MENTAL FUNDAMENTALS
Discussed only on anonymised deep network chat rooms, psionic powers have a myriad of speculated origins and explanations. Alien technology, secret corporate experiments and cerebral mutations are all often discussed in earnest. Whatever its origin, the technology has begun to leak onto the street, closely followed by whispers of individuals who "disappear" any proprietor or buyer engaging in this fledgling market.
Stimulating a Splicer’s mind with electricity produces psionic energies which to outsiders look like magic. This allows them to manipulate minds around them, control fundamental physical forces and bend the laws of reality.
"Repent! You see now as it was foretold: the demons have risen up for us. The poison metal that now lives in your veins has a price that must be paid, and He sends his agents to collect. I saw it with my very eyes the demons only days ago, with their melting skulls, weeping bloody tears.
He had touched the minds of these wretches and shown them what awaits for you all. Yes He will no longer abide by your accursed bonding. This world is forsaken and blame resides within you all."
Street crier following the quarantine breach at Psionic research facility 'Foxtrot-5'
Officially these psionic powers are referred to as Aspects, but colloquially they are known as “spex” or “neuros” on the street. Users of these rare finds have quickly developed an infamous notoriety and are commonly referred to as “shades”.
Functionally, Aspects have a wide scope of potential use-cases, allowing Splicers to experiment and improvise on the fly. A practitioner may attempt to use an Aspect in any way they see fit, the feasibility of the action is determined by the GM and impacts the difficult class of the required Mental Check.
Example:
A Splicer has access to the Localised Gravitational Disturbance Aspect, which is described as having the ability to influence gravity on an object or in an area. The Splicer is under fire from an auto-gun, thinking quickly they use their Aspect to distort the gravity around a nearby crate, attempting to lift it in the path of the bullets. As this is a simple task the GM determines it to only require a Regular Check, the Splicer expends the required power units and makes the roll as their action. The roll is a success and the crate is lifted into the air, covering the Splicer from incoming fire.
The crate provides a moment of safety, but is quickly destroyed by repeated attacks from the turret. Now the Splicer attempts to create an area of distorted gravity between them and the turret, with the intent of diverting bullets away from them. The GM decides this is a Challenging Check considering the force required. The Splicer expends more power and makes a roll against their CC, succeeding again. A well of manipulated gravity forms, disrupting the bullets path and keeping the Splicer safe until they break Focus.
The autogun is not letting up, the Splicer may be safe, but they are pinned down. This time the Splicer wants to use their Aspect to catch the bullets in mid-air and fling them directly back at the turret. This is considered outside the usual bounds of the Aspect and so determines the Splicer must succeed on an Extreme Check. The Splicer has a high Mental Statistic so they are confident, they expend the required power once more and make their roll…
For a full list of Aspects and their functionality see the Aspect section of the augment list.