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PSYCHIC POWERS

Psychic wield a number of unique skills. The general rule of thumb


concerning psychics in Deeds Not Words is that psionic arts are
rarely as versatile or as powerful as magic spells, but they are
much more subtle and easy to activate. A mystic with his hands
tied behind his back is unable to cast spells, but no mere physical
restraints will dampen the powers of a psion.
Psychic powers list:
Animal Mastery
Animal Rapport
Astral Barrier
Astral Enhancement
Astral Projection
Astral Vision
Bioshock
Cause Blight
Cause Earthquake
Cause Hallucination
Cause Pain
Charisma Enhancement
Clairsentience
Conceal Psi
Cryokinesis
Distant Rapport
Energy Drain
Enhanced Mental Domination*
Enhanced Mental Shield*
Enhanced Psionic Blade*
Enhanced Psionic Bolt*
Entropic Touch
Gremlinism
Healing Touch
Illusion Acuity
Life Drain
Mental Attack
Mental Domination
Mental Possession
Mental Shield
Metabolic Regulation
Mindlock Combat
Mindlock Mastery*
Plant Mastery
Power Reversal
Precognition
Probability Mastery
Psi-Enhanced Strike*
Psi-Linguistics
Psi-Linking
Psionic Alarm
Psionic Blade
Psionic Bolt
Psionic Dodge*
Psionic Nullification
Psi-Senses
Psi-Stealth
Psi-Tracking
Psychometry
Pyrokinesis
Resist Fear
Sense Incorporeal
Shadow Mastery
Sixth Sense
Skill Absorption
Surface Empathy
Telekinesis
Telepathy
Weakening Touch

Psychic powers Descriptions:

ANIMAL MASTERY [Cha]


Power List: General
Range: Sight
Activation Cost: 1 PP
Sustained Cost: 1 PP every round
Time Taken: Standard Action
Animal Mastery is a skill that may be used against any animal or
group of animals visible to the character. When this power is
activated, the character must make an Animal Mastery skill check.
For every point on the roll above ten (10), one hit die of animal or
animals may be controlled. Thus, a roll of 14 would allow control of
4 HD of animals, a roll of 20 would allow the control of 10 HD, and
so on, and so forth.
Animals, once controlled, may be given simple, instant mental
commands by the character, so long as the animals remain within
sight. Note that the character is not actually given access to each
animals senses or instincts. He pulls mental strings from a
distance, aware only of each animals state of physical health.
While a character is using Animal Mastery, a great deal of his
attention must be spent to maintain his control. As a result, he
loses his Dex bonus to AC and may take only a partial action each
round at a penalty of -4 to any other skill check. If the user of this
power attempts to take control of a swarm of insects, each
individual swarm should generally be treated
as a 1-HD animal, unless abnormally large.
Two characters with this power may contest the dominance of one
or more animals by making opposed Animal Mastery checks. The
high-rolling character will maintain control of the animal(s) for the
current round and the round immediately thereafter. In the second
round following the contest, the loser of the contest may attempt
to wrest control of the animals once again.
This power has no effect on super-pets, bonded
companions, or familiars possessed by other characters.

animal

ANIMAL RAPPORT [Wit]


Range: 10 ft. + 5 ft./level
Activation Cost: 1 EP
Sustained Cost: 1 EP/10 minutes
Time Taken: Standard action (to initiate)
A psion with this talent has the ability to generate a lowgrade psi
field in his immediate vicinity that calms animals, domesticated or
wild, and renders them easier to deal with. When this talent is
activated, the psion receives a variable bonus (based on class
level) to all Animal Empathy and Handle Animal skill checks made
against animals within the area of effect. This bonus may also be
applied to a Ride check made with a riding animal.
Skill rolls
Bonus to Relevant Skill Checks
Less than 10
+1
10-13
+2
14-17
+3
18-21
+4
22-25
+5
26-29
+6
30-33
+7
34-37
+8
38-41
+9
42-45
+10
46-49
+11
50+
+12
ASTRAL BARRIER [Int]
Range: Varies with level
Activation Cost: 1 PP
Sustained Cost: 1 PP every minute
Time Taken: Standard Action (to raise)
When the psion raises his Astral Barrier, no being on the Astral
Plane may come within a certain radius of his material body. In
order to use the Astral Barrier, a character must be conscious and
on the Material Plane.
The Astral Barrier will prevent teleportation within its radius (as
teleportation is instantaneous travel through the Astral Plane). Any
character trying to teleport to a point within the barriers radius
will appear at its edge instead.

Skill rolls
Less than 10
10-13
14-17
18-21
22-25
26-29
30-33
34-37
38-41
42-45
46-49
50+

Barrier Radius
5 feet
10 feet
15 feet
20 feet
25 feet
30 feet
35 feet
40 feet
45 feet
50 feet
55 feet
60 feet

Deactivating an astral barrier is a free action.


ASTRAL ENHANCEMENT [Wit]
Range: Varies with level
Activation Cost: None
Sustained Cost: None
Time Taken: None
This power strengthens a psions astral body, providing a bonus to
all rolls (including saving throws, skill checks, damage rolls, and
attack rolls) made in the Astral Plane as well as a number of extra
Hit Points per class level for the astral body.
Skill roll
Bonus to Rolls
Bonus
HP
per Level
Less than 10
x
1
10-13
x
14-17
x
18-21
x
22-25
x
26-29
x
30-33
x
34-37
x
38-41
x
42-45
x
46-49
x
50+
x
1-3 +1 1
4-6 +2 1
7-9 +2 2
10-12 +3
13-15 +3
16-18 +4
19-20 +4

2
3
3
4

ASTRAL PROJECTION [ Skill, modified by Int. ]


Range: Sight
Activation Cost: 4 PP
Sustained Cost: None
Time Taken: One minute (to activate)
This dangerous but useful skill separates a psions spirit
from his physical body, allowing him to project an astral
body into the Astral Plane.
When this skill is successfully activated, the character's
physical body is left behind behind on the Material Plane in a
state of suspended animation. The skill projects an astral
copy of the character and all the character wears or carries
onto the Astral Plane.
When on the Astral Plane, the character's astral body is connected
at all times to the character's material body by a silvery
cord. If the cord is broken, the character is killed, astrally and
materially. Luckily, very few things can destroy a silvery
cord. The characters astral body may wander a maximum
distance and remain a maximum time dictated by the psions
Astral Projection skill check, as per the table below.
If an astral body is slain or destroyed without the silvery
cord being broken first, the silvery cord will instantly retract
to the characters material form, waking it from suspended
animation. The psion will suffer 2d10 irresistible subdual
damage from the destruction of his astral body, and may not
attempt to re-enter the Astral Plane for another twenty-four
hours.
Although astral projections are able to function normally on
the Astral Plane, their actions may affect only creatures existing
on the Astral Plane.

Once a psion has left the Astral Plane, voluntarily or involuntarily,


he may not attempt to return for at least one minute.
Skill Roll: Distance Time
Less than 10 None None
10-13 1 mile 10 minutes
14-17 10 miles 1 hour
18-21 100 miles 4 hours
22-25 1,000 miles 8 hours
26-29 10,000 miles 1 day
30-33 100,000 miles 1 week
34+ Unlimited Indefinite
ASTRAL VISION [ Psionic Talent ]
Range: Varies with level
Activation Cost: None
Sustained Cost: None
Time Taken: Standard Action
The psion has the ability to see into the Astral Plane for a
variable number (based on class level) of feet in any direction.
A psions astral vision is not always active (fortunately, or
else the character would be severely distracted). Activating
astral vision requires a standard action for the psion
concentrate
and re-focus his eyes. Returning to ordinary vision is
a free action.
Psion Level Range of Astral Sight
1-3 30 feet
4-6 45 feet
7-9 60 feet
10-12 75 feet
13-15 90 feet
16-18 120 feet
19-20 180 feet
This ability may also be used in reverse, allowing the psion
to gaze back into the Material Plane when on the Astral Plane.
A character with Astral Vision should be allowed a Spot
Check to detect unusual events or the passage of powerful
creatures within the nearby Astral Plane, even when he is not
actively using this power. Astral Vision is unaffected by lighting
conditions of any sort.

to

BIOSHOCK [ Skill, modified by Int. ]


Range: 30 feet
Activation Cost: 2 PP
Sustained Cost: None
Time Taken: Standard Action
Bioshock is a nightmarish psionic skill reminiscent of the
special effects sequences in too many low-budget horror films
to mention. Bioshock may only be used against living, organic
beings. This ability cruelly and acutely throws a subjects
bodily organs and systems into hyperactivity with repeated
exposure to bioshock effects, a subject may experience everything
from internal bleeding to heart or vein explosion.
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To initiate a bioshock attack, a psion must be within range
and within sight of his target, spend 2 PP, and make a
Bioshock skill check. The subject is allowed a Fort Save. For
every point by which the psions Bioshock check exceeds the
Fort Save, the subject takes 1 point of damage. If the psion
doesnt beat the subjects Fort Save, nothing comes of his
power use.
The use of the Bioshock skill counts as an attack. Bioshock
may only be used once per round.
CAUSE BLIGHT [ Skill, modified by Con. ]
Prerequisite: None
Power List: General
Range: Variable (radius from character)
Cost per Use: 2 PP
Sustained Cost: None
Time Taken: Full-round action
Base Cost: 4 EPs
Simply by concentrating for a full round, the character may
cause all forms of regular vegetation and plant life within a
certain radius to wither and die. After this power has been
activated, the withering process will take 1d6 rounds, after
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which time all vegetative matter within the affected area will

have become soft wilted husks and dry brown powder.


When this power is activated, the character must make a
Cause Blight skill check to determine the radius of effect, as
indicated on the table below. Any vegetative life form with
Hit Dice within the radius of effect will take direct hit point
damage from the use of this power.
Skill Roll Radius of Effect HP Damage
Less than 10 None None
10-13 5 ft. 1d4
14-17 10 ft. 1d6
18-21 20 ft. 1d8
22-25 30 ft. 1d10
26-29 45 ft. 2d6
30-33 60 ft. 2d8
34-37 75 ft. 2d10
38-41 90 ft. 3d8
42-45 120 ft. 4d8
46-49 150 ft. 5d8
50+ 180 ft. 6d8
The character may always consciously limit the area of this
powers effect, even to the point of affecting only a single
chosen plant.
Very small plants (blossoms that may be held in one hand,
for example) may be withered as a free action without the
expenditure of power points.
CAUSE EARTHQUAKE [ Skill, modified by Int. ]
Prerequisite: None
Power List: General
Range: Sight
Cost per Use: 3 PP
Sustained Cost: None
Time Taken: Full-round action
Base Cost: 4 EPs
A character with this power has the ability to cause highly
localized but devastating tremors within the earth itself merely
by the force of his will.
The character must select an epicenter for his earthquake,
which may be any spot on the earth (or just below it) within
his field of vision. Once he has chosen an epicenter, he must
spend 3 Power Points and make a Cause Earthquake skill
check after a full-round action:
Skill Roll Radius
Less than 10 None
10-13 10 ft.
14-17 15 ft.
18-21 20 ft.
22-25 30 ft.
26-29 40 ft.
30-33 50 ft.
34-37 60 ft.
38-41 75 ft.
42-45 90 ft.
46-49 120 ft.
50-53 150 ft.
54-57 200 ft.
58-61 250 ft.
62+ 300 ft.
When the character causes an earthquake, an intense tremor
rips the ground within the radius of effect. It knocks creatures
down, collapses structures, opens cracks in the ground, and
more. The shock lasts for the rest of the current round, during
which time creatures on the ground within the radius of effect
cant move along the ground or attack. Mystics on the ground
must make Concentration checks (DC 20 + spell level) or lose
any spells they try to cast. The earthquake affects all terrain,
vegetation, structures, and creatures in the area. The exact
effects depend on the terrain and its features:
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Cave, Cavern, or Tunnel: The power collapses the roof,
dealing 8d6 points of damage to any creature caught under the
cave-in (Reflex Save, DC 15, for half damage). An earthquake
centered on the roof of a very large cavern could also endanger
those outside the actual area of effect but below the falling
debris.
Cliffs: They crumble, causing a landslide that travels horizontally
as far as it fell vertically. An earthquake centered at
the top of a 100-foot cliff would cause the falling cliff to

sweep 100 feet outward from the base of the cliff. Any creature
in the path of the falling debris sustains 8d6 points of
damage (Reflex Save, DC 15, for half damage).
Open Ground: All creatures standing in the affected area
must make Reflex saving throws (DC 15) or fall down.
Fissures open in the ground, and every creature on the ground
has a 25% chance to fall into one (Reflex save DC 20 to
avoid the fissure if one opens beneath a character). These fissures
remain when the earthquake comes to an end. A fissure
will be 2d6 feet deep, and will usually require a successful
Jump or Climb check to escape.
Structure: Most structures standing on open ground collapse,
dealing 8d6 points of damage to those caught within or
beneath the rubble (Reflex Save, DC 15, for half damage).
River, Lake, or Marsh: Fissures open underneath the water,
draining away the water from that area and forming muddy
ground. Soggy marsh or swampland becomes quicksand for 1
round, sucking down creatures and structures. Creatures must
make Reflex saving throws (DC 15) or sink down in the mud
and quicksand. At the beginning of the next round, the rest of
the body of water rushes in to replace the drained water, possibly
drowning those caught in the mud.
CAUSE HALLUCINATION
[ Skill, modified by Int. ]
Range: Sight
Activation Cost: 2 PP
Sustained Cost: 1 PP/round
Time Taken: Standard Action
The Cause Hallucination skill allows a psion to reach out
and seize control of his subjects perceptions creating, for
lack of a better term, a form of mental illusion.
In order to affect his subject, the psion must beat the subjects
Will Save (or Mental Shield, whichever is higher) with
a Cause Hallucination skill check. The greater the margin by
which the psion beats the subject, the greater the vividness
and complexity of the hallucination he may inflict.
Beats Will Save by: Result
5 or less Simple Alteration
6-10 Major Alteration
11-14 Complex Alteration
15-18 Full Hallucination
19+ Dreamscape
Simple Alteration: The psion may alter a single element of
the world as perceived through the subjects senses, affecting
only one sense. Green grass may appear wilted. A clear sky
may appear overcast. A rose may smell like a daffodil.
Major Alteration: The altered element may have multiple
sensory effects. Green grass may look, feel, and smell wilted.
A clear sky may appear overcast and the rumble of thunder
may be heard in the distance.
Complex Alteration: The altered element may even have a
direct effect on the subject. A clear sky in the real world
may yield a hallucinatory downpour on the subject in his own
mind. A hallucinatory mugger will make the subject think he
really has been punched in the stomach.
Full Hallucination: The psion may control every last element
of the subjects hallucinatory world, provided that the
laws of physics and reality arent broken. Weather, landscapes,
and events may be altered in the subjects mind so
long as the changes are relatively realistic.
Dreamscape: Anything goes, and the subject is the psions
plaything. Hallucinatory reality may be twisted in any fashion.
The subject may suddenly find himself cast back to the
Cretaceous period, or trapped in a Lewis Carroll fantasy.
A psion may maintain control of a Simple Alteration or a
Major Alteration with little concentration. Maintaining control
of a Complex Alteration or more is very mentally taxing. As a
result, a psion doing that loses his Dex bonus to AC, and may
take only a partial action each round at a penalty of -4 to any
skill check.
Other characters nearby may readily notice any odd behavior
on the subjects part. Their reaction to this odd behavior
may be ignored by the controlling psion or incorporated into
the hallucination, depending on the degree of control exercised
by the psion.
If the controlling psion attempts to trick the subject into

doing anything dangerous (walk out over a ten-foot drop,


thinking its a footbridge) the subject receives a Will Save to
realize that something is wrong. Success means that the subject
will snap out of the hallucination, though he will not be
able to act normally until the next round. This may (or may
not) give the psion time to attempt to reestablish control over
him.
If the controlling psion attempts to trick the subject into
doing something potentially deadly (drink a glass of poison,
thinking it to be wine), the subject receives a Will Save with a
+4 bonus (DC equal to psions character level + Int modifier)
to realize that something is wrong.
If something happens within the hallucination to make the
subject believe has has been killed or knocked unconscious,
he will immediately snap out of the hallucination and must
make a Fortitude Save (DC 10 + the controlling Psions Int
Modifier). Failure means that the subject will take 1d4 subdual
damage per level of the psion. This damage is psychosomatic
and thus may not be resisted or absorbed by any ability
whatsoever.
CAUSE PAIN [ Skill, modified by Int. ]
Prerequisite: None
Power List: General
Range: Touch
Cost per Use: 2 PP
Sustained Cost: None
Time Taken: Melee touch attack
Base Cost: 4 EPs
The user of this power may cause wracking spasms of
tremendous pain in others simply by touching them.
If the character successfully strikes his target with an
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unarmed melee touch attack (itself causing no damage), he
may make a Cause Pain skill check to determine the effects
of the power, according to the table below:
Roll Effect on Victim
Less than 10 None
10-13 -2 to all rolls
14-17 -2 to all rolls, -2 AC
18-21 -2 to all rolls, -2 AC, -5 Speed
22-25 -4 to all rolls, -2 AC, -5 Speed
26-29 -4 to all rolls, -4 AC, -5 Speed
30-33 -4 to all rolls, -4 AC, -10 Speed
Victim must also make Fort Save (DC 12)
or become fatigued.
34-37 -5 to all rolls, -4 AC, -10 Speed
Victim must also make Fort Save (DC 15)
or become fatigued.
38+ -5 to all rolls, -5 AC, -20 Speed
Victim must also make Fort Save (DC 20)
or become fatigued.
The effects of this power last for a number of rounds equal
to 1 + the users Intelligence modifier. A victim fatigued by
this power will remain so after the other effects fade.
This power may be used only once per round. Its effects are
cumulative if applied multiple times. All rolls refers to ability
checks, skill checks, attack rolls, and Reflex Saves, but not
to Fort Saves or Will Saves.
A character reduced to Speed 0 by the effects of this power
becomes immobile for the duration of those effects.
CHARISMA ENHANCEMENT [ Psionic Talent ]
Range: 10 ft. + 5 ft./level
Activation Cost: 1 PP
Sustained Cost: 1 PP/10 minutes
Time Taken: Standard action (to initiate)
A psion with this talent may generate a low-grade mindaffecting
psi field in his immediate vicinity, causing others to
react to him as though he were wittier, better-looking, and
more fascinating than he really is.
When this talent is activated, the psion gains a bonus
(increasing with his class levels) to all Charisma-related ability
and skill checks for 10 minutes at a time. This talent may
be sustained as long as the psion is willing to occasionally
spend the PPs to do so.
Psion Level Bonus to Charisma checks
230

1-4 +1
5-8 +2
9-12 +3
13-16 +4
17-20 +5
CLAIRSENTIENCE [ Skill, modified by Wis. ]
Range: Unlimited
Activation Cost: 2 PP
Sustained Cost: 1 PP every minute
Time Taken: Standard Action
Clairsentience allows a psion to cast his auditory and visual
awareness across long distances to spy upon an area almost as
though he were there himself. Distance is not a factor, but the
locale must be knowna place familiar to the character or an
obvious one (such as behind a door, around a corner, or in a
grove of trees). This power does not allow unusual supernatural
senses to work through it.
The psions Clairsentience skill check determines the quality
of his sensory information. If only one sense may be used,
the character may select which one it is. Fragmented information
is just that brief flickers of noise or sound in darkness.
Generally, a character receiving fragments will see or
hear about half of what is really going on at his location of
choice. Distant information comes through soft, diminished,
and very unreal, as though the psion were looking at or listening
to things through a small, poorly-functioning black-andwhite
television. Full information is vivid and undistorted.
Skill Roll: Sensory Result
Less than 10 None
10-13 One sense, fragmented
14-17 One sense, distant
18-21 One sense full
22-25 One sense full/ one sense fragmented
26-29 One sense full/ one sense distant
30+ Both senses full
This ability is not magical in nature, and therefore will not
trigger magical alarms, though it may still be blocked by magical
wards against scrying or by certain spells. This skill will
only function on the plane of existence the character currently
occupies.
CONCEAL PSI [ Skill, modified by Wis. ]
Range: Self
Activation Cost: 2 PP
Sustained Cost: None
Time Taken: Standard Action
The Conceal Psi skill creates a form of disruptive psionic
static that can be used to hide the genuine use of psionic powers
from anyone using the Detect Psi or Detect Psion Talents.
Before using another psionic skill, the psion should spend 2
PP and make a Conceal Psi check. The psion then makes his
skill check for the use of another psionic skill. If the check for
the real skill is less than the Conceal Psi check, the skill use is
successfully concealed. If the second skill check is greater
than the Conceal Psi check, the Conceal Psi check sets the
limit for the use of the second skill.
Example: Oraculus decides to use the Clairsentience skill,
but first uses Conceal Psi to avoid giving his position away to
potentially hostile psions. His Conceal Psi check total is 20,
and his Clairsentience check is 25. If Oraculus still wishes to
conceal himself, he must use his Clairsentience skill as though
he had rolled a 20 or less.
CRYOKINESIS [ Skill, modified by Int. ]
Range: 10 ft. + 5 ft./ class level
Activation Cost: 3 PP
Sustained Cost: None
Time Taken: Standard Action
The Cryokinesis skill allows a psion to lower the ambient
temperature of a chosen volume of space to the point that virtually
anything within the indicated area will freeze solid.
When a psion designates the point he wishes to concentrate
on, he must spend 3 PP and make a Cryokinesis skill check to
determine the radius of the cryokinetic effect and the damage
taken by anyone or anything within that area of effect (the
cryokinetic effect will extend from the ground to a height of
10 feet within the affected area).
Living creatures within the area of effect are allowed a
Reflex Save (DC 10+ 1/2 psions class level + psions Int
bonus) for half damage (rounded down).

Skill Roll: Cold Damage Maximum Radius


Less than 10 None None
10-13 1d3 5 feet
14-17 1d6 5 feet
18-21 1d8 10 feet
22-25 1d10 10 feet
26-29 2d6 15 feet
30-33 2d8 15 feet
34-37 2d10 20 feet
38-41 3d8 25 feet
42-45 3d10 25 feet
46-49 4d8 30 feet
50+ 4d10 30 feet
Any living thing failing its Reflex Save to avoid a cryokinetic
effect will also suffer a -1 penalty to Dexterity for 1d6
rounds following cryokinetic exposure.
Any quantity of unmoving water within the area of effect
will be frozen solid on a Cryokinesis skill check result of 20
or higher. Once frozen, it may be walked or climbed upon
until it melts (at an ordinary rate, GMs discretion).
This power may be used only once per round.
DISTANT RAPPORT [ Psionic Talent ]
231
Range: Unlimited on same plane
Activation Cost: None
Sustained Cost: None
Time Taken: Standard Action
This talent creates a semi-permanent empathic link to one or
more persons known to the psion. The psion must be on good
and trusted terms with each subject of this power. This is a
means to keep track of friends and allies, not to spy upon enemies.
A psion may create one rapport for every two class levels
(or fraction thereof) he has achieved.
The psion becomes vaguely aware of the general condition
of a subject linked to him via this power. He will always
know when the subject is conscious or unconscious, when the
subject loses hit points or is otherwise injured, and what the
subjects general emotional state is. This information is totally
unobtrusive to the psion, and is received as a gentle whisper
in the very back of his mind. No more detailed or precise
information is made available to the psion by this power
alone.
A psion may withdraw a rapport link at any time and link to
another character, provided that the subject of the new rapport
is close enough to touch when it is established.
A psion using Telepathy to reach a subject he is already
linked to via this talent receives a +4 circumstance bonus to
his skill check.
ENERGY DRAIN [ Skill, modified by Con. ]
Prerequisite: None
Power List: General
Range: Touch
Activation Cost: None
Sustained Cost: None
Time Taken: Melee touch attack
Base Cost: 4 EPs
A character with this power may drain power points from
another individual by touch. In order to do so, he must make
an unarmed melee touch attack (doing no damage in and of
itself). If successful, he may then make an Energy Drain
check:
Roll Energy Drained
Less than 10 None
10-13 1 PP
14-17 1d4 PP
18-21 1d6 PP
22-25 1d8 PP
26-29 1d10 PP
30-33 2d6 PP
34-37 2d8 PP
38-41 2d10 PP
42-45 3d8 PP
46-49 3d10 PP
50+ 4d8 PP
Any power points gained in excess of the draining characters
maximum capacity will be lost. A character with this

power cannot drain more PP than the subject of the attack


currently
possesses.
ENHANCED MENTAL DOMINATION
[ Psionic Talent ]
Prerequisite: 4+ ranks in Mental Domination
Activation Cost: None
Sustained Cost: None
Time Taken: None
A psion with this talent may use his Mental Domination
skill out to a range of 60 feet rather than 30, and he gains a +2
competence bonus to all Mental Domination skill checks.
ENHANCED MENTAL SHIELD
[ Psionic Talent ]
Prerequisite: 4+ ranks in Mental Shield
Activation Cost: None
Sustained Cost: None
Time Taken: None
A psion with this talent may automatically roll two twentysided
dice when activating his Mental Shield skill, and select
the most favorable of the two rolled outcomes to represent his
skill check.
ENHANCED PSIONIC BLADE [ Psionic Talent ]
Prerequisite: Psionic Blade, Base Attack Bonus +2 or
higher
Range: Touch
Activation Cost: 2 PP
Sustained Cost: None
Time Taken: Free action (to evoke)
A character may evoke an Enhanced Psionic Blade at an
increased PP cost in place of his regular blade. An enhanced
blade adds double the psions Int modifier to his basic damage
roll, has a critical range of 19-20, and a critical multiplier of
x2.
ENHANCED PSIONIC BOLT [ Psionic Talent ]
Range: 10 ft. + 5 ft./level
Activation Cost: 2 PP
Sustained Cost: None
Time Taken: Counts as an attack
A psion with this talent may, for 1 additional PP, fire an
enhanced Psionic Bolt in place of his normal bolt. An
enhanced bolt has a base critical range of 19-20, a critical
multiplier of x2, and counts as a force effect, enabling it to
strike a number of targets immune to ordinary attacks.
ENTROPIC TOUCH [ Skill, modified by Con. ]
Prerequisite: None
Power List: General
Range: Touch
Activation Cost: 3 PP
Sustained Cost: None
Time Taken: Standard action
Base Cost: 4 EPs
A character with this power has the ability to rapidly accelerate
the decay and decomposition of physical matter, simply
by touching it. Beneath his withering fingers, wood will rot,
iron will rust, and living flesh will shrivel.
If this power is used on a quantity of inanimate material (a
metal door, a stone wall, an automobile, etc., counting trees
and other large plants as inanimate because they cant move
to avoid the effect), the character need only spend the requisite
Power Points and make an Entropic Touch skill check to
see how much of the substance he can destroy, as per the table
below. The decay will become immediately apparent, and the
indicated amount of material will crumble to a thin,
colorless dust in just a single round.
If this power is used on a living being, the user must make a
successful unarmed melee touch attack (dealing no damage in
and of itself), and then an Entropic Touch skill check to determine
the full effect. A successful use of the power will
remove temporary points from either the targets Constitution
or Dexterity, users choice, and a sufficiently high skill check
will also remove hit points.
If this power is used on an object held or worn by another
character, the user must still make a melee touch attack and a
skill check sufficient to dissolve the object. A worn or carried

object may not be partially affected by this power its all or


nothing.
If the object in question is an Extraordinary Machine or an
armor adepts suit of powered armor, the character using
Entropic Touch will suffer a -8 penalty to his skill check. A
suit of powered armor successfully affected by this power
loses HP (see the second table below).
Magical items may not be affected by this power.
This power may be used only once per round.
Ability points lost to Entropic Touch will remain drained for
1d6 + [power users Con modifier] hours. Anyone reduced to
a Constitution score of 0 by the use of Entropic Touch will
immediately fall unconscious. Anyone reduced to a Dexterity
score of 0 will become immobile.
Skill Roll Effect on Effect on
Substance Living Being
Less than 10 None None
10-13 1 Lb. -1 Con/Dex
14-17 3 Lb. -2 Con/Dex
18-21 10 Lb. -3 Con/Dex
22-25 50 Lb. -3 Con/Dex, 1d4 HP
26-29 100 Lb. -4 Con/Dex, 1d6 HP
30-33 250 Lb. -4 Con/Dex, 1d8 HP
34-37 500 Lb. -5 Con/Dex, 1d10 HP
38-41 1000 Lb. -6 Con/Dex, 2d6 HP
42-45 1500 Lb. -7 Con/Dex, 2d8 HP
147
46-49 2000 Lb. -8 Con/Dex, 2d10 HP
50+ 2,240 Lb. -8 Con/Dex, 2d12 HP
If the character attempts to use this power on physical material
that is extraordinarily resistant to stress and decay (titanium,
diamond, gold, various super-science alloys or alien
materials, etc.), he will suffer a -4 penalty to his skill check,
and may only destroy half the quantity of material listed for
each level of success on the chart above.
Alternate Chart: Inanimate HP Damage
Sometimes, simply knowing the weight of inanimate material
destroyed by this power wont be of much help. After all,
whats twenty pounds of automobile? Seems to depend a great
deal on context. The following chart can be used to deal HP
damage against an inanimate object for which an HP total is
known and considered important, especially a vehicle.
Skill Roll HP Damage to
Inanimate Object
Less than 10 None
10-13 1d6
14-17 2d6
18-21 3d6
22-25 4d6
26-29 5d8
30-33 6d8
34-37 7d10
38-41 10d10
42-45 10d12
46-49 10 x (d20)
50+ 20 x (d20)
GREMLINISM [ Skill, Modified by Int. ]
Prerequisite: None
Power List: General
Range: 60 ft.
Activation Cost: 2 PP
Sustained Cost: None
Time Taken: Standard Action
Base Cost: 4 PP
A character with this power may cause a mechanical or
electronic device to go haywire simply by looking at it.
Evoking this power is a standard action. This power may be
used only once per round.
If a character uses this power on a relatively simple
machine or device (something with moving parts, like a
firearm or a bicycle, that requires no power to operate) there
is a simple percentile chance for the device to jam (completely
cease functioning) based on the characters skill check.
The object will remain jammed for 1d6 rounds. Ordinary
maintenance and clearing procedures will not be able to make
it functional again.
If a character uses this power on a more complex, powered

device (such as a vehicle or a computer), he will afflict the


device with a penalty to all actions requiring a die roll. This
penalty affects both actions taken by the device itself and
actions taken by anyone using the device. If Gremlinism is
used on a moving vehicle, it will usually force an immediate
Drive/Pilot check, with the negative Gremlinism modifier
taken into account.
This modifier will last for 1d3 rounds.
153
A character can always remove the effects of his own use of
Gremlinism at will.
Skill Roll Modifier Jam Chance
Less than 10 None None
10-13 -1 30%
14-17 -2 50%
18-21 -4 70%
22-25 -6 90%
26-29 -8 95%
30-33 -10 95%
34-37 -12 99%
38 + Device permanently disabled
Gremlinism has no effect on machine life.
Enhancement: Enhanced Range
Cost: Variable
For every EP invested n this power, the character may add
another 60 feet to the range at which he may use Gremlinism,
up to 3 EP for a total range of 240 feet.
Enhancement: Multiple Targets
Cost: 3 EPs
The character may now use Gremlinism at range against a
number of extra subjects equal to his Int modifier. For example,
a character with an Intelligence score of 16 (+3) may
attempt to use Gremlinism on 4 objects at once. Each target
must be within sight and within range, and the power user
must spend 1 PP per additional subject. Each subject is subjected
to the effect of the same Gremlinism check.
HEALING TOUCH [ Skill, Modified by Wis. ]
Prerequisite: None
Power List: General
Range: Touch
Activation Cost: 3 PP
Sustained Cost: None
Time Taken: Standard Action
Base Cost: 4 EPs
A character with this power may accelerate another characters
healing process merely by touching him. Once the healer
has established contact with his subject, he may make a
Healing Touch skill check:
Skill Roll Heals
Less than 10 Nothing
10-13 2 HP
14-17 4 HP
18-21 6 HP
22-25 8 HP
26-29 10 HP
30-33 12 HP
34-37 12 + 2d6 HP
38-41 12 + 3d6 HP
42+ 12 + 4d6 HP
An injured character may benefit from this power only once
every twelve hours. A character with the Healing Touch may
not use it upon himself.
Healing Touch does not remove poisons or disease from the
body, nor may it regrow severed limbs or lost ability points.
This power affects only organic tissue.
Healing Touch may not be used to restore life to a character
following death from massive damage or a death attack. If
used on a dying character, it must be used before that character
reaches -10 HP (or whatever his death threshold is) if it is
to have any effect at all.
ILLUSION ACUITY [ Psionic Talent ]
Range: Self/Sight
Activation Cost: None
Sustained Cost: None
Time Taken: None
This talent grants a psion a greater degree of ability to discern
illusion from reality. A variable bonus (based on the

psions class level) is applied to all saves against illusionary


or hallucinatory effects and all skill checks made to see
through such effects.
Psion Level Bonus to Saves/Skill Checks
1-3 +1
4-6 +2
7-9 +3
10-12 +4
13-16 +5
17-20 +6
LIFE DRAIN [ Skill, modified by Con. ]
Prerequisite: None
Power List: General
Range: Touch
Activation Cost: None
Sustained Cost: None
Time Taken: Melee touch attack
Base Cost: 5 EPs
This hideous power allows a character to drain the living
essence from another being and/or steal it for his own use. In
game terms, the user of this power may steal hit points from
other living creatures with a touch. If the user of this power
has lost hit points for any reason, stolen HP may be used to
replace those that have been lost, at a 2-for-1 ratio (2 stolen
HP replenish 1 lost HP).
The user of this power must make a successful unarmed
melee touch attack (ordinarily dealing no damage in and of
itself, but there is an exception described below) to touch the
target, and then a Life Drain skill check to determine the full
effect. A successful use of the power will immediately remove
the indicated number (see the table below) of hit points from
the target. The user of this power may drain others even when
he is entirely healthy, but may not gain hit points above and
beyond his current maximum by doing so.
The use of this power always counts as an attack.
Roll Hit Points Stolen
Less than 10 None
10-13 1 HP
14-17 1d4 HP
18-21 1d6 HP
22-25 1d8 HP
26-29 1d10 HP
30-33 2d6 HP
34-37 2d8 HP
38-41 2d10 HP
42-45 3d8 HP
46-49 3d10 HP
50+ 4d8 HP
The use of this power requires direct contact with the skin,
flesh, or natural armor of the target. Thus, it cannot be used
on a living being completely protected by a force field, a suit
of powered armor, or any equivalent barrier. Ordinary clothes
do not count as a protective barrier.
This power may be used only once per round. Its effects are
immediately apparent the subjects skin will turn pale and
dessicated, his hair may acquire gray or white streaks, and he
may grow noticeably thinner. To say that this is painful for the
victim is probably a gross understatement.

MENTAL ATTACK [ Skill, modified by Int. ]


Range: Sight
Activation Cost: 2 PP
Sustained Cost: None
Time Taken: Standard Action (Counts as an attack)
The Mental Attack skill wracks its subject with a painful,
enervating full-body spasm. All the psion needs to do is
glance at the subject.
Use of the Mental Attack skill requires a successful ranged
touch attack roll (roughly representing the concentration
necessary
to focus and aim this attack) against the subject, who
must be in visual range. If the subject is struck, a Mental
Attack check is made to determine how much subdual damage
is dealt.
Skill Roll: Subdual Damage

Less than 10 None


232
10-13 1d4
14-17 1d6
18-21 1d8
22-25 1d10
26-29 2d6
30-33 2d8
34-37 2d10
38-41 3d8
42-45 3d10
46-49 4d8
50+ 4d10
No ordinary form of armor provides any protection against
a Mental Attack. Natural/racial/intrinsic damage reduction
may apply half of its usual DR (rounded down). Mental
Attack may be used only once per round.
MENTAL DOMINATION [ Skill, modified by Int. ]
Range: 30 feet
Activation Cost: 2 PP
Sustained Cost: None
Time Taken: Standard Action
A non-psion may not select this skill when taking the
Psionic Gift power (page 189).
A psion with this mind-affecting power may take control of
another characters mind simply by gazing at his target no
verbal commands need be issued and expending 2 PP as a
standard action.
The psion should make a Mental Domination skill check,
opposed by the targets Will Save. If the Mental Domination
check beats the Will Save, consult the chart below to determine
how long and how thoroughly the psion may dominate
his subjects mind:
Beats Will Save by: Result
5 or less Instant simple command
6-10 Instant complex command
11-14 1d6 round complex command
15-18 1 hour complex command
19+ 1d6 hours complex command
An instant simple command is a single word or simple
phrase that can be acted upon immediately. Jump, sit
down, stand up, shut up, and drop the gun are all
examples.
An instant complex command is one or two sentences that
can, again, be carried out immediately. Place the money on
the counter and walk outside, or Get in the car and lock the
doors are examples.
A 1d6 round complex command is a complex command
that the subject will continue to obey for 1d6 rounds after the
command is given. Stand still, Cover your eyes, Run
that way and dont stop, etc.
A one-hour complex command can occupy the dominated
character for up to one hour. Virtually any instructions can be
given to the subject, no matter how complex, provided that
they do not violate the other conditions under which Mental
Domination operates, described below.
A victim of Mental Domination may never be made to take
any action that he would recognize as being suicidal. Nor may
he be made to take any action that he would not ordinarily
have any conscious control over (thus, ordering a dominated
person to throw up or go to sleep is impossible).
A victim of Mental Domination cannot be made to take violent
action against a friend, ally, or loved one. If ordered to do
so, he will freeze up for 1d6 rounds and then come out from
his domination. If harmed while frozen, he will immediately
regain full control of himself and begin acting normally.
A victim of Mental Domination may be ordered to divulge
sensitive information, but he will be allowed to make a Will
Save against a DC set by the GM. The more private, sensitive,
or important the information, the lower the DC of the save
(assume an average DC of 15-18).
If the controlling psion takes violent action against a dominated
subject, that subject will lose his Dex bonus to AC, and
the psion will gain a +4 bonus to his attack roll. However, the
subject will snap out of his daze and be able to act normally
in the next round. Furthermore, once attacked by the psion a
subject may not be dominated again by him for at least one
hour.

MENTAL POSSESSION [ Skill, modified by Int. ]


Range: 60 feet (for power initiation purposes)
Activation Cost: 4 PP
Sustained Cost: 1 PP every minute
Time Taken: Standard Action (to possess)
Mental Possession allows a psion to actually transport his
own sentient consciousness into the body of another person,
thus gaining full use of that persons body and full access to
his sensory abilities. The subjects awareness will be imprisoned
in a dreamlike state while a psion possesses his body,
and he will have no knowledge of what has happened when
he is returned to full control over himself (though he will be
confused and realize that a certain segment of time is missing
from his memory.
A willing subject may choose to let a psion possess his body
without the need for a roll of any kind.
This power may only be used on one person at a time, and
the subject must be clearly visible and within range in order
for the psion to initiate possession. In order to successfully
possess the person, the user of this power must make a Mental
Possession skill check and beat the subjects Will Save.
Once the character has possessed a subject, the subjects
body is completely in his power, and he will see the world
233
entirely through the subjects eyes. His own normal body will
be completely motionless and helpless for the duration of the
possession. Withdrawing from a subjects mind is a standard
action.
If the psions real body is harmed while possessing a subject,
he must succeed in a Concentration check against a DC
of 10 + [points of damage taken] or return involuntarily to his
ordinary body. If the possessed subject is killed, the possessing
character will suffer 10d10 points of irresistible psychosomatic
damage (normal, not subdual) and return immediately
to himself.
The only limit to the range at which this power may be used
(once possession is established) is how far a possessed subject
can travel before the possessing character runs out of power
points to sustain the possession.
Possessed characters with Will Save modifiers of +10 or
higher are allowed an additional Will Save at the end of every
minute in an effort to break free of the possession. Each time
this roll is failed, a -1 penalty should be applied to all such
Will Saves thereafter. These penalties are cumulative.
MENTAL SHIELD [ Skill, modified by Wis. ]
Range: Self
Activation Cost: 1 PP
Sustained Cost: 1 PP every minute
Time Taken: Free action (to raise or lower)
This psionic skill allows a psion to establish a mental barrier
against mind-affecting powers and purely mental psionic
attacks.
When this power is activated, the psion should make a
Mental Shield skill check. This skill check total becomes the
strength rating of the shield a skill check total of 17 yields a
shield of strength 17, for example. While the shield is activated,
this number is subtracted from the skill check made by
any hostile power-user, before the defending psion makes any
necessary Will Save or resistance roll.
This power affects the following psionic skills: Cause
Hallucination, Mental Attack, Mental Domination, Mental
Possession, Telepathy.
This power affects the following general super-powers:
Aura, Cause Confusion, Hypnosis, Emotional Adjustment,
Cause Fear, and Mental Invisibility.
Once a shield is established, it requires no special concentration
to keep it up. A character may choose to lower his
shield and attempt to raise a more powerful one (with another
skill check) but only one Mental Shield skill check may be
made in a single round.
METABOLIC REGULATION [ Psionic Talent ]
Range: Self
Activation Cost: 3 PP
Sustained Cost: None
Time Taken: None
Metabolic Regulation gives the psion an immense degree of
control over his own metabolism and immune functions.
When the psion is affected by a poison, drug, or disease, he

can slow his metabolic rate down to give himself time to


identify the nature of the harmful substance within his body
and neutralize it. This grants a variable (based on psion level)
bonus to Fort Saves made to resist poisons, toxins, drugs, and
diseases. The psion may elect to apply this bonus to any such
saving throw simply by spending 3 Power Points.
Psion Level Bonus to Fortitude Saves
1-3 +1
4-6 +2
7-9 +4
10-12 +6
13-15 +8
16-18 +10
19-20 +12
MINDLOCK COMBAT [ Psionic Talent ]
Range: 10 ft. + 5 ft./level
Activation Cost: 2 PP
Sustained Cost: None
Time Taken: Standard action (to initiate)
Mindlock Combat is perhaps the simplest and most brutal
form of psionic attack possible, a contest of raw ego in which
the combatants psychically bludgeon one another by sheer
force of will.
To initiate Mindlock Combat, the psion need only look at
his target and spend 2 PP. Both combatants become flat-footed
and otherwise unable to act. The psion and the target must
then make Will Saves. The character with the highest roll
wins the contest and the loser takes 1d4 irresistible subdual
damage. The winner, if a psion, may also inflict bonus subdual
damage based on his class level:
Psion Level Subdual Damage Bonus
1-3 +1
4-6 +2
7-9 +3
10-12 +4
13-15 +5
16-18 +6
19-20 +7
The combatants remain locked in this struggle, rolling each
round (unless outside circumstances intervene) until one of
them falls unconscious, the initiator willingly breaks off the
contact, or the target breaks free of the mindlock. Any time
the target beats the initiators Will Save and deals damage to
the initiator, he may spend 1 PP to attempt another immediate
Will Save opposed by the initiators Will Save. If the target
wins this second save, contact is broken and may not be
resumed for at least one minute.
234
Mindlock Combat may not be initiated against a character
with an active Mental Shield of strength 10 or higher or
against a character with a Psionic Resistance score of 15 or
higher (page 191).
If a character engaged in Mindlock Combat takes physical
damage, he and his opponent will both be immediately thrown
out of mental contact. Mindlock Combat may not then be
reinitiated
by either for one round.
MINDLOCK MASTERY [ Psionic Talent ]
Prerequisite: Mindlock Combat
Range: NA
Activation Cost: None
Sustained Cost: None
Time Taken: None
A psion with this talent is unusually skilled in the art of
Mindlock Combat, and receives a bonus to Will Saves made
during mindlock contests. Furthermore, when rolling for
mindlock damage, he should roll a d6 instead of a d4.
Psion Level Mindlock Combat Bonus
1-3 +1
4-6 +2
7-9 +3
10-12 +4
13-15 +5
16-18 +6
19-20 +7
PLANT MASTERY [ Skill, modified by Cha. ]
Prerequisite: None

Power List: General


Range: 120 feet
Activation Cost: 2 PP
Sustained Cost: 1 PP every round
Time Taken: Standard Action
Base Cost: 4 EPs
A character with this power may mentally command almost
any form of living vegetation (sentient vegetable life forms
are an exception), willing it to animate itself and perform virtually
any task within the realm of its physical capabilities.
Long grass may be commanded to ensnare someone, trees
may be commanded to attack someone or lift a heavy weight
with their branches, etc.
If a character wishes to use Plant Mastery to command the
vegetation in an area (within sight and within range) to
ensnare one or more subjects, he must spend 2 PP and make a
Plant Mastery skill check:
Skill Roll Area Affected Escape DC
Less than 10 None None
10-13 5 x 10 15
14-17 10 x 10 17
18-21 15 x 10 20
22-25 15 x 15 22
26-29 15 x 20 24
30-33 20 x 20 26
34-37 30 x 30 28
38+ 40 x 40 30
Any character within that area must make a Strength ability
check or an Escape Artist check against a DC equal to the
power users skill check, or become entangled. An entangled
creature suffers a 2 penalty to attack rolls, a 4 penalty to
effective Dexterity, and cant move. An entangled character
who attempts to cast a spell must make a Concentration check
(DC 15) or lose the spell.
A character that successfully escapes from the clutches of
clinging vegetation may move through the affected area at
half speed until he escapes completely.
A character may maintain an area of entangling effect for as
long as he is willing to spend PP. Maintaining an area of
entangling effect does not distract the character at all. The
character (and anyone else he wishes) may pass through the
area without becoming entangled. Only one entangling area
may be maintained at a time.
A character may, alternately, use the Plant Mastery power to
animate large plants, most commonly trees, to attack someone
or lift something. The standard d20 system tatistics for animated
objects will represent animated plants rather well.
Size of Tree or Plant Type of Animated Object
Small tree (stripling) Medium-Size (2 HD)
Average tree (10-15 tall) Large (4 HD)
Large tree (mighty Oak) Huge (8 HD)
Elderly tree (Redwood) Gargantuan (16 HD)
A character may animate a number of tree or plant HD dictated
by his Plant Mastery skill check:
Skill Roll Maximum Hit Dice Animated
Less than 10 None
10-13 2 HD
14-17 4 HD
18-21 8 HD
22-25 12 HD
26-29 16 HD
30-33 20 HD
34-37 28 HD
38+ 36 HD
Animated trees or plants have all the capabilities of an animated
object of the appropriate size, save that they are immobile.
POWER REVERSAL [ Skill, modified by Wis. ]
Prerequisite: None
Power List: General
Range: Touch
Activation Cost: 2 PP
Sustained Cost: None
Time Taken: Standard Action
Base Cost: 4 EPs
This power allows a character to remove the lingering
effects of another super-power still hindering another character
(such as Cause Confusion, Cause Blindness/Deafness,

etc.).
If the power in question was a skill, the character must
make a Power Reversal check and beat the skill check total of
the other power user.
If the power was not a skill, the DC of the Power Reversal
check is 10 + 1/2 [other power users character level].
Success will instantly alleviate all lingering harmful or hindering
effects of the power in question, though it cannot
restore lost hit points, power points, or ability points. Nor may
it reverse the effects of powers that take action through chemical
toxins or biological infections.
If a character is suffering from the effects of more than one
super-power, an application of Power Reversal may alleviate
only one at a time.
PRECOGNITION [ Skill, modified by Wis. ]
Range: Special
Activation Cost: 3 PP
Sustained Cost: None
Time Taken: One minute
Precognition is a form of psionic divination that allows a
psion to view glimpses of one or more possible futures.
Before beginning his divinatory trance, the psion must focus
on a single question and frame it within a chosen span of
time. A psion may seek approximately one week into the
future per class level (for example, a 5th level psion could
attempt to see up to five weeks into the future).
The answers received are generated by the GM. Generally
speaking, the use of this power will yield a series of visual
clues, symbols, and metaphors rather than a directly-worded
answer.
The base chance of a successful or meaningful divination
rises as the Precognition skill check total improves:
Skill Roll: Chance of Useful Divination
Less than 10 None
10-13 25%
14-17 35%
18-21 45%
22-25 55%
26-29 65%
30-33 75%
34-37 85%
38-41 95%
42+ 99%
A psion may attempt to use Precognition for the same question
only once every twenty-four hours.
PROBABILITY MASTERY
[ Skill, modified by Int. ]
Prerequisite: None
Power List: General
Range: 30 ft.
Activation Cost: 2 PP
Sustained Cost: None
Time Taken: Free Action
Base Cost: 4 EPs
A character with this power may detect and alter the flow of
luck itself, subtly shifting the probability of events around
himself. Once per round, as a free action, the character may
attempt to control probability anywhere within 30 feet. This
can cause one of two effects:
Alter Roll: The character may apply a numerical bonus or
penalty to any roll made within the range of this power,
including a roll made by himself. The maximum bonus or
penalty that may be applied is dictated by the characters
Probability Mastery skill check, as indicated on the table
below. The character must be able to detect the action that
requires a roll for example, interfering with an attack roll or
Reflex Save is relatively easy, but there is little or no chance
that the character with this power will be able to affect, say, a
Will Save or a telepathic struggle, unless he himself has senses
or powers enabling him to detect such abilities in use.
Cause Damage: The character may cause a dangerous accident
involving some random element of the environment or
situation and affecting one subject of his choice, within range.
This accident will cause an amount of damage based on the
characters Probability Mastery skill check, as indicated on
the table below. The subject is entitled to a Reflex Save (DC

14) for half damage. The nature of the accident is up to the


GM a concrete platform might crumble, a streetlight might
topple over, a stray bullet might catch the targeted character,
etc.
Skill Roll Alter Roll Cause Damage
Less than 10 None None
10-13 +/-1 1d3
14-17 +/-2 1d4
18-21 +/-4 1d6
22-25 +/-6 1d8
26-29 +/-8 1d10
30-33 +/-10 2d6
34-37 +/-12 2d8
38-41 +/-14 2d10
42-45 +/-16 3d8
46-49 +/-18 3d10
50+ +/-20 4d10
PSI-ENHANCED STRIKE [ Psionic Talent ]
Prerequisite: Mental Attack, Cryokinesis, or Pyrokinesis;
Base Attack Bonus +4 or higher, Improved Unarmed Strike
Range: Touch
Activation Cost: 1 PP + usual power activation cost
Sustained Cost: None
Time Taken: Free action (to activate)
Once per round, after successfully striking a foe for damage
with an unarmed strike, your character may immediately
evoke one of the following three psionic skills: Cryokinesis,
Mental Attack, or Pyrokinesis. This evocation may affect
*only* the target struck by the unarmed attack. The use of
Psi-Enhanced Strike costs 1 PP in addition to the regular activation
cost of the psionic skill.
PSI-LINGUISTICS [ Psionic Talent ]
Range: Speaking or hearing range
Activation Cost: 1 PP
Sustained Cost: 1 PP every minute
Time Taken: Free action (to activate)
This power allows a psion to use a low-grade form of
telepathy to make himself directly understood by someone
who speaks a foreign language, or to allow himself to understand
them.
To activate this power, the psion must spend 1 PP and make
a Concentration check. If he merely wishes to make himself
understood, or to understand another, the DC of the check is
12. If he wishes simultaneous two-way translation, the DC is
14.
When a psion uses Psi-Linguistics to speak a foreign language,
native speakers of the language will think theyre hearing
him speak normally, albeit with an unplaceable accent.
PSI-LINKING [ Psionic Talent ]
Range: Touch
Activation Cost: None
Sustained Cost: None
Time Taken: Free action (to activate)
This talent allows a psion to enter a mental link with one or
more psions who also possess Psi-Linking, so that they may
share energy and grant extra power to their psionic effects.
There is no limit to the number of psions that may enter into
235
a psi-link, save that they must all possess this talent and they
must all be in physical contact with at least one other member
of the link.
A psi-linked group creates psionic effects as one and resists
psionic effects as one, using the most advantageous Will Save
and skill levels to be found among the linked members.
Furthermore, any psionic skill check or roll made to resist a
psionic power receives a +1 bonus for every linked member
of the group. Linked psions may also share power points
freely between themselves for as long as the link remains.
Linked psions may confer among themselves about their
chosen course of action before taking it. This communication
is silent and totally instantaneous and does not slow the linked
group at all.
Entering a psi link is a free action (though it can take longer
than that to establish physical contact if characters must move
together to do so), as is leaving the link. A psion leaving a
link may maintain a psionic effect initiated by the linked
group (for example, if four psions link up to use Cause

Hallucination on an opponent, one of them may leave the link


and maintain control of the hallucination, while the remaining
three psions do something else). However, after leaving a
link, a psion loses all the link bonuses and must make any further
rolls for the psionic effect at his own unaugmented skill
levels.
PSIONIC ALARM [ Psionic Talent ]
Range: Self
Activation Cost: None
Sustained Cost: None
Time Taken: None
The psion has a seventh sense that stands a chance of
warning him any time a psionic skill or talent is used against
him, even if the attempt is unsuccessful or the power does not
ordinarily trigger awareness in the subject (such as passive
Telepathy).
The base chance of detection is 40%, plus 5% per class
level, plus [Psions Wisdom modifier]%. For example, a 3rd
level psion with a Wisdom score of 17 (+3) would have a
detection chance of 58% (40% + 15% + 3%).
This talent is always active (provided the psion is conscious)
and costs nothing.
PSIONIC BLADE [ Psionic Talent ]
Range: Touch
Activation Cost: 1 PP
Sustained Cost: None
Time Taken: Free action (to evoke)
A Psionic Blade is a wavering, near-invisible projection of
raw psionic energy projecting from the psions palm, fingers,
or wrist. This blade disrupts the neural pathways of any living
subject it hits, causing painful subdual damage. This subdual
damage ignores non-magical Damage Reduction (although
any special resistance against subdual damage will still
apply). Treat Psionic Resistance as direct DR against a
Psionic Blade.
A Psionic Blade may be evoked as a free action for 1 PP. It
may be maintained indefinitely once evoked. The psion must
make a successful melee attack to use the blade. The blade
threatens a critical on a natural 20 and delivers x2 damage
with a successful critical hit.
Psion Level Blade Damage (Subdual)
1-3 1d4 + [Int Modifier]
4-6 1d6 + [Int Modifier]
7-9 1d8 + [Int Modifier]
10-12 1d10 + [Int Modifier]
13-15 2d6 + [Int Modifier]
16-18 2d8 + [Int Modifier]
19-20 3d6 + [Int Modifier]
PSIONIC BOLT [ Psionic Talent ]
Range: 10 ft. + 5 ft./level
Activation Cost: 1 PP
Sustained Cost: None
Time Taken: Counts as an attack
A Psionic Bolt is a focused flare of raw psionic force. It
deals ordinary damage (as opposed to the subdual damage
generated by most psionic attacks) and thus may be resisted
by ordinary armor as well as any form of DR.
The psion must make a successful ranged attack roll to hit
his target with a Psionic Bolt. The bolt threatens a critical on
a natural 20 and delivers x2 damage with a successful critical
hit.
Psion Level Bolt Damage
1-3 1d4 + [Int Modifier]
4-6 1d6 + [Int Modifier]
7-9 1d8 + [Int Modifier]
10-12 1d10 + [Int Modifier]
13-15 2d6 + [Int Modifier]
16-18 2d8 + [Int Modifier]
19-20 3d6 + [Int Modifier]
PSIONIC DODGE [ Psionic Talent ]
Prerequisite: Surface Empathy
Range: 10 feet
Activation Cost: None
Sustained Cost: None
Time Taken: None
By reading the surface thoughts of a single nearby living
opponent in combat, the psion may grant himself a dodge
bonus (variable with the psions level) against all attacks from

that chosen foe. A psion may, once per round, select a new foe
to apply this bonus to, provided the foe is within 10 feet of
the psion.
236
Psion Level Dodge Bonus to AC
1-5 +1
6-10 +2
11-15 +3
16-20 +4
Psionic Dodge may not be used against a character with an
active Mental Shield of 10 or a Psionic Resistance score of 10
or higher.
PSIONIC NULLIFICATION
[ Skill, modified by Int. ]
Range: 10 ft. radius + 5 ft. per level
Activation Cost: 3 PP
Sustained Cost: None
Time Taken: Standard Action
Just as the Conceal Psi skill creates a form of disruptive
psionic static that can be used to hide the use of psi-powers,
Psionic Nullification creates an even more powerful form of
static that dampens or prevents all use of psi-powers, even
those of the psion using this power, within the affected area.
The psion should spend 3 PP and make a Psionic
Nullification check. For the rest of the current round and the
full round immediately after, any psionic skill activated in the
affected radius has the power users Psionic Nullification total
subtracted from its effect roll total, even if the new power is
activated by the user of Psionic Nullification.
Example: Oraculus activates Psionic Nullification and
scores a 17 on his check total. Menta-Mobster then attempts
to activate Pyrokinesis and burn Oraculus. He rolls a 23 for
his skill check, which would ordinarily be rather painful.
However, 17 points are deducted from his skill check, bringing
the total down to 6, which is an absolute failure.
Any attempt to use a psionic talent within an area of Psionic
Nullification will require a Concentration check exceeding the
Psionic Nullification skill check total.
A new zone of Psionic Nullification will neither enhance
nor disband another zone of Psionic Nullification if the two
should overlap. The highest skill check total will simply prevail
in any area of multiple Nullifications.
PSI-SENSES [ Psionic Talent ]
Range: 5 ft./level
Activation Cost: 1 PP
Sustained Cost: 1 PP/round
Time Taken: Free action (to activate)
A psion with this talent may extend his psionic abilities to
compensate for the loss of either his sight or hearing.
Whenever the character is blinded or deafened, he may, at the
cost of 1 PP per round, use psionic detection to replicate one
lost sense (not both at once) out to the limit of this talents
range. Psi-Senses cannot be used to adjust or enhance a normal
sense that has not been lost. Phenomena that cause the
loss of ordinary senses (such as flash-bang grenades) do not
affect Psi-Senses at all.
PSI-STEALTH [ Psionic Talent ]
Range: Self
Activation Cost: 1 PP
Sustained Cost: 1 PP/minute
Time Taken: Free action (to activate)
A psion with this talent may extend a low-grade psi field
around his immediate vicinity, dampening sound and blurring
his visual outline. This talent, when activated, provides a
numerical circumstance bonus to both Hide and Move
Silently rolls based upon the psions class level:
Psion Level Hide/Move Silently Bonus
1-3 +1
4-6 +2
7-9 +3
10-12 +4
13-16 +5
17-20 +6
PSI-TRACKING [ Psionic Talent ]
Range: Self
Activation Cost: None
Sustained Cost: None
Time Taken: None

A psion with this talent has become adept at using lowgrade


telepathy to sniff the mental patterns of a target that
has recently passed his position, granting a variable numerical
bonus (based on the psions class level) to both Tracking and
Shadowing checks against living subjects:
Psion Level Bonus to Shadowing/Track checks
1-4 +1
5-8 +2
9-12 +3
13-16 +4
17-20 +5
PSYCHOMETRY [ Psionic Talent ]
Range: Touch
Activation Cost: 1 PP
Sustained Cost: None
Time Taken: Standard action
A psion with this talent may attempt to gain impressions
and information from a physical object, simply by touching it.
The use of Psychometry requires that the psion touch the
object, spend 1 PP, and make a Concentration skill check.
This check determines the nature of the information recovered:
Check Total Impressions Received
Less than 10 None
10-13 The name of the individual that last
237
touched or handled the object
14-17 What he last did with the object
18-21 What his emotional state was at the time
(last 10 seconds of physical contact)
22-25 What his surface thoughts were at the
time
26-29 What was happening in the immediate
vicinity (within 5 feet) at the time
30-33 All of the above, through the last 20
seconds of physical contact
34+ All of the above, through the last 30
seconds of physical contact
PYROKINESIS [ Skill, modified by Int. ]
Range: 10 ft. + 5 ft./level
Activation Cost: 3 PP
Sustained Cost: None
Time Taken: Standard Action
The Pyrokinesis skill allows a psion to raise the ambient
temperature of a chosen volume of space to the point that virtually
anything within the indicated area will smolder and
burst into flames.
When a psion designates the point he wishes to concentrate
on, he must spend 3 PP and make a Pyrokinesis skill check to
determine the radius of the pyrokinetic effect and the damage
taken by anyone or anything within that area of effect (the
pyrokinetic effect will extend from the ground to a height of
10 feet within the affected area).
Living creatures within the area of effect are allowed a
Reflex Save (DC 10 + 1/2 psions level + psions Int bonus)
for half damage (rounded down).
Skill Roll: Fire Damage Maximum Radius
Less than 10 None None
10-13 1d3 5 feet
14-17 1d6 5 feet
18-21 1d8 10 feet
22-25 1d10 10 feet
26-29 2d6 15 feet
30-33 2d8 15 feet
34-37 2d10 20 feet
38-41 3d8 25 feet
42-45 3d10 25 feet
46-49 4d8 30 feet
50+ 4d10 30 feet
Anything inflammable within the area of effect will be
ignited by this power, and will continue to burn on subsequent
rounds as directed by the GM.
This power may be used only once per round.
RESIST FEAR [ Psionic Talent ]
Range: Self
Activation Cost: None
Sustained Cost: None
Time Taken: None
This talent grants a psion increased mental fortitude against

fear, shock, horror, and demoralization. All saving throws


against such effects receive a bonus based on the psions class
level:
Psion Level Bonus to Saves
1-3 +1
4-6 +2
7-9 +3
10-12 +4
13-16 +5
17-20 +6
SENSE INCORPOREAL [ Psionic Talent ]
Range: 5 ft. per class level
Activation Cost: None
Sustained Cost: None
Time Taken: None
A psion with this talent may psionically detect incorporeal
creatures and entities within his field of ordinary vision, out to
the maximum range of this talent. Detected entities will
appear somewhat translucent, meaning that in conditions of

An animated shadow is completely under the characters


mental control. While a character is using Shadow Mastery, a
great deal of his attention must be spent to maintain this control.
As a result, he loses his Dex bonus to AC, and may take
only a partial action each round at a penalty of -4 to any skill
check.

SHADOW MASTERY [ Skill, modified by Int. ]


Prerequisite: None
Power List: General
Range: 120 feet
Activation Cost: 2 PP
Sustained Cost: 1 PP every round
Time Taken: Standard Action (to activate)
Base Cost: 4 EPs
A character with this power may do one of two things
summon a three-dimensional volume of shadow even in broad
daylight, or mentally animate real shadows nearby to perform
manual labor or attack other characters.
191
If a character decides to summon shadow, he must make a
Shadow Mastery skill check. The result of the check determines
how far the summoned shadow spreads out from him
(in all directions) and how high it extends. The character may
always voluntarily decrease this area of effect.
Skill Roll Radius Covered Height
Less than 10 None
10-13 5 ft. 5 ft.
14-17 10 ft. 5 ft.
18-21 15 ft. 10 ft.
22-25 20 ft. 10 ft.
26-29 30 ft. 15 ft.
30-33 40 ft. 15 ft.
34-37 50 ft. 20 ft.
38-41 60 ft. 20 ft.
42-45 70 ft. 25 ft.
46-49 80 ft. 30 ft.
50+ 100 ft. 40 ft.
This summoned shadow moves with the character but is
otherwise completely non-hostile or animate. Within its area
of effect, visibility is shifted down one step (from full to partial
and from partial to darkness).
A character may also choose to animate existing shadows,
presuming that there is a source of natural shadow (or darkness)
nearby. There are four different sizes of animated shadow:
Size of Animated Shadow Hit Dice
Small 1 HD
Medium-Size 2 HD
Large 4 HD
Huge 8 HD
A character may simultaneously animate a number of shadow
HD dictated by his Shadow Mastery skill check:
Skill Roll Maximum Hit Dice Animated
Less than 10 None
10-13 1 HD
14-17 2 HD
18-21 4 HD
22-25 8 HD
26-29 12 HD
30-33 16 HD
34-37 20 HD
38-41 24 HD
42-45 28 HD
46-49 32 HD
50+ 36 HD

SURFACE EMPATHY [ Psionic Talent ]


Range: 10 feet
Activation Cost: None
Sustained Cost: None
Time Taken: None
Surface Empathy is a low-grade telepathic effect so weak
that its use cannot be discerned by the Detect Psi ability.
Surface Empathy gives a psion a great deal of insight into the
emotional turmoil of one living subject at a time. This insight
grants a variable (based on psion class level) bonus to Sense
Motive, Bluff, and Interrogation checks:
Surface Empathy may not be used against a character with
an active Mental Shield of 10 or a Psionic Resistance score of
10 or higher.
Psion Level Bonus to Skill Checks
1-5 +1
238
6-10 +2
11-15 +3
16-20 +4

SIXTH SENSE [ Psionic Talent ]


Range: Self
Activation Cost: None
Sustained Cost: None
Time Taken: None
The psion gains a permanent danger sense that raises his
hackles whenever the possibility of harm is near. He cannot
be flanked in melee combat save by a character at least four
character levels higher than his own. He also gains a +1
power bonus to his AC score (this is not a dodge bonus, and
thus is not lost when the character is flat-footed) and a +1
bonus to his Initiative rolls.

SKILL ABSORPTION [ Skill, modified by Int. ]


Prerequisite: None
Power List: General
Range: Touch
Activation Cost: 3 PP
Sustained Cost: None
Time Taken: Full-round action
Base Cost: 5 EPs
This power allows a character to briefly borrow the memories
of another character in order to use a skill the power
user does not have, or to improve a skill that he could be better
at. All the character needs to do to absorb another characters
skill is touch the subject and concentrate for a few seconds.
After spending 2 PP, the character makes a Skill
Absorption check. The result of this check determines the
maximum number of skill ranks he may absorb and the length
of time he will retain these ranks:
Maximum Ranks
Skill Roll Absorbed Time Retained
Less than 10 None None
10-13 2 1d6 rounds
14-17 4 1d6 minutes
18-21 8 10 minutes
22-25 12 1 hour
26-29 16 1d6 hours
30-33 20 12 hours
34-37 24 24 hours
38-41 28 36 hours
42+ Any 36 hours
Example: The Glib Gladiator and the Sponge are flying
over the Rocky Mountains in the Glib Gladiators air chariot.
The Glib Gladiator is suffering from a recent injury and is
barely coherent. The Sponge, who does not know how to pilot
the air chariot, decides to use Skill Absorption on the Glib
Gladiator so that he may temporarily take control of the vehicle.
The Sponges skill check total is 21. He may absorb up to 8
ranks of Pilot Aircraft, and he may retain this knowledge for

ten minutes. The Glib Gladiators total Pilot Aircraft score is


+16, but the Sponge cannot gain it all. +8 is certainly better
than nothing, and it should enable the Sponge to safely land
the air chariot.
A would-be borrower may gain nothing from a subject if the
subjects number of ranks in the desired skill is equal to or
less than the borrowers. A character whose skill ranks are
194
borrowed does not actually lose them.
Psionic skills and super-powers that are skills may not be
borrowed in this fashion. Jump and Climb may not be borrowed.
A character may only borrow one skill per use of this
power, and he may simultaneously retain a number of borrowed
skills no greater than his Intelligence modifier.
TELEKINESIS [ Skill, Modified by Int. ]
Range: 120 feet
Activation Cost: 1 PP
Sustained Cost: 1 PP per round
Time Taken: Standard Action (to activate/manipulate)
The Telekinesis skill allows a psion to exert physical force
and pressure with a simple exercise of will. Telekinetic power
may be used to lift weights, smash or deform objects, restrain
other characters, deal damage by hurling objects, or establish
an invisible barrier around a psion.
When the character attempts to lift a weight, he may lift a
certain number of pounds per point gained on the Telekinesis
skill check over 10. The base number of pounds rises as the
characters number of skill ranks does:
Skill Ranks Pounds Lifted
+1 to +10 20 lb. per point over 10
+11 to +20 50 lb. per point over 10
+21 and above 100 lb. per point over 10
This weight may be moved at a rate of 30 feet per round
anywhere within 120 feet of the psion. Only one large weight
or group of objects may be controlled at once.
A telekinetic character may generally push or pull (along
the ground) a weight twice as large as he can actually lift, at a
speed of 10 feet per round. For example, a psion with 15
ranks in Telekinesis may lift 50 pounds per skill check point
above 10. On a skill check result of 20, he could lift 500
pounds off the ground, or push 1,000 pounds along the
ground.
When the character attempts to apply telekinetic strength
directly to a task (bend iron bars, break down a door,
telekinetically
grapple), he may use his Telekinesis skill check total
-10 in place of a Strength ability check. For example, a
Telekinesis check of 23 would be treated as a Strength check
of 13.
A character held in place by telekinetic force may attempt
an opposed Strength ability check or Escape Artist skill check
to slip out of the psions control.
When the psion attempts to telekinetically hurl something at
a target, he must make a ranged attack roll in order to hit. A
hurled object then deals an amount of damage based on a
Telekinesis skill check. This damage remains the same
whether the hurled object is large or small. Smaller objects
are flung with incredible force for impaling damage, while
larger objects move slowly but rely on their greater mass to
deal blunt traumatic damage.
Skill Roll Damage
Less than 10 None
10-13 1d4
14-17 1d6
18-21 1d8
22-25 1d10
26-29 2d6
30-33 2d8
34-37 3d6
38-41 2d10
42-45 3d8
46-49 3d10
50+ 4d8
A psion may also surround himself with an invisible barrier
of telekinetic force. This barrier has a DR against all forms of
attack (save mental powers, toxic atmospheres, psionics and
magic) equal to the psions Telekinesis skill check. This barrier

moves as the psion moves and requires no special concentration


to maintain once it is active.
TELEPATHY [ Skill, modified by Int. ]
Range: Variable
Activation Cost: 2 PP (to initiate a search only)
Sustained Cost: None
Time Taken: Variable
Telepathy allows a psion to send his thoughts out to others,
as clearly as though he were speaking to them, and to read
their thoughts just as clearly.
Active Telepathy:
Active Telepathy is when a psion uses his skill to seek after
another character or to broadcast into another characters
mind.
In order to use active Telepathy, the psion must first locate
his subject. If the subject is in visual range, or somehow notifies
the psion of his precise location, no roll need be made.
Otherwise, the psion must make a Telepathy skill check to
attempt to detect the faint traces of his subjects thoughts
within the great volume of psychic background noise:
Radius Searched Time Taken DC
1/2 mile Standard Action 11
1 mile Full-Round Action 13
10 miles 5 rounds 17
100 miles 1 minute 21
1000 miles 10 minutes 25
10000 miles 1 hour 29
Planet 3 hours 35
Solar system 6 hours 40
1 Light-Year 12 hours 50
Initiating a telepathic search costs 2 Power Points.
A psion using Telepathy to seek out a subject he is already
linked to via the Distant Rapport talent receives a +4 circumstance
bonus to his Telepathy skill check.
239
A psion may grant himself another +4 circumstance bonus
to his skill check by taking twice as long per search attempt
as indicated on the chart above.
A psion may repeat a telepathic search as often as he likes,
though he may search for only one subject at a time.
Once a telepathic link is established, the psion does not
exactly become aware or his subjects precise and absolute
location in three-dimensional space. Its more accurate to say
that the psion has marked the subject in an abstract fashion
that will allow him to efficiently focus his telepathic energies
for broadcast. Once the psion has located a subject, the tenuous
link will last for up to 1d6 hours without communication.
Once the link is established, the psion may freely broadcast
his thoughts to the subject. This costs no further Power
Points. If the subject is unwilling to allow the broadcasting
psion to communicate with him, the broadcasting psion must
overcome the subjects Will Save or Mental Shield check with
a Telepathy skill check in order to communicate.
Broadcasting in a conversational fashion requires no special
concentration. If a psion attempts to send more complex/vivid
information, such as a real-time view through his own eyes or
a tactile impression of an object, he must concentrate. As a
result, he loses his Dex bonus to AC, and may take only a
partial action each round at a penalty of -4 to any skill check.
A subject with a Resistance to psionics may never consciously
lower it, even if he wants to communicate with a
psion. Any psion attempting to telepathically communicate
with such a subject must roll against that Resistance every
time communication is attempted.
A psion may simultaneously broadcast his thoughts to a
number of characters equal to his Intelligence modifier, provided
he can see (or has a link to) all of them.
Telepathic Screaming
Telepathic screaming is a specialized form of active telepathy,
in which the psion visualizes a single sentence or idea
and screams, broadcasting it so vividly and generally that
anyone and everyone within a certain radius will receive the
transmission.
To make a telepathic scream, a psion must spend 5 PP and
then make a Telepathy check.. The scream has a radius of 10
feet per point rolled on the check.
After making a telepathic scream, a psion will be unable to
use Telepathy for 1d6 rounds.

Passive Telepathy
Passive Telepathy is when a psion attempts to read the
thoughts and emotions of another character. Passive Telepathy
is purely receptive, and requires the expenditure of no Power
Points.
A character may use passive Telepathy only on one character
at a time, and only on a character within visual range or
one with whom the psion has established a link.
Skill Check Psion Detects...
Less than 10 Nothing
10-13 Subjects general emotional state
14-17 Subjects specific emotions
18-21 Subjects general intentions
22-25 Subjects rough surface thoughts
26-29 Subjects stronger thoughts
30+ Anything the subject thinks
A psion using passive Telepathy on a subject he is already
linked to via the Distant Rapport talent receives a +4 circumstance
bonus to his Telepathy skill check.
A psion may grant himself another +4 circumstance bonus
to his skill check by touching the subject. This, of course, is
not always possible.
If the subject has a Mental Shield or a Resistance to psionics,
this skill check must also be high enough to overcome it.
Once a psion has established successful passive Telepathy
with a subject, he need not make another skill check to maintain
it unless and until:
Circumstances change drastically (psion, subject, or both
come under attack or the effect of a super-power, for
example);
Some new psi-limiting effect takes effect on the psion,
the subject, or the area the subject is located in;
The psion wishes to drop his current passive telepathic
link and attempt to establish a stronger one with a
(hopefully) better skill check.
If the psion gains access to the subjects thoughts, he will
hear each thought as clearly as if it had been spoken. It
should be noted, however, that this power grants the psion
access only to a subjects conscious thoughts. His memories
and hidden knowledges are off limits unless the subject himself
brings them up in active thought.

Ordinarily, using passive Telepathy on a subject will not


alert the subject, unless the subject is a psion with the Psionic
Alarm talent (or has a similar power, at the GMs discretion).
WEAKENING TOUCH [ Skill, modified by Con ]
Prerequisite: None
Power List: General
Range: Touch
Activation Cost: 2 PP
Sustained Cost: None
Time Taken: Standard Action (Counts as an attack)
Base Cost: 4 EPs
A character with this power has an enervating touch that
saps the strength and vitality of any living being it is used
against.
The user must make a successful unarmed melee touch
attack (dealing no damage in and of itself) to contact the target,
and then a Weakening Touch skill check to determine the
full effect of the power. A successful use of the power will
remove temporary points from either the targets Constitution
or Strength (power users choice), and cause a certain amount
of subdual damage.
Ability points lost in this fashion will remain drained for
1d6 + [power users Con modifier] hours. Anyone reduced to
a Constitution score of 0 by the use of Weakening Touch will
immediately fall unconscious.
Skill Roll Ability Loss Subdual Damage
Less than 10 None None
10-13 -1 Con/Str 1d3
14-17 -2 Con/Str 1d4
18-21 -3 Con/Str 1d6
22-25 -3 Con/Str 1d8
26-29 -4 Con/Str 1d10
30-33 -4 Con/Str 2d6
34-37 -5 Con/Str 2d8
38-41 -6 Con/Str 2d10
42-45 -7 Con/Str 4d6
46+ -8 Con/Str 5d6

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