Powers (post background as a reply to character sheet)
Arcane Background: Psionics: Fear, Object Read, Disguise, Mind Link, Puppet
PPE/ISP: 20 - Recovery: 1/hour/30 minutes/15 minutes/5 minutes
No Activators!
Empathic Transmission [Fear] (2ISP) [Novice]
Range: Smarts
Duration: Instant
Trapping: instill a powerful emotion
Effect: This power causes overwhelming dread and horror. The affected make a Fear roll. Extras who fail are Panicked and Wild Cards roll on the Fear Table. If the power is cast with a raise, the Fear roll is at −2 and Wild Cards add +2 to Fear Table results.
- AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
- GREATER FEAR (+2): Rolls to resist are made at –2 or −4 with a raise.
Psychometry [Object Read] (2 ISP) [Seasoned]
Range: Touch
Duration: Special
Trapping: psychic sensitive impressions and images.
Effect: Object reading is the ability to see the past of an inanimate object, discovering who held it, where it's been, and what it might have been used for. The object has no sentience of its own—the caster simply sees and hears visions of the past that took place in its presence. Success allows the character to see events that occurred within 10 yards up to about five years past. A raise increases this to 100 years and 20 yards. The caster can “fast forward” and “rewind” as desired, skimming about 10 years of history per minute of real time. When watching an actual event, it occurs in real time, just as if watching a digital video.
- AUDIBLE HISTORY (+2): The caster can now hear sounds and conversations as well.
- DEEP READING (+4): Success allows the viewing of events within the last 100 years and 20 yards; a raise increases the time frame indefinitely and the viewing distance to anything that occurred within line of sight of the object. ●
- PSYCHOMETRIC EXTRAPOLATION (+6): The caster may home in on the last owner of the object, viewing them as they are at that very moment; –2 penalty if the target is not within the caster's Spirit × 50 miles or –4 penalty if they are on another continent or in another dimension (if it is even possible, GM's discretion). The target may resist with a Spirit roll, modified with bonuses or penalties as the GM sees fit.
- FORENSIC PROJECTION (+2): The caster may broadcast the vision, projecting it out into a space the size of a small room. Anyone within visual range may view and examine the projection. This applies to both past and current events.
Ectoplasmic Disguise [Disguise] (1 ISP) [Seasoned]
Range: Touch ( range reduced)
Duration: 10 min
Trapping: ectoplasm
Effect: Disguise allows the target to assume the appearance of another person of the same Size and shape, including clothing. It does not confer any abilities, however. Those who have reason to question the imposter's identity make a Notice roll at −2 to see through the disguise (−4 with a raise on the casting roll). This is a free action.
- ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
- SIZE (+1): The recipient may assume the shape of someone up to two Sizes larger or smaller than themselves.
- ILLUSORY MASK (+2): The recipient looks and sounds like a specific person, down to the smallest detail.
- MASS DISGUISE (+3): The caster can affect anyone she wishes within a Large Burst Template centered on herself.
Telepathy [Mind Link] (PPE/ISP Cost) [Power Rank]
Range: Smarts
Duration: 30 minutes
Trapping: psychic to eaves drop
Effect: Mind link creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication—thoughts that aren't consciously transmitted aren't relayed. Once activated, the Range between all linked minds is one mile, or five with a raise. If any of the linked characters suffers a Wound, all others must make a Smarts roll or be Shaken (this cannot cause a Wound). The speed of communication is that of normal speech, but with a raise members may communicate up to 30 seconds or so of speech on a single combat turn.
- ADDITIONAL RECIPIENTS (+1): The power may affect additional individuals for 1 additional Power Point each.
- EXALTED MIND LINK (+2): The caster may link any two willing individuals within one mile (five miles with a raise) but suffers a –2 penalty if she cannot see the recipients. Alternatively, the caster can broadcast a telepathic message to every sentient mind within a mile radius (five miles with a raise) but does not receive their responses.
- TELEPATHIC SWITCHBOARD (+5): The caster can connect up to her Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. The minds must be willing individuals within one mile (five miles with a raise), and her roll suffers a –2 penalty if she cannot see all of the recipients. This ability is somewhat taxing, imposing a −2 penalty on any other Trait rolls while she maintains it.
Hypnotic Suggestion [Puppet] (3 ISP) [Veteran]
Range: Smarts
Duration: 5
Trapping: Power of suggestion
Effect: Puppet is an opposed roll of the character's arcane skill versus the target's Spirit. With success, the victim automatically obeys commands that don't directly harm himself or those he cares about. With a raise, the target is completely controlled, but gets an automatic Spirit roll as a free action to avoid directly harming himself or those he cares about. If the puppet's resistance succeeds, he doesn't carry out that particular command but doesn't otherwise resist his master. With a raise, he breaks the controller's hold and the power ends. Commands are general, such as “attack that person” or “open that door.” The controller doesn't get to dictate how many actions the victim uses in a turn, whether or not he uses his Sweep Edge, etc.
- ADDITIONAL RECIPIENTS (+2): The caster may affect others at the cost of 2 Power Points each.
- MIND CONTROL (+3): Spirit rolls to resist commands are at –2 (–4 with a raise). If the caster has and uses telepathy on the target, she may extend her control of him to any distance, even out of her sight. For rules to extend duration see Rituals and Meditations in Rifts® North America: Arcana & Mysticism .
(Armor) Mask of deceit [Conceal Arcana] (1 ISP) [Novice]
Range: Self, (range reduced, aspect)
Duration: 1 hour
Trapping: several yellow Zircon crystals line the colar of the armor helping mask the users psionic presence.
Effect: Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table page 179). Detect vs. Conceal: Detecting arcana against someone or something that's been concealed is an opposed roll of arcane skills (roll each time it's attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.
- AREA OF EFFECT (+1/+2): Conceal only. The power affects everything in a sphere the size of a Medium Blast Template for +1 points, or a Large Blast Template for +2.
- STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2.
- EXALTED CONCEAL ARCANA (+2): The recipient is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination .