New Psionic Powers
The following new psionic powers may be added to the existing the psionic power lists in the Rifts® RPG main book (page 115) and the Rifts® Game Master Guide (page 85). All are available to any psionic character classes (R.C.C, or P.C.C.) with normal restrictions and the Game Master's approval.
Healing Psionic Powers
Psionic Purge
Range: Touch.
Duration: Permanent.
I.S.P.: 10
Psionic Purge is an ability that the psychic can use to purge the effects of psionics placed on an individual. To use this power the psychic must put the person to be purged into a trance-like meditative state (which will take 1D4 minutes). After the patient is in the open and relaxed state the psychic will spend another few minutes (1D4 minutes) purging the patient's mind and body. In this long, ritual-like ceremony the psychic removes/cancels the effects of any long-term psionic control/command. Hypnotic Suggestion, Bio-Manipuiation, Mental Illusion, Induced Nightmare, or non-permanent psionic-induced insanity for the cost of 10 I.S.P. per effect. This ability does not drive out possessing psychics/entities (that requires Exorcism), restore memory that has been altered, or remove Mind Blocks, nor does it heal damage caused by physical psionic attacks (such as Pyrokinesis or Psi-Sword).
Restore Memory
Range: Touch.
Duration: Permanent.
I.S.P.: 12
This is a simple but useful power that can restore a small block of memory lost earlier due to natural causes, aging/disease, physical or mental trauma, magic, or psionics. The memory that is restored can be any single skill, event, or part of the patient's personality. Multiple or total memory loss or Mind Wipe must be restored one skill, event, memory, etc. at a time.
Physical Psionic Powers
Enhance Reflexes
Range: Self.
Duration: Two minutes per level of experience.
I.S.P.: 10
When a psychic uses this ability, he greatly enhances his mind-body connection, hand-eye coordination, and reaction time. This power allows the psychic to be more agile and aware of his body. For the duration that this power is in use, the psychic gains the following bonuses: +1 attack per melee, +3 on initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all Physical skills that rely on coordination or balance.
Resist Damage
Range: Self.
Duration: Five minutes per level of experience.
I.S.P.: 25
The psychic using this power toughens all tissue in his entire body and generates a minor biofeedback field that absorbs damage. When in effect, the psychic only takes half damage from any fall, impact, punch, bullet, or energy attack, even if the damage is magic or psionic. Even damage that goes directly to Hit Points is halved. Furthermore, the biofeedback field absorbs the first 5 S.D.C. or Hit Points of damage from each attack. This damage resistance does not apply to anything the character is carrying.
Resist Magic
Range: Self. Duration: Five minutes per level of experience. I.S.P.: 15 A very useful power for psychics. Resist Magic provides excellent protection from all forms of magic. When active, this power reduces the damage, effects, and duration of all magic affecting the psychic, by half. This power also grants a bonus of +3 to save vs all magic.
Resist Energy
Range: Self.
Duration: Five minutes per level of experience.
I.S.P.: 8
This power reduces the damage to the psychic from any form of energy attack, by one half. This can include lasers, plasma, particle beams, psionic energy, and magic energy. This energy resistance does not apply to anything the character is wearing or carrying.
Resist Psionics
Range: Self.
Duration: Five minutes per level of experience.
I.S.P.: 10
Similar to, but more extensive than Mind Block, this power helps protect the psychic from psionic attacks. Resist Psionics disrupts all psionic energy in and around the psychic. This psionic disruption also means that the character cannot activate any of his own powers, and any that were active are immediately cancelled. While this power is active, the character's aura cannot be read, all Empathy and Telepathy is prevented, all damage from psionic attacks is halved, all effects of psionics are halved, the duration of psionics affecting the character is halved, and the character is +3 to save vs all psionic attacks. While the psychic is using this power, anyone trying to track him with any type of psionic power will be at -30% and will only be able to sense him from half the normal distance. This protection will block and reduce all helpful psionics, as well. If the character was already under the influence of a psionic power when he activates Resist Psionics he gets to roll to save against that psionic power again. If he saves the second time, then the duration and effects are both reduced by half.
Strength of Mind
Range: Self.
Duration: Two minutes per level of experience.
I.S.P.: 10
This power is as much mind over matter as it is an actual boost to the body's physical capabilities. The psychic is empowered with supernatural strength and endurance by "willing" the body to be stronger and focusing psionic energy directly into the muscles. The psychic gains bonuses of+10 to P.S., +5 to P.E., and +20 S.D.C. for the duration of this ability. The supernatural strength does not give the psychic the ability to inflict Mega-Damage with punches or kicks, but it does instill the power to lift and carry the same as a supernatural creature.
Sensitive Psionic Powers
Clairvoyant Prediction
Range: Self.
Duration: Instant.
I.S.P.: 4
Base Chance of Prediction: 62% +2% per level of experience
This unique power is a simple form of Clairvoyance that is used to guess the outcome of simple events or decisions. This power will give the psychic a feeling of the most probable outcome for simple events, such as the outcome of a roll of the dice, coin flip, contest, or decision someone will make. If the odds of an outcome or decision are one in ten or better, the psychic rolls on the base prediction roll (above) to predict the correct outcome. If the odds are 1/1 to 1/100, the psychic is -5%, 1/101 to 1/1000, they are -15%, 1/1001 to 1/5000, -45%, and any event with odds worse than 1/5000 is -65%.
Enhanced Perception
Range: Self.
Duration: Five minutes per level of experience.
I.S.P.: 10
This incredible psionic power augments the psychic's physical senses, enhancing his perception. This enhanced state of awareness sharpens all natural senses by 50%, and further enables the psychic to "filter" all of this extra sensory input in order to concentrate on one or a few specific things. While using this ability, the psychic will notice every detail around him down to the slightest motion, sound, scent, and shadow. He will further be likely to notice changes and inconsistencies that might reveal traps, illusions, feints, or tricks (including sleight-of-hand, etc.). The psionic power provides the psychic with a +3 to Perception, +1 to strike, +2 to parry and dodge, and a +10% to any skill that relies on any of the basic senses (such as Intelligence, Tracking, or certain Physical skills like Juggling or Prowl).
Extended Presence Sense
Range: Self, 20 feet (6.1 m) plus 5 feet (1.5 m) per level of experience.
Duration: Two minutes per level of experience.
I.S.P.: 8 Base Skill: 50% +3% per level ofexperience.
As the name implies, this power is an extended version of the Sensitive psionic power of Presence Sense, increasing the psychic's sensory perception at the expense of sensing range. While this power reduces the actual range of sensing (compared to the Presence Sense ability), it does increase the psychic's level of sensory detail. This power essentially functions like the standard Presence Sense power, yet also allows the psychic to pinpoint the exact number and location of all sentient beings in the area of effect. Otherwise, this power is identical to the standard ability.
Mind's Eye
Range: Self, 100 feet (30.5 m) plus 50 feet (15.2 m) per level of experience.
Duration: Two minutes per level of experience.
I.S.P.: 8
Mind's Eye is a sensory power that instills the psychic with radar-like vision. This psionic radar allows the character to see the shape of everything around him. Even people or items concealed through magic (except Invisibility: Superior) can be seen with this radar vision. A psychic using this power suffers no penalties when blinded or in complete darkness. The psychic can sense and interpret the shape, distance, direction, speed, and location of everything around in all directions at an accuracy of 70% +2% per level of experience. While using this power, the character has the following bonuses: +3 on initiative, +1 to strike, +2 to parry and dodge, and cannot be snuck upon or surprised. Heavy rain or smoke greatly hinders this power, negating the bonuses and giving a -30% to interpreting ability.
Psionic Seeking
Range: 1 mile (1.6 km) per level of experience.
Duration: Five minutes per level of experience.
I.S.P.: 6
With this power the character will be able to sense and possibly find any object or person he desires. The psychic needs to have some knowledge of the person or item he is Crying to find. This knowledge can include meeting the person or touching the item in the past, having a picture of the person or item, having an item that belongs to the person he is searching for, or having the owner of the item present. The base chance of finding someone or something is 40% +5% per level of experience. If the character is looking for an item of his own, or a close friend or relative, he gains a +20% to this roll. Even if the character fails the roll to find the person or item, he will be able to sense whether or not the object is within his range.
Sense Psionics
Range: 100 foot (30.5 m) area.
Duration: 2 minutes per level of experience.
I.S.P.: 4
Base Skill: 40% +3% per level of experience.
This ability enables the character to sense the use of psionics, tell approximately how close it is, and in what general direction. This power can be used to track the psychic emanations back to their source, with a 40% +3% per level of experience chance of success.
Sense Supernatural
Range: 140 foot (42.7 m) area.
Duration: Two minutes per level of experience.
I.S.P.: 3
Base Skill: 25% +3% per level of experience.
A power similar to the Psi-Stalker's, this enables the psychic to sense and track supernatural creatures. Although the range is greatly lower than a Psi-Stalker's, this can still be a very useful ability. While using this power, the psychic will sense the presence of any type of supernatural creature, including demons, Deevils, Elementals, dragons, and even Entities. Tracking the supernatural using this power is done at a skill of 25% +3% per level of experience.
Super Psionic Powers
Alter Memory
Range: Touch.
Duration: One day per level of experience.
I.S.P.: 20
Saving Throw: Standard.
Alter Memory is a powerful method of manipulating some-one's mind. With using this power, the psychic must touch the victim's head for about half a melee (seven seconds) to alter a memory. The memory alteration can be a person's face, something someone said, what the victim has seen or heard, or even what happened in a single event. For the psychic to alter a memory, he or she must have prior knowledge of the memory. This can be from the psychic using Mind Bond or some other psionic power, the victim talking about it, or the psychic being present when the event took place. Alternately, the psychic can implant a completely fabricated memory. An inserted memory or manipulated one can be no longer than a ten-minute block of time per level of experience of the psychic.
Alter Personality
Range: Touch and verbal suggestion.
Duration: One day per level of experience.
I.S.P.: 30
Saving Throw: Standard.
This powerful mental manipulation ability will temporarily (but potentially significantly) alter the victim's personality. This alteration can be as little as a change in clothing preference or favorite form of entertainment, to a complete change in disposition, and may be used to raise or lower the victim's alignment by one level (such as from Unprincipled to Scrupulous or Anarchist).
Cause Hallucination
Range: 90 feet (27.4 m).
Duration: Varies.
I.S.P.: 8 to 20.
Saving Throw: Standard.
This impressive power gives the psychic the ability to cause others to have hallucinations. The hallucinations can be minor, like seeing a 5-dollar bill as a 100-dollar bill, or a major hallucination like interacting with a person or creature that is not there. Or the psychic could cause a moderate hallucination that he or someone else looks different or is wearing different clothes. The psychic can also cause the individual to believe they are experiencing something that is not really happening, like an earthquake. Someone affected by this power will interact with the hallucination as if it were real. This can include believing they have been injured and acting as if they have that injury.
This power is a form of hypnotic suggestion. The psychic must simply verbally state what he wants the victim to experience, and will that experience to manifest in the victim's mind. This could be as simple as handing a clerk at a store a 5-dollar bill while using the power and stating to the victim, "Here, do you have change for a hundred?" If the victim fails his saving throw against this attack, he will see a hundred dollar bill and act accordingly. Or the psychic could say, "Look out! Here comes the demon!" while pointing at the entrance to a room. If the victim fails to make his save vs psionics, he will see a demon come bursting in the door, and he will react as if it were real. After the hallucination is initiated, the psychic may want to manipulate the hallucination beyond what the victim's mind would automatically generate. This can be done to keep the situation under control or manipulate it however the psychic may need. Each time the psychic modifies or directs the hallucination will require the psychic to use a melee action.
Minor hallucinations, like making someone believe a small item is different then it really is, cost 8 I.S.P. A moderate hallucination, such as causing someone to believe the psychic is someone else or looks different, cost 14 I.S.P. Causing someone to have a major hallucination, like interacting with a demon, costs 20 I.S.P.
The psychic may also cause hallucinations in multiple victims simultaneously. The psychic may affect I person per level of experience. When the psychic attacks multiple victims he must expend I.S.P. for each victim. If the psychic needed to get by a security checkpoint with three guards that could see his ID was not real, then the psychic would need to be at least third level and would have to spend the I.S.P. needed to create the hallucination of a real ID for each of the three (24 I.S.P. total). Any of the guards that failed to save vs the psionic attack would see the ID as the psychic intended.
The duration of the hallucination depends on the situation. If the psychic using this power moves past his range from the victim, the victim's hallucination will automatically end within 1D4 minutes. If someone else who is not seeing the hallucination tells the victim it is not real and has a good explanation for it, the hallucination will end. If something happens in the hallucination that is completely unbelievable, the hallucination will end. If the victim was led to believe that a 5-dollar bill was really a 100-dollar bill, then he will believe that until the next time he looks at the bill after the psychic has left the area, or when someone else tells the victim otherwise. Game Masters, use your discretion.
Empathic Charisma
Range: 30 feet (9.1 m).
Duration: Five minutes per level of experience. I.S.P.: 10 Saving Throw: Standard.
Similar in nature to the magical spell Charismatic Aura, this power enhances the natural charm of the psychic. Empathic Charisma endows the psychic with a limited form of Empathy and Empathic Transmission that helps him to determine the basic mood and desires of people around him. Although the psy
chic will not be able to fully sense and pinpoint the exact emotions of those around him, it will give the psychic a vague sense of each person's general emotional state. The psychic can also transmit any general emotion to those around him. This transmitted emotion will not change anyone's actual feelings, but may sway them in the direction the psychic wishes. Using Empathic Charisma, the psychic will typically be able to swindle, trick, or con one person or an entire group. This is further enhanced when used in conjunction with other powers, such as Telepathy, Empathy, Empathic Transmission, and Enhanced Perception (see above). For the duration of this ability, the psychic will have his M.A. raised by 1D4+2 points and his P.B. raised by 2 points. The psychic will also have trust/intimidate and charm/impress skills equal to 85% (or the value given by their enhanced M.A. and P.B., whichever is higher). Those who save against Empathic Charisma will not radiate their emotions to the psychic, nor are they influenced the psychic's transmitted emotions or charisma. The psychic is -30% to trust/intimidate and charm/impress skills against those who save.
Empathy: Superior
Range: 100 feet (30.5 m) plus 50 feet (15.2 m) per level of experience. Duration: 2 minutes per level of experience. I.S.P.: 8 Saving Throw: Standard.
This is a more powerful Form of Empathy than the lesser Sensitive power. With Empathy: Superior the character can not only sense current surface emotions, but can also sense emotions that are deeper then the current emotional state. The character can find what emotions are attached to anything he desires if the victim fails the saving throw. This means that the character could tell if the victim was afraid of something, angry with someone, hates something or someone, or even what the victim's normal emotional state is. If the emotion the character is sensing is something really strong, they may see a glimpse of or hear part of the memory associated with that emotion (60% +3% per level chance). Sometimes the character will be able to sense the victim's true feelings, when the victim doesn't even realize what those feelings are. A saving throw should be rolled for each emotion or memory that the character tries to read. The character can make one attempt to sense deep emotions from a victim for each attack per melee. This power can be incredibly useful for interrogation.
Hypnotic Control
Range: 12 feet (3.7 m), with eye contact.
Duration: 2D6 melees.
I.S.P.: 20
Saving Throw: Standard.
Used by psychics to turn victims into dazed "zombies," the victim of this power falls into a deep hypnotic state wherein they are easy to manipulate and command. The victim of the Hypnotic Control will obey almost any command given to him/her by the psychic. To use this power the psychic must make (and maintain) eye contact for at least one melee round.
During this melee the psychic can be actively "performing" hypnotizing actions (such as swinging a weight on a chain, chanting, or acting) or simply be making small talk or an actual conversation. The victim who fails their saving throw will seem dazed and "zombie-like" to those who see him in the hypnotized state. Those who know the victim will immediately realize that he is not acting quite himself. Once in this hypnotic state, the victim will obey almost any command the psychic gives (verbally, visually, or telepathically) as long as the command is not drastically against his alignment. Also, those in this state will have a -2 to save against any other psionic attacks from the controlling psychic (including "extensions" of the Hypnotic Control), but will be immune to all forms of mind control from anyone else. Furthermore, the victim will perform all skills at 20%. The victim loses half of their attacks per melee, all combat actions are at -3, and the victim is unable to take any independent actions or make any independent decision (making the hypnotized victim unable to perform any but the most simple of tasks). Powers or spells that require little or no cognizant thought can be used by the victim at the controlling psychic's command, assuming the psychic knows that the character possesses the power(s). The victim will clearly remember everything that happens during this time. This can sometimes lead to severe mental trauma, depending on the actions the controlling psychic takes with the victim's body.
Induce Amnesia
Range: Touch.
Duration: 1D4 days per level of experience.
I.S.P.: 10 to 30 (see description below).
Saving Throw: Standard.
This power is similar to, but not as drastic as Mind Wipe. With this power the psychic simply must touch the victim's head and "suggest" that they forget some block of memory. This memory block can be as little as one skill or a memory of a single event, to as great as full amnesia. A minor loss of memory only costs 10 I.S.P. The psychic may cause the victim to forget a large block of time (up to months or years) or the majority of their skills for a cost of 20 I.S.P. If the psychic expends 30 I.S.P. he may make the victim forget their entire life, all their skills, or even their personality. In all cases the victim will never be able to remember what caused their memory loss. During the amnesia (duration of the power), the character will feel as though he is forgetting something and may even have blurred glimpses of the forgotten memories. Under extreme circumstances, the character may even be able to use a forgotten skill that is critical at that moment.
Induce Insanity
Range: 10 feet (3 m) and verbal suggestion. Duration: 1D4 days per level of experience. I.S.P.: 30 Saving Throw: Standard.
Another terrifying mental manipulation power that temporarily causes the victim to suffer insanity. The insanity induced can be one of the psychic's choice, or a random insanity (roll on the optional random insanity table on page 19 of the Rifts® RPC.
Mentally Control Others
Range: 30 feet (9.1 m) +10 feet (3 m) per level of experience.
Duration: 2 minutes per level of experience.
I.S.P.: 40
Saving Throw: Standard (animals are at -4 to save).
This terrifying power allows the psychic to take control of another person's (or animal's) body like a living puppet. Like the Mentally Posses Others power the psychic is able to see, hear, and speak from the victim's body as if he possessed it, yet the control is indirect as if by "remote control" rather than actually commanding the body from within. This power takes most of the psychic's attention to perform: reduce all combat bonuses by 50% and the controlling psychic must divide his attacks between his and the victim's body — e.g. a psychic with four attacks per melee has four attacks to divide between himself and the "puppet" victim (2/2, 1/3, etc.), regardless of how many attacks the victim had originally. Like the Mentally Possess Others power, the psychic controls only the body, and is unable to access the thoughts, knowledge, or memories of the victim with this power. The controlled victim is still conscious, but in a dazed state. He sees and hears everything his controlled body does as if he is in a dream state, and will remember most of what happened. This can sometimes lead to severe mental trauma, depending on the actions the controlling psychic takes with the victim's body.
Psionic Blast
Range: 50 feet (15.2 m) +10 feet (3 m) per level.
Duration: Varies.
I.S.P.: 30
Saving Throw: Standard, and a dodge of 16.
This devastating attack causes neural damage and hemorrhaging in the brain. The psychic using this attack fires tendrils of psionic energy from his hands or eyes at the intended victim. If the victim fails to dodge, a jolt of destructive psionic energy ripples through his body and brain. The energy disrupts and damages the nervous system as it ripples through the victim. When the destructive energy reaches the brain it attacks the its tissue, causing severe pain, disorientation, and temporary memory loss. If the victim is struck by the bolt of energy and makes a save vs psionics, then he only suffers 1D4 damage directly to Hit Points, -1 on all combat actions and attacks per melee for 1D4 melees. If the victim fails to save vs the psionic attack, he suffers 1D6 damage directly to Hit Points per level of the psychic, all combat actions are -4, the victim loses half of his melee attacks, has a throbbing headache for an hour (-30% to all skills), and forgets 1D4 random skills, psionics, or spells (G.M.'s discretion) for 1 day per level of the psychic. The psionic energy can even pass through environmental armor. If the victim is wearing an exoskeleton armor, the Psionic Blast can penetrate the armor but only does half damage. Targets in power armor, a robot or vehicle cannot be affected by this attack.
Shared Perception
Range: 120 feet (36.6 m).
Duration: 1 minute per level of experience. I.S.P.: 15 Saving Throw: Standard.
This psionic power gives the psychic the ability to share his perception with someone else, or spy on someone else's perception. This sharing of perception includes all sensory input. The other person also perceives whatever the person whose perception is being shared out sees, hears, smells, touches, or tastes. This power can be incredibly useful for spying or sharing information with allies. Victims of this power whose perception is being shared out to the psychic will feel as if someone is watching or looking over their shoulder.
Telekinetic Blast
or other M.D.C. campaign worlds only). Saving Throw: Dodge at -3. Damage: 1D4x10 S.D.C. or 2D6 Mega-Damage (Rifts® or
other M.D.C. campaign worlds only). This impressive power creates a solid but invisible sphere of telekinetic force that is hurled at near supersonic speeds to its target. The psychic needs only to make a general throwing/pushing/hurling motion and is +3 to strike with the Telekinetic Blast (no other bonuses apply). The victim may attempt to dodge the Telekinetic Blast attack if they know that it is coming; all dodge attempts are at a -3 to dodge.
Telekinetic Shockwave
Range: Radius around psychic. Area of Effect: 5 foot (1.5 m) diameter per level of experience. Duration: Instant. I.S.P.: 20
Telekinetic Shockwave is an area effect version of TK Push. This power creates a Shockwave of telekinetic force that emanates from the psychic in all directions like the Shockwave from an explosive detonation. This Shockwave has the rough equivalent strength of P.S. 20 +2 per level of experience of the psychic, and will do 3D6 S.D.C. damage to everyone caught within the radius of the Shockwave. Psychics above first level can reduce the area of effect by increments of five feet (1.5 m), down to a minimum diameter of five feet. In addition to the damage, the TK Shockwave will push most humans three yards/meters away from the psychic, and has an 80% chance of knocking them off their feet. Those weighing more than 300 lbs (135 kg) or who have a Supernatural Strength will only be pushed back one yard/meter, and only have a 20% chance of being knocked down.
Range: 50 feet (15.2 m) +10 feet (3 m) per level of experience. Duration: Instant. I.S.P.: 10 for S.D.C. damage or 20 for Mega-Damage (Rifts®
Duration: 1 minute per level of experience. I.S.P.: 10 per 50 lbs (22.5 kg) of force. Note: This power can only be taken if the psychic has already
taken either the Physical or the Super psionic power of Tele
kinesis.
This tetekinetic power is a variation and combination of the Physical psionic powers of Telekinesis and Telekinetic Push, creating focused TK Force on a specific object. Instead of simply lifting or moving an object with telekinesis or adding TK enhancement to a physical blow, this power applies a "hand" of telekinetic force directly to an object. This telekinetic force can be used to push open doors, knock things over, crush/smash things, or squeeze. The psychic can use this power to pin some-one's hand to a wall or the ground, hold a door closed, or even strangle someone, assuming their target is fully visible to the naked eye. Just like with other telekinetic powers, the psychic must have a clear view of the area where the TK Force is applied. For example, this power cannot be used to crush some-one's throat if their neck is hidden inside body armor, or slam a door in another room. The TK Force can be divided between multiple objects, as many as one object per level of experience of the psychic. Damage from a TK Force crushing attack is 1D4
S.D.C. per melee round for each 50 lbs (22.5 kg) of TK Force applied. If this is a "strangling" crush attack, an additional 1D4 points of damage (direct to Hit Points) is done, per melee, per 50 lbs (22.5 kg). Victims of a strangling attack will normally lose consciousness after their P.E. X 4 in seconds of strangling time.
Telekinetic Force Telepathic Suggestion
Range: 80 feel (24.4 m) per level of experience. Range: 60 feet (18.3 m).