Psionic
Psionics wield the power of the mind itself. They do not cast spells through arcane formulas or divine faith — instead, they impose their will directly upon reality and consciousness. In ELDRA, a Psionic bends thoughts, disrupts actions, and fractures mental defenses with silent precision. They are the most unnerving class to face.
Root Node · 1 CLA
Psionic
You are immune to telepathic intrusion and mind-reading. Enemies cannot tell when you are using psionic abilities — they appear as ordinary actions.
Path of Disruption
T1 · 1 CLA
Mind Pressure
Once per turn when you deal damage, convert up to half of it (rounded down) into Mental Stress points instead. As a Reaction, when a creature within 15m fails a Resolve roll, force it to suffer an additional minus 2 penalty on its next roll before the end of its next turn. You gain +2 to all Resolve rolls made to resist mental influence.
T2 · 1 CLA
Psychic Disruption
Spending 2 AP, choose one creature within 20m. The target must make a Resolve defend roll against your Resolve. On a success, choose one: the target loses 1 AP on its next turn; cannot take Reactions until the start of its next turn; or has Disadvantage on concentration checks until the start of its next turn. Whenever a creature within 10m takes Mental Stress points, gain +1 to your next roll (maximum +3 stored at a time).
T3 · 1 CLA
Dominion of Thought
Psychic Override (3 AP): choose a creature within 15m. The target must make a Resolve defend roll against your Resolve. On a success, force the creature to immediately take one basic action of your choice against any target (attack, move, or utility). The creature is aware afterward. Additionally, you may maintain Psychic Disruption's AP-drain effect as a concentration: once per round, a chosen creature within 20m loses 1 AP without a roll.
Path of Domination
T1 · 1 CLA
Surface Read
Once per scene as a free action, read the immediate intent of one creature within 15m that you can see. The GM tells you what the creature most wants to do before the end of its next turn. Your next Influence, Resolve, or attack roll against that creature before the end of your next turn gains +2.
T2 · 1 CLA
Command Thread
Spend 2 AP to seize one creature within 15m. It must make a Resolve defend roll against your Resolve. On a failure, choose one: it moves up to half speed in a direction you choose, drops one held item, or uses its Quick Utility action on a target or object you choose. Once per scene.
T3 · 1 CLA
Puppet Mind
Once per session, spend 3 AP to dominate one creature within 15m. It must make a Resolve defend roll against your Resolve. On a failure, you control one Basic Attack, Move, or Complex Utility action it immediately takes on your turn. Then, until the end of your next turn, it suffers -2 to Resolve and cannot take Reactions. On a success, it instead loses 1 AP on its next turn.
Solid required progression · Dashed optional node requires the one above it