Psionic Trappings
Telekinetic Trapings
Absorption: Beneficial powers have a telekinetic force field that absorbs sound. Stealth is increased by a die type, but the subject has to yell to be heard normally and speaking becomes a normal action instead of a free one.
Aura: Beneficial powers surround a subject with a field of sharp and slicing telekinetic force, and as a replacement for their normal benefit on a raise, the target gains the effect of the damage field power that causes 2d4 damage.
Armor Piercing: The invisible nature of telekinesis allows the precise targeting of the foe’s exposed areas, ignoring some armor (AP 2) at a cost of +1 I.S.P.
Slow: A raise with a detrimental power (like stun) results in the target’s movement counting as Difficult Ground while the power is active (or his next movement for Instant powers) due to the constant push of telekinetic force that works against them.
Telepathy Trappings
Fatigue: By flooding the target with images on an attack, you force the victim to make a Vigor roll or suffer Fatigue from the strain on their minds.
Psychosomatic: Wounds inflicted by a power with the Psychosomatic are converted into Fatigue levels that fade after one hour. Furthermore, the power cannot push someone past Incapacitated on the Fatigue chart.
Spasms: Rewiring how the mind processes signals cause temporary muscle contraction if cast with a raise; the target has to make a Spirit roll or be at –2 Parry until his next action.
Telepathic Insight: As you intuitively interpret the readings of a target’s psyche, you learn a great deal about influencing the target and those around him. This gives a +2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.
Empathy Trappings
Empathic Healing: By taking their pain into yourself, your healing is more effective. When used on a healing power, you automatically get the raise effect. In return you suffer a level of Fatigue, which can only be recovered by eight hours of rest. If you get a raise normally, it heals one extra wound, but instead you take two levels of Fatigue, which can only be recovered by eight hours of rest.
Empathic Transmission - Despair: A feeling of dread and despair on a harmful power forces the the victim to make a Spirit roll or suffer Fatigue.
Empathic Transmission - Fear: All users of Arcane Background (Psionics) are considered to have a level of Arcane Resistance versus the power, and the all other living creatures must make Fear checks when hit with it.
Empathic Transmission - Hope: Helpful powers invigorate the target on a raise, providing an immediate free roll to recover from being Shaken.
Biomanipulation Trappings
Biomanipulation [Blind/Deafen]: Choose one of Deafen or Blind. This literally impedes the transfer of information from the ears or the optic nerve to brain. A raise with the power (or a Shaken or better from damage) results in a –2 penalty to hearing-based or vision based Notice rolls for the target until the power ends or they recover from being Shaken.
Bio-Manipulation - Paralysis: This trapping can literally paralyze its victim, leaving them aware but unable to do anything. This trapping replaces the raise effect of the Power. On a raise, the victim must also roll Vigor or be incapacitated by being paralyzed. Unlike a normal incapacitation, they are locked rigidly in place, cannot move, take any action, and are considered helpless. Each subsequent round, the victim may roll Vigor to revive to Shaken.
Bio-Manipulation - Altered Energy Flow: Energy flows within the body of a magic user or psychic. This is why cybernetics are so dangerous to magic users and psychics. By impeding that flow, the victim can be somewhat cut off from the source of their power. On a raise, whatever separates the target from this source lingers, and the target makes arcane trait rolls at -1 for the duration of the power, or until the end of the next turn for instant powers.
Adrenaline Surge [Trait]: Beneficial powers increase the target’s understanding by manipulating blood flow and neuron firing times. They cost +1 I.S.P. to cast, but on a success add +1 to trait rolls and on a raise increase that trait by one die type for the duration of the power. See the chart below. You may pick one of these options per trapping choice.
- Adrenaline Surge - Agility -- +1 to Agility rolls (such as to avoid damage or for using tricks), on a raise increase Agility by one die type for the duration of the power
Adrenaline Surge - Smarts -- +1 to Smarts rolls (such as tricks), on a raise increase Smarts by one die type for the duration of the power
Adrenaline Surge - Spirit -- +1 to Spirit rolls (such as Fear resistance rolls), on a raise increase Spirit by one die type for the duration of the power
Adrenaline Surge - Strength -- +1 to Strength rolls (including unarmed damage, as well as rolls for dramatic tasks), on a raise increase Strength by one die type for the duration of the power
Adrenaline Surge - Vigor -- +1 to Vigor rolls (including soaking), on a raise increase Vigor by one die type for the duration of the power