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**'''Burdened Apportation''' [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.'''
 
**'''Burdened Apportation''' [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.'''
 
**'''Spatial Synchrony Mandala''' [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.
 
**'''Spatial Synchrony Mandala''' [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.
**'''Blurstep''' [lvl 2]: The psychic can rapidly micro-teleport so as to become invisible to the unaided eye (and most cameras with comparable frame rates). As an On Turn action they may Commit Effort to become invisible. However, this invisibility does not extend to motion sensors or other sophisticated electronic sensors, and you do not become immune to laser weaponry. The micro-jumps do not significantly move the psychic from their current location. Attacks from invisible ambush grant +4 to hit and damage, but do not usually count as Execution Attacks unless the other requirements of such an attack are fulfilled.
 
 
**'''Stutterjump''' [lvl 3]: The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.
 
**'''Stutterjump''' [lvl 3]: The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.
 
*'''AI Routines''' [2/3 Processing]
 
*'''AI Routines''' [2/3 Processing]
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**'''Accelerated Deduction''' [lvl 3 Core]: Commit Processing for the day as a Main Action and ask the GM a yes-or-no question about a current or past event. If there is any theoretical way you could have deduced the true answer through some Sherlockian feat of hyper-advanced deduction, the GM must answer truthfully, or else indicate that the question has invalid assumptions in it. The GM does not have to explain how you realize this, however, only that your subconscious processing routines indicate it. This Routine is very taxing and may be used only once per day.
 
**'''Accelerated Deduction''' [lvl 3 Core]: Commit Processing for the day as a Main Action and ask the GM a yes-or-no question about a current or past event. If there is any theoretical way you could have deduced the true answer through some Sherlockian feat of hyper-advanced deduction, the GM must answer truthfully, or else indicate that the question has invalid assumptions in it. The GM does not have to explain how you realize this, however, only that your subconscious processing routines indicate it. This Routine is very taxing and may be used only once per day.
 
**'''Cognitive Boost''' [lvl 3 Core]: Commit Processing for the scene as an On Turn to automatically succeed at any Know skill check if success is at all possible. If used to augment a skill check that is primarily mental and requires only basic physical actions, it grants a +2 bonus to the skill check. This Routine must be run before the roll is made.
 
**'''Cognitive Boost''' [lvl 3 Core]: Commit Processing for the scene as an On Turn to automatically succeed at any Know skill check if success is at all possible. If used to augment a skill check that is primarily mental and requires only basic physical actions, it grants a +2 bonus to the skill check. This Routine must be run before the roll is made.
**'''Predictive Cognition''' [lvl 4 Core]: Commit Processing for the day as an Instant. All events since the beginning of your last turn have not actually taken place; they were merely modeled by your predictive analysis. Events and other peoples’ conditions reset to the beginning of your most recent turn, and you may act differently if you so wish. You may use this Routine only once per day.
 
  
 
==Cybernetics, Shells, Drones, and Vehicles==
 
==Cybernetics, Shells, Drones, and Vehicles==

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