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A crimson-cloaked psionicist projects invisible force through an arc of paving fragments.

Thought · Telekinetic force

Infecti

The mind becomes the battlefield

Enter their world

What this guild is about

Remain the master of your mind.

Open a path into an enemy's mind or strike a mindless creature with invisible physical force. The Infecti train telepathy and telekinesis while struggling to control the supernatural condition that gives them power. Their combat revolves around psychic connections, mental integrity and the discipline required to remain the master of their own thoughts.

An Infecti fights across two spaces at once: the visible world and the connections between minds. Before some attacks can land, a probe must create the pathway. Reaching through it can expose your own mind to harmful feedback, turning offence into a decision about your stability as well as the enemy's health. Telekinesis provides another route, applying thought directly to matter. The guild is about learning control under pressure. It suits a player drawn to an unusual combat system, a troubled fictional tradition and the satisfaction of choosing the right mental or physical approach to an opponent.

You might feel at home here if…

  • Learn whether your opponent has a mind you can attack.
  • Watch mental integrity as well as physical danger.
  • Use telekinesis when thought must strike matter directly.
A tentacled Ciloss psionicist wears a crimson cloak and projects mental energy.
A member of Infecti. Your own race and appearance are part of your character’s story.

Lore & origins

Power behind the asylum gates

The source of Infecti power is a mystery even in the guild's own account. People call it an infection, passed deliberately and rarely from one member to someone they choose. It grants extraordinary psionic abilities, but brings an enduring supernatural burden: disturbing thoughts, internal voices, visions and seizures. The Infecti are feared by people on opposing sides of ordinary moral divisions. Their isolation comes from both what others believe they can do and the difficult experience of living with the power themselves.

Their guild occupies an old mansion still marked by a plate reading Mental Asylum on its rusted gates. Parts of the building have suffered damage, yet the training spaces inside show deliberate care. A former holding cell has become a room of comfortable chairs, tables and bookshelves. Strange marks scar walls and ceilings where practice has reached angles that ordinary blows cannot explain. The contrast makes the institution memorable: an abandoned place associated with confinement has become a workshop for powers that cross physical boundaries.

Admission is a personal encounter with the people who carry that tradition. Rhirald, a dementia summoner, explains that applicants undergo a risky test conducted with his companion Brareldric. Later instruction teaches more effective telepathy and telekinesis, along with ways to defend the mind and body. Members wear a dark crimson hooded cloak, whose broad hood can conceal the face. The colour gives the isolated collegium a shared identity, while its training turns the frightening condition into something its members can examine, practise and attempt to govern.

A damaged mansion chamber with worn plaster, tall windows and study furniture.
An old asylum has become a place to study and survive the condition.

A place in the world

The former Mental Asylum

Rusted gates lead to a damaged grand mansion. Inside, old holding rooms have been furnished for study and training. Books and comfortable chairs share space with unexplained impacts high on the walls and ceiling.

Explore the world around them

Their role in a fight

Open a connection. Control the risk.

Choose between attacking a mind and moving matter. Psychic Probe opens a conduit for mental attacks, while telekinetic disciplines can strike creatures with no suitable mind to enter. This gives your target selection a meaningful distinction. Protect your own mental integrity as you work, because forcing hostile thoughts through a connection can expose you to danger in return.

A crimson-cloaked psionicist fortifies body and mind with layered psychic barriers as hostile probes unravel.
Psychic Phalanx fortifies body and mind and clears hostile probes.

With a party

Your knowledge can help assess an opponent and put pressure on its mental defences while companions fight physically. More advanced training includes protective disciplines and a melee-oriented use of telekinesis. Whatever approach you choose, communicate when setup is needed. Probing is an action against a target, and a noticed or aggressive probe can start a fight.

On your own

Identify the kind of foe before settling on a sequence. A thinking enemy may be approached through probing and mental attacks; undead or constructs give Telekinetic Thrust a clear purpose. Keep defensive disciplines and your own stability in mind. A solo psionicist benefits from understanding why an attack works, especially when the next opponent has very different vulnerabilities.

The choices you make

Psychic power can rebound on the person using it. Psychic Ripple exposes the attacker to the victim's thoughts and can damage mental integrity. Probing may provoke hostility, while more advanced feats of bodily control require concentration that blows can disrupt. The guild gives you unusual options, with the expectation that you monitor the conditions supporting them throughout combat.

Power, explained

Signature abilities

  1. Psychic Probe

    Create a mental connection

    A probe penetrates mental defences and opens a conduit between your mind and the target's. With suitable knowledge it can also assess the victim, inspect spell capabilities or damage the mind while lowering its defences. Aggressive probing reveals the attacker, and even ordinary probing may provoke someone who notices the intrusion.

  2. Psychic Ripple

    Attack through a probed mind

    The first psychic attack sends a wave of aggressive thoughts into a victim whose mind you have probed. The connection also exposes you to the thoughts on the other side, risking damage to your mental integrity. It teaches the guild's core tradeoff early: an opening that permits attack can carry danger back to you.

  3. Telekinetic Thrust

    Physical force without a weapon

    Focus thought through an arm and fingertips to create an invisible piercing force. This provides an early answer to mindless creatures such as undead and constructs, whose minds are unsuitable for the usual psychic assault. Against extreme physical resistance, the discipline can change its damage to sonic, broadening its purpose further.

  4. Psychic Phalanx

    Fortify body and mind

    Psychic and telekinetic energy surrounds the caster, strengthening defence against physical and mental attacks. The discipline erects barriers that hostile probes must penetrate and purges existing probes from the mind, while leaving mental links. It helps re-establish control when the mental battlefield has become crowded with connections you do not want.

These are examples from the guild’s wider training. Availability and strength depend on your guild path, skills and current game rules; an initiate starts with a smaller repertoire.

Learning the tradition

Learn to live with the gift.

Entry begins with the guild's own admission process and the foundations of psyche and mindcraft. Infecti Tyros learn the connections and disciplines that make psionic combat possible; later teaching develops stronger telepathy, telekinesis and protection. Some paths apply immense concentration to bodily movement and melee fighting, so the guild's future is broader than a distant mental attacker. Your crimson cloak provides access to guild information. Learn how probing, defence and mental integrity interact before expanding the attack repertoire, and consult the present guild listings for each branch's requirements. Growing power brings more ways to act, together with more conditions to manage.

For a first character, the guided builder offers a selection of starting professions. The complete guild reference and in-game teachers explain entry requirements and further training.

A place in the valley

Find the people
you want to become.

Choose a race and a first profession. Meet your teachers, learn your craft, and find the companions who will come to rely on it.

Icesus is a persistent text RPG. The paintings illustrate its world; you play through words.