Bio-Regeneration
Range: Self.
Duration: Permanent.
I.S.P.: 6
Saving Throw: None.
This is the ability to mentally heal oneself of disease, poison, or physical damage. Unfortunately, this ability can not be used to help others. The process requires one full minute of concentration, meaning the character can not use any other psionic power during that time. Bio-Regeneration does not restore missing limbs, but it does restore 2D6 Hit Points or 3D6 physical S.D.C. points per melee round. In addition, when cuts and scrapes are healed through bio-regeneration there is no scarring. This power can be used as often as once every other minute (every eight melee rounds).
Deaden Pain
Range: Immediate proximity, touch or within 3 feet (0.9
Duration: One hour per level of experience.
Length of Trance: Two minutes (8 melee rounds).
I.S.P.: 4
The ability to deaden pain; can be used as a pain killer which temporarily negates existing pain or as an anesthetic to be used for surgery.
Detect Psionics
Range: Self, sensing range is 30 feet (9 m) per level of experience.
Duration: One minute per level of experience.
I.S.P.: 6
This is a mental probe that will indicate the presence of psionic energy within the immediate area. The probe can not be used to pinpoint the exact location of psychic energy nor the level of power other than a vague sense of weak, medium, or powerful, but will indicate whether an individual is psychic by directing the probe at a specific person (does not reveal the type or strength of the person's powers other than low, medium, high). It will also indicate whether a Group Mind Block is in effect and also indicate if a person psionically possessed.
Exorcism
Range: Immediate touch or within 8 feet (2.4 m).
Duration: Instant, if successful.
Length of Trance: 30 minutes of preparation and 6D6 minutes with the possessed person or animal.
Note: Can only exorcize the living.
The healer can perform a Rite of Exorcism that uses psychic energy to expel the loathsome being from its mortal, host body. A completely successful exorcism will free the victim of the supernatural force that controls him and send it back to its own non-earthly realm. A partially successful exorcism will drive the evil force out of the possessed person or animal, but does not send the damnable thing back to its own dimension. Thus, it can try to possess the psychic healer or flee to wander the Earth in search of a new victim. An exorcism can only be used on living people and animals whose bodies are inhabited by a supernatural entity or other type of invasive spirit, not symbiotes or psychic possession.
Roll to determine success for an exorcism at the end of the time period.
First, roll to see if the being has been expelled from its victim's body. Success Ratio: 28% + 7% per each additional level of experience.
Second, roll to see if the thing is forced back into its own dimension.
Success Ratio: per each additional level of the psychic's experience. A failed roll means the creature can remain in our dimension, but it must leave the area and can not possess the same individual for at least six months. Note: The chance of a successful exorcism on a Nega-Psychic is reduced by half, as is the success ratio for sending the being back to its own dimension. The same is true of some of the more powerful supernatural beings capable of possession. During the exorcism the possessing force can use whatever powers it may have, as well as physical attacks or any special psychic abilities of its host body. Fortunately, the Rite of Exorcism weakens the creature, reducing its number of attacks per melee by half. It is wise to always have one or more assistants to help defend against the being's attacks and actions. Sedating the physical host body will immobilize but will not prevent psychic attacks or the creature's use of its own natural powers (if any). Too many assistants or spectators can be a liability, for the creature may attempt to flee by possessing one of them. An exorcism can be attempted on the same individual as often as the healer desires.
Healing Touch
Range: Touch.
Duration: Instant, with lasting effects.
Length of Trance: Two minutes (8 melee rounds).
The Healing Touch is a remarkable healing ability that can instantly heal cuts, burns, bruises and similar physical wounds. The touch restores (or 2D4 whichever dice are preferred) Hit Points or 2D6 S.D.C. The healing touch can only be used on other living creatures, never on the psychic himself.
Increased Healing
Range: Touch or within 3 feet (0.9 m).
Duration: 2D4 days.
Length of Trance: 1D6 hours.
I.S.P.: 10
The healer is able to stimulate another person's healing energies, dramatically increasing one's recuperative powers. Hit Points and S.D.C. recovery are double the normal professional treatment rate. That's recovery of 4 Hit Points a day for the first two days and 8 H.P. for each subsequent day until restored to full strength or the psionic energy fade, whichever comes first. S.D.C. is healed at a whopping 12 points per day from the very beginning.
Induce Sleep
Range: Touch or within 6 feet
Duration: One hour per level of experience (or until awakened).
Length of Trance: Two minute preparatory meditation.
I.S.P.: 4
Saving Throw: Standard; unwilling victims are +5 to save vs psychic attack.
This is not an offensive ability, but is intended to be a recuperative power to induce sleep on those who are ill, exhausted, or an insomniac. The person will fall into a normal, restful sleep from which he can be easily roused. Unwilling victims of the induce sleep psi-power get a +5 bonus to save. A character must want rest (can not be involved in combat or some other activity and be forced to fall asleep).
Psychic Diagnosis
Range: Touch or within 3 feet (0.9 m).
Duration: Immediate knowledge.
Length of Trance: 2D4 melees of meditation.
I.S.P.: 4
Saving Throw: None; except for the Nega-Psychic, standard.
The psychic healer can sense physical pain and damage, external and internal injury, disease and possession with absolute clarity. This pinpoint accuracy enables the character to suggest treatment or to conduct psychic surgery.
Psychic Purification
Range: Touch.
Duration: Immediate.
Length of Trance: 6D6 minutes of meditation.
I.S.P.: 8
Saving Throw: None; except for the Nega-Psychic, standard.
The healer can use his abilities to slow a person's metabolism and destroy chemicals, drugs, poisons, and toxins in the body. The effects of the drugs/impurities are immediately halted at the beginning of the meditation, and completely by its end. Damage sustained prior to the psychic's intervention still remains.
Psychic Surgery
Range: Touch.
Duration: Varies with injury.
Length of Trance: 2D6 minutes of preparatory meditation, plus the duration of the surgery (which is half the time of conventional modem medicine).
I.S.P.: 14
Psychic Surgery is used to repair broken bones, internal injuries, and remove foreign objects (bullets, arrows, etc.) using only one's bare hands; no tools or instruments. Can also be used to heal a character who has suffered so much damage that he or she has lapsed into a coma (zero Hit Points or less). Psychic Surgery is the equivalent of "professional hospital" treatment. The recovery from a coma (near death) is equal to treatment from a hospital, 1-66%. Note that there is minimal bleeding and pain, and absolutely no scarring from Psychic Surgery (no pain if the Deaden Pain ability is used). Note: A psychic diagnosis must be made before surgery is possible.
Resist Fatigue
Range: Self.
Duration: One hour plus 20 minutes per level of experience.
Length of Trance: 1D6 melees of preparatory meditation.
I.S.P.: 4
A mind over matter discipline which enables the character to engage in physical activity without suffering from exhaustion. However, fatigue is only temporarily suspended, so the psychic feels extremely tired and may even collapse when the duration of this power elapses.
Restore P.P.E.
Range: Touch.
Duration: Permanent.
I.S.P.: 4 plus the amount of P.P.E. transferred.
This power allows the psychic to convert some of his into P.P.E. energy and transfer that energy to another person. Two I.S.P. counts as one P.P.E. point. In addition, the conversion and transfer costs four I.S.P. to initiate. For example, 10 I.S.P. converts into five P.P.E. and costs an additional four points to make the transferal and conversion. Total cost is 14 I.S.P. A Mind Block will prevent this energy transfer. Note: P.P.E. can not be turned into I.S.P.
Suppress Fear
Range: Self or others by touch.
Duration: One minute per level of experience.
I.S.P.: 8
This power temporarily suppresses the chemical and psychological components of fear in the recipient. As a the character is unable to feel fear or is barely frightened even if intellectually he realizes he is in grave danger, or is facing a terrifying monster or situation. This enables the character to think rationally and take calm, calculated rather than respond with the typical "fight or flight" reactions of those who are scared. While this power is activated, the character automatically succeeds on any roll to resist Horror Factor, even if magically induced. This power can be used on the psychic himself or on one or two others.