Psionics

Psionics

Psionics are the powers of the mind. This section details the various disciplines and skills available to psionic characters.

Psionic Energy Points

Because the use of psionic skills requires a lot of mental energy, a psionic character is not able to use these all the time. This limitation is reflected in the number of Psionic Energy Points (PP) a character has.

Origin / Profession PP Calculation
Mindwalker 1 × Will
Fraal 1.5 × Will

Using Mental Abilities

Whether a psionic skill check succeeds or not, the character suffers a loss of psionic energy points with every attempted mental action.

Action Result Energy Lost
Specialty skill (success or failure) 1
Broad skill (success or failure) 2
Critical Failure result 3

A character who runs out of psionic energy points can’t use psionic abilities before recovering at least some points. If a character uses an ability and loses more points than are available, they suffer 1 point of fatigue damage for each point that wasn’t available to spend.

Extended Duration

Many psionic skills remain in effect for a time after they are activated, without the need for skill checks to keep the power “on.” If a character attempting to use one of these skills makes a successful skill check, the power goes into effect at the start of the phase immediately following the skill check. It remains in effect automatically for the remainder of the current round and throughout all of the next round.

The effect of the skill can be further extended if the character is willing and able to spend psionic energy points to keep it going.

Title Time Interval
Rookie 3 rounds
Seasoned 10 rounds
Veteran 10 minutes
Exemplar 1 hour
Legend 5 hours

Psionic Energy Recovery

A character can attempt to recover psionic energy points at the end of any hour in which he or she did not use a psionic skill. The outcome depends on a Resolve—mental or Will feat check:

  • Critical Failure: The character loses 1 point (suffering fatigue damage if 0 left).
  • Failure: No points recovered.
  • Ordinary: 1 point recovered.
  • Good: 2 points recovered.
  • Amazing: 3 points recovered.

Full Recovery: If a character spends eight hours resting and not attempting to use mental abilities, all psionic energy points are recovered (no check necessary).

Resisting Mental Abilities

If a mental ability is directed at another character, that character’s Will resistance modifier is figured into the psionic-user’s skill check. Additionally, a target’s skill in Resolve—mental can provide additional modifiers to the check.

Visual Range

A number of psionic skills are listed as having a visual range. For these skills, the psionic-user must have a direct line of sight to the intended target and be able to perceive them clearly.

In cases where visibility is unclear, the Gamemaster may require an Awareness—perception or Awareness—intuition check to establish a clear line of sight before the power can be used.

Disciplines

Discipline/Power Attr. Cost
PSIONICS
Biokinesis CON 6
Bio-armor CON 3
Bioweapon CON 3
Control Metabolism CON 2
Heal CON 4
Intangibility CON 4
Morph CON 4
Rejuvenate CON 3
Clamber CON 2
Shatter CON 3
Transfer Damage CON 2
ESP INT 5
Battle Mind INT 4
Clairaudience INT 2
Clairvoyance INT 2
Dream Hunt INT 3
Empathy INT 1
Mind Reading INT 3
Navcognition INT 3
Postcognition INT 3
Precognition INT 4
Psychometry INT 3
Psychoportation WIL 7
Alter Speed WIL 4
Apportation WIL 6
Duplicate WIL 6
Teleportation WIL 5
Timeslip WIL 6
Telekinesis WIL 5
Cryokinetics WIL 3
Electrokinetics WIL 3
Kinetic Blow WIL 3
Kinetic Shield WIL 3
Levitation WIL 3
Photokinetics WIL 1
Psychokinetics WIL 3
Pyrokinesis WIL 3
Sheya's Clutch WIL 4
Telepathy PER 5
Contact PER 3
Datalink PER 4
Drain PER 4
Empathic Projection PER 3
Illusion PER 3
Mind Blast PER 4
Mind Shield PER 2
Mind Wipe PER 5
Psychic Armor PER 2
Psychic Projection PER 5
Suggest PER 3
Tire PER 2
Undo PER 3
Guidance PER 4
Subdual PER 3

This section is under construction.