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


Advancement


Psi Energy

Each Psi power has a point cost to use each time.

Recovery: 1d4 Psi Energy per hour; resting doubles this. A successful Meditation roll restores 1 + skill effect Psi Energy in 15 minutes.


Concentration Levels

LevelDescription
C0Conscious activation; little effort; can be toggled on/off; unlimited simultaneous uses
C1Moderate focus; can combine two C1 effects; move and fight at -1 to rolls; max WIL/2 hours per day
C2Heavy focus; slow walk/simple actions only; no attacks; max 5×WIL minutes; damage forces Will roll to maintain
C3Extreme 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 + INTNatural d20 Score Roll
1–419–20
5–918–20
10–1417–20
15–1916–20
2015–20

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

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

Fine control of tiny objects up to Score × 0.5 lbs. Can write, pick locks (with Blind Psi), or rig dice rolls.

Levitate

Lift and stabilize self or a willing target; vertical speed = Score yd/round. Max weight = Score × 50 + 100 lbs.

Megakinesis

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).

ScoreRange in YardsMax WeightTons
13500 lbs0.25
261,000 lbs0.5
3102,000 lbs1
4164,000 lbs2
5208,000 lbs4
62516,000 lbs8
73032,000 lbs16
84064,000 lbs32
960125,000 lbs62.5
1080200,000 lbs100

Shield

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

Adds +Score to STR (max STR 30) and a temporary HP pool of Score × 4 used first.

Hold

Immobilizes target limbs; target may attempt to break free each round with a contested roll.

Flight (Rare)

Sustained telekinetic flight at 3 × Score yd/round.

Crush (Rare)

Deals 1d6 + Score damage per round to a focused location; failed resist also prevents physical attacks with that location.

Blast (Rare)

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)

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

Sense emotional states of minds within range. Strong emotions are easier to detect.

Telepathy

Two-way mental conversation with a willing target. Unwilling targets can resist; success blocks the connection entirely.

Mind Block

Grants +Score to Psi Def against intrusive telepathy, compulsion, and mental attacks.

Suggestion

Implant a simple, reasonable course of action. Obvious self-harm or completely out-of-character actions automatically fail.

Mind Blast

Psychic attack dealing 1d4 + Score subdual damage. Failed resistance also stuns for 1 round.

Astral Projection

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

Detect the presence of conscious minds, astral forms, or psionic activity within range.

Mega Telepathy (Rare)

Broadcast a mental message to all minds within range, or scan surface thoughts of a group simultaneously. Each target resists individually.

Domination (Rare)

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)

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)

Remove mental afflictions, stun, confusion, or psionic effects from a willing target.

Distort Psyche (Rare)

Inflict a phobia, hallucination, or false sensory input. Effects last Score minutes or until target takes damage.


Port (Teleportation)

Port Object — Base

Teleport a small object in hand (up to Score lbs) to a visible location within range.

Instant short hop for dodge/position. Grants +2 to one defense check if timed as a reaction.

Short Hop

Step through space with a flash. Requires line of sight. Takes a full round of action.

Dimensional Storage

Store/retrieve a small handheld item (up to Score × 5 lbs) in a pocket dimension anchored to the user.

Mega-Tport (Rare)

Teleport multiple people or large object (up to Score × 500 lbs) to a seen or well-mapped location.

Port Strike (Rare)

Teleport a small hard object into a target. Roll location; can use called-shot modifiers. Deals 1d6 + Score; contested Will to avoid.

Disintegrate (Rare)

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

Suppress pain signals and reduce stun rolls.

Muscle Surge

Increase raw strength by +Score to STR (max 30) for lifting, grapples, and melee damage.

Harden Flesh

Gain +Score/2 (rounded up) armor against physical damage.

Reflex Spike

Boost nerve conduction; gain +Score to REF (caps at 30) and +Score to initiative/defense checks.

Pain Gate

Suppress pain signals; ignore wound penalties and stun for the duration.

Quick Mend

Accelerate cell repair; heal 1d6 + Score HP; closes bleeding.

Adrenal Flood (Rare)

+Score to STR, +Score to REF, +Score to armor for 3 rounds. Afterward: -2 to all stats for 1 hour.

Bone Sheath (Rare)

Reinforce skeleton; reduce incoming physical damage by Score each hit; halves fall damage.

Cellular Regeneration (Rare)

Recover 2d6 + Score HP per minute; purge basic poisons/radiation with a successful FIT roll.


Pyro, Cryo, Electro

Flame / Ice / Spark — Base

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

Elemental bolt for 1d6 + Score damage.

Resist Heat / Cold / Shock

Gain resistance to the matching element; halve incoming damage of that type.

Flash

Brief oxygen-burn/freezing/ion wave; targets save or be blinded/staggered for 1 round.

Magnify

Add +100% effect per extra die spent (add one die of damage per Talent Score expended).

Wall (Rare)

Creates a 10 ft × 10 ft wall of flame/ice/lightning per Score; provides cover and deals 1d6 on contact.

Storm (Rare)

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.