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Eclipse Phase, Second Edition

Open Playtest
Psi
Oct 12, 2017
Open Playtest on DriveThruRPG

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© 2017 Posthuman Studios LLC — this file is not Creative Commons licensed. The final release will be!
INFECTION RATING
PSI GAME MECHANICS Your async has an Infection Rating that represents the exovi-
In Eclipse Phase, psi abilities are the result of infection by the rus’s influence. This rating changes over time, depending on how
mutant Watts-Macleod strain of the exsurgent virus (p. XX). This frequently you use your abilities.
plague physically modifies your async’s brain architecture and Your base Infection Rating equals your Psi trait level x 10, +5 for
functions. These alterations are copied when you upload, fork, and each passive, always-on psi-chi sleight you have. An async with Psi
resleeve, meaning the infection and psi abilities stay with you when (Level 1) and the Charisma and Self Control sleights would have a
you switch from morph to morph. Async abilities are inherent to base Infection Rating of 20 (10 + 5 + 5).
the ego and not a biological or genetic predisposition of the morph. Every time you use psi-gamma sleights (Feeding the Alien Within,
p. XX) or push your sleights (p. XX), your Infection rating will
increase. Every time you recharge (p. XX), it decreases.
PREREQUISITES
To be an async, you must purchase the Psi trait (p. XX) during

WATTS-MACLEOD
character creation. It is possible to become an async in game via
infection by the Watts-MacLeod strain (Exsurgent Infection, p. XX).

SUB-STRAINS
To wield psi, you also require the Psi skill (p. XX)—though you may
default to WIL—and must purchase psi sleights (p. XX) with CP or
Rez Points. As an async, you are affected by a specific sub-strain of the
Watts-MacLeod virus. This sub-strain determines how the exovirus
affects you personally, but also determines your starting mental
MORPHS AND PSI disorder trait, provides you with a free bonus sleight, and impacts
Async abilities only function on a biological substrate—meaning the compulsions that will be inflicted upon you from strain (p. XX).
that you require a biological brain and nervous system. An async The sub-strain is chosen during character creation (or when your
sleeved in a synthmorph, infomorph, or a biomorph with a cyber- character is infected during gameplay).
brain, may not use their sleights.

THE ARCHITECT
PSI DRAWBACKS Your infection possesses a distinct curiosity and sense of intel-
There are multiple drawbacks to being an async: ligence. You often see things from a perspective that is different. It
• Infection subverts an async’s mind. Each async acquires a Mental drives you to delve into the inner workings of things and examine
Disorder negative trait (p. XX) according to their specific sub-strain how they work—whether they be machines or biological entities.
(p. XX). Characters with Psi Level 2 must take an additional Mental The urges push beyond exploration and learning—you are often
Disorder trait of their choosing. Neither provides bonus CP. These compelled to build and construct new things: nests, architecture
traits are permanent—they may not be eliminated with psycho- with inexplicable purpose, strange devices, or even new forms of
therapy, psychosurgery, or Rez Points. life. Though the virus’s exact motivation and intent remains unclear,
• The exsurgent strain that rewires their brain also makes asyncs it leaves you with an unmistakable sense of purpose.
more vulnerable to mental stress, basilisk hacks, and other strains Mental Disorder (Choose one): Bipolar Disorder, Fugue,
of the exsurgent virus. They receive both the Instability (p. XX) and Paramnesia
Mental Vulnerability (p. XX) traits at a level equal to their Psi level, Free Sleight (Choose One): Enhanced Creativity, Grok, or
for no CP bonus. These traits may not be removed. Implant Skill

SLEIGHTS THE HAUNTER


Asyncs manipulate their egos and otherwise create effects that The low-level dread of incomprehensible terror, flittering at the
cannot be matched nor mimicked by technological means. To use edge of perception, is your constant companion. Sometimes it is the
these abilities, they train their mental processes and practice cogni- crushing weight of the uncaring dark void that makes our extinc-
tive algorithms called sleights, which they can subconsciously recall tion a near certainty, sometimes it is a more palpable, unnameable
and use as necessary. Sleights fall into two categories: psi-chi (cogni- presence, an entity so beyond your ken that you are insignificant
tive enhancements, p. XX) and psi-gamma (brainwave reading in comparison. You are plagued by unrest and unease, taunted by
and manipulation, p. XX). Psi-chi sleights are passive, always-on nightmares and a sense that reality is not always as grounded as you
abilities. Psi-gamma sleights must be activated, requiring an action would like.
and a Psi skill test. A summary and full list of sleights can be found Mental Disorder: Cosmic Anxiety Disorder
on p. XX. Free Sleight (Choose One): Heightened Awareness, Infectious
Mind, or Nightmare

Page 2 Eclipse Phase, Second Edition Open Playtest — Psi — October 12 2017
© 2017 Posthuman Studios LLC — this file is not Creative Commons licensed. The final release will be!
THE PREDATOR
Your infection is a ravenous, bloodthirsty monster, yearning to ROLEPLAYING
ASYNCS
break free. You struggle to keep it in check, placated or distracted,
else the desire for carnage and mayhem overwhelms you.
Mental Disorder (Choose One): ADHD, Impulse Control As an async, you should keep the origin of your abilities in mind:
Disorder, PTSD Watts-MacLeod strain infection. You may or not be aware of this
Free Sleight (Choose One): High Pain Threshold, Burst of source, but you undoubtedly know that you underwent some sort
Adrenaline, or Psychic Stab of transformation and have talents that no one else does. If unaware
of the infection, you have likely learned to keep your abilities secret
lest you be ridiculed, attacked, or whisked away to some secret
THE STRANGER testing program. Learning the truth about your nature could even
Your infection is the shadow at your side, the whispering chant of be the starting point of a campaign and/or your introduction to
its unusual desires echoing just below the limits of your perception. Firewall. If you know the truth, however, you must live with the fact
It is omnipresent but patient, waiting for moments of vulnerability that you are the victim of a nanoplague likely spread by the TITANs
to steer you towards its inscrutable ends. Though its motivations that may or may not lead to complications, side effects, or other
are hazy, it seems to enjoy testing your limits—and those of trans- unexpected revelations in your future.
humanity at large. You should make an effort to explore the nature of your infection
Mental Disorder (Choose One): Disassociative Personality and how your character perceives it. Asyncs are profoundly changed
Disorder, Paramnesia, Paranoia people. The invasive and alien aspect of your abilities should not be
Free Sleight (Choose One): Superior Kinesics, Basilisk Stare, or lost on you. For example, you might conceive of your psi talents as a
Subliminal sort of parasitic entity, living off your sleights, or you might feel that
using these powers puts you in touch with some sort of fundamental
substrate of the universe that is weird and terrifying. Alternatively,
THE XENOMORPH you could feel as if your personality was melded with something
An alien presence lives inside of you. Your instinctual responses different, something that doesn’t belong. Each async is likely to view
are different from those of your original phenotype and you occa- their situation differently, and none of them pleasantly.
sionally find yourself acting in ways that would be more fitting to a One key aspect to roleplaying an async is to treat the infection
physiology different from yours. You might feel a weird compulsion as a distinct, if mostly dormant, entity. It is a constant presence
to burrow into sand, lay eggs, eat non-nutritious or dangerous below your async’s consciousness. It may have distinct aspirations,
substances, or clean phantom appendages that aren’t part of your but these should remain mysterious. While many of the urges and
current anatomy. You may even seek out morphs that better accom- compulsions that result from strain (p. XX) may imply a level of
modate these omnipresent urges. You sometimes express an outlook sociopathy or destructiveness, think of it more as lacking a moral
that other transhumans find strange, just as you are occasionally compass. The exovirus has none of the reference points for morality
confused or mystified by transhuman cultural practices. When the that transhumanity has. It is not evil so much as indifferent, callous,
infection expresses itself strongly, these omnipresent urges seem and alien.
quite normal, but the transhumans around you seem more and
more bizarre and alien. While some asyncs report this sub-strain as >>>Begin Sidebar
adhering to a specific alien anatomy (i.e., they often feel insectoid),
others clearly feel that the alien presence within transforms and PLAYING THE INFECTION
changes over time. Consider having a player other than the async take on the role
Mental Disorder (Choose One): Alien Behavioral Disorder, of the infection. This is particularly useful for the architect and
Atavism, Conversion Disorder stranger sub-strains, but works for all of them. The infection player
Free Sleight (Choose One): Somatic Control, Eco-Empathy, or can whisper in the async’s ear, describe compulsions and halluci-
Xeno-Empathy nations, or even maintain a sort of alter-ego internal dialogue with
the async.
>>>End Sidebar

Eclipse Phase, Second Edition Open Playtest — Psi — October 12 2017 Page 3
© 2017 Posthuman Studios LLC — this file is not Creative Commons licensed. The final release will be!
CRITICALS
USING PSI If the defender wins with a critical success, the async is tempo-
Drawing on a sleight to procure an effect does not always require rarily “locked out” of their mind and may not target them again
a test. Each sleight description details how the power is used. until they take a recharge action (p. XX).
If the async rolls a critical failure, they suffer 1d6 DV + strain
modifier as the effort takes a physical toll in the form of headaches
PSI RANGE and ruptured blood vessels.
Sleights have a Range of either Self, Touch, or Close. If the async wins with a critical success, double the potency of the
Self: These sleights only affect the async. sleight’s effect. In the case of psi attacks, the DV can be doubled or
Touch: Sleights with a Touch range may be used against other mental armor reduced by half.
biological life, but the async must have physical contact with the
target (clothing, armor, vacsuits, etc. do not impede). If the target
avoids being touched, this requires a successful melee attack, MENTAL ARMOR
applying the touch-only +20 modifier. This attack does not cause The Psi Armor and Psi Shield sleights (p. XX) provide mental
damage and is considered part of the same action as the sleight. armor, a form of neural hardening against psi-based attacks. Like
Close: Close sleights involve interaction with other biological life physical armor, this mental armor reduces the amount of damage
from a short distance. The optimal distance is within 10 meters. For inflicted by a psychic assault.
each meter beyond that, apply a –10 modifier to the test.
Psi vs. Psi: Due to the nature of psi, sleights are more effective
against other asyncs. Sleights with a range of Touch may be used TARGET AWARENESS
from a Close range against another async. Likewise, a sleight with a The target of a psi sleight is aware they are being targeted any
Close range may be used at twice the normal distance (20 meters) time they succeed on their half of the Opposed Test (regardless on
when wielded against another async. whether the async rolls higher or not). Note that awareness does not
necessarily mean that the target understands that psi abilities are
being used on them, especially as most people in Eclipse Phase are
TARGETING unaware of psi’s existence. Instead, the target understands that some
You may not target synthmorphs, bots, and vehicles with psi outside influence is at work or that something strange is happening.
sleights, as they lack biological systems. Pods and biomorphs with They may suspect that they have been drugged or are under the
cyberbrains are less susceptible; asyncs suffer a –30 modifier against influence of some strange technology. A character with Psi skill may
them. Note that infomorphs may never be targeted by psi sleights as make a Psi Test to identify the sleight used against them.
psi is not effective within the mesh or simulspace. Targets who fail their roll remain unaware.
Multiple Targets: Though dangerous, you may affect more than
one target with a sleight, with the same action, as long as each of
them can be targeted via the rules above. You only roll once, with DURATION
each of the defending characters making their Opposed Tests Psi sleights have one of four durations: constant, instant, tempo-
against that roll. Increase your Infection Rating by +5 for each extra rary, or sustained.
target (Feeding the Alien Within, p. XX). Constant: Constant sleights are always “on.”
Animals and Less Complex Life Forms: Psi works against Instant: Instant sleights inflict an immediate and permanent
any living creature with a brain and/or nervous system. Against effect that lasts without effort.
partially-sapient and partially-uplifted animals, it suffers a –20 Temporary: Temporary sleights last for a limited duration with
modifier. Against non-sapient animals, it suffers a –30 modifier. It no extra effort from the async. The temporary duration is deter-
has no effect on or against less complex life forms like plants, algae, mined by the async’s WIL ÷ 5 and is measured in action turns,
bacteria, etc. minutes, or hours, as noted. Any strain is applied immediately when
Factors and Aliens: At the GM’s discretion, psi sleights may not used, not at the end of the duration.
work on alien creatures at all, depending on their physiology and Sustained: Sustained sleights last as long as the async wants,
neurology. If it does work, it is likely to suffer at least a –20 modifier. but require active effort and concentration: apply a –10 modifier
to all other skill tests while the sleight is sustained. The async must
also stay within the range appropriate to the sleight, otherwise the
OPPOSED TESTS sleight immediately ends. More than one sleight may be sustained
Psi that targets another character is handled as an Opposed Test, at a time, with a cumulative modifier. Strain for the sleight is applied
the async’s Psi skill versus the defender’s WIL Check. Moxie pool immediately when used, not at the end of the duration. At the GM’s
may be used by both. Willing characters may choose not to resist. discretion, sleights that are sustained for long periods may incur
Unconscious or sleeping characters cannot resist. additional strain.
Psi Full Defense: Like full defense in physical combat (p. XX),
you may spend a complex action to rally and concentrate your
mental defenses, gaining a +30 modifier to resist sleights until your
next action.

Page 4 Eclipse Phase, Second Edition Open Playtest — Psi — October 12 2017
© 2017 Posthuman Studios LLC — this file is not Creative Commons licensed. The final release will be!
FEEDING THE ALIEN WITHIN STRAIN
Every time you activate a psi-gamma sleight, your Infection If the Infection Test succeeds, the async suffers strain. Strain
Rating increases by 5 and the exovirus must make an Infection Test. manifests as cognitive malfunctions, triggered disorders, and
As the infectee, the async player should roll this test. compulsions. Note that the strain effect kicks in immediately as the
Asyncs that only use psi-chi sleights do not need to worry about sleight is activated.
infection flare-ups unless they push (p. XX). Every async experiences strain differently, according to their
sub-strain. During character creation (or when your PC becomes
infected with Watts-MacLeod), you should write down the six strain
INFECTION TEST results appropriate to your sub-strain from the Strain Effects table
The target number for your Infection Test equals your current (p. XX) on your character sheet.
Infection Rating. If this test succeeds, you suffer strain (p. XX). Roll Each time you suffer strain, roll 1d6 and determine which strain
an extra strain effect for each superior result. result applies.
You may not spend pool to affect the Infection Test, but you Breaking Point: One of your mental disorders (p. XX) is trig-
may spend Moxie to avoid making the Infection Test altogether. gered. The effects kick in on your next action turn and last for 1d6
However, your Infection Rating still increases. hours. If your disorders are already triggered, you temporarily
Critical Success: On a critical success, a strain effect is chosen acquire a new one (GM’s choice); this disorder goes away once the
and the GM also picks one of the following: effect is relieved.
• Checkout Time: The infection is awakened, but bides its Physical Damage: You suffer DV 1d6 + strain modifier in the
time. The next time you take a long recharge or are rendered form of fatigue, headaches, and hemorrhaging.
unconscious, you may awaken to discover that the infection Impulse Effects: A sudden and significant urge overwhelms you.
has been active while your mind was under—literally taking Impulse effects last for 1d6 minutes and should directly impact your
control of your body. What the exovirus does during this roleplaying. You must make a WIL Check to restrain yourself from
time is up to the GM and may not be immediately apparent acting on the impulse; doing so inflicts SV 1d6 + strain modifier.
to your character. You may awaken to a corpse in your bed Some impulses drive you to react to specific stimuli; should the
or strange symbols meticulously etched with bloody finger- duration end without exposure to any stimulus, there is no effect.
nails over every inch of your wall, or you may discover a Compulsion Effects: This urge lurks in the back of your mind,
half-completed alien device secreted away in a locker weeks relentlessly pushing you to take action. Compelled behavior effects
later. More than one async has stimmed themselves awake last for 1d6 hours and should be actively roleplayed. You may
for days, afraid to fall asleep and let the presence inside them choose to resist the compulsion and not act upon it immediately.
take control. However, if the duration of the compulsion ends and the GM
• Interference: The exovirus actively impedes you at a critical determines you have not satisfied its terms, you suffer SV 1d6 +
point. At some point in the future, when you are about to strain modifier. At the GM’s discretion, staying in proximity to the
make a test, you must make an Opposed Test, pitting your compulsion’s focus without acting upon it may require a WIL Check
WIL Check against your Infection Rating +30. If the infec- to restrain yourself and may inflict a –10 modifier to all skill tests
tion wins, your test will automatically suffer a critical failure until you give in to the compulsion or the duration ends.
(pools may not be applied). GMs are encouraged to select
situations that will have dramatic and dire results.

Eclipse Phase, Second Edition Open Playtest — Psi — October 12 2017 Page 5
© 2017 Posthuman Studios LLC — this file is not Creative Commons licensed. The final release will be!
>>>Begin Table to you. This might range from electronics
components to rare elements to a variety of
STRAIN EFFECTS weapons—or it might apply to stranger things
Strain results—in particular, the impulses and compulsions— such as skin or internal organs. You not only
provide character to your specific infection. They speak to a range accumulate these items, but stash them away in
of behaviors that put a face on the entity affecting you. Players and secret caches to protect them from others.
GMs are encouraged to use this to generate a personality of sorts for 6 Compulsion: Nest. You establish your own
the infection itself. Perhaps they hint at specific alien physiologies, personal lair. This space must be hidden and well
motivations, or cultural mannerisms. Though the exovirus should protected. Caves, vent shafts, and maintenance
always remain inscrutable to some degree, its likely manifestations tunnels are ideal locations. You may be inclined to
can provide indicators for its general outlook and intentions, which stock provisions, set traps, and otherwise protect
you can then use to add flavor to your PC’s own actions. your space from intruders.
In this vein, the strain effects provided for each sub-strain should
be considered customizable. Perhaps you envision an async that is HAUNTER SUB-STRAIN
so traumatized and confused by the haunter sub-strain that one D6 Roll Effect
of their strain effects is to fly into an uncontrollable rage, lashing 1 Breaking Point
out at whatever is around them, even their allies and loved ones. 2 Physical Damage
Or perhaps you ascribe a motivation of focused self-interest to the 3–4 Hallucination: The GM describes to you a full-
stranger, and so devise a strain effect that compels your async to act sensory hallucination that seems completely real
in completely selfish and narcissistic ways, no matter the detriment to your character. If you have cause to disbelieve
to others. Maybe your idea for the xenomorph is that it stems from the illusion, you may make an INT Check to spot
a hive mind perspective, and so the async might fail to understand the falsehood.
the concept of the individual or lash out at behavior divergent 5 Phobia Disorder: Haphephobia. You temporarily
from perceived collective goals when impacted by strain. Use the acquire a triggered phobia of touching or being
effects as listed for guidelines, while also considering options such touched. You may not let any other person or
as temporary disorders (p. XX) and negative traits such as Neural creature touch you. If forced into skin contact for
Damage (p. XX). an extended period, you will suffer 1d10 SV.
6 Impulse: Avoidance. You acquire an intolerance
for a specific type of sensory input: smells,
ARCHITECT SUB-STRAIN sounds, light, darkness, etc. You will go to great
D6 Roll Effect lengths to avoid it.
1 Breaking Point
2 Physical Damage PREDATOR SUB-STRAIN
3 Compulsion: Creation. You are obsessed with D6 Roll Effect
an elusive idea for a new creation. This may be a 1 Breaking Point
sculpture, a new robot design, a neogenetic life 2 Physical Damage
form, or something simply weird. The nature of 3 Impulse: Frenzy: You frenzy if blood is spilled
the design will rely on your skills and available near you. For 1d6 minutes, you receive +10 on
resources. The idea itself may not be fully formed melee attacks, inflict +1d6 DV melee damage, and
or realized in your head—or it may be something ignore the effects of one wound (cumulative with
that you will not understand even after you finish other pain editors, up to a maximum of 3 wound
it. It might also require components or resources effects), but you may not use Fray or mental skills.
that are unusual (blood, bones) or hard to find Additionally, you must make a WIL Check to use
(uranium, antimatter). If you are unlikely to a ranged weapon against a target in melee range,
complete the design before the compulsion ends, and must make a WIL Check to restrain yourself
you will be inclined to safely and secretly store it from attacking anyone brandishing a weapon or
and pick up the project again the next time you otherwise hostile.
are compelled. 4 Impulse: Response. You must accept any
4 Compulsion: Fascination. You become fixated challenge and respond to any threat or
on the most interesting person or thing in your provocation.
immediate vicinity. This might be an unusual 5 Impulse: Stand Your Ground: You refuse to flee
morph, a high-tech device, or something you or surrender, even if the odds are overwhelming.
have never experienced before. If nothing stands You may make a WIL Check to resist this urge,
out, you fixate on the nearest person or object. but suffer 1d6 SV for doing so.
You are compelled to learn all about the subject 6 Compulsion: Feast. You are compelled to eat
by taking it apart and examining it piece by piece. anything that has recently died. This is a primal
5 Compulsion: Hoard. You instinctively collect instinct to rip into a corpse and eat it raw, until
things for purposes that are not entirely clear you are satiated.

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STRANGER SUB-STRAIN PUSHING SLEIGHTS
D6 Roll Effect You may boost your sleight’s effectiveness, at the cost of
1 Breaking Point increasing the infection’s influence. You may choose to push a
2 Physical Damage psi-gamma sleight when you activate it, but before any test is made.
3 Interference: Same result as a critical success on Your Infection Rating increases by an additional 5 and you automat-
the Infection Test (p. XX). ically suffer physical strain of DV 1d6 + strain modifier (you must
4 Compulsion: Deceptive Behavior. Truth still make an Infection Test per normal).
becomes uninteresting, you lie just to get the Choose one of the following effects for your pushed sleight:
thrill of manipulating others, no matter the
consequences. You avoid blatant mis-truths, but • Increased Range: Touch-effect sleights become Close, Close extends
take pleasure in misleading others, even with to 20 meters. This effect is cumulative with the range increase
trivial details. The rush when seeding doubt and against other asyncs (Touch extends to 20 meters, Close to 30
uncertainty, even if it casts aspersions on others, meters).
is intoxicating. • Increased Effect: Any modifiers provided by the sleight are
5 Compulsion: Destructive Behavior. You actively doubled. For example, +10 becomes +20; +1 pool becomes +2, and
make choices that are detrimental to yourself so on.
and possibly harmful to your well-being. Barring • Increased Power: The sleight is resisted by WIL Check ÷ 2.
other options, you will inflict pain on yourself (at • Increased Penetration: Psi Shield armor is reduced by half.
least DV 1d6 in cuts and self-abuse per minute for • Increased Duration: Double the sleight’s Duration (temporary
1d6 minutes). sleights only).
6 Compulsion: Test Limits. You like to see how
far you can get things to go. You might bypass an You may also push already active psi-chi sleights. In this case,
opportunity to quickly resolve a conflict, ignore increase your Infection Rating by 5 and make an Infection Test.
fast solutions in order to drag an emergency out, or Psi-chi pushes are temporary, lasting only WIL ÷ 5 minutes.
intentionally spread misinformation that you know Moxie pool may be used when pushing to negate the physical
will aggravate tensions between already near-hostile strain, but you must still make an Infection Test as normal. If 2
parties. You will push buttons, fan the flames, exploit points of Moxie pool are spent, however, the test is negated entirely.
vulnerabilities, and stretch things out, even if it puts Pushing a sleight is not necessarily obvious, though the mental
you and your comrades at risk. effort and pain/damage may be apparent with a Kinesics Test.

XENOMORPH SUB-STRAIN
D6 Roll Effect EASING THE INFECTION
1 Breaking Point For every short recharge action (p. XX) you take, reduce your
2 Physical Damage Infection Rating by 10. It may not be decreased lower than your
3 Atavism. You temporarily acquire the atavism base Infection Rating. For every long recharge, reset your Infection
disorder (p. XX) for 1d6 hours. You regress to to its base rating.
animalistic behaviors. You cannot use language You may not reduce your Infection Rating if you have active
and become incapable of understanding it. impulse or compulsion effects—the urge must be satiated first.
4 Compulsion: Home Environment. You must seek
out a specific type of environment conducive to the
alien presence within you. This may require complete
darkness, burrowing underground, warmth (> 100
F/38 C), cold (< 0 F/-17 C), or submerging yourself
in water or a similar liquid. This favored environment
may always remain the same, or it may change
randomly or according to conditions.
5 Compulsion: Imprint. The nearest person or object
imprints upon you; you accept them either as a
surrogate mother or a surrogate child. You must stay
or keep them within your presence, and either seek
their protection or defend them at all costs.
6 Compulsion: Hunger. You are inspired to sniff
and/or taste everything around you. You will
gorge yourself on anything organic, regardless
of its edibility, nutritional value, or potential
toxicity—and you will consider the same for
many synthetic substances.
>>>End Table

Eclipse Phase, Second Edition Open Playtest — Psi — October 12 2017 Page 7
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>>>Begin Table

PSI SLEIGHT SUMMARIES


Psi-chi sleights are available to anyone with the Psi trait. Psi-gamma sleights are only available to characters with the Psi trait at Level 2. Unless
noted, sleights may only be taken once.
Type: Active (A) or Passive (P).
Range: Self, Touch, or Close
Action: Automatic, Quick, Complex, or Task
Duration: Constant, Instant, Sustained, or your WIL ÷ 5 in either action turns, minutes, or hours.
Strain Mod: Added to damage inflicted by strain, critically failing, or pushing.

PSI-CHI SLEIGHTS
Sleight Type Range Action Duration Strain Mod
Charisma P Self Auto Constant —
Lowers inhibitions, boosts charm. +1 Moxie Pool.
Control Emotion P Self Auto Constant —
Same effect as glanding (p. XX).
Enhanced Creativity P Self Auto Constant —
+10 to Know or Technical Tests involving creativity or thinking outside the box.
Enhanced Memory P Self Auto Constant —
Perfect memory recall.
Heightened Awareness P Self Auto Constant —
Sense area/threats. +10 Perceive and Surprise Tests.
High Pain Threshold P Self Auto Constant —
Ignore modifiers from 1 wound.
Instinct P Self Auto Constant —
Accurate snap judgments. Reduce task action timeframes by 25%.
Pattern Recognition P Self Auto Constant —
Detect patterns. +10 to appropriate Infosec, Perceive, or Research Tests.
Predictive Boost P Self Auto Constant —
+1 Initiative.
Psi Armor P Self Auto Constant —
Mental armor equal to WIL ÷ 5.
Qualia P Self Auto Constant —
Increased understanding. +1 Insight Pool.
Scramble P Self Auto Constant —
Hide from ego sense sleight; –30 modifier.
Self Control P Self Auto Constant —
+10 WIL Check.
Social Cunning P Self Auto Constant —
More manipulative. +10 to Persuade and Provoke Tests.
Somatic Control P Self Auto Constant —
Better physiological control. +1 Vigor Pool.
Superior Kinesics P Self Auto Constant —
+10 Deceive and Kinesics Tests.

PSI-GAMMA SLEIGHTS
Sleight Type Range Action Duration Strain Mod
Alter Effect A Touch Complex Instant —
Increase or reduce the duration of a drug or toxin affecting the target by half.
Animal Control A Close Complex Sustained +3
Take over a non-sapient animal’s mind, teleoperate it like a drone.
Aphasia A Touch Complex Minutes +2
Target cannot speak, communicate, or read.
Basilisk Stare A Close Task Sustained +2
Target cannot break eye contact with async, both are immobilized.
Block Pain A Touch Complex Action Turns +3
Target can ignore wound modifiers.
Block Sense A Touch Complex Action Turns +2
Negates one of the target’s senses (hearing, sight, smell, taste, touch).
Block Skill A Touch Complex Minutes +3
The target may not use a specified skill.
Browse Thoughts A Touch Complex Sustained +2
Scan target’s surface thoughts.

Page 8 Eclipse Phase, Second Edition Open Playtest — Psi — October 12 2017
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Burst of Adrenaline A Close Complex Minutes +3
Target receives +1 Vigor pool.
Burst of Clarity A Close Complex Minutes +3
Target receives +1 Insight pool.
Burst of Confidence A Close Complex Minutes +3
Target receives +1 Moxie pool.
Cloud Memory A Touch Complex Minutes +2
Target retains no long-term memories.
Deep Scan A Touch Complex Sustained +3
Retrieve 2 items from target’s mind, +2 per superior success
Deja Vu A Touch Complex Minutes +3
The target is forced to repeat their actions of the past 15-30 seconds.
Downtime A Self Task Sustained —
Enter 4-hour fugue state (can’t be done during a long recharge), heal 1d6 stress, +1d6 per superior success.
Drive Emotion A Touch Complex Action Turns +1
Same effect as glanding (p. XX), but offensive.
Eco-Empathy A Self Complex Instant —
Understand alien plant and fungus analogues. +10 to tests with it, +10 per superior success.
Ego Sense A Close Complex Action Turns +1
Detect biological life; extra info on range, size, type, etc with superior successes.
Empathic Scan A Touch Complex Action Turns —
Know target’s emotions. +10 to social skill tests against them, +10 per superior success.
Grok A Self Complex Instant —
Understand how to use unfamiliar object/device. +10 to tests with it, +10 per superior success.
Illusion A Close Complex Sustained +4
Target experiences full-sensory illusion crafted by async.
Implant Memory A Touch Complex Instant +1
Implant fake memory permanently in target.
Implant Skill A Touch Complex Hours +3
Implant skill possessed by async in target’s mind at half value. (Replaces existing skill. Psi skill may only be implanted if the target has the Psi trait.)
Induce Error A Touch Complex Minutes +2
The target automatically fails the next test they make using skill chosen by async.
Infectious Mind A Touch Complex Sustained +2
The async shares a triggered disorder or compulsion strain effect they are suffering with the target.
Invigorate A Touch Complex Instant —
The target can expend their next complex action as a short recharge.
Mimic A Close Quick Instant +1
Snapshot of target’s mannerisms; +10 Deceive skills to impersonate target, +10 per superior success.
Mindlink A Touch Quick Sustained +1
Telepathy.
Neural Hardening A Touch Complex Minutes +1
The target receives a +10 modifier to resist basilisk hacks.
Nightmare A Touch Complex Instant +1
Target takes SV 1d10, +1d6 per superior success, reduced by psi armor.
Pain A Touch Complex Instant +1
Target inflicted with pain (like an agonizer), must flee at full movement on their next action.
Psi Shield A Self Complex Sustained +1
Mental armor increased by +1d6 (cumulative with Psi Armor sleight).
Psychic Stab A Touch Complex Instant +1
Target takes DV 1d10, +1d6 per superior success, reduced by mental armor.
Sense Infection A Close Complex Instant +1
Detect exsurgent infection in biological life.
Short Circuit A Touch Complex Instant +2
Target’s synapses misfire, they are incapacitated for 1 turn and stunned for 3 minutes.
Somatic Healing A Touch Complex Instant —
Target heals 1d10 physical damage over the next 2 hours.
Spam A Touch Complex Action Turns +1
Target overwhelmed by sensory input, –10 to all actions, with additional –10 per superior success.
Static A Close Complex Sustained +3
–30 to all sleights within range.
Subliminal A Touch Complex Hours +3
Implant suggested action in target’s mind that they must carry through.
Tranquility A Touch Complex Minutes —
The target is relieved from an acute stress response (p. XX) or triggered disorder. May not be used on self.
Xeno-Empathy A Self Complex Instant —
Gain understanding of non-terrestrial life. +10 to social tests with it.

>>>End Table

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© 2017 Posthuman Studios LLC — this file is not Creative Commons licensed. The final release will be!
PSI-CHI SLEIGHTS PATTERN RECOGNITION
Psi-chi sleights are passive, always-on, subconscious abilities You are adept at spotting patterns and correlating non-random
available to anyone with the Psi trait. They are considered automatic elements. This is useful for translating languages, breaking codes, or
actions and require no effort or strain to maintain. Psi-chi sleights finding clues hidden among massive amounts of data. Apply a +10
add bonuses to specific actions or enable new abilities rather than modifier (+20 pushed) to appropriate Infosec, Perceive, or Research
calling for a skill test. Most enhance the async’s perception, intellect, Tests where you have a sufficiently large sample and time enough to
mental control, or ability to process information. study, as determined by the gamemaster. This might range from a
few hours of investigating inscriptions left by long-dead aliens to a
CHARISMA week or more of researching a lengthy cipher. This does not apply to
Your inhibitions are lowered, your social intuition expanded, and brute-force hacking or Infosec tests made by decrypt apps to break
your emotional intelligence augmented. This enhances your ability a code. You also learn new languages easily; reduce the timeframe
to navigate social situations and process emotional information. to weeks rather than months.
Increase Moxie pool by 1 (2 when pushed).
PREDICTIVE BOOST
CONTROL EMOTION Your brain’s bayesian probability functions are accelerated,
You can fine-tune your emotional state. This functions the same enhancing your ability to estimate and predict the outcomes of
as glands (p. XX; double the modifiers when pushed). events as they unfold in real-time around you. In effect, you have
an intuitive sense for the most likely outcomes. +1 Initiative (+2
ENHANCED CREATIVITY pushed).
You are more imaginative and inclined to think outside the box.
Apply a +10 modifier (+20 pushed) to Know or Technical skill tests QUALIA
where creativity plays a major role. This level of ingenuity some- You have a more intuitive grasp on the world around you. +1
times seem strange and unusual, manifesting as odd insights or Insight pool (+2 pushed).
creepy details, especially with artwork.
SCRAMBLE
ENHANCED MEMORY Scramble helps you to hide from another async using the ego
You have a perfect memory. Unlike transhumans with hyper- sense sleight (p. XX). Apply a –30 modifier to the async’s Psi Test.
thymesia, this is not strictly autobiographical. You can be asked a
random date and immediately recall trivial details such as the day SELF CONTROL
of the week it was, what you did that day, what the weather was like, Your will is tempered and unyielding. +10 to WIL Checks (+20
and the exact wording of a paragraph you read. Your memory is pushed).
always “on”—in fact, you perceive reality and memory much like a
split screen and are often caught in reverie. Enhanced memory has SOCIAL CUNNING
no effect on psychosurgery memory editing. Your emotional intelligence is sharpened and focused, making
You can push this sleight to recall your memories from a sort of you more manipulative and exploitive of weaknesses. +10 to
third-person point of view, allowing you to make Perceive Tests to Persuade and Provoke Tests (+20 pushed).
notice details you may have previously missed.
SUPERIOR KINESICS
HEIGHTENED AWARENESS You haver finer control over your emotive signals, body language,
Your situational awareness is boosted, providing an instinc- and microexpressions and are more capable at interpreting the same
tive sense about an area and any potential threats nearby. +10 to in others. +10 to Deceive and Kinesics Tests (+20 pushed).
Perceive and Surprise Tests (+20 pushed).
PSI-GAMMA SLEIGHTS
HIGH PAIN THRESHOLD Psi-gamma sleights influence the function of biological
You can block out, ignore, or otherwise isolate pain. Ignore the minds (egos within a biomorph, but also including animal life).
modifiers from a single wound, two when pushed (this is cumula- Psi-gamma is only available to characters with Level 2 of the Psi
tive with other effects, up to a maximum of three wound effects). trait. Psi-gamma sleights must be activated, requiring a quick,
complex, or task action and a Psi skill test. Sleights that target other
INSTINCT sentient beings or life forms are always Opposed Tests, while others
Your subconscious ability to gauge a situation is bolstered; you are handled as Success Tests. Active sleights require significant effort
make snap judgments that are as accurate as careful, considered from the async and may cause their exovirus infection to flare up,
decisions. Reduce the timeframe for task actions by 25% (50% when inflicting strain (p. XX).
pushed).
ALTER EFFECT
Range: Touch, Action: Complex, Duration: Instant, Strain Mod: —
You trigger or ease a neurochemical response within the target,
either decreasing or increasing the duration of a drug, chemical, or
toxin by half (double if pushed).

Page 10 Eclipse Phase, Second Edition Open Playtest — Psi — October 12 2017
© 2017 Posthuman Studios LLC — this file is not Creative Commons licensed. The final release will be!
ANIMAL CONTROL BURST OF ADRENALINE
Range: Close, Action: Complex, Duration: Sustained, Strain Mod: +3 Range: Close, Action: Complex, Duration: Minutes, Strain Mod: +3
You take over the mind of a non-sapient animal. While sustained, You revive the target with a rush of endorphins and energy. They
you control the animal exactly like remotely operating a drone (p. receive +1 Vigor pool (+2 pushed) for WIL ÷ 5 minutes (double if
XX). You may switch between autonomous mode and jamming. pushed). A target may only benefit from one burst of adrenaline at
a time.
APHASIA
Range: Touch, Action: Complex, Duration: Minutes, Strain Mod: +2 BURST OF CLARITY
You create a temporary stroke-like effect within the target’s Range: Close, Action: Complex, Duration: Minutes, Strain Mod: +3
brain that disrupts their speech and language centers. For WIL ÷ 5 You refresh the target’s mind, enabling them to see things in a
minutes (double if pushed), they are incapable of speaking, commu- new light. They receive +1 Insight pool (+2 pushed) for WIL ÷ 5
nicating, reading, and understanding language. minutes (double if pushed). A target may only benefit from one
burst of clarity at a time.
BASILISK STARE
Range: Close, Action: Task, Duration: Sustained, Strain Mod: +2 BURST OF CONFIDENCE
You make eye contact with the target and immobilize them. For Range: Close, Action: Complex, Duration: Minutes, Strain Mod: +3
as long as you keep your gaze locked upon them (minor blinking You instill the target with renewed determination and empower-
aside), they cannot move, avert their eyes, or undertake any action ment. They receive +1 Moxie pool (+2 pushed) for WIL ÷ 5 minutes
(including mesh and mental actions). You must also limit your (double if pushed). A target may only benefit from one burst of
movement, though you may move at half your base move and/ confidence at a time.
or take quick physical actions, but you must make a REF Check
to keep your eyes locked, and actions requiring a test and visual CLOUD MEMORY
coordination suffer at least a –30 modifier. Likewise, if the target is Range: Touch, Action: Complex, Duration: Minutes, Strain Mod: +2
attacked, moved, or otherwise jostled, eye contact is lost. You temporarily disrupt the target’s ability to form long-term memo-
You may not affect multiple targets at once with this sleight, ries. The target will retain short-term memories during the duration
unless you have more than one set of eyes. (WIL ÷ 5 minutes, double if pushed), but will soon (after d6 + 4 action
turns) forget anything that occurred while this sleight was in effect.
BLOCK PAIN
Range: Touch, Action: Complex, Duration: Minutes, Strain Mod: +3 DEEP SCAN
You impede the target’s pain receptors. For WIL ÷ 5 minutes Range: Touch, Action: Complex, Duration: Sustained, Strain Mod: +3
(double if pushed), the target can ignore the effects of one wound, Deep Scan is a more intrusive version of Browse Thoughts (p.
plus one per superior success. This is cumulative with other pain XX). You telepathically invade the target’s mind and probe it for
editing effects, up to a maximum of 3 wound effects. information. You extract two pieces of information (four if pushed),
plus two for each superior success. Each item takes one full action
BLOCK SENSE turn to retrieve, during which the sleight must be sustained. The
Range: Touch, Action: Complex, Duration: Action Turns, Strain Mod: +2 target is aware of this mental probing, though they will not know
You short-circuit and temporary disable one of the target’s what information the async acquired.
sensory cortices (your choice). For WIL ÷ 5 action turns (double
if pushed), the target loses that type of sensory input. The senses DEJA VU
that may be negated include sight, hearing, touch, smell, taste, Range: Touch, Action: Complex, Duration: Minutes, Strain Mod: +3
hunger, balance, direction, proprioception, facial recognition, and Your force the target’s mind into recursive loop. They will repeat
augmented senses such as electrical sense and radiation sense. their actions from the previous 15–30 seconds (5–10 action turns)
Any actions that rely on the impaired sense require a test with a for the next WIL ÷ 5 minutes (double if pushed). They will repeat
minimum –30 modifier. their actions as closely as possible, even if their environment and
circumstances change. If someone actively interrupts or restrains
BLOCK SKILL the target, or otherwise disrupts the loop, they may make a WIL
Range: Touch, Action: Complex, Duration: Minutes, Strain Mod: +3 Check to break out of the loop, ending the sleight.
You install a temporary block in the target’s brain, preventing
them from using one specified skill for WIL ÷ 5 minutes (double DOWNTIME
if pushed). Range: Self, Action: Task, Duration: Sustained, Strain Mod: —
You slip your mind into a fugue-state regenerative downtime,
BROWSE THOUGHTS to repair your psyche. Every 4 full hours of sustained downtime
Range: Touch, Action: Complex, Duration: Sustained, Strain Mod: +2 heals 1d6 stress (2d6 pushed), +1d6 per superior success. Traumas
You scan the target’s surface thoughts, gaining a general sense of and disorders are unaffected by this sleight. Downtime cannot be
what is currently running through their mind. Superior successes concurrent with a long recharge. For all sensory purposes, you are
provide deeper detail. This is not an invasive delve into the target’s catatonic during downtime, completely oblivious to the outside
mind for specific information like Deep Scan (p. XX); instead, you world. Only severe disturbances or physical shock (such as being
simply get a read on what the target is currently thinking. wounded or hit by a shock weapon) will bring you out of it.

Eclipse Phase, Second Edition Open Playtest — Psi — October 12 2017 Page 11
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DRIVE EMOTION false reality and can override actual sensory input. The illusion cannot
Range: Touch, Action: Complex, Duration: Action Turns, Strain Mod: +1 directly harm the target, but it can provoke reactions that are dangerous
This is an offensive version of the Control Emotion sleight. You or even fatal (i.e., tricking someone into walking off a roof). Because
stimulate cortical areas of the target’s brain related to emotion. This the illusion is unsubstantial, it also may not stop or start movement,
has the same effect as glanding (p. XX), but it lasts for WIL ÷ 5 hold weight, provide protection, etc. If the target carefully examines the
action turns (double if pushed) and you choose the specific effect. illusion or physically interacts with it, they receive a COG Check to see
through it. Likewise, if the illusion in any way defies reality or inspires
ECO-EMPATHY common-sense incredulity, or the real world interferes with the illusion
Range: Self, Action: Complex, Duration: Instant, Strain Mod: — (sudden loud noises, walls hidden by the illusion impede movement,
With a successful Psi Test, you acquire an intuitive understanding etc.), the target gets a COG Check to disbelieve. Targets that succeed
of non-sentient, non-terrestrial organisms occupying a producer in their COG Check will still faintly experience the illusory input, but
niche in the local ecosystem (e.g., alien plant and fungus analogues). recognize it as unreal. No check is needed if the target has proof the
The information you gain is of a general and qualitative nature, and illusion is false. Complex or lengthy illusions are hard to sustain; the
doesn’t include data you would normally acquire from chemical or GM may call for INT Checks or appropriate skill tests to maintain the
genetic analysis. For example, you could determine if a plant thrives constructed facade.
only in riparian zones, if it relies on insect analogs for pollination, Illusions require intense mental power to sustain. You may not
or if it produces tubers that become edible to transhumans when take any complex actions while sustaining this sleight, else the illu-
cooked. Apply a +10 modifier (+20 pushed) to any tests involving sion will falter.
these plants/fungi, +10 per superior success.
IMPLANT MEMORY
EGO SENSE Range: Touch, Action: Complex, Duration: Instant, Strain Mod: +1
Range: Close, Action: Complex, Duration: Action Turns, Strain Mod: +1 You implant a memory of up to an hour’s length (double if
You detect the presence and location (rough direction from pushed) inside the target’s mind. This memory may be completely
yourself) of other sentient and biological life forms (i.e., egos) fabricated, based on your real memories, or a combination of the
within Close range, even through barriers. Each life form makes two. Implanting real memories is useful for archiving important
an Opposed Test against your roll. You suffer modifiers for size, the data with an ally, providing a literal alternate perspective, or simply
same as for ranged attacks. Superior successes provide additional making a memory dump for the target to peruse. Fake memories are
details: approximate size, exact distance, type of creature, etc. If the often fuzzy and lacking detail, but bolstering them with real memo-
target moves during the duration (WIL ÷ 5 action turns, double if ries makes them more convincing. At the GM’s discretion, a fake
pushed), you will have a rough idea of their speed and bearing. At memory that contradicts the target’s other memories, is drastically
the GM’s discretion, sufficiently thick or dense barriers (i.e., habitat out of character, or includes details that inspire skepticism may be
hulls) may block or impede this sense. identified as false with an INT Check. Particularly traumatic memo-
ries may inflict mental stress on the recipient when they are first
EMPATHIC SCAN experienced. Implanted memories do not overwrite real memories.
Range: Touch, Action: Complex, Duration: Action Turns, Strain Mod: —
You sense the target’s emotional state for WIL ÷ 5 action turns IMPLANT SKILL
(double if pushed). This provides you with a +10 modifier (+20 Range: Touch, Action: Complex, Duration: Hours, Strain Mod: +3
pushed) for social skill tests against the target, +10 per superior You impart your expertise and implant it into the target’s mind.
success. This sleight will not automatically detect deceit, but it will The target acquires your chosen existing skill at half value for WIL
pick up on nervousness, doubt, anxiety, etc. and provide a bonus to ÷ 5 hours (double if pushed). If the target already has the skill, they
Kinesics Tests against Deceive. use whichever value is higher. Specialization bonuses also apply. Psi
skill may only be implanted if the target has the Psi trait. Recipients
GROK of skills will exercise them with the async’s flair and mannerisms.
Range: Self, Action: Complex, Duration: Instant, Strain Mod: —
With a successful Psi Test, you intuitively understand how to INDUCE ERROR
use an unfamiliar object, vehicle, or device, no matter how alien, Range: Touch, Action: Complex, Duration: Minutes, Strain Mod: +2
advanced, or bizarre, simply by looking at and handling it. You You create a glitch in the target’s mind that causes them to uncon-
acquire a +10 modifier (+20 pushed) to tests with it, +10 per supe- sciously do something wrong. The target automatically fails a random
rior success. This sleight does not provide any understanding of skill test (chosen by the GM) made in the next WIL ÷ 5 minutes
the principles or technologies involved—you simply grasp how to (double if pushed). With a superior success, you may choose which
make it work. This sleight is only effective with unfamiliar devices skill will fail the next time it is used (if that skill is not used within the
(i.e., tests you are defaulting on), it provides no bonus when using duration, the sleight has no effect). This usually manifests as the type of
devices with which you are familiar. common mistake than even a seasoned professional might make. For
example, in combat the target could forget to reload a weapon or alert
ILLUSION an ally of a flanking foe. Out of combat, the target might save the wrong
Range: Close, Action: Complex, Duration: Sustained, Strain Mod: +4 file, forget where they left something, mistake someone for someone
You craft an illusion and inflict it upon the target. The illusion can else, or leave a security door unlocked.
range from a simple single-sense impression to a completely immersive

Page 12 Eclipse Phase, Second Edition Open Playtest — Psi — October 12 2017
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INFECTIOUS MIND in the target’s brain and nervous system. You inflict 1d10 DV, +1d6
Range: Touch, Action: Complex, Duration: Sustained, Strain Mod: +2 per superior success, reduced by mental armor.
You share a triggered disorder or active strain compulsion effect
with the target. At the GM’s discretion, prolonged exposure may SENSE INFECTION
inflict stress damage to the target. Range: Close, Action: Complex, Duration: Instant, Strain Mod: +1
You detect whether the target is infected with a biological nano-
INVIGORATE virus or nanoplague strain of the exsurgent virus—or if they are an
Range: Touch, Action: Complex, Duration: Instant, Strain Mod: — async. You know only whether or not the target is infected; supe-
You trigger a rush of neurochemical energy in the target. They rior successes may provide gut feelings about the target’s specific
may expend their next complex action collecting themselves; this strain and its effects. GM note: under no circumstances should you
counts as a short recharge (p. XX), without needing to expend the provide the name of the strain—focus on its nature.
full 10 minutes. Note that this sleight does not provide an extra
recharge, it simply shortens the time frame. SHORT CIRCUIT
Range: Touch, Action: Complex, Duration: Instant, Strain Mod: +2
MIMIC You force the target’s synapses to misfire. This functions like a
Range: Close, Action: Quick, Duration: Instant, Strain Mod: +1 shock attack (p. XX); the target loses neuromuscular control, falls
You telepathically ping the target, collecting a snapshot of their down, and is incapacitated for 1 action turn (+2 turns per superior
personality quirks and mannerisms. You may use this imprint of success) and stunned for 3 minutes.
the target’s mind to your advantage when mimicking their behavior
and social cues. Apply a +10 modifier (+20 pushed) Deceive Tests SPAM
to impersonate the target, +10 per superior success. Range: Touch, Action: Complex, Duration: Action Turns, Strain Mod: +1
You overload and flood the target’s sensory cortices, spamming
MINDLINK them with confusing and distracting sensory input. The target is
Range: Touch, Action: Quick, Duration: Sustained, Strain Mod: +1 impaired, suffering –10 (–20 pushed) to all actions, plus an extra –10
You establish two-way mental communication with the target. per superior success, for WIL ÷ 5 action turns (double if pushed).
If mindlinked with more than one target simultaneously, you may
act as a telepathic server so that everyone mindlinked with you STATIC
can also telepathically communicate with each other (though you Range: Close, Action: Complex, Duration: Sustained, Strain Mod: +3
will overhear everything). Language is still a factor in mindlinked You generate an anti-psi jamming field, impeding the use of
communications, but this barrier may be overcome by transmitting ranged sleights within close range by –30. This sleight has no effect
sounds, images, emotions, and other sensations. on self or touch-range sleights.

NEURAL HARDENING SUBLIMINAL


Range: Touch, Action: Complex, Duration: Minutes, Strain Mod: +1 Range: Touch, Action: Complex, Duration: Hours, Strain Mod: +3
You harden the target’s sensory input pathways and mechanisms. You implant a single post-hypnotic suggestion into the target’s
For WIL ÷ 5 minutes (double if pushed), they receive +10 (+20 mind which they will carry out as if it was their own idea. Implanted
pushed) to resist basilisk hacks, +10 per superior success. suggestions must be short and simple; the GM may require suggestions
be encompassed in a short sentence (for example: “open the airlock” or
NIGHTMARE “hand over the weapon”). Suggestions may include a short trigger condi-
Range: Touch, Action: Complex, Duration: Instant, Strain Mod: +1 tion (“when the alarm goes off, ignore it”). The target receives a WIL
You bombard the target with horrific images and sensations, Check to resist any suggestion that is immediately life threatening (“jump
eroding their mental stability. You inflict 1d10 SV to the target, off the bridge”) or that violates their motivations or personal strictures.
+1d6 per superior success. This is reduced by mental armor.
TRANQUILITY
PAIN Range: Touch, Action: Complex, Duration: Minutes, Strain Mod: —
Range: Touch, Action: Complex, Duration: Instant, Strain Mod: +1 You calm the target, relieving stress and anxiety. The target is
You activate the target’s nerve endings and clusters, inflicting a relieved of the effects of an acute stress response (p. XX) or trig-
painful burning sensation. Treat as a pain effect (p. XX); the target gered disorder for WIL ÷ 5 minutes (double if pushed). You may
must take thgeir next action to flee at full movement. not use this sleight on yourself.

PSI SHIELD XENO-EMPATHY


Range: Self, Action: Complex, Duration: Sustained, Strain Mod: +1 Range: Self, Action: Complex, Duration: Instant, Strain Mod: —
You rally your mind’s defenses against psychic attacks. Increase You gain an intuitive understanding of any non-human, non-
your mental armor by 1d6, +1d6 per superior success. terrestrial organism. You acquire insight into the creature’s ecolog-
ical niche, motivations, needs, and likely behavioral responses (if
PSYCHIC STAB non-sapient) or and mental/emotional state (if sapient). You receive
Range: Touch, Action: Complex, Duration: Instant, Strain Mod: +1 a +10 modifier (+20 pushed) to Deceive, Kinesics, Persuade, or
You trigger dangerous neurochemical impulses and biofeedback Provoke Tests with the creature, +10 per superior success.

Eclipse Phase, Second Edition Open Playtest — Psi — October 12 2017 Page 13
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