Psionics
How do they work?
Something something holographic principle, something something there is no spoon.
But anyway, they do.
Mysticism
Something something zro.
Psionic Powers
Psionic Power rankings:
- 0 is a muggle
- 1 is psychic proficiency
- 1-1, 2-4, 3-7, 4-11, 5-15
Some powers have a minimum power ranking to manifest. Otherwise, it's 1. All powers can be improved at higher level.
Using any of these powers requires a skill check.
Power Level | Failure | Mixed | Total Success |
---|---|---|---|
1 | 1-4 | 5-14 | 15+ |
2 | 1-9 | 10-19 | 20+ |
3 | 1-14 | 15-24 | 25+ |
4 | 1-19 | 20-29 | 30+ |
5 | 1-24 | 25-34 | 35+ |
Psionic Powers
Biometabolism (Con)
Healing
- Healing Trance: long-duration healing by amplifying body's healing ability. Choose one:
- Concentration, short rest; you gain the effect of a long rest. Max once/day/rank
- Concentration, long rest; you gain the effect of a long rest while under full medical care.
- Concentration, full round; you suspend the need for death saving throws and auto-stabilize.
- First Aid: swift; you instantly gain the benefits of healing with a short rest by expending hit dice.
- Higher power ranking: at P2, gain 2 dice of healing per 1 spent. At P3, 3 per 1. Etc.
- Healing Touch (P2): as First Aid, but to another, by touch.
- Purification (P2): swift, touch; roll skill check against a poison or disease. On success, end it.
Psychofeedback
Transfer mental power to the physical body.
- Swift, concentration; you divert a chosen amount of Int, Wis, or Cha to Str, Dex, or Con. Effectively, you take a penalty to the first in order to gain a bonus to the second.
- At P2, you gain 2 points per 1 penalty. At P3, 3 points per 1, etc.
- At P2, you can transfer from and/or to two different scores. Thus, you could pull 5 points from Int and 2 from Wis to gain +14 to Str or +7 to Dex and Con, for instance. This counts as a single use of this power.
Camouflage
- Swift, concentration; your appearance becomes blurry and indistinct.
- P2: your appearance changes to a specific visage of the same size and type (i.e. medium humanoid).
- P2: you become invisible while still, and partially invisible while moving (+10 to Stealth).
Ectoplasmic Form
Become a fluid, a gas, insubstantial, or even crystalline. Rules TBD
Metamorphosis
Change your form.
Fusion/Fission
Become many, or many become one. (High level)
Psychokinesis (Str)
Force Projection
Contrary to popular belief, telekinesis isn't about making something magically move on its own through spooky action at a distance. It's much simpler--you are modifying the quantum properties of a generated force to translate its position in spacetime. That force has to come from somewhere, and the easiest source is your own body.
- Swift, ranged, concentration; you project the force of your own hand, exactly as dextrous and strong as yours, within range.
- P2+: Each power level adds one effective size category, so Large at P2, Huge at P3, etc. Each size comes with +10 strength.
- P2+: You can split your force into multiple points; large could become 2 medium or 4 small; huge could be 2 large, 4 medium, 8 small, etc.
- Std, ranged; you project a single burst of force, acting as an unarmed strike, bull rush, or trip, or in the case of an object of appropriate size, a ranged attack.
- For more detailed rules, refer to Sam's whole deal in System 7.
Force Modification
While you're messing with the fundamental quantum properties of force-carrying particles, why stop at telekinesis?
- Force Amplication: std, melee; you make a normal melee strike, but the force is increased, adding medium kinetic damage.
- P2: more damage. How much more? Not sure, this could get crazy.
- Force Absorption: reaction, melee range; you absorb kinetic energy from an incoming attack, subtracting medium damage from it, and gaining that amount to a temporary buffer that can be added to Force Amplification within the encounter.
- If you have the Parry or Block ability, you can use this power in its place, rather than using a reaction every time.
- Force Modification: reaction, ranged; you modify a kinetic force's properties, such as the direction across which it is applied. This could cause a charging creature or vehicle to suddenly divert 90 degrees, a falling object to bounce as if off an invisible floor, etc.
If you have Force Projection, there are some crossover abilities, such as:
- Adding Force Absorption buffer points to the projected force
- Amplifying the force of a telekinetic attack
- Etc
Pyrokinesis
This isn't the manipulation of fire--fire is a chemical reaction, and to "bend" it would imply that you can mess with air currents. Nifty, but highly situational.
This power is about converting other forms of energy into thermal energy, and manipulating thermal energy directly.
- Fire Resist
- P1 conc res 50
- P2 conc res 100
- P3 conc absorb
- etc
- Fireball (P2): Seemingly a fundamental ability, this is really quite complex. You draw upon your own body's internal energy, gather the thermal energy produced, bind it into a small area (i.e. the fireball), then project it away so it can do some harm.
- Rules TBD
- HP based? Con strain? Hmmm
Cryokinesis
You extract thermal energy from a working medium, and convert the energy liberated into forces, or otherwise dissipate it. Complicated.
Psychoportation (Dex)
Speed Force
You move fast...but not because you're just so strong. Moving like the Flash would cause all sorts of bizarre side effects, and would require relativistic power sources. Every punch would be a nuclear bomb, but also just running forward would irradiate you to death.
No, you're moving fast because you're bending space and time. And moving fast is just the beginning.
- P0: increase movement speed by 3 squares per power rank.
- Blink: free or reaction (max once/rd), recharge 33% per power rank; you instantly move up to a normal movement. You are not teleporting--you must be able to traverse the space. However, you can neglect gravity and friction for the duration.
- If you have Dodge, gain +2 to Dodge checks per power rank, and you can blink up to 1 square per power rank every time you successfully dodge.
- Recall (P2): encounter (recharge 10% per rank at P3+); you blink so fast that you move backward in time, restoring your position and condition (HP, ammo, all numbers basically) to their status at the beginning of the current round. This does not undo your actions.
Warp Bubble
Speaking of warping time and space:
- P2: swift, concentration, em5 (+2 per rank beyond 2); you bend spacetime around yourself. The effect increases with distance. All ranged, targeted attacks (including spells) have a 10% miss chance per square of the effect they pass through.
- Alternate mode: does not apply to allied attacks, but only 5% miss chance per square.
Portal
You can create wormholes.
- P2: swift, concentration; you create a micro-sized wormhole, with one aperture within your square and the other at a place you designate within the range. This allows you to manifest powers, shoot weapons, or just place reach through the portal. No physical effect blocks transit between the portals, only a dimensional lock.
- P3: swift, concentration; as a hex portal, but big enough for medium creatures to pass through (large at P4, etc), and can double the range for +1 power rank.
- P4: full round; you convert a radius of 1-5 squares around you into the mouth of a wormhole, with the other end leading somewhere where you have a Cynosural Field Generator, Astral Beacon, or another mindlinked Psion. This allows travel nearly instantaneously across any distance.
- P5: as Wormhole, but no beacon or field needed. However, all success is treated as mixed; perfect means the consequence is annoying, but probably worth it. Mixed means the consequence is truly a problem. Can only arrive at an exact destination on a natural 20.
Dimensional Control
- P2: dimensional anchor
- P3: dimension lock
- P?: modify dimensional properties in an area. For instance, length might be 3x what it appears, interfering with movement and ranged attacks. It's like hallways in a nightmare.
- P?: Doctor Strange stuff
Planar Travel
- P2: banishment (phase shift an enemy for a while)
- P4: sent to another plane! (permanent)
- P?: astral projection
Metacreativity (Int)
Astral Construct
You form pure thought into material form, albeit temporary.
- P0: crystals! Medium slashing damage at range or heavy in melee.
- P1+: astral construct (the classic ability)
- P2: crystal armor (ablation)
- P3: wall of crystal
- P?: power crystal (store psychic power in a crystal, give to ally for later use)
- P?: create useful object (gun, thieves' tools, bazooka, etc)
Incarnation
The art of making certain duration-based (especially Concentration) powers permanent--usually by turning them into crystals (or perhaps animated pets).
Very TBD.
Temporal Manipulation
- P1: time hop
- P1: time accel (haste, slow)
- P3: time stop (not as good as the wizard spell until later level)
- P?: age or de-age target instantly
Disruption
Mess with chemical and molecular properties (disintegrate, transmutation, etc). Possibly reversible, to repair objects.
Hypercognition
Think REALLY fast. Examples:
- "Pause" the universe while you figure out a plan (mechanics: maybe "ready an action" without explicitly readying)
- Days of study in minutes (learn Kung Fu)
- Many purely mental actions in an instant (probably useful for Astral Constructs)
Psychic Chirurgery
Given a helpless target, you delve into their mind.
- Detect and repair psychic intrusion and damage
- Restore deleted/suppressed/modified memories (or do the damage yourself)
- Alter fundamental identity (dangerous)
- Swap minds (high level)
Intellect Fortress
Psychic defense mode where you construct metaphysical defenses (thick walls, traps, sentries).
Clairsentience
Precognition
- Luck rolls!
- Never surprised
- Augury, greater augury
Remote Viewing
yep.
Sensitivity to Psychic Impression
Includes object reading.
Battle Meditation
Gain bonuses to attacks, defense, etc. On a large scale, help an army or fleet.
Blindsight
Does what it says on the tin.
- Low: see thinking creatures despite concealment
- Mid: see everything
- High: true seeing
Mind Blank
Psychic defense mode for self and others, involving nullifying all thoughts and emotions.
Low-level: conceal your thoughts, hide your psychic presence.
Mid-level: gain resistance to mental effects or actively suppress existing ones.
High-level: gain near immunity to mental effects.
Telepathy
- Emotion
- Suggestion
- Empathic Transfer
- False Sensory Input
- Mind Blast