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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.
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