Psychic Phenomena

Psychic Phenomena go by a lot of other names: ESP, psi powers or even mind-screwing. Kin having these abilities meet a range of reactions, from interest to suspicion and distrust. Many Theurges, Stargazers and Silent Striders are eager to learn more about Psychic Phenomena, and they may seek out Kin who possess them.

Emapthic Healing
(Charisma + Empathy)

This ability is both beautiful in its own way and quite dangerous to its practitioner. The healer, in effect, joins her mind and body with that of the sick or injured subject. She then absorbs his hurts into her own body, where they heal normally (i.e., the healer takes the same number of Health levels she heals as damage to her own body). Empathic healers can even repair the most horrible aggravated wounds, which makes such practitioners quite valuable among Kin and werewolves alike. The drawback is, of course, that it may take months before the healer is able to function after using her powers. Usually, the healer will have an assistant or friend who can watch over her during the healing process. Most practitioners push themselves past their own limits in using this power to help others, though gifts such as Mother's Touch can help them recover more quickly.

Each level of Empathic Healing requires a minimum of three success (Charisma + Empathy) to be effective; success can be cumulative, though the strain on the healer is harder to bear. The base difficulty is 6, but increases by 1 per level of Empathic Healing beyond Soothe the Spirit. Thus Knit Flesh is difficulty 7, Mend Bones is difficulty 8, and so on.


l      Soothe the Spirit : The healer absorbs minor bruises, simple depression and grief. She can heal damage of the Bruised Health Level. Her own body recovers in about a day. Difficulty : 6

ll      Knit Flesh : The psychic can heal deep cuts and stop blood loss; Hurt and Injured Health Levels heal, though it takes about a week for the psychic to regain her strenght. Difficulty : 7

lll      Mend Bones : Wounded and Mauled Health Levels disappear from the subject, as the empath mends shattered bones and torn connective tissue. At best, she can hope for her own recovery after several months. Difficulty :8

llll      Organ Repair : The healer can repair severe internal injuries and even bring back patients from the brink of death. Crippled and Incapacitated Health Levels are healed. Minimum recovery time for the healer is a year. Difficulty :9

lllll      Pacify Madness : Only the most able psychics ever reach this level of training, for it requires strict mental discipline and great courage. The healer actually absorbs the most severe forms of mental illness (including Harano) into her own mind and falls into the same state of psychosis she alleviates in her patient. Some healers never recover; at least, it usually takes many, many months of rest. Difficulty :10

Soulstealing
(Willpower)

This terrifying Phenomenon allows a psychic to invade a victim's subconscious and destroy essential elements of personality. Soulstealing doesn't cause madness; instead, it renders its targets mere shells. Most practitioners are Black Spiral Kin, but, though other werewolves are loath to admit it, a handful of their own disloyal Kinfolk know a level or two of this Numina. Some Shadowlord Kin learn it to achieve a modicum of power with their tribe. Kin who do know about Soulstealing tend to keep the knowledge to themselves.

To attempt Soulstealing, the psychic makes a Willpower roll and spends one Willpower point; the difficulty is her target's Willpower +2 (maximum of 10), and the victim must be in the line of sight. Victims generally don't remember the incidient; however, the Storyteller may allow them a (Perception + Enigmas) roll to notice the Soulstealing in progress. Soulstealers can attempt this Phenomenon once per scene on any living being. They generally shun vampires and wraiths; a few Stargazers whispher dark tales about Soulstealers losing their minds after confronting these undead creatures.


l      Dream Invasion : The psychic can enter the dreams of the victim and interact with subconscious. She cannot plant or steal memories, but she can take part as an "actor" in the dreams and remembers what she sees.

ll      Will Sapping : With each success, the psychic drains away a temporary point of the victim's Willpower. The victim recovers Willpower in the normal manner.

lll      Drain Vital Essence : Each success by the psychic drains away a Health Level from the victim. These wounds aren't aggravated, however, and the victim recovers normally. No physical marks appear of the victim; rather, this is "mental" damage.

llll      Shift Life : For every two success, this variation of Drain Vital Essence lets the psychic transfer one of the victim's Health Levels to her own body as an extra Bruised Health Level (or to heal one of her own lost Health Levels). She may add extra Health Levels up to twice normal (i.e., up to seven levels).

lllll      Gnosis Theft : For every two successes, the psychic may steal and keep one point of Gnosis for her own. Even if the psychic doesn't possess the Merit: Gnosis, she may use Numina to empower Gifts or fetishes - but once spent, she doesn't recover the Gnosis as would a Garou. She must steal more.


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