Psionics and Traits

Psionics are contact with the miasma

Psionics are the capacity to interface with the miasma. The mechanism may be biological, technological, or both. The effect can look impossible, but it is not outside nature. It is nature after the old world's machines became part of soil, air, water, flesh, and ruin.

A psionic character does not carry all power inside them. The local miasma matters. A brilliant channeler in a dead zone may have nothing to reach.

Power sources

Every trait or power draws from one or more sources.

SourceMeaning
BiologicalYour own body, instinct, training, mutation, or physiology.
PsionicAmbient miasma shaped through a living or technological channel.
TechnologicalOld-world artifacts, mechanisms, interfaces, and devices.
HybridMore than one source at once; all requirements matter.

Traits

A trait is a named capability. It may be learned, inherited, mutated, installed, unlocked, or granted by a class. Traits are the small pieces that make a character different in play.

Traits can represent:

Some traits are always available. Some work only in certain biomes, against certain challenges, with certain equipment, or when the right miasma colors are present.

The Winds of Change

Every psionic effect is a Protocol--a legacy routine triggered in the ambient Miasm. Whether a Protocol can run depends on the local Wind.

Color levels

The Wind has eight colors (see the World Primer). In any given area, each color has a current level from 0 to 9, set by the World Master.

Every Protocol lists one or more color requirements (e.g., Red 1, Blue 2). To cast it, the Wind's current level in each required color must be at or above the listed value. If any required color is below its requirement, the Protocol cannot be cast at all -- it does not happen, it does not partially fire.

Changes of the Wind

The Wind shifts. When and why is the World Master's call -- a storm front, crossing a biome boundary, the breaking of a Redoubt seal, or simply the long slow turn of the day. When a Change occurs, each color independently has a roughly equal chance to rise, hold steady, or fall; the size of the shift depends on the strength of the Change. The full procedure lives in the World Master Handbook.

Treat the Wind like weather. It is not personal. It is not fair. Plans built on a specific color holding for the next encounter may not survive the next Change.

Burning the Wind

A person or effect can Burn the Wind -- deliberately exhaust a single color in the local region for a burst of power. After a Burn:

Burning the Wind reaches for power the Wind alone would not give you, at the cost of leaving that color crippled until later Changes restore it. Specific class features describe what a character can do with a Burn -- see, for example, the Mage's Burn The Wind.

Protocols

The Protocols a character knows depend on class, level, and training. Each Protocol below lists its color requirement; meeting that requirement against the current Wind is what makes the Protocol castable.

Minor Protocols (Tricks)

Tricks require minimal cognitive discipline and have a negligible saturation toll. They are foundational techniques channeled at will.

ProtocolColorLore & Effect
IgnitionRed 1Localized atmospheric ignition. 120ft range. 1d10 thermal damage. Scaled: 2d10 (L5), 3d10 (L11), 4d10 (L17).
False VisageYellow 1Localized holographic projection. 30ft range. 1 min duration. Sound or visual image (5ft cube).
LumenYellow 1Visible EM modulation. Object emits bright light (20ft) and dim light (20ft) for 1 hour.
The Green BiteGreen 1Corrosive chemical reaction. 60ft range. 1d6 corrosive damage (DEX save). Scaled: 2d6 (L5), 3d6 (L11), 4d6 (L17).
The Wind-WhisperBlue 1Tightbeam Lattice transmission. 120ft range. Whisper a message to one target; they can reply.
Void-StrikeViolet 1Gravimetric spatial fold. 120ft range. 1d10 force damage. Scaled: multiple beams at L5, L11, L17.
The Mender's TouchWhite 1(Sage) Pauses biological collapse. Touch a creature at 0 HP to stabilize them.
The Black RotBlack 1(Sage) Molecular deletion. 120ft range. 1d8 necrotic damage; prevents healing until next turn.

Tier 1 Protocols

Tier 1 techniques impose a Saturation Toll -- measurable picoscale deposits in the blood. These are powered by Wind slots, representing the body's safe operational limit before a long rest.

ProtocolColorLore & Effect
Thermal CascadeRed 2Chain reaction of thermal excitation. 15ft cone. 3d6 thermal damage (DEX save). Scaled: +1d6 per tier.
Cohesion AegisOrange 2Momentary molecular interlocking. Reactive. +5 bonus to AC until start of next turn. 1 round duration.
Neural OverrideYellow 2Dopamine-driven neural interface. 30ft range. Target is charmed for 1 hour (WIS save). Scaled: +1 target per tier.
The Green SpurGreen 2Temporary biological hypertrophy. Touch. Target's jump distance is tripled for 1 minute.
Lattice-SightBlue 2Visualizing miasma chromatic auras through the Lattice. 30ft radius. Concentration, 10 min duration.
Spatial DartViolet 2Vril-ya gravimetric spatial fold. 120ft range. Three darts deal 1d4+1 force damage each. Scaled: +1 dart per tier.
The White SutureWhite 2(Sage) Forced cellular re-knitting. Touch. Heal 1d8 + modifier. Scaled: +1d8 per tier.
Entropy StrikeBlack 2(Sage) High-priority molecular disassembly. Melee. 3d10 necrotic damage. Scaled: +1d10 per tier.

Tier 2 Protocols

Tier 2 techniques require Color 3 stability. Saturation effects include visible picoscale scarring or metallic tinting of the iris.

ProtocolColorLore & Effect
Lattice Echo BladeRed 3Persistent kinetic feedback loop. 60ft range. Melee psionic attack deals 1d8+modifier force damage. 1 min duration.
Resonance BurstRed 3Molecular bond vibration. 60ft range. 3d8 thunder damage (CON save). Disadvantage for inorganic targets.
Molecular SealingOrange 3High-tensile structural bond. Touch. Locks a closed entryway. DC to break or pick increases by 10.
Active CamouflageYellow 3Bending light to mask a subject. Touch. Target is invisible for 1 hour. Ends if they attack or execute.
Sensory JammingYellow 3EM noise overload. 30ft range. Target blinded or deafened for 1 minute (CON save).
Biomass FortificationGreen 3Synthetic metabolic resilience. 30ft range. Up to 3 targets gain 5 HP (current/max) for 8 hours.
Surface AdhesionGreen 3Traction mutation. Touch. Target gains climb speed equal to walk speed; can move on ceilings for 1 hour.
Retinal EnhancementBlue 3Lattice-filtered optics. Touch. Target gains 60ft darkvision for 8 hours.
Spatial FlickerViolet 3Picoscale wormhole jump. Teleport up to 30 feet to a visible space.
System PurgeWhite 3(Sage) Neutralizing biological contaminants. Touch. End one disease or one blinded/deafened/paralyzed/poisoned condition.

Tier 3 Protocols

Tier 3 techniques require Color 4 threshold. Execution may cause Windburn (localized temperature drops) as the miasma is drained.

ProtocolColorLore & Effect
Kinetic DischargeRed 4High-velocity ionized stream. 100ft line. 8d6 electrical damage (DEX save).
Thermal IgnitionRed 4Critical mass thermal expansion. 150ft range. 20ft radius explosion. 8d6 thermal damage (DEX save).
Neural Sync-FlashYellow 4EM strobe brain-lock. 120ft range. 30ft cube. Targets are charmed and incapacitated for 1 minute (WIS save).
Metabolic OverclockingGreen 4Hyper-efficient mitochondrial catalysis. 30ft range. Doubled speed, +2 AC, extra action. 1 min duration. Lethargy follows.
Lattice TranslationBlue 4Neural linguistic uplink. Process and transmit any spoken language for 1 hour.
Miasma NeutralizationBlue 4Broad-spectrum dampening signal. 120ft range. End active protocols of Tier 3 or lower on a target.
Protocol InterferenceBlue 4Lattice-injected disruptive signal. 60ft range. Counter a protocol of Tier 3 or lower (check required for higher Tiers).
Gravimetric LevitationViolet 4Modulating violet-spectrum anti-gravity. Touch. Target gains 60ft fly speed for 10 minutes.
Defibrillation ProtocolWhite 4(Sage) Forced metabolic restart. Touch a creature dead for under 1 min. Restores them to life at 1 HP.
Nano-AnimationBlack 4(Sage) Black-spectrum nanite animation of dead tissue. Touch a corpse or bones to create a servant for 24 hours.

Tier 4 Protocols

Tier 4 requires Color 5 threshold. Mastery manifests as a constant, low-frequency hum or static discharge when touching metallic objects.

ProtocolColorLore & Effect
Thermal BarrierRed 5Continuous line of atmospheric ignition. 60ft line or 20ft ring. 5d8 thermal damage on entry or end turn.
Signal ChaosYellow 5Broadcast contradictory neural signals. 90ft range. 10ft radius sphere. Targets act randomly or seize up (WIS save).
Mutagenic ShiftGreen 5Total picoscale cellular rewrite. 60ft range. Transform a creature into a beast-class organism for 1 hour (WIS save).
Remote Sensor ProbeBlue 5Manifests picoscale sensor cluster. Invisible probe transmits optical/IR data for 1 hour. Move up to 30ft/action.
Spatial ShortcutViolet 5High-precision spatial fold. Teleport self and one companion up to 500 feet instantly.
Cellular DeconstructionBlack 5(Sage) Dismantling cellular walls. 30ft range. 8d8 necrotic damage (CON save). Destroys plant-based life instantly.

Tier 5 Protocols

Tier 5 requires Color 6 threshold. Channels push the nervous system to its limit, often resulting in temporary Ghost-Signals.

ProtocolColorLore & Effect
Endothermic DrainRed 6Violent absorption of kinetic energy. 60ft cone. 8d8 cold damage (CON save). Kills freeze target into statues.
Kinetic FieldRed 6Direct kinetic force manipulation. 60ft range. Move or manipulate objects/creatures with thought for 10 minutes.
Cohesion FieldOrange 6Perfectly rigid structural lattice. 120ft range. Invisible wall of force immune to all conventional damage.
Neural ParalysisYellow 6Recursive pause command loop. 90ft range. Target is paralyzed for 1 minute (WIS save). Repeat save each turn.
Toxic Miasma BloomGreen 6Synthesis of neurotoxic aerosol. 120ft range. 20ft radius sphere. 5d8 poison damage (CON save). Moves 10ft/turn.
Lattice UplinkBlue 6Deep-infrastructure sensor link. Remotely observe a distant subject anywhere on the planet (WIS save).

Tier 6 Protocols

Tier 6 requires Color 7 threshold. Channels cause audible ozone crackling. The channeler's biology begins picoscale hardening to survive the throughput.

ProtocolColorLore & Effect
Arcing CascadeRed 7Electrical discharge chain reaction. 150ft range. 10d8 lightning damage to primary and 3 secondary targets.
Disassembly BeamRed 7High-frequency vibrational beam. 60ft range. 10d6+40 force damage. Disintegrates targets reduced to 0 HP.
Neural Hive-CommandYellow 7Subconscious directive broadcast. 60ft range. Up to 12 targets pursue a course of action for 24 hours (WIS save).
Lattice ClarityBlue 7Objective data-view. Touch. Target gains truesight and can see into the Lattice out to 120ft for 1 hour.
Full RestorationWhite 7(Sage) Total biological audit. 60ft range. Target regains 70 HP and ends blindness/deafness/disease.

Tier 7 Protocols

Tier 7 requires Color 8 threshold. Mastery allows rewriting localized laws of physics. Veins may glow with picoscale luminescence.

ProtocolColorLore & Effect
Criticality MineRed 8Unstable plasma base. 150ft range. 20ft radius. Base 12d6 thermal damage, increases by 1d6/turn for 1 min.
Thermal MegastormRed 8Cascading atmospheric failure. 150ft range. Ten 10ft cubes of roaring flame deal 7d10 thermal damage.
Distant TranslocationViolet 8Lattice node bridging. Transport up to 8 creatures to a specified Lattice node or distant location.
Inversion FieldViolet 8Localized gravimetric dipole. 100ft range. 50ft radius cylinder. Gravity is reversed for 1 minute.
Bio-ReplicationWhite 8(Sage) High-velocity reconstruction loop. Target regains 4d8+15 HP + 1 HP/turn for 1 hour. Restores limbs.
System DeletionBlack 8(Sage) Targeted entropy injection. 60ft range. 7d8+30 necrotic damage. Kills rise as Animated Husks.

Tier 8 Protocols

Tier 8 requires Color 9 threshold. Rare and catastrophic events preceded by Miasma Shudders felt for miles.

ProtocolColorLore & Effect
Solar EmissionRed 9Picoscale fusion event. 150ft range. 60ft radius. 12d6 radiant damage + blindness. 2x damage to undead.
Encryption LayerYellow 9Multi-layered neural encryption. Touch. Immunity to psychic damage and neural manipulation for 24 hours.
Neural EnslavementYellow 9Total neural-miasma takeover. 60ft range. Establish absolute control of a target's actions for 1 hour (WIS save).
Neural ShutdownYellow 9High-intensity kill-code. 60ft range. Targets with under 150 HP are instantly stunned.
Dead ZoneBlue/Orange 9Absolute psionic silence. 10ft radius sphere moves with you. No protocols or miasma effects function inside.

Tier 9 Protocols (The Singularity)

Tier 9 requires Color 10 -- the Singularity Threshold, which is above the natural cap of the Wind. A Tier 9 Protocol can only be reached by amplifying the Wind past its normal range (e.g., through Burning, relic effects, or other extraordinary means). These are world-altering events detectable across the entire planet.

ProtocolColorLore & Effect
Orbital StrikeRed 10Guiding orbital kinetic reservoirs. Four impacts within 1 mile. 20d6 thermal + 20d6 kinetic damage in 40ft spheres.
Singularity BridgeViolet 10Stable picoscale singularity. Create a portal 5-20ft diameter linking to any Lattice node or location.
Substrate OverwriteViolet 10Rewriting local mathematical constants. Duplicate any protocol of Tier 8 or lower, or alter reality.
Suspension LoopViolet 10Localized space-time fold. You take 1d4+1 turns in a row while the rest of the world is suspended.
Total ReconstructionWhite 10(Sage) Total biomass reconstruction from Lattice data. Restores a creature dead up to 200 years to full health.
Metabolic CessationBlack 10(Sage) Absolute deletion command. Target with under 100 HP is instantly and irreversibly terminated.

Mutations

Mutations are biological changes caused by miasma exposure, mutagens, inheritance, trauma, or long adaptation. They are not moral signs and not cosmic punishments. They are changes in matter and pattern.

A mutation may be useful, harmful, cosmetic, frightening, socially meaningful, or all of these at once.

Mutations are catalogued in their own chapter, sorted into three families -- physical, mental, and psychic. Each is written to depend on nothing but the organism that carries it: no gear, no tool, no language, no culture. See the Mutations chapter.

Cybernetics

Cybernetic traits are machine integrations. They usually require hardware, repair, power, and enough understanding to use them without damaging yourself.

For Androids, cybernetic interface may be natural to the body. For Cyborgs, it is the defining tension between flesh, machine, and miasma. For organic characters, cybernetics are powerful but never casual.

Channeling by class

Not every class reaches psionics the same way.

Class groupChannel style
BloodbornInnate lineage resonance.
SageFaction-disciplined clarity and rare color access.
MageLearned pattern through technique-codex and practice.
ChangedContracted access through an active intelligence.
SwornOath-channel through absolute commitment.
UnfetteredInner Wind through body discipline.
ShifterInherited metamorphosis through local ecology.
Scout and ScavengerPractical field effects, reading, marking, and exploiting signatures.
FighterUsually non-psionic by class identity, though traits may still matter.
Furyborn and TradentBodily surge or resonance performance, depending on path.

Dead zones

In a miasma-dead zone, psionic effects can fail or become unreliable. This does not make a character useless. It changes the problem. Dead zones reward tools, training, preparation, allies, and careful resource use.

Playing psionics well

Good psionic play asks: