PSIONIC RANGE TABLE
Psionics
Range Distance to Telepathy Telekinesis Telepor-
Target or Clair- tation
Psionics are powered by the Power (POW) voyance
characteristic. Personal Less than 0 1 1
1.5 metres
Using a psionic talent costs a number of Power points
(also known as Psionic Strength points), temporarily Close 1.5 to 3 0 1 1
metres
reducing the character’s total.
Short 3 to 12 1 2 2
All power points regenerate after one full day that metres
includes a night’s rest.
Medium 12 to 50 1 4 3
metres
Psionic Talents
There are several psionic talents, each of which works Long 51 to 250 2 8 4
like a skill for the powers in question. A character metres
trained in the use of psionics may develop his talents Very Long 251 to 500 2 - 5
over time just as if they were normal skills. The most metres
common talents are: Distant 500 metres 3 - 6
to 5
•Telepathy – reading minds and mental kilometres
communication.
Very 5 kilometres 3 - 7
•Clairvoyance – perceiving at a distance. Distant to 500
kilometres
•Telekinesis – mind over matter.
Continental 500 to 5,000 4 - 8
•Awareness – control over one’s own mind and kilometres
body.
Planetary 5,000 to 4 - 8
•Teleportation – moving from one point to 50,000
another instantly. kilometres
Each talent grants access to all of its powers – a
character with Telepathy 01% can use life detection, Below the description of each psionic power is written
read surface thoughts, etc. as the situation demands. the associated talent, the approximate time it takes to
use that power, the modifier to skill when using that
Using A Psionic Talent power, and the power points expended when that
To activate a talent, the psion must make a skill check power is succesfully used.
using the appropriate talent (Telepathy, Telekinesis,
etc). He must also spend the listed number of Power Telepathy
points if he succeeds, or one point if he fails. If this Telepathy is the talent of mind-to-mind contact. It is
cost brings him below zero power points, then any subtle by nature but can also be used to bluntly crush
excess points are applied to his hit points score as the wills of those who oppose the telepath.
damage. When a character reaches 0 power points, he
or she is unconscious. A character with no Power points Life Detection
cannot attempt to activate a power. The most elementary form of telepathy is the ability to
detect the presence of other minds. Life detection
Using a talent in combat is a significant action. enables a character to sense the presence of other
Many abilities are ranged. The Psionic Range table lists minds, the number of minds present, the general type
the number of points to project an ability out to a of minds (animal, human, and so on) and their
given range – these must be paid as well as any points approximate location.
to activate the ability. Each talent has a different set of Life detection is reasonably sophisticated, and can
costs, with the exception of Awareness – all Awareness distinguish intelligent beings from bacteria or
abilities apply to the Psion only. unimportant animals in the area. It functions best at
Effect detecting intelligent minds. Shielded minds are
The Effect is the number on the 'tens' dice when undetectable (whether the shield is natural or artificial
in origin). If an individual whom the telepath knows is
making the psionic talent skill check. For example, if a
‘life detected’ he or she will be recognised.
player rolls a 43, then his Effect is 4.
Telepathy, 10–60 seconds, Easy (+40%).
On a special success, the Effect is equal to the sum of Costs 1+Range.
the dice.
Telempathy When a shielded mind is assaulted the two telepaths
The communication of emotions and basic feelings is make opposed Telepathy checks. If the attacker wins,
accomplished by telempathy. This ability serves well in the victim suffers damage as normal.
the handling of animals and beasts of burden but may
Telepathy, 1–6 seconds, Formidable (–60%).
also be applied as a psychological weapon against
Costs 8+Range.
humans. Sending of emotions such as love, hate, fear,
and others may influence other beings (although not
Shield
necessarily in the manner desired). Telempathy also
All telepathically able characters learn how to create a
allows the emotions and feelings of others to be read
mental shield which protects the mind against
by a character.
unwanted telepathic interference. Shield is
Telepaths will always recognise when someone is using automatically in force at all times and requires no
telempathy to bend their emotions but others will not. Psionic Strength point expenditure to maintain.
The change in mood may be dramatic and inexplicable However, while a telepath has his shield up he cannot
but most people will simply ascribe it to the mercurial use any telepathic powers either. Shield can be lowered
nature of human emotions. Shielded individuals are to allow telepathic contact or to use telepathic powers
immune to telempathy as they are all other Telepathy – this takes a mere thought (a free action in combat).
powers.
Telepathy, 10–60 seconds, Routine (+20%).
Clairvoyance
Clairvoyance is the general talent which allows a
Costs 1+Range.
person to sense events at some location displaced from
the viewer. There are several levels of clairvoyant
Read Surface Thoughts
ability. Clairvoyance abilities allow eavesdropping
The most widely known feature of Telepathy is the
activities as well as spying and detection-free
ability to read the thoughts of other individuals. Only
exploration of situations. While telepathic life detection
active, current thoughts are read by this ability, with
will determine the presence of living minds in a closed
the subject (if himself not a telepath) unaware of the
room, for example, sense will determine if a room is
activity. Individuals with telepathic ability cannot be
occupied or empty. Clairvoyant activity cannot be
read due to the presence of their natural shields,
sensed by others, including by other psionic
unless they willingly lower their shielding.
individuals.
Telepathy, 10–60 seconds, Average (+0).
Sense
Costs 2+Range.
The basic ability to sense things at some point in the
distance. A character will become aware of the most
Send Thoughts
rudimentary characteristics of a location when applying
Complementary to the ability to read surface thoughts
this ability. For example, the Referee will give a basic
is the ability to send thoughts to others. Such
description, without detail: ‘a room containing four
individuals need not themselves be telepathic to
dogs’ or ‘an open plain with a tree, and no animals or
receive such thoughts. Telepathic individuals are
men present’. The clairvoyant character must state the
normally open to such transmissions, but may close
range at which he is applying his talent, and will
their shields against them if they become bothersome
generally sense the most interesting or important
or threatening.
feature at that range.
Telepathy, 10–60 seconds, Difficult (–20%).
Clairvoyance, 10–60 seconds, Routine (+20%).
Costs 2+Range.
Costs 1+Range.
Probe
Tactical Awareness
The application of great psionic strength will enable a
With this ability, the character can perceive dangers
telepath to delve deep into the mind of a subject and
and foes around him using his clairvoyant abilities. This
to then read his innermost thoughts. Questioning can
enhanced spatial perception allows him to ignore the
be used in the procedure to force the subject to
effects of darkness, smoke, fog or other environmental
divulge specific information. The prober can easily
effects that impede vision. He may also detect hidden
determine deliberate untruths told (thought) by the
foes within range. The Effect of the check determines
subject. Probe cannot be used against a shielded mind.
how long the enhanced awareness lasts in rounds.
Telepathy, 1–6 minutes, Very Difficult (–40%).
Clairvoyance, 1–6 seconds, Average (+0).
Costs 4+Range.
Costs 2+Range
Assault
Clairvoyance
Violence may be dealt by a telepath. An unshielded
This specific ability allows actual remote viewing of a
mind, when assaulted telepathically, is rendered
situation at some displaced point. Rather than the
unconscious immediately and the character suffers 2d6
‘snapshot’ that sense gives, clairvoyance allows the
+ Effect damage. Unlike normal damage, assault
psion to observe as if he was there in person. The
damage is applied to Power Points, then Intelligence,
clairvoyant character must state the range at which he
then Hit Points. Power Points and Hit Points return as
is applying his talent. The Effect of the check
normal. Intelligence returns at the rate of one point
determines the duration in rounds the vision can be
per day.
maintained for.
Clairvoyance, 10–60 seconds, Average (+0). Pyrokinesis
Costs 2+Range. Target…
Effect
Clairaudience 0–4 Becomes warmer, but is undamaged.
This ability is identical to clairvoyance, with the 5–8 Is burned, suffering 1d6 damage.
exception that it allows hearing instead of seeing.
Suffers 2d6 damage and may burst into
Clairvoyance, 10–60 seconds, Average (+0). 9+
flame if flammable.
Costs 2+Range. Telekinesis, 10–60 seconds, Difficult (–20%).
Costs 3+Range.
Clairsentience
This power combines the effects of clairvoyance and
clairaudience. The character is capable of both seeing Awareness
and hearing a specific situation. Awareness is the psionic talent which allows control of
one’s own body. Awareness powers never have a range
Clairvoyance, 10–60 seconds, Difficult (–20%).
– they are used only on yourself.
Costs 3+Range.
Suspended Animation
Personal body activity may be suspended for varying
Telekinesis periods of time. A character with Awareness may enter
Telekinesis is the talent which allows objects to be a suspended animation state (similar to cold sleep but
manipulated without physically touching them. Any without the intrinsic danger of death) by willing himself
manipulation is treated as if the person was physically into it. Such a state continues for 7 days without need
handling the item but physical danger, pain, or other for food or water and with minimal air needs. Such a
stimuli are not present. Telekinesis includes a limited person could effectively travel in a low passage berth
amount of sensory awareness, sufficient to allow actual without actually undergoing cold sleep and its dangers.
intelligent manipulation. Suspended animation may be stopped at any time
Telekinesis previous to its duration expiring, provided external
This basic form of the talent allows the character to stimulus is given to awaken the sleeper (such as a
move objects at range. The Effect of the check friend or a mechanical alarm).
determines the duration of the telekinesis in rounds. Awareness, 1–6 minutes, Average (+0).
The number of points spent determines the Strength of Costs 3.
the Telekinesis.
Telekinesis, 1–6 seconds, Average (+0). Enhanced Awareness
Costs Strength+Range. By focussing his mind, the character can improve his
concentration and ability to perform complex tasks.
Flight While under the effects of enhanced awareness, the
By applying telekinesis to his own body the character character may add a number equal to his current
can fly, or at least levitate over short distances. The Power Point score to any skill checks. Enhanced
character can fly for a number of rounds equal to the awareness lasts until the character fails a skill check or
Effect of the check at a speed of six metres per round. sleeps.
Telekinesis, 1–6 seconds, Average (+0). Awareness, 1–6 seconds, Average (+0).
Costs 5. Costs 1.
Telekinetic Punch Psionically Enhanced Strength
Telekinesis can be used as a direct attack, smashing Psionic Strength points may be converted to normal
the foe with a blast of telekinetic force. The damage Strength points on a temporary basis. The character
inflicted is 2d6 + the Effect of the check. makes the commitment, reduces his Psionic Strength
by a specific number of points, and increases his
Telekinesis, 1–6 seconds, Average (+0). physical Strength characteristic by that number. In no
Costs 1+Range. case may the number of Strength points gained exceed
the character’s current level in Awareness, and
Microkinesis Strength may not be increased beyond the character’s
This more challenging form of telekinesis allows for racial maximum. Psionically enhanced strength reaches
fine manipulation of very small or even microscopic its new level immediately, remains at that peak for ten
objects. A telekinetic can use this power to pick locks, minutes, and then declines at the rate of 1 Strength
perform microsurgery, sabotage a computer system point per minute until the normal Strength level is
and so forth. The range is always Personal. reached. This power works as normal on wounded
Telekinesis, 10–60 seconds, Difficult (–20%). characters but their Strength returns to the wounded
Costs 3. level rather than the normal value. It cannot be used
as a ‘quick heal’.
Pyrokinesis Awareness, 1–6 seconds, Average (+0).
By exciting the substance of an object the character Costs boosted Strength.
can raise its temperature, possibly even causing it to
burst into flames. Roll 1d6 and add the Effect of the
check.
Psionically Enhanced Endurance Preknowledge of Destination: A character must always
Psionically enhanced endurance works in exactly the have a mental image of his or her destination before
same way as psionically enhanced strength except the teleporting. This mental image is acquired by
characteristic boosted is Constitution rather than personally visiting the location first (or viewing it from
Strength, including its lack of healing ability. a distance), having the mental image implanted in
one’s mind (by telepathy) by another person who has
Awareness, 1–6 seconds, Average (+0).
visited the destination, or by viewing the location
Costs boosted Constitution.
through clairvoyance. The key to remember is that
someone has to actually view the location – recorded
Regeneration
images are not enough.
Wounds and injuries may be healed rapidly. Hit Points,
Strength, Dexterity and Constitution lost to injury, Energy and Momentum: Teleportation involves
disease, poison or other trauma may be healed by the serious restrictions on movement in order to assure
application of this ability, exchanging one Psionic the conservation of energy and momentum.
Strength point to regenerate one characteristic point.
On planetary surfaces, teleportation is restricted to
Any amount of Psionic Strength may be expended with
jumps of Very Distant range or less. Jumps at Very
a single use of regeneration but it may not be used
Distant range involve disorientation for a period of 20
again until all expended Psionic Strength is recovered.
to 120 seconds (2d6 x 10) after arrival. This restriction
Regeneration may also be applied to the growing of
results from the law of conservation of momentum: on
new limbs or organs to replace lost ones or to heal
a rotating planet, two locations will have different
unrecovered old wounds suffered prior to psionic
rotational speeds and directions. A jump from a point
training. Regeneration may not be used to counteract
on the Earth’s equator to one of its poles would result
aging. Awareness is not capable of affecting others and
in a total velocity difference between the character and
may not be used for healing or enhancing other
his surroundings of over 3300 kph, which would lead to
characters.
a messy death in short order.
Awareness, 10–60 seconds, Very Difficult (–40%).
Teleporting to or from vehicles travelling at high speed
Costs amount healed.
can also result in energy gains or losses. When
teleporting into, onto or out of a fast-moving vehicle
Body Armour
the psion takes damage as if the vehicle had rammed
By channelling psionic strength to his skeletal structure
him at its current speed.
and boosting his healing rate, the character can
enhance his ability to absorb damage. Body armour Changes in altitude (actually all movement to locations
lasts for a number of rounds equal to the Effect of the of differing gravitational potential) will result in
check and provides armour points equal to the number potential energy changes, manifesting themselves as
of Psionic Strength points expended. This armour changes in body temperature. A jump of one kilometre
stacks with worn armour as normal. straight down will result in a temperature increase of
2.5 degrees Celsius; this is sufficient to cause extreme
Awareness, 1–6 seconds, Very Difficult (–40%).
fever, brain damage, and even death. A jump up will
Costs armour points.
cool the body by the same amount, with equally
serious results. To be safe, a jump may not involve an
Teleportation elevation change of more than 400 meters, and
Teleportation is a talent which allows effectively multiple jumps should not involve a cumulative
instantaneous movement from one point to another elevation change or more than 600 meters in one hour.
point without regard to intervening matter. Psionic These problems may be gotten around through the use
teleportation is limited to the movement of the of technological devices: energy compensators, heated
teleported character’s body and (for highly skilled suits, and other means. Characters may feel driven to
teleporters) his or her clothing and weapons. invent such materials, commission their invention, or
seek them out from those who already have them.
Unlike the other talents, Teleportation has only a single
power: the ability to teleport yourself. Teleporting
without any equipment or clothing uses the
Teleportation talent. The act of teleporting takes 1–6
seconds (a significant action in combat) and costs
nothing except what the psion spends on range.
Teleporting with up to 10 kg of equipment or clothing is
Difficult (–20% to skill) and costs 2 + range Psionic
Strength points.
Teleporting with up to 500 kg of equipment is Very
Difficult (–40% to skill) and costs 4 + range Psionic
Strength points.
Teleportation always involves the movement of one’s
body to another location. Independent items or other
individuals may not be moved. Teleportation involves
certain requirements in order to be accurate, and to
insure obedience of the laws of physics.
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