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Humans leave impressions on everything they touch. You can do more than touch.
PSYCHOMETRY IS BANNED ON CAMPUS - CASTLE REF 0094
RESONANCE (Passive)
At the start of the mission, roll on the resonance table. When you make this roll, 1d3, then 1d6, then check the resonance tables after this entry. When you are making an action roll and you are using an item you are resonant with, you gain a +1D bonus. You can spend a burst any time to roll an additional resonance. You can keep up to three at a time, and only benefit from one at a time.
| Resonance Table: | 1d3 + 1d6 |
|---|---|
| Phones | 11 |
| Lights | 12 |
| Knives | 13 |
| Keys | 14 |
| Books | 15 |
| Baseball Bats | 16 |
| Balls | 21 |
| Guns | 22 |
| Mugs | 23 |
| Computers | 24 |
| Shoes | 25 |
| Power Tools | 26 |
| Ropes | 31 |
| Hammers | 32 |
| Cars | 33 |
| Doors | 34 |
| Bags | 35 |
| Gloves | 36 |
★ AMPLIFY (Summon, Adjacent, Scene)
You can expand the mundane properties of a regular non-weapon item to extreme levels. You touch a mundane object up to CAT size. For the scene, you automatically have resonance with it, and its properties are enhanced to extreme levels, as if they were up to your CAT in scale. For example:
- A car’s speed, handling, and resilience.
- A light’s brightness and intensity, and the area it illuminates.
- A door’s ability to lock and withstand force.
This can easily affect the difficulty and risk of rolls. The object is still mundane.
★ BOND (Self, Scene)
For the scene, you can bond incredibly tightly with an item you are holding in one or both hands.
- You are now resonant with that item. It is still mundane.
- You can now use it as a mundane cutting or bludgeoning weapon even if it wouldn’t normally be a weapon. It has about the power of a CAT 0 bat or sword.
- The item becomes virtually indestructible, and you can cause the item to recall to your hand, flying through the air, from within short distance
- You can discharge this power to make a strike with the object, granting it supernatural destructive power equal to CAT. Roll MENTAL for its effects (it gains +1D on the roll as normal due to resonance). Then end this effect and destroy the item.
☆ PSYCHOMETRY (Instant, Adjacent)
You can touch objects to remotely view their memories. You can view back a number of days equal to your CAT. Roll MENTAL, then ask a question plus an additional question per success.
- Where has this object been?
- Who has touched this object?
- What has this object been used for?
- What else is this object connected to?
Memories of an object are impressionist and and imprecise, and they are only usually ‘aware’ of their very immediate surroundings.
After using this power, lose its use until you rest.
★DIPLOMACY (Instant, Short)
You make a simple request of an object as if it was a person, or ask it a simple yes or no question.
For example, you can ask a door to open or hold shut (even if it couldn’t normally lock, or you don’t have the key), a computer to turn off or find information for you, or a car to turn on without a key or drive by itself.
If you need to make a roll for this, roll MENTAL or use a social action, such as negotiation or authority.
You can affect objects up to CAT size with this. Objects asked questions can answer only with yes or no answers and can’t actually vocalize.
★ ALLIANCE (Summon, Short, Scene)
An object up to CAT size in short range can now take action to set up an ally, rolling 1d6, or MENTAL if you are resonant with that object. The object can take or cause consequences as normal from these actions.
Allies have to be able to interact with it or use the object to gain its benefits. The object doesn’t gain the ability to actually move or animate in any way, but fortune simply bends around it.