Parapsychic Powers

Parapsychic Powers are special General Abilities. Build points for parapsychic powers come from the pool of General build points. The first rating point in any First Order parapsychic power costs 5 build points, in any Second Order power costs 10 build points, and in any Third Order power costs 15 build points; after that, build points for that power become rating points as normal. All powers within the same Power Type (e.g. Pyrokinesis) count as connected powers – you buy powers that you’re already connected to at the costs outlined above. All powers within the same Category (e.g. Environmental) count as correlated – so you pay an extra 4 build points for your first power in your second Category, and then an extra 8 build points for your first power in your third and fourth Categories.

The first time you learn a power under a particular heading (e.g. Pyrokinesis), you must make a Stability Test with a difficulty of 3 plus the Order of the power – so Difficulty 4 for a First Order power, or Difficulty 6 for a Third Order power. If you fail, you lose a number of Sanity rating points equal to the Order of the power (so 1 for a First Order power, or 3 for a Third Order power)

Using a parapsychic power is like any other General ability use; roll a D6, add any points you spend, and compare the result to the Difficulty. However, you must spend at least 2 points from your ability pool if you can. If you have insufficient points in that pool, you must spend points from either your Sanity or your Stability pool instead. Points spend from either of these pools do not add to the die roll, however.

Shocking revelations or other uncanny phenomena accompanying parapsychic power use will more than likely trigger further Sanity and/or Stability checks, likely 3- or 4-point potential losses.

If you reduce your pool in a parapsychic power to 0, you must make a Difficulty 4 Sanity test or immediately lose 2 Health and start Burning – your powers flare up randomly and out of your control, without any mechanical cost to you. If the para-psychic in question is usually careful and Burns infrequently, if ever, the Burn should be pretty sedate. Random power flare-ups should be more on the inconvenient, embarrassing, and scary side and the Burn won’t last more than a couple hours. On the other hand, if the para-psychic in question is reckless with his powers and/or Burns pretty regularly, the Burn should be serious. Random power flare-ups should be terrifying, dangerous, and destructive and will last for days. And the difficulty of future Burn Tests is increased by 1 for the next calendar month…

Parapsychic powers do not refresh until after a case is complete.

Environmental

Cryokinesis (First Order)

Registration: Dangerous

  • Ice Blast (as Mutant City Blues)
  • Reduce Temperature (as Mutant City Blues)

Pyrokinesis (First Order)

Registration: Dangerous

  • Fire Control (as Mutant City Blues)
  • Fire Projection (as Mutant City Blues)
  • Heat Blast (as Mutant City Blues)
  • Spontaneous Combustion (as Mutant City Blues)

Telekinesis (First Order)

Registration: Dangerous

  • Concussion Beam (as Mutant City Blues)
  • Flight (as Mutant City Blues)
  • Force Field (as Mutant City Blues)
  • Telekinesis (as Mutant City Blues)

Electrokinesis (Second Order)

Registration: Dangerous

  • Lightning (as Mutant City Blues)
  • Technokinesis (as Mutant City Blues)
  • Technopathy (as Mutant City Blues)

Photokinesis (Second Order)

Registration: Dangerous

  • Invisibility (as Mutant City Blues)
  • Light Blast (as Mutant City Blues)
  • Light Control (as Mutant City Blues)

Gravikinesis (Third Order)

Registration: Dangerous

  • Gravity Control (as Mutant City Blues)

Manipulative

Empathic Projection (First Order)

Registration: Dangerous/Invasive

  • Emotion Control (as Mutant City Blues)
  • Induce Aggression (as Mutant City Blues)
  • Induce Fear (as Mutant City Blues)

Telepathy (First Order)

Registration: Invasive

  • Telepathy (as Mutant City Blues)

Dream Projection (Second Order)

Registration: Invasive

  • Enter Dreams (as Mutant City Blues)
  • Observe Dreams (as Mutant City Blues)

Probe (Second Order)

Registration: Dangerous/Invasive

  • Read Minds (as Mutant City Blues)

Mindworm (Third Order)

Registration: Dangerous/Invasive

  • Memory Alteration (as Mutant City Blues)
  • Possession (as Mutant City Blues)

Sensory

Empathy (First Order)

Registration: Acceptable

  • Aura Reading (as Fear Itself)
  • Empathy (as Mutant City Blues)

ESP (First Order)

Registration: Acceptable

  • Detect Influence (as Mutant City Blues)

Psychometry (First Order)

Registration: Acceptable

  • Sensitive (as Fear Itself)

Clairvoyance (Second Order)

Registration: Acceptable

  • Remote Viewing (as Fear Itself)
  • Tracking (as Mutant City Blues)

Precognition (Third Order)

Registration: Acceptable

  • Premonitions (as Fear Itself)

Somatic

Hyperagility (First Order)

Registration: Acceptable

  • Reflexes (as Mutant City Blues)

Hyperspeed (First Order)

Registration: Acceptable

  • Lightning Decisions (as Mutant City Blues)
  • Speed (as Mutant City Blues)

Power Boost (First Order)

Registration: Acceptable

  • Armour (as Mutant City Blues)
  • Blade Immunity (as Mutant City Blues)
  • Endorphin Control (Self) (as Mutant City Blues)
  • Pain Immunity (as Mutant City Blues)
  • Strength (as Mutant City Blues)

Magnetism (Second Order)

Registration: Acceptable

  • Sexual Chemistry (as Mutant City Blues)

Psychic Healer (Second Order)

Registration: Acceptable

  • Cure Disease (as Mutant City Blues)
  • Endorphin Control (Others) (as Mutant City Blues)
  • Healing (as Mutant City Blues)

Teleport (Third Order)

Registration: Dangerous

  • Teleportation (as Mutant City Blues)

Parapsychic Powers

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