Psychic powers from Arcana Exxet

By Arikail, in Anima: Beyond Fantasy RPG

And voilà, it is done. Here's the chapter on Psychic powers from Arcana Exxet. It has 5 new disciplines (Causality, Electromagnetism, Teleportation, Light, and Hypersensitivity), and introduces Mental Patterns. Mental Patterns are personality profiles that affect your psychic capabilities. Anyway, hope you enjoy. It is in zip format, so you'll need some way to unzip them.

Link is here:

https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B0GlXCzYFgcUM2NiZDQ4ODAtYTIwZS00ZjM3LWE4ZDQtYzA1ZGQwMzU2NTM2&hl=en_US

And for those who prefer it in forum format, I shall put up the sections here, starting with Mental Patterns.

Mental Patterns

The core of the power as a mentalist is your mind. That is where is the complex matrices that allow you to extend your psychic will the outside world, shaping it according to your wishes. However, this is not the only dependency between the matrices, the mind and the world around a psychic. Depending on the disposition of his thoughts, a person is able to develop some disciplines
simply, while it is impossible for others to create certain matrices for the simple reason that their thoughts do not fit the way thinking, while others for them would be extremely easy. Consequently, it is not wrong to say that the morphology of the "Mind" defines and affects the powers that the mentalist can use. These peculiarities are what we call Mental Patterns.
A Mental Pattern is a particular mindset that influences the psychic abilities of a character and his personality. Not only does it affect his mental powers; it changes the mentalist himself. Each pattern affects the way the mentalist who develops it thinks and behaves.


Choosing Mental Patterns

A Mental Pattern is acquired by investing a certain amount of DP in the Primary Psychic Skills group. By choosing one, the character obtains the advantages and disadvantages described herein, and certain patterns of behavior. Logically, a player should always choose a Metal Pattern that fits the personality they want to have for their
character. It is important to note that this does not occur in reverse. Not all mentalists who are cowards, for example, have a Mental Pattern of cowardice, only those who actually allow it to influence their behavior gain its powers.
You can choose more than one Pattern, but in this case, the cost of the second increases. However, many Mental Patterns representing a radically opposite behavior are incompatible. It is therefore not possible to choose that Pattern if you have one prohibiting it.
You can remove a Mental Pattern that a character has by investing in the Cancelation cost, as long as a player
consider that his character is no longer suitable to have it.


The Patterns

Below is a list of the most common Mental Patterns a character can have, but they are by no means unique. Any GM can create their own by creating the appropriate personalities and powers. Every one of them should have the following qualities:
Bonus: Lists the special advantages that the character who has this pattern receives.
Penalty: List the drawbacks of a character who has the pattern.
Opposed Mental Patterns: Indicates the opposite Pattern. If you have that Pattern, you cannot choose its opposite.
Cost: Indicates the cost in DP in the Psychic Skills Primary group to develop the pattern. If this is the first
Pattern developed, you use the first value, whereas if the character already has at least one, choose the second.
Cancellation Cost: The cost of DP that is needed to invest to remove all effects of the Pattern.

Mental Pattern: Introversion
The mentalists who develop the Pattern Introversion are facilitated in their efforts to use their mental powers to affect themselves. However, this makes it difficult to use their matrices on the outside world, as they have a tendency to go inward, not outward.
The Mentalist is quiet and shy in behavior, keeping their thoughts and emotions to themselves. They are not very sociable, preferring much solitude or small groups of friends.
His matrices have a convex and spiraling aspect, pointing inside their own mind.
Bonus: When the mentalist uses his mental powers on himself he gets a +40 bonus to their Psychic Potential and do not require a Psychic Projection roll to affect themselves, getting an automatic success. This does not apply to Area of Effect powers that may affect other individuals. Furthermore, maintained innate powers that only affect the mentalist do so with a level of Psychic Potential one above normal (for example, MED would become DIF).
Penalty: The character suffers a -20 to the Psychic Projection roll for any use of powers that will not fall directly on the mentalist himself. In addition, the character suffers a penalty of -40 to any roll involving social skills to express or act before groups of people and / or unknown individuals. In case of having to engage in a fight against individuals who they do not know or in front of many people, the character suffers a -40 All Action Penalty because of nervousness, but only during the first round of the struggle, after that, the adrenaline and the risk are enough to cancel the penalty. This penalty can be ignored only with a small group of friends.
Opposed Mental Patterns: Extroversion.
Cost: 30 DP / 40 DP.
Cancellation Cost: 10 DP

Mental Pattern: Extroversion
Normally, the mentalists who develop this Mental Pattern enjoy groups of people, love the emotions and love to hear their voice. However, once they have developed this pattern, all these features are magnified to excess. The Mentalist is a gregarious, assertive thrill seeker, feeling on top when surrounded by people. However, solitude affects them very negatively.
His matrices are grand, spacious and spectacular, like a very showy signature.

Bonus: When the mentalist is projecting her mental powers on others, she gets a +20 bonus to her Psychic Potential and +20 to her Psychic Projection. This applies to any power which does not have a concrete shape which affects directly and exclusively the mentalist.
Penalty: The Mentalist doubles its Fumble Rate when calculating their Psychic Potential when using any psychic power that will be subject directly on himself. Furthermore, all psychic powers are clearly visible to everyone (whether or not they’re able to see matrices), even those that normally would not be, such as telepathy or telemetry. Finally, when the character is alone and without people who speak or to admire, he suffers a -40 All Action Penalty.
Opposed Mental Patterns: Introversion.
Cost: 30 DP / 40 DP
Cancellation Cost: 10 DP

Mental Pattern: Madness
Although "madness" is a very generic term, the mentalists that develop this Pattern are a very particular kind of crazy, raving lunatic. Unpredictable, acting without any apparent causality, because they live in their own world detached from reality.
His matrices are always changing and disjointed in aspect, never manifesting the same way twice.
Bonus: Because of its unpredictability, each time the character select psychic power to roll a D10, applying a modifier to your Psychic Potential taking into account the results in Table 15. In addition, you’re immune to any effects of madness. After all, you're crazy.
Penalty: In the case of using the rules of Mental Health, considered that the character has 0 points of MH directly.
Opposed Mental Patterns: Any. None. Who knows? When trying to develop a new pattern, you must roll a die. If it comes out as a result of two, it is a pattern opposite your current mental morphology and cannot be developed.
Cost: 20 DP / 30 DP


D10 Psychic Potential Modifier
1 -40
2 -30
3 -20
4 -10
5 0
6 +10
7 +20
8 +30
9 +40
10 +50

Cancellation Cost: 10 DP


Mental Pattern: Psychopath
If, for the Mentalist, your mind is your tool, for those who develop the Psychopath pattern, everyone is a tool to use and break. They are people incapable of feeling guilt, grief or sadness and have completely lost all ability to focus their sympathetic powers, harming those around them. It is important to note that a psychopath is not necessarily a murderer. They can be sympathetic and sensible in appearance, but will not hesitate to commit a crime when it suits them, without feeling the slightest guilt for it. Its main feature is its inability to link to other beings or try to understand them.
His matrices are very sharp, full of peaks and corners.
Bonus: Characters with this Mental Pattern have matrices that are particularly effective in affecting others in a way that can be described as cruel, so get a +20 to the Psychic Projection and Psychic Potential, or +30 to damage or to manipulate a person in a damaging manner. Additionally, all attacks apply a +10 to their Base Damage. In addition, lack of guilt and fear of the consequences of their actions allow them to deal with horrible situations more calmly, so they get a +40 to their Composure.
Penalty: All powers that allow the character to somehow link to the mind or feelings of others (such as all the powers of Sentient and most of Telepathy) apply a -80 to their Psychic Potential, while those who have no purpose to harm or use others apply a -20 to their Potential. In addition, because of their lack of empathy, a person applies a -100 to any roll related with social action.
Oppose Mental Patterns: Compassion.
Cost: 30 DP / 40 DP
Cancellation Cost: 10 DP

Mental Pattern: Compassion
This pattern represents those individuals who are more concerned with others than themselves, so their mind works best when helping people. The Mentalist is always getting in the skin others, even their enemies, and cannot help worrying about and empathizing with those around them. Causing harm to others is repugnant to them, and they avoid it whenever possible.
Their matrices are rounded and filled with warm colors.
Bonus: By using his powers to help others, he increases automatically the Difficulty Level attained by one level (that is, of course, if he doesn’t obtain a result of fatigue). Also, he does not apply any Psychic Projection penalty to cover others with his shields.
Penalty: Any attempt to harm another living being produces a -20 All Action Penalty to the Mentalist. Similarly, the character must overcome a difficulty 18 Will Control check if he wants to try to kill someone. If he does not overcome it and an attack occurs that could kill the target, he instead knocks the target unconscious because he subconsciously shifts the blow.
Opposed Mental Patterns: Psychopath.
Cost: 30 DP / 40 DP
Cancellation Cost: 10 DP


Mental Pattern: Cowardice
Characters with this pattern are afraid of almost all things. They feel vulnerable, fragile, and they see safeguarding their own life as what matters most to them.
His matrices are small and thin, as if trying to avoid calling attention to them.
Bonus: Because of his obsession with protecting himself, the character gets a +30 bonus to their defensive Psychic Projections and automatically increase powers that create shields or increase Resistances by a Difficulty Level (that is, of course, if they do not obtain a result causing Fatigue).
Penalty: When the character engages in a battle that they are not entirely certain they will win without problems (because just a bit of doubt is enough to apply this penalty), he suffers a -40 penalty to his Psychic Potential. Furthermore, if the character is actually considered endangered, the Fear status effect applies to any action other than to escaping combat.
Opposed Mental Patterns: Courage
Cost: 30 DP / 40 DP
Cancellation Cost: 10 DP

Mental Pattern: Courage
The Mentalists who develop the pattern of Courage are individuals who have no sense of personal danger. Considered invincible, they are able to anything and overcome any trial. Consequently, their matrices have a higher power when faced with incredible risk or impossible odds.
Their matrices are large and straight.
Bonus: The character gains a +30 bonus to their Offensive Psychic Projection and automatically increase any powers that cause attacks by a Difficulty Level (that is, naturally, without obtaining a result of Fatigue).
Penalty: The character applies a penalty of -20 to its Defensive Psychic Projections. In addition he suffers a -40 to escape any action aimed at a battle or a challenge.
Opposed Mental Patterns: Cowardice.
Cost: 30 DP / 40 DP
Cancellation Cost: 10 DP

And now we'll start with the disciplines. Causality first.

Psychic Disciplines
Here you can see a list of new psychic disciplines in which are the following elements:
Level: Indicates the level of the Power.
Action: Indicates whether using the Power is an Active or Passive action.
Maintenance: Indicates if the Power can be maintained in an Innate Slot.
Description: Indicates the effect caused by the Power.
Effect: Tells how to improve power, depending on the Difficulty reached with their Psychic Potential.

Create Chaos
Level: 1 Action: Active
Description: This power grants the Psychic the ability to enhance the laws of causality exponentially, accelerating any process underway in the affected area. It does not control the events inside, but, for example, if an area is a dormant volcano, there is a strong possibility that it erupts, but it is unlikely that something that cannot happen naturally will occur. This Power affects a specific area, defined by the difficulty of Power.
Maintenance: Yes
Effects:

20 Routine Fatigue12
40 Easy Fatigue 8
80 Moderate Fatigue 6
120 Difficult Fatigue 4
140 Very Difficult Fatigue 2
180 Absurd 50 Meters
240 Almost Impossible 500 Meters
280 Impossible 1 Mile
320 Inhuman 2 Miles
440 Zen 5 Miles

Eliminating the Law of Causality
Level: 2 Action: Active
Description: The psychic lines up his mind with small fluctuations of causality and makes imperceptible adjustments, eliminating completely the factor of chance. Depending on how strong be the link is, he reaches closer to achieve the best results, so the Psychic stops rolling dice for any Skill or Control Checks, always getting a value determined by the Difficulty of the Power. This ability does not allow the replacing of dice rolls for Resistance, or those related to the supernatural control.
Maintenance: Yes
Effects:

20 Routine Fatigue 12
40 Easy Fatigue 8
80 Moderate Fatigue 6
120 Difficult Fatigue 4
140 Very Difficult Fatigue 2
180 Absurd 3 for Checks / 30 Skills
240 Almost Impossible 4 for Checks / 40 Skills
280 Impossible 5 for Checks / 50 Skills
320 Inhuman 6 for Checks / 60 Skills
440 Zen 8 for Checks / 80 Skills


Altering the Climate
Level: 2 Action: Active
Description: Altering the most basic fluctuations in the air, the Psychic causes medium-scale changes in the environment, changing the weather. Usually these changes are not made automatically, and require at least a few minutes (sometimes even hours) for their effects to become apparent due to a chain reaction. This Power requires no maintenance as it is at the moment which it is first activated that the Psychic determines the type of climate he would like to create.
Maintenance: No

Effect:
20 Routine Fatigue 6
40 Easy Fatigue 4
80 Moderate Fatigue 2
120 Difficult Fatigue 1
140 Very Difficult Produces minor changes, such as slightly altering the temperature, make a cloudy day clear, or produce a fine temperate rain / 1 Mile

180 Absurd Causes minor changes, however, nothing rare for the area, such as storms or strong wind gusts / 2 Miles

240 Almost Impossible Causes intermediate changes, common in the area that take place / 5 Miles
280 Impossible Causes major changes, such as triggering a summer storm in a desert area / 10 Miles
320 Inhuman Causes radical changes, such as making snow in summer / 15 Miles
440 Zen Allows you to completely alter the climate of area, such as causing a snow storm in the middle of the desert / 20 miles

Create Order
Level: 3 Action: Active
Description: In contrary to Create Chaos, this power reduces changes within an area causing continued monotony
day after day without appreciable changes. We must clarify that this does not change the behavior of people, it simply removes random events from his life, always producing an intermediate and repetitive result. In higher grades, this can interfere with the unnaturalness involved in using magic and invocation, so those who are within the area affected by this power suffer an automatic negative to their skills determined by the potential reached.
Maintenance: Yes

Effects:
20 Routine Fatigue 12
40 Easy Fatigue 8
80 Moderate Fatigue 6
120 Difficult Fatigue 4
140 Very Difficult Fatigue 2
180 Absurd 50Meters
240 Almost Impossible 500Meters
280 Impossible -10 MA/-20 to Summoning Skills/ 1 Mile
320 Inhuman -20 MA/-40 to Summoning Skills/ 2 Miles
440 Zen -40 MA/-80 to Summoning Skills/ 3 Miles

Control Of Causality
Level: 3 Action: Active
Description: The psychic controls chance, and can try to create a desired result provided there is at least a miniscule possibility that it could happen. The more likely something is able to happen, the easier it is for the Mentalist to cause it to become reality.
Maintenance: No

Effects:
20 Routine Fatigue 16
40 Easy Fatigue 12
80 Moderate Fatigue 8
120 Difficult Fatigue 6
140 Very Difficult Fatigue 4
180 Absurd Fatigue 2
240 Almost Impossible Minor events and within what may be possible, such as making a worn chair completely rupture.
280 Impossible Intermediate events and not so usual circumstances, such as causing a well that is half full to run dry.
320 Inhuman Major and strange events, like an old but solid dam comes down due to water pressure.
440 Zen Completely amazing events, such as a completely inactive volcano erupts.

Electromagnetism
This discipline can control electricity and the magnetism it generates.
Modifier: If the psychic is in an ionized environment, she gets a +20 to her Potential, while in those without magnetic force, apply a -20.

Perceive Electricity
Level: 1 Action: Active
Description: Detects any intensities of electricity within range. This power can even see through walls and obstacles, provided they are not insulated against electricity. At higher grades, it is even possible to detect sources of life that use electrical impulses in their body, but the Psychic can only determine their approximate size. To avoid detection, it is necessary to pass a Ph R roll.
Maintenance: No

Effects:
20 Routine Fatigue 4
40 Easy Fatigue 2
80 Moderate Fatigue 1
120 Difficult 10Meter Radius
140 Very Difficult 25 Meter Radius
180 Absurd 50Meter Radius
240 Almost Impossible 100 Meter Radius/ PhR 120
280 Impossible 500 Meter Radius/ Ph R 140
320 Inhuman 1 Mile Radius/ Ph R 160
440 Zen 5 Mile Radius/ Ph R 180

Create Electricity
Level: 1 Action: Active
Description: Creates intensities of Electricity.
Maintenance: Yes

Effects:
20 Routine Fatigue 2
40 Easy Fatigue 1
80 Moderate 1 Intensity
120 Difficult 3 Intensities
140 Very Difficult 5 Intensities
180 Absurd 7 Intensities
240 Almost Impossible 10 Intensities
280 Impossible 13 Intensities
320 Inhuman 16 Intensities
440 Zen 20 Intensities

Control Electricity
Level:1 Action: Active
Description: Controls the direction and behavior of electrical intensities, depending on the degree attained. It could blow up an object with electricity, or cause it to dissipate, and even alter the direction of a lightning bolt using his Psychic Projection. If used on an electric elemental being, it can resist by overcoming the Ph R indicated.
Maintenance: Yes
Effects:

20 Routine Fatigue 2
40 Easy Fatigue 1
80 Moderate 4 Intensities / 80 Ph R
120 Difficult 6 Intensities / 100 Ph R
140 Very Difficult 8 Intensities / 120 Ph R
180 Absurd 12 Intensities / 140 Ph R
240 Almost Impossible 16 Intensities / 160 Ph R
280 Impossible 20 Intensities / 180 Ph R
320 Inhuman 25 Intensities / 200 Ph R
440 Zen 30 Intensities / 240 Ph R

Magnetic Manipulation
Level: 1 Action: Active
Description: The psychic gain the ability to handle the magnetic forces magnetic within objects within, and reaching out, can manipulate them at will. The maximum weight that can be manipulated is determined by the difficulty reached. The Psychic can also move the objects through the air, but in this case, the weight that he can move is halved.
Maintenance: Yes


Effects:
20 Routine Fatigue 4
40 Easy Fatigue 2
80 Moderate Fatigue 1
120 Difficult 1 Kilogram
140 Very Difficult 5 Kilograms
180 Absurd 10 Kilograms
240 Almost Impossible 25 Kilograms
280 Impossible 50 Kilograms
320 Inhuman 100 Kilograms
440 Zen 500 Kilograms

Magnetic Shield
Level: 1 Action: Passive
Description: Creates a magnetic shield that defends its user against metal parts and other electrical attacks. Any attack
performed using an object at least half-metal applies a -20 to their offensive skill. At a certain degree, the potential is such that it is possible to stop anything physical, even if it is not metal.
Maintenance: Yes


Effects:
20 Routine Fatigue 4
40 Easy Fatigue 2
80 Moderate Fatigue 1
120 Difficult 600 LP
140 Very Difficult 800 LP
180 Absurd 1,200 LP
240 Almost Impossible 1,800 LP / Used to stop any kind of physical attack
280 Impossible 2,500 LP / Used to stop any kind of physical attack
320 Inhuman 4,000 LP / Used to stop any kind of physical attack
440 Zen 6,000 LP / Used to stop any kind of physical attack

Read Electrical Impulses
Level: 2 Action: Active
Description: By controlling this power, the psychic is able to notice small changes in electric fields and even read the electrical pulses of living beings, using the muscles to determine their movements, so the psychic can foresee their actions and get a +30 bonus to all physical actions against the opponent (in the case of a creature based on electricity, this bonus increases to +60). To resist this power, it is necessary to overcome a Ph R roll based on the difficulty reached.
Maintenance: Yes

Effects:
20 Routine Fatigue 4
40 Easy Fatigue 2
80 Moderate Fatigue 1
120 Difficult 100 Ph R / 10 Meter Radius
140 Very Difficult 120 Ph R / 25 Meter Radius
180 Absurd 140 Ph R / 50 Meter Radius
240 Almost Impossible 160 Ph R / 100 Meter Radius
280 Impossible 180 Ph R / 150 Meter Radius
320 Inhuman 200 Ph R / 250 Meter Radius
440 Zen 220 Ph R / 1 Mile Radius

Electrical Arc
Level: 2 Action: Active
Description: The psychic executes a shock using his Psychic Projection. This power is an Electrical attack and has a Base Damage which is determined by the potential reached. The attack is clearly visible, even by those unable to see matrices.
Maintenance: No

Effects:
20 Routine Fatigue 4
40 Easy Fatigue 2
80 Moderate Fatigue 1
120 Difficult Damage 60
140 Very Difficult Damage 80
180 Absurd Damage 120
240 Almost Impossible Damage 140
280 Impossible Damage 160
320 Inhuman Damage 180
440 Zen Damage 200

Magnetic Accelerator Attack
Level: 3 Action: Active
Description: The psychic uses magnetic manipulation to create a gravitational field
accelerator tunnel, hurtling metal objects with a disproportionate force. The attack damage is double the base damage of the object used, plus a bonus determined by the Potential reached. The attack does not stop when it reaches its target, but it continues in a line until a maximum distance set by the Projection roll is reached, attacking all targets it finds in its path. The speed of the attack causes the ammunition to glow red from the friction caused, so that the projectile is destroyed in the process if it does not exceed a Breakage Check. This attack is Penetrating and attacks on the Heat table, reducing the defenders AT by 2 points.
Maintenance: No

Effects:
20 Routine Fatigue 12
40 Easy Fatigue 10
80 Moderate Fatigue 8
120 Difficult Fatigue 6
140 Very Difficult Fatigue 4
180 Absurd Fatigue 2
240 Almost Impossible +20 To Damage / Breakage 14/ Line 50 Meters / 500 Grams
280 Impossible +40 To Damage / Breakage 18 / 100 meters line / 1 Kilo
320 Inhuman +80 To Damage / Breakage 26 / Line 150 Meters / 10 Kilos
440 Zen +120 To Damage / Break 30 / Line 300 Meters / 100 Kilos

Control Electrical Impulses
Level: 3 Action: Active
Description: The Psychic with this power has such control over electricity that he can control and direct the electrical impulses accurately, disrupting the movement of other beings or even, at higher grades, gaining control of their actions. To avoid these effects, it is necessary to overcome the Ph R indicated by the difficulty reached. Naturally, it only affects physical beings
Maintenance: No

Effects:
20 Routine Fatigue 12
40 Easy Fatigue 10
80 Moderate Fatigue 8
120 Difficult Fatigue 6
140 Very Difficult Fatigue 4
180 Absurd Fatigue 2
240 Almost Impossible -40 To All Actions / Ph R 120
280 Impossible -80 To All Actions / Ph R 140
320 Inhuman Partial control over the body / Ph R 160
440 Zen Full control over the body / Ph R 180

Teleportation
This discipline controls space and its understanding by the Mentalist.

Relocate Object
Level: 1 Action: Active
Description: Changes the location of an inorganic object, making it appear elsewhere. You need to know where you want to place it, and it is impossible to do so within solid matter; if tried, it appears in a random nearby location (determined by the GM). If the object is held by living creature, it is entitled to a Ph R roll to avoid loss. Both the weight and the maximum distance that can be transported are determined by the difficulty level of power.
Maintenance: No

Effects:
20 Routine Fatigue 2
40 Easy Fatigue 1
80 Moderate 1 Kilogram / 1 Meter / 60 Ph R
120 Difficult 2 Kilograms / 5 Meters / 80 Ph R
140 Very Difficult 5 Kilograms / 100 Meters / 100 Ph R
180 Absurd 10 Kilograms / 500 Meters / 120 Ph R
240 Almost Impossible 25 Kilograms / 1 Mile / 140 Ph R
280 Impossible 50 Kilograms / 2 Miles / 160 Ph R
320 Inhuman 100 Kilograms / 5 Miles / 180 Ph R
440 Zen 500 Kilograms / 10 Miles /200 Ph R

Autorelocation
Level: 1 Action: Active
Description: Changes the position of the psychic in the world. It is necessary to know the place he intends to relocate to and it cannot be done within solid matter; if tried, the psychic is automatically unconscious in a random location (determined by the GM) near the site where he intended to go.
Maintenance: No

Effect:
20 Routine Fatigue 6
40 Easy Fatigue 4
80 Moderate Fatigue 2
120 Difficult 1 Meter
140 Very Difficult 5 Meters
180 Absurd 10 Meters
240 Almost Impossible 25 Meters
280 Impossible 50 Meters
320 Inhuman 100 Meters
440 Zen 250 Meters

Defensive Transport
Level: 1 Action: Passive
Description: Use his mental capacity to transport, the Psychic makes small jumps from one place to another, defending against attacks. This power allows the character to use his Psychic Projection like the Dodge Ability. Both the maximum number of attacks the character can dodge and the distance you can move to override penalties are determined by the degree of difficulty achieved.
Maintenance: Yes

Effect:
20 Routine Fatigue 6
40 Easy Fatigue 4
80 Moderate Fatigue 2
120 Difficult 1 Dodge / 5 Meters
140 Very Difficult 2 Dodges / 10 Meters
180 Absurd 3 Dodges / 15 Meters
240 Almost Impossible 4 Dodges / 25 Meters
280 Impossible 6 Dodges / 50Meters
320 Inhuman 8 Dodges / 100 Meters
440 Zen Unlimited Dodges / Never Suffers the Area Penalty

Major Autorelocation
Level: 2 Action: Active
Description: A more potent version of Autorelocation, this allows the psychic to teleportat over long distances. You need to know the place that you aim to relocate to and it cannot be done within the solid objects; if trying, the psychic appears unconscious at a random location (determined by the GM) near the place where he intended to go.
Maintenance: No

Effect:
20 Routine Fatigue 12
40 Easy Fatigue 8
80 Moderate Fatigue 6
120 Difficult Fatigue 4
140 Very Difficult Fatigue 2
180 Absurd 1 Mile
240 Almost Impossible 10 Miles
280 Impossible 100 Miles
320 Inhuman 1,000 Miles
440 Zen Anywhere in the World

Aleph
Level: 3 Action: Active
Description: Makes the entire area into a single point, allowing the observation of huge areas of land from "all angles" at once. This is an extremely dangerous power for the mentalist-only very powerful and resilient psychics are able to look an aleph and assimilate it without suffering severe damage. Each turn spent contemplating allows the psychic a Perception Control check to find a place particular object or person. This roll has a difficulty indicated by the result of the Psychic Potential generated by the Aleph. No matter where what you seek is, if it is in the area affected by the aleph, if the psychic is successful in the Perception Control Check, he can find what he is looking for.
Each turn spent in the same aleph decreases the Perception Control Check by a point. However, each turn he must also perform a Psy R check against the difficulty indicated by the potential reached. In case of failure, the character gains an All Action Penalty equal to the level of failure that is recovered at the rate of 5 points a day. In addition, he permanently loses a point of INT and WIL for every 40 points by which he failed the roll. If you are using the Optional Mental Health rules from the GM Screen, the effects of the Psy R roll can be changed to affect Shock.
Maintenance: Yes

Effects:
20 Routine Fatigue 16
40 Easy Fatigue 12
80 Moderate Fatigue 8
120 Difficult Fatigue 6
140 Very Difficult Fatigue 4
180 Absurd 10 Miles / 20 Perception / Psy R 140 or Shock -2
240 Almost Impossible 100 Miles / Perception 18 / Psy R 160 or Shock -4
280 Impossible 1,000 Miles / 16 Perception / Psy R 180 or Shock -6
320 Inhuman 10,000 Miles / Perception 14 / Psy R 200 or Shock -10

440 Zen Any Distance / Perception 12 / Psy R 240 or Shock -14


Major Relocate Object
Level:3 Action: Active
Description: This power is a more powerful version of Relocate Object, and operates similarly. You need to know where you want to place it, and it is impossible to do so within solid matter; if tried, it appears in a random nearby location (determined by the GM). If the object is held by a living creature, it is entitled to a Ph R roll to avoid losing it. Both the weight and the maximum distance that can be transported are determined by the difficulty level of the power.
Maintenance: No

Effects:
20 Routine Fatigue 24
40 Easy Fatigue 20
80 Moderate Fatigue 16
120 Difficult Fatigue 12
140 Very Difficult Fatigue 8
180 Absurd Fatigue 4
240 Almost Impossible 1,000 Tons / 1 Mile / Ph R 140
280 Impossible 10,000 Tons / 10 Miles / Ph R 160
320 Inhuman 100,000 Tons / 100 Miles / Ph R 180
440 Zen 1,000,000 Tons / Anywhere in the World /Ph R 200

Teleport
Level: 3 Action: Active
Description: This power allows the psychic to teleport anything, organic or inorganic, over long distances. He needs to know the destination where he intends to transport the object, and cannot relocate within solid matter; trying, the target automatically appears unconscious in a random location (determined by the GM) close to where the intended location.In the event that the target does not want to be transported, she can avoid this by passing a Phy R Roll. The maximum possible mass to be transported is determined by the level of difficulty reached.
Maintenance: No

Effects:
20 Routine Fatigue 12
40 Easy Fatigue 8
80 Moderate Fatigue 6
120 Difficult Fatigue 4
140 Very Difficult Fatigue 2
180 Absurd 1 Mile / Ph R 120 / 100 kg
240 Almost Impossible 10 Miles / Ph R 140 / 500 kg
280 Impossible 100 Miles / Ph R 160 / 1 Ton
320 Inhuman 1,000 Miles / Ph R 180 / 10 Tons
440 Zen 10,000 Miles / Ph R 200 / 100 Tons

Light
This discipline allows the psychic to control light and reflective materials.

Manipulation of Light
Level: 1 Action: Active
Description: This power gives the psychic the ability to control the intensity and color of light. If the light is of supernatural origin, he also gains the ability to move and shape it at will. In the case of using this power on an elemental creature of light, it is possible to obtain control of their physical actions if the being fails the Ph R indicated.
Maintenance: Yes

Effects:
20 Routine Fatigue 4
40 Easy Fatigue 2
80 Moderate Fatigue 1
120 Difficult 1 Meter Radius / 100 Ph R
140 Very Difficult 5 Meter Radius / 120 Ph R
180 Absurd 10 Meter Radius / 140 Ph R
240 Almost Impossible 25 Meter Radius / 160 Ph R
280 Impossible 50 Meter Radius / 180 Ph R
320 Inhuman 250 Meter Radius / 200 Ph R
440 Zen 500 Meter Radius / 240 Ph R


Create Light
Level: 1 Action: Active
Description: The psychic can create light in range.
Maintenance: Yes

Effects:
20 Routine Fatigue 2
40 Easy Fatigue 1
80 Moderate 1 Meter Radius
120 Difficult 5 Meter Radius
140 Very Difficult 10 Meter Radius
180 Absurd 25 Meter Radius
240 Almost Impossible 50 Meter Radius
280 Impossible 100 Meter Radius
320 Inhuman 250 Meter Radius
440 Zen 500 Meter Radius


Flash of Light
Level: 1 Action: Active
Description: The psychic creates an intense flash of light in an area, blinding those who are in it. It is not possible to designate targets inside, and all except the mentalist must overcome a Ph R determined by the difficulty, or be blinded for 1 turn for every 10 points by which they fail the check. You may add a +30 to your Ph R if you plan appropriately for the
flash and cover or have some way to protect your eyes.
Maintenance: No

Effects:
20 Routine Fatigue 2
40 Easy Fatigue 1
80 Moderate Ph R 80 / 5 Meter Radius
120 Difficult Ph R 100 / 10 Meter Radius
140 Very Difficult Ph R 120 / 15 Meter Radius
180 Absurd Ph R 140 / 25 Meter Radius
240 Almost Impossible Ph R 160 / 50 Meter Radius
280 Impossible Ph R 180 / 75 Meter Radius
320 Inhuman Ph R 200 / 100 Meter Radius
440 Zen Ph R 220 / 150 Meter Radius

Screen of Light
Level:2 Action: Passive
Description: Altering the composition of light, the psychic creates a shield of solid light that allows him to stop all attacks, including those of supernatural origin. Light-based attacks do not harm the resistance of the shield, but those based on darkness inflict double damage against the shield. The screen keeps the same amount of LP that it was created with, but loses 10 points per turn until it reaches the LP of the difficulty that the psychic can maintain power.
Maintenance: Yes

Effects:
20 Routine Fatigue 6
40 Easy Fatigue 4
80 Moderate Fatigue 2
120 Difficult Fatigue 1
140 Very Difficult 500 LP
180 Absurd 800 LP
240 Almost Impossible 1,000 LP
280 Impossible 1,500 LP
320 Inhuman 2,000 LP
440 Zen 3,000 LP

Hologram
Level: 2 Action: Active
Description: Manipulating light, the psychic creates holographic images of anything they can imagine. In the event that he creates an animated image, it may move freely, using his Psychic Projection for actions. Anyone who sees a hologram must overcome a Notice Check against a difficulty of Almost Impossible or a Very Difficult Search check to realize that there is odd about the image. If it is in motion, the difficulty of both checks is two degrees lower.
Maintenance: Yes

Effects:
20 Routine Fatigue 8
40 Easy Fatigue 6
80 Moderate Fatigue 4
120 Difficult Fatigue 2
140 Very Difficult Fatigue 1
180 Absurd 1 Square Meter Hologram
240 Almost Impossible 5 Square Meter Hologram
280 Impossible 10 Square Meter Hologram
320 Inhuman 25 Square Meter Hologram
440 Zen 50 Square Meter Hologram


Laser
Level: 3 Action: Active
Description: The psychic compresses light, creating a compact, destructive beam. The attack occurs on the Heat table, and due to the high temperatures of the concentrated light, and since armor melts at the contact point, it reduces the AT of the target in an amount equal to the value indicated in the table.
If desired, the psychic can sweep the beam, covering a line of 5 meters. However, using the laser in this way
decreased the Base Damage and AT Penetration of the attack by half.
Maintenance: No

Effects:
20 Routine Fatigue 16
40 Easy Fatigue 12
80 Moderate Fatigue 8
120 Difficult Fatigue 6
140 Very Difficult Fatigue 4
180 Absurd Base Damage 160 / AT -2
240 Almost Impossible Base Damage 180 / AT -4
280 Impossible Base Damage 200 / AT -6
320 Inhuman Base Damage 220 / AT -8
440 Zen Base Damage 240 / AT -10

Hypersensitivity
This discipline is the use of the power of mind over the base senses, increasing and improving them to Impossible levels.
Modifier: Unless otherwise indicated, apply the same modifiers that the character would get on any Perceptive Skills.

Filter Senses
Level: 1 Action: Passive
Description: Filtering sensory input, this power allows the psychic to avoid overloads (like not being blind to a flash) or isolate specific ranges (hear a specific conversation in a crowd, to distinguish all ingredients of a food ...). In game effects, this power eliminates a certain amount of Perception penalties in the sense chosen by the mentalist.
Maintenance: Yes

Effects:
20 Routine Fatigue 1
40 Easy Up to -10 / One Sense
80 Moderate Up to -20 / One Sense
120 Difficult Up to -30 / One Sense
140 Very Difficult Up to -40 / Two Senses
180 Absurd Up to -50 / Two Sense
240 Almost Impossible Up to -60 / Three Senses
280 Impossible Up to -70 / Three Senses
320 Inhuman Up to -80 / Four Senses
440 Zen Up to -100 / All Senses

Move Sense (Clairvoyance/Clairaudience)
Level: 2 Action: Active
Description: Allows the psychic to move where one of his senses is focused, up to a distance indicated by
the Potential reached. For example, he could "move" his sense of hearing, allowing him to hear from a remote door.
Maintenance: Yes

Effects:
20 Routine Fatigue 4
40 Easy Fatigue 2
80 Moderate 1 Meter
120 Difficult 5 Meters
140 Very Difficult 10 Meters
180 Absurd 25 Meters
240 Almost Impossible 50 Meters
280 Impossible 100 Meters
320 Inhuman 250 Meters
440 Zen 500 Meters


Superior Senses

Level: 3 Action: Active
Description: Create a new kind of sense that allows the psychic to detect something new, above their five basic senses.
Maintenance: Yes

Effects:
20 Routine Fatigue 12
40 Easy Fatigue 10
80 Moderate Fatigue 8
120 Difficult Fatigue 6
140 Very Difficult Fatigue 4
180 Absurd Sense Electromagnetism
240 Almost Impossible Sense Matrices
280 Impossible Sense Magic
320 Inhuman Sense Ki
440 Zen Sense it ALL!!

i didn't expect psychic stuff from AE, i thought it was just magic. this is a nice surprise, thank you.

Why do people always forget the WizardMentalist?

glass cannons are an acquired taste. but i'll admit, i should have been thinking harder there...

Yeah, Arcana Exxet is for those who are not Ki users. Sadly, only the one chapter for psychics. But we do have I think two chapters of goodness for Summoners, and lots of stuff for Mages of various sorts.

cheers for the translations. Kind of surprised by the lack of modifiers for the new matricies though.

Really Good! Seems like we've attacked Arcana Exxet pretty well!

Do any of the other chapters touch upon Psychics? Or just chapter 8?

Just chapter 8. Quite disappointing for psychics, for sure, still better than nothing.

I believe that the class that really gets the best from Arcana is the Summoner, since new Invocations, Incarnatons and Shelees are all great assets for those characters, but truth be told the Arcana Sephira for Mages is a great thing and both magic theorems and subpaths are quite nice.