Psionics, V 1.0
Contents
Psionics
Psionics (sy-ON-iks), or Psi, 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. 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…
Latent Psionic Ability
During character creation, there are 5 categories 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, psion 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. 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 rolls against psi abilities, these characters begin rolling with an exceptional success. 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.
A telepath attempts to whisper a suggestion to Flint in order to get him to divulge a bit of information. Flint’s player rolls his mental conditioning of 2d8 to resist, getting a 2 and a 4, not the best results. Flint is a null, however, so each of his rolls read as though he had previously rolled an exceptional success (8), so they jump to 10 and 12. The telepath’s normally decent roll of 11 just doesn’t cut it this time. The outlaw sees through the telepath’s trickery and draws his force blade. “Not this time,” Flint hisses as he slices at the adept’s throat…
- 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. Latent psions can use experience gained to purchase psi abilities. If the Master chooses, latent psions may allocate skill 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 sacrificed enough fate chips or experience, 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 category 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 attribute 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.
The Psionic Adept
Adepts have the capacity to master all fields of psionic talent. Psions 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 mastering oneself so completely that, with mastery, they verge on becoming transcendent.
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 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, 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, and will still take backlash from contact with an attuned PK crystal (see below).
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.
For a character with latent psi ability to achieve his awakening, he must spend a number of bounty points (experience) or sacrifice a specified number of fate chips. When this requirement is met, 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 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. 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. Or 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, roll the character’s Essence trait (with all trainings, so a Hero with a 3d10 Essence trait would now roll 3d10). Make this roll as you would a damage roll; combine the dice and continue to roll exceptional successes, adding them to the total. 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 3d10 Essence not rolls as though he had 3d8 Essence. This also means that any further psi abilities that use his Essence dice 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 3d6). 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.)
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, 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. Prolonged physical contact with an attuned PK crystal will unleash a psychic backlash upon the holder equivalent to the telepathic talent of MindSlay. 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.
The Psionics Deck
Every player will draw from a communal action card deck, but players who choose to play a Hero with psionic abilities will need their own ability deck. The cards in the psionics ability deck will provide reference to any positive or negative modifiers the adept will face if they play that card to activate a talent. Many cards will also allow the adept to use a minor psionic ability to some effect in combat. Each psionic focus will have its own list of minor abilities, and the player may choose to attempt one of these abilities as his Hero’s action. For more on ability decks and how they are used with psionics, see chapter XX.
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 forces. This will exhaust a psionicist over time, but not cause any lasting physical harm. This 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. This doubling occurs before any CT modifiers from ability cards are applied.
When the CT cost is subtracted, the player makes an activation roll. This reflects the psion’s ability to focus his mind and channel the energies needed to use his talent. Each talent will have an activation number. Some talents will use the level skill Mastery to determine the dice pool. Others will use the Psi 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 dexterity is to marksmen). If the activation roll uses a trait other than Essence, it will be noted in the description.
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, your activation roll doubles as the attack roll. The target rolls a dice pool using his Mental Conditioning and Essence trait (If the target doesn’t have the mental conditioning skill, they can make an unskilled check). Psionic nulls add their trait value to their resistance rolls. If the target meets or exceeds the attack roll, the attack fails. For telekinetic attacks such as TK Blow or TK Bullet, determine whether the attack hits as you would a melee or ranged attack, respectively (again, with the activation roll also serving as the attack roll). Psionic nulls do not get any special defense against Telekinetic attacks; the psion’s powers are effecting inanimate objects, not the mind of the target. Some attacks will only work when in direct contact with an opponent, such as DeathTouch. If engaged in combat while attempting a touch attack, you may need to spend an action attempting to grapple the target, first.
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
When a psion enters combat time (when the Master asks the players to make initiative rolls), in addition to drawing action cards, the player needs to draw a hand of psi cards from his psionics ability deck. For every 2 levels of psionic focus the character has, he can draw 1 ability card. At any point in the combat, the psion can spend 1 CT to discard his current hand and redraw a new one. Also, if you use all your ability cards, to redraw a new hand will require you spend one CT. If you choose not to draw a new hand, you can discard one ability card currently in your hand to draw a new one at the beginning of the round. If you have no ability cards left you can draw a new card without discarding. Psions with more training will have a greater chance to have cards in their hand that have beneficial effects rather than negative ones, and will also be able to use this pool for a longer time before replenishing.
The ability cards may have bonuses or penalties associated with them that may increase or decrease the following traits of any talent: speed, delay, activation #, CT cost, attack roll or effect. In addition, the cards may allow for special maneuvers (similar to martial arts ability cards) that allow the psion to play the card to attempt the maneuver associated with the card.
To use a talent in combat, you must have an action card available to use the talent as your action on that step of the initiative. When a step comes up that you have an action card for, state your intent to use a psionic talent and play one of the ability cards from your pool. If the talent or ability card requires a delay, you can start placing counters on it until it activates, or if the speed of the talent is greater than 1, you can begin placing action cards on it (as you would when firing a weapon with speed >1).
Concentrating
Like aiming a weapon, an adept can concentrate to improve the attack number of a mental attack or telekinetic attack. It takes 3 phases of aiming to get a +1 bonus. The adept can concentrate for up to 6 phases to get +2.
Activation
When it is time for the talent to activate, pay the CT cost and draw an (action/ability) card/roll vs. the talent’s activation number. If the check is successful, the talent activates. The target makes whatever resistance checks may be allowed, and effects of the talent are resolved per the talent’s description.
If the player chooses, he may expend additional CT on a 1/1 basis to add +1 to the activation roll. Likewise, if the talent or psi card requires a delay, the psion can reduce the delay on a 1/1 basis by increasing the activation #.
Tara 7 is attempting a mental attack in combat to stun an enemy before he flees the scene. The only psi card she has left indicates a delay of 3. The talent has an activation roll of 7. She can’t risk the enemy getting away, so she rushes the attack, reducing the delay to 0. This adds +3 to the activation number, making it 10. She focuses her mental energies and expends 7 additional CT points to reduce the activation roll to 3. Tara 7 stretches her hand out and the cosmic energies swirl around her, whipping up her short blond hair as the power becomes manifest! She releases the psychic blast with a roll of 9. Her opponent only rolls a 4 for his defense, stumbles, falls and skids on his face to a stop.
Using additional CT in this manner can make talents less chancy to use, but will rapidly drain a psion’s CT and thus make them more prone to being incapacitated in combat. Sometimes, however, you have to give it everything you’ve got, and this allows players the chance to have their Heroes scrunch their brows and focus all they’ve got, a staple element of many sci-fi stories we have seen or read before.
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.
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 using psi talents should not be replenished until the current scene has ended, or the Master has declared a significant time has passed. If using talents that have a lengthy duration, the adept will not replenish CT until the talent’s effects end or he shuts it down. 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 people 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 spring that ambush, or got into a fight on the way to apprehend someone after interrogating a bunch of people in the bar, you should likely start the fight with your CT refreshed, 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 psion’s conscious thought, and if these trigger, the psionicist only pays the CT cost if the talent activates.
To aid his investigations, Xenas has decided to learn some skills in the Clairvoyant focus. For now, the only talent he knows is Sense Danger. This talent is “always on.” Whenever he is in a situation that the Master knows to be dangerous, he will make an activation check for Xenas. In this case, 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 his tail rather than being ambushed. And, since Xenas is a licensed Psi 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 not have told him anything 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? Since this is a game, the ultimate answer would be that we hope it is fun for you. We want players and masters to have the choice to include a touch of the fantastic and mystical to their cold, hard science if they so choose.
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 creates an internal consistency that ultimately is part of the story, but at its core, it is still the unknown, the supernatural. It is usually the domain in which the common man can never tread, not without a life of spiritual or arcane devotion.
In sci-fi, the supernatural is often dabbled with. 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, just to name a few. 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 purpose is served 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 to photograph 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 as romanticized in the sci-fi genre is far more magical and improbable 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, one might 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, 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).
Talent List
Telepathy
Telekinesis
Clairvoyance
Self-Awareness
Psionic talents are purchased with attribute points or are learned at the same XP cost as attributes. There are many different psionic talents, though, and they are grouped into four separate Foci. Each Focus must also be purchased like an attribute. Each level in a focus can be invested (called mastery) in, as well, and it may have several related talents. The greater the mastery of any level of a focus, the more talents become available, and/or the more attuned the psion becomes at using them.
Xenas 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 Telepathy. Since he is an 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 Detect Lies. Xenas’ 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 Probe. He 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 Sense. He 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 galaxy. Hopefully 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!
Each talent description will use the following format:
Talent Name* (“*” indicates that this talent is ineffective against psionic nulls)
CT cost: Activation cost/maintenance cost (if applicable)
Activation #:
Speed/Delay: X/X
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.
Description of talent. This will include the range of the talent, duration and maintenance cost (if applicable)
Telepathy
The people person
This psi focus allows the psion 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.
Level 1—Life Sense/1, Thought Projection/3, Locate/5
Life Sense*
CT cost: 1
Activation #: 5
Speed/Delay: 1/0
Dice Pool: 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. Each bump tells the psion another level of information. Detection range is Essence die type x 50m. Duration for each activation 5 minutes.
Thought Projection*
CT cost: 1
Activation #: 7
Speed/Delay: 1/0
Dice Pool: Focus-Presence
The adept can project empathic messages into another mind. He can send a one word “message” to the target. It may be open to some interpretation, but will generally be regarded favorably. Often, this talent is used to project a message of “honesty” or “openness” to the target, allowing them to feel like they can trust the psion or make them more willing to engage in conversation. Timing and contextual dialog may be helpful to get the best effects out of this talent. Each bump allows the projection of an additional word in the same message, which can cut down ambiguity and get more specific results. Alternately, this talent can be used to read a target’s general mood. Range is 20m.
Locate*
CT cost: 1
Activation #: 7
Speed/Delay: 1/0
Dice Pool: Focus
This talent is a refinement of Life Sense. It can be actively 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. Use of the talent in this fashion is accurate enough that the psion could direct reasonably accurate weapons fire at a located target! Locate acts passively as a kind of “sixth sense,” and will give warning of the presence of an unseen observer. If 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 meters. Range is Essence die type x 50m.
Level 2—Mind shield/1, Mental Attack: Stop/4
Mind Shield
CT cost: 2/1 (active);1 (passive)
Activation #: 5
Speed/Delay: 1/0
Dice Pool: 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 skill.
Mental Attack: Stop
CT cost: 1
Activation #: 5
Speed/Delay: 1/0
Dice Pool: Mastery
This mental attack allows the psion to interrupt the target's thought processes for a short time, almost like a limited form of amnesia or disorientation. If the target fails to resist, results depend on what the target is currently doing. If the target is in the middle of a multi-action procedure or waiting for a delay (such as firing a speed 2 weapon, aiming, or waiting for a psi ability with a delay to activate), the action is interrupted and stopped. If the target has not acted yet, they lose their highest action card. Each bump eliminates an additional action card. If the target has no action cards, he gains "amnesia counters" that must be removed by playing action cards in later rounds before he can act again. Range is 20m x Essence die type.
Level 3—Mind Touch/1, Telepathy/3, Aura (Presence)/5
Mind Touch*
CT cost: 1/1
Activation #: 5
Speed/Delay: 1/0
Dice Pool: Focus
This talent allows the psion 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 psion can freely converse with the target, and each party’s thoughts will be understood regardless of language differences. For one-way communication, the psion 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 the psion wants to hear, otherwise one might listen in while the target 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 psion wants answered will require one activation, and it will be answered truthfully. Each bump allows the psion to ask one more question or to ask a more complex question. (“Did you steal the package” is a simple question; “How did you break into the vault to steal the package” is a complex question.) Failure to activate may wake the subject (Target’s Acuity vs. TN 7). Range is touch. Duration is 1 minute per activation for two-way conversation.
Telepathy*
CT cost: 1/1
Activation #: 7 (5 if target has been contacted before and does not resist)
Speed/Delay: 1/0
Dice Pool: 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 contact. If the target has been contacted before and does not resist the telepath, the activation roll is 5. If the contact is not in sight, the adept must know their psychic “aura” by having made some form of telepathic contact with them previously. A 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.
Aura*
CT cost: 3/3
Activation #: 7
Speed/Delay: 1/0
Dice Pool: 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.
Level 4—Suggestion/1, Detect Lies/3, Illusion/5
Suggestion*
CT cost: 2
Activation #: 7
Speed/Delay: 2/0
Dice Pool: 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 threaten 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.
Detect Lies*
CT cost: 1
Activation #: 5
Speed/Delay: 0
Dice Pool: 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 statement. Before 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 truth. The 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 true. Range is close conversational range, approximately 2-3 meters, to allow the adept to clearly see all the visual cues the target is giving off. Because this talent is not completely psionic in nature, a psion can attempt to detect lies even if the person is not present (such as watching a recording) or if they are a psionic null at a -4 penalty. Likewise, if the psion cannot see the speaker but they are within range (such as if they are wearing a masked helmet or are on the other side of a door), an attempt can still be made at -4.
Illusion*
CT cost: 1
Activation #: 5
Speed/Delay: 2/0
Dice Pool: 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.
Level 5—Mental Attack: Stun/1, Coma/3, Mind probe/5
Mental Attack: Stun*
CT cost: 2
Activation #: 7
Speed/Delay: 1/0
Dice Pool: Mastery
This mental attack is aimed at a specific target, and has the same effect as a stun pistol beam, (see page XX) but it is unaffected by personal armor. Range is 20m x Essence die type.
Mental Attack: Coma*
CT cost: 5
Activation #: 9
Speed/Delay: 2/3
Dice Pool: 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, adrenaline or more exotic means) will add a +4 bonus to the Fortitude check to wake the target. Range is 20m x Essence die type.
Mental Attack: Mind Probe*
CT cost: 5
Activation #: 9
Speed/Delay: 2/0
Dice Pool: Mastery
This is a powerful mental attack that allows the psion to enter the mind of the victim and subject it to close scrutiny. If the target fails to resist, the psion can ask one very pointed question which the victim’s mind must answer truthfully. If the psion so chooses, he can ask additional questions for 2 CT each, but the victim is given a chance to resist each question after the first (Target Essence/Mental Conditioning vs. Psion’s Psi Focus: Telepathy). If the target resists, the mind probe ends. The psion may ask as many questions as his Psi Focus: Telepathy level. The target will be aware of the questions he is being asked and what answers he is giving. It is normally not possible to Mind Probe someone in the middle of combat. Range is 20m x Essence die type. Duration is one round; maintenance is 2 CT per round.
Level 6—Delusion/1, Dominate/3, Great Command/5
Delusion*
CT cost: 5
Activation #: 9
Speed/Delay: 2/0
Dice Pool: 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 to 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. As with the Aura talent, Delusion can be reinforced on an individual repeatedly. If it takes hold, the mantra that the psion implants will be held by the target as a nearly unshakeable truth. Range is 20m x Essence die type. Duration is 1 day.
Dominate*
CT cost: 5
Activation #: 7
Speed/Delay: 2/3 (Dominate) 1/3 (Issue commands)
Dice Pool: Mastery-Presence
This mental attack allows the psion to dominate the will of the subject, basically turning the target into his puppet. Each bump to the activation roll allows an additional target to be dominated. The target must be sentient; animals or members of hive minds cannot be influenced. If the attack is successful, the victim will carry out any verbal instructions given by the psion (or telepathic commands if the psion has established a telepathic connection). However, orders to commit blatantly suicidal acts (“Jump off this building”) 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 psion in the future. This does not preclude compulsions toward normally “heroic” orders where the victim might stand a reasonable chance of survival (“Run to that cover over there to draw fire!”). A psion 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. Issuing commands in combat takes an action with a delay of 3; the target will obey on his next available action. Every time a victim suffers a wound, they may make a resistance check to snap out of their fugue state. If they are knocked out, the link is broken and the domination ends. 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 one scene.
Great Command*
CT cost: 5
Activation #: 11
Speed/Delay: 2/0 (activation) 1/0 (Defiant Gaze)
Dice Pool: 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. Also, NPCs must make an Essence check at TN 5 just to actively oppose the psion each action. Once the Great Command talent is active, the psion can (as a speed 1 action) send such a menacing look at any NPC who crosses him that they must make an instant fear check at TN 11, with subsequent essence checks at 7 if the NPC attempts to further oppose him (line-of-sight is necessary for the Defiant Gaze). If the psion is of good character, his aura takes the form of respect and admiration by his followers. If the psion 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; the psion 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.
Level 7—Mental Attack: PainBlast/1, DeathBolt/3, MindSlay/5
Mental Attack: PainBlast*
CT cost: 3
Activation #: 7
Speed/Delay: 1/0
Dice Pool: 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 mere threat of another treatment will cause 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 psion. Each application of PainBlast causes 3d8 CT damage which bypasses armor, but causes no wounds. Each bump to the activation roll will cause an additional d8 damage. Repeated use of this talent is often regarded as outright torture. Range is 20m x Essence die type.
Mental Attack: DeathBolt*
CT cost: 5
Activation #: 7
Speed/Delay: 2/0
Dice Pool: Mastery
A devastating mental attack that causes 4d10 damage and bypasses armor. Any wounds are applied singly to random locations due to extreme seizure-like activity that can be so powerful as to tear muscles and break bones. Range is 20m x Essence die type.
Mental Attack: MindSlay*
CT cost: 7
Activation #: 9
Speed/Delay: 2/0
Dice Pool: Mastery
MindSlay acts like a DeathBolt attack that then leaps out to effect all other sentient minds within 5 meters of the target. Each bump to the activation roll increases the AoE by 5m. The attack causes 4d10 damage and bypasses armor. If only the target is within range of the AoE, the energy of the mental attack is focused, causing 5d12 damage. 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.
Level 8—Elemental Force
Elemental Force*
CT cost: 10
Activation #: 3
Speed/Delay: 3/0
Dice Pool: Mastery
—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.
Telekinesis
The action-oriented Adept
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. One advantage that Telekinetic adepts enjoy is that since most of their focus revolves around manipulating matter rather than the minds of others, psionic nulls generally enjoy no added protection against them.
Level 1—Mass Movement/1, Levitate/3, Flight/5
Mass Movement
CT cost: 1
Activation #: 12
Speed/Delay: 1/0
Dice Pool: Mastery
This is the basic talent of the Telekinetic adept. It allows him to move a singular object with the power of his mind. Each level in Psi Focus: Telekinesis allows a maximum of 100 kg to be moved. This is then multiplied by the Mastery level (A psion with 5 points in Psi Focus: Telekinesis and 3 levels of Level 1 Mastery would be able to move up to 500 x 3 = 1500 kg). The actual mass being moved will affect the CT cost and activation number; if you are attempting to move half the mass, the activation number will be halved (to 6), round fractions up. Moving small objects will generally be trivial, but it will still cost CT to move them. If you are attempting to move the full load allowed by your Telekinesis level, the only way (besides ability card modifiers) to lower the activation number is to increase CT spent to improve the activation roll. Once the object is aloft, 1 CT/round will allow you to keep moving it. Without a PK crystal, the max speed of objects is 1m/round. With a PK crystal, objects can be moved as many meters per round as the adept’s Essence die type. Each bump allows the psion to move the object an additional number of meters equal to his Essence die type. Mass Movement does not work on sentient beings or their belongings; the presence of the target’s mind interferes with the psion’s telekinetic hold (so no lifting enemies into the air and dropping them to instantly kill them!)
Levitate
CT cost: 1/1
Activation #: 7
Speed/Delay: 0
Dice Pool: Focus
Levitation allows the psion to turn the mass movement talent on himself. It allows for upward or downward motion against the acceleration of the local gravity well. As such, levitation is useless in zero G environments. Lateral movement is not possible with this talent, but pushing off objects such as a wall is possible. Use the zero G skill to determine lateral movement while levitating. Speed of movement is essence die type in meters per round (1m per round without a PK crystal), with each bump yielding extra results as described for Mass Movement. Duration is 1 round. If the psion has learned the more advanced talent of Flight, levitation becomes much easier and more efficient, and the duration is one minute.
Flight
CT cost: 1 (jump)/2 (sustainted)
Activation #: 5/7
Speed/Delay: 0
Dice Pool: Focus
This talent allows the psion to apply mass movement to himself horizontally and laterally, allowing for “true” flight as though he was wearing a contragrav harness. Movement speed is 24 (12 for a half-move). A flight-assisted jump lasts one round and is considered a movement action (you can activate Flight to take a half-move of 12m and still act on that step). Sustained flight lasts for one minute per activation and flight speed is about 160 km/h (100 mph). Wide-open spaces are more conducive to telekinetic flight; if trying to fly in cramped conditions, use the psion’s Personal Flight Systems: CG Harness skill to avoid hazards. Each bump to the activation roll doubles the max distance for a jump or the speed of flight for one minute.
Level 2—Manipulation/1, SoftSpeak/3, Disorient/5
Manipulation
CT cost: 1
Activation #: 5
Speed/Delay: 1/0
Dice Pool: Focus-Dexterity
The psion can use his powers of telekinesis to act as his own hands at range, allowing him to do such things as flip switches, knobs, levers or type at an old-fashioned keyboard; any small task that the psion could complete with his fingers. He must be able to see what he is manipulating, either by direct vision, binoculars, video feed or even some other psionic means. Each activation of this talent allows for one task (flip a switch, unlock a deadbolt, type a short command into a terminal and hit “enter”). Range is 50m x Essence die type.
SoftSpeak
CT cost: 1
Activation #: 5
Speed/Delay: 1
Dice Pool: Focus
This talent allows the psion to vibrate the air or materials around him in a very precise manner to produce sound waves. These can be used for the simple purpose of making a distraction, or it can be fine-tuned and focused to produce “whispers” in another person’s ear. Softspeak does require some concentration, so the psion cannot perform other combat actions while using this talent. If talking to one person, others will not normally be able to hear it (anyone nearby with advanced hearing can make an Acuity check). The sounds produced by Softspeak are not very loud (conversational volumes at most), so if the psion wishes to speak to more than one target at the same time, they will need to be relatively close (around 10m or so). Range is 50m x Essence die type. Duration is one minute.
Disorient
CT cost: 1
Activation #: 5
Speed/Delay: 1/0
Dice Pool: Mastery
This attack allows the psion to interrupt the target's actions for a short time by disrupting cochlear input. On a successful attack roll, the target makes an Acuity check to resist. If the target fails to resist, results depend on what the target is currently doing. If the target is in the middle of a multi-action procedure or waiting for a delay (such as firing a speed 2 weapon, aiming, or waiting for a psi ability with a delay to activate), the action is interrupted and stopped. If the target has not acted yet, they lose their highest action card. Each bump eliminates an additional action card. If the target has no action cards, he gains "disorientation counters" that must be removed by playing action cards in later rounds before he can act again. Range is 20m x Essence die type.
Level 3—TK Blow/1, Stress/3, TK Bullet/5
TK Blow
CT cost: 1
Activation #: 5
Speed/Delay: 1/0
Dice Pool: Mastery
This talent allows the psion to propel a small object (1kg-10kg mass) with enough speed and force to hit a target with the force of a club for 1d6 + Essence damage. Since the objects deliver damage largely on their mass rather than speed (like a bullet), a TK Blow can be blocked or deflected like a normal melee attack, but subtract 1 from the defender’s defense skill (to a minimum of 0) to determine the attack TN; blocking a random object flying at you is a bit more difficult than blocking a regular strike. Each bump increases the telekinetic portion of the damage by 1d6. Range is 1m x Essence die type.
Stress
CT cost: 2
Activation #: 5
Speed/Delay: 1/0
Dice Pool: Focus-Acuity
The psion learns to perceive weaknesses in inanimate objects, or set up weaknesses by placing objects under telekinetic pressure. This talent can be used to break bonds (flex-cuffs, ropes, handcuffs), improve demolition tasks or even help penetrate personal armor. Successful use of this talent will allow the psion to break normal bindings on himself or others with his bare hands (hardened or exotic bindings like manacles or tanglewebs will require an activation # of 9 to break). If used in demolitions, the psion can (or can aid another) reduce the TN for a demolitions check by 2. Each bump reduces the TN by another 2, to a minimum of 3. When targeting the stress points in armor, the psion’s next 2 attacks with a meele or ranged projectile attack will act as one die type higher when it comes to reducing damage. Each bump increases the die type once more (1 bump would increase a rifle from d8 damage to d12 damage; heavy armor with a rating of 3 which would normally see a rifle round bounce off of would still be penetrated by d6 damage). Range is 5m x essence die type.
TK Bullet
CT cost: 1
Activation #: 7
Speed/Delay: 1/0
Dice Pool: Mastery
This talent allows the psion to propel an object with the mass of a pebble or coin at such speed that it can strike with the force of a large-caliber magnum handgun round for 3d6 damage. Each bump increases the damage by 1d6. Armor will mitigate this attack. While this attack will not have the same report as a gunshot, it is by no means silent. The object launched will reach supersonic speeds, and as such there will be a small sonic “boom” akin to the cracking of a whip. Range increments are equal to the psion’s Essence die type.
Level 4—TK Screen/1, PulseField /3, Mind Shield/5
TK Screen
CT cost: 2/1
Activation #: 5
Speed/Delay: 1/0
Dice Pool: Focus
This talent allows the psion to project an invisible shell all around his body. The TK Screen acts as level 1 armor, and stops all physical attacks (unarmed, melee, projectile & most explosives). Each bump to the activation roll will increase the level of protection by 1. It will not stop energy attacks or flame attacks. It will add to the protection of any worn armor (using a TK Screen while wearing level 2 armor will stop attacks up to d8). Every time the TK Screen is hit by any attack, it drains 1 CT from the psion. Duration is one minute.
Pulse Field
CT cost: 5+/1
Activation #: 9
Speed/Delay: 2/0
Dice Pool: Focus
With the Pulse Field talent, the Telekinetic begins to harness the pure energy of the material universe. This talent allows the psion to project a shell around him that strips the energy from electronic circuitry and acts like an EMP field. The PulseField will also repel the most harmful charged particles from nuclear radiation, creating a temporary “clean zone” around the psion. When activated, this talent depletes 4 CT, plus 1 CT per 10 meters of effect radius. Each bump to the activation roll allows the Psion to add 10m to the effect radius if he chooses. All unshielded electronic devices within the effect area suffer simple breakdowns (TN 3 to restart/reboot) with no permanent damage caused in most cases. Duration is 1 minute. Maintenance is 1 CT/minute.
Mind Shield
CT cost: 2/1 (active);1 (passive)
Activation #: 5
Speed/Delay: 1/0
Dice Pool: 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, every 2 levels act as one level of the mental conditioning skill.
Level 5—Motion Scan/1, Pyrokinesis/3, Cryokinesis/5
Motion Scan
CT cost: 1
Activation #: 7
Speed/Delay: 1/0
Dice Pool: Focus-Acuity
The psion can detect the presence of living beings or moving objects through their disturbances to the environment. He is able to pick up on heat sources, vibrations (sound) and air displacement (movement) as part of the psion’s growing, innate understanding of the matter around him. In most respects this talent functions similarly to the Telepath’s talent of Life Sense, but Motion Scan will also reveal the location of psionic nulls as well as active robots and vehicles. As such, it may be possible for a telekinetic psion to pick up “false positives,” but with one bump (or two or more uses of this talent), enough information can be gathered to eliminate these anomalies. Successive uses of this talent can be used to determine (1) the number of contacts, (2) a contact’s nature (living being, animal, robot, vehicle) and (3) the general direction and range. Each bump tells the psion another level of information. Detection range is Essence die type x 50m. Duration for each activation is 5 minutes.
Pyrokinesis
CT cost: Varies (see description)
Activation #: 5
Speed/Delay: 1/3
Dice Pool: Mastery
This talent allows the psion to rapidly vibrate matter at the molecular level to produce heat, even to the point of igniting materials and melting metal. If used as an attack, the CT cost is 2, with damage and effects of a flamer pistol. While the attack is charging (delay of 3), it will be visible to others as the air around the psion’s hands begins to glow and ignite. If used to cut or melt metals, this talent allows the psion to use his fingers like a cutting torch or welder for 1 CT/minute of use. This talent can be used to start fires at touch for 1 CT, and in cold conditions can be used to warm the psion to a comfortable temperature for 1 CT with a duration in minutes of the psion’s essence die type plus the level of Psi Focus: Telekinesis.
Cryokinesis
CT cost: Varies (see description)
Activation #: 7
Speed/Delay: 1/3
Dice Pool: Mastery
Like Pyrokinesis, this allows the psion to move matter at a molecular level, but to slow matter down and in effect, lower its temperature. He can lower the temperature of a mass equal to that which he could move with the Mass Movement talent to nearly absolute zero. Each increment of 100 degrees C costs 1 CT. This talent can be used to induce cryostasis on mortally wounded or recently deceased persons for later attempts to revive them. This costs 5 CT/24 hours. For 2 CT the psion can attempt to quick-freeze an opponent. The target must check his Fortitude trait against the attack roll. Failure means they are temporarily incapacitated as though failing a stun check. In hot conditions, the psion can also cool his own body to survive extremely temperatures, such as walking through a burning building or shrugging off a flamer attack. This costs 5 CT and the duration is the psion’s Essence die type in minutes. All Cryokinesis talents are touch range only.
Level 6—Liquefaction/1, TK Burst/3, TK Grenade/5
Liquefaction
CT cost: 4
Activation #: 7
Speed/Delay: 2/0
Dice Pool: Focus
This talent allows the psion to subject normally solid ground (dirt, sand) to the kind of forces one might see during an earthquake, where the soil disassociates and “liquefies” even in the absence of water. On successful activation, the psion can turn roughly a 10m x 10m patch of earth into a swampy pit about one meter deep. Personnel caught in the muck will need to make a TN 5 strength check each round they attempt to move, otherwise they are immobile for that round. The driver of a vehicle will need to make a TN 7 driving roll to avoid the vehicle being bogged down. People on foot will only be able to move at crawling speeds, and vehicles will only be able to move at approximately 10% of their speed. The area affected doesn’t need to be a perfect square, but should be a regular shape (a circle that covers 100 square meters, a column 2 meters wide and 50 meters long, or a 5 meter by 20 meter rectangle are acceptable examples). Metal, concrete and rock are not affected by this talent. Personnel will suffer 1d4 CT each round they attempt to move through the morass to reflect the strain and fatigue of the endeavor. Range is 20m x Essence die type. Duration is the psion’s essence die type in minutes.
TK Burst
CT cost: 5
Activation #: 5
Speed/Delay: 2/0
Dice Pool: Mastery
This potent attack allows the psion to take a small handful of objects (coins, pebbles, nuts and bolts, etc.) and propel them like a TK Bullet either all at once like a shotgun blast, or one after the other like the stream of fire from an automatic weapon. As a shotgun blast, the attack does 2d8 + 3d8 damage, with range increments of 5m and each bump adding 1d8 to the base damage. As an automatic, the attack can be spread over multiple targets (see the Combat & Adventuring chapter, page XX). It does 2d8 per shot with a burst fire rate of up to 10 and range increment of 10 with each bump increasing the number of hits on target by 1 (up to the maximum number launched at any particular target). Both attacks have the suppression effect. If there is nothing suitable in the surrounding area to use for this attack, it cannot be attempted. Some psions may carry a pouch of coins, ball bearings or even pea gravel for this very reason.
TK Grenade
CT cost: 5
Activation #: 7
Speed/Delay: 2/3
Dice Pool: Mastery
This talent allows the psion to cause a small object (about 1kg) to detonate, filling the air around it with shrapnel like a grenade and causing 3d12 damage with AoE increments of 5m (every 5m from the blast, the damage is reduced by one die). The target object cannot be in contact with a living being; their psychic emanations will interfere with the energy buildup in the object. Each bump to the activation roll increases the damage by 1d12. This attack produces no fire or flame, but when the psion targets an object, there is a delay of 3. During this time, the object will begin to vibrate and hum as it nears detonation, which may give those nearby a chance to run or take cover. The psion must be able to see the target object, either visually or through some other mundane or psionic means. Range is 20m x Essence die type.
Level 7—Energy Screen/1, Battle Screen/4
Energy Screen
CT cost: 6/2
Activation #: 7
Speed/Delay: 1/0
Dice Pool: Focus
This talent allows the psion to project an invisible shell all around his body. The Energy Screen acts as level 2 armor, and stops all energy attacks (lasers, blasters, fusion, stunners, disruptors and powered melee weapons such as force blades, laser swords and light swords). Each bump to the activation roll will increase the level of protection by 1. It will not stop projectile attacks or most explosions. It will add to the protection of any worn armor (using an Energy Screen while wearing level 1 armor will stop attacks up to d8), but cannot be used while a TK field is in effect. Every time the Energy Screen is hit by an attack that does d6 damage or greater, it drains 2 CT from the psion. Duration is one minute.
Battle Screen
CT cost: 10/3
Activation #: 9
Speed/Delay: 1/0
Dice Pool: Focus
This talent allows the psion to project an invisible shell all around his body. The Battle Screen acts as level 3 armor, and stops all energy (lasers, blasters, fusion, stunners, disruptors and powered melee weapons such as force blades, laser swords and light swords), projectiles and explosions. Each bump to the activation roll will increase the level of protection by 1. Like standard battle screens, this talent will not affect unpowered melee weapons and unarmed attacks; those weapons do not have the speed or energy to trigger this talent’s minimum activation threshold. It will add to the protection of any worn armor (using the Battle Screen talent while wearing level 2 armor will stop attacks up to d20!), but cannot be used while a TK field or Energy Screen is in effect. Every time the Battle Screen is struck by an attack that does d8 damage or greater, it drains 3 CT from the psion. Duration is one minute.
Level 8—Power/1, Maneuver Drive/4
Power
CT cost: Varies
Activation #: 7
Speed/Delay: 1/0
Dice Pool: Focus
With this talent the psion learns to pull into our universe the vast power of the Tachyon universe hidden on the other side of his PK crystal. He can channel this power for many purposes. If a weapon runs on energy cells, he can replenish his weapon (1 CT). If a vehicle has an electric transmission system, he can power it (3 CT/hour). If the local planetary power grid is down, he could supply power to a house or building (5 CT/hour). He can even supply enough energy to power some systems such as weapons, screens, life support or tractor beams on smaller starships (<15,000t) in the event of power systems damage (10 CT/hour).
Maneuver Drive
CT cost: 10
Activation #: 11
Speed/Delay: 3/0
Dice Pool: Focus
With total concentration, the psion can channel power directly to the maneuver drives and increase output by up to 25% for one hour. At the end of each hour, check for breakdown. The psion cannot attend to or engage in any other shipboard activities during this time, else he loses his concentration, the drives drop down to normal operating levels, and a breakdown check must be made. Some legendary vessels such as celebrated warships, notorious smugglers or nimble blockade runners have often been rumored to have a telekinetic adept aboard to earn them a footnote in the annals of naval history.
Clairvoyance
The Bloodhound
The clairvoyant Adept channels his mind to both hone his senses and 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. For a clairvoyant adept, the Acuity trait is every bit as important as their Essence trait. The Clairvoyant’s pool of talents is somewhat limited, but some of them can be extremely versatile and useful in the right situations.
Level 1—Sense Danger/1, Detect PSI/4
Sense Danger*
CT cost: 1 (passive)
Activation #: 7
Speed/Delay: 0 (passive)
Dice Pool: Focus-Acuity
This talent acts as a kind of “sixth sense” for the psion, and will trigger appropriate physiological responses one might experience prior to a fight-or-flight response. When the psion is in the presence of a hidden hazard (such as a trap or a structure that might collapse), or a living being or creature that might turn hostile, the Master should make an activation check for the Hero. The psion can detect dangers not only to himself, but others around him within speaking distance (about 10m). If this activation check succeeds, the Master should give some kind of a hint to the player. This talent doesn’t relay information such as the nature of the danger or visions, just a gut feeling in the psion that becomes stronger with proximity to the hazard. Even if the hazard triggers shortly after the psion detects it, he gets +4 to his surprise roll. Range is the psion’s Acuity trait value x Psi Focus: Clairvoyance level in meters, so with this talent a psion would not likely be able to detect a distant sniper, for example. Also, while this ability allows the clairvoyant to detect hazards from the environment and inanimate objects, if the source of the danger is a psionic null, the psion will get no warning. If the psion is armed with a laser sword or light sword, this talent allows the psion to predict the path of incoming fire quickly enough to allow them a chance to deflect it. If the weapon is readied and a shot is going to hit the psion, he can choose to try to deflect it. Each attempt costs 1 CT, with a TN of 7 or the shooter’s attack roll (whichever is greater). If used to deflect a burst, the psion pays 1 CT for each shot they attempt to intercept and TN is increased by one for every additional shot, which means that the psion may only intercept some of the shots.
Tara Seven detected the corpsec ambush and draws the light sword she recently found when the crew discovered an ancient ForeRunner site. A rooftop sniper takes a shot at her and barely hits, rolling a 5. Tara’s player decides to try and intercept the attack, and rolls a 7. The energy blade sweeps quickly, causing a spray of copper sparks to lick the air as the bullet is intercepted. Another attacker leans out of a doorway on the ground floor and sprays her with a burst from a laser rifle. This attacker gets a bit luckier, rolling an 8, and his action card shows three hits! Tara’s player spends three CT to try and intercept all of the shots. With an attack of 8 and two additional shots, the TN to deflect them all is 10! Tara rolls well, but not well enough. With a 9, two of the shots are deflected, but one manages to get by, searing her flesh. She only hopes that Mac and Kovnachuk nearby can hear her scream of pain and come to her aid soon; she doesn’t know how long she’ll be able to hold off this barrage…
Detect Psi
CT cost: 1 passive/active
Activation #: 5
Speed/Delay: 0 (passive) 1/0 (active)
Dice Pool: Focus
When beings use psi abilities, they are tapping into specific energies that do not normally exist in our universe. As such, properly trained psions can readily detect the presence of these anomalies, even at great range. Detect Psi works much like Sense Danger above, but it is triggered when another being uses active or passive psi abilities within the detection range of the psion. If the clairvoyant detects psi activity, he can activate this talent to try and obtain a clearer idea of the source. As above, one success gives bearing, and two will give a distance, and a third success will reveal a source or location. Range is 100m x Essence trait value x Psi Focus: Clairvoyance level. The detection range is fairly broad for this talent; if the psion is in a situation or location where psi abilities are more common, he can “tune out” his Detect Psi talent to simple line of sight range.
Level 2— Locate Danger/1, True Sight/3, Life Sense/5
Locate Danger*
CT cost: 1 / 2 (general/specific)
Activation #: 7
Speed/Delay: 2/0
Dice Pool: Focus-Acuity
The psion can actively use this talent to try and locate a hazard. If alerted to a hazard with the Sense Danger talent, the psion can use this ability to determine a specific source. Without the passive early warning provided by Sense Danger, this ability is far less useful unless the psion chooses to check every scene and individual constantly (which would drain his CT quickly). When alerted to the presence of a hazard, the psion can use this talent to determine bearing and a rough range. One successful check will reveal a bearing, two checks (or one and a bump) will give a general range. These checks cost 1 CT and have a range equal to the psion’s Acuity trait value x Psi Focus: Clairvoyant level. A final check costs 2 CT with a range equal to the psion’s Acuity trait value in meters. This third check will reveal a more precise source (a tripwire, landmine, carnivorous plant or an assassin’s hidden weapon, for example).
True Sight*
CT cost: 2
Activation #: 7
Speed/Delay: 0 (passive), 1/0 (active)
Dice Pool: Focus-Acuity
This talent is used to see through that which would cloud the eyes or mind of the psion. Passively, the talent can be used to help the psion see through telepathic illusions. As such, he is not affected by the following talents: Aura, Suggestion, Illusion, Delusion and Great Command. Along with these unnatural talents, the psion is less likely to be fooled by mundane visual deception such as disguises. If the psion observes a being who is disguised or attempting to hide their appearance, the Master should make an activation check for the Hero’s True Sight. If the check is successful, the Master should give the player some kind of a hint that the target is truly how they appear to be. The psion may not be able to see through the disguise, but he can detect the deception and investigate further if he chooses. Range of this passive ability is speaking range (roughly 10m). Additionally, True Sight allows the psion to see where he otherwise would not be able to. On a successful activation of this talent, he can see with his eyes closed or blindfolded, in the dark, through smoke or fog or underwater. His clarity will be far from perfect (the effect might be like looking at his surroundings lit by a full moon), but he will have enough vision to move without fear of tripping or running into things, and to carry out combat actions with no penalty. The duration of active talent is one scene.
Life Sense*
CT cost: 1
Activation #: 5
Speed/Delay: 1/0
Dice Pool: 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. Each bump tells the psion another level of information. Detection range is Essence trait value x 50m. Duration for each activation 5 minutes.
Level 3—Detect Aura/1, Detect Lies/3, Mind Shield/5
Detect Aura*
CT cost: 1
Activation #: 7 (cold reading) / 5 (conversational)
Speed/Delay: 2/0
Dice Pool: Focus-Acuity
With this talent, the psion can attempt to read the psychic aura a person emanates. The talent can be attempted “cold,” which means that the psion tries to read the target without interacting with them. This is more difficult than verbally engaging the person to get a feel for them first, even if it is just for a few moments. With a successful activation, the Master should give the psion a brief descriptor to hint at the target’s mood or intent, such as “Silas Stargrave is angry at you.” With each bump, the Master can give a more detailed impression to help flesh out how the target truly feels. For example, a success with two bumps might reveal to our Hero, “Silas Stargrave is angry because the evidence leading BRINT to accuse him of treason was planted…and he was told you were the one that did it.” The effective range for this application is speaking distance (about 10m). The psion can also use Detect Aura to pick certain emotional qualities or thoughts out of a crowd of people. If a clairvoyant chases a robber into a crowd, he might try to pick out “fear.” If the Master agrees that the robber is afraid of being captured, his location might be revealed to the psion. The range for this application is 5m times the psion’s Essence trait value. The psion will know if his talent failed to activate; as such, he can trust that his readings won’t mislead him.
Detect Lies
CT cost: 1
Activation #: 5
Speed/Delay: 0
Dice Pool: Focus-Acuity
With a successful activation, the psion 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 statement. Before asking a question or immediately after getting an answer or hearing a statement, the psion can activate this talent to determine if the target is speaking the truth. The psion 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 true. Range is close conversational range, approximately 2-3 meters, to allow the adept to clearly see all the visual cues the target is giving off. Because this talent is not completely psionic in nature, a psion can attempt to detect lies even if the person is not present (such as watching a recording or a video feed) or if they are a psionic null at a -4 penalty. Likewise, if the psion cannot see the speaker but they are within range (such as if they are wearing a masked helmet or are on the other side of a door), an attempt can still be made at -4 (unless unseen target is also a psionic null, in which case reading them will be impossible).
Mind Shield
CT cost: 2/1 (active);1 (passive)
Activation #: 5
Speed/Delay: 1/0
Dice Pool: 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 skill.
Level 4—Clairaudience/1, FarSee/3, Locate/5
Clairaudience*
CT cost: 2/1
Activation #: 5
Speed/Delay: 0
Dice Pool: Focus-Acuity
The psion is able to overhear words spoken at great distances as though he were standing next to the speaker. This ability only affects one target; it is not like having a listening device that picks up all audio in the area. If the psion wishes to hear more than one side of a conversation, he will need to activate it another time for each additional target. The range is the psion’s Essence plus Acuity trait values times 50m. The psion must be able to see the target(s), either with his eyes, through technological means (advanced optics or a video feed), or through the use of other psi abilities. Duration is one minute, maintenance is 1 CT/additional minute.
Remote Viewing
CT cost: 2/1
Activation #: 7/5
Speed/Delay: 0
Dice Pool: Focus-Acuity
This talent allows the psion to project his focus of visual perception great distances from himself. It can be used to get a mental “snapshot” of a distant location (CT cost 2, TN 7) or to allow the psion to see in real-time as though he were looking through binoculars or a telescope (CT cost 1, TN 5). The snapshot method will give the psion a rough, 360-degree mental image of the target area. Each bump to the activation roll will reveal more details. The psion does not have to have line of sight to get this mental image, but he does need to know that the area he intends to observe exists, and where it is located. One could use this ability to see past a door into the room beyond, or observe what is going on in a starship several decks above or below. Failure of the activation roll may simply mean that the psion is looking at the wrong area. This talent can be used in conjunction with other psi abilities that require the psion be able to “see” the target. The real-time version of this talent will allow the psion to see clearly 100m x Essence trait value x Acuity trait value. Duration is 1 minute.
Locate*
CT cost: 1
Activation #: 7
Speed/Delay: 1/0
Dice Pool: Focus
This talent is a refinement of Life Sense. It can be actively 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. Use of the talent in this fashion is accurate enough that the psion could direct reasonably accurate weapons fire at a located target! Locate acts passively as a kind of “sixth sense,” and will give warning of the presence of an unseen observer. If 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 meters. Range is Essence die type x 50m.
Level 5—PathFind/1, Psychometry/4
Direction Sense
CT cost: 1/5
Activation #: 5/9
Speed/Delay: 0
Dice Pool: Focus-Acuity
A psion can use this talent to either get a sense of where he is in relation to a location he is familiar or to find a path out of a location in which he has become lost. The first application has a cost of 1 CT and a TN of 5. It will give the psion a range and bearing to a nearby location with which he is familiar. The second application will give the psion insight as to a path from his current location to a nearby familiar location. If the way ahead is dangerous, his direction sense may lead him on a safer path, even if it is longer. If there is no “safe” way out of the position he finds himself, the psion may have an uneasy feeling about the path ahead. The pathfinding ability has a cost of 5 CT and a TN of 9, with a duration of 5 minutes x Essence trait value.
Psychometry*
CT cost: 2/3/5
Activation #: 5/7/9
Speed/Delay: 2/0
Dice Pool: Mastery-Acuity
Psychometry is the ability to divine details from material objects based on the lingering psychic energies that may have stained them. The simplest information to pick up from an object is who was carrying it (2 CT, TN 5). If the psion is familiar with the person, they will know based on a single successful check. If another being has handled the object, the Master may inform the player and require further readings (or bumps on the initial activation check) to discern further details. Based on the decay of the psychic energy within the object, it may be possible to determine how long ago since they last had contact (3 CT, TN7). A single success will reveal whether the impression is strong or weak; a second will reveal if the impression is fresh or fading. A third will reveal a more accurate time frame since the last contact between the primary owner and/or more recent handlers. A perceptive psion may also be able to pick up how or why an object was used, the intent that was imbued by the person who carried it. (5 CT, TN 9). A single successful check may reveal some basic hints. One or more bumps to the activation roll will reveal more detailed impressions. The energies imbued in an object can vary and sometimes be misleading; it may require several examinations to come to the truth. A clairvoyant can make one reading on an object every scene; if time is of the essence, the clairvoyant may need to channel deep energies (i.e., expend additional CT to boost his activation roll) to conduct an accurate reading. Frequency of contact will carry a great deal of information that lasts; a person that carries a lucky charm will lend a strong impression on that object that will last for a long while after it leaves his possession. Time away from the person who touched it will weaken the impression, especially if the contact is brief or infrequent. Lastly, the strength of emotion tied to an object will alter the reading; a person wearing a blue tie because they like the color blue will collect less of a psychic energy than a hand-made ring that was left to a man by his deceased brother. A knife used to murder a person in a fit of rage will have more of a psychic stain than a knife that is simply a tool or part of a collection. If the person or people interacting with the object are unknown to the psion, increase the TN by 2. If the person is not just known to the psion but very close (a good friend, a love interest or family), decrease the TN by 2. Information gathered by the psion through the Psychometry talent may be in the form of mental images, words spoken in the presence of the object, or visions of actions carried out with the object. Psionic Nulls leave little to no impression on an object, and a clairvoyant will not be able to picture them if one carried or handled the object. Contrarily, a psi-weak being will leave a more recognizable psychic stain on an object; if they carried or handled the object, add 2 to the psion’s activation roll.
Reading the pistol left behind at a checkpoint by the intruders who destroyed a military hospital as a diversion will not reveal to Xenas that it belonged to Braxton Gerrish, but the BRINT psi-op knows who the mutinous Naval officer is and recognizes the images conjured in his mind by handling the weapon. These kinds of high-explosive antics are his exact M.O. Xenas clutches the blaster in his hand. “You’re slipping, Captain,” he whispers to himself. “Or getting cocky. The noose is tightening. I’ll see you hang, yet.”
Level 6—Mental Projection
Mental Projection
CT cost: 5
Activation #: 5/7
Speed/Delay: 0
Dice Pool: Mastery
This talent grants the psion the ability to project his mental awareness outside of his body, permeating the immediate vicinity around him. As such, the psion is granted perception without the aid of normal ocular vision. This talent enables the psion to see in total darkness, while blindfolded or even while blinded from defensive weapons or trauma. Using Mental Projection, he will be able to see as clearly as if he were in an illuminated room or full daylight. Using this ability, the psion will be able to see as far as he normally would. The duration is 5 minutes x Mastery level. This talent can be coupled with the Remote Viewing talent. Using other clairvoyant powers coupled with this talent, the psion can even use a sort of penetrating vision that can allow him to see beyond walls or obstructions, or inside of objects and vehicles. The activation TN is 7 and the range is 10m x Mastery level. The duration is 5 minutes x Mastery level.
Level 7—Retrocognition
Retrocognition
CT cost: 10
Activation #: 11
Speed/Delay: Non-combat only
Dice Pool: Mastery
Retrocognition is a fine-tuned version of psychometry that allows the psion to pick up impressions and visions of events that occurred in a physical location by examining it. A “location” is loosely defined as a single room, chamber, passageway, or other enclosed area. If outdoors, it is considered an area within comfortable speaking distance (an area about 10m all around the psion). One may have to do some mundane investigative or forensic work to determine the correct area for a clairvoyant to target for a reading. As with psychometry, there are several factors that influence the ease of interpretation, the primary one being how long ago the event occurred. Another factor is the area’s traffic; trying to discern a specific event that happened (even recently) on a busy street is more difficult than a secluded alley that sees few visitors. Lastly, the intensity of the events will alter the impression left behind. The safehouse where a crew planned their mutiny will have a greater impression than the boardroom where executives planned a corporate merger. Regular visitors to an area will be more easily identified in the mind of the psion and can be differentiated by those who may be anomalies or newcomers; the homeless huddled in the shadows of the above mentioned alley would be easily separated in the mind of the psion than the two men who fought a bloody duel there the night before. To use this talent, the psion must spend several minutes in deep, uninterrupted concentration in the area, preferably alone. Recent events (within one local day) are the easiest to pick up. Add +2 to the TN for each increasing increment (week, month, year). If an area has been contaminated by the presence of those the psion is unfamiliar with between the time of the reading and the events he is trying to pick up, add 2 to the TN; if it is a high-traffic area, add +4, and the furthest back the psion will be able to read is roughly one day. If the location saw an intense event (Master’s discretion), reduce the TN by 2. Also, if the psion can narrow down a time frame (an hour of the day if within the last day, or a specific day if any time further out than that), reduce the TN by 2. The information the psion receives will be in the form of dream-like glimpses and visions, snippets of dialogue. A basic success will reveal some clues. One or more exceptional successes will reveal more detailed information, up to the point where the psion can practically recall the events as though he had been there. Only one attempt to read a location may be made per day, but a clairvoyant can attempt to read more than one location per day, limited only by time and his energy reserves.
At the scene of the demolished hospital, Xenas stands at the bottom of a smoldering crater left behind by one of the novagun impacts that leveled the hospital. He focuses deeply; a violent action happened at 9:52, local time (base TN 11 for an event within the last day, -2 for a timeframe within an hour’s accuracy and -2 more because an intense event occurred, TN 7 so far). Xenas struggles to filter all the other minds that have polluted the scene such as the employees who worked here and the patients (+4 TN for a high-traffic area). Additionally, firefighters, rescue crews and military investigators have been here between the time of the events and Xenas’ reading (+2 more, bringing the TN to 13!) The intensity of Xenas’ focus nearly causes him to collapse (Xenas’ player dumps several additional CT points into the activation roll), but it pays off! Xenas gets an exceptional success and sees visions of Braxton Gerrish and accomplices wheeling out a patient; he hear’s the mutineer’s voice calling on a comm to “level the hospital in five; Bravo, you’re clear to conduct the raid in ten. We’ve got what we came for.” Xenas’ eyes snap open and he calls out for the casualty list to see which patients are unaccounted for…
Level 8—Astral Projection
Astral Projection
CT cost: Special
Activation #: Special
Speed/Delay: Non-combat only
Dice Pool: Mastery
At this level of clairvoyance mastery, the psion is able to entirely separate his locus of perception from his physical body and move it to any point within his sphere of influence. Even at “beginner” levels of mastery, the range is far greater than the size of any planetary body, so a psion can project his astral body to any point on a globe. The range of this ability is measured in light-seconds, however, enabling the psion to detect goings-on deep into space far beyond the boundaries of a planet or starship. This ability will allow the clairvoyant to monitor space around him at the following ranges dependent on the psion’s mastery level:
Level Range
1 100 LS
2 500 LS
3 2,000 LS
4 5,000 LS
5 10,000 LS
To use this talent, the psion must enter a trance state that resembles a coma. He will have no sensory perception from his physical body (so any attempts to rouse the psion will have no effect). Entering this trance consumes all of the psion’s available CT. When the psion enters the trance state, his is able to lift his astral body from his physical body and move his astral self to any location within his sphere of influence. Because of the psion’s link to the tachyon universe, he can move his astral body faster than light—near instantaneously. Whenever the astral body moves to a new location, make a Mastery roll at TN 5. If the check succeeds, the psion finds the new location. If the check fails, the psion’s astral body is lost or distracted for a number of minutes equal to how much the roll failed. The duration of the astral projection is equal to the Mastery level + Essence trait value. The psion will be able to detect the presence of all deep-space anomalies in his sphere of influence (celestial bodies, starships, orbitals, satellites, people in EVA suits, etc.). The astral body can penetrate the anomaly field of a starship operating under maneuver drive, but cannot penetrate mind shields or battlescreens. The astral body of the psion is normally undetectable. However, any technologies that can detect psi energy may trigger at the psion’s astral presence. Likewise, any psi ability that can detect psi or detect observation may be able to locate the psion’s astral body. A psion’s astral presence is immune to physical harm, but mental attacks may target the psion and cause full effect through the psychic link to the psion’s body. At any point the psion may terminate his astral projection, however he will not regain consciousness until he recovers some CT (see page XX for details on healing and recovery).
Self-Awareness
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 of the body is possible with the powers of the Adept’s mind. Highly skilled Adepts can even affect 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.
Level 1—Strength/1, Fortitude/3
Strength
CT cost: 1
Activation #: NA
Speed/Delay: 0 (Reflexive)
Dice Pool: NA
The adept can focus his energies to allow his physical body to perform well beyond its normal capabilities. Mastery levels 1-2 allow the Adept to shift his trait value one column to the right (per level) for one action. If the increase would raise the dice pool above V, then each level beyond adds +2 for a skill check/task. For a trait check, each level beyond would shift the result down one row (V2 becomes V3). Mastery level 5+ allows the adept to raise Strength or Fortitude by an additional level.
Fortitude
CT cost: 1
Activation #: NA
Speed/Delay: 0 (Reflexive)
Dice Pool: NA
The adept can focus his energies to endure stresses far beyond his normal capabilities. Mastery levels 3-4 allow the Adept to shift his trait value one column to the right (per level) for one action. If the increase would raise the dice pool above V, then each level beyond adds +2 for a skill check/task. For a trait check, each level beyond would shift the result down one row (V2 becomes V3). Mastery level 5+ allows the adept to raise Strength or Fortitude by an additional level.
Level 2—Reflexes/1, Dexterity/3
Reflexes
CT cost: 1
Activation #: NA
Speed/Delay: 0 (Reflexive)
Dice Pool: NA
The adept can focus his energies to react and move with lightning-quick speed. Mastery levels 1-2 allow the Adept to shift his trait value one column to the right (per level) for one action. If the increase would raise the dice pool above V, then each level beyond adds +2 for a skill check/task. For a trait check, each level beyond would shift the result down one row (V2 becomes V3). Mastery level 5+ allows the adept to raise Reflexes or Dexterity by an additional level.
Dexterity
CT cost: 1
Activation #: NA
Speed/Delay: 0 (Reflexive)
Dice Pool: NA
The adept can focus his energies to almost slow his perception of time, allowing for far greater precision in tasks of hand-eye coordination. Mastery levels 3-4 allow the Adept to shift his trait value one column to the right (per level) for one action. If the increase would raise the dice pool above V, then each level beyond adds +2 for a skill check/task. For a trait check, each level beyond would shift the result down one row (V2 becomes V3). Mastery level 5+ allows the adept to raise Reflexes or Dexterity by an additional level.
Level 3—Acuity/1, Knowledge/3
Acuity
CT cost: 1
Activation #: NA
Speed/Delay: 0 (Reflexive)
Dice Pool: NA
The adept can focus his energies to hone his senses to a razor’s edge. Mastery levels 1-2 allow the Adept to shift his trait value one column to the right (per level) for one action. If the increase would raise the dice pool above V, then each level beyond adds +2 for a skill check/task. For a trait check, each level beyond would shift the result down one row (V2 becomes V3). Mastery level 5+ allows the adept to raise Acuity or Knowledge by an additional level.
Knowledge
CT cost: 1
Activation #: NA
Speed/Delay: 0 (Reflexive)
Dice Pool: NA
The adept can focus his energies to allow much better recall and accuracy with mental processes such as mathematical calculations and spatial awareness. Mastery levels 3-4 allow the Adept to shift his trait value one column to the right (per level) for one action. If the increase would raise the dice pool above V, then each level beyond adds +2 for a skill check/task. For a trait check, each level beyond would shift the result down one row (V2 becomes V3). Mastery level 5+ allows the adept to raise Acuity or Knowledge by an additional level.
Level 4—Presence/1, Essence/3
Presence
CT cost: 1
Activation #: NA
Speed/Delay: 0 (Reflexive)
Dice Pool: NA
The adept can focus his energies to calm his own nerves, project confidence, and generally command the attention of others. Mastery levels 1-2 allow the Adept to shift his trait value one column to the right (per level) for one action. If the increase would raise the dice pool above V, then each level beyond adds +2 for a skill check/task. For a trait check, each level beyond would shift the result down one row (V2 becomes V3). Mastery level 5+ allows the adept to raise Presence or Essence by an additional level.
Essence
CT cost: 1
Activation #: NA
Speed/Delay: 0 (Reflexive)
Dice Pool: NA
The adept can focus his energies to channel greater control of his personal essence. Mastery levels 3-4 allow the Adept to shift his trait value one column to the right (per level) for one action. If the increase would raise the dice pool above V, then each level beyond adds +2 for a skill check/task. For a trait check, each level beyond would shift the result down one row (V2 becomes V3). Mastery level 5+ allows the adept to raise Presence or Essence by an additional level.
Level 5—PainStop/1, PainTouch/3, DeathTouch/5
PainStop*
CT cost: 2
Activation #: 5 (self)/7 (other)
Speed/Delay: 1/0
Dice Pool: Mastery-Fortitude
This talent allows the adept complete control over the mechanisms of his mind that transmit sensations of pain. It renders the adept immune to physical torture, eliminates the need to make stun checks in combat, and negates the effects of pain-related mental attacks. This ability can be used on others by touch. Duration of the effect is 1 hour per level of Mastery.
PainTouch
CT cost: 2
Activation #: 7
Speed/Delay: 1/0
Dice Pool: Mastery
The adept is able to deliver a contact-only mental attack equivalent to PainBlast (see Telepathy, page XX). This attack cannot be negated by tech-based thought screens.
DeathTouch*
CT cost: 3
Activation #: 7
Speed/Delay: 2/0
Dice Pool: Mastery
The adept is able to deliver a contact-only mental attack equivalent to DeathBolt (see Telepathy, page XX). This attack cannot be negated by tech-based thought screens.
Level 6—Mend/1, Detoxify/3, Regeneration/5
Mend
CT cost: 5
Activation #: 5
Speed/Delay: 2/0
Dice Pool: Mastery-Fortitude
The adept is able to mend his own tissues and return his organic systems to a better working order. A successful activation will heal 1 wound from the body location with the highest wound level. Mend can only treat up to serious wounds; repairing critical wounds requires the Regeneration talent. Each bump will heal an additional wound. If more than one location has the same number of wounds, the adept can choose which location is healed first. An adept may only use this talent once per day. These curative effects are nearly instantaneous; in the middle of a fight, others might see lacerations seal closed, bruises fade, bones snap back into place or bullets pushed out of the adept’s flesh.
Detoxify
CT cost: 10
Activation #: 9
Speed/Delay: 2/0
Dice Pool: Mastery-Fortitude
The adept can innately analyze at the cellular level, any disease he has contracted or poison, toxin or drug he has been exposed to and neutralize it if he chooses. With one bump, the adept is also successful in determining the nature or mechanism of the disease or toxin, which may aid him and others in preventing exposure or finding a cure or antidote. With two bumps, the adept is not only cured, but permanently immune to that particular disease or toxin. If the adept cures the disease or neutralizes the toxin he has been exposed to and is exposed again in the same day, he can attempt to cure/neutralize it again, however, if he fails, he must wait until the next day before he can make another attempt. If the disease or toxin proves fatal before he can make another attempt, he must have the Regeneration talent to survive, otherwise he cannot recover.
Regeneration
CT cost: Special
Activation #: 7
Speed/Delay: Non-combat only
Dice Pool: Mastery-Fortitude
While unconscious, the adept channels his psi energies to recover from the most grievous of injuries. This is a passive talent, and will automatically trigger when the adept sleeps while suffering from a critical wound or is knocked unconscious/”killed” (up to once per day). On a successful activation, the adept heals one critically wounded location to a serious wound. Once the healing process begins with Regeneration, however, Mend or regular healing will not benefit the adept. Each bump to the activation roll will heal an additional critically wounded body part or remove an additional wound. When all wounds are removed from the location, it is fully healed, even if it was previously crushed, mangled, broken or even severed. The adept can survive critical damage to the head up to critical + 5 wounds. At that point, trauma to the brain is finally so severe that the adept’s psionic link is broken, and there is no possible recovery. If the adept is “killed” (suffers critical damage to the torso or head), he will not regain consciousness until the torso and/or head are healed. In the extreme case that the head is severed, an adept with Regeneration may recover from it in the fullness of time; treat all body locations as though they suffered critical wounds. When the adept has repaired all his body locations, he regains consciousness. Regeneration will allow an adept killed by disease or toxins to survive until he can Detoxify himself. The regeneration process will not begin until the adept has successfully neutralized all diseases or toxins infecting his system.
Level 7—Heal/1, Cure/3, Revive/5
Heal
CT cost: 5
Activation #: 5
Speed/Delay: 1/0
Dice Pool: Mastery-Acuity
The adept can analyze the bodies of other beings and heal most wounds. This talent works like Mend. The range of the effect is touch only. The adept may heal a being only once per day, but he may heal any number of beings limited only by his available CT.
Cure
CT cost: 10
Activation #: 9
Speed/Delay: 2/0
Dice Pool: Mastery-Acuity
The adept has the ability to use the Detoxify talent on other beings.
Revive
CT cost: Special
Activation #: 7
Speed/Delay: Non-combat only
Dice Pool: Mastery-Acuity
The adept may attempt to revive other beings suffering from mortal wounds, or revive the recently deceased. The adept must lay hands on the decedent and enter a trance state to begin the process. This trance takes the place of the adept’s normal sleep, and must continue for 6-8 hours per day. At the end of the trance, the adept makes his check at TN 7. If the check is successful, one wound to the head or torso is healed. Each exceptional success heals an additional wound. When the head and/or torso have had all wounds healed, the decedent comes back to life, and healing (natural, medical or psionic) can begin to repair the patient’s remaining injuries. While the adept is psychically tied to the decedent and attempting to return him to life, his max CT is reduced by 5 until the decedent regains consciousness or he abandons his attempt. Every hour that passes before the adept begins attempts to revive the decedent increases the TN by 1 for the entire process unless the decedent is cryogenically frozen or treated with preservation drugs within the first hour after death. For the process to work, the adept must not interrupt the daily trances. Doing so will revert all progress to the decedent’s original state, and the process must begin again. Unlike Regeneration, this talent will not repair maimed limbs, and an adept is powerless to revive a being who has had their head severed from their body. The ability to revive another can be a monumental responsibility, and may put the adept in difficult positions at times. He can only revive one individual at a time, and some people may resent the adept if he chooses not use his talent when they demand it of him.
Level 8—Transcendence
Transcendence
CT cost: Special
Activation #: NA
Speed/Delay: 0
Dice Pool: NA
Transcendence is the ultimate mastery of the psionic arts. This represents the point at which an adept is becoming more in tune with the alternate universe from which he draws the energies to fuel his powers. As he attunes his own mind to this power the energy begins to fuel his body, as well. Starting down the path to transcendence carries multiple benefits:
- At level one mastery, the adept no longer needs to sleep. Any trauma his body suffers may still render him unconscious, but he will not grow weary or tired and be forced to rest.
- At level two mastery, the adept no longer needs to eat or drink to keep his physical body sustained. He may still consume food or drink for pleasure or to fit in, but he will never starve; his abilities have allowed him to convert psi energy into fuel for his every bodily function.
- At level three mastery, the adept no longer needs to breathe. He can survive indefinitely underwater, and can survive in many toxic or hostile environments. Airless environments (such as space, depressurized starships or the surfaces of some planets, moons or asteroids) will still be hazardous, as the extreme cold/heat and low pressure will eventually cause damage to the adept’s body.
- At level four mastery, the adept no longer needs to speak to be understood by those around him. He can transmit his words directly into the minds of others around him (albeit, only at normal speaking distances) and be understood perfectly regardless of any language barriers. He can also understand the words spoken by any being around him, as he lifts the meaning behind the words directly from the mind of the speaker. This effectively gives him the ability of being a universal translator. This ability does not work on/with psionic nulls.
- At level five mastery, the adept has become exceedingly proficient at channeling the power of the tachyon universe into ours, and can activate all his abilities with much greater reliability. The activation TN for all talents is reduced by one.
Additionally, each level of mastery allows the adept to choose one talent from the first four Self-Awareness focus levels to enhance. When one of these talents is enhanced, the CT cost is raised to 2, but the effect lasts for a number of minutes equal to the adept’s Essence trait value.