When the coming of the Rifts unlocked the powers of magic, it also unlocked the powers of the mind. The two are related as it turns out, the mental energies that enable some beings to perform paranormal feats by willing them so are very similar to the mystical energies with with arcanists power their defiance of the laws of reality to the point that Techno-Wizard devices can be fueled by either with no modification needed on the part of the artificer.
What exactly gives people the spark that unshackles their mind isn’t really clear. In some cases it seems to be racial or genetic with beings of the same race displaying a similar to identical set of abilities. For humanity, there’s a good argument to be made for most human beings having at least the potential and there are emergent if rare and incredibly dangerous technologies designed to bring that potential out in people. Some work hard to cultivate their abilities. Some simply discover them. Whatever the case, psychic phenomena can be found in all corners of the globe ranging from comparatively minor talents to beings so powerful that they’re known in common parlance as ‘mind melters’.
Any character who takes Psychic or Lesser Psychic gateways is, as one might expect, a psychic. Being a psychic expands the Will skill, conferring an exotic stress track in accordance with the level of that skill. In addition to its usual fuctions, Will becomes the skill used to activate psychic powers and determine their strength and effectiveness when necessary.
Psychic abilities are divided into ‘disciplines’ each with a specific theme. The procedure for using them is similar to that used to cast magic spells and like that procedure it gets a bit wordy, so we’ve linked it in a separate document below. Because psychic powers are an act of will they don’t have to be accompanied by anything particularly flashy. Some are by their nature – can’t summon a sword made of mental energies without people noticing after all, but as a rule psychics don’t have to do anything to use their powers. They simply have to will it. For this reason psychics are more feared than mages in many anti-supernatural communities. Mages at least have to speak and gesture to access their power. A psychic can wreak havoc whilst sitting at a table seeming to mind his own business.
Major Gateway: Psychic (Requires a high concept mentioning the character’s psychic nature) (Cost 1)
Yours is the power of the mind. Whether you can see into the astral realm, hear the thoughts of others or make your will manifest as physical force, you have a gift that sets you apart and elevates you to the levels few on Rifts Earth ever reach. You may use Will to activate psychic disciplines and gain an exotic stress track appropriate to your Will rating. You must also choose one of the options below.
Minor Gateway: Lesser Psychic (Requires an aspect mentioning the character’s psychic nature) (Cost 1)
They call others ‘Mind Melters’ or ‘Zappers’. They say they can alter the world with a thought. Your power isn’t quite like that. It’s more focused. And yes, it’s a bit weaker but it’s no less useful for all that. You still have to deal with the fallout when certain kinds of people find out that you’re psychic. Though it does tend to be a bit easier for you to escape notice. They’re looking for the big fish after all. You may use Will to activate psychic disciplines, but suffer a -1 penalty when doing so. You gain an exotic stress track with only one box. You may select two psychic disciplines of your choice from either the Sensitive, Physical or Healing themes. Both must be from the same theme as must any other purchased disciplines.
Psychic List (Requires Major Gateway: Psychic)
Psychic Disciplines (Cost 1 per discipline)
Inner Strength (Cost 1): Psychics generally grow in power as they learn to train their will. Some have naturally deeper reserves of the mental energies used to employ their gifts. You gain an extra box of exotic stress. This may be purchased up to 3 times.