Anti Psi

Anti-Psi Powers and Negative-Psi

Characters with Anti-Psi may not purchase any other psychic powers unless they have the Broken Communion trait, nor may they acquire any form of Communion but Broken Communion. Masters with True Communion might be able to “purify” an anti-psi character and allow them to learn True Communion, but if they do so, the character loses his Anti-Psi abilities! Such an adventure would be a character-changing moment and something best worked out between player and GM.
In Psi-Wars, psychic powers are a natural part of the world, while Anti-Psi is potentially something unnatural. This means that Anti-Psi can interfere with more than just psychic powers: they can also interfere with the health and well being of others around them.

The standard use of Anti-Psi works as described in GURPS Psionic Powers (23-26), but it also has some additional Negative-Psi techniques. These may affect normal people who are not psychic. This is never a normal manifestation of Anti-Psi, and the character must either pay 2 fatigue per use of a Negative-Psi technique or accrue two Corruption. These techniques act like Alternate Abilities and for the duration of the technique, the character cannot benefit from the original Anti-Psi power (for example, if the Anti-Psi uses the Will to Live technique, he doesn’t have DR against Psi!). Finally, where Anti-Psi naturally destroys psychic abilities, Negative-Psi represents an absence of psychic power in the universe itself, and is naturally disrupted by the presence of psychic power. Any psychic character can attempt to disrupt a Negative Psi ability by using the Jam technique of any power or skill in a quick contest against the character’s Negative Psi Technique level. If the psychic character wins, the Negative Psi technique is disrupted. The character may try again (by rolling again and spending 2 fatigue, of course).

Appropriate Anti-Psi Powers: All.
Appropriate Anti-Psi Perks: All. In addition, Anti-Psi characters may take Controllable Lifebane and Invigoration (both on page 51 of Psionic Powers).

Updated Anti-Psi Abilities

Cancellation

Sever Mind
Hard
Default: Cancellation-6;
Prerequisite: Cancellation; May not exceed Cancellation.

Instead of Canceling a psionic power, the anti-psi instead reaches into the target and cancels their very consciousness. This requires a roll of the Sever Mind technique against the target’s will (plus his best Psionic Talent) to resist. Success inflicts Daze for a number of minutes equal to the margin of victory. Any character with any psionic ability may use his best Jam technique to disrupt Sever Mind. This technique suffers all the same limitations as the current level of the character’s Cancellation power (at level 1, it requires skin-to-skin contact and failure means you cannot attempt again for a day, etc). This is a Negative-Psi technique.

Sever Soul
Hard
Default: Cancellation-12;
Prerequisite: Cancellation; May not exceed Cancellation.

Instead of Canceling a psionic power, the anti-psi instead disrupts the fundamental connection between mind and the physical world, severing the target’s will to live. This typically results in a dramatic and instant death of a nameless or unimportant NPC, though named PCs have a chance to survive, though the GM may require the use of an appropriate Esoteric Medicine skill or some form of Psychic Healing to help the target recover.

This requires a roll of the Sever Soul technique against the target’s Will (plus his best Psionic Talent) to resist. Success inflicts Heart Attack on the character. Any character with any psionic ability may use his best Jam technique to defend against Sever Soul. This technique suffers all the same limitations as the current level of the character’s Cancellation power (at level 1, it requires skin-to-skin contact and failure means you cannot attempt again for a day, etc).

This is a Negative-Psi technique.

Interruption

Interrupt Mind
Hard
Default: Cancellation-6; If the character has the Cancellation power, improve this to Cancellation-3.
Prerequisite: Cancellation; May not exceed Cancellation.

The character can use Interruption not just to disrupt psionic powers, but to also disrupt concentration, Mentally Stunning the target. Roll Interrupt Mind against your target’s Will (with his best Psionic Talent added as a bonus). If you succeed, your target is Mentally Stunned, and may roll IQ each turn to attempt to recover. Interrupt Mind has the same limitations as the character Interruption ability (for example, at level 1 the character may only use Interrupt Mind while making skin-to-skin contact). Characters with any psionic ability may attempt to jam uses of Interrupt.

This is a Negative-Psi technique.

Para-Invisibility

Mind Clouding
Hard
Default: Para-Invisibility-5;
Prerequisite: Para-Invisibility; May not exceed Para-Invisibility.

Rather than cloud the perceptions of a psion, the character inverts his para-invisibility and becomes something that others unconsciously avert their perceptions from. Treat this as Mind-Clouding (Psionic Powers page 66) at half the value of the character’s Para-Invisibility (if the character has Para-Invisibility 9, the character can have a Mind-Clouding effect of -4), except that characters with psionic powers may add their best psionic talent when resisting the effect. Furthermore, this provides no protection against any psionic senses! The character can reflexively revert to Para-Invisibility, but to restore Mind-Clouding requires a technique roll and fatigue expenditure as normal.

This is a Negative-Psi technique.

Psionic Overload

Neurological Overload
Hard
Default: Psionic Overload-8 or Cancellation-8;
Prerequisite: Psionic Overload or Cancellation with Derangeable; May not exceed Psionic Overload or Cancellation.

The character focuses his psionic overload on a deeper, more precise levels, and forces the target to create uncontrollable impulses from his mind to this body, throwing the target into convulsions. The character rolls Neurological Overload against the target’s Will (with a bonus equal to his best Psionic Talent). Success inflicts a Seizure for a number of minutes equal to the margin of failure. Characters with any psionic ability may roll their psionic skill in a contest with the target’s Neurological Overload to cancel the effect.

This is a Negative-Psi technique.

Sensory Overload
Hard
Default: Psionic Overload-6 or Cancellation-6;
Prerequisite: Psionic Overload or Cancellation with Derangeable; May not exceed Psionic Overload or Cancellation.

The character focuses his psionic overload ability directly on the target’s senses and inner perception. This creates waves of uncontrollable sensation and perception, like a waking dream (or a waking nightmare). The character rolls Sensory Overload against the target’s Will (with a bonus equal to his best Psionic Talent). Success inflicts Hallucinating for a number of minutes equal to the margin of failure. Characters with any psionic ability may roll their psionic skill in a contest with the target’s Neurological Overload to cancel the effect.

This is a Negative-Psi technique.

Psionic Shield

Psionic Powers page 24. While Psychic Armor (below) represents durability of body in the face of psionic attacks, Psionic Shield represents durability of mind. If the mind can be proof against psionic persuasion or reading, and we assume mundane effects operate off of a similar, but much lesser, principle, then Psionic Shields should allow some sort of mental resilience.

Durable Mind
Hard
Default: Psionic Shield-6;
Prerequisite: Psionic Shield; May not exceed Psionic Shield.

The character inverts the defense provided by his psionic shield so that he is protected against external, mundane influences upon his mind at the price of making himself once more vulnerable to psionic attack. For every 4 levels of Psionic Shield, the character gains +1 to rolls to resist Fright check or Influence rolls. Additionally, the character may improve the Rule of 14 for fright checks to 15.

While using this technique, the character is vulnerable to psionic mental intrusion. The character may reflexively restore his psionic shield, but to restore his Durable Mind requires another activation roll and the expense of 2 fatigue as normal.

This is a Negative-Psi technique.

Psychic Armor

Will to Live
Hard
Default: Psychic Armor-6;
Prerequisite: Psychic Armor; May not exceed Psychic Armor.

The character inverts his psychic protection. Instead of dissipating psionic attacks, it strengthens his own inner connection between body and mind, preventing any act that might sever the two. This provides a bonus to all roll to remain conscious or alive equal to his Psychic Armor level. This is instead of DR against psychic attacks! If the character took damage from a psionic power this turn, this technique does not apply its effects. The character may reflexively restore his psychic armor to normal, but to reset his Will to Live, he must roll and spend fatigue as normal.

Finally, if the character dies while under the effects of this, unless he is bodily destroyed or the damage that killed him was psionic in nature, the GM should always give him the option of spending 25 points (or losing 25 points worth of traits) to gain Extra Life immediately.

This is a Negative-Psi technique.

Screaming

Painful Scream
Hard
Default: Screaming-4;
Prerequisite: Screaming; May not exceed Screaming.

The screamer, rather than affecting psionic abilities in the area around him, creates a mental static that causes intense pain in the head. Those who enter the area affected by the screamer must roll a quick contest between the character’s Painful Scream technique and their own Will (with a bonus equal to their best Psionic Talent). If they fail, they suffer a -4 to DX, IQ and self-control rolls from pain (High Pain Threshold halves the penalty) until they leave the area, or after a number of minutes equal to the margin of victory whichever is longer. Characters with any psionic power may “jam” the painful scream, ending the effect (but not ending the affliction, which will continue to linger for the normal number of minutes).

The area of this effect is the same as the characters Screaming level, which means level 1 is useless, though characters may combine it with the “Ranged” technique to “throw” pain at a particular character.

This is a Negative-Psi technique.

True Sight

Note that ghosts do exist in Psi-Wars, making both levels useful!

New Anti-Psi Abilities

Anti-Psi Sensitivity

7/16/21/30/40 for levels 1-5
Skill: Anti-Psi Sensitivity (Per/Hard).

The character’s anti-psi nature rebels against the presence of psychic phenomenon. This manifests as an unpleasant chill, an itch, a buzzing sound, the character’s hair standing on end or some other minor distraction that applies a -1 to all rolls except for dealing with the psychic phenomenon; this penalty lasts for a minute, or the duration of the sensed power, whichever is longer.

At level 1, this is enough to warn the character when he is under direct psychic attack. Roll Anti-Psi Sensitivity and on a success, the character is forewarned of an impending “psychic attack,” and has sufficient time to activate any other Anti-Psi powers he has to try to stop the attack. A “psychic attack” is any psychic ability that either directly damages the character or somehow hurts the characters goals in an invasive way (a Deep Probe to find your secrets certainly counts)!

At level 2, the character can reflexively roll to sense any psychic phenomenon in his presence. A successful roll reveals that psychic phenomenon is occurring (but also inflicts the -1 penalty to deal with anything else for the next minute). At level 2, the character is able to ascertain the general direction and power level of the psychic phenomenon and may roll IQ-based Anti-Psi Sensitivity to see if he can learn the nature of the psychic phenomenon (What power it was, etc). Level 3 works like level 2, but tells the Anti-Psi exactly where the phenomenon manifested (either the location psi using the power, or the location of the subject, or both if both are present). At level 5, the character automatically learns the nature of phenomenon (what power it was, etc) and may make an IQ-based Anti-Psi Sensitivity roll to learn even more (the intention behind the power, whether you’re detecting the psi or the subject, etc). All levels are subject to the -1 distraction penalty to all rolls except the rolls for detection and any rolls made to “deal” with the psychic phenomenon (using an anti-psi power to stop it, attacking the Psi, etc).

Traits: Danger Sense (Anti-Psi -0%; Nuisance Effect (Unpleasant distraction) -5%; Only against Psychic Attack -50%) [7]; Level 2 adds Detect (Psychic Activity; Anti-Psi -0%; Nuisance Effect (Unpleasant distraction) -5%; Reflexive +40%; Vague -50%) [16]; Level 3 removes Vague [21]; Level 4 adds Precise, Non-Targeting [30], and level 5 adds Analyzing [40].

Anti-Psi Sniffer
Hard
Prerequisite: Anti-Psi Sensitivity lvl 2 or higher.
Default: Anti-Psi Sensitivity-2; may not exceed Anti-Psi Sensitivity.

At level 2 or higher, the character can focus and become sensitive to elements from the past. This inflicts no distraction penalty (it’s too “faded” to cause such a reaction from the anti-psi), and it can only tell the character if something happened in the past. Use the normal benefits of each level (at level 2, the character can tell that something happened, at level 3, they can get a sense of what happened and analyze it to get a sense of the “psychic signature” of the user; at level 4 they can tell exactly where it happened, and at level 5, they automatically have the signature and can roll for additional information, such as the intent). This technique costs 2 fatigue.

Life-Sensitivity
Hard
Prerequisite: Anti-Psi Sensitivity lvl 3 or higher.
Default: Anti-Psi Sensitivity-10; may not exceed Anti-Psi Sensitivity.

All living things have some flicker of psychic potential. Rather than focusing their sensitivity on psychic phenomenon, the character turns his power on life itself. This is very difficult: treat the characters Anti-Psi Sensitivity as one level lower (level 3 allows the character to detect the presence of life nearby, level 4 lets him detect the general direction and health of the life and may make another roll for additional information, etc). Further, this applies either a -2 distraction penalty to all rolls other than “dealing” with the life (attacking it, etc), or gives the character the equivalent of Bloodlust (12) against any life he detects (Players’ choice). This technique costs 2 fatigue.

This is a Negative-Psi Technique.

Psi-Hunter
Hard
Prerequisite: Anti-Psi Sensitivity lvl 2 or higher.
Default: Anti-Psi Sensitivity-1; may not exceed Anti-Psi Sensitivity.
At level 2 or higher, the character can focus his sensitivity and detect psis, rather than psychic activity. At level 2, it lets them tell if a Psi is present nearby, at level 3, they know the rough direction of the nearest psi and their rough strength, and can roll for more information (such as what powers they have, their psychic signature). Level 4 tells them exactly where and who the psi is; level 5 automatically reveals what powers they have and their signature, and an analysis roll might give additional information (what abilities, any specific weaknesses they might have, etc); level 5 may also be enough to detect characters with the Weak Psi Latency perk! This technique costs 2 fatigue.

Suppress Sensitivity
Hard
Prerequisite: Anti-Psi Sensitivity
Default: Anti-Psi Sensitivity-1; may not exceed Anti-Psi Sensitivity.

Anti-Psi Sensitivity is distracting and unpleasant and the anti-psi character may not that distraction. Thus, they can learn to turn it off, treating the trait as switchable. The ability may remain deactivated for as long as the character wishes and the character may reflexively reactivate their Anti-Psi whenever they want, but may not do so in response to knowledge they do not have. A character who is suppressing his Anti-Psi Sensitivity no longer has access to his “Danger Sense” and could not declare his power active the moment before he gets attacked! This technique costs 2 fatigue.

Psychic Energy Disruption

2/level
Skill: Psychic Energy Disruption (Will/Hard).

Some Anti-Psychics seem confusingly similar to Psychic Vampires in that their presence can make others sick or weak, but while a Psychic vampire can make anyone sick or weak, Anti-Psychic “Vampires” only weaken other psychics.

Characters with Psychic Energy can destroy a psychic character’s energy. They must make physical contact (through armor is fine) and roll a contest of Psychic Energy Disruption vs the Will of their target. If they succeed, the psychic loses 1 energy point from a their Psychic Energy Reserve or from their normal fatigue. Neither may be reduced to less than 0! The Anti-Psi character gains nothing from this.

Traits: Innate Attack (Fatigue; Anti-Psi -Accessibility, only applies to Psychic ER or up to fatigue ×1 of Psychic characters -50%; Malediction +100%; Melee, C, cannot parry -35%; No Signature +20%) [2/level]

Disruption Aura
Hard
Prerequisite: Psychic Energy Disruption.
Default: Psychic Energy Disruption -6; may not exceed Psychic Energy Disruption.

The character can disrupt the psychic energy of everyone within 2 yards of him, whether or not he’s touching them. Each character resists the Anti-Psi’s roll separately (but the Anti-Psi rolls Disruption Aura once).

Far Disruptor
Hard
Prerequisite: Psychic Energy Disruption.
Default: Psychic Energy Disruption -8; may not exceed Psychic Energy Disruption.

The character no longer needs to touch the target; they apply normal range penalties to the attacker’s Far Disruptor roll. This technique costs 2 fatigue.

Ghost Disruptor
Hard
Prerequisite: Psychic Energy Disruption.
Deitalic textfault: Psychic Energy Disruption-5; may not exceed Psychic Energy Disruption.

From the perspective of an Anti-Psi character, ghosts are nothing but psychic energy manifesting its own will. If the character is capable of seeing a ghost (via, for example, True Sight), he may touch the ghost and, if his contest of wills is successful, inflict one 1 point of Burning damage per level. This technique costs 2 fatigue.

Life Disruptor
Hard
Prerequisite: Psychic Energy Disruption.
Default: Psychic Energy Disruption -9; may not exceed Psychic Energy Disruption.

Life energy and psychic energy aren’t so different. Characters skilled in Psychic Energy Disruption may choose to disrupt the life force of targets. They can affect any target (except psychic characters!) and inflict Toxic rather than Fatigue damage equal to their level. This is a Negative Psi technique and this technique costs 2 fatigue.

Psychic Null

30 points
Skill: None!

The character is a permanent psychic void. They’re completely immune to the direct effects of psychic powers (a psychokinetic could not choke the target or grab him, but could drop a rock on him). The character may never take any other psychic powers, even if he has Broken Communion!

Traits: Psi Static (Anti-Psi -0%) [30]

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