only works on a hubcap he found one afternoon. Either way, he requires some form of crutch for his psychic powers to work. For 3 points, the character must gesture or speak some catch phrase or incantation for the power to work. For 4 points, the power requires physical focus to work (crystals, a hypnotist's pocket watch, aharmonica). For 5 points, the power can only work with a specific focus, akin to a mage's unique focus. (See pages 202-203 of Mage Revised).
: (1, 2 or 6 pt Flaw) While the psychic is gifted with potent powers, the use of the talent tireshim. Some psychics even experience minor cerebral hemorrhages from the strain of using the power. As a 1 point Flaw, the character experiences headaches or dizziness from each use of the power. Roll Stamina +Meditation (difficulty 7) or experience a round of pain or disorientation. All actions while in this state are at a+2 to the difficulty number. As a 2 point Flaw, the psychic experiences minor long-term pain from use of the power. You should roll Intelligence (difficulty 6) to 'soak' the power's activation successes, which are scored as bashing damage. As a 6 point Flaw, the psychic takes this as lethal damage, though a 'mental soak' is stillallowed.
: (2 pt Merit) Your psychic is a true rarity amongst the pure practitioners of the Arts of mentalmagic. Some realization of the importance of the universe has crept into his consciousness sufficiently that hehas even managed to create a ritual that allows him to perform some extended psychic effect. You need tocreate a ritual, approved by your Storyteller, for one of the levels of one of your characters psychic Paths. Whenyour character performs this ritual, you may use the normal rules for rituals and extended magic rules, withminor necessary changes. Obviously, as your psychic does not gain Paradox, the penalty for a botch falls to theStoryteller, greatly increasing the horrific effects of the catastrophic failure. Your roll is limited to no more dicethan your psychic's Stamina + Parapsychology. (In this case, you may roll simply your Stamina dice, even if you don't have Parapsychology Knowledge.)
: (5 pt Merit) A powerful spirit has taken a special interest in you. This is probably part of your shamanic path, but it is possible that the spirits have simply chosen you for some higher purpose. Maybe you aresomehow related to one of the Changing Breeds. The spirit acts as a mentor, and all the normal rules for mentors apply, allowing the sorcerer to learn Abilities or Paths related to the nature of the spirit more easily.You should come to an agreement with your Storyteller as to a type of spirit that might adopt your sorcerer for what he can offer the natural world. Essentially, the spirit acts like any other mentor except that the wisdom ithas to offer are mystical and cosmological beyond the ken of most masters. Unfortunately, its knowledge of thereal world, outside of whatever its realm of dominion might be, is extremely limited, and it probably believesfirmly in the concept of chiminage. (Chiminage is the idea that service between the material and the spiritual isthe expected way that things work.) This attitude might be present in a mortal mentor, but it is sure to exist in aTotem.A more comprehensive version of this Merit (and the shamanic principles in general) can be found in the book The Spirit Ways.
: (4-6 pt Merit) Akin to the Mage Merit Twin Souls, the psychic shares a constant psychic bond withanother person. This gives them the benefit of the Level Two Synergy effect. Additionally, the psychics joined by the Twin Link get +2 to their Empathy score but only with regards to what their twin is feeling. As a 6 ptMerit, the members of the Twin Link can purchase the power Synergy, in addition to other psychic powers theymay have, at a cost of 7 freebie points per dot and 3 experience points per dot to raise. This Synergy power works only on the other member of the Twin Link.
: (1 or 3 pt Flaw) Though many psychic powers are completely intangible and unnoticeable,something about your character’s psychic phenomena causes others to recognize that there is something weirdgoing on. For one point, you have a single intangible power (like Telepathy or Psychometry) that generates anunsettling effect – perhaps your subjects can feel our character paging through their minds or everyone aroundthe psychic feels a welter of harmless but eerie emotions when she touches a psychically-charged object. For