OAGS E Scaling Powers

Hello. It kinda bothers me that psychics are expected to take high willpower and crunchwise it doesnt have much to do with anything. I have also heard many times in the past about how clunky and unattractive 'class' advantages are. I also have my own various niggles with some powers. So, I have decided to fuck around a bit.

  • "Class" Advantages? Is this referring to the high cost of Telepathy? It's worth noting Telepathy is more like a Package than anything else, given it includes Mind Control and Mind Reading.
    • This is my point. Telepathy generally appears as the go-to choice for anyone building a telepath. My want is to break everything up and let the player decide.
  • You're charging a lot for Deep Scan and Rewire. I don't see these as abilities which'll get used all that often.
    • Noted and altered.
  • I'm also concerned that these changes will make Socialize too good. It seem overpowered to have Mind Control and combat damage running off the same stat.
    • OK. Would help my case for willpower if I changed that.

Telepathy

Aside from the high willpower needed to project psychic powers and protect the mind from its effects, Telepaths also make use of high socialise as the understanding of emotions and thought processes is useful when attempting to interact with and manipulate them. Various talents synergise with others, and these are signposted in each entry.

Aura Sight 2cp
The character can perceive auras. This allows him to identify the Natures of other beings instantly. It also grants him a +1 bonus to empathy, telepathy and phasmapathy checks concerning emotions and thought processes.

Silence 2cp
The character is immune to telepathy-based powers and attacks, friend or foe. Though they can be seen and heard by the telepath using their eyes and ears, the character is effectively nonexistent as far as their powers are concerned. They do not register as a void, or an impenetrable wall. A telepath with a silence enhancement has all their powers rendered unusable.

Pia Meter Shield 2cp Requires Silence or Cortex Trap
Instead of being completely invisible to all telepathy, the character can choose whether or not to allow any telepathic interference happen if they desire. They pass all tests to detect anyone using a psychic power of any kind that involves them.

Dream Twister 2cp
The character has the natural power (or perhaps small implanted device) that allows his strong mind to protect weaker ones in range from mental attacks. He can protect one ally within 10 meters for every point of socialise he has. These allies may use the character's willpower against any sort of psychic attack that affects the mind at all, any magick attack that affects the mind only at a -1 penalty. The character may also try and protect them from fear and torture, but each person counts as two in this case. Characters are still affected by any disadvantages and situational modifiers. If an ally chooses to use the dream twister but fails anyway, the character takes -1 to all actions on his next round as he tries to recover the shock. These penalties stack for each failed roll!

Sixth Sense: Psychics 2cp
The character can sense the presence of psychic beings with perfect accuracy and the general direction relative to himself. They are not aware of what sort of psychic they are or relative power, merely that they are around and that they are psychic. There is no overt indicator - they just know. The telepath can detect psychics up to a mile away.

Telepathic Communication 2cp
The character may silently send messages or images into the minds of those around him. If they specifically think "at" him, he can also hear their replies. The telepath can only deal with one target at a time, and cannot 'broadcast'. The maximum effective range of this ability is 10 meters for every point of willpower the character has.

Telepathic Shock 2cp
The character channels some of the dangerous energies that leap around in her mind into the minds of those with less strong minds. Roll socialise vs the opponent's willpower. If successful, the attack deals 7 damage + willpower, - the opponent's willpower, with no soak allowed.
Synergy with Telepathic Communication: Can use telepathic communication's range.
Synergy with Combat Telepathy: Add willpower to damage a second time.

Mind Reading 3cp
When the telepath's hands or head are in contact with another's head, he can read their surface thoughts and can accurately sense their emotions, even feel them themselves. If the victim suspects his mind is being read (perception check 5), he may attempt an opposed Willpower to block out his thoughts. Mind reading takes about three rounds of careful concentration and cannot be done in combat.
Synergy with Hypnosis: Can use this ability by making eye contact.
Synergy with Telepathic Communication: Can use telepathic communication's range.
Synergy with Aura Sight: +1 on opposed willpower checks.

Deep Scan 5cp requires mind reading
A deep scan involves the telepath forcibly invading the deeper levels of the subject's consciousness in order to rifle through their memories. The subject is aware of what is being done and may attempt a Willpower check to resist, opposed by the telepath's socialise. If they fail, they are incapable of acting while the telepath searches their mind. The telepath may find out anything the target knows. A deep scan takes one minute to initiate and a number of minutes equal to the victim's willpower (or however long the GM deems appropriate) to procure the needed information and is extremely unpleasant for the subject. A deep scan cannot be performed during combat and the character must have physical contact with the victim's head throughout.
Synergy with Combat Telepathy: Can use in combat, takes one third of the time (ie 20 seconds to initiate, and 20 seconds per point of willpower).

Woe and Doubt 3cp
When the telepath's hands or head are in contact with another's head (usually with a melee check), he can determine their fears and woes and dredge them to the surface. If the victim has a listed phobia, they automatically run away screaming and fearing for their very lives for a number of rounds equal to the telepath's willpower. Otherwise, the character makes a socialise check against the victim's willpower. If he succeeds, the victim suffers -2 to willpower and -1 to block and melee for a number of rounds equal to the character's willpower. Critical success also sees the victim running and screaming as above. Critical failure when using this power results in the telepath running in fear as above for three rounds.
Synergy with Aura Sight: Can detect at a glance if the target has a phobia, but not the nature of the phobia.

Cortex Trap 5cp
The telepath is not only resistant to psychic interference with their brain, but has a nasty surprise lurking there as well. Anyone using a psychic power against that affects the character's mind in some way, (ie other telepathic powers, certain biopathy or phasmapathy powers etc) fails to use it and takes 10 damage, no soak.
Synergy with Pia Meter Shield: Can choose whether or not the power fails, and/or whether the other telepath takes damage.

Hypnosis 5cp
The character can control the minds of others by simply meeting their victim's gaze. When he attempts to take control of someone, they make a Socialise check, opposed by the character's Willpower. If the controller wins the opposed check, he controls the victim's actions for 10 minutes for each point of willpower they have, at which point the victim may attempt another Willpower check. If ordered to do something against his nature, the target is allowed an immediate new check, to which he receives a +2 bonus. If ordered to do something suicidal, they are allowed a new check with a +4 bonus. Hypnosis cannot be performed in combat as it requires unbroken eye contact and about half a minute of concentration, and calmness on the victim's part.
Synergy with Telepathic Communication: Can use telepathic communication's range.
Synergy with Combat Telepathy: Can use in combat, enemy bonuses for disagreeable actions are halved.

Rewire 5cp requires hypnosis
Rewiring is the forcible alteration of the target's memories, personality, beliefs or capabilities. The subject is aware of what is being done and may make a willpower check to resist, opposed by the telepath's own socialise. If they fail, they are subject to having their mind altered. For each separate change the telepath makes, he must make a socialise check against the victim's willpower to carry it out. If he fails, he cannot ever try the same action again on that person. The telepath may use this power to destroy or create memories, may alter the target's personality and beliefs, can add or remove phobias and information, and may lower the target's Defence, Marksmanship, Melee, Intelligence, Perception, Socialize and/or Willpower. They may also raise these stats, but no higher than their own. The targets mind may also be rewritten to be an exact copy of a mind the telepath has Deep Scanned. A rewire cannot be performed during combat and the character must have physical contact with the victim's head throughout.
Synergy with Combat Telepathy: Can use in combat, takes two rounds to initiate contact, each action takes two rounds to complete.

Psychic Animal Control 5cp
The character may control an animal of a specific type (insects, canines, felines, birds, fish, rodents, reptiles for instance) within 30 meters and in sight. The animals do exactly as he desires while within his range of effect, but if sent out of it can only operate at the level of their intellect (so a wolf could track prey, but a goldfish could not obey any order for longer than 3 seconds). Two characters with Animal Control attempting to control the same animal make opposed Willpower checks each round to determine whose orders the animal obeys. Telepaths may use their socialise stat instead if they prefer.
Synergy with Telepathic Communication: Can use telepathic communication's range.

Telepathic Crush 5cp
The character channels some of the dangerous energies that leap around in her mind into the minds of those with less strong minds. The victim must be within 30 meters. Roll socialise vs the opponent's willpower. If successful, the attack deals 13 damage + willpower, - the opponent's willpower, with no soak allowed.
Synergy with Telepathic Communication: Can use telepathic communication's range.
Synergy with Combat Telepathy: Add willpower to damage a second time.

Combat Telepathy 7cp
The time it takes for a character to use a telepathic power is reduced to a third. It also allows the character to perform them in combat if they could not before, and if they are willing to sacrifice the rounds to do so.

Telepathic Shred 10cp
The character unleashes a torrent of malign telepathic energy onto an unfortunate victim. The victim must be within 30 meters. Roll socialise vs the opponent's willpower. If successful, the attack deals 23 damage + willpower, - the opponent's willpower, with no soak allowed.
Synergy with Telepathic Communication: Can use telepathic communication's range.
Synergy with Combat Telepathy: Add willpower to damage a second time.

Telekinesis

Aside from the high willpower needed to project psychic powers and protect the mind from its effects, Telekinetics also make use of high intelligence as application of logic and the mind's eye are vital in successful uses of telekinesis. Various talents synergise with others, and these are signposted in each entry.

Gravity Neutral 2cp
The psychic may become functionally weightless. You don't simply float away, but can stand on and move around on any object without breaking or collapsing it. Even a thin piece of paper stretched out horizontally can hold you. Any weight added to the psychic adds to their weight as normal, save for reasonably light clothing and equipment (no heavy weapons or armor). Also, the psychic takes no falling damage.

Matter Twister 2cp
The psychic can use his telekinetic powers to grant some degree of protection to his allies from incoming missiles. He grants +1 to dodge for a number of allies equal to his intelligence within a radius of 2m per point of willpower. This does not affect the psychic himself.

Minikinesis 2cp
You are able to use your telekinetic abilities to move objects about with an effective strength of 2. Maximum range is 5m per point of willpower. You cannot manipulate objects finer than a pistol trigger, though you can still crudely move small objects. You may use this ability to swing weapons and fire guns, but must pass a melee or marksmanship attack as per usual. If you do so your marksmanship or melee score is limited to your intelligence score.

Telekinetic Ju 2cp
The psychic may use his willpower instead of strength when performing trips, grapples or shoves. He must still use his melee to make contact. He also needs 2 or more instead of the usual 4 or more for the enhanced effect.

Telekinetic Leaping 2cp
The psychic is capable of leaping to incredible heights and across incredible distances, propelled by his powers. He can high jump up to 10 times his willpower in feet. He may long jump up to twice this distance.

Telekinetic Flight 5cp
The psychic can fly at his normal ground speed (walking speed if moving casually or running speed if exerting himself). He may substitute willpower for athletics when working out speed. Characters with this Advantage take no falling damage.

Stop! 5cp
The psychic may, once per combat, use their powers intercept a projectile attack that hits him or an ally as a reaction. This includes projectiles fired by a rocket launcher, crumbling pellets of singularity matter and hellfire, as well as bullets and arrows and the like. The projectile stops abruptly mid-air and either clatters to the ground, explodes out of harms way or dissipates harmlessly.

Pull 5cp
The psychic is able to focus all of his telekinetic power into a mighty ranged pull. He can roll willpower vs victim's toughness. If he wins, the opponent is pulled five meters, and falls prone. You can also choose to disarm the victim instead, in which case their weapon flies towards you. If they hit bars or other sufficiently solid object with this push, they take 8 damage, half soak. If he rolls ++++ for willpower, something terrible, painful or humiliating (dictated by the GM) happens to the victim. Push can also be used to move or even hurl objects directly towards you with a functional strength of equal to your willpower.

Push 5cp
The psychic is able to focus all of his telekinetic power into a mighty ranged shove. He can roll willpower vs victim's toughness. If he wins, the opponent is pushed five meters, and falls prone. You can also choose to disarm the victim instead, in which case their weapon goes clattering away across the floor. If they hit a wall or other sufficiently solid object with this push, they take 8 damage, half soak. If he rolls ++++ for willpower, something terrible, painful or humiliating (dictated by the GM) happens to the victim. Push can also be used to move or even hurl objects directly away from you with a functional strength of equal to your willpower.

Telekinetic Rip/Compression 5cp
The psychic is able to both expand and compress things at range with his mind. Along with more practical abilities, this can be used to hurt people. Badly. Marksmanship attack, 10 damage, ignores soak, high crit. Maximum range of 5m per point of willpower.

Telekinesis 5cp
You are able to use your telekinetic abilities to move objects about with an effective strength of 4. Maximum range is 5m per point of willpower. You cannot manipulate objects finer than a pistol trigger, though you can still crudely move small objects. You may use this ability to swing weapons and fire guns, but must pass a melee or marksmanship attack as per usual. If you do so your marksmanship or melee score is limited to your intelligence score.

Megakinesis 10cp
You are able to use your telekinetic abilities to move objects about with an effective strength of 8. Maximum range is 5m per point of willpower. You cannot manipulate objects finer than a pistol trigger, though you can still crudely move small objects. You may use this ability to swing weapons and fire guns, but must pass a melee or marksmanship attack as per usual. If you do so your marksmanship or melee score is limited to your intelligence score.

Omnikinesis 12cp
You are able to use your telekinetic abilities to move objects about with an effective strength of 10. Maximum range is 5m per point of willpower. You cannot manipulate objects finer than a pistol trigger, though you can still crudely move small objects. You may use this ability to swing weapons and fire guns, but must pass a melee or marksmanship attack as per usual. If you do so your marksmanship or melee score is limited to your intelligence score.

Fine Telekinesis 2cp
Your telekinesis abilities are able to manage fine manipulation with no trouble. Using Telekinesis or similar abilities (minikinesis etc), you are able to manipulate things like screws, small electrical wires and various other tiny items with precision.

Wide Telekinesis 2cp
The ranges for your telekinetic abilities are doubled.

Tele-Fu 2cp
You are practiced in using your telekinesis for offensive purposes. If you choose to make a simple telekinetic 'punch', it requires a marksmanship attack and deals strx2 damage, blunt, nonlethal, where the strength is that of the telekinesis. You may also attempt grapple, shove, disarm and trip attacks using the telekinesis' strength score, if you make contact by passing a marksmanship check.