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08-mind-hacks.6
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08-mind-hacks.6
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.ss 12 0
.TH "Mind Hacks" "Eclipse Phase"
.SH Psi
.ll 80en
.RS -2
\fB> Desdemona:\fR
Glad to have you back.
I hope you had a pleasant farcast from Pelion and don't feel too much lack.
While you were out, a message from Aeneas with a precis on psi, extracted from the infomorph backup of psigeneticist Daborva (StellInt, Dipole Research Station on Ganymede), was rerouted for distribution to your Firewall node.
.ll
.RE
Coined by the biologist Bertold P. Wiesner, \[lq]psi\[rq] was originally an umbrella term used to describe a number of so\-called \[lq]psychic\[rq] abilities and other speculative paranormal phenomena such as telepathy and extra\-sensory perception.
While the term was used extensively in the field of parapsychology and pop culture in the twentieth and early twenty\-first centuries, the study of psi was largely considered a pseudoscience with flawed methodologies and gradually lost funding and support.
During the Fall, however, repeated rumors and accounts of unexplained phenomenon drew the attention of scientists, military leaders, and singularity seekers alike.
Numerous nanovirii had been unleashed upon transhumanity, racing through populations and transforming as they spread.
Some inflicted only minor biological or mental changes and impairments, but many were vicious and deadly.
The most feared variants, however, were those that Firewall has come to label as the Exsurgent virus\[em]a transformative nano\-plague that mutates its victims and subverts them to its will.
The Exsurgent virus was also observed to radically modify the subject's neural patterns and mental state, affecting synaptic arrangement and even modulating synaptic currents.
These changes alter and enhance the victim's cognition and seemed to endow an ability to sense and even affect the minds of others from a short distance\[em]an ability dubbed \[lq]psi\[rq] as the causal factors continue to mystify us.
The existence and nature of this phenomenon remains carefully concealed and under wraps in controlled habitats, so as not to trigger widespread panic.
Among anarchist and other open communities, knowledge of psi is more widespread, but details are vague and reports are generally greeted with skepticism.
The Exsurgent virus is exceptionally mutable and adaptive, however, and two argonaut researchers who were aware of and studying it soon made an interesting discovery.
One variant strain of the virus was found that endowed the subject with exceptional mental abilities without engaging the transformative process of the other strains.
Though infection still has other drawbacks, Firewall and other agencies have come to regard this strain as \[lq]safe\[rq] in the sense that the subject does not transmogrify into something else and their general personality remains intact.
Intrigued that this avenue of inquiry might lead to a way to nullify the effects of other Exsurgent strains, Firewall and others continue to experiment with the strain with the cooperation of willing test subjects (or according to some reports, unwilling victims in the case of certain authorities and hypercorps).
.SS The nature of psi
Labeled the Watts\-MacLeod strain after the researchers who isolated it, further study has gained insight into the effect this virus has on transhuman brains.
Careful analysis of infected subjects discovered that their altered synapses generate a modulated brainwave pattern that is extremely difficult to detect.
Those \[lq]in\-the\-know\[rq] have come to refer to these asynchronous brainwaves as \[lq]psi waves,\[rq] fitting with the Greek letter designation of other brainwaves (alpha, beta, delta, gamma, theta).
Likewise, affected individuals are known as \[lq]asyncs.\[rq]
Exploration of the explicit causal factors behind psi waves remains stymied.
Theories regarding extraordinary mental processes with the ability to change quantum states have been explored but remain frustratingly inconclusive.
Neuroimaging and mapping have enabled scientists to pinpoint structures within the brain, neural activity, and perturbations in the brain's bioelectric field that are associated with psi processes, but attempts to duplicate these features in non\-infected brains have resulted in failure or worse.
Attempts to identify asyncs by psi brainwave patterns are not even assured of success.
Numerous dead ends have prompted many researchers to postulate that the mechanics underlying psi are simply too strange and too far beyond transhumanity's understanding of physical sciences\[em]perhaps reinforcing theories that the Exsurgent virus is in fact of alien origin.
One leading speculation is that the changes wrought in the mind by infection actually entangle some of the neural sub\-systems, enable some sort of quantum field within the brain, or possibly create Bose\-Einstein condensates within the brain, allowing for quantum computation or perhaps hypercomputation.
This enhances the async's mental capabilities to the level provided by modern implants and neuro\-mods\[em]and sometimes beyond.
This does not explain the capabilities of other asyncs, however, especially those used to read or affect other biological minds.
These abilities seem to involve reading brain waves from a short range or affecting another's mind via direct physical contact with the target's bio\-electric fields.
Of course I can only speculate in accordance with what Firewall has uncovered\[em]it is quite possible that certain hypercorps or other factions have made further breakthroughs, but are keeping the information to themselves.
The initiation and use of psi talents is generally understood to take place on a subconscious level, meaning that the async is not actively aware of the fundamental processes that fuel the psi\-waves.
Training in certain skills, however, allows an async to focus on certain tasks and psi abilities.
These are called \[lq]sleights:\[rq] mnemonic or cognitive algorithms of psi use rooted in the async's ego.
The percentage of the transhuman population believed to have contracted the Watts\-MacLeod strain remains statistically insignificant\[em]less than .001% of the population.
The vast number of asyncs have been recruited by various agencies, \[lq]disappeared\[rq] for study, or simply eliminated as a potential threat.
Ten years after the Fall, Firewall and other agencies have come to regard Watts\-MacLeod infection as comparatively safe, though we remain quite wary of unforeseen side effects or other hidden dangers.
Most of us engaged in studying the phenomenon now consider asyncs to be useful as a tool for fighting the Exsurgent virus and other threats despite the protests of those who are convinced that asyncs are not in control of their own minds and are not to be trusted.
As of yet we have encountered no cases of Watts\-MacLeod infection that have inflicted anything other than psi abilities, though there seems to be an increased risk for asyncs to succumb to other Exsurgent strains should they encounter them.
There are other risks associated with Watts\-MacLeod infection, such as extreme fatigue and even lethal biofeedback resulting from extensive use of psi sleights and a statistically likelihood of developing mental disorders due to the increased mental stress placed on the async's mind.
.SS Æther Jabber: Asyncs
.TS
tab(|);
r0 l l0.
# | Start Æther Jabber | #
# | Active Members: 2 | #
.TE
.IP \fI<\fR 2
Sorry to bother you, but my muse just alerted me to this excerpt that was sent around to my Firewall team.
Is this for real?
I've heard the talk about psi before\[em]enough to be convinced that there's something to it, even if we can't explain it\[em]but this bit about variant Exsurgent infection is too much.
Are we seriously going to be working with someone who's a known carrier?
And can you shed any more light on how asyncs do their mojo?
I'm worried now.
And since you are connected to the Medeans, I thought I'd take the chance and ask.
.IP \fB>\fR 2
Well, as to the Medeans ... that's history.
I am back on the freelancing market right now.
But no problem, I'll try and explain.
I know it is not easy to grasp.
.IP \fI<\fR 2
Shiny.
.IP \fB>\fR 2
Yes, Srit was once infected with a strain of the Exsurgent virus, probably on Mars near the end of the Fall.
I say \[lq]was\[rq] because the Watts\-MacLeod strain seems to go dormant shortly after it finishes rewiring the victim's brain; the plague nanobots die off and get flushed out of the system, unlike other Exsurgent strains, which continue to stick around and transform the subject.
At least, that's the dominant theory\[em]I've also seen some speculation that async minds might be modified so that they continue to produce bio\-nanobots that linger in the brain, though what function these serve remains unclear.
However, the prevailing opinion among our best neuroscientists is that people like Srit are safe and non\-infectious once the virus has run its course.
I'll even go a bit further and say that prevailing opinion is that they can be trusted, assuming they don't catch another infection ... which they unfortunately seem to be a bit prone too.
Not everyone agrees of course, but we have an abundance of paranoia in our circles.
So far, we haven't seen any evidence that any of our asyncs have been turned by that initial infection, and the utility and usefulness of having psiactives on our side has simply been too important to push aside.
.IP \fI<\fR 2
All right.
I can't say that I'll trust her, but I'll try and give her the benefit of the doubt.
I'll be damned if I'm going to trust an async that's not vouched for by Firewall though\[em]who knows what the hell a hypercorp like Skinthetic might be cooking up in their black labs.
.IP \fB>\fR 2
That seems like a wise choice.
.IP \fI<\fR 2
Maybe you can put my mind at ease by explaining to me in a bit more detail how Watts\-MacLeod infection occurs.
.IP \fB>\fR 2
Well, like the other Exsurgent strains you are unfortunately familiar with, the primary transmission vector is a nanovirus, but we speculate that it may also be transmitted as a digital computer virus or possibly even as a basilisk hack.
The physical plague form is spread by highly\-advanced techno\-organic nanobots that infect a biomorph and use bio\-mimicry mechanisms to pass as normal cells and penetrate the blood\-brain barrier and central nervous system.
The nanobots are several steps beyond anything our technology can produce, are very difficult to detect, and can overwhelm most defensive countermeasures.
Infected minds are essentially rewired, and these changes will be copied when the ego is uploaded.
Synthmorphs and infomorphs remain immune to this nano\-infection, but they are theoretically vulnerable to other transmission vectors.
.IP \fI<\fR 2
I've heard that synthmorphs are effectively invulnerable to psi as well.
This true?
.IP \fB>\fR 2
Yes.
As far as we can tell, async abilities only effect biological minds\[em]either their own or others.
And they can only read/affect others from a very short distance, requiring physical contact in most cases.
The half\-biological minds of pods are also vulnerable, though to a lesser extent.
Likewise, asyncs need a biological brain to use their abilities\[em]they can't use their psi if sleeved in a synthmorph and have difficulty in a pod.
.IP \fI<\fR 2
Interesting.
So, I have to ask again\[em] you're sure she's safe?
I've heard that some of these asyncs can be real nut\-jobs.
.IP \fB>\fR 2
I've heard from several of these asyncs directly.
The fact is, infection rewrites their brain, and some of them came out the other side feeling fundamentally altered.
Either they felt like a different person, or they felt like there was something new that was part of them\[em]something that they didn't necessarily like.
One described it as presence, another as a black void that whispered at them.
Yet another described it as giving a personality to their unconscious mind, which only made the gulf between unconscious and conscious mind all the more intimidating.
Some of them preferred to suicide and revert to a pre\-infection backup.
While they may be more prone to cracking up as a result, I haven't ever heard one talk about their abilities as something they couldn't control.
.IP \fI<\fR 2
Well, that's fucking cheery.
There's nothing else we have on how this psi stuff actually works?
.IP \fB>\fR 2
Unfortunately, we don't.
Even the Prometheans haven't been much help.
There are theories, of course, but nothing that we've been able to verify with rigorous experimentation.
It doesn't help that the factions that are aware of psi's existence don't exactly compare notes\[em]they're all too busy looking into ways to weaponize it and use it against each other, instead of figuring out how to use it for the benefit of transhumanity.
.IP \fI<\fR 2
Of course.
The TITANs didn't get us, but we can still get ourselves.
It worries me that the best we've come up with is nothing.
.IP \fB>\fR 2
It's important to keep perspective.
Transhumanity has come quite a distance and made some impressive accomplishments, but our understanding of the universe is still in its infancy.
What we may be facing here is something concocted by an intelligence so far beyond our own that we are but insignificant insects in comparison.
It likely has a grasp on the universe that is simply beyond our ability to understand.
We shouldn't be cocky and think that we can decipher any mystery thrown at us ... we should instead be very, very afraid.
.RE
Though neuroscience has ascended to impressive pinnacles, allowing minds to be thoroughly scanned, mapped, and emulated as software, the transhuman brain remains a place that is complicated, not fully understood, and thoroughly messy.
Despite a prevalence of neural modifications, meddling with the seat of consciousness remains a tricky and hazardous procedure.
Nevertheless, psychosurgery\[em]editing the mind as software\[em]remains common and widespread, sometimes with unexpected results.
Likewise, even as the knowledge of neuroscientists grows on an exponential basis, some are discovering that minds are far more mysterious than they had ever imagined.
During the Fall, scattered reports of \[lq]anomalous activity\[rq] by individuals infected by one of the numerous circulating nanoplagues were discounted as fear and paranoia, but subsequent investigations by black budget labs has proven otherwise.
Now, toplevel confidential networks whisper that this infection inflicts intricate changes in the victim's neural network that imbue them with strange and inexplicable abilities.
The exact mechanism and nature of these abilities remains unexplained and outside the grasp of modern transhuman science.
Given the evidence of a new brainwave type and the paranormal nature of this phenomenon, it is loosely referred to as \[lq]psi.\[rq]
.SS Psi
In Eclipse Phase, psi is considered a special cognitive condition resulting from infection by the mutant\[em]and hopefully otherwise benign\[em]Watts\-Macleod strain of the Exsurgent virus (
.BR 12-game-information "(Eclipse Phase)"
).
This plague modifies the victim's mind, conferring special abilities.
These abilities are inherent to the brain's architecture and are copied when the mind is uploaded, allowing the character to retain their psi abilities when changing from morph to morph.
\fBPrerequisites\fR
.RS 1
To wield psi, a character must acquire the Psi trait (
.BR 05-character-creation-and-advancement "(Eclipse Phase)"
) during character creation.
It is theoretically also possible to acquire the use of psi in game via infection by the Watts\-MacLeod strain; see The Exsurgent Virus,
.BR 12-game-information "(Eclipse Phase)"
Psi ability is considered an innate ability of the ego and not a biological or genetic predisposition of the morph.
While psi researchers do not understand how it is possible to transfer this ability via uploads, backups, and farcasting, it has been speculated that all components of an async's ego are entangled on a quantum level, or that they possess the ability to entangle themselves or form a unique conformation or alignment as a whole even after they
have been copied, up\-, or downloaded.
This speculated entanglement process is also thought to be the origin of the impairment that asyncs experience when adapting to a new morph (see below).
.RE
\fBMorphs and psi\fR
.RS 1
Asyncs require a biological brain to draw on their abilities (the brains of uplifted animals count).
An async whose ego is downloaded into an infomorph or fully computerized brain (synthmorphs) has no access to their abilities as long they remain in that morph.
Asyncs inhabiting a pod morph may use psi, but their abilities are restricted as pod brains are only partly biological.
Pod\-morphed asyncs suffer a \fI\-30\fR modifier on all tests involving the use of psi sleights and the impact from using sleights would be doubled.
.RE
\fBMorph acclimatization\fR
.RS 1
Async minds undergo extra difficulty adjusting to new morphs.
For 1 day after the character has resleeved, they will suffer the effects of a single derangement (
.BR 07-actions-and-combat "(Eclipse Phase)"
).
The gamemaster and player should choose a derangement appropriate to the character and story.
Minor derangements are recommended, but at the gamemaster's discretion moderate or major derangements may be applied.
No trauma is inflicted with this derangement.
.RE
\fBMorph fever\fR
.RS 1
Asyncs find it irritating and traumatizing to endure life as an infomorph, pod, or synthmorph for long periods of time.
This phenomenon, known as \fImorph fever\fR, might cause temporary derangements and trauma to the asyncs' ego, possibly even to the grade of permanent disorders.
If stored or held captive as an active infomorph (i.e. not in virtual stasis), the async might go insane if not psychologically aided by some sort of anodyne program or supporting person during storage.
In game terms, asyncs take \fI1d10 ÷ 2\fR (round up) points of mental stress damage per month they stay in a pod, synthmorph or infomorph form without psychological assistance by a psychiatrist, software, or muse.
.RE
\fBPsi drawbacks\fR
.RS 1
There are several drawbacks to psi ability:
.IP \[bu] 2
The variant Exsurgent strain that endows psi ability rewires the character's brain.
An unfortunate side effect to this change is that asyncs acquire a vulnerability to mental stress.
Reduce the async's Trauma Threshold by 1.
.IP \[bu] 2
The mental instability that accompanies psi infection also tends to unhinge the character's mind.
Asyncs acquires one Mental Disorder negative trait (
.BR 05-character-creation-and-advancement "(Eclipse Phase)"
) for each level they have of the Psi trait without receiving any bonus CP.
The gamemaster and player should agree on a disorder appropriate to the character.
This disorder may be treated over time, according to normal rules (see Mental Healing and Psychotherapy,
.BR 07-actions-and-combat "(Eclipse Phase)"
).
.IP \[bu] 2
Characters with the Psi trait are also vulnerable to infection by other strains of the Exsurgent virus.
The character suffers a \fI\-20\fR modifier when resisting Exsurgent infection (
.BR 12-game-information "(Eclipse Phase)"
).
.IP \[bu] 2
Critical failures when using psi tend to stress the async's mind.
Each time a critical failure is rolled when making a sleight\-related test, the async suffers a temporary brain seizure.
They suffer a \fI\-30\fR modifier and are incapable of acting until the end of the next Action Turn.
They must also succeed in a \fIWIL + COG\fR Test or fall down.
.RE
\fBPsi skills and sleights\fR
.RS 1
Transhuman psi users can manipulate their egos and otherwise create effects that can often be neither matched nor mimicked by technological means.
To use these abilities, they train their mental processes and practice cognitive algorithms called sleights, which they can subconsciously recall and use as necessary.
Sleights fall into two categories: psi\-chi (cognitive enhancements, below) and psi\-gamma (brainwave reading and manipulation, below).
Psi\-chi sleights are available to anyone with the Psi trait (
.BR 05-character-creation-and-advancement "(Eclipse Phase)"
), but psigamma sleights are only available to characters with the Psi trait at Level 2.
In order to use these sleights, the async must be skilled in the Control, Psi Assault, and/or Sense skills (
.BR 06-skills "(Eclipse Phase)"
), as appropriate to each sleight.
.RE
\fBRoleplaying asyncs\fR
.RS 1
Any player who chooses to play an async should keep the origin of their abilities in mind: Watts\-MacLeod strain infection.
The character may not be aware of this source, but they undoubtedly know that they underwent some sort of transformation and have talents that no one else does.
If unaware of the infection, they have likely learned to keep their abilities secret lest they be ridiculed, attacked, or whisked away to some secret testing program.
Learning the truth about their nature could even be the starting point of a campaign and/or their introduction to Firewall.
If they know the truth, however, the character must live with the fact that they are the victim of a nanoplague likely spread by the TITANs that may or may not lead to complications, side effects, or other unexpected revelations in their future.
Gamemasters and players should make an effort to explore the nature of this infection and how the character perceives it.
As noted previously, asyncs are often profoundly\-changed people.
The invasive and alien aspect of their abilities should not be lost on them.
For example, an async might conceive of their psi talents as a sort of parasitic entity, living off their sleights, or they might feel that using these powers puts them in touch with some sort of fundamental substrate of the universe that is weird and terrifying.
Alternately, they could feel as if their personality was melded with something different, something that doesn't belong.
Each async is likely to view their situation differently, and none of them pleasantly.
.SS Using psi
Using psi \[em] i.e., drawing on a certain sleight to procure some kind of effect \[em] does not always require a test.
Each sleight description details how the power is used.
.RE
\fBActive psi\fR
.RS 1
Active psi sleights must be \[lq]activated\[rq] to be used.
These sleights usually require a skill test.
Sleights that target other sentient beings or life forms are always Opposed Tests, while others are handled as Success Tests.
The level of concentration required to use these sleights varies, and so may call for a Quick, Complex, or Task Action.
Active sleights also cause strain (see below) to the async.
Most psi\-gamma sleights fall into this category.
Active sleights count as mental actions for characters who have augmentations that grant extra mental actions.
Due to the concentration required, however, active psi-gamma sleights cannot be used in the same Action Phase with other mental actions that require a Complex Action.
.RE
\fBPassive psi\fR
.RS 1
Passive psi sleights encompasses abilities that are considered automatically active and subconscious.
They rarely require an action to be activated and require no effort or strain by the psi user.
Passive sleights typically add bonuses to various activities or allow access to certain abilities rather than calling for some kind of skill test.
Most psi\-chi sleights fall into this category.
.RE
\fBPsi range\fR
.RS 1
Sleights have a Range of either Self, Touch, or Close.
.HP 1
\fISelf:\fR These sleights only affect the async.
.HP 1
\fITouch:\fR Sleights with a Touch range may be used against other biological life, but the async must have physical contact with the target.
If the target avoids being touched, this requires a successful melee attack, applying the touch\-only \fI+20\fR modifier.
This attack does not cause damage, and is considered part of the same action as the psi use.
.HP 1
\fIClose:\fR Close sleights involve interaction with other biological life from a short distance.
The optimal distance is within 5 meters.
For each meter beyond that, apply a \fI\-10\fR modifier to the test.
.HP 1
\fIPsi vs. Psi:\fR Due to the nature of psi, sleights are more effective against other psi users.
Sleights with a range of Touch may be used from a Close range against another async.
Likewise, a sleight with a Close range may be used at twice the normal distance (10 meters) when wielded on another async.
.RE
\fBTargeting\fR
.RS 1
Synthmorphs, bots, and vehicles may not be targeted by psi sleights, as they lack biological brains.
Pods \[em] with brains that are half biological and half computer \[em] are less susceptible and receive a \fI+30\fR modifier when defending against psi use.
Note that infomorphs may never be targeted by psi sleights as psi is not effective within the mesh or simulspace.
.HP 1
\fIMultiple Targets:\fR An async may target more than one character with a sleight with the same action, as long as each of them can be targeted via the rules above.
The psi character only rolls once, with each of the defending characters making their Opposed Tests against that roll.
The psi character suffers strain (see below) for each target, however, meaning that using psi on multiple targets can be extremely dangerous.
.HP 1
\fIAnimals and Less Complex Life Forms:\fR Psi works against any living creature with a brain and/or nervous system.
Against partially\-sentient and partially\-uplifted animals, it suffers a \fI\-20\fR modifier and increases strain by \fI+1.\fR
Against non\-sentient animals, it suffers a \fI\-30\fR modifier and increases strain by \fI+3.\fR
It has no effect on or against less complex life forms like plants, algae, bacteria, etc.
.HP 1
\fIFactors and Aliens:\fR At the gamemaster's discretion, psi sleights may not work on alien creatures at all, depending on their physiology and neurology.
If it does work, it is likely to suffer at least a \fI\-20\fR modifier and \fI+1\fR strain.
.RE
\fBOpposed tests\fR
.RS 1
Psi that is used against another character is resisted with an Opposed Test.
Defending characters resist with \fIWIL × 2\fR.
Willing characters may choose not to resist.
Unconscious or sleeping characters cannot resist.
If the psi\-wielding character succeeds and the defender fails, the sleight affects the target.
If the psi user fails, the defender is unscathed.
If both parties succeed in their tests, compare their dice rolls.
If the psi user's roll is higher, the sleight bypasses the defender's mental block and affects the target; otherwise, the sleight fails to affect the defender's ego.
.RE
\fBTarget awareness\fR
.RS 1
The target of a psi sleight is aware they are being targeted any time they succeed on their half of the Opposed Test (regardless on whether the async rolls higher or not).
Note that awareness does not necessarily mean that the target understands that psi abilities are being used on them, especially as most people in Eclipse Phase are unaware of psi's existence.
Instead, the target is simply likely to understand that some outside influence is at work, or that something strange is happening.
They may suspect that they have been drugged or are under the influence of some strange technology.
Targets who fail their roll remain unaware.
.RE
\fBPsi full defense\fR
.RS 1
Like full defense in physical combat (
.BR 07-actions-and-combat "(Eclipse Phase)"
), a defender may spend a Complex Action to rally and concentrate their mental defenses, gaining a \fI+30\fR modifier to their defense test against psi use until their next Action Phase.
.RE
\fBCriticals\fR
.RS 1
If the defender rolls a critical success, the character attempting to wield psi is temporarily locked out of the target's mind.
The psi user may not target that character with sleights until an appropriate \[lq]reset\[rq] period has passed, determined by the gamemaster.
If the async rolls a critical failure, they suffer temporary incapacitation as their mind dysfunctions in some harsh and distressing ways (see Psi Drawbacks, below).
If a psi user rolls a critical success against a defender, or the defender rolls a critical failure, double the potency of the sleight's effect.
In the case of psi attacks, the DV can be doubled or mental armor can be bypassed.
Alternately, when using Psi Assault (
.BR 06-skills "(Eclipse Phase)"
), the targeted character may be in danger of infection by the Watts\-Macleod strain (
.BR 12-game-information "(Eclipse Phase)"
).
.RE
\fBMental armor\fR
.RS 1
The Psi Shield sleight (below) provides mental armor, a form of neural hardening against psi\-based attacks.
Like physical armor, this mental armor reduces the amount of damage inflicted by a psi assault.
.RE
\fBDuration\fR
.RS 1
Psi sleights have one of four durations: \fIconstant\fR, \fIinstant\fR, \fItemporary\fR, or \fIsustained\fR.
.HP 1
\fIConstant:\fR Constant sleights are always \[lq]on.\[rq] Instant: Instant sleights take effect only in the Action Phase in which they are used.
.HP 1
\fITemporary:\fR Temporary sleights last for a limited duration with no extra effort from the async.
The temporary duration is determined by the async's \fIWIL ÷ 5\fR (round up) and is measured in either Action Turns or minutes, as noted.
Strain for the sleight is applied immediately when used, not at the end of the duration.
.HP 1
\fISustained:\fR Sustained sleights require active effort to maintain for as long as the async wants to keep it active.
Sustaining a sleight requires concentration, and so the async suffers a \fI\-10\fR modifier to all other skill tests while the sleight is sustained.
The async must also stay within the range appropriate to the sleight, otherwise the sleight immediately ends.
More than one sleight may be sustained at a time, with a cumulative modifier.
Strain for the sleight is applied immediately when used, not at the end of the duration.
At the gamemaster's discretion, sleights that are sustained for long periods may incur additional strain.
.RE
\fBStrain\fR
.RS 1
The use of psi is physically (and sometimes psychologically) draining to a psi user.
This phenomenon is known as strain, and manifests as fatigue, exhaustion, pain, neural overload, cardiovascular stress, and adynamia (loss of vigor).
Though strain has only rarely been known to actually kill an async, the use of too much active psi can be life\-threatening in some circumstances.
In game terms, every active sleight has a Strain Value of \fI1d10 ÷ 2\fR (round up) DV.
Every active sleight lists a Strain Value Modifier that modifies this amount.
For example, a sleights with a Strain Value Modifier of \fI\-1\fR inflicts (\fI1d10 ÷ 2\fR) \-1 DV.
If the damage points suffered from strain exceed the character's Wound Threshold, they may inflict a wound just like other damage (see Wounds,
.BR 07-actions-and-combat "(Eclipse Phase)"
).
.RE
\f[B]Example\f[]
.RS 1
Matric is investigating a disappearance, so he decides to use his Qualia sleight to boost his Intuition while hunting for clues.
That psi\-chi sleight takes only a Quick Action to initiate and requires no test.
Matric's WIL is 25, so the duration of this temporary sleight is 5 Action Turns (\fI25 ÷ 5 = 5\fR).
The sleight's Strain modifier is \fI\-1,\fR so he is facing (\fI1d10 ÷ 2\fR) \fI\-1\fR DV.
He rolls a 1, so he takes no strain at all!
Later on, Matric finds himself in a life\-or\-death struggle with a kidnapper.
Lucky for Matric, they're in a melee, so he's close enough to try and touch his opponent.
On his Action Phase, he makes an Unarmed Combat Test with a \fI+20\fR modifier (for a touch\-only attack) and succeeds.
This allows him to try and use his Psychic Stab sleight.
He rolls his Psi Assault of 57 against the target's \fIWIL × 2\fR (32).
His target is in a worker pod morph, however, which is less susceptible to psi, so he receives a \fI+30\fR modifier (32 + 30 = 62).
Matric rolls a 32 and the worker pod a 64\[em]Matric wins!
For damage, he rolls \fI1d10 + (WIL ÷ 10)\fR.
His WIL is 25, so that's 1d10 + 3.
He rolls a score a 7 and inflicts 10 (7 + 3) points of damage.
The worker pod screams in pain, suffering a wound from the psychic assault.
.RE
.SS Psi\-chi sleights
Psi\-chi sleights are async abilities that speed up cognitive informatics (internal information processing) and enhance the user's perception and cognition.
.RE
\fBAmbience sense\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Passive |
| \f[B]Action:\f[] | Automatic |
| \f[B]Range:\f[] | Self |
| \f[B]Duration:\f[] | Constant |
.TE
.RS 1
This sleight provides the async with an instinctive sense about an area and any potential threats nearby.
The async receives a \fI+10\fR modifier to all Investigation, Perception, Scrounging, and Surprise Tests.
.RE
\fBCognitive boost\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Active |
| \f[B]Action:\f[] | Quick |
| \f[B]Range:\f[] | Self |
| \f[B]Duration:\f[] | Temp (Action Turns) |
| \f[B]Strain mod:\f[] | \-1 |
.TE
.RS 1
The async can temporarily elevate their cognitive performance.
In game terms, Cognition is raised by 5 for the chosen duration.
This boost to Cognition also raises the rating of skills linked to that aptitude.
.RE
\fBDowntime\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Active |
| \f[B]Action:\f[] | Task (min. 4 hours) |
| \f[B]Range:\f[] | Self |
| \f[B]Duration:\f[] | Sustained |
| \f[B]Strain mod:\f[] | 0 |
.TE
.RS 1
This sleight provides the async with the ability to send the mind into a fugue\-state regenerative downtime, during which the character's psyche is repaired.
The async must enter the downtime for at least 4 hours; every 4 hours of downtime heals 1 point of stress damage.
Traumas, derangements, and disorders are unaffected by this sleight.
For all sensory purposes, the async is catatonic during downtime, completely oblivious to the outside world.
Only severe disturbances or physical shock (such as being wounded or hit by a shock weapon) will bring the async out of it.
.RE
\fBEmotion control\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Passive |
| \f[B]Action:\f[] | Automatic |
| \f[B]Range:\f[] | Self |
| \f[B]Duration:\f[] | Constant |
.TE
.RS 1
Emotion Control gives the async tight control over their emotional states.
Unwanted emotions can be blocked out and others embraced.
This has the benefit of protecting the async from emotional manipulation, such as the Drive Emotion sleight or Intimidation skill tests.
The async receives a \fI+30\fR modifier when defending against such tests.
.RE
\fBEnhanced creativity\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Passive |
| \f[B]Action:\f[] | Automatic |
| \f[B]Range:\f[] | Self |
| \f[B]Duration:\f[] | Constant |
.TE
.RS 1
An async with Enhanced Creativity is more imaginative and more inclined to think outside the box.
Apply a \fI+20\fR modifier to any tests where creativity plays a major role.
This level of ingenuity can sometimes seem strange and different, manifesting in odd or creepy ways, especially with artwork.
.RE
\fBFilter\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Passive |
| \f[B]Action:\f[] | Automatic |
| \f[B]Range:\f[] | Self |
| \f[B]Duration:\f[] | Constant |
.TE
.RS 1
Filter allows the async to filter out out distractions and eliminate negative situational modifiers from distraction, up to the gamemaster's discretion.
.RE
\fBGrok\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Active |
| \f[B]Action:\f[] | Complex |
| \f[B]Range:\f[] | Self |
| \f[B]Duration:\f[] | Instant |
| \f[B]Strain mod:\f[] | \-1 |
.TE
.RS 1
By using the Grok sleight, the async is able to intuitively understand how any unfamiliar object, vehicle, or device is used simply by looking at and handling it.
If the character succeeds in a \fICOG × 2\fR Test, they achieve a basic ability to use the object, vehicle, or device, no matter how alien or bizarre.
This sleight does not provide any understanding of the principles or technologies involved\[em]the psi user simply grasps how to make it work.
If a test is called for, the psi user receives a \fI+20\fR modifier to use the device (this bonus only applies to unfamiliar devices, and/or tests the character is defaulting on\[em]it does not apply to devices the character is familiar with).
.RE
\fBHigh pain threshold\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Passive |
| \f[B]Action:\f[] | Automatic |
| \f[B]Range:\f[] | Self |
| \f[B]Duration:\f[] | Constant |
.TE
.RS 1
This sleight allows the async to block out, ignore, or otherwise isolate pain.
The async reduces negative modifiers from wounds by \fI10.\fR
.RE
\fBHyperthymesia\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Passive |
| \f[B]Action:\f[] | Automatic |
| \f[B]Range:\f[] | Self |
| \f[B]Duration:\f[] | Constant |
.TE
.RS 1
Hyperthymesia grants the async a superior autobiographical memory, allowing them to remember the most trivial of events.
A hyperthymestic async can be asked a random date and recall the day of the week it was, the events that occurred that day, what the weather was like, and many seemingly trivial details that most people would not be able to recall.
.RE
\fBInstinct\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Passive |
| \f[B]Action:\f[] | Automatic |
| \f[B]Range:\f[] | Self |
| \f[B]Duration:\f[] | Constant |
.TE
.RS 1
Instinct bolsters the async's subconscious ability to gauge a situation and make a snap judgment that is just as accurate as a careful, considered decision.
For Task Actions that involve analysis or planning alone (typically Mental skill actions), the async may reduce the timeframe by \fI90%\fR without suffering a modifier.
For Task Actions that involve partial analysis/ planning, they may reduce the timeframe by \fI30%\fR without penalty.
.RE
\fBMultitasking\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Passive |
| \f[B]Action:\f[] | Automatic |
| \f[B]Range:\f[] | Self |
| \f[B]Duration:\f[] | Constant |
.TE
.RS 1
The async can handle vast amounts of information without overload and can perform more than one mental task at once.
The character receives an extra Complex Action each Action Phase that may only be used for mental or mesh actions.
.RE
\fBPattern recognition\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Passive |
| \f[B]Action:\f[] | Automatic |
| \f[B]Range:\f[] | Self |
| \f[B]Duration:\f[] | Constant |
.TE
.RS 1
The character is adept at spotting patterns and correlating the non\-random elements of a jumble\[em]related items jump out at them.
This is useful for translating languages, breaking codes, or find clues hidden among massive amounts of data.
The character must have a sufficiently large sample enough time to study, as determined by the gamemaster.
This might range from a few hours of listening to a spoken transhuman language to a few days of investigating inscriptions left by long\-dead aliens to a week or more of researching a lengthy cipher.
Languages may be comprehended by reading or listening to them being spoken.
Apply a \fI+20\fR modifier to any appropriate Language, Investigation, Research, or code\-breaking Tests (note that this does not apply to Infosec Tests made by software to decrypt a code).
The async may also use this ability to more easily learn new languages, reducing the training time by half.
.RE
\fBPredictive boost\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Passive |
| \f[B]Action:\f[] | Automatic |
| \f[B]Range:\f[] | Self |
| \f[B]Duration:\f[] | Constant |
.TE
.RS 1
The Bayesian probability machine features of the async's brain are boosted by this sleight, enhancing their ability to estimate and predict outcomes of events around them as they unfold in real\-time and update those predictions as information changes.
In effect, the character has a more intuitive sense for which outcomes are most likely.
This grants the character a \fI+10\fR bonus on any skill tests that involve predicting the outcome of events.
It also bolsters the async's decision\-making in combat situations by making the best course of action more clear, and so provides a \fI+10\fR bonus to both Initiative and Fray Tests.
.RE
\fBQualia\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Active |
| \f[B]Action:\f[] | Quick |
| \f[B]Range:\f[] | Self |
| \f[B]Duration:\f[] | Temp (Action Turns) |
| \f[B]Strain mod:\f[] | \-1 |
.TE
.RS 1
The async can temporarily increase their intuitive grasp of things.
In game terms, Intuition is raised by \fI5\fR for the chosen duration.
This boost to Intuition also raises the rating of skills linked to that aptitude.
.RE
\fBSavant calculation\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Passive |
| \f[B]Action:\f[] | Automatic |
| \f[B]Range:\f[] | Self |
| \f[B]Duration:\f[] | Constant |
.TE
.RS 1
The character possesses an incredible facility with intuitive mathematics.
They can do everything from calculate the odds exactly when gambling to predicting precisely where a leaf falling from a tree will land by observing the landscape and local wind currents.
The character specializes in calculation involving the activity of complex chaotic systems and so can calculate answers that even the fastest computers could not, including things like patterns of rubble distribution from an explosion.
However, this mathematic facility is largely intuitive, so the character does not know the equations they are solving, they merely know the solution to the problem.
This sleight also provides a \fI+30\fR modifier to any skill tests involving math (which the character is calculating, not a computer).
.RE
\fBSensory boost\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Active |
| \f[B]Action:\f[] | Quick |
| \f[B]Range:\f[] | Self |
| \f[B]Duration:\f[] | Temp (Action Turns) |
| \f[B]Strain mod:\f[] | \-2 |
.TE
.RS 1
An async uses this sleight to increase their natural or augmented sensory perception (sight, audio, smell, augmented) by enhanced cerebral processing, granting a \fI+20\fR bonus modifier on sensory\-based Perception Tests.
.RE
\fBSuperior kinesics\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Passive |
| \f[B]Action:\f[] | Automatic |
| \f[B]Range:\f[] | Self |
| \f[B]Duration:\f[] | Constant |
.TE
.RS 1
The async acquires more insight into people's emotive signals, gestures, facial expressions, and body language when it comes time to predict the person's emotional state, intent, or reactions.
Apply a \fI+10\fR modifier to Kinesics Skill Tests.
.RE
\fBTime sense\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Active |
| \f[B]Action:\f[] | Automatic |
| \f[B]Range:\f[] | Self |
| \f[B]Duration:\f[] | Temp (Action Turns) |
| \f[B]Strain mod:\f[] | \-1 |
.TE
.RS 1
An async with this ability can slow down his perception of time, making everything appear to move in slow motion or at reduced speed.
In game terms, this sleight grants the async a Speed of \fI+1\fR.
This extra Action Phase, however, can only be spent on mental and mesh actions.
.RE
\fBUnconscious lead\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Active |
| \f[B]Action:\f[] | Automatic |
| \f[B]Range:\f[] | Self |
| \f[B]Duration:\f[] | Temp (Action Turns) |
| \f[B]Strain mod:\f[] | +0 |
.TE
.RS 1
This sleight allows the async to override their consciousness and let their unconscious mind take point.
While in this state, the async's conscious mind is only dimly aware of what is transgressing, and any memories of this period will be hazy at best.
The advantage is that the unconscious mind acts more quickly, and so the async's Speed is boosted by \fI+1\fR.
The character remains aware and active, but is incapable of complex communication or other mental actions and is motivated by instinct and primitive urges more than conscious thought.
Though it is recommended that the player retain control of their character while using Unconscious Lead, the gamemaster should feel free to direct the character's actions as they see fit.
.RE
.SS Psi\-gamma sleights
Psi\-gamma sleights deal with contacting (reading and communicating) and influencing 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.
Most psi\-gamma use is handled as an Opposed Test between the async and the target (
.BR 12-game-information "(Eclipse Phase)"
).
\fBAlienation\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Active |
| \f[B]Action:\f[] | Complex |
| \f[B]Range:\f[] | Touch |
| \f[B]Duration:\f[] | Temp (Action Turns) |
| \f[B]Strain mod:\f[] | +0 |
| \f[B]Skill:\f[] | Psi Assault |
.TE
.RS 1
Alienation is an offensive sleight that create a sense of disconnection between an ego and its morph\[em]similar to that experienced when resleeved into a new body.
The ego finds their body cumbersome, strange, and alien, almost like they are a prisoner within it.
If the async beats the target in an Opposed Test, treat the test as a failed Integration Test (
.BR 10-accelerated-future "(Eclipse Phase)"
) for the target.
This effect lasts for the sleight's duration.
.RE
\fBCharisma\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Active |
| \f[B]Action:\f[] | Quick |
| \f[B]Range:\f[] | Touch |
| \f[B]Duration:\f[] | Temp (Minutes) |
| \f[B]Strain mod:\f[] | \-1 |
| \f[B]Skill:\f[] | Control |
.TE
.RS 1
The async uses this sleight to influence the target's mind on a subconscious level, so that the target perceives them to be charming, magnetic, and persuasive.
If the async beats the target in an Opposed Test, they gain a \fI+30\fR modifier on all subsequent Social Skill Tests for the chosen duration.
.RE
\fBCloud memory\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Active |
| \f[B]Action:\f[] | Complex |
| \f[B]Range:\f[] | Touch |
| \f[B]Duration:\f[] | Temp (Minutes) |
| \f[B]Strain mod:\f[] | \-1 |
| \f[B]Skill:\f[] | Control |
.TE
.RS 1
Cloud Memory allows the async to temporarily disrupt the target's ability to form long\-term memories.
If the async wins the Opposed Test, the target's memorysaving ability is negated for the duration.
The target will retain short\-term memories during this time, but will soon forget anything that occurred while this sleight was in effect.
.RE
\fBDeep scan\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Active |
| \f[B]Action:\f[] | Complex |
| \f[B]Range:\f[] | Touch |
| \f[B]Duration:\f[] | Sustained |
| \f[B]Strain mod:\f[] | +1 |
| \f[B]Skill:\f[] | Sense |
.TE
.RS 1
Deep Scan is a more intrusive version of Thought Browse (above), made to extract information from the targeted individual.
If the Opposed Test succeeds, the async telepathically invades the target's mind and can probe it for information.
For every 10 full points of MoS the async achieves on their test, they retrieve one piece of information.
Each item takes one full Action Turn to retrieve, during which the sleight must be sustained.
The target is aware of this mental probing, though they will not know what information the async acquired.
.RE
\fBDrive emotion\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Active |
| \f[B]Action:\f[] | Complex |
| \f[B]Range:\f[] | Touch |
| \f[B]Duration:\f[] | Temp (Action Turns) |
| \f[B]Strain mod:\f[] | \-1 |
| \f[B]Skill:\f[] | Control |
.TE
.RS 1
This sleight allows the async to stimulate cortical areas of the target's brain related to emotion.
This allows the async to induce, amplify, or tone down specific emotions, thereby manipulating the target.
If the async beats the target in an Opposed Test, they will act in accordance with the emotion for the duration and under certain circumstances may suffer from certain penalties (up to \fI+/\-30\fR), as determined by the gamemaster.
For example, an async might receive a \fI+30\fR Intimidation Test modifier against a target imbued with fear.
.RE
\fBEgo sense\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Active |
| \f[B]Action:\f[] | Complex |
| \f[B]Range:\f[] | Close |
| \f[B]Duration:\f[] | Temp (Action Turns) |
| \f[B]Strain mod:\f[] | \-1 |
| \f[B]Skill:\f[] | Sense |
.TE
.RS 1
Ego Sense can be used to detect the presence and location of other sentient and biological life forms (i.e., egos) within the async's range.
To detect these life forms, the async makes a single Sense Test, opposed by each life form within range.
The async may suffer a modifier for detecting small animals and insects, similar to the modifier applied for targeting them in ranged combat (see
.BR 07-actions-and-combat "(Eclipse Phase)"
); likewise, a modifier for detecting larger life forms may also be applied.
If successful, the async has detected that the life form is nearby.
Every 10 full points of MoS will ascertain another piece of information regarding the detected life: direction from async, approximate size, type of creature, distance from async, etc.
The async will know if the target moves, if they do so during the sleight's duration.
.RE
\fBEmpathic scan\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Active |
| \f[B]Action:\f[] | Quick |
| \f[B]Range:\f[] | Close |
| \f[B]Duration:\f[] | Sustained |
| \f[B]Strain mod:\f[] | \-2 |
| \f[B]Skill:\f[] | Sense |
.TE
.RS 1
Empathic Scan enables the async to sense the target's base emotions.
If the async wins the Opposed Test, they intuitively feel the target's emotional current state for as long as the sleight is sustained.
At the gamemaster's discretion, this knowledge may provide a modifier (up to \fI+30\fR) for certain Social skill tests.
.RE
\fBImplant memory\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Active |
| \f[B]Action:\f[] | Complex |
| \f[B]Range:\f[] | Touch |
| \f[B]Duration:\f[] | Instant |
| \f[B]Strain mod:\f[] | +0 |
| \f[B]Skill:\f[] | Control |
.TE
.RS 1
An async using this sleight can implant a memory of up to an hour's length inside the target's mind.
This memory very obviously does not belong to the target\[em]there is no way they will confuse it for one of their own.
The intent is not to fake memories, but to place one of the async's memories in the target's mind so that the target can access it just like any other memory.
This can be useful for \[lq]archiving\[rq] important data with an ally, providing a literal alternate perspective, or simply making a \[lq]data dump\[rq] for the target to peruse.
Implant Memory requires an Opposed Test against unwilling participants.
At the gamemaster's discretion, particularly traumatic memories might inflict mental stress on the recipient (
.BR 07-actions-and-combat "(Eclipse Phase)"
).
.RE
\fBImplant skill\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Active |
| \f[B]Action:\f[] | Complex |
| \f[B]Range:\f[] | Touch |
| \f[B]Duration:\f[] | Temp (Action Turns) |
| \f[B]Strain mod:\f[] | +0 |
| \f[B]Skill:\f[] | Control |
.TE
.RS 1
Similar to Implant Memory, this sleight allows the async to impart some of their expertise and implant it into the target's mind.
For the duration of the sleight, the target benefits when using that skill.
If the async's skill is between 31 and 60, the target receives a \fI+10\fR bonus.
If the async's skill is 61+, the target receives a \fI+20\fR bonus.
Implant Skill requires an Opposed Test against unwilling participants.
In some cases, the target has been known to use the skill with the async's flair and mannerisms.
.RE
\fBMimic\fR
.TS
nospaces tab(|);
r0 l l l0.
| \f[B]Psi type:\f[] | Active |
| \f[B]Action:\f[] | Quick |
| \f[B]Range:\f[] | Close |
| \f[B]Duration:\f[] | Instant |
| \f[B]Strain mod:\f[] | +0 |
| \f[B]Skill:\f[] | Sense |
.TE
.RS 1
In a setting where changing your body and face is not unusual, people learn to recognize habits and personality quirks more often.