WOD Psychic Powers

   These psychic power rules were originally written up for a (regretably short-lived) live-action game, but should be easy enough to adapt to tabletop settings.

 

Psychic Powers are generally straightforward enough in game terms; the user “expends” a mental or physical trait to power them, concentrates hard – and something happens. Passive effects are mostly sensory or purely defensive, and do not cost a mental trait or require any concentration. Psychic powers are listed for “levels” one thru six as if they were rituals. This is so that their effects can be readily compared to disciplines and gifts – and because the use of such powers counts as the use of “Improvised Rituals” and so requires two levels of skill per level of said “Ritual”. Those characters with odd levels of skill must use some small ritual (A period of meditation or something) to access powers of the next level up (E.G. – a character with “Telepathy 3” can freely employ the effects listed under first level telepathy rituals (3/2=1.5) – but must use a ritual of some sort to use second-order telepathy effects. While effects are listed through level six, a character must have the “Adept” merit to reach that level of power in even a single Numina. Most characters never go beyond the first few levels – but PC’s are often exceptions.

It should be noted that “psychic” talents include a variety of purely “magical” effects. The basic rule is simply that Numina with immediate effects count as Psi Powers, while those that require “messing around” with components and such count as hedge wizardry.

Astral Projection: Fairly obvious.

  • 1) At this point the user has a range of one mile and can only stay “out of his body” for ten minutes. He or she can only see into the physical realm.

  • 2) The user has a range of 100 miles – and can remain “out” for up to an hour. He/she can both see and hear what goes on in the physical world.

  • 3) The user has a range of 1000 miles, can keep it up for a maximum of six hours, can see, hear, smell – and “taste” – and may manifest as a ghostly form.

  • 4) The user has a range of 4000 miles, can stay “out” for up to 24 hours, and his or her manifestations look entirely normal. The user may manifest clothing, gear, and disguises on the astral level.

  • 5) Planetary range – and the user may leave his body in stasis for up to a week. The user may speak when he’s manifested and even touch things, but may lift no more then one pound per mental trait. The user may begin to harness the energies of the astral realm – acquiring a “power” score equal to his/her (Mental traits + Skill) and a single “Charm”.

  • 6) The user may freely visit the other regions of the Umbra, wield other psychic powers, acquires three more “Charms”, doubles his or her power score, and may easily survive the death of his body.

Blood Sense: A power that is, at least, supposedly unique to the Gypsies, this Numina permits it’s user’s to “sense” supernatural potencies.

  • 1) The user can sense it if a human carries the blood of a supernatural being, and get some idea of how pure it is. This has a maximum range of about fifty feet, and includes Gypsy blood.

  • 2) The user can “sense” magi, and the general nature of their powers. The maximum range is now about 100 feet.

  • 3) The user can “sense” both Kindred and Garou, and the general nature and scale of their powers.

  • 4) The user can “sense” Changelings – and can “scent” previously-detected blood at a maximum range of around one mile.

  • 5) The user can now “scent” previously-detected blood at ranges of about three miles – and may determine his subjects state of mind and health.

  • 6) The user may “scent” previously-detected blood up to ten miles away – and may get a detailed evaluation of the abilities of anyone he or she can obtain blood from.

C’hi Mastery: This far-eastern Numina involves the focusing and channeling of the user’s inner energies – an extremely personal, and demanding, art. Unlike many other arts, there are hundreds of sub-effects available to the dedicated C’hi Master. Common skills include;

  • 1) The user enjoys an extended lifespan (By around 50 to 100%), and may expend a willpower point to regenerate his injuries, counteract poisons, and so on.

  • 2) Light Foot (Lets the user move at 5x normal speed, run over water and such, and make fabulous leaps), gains an extra action.

  • 3) The Iron Fist (+1 level of “aggravated” damage per trait expended on a hit, maximum 3), and Healing Touch (Heals wounds on others as per “Self Healing”, above).

  • 4) Golden Armor (-1 level of damage per hit), and may take a second extra action.

  • 5) Shockwave (An area-effect strike), Missile Deflect (Via a static check).

  • 6) Intangibility, immunity to surprise.

Clairvoyance: Is the fine art of seeing where you aren’t. One special note that applies to clairvoyance is that any and all range limitations may be cancelled if the user has a strong emotional tie with his or her target. In emergencies, this talent may even activate by itself.

  • 1) The user may obtain hazy, dreamlike, visions – out to a maximum range of about a mile.

  • 2) The user can see, and hear with some distortion, out to a range of about 50 miles. At this point the user may also see into the umbra and percieve auras.

  • 3) The user may see, hear, and vaguely “touch” things out to a range of 250 miles, and see “inner essences”.

  • 4) The user now has a range of 2000 miles or more – and can see, hear, touch, and even smell. He or she can also employ postcognition, seeing into the past.

  • 5) The user can now has a range of at 50,000 miles or more, can use all his senses, including psychic ones – and gains limited precognitive powers, allowing him or her to recieve advance plot hints from the Storyteller and to the use of 1 “Advance Warning” card per month.

  • 6) The user can now see into other worlds, and across time. He may use one “Advance Warning” card per week, and give out one per month.

Conjuration: While this Numina also allows a wide variety of lesser tricks, it is closely related to the Thaumaturgic “Path Of Conjuring”. A notable exception is the fact that the Numina can be used to “transport” pre-prepared items to the user via teleportation. Some typical effects include;

  • 1) The user can produce very minor items, such as new business cards, clouds of smoke, little balls of fire, bills, and various forms of identification – from thin air. Such items are limited in weight to a few ounces, and must be pre-prepared unless you’re willing to put up with them vanishing after a few minutes.

  • 2) The user may “Summon The Simple Form” (Albeit with traits rather then Willpower), summon objects weighing up to a few pounds – and permanently produce things like glue, nails, string, and penlight batteries.

  • 3) Most of the users conjured stuff is now permanent. The user can “summon” items up to around the size of a suitcase and conjure forth disembodied forces (Spheres of light, shimmering images, and simple illusions).

  • 4) The user can use “Magic Of The Smith” (Albeit with the expenditure of 3 traits, rather then blood), weave fairly complex illusions, and summon items up to about the size of a steamer trunk. At this point the user can also begin “summoning” small living creatures.

  • 5) The user can attempt to dispel other conjurations, summon massive objects (Such as cars and elephants), and even move sentient beings (If only cooperative ones).

  • 6) The user may create simulacri of living creatures. These rarely last very long, and require the expenditure of six traits. Entire groups of people can be summoned or teleported away, as can things like tanks.

Divination: A wildly popular Numina, but one that is rarely well developed. The reason why is simple; This is the “World Of Darkness”. Do you really want to know a lot about what’s going on?

Another “little” problem is that some very powerful beings out there don’t like people who can find out so much about them. If you can, it’s best to lie low.

  • 1) The user can “Tell Fortunes”, read tarot cards, or cast the I-Ching – and have it work. The Storyteller may elect to provide some clues, simply tell the user what he or she learns or “sees”, or simply allow characters recieving a “reading” two retests during the course of the session. The user himself is entitled to three.

  • 2) The user can “Dowse”, attempting to locate objects or persons. Mystic screens offer active resistance to this, but the user may attempt to break through with a mental challenge. Long-range dowsing is usually done with a pendulum and a map. Possible targets include lost children, treasure, water, oil, a vampire’s haven, and many other things.

  • 3) The user can determine how some near-future event is likely to go. While this “Augury” is unlikely to reveal the precise result of an evenly-balanced fight, it can reveal any “surprises” that are “lying in wait” for you – including hidden resources and powers.

  • 4) The user is may now simply ask the Storyteller (Or an appropriate narrator) up to 3 questions per session of play. In general, the more available the subject is to the user, the more detailed the response will be. A question that’s completely off-the-wall may get little or nothing in the way of a response. His/her Resources background (if any) is increased by three. This can’t exceed six unless the user’s resources are already 6 – in which case they go to seven.

  • 5) The user may now obtain brief visions, warnings, and clues about the future. He (or she) is entitled to one “Advance Warning” card per month, to use or to give to someone else. He or she is also entitled to occasional hints from the Storyteller about major future events and upcoming plotlines.

  • 6) The user may, or must, Prophesies. This is rarely much fun.

Electrokinesis: This modern Numina is quite a bit like “Pyrokinesis”, but has some uniquely modern uses.

  • 1) Inflicts one wound. May manipulate electrical and electronic devices by psychic means.

  • 2) Inflicts two wounds. The user may now power items directly with psychic energy, or enhance their output.

  • 3) Inflicts three wounds. At this point the user may sheathe himself in an electrical corona, damaging any- one who touches him.

  • 4) Inflicts four wounds. At this level, the user may control complex devices, such as security systems, and generate basic “force fields” (At a cost of two traits per wound level absorbed).

  • 5) Inflicts five wounds. The user may interface with computers and such directly, or “project himself” into electronic systems.

  • 6) Inflicts six wounds. The user may control electromagnetic energies as well as purely electrical ones.

Glamourie: This odd numina represents the ability to tap into a little bit of the Glamour of the Faerie. It is rare, erratic, and is only found among those who carry a substantial amount of faerie blood. It’s most common among the mortal offspring of changelings – but a few Fianna and Gypsies have been known to possess it.

  • 1) The user may Recognize changelings and faerie, and use some special “Trick” of glamourie once per session (E.G.; Everyone in sight except your companions suddenly becomes drunk. Each user’s “trick” is unique to them).

  • 2) The user can recognize the workings of glamourie and use his or her “trick” twice per session.

  • 3) The user can see and interact with Chimerae, as well as recognize faerie workmanship and use a second trick – although the total number of uses available in any one session is still only three.

  • 4) The user is known to some Fey, and may use his / her “tricks” up to four times per session.

  • 5) The user may readily visit fey freeholds or lands, and may even reach Arcadia if a gateway is found. He or she gains a third “trick”, and may employ them up to a total of five times per session.

  • 6) The user may employ his / her personal “tricks” up to seven times per session, and may spend willpower to call on other minor tricks of speed and illusion.

Healing: This Numina has always been popular. It has the sole drawback of being almost entirely useless in a fight – however handy it is afterwards.

  • 1) The user can soothe minor aliments, heal bruising, comfort the grieving, and ease passage into the realms beyond death (Those so comforted never become Wraiths, and are not available later. They are eased into their next incarnation). This level also permits “skillful” diagnosis of most health problems, and the recognition of supernatural beings upon contact.

  • 2) The user can speed healing by 50%, may make a test to try and stabilize people in critical condition (IE, those up to four levels below “Incapacitated”) – and can block things like withdrawal pains.

  • 3) The user can double healing, get those who’ve been “incapacitated” moving, cure lesser problems by touch, and provide “life support” for characters with massive injuries or health problems. He or she can also treat emotional traumas and psychological injuries.

  • 4) The user can cure “chronic” diseases, banish pain, heal two levels of wounds by touch (Aggravated or not) employ the “Paralysis Touch” (QV; Obeah) – and correct congenital defects or biochemical problems.

  • 5) The user can cure terminal diseases, such as AID’s and cancer, heal three levels of wounds by touch, induce regeneration, cure genetic defects, and heal poisoning.

  • 6) The user can heal spiritual illnesses and insanity – including “madnesses” such as Bedlam, Harano, Quiet, and Possession, being wyrm-touched or tainted – and so on. The user can even resurrect the recently dead or fully heal a character by touch.

Mediumism/Spirit Magic: Whatever the approach used, this is another ancient Numina – dating back to before the creation of the gauntlet. While mediums do have a limited amount of power over spirits, it’s by far best to stay on good terms with them if at all possible.

  • 1) The user can “feel” the presence of spirits in the area and attract their attention, set up wards against their intrusion (Lasts until next session), drive them out (At least until you leave), and receive “feelings” from them – and from the Umbra in general.

  • 2) The user can clearly see, and distinguish between, spirits, communicate with them, call (Although, sadly, not compel) specified spirits, attempt to dismiss them for the evening with a mental challenge, or simply try to persuade them to help you out. This also allows the user to “buy” (Invest effort in finding) spirit allies and friends.

  • 3) The user may “send” messages to specified spirits, summon famaliers, damage spirits with psychic attacks, “Channel” spiritual powers, and help spirits cross the gauntlet.

  • 4) The user may see and hear into the various levels of the spirit world, “anchor” Wraiths (As a fetter), heal (or channel power to) spirits, command spirits (Thru a social challenge) to undertake some minor task, and haul (or push) spirits through the gauntlet with a physical challenge. Spirits often come to you for help.

  • 5) The user can construct fetishes, affect and modify spirits, purge most spiritual taints, expel possessing entities, and even launch a “Distant Call” (Allows the user to attempt to reach beyond the spirit realms, and so call back beings which have passed beyond the lands of shadow or who have suffered a spiritual death, such as Diablorie or “Nectar Of The Bitter Rose”. This will only work at the Storytellers option, as no Medium can compel such a response). He or she can also attempt to command spirits into long-term service.

  • 6) The user may now step sideways, create breaches in the gauntlet, release imprisoned spirits (Whether held by the Nephandi, by Pattern Webs, or whatever), embody spirits in ectoplasm or more solid stuff, and drag solid creatures into the umbra.

Nymic Magic: One of the oldest, and most powerful, of all Numina, Nymic Magic draws on the ancient belief that the name is the thing – and that knowing the name gives you power over the thing. Nymic magic is fast, and deadly, as the necessary ritual consists of finding, and studying, the appropriate true name. True names start out fairly generic – but become more individualized as you move up the evolutionary scale. The power of Nymic Magic is almost exclusively limited to Mummies. These ancient beings can be fabulously powerful nymic mages, simply because they’ve had millennia to practice in and to acquire an arsenal of true names. The effects of Nymic Magic can generally be divided into a few simple categories; Creation (Bringing things into existence), Destruction (Unmaking things. They mostly fall to dust or something), Control (Within a things nature. Rocks do not walk – but tigers can be told where to go and who to eat. They can’t be told to learn to read. “Warding” is a lesser (-1 level) variant, which simply makes the being in question leave you alone), and Transformation (Changing things from one thing into another. You must know both relevant names and use the higher level from the two. Healing things is a transformation effect, as is moving them around (+1 level) or empowering them in some specific fashion (+2 levels)). Names include:

  • Simple Materials; Metal, Stone, Fire, Water, Earth, and Air. If some clown finds the true name for condensed matter or neutronium, please don’t tell me. Being hard to pronounce these cost 3 points each to learn. Simple materials can be Destroyed at L1, Transformed at L2, and Created at L3. Higher levels provide increasingly good control of the shape and size of the area you affect.

  • Plants come in classes; Fungi, Tree, Seaweed, Bush, Plankton, Grass, Lichen, Vine, and so on. Plants can be Commanded at L1, Destroyed at L2, Transformed at L3, and Created at L4. Higher levels usually involve improved fine control. Plant names are fairly easy to learn, and so cost only one point each.

  • Animals are named by species. Hyena, Elephant, Dog/ Wolf, and so on. They are further divided into “minor” (Up to dog-sized) and “major” (Anything bigger) animals. They may be “Warded Off” at L1, Commanded at L2, Slain at L3, Transformed at L4, and Created at L5. It should, however, be noted that “major” animals require the use of magics a level higher then those listed above. The names of animals are fairly easy to learn, and so cost only one point each. Simple, nonsentient, spirits will usually fall into the “major animal” category.

  • Sentient Beings have individual names. They must be fully known and are fairly complex, costing two points each to learn. They can be Warded Off at L2, Commanded at L3, Slain at L4, Transformed at L5, and can be either Resurrected or Truly Slain (IE; No wraith) at L6. Note that simply calling up a wraith, or summoning someone, is a L3 effect. It’s just a command. Major, sentient, spirits often fall into this category – but spirits so powerful as to possess many aspects are only partially subject to Nymic Magic. You may be able to damage the Wyrm a bit this way, but you can’t just get rid of it. Of course, you can always simply ask a major spirit to pay attention to something (Normally a L4 variation on “Command”) – but such Invocations can be undependable.

  • Organs have generic names (Heart, Kidney, etc), and are usually only targets for Command (L3, usually some variation on start, stop, hurt, or sleep), Destruction (L4), or Repair (Transformation, at L5). Regeneration is possible, but is a L6 effect. Learning the name of an organ costs two points. “Destroying” a major organ inflicts 4 levels of aggravated damage, while doing it to a minor one inflicts 2.

  • Forces include light, darkness, gravity, and so on. Unlike most other things, “forces” are relatively easy to Create and Destroy (L2), hard to Control (L4) – and almost impossible to Transform (L6). Even worse, their names are incredibly hard to master, costing 6 points. Most nymic mages never learn any forces at all – but a few have apparently begun looking for the true name of Electricity, apparently in response to technology.

  • Your Own is the one true name that everybody starts off with. It’s free. You can use your personal name to work magic on yourself. You can Heal at L1, Transform into a plant or lump of simple material at L2 (You can keep your own mind), turn yourself into a minor animal at L3, turn yourself into a major animal at L4, resist most forms of external control at L5, and transform into a being of pure force at L6. You can also simply focus on maintaining yourself and resisting attacks – a tactic which reduces the damage you take from such effects by one wound level at L2, two at L4, and three at L6.

The only problem with Nymic magic is that the names must be studied – and before that, they MUST BE FOUND. This can get rather difficult.

Patteran: This Numina is supposedly unique to the Gypsies. It may well be true. Unlike most “psychic” Numina, this one has specific levels and effects. This may be due to it’s complexity; Patteran is very deeply involved with the “Threads Of Destiny”.

  • 1) “The Lost Thread”; The user may gain a hint, up to once per problem, directly from the Storyteller.

  • 2) “The Warp and The Weave”; The user intuitively knows what parts of a document or statement are true and which parts are false.

  • 3) “Shifting The Threads”; The user may ask for up to five retests per session – whether or not he or she is personally involved in it. Only one such retest may be applied to any one character during any one scene.

  • 4) “Seeing The Pattern”; The user may spend one point of willpower to obtain two points in an ability. Such abilities remain for the duration of the session.

  • 5) “Outside The Web”; This powerful talent allows the user to walk upon “The Shadow Path”, between the Umbra and the physical world. He may perceive both clearly, but can not be perceived by those limited to either. Each time you choose to interact one or the other, you must expend a mental trait. Both entering and leaving the path costs a willpower point.

  • 6) “Reweaving The Strands”; The user may spin a small “bubble” of altered reality. “Bubbles” can be used as gateways, but whatever alterations you make to reality within them can only exist beyond your bubble if it is plausible beyond it. (They have a radius of 3 feet per mental trait expended in making them. Using this power to fix your caravan is plausible if you keep it out of sight for a few days, raising the dead is not – unless you got to them immediately). Such bubbles may persist as long as they’re sustained.

Psychic Shield: At their simplest, psychic shields are passive effects that allow the user to make simple tests and/or retests (One per level of skill) against an ability which affects his or her mind. Used actively, they allow the user to simply block various effects, and to protect others – or simply screen a radius (Costing 1, 2, or 3, traits, as appropriate). Effects which can be blocked include;

  • 1) Aura Sight, Telepathy (of any lower grade), and most related effects.

  • 2) Wraiths, wraith abilities, and astral projections.

  • 3) Broadcast mental effects (Including things such as Majesty, Obfusticate, and related effects). User’s may also mask their aura’s at this point, as per Soulmask.

  • 4) Targeted mental effects (Domination, etcetera).

  • 5) Anything involving projecting umbral energy. This includes; thaumaturgy, projected disciplines, gifts, and numina. In practice, the user may simply refuse to be directly affected by supernatural means short of “True Magic”.

  • 6) True Magic.

Psychometry: Is the art of picking up information from objects. While the most spectacular applications of this talent lie in picking up information about the people and events associated with an object, some of the most use lie in picking up information about the uses, functions, and operation, of various objects. While the exact results of using this power on “special” objects may vary (“Reading” a Katana borne by Miyamoto Musashi might suddenly provide several permanent levels of the “Brawl” ability). While this can also be used on areas and living people, the results are reduced one level.

  • 1) The user can receive “basic” impressions of how to use an item and what it’s good for, receives dreamlike impressions of individuals and events that were strongly associated with it, and can tell something about how old it is and where it came from.

  • 2) The user can “see” images of people who are / were closely associated with the item, adds one extra level to any singular ability associated with using it (EG – “Brawl” when using a sword), may easily solve physical puzzles, and can “read” encrypted messages provided that the writer knew the meaning (IE; Copies won’t work).

  • 3) The user can see visions of events associated with an object, divine information about it’s owner, and it’s creator, add two levels to his abilities when using an item, and can readily crack computer and keypad security by “guessing” what to type in.

  • 4) The user can “watch movies” about important events around the object, gains a quite through understanding of it’s creator and major owners, adds three levels to his or her abilities when using an item, and gains the ability to understand the forces and the culture which shaped both the object – and it’s creator.

  • 5) The user knows the notable events of an items past history, and understands them as well as the person or being who had the object at the time did. The user may also add four levels to his / her abilities when using an item – and may understand any languages understood by the items creator.

  • 6) The user receives five extra levels in appropriate abilities – and may receive “visions” about an objects probable future and those persons associated with it.

Pyrokinesis: This straightforward Numina lets the user generate and/or control flame. As a side effect, the user is immune to flames of whatever intensity she can generate or less.

  • 1) Inflicts one wound. May manipulate and/or extinguish fires by psychic means.

  • 2) Inflicts two wounds. The user may now fuel flames directly with psychic energy – vastly increasing their intensity and rate of spread.

  • 3) Inflicts three wounds. At this point the user may sheathe himself in flames, inflicting damage to anyone who touches him.

  • 4) Inflicts four wounds. At this level, the user may imbue flames with traits – “Brawny” and “Tough” traits cost 2 traits apiece, but “Quick” traits can be bought at a ratio of two per trait expended. Sadly, the user must still direct such flames for them to do things.

  • 5) Inflicts five wounds. The user may now assume the “Body Of Flame”.

  • 6) Inflicts six wounds. At this point the user can rearrange molecular structures, an ability with a very large number of possible applications.

Spirit Fires: This numina taps unearthly energies that manifest in the form of multicolored “Flame”. The forces of “Spiritfire” can touch both flesh, and spirit, and so bypass normal defences and inflict “aggravated” damage to everything. One can easily employ it to burn spirits or wraiths even if they’re in the Umbra. Most wielders acquired it through some sort of mystic pact.

  • 1) Inflicts one level of damage, can be shaped into a variety of simple forms (Bolts, swords, etc).

  • 2) The user can wrap himself in flames and remain un- harmed by them (Others are not so lucky) – or exercise enough fine control to use his “flame” as a tool.

  • 3) Inflicts two levels of damage and can be shaped into complex forms or channeled through ordinary weapons.

  • 4) The user can directly affect the his targets mind, “burning away” things like memories, personality, most derangements, compulsions, or grief. This can be used in a wide variety of ways.

  • 5) Inflicts three levels of damage and may be used to “purge” aspects of a targets spirit – whether for good or ill.

  • 6) At this level Spiritfire can be used to “re-forge” spirits – reshaping them to the user’s specifications. It can also be used to create, or destroy, fetishes.

Telekinesis: A relatively common Numina, found in a wide variety of characters.

  • 1) User’s can move small nearby objects about slowly, control dice, pull switches and triggers, and enormously enhance his or her acrobatic talents.

  • 2) User’s can move small items about quickly, and nudge larger ones. Applying this to themselves, they can use the power of “Light Foot” (QV).

  • 3) User’s may lift up to 50 Lbs per mental trait at a 100 foot range – as well as generate Force Bolts (QV), fly around, and kinetically enhance their blows to add a level of damage.

  • 4) User’s may lift 200 Lbs per mental trait, have the fine control required to manipulate multiple items and things like clouds of gas – and may generate telekinetic “armor” (One tough trait per mental trait expended, at a cost of one mental trait per turn to maintain). The user’s base range is at least 250 feet.

  • 5) User’s may lift 500 Lbs per mental trait, have an effective range of line-of-sight, and may hurl objects at bulletlike speeds or rupture internal organs. These tactics can cause up to three levels of damage.

  • 6) User’s may life 1000 Lbs per mental Trait, and can “feel” things with their talent, allowing them to work on the insides of things, lift bars from doors, and so on. The user may also generate force-fields that cover large areas, with 2 tough traits per mental trait used in their creation.

Telepathy: Is a fairly well-understood Numina. It is, however, somewhat less effective when dealing with animals (-2 levels), or truly alien (-3 levels) minds. Users may develop secondary levels in animal psi or in “xenotelepathy” to overcome this, or simply specialize in such fields to begin with. It should be noted that animals tend to be less individual then sentients, and can be more readily manipulated as a group.

  • 1) While unable to handle complete thoughts as yet, a telepath at this level can send and sense emotions and moods, as well as see auras, on targets within view.

  • 2) The user may read the surface thoughts of, or send brief messages to, any one target within view. Within a very short range, line-of-sight is no longer needed.

  • 3) The user can read his target’s recent memories and near-future plans, see astral forms, transmit hypnotic suggestions, “cloak” his or her presence, tutor people telepathically, and take a preemptive psychic action in physical confrontations. Line-of-sight is no longer required within a range of about a hundred yards.

  • 4) The user can read a targets deep thoughts and plans, project stunning “psychic bolts”, pick up the thoughts that proceed an attack (Thru a static check), generate telepathic illusions, “Condition” and “Dominate” people, and gets a simple test against people trying to tinker with his mind. The indirect radius is now up to around 500 yards.

  • 5) The user may now “see” into the deep subconscious, monitor many minds at once, scan crowds, cause or cure insanities, add and delete memories, “condition” victims on the subconscious level – and contact minds within a planetary range given something to focus on. He or she now receives two preemptive psychic actions in physical confrontations.

  • 6) The user now has transplanetary range, can project lethal psibolts, crack mental shields – and completely restructure or wipe people’s minds.

Totemism: This primitive Numina dates back to the period before the gauntlet divided flesh and spirit. It draws directly on the powers of the spirit world. It’s treated as a psychic power because it is immediate and fast. Each totemist has a particular totem that grants him power, and usually suffers from a “Ban” associated with it. Particular totems may have other side effects as well (QV; Totems, in the werewolf sourcebooks). The following effects are pretty generic. Many (or most?) totemists will have their own specialities.

  • 1) The user may communicate with animals, understands the nature of the spirit worlds, and may spend a point of will up to once a turn to take an extra, preemptive, action.

  • 2) The user may tap into appropriate animal “powers”, command animals, see into the spirit worlds, and “lift the veil” (Protecting up to one human per mental trait from the effects of the delirium).

  • 3) The user may call, and bargain with, animal spirits, and has limited shapeshifting powers. (A tiger-shaman could grow claws, and do aggravated damage).

  • 4) The user can fully shapeshift himself, and may learn level one “Garou” gifts from his or her totem.

  • 5) The user can regenerate wounds, use the authority of his or her totem to command minor spirits, learn L2 gifts, and induce shapeshifting in others.

  • 6) The user gains a direct “totem link” which doubles his or her effective willpower, can “Step Sideways”, and can learn L3 gifts.

True Faith: Well. This protects the “user” from vampires and most other Numina. It even protects it’s “user” from True Magic. It may do other things as well – but is extremely undependable. As a side effect, it increases it’s “users” willpower pool by half his True Faith score. Kindred who wish to take action against someone with this power must win a number of static checks equal to the character’s faith score. Willpower may be expended to “buy off” failed checks, but this can get expensive in the long run. Other mages, nuministic or real, have trouble as well, as using their powers on someone with true faith requires a static test to avoid failure – and if the target’s Faith exceeds the mages skill level, a failure requires another check to avoid backlash.

There is a major restriction on True Faith – it has little or no effect on any being, whether supernatural or mundane, who is not a threat to the believer or his “flock”. In such cases, any faith-based “intervention” will be benign.

On the other hand, there have been reports of those with strong faith successfully repelling wyrm spirits, frenzied Garou, and Black Spiral Dancers.

Additional Psychic Numina are quite easy to come up with. Users are encouraged to make up, and submit, their own. How about Elemental Control(s), Intangibility, or Bardic Magic?

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