psi powers

Telepathy

This Talent deals with the ability of the Psion to communicate mind to mind with another being or Psion, Psions who manifest talents within this sphere are known as Telepaths. A Telepath gains a +1 bonus to Telepathy checks if touching the person on whom the power is being used and a further +1 if close body contact (i.e. naked lying next to each other) is involved. Th contact must be skin to skin to be effective.

LIFE DETECTION

The most elementary form of telepathy is the ability to detect the presence of other minds. Life detection enables a character to sense the presence of other minds, the number of minds present, the general type of minds (animal, human and so on) and their approximate location. Life detection is reasonably sophisticated and can distinguish intelligent beings from bacteria or unimportant animals in the area. It functions best at detecting intelligent minds. Shielded minds are undetectable (whether the shield is natural or artificial in origin). If an individual whom the telepath knows is ‘life detected’ he or she will be recognised.

Telepathy, Psionic Strength, 10-60 seconds, Easy (+4).

Costs 1+Range

TELEMPATHY

The communication of emotions and basic feelings is accomplished by telempathy. This ability serves well in the handling of animals and beasts of burden but may also be applied as a psychological weapon against humans. Sending of emotions such as love, hate, fear and others may influence other beings (although not necessarily in the manner desired). Telempathy also allows the emotions and feelings of others to be read by a character. The Effect of the check determines the strength of the projected emotion. Telepaths will always recognise when someone is using telempathy to bend their emotions but others will not. The change in mood may be dramatic and inexplicable but most people will simply ascribe it to the mercurial nature of human emotions. Shielded individuals are immune to telempathy as they are all other Telepathy powers.

Telepathy, Psionic Strength, 10-60 seconds, Routine (+2).

Costs 1+Range.

READ SURFACE THOUGHTS

The most widely known feature of Telepathy is the ability to read the thoughts of other individuals. Only active, current thoughts are read by this ability, with the subject (if himself not a telepath) unaware of the activity. Individuals with telepathic ability cannot be read due to the presence of their natural shields, unless they willingly lower their shielding. The Effect of the check determines the clarity of the telepath’s perceptions.

Telepathy, Psionic Strength, 10-60 seconds, Average (+0).

Costs 2+Range.

SEND THOUGHTS

Complementary to the ability to read surface thoughts is the ability to send thoughts to others. Such individuals need not themselves be telepathic to receive such thoughts. Telepathic individuals are normally open to such transmissions but may close their shields against them if they become bothersome or threatening.

Telepathy, Psionic Strength, 10-60 seconds, Difficult (–2).

Costs 2+Range.

PROBE

The application of great psionic strength will enable a telepath to delve deep into the mind of a subject and to then read his innermost thoughts. Questioning can be used in the procedure to force the subject to divulge specific information. The prober can easily determine deliberate untruths told (thought) by the subject. Probe cannot be used against a shielded mind. Again, the Effect of the check determines the clarity of the telepath’s perceptions.

Telepathy, Psionic Strength, 1-6 minutes, Very Difficult (–4).

Costs 4+Range.

ASSAULT – assault is available to all Psions in Sol.

Violence may be dealt by a telepath. An unshielded mind, when assaulted telepathically, is rendered unconscious immediately and the character suffers 2d6 + Effect damage. Unlike normal damage, assault damage is applied to Psionic Strength (if the victim has it), then Intelligence, then Endurance. Psionic Strength and Endurance return as normal (see pages 152 and 74 of the Traveller Core Rulebook respectively). Intelligence returns at the rate of one point per day. When a shielded mind is assaulted the two Telepaths make opposed Telepathy checks. If the attacker wins, the victim suffers damage as normal.

Telepathy, Psionic Strength, 1-6 seconds, Formidable (–6).

Costs 8+Range.

SHIELD – shield is available to all Psions in Sol

All telepathically able characters learn how to create a mental shield, which protects the mind against unwanted telepathic interference. Shield is automatically in force at all times and requires no Psionic Strength point expenditure to maintain. However, while a telepath has his shield up he cannot use any telepathic powers either. Shield can be lowered to allow telepathic contact or to use telepathic powers – this takes a mere thought (a free action in combat).

Clairvoyance

Clairvoyance is the general talent which, allows a person to sense events at some location displaced from the viewer. There are several levels of clairvoyant ability. Clairvoyance abilities allow eavesdropping activities as well as spying and detection-free exploration of situations. While telepathic life detection will determine the presence of living minds in a closed room, for example, sense will determine if a room is occupied or empty. Clairvoyant activity cannot be sensed by others, including by other psionic individuals. Psions with the Clairvoyance Talent (not the power) are known as Seers

SENSE

The basic ability to sense things at some point in the distance. A character will become aware of the most rudimentary characteristics of a location when applying this ability. For example, the Referee will give a basic description, without detail: ‘a room containing four dogs’ or ‘an open plain with a tree and no animals or men present’. The clairvoyant character must state the range at which he is applying his talent and will generally sense the most interesting or important feature at that range. The Effect of the check determines the level of accuracy and clarity.

Clairvoyance, Psionic Strength, 10-60 seconds, Routine (+2).

Costs 1+Range.

TACTICAL AWARENESS

With this ability, the character can perceive dangers and foes around him using his clairvoyant abilities. This enhanced spatial perception allows him to ignore the effects of darkness, smoke, fog or other environmental effects that impede vision. He may also detect hidden foes within range. The Effect of the check is how long the enhanced awareness lasts in rounds.

Clairvoyance, Psionic Strength, 1-6 seconds, Average (+0).

Costs 2+Range

CLAIRVOYANCE

This specific ability allows actual remote viewing of a situation at some displaced point. Rather than the ‘snapshot’ that sense gives, clairvoyance allows the Psion to observe as if he was there in person. The clairvoyant character must state the range at which he is applying his talent. The Effect of the check determines the level of detail perceived and the duration in rounds the vision can be maintained for.

Clairvoyance, Psionic Strength, 10-60 seconds, Average (+0).

Costs 2+Range.

CLAIRAUDIENCE

This ability is identical to clairvoyance, with the exception that it allows hearing instead of seeing.

Clairvoyance, Psionic Strength, 10-60 seconds, Average (+0).

Costs 2+Range.

CLAIRSENTIENCE

This power combines the effects of clairvoyance and clairaudience. The character is capable of both seeing and hearing a specific

situation.

Clairvoyance, Psionic Strength, 10-60 seconds, Difficult (–2).

Costs 3+Range.

Telekinesis

Telekinesis is the talent which allows objects to be manipulated without physically touching them. Any manipulation is treated as if the person was physically handling the item but physical danger, pain or other stimuli are not present. Telekinesis includes a limited amount of sensory awareness, sufficient to allow actual intelligent manipulation. Psions with the Telekinesis talent are known as Telekinetics, Psions with a specific Energy kinesis may prefer to use their kinesis speciality title (Pyro, Electro or Cryo Kinetic)

TELEKINESIS

This basic form of the talent allows the character to move objects at range. The Effect of the check determines the duration of the telekinesis in rounds. The number of points spent determines the Strength of the Telekinesis. It costs 1 Psi point to lift up to 100 kg (2 Psi points for 200 kg and so on).

Telekinesis, Psionic Strength, 1-6 seconds, Average (+0).

Costs Strength+Range.

FLIGHT

By applying telekinesis to his own body the character can fly, or at least levitate, over short distances. The character can fly for a number of rounds equal to the Effect of the check at a speed of up to six metres per round.

Telekinesis, Psionic Strength, 1-6 seconds, Average (+0).

Costs 5.

TELEKINETIC PUNCH

Telekinesis can be used as a direct attack, smashing the foe with a blast of telekinetic force. The damage inflicted is 2d6 + the Effect of

the check.

Telekinesis, Psionic Strength, 1-6 seconds, Average (+0).

Costs 1+Range.

MICROKINESIS

This more challenging form of telekinesis allows for fine manipulation of very small or even microscopic objects. A telekinetic can use this

power to pick locks, perform microsurgery, sabotage a computer system and so forth. The range is always Personal.

Telekinesis, Psionic Strength, 10-60 seconds, Difficult (–2).

Costs 3.

MACROKINESIS

This more challenging form of telekinesis allows for Incredible feats of gross telekinetic strength, but only for Large objects. A telekinetic can use this power to lift objects of 1 Ton for 1 point, adding a factor of 10 for each additional point. However they cannot perform any fine manipulation of the object (it can be moved but not accurately, thrown but not far.

Telekinesis, Psionic Strength, 10-60 seconds, Difficult (–2).

Costs 3+Range.

ENERGY KINESIS (Choose from Pyro, Cryo or Electro)

PYRO: By exciting the substance of an object the character can raise its temperature, possibly even causing it to burst into flames. Roll 1d6 and add the Effect of the check.

Pyrokinesis Effect Target…

0-4 Becomes warmer but is undamaged.

5-8 Is burned, suffering 1d6 damage.

9+ Suffers 2d6 damage and may burst into flames if flammable.

CRYO: By exciting the substance of an object the character can lower its temperature, possibly even causing it to freeze and shatter. Roll 1d6 and add the Effect of the check.

Cryokinesis Effect Target…

0-4 Becomes cooler but is undamaged.

5-8 Is freeze burned, suffering 1d6 damage.

9+ Suffers 2d6 damage and may shatter if struck (any attack effect of 4+)

ELECTRO: By exciting the substance of an object the character can raise trigger electric energy, possibly even causing EMP like effects. Roll 1d6 and add the Effect of the check.

Electrokinesis Effect Target…

0-4 Becomes charged but is undamaged.

5-8 Is shorted, suffering 1d6 damage.

9+ Suffers 2d6 damage and releases an Effect(m) EMP.

Telekinesis, Psionic Strength, 10-60 seconds, Difficult (–2).

Costs 3+Range.

Awareness

Awareness is the psionic talent which allows control of one’s own body. Awareness powers never have a range – they are used only on yourself. Psions with the Awareness talent are know as Biokinetics

SUSPENDED ANIMATION

Personal body activity may be suspended for varying periods of time. A character with Awareness may enter a suspended animation state (similar to cold sleep but without the intrinsic danger of death) by willing himself into it. Such a state continues for 7 days without need for food or water and with minimal air needs. Such a person could effectively travel in a low passage berth without actually undergoing cold sleep and its dangers. Suspended animation may be stopped at any time previous to its duration expiring, provided external stimulus is given to awaken the sleeper (such as a friend or a mechanical alarm).

Awareness, Psionic Strength, 1-6 minutes, Average (+0).

Costs 3.

ENHANCED AWARENESS

By focussing his mind, the character can improve his concentration and ability to perform complex tasks. While under the effects of enhanced awareness, the character may add his Psionic Strength DM (if positive) to any skill checks. Enhanced awareness lasts until the character fails a skill check or sleeps.

Awareness, Psionic Strength, 1-6 seconds, Average (+0).

Costs 1.

PSIONICALLY ENHANCED STRENGTH

Psionic Strength points may be converted to normal Strength points on a temporary basis. The character makes the commitment, reduces his Psionic Strength by a specific number of points and increases his physical Strength characteristic by that number. In no case may the number of Strength points gained exceed the character’s current level in Awareness and Strength may not be increased beyond the character’s racial maximum. Psionically enhanced strength reaches its new level immediately, remains at that peak for ten minutes and then declines at the rate of 1 Strength point per minute until the normal Strength level is reached. This power works as normal on wounded characters but their Strength returns to the wounded level rather than the normal value. It cannot be used as a ‘quick heal’.

Awareness, Psionic Strength, 1-6 seconds, Average (+0).

Costs boosted Strength.

PSIONICALLY ENHANCED ENDURANCE

Psionically enhanced endurance works in exactly the same way as psionically enhanced strength strength except the characteristic boosted is Endurance rather than Strength, including its lack of healing ability.

Awareness, Psionic Strength, 1-6 seconds, Average (+0).

Costs boosted Endurance.

REGENERATION

Wounds and injuries may be healed rapidly. Strength, Dexterity and Endurance lost to injury, disease, poison or other trauma may be healed by the application of this ability, exchanging one Psionic Strength point to regenerate one characteristic point. Any amount of Psionic Strength may be expended with a single use of regeneration but it may not be used again until all expended Psionic Strength is recovered. Regeneration may also be applied to the growing of new limbs or organs to replace lost ones or to heal unrecovered old wounds suffered prior to psionic training. Regeneration may not be used to counteract aging. Regeneration is not capable of affecting others and may not be used for healing or enhancing other characters.

Awareness, Psionic Strength, 10-60 seconds, Very Difficult (–4).

Costs amount healed.

BODY ARMOUR

By channelling psionic strength to his skeletal structure and boosting his healing rate, the character can enhance his ability to absorb damage. Body armour lasts for a number of rounds equal to the Effect of the check and provides an armour rating equal to the number of Psionic Strength points expended. This armour stacks with worn armour as normal.

Awareness, Psionic Strength, 1-6 seconds, Very Difficult (–4).

Costs Armour rating.

DENSITY MANIPULATION

By channelling psionic strength through his skeletal structure and manipulating the space between their atoms, the character can enhance or decrease their density. Density Manipulation lasts for a number of rounds equal to the Effect of the check, it can be used to make then Psion either harder (as Body armour) providing an armour rating equal to 1 point per two points expended. This armour stacks with worn armour as normal. Or lowering their density by 10% per point spent, reducing their Density to 70% allows them to pass through vents and large gaps as if it was a body sized opening, 50% or less allows them to pass through any non-bulkhead door, below 30% any non-airlock door. Dropping their density to less than 10% makes it hard to keep the body structure together (1 damage per round in a normal air 2d6 per round in a breeze) however it does allow them to perform unusual feats.

Awareness, Psionic Strength, 1-6 seconds, Very Difficult (–4).

Costs 1point /10% or 2/point of armour.

Teleportation

Teleportation is a talent that allows effectively instantaneous movement from one point to another point without regard to intervening matter. Psions who possess the Teleportation talent are known as Jumpers.

Teleportation involves certain requirements in order to be accurate and to insure obedience of the laws of physics.

Pre-knowledge of Destination: A character must always have a mental image of his or her destination before teleporting. This mental image is acquired by personally visiting the location first (or viewing it from a distance), having the mental image implanted in one’s mind (by telepathy) by another person who has visited the destination or by viewing the location through clairvoyance. The key is to remember that someone has to actually view the location – recorded images are not enough.

Energy and Momentum: Teleportation involves serious restrictions on movement in order to assure the conservation of energy and momentum. On planetary surfaces, teleportation is restricted to jumps of Very Distant range or less. Jumps at Very Distant range involve disorientation for a period of 20 to 120 seconds (2d6 x10) after arrival. This restriction results from the law of conservation of momentum: on a rotating planet, two locations will have different rotational speeds and directions. A jump from a point on the Earth’s equator to one of its poles would result in a total velocity difference between the character and his surroundings of over 3,300 kph, which would lead to a messy death in short order. Teleporting to or from vehicles travelling at high speed can also result in energy gains or losses. When teleporting into, onto or out of a fast-moving vehicle the Psion takes damage as if the vehicle had rammed him at its current speed (see Traveller Core Rulebook, page 66). Changes in altitude (actually all movement to locations of differing gravitational potential) will result in potential energy changes, manifesting themselves as changes in body temperature. A jump of one kilometre straight down will result in a temperature increase of 2.5 degrees Celsius; this is sufficient to cause extreme fever, brain damage and even death. A jump up will cool the body by the same amount, with equally serious results. To be safe, a jump may not involve an elevation change of more than 400 metres and multiple jumps should not involve a cumulative elevation change of more than 600 metres in one hour. These problems may be gotten around through the use of technological devices: energy compensators, heated suits and other means. Characters may feel driven to invent such materials, commission their invention or seek them out from those who already have them.

TELEPORT SELF

The ability to teleport yourself. Teleporting without any equipment or clothing uses the Teleportation talent with the Psionic Strength DM as a modifier. The act of teleporting takes 1-6 seconds (a significant action in combat) and costs nothing except what the Psion spends on range.

Teleporting with up to 10 kg of equipment or clothing is Difficult (–2 DM) and costs 2 + range Psionic Strength points.

Teleporting with up to 500 kg of equipment is Very Difficult (–4 DM) and costs 4 + range Psionic Strength points.

Teleport, Psionic Strength, 1-6 seconds, Very Difficult (0 to–4).

TELEPORT OTHER

The ability to teleport others. To teleport another the Psion must first succeed at touching their target (melee (unarmed), Dex, Easy(+2), 1-6seconds) Teleporting without any equipment or clothing uses the Teleportation talent with the Psionic Strength DM as a modifier. The act of teleporting another is Difficult (–2 DM) and takes 1-6 seconds (a significant action in combat) and costs 2 + range Psionic Strength points.

Teleporting with up to 10 kg of equipment or clothing is Difficult (–4 DM) and costs 3 + range Psionic Strength points.

Teleporting with up to 500 kg of equipment is Very Difficult (–6 DM) and costs 5 + range Psionic Strength points.

Teleport, Psionic Strength, 1-6 seconds, Impossible (-2 to–6).

TELEPORT OBJECT

The ability to teleport an object, the Psion must first touch the object to be teleported, (opposed touch checks if unwillingly held by another) Teleporting an object costs 1 power point per kg of the object Plus range

Teleport, Psionic Strength, 1-6 seconds, Routine (+2).

SNATCH OBJECT

The sister power to teleport object, Snatch allows a Psion to teleport an object to their outstretched hand, it costs 2+ Range to the object +1/kg(the Psion must be able to see the object, remote cameras wont work but remote viewing powers will)

Teleport, Psionic Strength, 1-6 seconds, Average (+0)

LOCATION SENSE

This power is always active, a Psion must maintain at least 1 psionic strength point other wise it ceases to work. The Psion is always aware of exactly where they are and the route taken to get to this location. It also allows a Psion to tag a location with psionic energy reducing the cost to teleport to it, on a 1 to 1 basis. The Psion must spend 1 hour per point spent in the location (if the location moves relative to its nearest gravity source the link is lost, a planetary location on land wont change short of tectonic activity, a ship or orbital however may (Geo-synch orbitals hopefully don’t move that much))

Tag a location; Teleportation, Psionic Strength, 1hour per point, Easy (+2) 1+points

WORMHOLE

This power allows a powerful teleport Psion to open a temporary gateway between two locations.

Cost 10+Range+1per m of opening.

Teleportation, Psionic Strength, 1-6hours, Very Hard (-4)

Temporal Control

Powers within this general talent allow the user to manipulate the third dimension, Time. Just as a telekinetic can move things in 2d so can a Psion with Temporal control move things in time. Psions who possess this power are known as Chronokinetics. This is a rare talent even among Psions.

SLOW PERCEPTION

This power deals with altering the users perception of time, It does not allow the user to act faster than normal, it does however allow the user to witness things in super slow motion. Mechanically in game it can be activated as a reaction and grants +1d6 initiative per psi point expended. It can also be used in any situation where the ability to slow things down is useful. The ability lasts effect rounds in combat

Temporal Control, Psionic Strength, 1-6 seconds, Easy (+2).

Costs 1+

TIME JUMP

This power allows the user to travel in time directly. Mechanically it has two different functions. It can be expended as a reaction to undo an action provided the user is still conscious and capable of psi use. Cost 3+Time undone (seconds) minimum 1. or it can be used to jump the user forward in time when the power is activated the Psion picks a number of d6 (1 per psi point) and jumps that many increments into the future (1 psi Seconds, increasing by one point per increment on the skills time table) e.g. For 2 psi the user jumps 1d6 seconds into the future, for 3 psi the user could jump 2d6 seconds or 1d6x10 seconds

Temporal Control, Psionic Strength, 1-6 seconds, Average (+0).

Costs: Undo 3+Seconds undone, Leap forward 2+

FUGUE

This power allows the user to Pay it backward/forward summoning versions of themselves from the future to help them in the present. The alternates are summoned from some of the many possible immediate futures, none are from further than 60 seconds in the future. All the alternates appear in the same physical state as the Psion currently is, although if the Psion is tied up etc. the alternate may not be. The alternates are under the control of the Psion's player and know they are from a possible future. If the original is killed then all alternates cease to exist, damage dealt to the original is also applied to each alternate, but damage to an individual alternate is only applied to that character.

Temporal Control, Psionic Strength, 1-6 seconds, Difficult (-2).

Costs: 2+1 per alternate summoned

SPEED TIME

This power allows the user to speed the flow of time around them independently of the rest of the universe, it is the classic time manipulation power, allowing powerful psions to perform amazing actions in the blink of an eye. The power affects the Psion and anything directly in contact with them while the power is active. E.g. a gun will fire bullets at the Psions rate but the bullets will slow down to normal time when they leave the immediate proximity of the Psion. This power is cheap to activate but will quickly use all of a Psions psi points. Each round the Psion maintains the power for takes no time as far as others are aware, the character seems to vanish from the spot and reappear when the end the power. However another Psion using the SLOW PERCEPTION power can observe them normally and can if desired (and they have this power) activate it to “match” the psions speed. Two psions with this power may “race” activating subsequent uses of the power, known as Slicing time, attempting to outrun each other.

Temporal Control, Psionic Strength, 1-6 seconds, Difficult (-2).

Costs: 2 +1 per subjective round spent “at speed”

TIME JUMP OTHER

This power allows the user to force others travel in time directly. Mechanically it has two different functions. It can be expended as a reaction to undo an action provided the user is still conscious and capable of psi use. Cost 3+Time undone (seconds) minimum 1. or it can be used to jump the user forward in time when the power is activated the Psion picks a number of d6 (1 per psi point) and jumps that many increments into the future (1 psi Seconds, increasing by one point per increment on the skills time table) e.g. For 2 psi the target jumps 1d6 seconds into the future, for 3 psi the target could be jumped 2d6 seconds or 1d6x10 seconds

Temporal Control, Psionic Strength, 1-6 seconds, Hard (-4).

Costs: Undo 3+Seconds undone+range(as Telepathy), Leap forward: Range(Telepathy) + 2+

PRECOGNITION

This power allows the Psion to view the future, they must choose a path through the branches of time making distant prognostication very difficult as the number of choices increases exponentially. Mechanically the user can add +2 to a roll as they have seen the possible outcomes for the action. Or if presented with a random(truly random choices only) situation they can select the correct action

Temporal Control, Psionic Strength, 1-6 seconds, Difficult (-2).

Costs:1psi per +2 (significant action), 2 per +2 minor action or 4 per +2 (reaction)

POSTCOGNITION

One of the most useful powers in the investigators arsenal, this power allows a Psion to see the past around a place or item, although the length of time makes it harder and harder to see anything.

Temporal Control, Psionic Strength, 1-6 seconds, varies (Starts at +4 for Seconds with a -1 for each increment up the Skills time table).

Costs:1point per increment up the skills time table

Ship Integration

This power is new and has developed as result of experimentation with captured alien technology Psions who display talent in this power are capable of interfacing with a properly equipped ship making them into truly terrifying masters of the vessel.

Unlike other talents a Psion manifesting this power pays once and gains access to all the Powers at once, this power takes a toll on the psions body as well as their mind (once their endurance has reached 0 or the power ends, the Psion falls unconscious for a number of hours equal to the amount of endurance lost, nothing can rouse them during this time period). Psions with this power are known as Shadows

Cost: 1Psi point per ship combat turn + 1 End per combat turn

INTERFACE

this power allows the Psion to use their mind along with the ships computer, the Psion can run a number of additional programs equal to their INT stat (E.g. Evade/3 costs 3)

SHIP SENSES

This power allows a Psion to use their senses along with the sensor systems of the ship, they add their Recon Skill as a DM to all sensors tests (this stacks with Remote Control for Sensor drones)

GUNSIGHT

This power allows a Psion to control the ships guns as if they were an extension of their own body, this allows them to add their highest Gun Combat to Beam Weapons or projectile cannons, and their Highest Heavy Weapons to Launchers and Spinal mounts as a positive DM (this stacks with Remote Control for weapon Drones, and Ships Senses for sensor drones)

PROCESSING

This power allows the Psion to react faster using the distributed electronics of the ship, they can add their Dex stat to the Ships initiative

REMOTE CONTROL

This power allows the Psion to directly control any Drones the Ship has linked adding their Remote operations Skill as a DM to all drone tests (this stacks with Gunsight for Weapon Drones)

SPEED OF THOUGH

This power allows the Psion to push the ship through the fabric of space time faster than possible, the Psion adds their STR modifier to the Manoeuvre rating of the ship

JAMMING

this power allows the Psion to mask the signature of their ship, they can add their Stealth skill as a DM to all attempts to locate the vessel.

Tapping

This talent is the Psion ability to take from Peter to pay Paul, most of the powers in this category allow the Psion to take energy from somewhere and convert it to Psi points. Psions with this talent are known as Aztecs

BURN MIND

The Psion with this talent can take their mental capacity and use it to fuel their psionic powers

each point of INT, or EDU converted grants 1 psi point. It takes 1 day to recover 1 point in each medical aid cannot speed this up.

If INT or EDU is reduced to 0 via this power then the Psion permanently reduces the stat by 1

Tapping, Psionic Strength, 1-6 seconds, Easy (+4).

BURN BODY

The Psion with this talent can convert the flesh of their body into psi points, each point of STR, DEX or END lost grants 1 psi point if any stat is reduced to 0 the attribute is permanently reduced by 1d6 points, points sacrificed to this ability recover at the rate of 1 per day of complete rest medical skills can double this to 2 points per day if under long term care.

Tapping, Psionic Strength, 1-6 seconds, Easy (+4).

SACRIFICE

This power grants a Psion a powerful burst of energy but at a permanent cost, Points can be Taken From EDU, INT, STR, END or DEX the points are lost forever but each one provides a 5 Psi points, alternately 1 point can be lost from all of them to increase the Psions PSI stat permanently. If the use of this power reduces any stat to 0 the user suffers from one of the following: (STR or DEX; Crippled (paraplegic if only one stat, Quadriplegic if both are 0) (END – 0 Immunodeficiency (Boy in a bubble syndrome) the character loses any immune system they may have had, a simple cold could kill them) (INT or EDU; Vegetative reducing either of these to 0 results in the character becoming unable to act or communicate, this happens at the end of the psionic effect the points were lost to power)

Tapping, Psionic Strength, 1-6 seconds, no roll required

BOOST DRUG

This power allows the Psion to increase the effect of any drug used upon them. Each psi point spent increases the random variables of the drug by 1

Tapping, Psionic Strength, 1-6 seconds,Routine (+2)

Costs: 1 per +1 variable

DENY OVERDOSE

This power allows the Psion to prevent an overdose or addiction effect from any PSI drug

Tapping, Psionic Strength, reaction,

Costs: 1 per Point of failure

AFFLICT OTHER

This power allows the Psion to replicate the effects of any drug affecting them on another target.

Tapping, Psionic Strength, 1-6 seconds, Hard (-4)

Costs: 1+Range

BURN OTHER

This power allows the Psion to draw Power by harming another willing being;as BURN BODY but targets another character

Tapping, Psionic Strength, 1-6 Seconds, Routine (+0)

Costs: Range (Telepathy)