Psychic Combat

Psychic combat works very similar to all other types of combat. Each psionic attack or action counts as one melee attack or melee action, and requires a certain amount of I.S.P. for the character to use it. Insufficient I.S.P. means the psionic power cannot be used. Attacks such as a fiery blast, Telekinetic Punch, and similar count as one of the psychic's melee attacks. The back and forth combat sequence is also the same, only the psychic may use a psionic ability to strike at an opponent rather than his fists or a weapon. The following data is provided to help players of psychic characters understand and use their special abilities.

  1. Mind control powers are abilities to control another character's mind and force or induce that individual to do something against his will and to the specifications of the psychic controlling him. Psionic mind control powers include Hypnotic Suggestion, Mentally Possess Others, Psionic Invisibility, Mind Wipe, and Psychosomatic Disease. Some of these powers are available to humans, others by supernatural beings. All are dangerous.
      Note : unless a character is already seriously considering suicide, Mind Control cannot be used to force a character to kill himself. Nor can Mind Control be used to make the character do anything that he or she normally finds abhorrent (i.e. rape, torture, murder, Self-mutilation, etc.) or self-destructive. On the other hand, the mind controlled character will obey simple innocuous commands like "give me the gun," "open the safe," "call Tina and tell her to come over," "hand me your car keys," "tell me where I can find so and so," and similar, without hesitation. Likewise, the character will follow, help and protect whoever (or whatever) has control of his mind if told to do so (unless that act is truly abhorrent as well).
    Possession is different than mind control, because the possessing being is invading a character's body and taking control of it. Successful possession means the person may look and sound the same, but his mind is not in control of his body, the possessing being is in control of it. And like a person inside a suit of armor, the possessing creature can do whatever it wants to do and the character can do little or nothing about it. In many cases, the mortal's mind is pushed back and basically falls asleep, unaware of what the thing possessing him is doing with his body, or the victim remembers only vague bits and pieces like a dream.
    Telepathy, Empathy and other types of psychic communication, scans and probes are NOT mind control. They do not make the victim do anything. The psychic only hears, sees or feels the thoughts and emotions of the character being scanned or probed. The psychic may gather information he can use on or against his opponents, but the psychic scans do not control or make the victim do anything he or she doesn't want to do. Unwanted Telepathic communication may play inside a character's head like a radio in the background, and while it may be annoying, and the voice inside one's head may make suggestions, egg on or cajole, it does NOT control or force the victim into taking any action against his will.
    Empathic Transmission, Horror Factor and similar psionic powers possessed by supernatural beings do not control the mind, but influence emotions which may cause a character to act a certain way. They do not control a person like a puppet, but induce emotions such as hate, fear, despair, etc., that cause a knee-jerk, emotional reaction. The victim is not controlled, but rather he is affected by his own emotions brought out by the psionic attack.
  2. Psionics that affect the mind and emotions can affect people inside a locked room or car, but only if the attacker knows his desired victim is inside or he can see him through a window or keyhole or some kind of opening (or via Astral Projection). They cannot affect someone in a fast moving vehicle, because they are going too fast to make a connection and since most psionic powers have a short range, the intended victim in a moving vehicle is typically carried out of range in a matter of seconds. Psionic abilities that require "line of sight" will usually indicate as much. Otherwise, area effect powers or being within range and knowing the victim's general location will suffice. This is especially true of many of the psychic abilities possessed by the supernatural. Empathy can be used to sense the general emotions emanating from inside a room, but only the most powerful one or two of the strongest, most overwhelming emotions or shared emotions can be detected (i.e., most everyone is laughing and having fun or angry and arguing, so that's what is felt by the psychic). Furthermore, even if one strong emotion stood out, the psychic will not know who is feeling that way, only that it's one of the people inside the room.
  3. Physical psionic manifestations, including all types of Telekinesis, Hydrokinesis, Electrokinesis, Pyrokinesis, Mind Bolt, and any physical attack created by a psionic power, usually require "line of sight" - the intended target must be seen, and a physical force will be stopped by a locked door or physical barrier unless the attacker can see his victim/target through an opening or window. Of course, physical psionic attacks can be directed at the door, a vehicle or a barrier. Note that other limitations may apply, such as the victim must hear the psychic's voice or make eye contact or can only be affected by touch or within a particular range. All psychic abilities will note limitations, restrictions and requirements. Remember, in most cases, a psionic power/attack can only be directed at one specific target/subject at a time.
      Note : Psi-Powers requiring physical contact/touch cannot be used on any character sealed inside a vehicle, nor environmental armor for that matter, unless it is the mechanical armor that is being attacked or targeted.
    Psionic powers requiring sound (i.e. the victim must hear the psychic's words, like Hypnotic Suggestion) do not work unless the psychic can be heard and is within range. Many miliary and other vehicles can "turn off' their external audio system and/or radio. If the psychic cannot be heard, he cannot use that power against anybody. Of course, there are only a few psionic abilities that require verbal suggestions and cues.
    Radiate Horror Factor affects anybody who sees and comes within 90 feet (27.4 m) of the psychic.
  4. Psionic attacks per melee: Most psionic abilities are activated And performed at the speed of thought, so each psionic attack counts as one melee attack/action. Some psionic abilities require time and concentration, using up several melee actions or even minutes to perform. This will be indicated in the description of the power. Some psionic abilities can be used in conjunction with others, but in most cases one psionic ability must end before another can be used. '
  5. I.S.P. boost at ley lines: Psychics cannot draw I.S.P. from living beings or other people, but they can draw upon the ambient P.P.E. at ley lines and convert it into 106+1 I.S.P. once every melee round (15 seconds). However, the bonus I.S.P. cannot be stored or held inside the psychic and must be spent that round or it is gone; fades away. A ley line may also increase the potency of a psychic power, increasing range and duration by SO% when near a ley line (within one mile/1.6 km), and double when actually on the ley line or at a ley line nexus, or as noted in the specific description of the psionic abilities (some see range or duration doubled, tripled and even quadrupled). Damage from a psionic attack is also increased by one additional die when on a ley line and increased by two extra damage dice when at a nexus point.
  6. I.S.P. Recovery. One I.S.P. per hour of sleep, or two per hour of standard meditation, four or more in a fraction of the time with advanced meditative techniques (see the psi-ability Advanced Meditation and the Physical Psychic P.C.C.).
  7. Psionic Saving Throws :< ul>
  8. Non-Psychic - Ordinary Person & Animals: Need to roll a 15 or higher on a D20 to save vs psionic attack. Penalties to save may apply against some of the Psionics and powers of the supernatural.
  9. Latent Psychic: Need to roll a 13 or higher on a D20. Penalties to save may apply against some of the Psionics and powers of the supernatural.
  10. Major & Minor Psychics: Need to roll a 12 or higher on a D20. Penalties to save may apply against some of the Psionics and powers of the supernatural
  11. Master Psychic: Need only roll a 10 or higher to save vs psionic attack. Penalties to save may apply against some of the Psionics and powers of the supernatural.

Psychic Combat Table

Level
Psionic Combat Bonus
01
+1 save vs. Psionic Attack
02
Recognise Illusions 39%
03
+1 Mind Strength
04
2 Psionic attacks per melee
05
+2 save vs Insanity/Mind Control
06
+2 save vs. Psionic Attack
07
+2 Mind Strength
08
Recognise Illusions 69%
09
+3 save vs. Psionic Attack
10
+3 save vs Insanity/Mind Control
11
+3 Mind Strength
12
Recognise Illusions 92%
13
+4 save vs Insanity/Mind Control
14
+4 save vs. Psionic Attack
15
+4 Mind Strength