Psionic Abilities - Jags
Psionic Abilities - Jags
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.
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• 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]
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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
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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
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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.
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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.