Psionics

Please select the link below to return to the Options page.
Options

Rules for Psionic Powers
1 To successfully use a power the skill and die roll total must be greater than 6 (7 or higher).
2. Each time that a power is used (successful or not) the skill is reduced by 1.
3. A power can no longer be used in the game when it reaches 0.

Power Range
Self – The power may only be used on yourself.

Touch – The user must physically touch the subject.

Beam – The spell is projected in a narrow beam with a width of 5 feet until it strikes a target or 250 ft. whichever comes first.

Blast – The spell is projected in a cone, widening 5 ft. for every 10 ft. traveled; at 10 ft., the cone is 5 ft. wide, 20 ft. the cone is 10 ft wide, etc. The cone extends up to 60 ft.

Small area – The spell may be directed at any target within 10 ft. of the user.

Large area – The spell may be directed at any target within 20 ft. of the user.

Each power will be listed by name, cost, range, and followed by the description below.

Powers Description

Advanced Forcefield; Extremely Hard; Small Area
The psionic can generate a powerful forcefield equal to 15 wounds. When all wounds are exhausted, the field collapses. Duration: Until field collapses.

Astral Projection; Very Hard; Self
The psionic has the ability to project an immaterial astral body to any location, moving at a speed that is equivalent to fast flying. The body may not touch material things, but has access (and vulnerability) to any spell or psionic attack, excluding those affecting material objects. Duration: 5 turns.

Aural Battle; Hard; Large Area
The psionic can raise his aura to attack someone else’s aura. In this combat, the two aural shapes combat each other as to aural shapes floating between the two psionics; both psions make willpower rolls to determine the outcome. On a tie, there is no victor; on a lower roll, the losing psion takes the equivalent of deadly damage. While engaged, no other actions or movement may be taken. Duration: Until the battle ends.

Aural Defense; Hard; Self
The psionic can raise a powerful mental defense screen around himself; the aura is a visible glow in the aspect of a totem animal or symbol. The aura screen will stop all aura attacks. Duration: 3 turns.

Blind Teleport; Extremely Hard; Self
The psionic is able to move instantly from one point to any other desired location, whether he has been there or not. He may not move through forcefields, walls of force, or walls of invulnerability. Duration: One teleport.

Cryonkinetics; Hard; Small Area
The psionic can control ice and cold in all its various forms, causing it form shapes, move it in desired directions, etc. He can also create deadly ice storms within a small area (deadly damage for one attack), drop temperatures to 0 degrees Fahrenheit for up to 4 turns (light damage each turn to all within the area), or encase single targets within blocks of frozen air (very deadly damage each turn until released or cancelled). Duration: By effect above.

Emotion Attack; Simple; Small Area
The psionic can create a strong and debilitating emotion in any single target within the psionic’s range; HATE, creates unreasoning rage; FEAR, an immobilizing terror; LOVE, an inability to do anything but adore the psionic; etc. In short, the victim can do nothing but act upon the projected emotion. A willpower roll may be made against the psionic’s willpower to resist this attack. Duration: 4 turns.

Empathy; Simple; Small Area
The psionic has the power to sense the emotional state of anyone within his or her range. This is expressed as a raw emotion; LOVE, HATE, FEAR, HAPPINESS, etc. A willpower roll may be made against the psionic’s willpower to resist this attack. Duration: 4 turns.

Forcefield; Very Hard; Small Area
The psionic can generate a powerful forcefield equal to 20 wounds. When all the wounds are exhausted, the field collapses. Duration: Until field collapses.

Hydrokinesis; Hard; Small Area
The psionic can control water in all its various forms, causing it to form shapes, move in desired directions, etc. (4 turns). He can also create a powerful tidal wave effect using any amount of water over 1,000 gallons (a small pond or lake), to slam targets within a small area range (1 turn). This attack causes deadly damage. The psionic can breathe water indefinitely. Duration: By effect above.

Levitation; Simple; Small Area
The psionic can move 100 lbs. straight up, using only his will. He must be able to see the object with the unaided eye, and can only lift it at slow ground speeds. Duration: 5 turns.

Limited Teleport; Hard; Self
The psionic is capable of teleporting to any location that he can see with the unaided eye. He may not move through forcefields, walls of force, or walls of invulnerability. Duration: One teleport.

Locate; Simple; Large Area
The psionic can “home in” on the mental emanations of other psionics within the area, determining exactly who and where they are. Resisting this action requires a PsiScreen or a very hard willpower attempt. The effect moves with the psionic. Duration: 5 turns.

Machine Telepathy; Hard; Small Area
The psionic possesses a strange affinity for all machines. This gives him a +1 bonus to all technical skills (with the exception of Bioengineering and Chemistry). The psionic also has the ability to mentally control machines within his range; to turn them on or off by mental command, and to give them tasks and instructions mentally. The machine cannot be commanded to perform functions that it would not normally be capable of doing. Duration: 5 turns.

Mental Command; Very Hard; Small Area
The psionic has the power to force another person within his range to obey one mental command. This power is used against the target’s willpower skill. For simple instructions (“bark like a dog.”), your roll must be greater by 3. For instructions that are strongly resisted by the target (“take off all your clothes”), your roll must be greater by 5. Duration: One use.

Mental Domination; Extremely Hard; Small Area
The psionic can totally take control of the will of another within range, so that they must do anything they are instructed to do. Duration: 4 turns or until the domination is broken by the subject (a very hard willpower task).

Mental Enfeeblement; Hard; Small Area
The psionic blasts the target’s mind with a powerful mental shock, reducing his ability to concentrate (a -4 penalty to any actions taken for 3 turns). Resisting this action requires either a PsiScreen or a very hard will power attempt. Duration: 1 blast.

Mental Illusion; Hard; Small Area
The psionic can create a single mental illusion in the minds of any targets within a small area around himself. The illusion appears real in all aspects. The illusion appears to react to the world as the real thing would, but cannot actually physically manipulate things. A willpower roll is made against the psionic’s willpower to resist this power. Duration: 10 turns.

Mental Link; Very Hard; Unlimited
The psionic is able to establish a permanent mental bond to one other person. He is able to exchange thoughts, images, and sensations over an unlimited distance. Resisting this link requires a PsiScreen or a very hard willpower attempt. Duration: Until broken.

Mental Transfer; Very Hard; Small Area
The psionic can transfer images and information into the memory of another person within range. A willpower roll may be made against the psionic’s willpower to resist this power. Duration: 5 turns.

Mind Wipe; Extremely Hard; Touch
The psionic can totally wipe out a victim’s memory for a 10 turn period. During this time, the victim cannot remember his name, his past, friends and enemies, or skills (all skills are at 0). Any powers or spells are also forgotten and may not be used. Resisting this link requires a PsiScreen or a very hard willpower attempt. Duration: 10 turns.

Psibolt; Very Hard; Small Area
The psionic can hurl a deadly mental attack at any target within a small area of himself. The psibolt causes deadly damage. Duration: 1 bolt.

PsiScreen; Hard; Self
The psionic is able to stop the effects of any Psibolt, Mental Domination, Telepathic Stun, Mind Wipe, Mental Link, Read Mind, Locate, Sense Emanations, feeblemind or emotion attack, plus magical illusions, curses, charms, and sleep. Duration: 8 turns.

Psychokinesis; Hard; Small Area
The psionic is able to create powerful shock waves through any material. He can shatter any non-living material (critical damage for one turn), or send earthquakes (targets have a -4 penalty to all actions for a 2 turn period), or explosions (deadly damage to all within the area, except the psionic). Duration: By effect above.

Pyrokinesis; Hard; Small Area
The psionic has complete control over fires and other types of heat energy, allowing him to control the size and intensity of any fire within a small area around himself (2 turns). Damage caused by the fire can be increased or decreased by up to two levels of damage (from light up to critical, or from deadly down to serious). In addition, the psionic can create fireballs, a blast of seething flame which engulfs everything within reach with very deadly damage (1 blast). The psionic also can cause target in range to burst into flame spontaneously, taking light damage for 3 turns. Duration: By effect above.

Read Mind; Hard; Large Area
The psionic can easily read the thoughts and feelings of another person within range, expressed as clear sentences. Resisting this action requires a PsiScreen or a very hard willpower attempt. Duration: 5 turns.

Regeneration; Hard; Self
The psionic can regenerate one wound per hour until he is fully healed or has taken another wound. He may not regenerate from being killed. Duration: Until fully healed or another wound is taken.

Sense Emanations; Simple; Large Area
The psionic can sense the existence of other psionics in a large area around himself. He does not know who they are, but is aware of their location. Resisting this action requires a PsiScreen or a very hard willpower attempt. Duration: 5 turns.

Telekinetic Flight; Hard; Self
The psionic is capable of flying as fast as a typical light aircraft (medium flyer). Duration: 1 hour.

Telekinetic Move; Simple; Small Area
The psionic is capable of moving any single object up to a total of 300 pounds at running speeds. Duration: 5 turns.

Telekinetic Throw; Hard; Small Area
The psionic is capable of hurling objects within a small area up to a total of 1 pound as fast as a super fast jet (1,000 mph). Objects struck by this weight will take deadly damage. Duration: 1 throw.

Telepathic Invisibility; Hard; Self
The psionic can create the mental impression of invisibility, making him very hard (awareness) to detect. He can attack in this form; however, this will render him merely hard to spot. Duration: 6 turns.

Telepathic Stun; Hard; Small Area
The psionic can hurl a powerful mental attack at any one target within range, causing the target to be paralyzed. Duration: 1 to 6 turns (roll 1 die).

Teleport Other; Extremely Hard; Small Area
The psionic is capable of moving another person or object instantly to any place he has previously visited, no matter what the distance. He may not move through forcefields, walls of force, or walls of invulnerability. Duration: One teleport.

Teleport; Very Hard; Self
The psionic is capable of moving instantly to any place he has previously visited, no matter what the distance. He may not move through forcefields, walls of force, or walls of invulnerability. Duration: One teleport.

Please select the link below to return to the Options page.
Options

Psionics

Dream Park Belwin