Psionic Force Swordsmanship

Alternate Names: Sefelka Shedreh, the Maelstrom Form, the Sorcerer's Way, Dark Resonance Style

Space Knights meld their psychic powers with their skill with the force sword to create a nearly unstoppable force, but few do so more completely than those who practice Psionic Force Swordsmanship. “The Maelstrom Form,” as it is more commonly known among humanity, integrates psychic powers directly into the training regime. It’s users learn to defend themselves with their force sword, and to use it to finish their opponent’s off, but also to harass and weaken their opponents with their psychic powers until they wear them down. This results in a very patient style, capable of very showy displays of power when it wishes.

Psionic Force Swordsmanship is better understood as a collection of interconnected styles. Practitioners learn similar “core” moves, such as the signature defensiveness and the trademark “Devour the Fallen Star” finishing move, but the rest of their training focuses on what psychic power they have, and how they can exploit it against their foes. Ranathim who learn the style tend to focus on their psychic vampirism and use it to drain their opponent’s ability to fight; some adventurous members of House Grimshaw have learned it, and use its dramatic, arcing Electric Lash techniques to paralyze and agonize their foes and then finish them off with a single blow. But the most well-known psychic power taught by Psionic Force Swordsmanship is TK Grab, used by its practitioners to grapple targets, disarm them, and beat them into submission. Other movesets may well exist.
Psionic Force Swordsmanship tends to have a poor reputation among other schools of force swordsmanship. It offers the worst mastery of the force sword out of all “recognized” schools, and some see its use of psionic powers as a “crutch.” It offers few truly unique moves. But many who know of it like to learn it as a secondary style, to integrate their psychic talents into their force swordsmanship.

Psionic Force Swordsmanship is most commonly taught in the Umbral Rim, where it is known as Sefelka Shedreh; remnants of the Cult of the Mystical Tyrant often teach it to their dark initiates and Domen Khemet, the Ranathim Death Cult, often make use of it. Imperial Knights have been seen using it as well.

Psionic Force Swordsmanship as a Style

Skills: Force Sword, Meditation
Additional Psionic Skills: Drain DX, Drain HT, Electric Lash, Surge, TK-Crush, TK-Grab,
Techniques: Beat (TK-Grab), Combat Focus, Counter Attack (Force Sword), Feint (Force Sword, Lightning), Jam (Any), Mass Surge (Surge), Painful Draining (Drain DX, Drain HT), Painful Lash (Electric Lash), Throat Squeeze (TK-Crush)
Cinematic Skills: Mental Strength, Power Blow, Precognitive Parry
Cinematic Techniques: Dual Weapon Attack (Force Sword)
Perks: Finishing Move (Force Sword Swing), Grip Mastery (Force Sword), Psi Strike (Electrokinesis, Psychokinesis or Psychic Vampirism, Force Sword), Psionic Duelist, Special Exercise (Power Blow works with Force Sword), Special Exercise (Power Blow works with TK-Grab), Special Exercise (Power Blow works with Lightning), TK-Parry, TK-Power Grapple, TK-Tether, Willful Psi
Optional Advantages: Compartmentalized Mind (Limited, One Ability (TK-Grab or Steal Life) -30%; No Mental Separation -20%) [25]; Enhanced Parry (Force Sword).
Optional Skills: Mind Block, Philosophy (Mystical Tyrant), Savoir-Faire (Dojo), Throw (Force Sword)

Psionic Force Swordsmanship — New Traits

Perks

Psi Strike: Pyramid #3-69 page 17, updated for Force Swords. Spend 1 fatigue to gain a bonus to your force sword’s damage: Add your Psi-Talent as bonus damage per two dice of damage. Thus, at Talent +1, a force saber that deals 7d damage gains +3 damage at Talent +1, +6 damage at Talent+2, and so on.

Psychic Duelist: +1 to all Jamming attempts with any power skill listed in your style.

TK-Parry: Prerequisite: TK-Grab. The character may use TK-Grab to parry attacks; treat this as a power parry (half TK-Grab skill with the Talent bonus, +3). This can only defend physical attacks (such as missiles or grenades) or melee attacks by blocking the actual weapon. TK-Grab has an upper limit on how much it can parry: as a general rule, the character can parry a melee attack of a character with no greater then ×1.5 their TK-Grab ST, and a ranged attack that deals no more dice of damage than ×1.5 their TK-Grab ST (ie, a character with TK-Grab 10 can parry melee attacks from characters with ST up to 15 and ranged attacks that deal up to 15d damage). The GM has the final say on whether an attack can be defended. Finally, this perk allows the character to learn the Hand-Catch technique with their TK-Grab. This is not limited to a single defense per turn; instead, apply the normal defense penalties (-4 per parry, or -2 if the character is Trained by a Master).

TK-Power-Grapple: Prerequisite: TK-Grab. You’ve trained with your TK-Grab skill to improve your grappling with it, as though you had trained at Wrestling. At IQ+0, your TK-Grab ability is at +1 ST for the purpose of making any choke, grapple, neck-snap, take-down or pin. At IQ+1, your TK Ability is at +2 ST for these purposes.

Willful Psi: +1 to resist any attempts to Jam your power.

Techniques

Combat Focus
Average
Default: Will-3
Prerequisite: Combat Reflexes; May not exceed Will+3.

When using the Concentrate Maneuver, the character may roll Combat Focus in place of Will-3 if he is forced to make an active defense, is stunned or knocked down while Concentrating; success allows him to maintain his concentration.

Psionic Force Swordsmanship Power-Ups

Psionic Force Swordsmanship – Student

20 points as primary style; 10 points as secondary style.
Prerequisite: None

The first steps for a Psionic Force Swordsman is to master one of the Omen moves, which determines what core psionic ability he'll wrap the rest of his style around. He learns to better use this move with his force sword, and to defend against similar uses of the trick by learning to better Jam opponents with the same powers as he has.

Perks: Style Familiarity (Psionic Force Swordsmanship) [1], Psychic Duelist [1]

Skills:

  • As Primary Style: Force Sword (A) DX+3 [12]; Precognitive Defense (H) IQ-1 [2]; Choose one Omen Move (Fool’s Omen, Grave Omen, Resonance Omen, Static Omen or Storm Omen) all [4].
  • As Secondary Style: Improve Force Sword one level for 4 points; Choose one Omen Move (Fool’s Omen, Grave Omen, Resonance Omen, Static Omen or Storm Omen) all [4].

Psionic Force Swordsmanship – Adept

20 points as primary style; 10 points as secondary style.
Prerequisite: Psionic Force Swordsmanship – Student

The Adept of Psionic Force Swordsmanship turns his attention inward. In addition to learning to meditate to better control his mind, he also masters the art of concentration in battle, so that he may defend without risking losing control of his powers. His Force Swordsmanship training focuses on defense, rather than offense, and a Psionic Force Swordsman is typically better at parrying at this stage than most other schools, but worse on offense.

Advantages: Enhanced Parry (Force Sword) [5]

Skills:

  • As Primary Style: Meditation (H) Will-1 [2]; Improve Force Sword to (A) DX+4 [16] for 4 points; improve Precognitive Defense to (H) IQ+1 [8] for 6 points.
  • As Secondary Style: Meditation (H) Will-1 [2];

Techniques: Combat Focus (A) Will+3 [3];

Psionic Force Swordsmanship – Master

20 points as primary style; 10 points as secondary style.
Prerequisite: Psionic Force Swordsmanship – Adept

The master completes his training with the force sword, though finds himself short of what the other schools are able to do. Instead, he focuses his skill on either perfecting his core Omen skill (which typically involves improving his ability to Jam the power) or broadening his Omen power-set. He also learns to prevent others from Jamming his own powers, and learns to integrate his psychic powers into his force sword, cutting more deeply with his blade thanks to its connection with his powers.

Perks: Psi-Sword Strike (one of TK, Electrokinesis or Psychic Vampirism) [1]; Willful Psi [1]

Skills:

  • As Primary Style: Armoury (Force Sword) (A) IQ [2]; Improve Force Sword to (A) DX+6 [28] for 8 points; improve Precognitive Defense to (H) IQ+2 [12] for 4 points; Choose one of improve one Omen Move to level 2, or choose a second Omen Move both [4].
  • As Secondary Style: Improve Force Sword one level for 4 points; Choose one of improve one Omen Move to level 2, or choose a second Omen Move both [4].

Psionic Force Swordsmanship Moves

Unique among force swordsmanship styles, when the character begins to study the style, he should pick an Omen Move; this core move acts as a prerequisite for the rest of the moves in his "Omen Move Tree." The character must have the ability associated with the Move: the move only teaches the character the skill associated with the ability. Any character with the Psionic Force Swordmanship style may learn General Moves

General Moves

Devour the Fallen Star

5 points
Prerequisite: Style Familiarity (Psionic Force Swordsmanship)

Maelstrom practitioners use their psychic powers to disorient, disarm or knock their opponents prone. If they succeed, then they can finish off their opponent with their force sword. They prefer a strike to the skull, as they feel it symbolic: the greater mind triumphed over the lesser mind. This move teaches the Trademark Move “Devour the Fallen Star,” and how to attack the skull with a force sword at -3 rather than -7.

Trademark Move (Devour the Fallen Star): If your opponent is stunned, disarmed or lacking a weapon, while in a standard grip, make an All-Out Attack (Strong) with Force Sword at their skull. Roll Force Sword-2 to hit. Your opponent defends as is normal for his state. If you hit, inflict normal damage with a +2 damage per die bonus to the skull (for most opponents, this provides 2 unhardened DR, and inflicts ×4 damage). You may not defend.

Perks: Finishing Move (Force Sword) [1], Trademark Move (Devour the Fallen Star) [1].

Techniques: Targeted Attack (Force Sword/Skull) (H) Force Sword-3 [3].

Omen Momentum

4 points
Prerequisite: Style Familiarity (Psionic Force Swordsmanship)

Psionic Force Swordsmanship primarily teaches defensiveness with the force sword, and relying on the character’s powers to undermine the target until they can strike them down. The sorcerer must learn to keep his opponent at bay until he has sufficiently weakened him that he can destroy him. This move teaches the “Omen Momentum” Trademark move which helps the practitioner improve his guard while maintaining his ability to retaliate in kind, and to Counter Attack with the Force Sword at no penalty.

Trademark Move (Omen Momentum): After successfully parrying a force sword attack immediately retaliate with a Defensive Deceptive Force-Sword Counter Attack in standard, one-handed grip; roll Force Sword-1. Your opponent parries at -3, and -2 to block or dodge. If your attack succeeds, strike the torso for -1 damage per die (typically -8 damage). You defend at +1.
Adepts increase the attack penalty to -3 and increases their opponents defensive penalty to -4 parry and -3 block and dodge; masters increase their penalty to -5 and their opponent’s defensive penalties to -5 parry and -4 block and dodge.

Perks: Trademark Move (Omen Momentum) [1]

Techniques: Counter Attack (H) Force Sword+0 [3].

The Fool’s Omen Moveset

The Fool's Omen and Grave Omen require the character to have Psychic Vampirism, with the Drain DX ability or the Drain HT ability, respectively.

Fool’s Omen

4 points for level 1, 8 points for level 2
Prerequisite: Style Familiarity (Psionic Force Swordsmanship), the Drain DX ability

This teaches the Sorcerer the art of Drain DX. Their opponent begins to notice that their reactions become sluggish under the gaze of their opponent, that they begin to make more mistakes. Level 1 teaches a Trademark Move, “Fool’s Omen,” Drain DX at IQ-1 and how to Jam Drain DX at Drain DX-4 (or IQ-5); at level 2, Drain DX improves to IQ+0 and Jam Drain DX improves to Drain DX+0 (or IQ+0).

Jamming Drain DX immediately restores any lost DX to the target, and can be done if the target of Drain DX or the Psychic Vampire using it is within range of the character’s Drain DX; normally Drain DX applies a -1 per yard of range, which applies to Jam as well.

Trademark Move (Fool’s Omen): Concentrate and make a Drain DX roll. Roll Drain DX+1 (with a penalty of -1 per yard between you and your target) in a quick contest with your opponent’s will. Your opponent may apply the full value of their Mind Shield. Success applies a penalty to your opponent’s DX equal to your margin of success, which lasts a duration based on your Drain DX power level (generally 1dx5 seconds).

At Level 1

  • Perks: Trademark Move (Fool’s Omen) [1]
  • Skills: Drain DX (H) IQ-1 [2].
  • Techniques: Jam (H) Drain DX-4 [1]

At Level 2

  • Skills: Improve Drain DX to (H) IQ [4] for 2 points.
  • Techniques: Improve Jam to (H) Drain DX+0 [3] for 2 points.

Grave Omen

4 points for level 1, 8 points for level 2
Prerequisite: Style Familiarity (Psionic Force Swordsmanship), the Drain HT ability

The more ominous of the two Psychic Vampirism techniques of the Maelstrom Form, Grave Omen teaches the sorcerer to Drain HT. This is done in a more “Brute Force” method, terrorizing the target with images of the character and/or his avatar (if he has one) and inflicting enough pain on the target to momentarily stun him. Practitioners of Psionic Force Swordsmanship typically use this to immediately stun their targets and make them far more vulnerable to death, as well as to get them to tire out more quickly.

This teaches the “Grave Omen” trademark move and teaches the character to Drain HT at IQ-1 as well as the Painful Draining technique. At level 2, this improves Drain HT to IQ, and teaches the Jam Drain HT technique at Drain HT-2 (or IQ-2). Jam Drain HT immediately eliminates HT penalties; for range, see the discussion of Jamming in Fool’s Omen.

Trademark Move (Grave Omen): Concentrate and make a Brute Force Drain HT roll. This costs 4 fatigue. Roll Drain HT+1 (with a penalty of -1 per yard between you and your target) in a quick contest with your opponent’s will. Your opponent’s Mind Shield penalty is halved. Your opponent immediately knows what you’re trying to do and that you’re doing it, and may attempt a Power Block with his Mind Shield, if possible. Success applies a penalty to your opponent’s HT equal to twice your margin of success, which lasts a duration based on your Drain HT power level (1d×5 seconds at level 1) and immediately stuns the target, who may roll to recover with their Will.

At Level 1

  • Perks: Trademark Move (Grave Omen) [1]
  • Skills: Drain HT (H) IQ-1 [2].
  • Techniques: Painful Draining (H) Drain DX+0 [1]

At Level 2

  • Skills: Improve Drain HT to (H) IQ [4] for 2 points.
  • Techniques: Jam (H) Drain HT-2 [2].

Devour the Fool

5 points
Prerequisite: Style Familiarity (Psionic Force Swordsmanship), Fool’s Omen

Devour the Fool improves his ability Fool’s Omen by allowing him to benefit from the lost DX; this is, however, a very difficult move, one usually only used by masters of the form. The character must apply a -6 to their Drain DX roll (note that Far-Draining a target at all with Empowering Drain applies an additional -1), and an additional -1 per yard between him and the target, and spend 4 fatigue. If the succeed at the Contest, not only does their opponent lose DX equal to the sorcerer’s margin of success for the normal duration, but the sorceror gains DX equal to the margin of success for the next 1dx5 seconds.

A variation of this move, Devour the Grave for Grave Omen also exists, but is less commonly used.

Techniques: Empowering Drain (Pyramid #3/97 p. 9) (H) Drain DX-1 [4]; Far Drain (H) Drain DX-4 [1]

The Resonance Omen Moveset

Resonance Omen require the character to have Psychokinesis, with the TK-Grab ability.

Resonance Omen

4 points for level 1, 8 points for level 2
Prerequisite: Style Familiarity (Psionic Force Swordsmanship), the TK Grab Ability

The character learns to use TK Grab, and uses it to grapple their opponent. At first level, this Omen Move teaches you TK-Grab at IQ-1, teaches you the “Resonance Omen” trademark move, and allows you to attempt to Jam TK-Grabs at TK-Grab-4 (or IQ-5). At the second level, this Omen Move improves TK-Grab to IQ+0 and improves Jam to TK-Grab+0 (or IQ+). Successfully Jamming a TK-Grab instantly releases its grip on the target, and can be done on the pyschokinetic if he is within 20 yards of you, or on the target of the psychokinetic’s grasp if he is within 20 yards of you.

Note that characters attempting to defend against TK-Grab grapples defend at -4, because it is an invisible attack. Characters may make this “Telegraphic Attack,” reducing the defense penalty to -2, but gaining +4 to hit. Characters with a reflexive ability to detect psychic attacks reduce the penalty to defend another -2; characters with the ability See Invisible reduce the penalty by -4 (and gain a +2 to defend against a Telegraphic TK grapple).

Trademark Move (Resonance Omen): The character makes an obvious gesture towards his opponent and then sends out a wave of TK energy to grapple with and bind his target in a Telegraphic Grapple with TK-Grab. Roll TK-Grab+5. Your opponent defends at -2 and can plainly see that you intend to grapple him with your TK. If you hit, your opponent is grappled; you may defend normally.

At Level 1

  • Perks: Trademark Move (Resonance Omen) [1]
  • Skills: TK-Grab (H) IQ-1 [2].
  • Techniques: Jam (H) TK-Grab-4 [1]

At Level 2

  • Skills: Improve TK-Grab to (H) IQ [4] for 2 points.
  • Techniques: Improve Jam to (H) TK-Grab+0 [3] for 2 points.

Resonance Disruption

5 points
Prerequisite: Style Familiarity (Psionic Force Swordsmanship), Resonance Omen

This move teaches the “Resonance Disruption” trademark move, which requires that the character first grapple their opponent with a TK-Grab. This also teaches the character how to Beat targets with TK grab. Maelstrom practitioners will often grapple their target’s body and roll TK-level-based TK-Grab with a +1. If successful, apply the margin of success as a penalty to all unarmed attacks other than punches and as a penalty to dodge rolls; on a roll of 5+, they must roll DX or fall down. Resonance disrution all grants the preactitioner +1 TK-Grab Level (that is, +1 TK ST) for the purposes of chokes, grapples, neck-snaps, pins and take-downs. This improves to +2 if the character learns TK-Grab at IQ+1.

Trademark Move (Resonance Disruption): While telekinetically grappling your foe, Beat your opponent’s body. Roll Tk-Grab-Level-Based Beat+5 against the best of your opponent's DX (at -4!) or ST-based unarmed skill or Acrobatics (at -4!). Success applies margin of success as a penalty to your opponent's kicks and dodge attempts to a maximum of 4. If the margin of success is 5 or greater, the target must also make a DX roll or fall (in a direction of your choice), if you wish. You may defend normally.

Note that TK-Grab’s level counts as its ST, thus a character with TK-Grab 10 is the equivalent of someone with ST 10. If they had IQ+4 skill with their TK-Grab, their total Beat roll with this technique would be 10 (level) +4 (skill) +4 (technique) +1 (trademark move) or 19.

Perks: Trademark Move (Resonance Disruption) [1], TK Power-Grappler [1]

Techniques: Beat (H) TK-Grab+4 [3].

Resonance Hand

5 points
Prerequisite: Style Familiarity (Psionic Force Swordsmanship), the TK-Hand Ability

Some Maelstrom practitioners with psychokinesis like to invest in the TK-Hand ability, allowing them to wield a force sword without any hands, or possibly to coordinate a telekinetically controlled force sword with their hand-wielded force sword. Characters who learn this move learn to use their TK-Hand-wielded force sword in coordinated attacks (treat this as a Dual Weapon Attack) at Force Sword+0, and to use them to defend themselves from attacks from the side or behind at Force Sword Parry+0.

Techniques: Dual Weapon Attack (H) Force Sword +0 [3]; Timed Defense (H) Force Sword Parry+0 [2]

Resonance Pulse

4 points
Prerequisite: Style Familiarity (Psionic Force Swordsmanship), Resonance Omen

This move teaches the “Resonance Pulse” trademark move. It also teaches the character to “catch” any physical attack, including missiles and grenades. They may roll (TK-Grab skill/2)+3 (+1 with Combat Reflexes); if successful, the weapon simply stops within 4 yards of the character. This requires no concentrate maneuver, but if the character does not do something with them by the end of their next turn, which does require a concentrate maneuver, the item will drop immediately (which might be a problem for grenades).
Trademark Move (Resonance Pulse): After your opponent attacks with a force sword or other melee weapon, perform a TK-Parry Hand-Catch Parry (+0). If you succeed, your opponent’s attack is parried and their weapon/arm counts as grappled (-4 to skill, -2 to parry). On your turn, make a TK-Grab Beat on their weapon. Roll a contest of TK-Grab level-based TK-Grab Skill+1 vs the better of your opponents ST- or DX (at -4!) -based weapon skill. If successful, apply the margin of victory against your opponent’s weapon attack and defense rolls for the remainder of their turn; if you succeed by 5+, your opponent may neither attack or parry with the weapon until the end of their next turn, or until they ready their weapon. You may defend normally.

(Note that TK-Grab’s level counts as its ST, thus a character with TK-Grab 10 is the equivalent of someone with ST 10. If they had IQ+4 skill with their TK-Grab, their total Beat roll with this technique would be 10+4 or 14).

This move synergizes with Resonance Disruption, which adds +4 to the Beat roll (improving it to TK-Level-based TK-Grab skill+5).

Perks: TK-Parry [1], Trademark Move (Resonance Pulse) [1]
Techniques: Hand-Catch Parry TK-Grab Parry+0 [2].

The Storm Omen Moveset

Storm Omen and Static Omen require the character to have Ergokinesis, and the Electric Lash power or the EK Shield power, respectively.

Storm Omen

5 points
Prerequisite: Style Familiarity (Psionic Force Swordsmanship), the Electric Lash ability

This move teaches the Electric Lash skill, allowing the character to strike opponents with directed electricity arcs out to 20 yards away. It serves as the basis of the Storm move-set. It also teaches the character the “Storm Omen” Trademark Move, which typically does little damage (for its level), but even a light brush of the Storm Omen can stun or shock an opponent and open them up to more lethal attacks.

Note that this Omen move is 5, rather than 4, points and does not have a second level.

Trademark Move (Storm Omen): Lightning lashes from the practitioner’s hand in such a way that it helps ward away attacks. Make a Defensive, Deceptive Electric Lash attack. Roll Electric Lash-1; your opponent defends at -1. If you hit, inflict normal damage and effects at a penalty of -1 per die. You may defend at +1.

Perks: Trademark Move (Storm Omen) [1]

Skills: Electric Lash (H) IQ [4].

Static Omen

4 points
Prerequisite: Style Familiarity (Psionic Force Swordsmanship), EK Shield

The character masters the EK Shield skill. Static Omen specializes in using EK Shield as a Power Block. Roll (EK Shield skill/2)+3, with +1 from Combat Reflexes or Enhanced Time Sense, as normal. A successful defense doubles the EK Shield’s DR against the attack, while a failure means the character has no EK shield DR against the attack! This counts as a use of an active defense (ie, if the character uses it, he cannot also use a physical parry unless he used an All-Out Defense (Double) maneuver; he cannot use it when making an All-Out Attack, etc).

Note that this Omen move does not have a second level.

Skills: EK Shield (H) IQ [4].

Static Disruption

5 points
Prerequisite: Style Familiarity (Psionic Force Swordsmanship), Static Omen

The character has specifically trained at using EK Shield as an active defense, and gains +1 to all Power-Blocks with EK Shield.

Advantages: Enhanced Block (EK Shield) [5]

Storm Disruption

5 points
Prerequisite: Style Familiarity (Psionic Force Swordsmanship)m Storm Omen

The primary benefit of the Electric Lash is the ability to strike with it out to 20 yards at no real penalty. This allows the canny sorcerer to harass his opponents from quiet a range, as though he stood next to them. Storm Disruption allows the sorcerer to Feint with his Electric Lash skill at +4. Most sorcerers do this as a Defensive Feint if their opponent is at close enough range to strike, but they can also “hand off” the feint bonus to a single other character within striking range of the character; in this case it’s usually an offensive feint and done from a distance. As an option, the GM can allow the target to ignore the effects of either feint if he’s willing to be hit by the attack, as such a feint is meant to drive the target in a particular direction or force them to defend in a particular way; particularly well armored characters might ignore the feint entirely.

Perks: Sacrificial Feint [1]

Skills: Feint (H) Electric Lash+4 [3]

Storm Execution

5 points
Prerequisite: Style Familiarity (Psionic Force Swordsmanship), Storm Omen

This move teaches the character to use the Trademark move “Storm Execution” which they may only use against incapacitated targets (stunned, prone, disarmed, helpless, etc). They may further turn any Electric Lash attack into a Painful Lash at no penalties. This replaces the Stunning Side Effect with a variable Pain side effect; see the Storm Execution description for details.

Trademark Move (Storm Execution): If your target is stunned, prone, unconscious or disarmed, you may make a Storm Execution. Make an All-Out Attack (Strong) Electric Lash roll. Roll Electric Lash+1 to hit; your opponent defends as normal for their state. Success inflicts normal damage with a bonus of +2 per die. Rather than inflict Stunning as a side-effect, this may inflict some level of pain; the target must roll HT at a penalty of -1 per 2 damage inflicted. If they fail by 1, they suffer Moderate Pain for (20-HT) seconds; if they fail by 2, they suffer Severe Pain for the same duration; if they fail by 3 or 4, they suffer Terrible Pain; if they fail by 5 or more, they are incapacitated with Agony. You may not defend.

Perks: Finishing Move (Storm Execution) [1], Trademark Move (Storm Execution) [1].

Techniques: Painful Lash (H) Electric Lash+0 [3]

Psionic Force Swordsmanship Exercises

Raw Power

20 points
Prerequisite: Style Familiarity (Psionic Force Swordsmanship)

Psionic Force Swordsmanship teaches its practitioners to cultivate their psychic power and to channel it with meditate practices. Characters who learn Raw Power gain 6 points of Energy Reserves and they learn to meditate.

Advantages: Energy Reserves (Psi) 6 [18]

Skills: Meditation (H) Will-1 [2] or improve Meditation to (H) Will [4] for 2 points

Psionic Force Swordsmanship Secrets

Unending Hunger

20 points
Prerequisite: Style Familiarity (Psionic Force Swordsmanship), either Fool’s Omen or Grave Omen.
Legends, gossip and horror stories swirl around the Maelstrom Form, especially that its vampiric sorcerers can kill an opponent with nothing but a withering gaze. If there is any truth to this, it may take the form of the Unending Hunger secret.

Those who know this secret may make repeated rolls against their target before their previous use has expired. If so, each new drain stacks it’s penalty. This requires spending 2 fatigue and applying a -3 penalty to their Drain DX roll. If the GM allows this secret, he may wish to cap the penalties (a suggested value is “No lower than DX 6”), or to decide what happens when the target reaches 0.

Two versions of this secret exist, one for Drain DX and one for Drain HT.

Perks: Secret Knowledge (Unending Hunger) [1]
Techniques: Multiple Drain (Pyramid #3/97 p. 10) (H) Drain DX-3 [19] or Drain HT-3 [19].

Unseen Hand

20 points
Prerequisite: Style Familiarity (Psionic Force Swordsmanship)

The character is able to split their attention between the battle and their psychic abilities. The character spends 2 fatigue and for the next minute, they may make one additional concentrate maneuver per turn to use a single ability, chosen when Unseen Hand is purchased. The most common uses of the secret are:

  • Fools Omen: The character learns Unending Hunger, above, and uses it to drain their opponent repeated.
  • Resonance Omen: The character gains one free use of TK-Grab per turn.
  • Static Omen: The character gains one free use of EK Shield Power-Block per turn, in addition to any other defenses he might use, as though he used his Concentrate to perform an All-Out Defense (Double) for the turn. He may make further “free” uses of EK Shield Power Block at -5 per additional use. He may not use EK Shield Power-Block twice against the same attack.

Traits: Compartmentalized Mind (Limited, One Ability (Drain DX, Drain HT, EK Shield, TK-Grab, etc) -30%; No Mental Separation -20%; Costs 2 fatigue -10%) [20]

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