Psychic Mutation Table: (Roll 1D10)
1) Visible Glowing Brain: (This only applies to Bone & Gaunt Men or Half-Bone Men, all others re-roll this result.) Your brain can be seen though your skull and it glows (Roll Color) with (Brain Feature + Roll Second Color). This of course makes hiding and disguise rather difficult. Your mutation is very easy to see. If you develop this power, you gain 1D6 to your Psyke skill.
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2) Glowing Psychic Eyes: (If you are a Gaunt Man or don't have eyes, re-roll this result.) When you use any psychic power, your eyes will glow (Roll Color).
This is uncontrollable and very noticeable. This also activates when another psychic telepathically contacts you or attacks or senses you.
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3) Fiery Psychic Pressence: In the presence of other psychics a (Roll Color) colored dim flaming glow surrounds you. This glow somewhat indicates the level or number of psychics nearby, but is not an exact science. The range of this is 10' radius per level of your character. Psychics who are actively using a power to mask their presence will need to re-roll a Psyke check to maintain their power while in the radius with a penalty of -1 for every three full levels of your character. The good news is that if you are traveling with other psychics, you rarely need to bring a torch into a dungeon...
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4) Psychic Electricity: When you use your psychic powers, a harmless (Roll Color) colored electricity will arc across your body, also arching out at nearby object and people causing a tingling sensation. The radius of this effect is 5 feet per level of your character. This is a painfully obvious clue that you have some kind of strange powers. This also happens when another psychic telepathically contacts you, scans you or attacks you.
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5) Ambient Telekinetic Levitation: This Psychic Mutation causes any object under a pound to float as if weightless when the character is performing any psychic power within 5 foot radius per level of the character. If your character has any Telekinetic and/or Levitation related psychic powers, you get a +5 bonus when using those powers.
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6) Voices Beyond the Psychic Veil: This Psychic Mutation causes the psychic to occasionally hear random thoughts within a one sub-hex per level of the character. This will rarely be clear or useful and is often a distraction. Though sometimes it is a good indication that you are near some sort of civilization. There is a 1 in 6 chance that when this happens randomly (GM does not have a particular NPC as the source of the random thought) that the thought belongs to something with such an alien way of thinking that the character needs to make a SAN check. In most cases this will be a standard check, unless the character stumbles across the thoughts of a Great Old Ones, then the penalty should easily be -10 or more. If your character has any telepathy or other mind reading abilities, this gives you a +5 to rolls with those abilities.
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7) The Creepy Feeling: With this psychic mutation your character randomly feels the presence of things that might otherwise go unnoticed. You will not always know what it is you are becoming aware of. It will just be some creepy or unusual feeling when in proximity of the item or creature. The GM should allow your character an unmodified perception check to give you a rough warm/cold on directions of the source of the "creepy feeling". If you have any psychic powers that are in the realm of ESP, they get a +5 to skill checks.
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8) Disrupts the Psychic Barrier: Whenever the psychic uses his/her powers , there is a chance of a chaotic psychic storm forming in the area. The chance is 50%, -5% per level of the character. The storm has a radius of one sub-hex, causing strange ball lightning and odd colored clouds. Any psychic powers performed within this area are at -10 to the difficulty roll and the storm lasts for 1D4 minutes.
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9) Psychic Disruption: This causes any psychic power used on the character to cause a psychic backlash upon the user of that psi power. (Even if the psi is using powers on him/herself.) Please note this only affects direct use of the psi power and not indirect use. A rock thrown at your character via telekinesis is considered indirect, since the rock itself is not the power itself, though a pyrokinetic blast would be as the fire is a direct result of psychic power. The feed back is 1D4 damage per Power Point of the power used against you, inflicted on the target. The target can attempt a Will save for half damage.
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10) Psychic Tumors: You develop 1D4 tumors with small glowing brains. You will have a BEA penalty equal to number of brain tumors rolled. Each one of these tumors grants your character a +2 to Psyke rolls and a +1 to Will checks against Mind Control/Mind Reading abilities.
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