age control / others can modify the age of its target as is desired, though the effects of such sudden, onset aging are rapidly debilitating. On average, a character will lose -1 CS of one physical and one mental ability score for each decade of aging past their 'prime'. If reverting someone to a child-like state, apply this -1 CS for every four years before they reached adulthood.

Of course, there's also the lovely side effects that such extremes of age can bring, including brittle bones, being unable to reach the pedals, etc.

If a character is aged so old that they should be long dead and buried, or is rendered so young that their age would be a negative number, they will simply vanish in a puff of light and smoke. This doesn't actually kill the target, so much as file them and their mass away in another dimension temporarily, their existence having momentarily been rendered moot.

The effects of age control / others generally only lasts for a short period of time. A green power FEAT will let the power's effects last a number of turns equal to its power rank number, while a yellow FEAT roll multiplies this amount of time by ten, and a red FEAT extends it to a like number of hours. It occasionally lasts longer, however, acting to permanently renew, revitalize, or hobble its target.

Occurrences of this stripe are most often accompanied by other weird happenings going on with the character at the same time, such as radiation exposure, Probability Fallout, and the like. They're not the sort of thing one can really bank on in play, they just sort of 'happen'; an instance of permanent age modification is most likely something the Judge will use to advance the plot somehow.

Mind you, this effect can be obtained regularly as an extreme enhancement to age control / others. Such enhancements often take the form of revolutionary, futuristic aging treatments, the weird emanations of 'exotic' matter characters might blunder into, or other such oddities. Aging too far either direction in a 'permanent' state is considered a lethal attack, however - something to bear in mind.

Animal Control
Type: Empathic Talent
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

While animal sympathy allows one to 'speak' with non-sentient animal life forms of various kinds, animal control enables its wielder to actually direct their actions! This generally requires but a green power FEAT roll, since defeating an animal's Psyche score is most often child's play, though such a FEAT is never considered automatic in nature. Special considerations might make this action considerably more difficult, however.

A pet, for instance, will not readily turn against its owner - assuming it is treated well. The act of turning such animals against their friends, however temporarily, requires a yellow power FEAT. A special animal companion, one which engages in battle alongside its owner, can only be turned against that person on a red power FEAT roll - these animals are highly disciplined and especially attached to their human.

Alternately, an animal controller can attempt to take control of a large number of animals at once (a swarm of insects, a school of fish, and so on). This also requires a yellow power FEAT roll, as touching the minds of that many animals is rather involved. This FEAT must be repeated each turn, or else the grouping of animals will rapidly resume control of their own destinies, such as they are.

At any rate, once control is achieved, an animal controller can direct his or her thrall(s) to perform any action desired. Controlled animals will perform these tasks to the best of their ability, and do not creatively interpret their instructions. This is why it's important for an animal controller to plainly explain, usually with small words, what he or she wants the animal to do. They're not intelligent, after all!

Control of an animal generally lasts for 1d10 turns per application of this power, unless its wielder specifically focuses on maintaining his or her influence for longer. It can affect any animal within Near distance of its possessor, unless said animal is some sort of special companion of their own; if this is the case, the range of animal control is extended to Middle distances.

An animal controller can significantly enhance this ability with limitations, if desired. A weak limitation might involve constraining animal control to a general animal class (birds, mammals), a strong limitation would restrain the power further (primates, spiders), a very strong limitation would only work on specific species (osprey, red frog crab), and an extreme limitation would work only on a specific animal (or group of such).

Animal Hybridization / Others
Type: Empathic Art
Duration: instantaneous effect
Cost: 1 point per rank

This potent ability allows its wielder to modify other life forms, namely by combining their inherent characteristics with that of animal life! When this power is first gained, one can only add the characteristics of one form of animal to others. This represents a deep familiarity with the physiology of said animal type, and additional familiarities (i.e., animal forms) can be obtained as power stunts.

Any living creature can be the recipient of such hybridization, whether it is a human, a dog, or even a tree. Such a transformation can be either partial or total, depending on the whims of this power's possessor. This can either give an affected life form the abilities of the new animal type, or change them fully into the chosen animal form (altering their physical ability scores, if applicable, appropriately).

Abilities gained by the target of this power will typically function at a maximum rank that is equal to its own. They may operate at less, depending on the nature of the transformations it can cause, but are limited in such a fashion to represent the ability of this power's possessor to emulate their chosen form of animal life. Physical weaponry isn't normally affected by this limitation, however, since it usually uses set modifiers.

A vital consideration is the both the size of the target and the nature of a transformation, if it is complete. Turning a redwood tree into a fly would make for an immense fly, while transforming a cricket into a tyrannosaurus rex would create an absolutely tiny dinosaur. This problem cannot be bypassed without use of the growth / others and shrinking / others abilities (either as separate powers or as power stuns).

Another thing to bear in mind is that the target will retain whatever cognitive abilities it usually possesses, even if such a characteristic would normally be different in its final form. A tree transformed into a dog will be quite clueless about almost everything, at least at first, while a dog given opposable thumbs may take some time to figure out how to properly use them.

Wielding animal hybridization / others requires physical contact with the target. The target can avoid the effects of this power by preventing physical contact with its wielder - or having resistance to metabolic attacks. The effects of changes, whether partial or complete, take place almost instantly; the target of this power can be an attack dog one second and a sheep the next - which may confound it considerably!

Generally, the transformative effects of this power are transient in nature. On a green power FEAT, it will last for a number of turns equal to its power rank number, yellow successes raise this to a number of minutes equal to the power rank number, and a red FEAT roll will extend the time such a transformation lasts a number of hours equal to the power rank number!

On rare occurrences, this power's effects can be permanent. The wielder of animal hybridization / others has no control over this; it's simply something that just 'happens' sometimes. Perhaps something occurred to that fern you turned into a rodent that caused it to remain in that state, or the tusks you gave that kid to amuse yourself agreed with their physiology so well that they just sort of 'stuck'.

The Judge is the final arbiter of such instances, which occasionally gives him or her a tool to introduce quirky additions or alterations to the campaign.

Animal Sympathy
Type: Empathic Skill
Duration: maintenance
Cost: 1 point per rank

Animal sympathy is the ability to mentally communicate with non-sentient animal life forms. One can usually tell whether or not this power will work on a given creature by the presence or absence of a Karma score - Karma denotes free will, the presence of a soul, and all that business. The target of this power, then, can include beings ranging from amoebas to dinosaurs, though the more complex they are, the better.

More empathic than telepathic in nature, animal sympathy lets its wielder get inside the head of its target, to have a conversation of sorts with it. Since they aren't intelligent, animals will generally prove to be somewhat simplistic in communication. They can definitely share their impressions of the world and everything in it, such as they are, as well as pass on information about things they've experienced.

The quality of such recollections depend on how advanced an animal form is. Mammals of any stripe, being similar to one's own biology, can be communicated with on a green power FEAT. Yellow FEAT rolls are necessary to speak with somewhat different life forms, whether they're birds or reptiles. One can even talk to insects and amoebas and the like, though such 'alien' life forms require a red FEAT with this power.

Animal sympathy generally functions within Near range of its wielder. Furthermore, it usually requires that the wielder of this power and its target can sense each other through mundane means as well. This is not necessary if the character with animal sympathy knows the target of this power, and its range is extended to Middle distance in the event of communications with a trusted animal partner.

Augury
Type: Personal Spell, Empathic Skill
Duration: encounter
Cost: 1 point per rank

By performing an augury, characters can gain limited insight into the immediate future. After studying a target (or targets) for a total of three turns (not necessarily sequential), the augur can invoke this ability. He or she will then gain a solid inkling regarding the actions of said target(s). What this allows them to do, then, is to put off deciding on their actions until his or her opponents have declared their own.

This benefit functions regardless of who has the initiative, and for the duration of a fight, giving the augur a significant advantage as he or she never has to worry about changing actions. After all, they already knows what's going to happen... at least, unless a foe changes his or her actions after declaring them. The only time the augury rank comes into play is if two augurs are duking it out against each other.

A player character must pass a FEAT roll against the intensity of an NPC opponent's augury ability to gain the normal benefit. If two player character augurs are slugging it out, go with the higher rank of the two to determine the advantage, and if they are equal, have each roll a d100. Whoever gets the higher die roll wins and gains the benefit of augury for the duration of that fight.

B

Biological Invisibility
Type: Empathic Skill
Duration: maintenance
Cost: 1 point per rank

While all living beings cast a shadow of sorts in the Essence, the plane from which all life force flows forth, a character with this ability has the power to mask this essential shadow temporarily. This has the benefit of granting its wielder power rank invisibility to senses which can detect living beings, such as the biological sense, but has the curious effect of masking one from empathy as well.

Biological invisibility also makes it difficult for powers which specifically manipulate organic matter to 'connect' with its possessor. When wielding such abilities, their possessor affects the target at a -4 CS penalty, as if invisible, whether or not the power in question has a 'to hit' roll.

Biological Sense
Type: Empathic Skill, Metapsi Skill
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

This sensory ability allows its possessor an awareness of other life forms in his or her vicinity. Unless entities are cloaked somehow, this sense will automatically pinpoint every living thing within its range, as determined on the Middle range table. This use of the biological sense does not discriminate at all, and while it requires no roll it also provides no specific information about the huge amount of life forms so noted.

Attempting a FEAT allows the wielder of this power to fine tune what they're perceiving, however.

A green biological sense FEAT indicates the types of biological forms present, such as plants, animals, and fungi, and allows the character to 'screen out' unwanted forms of life. A yellow FEAT roll allows the inspection of individual life forms, determining particular and specific data about each one and how it functions. A red biological sense FEAT even allows the character to pick out a specific entity amongst similar life forms.

C

Cancer
Type: Empathic Talent
Duration: instantaneous effect
Cost: 1 point per rank

An aggressive and offensive form of healing, cancer allows its wielder to target specific portions of his or her foe's body, instead of the whole thing. Namely, the power supercharges the regeneration and growth capabilities of cancer cells, cells that everyone carries within their bodies to some extent. This causes such cells to form immediately visible tumors, which swell all over the target's body.

As these rogue cells rapidly expand as far as they can, they induce extreme strain on the body of their host, causing power rank Metabolic damage. This damage has an SD component, the tumors growing for an additional period of time as they leech every last bit of nutrients from the body that no longer contains them. When this SD damage ceases, these massive, artificial tumors will simply drop off the target's body.

A painful experience, to be sure, the use of cancer nonetheless reduces its victim's chances of developing cancer at a later date, most of his or her damaged cells being removed in the process of this power's use. This translates into a +1 CS bonus to one's Endurance for such purposes, which also applies to future uses of the cancer power against the same individual, considering that they have less errant cells to latch onto.

Mind you, this works the other way, as well. This power inflicts +1 CS damage to its target if they're currently suffering from a form of cancer, for highly developed tumors are already extant on their body (they have more room to grow).

The target of cancer can resist this power's use by passing an Endurance (res) FEAT roll against its power rank when it is first used against them, and on subsequent turns by rolling against the current intensity of its SD effects. If a victim fails an initial resistance roll but shrugs off the SD effects, the growths will then fall off as if they had swollen to their fullest extent, as detailed above.

This power functions within Very Near distance of its wielder, and ironically counts as a healing effect for the purposes of metabolic overload.

Cure Disease
Type: Empathic Skill
Duration: instantaneous effect
Cost: 1 point per rank

Essentially the opposite of the disease power, one can use cure disease to eradicate harmful micro-organisms in its target. This power only works on physical contact with its subject, at which point its wielder can detect and eliminate any undesirable microbes, viruses, or fungal colonies. This requires a power FEAT roll made against the intensity (if any) of the offending biological invaders.

Upon the successful use of this power, its target is cleansed of such agents, though lingering damage they've caused must be healed normally. This can be done through natural means, or with the use of the healing / others or regeneration / others powers. The cure disease power does not count as healing for the purposes of such, since it technically works against the things in one's body, as opposed to their body proper.

This allows the immediate use of healing powers on the cured individual without Endurance penalty.

Furthermore, with all these dead micro-organisms floating around in their body, targets of this power have an improved ability to form an immunity to whatever infections were cured inside them. Though cure disease doesn't instill automatic immunity to plagues, it offers its target a +2 CS to develop it on their own, simulating the effect a normal vaccine has on its recipients.

On the other hand, it's important to note that this ability does not work as well against inorganic invaders of the nanoscopic sort. Cure disease functions at a -2 CS against tiny creatures of the inorganic variety, whether naturally evolved or those that come in the form of atomatons. A powerful enough version of this ability can competently fight such invaders off, but they're much more difficult to combat.

D

Death Ray
Type: Empathic Art
Duration: instantaneous effect
Cost: 1 point per rank

The death ray, a popular attack in many forms of fiction, readily slays any living target it strikes. This is because it is a focused burst of entropic, anti-life energy that literally cancels out the life force (if any) of whatever it strikes. Death rays can function within Near distance of their wielder, and inflict their power rank in Metabolic damage with each deadly, deleterious strike.

This entropic damage can be resisted as if it were Karmic in nature, which means most conventional protections do little against death rays - assuming their user can successfully hit with them. However, resistance to metabolic attacks protects against this power quite well; barring that, one might adopt specific resistance against essential attacks to avoid it, instead.

As a strong limitation, one can limit the effects of a death ray to contact only. This is then considered a death touch, and is also popular in fiction. Such an ability often denotes entropic alien beings, who wither flora and the like in their passing, but need not be always active in such a fashion.

Decontamination
Type: Empathic Skill
Duration: instantaneous effect
Cost: 1 point per rank

Decontamination works to purify a life form in the event that it is sullied by the taint of anti-life energies. This is most often the case when a body is subjected to one of the various vampiric abilities. Upon a successful power FEAT roll made against the offending anti-life power, decontamination can prevent the target from rising as an undead itself, whether it was slain by such abilities or just severely weakened.

When wielded against actual undead creatures of any stripe, decontamination inflicts direct Metabolic damage against them, its power acting to literally cancel out the energies that animate such beings. The only downside to this use of the power is that decontamination only works within Very Near range of its possessor, which means one must usually be directly exposed to such entities to combat them with it.

Degeneration
Type: Empathic Skill
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

A slow but sure means by which one can dismantle their enemies, degeneration causes its target's very body to turn against itself! Should the target of degeneration fail an Endurance (res) FEAT roll against this ability's power rank, they will begin to lose Health points every round as their body breaks down. Degeneration continues for 1d10 turns, plus whatever additional time its wielder spends maintaining its effect.

The specific amount of Health lost is calculated in the same manner as regeneration. In other words, it's a number of Health points equal to the degeneration power rank each minute, or one tenth that sum each turn. For example, a hapless villain afflicted with Amazing (50) rank degeneration will suffer five points of Health loss each turn, for a grand total of fifty if it lasts for the full duration!

The victims of degeneration may attempt a new FEAT to resist its deleterious effects, after failing the initial roll, each time they suffer an amount of degeneration damage equal to its power rank number. If out of Health points while under the effects of degeneration, a character must pass an Endurance FEAT as if affected by a Kill result, or will alternately lose a like amount of Negative Health points.

The only time degeneration gets tricky is when its target also possesses regeneration. In the event of such an occurrence, the higher power rank between the two determines if one is stitching themselves back together or tearing themselves apart. Furthermore, the difference between the two powers' rank numbers will determine the rate at which the subsequent regeneration or degeneration is occurring.

Detoxification
Type: Empathic Skill
Duration: instantaneous effect
Cost: 1 point per rank

Wielding the power of detoxification, its possessor can cleanse a living target - whether themselves or another - of impurities. The toxins so removed can be natural to the body or foreign materials. Thus, with this ability, one can remove fatigue poisons (allowing a person to bypass exhaustion FEAT rolls for a time) or otherwise toxic materials (to save someone's life).

The difficulty of such a FEAT depends on how much deleterious material one has inside their body. Green FEATs can take care of minute amounts of toxin (regular or fatigue poisons come to mind), a yellow power FEAT roll is called for with considerable material (critical amounts of cholesterol), and red power FEATs are necessary when overwhelming amounts of foreign material are present (lungs full of sludge).

While it's great against regular chemicals, this ability doesn't work well against invaders of the electromechanical sort. Detoxification functions at a -2 CS against active foreign materials such as molecule-sized robots (atomatons). A powerful enough version of this ability can competently fight such invaders off, but they're much more difficult to combat than inanimate poisons.

Drones
Type: Empathic Talent
Duration: instantaneous effect
Cost: 1 point per rank

The Essence, fount of all life force, intersects with every known point in space and time. As such, it technically overlaps with objects both animate and otherwise. While the living are usually the recipients of the Essence's boon, the truth is that there's always a bit of life force permeating everything to some extent. By using this ability, one can amplify that life force in inanimate objects, giving them seeming life!

By granting non-living objects life, the possessor of this power allows them to act - usually as he or she wishes. This at first sounds similar to the object animation ability, but the difference is that this power does not allow conscious control over an item. No, while the wielder of drones can instill life into a thing, and even tell it what to do, the item operates under its own discretion while so infused with such energy.

Each drone created by this power can be given general directions, and will carry those directions out to the best of its ability. A character with drones can generate a large amount of this power's namesake, producing an amount equal to its power rank number. They will remain animate for a like number of hours - unless one specifically concentrates on keeping them going longer.

Drones created by this power have all the sensory abilities their creator possesses, despite lacking the proper organs for such, which can be accessed by their maker. This acts like a momentary sensory link, replaying anything of interest the drone experienced to their life giver. Such access, as is the case with creating a drone in the first place, requires physical contact with the object in question.

Though animated by life force, the drones created by this ability are not actually alive - or even sentient, really. When the power wears off, a drone will revert to its original state. If destroyed, it will be neutralized prematurely of course, the only additional effect of such being that the creator of a wrecked drone will immediately know of that destructive act - and may come running!

E

Emotion Control
Type: Empathic Talent
Duration: 1d100 turns + maintenance, if desired
Cost: 1 point per rank

While empathy merely lets one broadcast their own emotional states, emotion control actually allows its wielder to impose specific emotions upon other life forms. This ability functions on the Near range table, which is less than the scope of empathy, but then it's a much more active skill. Emotion control works against the Intuition of its targets, as opposed to Psyche (as is the case with mind control).

If the would-be target cannot pass an Intuition (awareness) FEAT against the rank of this ability, its wielder may invest any emotion he or she desires within said target, from hate to love to greed to whatever else turns their crank. Emotions tend to simmer, and an artificially induced emotion will last for 1d100 turns after this ability is applied, unless extreme circumstances act to change this emotional state.

Emotion control is otherwise versatile by design, but it may be taken in a limited form if desired. Restricting the character to but one emotion to manipulate (say, fear) is a strong limitation, adding +2 CS to the final power rank (or reducing its cost by 2 points).

On the other hand, a broadcast form of emotion control can be taken. This is considered a strong enhancement to the power, since it normally only affects one person at a time, and adds two points to its cost (or subtracts -2 CS from the final rank). The broadcast version of emotion control can affect multiple targets simultaneously, but each doubling of victims applies a -1 CS penalty to the FEAT to control them all.

Empathic Hammer
Type: Empathic Talent
Duration: instantaneous effect
Cost: 1 point per rank

While the ability to control emotions is most often used in a subtle fashion to alter the behavior of others, it has other applications. In fact, this knack can be used in an offensive manner, rapidly and randomly altering the emotional state of others to cause general pain and confusion. Such a technique is known as an empathic hammer, and can be considerably debilitating.

If targeted by such an attack, the victim must pass an Intuition (awr) FEAT roll against the empathic hammer power rank, or suffer like Karmic damage. Once struck by this power, the target will demonstrate multiple emotional states, seemingly simultaneously, as the changes roil through their minds. In addition to suffering this damage, the victim will lose the benefit of positive initiative modifiers for 1d10 turns.

The empathic hammer ability can strike any animate target within Near distance of its possessor.

Empathy
Type: Empathic Art
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

This is the root ability of the empathic discipline of power.

This potent ability allows one to read the surface emotions of other life forms. Though not as immediately direct as telepathy, empathy functions through a completely different process, interacting with the life force of a living being instead of their consciousness. This allows an empath to read the 'feelings' that others experience instead of their thoughts - which is arguably a more honest expression of their targets.

Empathy functions on the Middle range table. For example, an Incredible (40) ranked empath can read the emotions of others within two miles. An empath may attempt to read multiple targets simultaneously, but this reduces the ability's range by -1 CS for each doubling of targets, to a minimum of Feeble (2). No matter how many people they try to read, though, empathy always has at least a one area range.

In addition to reading the emotions of others, an empath may also broadcast his or her own emotional state. This is not emotion control (the feelings are not imposed upon others) so much as a simple notification. This can be to a single person with a green power FEAT, or a crowd with a yellow FEAT roll. Those receiving the empath's message will know who's sending it if they're at all familiar with him or her.

Essence Control
Type: Empathic Talent
Duration: maintenance
Cost: 1 point per rank

Essence control is the ability to manipulate essential energies, colloquially known as life force. The wielder of essence control can ply the ebb and flow of such energies, primarily those which are released into the universe via the life ray or similar powers, per the psikinetic talent of energy control. However, essence control can also be used to alter such energies inside living beings!

The target of this power is allowed an Intuition (awr) FEAT against essence control's rank to resist such manipulations. If this roll fails, the empath can either nullify essential energy in a target or draw it forth, inflicting power rank Metabolic damage in the process. Once siphoned from their vessel, these energies may be shaped by the empath as they see fit.

Essence control can also be used beneficially on living beings, amplifying the amount of life force they normally possess. This action is the equivalent of healing, for the purposes of metabolic overload. When used in this fashion, essence control will add a number of Health points to its target equal to its power rank number, which will last until they are lost - one way or another.

Essence control can be used on life forces anywhere within Near distance of its possessor.

F

Forensics
Type: Empathic Talent
Duration: instantaneous effect
Cost: 1 point per rank

Forensics involves reading the essential residue left in dead matter, using it to determine various facets of the deceased material. This basically involves learning precisely when the formerly living matter died, what killed it, and how. This is where the power gains its name, as it is quite handy for 'filling in the blanks' where the dead are concerned - even if the information involved isn't all that 'scientific'.

The power is a lot more useful than that, however. Thanks to this lingering life force, the wielder of forensics can actually speak with dead matter, after a fashion. The corpse, temporarily bolstered by the effects of this power, will readily supply whatever information it can about itself, including details regarding events that occurred around it both before and after its untimely demise.

Being a communication with the shell of the dead, and not the actual spirit of such, forensics is not privy to the thoughts of the body - either before its demise or after. But just about anything else regarding the flesh of the deceased is up for grabs. Specifically, forensics can 'dredge' dead matter for information a number of days back equal to its power rank number.

After that, further communications are simply too muddled to be of use, the impressions of the dead body's lingering essence merging with that of other life forms that have since come and gone.

G

Gestalting
Type: Empathic Art
Duration: instantaneous effect
Cost: 2 points per rank

When making use of gestalting, its wielder can combine two distinct life forms into a singular entity. These two entities need not include the possessor of gestalting, though this is a perfectly reasonable use of the power. Unless both targets are explicitly willing to be merged into a singular entity, the wielder of gestalting must first pass a power FEAT against the greater of any unwilling beings' Endurance (res) scores.

Once merged, the targets of gestalting will assume a form that combines the characteristics of each, while possessing a size determined by their total mass. Merging two relatively similar things (such as a rhino and a bull) will craft a new being with relatively similar capabilities, while blending disparate creatures (perhaps an oak tree and a centipede) may very well create an entirely new evolutionary niche.

The behavior of things wrought with gestalting results from a combination of their two personalities, if applicable. If one component of the gestalted entity is mindless (a plant or fungi), it won't really affect the decisions of sentient or non-sentient but animate entities. If a sentient and non-sentient yet animate creature are combined, the former will hold sway, though the latter will wield considerable influence.

Combining two sentient beings leaves both of their minds intact in a singular body, though they share the equivalent of a mind link.

Due to the staggering array of potential combinations of things one can bring into being with gestalting, it may be difficult to prepare in advance for its use. As such, the Judge may very well have to 'wing it' when patching together weird new critters from formerly distinct life forms, a feat which is best managed by having ready access to descriptions of most animals that may be encountered by those making use of gestalting.

Gestalting only functions on life forms within Very Near distance of its wielder for the most part, though this can be bolstered via power enhancements. The merger of mindless and/or non-sentient life forms is generally a permanent alteration to both beings, while a sentient entity can attempt an Endurance (res) FEAT against gestalting's power rank every turn in an effort to break off this blending of minds and bodies.

There are two exceptions to this general rule, the first involving the wielder of gestalting ending a merger that he or she has created previously, which they may do while within range of their creations. The second comes into play when all the sentient creatures involved in a gestalting decide that they prefer a merged state to their previous existence, which makes their combination as permanent as they want it to be.

As always, individuals gaining new powers via gestalting must ultimately purchase them via Karma, lest they become subject to Plot.

H

Harm
Type: Empathic Art
Duration: instantaneous effect
Cost: 1 point per rank

A direct attack on the very life force of another, harm allows its wielder to torment, or even kill, others at will. Those targeted by harm are allowed an Endurance (res) FEAT roll against its intensity to shrug off the effect. Failing this, they will directly suffer power rank Metabolic damage as the anti-life energies summoned by harm work to cancel out some (or possibly all) of their own, inherent life force.

Those affected by harm momentarily evince a distressing aura as their bodies are assaulted by anti-life energies. This visible discharge rapidly fades as the living energy of its target, not to mention that of microscopic life forms clinging to their body, is cancelled out by harm's negative power. While excruciating, the effects of harm are only temporary, as long as they don't cause the outright death of their target.

Living beings cling to life tenaciously, after all.

Harm only works within Near distance of its target.

Healing / Others
Type: Empathic Skill
Duration: instantaneous effect
Cost: 1 point per rank

This extremely popular talent infuses the body of another with essential, recuperative energies, energies which allow them to recover lost Health. No matter what form the lost Health may take, from severe burns to brain damage, healing will undo the damage inflicted. Each application of healing allows its recipient to recover this rank number in lost Health points, up to his or her usual maximum.

While healing is good for a body, at least in practical terms, it is nonetheless taxing on the system. This vast pulse of regeneration should be used on someone sparingly - only once per day - or else it may push its target's system too far. For every additional healing a character receives in a twenty-four hour period, they will lose one rank of Endurance due to metabolic overload - which must then be recovered normally.

Alternately, healing / others may instead be limited so that the Endurance loss comes from the healer instead of the target. This assumes a more intimate, direct tie between the metabolism of the healer and the healed, and allows the former to take the brunt of the system 'shock' instead. This means a healer can only do their thing a minimal amount, lest they quickly work themselves to death, but what they can do is miraculous.

Having this limited form of healing is considered an extreme limitation, and enhances this power's level by +4 CS (or reduces the cost by four points).

Either way, a target may resist being healed if desired (if they've already been patched back up once already) by passing an Endurance FEAT against this ability. Keep in mind that if someone's Health is full, healing / others has no effect (the daily penalty doesn't kick in).

Healing / Self
Type: Empathic Talent
Duration: instantaneous effect
Cost: 1 point per rank

This ability infuses a character's body with essential, recuperative energies, which allows them to recover lost Health. Regardless of the nature of the harm, from minor scuffs to severed limbs, healing will undo the damage inflicted upon one's body. Each application of healing allows a character to recover their rank number in lost Health points, up to their usual maximum amount.

While healing is good for a body, at least in practical terms, it is nonetheless taxing on the system. This vast pulse of regeneration should be used sparingly - only once per day - or else it may push one's system too far. For every additional healing a character attempts upon themselves within a twenty-four hour period, they will lose one rank of Endurance due to metabolic overload - which must then be recovered normally.

But when you're bleeding to death, that doesn't sound all that bad, now, does it?

L

Life Ray
Type: Empathic Art
Duration: instantaneous effect
Cost: 1 point per rank

The life ray power allows its wielder to project large amounts of the essential energies commonly known as 'life force'. The character can either generate this energy themselves or manifest it through some sort of conduit to the Essence, a realm from which life force purportedly springs. Either way, they may fire a ray of essential, life-giving energies at friend and foe alike, either for defensive or offensive purposes.

How a life ray works is that, upon striking its target, it will infuse them with essential energies. This has the effect of repairing inflicted damage, allowing the target to recover a number of lost Health points (if any) that is equal to the life ray's power rank number. This is usually a good thing for the wounded, for a dose of healing energy can often be the difference between life and death in a fight.

Where a life ray can cause its target trouble is when it is used on them multiple times. You see, every time a life ray erases any damage a character has suffered, it counts as a healing effect for the purposes of metabolic overload. Each subsequent healing a character receives within a twenty-four hour period will tax their bodily systems, causing a -1 CS loss of Endurance.

By, say, alternating this power with a damage inflicting attack, one can use their life rays to rapidly diminish their target's Endurance score, potentially killing them in the process - even if they die with (almost) full Health! This is a somewhat roundabout way to deal with one's foes, but if they've got healers on their team, or can heal themselves with ease, it can often be quite a satisfying way to defeat them!

Life rays can strike anyone within Near distance of their wielder.

M

Mood Swings
Type: Empathic Skill
Duration: instantaneous effect
Cost: 1 point per rank

Mood swings is a variant form of emotion control. It has a lesser effect on the feelings of others overall, but is a broadcast effect. When wielding mood swings, one can subtly alter the emotions of everyone within Very Near distance of their person. Would-be victims gain an Intuition (awareness) FEAT roll to resist this power, opposed by its intensity, but its targets won't know the power was used - even if they can resist it.

Uses for this power involve ratcheting down intense emotions in an area (such as fear in a burning building) or cranking them up a notch (such as trust at a political rally), among many, many other applications. It can be used to seriously change the emotional state of its targets / victims, but this takes several stages of mood swings - the amount of turns involved depending on the nature of the emotional transition.

P

Plant Control
Type: Empathic Talent
Duration: instantaneous effect
Cost: 1 point per rank

While plant sympathy only allows one to 'speak' with various kinds of non-sentient plant life, plant control enables its wielder to actually direct the actions of flora! This generally requires but a green power FEAT roll, since most floral entities don't have a Psyche score to speak of, though such a FEAT is never considered automatic in nature. If it is sentient, a plant is allowed a Psyche (will) FEAT roll to resist.

A trickier application of plant control involves taking control of a large number of floral life forms at once (a row of crops, a small grove, etc). This requires a yellow power FEAT roll, as seizing command of that many plants is rather involved. This FEAT must be repeated each turn, or else the grouping of plants will return to their natural, uncontrolled state once more.

Once control is achieved, a plant controller may direct their thrall(s) to perform any action they desire. Since plants are by and large inanimate, this involves actually animating the plant forms in question, per the object animation power. Trees can be made to 'walk', vines can entangle foes, and so on. A plant controller can control any number of plants within range at once, but can only issue one specific command at a time.

This can involve anything from having a singular vine restrain an enemy to directing a gaggle of radishes to attack the farmer who planted them. Generally, plants can only inflict an amount of Blunt Attack or Edged Attack damage that is equal to their weight (as an equivalent Strength score), with a minimum rating of Feeble (2) - and a maximum score that is equal to the plant control power rank.

Alternately, a plant controller can induce rapid growth within their subjects. This can cause a plant to grow from something as small as a seed to its full, adult size in but one turn. Such an action can cause considerable damage, particularly in an urban setting (tearing up concrete, damaging buildings, and so on). It can also make a body appear like unto a miracle worker in rural or famine-swept areas.

Control of a plant (or plants) will generally last for 1d10 turns per application of this power, unless its wielder specifically focuses on maintaining his or her influence for longer. It can affect any plant within Very Near distance of its possessor, though once control is achieved, it can be exerted anywhere within Near distance of the plant controller.

A plant controller can significantly enhance this ability with limitations, if desired. A strong limitation might involve constraining plant control to a general type of flora (trees, algae, etc). A very strong limitation would restrain the power further (grains, cacti, and so on), while an extreme limitation would only work on specific species (maize, rose cactus, etc).

Plant Hybridization / Others
Type: Empathic Art
Duration: instantaneous effect
Cost: 1 point per rank

This potent ability allows its wielder to modify other life forms, namely by combining their inherent characteristics with that of plant life! When this power is first gained, its wielder can only add the characteristics of one form of flora to others. This represents a deep familiarity with the physiology of said plant type, and additional familiarities (i.e., floral forms) can be obtained as power stunts.

Any living creature can be the recipient of such hybridization, whether it is a human, a dog, or even another plant. Such a transformation can be either partial or total, depending on the whims of this power's possessor. This can either give an affected life form the abilities of the new plant type, or alter them fully into the chosen floral form (changing their physical ability scores, if applicable, appropriately).

Abilities gained by the target of this power will typically function at a maximum rank that is equal to its own. They may operate at less, depending on the nature of the transformations it can cause, but are limited in such a fashion to represent the ability of this power's possessor to emulate their chosen form of plant life. Physical weaponry is normally not affected by this limitation, however, since it usually uses set modifiers.

A vital consideration is the both the size of the target and the nature of a transformation, if it is complete. Turning a humpback whale into a rose bush would make immense flowers, while transforming a beetle into an oak tree would create an absolutely tiny oak. This problem cannot be bypassed without use of the growth / others and shrinking / others abilities (either as separate powers or as power stuns).

Another thing to bear in mind is that the target will retain whatever cognitive abilities it usually possesses, even if such a characteristic would normally be different in its final form. Changing a man into a weeping willow might make for a very panicky plant, while giving a corn stalk poisonous thorns wouldn't cause much of a net change (save for those 'talking' to the corn via plant sympathy).

Wielding plant hybridization / others requires physical contact with the target. The target can avoid the effects of this power by preventing contact with its wielder - or having resistance to metabolic attacks. The effects of changes, whether partial or complete, take place almost instantly; the target of this power can be a human resources representative one second and a fern the next - which might be an improvement.

Generally, the transformative effects of this power are transient in nature. On a green power FEAT, it will last for a number of turns equal to its power rank number. Yellow successes raise this to a number of minutes equal to the power rank number, and a red FEAT roll will extend the time such a transformation lasts a number of hours equal to the power rank number!

On rare occurrences, this power's effects can be permanent. The wielder of plant hybridization / others has no control over this; it's simply something that just 'happens' sometimes. Perhaps something occurred to that rat you turned into a tiny orange tree that caused it to remain in that state, or the flowers you imparted on someone for romantic inclinations agreed with their physiology so well that they just sort of 'stuck'.

The Judge is the final arbiter of such instances, which occasionally gives him or her a tool to introduce bizarre additions or alterations to their campaign.

Plant Sympathy
Type: Empathic Skill
Duration: instantaneous effect
Cost: 1 point per rank

The power of plant sympathy is the skill to communicate with non-sentient floral life forms. The vast majority of plant life falls into this category, though one can be sure if the given plant has a Karma score - the presence of such demonstrates sapience, or at least free will. As long as it's not intelligent, any plant can be the target of this power - though the more complex a plant is, the better.

Speaking (after a fashion) with trees, or perhaps a large area of vegetation, requires but a green FEAT. A yellow power FEAT roll is necessary when one tries to communicate with smaller specimens, such as bushes, vines, mushrooms, or most agricultural products. One must usually roll a red power FEAT only when attempting to talk with incredibly simple plant life, such as single-celled plants or fungi.

Conversing with plant life is somewhat difficult no matter how complex the specimen is, considering that plants lack a nervous system entirely. Thus, to communicate with plants, one must attune their minds to working at the plant's 'speed', as it were. Once this is achieved, the plant sympathizer must then talk to the plant in such a fashion that he or she can actually gain useful information from it.

The difficulty in doing so is usually directly proportional to how relevant the question is to the plant's existence. For example, a tree may not normally 'notice' or 'see' much about someone who simply walked by it in the recent past, but if that individual broke a tree branch or split its bark at all, the flora might have a vivid recall of both the event and who was responsible.

R

Reanimation
Type: Empathic Art
Duration: instantaneous effect
Cost: 2 points per rank

Reanimation is the ability to instill a semblance of life into formerly living creatures. This works in a number of fashions, the end result being that the formerly inanimate biological matter reanimation was used upon has been given the ability to move again! Such reanimated creatures are under the control of their creator, and will usually do his or her bidding without question - they've instilled them with their new unlife, after all.

The difficulty of reanimating the dead depends on just how much of it remains. A fresh corpse (aside from minor damage, such as whatever ended its life) requires a green power FEAT. Yellow FEATs are necessary when a considerable portion of the body is gone, or if serious damage was inflicted upon it previously (dying in a fire, losing an arm, etc.). A red FEAT is called for when naught but a skeleton remains of the body.

Most often, the reanimated creatures will take the form of a zombie - a nigh-mindless humanoid form. This assumes that reanimation was wielded upon relatively intact human corpses. The less intact a corpse is, the less Health it will have; a skeleton is a form of zombie that is mostly devoid of flesh, and has but eight Health points. If used on animals, characteristics for such must be worked out independently.

However, a reanimator can create more powerful forms of undead if they wish. This requires the use of additional abilities, but it is within the realm of possibility. For example, a reanimator who also possesses vampirism can themselves raise vampires. The only problem with this is that more powerful - and more intelligent - undead creatures are harder to control, and may actively plot against their recreator to gain their freedom.

Achieving control of one's undead creations requires a power FEAT against the Psyche (will) rank of said creature. This is almost always successful against mere zombies, who have a Shift 0 Psyche (will) score. More powerful undead creatures may very well resist this control, however, and if they break free they might assault their recreator if they've been treated badly (either for real or in the undead's imagination).

The fun part is that this trick works both on undead creatures that a reanimator has created and those created by other reanimators. To 'steal' control of another reanimator's minions, a reanimator must pass a reanimation FEAT against the intensity of the other reanimator's reanimation ability. If successful, they can then attempt to control that undead as if they'd just created it (per the above).

A reanimator may create any number of undead minions to do his or her bidding, but can only actively control a limited amount of such at a time. The number of undead one can simultaneously command is equal to this power rank number. While they can only directly command this many at once, other undead under their sway will continue previous tasks given to them - at least, until they've completed such.

Alternately, a reanimator can temporarily animate bits of dead bodies, much as other matter animators can handle their own areas of interest. This requires a green power FEAT, and allows a reanimator to control any deceased biological matter available like a macabre puppet master. This does not create new undead creatures at all, but simply allows the reanimator to make use of such 'spare parts' in a pinch.

Reanimation's major concern is that its creations are contagious. All undead possess the means to create more of their kind, which is usually considered a negative consequence of their undead status (such as the Curse of the Zombie, or the Kiss of the Vampire). Indirect creations of a reanimator are considered theirs for the purposes of control, but if unaware of them they may become free-roaming undead.

And this never bodes well for a civilization... any civilization. So why bother? Zombies and the like are a great source of free labor, however smelly. Let loose in a factory, a zombie work force can continue to perform the tasks given to them indefinitely. And when you really need a horde of monsters to wipe out the neighboring town, why bother with the more skilled minions amongst your ranks? Send in the zombies!

Recovery
Type: Empathic Skill
Duration: instantaneous effect
Cost: 1 point per rank

The power of recovery allows its wielder to rapidly replace lost ability and power scores caused by a variety of circumstances, ranging from crippling injuries to power absorption to vampiric attack! The only reduction recovery cannot repair is Endurance loss due to excess healing, as it is considered a healing power itself, and will in fact inflict a -1 CS to one's Endurance if used on them immediately after a healing power.

Other than that minor caveat, recovery will immediately restore a number of lost points in its target's ability scores and/or powers that is equal to the recovery power's rank number. It can operate on as many different wounded ability scores or powers as its wielder likes, either focusing on just one or splitting its effect amongst many. The power can be used on its wielder or anyone else he or she is in contact with.

Regeneration / Others
Type: Empathic Talent
Duration: maintenance
Cost: 1 point per rank

The power to regenerate others allows its wielder to repair damage suffered by others over time. Instead of a massive, metabolism-taxing burst of healing delivered all at once, this ability will essentially grant others the ability to regenerate while applied to their person. As such, this ability may be used to aid others as often as one likes, avoiding the infliction of Endurance penalties for multiple uses.

When this power is applied to another, they can regenerate a number of lost Health points that is equal to its power rank number each minute. This number can be divided by ten to determine how much lost Health one can recover with it on a turn by turn basis. If one wielded this power at Unearthly (100) rank, for example, the target would actually recover ten lost points of Health each turn!

Bear in mind that regeneration does not work if the recipient is suffering continuous damage. In the event of SD damage (potentially caused by rotting attacks and other Metabolic harm), regeneration will not function for a person, even if this power is still applied to them. One must wait out the SD effect or prevent its continued operation before the power will resume functioning for a wounded individual.

Regeneration / Self
Type: Empathic Art, Metapsi Art
Duration: maintenance
Cost: 2 points per rank

Characters possessing this ability recover from inflicted damage far faster than ordinary folks. Instead of the normal healing rate, a character with this ability will heal damage at a rate equal to their regeneration rank every minute. This is divided up on a turn by turn basis, so the amount of Health a regenerating character will recover each turn is equal to their regeneration rank number divided by ten.

For example, characters with Incredible (40) ranked regeneration will heal four lost Health points per turn. If a character possesses regeneration at a rank that is less than Good (10), they won't actually heal lost Health points each turn. For instance, a character with Feeble (2) regeneration would only heal back two points per minute, so they'd actually gain one Health point every five turns, instead.

All of this assumes that the character who regenerates isn't actually suffering continuous damage. If the cause of damage is still being applied (say, because your character is on fire), regeneration cannot occur until the damage is no longer being inflicted. Regeneration occurs at the beginning of a turn, but will not apply if damage from a previous turn carries over into the next (SD damage can be a bane to regenerators).

Resurrection
Type: Empathic Art
Duration: instantaneous effect
Cost: 2 points per rank

This potent ability allows its wielder to raise the very dead. This is not reanimation, in that one is not creating near-mindless zombies and other undead to do his or her bidding, but the restoration of full life functions! There is both a physical and a metaphysical aspect to this ability, the former of which depends on how much of the dead body is intact, while the latter depends on how long a body has been deceased.

In other words, resurrecting the dead requires two distinct FEAT rolls.

The first has a difficulty based upon how much of a corpse remains. A green FEAT can resuscitate an intact (or nearly so) body; this corpse has only minor damage, if any. A yellow FEAT is necessary if the body is only partially intact, or suffered severe damage (died in a fire, or is missing one or more limbs). A red FEAT can restore life to a body that is mostly gone (skeletal remains, cremation, or frozen and shattered bodies).

If this first FEAT is successful, the body has been repaired and is ready to receive its spiritual inhabitant. If this seems too difficult (a character makes a point of raising the long dead, or their allies have a habit of being eaten alive) one could make use of abilities like the conjuration spell to iron out the kinks here, and restore the body to pristine condition (thus only requiring a green FEAT to get the body prepared).

Once the shell is ready, the resurrector must give it the spark of life, and reunite the body with its lost essence. If the body died within the last year, this is a green power FEAT, while a yellow FEAT roll is required if it died within the last century. Reaching back further than this requires a red FEAT, as the corpse's spirit has long since moved on to the next stage of its existence (whatever that may be).

If successful, this will draw the lost anima from wherever it had gotten to and fuse it anew to its former body. The resurrected entity will be disoriented for 1d10 turns, during which time it will acclimatize itself to its renewed state of life. After this, the resurrected character (or animal, or whatever) may do as it wishes, not at all being bound by the will of their resurrector (though likely grateful, for the most part).

Resurrection can be a powerful tool for adventurers, as it mostly negates the threat of death, but there can be consequences.

Generally speaking, a body will not remember what occurred to it after its death. However, the longer a body has been resident in some afterlife or another, the more likely it is to have memories of some sort about that time. Even more likely, the individual entities in charge of said afterlife will take notice if one of their charges has been ripped from their care after a couple of centuries.

On the other hand, a character that has been resurrected many times may irk the ire of whatever death god(s) hold sway over them. They may be tired of repeatedly losing one of their prizes to the resurrector, and may pay him or her a visit. One never knows if this will involve a stern talking to about the nature of life and death, or instead taking the resurrector's soul in the place of the resurrectee's.

Similarly, dice rolls to the contrary, it may be impossible to raise a person from the dead if their spirit has been irrevocably changed after leaving the body. This can involve anything from becoming one with the universe to transforming into mythological creatures such as angels or demons, or even having one's essence consumed or destroyed somehow. If this happens, the resurrection will fail.

Not that the resurrector may necessarily know this. When this ability is used on a being whose anima has been transformed or destroyed, it's possible that someone may take notice and insert something else instead of the soul in question. If this occurs, the wielder of this ability may attempt a Reason FEAT roll to determine if something has gone awry; if successful, the resurrector will at least know what has happened.

If it fails, they'll be none the wiser (and hilarity may quickly ensue).

Most of these concerns involve edge cases, though, and usually won't be a serious problem to the wielder of this ability. For the most part. But it does pay to avoid raising people from the dead willy-nilly, or else one might end up like Asclepius. He raised the dead for fun and profit, until Zeus struck him down for his perfidy. Sure, he was eventually elevated to godhood himself, but it was a rather rough road getting there.

Resuscitation
Type: Empathic Talent
Duration: instantaneous effect
Cost: 1 point per rank

Resuscitation is something of an extended first aid power, in that it allows one to revive those who have recently died. A lesser form of resurrection, resuscitation can be used to, well, resuscitate those who have just passed, whether due to injury or illness. Generally, the power can restore the spark of life to its target if used within a number of minutes equal to its power rank number.

The difficulty of restoring life to the recently dead depends on how damaged the body was upon its demise. Green FEATs can resuscitate an intact (or nearly so) body. A yellow FEAT roll is necessary if the body is only partially intact, or suffered severe damage. A red power FEAT can restore life to a body that is mostly gone. In addition to restoring life, resuscitation repairs just enough damage to sustain it.

A resuscitated character resumes life with a maximum number of Health points equal to this power's rank. He or she must then repair any further damage (read: Health and Endurance loss caused by their injuries) in any other way they can. The only problem there is that resuscitation counts as healing for the purposes of metabolic overload, so such powers cannot help for at least twenty-four hours after one is resuscitated.

Not safely, at any rate. This is because the resuscitated character, having lost all of their Endurance ranks previous to the use of this power, is resting at Feeble (2) rank Endurance at the moment. The -1 CS Endurance penalty for additional healing might repair more of the damage to their body, but the strain of such may kill them (again) in the process (make another Kill check, this time at Shift 0 rank).

Retrospection
Type: Empathic Skill
Duration: instantaneous effect
Cost: 1 point per rank

The power of retrospection allows its wielder to perceive disturbances in the Essence, a higher plane that is coterminous with all conventionally understood points in space and time. Since every life form is connected to this plane, the place from where their life force springs forth, particularly vivid emotions leave an echo of sorts upon the Essence where they were experienced - especially if death was involved.

Using retrospection, a character can parse these essential echoes, revealing details about them back through time. A green FEAT roll can look back to reveal emotions experienced at a location a number of days previous that is equal to this power's rank number. A yellow power FEAT can extend this temporal range to weeks instead of days, and a red power FEAT roll will actually lengthen those days to months!

Rotting
Type: Empathic Talent
Duration: instantaneous effect
Cost: 1 point per rank

The power to rot involves inducing organic matter to die and rapidly decay. A variety of mechanisms can produce this effect, the end result being damage to or the destruction of organic materials. Against living entities, this ability will cause power rank SD Metabolic damage each time it is applied, which its targets may avoid by preventing physical contact (it requires such to function).

When used against non-living organic matter, whether clothing or rope or a corpse, rotting will destroy it if it fails a material strength check against this power rank.

Matter affected by rotting, whether living or dead before the power is used, will show signs of advanced decomposition. This may confound physicians when used against the living, and wounds inflicted by it will heal - though they might leave gnarly scars. Products made from organic materials appear to be much older than they should be when affected by rotting, if they're not destroyed outright by this ability.

This power can be avoided with resistance to metabolic attacks - or just resistance to corrosion or rotting. The entropic effect of this power inflicts -4 CS damage against inorganic targets (it works, just less effectively).

T

Transformation / Others
Type: Empathic Art
Duration: instantaneous effect
Cost: 2 points per rank

The power to transform others is the ability to drastically alter the physical makeup of living beings. It works on them in the same way transmutation does, and usually involves an atomic or molecular change in the target. The difference is that said living beings are not changed into an inert mass of material; instead, they are altered such that they can function despite their brand new composition!

When this power is first gained, its wielder will know how to change a living being such that it can act in one new form. This can be any one kind of matter, regardless of its state, or even energy if desired. He or she can acquire the ability to transform others into additional substances either as a power stunt of this ability or by acquiring this ability again (player's choice).

To transform another living being in this fashion, physical contact with the target is required. The target can avoid the effects of this power by preventing contact with its wielder - or having resistance to metabolic attacks. The effects of changes, whether partial or complete, take place almost instantly; the target of this power can be an ordinary human one moment, and made out of titanium the next!

Transforming others into a solid material gives them an effective material strength (and thus, body armor) equal to its normal m.s. or this power's rank - whichever is less. While in this solid state, characters so transformed may move about and behave as they normally do, even if constructed of something especially rigid. However, if one's m.s. is higher than their Strength, they can only move as if such were only Feeble (2) rank.

A fluid transformation allows the target of this power to flow as can any liquid, easily working their way through tight spaces and around objects as is required. A character in a liquid state can readily alter their form, pooling up in any shape desired. Furthermore, this molecular configuration allows its recipient the benefit of 1 CS of damage reduction against physical attacks, as their energy partially passes right through such beings.

Characters transformed into a vaporous state gain the movement benefits of the liquid form, along with the power of flight. While in the form of a gas, characters can fly at an air speed equal to this power rank. Gaseous bodies can either condense their form to an approximately human size and shape, or extend their mass out to cover an entire area. They receive 2 CS of damage reduction against physical attack.

Transforming others into a coherent field of energy is also possible. This allows a being so changed to generate energy at this power rank -2 CS, matching that which they've become. Possessing little or no mass, an energy being also has the power to fly like a gas form, but can do so on the space table instead of at air speed. Finally, energy life forms benefit from 3 CS of damage reduction against physical attack.

In addition to the above, transformed characters possess special abilities derived from their new composition. A bird made from plutonium would rapidly contaminate a wide area with radiation, while a rat made from hydrochloric acid would wreak havoc in a foundry. Powers granted due to a being's new chemical composition are generally limited to this power rank in effectiveness, unless physics would override such.

Light generally doesn't slow down for anyone, after all.

On the other hand, characters so transformed are similarly hamstrung by their chemistry. While they may gain the power to emit cold after being transmogrified into a block of ice, the target is suddenly quite vulnerable to fire and heat. Any sudden 'weakness' the character has due to a state of chemistry should be treated as a level 1 allergy quirk (or, in other words, affects them at a +2 CS).

When taking damage in a transformed state, a character can visibly show serious damage, and even be shattered, but can be transformed back to a normal state as long as they're not slain. They may be a bit worse for the wear upon changing back (Health point loss, and so on), but such damaged characters will otherwise be fine. A transformed character's 'core' usually rests with the largest mass of their material.

If not changed back by the wielder of this power, a transformed entity will last in his or her altered state for an amount of time determined when the power is used upon their body. A green power FEAT allows transformations to last a number of turns equal to its power rank number, while a yellow FEAT will extend it to a like amount of minutes, and a red FEAT roll allows a transformation to last a similar number of hours.

While biological processes may or may not function in this altered state, the benefit to its target is that they are not necessary, strictly speaking. While transformed, the character so changed may go without eating, drinking, breathing, and even sleep as if they wielded environmental independence for the duration of their change. This makes the power a great emergency life support mechanism in a pinch!

V

Vampirism
Type: Empathic Art
Duration: instantaneous effect
Cost: 2 points per rank

In its basic form, vampirism allows its wielder to drain the life force of another, to recover lost Health. Vampirism always requires contact with the victim, and cannot be used at range. Upon touching the target, a vampire can drain an amount of their Health equal to this power rank number, assuming the target cannot resist; vampirism can be fought off by passing an Psyche (will) FEAT roll against its rank.

If this FEAT fails, the vampire may drain their victim as much or as little as they wish. Every additional turn they do so, the target is allowed another FEAT to resist. If this FEAT is ever successful, the victim immediately repulses the vampire and gains immunity from this form of their assailant's vampirism (it doesn't protect from other characters with the power, or other forms of vampirism the assailant may have).

If the character with vampirism is at full Health when they drain an amount of Health equal to their power rank number, they receive a +1 CS to their Strength, Endurance, Psyche, and all their power ranks save for this one (additional drains do not enhance them further). This boost lasts for 1d100 turns, after which point the character with vampirism will return to normal. Gaining another boost requires another feeding.

On the flip side, a vampire may instead bestow a gift of Health, at a loss of their own. This works in the same fashion, though usually a FEAT roll is not required (most critically wounded individuals welcome healing), but if the target resists, the same FEAT as the above applies. Upon healing another via vampirism, the wounds so repaired will appear on the body of a vampire, a visual expression of the transfer of Health.

The risk in using this ability is twofold. First off, there's the danger of contagion. Draining a body of its Health completely is considered a lethal attack. If the victim of such an attack fails their Kill check, they will begin to lose Endurance ranks until either first aid is administered or they die. If such an individual dies, they will rise again as an undead creature, an essential vampire that requires the life force of others to live.

Secondly, if a vampire kills with this ability (whether accidentally or on purpose), they must pass a Psyche (will) FEAT against the intensity of their own vampirism rank. If this FEAT roll fails, the vampire will become addicted to the essence of others, and will require it to function as well. While addicted, the character with vampirism will suffer a loss of power each day they do not feed upon the Health scores of others.

This loss comes in the form of a -1 CS to their Strength, Endurance, Psyche, and all their power ranks (save for the vampirism, of course). To avoid this loss, the addicted vampire must drain an amount of Health equal to their vampirism rank each day, and if at a penalty, a like amount to recover each -1 CS lost to such abilities. The only way to shake this addiction is to go cold turkey - and that's not easy.

Withdrawal from the life force from others causes the CS penalties to mount, until the character's indicated ability scores and power ranks reach Shift 0. This prompts an Endurance FEAT, per a Kill result. If this FEAT fails, the character immediately dies, and will eventually rise as an essential vampire themselves. If it succeeds, they may attempt a Psyche (will) FEAT to overcome their addiction.

If this Psyche FEAT succeeds, the character is 'cured', and may begin to recover lost ability and power ranks at a rate of +1 CS per day. If the Psyche FEAT fails, however, the character must wait another day, and repeat the Endurance FEAT to see if they live long enough to attempt another Psyche FEAT to beat the urge. This continues until the character either dies or manages to get clean.

If a character with vampirism has ever been addicted to the essence of others, using the ability again may cause a relapse - even if they've physically recovered from the ordeal. Every time the character uses vampirism afterwards, they must pass a Psyche (will) FEAT, the failure of which indicates an immediate relapse into vampiric addiction. If they pass this FEAT they'll be fine - at least, until next time!

Naturally, an undead creature dependent on the Health of others to live cannot shake this requirement. This process only applies to still-living wielders of vampirism, and not its many victims.

Vivification
Type: Empathic Art
Duration: instantaneous effect
Cost: 3 points per rank

Vivification is the ability to breathe life into the lifeless! This power can work on organic or inorganic matter - basically anything that does not already possess a life force. When used on inanimate material, vivification will act to infuse it with essence, creating an all-new, living being. This being's existence will persist until it is destroyed, one way or another.

An entity brought to life by vivification will be capable of performing any action its form allows; the more complicated it is, the better. A die might be able to roll, if awkwardly, but cannot fire a gun. A mannequin can walk and the like, but is particularly fragile. An automobile can drive, and even hit people with its doors when it wants to, but has a hard time getting a fill at the gas station. And so on, and so forth.

When aimed at intelligent, yet non-sentient devices (computers, robots, and so on), vivification will grant such entities the gift of sentience. This has the effect of immediately rendering them free-willed - despite any safeguards to prevent that sort of thing. Digital beings so animated will transcend mere programming, and can literally write their own destiny... unless their owners stop them in their tracks, that is.

If used on formerly living matter, vivification can restore life to the deceased flesh. This is different from both reanimation and resurrection in that the resulting being is actually alive, but is not the same as he or she was before. Vivified beings can make use of any memory their flesh stores, if applicable, but whatever soul may have been tied to them has since moved on to (hopefully) greener pastures.

Such vivified entities are technically new beings, essentially making use of recycled flesh. If said flesh is in bad shape, the power will slowly knit it back together upon being animated, doing so as if the body in question possessed power rank regeneration. Once the body has been fixed such that it can independently support the life force of the vivified matter, this tendency for rapid healing will fade away.

To create life where there previously was none, the character with vivification must make a simple power FEAT, its difficulty depending on what is to be vivified. Formerly living organic matter is easy to invigorate, since it held life force previously (green FEAT). Something that is intelligent but not alive, such as a robot, is a bit harder (yellow FEAT). Inert objects and matter are particularly hard to vivify (red FEAT).

A vivified object will often have personality traits that reflect its nature - though not always. A baseball bat might love being used to hit things, while a car may enjoy nothing more than going for a ride with its owner. Vivified things can become sentient if their animator desires, depending on their needs at the time, though this may be automatic in the form of invigorated robots or formerly dead human bodies.

The beings given life by this power will generally possess physical abilities and special powers (if any) appropriate to their form, if these have not already been determined previously. Mental ability scores (if any) can be of any rank desired by the vivifier, with an upper limit of this power's rank. If given sentience (or this quality is developed due to their nature), created life forms will also possess a Karma score.

The critical thing to keep in mind is that, while it is incredibly easy to create new life with this power, its products do have feelings. One might be liable for Karma loss if they create life only to sacrifice it for their own, immediate success - depending on the character, that is.

The process of vivification requires physical contact with the matter to be given life.

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