After waking up in a high security medical facility with no recollection of how he got there, John Vattic's memory slowly returns through a series of playable flashbacks to his days as a civilian advisor to a military operation in Siberia. In the past, he worked with a group of soldiers known as WinterICE, attempting to locate an elderly scientist who has been conducting research into psychic powers. In the present, John attempts to piece together what he remembers and locate members of WinterICE in the hope that he can clear his name, work out what actually happened, and discover how he came to have psychic powers himself.
Vintage Marbles W9 Winchester 1890 1906 62 Rear Tang Peep Sight - Gun Parts
The main set of tools in the game are present-Vattic's psychic abilities. These range from simple things like telekinesis, healing, and psychic blasts to more specific abilities. One such ability is "charm", which normally works like invisibility. However, it's really closer to a Jedi Mind Trick - it doesn't let you go by machines, because they don't have minds and thus can't be charmed. In other cases, it's useful for calming or directing your allies. Another ability that's more specific in usage is projection - similar to "Prey" and its spirit walking ability, projection allows you to leave your body and go through things that your normal body cannot to press switches and the like. This is later upgraded to possession, allowing you to take the bodies of enemy (or friendly) soldiers.