Psionic Stigmata
Psions, Tellurians, Gemlings
Also called Tellurians or Gemlings, those with the Psionic Stigmata are usually and simply called Psions by most folk. They are known for the gem-like organs they have upon their foreheads, which appears to act as a receptor for psychic and magnetic stimuli. Psions are possessed of powerful psychic energy and potential, allowing them extra-sensory perception, limited telekinesis and even the ability to hurt or bolster the minds of others.
Choose this Stigmata if:
You want to play a psychic healer, a psychic warrior, and/or a psychic blaster.
You want to play a character focused on intellect and mental/psionic powers
You want to play a Stigmata with minimal paint and prosthetic requirements
-
With their mental prowess, Psions are able to become Arcanists and gain the Etheric Arcana skill. These individuals tend away from the physical to focus more on the intangible, such as the Spheres of Obfuscation and Detection. Still, there are a small number of Psions that embrace destruction and chaos through their powers.
Among their communities, they are often respected for their insight rather than feared for their Sorcery. There will always be those who do not understand them -- but this ignorance is easily dealt with -through guidance, understanding, or, if necessary, obliteration.
-
Character Creation: You may gain this Stigmata by starting your character with it and choosing the “Marked” Background Perk.
Milestone: You may choose the “Awakened Heritage” Milestone to gain this Stigmata after character creation. The total bonuses to damage that one can get from Traits may not exceed +2. Milestones are awarded for every 100 XP a character possesses
Meta-Game Note: Psions are the Stigmata that requires the least in terms of paint and prosthetics. Those who wish to be Arcanists will often end up being Psions because of the Stigmata’s minimal requirements.
-
Core Costuming Requirements: You need to have all of these:.
Third-Eye: A single gem-like stone upon the middle of the forehead, colloquially called one’s “Third-Eye” or “Kha”.
Mark of the Kha: Psionics may have facial markings that radiate from their stone, forked lines (e.g. lightning or veins), straight lines or “wavy lines”
Secondary Costuming Requirements: Pick at least one option below.
Satellite Kha: Some Psionics have up to five stones upon their forehead, with a central stone at the center of their brow. These stones tend to be lighter colors, although any color is acceptable.
Keen Ears: Psionics may also have tipped elf-like ears
Bright Eyes: They also tend to have bright blue, silvery white or bright purple/violet eyes. Regardless of the player's actual eye color, special contact lenses must be worn for this to count.
Crystal Outgrowth: Crystalline growths upon their face or body, similar to crystalline stalactites. Some grow a single crystalline unicorn-like horn on their brow instead of a kha.
Gemling Flesh: Glitter and cracks on the skin that imply a gem-like texture
-
The Traits of the Psionic Stigmata are divided into three different “Subtypes”. Each Psion may only have Traits from one Subtype, although some are able to breach this restriction and possess Traits from two Subtypes. Once per character, you may expend a Milestone and get the Unique Subtype Milestone to get access to a Subtype beyond one you chose at character creation.
— Empath Subtype: Psions of this Subtype are individuals connected to others by psychic prowess and camaraderie. Though more fragile because of these bonds, these individuals make excellent Counselors and healers, made stronger by their associations with their fellows and their allies. The gems of these individuals tend toward clear and lighter colors.
— Far Mind Subtype: These individuals are suffused with mental strength that they can use to affect the world around them through sheer will. Many consider them strange and they are not the most perceptive, but their power cannot be denied. The gems of these individuals tend toward blue or purple colors.
— Soul Knife Subtype: The rarest of Psions are also the most ill-regarded and feared. Tellurians of this Subtype are well suited to being slayers of humans or monsters, possessed of a bestial viciousness and the spiritual strength to inflict it upon others. The gems of these individuals tend toward red colors.
-
Traits are a special type of Skill that is more costly than most Skills and more powerful. As opposed to being tied to a Class, Skills are tied to one’s Stigmata and cannot be gained unless one is of the correct Stigmata. Below are the ways to gain more Traits from the Psionic Stigmata. Unless otherwise stated, you cannot pick a Trait more than once.
— Background Perk: Use a Background Perk to choose the Psionic Stigmata, you get one Trait at character creation
— Experience Points: Expend 30 XP and three Rare components (Astral, Earth, or Herbal) to gain a Psionic Trait, which appears and is usable immediately if you have the necessary props or prosthetics. The components represent remedies required for the recovery process after the Trait painfully manifests.
— Milestone: You may expend a Milestone to gain another Psionic Trait this has no other costs.
-
Empath: Though more fragile because of their psychic bonds, made stronger by their associations with their fellows and their allies
Empathic Remedy: Your bonds with others can be used to draw their hurts into yourself.
Psionic Scrying: You can reach out to learn secrets from others or empower the senses of your Bonded allies.
Psychic Synergy: You can bring people together and draw incredible willpower from your bonds.
Far Mind: These individuals are suffused with mental strength that they can use to affect the world around them through sheer will.
Baleful Grasp: You are able to unravel basic locks, traps, and similar devices.
Alien Psyche: Those who attempt to understand you or attack your mind are punished for their trespasses.
Far Hand: With your mind, you can push, snare, or pull enemies and allies alike.
Soul Knife: Tellurians of this Subtype are possessed of a bestial viciousness and the spiritual strength to inflict it upon others.
Gibbous Veil: With psychic power, you and an ally can swiftly fade from view.
Psionic Weapon: You can mentally attune yourself to a weapon, increasing its deadliness and your own.
Soul Thief: You can siphon vitality from others with Death Blows or through sheer will.
Psionic Trait Descriptions
Alien Psyche
Those who attempt to understand you or attack your mind are punished for their trespasses.
Subtype: Far Mind
Effect 1: You gain one of the following skills below. Furthermore, you are able to use them even if you lack their Skill Prerequisites. If the spell is chosen, it renders a person vulnerable to Eldritch Corruption.
Effect 2: Whenever you are subject to:
An Inquiry or Examine skill from a person next to you
A ranged Psychic or Shadow attack
As an Aftereffect to that effect or to the defense against it, you can respond with “Vocal Blind” against the source of the Inquiry or a “Blind” via packet against the source of the Psychic/Shadow attack.
Drawback: Distant Spirit -- Due to minor hallucinations or distractions, you are unable to augment your Inquiry or Sense skills. Furthermore, you are unable to use Skills to negate attacks that hit your back torso.
Baleful Grasp
You are able to unravel basic locks, traps, and similar devices.
Subtype: Far Mind
Effect 1: You gain one of the following spells below. Furthermore, you are able to use them even if you lack their Skill Prerequisites. This Trait renders a person vulnerable to Eldritch Corruption as though they were an Arcanist.
Effect 2: You may augment one of the skills above and prefix its invocation with “Baleful” (e.g. “Baleful Infuse Item”). This has the effect of lowering its required count to 20-counts, improving its output to a “Greater Disarm”, and allowing Disarm Device to be used without a Scrap Kit.
If you successfully disarm a Device/Hazard or Disrupt a conjuration with this, the energy returns to you as a minor barrier. Gain “Resolve 1” as an Aftereffect.
Drawback: Distant Spirit -- Due to minor hallucinations or distractions, you are unable to augment your Inquiry or Sense skills. Furthermore, you are unable to use Skills to negate attacks that hit your back torso.
Empathic Remedy
Your bonds with others can be used to draw their hurts into yourself.
Subtype: Empath
Effect 1: You gain one of the following spells below. Furthermore, you are able to use them even if you lack their Skill Prerequisites. This Trait renders a person vulnerable to Eldritch Corruption.
Effect 2: You can choose to augment any of the skills above and prefix its invocation with “Empathic” (e.g. Empathic Restore Vitality). This grants an Aftereffect: imbue the same amount of healing to a Bonded ally via melee touch. They must be Bonded to you by Blood, Oath, or Command.
Drawback: Opened Mind -- With your mind opened to the world, so too are you more vulnerable to its pain. Your maximum HP may not exceed 7 points.
Far Hand
With your mind, you can push, snare, or pull enemies and allies alike.
Subtype: Far Mind
Effect 1: You gain the Project Force spell or Transmute Air spell and you may use it as though you had its Prerequisites. This Trait renders a person vulnerable to Eldritch Corruption as though they were an Arcanist.
Effect 2: You may augment either spell and prefix it with “Psionic”. This has the effect of turning it into a Wave 2 (allowing you to throw two packets instead of just one if you don’t move) and allowing you to inflict “Snare” effects.
Drawback: Distant Spirit -- Due to minor hallucinations or distractions, you are unable to augment your Inquiry or Sense skills. Furthermore, you are unable to use Skills to negate attacks that hit your back torso.
Gibbous Veil
With psychic power, you and an ally can swiftly fade from view.
Subtype: Soul Knife
Effect 1: You gain the Obfuscate Presence spell and may use it regardless of its Skill Requirements or you may get the Camouflage skill instead. These Skills allow you to become hidden. If a spell is chosen, this Trait renders a person vulnerable to Eldritch Corruption.
Effect 2: You may augment either skill above with the prefix “Gibbous”. You can also extend either Skill’s effects to 1 additional ally within arm’s reach of you that fulfills the position, equipment, and gesture requirements, except that they can be wearing Heavy or Ultraheavy Armor. This allows you to use Camouflage after only Conc-5.
If you choose to conceal no allies, you may use the Shadow Walk feature of the Expert Shadower skill
Drawback: Darkened Mindset - Compassion and hope are more difficult for you. You may not imbue more than “Heal 1” to others.
Psionic Scrying
You can reach out to learn secrets from others or empower the senses of your Bonded allies.
Subtype: Empath
Effect 1: You gain your choice of the skills below. If a spell is chosen, this Trait renders a person vulnerable to Eldritch Corruption but allows its use even without its Skill requirements:
Effect 2: You may spend 1 Focus and invoke “Psionic Scrying” to sharpen the senses of one Bonded ally for the next 10 minutes. While they are within 20 feet of you, they may use the “Uncanny Defense” skill as though they had it - this allows them to defend against Ambush attacks.
Furthermore, the next Defense, Inquiry or Sense skill that they use within that time frame has its Focus cost waived if they prefix and augment its invocation with “Expert”
Drawback: Opened Mind -- With your mind opened to the world, so too are you more vulnerable to its pain. Your maximum HP may not exceed 7 points.
Psionic Weapon
You can mentally attune yourself to a weapon, increasing its deadliness and your own.
Subtype: Soul Knife
Effect 1: Once an Event, you may designate a small or medium weapon with a blade as your “Psi Blade” and suffuse it with your psychic energy. This also requires 5+ minutes of meditation and 1 ATN from you, labeled “Psi Blade” (see Prop requirements below). You may only have one such weapon at a time. It is Fate Bound to you as per Eldritch Ordinance, allowing you to retrieve it if lost or stolen.
Effect 2: While you are wielding a Psionic Weapon, the damage of your melee Smite attacks and spells is increased by +1, adhering to the damage cap. Furthermore, you may have your melee Smite, Spells, and Death Blows inflict Psychic damage instead of what they normally inflict.
Drawback: Darkened Mindset - Compassion and hope are more difficult for you. You may not imbue more than “Heal 1” to others.
Phys-rep requirements: This is a small or medium-sized dagger, sword, or claw weapon -- a glowing weapon prop is recommended but not necessary. Said weapon must have three gem props attached to it that resemble your Kha.
Psychic Synergy
You can bring people together and draw incredible willpower from your bonds.
Subtype: Empath
Effect 1: You gain the Bond of Oaths skill, allowing you to form a psychically bonded cadre of allies.
Effect 2: You may self-inflict 2 damage and augment the Iron Defiance skill as “United Defiance” to use it without expending Focus or even learning the Skill. This also requires that you be touching at least two Bonded allies with your hands and/or your weapons so you can draw emotional strength from them.
Drawback: Opened Mind -- With your mind opened to the world, so too are you more vulnerable to its pain. Your maximum HP may not exceed 7 points.
Soul Thief
You can siphon vitality from others with Death Blows or through sheer will.
Subtype: Soul Knife
Effect 1: You may choose to gain one of the abilities below. If you choose a spell, you can use them without the requirements but they open you up to Eldritch Corruption.
Project Wrath spell - this can inflict Psychic damage.
Soul Drain - After a Targ-10, invoke “Drain” and throw a spell packet that inflicts “Piercing 2 Psychic” or “Piercing Pull”. Bonuses to spell damage can increase “Drain” up to the damage cap.
Effect 2: You do not need to be wielding a weapon to perform a Death Blow upon a creature within arm’s reach. Furthermore, Invoke “Heal 1” to regain 1 HP as an Aftereffect to any one of the situations below:
You successfully Death Blow a living or dying foe
Your Project Wrath, Soul Drain, or Obfuscate Senses hits and is not negated
After you negate an Inquiry effect
Your “Smite” with a Psi Blade hits and is not negated.
Drawback: Darkened Mindset - Compassion and hope are more difficult for you. You may not imbue more than “Heal 1” to others.