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Sci-Fi Psychics: Collective Mentalism and The Voice In The Machine!

SUBCONSCIOUS MIND: COLLECTIVE MENTALISM

Your powers come not only from yourself, but from the connected minds of everyone around you. You might be connected to the psionic powers of your entire species, like a lashunta with powerful telepathy or a shirren hearing echoes of the Swarm's hive mind. Alternatively, you may have been part of experimental programs designed to imbue test subjects with ESP links, or awoke your powers in a freak accident using the Infosphere. Whatever the source of your powers, you are forever connected to others like you, treating nearby minds like a computer network of psychic power.

CONSCIOUS MIND: THE VOICE IN THE MACHINE 

In a universe defined by technological progress, you hear and communicate with the machines all around you. You use stunning technopathy to make metal bend, computer code rewrite itself and weaponry disobey its masters.

Unlock the full post to get access to both!

SUBCONSCIOUS MIND: COLLECTIVE MENTALISM

Your powers come not only from yourself, but from the connected minds of everyone around you. You might be connected to the psionic powers of your entire species, like a lashunta with powerful telepathy or a shirren hearing echoes of the Swarm's hive mind. Alternatively, you may have been part of experimental programs designed to imbue test subjects with ESP links, or awoke your powers in a freak accident using the Infosphere. Whatever the source of your powers, you are forever connected to others like you, treating nearby minds like a computer network of psychic power.

Your thought components are visions, moments from those who have experienced what you are experiencing and thoughts you are thinking. You might feel flashes of being in another place and time as you cast; you might smell nostalgic scents you've never experienced, or become overwhelmed with feelings of jamais-vu as you conjure your spells. Vision components are often flashy and unpredictable, like electrical synapses of memories. 

Key Ability Your key ability score is Charisma.

Psyche Action Access Memory Network

Access Memory Network [one-action]

Mental Psychic Psyche

You tap into the collective mental power of the universe, feeling their thoughts and emotions and dreams all at once. You Recall Knowledge with a +2 circumstance bonus. Any information you glean from Recall Knowledge is automatically given to all allied creatures within 80 feet. Until the start of your next turn, any allies within 80 feet can communicate to you through thought. Their message is shared to you through a concoction of their jumbled memories only you understand.  

CONSCIOUS MIND: THE VOICE IN THE MACHINE 

In a universe defined by technological progress, you hear and communicate with the machines all around you. You use stunning technopathy to make metal bend, computer code rewrite itself and weaponry disobey its masters.

1st: supercharge weapon; 2nd: skim data; 3rd: electrotether; 4th: speak with computers; 5th: overload systems; 6th: repulsion; 7th: wall of steel; 8th: akshasic revival; 9th: atomic blast

Note: If Tech Core adds new spells, this spell list will be updated.

Standard Psi Cantrips analyze target and electric arc

Unique Psi Cantrips surface: remote access; deeper deflect fire; deepest machine uprising

Analyze Target

Your analyze target functions equally well on machines as it does on living life. You crack passwords, analyze processing power and find logs of recent admin activity. Instead of a bonus to Impersonate or Treat Wounds on a machine, you gain a circumstance bonus to Operate Devices, Disable Devices and Hack. 

Amp Your analyze target links your mind to that of the machine. A construct or machine targeted by analyze target loses its immunity to mental effects so long as analyze target is active. 

Heightened (4th) If the construct or machine has a weakness to a particular energy damage, your mind mimics it; it gains a weakness to mental damage equal to its highest weakness. 

Electric Arc

Your electric arc overwhelms the tech of your enemies, leaving it unreliable. When a creature critically fails their save against electric arc, they gain the glitching condition for 1 round. It also gains the following amp.

Amp Electric arc imbues targets with overpowering electromagnetism. The spell deals 3d4 electricity damage. Until the end of their next turn, whenever they Interact with a metal device, they take an additional 2d4 electricity damage with a basic Reflex save against your spell DC.

Heightened (+1) Instead of using electric arc’s normal heightened entry, the initial damage increases by 2d4. The additional electric damage from interacting with metal increases by 1d4.

Remote Access

Uncommon Cantrip Psychic

Cantrip 1

Range 30 feet; Targets An unattended electronic device.

You can access the power of computers and interact with them using your mind. You can Operate a Device, Disable a Device or Hack without interacting with a terminal. You do not need line of sight to the computer to access it, and you do not need specialized toolkits to do so. This cantrip otherwise takes the same amount of time it would take to perform these actions. Simple actions like turning lights on or off take a single action.

Heightened (+1) The range of remote access increases by 15 feet.

Amp You can perform three of these actions simultaneously on one or multiple computers within range.

Deflect Fire [reaction]

Cantrip 3

Uncommon Cantrip Psychic

Trigger You are the target of a ranged attack originating from a firearm or mechanical device.

Requirements You’re not off-guard against the attack

Your mind vibrates at a frequency that negates the forward motion of beams of energy or bullets. You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, the energy is dispelled or the projectiles stop and clink harmlessly to the ground. 

Amp Rather than simply block the attack, you fire it back. You make a spell attack at another target within 60 feet; if the attack hits, it deals the original damage to them.

Mechanical Uprising [two-actions]

Cantrip 5

Uncommon Cantrip Psychic

Range 60 feet; Target one creature wielding tech

Duration sustained up to 1 minute

You turn the machines against their masters. Make a spell attack against a target. On a success, the target becomes glitching 1 and takes 5d4 bludgeoning, piercing or slashing damage as the tech begins to transform and attack the target. On a critical success, the target takes 10d4 damage.

Amp More machines rise up. You can target three targets at once.


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