Before I get into the article, I must give full credit to Del Carr and Cheron, the original creators of PSI World for FGU. This article has been all but copied, with slight modifications to the rules so they can be used in TMP. This is NOT my game. The only thing I can take credit for is modifiying it so It Can be used for the MP system.
When generating a character, determine his or her Psi strength. Then,
refer to the table below to see the chance the character has of possessing
Psionics.
Psi Score | % Chance of Psionics |
---|---|
15 | 5% |
16-17 | 10% |
18-19 | 15% |
20+ | 20% |
Now, roll 1D100 and compare the result to the table below to see what
type of Psionics the character posses.
Roll | Minor Disciplines |
---|---|
01-03 | Cyrokenitic |
04-06 | Pyrokenitic |
07-09 | Directional sense |
10-12 | Radar/Sonar |
13-15 | Forgotten |
16-18 | Ghost |
19-21 | Astral Projection |
22-24 | Poltergeist |
25-27 | Mind Meld |
28-30 | Color Distortion |
31-33 | Invisibility |
34-36 | Psi Blast |
37-39 | Null Psi |
40-42 | Weakness Understanding |
43-45 | Force Field |
46-48 | Holo Psi |
49-51 | Perfect Balance |
52-54 | Dowser |
55-57 | Photographic Memory |
58-60 | Phonographic Memory |
61-63 | Sense Danger |
64-66 | Radio Perception |
67-69 | Lie Detector |
70-72 | Mender |
73-75 | Regenerator |
76-78 | Psi Amplifier |
79-81 | Roll one additional minor |
82-85 | Roll two additional minors* |
86-90 | Roll three additional minors* |
91-100 | Roll on the major table |
Roll | Major Disciplines |
---|---|
01-11 | Precog |
12-24 | Telepath |
25-37 | Teleport |
38-49 | Telekinetic |
50-61 | Self Aware |
62-70 | Healer |
71-81 | Empath |
82-90 | Animalist |
91-93 | Roll one major and one minor |
94-96 | Roll one major and two minors |
97-100 | Roll Two Majors |
To increase Psi power points, keep track of the Psi Points spent. When
the Points spent equals the current Psi power point total, roll 2D6 and
consult the following chart. Example: If the character has 40 PSI power
points, once he/she has spent 40 points roll on the chart below. The same
goes if the character has 200 PPP. After they have spent 200 points, they
get to roll again.
Roll | Power Points Gained |
---|---|
2 | 1 |
3 | 2 |
4 | 3 |
5-9 | 5 |
10 | 7 |
11 | 9 |
12 | 10 |
Hours of sleep | % of power regained |
---|---|
less than 3 | 0% |
3-4 | 25% |
5-6 | 50% |
7-8 | 75% |
8+ | 100% |
Radar/Sonar
This is the ability to detect unseen opponents or see in the dark,
fog, smoke, etc. It operates in a 360 degree field around the psionic and
costs 5 points per turn.
Forgotten
A person will completely forget this Psionic character after an amount
of time equal to the time spent with him/her, or after 8 hours of sleep.
For cost, see directional sense.
Ghost
Nearly identical to the teleporter ability 'out of phase' this ability
allows the psionic to become insubstantial. He/she can see and hear normally,
may pass through material objects and is not affected by material objects.
He/she may not affect material objects or speak. Cost 10 points. Duration
1D10+2 rounds. Can be used by the character only; It cannot be used on
someone else.
Astral Projection
Allows the character to shift his/her life energy to a point separate
from the body. This separation takes 1 round, during which time the body
slips into a deep trance state and a shimmering replica appears within
1 meter of the body. This energy clone may move normally, see, hear, and
communicate telepathically with anyone within 3 meters. The duplicate is
composed entirely of energy, so physical barriers and attacks have no effect,
and it cannot attack physically. Psionic attack, or energy attacks will
do normal damage, and the character may attack via psionics through the
projection. Any damage done to the projection will affect the material
body, and any damage done to the material body will recall the clone. The
cost is 15 points and will last up to one hour.
Poltergeist
The character can cause poltergeist phenomena to occur anywhere in
his/her line of sight at a cost of 5 points per use. Each use lasts 1D3+1
minutes. The poltergeist has no control over which power is manifested,
nor how long it will last. All he/she can do is start the effect, and a
random roll will be used to determine which effect takes place. The following
table is provided for the referee's convenience. It contains most of the
major documented poltergeist effects. Roll 1D8, and check below for the
result.
If the table gives a result that is impossible, use number two, roll
again, or whatever the GM wants. If there are no windows left, perhaps
number 4 would be appropriate. Note that while the Psionic may turn the
effect on, he/she cannot turn it off. The full time must elapse.
Roll | Effect |
---|---|
1 | Knocking/tapping on walls, furniture, etc. |
2 | Objects flying around. |
3 | Windows break. |
4 | Glassware breaking (flying into walls, etc.) |
5 | Stones falling from the air (1D3 dp if they hit) |
6 | Lights and other electrical switches turn on/off. |
7 | Small fires starting. |
8 | Random gusts of wind (indoors), dust devils (outdoors). |
While melded, anything affecting the melder will affect the two PSIs he/she is in contact with. The melder's mind will be dominant, so he/she can use other psi's abilities.
Color Distortion
A globe of shimmering colors surround the psionic, making him harder
to hit in combat (-3 to the attackers accuracy.) The cost is 5 points per
2 meter radius, range is variable, and duration is 1D3+1 rounds. This ability
can also be used to change temporarily the color of objects within the
area of effect.
Invisibility
The character can make himself/herself invisible. The character cannot
be seen unless someone is viewing the area the character is in with Infra-red.
Anyone trying to hit the character is at a -10 penalty. The character can
sneak around, but if the character fails a stealth roll, he/she will be
heard.
Psi Blast
This ability translates into two abilities. The first is local, in
which the character can attack a single target within 2 meters. The target
gets a roll to resist using his Psi total. If the target resists, no damage
is done. However, if it fails, the target suffers damage equal to the amount
of Psi points used. The second is an area attack against every single living
creature within 5 meters of the character. Cost is 10 points plus 1 per
1 DP.
Weakness Understanding
The psionic instinctively knows exactly where and how to hit a target
(be it door, human, whatever) to cause the most damage. The base cost is
5 points, plus one point per point of extra damage the psionic wishes to
inflict. This bonus is in addition to the damage normally done by whatever
weapon/object the psionic is using. Duration is one round, and must be
spent before the to hit roll is made.
Psi Amplifier
The character has the ability to double one effect of another's psionic
ability. This may be range, duration, damage, or effect (amount of weight
lifted, etc.) They may also maintain the ability as it is, but halve the
cost of other psionics. This cannot be used to increase the Psi amp's own
power. Cost 10 points, duration-based on ability amplified. Range-touch.
Perfect Balance
The character has perfect balance, allowing him to walk atop walls
wider than five inches with a base chance of success at 99%. Walls from
two to five inches have a chance of success at 95%. Surfaces of less than
two inches can be crossed at a 90% chance of success.
It is nearly impossible to trip up a psi with this ability. Cost is the same as directional sense.
Dowser
This ability allows the character to search for either water, petroleum,
or a single, specified metal hidden underground. The dowser must physically
walk across the area to be searched, taking ten full minutes to search
an area 3 x 30 meters. He will know the approximate depth at which the
substance is located, to a maximum of 800 meters. He will also get an impression
of the amount of the substance (traces, little bit, large deposit, river,
etc.)
Cost is 5 points for water, 10 points for other materials. Range, 800 meters depth, area 3 x 30 meters. Duration, 10 minutes.
Photographic Memory
The character has the ability to recall any page which he has seen
for more than one second. The character has recall, but not comprehension.
To obtain a working knowledge of the material scanned, a period of contemplation
equal to the time it would take to read the material normally is needed.
During this time, no other action, especially sleep, may be taken. This
period of contemplation may be taken at any time after the original scan
of the material. This ability will decrease the time needed to learn a
new 'book skill' by up to one half, if the ref allows it. Cost is the same
as directional sense.
Phonographic Memory
The character can remember and parrot back any conversation, speech,
etc. which he/she has heard. The repetition is as accurate as a voice recorder,
and the psionic is incapable of distorting either the words or the emotional
nuances of the speaker's voice. Even tone, pitch, and accent are identical,
and the psi can repeat a speech in a language which he/she does not understand.
Cost is the same as directional sense.
Sense Danger
This operates in two modes, immediate and long range. In the immediate
mode, the psi gets a feeling of foreboding about two minutes before personal
bodily harm is to occur. This feeling increases as the event gets nearer
in time. If action is taken to prevent the injury, the feeling subsides.
Cost is the same as directional sense.
In long term mode, the psi must concentrate for ten minutes, and the feeling of dread will appear if the contemplated course of action will be likely to result in bodily harm within the next week. Note that if there is a decision to be made; the psi must concentrate separately on each course of action. The cost is 10 points
Radio Perceptive
The psionic is able to `hear' radio frequencies, and may either concentrate
on a particular band width or scan all frequencies. Note that while he
may be able to hear a particular transmission, if it were either encoded
or scrambled, it wouldn't be understandable. The range is not limited by
the receiving psi, but by the transmitter. If a normal radio receiver would
be able to pick up the station without the use of a super sensitive antenna,
then the psionic will be able to likewise. Cost 5 points per minute.
Lie Detector
The Psionic is able to tell when a given subject is speaking the truth,
as the subject perceives the truth. The psi
is able to perceive lies, evasions, and the like, but will not know what
the truth is. He will be able to tell which part of the statement is true
and which is not. Cost 10 points per minute. Range 3 meters.
Mender
By force of intense concentration, the mender can re-knit the molecules
in a broken substance, repairing it perfectly. The power affects only non
living objects, and all the pieces must be present and in position. The
power cost is based upon the size of the break, the hardness of the material,
and the complexity of the task. A broken handle on a china cup would cost
about 2 points to repair, a cracked window 5, and a shattered window 15
(all pieces must be in the correct position). A broken link (one inch in
diameter) in an iron chain would cost about 10 points to repair, as would
a broken ladder rung, the larger size offsetting the hardness of the iron.
Regenerator
Usually undiscovered until serious injury is sustained, this psi has
a double normal healing rate, with the additional benefit of being able
to re-grow lost body parts. A finger or toe will re-grow at a rate of 1D6
millimeters per week, a hand at 1D3 mm per week, and a full limb at 1D6
mm per month. In general, the more complex the missing part, the slower
it will re-grow.
To replace a missing eye, for example, might take a year or two until full normal functioning is restored. Also, if more than one part is being re-grown, divide the new growth equally between each area. Organs re-grow at a rate of 1D3 mm per week. After any limb is re-grown, it will take 6 plus 1D6 weeks to relearn how to use it. This time can be halved by physical therapy. Cost is the same as directional sense.
Ability | Cost | Range | Duration |
---|---|---|---|
Clairvoyance | 2 per 3 meters | variable | 1D4+1 rounds |
Clairaudiance | 2 per 3 meters | variable | 1D4+1 |
Sense danger | 5 points | 3 meter radius | 1 use |
Locate danger | 10 points | 3 meter radius | 1 use |
Detect Psi | 5 points | 30 meters/LOS | 1 use |
Detect life | 5 points | 30 meters/LOS | 1 use |
Psycometry | 20 points | 1 object | 1 use |
Pathfind | 30 points | personal | 1D3+1 minutes |
Augury | 10 points | LOS | 1D3+1 minutes |
Combat Precog | 5+1=1 | One person | 1D3+1 rounds |
Luck | 5+1=1 | One person | 1 round |
Clairaudience
Basically the same as clairvoyance, with the exception that hearing
is the projected sense. All of the other limitations are identical to Clairvoyance.
Sense Danger
When this ability is used, anything within a 3 meter radius which is
of direct potential danger to the Precog will give a premonition of danger.
The Precog will not know the nature or the location of the danger, but
will know only that the threat exists.
Locate Danger
When this ability is used, the nature and position of the greatest
potential danger within the area of effect will be known to the Precog.
Other threats of lesser potential danger will not be revealed.
Detect Psi
When this ability is used, the general location of any source of psionic
power will be revealed. The area of effect is 30 meters within the user's
line of sight at the time the ability is used.
Thus the Precog cannot tell if there is a psionic in a building.
Detect life
Will reveal the general location of all major life forms within the
area of effect. Major life forms include all mammals and birds, as well
as large specimens of other species. No other information will be gained
from the use of the ability, such as type of life form.
Psycometry
This is the ability to receive residual psionic impressions from an
object. The object must be touched for the ability to work. To determine
the amount of information gained, percentile dice are rolled and the following
chart consulted.
Roll | Amount of information |
---|---|
01-40 | Basic, strong impressions, leaving events vague, little or no detail. |
41-60 | As above, but with more detail. |
61-80 | Strong impressions with clear detail. |
81-90 | Information nearly complete, names and dates may be incorrect, or lacking. |
91-100 | Total history of the object, with names, dates, places, etc. |
As the Precog will not remember what he/she says while in trance, other characters must be present to record the information. The Precog will describe the route once, slowly and clearly. He/she will note major landmarks and turnings. The Precog may not be questioned later about the route and cannot repeat instructions. (The other players will need to write this down if they want to benefit from this, since the Precog will forget what he/she said.)
Augury
This ability allows the Precog to ask any question to which a one word
answer may be given. The answer will be accurate and truthful.
Vision
This ability allows the Precog to see in a 360 degree arc from his/her
body. It also negates the effects of darkness, smoke, fog, and other vision-obscuring
phenomena. It does not allow the Precog to see through solid objects.
Combat Precog
When this ability is used, the Precog is made aware of his/her opponent's
actions, micro seconds before they actually happen. Due to this effect,
the Precog gains one point to his/her base score to hit and it is a negative
to the opponents target to hit. This is at a base cost of 5 plus 1 per
+ or - 1 to the attack number.
Luck
This ability is similar to combat Precog except it will affect any
saving throw made by the person affected. The cost is the same as combat
Precog. A critical failure is a failure, no matter how many points are
used.
Ability | Cost | Range | Duration | Saving throw |
---|---|---|---|---|
Detect life | 5 | 30 meters | 1D3 rounds | -- |
Mind Shield | 10 | personal | 1D6+1 rounds | -- |
Suggestion | 5 | LOS | 1 use | PSI |
Detect lie | 5 | 1 person/LOS | 1D3+1 minutes | PSI |
Mental Attack | 1=1 | 1 person/LOS | 1 use | PSI |
Area | 5+1=1 | 2 meter radius | 1 use | PSI |
Distance | 10+1=1 | LOS 2m radius | 1 use | PSI |
Stun | 15 | 1 person/LOS | 1 use | PSI |
Communication | 10 | 10-25 kilometers | 1D6+1 minutes | PSI + |
15 | 26-50 kilometers | |||
20 | 51-100 kilometers | |||
25 | 101-500 kilometers | |||
30 | 501-1000 kilometers | |||
35 | 1000+ kilometers | |||
Illusion | 20 | 10 meter radius | 1D4+1 minutes | PSI |
Mind Probe | 20 | Touch | 1D3 minutes | PSI |
Locate Mind | 5 X | As per comm | 1 use | -- |
Mind Transfer | 30 | touch | 1D6+1 minutes | PSI |
Control | 25 | touch | 1D3+1 minutes | PSI |
Use Senses | 5 X | As per comm | 1D3+1 minutes | PSI |
Nightmare | 20 | LOS | 1 use | PSI |
X plus communication cost | + PSI allowed only if requested by target |
Mind Shield
Gives the user a 95% chance to block all incoming mental contact. It
will not block physical objects or manifestations (such as sound, light,
etc.). No other mental contact or psionic ability may be used while a mental
shield is in effect.
Suggestion
Allows the Telepath to attempt to place one mental suggestion into
the target's mind. If the target fails a PSI save, he/she will follow the
suggestion.
Suggestions which are totally against the target's way of thinking will be ignored (example: self destructive commands, or the order to attack a close friend).
Detect Lie
Identical to the minor ability Detect lie.
Mental Attack
The user attempts to harm the target with a direct mental blast of
mental energy. If the target fails a resistance roll, he/she will take
one point of damage for each point of psionic power the Telepath puts into
the attack.
Area Mental Attack
Similar to the above, except that all persons within a 2 meter radius
of the Telepath will sustain damage if a resistance roll is failed.
Distance Mental Attack
Identical to the area mental attack, with the exception that the Telepath
may locate the center of the blast anywhere within his/her line of sight.
All persons within a 2 meter center of the area of effect must make a resistance
roll or take damage.
Stun
The psionic attempts to overload the opponent's mind with random images
and indecipherable sounds. If the target fails a PSI resistance check he/she
will be stunned for 1D4 rounds, during which he/she will be unable to perform
any action. The target will be unable to remember anything which took place
while stunned, although the attack itself will be remembered.
Communication
Allows the exchange of surface thoughts and emotions. This will include
pictures, sounds and other sensory information, although direct impressions
of the individual's environment cannot be gained. Only one individual may
be contacted per use of the power.
Illusion
By use of this ability, the Telepath attempts to implant false sensory
impressions into the targets mind. All of the senses may be affected. Physical
reality will not be affected and may disrupt the illusion (example: the
illusion of a door does not create a real door. A character attempting
to open an illusionary door will be stopped by physical reality and the
illusion will be destroyed). Damage inflicted by
illusions will affect the target individual, due to the power of belief.
Mind Probe
A mind probe is an attempt to go deeper into the target's mind than
the surface thoughts allowed by the communication ability. Areas such as
the memory, the subconscious, and other hidden areas of the subject's mind
may be available to the Telepath.
Locate Mind
This ability will give the Telepath the exact location of a specific
mind. Basically an extension of the communication ability, the cost for
merely locating a known mind is proportionate to the distance involved
(use the cost for communication at the same range). When combined with
communication, however the cost of locating the mind is only 5 points,
and the cost of the communication is added to this.
Mind Transfer
This allows the total transfer of minds between the Telepath and the
target. After a one-round adjustment period, both bodies will be able to
function normally. At the end of the ability's duration, both minds will
return to their appropriate bodies (as long as both characters are still
alive). If one of the mind/body combinations should die, the remaining
mind is trapped in it's new body.
Control
Allows the Telepath to assume control of the target individual. This
control is total with the following exception: any time the controller
attempts to perform an action which is totally against the beliefs of the
controlled, the target is allowed another saving throw. If the target succeeds,
the control is broken.
To initiate control, the target must be touched. If the attempt is successful, the controller's body falls into a sleep like state from which it cannot be roused until the control has ended. After the initial touch, the controlled individual may move normally away from the controller's body. After control is broken, the controller's mind will return to it's body and he/she will be able to function normally in the following round.
Use Senses
This ability is basically an extension of the communication ability,
and allows the Telepath to receive sensory information from the subject
which he/she is not consciously aware of, such as relative air temperature,
humidity, etc. This information can be useful in determining the subject's
location or condition. When used alone, refer to the communication table
for cost at the range used; when combined with the communication ability,
the cost is only 5 points, plus the normal communication cost.
Nightmare
With this ability, the Telepath attempts to unlock the target's subconscious,
bringing to the surface all the hidden fears, aggressions, and secrets.
The effect of this are grave; first the target will be in shock and unable
to act for 1D10 minutes. Second, the target must
make a PSI resistance check or go insane. A character going insane
in this manner must roll on the following table.
It should be noted that these effects are permanent unless/until psychiatric
help is found, and then the cure may take a great deal of time.
Roll | Result |
---|---|
01-25 | The target is a catatonic vegetable |
26-50 | Violent aggression against any/all targets. |
51-75 | Incapacitated-hysterical weeping |
76-95 | Totally paranoid-trusts no one. |
96-100 | Referee's choice |
Ability | Cost | Range | Duration | Saving throw |
---|---|---|---|---|
Personal Teleport | 20 | LOS or known | 1 use | -- |
Teleport Other | 30 | LOS or known | 1 use | PSI |
Teleport Object | 1 per 2 kg | LOS or known | 1 use | -- |
Summon Object | 10 +1 per 2 kg | LOS or known | 1 use | -- |
Teleport Attack | 5 | LOS | 1 use | PSI |
Out of Phase | 10 | Personal | 1D3+1 minutes | -- |
Teleport Other
This ability allows the teleporter to transport another living being
other than him/her self. The same rules as for personal Teleport apply,
and the target is allowed a saving throw if he is unwilling to be teleported.
Teleport Object
This allows the psionic to Teleport inanimate objects in the same manner
as living beings. The objet to be teleported must be touched. To determine
the cost of the ability ,divide the weight of the object in kg by 2, rounding
up. The result is the cost in PSI power points. The destination must be
within the teleporter's line of sight, or a location known personally by
the psionic.
Summon Object
Allows the teleporter to transport an inanimate object to him/her self
from a distant location. The summoned object must be within the user's
line of sight or well known by the teleporter. As much of the object as
possible will appear within one meter of the summoner. This will allow
an object to be summoned to the teleporters hand.
Teleport Attack
By using this ability, the teleporter attempts to directly harm another
living being by the use of his/her ability. The target is allowed a PSI
resistance roll to avoid damage. If the roll fails, a hit location is rolled,
and 2D6+2 points of damage is applied to that location. Armor does NOT
prevent this damage. Aimed attacks are not allowed.
Out of Phase
This ability allows the teleporter to shift the physical substance
of his/her body and equipment into a non-material state. In this state
he/she may see, hear, and otherwise use normal senses. He/she may not speak,
but may move at normal movement rates, even through physical obstacles.
The teleporter may neither attack nor be attacked; either physically or
via Psionics. If the duration of the ability reaches it's limit while the
user is inside a physical object, he/she will be pushed out of the object
along the shortest path.
Ability | Cost | Range | Duration | Saving throw |
---|---|---|---|---|
Move object | Variable | Variable | 1D3+1 rounds | PSI |
Manipulate | 5 /round | Clear LOS | Variable | ACC |
Sound | 5 | LOS | 1 use | -- |
TK Missile | 5 | LOS | 1 use | DEX |
TK Shield | 15 | Personal | 1 minute | -- |
Levitate | 5 | Personal | 1D3+1 minutes | -- |
Levitate Others | 10 | 1 person | 1D2+1 minutes | PSI |
Flight | 10/minute | Personal | Variable | -- |
Heat | 5/2 meters Sq. | Variable | Variable | DEX |
Cold | 5/2 meters Sq. | Variable | Variable | DEX |
Blast | 15 | LOS/ 2 meter radius | 1 use | DEX |
TK Light | 5 | LOS | 1D6+1 minutes | -- |
Weight (KG) | Cost |
---|---|
1-10 | 1 |
11-25 | 5 |
26-50 | 10 |
51-100 | 15 |
101-250 | 20 |
251-500 | 25 |
501-1000 | 35 |
each additional 500 | +5 |
Sound
This ability allows the TK to produce voices and other sounds by vibrating
the molecules within a small section of air. Only a voice which the character
can recall vividly in his/her own mind can be reproduced.
TK Missile
By using this ability the TK attempts to harm an opponent by accelerating
a small object at the target. The TK must make an ACC roll, and then the
Target may try to dodge by rolling a DEX roll. The amount missed/made by
the attackers roll is a positive/negative to the Targets DEX roll. If the
target is hit, roll hit location and apply 1D6+2 points damage. The accelerated
object must be touched by the Telekinetic, and must weigh less than 1/4
KG.
TK Shield
This ability forms a TK shield around the user about 1/3rd a meter
from the body. This shield acts a Resistaweave in the event the character
is hit in combat. It covers all locations.
Levitate
Allows the TK to rise up or down in mid-air. If the TK is near a solid
surface such as a wall or ceiling, he/she may pull him/her self along.
A levitating individual may be towed by other people on the ground, in
which case the speed will be that of the person towing. It should be noted
that levitating individuals can be greatly affected by strong winds and
shock waves unless they have a steady anchor point.
Levitate Others
This is identical to levitate, except that if the target is unwilling,
they are allowed a PSI resistance check to negate the effects.
Flight
Allows the TK controlled flight at a top speed which is equal to running
speed. an DEX roll should be called for whenever the character attempts
a complicated or difficult maneuver.
Heat
By concentrating on a specific area, the TK can cause it to heat up
by speeding up the normal motion of the molecules. The cost is 5 points
per round per 2 meter square being heated Damage is 1D6 per round, cumulative
until the tenth round, where upon it will remain a steady 10D6 per round
thereafter. After the fifth round, there is a 25% chance that flammable
material will ignite, and this percentage increase by 10% per round until
the tenth, when it remains at a steady 75%. Characters within the area
of effect have to make a DEX roll to avoid taking damage on the first round,
and may leave the area normally on the second round, regardless of the
result of the DEX roll in the first round. The psionic must remain concentrating
while the ability is in operation, and may take no other actions of any
kind. If the character is wounded while concentrating on this ability,
a PSI roll is required to maintain concentration.
Cold
This is the reverse of heat, and most of the same rules apply. The
TK produces an area of cold by slowing down the movement of molecules within
the target area. Cost and damage are the same as heat. Freezing an area
solid has the same chance as heat.
Blast
This allows the TK to rapidly excite the molecules in an object, causing
it to explode. This explosion has a 1 meter radius and will cause 3D6 damage
to anyone in the blast area. Living targets will receive a DEX roll to
avoid damage. The object may not be larger than 300mm square or weigh more
than 2 kg. Living tissue may not be exploded.
TK Light
This ability causes the molecules in a 3 meter radius to become mildly
excited, causing a slight glow. While this ability will generate good illumination
in a dark situation, it is not strong enough to inflict any form of damage.
Ability | Cost | Duration |
---|---|---|
Raise Attribute | 1=1 | 1D3+1 rounds |
Heal Self | 1=1 | Permanent |
Alter Mass | 1 per 3cm | 1D3+1 minutes |
Change Appearance | 10 | 1D6+1 minutes |
Feign Death | 20 | up to one day |
Stasis | 30 | Special |
Speed | 10 | 1D3+1 rounds |
Forced march | 10 | 1 day |
Go w/o food+water | 10 | 1 day (maximum of 3) |
Go w/o sleep | 10 | 1 day (maximum of 3) |
Resist heat | 10 | 1D3+1 minutes |
Resist cold | 10 | 1D3+1 minutes |
Resist Pain | 5 | 1D3+1 minutes |
Heal Self
By use of this ability, the Self aware may heal damage to his/her body.
Damage is restored both to the area healed and to the total hit points.
Blood is replaced by this method also. 1 power point will heal 1 dp. Regeneration
is not possible with this ability.
Alter Mass
Allows the psionic to change the density of his/her body mass. As density
becomes lighter, the character will become taller, and as density becomes
heavier, the character will become shorter. The character's weight will
stay the same at all times. A maximum height of twice normal (half normal
density) and a minimum of half normal height (twice normal density) is
permitted. Please not that this ability will affect only the character's
physical body, not any clothing or equipment in contact with him/her.
Change Appearance
By use of this ability, the character may change the appearance of
his/her skin surface. Pigmentation, texture, distribution of fatty tissue,
wrinkles, etc. may be affected. Height, weight and bone structure may not
be changed unless using alter mass.
Feign Death
Allows the Psionic to enter a death like trance. Only a trained medic
(EMT, Doctor, or nurse) will be able to detect the deception. The user
must state the time duration of the trance before entering this state.
While in the death trance, the user is not aware of anything happening
around him/her. Trance will be broken if the psionic suffers any physical
harm.
Stasis
Places the psionic in deep suspended animation. While in this state
he/she will not age, and progressive damage (such as blood loss, disease,
or severe wounds) will be stable. A person in Stasis requires little air
and no food and water. The stasis will be broken if the character receives
more than 6 points of damage while in this state. Before entering the trance,
the Psi must state the duration of the trance. There are no known limits
to the duration of the stasis.
Speed
Allows the Psi to double his/her movement rate. Speed also allows double
the number of actions per round.
Forced March
This will allow the psionic to double the amount of ground covered
in a single day. To accomplish this, the character enters into an active
trance state and sets out towards a stated destination. The character will
ignore all outside stimuli that do not pertain to reaching his/her goal.
Upon reaching the stated goal, or 24 hours has passed, the ability will
terminate.
Go without food/water
This ability allows the character to ignore the body's need for food
and water for a maximum of three consecutive days. If the Psionic tries
to go beyond this limit, he/she will lose 1 point of CON per hour of the
fourth day. Should the CON score reach zero, the character will fall into
a coma for 1D3+1 days, and will require medical attention and intravenous
feeding. If such medical attention is not available, the character will
die.
Go Without Sleep
The character can ignore his/her body's need for rest or sleep for
up to three consecutive days. The consequences of trying to push beyond
this three day limit are identical to those stated above for 'go without
food or water'.
Resist Heat
The character can ignore the effects of working in an unusually hot
environment. Note that the ability will not prevent the character from
suffering burn damage, but he/she will not be aware of it until the duration
of the ability expires.
Resist Cold
Identical to resist heat, except that the effects of cold is ignored.
Resist Pain
Allows the psionic to ignore the effects of pain upon the body. Limbs
may be forced to function normally after a major wound or being broken.
It cost 1 dp per round that the limb is used however. This extra damage
will not cause an amputation however.
Ability | Cost | Saving throw |
---|---|---|
Heal | 1=1 DP | -- |
Harm | 1=1 DP | PSI |
Reverse Major Wound | 10 + 2x area DP | -- |
Cause Major Wound | 10 + 2x area DP | PSI |
Cure Disease | 20 | -- |
Cause Disease | 20 | PSI |
Cure Blindness | 10 | -- |
Cause Blindness | 10 | PSI |
Restore | 30 | -- |
Wither | 30 | PSI |
Drain | 2=1 DP | PSI |
Return Life | 40+10 /day | Special |
Harm
By means of this ability, the character attempts to use his/her psionic
powers to subtract hit points from an opponent. The subtraction is from
the hit point total only, not a specific area. It is possible to kill an
opponent using this method, by reducing his DP's to zero.
Reverse Major Wounds
This ability will restore damage to a specific area, repairing any
breaks or amputations, as long as the limb is intact and available.
Cause Major Wounds
This ability will cause enough damage to the target area to break the
limb. It will not cause an amputation however. It can be used on a vital
location such as the neck to attempt to cause instant death.
Cure Disease
This ability will eliminate one disease, including cancers, as well
as all accompany symptoms.
Cause Disease
Use of this ability will cause a quick-acting, cancer like disease
based on rapid random cell growth. If the target fails a CON resistance
check, the target will fall unconscious in 3D10 minutes and will waste
away and die in a number of days equal to his/her CON score. The only known
cure is to have a psionic healer use his/her cure disease ability.
Cure Blindness
This ability will restore the sight in one eye, provided that the optic
tissue is present. If the eye has been totally lost, a 'restore' is needed.
Cause Blindness
Will destroy sight in one eye by scrambling the message carrying impulses
in the optic nerve. This does not effect the optic tissues themselves.
The only known cure is 'Cure Blindness' from a Psionic healer.
Restore
This ability will cause lost or destroyed areas of the character's
body to regenerate. This process takes 1d6+1 weeks. The character must
be alive for this ability to work, as it will not restore life to a dead
body.
Wither
Will cause a specified area to shrivel and become inoperative. This
will take 1D6+1 weeks to fully take effect, although symptoms are noticed
almost immediately. This ability may not be used to cause death in a character.
The only know cure is the 'restore' ability.
Drain
Allows the healer to take DP from the targets total and add them to
his/her total. This will first heal any damage the healer has suffered,
including major wounds. Hit points gained above the healer's maximum will
not affect area totals, and will last only until the healer sleeps, or
24 hours have passed. Additionally, these points can be used to heal another
character instead of using power points. This ability may not be used to
kill a character.
Restore Life
This ability allows the healer to restore a slain character to life.
The cost is a base of 40 points, plus an additional 10 points per each
day the character has been dead. Characters may not be returned to life
after the fifth day. Characters returned to life by means of this ability
must then be stabilized, by either restoring the total dp to at least one
to allow natural healing, and the head, and heart must be intact and present.
Needless to say, returning a dead character to life is a very expensive
process.
Ability | Cost | Range | Duration | Saving throw |
---|---|---|---|---|
Detect Emotion | 5 | LOS | 1 minute | -- |
Intensify Emotion | 10 | 1 Person | 1D3+1 minutes | PSI |
Area | 15 | 3 meter radius | 1D3+1 minutes | PSI |
Create Emotion | 15 | 1 person | 1D3+1 minutes | PSI |
Area | 20 | 3 meter radius | 1D3+1 minutes | PSI |
Emotional Overload | 15 | 1 person | 1D6+1 rounds | PSI |
Empathic Transfer | 1=1 | 1 person | 1 use | PSI |
Empathic Healing | 1=1 | 1 person | 1 use | -- |
Intensify Emotion
Allows the Empath to exaggerate an existing emotion until it becomes
almost overwhelming in the target individual. When the duration of the
ability is reached the effected emotion will return to normal, but may
continue to sway the individual (this is because the emotion already exists.
See 'create emotion' for further details).
Area Intensify
The same as intensify emotion above, but all individuals within a 3
meter radius of the Empath are affected.
Create Emotion
It will create the desired emotional state in an individual who has
no strong emotional feelings at the time. It can also neutralize an existing
emotion, if the opposite is created (as calm to remove fear, peace to remove
anger).
There is a chance that a created emotion will continue to affect an individual after the normal duration has expired. The victim must roll a PSI resistance check. If the check fails, the emotion will continue to affect the target for 1D6 weeks. Unless continuing reinforcement is received, the individual will revert to his/her normal emotional state at the end of this time.
Area Create
As above, but all individuals within a 3 meter radius of the Empath
are affected.
Emotional Overload
This ability releases all the targets emotions and subconscious feelings
in one great flood. To escape this onslaught, the mind switches off, rendering
the target unconscious. There is also a chance the victim will go insane
if the target fails a PSI resistance check. If the check is failed, the
target falls into a catatonic trance which can only be cured with psychiatric
help.
Empathic Transfer
Permits the Empath to cure him/her self by transferring the damage
to another character. The damage is transferred in exactly the form it
was inflicted, so a broken bone in the Empath will become a broken bone
in the target. The target individual is allowed all normal resistance checks,
but will suffer the full effects of the wound just as if he/she was the
one initially wounded.
Empathic Healing
Allows the Empath to heal another character by accepting the damage
onto his/her body. The Empath will suffer from the damage as if he/she
were the one who was originally hurt. Due to the self preservation instinct,
the Empath must make a PSI resistance to accept a major wound. There are
few, if any, circumstances under which a Empath can be persuaded to accept
a killing wound.
Ability | Cost | Range | Duration | Saving throw |
---|---|---|---|---|
Detect Animals | 5 | 30 meters | 1D3 minutes | -- |
Telepathy | ||||
Transmit | 12-INT* | 300 meters | 2D3+2 minutes | -- |
Receive | 12-INT* | 300 meters | 1D3+1 minutes | -- |
Two Way | 20-INT* | 300 meters | 1D6+1 minutes | -- |
Suggestion | 5+telepathy cost | 1 creature/30 m | 1 use | INT. |
Healing | 3=2 dp | Touch | Permanent | -- |
Stun Animal | 15 | 1 creature LOS | 1 use 1D4 rounds | INT. |
Mind Transfer | 30 | Touch | 1D6+1 minutes | INT. |
Summon Animal | 15 | 2 KM | 1D6+1 minutes | INT. |
Control Animal | 20 | Touch | 1D6+1 minutes | INT. |
Telepathy Transmit only
The cost is 12 points, minus the animal's intelligence level. It is
limited by the ability of the animal to understand what is being transmitted.
The Psi can talk to any animal, giving instructions, information, etc.
Note that there is no compulsion for the animal to obey the instructions
given it. Animals with intelligence of 3 or less can understand only emotional
impressions, such as hunger, fear, lust, pain, or territorial aggressiveness.
Those with an intelligence class between 4 and 6 can understand only very
simple statements (look up, danger ahead, come here, stop), usually limited
to no more than three single syllable words. Animals with an intelligence
score of 7 or 8 can understand more complex messages (enemy behind tree,
bring a visualized item to me) limited to about the understanding of a
five year old human. The highest primates (intelligence () can understand
almost anything a human child of about 12 to 14 years of age can understand.
Telepathy Receive only
Similar to the telepath's 'use senses' ability, the Animalist can receive
sensory impressions and thoughts of the animal. From animals with an intelligence
class of 5 or less, the psionic will be able to see through the creature's
eyes and has a 50% chance of knowing the animals basic emotional state.
Note that trying to make sense of the image seen through an insect compound
eyes for example, will be difficult at best. Animals with an intelligence
of class 6, 7, or 8 will have much clearer sensory information (to a human
that is), and the Animalist will get very simple surface thoughts (young
in danger, man in tree), as well as the basic emotional state. The higher
primates are so like humans that the psi will experience little difficulty
in interpreting the sensory data he receives, and will be able to pick
up not only surface thoughts, but possibly recent memories and other information
of that kind, depending on the situation.
Two Way
The psi can both send and receive information, subject to the limitations
noted above. Extended range is possible, at a cost of 1 point per 20 meters
of extension. An animal known to the psi, such as a personal pet, can be
contacted anywhere within the line of sight at this increased power.
Suggestion
The cost for this power is 5 points, plus the cost of establishing
communication. This is almost identical to the Telepaths's suggestion ability.
The Psi may attempt to place one mental suggestion into the target's mind,
within the limits outlined in the Animal telepathy section above. If the
target fails to save, it sill follow the suggestion, within reason. Self
preservation and the protection of young will still be overriding factors.
The saving throw for animals is listed at the of this list.
Healing
The Psi can heal wounds on any creature at a cost of 3 points per 2
DP healed. For general comparison purposes, an animal will have hit points
equal to 1D3 times its intelligence rating, with larger specimens having
slightly more hit points than smaller ones. Note that life threatening
wounds may take up to three times as much power to heal (see the healer
discipline for the differences in cost between major and minor wounds in
humans).
Stun Animal
Similar to the telepath's 'stun' ability, this will render an animal
unable to act for 1D4 rounds, during which time the creature will fall
to the ground and remain motionless. After 1D4 rounds of total stun have
elapsed, there is an additional round of recovery, during which the animal
regains its feet, and may then act in the following round.
Mind Transfer
This ability, limited to warm-blooded animals only, is similar to the
telepath's ability of the same name. The Psi and his chosen animal will
change bodies, and will be able to function inside the body after one round
of adjustment. Note that a quadrupedal animal will not be able to walk
upright when in a human body, but may crawl on hands and knees. Also the
Psi will be able to make only those sounds appropriate to the animal body
in which he is resident. At the end of the allotted time, both minds will
automatically return to their respective bodies. If one of the bodies has
died, the remaining mind is trapped in the alien body, under no circumstances
may the Animalist attempt to take over another human being.
Summon Animal
Before the attempt is made, the Animalist must state the type of animal
he wishes to summon. If there is one in range, it will respond to the summons,
if able, and remain for the duration of the power. It is under no compunction
to obey the Animalist, and may even attack if provoked. If there is more
than one animal in the area, each animal who fails the save will respond
to the summon. Note that an animal which makes the save may decide to respond
anyway, due to curiosity.
INT level | Type of Animal |
---|---|
0 | Bacteria, other single celled creatures. |
1 | Insects, mollusks, worms, spiders |
2 | Fishes, reptiles, amphibians. |
3 | All Birds |
4 | Small Mammals |
5 | Herd Mammals |
6 | Large Mammals (dogs, cats, seals, horses, elephants). |
7 | Lesser primates (baboons, monkeys, and lemurs). |
8 | Cetaceans (dolphins, whales, etc.). |
9 | Higher primates (Orangutan, gorilla, chimps). |
Modifiers to the save include:
Animalist well known to creature (personal pet) | +5 |
Animalist has been friendly to creature | +3 |
Animal wounded | -5 |
Animals mate or offspring hurt or in danger | -3 |
Description: By entering the mind of someone who is insane, the Psi can slowly begin to heal any physical damage which caused the insanity. They can also help the victim deal and get past the cause of the insanity, such as a victim of the nightmare attack.
Effects: Cures insanity in a person, be it caused from damage, or the minds inability to deal with extreme shock or horror.
Limitations: The Psi must first enter the mind of the victim
through physical contact, and then spend the points required to do both
a communication and a mind probe. Finally, the Telepath must then make
a PSI resistance check. If it fails, the Telepath is unable to enter the
victims mind, as the Telepath believes he may also be driven insane.
Ability | Cost | Range | Duration | Saving throw |
---|---|---|---|---|
Cure Insanity | 30 | Touch | Permanent | None |