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# 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.

#### Mental Erosion

Once per scene, when a creature fails a Resolve roll against you, the penalty from Mind Pressure's Reaction increases from minus 2 to minus 4 for that instance.

#### Psionic Feedback

When a creature within 10m targets you with a mental or psionic ability and fails, they immediately take Mental Stress points equal to your Resolve skill as their own power rebounds against them.
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).

#### Cascade Collapse

When Psychic Disruption succeeds, you may spend 1 additional AP to also apply one of the other two options simultaneously, imposing two effects at once.

#### Mental Storm

Once per scene, when you have stored the maximum +3 bonus from creatures taking Mental Stress, you may spend all 3 charges as a free action to force every creature within 10m to make a Resolve defend roll against your Resolve or become Dazed until the end of their next turn.
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.

#### Total Override

Psychic Override may now force the target to take one full turn rather than one basic action. The target acts on your turn, under your complete control, before returning to their own initiative.

#### Mindquake

Once per session, spend 3 AP to unleash a Mindquake: every creature within 20m (excluding yourself and willing allies) must make a Resolve defend roll against your Resolve. On failure, they take Mental Stress points equal to your Resolve skill and lose all stored Reactions for the round. Creatures that fail by 3 or more are Stunned until the end of their next turn.

## 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.

#### Silent Suggestion

Once per scene, plant a one-sentence thought in a creature within 10m. It must make a Resolve defend roll against your Resolve. On a failure, it treats the thought as its own idea until the start of its next turn, so long as it does not directly endanger it.

#### Hidden Current

Creatures have Disadvantage on checks to notice that you used Surface Read or Silent Suggestion unless they are already aware of psionic intrusion.
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.

#### Deep Suggestion

Silent Suggestion may now last for 1 minute outside combat. In combat, the target takes -2 on the Resolve check.

#### Borrowed Voice

Once per scene, speak through the mind of a creature you can see within 20m, causing its voice to seem to say up to one short sentence.
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.

#### Fractured Memory

Once per scene after Puppet Mind or Command Thread succeeds, erase the target's memory of the last few seconds. It remembers the outcome but not that you caused it.

#### Shared Panic

When Puppet Mind succeeds, one other hostile creature within 5m of the target must make a Resolve defend roll against your Resolve or become Frightened until the end of its next turn.

Solid required progression · Dashed optional node requires the one above it