Peek Powers

Peek Powers

Novice: Analyze Foe, Beast Friend, Confusion, Detect/Conceal Psion, Empathic Link, Fear, Mind Reading, Psychic Block, Psychic Therapy, Psychometry, Remote Sensing, Stun, Tulpa
Seasoned: Combat Precognition, Disguise, Illusion, Invisibility, Neural Copying, Slumber, Telepathic Link
Veteran: Derangement, Night Terror, Puppet, Statue
Heroic: Mental Transfer

Analyze Foe

Rank: Novice
Power Points: 1–2
Range: Smarts x 2
Duration: 3 (1/round)

Knowledge is power. Being able to judge the strength of a foe before engaging him in combat can be highly advantageous.

The character makes an arcan skill roll opposed by the target’s Spirit. On a success, he gains a +1 bonus to Trait rolls to directly affect the target, and the target suffers a –1 penalty to Trait rolls to directly affect the caster. With a raise, the effect is increased to +2 and –2 for both. In addition, for 2 Power Points, a success allows the caster to learn of a single Immunity, Invulnerability, or Weakness of the target (if one exists), and a raise allows the knowledge of two.

Beast Friend

Rank: Novice
Power Points: Special
Range: Smarts x 100 yards
Duration: 10 minutes
Trappings: The mage concentrates and gestures with his hands.

This spell allows mages to speak with and guide the actions of nature’s beasts. It works only on creatures with animal intelligence, not humanoids. Nor does it work on conjured, magical, or otherwise “unnatural” animals.

The target must be within the sorcerer’s range — it is not conjured.

The cost to control a creature depends on its Size. The base cost is 3, plus twice its Size for creatures with a Size greater than 0. A great white shark (Size +4) costs 3 plus 8 (2×4), or 11 points. A roc (Size +8) costs 19 Power Points to control.

Swarms may also be controlled. Small swarms cost 3, Mediums 5, and Large 8. Thus a single rat costs 3 to control, as does a small swarm of the creatures.

Combat Precognition

Rank: Seasoned
Power Points: 3
Range: Smarts
Duration: 3 (1/round)
Combat Precognition is a peek ability which allows for it’s user to predict

the movement’s and actions of their opponent, before they do it. This al- lows for a greater advantage in combat. The caster chooses a target and makes their Psionics roll. A success on the roll increases their parry rating against the target by 1, lowers the target’s parry rating for the caster by 1 and inflicts a -1 penalty on all ranged attacks from the Target against the Caster for the duration of the effect. A raise increases these numbers by 1.

Confusion

Rank: Novice
Power Points: 1
Range: Smarts x 2
Duration: Instant
Trappings: Hypnotic lights, brief illusions, loud noises.

Instilling confusion in enemies is a powerful aid in combat, and this power provides that ability. On a success, a target must make a Smarts roll at –2 or be Shaken, and on a raise, the roll is made at –4.

Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.

Derangement

Rank: Veteran
Power Points: 5
Range: Smarts
Duration: Special

One of the most insidious things a Zeek can do is inflict psychosis on another person. With this power a Zeek simply reaches into the mind of a target and makes things “off”. The Zeek chooses a target and makes a Psionics roll, opposed by the targets spirit. The Target is typically unaware of the intrusion despite resisting. If the Target wins the opposed roll, nothing happens, if the Caster wins, however, things get interesting. The Zeek can choose to inflict a minor mental hindrance of their choice on the target, or a major with a raise. The Target makes a spirit roll every 24 hours starting at a -2. A Success removes one minor hindrance, or downgrades a major to a minor. A raise removes two minor hindrances, or completely removes one major. This power may not be used on non-organic characters.

Detect/Conceal Psion

Rank: Novice
Power Points: 2
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour) Trappings: Waving hands, whispered words.

Detect/conceal arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.

The power can also be reversed to conceal a single supernatural item, being, or effect. This has the same cost, but the duration is much longer — 1 hour with a maintenance cost of 1 per hour. When used in this way, those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s skill (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.

Disguise

Rank: Seasoned
Power Points: 3–5
Range: Touch
Duration: 10 minutes (1/10 minutes)

Disguise allows the character to assume the appearance (but not the abilities) of another person. The base cost is 3 Power Points, plus 1 point per level of Size difference between the character and the person she is impersonating. The character cannot emulate someone more than 2 Size levels different from themselves. It requires a Spirit roll at –2 to see through disguise if someone is familiar with the specific person mimicked; the penalty increases to –4 with a raise. If unfamiliar, the penalties are –4 and –6 respectively.

EmpathIc Link

Rank: Novice
Power Points: 2/4
Range: Smarts or Smarts x2
Duration: 3 (1/round)
Trappings: The psion concentrates on his target, either
subtly matching body language or whispering his inten- tions, depending upon the desired effect .

A psion can use empathic link to either read or project emotions .

For 2 Power Points, the psion can choose a target within range of his Smarts and make a Psionics roll . On a Success, the psion gains a bonus of +1 Charisma with the target, and a +2 bonus to any Notice checks to understand the target’s feelings . With a Raise, these bonuses are doubled . Note that using the Notice skill to read a target’s emotions only provides feelings, not motives . For example, the psion may realize the target is angry and hostile, but not why nor what the target intends to do .

For 4 Power Points, the psion can choose a target within range of his Smarts ×2 and make a Psionics roll . The target may attempt to resist this with an opposed Spirit check . If the psion is successful (i .e . not resisted), he may cause the target to experience any emotion he desires . In some cases, this can simply be role-played, but the usual mechanical effect is to either raise or lower the targets reaction toward someone else by one step—two if the psion wins with a Raise . Bear in mind, these feelings are artificially induced, and the target will return to ‘normal’ when the duration ends .

Fear

Rank: Novice
Power Points: 2
Range: Smarts x 2
Duration: Instant
Trappings: The psion concentrates on group with angry look.

This power causes the target overwhelming dread and horror. The area of effect is a Large Burst Template. Every creature beneath the template must make a Fear check, at -2 if the caster got a raise. Wild Cards who fail roll on the Fear Table. Extras are Panicked instead.

Illusion

Rank: Seasoned
Power Points: 3/6
Range: Smarts
Duration: 3 (1-2/round)
Trappings: The psion concentrates on his target, staring intently .

When a psion creates an ‘illusion’, he’s not actually making something tangible appear, but rather the psion is tapping into his target’s consciousness and creating the belief of some- thing being there . Unless the target can succeed at an opposed Spirit check against the zeek’s Psionics roll, he will see, hear, smell, feel—even taste—what he believes he should .

For 3 Power Points, the psion can affect a single individual . For 6 Power Points, the psion can affect everyone under a Medium Burst template, although they each make their Spirit check with a +1 bonus . In this case, everyone affected remains in the grip of the illusion, even if they move away from each other .

Since this is essentially just an induced psychosis, Illusion can’t be used to directly inflict damage on a target . On the other hand, someone who believes he’s crossing an empty street is still subject to being hit by oncoming traffic .

Also, the mind is a strange place, and the GM may have to adjudicate certain events . For example, a character ‘shot’ by an illusory gun won’t take any damage, but he will believe he has . In practical terms, he’ll suffer the appropriate Wound penalties, although he won’t have any actual Wounds . Any perceived effects end when the power does, although subsidiary effects will remain . In other words, the punk hit by oncoming traffic is still on the local morning news .

Invisibility

Rank: Seasoned
Power Points: 5
Range: Self
Duration: 3 (1/round)
Trappings: Powder, potion, iridescent lights.

Being invisible is a powerful aid in combat and useful for spying on maidens’ changing rooms as well.

With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at –4. Once detected, he may attack the foe at –4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is –6.

In either case, the power affects the character and his personal items. Anything picked up after the power was cast remains visible.

AdditionalTargets: The character may affect up to five targets by spending a like amount of additional Power Points.

Mental Transfer

Rank: Heroic
Power Points: 7
Range: Smarts
Duration: Permanent
Mental Transfer is one of those abilities largely unknown to the public, and

highly terrifying to people in power. With it, a Zeek may completely transfer their very essence into a new body, and force the current body’s essence into their old body. To put it another way, the user trades souls and minds with their target. To use it, the Caster must first successfully activate the power. After the power is successfully activated a clash of wills begins. The target and caster each make spirit rolls, trying to accumulate a number of success equal to their opponents steps in spirit die type. (Example, a caster has a Spirit of d10, while the target a d8. The caster must gain 3 successes over the course of several spirit rolls, while the target must gain 4 successes over the course of the rolls) A raise on the caster’s initial activation roll earlier provides them with a free success to start with.

The targets continue to roll each turn until one of them meets the required number of successes. If the target accumulates a number of successes equal to the caster’s steps in spirit, nothing happens. If the caster accumulates the required number of successes before the target does the power has been successfully used. The Target and Caster switch bodies, with the caster taking over the body of the target and vice versa. All Mental traits, all skills, and edg- es the caster had, transfer with them to the new body. The caster gains the physical traits, cyberware, and bioware of their new body, as well as physical hindrances. The caster loses any cyberware, bioware, or physical hindrances their old body had, those now all belonging to the target who has switched bodies with the caster.

If the caster wishes, they may decide to psionically overpower the physical form of the body, over the course of a week the new body slowly changes until it completely resembles their original form. Should the caster go bust on any of his rolls with this power, something terrible has happened. The caster dies instantly, and all of their Psionic power transfers to the target instead!

The target gains all Psionic Powers, and Edges the caster had, and gains a Psionic skill of d4 (if they do not possess it already) Any Edges or Powers above the characters rank will be automatically gained when the character advances to the required rank. This power does not work on non-organic characters.

Mind Reading

Rank: Novice
Power Points: 3
Range: Smarts
Duration: 1
Trappings: Psionic invasion, soulsight.

Mind reading allows a character to read another’s thoughts. This is an opposed roll versus the target’s Smarts. A success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.

Neural Copying

Rank: Seasoned
Power Points: 1 per skill die step/ 2 per edge.
Range: Smarts
Duration: 3 (1/round)
With the use of telepathy, the Zeek may temporarily copy any skill or edge a

target has waiving the requirements,(within reason, GM’s use your judgment here, i.e. it’s most likely impossible to copy “Noble” but “Woodsman”, “Quick” or “Two Fisted” would not be out of the question) up to the value of the target. Success allows for the duplication of one skill or edge, a raise allows for the copying of any combination of 2 skills or edges. This power cannot be used on non-organic characters.

Night Terror

Rank: Veteran
Power Points: 2+
Range: Smarts ×2
Duration: Special
Trappings: The psion concentrates on his target, and ‘zones out’ for the duration .

While a zeek can use illusion to create unnerving and even debilitating effects, night terror is a more insidious version of mental attack . With this ability, the psion reaches into his target’s mind and uses their own conscious and subconscious fears to create a monster . Unlike illusions, these constructs of the id can cause direct and tangible harm . The only way to use this ability is to attack a sleeping target, and the ‘attack’ is often repeated over a period of several nights, slowly wear- ing down the victim until death ensues .

To use this Power, the psion must first decide how much Power he wants to invest . Every 2 points grants an increase of one Die Type to the ability of the night terror—in other words, a d8 night terror would cost 6 Power Points . The tar- get may attempt to resist the attack by opposing the zeek’s Psionics skill check with a Spirit roll . If he succeeds, the Power has no effect and the target gets a full night’s rest .

Should the Spirit check result in Failure, however, the target must contend with the night terror . The night terror rolls its ability Die Type, and the victim must meet or beat the roll with a Guts check . If this roll succeeds, the night terror dissi- pates, but the target is considered to have not rested for the night—which can potentially affect both Fatigue and Wound recovery . A Failure on the Guts check results in the same thing, with the addition of gaining a level of Fatigue . This Fatigue can kill . The only ‘good news’ for a victim of this type of attack is a full night’s rest will remove all Fatigue gained in this way .

Psychic Block

Rank: Novice
Power Points: 1
Range: Self
Duration: 3 (1/round)
Trappings: The psion concentrates, and appears somewhat distracted from immediate events .

By using this Power, the psion reinforces his mind to better protect himself from other psychic attacks or intrusions . By making a successful Psionics roll, the character gains a +2 bonus on any opposed Trait checks and +2 Armor against any psychic Powers . With a Raise, both bonuses increase to +4 . In either case, these bonuses don’t stack with the Arcane Resistance Edge .

Psychic Therapy

Rank: Novice
Power Points: 3
Range: Touch
Duration: 1 week.
While most people are more familiar with Zeeks causing harm, Zeeks have just as

much ability to heal, including healing the mind as well as the body. Psychic Therapy allows the Zeek to reach into the mind of a target, and fix mental defects which are found. In this way Zeeks speed up the process of what typically takes Psycholo- gists months and years to accomplish in a matter of minutes. These results are not permanent, however, but are a powerful tool for allowing a Zeek Psychologist to remove mental blocks from a target rapidly increasing the rate of therapy. It takes 10 minutes to use this power, and only may be used on a target once a week. A suc- cess downgrades a mental hindrance of the casters choice from a Major to a minor, or removes a minor for the duration of the power. A raise on the roll removes two minor mental hindrances, or removes 1 major. If these hindrances were temporary in nature (given due to target through use of derangement, or through attack pro- grams and intrusion countermeasures) the hindrances are removed permanently. This power may not be used on non-organic characters.

Psychometry

Rank: Novice
Power Points: Special
Range: Large Burst Template
Duration: 10 minutes (1 minute)
Psychometry allows the psychic to pull their senses back through Tachyon

fields and observe the effects of the past in an area. The distance on how far back a Zeek can perceive is based on the cost of the power. Tapping, 1 Power Point allows for 1 hour into the past. 2 Power points for a day. 3 for a week. 4 for up to a month. 5 for a year. 6 for a Decade. The character specifies a specific time frame they are sending their senses back into (i.e. 20 minutes ago, 4 hours ago, 3 days ago at 3:14pm), and rolls to successfully send their senses back. The character may only send 1 sense into the past on a successful roll, which typically means either sight or hearing is sent. From there the character is free to perceive the events in question at any point within the area of the casting.

On a successful raise, the character my include 1 extra sense to go back into the past, including the ability to perceive Hyper reality! Note this is the only way the character may perceive Hyper Reality in the past.

Puppet

Rank: Veteran
Power Points: 3
Range: Smarts
Duration: 3 (1/round)

Sometimes it pays to persuade others to do your fighting for you. Some do this by blatant mind control, others do it by manufacturing visual and auditory illusions. Puppet is an opposed roll of the character’s arcane skill versus the target’s Spirit. The user must score a success and beat the target’s roll to gain complete control. The victim will attack friends and even commit suicide, though such acts allow the victim another opposed Spirit roll to break the spell.

Statue

Rank: Veteran
Power Points: 2
Range: Smarts
Duration: 2 (1/round)

This spell is similar to the puppet spell, but instead the victim freezes like a statue and may take no action until the spell wears off or is broken. Statue is an opposed roll of the character’s arcane skill versus the targets Spirit. The caster must score a success and beat the target’s roll to cause the victim to become stiff as a statue. A psion often casts this spell, then kills the victim using a Finishing Move attack. Such an attack allows the victim one last opposed Spirit check to break the spell.

Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.

Remote Sensing

Rank: Novice
Power Points: 2/3+
Range: Smarts ×2
Duration: 1 minute (1/minute)
Trappings: The psion’s eyes lose focus, and he seems to ‘space out’ .

This Power can be used in two ways: divining and far-sensing .

For 2 Power Points, the character can attempt to detect a specific circumstance within range . This is similar to making a Notice check, only the power will be able to ‘see’ some- thing the character normally couldn’t—such as a particular ring locked inside a safe deposit box . The character will only ‘know’ that something is or isn’t there… he may know a diary is in the next room, but he can’t actually read it . Also note the power can be used to sense less substantial things, like emo- tions and intent .

For 3 Power Points, the character can project his senses away from his physical body . In this case, the psion can exceed the power’s normal range, but suffers a −1 penalty to his Psionics check for every increment by which he does . In other words, his roll is at −1 if he exceeds Smarts ×2, –2 if he exceeds Smarts ×4, –3 if he exceeds Smarts ×6, and so on . The base Power Point cost is also considered 1 point higher for every minus taken for range—so to ‘see’ out to a range of Smarts ×6, the penalty would be –2, and the Power Point cost would be 5 .

Slumber

Rank: Seasoned
Power Points: 2
Range: Smarts x 2
Duration: 1 minute (1/minute)
Trappings: A lullaby, blowing powder or sand at targets.

Blasting a hoard of enemies into tiny pieces may be popular with some mages, but those who favor stealth or have a pacifistic bent are drawn to this spell.

The caster picks where he wants to center the spell and places a Medium Burst Template. He then makes an arcane skill roll. Any living creature (not undead or constructs) within the area must make a Spirit roll, at –2 if the caster scored a raise. Those who fail fall asleep.

Loud noises awaken the sleepers as if they were a normal sleeper (Notice roll). When the duration expires, the sleepers naturally wake up.

Stun

Rank: Novice
Power Points: 2
Range: 12/24/48
Duration: Special
Trappings: Bolts of energy, stun bombs, sonic booms, burst of blinding light.

Stun shocks those within a Medium Burst Template with concussive force, sound, light, magical energy, or the like.

If the arcane character scores a success, targets within the area of effect must make Vigor rolls or be Shaken. With a raise, victims must make Vigor rolls at –2.

Telepathic Link

Rank: Seasoned
Power Points: 1/2/4
Range: Smarts or Smarts ×2 (see below)
Duration: Instant or 3 (1/round) (see below)
Trappings: The psion concentrates, either staring intently at his target or ‘zoning out’ while mentally conversing .

Telepathic link has several applications: mind reading, mind probing and telepathic communication .

For 1 Power Point, the psion can choose a target within range of his Smarts and attempt to scan the target’s surface thoughts . The effect is instant, and with a successful Psion- ics skill roll, the psion knows what the target is currently thinking—which may or may not be helpful or enlightening . Since this is a non-intrusive effect, the target will also remain unaware of the reading .

For 2 Power Points, the psion can actually enter into psychic communication with another mind within range of his Smarts ×2 . This can be maintained, but because it is more intrusive than a simple scan, the target may choose to resist by mak- ing an opposed Spirit check . If the Spirit roll fails to beat the Psionics roll, or the target chooses to accept the link, thoughts can be shared freely between the two minds as long as the Power is maintained .

For 4 Power Points, the psion can attempt to probe the mind of a target within range of his Smarts . This is also an instant effect, but is highly intrusive—akin to mental rape . As a result, the target will be immediately aware of the fact someone is rifling through his thoughts and may attempt to resist with an opposed Spirit check . If the probe is successful, the psion can access the target’s true feelings, intents and memories .

In the case of both mental scans and probes, the GM may have to adjudicate what the target actually knows, or what he is actually thinking.

Tulpa

Rank: Novice
Power Points: 5
Range: Self
Duration: 5 (1/round)
Tulpa is the Tibetan tradition of the dream self, or higher being within. The

Zeek is capable of reaching into their own higher conscience and draw forth a thought form construct and make it solid within the real world. The Tulpa then acts as an npc under control of the Zeek. The Tulpa has access to every Psychic power the Zeek has, and the same level of Power the Zeek does. The player may expend bennies for their Tulpa, and it may range as far from the Zeek as the character wishes. Furthermore everything the Tulpa perceives and experiences are known to the character as well. However, should the Tulpa be slain in combat, the character automatically takes a level of Fatigue and is shaken.

The Tulpa is then unable to be summoned for 24 hours. The Tulpa may look however the Zeek wishes, but it clearly appears other worldly. Since the Tulpa has no TAP, it’s incapable of being perceived by, or interacting with the deep. (Unless the Zeek possess the Hyper Reality Master Edge, in which case the Zeek may choose to have the Tulpa capable of interacting with the Deep or not when it’s created). The Tulpa grows stronger with the Zeek; for every new rank the character achieves, the player may give the Tulpa more abilities. The player may advance the Tulpa how they choose. The base stats of the Tulpa are found below and most of it’s abilities are based off of the Zeek’s own. The Tulpa does not possess any cyberware or bioware and does not reflect character stats which have been increased by such, instead de- faulting to the natural base. As a final note, just to be clear to GM’s, if any of your players ask if their Tulpa is capable of summoning a Tulpa of their own, you are free to beat them in the head repeatedly.

Peek Powers

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