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Psionic Abilities - Jags

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V1.0 copyright © 2001 by Marco Chacon<br />

<strong>Psionic</strong> <strong>Abilities</strong><br />

<strong>Psionic</strong>s are the “scientific” term for<br />

mind reading, telekinesis,<br />

precognition, etc. Unlike stage<br />

magicians, you can really do these<br />

amazing feats.<br />

Three Major Disciplines<br />

There are three major disciplines in<br />

JAGS <strong>Psionic</strong>s: Telepathy (mind<br />

reading, mind control, etc.),<br />

Telekinesis (mind over matter,<br />

moving objects with your will), and<br />

ESP (Extra Sensory Perception). The<br />

usual path is for a character to buy<br />

one or more of these disciplines and<br />

then purchase some “aspects”<br />

(which are bought separately and are<br />

‘tricks’ or non-standard abilities that<br />

your character can perform with his<br />

discipline.<br />

Ex1: Anyone who buys Telepath can communicate with other’s<br />

mentally. However, the Mind Control power “Puppet” (the ability<br />

to take over someone’s body) is a separate aspect, which costs<br />

16 points. Any character with Telepathy who also wants the<br />

Puppet ability must buy both.<br />

Minor Disciplines<br />

Outside of the three major disciplines, there are some considerably<br />

simpler powers like Astral Projection, Gimmick, Empathy, etc. These are<br />

purchased as separate abilities.<br />

Combining <strong>Abilities</strong><br />

There is no prohibition on combining abilities or disciplines. In fact, in a<br />

psionic campaign, characters without at least Level 1 Telepathy may feel<br />

left out. The intent is for there to be different types of psionics and to<br />

have psionics well suited for different types of games.<br />

Character Types<br />

Although the range is great, the “classic” <strong>Psionic</strong> campaign involves a<br />

conspiracy of <strong>Psionic</strong> groups (quite possibly hunted by the government<br />

and each other). Some suggested point totals:<br />

• 50-75pt Normal characters, 24pt <strong>Psionic</strong>s (low powered<br />

“beginning” psis)<br />

• 50-75pt Normal characters, 32pts <strong>Psionic</strong>s (decently powered<br />

psionic characters)<br />

• 100pt characters (divide points up as you wish)<br />

• 125-150pt characters (this can make world-class psionics)<br />

The Ultimate Potential of the<br />

Mind:<br />

<strong>Psionic</strong>s, as a genre tends to deal<br />

with government projects, medical<br />

accidents, and conspiracies. This<br />

is simply good fiction in one<br />

respect: it’s easy to set up<br />

enemies. However, it doesn’t<br />

have to be that way.<br />

In science fiction games, humans<br />

may be trained in the mental arts.<br />

In some games, <strong>Psionic</strong>s may coexist<br />

with normal society … or<br />

even magic.<br />

Throughout these side-bars, we’ll<br />

explore some of the implications of<br />

psionics in campaigns and how<br />

the worlds might be effected.<br />

Remember that a government<br />

dealing with telepaths,<br />

precognitives, and clairvoyants will<br />

have more reason to be paranoid<br />

than normal. Similarly, large<br />

corporations that don’t integrate<br />

psionics into their security and<br />

planning sections may get left<br />

behind.


V1.0 copyright © 2001 by Marco Chacon<br />

Mental Initiative<br />

Just because your psionic character has a low REA doesn’t mean he’s<br />

necessarily slower with his PSI blast than a gun-slinger. Mental Initiative<br />

rules allow psionic characters to get their combat attacks off quickly<br />

without having to have high REA’s. This is an optional rule and can<br />

make things more complicated—don’t play with it until you’re comfortable<br />

with the game.<br />

Declaration of <strong>Psionic</strong> Initiative<br />

Any time the GM calls for Initiative Rolls, a psionic character can<br />

declare their initiative to be ‘Mental.’ In this case instead of rolling<br />

against REA, roll against RES. This is your initiative score.<br />

These are the restrictions:<br />

• Only psionics can be used on a turn where Mental Initiative<br />

has been declared. The character stands still.<br />

• Under “straight” rules the character gets no AGI bonus and<br />

can’t physically dodge or block. This, however, may be<br />

crippling against physically dominant opponents.<br />

• The GM can allow a “Mixed” Initiative: you make one<br />

initiative roll. You may take physical actions when you<br />

normally would if you applied that roll to your REA. You may<br />

take Mental actions as though that roll was applied to your<br />

RES. Thus you may use mental attacks earlier than physical<br />

ones (assuming your RES is higher than your REA).<br />

• If this Mixed rule is in effect, you get your blocks, dodges,<br />

and movement, however: any physical REA point you spend<br />

deducts from both Initiative scores (so if<br />

you have a 15 RES and a 10 REA and<br />

take two 5 REA punches, you have 5<br />

Mental action points left and 0 physical).<br />

Extra Mental Initiative: It isn’t<br />

uncommon for characters to be a<br />

good deal faster mentally than<br />

they are physically. The GM may<br />

permit the following:<br />

+2 Mental “REA”: 4pts<br />

+4 Mental “REA”: 8pts<br />

+6 Mental “REA”: 12pts<br />

Guns vs. Telepaths<br />

A problem with the current system is that if, say, two<br />

telepaths are facing off, since they both have to<br />

spend a couple of turns breaking through each<br />

other’s Mind Shields, it’s easier and simpler for them<br />

to just shoot at each other.<br />

Against normal characters (those with no mind<br />

shields) it’s not so bad: a telepath can use his Psi<br />

Blast or Mind Control or whatever directly. But if the<br />

most efficient way for two Psi’s to fight is to gun each<br />

other down, that’s a problem. Here are some<br />

solutions:<br />

• No Mind Shields: this makes psionic combat<br />

fast and dangerous even for accomplished<br />

psis.<br />

• Freeze in combat: when a psi acquires Lock-<br />

On, both targets are frozen (this makes<br />

having seconds very effective but will<br />

encourage 1-on-1 combat).<br />

• Code of honor: maybe it’s hard to get guns or<br />

for some reason even on opposite sides of<br />

the conspiracy psionics don’t gun each other<br />

down.


V1.0 copyright © 2001 by Marco Chacon<br />

• Death Scream: when a telepath dies, he emits a “death scream”<br />

which haunts any psionic who ‘hears’ it and is especially bad for<br />

the psi who killed him (the GM can make this as bad as<br />

necessary). Thus you can burn your opponent’s mind out … or<br />

bludgeon them into unconsciousness … but don’t kill them.<br />

Modifications<br />

<strong>Psionic</strong>s are common in science fiction, conspiracy theory, postapocalypse<br />

mutant scenarios, etc. Here are some suggestions for<br />

integration into those games.<br />

• Space: Usually <strong>Psionic</strong>s will be at a low level if you aren’t<br />

allowing other unusual abilities (if you don’t and let the players<br />

spend as they wish, many more than you might want may<br />

choose to be psis). Limit points to 16 total points on psionics.<br />

• Chi Marital Arts: Mixing the two is dangerous since the Iron Will<br />

enhancement makes stunningly powerful Psis. Under control it<br />

might be allowable. Also: the Chi Focus training makes hypermartial<br />

artists almost impossible to control: add each point of Chi<br />

Focus above 10 can add to WIL for purposes of defending<br />

against Chi attacks (or in telepathic combat).<br />

• Magic: It’s okay to mix magic and psionics—they’re similar in<br />

some respects. A Mage-Block will not stop a psionic attack (but<br />

mages are usually pretty well defended with high WIL stats).<br />

• Mutations: If you want to include a “<strong>Psionic</strong>” Mutation in a<br />

campaign, you may want to choose a “Physical Frality” limitation<br />

for 4 points (this would be: -1 point of STR, CON rolls or ‘become<br />

ill’ in heavy weather, -4 Endurance, Seizure Prone). This will<br />

prevent physically superior mutants from exploiting some of the<br />

combat Telekinesis (but this may not be much of a problem<br />

anyway).<br />

The Murder Mystery: One of the<br />

games which most quickly gets<br />

dismantled by psionics (other than<br />

telekinetics) is the detective game<br />

or murder mystery.<br />

If a telepath can show up and, with<br />

a surface probe, spot the<br />

psychopath, it gets hard to have<br />

any drama or surprises. Even<br />

worse, ESPers with Oracle can<br />

just ask “who did it” Object<br />

reading can discern the owner of a<br />

murder weapon, empathy can spot<br />

the person who has something to<br />

hide.<br />

While it is possible to construct a<br />

series of games where everything<br />

isn’t as it seems, even to the<br />

telepath, a better suggestion is<br />

that if you want to run a “psychic<br />

detectives” game focus more on<br />

the action and less on doublecrosses.<br />

Note: It is quite possible for<br />

powerful telepaths and other<br />

psionics to conceal their work. A<br />

telepath can mind-control targets<br />

to do his work for him. There may<br />

be “mental fingerprints” but a<br />

Level 3’s fingerprints won’t be<br />

discernable to a Level 1 or 2<br />

detective (and so on).<br />

See the rules for “stealth” under<br />

the Minor Aspects and the sidebars<br />

for ESP.


V1.0 copyright © 2001 by Marco Chacon<br />

Telepathy<br />

Telepathy is the power of mind-to-mind communication. Telepaths have<br />

an incredibly advanced brain that can detect other minds, link to them,<br />

and even lash out in combat using Telepathic techniques. A Telepath<br />

first purchases the desired level of Telepathy and then buys optional<br />

aspects of that power to customize it.<br />

Telepathy<br />

Telepathy has several basic abilities revolving around mind-to-mind<br />

contact. For a full description of Telepathic combat, see the section at<br />

the end of the chapter on Major Disciplines. The basic Telepathic<br />

package includes the following abilities:<br />

The Science of Telepathy<br />

Although the GM may determine that Telepathy works any way he wants<br />

(or he may choose not to specify how it works at all) these rules are<br />

specified here to aid in the gaming of Telepathy. These terms are used<br />

to help in gaming with a ‘scientific’ background to the discipline of<br />

Telepathy.<br />

Mental Signature is the unique signal each mind emits. Intelligent Minds<br />

all exert an influence on the Telepathic Aether around them and<br />

Telepaths can pick this up to detect, lock on to, and interact with others.<br />

While a Mental Signature is a bit like a fingerprint, it is also a bit like the<br />

“sonar signature” a submarine makes (which allows listeners to<br />

determine things about it just from the sound). In general heightened<br />

emotional states or extraordinary power or intellect lead to larger and<br />

more visible signatures.<br />

The Telepathic Carrier Wave is the active Telepathic signal a telepath<br />

sends out. When trying to attack, scan, probe, or communicate, the<br />

telepath emits a Telepathic Pulse that, if it strikes its target, places the<br />

two minds in contact. This can be seen by any Telepath who chooses to<br />

use his abilities (so a character under active mind control will be<br />

apparent to another telepath).<br />

Telepathic Lock On is the state of having a Carrier Wave locked onto<br />

your brain. This can come as a line of sight (i.e. the observer ‘sees’ the<br />

carrier wave coming from one brain to another) or as a reception point<br />

(where one brain is emitting a global pulse that is tuned specifically to the<br />

receiver’s brain). In the last case, one of the telepaths may not be<br />

anywhere nearby (but the pulse can be tracked back to its source).<br />

Psyche: When a close look is taken at a mind, the telepath can see all<br />

sorts of structures and forms there. Things like mental aberrations may<br />

be seen as black cancers or emotional states may exist as sparkling<br />

diamonds in the mind form. A telepath can become adept at interpreting<br />

these and can detect evidence of telepathic meddling and the like. Each<br />

person has a unique Psyche. Usually a telepath must Scan a target to<br />

get that information.


V1.0 copyright © 2001 by Marco Chacon<br />

Basic Telepathic <strong>Abilities</strong><br />

The below abilities are part of the basic telepathic package.<br />

Communication: The ability to open a mind-link with a target.<br />

There is no roll to hit, although establishing contact is a 5 REA<br />

Medium action (it is considered a wide-angle Carrier Wave<br />

Pulse). Communication can be established either with one<br />

person or a group.<br />

Scan: A scan is an examination of a target’s Mind Form. A<br />

Surface scan is passive and does not give away the telepath’s<br />

ability. A Deep Scan actually uses a pulse to take a deep look<br />

into the target’s mind (and if another telepath is nearby he’ll<br />

notice). This does not read minds, rather it tells about the state<br />

of the mind (Enhancements and Defects, general INT score, etc.<br />

are all detectable with a Scan).<br />

Probe: A probe is the equivalent of breaking and entering on<br />

another person’s brain. It is ‘mind reading’ and it is not subtle.<br />

When a person is being probed the target will feel the telepath<br />

rummaging through their brain looking for data. A Surface Probe<br />

is less easily detectable but will only get surface (current)<br />

thoughts. A Deep Probe is a more lengthy process of cracking a<br />

person’s mind open and going for data they are actively trying to<br />

hide. It is often considered the legal equivalent of rape.<br />

Detection: A general and very useful ability of telepaths is the<br />

ability to detect intelligent minds within a radius. This is a 360-<br />

degree radius scan that detects nothing else (so it will tell where<br />

everyone is in a building but give no clue as to the floor plan).<br />

Usually little is known about the minds (but a telepath might be<br />

able to distinguish sleeping minds from waking ones, for<br />

example) and the telepath will recognize people he knows. In<br />

passive Detection is merely ‘listening’ and does not give away<br />

the telepath. An active Detection uses a ‘sonar-like’ pulse to<br />

give the telepath greater range and more detail but will give<br />

away his ability and position to any present telepath.<br />

Mind Strike: A pulse can be focused to do damage and even<br />

kill. A Mind Strike only affects living, intelligent minds and does<br />

damage as a blow (Impact damage). It is fired as a 5 REA<br />

Medium action and damage is based on the attacker’s telepathic<br />

power. Armor doesn’t protect against a Mind Strike as it is<br />

directed against the entire nervous system of the individual. The<br />

character must effect Telepathic Lock-On as described in the<br />

Telepathic Combat section at the end of this chapter.<br />

Mind Shield: Telepaths and even normal people (to a degree)<br />

are able to defend themselves telepathically. A Mind Shield is<br />

the natural defense that a brain has against telepathic assault.<br />

This can be trained and enhanced.


V1.0 copyright © 2001 by Marco Chacon<br />

Four Levels of Telepathy<br />

Level Cost Power Communicate Scan Probe Detect Strike Shield<br />

Level 1 8pts +0 Basic Surface Surface Active +3 +5<br />

Level 2 16pts +1 High Speed Surface/Deep Surface Active/Passive +5 +10<br />

Level 3 32pts +2 Image/Sound Surface/Deep Surface/Deep Active/Passive +7 +20<br />

Level 4 64pts +4 Thought-Link Surface/Deep Surface/Deep Active/Passive +12 +30<br />

Power: Power is added to the Telepath’s WIL score for any attempt at<br />

telepathic action. This is not added to general WIL rolls or other WIL<br />

based operations. At telepath’s Power is WIL + Power (so a L3 Telepath<br />

with a 13 WIL has a 15 Power).<br />

Communicate: The ability to perform a mind-to-mind communication<br />

link. Any party can break or refuse telepathic communication at any time.<br />

The effects and ranges are as listed:<br />

Basic: Words and ‘telepathic gestures’ are communicated at a<br />

normal rate. The range is [ Power 2 ] yards and the telepath<br />

must see the target when the communication lock is established.<br />

High Speed: The telepath can communicate at 4x normal speed<br />

with a range of [ Power 3 ] yards. Communication can be<br />

established with line of sight or an Active Detection (i.e. the<br />

target is pulsed and then communication is established).<br />

Multiple telepaths can transmit data through them so that minds<br />

which are far apart can communicate through the use of<br />

intermediaries.<br />

Image/Sound: The targets can see/hear whatever the telepath<br />

wants him to. This is not a sensory over-ride. It is, at most, as<br />

annoying or distracting as a TV in the same room. It is a good<br />

way to transmit volumes of data. Range is [ Power 2 ] miles.<br />

Thought Link: A thought link lets two characters share all kinds<br />

of sensory and thought data. A thought link can be verified so<br />

that the telepath can’t lie over it (the thoughts come from the<br />

source). Communication rate is 16x normal.<br />

Scan Mind: A Surface Scan has a range of [ Power ] yards and requires<br />

direct line of sight. A Deep Scan has a range equal to the detect or<br />

communicate ability and can be performed if the target is in contact with<br />

the telepath or if the target has been detected by the telepath. Deep<br />

Scans (which give away the telepath to other telepaths) are rolled at +3<br />

to the Power roll.<br />

• Power Roll +0 to +4: INT stat, WIL score, presence of L3<br />

RES or MEM skills, the presence of extensive martial<br />

training, and the presence of 4pt or higher Intellect Defects<br />

or Enhancements.


V1.0 copyright © 2001 by Marco Chacon<br />

• Power Roll +5 or more: As above but the scanner will also<br />

detect what RES and MEM based skills the target has as<br />

well as any Intellect Enhancements or Defects. Emotional<br />

state will be detected if the target is not deliberately evasive.<br />

‘Loud’ thoughts may be detected (if you could read it on the<br />

target’s face the telepath will get it clearly).<br />

Probe: A Probe is a Power vs. WIL roll against the target (resisting<br />

telepaths use their Power instead of WIL). Range for both attacks is [<br />

Power x2 ] yards.<br />

Surface Probe: There is no roll to hit with a Surface Probe but it<br />

is an 8 REA Long action. Other telepaths will immediately<br />

recognize this. Specially trained non-telepaths get a WIL or RES<br />

(whichever is higher) against the Power roll to detect this. The<br />

telepath makes the roll and gets the following information:<br />

• Missed: Each successive attempt within 24 hours is at –3.<br />

• +0 to +3: Telepath reads surface thoughts, loud thoughts,<br />

and can hear what the target is thinking about. If the data is<br />

considered a secret this will be very soft and usually another<br />

Perception roll must be made at –4 to get all the data.<br />

Successive attempts within 24 hours are at –2.<br />

• +4 to +6: Telepath can hear secrets the target is thinking<br />

about clearly. Successive attempts within 24 hours are at –<br />

1.<br />

• +7 or more: Telepath can hear the target’s internal dialog for<br />

[ Power ] minutes. There is no negative for successive<br />

attempts.<br />

Deep Probe: The Deep Probe is an 8 REA Long action that<br />

leaves the target with no doubt about who is attacking him and<br />

what is happening (if he never believed in Telepathy, he will<br />

now). A deep probe gives the answer to one question. That<br />

question may be formulated after the roll is made. The telepath<br />

makes a Power roll (but there is no roll to hit).<br />

• Missed: no information and further attempts in the same day<br />

are at –3.<br />

• +0 to +3: A yes or no question will be answered. Further<br />

attempts in the same day are at –2.<br />

• +4 to +6: A short sentence can be gained (usually less than<br />

800 words) or a Memory Read can be performed for the last<br />

[ Power ] hours (a detailed question can be asked about the<br />

subjects current events). Further attempts in the same day<br />

are at –1.<br />

• +7 or more: Detailed data on a specific topic can be<br />

extracted conversationally (at a normal rate—so the target<br />

must be restrained). The target can’t lie. This lasts [Power]<br />

minutes. After this the target is at –1 for successive attempts<br />

for the rest of the day. A Memory Read covers [ Power ]<br />

days.<br />

Detect: A Passive Scan detects all minds in a [ Power x 10 ] yard<br />

radius. An Active Scan detects all minds in a [ Power 2 ] yard radius.<br />

The GM should require a POWER roll to get all the minds. If made by +5


V1.0 copyright © 2001 by Marco Chacon<br />

or more the scan is complete (unless someone is using special stealth<br />

abilities). If made by +0 to +4 approximately 10% of the minds are<br />

missed. If the roll is missed altogether 20% of the minds are missed.<br />

The telepath can continuously Active Scan (starting is a 5 REA Medium<br />

action). This will give away his location but he can track minds easily.<br />

To keep a continuous Passive Scan requires an 8 REA Long action of<br />

concentration each turn.<br />

Strike: A Telepathic Strike does Impact damage (ignoring all armor). It<br />

hits with RES (instead of COR) as a ranged attack.<br />

Mind Shield: This is the number of points that must be overcome<br />

against an attack. A 5 REA Medium action will enforce it will recover 20%<br />

of an eroded shield. This won’t break a Mind Grapple if one is<br />

established but will keep others from being applied.<br />

Telepathy Aspects<br />

These are telepathy aspects that can be applied to any character with<br />

the appropriate level of Telepathy. To purchase a Level of an Aspect<br />

you must have an equal or greater level of Telepathy.<br />

Enhanced Mind Shield [ 2, 4, 8, 16 ]<br />

The character has a stronger than average Mind Shield. Each<br />

level adds +2, +6, +12, or +24 respectively.<br />

Improved Range [ 1, 2, 4, 8 ]<br />

The character’s range is improved. The character adds +2, +4,<br />

+8, or +16 to his Power for purposes of Range only.<br />

Absorb Mind [ 16, requires L3+ Telepathy ]<br />

The character can retrieve entire minds (only from the<br />

dying/dead and willing, usually). The process takes 1 turn,<br />

leaves the recipient in a Daze for 1 hr per point of the other<br />

person’s WIL (unless the target was well known) and requires 2<br />

days to put him ‘back together.’ At that point, the other person’s<br />

mind retains its own will but cannot control the body and has no<br />

telepathic abilities. The held mind may be retained or discarded<br />

for another. If the character starts with a mind, he gets 12 points<br />

of skills using the target’s RES or MEM (which the mind has) and<br />

a constant voice in the back of his head. A Held mind provides<br />

+4 points of Mind Shield. The GM is invited to make a person<br />

with a mind experience all kinds of strange effects (sleep<br />

walking, unusual Freudian slips, weird episodes, etc.)<br />

Stealth Mind [ 2, 4, 8, 16 ]<br />

The character is hard to detect psionically. The character is hard<br />

to Detect and may not be uncovered by a scan or probe.<br />

Telepathic Invisibility [ 12 ]<br />

The Telepath can make himself “invisible” to other characters.<br />

This doesn’t work on cameras, detection systems, etc. (it’s<br />

purely mental). It is an 8 REA Long action to go invisible. If the


V1.0 copyright © 2001 by Marco Chacon<br />

character is being watched, he must make a distraction or win a<br />

POWER vs. WIL roll of each on-looker by 4+. If the<br />

onlookers/searchers know the character is around, they get a<br />

WIL vs. POWER roll (plus any modifiers for keen senses) each<br />

second to pick up the character. If the Invisible character is using<br />

Stealth, he can try to beat their standard Perception Rolls (this is<br />

a separate set of rolls) and get +1 for Level 1, +2 for Level 2, +4<br />

for Level 3, and +8 for Level 4 to his effective POWER. A<br />

character using this form of invisibility can’t open doors, attack<br />

anyone, or otherwise interact with the environment without giving<br />

himself away.<br />

Multiple Personality Order [ X, 4, 8, 16 ]<br />

The character has a ‘back-up’ personality that is under his<br />

control. This personality should be significantly different (but not<br />

adverse to the character). Activating the MPO requires a Power<br />

Roll and an 8 REA Long action. The MPO is an NPC and is by<br />

definition ‘unstable’ in some fashion (the GM should liberally<br />

twist the character’s normal demeanor). The MPO offers some<br />

interesting options.<br />

• The MPO will not be subject to mind control that the<br />

character was operating under and will not have suffered<br />

Brain Burn (loss of Power) which the character suffered.<br />

• The MPO is just as psychic as the character.<br />

• When activated the MPO is in charge for at least 24 hours<br />

(make a Power roll each day thereafter to recover). The<br />

MPO will still act in what it perceives to be the character’s<br />

best interest but is often far more extreme than the<br />

character.<br />

• The MPO has 2x the number of [MPO Cost] in skills the<br />

character does not have.<br />

• There is a chance, each time that the MPO is activated, that<br />

when the character returns to ‘normal’ he will retain a 1 to 3<br />

point Intellect Defect associated with the MPO that will last<br />

for three weeks (make a Power roll at –5 and for each point<br />

missed by up to 3 assign a point of defect).<br />

Mind Web [ 4 ]<br />

If this power is available, there exists a “world wide” Telepathic<br />

Network which the Telepath has been trained to receive. This<br />

can be seen as sort of a “computer network” in that the character<br />

has an account, can “log on” and chat with other Telepaths. At<br />

Level 1 Telepathy, only Telepaths within the same WIL Miles<br />

who are currently connected are aware of each other. At Level 2,<br />

it’s WIL 2 Miles. At Level 3, WIL x 100 Miles, and at Level 4,<br />

World Wide. Similarly, Telepaths of a higher level may shield<br />

themselves from those of a lower (so the Level 4 Telepaths don’t<br />

have to worry about “chat requests” from lower-levels. The GM<br />

can flesh this out (there may be ways to “download images,”<br />

store data, and otherwise work conspiracies.<br />

Body Control [1, 2, 4, 8]


V1.0 copyright © 2001 by Marco Chacon<br />

The character’s advanced mind has great control over its flesh.<br />

• Level 1: The character can change his body temperature<br />

and lower heart and breathing rates with a WIL roll. This is<br />

the equivalent of Level 2 Meditation. The character gets +1<br />

Damage Point.<br />

• Level 2: The character can fake his own death with a Power<br />

roll at –2 (vs. the observer’s Medical skill roll). Additionally<br />

the character gets +2 DP due to firm control over his own<br />

bio-systems.<br />

• Level 3: The character gets +4 DP.<br />

• Level 4: The character gets +8 DP.<br />

Psi Bolt [ X, 8, 16, 32 ]<br />

The character can throw one Psi Bolt per turn as a 5 REA<br />

Medium action. The character’s POWER is his telepathy Power.<br />

The character need not have Lock-On to use a Psi Bolt. Any<br />

Mind Shield will stop a Psi Bolt (it must be knocked down before<br />

being used against another Telepath).<br />

Mind Blast Level 2 Table<br />

Effect<br />

Result<br />

Minor Effect<br />

Target loses 1 WIL<br />

Standard Effect<br />

Target loses 1 WIL and is stunned.<br />

Major Effect<br />

Critical Effect<br />

Catastrophic Effect<br />

Target loses 2 WIL and is dazed.<br />

Target loses 2 WIL and is immobilized (recover as per dazed)<br />

Target loses 2 WIL, is unconscious, and suffers POWER / 3 damage.<br />

Mind Blast Level 3 Table<br />

Effect<br />

Result<br />

Minor Effect<br />

Target loses 1 WIL and is stunned<br />

Standard Effect<br />

Target loses 1 WIL and is dazed.<br />

Major Effect<br />

Critical Effect<br />

Catastrophic Effect<br />

Target loses 2 WIL and is immobilized (recover as per dazed)<br />

Target loses 2 WIL, is unconscious and suffers POWER / 3 damage.<br />

Target loses 3 WIL and suffers a dying result.<br />

Mind Blast Level 4 Table<br />

Effect<br />

Result<br />

Minor Effect<br />

Target loses 1 WIL and is dazed<br />

Standard Effect<br />

Target loses 2 WIL and is dazed.<br />

Major Effect<br />

Critical Effect<br />

Catastrophic Effect<br />

Target loses 2 WIL, is unconscious, and suffers POWER / 3 damage.<br />

Target loses 3 WIL and suffers a dying result.<br />

Target receives a dead result, head may explode(!)<br />

Mind Vault [ 1, 2, 4, 8 ]<br />

The character has been trained to hold thoughts in a secure<br />

place (this may be had even by non-psis if such training exists).<br />

Data in the Mind Vault must be specific (my password, what<br />

happened on my 16 th birthday, etc.). Once placed inside it is<br />

secure barring some sort of special mental trauma (methods for<br />

cracking a Mind Vault exist but are not detailed here).<br />

Furthermore, if going into an interrogation the subject decides to<br />

forget it, the data is irretrievable even to the character until the


V1.0 copyright © 2001 by Marco Chacon<br />

‘intelligence’ in the Vault determines the danger is passed. The<br />

vault may hold 2, 4, 8 or 16 pieces of data. Putting data in the<br />

vault is a 1-hour mediation action. Normally the character may<br />

use the data but no psionic probes will detect it (they’ll get<br />

cryptographic garbage).<br />

Polygraph Scan [ X, 4, X, X ]<br />

It’s hard to lie to a telepath if they’re trained to detect it. A Deep<br />

Scan while someone is talking to you will tell if they’re lying with<br />

a Power vs. RES roll.<br />

Vertigo [ X, 8, 12, X ]<br />

The character creates a sense of disorientation and acrophobia<br />

(fear of heights) in the target. At Level 3 this can be done to all<br />

targets within a 4 yard radius of the PSI. It may be used once per<br />

turn as 5 REA Medium action.<br />

Effect<br />

Result<br />

Minor Effect<br />

Target is Stunned for 1 turn<br />

Standard Effect<br />

Target is Stunned for Power / 4 turns (WIL roll to recover)<br />

Major Effect<br />

Critical Effect<br />

Catastrophic Effect<br />

Target is dazed.<br />

Target is dazed for Power / 4 turns<br />

Target is dazed for Power / 4 minutes<br />

Telepathic Weapon [8, 16]<br />

The character visualizes a HTH weapon and strikes with it. It<br />

has a Medium range (one yard reach). The Level 1 version (8pt)<br />

allows the character to strike without Lock-On. The strike is a 5<br />

REA Medium action, but has a +1 REA Swing and a +2 REA<br />

Back-Swing. The Level 2 version does +6 Damage. Only targets<br />

that can be affected by a Mind Strike are effected.<br />

Puppet [16]<br />

You can enter another’s Mind and take control of his body. This<br />

is a PWR vs. STAT attack, with the effects listed below. The<br />

target will be instantly aware of the attack. The attack is an 8<br />

REA Long Action. Once a target is controlled, you must pay 3<br />

REA per turn to control him. The target can try a “Break Control”<br />

attempt when allowed. This acts like Grappling. Use his WIL +<br />

POWER vs. your WIL + POWER on the Grappling chart. If he<br />

wins, the control is broken.<br />

While under control, an unwilling target makes rolls at the listed<br />

negative (if any).<br />

Permanent Control: If you win [Target’s WIL +1] Control rolls,<br />

the target is yours forever (another Telepath can break the<br />

control by linking to the target and then using his WIL + POWER<br />

against yours. You get a +2 POWER home-court advantage). A<br />

permanent puppet costs no REA after permanence is<br />

established but the puppet won’t do anything unless you<br />

command it to. The person “inside” at that point is “asleep.”<br />

‘I won’t do THAT’: Any time you make someone do something<br />

they’re really opposed to, they may get a WIL bonus. Note that


V1.0 copyright © 2001 by Marco Chacon<br />

attacking your friends in combat doesn’t apply unless the<br />

character has some kind of “extreme loyalty” or a target is a<br />

loved one or saved his life (in a dramatic fashion). However,<br />

zealots are hard to control. If the GM rules that you’re having the<br />

puppet do something that is especially against his nature, he can<br />

assign a +1 to +8 resistance bonus.<br />

Effect<br />

Result<br />

Minor Effect<br />

Target is Dazed—WIL roll to recover (no control but you battle with him)<br />

Standard Effect<br />

Target is Controlled. Rolls at –2.Break out once per second.<br />

Major Effect<br />

Critical Effect<br />

Catastrophic Effect<br />

Target is Controlled. Rolls at –1. Break out once per 5 seconds.<br />

Target is Controlled. Break out once per minute.<br />

Target is Controlled. Break out once per hour<br />

Charm [24]<br />

Similar to puppet but different: Charmed targets do as<br />

commanded but they do it because they think they want to. A<br />

Charmed target isn’t just a body acting under mental orders, the<br />

character will use all his abilities to accomplish the result. You<br />

need a really good result to get anywhere with this so it’s not<br />

uncommon for a Telepath to use PSI Blasts to “burn down” a<br />

target’s mind before Charming them. Other rules apply as per<br />

Puppet.<br />

Effect<br />

Minor Effect<br />

Standard Effect<br />

Major Effect<br />

Critical Effect<br />

Catastrophic Effect<br />

Result<br />

Target is Stunned<br />

Target is Dazed (WIL roll to recover)<br />

Target is ‘convinced’<br />

Target is Charmed.<br />

Target is Slaved<br />

Convinced: A convinced target will do 1 action the Charmer<br />

commands. This can be moderately lengthy (WIL x 10 minutes).<br />

It may not be a combat action or something which will greatly<br />

imperil the target. Examples: Give me everything in your bankaccount.<br />

Tell me who you work for. Go deliver a message, etc.<br />

Charmed: The target does as mentally commanded by the<br />

Telepath. Charmed characters will fight along side their masters,<br />

and otherwise behave as an agent. The character gets a roll to<br />

“break out” once every WIL hours. This will be big plusses if the<br />

things the Telepath are having him do are against his nature or<br />

best interest. For all practical purposes, the target is an ‘Agent’ of<br />

the telepath (a person ordered to commit murder might do so,<br />

but will take steps to insure that neither he nor his master are<br />

caught). This will wear off after 20-WIL days if the target is not in<br />

mental contact with his master.<br />

Slaved: The target is not just an ‘Agent’ but actually worships<br />

the Telepath. A Slaved character will not get pluses against all<br />

but the most dramatic actions (i.e. being ordered to kill a loved


V1.0 copyright © 2001 by Marco Chacon<br />

one). Most importantly, a Slaved character will willingly die for<br />

the telepath.<br />

Influence [8]<br />

You can “Telepathically Whisper” to make targets do as you tell<br />

them. Unlike Puppet or Charm, the target will not even perceive<br />

the Influence as an assault. However, if it doesn’t work the first<br />

time, other attempts are at a cumulative –2 for the day. You must<br />

speak to the target(s) and make your proposal. Then roll and see<br />

the result.<br />

With Influence you can’t order someone to shoot themselves or a<br />

friend. You can’t ask someone to take all the money out of their<br />

bank account and give it to you … people won’t injure<br />

themselves because of Influence.<br />

However, you can ask guards to “let you pass” without<br />

inspection, persuade someone already doing business with you<br />

to take a really bad deal once in a while, convince someone to<br />

give you their nice parking space, etc. This is subtle and must be<br />

well played to be really effective.<br />

The GM should moderate this: the character’s request will<br />

determine what level of success is required. Unlike Charm and<br />

Puppet, burning the target’s mind with Psi Blasts won’t work (a<br />

character in combat won’t be Influenced). This usually only<br />

works out of combat but is considered a 5 REA Medium action.<br />

Effect<br />

Minor Effect<br />

Standard Effect<br />

Major Effect<br />

Critical Effect<br />

Catastrophic Effect<br />

Result<br />

No Effect<br />

Target is inclined<br />

Target is highly inclined<br />

Target is obedient<br />

Target is highly obedient<br />

Inclined: The target will say “yes” to any ‘reasonable’ request<br />

(i.e. a few bucks to get home with, coming in to use the phone,<br />

etc.) Even if it’s against the target’s better judgment but not<br />

obviously stupid or dangerous (they won’t let a heavily armed<br />

character in ‘to use the phone’)<br />

Highly Inclined: The character will take a moderate loss or risk<br />

to do as the character asks. The character will neglect his duty<br />

(but not if it is unquestionable that he’ll be caught).<br />

Obedient: The character will do as asked so long as it doesn’t<br />

hurt the target or his friends. A guard will let a character out of a<br />

cell. A man on the street might let the character ‘borrow’ his car<br />

(but wouldn’t sign over the pink-slip), etc.<br />

Highly Obedient: The target will agree to really weird requests<br />

(kinky sex when the target is straight, etc.) The target still won’t


V1.0 copyright © 2001 by Marco Chacon<br />

hand over everything he owns or get into combat … unless the<br />

target is so inclined (asking soldiers to come with you would<br />

work and they’d probably fight).<br />

Memory Overwrite [16]<br />

You can re-write the target’s memories. How deep this goes and<br />

what you can replace them with are determined by your success.<br />

This is an 8 REA Long Action.<br />

Short Term: Short Term memory is considered to be the last<br />

MEM minutes (of the target).<br />

Long Term: Long Term memory is all memory longer than short<br />

term (i.e. MEM+1 minutes)<br />

The character should indicate the memory he is trying to implant<br />

and then roll. If the GM rules he didn’t get enough, nothing<br />

happens (but the target is aware of the intrusion). Whatever the<br />

case, the rule is that the <strong>Psionic</strong> determines the memory and the<br />

target defines it. The memory might be “I’m your brother.” The<br />

definition might be “You’re my brother and I haven’t seen you for<br />

years, you bastard!” The Telepath should get some kind of idea<br />

what the definition will be and try to work with the GM to iron it<br />

out: you can’t change someone’s character with this, but you can<br />

screw them up pretty badly.<br />

Memory Leak: Altered Memories aren’t permanent (usually).<br />

The GM should rule that the truth … or at least confusion leaks<br />

back in over time.<br />

Effect<br />

Minor Effect<br />

Standard Effect<br />

Major Effect<br />

Critical Effect<br />

Catastrophic Effect<br />

Result<br />

Alter Short Term (non-major)<br />

Erase short term, alter short term (non-major)<br />

Alter short-term (major). Alter long term (non-major)<br />

Alter short-term (critical), alter long term (major)<br />

Alter short term or long term critical<br />

Non-Major Short Term Modification: Non-Critical modification<br />

means that the target, if he thinks about it, will remember some<br />

subtle detail as different. This will not apply to “who just attacked<br />

me” or “how much did I just pay for that car.” It might apply to<br />

what the character looked like (if the meeting wasn’t dramatic) or<br />

how much money the guy just handed you (if the denominations<br />

involved aren’t high).<br />

Major Short Term Modification: With this modification the<br />

target may be confused as to what just happened to a major<br />

extent (same as Erasing). The GM can treat this as though the<br />

character is Dazed but must make a WIL roll at –2 to recover. A<br />

Major Modification might include: instead of a late model car<br />

driving up and opening fire, a group of 1920’s Gangsters came<br />

up on the running boards of a 1920’s car and fired Tommy guns.<br />

A Major Modification might make a target forget that he just saw<br />

the character’s commit a crime (unless the crime was against<br />

him). Since this isn’t major, the GM should prevent complex


V1.0 copyright © 2001 by Marco Chacon<br />

scenarios or very unlikely ones (the target’s friends open fire on<br />

him).<br />

Critical Short Term Modification: The target will remember<br />

literally anything happening. The character may not believe it,<br />

but he’ll remember it. In combat the character will be Dazed with<br />

a WIL roll at –3 to recover (changing someone’s mind to make<br />

them remember things that didn’t happen won’t be likely to make<br />

them fight on your side—they’ll likely just be really confused).<br />

Long Term Modification: Minor points can be things like old<br />

addresses, a false memory of meeting someone long ago, etc.<br />

At the Minor Level the memory might be “I was in your class at<br />

school.” At the Major Level “I was a friend in high-school.” At the<br />

Critical Level “You’ve been married to me all these years.”<br />

Freeze [8]<br />

A relatively straightforward attack, the Telepath mentally orders<br />

the target to freeze in place. This is a 5 REA Medium action, it<br />

may only be attempted once per turn against a given target.<br />

Usually any further attack (except at the Catastrophic Level) will<br />

snap the target out of the freeze if it does damage. The GM<br />

should discourage “friendly fire” to snap a character out of a<br />

Freeze (1 or 2 points of damage won’t do it). The Freeze lasts<br />

WIL minutes.<br />

Effect<br />

Minor Effect<br />

Standard Effect<br />

Major Effect<br />

Critical Effect<br />

Catastrophic Effect<br />

Result<br />

Target is Stunned<br />

Target is Dazed (WIL roll each turn to recover)<br />

Target is Dazed (WIL roll at –2 each turn to recover)<br />

Target is Immobile unless attacked again<br />

Target is Immobile even if attacked<br />

Beguile [8]<br />

Similar to Charm, but not as useful: the target is drawn to the<br />

Telepath. Although it is a 5 REA Medium attack, the target,<br />

unless a Telepath or Esper, won’t usually be aware of the attack.<br />

This usually can’t be used once combat has started (but a<br />

Critical or Catastrophic effect will still work).<br />

Effect<br />

Minor Effect<br />

Standard Effect<br />

Major Effect<br />

Critical Effect<br />

Catastrophic Effect<br />

Result<br />

Target is interested<br />

Target is intrigued<br />

Target is entranced<br />

Target is ensnared<br />

Target is enraptured<br />

Interested: The target feels an unnatural curiosity about the<br />

Telepath. They may feel they have know the telepath before or<br />

have some other strong desire to interact with him.


V1.0 copyright © 2001 by Marco Chacon<br />

Intrigued: The target acts as though the Telepath were<br />

extremely attractive or otherwise a very good catch. Some<br />

characters will throw caution to the wind, others won’t be so<br />

easily manipulated (up to the GM).<br />

Entranced: The target will, even if it’s obviously a bad idea,<br />

approach the Telepath. This effect lasts about 45 seconds<br />

(enough to get the target into the telepath’s car, arms, hotel<br />

room, etc.). If the telepath does anything aggressive or scary the<br />

spell is broken.<br />

Ensnared: The target comes to the telepath. The target won’t<br />

attack for 3 seconds (no matter what). Once reaching the<br />

telepath, the target will remain docile and attempt to stay close<br />

(maybe acting as though attracted, maybe just “curious”). If the<br />

telepath has attacked the target or others, after 3 seconds the<br />

spell is broken.<br />

Enraptured: The target will come to the telepath and then<br />

remain docile and obedient for WIL minutes. The telepath can<br />

order the target to come with him, hold things, get doors, etc.<br />

The character will be essentially sleep-walking and can’t do<br />

things like sign over possessions, participate in combat, etc.<br />

Telepathic Combat<br />

When a Telepath wishes to initiate Telepathic Combat, he must set up a<br />

link with the target mind. This is a 5 REA Medium action and uses a<br />

basic RES roll to hit, unaffected by range, speed, or size of the target.<br />

The maximum range that this works at unless otherwise specified is<br />

POWER x 25 yards range. The roll to hit is at –1 per point of WIL the<br />

target has above 10 (or +1 for each point the target’s WIL is below 10).<br />

For all “ordinary” telepathic attacks, the target must have a normal<br />

biological mind. Robots, walls, animate statues, and many undead are<br />

unaffected by Telepathic attacks.<br />

A <strong>Psionic</strong> can have lock-on with 1 mind per point of POWER he has.<br />

Each lock-on attempt is a 5 REA Medium action.<br />

Once Lock-On is established, both minds will feel and be aware of each<br />

other even if the target is not Telepathic. Once a Telepathic link is<br />

established, both minds can also attack each other and can “hold on to<br />

the link” even if the initial party wishes to break it.<br />

To break a <strong>Psionic</strong> Link either both parties must agree (in which case it is<br />

a 0 REA Medium action) or win a Grapple Roll where the Grapple Scores<br />

are the POWERs of the characters involved.<br />

Ex1: A L2 <strong>Psionic</strong> with a 12 WIL attacks a Zen Master with a WIL<br />

of 17. He achieves Lock-On because the Zen Master allows<br />

himself to be hit (the attempt would be at –7 otherwise). Now,<br />

both minds are linked. The <strong>Psionic</strong> hits for 2 + 1 + 5 = 8pts of<br />

damage. The Zen Master strikes for 7, almost as much!


V1.0 copyright © 2001 by Marco Chacon<br />

Quickly realizing it’s much more of a battle than he thought, the<br />

<strong>Psionic</strong> tries to break off. His <strong>Psionic</strong> Grapple Score is 3 (2 for<br />

WIL, +1 for being Level 2. The Zen Master has a Grapple Score<br />

of 7. To break the link, the <strong>Psionic</strong> must either move out of range<br />

(in this case 175 yards since it’s based on what the Zen Master’s<br />

range would be). He must roll a 6- to break free . . . he realizes<br />

he’s in over his head.<br />

Mind Strike<br />

The basic Mind Strike hits using the character’s RES roll. This is not<br />

modified by the target’s WIL-10 (unless the target uses a Mind-Block,<br />

see below) as Lock-On has already been established. Damage is [WIL<br />

– 10 + POWER Bonus + Strike Bonus].<br />

Ex1: As described above, the <strong>Psionic</strong> has a 12 WIL, a 10 RES, a<br />

+1 POWER bonus (for being Level 2) and a +1 Strike Bonus<br />

(again, for being Level 2). This means that he does 2 + 1 +5 =<br />

8pts of damage. He hits each turn on a 10- (or his <strong>Psionic</strong><br />

Combat skill, see below).<br />

The Zen Master has a 13 RES and a 17 WIL (he has the Iron<br />

Will enhancement from the Chi Martial Arts section).<br />

Mind Shields<br />

An advantage that Psi’s have over most people is a Telepathic Mind<br />

Shield. This shield deducts from damage taken and goes away as it is<br />

battered down. The Shield comes back at POWER points per second of<br />

concentration (an 8 REA Long action). Before the <strong>Psionic</strong> takes any<br />

damage, the shield must be destroyed.<br />

Ex1: In the example above, while the Zen Master probably has<br />

no mind shield (since he’s not telepathic) the <strong>Psionic</strong> does. He’s<br />

Level 2 so he has 10pts of shield. His POWER is 3 so he gets<br />

back 3pts of Shield if he decides to recover it.<br />

The Zen Master has no shield.<br />

The Zen Master strikes the <strong>Psionic</strong>, getting a +2 Damage<br />

Modifier and doing 9pts of damage. The shield is reduced to 1pt<br />

but the <strong>Psionic</strong> suffers no damage from that strike.<br />

Common Shield Rule: In a Psi-heavy world, the GM should<br />

allow a 2pt Enhancement (either native or available through<br />

training) to grant a “natural” Psi shield equal to ½ WIL (this adds<br />

to any existing Psi shield if a telepath is trained. If the GM is<br />

using separate points for psionics and ‘normal’ stuff, this<br />

enhancement may come from either pool.<br />

<strong>Psionic</strong> Block (“Mind Evasion”)<br />

Although a link is established, a character may elect to try to block or<br />

evade a Mind Strike. In this event, the character pays 3 REA (like a<br />

normal block) and gets an RES (or Telepathic Combat skill) roll against<br />

the attack. Additionally, and this is very important, the roll to hit is at –<br />

POWER to hit since the target is “evading.”


V1.0 copyright © 2001 by Marco Chacon<br />

Ex1: Although the Zen Master cannot hope to match the<br />

Telepath’s raw power, he has a strategy to evade the strikes.<br />

When he does so, not only does he get an RES roll against the<br />

incoming attacks, but also gets a staggering –7 to be hit in the<br />

first place. Sweat runs down the <strong>Psionic</strong>’s brow.<br />

Special <strong>Psionic</strong> Moves<br />

There are some special Telepathic Combat moves that anyone can try to<br />

employ. Depending on what skills or talents are available.<br />

Math Wall: A character with L3 or L4 Mathematics or Physics<br />

can use the extremely trained computational power of his mind<br />

as a defense. A 8 REA Medium action and a roll at –3 or –0<br />

(Level 4) will give the character [+Skill-10] to his POWER for<br />

purposes of Evasion or Breaking a Grapple on that turn or the<br />

next (one attempt).<br />

Shared Pain: If a person is under psionic assault and suffers<br />

extreme pain, the character linked to him may suffer as well.<br />

When a character in a Telepathic link suffers damage from a<br />

non-telepathic source (i.e. a gun shot) the [amount of<br />

damage/2] may be added to his WIL for purposes of Breaking<br />

Lock-On or a Mind Strike. This applies to the turn that the<br />

character suffers the damage or the one immediately after.<br />

Philosophical Loop: A highly trained Philosopher (L3 or L4) can<br />

evade strikes more easily. The character’s Philosophy skill-1<br />

may be substituted for a Mind Block roll. At Level 4, the block<br />

costs only 2 REA.<br />

Meditation Sphere: A character with Meditation, Combat<br />

Meditation, or Tai Chi (at L3 or better) can affect a “Sphere of<br />

Calm.” This costs 8 REA (Medium action) to set up and takes a<br />

roll. The character gets [Skill-10] points of Mind Shield. The<br />

shield only lasts so long as the character is in a meditative state<br />

(so you can’t walk around with it up). This sphere can be “seen”<br />

by Telepaths with a probe or scan (surface). If the character has<br />

Level 4, double this number.<br />

Mind Storm: Combat Meditation allows the character to strike<br />

better as well. Each 2 full points of L3 Combat Meditation above<br />

10 add to Mind Strike damage. At L4 the character adds Skill-10<br />

to damage with a Mind Strike.<br />

Ex1: The Zen Master has Meditation at Level 3 on a 17-. During<br />

the battle, he takes an 8 REA Medium action to give himself a<br />

7pt Mind Shield.


V1.0 copyright © 2001 by Marco Chacon<br />

Psychokinesis<br />

The character can manipulate objects with his mind. A very powerful<br />

and flashy Major Discipline, it lacks some of the versatility that<br />

characterizes the others.<br />

Telekinesis<br />

The character has a force with a STR equal to Power. This operates<br />

semi-invisibly (it appears as a ripple in the air or, perhaps, as glowing<br />

energy fields . . . or possibly not at all). Telekinesis has the following<br />

abilities and limitations.<br />

TK Strike: The basic ‘force strike’ is the primary form of TK<br />

attack. It hits for Power Impact damage. The character uses<br />

COR to hit (as a ranged weapon). This is a 5 REA Medium<br />

action.<br />

TK Grab: The character’s Offensive/Defensive Grapple score is<br />

equal to his TK’s Power. He may grab as a 5 REA Medium<br />

action. If successful the target is treated as grabbed but the<br />

telekinetic isn’t. Holding a TK Grab costs 2 REA at the start of<br />

the character’s turn but, if the telekinetic plans to attack the<br />

target this cost need not be paid (it is considered part of the<br />

attack).<br />

TK Grapple/Hold: As an 8 REA the telekinetic can grapple a<br />

target. Continuing to hold that target is a 5 REA action that is<br />

paid at the start of the character’s turn. If the character cannot<br />

pay the hold dissolves. Depending on what the grapple is won by<br />

the effects are as follows:<br />

• Minor Success: The target is slowed: he loses half of his<br />

movement and two points of AGI bonus.<br />

• Standard Success: The target cannot take Move or Dodge<br />

actions and is at –2 to hit, -2 to block, and –2 to Damage<br />

Mods against all targets. He has no AGI bonus.<br />

• Major Success: As above but all modifiers are at –4.<br />

• Critical Success: The target is completely immobilized.<br />

TK Block: The telekinetic can try block any attack he is aware of<br />

(instinctively). This applies to incoming lasers as well as arrows<br />

or bullets. The roll is RES – 3 (but can be improved with combat<br />

skill). The block is a 3 REA short action as normal. It can be<br />

applied against HTH attacks at RES – 1.<br />

Levitation: Objects may be lifted in the Telekinetic Vortex and<br />

moved. The rate of movement is usually Power / Mass yards per<br />

second (if Mass is greater than Power then the object doesn’t<br />

move). The object does not accelerate but hovers along at that<br />

rate. The character can pick himself up as well.<br />

Grabbing Moving Targets: If the damage the object would do in<br />

an inelastic collision is greater than the Power of telekinesis then<br />

the object is ripped out of the TK grip. Otherwise the object


V1.0 copyright © 2001 by Marco Chacon<br />

stops (and takes the damage). The Telekinetic is not moved<br />

with the object.<br />

Level Cost Power Block<br />

Level 1 8pts [WIL –10] +3 Slow Missiles [ COR-2]<br />

Level 2 16ts [WIL –10] +6 Fast Missiles [ COR-1]<br />

Level 3 32pts [WIL –10] +12 Fast Missiles [COR]<br />

Level 4 64pts [WIL –10] +24 Fast Missiles [COR]<br />

Psychokinesis Aspects<br />

PK Shield [ 4, 8, 16, 32 ]<br />

The character has a defensive PK field that he can erect with a 3<br />

REA short action.<br />

• Level 1: 2 Armor, 4 Power Field<br />

• Level 2: 3 Armor, 8 Power Field<br />

• Level 3: 4 Armor, 16 Power Field<br />

• Level 4: 5 Armor, 32 Power Field<br />

Telekinetic Tentacle [4]<br />

The TK Tentacle allows one grab/grapple per tentacle costs 2<br />

less REA to maintain. It has Long Reach (3 yards) and<br />

otherwise uses standard combat skills.<br />

TK Shield [X, 2, 4, 6]<br />

Acts as a Small, Medium, or Large shield (uses the shield rules)<br />

but can be used to block Fast Missiles. Creating the shield is a 5<br />

REA Medium action at Level 1, a 3 REA Short action at Level 2,<br />

and a 0 REA Short action at level 3 or more.<br />

TK Hammer [8]<br />

The Hammer is a powerful short-ranged attack. It hits at Long<br />

Reach (3 yards) but is fired as a ranged attack. It gets a +2<br />

Large Weapon Bonus to hit and hits with Ranged Weapon skill.<br />

It is slow, however, and may be blocked as a ranged attack. It<br />

may be used only once per turn and it does +6 damage.<br />

PK Wall [4]<br />

The character can throw up a wall of Telekinetic force. It is a 5<br />

REA Medium action to create and the wall appears at the<br />

beginning of the next turn. It has Power / 4 (round down) points<br />

of armor, POWER x2 Damage points, and may be Power /2<br />

yards on a side. It must have a physical anchor (it won’t float). If<br />

used as a bridge it will support Power Mass in weight. If a<br />

character uses TK through the wall (or any TK attack) it is<br />

reduced by Power points of Power (so a character must use the<br />

wall at reduced level to be able to fire through it). The wall takes<br />

all damage as penetrating damage and costs 3 REA per turn to<br />

maintain.


V1.0 copyright © 2001 by Marco Chacon<br />

Pyrokinesis [2, 4, 8, 16]<br />

The character can excite molecules with PK to cause sudden<br />

temperature changes in an object. The character must first lockon<br />

to the target (a ranged attack for a 5 REA Medium action). If<br />

successful, for each additional 5 REA the character puts Power<br />

points of “heat” into the target. This heat is built up, but, at some<br />

point (a 0 REA Medium action) the character ‘detonates’ the<br />

charge. At this point the target takes damage equal to Power /<br />

Mass. This is done through all armor. The telekinetic must be<br />

able to see the target to detonate it. The TK must be purchased<br />

at level equal or less than the character’s PK level. If the<br />

character has PK of a level higher than his Pyrokinesis, he uses<br />

his Pyrokensis at that lower level. The maximum charge that<br />

can be built is equal to [ WIL /2 ] levels of effect. The target can<br />

feel the heat growing and will understand who is doing this to<br />

him (and feel an appropriate sense of alarm if he believes in PK).<br />

Bubble [2]<br />

You can surround yourself with a Telekinetic Bubble. The Bubble<br />

will hold air and water, is up to WIL yards in diameter, and<br />

reduces POWER/2 from any damage going through it (either<br />

way) While in use, the Tekelinetic’s POWER is reduced by ¼<br />

total points. The bubble can’t hold people: moving through it is<br />

like moving through viscous fluid.<br />

TK Leap [2]<br />

A Telekinetic Leap is an 8 REA action. The character gets<br />

POWER / MASS yards added to his straight-up leap (2x that<br />

jumping across).<br />

TK Battle Staff [4]<br />

The character can create a “Force Staff” using Staff Skill and<br />

striking for STR + TK POWER +4 damage. The staff is semivisible<br />

and takes a 5 REA Medium action to create.<br />

Cling [2]<br />

The character can stick to walls or ceilings. Climbing is done at 3<br />

yards per second.<br />

TK Bomb [4]<br />

A nasty trick: the character creates a small “ball” of force which is<br />

stable for a little while but then decays rapidly in a sudden pulse<br />

of force. The Bomb takes POWER seconds to create and does<br />

POWER x2 damage (point-blank) with a RAD of 2 yards (so it<br />

does POWERx2 damage from 0-2 yards, [POWERx2]/4 at 2.1 to<br />

4 yards, [POWERx2]/9 from 4.1 to 6 yards, etc. The Bomb will<br />

last POWER minutes or less (declare when creating). It is visible<br />

as a small baseball sized glowing object. The higher the<br />

damage, the brighter the glow.


V1.0 copyright © 2001 by Marco Chacon<br />

Mind Over Matter [4]<br />

This is a collection of abilities related to the molecular<br />

configuration of matter.<br />

Reshape: The telekinetic manipulates the molecules of an object<br />

to make in malleable. This takes 10 seconds and works on<br />

objects of up to POWER x5 pounds. All of an object must be<br />

effected (a rule for things like doorknobs is that if the element<br />

comes off with a screwdriver or simple tools, it’s a separate<br />

object. If it’s glued on, it’s all part of the same thing).<br />

Reduce Weight: The telekinetic can make an object weigh less.<br />

It takes POWER minutes to reduce the weight of an object by up<br />

to POWERx5 lbs. This will make objects weigh effectively 0, but<br />

not less. A character can have 1 object of 0 weight per point of<br />

POWER devoted to keeping it weightless. This effect turns off<br />

when the character is asleep or unconscious.<br />

Bond: The character can stick items together. This is done by<br />

manipulating the object at the molecular level. The objects just<br />

seem to stick. Once done this is “permanent.” The force of the<br />

“glue” is 75lbs of pull per point of POWER. It takes 1 second to<br />

stick an object. You can’t stick objects to living beings and<br />

sticking an object doesn’t make it harder to break. You can unstick<br />

objects but it takes 10 minutes of work.


V1.0 copyright © 2001 by Marco Chacon<br />

Extra Sensory Perception<br />

Extra-Sensory Perception covers a wide range of psionic senses and<br />

abilities. Characters of this type may be called many different things from<br />

“espers” or “precogs” to a more general “seer.” Espers have a unique<br />

position as they are often the only form of psionics allowed in a game.<br />

Scenarios where the GM allows only a few, questionable abilities are<br />

well suited to espers who may not know where their power comes from<br />

or exactly how to use it, but are still privy to unusual sorts of information<br />

and experiences.<br />

Buying ESP<br />

In the case of Psychokinesis or Telepathy there is a single major<br />

discipline followed by a list of aspects. In the case of ESP there are<br />

several major disciplines. A character may have more than one major<br />

discipline if he wishes (just as a character can have both Psychokinesis<br />

and Telepathy) and buying any of the major disciplines gives the<br />

character the right to buy any of the aspects.<br />

Realism<br />

In “realistic” games, some of these abilities may exist and may be seen<br />

as an extension of the normal character attributes in the basic book.<br />

Where this is applicable, it will be noted with each discipline.<br />

The Third Eye<br />

The Third-Eye is the term for the paranormal sense the character<br />

possesses. Using the Third Eye is done with an RES roll. A character<br />

can increase the roll as though buying a Normal skill (there is no Level<br />

cost).<br />

Burn Out: Over using the Third Eye can cause burnout of the<br />

ability (this is temporary). If the character keeps asking<br />

questions about the same thing (or, the GM declares, similar<br />

things) each successive roll is at –2 for a day (or, possibly more<br />

in the case of Far Precognition). If the roll is blown by 5-9, the<br />

character’s extra-sensory perception is burnt out for that many<br />

days. If the roll is failed by 10 or more, it’s burnt out for that<br />

many days x 2.<br />

Curse: Overuse of these abilities (especially the further reaching<br />

ones at Level 3 or 4) can cause the universe to “curse” the<br />

character. In many games there will be a concept of “Karma” or<br />

“Standing.” A character who uses his or her “gift” for money or<br />

personal gain may lose it … or even be punished. The nature of<br />

this is varied (characters may serve an “evil” cause without any<br />

problem but use of the abilities for greedy purposes may be<br />

discouraged). The GM should let the player know when he or<br />

she has accumulated a “Karma” point. At a certain level (say 4)<br />

the GM should enact consequences. A certain amount of time<br />

(say 1 week or 1 month) will eliminate a Karma point. If the<br />

character keeps accumulating them … or does something really


V1.0 copyright © 2001 by Marco Chacon<br />

wrong, the GM can assign more than 1 point (i.e. if the character<br />

goes for a big score on the stock market). The GM should feel<br />

free to assign a Karma point any time the player annoys the GM<br />

or interferes with the campaign’s flow (as in demanding the<br />

power solve a murder mystery … which the GM has decided<br />

they’ll have to solve on their own).<br />

Interference and Warnings: When a character is probing<br />

certain areas they may find “warnings” or “static.” These can take<br />

the place of unexplained negatives (the Ambassador’s<br />

assassination is at –5 to examine and there’s a warning<br />

associated). If the character ignores the warning, there is usually<br />

some consequence. This can be a disease, loss of an ability or<br />

the character’s POWER, etc.) These curses should be<br />

temporary.<br />

Sometimes a powerful Esper or Telepath can set up interference<br />

concerning an event or question (i.e. “Questions about me have<br />

a warning and a curse—the asker gets cancer.”). While this<br />

should be reserved for the most powerful characters, it is a good<br />

way for the GM to maintain control.<br />

Power Usage<br />

Many of the abilities have a concept of POWER cost. When a character<br />

is using his POWER (for visions) the rules work as follows: the character<br />

recovers his full POWER each turn. If the character exceeds his POWER<br />

use in a given turn (by accessing a vision that requires more power than<br />

he has) he is in “Overload.” In this condition he will lose endurance and<br />

even take damage.<br />

Overload: When a character’s vision requires more POWER than<br />

he has, he has a choice: not take the vision or pay the difference<br />

in POWER in Damage Points or Endurance. Up to WIL points of<br />

POWER may be paid in Endurance, after that you must pay<br />

Damage Points. The GM should not allow more than a Major<br />

Wound to be taken this way.


V1.0 copyright © 2001 by Marco Chacon<br />

Precognition<br />

Realism: Does not exist in “Realistic” games<br />

Precognition, the ability to see the future, is the most common form of<br />

ESP. A character’s view into the future is often hazy and uncertain or<br />

even misleading or cryptic. What the character sees is probabilities and<br />

not, with this power, absolutes. Thus, what is seen may be changed. For<br />

this reason precogs are extremely valuable to organizations.<br />

There are two types of Precognition that a character gets when he<br />

becomes a precog: Far Precognition (the ability to see days, hours, or<br />

even years into the future) and Combat Precognition (the character’s<br />

ability to reflexively see a second into the future and react to it).<br />

Oracle is a third aspect of Precognition that a character may choose to<br />

buy. Either it costs extra points (at the level wished) or it may be<br />

substituted for Far Precog or Combat Precog for no points.<br />

Hiding From Precognition and<br />

Oracle:<br />

Trying to get away with things is<br />

difficult in a psionic world. You<br />

have a few choices if you want to<br />

take on a cadre of precogs.<br />

1. Learn the Obscure<br />

aspects or be a person<br />

who is naturally hard to<br />

catch on precognition<br />

(Persona Obscura).<br />

2. Work in unexpected ways<br />

and leave little evidence<br />

of what you did (if they<br />

aren’t asking the right<br />

questions they might not<br />

get the right answers).<br />

Far Precognition<br />

Level Cost POWER Oracle Cost<br />

Level 1 8pts [WIL-10] +4<br />

Level 2 16pts WIL/2 (round up) +8<br />

Level 3 32pts WIL +12<br />

Level 4 64pts WIL x 8 +16<br />

Far Precognition<br />

When using Far Precognition, the character uses his power to<br />

see deep into the future. Contrary to what you might expect, it is<br />

easier to see years into the future than seconds. The reason for<br />

this is two fold: firstly, projections far into the future assume little<br />

change from the present and simply assume things will continue<br />

as they have (mostly). Secondly, for play balance reasons, it is<br />

often better to see what is about to happen rather than some<br />

potential outcome days, weeks, or years down the road.<br />

To use Far Precognition, the precog asks a question. Questions<br />

are usually of the type listed below:<br />

1. Seeing a person’s future, asking about a specific event or<br />

relationship.<br />

2. Seeking danger in the future time chosen.<br />

3. Tracking the future of business ventures, the stock market,<br />

etc.<br />

4. Seeking answers to current questions in the future.<br />

5. Knowing the outcome of some event.<br />

6. Asking what is ‘about to go down’<br />

7. Knowing the repercussions of some action.<br />

The character can also specify a time-range (optional). Then a<br />

roll is made against the Third Eye score (a perception roll to look<br />

into the future) and the POWER cost of the vision is computed.<br />

The POWER cost for the question is determined by multiplying<br />

Here are some other suggestions:<br />

Throw a wrench in the works: If<br />

you are up against powerful<br />

precogs, the GM may allow you to<br />

gain some protection by being<br />

unpredictable. Buy a Tarot Deck.<br />

Shuffle. Don’t do your mission until<br />

the Empress (or other card)<br />

comes up. Turn over 1 card per<br />

day. This makes it hard for a<br />

precog to get the timing right.<br />

Because any given time your<br />

actions are random, it could give a<br />

–1 to –3 to the precog’s roll.<br />

Don’t Tell Anyone: This is a<br />

strange rule, but it’s good for<br />

gaming: the fewer people who<br />

know about, or observe whatever<br />

the questions are being asked<br />

about, the harder it is to find out. If<br />

your plans are secret, the GM<br />

might apply a –1 or –2 to rolls. The<br />

GM can rule that if more than 2<br />

people know the plan it gets no<br />

protection. Again, this is optional,<br />

it’s strange, but it works for<br />

gaming.


V1.0 copyright © 2001 by Marco Chacon<br />

Time x Clarity. Because the clarity is determined by a roll, the<br />

character can declare a “cut-off” value where he will not get more<br />

clarity than asked for.<br />

Use the below chart:<br />

Time into<br />

Future<br />

Power<br />

Cost<br />

Clarity Roll Power<br />

Cost<br />

Minutes 12 Complete 10<br />

Hours 10 Vision +10 5<br />

Days 8 Murky Vision +5 to +9 2.5<br />

Weeks 4 Riddles/Strong +1 to +4 1<br />

Feeling<br />

Months 2 General 0 .5<br />

Feeling<br />

Years 1 Random Data -1 to -4 .1<br />

Unknown .5 Bad Data -5 or less 3<br />

Ex1: A seer is asked to check the prospects of a stock on Wall<br />

Street. The person asking the question wants to know when the<br />

stock will be highest in the next 3 weeks. The GM determines<br />

that this is a fair and well-posed question and the seer makes a<br />

roll against her Third Eye score of a 14-. She rolls a 9, making it<br />

by 5. This gives a Murky Vision which has a POWER cost of [ 4 x<br />

2.5 = 8 ]. The Seer is a Level 2 Precog and has a POWER of 6.<br />

She is over-budget in terms of POWER (see the effects of this<br />

below) but has a murky vision. The GM determines that she sees<br />

the Wall Street Journal page on a table in a coffee shop with a<br />

stock value of $32 a share. She reports this and while the man<br />

does not know the exact date, he does know the highest closing<br />

value of the stock.<br />

Ex2: Mark and Ted are waiting for a criminal to walk into a bar.<br />

Ted is a Level 2 Precog and wants to know if the man is coming<br />

armed or with friends. He will be there in a few minutes. Ted<br />

declares that he is looking for a “Strong Feeling” or less. His<br />

question has a value of 12 (for time) x .5 for general feeling. The<br />

roll is made by 3, which is good enough for a Strong Feeling or a<br />

riddle (if the GM has one in mind). Since Ted declared a<br />

“General Feeling” the cost is 6pts. He pays it and gets a feeling<br />

of being watched. They deduce that while the man might come<br />

alone, he has a friend in the bar watching or people outside<br />

watching (the actual case is that the criminal is being followed by<br />

the police and the GM determines that a strong feeling would<br />

have been one of paranoia of being followed).<br />

Drama In Visions: It’s all to easy<br />

to treat Precognition like 411. The<br />

medium sits down, barks out some<br />

questions, and then gives the<br />

answer. The GM can do that if the<br />

game treats psionics very matter<br />

of factly. Here are some “better”<br />

suggestions:<br />

1. Asking questions can “piss<br />

off” the cosmos. The medium<br />

should be very careful with<br />

the power being used. Too<br />

much meddling with fate can<br />

have very dire consequences.<br />

2. The character is in contact<br />

with a higher/lower power.<br />

The medium may not just be<br />

sending his/her mind into the<br />

future, there may be another<br />

party involved. That party may<br />

want payment for answers.<br />

3. Vision Aids: maybe visions<br />

only work under powerful<br />

drugs, with massive seizures,<br />

or other dramatic trappings.<br />

4. The Other Side: the more<br />

time a medium spends “in the<br />

future” the more he or she<br />

loses touch with the here and<br />

now. The GM may rule that a<br />

person’s life gets stranger and<br />

stranger as they ply into the<br />

mysteries of the future.<br />

Whatever the case, these rules<br />

will help insure that good mediums<br />

are hard to find and may want<br />

more than a few dollars for their<br />

services.<br />

Ex3: A character wants to know what the world will be like in 100<br />

years. The GM determines that this is far too open-ended a<br />

question and denies it. The player then asks whether or not the<br />

president will be assassinated. The GM declares that he hasn’t<br />

decided this so he makes a secret roll assuming that on a 6- the<br />

president is in a likely assassination situation and gives the<br />

character a shot at it. The GM rolls a 12 and the character gets a<br />

vision of the president as an old man. This does not insure that


V1.0 copyright © 2001 by Marco Chacon<br />

the president won’t be killed; it just means it’s unlikely given the<br />

state of affairs at this time.<br />

Meddling with the Future: Once the characters have<br />

information about the future they will, of course, want to use it.<br />

This has a dangerous repercussion in that using data gained<br />

through precognition to change the future makes their activities<br />

more visible to other precogs. When the characters get data<br />

about the future and attempt to change the outcome of<br />

something (or, in the GM’s opinion, wildly capitalize on it) the ½<br />

POWER of their vision is added to another precog’s attempt to<br />

view the same or related information. Furthermore, when<br />

another precog gets the POWER bonus he will get some<br />

information about who else is acting on it.<br />

Ex1: Ted uses his power to determine that UltraCorp is going to<br />

have a break-through and become a multi-billion dollar<br />

conglomerate. Since UltraCorp makes bio-weapons, Mark and<br />

Ted decide they’d better sabotage it before it can become an evil<br />

multinational. Their plan involves staging a disaster during the<br />

company’s acquisition of a smaller company that they think is<br />

related to the future rise. Their vision was a 10 POWER vision.<br />

UltraCorp’s own psychic council is able to determine that two<br />

people whose faces are seen is a vision are planning to blow up<br />

some fuel tanks during their buy-out to create massive negative<br />

publicity. Questions along these lines get +5 POWER to the<br />

investigating psychics.<br />

Combat Precognition<br />

Combat Precognition is simply a set of honed reflexes that a<br />

precog uses instinctively in a fight. They involve evading<br />

damage at the lower levels and striking and fighting more<br />

effectively at the higher ones (knowing where one’s opponent will<br />

be or will block is a huge advantage).<br />

Combat Reflexes has the following effects at the listed levels:<br />

Level Ability Block Initiative Bonus Combat Bonus<br />

Level 1 Duck +0 +0 None<br />

Level 2 +1 +2 -2 TBH, -2/+1 DM<br />

Level 3 Block-Ranged +2 +3 -3 TBH, -3/+2DM, +1 to-hit<br />

Level 4 +3 +5 -6 TBH, -4/+2 DM, +2 to-hit<br />

Duck: Once per turn the character can execute a Precognition-<br />

Enhanced dodge. This dodge is at +2 and can be used against<br />

surprise attacks with the character’s full AGI bonus. The Duck<br />

move has no negative against ranged attacks.<br />

Damage Modifier: A precog’s combat movement is based on a<br />

reflexive foreseeing of the future. This gives a negative damage<br />

modifier in combat. It is applied vs. HTH and ranged attacks and<br />

the negative is applied before checking for a Penetration hit by 4<br />

to double.


V1.0 copyright © 2001 by Marco Chacon<br />

A positive damage modifier is applied to the character’s attacks if<br />

he hits a target.<br />

Negative To-Be-Hit: In addition to a negative Damage Modifier,<br />

the character is also harder to hit. This negative is applied<br />

against HTH and ranged attacks to the same degree (unlike AGI<br />

bonus) and may be used at any time instead of the character’s<br />

AGI bonus.<br />

Precognition Block: The character has better blocks due to his<br />

view of the future. A precognitive block is at some positive to<br />

block and costs +1 REA.<br />

Initiative Bonus: The character’s sense of timing is improved.<br />

The bonus is added to Initiative rolls, not REA.<br />

Bonus To-Hit: If the character’s combat-precog level gives a<br />

bonus to-hit, the character gets that bonus applied to all skill<br />

rolls. This also gives a positive damage modifier (treat the attack<br />

as though the character’s skill roll to-hit was improved by that<br />

amount).<br />

Block-Ranged: The character can apply his dodge or block, unmodified,<br />

against a ranged attack. If the GM rules that the<br />

character has a suitable weapon, with a +1 REA block made by<br />

+3, the character can either grab a slow missile (arrow or spear)<br />

or even hit to reflect a fast missile (reflecting a blaster shot with<br />

some sort of HTH energy weapon).<br />

Oracle<br />

The Oracle ability is somewhat different from Precognition. It<br />

may be purchased along with Far Precognition and Combat<br />

Precognition for an extra cost or it may be substituted for one of<br />

the two.<br />

When the character uses Oracle, he is asking questions of the<br />

cosmos. The answer may be about the past, about events that<br />

will never be, or about philosophical questions. The GM must<br />

reject badly formed questions and monitor this. Fishing in the<br />

cosmic intellect is not without risks: if the character abuses this,<br />

the GM should see that nasty things start happening to him.<br />

Question Asks For<br />

Power Cost<br />

Complete Data 16<br />

Yes or No to simple question 12<br />

Partial Data (missing important chunk) 10<br />

Yes or no to complicated question 8<br />

Sliver of data 4


V1.0 copyright © 2001 by Marco Chacon<br />

Procedure: The character asks a question and makes a clarity<br />

roll. The POWER cost is determined by the amount of data the<br />

character is asking for times the clarity on the roll.<br />

Because the amount of data is specified, the Clarity is less<br />

important than it is in Far Precognition. The cost, however, is<br />

usually much higher. Usually a Clarity of Riddles/Strong Feeling<br />

will give the character most of what he needs towards the<br />

answer (especially in the case of a yes or no answer). The<br />

character can specify a maximum clarity when making the roll so<br />

as to prevent an awesomely high POWER cost.<br />

Ex1: Will our spy betray us<br />

Complete Data: He will take actions that seem to be a double<br />

cross to you because he knows he is being watched. When he<br />

has his enemies confidence, he will give you the data you need.<br />

The POWER cost is 16 x the Clarity gained.<br />

Yes or No to simple Question: No. POWER cost is 12 x Clarity<br />

Partial Data: see either him giving assistance to them or you, but<br />

not both and without context. The POWER cost is 10 x the<br />

Clarity.<br />

Yes or No to complicated: Yes (because you will think he is<br />

betraying you). The POWER cost is 8 x the Clarity.<br />

Sliver of data: see him being questioned by the enemy. The<br />

POWER cost is 4 x the Clarity.<br />

Clairvoyance<br />

Realism: Level 1 may exist in “realistic” games.<br />

Clairvoyance (commonly called ESP, as well) is the power of remote<br />

sensing. The character can know things, or project his senses. This is<br />

the ability that some government agencies will use to spy on their<br />

enemies or locate armies or submarines in action. It is the ability that<br />

characters may use to find water, oil, or gold. It is the ability people on<br />

TV use to see what is inside envelopes.<br />

Clairvoyance<br />

Level Cost Remote Viewing Dowsing Object Reading Other<br />

Level 1 8pts Low Power Low Power Low Power Dreams<br />

Level 2 16pts Medium Power Medium Power Medium Power Danger Sense<br />

Level 3 24pts High Power High Power High Power Detection<br />

Level 4 48pts High Power High Power High Power<br />

Remote Viewing: The character projects a “vision-like” sense at a<br />

range. At the lower levels, this is not quite “seeing” but is instead<br />

“knowing.”


V1.0 copyright © 2001 by Marco Chacon<br />

Low Power: The character has a Range of WIL 2 miles but gets<br />

only general feelings or visions. The GM should make a roll at –<br />

4 against the character’s Third Eye skill and then, based on the<br />

type of attempt, give the appropriate information.<br />

Attempt/Question Example Data<br />

Find a person the Finding 0-3 Knows if the targets are in the area<br />

character does not lost<br />

4-6 Has vision of the targets, knows<br />

know in WIL 2 mile campers<br />

direction (within 60 degree arc) or some<br />

radius.<br />

within the<br />

piece of pertinent data (color of car the<br />

• +3 If the seer radius.<br />

person is driving).<br />

knows them.<br />

7-9 Can lead a party there, but knows only<br />

• +3 if the seer Finding<br />

direction and some idea of distance.<br />

has a beloved kidnapped<br />

possession. victims<br />

10+ Knows exact direction and distance and<br />

has vision of current events and<br />

• +1 if the seer<br />

conditions.<br />

has a<br />

photograph.<br />

“See” what<br />

someone has in<br />

an envelope or<br />

case within WIL<br />

yards.<br />

• +2 if the<br />

character<br />

takes a few<br />

minutes and<br />

touches the<br />

envelope.<br />

Performing<br />

“magic<br />

tricks.”<br />

Reading a<br />

person’s<br />

ATM PIN<br />

number<br />

from far<br />

away.<br />

0-3 Gets it “partially right” (50% of numbers,<br />

a general idea of the picture).<br />

4-6 Gets it “mostly right” (75% of numbers,<br />

very close picture)<br />

7-9 Gets it “right” (90% of numbers, identical<br />

picture)<br />

10+ Gets it dead-on. The character knows<br />

everything.<br />

Finding something<br />

out about a<br />

location or building<br />

in a WIL 2 yard<br />

radius.<br />

Is anyone<br />

inside a<br />

building<br />

(+0 to roll)<br />

Is the<br />

object<br />

we’re<br />

looking for<br />

in there<br />

(-3 to roll)<br />

0-3 Weak “correct” feeling (a miss will give a<br />

weak incorrect feeling).<br />

4-6 Strong “correct” feeling (a really bad<br />

miss of –5 or more will give a strong<br />

incorrect feeling)<br />

7-9 Vision about the person or object (i.e.<br />

you see a letter on a table)<br />

10+ Exact data in a vision (location, place,<br />

etc.)<br />

POWER Cost: The power cost for “Low Powered” remote<br />

viewing is 3 points per usage. Each time this is used the<br />

character loses 1 point of POWER for the next 10 minutes.<br />

Medium Power: The character can project a sight-sense a few<br />

yards. Using the vision is an 8 REA Long action that requires<br />

concentration. Going into the trance takes 10 – [WIL-10]<br />

Seconds. Coming out, takes the same (you are vulnerable while<br />

using Medium Power Clairvoyance).


V1.0 copyright © 2001 by Marco Chacon<br />

Your “Sight Nexus” is then projected in a straight line. This<br />

presence can go WIL x 2 yards, and can use all the character’s<br />

senses from that point. It will use them normally (i.e. if projected<br />

into a dark room it won’t see but will hear).<br />

Any character with ESP or Telepathy will immediately detect the<br />

use of this ability. <strong>Psionic</strong> attacks may be used as though the<br />

“sight nexus” was the character but the Clairvoyant character<br />

cannot attack through this Nexus (so if attacked he must retreat).<br />

The POWER cost of Medium Precog is 1 per yard projected.<br />

High Power: High Powered Clairvoyance is the same as<br />

Medium Power but the “Sight Nexus” can move and Telepathic<br />

attacks can be launched through it (this can be very unfair!) The<br />

Nexus moves at [WIL-10] yards per second, the character must<br />

be in concentration. A Telepath will know where the body is<br />

located.<br />

Using this is “Noisy.” Characters under surveillance will feel<br />

watched. Paranoid characters will shut up—even if they are<br />

unfamiliar with <strong>Psionic</strong>s … they’ll know someone is listening.<br />

After using this ability, the character will get –5 to Persuasion<br />

rolls due to a “creepy feeling” (this can have other role-playing<br />

disadvantages … police won’t trust the character, etc.)<br />

The POWER Cost is 4 for the first minute and +1 per minute<br />

after that.<br />

Dowsing: The character can detect water or other valuable objects<br />

nearby or by using a map. The most common use is by using a<br />

“Dowsing Rod” (a forked stick) to find water. In practice, the character<br />

walks around, making Dowsing rolls and “scanning the area.” The<br />

character must be concentrating (i.e. must not be disturbed) and gets<br />

approximately 1 roll per 10 minutes.<br />

Low Power: The POWER cost is 2 points. The character can<br />

find:<br />

o Underground Water (at no negative)<br />

o Can find buried treasure by walking over it(make a roll at –3<br />

since someone was trying to hide it).<br />

o Can locate buried bodies or other large items by walking<br />

over them (roll at –1).<br />

o Can, in a room, find valuables (if they’re hidden, roll at –2).<br />

o Can, in a house, find “an object” or “person” (roll at –2).<br />

Medium Power: The POWER cost is 6 points. The character<br />

can find:<br />

o Resources by scanning a map (a roll made by 5 indicates a<br />

“good find”). This should take about 5 days per roll to cover a<br />

100 square mile area. Bad rolls will indicate false readings.<br />

Rolls by +0 to +4 may or may not recoup the cost of drilling.<br />

This should be a moderately good way to find oil or some<br />

valuable resource—not the best way.


V1.0 copyright © 2001 by Marco Chacon<br />

o Can, with no negative find a person, a hidden object, or<br />

valuables in a house.<br />

o Can, using a map, find crime-scenes (i.e. missing persons,<br />

buried bodies, etc)<br />

High Powered: The POWER cost is 12 points. The character<br />

can find:<br />

o Resources very effectively (a successful roll and a week<br />

should find a site which will turn a profit. A roll by 5+<br />

indicates a good profit)<br />

o The character can use satellite maps to find hidden<br />

headquarters, missile silos, submarines, and other strategic<br />

resources.<br />

o “On the ground” the character will feel a “ping” if there is<br />

anything buried, valuable, or hidden within WIL miles.<br />

o The character can, in a house, find all valuables, hidden<br />

rooms, etc.<br />

Object Reading: The character touches an object (or piece of an object)<br />

and can tell something about the owner, or the last persons to touch it.<br />

Low Power: The POWER cost is 2 points. The character can<br />

get a “vague feeling” from the object. If an object was owned by<br />

a single person and was used for some task the GM feels has<br />

“imprinted” it the character can “read it.” Examples:<br />

o A gun might give the character flash visions of the people it<br />

killed.<br />

o A gun owned by a mad-man might give the character a<br />

vision of a few seconds view through the person’s eyes.<br />

o A gun in a pawn-shop handled by a psycho-killer the<br />

character is looking for might “give off” vibrations and let the<br />

character know the man was here … and approximately how<br />

long ago (and, with a roll by 5+ how he was dressed, etc.)<br />

Medium Power: The character can track a target by his<br />

“psychometric” vibrations. Even on a sidewalk or other hard<br />

surface the character can be followed with a roll. Moving through<br />

crowds makes this at –1 to –8 (depending on how emotionally<br />

charged they are—cutting through a foot-ball game will lose<br />

almost any tail).<br />

In a room or area where something highly emotionally charged<br />

happened (a murder) the character will get a sense of it.<br />

Touching the walls or floors for several minutes may produce a<br />

vision (make a roll by 4+).<br />

When handling an object the character can do the following:<br />

o Sense what happened to the object in the last WIL minutes.<br />

This does not give the object “eyes” but the character will get<br />

a good sense of what has recently transpired.<br />

o What the object is used for … what it was used or misused<br />

for … who the character’s most predominant owner is, etc.<br />

o Read a password off a computer’s keyboard if the user had<br />

used it often for several days.<br />

o Tell something about the state of mind, current location, or<br />

appearance of the last person to read a book.


V1.0 copyright © 2001 by Marco Chacon<br />

High Power: The character can gain frightening amounts of<br />

information from handling an object someone else has used. The<br />

GM should figure out what information an object might contain<br />

(usually it will contain facts about it’s owner, lots of data about<br />

how it was used), and maybe even have a “link” to current data<br />

(“He now lives in Wisconsin and manages a general store!”)<br />

Dreams: The character has strange and sometimes prophetic dreams.<br />

This is a very open-ended ability and can exist quite easily in “normal”<br />

campaigns. The GM may choose to give away any information he<br />

chooses in a dream (it may be good, bad, misleading, ironic, etc.)<br />

If the character is being stalked (especially by a paranormal entity) the<br />

dreams can become terrifying). If two characters with Dreams are<br />

intertwined they will often dream of each other even if they’ve never met.<br />

The GM can feel free to misrepresent any information for purposes of<br />

drama (i.e. you dream of a man named Maxwell who controls a rival<br />

corporation … you talk to him, make deals, argue, etc.) In reality the<br />

genders are reversed: it is a woman named Maxine and she thinks of<br />

you as the opposite gender.<br />

Danger Sense: When a character has Danger Sense (Level 2 or higher<br />

Clairvoyance) they are hard to fool. This is similar to Intuition and more<br />

or less supersedes it. The character gets a roll to detect any surprise<br />

attack, know if he’s being followed, or if something he is about to do is<br />

really dangerous.<br />

Detection: At the Detection level, you get rolls to know when someone is<br />

plotting against you. The GM should run this as a roll (usually at –1 to –6<br />

based on how far away they are, how secret something is being kept,<br />

etc.) [Rules to be defined later: this is how powerful ESPER’s keep one<br />

or more steps ahead of their enemies.]<br />

ESP Aspects<br />

Post-Cognition [ 8 ]<br />

The character can use their “pre-cognitive” sense to look into the<br />

past as well. The character uses the same rules as Far Precog<br />

to look into the past some distance (same rules still apply but<br />

instead of “what is the outcome of this action” the question<br />

would be “what was the cause”<br />

Obscure [ 8 ]<br />

The character is adept in manipulating the “precognitive ether” in<br />

such a way as to hide information. This is mostly useful against<br />

Postcognitive scans (i.e. “who did this”) but can also be used to<br />

hide from people trying to ask Oracle questions or discover what<br />

the character is up to. The character takes POWER hours of<br />

meditation and adds +[POWER/2] to the POWER cost to scan<br />

ask a specific question. This is the strongest “block” (other<br />

questions which are less directly related have lower POWER<br />

blocks—the difference is up to the GM). A Precog can usually tell<br />

when something is blocked but if the block is from a character


V1.0 copyright © 2001 by Marco Chacon<br />

two levels higher than the asker, the information may simply<br />

come back wrong.


V1.0 copyright © 2001 by Marco Chacon<br />

Minor Disciplines<br />

Emotional Vampire [ 2, 4, 8, 16 ]<br />

The character is an unsavory emotional vampire. The character<br />

can actually suck energy and ‘life-force’ from a target.<br />

• Level 1: A chosen target will gain a –2 Defect (Depressed)<br />

and the Emotional Vampire will get +1 to CON rolls (and the<br />

equivalent of a day’s meals) if they’ve spent 8 hours in that<br />

person’s company that day. An EV may only choose one<br />

target to drain at a time. The EV will have to stoke the<br />

person’s misery after a while (2 weeks) to keep getting the<br />

sustenance.<br />

• Level 2: As above but the EV gets +2 CON and +4 DP and<br />

the target suffers a –3 Defect (which means that on a 7- roll<br />

they are ineffective for that day).<br />

• Level 3: The EV can choose two targets (as above) getting<br />

+2 CON but +8 DP. There is a chance that a target will<br />

commit suicide on a 4- each month.<br />

• Level 4: The EV can milk eight targets for +16 DP. Suicide<br />

rolls are 5-. The character can perform an Emotional Drain<br />

attack that acts as a POWER vs. STAT attack. Thralls<br />

(those being drained) get a –1 to their resistance roll for<br />

each point of Defect they have. Using the Emotional Drain<br />

ability is subtle in that it is not obviously paranormal but more<br />

looks like a vicious glance after which the target usually<br />

retreats from the vampire.<br />

Emotional Drain<br />

Effect<br />

Result<br />

Minor Effect<br />

Target is depressed but suffers no combat effect<br />

Standard Effect<br />

Target loses Power Endurance<br />

Major Effect<br />

Critical Effect<br />

Catastrophic Effect<br />

Target collapses. Gains –3 pt Defect for 1 year.<br />

Target collapses. Gains –5pt Suicidal for 1 year.<br />

Minor Disciplines aren’t Minor:<br />

The reason they’re in this section<br />

is because we wanted to have<br />

some very complicated powers<br />

(telepathy, telekinesis, and ESP)<br />

as the focus of the <strong>Psionic</strong>s rules.<br />

It’s quite possible to run a game<br />

where no one uses the major<br />

disciplines at all.<br />

Target is emotionally and physically exhausted (sleep if out of combat)<br />

If an Emotional Drain attempt is missed by 5 or more,<br />

however, the target will realize what is being attempted<br />

and will be emotionally neutralized. The combination of<br />

the two is likely to create a cold blooded killer with every<br />

reason to want to snuff the Emotional Vampire.<br />

A game where all the characters<br />

are Astral Adventurers or where<br />

they hunt Emotional Vampires, for<br />

example are all very legitimate<br />

psionics games that don’t require<br />

that anyone read minds.


V1.0 copyright © 2001 by Marco Chacon<br />

Astral Body [ 2, 4, 8, 16 ]<br />

Your essence can leave your body and travel through a “parallel<br />

reality” known as the Astral Plane of Existence. While doing this,<br />

you are usually immobile and unable to physically interact with<br />

the “real world.” Furthermore, there may be specific dangers<br />

inherent with Astral Travel that are not present for normal,<br />

physical people.<br />

There are a great number of possible campaign-specific rules for<br />

Astral Travel, not all of which will be covered here. This form of<br />

Astral Body and a few possible modifications are intended as a<br />

starting point if a GM wishes a campaign based heavily on Astral<br />

Travel.<br />

The GM must determine what rules the campaign will use and<br />

then charge accordingly.<br />

Basic Astral Body<br />

The character’s Astral Avatar (astral projection of self) works as<br />

follows:<br />

A character’s Astral Body usually is immune to poisons, doesn’t<br />

age, doesn’t bleed (but can take damage), and doesn’t breath.<br />

It’s a projection of the character’s WIL.<br />

An “Astral Avatar” uses the character’s RES instead of STR,<br />

MEM instead of BLD, and WIL instead of CON. The Level and<br />

POWER of the character’s Avatar may improve these stats.<br />

Controlled Descent and Astral<br />

Adventures:<br />

Astral Travel is most scary in<br />

gaming as a method of gathering<br />

intelligence. Astral Projections can<br />

learn almost anything they want<br />

about a non-psionic target with no<br />

danger. That’s why time-limits and<br />

navigational hazards exist.<br />

If the characters aren’t interested<br />

in the “real world” but instead are<br />

adventuring in the “Deeper Astral<br />

Realms” (i.e. where you go when<br />

you are Lost) then this isn’t a<br />

problem.<br />

If an astral traveler wishes to go<br />

directly to the deeper realms,<br />

ignore the Time and Range limits:<br />

the character undergoes a<br />

“Controlled Descent.” There, it’s<br />

still possible to be lost, but its<br />

more like being lost in the woods<br />

than being adrift in the ocean.<br />

Lost: Astral Travel can be hard to<br />

control. If you get lost the GM has<br />

to determine how to handle the<br />

situation.<br />

Level Cost STR CON Safe Range Time<br />

Level 1 8 +0 +0 WIL x 10 yards WIL Minutes<br />

Level 2 12 +2 +0 WIL x 100 yards WIL x 5 Minutes<br />

Level 3 16 +4 +1 WIL miles WIL hours<br />

Level 4 24 +8 +2 Indefinite Indefinite<br />

Astral Navigation and Dream Space<br />

A character in Astral Form is invisible and can “fly” from place to<br />

place (or even seem to teleport). They are easily detectable to<br />

characters with Telepathy or any degree of ESPer ability. The<br />

only thing that prevents a character from learning all his enemy’s<br />

secrets is that Navigation is difficult (and possibly dangerous).<br />

A character can make short excursions in Astral Form while<br />

remaining in “Reality.” Movement is at WIL yards/sec. In this<br />

mode the character is effectively invisible, insubstantial, and can<br />

fly. Telepaths can easily track an Astral projection back to it’s<br />

body (there is said to be a “silver thread” that connects them).<br />

Beyond that range, or for more than the listed time period, the<br />

character may become lost and slip into Dream Space. Dream<br />

Space is a “deep Astral Plane” which can be the realms between<br />

those of the living and dead, a surreal, often changing<br />

landscape, a place similar to reality but in some ways very<br />

different and eerily empty, etc. When a character exceeds his<br />

The easiest way to get back<br />

someone who’s lost is to perform<br />

a “Controlled Descent” and get<br />

them back. The GM should assign<br />

a number of hours and search<br />

rolls to find them. The real danger<br />

is that:<br />

• A lost character may not be<br />

found before his body starves<br />

(not too likely if there’s a<br />

search team)<br />

• The cahracte may be<br />

attacked by an astral entity.<br />

• The character may suffer<br />

mental trauma as a result of<br />

being adrift in the lower<br />

realms.<br />

The GM should insure that being<br />

Lost is unpleasant and being lost<br />

too often fatal … but being lost<br />

once in a while shouldn’t be too<br />

bad.


V1.0 copyright © 2001 by Marco Chacon<br />

time/range, he must make WIL rolls at a cumulative –1 each WIL<br />

minutes or become lost. Once lost, the character must make WIL<br />

rolls at that negative to get back to his body (i.e. if the character<br />

becomes lost on a 6- WIL roll, he has a 6- chance to get back).<br />

After WIL failures, the character is permanently lost and<br />

someone has to go in and “get him.”<br />

Computer Telepath [ 8 ]<br />

You can psionically interface with computers! This makes you an<br />

excellent hacker and allows skilled computer operators a great<br />

degree of control over the machine. In a campaign where<br />

psionics are known, government systems (and those of<br />

corporations, etc. can be hardened against psionics). The GM<br />

may rule that some systems (esp. military) are safe anyway due<br />

to defense against nuclear weapons).<br />

• You can read data off a disk within WIL/2 yards (the only<br />

protection is encryption).<br />

• You can act as an operator (i.e. do anything you could do if<br />

you were at the computer) from WIL x 5 yards.<br />

• You can scan for computers (or embedded systems) within<br />

WIL yards.<br />

• Embedded systems can be controlled from WIL/2 yards<br />

away. A RES, Computer Level 2 roll, or Security Systems<br />

roll against the “complexity” of the system will allow the<br />

control of the device. A standard security system is –2.<br />

Complicated systems might be –3 to –8.<br />

• You can use a phone system to dial into a computer or the<br />

internet if you have an account (i.e. you are the computer).<br />

• You can read what’s on a screen from WIL x 5 yards (if<br />

someone puts in their password, even if it isn’t on the screen<br />

you’ll know it (you can read it off the keyboard buffer).<br />

• You can crash a computer from WIL x 10 yards with a RES<br />

or Computer skill roll. If you make it by 5 (Level 2, 3, Level 3,<br />

or 0 at Level 4) you can “smoke” the system, destroying it.<br />

• You can write code and otherwise program at +2 to the<br />

Computer skill roll and at 4x the normal speed.<br />

• If a Cyborg has a built-in computer, you can use the<br />

Telepathic Freeze power against him at WIL POWER.<br />

Empath [ 4 ]<br />

You are adept at reading feelings and emotional states. You can<br />

also, psionically, “take on” emotions and sensations of a target.<br />

This can be useful in healing or figuring out an enemies moves.<br />

• You get a perception roll in the case of any violent or<br />

extreme emotions nearby (assassins in crowds, an ambush,<br />

etc.) this usually has a range of WIL x 10 yards.<br />

• You can make a RES roll to determine emotional state (this<br />

gives advantages in poker, negotiations, etc.) the GM should<br />

determine how the target is doing and give him a WIL vs.<br />

WIL roll to hide his feelings. The Empath rolls at +3. If the<br />

Empath wins, there should be an appropriate +1 to +3<br />

modifier for knowing the stress level of the opposition. Some


V1.0 copyright © 2001 by Marco Chacon<br />

skills (meditation, gambling, etc.) will help a target hide his<br />

feelings. Usually a Lvl2 skill gives +1, Lvl3 gives +2, and Lvl4<br />

gives +4 in the right circumstances.<br />

• With the laying of hands, the Empath can take on the pain of<br />

the target. This gives comfort (the Empath makes WIL rolls<br />

at +2 … with some negative for the severity of the pain). This<br />

gives the target +3 to CON rolls.<br />

• In a social setting, the Empath can detect lies, determine<br />

who’s an enemy, etc. with WIL rolls. These are against the<br />

WILs of characters trying to disguise their intent. The<br />

Empath rolls at +3.<br />

• An Empath can be vulnerable to painful emotions. The GM<br />

should rule that if a character nearby is extremely distraught,<br />

the Empath must make a WIL roll at +1 to –4 (depending on<br />

severity) or be Dazed (and sick). The duration of the effect is<br />

up to the GM—the Empath may not be functional in<br />

situations like a riot, a tragedy, etc. Usually (but not always)<br />

this doesn’t apply to combat.<br />

Visions [ 4, 8, 16 ]<br />

The character receives visions. This isn’t so much a precognition<br />

ability as a sort of random link to the cosmos. The character gets<br />

visions (which take the form of seizures in the extreme case) and<br />

remembers them. They may be cryptic, stunningly clear, or even<br />

totally bogus.<br />

Although not specifically “divine” in nature, the visions often have<br />

actions and agendas associated with them. A character might,<br />

when shaking hands, realize the person he’s met is going to be<br />

killed soon and have to do something about it. Often Visionaries<br />

seem to be agents of some “higher” power.<br />

At Level 1, the Visionary gets sudden strong feelings. These<br />

incapacitate him for 1 to 3 seconds and may make him dizzy,<br />

sick, etc. They usually deal with the “aura” of a place or person.<br />

At Level 2, the Visionary gets visions that may incapacitate him<br />

for a minute or two (he may fall down and then be ill and dizzy).<br />

They may be of a warning nature, they may concern his or<br />

other’s futures. Often they may dictate a strange course of action<br />

with no real explanation: “I have to tell the woman in the red hat<br />

that someone is looking for her!”<br />

At Level 3, the character may have full-blown seizures that last<br />

several minutes and may lay the character up for hours (or not,<br />

that’s a worst case scenario). The character may get great<br />

insight into some event, be compelled to take action for odd<br />

reasons, and otherwise know things that he shouldn’t. After a<br />

seizure, the character may make MEM rolls to “remember” things<br />

that are important for the next WIL days (the character is ultraaware<br />

for these days and may be receptive to whatever’s going<br />

on).


V1.0 copyright © 2001 by Marco Chacon<br />

Sensitive [ 4, 8 ]<br />

You are tuned to mystic energy. Sensitives will get a perception<br />

roll to detect ghosts, magic, the presence of the supernatural,<br />

etc. Often they will get a feeling as to whether the phenomena is<br />

good or bad. The GM should play this as a somewhat fickle<br />

ability and one that is prone to give the character nasty scares (a<br />

house where someone died badly, years ago might be a<br />

nightmare for a powerful sensitive but completely normal to<br />

everyone else).<br />

At Level 2, the character has greater clarity than at Level 1. The<br />

GM should consider the character to have a moderate<br />

understanding of the phenomena. Sensitive characters can<br />

detect a person under mind control, may have a clue if someone<br />

is sick (even if it isn’t obvious), feel cold around psychotics, etc. It<br />

can be a catch-all psychic perception.<br />

Nature Link [ 4, 8 ]<br />

You have a psychic connection to the ‘earth mind.’ Commonly<br />

called Gaia, the mind is a sort of sleeping mother-figure which<br />

controls the entire natural living world. Animals will communicate<br />

with the character (they may not speak, but conversation can be<br />

shared by gesture, making noises, etc.) The character has a<br />

natural knowledge of survivalist and won’t starve in the wilds.<br />

At Level 2, the character is an agent of the world mind. If she is<br />

threatened (by corporations, aliens, whatever) the character will<br />

know something is wrong and will be called on to help. In return,<br />

the natural world will work for the character. Animals will be<br />

friendly and will come from afar to help the character. In the<br />

woods, pursuers will be lost and the characters trails will be<br />

impossible to follow. Finally, Gaia grants her agents a second<br />

CON roll at +3 vs. any Dead, Dying, or Internal result (if made,<br />

shift the result to Unconscious).<br />

Gimmick [ 8 ]<br />

You have a strange relationship with machines. You can make<br />

them operate when they otherwise won’t or shouldn’t. Your<br />

Gimmick roll is WIL based. This roll will allow you to: operate a<br />

broken machine. If made by 3+, it will work as long as the<br />

character uses it … otherwise for WIL minutes. It will allow you to<br />

open locks (roll at –1 to –6 against safes or vaults). It gives +3<br />

to any attempt to repair a machine with Mechanics (it doesn’t<br />

help design them … or even understand them).<br />

A 5 REA action and a WIL roll will jam a gun (-3 vs. revolvers).<br />

Against Cybernetics, you must roll at –4, but a success will<br />

freeze a weapon or limb.<br />

Persona Obscura [ 8, 12 ]<br />

You don’t show up on ESP, Pre-Cognition, or Oracle (at least not<br />

well). Questions about you have a +6 or +12 POWER cost.<br />

Questions about things you’re involved with have a +3 or +6<br />

POWER cost.<br />

Hard Mind [ 4, 16 ]


V1.0 copyright © 2001 by Marco Chacon<br />

You have a Mind Shield even though you aren’t telepathic. This<br />

is equal to 2x WIL above 10. Telepaths can’t take this. At the<br />

16pt level you are immune to telepathic assault (the GM can<br />

determine whether or not a properly trained Level 4 can crack<br />

your mind … but for Level 3 and below probes, scans, and<br />

attacks won’t work).<br />

Teleportation [ 16, 24 ]<br />

You can instantly teleport from place to place. Teleporting is an 8<br />

REA Long action. You can go a distance of WIL x 10 yards at<br />

Level 1, WIL x 100 yards at Level 2. If you teleport to a place<br />

you can’t see, but remember, a MEM roll will let you “land<br />

safely.” For each point the roll is blown by, the GM should pick a<br />

random direction to “deviate” you by 10% of the distance<br />

traveled (so a roll blown by 10 deviates you 100% of your<br />

distance in a random direction).<br />

Generally, if you teleport into something accidentally, nothing<br />

happens (i.e. if there is a chair where you are “landing” you<br />

appear on the chair). However, if you teleport into thick solid<br />

stone or otherwise make some huge error, you suffer a Major<br />

Wound (DP drop to 0 and roll on the Major Wound table).<br />

You can carry with you 10lbs per point of STR above 10, with a<br />

minimum of 50lbs.<br />

Healing [ 4, 8, 12, 16 ]<br />

You can repair bodily damage in yourself and others. You may<br />

heal WIL-10 times per 6 hours. The total healed in any one<br />

healing is:<br />

Level Amount Healed Other<br />

Level 1 WIL – 10 (min 1pt)<br />

Level 2 [WIL – 10] x 2 (min 2pt) Cure Sickness<br />

Level 3 [WIL – 10] x4 (min 4pt)<br />

Level 4 [WIL –10 ] x 8 (min 8pt)<br />

Cure Sickness: The Healer can substitute the character’s CON<br />

roll for his WIL+Level (so a Level 4 healer gives his WIL+4 to the<br />

sick person). This requires about 4 hours of care each day.

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