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Psionics (Psions and Latents)

Psionics are focused abilities of the mind. Very few people have Psi and even fewer are trained to use it. At character creation, a character may have psychic powers. They can have a raw talent in one Psionic discipline known as a Latent, or be a true Psion dedicated to the way of the mind by picking the Psion background. Either way they get to decide which Talent they would like.

Psi Talent Types

  • Telek
  • Telepath
  • Port
  • Physical
  • Pyro
  • Cryo
  • Electro

Once a Psi Talent is acquired, the user gains A Raw Talent. Then at anytime they can learn skills on how to use that Psi Talent with more finesse and in new ways.

Advancement

  • Psions: Start at Talent Score 2 in one Talent. On each level, add +1 to any Psi Talent Score. They can also spend their character point when they gain a level to raise a talent by an additional 1 pt or pick a new talent at score of 1.
  • Latents: Start at Talent Score 1 in one Talent. When leveling, they may spend a Character Point to raise that Talent Score by 1.

Raw Talents don't need Points to calculate leveling the Score up.

General Psi Skills

These are skills Psions can learn regardless of their Talent. Using these Skills cost no Psi energy.

  • Blind Psi (PER): Able to use powers without line of sight if you know the target's location. With an active C1 skill roll the Psion can find targets within range with just the mind. Range Score + 10 yards.
  • Meditation: (WIL): Shorten recovery and regain Psi Energy faster.
  • Mind Linking (INT): Combine powers with another Psionic to add effectiveness or Share Psi energy. To calculate combine Psionic Powers, calculate the Points can be drawn from another if willing or given to another at the rate of the highest Score Psionic User. Touching gives a Bonus +4 to any Mind Linking rolls.
  • Sense Psionics (PER): Passively anytime psionics are used nearby the character has a chance to feel it and identify who is doing it. Actively a Psionicist can try to sense around them to know who or what is Psionically capable even if they aren't using it. Range is Score + 5 yards
  • Hide Presence (WILL): Passively the Psion can make themselves harder to notice from Blind Psi, Sense Psionics, or Psion scanners. Score + WIL is subtracted from any detection rolls.
  • Psi Optimization (INT) The Psion has studied how to use their Psionics more efficiently. When a psi power is used and a High d20 Score roll is made, the ability costs nothing that round. | Score + INT | Natural d20 Score roll | | 1-4 | 19-20 | | 5-9 | 18-20 | | 10-14 | 17-20 | | 15-19 | 16-20 | | 20 | 15-20 |

Using Psionics

Psi Energy: Each Psi power has a point cost to use each time. Psion or Latent Psionicist will have Psi Energy, and they increase when a higher Score in Psionics are gained.

Latent Psionicists will have 1D6 + WIL per Score in their Talent.

Psions will have 6 + WIL per Score in Psi Energy. Only use the highest Psi Talent Score if the Character has more than one.

  • Recovery: 1d4 Psi Energy per hour; resting doubles this. A successful Meditation roll restores 1 + skill effect Psi Energy in 15 minutes.

Concentration levels:

  • C0: Conscious activation and use; Little or no effort; can be toggled on/off; unlimited simultaneous uses.
  • C1: Moderate focus; can combine two C1 effects; move and fight at -1 to rolls; max time = Wil/2 hours per day.
  • C2: Heavy focus; slow walk/simple actions only; no other attacks; max time = 5 * Wil minutes; damage forces a Will roll to maintain.
  • C3: Extreme focus; any hit forces a Will roll or loss; damage always breaks it. Max time = 5 * Wil seconds; each extra 5 seconds requires another Will roll.

Psi Skills

Psionic Talents can be used in specialized ways we call Psionic Talent Skills. These skills are learned through skill points like any other skill. The Skill Score can't be raised higher than the Score of the Psionic Talent.

Rare Skills represent specialized knowledge or techniques that cannot be learned through normal training alone. Rare skills cannot be selected during character creation and must be learned through direct instruction from a teacher or by studying an example of the technique in action. Characters seeking to acquire rare skills must find mentors, locate training facilities, or observe practitioners who possess these abilities.

Advanced rules - Psions could develop their own skills with approval from the Director.


Telek

Telekinesis — Raw Talent

  • Range: Score2 yd
  • Activation: C1
  • Resistance: none
  • Psi Energy: 1/round
    Move light objects within line of sight up to Score lbs. Velocity = 5 * Score ft/s. Hard objects hurled deal 1d4 + Score damage; attack with Talent Score + Will. First attack against an unaware target gains +4 (surprise).

Telek Skills

Micro Manipulation

  • Range: Score yd
  • Activation: C2
  • Resistance: none
  • Psi Energy: 1/round
    Fine control of tiny objects up to Score * 0.5 lbs. Can write, pick locks (with Blind Psi), or rig dice rolls.

Levitate

  • Range: self or Score * 2 yd
  • Activation: C1 self, C2 Others,
  • Resistance: none
  • Psi Energy: 0.5/round
    Lift and stabilize self or a willing target; vertical speed = Score yd/round. Max weight is Score * 50 + 100 lbs

Megakinesis

  • Range: Varies
  • Activation: C3
  • Resistance: none
  • Psi Energy: 3/round

The Psionicist with great concentration can move massive objects as if in a telekinetic net. Max movement speed is Velocity = Score * 2 ft/s. Unwilling targets may still act and attack targets within range at negative the Psi's Megakinesis score. Fast moving targets can be slowed, dropping their speed by as much as 40 feet per second or 27 MPH

Maximum Weight by Score:

Score Range in Yards Max Weight Tons
1 3 500 lbs 0.25
2 6 1,000 lbs 0.5
3 10 2,000 lbs 1
4 16 4,000 lbs 2
5 20 8,000 lbs 4
6 25 16,000 lbs 8
7 30 32,000 lbs 16
8 40 64,000 lbs 32
9 60 125,000 lbs 62.5
10 80 200,000 lbs 100

Example: A Telek with a Score of 5 can grab a speeding car (up to 8,000 lbs) about to hit them and reduce its velocity by 40 ft/s (27 mph) in 1 second.

Shield

  • Range: Score yd
  • Activation: C1 or C2
  • Resistance: none
  • Psi Energy: 1 or 2/round
    Creates a transparent barrier diameter Score * 5 feet. Soaks Score * 10 total damage (C1) or Score * 20 (C2). Drops when total is exceeded. the shield can't be moved.

Telekinetic Strength

  • Range: self
  • Activation: C1
  • Resistance: none
  • Psi Energy: 0.5/round
    Adds +Score to STR (max STR 30) and a temporary HP pool Score * 4 used first. Any damage done to the extra points just goes away when concentration ends.

Hold

  • Range: Score2 yd
  • Activation: C2
  • Resistance: Strength vs Will + Score
  • Psi Energy: 2/round
    Immobilizes target limbs; they may attempt to break free each round with a contested roll. If the Target has Telekinesis Raw Ability, they can try to shatter the hold with their own Score Contested Roll.

Flight (Rare)

  • Range: self
  • Activation: C1
  • Resistance: none
  • Psi Energy: 1/round
    Sustained telekinetic flight at 3 * Score yd/round.

Crush (Rare)

  • Range: 2 * Score yd
  • Activation: C3
  • Resistance: Strength vs Will + Score
  • Psi Energy: 2/round
    Deals 1d6 + Score damage per round to a focused location; failed resist also prevents physical attacks with that location.

Blast (Rare)

  • Range: 2 * Score yd
  • Activation: C2 or C3
  • Resistance: none Or dodge
  • Psi Energy: 5

Detonates a concussive pulse for 2 * Score + 1d6 subdual damage in a 10 ft radius; applies knockback no resistance or dodge possible.

Additional Damage can be caused if the Psion wants to detonate contacting a person. With C3 concentration the Psion makes a targeted attack. Use the Target's Dodge and any targeting modifiers they chose for called shots, or roll location normally. In contact with a location applies an additional damage of Score + 1d6 times the location multiplier as well as the Concussion Damage.

Shear (Rare)

  • Range: Score yd
  • Activation: C3
  • Resistance: Strength vs Will + Score
  • Psi Energy: 4/round
    Deals Score + 2d4 damage per round by pulling in opposite directions; failed resist prevents physical attacks that round. After a successful attack with shear the character rolls location as gun combat twice. If the same zone rolled both times, reroll the second roll. The Target is held from the two locations and no movement can be done with them. Subsequent rolls for the shear attack are at +4 and continue holding the two locations.

Telepath

Telepath powers that target unwilling minds are resisted by the target's WIL + Psi Def modifier. Targets with no psionic ability have a Psi Def of 0. Psionically active characters and those with mental training may have positive Psi Def scores.

Empathy — Raw Talent

  • Range: Score2 yd
  • Activation: C0
  • Resistance: WIL + Psi Def
  • Psi Energy: 1/min

Sense emotional states of minds within range. Strong emotions are easier to detect. A successful resistance means the target's emotional state remains hidden.

Telepath Skills

Telepathy

  • Range: Score2 yd
  • Activation: C1
  • Resistance: WIL + Psi Def
  • Psi Energy: 1/round

Two-way mental conversation with a willing target. Unwilling targets can resist; success blocks the connection entirely. Can pair with Blind Psi for long-distance relay.

Mind Block

  • Range: self or Score2 yd
  • Activation: C1
  • Resistance: none
  • Psi Energy: 1/min

Grants +Score to Psi Def against intrusive telepathy, compulsion, and mental attacks. Can be placed on self or a willing target within range.

Suggestion

  • Range: Score yd
  • Activation: C1
  • Resistance: WIL + Psi Def
  • Psi Energy: 1/use

Implant a simple, reasonable course of action in a target's mind. The suggestion must be something the target could plausibly do. Obvious self-harm or completely out-of-character actions automatically fail.

Mind Blast

  • Range: Score2 yd
  • Activation: C1
  • Resistance: WIL + Psi Def
  • Psi Energy: 2/use

A psychic attack dealing 1d4 + Score subdual damage. Failed resistance also stuns for 1 round. Targets reduced to 0 HP by subdual are unconscious.

Astral Projection

  • Range: Score2 yd
  • Activation: C2
  • Resistance: none
  • Psi Energy: 1/min

Project awareness outside the body as an invisible astral form. The body is helpless during projection. Sensory range equals talent range. Can observe but not interact with physical world.

Sense Astral / Minds

  • Range: Score2 yd
  • Activation: C1
  • Resistance: none (passive detection)
  • Psi Energy: 1/min

Detect the presence of conscious minds, astral forms, or psionic activity within range. Can estimate number and intensity of minds but not read thoughts.

Mega Telepathy (Rare)

  • Range: Score2 yd
  • Activation: C1
  • Resistance: WIL + Psi Def (per target)
  • Psi Energy: 2/min

Broadcast a mental message to all minds within range, or attempt to scan surface thoughts of a group simultaneously. Each target resists individually.

Domination (Rare)

  • Range: Score2 yd
  • Activation: C2
  • Resistance: WIL + Psi Def (contested each round)
  • Psi Energy: 2/round

Take direct control of a target's actions. Target gets a new resistance roll each round. Complex actions or those against the target's nature grant bonus to resistance.

Blind Senses (Rare)

  • Range: Score2 yd
  • Activation: C1
  • Resistance: none
  • Psi Energy: 1/min

Perceive surroundings by sensing minds and astral echoes. Ignore darkness, smoke, and cover. Can sense through walls up to max range unless blocked by a force field or gold shielding.

Heal Mind (Rare)

  • Range: touch or Score yd
  • Activation: C3
  • Resistance: none (willing targets only)
  • Psi Energy: 2/use

Remove mental afflictions, stun, confusion, or psionic effects from a willing target. Contested vs the effect's DC or the attacker's Talent Score + WIL.

Distort Psyche (Rare)

  • Range: Score2 yd
  • Activation: C3
  • Resistance: WIL + Psi Def
  • Psi Energy: 2/use

Inflict a phobia, hallucination, or false sensory input on a target. Effects last Score minutes or until the target takes damage. Severe distortions may cause the target to flee or act erratically.


Port (Teleportation)

Port Object — Base

  • Range: Score yd
  • Activation: C1
  • Resistance: none
  • Psi Energy: 1/use
    Teleport a small object in hand up to Score lbs to a visible location within range.
  • Range: self, Score * 2 yd
  • Activation: C1
  • Resistance: none
  • Psi Energy: 1/use
    Instant short hop for dodge/position; grants +2 to one defense check if timed as a reaction. Counts as a short move for attacks.

Short Hop

  • Range: self, Score * 10 yd
  • Activation: C2
  • Resistance: none
  • Psi Energy: 2/use
    Step through space with a flash; requires line of sight. Takes a full round of action.

Dimensional Storage

  • Range: self
  • Activation: C1
  • Resistance: none
  • Psi Energy: 1/use
    Store/retrieve a small handheld item in a pocket dimension anchored to the user (up to Score * 5 lbs tracked by the player).

Mega-Tport (Rare)

  • Range: Score miles
  • Activation: C3
  • Resistance: Will (for unwilling targets)
  • Psi Energy: 10/use
    Teleport multiple people or a large object (up to Score * 500 lbs) to a seen or well-mapped location. Unwilling targets get a contested Will roll.

Port Strike (Rare)

  • Range: Score * 2 yd
  • Activation: C2
  • Resistance: Will
  • Psi Energy: 4/use
    This ability allows the user to Teleport a small hard object like a screwdriver into a target and the target will feel an item opening a wound and the Roll location; can use called-shot modifiers. Deals 1d6 + Score; contested Will to avoid.

Disintegrate (Rare)

  • Range: Score yd
  • Activation: C3
  • Resistance: Will
  • Psi Energy: 10/use
    Destroy a small amount of matter (Score + 0.5 lbs). Line of sight; can target locations as a called shots with +3 to hit. Deals 2d6 + Score; leaves a scorched wound.

Somakinesis

Somakinesis is also known as Body Control. It allows the user to increase their own body's abilities with the power of mind over body.

Mind Over Pain - Somakinesis Raw Ability

  • Range: self
  • Activation: C0
  • Resistance: none
  • Psi Energy: 2/min
    Suppress pain signals and reduces stun rolls

Muscle Surge

  • Range: self
  • Activation: C1
  • Resistance: none
  • Psi Energy: 1/round
    Increase raw strength by +Score to STR (max STR 30) for lifting, grapples, and melee damage.

Harden Flesh

  • Range: self
  • Activation: C1
  • Resistance: none
  • Psi Energy: 1/round
    Toughen skin and bone; gain +Score/2 (round up) armor against physical damage.

Reflex Spike

  • Range: self
  • Activation: C1
  • Resistance: none
  • Psi Energy: 1/round
    Boost nerve conduction; gain +Score to REF (caps at REF 30) and +Score to initiative/defense checks.

Pain Gate

  • Range: self
  • Activation: C2
  • Resistance: none
  • Psi Energy: 2/min
    Suppress pain signals; ignore wound penalties and stun for the duration.

Quick Mend

  • Range: self
  • Activation: C2
  • Resistance: none
  • Psi Energy: 2/min
    Accelerate cell repair; heal 1d6 + Score HP; closes bleeding.

Adrenal Flood (Rare)

  • Range: self
  • Activation: C3
  • Resistance: none
  • Psi Energy: 3/round
    Massive temporary spike: gain +Score to STR, +Score to REF, and +Score to armor for 3 rounds; afterward suffer -2 to all stats for 1 hour.

Bone Sheath (Rare)

  • Range: self
  • Activation: C2
  • Resistance: none
  • Psi Energy: 2/round
    Reinforce skeleton and fascia; reduce incoming physical damage by Score each hit; halves fall damage.

Cellular Regeneration (Rare)

  • Range: self
  • Activation: C2
  • Resistance: none
  • Psi Energy: 3/min
    Rapid healing surge; recover 2d6 + Score HP per minute and purge basic poisons/radiation effects with a successful Fit roll.

Pyro, Cryo, Electro

Flame / Ice / Spark — Base

  • Range: line of sight
  • Activation: C1
  • Resistance: Agility/Dodge (Director)
  • Psi Energy: 1/use + 1/round to sustain
    Creates a small elemental effect at range. Deals 1d4 per Talent Score on the first round; each following round deals one die less until the effect ends. Targets save for half on first round; subsequent rounds allow another save to end early.

Bolt

  • Range: Score * 4 yd
  • Activation: C1
  • Resistance: Agility
  • Psi Energy: 1/use
    Elemental bolt for 1d6 + Score damage.

Resist Heat/Cold/Shock

  • Range: self
  • Activation: C1
  • Resistance: none
  • Psi Energy: 1/min
    Gain resistance to the matching element; halve incoming damage of that type.

Flash

  • Range: cone Score * 2 yd
  • Activation: C1
  • Resistance: PER/Agility
  • Psi Energy: 1/use
    Brief oxygen-burn/freezing/ion wave; targets save or be blinded/staggered for 1 round.

Magnify

  • Range: modifier
  • Activation: adds C1
  • Resistance: none
  • Psi Energy: +extra dice spent
    Add +100% effect per extra die spent (e.g., add one die of damage per Talent Score expended).

Wall (Rare)

  • Range: Score yd
  • Activation: C2
  • Resistance: none
  • Psi Energy: 2/round
    Creates a 10 ft by 10 ft wall of flame/ice/lightning per Score; provides cover and deals 1d6 on contact.

Storm (Rare)

  • Range: Score2 yd
  • Activation: C3
  • Resistance: varies
  • Psi Energy: 3/round
    Area barrage of micro-bolts/ice shards/gouts; deals 1d4 + Score to all in a 15 ft radius each round; targets can dive for half.