Psionics and Traits
Psionics are contact with the miasma
Psionics are the capacity to interface with the miasma. The mechanism may be biological, technological, or both. The effect can look impossible, but it is not outside nature. It is nature after the old world's machines became part of soil, air, water, flesh, and ruin.
A psionic character does not carry all power inside them. The local miasma matters. A brilliant channeler in a dead zone may have nothing to reach.
Power sources
Every trait or power draws from one or more sources.
| Source | Meaning |
|---|---|
| Biological | Your own body, instinct, training, mutation, or physiology. |
| Psionic | Ambient miasma shaped through a living or technological channel. |
| Technological | Old-world artifacts, mechanisms, interfaces, and devices. |
| Hybrid | More than one source at once; all requirements matter. |
Traits
A trait is a named capability. It may be learned, inherited, mutated, installed, unlocked, or granted by a class. Traits are the small pieces that make a character different in play.
Traits can represent:
- Behaviors.
- Psionic techniques.
- Mutations.
- Cybernetic enhancements.
- Environmental adaptations.
- Relic-linked capabilities.
Some traits are always available. Some work only in certain biomes, against certain challenges, with certain equipment, or when the right miasma colors are present.
The Winds of Change
Every psionic effect is a Protocol--a legacy routine triggered in the ambient Miasm. Whether a Protocol can run depends on the local Wind.
Color levels
The Wind has eight colors (see the World Primer). In any given area, each color has a current level from 0 to 9, set by the World Master.
- 0 -- the color is absent. No Protocol that requires that color can run here.
- 1 to 9 -- the color is present at increasing strength.
Every Protocol lists one or more color requirements (e.g., Red 1, Blue 2). To cast it, the Wind's current level in each required color must be at or above the listed value. If any required color is below its requirement, the Protocol cannot be cast at all -- it does not happen, it does not partially fire.
Changes of the Wind
The Wind shifts. When and why is the World Master's call -- a storm front, crossing a biome boundary, the breaking of a Redoubt seal, or simply the long slow turn of the day. When a Change occurs, each color independently has a roughly equal chance to rise, hold steady, or fall; the size of the shift depends on the strength of the Change. The full procedure lives in the World Master Handbook.
Treat the Wind like weather. It is not personal. It is not fair. Plans built on a specific color holding for the next encounter may not survive the next Change.
Burning the Wind
A person or effect can Burn the Wind -- deliberately exhaust a single color in the local region for a burst of power. After a Burn:
- The burned color's level drops to 1.
- A Change of the Wind happens immediately after, which may drop the color further (potentially to 0) or partially restore it.
Burning the Wind reaches for power the Wind alone would not give you, at the cost of leaving that color crippled until later Changes restore it. Specific class features describe what a character can do with a Burn -- see, for example, the Mage's Burn The Wind.
Protocols
The Protocols a character knows depend on class, level, and training. Each Protocol below lists its color requirement; meeting that requirement against the current Wind is what makes the Protocol castable.
Minor Protocols (Tricks)
Tricks require minimal cognitive discipline and have a negligible saturation toll. They are foundational techniques channeled at will.
| Protocol | Color | Lore & Effect |
|---|---|---|
| Ignition | Red 1 | Localized atmospheric ignition. 120ft range. 1d10 thermal damage. Scaled: 2d10 (L5), 3d10 (L11), 4d10 (L17). |
| False Visage | Yellow 1 | Localized holographic projection. 30ft range. 1 min duration. Sound or visual image (5ft cube). |
| Lumen | Yellow 1 | Visible EM modulation. Object emits bright light (20ft) and dim light (20ft) for 1 hour. |
| The Green Bite | Green 1 | Corrosive chemical reaction. 60ft range. 1d6 corrosive damage (DEX save). Scaled: 2d6 (L5), 3d6 (L11), 4d6 (L17). |
| The Wind-Whisper | Blue 1 | Tightbeam Lattice transmission. 120ft range. Whisper a message to one target; they can reply. |
| Void-Strike | Violet 1 | Gravimetric spatial fold. 120ft range. 1d10 force damage. Scaled: multiple beams at L5, L11, L17. |
| The Mender's Touch | White 1 | (Sage) Pauses biological collapse. Touch a creature at 0 HP to stabilize them. |
| The Black Rot | Black 1 | (Sage) Molecular deletion. 120ft range. 1d8 necrotic damage; prevents healing until next turn. |
Tier 1 Protocols
Tier 1 techniques impose a Saturation Toll -- measurable picoscale deposits in the blood. These are powered by Wind slots, representing the body's safe operational limit before a long rest.
| Protocol | Color | Lore & Effect |
|---|---|---|
| Thermal Cascade | Red 2 | Chain reaction of thermal excitation. 15ft cone. 3d6 thermal damage (DEX save). Scaled: +1d6 per tier. |
| Cohesion Aegis | Orange 2 | Momentary molecular interlocking. Reactive. +5 bonus to AC until start of next turn. 1 round duration. |
| Neural Override | Yellow 2 | Dopamine-driven neural interface. 30ft range. Target is charmed for 1 hour (WIS save). Scaled: +1 target per tier. |
| The Green Spur | Green 2 | Temporary biological hypertrophy. Touch. Target's jump distance is tripled for 1 minute. |
| Lattice-Sight | Blue 2 | Visualizing miasma chromatic auras through the Lattice. 30ft radius. Concentration, 10 min duration. |
| Spatial Dart | Violet 2 | Vril-ya gravimetric spatial fold. 120ft range. Three darts deal 1d4+1 force damage each. Scaled: +1 dart per tier. |
| The White Suture | White 2 | (Sage) Forced cellular re-knitting. Touch. Heal 1d8 + modifier. Scaled: +1d8 per tier. |
| Entropy Strike | Black 2 | (Sage) High-priority molecular disassembly. Melee. 3d10 necrotic damage. Scaled: +1d10 per tier. |
Tier 2 Protocols
Tier 2 techniques require Color 3 stability. Saturation effects include visible picoscale scarring or metallic tinting of the iris.
| Protocol | Color | Lore & Effect |
|---|---|---|
| Lattice Echo Blade | Red 3 | Persistent kinetic feedback loop. 60ft range. Melee psionic attack deals 1d8+modifier force damage. 1 min duration. |
| Resonance Burst | Red 3 | Molecular bond vibration. 60ft range. 3d8 thunder damage (CON save). Disadvantage for inorganic targets. |
| Molecular Sealing | Orange 3 | High-tensile structural bond. Touch. Locks a closed entryway. DC to break or pick increases by 10. |
| Active Camouflage | Yellow 3 | Bending light to mask a subject. Touch. Target is invisible for 1 hour. Ends if they attack or execute. |
| Sensory Jamming | Yellow 3 | EM noise overload. 30ft range. Target blinded or deafened for 1 minute (CON save). |
| Biomass Fortification | Green 3 | Synthetic metabolic resilience. 30ft range. Up to 3 targets gain 5 HP (current/max) for 8 hours. |
| Surface Adhesion | Green 3 | Traction mutation. Touch. Target gains climb speed equal to walk speed; can move on ceilings for 1 hour. |
| Retinal Enhancement | Blue 3 | Lattice-filtered optics. Touch. Target gains 60ft darkvision for 8 hours. |
| Spatial Flicker | Violet 3 | Picoscale wormhole jump. Teleport up to 30 feet to a visible space. |
| System Purge | White 3 | (Sage) Neutralizing biological contaminants. Touch. End one disease or one blinded/deafened/paralyzed/poisoned condition. |
Tier 3 Protocols
Tier 3 techniques require Color 4 threshold. Execution may cause Windburn (localized temperature drops) as the miasma is drained.
| Protocol | Color | Lore & Effect |
|---|---|---|
| Kinetic Discharge | Red 4 | High-velocity ionized stream. 100ft line. 8d6 electrical damage (DEX save). |
| Thermal Ignition | Red 4 | Critical mass thermal expansion. 150ft range. 20ft radius explosion. 8d6 thermal damage (DEX save). |
| Neural Sync-Flash | Yellow 4 | EM strobe brain-lock. 120ft range. 30ft cube. Targets are charmed and incapacitated for 1 minute (WIS save). |
| Metabolic Overclocking | Green 4 | Hyper-efficient mitochondrial catalysis. 30ft range. Doubled speed, +2 AC, extra action. 1 min duration. Lethargy follows. |
| Lattice Translation | Blue 4 | Neural linguistic uplink. Process and transmit any spoken language for 1 hour. |
| Miasma Neutralization | Blue 4 | Broad-spectrum dampening signal. 120ft range. End active protocols of Tier 3 or lower on a target. |
| Protocol Interference | Blue 4 | Lattice-injected disruptive signal. 60ft range. Counter a protocol of Tier 3 or lower (check required for higher Tiers). |
| Gravimetric Levitation | Violet 4 | Modulating violet-spectrum anti-gravity. Touch. Target gains 60ft fly speed for 10 minutes. |
| Defibrillation Protocol | White 4 | (Sage) Forced metabolic restart. Touch a creature dead for under 1 min. Restores them to life at 1 HP. |
| Nano-Animation | Black 4 | (Sage) Black-spectrum nanite animation of dead tissue. Touch a corpse or bones to create a servant for 24 hours. |
Tier 4 Protocols
Tier 4 requires Color 5 threshold. Mastery manifests as a constant, low-frequency hum or static discharge when touching metallic objects.
| Protocol | Color | Lore & Effect |
|---|---|---|
| Thermal Barrier | Red 5 | Continuous line of atmospheric ignition. 60ft line or 20ft ring. 5d8 thermal damage on entry or end turn. |
| Signal Chaos | Yellow 5 | Broadcast contradictory neural signals. 90ft range. 10ft radius sphere. Targets act randomly or seize up (WIS save). |
| Mutagenic Shift | Green 5 | Total picoscale cellular rewrite. 60ft range. Transform a creature into a beast-class organism for 1 hour (WIS save). |
| Remote Sensor Probe | Blue 5 | Manifests picoscale sensor cluster. Invisible probe transmits optical/IR data for 1 hour. Move up to 30ft/action. |
| Spatial Shortcut | Violet 5 | High-precision spatial fold. Teleport self and one companion up to 500 feet instantly. |
| Cellular Deconstruction | Black 5 | (Sage) Dismantling cellular walls. 30ft range. 8d8 necrotic damage (CON save). Destroys plant-based life instantly. |
Tier 5 Protocols
Tier 5 requires Color 6 threshold. Channels push the nervous system to its limit, often resulting in temporary Ghost-Signals.
| Protocol | Color | Lore & Effect |
|---|---|---|
| Endothermic Drain | Red 6 | Violent absorption of kinetic energy. 60ft cone. 8d8 cold damage (CON save). Kills freeze target into statues. |
| Kinetic Field | Red 6 | Direct kinetic force manipulation. 60ft range. Move or manipulate objects/creatures with thought for 10 minutes. |
| Cohesion Field | Orange 6 | Perfectly rigid structural lattice. 120ft range. Invisible wall of force immune to all conventional damage. |
| Neural Paralysis | Yellow 6 | Recursive pause command loop. 90ft range. Target is paralyzed for 1 minute (WIS save). Repeat save each turn. |
| Toxic Miasma Bloom | Green 6 | Synthesis of neurotoxic aerosol. 120ft range. 20ft radius sphere. 5d8 poison damage (CON save). Moves 10ft/turn. |
| Lattice Uplink | Blue 6 | Deep-infrastructure sensor link. Remotely observe a distant subject anywhere on the planet (WIS save). |
Tier 6 Protocols
Tier 6 requires Color 7 threshold. Channels cause audible ozone crackling. The channeler's biology begins picoscale hardening to survive the throughput.
| Protocol | Color | Lore & Effect |
|---|---|---|
| Arcing Cascade | Red 7 | Electrical discharge chain reaction. 150ft range. 10d8 lightning damage to primary and 3 secondary targets. |
| Disassembly Beam | Red 7 | High-frequency vibrational beam. 60ft range. 10d6+40 force damage. Disintegrates targets reduced to 0 HP. |
| Neural Hive-Command | Yellow 7 | Subconscious directive broadcast. 60ft range. Up to 12 targets pursue a course of action for 24 hours (WIS save). |
| Lattice Clarity | Blue 7 | Objective data-view. Touch. Target gains truesight and can see into the Lattice out to 120ft for 1 hour. |
| Full Restoration | White 7 | (Sage) Total biological audit. 60ft range. Target regains 70 HP and ends blindness/deafness/disease. |
Tier 7 Protocols
Tier 7 requires Color 8 threshold. Mastery allows rewriting localized laws of physics. Veins may glow with picoscale luminescence.
| Protocol | Color | Lore & Effect |
|---|---|---|
| Criticality Mine | Red 8 | Unstable plasma base. 150ft range. 20ft radius. Base 12d6 thermal damage, increases by 1d6/turn for 1 min. |
| Thermal Megastorm | Red 8 | Cascading atmospheric failure. 150ft range. Ten 10ft cubes of roaring flame deal 7d10 thermal damage. |
| Distant Translocation | Violet 8 | Lattice node bridging. Transport up to 8 creatures to a specified Lattice node or distant location. |
| Inversion Field | Violet 8 | Localized gravimetric dipole. 100ft range. 50ft radius cylinder. Gravity is reversed for 1 minute. |
| Bio-Replication | White 8 | (Sage) High-velocity reconstruction loop. Target regains 4d8+15 HP + 1 HP/turn for 1 hour. Restores limbs. |
| System Deletion | Black 8 | (Sage) Targeted entropy injection. 60ft range. 7d8+30 necrotic damage. Kills rise as Animated Husks. |
Tier 8 Protocols
Tier 8 requires Color 9 threshold. Rare and catastrophic events preceded by Miasma Shudders felt for miles.
| Protocol | Color | Lore & Effect |
|---|---|---|
| Solar Emission | Red 9 | Picoscale fusion event. 150ft range. 60ft radius. 12d6 radiant damage + blindness. 2x damage to undead. |
| Encryption Layer | Yellow 9 | Multi-layered neural encryption. Touch. Immunity to psychic damage and neural manipulation for 24 hours. |
| Neural Enslavement | Yellow 9 | Total neural-miasma takeover. 60ft range. Establish absolute control of a target's actions for 1 hour (WIS save). |
| Neural Shutdown | Yellow 9 | High-intensity kill-code. 60ft range. Targets with under 150 HP are instantly stunned. |
| Dead Zone | Blue/Orange 9 | Absolute psionic silence. 10ft radius sphere moves with you. No protocols or miasma effects function inside. |
Tier 9 Protocols (The Singularity)
Tier 9 requires Color 10 -- the Singularity Threshold, which is above the natural cap of the Wind. A Tier 9 Protocol can only be reached by amplifying the Wind past its normal range (e.g., through Burning, relic effects, or other extraordinary means). These are world-altering events detectable across the entire planet.
| Protocol | Color | Lore & Effect |
|---|---|---|
| Orbital Strike | Red 10 | Guiding orbital kinetic reservoirs. Four impacts within 1 mile. 20d6 thermal + 20d6 kinetic damage in 40ft spheres. |
| Singularity Bridge | Violet 10 | Stable picoscale singularity. Create a portal 5-20ft diameter linking to any Lattice node or location. |
| Substrate Overwrite | Violet 10 | Rewriting local mathematical constants. Duplicate any protocol of Tier 8 or lower, or alter reality. |
| Suspension Loop | Violet 10 | Localized space-time fold. You take 1d4+1 turns in a row while the rest of the world is suspended. |
| Total Reconstruction | White 10 | (Sage) Total biomass reconstruction from Lattice data. Restores a creature dead up to 200 years to full health. |
| Metabolic Cessation | Black 10 | (Sage) Absolute deletion command. Target with under 100 HP is instantly and irreversibly terminated. |
Mutations
Mutations are biological changes caused by miasma exposure, mutagens, inheritance, trauma, or long adaptation. They are not moral signs and not cosmic punishments. They are changes in matter and pattern.
A mutation may be useful, harmful, cosmetic, frightening, socially meaningful, or all of these at once.
Cybernetics
Cybernetic traits are machine integrations. They usually require hardware, repair, power, and enough understanding to use them without damaging yourself.
For Androids, cybernetic interface may be natural to the body. For Cyborgs, it is the defining tension between flesh, machine, and miasma. For organic characters, cybernetics are powerful but never casual.
Channeling by class
Not every class reaches psionics the same way.
| Class group | Channel style |
|---|---|
| Bloodborn | Innate lineage resonance. |
| Sage | Faction-disciplined clarity and rare color access. |
| Mage | Learned pattern through technique-codex and practice. |
| Changed | Contracted access through an active intelligence. |
| Sworn | Oath-channel through absolute commitment. |
| Unfettered | Inner Wind through body discipline. |
| Shifter | Inherited metamorphosis through local ecology. |
| Scout and Scavenger | Practical field effects, reading, marking, and exploiting signatures. |
| Fighter | Usually non-psionic by class identity, though traits may still matter. |
| Furyborn and Tradent | Bodily surge or resonance performance, depending on path. |
Dead zones
In a miasma-dead zone, psionic effects can fail or become unreliable. This does not make a character useless. It changes the problem. Dead zones reward tools, training, preparation, allies, and careful resource use.
Playing psionics well
Good psionic play asks:
- What does the local miasma allow?
- What does my class use as its channel?
- What happens if the Wind shifts?
- What can I still do without powers?
- What will this look like to people who do not know the mechanism?