A mind is a terrible thing to waste. This is especially true when you can use your mind to read thoughts, levitate objects, and force choke all who dare oppose you. Such is the power of psions, who turn their energy inward to unlock the infinite potential of their own minds. They sharpen their wit the same way warriors sharpen their blades, transforming their raw intellects into deadly weapons capable of crushing skulls with a simple thought. They fortify their willpower the same way a blacksmith tempers steel armor, building an impenetrable defense that transcending physical limitations. Look inside yourself, psion, and behold the awesome power that lies dormant within you. What fragments of your power will you awaken first?
A seemingly humble maid reads the minds of her royal employers, selling their darkest secrets to the highest bidder.
Born small and frail, a young psion learns how to levitate swords and becomes the most feared duelist in the land.
A powerful psychic travels from plane to plane hoping to unlock the secret of the universe.
At any point, describe how you transcend physical limits → Until you leave this state (which you can do at any point), you have the following:
You roll +1 damage die.
You are immune to damage and debuffs except for instant death damage (falling off a cliff, swimming in lava, crushed by a cave in, etc).
You bleed and you can’t be healed. Absolutely nothing (including block and soak) prevent or mitigate this damage.
When Archon ends, you fall unconscious for no more than a day.
Confusion • Action
Describe how you cause confusion → Confuse a creature within a midrange distance. While confused, it acts erratically (attack allies, move someplace illogical, toss aside a valuable item, etc). Resisting.
You can make combat actions as if you are standing in any space within a midrange distance.
Force Wave • Action
Describe how you unleash a wave of force → Bolster and push all adjacent creatures or creatures in a cone away a midrange distance. If you push only 1 creature, push it a far distance instead. Then, immobilize the targets. Resisting.
Mind Control • Action
Describe how you take control → A creature within a close distance gains a turn to immediately resolve, which you control. During that turn, you can treat one of its rolls as if it had the same result as your Mind Control roll. Resisting.
Prescience • Action
Describe how you gaze into the future → Bolster. Select a visible creature. The GM gives you several options for that creature’s next turn. Choose 1; the GM must have that creature attempt to fulfill that option.
You can spend 1 advantage to turn a visible ranged attack back against the attacker and make it automatically hit.
Astral Projection • Slow Action
Describe how you transcend the physical realm → You enter a nonphysical realm (astral plane, dreamscape, shadow realm, etc), or return to your physical realm. You may bring creatures within a close distance with you. Work with your GM to determine the qualities and contents of this nonphysical realm.
Increase all rolls you make to see things.You perfectly remember everything that you see.You can see extremely small and extremely distant things.
Foresight • Action
Once each session, describe how you gaze into the future → The GM tells you several events that are likely to happen (a deadly trap will spring, a change of heart turns the tide of battle, a powerful spell will backfire, etc). Choose one and write it on your character sheet. At any point, cross it off to have the event come to pass.
When you touch an object, you can ask any question about the item’s previous owner, which the GM must answer honestly. You can only do this once for each object each day.
Sensory Link • Action
Describe how you create a sensory link with a creature that you touch → For the next day or so, you can experience the world through the target’s senses whenever you want.
You can exert force and manipulate objects out to a far distance. You can manipulate any combination of objects as long as they collectively don’t exceed your approximate size. Extenuating factors (concentrating for several minutes, tapping into a power source, collaborating with other telekineticists, etc) may allow you to ignore that limitation. Roll -1 damage die if you use this to attack.
Dominate • Action
Once each session, describe how you dominate someone’s mind → Gain creative license to mind control a visible creature that isn’t significantly more powerful than you for about 1 hour.
Lobotomize • Slow Action
Describe how you access the mind of a creature you’re touching → Add or remove a memory or personality trait for the target. You can’t make the target forget how to do things (swing a sword, read, cast spells, etc).
At any point, select a characteristic (intelligence, strength, attractiveness, etc). Others perceive you as having that characteristic for the next several hours. During this time, increase a single roll you make to use the characteristic. You can’t select another characteristic until the effect wears off.
Read Mind • Slow Action
Describe how you invade the thoughts of a visible creature → Choose one:
Access Memory: Ask a question about the target’s beliefs, personality, or memories, and the GM must answer honestly.
Hear Thoughts: The GM must tell you what the target is thinking and feeling until it is no longer under your gaze
Suggestion • Slow Action
Describe manipulating someone → You give that person an idea. They believe that it is an excellent idea as long as it doesn’t seriously risk their health and happiness.
You can telepathically communicate with creatures within a far distance. Also, write the name of your closest companion on your character sheet. You can telepathically communicate with that companion over any distance, physical or otherwise.