Your Psychic Power comes in phases. You start at Phase 5 and want out of it fast.
Phase
Telekinesis lifts
Takeover time
Victim resists commands
Victim breaks free
5 (start)
Strength +1
5 turns
Every 3 commands · 1d6030+
Every RP · 1d10050+
4
Strength +2
4 turns
Every 6 commands · 1d6040+
Every 2 RPs · 1d10060+
3
Strength +4
3 turns (2 if unconscious)
Every 9 commands · 1d6055+
Every 6 RPs · 1d10090+
2
Strength +6
2 turns (instant if unconscious)
Can't
Can't
X
Strength +20 (that’s a building!)
Instant on contact
Can't
Can't
Phase X is rare, with massive requirements, and you’ll need the big guns to stop one. It can also take over Bio-Conduits and Psychic Conduits of a lower phase.
Mental Domination
Mind control: take over an OC, Canon or NPC and make them serve you without question.
Requirements
Prolonged contact with you or a medium substance (like “Black Tar”). See takeover time above
Target has no Will Manipulation and no Psychic abilities
Target is not a Bio-Enhanced, Psychic, Meta or Quantum Conduit (Phase X can take Bio and lower-phase Psychics)
Upgrades can loosen these requirements.
Using your puppet
Completely up to you. As long as your Psychic Power holds them, they can’t really resist.
Puppets also get a slight ARC Sense, so you can send them to find Blast Shards, Cores and Relays for you.
Limitations
Keep calm
Psychics need a calm, centered mind. If you get angry, roll 1d50: 30+ = destabilized.
Destabilized: no powers and incapacitated for 2 turns, and so is everyone you control.
Mental attacks
You’re more resilient, but not immune. The best way to beat a Psychic is to turn their strengths against them.