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Psionics

Psionics is the art of using the mind over matter and spirit. It is a latent ability in all sentient beings, but not everyone can use it. Usually the subject demonstrates the psionic ability in childhood and can use it only with appropriate training. Psionic talents are generally seen as normal and accepted as any other skill, but some civilizations may be hostile to them.

Only a PC with WIL greater than 12, can be a psionic. The player makes a saving throw against WIL once during the generation to represent the activation of mental powers. If successful, the PC will possess a number of innate talents equal to WIL/3 (roll 1d20 on the list below). Talents cannot be taught or learned, only trained. The use of cybernetic brain implants inhibits the use of psionic powers, even once removed.

Everyone may use psionics and Willpower is the source. Each time an ability is used, the psion consumes WIL at the indicated cost. This determines the current level of WIL until recovered (the same rule for HP in Healing do apply). Usage that reduces a target's WIL below zero decreases a target's STR by the amount remaining (see Critical Damage).

Psionic Talents

  1. Astral Projection: You project an astral boby without spatial constraints. The consciousness is temporarily separated from the physical body which remains defenseless. Cost: 1 WIL/10 minutes.
  2. Clairvoyance: You can see events and locate things far away. Cost: 1 WIL/10 minutes.
  3. Dreamwalking: You can enter into another person's dreams. You need to be asleep to do so. Cost 1d6 WIL/Night.
  4. Ergokinesis: You can influence the movement of energy. The conveyed energy can be used as blast weapon. Cost: 1d6 WIL/use.
  5. Levitation: You can levitate anything (including yourself) up to 100 x current WIL kilos. Cost: 1 WIL/minute.
  6. Materialization: You can make an object appear out of thin air, equivalent in size to a small vehicle, for a duration of current WIL minutes. Cost: 2d6 WIL/use.
  7. Mending: The ability to heal with your own spiritual energy. It recovers full damage to STR and replenishes HP instantly. Cost: 2d6 WIL/use.
  8. Petrification: The ability to turn any object or person into stone. Duration: any up to current WIL days. Cost: half the base WIL.
  9. Precognition: By focusing, you can get information about future events. Cost: 2d6 WIL/use.
  10. Psychic Surgery: Mental power is concentrated in "energetic scalpels" capable of operating from the inside too. Cost: 2d6 WIL/use.
  11. Psychokinesis: The ability to move and control objects without touching them. The range is limited to what you see. Cost 1d6 WIL/use.
  12. Psychometry: By touching a person or object, you get information about it. Cost: 2 WIL/use.
  13. Pyrokinesis: You can control flames and heat. The conveyed fire can be used as blast weapon. Cost: 1d6 WIL/use.
  14. Retrocognition: By focusing, you can get information about past events. Cost: 2d6 WIL/use.
  15. Shapeshifting: You can turn yourself into anything of equivalent mass. The ability to reverse the effect depends on the target shape. Cost: half the base WIL.
  16. Telesthesia: The ability to see a distant or unseen target. Cost: 2d6 WIL/use.
  17. Telepathy: The ability to transmit or receive thoughts. Cost: 2d6 WIL/use.
  18. Teleportation: The ability to transport oneself and what one is wearing to a place that can be visualized by sight or clairvoyance. Cost: 1 WIL/1000km.
  19. Thought Control: You can only control the mind of one person at a time. The subject will obey any order as long as mental contact is maintained. Cost: 1 WIL/minute.
  20. Xenoglossy: The ability to understand, write, and speak an unknown language. Cost: 1 WIL/10 minutes.