The Awakened Compendium

This page provides a list of Staff and Player developed abilities for Awakened. This is not an exhausted list of what Awakened are capable of. If you are interested in submitting a new ability to be added to this list, see the Submit New Ability entry on the bottom of this page.

As you read through the Compendium, please keep in mind the following:

  • The mechanics and effects described for an ability is not the only ways it can manifest. Each Awakened develops their own characteristics, personality, and flavor concerning the physical appearances of their abilities. For example, while an Awakened Sorcerer might create more traditional fireballs when using Combustion, another might shape their Combustion into a fire whip. However you decide to roleplay (RP) your Awakened abilities is entirely up to you, as the code mechanisms will always be the same.
  • Just because an ability is not documented does not mean it doesn't exist. We encourage all Awakened to use their unique characteristics to enhance their RP and stories. If you have any questions on the plausibility of Awakened capabilities, Staff is always happy to help.
  • While it says 'Favored Discipline', that does not mean other disciplines do not have access to this ability. A Sorcerer can use Animal Empathy, for example, but it would be rare.
  • An Awakened's level of Psychometry correlates directly with the size and brightness of their aura. When an Awakened uses a Novice Level skill (1-3), their aura can be described as fainter and softer compared to when an Awakened uses a Veteran Level skill (7-9).

Break Down by Skill Level

Skill Level Name
1 Minor Telepathy
1 Minor Telekinesis
2 Minor Combustion
2 Minor Electrify
2 Minor Glaciate
2 Light Ball
2 Minor Plant Control
3 Amplify Voice
3 Animal Empathy
4 Aura Recognition
4 Major Combustion
4 Major Electrify
4 Major Glaciate
4 Major Plant Control
4 Major Telekinesis
4 Intermediate Telepathy
5 Stimuli Block
6 Minor Borrowing
7 Animal Telepathy
7 Eavesdrop
7 Entrapment
7 Weather Manipulation
8 Major Telepathy
9 Directed Dreaming
10 Master Telepathy
12 Master Borrowing

Evocation

Combustion

This is the act of manifesting fire and creating warming effects. There are two scales of manifestation:

Minor Combustion

Required Skill Level: Psychometry 2
Favored Discipline: Hermeticism, Mysticism, Sorcery
Rules: +Roll Psychometry and achieve at least a Success.
Description: This level of Combustion can be used to light candles and camp-fires, warm one's hands, or cast a flickering light. It does no more damage than a lit match, and cannot be used in combat.

Major Combustion

Required Skill Level: Psychometry 4
Favored Discipline: Hermeticism, Mysticism, Sorcery
Rules: This ability allows the Awakened to use Combustion in combat by 'equipping' the Psychometry 'weapon' in the combat system.
Description: This level of Combustion allows the use of fist-sized fireballs, blazing, finger-thick lines of fire, and head-sized burning clouds. Higher levels of Psychometry do not allow for larger attacks, simply more accurate ones.

Electrify

This is the act of manifesting electrical charges and bursts. There are two scales of manifestation:

Minor Electrify

Required Skill Level: Psychometry 2
Favored Discipline: Hermeticism, Mysticism, Sorcery
Rules: +Roll Psychometry and achieve at least a Success.
Description: This level of Electrify can be used to cause lightning to crackle between the Awakened's fingertips, to give someone a static shock, or to create a crackling light. It does no more damage than a minor electric shock, and cannot be used in combat.

Major Electrify

Required Skill Level: Psychometry 4
Favored Discipline: Hermeticism, Mysticism, Sorcery
Rules: This ability allows the Awakened to use Electrify in combat by 'equipping' the Psychometry 'weapon' in the combat system.
Description: This level of Electrify allows the use of arcs of thin lightning, jolting shocks, and narrow waves of electricity. Higher levels of Psychometry do not allow for larger attacks, simply more accurate ones.

Glaciate

This is the act of manifesting ice and creating cooling effects. There are two scales of manifestation:

Minor Glaciate

Required Skill Level: Psychometry 2
Favored Discipline: Hermeticism, Mysticism, Sorcery
Rules: +Roll Psychometry and achieve at least a Success.
Description: This level of Glaciate can be used to turn a cup of water into ice, to cool about a cubic meter of air, or to turn rain — briefly — into sleet or snow for a range of a couple of meters. It does no more damage than a few minutes in freezing but not sub-zero temperatures, and cannot be used in combat.

Major Glaciate

Required Skill Level: Psychometry 4
Favored Discipline: Hermeticism, Mysticism, Sorcery
Rules: This ability allows the Awakened to use Glaciate in combat by 'equipping' the Psychometry 'weapon' in the combat system.
Description: This level of Glaciate allows the use of shards of ice, chill winds, and pure cold in combat. It cannot target more than one person, and higher levels of Psychometry do not allow for larger attacks, simply more accurate ones.

Plant Control

This is the act of interacting with natural plant life. There are two scales of manifestation:

Minor Plant Control

Required Skill Level: Psychometry 2
Favored Discipline: Mysticism
Rules: +Roll Psychometry and achieve at least a Success.
Description: This level of Plant Control can be used to make a flower bloom, a sick plant grow stronger, and the like.

Major Plant Control

Required Skill Level: Psychometry 4
Favored Discipline: Mysticism
Rules: This ability allows the Awakened to use Plant Control in combat by 'equipping' the Psychometry 'weapon' in the combat system. There must be plant life in the area to use this.
Description: This level of Plant Control allows the use of roots, branches, and the like in combat. It cannot target more than one person, and higher levels of Psychometry do not allow for larger attacks, simply more accurate ones.

Telekinesis

This is the act of solidifying air and move objects. There are four scales of manifestation:

Minor Telekinesis

Required Skill Level: Psychometry 1
Favored Discipline: Hermeticism, Mysticism, Sorcery
Rules: +roll Psychometry and achieve at least a Success to lift a weight that a weak human could lift (Brawn 1).
Description: This level of Telekinesis can be used to lift small objects such as paperweights, cups, and jewelry. It is not a precise tool, however, being the equivalent of using a hand in a heavy mitten. It does no more damage than a light slap, and cannot be used in combat.

Major Telekinesis

Required Skill Level: Psychometry 4
Favored Discipline: Hermeticism, Mysticism, Sorcery
Rules: This ability allows the Awakened to use Telekinesis in combat by 'equipping' the Psychometry 'weapon' in the combat system. Outside of combat, the Awakened may +roll Psychometry — with at least a Success, they may substitute their Will for their Brawn when lifting items. Additionally, the Awakened may use the Shielded, Def_Shield, and Agg_Shield stances in The System.
Description: This level of Telekinesis can be used to lift objects such as crates, empty suits of armor, and desks. It is not a precise tool, however, being the equivalent of using a hand in a heavy mitten. It can be used to throw objects at people, or strike them directly with Telekinetic force. It cannot target more than one person, and higher levels of Psychometry do not allow for larger attacks, simply more accurate ones.

Other Evocations

Entrapment

Required Skill Level: Psychometry 7
Favored Discipline: Sorcery
Rules: This ability may be used in combat whenever the Awakened is using the Psychometry 'weapon.' The Awakened chooses the 'pass' action, and declares that they will be trapping a particular opponent. During the combat round when they pass, the Awakened will then +roll Psychometry — with at least a Success they trap their target. The target must then choose the 'pass' action on the next turn while they escape from being entrapped. No one may attack the target during the turn in which they are escaping. On subsequent turns, the target may act and be attacked as normal.
Description: This ability allows the Awakened to using bars of flame, ice, plant life, or telekinetic force to briefly trap a human-sized being. The entrapment is fragile, but the delay it causes can be critical.

Dome of Silence

Required Skill Level: Psychometry 5
Favored Discipline: Hermeticism, Sorcery
Rules: +Roll Psychometry and achieve at least a Success.
Description: This ability creates a telekinetic dome around an area of a few meters in diameter. No sound or air can go in or out, allowing for private conversations. Since no air can get into the dome, however, anyone inside will eventually collapse from lack of oxygen. A smaller dome or more people within the dome will hasten this. If someone walks through the dome, it is disrupted and collapses.

Light Ball

Required Skill Level: Psychometry 2
Favored Discipline: Sorcery, Mysticism, Hermeticism
Rules: +Roll Psychometry and achieve at least a Success.
Description: This ability creates a handheld ball of light that can float within a meter of the wielder. It illuminates a sphere with a radius of 5 meters.

Weather Manipulation

Required Skill Level: Psychometry 7
Favored Discipline: Sorcery, Mysticism, Hermeticism
Rules: +Roll Psychometry and achieve at least a Good Success.
Description: This ability allows the Awakened to manipulate the weather on a localized scale. Within a 30 meter radius, they can stave off rain, snow, change the direction of the wind, increase wind velocity, and other manipulations. This ability does not allow for destructive weather forces such as tornadoes, lightning, or hurricanes.

Psychometry

Borrowing

Minor Borrowing

Required Skill Level: Psychometry 6
Favored Discipline: Mysticism, Sorcery
Rules: To activate this ability, you must +roll Psychometry and achieve a Success.
Description: This ability allows the Awakened to Borrow the senses of a non-sentient animal such as a cat, hawk, or horses and see, hear, smell, and sense what the animal does. It has a range of 200 meters, but the energy it takes to Borrow for long periods of time is enormous. Most Borrowing lasts no more than 10 minutes before the Awakened must break the link. There are tales of some Awakened who became lost in the mind of an animal and literally wasted away within days.

Major Borrowing

Required Skill Level: Psychometry 12
Favored Discipline: Mysticism
Rules: To activate this ability, you must +roll Psychometry and achieve a Good Success.
Description: At this rank, the Awakened can borrow the senses of an animal for much longer — up to a maximum of several days, and five kilometers. This can be exceptionally dangerous to the Awakened, however (see Minor Borrowing, above)

Prophetic Dreams

Prophetic Dreams

Required Skill Level: Psychometry 4
Favored Discipline: Hermeticism, Mysticism, Sorcery
Rules: No roll required.
Description: All Awakened occasionally have prophetic dreams, but it is only after specific training that they gain the ability to understand and decipher them. The higher the level of Psychometry, the more details and specifics an Awakened can translate from their dreams. All pertinent Awakened Dreams are posted on the Awakened Board, and skill levels are given to help determine the amount of details an Awakened can gain from the dream. An archive of the Awakened Dreams can be found here.

Directed Dreaming

Required Skill Level: Psychometry 9
Favored Discipline: Hermeticism, Mysticism
Rules: To activate this ability, you must +roll Psychometry and achieve a Success. The greater the success, the more the Awakened can direct the course of their dream. A +REQUEST should be submitted if the Awakened is attempting to dream about something that requires STAFF approval.
Description: This ability involved the Awakened meditating or focusing on a particular topic or question that they wish to dream about. They cannot change their dreams, but they can streamline the dreaming process and allow them to put some distance between themselves and their dreams.

Telepathy

Minor Telepathy

Required Skill Level: Psychometry 1
Favored Discipline: Hermeticism, Mysticism, Sorcery
Rules: No roll required.
Description: The earliest known ability for the Awakened is the ability to share thoughts and emotions with others. This manifests in newborns as the ability to literally share their needs with their parents and caretakers through a mental link. This should not be confused with full telepathy as this is only shadows of feelings and thoughts that are shared rather than fully constructed sentences or descriptions. The Awakened must be able to see their target, and are limited to a 100 meter range.

Intermediate Telepathy

Required Skill Level: Psychometry 4
Favored Discipline: Hermeticism, Mysticism, Sorcery
Rules: No roll required.
Description: The Awakened is able to share complete sentences and complex feelings. If the Awakened has communicated telepathically with their target previously, they no longer have to be within line of sight and the range is extended to five kilometers.

Major Telepathy

Required Skill Level: Psychometry 8
Favored Discipline: Hermeticism, Mysticism, Sorcery
Rules: No roll required.
Description: At this rank, the Awakened can now telepathically share sentences and emotions with a familiar target within a distance of a thousand kilometers.

Master Telepathy

Required Skill Level: Psychometry 10
Favored Discipline: Hermeticism, Mysticism, Sorcery
Rules: No roll required.
Description: At this rank, the Awakened can share sentences and feelings with a known target as long as they are on the same planet as the Awakened.

Please Note: Telepathy is only words and emotions. Images cannot be shared via telepathy.


Other Psychometries

Amplify Voice

Required Skill Level: Psychometry 3
Favored Discipline: Hermeticism
Rules: +Roll Psychometry and achieve at least a Success.
Description: This ability allows the Awakened to increase the volume of their voice without the need for technological amplifiers. The amplification is enough to surprise and shock, and to carry over a distance, but not to actually harm anyone.

Animal Empathy

Required Skill Level: Psychometry 3
Favored Discipline: Mysticism
Rules: +Roll Psychometry and achieve at least a Success.
Description: This ability allows the Awakened to determine what a single animal within 5 meters is feeling. It does not allow any control over the animal, but may be useful in determining the source of discomfort or the animal's general desires. Since the Awakened must be close to the animal to use this ability, attempting to use this ability on wild animals can be very dangerous.

Animal Telepathy

Required Skill Level: Psychometry 7
Favored Discipline: Mysticism
Rules: +Roll Psychometry and achieve at least a Good Success.
Description: This ability allows the Awakened to communicate on a very limited basis with a single animal that they are touching. The Awakened can send simple thoughts to the animal, as well as sensing its feelings as with Animal Empathy. The animal is under no compunction to act on those thoughts, but domesticated animals often do, so long as the thoughts are not against their nature. Since the Awakened must touch the animal for a significant period of time to use this ability, attempting to use this ability on wild animals can be very dangerous.

Aura Recognition

Required Skill Level: Psychometry 4
Favored Discipline: Mysticism, Sorcery
Rules: +Roll <Discipline Skill> and achieve at least a Success. In order to identify an aura, the Awakened must have previously been around the target while the target was in their Awakened state.
Description: This ability allows the Awakened to recognize the auric presence of other Awakened within their line of sight. Each aura is unique, like a fingerprint, allowing Awakened to recognize familiar auras even if the individual is disguised. This ability does not require the target Awakened to be in their Awakened State.

Eavesdrop

Required Skill Level: Psychometry 7
Favored Discipline: Mysticism, Hermeticism
Rules: +Roll Psychometry and achieve at least a Good Success.
Description: This allows an Awakened to eavesdrop on a conversation that is being held up to 15 meters away. This ability cannot be used through windows, walls, or other solid surfaces. This ability creates an inverted cone with its wider end directed toward the conversation.

Stimuli Block

Required Skill Level: Psychometry 4
Favored Discipline: Hermeticism, Mysticism, Sorcery
Rules: This ability can only affect the user. To activate, you must +roll Psychometry. A Light wound requires a Success, a Moderate wound requires a Good Success, a Serious wound requires a Great Success, and a Critical wound requires an Amazing Success. This does not affect the combat system, and is for Roleplay purposes only.
Description: This ability pertains to blocking various mental stimuli such as pain or fear. This is a short term effect, lasting only a couple minutes, and does not heal the damage or mitigate in any way, it simply blocks the pain or fear receptors in the Awakened's own brain.

Far-Sensing

Required Skill Level: Psychometry 6
Favored Discipline: Mysticism
Rules: +Roll Psychometry and achieve at least a Success. Success allows you to +roll Alertness.
Description: This ability allows the Awakened to gain a general sense of an area of about 3 meters by 3 meters within 15 meters of their current location. They do this by sensing changes in air pressure caused by movements, or by sensing pressure against plant life, or similar methods. This ability does -not- provide 'sight,' but it does provide a general tactile feel of the area, as if the Awakened were feeling around the area with a blindfold on. While using this ability, the Awakened cannot sense anything from their own body.

Off-Limits Abilities

This is a list of abilities that cannot be utilized by Awakened. Most of these decisions have been made based on maintaining a balanced system.

  • "Jedi Mind Trick": Awakened telepathy cannot be used to manipulate or implant thoughts into an unwilling target. Due to the nature of Awakened telepathy, a target's mind is always aware that there is an additional "presence" in their head, and unwanted connections can be immediately shut down. OOC: STAFF will never allow a character's thoughts to be out of control of the character's player.
  • Short Circuiting: All electronics in the Haven System are shielded from electronic and electromagnetic interference. OOC: This ability is off-limits because being able to short circuit technology is too powerful for this setting.
  • Lifting or Flinging a Living Target: Telekinesis cannot interact with living electromagnetic fields, making it impossible to lift, fling, or any other similar interactions with living targets (sentient or non-sentient). This does not prevent using telekinetic force against a target. See Telekinesis above. OOC: Flying and levitating creates balance issues with combats, and lifting someone and dropping them off a cliff is not a fun way to lose a character.
  • Healing: Awakened do not have the ability to speed up the healing process or regenerate living tissue. Plant life is an exception, but an Awakened can only help improve the growth and recovery of plants. OOC: With advanced medical technology already available, we want to retain some risk in combat. Plants are the exception to provide RP flavor.
  • Disarming: OOC: Our combat system has no rules for disarming an opponent, so Telekinesis cannot be used to disarm an opponent.
  • Improving Abilities: There is no ability that makes an Awakened an inherently better smith, although they might use Combustion to regulate the forge fires and Telekinesis to make major blows against the item being forged. OOC: STAFF has already positioned Awakened as "different but not better." Awakened abilities do not improve skills the individual possesses. Instead, they offer alternative abilities.
  • Unwanted Mind Reading: Being able to read thoughts or feelings directly contradicts the fact that when a mental connection is made, the target is fully aware of that connection and can immediately shut it down if unwanted (see Telepathy for more information). An Awakened cannot read the thoughts or feelings of a target unless explicitly allowed to do so.

Submit New Abilities

When you have an idea of an Awakened ability to add to the Compendium, it must be submitted to STAFF for approval. Please submit this information to STAFF via a +REQUEST. Provide as much information as you can to help STAFF understand what sort of result and mechanics you are looking for. It is common for STAFF to make adjustments to a submitted ability if it does not quite fit our intended theme.

Name of Ability

Required Skill Level: #; this will always be using the Psychometry Skill unless a Discipline Skill is justified.
Favored Discipline: Must have at least one Discipline associated with this ability
Rules: Whatever rules you think should apply to this ability
Description: This is where you describe its mechanics and effects
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