SUPER
Astral Transference (Nightbane- Between the Shadows)
Range: Self
Duration: One hour per level of experience
I.S.P.: 15
Saving Throw: None
Prerequisite: Astral Projection.
This powerful ability transforms the character's body into an astral construct, similar to an entity or other energy beings, and able to travel astrally. One might consider this power a sort of "super" astral projection. Unlike normal astral projection, the entire body of the character is transformed into an astral energy being, so the body is not left behind and the duration for astral travel is much greater. All the abilities and benefits of the astral projection power (see Nightbane RPG, page 70) apply to this form as well, except there is no silver cord involved.
Block Breaker (Nightbane- Between the Shadows)
Range: 60 feet (18.3 m) plus 10 feet (3.0 m) per level of experience.
Duration: 1D4 melee rounds (15 to 60 seconds).
I.S.P.: Varies; 30+
Saving Throw: Varies, see below.
This power attacks a psychic's mind block in an attempt to temporarily lower the target's defenses. If the block breaker is successful, the character's mind block is removed for 1D4 melee rounds, at the end of which the victim may restore the block by spending I.S.P. normally. The character under attack by the block breaker gets to save versus psionic attack, but the attacker can raise the save difficulty by spending more I.S.P. The base cost of the ability is 30 I.S.P., however the attacker can make his victim -1 to save at the cost of+10 additional I.S.P.
For example, an attacker could spend the base 30 I.S.P. plus another 40 points (70 total) to make his intended victim -4 to save against the block breaker attack. If the defender fails to save, his mind block is temporarily down for 1D4 melee rounds, during which time he or she cannot shield himself from psionic probes and other psionic influences.
Dreamdance: Superior (Nightbane- Between the Shadows)
Range: Self
Duration: One hour per level of experience.
I.S.P.: 20
Saving Throw: None
Prerequisite: Dreamdance (Minor)
This power transforms the psychic's body into a dream creature, enabling the character to enter the Dreamstream body and soul. Doing this has its dangers, including the fact that the dream traveler is not able to escape the Dreamstream by waking up. While in the Dreamstream, the psychic can enter other people's Dream Pools, and use psionics or other abilities to affect the dreams of the dreamer. At the end of the power's duration, or whenever the character decides to return to the waking world, the Dream Dancer will reappear at the physical location he originally left.
Gestalt Circle (Nightbane- Between the Shadows)
Range: Touch; psychics must form a circle and hold hands.
Duration: One minute per participant.
I.S.P.: 30
Saving Throw: None
The psionic character can link a group of psychics (one per level of experience) together and pool their powers! While linked in a gestalt circle, the group can only use those powers they have in common, but those powers can be manipulated at a level equal to their combined levels of experience. For example, a gestalt circle with one third level psychic and two second level ones could use any common powers at seventh level intensity!
Furthermore, the combined number of I.S.P. is available to the group (use is divided equally), and the range of the psionic powers are increased by 20% per each psychic in the circle. The latter only works if the range of the power is NOT affected by the level of experience of the psychic. Otherwise, range by level counts as the combined level of the group (in the previous example, the range would be at 7th level equivalent).
Total number of psionic attacks per melee round is two per participant in the circle. The maximum number of participants is eight (8).
A gestalt circle has its dangers and limitations.
1. While the psychics are linked, the connection will override any mind blocks or similar protection between the members participating in the gestalt circle. This means that any psychic in the circle can try to read the minds of the others or use other psychic powers on the other members, and can do so with relative impunity.
2. One psychic in the group must be designated as the "key" or spokesperson through which their combined powers are directed. Only that key character can use the enhanced psionics of the circle, although the others can make verbal or telepathic suggestions. If another member in the circle tries to use one of his powers at the same time as the designated "key," neither power works, which means one melee action/attack is lost and half the I.S.P. of the intended power is expended without results! Teamwork is critical.
3. Participants in the circle cannot perform any other skills, engage in physical combat or parry, without breaking the circle. Each character can try to "duck" incoming attacks without breaking ranks as a dodge at -5 to do so.
4. If even one member of the circle breaks ranks/lets go of another participant's hand(s), the gestalt circle is instantly broken, all circle bonuses are lost, and the participants must rebuild the circle and spend another 30 I.S.P. to start again.
Possession (Nightbane- Between the Shadows)
Range: Touch
Duration: 5 minutes per level of experience.
I.S.P.: 30
Saving Throw: Standard
The psychic can completely take over and control another person. The psychic essence of the controlling mind is transferred into the body of another individual. While in the victim's body/mind, the psychic retains all his own knowledge and identity. He cannot read the mind of the person he now possesses, nor access any knowledge from the victim's memory. Only the physical body can be controlled, like a living robot. During the period that the victim is possessed, that person goes into a trance state and remembers nothing about the things that happened while he was possessed. Meanwhile, the psychic's natural body falls into a coma-like state and is vulnerable to attack unless protected by others.
The possessing character can return to his own body at any time regardless of distance. When his essence leaves the body of the possessed, the victim suddenly becomes conscious again, as if suddenly being woken up.
Psychic Mirage (Superior) (Nightbane- Between the Shadows)
Range: 120 feet/36.5 m (size of illusion is 3 feet/0.9 m per level
of experience).
Duration: One minute per level of experience.
I.S.P.: 40
Saving Throw: Standard.
A powerful illusion that affects all senses. The illusion will move and act out any mental commands given by its creator, and will fool the ears, sense of touch and pain centers of those who face it. Illusionary damage will not do any permanent damage, although people who think they have been killed will collapse into unconsciousness. This illusion can be created in most planes of existence, including Earth, Nightlands, Astral Plane and Dreamstream.
Supercharge (Nightbane- Between the Shadows)
Range: Self
Duration: One minute per level of experience.
I.S.P.: 30
Saving Throw: None
Prerequisite: Summon Inner Strength
This power channels the character's psychic energies into his own body, temporarily granting him +6 to P.S., which becomes supernatural, and an additional 40 S.D.C. for the duration of the power. This power is especially handy when combating vampires and other superhuman monstrosities. Note: In games like Rifts®, punches and kicks with supernatural P.S. inflict megadamage, but the I.S.P. cost is 40 instead of 30.
SENSITIVE POWERS
Astral Bolts (Rifter 9)
Range: 30 feet (9.1 m) plus 10 feet (3.0 m) per level of experience.
Duration: One melee round per level of experience.
I.S.P.: 10
Saving Throw: Dodge
Prerequisite: Astral Projection or Astral Transference.
This power can only be used in the Astral Plane, because it draws on ambient ectoplasm. The astral bolts inflict 1D4 S.D.C. per level of the caster, and are +3 to strike. Targets can dodge normally.
Astral Navigation (Rifter 9)
Range: Self
Duration: One hour per level of experience.
I.S.P.: 4
Saving Throw: None
Base Skill: 45% +4% per level of experience.
Prerequisite: Astral Projection or Astral Transference. Astral travelers with this power are in a state of communion with the Astral Plane, and are able to find their way more easily. This power can be used in many different ways, depending on where in the Astral Plane the user is at the moment. Skill rolls can be made once every hour.
In the Outer Layer, the psychic can return to his body (or to the physical world if traveling through astral transference) by making a successful skill roll (do not roll on the table found in the Nightbane RPG, page 70). In the Inner Plane, the psychic can travel through the Dragon Roads by making a skill roll and visualizing the destination.
This skill roll is modified as follows:
Destination is well known to the traveler (i.e., an astral domain or kingdom in which he has stayed for at least 48 hours): +25%
Destination is known to the traveler (has visited it at least once): +5%
Traveler knows of but has never been to the destination: -5%
Destination is in the Inner Plane: No modifier.
Destination is in the Outer Layer: -10%
Destination is in the Void: -15%
Dreamdance (Minor) (Rifter 9)
Range: Self
Duration: 5 minutes per level of experience.
I.S.P.: 8
Saving Throw: None
This psychic power allows the character to enter the Dreamstream (described elsewhere). The psychic's body remains in a trance, much like when traveling via astral projection. A dream projection is similar to an astral projection but without the silver cord link, and will appear in the Dreamstream, very close to the character's own Dream Pool. This dream projection has S.D.C. points equal to the total S.D.C. and hit points of the character (dream constructs don't have hit points, only S.D.C. equivalents).
The character's dream construct may be attacked or harmed. This damage does not affect the character's body unless the dream projection is completely destroyed. Leaving the Dreamstream can be done automatically unless some being or dream psychic is trying to prevent this, in which case both sides will roll as per the Dream Combat rules (described elsewhere). While in the Dreamstream, the character can search for the Dream Pool of any given individual who is asleep and dreaming.
The better that individual is known, or the stronger the emotions towards that person are, the easier the search will be. The search for a specific Dream Pool may take minutes or hours, and the psychic may be forced to leave the Dreamstream before it is successful;
roll on the following table:
The psychic intimately knows the person involved, or feels a great deal of love or hatred towards him/her: 1-70% chance of finding his/her Pool (roll every minute).
The psychic knows the person: 1-60% (roll every five minutes). The psychic is acquainted with the person: 1-50% (roll every ten minutes).
The psychic has seen the person at least once: 1-35% (roll every half hour).
The psychic has heard of the person, or seen his/her picture several times (includes famous people): 1-20% (roll every hour).
Ethereal Mirage (Minor) (Rifter 9)
Range: 10 feet (3.0 m) per level of experience. Size of the illusion is limited to 3 square feet (0.28 square meter) per level of experience.
Duration: One minute per level of experience.
I.S.P.: 6
Saving Throw: Standard
Limitation: This power only works in the Dreamstream and Astral Plane.
Creates a visual illusion projected directly into the mind of the people in range of the power. If a successful save is made the target realizes he is seeing an illusion. The illusion can have any shape and form the character wishes it to have, but cannot produce any sound, nor is it substantial.
PHYSICAL POWERS
Activate Dimensional Portal (Nightbane- Between the Shadows)
Range: Touch
Duration: One melee round per level of experience.
I.S.P.: 10
Saving Throw: None; protected portals will have a standard save, modified by any bonuses of its creator.
Limitations: Applicable only to dimensional portals to and from the Astral Plane, astral domains, astral kingdoms, Dream Pools, the Dreamstream and the Nightlands.
This power allows psychics to open some dimensional portals. The portal must already exist (the character cannot create a dimensional portal). A protected portal will resist being opened by interlopers.
Ectoplasmic Objects (Rifter 9)
Range: Touch (to create the object. Will maintain solidity at 40
feet/12.2 m, +5 feet/1.5 m per level from the psychic).
Duration: 10 minutes per level.
I.S.P.: 20
Saving Throw: None
Prerequisite: Ectoplasm, and at least one other ectoplasm based power.
This power allows the psychic to create objects made of ectoplasm. Any type of object can be created. Clothing, weapons, tools, ropes, and other things can all be created with this power. At first level the character may create any object that normally weighs 12 pounds (5.4 kg) or less, has no more than one moving part, and does not violate any of the restrictions listed below. At each additional level, the psychic may modify the power as follows: Add 2 pounds (.9 kg) to his weight limit, add 1 moving part, or create 1 additional object (not to exceed his total weight limit). A 5 level psychic using this power could create 1 object that normally weighs 20 pounds (9 kg) with one moving part, 5 objects with no more than one moving part each that total 12 pounds (5.4 kg) normally, one 12 pound (5.4 kg) object with 5 moving parts, or any combination of the above. Skill rolls must be made to create complex objects.
Everything created with this power will have a somewhat dull and pasty appearance, much like the disguises created by ectoplasmic disguise, or can be invisible, at the psychic's discretion when the object is created. Objects will very obviously be "strange" or "fake" unless an appropriate skill roll is made while creating the object (i.e. a Sewing roll to create realistic clothing) All ectoplasmic objects will weigh half as much as their normal counterparts, and have half their normal S.D.C., or 40, whichever is less (multiple objects may have a total of 40 S.D.C.). Ectoplasmic melee and missile weapons do half their normal damage, but DO affect Astral creatures and beings only affected by psychic powers and magic. In the Astral Plane, ectoplasmic objects will have their normal weight & S.D.C. Weapons will do their normal damage. Ectoplasmic objects have none of the chemical or electromagnetic properties of their normal counterparts, so electronics, explosives, batteries, and the like may not be created, but ectoplasmic objects that only LOOK like them can.
Ectoplasmic guns CAN be created, provided that the appropriate number of moving objects can be created and an appropriate skill roll is made, but ectoplasmic ammunition cannot. Normal ammunition must be used in these weapons, and will do normal damage (but will not affect Astral travelers & those only affected by psionics and magic).
Ectoplasmic Food (Rifter 9)
Range: Touch (to create the food. Will maintain solidity at 40 feet/12.2 m, +5 feet/1.5 m per level).
Duration: 4 minutes per level (effect from eating the ectoplasm is permanent).
I.S.P.: 6 per wafer (3 in the Astral Plane).
Saving Throw: None
Prerequisite: Ectoplasm
This power allows the user to create "food" wafers out of ectoplasm. This "food" will nourish anyone who eats it before the duration expires. Ectoplasmic Food always appears as dull gray wafers. They are airy and light, with little taste. character eats ectoplasmic food only for 3 consecutive days, his stomach will start to shrink. Reduce P.S. and Spd by 3/4. After a week, reduce P.E. by 3/4. After two weeks, reduce P.B. and P.P. by 3/4. After a full month of existing almost entirely on ectoplasmic food, the person's attributes will return to normal, but he can only eat normal food again after months of work. His body will have adjusted completely to ectoplasmic food. The only way to recover from this condition is to slowly start re-introducing food into his diet. It will take a full year of gradually increasing the normal food intake for the unfortunate victim to be able to subsist fully on normal food again.
Ectoplasmic Skids (Rifter 9)
Range: Self
Duration: 10 minutes per level.
I.S.P.: 9
Saving Throw: None
Prerequisite: Ectoplasm
This power creates 1 or 2 small ectoplasmic clouds under the user's feet. These clouds allow the psychic to reduce friction between his feet and the ground in a controlled manner, simulating the effects of skates or a skateboard. The huge advantage of this power over traditional skates and boards is that the ectoplasmic versions work fine on uneven and rough terrain. The user will glide right over small rocks and holes that would trip up or slow down a normal skater. The maximum speed obtainable on ectoplasmic skids is three times the character's normal running speed, or 150 miles per hour (240 km), whichever is less. It is important to note that the ectoplasmic skids do not reduce the weight of the character in any way. They do not allow "skidding" on water or any other surface that would not normally bear the user's weight.
Ectoplasmic Limb (Rifter 9)
Range: Self
Duration: 4 minutes per level.
I.S.P.: 12 (+6 per limb beyond the first).
Saving Throw: None
Prerequisite: Ectoplasm
This power creates one or more limbs made of semi-solid ectoplasm. The limb's appearance will be a ghostly, gaseous gray. It will function in all ways as a normal limb with P.S., P.P., and Spd of 8 (On the Astral Plane these numbers are doubled). These phantom limbs can be used to temporarily replace those lost in combat or through mischance, or can be used to create extra limbs. Tails, tentacles, wings, arms, and legs are but a few of the possible "limbs" that can be created with this power. Ectoplasmic wings will not allow the psychic to fly, except in the Inner Plane of the Astral Plane (flying speed 8 there). Creating 2 or more extra limbs will grant the psychic one extra melee attack per round. Creating more than 2 limbs has no
additional effect in combat.
Ectoplasmic Limbs will affect Astral beings, and creatures only affected by magic or psionics.