Sunday, January 28, 2024

Game Mastering: Part 1

Introduction


So you have chosen to try being the Game Master (GM) for a group of your friends. Whether this is the first time you have ever tried to GM or you are a seasoned veteran who has taken your mates to hell and back again, I hope this blog can be a valuable resource for you. Being the GM can be as much fun, if not more, than being a player. It is rewarding in its own right and as a long-time GM of many different TTRPGs myself, it is a skill that must be learned and honed. I have learned many lessons along the way and they have helped inform, not only the design elements of this game but also many of the GM perspectives and philosophies outlined in this section. So from one GM to another, I impart what wisdom I have unto you, take and keep what works, and let the rest go.


The Basic Design


House of Eidolons has a very formulaic methodology to its general mission structure, this is of course by design. Every mission can and should essentially be broken down into two simple phases: a preparation phase and the execution of the mission. In general and especially early on this will look like one session where your players receive their mission, often scant on details, and then research, scout, and plan their execution of the job. In the second session, they put their preparation phase to the test to see how well they did in planning and try their skills to achieve the main objective. Again, this is your most basic and usual formula. For the first few sessions, you will want to provide more details upfront to help direct your squad of new Eidolons and give them a little more direction. Over time, they will get more proficient at this initial discovery/planning session and utilize the systems in the game to set forth a stellar plan of execution.


Why This Design


So, why is House of Eidolons set up this way and not more like a traditional TTRPG that you might be used to? There are many reasons for this and almost all of them revolve around making the GM experience easier and giving the player maximum agency. So, let us dive into them below and next week we will talk through how to prepare as a GM and how to make an interesting and challenging mission for your squad of Eidolons. 


Dependable Structure


The first thing this structure does is set a clear expectation and baseline for all the players. They know what to expect out of session 1 (generally) and what to expect out of session 2. This in part helps the team stay organized and on task while giving the GM time to adapt to the team's planning and decision-making. 


Team Cohesion


The second thing it does is create more team cohesion straight out of the gate. Your team starts the game all a part of one of the Houses and all on the same mercenary squad. They begin the mission with a debrief of the upcoming mission and then are given time to figure out the missing details and the best way to approach the job. All of this instantly creates collaboration within the team. As they develop the plan they each become responsible for executing the plan as talked about. This is not a plan given to them by the GM but rather one they have collectively decided on and now have the social pressures and ramifications if they go rogue, doing their own thing. This peer pressure is far more powerful because it's not just aggravating the GM but it is aggravating all of your mates and most people will not choose that. 


Anticipation


The two-session model also helps with player consistency. Most groups know how frustrating it can be to try and get everyone together to play a game only to have one person flake last minute. With the two-session model, the anticipation of the execution session will sit, rent-free, in the brains of the players after session 1. They will think about all the planning they did with their team, remember facts that they forgot to look into and wonder if those will have big ramifications. They are left on a sort of cliffhanger wondering if they planned correctly and knowing they can’t go back now, when they come back it is the execution of the plan. This builds a lot of anticipation and will bring your players back to the table wanting to see how it all plays out, it uses human psychology to help your gaming group get into a routine and discourages players from breaking that routine. 


Time to Plan


This formula also gives the GM time to adjust if the team comes up with a crazy plan or outright chooses to do something totally different. If in session 1 they decided to ignore the mission altogether and plan a bank robbery you don’t need to panic, instead you say, "Okay, how do you plan to do that?" Now the team is leveraging their contacts to figure out a bank heist and come up with a plan to rob it. After session 1, you as the GM have time to build all the assets and needed things for your team to conduct their ad hoc bank heist. This method gives the GM time to plan and adjust to ensure the players have maximum fun with rich content developed for it. 


A Job Well Done (or not)


Finally, when the mission gets executed and the team walks away victorious it will feel all the more sweet because the players did it on their terms, with their plan. They have ownership and are co-authors in the experience rather than just passengers on the story the GM is telling. When they fail, defeat is a little less bitter, and learning and growing take place because they failed not because the GM gave them something too difficult but because they failed to plan properly. There is ownership in both cases and a player agency in both cases. This will have your players enjoying the experience much more because they will feel in control, their decisions matter, and have great weight in the success and failure of the job. 


Intentional Structure


So as you can see, there is a very intentional structure behind this. Not to limit the TTRPG experience but to actually make it much better. As you and your players become more proficient and cohesive you can start to dissolve some of these structures, move away from them. If things start to become hard to manage you can always return to them again. 


I hope you enjoyed this read! Next week we will talk about some of the concepts you will want to learn to GM this structure well and make it an enjoyable and manageable experience. 


Until next time Eidolons, 

Thursday, January 11, 2024

The Psion: Part 3


Intro

 

The Psion class is unlike all the others because of their unique ability to use their psychic gifts to manipulate the Real. Because of this, the Psion class has five ability trees with 4 abilities each but any given Psion may only learn to utilize their psychic gifts in a couple of different ways. In addition, the Psion utilizes edge dice to pay for their psionic ability activation as a resource. We cover this much more in Part 1 and Part 2 of the blog and I encourage you to go read through both of those blogs if you have not yet done so, it will be important to understand the contents of this final Psion class blog. 


Now Focus:


Focus classing is also different for the Psion than it is for any other class. When the Psion focuses they do not gain access to a Focused Ability on each of their ability trees like other classes but rather gain access to the special combination focus ability that incorporates the two ability trees they have selected. This combination ability is a very powerful psychic ability that combines the psychic attributes of both trees. In addition, the Focus Classed Psion gains 50% additional edge dice at the start of each mission allowing them to use the powers more than others. 


It is important to note that a Focused class Psion will only have a single focused ability unlike other classes that could eventually unlock all 3 of theirs, this is offset by the fact that both trees the Psion will have learned both have 4 unfocused abilities within those trees versus the usual 3. There is a powerful but expensive EMS upgrade the Psion can procure known as the Third Eye that allows the Psion to learn a 3rd Psion ability tree, doing so as a focused Psion would allow them to learn 3 Focused abilities for the 3 possible combinations of psionic powers between the trees. 


Below we explore each of 10 possible combination-focused abilities found in the Focused Tree known as the Transcended Mind tree. 


Telepathic Ressonounce & Telekinetic Manipulation


A Psion who has chosen the above two Psion ability trees gains access to the focus ability called Psycho-Somtic Paralysis:


While using the Read ability you may use the Crush ability against (Psionic Amplifier Value)/2 targets (rounded up). The Crush ability deals no damage to the targets but instead stuns the targets for (Psychic Resonator Value)/4 turns (rounded up)


This is a powerful multi-target crowd control ability that allows the Psion to stun multiple targets for potentially multiple turns. The ability to remove several targets simultaneously from taking turns is very powerful and will most often swing combat strongly in favor of the Eidolon squad. 


Telepathic Resonance & Auric Masniferstation


A Psion who has chosen the above two Psion ability trees gains access to the focus ability called Terror Mancy:


You may use the Weave ability to implant and amplify Psychic Dread in the mind of a target affected by read by making an Intimidaton vs Willpower check. On success, the target has a -(Psionic Amplifier Value)/2 penalty (rounded up) to all skill checks for (Psychic Resonator Value)/2 turns (rounded up)


You may use the Imbue ability on a target affected by Psychic Dread by making a Psionics vs Willpower check to give them the [Psychic Burn:X] tag, where X equals the penalty they have from Psychic Dread and lasts for the duration of Psychic Dread on the target.

  • [Psychic Burn:X] deals its X damage as [Energy] damage to the head and bypasses all armor.


Terror Mancy is a powerful single-target debuff and DoT (Damage over Time) ability that implants fear into the mind of its victim and then amplifies it with Imbue to combust the victim's psyche so that the fear, quite literally, tears apart their psychic person. It is an extremely lethal attack that bypasses most known defenses in the game. 


Telepathic Resonance & Shadow Mind


A Psion who has chosen the above two Psion ability trees gains access to the focus ability called Dybbuk:


While you are perceiving through the senses of a target with the Observer ability you may use any Telepathic Resonance ability on the marked target.


Dybbuk is a seemingly simple ability that also seems underwhelming at first until you realize that you can manipulate and even steer the mark of Observer through Read and Weaver, planting suggestions and compelling them to act on those suggestions. Most powerful, however, is the ability to jump Observer’s mark to get to the target you need to and then Mind Control them at the right moment. The options for bypassing and manipulating a map with Dybbuk are frightening. 


Telepathic Resonance & Precognition


A Psion who has chosen the above two Psion ability trees gains access to the focus ability called Mind Lock:


You use the Read ability but direct it at a single target and then use the Fortell ability. For the duration, all skill checks you make against the target gain the Fortell bonus and all skill checks made against you from the target have the Fortell penalty. In addition, you may interrupt the target's turn with reactions from Combat Precognition as many times as you like. You may maintain this ability using +1 edge dice each round that you do.


Mind Lock is a deadly 1 vs. 1 power that allows the Psion to see every move and action of the enemy before they take it, making it nearly impossible for the target to land a blow and nearly impossible for the Psion to miss. This psychic ability is the ultimate combat mechanism that will make the Psion the most lethal kind of opponent. 


Telekinetic Manipulation & Auric Manifestation


A Psion who has chosen the above two Psion ability trees gains access to the focus ability called Auric Supercharge: 


  • You may use the Bulwark ability to instead Supercharge an object. If the object has the [Thrown:Xft] tag and you make a Thrown Weapon check with it, when it hits it explodes with psychic energy dealing .5x(Psionic Amplifier Value) damage with the [Energey] tag (rounded up) and [Blast] tags, with a blast radius of (.5x(Psychic Resonator Value)x5ft (rounded up).

    • The object may instead be Push/Pulled increasing the damage upon hit to 1x(Psionic Amplifier Value) instead.

    • Lastly, you may use Crush on the Supercharged object to deal Crush’s damage to the object and Supercharge’s damage in a blast radius of (1x(Psychic Resonator Value)x5ft.

    • Note: Supercharge’s damage is also dealt to the object unless Crush is used to detonate the object.

    • Note: Thrown Weapons still deal their normal damage (this includes grenades)


Auric Supercharge allows the Psion to wreath and supercharge an object in explosive psychic energy, allowing them to then throw, push/pull, or crush it to deal a massive psychic explosion attacks. This terrifying power turns every mundane or small object into a psychic grenade ready to deal with multiple opponents at the same time. 


Telekinetic Manipulation & Mind Shadow


A Psion who has chosen the above two Psion ability trees gains access to the focus ability called Directed Death:


While the Pass ability is active you may take an action to make a Firearm or Thrown Weapon attack, before rolling for the check you use the Push/Pull ability to direct the weapon in any direction you like, up to 10ftx(Psychic Resonator Value). While moving the projectile/weapon you may make a Stealth vs Awareness check with a bonus +(Psionic Amplifier Value)/2 (rounded up) to keep enemies unaware of the projectile/weapon. If the target of the weapon is Unaware of the weapon or projectile you may pay 1 edge dice and perform a Coup De Grace by making a Psionics vs Dodge check.


Directed Death is the ultimate stealth kill Coup De Grace mechanic, allowing the user to guide their lethal attack around corners and through impossible situations to strike their enemies from impossible angles. This allows the stealth-based Psion immense stealth lethality with minimal risk of exposing their position. 


Telekinetic Manipulation & Precognition


A Psion who has chosen the above two Psion ability trees gains access to the focus ability called Impossible Target:


On a round that you use the Reactive Oracle ability you gain the following reaction ability:

  • You may use a reaction and 1 edge dice to redirect an attack targeting you to another target within range of that attack.


Impossible Target is the ultimate defense skill that will eat through the Psion’s edge dice but turn each attack against them into an attack against an enemy of the Psion. This powerful redirection ability can make a single Psion capable of taking on overwhelming numbers and coming out on top. 


Auric Manifestation & Mind Shadow


A Psion who has chosen the above two Psion ability trees gains access to the focus ability called Blink:


  • While the Pass ability is active you may use a sub-action and spend 2 edge dice to silently teleport 5ftx(Psychic Resonator Value). Blink may allow you to move through 2.5ftx(Psionic Amplifier Value) thickness of solid material.

    • You may only make a half movement on a turn you use Blink

    • If the end destination of Blink is in a solid object then you do not blink and take 5 damage with the [Energy] tag to the head and become stunned for the remainder of your turn and next turn.


Blink is the ultimate movement ability, allowing the Psion to instantaneously teleport from one location to another, passing through objects or even walls. The ability makes it almost impossible to stop the Psion from gaining access to locations they should not be or could not be. It also allows the Psion to maneuver themselves unseen through impossible situations or position perfectly for a Coup De Grace. 


Auric Manifestation & Precognition


A Psion who has chosen the above two Psion ability trees gains access to the focus ability called Calamity Breaker:


You may pay 1 edge dice to use your reaction and then use the Bulwark ability on a target that has already been hit. Before the damage is applied Bulwark is applied first. 


Calamity Breaker is the ultimate support Psion ability, allowing them to split-second shield an ally before potentially lethal damage is applied. This ability keeps the Psion and their allies seemingly impossibly isolated and will make the Eidolon team a very difficult one to take down. 


Mind Shadow & Precognition


A Psion who has chosen the above two Psion ability trees gains access to the focus ability called Mirror Image:


You may spend 1 edge dice and a reaction or subaction to switch locations with the cognitive mirage created by your Mirage ability.


Mirror Image allows the Psion to instantaneously swap locations with a created mirage allowing them to virtually be in two locations at once and never in the location the enemy would like them to be. It is a powerful tool both in combat situations and stealth allowing the Psion extreme flexibility and maneuverability.


Psion Class Conclusion!


And there you have it! (few…) The 3 part blog about the Psion class, a robust exploration of the class, its design philosophy, ability trees, and unique focused abilities. The Psion makes for an incredible character and allows for so much creativity and diversity of play. It takes all the usual gameplay and adds a fun and creative psychic spin to it allowing the class to operate like no other. 


If psychic powers and mysticism are your sort of thing then I highly encourage you to take a look at this class and explore all the different ways you can build it to live out your Psychic wielding power fantasy in a Cyberpunk setting. 








Tuesday, January 9, 2024

The Psion: Part 2

Intro

In The Psion: Part 1 blog I covered what the Psion class was and the design philosophy behind it. I looked at why the Psion class has more trees and abilities than any other class and also went over the unique mechanics of the class that differ from all the rest. Finally, I talked about the Primary Ability or Passive Ability of the class. If you have not read that blog, I strongly suggest you read that one before diving into this one. You can find it here: https://penburrow.blogspot.com/2024/01/the-psion-part-1.html

Today, we explore the 5 ability trees of the Psion and deep dive into each one. Because the Psion has powerful psychic abilities each tree is quite different and represents a different way their psychic powers have manifested. This also allows the Psion to operate more effectively in drastically different spheres of the game depending upon the trees they choose to focus on. In addition, all of the abilities in these trees are largely activatable, unlike other classes. These abilities allow the Psion to interact with the world in ways that no other class can and lead to powerful and dynamic play. 


So let us dive right in! 


Telepathic Ressonounce


The first ability tree of the Psion is called Telepathic Ressonounce. This tree is dedicated to reading and manipulating the thoughts and minds of those around you. In this tree, the Psion's psychic abilities manifest as powerful interpersonal capabilities allowing them access to the hidden thoughts and emotions of the other. From there, the Psion can learn to delve into the mind or manipulate it directly.


The first ability in the Telepathic Ressonounce tree is called Read. Like all Psion ability trees, this is a free ability gained when the tree is first selected. 


You open your mind to read both the thoughts and emotions of those around you. You may spend 1 edge dice and a sub-action to read the thoughts or emotional states of [Psionic Amplifier Value]x1 target creatures within [Psychic Resonator Value]x100ft of you. This may travel through obstacles and beyond sight so long as the targets are known. Once targets are selected, make a Psionics vs Willpower check. On success, you may read the thoughts or emotional state of the targets.


Read is a powerful social manipulation ability that allows you to discreetly read the surface-level thoughts and emotions of multiple targets. With this ability, the Psion can rapidly get a read of how targets are feeling and what they are thinking. This can be very powerful in social manipulation situations, being able to gadge how something they did or said affected those around them. It also gives the Psion the ability to more easily pinpoint fears and emotionaly manipulate targets as well. Lastly, even in combat, having the ability to know how the enemy is feeling or what they are thinking of doing gives the Psion a distinct edge. 


The second ability of this tree and also unlocked when a single class point is spent in the tree is called  Delve Memory:


The user may use 1 edge dice and their full action to delve into the memories of a willing, unconscious, or unaware target. If the target is not willing then the user must make a successful Psionic vs Willpower roll each minute to stay perceiving the memories of the target. While delving into the target's memories they may fully perceive the memories as if it is their own. In addition, they may search through memories 1x[Psionic Amplifier Value]x[Psychic Resonator Value] years into the past.


Delve Memory is a powerful utility skill that allows the Psion to scan through the memory of another and, depending upon how powerful their Psionic Amplifier and Psychic Resonator, look back through years of memories. This can help gain access to information that that most others would have a much harder time getting and that may be extremely valuable to the current or future missions. 


The third ability of this tree is called Weaver:


While utilizing the psionic skill “Read” you may spend an additional 1 edge dice to do one of the following.

  • Compel a single target to act upon a line of thought that they have. To do so make a Psionic vs Willpower roll with a bonus +[Psionic Amplifier Value].

  • Intensify a felt emotion of a target, making the emotions much larger and powerful in the target's psyche. To do so make a Psionics vs Willpower check with a bonus +[Psionic Amplifier Value].  

  • Create a new thought or instill a new emotional state into the target. To do so make a Psionic vs Insight check with a bonus +[Psychic Resonator Value].

  • Remove a thought or emotional state of a target. To do so make a Psionic vs Insight check with a bonus +[Psychic Resonator Value].


Weaver is an extremely powerful mental manipulation skill that can enhance felt emotion and push individuals to act upon a line of thought. In addition, it allows the Psion to implant a line of thought or emotion or remove one also. This allows the Psion the ability to stop an individual from raising an alarm by removing such an idea from their head or perhaps making a target feel an emotional sense of warmth towards them while they are talking to them. It requires them to be using Read and pairs very nicely with read for strong social and mind manipulation.


The final and fourth ability (but not a focus ability) is called Mind Control:


You may spend 2 edge dice and a full action to impose your will upon the conscious mind of another creature, while doing so you gain the “Vulnerable” status. Make a Psionic vs Willpower check with a bonus +[Psionic Amplifier Value]. On success, you take control of the creature's full action for their turn. At the end of their turn, you may choose to release them and lose the “Vulnerable” status or maintain your control by spending 1 additional edge dice and forfeiting your next turn. You may continue control for as long as you have edge dice. Taking damage while in this state requires a Willpower threshold check when damaged. The thresholds are Graze=10, Wound=15, Incapacitated=20, Mortal Wound=25.


Mind Control is as the name suggests, it allows the Psion to forcefully take control of the targets mind jumping into their cognitive reality. From their they can act as if they are the target, utilising the targets skills, abilities, weapons, etc. Though an expensive ability to use and maintain it can quickly swing an impossible fight into a plausible victory or gain you access to some place you would otherwise never be able to get to. 


All together, The Telepathic Ressonounce ability tree is a powerful mental manipulation tree that will find its greatest strength in manipulating the social sphere of play but with powerful capabilities in the combat and stealth spheres of play as well. It’s abstract ability to manipulate others make it terribly hard to detect and deal with and in the right hands the enemies will struggle to get the upper hand on a Telepathic Ressonance Psion. 


Telekinetic Manipulation


The next ability tree of the Psion is called Telekinetic Manipulation. It is a tree focused on manipulating objects with the users mind, often freeing them from the forces of gravity through lifting, pushing, pulling etc. It is a powerful Psionic tree that manipulates the real and turns mundane objects into deadly weapons and that easily and swiftly reorganizes reality to the Psions advantage. 


Due to the nature of this ability tree all of the abilities are longer to help the player and GM understand how these abilities effect the several systems that they defy. 


The first ability in the Telepathic Ressonounce tree is called Lift. Like all Psion ability trees, this is a free ability gained when the tree is first selected. 


You telekinetically lift objects with your mind, releasing them from the forces of gravity. You may use a sub-action and 1 edge dice to lift an object/target. You may only lift a cumulative total of [Psionic Amplifier Value]x1,000 lbs. Lifted targets may only be lifted [Psychic Resonator Value]x1 5ft a turn and remain lifted until your next turn. You may maintain this using a sub-action.

  • If lifting a target, they make a Willpower vs Psionics check to resist this effect. If they fail, they are lifted and may not move until they are no longer lifted, in addition, they take a -3 penalty to all combat and defense checks.

  • When a creature is released and falls they must make an Acrobatics 15 Threshold check. On failure, it is considered an uncontrolled fall.


Lift allows the user to lift objects off the ground and float them in the air. Though seeming simple and marginally useful, it pairs powerfully with the other abilities in the tree and can be a great way to remove enemies from behind cover or lift entire pieces of cover off the ground. It also allows the Psion a unique way to access things above them. Like most of the Telekentic Manipulation abilities the Psionic Amplifier will increase the amount able to be lifted while the Psychic Ressonator increases the distance the object can be moved. 


The second ability of this tree and also unlocked when a single class point is spent in the tree is called  Push/Pull:


You may telekinetically push or pull an object in a straight line by using an action and 1 edge dice. You may only push or pull an object whose total weight is equal to or less than [Psionic Amplifier Value]x1,000 lbs. If the object is a creature then make a Psionics vs Willpower check with a bonus + [Psychic Resonator Value].

  • For every point scored above Willpower, you may push/pull the target 5ft.

  • For non-sentient objects just use the following formula: Psionics check total divided by 3 times 5ft ((total/3)x5ft=Xft) for the total distance moved.

    • Note: You may push “Lifted”, hovering, and flying things up or pull them down.

  • If the object is currently lifted by the psionic ability “Lift” then double the distance moved.

    • If the object collides with another object/target they both take 1 damage for every 10ft moved and every 1,000lbs of the object.

    • If the object it collided with is not fastened then it is dragged along with the push/pulled object for the remainder of the movement.

    • If fastened, then after the damage is dealt, if it is enough to break free the object, the object is dragged with the pushed/pulled object.

    • If a dragged object collides with a third object then both take an additional 1 damage following the damage rules above and counting distance from the point of contact with the first object.

      • Continue this process until you are out of movement or an object is sufficiently anchored.

  • You may Push/Pull an object that is fastened. Th GM should determine the Threshold check to break free the object and should be based upon the amount of weight you can Push/Pull to determine the force put upon the elements latching the object.


Push/Pull turns the Telekentic Manipulatin tree into a powerful offensive tool, allowing the Psion to throw objects and people with their mind. Anything can become a powerful weapon wielded to maximum destructive force, especially when first lifted. It also allows the Psion to open up new pathways, rip doors from their hinges, pull enemies towards them or an ally meat grinder, etc. It starts to unlock the full manipulation of the physical world as if it were the digital. 


The third ability of this tree is called Crush:


You use psychic force to create gravitation pressure on all sides of an object in an attempt to implode it. You may use an action and 2 edge dice to crush an object/target that weighs no more than [Psionic Amplifier Value]x1,000 lbs by making a Psionics vs Willpower check if a creature or a Psionics Threshold X check if an object. On success, the object/target is dealt [Psychic Resonator Value]x2 [Concussive] damage. If the target is a creature the attack is made against a body segment instead (the head may only be targeted if the check is a critical success). If the target is a non-sentient object then it is made against the object's endurance value. If the object contains other creatures inside of it, then those creatures inside also take 50% of the damage to a random body segment.


Crush is an expensive but powerful psychic ability that allows the Psion to implode an object or target with their mind. It can be a devastating power that quickly dispatches a foe and greatly impairs a heavily armored one. In addition, it is a brutal way to deal with several targets enclosed in a tight object (like a car). 


The final and fourth ability (but not a focus ability) is called Stop:


You may choose to skip your next turn and spend 2 edge dice to take a reaction and create a psychic potential field that transforms kinetic energy into potential energy stopping all objects that meet it immediately and suspending them where they stopped. The field is created immediately as a 15ft radius dome around you. The field may stop a total of [Psychic Resonator Value]x3 objects/attacks and a total of [Psionic Amplifier Value]x2,000 lbs. The field lasts until the end of your subsequent turn, in which all suspended objects drop to the ground inert.


Stop is another expensive ability but one that can really protect the Psion and their allies in a precarious situation. Stop can immediately stop objects that meet its field, rendering them inert and floating in place until your next available turn. Though the ability is a situational ability it can save the lives of the whole party in the right situation or give the team that extra second or two of breathing room to turn combat in their favor. 


All together, the Telekinetic Manipulation ability tree is a powerful psionic tree that can swiftly reaorganize the mission field for maximum advantage and lethality. It has powerful offensive and defensive capabilities often rolled up into a single ability. This tree is for Psions who want to master the physical world and bend it to the will of their mind. 


Auric Manifestation


The third ablity tree for the Psion is called Auric Manifestation and it focuses on actualising the psychic energy of the mind into the Real. This ability tree is all about enhancing and projecting the Psion’s powerful psychic aura onto their physical self or other objects/people. It is one of the most straight forward of the Psion trees making it friendly to new players and easy to pick up and be lethaly affective with. 


The first ability in the Telepathic Ressonounce tree is called Imbue. Like all Psion ability trees, this is a free ability gained when the tree is first select


You manifest your psychic energy upon a weapon, infusing it with psychic energy. You may use a sub-action and 1 edge dice to imbue a single weapon (created or natural) with psychic energy. Imbued weapons deal an additional 1+[Psionic Amplifier Value x (.25)] damage (rounded up) and gain the [Energy] tag. You may imbue [Psychic Resonator Value]x1 weapons at any one time and imbued weapons remain imbued for [Psychic Resonator Value]+2 rounds.


Imbue is the signature ability of the Auric Manifestation Psion. With it they wreath a weapon (crafted or natural) with psychic energy enhancing its damage output. It is a strong psychic skill and one of few ways to further increase the damage value of weapons. This ability can both support allies or turn the Psion into a deadly psychic weapon. 


The second ability of this tree and also unlocked when a single class point is spent in the tree is called  Project:


If you imbue your natural weapon you may choose to project the psychic energy. To do so, you may use your action or sub-action to shoot a blast of psychic energy at a target by making a Psionics vs Dode/Cover check. On success, you deal 1+[Psionic Amplifier Value]x(.5) [Energy] damage (rounded up). The distance of the projectile equals ([Psychic Resonator Value]+2)x5ft.


If 2 natural weapons are imbued then with a single action you may make 2 projectile attacks or a single strong projectile attack. Strong projectile attacks deal 2+[Psionic Amplifier Value] [Energy] damage. The distance of the strong projectile equals ([Psychic Resonator Value]x2)x5ft.


Project is one of a few Psion abilities that does not use edge dice to activate, rather it provides the ability to project imbued energy from natural weapons allowing them to hit as range via psychic energy blasts (Haduken!) This allows you to embrace your inner Dragon Ball Z fantasy and go around blasting people with flaming psychic energy blasts!

The third ability of this tree is called Bulwark:


Instead of imbuing a weapon you may imbue an object or creature. The object or creature gains a temporary psychic shield that absorbs [Psionic Amplifier Value] points of damage. Absorbed damage loses all tags. You may bulwark [Psychic Resonator Value]x(.5), objects/targets.


Bulwark, like Project before it, enhances the use of the Imbue ability. Now the Psion is able to wreath and object or person in a psychic aura that protects them from damage. It is one of exceedingly few ways to create additional protection beyond HP and AP making it a very powerful support ability. It also protects the imbued target from any additional affects of damage making it an even stronger shielding mechanism.

The final and fourth ability (but not a focus ability) is called Mend:


You may use an action and 2 edge dice to mend a damaged object or body segment. A mended object or cybernetic is restored to functionality and has [Psionic Amplifier Value]x1 armor/hp restored. A mended organic segment has [Psychic Resonator Value]x1 hp restored.


Mend is another powerful support ability with no equal in the game. It allows the Psion to heal both organic and non-organic objects putting HP back onto body segments or Cybernetic body segments or repairing the armor of allies or the Psion themself. In addition, it has a utility function allowing for the fast repair of objects that have been damaged. 


All together, the Auric Manifestation ability tree is is a straight forward yet powerful psychic tree that allows for strong combat capabilities coupled with strong support. This Psion likes to operate in the combat sphere of play and offers the most utility and power in that sphere. The ability to add extra psychic HP and provide universal healing without buying consumables to do so make it a powerful support option for the eidolon team. An all around flexible combat pick. 


Mind Shadow


The fourth ability tree of the Psion is called the Mind Shadow. It is a tree dedicated to manipulating the cognitive senses and memory of those around them to remain undetected and unremembered. It is a powerful stealth based Psion tree that is able to manipulate the Stealth sphere of play like no other.


The first ability in the Telepathic Ressonounce tree is called Pass. Like all Psion ability trees, this is a free ability gained when the tree is first selected.


You utilize your psionic gifts to shroud yourself in a psychic field that dampens the cognitive function of those who would perceive you. You may use a sub-action and 1 edge dice to dampen the cognitive abilities of organics that would perceive you, any creature making an Awareness vs Shadow skills (stealth, concealment, sleight of hand) check against you has a -[Psionic Amplifier Value] penalty for [Psychic Resonator Value]x2 turns. Robots and security equipment can still detect you but organics utilizing said equipment must still make a penalized Awareness check to detect you.


Pass diminishes the cognitive capabilities of organic life forms from detecting the Psion. This allows the Psion to move through stealth situations with greater ease and ability to stay concealed and undetected. It couples powerfully with Coup De Grace and can often allow the Psion to slip past situations where other stealth based characters would get caught. However, because robots, drones, and AI systems are not organic beings with a psyche they are unaffected by the cognition manipulation. It is also important to note that this ability is worn like a shroud so that even those observing through a camera or even a recording may have difficulty seeing the Shadow Mind.


The second ability of this tree and also unlocked when a single class point is spent in the tree is called  Observer:


You may use 1 edge dice and a sub-action to mark a target organic creature by making a Psionic vs Willpower check. On success, the mark lasts for [Psychic Resonator Value]x10 minutes. For the duration, you also perceive through the senses of the marked target. While perceiving through the marked target you may transfer the mark [Psionic Amplifier Value]x5ft to another organic target.


Observer is a crazy fun and sneaky way to scout ahead and map out a location. This ability allows the Psion to hijak the sensory systems of their marked target perceiving everything they do while they are marked. It does all of this while allowing the Psion to stay fully cognitively aware of their own surroundings and progressing along. In addition, its ability to move the mark on to another allows the Psion to jump points of perception to further perceive into a facility to gather more information or figure out the best approach. 


The third ability of this tree is called Mirage:


You may create a vague cognitive mirage that is fully perceivable by organic creatures. To do so, you must use a sub-action and 1 edge dice. The mirage can be created up to [Psychic Resonator Value]x10ft away and may move freely within that range. If at any point it is further than the max distance away it dissipates. Organic creatures must make an Awareness vs Psionics check against the mirage to determine it to not be real. The mirage lasts for 2+[Psionic Amplifier Value] minutes.


Mirage is a deceptive distraction ability that allows the Psion to create illusions within range to grab the attention of others. It is psychic counter part to the program Decoy: Mirage or Decoy: Distract but without the need to utilize Omni-N or programs. This further saments the Mind Shadow as a powerful stealth tree that allows for unique ways to manipulate and sneak through the mission grounds 


The final and fourth ability (but not a focus ability) is called Shadow Play:


You may use an action or reaction and 3 edge dice to become cognitively unperceivable by a single target within 100ft of you. Make a Psionics vs Willpower check with a bonus +[Psionic Amplifier Value]. On success, the target can not perceive you with any of their senses (Psionic users may attempt to sense you with a Psionics vs Psionics check). In addition, the target is unable to recall any details about you from memories within the past [Psychic Resonator Value]x3 hours, including any known facts about you, physical details, etc. This lasts for 1 hour or the target is greater than 1000ft away. This may be maintained beyond the 1 hour limit by spending an additional 1 edge dice. May not be extended beyond 8 hours.


Shadow Play is a nuanced and expensive ability but that can have devistatingly powerful consequences. This ability allows the Psion to be entirely undetectable by a single organic creature and removes all memories of themselves from the user. This can be used as an ultimate Coup De Grace ability or to ensure whatever you do remains completely incognito. 


All together, the Shadow Mind is a master of psychic stealth able to move deep into enemy territory like a drifting shadow, undetected. The ability to hijak sense allows for unpraleled sensory information gathering and the ability to perfectly meneuver through enemy territory. This is an ability tree that lives in the stealth sphere of play, almost exclusively and does so unlike all others. 


Precognition


The final ability tree of the Psion is called Precognition. This ability tree is dedicates the Psion’s psychic abilities to cheating time, allowing them to glance into the future to see what is coming. The Psion becomes so attuned to this ability that they often cognitively exists in a 2-3 second future state, knowing what others are about to say or do. This tree lends itself to extremely reactive game play, constantly responding the actions of theReal as if it knew what was coming. 


The first ability in the Telepathic Ressonounce tree is called Gleam. Like all Psion ability trees, this is a free ability gained when the tree is first selected.


You may use 1 edge dice to gain +1x(Psionic Amplifier Value) to a Reaction check you must make. If it is to determine turn order as an action-sequence begins and you roll 15-(Psychic Resonator Value) points or higher than the highest enemy result, you may take a full turn before the action-sequence round begins, and then your turn again as it naturally falls within the round sequence.


Gleam allows the Preognitive Psion to react faster then all others when quick decisions need to be made. In addition, this ability allows for a full turn of action before others can even have a chance, allowing it to position or execute pre-emptive strikes. Precognition Psions will like and utilize the Reaction skill and modifiers more then any other character, to ensure peak power in combat situations. 


The second ability of this tre and also unlocked when a single class point is spent in the tree is called  Fortell: 


You may spend 1 edge dice to add a 1x(Psionic Amplifier Value) bonus to the next skill check you make or to give a 1x(Psychic Resonator Value)  penalty to a skill check made against you.


Fortell allows the Psion to glimps into the future to see what is coming or how a target might respond and adjust accordingly to gain a skill advantage or diminish the abilities of others by knowing what they will do. It is a great skill that can be used in all situations to give the Psion further advantage beyond just Edge Dice. This can make for lethal attacks and untouchable defenses. 


The third ability of this tree is called Combat Precognition:


You may spend 1 edge dice and choose to skip your turn. If you do, you gain the following for this round

  • +.5x(Psychic Resonator) reactions (rounded up)

  • .5x(Psionic Amplifier) reactions may be used to take an action (rounded up)

  • All other reactions may be used to take a sub-action

  • For every reaction you may make a half movement

  • Only a single reaction may be used to interrupt a single turn


Combat Precognition is the ultimate reactive combat play style. The Psion forfeits their usual turn to insert themselves through a series of reactions throughout the rest of the round. Interrupting enemy turns to take counter actions, jumping into an allies turn to aid them with a maneuver. It makes the Psion tremendously difficult to pin down, attack, and fight against as they are alwasy one step ahead and reacting to every second of action on the battlefield. 


The final and fourth ability (but not a focus ability) is called Reactive Oracle:


You may spend up to 1x(2/Psionic Amplifier Value) edge dice to gain an equivalent number of reactions this round. All defense skills used this round receive a bonus +(2/Psychic Resonator Value).


Reactive Oracle only enhances the abilities of Combat Precognition making the Psion a reactive god and nearly untouchable. This allows for extremely dynamic turns at the cost of many edge dice. It locks in the Precognition Psion into a brutal and abstract combat playstyle that can leave their enemies in ruin. 


All together, the Precognition ability tree mostly enjoys playing in the combat sphere of play and have a number of abilities that are very powerful in that space. It is a great ability tree to pair with other combat trees in other classes making it an excellent sub-class pic, so long as the character is a [Laten Psionic]. Like the Auric Manifestation, a Precognition Psion will be a terror on the battlefield in combat and even has some abilities that are just useful no matter the sphere of play you are operating in. 


Wrap-Up


There you have it! All 5 of the ability trees of the Psion. Each allow it very different capabilities with a slew of powerful activatible abilities. This class, depending on the selected trees can operate in every sphere of play well and can do so in unique and dynamic ways that no other can. 


The next blog is this Thursday. We will close out the Psion with Part 3 and explore the powerful Focused abilities that are a combination of two of each of the ability trees. It will be a fun read exploring all the crazy potential a Focused Psion gets with their class and learn to meld their powers together. 


Stay tuned and happy hunting Eidolons! 





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