Psi-Gamma Sleights
Psi-gamma sleights influence the function of biological minds (egos within a biomorph, but also including animal life). Psi-gamma is only available to characters with Level 2 of the Psi trait. Psi-gamma sleights must be activated, requiring a quick, complex, or task-action and a Psi skill tests. Sleights that target other sentient beings or life forms are always opposed tests, while others are handled as success tests. Active sleights require significant effort from the async and may cause their exovirus infection to flare up.
Range: Self, Point-Blank, or Close
Action: Automatic, Quick, Complex, or Task
Duration: Constant, Instant, Sustained, or your WIL 5 in either action turns, minutes, or hours
Infection Mod: Added to your Infection Rating.
Psi-Gamma Sleights Summary
Sleight Action Duration Infection Mod Description Alter Effect Complex Instant 2 Increase or reduce the duration of a drug or toxin affecting the target by half. Animal Control Complex Sustained 6 Take over a non-sapient animals' mine, teleoperate it like a drone. Aphasia Complex Minutes 6 Target cannot speak, communicate, or read. Basilisk Stare Task Sustained 6 Target cannot break eye contact with async, both are immobilized. Block Pain Complex Minutes 4 Target can ignore wound modifiers. Block Sense Complex Action Turns 4 Negates one of the target's senses (hearing, sight, smell, taste, touch). Block Skill Complex Minutes 6 The target may not use a specified skill. Browse Thoughts Complex Sustained 4 Scan target's surface thoughts. Burst of Adrenaline Complex Minutes 6 Target receives +1 Vigor pool. Burst of Clarity Complex Minutes 6 Target receives +1 Insight pool. Burst of Confidence Complex Minutes 6 Target receives +1 Moxie pool. Cloud Memory Complex Minutes 6 Target retains no long-term memories. Deep Scan Complex Sustained 6 Retrieve 2 times from target's mind. +2 per superior success. Deja Vu Complex Minutes 8 The target is forced to repeat their actions of the past 15-30 seconds. Downtime Task Sustained 2 4-hour fugue state heals 1d6 stress, +1d6 per superior success, gains influence effect. Ego Sense Complex Action Turns 2 Detect biological life; extra info on range, size, type, etc. with superior successes. Empathic Scan Complex Action Turns 4 Know target's emotions. +10 to social skill tests against them, +10 per superior success. Illusion Complex Sustained 8 target experiences full-sensory illusion crafted by async. Implant Memory Complex Instant 6 Implant fake memory permanently in target. Implant Skill Complex Hours 6 Implant skill possessed by async in target's mind at half value. Induce Error Complex Minutes 6 The target automatically fails the next test they make using skill chose by async. Infectious Mind Complex Sustained 4 Share a triggered disorder or influence effect with the target. Influence Complex Actions Turns 4 Apply an Enhanced Behavior or Restricted Behavior (Level 2) trait. Invigorate Complex Instant 4 The target can expend their next complex action as a short recharge. Mimic Quick Instant 4 Snapshot of target's mannerisms; +10 Deceive skills to impersonate target, +10 per superior success. Mindlink Quick Sustained 2 Telepathy. Neural Hardening Complex Minutes 4 Target receives a +10 modifier to resist basilisk hacks. Nightmare Complex Instant 6 Target takes SV 2d10. +1d6 per superior success, reduced by psi armor. Pain Complex Instant 6 Target inflicted with pain (like an agonizer), must flee at full movement on their next action. Psi Shield Complex Sustained 4 Mental armor increased by +1d6 (cumulative with Psi Armor sleight). Psychic Stab Complex Instant 6 Target takes DV 2d10, +1d6 per superior success, reduced by mental armor. Sense Infection Complex Instant 2 Detect exsurgent infection in biological life. Short Circuit Complex Instant 6 Target's synapses misfire, they are incapacitated for 1 turn and stunned for 3 minutes. Spam Complex Action Turns 6 Target overwhelmed by sensory input, -10 to all actions, with additional -10 per superior success. Static Complex Sustained 4 -30 to all sleights within close range. Subliminal Complex Hours 10 Implant suggested action in target's mind that they must carry through. Tranquility Complex Minutes 4 Target relieved from an acute stress response or triggered disorder. May not be used on self.
Alter Effect
Action: Complex Duration: Instant Infection Mod: 2
You trigger or ease a neurochemical response within the target, either decreasing or increasing the duration of a drug, chemical , or toxin by half.
Animal Control
Action: Complex Duration: Sustained Infection Mod: 6
You take over the mind of a non-sapient animal. When sustained, you control the animal exactly like remotely operating a drone. You may switch between autonomous mode and jamming.
Aphasia
Action: Complex Duration: Minutes Infection Mod: 6
You create a temporary stroke-like effect within the target's brain that disrupts their speech and language centers. For WIL 5 minutes, they are incapable of speaking, communicating, reading, and understanding language.
Basilisk Stare
Action: Task Duration: Sustained Infection Mod: 6
You make eye contact with the target and immobilize them. As long as you keep your gaze locked on them (minor blinking aside), they cannot move, avert their eyes, or undertake any action (including mesh and mental actions). You must also limit your movement, though you may move at half your base move and/or take quick physical actions, but you must make a REF Check to keep your eyes locked, and actions requiring a test and visual coordination suffer a -30 modifier. Likewise, if the target is attacked, moved, or otherwise jostled, eye contact is lost.
You may not affect extra targets with this sleight, unless you have more than one set of eyes.
Block Pain
Action: Complex Duration: Minutes Infection Mod: 4
You impede the target's pain receptors. For WIL 5 minutes, the target can ignore the effects of one wound, plus one per superior success. This is cumulative with other pain editing effects, up to a maximum of 3 wound effects.
Block Sense
Action: Complex Duration: Action Turns Infection Mod: 4
You short-circuit and temporarily disable one of the target's sensory cortices (your choice). For WIL 5 action turns, the target loses that type of sensory input. The senses that may be negated include sight, hearing, touch, smell, taste, hunger, balance, direction, proprioception, facial recognition, and augmented senses such as electrical sense and radiation sense. Any actions that rely on the impaired sense require a test with a minimum -30 modifier.
Block Skill
Action: Complex Duration: Minutes Infection Mod: 6
You install a temporary block in the target's brain, preventing them from using one specified skill (they may not even default) for WIL 5 minutes.
Browse Thoughts
Action: Complex Duration: Sustained