![[Aeon Covenant]](aeon-cov.jpg)
The Scanners/Highlander Players' Guide
By Peter Flanagan
Chapter Two: The Aeon Toolbox
Powers of the Mind
Roland concentrated deeply, his eyes closed and his breathing slow and deep.
There's no real "trick" to it that I can explain, Eric Sent to Roland as he floated above the immortal. You have the power within you, all you need do now is focus it.
Perception? Roland thought.
In this case, another word for focus. Imagine thrusters, invisible hands, Quickening, whatever works for you. But get that force to push you up and you'll be set.
Roland nodded as Eric's experience with psychokinesis flowed through his mind. Direction of force through strength of will...energy surrounds us, we swim in it...all that is needed is to grasp it and --
PUSH!
"How's that, Roland?" Eric asked.
Roland opened his eyes, and found himself floating a few feet above the ground.
"That...is extraordinary!"
Eric smiled. "Not to us."
* * *
The original Scanners rules were, and are, excellent. But with the publication of Mage, 2nd. edition and Trinity, some of the Scanner's advantages are less pronounced. A mage can now easily equal the powers of a psi as defined in Scanners. In addition, the powers of the psions themselves (based largely on Mage spheres) change also if using the 2nd edition. Also, many "alternate" Highlander rules have powers for immortals that greatly resemble psi powers. Therefore, a complete set of psi powers is provided here, compatible with Mage 2nd edition as well as Trinity. These can be used as the base Scanner powers, second generation Scanner powers (they're getting more powerful!) or Highlander abilities, similar -- but not identical -- to the powers of the psis, which were designed by the Progenitors to be like these.
Warning: This section is under heavy construction. Powers are being changed occasionally to bring the supplement closer, though not identical, in feel to the Trinity rules.
The Psi trait
"That damned roach wasn't a telepath when it got here, but it sure-god learned the trick in less than twenty seconds. I know twenty seconds to it was like twenty years to us, but I've got twenty years I'm not using."
-- Spider Robinson, The Mick of Time
The trait itself is used as the dice pool for psi powers, as in Trinity, replacing the Willpower rules in Scanners: the Madness. However, "Psi points" are not spent to use powers, in most cases, with this system; the psion instead can have half her Psi trait in powers active at one time (round up), until the Psi trait reaches ten, at which point any number of psi powers can be active at one given time.
Psi points do exist; they can be used to boost the character's Psi rating temporarily, to enhance powers, and for other effects. Each psi point spent increases the Psi trait for a scene, though the points require another scene to recover -- during which time the Scanner's Psi trait is reduced by an amount equal to that by which it was increased. Optionally, psi points might be used to increase an Aptitude by one level, though the Psi trait drop is inflicted immediately upon such use. The latter is solely at the ST's discretion.
Psi points can also be stolen by appropriate powers. They recover normally, but the unlucky Scanner's psi dice pool is reduced by that amount for the scene.
Biokinesis
Not the most thoroughly understood psi talent, biokinesis is nevertheless an ability commonly attributed to the powers of the mind. The GM may choose to either regard this power as one in its own right, as equal to Stamina as in the original Scanners rules, or a "derived" power (the assumed default here) based on either Quantakinesis (see below) or the lesser of Telepathy and Stamina. Biokinesis, as listed below, is more versatile than its predecessor, which is why the original rules are not the assumed ones here. If you wish to keep biokinesis as an "automatic" ability based on Stamina, then the use of the original rules is recommended. If, on the other hand, Biokinesis becomes a separately purchased power, then adding a dot to the starting available psi-powers base is highly recommended.
* Sense Pulse/Self Control
As all Scanners begin with one dot of telepathy, the "Serene Temple" effect is as valid as ever. Also, the Scanner is now capable of sensing the physical well-being of another, where any disturbances are within a biosystem, etcetera.
** Alter Flow
Though no permanent damage can yet be done, a living body can be stunned, forced to sleep (with Telepathy **) or revitalized. Healing can be enhanced, but not made instant. (Move one level down the healing time chart per success.)
*** Heal/Harm
At this level, the psi can cause direct, immediate injury, or seal wounds with a thought. Combined with TK *** or Telepathy ***, this can perform the infamous "head explosion" trick seen in the original movie.
**** Transform
Although reshaping the body was once thought to be beyond Scanner powers, the chi that fuels the body can be caused to speed up, slow down, or shift, causing the body to become stronger, faster, more resilient -- or to weaken in like manner -- and if the Psi so wills, to alter even its shape. This functions like Life 3 shapeshifting (though only boosting Traits causes Pattern Bleed) or Body Sculpt.
***** Halt Aging
At this point, the Scanner is effectively immortal. Though dead is still dead (unless the character is a True Immortal) a Scanner will not drown or starve and can regenerate as a Garou. All the standard Aggravated Damage rules apply, however -- fire, Wyrm-taint, supernatural claws and Vulgar magicks require days rather than moments to heal. This power is usable on others, but only for as long as the Scanner concentrates.
Clairsentience: (Spirit)
The Technocracy can deny it all they want, but the Spirit world is there, and psychics have been aware of it since the dawn of time. Scanners, despite the best efforts of their creators, are no exception. Those psions gifted (or cursed) with clairsentience can see the Middle and Lower Umbrae, and interact with them. (The High Umbra is usually the province of Telepathy.) This power is similar to the Spirit Sphere, with one very important exception: Scanners do not travel physically through the Gauntlet. They project spiritually just as Telepaths do Astrally, leaving their bodies behind. Unsurprisingly, this makes the psion very vulnerable to possession or physical assault. The medium's Spirit form is for all intents and purposes identical to the physical one when using the rules for the Umbra. Caveat Scanner.
(Special note: Unless the ST says otherwise, Scanners cannot combine clairsentience with other powers for psi rotes.)
* Spirit Sight/Sense
** Touch Spirit/Manipulate Gauntlet
*** Pierce Gauntlet/Rouse & Lull Spirit
**** Seal Breach/Channel Spirit
***** Forge Ephemera/Outward Journeys
(Note: Rend Gauntlet, Bind Spirit and Gilgul are beyond the power of a Medium.)
Psychokinesis: (Forces)
Most psi abilities are quite subtle unless deliberately performed otherwise; this is not so with psychokinesis. Scanners with these powers can move furniture with a thought, cause plastic to burst into flames, and call electricity to play between their fingers. Energy is the plaything of the psychokinetic, and they play with it quite well. It is worth noting, however, that most psychokinetics are limited to one of those types of powers -- a low level PK Scanner is either a telekinetic, a pyrotic, or a student of magnetism. As their powers increase, though, they learn to use other abilities, as all forces are one -- even to a Scanner...
* 1 power (TK, PK, EK) at lowest level (less than 1 lb., candle/spark)
At this level, the Scanner chooses a power, and can perform its basic function in a very limited fashion. With imagination and skill, this can be useful, but the Scanner is not yet ready to start throwing couches or fireballs.
** Create Shield/Increase Power (100 lbs., palm of flame or electricity)
Now the psi begins to expand the power first learned, being able to create an aura that protects any given area (usually the Scanner) and do limited damage as per the Forces chart. Limited special effects (levitation, vibration for PK, magnetic fields) are also possible. The forcefield gains strength with each increase in the PK talent; the field rolls for soak with half the Psi rating at **, the full Psi trait at ***, adds an automatic soaks with half the Psi trait at ****, which becomes a full automatic soak at *****. Please note that this is equates to damage levels, not rolls; each unit of damage done by a multiplied attack in Mage must be soaked individually.
*** 2nd power added (3000 lbs., campfire/powersurge)
At this point, the Scanner begins to expand the kinetic abilities, though one less die is rolled for effects of the secondary form. The main power continues to expand, and now true flight, creating fire in mid-air, and bathing in electricity or affecting light are all possible. The psion also gets the "free Forces success" for damage at this rank.
**** Meld Powers/"Hold" Energy (10000 lbs., bonfire/lightning)
The two powers available can now be mixed together, creating shapes of fire or lightning, directed magnetic fields, create fields of cold as well as heat, or even generate plasma by combining pyrokinesis with electrokinesis.
***** 3rd power added(40 tons, inferno/chain lightning)
As the Scanner masters the full range of psychokinesis, the remaining power becomes available with the one dot penalty. The secondary power may now be used with the full Psi pool, and the primary now has a one dot bonus. That primary ability, while not capable of the far-reaching, godlike abilities of the mage, can now lift 18-wheelers, incinerate buildings and short out entire power grids. The Scanner can lift 10 tons, or control/generate 2 damage levels, per success. In addition, the teke can defy gravity, the pyrotic can even go nuclear (on a very small scale) and the electropsi can warp light and master magnetism.
Quantakinesis: (Entropy/Prime)
Scanners are not simply creatures of scientific experimentation. They were created through the experiments of the Enlightened, and are inherently connected to the Primal flow of reality itself. Though few ever learn to tap this potential, those that do are able to deal with any supernatural foes they may encounter. As a general rule, a psion cannot create enchantments -- a fail safe built in by their Technocratic creators. Studies of psi have provided more evidence of this ability than of its "big brother" Psychokinesis and is quite appropriate to Scanners. Also, the "taint" mentioned surrounding Aberrants and Chitra Bhanu correlates nicely with the "heart of darkness" supposedly within Entropy Masters.
(Note: STs might consider this power inappropriate; check before using.)
* Sense Fate & Fortune; Etheric Senses
** Weave Quanta
This is identical to Weave Odyllic Force. The psi may effectively use Antimagick (see Mage 2nd, pg. 174) at this level, shifting available psi power slots to this effect in place of Quintessence. A Scanner with a Psi rating of 10 is considered to have seven slots. Psi points may also be used as the equivalent of Quintessence. This power is not necessary to use any other effects in other psi powers, but it can be used for effects like Enchant Weapon and (at rank ***) Bond of Blood as well as Antimagick. This effect can be used against any supernatural power with an external manifestation. Thaumaturgy and Fuddle can be blocked, for example, but Celerity and Garou shapeshifting cannot. One additional target may be affected for every dot above two the Scanner has in Quantakinesis.
*** Control Probability
**** Affect Predictable Patterns, Charge Psitech
At this point, Quantakinetics can alter the fate of objects directly, though the effects must be performed coincidentally. A car that is caused to destroy itself will be caught in a destructive accident, while a jar so protected will bump into objects that slow its fall rather than simply failing to break when dropped. This effect lasts for a scene, though expenditure of a Psi point allows the item to be affected for the full duration indicated by the Mage rules. This is the sole exception to the rule that Scanners may not enchant objects.
A Scanner with this power can also create psionic technologies, using principles outside normal science. See Toys for Gods for some examples of this technology. Mundane science can duplicate some equipment thus created, and Technomancy can develop anything that psitech is capable of. This power cannot be used to create Scanner drugs.
***** Empower/Diminish, Affect Taint
A psi may now affect all nearby supernaturals, effectively giving them the ability to counter all supernatural effects directed against them. Any supernatural effect targeting the Scanner's pattern directly, including mental attacks but excluding purely physical attacks, can be resisted by a Psi roll with a difficulty of 8. The Scanner may also create a field of interference that reduces all powers by up to one for every dot in Quantakinesis the character has, though this effect also requires shifting psi power slots as with Weave Quanta. Characters with appropriate magicks (such as Prime for Mages) may roll to resist; this is a straight Contested Roll of Quantakinesis against the appropriate Trait. Each success the Scanner wins by is one level the defender may be reduced by in all powers. If the Scanner ties or loses, the defender is unaffected.
The Quantakinetic can also manipulate the "taint," or corrupted Balance, at this point. It can be inflicted, removed, or its level altered with enough successes, though resistance rolls apply -- in some cases (including all in which the Scanner himself is Tainted) against the will of the target! The Wyrm rarely enjoys releasing its victims...
Telepathy: (Mind)
Again, virtually identical to the Mage sphere. Also, a psion can reweave dreams and manipulate them at whim.
* Sense Thoughts and Emotions/Empower Self
** Read Surface Thoughts/Create Impressions/Mental Impulse
*** Mental Link/Walk Among Dreams
**** Control Conscious Mind/Dreamscape or Near Astral Travel
***** Control Subconscious/Untether/Forge Psyche
Teleportation: (Correspondence/Time)
Why Scanners have linked Correspondence and Time effects is beyond the understanding of most nature-oriented Mages, but the Technocrats are throwing parties over this ability, which "proves" certain aspects of their Unified Field Theory. The rebel Technomancers, on the other hand, laugh at their rivals' naivete. ESP, while related to the Spheres of Correspondence and Time, is a power unique unto itself.
* Psychometry
The Scanner can now sense the history of a person or object by touching it. This allows the psi to "see" the object and its surroundings in its past. Considerably more useful than it might first appear; any object can become a "bug" in the hands of an ESPer. This also allows "psychic readings" of a person's past or future, but like such readings, they are of a very general nature, and difficulty increases by 1 without appropriate "reading" material (crystal ball, Tarot, etc). This can see through both space and time.
** Telepocket
Ever wonder where those immortals keep those swords? Now you know! The 'porter can make a "pocket" of folded space large enough to hold a volume about equal to a large human.
*** Remote Sensing/Teleport
Essentially identical to Correspondence 3. The psi can actually use Remote Sensing at level 2, but there is a real space and time range limitation that no longer exists at this level. (Before this level, roll for range as for a "normal" power.) Possession of this level of Teleportation also increases the psi's Telepathy rank by one for purposes of Astral Projection, max 5.
**** Apportation
At this point, the teleporter doesn't have to rip space to move something through it. A strange side-effect seems to rob objects so moved of inertia; an apported object simply stops harmlessly if it strikes anything solid. (The ST might allow Time 3 contraction and/or dilation to mimic hyperspeed, but it is not within the traditional psychic abilities. Immortals, OTOH, are very likely to possess this variant; it's called Quickening for a reason. The psion gets one extra action per success, or can reduce an enemy's actions as per the Slow Time rote if this is allowed.)
***** Teleportal
The Scanner can now open spacial gateways, as per Correspondence 4. Scanners cannot co-locate, but this is otherwise identical to that ability. In addition, there is no upper limit to the range of the Teleportal -- unlike with most psi powers, the Scanner may use the extended actions rules to reach as far as they can perceive. Copernicus Station, here we come! ;^) In addition, there are rumors that Teleportals can be opened to alternate realities, and even through time! Though such portals can be made to see through time, the rumors are as yet unsubstantiated...
Vitakinesis: (Life/Prime)
Some Scanners are so powerful, they can actually affect the powers of other psis. Vitakinesis, or metapsi, is the psychic equivalent of Prime for psions, but bears little resemblance to the magickal sphere. Their flow of Quintessence, however, is much greater, and therein lies the secret of VK: sensing, increasing, decreasing, and even stopping the flow. This, not surprisingly, lends itself to Biokinetic effects, and even if the two powers are not directly linked, numerous psi "tricks" are possible by combining the two. All Vitakinetic abilities can be resisted by supernaturals with the appropriate ability or a Willpower roll of difficulty 4+rank.
* Psi Sense
Really, this is just "sense supernatural" but Scanners don't consider themselves supernatural. This is more or less identical to Prime 1. Beings and places with high concentrations of Chi are sensed by this power. Scanners can be told from other beings by this power, however, as the Prime flows through them rather than being a "mere" concentration of same. The difficulty is equal to 10 minus the highest supernatural power of the subject, or the level of any concealing power in use.
** Scanjam/Vitalize
At this level, the Scanner can muck up the increased flow of Scanner power in a general area. Unable to find the actual streams of power, the Vitakinetic can simply jam everything. Sleepers will become tired, Garou are annoyed, and Mages sense the disturbance, but all Scanner powers except Telepathy are reduced by one for each success within normal range. Why Telepathy is unaffected is hotly debated by those who care, but the Mind's unique relationship with Prime certainly has something to do with it. The VK may also heal "bruised" levels as per the Trinity rules.
*** Scanrhythm
Up to now, Sleepers are more or less unaffected by Quantakinesis (unless Biokinesis is equal to it) but that changes here. A Scanner can now increase the ambient flows slightly, reducing all difficulties by one per success -- again, excepting Telepathy -- with a maximum of three.
If the subject is a gifted Sleeper or other living being, the Scanner may go even further. Any psychic Numina may be purchased by a Sleeper, Garou or Changeling influenced by this ability. They are subject to the normal Numina rules and must spend the points on their talent, but the Scanner can train them. Sleepers may also be given enough energy to restore one point of Willpower if the Scanner rolls five successes on a Psi check.
**** Enhance/Steal
The psi can now target individual Scanners, as well as other supernaturals. This merely blocks the ability to gain Gnosis, Quintessence, and/or Glamour in the others, or refuels same (resulting in a pissed off, or very happy, supernatural) but to a Scanner the effect is much more dangerous...or beneficial. The Vitakinetic can now increase or decrease the flow to a single Scanner, boosting power by one per two successes or dropping it at a one-for-one ratio. The VK can play "psychic vampire" with this power, temporarily gaining one dot for every two drained, to a maximum of three extra Psi points.
***** Mentatis
The Scanner can now reduce chi flows to pencil thin lines, or with Biokinesis, cut them off entirely. This can knock unconscious any living thing, and even undead can now be affected by cutting off their internal supply lines. But more devastating is the ability to create a "dead-zone" in which only the Vitakinetic can use his abilities. Telepathy is still unaffected, as are other mental powers (Mind, Auspex, etc) but the Vitakinetic has access to all abilities. Any ability or Talisman that requires the expenditure of a Prime-related power source (Blood Pools, Gnosis, & Glamour but not Rage) is also affected, though resistance is still possible in all cases. The VK may also heal injured, though there is a Psi point cost of two for this effort.
Counterpsi note
This works just like countermagick in Mage 2nd ed. Each Scanner "gift" has the corresponding sphere(s) listed with it: Matter is not included, and can only be countered indirectly or with Antimagick.