Bio-Regeneration
Healing - 2D6 effect (20 points), Limited Power - self only (-1/2), Extra Time - 1 minute (-1 1/2), Concentration - 0 DCV, constant (-1)
Endurance: 2 END
Active cost: 20 points
Real cost: 5 points
Description: The psychic is able to put himself into a trance which will heal damage to himself.
Deaden Pain
Resistance - 8 points, Extra Time - 1 minute (-1 1/2), Concentration - 0 DCV (-1/2), costs END to activate (-1/4)
Endurance: 1 END
Active cost: 8 points
Real cost: 4 points
Description: The psychic is able to enter into a trance that will cause the deadening of pain in his body for some time.
Detect Psionics
Enhanced Senses - Detect psionics, discriminatory, costs END to activate (-1/4)
Endurance: 1 END per phase
Active cost: 8 points
Real cost: 6 points
Description: The psychic can detect the use of psionic powers or is a person is a psychic.
Exorcism
Mind Control - 12D6, One command - Leave (-1/2), Limited power - Only against possessing entities (-1), Extra Time - 1 hour (-2 1/2), No range (-1/2), Concentration - 0 DCV, constant (-1)
Endurance: 6 END
Active cost: 60 points
Real cost: 9 points
Description: The psionic can enter in a lengthy ritual which will force possessing entities in another person to leave.
Healing Touch
Healing - 2D6 effect (20 points), Extra time - 1 minute (-1 1/2), Concentration - 0 DCV, constant (-1), increased endurance cost - x2 END (-1/2), Not vs. self (-1/2)
Endurance: 4 END
Active cost: 20 points
Real cost: 4 points
Description: The psychic goes into a trance, causing causing a target to heal.
Increased Healing
Healing - 7D6 effect (70 points), Not vs. self (-1/2), Extra time - 1 hour (-2 1/2), Gradual Effect 1 week (-3 1/2), Concentration - 0 DCV, constant (-1)
Endurance: 7 END
Active cost: 70 points
Real cost: 8 points
Description: The psychic can go into a hour long trance while touching the target. It causes them to heal quicker over the next week. The target regains one BODY every 24 hours for 7 days in addition to normal healing.
Induce Sleep
Mind Control - 9D6, One Command - Sleep (-1/2), Extra Time - 1 minute (-1 1/2), No range (-1/2), Concentration - 0 DCV, constant (-1)
Endurance: 4 END
Active cost: 45 points
Real cost: 10 points
Description: After a trance the psychic can cause someone to fall asleep.
Psychic Diagnosis
Enhanced Senses - Detect disease, discriminatory, costs endurance (-1/2), Extra Time - 1 turn (-1), Concentration - 0 DCV, constant (-1)
Endurance: 1 END per phase
Active cost: 8 points
Real cost: 2 points
Description: The psychic can detect diseases and disorders in another person with this trance.
Psychic Purification
Transform - 1D6 - Minor - from target to target pure of poisons, Extra Time - 5 minute (-2), Concentration - 0 DCV, constant (-1)
Endurance: 1 END per phase
Active cost: 10 points
Real cost: 2 points
Description: The psychic can purge someone of poisons with this trance.
Psychic Surgery
Transform - 1D6 - Minor - from target to target with surgery done, Extra Time - 5 minute (-2), Concentration - 0 DCV, constant (-1)
Endurance: 1 END per phase
Active cost: 10 points
Real cost: 2 points
Description: A long trance that can perform surgery on a target.
Resist Fatigue
Aid - 2D6 STUN, Limited Power - self only (-1/2), Extra time - 1 minute (-1 1/2)
Endurance: 2 END
Active cost: 20 points
Real cost: 7 points
Description: A trance that can help to quickly restore fatigue in the psychic.
Restore P.P.E.
Aid - 1D6 END reserve, only to maximum (-1/2), Increased Endurance Cost - double END (-1/2)
Endurance: 2 END
Active cost: 10 points
Real cost: 5 points
Description: The psychic can replenish magic END reserves by expending his own personal psychic powers.
Note: This power is found in Rifts World Book 12: Psyscape.
Suppress Fear
Aid - 2D6 PRE, Fades per minute (+1/4), Increased Endurance Cost - double END (-1/2)
Endurance: 2 END
Active cost: 25 points
Real cost: 17 points
Description: The psychic is able to alter the chemicals in the brain that cause a fear response in a himself or another with a touch. As a result the target will become braver and less prone to a flight response. Note that the Presence given by this power is for resisting fear ONLY, and has that -1/2 limitation, figure out the cost accordingly.
Note: This power is found in Rifts World Book 12: Psyscape.
Physical Powers
Alter Aura
Images - vs. aura detection, only costs END to activate (-1/4), Reduced Range - no range (-1/2), only to alter self (-1/2)
Endurance: 1 END
Active cost: 12 points
Real cost: 6 points
Description: The psychic can alter is psychic aura to fool opponents who can detect auras.
Deaden Senses
Drain - 2D6, vs. perception, Invisible Power effect, can be sensed with mental awareness (+3/4), Recovers per minute (+1/4), Ranged (+1/2)
Endurance: 5 END
Active cost: 50 points
Real cost: 50 points
Description: The psychic can temporarily reduce the acuteness of the target's senses. Perception has a cost of 3 points per level.
Note: This power is found in Rifts World Book 12: Psyscape.
Death Trance
Simulate Death, costs END to activate (-1/4)
Endurance: 1 END
Active cost: 3 points
Real cost: 2 points
Description: Allows the psychic to appear dead.
Ectoplasm
Telekinesis - STR 0, fine manipulation
Endurance: 1 END per phase
Active cost: 10 points
Real cost: 3 points
Description: Allows the psychic to summon an ectoplasmic limb which can't lift much, but has fine manipulation.
Ectoplasmic Disguise
Shape Shift - to touch and sight, limited groups of shapes (25 points), only costs Endurance to activate (+1/4), Concentration, half DCV, constant (-1/2)
Endurance: 5 END
Active cost: 31 points
Real cost: 21 points
Description: The psychic can create life-like ectoplasm over his body and use it to disguise himself. Requires a Disguise roll to impersonate someone. This psionic ability cannot make someone smaller, it only adds material to them.
Note: This power is found in Rifts World Book 12: Psyscape.
Impervious to Cold
Armor - 12 resistant ED, only vs. cold (-1), Extra Time - 1 turn (-1), Concentrate - 0 DCV (-1/2)
Life Support - vs. intense cold, Linked to Armor (-1/2), costs END to activate (-1/4)
Endurance: 2 END
Active cost: 18+2 points
Real cost: 5+1 points
Description: A short trance that makes the psychic highly resistant to cold.
Impervious to Fire
Armor - 12 resistant ED, only vs. heat (-1), Extra Time - 1 turn (-1), Concentrate - 0 DCV (-1/2)
Life Support - vs. intense heat, Linked to Armor (-1/2), costs END to activate (-1/4)
Endurance: 2 END
Active cost: 18+2 points
Real cost: 5+1 points
Description: A short trance that makes the psychic resistant to heat and fire.
Impervious to Poison/Toxin
Life Support - vs. all terrestrial poisons and biological warfare agents, costs END to activate (-1/4)
Endurance: 1 END
Active cost: 10 points
Real cost: 8 points
Description: Allows the psychic to cancel the effects of poisons.
Levitation
Telekinesis - STR 10 (15 points), Affects whole object (-1/4), Limited power - only to lift straight up (-1), Increased Endurance Cost - double END (-1/2)
Endurance: 3 END per phase
Active cost: 15 points
Real cost: 5 points
Description: Allows the psychic to make make objects float.
Nightvision
Enhanced Senses - Night vision, costs END to activate (-1/4)
Endurance: 0 END
Active cost: 5 points
Real cost: 4 points
Description: Allows the psychic to see in the dark.
Resist Fatigue
Aid - 2D6 STUN, Limited Power - self only (-1/2), Extra time - 1 minute (-1 1/2)
Endurance: 2 END
Active cost: 20 points
Real cost: 7 points
Description: A trance that can help to quickly restore fatigue in the psychic.
Resist Hunger
Life Support - diminished eating (1 point), costs END to activate (-1/4)
Endurance: 1 END
Active cost: 1 points
Real cost: 1 points
Description: Allows the psychic to survive without food for up to 2 months.
Resist Thirst
Life Support - diminished eating (1 point), only vs drinking (-1), costs END to activate (-1/4)
Endurance: 1 END
Active cost: 1 points
Real cost: 1 points
Description: Allows the psychic to survive without water for up to 2 months.
Summon Inner Strength
Aid - 2D6 CON (20 points), Limited Power - self only (-1/2), fades 5 active per 5 minutes (+1/2), Increased END - X2 END (-1)
Endurance: 6 END
Active cost: 30 points
Real cost: 12 points
Description: The psychic call on hidden reserves of inner reserves.
Telekinesis
Telekinesis - STR 10 (15 points), Affects whole object (-1/4), Increased Endurance Cost - double END (-1/2)
Endurance: 3 END per phase
Active cost: 15 points
Real cost: 9 points
Description: Allows the psychic to move objects at will.
Telekinetic Acceleration Attack
Killing Attack: Ranged, 3D6+1, Must have a small hard object handy (-1/4), Increased Endurance Cost - double END (-1/2)
Endurance: 10 END
Active cost: 50 points
Real cost: 29 points
Description: The psychic is able to use telekinesis to super accelerate a small object to high speeds and hurl it at a target.
Note: This power is found in Rifts World Book 12: Psyscape.
Telekinetic Leap
Leaping - 5 inches, Increased Endurance Cost - double END (-1/2)
Endurance: 2 END
Active cost: 5 points
Real cost: 3 points
Description: The psychic is able to boost the strength of his leaps using telekinesis.
Note: This power is found in Rifts World Book 12: Psyscape.
Telekinetic Lift
Strength, +1, Only for lifting, not punching (-1/2), costs END to activate (-1/4)
Endurance: 1 END
Active cost: 1 points
Real cost: 1 points
Description: The psychic is able to boost the strength of his lifting objects using telekinesis by 20% but cannot use this increased strength to do damage to opponents.
Note: I know this is a useless power in Champions terms, but it's accurate to the original power!
Note: This power is found in Rifts World Book 12: Psyscape.
Telekinetic Punch
Hand Attack +3D6, Increased Endurance Cost - double END (-1/2)
Endurance: 1 END
Active cost: 9 points
Real cost: 6 points
Description: The psychic is able to boost the damage of his punches using telekinesis.
Note: This power is found in Rifts World Book 12: Psyscape.
Sensitive Powers
Astral Projection
Clairsentience to sight group and normal hearing, single other dimension, only costs END to activate (+1/4), extra time 5 minutes (-2), concentrate - 0 DCV constant (-1)
Endurance: 4 END
Active cost: 44 points
Real cost: 11 points
Description: The psychic is able to go into a trance which allows him to leave his body and either see and hear things at a distance or visit the astral realm.
Commune With Spirits
Detect Spirits, ranged, costs END to activate (-1/4)
Endurance: 1 END
Active cost: 6 points
Real cost: 8 points
Description: The psychic is able to use this power to know if there are spirits nearby. If their are some nearby and they are disposed to they can choose to speak to the psychic, but that is up to the spirit.
Note: This power is found in Rifts World Book 12: Psyscape.
Empathy
Telepathy, 6D6, reading only (-1/2), only tells emotions (-1/4)
Endurance: 3 END per phase
Active cost: 30 points
Real cost: 17 points
Description: The psychic is able to sense the dominant emotions in a target.
Intuitive Combat
Dexterity +5, Does Not Add to Figured (-1/2), Extra Time - 1 turn (-1), Costs Endurance (-1/2)
Endurance: 1 END per phase
Active cost: 15 points
Real cost: 5 points
Description: After a brief preparation the psychic is able to focus himself on combat, allowing him to be more agile and hit objects more often.
Note: This power is found in Rifts World Book 12: Psyscape.
Machine Ghost
Telepathy - 6D6, useable against computer's INT (+1/2), reading only (-1/2), only against computers and AIs (-1), Concentrate - 0 DCV constant (-1), No range (-1/2)
Endurance: 4 END per phase
Active cost: 45 points
Real cost: 11 points
Description: By entering a trance the psychic can read information off a computer he is near.
Note: This power is found in Rifts World Book 12: Psyscape.
Mask I.S.P. and Psionics
Invisibility to detect psychics, no fringe, Reduced Endurance Cost - half END (+1/4), cannot use ANY other psionic powers while using (-1/2).
Endurance: 2 END per phase
Active cost: 37 points
Real cost: 25 points
Description: The psychic can mask his status as a psychic from those who can detect it, but this power only works as long as he does not activate his other psionic abilities. Cloaks the psychic from the Detect Psionics healing psionic ability.
Note: This power is found in Rifts World Book 12: Psyscape.
Mask P.P.E.
Invisibility to detect magical abilities, no fringe, Reduced Endurance Cost - half END (+1/4)
Endurance: 2 END per phase
Active cost: 37 points
Real cost: 37 points
Description: The psychic can mask his status as a magic user from those who can detect it, but this power only works as long as he does not cast magic spells. Cloaks the psychic from the Sense Magic sensitive psionic ability.
Note: This power is found in Rifts World Book 12: Psyscape.
Mind Block
Mental Defense, 12 interferes with ALL Telepathy, Mind Link, Mind Control the character uses (-1/4), costs END to activate (-1/4)
Endurance: 1 END per phase
Active cost: 12 points
Real cost: 8 points
Description: Protects the psychic from intrusive mind control and mind reading, but also blocks any attempt he makes to use those type of powers or any friendly attempt to contact him.
Presence Sense
Enhanced Senses - Detect Supernatural, ranged, discriminatory, 360 degree, costs END to activate (-1/4)
Endurance: 3 END per phase
Active cost: 28 points
Real cost: 22 points
Description: Allows the psychic to tell if supernatural creatures are around him. Get some information on number and general direction, but no details.
Read Dimensional Portal
Detect Dimensional Portal, discriminatory, Costs Endurance (-1/2)
Endurance: 1 END per phase
Active cost: 8 points
Real cost: 5 points
Description: When the psychic uses this ability on a dimensional portal he can gains information who where it leads and how it was created.
Note: This power is found in Rifts World Book 12: Psyscape.
See Aura
Enhanced Senses - Detect Aura (as Aura Vision in the Ultimate Mentalist), ranged, discriminatory, costs END to activate (-1/4)
Endurance: 0 END per phase
Active cost: 10 points
Real cost: 8 points
Description: Allows the psychic to see the aura of a target.
See the Invisible
Enhanced Senses - Detect Invisible Things, as a sense, ranged, targeting, discriminatory, only against supernatural invisibility (-1/2), costs END to activate (-1/4)
Endurance: 3 END
Active cost: 30 points
Real cost: 17 points
Description: Allows the psychic to see invisible things.
Sense Evil
Enhanced Senses - Detect supernatural evil, discriminatory, costs endurance (-1/2)
Endurance: 1 END per phase
Active cost: 8 points
Real cost: 5 points
Description: Allows the psychic to sense the presence of supernatural evil and tells him about it's level of power.
Sense Magic
Enhanced Senses - Detect magic, discriminatory, costs endurance (-1/2)
Endurance: 1 END per phase
Active cost: 8 points
Real cost: 5 points
Description: Allows the psychic to sense the presence of magic spells or magic items.
Sense Time
Absolute Time Sense, costs END to activate (-1/4)
Endurance: 1 END
Active cost: 3 points
Real cost: 2 points
Description: Allows the psychic accurately gauge the passage of time without assistance.
Note: This power is found in Rifts World Book 12: Psyscape.
Sixth Sense
Danger Sense, any attack, costs END to activate (-1/4)
Endurance: 2 END
Active cost: 20 points
Real cost: 16 points
Description: Gives the psychic a precognitive flash of warning before they are attacked. It isn't activated by choice, but when it goes off it costs them 2 END.
Speed Reading
Speed Reading, costs END to activate (-1/4)
Endurance: 1 END
Active cost: 3 points
Real cost: 2 points
Description: Allows the psychic to read at incredible speeds.
Telepathy
Telepathy - 6D6, Concentration, half DCV constant (-1/2)
Endurance: 3 END
Active cost: 30 points
Real cost: 20 points
Description: Allows the psychic to read surface thoughts or send telepathic messages to those in line of sight.
Total Recall
Eidetic Memory, costs END to activate (-1/4)
Endurance: 1 END
Active cost: 10 points
Real cost: 8 points
Description: Allows the psychic to remember anything.
Super Powers
Bio-Manipulation
Flash - 6D6, based on ECV (+1), variable special effect (+1/4)
Endurance: 7 END
Active cost: 67 points
Real cost: 67 points
Description: The psychic can block a targets sight, hearing or sense of touch.
Bio-Regeneration
Healing - 8D6 effect (80 points), Extra time - 1 minute (-1 1/2), Concentration - 0 DCV, constant (-1), increased endurance cost - x2 END (-1/2), Only vs. self (-1/2)
Endurance: 16 END
Active cost: 80 points
Real cost: 18 points
Description: The psychic goes into a trance, causing causing a target to heal.
Empathic Transmission
Mind Control - 6D6, Telepathic contact (+1/2), can only send emotions (-1/4)
Endurance: 4 END per phase
Active cost: 45 points
Real cost: 36 points
Description: Allow the psychic to change a targets emotions mentally.
Hypnotic Suggestion
Mind Control - 6D6, must have eye contact (-1/4)
Endurance: 3 END per phase
Active cost: 30 points
Real cost: 24 points
Description: Allow the psychic to influence the actions of a target by locking eyes with the target and speaking to them.
Mind Block Auto Defense
Mental Defense, 12 interferes with ALL Telepathy, Mind Link, Mind Control the character uses (-1/4)
Endurance: 1 END per phase
Active cost: 12 points
Real cost: 10 points
Description: Protects the psychic from intrusive mind control and mind reading, but also blocks any attempt he makes to use those type of powers or any friendly attempt to contact him. Unlike a normal mind block, this costs no END to activate.
Mind Bolt
Killing Attack, Ranged - 2D6, Increased Endurance Cost - triple END (-1)
Endurance: 9 END
Active cost: 30 points
Real cost: 15 points
Description: Allows the psychic to fire bolts of psychic energy which inflicts damage on the physical world.
Mind Wipe
Mind Control - 12D6, Telepathic contact (+1/2), One command - Forget (-1/2), No range (-1/2), Gesture - constant (-1/2), Extra Time - 5 minutes (-2)
Endurance: 9 END
Active cost: 90 points
Real cost: 20 points
Description: Allow the psychic to force a target to forget something by touching their heads for 5 minutes.
Psi-Shield
Force Field - 8 resistant ED and PD
Endurance: 2 END per phase
Active cost: 16 points
Real cost: 16 points
Description: Allows the psychic to summon a shield of psychic energy which absorbs damage from the physical world.
Psi-Sword
Killing Attack: Ranged - 2D6, No Range (-1/2), No Knockback (-1/4)
Endurance: 3 END
Active cost: 30 points
Real cost: 17 points
Description: Allows the psychic to summon a sword of psychic energy which inflicts damage on the physical world.
Telekinetic Force Field
Force Wall - 3 Resistant ED 3 Resistant PD
Endurance: 1 END per phase
Active cost: 15 points
Real cost: 15 points
Description: Allows the psychic to erect a telekinetic barrier.
Psionics Abilities created by Palladium Books.
Champions rules conversion by Mathew R. Ignash - mathewignash@comcast.net.
Last Updated - October, 2003