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Roborifts Zeta Psionic Rules

NEW PRIMARY CHARACTERISTIC

A new primary characteristic is neede for this system. this charcteristic is called PSI (PSI). This characteristic cna be taken from level 1-10, and above under GM approval.

DERIVED CHARACTERISTICS

There are two PSI derived characteristics. They are: Psi Points (PP), and Psi Point Recovery (PPR).

Psi Points are determined by the following:

In Fuzion = 2D6 x PSI

In Mekton = 1D10 x PSI

Your Psi Point Recovery is determined by the following:

In FUZION = PSI + WILL

In Mekton = PSI + COOL

Also, see the following table as to how quickly you recover your points.

Level of PSI-------Time
Non-Existant------Days
Uncommon--------Hours
Common----------Minutes
Everyone's Got it--Turns


NEW SKILLS

There are three new skills involved with PSI. They are: Psionic Manipulation (PSI), Psichemy (INT), and Psionic Theory (INT). You must have Psionic Manipulation in order to use psionic powers. Psichemy is essentially a psionic counterpart to Alchemy and Psionic Theory is the explanation of psionic and how they work. Also Psionic Manipulation cannot be chosen unless the character has the PSI characteristic.


USING PSIONICS

Psionic powers unless othewise indicated by the specific power, can be used as often a the character can act. All powers have the following characteristics:

Name:
PP Cost:
Time to use: (Standard indicates As often as the character can act)
Duration:
Range:
Effect:

Example:

Name: Sixth Sense
PP Cost: 1
Time to use: Automatic (Self Activating)
Duration: Lasts until the danger passes
Range: 90ft
Effect: The character receives a flash of insight which endows the following bonus for only the first round of combat: +3 to Initiative and +2 to Evade. Also the character cannot be surprised from behind.

There are four categories of psionic powers. They are: Physical, Healing, Sensitive, and Super. To select Super psionic powers you must have at least a PSI of 5.


INITIAL POWER KNOWLEDGE

You get a certain amount of powers determined by the level of PSI you have. See the following table.

Level of PSI-------# of Powers

1--------------------1
3--------------------2
5--------------------3
7--------------------4
8--------------------5
9--------------------7
10-------------------9


You also receive the Psionic Manipulation skill at +1 for free. A charatcer may opt to not get this skill but this forfeits all of the initial power knowledge unless the powers are deemed to be latent. If the powers are deemd latent then the charatcer may choose which powers they have but may not control them unti they get the Psionic Manipulation skill. Control of the powers is given to the GM to activate or not activate at their discretion.


INCREASING YOUR PSIONIC ABILITIES


Increasing your Power Knowledge

For every two levels you advance beyond +1 in psionic manipulation you may choose one additional power. Also you may spend CP to gain additional powers at the following costs:

Physical, Sensitive, and Healing powers = 10CP
Super Powers = 30CP


Increasing your PP

For every level you advance beyond +1 in Psionic Manipulation you gain 2D6 (FUZION) or 1D10 (Mekton) additional PP. Also you may trade CP for PP at a 1:1 ratio.

Email: jlaflamme7521@rogers.com