Each psychic skill consists of at least one basic effect that defines what the skill can do. Within each skill there are also techniques that improve the effectiveness of the skill. Some techniques can apply to all skills in a field. Psychic techniques cost two mojo if they apply to one skill, and four mojo if they apply to an entire field. If the monk already has the technique in one skill in a field, they can spend two mojo to make that technique apply to all skills in the field.
The basic effects of a psychic skill are what the skill can do if the psychic does not use their psychic pool to improve it. For example, a psychic with the healing skill in Corporeal Art can heal d4 points damage without using their psychic pool. If they put one point into that effect, they can heal 2d4 points damage.
There are some basic effects that can be applied to any skill. These are more general effects that affect how psychic powers are used.
When the mass of the target matters, the psychic’s own mass counts as one tenth its real mass.
See the monk archetype for more information about psychic fields and skills.
Effect | Base | Increase | Notes |
---|---|---|---|
Verve Period: | 1 round | x2 | By default, verve costs are incurred every round. This effect decreases the cost to every three rounds, six rounds, etc, paid at the beginning of the period. |
Penalize Reaction: | -1 | Targets are usually allowed reaction rolls to reduce or negate the effects of a power. This effect penalizes that reaction. | |
Improve Chance: | +1 | This effect grants a bonus to the character’s psychic skill roll. |