Psionics (Psions and Latents)
Psionics are focused abilities of the mind. Very few people have Psi, and even fewer are trained to use it. At character creation a character may have psychic powers — a raw talent in one Psionic discipline (Latent), or a true Psion dedicated to the way of the mind.
Psi Talent Types
- Telek — Telekinesis
- Telepath — Mind reading and influence
- Port — Teleportation
- Physical (Somakinesis) — Body control and enhancement
- Pyro — Fire creation
- Cryo — Heat removal / cold creation
- Electro — Electrical discharge
Advancement
- Psions: Start at Talent Score 2 in one Talent. Add +1 to any Psi Talent Score each level. Can spend a Character Point when gaining a level to raise a talent by +1 or pick a new talent at score 1.
- Latents: Start at Talent Score 1 in one Talent. May spend a Character Point when leveling to raise the Talent Score by 1.
Psi Energy
Each Psi power has a point cost to use each time.
- Latents: 1d6 + WIL per Score in their Talent
- Psions: 6 + WIL per Score (use only the highest Psi Talent Score if the character has more than one)
Recovery: 1d4 Psi Energy per hour; resting doubles this. A successful Meditation roll restores 1 + skill effect Psi Energy in 15 minutes.
Concentration Levels
| Level | Description |
|---|---|
| C0 | Conscious activation; little effort; can be toggled on/off; unlimited simultaneous uses |
| C1 | Moderate focus; can combine two C1 effects; move and fight at -1 to rolls; max WIL/2 hours per day |
| C2 | Heavy focus; slow walk/simple actions only; no attacks; max 5×WIL minutes; damage forces Will roll to maintain |
| C3 | Extreme focus; any hit forces Will roll or loss; damage always breaks it; max 5×WIL seconds; each extra 5 seconds requires another Will roll |
General Psi Skills
These skills can be learned by any Psion regardless of Talent. Using them costs no Psi energy.
Blind Psi (PER) — Use powers without line of sight if you know the target’s location. With an active C1 skill roll, find targets within Score + 10 yards using only the mind.
Meditation (WIL) — Shorten recovery and regain Psi Energy faster.
Mind Linking (INT) — Combine powers with another Psionic or share Psi energy. Touching gives +4 to any Mind Linking rolls.
Sense Psionics (PER) — Passively detect when psionics are used nearby. Actively sense who/what is Psionically capable within Score + 5 yards.
Hide Presence (WIL) — Passively make yourself harder to detect from Blind Psi, Sense Psionics, or Psion scanners. Score + WIL subtracted from any detection rolls.
Psi Optimization (INT) — When a Psi power is used and a high d20 Score roll is made, the ability costs nothing that round.
| Score + INT | Natural d20 Score Roll |
|---|---|
| 1–4 | 19–20 |
| 5–9 | 18–20 |
| 10–14 | 17–20 |
| 15–19 | 16–20 |
| 20 | 15–20 |
Psi Skills
Psionic Talent Skills are learned through skill points like any other skill. The Skill Score cannot exceed the Score of the Psionic Talent.
Rare Skills cannot be selected during character creation. They must be learned through direct instruction from a teacher or by studying the technique in action.
Telek
Telekinesis — Raw Talent
- Range: Score² yd
- Activation: C1
- Resistance: None
- Psi Energy: 1/round
Move light objects within line of sight up to Score lbs. Velocity = 5 × Score ft/s. Hard objects hurled deal 1d4 + Score damage; attack with Talent Score + Will. First attack against an unaware target gains +4 (surprise).
Micro Manipulation
- Range: Score yd | Activation: C2 | Resistance: None | Psi Energy: 1/round
Fine control of tiny objects up to Score × 0.5 lbs. Can write, pick locks (with Blind Psi), or rig dice rolls.
Levitate
- Range: Self or Score × 2 yd | Activation: C1 self, C2 Others | Resistance: None | Psi Energy: 0.5/round
Lift and stabilize self or a willing target; vertical speed = Score yd/round. Max weight = Score × 50 + 100 lbs.
Megakinesis
- Range: Varies | Activation: C3 | Resistance: None | Psi Energy: 3/round
Move massive objects in a telekinetic net. Max movement speed = Score × 2 ft/s. Unwilling targets may act at negative the Psi’s Megakinesis score. Fast-moving targets can be slowed by up to 40 ft/sec (27 MPH).
| Score | Range in Yards | Max Weight | Tons |
|---|---|---|---|
| 1 | 3 | 500 lbs | 0.25 |
| 2 | 6 | 1,000 lbs | 0.5 |
| 3 | 10 | 2,000 lbs | 1 |
| 4 | 16 | 4,000 lbs | 2 |
| 5 | 20 | 8,000 lbs | 4 |
| 6 | 25 | 16,000 lbs | 8 |
| 7 | 30 | 32,000 lbs | 16 |
| 8 | 40 | 64,000 lbs | 32 |
| 9 | 60 | 125,000 lbs | 62.5 |
| 10 | 80 | 200,000 lbs | 100 |
Shield
- Range: Score yd | Activation: C1 or C2 | Resistance: None | Psi Energy: 1 or 2/round
Creates a transparent barrier with diameter Score × 5 feet. Soaks Score × 10 total damage (C1) or Score × 20 (C2). Drops when total is exceeded; cannot be moved.
Telekinetic Strength
- Range: Self | Activation: C1 | Resistance: None | Psi Energy: 0.5/round
Adds +Score to STR (max STR 30) and a temporary HP pool of Score × 4 used first.
Hold
- Range: Score² yd | Activation: C2 | Resistance: Strength vs. Will + Score | Psi Energy: 2/round
Immobilizes target limbs; target may attempt to break free each round with a contested roll.
Flight (Rare)
- Range: Self | Activation: C1 | Resistance: None | Psi Energy: 1/round
Sustained telekinetic flight at 3 × Score yd/round.
Crush (Rare)
- Range: 2 × Score yd | Activation: C3 | Resistance: Strength vs. Will + Score | Psi Energy: 2/round
Deals 1d6 + Score damage per round to a focused location; failed resist also prevents physical attacks with that location.
Blast (Rare)
- Range: 2 × Score yd | Activation: C2 or C3 | Resistance: None or Dodge | Psi Energy: 5
Concussive pulse for 2 × Score + 1d6 subdual damage in a 10 ft radius; applies knockback with no resistance or dodge possible.
With C3 concentration: targeted attack using the target’s Dodge and called-shot modifiers. Contact damage = Score + 1d6 × location multiplier.
Shear (Rare)
- Range: Score yd | Activation: C3 | Resistance: Strength vs. Will + Score | Psi Energy: 4/round
Deals Score + 2d4 damage per round by pulling in opposite directions. Roll hit location as gun combat twice (reroll if same zone). Target is held from two locations. Subsequent shear attacks against the same target are at +4.
Telepath
Telepath powers targeting unwilling minds are resisted by the target’s WIL + Psi Def modifier. Targets with no psionic ability have a Psi Def of 0.
Empathy — Raw Talent
- Range: Score² yd | Activation: C0 | Resistance: WIL + Psi Def | Psi Energy: 1/min
Sense emotional states of minds within range. Strong emotions are easier to detect.
Telepathy
- Range: Score² yd | Activation: C1 | Resistance: WIL + Psi Def | Psi Energy: 1/round
Two-way mental conversation with a willing target. Unwilling targets can resist; success blocks the connection entirely.
Mind Block
- Range: Self or Score² yd | Activation: C1 | Resistance: None | Psi Energy: 1/min
Grants +Score to Psi Def against intrusive telepathy, compulsion, and mental attacks.
Suggestion
- Range: Score yd | Activation: C1 | Resistance: WIL + Psi Def | Psi Energy: 1/use
Implant a simple, reasonable course of action. Obvious self-harm or completely out-of-character actions automatically fail.
Mind Blast
- Range: Score² yd | Activation: C1 | Resistance: WIL + Psi Def | Psi Energy: 2/use
Psychic attack dealing 1d4 + Score subdual damage. Failed resistance also stuns for 1 round.
Astral Projection
- Range: Score² yd | Activation: C2 | Resistance: None | Psi Energy: 1/min
Project awareness as an invisible astral form. The body is helpless during projection. Can observe but not interact with the physical world.
Sense Astral / Minds
- Range: Score² yd | Activation: C1 | Resistance: None | Psi Energy: 1/min
Detect the presence of conscious minds, astral forms, or psionic activity within range.
Mega Telepathy (Rare)
- Range: Score² yd | Activation: C1 | Resistance: WIL + Psi Def (per target) | Psi Energy: 2/min
Broadcast a mental message to all minds within range, or scan surface thoughts of a group simultaneously. Each target resists individually.
Domination (Rare)
- Range: Score² yd | Activation: C2 | Resistance: WIL + Psi Def (contested each round) | Psi Energy: 2/round
Take direct control of a target’s actions. Target gets a new resistance roll each round. Complex or against-nature actions grant bonus to resistance.
Blind Senses (Rare)
- Range: Score² yd | Activation: C1 | Resistance: None | Psi Energy: 1/min
Perceive surroundings by sensing minds and astral echoes. Ignore darkness, smoke, and cover. Sense through walls up to max range unless blocked by force fields or gold shielding.
Heal Mind (Rare)
- Range: Touch or Score yd | Activation: C3 | Resistance: None (willing only) | Psi Energy: 2/use
Remove mental afflictions, stun, confusion, or psionic effects from a willing target.
Distort Psyche (Rare)
- Range: Score² yd | Activation: C3 | Resistance: WIL + Psi Def | Psi Energy: 2/use
Inflict a phobia, hallucination, or false sensory input. Effects last Score minutes or until target takes damage.
Port (Teleportation)
Port Object — Base
- Range: Score yd | Activation: C1 | Resistance: None | Psi Energy: 1/use
Teleport a small object in hand (up to Score lbs) to a visible location within range.
Blink
- Range: Self, Score × 2 yd | Activation: C1 | Resistance: None | Psi Energy: 1/use
Instant short hop for dodge/position. Grants +2 to one defense check if timed as a reaction.
Short Hop
- Range: Self, Score × 10 yd | Activation: C2 | Resistance: None | Psi Energy: 2/use
Step through space with a flash. Requires line of sight. Takes a full round of action.
Dimensional Storage
- Range: Self | Activation: C1 | Resistance: None | Psi Energy: 1/use
Store/retrieve a small handheld item (up to Score × 5 lbs) in a pocket dimension anchored to the user.
Mega-Tport (Rare)
- Range: Score miles | Activation: C3 | Resistance: Will (unwilling targets) | Psi Energy: 10/use
Teleport multiple people or large object (up to Score × 500 lbs) to a seen or well-mapped location.
Port Strike (Rare)
- Range: Score × 2 yd | Activation: C2 | Resistance: Will | Psi Energy: 4/use
Teleport a small hard object into a target. Roll location; can use called-shot modifiers. Deals 1d6 + Score; contested Will to avoid.
Disintegrate (Rare)
- Range: Score yd | Activation: C3 | Resistance: Will | Psi Energy: 10/use
Destroy Score + 0.5 lbs of matter. Line of sight; can target locations as called shots with +3 to hit. Deals 2d6 + Score.
Somakinesis (Body Control)
Mind Over Pain — Raw Talent
- Range: Self | Activation: C0 | Resistance: None | Psi Energy: 2/min
Suppress pain signals and reduce stun rolls.
Muscle Surge
- Range: Self | Activation: C1 | Resistance: None | Psi Energy: 1/round
Increase raw strength by +Score to STR (max 30) for lifting, grapples, and melee damage.
Harden Flesh
- Range: Self | Activation: C1 | Resistance: None | Psi Energy: 1/round
Gain +Score/2 (rounded up) armor against physical damage.
Reflex Spike
- Range: Self | Activation: C1 | Resistance: None | Psi Energy: 1/round
Boost nerve conduction; gain +Score to REF (caps at 30) and +Score to initiative/defense checks.
Pain Gate
- Range: Self | Activation: C2 | Resistance: None | Psi Energy: 2/min
Suppress pain signals; ignore wound penalties and stun for the duration.
Quick Mend
- Range: Self | Activation: C2 | Resistance: None | Psi Energy: 2/min
Accelerate cell repair; heal 1d6 + Score HP; closes bleeding.
Adrenal Flood (Rare)
- Range: Self | Activation: C3 | Resistance: None | Psi Energy: 3/round
+Score to STR, +Score to REF, +Score to armor for 3 rounds. Afterward: -2 to all stats for 1 hour.
Bone Sheath (Rare)
- Range: Self | Activation: C2 | Resistance: None | Psi Energy: 2/round
Reinforce skeleton; reduce incoming physical damage by Score each hit; halves fall damage.
Cellular Regeneration (Rare)
- Range: Self | Activation: C2 | Resistance: None | Psi Energy: 3/min
Recover 2d6 + Score HP per minute; purge basic poisons/radiation with a successful FIT roll.
Pyro, Cryo, Electro
Flame / Ice / Spark — Base
- Range: Line of sight | Activation: C1 | Resistance: Agility/Dodge | Psi Energy: 1/use + 1/round to sustain
Creates a small elemental effect at range. Deals 1d4 per Talent Score on the first round; each following round deals one die less until the effect ends. Targets save for half on first round; subsequent rounds allow another save to end early.
Bolt
- Range: Score × 4 yd | Activation: C1 | Resistance: Agility | Psi Energy: 1/use
Elemental bolt for 1d6 + Score damage.
Resist Heat / Cold / Shock
- Range: Self | Activation: C1 | Resistance: None | Psi Energy: 1/min
Gain resistance to the matching element; halve incoming damage of that type.
Flash
- Range: Cone Score × 2 yd | Activation: C1 | Resistance: PER/Agility | Psi Energy: 1/use
Brief oxygen-burn/freezing/ion wave; targets save or be blinded/staggered for 1 round.
Magnify
- Range: Modifier | Activation: Adds C1 | Resistance: None | Psi Energy: +extra dice spent
Add +100% effect per extra die spent (add one die of damage per Talent Score expended).
Wall (Rare)
- Range: Score yd | Activation: C2 | Resistance: None | Psi Energy: 2/round
Creates a 10 ft × 10 ft wall of flame/ice/lightning per Score; provides cover and deals 1d6 on contact.
Storm (Rare)
- Range: Score² yd | Activation: C3 | Resistance: Varies | Psi Energy: 3/round
Area barrage of micro-bolts/ice shards/gouts; deals 1d4 + Score to all in a 15 ft radius each round; targets can dive for half.