Arcanum Players Guide

Introduction

A sci-fi space opera with overtones and influences from Firefly, Blakes 7, Babylon 5, Traveller and Shadowrun.

The civil wars are over and the Imperium has won. One year after the Official Cessation of Hostilities, the Core Worlds are still settling down. Captured towards the end of the war, your POW transport ship, ferrying both POW and Military criminals, makes its slow way through the frontier worlds, showing no sign of releasing you, or making its way to your home systems.

The Imperium has just (1 year) finished collating all systems under its one banner, defating the opposing coalition of independent worlds. Imperium is the end result of the merging of US and Chinese culture. Everyone speaks Chinese to some degree, but the language of Trade, Politics and High Society is English. No other life has been discovered, as far as anyone knows. Travel between the stars is possible because of Gates. This is technology humans discovered when they first went to the stars hundreds of years ago, and allows near instantaneous travel between gates to corresponding gates in other systems. Some ships can make their own gates, and those that can have Anti-Gravity on board ship, a side effect of the gate drive. Travel between gates is done via beacons, allowing ships to locate particular gates to jump to under their own power. Dont stray from the path. Maneuver drives are much more powerful than current tech, allowing the Mars trip to be made in days, for example, but still not powerful enough to reach another system in a foreseeable time.

The game starts with all the characters being on board an Imperium prison ship, transporting military criminals and P.O.W. The ship is a refitted mercenary carrier, not designed for long occupation. Its crowded and there arent many amenities.


Equipment

Weapons

Weapon Notes

Due to the confined nature of many space habitats, and ships, up-close-and-personal melee weapons have had something of a resurgence.
Cavalry sabers are traditionally carried by Space navy officers and ex-officers on both sides of the war, and have a certain respect in military circles.
The need to carry concealed, but effective weapons, led to the development of the collapsible staff, which snaps out to a 6 foot length with the snap of the wrist. Unfolded, it is just under a foot long. Some flamboyant fighters have taken to fitting them with single shot Gyrojet rounds at each end, as a surprise for those expecting the wielder not to be able to deal with ranged attacks.

Needlers

Vicious pistol sized weapon, shoots a stream of metal slivers, sliced of a block (the magazine), and propelled by electromagnets. Almost completely silent, and works just as well in a vacuum. Popular for use on a ship, along with shotguns, due to the low risk of over-penetrating the target and holing the ship. Uses shotgun rules.
Note: Needlers cannot fit sights or bayonet mounted accessories

Gyrocs

GyroJet weapons use a small rocket inside the bullet that accelerates once its left the barrel. Much more stable over long distances, but less effective over very short ones. The standard military weapon due to the high damage potential of the round. The rumour the Imperium security forces have heat-seeking Gyrojet rounds have not been confirmed. Since the weapons contain their own propellant, they work just as well in space as they do in an atmosphere, adding to their military appeal. Customs inspectors will take a dim view of anything over pistol sized Gyrojet weaponry.

Lasers

Continual beam lasers have recently left the military arena and become accessible to the general public, mainly through the activities of the Red Planet Corporation. They are horrendously expensive, however, and the power packs need regular recharging, with few shots to each pack. Well-to-do pirates have been known to use these when assaulting commercial shipping, as the beam makes correcting their aim easy in the darkness of space.

Laser Sights

These give a +1 to hit, and a +2 to indimidate using the weapon they're attached to.

Telescopic/Night/Infrared Sights

These slightly bulky sights add +1 to any notice roll for attempts to conceal the weapon when fitted. They give a +3 to vision modifiers due to darkness, and remove the range penaly for darkness. When used in telescopic mode, they remove 1 point of targeting modifiers due to range

Bayonet-fitted torch

These standard accessories clip under the barrel of most weapons, and give +1 to vision modifiers due to darkness.

Equipment

Equipment Notes

Multiview Goggles

50x zoom, digital still camera, night and thermographic vision. Big, black and bulbous. You look like an insect wearing them. When used in telescopic mode, they remove 1 point of targeting modifiers due to range. They negate 5 points of darkness vision modifiers, but cannot be used in conjunction with a rifle sized weapon for aiming (too bulky)

Short range communicator

About the size of a packet of cigaretts, providing video as well as sound. Wireless technology allows them to be linked to computers and wireless headsets.

Wireless Headset.

Tucks into the inner ear, and picks up sound from the mastoid bone, so the user can speak quietly. Introduced after the Noise Pollution riots fifty years ago, sparked by one too many loud and pointless mobile phone conversations on the mass transit systems.

Long range communicator

Able to reach from ground to space, these are about the size or a house brick, with an optional antenna. They can also be used to setup local networks to allow PDAs and laptops to communicate wirelessly.

Gargoyle.

This is a combination of wireless PDA, short range communicator. Its a headset with a clear perspex window on one side covering the users eye. The headset provides video feeds both out and in, can perform real-time searches on video input and accepts voice commands. Can tie into most planetary and ship public nets for information search and retrival. Often used by bounty hunters, and net addicts, it is a social stigma to be wearing one in public.

Cold Light Lantern

Cr1. Provides 3 days light (no heat) in continuous use. Recharge of glow stuff costs Cr1.  Creates light in a 4’ radius.

Computers


Most models, down to the smallest PDA, can tie into the public nets found on most planets and starports, and even on some ships. Storage is cheap, leading to entire libraries of data, music and video being available on disk. Up to the minuite, automatically updating libraries are available, with the access managed by ubiquitous Rosen device. Most people make do with the Library Of Congress, made free to the public briefly for two years in the last centuary, and hence available for the cost of a blank chip at most corner stores.

Multitool

Carried on the belt. Fits all known screws and bolts up to the size of a child's fist. Has knives, saws and wire strippers. Usualy found within 1 square meter of an engineer.

Torch

About the size of your arm, can throw a beam 10" (game terms)

Survival Bubble

A large (2 meter diameter) plastic sphere with alternating clear and opaque panels, and a small oxygen tank (capable of supporting one person for two hours) for inflation. Access to the interior is through a conforming plastic seal which functions similar to an air lock. The bubble can be used for life support in vacuum (it can be moved by walking on the inside treadmill fashion), and can also be used for protection against weather or as a lifeboat on a sea surface.

Toolkits

Carpentry Tool Set
Cr30. Includes basic tools necessary to cut, shape, and build with wood. Woodworking may include construction and repair of shelters, buildings, or furniture. Commonly calls for Repair skill in order to be used properly. Boxed set weighs 25 kg.

Metalwork Tool Set Cr1 50. Includes basic tools necessary for metalworking, welding, and shaping. Metalwork may include the construction and repair of shelters, vehicle bodywork, and alteration of metal structural items. Calls for Repair skill in order to be used properly. Boxed set weighs 50.

Mechanical Tool Set Cr 20. Includes basic tools necessary to repair and alter mechanical devices, including vehicles and guns. Calls for Repair skill in order to be used properly. Boxed set weighs 5.

Vehicle Toolkit Cr200. Includes Mechanical Tool kit and equipment needed for working on vehicles, inclusing a device to find out "whats doing that knocking"..  Weighs 40

Ship Toolkit Cr 1000. includes Metalwork, Mechanical and Vehicle kits, plus starship repair tools (hand waving here..:-). 

Medical Kit (7) Cr100. Contains drugs, surgical supplies, and diagnostic materials for use by doctors. Calls for Healing skill in order to be used properly. Weighs 10.

Electronic Tool Set  Cr30. Necessary tools for basic electronic assembly and repair. May be used with any electronic devices such as communicators, detectors, sensors, and control instruments. Calls for Repair skill in order to be used properly. Boxed set weighs 5 kg.

Lockpick Set Cr 10. Allows picking of ordinary locks on a successful Lockpicking roll. Lockpicks are illegal on most worlds and habitats; on such places the cost rises to Cr100 or more, and usually require a streewise roll to locate.


Clothing and Respirators

Respirator

Cr10. A small compressor which allows an individual to breathe in very thin atmospheres (type 3).

Filter Mask

Cr 1 A filter set which allows an individual to breathe tainted atmospheres (types 4, 7, and 9).

Combination

Cr15. A combination filter mask and respirator which allows breathing of very thin tainted atmospheres (type 2).

Oxygen Tanks

Cr50. A complete set of compressed oxygen tanks which allows independent breathing in smoke, dust, gas, or exotic atmosphere (type A and special situations). Two tanks last 6 hours, weigh 5 kg. Refill: Cr2.

Underwater Air Tanks

Cr80. Equivalent to oxygen tanks but designed for use underwater. Tanks include regulator and breathing connections. Two tanks last 6 hours and weigh 5 kg. Refill: Cr2.

Artificial Gill

Cr400. Extracts oxygen from water to allow unlimited time submerged. Functions only on worlds with thin, standard, or dense atmospheres. Weighs 4 kg.

Swimming Equipment

Cr20. Includes swim fins, wet suit, face mask. Weighs 1 kg.

Protective Suit

Cr70. Protects against corrosive atmosphere (type B). Protects against insidious atmosphere (type C) for 1 to 6 hours. Weighs 5 kg and is treated as jack armor.

Heavy Protective Suit

Cr140. Protects against corrosive at mosphere (type B). Protects against insidious atmosphere (type C) for 2 to 12 hours. Weighs 7 kg and is treated as cloth armor. Characters wearing heavy protective suits suffer a -2 penalty to all Agility and Strength related rolls.

Vacc Suit

Cr 1000. Worn in vacuum, trace, exotic, or corrosive atmospheres (types 0, 1, and A + ). Can be worn in any atmosphere for protection against local contamination or insufficiency. Protects against insidious atmosphere (type C) for 2 to 12 hours. Includes oxygen tanks for six hours and short range (5km) communicators. Attachment points for load-carrying devices such as backpacks, holsters, and tool belts are provided. Weighs 10(unworn) or 1(worn) and treated as cloth armor. Characters wearing vacc suits suffer a -2 penalty to all Agility and Strength related rolls.

Cold Weather Clothing

Cr20. Protects against frigid weather. Outfit weighs 2 kg and is treated as jack armor.

Vehicles

Grav Vehicles

Grav vehicles are the main form of transportation for a high technology society. All grav vehicles are essentially similar in handling characteristics, differing only in performance. Piloting skill is necessary to operate a grav vehicle. Grav vehicles can operate in any environment and are capable of reaching orbit from a world surface (although most cannot do so very rapidly).

Air/Raft
Cr 60,000, 4 tons. A light anti-gravity vehicle which uses null grav modules to counteract gravity for lift and propulsion. An air/raft can cruise at 100 kph (but is extremely subject to wind effects), with some capability of higher speed to about 120 kph. An air/raft can reach orbit in several hours (number of hours equal to planetary size digit in the UPP); passengers must wear vacc suits and interplanetary travel in an air/raft is not possible. Range in time or distance on a world is effectively unlimited, requiring refueling from a ship's power plant every ten weeks or so. An air/raft can carry four persons plus four tons of cargo. The air/raft is unpressurized and usually open-topped.
 
Acc/Top Speed: 10/30; Climb: 15; Toughness: 13 (3) Crew: 1+3 Cost: Cr 60,000

GCarrier
 Cr 100,000, 8 tons. An enclosed military or quasi-military grav vehicle. The GCarrier is an armored air/raft type vehicle intended originally for troop carrier duties. Performance is similar to that of the air/raft, but the vehicle generally has a gun mount and an armored rear hatch door. It requires a crew of one (with air/raft skill) plus a gunner for the craft's weapon, if any. It can carry 14 persons (including the driver and gunner) plus 2 tons of cargo (or assume 250 kg cargo for each person not carried; thus driver , gunner, and 5 tons of cargo).

Acc/Top Speed: 10/30; Climb: 15; Toughness: 16 (4) Crew: 2+12 Cost: Cr 100,000

Speeder
 Cr100,000, 6 tons. A streamlined grav powered craft intended for high speed transport between points on a world surface. Similar in principle to the air/raft and the GCarrier, the speeder is streamlined and concentrates on speed. It is capable of1000 kph cruise speed (maximum speed is 1200 kph) and has a virtually unlimited range. Refueling is required every ten weeks from a ship's power plant. The speeder carries a driver , a single passenger, and 100 kg of cargo. The speeder is capable of reaching orbit within an hour .

Acc/Top Speed: 30/288; Climb: 60; Toughness: 14 (3) Crew: 1+1 Cost: Cr100,000

Grav Belt
Cr10,000, negligible weight if on; 10 kg if turned off. Personal anti-gravity transportation using a single null-gravity module and a personal harness. Performance is similar in speed and range to the air/raft.

 Acc/Top Speed: 10/30; Climb: 15; Toughness: 3 (1) Crew: 1 Cost: Cr10,000


Shelters
The following are portable or temporary shelters commonly available:

Tarpaulin Cr 1. A canvas or waterproof cloth sheet used for temporary shelter. 2 by 4 meters. Weighs 1.
Tent Cr20. Basic shelter for two persons. Weighs 3. Larger, more elaborate tents weigh and cost more.
Pressure Tent  Cr200. Basic shelter for two persons, providing standard atmosphere. There is no airlock: the tent must be depressurized to enter or leave. Weighs 25 .
Pre-Fabricated Cabin  Cr1000. Modular unpressurized quarters for 6 persons. 2 by 6 by 6 meters. Can be carried in the hold of a starship. Weighs 4 tons.
Advanced Base Cr5,000. Modular pressurized quarters for 6 persons, with airlock and atmosphere recirculation system. 2 by 6 by 6 meters. Can be carried in the hold of a starship. Weighs 6 tons.



Character Creation

Races:

Only human is available. No alien life has ever been reported.

Character Types

Some ideas to get you started. All concepts need to be checked with the GM before play. Some thought needs to be given about how the starting characters will have come to be on the prison ship.

Criminal.

From petty thief, to hacker to gate-point pirates, who wait for a ship to come through the gate and jump it, there is a lot of crime in the systems, most of it unorganised.

Courtesan

A career of some influence.
Not just prostitutes, but think more Japanese Geisha, or 18th century British Courtesans. They wield considerable power, have a guild of their own, and select their own clients. It is a respected posititon. Must have the Attractive edge at the very least. Most are also Rich, or become so.

Ex-military.

Now the civil wars have ended, there are a lot of ex-soldiers out there, not all on the winning side.

Trader

Travelling from system to system, trying to make a (mostly) honest buck.

Noble

The Houses of both the Imperium and coalition were once powerful forces in Trade, Science and the Military. As the Imperium grew, thier influence waned. Some say the massacre of House Niketas eleven years ago started thier downfall, the perpetrators conveniently never caught.
Nobles both from Imperium Houses and once rogue coalition ones can still be found, bearing some influence and money, but mostly just a title, and if they are lucky, land.

Pilot

From chartered liners in the Core Worlds, to maverics than can make the kessel run in 4 parsecs, there is always a demand for good pilots. From ships, to inter-orbital transports, to fixed and swept wing aircraft, theres a lot to fly. Some pilots contract out for a run, some indenture themselves to one of the Free Companies for garunteed work and pay, some scrimp and save for a ship of thier own.

Engineers

When they have to change the laws of physics, they come to you. Every ship, starbase and two bit operation needs an engineer or two to ensure the systems keep running.

Skill List

  1. Climbing
  2. Driving
  3. Fighting
  4. Gambling
  5. Guts
  6. Healing
  7. Intimidation
  8. Investigation
  9. Knowledge
  10. Lockpicking
  11. Notice
  12. Persuasion
  13. Psionics
  14. Piloting
  15. Repair
  16. Shooting
  17. Spellcasting
  18. Stealth
  19. Streetwise
  20. Survival
  21. Swimming
  22. Taunt
  23. Throwing
  24. Zero-G

New Skills

Skill: Zero-G(Smarts)

<>Allows the character to operate in a vacuum. Fighting or shooting in zero-G or vacuum is equal to lower of the fighting/shooting or Zero-G. Used to manoeuvre in space, and covers knowledge of space suit operations, safety etc.

<>Skill: Knowledge: Astrogation

Technically, Piloting and Knowledge: Astrogation, are two separate skills, but any pilot worth his salt (and with appropriate Common Knowledge) would be able to plot a course.  The Knowledge skill is a combination of theory, "area knowledge" of particular routes, and the ability to plot the routes faster.

Restricted Edges:

  1. Arcane Background: Weird Science
  2. Arcane Background: Miracles
  3. Arcane Background: Magic (initially, anyway..:-)
  4. Champion
  5. Gadgeteer
  6. Giant Killer
  7. Holy Warrior

New Disadvantages:

Zero-G Intolerant (Major)

The character cannot deal with a zero-G environment, and have been unable to adapt. They throw up, freak out and generally need sedating in any environment where there is a lack of gravity. To perform any action in Zero-G, they need to make a spirit roll at –2.

Anonymous (Major)

For some reason, this character isn't very noticeable. He fades into the background, people overlook him, or give a very generic description. This extends to the arcane realms as well - somehow he just doesn't register very strongly, and he is hard to detect Psionically or Magically. In game terms, this gives him a +2 to any resisted rolls to evade detection (including Notice rolls, at the GM's discretion, such as in a crowded place), but a -2 to Charisma, since he's not the most imposing person..

Gate Sick (Minor/Major)

As a minor hindrance, this gives 1 fatigue level whenever jump space is entered. As a major hindrance, it gives 2 fatigue levels. These levels disappear after departure from jump on a successful Vigor roll. These rolls can be retried once per day.

New Edges:

Edge: Astral Projection

Requirements:Arcane Background: Psionics or Magic
Can control their astral body, able to lapse into a trance and send out their astral form out to explore with a speed equal to smarts times spirit relative to their body. When fully Projected, a character gains the Quick Edge, as movement in the Astral plane is both easier and quicker. A silvery thread links their body and spirit.
Astral entities can interact, but have no effect on the material world without an appropriate power or edge.. Likewise, Astral bodies are completely invisible to the real world. In addition, the character gains astral sight by concentrating. This allows them to use Notice on astral entities, converse with same, and so on. While astrally perceiving, the character is susceptible to both astral and and mundane entities. A character Astrally Percieving does not gain the Quick Edge while doing so.
A character cannot maintain any powers he cast before he projected with the exception of the "Conceal" version of Detect/Conceal Arcana.

Professional Edge: Cracker

<>Requirements: Novice, Smarts d8, Knowledge: Computers d8
This edge represents years of experience in fixing and breaking into computer systems. A cracker has experience of all kinds of illicit computing activities, from faking ID's, to breaking into systems, to writing worms and virus's. Gain a +2 to Knowledge(Computers) involving intrusion, stealth, destruction and manipulating identities.

Environmental Rules

Gravity

Zero-G (Space and Worlds Size 0-1):
All characters have a -2 penalty to Agility, Fighting and Shooting rolls in Zero-Gravity environments. Whenever the character makes an attack with a melee weapon or high recoil gun he must make an Agility roll (at the -2 penalty) or be Shaken from spinning out of control.  This shaken will not lead to a wound (ala Shaken from Fear). Grabbing a handhold negates the penalty for this Agility check.As long as there are handholds available (as there are in most Starships) the characters pace is _ normal. Load limit is doubled.

Combat Maneuvers: Characters can attempt to kick off from nearby walls as a Trick. He makes an opposed agility roll against his foe. If successful his opponent is distracted and suffers -2 to his Parry until his next action. With a raise his opponent is distracted and Shaken as well. If unsuccessful, the attacking character slams into an opposing wall and must make a Vigor roll or suffer Bumps and Bruises.

<>Asteroid (Worlds Sizes 0): 
<>All characters gain +2” to pace and +2 to Climbing, Swimming and Strength rolls to lift heavy objects and -2 to Agility and Fighting rolls on Asteroids. As well their load limit is multiplied by 2.0.

Low-G (Worlds Sizes 1-5): 
All characters gain +2” to pace and +2 to Climbing, Swimming and Strength rolls to lift heavy objects on low gravity worlds. As well their load limit is multiplied by 1.5.<>

<>Standard-G (Size 6-8 Worlds):
<>No Modifiers.

<>High-G (Size 9-A Worlds):
<>All characters suffer -2 to Fighting, Shooting and Agility rolls on high gravity worlds. As well they suffer -2 to Climbing, Swimming and Strength rolls to lift heavy objects. Their load limit multiplied by 0.75.

<>Very High-G (Size B+):
<>
Worlds of this type are not normally encountered, at least not as settled worlds. All characters suffer -4 to Fighting, Shooting and Agility rolls on high gravity worlds. They also gain -4 to Climbing, Swimming and Strength rolls to lift heavy objects. Their load limit is multiplied by 0.5. As well, at the end of any combat, or 1 hour of physical exertion under normal load the character must make a Vigor roll or gain one Fatigue level as per Bumps and Bruises (page 94 Savage Worlds).




Atmospheres

Vacuum:
A character subjected to a complete Vacuum environment without protection of a Vacc Suit must make a Vigor roll at -4 each round or gain one Fatigue level. An Incapacitated character will die in the next round from explosive decompression of his body.

Explosive Decompression:
When a Vacc Suit seal ruptures or a Starship is breached, explosive decompression occurs. Each round of a Vacc Suit rupture the character must make a Vigor roll or gain one level of Fatigue. An Incapacitated character will die in the next round from explosive decompression of his body. The character can make an Agility roll at -2 (unless he has the Spacer Edge) each round to attempt to seal the breach, assuming the appropriate patch is still in the Vacc Suit’s pocket. It takes 3 successes on this roll to seal the breach. Five minutes of oxygen will escape each round until the breach is sealed. When a Starship is breached, any unprotected character in the area of the breach must make a Vigor roll each round until the breach is sealed or gain one level of Fatigue. An Incapacitated character will die in the next round from explosive decompression of his body. Each turn the character can make an Agility roll at -2 to attempt to don a Vacc Suit, exit the area or seal the breach if the appropriate patch is available. Donning a Vacc Suit takes 3 successive Agility rolls. Sealing the breach depends greatly on the size of the breach. Exiting the area is dependant on distance to exit, whether it is open, etc.

Trace:
Treat as vacuum, but on these worlds there is potential, although extremely limited, for native life forms.

Very Thin:
This atmosphere type requires use of a respirator, combination mask or other protection. Without these aides characters will begin to suffocate in 2d6 rounds.

Thin:
Strength, Vigor and their linked Skill rolls are at -2. Use of a respirator, combination mask or other protection negates these penalties.

Standard:
This is the best kind for all those humans out there.

Dense:
Dense atmosphere has little game effect, but can add to the flavor of the world.

Exotic:
Exotic atmospheres are poisonous to major races but may support other life forms. Use of Oxygen tanks is required or a character begins to suffocate.

Corrosive and Insidious:
A protective suit, heavy protective suit or Vacc Suit is required to survive in these types of atmospheres. Insidious atmospheres defeat these personal protective measures in 2 to 12 hours.

Tainted:
Tainted atmospheres contain trace elements that are harmful when inhaled. Use of a filter mask or combination mask is required. Characters exposed to tainted atmospheres without these precautions must make a Vigor roll each hour or suffer fatigue. After leaving the atmosphere the character may suffer from poisonous effects. Make a Vigor roll at -2 to avoid the poisons effects, as determined by the referee.


Psionics:

Initial powers; able to pick up strong surface thoughts and block own thoughts, using Spirit. Can Scan for minds using smarts. How far they can reach is up to the GM, perhaps based on Spirit?
Comes with Free disadvantage; Enemy: Imperium (Minor)

Allowed Powers:

  1. Boost/Lower Trait
  2. Detect/Conceal Arcana
  3. Deflection
  4. Firestorm
  5. Healing
  6. Quickness
  7. Puppet
  8. Stun
  9. Telekinesis (can lift self)
  10. Aura reading(N, Demongate)
  11. Backwash (S, Screamers)
  12. Clairvoyance(S, Demongate)
  13. Precognition(V, Demongate)
  14. Telepathy
  15. Metabolism Control(N)
  16. Storm und Drang (S, Screamers)
  17. Seek (S)
  18. Telekinetic Squeeze (S, Screamers)

Magic

Initial powers; able to detect magic emanations by aura (concentration) or by touch, cantrips ( see My article on cantrips in SW )
Comes with Free disadvantage; Enemy: Imperium(Major)

Allowed:

  1. Armour
  2. Barrier
  3. Boost/Lower Trait
  4. Dispell
  5. Detect/Conceal Arcana
  6. Healing
  7. Greater Healing
  8. Invisibility
  9. Fly
  10. Obscure
  11. Shapechange
  12. Smite
  13. Speed (double cast on craft, quadrouple on ships)
  14. Bolt
  15. Blast
  16. Wave Runner (also applies to space)
  17. Mend (50Fathoms)
  18. Gate (Legendary)
  19. Awaken Computer (Heroic)
  20. Locate
  21. Puppet (non-living only)

New Powers:

Telepathy

Allows the character to project and read thoughts with a range of Spirit in meters. A telepath can only read surface thoughts, in the language the person is thinking. Getting more in-depth information requires a few minuites and winning an opposed test of Psionic skill vs Spirit. This is an intensely painful experince for the subject, subjecting them to flashbacks and disorientation, and obvious to both the subject and anyone around them that something is happening.
Effects that block arcane effects also block this (from Barrier to Detect/Conceal Arcana). The effect is resisted by spirit. Once inside the person's head, however, attempts to eject the Psionic is at -2. If the Psionic does not get a raise on the initial attempt, the victim may become aware of the intrusion with a notice roll. Otherwise, if she becomes suspicious, or the Telepath does something to arouse their suspictions, the Notice roll is at -2.

Metabolism Control

Using Metabolism control, the character gains almost total control over his autonomic functions. He can slow his breathing and heart rate, to the point where he can go for long periods without air, or feign death. A character using Metabolism Control and performing no other action can prevent themselves from "bleeding out". Other, more imaginative uses are up to the player (with GM approval). Note that it can't improve attributes - this is simulated by Raise/Lower trait..

Seek

Seek allows the Psychic to lock onto a particular persons mental signature, and locate them without line of sight. The Psychic must have previously scanned the person, or know them fairly well to be able to pick out their signature. Alternately, this can be used to expand the range of their inherent Scan and locate all intelligent life in the spells radius.