Chapter 07 · Classes
Psychic
Portrait
The Psychics of Cerberus are humans created by Marcin Sobiesansky's Psychic Project. Aboleth cerebriles implanted in their brains take red mana and convert it into blue mana, the natural power of monsters.
A Psychic neither recites a formula nor constructs a visualization like a Wizard. The Psychic thinks, the cerebriles convert mana, and power appears. This art acts directly on bodies, objects, and minds. Telekinesis is the first power and remains the class's best tool throughout its career.
This power is not free. Project subjects survived alchemical preparation, brain surgery, and the presence of an inhuman organ. Few remain, and Sobiesansky arranged to kill them with Property if they cease to obey.
Blue Conversion
A Psychic still possesses red mana. Spell slots represent this reserve before conversion: cerebriles create no power and have no second reserve. A Psychic deprived of red mana can no longer use powers.
Conversion does not change recovery. A Psychic recovers slots through active and true rest at exactly the same rate as any other human using red mana; meditation is not required (see 4).
Psychics call this reserve spell slots. The Monks of Kaz'Nakaram call the same units Ki points; one Ki point equals one spell slot.
A Psychic power normally requires neither speech nor gesture. Silence, bound hands, and armor do not prevent its use. A material component remains necessary when it truly forms part of the power.
Conversion still demands concentration. A Standard power retains its two ordinary steps, and a wound dealing more than 35% of maximum HP during casting can cause failure. Blue mana remains magic: it can meet a Barrier, be dispelled, or be stopped by any effect that names Psychic powers.
Action Reserves
| Level | 1 | 3 | 5 | 7 | 9 |
|---|---|---|---|---|---|
| Attacks | 2 | 2 | 2 | 3 | 3 |
| Spells | 3 | 3 | 3 | 4 | 4 |
| General Actions | 3 | 3 | 3 | 4 | 4 |
| Dedicated Dodges | 1 | 1 | 1 | 1 | 2 |
The Psychic has three spell actions from Level 1. It can cast one Standard power and keep a token for a Swift power, but the board still has only one slot per tick.
At Level 7, four spell actions open a second slot per tick and allow two Standard powers in one round. Wizard does not reach this pace until Level 9. Psychic never exceeds four spell actions: it was created to become useful quickly, not to cast more than everyone else.
Hit Points
Base 8 per point of Strength. Project subjects are selected from children capable of surviving Sobiesansky's preparations and operations.
| Level | 1 | 3 | 5 | 7 | 9 | 10 |
|---|---|---|---|---|---|---|
| HP per Strength Point | 8 | 16 | 32 | 64 | 128 | 256 |
Saves, Speed, and caster level
- Good Saves: Will and Fortitude. Cerebriles strengthen the mind, while the body was selected to survive the project.
- Standard Save: Reflex. Thought acts faster than the body. A sudden attack remains the best way to catch a Psychic unprepared.
- Speed: Trained. 30 ft at Level 1 to 65 ft at Level 9, 130 at Level 10. The body was selected to survive the project, and it kept that much.
- Caster level: ½ CHA, the human rate. A Psychic still runs on red mana, and red mana answers to Charisma (5).
Intelligence sets no caster level. It measures how much blue mana the brain can organize without losing control of the power. Cerebrile Preparation normally raises its subjects to at least +12 INT, so a Psychic can direct far more power than their years should allow.
Slots and Known Powers
Slots = 4 per power level + ½ CHA.
Charisma measures the available red-mana reserve; Intelligence decides what the cerebriles can do once that mana is converted.
Psychics have no maximum number of known powers, but can learn only spells marked Psychic. They learn a power by training a new pathway in their cerebriles, often under another Psychic or Sobiesansky, or by studying a psychic creature. Adapting an arcane spell to blue mana is a research project in itself.
Telekinesis is learned automatically at Level 1. Other central powers include Mind Blast, Charm, Suggestion, Hold, Fear, Mental Fog, Illusion, Barrier, and Escape Reality.
The Psychic catalog focuses on mind, perception, illusion, force, and movement. It also contains a few very simple applications of Telekinesis, such as Ink Weaver. Elemental attacks and arcane transformations belong to other traditions, even when a Psychic might reproduce one through exceptional training.
Telepathy
A Psychic can communicate silently with a willing creature at Close range. This requires no action. It conveys words, images, and sensations participants choose to share, but reads no hidden thoughts.
Martial Experience
A character of this class becomes substantially more effective in martial combat through experience. They should develop a fighting style appropriate to their weapons, body, and history through organic progression. Basic Fighting Style provides a reliable benchmark when designing that style; it is not granted automatically.
Predilection Feats
Shared mind: Silent Network · Parallel Thought
Psychic power: Spell Focus · Mana Strength · Additional Target · Power Blend · Parallel Telekinesis
Metamagic: Quicken Spell · Long Spell · Delay Spell · Suspend Spell
Playing a Psychic
- Telekinesis is your weapon. A room full of objects serves you better than a sword. Move, disarm, hurl, and destroy before seeking another power.
- Your mind is faster than your body. You resist poison and mental attacks, but poor Reflex and a single dodge punish you when surprised.
- Your powers are magical. You need neither speech nor movement, but abjuration, a Barrier, or the loss of red mana can still stop you.
- You were manufactured. Your power comes from a captive creature, your brain bears Sobiesansky's work, and your creator still considers himself your owner.