Book III: The Current — Chapter 7
The Disciplines
Psionic Paths, Mundane Talents, and the Appendix
— Caleb, Dust-Born Psy-Slinger
The Current is a single, chaotic source, but the human mind cannot grasp it in its entirety. To channel it without burning out instantly, a Psionic must filter the energy through a specific framework—a philosophy, a metaphor, a way of understanding power. These frameworks are called Disciplines.
This chapter details the five Psionic Disciplines and their associated Talents, as well as Mundane Talents—special abilities available to characters who survive through skill and grit rather than supernatural power.
Section I: Understanding Talents
What Are Talents?
Talents are special abilities that set characters apart from ordinary folk. They represent either supernatural power channeled through the Current (Psionic Talents) or exceptional training and natural aptitude honed to extraordinary levels (Mundane Talents).
Psionic vs. Mundane Talents
| Aspect | Psionic Talents | Mundane Talents |
|---|---|---|
| Source | The Current | Training and instinct |
| Cost | Strain, Erosion, or Memory | Mettle, or limited uses |
| Roll | ECHO + Channel vs. TN | Varies by talent |
| Risk | Backlash, Veil Bleed | None (supernatural) |
| Social | Feared, hunted by Redeemers | Respected |
Psionic Talents and the Modifier System
Psionic Talents can provide Pool Bonuses—something normally rare in The Veil & Lead. This is intentional. Supernatural power can enhance your capabilities beyond what preparation and equipment allow.
This creates a meaningful distinction:
Mundane advantages (Aim, equipment, positioning) provide Roll Bonuses and TN modifiers.
Supernatural advantages (Talents, artifacts) can provide Pool Bonuses. A Psionic with psychic enhancement AND good equipment can achieve dice pools and bonuses that mundane characters cannot match—but they pay for it in Strain, Erosion, and their very identity.
Section II: Learning New Talents
Requirements
To purchase a new Talent using XP, you must meet:
- ECHO Requirement (Psionic only): Your ECHO must be ≥ the Talent’s Rank
- Prerequisite: You must know at least one Talent of the previous Rank in that Discipline (Rank 1 Talents have no prerequisite)
- Source (Rank 3+): Access to a Mentor or Grimoire
XP Costs
| Talent Type | XP Cost |
|---|---|
| Mundane Talent | 4 XP |
| Psionic Talent (Rank 1–2) | 4 XP |
| Psionic Talent (Rank 3–4) | 6 XP |
| Psionic Talent (Rank 5) | 8 XP |
Finding Sources
Mentors are living practitioners who can teach you. They often demand payment: Service (a mission, a favor), Secrets (information they want), Sacrifice (something precious to you), or Scrip (rarely—knowledge this dangerous isn’t usually for sale).
Grimoires are texts containing psionic knowledge. They are found in ruins, hoarded by the Circle of Ash, or taken from the dead. First reading requires SAVVY + Lore (TN 13). Failure inflicts 1 Erosion. Each Grimoire contains 1–3 Talents from a single Discipline.
Section III: Talent Format
Each Talent uses the following format: Talent Name with evocative description, then Tempo (action speed), Effect (what the Talent does), Steps (how Margin improves the effect), Special (additional rules), Requirement (prerequisites), and Resist (how targets oppose the effect).
Standard Costs and TN by Rank
| Rank | Name | Cost | TN | Tempo |
|---|---|---|---|---|
| 1 | Cantrip | 1 Strain | 9 | 4 |
| 2 | Tactic | 2 Strain | 11 | 5 |
| 3 | Power | 1 Erosion | 13 | 6 |
| 4 | Devastation | 2 Erosion | 15 | 7 |
| 5 | Miracle | 1 Memory | 16 | 9 |
Individual Talents may vary from these defaults.
Section IV: Calling Talents
Each Calling grants access to a unique set of Talents that define its identity. Psionic Callings channel the Current through a specific Discipline, while Mundane Callings hone mortal skill to extraordinary heights.
Psionic Disciplines
Each Psionic Discipline represents a unique way of filtering and shaping the Current. A Psionic character’s Calling determines which Discipline they can learn Talents from.
The Psy-Slinger
The Way of Lead
To a Psy-Slinger, a gun is not a weapon—it is a wand made of iron and ash. They channel the Current directly into the chamber of their firearm, loading bullets with memory and will. Their shots bend around corners, punch through walls, and strike true when physics says they shouldn’t.
| Detail | Value |
|---|---|
| Role | Striker / Damage Dealer |
| Focus | A Firearm (revolver, rifle, shotgun) |
| Key Attribute | QUICK |
| Signature | Barrel glows with soul-color; shots sound like screams |
Rank 1 Talents (Cantrips) — 1 Strain | TN 9
Ghost Bullet
- Tempo: Weapon Base
- Effect: Your next shot becomes Ethereal. It passes through non-magical barriers up to 1 ft (30cm) thick to strike a target on the other side. You must suspect a target is there, but do not need Line of Sight. Deals full damage to Ethereal entities (Spirits, Wraiths) which normally resist physical damage.
- Steps: +1 ft barrier penetration per Step
Tracer Round
- Tempo: Weapon Base
- Effect: Your next shot illuminates the target with spectral light. All attacks against them gain −1 TN (easier to hit) until end of scene. Multiple Tracers don’t stack.
- Steps: −1 additional TN per Step (maximum −3 total)
Steady Hand
- Tempo: 2
- Effect: Remove the Suppressed condition from yourself. Gain +1 Roll Bonus to your next Ballistics check this scene.
- Steps: +1 Roll Bonus per Step (maximum +3)
- Special: Can be used as a Reaction (Tempo 0) by spending 1 Mettle in addition to the Strain cost.
Witch-Fire
- Tempo: Weapon Base
- Effect: Your next shot deals normal weapon damage, and the target takes 1 Strain.
- Steps: Target takes 1 Strain after 5 Ticks per Step (maximum 3 Strain total)
Rank 2 Talents (Tactics) — 2 Strain | TN 11
Ricochet
- Tempo: Weapon Base + 1
- Effect: Your shot bounces off a hard surface to hit a target in Hard Cover or around a corner. The attack ignores Cover penalties to TN.
- Steps: Shot may bounce one additional time per Step, allowing second target (separate Ballistics roll) or complex geometry.
- Requirement: Must have a hard surface to bounce from (stone, metal).
Thunder-Clap
- Tempo: Weapon Base
- Effect: Whether the attack hits or misses, the impact creates a sonic boom. Target and all enemies within Close Range must make GRIT Check (TN 11). Failure: Suppressed.
- Steps: Targets who fail are also Deafened (−2 Awareness) for 5 Ticks per Step.
Quick-Draw Hex
- Tempo: 3 (total, includes draw)
- Effect: Draw weapon and fire in a single fluid motion. Combines Draw (normally Tempo 2) and Attack into one action.
- Steps: +1 damage per Step
- Special: If used as your first action in combat, add +2 to Initiative score per Step.
Rank 3 Talents (Powers) — 1 Erosion | TN 13
Seeking Round
- Tempo: Weapon Base + 2
- Effect: Your shot actively hunts the target. Do not roll Ballistics. The attack automatically hits, provided the target is within range. Deals fixed damage equal to the Weapon’s WR.
- Steps: +1 damage per Step
- Requirement: You must have seen the target within the last minute.
Veil-Sight
- Tempo: 4
- Effect: For the next minute, see through solid objects (up to 1 meter thick), through magical darkness, and through illusions. Hidden and invisible beings become visible.
- Steps: +1 minute duration per Step; +1 meter wall penetration per Step
Impact Driver
- Tempo: Weapon Base + 1
- Effect: Next shot gains +2 WR and the Knockdown quality. If target is Knocked Prone, also pushed back 3 meters.
- Steps: +1 WR per Step; +2 meters push per Step
- Special: Destroys Light Cover entirely on hit.
Rank 4 Talents (Devastations) — 2 Erosion | TN 15
Fan the Spirit
- Tempo: Weapon Base + 2
- Effect: Fire up to 6 shots at up to 6 different targets within Near range. Make one Channeling roll; use the result as the attack roll against all targets.
- Steps: +1 damage to all hits per Step
- Ammo: Consumes 6 rounds instantly. If you have fewer than 6, fire what you have.
The Golden Gun
- Tempo: Weapon Base + 1
- Effect: Next shot ignores physical Defenses: AR, Cover, and Shields. If the attack deals damage to a target with Armor or Shield, that item is Sundered (permanently loses 2 AR or is destroyed).
- Steps: +2 damage per Step
Rank 5 Talent (Miracle) — 1 Memory | TN 16
The Dead-Eye Waltz
- Tempo: 0 (Interrupt) — may activate at any moment, interrupting any other action
- Effect: Time freezes. You may take 3 full Actions immediately. No other character can move, react, or defend. All targets’ Defense drops to base 6. All your shots deal maximum damage (Margin 9+). You may move freely between shots.
- Aftermath: Fall Prone and take 1d8 Strain. If Strain exceeds your Cap, excess becomes Erosion.
Psy-Slinger Synergies
The Executioner: Ghost Bullet → Tracer Round → Fan the Spirit — Phase through cover, curve around obstacles, hit everyone.
The Duelist: Quick-Draw Hex → Steady Hand → Thunder-Clap — First to draw, impossible to suppress, devastating impact.
The Phantom: Veil-Sight → The Golden Gun → Dead-Eye Waltz — See everything, shoot through everything, end everything.
Advancement Suggestions
Early Game (Ranks 1–2): Ghost Bullet provides versatility against spirits. Quick-Draw Hex improves action economy. Ricochet offers tactical flexibility against entrenched enemies.
Mid Game (Rank 3): Seeking Round is the workhorse—reliable damage that cannot be dodged. Veil-Sight provides invaluable utility outside combat. Thunder-Clap offers crowd control.
Late Game (Ranks 4–5): Fan the Spirit devastates groups. The Golden Gun offers a devastating blow. Dead-Eye Waltz is your ultimate option—save it for when everything has gone wrong.
The Mindweaver
The Whispering Gallery
Mindweavers are the most reviled of the Disciplines. They deal in illusions, compulsions, and the violation of the mind’s sovereignty. No wall can stop them, no armor can protect from them, and worst of all—you might never know they touched you at all.
| Detail | Value |
|---|---|
| Role | Controller / Social Infiltrator |
| Focus | Crystal prism, mirror, or metronome |
| Key Attribute | SWAY |
| Signature | Temperature drops, shadows stretch toward victim, no visible effect |
Rank 1 Talents (Cantrips) — 1 Strain | TN 9
The Nudge
- Tempo: 3
- Effect: Plant a simple, non-suicidal urge in the target’s mind. Examples: “Look left,” “Drop the coin,” “Trust this stranger.”
- Resist: Target rolls ECHO + Focus vs. your result. If they win, they hesitate but don’t obey.
- Steps: Target suffers −1 die (Pool Penalty) to resist per Step
- Limit: Cannot compel self-harm or obviously suicidal actions.
Surface Read
- Tempo: 3
- Effect: Sense the target’s current emotional state and surface thoughts (what they’re actively thinking about right now).
- Steps: +1 specific detail per Step (a name, a fear, an intention)
- Special: Target is unaware unless they have ECHO 3+, in which case they feel “watched.”
Whisper
- Tempo: 2
- Effect: Send a short telepathic message (up to 10 words) to any target you can see. They hear it in your voice, inside their head.
- Steps: +10 words per Step; +1 additional target per Step
- Range: Line of sight, or anyone whose name and face you know (within 1 mile).
Rank 2 Talents (Tactics) — 2 Strain | TN 11
Veil of Silence
- Tempo: 5
- Effect: You or one touched ally becomes invisible to casual observation. Gain +4 dice (Pool Bonus) to Stealth checks. Observers forget your face within moments.
- Duration: Until the target attacks, makes loud noise, or channels a Rank 2+ power.
- Steps: +1 die to Stealth per Step; +1 additional target per 2 Steps
Fearmonger
- Tempo: 4
- Effect: Target perceives their worst fear. Must make ECHO + Resilience vs. your roll or become Frightened (flee 1 round, then Suppressed for scene).
- Steps: +1 round of fleeing per Step
- Special: Targets immune to Fear are immune to this talent.
Empathic Echo
- Tempo: 4
- Effect: When you see a creature take damage, reflect that pain to another target within Near range. Second target takes Strain damage equal to half the original damage (round down).
- Steps: +1 Strain damage per Step
- Special: Can target the original attacker, making them feel the wound they inflicted.
Rank 3 Talents (Powers) — 1 Erosion | TN 13
Phantom Pain
- Tempo: 5
- Effect: Target believes they are burning, drowning, or being eaten alive. Deals Strain damage equal to your Margin. Target is Stunned.
- Resist: ECHO + Focus negates the Stun only; Strain damage still applies.
- Steps: +1 Strain damage per Step
- Note: Armor provides no protection. This is a mental attack.
Implant Sensation
- Tempo: 6
- Effect: Create a false sensory experience for one target: sound, smell, taste, or tactile sensation. Indistinguishable from reality without Insight check (TN = your Channeling roll result).
- Duration: 1 minute
- Steps: +1 minute per Step; +1 sense per Step
Mind Link
- Tempo: 5
- Effect: Establish a telepathic link with a willing target for the rest of the scene. Freely communicate mentally, share sensory input, sense emotional state and general location.
- Steps: +1 willing target per Step
- Special: If linked target is attacked, spend 1 Mettle to grant them +2 Defense (shared awareness).
Rank 4 Talents (Devastations) — 2 Erosion | TN 15
Puppet Strings
- Tempo: 7
- Effect: Seize control of an enemy’s motor functions for 10 Ticks. Dictate their movement and actions: attack allies, drop weapon, walk into danger.
- Suicide Limit: Forcing direct self-harm breaks control immediately; target takes 1d6 Strain instead.
- Steps: +5 Ticks duration per Step
- Resist: End of each turn, ECHO + Focus vs. your original roll to break free.
Mass Hysteria
- Tempo: 8
- Effect: All enemies within Near range must make ECHO + Resilience vs. your roll or become Frightened. Flee 1 round, then Suppressed for scene.
- Steps: +1 round of fleeing per Step
- Special: On Critical, targets also drop held items as they flee.
Rank 5 Talent (Miracle) — 1 Memory | TN 16
Memory Hole
- Tempo: 9
- Effect: Permanently delete a specific memory, skill, or knowledge from the target’s mind.
- Combat: Delete weapon training (skill drops to 0 for scene), ally recognition (sees ally as threat), self-preservation (loses Take Cover).
- Narrative: Erase a witness’s memory, make a Sheriff forget a bounty, remove knowledge of a secret passphrase.
- The Scar: Target feels a permanent, aching void. They know something is missing but can never remember what.
- Resist: ECHO + Focus. If they beat your roll, talent fails—but they still know you tried.
Mindweaver Synergies
The Infiltrator: Whisper → Veil of Silence → Implant Sensation — Coordinate silently, move unseen, create distractions.
The Puppetmaster: The Nudge → Fearmonger → Puppet Strings — Suggest, terrify, control.
The Eraser: Surface Read → Mind Link → Memory Hole — Learn their secrets, then make them forget you ever existed.
Social Stigma
Being a known Mindweaver carries severe consequences: Consortium requires registration with Psi-Division or face arrest. Redeemers kill on sight. Dust Vultures respect but fear them; may press into service. Most Towns respond with suspicion, exile, or lynch mobs if exposed.
The Seer
The Silver Thread
Seers navigate the causal web of the Frontier. They see past, future, and distant present. Their power is subtle but invaluable—they know what’s coming before it arrives, and sometimes they can change it.
| Detail | Value |
|---|---|
| Role | Support / Scout / Utility |
| Focus | Tarot cards, bone dice, tea leaves, or blindfold |
| Key Attribute | SAVVY |
| Signature | Eyes roll back to whites; voice becomes layered chord; clocks stop or run backward |
Rank 1 Talents (Cantrips) — 1 Strain | TN 9
Glimpse
- Tempo: 0 (Reaction) — after you roll but before GM declares result
- Effect: Reroll any number of dice in your pool. You must keep the second result.
- Special: Can be used once per scene without paying Strain cost (the first glimpse is free).
Omen Reading
- Tempo: 1 minute (ritual)
- Effect: Ask the GM one yes/no question about the immediate future (next hour). The GM answers truthfully, though the answer may be cryptic.
- Steps: +1 follow-up question per Step
Danger Sense
- Tempo: Passive (always active)
- Effect: You cannot be Surprised. Always act in the first round of combat, even if you fail Initiative (start at Tick 6).
- Special: When you would trigger a trap, SAVVY + Awareness check (TN 11) to freeze just before triggering it.
Rank 2 Talents (Tactics) — 2 Strain | TN 11
The Fatal Reading
- Tempo: 4
- Effect: Target suffers −2 dice (Pool Penalty) to all Actions and Defense for the rest of the scene.
- Resist: Fear effect; targets immune to Fear are immune.
- Steps: −1 additional die per Step (maximum −4 total)
Probability Spike
- Tempo: 3
- Effect: Choose an ally within Near range (can be yourself). Their next roll gains +2 dice (Pool Bonus).
- Steps: +1 die per Step; +1 additional ally per 2 Steps
Shared Foresight
- Tempo: 4
- Effect: Touch an ally. For the rest of the scene, they gain the benefits of your Danger Sense (cannot be Surprised, freeze before traps).
- Steps: +1 additional ally per Step (must touch each)
- Special: If you don’t have Danger Sense, grant a lesser version: +2 Roll Bonus to Initiative checks.
Rank 3 Talents (Powers) — 1 Erosion | TN 13
Object Reading (Psychometry)
- Tempo: 1 minute
- Effect: Touch an object and see a vision of the last intense emotion or violence associated with it. Clarity by Margin: 0–2 vague impressions, 3–5 clear images, 6–8 full scenes with audio, 9+ complete understanding.
- Steps: Extend further back in time (+1 significant event per Step)
Precognitive Dodge
- Tempo: 0 (Reaction) — when hit by an attack
- Effect: Retroactively declare you Dove to cover before the attack. Cover must be within half your Speed. Reduce damage by ECHO rating and gain cover bonus.
- Limit: Once per scene.
Thread Sight
- Tempo: 5
- Effect: For 1 minute, see the “threads” connecting people, objects, and places: emotional connections, objects of significance, direction of important locations, and lies (targets suffer −4 dice to Deceit against you).
- Steps: +1 minute duration per Step
Rank 4 Talents (Devastations) — 2 Erosion | TN 15
Thread-Walker
- Tempo: 3
- Effect: Vanish and reappear instantly at any visible location within Far range. Does not trigger Overwatch or free attacks. Can appear in Flanking position (−2 TN for allies). Ignores all terrain obstacles.
- Steps: +1 additional “hop” per 2 Steps
- Special: Bring one willing, touched creature with you at +1 Tempo.
Prophecy of Doom
- Tempo: 6
- Effect: Target sees a vision of their own violent death. ECHO + Resilience vs. your roll: Failure = Paralyzed for 5 Ticks, then Suppressed for scene. Success = Suppressed only.
- Steps: +3 Ticks of Paralysis per Step
- Special: If target actually dies in the manner you described within the scene, GM awards +1 XP.
Rank 5 Talent (Miracle) — 1 Memory | TN 16
The Rewind
- Tempo: 0 (Reaction) — any moment, any trigger
- Effect: Grab the thread of time and pull. Scene resets to the start of the previous Tick Cycle (~10 seconds ago). All damage undone, ammo returned, positions reset, the dead stand back up, words unspoken.
- What Remains: Only you remember. Your Memory is still burned. You take 1d6 Strain immediately. Any Erosion gained remains.
- Special: Touch an ally during the Rewind to share the memory. They also remember, and take 1d3 Strain.
Seer Synergies
The Oracle: Omen Reading → Object Reading → Thread Sight — Know the future, know the past, see the connections.
The Untouchable: Danger Sense → Glimpse → Precognitive Dodge — Never surprised, always rerolling, never hit.
The Doomcaller: The Fatal Reading → Prophecy of Doom → The Rewind — Curse them, show them death, and if it goes wrong, try again.
The Burden of Foresight
Seers often struggle with: Cassandra Syndrome (knowing disasters but unable to convince others), Temporal Dysphoria (difficulty distinguishing “now” from “then” or “will be”), Information Addiction (the compulsion to know more, always more), and Survivor’s Guilt (why did you see it coming if you couldn’t stop it?). Many self-medicate with laudanum or alcohol to “quiet the noise.”
The Flesh Shaper
The Red Weave
Flesh Shapers manipulate living tissue—knitting wounds, accelerating healing, and reshaping flesh into new configurations. Their power is visceral, intimate, and deeply unsettling to witness. The sounds alone—wet tearing, grinding bone, the pop of resetting joints—are enough to turn strong stomachs.
| Detail | Value |
|---|---|
| Role | Healer / Off-Tank / Body Horror |
| Focus | Surgical tools, mercury vial, gloves of human skin |
| Key Attribute | GRIT |
| Signature | Wet sounds, grinding bones, smell of copper and ozone |
Rank 1 Talents (Cantrips) — 1 Strain | TN 9
Knit Flesh
- Tempo: 5
- Effect: Touch a living creature. They heal 1d3 HP.
- The Caster’s Tax: You take 1 Strain for every HP healed. You are bearing their burden.
- Steps: +1 HP healed per Step
- Special: Can stabilize a Downed creature automatically (no Medicine check needed).
Pain Suppression
- Tempo: 3
- Effect: Touch a creature. They ignore Wound penalties (−1 die Pool Penalty for below half HP) for the rest of the scene.
- Steps: +1 additional target per Step (must touch each)
- Special: Does not heal damage—only masks the pain. If target reaches 0 HP, they collapse immediately with no warning.
Diagnose
- Tempo: 3
- Effect: Touch a creature. Learn: current HP and Grievous Wounds, diseases/poisons/parasites, Psionic effects, and general health.
- Steps: +1 piece of hidden information per Step (secret injuries, pregnancies, old wounds)
Rank 2 Talents (Tactics) — 2 Strain | TN 11
Adrenal Spike
- Tempo: 4
- Effect: Target gains +2 IRON and +2 QUICK (Attribute bonuses). Immune to Fear and ignores Wound penalties.
- The Crash: When scene ends, target takes 1d3 Strain and is Exhausted (−2 dice Pool Penalty to all physical actions until rest).
- Steps: +1 to either IRON or QUICK per Step (choose each time)
Purge
- Tempo: 5
- Effect: Touch a creature. Remove one: Poison, Disease, Bleed condition, or one Rank 1–2 Psionic effect.
- Steps: +1 additional effect removed per Step
Iron Skin
- Tempo: 4
- Effect: Touch a creature. They gain +1 AR for the rest of the scene. Stacks with worn armor.
- Steps: +1 AR per 2 Steps (maximum +3 AR total)
- Special: Target’s skin visibly thickens and darkens. Obviously unnatural.
Rank 3 Talents (Powers) — 1 Erosion | TN 13
Boil Blood
- Tempo: 6 • Range: Near
- Effect: Target makes GRIT + Resilience vs. your roll. Failure: 4 damage (ignores armor), Blinded. Success: 2 damage.
- Steps: +1 damage per Step
- Note: Creatures without blood (constructs, some Veil-born) are immune.
Fleshcraft
- Tempo: 1 minute
- Effect: Reshape flesh (yours or willing target’s): alter facial features (+4 dice Pool Bonus to Disguise), seal a Grievous Wound, create/remove scars, adjust physical features (height ±6 inches, weight ±30 lbs).
- Duration: Permanent until reshaped again.
- Steps: More dramatic alterations per Step (voice change, apparent age, sex characteristics).
- Limit: Cannot create functional new organs or extra limbs (that’s Chimera Form).
Paralytic Touch
- Tempo: 5 • Requirement: Touch (melee attack roll if unwilling)
- Effect: GRIT + Resilience vs. your roll or Paralyzed (no physical actions) for 5 Ticks.
- Steps: +3 Ticks per Step
- Special: Target can still speak, see, and use purely mental abilities.
Rank 4 Talents (Devastations) — 2 Erosion | TN 15
Chimera Form
- Tempo: 5
- Effect: Transform yourself for the rest of the scene. Choose 2 Mutations:
| Mutation | Effect |
|---|---|
| Bone Blades | Unarmed: WR 4, Bleed quality |
| Chitin Skin | Gain AR 3 (doesn’t stack with worn armor) |
| Elongated Limbs | Melee reach extends to 4 meters |
| Gills | Breathe underwater |
| Nightvision | See in complete darkness |
| Venom Glands | Unarmed injects poison (GRIT TN 11 or 2 damage/turn, 3 turns) |
| Wall-Crawler | Climb any surface at normal Speed |
| Regeneration | Heal 1 HP at start of each of your turns |
- Steps: +1 additional Mutation per Step
- Social Cost: Visibly monstrous. Social interaction with non-allies impossible. Redeemers attack on sight.
- Aftermath: 1d3 Strain as your body snaps back.
Life Leech
- Tempo: 5 • Range: Touch (melee attack roll if unwilling)
- Effect: Deal 2d6 damage (ignores armor). Heal HP equal to half damage dealt (round down).
- Steps: +1d6 damage per Step
- Special: If this kills the target, heal full damage dealt instead. Only works on living creatures.
Rank 5 Talent (Miracle) — 1 Memory | TN 16
Resurrection
- Tempo: Ritual (1 hour) • Target must have died within the last hour; body mostly intact.
- Effect: Target returns to life at 1 HP.
- The Price: Permanently loses 1 ECHO. Gains a permanent Derangement or physical mutation (GM’s choice). Forever “Cold” to the touch. Cannot be resurrected again.
- The Caster’s Price: Burn a Memory and take 2d6 Strain (may convert to Erosion if it exceeds your cap).
- What Comes Back: The target returns with all their memories—but something else may have noticed the door opening…
Flesh Shaper Synergies
The Battlefield Medic: Knit Flesh → Purge → Adrenal Spike — Heal, cleanse, enhance—keep your allies in the fight.
The Monster: Iron Skin → Chimera Form → Life Leech — Become unkillable, deal massive damage, sustain through combat.
The Biosculptor: Diagnose → Fleshcraft → Resurrection — See what’s wrong, reshape the living, bring back the dead.
Ethical Questions
Flesh Shapers face unique moral dilemmas: Consent (can you reshape someone without asking? Should you heal someone who wants to die?), Enhancement (if you can make someone stronger, better—should you?), Monsters (you can create loyal beasts from human tissue—is that different from slavery?), and Death (you can bring people back—but should you? And what do you tell them about what they experienced?).
The Bastion Soul
The Anchor
Bastion Souls are living voids in the magical field. Where others channel the Current, Bastion Souls absorb and negate it. They are the shield against the supernatural—the one person in the room that the Mindweaver cannot touch, the wall that the Psy-Slinger cannot shoot through.
| Detail | Value |
|---|---|
| Role | Tank / Anti-Magic / Protector |
| Focus | Iron shield, shackles, stone monolith |
| Key Attribute | IRON |
| Signature | Sound muffles; colors desaturate; magic fizzles to gray smoke |
Rank 1 Talents (Cantrips) — 1 Strain | TN 9
Kinetic Dampener
- Tempo: 0 (Reaction) — you or adjacent ally hit by physical attack
- Effect: Reduce incoming damage by your ECHO rating. Can reduce damage to 0.
- Steps: +1 damage reduction per Step
- Special: Physical attacks only, not psionic effects.
Null Touch
- Tempo: 3
- Effect: Touch a creature or object. Any Rank 1 psionic effect ends immediately. Target immune to Rank 1 effects for 1 minute.
- Steps: +1 minute duration per Step
- Special: Unwilling targets require melee attack roll to touch.
Iron Will
- Tempo: Passive (always active)
- Effect: +2 Roll Bonus to all checks to resist psionic effects, fear, and mental intrusion. Includes Focus checks against Disruption.
- Special: Mindweavers sense a “wall” when they touch your mind—they know you’re protected.
Rank 2 Talents (Tactics) — 2 Strain | TN 11
Grounding
- Tempo: 4
- Effect: End an ongoing psionic effect or destroy a magical construct within Near range.
- Opposed: ECHO + Channel vs. their original result. Success ends the effect.
- Steps: +1 additional effect per Step
- Special: Automatically succeeds against effects with no living caster.
Shield of the Anchor
- Tempo: 4
- Effect: For the rest of the scene, allies within Close range (5m) gain +2 Roll Bonus to resist psionic effects.
- Steps: +1 Roll Bonus per Step (max +4); +5m radius per Step
- Special: Must remain conscious for effect to persist.
Weight of Reality
- Tempo: 5
- Effect: Target within Near range cannot use psionic movement (teleportation, phasing, psionic flight) for 1 minute.
- Resist: ECHO + Focus vs. your roll
- Steps: +1 minute per Step; +1 additional target per 2 Steps
- Special: Also grounds Ethereal creatures, forcing them to remain material.
Rank 3 Talents (Powers) — 1 Erosion | TN 13
The Null Zone
- Tempo: 6
- Effect: Create a Near range (10m) aura centered on yourself. No Rank 1–4 Talents can be activated. Active effects are suppressed. Veil-born suffer −2 dice to all actions.
- Duration: Scene, or until ended. Cannot use other Psionic Talents while maintaining. Speed halved.
- Steps: +5m radius per Step
Gravity Well
- Tempo: 5
- Effect: Target makes IRON + Force vs. your roll. Failure: Immobilized (Speed 0), takes 1d3 crushing damage per turn. Success: Speed halved for 1 minute.
- Duration: Concentration (spend action each turn to maintain)
- Steps: +1d3 damage per Step; 5m zone instead of single target at +2 Steps
- Special: Area version affects allies as well as enemies.
Siphon Power
- Tempo: 5 • Trigger: creature within Near range successfully casts a Talent
- Effect: Caster takes 1d6 Strain. You heal Strain equal to half the amount they took (round down).
- Steps: +1d6 Strain inflicted per Step
- Special: If this causes caster to exceed Strain cap, excess becomes damage.
Rank 4 Talents (Devastations) — 2 Erosion | TN 15
Reflect
- Tempo: 0 (Reaction) — targeted by psionic attack
- Effect: Roll ECHO + Channel vs. attacker’s original result. If you win, attack affects the original caster instead, using their own Margin.
- Steps: Protect adjacent ally at +1 Step; reflect Rank 5 effects at +2 Steps
- Limit: Cannot reflect Rank 5 Talents without Steps invested.
Collapse the Weave
- Tempo: 7
- Effect: All psionic effects within Near range end immediately. All Psionics must make ECHO + Focus vs. your roll or be Stunned.
- Steps: +5m radius per Step; Stunned creatures also take 1d6 Strain per Step
- Special: Affects allies as well as enemies. Your own ongoing effects also end.
Rank 5 Talent (Miracle) — 1 Memory | TN 16
The Unmoving Mountain
- Tempo: 3
- Effect: For 30 Ticks (~3 rounds), you become Invulnerable: 0 damage from all sources, cannot be moved/knocked prone/transformed, immune to all conditions and psionic effects, cannot be targeted by Mindweaver talents.
- Limitation: Cannot Move or Attack. Can only: Speak, use Kinetic Dampener on adjacent allies, end effect early (free action).
- The Mountain’s Shadow: Allies within 2m behind you gain Hard Cover (+4 TN to be hit).
- Aftermath: Exhausted (−2 dice to all physical actions) until you rest.
Bastion Soul Synergies
The Bodyguard: Kinetic Dampener → Shield of the Anchor → The Unmoving Mountain — Protect yourself, protect your allies, become untouchable.
The Hunter: Null Touch → Grounding → Collapse the Weave — Shut down enemy psionics, tear down their defenses, leave them helpless.
The Fortress: Iron Will → The Null Zone → Reflect — Immune to mental attack, suppress all magic nearby, turn their power against them.
The Burden of Negation
Bastion Souls are valued but isolated: other Psionics feel uncomfortable around them—the silence where the Current should be. They cannot fully participate in psionic society; they’re always slightly outside. The Redeemers view them with suspicion (still touched by the Veil) or as potential weapons. Many become bodyguards, witch-hunters, or hermits.
Section V: General Talents
Not all exceptional abilities come from the Current or a specific Calling. Some come from years of training, natural aptitude, or sheer bloody-minded determination. The following Talents are available to any character who meets the listed prerequisites.
How General Mundane Talents Work
Unlike Psionic Talents, General Mundane Talents: do not require ECHO or the Channel skill; do not cause Strain, Erosion, or risk Backlash; are powered by Mettle or have limited uses (per scene or per rest); cannot be Disrupted by salt or damage; and do not trigger the Tension Pool.
Learning Cost: 4 XP per talent. Requirements: Meet any listed prerequisites (usually a Skill at Rank 2+).
Mundane Callings
The following Talents are exclusive to their respective Mundane Calling. They represent specialized training and hard-won expertise that sets each profession apart.
Gunhand Talents
Available only to characters with the Gunhand Calling.
The Law’s Weight
Force 2- Cost: 1 Mettle • Invoke authority on Force (Intimidation) check. Targets who respect your authority suffer −2 dice to resist. No effect on outlaws or those who don’t recognize your authority.
Bounty Hunter’s Eye
Awareness 2- Cost: Passive • Perfect recall for faces, names, bounties. Automatically recognize targets regardless of disguise. +2 Roll Bonus to track a specific bounty target.
Gun Kata
Ballistics 3, QUICK 3- Cost: 2 Mettle • For the rest of the scene, use QUICK + Ballistics for Defense while wielding a firearm. You’re weaving through gunfire.
Muck-Raker Talents
Available only to characters with the Muck-Raker Calling.
Unbreakable
GRIT 3- Cost: Passive • Ignore first level of any environmental penalty. Work twice as long before requiring rest.
Prospector’s Luck
Scrounge 2- Cost: Passive • Find items one Cost Rating higher than normal. Automatically detect ghost-rock, silver, and valuable minerals within 10m.
Saboteur
Any Technical skill 2- Cost: 1 Mettle • Reduce TN by 2 and halve time for sabotage. Know structural weak points of any building or machine.
High-Roller Talents
Available only to characters with the High-Roller Calling.
Read the Room
Insight 2- Cost: 1 Mettle • Spend 1 minute observing. GM reveals each significant NPC’s primary motivation and emotional state.
Silver Tongue
Persuasion 3- Cost: 1 Mettle • On successful Persuasion or Deceit, improve cooperation by one step: Hostile → Unfriendly → Neutral → Friendly → Allied. Once per target per scene.
Lucky Break
Gamble 2- Cost: 1 Mettle • Once per scene, after seeing any roll result, “call for a recount”—the roll is made again. GM may veto for narrative logic.
Card Sharp
Finesse 2, Gamble 2- Cost: Passive • +3 Roll Bonus to card-based Gamble checks. Cheat undetected unless someone specifically watches (opposed Finesse vs. Awareness).
Shepherd Talents
Available only to characters with the Shepherd Calling.
Field Surgeon
Medicine 3- Cost: 1 Mettle • Successful Medicine heals +2 additional HP. Treat Grievous Wounds in the field without penalty.
Battlefield Triage
Medicine 2- Cost: Passive • Free action: assess HP and condition of any creature within Near range. +2 Roll Bonus to Initiative when entering combat to protect wounded allies.
Sermon of Steel
Persuasion 2 or Lore 2- Cost: 1 Mettle • Brief speech (1 minute or Tempo 6 in combat). All allies gain +2 Roll Bonus to resist Fear for scene. +4 with genuine religious conviction (GM approval).
Mercy’s Edge
Medicine 2- Cost: Passive • Choose to deal Strain damage instead of HP damage to living creatures. Targets at 0 HP are Unconscious rather than Dying.
Rail-Jack Talents
Available only to characters with the Rail-Jack Calling.
⚙ Under Construction
Rail-Jack Talents are currently being finalized. Check back soon for the complete list of Saboteur and Technician abilities.
Mundane Talents
General Combat Talents
Available to any character who meets the prerequisites.
Dead Eye
Ballistics 2- Cost: 1 Mettle
- Effect: Before a Ballistics attack, spend 1 Mettle. If hit, add +2 damage (flat bonus). Can combine with Aim bonuses.
Quick Reload
Ballistics 2- Cost: Passive
- Effect: Reduce Tempo of all Reload actions by 2 (minimum Tempo 2). Speed Reload becomes Tempo 2; Manual Reload becomes Tempo 4.
Fan the Hammer
Ballistics 3, Revolver- Cost: 1 Mettle • Tempo: 5
- Effect: Fire all remaining rounds at a single target with −2 Roll Penalty. Roll once; for each 2 points of Margin, one additional bullet hits. Each hit deals normal weapon damage.
- Risk: Weapon empty afterward regardless of hits.
Duelist’s Instinct
Awareness 2- Cost: Passive
- Effect: +2 Roll Bonus to Initiative checks. Can never be Surprised by a human opponent drawing a weapon.
Hard to Kill
GRIT 3- Cost: Passive
- Effect: When you would die, spend all remaining Mettle (minimum 1) to stabilize at exactly −(IRON−1) HP. Downed but not dead.
- Limit: Once per session.
Second Wind
GRIT 2- Cost: 2 Mettle • Tempo: 4
- Effect: Recover HP equal to your GRIT. Once per scene.
Brutal Strike
Melee 2 or Brawl 2- Cost: 1 Mettle
- Effect: Before melee attack, spend 1 Mettle. If hit, +3 damage. Target makes GRIT + Resilience (TN 11) or is Staggered (−2 dice to next action).
Iron Guard
IRON 3- Cost: 1 Mettle
- Effect: When hit by melee attack, reduce damage by 2 (in addition to armor). Replaces Parry.
Tactical Repositioning
SAVVY 3- Cost: 1 Mettle
- Effect: Once per round, when an ally within Near range acts, you may immediately Shift (2m) as a free action, even outside your turn.
Covering Fire
Ballistics 2- Cost: 1 Mettle + ammunition • Tempo: 5
- Effect: Designate an area (10m radius) within weapon range. Until your next turn, any enemy who moves or attacks from within provokes an immediate attack from you.
General Non-Combat Talents
Available to any character who meets the prerequisites.
⚙ Under Construction
Non-Combat General Talents are currently being finalized. These will cover exploration, social interaction, crafting, survival, and other out-of-combat specializations. Check back soon.
Appendix: Talent Quick Reference
Psionic Talents by Rank
| Rank | Cost | TN | Tempo | Risk Level |
|---|---|---|---|---|
| 1 | 1 Strain | 9 | 4 | Low |
| 2 | 2 Strain | 11 | 5 | Moderate |
| 3 | 1 Erosion | 13 | 6 | High |
| 4 | 2 Erosion | 15 | 7 | Severe |
| 5 | 1 Memory | 16 | 9 | Catastrophic |
XP Costs
| Talent Type | Cost |
|---|---|
| Mundane Talent | 4 XP |
| Psionic Rank 1–2 | 4 XP |
| Psionic Rank 3–4 | 6 XP |
| Psionic Rank 5 | 8 XP |
Discipline Role Summary
| Discipline | Focus | Key Stat | Primary Role | Secondary Role |
|---|---|---|---|---|
| Psy-Slinger | Firearm | QUICK | Damage (Ranged) | Anti-Armor |
| Mindweaver | Prism/Mirror | SWAY | Control / Social | Stealth |
| Seer | Cards/Dice | SAVVY | Scout / Support | Initiative |
| Flesh Shaper | Surgical Tools | GRIT | Healer | Tank (Self-Buff) |
| Bastion Soul | Iron/Stone | IRON | Tank (Protection) | Anti-Magic |
All Psionic Talents by Discipline
| Rank | Psy-Slinger | Mindweaver | Seer | Flesh Shaper | Bastion Soul |
|---|---|---|---|---|---|
| 1 | Ghost Bullet, Tracer Round, Steady Hand, Witch-Fire | The Nudge, Surface Read, Whisper | Glimpse, Omen Reading, Danger Sense | Knit Flesh, Pain Suppression, Diagnose | Kinetic Dampener, Null Touch, Iron Will |
| 2 | Ricochet, Thunder-Clap, Quick-Draw Hex | Veil of Silence, Fearmonger, Empathic Echo | Fatal Reading, Probability Spike, Shared Foresight | Adrenal Spike, Purge, Iron Skin | Grounding, Shield of the Anchor, Weight of Reality |
| 3 | Seeking Round, Veil-Sight, Impact Driver | Phantom Pain, Implant Sensation, Mind Link | Object Reading, Precognitive Dodge, Thread Sight | Boil Blood, Fleshcraft, Paralytic Touch | The Null Zone, Gravity Well, Siphon Power |
| 4 | Fan the Spirit, The Golden Gun | Puppet Strings, Mass Hysteria | Thread-Walker, Prophecy of Doom | Chimera Form, Life Leech | Reflect, Collapse the Weave |
| 5 | The Dead-Eye Waltz | Memory Hole | The Rewind | Resurrection | The Unmoving Mountain |
All Mundane Combat Talents
| Talent | Prerequisite | Cost | Key Effect |
|---|---|---|---|
| Dead Eye | Ballistics 2 | 1 Mettle | +2 damage on hit |
| Quick Reload | Ballistics 2 | Passive | −2 Tempo to Reload |
| Fan the Hammer | Ballistics 3, Revolver | 1 Mettle | Empty cylinder at one target |
| Duelist’s Instinct | Awareness 2 | Passive | +2 Initiative; never Surprised |
| Hard to Kill | GRIT 3 | Passive | Stabilize on death (1/session) |
| Second Wind | GRIT 2 | 2 Mettle | Heal GRIT HP (1/scene) |
| Brutal Strike | Melee/Brawl 2 | 1 Mettle | +3 damage + Stagger |
| Iron Guard | IRON 3 | 1 Mettle | −2 melee damage taken |
| Tactical Repositioning | SAVVY 3 | 1 Mettle | Free Shift when ally acts |
| Covering Fire | Ballistics 2 | 1 Mettle + ammo | Suppress an area |