Psiology

Edge: Arcane Background (Psiology)

Requirements: Novice, Smarts d6+, Vigor d6+, Psiology d4+, Science d4+

Arcane Skill: Psiology (Smarts)

Starting Powers: 3

Power Points:

Super Power Points: 1

Power Point Limitation: When taking the Power Points Edge, those with the Psiology Arcane Background only gain 2 Power Points, instead of the normal 5, and gain 1 additional Super Power Point. They may also re-allocate any existing Super Power Points at that time.

Power Range Limitation: The following Psiologist Powers may only have a range of “Self”, but can be made into a “Distillate” (detailed below): Arcane Protection, Barrier, Boost Trait, Burrow, Damage Field, Darksight, Deflection, Detect Arcana, Disguise, Environmental Protection, Farsight, Fly, Growth, Healing, Intangibility, Invisibility, Protection, Relief, Shape Change, Speed, Smite, Telekinesis, Wall Walker, Warrior’s Gift

Available Powers: Arcane Protection, Barrier, Blast, Blind, Bolt, Boost/Lower Trait, Burrow, Burst, Confusion, Damage Field, Darksight, Deflection, Detect/Conceal Arcana, Disguise, Dispel, Drain Power Points, Elemental Manipulation, Empathy, Entangle, Environmental Protection, Farsight, Fear, Fly, Growth/Shrink, Havoc, Healing, Intangibility, Invisibility, Light/Darkness, Protection, Relief, Shape Change, Sloth/Speed, Slumber, Smite, Sound/Silence, Stun, Summon Ally, Teleport, Telekinesis, Teleport, Wall Walker, Warrior’s Gift, Zombie  

Available Super Powers: Absorption, Ageless, Altered Form, Aquatic, Armor, Attack (Melee, Ranged), Awareness, Burrowing, Chameleon, Copycat, Damage Field, Danger Sense, Deflection, Doesn't Breathe, Doesn’t Breathe, Doesn’t Sleep, Earthquake, Energy Control, Ensnare, Extra Limbs, Explode, Fear, Fearless, Flight, Gifted, Growth, Healing, Heightened Senses, Immune to Poison/Disease, Intangibility, Invisibility, Leaping, Matter control, Paralysis, Parry, Poison, Regeneration, Resistance, Shape Change, Shrink, Speed, Stun, Super Attribute, Swinging, Teleport, Toughness, Uncanny Reflexes, Wall Walker

Distillates: Mechanically, a Psiologist’s beneficial Powers all have a range of “self”. However, after spending one minute gathering information pertaining to a new biological signature (such as a new ally),  they have the ability to create “Distillates” of their Powers. These Distillates take the form of consumables, such as pills, extracts, powders, liquids, gels, salves, injections, and inhalants, and can be distributed to any individuals the Psiologist has remembered the genetic signature of. A Psiologist can remember a number of studied signatures equal to half their Smarts die at a time. When new signatures are studied, the extract may be distributed and the signature never remembered, or one of the old signatures may be replaced. Distillates follow the rules for Arcane Devices (SWADE pg. 153), with several exceptions: Distillates are always single-use consumables, remain usable for a number of hours equal to ½ the Psiologist’s Smart’s die, and take one minute per Power, per Distillate to create. A Distillate that evoked both Arcane Protection and Protection would take two minutes to create. Distillates are created using the Psiologist’s own biology, and are always organic. 

Psiology: Individuals that are Psiologists may take Edges that require Arcane Background (Psiology)

Backlash: A Critical Failure on a Psiology roll causes a level of Fatigue and all currently active powers are terminated.

Playing a Psiologist: 

A Psiologist uses learned or studied methods of compelling the Kori within their own biology to produce effects through mental stimuli and meditative Psionics. Each individual’s biological structure and internal Kori are unique, and the process of study equally so. Applying what they have discovered to a biological signature that differs from their own takes measurement, analysis, and deduction. 

Psiology focuses on the interaction of Psionics and Biology, and the ability to unleash incredible effects of the genetic code through calculation, analysis, and application of the mind, rather than innate ability or willpower. 

The utilization of Psionics in Psiology is limited to a mental hyper-clarity and nearly omniscient awareness of the individual’s own body, and the ability to exercise control over bodily systems through learned mnemonics and rote. Just as some individuals learn to flare their nostrils, fold their tongues, or quirk their eyebrows, Psiologists can bolster the density and blood flow of their muscles, enhance the cones of their eyes, alter the chemical composition of their skin, breathe fire or fumes, or exude pheromones. 

While the fundamentals of Psiology can be studied in academia, it is a fledgling science best learned through experience and experimentation. A Psiologist learns to produce potent but predictable outcomes from their own body through rote practice. With a bit of preparation, they can extend the benefits of their knowledge to others, as well.

Trappings:

Psiology powers are all physical effects produced by the user’s body, such as growing a toughened hide, rock-like skin, breathing fire, spitting acid, climbing on walls like a spider, growing wings to fly, evolving night-vision, exuding pheromones or toxins, pumping up adrenal responses for speed, shooting poisoned quills, heightened senses or reflexes, evolving a mechanism for shrill noise, or any other way you can imagine.


Psiology Edges: 

Natural Kori Augment:

Requirements: Seasoned, Arcane Background (Linked) or Arcane Background (Psiology), Spirit d8+ or Vigor d8+

The individual creates a permanent, physical manifestation of Kori within their own body. This creation gives a bonus identical to any piece of Cyberware equal to Strain 2 or less (Science Fiction Companion, pg. 30). 

The specifics of how the augment provides the bonus in question is up to the player, as long as it remains a physical manifestation with physical effects. 

This Edge can be taken only once per character advancement rank.