Mind magic! The Existing Sleights section has changes to sleights from Transhumanity’s Fate while the New Sleights section has homebrew rules for additional slights in Eclipse Phase, as well as brand new homebrew sleights.
When you use a sleight that has a Base Stress rating, you immediately take the listed shifts of mental stress. Sleights with a bonus effect inflict the listed Bonus Stress as shifts of mental stress when the bonus effect is invoked.
Base Stress: 1 / Bonus Stress: 2
Bonus: The alienation is so severe that it inflicts physical nausea or similar.
Base Stress: 1 / Bonus Stress: 3
Bonus: You immediately interrupt the target’s short term memory transfer, preventing them from remembering the last 15-30 seconds in addition to preventing ongoing memory creation. The target is always left with the sensation that something is wrong with their memory.
Base Stress: 0 / Bonus Stress: 2
Bonus: You focus your mind on an ego with which you are already familiar, making their imprint stand out among others nearby. Unless you succeed with style, your target knows not only that someone or something is watching, but that that thing is actively seeking them out.
Base Stress: 0 / Bonus Stress: 1
Bonus: You are able to gain the benefits of Grok with a mere glance and no hands-on work.
Base Stress: 0 / Bonus Stress: 3
Bonus: The damage from your Psychic Stab appears to come from a mundane source: toxin, physical weapon, burns, etc. This works as an automatic Infiltrate block on efforts to identify the cause of the wound, using your Infiltrate skill rating as its strength.
Base Stress: 0 / Bonus Stress: 1
Bonus: Expand the radius of detection to 30 meters, or focus on a 45 degree cone 60 meters long.
Base Stress: 0 / Bonus Stress: 1
Bonus: You are able to focus on two senses simultaneously.
Base Stress: 1 / Bonus Stress: 2
Bonus: Your command can have a more complex trigger condition using a single “and” or “or” operator (like “when the alarm goes off and you see me running your way, open the airlock”).
Base Stress: 1 / Bonus Stress: 2
Bonus: You sustain the scan, gaining its effects again without needing another roll. This allows you to seemlessly refine or branch keywords based on what you find.
Base Stress: 1 / Bonus Stress: 1
Bonus: You may choose two pieces of information to receive about the target organism.
Base Stress: 2 / Bonus Stress: 4
Deep Scan is a more intrusive version of Thought Browse, made to extract information from the targeted individual. If you succeed on an Investigate vs. Will roll, you telepathically invade the target’s mind and can probe it for answers to one question. On a success with style, you can dig for three questions. The target is aware of this mental probing, though they will not know what information the async acquired.
Bonus: You mislead your target by leaving a false hint of what questions you searched for.
Base Stress: 1 / Bonus Stress: 2
This sleight grants +2 on a Provoke vs. Will roll to create an advantage on the target, stimulating cortical areas of the target’s brain related to emotion. This allows you to induce, amplify, or tone down specific emotions, thereby manipulating the target.
Bonus: Upgrade the advantage to a Condition that lasts through the next scene.
Base Stress: 0 / Bonus Stress: 2
Empathic Scan is the gentlest form of mind reading. Instead of probing the target’s ego or skimming their thoughts, it simply enables you to sense the target’s base emotions. It grants +2 to a Kinesics vs. Deceive roll to create an advantage indicating your intuitive feel for the target’s current emotional state.
Bonus: Upgrade the advantage to a Condition that lasts through the next scene.
Base Stress: 0 / Bonus Stress: 1
An async using this sleight can implant a memory of up to an hour’s length inside the target’s mind. This memory very obviously does not belong to the target – there is no way they will confuse it for one of their own. The intent is not to fake memories, but to place one of the async’s memories in the target’s mind so that the target can access it just like any other memory. This can be useful for “archiving” important data with an ally, providing a literal alternate perspective, or simply making a “data dump” for the target to peruse. Implant Memory requires a Medicine v. Will test against unwilling participants. At the gamemaster’s discretion, particularly traumatic memories might inflict mental stress on the recipient.
Bonus: Increase the length of the implanted memory by one hour. This bonus effect can be used multiple times, adding the stress cost cumulatively.
Base Stress: 0 / Bonus Stress: 2
In a setting where changing your body and face is not unusual, people learn to recognize habits and personality quirks more often. With just a few minutes of observation, you’re able to acquire an “imprint” of your target’s mind. Mimic grants +2 on a Cover vs. Cover roll to create an advantage that you can use when impersonating that ego.
Bonus: By focusing intensely on your target, you’re able to acquire the “imprint” extremely quickly, reducing the time to use this sleight to just a few seconds.
Base Stress: 0 / Bonus Stress: varies
With a touch, you establish two-way mental communications with a target. Speech, images, sounds, emotions, and other sensations can be effortlessly transmitted over this link. Gain a +2 bonus to the Will vs. Will roll to force this connection open if the target resists. Mindlink can connect multiple people at once using a Bonus effect.
All linked targets can speak to each other through you as long as they remain within 20 meters. In a conflict, usually this will mean targets within the same or an adjacent zone, although it may reach beyond this range if the zones in the conflict are particularly small. If you or a target moves far enough away, that link breaks, but any other egos remain connected.
Like Alienation, this sleight can be used on synthmorphs, and theoretically even on infomorphs, as long as the user can touch the target ego’s morph or server.
Stress | Effect |
---|---|
1 | Add another person to the link. |
2 | Increase range to 30 meters, or one additional zone |
4 | Create a link with multiple people at once, all of whom are touching you |
Base Stress: 0 / Bonus Stress: 4
Not only do you think extremely quickly, you do it in parallel. This sleight allows you to perform several simultaneous actions at once, though all but one must be internal or mesh-based actions. The ephemeral thought threads also give you some metaphorical firepower in tense cerebral situations.
You can use this sleight to grant yourself an automatic +1 bonus as from teamwork on mental skills, or to take an additional internal or mesh action every round. To use this, you must pay a fate point or otherwise invoke your async aspect, though the effect lasts the entire scene or conflict.
Bonus: You gain the benefits of Multitasking without spending a fate point.
New Psi Chi sleights.
This sleight provides the async with the ability to send the mind into a fugue-state of regenerative downtime, during which the character’s psyche is repaired. The async must enter the downtime for at least 4 hours. Afterward, the next Minor Milestone they receive allows them to rename a severe consequence to begin recovery, instead of a moderate. The consequence to be renamed must have something to do with the character’s mental traumas, as Downtime is unable to affect purely physical injuries. An async can get the benefits of Downtime once per adventure.
For all sensory purposes, the async is catatonic during downtime, completely oblivious to the outside world. Only severe disturbances or physical shock (such as being wounded or hit by a shock weapon) will bring the async out of it.
An async with Enhanced Creativity is more imaginative and more inclined to think outside the box. Any time creativity plays a major role, the async is likely to think of something highly unexpected. This level of ingenuity can sometimes seem strange and different, manifesting in odd or creepy ways, especially with artwork.
This sleight allows the async to block out, ignore, or otherwise isolate pain. The async can make use of this any time their actions would be affected by pain, like planning a retreat while wounded, or being threatened by a violent thug with their knife buried in the async’s arm.
Base Stress: 0 / Bonus Stress: 4
Psi Shield bolsters the async’s mind to psi attack and manipulation. Once per session, the async may declare Invulnerable Defense against a single psi effect. The player may use this benefit even if the character is unaware of the nature of the incoming effect.
Bonus: You harden your mind’s defenses and gain another use of the sleight’s benefit during the session.
Base Stress: 0 / Bonus Stress: 1
The Static slight grants a +2 bonus on a Will roll to create an advantage in the form of an anti-psi jamming field around you, impeding any use of ranged sleights nearby. In combat, this aspect affects whatever zone you’re in.
Bonus: A more potent psi static crackles from your morph, impeding touch-range sleights that target you.