@ Psychic Mishaps

Psychic Mishaps occur when the character critically fumbles a psychic ability.

Psychic Mishap Table: (Roll 1D20)

1) Dreadful Feelings: The psychic and everyone within level x 10 foot radius gets a creepy feeling like something wrong is about to happen or just did happen somewhere.

2) Psychic Stench: Within 30' of the psychic there will be some strange smell, like ozone, sulfur, sickly sweet, etc... GM decides. It last for 1D4 minutes.

3) Psychic Aura: Psychic develops a strange glow that can be seen even by non psychics. It might have a color and shape that reflects the personality of the psychic. It lasts for 2D4 minutes.

4) Psychic Amnesia: All within 30' of the psychic (including the psychic) must save vs Will at -5 or forget everything that happened in the last 1D4 minutes.

5) Psychic Voices: The psychic and all within level x 10 foot radius will begin to hear the psychic thoughts of creatures within miles around. Make Touch (15+) SAN check or gain Insanity: "Voices in your head" at the amount you fail SAN check by, as those voices imprint upon your subconscious and haunt you.

6) Infection of the Psychic Spirits: The Psychic is wracked in agony as his/her body is infested with the psychic "ghosts". Impressions left by dead psychics in the barrier between your world and the Dreamlands. You can do nothing but hold your head and scream for 1D6 melee rounds. You are completely vulnerable to any form of psychic attack during this time. You also temporarily lose 3D4 Power Points.

7) Technical Failure: All technology within 30' of the psychic malfunctions for the duration. This last for 1D6 melee rounds.

8) Psychic Feedback: Your psychic powers backfire for 1D6 actions as any power you use will cause you 1D4 damage per power point invented.

9) Psychokinetic Feedback: For 1D4 actions you will be thrown about as if assaulted by an invisible attacker. You are thrown ten feet each action in a randomly determined direction, taking 1D6 damage. (More or less depending on what you got thrown against.) Any use of psychic powers during this time adds another 1D4 actions to the duration. You may attempt attacks while flung though the air but at -6 to the rolls.

10) Time Warp: You are displaced out of time for 1D12 melee rounds, eventually re-appearing.

11) Mind Swap: You switch minds with the closest target that can be affected by psionics for 1D6 melee rounds unless target makes Will save at -5.

12) Voices of the Old Ones: Your are temporarily tuned into the dead but dreaming minds of the The Great Old Ones. You lose 3D4 SAN and gains the rolled amount as a rating in 1D4 random insanities.

13) Call of the Dark Ones: Your unintentionally summon a minor star spawn of the outer dark or Dreamlands demon. (Treated as a random Shub- Spawn) It appears vai a dark misty portal arcing with psychic energies.

14) Reverse Gravity: Gravity within (level of psychic x10 feet) of the psychic reverses. The psychic and everything/everyone within that range will fall upwards for 1D6 melee rounds. If they cannot catch themselves on something, fly or levitate, they fall at the end of that round, taking 1D6 damage for every round they fell upward, making a Reflex save for half damage.

15) Earthquake: The ground within half a mile suddenly violently shakes. Those in the area must make Reflex saves or loose footing. It last for 1D4 melee rounds and may cause land slides, cave in, make walls collapse, etc...

16) Psychic Maelstrom: All use of psychic powers in the area fail (no roll required), strange multi-colored clouds form within 1/4 mile radius of the psychic and shoot psychic lightning bolts at random targets. Each individual nearby has a 1 in 6 chance of being hit for 3D6 damage each melee round. Everyone in this area of effect also loses all but one power point, which recovers like normal rate after storm ends. Storm lasts for 2D4 melee rounds. This also includes the effects of Technical Failure but for the duration of the storm.

17) Hyperspacial Micro-Singularity Storm: Thousands of tiny rips in space to hyperspace rip open and swarm around the area, inflicting 1D6 damage per level of the psychic to the psychic and others within level x 10 feet radius, for 1D4 actions. Save vs Reflex for half damage.

18) Apocalyptic Overload: The Psychics power overloads causing 1D6 damage to everyone within level x 10 feet radius of the psychic. The psychic takes twice the rolled damage. Even if he/she lives, all their clothing and gear are destroyed, leaving him naked and smoking on the ground. Those other than the psychic who are caught in the blast radius can save vs Reflex for half damage.

19) Psychic Nemesis: Your subconscious manifests a psychic nemesis who will use your own powers against you when you fail a check against your new Insanity: Psychic Nemesis. It starts with a rating of 3D6, rolled by the GM. It can eventually be bought off the same as any other insanity, though until such time it will attempt to make your life miserable and kill your friends and allies.

20) Hunger of the Outer Darkness: The Psychic is surrounded by dark misty tendrils and consumed by the Outer Darkness as are any others within 30' radius of you.

Increased Cranium Size

Wind while performing abilities

Eyes Glow

Static Electricity Crackle around user

Develop 3rd Eye

Ressonance Sound like a tuning fork

Whispering Voices around the user

Area becoming dim and shaded

Ambient Angelic-like resonance

Spectral t surrounds you