Psychic Combat [Psychic] (28)
So you want mind powers? Come with me for we have much to discuss.
Like other styles, this can be learned after character creation so use the
Multiple Style
rules on the Rulings page. Learning dots of Psychic Combat represents the character awakening their mind to psychic powers.
It is not considered a full style and therefore costs the same as a Technique (3
XP per dot), except for the first dot which costs 9 Experience (XP). During character creation, it costs the same as a regular Style though it can also be purchased as a Background (1 Freebie Point per dot in either case).
Precognition is a story tool used by the Storyteller so it does not appear as a Maneuver. It is a power the character has no control over and neither spends points to buy or receives points for having. It is at the Storyteller's discretion to use unknown powers of psychic characters to move the story forward.
Quote: "A mind is a terrible thing to waste, unless it belongs to the enemy."
Schools: Hidden
Members: Mind Warriors
Initial Chi: None
Initial Will: None
Maneuvers
*Appear on Hidden Page
Block
Iron Will (1)
Focus
Awakening Sixth (1)
Brain Drill (Special)
Broadcast Empath (4)
Clairvoyance (5)*
Computer Scan (1)
Empathy (3)
Grand Puppet Master (-)*
Hypnotic Suggestion (2)
Master Telekinesis (4)*
Master Telepathy (3)*
Memory Control (5)
Mental Arrest (2)
Mind Blast (3)
Mind Bolt (2)
Mind Hide (3)*
Mind Shock (2)
Mind Reading (3)
Neuroshock (3)
Psychic Healing (3)
Puppeteer (1)
Puppet Master (3)
Psychometry (2)
Scan (3)
Sixth Sense (3)
Telekinesis (4)
Telepathy (2)
Third Eye (3)
Aura Knight [36
Maneuvers]
Like Aura Combat, Aura Knights wield Soul Power, a clean form of energy unlike the malignant Pscyho-Power.
While those trained in Aura Combat are the sages and mystics of the Shadoloo resistance, the Aura Knights are trained solely for battle.
The Backgrounds Allies and Contacts are recommended for this style (to be part of the secret psychic society opposing Shadoloo).
Quote: "For a glorious future, I shall strike you down."
Schools: Charlemagne, Rose, Powerful Soul Power wielders
Members: Those who live for the destruction of the ones who channel dark powers.
Initial Chi: 5
Initial Will: 2
Maneuvers
Punch
Aura Slash (5) (Dragon Punch, Chi cost instead of Will)
Ki Breaker Punch (4)
Power Uppercut (1)
Kick
Double-Hit Kick (1)
Foot Sweep (1)
Block
Double Return (2)
Energy Absorption (1)
Energy Reflection (2) (House Rule: must only spend Chi equal to attack reflected)
Iron Will (1)
Grab
Aura Soul Throw (4)
Chest Blast "Hakkei" (2)
Soul Shock (2)
Soul Throw (Air Throw, 2)
Focus
Aura Armor (5)
Aura Excitation (3)
Aura Illusion (4)
Aura Weapon (5) [Aura Knights may wish to learn a Weapon Style to use the preferred form of their Aura Weapon.]
Chi Mirror (4)
Cosmic Waking (1)
Dragon's Breath (3)
Kinetic Charge (2)
Levitation (4)
Psycho Cancel (3)
Psycho Disruptor (5)
(Psycho) Disruptor Field (4)
Psychokinetic Channeling (2)
Redirected Aura (4)
Seventh Sense (2)
Shining Pass "Soul Rush" (5)
Soul Spark (Fireball) (3)
Soul Spark, Improved (Improved Fireball) (3)
Soul Spiral (2)
Soul Sword (5)
Tough Skin (3)
Voltaic Launcher (4)
Yoga Teleport (5)
|
Fear the easy path. |
Broadcast Empath
Prerequisites: Empathy
Power Points: Psychic 4
The esper concentrates on an intense emotion and pushes that feeling onto
another.
System: This is a contested roll of Focus+Intelligence resisted by
the target's permanent Willpower. Any successes remaining after the Willpower
roll is subtracted are the effect. The duration is rounds equal to the total
successes that were rolled. Here are some of the effects that can be selected
from (select before you roll):
Hopessnes: The effect is subtracted from the target's diepool.
Sadness/Fear: The effect is subtracted from the target's Speed/Initiative.
Love: Target filled with caring for an individual. Effect is subtracted from the
target's diepool if the target acts directly against that individual. That
individual gains the effect as bonus dice to any social rolls used to sway the
target.
Rage or Terror: Effects cumulative.
1 Success: Affected by careless rage, target will not use Combos for rounds
equal to the total successes that were rolled.
1 Success: Terror, target flees from the area for rounds equal to the total
successes that were rolled.
2 Successes: Affected by rage, as if from Psychic Rage, for rounds equal to the
total successes that were rolled.
3 Successes: Rage, target adds 2 dice to all attack die pools.
4 Successes: Terror, target freezes, only able to play Block, MR, ER, or Grap.
Def. to defend himself.
4 Successes: Rage, target can only play the strongest basic attack maneuvers
(Fierce, Roundhouse, Grab).
5 Successes: Terror, target freezes, unable to move, defend, or fight.
5 Successes: Rage, can select the target of the target's rage-filled emotion.
Cost: 1 Chi
Speed: -2
Damage: Special Effect
Move: -2
Computer Scan
Prerequisites: Third Eye, Focus 4
Power Points: Psychic 1
Computers can be scanned like a mind.
System: The scanner rolls Int + Focus vs. an assigned difficulty of 1-10 for the type of computer or
the security being breached if there is security. Successes indicate the amount of information gained. When there is security and whenever the difficulty is 7 or more, successes also indicate the level of damage done to the machine (1-5 scale, 6 or more should be quite catastrophic and spectacular - also take into account the difficulty). If continued round per round on the same machine, damage will not be dealt until the scan is ended.
Cost: 1 Chi
Speed: -2
Damage: None
Move: None
Empathy
Prerequisites: Focus 4, Awakening Sixth
Power Points: Psychic 3; Any 5
You now have as one of your basic senses the ability to feel the emotions of
others. This now makes it easier for you deal with people as their feelings are
no longer hidden from you.
System: Having this power lowers the difficulty of all Blind Fighting
rolls involving sentient beings by two. You also can make (and can be given)
Perception rolls to sense the emotions of others. The larger the group of
people, the farther away you can use this power from the people in question
(Storyteller discretion).
Spending a point of Chi lowers the difficulty of all
Insight(Empathy)/Intimidation//Leadership/Subterfuge rolls as well as any
Charisma or Manipulation roll by two for one scene.
Cost: 1 Chi
Speed: Activate anytime as a free action.
Hypnotic Suggestion
Prerequisites:
Mind Reading, Telepathy
Power Points:
Psychic, Psychic KF 2; Any 4
By reaching
into someone's subconscious, a person can be made to do things they would
not otherwise do. These actions will also only be remembered by the subconscious. This maneuver is telepathic so the suggester need not give himself away, though many prefer to add a verbal component regardless.
System: The
suggestion can only be a single non-compound sentence. The suggester rolls
Manipulation + Focus vs. the defender's permanent Willpower. If the defender
fails, he lapses into a trance for the remainder of the current round and follows the hypnotic suggestion for rounds equal to the suggester's total Successes, starting on the next round. If the suggestion is suicidal in nature
(such as walking off a cliff or shooting oneself in the head), the defender's roll has -2 Difficulty (so Difficulty 4). If the action will directly harm another, the defender rolls Will + Honor as the resistance.
If the initial suggestion roll is beaten, the defender will have heard the telepathic message and the suggester's voice.
After each following round (between rounds), a hypnotized victim may spend 1 Willpower to make another resistance roll, needing to beat the suggester's original Successes to snap out of it.
Cost: 1 Chi
Speed: + 0
Damage: None
Move: -2
Memory Control
Prerequisites: Psychic Healing
Power Points: Psychic 5
A unique power only taught and used by the group that polices the Soul Power (Aura) users.
System: As Mind Control; however, the successes instead indicate the number of specific memories that are to be forgotten (including a single ability). With 5 successes, an entire group of memories may be ordered forgotten (such as the ability to use Focus powers). This may only be used when the attacker's Focus is five times the Focus of the target. Multiple users of this power may add their Focuses together (for determining usability) along with successes when coordinated against a single subject. When so coordinated, the group must go on the speed of the group's slowest member. Acting as a group requires 1 round of concentration before beginning.
Forgotten memories may be recovered by Psychic Healing. Repressed memories are rarely recovered by chance.
Range is Focus -2. Mind Reading must be used on the round beforehand to locate the memories.
Cost: 2 Chi
Speed: -2
Damage: Special
Move: None
Mental Arrest
Prerequisites: Memory Control
Power Points: Psychic 2
This shuts down the concious functions of the mind.
System: This is a specialized ability to incapacitate an opponent. The defender's Wits+Focus roll successes are subtracted from the attacker's Int+Focus roll successes. If the attacker still has successes, the defender is incapacitated for a duration according to the number of remaining successes:
1 Success: 1 Minute
2 Successes: 5 Minutes
3 Successes: 25 Minutes
4 Successes: 2 Hours
5 Successes: Multiply duration 5 for every success after the fourth.
If the victim is harmed during this period, the brain will try to wake them. For every point of damage taken, the victim may make a Wits roll. Any successes instantly wake him.
This power's range is equal to Focus.
Cost: 1 Chi
Speed: +1
Damage: Special
Move: -2
Mind Blast
Prerequisites: Focus 6, Mind Bolt
Power Points: Psychic 3
System: Intelligence is Soak. This does actual physical damage. If there is damage overflow, instead of real aggravated damage the damage takes away from Will instead. A negative Will is possible and heals at the rate of aggravated damage (leaving the body comatose, catatonic, or in a similar state while the mind regains focus). Range is Wits + Focus.
Cost: 1 Chi
Speed: -1
Damage: +3
Move: None
Mind Bolt
Prerequisites: Focus 5, Mind Shock
Power Points: Psychic 2
This telepathic attack overpowers the mind of the opponent into
submission.
System: Opponent uses Intelligence as Soak and for Dizzy. Range is Wits + Focus.
This attack causes "physical" damage although it never contributes to
aggravated damage. If I really wanted to represent psychic combat, I would give
everyone a Psychic Health Meter equal to Willpower times two.
Cost: 1 Chi
Speed: -1
Damage +1
Move: None
Mind Shock
Prerequisites: Focus 4, Telepathy
Power Points: Psychic 2
System: Use Intelligence as Soak and for Dizzy. The damage is not real and only counts
for Dizzy (stacks with Dizzy combos). Range is Wits + Focus.
Cost: 1 Chi
Speed: -2
Damage +4
Move: None
Neuroshock
Prerequisites: Third Eye, Grab 2
Power Points: Psychic 3
The psychic grasps the victim's head and fries his nervous system with psychic energy. Common results are paralyzation, blindness, melting and/or exploding of soft tissues, spontaneous combustion, brain boiling, and death.
System: This is a sustained hold that inflicts Aggravated damage based on Intelligence + Focus. If a perfect success is rolled, you may make a free mind reading roll on the victim.
Cost: 1 Chi on the first turn
Speed: Dexterity -1
Damage: +5
Move: One
Puppeteer
Prerequisites: Third Eye
Power Points: Psychic 1
System: The puppeteer rolls Int + Focus vs. the target's permanent Willpower roll (or Honor if higher). The puppeteer can take no action while controlling the subject, but can control the subject to perform any Basic action (or simple tasks like operating equipment, driving vehicles). You cannot command the subject to perform non-Basic maneuvers except those with only an Any cost (like Jump).
You must beat the target's roll by more than one to command him to take his own life or the life of others whom are cared about.
Someone with Iron Will can spend 1 Willpower to get another break-out roll
between rounds, starting after the following round.
Cost: 1 Chi per turn
Speed: +0
Damage: None
Move: -2
Puppet Master
Prerequisites: Puppeteer, Focus 5
Power Points: Psychic 3
You can control several people at once.
System: You may simultaneously control subjects equal to your Wits. The puppeteer rolls Int + Focus once while each target rolls permanent Willpower roll (or Honor if higher) to resist (must roll equal to or higher to resist). The puppeteer can take no action while controlling the subjects, but can control the subjects to perform any Basic action (or simple tasks like operating equipment, driving vehicles). You cannot command the subjects to perform non-Basic maneuvers except those with only an Any cost (like Jump).
You must beat the target's roll by more than one to command him to take his own life or the life of others whom are cared about.
The Puppeteer power now has a duration of the psychic's Focus for 1 Chi (rather
than spending 1 Chi per round).
Cost: 1 Chi per turn
Speed: +0
Damage: None
Move: -3
Psychic Healing
Prerequisites:
Mind Reading
Power Points:
Psychic,
Psychic KF 3; Any 5
Reaching into a
mind, the psychic can try to correct damage such as Mind Control, Psychic
Rage, brainwashing, or people who have simply gone berserk.
System: You
must be in the same hex and touching the head (helmets are good enough)
of the person being helped. This move may be played with the basic grab
maneuver (successes mean you've grabbed the person for this turn rather
than damage - this attempt is soaked by Dexterity).
Psychic Healing
is a roll of Intelligence + Focus. To remove Mind Control, roll successes
equal to the Mind Control level. To remove Psychic Rage, successes equal
to the Manipulation of the initiator must be rolled. To remove Cobra Charm,
the AC must win a contested Intelligence roll against the hypnotist. Use
Storyteller's discretion for other uses of this power.
Cost: 1 Chi
Speed: -2
Damage: None
Move: One
Psychometry
Prerequisites: Focus 4, Cosmic Waking
Power Points: Psychic 2; Any 5
This is reading the history of an object by touch, of psychic impressions of
events that occurred around it and to individuals who owned it or were near it.
System: Roll Int + Focus vs. an assigned difficulty by the
Storyteller. Successes indicate level of information (1 success will tell you
one quick simple thing, etc.). With more successes, you can specify a point in
time and see by way of ghostly shapes and shows events that occurred around the
item. With even more success, you can make out features and perhaps even hear
voices. It requires less successes to determine if an object was directly
involved in an act than to determine what happened around it. If an object was
used to take a life, this bit of generic information can be obtained simply by
holding an object without spending a Chi as the psychic impression is very
powerful. Likewise, the general sense of strong emotions attached to an item are
similarly easy to detect.
Cost: 1 Chi
Speed: -2 (Full Round Action)
Damage: None
Move: None
Scan
Prerequisites: Focus 5, Third Eye
Power Points: Psychic 3
This power invades a victim's mind like a rusty chainsaw. Tearing knowledge and memories from the mind while often killing the subject in the process.
System: This can be used to an effect like Mind Reading, but it must be played as a card as an action for the round. The victim soaks the damage with Intelligence. Any amount of damage taken is considered Aggravated; however, it will heal in 30 minutes (twice the time of recovering normal damage) - unless it kills the victim.
In addition, the scanner rolls Int + Focus vs. the victim's permanent Willpower roll to see what information can be ripped from the mind. The scanner's difficulty on the roll is 5 (one less than normal) while the victim's is still 6 (normal).
Cost: 1 Chi
Speed: -2
Damage: +3 (and special effect)
Move: None
Telekinesis
Prerequisites: Focus 4
Power Points: Psychic 4
You now have the power to manipulate objects with your mind, lift chairs, throw tables, do the dishes with only the power of your mind.
System: Your control of an object is determined by a Willpower roll versus a difficulty of the size of the object.
This may also be used as a Sustained Hold on a person (their Strength versus your Will) as an alternative to tossing them with it.
Use Int + Focus +2 for damage of the hold (and anytime in doubt of what the
damage for throwing something would be). Anyone with a Focus of 3 or more may substitue their Will for Strength in the breakout roll.
Difficulty 5: Much Smaller than you (less than half your mass)
Difficulty 6: Same size as you
Difficulty 7: Up to twice your size
Difficulty 8: Small car
Difficulty 9: Large car
Difficulty 10: Huge (like a truck or tank)
You can control multiple objects. To determine Difficulty, combine their mass
and determine which Difficulty the sum equals (i.e. to hold two people of your
size would be Diff 7).
The range of control on an object is your (Focus + Wits) x2, but you can hurl something out of your control range. You can move/throw the object your Willpower + Focus in hexes per round - this number is modified by minus the Difficulty of the object plus successes rolled on the initial pick-up/control roll. A thrown person suffers damage equal to hexes thrown (don't roll again for damage) (minus non-blocking Soak).
Duration of Telekinesis is equal to your Focus, until target with living Will breaks free, or until moved out of your control range.
Cost: 1 Chi on the 1st turn (on the same object)
Speed: -2
Damage: Dependent on the size of the object or See Above
Move: -2
Third Eye
Prerequisites: Mind Reading
Power Points: Psychic 3
The psychic has awakened a powerful force within himself that is greater than that of normal esper. This power is a gateway to many other powers.
System: This is like Mind Reading; however, the psychic uses Int + Focus versus the opponent's Will in a resisted roll. Use of the Third Eye on a subject is a painful experience for the subject.
Cost: 1 Chi
Speed: None
Damage: None
Move: None
Place Ad Here
Prerequisites:
Power Points:
System: This maneuver is much better than watching Cats. I'm going to
use it, again and again.
Cost: $5
Speed:
Damage:
Move:
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Soul Power Maneuvers |
Psycho Cancel
Prerequisites: Psychic Healing
Power Points: AC, AK 3
Using Soul Power, the fighter, with a touch, destroys the ability of the enemy to channel Psycho Power. This attack has no
effect on someone who doesn't use Psycho Power or Ler Dritt.
System: Roll Int+Focus vs that of the Psycho Power user's Int+Focus.
If you roll higher, your total successes indicate damage and the number of rounds that the victim cannot use any Ler Dritt/Psycho
Power maneuvers with a Chi cost.
Psycho Cancel is a hand-to-hand attack; however, only Iron Will can help to
defend against it.
Special: To permanently destroy someone's ability to use Psycho Power, modify this attack as follows: Cost: 1 permanent Chi, 1 normal Will; -2 Speed; need 2 successes; inflicts Aggravated damage.
Revenants: A successful Psycho Cancel automatically destroys a Revenant.
Cost: 1 Chi
Speed: -1 (Dexterity)
Damage: Special
Move: +0
Psycho Disruptor
Prerequisites: Psycho Cancel
Power Points: AC, AK 5
Using Soul Power, the fighter destroys the ability of the enemy to channel
Psycho Power at range. This attack has no effect on someone who doesn't use
Psycho Power or Ler Dritt.
System: Range equals Wits+Focus. Roll Int+Focus vs that of the Psycho
Power user's Int+Focus. If you roll higher, your total successes indicate damage
and the number of rounds that the victim cannot use any Ler Dritt/Psycho Power
maneuvers with a Chi cost.
Special: To permanently destroy someone's ability to use Psycho Power,
modify this attack as follows: Cost: 1 permanent Chi, 1 normal Will; -2 Speed;
need 2 successes minimum; inflicts Aggravated damage.
Revenants: A successful Psycho Cancel automatically destroys a Revenant.
Cost: 1 Chi
Speed: -1
Damage: Special, No Soak (Contested Roll)
Move: None
(Psycho) Disruptor Field
Prerequisites: Focus 6, Psycho Disruptor
Power Points: AC, AK 4
System: Psycho Disruptor can attack multiple targets.
Special: Can attack targets equal to your Focus -1. Make only one
Int+Focus roll.
Cost: 2 Chi
Speed: -2
Damage: Special
Move: None
Rose's Blessing
Prerequisites: Focus 7, Seventh Sense, Telepathy
Power Points: AC 5
You cause a power surge within a person's Aura, bringing forth his/their Honor.
System: This power affects one individual with one dot of Focus used. Each
additional dot doubles that number (F2 = 2, F3 = 4, F4 = 8, F5 = 16, F6 = 32, F7
= 64). The blesser may not bless herself. Every individual affected must make an
immediate Honor roll with the Successes multiplied by the Focus level used by
the person using Rose's Blessing. Those blessed, for the remainder of the scene,
must act as if they had an Honor equal to their Honor multiplied by that
multiplier (maximum of Honor 10).
This doesn't affect those with an Honor score of zero. If someone doesn't wish
to be blessed, this is treated as a mental attack with an opposed roll of
Willpower.
Cost: 1 Will, 1 Chi, +1 Chi for Dot of Focus used (minimum One)
Speed: -2
Damage: None, Forces Honor Roll (Recovery)
Move: None
Soul Sword
Prerequisites: Psycho Cancel
Power Points: AC, AK 5
The Soul Power user summons a blade of soul energy that damages the power of
those able to channel Psycho Power.
System: The sword lasts a number of rounds equal to the Focus
technique. Soak is the opponent's Intelligence. Damage is Int+Focus and is
deducted from the target's Chi. Any overflow damage is taken from Health. A
revenant reduced to 0 Chi by this attack is instantly destroyed. The Soul Sword can
be Blocked. Blocking soak adds to the Int soak. Iron Will does not help defend
from this maneuver.
The follow modifiers are added to Basic maneuvers of the Sword technique.
This power can also take the form of an enhancement to the fist or foot (though
Soul Punches or Soul Kicks must be specified in Combos as opposed to sword
maneuvers with which any sword may be employed). Special Maneuvers of the
Technique can also be used although none of the below modifiers
apply in that case (simply add the Chi cost of this maneuver to the special
Maneuver). You must specify which Technique this is for when you buy this
Maneuver (Sword, Punch, or Kick).
Cost: 1 Chi
Speed: +0
Damage: +2
Move: +0
Note: Psycho Cancel maneuvers by someone with the Third Eye may not be limited to affecting those who use Psycho Power. Fortunately, Psycho Power users do not yet have enough experience with Soul Power to have developed a similar maneuver for use against their enemies. So, at least, it is thought.
|
Aura Powers |
Aura Armor
Prerequisites: Focus 5, Must Know a minimum of 5 other Focus maneuvers
(with a combined Focus requirement of not less than 15).
Power Points: Aura Knight 5; Any 7
System: Duration: 1 Scene.
Action Type: Free Action if played with any Maneuver considered an Abort.
Otherwise, it has +0 movement if played by itself.
Provides +3 Soak against all energy attacks (including attacks that use energy like Flaming Dragon Punch).
Provides +1 Soak against all other damage.
Only protects against damage affected by your Stamina.
Can stack with Toughskin.
Cost: 2 Chi
Speed: +0
Damage: None
Move: None or +0
Aura Weapon
Prerequisites: Focus 5, Must Know a minimum of 5 other Focus maneuvers
(with a combined Focus requirement of not less than 15).
Power Points: Aura Knight 5; Any 7
System: Duration: 1 Scene.
Action Type: Free Action if played with any Maneuver considered an Abort.
Otherwise, it has +0 movement if played by itself. You cannot attack with it in
the same round you create it (because you are busy creating it).
The item either has the Speed penalty eased by One or the damage is +1. Will Stack with PK Channeling if you have purchased it for use on WPs.
Fight with it using your Focus Technique instead of a WP Technique. (1 Chi for a standard as-listed item that uses a regular WP technique.)
Cost: 1 or 2 Ch
Speed: +0
Damage: Special
Move: None or +0
Redirected Aura
Prerequisites: Focus 6, Cosmic Waking, Any ranged Focus projectile (not
area affect)
Power Points: Aura Combat, Aura Knight, J'hana Aura Combat 4; Any 6
When you create a projectile with Chi, it is now a guided missile.
System: Play this on a turn after you have attacked with a ranged Focus
attack and it (or some of it) has missed. The projectiles may make a second
attempt to hit the target (or any target). They are considered to have gone
their maximum distance in a straight path on the previous round. When you
redirect the aura, the projectile(s) may use its full range again from its
current location. The Speed of redirecting the aura is the speed of the Focus
attack which was used +2.
You can redirect maneuvers such as Fireball or Repeating Fireball, but not
projectiles which strike multiple hexes such as Yoga Flame or Power Geyser.
Cost: None
Speed: That of previous maneuver +2
Damage: That of previous maneuver
Move: None
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Other Mind Whammies |
Brain Drill
Prerequisites: Per Maneuver (but most know the Brain Drill version of
a maneuver to fulfill a prerequisite - if available)
Power Points: Per Mind Shock, Mind Bolt, or Mind Blast +1 PP
Instead of a straightforward attack, the brain drill weaves into an opponent's
mind, insidiously attacking specifically weak areas.
System: These three separate maneuvers operate exactly like Mind
Shock, Mind Bolt, or Mind Blast except they use Manipulation+Focus as Damage.
Cost: Per Maneuver
Speed: Per Maneuver
Damage: Per Maneuver
Move: Per Maneuver
Love and Beauty
Shock
Prerequisites: Focus 5, Charisma 4, Sexy Blast
Power Points: Any 3
You strike the enemy with a shock of personality and beauty.
System: The attacker and defender must be able
to see each other. Damage is based on Charisma + Focus.
This attack causes "physical" damage although it never contributes to
aggravated damage. Use Intelligence as Soak and for Dizzy. Range is Wits + Focus.
Cost: 1 Chi
Speed: -2
Damage: +3
Move: None.
Sexy
Blast
Prerequisites:
Focus 4, Appearance 3
Power Points:
Any 4
Using self-confidence
and a sexy pose, the psychic jolts an onlooker's mind shocking the system.
System: The attacker and defender must be able
to see each other. Damage is based on Appearance + Focus. This move only
affects the opposite sex (or others who may be attracted to you).
Use Intelligence as Soak and for Dizzy. The damage is not real and only counts
for Dizzy (stacks with Dizzy combos). Range is Wits + Focus.
Cost: 1 Chi
Speed: -2
Dam: +4
Move: None