Mind Palace:
PP Cost: 1 PP
Range: Self
Effect: Allows extra time to quickly analyze the situation.
Duration: 1 action (special, see below)
Saving Throw: n/a
Difficulty Challenge: 15
Description:
This ability allow the psychic to withdraw into his/her mind & quickly
analyze a situation or recall some important detail. If used to gain a
bonus to a skill roll, you receive +2, plus one more for every three
full levels. If your character is mid combat & the player wishes to
use this instead for a brainstorm, it should be allowed, though at no
more than three times per game session, otherwise it becomes a tedious
distraction & waste of time for other players. If used in this method
you get no added bonus to skills & can make up to your INT score in
skill rolls, which in most cases will be Lore related skills.
Critical Success: double bonuses.
Critical Fumble: Character goes comatose for 1D4 hours, stuck inside
his/her own mind for the duration.