Some powers require a psychic to enter a trance state before they can be used. Such effects note if a trance is required in their descriptions. While a psychic is in a trance, he is at a –5 penalty to all Perception rolls, he loses his Defense and he can take no action other than to use his psychic powers unless he ends the trance. If the psychic fails in a Perception roll to detect someone approaching, he may even be susceptible to a killing blow. Unless a psychic ends a trance prematurely, the effect persists for a scene, or for the lesser of the psychic’s Stamina or Resolve in hours with an exceptional success.
Entering a Trance
Dice Pool: Composure + Wits + equipment
Action: Extended (10 successes; one roll per turn as a full-turn action)
Suggested Equipment: Yoga mat (+1), prayer beads (+1), meditative music or relaxation tapes (+2), meditation room (+3) Possible Penalties: Loud noises (–1), nearby children (–1), uncomfortable environment (–1), lack of food (–1 to –3), being in danger or in combat (–3 to –5)
Roll Results
Dramatic Failure:
The character fails to enter a trance and is unable to try again until the next scene.
Failure:
No successes are accumulated in the latest effort, but another roll may be allowed in the next turn. The effort may be prohibited altogether if time or conditions don’t permit.
Success:
Successes are accumulated toward the effort, and if the required number is met, the character enters a trance state.
Exceptional Success:
You gather five successes in excess of the 10 needed. The character slips into a trance state so easily that you gain a +1 bonus on any psychic powers used during the session.