Trinity
Jumpchain v1.0
Hope ● Sacrifice ● Unity
=
After the horrors of the Aberrant War came the Crash. Millions were dead, cities razed. The OpNet
had been obliterated, all digital devices connected to it wiped clean by Kuwasha's pulse.
International travel was almost non-existent, and the rich built grand arcologies for themselves
while the poor huddled outside in ruins and shanty towns. Governments turned on each other for
resources, seeking fertile farmland or intact industrial infrastructure.
Some nations emerged from the chaos relatively unscathed. China remained a world power, and
would set a new platinum standard for the world's economy, while Aberrants had strangely avoided
Australia for the duration of the conflict. Japan, now called Nippon, had sealed its borders to
emerge later with technology decades ahead of the rest of the world. Hyperfusion and artificial
gravity allowed for humanity to colonize the solar system, begin the terraforming of Mars, develop
new technologies and find the resources needed to help rebuild the Earth.
And then there is the Aeon Society. Re-branding itself as the Aeon Trinity, it is a diplomatic and
goodwill agency that has been around for as long as almost anyone can remember, which
admittedly isn't that long...but after the destruction of the OpNet, one of Aeon's most celebrated
accomplishments was the collection of every scrap of hard-copied information for archiving and
redistribution, allowing humanity to remember its history...at least, the parts that Aeon did not edit
for its own purposes. Despite everything that had happened, Aeon remained dedicated to guiding
humanity towards the better future that they have envisioned, and the world thanks them for it.
In 2106, the world recoiled in horror as the Aberrants suddenly returned, more twisted and
monstrous than ever. But their attack on the Sydney Spaceport would be repelled by the emergance
of the Legion, one of several groups created in secret to wield psionic powers, abilities that did not
destroy one's humanity as Taint did. Though initially fearful, many people have grown to welcome
the presence of Psions and the use of their gifts in the defence and support of humanity. So far, the
only black marks against the Psi-orders was the purge of the Chitra Bhanu, destroyed for seeming to
turn traitor and side with the Aberrants, and the mysterious disappearance of the Upeo wa Macho,
interstellar teleporters whose loss cut humanity off from its fledgling exoplanet colonies.
Even so, the vast body of good work the Psions have done far for humanity far outweighs the bad,
and Aeon has worked carefully to create a public image that people can trust and rally behind. In
uncertain times, the Psions are depicted as the defenders of all that is good in the world.
Some things never change...
Your own psionic powers will awaken in the year 2119. The first jumpships have been completed,
allowing for Earth to reconnect with extrasolar colonies after the disappearance of the Upeo wa
Macho. You will remain here for 10 years, long enough to see conspiracy, war, and perhaps
reconciliation with those Novas who did not succumb to taint.
Your age is 24+1d8. Your sex is the same as your last jump. You may change either for 100cp.
Location (Roll 1d8, or pay 100cp to choose)
1 – Order HQ
You arrive at the location of your Order's headquarters. The Psi-order background may select this
location for free. If you are one of the surviving Chitra Bhanu, you are hiding somewhere in India.
2 – Paris
After lengthy reconstruction, Europe was devastated when the massive space station Esperanza was
knocked out of orbit by Aberrant attack. Disintegrating as it fell, tens of millions of people were
killed by debris, radiation poisoning, and further issues. France was among the hardest-hit
locations, now infested by wandering bandits, desperate survivors, and would-be warlords.
3 – Chicago arcology
The brownstone that was the first home of the Aeon Society for Gentlemen still stands, and over the
years the surrounding land has been absorbed and facilities expanded. Despite the heavy-handed
tactics and obvious surveillance from the FSA, the Aeon Trinity has more than enough clout, tech,
and Psion support to keep them at arm's length. The massive Proteus facility beneath Lake
Michigan goes unnoticed, a veritable army moving through at times right under the FSA's nose.
4 – Antarctica
Once touted as an exotic destination promising adventure equal to off-world locations, Antarctica
remains a desolate, sparsely-inhabited continent where Nippon, Sudamerica, China and others
wrestle over resource claims. It does have a few oddities, rumors of Chitra Bhanu hiding here, the
hole in the ozone enlarged by Aberrants in the past, and a statistically-impossible prevalence of
mechanical failures despite all efforts to account for environmental conditions.
5 – Mars
First explored by China, Mars is slowly being terraformed and it's biggest problems so far are
bickering over territorial rights and native microbes that are far more resilient to removal than
expected. Aberrant raids on Mars are sporadic, and limited to isolated locations. They seems to
have little interest in the red planet, and new Psion reinforcements have greatly improved security.
6 – Averiguas
Situated in a binary system, the small colony here was outwardly portrayed as a simple training
ground for the Norca, but in reality was built as a full-scale military outpost under Brazil's direct
control. The disguise was taken too far with the employment of European and American workers
who were subjected to brutal working conditions. The workers staged a coup, capturing several
important facilities, and the opinions of the resident Norca are divided on whom to support.
Meanwhile, the system's white dwarf will likely go nova in the next thousand years or so, and is
already growing increasingly unstable, inundating the system with regular mass ejections.
7 – Kantze le gu
Orbiting Alpha Centauri B, humanity's first extra-solar colony was built on a cool and dark world.
Terraforming progressed and hopes were high until 2118, when the world was invaded by a small
army of Aberrants under the control of Kali and YogDeath. The two groups fought each other
almost as much as the humans, who managed to hold out until the creation of jumpships that
brought Psion and VARG support from Earth. While the Aberrant forces are slowly being ground
down, spreading Taint and the unwillingness to employ strategic weaponry to quickly end the
conflict has given rise to increasing resentment among the colonists.
8 – Free choice
You may begin anywhere on Earth, or at one of humanity's extrasolar colonies.
=
Backgrounds
Psychomorph (Drop-in)
Despite what the Aeon Trinity and the psi-orders may say, they do not have a monopoly on noetic
phenomena. You are one of the rare few humans who have developed psionic abilities without
artificial aid, and so do not suffer from the limitations imposed by the Prometheus chambers. If you
wish, you may arrive at your location with no memories or ties to this world.
Psi-orders
Every psi-order is lead by a Proxy, a Psion of unequalled power who received their gifts, and the
Prometheus Chambers that awaken latent psionic powers, from mysterious 'benefactors.' They
claim that they were called to protect humanity from the Aberrants and anything else that might
threaten humanity. The truth is far more complicated. But it is unquestionable that Psions are
necessary for the defence of humanity, and have contributed greatly to Earth's rebuilding and
technological advancement. As with the Novas before them, a great deal of work has gone into
building and maintaining a human-friendly image of the psi-orders...and now history repeats itself.
Each new scandal and revelation risks a division that humanity cannot afford, as threat after threat
emerges from both within and without.
Aeon trinity
In the wake of the Aberrant War, the destruction of the OpNet and the loss of so much information
gave the Aeon Society a way to re-write history and conceal its own crimes. While the vast
majority of the organization is still dedicated to fundamentally altruistic goals and has done great
good for the world, there remains a dark and manipulative element hidden within. Unsurprisingly,
Aeon jumped at the chance to ingratiate itself with the psi-orders, both to monitor this new element
and leech off their good publicity. The trinity is made up of three departments. Neptune, handling
administration, and Triton, dealing with research and logistics. Proteus is the trinity's internal
security arm, and often supports local law enforcement...and performs extractions, espionage,
blackmail, assassination, sabotage, and anything else that must be done for humanity's 'own good.'
Perks
You begin with 1000cp to spend.
You receive your Background's 100cp perk for free, and a 50% discount on the others.
Undiscounted
300cp – Auxiliary Mode
Despite the built-in restrictions, Psions will rarely manifest minor capabilities with a Mode outside
of their Order's Aptitude. By purchasing this, you gain access to a Mode you could not normally
use. You will likely be sent to the Order more familiar with this Mode for training, and unlike other
Psions your new Mode can be developed to the level of a master. Keep in mind that showing the
Quantakinetic powers of the Chitra Bhanu will bring extreme and possibly fatal attention upon you,
while the disappearance of the Upeo Wa Macho makes teleporters extremely valuable.
You may only purchase this perk once. Drop-ins do not need to purchase this.
Psychomorph (Drop-in)
100cp – Sub-quantum attunement
Noetic energy binds the universe together, and the presence of psychics, psi-reactive materials and
devices create distortions within it that can be sensed and roughly measured. The range of your
Noetic senses are half-again better than ordinary Psions in both range and clarity. This sensitivity is
balanced by a greater resistance to overload and injury from sudden surges or large disruptions in
the Noetic field. Post-jump, any extra-normal senses you possess will be similarly improved.
200cp – Balanced mind
Psions publicly claim that their powers cannot warp the mind as taint can. This is untrue, but it is
also something you need not worry about. Unless the very nature of your practices are harmful, the
powers you possess will not leave marks on your body or mind unless you allow it, nor will what
you already know impede the learning of what you do not, be it psionics or otherwise.
400cp – Dabbler
The Psionic Orders labor under artificial constraints to their powers, each aptitude seeming to
possess an almost arbitrary assortment of applications. You make full use of your freedom,
allowing similar powers to support and enhance each other. Pyrokinesis and Cryokinesis are two
sides of the same coin. Learn both, and they will become easier to use. Learn several techniques
that each affect the mind in a specific way, and each will become slightly more flexible in
application. The more you learn about the universe, the easier it is to see how everything within is
connected, to find more pieces of the puzzle and increase your understanding of the whole.
600cp – Noetic totality
The sub-quantum strata is both the medium that all things flow through, and the structure that all
things inhabit. As a true Psychomorph, your connection to this energy is both secure and subtle. It
is impossible to cut you off from or tamper with that connection, and only the most perceptive will
notice when you use your abilities.
Psi-orders
100cp – Guided awakening
Every Psion comes out of the tank perceiving their new powers differently. A new limb, a new
sense, a force within them that wants to be free. You too are aware of yourself in this way, having a
clear mental picture of the 'switch' that controls any superhuman abilities you possess. Even if you
lost your memory or was brainwashed to believe you had no power, they would always be there in
the back of your mind. Just reach and out and re-discover what happens when you flip that switch.
200cp – Formal training
The Psi-orders are professional organizations, and hold their members to professional standards.
Psionic powers are not things to be flung around carelessly, least of all when some of them directly
manipulate a person's mind or body. You've had the ins and outs of how your powers perform
drilled into you. You know their range, power, costs and other 'stats.' You won't know how they'll
interact when encountering unknowns, but you're a quick learner for all things about your powers.
400cp – Psionic saturation
Your will echoes through the sub-quantum universe, pushing it to bend in your favor. When
surrounded by allies who are using similar powers to yours, everyone finds that they are slightly
stronger and both easier and less costly to use. The effect is stronger the fewer kinds of other power
are being used, and the less varied their effects. A group turning a specific power with a narrow
focus towards a singular goal would find their efforts greatly magnified.
600cp – Noetic science
You have engaged in a deep, in-depth study of the mechanics behind your new abilities. You are
considered an expert among the orders on the nature of both the Noetic universe, and to a lesser
degree, the effects of Taint on the world. You also have enough knowledge of the biological
sciences that you could modify or design new biotech, though you're still a long way from
understanding the Prometheus chambers. The Tesser drives that power the interstellar teleportation
Modes built into the Leviathan Jumpships are a little beyond you, but you'll figure them out with a
few more years of study. Perhaps you could design other kinds of biotech with limited Psi powers?
Aeon trinity
100cp – Good PR
The re-branded Aeon Trinity is a global institution at this point, able to influence governments and
shift the course of history even without underhanded methods. They've done so much for so many
that it's rare anyone will greet their arrival with suspicion. You benefit from this association, and
short of villains, jerks, or avowed enemies, people will be always be friendly to you, at least at first.
200cp – Two-faced
Of course there's another side to Aeon that most people will never see. If they do, it's likely the last
thing they'll ever see. You can lie with grace, selling a policy that's terrible in the long-term while
downplaying the flaws and making them think it was all their idea. You also have no tells and can
keep a tight rein on your emotions, fooling the simpler psionic techniques to detect subterfuge.
400cp – Tolerant
Specially-designed bio-tech can be formatted, fed psionic energy and imprinting it with a Psion's
Noetic field to boost your own powers or the item's performance. But a Psion has limits, and trying
to format too many items at once can cause a backlash, weakening your powers or inflicting mental
derangements. Your own Noetic field can be 'spread thin' without issue, allowing you to benefit
from far more formatted items at once than other Psions.
600cp – Project babel
Guiding a species towards a better future takes a lot of work. You need to remove...obstacles...and
ensure that society won't question the broad strokes you enact that will eventually change how
individuals think. You've got a mind for huge and complex systems, seeing how a change to law,
economic policy and social structure will filter down into and effect the smaller components of a
society. It will take time. Years. Decades. But your good intentions have a lot of inertia behind
them, and trying to stop your work once its had enough time to snowball is almost impossible.
Psi-orders
Choose the Order that awakened your psionic powers, and receive a 50% discount on their perks.
Drop-ins do not choose an order or receive discounts here.
Chitra Bhanu
Aptitude – Quantakinesis
Proxy – Saraswati Kalyani Bhurano (Deceased)
HQ – Mumbai, India (Destroyed)
Must take the 'Hunted' drawback for no points.
Now called the 'Dark Psions' for supposedly betraying humanity to side with the Aberrants, the
bloody purge of the Chitra Bhanu by the other Orders was orchestrated by the very same
'benefactors' who created them. Never a large Order, the few that survived are now hunted
relentlessly whenever they appear. Their destruction was a tragedy, having already helped lay the
foundations of modern Noetic Sciences and standing on the cusp of learning valuable insights into
the strengths and weaknesses of humanity's enemies.
200cp – Against the wall
The initial purge and subsequent hunts claimed all the Chibs who could not push past their own
limits. You and the other survivors have the force of will to ignore pain, resist mental manipulation,
and keep going long after others would have collapsed unconscious...or dead. And when you have
to stop running, to stand and fight? You do so with an unmitigated ferocity that can shock even the
most hardened legionnaire.
400cp – Noetic glove
Quantakinesis is an inefficient power-hog of a psionic aptitude that perform its feats by using one
form of energy to effect changes within a completely different set of forces. While there may
appear to be no difference between using the Mode of Energetics instead of Pyrokinesis to create
fire, the mechanisms are very different. You've learned how to apply these principles to other ends,
and can use one form of energy to effect another of a closely related type. These techniques will
allow you to maintain a degree of separation, one that will cost you much in terms of efficiency and
precision. But in exchange, you will be able to manipulate many things without touching them
directly and suffering whatever side-effects that might come from doing so.
Aesculapians
Aptitude – Vitakinesis
Proxy – Dr. Matthiew Zweidler
HQ – Basel, Switzerland
Deeply respected across human space for their medical work, the Rexs are one of the largest Psi
Orders and can be found everywhere from the most elite private clinics to the front lines of aberrant
warzones. The Proxy was a respected neurosurgeon before receiving his powers, and so far, the
largest problem the Order has ever had to deal with is the ideological conflict between Zweidler's
strict rationalism and those who take a more spiritual approach to healing.
200cp – Medical training
Having a firm grasp of the biological sciences vastly improves the effectiveness of Vitakinesis, and
all Aesculapians receive a firm grounding in multiple fields after being inducted. First-aid, surgical
techniques, anatomy, a little psychology, and a lot of biology. With this level of training, it's an easy
step to general practitioner or a more specialized field.
400cp – Holistic healing
Noetic science has shown that there are deeper levels to a person's being, and psionic distortions,
despite Aeon's claims, can disrupt the functions of a person's mind. But from the Haitian clinic's
more spiritual approach to psionics, you have begun to understand how to use your psionic powers
to heal these spiritual injuries. It will take time and great care, but success will correct any
dysfunctions that had been caused by the Noetic imbalance. In future jumps, you'll have greater
insight into treating more immaterial ailments, provided you have the tools or powers to do so.
Interplanetary School for Research and Advancement (ISRA)
Aptitude – Clairsentience
Proxy – Otha Herzog
HQ – Olympus Base, Luna
The seers are thanked for the watch they keep for aberrant incursions, but their sudden appearances
and cryptic warnings leave many unnerved. Many live in space or in isolation, and the Order itself
has a relaxed, democratic structure. Spiritualism is common but not universal, with many 'clears'
living monastic lives as they spend increasing amounts of time peering into the sub-quantum strata,
a vague uneasy hanging over their visions of late. Calling himself a 'citizen of the universe' Herzog
is the most withdrawn of the Proxys, a follower of Baha'ism and, to his dismay, a figure of
increasingly religious reverence. Both in and out of the Order, to Psions and Neutrals alike.
200cp – Deep meditation
The first lesson taught to seers is how to shut out the physical universe and turn all their attention to
the Noetic. At the cost of almost the entirety of your physical senses for the duration, you can enter
a deep trance that better tunes your mind to the immaterial. In this state, the range, sensitivity, and
clarity of your visions are greatly enhanced. Post-jump, this perk will apply to all supernatural
senses you possess.
400cp – Clarity
Visions are often subjective in meaning, showing what the seer wants or expects when they aren't
couched in metaphor. Your visions are clear, with the absolute minimum amount of symbolism
involved. You still must put in the effort to see these futures, and explore each to gauge their
likeliness and desirability. And if your visions remain fuzzy, no matter how much effort you put
into them? Then there may be unknown factors trying to hide future actions from your sight.
The Legions
Aptitude – Psychokinesis
Proxy – General Solveig Larssen
HQ – Australia
The largest Psi Order, split into seven legions with different specialties and areas of operation. The
Legions ruined the planned unveiling of Psionics to humanity by rushing to protect the Sydney
Spaceport from aberrant attack in 2106, an act that earned far more trust from humanity than a
scripted revelation could ever accomplish. Often the public face of the Psi Orders, the Legion never
backs down from a fight, especially against aberrants and other threats to humanity. The Legions
will take almost anyone, and their Prometheus chamber has been running almost non-stop for years.
While still functional, the tank is showing growing signs of wear and tear.
200cp – Grunt
Every Legionnaire is also a rifleman. No one in the Legion gets to escape being put through boot
camp, endure gruelling physical training and learn purely mundane combat skills. You have the
physique and skills of a career soldier, familiar with all the most commonly used weaponry and able
to competently pilot most military vehicles and VARGs.
400cp – Old strategies, new battlegrounds
Psions are individually less powerful than Aberrants, and the Legion fights back with superior skills
and tactics. Military doctrine wasn't written with the super-powered in mind, but the principles are
the same. Besides excellent knowledge of both large and small-scale warfare, you find it very easy
to adapt existing skills to work within new circumstances and different weapons. A pilot going
from atmosphere to micro-gravity, or underwater? It's all 3-d. Exchanging a mortar for a catapult?
It's math. A rifle for a laser cannon, coilgun, or telekinetic pulse? You'll figure it out easily enough.
The Ministry of Psionic Affairs
Aptitude – Telepathy
Proxy – Rebecca Bue Li
HQ – Beijing, China
One of the smaller and more distrusted Orders, the Ministry first recruited from Philippine
intelligentsia until it came to the attention of the Chinese government. Political concerns, fear, and
careful negotiations eventually saw the Order's formal creation as an official division of the Chinese
Government, even though most of its physical structure exists outside of the country. While the
Ministry's duties are many and varied, public perceptions, political and religious conflicts, and the
Proxy's failing health has left it wracked with both internal dissent and external distrust.
200cp – Mental melee
All telepaths are trained to develop wills of iron, the full force of which is not revealed until their
Modes come into use. You are one of the few Psions that have true training in psychic combat,
using thoughts as weapons and understanding how to fight on a mental battlefield. You can seize
and control unprepared minds with little effort, and even most Psions can only default to simpler
mental exercises and sheer willpower if they wish to resist your powers.
400cp – Thoughtforms
Alongside your Proxy, you are the only human telepath capable of creating semi-independent blobs
of pure Noetic energy. Like robots, they can be programmed to carry out instructions and even have
access to any Modes you incorporate into their construction. These creations are very simplistic in
intelligence and cannot recover energy spent to activate their powers. Without a sufficiently
complex mind to rest inside, they will dissipate quickly and will immediately unravel once they
have expended all the energy you filled them with during their creation.
The New National Force (Norca)
Aptitude – Biokinesis
Proxy – Guiseppe Del Fuego
HQ – South America
Part Psi Order, part crime family, part extended family, what the world sees of the shifters and how
they truly are is wildly different, as is appropriate for a group of shapeshifters with origins in
Brazil's criminal cartels. As close to the Brazilian government as the Ministry is to China but
without being a true part of it, the Norca cultivate the mystique and distrust surrounding their order
as just another part of their disguise. The Proxy, 'Pai de Norca' does genuinely care for the members
of his Order, the people of Sudamerica, and humanity in general. He handpicks those that join the
Norca, and is the only Proxy who still personally observes their time is the Prometheus Chamber.
200cp – Fitting the role
Simply assuming someone's else appearance is not enough. You have a real talent for mimicry,
getting all the little habits and tics of an individual down and not letting your guard down when you
think no one is watching. Barring a major shock, you'll have no problem staying 'in character.'
400cp – Second skin
Biokinesis does not limit one to a human form. Assuming a wildly different shape should result in
confusion and clumsiness until it can be properly understood, a process that must be repeated for
each new form. But you adapt with ease, as if you'd acquired new instincts along with a new shape.
Moving and fighting in new bodies comes easily to you, grasping their intricacies within moments.
OrgoTek
Aptitude – Electrokinesis
Proxy – 'Prexy' Alex Cassel
HQ – New New York arcology, Federated States of America
A Psi-Order that doubles as a corporation, OrgoTek's Proxy/President turned the products of psionic
research into the world's hottest commodities. Though other Orders outpace them in pure research,
OrgoTek leads with practical applications of both bioware and hardtech. While generally well-liked
among governments, Aeon, and the other Orders, OrgoTek's biggest critic is the FSA. Draconian
policies and a general distrust of Psions against their economic dependence on the presence of one
of the world's most profitable companies does not a friendly relationship make.
200cp – Hardtech
OrgoTek Psions needs a firm grounding in physics to get the most out of their powers. They also
learn bits of engineering and computer science along the way, and their first jobs for the Order
teaches them even more. You have degrees in mechanical engineering and computer programming,
a smattering of knowledge in related fields, and you're very good with electronics in general.
400cp – Re-formatting
All Psions can bond with biotech, boosting its efficiency or the strength of their own powers. Your
studies into the process had taught you a dangerous secret. By introducing your own Noetic energy
into a formatted device, you can sever the connection another Psion has formed with it, removing
any special benefits either had received from the merger. They can attempt to re-connect, but with
sustained effort you can psionically wrestle with them to prevent it. Post-jump, you can perform
similar feats with other forms of supernatural bonds. This won't work if your target is a true part of
someone, instead of something they have merely picked up and formed a bond with.
Upeo Wa Macho (The Horizon)
Aptitude – Teleportation
Proxy – Bolade Atwan
HQ – Upeo wa Macho spaceport, Nigeria (Former) Ruan's World (Current)
Through the guidance of the Seers, the Upeo explored the stars and opened the galaxy for humanity.
But their explorations brought them into contact with elements of Earth's past that did not align with
history as it was told, and the other Orders feared that the Upeo would follow the course of the
Chitra Bhanu. Already paranoid after a large group of teleporters went missing, Proxy Atwan
caught wind of the other Orders planning to place greater 'controls' over the Upeo, and she chose to
flee. The teleporter's evacuation coincided with the destruction of the Esperanza, the news of
which the Proxy believed to be faked in order to lead them into a trap.
200cp – A step away from home
Once each year, you may designate a place as 'home.' You will always know your location relative
to this place, even when across the galaxy. The location is also very easy to teleport to. The
transition will be faster, less effort will be required, and interference less of an issue.
400cp – Where you need to be
For the Upeo, teleportation quickly becomes almost routine. Pick a location and go. But now,
sometimes you won't arrive where you wanted to go. You'll end up someplace better instead. Did
you want to arrive unseen? Was the place you aimed for not as unobserved as you thought? You'll
find yourself a little to the side, just out of sight. You'll never teleport yourself right on top of a
landmine, and you'll never suffer mishaps during teleportation unless someone or something makes
an extreme effort to interfere. This isn't a free ride, you can't jump blind and land on a pile of
treasure. The immediate arrival is guaranteed to be safe, for at least a few moments. You can turn
this perk on and off if you wish.
Psionic aptitudes
After awakening their abilities, a Psion gains access to his Order's aptitude, which contains three
'Modes' and training these Modes opens new psionic techniques for use. Backgrounds other than
'Drop-in' may not purchase or later acquire Modes from outside their starting aptitude. Purchasing
any mode also grants the connected aptitude's basic technique for free.
Drop-ins receive a stipend of +1200cp to purchase Modes, and can potentially acquire the rest
through self-study and experimentation, though this will be a very lengthy and difficult process.
Purchased Modes begin at a middling level of ability in each, and developing their skills takes more
time and effort for a Psychomorph compared to a Psion.
Other backgrounds receive only +400cp to purchase Modes. They begin with each purchased
Mode mastered, and find it much easier to mix existing techniques and develop new ones.
Modes cost 200cp to purchase.
The following lists describe the most common techniques taught and developed by the Orders, but
they are not the only one available. It is possible to mix or develop new powers, but it is impossible
for Psions to create techniques outside of the themes of the Modes they possess.
Chitra Bhanu
Basic technique: Taint resistance
A psion with this technique can reflexively attempt to defend himself against being contaminated by
Taint by expending energy. Post-jump, this can be applied towards filtering out corruption or
contamination within energy sources you are trying to draw upon or work with.
Enhancement
Expend energy to enjoy a flat boost to your physical integrity. Become stronger, smarter, or more
agile, sharpen your senses, accelerate the healing process, be able to endure greater harm before
falling. Although stronger in some ways, it lacks the ease and nuance of Norca techniques.
Energetics
The transformation of psionic particles into conventional forms of energy. From uncontrolled
bursts, focused blasts, to localized storms. Skilled users can focus these energies to create shields
against harm, while masters can convert energy back into psionic particles, harmlessly dissipating
attacks into the ether. Any form of energy can be created with this Mode, but the more complex or
energetic, the more raw Noetic power is required. None of the Chitra Bhanu had lived long enough
to reach the skill needed to manipulate anything more complex than light, heat, or electricity, and
trying to alter multiple forms of energy at once towards any purpose is exponentially more difficult.
Transmutation
The shaping and restructuring of molecules. Changing matter first requires perceiving it, and
novices of this Mode learn to scan an object to determine its composition. Greater skill can twist an
object's shape, or spontaneously change its state. After that, it's a small leap to separating alloys
into their component materials, before learning to permanently transmute the elements.
Aesculapians
Basic technique: Kirlian eye
Viewing a patient's body through a noetic lens, a psion can determine their general level of health
and emotional state with a mere glance.
Iatrosis
The art of healing the body, a novice can soothe pain and heal minor wounds. In time, cancerous
and necrotic tissue can be expelled, broken bones mended, and lost limbs and organs regenerated.
Mentatis
The art of healing the mind, identifying the source of stress, calming minds, and suppressing
insanity. Masters can mend damage to the psyche as if performing surgery on a physical body.
Algesis
The complete opposite of everything the order stands for, this power is used entirely to cause harm,
and those demonstrating skill with this Mode who have not passed the rigorous psychological
screening will come under harsh scrutiny. Algesis opens old wounds, literally. It counters the use
of psi powers that affect the body, acting as a shield in combat. It rends flesh with a gesture, snaps
bones with a thought, and can outright explode hearts, crush lungs, and inflict incredible agony.
ISRA
Basic technique: The sight
Vastly increasing a psion's innate ability to sense psionic energy, they can now detect individuals
with latent psionic powers, and potentially sense disruptions at a range of millions of kilometers.
Psychometry
Reaching days or even weeks into the past, a psion can read imprints on objects and locations to
determine where they were, what events they were involved in, and who interacted with them.
Psychonavigation
A gross boost of distant sensing, the psion can scan for broad criteria. From people to a specific
class of object, potentially across interstellar distances, and learning the best route to travel to the
target's location as well. A deeper insight into knowing how psions locate people also teaches how
to hide from psionic senses.
Telesthesia
Precise sending of a psion's senses to distant locations, these skills allow one to experience a
location as if they were physically present. This aptitude also passive reinforces and filters more
immediate sensory data, and this effect can stretch from seconds to weeks or more into the future,
providing a glimpse of potential dangers.
-
The Legions
Basic technique: Temperature control
Offering slight control over the surroundings, a psion can raise, lower, or normalize thermal energy
within a small bubble around themselves. This is limited by about 20º Celsius either way.
Cyrokinesis
Simple and straightforwards, a cryokinetic absorbs and removes heat. They can draw in heat to
protect themselves from cold environments, snuff flames, or freeze opponents and battlefields solid.
Pyrokinesis
The most subtle use of this Mode among Legionnaires is to diffuse their own heat to hide from
thermal sensors. All else is blistering heat, searing flames, and sculpted plasma.
Telekinesis
A potent tool for manipulation, movement, and protection. Objects and people can be moved gently
or bluntly, shields of repulsive force can be set up, and small objects accelerated to lethal speeds.
Ministry
Basic technique: Mindscan
With a range of kilometers, the psion reaches out, trying to connect with a specific person's psionic
imprint. If successful, the psion gets a rough estimate of the target's location and distance, and this
connection makes it slightly easier to use further telepathic abilities on that target. The more
familiar the psion is with the target, the easier Mindscan is to use on that person.
Empathy
This Mode senses and manipulates emotions in both the psion and others. It can provide a defence
against other telepathic powers, but can be blunt and unsubtle in execution.
Mindshare
The Mode that people most commonly associate with telepathy. Sending messages, reading surface
thoughts, plumbing the depths of a person's memories, maintaining contact with multiple minds
across a city...and scrambling the thoughts of others by inserting your own.
Psychebending
Where other telepaths observe, you compel. Commands can be imposed. Memories altered. The
influence and effects of other mental powers contested.
Norca
Basic technique: Biosense
You can sense the presence, location, and general dimensions of living creatures in a small radius
around you. The smaller/weaker an organism's psionic presence, the more difficult it is to detect.
Adaptation
Entirely passive and costing the Psion nothing, the expressions of this power work to keep the Psion
alive. From neutralizing toxins and maximizing the usage of available oxygen, to accelerating
reflexes and reflexively altering the body's structure in response to hostile environments.
Psychomorphing
Delicate control of the body's internal structures. Increasing muscle mass, growing redundant
organs, and directly melding with biotech are within this Mode's purview.
Transmogrify
Gross control of the body's external structure, this Mode allows for stretching limbs, shapeshifting,
careful face-sculpting for disguises, and breaking off biomass to form homunculi.
OrgoTek
Basic technique: Static Burst
Crude but almost effortless to use, a psion can generate small pulses to shock the living or
mechanical. Smaller exertions can make hair stand on end, or create subtle electronic interference.
Electromanipulation
Precise control over electrochemical-based systems. Living creatures can be stunned, puppeted, or
suffer seizures. With sheer brute force, a nervous system can be made to burn itself out.
Photokinesis
Limited but powerful, the psion can sense and control a portion of the EM spectrum. Damaging
lasers and radiation, and protection against the same. Complex holograms, control of ambient light.
Technokinesis
Focusing entirely upon mechanical systems, to control or disable. A psion can also emulate
machines, receiving and sending transmissions without assiatnce. Although not widely known,
masters can generate powerful microwave bursts that can boil their opponents alive.
Upeo Wa Macho
Basic technique: Spatial sense
In a close radius, the psion can determine the location and shape of solid objects. Greater skill gives
more detail, but this power does not cover other physical qualities. In addition, this power makes
the psion highly sensitive to the residue of teleportation and space-distorting effects, making it clear
if such things had been used there in the past day or so.
Translocation
The sending of self. Novices make short, line-of-sight hops, or blink at random to confuse
attackers. Long jumps can send a psion across the galaxy in seconds...provided they are familiar
enough with a location, otherwise the transit can take months to complete. Masters can even learn
to exist in two places at once, temporarily. Learning translocation also teaches how to prevent
others from teleporting through or tampering with nearby space.
Transmassion
The sending of others. With precise information, a psion can send away or recall people and
objects. Like Translocation, this Mode allows for interstellar transport. Masters can instead
teleport away parts of objects or opponents.
Warping
Disruption of dimensions. Lengthening and shortening distances, to the point you could expand the
distance between cells and slip an arm through someone. Vastly grow or shrink an object, or send
most of your mass into the subquantum strata, enough to let you painfully walk through walls.
Masters create transportals, moving everything in an area, regardless of mass, to distant stars.
Gear
Psi-order and Aeon backgrounds receive a stipend of +400cp to spend here.
100cp – Robo-pets
Popular in Nippon, these anthropomorphic models of varying degrees of realism are more than just
distractions. They are carefully designed to be calming and reduce stress through aesthetic design
behavior patterns, vocal modulation, etc. Needing only battery charging, they make excellent
companions for anyone who spends large amounts of time in relative isolation.
100cp – Biocomp
You've snagged a next-generation prototype bio-tech mini-computer. Little bigger than a 20th
century smartphone and incredibly advanced even by Trinity standards, this device has every
possible attachment including a wide-area holographic display and an advanced Agent, a complex
simulated intelligence that serves as an interface and can perform various tasks on demand. Fail-
safes within the computer regularly checks for and attempts to counter intrusion from both mundane
hacking and Psionic or Taint-based cyber-powers. Formatting the biocomp takes a minimum of
effort, and improves its performance even further.
100cp – Firearms
A small model that fits in your palm or attaches to the wrist like a bulky watch, these weapons come
in ballistic, coil, or laser variants. They are low-powered with a severely limited ammunition
capacity, but are still dangerous. Slight differences in how each version performs make the choice
mainly a matter of personal preference. For an additional 100cp, the version is now a stronger
heavy pistol or carbine variant, capable of shredding anything below mil-spec gear, and you have
the licences to carry the weapon where appropriate. For a final 100cp more, you can purchase a
heavy coilgun, laser, or plasma weapon. These weapons will carve through anything less durable
than a military VARG, and are capable of injuring Aberrants.
100cp – Smart clothes
An indulgence for most people, these clothes can be programmed to adjust their colors, to display
images and moving pictures, or alter their own sizes to a limited degree. For an additional 100cp,
the clothes have a discrete armored lining and the image systems are good enough to work as active
camouflage, provided you move slowly. For a final 100cp more, the clothes are now a biotech
variant, and they can easily be formatted to provide greater protection and stealth capabilities.
200cp – Augmentation device
Functioning only when formatted, each of these biotech devices are specially designed to give a
major boost to the power and precision of a particular Mode. Augs are large and awkward to wear,
and only those designed specifically for combat duty are easy to move around in. Most psions can't
format more than one of two of these devices at once, but the results are well worth it. Using an
unformatted Aug will result in harmful feedback, and they are often described by users as 'quirky.'
200cp – Hardtech Psi-detector
You have acquired a Nippon-made device, one of the very few non-biotech devices capable of
reliably detecting nearby Psions and psionic powers in use. Most are massive, power-hungry, and
have a range of only about five meters . This one has the same range, but is far more efficient and
only the size of a large book. Though pretty much useless to a Psion in the field, the device can be
connected to mundane security and sensor systems, and you have the blueprints to make more.
200cp – VARG
Vacuum assault and reconnaissance gear are bipedal tanks that were developed at the tail end of the
Aberrant War, too late to enter general production and alter the course of history. Slow and
somewhat clumsy, they are nonetheless capable of mounting weapons that can easily kill weaker
Aberrants and protect the pilot from the same. This VARG is disguised as a civilian industrial
model, and only a very detailed scan will reveal the military systems and weapon hardpoints. For
an additional 200cp, you can acquire a Bio-VARG. Moving with all the grace and speed of a living
creature and fortified further by psionic formatting, these bleeding-edge war machines are the best
Aberrant-killers humanity can field and comes equipped with systems and weapons of equal quality.
You may instead import an existing mech or vehicle instead to become biotech, allowing the pilot to
strengthen it even further and control it through mental commands alone after formatting.
300cp – Nippon superior formula
Nippon kept and hid those Novas that passed the psychological and genetic testing developed to
discern if they were prone to mental instability or acquiring large amounts of Taint. Eventually, a
retrovirus was developed for those deemed loyal but likely to later go Taint-mad if erupted. Using
the Nova gene sequences to help re-write the recipient's genome, the result is a stronger, smarter,
all-around better human being who can never become a Nova or Psion. The attached notes are quite
thorough, and the version you purchase here should work on all kinds of latent gene-based powers,
removing them in exchange for a general upgrade, with only a little bit of tinkering.
300cp – Olaminium stock
A stable isotope of element 114, this recently created material has replaced depleted uranium as the
military's ultra-dense material of choice. Being still light enough that it can be used for construction
or armor plating, Olaminium is even better than lead at blocking radiation. The sheer demand for
this material makes it extremely expensive to acquire, even for the Aeon Trinity, and it is the
preferred material for cutting-edge military-grade equipment. You receive about a shoebox's worth
of ingots, which replenishes monthly, and the instructions on how to make more.
400cp – OrgoTek bioware database
A large and comprehensive store of both theory and blueprints, this contains detailed notes on
everything made by OrgoTek and its subsidiaries. This includes everything from commercial
hardtech products to military-grade VARGs and BioVARGs, biotech space fighters, and lots of
bioware commonly used by Psions. This doesn't contain every bit of tech in the Trinity universe,
and does not hold schematics for the most advanced computers and the Tesser drives that are
integral to Leviathan construction. But it's still a major technological resource.
600cp – Chitra Bhanu Prometheus tank
When the Chibs were wiped out, their tank was disassembled so that no more 'Dark Psions' could be
created. It was presumed to have been destroyed...but has somehow come into your possession.
With the appropriate preparation, anyone undergoing 'dunking' in the tank who possesses suitable
genetic sequences will be transformed into a Quantakinetic. This restriction was programmed into
the tank by the Doyen, and could be removed or altered with enough work. With enough study, you
might be able to create Psions of other Orders, or even true psychomorphs without any artificial
restrictions on what Modes they can develop. The tank was never designed to work with any other
sort of latent genetic abilities, but it studying its mechanisms might help in developing an
equivalent to the Prometheus Tank built to work with out-of-jump genetic powers.
800cp – Leviathan Jumpship
Twelve hundred meters long, these ships are the pinnacle of human accomplishment. With a
Clairsentient pilot to pass targeting information into the ship's Tesser drives, the ship can transit
through sub-quantum space with a range of 'theoretically infinite' which takes somewhere between a
day and a week on the outside due to unknown factors. Passengers often feel as if the passage was
much longer, even though it is instantaneous from their perspective. Leviathan teleportation
produces enormous amounts of subquantum turbulence at both source and destination, strong
enough to briefly disorient those aboard and on nearby planets, even those who are not psionic. The
Tesser drives require about a week to recharge. The version you purchase here can psychically scan
distant space to gather its own target co-ordinates, a secret you'll want to keep to yourself. You may
import an existing ship to gain the qualities mentioned above.
Do note that all psions who've boarded a Leviathan have noticed a distinctive...presence...and many
suspect the ships are at the cusp of self-awareness. If you wish, you may allow your purchased or
imported Leviathan to rise to full sapience and become a new companion, who will keep their ship-
body as an alt-form. You can decide to delay this development, allowing it to happen later, or never.
Companions
Companion Import
The Psi-orders are big on teamwork, and this setting has a long way to go before things calm down.
For a little help, pay 100cp to import a single companion. They receive a background, 600cp to
spend, plus associated discounts and stipends. For 200cp, four companions, and for 300cp, eight.
Drawbacks
You may take a maximum of +600cp worth of drawbacks, or +800cp if you take 'Best ending.'
+000cp – Continuity
Perhaps you were here before? You didn't screw things up too badly, did you? By taking this
drawback, you'll be visiting a Trinity setting that has been altered by whatever actions you took
during the Aberrant Jump. Your actions might cause things to be very different here, and there's no
way to know how exactly until you arrive...
+100cp – Non-standard
You are unable to format bioware, making it impossible to use many of the more complex devices
that many Psions rely upon. There's still plenty of hardtech to go around, but you can expect a lot
of pity, prodding from Psion researchers, and several career tracks and opportunities barred to you.
+100cp – Piss-on
While most people seem to like, or at least accept the existence of Psions, you seem to run into
bigots everywhere you go. Maybe they think you're just another flavor of Aberrant, or they're
jealous of your powers, or think you're being elitist and showing off whenever you use your
powers...expect this to get very tiresome, very quickly.
+100cp – Same old story
Whelp. It looks like Proxy Herzog isn't the only religious figure around now. You've got followers
ranging from obnoxious fanboys to cultists hoping that you can show them the way to a higher state
of being. While not a large phenomena, it seems like there's one in every group you work with, and
whatever you do or say is their number one favorite subject to talk about on social media.
+200cp – Psionic dysfunction
Psi can cause problems for Psions, despite what they claim. Normally this only happens if they
place extreme emphasis into developing a single Mode, and next to no effort into training the other
two. But you've got an issue the Orders can't figure out, and your Noetic Template has become
kinked somehow, burdening you with a dysfunction that is incurable for your time here. The nature
of your dysfunction varies from Mode to Mode. The Aesculapians restrict training for Algesis
because it can turn a Psion into a sociopath, while telepathic dysfunctions can cause paranoia or
obsessive introspection. Showing a persistent dysfunction will leave you under a very close watch.
The Psi-Orders don't want neutrals to think that Psi can corrupt a person like Taint can.
The full list is in the Player's Guide, page 156
+200cp – Oversensitive
As a Psion's power increases, they become increasingly sensitive to disruptions in the Noetic
universe. Some events, like the crash of the Esperanza, left a few Psions across the world and close
orbit crippled or comatose. You are especially sensitive, and may suffer psionic backlash from
nearby violent deaths, large outpouring of intense emotions, both positive and negative, etc. This
will make working in some fields nearly impossible for you due to the constant mental assault.
+300cp – NoTouch
A psychological disorder reaching epidemic levels within Nippon, sufferers of NoTouch find the
presence of other humans highly stressful. Actual physical contact with another living being,
particularly other humans, will likely result in a nervous breakdown which can progress to near-
catatonia in the most severe cases. Most sufferers must live alone and work from home, interacting
with the world only through VR or robot servants. Your companions alone are exempt from this.
+300cp – Hunted (Mandatory for Chitra Bhanu)
You have done something to earn the ire of a power on the level of a major government, Psi-order,
or Aeon. Aiding a group that are considered the enemies of humanity as a whole, leaving the Norca
without permission, stealing secrets from Aeon, or just really pissing someone off in power can
result in a group gunning for you, and they won't want to keep you alive for long if they catch you.
+300cp – Power loss
I suppose the Noetic Totality can be a bit...touchy...when it comes to things outside of its control. It
seems like the smallest thing can cause ripples that result in all manner of strange occurrences. For
your ten years here, you'll have no access to the cosmic warehouse and your out-of-jump powers are
sealed away.
+400cp – Run by idiots
You would think that Aeon had learned its lessons after the whole 'sterilizing Novas' thing. Or
maybe sending a second expedition to make nice with an entire race of serial rapists was a
forgivable mistake done out of ignorance. Nope! These people are dumb. Really, really dumb. In
fact, there's going to be major problems popping up wherever you go. The cause? Guess. If you
don't address these problems they'll snowball into complete clusterfucks, and the moment that
someone who isn't you (or a companion) steps up to help, they're going to go for the most idiotic
'solution' possible, which will only make things worse.
+400cp – One problem after another
All aboard! Somehow, events will conspire that you will become involved with all the major
problems humanity is about to face in the next ten years. The Huang-Marr conspiracy, the invasion
of Chrome-prime, dealing with the Coalition, pushing the Aberrants off Khantze Lu Ge...
But for an additional +400cp, you must work for ten years towards getting the Best Ending. The
Huang-Marr conspirators must be brought to justice. A cease-fire must be reached with the
Chromatics. The Aberrants must be expelled from Khantze Lu Ge without resorting to strategic
weapons. Humanity must at least establish acknowledged diplomatic ties with the space colonies
established by sane Novas. If Earth is attacked by the Coalition, they must be beaten back without
simply slaughtering the slave races aboard the Coalition ark. Perfection is not expected, but
shortcuts at the expense of innocent lives are unacceptable. Your out-of-jump powers and the
cosmic warehouse will also be locked away by taking this drawback.
Your ten years here are up. Hopefully this place is now a little better than when you've found it.
Will you -
STAY
There's probably more problems that need dealt with. Stay, keep working, clean up the giant
quantum/sub-quantum mess the idiots have caused.
GO HOME
Yeah, you're done. Flashlight aliens, rape aliens, worm aliens, paranoid manipulative aliens...at
least back in your universe, you probably won't have to deal with all this.
MOVE ON
You're got a drive in you, I'll give you that. Keep travelling. Expand your horizons.
=====
NOTES
Attunement
Psions innately and automatically register the presence of anything with a psychic field. Other
Psions, bioware, the nearby use (or lingering energies) of powerful psychic abilities being
employed. Large amounts of positive or negative emotions, like grand celebrations or the sudden
loss of many lives, creates a 'disturbance in the force.' Powerful enough disturbances can
disorientate or even injure a Psion.
Trinty's 'power stat' (Psi) gives beginning Psions a sensory range of 5 meters at the beginning. At
10 Psi, they have a sensory range of one million kilometers.
Tolerance and Formatting
Psions can 'format' (feed psychic energy to a device) to strengthen it and/or gain whatever benefits
it offers. Several kinds of bioware act like stat-boosting magical items from any number of other
settings, but they cannot simply be worn to gain their benefit, and a Psion is limited in the number
of items he can format at once. This is 'tolerance' and going over the safe limit will weaken a
Psion's powers, and risk developing an obsessive desire to keep the items no matter what. Going
far, far over a Psion's tolerance limits risks permanent insanity and death.
A Psion's tolerance rating is equal to his his dots in Psi. Most bioware requires the commitment of
one or two dots of Psi, while the most demanding biotech devices occupy 5 or 6 dots of a Psion's
available tolerance.
Tolerant
Post-jump, this perk will also apply to other kinds of items, both mundane and supernatural, that
you can bond with. You'll be able to safely connect and benefit from more such things at once.
Noetic Totality
Post-jump, this perk will apply to any other source of power you draw on.
Formal training
Post-jump, you will immediately become aware of similar rough details for other powers/spells/etc.
You learn.
=====
What is going on?
Psychomorphs (or 'psiads' in Aberrant) are individuals who can manipulate sub-quantum fields.
Psychics, basically. Psions are artificial psychomorphs, the result of someone with psionic potential
('latency') getting dunked in a Prometheus Tank. The tank re-writes the Psion's genetic code,
strengthening their powers and artificially limiting them at the same time.
There is no difference in the genetic potential for someone to become a Nova or psychomorph. It is
only a switch, flipped one way or another based on exposure to quantum or Noetic energies. Until
the Trinity Era, there were vastly more 'Novas' (Eximorphs) than 'Psiads' (psychomorphs) for two
reasons:
One, because Divis Mal had little-to-no understanding of the Noetic universe, and had no way to
personally manipulate it when he began causing the first Novas to erupt.
Two, because the individual genes that lean towards Noetic powers aren't yet as developed as those
that lean towards Quantum powers. This is expected to change in the distant future.
The Proxys, and the Psi-Orders by extension were created by the Doyen, an alien race who exists as
beings of pure psychic energy. They are terrified of Novas, because the sheer concentration of
Quantum/Taint energy within a Nova can disrupt the sub-quantum universe, potentially killing
them. The Doyen are somewhat cowardly and manipulative, and have portrayed themselves as
'benefactors' only to use the Psi-orders as cats-paws to defeat the Aberrants.
The genetic limitations they imposed are nothing more than giving humanity just enough rope to
hang itself with, to fight the Aberrants but not become a threat to the Doyen. It is suggested that the
Doyen might intend to wipe out humanity once they have been exhausted by destroying the
Aberrants.
The Doyen are also depicted as more than a little incompetent. They had no idea that quantakinesis
was even possible, and sent one of their number to possess that Order's Proxy full-time to control
and monitor them out of fear. Then they collectively flipped out and arranged the Chitra Bhanu's
destruction right before their researchers could reveal that they had developed a technique that was
super-effective against Aberrants and could cleanse Taint.