Anti-Psi in ActionCharacters with Anti-Psi may not have Psi powers without special traits.
effective, though it needs the Psi present. Crippling is not the
sort of thing you should regularly inflict on PCs, though.
excellent counter for psis who can affect people at long distances
- Psionic Overload:
and has obvious connections with Broken Communion
- Psionic Shield:
great go-to power for anti-psi characters.
sort of thing one thinks of when it comes to Anti-Psi.
- Psi-Static: Permanent
- Resistant to Psionics: A
better way of representing things like Psychic Armor.
- True Sight: With the removal of hologram, this is only really effective against Mind Clouding and Sensory Control, both of which are better protected by Psionic Shield. Not a problematic power, but very situational.
Other Suggested Abilities
- Gaze into the Abyss
- Hostile Dampening: Pairs well. thematically with Gaze into the Abyss
- Personal Awareness:
also be available to non-Anti-Psi, as it's a training technique.
- Simple Defense:
The best defense is a good offense; a nice, subtle defense
Obviously useful if you seek to defeat a specific kind of psychic trick
- Basic Anti-Psi:
points, Psis 20.
- Simple Screamer:
points, Psis 20
- Perception Master: 50 points, Psis 20
Discouraged Powers Powers
- Psychic Armor: Not particularly problematic, but highly situational. It'll protect against TK-Crush, which is very nice, but so will several other powers that have broader utility
Para-Invisibility hides the anti-psi from all psychic senses. This means the character is immune (or resistant) to things like psychic Danger Sense, Detect Life, Telescan, Clairvoyance, Awareness, etc. But it also means he's immune to precognition and retrocognition. This has some fascinating implications!
If an ESPer cannot see someone because they're a Screamer, then that person creates an obvious hole in the vision. They can be defined by their absence, and the vision remains more-or-less valid. Para-Invisibility doesn't work like that. The vision should be flawed because it fails to take into account the presence, or actions, of the anti-psi!
For example, if a screamer or a psychic null were going to murder someone in the future, an ESPer could detect the murder taking place, but when he tried to see who committed it, he'd only see static, or hear a scream, or otherwise have some kind of interference, but he'd still know the murder would take place and that someone with anti-psi capabilities was going to do it. Someone with Para-Invisibility could successfully murder someone without detection by the ESPer.
General Anti-Psi Concerns
Defeating Anti-PsiMortals don't need to defeat Anti-Psi. That's the whole point of anti-psi! It's only a concern for psychics.
In general, anti-psi characters are less of a threat if they are not physically present. Powers like Psychic Overload and Cancellation require a touch, or at least the ability to see the psion. By simply avoiding most Anti-Psi characters, a Psion can remain fairly successful. Furthermore, standard physical countermeasures still work fine. A psion with a force blade might not be able to bring most of his psionics to bear... but he's still a guy with a force blade, more than capable of cutting down the anti-psi. In a lot of ways, anti-psi is more about leveling the playing field.
Finally, Anti-Psi doesn't work on Communion, which means that characters who have gained a connection to the great, global super-consciousness can rely on it to defeat an anti-psi... though see below!
Anti-Psi lacks really useful technology or drugs that might assist it, but Anti-Psi characters are allowed to gain access to Broken Communion. Furthermore, Communion is a form of psionic energy, just several scales of magnitude more powerful and ubiquitous than an individual psi's power. Anti-Psi characters may buy cosmic versions of their abilities to gain the ability to affect Communion itself.
Anti-Psi characters create a niche. A given psi will have spent a considerable amount of points on his abilities. An anti-psi character negates all of that advantage. A mortal character has the same point total, but has complete access to all of his abilities against an anti-psi. This creates a “rocks, scissors, paper” mechanism: Psi will often defeat mortals, point for point, while anti-psi will often defeat psi, point for point, but mortals will often defeat anti-psi, point for point. A good group will create a sort of “combined arms” for handling their threats. This means characters like Kendra become vital for protecting characters like Dun.