Physical Psionic Abilities


Fire Bolt (10)
Fire Cracker (6)
Fire Omen (7)
Fire Walk (2)
Flash (2)
Flesh Armour (8 to 16)
Float (8)
Freeze Water (2+)
Frost Jet (Varies)
Generate Light (2 or 14)
Groundburst (10 or 15)
Grow (12)
Gusts (20)
Heat Point Focus (5)
Heightened Sight (4)
Heightened Smell (2)
Heightened Touch (2)
Ice Sheet (4)
Impervious to Cold (2)
Impervious to Fire (6)
Impervious to Poison/Toxin (4)
Impervious to Smoke (4)
Inertial Barrier (10)
Isoportation (15)
Jolt (6)
Kinetic Drain (1+)
Leidenfrost Effect (2)
Levitation (2 to 8)
Manipulate Ambient Light (10)
Manipulate Ambient Sound (10)
Mind Thrust (10)
Molecular Manipulation (6/round)
Momentary Stun (10)
Nightvision (4)
Open Lock (6)
Paralysis of Arms (14)
Part Fire (8)
Personal Environment Bubble (20)
Personal Force Field (16)
Poltergeist (15)

Psi-Cleaning (2)
Psi-Servant (10)
Pyrokinetic Jump (5)
Receptacle (Varies)
Resist Hunger (2)
Resist Pain (6)
Resist Thirst (6)
Rope Trick (4)
Sand Cloud (10)
Self-Combustion (12)
Sense Chemical Impurities (2)
Sense Water (4)
Shape Stone (10)
Shed Light (4)
Shrink (10)
Smoke Signal (4)
Snatch Fire (2)
Soften (10/round)
Sonic Boom (20)
Speed Reading (2)
Steam Blast (5)
Strength of Will (10)
Stumble (4)
Telekinesis (varies)
Telekinetic Leap (8)
Telekinetic Lift (6)
Telekinetic Punch (6)
Telekinetic Push (4)
Telekinetic Speed (10)
Telekinetic Takedown (10)
Teleport Object (15)
Teleport Self (30)
Thermal Imaging Vision (6)
Throw Fire (7)
Time/Space Anchor (10)
Tunneling (4+)
Underwater Invisibility (6)
Utility (12)
Water Spout (5)
Water Stealth (6)

Descriptions


Activate Dimensional Portal
Range: Touch
Duration: One melee round per level of experience
I.S.P.: 10
Saving Throw: None normally, however protected portals will have a standard save, modified by any bonuses of its creator.
Limitations: Applicable only to dimensional portals to and from the Astral Plane, astral domains, astral kingdoms, Dream Pools, and the Dreamstream.
Description: This power allows psychics to open some dimensional portals. The portal must already exist (the character cannot create a dimensional portal.) A protected portal will resist being opened by interlopers.
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Air Bubble
Range: 10ft radius
Duration: ˝ hr +5min/level
I.S.P.: 1 or 3/melee
Description: The psionic can create a bubble of air. In air, this costs 1 I.S.P. per minute and protects from gasses and smoke. For 3 I.S.P. per minute, this air bubble can be put in water and moves at a Spd. of the psychic's M.E. (Same as the ability included in the Super Psionic Oxykinesis.)
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Air Strike
Range: 35 ft
Duration: Instant
I.S.P.: 4
Description: The psionic can blast air hard and fast at a target. Doing 2D4 S.D.C. damage out to 35 feet. (Same as the ability included in the Super Psionic Oxykinesis.)
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Alter Air Temperature
Range: 20-foot (6.1 m) radius around the psychic or up to 30 feet (9.1 m) away
Duration: Two minutes per level of experience
I.S.P.: 8
Description: The psionic character can reduce or increase the air temperature of a given area by five degrees Fahrenheit (2.8 Celsius) every melee round up to 30 degrees (16.7 C) one way or another and maintain the desired temperature for several minutes. This can make conditions sweltering or freezing to chase people away, create a distraction, fake a cold spot, etc., or to make an area more comfortable or even survivable.
Note: If the temperature around the character is altered, then the psionic character feels the effects along with everyone else.
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Alter Aura
Range: Self
Duration: One hour per each level of experience
I.S.P.: 2
Saving Throw: None
Description: A truly unique power that many psychic investigators claim is impossible or does not exist. The power enables the psychic to manipulate his physical energy in such a way that it changes his aura. The altered aura will send the wrong message to those who can see auras. Alterations include:

  • General level of experience can be made to seem much lower (level 1 or 2) or much higher (2D4 levels higher) than it really is.
  • Conceal the presence of psychic powers.
  • Conceal level of base I.S.P. (made to seem much lower.)
  • Conceal the presence of magic.
  • Conceal fatigue, sickness, or injury (looks fresh and healthy.)

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Alter Mass
Range: self
Duration: 2 rounds per level
I.S.P.: 8
Description: The psychic can alter their mass in one of two ways:

  • Downwards reduces weight by 65% +2% per level, and adds 15% to prowl, doubles leaping distance and increases speed by +12.
  • Upwards makes the psychic tougher, adding 65% +5% per level extra mass, granting an A.R. of 8, and adding +2 to all basic hand-to-hand attacks and grants +10 to S.D.C. or M.D.C., but reduces speed by 25%.

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Animate Dead
Range: Touch
Duration: 10 minutes per level
I.S.P.: 12
Description: The psychic can expend 12 I.S.P. to cause one corpse to stand and move at the psychic's command. The typical corpse has 50 S.D.C. 1 attack, +2 to strike. Corpses take 1/4th damage from attacks that cannot dismember it and double damage from fire and electricity. This is a telekinetic effect. The dead remain animate for 10 minutes per level. (Same as the ability included in the Super Psionic Necromancy.)
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Bend Metal
Range: Touch or up to five feet (1.5 m) per level of experience; line of sight - must be able to clearly see the item to be bent.
Duration: Takes 1D4+3 seconds and counts as two melee attacks/actions

Limitation: Effects only one object at a time
I.S.P.: 3 or 8
Description: The psychic can bend small or thin metal objects such as spoons, keys, nails, metal hangers, curtain rods, wire, the hands of a clock, and similar items at a cost of 3 I.S.P. In addition, the character can crumple a soda pop can, pop the flip tab, straighten a paperclip and work a (single) nail out of wood without touching it. Thick and heavy gauge metal items like a slide bolt on a door, spike, knife, screwdriver, metal rod, outdoor TV antenna, and hard steel alloys cost eight I.S.P. and cannot be thicker than one inch (2.5 m) in diameter. In both cases, the act of bending takes only a few seconds of concentration and focus. To unbend the item requires another expenditure of l.S.P., and only one metal item can be influenced at a time. The bend is seldom more than a 45-degree angle, but enough to make a key, knife or tool unusable, a slide lock stuck, or chain link weakened or even undone.
Note: This power can also be used to undo, unlock traditional metal handcuffs.
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Bio-Manipulation: Lesser (Evil Eye)
Range: 100 ft (48.8m)
Duration: varies
I.S.P.: varies
Saving Throw: Standard; if a character successfully saves against the attack he is not affected at all. This applies to all 8 bio-manipulative attacks.
Description: This psychic power enables the psychic to temporarily manipulate specific biological functions or conditions in human, animal, and most supernatural life-forms and can induce physical trauma to the nervous system of others by sheer force of will and psychic energy. This psi-power is often known as "the evil eye."
There are 8 types of bio-manipulation effects. Each affects only one person per attack and can be used in any combination. Intended victims must be within line of vision or their exact location known to the psychic. Each has its own I.S.P. cost to inflict.

  1. Blind: Temporarily knocks out the victim's optic nerves, rendering that person quite helpless. Victims are -9 to strike, parry and dodge. I.S.P. Cost: 14,
    Duration: 2-12 Melee/ 14 I.S.P.
  2. Deafness: Can be caused by manipulating the eardrum. Victims cannot hear anything, and are -6 to parry or dodge attacks from behind. In addition, the shock of suddenly becoming deaf makes them -3 to strike, parry or dodge any attacks, and they automatically lose the initiative while deaf. I.S.P. Cost: 10+,
    Duration: 2-12 Melee/10 I.S.P
  3. Mute: Impairs the victim's vocal cords, making speech impossible. Victims are likely to be shocked and panicked, making them -2 to strike, parry and dodge, but only for the first melee round. Magic that requires the spoken word cannot be performed. I.S.P. Cost: 8+,
    Duration: 2-12 Melee/8 I.S.P
  4. Pain: By manipulating the nerve centers, the psionic can induce terrible pain that shoots throughout the body. Victims are -6 to strike, parry, and dodge, and take one point of damage off their hit points (not S.D.C.) per each minute affected. I.S.P. Cost: 12+,
    Duration: 2-12 Melee/12 I.S.P
  5. Paralysis: Immobilizes the voluntary motor part of the brain, causing legs and arms to stop functioning. Victims are completely incapacitated for the duration! I.S.P. Cost: 12+,
    Duration: 2-12 Melee/12 I.S.P
  6. Sleep: This immediately send the victim into a deep sound slumber. I.S.P. Cost: 10+,
    Duration: 2-12 Melee/10 I.S.P
  7. Stun: This attack disorients and confuses its victim. Victims forfeit one attack per melee round, speed is cut by half, and all combat bonuses are reduced by -4. I.S.P. Cost: 12+,
    Duration: 2-12 Melee/12 I.S.P
  8. Tissue Manipulation: Affects the tissues connecting nerve fibers which can cause a variety of effects. By irritating the nerve fibers, a victim will suddenly feel itchy, as if suddenly breaking out in a severe rash. Through endothermic manipulation, the victim can be made to suddenly feel cold or hot while everyone around him feels fine. This is done by manipulating the body chemicals which absorb heat. ALL three conditions are more annoying or frightening than physically impairing. In each case, the victims are -1 to strike, parry and dodge, and -1 on initiative. I.S.P. Cost: 8+,
    Duration: 2-12 Melee/8 I.S.P

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Bio-Stasis Trance
Range: Self
Duration: As needed
I.S.P.: 5
Description: An improvement over Death Trance this allows the same ability to seem dead (1-89% likelihood), however the stasis can enable the psychic to survive in an airless or poisoned air environment for up to one hour before it begins to have an adverse effect on his body (the psychic will die after another hour.) the psychic can even survive being submerged underwater for up to 30 minutes and can slow the flow of poison, blood clot or foreign object in his bloodstream, effectively stopping it from doing damage for 30 minutes (and hopefully buying enough time for an ally to get him the antidote to the poison or the appropriate medical attention to save his life.) Similarly, the psychic can go into stasis to survive extreme cold temperatures as low as 60 degrees Fahrenheit (-33.3 C) below zero without suffering from exposure, frostbite or any permanent damage for up to 24 hours per level of experience. The same is true of extreme heat, as much as 120 degrees Fahrenheit (48.8 C.) The psychic can also go for 20 days without water and 80 days without food, and survive low to moderate levels of nuclear radiation for 24 hours per level of experience, all with negligible damage and suffering while in a Bio-Stasis Trance. Unlike some of the other trance states, the psychic hears sounds and knows what's being said around him, and can receive Empathic and Telepathic messages while in stasis, but cannot respond without breaking the trance state.
Note: Psychic Diagnosis will indicate that the character is alive.
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Bleed P.E. Energy
Range: Four feet (1.2 m) per level of experience
Duration: Instant
I.S.P.: 10
Limitations: Can only be used when physically fatigued or in need of sleep.
Description: The psychic can syphon the physical energy of another character in the way of physical stamina. The Psionicist can replenish his energy to avoid fatigue by drawing off energy from another living being, including Humans, Non-Humans, Supernatural beings and animals. The bleeding of physical energy has minimal effect on the victim simply causing him or her to become fatigued themselves twice as quickly and they temporarily lose 1D4 S.D.C. points. Meanwhile, the psionicist becomes instantly refreshed (no longer tired/fatigued) and gains 1D4 S.D.C. points toward the healing of wounds. If the character has gone for an unusual amount of time without sleep, the bleeding of energy will enable the psionicist to stay awake and alert for another 1D4 hours without the ill effects of sleep deprivation.
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Body Bolster
Range: Self
Duration: See below
I.S.P.: 14
Description: The psychic can cause their body to work in overdrive in healing and repairing wounds. Piercing and cutting wounds of any sort, as well as wounds from energy sources/weapons inflict half damage while this power is in use, effectively bouncing off the psychic's skin. Duration is one melee, plus another melee at levels 3, 5, 7, 9, 11, 13 and 15 and costs 14 I.S.P. to use.
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Boil Water
Range: Eight feet (2.4 m) +2 feet (0.6 m) per level of experience; line of sight.
Duration: One minute (4 melees.)
I.S.P.: 3 per gallon of water.
Description: The psychic can increase the temperature of water, raising it to boiling level within one minute (four melee rounds.) Up to one gallon (3.8 liters) can be affected. Once set to boiling, it will take the usual amount of time to cool. This power cannot be made to boil the water or blood inside a living creature.
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Brain Bleed
Range: 10 feet (3m)
Duration: Four minutes per level of experience
I.S.P.: 10
Description: This power affects the mind and mental perception. The victim's head suddenly begins to throb, he can hear his heart beating in his ears and the sound of blood rushing through blood vessels in the head. The overall sensation is that the head is going to explode, accompanied by a sense of panic. This causes great distraction and concern. Penalties: All skills are -40%, all combat bonuses are reduced by half, -4 to save vs horror factor, empathic transmission, mind control drugs and magic illusions. Speed is reduced by 25%, unless fleeing, then speed is normal.
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Burnt Message
Range: Touch or by motion (writing in the air) to mark an object up to 20 feet (6.1 m) away; line of sight
Duration: As permanent as the medium inscribed
I.S.P.: 4 I.S.P. for letters or markings smaller than four inches (10 m) tall, or 8 I.S.P. for letters or markings 6-12 inches (15-30 m) tall, say burned into wallpaper or wood paneling or a door.
Description: The psychic can inscribe wood, paper, fabric and other combustible materials with writing that appears to have been written with a soldering iron or hot poker, the words actually burned or charred into the material (ruining the item.) This is usually done for dramatic effect or to leave a marker (an arrow pointing the way, an X marking the spot, a line, a circle, a simple insignia or symbol), word, name or short phrase (no more than six words.)
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Burst of Light
Range: Touch or up to six feet (1.8 m) away; line of sight. Area of effect is 12 feet (3.6 m.) Anyone caught in the flash is affected.
Duration: Instant
Saving Throw: 17
I.S.P.: 4
Description: The psychic can make any source of existing fire, as small as a candle's flame, explode into a blinding burst of light. Everyone caught in the flash is blinded (-10 to strike, parry, dodge and other combat rolls unless they make a successful Blind Fighting roll) for one melee round. The flash extinguishes tiny fires like candles and oil lanterns, but has no significant effect on a bonfire or fireplace.
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Catabolysis
Range: Self
Duration: 24 hours
I.S.P.: 1+
Description: The psychic may burn off one P.E. point to instantly receive 20 H.P. If the psychic is at maximum hit points this ability will increase their H.P. max up by the 10 hp for a 24-hour period or 20 hp for the permanent expenditure of the 1 P.E. point. This may be performed even while unconscious, or dying, but not after death has occurred. The loss of permanent P.E. is a dangerous thing and should not be done lightly as there is absolutely no way of regaining that lost P.E. Point. Regardless, a character will feel sickly and light headed for the next 48 hours. (-1 to all saves, Strike, Parry, and dodge)
Note: This ability can only be used once in a 48-hour period and no more then 1 P.E. point can be expended
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Chill Touch
Range: Touch or up to 10 feet
Duration: Instant
I.S.P.: 6 or 12
Description: The psychic can cause a frostbite touch. Does 1D6 and the target must roll their P.E. or lower on a 1D20 or loses 1D4 H.P., and is -1 to strike, parry and dodge for one minute. By expending 12 I.S.P. this attack may be done at up to 10 feet away. Effects are cumulative. (Same as the ability included in the Super Psionic Cryokinesis.)
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Circle of Fire
Range: Touch
Duration: One minute per level of experience
I.S.P.: 15
Description: An impressive ability that only becomes available at level 4 or higher. The Psionicist can create a circle of fire by tracing his finger along the ground or floor. The fire is only one foot (0.3 m) high and does not cause the floor or grass it is on to burn, but when another human or a supernatural being comes within a couple of feet (0.6 m) of the circle, the flames shoot up to six feet (1.8 m) tall as a warning. Stepping through the flame in any way does considerable damage to the individual. Has no effect or damage on energy beings, ghosts or Astral beings.
Damage: 3D6 to humans, 1D6x10 to the supernatural and creatures of magic (double damage to creatures vulnerable to fire.)
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Create Fog
Range: 30 feet x 30 feet x 6 feet high. +2 feet per level centering on a point up to 30 feet away
Duration: 6 minutes +2 per level
I.S.P.: 4
Description: A bank of fog billows out from the point you designate up to 30 feet away. The fog obscures all sight, including nightvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance.) Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target.) A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. (Same as the ability included in the Super Psionic Oxykinesis.)
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Deaden Senses
Range: 160 feet (48.8 m); line of sight
Duration: 2D6 minutes; roll for random determination of duration
I.S.P.: 4
Saving Throw: -1 to save
Description: This is another form of bio-manipulation, only less severe or noticeable — victims seldom realize they've fallen under the influence of this psionic attack. The psychic can induce a physical influence on a single person to make him or her less alert. This is typically used on guards, sentries, and searchers to escape their notice. The victim of this psionic attack momentarily becomes less alert and attentive to the things around him. Small sounds, odors, movements, and details go unnoticed (+10% to the following skills against this befuddled character: camouflage, prowl, palming, pick pockets, cardsharp, forgery and disguise) and the deadened character is slow to react; reduce SPD by 10%, -1 on initiative, and -5% on skill performance.
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Death Trance
Range: Self
Duration: As long as the psychic senses he must feign death, up to a maximum of four days.
I.S.P.: One
Description: A state of mind over matter that slows the metabolism to such a degree that it creates a temporary state of suspended animation, simulating death. Without hospital facilities, even a medical doctor is likely to believe the character is dead (1-89% likelihood.) The effects of drugs, toxins and chemicals are slowed to a crawl, doing no damage or effect, but will take full effect the instant the death trance is stopped (unless treatment is administered first.) While in the death-like state, the psychic can not be roused or respond to any type of stimulation, including psychic probes. This means he is incapable of attacking or defending himself in any way until the trance is broken.
Note: Psychic Diagnosis will indicate that the character is alive.
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Demon Punch
Range: Physical combat
Duration: One melee round (15 seconds)
I.S.P.: 6
Description: A punch or kick attack with psychic energy to back it up. When used against supernatural beings and creatures of magic, the punch does 3D6 damage plus the character's usual P.S. damage bonus (if any.) This attack can also be used against energy beings, entities and Astral travelers. Double damage (6D6 plus double the character's usual P.S. damage bonus) to Ancient Evil and Alien Intelligences and their avatars!
Note: The Demon Punch does not work against mortal opponents even if they are spell casting Arcanists, Witches, those possessed by demonic entities and humans who derive their power from the supernatural or magic.
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Desiccation Touch
Range: Touch
Duration: Instant
I.S.P.: 20
Damage: 1D8x10 damage to S.D.C. first and then Hit Points when used against most supernatural beings, including Predators, Pranksters, Lesser and Greater Demons, and Possessing Entities inside a human host (only in the latter case, damage is done directly to the entity, not the human's body.) Witches and mortals who directly get their power from demonic forces are also affected but take half damage. Desiccation can also affect creatures of magic, doing 1D8x10 to evil beings, and half damage to selfish or good creatures. 2D8x10 damage direct to the Hit Points of Ancient Evil (Dark Gods, Demon Lords) and Alien Intelligences, and their avatars!
Note: Has no effect on energy beings, ghosts, or Astral Travelers.
Description: This devastating attack only works on physical supernatural creatures and mortals possessed by supernatural or magical beings. The psychic need only touch the creature to inflict desiccation. This causes the creature to immediately begin to shrivel as if it were a dried-out corpse.
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Detonate
Range: 60 yards
Duration: Instant
I.S.P.: 40
Pre-requisite: telekinesis
Description: Some psionicists can make a bush self-destruct, or cause a zombie to explode. With the detonate power, latent energy inside plants or inanimate objects can be harnessed, focused, and released explosively. The power even works against animated undead (skeletons and zombies.) It does not however affect non-corporeal undead, such as ghosts, because they aren't material. Furthermore, this psionic power has no effect on animals of any sort, including intelligent creatures such as humans, or undead with free will. The detonation inflicts damage upon all vulnerable objects which the psionicist chooses to attack, within 10 feet. A successful dodge roll reduces damage to half. To determine what percentage of the object was destroyed, roll 1d10 x 10. If the product is 100 - i.e., 100% - the target has been completely destroyed. Anything less means a few significant chunks remain. No more than 8 cubic feet of material can be destroyed with this power. A portion of a wall can be blown out, for example, but if the wall is 10 inches thick, an opening about 3 feet square will appear.
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Disorientation
Range: 10 feet
Duration: 1 melee/level
I.S.P.: 12
Description: A sudden shock to the system causes the victim's vision to blur and he feels disoriented: -3 on initiative, strike, parry, dodge, and roll with impact. Speed is reduced by 50% and the character loses one melee attack/action. (Same as the ability included in the Super Psionic Neuro-Touch.)
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Displacement
Range: self
Duration: 5 mins per level of experience
I.S.P.: 6
Description: This power gives the psionicist the ability to make himself appear to be up to 3 feet from his actual location. The psionicist decides where this false image will appear. This is a very effective means of protecting oneself from attack, giving the psionicist a +5 to dodge.
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Draw Fire
Range: Small Flame: 6 feet (1.8 m), Medium Flame: 20 feet (6.1 m), Large Flame: 50 feet (15.2 m), or a huge flame (burning building, inferno): up to 100 feet (30.5 m) away, +10 feet (3 m) per level of experience starting at level two.
Duration: Two minutes per level of experience
I.S.P.: 8
Description: The Psionicist can make fire come to him in a relatively straight line. This can be a thin trail that runs down a lit candle and to his feet (or a hand on the table) to a wall of flame from a bonfire or burning building. In addition, he can make an uncontrolled fire come in his direction and/or stay around him and not spread to other locations or items, without touching him. The Psychic must be in a fixed position and cannot walk around with a fire trailing behind him like the pied piper. Often used to contain a fire, cover an escape, dramatic effect, etc.
Note: The trail of fire will set any combustibles it touches on fire and will continue to burn until extinguished.
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Earth Rumble
Range: 30 feet radius up to 50 feet away
Duration: 1 round/level
I.S.P.: 8
Description: The psychic can shake the local earth for 8 I.S.P. This shaking lasts for 1 round per level where everyone else (including allies) is -2 to strike, parry and dodge. The local earth is a radius of about 30 feet, with a center up to 50 feet away. (Same as the ability included in the Super Psionic Terrakinesis.)
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Eat Fire
Range: Self
Duration: One minute per level of experience
I.S.P.: 3
Description: The character can extinguish candles and burning objects by putting them in his mouth like a carnival fire eater. May be used for entertainment (and earning money as a fire eater) or to genuinely extinguish burning items. Can also dowse candles and matchsticks by squeezing the fire between his finger and thumb without injury to himself, and can drink boiling hot water and edibles.
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Ectoplasm
Range: 40 feet +5 feet per level of experience (12.2 +1.5 m)
Duration: 4 minutes (16 melees) per level of experience
I.S.P.: Vapor: 6 I.S.P.; Solid: 12 I.S.P.
Description: This mystifying ability enables the psychic to create a slightly luminous, vapor-like substance that is extruded from the pores. Ectoplasm has two forms: an invisible vapor and a luminous, solid state. The vapor is a sort of floating, probing finger that can snuff out candles, open doors, knock over or pick up small objects (weighing under 9 ounces/255 grams), tap somebody on the shoulder, rustle leaves and knock on a door. The ectoplasmic vapor can be seen only by its creator, psychics and supernatural beings who can see the invisible (or with infrared optic systems.) Ectoplasm, although an invisible vapor, has physical properties, which means it cannot go through walls or other solid obstructions. Thus, a person walking into an ectoplasm stream may feel a slight sensation, like walking into a spider's web or brushing against a cotton ball. Often a person will unwittingly walk into and snag the stream of floating ectoplasm, pulling or stretching it along without being aware of it. In such cases, the psychic must maneuver the snagged portion to loop around the human obstruction. The creator of the vapor can control the length of the vaporous stream like a floating tentacle. Although the vapor cannot go through solid objects, it can slip through keyholes, cracks under doors or loose seals around a window (if a breeze can blow through the crack, so can ectoplasm.) The only drawback is that the character must be able to see the ectoplasm to maneuver it. The solid state of ectoplasm can be a startling sight, for it is clearly visible to everyone. In this form, the ectoplasm can be shaped into an extra limb, such as a hand, or arm and hand, or tentacle, or even a foot. The ectoplasmic limb appears as a white, slightly luminous appendage connected to a trail of ectoplasm stretching back to its creator like a lifeline of silly putty. The appendage and its connecting line can hover, float, levitate and fly (at a speed of 18.) The solid ectoplasmic limb has much greater strength, able to carry, lift or hold up to 40 lbs (18 kg), but can not squeeze through the tiny openings that the vapor can. An opening must be at least the size of a quarter for solid ectoplasm to fit, and then the limb must be turned into a thin tentacle and reformed on the other side of the opening. Solid ectoplasm can also be used to create a face or even a full figure, although detailed features are impossible. Ectoplasmic images may explain apparitions reported during some seances.
Ecto-Combat: The ectoplasm vapor and solid form both have an automatic dodge against all attacks directed at any of its parts/length. That means an attempt to hack the middle of the ectoplasmic stream/connecting line will see that portion of the ectoplasm suddenly swerve, loop or bend with a life of its own to avoid the attack. The dodge at the midsection (or anywhere else) does not count as a melee attack/action by the appendage at the other end. The appendage also gets an automatic dodge in addition to its attacks/actions per melee. A vapor or solid appendage must be controlled by its creator at all times (except the automatic dodge); thus, it has the same number of melee attacks/actions as its creator. So, if the psychic has four attacks per melee, the ectoplasm appendage also has four attacks. However, each attack/action by the ectoplasm counts as one of the character's attacks/ actions that melee.
The solid ectoplasm appendage is not a great tool for combat. It limits the person's attacks/actions per melee and has a minimal strength equal to a P.S. attribute of 4. An ecto-punch or kick does a mere one point of damage. Damage can be increased by the appendage using any type of hand-held weapon under 40 lbs (18 kg) and less than five feet (1.5 m) in length. Small weapons like daggers, short swords, throwing axes, hammers, clubs, etc., can all be used but at -4 to strike and parry (modern weapons, such as a pistol or revolver, can be used, but are minus 10 to strike.)
Note: The vapor can not use any weapons weighing more than 9 ounces and can inflict no damage of its own.
Ecto-Combat Statistics

  • Vapor and solid get an automatic dodge against all attacks, including multiple or simultaneous attacks.
  • +5 to dodge; applies to vapor and solid.
  • +1 to parry; applies to vapor and solid.
  • +1 to strike; applies to vapor and solid.
  • -4 to strike and parry when using a weapon.
  • Astral S.D.C. is 40 plus one hit point. Applies to vapor and solid. If the ectoplasm is destroyed the creator takes one hit point and 10 S.D.C. of physical damage.
  • Vapor inflicts no physical damage, but can touch, tap or pick up and carry objects weighing 9 ounces or less.
  • Solid ectoplasm inflicts one point of damage in combat or by weapon.
  • Attacks or actions per melee are equal to its creator's. Each melee attack/action by the ectoplasm, excluding dodges, counts as one of the character's attacks that melee. A pair of ectoplasmic limbs will divide the attack between the two equally.
  • Sunlight or bright artificial light (250 watts) reduces the range to half.
  • Maximum range possible for vapor and solid is 40 feet (12.2m) plus 5 feet (1.5 m) per level of experience.
  • One full melee (15 seconds) is required to create an ectoplasm vapor or solid appendage.
  • Half a melee (7 seconds) is needed to withdraw/return ectoplasm into its creator.

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Ectoplasmic Disguise
Range: Self
Duration: 10 minutes per level of experience
I.S.P.: 12
Description: This is an enhanced control over ectoplasm that gives the psychic the ability to cover and disguise his physical features. Ectoplasm is created as normal, with the mysterious pseudo-substance rising from the pores of the skin. Instead of forming wispy tentacles, the ectoplasm covers the face. As it solidifies, it becomes a sort of putty-like material that can be mentally shaped and molded by the psychic. Once the desired shapes and features are achieved, the psychic can make the ectoplasm look like real flesh. The best way to create an ectoplasmic disguise is for the psychic to look at a photograph or a frozen video image and concentrate on that image — the ectoplasm automatically molds into that shape/image, including skin color. Not only can the psychic create a mask to hide his facial features, but he can also change the shape and bulk of his body — adding a pot belly, muscles, a tail or extra eye, etc. Level of proficiency: 50% +3% per level of experience (add +16% if the character has the disguise skill.) This percentage applies primarily when trying to accurately imitate a specific person's identity. In most other cases, the disguise is successful in that it obscures the psychic's true identity.
Problems & Limitations: An ectoplasmic disguise is especially effective from a distance, but does not hold up against close scrutiny. The ectoplasm always has a bit of a "dull" and "pasty" appearance, regardless of skin color. If punched, cut, scraped, etc., the ectoplasmic covering will tear away and, in a matter of seconds, noticeably reform to cover the tear/damage. The psychic must concentrate on maintaining his disguise, which means his attention is divided and concentration hampered. While the disguise is maintained, the psychic suffers the following penalties: -4 on initiative, and reduce all combat bonuses, attacks per melee, running speed and skill performance by half! To perform better, the character must relinquish some his control over the disguise, with notable results, like features obviously shitting, drooping or even melting. If the character is seriously injured, knocked unconscious or slain, the ectoplasm melts away, turns into floating globs and disappears in a matter of seconds.
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Ectoplasmic Disk
Range: Up to 100 feet away
Duration: 10 minutes + 5 minutes per level
I.S.P.: 45+
Pre-requisite: Ectoplasm
Description: This psionic ability creates a disk made of ectoplasm that is used for carrying heavy loads. It can hold 200 lbs at start and each additional 100 lbs costs an additional 10 I.S.P. The disk cannot move beyond 100 feet (30.5 m) from the psionicist, otherwise it disappears. It can levitate up to 120-feet (119.6 m) up and moves at a speed of 15 (10 m.p.h.) The disk isn't a precise, surgical tool and makes a lousy weapon. If, for whatever reason, it is used to attack an opponent directly (such as ramming or falling) all direct attacks are at -2.
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Ectoplasmic Net
Range: 40 feet + 5 feet per level of experience
Duration: 4D6 minutes
I.S.P.: 20
Pre-requisite: Ectoplasm & Telekinesis
Description: The practiced psychic can generate an ectoplasmic net in a single melee action that is strong and resistant to damage. Any targets ensnared by the net are entangled to a point that they are pinned (no melee actions.) Only a combined supernatural strength of 30 can break the net within one melee. Otherwise, the net lasts for 4D6 minutes. The net itself has 30 M.D.C. and conventional weapons only inflict one quarter damage to it. Magic and psionic attacks will inflict full damage. The Ectoplasmic Net requires a successful strike to entangle and is +4 to strike.
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Ectoweave
Range: Self
Duration: 6 hours per level
I.S.P.: Varies
Description: Ectoweave is a variant power of Ectoplasm and Ectoplasmic Disguise, in that it produces large quantities of ectoplasm, mentally and physically shaped into a fabric-like substance, rather than producing false flesh or animated phantom limbs. In its simplest form, Ectoweave creates a light, white colored, tissue-paper-like fabric that dissolves when its lifespan duration runs out. However, with additional concentration and an investment of I.S.P., longer-lived and more specific types of fabric (wool, cotton, tweed, silk, angora, etc.) can be produced. With additional practice, a psychic with this ability can produce copies of dresses, uniforms, costumes, and the like, or even shape their own designs.
Ectofabrics have several advantages over regular fabrics; they are lighter, nonallergenic (great for bandages), are disposable (most ectofabrics dissolve into thin air after a day or so), can be produced fairly quickly (great if one must whip up several disguises in a hurry), and have a longer duration than Ectoplasmic Disguises. On the minus side, ectofabrics can be easily detected by psionic Sensitive powers and magics, and they are relatively delicate (even the heavier fabrics like wool), supplying S.D.C. equal to only one-half the M.E. of the psychic who created it (rounded down.)
Ectofabric can be made permanent by "bonding" the ectoplasm to another fabric (typically a cheaper, ruder, fabric than that being imitated) at a ratio of 1 square foot of "impregnated" base fabric to 2 square foot of ectofabric, the result is a longer-lasting fabric with slightly more durability (add the base strength of the bonded fabric to that of the ectoplasm.) An additional benefit of this power is that the resulting fabric can be applied to walls, doors and other surfaces making them impenetrable to entities and astral projectors/coexistors, giving the psychic much needed privacy from outsiders.
In the more fashionable communities of game worlds, this ability is often used by back alley tailors and sweatshops to produce short-lived knockoffs of more expensive designs, or to produce temporary disposable dresses and suits for a fraction of the cost of a real dress/jacket. Some medical clinics use Ectoweave to mass-produce disposable bandages in emergencies.
Ectoweave I.S.P Cost:

  • 7: for a simple ectofabric
  • 10: for specific fabric type/weave
  • 12: to duplicate a dress or uniform (must have the clothing or a sample to be imitated on hand)
  • 15: to produce an original design (off the top of one's head)
  • +6: to extend the lifespan of the ectofabric by another 6 hours per level
  • +20: to bond the ectofabric to a permanent fabric

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Edit Pain
Range: Self
Duration: 1 melee per level
I.S.P.: 5
Description: The psychic uses a form of Bio-Manipulation to temporarily intercept pain signals from their body. This means the psychic can handle hot materials or otherwise take damage without feeling it. Use of this power is dangerous as the character will not know the amount of damage they've taken while the power is active, so the GM should keep it secret. When the power is over there still may be some lingering of pain. This does not prevent the psychic from noticing a bullet-hole or blistering flesh, etc.
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Electrical Discharge
Range: touch or 10 feet (3 m) per level of experience
Duration: Instant
I.S.P.: 2 per little jolt, or 4 per larger discharge (2D6 damage.)
Description: The character can cause static electricity within a six-foot (1.8 m) area, as well as emit an electrical discharge by touch. The discharge can be a little jolt (one point of damage) or inflict up to 2D6 damage. Each discharge counts as one of the psychic's attacks per melee round. (Same as the ability included in the Super Psionic Echokinesis.)
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Enhanced Reflexes
Range: Self
Duration: 3 rounds per level
I.S.P.: 10
Description: This power adds a small bonus to the psychic's reflexes, affecting their overall abilities. For the duration, the psychic adds +2 to P.P., +3 to initiative and +15% to skills that require a delicate touch, balance and/or coordination.
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Extract Air
Range: 10 feet
I.S.P.: Varies
Description: The PC can extract air from water or Ice, this costs 3 I.S.P. per gallon. One person usually requires four gallons per hour. For 2 I.S.P. it can renew an air supply from contaminated (smoky etc.) air, and for 8 I.S.P. can renew breathed air. (Same as the ability included in the Super Psionic Oxykinesis.)
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Fingers of the Wind
Range: 10 ft.
Duration: 2 minutes per level
I.S.P.: 2
Description: The psychic for 2 I.S.P. have little wind hands perform a variety of small tasks (P.S. 2) for 2 minutes per level. (Same as the ability included in the Super Psionic Oxykinesis.)
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Fire Bolt
Range: 20 feet (6.1 m) per level of experience
Duration: One melee round (15 seconds); each Fire Bolt counts as one melee attack/action
I.S.P.: 10
Description: The psychic can create a flamethrower-like burst of flame that shoots from his hands. The effect is dazzling and impressive, and does double damage against the supernatural and creatures of magic.

Damage: 1D6 points of damage per level of experience (Horror Factor 13), causes loss of initiative and 1D4 melee actions/attacks from fear. (Inflicts M.D. in Mega-Damage game settings like Rifts®.)
Note: The Psionicist is + 3 to strike when using this attack.
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Fire Cracker
Range: 60 feet
Duration: Instant
I.S.P.: 6
Description: The psychic can use harsh Telekinetic forces to create a ripple of air followed by a vacuum. This causes a loud crack (Horror Factor of 8) and will inflict 2D4 S.D.C. damage to a target (2D4x5 damage this to fragile items like clay, ceramic or glass) if aimed at a living target, an attack roll of natural 18 or better will distort the inner ear, causing the target to lose 1 action and inflicting double damage. The psychic is +2 to strike, and opponents are -4 to dodge as this attack literally comes out of nowhere.
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Fire Omen
Range: Self
Duration: 2-6 seconds
I.S.P.: 7
Description: The character can divine fire by infusing it with his will and I.S.P. to create a reaction, face or image in the fire that has a certain meaning. The way a fire moves/reacts when this is done warns the Psionicist of different things. The fire may be as small and simple as a candle, to a campfire, bonfire or burning building. Typically, one or two omens will appear, one right after the other, to warn or alert the Psionicist of impending danger or trouble. The psychic instantly knows the meaning of the omen and knows the threat will exist within the next 24 hours (could be one minute from now, 24 hours later or anything in between.)
Typical Omens: The fire splitting in two and the two tongues of flame spreading apart from each other means someone or something is trying (or plans on trying) to separate or pull the group apart. When the flame goes out or dies down to almost nothing, it means danger and/or death lays ahead. When the flame flickers or flutters it means darkness is trying to overcome the light; evil is trying to overcome good. When the flame suddenly increases in intensity, rising up tall, it means unnatural forces (magic or supernatural) are at work. The taller the flame the greater the evil force. When the flame suddenly goes flat or forms a line, it means humans are responsible, and though magic and/or the supernatural may be involved, they serve or answer to a mortal master. When a face seems to appear for a moment, it means a greater supernatural force is at work, tentacles indicate an Alien Intelligence. No response indicates things are in motion that cannot yet be predicted or that there is a pause in events and there is no immediate danger or trouble. Immediate being the next 24 hours.
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Fire Walk
Range: Self
Duration: One minute per level of experience
I.S.P.: 2
Description: The psychic can walk on hot coals, the smoldering remains of a fire, hot ash, a burned-out building or surface that's still burning hot, through a cloud of steam, as well as across a thin coating (no more than four inches/10 cm) of boiling liquid or molten material without pain, injury or ill effect.
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Flash
Range: 100 feet (30m) with a 5-foot (1.5m) radius of effect
Duration: Instant
I.S.P.: 2
Description: As long as there is even the slightest amount of nearby light, a Photokinetic can amplify it dramatically to generate a flash of brilliant illumination. Victims of the flash are blinded (-10 strike, parry, and dodge) for 1D4 melees, but even those who manage to look away in time, considered a dodge with the Photokinetic's M.E. determining any strike bonuses, are momentarily effected (-1 strike, parry, and dodge) for 1 melee. (Same as the ability included in the Super Psionic Photokinesis.)
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Flesh Armour
Range: Self
Duration: 5 mins per level
I.S.P.: 8 to 16
Description: The psionicist transforms his own skin into armor. No one can see the change, but it's as if he had actually acquired some type of armor. The type of armor his body mimics depends on the result of his power check, as shown in the following table:

  • Leather, AR 11 SDC 50
  • Ring mail, AR 12 SDC 70
  • Scale mail, AR 13 SDC 90
  • Chain mail, AR 14 SDC 110
  • Banded mail, AR 15 SDC 130
  • Plate mail, AR 16 SDC 150

Because this armor is part of his body, the psionicist can enjoy its benefits without suffering any penalty he might have if he were actually wearing that type of armor. The armor created by this power weighs nothing, has no magnetic properties, and in no way encumbers the psionicist.
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Float
Range: Self
Duration: 2 hours
I.S.P.: 8
Saving Throw: None
Description: This ability controls the distribution of body weight and creates a mild telekinetic field which enables the psionic to float effortlessly on water or one foot in the air per level of experience. On the water, the character can float and rest without exerting any physical energy to do so.
Using a psionic float in the air allows the character to sit or lay (or sleep) comfortably above the ground as if on a cushion of air. The only down side is he may get blown away during a strong wind (at least until he cancels the power.) Float can also be used to break a fall by slowing the rate of descent until the character is gently hovering above the ground. Roll 1D20 to roll with fall or impact. Using the psionic float, a successful roll means no damage, a failed roll means half damage. Counts as two melee actions.
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Freeze Water
Range: 10 ft +2 ft per level
Duration: Special
I.S.P.: 2+
Description: Freezes water solid, takes 1 minute and 2 I.S.P. per gallon. (10 Gallons = 10 min & 20 I.S.P.) (Same as the ability included in the Super Psionic Cryokinesis.)
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Frost Jet
Range: 20 feet
Duration: Instant
I.S.P.: Varies
Description: The psionic can shoot a jet of frost using 6 I.S.P. causing 3D6 frost damage, though furred creatures or those with Summon Inner Strength active take half damage. An Ice blast costs 8 I.S.P. and ignores this limitation. Snowballs cost 1 I.S.P. each. (Same as the ability included in the Super Psionic Cryokinesis.)
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Generate Light
Range: See below
Duration: See below
I.S.P.: 2 or 14
Description: The psychic can tap energetic forces to produce light, as either a ball of radiance or a beam. The Light may come from a fixed item, or from a floating point and move at Spd. 8. The light radiates for 45 feet in all directions, or for 100 feet as a spotlight. Lasts 10 minutes per level. For 14 I.S.P., the psychic's whole body can super-illuminate for 1 minute per level. This blinding light will harm all beings vulnerable to light, and will radiate for 300 feet.
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Groundburst
Range: 10 feet
Duration: Instant
I.S.P.: 10 or 15
Description: Causes the ground to erupt under a victim, throwing them sky-wards and doing 2D6 S.D.C. and costing the victim 1 action. -4 to dodge 10 I.S.P. or 15 I.S.P. to hurl the victim twice as far (2D6 feet +2 feet per level) and double damage. (Same as the ability included in the Super Psionic Terrakinesis.)
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Grow
Range: Self
Duration: 1 minute per level
I.S.P.: 12+
Description: Another form of Bio-Manipulation, this power allows the psychic to enlarge themselves and their corresponding mass while using it. The power offers no shape-changing abilities, so the psychic simply grows into a larger version of themselves. The psychic can grow up to 1 foot per level of experience. As the psychic grows, so does their weight.
The psychic's new weight is figured by the following formula:

  1. Take the new height
  2. Divide by the original height
  3. Cube it
  4. Then multiply that by their original weight
  5. This is the character's new weight

For triple the I.S.P. the psychic may affect their clothing and equipment.
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Gusts
Range: 50 ft
Duration: 4min/level
I.S.P.: 20
Description: For 20 I.S.P. the psychic can cause gusts to blow over a 50-foot area. This lasts 4 minutes per level and affects all beings in the area (can be used to power sailing ships) (Same as the ability included in the Super Psionic Oxykinesis.)
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Heat Point Focus
Range: 10 feet (3 m) +3 feet (0.9 m) per level of experience, starting with level two
Duration: 30 seconds with instant results at the end of that time Requirements: Clear line of sight of the intended target. Thirty seconds (two melee rounds) of concentration during which the psychic can do nothing but focus (can't talk, eat, move, etc.)
I.S.P.: 5
Description: A targeted attack that can be directed at an object, hand or other body part to make it burn, but not catch on fire. The psychic can make a glass of water boil, or melt ice, give someone a hot foot, burn a hand to make a person drop what he's holding, and similar. Highly combustible liquids like lamp oil, gasoline, and kerosene will ignite and burn, but not explode, and can only be ignited if the liquid is exposed to open air, i.e., spilled on the ground, an open container (not a sealed container or automobile's sealed gas tank), etc.
Damage: 1D4 points, but a hotfoot (or most other areas of the body) will cause the victim to jump, look at his foot and lose 1D4 melee attacks/actions and he'll be -5 on Perception Rolls (i.e., it's a good distraction.) Burning the hand will have a similar effect and penalty, but will also cause the victim to drop whatever he was holding (keys, gun, etc.) Igniting a candle or oil lamp to light is also a good distraction and may be used to eerie effect. This ability can also be used to light a fuse and boil a glass or cup of water.
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Heightened Sight
Range: See below
Duration: 1 minute per level of experience
I.S.P.: 4
Description: This power grants the psychic the ability to see clearer & farther. A form of Bio-Manipulation which gives perfect 20/20 vision, excellent color vision and exceptional long-range vision, allowing them to read a sign or recognize a face up to 2 miles away.
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Heightened Smell
Range: Immediate area
Duration: 1 minute per level of experience
I.S.P.: 2
Description: Provides an enhanced sense of smell, which enables the psychic to instantly recognize odors 65%, recognize person by scent 25%, and even track by smell 30%.
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Heightened Touch
Range: Self
Duration: 1 minute per level of experience
I.S.P.: 2
Description: Gives the psychic and enhanced sense of touch, which allows the character to recognize very slight differences in textures by touch. Adds +10% to all skills that require a delicate touch.
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Ice Sheet
Range: 20 ft radius +2 ft per level up to thirty feet away
Duration: Instant
I.S.P.: 4
Description: The psionic may coat an object or area with ice, mildly distracting to people, but very hard to run on (-15% to Balance.) (Same as the ability included in the Super Psionic Cryokinesis.)
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Impervious to Cold
Range: Self
Duration: 20 minutes per level of experience
Length of Trance: 1D4 melees for preparatory meditation
I.S.P.: 2
Description: A mind over matter discipline which enables the character to suffer absolutely no ill effects or discomfort from exposure to even extreme freezing conditions.
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Impervious to Fire
Range: Self
Duration: 3 minutes per level of experience
Length of Trance: 2D4 melees for preparatory meditation
I.S.P.: 4
Description: Another mind over matter discipline enabling the psychic to endure intense heat, fire, boiling water, hot coals, and so on, without suffering pain, damage or scarring. Magic fires inflict half damage.
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Impervious to Poison/Toxin
Range: Self
Duration: 2 minutes (8 melees)
I.S.P.: 4
Description: The character can negate the full effects of poisons and toxic chemicals which he has ingested (eaten or drank) or introduced into the bloodstream, as long as he/she has advance knowledge of its deadly properties. A poison, toxin, or drug which has been unknowingly inflicted (and starting to take effect) can be negated too, but will do half damage or effect before it can be completely negated.
Bonuses: Identify poisons: 30%+4% per level of experience; +2 to save vs poisons and drugs.
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Impervious to Smoke
Range: Self
Duration: Two minutes per level of the psychic
I.S.P.: 4
Description: The psychic suffers no damage or penalties from smoke inhalation; can breathe smoke like you or I breathe clean air, and can see through smoke up to a distance of 20-feet (6.1 m) +5 feet (1.5 m) per level of additional experience starting at level two.
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Inertial Barrier
Range: Self
Duration: 5 mins per level
I.S.P.: 10
Pre-requisites: telekinesis, ectoplasm
Description: The inertial barrier is a defense. The psionicist creates a barrier of "elastic" air around himself and anyone else within 3 yards. Like an unpoppable, semipermeable bubble, this barrier helps soften missile blows and can shield those inside from many forms of damage. Specifically, the barrier helps protect against the following, by absorbing some (or with luck all) of the potential Damage:

  • Any non-magical missile weapon.
  • Any physical missile which was created with magic.
  • Any missile with magical bonuses.
  • Flames.
  • Some breath weapon attacks, depending on the nature of the breath.
  • Acid. The barrier stops or slows the attack. This doesn't matter much if the acid comes from above, because it just drips on the characters.
  • Gas. The barrier turns it aside, at least partially (depending on the defender's die roll), but after a turn it will eventually work its way inside and take full effect.
  • Falling. A psionicist with an inertial barrier in place suffers only one-half damage from a fall; the barrier absorbs a lot of the impact, but the character still gets banged around inside.

The inertial barrier has no effect against the following:
  • Missiles conjured from pure magic.
  • Raw heat or cold.
  • Pure energy or light.
  • Gaze weapons.

Furthermore, the barrier cannot keep enemies out, but it does slow them a bit. Anyone trying to cross the barrier must stop moving when he hits it. He can then cross inside (or outside) in the next round.
Handling Missile Attacks: the inertial barrier saps energy from missile weapons by tightening around them as they pass through. If a missile strikes its target inside the barrier, the attacker rolls damage normally. The defender then rolls the same type of die (as the attacker just did) to see how much damage the barrier absorbed. The defender does not include any magical pluses the weapon may have. The defender then subtracts the result of his die roll from the attacker's damage. If anything is left over, the defender takes that much damage. If the defender's roll equals or exceeds the total damage, the weapon falls harmlessly to the ground. If the missile is explosive, the barrier does prevent damage, but not the explosion. The barrier does not differentiate the direction of travel. If a weapon is fired from the inside, the penalties above still apply.
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Isoportation
Range: Self
Duration: Instant
Saving Throw: None ISP: 15
Description: Rather than teleporting over a distance, this power allows the psychic to teleport in place. This can be handy especially if the psychic is in a tight place and needs to switch facing, so if the psychic were facing one way, they could use this power to change their facing, or even head-to-toe orientation. This means the psychic can perform maneuvers like Trinity in The Matrix by seemingly being able to walk the walls, or take a running start and isoport to change their orientation and seem to run up a wall. The GM should require the player to gain enough momentum to "perform the stunt." In addition, the power allows the psychic to "blink out" momentarily to dodge an attack. A normal roll +2 is required and the psychic can't avoid attacks they're not aware of.
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Jolt
Range: 10 feet
Duration: Instant
I.S.P.: 6
Description: The victim receives a sudden jolt as if struck by a light electrical charge and suffers 1D4 S.D.C./hit point damage. The jolt is usually used as a warning or to catch somebody's attention. (Same as the ability included in the Super Psionic Neuro-Touch.)
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Kinetic Drain
Range: 20-foot radius + 2 feet per level
Duration: Instant
I.S.P.: 1+
Description: This power, is like that used by "Neo" in "The Matrix", and is the ability to slowly drain kinetic energy from an area. The drain is small and delicate so it will only work on small objects. While in use, the psychic drains kinetic energy from the surrounding area using it as a buffer against attacks. Projectile attacks are drained of energy and stop before falling to the floor. The psychic expends 1 I.S.P. per bullet, arrow or other projectile to be affected. The power affects all in the area, the psychic is unable to single out specific attacks to be unaffected. If insufficient I.S.P. is paid, then all projectiles have the excess damage split between them (Jono holds out a hand and squeezes the energy out of the zone. 12 rounds are in the zone at the time, but he spends only 10 I.S.P. The remaining 2 rounds would inflict 3D6 each so 6D6 damage is rolled (14 points) and divided equally amongst all 12 bullets or 1 point for 10 bullets and 2 points for two bullets.) If the psychic is stopping less than half the bullets in an area this power fails. Unlike other powers the psychic must pay as they use it, and can be canceled with a thought.
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Leidenfrost Effect
Range: Self
Duration: One melee round (15 seconds) per level of experience
I.S.P.: 2
Description: A weird physical reaction that causes the psychic to draw ambient moisture to his extremities surrounded by an invisible, protective, psychic energy field that enables the character to walk across, sit on or handle, extremely hot, cold, or sharp objects without injury or pain. Cannot walk through fire, but can walk across hot coals or lay on a bed of nails, or juggle knives without fear of injury.
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Levitation
Range: Up to 60 feet (18.3 m) away
Duration: 2 minutes per level of experience
I.S.P.: Small: 2, medium: 6, large: 6 per every 10 pounds of weight
Saving Throw: None
Description: Levitation is a limited form of telekinesis that can raise an object (or a person) straight up into the air and suspend it there (hover.) Small objects weighing two pounds (0.9 kg) or less are the easiest to levitate. Maximum height is eight feet (2.4 m) plus one foot (0.3 m) per each level of experience. Medium-sized objects weighing 3-20 pounds (1.4 to 9.1 kg) are more difficult, requiring greater concentration. Maximum height is six feet (1.8 m) plus one foot (0.3 m) per level of experience. Large objects or people weighing over 20 lbs cost six I.S.P. plus one I.S.P. for every 10 lbs (4.5 kg) beyond 20 (9 kg.) Thus, a 125 Ib weight (56.7 kg) would require 17 I.S.P. to raise it into the air. Maximum height is 4 feet (1.2 m) plus one foot (0.3 m) per level of experience.
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Manipulate Ambient Light
Range: 5 feet (1.5m) radius per level centered on the psychic
Duration: 1 minute per level of experience
I.S.P.: 10
Description: Raise or lower surrounding light level by 10% per level of experience (A 10th level psionic could surround himself in an area of total darkness.) Lasers, nothing more than beams of coherent light, are similarly effected. Using this form of photokinesis a psychic of high enough level could completely nullify any damage inflicted by a laser weapon or double its strength. (Same as the ability included in the Super Psionic Photokinesis.)
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Manipulate Ambient Sound
Range: 5 feet (1.5m) per level centered on the psychic
Duration: 1 minute per level of experience
I.S.P.: 10
Description: While not allowing the psychic to create sound, this power does allow for the increase or decrease of all sounds within range. Sonic energy can be dampened or heightened by 10% per level or experience. Using this power, a high-level psychic could completely muffle all sound within range, nullifying sonic attacks and granting a bonus to prowl (+5% per 10% lowered if light and other environmental conditions are satisfactory) or fill an area with nearly deafening white noise that doubles the damage of sonic effects and disorients opponents (-4 initiative, and -1 strike, parry, and dodge.) (Same as the ability included in the Super Psionic Echokinesis.)
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Mind Thrust
Range: 60 yards
Duration: Instant
I.S.P.: 10
Pre-requisites: Telepathy
Description: Mind thrust is a stabbing attack which seeks to short the synapses of the defender. If the defender fails a save vs Psionics, and he has psionic powers, then this power can do some damage. The subject loses the use of one power, chosen randomly, for 2d6 days. Mind thrust has no effect on creatures or characters without psionic powers.
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Molecular Manipulation
Range: 15 yards
Duration: Instant
I.S.P.: 6
Pre-requisites: Telekinesis
Description: This power allows the user to weaken the molecular bonds within an object or structure. When someone stresses the object, or strikes a blow it, it snaps. The psionicist can create a "breaking point" of approximately two square inches per round. Deterioration occurs across a plane (in two dimensions, not three.) One round's work is enough to fatally weaken most small objects - e.g., swords, ropes, saddle straps, belts, and bows. Larger objects require more time, and GM discretion. GMs must decide how vulnerable this power makes larger, oddly shaped items like shields or doors. They should keep in mind that an object need not be in two pieces before it's virtually useless. For example, a little boat with a cracked hull is unsafe at sea. And a shield that is split halfway across offers little or no protection; if successive blows don't shatter it, they certainly will rattle the holders arm unmercifully. This ability can be used by non-tech cultures, they just don’t understand what is causing the weakening.
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Momentary Stun
Range: 10 feet
Duration: Instant
I.S.P.: 10
Description: The victim is momentarily stunned and can barely move for seven or eight seconds. Penalties: Loses the initiative and half his melee attacks, -4 to defend (parry and dodge) for those seven or eight seconds. (Same as the ability included in the Super Psionic Neuro-Touch.)
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Nightvision
Range: Self, visual range about 600 feet (183 m)
Duration: 10 minutes per level of experience
I.S.P.: 4
Description: The psionic can adjust his visual capabilities through a form of biomanipulation. The eyes are made to become more light sensitive and basically work on the same principles of mechanical light amplification. The eyes simply amplify existing light, such as candlelight, star and moonlight, to see clearly. There must be some source of light to see (cannot see in total darkness.)
Note: If suddenly exposed to light brighter than a single candle, the psychic will be temporarily blinded for 3D4 melee rounds. The nightvision power can also be used to change one's vision to polarized sight; reducing glare as would a pair of polarized sunglasses.
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Open Lock
Range: Self
Duration: One melee round
I.S.P.: 6
Description: This psi-ability may be thought of as the Psychic-Enhanced Pick Locks skill. All the psionicist must do is touch the lock and focus on picking it. Key locks require a lock pick tool, but something as simple as a paperclip will do. Somehow the psychic gets a mental image of the lock mechanism and exactly how to manipulate the pick to open it. Applying this power to tumbler locks the psychic sees the next number in the combination as he turns the tumbler. Both have an equivalent base skill of 80% +2% per each additional level of experience. Electronic locks are trickier and using this psi-ability in concert with the Locksmith skill provides a + 15% bonus. If the Locksmith skill is not known, the psychic has only a 15% chance of success on electronic locks.
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Paralysis of Arms
Range: 10 feet
Duration: 1 melee/level
I.S.P.: 14
Description: A sudden shock to the system causes the arms and hands to go limp. Nothing can be picked up, held or carried. No hand to hand attacks or operation of machines is possible using one's hands and arms. The victim can only take evasive action or attack using psionics, magic or voice commands. (Same as the ability included in the Super Psionic Neuro-Touch.)
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Part Fire
Range: The fire parts for 10 feet (3m) ahead of the psychic and continues to do so in whatever direction he goes. Or the psychic can Part Fire from a distance; requires line of sight up to 100 feet (30.5 m) away from the psychic parting the fire.
Duration: One melee round per level of the psychic.
I.S.P.: 8
Description: Makes the fire of even a raging inferno move aside to create an open path, like Moses parting the Red Sea. Fire, heat, and smoke down the path are all minimal. Ideal for rescuing others and showing off. (Not to mention luring an enemy down the path only to close the path and let the fire consume whatever is within it. Victims will take 1 D8x 10 damage from a raging inferno, i.e., traveling through several dozen feet of fire, or 3D6 damage for running through a wall of fire.)
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Personal Environmental Bubble
Range: Self
Duration: 4 minutes per level
I.S.P.: 20
Description: The psychic creates a bubble of force that seals in the current environment and stabilizes it. Pressure, temperature, air are all regulated while in the bubble, which moves at a speed equal to the psychic's M.E. The bubble may be penetrated by anything moving slowly enough, and has a total of 12 S.D.C. The power can be used to make the psychic immune to great pressure such as outer space or under water.
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Personal Force Field
Range: Self
Duration: 1 minute per level
I.S.P.: 16
Description: Creates a telekinetic field around the psychic's body and possessions that provides A.R. 8 and 20 S.D.C. or 20 M.D.C. in mega-damage settings. It prevents the use of firearms and disallows the psychic from manipulating items, as the force field covers the hands and fingers, making them mittenlike.
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Poltergeist
Range: 20 feet across, plus 2 feet per level, but rarely leaves a confined area
Duration: Lasts one minute, plus one melee per level
I.S.P.: 15
Description: Creates a field of Telekinetic Chaos in a restricted area. For the duration, random items are grabbed and hurled in random directions. The area becomes a damaging field. Even air and bodies are buffeted. Damage is 1D6, 3 times a round in an empty area, rising to 4D6 in an area cluttered with heavy or sharp objects. More importantly, those inside the area are at -2 to all combat actions and -20% to skills while inside the area of effect, due to the chaos.
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Psi-Cleaning
Range: Self or up to 1 foot per level
Duration: Instant
I.S.P.: 2
Description: This power allows the psychic to use minor telekinetic power to brush off and remove dust, blood sweat and grime. Can be applied on any target. Applied to water, this removes silt, dust, grime, slime and impurities from 20 gallons per level.
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Psi-Servant
Range: See below
Duration: 20 minutes plus 4 minutes per level.
I.S.P.: 10
Description: The psychic creates a mild Telekinetic force with limited sentience and motor control, to temporarily perform tasks and other minor functions. The servant needs no orders and is technically invisible. It is too dumb to spy, and it has trouble with fine motor skills (-20%), but otherwise possesses all the memories and most of the knowledge of the creator. Useless in combat. Has a P.S. of 6, P.P. of 6, I.Q. of 6, Spd. of 18, it has 4 H.P., and 10 S.D.C., but as a disembodied Telekinetic force, it is difficult to see, much less hit, and can only be affected by energy or psychic attacks.
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Pyrokinetic Jump
Range: Self (see below)
Duration: Instant
I.S.P.: 5
Pre-requisite: Psychic must also have the power of Pyrokinesis
Description: Much like the Flame Panthers of the secret city of Omagua, this gives the psychic the ability to launch himself over great distance by using a controlled flame discharge. The psychic cannot steer in flight, effectively becoming a living bullet launched towards the target area.
The range of such a jump is 200 feet (61.0 m) + 10 feet per level of experience. When activated, anyone (including the psychic if not resistant or immune to fire) within a 5-foot (1.5 m) radius will take 2D4 S.D. from the "jet blast."
On descent, another Pyrokinetic Jump will be needed to slow down and avoid crashing. If one is not performed, assume that the psychic has fallen the equivalent distance in feet!
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Receptacle
Range: Touch
Duration: Instant
I.S.P.: Varies
Description: This power allows a psionicist to store psionic energy in a special receptacle. The psionicist can draw upon the energy later to fuel his other psionic powers. He cannot use these points when his total pool of psionic strength is at its maximum. However, he can keep the stored I.S.P. on hand until he's running low on psionic energy, and then use them immediately (it's like storing a pint of your own blood at a hospital. With a little time, your body replaces the pint. Later, if you should lose blood in an accident or operation, you can use the stored blood to recover the loss quickly.) Before powers can be stored, a receptacle made from a valuable gem must be prepared. A gem can hold 10 I.S.P. for every 100 gold pieces of its worth, rounded down. For example, a gem worth 650 gold pieces can hold 60 I.S.P., and a gem worth 1,000 gold pieces can hold 100 I.S.P. The gem still requires preparation, however. To do this, the psionicist must slowly fill the gem with I.S.P. 10 per turn until the gem reaches maximum capacity (1/10 of its value.) The psionicist can do nothing else while filling the gem. Using his receptacle power, he can automatically place 10 I.S.P. into a properly prepared container per round. The psionicist can retrieve stored points automatically. The receptacle must be in contact with his flesh. He can never retrieve more points than the receptacle currently holds, nor can he retrieve so many that it raises his current psionic point total above his maximum. No matter how many receptacles he has, a psionicist can never store more I.S.P. than his maximum total. (For example, if his usual maximum is 100 I.S.P., he can store no more than 100.) Only the psionicist who placed the points in the item can use them. The danger of this power is receptacle loss. If the receptacle is damaged or destroyed, its contents (I.S.P.) are instantly subtracted from the psionicist's total possible points. This loss is temporary, but until the psionicist is once again back up to his full I.S.P. score he recovers I.S.P. only half as fast as normal.
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Resist Hunger
Range: Self
Duration: 6 hours
I.S.P.: 2
Description: Another mind over matter discipline that subdues any feeling of hunger, allowing the character to function at full effectiveness without nourishment. It is important to point out that while the psi-power makes the person not feel hungry, the body is burning vital sustenance which could result in malnutrition or starvation. Character loses 3 lbs (1.4 kg) of weight per day.
Note: A psychic can survive without food for up to 60 days, functioning as normal by continually using resist hunger. On day 61, the character will lapse into a coma. Under this extreme condition, 60 days of food deprivation while still physically active, the character is -20% to save vs coma/death.
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Resist Pain
Range: Self
Duration: 30 minutes per level of experience
I.S.P.: 6
Description: The psychic can push pain out of his mind and stay on his feet even when Hit Points are reduced to zero! First, the character does not feel any pain or damage from attacks with rolls to strike under 13. When this psi-power is in place, the individual functions as if he has an extra 10 Hit Points +2 per level of experience.
Damage and penalties inflicted from Evil Eye/Bio-Manipulation, torture, drugs, radiation exposure, poison and disease are reduced by half when this power is activated, but only for the duration of the psionic ability. When it elapses, the character is overcome with pain and suffers the full extent of his injuries. The character will sense when the Resist Pain is about to wear off and can renew it, provided he has sufficient I.S.P.
In addition, the character is impervious to piercing of the body with needles, skewers, ice picks, nails and any object smaller than a half inch (1.27 m) in diameter. Such needles and puncturing objects penetrate the skin but do no damage, do not cause bleeding and do not leave any scar whatsoever (the wound seals up as if it were never there within 15 minutes.)
Note: Foes using the skill Interrogation Techniques that involve physical punishment and torture have a skill penalty of -40% against a victim with this power in place.
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Resist Thirst
Range: Self
Duration: 6 hours
I.S.P.: 6
Description: This ability is fundamentally the same as the resist hunger psi-power, except it applies to the consumption of water. It does not negate the long-range damage from dehydration and can result in a coma after 20 days of deprivation.
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Rope Trick
Range: Touch or by line of sight up to 15 feet (4.6 m) away.
Duration: One minute (four melee rounds) per level of experience, but only while the Physical Psychic is focused and concentrating to maintain the rope suspended in the air. The act of the psychic climbing the rope while it is suspended does not break his concentration. The levitated rope can support weight up to 400 lbs (180 kg), and others who can climb may use the rope if the psychic allows it (i.e., he maintains the levitation), provided the combined weight does not exceed 400 lbs (180 kg.)
I.S.P.: 4
Description: Applicable to ordinary rope, nylon, knotted rags/cloth, and other common material suitable for climbing, though nothing as heavy as metal link chain.
Height: Height is limited to the length of the rope, with the end touching the ground. Maximum height, regardless of the rope's length, is 12 feet (3 .6 m) per level of experience.
A form of levitation performed on a length of rope, causing it to rise into the air (12 feet/3 .6 m per level of experience) and be held firmly in place as if it were anchored to something solid. Somehow the idea that the rope is bearing the weight enables the psychic to support more weight at minimal I.S.P. than he could using conventional Levitation. Another example of mind over matter and perception and degree.
Limitations: The psychic cannot perform any skills (except climb) or take combat action while maintaining the rope levitation, requiring eye contact and concentration. Once the rope goes up (straight up), it stays up and cannot move up or down, nor side to side. Nor can the rope be angled diagonally or horizontally, it goes straight up. In addition, the trick is that in the psychic's mind, he is only levitating this, comparatively light, rope which is then climbed, not the rope and the climbers. Thus, the rope must be levitated in place before anyone starts to climb it (takes 1D4 seconds.) The Rope Trick cannot be used like an elevator, i.e., grab hold of the top length and be carried up with it as it is levitated.
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Sand Cloud
Range: 10 foot radius/level
Duration: 2 melees/level
I.S.P.: 10
Description: Causes debris to fly around an area, creating confusion, -3 to strike, parry and dodge, and loss of 2 attacks. 10 I.S.P. covers a 10-foot radius per level. Can be used on a person, which causes it to move with the target. Target gets a save at -3. (Same as the ability included in the Super Psionic Terrakinesis.)
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Self Combustion
Range: Self, one-mile (1.6 km) teleportation distance
Duration: 15 seconds
I.S.P.: 12
Description: The psychic appears to burst into a pillar of flame with blast furnace heat so intense that nobody can come within 20 feet (6.1 m) of him. It lasts for 15 seconds (one melee round) and when the fire suddenly goes out, all that remains is some burnt scraps of clothing, charred and melted shoes and a pile of ashes. Everything else, wallet, weapons, and any furniture and the area within four feet (1.2 m) of the character are charred. The body of the psychic is gone, presumably burnt to a cinder! In reality, the psychic is teleported one mile (1.6 km) away. The character always appears outdoors, naked, all his clothes and possessions on hand at the time are gone, burned to ash.
Note: The character cannot grab an opponent and barbecue him. If clutching another person when the Self-Combustion power is activated, it won't work. Anyone dumb enough to try to resist the staggering heat of the inferno takes 6D6+ 10 damage every three seconds (nobody is stupid enough to do that.)
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Sense Chemical Impurities
Range: Self or up to six inches (0.15 m) away.
Duration: One minute.
I.S.P.: 2.
Description: The psychic can sense whether or not water or other liquids (soup, juice, soda, etc.) are polluted, poisoned or contaminated by foreign or dangerous substances, including drugs. The exact nature of the additive or pollutant may be unknown, but he will know that it is not completely natural and also sense if it is harmful. When sensing water, first roll to determine: A) Pure or Drinkable (nonhazardous/ tap water) 70% +5% per each additional level of experience. B) Roll for general nature of the pollutant; this identifies whether it is a chemical/drug (not deadly, but will cause a reaction if drunk) or poison/toxin (deadly or harmful if swallowed.) Success ratio in identifying the general nature of the pollutant is 35% +5% per each additional level of experience.
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Sense Water
Range: 20 feet (6 m.)
Duration: 5 melees/level
l.S.P.: 4
Description: The character senses the presence of any water exposed to the open air at no I.S.P. cost. He can also sense and identify water damage (leaky roof or pipe, damage paper, mold caused by water/humidity, rotting wood, etc.)
Note: Underground rivers, closed water lines/pipes, water inside airtight containers, etc. cannot be sensed.
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Shape Stone
Range: Self
Duration: 5 min/level
I.S.P.: 10
Description: The psychic gains the ability to shape stone with their hands. The psychic has an art/sculpt skill of 30%+5% per level (+20% to the Terakinetic) for 5 minutes per level. If the psychic already has the art/sculpt skill add 5%/level to that skill. (Same as the ability included in the Super Psionic Terrakinesis.)
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Shed Light
Range: Immediate area
Duration: One minute (four melee rounds) per level of the psychic, twice as long if double the I.S.P. is spent.
I.S.P.: 4
Description: The psychic must snatch a tongue of fire in his hand from an existing, physical source, and then throws it up into the air, to light up an area as large as 10 feet (3 m) in diameter, +5 additional feet (1.5 m) per each additional level of experience starting at level two. The light is bright enough to read by and is roughly equivalent to a moderately well-lit room. The light is fleeting, one minute per level of the psychic, and unleashes a silent drizzle of tiny sparks that fall from the preternatural light source, vanishing about halfway to the floor. The sparks do not have any chance of starting a fire even when lit up above flammable material, and increase in number and speed as the duration of the light comes to an end. The psychic who created the light can also end it in a heartbeat at any moment he desires, as quick and easy as flipping a light switch.
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Shrink
Range: Self
Duration: 1 minute per level
I.S.P.: 10
Description: Another form of Bio-Manipulation, this power allows the psychic to shrink themselves and their corresponding mass. The power offers no shape-changing abilities, so the psychic simply grows into a smaller version of themselves. The psychic can shrink up to 1 foot per level of experience and 1 inch per level below 1 foot. As the psychic shrinks, so does their weight.
The psychic's new weight is figured by the following formula:

  1. Take the new height
  2. Divide by the original height
  3. Cube it
  4. Then multiply that by their original weight
  5. This is the character's new weight

For triple the I.S.P. the psychic may affect their clothing and equipment.
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Smoke Signal
Range: Touch
Duration: One minute per level of experience
I.S.P.: 4
Description: The psychic must have a source of fire for the smoke or an existing source of smoke. He can then make the smoke curl in an unusual shape/pattern and change/tint the color to make it white, red, blue, or green, attracting attention to it and pinpointing the location of the source. May be used as a signal or a marker. For an additional four I.S.P. (8 total), the psychic can form one or two simple words or a simple/insignia out of smoke. The letters may be stylized and drift apart in a matter of 3-5 seconds, but for an observant character (or a partner who knows what to look for) it can make an effective silent message or signal, and to an outsider, an eerie message or warning.
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Snatch Fire
Range: Self
Duration: Varies
I.S.P.: 2
Description: At first glance, this may seem like a parlor trick in which the psychic can snatch a flickering tongue of flame from a candle, cigarette lighter, oil lamp and similar source, snuffing the lit item (i.e., snuffing the candle), and seem to hold it in his clenched fist. The snatching motion is the same as one might use to grab a moth or grasshopper from its perch. The stolen flame is held tightly in the hand, its light shining through parts of the fist and peeking through the cracks of the fingers. The flame remains alive and fed as long as the fist is held tight, and does not burn or hurt the psychic in any way. If the hand is opened, the light is released in a dim pulse-like flash and a tiny puff of smoke. The flash is not nearly bright enough to blind anyone, even in the dark, and seems more of a cute parlor trick than a power.
Snatching Fire can be used to light something else (a different candle, lantern, campfire, piece of paper, etc.) and entertain, as well as being able to instantly extinguish candles and tiny fires as long as the flame is not larger than his open hand. The held fire can also be used to Throw Fire without having to find a fire source at some moment in the future and adds 1 D6 damage and 10 feet (3 m) to the throwing range when the fire is "snatched" first and additional I.S.P. spent to "throw" it.
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Soften
Range: 30 yards
Duration: Instant
I.S.P.: 10+
Pre-requisites: Molecular Manipulation
Description: This power resembles molecular manipulation, except that it weakens the entire object instead of small area across a single plane. The object softens overall, losing its rigidity and strength. Specific effects vary, depending on the material.


    Metal: For each round of softening, weapons incur a -1 penalty to attack rolls and cause one less point of damage, cumulatively. The armor rating of metal armor decreases one point and S.D.C. by 10 points per round of softening. After 10 rounds, any metal becomes soft and rubbery, but retains its shape.
    Wood: Like metal, weapons with wooden shafts or handles suffer a -1 penalty to attack rolls and damage per round of softening. After six rounds, wood becomes stringy and rubbery but retains its shape. After 10 rounds, the grain can be split easily and a punch can break through even the hardest and thickest doors or chests.
    Stone: After two rounds, stone becomes noticeably soft to the touch. After five rounds, it can be worked like stiff clay, but this is as soft as it gets.
    Magical Items: Save vs. crushing blow to escape the effect entirely.
    Living Tissue: No effect.

GMs can use their own judgement and the examples above to handle other materials.
Note: This ability can be used by non-tech cultures, they just don’t understand what is causing the weakening.
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Sonic Boom
Range: 20 feet (6m) +5 feet (1.5m) radius per level centered on the psychic
Duration: Instant
I.S.P.: 20
Description: To use this power the psychic must create sound in some way. A short whistle or even a snap of the fingers will do. By psionically amplifying this bit of noise dramatically the psychic creates a deafening sonic boom not unlike that generated by the firing of a Sonic Canon. Victims without any type of sound/ear protection will be temporarily deafened for 2D4 minutes and are -8 initiative and -3 parry and dodge. Even victims within power armor or enclosed vehicles are deafened, suffering the same penalties but for half the normal duration. The duration of successive sonic booms is cumulative. S.D.C. glass up to twice the maximum range away is shattered by the boom. (Same as the ability included in the Super Psionic Echokinesis.)
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Speed Reading
Range: Self
Duration: 3 minutes per level of experience
I.S.P.: 2
Description: This is the ability to read and comprehend the written word extremely quickly. Speed of reading is 30 pages per minute (seven and a half pages per melee round/15 seconds.) The psychic retains the information as he would from a normal reading. Highly technical texts reduce the speed reading by half (15 pages per minute or about four pages per melee round), and may require two readings to remember in specific detail.
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Steam Blast
Range: Five feet (1.5 m), +1 foot (0.3 m) per level of experience starting with level two
Duration: Instant
Saving Throw: Dodge at -4
I.S.P.: 5
Damage: 2D6 points, but the victim should also recoil from the blast of steam, losing initiative and one melee attack. If the steam is shot into the face (requires a Called Shot and a roll of 16 or higher to strike by the psychic), the victim is also blinded for one melee round (15 seconds) and is -10 to strike, parry, dodge, etc. for that short duration.
Description: The psychic can either direct steam from an existing source (boiling water, steam engine, etc.) or create steam by throwing a pot of water on a fire and directing it. A steam attack causes damage and surprise, or may be used to steam windows, mirrors, or glass, clouding them for one minute (four melee rounds) or until someone wipes them off. The act of wiping counts as three melee attacks (roughly 8-10 seconds) and requires more than one's hand or shirt sleeves; needs a rag/towel, or similar material to wipe the surface clear.
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Strength of Will
Range: Self
Duration: 3 minutes per level
I.S.P.: 10
Description: For 10 I.S.P. and a duration of 3 minutes per level, the psychic can enhance their own strength. They may substitute their M.E. for their P.S. for the duration, or add a bonus to their P.S. equal to their M.E. saving throw bonus, with a minimum of +1
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Stumble
Range: 10 feet/Sight
Duration: Instant
I.S.P.: 4
Description: The victim loses control over his legs for just an instant, stumbles and loses one melee attack/action. (Same as the ability included in the Super Psionic Neuro-Touch.)
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Telekinesis
Range: Up to 60 feet (18.3 m)
Duration: 2 minutes per level of experience
I.S.P.: Small: 3, medium: 8, large (over 20 lbs/9 kg): 8 +1 per every 10 lbs (4.5 kg) of weight
Description: Telekinesis is the ability to move objects without any means other than directed psychic energy. The character can make an object hop, fall, roll, rise into the air, suspend it there (hover) or make it fly across the room.
To move an object by telekinesis, the item must be clearly visible, within the psychic's range (60 ft/18.3 m) and the point of focus. The psychic must concentrate on what he is doing, thus each telekinetic feat counts as one of the character's physical attacks. The total number of telekinetic attacks is equal to the character's number of physical attacks per melee; usually 3 or 4. Telekinetic attacks can include hurling an object as if thrown, or causing it to buzz about a room, or to swing and hit with it as if a club controlled by an invisible hand. Several objects can be telekinetically thrown around within the same melee round, but not simultaneously. The psychic can only concentrate on one item at a time. For Example: A psychic with four hand to hand attacks per melee can perform four attacks with telekinesis. First, he makes a flower vase fly from the table, aiming it at his opponent's head. Second, he makes the lantern hurl at the guard by the door. Third, the table is suddenly flipped up on end and, fourth, the door flung open. Four melee attacks or actions using telekinesis.
As we can see in the example, telekinesis can be used to do more than making objects fly around. The telekinetic power can be used to open doors, flick switches, press buttons, turn knobs and dials, open windows, make a rocking chair rock, and so on. The range of possibilities is extensive, when you stop and think about it.
It is easiest to move or hurl small objects weighing two pounds (0.9 kg) or less. Maximum height or distance is 60 feet (18.3 m.) Medium size objects weighing 3-20 pounds (1.4 to 9 kg) are more difficult to manipulate and the maximum height or distance is reduced by half; 30 feet (9 m.) Large or heavy objects weighing over 20 lbs (9 kg) are the most difficult to maneuver, reducing maximum height and distance to 15 feet (4.6 m.) I.S.P. cost for large, heavy objects is 8 I.S.P. for the first 20 lbs (9 kg) plus one I.S.P. for each additional 10 lbs (4.5 kg) of weight. This means it would cost 19 I.S.P. to move 125 lbs (56.7 kg) — 8 I.S.P. for the first 20 lbs +11 I.S.P. for the remaining 105 lbs (47.2 kg.)
Combat Bonuses:

  • +3 to strike with telekinesis; physical/skill bonuses to strike do not apply when telekinesis is used.
  • +4 to parry with telekinesis, by using a controlled object to parry or sheer telekinetic force to block an attack. Counts as a medium, heavy object; costs 8 I.S.P.

Damage from Hurled Objects:
  • Small: 6 ounces to 1 pound — 1D4
  • Small: 1.1 to 2 lbs — 1D6
  • Medium: 3 to 4 lbs — 2D4
  • Medium: 5 to 10 lbs — 3D4
  • Medium: 10 to 24 lbs — 3D6
  • Large: 26 to 40 lbs — 4D6

Add 1D6 for each additional 20 lbs (9 kg) of weight.
Note: Telekinesis is not a force field, thus, while it can be used to parry/block a punch, kick, club, knife or even sword, it cannot stop projectiles, arrows, gas/fumes, flying tackles, and similar attacks. Furthermore, a failed roll to telekinetically parry means the psychic did not parry and is struck by his opponent.
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Telekinetic Leap
Range: Self (leaping range is increased by 3 or 5 feet/0.9 to 1.5 m per level of experience)
Duration: One melee attack/action (leap)
I.S.P.: 8
Saving Throw: None
Description: This telekinetic application boosts the person's leaping ability, propelling the psychic an additional 3 feet (0.9 m) for high jumps, and 5 feet (1.5 m) for broad jumps (lengthwise), per level of experience. This power can be used in conjunction with a leap kick attack (

Damage: 6D6+6 plus P.S. bonuses)
, but the character will take 2D6 points of damage himself from the hard impact. An acrobatics or gymnastics roll, or a roll with punch, fall or impact, may be needed to land safely after one of these leaps.
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Telekinetic Lift
Range: Self or Touch
Duration: 2 melees per level of experience
I.S.P.: 6
Description: Rather than moving objects solely with the power of the mind, this use of telekinesis is used to increase the character's ability to lift and carry heavy weights. The psychic creates a telekinetic field around the object and lifts both physically and mentally (via telekinesis.) This enables the psychic to lift and carry weights 20% heavier than his P.S. normally allows. This use of telekinetics is limited exclusively to lifting and carrying heavy weights and cannot be used to hurl boulders and heavy objects as weapons nor can it be used to augment the damage inflicted by a punch, kick or other physical attacks.
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Telekinetic Punch
Range: By touch or one foot (0.3 m) per level of experience
Duration: Instant
I.S.P.: 6
Saving Throw: None
Description: This telekinetic power enables the psychic to deliver a powerful force through telekinetic energy that feels like a punch or kick. A telekinetic punch will inflict 4D6 plus P.S. bonus, and a kick will do 5D6 plus P.S. bonus. The I.S.P. is spent regardless if the punch or kick hits the target (roll to strike as normal.) The power is used in conjunction with a normal, physical attack, so the telekinetic attack can be parried or dodged by the enemy. Every time the power is used, the psychic must make a save of 14 or higher, or he will take 1D6 points of damage himself as a result of wrenched muscles or a dislocated joint from the extra strain on his body.
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Telekinetic Push
Range: By touch or one foot (0.3 m) per level of experience
Duration: Instant
I.S.P.: 4
Saving Throw: None
Description: The psychic can effectively create a telekinetic force that pushes away an attacker or anything within range (a door, chair, cart, statue, etc.) The pushing force has the rough equivalent of a P.S. 16 +1 per level of the psychic. The telekinetic push is roughly equal to a body block and does 1D4 S.D.C./hit point damage, will knock most ordinary humans back two yards/meters and has a 01-60% chance of knocking the person off his feet (if so, that character loses initiative and one melee action.) Characters weighing more than 200 pounds (90 kg) or who possess supernatural P.S. are only shoved a foot or two and there is only a 01-12% chance of being knocked off their feet. Inanimate objects weighing under 50 pounds (22.6 kg) are "pushed" or slid across the ground twice as far, roughly four yards/meters (12 feet/3.6 m.)
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Telekinetic Speed
Range: Self
Duration: 10 minutes per level of experience
I.S.P.: 10
Description: This power allows the psychic to temporally increase their speed for a period covering more ground when running. For every level of experience, the psychic increases their speed attribute by +5 per level. This enhanced speed is useful when covering long distances on foot. It does not increase the psychic's P.P. ability or add any bonuses to strike or parry. It does, add a +6 dodge when this power is in use.
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Telekinetic Takedown
Range: 40 feet + 5 feet per level
Duration: See below
I.S.P.: 10
Description: The psychic uses harsh Telekinetic forces to grasp a victim, move them up to 6 feet per level, and then slam them downwards into the ground or a nearby obstacle. This force inflicts 4D6 S.D.C. and victims of this attack lose initiative and 1 action the following melee round. The victim can be prevented from leaving, by expending 10 I.S.P. every action, but the psychic can do nothing but concentrate while doing this. Victims may save versus psionics to break free. Supernatural creatures are not harmed, but can be knocked down by the attack. The psychic is +4 to strike with this effect.
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Teleport Object
Range: Touch, 100 feet (30m) per level for the teleported object
Duration: Instant
I.S.P.: 15
Description: The Psionic can teleport 1 pound (.45kg) of matter per level of experience.
Rates of Success:

  • Teleporting small objects onto the psychic's person -- automatic success
  • Teleporting small objects into someone else's person (90% successful, -10% if in a thick crowd and a failed roll means the object is on a random stranger's person)
  • Teleporting an object to any open location within the line of sight (98% successful)
  • Teleporting the object to a familiar place that cannot be seen (90% successful)
  • Teleporting the object to an unfamiliar place (70% successful) A failed roll means that the object is teleported somewhere within range, but the Psionic has no idea where that may be.

(Same as the ability included in the Super Psionic Psychoportation.)
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Teleport Self
Range: 1000 feet (300m) per level
Duration: Instant
I.S.P.: 30
Description: The Psionic teleports himself and 20 (9kg) +5 lbs (2.25kg) per level of experience a short distance. Teleportation requires 2 Melee Actions of intense concentration, during which time the Psionic is unable to attack, parry, or dodge and can only move at 1/2 Speed.
Rates of Success:

  • A familiar location or visible destination (100% successful)
  • A place seen only a few times (2-6 times, 85% successful)
  • A place seen in a photo (80% successful)
  • A never before seen location that has been described in detail (58% successful)
  • A place never before seen that is known only through a brief description (20% successful)

Results of an unsuccessful teleport:
  • 1-40% (3D6x10 feet (3m) off course)
  • 41-75% (1D6x100 feet (30m) of course)
  • 76-99% (appear several feet above the ground, suffers 2D6 S.D.C.)
  • 00% (appear inside an object; instant death.)

(Same as the ability included in the Super Psionic Psychoportation as Teleport Self (Short Range).)
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Thermal Imaging Vision
Range: Self, and the range of vision is 200 feet (61 m) per level of experience
Duration: Two melee rounds (30 seconds) per level of experience
I.S.P.: 6
Description: Can see heat images/radiation the same as high-tech thermal imaging goggles and optic systems, only without the equipment. This enables the character to see through smoke, tell if an engine has been recently running or not, if a gun has been recently fired (within the last 15 minutes), see the heat signature of warm-blooded animals and people in total darkness, and see infrared beams (common among older gun sights, night binoculars and security systems.)
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Throw Fire
Range: 10 feet (3 m) per level of experience
Duration: Instant; counts as one melee attack
Saving Throw: Dodge at -3
I.S.P.: 7
Damage: Against mortals the fire bolt bursts into a shower of sparks upon impact and inflicts one point of damage. However, when used against the supernatural or the magical, the fire bolt does 1D6 damage +3 per level of the Psionicist.
Description: The psychic snatches a tongue of fire from an existing physical source of fire (a candle, lantern, or from a larger flame like a campfire) in his hand and quickly throws it at a specific target up to 10 feet (3m) away. (That's 10 feet/3m per level of experience.) The thrown fire looks like a miniature fiery comet with a spherical front and a tapering tail of flame behind it.
Note: The Psionicist is +2 to strike when using this attack.
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Time/Space Anchor
Range: Self
Duration: 5 mins per level
I.S.P.: 10
Description: This power protects psionicists against unwanted teleportation. When a time/space anchor is in effect, the psionicist cannot be teleported against his will unless he loses a psychic contest. Anyone and anything else inside the 3-yard radius is also protected. Items are protected automatically, but living creatures or characters are protected only if the psionicist wants them to be. Each additional creature protected costs another I.S.P. per round. This power cannot prevent someone from teleporting himself away; it only prevents teleporting from an outside source.
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Tunneling
Range: Self
Duration: 5 melee/level
I.S.P.: 4+
Description: The psychic may dig and tunnel at a speed of 6 through earth for 4 I.S.P. this rate doubles for every 5 extra I.S.P. expended. Movement through rocky ground is halved, and tunneling through rock is impossible. (Same as the ability included in the Super Psionic Terrakinesis.)
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Underwater Invisibility
Range: Self
Duration: 5 melees/level
I.S.P.: 6
Description: The psychic can tum invisible when completely submerged underwater and remain (relatively) still. The effect is ruined if doing more than paddling in place, but even then, attackers are -3 to strike the submerged character because he is difficult to see clearly, the water seeming to reflect oddly making visibility difficult.
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Utility
Range: Self or up to 2 feet away
Duration: Tools last 1 melee round per level
I.S.P.: 12
Pre-requisite: Ectoplasm
Description: The psychic can forge ectoplasm and Telekinetic force to perform the functions of limited tools. It costs 12 I.S.P. to forge a tool or device. As a weapon, it may do no more than 1D8 or 2D4 damage (doubled in ectoplasmic-rich environments) as a tool, it cannot be exceptionally sharp (like a scalpel) but will be extraordinarily tough (possesses M.E. x4 S.D.C.) No electrical or chemical reactions may be made with the devices (but an ordinary firing pin in an ectoplasmic gun will fire ordinary bullets) Tools lose 4 S.D.C. per melee after power's duration ends.
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Water Spout
Range: 20 feet
Duration: Varies
I.S.P.: 5
Description: The psychic can create a spout of water as well as and hurl water. The effect can be used to make water bubble (but not heated), shoot straight up like a geyser or at an angle, shooting from a glass or water tap across a room like a short, powerful spray from a garden hose. Up to one gallon (3.8 liters) of water per level of experience can be manipulated and hurled up to a distance of 20 feet (6 m.) Similarly, the psychic can make a glass or pitcher of water slowly come to him as if it were slowly sliding along across a smooth surface (Spd of 4.)
Note: In all cases, the fluid must be water or been made from 75% water to be controlled, such as hot coffee or tea, chicken soup, Kool-Aid, etc. Forget about hurling ice frozen water, it is beyond the scope of this ability.
Milk, paint, gasoline, cake batter and similar substances can NOT be manipulated with this power, because they are not water.
Making water leap with a life of its own can be startling to others and can make a great distraction if handled right. Hurling normal water or a cool drink into somebody's face/eyes will momentarily blind and surprise the individual, causing him/her to lose initiative and one attack that melee round. Hurling hot or boiling water on the body (especially the crotch or face) will make the victim lose initiative, lose all attacks that melee round, take 2D4 damage, and be temporarily blinded for 1D6+ 1 melee rounds (-10 to strike, parry, dodge, etc.)
Characters of a good alignment will not hurl boiling water in the face of most opponents, though a monster may be another story, and an exception may be made for life and death situations, especially to save someone else. Water Throwing Range: 20 feet (6.1 m.) Each attack counts as one of the character's melee attacks/actions. Making water bubble or rise up like a fountain can be maintained for up to 30 seconds (2 melee rounds.) I.S.P.: 5.
Bonus: +1 to strike.
Note: The psychic can manipulate one gallon (3.8 liters) of water per level of experience up to 20 feet (6 m) away, whether he can see it or only feel its presence.
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Water Stealth
Range: Self
Duration: 1 hour per level
I.S.P.: 6.
Description: The psychic loves the rain, enjoys swimming, water sports and being wet, and feels lucky when it is raining. In the rain, the character enjoys the following skill bonuses + 10% to Disguise, Impersonation, Land Navigation, Prowl and Tailing. Furthermore, the character does not feel chilled or uncomfortable when wet, takes half damage from electricity, is +1 on Perception Rolls, suffers half the usual penalties from fog, and does not leave wet or muddy footprints when he comes in from the rain.
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