Difference between revisions of "Future Imperfect chapter 8"

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[[Future Imperfect|Back to Main Page]]<br>
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'''WORK IN PROGRESS!'''
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== Psionics ==
 
== Psionics ==
  
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<br>
  
Psionics is the pseudo-mystical science of the mind and the underlying energies of the universe.  When one is attuned to these energies, and their mind has been trained and conditioned to them, a person may sense their influence just as we can see when we open our eyes; he can manipulate them by projecting these energies from his own mind, just as we can turn a knob with our fingers.  Psionics is the manipulation of the universe by normally unseen forces.  It is easy for the unschooled to pass if off as magic or sleight of hand, or for information gained from telepathy or psychometry to be discounted, but the psionicist knows the truth.  This struggle against ignorance will likely play a role in the life of any adept.  The story often lies in how they deal with it.
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''The Operative'': "Key members of Parliament." ''Key''. The minds behind every military, diplomatic and covert operation in the galaxy, and you put them in a room with a ''psychic''.<br><br>
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''Dr. Mathias'': Look... even if River Tam did, by any chance, read the minds of any of the visiting Parliament members here, whatever government secrets she may have read she may not even remember any them, for they are all probably buried under layers of psychosis...<br><br>
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''The Operative'': ''Secrets'' are not my concern. ''Keeping'' them is.<br><br>
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--''Serenity''<br>
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Psionics is the pseudo-mystical science of the mind and the underlying energies of the universe.  When one is attuned to these energies, and their mind has been trained, a person may sense their influence just as we can see when we open our eyes; he can manipulate them by projecting these energies from his own mind, just as we can turn a knob with our fingers.  Psionics is the manipulation of the universe by normally unseen forces.  It is easy for the unschooled to pass if off as magic or sleight of hand, or for information gained from telepathy or psychometry to be discounted, but the psionicist knows the truth.  Because of the fear, hatred and mysticism within many cultures that surrounds psionics, its practitioners are known by many epithets: Warlocks, witches, Psykers, etc.  The more neutral term we shall use in this text is Psion or Adept.  This struggle against ignorance will likely play a role in the life of any adept.  The story often lies in how they deal with it. <br>
  
Of course for some, ignorance is bliss, and many adepts couldn’t agree more.  Dependent on the views of the local culture or government, an adept may be seen as a witch, heretic or enemy of the state; some adepts may choose to wear their mundane lives like a cowl and cape, always keeping the secret of the power beneath from those around them at all cost.  To do otherwise might risk persecution or worse, and the chains will ever be stronger and tighter on those who may have the means to break them…
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Of course for some, ignorance is bliss, and many adepts couldn’t agree more.  Dependent on the views of the local culture or government, an adept may be seen as a witch, heretic or enemy of the state; some adepts may choose to wear their mundane lives like a cowl and cape, always keeping the secret of the power beneath from those around them at all cost.  To do otherwise might risk persecution or worse, and the chains will ever be stronger and tighter on those who may have the means to break them…<br>
  
  
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== Psionic Ability ==
  
== Latent Psionic Ability ==
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Chosen during character creation, there are 5 ranks of psi ability.  These are weak, normal, null, latent and adept.<br>
  
During character creation, there are 5 categories of psionic abilityThese are null, normal, conditioned, latent and adept.
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:'''Weak'''—Sentient beings with psionically weak minds are like an open book to a psionWhile a psion may sometimes struggle to focus energies to activate a talent, a weak mind acts like a beacon, allowing talents targeted against these people to trigger with ease.  While it gives the character no direct disadvantage, per se, any psion directly targeting a psi-weak character will gain a +1 bonus to the activation roll of his talents.  Luckily for the psi-weak, psions are a rare breed.  Unless they are not.  These characters will never have access to psionic abilities.<br>
  
'''Normal'''— This is just what it sounds like—nothing.  The character is more susceptible to many psionic abilities.  His mind is not prepared to stave off mental attacks.  Perhaps the psychology behind the way he thinks makes his “inner voice” easier to hear.  He also leaves a greater psychic stain wherever he goes that can be picked up more easily by clairvoyants.  Luckily for the psionically normal character, Psionicists are a rare breed.  Unless they are not.  While normal characters do not start the game with the mental conditioning skill, they can still purchase or learn it.  These characters will never have access to psionic abilities.
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:'''Normal'''— This is just what it sounds like—nothing.  The character is no more or less susceptible to many psi abilities than the average sentient being.  These characters will never have access to psionic abilities.<br>
  
'''Conditioned'''—These people have had some form of mental conditioning, formal training or are naturally chaotic in their thought patternsThis character has no psionic abilities, but starts with one level in the mental conditioning skill as an everyman skill This allows them to make defense rolls against mental attacks instead of unskilled Essence rolls.
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:'''Null'''—Psionic nulls are those rare people whose minds are resistant to psychic meddling.  Some aspect of their biology or sometimes arduous mental conditioning will proof their minds from being read, having thoughts or feelings implanted, or even make them resistant to mental attacksWhen making resistance checks against psi abilities, these characters earn significant bonuses, equivalent to starting their check as though they had rolled the max for the resistance check, or drawn an "added effect" card for their resistance check; if they draw an added effect card, they may draw another card in addition to the bonus card). They will also be resistant to any kind of psionic aid one can render, but it’s the price they pay.  Psionic nulls can never use psionic abilities.<br>
  
'''Null'''—Psionic nulls are those rare people whose minds are resistant to psychic meddlingSome aspect of their biology or sometimes arduous mental conditioning will proof their minds from being read, having thoughts or feelings implanted, or even make them resistant to mental attacksThey will also be resistant to any kind of psionic aid one can render, but it’s the price they payPsionic nulls can never use psionic abilities.
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:'''Latent'''—A Hero with latent psionic talents has the ability to use psionic abilitiesMaybe they know of their gift, maybe they do not.  They have likely suspected things have been different for them their whole lives compared to the experiences they have heard from those around them.  Latent psions can use experience gained to purchase psi abilitiesIf the Master chooses, latent psions may allocate skill and edge points to psi foci and talents during character creation, but the character will not have the ability to use them until his “awakening. Once they have spent enough experience, adventured enough or whatever method the Master and player(s) choose to bring about the Hero's psionic awakening, opportunity will come knocking, and they may have the opportunity to find a PK crystal (see below).  This is the field from which the vast majority of psions in the wild will likely hail; whether the majority of Heroes hail from this group is up to the tastes of the players in your group!.<br>
  
'''Latent'''—The latent character has the ability to use psionic abilities.  Maybe they know, maybe they do not.  They have likely suspected things have been different for them their whole lives compared to the experiences they have heard from those around them.  Latents can use experience gained to purchase psionic abilities, and once they have sacrificed enough fate chips or experience, opportunity will come knocking, and they may have the opportunity to be "awakened" and possibly find a PK crystal of their own (see below).
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:'''Adept'''—A psion is one who can wield psi abilities.  An Adept, however, is a particularly talented type of psion.  An adept is not an adversary to be taken lightlyThese individuals can wield great natural talent, and often discovered their abilities—or were discovered—years ago, giving them plenty of time to train and hone their talentsAdepts can use skill points to purchase psionic foci and talents during character creation.  Adepts have already been awakened, and begin the story with a PK crystal and the ability to use their talents out of the gate.<br>
  
'''Adept'''—The psionic adept is not one to be taken lightly.  These individuals can wield great natural talent, and often discovered their abilities—or ''were discovered''—years ago, giving them plenty of time to train and hone their talents.  Characters who spend their highest rank on psionics at character creation are considered adepts, and can use attribute points to purchase psionic foci and talents during character creation.  Adepts also begin the game with a PK crystal.
 
  
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'''Psionic Nulls'''<br>
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The mind of a sentient being is unique by its very nature and definition, and some of them simply don’t seem to operate the same way as the vast majority of the population.  Many Psionic talents rely on picking up or syncing with the mental energies radiated by other beings; Psionic Nulls seem to generate no such energy.<br>
  
=== The Psionic Adept ===
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During character creation, you may choose to classify your character as a psionic “null.”  This means that for the most part, many psionic talents that detect or influence the mind will have little to no effect on the character.  A telepath would not sense a null with his Sense Mind talent, and targeting a null with most Mental Attacks is extremely difficult (but not impossible).  Being a null would not, however protect him from the TK attacks of a telekinetic, as those psions are manipulating real world objects to cause damage.  If a talent will not work or have reduced effects on a null, the talent description will make this distinction.  Psi-null characters can never learn psionic talents.<br>
  
Adepts have the capacity to master all fields of psionic talent.  Psionicists with latent abilities may dabble and learn of Telepathy, Telekinesis and Clairvoyance, but only adepts can learn the focus of Self-Awareness, the art of knowing oneself so completely that, with mastery, they verge on becoming transcendent.
 
  
== Psionic Awakening ==
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=== Psionic Awakening ===
  
Even with great natural ability, one cannot exercise any psionic talents.  The minds of all known races during this age of the galaxy simply do not operate on those levels, they are not built to pick up on the forces and energies that a psionicist taps into and manipulates.  It is believed that these abilities were commonplace, once.  Perhaps even a racial trait as natural as a canine’s nose or some humanoids’ ability to breathe underwater with mutant gills.  The truth is not fully understood, but what is known is that those with psionic talents were at some point exposed—awakened—and at that point the structure of their mind began to change to interface with a whole new world of energies all around them.  The awakening usually happens in one of three ways:
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Even with great natural ability, one cannot normally exercise any psi talents.  The minds of all known races during this age of the galaxy simply do not operate on those levels, they are not built to pick up on the forces and energies that a psion taps into and manipulates.  It is believed that these abilities were commonplace, once; at least among one or more races that populated the galaxy long before the rise of the cosmos' current inhabitantsThey were perhaps even a racial trait as natural as a canine’s sensitive nose or some humanoids’ ability to breathe underwater with mutant gills.  The truth is not fully understood, but what is known is that those who can wield psi talents were at some point exposed—or “awakened”—and at that point the structure of their mind began to change to interface with a whole new world of energies all around them.  The awakening usually happens in one of three ways:<br>
  
:1. The latent suffers a mental attack.  Perhaps a psionicist sensed some great potential in the latent, and targeted him to jar something loose, to get his psychic gears turning, or possibly the latent was the victim of a psionicist who didn’t realize the can of worms he was opening up.<br>
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:1. The latent suffers a mental attack.  Perhaps an adept sensed some great potential in the latent, and targeted him to jar something loose, to get his psychic gears turning, or possibly the latent was the victim of a careless lesser psion who didn’t realize the can of worms he was opening up. The newly awakened psion soon finds a PK crystal in his possession.  Where it comes from is a mystery.  Did it materialize out of the æthir?  Was it created by the psion’s mind?  Did an adept of some ancient order leave it for the new psion?  The answer is up to you and the Master, and you might never learn the truth.  Or maybe you will, and have one hell of an adventure finding out!<br>
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:2. The latent comes into contact with an unaligned PK crystal (see below), and its energies sync with the latent, stripping bare the mundane mechanisms of their mind and re-forging it anew with the capability to detect and influence the subtle underlying energies of the universe.  This will sometimes happen to explorers or archaeologists attempting to uncover secrets of the ForeRunners or other ancient civilizations, or to colonists on freshly terraformed frontier worlds who happen to stumble across ancient ruins.<br>
 
:2. The latent comes into contact with an unaligned PK crystal (see below), and its energies sync with the latent, stripping bare the mundane mechanisms of their mind and re-forging it anew with the capability to detect and influence the subtle underlying energies of the universe.  This will sometimes happen to explorers or archaeologists attempting to uncover secrets of the ForeRunners or other ancient civilizations, or to colonists on freshly terraformed frontier worlds who happen to stumble across ancient ruins.<br>
:3. Adepts are sometimes scouted out at an early age by mysterious agencies.  They are observed and studied, and at some point, they may be contacted.  When this contact occurs, they disappear for a number of weeks or months, then return to their old lives unharmed, but irrevocably changed.  They will find themselves in possession of a PK crystal, and they will have learned some talents.  How they use these talents is up to them, but one can be assured that it will likely be in the service and best interests of whoever contacted them in the first place.
 
  
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:3. Psions are sometimes scouted out at an early age by mysterious agencies or secret orders.  They are observed and studied, and when the time is right, they may be contacted.  When this contact occurs, the latent disappears for a time, then returns to his old life unharmed, but irrevocably changed.  He will be in possession of a PK crystal, and will have learned some talents.  How he uses these talents is up to him, but one can be assured that it will likely be in the service and best interests of whoever contacted him in the first place.  This method of awakening is most appropriate for heroes that purchased the Adept level of psionic ability, but an Adept could have been awakened by one of the other methods.<br>
  
== The PK Crystal ==
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The Master should work with the player to determine how the awakening occurs, and whether the character comes out of it with a PK crystal.  Alternatively, the master may assign costs to each aspect (awakening and/or PK crystal).  These costs are not specified here because it should be a matter of personal preference as to how much the Master wants the players to work to earn their psi abilities.  If the cost is exceedingly high, however, psionics may not be a very attractive character option in your story, as any budding psion will be hamstrung for a large number of game sessions with no option to use a potentially large portion of the power that their character has allocated to psionics.<br>
  
Even an adept will find it taxing to attempt to channel the energies in our material universe to influence the world around him.  The PK crystal is a ForeRunner artifact about the size of a large coin, and shaped like a lens.  It is opaque and utterly black—no light reflects from it at all.  The few that have found their way into the collections of research laboratories have proven difficult and downright hazardous to study directly.  Even still, little is known about them.  The material that composes them is completely unknown, and what they do largely remains a mystery.  By itself, the PK crystal is inert, but when it becomes aligned with the mind of a latent or adept, it seems to act as a gateway or focus to some alternate, high-energy—possibly even Tachyon—universe beyond our own.  With a PK crystal, a psionicist’s powers truly become manifest.  Without a PK crystal, a psionicist will exhaust his energy reserves much faster, and his talents will sometimes be much weaker.  Some talents require such energies to unleash that attempting them without a PK crystal will be impossible.
 
  
A psionicist doesn’t need to worry overmuch about the sanctity of his crystal, however.  Since he is aligned with it, he will always know where it is, granting him very specific clairvoyant capabilities to find it.  Also, since it has aligned with one person and him alone, its physical composition will become completely antithetical to the mind of anyone else.  Physical contact with it will unleash such psychic backlash that it will slowly destroy any other sentient being as though they had come in contact with a powerful neurotoxin that leaves no trace.  Each round that a character is in direct physical contact with an aligned PK crystal, they will lose one level of die type from one of their mental traits, starting with the highest.  When one mental type is reduced from d4, they will begin to lose coordinations.  At this point they will enter a coma.  When they have lost all points of coordination with their mental traits, they suffer brain death.  These “injuries” can be healed over time, treating each one as a serious wound.  As such, a psionicist doesn’t generally need to fear his PK crystal being stolen and used by someone else, though someone may try and take it to temporarily weaken the psionicist or draw him out, because he will surely come looking for what is his...
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=== The PK Crystal ===
  
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Even an adept will find it taxing to attempt to channel the energies in our material universe to influence the world around him.  The PK crystal is a ForeRunner artifact about the size of a large coin, and shaped like a lens, though other shapes and configurations are possible.  It is opaque and utterly black—no light reflects from it at all.  The few that have found their way into the collections of research laboratories have proven difficult and downright hazardous to study directly.  Even still, little is known about them.  The material that composes them is completely unknown, and what they do largely remains a mystery.  By itself, the PK crystal is inert, but when it becomes aligned with the mind of a latent or adept, it seems to act as a gateway or focus to some alternate, high-energy—possibly even Tachyon—universe beyond our own.  With a PK crystal, a psion’s powers truly become manifest.  Without a PK crystal, a psionicist will exhaust his energy reserves much faster, and his talents will sometimes be much weaker.  Some talents require such energies to unleash that attempting them without a PK crystal will be impossible.<br>
  
== Talent List ==
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The PK crystal also serves another very important purpose.  It channels energy that the psion uses to fuel his talents.  Heavy use of psi abilities in combat may leave a psion so physically and mentally drained that even a light injury may take them out of the fight.  Sometimes, a psion may need to tap into additional reserves to keep on fighting.  As a speed 2 action, the psion may draw energy from his PK crystal.  He must remain motionless while concentrating (so taking cover first is a good idea).  When the action completes, draw a card and check the effect using the character’s Psionic Focus skill (a Hero with a 2d10 Essence trait and Psionic Focus/2 would look at the 4d10 result).  Make this check as you would a damage check.  The psion can then add this result to his current CT.  It may raise his CT above his maximum.  These points will fade over time, but remain until used or the end of the combat.  The downside to this ability is that it taxes the psion greatly, and tends to burn the candle at both ends.  After channeling energy in this manner, the psion reduces his Essence die type by one category.  The Hero who had a 2d10 Essence now rolls as though he had 2d8 Essence.  This also means that any further skills or abilities that use his Essence trait for activation or other effects use the reduced die type (in the previous example, the Hero would use d8s instead of d10s).  If he performs this action again, he is further reduced (in this case, to 2d6).  If a psion is reduced to a d4 in his Essence trait, he has exhausted his reserves and can channel no further energy for the moment.  A full block of 6-8 hours of sleep will restore one level of Essence reduced in this manner.  For each additional level, at least 16 hours must pass before the psion can rest again to recover lost Essence, so essentially one level will be restored every day. ''(Designer's note: I noticed that use of psionic abilities in combat could rapidly drain a Hero's CT to the point that one minor hit could take a psion out of the fight.  Being able to draw on the PK crystal to bolster CT reserves remedies that at a potentially hefty price, namely the fact that it makes the Hero less capable of activating his talents and/or requiring he spend more CT to ensure his talents activate when he needs them.  It can also allow psions to be "damage sponges" if they use CT refreshes just to soak damage without getting KO'd.  May need to watch out for that, but some might like the notion that a psion has vast reserves of stamina and can keep going after taking a beating, however wounds would still take the psion out of the fight.)''<br>
  
Psionic talents are purchased with attribute points or are learned by spending XPThere are many different psionic talents, though, and they are grouped into four separate Foci.  Each Focus must be purchased like a skillEach level in a focus can be invested in, as well, and it may have several related talentsThe greater the mastery of any level of a focus, the more talents become available, and/or the more attuned the adept becomes at using them.
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A psionicist creates a special bond with his crystalSince he is aligned with it, he will always know where it is (exactly where if it is within 10m, direction and a general range if it is beyond that), granting him very specific clairvoyant capabilities to find itAlso, since it has aligned with one person and him alone, its physical composition will become completely antithetical to the mind of anyone else, and it will serve no purpose to another living being other than what aid may come to them by taking it away from the psionicistAs such, a psionicist doesn’t generally need to fear his PK crystal being stolen and used by someone else, though someone may try and take it to temporarily weaken the psionicist or draw him out, because he will surely come looking for what is his...<br>
  
''ExampleXenas has chosen to become a Telepath.  He invests 5 attribute points in the Psi: Telepathy focus.  This allows him to put attribute points in any of the first 5 levels of TelepathySince he is a BRINT agent, and being able to get answers out of people or getting them to do what he wants may come in handy, he puts 3 points in level 4 which will give him the talents of Suggestion and TruthTellXenas’ player notes the juicy Mind Probe talent available at level 5, and decides to put the points there, giving him the talents of Mental Attack: Stun, Coma and Mind ProbeHe puts a single point in level 3, getting Mind Touch because it might be handy to communicate with somebody silently, and one point in level 1 to get Life SenseHe decides not to invest in Level 2 and develop a Mind Shield because the player doesn’t expect to see many adepts in his neck of the galaxyHopefully that choice doesn’t come back to bite him in the brainpan… In one fell swoop, Xenas’ player has invested 15 attribute points in his Psionic talents, leaving him pathetically few points left to flesh out his more corporeal skills. To make it in BRINT, Xenas must have rode his talents hard, because the rest of his skills certainly wouldn’t have gotten him far in the organization!''
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''(Designer’s noteWe are purposely vague about the nature and mechanics of the PK crystalIn your story, you may decide that the PK crystal is much better understood and choose to flesh out its composition, capabilities and the science behind itThere is also absolutely nothing that says it need exist in your game at all, or be a “PK crystal,” for that matterIt might be some other kind of focusThe preserved pineal gland of a spectacularly psychoactive creature might serve the same purpose, or maybe the symbolic lightsword of the order of StarPaladins in your gameYou can consider the PK crystal a sort of Maguffin, in this sense; a narrative object that serves a defined purpose.)''<br>
  
Each talent description will use the following format:
 
  
Talent Name (1/5/Dice Pool)—Description of talent. Range (if applicable). Duration (if applicable). Maintenance cost (if applicable).
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== Psionics in Your Game ==
  
The numbers in parentheses indicate the (CT cost/activation number/what skill is used for the dice pool) The dice pool will usually be Focus or Mastery (with “Mastery” being the skill level assigned to that particular talent level of the focus).  If the dice pool uses something other than Essence, it will be noted as (Focus-Presence), for example.
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Ultimately, this is your game.  Run it as you see fit.  If you choose a “hard” sci-fi approach, you may eschew psionics altogether.  If psionics are part of your setting, be prepared for the possibility that players will now have a set of tools to overcome obstacles that are not available in the real world. (For now, at least; never say never!)  This may be akin to placing a wall as an obstacle for the players if you have forgotten that they have access to jet packs.  While it may seem a simple notion of casually telling players that their psionic talents don’t work for some reason at various points in the game to force them to deal with an issue by other means, one should tread cautiously when it comes to the notion of so casually neutering an aspect of the game that you have allowed to exist and one or more players have designed their characters to take advantage of.  (Likewise, the players would probably be unimpressed if you used the excuse of their jet packs being out of fuel more than once!) You would likely be better served by remembering what abilities are available to your players, and planning accordinglyOur general suggestion is that if your oversight as Master allows the Heroes a solution to an obstacle that is less challenging than what you had envisioned, let the players bask in the glory of a job well done.  The story is supposed to be about them, after all!  Besides, as the Master, you have an infinite supply of obstacles to drop in their laps.  If they learn the location of the antagonist’s hideout in ten minutes of game time when you expected them to spend an hour going to a different location first, maybe they get into a battle with some henchmen who wouldn’t have been at the hideout if they had gotten here a little bit later (and occupy the team with a fight scene to take advantage of the extra time at the game table you have.  Learn from the experience and move on.  You can throw up a bigger challenge in the next arc, the next scene or around the next corner if you choose!  To help prevent hiccups, it may be advantageous to consider a few points both for the benefit of the story and the expectations of the players if you choose to include psionics in your game.<br>
  
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If a Hero has psionic talents, is he a diamond in the rough?  Could he expect to be one of only a handful of such gifted people on his home world?  Or is your setting downright lousy with Forerunner artifacts like abandoned PK crystals?  Are adepts a dime a dozen?  Do planetary governments have a Bureau of Psionic Affairs?  This will help you answer a few questions down the road.  It will help the players determine how rare their abilities are and how likely they are to be seen in the employ of the antagonists.  It may also inform them how other actors in the story might view their talents and how subtle or blatant they need to be in the use of psionics.  In a psionic-poor setting, only Masterminds, possibly Villains and the occasional major NPC might have access to psionics.  In a psionic-rich setting, some types of Henchmen might even have psionic talents!<br>
  
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You might also consider how the rest of the universe views psionics in general.  Is it largely unknown?  Is it the stuff of legend and mysticism?  Is it a legitimate, recognized field of scientific study?  Does the common man know about psions?  You may opt for different answers to any or all of these questions depending on where the crew finds themselves.  On an advanced, cosmopolitan core world of a major Stellar Empire, psions may be easily accepted by society.  However, within a primitive xeno culture or frontier world, an adept may be seen as a witch and be persecuted by the locals.  Various governmental types may also have their own stances toward beings with “otherworldly” abilities.  A Theocratic government may see psions as heretics, while in a dictatorship, psions may be brought to heel and work for the supreme leader or face execution as an enemy of the state.  A social democracy might welcome them and even offer employment opportunities.  These examples are not hard and fast; a theocracy might instead view psions as prophets of their deities and lavish them with favor!  It is up to you, but you should be prepared to portray the feelings and reactions of the actors in your story, especially if the players flaunt their talents.<br>
  
=== Telepathy ===
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Related to the questions above, you should also figure out how well the science of your fiction understands psionics.  Have scientists developed purely technological methods and devices to detect psi activity or block it?  Can people purchase or build “mind shields” and wear them like armor against telepaths?  Answers to these questions will also let the players know how they can prepare themselves to deal with psion antagonists.<br>
  
This focus allows the Adept to sense and influence the thoughts of other sentient beings.  At higher levels of mastery, the Telepath can wreak havoc on the minds of others, binding them to his will or even killing them outright with nothing more than the power of his own mind.  Telepaths have a wide range of talents available, but some talents are more narrow and specific in their use compared to the talents of other Psionic Foci.
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Ultimately, these questions can only be answered by you, but if you take time to think them out before playing and share what you can with the players, you can bet on fewer unwelcome surprises.<br>
  
'''Level 1'''—''Life Sense/1, Thought Projection/3, Locate/5''<br>
 
  
''Life Sense'' (1/7/Focus)—The adept can detect the presence of living beings through the energies given off from their mental auras.  Successive uses of this talent can be used to determine (1) the nature of the life readings, (2) the number and (3) the general direction and range. Detection range is Essence die type x 50m.  Duration for each activation 5 minutes. <br>
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== Psionic Foci ==
  
''Thought Projection'' (1/7/Focus-Presence)—The adept can project empathic messages into another mindHe can send a one word “message” to the targetIt may be open to some interpretation, but will generally be regarded favorablyTiming and contextual dialog may be helpful to get the best effects out of this talentAlternately, this talent can be used to read a target’s general moodRange is 20m.<br>
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There are four fields of Psionic focusEach one harnesses specific energies, and for each Focus, there are two that are considered "adjacent" and one that is considered "in opposition" to itA latent or adept must choose a primary focus during character creation (for adepts) or during their awakening (for latents).  A psion will most easily learn talents that fall within their focusTalents from adjacent foci may be learned, as well, but these require more training to achieve similar power levelsTalents from an opposing focus will be the most difficult to learn as the energies used to harness them are so fundamentally different than what the psion is used to dealing withIt is not impossible to learn opposing talents, but the investment may not be worth the end results. The foci are as follows:<br>
  
''Locate'' This talent is a refinement of Life Sense.  It can be used to pinpoint the position of any mental aura within range, as well as locate any psionic powers aimed at him or anyone in his vicinity.  Locate acts passively as a kind of “sixth sense,” and will give warning of the presence of an unseen observerIf the adept’s locate talent warns him he is being watched, he can actively use the talent to pinpoint the watcher’s location to within a few metersRange is Essence die type x 50m.<br>
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:'''Telepathy'''--This is the art of detecting and influencing the minds of other sentientsTelepathy is adjacent to Clairvoyance and DisciplineIt is in opposition to Telekinesis.<br>
  
'''Level 2'''—''Mind shield''<br>
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:'''Clairvoyance'''--This focus deals with attuning oneself to the energies of the universe around them, allowing them to perceive events that no normal sentient can.  Clairvoyance is adjacent to Telepathy and Telekinesis.  It is in opposition to Discipline.<br>
  
''Mind Shield'' (2/5/Focus)—Active use of this talent allows the adept to project a psychic shell around his mind that renders him nearly impervious to telepathic talents for 5 minutes per activation (The adept defends as a Null would)Passively, each 2 levels act as one level of the mental conditioning skillMind shield can also be used to peel back the layers of a target’s mental conditioning.  It can be activated in conjunction with any other mental attack and every 2 levels will reduce the taget’s mental conditioning (or unskilled Essence check) dice pool by one.<br>
+
:'''Telekinesis'''--Students of this focus attune themselves to matter and energyThey can manipulate and move objects and create various types of disrupting fieldsTelekinesis is adjacent to Clairvoyance and Discipline.  It is in opposition to Telepathy.  Psionic Null characters are not immune to the powers of Telekinesis because these talents focus on manipulating matter and energy rather than the target's mind.<br>
  
'''Level 3'''— ''Mind Touch/1, Telepathy/3, Aura (Presence)/5''<br>
+
:'''Disipline'''--This field of psionic study focuses on pushing the practitioner beyond normal limits by conditioning his mind and body.  With enough knowledge of the self and the energies of various organic systems, students of this art can also manipulate living tissues, mending them to heal wounds and disease, or breaking them down to inflict grievous wounds.  Discipline is adjacent to Telepathy and Telekinesis.  As the art of the self, it is in opposition to Clairvoyance, the art of the other.<br>
  
''Mind Touch'' (1/5/Focus)—This talent allows the adept to enter into one-way or two way communication with another being’s mind if he can establish physical contact.  Skin-to-skin contact is best; add 2 to the activation number is contact is through clothing or armor.  The adept can freely converse with the target, and each party’s thoughts will be understood regardless of language differences.  For one-way communication, the adept can read surface thoughts, which will generally be no more than a handful of words at each attempt.  Contextual dialog with the target may be necessary to get him to “mentally flinch” and start thinking about what you want to hear, otherwise you might listen in while he is pondering what he wants for dinner or overhear how much he wants to have sex with the green-skinned girl across the room.  If used on a sleeping target, Mind Touch can be used to deeply probe the target’s thoughts as though he were in a trance or under the effect of a “truth serum.”  Each simple question the adept wants answered will require one activation, and it will be answered truthfully.  Failure to activate may wake the subject (TN 7 vs. Target’s Acuity). Range is touch.  Duration is 1 minute per activation for two-way conversation.<br>
+
== Learning Psionic Talents ==
  
''Telepathy'' (1/7/Focus)—This talent allows the adept to communicate with another being at great distances as though he were having a face-to-face conversation (regardless of language barriers)If the telepath has line of sight to the target, he can initiate contactIf the target has been contacted before and does not resist the telepath, the activation roll gets a +2 bonusIf the contact is not in sight, the adept must know their psychic “aura” by having made some form of telepathic contact with them previouslyA telepathic “shout” can be made which can be heard by any telepath in range.  Range is 20 km for level 1 Telepathy focus, doubled for each level after, up to a maximum of just over 2500 kilometers.  Duration is 1 minute per activation.<br>
+
Psionic characters have access to special abilities called ''talents.'' In other genres these may be referred to as "spells" or "powers." Learning these talents can involve quite an investment in time, mental energy, study and practiceIn much the same way that a non-psion would hone mundane skills, so too does an adept cultivate and hone various talentsAs such, acquiring psionic talents uses a Hero's precious skill points (during character creation) or experience points if developing talents during the course of a campaignPsions who are wholly dedicated to psionic studies may find themselves lacking when it comes to more worldly skills, but they will have access to abilities that no amount of worldly study and training will allow.<br>
  
''Aura'' (5/7/Focus)—This talent allows the adept to subtly affect the minds of all those around him by altering his own mental signature in a favorable light.  It manifests as improved charisma, leadership and personal appeal.  While the talent is active, the adept raises his Presence die type by one.  The adept’s Aura can also be focused on one person each day (they are allowed to resist as per mental attacks)After a number of successful daily checks equal to the target’s Essence die type, the target becomes permanently loyal to the adept, or in the case of a potential lover, infatuated with him or her.  Some less scrupulous adepts will use this talent over the course of years to establish cult-like followings of devotees.  Range for infatuation check: Conversational distance.  Duration is 1 hour/1 scene.<br>
+
Because of the nature of psionic abilities--namely, the psion being able to tap into otherworldly energies, detect them and manipulate them with the power of his mind--most talents cannot be "cast" on another being to lend them abilities that the psion has access to; being able to use the ability at all requires much trainingIt would be like an Olympic athlete handing her skates over to someone who has never stepped into an ice rink and expecting them to pull off a triple-axel.  Some talents may be used on others to their benefit, but generally the control of the talents will reside with the psion who activated the talent.<br>
  
'''Level 4'''—''Suggestion/1, Detect Lies/3, Illusion/5''<br>
+
Psionic talents are acquired using "psi points."  During character creation, each skill point or edge point can be exchanged for 3 psi points to assign talents.  During game play, 1 experience point can be exchanged for 3 psi points to learn new talents or improve existing ones.<br>
  
''Suggestion'' (2/7/Focus-Presence)—This talent allows the adept to project an emotional state onto a neutral person or animal so that he seems friendly.  This talent cannot be used to override any strong emotions the target is feeling at the time of the suggestion, nor will it cause the target to oppose its nature or threatens its safety.  The suggestion is open to interpretation by the target, and takes the form of a very short phrase, usually only two or three words.  If the target fails to resist, he tends to believe the suggestion that has been implanted.  Range is Essence die type x 5 meters.<br>
+
=== Talents by Focus ===
  
''Detect Lies'' (1/7/Focus-Acuity)—With a successful activation, the adept can ascertain whether the speaker believes what he is saying is the truth in regard to the answer to one question or the making of a single statementBefore asking a question or immediately after getting an answer or hearing a statement, the adept can activate this talent to determine if the target is speaking the truthThe adept will know if he failed to activate the talent, but will not be able to tell if what the target is saying is incorrect—even if the facts are wrong, the target may believe them to be trueRange is close conversational range, approximately 2-3 meters, to allow the adept to clearly see all the visual cues the target is giving off.  <br>
+
Each of the four foci will focus on various aspectsSome foci overlap others to some degreeMore details will be given later, but here is a brief overview of the more common general talents broken down by focusThis is not an exhaustive list, but it does cover a lot of bases.  If you would like to create a custom ability not listed here, the examples and guidelines later in the chapter should aid the processWork out the details with the Master and go to town.<br>
  
''Illusion'' (1/7/Mastery)—This talent allows the adept to create a believable illusion around an inanimate or unmoving object (which can be living creatures so long as they remain relatively motionless).  The target(s) are able to make a resistance roll to see through the illusion.  Range is line of sight.  Duration of an illusion is up to 1 day.<br>
 
  
'''Level 5'''—''Mental Attack: Stun/1, Coma/3, Mind probe/5''<br>
+
:'''Telepathy'''<br>
 +
*Mental attacks (stun, disorient, pain)<br>
 +
*Mind control (terrify, dominate, confuse)<br>
 +
*Mental projections (Illusions, words, ideas, images)<br>
 +
*Mind reading<br>
 +
*Mental-based detection (detect/locate living, sentient beings)<br>
 +
*Communication (emotional and verbal telepathy)<br>
 +
*Mind shield<br>
 +
*Sensory block<br>
 +
*Social combat defenses (detect lie, detect aura, danger sense)<br>
  
''Mental Attack: Stun'' (2/7/Mastery)—This mental attack is aimed at a specific target, and has the same effect as a stun pistol beam, but it is unaffected by personal armor.  Range is 20m x Essence die type.<br>
 
  
''Mental Attack: Coma'' (5/9/Mastery)—This mental attack is an improved stun attack.  If the victim fails his resistance check, he falls unconscious.  Each round the victim is allowed to make a Fortitude check at TN 11.  If the target fails this check a number of times equal to his fortitude die type, he is comatose for a minimum of 5 minutes, and can then only check to wake every 5 minutes.  If the victim falls into a coma, he makes a TN 9 Essence check.  If he fails that, he suffers short term amnesia, forgetting the events leading up to him being placed in a coma.  If the adept expends 10 CT, he can force the amnesia on the victim.  The use of drugs to revive the target (such as smelling salts or adrenaline) will add a +4 bonus to the Fortitude check to wake the target.  Range is 20m x Essence die type.<br>
+
:'''Telekinesis'''<br>
 +
*TK attacks (melee, ranged, disorient, hold, slow, EMP, ARPO)<br>
 +
*Pyro/Cryokinesis (temperature manipulation)<br>
 +
*Physical/energy/radiation defenses<br>
 +
*Levitation<br>
 +
*Flight<br>
 +
*Remote skill use<br>
 +
*Remote speaking (audio "illusion" or voice/sound projection)<br>
 +
*Identify/exploit material weaknesses<br>
 +
*Detect motion<br>
 +
*Power generation<br>
 +
*Physics hax (such as simulating or nullifying gravity or atmospheric pressure)<br>
  
''Mental Attack: Mind Probe'' (5/9/Mastery)—This is a powerful mental attack that allows the adept to enter the mind of the victim and subject it to close scrutiny.  If the target fails to resist, the adept can ask one very pointed question which the victim’s mind must answer truthfully.  If the adept so chooses, he can ask additional questions for 2 CT each, and the victim is given a chance to resist each round.  The adept may ask as many questions as his Telepathy focus level.  The target will be aware of the questions he is being asked and what answers he is giving.  Range is 20m x Essence die type.  Duration is one round, maintenance is 2 CT per round.<br>
 
  
'''Level 6'''—''Delusion/1, Dominate/3, Great Command/5''<br>
+
:'''Clairvoyance'''<br>
 +
*Sense/locate danger<br>
 +
*Enhanced senses<br>
 +
*Extra-Sensory Perception (ESP) such as detect lifeforms, Psi activity, auras, etc.<br>
 +
*Mind shield<br>
 +
*Clairaudience<br>
 +
*Remote viewing<br>
 +
*Direction sense/tracking/pathfinding<br>
 +
*Psychometry<br>
 +
*Mental projection<br>
 +
*Retrocognition<br>
 +
*Astral projection<br>
  
''Delusion'' (5/9/Focus)—This talent is a refinement of Illusion and suggestion, it will allow the adept to create a simple belief structure in the mind of the victim which may affect his decisions and attitudes.  The victim will believe the essence of a simple—4 or 5 word—message and will act accordingly when involved in any situation on which that belief has a bearing.  For example, the delusionary message “The police are corrupt,” might make the victim fear for his life and make him flee the police or refuse to cooperate with them if arrested.  Range is 20m x Essence die type.  Duration is 1 day.<br>
 
  
''Dominate'' (5/9/Mastery-Presence)—This mental attack allows the adept to dominate the will of the subject, basically turning the target into his puppet.  The target must be sentient.  If the attack is successful, the victim will carry out any instructions given by the adept.  However, orders to commit blatantly suicidal acts will allow the target to make a simple (TN 3) Essence check to release the target from control.  The target will then also gain a permanent +4 bonus to resist any domination attempts by that adept in the future.  This does not preclude compulsions toward normally “heroic” orders where the victim might stand a reasonable chance of survival.  An adept can have more than one victim dominated at a time, but can only make one attempt per round and can only issue orders to one at a time or the same orders to the entire group.  Every time a victim suffers a wound, they may make a resistance check to snap out of their fugue state.  Another telepath with the Dominate talent can release a victim if they fail to resist the “release” command.  Dominated victims will have no memory of what happened while they were under the adept’s control.  Duration is 24 hours, maintenance is 5 CT.<br>
+
:'''Discipline'''<br>
 +
*Boost traits/derived attributes<br>
 +
*Increase combat initiative/number of actions<br>
 +
*Healing (injuries, poison, crippling wounds, regeneration, revivification)<br>
 +
*Mental attack (pain/injury)<br>
 +
*Reduce biological requirements (food/water, sleep, breathing)<br>
 +
*Temporary skill edges<br>
  
''Great Command'' (5/11/Focus)—The adept begins to develop a psychic aura so intense that lesser men begin to pale before it.  When utilizing this talent, the adept appears regal, almost godly in the eyes of others.  Those who fight at his side in battle never need to make Bravery or Fear checks.  While the aura is active, the adept can spend 2 CT to send such a menacing look at any NPC who crosses him that they must make a fear check at TN 11 if the NPC attempts to further oppose him (face-to-face contact is necessary, usually under 10m range).  If the adept is of good character, his aura takes the form of respect and admiration by his followers.  If the adept is of a violent and cruel nature, he earns their respect and fear.  When one is exposed to an exercise of Great Command, a lasting impression will be made.  Great Command can be used to sway the minds of large groups of people; he will not be elected supreme leader overnight, but if given time to speak, for 1 CT per 50 listeners he can sway 10% of the crowd for every point he exceeds a TN 3 leadership check.  Range is line of sight.  Duration is one scene.<br>
 
  
'''Level 7'''—''Mental Attack: PainBlast/1, DeathBolt/3, MindSlay/5''<br>
+
''Designer's Note: This portion of the manual is not intended to be a "Tome of Spells," and we hope that Psionic talents within your game can be creatively applied to cover a wide range of uses and circumstances, rather than listing hundreds of different talents, many of which do almost exactly the same thing as several other talents except for certain variables.  Even in sci-fi films and literature that include some form of psionics (whatever name it takes), the abilities shown to the audience often fall into a surprisingly narrow range of categories.  That being said, many of the talents listed here are inspired from popular films and literature.  Others are considered "traditional" mental abilities, the pop-culture perception of the CIA's MKUltra research.  Some abilities listed here are also the bread and butter of the "Psychic Medium" set, however we have intentionally omitted any overtly ghost-y or religious/supernatural material.  If that's up your alley, feel free to include it yourself.  For the purposes of this set of rules, we shall attempt to endorse more mainstream sci-fi faire.''<br>
  
''Mental Attack: PainBlast'' (5/7/Mastery)—This savage mental attack causes a violent shock to the target’s nervous system, forcing the target to make a Fortitude check at TN 9 to remain conscious.  The pain is so terrible that the threat of another treatment causes a TN 11 fear check.  Failing that roll, the target will attempt to flee, or if flight is impossible he may willingly succumb to interrogation or even cooperate freely with the adept.  Each application of Painblast causes 2d6 CT damage which bypasses armor.  Repeated use of this talent is often regarded as outright torture.  Range is 20m x Essence die type.<br>
+
=== The R/A/T/E/D System ===
  
''Mental Attack: DeathBolt'' (5/7/Mastery)—A devastating mental attack that causes 4d10 damage and bypasses armor.  Any wounds are applied singly to random locations from extreme seizure-like activity that can be so powerful as to tear muscles and break bones.  Range is 20m x Essence die type.<br>
+
The cost and capabilities of any particular talent are determined by the levels assigned to several categories:<br>
  
''Mental Attack: MindSlay'' (7/9/Mastery)—The ultimate direct mental attack, MindSlay causes 5d12 damage and bypasses armor.  Any wounds are applied singly to random locations from extreme seizure-like activity that can be so powerful as to tear muscles and break bones.  Range is 20m x Essence die type.<br>
+
*'''R'''ange<br>
 +
*'''A'''ura<br>
 +
*'''T'''argets<br>
 +
*'''E'''ffect strength<br>
 +
*'''D'''uration<br>
  
'''Level 8'''—''Elemental Force''<br>
+
Each category starts at 1 for a basic talent, and generally goes up to 4.  For most talents, these categories will be fairly consistent; two different attacks that produce different results (say, a painful mental blast and a telekinetic bullet attack) will have the same effective range if assigned a 2 in the R category.  Some talents may use the various categories to reflect different capabilities; for illusions or enhanced senses, the T category (# of targets) may refer to how many senses are affected (how realistic an illusion is or how immersive a clairvoyant talent is).  For telekinetic flight, Range may determine how far one can travel in one combat round.  Some talents may have one or more categories that are not used, or essentially will not benefit by any value greater than 1.  Categories that are unused or default to a value of 1 are considered to have a value of zero.  For example, telekinetic flight only works on the psion using the talent, so there is no need to increase the A category beyond 1 (self), so under A, flight would always have a value of zero.  Flight does use the R category, so if you only applied a value of 1 to it, it would remain at 1.  This distinction is made for calculating the psi point cost for talents (explained below).<br>
  
''Elemental Force'' (10/3/Focus)—A truly awesome display of the ultimate telepathic assault.  This talent allows the adept to attack multiple targets simultaneously.  For each 2 points the activation roll is exceeded, an additional target may be targeted by the mental attack.  Those that fail to resist are struck by 4d10 damage.  If only one victim is targeted, the damage is increased to 5d12.  This damage bypasses armor.  Any wounds are applied singly to random locations from extreme seizure-like activity that can be so powerful as to tear muscles and break bones. The adept does not need line of sight to target; if he has established their location through the use of Sense Life, Locate or Telepathy, they can be targeted.  Range is 50m all around the adept.  <br>
+
:'''Range'''<br>
  
=== Telekinesis ===
+
Some talents can reach a distance from the psion and affect targets other than the Psion.  The range category determines how far out and how "accurate" the talent is.  The list below is standard distances.  Some talents may use a different scale.  If so, this will be noted in the general talent description.<br>
  
This focus deals with the manipulation of matter and energy with nothing more than the Adept’s mental focus.  Since air is matter, and heat is nothing more than the motion of atoms, a skilled telekinetic can also manipulate such things as sound and create fire or freeze objects.  They can also erect various mental shields that can block or interrupt matter or energy.  The most powerful Telekinetics can even power a small starship and boost the output of TISA engines.
+
{|
 +
|Value||Effect
 +
|-
 +
|1||Touch
 +
|-
 +
|2||Pistol (10m)
 +
|-
 +
|3||Rifle (25m)
 +
|-
 +
|4||Heavy Weapon (100m)
 +
|}
  
'''Level 1'''—Mass Movement/1, Levitate/3, Flight/5<br>
 
Mass Movement—<br>
 
Levitate—<br>
 
Flight--<br>
 
'''Level 2'''—Manipulation/1, SoftSpeak/3, Energize/5<br>
 
Manipulation—<br>
 
SoftSpeak—<br>
 
Energize—<br>
 
'''Level 3'''—TK Blow/1, Stress/3, TK Bullet/5<br>
 
TK Blow—<br>
 
Stress—<br>
 
TK Bullet--<br>
 
'''Level 4'''—TK Shield/1, NegaField (EMP)/3, RadShield/5<br>
 
TK Shield—<br>
 
NegaField—<br>
 
RadShield--<br>
 
'''Level 5'''—Pyrokinesis/1, Cryokinesis/4<br>
 
Pyrokinesis—<br>
 
Cryokinesis—<br>
 
'''Level 6'''—Morass/1, TK Grenade/4<br>
 
Morass—<br>
 
TK Grenade<br>
 
'''Level 7'''—Magnetoscreen (energy weapons)/1, BattleScreen/4<br>
 
MagnetoScreen—<br>
 
BattleScreen—<br>
 
'''Level 8'''—Power/1, ManeuverDrive/4<br>
 
Power—<br>
 
ManeuverDrive—<br>
 
  
 +
:'''Aura'''<br>
  
=== Clairvoyance ===
+
Some talents can affect targets other than the psion.  If the talent can be used on another, the Aura ranking should be 2 or greater.  Some talents may also affect those within close proximity to the psion; this is used to reflect the powers of some telepathic talents where the target need only be close enough to hear the psion's voice.  If aura is combined with range, the psion may project the source of his power outside his own body.  Note also that levels in the Aura category greater than 2 are not compatible with increased levels in the Targets category for most talents (notably mental attacks); if a talent's A rating is 3 or more, the T value will default to 0.  The list below is standard distances.  Some talents may use a different scale; The A category may be used as a range multiplier.  If so, this will be noted in the general talent description.<br>
  
The clairvoyant Adept channels his mind to see what cannot be seen by normal means.  Sometimes he detects the mental intent of others, sometimes he senses the psychic residue left behind on an object or in an area.  The most skilled in this focus even have the ability to see through another’s eyes, or send their perceptions outside their corporeal self and observe a location from vast distances as though they were a ghost, or the proverbial fly on the wall.  The Clairvoyant’s pool of talents is somewhat limited, but some of them can be extremely versatile and useful in the right situations.
+
{|
 +
|Value||Effect
 +
|-
 +
|1||Self
 +
|-
 +
|2||Other
 +
|-
 +
|3||Speaking distance/Grenade (5m radius)
 +
|-
 +
|4||Shouting distance/Bomb (25m radius)
 +
|}
  
'''Level 1'''—Sense Danger/1, Detect PSI/4<br>
 
Sense Danger—<br>
 
Detect PSI—<br>
 
'''Level 2'''— Locate Danger/1, TrueSight/4<br>
 
Locate Danger—<br>
 
TrueSight—<br>
 
'''Level 3'''—Detect Aura/1, Detect Lies/4<br>
 
Detect Aura—<br>
 
Detect Lies—<br>
 
'''Level 4'''—Clairaudience/1, FarSee/4<br>
 
Clairaudience—<br>
 
FarSee—<br>
 
'''Level 5'''—PathFind/1, Psychometry/4<br>
 
PathFind—<br>
 
Psychometry—<br>
 
'''Level 6'''—Retrocognition<br>
 
Retrocognition—<br>
 
'''Level 7'''—Mental Projection<br>
 
Mental Projection—<br>
 
'''Level 8'''—Astral Projection<br>
 
Astral Projection—<br>
 
  
 +
:'''Targets'''<br>
  
=== Self-Awareness ===
+
Some talents, often mental attacks, can be used to affect a group of targets within close proximity and in the same "line of fire," or to deliver multiple psionic blasts on one target.  For some talents (such as non-attack talents), the Targets category may be used to reflect a different series of options.  If so, this will be noted in the general talent description.<br>
  
Only the most gifted of Adepts can be true masters of the self.  This focus allows the Adept to hone every aspect of their being, both physical and mental, to a razor’s edge.  With that mastery comes an innate understanding of their own physiology, and they can enter a state where physical repair, or destruction, of the body is possible with the powers of the Adept’s mind.  The most Self-Aware Adepts can even touch the bodies of others, mending wounds, curing diseases, and if stories are to be believed…even raising the dead.  This is the stuff of fiction in the cold eyes of science.
+
{|
 +
|Value||Effect
 +
|-
 +
|1||Single target
 +
|-
 +
|2||Burst 3
 +
|-
 +
|3||Burst 5
 +
|-
 +
|4||Burst 10
 +
|}
  
'''Level 1'''—Strength<br>
 
Strength (1/5)--The Adept can focus his energies to allow his physical body to perform well beyond its normal capabilities.  Each level in this talent allows the Adept to raise his die type by one for one round.  If the increase would raise the dice pool above d12, then each level beyond adds +2 (d12+2, d12+4, etc.) Use of this talent and all other Trait-boosting talents is a reflexive action, and can be activated before any action roll is made.<br>
 
'''Level 2'''—Fortitude<br>
 
Fortitude—<br>
 
'''Level 3'''—Reflexes<br>
 
Reflexes—<br>
 
'''Level 4'''—Dexterity<br>
 
Dexterity—<br>
 
'''Level 5'''—Acuity<br>
 
Acuity—<br>
 
'''Level 6'''¬—Knowledge<br>
 
Knowledge—<br>
 
'''Level 7'''—Presence<br>
 
Presence—<br>
 
'''Level 8'''—Essence<br>
 
Essence—<br>
 
'''Level 9'''—PainStop/1, PainTouch/3, DeathTouch/5<br>
 
PainStop—<br>
 
PainTouch—<br>
 
DeathTouch—<br>
 
'''Level 10'''—Self-Heal/1, Self-Cure/3, Regeneration/5<br>
 
Self-Heal—<br>
 
Self-Cure—<br>
 
Regeneration—<br>
 
'''Level 11'''—Heal/1, Cure/3, Revive/5<br>
 
Heal—<br>
 
Cure—<br>
 
Revive—<br>
 
  
== Psionic Nulls ==
+
:'''Effect Strength'''<br>
  
The mind of a sentient being is unique by its very nature and definition, and some of them simply don’t seem to operate the same way as the vast majority of the populationMany psionic talents rely on picking up or syncing with the mental energies radiated by other beings; Psionic Nulls seem to generate no such energy.
+
Psions with a high Essence trait will have naturally more potent effects to the talents they employ.  However, a psion can hone a talent to more effectively channel the forces he employs and see improved resultsSome talents may use a different scale for effect strength.  If so, this will be noted in the talent description.<br>
  
If, during character creation, you chose rank 3 for Psionics, this rates your character as a Psionic “Null. This means that for the most part, many Psionic talents that detect or influence the mind will have little to no effect on the characterA telepath would not sense a Null with his Detect Life talent, and targeting a Null with most Mental Attacks is extremely difficult (but not impossible).  Being a Null would not, however protect him from the TK attacks of a telekinetic adept, as those psionicists are manipulating real world objects to cause damageIf a talent will not work or have reduced effects on a Null, the talent description will make this distinction. Psionic Null characters can never, ever learn psionic talents, and are so out of tune with psionic energies that mere physical contact with a PK crystal will act as the most virulent neurotoxin imaginable as the energies the crystal channels into our dimension breaks down and subsumes the bonds in the Null’s mind.  This will result in incurable brain death, regardless of whether they maintain physical contact with the crystalYou have been warned.
+
{|
 +
|Value||Effect
 +
|-
 +
|1||Essence trait @ base training value (XdY)
 +
|-
 +
|2||Essence +1 row
 +
|-
 +
|3||Essence +2 rows
 +
|-
 +
|4||Essence +3 rows
 +
|}
 +
 
 +
 
 +
:'''Duration'''<br>
 +
 
 +
The effects of some talents are instantaneous or non-persistent.  Others may have an extended duration.  The "Effect A" duration column should be used when the talent is activated during an encounter (such as social or physical combat)"Effect B" duration column should be used if the talent is activated outside of an encounter, and is on for "normal adventuring" purposes.  If an encounter occurs while the talent is still active, the psion may begin the encounter with the talent active, but its duration would then shift to the "Effect A" columnTalents that cause damage subtract 1 from their effective combat duration (i.e., you cannot have a talent that causes damage until the target is dead or incapacitated).  For attacks with duration, damage beyond the initial attack occurs on the source's action (the action of the psion that activated the talent causing the damage).  This extra damage is always "reduced" by shifting up one row and left one column compared to the initial strength of the attack.  For example, a pyrokinesis attack that burns over time starts at 3d10 damage.  On each subsequent action the psion gets, the fire from the attack deals 2d8.  On each of the target's actions, he may make an attempt to resist further damage by making a TN 7 Toughness or Mental Conditioning check (depending on whether the attack is physical or mental in nature).<br>
 +
 
 +
{|
 +
|Value||Effect A|||Effect B
 +
|-
 +
|1||1 action/check/test|||1 extended action
 +
|-
 +
|2||Rounds x Essence Training|||Minutes x Essence Trait Value
 +
|-
 +
|3||Actions x Essence Trait Value|||10 minutes x Essence Trait Value
 +
|-
 +
|4||Duration of the encounter|||Indefinite (active until dropped/neutralized)
 +
|}
 +
 
 +
The values listed above are general guidelines, and may not fit for every talent.  Where necessary, variations will be noted.  With Master approval, some categories for some talents may exceed 4.  For example, for Range, a value of 5 might be "Line of sight" (to imply that the talent works as far as the Psion can see and that there are no range penalties)A range of 6 might be something outlandish, such as the ability to use a talent regardless of the range, so long as the Psion can see the target through either psionic or technological means.  For example, being able to choke out an admiral that has displeased you just by seeing him on a video monitor, even though he is on an entirely different ship, or the ability to target a telekinetic blast on an enemy you have spotted through remote viewing.  R/A/T/E/D values in excess of 4 should be approved by the Master, not just to determine the new effect, but to ensure that the proposed talent will not disrupt game balance.<br>
 +
 
 +
=== Enhancing Talents ===
 +
 
 +
Mastering powerful talents can be exceedingly difficult (i.e., expensive!).  One way of increasing the power of your talents is to enhance them with the power of other talents.  Each psionic focus has a talent that is used to enhance specific aspects of other talents:<br>
 +
 
 +
{|
 +
|Category||Focus (Talent)
 +
|-
 +
|R||Clairvoyance (ESP)
 +
|-
 +
|A||Telepathy (Sense Mind)
 +
|-
 +
|T||Telekinesis (Detect Motion)
 +
|-
 +
|E||Special*
 +
|-
 +
|D||Discipline
 +
|}
 +
<nowiki>*Effect can only be boosted if one is a psionic adept (rank 5 Psi purchased during character creation).</nowiki><br>
 +
 
 +
Certain basic talents within each focus will be identified as "enhancing" talents, and they can be linked to other talents to boost one of its R/A/T/E/D categories by one level, if the enhancing talent is properly activated.  This can be a cost-effective method to eke a bit more mileage out of a lesser talent, but it is not without its drawbacks:  In use, enhanced talents are more likely to fail, they will cost more to activate, and they ''are'' slightly more costly to purchase/learn (though not nearly as costly as permanently boosting a R/A/T/E/D value for an already-potent talent can be).  The sections on cost calculation and use will explain more about enhancing talents.<br>
 +
 
 +
=== Calculating Talent Cost ===
 +
 
 +
To determine the cost of a talent, multiply all of the non-zero R/A/T/E/D values and add any modifiers.  This is the total cost in Psi points.  The cost of powerful talents can easily skyrocket, so be mindful of your budget!<br>
 +
 
 +
{|
 +
|Modifier||Psi Point Cost
 +
|-
 +
|Each enhanced R/A/T/E/D value||+2
 +
|-
 +
|Linked to skill (cause)||+1
 +
|-
 +
|Linked to skill (effect)||+1
 +
|-
 +
|Linked to skill (cause and effect)||+3
 +
|-
 +
|}
 +
 
 +
If you wish to improve an existing talent by improving the rank in one or more of its R/A/T/E/D categories, calculate the new cost and subtract the original costThe difference is the cost in psi points for the improvement.<br>
  
 
== Using Psionic Talents ==
 
== Using Psionic Talents ==
  
Tapping into the underlying energies of the universe requires that the psionicist expend some of his own energies to channel much greater forcesThis will exhaust a psionicist over time, but not cause any lasting physical harmThis is represented in game by talents costing CT to activate or maintain.  CT costs listed in the talent descriptions assume the psionicist is using a PK crystal.  If using talents without one, double activation and maintenance costs unless otherwise noted.  If a psionicist is reduced to 0 or fewer CT by using talents, he falls out, exhausted, until he can recover (just as though he had taken CT damage from injury).
+
Psionics are fueled by energies of the universe that the psion can channel through his body and mindTapping into these energies will eventually exhaust the psion by draining his Concussion Threshold points.  These will quickly return, but in the heat of a battle or while the psion is under stress or time pressure, the loss of CT may have dire consequences.<br>
 +
 
 +
To use a talent, the hero must successfully activate it.  Depending on the talent, this involves trait and/or skill checks and the expenditure of CT points.  All talent checks will require two checks, made on the same card draw.  All talents will require a primary and secondary Essence trait checks.  Bump one row up (one die less) to determine the result for the secondary check, as per the Double Tap rules.  If both checks succeed, the talent activates at the normal CT cost.  If only one succeeds, the talent may still be activated, but the CT cost is doubled.  Alternatively, the psion can voluntarily choose to abort the activation and lose only 1 CT.  If both checks fail or one of the results is a critical failure (CF), the talent does not activate, and the psion loses the full CT cost to activate.  If both checks come up with a CF result, the talent spectacularly backfires somehow.<br>
 +
 
 +
When a psionic talent calls for or allows the target to resist (usually through the mental conditioning skill), the target's TN to resist is the highest of the two activation results.<br>
 +
 
 +
The base TN to activate a talent that is within your psionic focus is 5.  For an adjacent focus it is 6.  For the oppositional focus, the TN is 7.  For every R/A/T/E/D category of 3, add +1 to the activation TN.  For each R/A/T/E/D category of 4, add +2.  If the TN is uncomfortably high for your tastes, or you want to minimize the risk of having to expend extra CT to allow a talent to activate, each action spent concentrating will reduce the TN by 1 to a minimum of TN 3.<br>
 +
 
 +
When other talents are used to enhance the R/A/T/E/D levels of a talent, each one is activated (Check at TN 5) using its own secondary activation trait.  If the secondary activation for the enhancing talent refers to a cell on the cause table that has already been checked, bump one row up.  More than one enhancement may be applied when a talent is activated.  Each attempted enhancement costs 1 CT.  Check the activation of each enhancement on the original card drawn to activate the primary talent.  If the enhancement check(s) is(are) successful, the talent activates at the increased R/A/T/E/D values.  If any enhancement check fails, its R/A/T/E/D category is not increasedIf the activation check for the enhancement is a CF result, you lose the enhancement and the talent's CT cost is doubled (unless the entire primary activation is aborted at a cost of 1 CT).<br>
 +
 
 +
Using other talents to enhance primary talents can make them increasingly powerful, but more difficult to pull off without a hitch, and more draining, even when things go right (and exceedingly so when they do not!)<br>
 +
 
 +
Psionic talents deplete the psion's CT when they are used.  The CT cost for a talent is its cost in Psi point/3, rounding down.  A minor power that costs 7 Psi points would cost 2 CT to activate, while a major power that cost 36 Psi points would cost 12 CT to activate.  Talents from adjacent foci cost +1 CT, and talents from the focus in opposition to your own cost +2.  For adepts, all talents cost 1 CT less, to a minimum of 1.  A bump on the primary activation check can be used to cut the CT cost in half, rounding up.<br>
 +
 
 +
Psionic attacks always take an action.  Many talents can be activated as free actions.  The talent description will indicate if an ability requires an action.<br>
 +
 
 +
Some talents may have a duration.  In combat, these will expire after a certain number of actions or rounds.  Talents will remain active during a psion's action or round, expiring at the end, allowing the psion to take advantage of the talent while it is their turn to go.  If the talent expires, the psion may pay upkeep equal to the normal activation cost to maintain it with no activation check.  This also means that if the psion had to pay double CT to activate it, or half because they got a bump when activating the talent, they do not have to pay more or less to maintain it, just the normal CT cost.
 +
 
 +
''Example: Xenes is facing another psion in combat and on his turn, activates the Mind Shield talent to protect him from mental attacksXenes' Mind Shield talent only has a D/2, so in combat it will only remain active for a number of rounds equal to his Essence training (which is 2).  He partially fails the activation roll, meaning he must pay double CT (normally 2, doubled to 4) to activate it, which he gladly pays for the protection it will offer.  For all of the current round and next round, Xenes' mind shield will be active.  When the talent's duration is up, Xenes is still locked in combat with the enemy adept, so he chooses to maintain his mind shield, which only costs him 2 CT this time.  With the maintenance paid, the talent will remain active for another 2 combat rounds.''
 +
 
 +
== Targeting and Range ==
 +
 
 +
For talents that target opponents, such as mental attacks or telekinetic strikes, the psion generally only needs to be able to see or otherwise accurately sense the opponent to target it.  If the talent activates, the target is hit.  Some talents may allow the target a chance to resist the effects.<br>
 +
 
 +
If a psionic talent can be used at range, it can be used on a target out to the listed range with no penalty to the activation TN.  For each increment of the range beyond the listed range, add +2 to the activation TN, just as with ranged attacks in physical combat.
 +
 
 +
Mental attacks are not affected by movement or cover penalties, while telekinetic attacks are.  Mental attacks are not affected by armor.  Telekinetic attacks will have a penetration value and are affected by worn armor and some types of battlescreens.
 +
 
 +
''Designers Note: Part of the choice not to have an "attack roll" for psionic attacks is to prevent the need for a second card draw to determine whether the attack hits.  Another part is to prevent a situation where the attack roll and the activation roll are drawn from the same cell on the cause chart.  Finally, every check in the process is, essentially, a chance for the action to fail.  If multiple checks are endlessly thrown up for the player, it only increases the likelihood of failure, and it doesn't seem fair to punish the player for having a hero with a nifty ability.  After all, a hero firing a gun doesn't have to make multiple checks to hit a target, and using psionics has other limitations without throwing an extra failure-check into the mix.''
 +
 
 +
== Psionic Talent Descriptions ==
 +
 
 +
The following is a basic list of suggested, general psionic abilities.  As mentioned previously, this list is not exhaustive, but covers a lot of the field and should serve you and your players well.  If there is an ability you would like to see that is not on the list, making additions should be relatively easy.<br>
 +
 
 +
In relation to the above, minutiae regarding the abilities listed here can, for the sake of sanity, only be described so far.  Anticipation of what purposes any large number of players might attempt to put them toward is beyond our abilities as authors to predict, and too fine a ruling on how a talent may or may not be used (in our opinion) stifles creativity.  For some applications of psionic talents, the players may just have to work more closely with the Master and vice-versa, and judgement calls may sometimes have to be made.<br>
 +
 
 +
=== Telepathy ===
 +
 
 +
----
 +
'''Mental Attacks''': The psion can focus the energies of his mind to inflict harm on another person.  This damage will originate in the target's mind (so any kind of mental conditioning or tech that protects one's mind can help mitigate the effects), but the effects on the target can be very real and incapacitating, even deadly.  Mental attacks can be touch-based or ranged.<br>
 +
*Stun:  The damage done with a stun attack is pure CT damage with no wounds inflicted (as per a stunner).  Target must make a stun save.<br>
 +
*Disorient:  The psion attempts to overwhelm the senses of the target, making it very difficult to focus their attention.  Every wound inflicted (each full 6 points of effect) will cause the target to lose one action card.  Cards may be kept if the target spends story chips.  A white chip would prevent the loss of one action, a red chip two and a blue chip three.  No stun save required.<br>
 +
*Pain:  The psion taps into specific portions of the target's mind.  By tweaking certain key synapses, the psion can inflict debilitating pain, wrack muscles and even stop the functions of vital organs.  Pain attacks deal damage like normal attacks, they cause wounds that must be repaired or allowed to heal naturally, and the target must make a stun save after suffering damage.  The wounds inflicted by pain attacks affect the target like regular wounds (penalties to rolls), and the location of the hit determines what kind of damage is being inflicted (hits to the head and vitals cause increased damage).<br>
 +
 
 +
'''Mental Influence''': The psion can instill ideas and thoughts into the mind of another hidden within their spoken words.  This greatly enhances a psion's capabilities in social/psychological combat.  This talent has several different forms, each linked to a different social combat technique.<br>
 +
*Terrify: Linked to the psion's Intimidation skill.<br>
 +
*Convince: Linked to the psion's Argument skill.<br>
 +
*Charm: Linked to the psion's Persuasion skill.<br>
 +
*Deceive: Linked to the psion's Deception skill.<br>
 +
*Confuse: Linked to the psion's Blather skill.<br>
 +
 
 +
'''Mental Projections''' (Illusions, words, ideas, images): The psion can project thoughts, feelings and images into the minds of others.  This can allow the psion to make the targets sense things that aren't there, make people look or sound different in the mind of the target, make them hear things that were not said, etc.  If used during social combat, this talent can be used to decrease the effect of an opponent's counterattack by making them react poorly to false information.  It can be activated as a free action in response to an opponent in social combat.<br>
 +
 
 +
'''Mind Reading''': The psion can lift thoughts from the target's mind.  The greater the effect, the deeper and more detailed the reading.  If the Mind Reading talent is used with one of the Mental Influence talents, the psion can add the effect value of his mind reading to the effect value of his Mental Influence.  As the psion can read what the target is thinking about, it can make his influence into their mind even more effective.<br>
 +
 
 +
'''Sense Mind''' (detect/locate living, sentient beings): This basic talent allows the psion to detect living beings nearby by the energies given off by the workings of a sentient mind.  This is the enhancing talent for Telepathy.  If a talent is able to have its "A" category enhanced, use the Sense Mind talent to do so.  This talent gets +1 to the R category for free.  The range denotes the distance out to which this sensory ability operates.  The A category for this talent can remain at 1, however when the R category is maxed out, the A category may be increased, which multiplies the detection range, doubling it at A/2, x5 at A/3 and x25 at A/4.  The Targets category refers to the number of targets the psion can be simultaneously aware of; if there are more targets than the T value, he can "flip" between them (he can ignore targets known to him or that he can detect with normal senses), which may be relevant in a combat situation.  The Effect category is used to determine how accurate the level of detection is:
 +
{|
 +
|Value||Effect
 +
|-
 +
|1||Presence & number of targets
 +
|-
 +
|2||Distance of target(s)
 +
|-
 +
|3||Direction of target(s) (accurate enough for suppressing fire)
 +
|-
 +
|4||Pinpoint location of target(s) (accurate enough for direct weapons fire or to be targeted by psionic talents)
 +
|}<br>
 +
 
 +
'''Telepathy''' (verbal and emotive communication):  This talent allows a psion to communicate with another sentient being regardless of language barriers by establishing a link directly to the target's mind.  If the psion is familiar with the target (spent at least a day around them), or has detected the target's mind with the Sense Mind talent, he can communicate with the target using telepathy.  The target will not automatically know the source of the telepathic communication unless the psion chooses to reveal himself; as far as the target knows, the voice he hears is coming from inside his own head!  In many advanced cultures (TL 7 or above), the existence of Psions may be known; if so, the target may recognize the nature of telepathy, and may assume that someone nearby is the source.  Only another psion with the proper talents (Telepathy, ESP, or an active Mind Shield) may be able to detect and identify the source of a telepathic projection, though, in your campaign, there may be technological devices available that can do this as well.  The range denotes the distance out to which this sensory ability operates.  If taken at R/1, the psion can only communicate telepathically if maintaining physical contact with the target!  The A category for this talent can remain at 1, however when the R category is maxed out, the A category may be increased, which improves the range by orders of magnitude, increasing the range to 100km at A/2, x100 LS at A/3 and x100 LY at A/4.  Targets denotes how many beings the psion can be in contact with at the same time, and targets the psion is in contact with can telepathically speak with each other through him.  If the T category remains at 1, the A category can also be used to telepathically communicate with multiple targets nearby, but increasing the A category does not increase the magnitude of the range until the talent is improved to R/4.  Effect strength is not used with telepathy, and defaults to 0.  Telepathy will allow a psion to use Mental Influence talents at range, and without the need to interact with the individual directly; this begins to tip-toe into the realm of actual "mind control."  If the target tries to resist the telepathic link, they can make a Mental Conditioning skill check against the Psion's Telepathic focus skill.<br>
 +
 
 +
'''Mind shield''':  Allows the psion to shield his mind from other psions.  While the talent is active, the psion and all others affected by it defend against unwanted psionic talents as though they were psionic nulls.<br>
 +
 
 +
'''Sensory block''': This allows the psion to manipulate the sensory input that the target receives in much the opposite manner of the Mental Projection talent.  Using this talent, the psion can edit what input the target consciously perceives.  This can make it possible for the psion to make a target not notice obvious details right before his eyes such as a person walking in front of him, the smell of a fire, the sound of gunshots or the touch of someone picking his pocket.  If applicable, each full effect level (6 points of effect) can increase a skill check against a target (such as stealth or sleight of hand) by +2.<br>
 +
 
 +
'''Telepathic Senses''' (detect lie, detect aura, danger sense)<br>
 +
*Detect Lie: While the talent is active or immediately after a target speaks, the psion may use this talent to determine if what was said was true or deceptive (as far as the target knows).  In a social combat, this talent will prevent your opponent from successfully using a deception maneuver.  You may not know what the truth is, but you can tell if someone is lying.<br>
 +
*Detect Aura: The psion can attempt to read the psychic aura a person emanates.  This will manifest as an understanding of the target's feelings or intent, and can often sway wildly depending on a person's thoughts.  It can give an indication as to what a person is thinking, planning on doing, or their reaction to stimuli.  If used in conjunction with Mental Influence talents, it can increase the cause by one per level of Effect strength.<br>
 +
*Danger Sense: The psion has developed an acute sense of when and how others mean to do him harm.  While this talent is active, the psion may draw and additional card per level of Effect strength during the first round of an encounter.  Additionally, add the Effect strength to the step of your action cards in an encounter to resolve ties (and if the step number is still equal to an opponent, the psion wins ties).<br>
 +
----
 +
 
 +
=== Clairvoyance ===
 +
 
 +
----
 +
'''Danger Sense''': The psion has developed an acute sense of when and how others mean to do him harm.  While this talent is active, the psion may draw and additional card per level of Effect strength during the first round of an encounter.  Additionally, add the Effect strength to the step of your action cards in an encounter to resolve ties (and if the step number is still equal to an opponent, the psion wins ties).<br><br>
 +
 
 +
'''Locate Danger/Hazard''': This basic talent allows the psion to detect likely dangers or hazards nearby by means of quantum precognition.  The definition of what constitutes a danger or hazard may vary.  Some generally accepted triggers are hostile lifeforms that intend the psion harm, mines, traps and structurally unsound scenery.  This talent gets +1 to the R category for free.  The range denotes the distance out to which this sensory ability operates.  The A category for this talent can remain at 1, however when the R category is maxed out, the A category may be increased, which multiplies the detection range, doubling it at A/2, x5 at A/3 and x25 at A/4.  The Targets category refers to the number of targets the psion can be simultaneously aware of; if there are more targets than the T value, he can "flip" between them (he can ignore hazards known to him or that he can detect with normal senses), which may be relevant in a combat situation.  While this talent may give the psion a feeling of unease about some things, it does not reveal the nature of the hazard.  It may indicate that an envelope is a hazard, but it may be because it contains a toxic powder or because if the psion reads the documents inside assassins will hunt him to keep him from spilling company secrets.  The Effect category is used to determine how accurate the level of detection is:
 +
 
 +
'''Enhanced Vision''': The psion can tap into the energies flowing between this universe and the tachyon universe to perceive it as never before.  Each level of effect adds +2 to visual awareness checks.  The range category allows the psion to focus his vision on something out to the range listed and examine it as though it were within arm's reach.<br>
 +
 
 +
'''Enhanced Hearing''': Effects as per Enhanced vision.  Note that for a psion to hear something as though he were within arm's reach, he will need an unobstructed line of sight.  This talent may also be used to detect sonic vibrations far above or below normal hearing ranges for one's race.<br>
 +
 
 +
'''Extra-Sensory Perception (ESP)''': This describes a broad range of abilities wherein the psion can receive information about the world around them through means beyond normally understood senses.  ESP is the enhancing talent for Clairvoyance.  If a talent is able to have its "R" category enhanced, use the ESP talent to do so.  Some examples of ESP might include the ability to detect lifeforms, Psi activity, auras, hidden objects, secret passages, personal belongings, the contents of hidden packages, the faces of playing cards the psion cannot see, etc.  When the talent is activated, check for effect.  If attempting to detect the presence or location of a target, every level in the E category gives a level of detail as described for Sense mind.  For other forms of ESP (such as identifying cards or detecting the contents containers, the psion can make a Clairvoyance Focus skill check using Acuity at TN 9.  For these types of checks, Each level in the E category adds +1 training dice to the skill roll.  Activating the Enhanced Vision or Hearing talents may also aid in certain types of ESP checks.<br>
 +
 
 +
'''Mind shield''': Allows the psion to shield his mind from other psions.  While the talent is active, the psion and all others affected by it defend against unwanted psionic talents as though they were psionic nulls.<br>
 +
 
 +
'''Clairaudience''': This talent allows the psion to pick up auditory information by extra-sensory means.  At the Master's discretion, this may allow the Psion to listen in on any area the psion has visited (if it is within range), or perhaps just any area the psion is intimately familiar with. It may also be used to "jack into" and hear through the ears of others.  If the other party is not a willing participant to lending their ears to the psion, they will make a mental conditioning check with the TN being the psion's highest activation roll.  This talent can be used simultaneously with Enhanced hearing.<br>
 +
 
 +
'''Remote viewing''': This talent allows the psion to pick up visual information by extra-sensory means.  At the Master's discretion, this may allow the Psion to peer into any area the psion has visited (if it is within range), or perhaps just any area the psion is intimately familiar with.  It may also be used to "jack into" and see through the eyes of others.  If the other party is not a willing participant to lending their sight to the psion, they will make a mental conditioning check with the TN being the psion's highest activation roll.  This talent can be used simultaneously with Enhanced vision.<br>
 +
 
 +
'''Navigation'''<br>
 +
*Direction sense/tracking/pathfinding<br>
 +
 
 +
'''Psychometry'''<br>
 +
 
 +
'''Mental Projection'''<br>
 +
 
 +
'''Retrocognition'''<br>
 +
 
 +
'''Astral Projection'''<br>
 +
 
 +
 
 +
----
 +
 
 +
=== Telekinesis ===
 +
 
 +
----
 +
*TK attacks (melee, ranged, disorient, hold, slow, EMP, ARPO)<br>
 +
 
 +
*Pyro/Cryokinesis (temperature manipulation)<br>
 +
 
 +
*Physical/energy/radiation defenses<br>
 +
 
 +
*Levitation<br>
 +
 
 +
*Flight<br>
 +
 
 +
*Remote skill use<br>
 +
 
 +
*Remote speaking (audio "illusion" or voice/sound projection)<br>
 +
 
 +
*Identify/exploit material weaknesses<br>
 +
 
 +
*Detect motion<br>
 +
 
 +
*Power generation<br>
 +
 
 +
*Physics hax (such as simulating or nullifying gravity or atmospheric pressure)<br>
 +
 
 +
 
 +
----
 +
 
 +
=== Discipline ===
 +
 
 +
----
 +
*Boost traits/derived attributes<br>
 +
 
 +
*Increase combat initiative/number of actions<br>
 +
 
 +
*Healing (injuries, poison, crippling wounds, regeneration, revivification)<br>
 +
 
 +
*Mental attack (pain/injury)<br>
 +
 
 +
*Reduce biological requirements (food/water, sleep, breathing)<br>
  
When the CT cost is subtracted, the player makes an activation roll.  Each talent will have an activation number.  Some talents will use their level mastery (the number of skill points assigned to a particular level) to determine the dice pool.  Others will use the focus level to determine the dice pool.  This distinction will be made in the talent description.  Most psionic activation rolls will use the character’s ''Essence'' trait (very important to psionic characters, like deftness is to marksmen).  If the activation roll uses a trait other than ''Essence'', it will be noted in the description.
+
*Temporary skill edges<br>
  
Some talents are known as “mental attacks.” These target the minds or bodies of other beings, and as such, may be resisted, or might just miss.  For a Telepathic mental attack such as Stun, roll your dice pool for the attack.  The target rolls a dice pool using his ''Mental Conditioning'' skill and ''Essence'' trait (If the target doesn’t have the ''mental conditioning'' skill, they can make an unskilled check using their ''Essence'' trait).  Psionic nulls add their die type to their resistance rolls (as though their first round of dice had already exploded).  If the attacker meets or exceeds the target’s resistance roll, the attack succeeds.  For telekinetic attacks such as TK Blow or TK Bullet, determine whether the attack hits as you would a melee or ranged attack, respectively.  Some attacks will only work when in direct contact with an opponent, such as DeathTouch.  The attack roll will determine if you can touch your opponent if they are trying to resist.
 
  
In most circumstances, attempting to activate a talent will cost CT, regardless of whether the activation roll is successful or whether a mental attack actually “hits.”
+
----
  
  
=== In Combat ===
 
  
To use a talent in combat, play an action card to use the talent as your action on that phase of the initiative.  Action cards will have modifiers for PSI, and when you play your action card, these modifiers will affect the current activation of the talent.  Faster cards will tend to have penalties, while slower cards will tend to have bonuses; this reflects that the longer you take to focus, the better it is for the talent to activate properly.
 
  
If the psionicist concentrates, they can “aim” to target an opponent (for certain types of mental attacks).  Unless otherwise specified, it takes 3 phases to aim to get a +1 bonus.  You can “aim” up to twice for an attack.  Also, you can increase the CT cost by 2 to get a +1 on the activation roll.
 
  
If your action card’s PSI modifier reduces the CT cost to zero or less, it costs no CT for this activation.  You managed to tap into energy reserves and were not exhausted at all by using the talent.
 
  
=== Outside of Combat ===
 
  
Each time you use a talent outside of combat, draw a card from the action deck.  That card will determine any modifiers to the talent’s activation.  If you initiate combat by making a mental attack, and mere seconds will likely not play a factor, the psionicist will almost always be able to gain the +2 bonus from "aiming."
 
  
Some of these modifiers might not seem important at first glance.  A CT penalty for a non-combat activation may seem negligible, but CT loss from Psionic use should not be replenished until the current scene has ended, or the Master has declared a significant time has passed.  If you’re using ''telepathy'' to communicate with your crew to set up before a fight, it’s just gaming the system to say “okay, now we need to wait 5 minutes before we spring our trap.”  Or, if you’re talking to suspects in a bar and use your ''Detect Lies'' talent on a bunch of people when you start talking to someone who picks a fight, you should start the combat with reduced CT because you have not had a chance to rest; you’ve been constantly probing people with your mind.  Now, if you had planned to wait until sundown to pull off that ambush, or got into a fight on the way to apprehend someone after interrogating a bunch of people in that bar (either one being a potential scene change, either from the passage of time or change of setting), you should likely start the fight with your CT refreshed at the Master’s discretion.
 
  
=== Passive Psionic Talents ===
 
  
Some talents merely require you have learned them and their effects are “always on;” they yield some kind of bonus at all times.  Others activate without the psionicist’s conscious thought, and if these trigger, the psionicist only pays the CT cost if the talent activates.
 
  
''Example: To aid his investigations, Xenas has decided to learn some skills in the Clairvoyant focus.  For now, the only talent he knows is Danger Sense.  This talent is “always on.”  Unbeknownst to Xenas, he is in a situation that the Master knows to be dangerous, so the Master makes an activation check for Xenas.  The activation check succeeds, Xenas loses a point of CT, and gets a nudge from his extrasensory perception in the form of a note from the Master: “As you make your way out of the bar and walk to Silas Stargrave’s offices to arrest him, your danger sense tells you that you are being followed with ill intent…”  This heads-up allows Xenas to draw his blaster and open fire on a group of Stargrave's henchmen on his tail rather than being ambushed.  And, since Xenas is a licensed Psionic Operative, “following his gut” is acceptable BRINT procedure in justifying a use of lethal force… However, if Xenas’ activation roll had failed, his Danger Sense would have told him nothing in this instance.  But hey, at least he would have been ambushed with all his CT points at max.''
 
  
== Psionics as “Magic” ==
 
  
'''Clarke's third law:'''
 
::''Any sufficiently advanced technology is indistinguishable from magic.''
 
  
Future Imperfect embraces the sci-fi genre in many forms and flavors.  For the default setting and its history, “Psionics” seems to fit the style of supernatural power we have opted to include.  But why include it at all?
 
  
In many Fantasy settings, there is often some rationalization or explanation of “how magic works.”  Sometimes the devout pray to their gods and are granted blessings that take the form of spells, or they are channeling eldritch powers utilizing a set pool of mana.  This is fine.  It has an internal consistency that ultimately is part of the story, but at its core, it is still ''the unknown'', the ''super''natural.  It is usually the domain in which  the common man can never tread, not without a life of spiritual devotion or arcane studies.
 
  
In sci-fi, the supernatural is often touched upon.  You have the Lensmen of E.E. "Doc" Smith; the Jedi and Sith of Star Wars; Deanna Troi of Betazed from Star Trek and the Sectoids and Ethereals of X-Com.  Instead of deities and mysticism, the sci-fi story often rationalizes the “supernatural” with science.  These stories take the “super” out of the natural, but it is still something beyond the common man; without training or the right genes, you’ll never have what it takes, so a similar end result is achieved as in a fantasy setting.
 
  
In Future Imperfect, we choose the focus of Psionics—mental powers—and rationalize it as a “science” that deals with types of energy that are normally difficult to detect or manipulate.  Hell, X-rays are difficult to detect and manipulate, but that doesn’t mean they don’t exist.  However, if you told someone two hundred years ago you could shine a special light and see their bones without harming them, they’d think you were nuts!  And, to put things in perspective, some real-world scientists and physicists might claim that FTL travel is far more magical than the idea that someone may be able to develop the ability to read someone else’s mind.
 
  
We will, at our core, aim for a more realistic portrayal of physics and science when possible.  Or, you could say that our Mohs scale of Science Fiction Hardness (probably a 3.5-4.0) is a bit harder than George Lucas’ (but maybe not as high as Robert Heinlein’s!).  Our system has its phoney-baloney rationales and malarkey explanations, but we have also attempted to adhere to some internal consistencies (mental attacks won’t work on trucks; you can’t read a robot’s mind), which makes Psionics just a part of the setting and sort of a theme for the story.    This doesn’t mean that your own Sci-fi game cannot be more of a science fantasy type game.  Do with it as you see fit.  As a Master, feel free to alter the psionic foci as you please, or remove talents, alter existing talents or make new ones entirely.  Or, if you think FTL and artificial gravity are enough magic for your sci-fi epic, you can choose not to use psionics at all.
 
  
Alternatively, one might wish to use this system for something other than the portrayal of a sci-fi game.  You might choose to run a swords-sorcery game using this system.  If you so choose, these Psionics rules could easily be adapted.  You could have different names for the foci, such as Dark Arts, different types of Elemental Magic, Summoning, Divination, etc.  You certainly don’t need our permission or blessing, but these basic rules could serve many different purposes.  Or you could make your own, just like we did (kind of).
+
= [[Psionics--Deprecated]] =

Latest revision as of 16:52, 22 October 2016

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WORK IN PROGRESS!

Psionics


The Operative: "Key members of Parliament." Key. The minds behind every military, diplomatic and covert operation in the galaxy, and you put them in a room with a psychic.

Dr. Mathias: Look... even if River Tam did, by any chance, read the minds of any of the visiting Parliament members here, whatever government secrets she may have read she may not even remember any them, for they are all probably buried under layers of psychosis...

The Operative: Secrets are not my concern. Keeping them is.

--Serenity





Psionics is the pseudo-mystical science of the mind and the underlying energies of the universe. When one is attuned to these energies, and their mind has been trained, a person may sense their influence just as we can see when we open our eyes; he can manipulate them by projecting these energies from his own mind, just as we can turn a knob with our fingers. Psionics is the manipulation of the universe by normally unseen forces. It is easy for the unschooled to pass if off as magic or sleight of hand, or for information gained from telepathy or psychometry to be discounted, but the psionicist knows the truth. Because of the fear, hatred and mysticism within many cultures that surrounds psionics, its practitioners are known by many epithets: Warlocks, witches, Psykers, etc. The more neutral term we shall use in this text is Psion or Adept. This struggle against ignorance will likely play a role in the life of any adept. The story often lies in how they deal with it.

Of course for some, ignorance is bliss, and many adepts couldn’t agree more. Dependent on the views of the local culture or government, an adept may be seen as a witch, heretic or enemy of the state; some adepts may choose to wear their mundane lives like a cowl and cape, always keeping the secret of the power beneath from those around them at all cost. To do otherwise might risk persecution or worse, and the chains will ever be stronger and tighter on those who may have the means to break them…


Psionic Ability

Chosen during character creation, there are 5 ranks of psi ability. These are weak, normal, null, latent and adept.

Weak—Sentient beings with psionically weak minds are like an open book to a psion. While a psion may sometimes struggle to focus energies to activate a talent, a weak mind acts like a beacon, allowing talents targeted against these people to trigger with ease. While it gives the character no direct disadvantage, per se, any psion directly targeting a psi-weak character will gain a +1 bonus to the activation roll of his talents. Luckily for the psi-weak, psions are a rare breed. Unless they are not. These characters will never have access to psionic abilities.
Normal— This is just what it sounds like—nothing. The character is no more or less susceptible to many psi abilities than the average sentient being. These characters will never have access to psionic abilities.
Null—Psionic nulls are those rare people whose minds are resistant to psychic meddling. Some aspect of their biology or sometimes arduous mental conditioning will proof their minds from being read, having thoughts or feelings implanted, or even make them resistant to mental attacks. When making resistance checks against psi abilities, these characters earn significant bonuses, equivalent to starting their check as though they had rolled the max for the resistance check, or drawn an "added effect" card for their resistance check; if they draw an added effect card, they may draw another card in addition to the bonus card). They will also be resistant to any kind of psionic aid one can render, but it’s the price they pay. Psionic nulls can never use psionic abilities.
Latent—A Hero with latent psionic talents has the ability to use psionic abilities. Maybe they know of their gift, maybe they do not. They have likely suspected things have been different for them their whole lives compared to the experiences they have heard from those around them. Latent psions can use experience gained to purchase psi abilities. If the Master chooses, latent psions may allocate skill and edge points to psi foci and talents during character creation, but the character will not have the ability to use them until his “awakening.” Once they have spent enough experience, adventured enough or whatever method the Master and player(s) choose to bring about the Hero's psionic awakening, opportunity will come knocking, and they may have the opportunity to find a PK crystal (see below). This is the field from which the vast majority of psions in the wild will likely hail; whether the majority of Heroes hail from this group is up to the tastes of the players in your group!.
Adept—A psion is one who can wield psi abilities. An Adept, however, is a particularly talented type of psion. An adept is not an adversary to be taken lightly. These individuals can wield great natural talent, and often discovered their abilities—or were discovered—years ago, giving them plenty of time to train and hone their talents. Adepts can use skill points to purchase psionic foci and talents during character creation. Adepts have already been awakened, and begin the story with a PK crystal and the ability to use their talents out of the gate.


Psionic Nulls
The mind of a sentient being is unique by its very nature and definition, and some of them simply don’t seem to operate the same way as the vast majority of the population. Many Psionic talents rely on picking up or syncing with the mental energies radiated by other beings; Psionic Nulls seem to generate no such energy.

During character creation, you may choose to classify your character as a psionic “null.” This means that for the most part, many psionic talents that detect or influence the mind will have little to no effect on the character. A telepath would not sense a null with his Sense Mind talent, and targeting a null with most Mental Attacks is extremely difficult (but not impossible). Being a null would not, however protect him from the TK attacks of a telekinetic, as those psions are manipulating real world objects to cause damage. If a talent will not work or have reduced effects on a null, the talent description will make this distinction. Psi-null characters can never learn psionic talents.


Psionic Awakening

Even with great natural ability, one cannot normally exercise any psi talents. The minds of all known races during this age of the galaxy simply do not operate on those levels, they are not built to pick up on the forces and energies that a psion taps into and manipulates. It is believed that these abilities were commonplace, once; at least among one or more races that populated the galaxy long before the rise of the cosmos' current inhabitants. They were perhaps even a racial trait as natural as a canine’s sensitive nose or some humanoids’ ability to breathe underwater with mutant gills. The truth is not fully understood, but what is known is that those who can wield psi talents were at some point exposed—or “awakened”—and at that point the structure of their mind began to change to interface with a whole new world of energies all around them. The awakening usually happens in one of three ways:

1. The latent suffers a mental attack. Perhaps an adept sensed some great potential in the latent, and targeted him to jar something loose, to get his psychic gears turning, or possibly the latent was the victim of a careless lesser psion who didn’t realize the can of worms he was opening up. The newly awakened psion soon finds a PK crystal in his possession. Where it comes from is a mystery. Did it materialize out of the æthir? Was it created by the psion’s mind? Did an adept of some ancient order leave it for the new psion? The answer is up to you and the Master, and you might never learn the truth. Or maybe you will, and have one hell of an adventure finding out!
2. The latent comes into contact with an unaligned PK crystal (see below), and its energies sync with the latent, stripping bare the mundane mechanisms of their mind and re-forging it anew with the capability to detect and influence the subtle underlying energies of the universe. This will sometimes happen to explorers or archaeologists attempting to uncover secrets of the ForeRunners or other ancient civilizations, or to colonists on freshly terraformed frontier worlds who happen to stumble across ancient ruins.
3. Psions are sometimes scouted out at an early age by mysterious agencies or secret orders. They are observed and studied, and when the time is right, they may be contacted. When this contact occurs, the latent disappears for a time, then returns to his old life unharmed, but irrevocably changed. He will be in possession of a PK crystal, and will have learned some talents. How he uses these talents is up to him, but one can be assured that it will likely be in the service and best interests of whoever contacted him in the first place. This method of awakening is most appropriate for heroes that purchased the Adept level of psionic ability, but an Adept could have been awakened by one of the other methods.

The Master should work with the player to determine how the awakening occurs, and whether the character comes out of it with a PK crystal. Alternatively, the master may assign costs to each aspect (awakening and/or PK crystal). These costs are not specified here because it should be a matter of personal preference as to how much the Master wants the players to work to earn their psi abilities. If the cost is exceedingly high, however, psionics may not be a very attractive character option in your story, as any budding psion will be hamstrung for a large number of game sessions with no option to use a potentially large portion of the power that their character has allocated to psionics.


The PK Crystal

Even an adept will find it taxing to attempt to channel the energies in our material universe to influence the world around him. The PK crystal is a ForeRunner artifact about the size of a large coin, and shaped like a lens, though other shapes and configurations are possible. It is opaque and utterly black—no light reflects from it at all. The few that have found their way into the collections of research laboratories have proven difficult and downright hazardous to study directly. Even still, little is known about them. The material that composes them is completely unknown, and what they do largely remains a mystery. By itself, the PK crystal is inert, but when it becomes aligned with the mind of a latent or adept, it seems to act as a gateway or focus to some alternate, high-energy—possibly even Tachyon—universe beyond our own. With a PK crystal, a psion’s powers truly become manifest. Without a PK crystal, a psionicist will exhaust his energy reserves much faster, and his talents will sometimes be much weaker. Some talents require such energies to unleash that attempting them without a PK crystal will be impossible.

The PK crystal also serves another very important purpose. It channels energy that the psion uses to fuel his talents. Heavy use of psi abilities in combat may leave a psion so physically and mentally drained that even a light injury may take them out of the fight. Sometimes, a psion may need to tap into additional reserves to keep on fighting. As a speed 2 action, the psion may draw energy from his PK crystal. He must remain motionless while concentrating (so taking cover first is a good idea). When the action completes, draw a card and check the effect using the character’s Psionic Focus skill (a Hero with a 2d10 Essence trait and Psionic Focus/2 would look at the 4d10 result). Make this check as you would a damage check. The psion can then add this result to his current CT. It may raise his CT above his maximum. These points will fade over time, but remain until used or the end of the combat. The downside to this ability is that it taxes the psion greatly, and tends to burn the candle at both ends. After channeling energy in this manner, the psion reduces his Essence die type by one category. The Hero who had a 2d10 Essence now rolls as though he had 2d8 Essence. This also means that any further skills or abilities that use his Essence trait for activation or other effects use the reduced die type (in the previous example, the Hero would use d8s instead of d10s). If he performs this action again, he is further reduced (in this case, to 2d6). If a psion is reduced to a d4 in his Essence trait, he has exhausted his reserves and can channel no further energy for the moment. A full block of 6-8 hours of sleep will restore one level of Essence reduced in this manner. For each additional level, at least 16 hours must pass before the psion can rest again to recover lost Essence, so essentially one level will be restored every day. (Designer's note: I noticed that use of psionic abilities in combat could rapidly drain a Hero's CT to the point that one minor hit could take a psion out of the fight. Being able to draw on the PK crystal to bolster CT reserves remedies that at a potentially hefty price, namely the fact that it makes the Hero less capable of activating his talents and/or requiring he spend more CT to ensure his talents activate when he needs them. It can also allow psions to be "damage sponges" if they use CT refreshes just to soak damage without getting KO'd. May need to watch out for that, but some might like the notion that a psion has vast reserves of stamina and can keep going after taking a beating, however wounds would still take the psion out of the fight.)

A psionicist creates a special bond with his crystal. Since he is aligned with it, he will always know where it is (exactly where if it is within 10m, direction and a general range if it is beyond that), granting him very specific clairvoyant capabilities to find it. Also, since it has aligned with one person and him alone, its physical composition will become completely antithetical to the mind of anyone else, and it will serve no purpose to another living being other than what aid may come to them by taking it away from the psionicist. As such, a psionicist doesn’t generally need to fear his PK crystal being stolen and used by someone else, though someone may try and take it to temporarily weaken the psionicist or draw him out, because he will surely come looking for what is his...

(Designer’s note: We are purposely vague about the nature and mechanics of the PK crystal. In your story, you may decide that the PK crystal is much better understood and choose to flesh out its composition, capabilities and the science behind it. There is also absolutely nothing that says it need exist in your game at all, or be a “PK crystal,” for that matter. It might be some other kind of focus. The preserved pineal gland of a spectacularly psychoactive creature might serve the same purpose, or maybe the symbolic lightsword of the order of StarPaladins in your game. You can consider the PK crystal a sort of Maguffin, in this sense; a narrative object that serves a defined purpose.)


Psionics in Your Game

Ultimately, this is your game. Run it as you see fit. If you choose a “hard” sci-fi approach, you may eschew psionics altogether. If psionics are part of your setting, be prepared for the possibility that players will now have a set of tools to overcome obstacles that are not available in the real world. (For now, at least; never say never!) This may be akin to placing a wall as an obstacle for the players if you have forgotten that they have access to jet packs. While it may seem a simple notion of casually telling players that their psionic talents don’t work for some reason at various points in the game to force them to deal with an issue by other means, one should tread cautiously when it comes to the notion of so casually neutering an aspect of the game that you have allowed to exist and one or more players have designed their characters to take advantage of. (Likewise, the players would probably be unimpressed if you used the excuse of their jet packs being out of fuel more than once!) You would likely be better served by remembering what abilities are available to your players, and planning accordingly. Our general suggestion is that if your oversight as Master allows the Heroes a solution to an obstacle that is less challenging than what you had envisioned, let the players bask in the glory of a job well done. The story is supposed to be about them, after all! Besides, as the Master, you have an infinite supply of obstacles to drop in their laps. If they learn the location of the antagonist’s hideout in ten minutes of game time when you expected them to spend an hour going to a different location first, maybe they get into a battle with some henchmen who wouldn’t have been at the hideout if they had gotten here a little bit later (and occupy the team with a fight scene to take advantage of the extra time at the game table you have. Learn from the experience and move on. You can throw up a bigger challenge in the next arc, the next scene or around the next corner if you choose! To help prevent hiccups, it may be advantageous to consider a few points both for the benefit of the story and the expectations of the players if you choose to include psionics in your game.

If a Hero has psionic talents, is he a diamond in the rough? Could he expect to be one of only a handful of such gifted people on his home world? Or is your setting downright lousy with Forerunner artifacts like abandoned PK crystals? Are adepts a dime a dozen? Do planetary governments have a Bureau of Psionic Affairs? This will help you answer a few questions down the road. It will help the players determine how rare their abilities are and how likely they are to be seen in the employ of the antagonists. It may also inform them how other actors in the story might view their talents and how subtle or blatant they need to be in the use of psionics. In a psionic-poor setting, only Masterminds, possibly Villains and the occasional major NPC might have access to psionics. In a psionic-rich setting, some types of Henchmen might even have psionic talents!

You might also consider how the rest of the universe views psionics in general. Is it largely unknown? Is it the stuff of legend and mysticism? Is it a legitimate, recognized field of scientific study? Does the common man know about psions? You may opt for different answers to any or all of these questions depending on where the crew finds themselves. On an advanced, cosmopolitan core world of a major Stellar Empire, psions may be easily accepted by society. However, within a primitive xeno culture or frontier world, an adept may be seen as a witch and be persecuted by the locals. Various governmental types may also have their own stances toward beings with “otherworldly” abilities. A Theocratic government may see psions as heretics, while in a dictatorship, psions may be brought to heel and work for the supreme leader or face execution as an enemy of the state. A social democracy might welcome them and even offer employment opportunities. These examples are not hard and fast; a theocracy might instead view psions as prophets of their deities and lavish them with favor! It is up to you, but you should be prepared to portray the feelings and reactions of the actors in your story, especially if the players flaunt their talents.

Related to the questions above, you should also figure out how well the science of your fiction understands psionics. Have scientists developed purely technological methods and devices to detect psi activity or block it? Can people purchase or build “mind shields” and wear them like armor against telepaths? Answers to these questions will also let the players know how they can prepare themselves to deal with psion antagonists.

Ultimately, these questions can only be answered by you, but if you take time to think them out before playing and share what you can with the players, you can bet on fewer unwelcome surprises.


Psionic Foci

There are four fields of Psionic focus. Each one harnesses specific energies, and for each Focus, there are two that are considered "adjacent" and one that is considered "in opposition" to it. A latent or adept must choose a primary focus during character creation (for adepts) or during their awakening (for latents). A psion will most easily learn talents that fall within their focus. Talents from adjacent foci may be learned, as well, but these require more training to achieve similar power levels. Talents from an opposing focus will be the most difficult to learn as the energies used to harness them are so fundamentally different than what the psion is used to dealing with. It is not impossible to learn opposing talents, but the investment may not be worth the end results. The foci are as follows:

Telepathy--This is the art of detecting and influencing the minds of other sentients. Telepathy is adjacent to Clairvoyance and Discipline. It is in opposition to Telekinesis.
Clairvoyance--This focus deals with attuning oneself to the energies of the universe around them, allowing them to perceive events that no normal sentient can. Clairvoyance is adjacent to Telepathy and Telekinesis. It is in opposition to Discipline.
Telekinesis--Students of this focus attune themselves to matter and energy. They can manipulate and move objects and create various types of disrupting fields. Telekinesis is adjacent to Clairvoyance and Discipline. It is in opposition to Telepathy. Psionic Null characters are not immune to the powers of Telekinesis because these talents focus on manipulating matter and energy rather than the target's mind.
Disipline--This field of psionic study focuses on pushing the practitioner beyond normal limits by conditioning his mind and body. With enough knowledge of the self and the energies of various organic systems, students of this art can also manipulate living tissues, mending them to heal wounds and disease, or breaking them down to inflict grievous wounds. Discipline is adjacent to Telepathy and Telekinesis. As the art of the self, it is in opposition to Clairvoyance, the art of the other.

Learning Psionic Talents

Psionic characters have access to special abilities called talents. In other genres these may be referred to as "spells" or "powers." Learning these talents can involve quite an investment in time, mental energy, study and practice. In much the same way that a non-psion would hone mundane skills, so too does an adept cultivate and hone various talents. As such, acquiring psionic talents uses a Hero's precious skill points (during character creation) or experience points if developing talents during the course of a campaign. Psions who are wholly dedicated to psionic studies may find themselves lacking when it comes to more worldly skills, but they will have access to abilities that no amount of worldly study and training will allow.

Because of the nature of psionic abilities--namely, the psion being able to tap into otherworldly energies, detect them and manipulate them with the power of his mind--most talents cannot be "cast" on another being to lend them abilities that the psion has access to; being able to use the ability at all requires much training. It would be like an Olympic athlete handing her skates over to someone who has never stepped into an ice rink and expecting them to pull off a triple-axel. Some talents may be used on others to their benefit, but generally the control of the talents will reside with the psion who activated the talent.

Psionic talents are acquired using "psi points." During character creation, each skill point or edge point can be exchanged for 3 psi points to assign talents. During game play, 1 experience point can be exchanged for 3 psi points to learn new talents or improve existing ones.

Talents by Focus

Each of the four foci will focus on various aspects. Some foci overlap others to some degree. More details will be given later, but here is a brief overview of the more common general talents broken down by focus. This is not an exhaustive list, but it does cover a lot of bases. If you would like to create a custom ability not listed here, the examples and guidelines later in the chapter should aid the process. Work out the details with the Master and go to town.


Telepathy
  • Mental attacks (stun, disorient, pain)
  • Mind control (terrify, dominate, confuse)
  • Mental projections (Illusions, words, ideas, images)
  • Mind reading
  • Mental-based detection (detect/locate living, sentient beings)
  • Communication (emotional and verbal telepathy)
  • Mind shield
  • Sensory block
  • Social combat defenses (detect lie, detect aura, danger sense)


Telekinesis
  • TK attacks (melee, ranged, disorient, hold, slow, EMP, ARPO)
  • Pyro/Cryokinesis (temperature manipulation)
  • Physical/energy/radiation defenses
  • Levitation
  • Flight
  • Remote skill use
  • Remote speaking (audio "illusion" or voice/sound projection)
  • Identify/exploit material weaknesses
  • Detect motion
  • Power generation
  • Physics hax (such as simulating or nullifying gravity or atmospheric pressure)


Clairvoyance
  • Sense/locate danger
  • Enhanced senses
  • Extra-Sensory Perception (ESP) such as detect lifeforms, Psi activity, auras, etc.
  • Mind shield
  • Clairaudience
  • Remote viewing
  • Direction sense/tracking/pathfinding
  • Psychometry
  • Mental projection
  • Retrocognition
  • Astral projection


Discipline
  • Boost traits/derived attributes
  • Increase combat initiative/number of actions
  • Healing (injuries, poison, crippling wounds, regeneration, revivification)
  • Mental attack (pain/injury)
  • Reduce biological requirements (food/water, sleep, breathing)
  • Temporary skill edges


Designer's Note: This portion of the manual is not intended to be a "Tome of Spells," and we hope that Psionic talents within your game can be creatively applied to cover a wide range of uses and circumstances, rather than listing hundreds of different talents, many of which do almost exactly the same thing as several other talents except for certain variables. Even in sci-fi films and literature that include some form of psionics (whatever name it takes), the abilities shown to the audience often fall into a surprisingly narrow range of categories. That being said, many of the talents listed here are inspired from popular films and literature. Others are considered "traditional" mental abilities, the pop-culture perception of the CIA's MKUltra research. Some abilities listed here are also the bread and butter of the "Psychic Medium" set, however we have intentionally omitted any overtly ghost-y or religious/supernatural material. If that's up your alley, feel free to include it yourself. For the purposes of this set of rules, we shall attempt to endorse more mainstream sci-fi faire.

The R/A/T/E/D System

The cost and capabilities of any particular talent are determined by the levels assigned to several categories:

  • Range
  • Aura
  • Targets
  • Effect strength
  • Duration

Each category starts at 1 for a basic talent, and generally goes up to 4. For most talents, these categories will be fairly consistent; two different attacks that produce different results (say, a painful mental blast and a telekinetic bullet attack) will have the same effective range if assigned a 2 in the R category. Some talents may use the various categories to reflect different capabilities; for illusions or enhanced senses, the T category (# of targets) may refer to how many senses are affected (how realistic an illusion is or how immersive a clairvoyant talent is). For telekinetic flight, Range may determine how far one can travel in one combat round. Some talents may have one or more categories that are not used, or essentially will not benefit by any value greater than 1. Categories that are unused or default to a value of 1 are considered to have a value of zero. For example, telekinetic flight only works on the psion using the talent, so there is no need to increase the A category beyond 1 (self), so under A, flight would always have a value of zero. Flight does use the R category, so if you only applied a value of 1 to it, it would remain at 1. This distinction is made for calculating the psi point cost for talents (explained below).

Range

Some talents can reach a distance from the psion and affect targets other than the Psion. The range category determines how far out and how "accurate" the talent is. The list below is standard distances. Some talents may use a different scale. If so, this will be noted in the general talent description.

Value Effect
1 Touch
2 Pistol (10m)
3 Rifle (25m)
4 Heavy Weapon (100m)


Aura

Some talents can affect targets other than the psion. If the talent can be used on another, the Aura ranking should be 2 or greater. Some talents may also affect those within close proximity to the psion; this is used to reflect the powers of some telepathic talents where the target need only be close enough to hear the psion's voice. If aura is combined with range, the psion may project the source of his power outside his own body. Note also that levels in the Aura category greater than 2 are not compatible with increased levels in the Targets category for most talents (notably mental attacks); if a talent's A rating is 3 or more, the T value will default to 0. The list below is standard distances. Some talents may use a different scale; The A category may be used as a range multiplier. If so, this will be noted in the general talent description.

Value Effect
1 Self
2 Other
3 Speaking distance/Grenade (5m radius)
4 Shouting distance/Bomb (25m radius)


Targets

Some talents, often mental attacks, can be used to affect a group of targets within close proximity and in the same "line of fire," or to deliver multiple psionic blasts on one target. For some talents (such as non-attack talents), the Targets category may be used to reflect a different series of options. If so, this will be noted in the general talent description.

Value Effect
1 Single target
2 Burst 3
3 Burst 5
4 Burst 10


Effect Strength

Psions with a high Essence trait will have naturally more potent effects to the talents they employ. However, a psion can hone a talent to more effectively channel the forces he employs and see improved results. Some talents may use a different scale for effect strength. If so, this will be noted in the talent description.

Value Effect
1 Essence trait @ base training value (XdY)
2 Essence +1 row
3 Essence +2 rows
4 Essence +3 rows


Duration

The effects of some talents are instantaneous or non-persistent. Others may have an extended duration. The "Effect A" duration column should be used when the talent is activated during an encounter (such as social or physical combat). "Effect B" duration column should be used if the talent is activated outside of an encounter, and is on for "normal adventuring" purposes. If an encounter occurs while the talent is still active, the psion may begin the encounter with the talent active, but its duration would then shift to the "Effect A" column. Talents that cause damage subtract 1 from their effective combat duration (i.e., you cannot have a talent that causes damage until the target is dead or incapacitated). For attacks with duration, damage beyond the initial attack occurs on the source's action (the action of the psion that activated the talent causing the damage). This extra damage is always "reduced" by shifting up one row and left one column compared to the initial strength of the attack. For example, a pyrokinesis attack that burns over time starts at 3d10 damage. On each subsequent action the psion gets, the fire from the attack deals 2d8. On each of the target's actions, he may make an attempt to resist further damage by making a TN 7 Toughness or Mental Conditioning check (depending on whether the attack is physical or mental in nature).

Value Effect A Effect B
1 1 action/check/test 1 extended action
2 Rounds x Essence Training Minutes x Essence Trait Value
3 Actions x Essence Trait Value 10 minutes x Essence Trait Value
4 Duration of the encounter Indefinite (active until dropped/neutralized)

The values listed above are general guidelines, and may not fit for every talent. Where necessary, variations will be noted. With Master approval, some categories for some talents may exceed 4. For example, for Range, a value of 5 might be "Line of sight" (to imply that the talent works as far as the Psion can see and that there are no range penalties). A range of 6 might be something outlandish, such as the ability to use a talent regardless of the range, so long as the Psion can see the target through either psionic or technological means. For example, being able to choke out an admiral that has displeased you just by seeing him on a video monitor, even though he is on an entirely different ship, or the ability to target a telekinetic blast on an enemy you have spotted through remote viewing. R/A/T/E/D values in excess of 4 should be approved by the Master, not just to determine the new effect, but to ensure that the proposed talent will not disrupt game balance.

Enhancing Talents

Mastering powerful talents can be exceedingly difficult (i.e., expensive!). One way of increasing the power of your talents is to enhance them with the power of other talents. Each psionic focus has a talent that is used to enhance specific aspects of other talents:

Category Focus (Talent)
R Clairvoyance (ESP)
A Telepathy (Sense Mind)
T Telekinesis (Detect Motion)
E Special*
D Discipline

*Effect can only be boosted if one is a psionic adept (rank 5 Psi purchased during character creation).

Certain basic talents within each focus will be identified as "enhancing" talents, and they can be linked to other talents to boost one of its R/A/T/E/D categories by one level, if the enhancing talent is properly activated. This can be a cost-effective method to eke a bit more mileage out of a lesser talent, but it is not without its drawbacks: In use, enhanced talents are more likely to fail, they will cost more to activate, and they are slightly more costly to purchase/learn (though not nearly as costly as permanently boosting a R/A/T/E/D value for an already-potent talent can be). The sections on cost calculation and use will explain more about enhancing talents.

Calculating Talent Cost

To determine the cost of a talent, multiply all of the non-zero R/A/T/E/D values and add any modifiers. This is the total cost in Psi points. The cost of powerful talents can easily skyrocket, so be mindful of your budget!

Modifier Psi Point Cost
Each enhanced R/A/T/E/D value +2
Linked to skill (cause) +1
Linked to skill (effect) +1
Linked to skill (cause and effect) +3

If you wish to improve an existing talent by improving the rank in one or more of its R/A/T/E/D categories, calculate the new cost and subtract the original cost. The difference is the cost in psi points for the improvement.

Using Psionic Talents

Psionics are fueled by energies of the universe that the psion can channel through his body and mind. Tapping into these energies will eventually exhaust the psion by draining his Concussion Threshold points. These will quickly return, but in the heat of a battle or while the psion is under stress or time pressure, the loss of CT may have dire consequences.

To use a talent, the hero must successfully activate it. Depending on the talent, this involves trait and/or skill checks and the expenditure of CT points. All talent checks will require two checks, made on the same card draw. All talents will require a primary and secondary Essence trait checks. Bump one row up (one die less) to determine the result for the secondary check, as per the Double Tap rules. If both checks succeed, the talent activates at the normal CT cost. If only one succeeds, the talent may still be activated, but the CT cost is doubled. Alternatively, the psion can voluntarily choose to abort the activation and lose only 1 CT. If both checks fail or one of the results is a critical failure (CF), the talent does not activate, and the psion loses the full CT cost to activate. If both checks come up with a CF result, the talent spectacularly backfires somehow.

When a psionic talent calls for or allows the target to resist (usually through the mental conditioning skill), the target's TN to resist is the highest of the two activation results.

The base TN to activate a talent that is within your psionic focus is 5. For an adjacent focus it is 6. For the oppositional focus, the TN is 7. For every R/A/T/E/D category of 3, add +1 to the activation TN. For each R/A/T/E/D category of 4, add +2. If the TN is uncomfortably high for your tastes, or you want to minimize the risk of having to expend extra CT to allow a talent to activate, each action spent concentrating will reduce the TN by 1 to a minimum of TN 3.

When other talents are used to enhance the R/A/T/E/D levels of a talent, each one is activated (Check at TN 5) using its own secondary activation trait. If the secondary activation for the enhancing talent refers to a cell on the cause table that has already been checked, bump one row up. More than one enhancement may be applied when a talent is activated. Each attempted enhancement costs 1 CT. Check the activation of each enhancement on the original card drawn to activate the primary talent. If the enhancement check(s) is(are) successful, the talent activates at the increased R/A/T/E/D values. If any enhancement check fails, its R/A/T/E/D category is not increased. If the activation check for the enhancement is a CF result, you lose the enhancement and the talent's CT cost is doubled (unless the entire primary activation is aborted at a cost of 1 CT).

Using other talents to enhance primary talents can make them increasingly powerful, but more difficult to pull off without a hitch, and more draining, even when things go right (and exceedingly so when they do not!)

Psionic talents deplete the psion's CT when they are used. The CT cost for a talent is its cost in Psi point/3, rounding down. A minor power that costs 7 Psi points would cost 2 CT to activate, while a major power that cost 36 Psi points would cost 12 CT to activate. Talents from adjacent foci cost +1 CT, and talents from the focus in opposition to your own cost +2. For adepts, all talents cost 1 CT less, to a minimum of 1. A bump on the primary activation check can be used to cut the CT cost in half, rounding up.

Psionic attacks always take an action. Many talents can be activated as free actions. The talent description will indicate if an ability requires an action.

Some talents may have a duration. In combat, these will expire after a certain number of actions or rounds. Talents will remain active during a psion's action or round, expiring at the end, allowing the psion to take advantage of the talent while it is their turn to go. If the talent expires, the psion may pay upkeep equal to the normal activation cost to maintain it with no activation check. This also means that if the psion had to pay double CT to activate it, or half because they got a bump when activating the talent, they do not have to pay more or less to maintain it, just the normal CT cost.

Example: Xenes is facing another psion in combat and on his turn, activates the Mind Shield talent to protect him from mental attacks. Xenes' Mind Shield talent only has a D/2, so in combat it will only remain active for a number of rounds equal to his Essence training (which is 2). He partially fails the activation roll, meaning he must pay double CT (normally 2, doubled to 4) to activate it, which he gladly pays for the protection it will offer. For all of the current round and next round, Xenes' mind shield will be active. When the talent's duration is up, Xenes is still locked in combat with the enemy adept, so he chooses to maintain his mind shield, which only costs him 2 CT this time. With the maintenance paid, the talent will remain active for another 2 combat rounds.

Targeting and Range

For talents that target opponents, such as mental attacks or telekinetic strikes, the psion generally only needs to be able to see or otherwise accurately sense the opponent to target it. If the talent activates, the target is hit. Some talents may allow the target a chance to resist the effects.

If a psionic talent can be used at range, it can be used on a target out to the listed range with no penalty to the activation TN. For each increment of the range beyond the listed range, add +2 to the activation TN, just as with ranged attacks in physical combat.

Mental attacks are not affected by movement or cover penalties, while telekinetic attacks are. Mental attacks are not affected by armor. Telekinetic attacks will have a penetration value and are affected by worn armor and some types of battlescreens.

Designers Note: Part of the choice not to have an "attack roll" for psionic attacks is to prevent the need for a second card draw to determine whether the attack hits. Another part is to prevent a situation where the attack roll and the activation roll are drawn from the same cell on the cause chart. Finally, every check in the process is, essentially, a chance for the action to fail. If multiple checks are endlessly thrown up for the player, it only increases the likelihood of failure, and it doesn't seem fair to punish the player for having a hero with a nifty ability. After all, a hero firing a gun doesn't have to make multiple checks to hit a target, and using psionics has other limitations without throwing an extra failure-check into the mix.

Psionic Talent Descriptions

The following is a basic list of suggested, general psionic abilities. As mentioned previously, this list is not exhaustive, but covers a lot of the field and should serve you and your players well. If there is an ability you would like to see that is not on the list, making additions should be relatively easy.

In relation to the above, minutiae regarding the abilities listed here can, for the sake of sanity, only be described so far. Anticipation of what purposes any large number of players might attempt to put them toward is beyond our abilities as authors to predict, and too fine a ruling on how a talent may or may not be used (in our opinion) stifles creativity. For some applications of psionic talents, the players may just have to work more closely with the Master and vice-versa, and judgement calls may sometimes have to be made.

Telepathy


Mental Attacks: The psion can focus the energies of his mind to inflict harm on another person. This damage will originate in the target's mind (so any kind of mental conditioning or tech that protects one's mind can help mitigate the effects), but the effects on the target can be very real and incapacitating, even deadly. Mental attacks can be touch-based or ranged.

  • Stun: The damage done with a stun attack is pure CT damage with no wounds inflicted (as per a stunner). Target must make a stun save.
  • Disorient: The psion attempts to overwhelm the senses of the target, making it very difficult to focus their attention. Every wound inflicted (each full 6 points of effect) will cause the target to lose one action card. Cards may be kept if the target spends story chips. A white chip would prevent the loss of one action, a red chip two and a blue chip three. No stun save required.
  • Pain: The psion taps into specific portions of the target's mind. By tweaking certain key synapses, the psion can inflict debilitating pain, wrack muscles and even stop the functions of vital organs. Pain attacks deal damage like normal attacks, they cause wounds that must be repaired or allowed to heal naturally, and the target must make a stun save after suffering damage. The wounds inflicted by pain attacks affect the target like regular wounds (penalties to rolls), and the location of the hit determines what kind of damage is being inflicted (hits to the head and vitals cause increased damage).

Mental Influence: The psion can instill ideas and thoughts into the mind of another hidden within their spoken words. This greatly enhances a psion's capabilities in social/psychological combat. This talent has several different forms, each linked to a different social combat technique.

  • Terrify: Linked to the psion's Intimidation skill.
  • Convince: Linked to the psion's Argument skill.
  • Charm: Linked to the psion's Persuasion skill.
  • Deceive: Linked to the psion's Deception skill.
  • Confuse: Linked to the psion's Blather skill.

Mental Projections (Illusions, words, ideas, images): The psion can project thoughts, feelings and images into the minds of others. This can allow the psion to make the targets sense things that aren't there, make people look or sound different in the mind of the target, make them hear things that were not said, etc. If used during social combat, this talent can be used to decrease the effect of an opponent's counterattack by making them react poorly to false information. It can be activated as a free action in response to an opponent in social combat.

Mind Reading: The psion can lift thoughts from the target's mind. The greater the effect, the deeper and more detailed the reading. If the Mind Reading talent is used with one of the Mental Influence talents, the psion can add the effect value of his mind reading to the effect value of his Mental Influence. As the psion can read what the target is thinking about, it can make his influence into their mind even more effective.

Sense Mind (detect/locate living, sentient beings): This basic talent allows the psion to detect living beings nearby by the energies given off by the workings of a sentient mind. This is the enhancing talent for Telepathy. If a talent is able to have its "A" category enhanced, use the Sense Mind talent to do so. This talent gets +1 to the R category for free. The range denotes the distance out to which this sensory ability operates. The A category for this talent can remain at 1, however when the R category is maxed out, the A category may be increased, which multiplies the detection range, doubling it at A/2, x5 at A/3 and x25 at A/4. The Targets category refers to the number of targets the psion can be simultaneously aware of; if there are more targets than the T value, he can "flip" between them (he can ignore targets known to him or that he can detect with normal senses), which may be relevant in a combat situation. The Effect category is used to determine how accurate the level of detection is:

Value Effect
1 Presence & number of targets
2 Distance of target(s)
3 Direction of target(s) (accurate enough for suppressing fire)
4 Pinpoint location of target(s) (accurate enough for direct weapons fire or to be targeted by psionic talents)

Telepathy (verbal and emotive communication): This talent allows a psion to communicate with another sentient being regardless of language barriers by establishing a link directly to the target's mind. If the psion is familiar with the target (spent at least a day around them), or has detected the target's mind with the Sense Mind talent, he can communicate with the target using telepathy. The target will not automatically know the source of the telepathic communication unless the psion chooses to reveal himself; as far as the target knows, the voice he hears is coming from inside his own head! In many advanced cultures (TL 7 or above), the existence of Psions may be known; if so, the target may recognize the nature of telepathy, and may assume that someone nearby is the source. Only another psion with the proper talents (Telepathy, ESP, or an active Mind Shield) may be able to detect and identify the source of a telepathic projection, though, in your campaign, there may be technological devices available that can do this as well. The range denotes the distance out to which this sensory ability operates. If taken at R/1, the psion can only communicate telepathically if maintaining physical contact with the target! The A category for this talent can remain at 1, however when the R category is maxed out, the A category may be increased, which improves the range by orders of magnitude, increasing the range to 100km at A/2, x100 LS at A/3 and x100 LY at A/4. Targets denotes how many beings the psion can be in contact with at the same time, and targets the psion is in contact with can telepathically speak with each other through him. If the T category remains at 1, the A category can also be used to telepathically communicate with multiple targets nearby, but increasing the A category does not increase the magnitude of the range until the talent is improved to R/4. Effect strength is not used with telepathy, and defaults to 0. Telepathy will allow a psion to use Mental Influence talents at range, and without the need to interact with the individual directly; this begins to tip-toe into the realm of actual "mind control." If the target tries to resist the telepathic link, they can make a Mental Conditioning skill check against the Psion's Telepathic focus skill.

Mind shield: Allows the psion to shield his mind from other psions. While the talent is active, the psion and all others affected by it defend against unwanted psionic talents as though they were psionic nulls.

Sensory block: This allows the psion to manipulate the sensory input that the target receives in much the opposite manner of the Mental Projection talent. Using this talent, the psion can edit what input the target consciously perceives. This can make it possible for the psion to make a target not notice obvious details right before his eyes such as a person walking in front of him, the smell of a fire, the sound of gunshots or the touch of someone picking his pocket. If applicable, each full effect level (6 points of effect) can increase a skill check against a target (such as stealth or sleight of hand) by +2.

Telepathic Senses (detect lie, detect aura, danger sense)

  • Detect Lie: While the talent is active or immediately after a target speaks, the psion may use this talent to determine if what was said was true or deceptive (as far as the target knows). In a social combat, this talent will prevent your opponent from successfully using a deception maneuver. You may not know what the truth is, but you can tell if someone is lying.
  • Detect Aura: The psion can attempt to read the psychic aura a person emanates. This will manifest as an understanding of the target's feelings or intent, and can often sway wildly depending on a person's thoughts. It can give an indication as to what a person is thinking, planning on doing, or their reaction to stimuli. If used in conjunction with Mental Influence talents, it can increase the cause by one per level of Effect strength.
  • Danger Sense: The psion has developed an acute sense of when and how others mean to do him harm. While this talent is active, the psion may draw and additional card per level of Effect strength during the first round of an encounter. Additionally, add the Effect strength to the step of your action cards in an encounter to resolve ties (and if the step number is still equal to an opponent, the psion wins ties).

Clairvoyance


Danger Sense: The psion has developed an acute sense of when and how others mean to do him harm. While this talent is active, the psion may draw and additional card per level of Effect strength during the first round of an encounter. Additionally, add the Effect strength to the step of your action cards in an encounter to resolve ties (and if the step number is still equal to an opponent, the psion wins ties).

Locate Danger/Hazard: This basic talent allows the psion to detect likely dangers or hazards nearby by means of quantum precognition. The definition of what constitutes a danger or hazard may vary. Some generally accepted triggers are hostile lifeforms that intend the psion harm, mines, traps and structurally unsound scenery. This talent gets +1 to the R category for free. The range denotes the distance out to which this sensory ability operates. The A category for this talent can remain at 1, however when the R category is maxed out, the A category may be increased, which multiplies the detection range, doubling it at A/2, x5 at A/3 and x25 at A/4. The Targets category refers to the number of targets the psion can be simultaneously aware of; if there are more targets than the T value, he can "flip" between them (he can ignore hazards known to him or that he can detect with normal senses), which may be relevant in a combat situation. While this talent may give the psion a feeling of unease about some things, it does not reveal the nature of the hazard. It may indicate that an envelope is a hazard, but it may be because it contains a toxic powder or because if the psion reads the documents inside assassins will hunt him to keep him from spilling company secrets. The Effect category is used to determine how accurate the level of detection is:

Enhanced Vision: The psion can tap into the energies flowing between this universe and the tachyon universe to perceive it as never before. Each level of effect adds +2 to visual awareness checks. The range category allows the psion to focus his vision on something out to the range listed and examine it as though it were within arm's reach.

Enhanced Hearing: Effects as per Enhanced vision. Note that for a psion to hear something as though he were within arm's reach, he will need an unobstructed line of sight. This talent may also be used to detect sonic vibrations far above or below normal hearing ranges for one's race.

Extra-Sensory Perception (ESP): This describes a broad range of abilities wherein the psion can receive information about the world around them through means beyond normally understood senses. ESP is the enhancing talent for Clairvoyance. If a talent is able to have its "R" category enhanced, use the ESP talent to do so. Some examples of ESP might include the ability to detect lifeforms, Psi activity, auras, hidden objects, secret passages, personal belongings, the contents of hidden packages, the faces of playing cards the psion cannot see, etc. When the talent is activated, check for effect. If attempting to detect the presence or location of a target, every level in the E category gives a level of detail as described for Sense mind. For other forms of ESP (such as identifying cards or detecting the contents containers, the psion can make a Clairvoyance Focus skill check using Acuity at TN 9. For these types of checks, Each level in the E category adds +1 training dice to the skill roll. Activating the Enhanced Vision or Hearing talents may also aid in certain types of ESP checks.

Mind shield: Allows the psion to shield his mind from other psions. While the talent is active, the psion and all others affected by it defend against unwanted psionic talents as though they were psionic nulls.

Clairaudience: This talent allows the psion to pick up auditory information by extra-sensory means. At the Master's discretion, this may allow the Psion to listen in on any area the psion has visited (if it is within range), or perhaps just any area the psion is intimately familiar with. It may also be used to "jack into" and hear through the ears of others. If the other party is not a willing participant to lending their ears to the psion, they will make a mental conditioning check with the TN being the psion's highest activation roll. This talent can be used simultaneously with Enhanced hearing.

Remote viewing: This talent allows the psion to pick up visual information by extra-sensory means. At the Master's discretion, this may allow the Psion to peer into any area the psion has visited (if it is within range), or perhaps just any area the psion is intimately familiar with. It may also be used to "jack into" and see through the eyes of others. If the other party is not a willing participant to lending their sight to the psion, they will make a mental conditioning check with the TN being the psion's highest activation roll. This talent can be used simultaneously with Enhanced vision.

Navigation

  • Direction sense/tracking/pathfinding

Psychometry

Mental Projection

Retrocognition

Astral Projection



Telekinesis


  • TK attacks (melee, ranged, disorient, hold, slow, EMP, ARPO)
  • Pyro/Cryokinesis (temperature manipulation)
  • Physical/energy/radiation defenses
  • Levitation
  • Flight
  • Remote skill use
  • Remote speaking (audio "illusion" or voice/sound projection)
  • Identify/exploit material weaknesses
  • Detect motion
  • Power generation
  • Physics hax (such as simulating or nullifying gravity or atmospheric pressure)



Discipline


  • Boost traits/derived attributes
  • Increase combat initiative/number of actions
  • Healing (injuries, poison, crippling wounds, regeneration, revivification)
  • Mental attack (pain/injury)
  • Reduce biological requirements (food/water, sleep, breathing)
  • Temporary skill edges












Psionics--Deprecated