These are all useful defences against psychic attacks, but their wording suggests that they don’t protect against everything.
Example: The Psy-jammer has no effect vs powers that cause “direct physical Damage”, (note the capital D, specifying that this refers to the game mechanic Damage, and not just anything that might hurt) and the Wards specify that is must be a “direct psychic attack or manipulation”.
Resistance is the broadest, giving +10 “when making a test to resist or avoid the object of your resistance.”
So how would these work, if at all, vs the following effects?
Telekinetics “Fling”. You’re throwing rocks with your mind. The rocks aren’t psychic attack, and you’re not dealing direct physical damage with your psychic ability.
Telekinetics “Push”. This creates Kinetic Energy, which is then directed against your target. Your target is using his Strength to attempt to resist the Force acting upon him, but the Force is not a Psychic attack, it’s just like Gravity (just not pulling you down, but back).
Biomancy “Blood Boil”. This causes Fatigue, not physical Damage. It seems clear that the AP doubling from the Wards will not help, but is this still Damage? Will the Jammer work?
Biomancy “Constrict”. As with Blood Boil, it does not cause physical Damage.
Do they help with Powers that target the psyche himself, and cause effects that influence others? Like:
Pyromancy “Blinding Flash”. Turns you into a Flash-bang, requiring those who see you to test Agility or be blinded. The psychic effect here is just creating the fire. The fire itself is just fire, and the bright light is just light. Should psychic resistances help avoid the blinding effect?
I’m sure there are others too.
How would you rule on these?