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Psychic (LARP version)

If you are using the psychic legacy for a LARP character, reference the merits on this page instead of the core psychic page. Though some merits are untouched, others are adjusted to better facilitate  live-action play.

REWORK IN PROGRESS

Mind Palace: Invitation Cards

Psychic players can hand out “Invitation” cards with their signatures to other players to give the player access to their mind palace. Anyone nearby the psychic who has an invitation can telepathically speak to the psychic and anyone else in the palace unless the psychic declares otherwise by isolating the individual.
A psychic cannot resend an invitation card.

Merits

Merits represent the core characteristics, traits, gear, and companions that a character has at their disposal.  Merits Tracks represent a form of character health, merits help make actions easier to perform, and many merits provide unique powers and abilities for a character to take advantage of.
Each legacy has 1 signature merit (underlined below), a powerful and complex merit that provides the core ability characters within that legacy are known for. Signature merits can be further enhanced with the meta merits of the same legacy, up to the number of Meta Slots the signature merit has (see the following list after regular Merits).

Signature Merit Effect Track Meta Slots
Mind Palace You can add any creature you can see to your mind palace. Nearby creatures within your palace can mentally, soundlessly communicate to each other.
Creatures can willingly leave the palace at any moment.
3 2
A psychic’s telepathic network is maintained by their brain near the ears.
Psychic Merits Effect Track
Piercing Stare Lock eyes with a creature to cause them to experience an unnatural splitting headache, dealing a mark of stress harm at any range.  5
Eyes flicker with eldritch, fractal patterns impossible to read and understand.
Split Processing You can concentrate on two things at the same time. 4
An electronic chip that sticks out of your head.
Telekinesis Grip Mark to pickup and move nearby objects without touching them, though you must have the physical strength to lift them and feel them as if you physically touched them. 3
Thick leather gloves with internal wired patches that stick to one’s hands.
Emotion Dial Mark to enhance or diminish a nearby target’s emotions, making them either impossible for the target to avoid acting on, or easy for them to ignore. 4
A sound adaptor lacking in input or output ports.
Mind Maker Mark to create a brand new human-like intelligence within an object. The intelligence is capable of manipulating any electronic or mechanical manipulation available to the object. Mark again to influence the character, priorities, and desires of the newly created intelligence. 3
A jar of miniature brains filled with electronic wires and various connection ports on the lid.
Thought Provoker After spending at least a minute with an object, you can mark to imbue that object with a single simple idea, goal, or desire. The first creature to hold onto the object for at least a minute gains that idea as though it was their own for the remainder of the scene. Repeat uses on the same target with the same idea may create a more permanent imprint. 
Write the goal onto a notecard if handing to another player.
2
A small spinning top that leaves an afterimage after being stared at for too long.
Mind Meter Mark to detect any specified type of consciousness nearby you for the remainder of the scene. Creatures that are attempting to avoid attention naturally do so unless you make a successful perception action check. 3
An electronic handheld object with a small, rotatable screen showing locations in relation to yourself.
Command Circlet If you have a creature’s attention for at least 1 minute, you can command that creature to perform a single one-word action. The action must not be something you or it believe would put the creature in danger. Spend a lost word to affect the same creature within the same scene. 4
A softly adorned but expensive looking circlet of metal and gems.
Obscurity Potion Spend an esoteric to make you or a willing adjacent ally take on an aura of obscurity, appearing unimportant and inconspicuous to nearby people unless you or something else takes action to clearly draw attention to you. This lasts as long as you or the ally concentrates on the effect. 4
A sports-bottle with a thick, smoothie like potion inside.
Memory Dust When consumed by an individual, you can use 20 words or less to adjust the details of their recent memory from the current scene. 3
A bitter, almost sticky, airy powder.
Relation Shipping Spend a lost word to alter the relationship between two characters in a small manner. Burn to completely change, create, or remove the relationship.   3
An boat shaped knickknack that randomly appears in new pockets and spaces.
Dream Catcher Spend a lost word to enter and view an adjacent sleeping character’s dream.  You can also bring allies with you if they spend their own lost words. 4
A crystal-woven dreamcatcher
Mind Palace You can invite any creature you can see to a mental space that you control. Invited creatures can enter and exit the space anytime they want, but they cannot break objects or unlock anything within the palace unless you let them.
The mind palace is a mental space only. A creature can walk and talk within it while still doing physical tasks in the real world, though multitasking may be difficult.
Creatures within the palace cannot talk to each other if they are in different and closed off rooms.
3
A gemmed, forehead adornment.

META Merits

Meta Merits alter or enhance a legacy’s signature merit and automatically extend that merit’s track with their own. Meta merits are unique to their legacy and cannot enhance any merit other than the signature merit of the same legacy.

Meta Psychic Merits Effect Track
Distant Thoughts You can add creatures to your mind palace even without vision of the target if you have a sympathetic connection. If the connection is only facsimile, you must mark to connect to the target. Your mind palace’s range is extended to far away distances. 
Lock Down You can concentrate in an attempt to prevent creatures from leaving your mind palace during a scene. When they try to leave, you can make an action check in an effort to keep them inside. Take cut equal to the number of tracks the creature chooses to mark as they struggle against your bindings.
Success with a hit or glance prevents the creature from leaving your mind palace for the remainder of the scene, taking their concentration as long as they stay within the palace’s range.
Read Thoughts You can read surface-level (ongoing) thoughts of any individual within your mind palace. The creature is not made aware unless they have their own ability to detect such thoughts or otherwise deduce the action.
Repository Visitors to your mind palace can choose to leave behind specific memories and/or knowledge. While you cannot gain skills directly this way, you can reference the memories or knowledge at any time and even display it for others in your palace.
Memory Parser If a creature within your mind palace mentions a memory you can copy the full memory to your own mind. 
   
   

Alternative Concepts

TBD