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Paranormality is a common trait in every human being and may manifest, without warning, in anyone. However, its awakening is usually tied with adolescence, and its capabilities do not go much further after this period. To reflect that, the table for psychic power costs is different for characters which are going through adolescence (12 to 19 years), and cheaper for them. Therefore, paranormality is the complete Gift, and paranormal characters suffer the full extent of the gift’s advantages and impairments, even being able to purchase the “gentle gift” and “blatant gift” virtues and flaws.

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  • Ars Psichae
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  • Paranormality is a common trait in every human being and may manifest, without warning, in anyone. However, its awakening is usually tied with adolescence, and its capabilities do not go much further after this period. To reflect that, the table for psychic power costs is different for characters which are going through adolescence (12 to 19 years), and cheaper for them. Therefore, paranormality is the complete Gift, and paranormal characters suffer the full extent of the gift’s advantages and impairments, even being able to purchase the “gentle gift” and “blatant gift” virtues and flaws.
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abstract
  • Paranormality is a common trait in every human being and may manifest, without warning, in anyone. However, its awakening is usually tied with adolescence, and its capabilities do not go much further after this period. To reflect that, the table for psychic power costs is different for characters which are going through adolescence (12 to 19 years), and cheaper for them. Any human being may develop paranormal powers during the game, except those which already have some sort of magical training. These rules consider that paranormality is, in essence, magic, and magic as taught by mages is in fact a more versatile and controlled way of focusing one’s own psychic potential. Therefore, paranormality is the complete Gift, and paranormal characters suffer the full extent of the gift’s advantages and impairments, even being able to purchase the “gentle gift” and “blatant gift” virtues and flaws. Thus, if a paranormal character becomes a mage, he does not lose his previous points allocated in psychic powers, rather, during his training, he transfers that experience points into magical arts and spells. This transference occurs as if the character were being trained from scratch, but twice as fast. Because paranormal abilities are in fact an untrained, very strong gift for magic, its cost, usage and power is deliberately weaker than its related hermetic spell. There are seven paranormal powers: Clairsentience: The ability to see at a distance. Points spent in this power can be converted in Intellego and Corpus if the paranormal chooses to become a magus. Psychic Healing: The ability to perform miraculous healing. Points spent in this power can be converted in Corpus or Creo if the paranormal chooses to become a magus. Psychometabolism: The ability to control one’s metabolic processes. Points spent in this power can be converted in Muto or Corpus. Telekinesis: The ability to move objects with the mind and make them float. Points spent in this power can be converted into Rego or Terram. Teleinduction: The ability to induce other’s minds at a distance. Points spent in this power are converted into Muto or Mentem. Telemorphosis: The ability to alter one’s mind. Points spent in this power can be converted into Muto or Mentem. Telepathy: The ability to read other’s thoughts. Points spent in this power can be converted into Intellego or Mentem.
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