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Psionics PDF Print E-mail
Written by John Prins   
Friday, 02 November 2007

The following Psionics rules were first posted to the Jovian Chronicles Mailing List by John Prins. To my knowledge they have not been playtested, but they look really nice. They have been modified to take advantage of the new Silhouette Core rules.

PSIONIC PERKS AND FLAWS

Psionic ability is not just a skill, it is also a talent, and therefore is subject to modification based on the kind of perks and flaws a character may have. The following is a selection of perks and flaws that have meaning to a psionic:

Psionic Power (Innate Perk: 3 per Psionic Skill, 8 for all three)

This perk is required to have any psionic powers at all. A player cannot purchase a psionic skill unless he has the appropriate Psionic Power perk for that skill. While this perk may seem inexpensive given the power of psionics, keep in mind that psionic skills cost a great deal of skill points, since they require both skill and specialization(s).

Latent Psionic Power (Innate Perk: 1 per Psionic Skill)

Having this perk means the character has latent psionic ability that has yet to manifest itself. With this perk, the player may at any time buy the Psionic Power perk with Experience Points as if it were an acquired perk. A psionic may have both Psionic Power and Latent Psionic Power that apply to different psionic skills.

Positive Psyche Powered Psionics (Innate Perk: 5 points)

This perk may only be purchased by a character with a Psyche attribute of +1 or higher and at least Latent Psionic Power. Because of the individual's extraordinary psionic equilibrium, all psionic skill thresholds are lowered by an amount equal to the psionic's PSY attribute. Powers that rely strictly on a Margin of Success are unaffected by this perk.

Negative Psyche Powered Psionics (Innate Perk: 5 points)

This perk may only be purchased by a character with a Psyche attribute of -1 or lower and at least Latent Psionic Power. Because of the psionic's powerful emotional turmoil, all his Psychokinetic powers are much stronger. Add the absolute value of the psionic's PSY attribute to all Psychokinetic Strength values (so a -2 PSY adds +2 to Psychokinetic Strength).

Neutral Mind (Innate Perk: 10 points)

Characters with this power are totally immune to any use of the Telepathy psionic skill. However, they may not have any psionic skills at all.

Psionic Synergy (Acquired Perk, 2 points)

Psionics who have this perk may cooperate when using their psionic powers together. If multiple psionics act together using the same psionic power and they all have Psionic Synergy, then they use the highest skill and attribute level in the group and add +1 to the skill roll for every psionic beyond the first. Psionic Synergy can be learned. Only characters with Psionic Power may have this perk.

Uncontrolled Psionics (Innate Flaw: 3 points per psionic skill)

Only characters with at least Latent Psionic Power may purchase this flaw. Having this flaw means that the psionic is not in full control of his psionic skill. If the psionic wishes to use an Uncontrolled psionic skill, it operates as if it were two steps lower than its actual value (LVL 1 cannot be used, LVL 2 becomes Unskilled, LVL 3 becomes LVL 1, and so on). If the Game Master decides that a psionic's power activates on its own, then it operates at is full value.

Psionic Feedback (Innate Flaw: 5 points)

If a character with Psionic Feedback ever fumbles on any psionic skill, he immediately suffers a Flesh Wound for his troubles as the energy recoils in his brain. Obviously, only characters with Psionic Power can buy this flaw (characters with Latent Psionic Power cannot).

Psionic Exhaustion (Innate Flaw: 4 points)

A character with this flaw runs out of psionic power in a hurry. After each use of a psionic power, the appropriate psionic skill drops by one level until the psionic has a chance to rest (at least an hour of doing almost nothing). Rest restores the psionic back to his full power regardless of how low his powers had dropped. If a psionic drops below Unskilled, he cannot use that power anymore until he has rested. A player must have the Psionic Power perk to possess this flaw.

Obvious Psionics (Innate Flaw: Variable)

Normally, someone with psionic powers is not immediately obvious - it takes the use of special equipment or other psionic powers like Aura Reading or Mind Reading to discover a person's psionic nature. Someone with Obvious Psionics, however, is hard to miss as such. Anyone can make a Notice roll against an Obvious Psionic with a bonus equal to the Rating of this flaw. If a threshold of 5 is made, the psionic is identified as such. In campaigns where psionics are rare or unheard of, a bad reaction may be substituted (sudden fear, hatred, etc.) instead. The value of this flaw is equal to its Rating. A character must at least have Latent Psionic Power to buy this flaw.


PSIONIC SKILLS

The actual power of a psionic lies in the skills they have. All the psionic potential in the world won't do you any good without any honest power to back it up.

All Psionic skills are bought normally, with the character's Complexity representing their grasp of finely manipulating their abilities. Unlike regular skills, however, psionic skills are useless without Specializations. It is the specializations that define what the character can do, while the level of skill defines how well the character does it. Note that the +1 bonus for having a Specialization still applies when using the psionic Skill.

There are three (3) psionic skills for the player to choose from: Sensitivity (PER), Telepathy (CRE) and Psychokinesis (WIL).

Obviously, a psionic will want to have a strong Perception, Creativity and Willpower to be more effective. However, other attributes like Knowledge and Psyche should not be neglected - see below for further detail on how these attributes are important to the psionic.

Using Psionic Skills

Each psionic skill requires an action to activate. However, a psionic may have more than one psionic skill active at the same time. The number he may use at one time is determined largely by his grasp of the skill, and is equal to his Complexity with the skill. This is during the middle of combat or heavy activity. If the psionic is not in combat (off to the side, etc.) and/or moving at a walk or slower, this value is one point higher. If the psionic is immobile, this value is two points higher.


SENSITIVITY (PER)

Specializations: Danger Sense, Clairsentience, Retrocognition, Precognition, Psychometry, Aura Reading, Dowsing

This basic psionic skill involves perceiving the universe through the mind's eye. Any psionic task that involves sensing or detection but does not involve other minds is covered by this skill.

General Sensitivity Thresholds
Threshold
Range Duration Detail
1
Touch Immediate Very Unclear
2
Arm's Reach 6 seconds Unclear
3
10 meters 1 minute Fuzzy
4
50 meters 5 minutes Clear but Undetailed
5
250 meters 1 hour Moderate Detail
6
1 kilometer 1 day Good Detail
7
10 km 1 week Excellent Detail
8
100 km 1 season Exacting Detail
9
1000 km 1 year Complete Detail
10
Continental 1 decade Extra Closely Related Detail
11
Planetary 1 century Extra Distantly Related Detail
12
Unlimited Unlimited Extra Almost Unrelated Detail

Setting a Sensitivity Threshold:

When a Sensitivity roll is required, determine the highest applicable threshold to use as a base. Any other applicable threshold within 2 or less steps of this threshold adds +1 to the final threshold.

Example: Dave uses Sensitivity (Psychometry) to read the psychic impressions on a murder weapon. Dave wants Moderate Detail (Threshold 5), but knows the murder took place 1 day ago (Threshold 6). Dave is holding the murder weapon (Threshold 1). 5 is not more than 2 steps lower than 6, but 1 is, so +1 is added to the final Threshold, making it a 7.

Example: Dave is using Sensitivity (Dowsing) to find his lost pen. Dave knows the shirt is in the building (within 10 meters, Threshold 3), but needs to know where it is with a certain degree of precision (Excellent Detail, Threshold 7) - his house is very cluttered! Dave only needs to sense the pen for a moment, however, as he is very familiar with his home (Threshold 1). Three and 1 are more than 2 below 7, so the base threshold remains at 7.

SENSITIVITY SPECIALIZATIONS

DANGER SENSE

Prerequisites: None

A very useful psionic power, Danger Sense allows the sensitive a limited awareness of threats, both immediate and those in the future. If the psionic is maintaining Danger Sense, he may substitute his Sensitivity skill for Dodge. In addition, the rules for Surprise attacks do not apply to an individual using Danger Sense; it is always treated as a normal attack. Finally, when a psionic is about to perform an action which would cause himself direct injury, he may make a Danger Sense roll against a threshold set by the GM, based on the extent and subtlety of the danger. The more immediate and extreme the harm, the easier it will be to detect, while long term debilitating injury (from radiation, for example) will be hard to detect. Success means that the psionic will hesitate, though he will not necessarily know why. For obvious reasons, most psionics with this power have it active all the time.

It is possible to use Danger Sense in a more active fashion. By making a Sensitivity check (see above for the Threshold required), danger can be detected in advance. This counts as a separate use of Danger Sense for the purposes of the number of powers a psionic may have active.

CLAIRSENTIENCE

Prerequisites: None

Clairsentience is the psionic power to use one's normal, physical senses at range. A psionic cannot gather more information with this power than he could with his own physical senses, however. Range and duration are handled normally as above, but detail is handled differently. Fuzzy detail (Threshold 3) is required to spot anything immediately obvious. Moderate detail (Threshold 5) is required to be able to perform a Perception (PER) roll as if the psionic were present. Excellent detail (Threshold 7) is required to perform a Notice or Human Perception roll, or to use any exacting skill (for example, distinguishing between wines at range). Walls are no barrier to Clairsentience, and the psionic may change his point of view and use all his senses freely while using this power. However, any sense the psionic is using at range is not available to his physical body as long as the power is being used, and aside from being used at range, these senses are not augmented. Using clairsentience to look into a dark room will be as effective as actually using one's eyes in that dark room (i.e. not very). If the psionic is lacking a particular sense due to injury or illness, Clairsentience operates at that level - a blind man cannot use this power to see, though someone with his eyes covered could. Clairsentience can be used to target other powers without penalty. Using Clairsentience to target weaponry is an exacting task, and a -1 penalty is applied to any weapon attacks when doing so.

RETROCOGNITION

Prerequisites: None

Retrocognition is the psionic power to view the events in the past. It functions virtually identically to Clairsentience, with the exception that instead of using senses at a physical distance, senses are used at a temporal distance. Follow the rules for Clairsentience, above, using Duration TWICE instead of using Range and Duration. The first duration is the distance in time the psionic looks into the past, the second the duration of time that the psionic may view at that period in time. Retrocognition can only be used on the spot that the psionic stands (though his senses operate at the normal ranges), with the following exception: The psionic may move his point of view around in the past as if he were physically there. He may not interact with the past events and all barriers are real to him, so he cannot open doors to travel or books to read. The psionic may also use Clairsentience in conjunction with Retrocognition to overcome some of these limitations; however, the Clairsentience threshold for this activity is always at least one point higher than the threshold for Retrocognition.

Retrocognition is a dangerous power which can easily destroy mystery scenarios; GMs are advised to use caution in allowing PCs to possess this power. Play up the difficulties in using this power effectively; time spent viewing the past is time spent doing nothing else in the future (i.e. if you view three hours in the past, you've used three hours of your present time doing so), and finding the proper time in the past to view can be very difficult.

PRECOGNITION

Prerequisites: None

Precognition is the psionic power to look into possible futures. While it functions a great deal like Retrocognition, the information obtained cannot be considered to be 100% reliable, as the psionic's actions upon that information can change the very future that he is sensing. Like Retrocognition, Precognition functions in a manner similar to Clairsentience, only with two Durations in place of a Range and Duration. While viewing a possible future, the psionic may move his point of view around as if he were there, but cannot interact with the setting. Using Clairsentience in conjunction with Precognition can allow the psionic to overcome some of these limitations, as per Retrocognition (q.v.).

Precognition is a dangerous power which can easily cause many headaches for a GM. Gamemasters are advised to use caution in allowing PCs to possess this power. Unlike Retrocognition, however, it is far more difficult to obtain information with Precognition, as finding the appropriate time to view is difficult. It does no good to follow the possible future in a room when a murder is going to occur in the next room. Further, viewing the events of tomorrow are likely to take all of today! Finally, as mentioned above, the future is subject to change. While trends might be easy to view with Precognition, specifics become more and more inaccurate the further into the future you go.

PSYCHOMETRY

Prerequisites: Notice

Psychometry is the psionic power to read the psionic impressions left on objects and places. These impressions include emotional events, information about the owner(s) of the item and what it its primary purpose is. The more powerful events and the longer the object is associated with a person, the easier it is to read these impressions (lower Detail required). Duration does not really apply to Psychometry - while impressions fade with time, it is not possible to read the past impressions on an object, only the current strength of an impression on an object. Range only applies with respect to the distance between the psionic and the object involved. Note that the amount of detail involved is not necessarily under the control of the psionic; psychometric impressions are not like normal sensations. The impressions left on a murder weapon may convey what the wielder (and victim, if a melee weapon) was feeling and doing, an image of the wielder may not be available unless it was in their possession for a long period of time. Long association with an object imprints more information in general than intense experiences, but the intense experiences are easier to detect. Psionics should be warned that some information will drown out all other impressions; places like former concentration camps offer little but overwhelming horror for the psychometric.

AURA READING

Prerequisites: Notice

Aura Reading is the power to perceive the psionic energy that all living things emanate. These Auras can provide useful information, including the creatures' physical, mental, and emotional states, though it is no substitute for a proper telepathic power. Unlike telepathic powers, however, there is little defense against Aura Reading as it is entirely non-intrusive. Most psionics read auras as 'colors' and certain colors (and how they change) mean different things. Players wishing an exhaustive list should feel free to research this for themselves; in general, GMs should simply hand out the appropriate information rather than claiming the target has a 'shifting blue aura'.

DOWSING
Prerequisites: None

Dowsing is the power to locate objects and/or resources by mental perception alone. A psionic may only move at a walking pace (or slower) while using this power. Dowsing gives information (direction, size/concentration, etcetera) about the desired substance in proportion to the level of detail the psionic is attempting. The more specific a Dowser is in what he is looking for, the greater the chances of locating the desired item - a Dowser simply looking for 'gold' may well be drawn to the nearest person's wedding ring. By the same token, however, being too specific can lead to oversights - a Dowser looking for 'unrefined gold' will completely miss a buried chest full of gold coins.

TELEPATHY (CRE)

Specializations: Mind Reading, Empathy, Empathic Projection, Mental Communication, Domination, Mental Illusion, Locate Mind, Psionic Surgery, Mental Stun

This basic psionic skill involves all mental interaction. If a target's mind is affected, this is the skill that should be used. Telepathy is not affected by range as much as other Psionic powers are; it is based mostly on what the psionic can perceive. Note that, unlike Sensitivity rolls, the user of Telepathy must first achieve success over his basic threshold, and then succeed in an opposed roll against the target, using the psionic's Telepathy against the target's Willpower (or Telepathy, if higher). This roll can be waived in the case of certain specializations. The target does not realize that they are being attacked unless damage (GM discretion) is being done or unless they also have the Telepathy skill.

Some applications of Telepathy may require the psionic to have certain skills as prerequisite. In this case, the level of the psionic's Telepathy skill cannot exceed the level of his prerequisite for that application.

General Telepathy Thresholds
Threshold
Distance Duration Effect
1
Touch Instant Almost None (vague impression)
2
Arm's Reach 6 seconds Feeble (single word/image)
3
Unaided Sense 1 minute Poor (brief word/images)
4
Aided Sense** 5 minutes Basic (general information)
5
Remote Viewing 1 hour Strong (detailed information)
6
Known Location* 1 day Powerful (precise information)
7
Vague Location* 1 week Near-Complete (subtle nuances)
8
Unknown Location* 1 season Complete (total meaning)
9
Unknown Target 1 year Absolute (meaning plus subtext)
* i.e. the user knows the target, but cannot sense him directly.
** Psionic senses count as Aided Sight.

Setting a Telepathy Threshold:

When a Telepathy roll is required, determine the highest applicable threshold to use as a base. Any other applicable threshold within 2 or less steps of this threshold add +1 to the final threshold.

Example: Dave wishes to find his girlfriend, who is somewhere in the same town. He uses his Telepathy (Locate Mind) to find her. He vaguely knows her location (Threshold 7), but only needs to find her for a minute (Threshold 3) and needs only basic information (Threshold 4). Since neither 4 nor 1 are within 2 of 7, his threshold remains a 7.

Example: Having found her location, Dave wishes to use Telepathy (Mental Communication) to speak with her. He can sense her with Locate Mind (Aided Sense, Threshold 4), and wishes to relay basic information over about a minute of time (Threshold 3 and 4). With 2 Thresholds within 2 steps of the highest, the final threshold is +2 higher, for a final threshold of 6.

TELEPATHY SPECIALIZATIONS

MIND READING

Prerequisites: None

Mind reading is self-explanatory; it allows the user to 'hear' the thoughts of another person. Hearing what a person is currently thinking about is considered to be Basic information (Threshold 4; see above). Sifting a mind for recent or important memories is Strong (Threshold 5), while delving for obscure or distant memories starts at Near-Complete (7+). When reading current thoughts, apply the duration for listening time; when reading memory, time becomes the duration of the memories you can read.

One simple tactic to improve one's chances with Mind Reading is to trick the target into thinking about what you want to know; reducing the effect to Basic. This trick generally requires an opposed Psychology roll. Knowing what you are after is almost essential to Mind Reading; sifting someone's brain for nonspecific information is an Absolute (9) task.

EMPATHY

Prerequisites: None

Empathy is the power to perceive the emotions of another. To read the strongest current emotion in the target is a Basic (4) effect. To read all of the emotional states in a person at once is a Powerful (6) effect.

Beyond this the psionic can also gain information related to the reasons behind the emotions - for example, the target feels hate for 'friend' because of a 'betrayal'. Information more detailed than that (names and other specifics) are beyond the scope of this power, but provide excellent clues for the use of Mind Scan.

EMPATHIC PROJECTION

Prerequisite: None

Empathic Projection is the power to inflict emotions upon others. The target is not likely to realize that he is being manipulated unless the emotions are highly irrational or out of place; subtle use of this power can be devastatingly effective. The effect threshold that is set becomes the threshold for the target on a WIL roll to not act under the influence of the emotion; for example, a target under a Basic effect will have to roll a 4+ on a WIL roll to avoid being influenced by the emotion. Targets already experiencing the emotion being inflicted upon them receive a -1 to -3 penalty to this roll (GM discretion as to intensity).

MENTAL COMMUNICATION

Prerequisite: None

A classic application of Telepathy, this power allows two (or more) people to communicate through thought alone. This is not just limited to speech, however, but the more senses involved, the higher the effect threshold. Communicating concepts is a Poor (3), Speech is a Basic (4), images/Sensory Impressions is a Strong (5). Each additional person (after the first two) in the Communication link adds +1 to the effect threshold (not the final threshold).

Example: Joe wishes to use Mental Communication with Steve and Grace, both within the range of sight, for 1 minute. The effect is a 5 (4+1 for the extra person), the range and duration are both 3, so his final threshold is a 7.

DOMINATION

Prerequisite: None

The power to bend others to your will, Domination is one of the most feared telepathic powers. However, it isn't an easy one for the psionic to produce. Getting someone to do something they would normally do is a Basic effect (4). Getting them to do something the normally would not is a Powerful effect (6). Getting them to do something they would never do is a Complete effect (8). Don't forget the opposed Telepathy vs. WIL (or Telepathy) to resist this effect! In general, each 'order' is considered to be a single use of the power. Circumstances may change to render the current order ineffective.

Example: Joe uses Domination to order Tim to shoot 'the captive'. Tim is a bloodthirsty killer so normally this would be a Basic (4) effect. However, before Tim can pull out his gun and shoot, the captive's mask is removed - it's Tim's brother! Tim, who nonetheless loves his brother, would never shoot him under 'basic' domination and breaks free of the power.

MENTAL ILLUSION

Prerequisite: Visual Arts

Mental Illusion is the power to create images in other people's minds. These illusions exist solely in the mind of the target, but can be very convincing. In general, the more senses that are affected and the more intense the illusion, the higher the required effect will be. For ease of use, the effect threshold is 1 for every sense being affected, +1 for minor effect, +2 for strong effect, +3 for intense effect. Mental Illusions cannot do actual physical damage but they can cause the target to make System Shock rolls as if they had actually taken damage. Such a use of this power is almost always an intense effect. Mental Illusion cannot create false impressions of Sensitivity and Telepathy powers, unless the attacking telepath also has those specific powers or is very familiar with the target's mind (GM's discretion). Similarly, the telepath cannot create illusions for senses he has never had - a deaf telepath may remember what sound is like, but when dealing with alien races, creating an illusion of infrared vision is impossible for him. Emotions cannot be created with this power, only sensations - see Empathic Projection, above.

LOCATE MIND

Prerequisite: Notice

A useful telepathic power, Locate Mind allows the psionic to perform a telepathic scan over a large area to find the specific mind that he is looking for. Once done, the psionic will know where that individual is, depending on the level of effect that was chosen. If a Strong effect (threshold 5) is achieved, the telepath may also use this power to direct other psionic powers at the target - provided that they are within range.

PSIONIC SURGERY

Prerequisite: Social Sciences 2, Mind Reading, Domination, Mental Illusion, Empathic Projection

A step beyond Domination, Psionic Surgery allows the telepath to actually create radical changes in the target's mind. Both the memory and the personality of the target may be manipulated with this power, allowing almost any change the telepath desires. As the prerequisites show, however, this power is available only to experienced and knowledgeable telepaths, for it is truly fearsome. Unlike most telepathic powers Psionic Surgery takes a great deal of time - at least a day for even trivial changes to a target's mind, weeks to reshape an entire personality to the telepath's whim.

MENTAL STUN

Prerequisites: None

The ability to overload a target's mind, Mental Stun can render a target completely unconscious. Mental Stun has a damage multiplier equal to the level of effect chosen, times 3 (so a Strong effect has a DM of x15). The MOS is determined from the opposed Telepathy vs. Willpower roll. Damage is then applied as normal, with the following differences:

A.) Damage is not real, causing only Wound Penalties and/or unconsciousness.

B.) Wound penalties last only as long as the chosen Duration, or until healed as per normal wounds

C.) Damage and wound penalties caused are not cumulative with actual, physical wounds. Use only the highest wound penalty.

D.) An Instant Kill result means the target is unconscious.

E.) Armor has no effect on this power.

 

PSYCHOKINESIS (WIL)

Specializations: Telekinesis, Biokinesis, Electrokinesis, Pyrokinesis, Cryokinesis, Mechakinesis, Teleportation, Force Fields, Hydrokinesis, Geokinesis

This basic psionic skill involves the manipulation of raw matter, by both gross and subtle means. It also involves the manipulation of energies other than psionic in nature, like fire and electricity. Because of the power and versatility of Psychokinesis, many of the Specializations have associated Prerequisites. For example, it is extremely difficult to justify the use of Biokinesis without knowledge of how organisms function (Natural Sciences)). In the case of a Specialization requiring a prerequisite, the level of the Psychokinesis skill that can be applied cannot exceed the requisite skill (eg. if you have Psychokinesis 3 but only Natural Sciences 1, your Psychokinesis (Biokinesis) operates as if it were only level 1).

General Psychokinesis Thresholds:

Psychokinesis thresholds differ from Sensitivity and Telepathy thresholds. With those skills simply exceeding the threshold is sufficient. Psychokinesis, however, often uses the Margin of Success to determine the extent of success. In general, each different Psychokinesis Specialization will have its own guidelines for effect, but the following guidelines otherwise apply:

Attacking/Affecting a Human or Vehicular Target: Opposed roll between Psychokinesis and Dodge/Piloting/Driving (whichever is applicable).

Attacking/Affecting an Immobile Target: Use the Vehicular Size as a Threshold.

Strength: Psychokinetic Strength is measured by the formula [WIL + Psychokinesis Skill + 3].

Range: Use the psionic's [WIL + Psychokinesis Skill + 3] x5 meters as a base range. Apply range modifiers as normal to the Psychokinesis roll. Round these ranges to the nearest hex values for integration with skirmish or tactical ground combat. Point blank is considered to be within 10 meters.

Example: With a Psychokinesis 2, WIL +2, Dave has a base Psychokinesis range of (2+2+3)x5= 35 meters. His range bands are as follows: 35/70/140/280m. In skirmish scale, the ranges are 4/7/14/28. In tactical scale, his ranges are 1/1/3/6.

PSYCHOKINESIS SPECIALIZATIONS:

TELEKINESIS

Prerequisite: Various. Any task that could be used with Telekinesis requires the user to have that skill, however, or perform the task as if he were Unskilled (i.e. if you don't have Sleight of Hand, using Telekinesis to pick pockets will be an Unskilled Psychokinesis roll).

Telekinesis is the ability to move solid mass around by sheer force of will. This can be as brute as throwing a truck through the air or as subtle as influencing a pinball game. Here are some effects the psionic can achieve with Telekinesis:

Damaging a target: Damage Rating is equal to Psychokinetic Strength. Total damage done equal to Damage Rating times MOS.

Picking Things Up/Moving Them Around: Threshold equal to either their Size or Dodge/Piloting roll. Target can be moved a number of meters equal to the psionic's Psychokinetic Strength every 6 second combat round. Add +1 to the threshold for every additional object the psionic wishes to move at the same time.

Flight: The psionic may fly a number of meters equal to his Psychokinesis roll times his Psychokinetic Strength every 6 second combat round (this counts as running unless moving slow enough to be moving equal to jogging or walking).

Throwing Objects: Substitute the psionic's Psychokinetic Strength for his natural strength. Otherwise, use the normal throwing rules.

Catching Objects: Telekinesis can also catch thrown objects easier than the naked hand could. The psionic can use this skill in place of Dodge to catch _thrown_ objects only.

BIOKINESIS
Prerequisites: Natural Sciences, Medicine

Biokinesis involves the ability to manipulate living organisms. In the hands of a healer, it is a powerful tool, and in the hands of a killer, a weapon of terror. The only true prerequisite for Biokinesis is Natural Sciences, but Medicine will be required for the more complex tasks. Here are some of the effects that Biokinesis can achieve:

Damaging the Target: Apply Biokinesis versus either Dodge or Health (whichever is applicable or greater). The target suffers damage equal to the psionic's Psychokinetic Strength times the MOS. This damage can be any form of trauma, from simple cuts or bruises to broken limbs and internal bleeding.

Applying First Aid: Medicine is required for this, but no tools are required. Apply the psionic's KNO as a bonus in place of any equipment bonuses.

Performing Surgery: Medicine is required for this, but no tools are required. Apply the psionic's KNO as a bonus in place of any equipment bonuses. Biokinetic surgery is less invasive than standard surgery; recovering individuals are considered to have Constant Medical Aid regardless of the actual conditions.

Removing Toxins and Disease: Medicine is required for this. A simple success using the Virulence or Potency of the Disease/Toxin is required to remove the substance completely; otherwise, reduce the Virulence or Potency by the actual Psychokinesis roll and reroll any resistance attempts against the disease/toxin.

Bodysculpting: Medicine is required for this. At the GM's discretion, this ability is capable of anything from slight cosmetic effect to radical bodily alteration. The more radical the effect, the higher the target number. Additionally, anything greater than slight cosmetic change will require repeated application of the psionic power over a period of several weeks if the subject is to survive. This can also be used to regrow organs and limbs.

ELECTROKINESIS
Prerequisites: Natural Sciences, Technical Sciences, Computer

Electrokinesis governs the manipulation of electricity as well as the psionic's ability to generate electricity by means of psionic force. Some of the powers available with Electrokinesis are as follows:

Lightning Bolts: The psychokinetic with this Specialization can use electricity as a weapon. Use the standard rules for ranged combat - a successful Electrokinetic attack inflicts an electrical blast with an intensity equal to (Psychokinetic Strength + Margin of Success). Apply the normal rules for electrical damage. Physical Sciences is required for this effect.

Electrical Dampening: The psionic, on a successful ranged attack, may shut down any vehicle of Size equal or smaller than his Psychokinetic Strength, providing the vehicle employs electricity. Multiple vehicles whose combined Sized are equal or below the Psionic's Psychokinetic Strength may be shut down simultaneously, but each vehicle over the first imposes a -1 penalty to the Psychokinetic roll. The Psionic may also lower the intensity of any electrical attack by his (Psychokinesis Roll + Psychokinetic Strength), and may lower the Damage Rating of any Haywire attack (vehicular scale) by his Psychokinetic Strength value. This may be done in addition to a dodge/piloting roll, but still costs an action. Physical Sciences is required for this effect.

Electrical Generation: The psionic may generate electrical power (AC or DC) with an intensity up to his (Psychokinetic Strength + Psychokinesis Roll) to run all manner of electrical devices. For simplicity's sake, assume that a psionic can fully power a single vehicle up to his Psychokinetic Strength value in Size Points. Physical Sciences is required for this effect.

Operate Electrical Equipment: With this effect, the psionic may operate any electrically controlled equipment, at range. The GM must determine the complexity of the equipment to establish a threshold. Computer controlled equipment is too subtle for this effect. Vehicles and the like do require the operator to have the requisite piloting skill for effective use. This power requires the Electronics skill.

Manipulate Computers: Electrically operated computers may be influenced by using this effect. Data manipulation, control of remote machines, security bypasses, all can be achieved through this power. Typically, an opposed roll between the psionic's Psychokinesis and the Computer skill of the security programmer is made, the MOS determining the level of success. This power requires the Computer skill, and is much faster than regular computer skill checks.

PYROKINESIS

Prerequisites: None

Pyrokinesis is the manipulation of raw flame. A pyrokinetic can start fires, stop fires, and control how flames burn. It is a vicious, cruel, brutal power with little redeeming value, and much used by the most ignorant of psionics because it requires little knowledge to be used to its utmost extent. The following effects can be achieved with Pyrokinesis:

Ignite Target: The psionic can set a target ablaze, at range. The intensity of the flame is equal to the psionic's (Psychokinetic Strength + MOS). Once started, flames may continue (based on the flammability of the target) or die out, at the discretion of the GM.

Douse Flame: The psionic can immediately reduce the intensity of a fire by his (Psychokinetic Strength + Psychokinesis Roll). This may be done repeatedly with every action, eliminating even the largest blaze in a matter of minutes.

Direct Flame: The psionic may control where fires burn, and where they do not burn. The GM should set a target number for the complexity of the effect the psionic wishes to achieve - items generally immune to fire will have a high threshold to set ablaze, while highly flammable objects will be hard to keep from bursting into flame.

CRYOKINESIS
Prerequisites: None

Another relatively simple (though less used) Psychokinetic power is the ability to remove any heat from an existing body - functionally freezing it on the spot. The effects possible with Cryokinesis are as follows:

Freeze Target: By drawing the heat from a target at range, the psionic can cause great damage or death. Cryokinesis can do damage in the exact same manner as flame [(Psychokinetic Strength + MOS) x best of two six sided dice], but is hampered by insulation. Ordinary clothing offers no extra protection. Winter clothing adds +1 to the target's defense roll. Arctic clothing adds +2, and Space Suits offer +3. Vehicles with the HEP: Cold or HEP: Space are generally unaffected.

Lower Temperature: By drawing heat from the air, the Cryokinetic can lower the ambient temperature greatly. Lower the ambient temperature by the psionic's (Psychokinetic Strength x Psychokinesis Roll). This assumes a 10 cubic meter volume of air/gas/liquid. For greater volumes, adjust accordingly (i.e. a 30 cubic meter volume divides the result by 3). This can be done repeatedly and at range, though some GM discretion should be involved (wind or strong currents may spoil this effect entirely). Note that living beings and humans cannot be _directly_ damaged by this effect (see above, Freeze Target, for that), but the effects may rapidly get to them none the less. Also, the cryokinetic has no inherent protection from his own powers!

MECHAKINESIS
Prerequisites: Technical Sciences

Easily confused with Telekinesis, Mechakinesis is a specialized form of Telekinesis that allows the psionic to operate any kind of machinery that is not purely driven by electrical forces. This includes internal combustion engines, steam equipment, clockwork mechanism, mechanical locks, etcetera. It includes an intuitive mechanical sense that allows its use at a pace that far outstrips ordinary telekinesis. The following effects can be achieved with mechakinesis:

Operate Equipment: The psionic can operate equipment at range using mechakinesis. The complexity of the device should be used to determine a threshold for the psionic. Furthermore, if the equipment is a vehicle, the requisite piloting skill should be used to control the device.

Assemble/Disassemble: Using psionic force, the Mechakinetic can assemble, disassemble, repair or sabotage any machine, including electrical and computer controlled ones - without tools and at an astonishing rate! When used as an attack to disassemble or sabotage, it does damage (in vehicular scale) equal to the psionic's Psychokinetic Strength times the Margin of Success. Failure to bypass armor despite a margin of success gives the target vehicle a single, additional individual Lemon Die which must be rolled and applied _immediately_. The psionic can also assemble devices and vehicles from 'appropriate' parts (Tinker may be substituted for Mechanics here, and Electronics may be required as well, at GM's discretion) at a rate of 0.1 Size Point per hour, times the Psychokinesis Roll of the Mechakinetic. A mechakinetic is considered to have ten times his number of regular repair points!

TELEPORTATION
Prerequisites: Natural Sciences

This specialization allows the user to move from place to place without actually traveling the intervening space! An extremely dangerous power when used recklessly, it is none the less highly effective if used with discretion. The following rules apply to teleportation: Mass and Range: The Psychokinetic can teleport a number of kilograms equal to ten times his Psychokinetic Strength at a base distance of his Psychokinetic Strength in meters. Mass above this value reduces the base range in proportion. Once the base range is determined, multiply this value by the Psychokinesis Roll to determine the actual 'safe' teleportation range. Only objects and beings touching the psychokinetic can be teleported.

Example: Dave wishes to teleport himself and his girlfriend. Together they weigh a combined 130kg. Dave has a Psychokinetic Strength of 7; normally he could teleport 70kg at a base range of 7 meters. With the 130kg, however, he can only teleport (70/130)x7 = 3.8 meters, times his Psychokinesis Roll.

Teleportation Targeting: A psionic can teleport to anywhere he can actually see* (and fit into) with 100% safety. A fumbled roll in this case merely indicates that no teleport has taken place. If the psionic's current actual range is insufficient to reach this area, he may get as close as is safely possible, or not teleport at all (but still uses up an action). Blind teleporting is much less safe. The teleporter must declare his coordinates (relative to his current position) before the psychokinesis roll is made. If he falls short of this value, he appears as far as he could go, in a straight line to the target. If he fumbles, he teleports in a random direction a distance equal to a single die roll times his base teleportation range (a second fumble meaning no displacement).

*Including the use of Sensitive psionics.

Teleporting into an Object: If the psionic teleports into where an object should be, he immediately must make a PSY roll against a threshold of 5. Success means only a Light Wound has been suffered. Failure means a Deep Wound has been sustained. A Fumble results in instant death. Note that GM discretion should be applied - if the psionic definitely has teleported fully into solid rock, no PSY roll is required - he's dead.

Boosting a Teleport Range: A psionic can choose to make a longer teleport than normal, but this is risky. To do this, take skill dice that would normally be used to make the Psychokinesis Roll (as many as desired). These dice are rolled separately, and act as an additional multiplier to the range of the teleport. However, if the normal skill dice fumble, the direction of travel is totally random. The range multiplier dice cannot fumble (they always result in 1 or better).

Example: Dave needs to go farther than normal with his girlfriend. His Psychokinesis skill is 2, so he decides to use 1 die for the skill, while the other operates as a range multiplier. If his 1 dice of skill fumbles, however, he and his girlfriend are going in a random direction.

Teleportation as Dodging: Teleportation can be used in place of a normal dodge roll, but still requires an action to use.

FORCE FIELDS

Prerequisites: Natural Sciences

This psionic specialization allows the user to create 'walls' of pure psionic force. As such, these barriers can stop any form of damage that is not telepathic in nature - provided that they are strong enough! The following things can be done with force fields:

Defensive Screen: This power can be used to block attacks. It requires an action to activate, but once active a screen can block multiple attacks. A Screen absorbs damage rather than avoiding it. Reduce the (personal) Damage Multiplier of an attack by (Psychokinetic Strength times Psychokinesis Roll). A psionic may maintain multiple screens at once, and at range, but only as much screen as his Psychokinetic Strength in square meters (per active power - if the psionic dedicates more than one active power to screens, that amount may again be added). Screens move at the psionic's command, but never fast enough to actually do damage - they absorb and dissipate force, but are poor at generating it.

Barriers: The psionic can also use Force Fields to create walls, ceilings and floors out of psionic force. These are just as strong as Defensive Screens (above), but can be used for various purposes, like bridging gaps, plugging holes, etcetera. Again, the number of square meters of barrier this power can create is equal to the psionic's Psychokinetic Strength. Barriers can be pierced by overcoming their absorptive capacity (i.e. if you ram a screen and do more damage than it can absorb, you pass through). Imaginative psionics can find may uses for barriers, which can adopt nearly any reasonably simple shape. Like screens, barriers can be moved around, but have almost no actual power to move other objects, despite their apparent immobility in the face of outside forces.

HYDROKINESIS

Prerequisites: None

Hydrokinesis involves the manipulation of any fluid medium - gaseous or liquid, not just water. Fluid can be moved around at the whim of the psionic, producing a variety of effects, as follows:

Animate Liquids: The psionic can achieve a telekinetic effect on liquids, moving them around as if they were an extension of his will. The hydrokinetic can manipulate one metric ton of fluids in this manner per point of Psychokinetic Strength. This can be used as a weapon with a (personal scale) Damage Multiplier equal to the psionic's Psychokinetic Strength. A clever psionic can find many uses for this effect, so GM discretion is advised. Note that living beings, while mostly composed of fluids, are considered to be solids.

Manipulate Pressure: The psionic can raise or lower the ambient pressure of a fluid (usually gaseous) medium. The psionic can raise or lower the pressure of a 10 cubic meter area by a number of KiloPascals (kPa) equal to his (Psychokinetic Strength x Psychokinesis Roll), every combat round. For reference, standard atmospheric pressure is 101.3 kPa. For larger areas, adjust the pressure change in proportion. Pressure changes can have a terrible effect on both equipment and living beings. Vehicles with HEP: Vacuum are immune to low pressures, and vehicles with HEP: High Pressure are immune to all but the most extreme uses of this power. Note individuals in space or pressure suits may also elude the full brunt of this power in many cases.

Condense/Evaporate: A hydrokinetic can easily condense any available moisture from the air into drinkable water. The difficulty and amount of water gained is left to GM discretion and situation. There are other tricks possible with this power, however, such as making gasoline safe by not permitting it to produce any fumes, or suddenly evaporating all the alcohol from a person's drink.

GEOKINESIS

Prerequisites: Natural Sciences

A specialized variation of Telekinesis, Geokinesis allows the psionic to manipulate large masses of solid material - typically earth and stone - in a brute fashion. Geokinesis is incapable of anything resembling fine manipulation. In general, before Geokinesis can be used to produce an effect, the psionic must match a difficulty threshold based upon the type and amount of material he wishes to effect.

Threshold Description
+2 Per 10 Tons of Material
-1 Sand or Loose Dirt
+0 Packed Dirt, Loose Stone/Scree/Gravel
+1 Clay
+2 Soft Stone (Limestone, Sandstone)
+3 Hard Stone (Granite, Reinforced Concrete)
+4 Metals

Note that this roll is used solely to determine if the psionic could effect the material. An additional Geokinesis roll is always required to determine the success of the application of the power (see below).

Once the Geokinesis roll has been made to effect the material, a variety of effects can be produced, as follows:

Move Earth: Material can be rapidly moved to suit the psionic's whim - to create pits underneath an opponent (Geokinesis vs. Dodge), to create mounds for the psionic to stand upon, to create walls for cover from enemy fire (Geokinesis vs. Attack roll to create instant barriers), to create bridges and structures (appropriate material and the GM may require the skill Physical Science/Architecture as a prerequisite for complex structures), or to mold sculptures or landscaping (Craft skill prerequisite). Using the earth to crush someone does damage equal to the MOS of the Geokinesis roll (Geokinesis vs. Dodge) times the Psychokinetic Strength of the user.

Damage Structures: The Geokinetic may destroy buildings and other structures (but not vehicles or machines) in a rapid fashion. Multiply the Geokinesis roll by the Psychokinetic Strength of the psionic. Apply this number of Structural Damage Points each and every 6 second combat round, so long as the Geokinetic continues to apply the power.

Quake: The Geokinetic may also create localized earthquakes with this this power by causing the surface of the local earth to 'ripple'. This only requires controlling the earth about 10cm deep in most areas (so 1 cubic meter of material covers 10 square meters of area). While the Geokinetic continues to apply this power, everyone in the area suffers a penalty to all AGL based skills equal to the psionic's Psychokinetic Strength divided by three.


ESPER BOOSTING TECHNOLOGY (R, AUX)
Esper boosting technology can be fitted to some vehicles in certain settings. These devices increase the range and power of a psionic, allowing for incredible effects beyond those of unaugmented psionics.

The Rating of the Esper Boosting Technology is applied various psionic skills as follows:

Sensitivity: Apply Rating as a multiplier to the range of the power. Add one-fifth of the Rating as a bonus to the Sensitivity roll.

Telepathy: Apply one-fifth the Rating as a bonus to the Telepathy roll. Psychokinesis: Apply the Rating as a multiplier Psychokinetic Strength of the psionic. This will also affect the range of the power. Note that personal scale damage multipliers convert to vehicular scale at a rate of 10:1; a x10 personal scale is x1 vehicular scale. Also multiplies the amount of material that may be manipulated by its Rating, where appropriate.

Esper Boosting Technology must be bought as a separate perk for each psionic skill.

Esper Boosting Technology is considered to be a vehicular perk that costs 3 times its Rating.


Last Updated ( Sunday, 04 November 2007 )
 
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