New powers uncovered by the Bureau 13 Psionic Research Laboratory.
- Astral Travel
- Electrokinesis
- Temporal Projection
- Empathy
- Precognition
- Telekinesis
- Tandem Powers
By using this ability, the Psionic may "astrally" project his conciousness away from his body. This leaves the body unconscious and vulnerable to possession. If the astral form is destroyed, the body will die in CON minutes, unless another soul can possess it. The astral traveler perceives the world as if he were using normal sight, with the bonus of being able to see auras and non-physical beings, such as ghosts. Be warned: the astral forms can interact with other astral beings and is still vulnerable to area effect magic and psionics. The astral body has attributes matching the physical form of the traveler and may be wounded or killed in astral combat. Damage done to the astral form manifests on the physical body as a lesser form of injury (example: A bite wound inflicted to an astral form would appear as a bruise on the physical body.). This physical damage is equal to 1/4 of the damage to the astral form. The astral form can travel at the speed of thought but, if the person wishes to see where he is going, he must move at conventional speeds. Non-magical barriers do not restrict the movement of an astral form but do block vision. Beings in astral form are invisible, intangible and silent to mundane senses unless the Manifest or Solidify powers are used. The astral body may be gone for a period equal to (LCK+10) minutes, plus 1d10 minutes per 5 extra WKP. The astral form can range from the body (SNS+10) miles, plus 1d10 miles per 10 extra WKP. An astral Psionic may use the following powers:
| Telepathy | Remote Viewing | Empathy |
| Psi Linking | Spectralkinesis | Psi Shielding |
| Psi Tap | Teleport | Mind Transfer |
| Mind Control |
An astral Psionicist who is using the Solidify power can use the following powers:
| Postcognition | Precognition | Telekinesis |
| Pyrokinesis | Cyrokinesis | Leech* |
* = Use of this power leeches to the Astral body, not the physical one.
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Astral Form
C= 25 ----- T= 05m
By use of this power, the Psionic projects his astral body out of his physical form.
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Astral Eyes
C= 10 ----- T= 01m
Allows user to see astrally while still in his physical body. Lasts for 10 minutes.
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Manifest
C= 20 ----- T= 02m
Makes the Psionic's astral form visible to non-astral beings. Lasts for 1d10 minutes plus 1d10 per 10 extra WKP.
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Mind Merge
C= 30 ----- T= 04m
Allows the astral form to enter the mind of a non-psionic being. The psionic can then use Telepathy with the being for free and may use Remote Viewing, Postcognition, Precognition, Healing, and Self Control through the body at -25% to skill rolls. While inhabiting another persons mind the psi can travel unlimited distance from his own body and be away from his own body for unlimited time since he will draw the energy he needs from the host's own mind.
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Solidify
C= 50 ----- T= 10m
The Psionic creates a semi-solid "body" out of air and dust that mimics his physical body. This form has attributes similar to the real body but all physical stats are at -4. This body only has half of the HPT of the original body. Any damage done to this body is duplicated equally on the original body. If this body is "killed", the Psionic is dumped back in his own body and stunned for 2d10 minutes.
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This talent grants the Psionic control over electricity in addition to electric and electrically controlled devices. If the Psionic is touching the device to be affected he/she receives a +10% bonus to use the power. If not touching the target, the range is equal to the Psionicist's MCD in meters unless otherwise noted. Effects last for 1 minute plus 1 minute per every 5 extra WKP.
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Activate
C= 05 ----- T= 01m
The Psionic may activate and power electric devices using his WKP to operate the device. The amount of WKP needed to power the device varies.
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Electroshield
C= 05 ----- T= 03m
The Psionic may negate any damage done to him by an energy attack by spending WKP equal to the damage.
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Scramble
C= 10 ----- T= 30s
Causes the electrical impulses in the target device to work sporadically for the duration.
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Electric Sense
C= 15 ----- T= 05m
The Psionic may make any one sense hyper-alert to electricity. For example, he could smell the charge in a battery or hear power lines in the ground.
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Interface
C= 20 ----- T= 02m
Allows Psionic to communicate with a target computer. This gives the Psionic a bonus of +1 to all computer skills for every 2 levels of Electrokinesis skill. This power has a range of touch only, and the Psionic does not get the +10% touch bonus.
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Blackout
C= 20 ----- T= 01m
Stops the flow of power to any or all electric devices in the range of the Psionic.
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Soak
C= 20 ----- T= 05s
The Psionic absorbs nearby electricity into his body. This electricity can then be converted into 1 point of healing or 2 points of WKP for every 5 points of damage the electricity would normally do. The Psionic may not exceed his health maximum, but he may exceed his WKP maximum by 50%. If the electricity is converted into WKP exceeding the Psionic's maximum, the excess bleeds off as static electricity at the rate of 1 WKP per minute.
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Overload
C= 25 ----- T= 02m
Does 3d10 points of electrical damage to target device, plus 1d10 points per every 5 extra WKP.
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Discharge
C= 30 ----- T= 02m
The Psionic directs a bolt of electricity from his body to target doing 3d10 points of damage, plus 1d6 per every 5 extra WKP. Use ACC to determine hit.
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The rudimentary forms of this power allows the user to see into his own past, or into the past of a direct ancestor*.
With practice, and a lot of raw power the user can project himself into the body of an ancestor thereby travelling in time or "mind hopping" into the past. This level of power requires that the psi be adept in other psionic powers. (GM NOTE: Prerequisites are Telepathy - 10, Mind Transfer - 12 and Astral Projection - 12)
With mastery of this ability the psi can actually step outside the normal flow of time, although this causes a lot strain on the psi mentally and physically.
*NOTE: "Direct ancestor" is defined as someone whoes genetic code was passed on to the user. This would include parents, grandparents, great grandparents,ect but not include aunts, uncles, brothers, sisters, cousins, adoptive parents, ect.
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See Own Past
C= 30 --------- T= 01 m
The psionic concentrates on a past event or day in his life and is able to replay the events as he experienced them. Up to 1 hour of the past can be viewed per session and each session lasts for a maximum of 1 hour. Due to the strain of using this power the psionic takes 5 points of WBD from fatigue and his MCD is temporarily lowered by 2 for 1 hour following the session.
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See Ancestral Past
C= 100 --------- T= 10 m
This power is identical to See Own Past except that the psionic may view the past of any direct ancestor. Due to the strain of using this power the psionic takes 10 points of WBD from fatigue and his MCD is temporarily lowered by 4 for 1 hour following the session.
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Ancestral Projection
C= 275 --------- T= 1 hour
This power allows the psi to travel down the genetic line to take possession of the body of an ancestor and view/experience/alter teh past. This power functions only back down the psionics genetic line and does NOT allow travel forward (except to return of course). Mental trauma and death shocks can disrupt the psionic and cause immediate return to the present. The psionic need to be extremely careful since altering the past can mean there will be no body to retrun to in the present. Due to the strain of using this power the psionic takes 20 points of WBD from fatigue and his MCD is temporarily lowered by 7 for 6 hours following the session, also while in an ancestor's body the psionic's MCD is halved.
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Temporal Freeze
C= 350 ---------- T= 05 m
This power allows the psi to temporarily stop his motion through time. The psi channels his psionic energy to counter his normal progression through time for 1 (subjective) minute, plus 1 minute for each additional 100 points of WKM used. During this subjective minute (or more) the psi can take whatever actions he can, keeping in mind that only he is able to move. Driving a car would not work since the car is still frozen, but moving a friend out of the path of a bullet would be possible, even though moving the bullet is very dangerous. Due to the strain of using this power the psionic takes 10 points of WBD from fatigue and his MCD is temporarily lowered by 3 for 1 hour following the use of the power.
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Psionic Talent: Empathy
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Induce Fear
C= 30 ----- T= 03m
Causes the Psionic to emit an aura that induces fear in humans and animals. This fear can be resisted by making a WISDOM check at ¼ normal. If not resisted this fear causes all affected creatures to wish to leave the presence of the projecting Psionic. If the affected creatures do not leave the Psionic's presence thy suffer -4 to all Initiative and ACC rolls for the duration of the power (10 minutes).
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Danger Sense
C= 25 ----- T= 02m
By using this power the Psionic activates a continuos sub-conscious precognition which warns him of impending danger. This power allows the psionic to anticipate danger up to 2 seconds early (1 combat round) and react accordingly. Since the power works on a sub-conscious level the psionic does not know the exact nature of the danger only what he need to do to avoid it. The power manifests differently for each user but the most common form is an echo of the psionic's own voice in his mind telling him how to react. For example if Bob the psionic used this power and then came under the sight of a sniper rifle on a nearby roof Bob would hear a voice inside his head saying "DUCK!" a second before the sniper fires. Use of this power often leads to paranoia. Every use of thei power past the first in a 24 hour period causes the psionic to make a Stability Check, if he fails 2 checks in a row he gains paranoia as a mental problem (if the psionic already has Paranoia, it increases a level). For Game use this power adds +4 to the users Initiative and +4 to the users Dodge, The GM should also give simple warnings to the character if the character is personally in danger.
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Block Telekinesis
C= 25 ----- T= 01m
By using this power the Psionic attempts to counteract telekinesis used by another Telekinetic. To perfom a "block" the activator uses his action to directly counter the opposing psi. Each combatant makes a check with his own Telekinesis skill, if the blocking psi succeeds by more than the opposing psi, the opposing psi's Telekinesis is blocked for that action.
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Deflect
C= 5+ ----- T= 01sec
This power the allows the Psionic attempts to deflect an incoming attack by lashing out with a single use (i.e. not 10 min duration) telekinetic burst. in order to deflect a blow or shot the TK must make a check with modifiers based of the attack and pay additional WKP equal to half the damage the blow attack would have inflicted (or equal to the damage if from an energy, magical or psionic source).
Punch or Kick 0% modifier to check
Thrown Knife -10% modifier to check
Arrow -20% modifier to check
Ballistic attack -35% modifier to check
Energy, Magical, or Psi attack -50% modifier to check
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These special powers require the character to be skilled in 2 or more categories of psionic skills. To use a tandem power the
psi must make a skill check for each category required by the power. Thus for the tandem power "Boil Blood" to work a check
is made agaisnt the character's ATTACK skill and if successful a second check is made against the character's PYROKINESIS
skill. If any of the required checks fail, the tandem power fails and the WKP are lost.
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Boil Blood (requires Attack-12, Pyrokinesis-12)
C= 20 ----- T= 01m ----- D= Instantaneous
This power causes the target's blood to heat up by 10 degrees Celsius for 2 seconds. The sudden change shocks the brain, use the
coshing table with a +10% modifier to determine the result.
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Chain Leech (requires Leech-12, Psi Linking-12)
C= 25 ----- T= 01m ----- D= Variable
Chain Leech allows the psi to leech CON (as per Leech power) among a group that is in physical contact with the psi.
All targets in the chain can be touching the psi individually or by linking hands, ect so long as all persons in the chain are in some way linked to the others.
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Cold Aura (requires Self Control-12, Cryokinesis-12)
C= 25 ----- T= 30 seconds ----- D= 10 minutes or until discharged
This power covers the Psionic's body with icy waves which will inflict 2d10 points of cold damage, plus 1d6 points of cold damage per every 5 extra WKP to the first person who makes physical contact. If the psi is struck by an object held by someone (like a sword) the icy tendrils will flow over the object to the wielder.
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Death Glare (requires Attack-12, Telepathy-12)
C= 100 ----- T= 20 seconds ----- D= Instantaneous
By making eye contact with a target the psi causes the target to suffer a deathshock of 25% + 1% for each additional WKP spent (up to 95%).
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Detox (requires Self Control-12, Telekinesis-12, plus Organic Chemistry-7)
C= 50 ----- T= 05 minutes ----- D= Permanent
This power allows the Psi to counter the effects of a drug or poison in his system by forcing the unwanted substance out of his body. The psi must know what the substance is in order to target it with this power. The effect is painful (2d6 + 6 WBD) and somewhat grotesque, the infected blood is expelled wherever possible. Blood loss reduces all skills/powers/ect by a percentage equal to the damage inflicted by Detox for 1 day.
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False Pain (requires Attack-12, Telepathy-12)
C= 25 ----- T= 10 seconds ----- D= 10 minutes
Inflicts 1d10+3 points of false damage to the victim, the pain fades after 10 minutes and can be in any location the psionic can visualize (such as a tooth, behind the right eye, the left heel).
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Flame Aura (requires Self Control-12, Pyrokinesis-12)
C= 25 ----- T= 01 minute ----- D= 10 minutes or until discharged
This power covers the Psionic's body with flames which will inflict 2d10 points of burn damage, plus 1d6 points of burn damage per every 5 extra WKP to the first person who makes physical contact. If the psi is struck by an object held by someone (like a sword) the flames will flow over the object to the wielder.
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Gestalt (requires Astral Projection-12, Psi Linking-12, Leech-12)
C= 100 ----- T= 10 minutes ----- D= Special
Allows a psionicly-linked group to create a composite astral form that performs under the control of the group.
The form has the skills, powers, physical stats and mental stats equal to the strongest member of the group in each category
plus 1 point for each member of the gestalt past the first who possess the skill or power. While in a gestalt the members of the group are comatose and cannot
awaken until the gestalt is dissolved. Non-psionic characters can be included in the link but there must be at least 1 psionic
character for each 2 non-psi.
The form is able to solidify (at full stats rather than the normal half) at will. Solidified or not, the gestalt form lasts for 10 minutes without harm, after
10 minutes each additional 5 minutes or fraction thereof inflicts 1 point of CON damage and 1 point of Stability loss to each member of the gestalt, the CON
damage can be recovered at 1 point per day of bed rest. Should any of the members be killed while in gestalt form, their consciousness
will remain in the gestalt but CON loss begins accruing for all other members immediately, regardless of how much of the base 10
minutes remains. WKP (and WKM if any mages are involved) of the Gestalt is drawn from the members equally; the gestalt can elect to drain CON from the members and convert the points directly to WKP but the drain must be divided equally among the gestalt members. Note that all members of the Gestalt must be willing at the time the power is activated.
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Implode (requires Attack-12, Telekinesis-12)
C= 100 ----- T= 02 minutes ----- D= Instantaneous
This power creates a sphere of telekinetic energy around an object, the sphere then contracts, crushing everything inside the area of effect as the sphere shrinks down
to 1/10th its original size. The sphere is initially 1 foot in diameter and can be increased by 1 foot in diameter for each
additional 25 WKP spent, the maximum diameter of the sphere is equal to the Psionic character's MCD rating in feet. GM determines
damage. Note that an object must be fully enclosed in the sphere to be affected.
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Laser (requires Spectralkinesis-12, Attack-12)
C= 50 ----- T= 15 seconds ----- D= Instantaneous
Creates a beam of coherent light from the psionic's finger that inflicts 5d10 +25 burn damage.
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Launch (requires Telekinesis-12, Attack-12)
C= 15 ----- T= 01 minute ----- D= Instantaneous
Causes an unanchored item of up to 1 pound in weight (+1 pound per 5 WKP spent) to be launched in a direction chosen by the
Psi. Should the object strike another object calculate damage as 1d10 per pound of the item launched.
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Lightning Aura (requires Electrokinesis-12, Self Control-12)
C= 25 ----- T= 01 minute ----- D= 10 minutes or until discharged
This power covers the Psionic's body with electrical discharges which will inflict 2d10 points of damage, plus 1d6 points
of electrical damage per every 5 extra WKP to the first person who makes physical contact. If struck by a conductive object held by
someone (like a sword) the lightning will flow over the object to the wielder.
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Long Range Teleport (requires Teleport-12, Remote Viewing-12)
C= 75 ----- T= 5 minutes ----- D= Instantaneous
Allows the psionic to bring any item he can visualize (and knows the current location of) to him from up to 10 miles (+1
mile per extra WKP spent) up to 1 pound in weight (+1 pound per additional WKP spent)
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Reanimate (requires Healing-12, Mind Control-12, Telekinesis-12)
C= 250 ----- T= 01 hour ----- D= 1 hour or until the psi loses conciousness
This power allows the psi to operate a dead body as if it were a marionette, the body can be made to speak but the voice
will be distorted from its original sound. Range is unlimited but the psi must be able to see the corpse to control it
(remote viewing or live video feed is acceptable).Duration is extended by 1 hour for each additional 25 WKP used in creation.
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Designer: Jay Moretz
Source Material: William Travis
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