Summary

Updated: July 16th, 2013

Mindscape: A new "place" for the Psychic game. Like the Astral Plane, but more like the surface of it (if the Astral Plane were like a sea). All perceptions, thoughts, emotions and memories are projected here from every single thinking being. All Psychics perceive the Mindscape in some way and it can be overpowering to them. A constant murmur of voices. Fogy images everywhere. Emotional tides. Random sensations. Pain. Pleasure. Itching. Burning. It can (and sometimes does) drive a Psychic insane.

Inception: X-Axis (like Vampire Clans) - What the Psychic went through and how it affected him when he received the Gift. There are 5 or 6.

Mindset: Y-Axis (like Vampire Covenants) - How a Psychic reacts to his Gift (Denies it, hates it, tries to balance it in his life, avoids others, or fully accepts it). Note: Mindsets are not any type of social organization. It is something that can change in the character over time, but is rare. The character's Mindset affects the his psychic powers.
The Mindsets are loosely based on the 5 stages of grief/loss (Denial, Anger, Bargaining, Depression, and Acceptance).

Foundation: Z-Axis (like Vampire Bloodlines) - Large (or medium sized) organizations of Psychics (government agencies, military units, hippie cults, etc).
Foundations are optional and have their own requirements that must be met for a character to join.

Circles: Small Psychic groups (like a Vampire Pack) usually made up of the player characters.
Circles can become "Linked" and gain some new benefits called "Synergies".

Talent: The "power score". Ranked 1-10. Represents the characters raw psychic ability and his connection to the Mindscape.

Noema: The energy pool used to fuel Psychic powers.

Powers:
Phenomena, Concentrations, Reinforcements, Synergies - each explained below.

Phenomena - Think of them like Psychic Skills. They have a rank of 0-10 (0-5 if Talent rating is under 6). However, they are much more complicated than Skills. Each activation usually consists of spending Noema and maintaining Focus.
Activation is usually by an Attribute + Skill + Phenomena dice roll.
In general, there are no new individual powers at the different levels of each Phenomena.
Each dot gained in rank only gives greater power. New abilities for each Phenomena are bought as Concentrations.
Phenomena are purchased with XP, but start with a number of dots determined at character creation.
Inceptions each have a Natural Phenomena that is chosen from a list that gives XP cost breaks.

Concentrations - The modifications or new effects of a Phenomena learned by the Psychic. All Concentrations are (supposed to be) approximately equal in power.
Character's do not begin with Concentrations, they must be purchased with XP.

Reinforcements - Gained according to Mindset. Each one affects Phenomena in a certain way.
They work similar to Concentrations; but when a Psychic has one, it affects all his Phenomena.
They can be purchased with XP as individual Concentrations for Phenomena.

Synergies - Abilities that a Linked Circle have with one another. Things like constant Telepathy or sharing Noema. Each Synergy is purchased with Link Points based on a shared Merit named "Linked" (works similar to "Totems" for Werewolves).

Triggers/Flares: Situations and events that can cause the Psychic to have an uncontrolled manifestation of his power (called a Flare). Restraint dice pool is rolled by the player when a Trigger occurs.
Triggers include: Vivid Dreams, Drugs, Intense Emotions, Pain, Physical Contact, Etc.
Triggers (ranks 1-5) must be restrained or suffered as Flares (ranked 1-5).