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Psychic Conduits

Even stronger than Energy Conduits. Psychics use telekinesis and receive visions, and the most dangerous ones use mind control.

  • No fuel and no recharge, but using powers too long damages you.
  • Has the shared Conduit perks, but no extra perks in exchange for its power.

Starting stats: Psychic Power Phase 5 · 0 Conduit Tier Points

Psychic Phases

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 · 1d60 30+ Every RP · 1d100 50+
4 Strength +2 4 turns Every 6 commands · 1d60 40+ Every 2 RPs · 1d100 60+
3 Strength +4 3 turns (2 if unconscious) Every 9 commands · 1d60 55+ Every 6 RPs · 1d100 90+
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.

Skill Tree

Upgrades are bought with evolution items.

Click a node to plan it. Its requirements must be planned first.