Psionic Powers
Quick Reference
- Create one (1) Power at Rank 2
Every living being on Anasta has psionic potential that may be activated and channeled through technology. This potential is held in the genetic memories all inherited through their ancestors who survived the Moonfall. When this potential manifests, it appears with reality-warping properties. For the vast majority, such power never goes beyond minor and convenient day-to-day use. For a select few with access to powerful Moon Relics, however, they can become true superpowers. For example, most that unlock a psionic potential for working with a Memory of Light will never go beyond simple feats such as creating small fires to cook food or provide light and heat. Some that develop that potential, however, may be able to create creatures made of flame under the control of their creator, or transform into such beings themselves.
Mechanically, a Psionic Power is a trait with a Ranked Simple Modifier. At higher Ranks, it may also be used to perform Stunts. A character has access to the trait at all times through the choice Destiny or Doom , but is limited by its desciptor as to when it might used. Every Power will be tagged as either Ethertech or Solartech, with different caps on Power Rank for each.
A Note on Term “Power”
You may see the term “Power” (with a capital “P”) used throughout the rules. This is shorthand for “Psionic Power” and may be used interchangeably. You may also see the terms “Ethertech Power” or “Solartech Power” used to further clarify which technology is being referenced.
Important Note on Power Use
Only one Power may be used per turn, and only one Stunt may be used per turn. If a character has multiple Powers (or multiple Stunts), they must choose which one to use during the “Set the Action” step. Both a Stunt and its associated Power may be activated on the same turn.
| Rating | Expression | Effect |
|---|---|---|
| Rank 1 | Powers at this starting level have only minor influence within their immediate area. Think of using a Power that makes day-to-day life easier: Lighting a small fire (Memory of Light), stirring up a cooling breeze on a hot day (Memory of the Sky), relieving the itch from a rash (Memory of Life). | ±1 / 1 + Power Up (Ethertech only) |
| Rank 2 | Powers at this level can cause dramatic effects for a single individual or a small area. Casting energy bolts to strike a target (Memory of Light), teleporting oneself to another location within eyesight (Memory of the Unseen), opening a doorway through a solid rock wall (Memory of the Land) are possible examples. | ±1 / 2 |
| Rank 3 | This level of Power begins to demonstrate finesse beyond raw power. It begins to manifest in very personal ways tied to one of the character’s Ethos. While the magnitude of the Power is similar to the previous level, a stunt may be created that reflects this more refined use. These stunts are often unique to the individual and reflect an aspect of their personality. | ±2 / 2 + Stunt slot + Ethos manifest |
| Rank 4 | Powers at this level expand to affect larger areas, or have intense and focused results. Calling a thunderstorm (Memory of the Sky), tranforming into another bioform (Memory of Life), or turning back time a few minutes (Memory of the Unseen) are possibilities. Items on Anasta that have this level of power are very rare, and fewer still are bioforms that have infused such power. | ±2 / 3 + Stunt slot |
| Rank 5 | Powers at this level are only seen once every few generations. Items and bioforms with this amount of power are the stuff of legends. Nearly anything may be possible, and the consequences of using such a Power ripple across Anasta. | ±3 / 3 + Stunt slot + Overpower possible |
Starting Power
Powers for new PCs start at Rank 2 and can be Ranked Up using the Growth pool during play.
