The (uncompleted) list of major psychic powers commonly found in Megaverse games. Most of the powers are in a simple list format. The powers that still have their original descriptions are ones which have not been worked out yet. This should become a simple table down the road. Suggestions and requests for clarifications are welcome.
Some guidelines for making or converting powers. When the weapon attack is used for lesser powers, it uses the 2 point version while Super uses the 3 point version. Use the minimum to gain the effect needed.
Healing Abilities
Bio-Regenerate (self) (6) — Regeneration 1, 4 points
Deaden Pain (4) — Special Defense (Pain) 2
Detect Psionics (6) — Sixth Sense (Psionics), 1 point
Exorcism (10) — Exorcism, 1 point/level
Healing Touch (6) — Healing 1, 4 points
Increased Healing (10) - Healing 1, 4 points
Induce Sleep (4) - Mind Control 1 (can only relax people to sleep), 1 point
Psychic Diagnosis (4) - Analytical Sensor (pain, injury, disease, possession), can use Medical (Diagnosis) skill bonus, 4 points
Psychic Purification (8) - Healing 1, can use Poisons skill bonus, 4 points
Psychic Surgery (14) - Healing 1, can use Medial (Surgery) skill bonus, 4 points
Resist Fatigue (4) - Special Defense (Fatigue) 1, 1 point
Restore P.P.E. - ??
Range: Touch
Duration: Permanent
I.S.P.: 4 plus the amount of P.P.E. transferred.
This power allows the psychic to convert some of his I.S.P. to P.P.E. energy and transfer the energy to another person. Two I.S.P. counts as one P.P.E. point. In addition, the conversion and transfer costs four I.S.P. For example, 10 I.S.P. converts into five P.P.E. and costs an additional four I.S.P. to make the transferral and conversion, for a total cost of 14 I.S.P. A mind block will prevent this energy transfer.
Suppress Fear - Special Defense 2 (Fear), 2 points
Physical Psionics
Alter Aura (2) — Rifts® pg. 116
Death Trance (1) — Rifts® pg. 116
Ectoplasm (varies) — Rifts® pg. 117
Impervious to Cold (2) — Special Defense (cold) 2
Impervious to Fire (4) — Special Defense (fire) 2
Impervious to Poison (4) — Special Defense (poison) 2
Levitation (varies) — Telekinesis 2, 4 points
Mind Block (4) — Mind Shield 1, 1 point
Nightvision (4) — Feature (Night Vision), 1 point/feature
Resist Fatigue (4) — Special Defense (Fatigue) 1, 1 point
Resist Hunger (2) — Special Defense (Hunger) 1, 1 point
Resist Thirst (6) — Special Defense (Thirst) 1, 1 point
Summon Inner Strength (4) — Rifts® pg. 118
Telekinesis (varies) - Telekinesis 2, 4 points
Deaden Senses = Weapon Attack 1: Soul Attack, Irritant, No damage, short range, 4 points.
Range: 160 feet (48.8 m); line of sight.
Duration: 2D6 minutes; roll for random determination of duration.
I.S.P.: 4
Saving Throw: -1 to save.
This is another form of bio-manipulation, only less severe or noticeable — victims seldom realize they've fallen under the influence of this psionic attack. The psychic is able to induce a physical influence on a single person to make him or her less alert. This is typically used on guards, sentries, and searchers to escape their notice. The victim of this psionic attack momentarily becomes less alert and attentive to the things around him.
Small sounds, odors, movements, and details go unnoticed (+10% to the following skills against this befuddled character: camouflage, prowl, palming, pick pockets, cardsharp, forgery and disguise) and the deadened character is slow to react; reduce speed by 10%, -1 on initiative, and -5% on skill performance.
Ectoplasmic Disguise
Range: Self
Duration: 10 minutes per level of experience.
I.S.P.: 12
This is an enhanced control over ectoplasm that gives the psychic the ability to cover and disguise his physical features. Ectoplasm is created as normal, with the mysterious pseudo-substance rising from the pores of the skin. Instead of forming wispy tentacles, the ectoplasm covers the face. As it solidifies, it
becomes a sort of putty-like material that can be mentally shaped and molded by the psychic. Once the desired shapes and features are achieved, the psychic can make the ectoplasm look
like real flesh. The best way to create an ectoplasmic disguise is for the psychic to look at a photograph or a frozen video image and concentrate on that image — the ectoplasm automatically molds into that shape/image, including skin color. Not only can the psychic create a mask to hide his facial features, but he can also change the shape and bulk of his body — adding a pot belly, muscles, a tail or extra eye, etc.
Level of proficiency: 50% +3% per level of experience (add +16% if the character has the disguise skill). This percentage applies primarily when trying to accurately imitate a specific person's identity. In most other cases, the disguise is successful in that it obscures the psychic's true identity.
Problems & Limitations: An ectoplasmic disguise is especially effective from a distance, but does not hold up against close scrutiny. The ectoplasm always has a bit of a “dull” and “pasty” appearance, regardless of skin color. If punched, cut, scraped, etc., the ectoplasmic covering will tear away and, in a
matter of seconds, noticeably reform to cover the tear/damage.
The psychic must concentrate on maintaining his disguise, which means his attention is divided and concentration hampered. While the disguise is maintained, the psychic suffers the following penalties: -4 on initiative, and reduce all combat bonuses, attacks per melee, running speed and skill performance by half! To perform better, the character must relinquish some his control over the disguise, with notable results, like features obviously shifting, drooping or even melting. If the character is seriously injured, knocked unconscious or slain, the ectoplasm melts away, turns into floating globs and disappears in a matter of seconds.
Telekinetic Acceleration Attack
Range: 50 feet (15 m) +10 (3 m) per level of experience; line of sight.
Duration: Instant
I.S.P.: 10 for S.D.C. damage, 20 for mega-damage.
This power works on the same principle as the rail gun but uses telekinetic rather than electromagnetic force. Rather than use telekinesis to lift and move one or more objects, this super psionic power causes a half dozen to a dozen small objects (coins, pencils, small stones, arrows, unloaded bullets, etc.) to hurl at an incredibly high velocity in a powerful (if not short-range) burst of telekinetic energy. All items strike one target at tornado wind velocity.
If 10 I.S.P. are expended the damage inflicted is 2D4xlO
S.D.C. If 20 I.S.P. are expended, the damage is 3D6+4 Mega-Damage! The psychic must roll to strike at +1 to do so (no other bonuses apply except any R.C.C. psi-power bonus) and the target must be clearly visible. The psionic attack counts as one of the character's melee attacks.
Telekinetic Leap
Range: Self
Duration: One melee attack/action; in this case, a leap.
I.S.P.: 8
This telekinetic application boosts the person's leaping ability, propelling the psychic an additional two feet (0.6 m) when leaping upwards, and three feet (0.9 m) when leaping across or lengthwise, per level of experience. This power can be used in conjunction with a leap kick attack (damage: 6D6+6 plus P.S.
bonuses), but the character will take 2D6 points of damage himself from the hard impact. A die roll to roll with punch, fall or impact, may be needed to land safely after one of these leaps.
Telekinetic Lift
Range: Self or Touch
Duration: 2 melees per level of experience
I.S.P.: 6
Rather than moving objects solely with the power of the mind, this use of telekinesis is used to increase the character's ability to lift and carry heavy weights. The psychic creates a telekinetic field around the object and lifts both physically and mentally (via telekinesis). This enables the psychic to lift and
carry weights 20% heavier than his P.S. normally allows. This use of telekinetics is limited exclusively to lifting and carrying heavy weights and cannot be used to hurl boulders and heavy objects as weapons nor can it be used to augment the damage inflicted by a punch, kick or other physical attacks.
Telekinetic Punch
Range: By touch or one foot (0.3 m) per level of experience.
Duration: Instant
I.S.P.: 6
Saving Throw: Dodge or parry as usual.
This telekinetic power enables the psychic to deliver a powerful punch or kick-like force through telekinetic energy. The character must actually make a physical punch or kick, but a successful strike delivers a telekinetically enhanced blow. A telekinetic punch will inflict 3D6 S.D.C./hit point damage plus P.S. bonus (if any), and a kick will do 4D6 S.D.C. plus P.S. bonus. The I.S.P. is spent whether or not the punch or kick actually hits the target (roll to strike as normal). The power is used in conjunction with a normal, physical attack that can be parried or dodged by the enemy. Every time the power is used, the psychic must make a save of 14 or higher or he will take 1D6 points of damage himself as a result of wrenched muscles or a dislocated joint from the extra strain on his body.
Telekinetic Push
Range: By touch or one foot (0.3 m) per level of experience.
Duration: Instant
I.S.P.: 4
Saving Throw: None.
The psychic can effectively create a telekinetic force that pushes away an attacker or anything within range (a door, chair, cart, statue, etc.). The pushing force has the rough equivalent of
a P.S. 16 +1 per level of the psychic. The telekinetic push is roughly equal to a body block and does 1D4 S.D.C./hit point damage, will knock most ordinary humans back two yards/meters and has a 01-60% chance of knocking the person off his feet (if so, that character loses initiative and one melee action). Characters weighing more than 200 pounds (90 kg) or who possess robotic P.S. or supernatural P.S. are only shoved a foot or two and there is only a 01-12% chance of being knocked off their feet. Inanimate objects weighing under 50 pounds (22.6 kg) are “pushed” or slid across the ground twice as far, roughly four yards/meters (12 feet/3.6 m).
Sensitive Psi-Powers
Astral Projection (8) — Astral Projection 3, 9 points
Clairvoyance (4) — Precognition 2, 4 points
Empathy (4) — Sixth Sense (Empathy), 1 point
Mind Block (4) — Mind Shield, 1 point
Object Read (6) — Analytic Sensors (read objects past, maybe last user’s present state) 3, 3 points
Presence Sense (4) — Rifts® pg. 122
See Aura (6) — Rifts® pg. 122
See the Invisible (4) — Rifts® pg. 122
Sense Evil (2) — Rifts® pg. 122
Sense Magic (3) — Rifts® pg. 123
Sixth Sense (2) — Sixth Sense (Danger), 1 point
Speed Reading (2) — Feature (speed reading), 1 point/feature
Telepathy (4) — Telepathy 2, 6 points
Total Recall (2) - Feature (eidetic memory), 1 point/feature
Commune with Spirits
Range: Self
Duration: Two minutes per level of experience.
I.S.P.: 6
Saving Throw: Standard
Using this power, a psychic can “feel” (not see) the presence of spirits. The term “spirit” includes entities including ghosts and possessing ones), invisible Astral Travelers/Astral beings, the splintered life essence of a god or alien intelligence, the mysterious Indian Spirits, a spirit or demon (or god) possessing a familiar or witch, and imprisoned souls and life essences in rune weapons and similar magical prisons.
The psychic can ask the spirit questions by speaking aloud, although the creature often understands the question on an empathic or intuitive level. Only the psychic hears the answer (unless he's using a group trance) and the answer can be in words or powerful emotions (he suddenly feels its hate, fear, anger,
sorrow, etc., instead of a verbal response). It is important to note that the spirit is under no obligation to answer truthfully or to answer at all. Angry and uncooperative spirits may lie, pretend to be somebody else, lash out at the psychic with its own psi-abilities or cause mischief. Likewise, the psychic cannot “feel” or sense the creature's alignment, or magic energy, nor can he use any of his other psionic powers while he is in communion with the spirit. Furthermore, the spirit may break off communication at any time, although the psychic can still “feel” if it is within the immediate area (30 feet/9 m radius). The psychic can also break contact at any time, but when he does so, he can no longer tell if it is still hanging about.
Intuitive Combat
Range: Self
Duration: Two melee rounds per level of experience
I.S.P.: 10
This is a form of telepathy geared to give the psychic an advantage in melee combat. To put this ability in place, the psychic must concentrate for one melee round (15 seconds), putting himself in a Zen-like state of awareness. For the next two melee rounds, the Intuitive Combat sense makes the character one with his body and weapon, reacting quickly and efficiently with amazing reflex action, balance and grace. Note: The psychic is unable to use any other psionic power, including mind block, while this power is in use. He can cancel it with a thought.
Bonuses:
+3 on initiative
+1 to strike
+1 to parry
+4 dodge
+4 to pull punch
+2 to roll with punch, fall or impact
+2 to disarm
Cannot be caught by surprise, even by attacks from behind or from long-range, which means he can try to parry or dodge all attacks leveled at him.
+10% to abilities (balance, etc.) provided by the acrobatics and/or gymnastic skills, as well as +10% to climb and swim
Machine Ghost
Range: Self; computer by touch.
Duration: Three minutes per level of experience.
I.S.P.: 12
Saving Throw: Not applicable
The psychic goes into a trance as he focuses his concentration on entering a computer or most any type of artificial intelligence (not applicable to sentient, self-aware machines like Archie-3). This power is limited to the acquisition or reading of information only. The psychic cannot input, program, or delete data on the machine. He can also access information stored by most electronic means, including computer disks, video and audio disks, film or audio tape, and hard drives. Reading electronically encoded disks and tapes is similar to object read, except in this case, he hears and sees the data as if he were playing it on a computer or disk player, only he perceives the information 10 times faster. Thus, the character can read (never input) information from disks or broken computers without a physical “jack” connection or an actual display device, i.e. computer and monitor, CD player, etc.
As an actual Machine Ghost, the psychic mentally enters and travels the neural network of an active computer. He is actually inside the device. In many ways, this experience is similar to Astral Projection except the psychic is “projecting” into the machine rather than into the Astral Plane. It also has the same pitfalls as Astral Projection, as in the character enters a strange, very seemingly real world that he must learn to navigate. Like Astral Projection, the electronic world of computers takes on a virtual world landscape. This means in the computer virtual world, its programs, viruses and defense mechanisms will take on virtual manifestations that can interact, confront, impede, or attack the Machine Ghost.
A password or special access code may appear as a metal door or iron gate, or locked filing cabinet that needs to be (seemingly) broken open to gain access to what is held inside.
The more difficult the code, the bigger, stronger and more difficult the door and lock(s). Data is likely to appear as books, paper files, diagrams, film, holograms, and other common means of communication and documentation. The more sophisticated defense measures are likely to appear as one or more guards who must be defeated before the information is accessible. They can appear as sorcerers, Coalition troops, known enemies or as exotic aliens. Viruses and defenses designed to attack an intruder typically appear as demons or monsters.
Combat in the virtual world seems real and is conducted the same as it would happen in the real world. Combat and damage is measured by the character's perception of his real body armor, weapons and natural powers. When the psychic has lost more than 70% of his armor, or S.D.C./M.D.C., he will feel the urge to flee the virtual world. If he flees, a computer defender will not follow, however a virus will pursue and continue to fight. Although all such damage is only in the mind of the psychic (no physical damage occurs in the real world), if he dies in the virtual world, he can die in the real world as well! The shock to his psyche and body will momentarily stop his heart, and he slumps over dead! The character must roll to save vs coma and death. In this case, physical treatment is not necessary and the recovery process, if successful, takes less than a minute. The psychic must roll three times, and the best two out of three rolls skills determines life or death. Rolling between 01-75%, two out of three times, means the heart starts and the character is shaken but fine; feels woozy for 2D4 minutes (reduce speed 25% and all combat bonuses by half). Failure to recover from the heart attack means immediate CPR medical treatment is required —paramedic skill will suffice, provided any protective body armor can be removed so that treatment can be issued; rescuers have 10 minutes. Roll to save vs coma and death again; must roll twice under 80%.
The downside in the usage of this power is the psychic loses all sense of time and reality outside the data he is accessing.
This means he is oblivious to what is happening around him, and unless protected by a companion, vulnerable to attack without any means of defense. Pain or being struck or shaken will alert the psychic to trouble, but he has the choice of breaking contact and responding, or ignoring it and continuing to retrieve data. Only telepathy can reach the character while in this state (can't hear spoken words or sounds outside the computer), and is a means of two-way communication.
A character accessing a file on a disk can break contact at any time with a thought, although he will be disoriented for one melee round; reduce his number of attacks and combat bonuses by half. Breaking free of a computer virtual world is not so easy.
Leaving virtual space. Unfortunately, leaving the virtual world of a computer is fundamentally the same as the Astral Plane. The psychic can vaguely sense the way he came and must follow it back to the virtual access point. To do so, the player must roll on the following table and must roll “definitely certain” to have his character successfully escape. The player must keep trying until he succeeds or time elapses. If the character cannot escape virtual space before the duration of this ability elapses, he is flung out with the same effect as “virtual death”; roll to save vs coma and death as described above. Note: The psychic will instinctively know when he's down to the last three minutes of the duration and when trying to exit, can fly toward the way out (typically appears as a door or a dimensional rift).
01-30 Hopelessly lost (roll again)
31 -45 Uncertain (roll again)
46-65 Fairly certain on the right track (roll again)
66-00 Definitely certain! Whew! Made it back.
Mask I.S.P. & Psionics
Range: Self
Duration: 10 minutes per level of experience.
I.S.P.: 7
This is a psionic power that enables the character to completely mask all spiritual aspects of his psionic energy and powers. Even the aura is temporarily altered. As a result, other psychics, Dog Boys, Psi-Stalkers, and creatures who can sense psionics or see aura will not detect psionics in a character who is
masked. However, the masked psychic must “block” himself from the world, which means he cannot use any of his psionic senses o; abilities, nor receive empathic or telepathic impressions until he lets the mask go.
Mask P.P.E.
Range: Self
Duration: Ten minutes per level of experience.
I.S.P.: 4
A psionic power that enables the character to completely mask all but 1D4 P.P.E. of his personal P.P.E. base. Characters who can sense magic energy or see aura will regard this character as having an insignificant amount of P.P.E. This power is especially good as protection against Psi-Stalkers and other P.P.E. vampires. Mystics can easily conceal their magical powers through this psionic concealment.
Read Dimensional Portal - Analytical Sensors 4 (Destination Hostility or whether the Astral Plane, Xiticix home world, the Dreamstream, or to another location on Rifts Earth, presence of strong or many supernatural beings and whether they are evil, vision of last person to use it, and nature and major functions of the portal), 4 points
Remote Viewing
Range: Self
Duration: 2D6+6 second flash of insight or vision of current events.
I.S.P.: 10
Saving Throw: Special. Other psychics can feel or sense when somebody is trying to observe them and can try to resist it by concentrating (uses up one I.S.P.); standard save vs psionic attack (in this case, psionic intrusion). Failure means the psychic is seen via remote viewing. Success means the psychic trying to view is blocked, and he knows that the target has deliberately done so. The target of this power gets no impression from being viewed remotely and has no idea why he is being viewed or by whom.
To use this power, the psychic needs a photo or video image to focus on, even if he knows the person or place intimately. When focused on a particular person, the psychic can see in his mind what the person is doing at that moment for 2D6+6 seconds. The image appears as if the character were looking down through a skylight. He sees only a glimpse of things and may not remember all details. Likewise, he may not see other people outside his line of vision, because the focus is a particular person, not the entire room. If the target is moving, walking, or driving, the remote viewer will know this and follow along for a few seconds, although he may not have a clear idea of his surroundings, but enough of an impression to recognize it if he sees it personally.
The character may also remote view a specific place such as a small to medium room, a corner in a playground or field, a specific entrance to a building, a particular section of an alley, etc., but not an entire house, office building, stadium, street, etc.
As before, he must have a photograph, video or frame of film to focus upon. For 2D6+6 seconds, the psychic will see whatever occurs in that small area of that particular place.
In the alternative, the psychic can use remote viewing to catch glimpses/images that tell something about the subject of the viewing. In this instance, he must have 2-4 specific questions, such as, is so and so alive … the image of the character smiling as he walks through the area appears, or flashes of a brutal attack, blood, and a falling body (indicating death), and so on.
In either case, the psychic cannot look at the same person or place via remote viewing again for another 24 hours.
Sense Dimensional Anomaly
Range: 100 feet (30.5 m) radius per level of experience.
Duration: 2 minutes per level of experience.
I.S.P.: 4
Saving Throw: None
This power will detect the presence of a dimensional anomaly like an open/active dimensional portal or Rift, the random opening and closing of a Rift, ley line storms, and dimensional triangles (The Devil's Sea/Bermuda Triangle), as well as any disturbances caused by teleportation, the use of temporal magic
or other powers that disrupt the fabric of reality. The character knows when it is happening, when it ends/closes, the general direction, and whether it is far or near, but no exact knowledge of its location or what is happening because of it.
Sense Time = Sixth Sense (time), 1 point
Super Psionics
Bio-Manipulation (10) — Rifts® pg. 124
Bio-Regeneration (super) (20) — Rifts® pg. 124
Electrokinesis (varies) — Rifts® pg. 124
- Electrical Resistance
- Electrical Discharge
- Manipulate Electrical Devices
- Sense Electricity
Empathic Transmission (6) — Rifts® pg. 124
Group Mind Block (22) — Rifts® pg. 125
Hydrokinesis (varies) — Rifts® pg. 125
- Sense Chemical Impurities
- Boil Water
- Water Spout
- Sense Water
Hypnotic Suggestion (6) — Rifts® pg. 125
Mentally Possess Others (30) — Rifts® pg. 126
Mind Block Auto-Defense (special) — Rifts® pg. 126
Mind Bolt (varies) — Rifts® pg. 126
Mind Bond (10) — Rifts® pg. 126
Mind Wipe (special) — Rifts® pg. 126
P.P.E. Shield (10) — Rifts® pg. 126
Psi-Shield (30) —Force Field (Shield Only), Stops 45 damage, 3 points
Psi-Sword (30) — 4WA1, (Penetrating Armor x1, Melee), 30 damage, 4 points
Psychosomatic Disease (30; New)
Pyrokinesis (varies) — Rifts® pg. 127
- Fire Resistant
- Spontaneous Combustion
- Fuel Flame
- Extinguish Flame
- Create Flame
- Fire Ball
- Sense Fire
Telekinesis (super) (10+) — Telekinesis 3, 6 points
Telekinetic Force Field (30)
Astral Golem
Range: One mile (1.6 km) per level of experience.
Duration: Special
I.S.P.: 50 to create the golem, 10 to mentally animate/control it.
This is an unusual psionic ability that is known only to psychics trained in Psyscape, and is possible only in the Astral Plane. Using the “loose” ectoplasm that makes up much of the Astral Plane, the psychic is able to build a vaguely humanoid construct. By intermingling some of the psychic's own ecto-plasm he can animate and control it. The construct, often called an Astral Golem, resembles a Rodin sculpture made of a proto-plasmic material. Through concentration, the psychic can animate it like a giant, stringless puppet. It is not actually alive and cannot see, hear, feel pain or emotions, nor think or act independent of the psychic. This construct is typically used to carry heavy objects, defense and combat. As an Astral Creation, it can float and fly as a natural ability (as can most Astral Travelers).
Made of the stuff of the Astral Plane, the Astral Golem can inflict damage to all Astral beings.
Stats for the Astral Golem:
The golem is a large, human to double human-sized construct of whitish or light grey, semi-translucent material that glows faintly. It can be formed into whatever general shape its creator desires, but is typically humanoid.
• Horror Factor: 8 human-sized, 10 giant-sized
• P.S. 18 (supernatural), Sped 16+1D6
• Attacks per Melee: Equal to those of his creator. In combat, every action by the Astral Golem counts as one of the psychic's. The Astral Golem must remain in sight of the psychic and is rarely sent more than several hundred feet away.
• 1D6 M.D./damage to other Astral Beings from punches and kicks.
• -2 on initiative, -1 to parry and dodge.
• Impervious to most psionic attacks, mind control, fear, and possession (it's not alive). Also impervious to cold, heat, disease, poison, and gases. Energy and projectile attacks do half damage. Vulnerable to physical attacks from other Astral Beings
• 3000 S.D.C./30 M.D.C.; can be repaired/regenerated by its creator expending an additional one I.S.P. per 2 M.D.C./200 S.D.C.
Group Trance
Range: All willing subjects within 20 feet (6 m) of the psychic, +10 feet per level of experience.
Duration: Two minutes per level of experience or until the trance is broken, whichever comes first.
I.S.P.: 15
Saving Throw: None for willing participants. Those unwilling to participate cannot be entranced.
This is an impressive and powerful psionic ability that empowers a major or master psychic. There are a couple of different applications for this power. The noncombat use is a sort of shared communication. Everybody entranced can share in the psionic experiences of the group leader, the character who is using the Group Trance power. First, the entire group of willing participants enters into a trance state. While entranced, the entire group is subtly linked to the character using the power. That character can then perform one or two other psychic communication abilities per melee round. These abilities are limited to a few forms of psionic communication (not healing, physical or super psi-powers), including clairvoyance, empathy, telepathy, object read, presence sense, commune with spirits, remote viewing, and sixth sense. The thoughts, visions/images, communication received by the lead psychic are simultaneously transmitted via the trance link to all participants. They see, know or feel everything he does.
The other use of this ability is to willingly pool the I.S.P. of the trance group, to make it available to the lead psychic (the one who is using the Group Trance ability). Once every melee round, the psychic to whom they are linked can draw upon three I.S.P. points from each psychic in the trance group. I.S.P. cannot be drawn from characters who don't have any. These I.S.P. can be used by the lead psychic any way he desires. The others linked to him see, feel and experience whatever he does, including his rationale, motives and emotions.
In both instances, only the psychic has any melee actions, and he is limited to two psionic actions/attacks. All those entranced are simply passive observers or participants. All participants react calmly toward the events, emotions, and visions they experience while entranced. The moment the trance ends, they are back to normal and can respond as is appropriate. Only the lead psychic or the genuine fear of death can break the trance.
All snap out of it even if only one person breaks the trance.
Psionic Invisibility
Range: Line of sight or 100 foot (30.5 m) radius.
Duration: One minute per level of experience.
I.S.P.: 10
Saving Throw: Potential victims are -2 to save; area affect.
Psionic invisibility is the ability to remain undetected when in plain sight. This is accomplished via a telepathic impulse that convinces bystanders that the psychic is not a threat and insignificant — beneath their notice. Those affected by the impulse are unable to see the character, and subconsciously avoid colliding with him; they don't see him on a conscious level. Note: This invisibility works only if the character is “passing through” or hiding and honestly has no intention of attacking or hurting anybody in the area. The slightest ill intent or act toward perpetrating violence instantly cancels the psionic influence.
Individuals watching through video monitors and other sensory equipment can be similarly tricked into ignoring the psychic, but only if within his radius of influence. Those out of range will react appropriately, and once the psychic has been seen, the person is immune to his ability to seem invisible. Likewise, while a watchguard may not see or react to the psychic, he will be captured and recorded on film and by sensors. Video cameras, computers and similar devices are never fooled by this
power; they are able to notice and record the character as normal (some may sound an alarm too).
Psychic Body Field
Range: Self
Duration: Two minutes per level of experience.
I.S.P.: 30
With a thought, the psychic instantly surrounds himself with a telekinetic force field that conforms to the shape of his body and enables him to physically move and fight. It is a mega-damage structure with 10 M.D.C. per level of experience. The field takes the shape of a dim, white, transparent aura that completely surrounds and encloses the body of the psychic. Items held in his hands, hung from his back, or worn on top of his head are not protected.
On the downside, the field does not protect against disease, radiation, or toxic fumes, nor magic or psionic attacks other than physical ones (energy blasts, fire, etc.). Worse, the TK-force field means the psychic loses his sense of touch, because the field is between him and all objects/materials outside the force field. This lack of touch sensation means the character cannot feel much of anything he picks up or touches after the field has been erected. This makes the use of skills that require a sense of touch and manual dexterity -30%, and delicate items may be accidentally dropped or crushed.
Psychic Omni-Sight
Range: 500 foot (152 m) radius.
Duration: 5 minutes per level of experience.
I.S.P.: 15
An advanced form of extrasensory perception that allows the psychic to have a sort of controlled out of body experience. The psychic must spend one minute (four melee rounds) in meditation and enter into a trance state. While entranced, his spirit or essence seems to rise 10-20 feet above his physical body (this is not visible to anybody but other psychic sensitives who can see the invisible, auras or spirits).
From this vantage point, combined with heightened awareness, the psychic sees through his mind's eye, without having to use his normal vision or senses. Psychic Omni-Sight is incredible, enabling the psychic to see in all directions at once, to see radiation, thermal patterns, the invisible, and to literally see any movement, even of the wind! This power enables the psychic to guard or survey a campsite for signs of wayward group members or approaching dangers (maximum range 500 feet/152 m; this psionic vision is stopped/contained by walls and other obstacles). It can also be used to survey an area for things that might otherwise escape normal sight or take much longer to locate and identify.
Special Bonuses & Abilities:
• Pinpoints the locations of electrical outlets, electronic “bugs” (spy and surveillance devices), electronic devices and other energy and heat sources, as well as bionic body parts and cybernetic implants close to the surface of the skin (not bio-systems or artificial internal organs). Such concealed or obscured items can be identified by their shape and heat pattern. Success Ratio: 40% +5% per level of experience.
• This ability can also help the psychic to locate secret compartments and trap doors. Success Ratio: 25% +5% per level of experience.
• See the infrared and ultraviolet spectrums of light.
• See heat signatures: can tell if an engine has been recently used or a weapon recently fired (within the last 15 minutes), follow recent footprints or vapor trails (within the last five minutes), see heat signature in darkness and so on.
• Hyper-sensitive to movement. The psychic can not be surprised by movement or attacks within the 500 foot (152 m) radius or confines of the area under psionic scrutiny (may be substantially smaller indoors; closed off by walls and doors).
Limitations: Although keenly aware and alert while using Psychic Omni-Sight, the psychic cannot take physical action, not even to speak, nor use most psionic powers unless he cancels/ends the ability. He can awaken the instant the psi-ability ends and leap into action.
While entranced by Omni-Sight, the character can only use the following psionic powers: empathy, telepathy, see aura, empathic transmission and telekinesis. The number of psionic attacks/actions per melee round are half those normally available when not entranced.
Psychosomatic Disease
Range: 10 feet (30 m) and verbal suggestion.
Duration: 1D4 days per level of the psychic.
I.S.P.: 30
Saving Throw: Standard
This power employs the principle of mind-over-matter by inducing the victim to believe he suffers from a particular disease, although no actual physical cause can be found — it's all in the mind.
This is done in a similar way as hypnotic suggestion, requiring the psychic to “suggest” that the character looks ill or that a particular disease is in the area, as well as mention the name of a specific disease along with the most notable (and debilitating or frightening) symptoms. Within 2D6 minutes, the intended victim will begin to come down with those symptoms. He will suffer from the affliction, with all its pain and penalties, until one of the following occurs: the psychic who caused the affliction removes it, the character is healed by a psychic healer, a successful magical or priestly Remove Curse spell or ritual is performed, or let the psychosomatic disease runs its course (see duration above).
In the meantime, the character will suffer from physical trauma and symptoms (fever, vomiting, coughing, convulsions, skin rashes, hives, etc.) associated with that disease, as well as emotional anguish. In most cases, the disease is debilitating for days, but sometimes it can be deadly; dies of dehydration, starvation, injury, etc., brought on by the symptoms and/or fear of the psionic illness.
Radiate Horror Factor
Range: Self; affects all who come within 100 feet (30.5 m) of the psychic.
Duration: 5 minutes per level of experience.
I.S.P.: 8
Saving Throw: -1 to save vs horror factor.
The psychic can channel his psionic powers, alignment and emotions to radiate as an aura of power that is frightening. This aura is equal to a Horror Factor (the usual penalties apply) and perceived on a subconscious level. The level of horror varies as follows:
Horror Factor 10 if the character is of a good or unprincipled alignment.
Horror Factor 10+1 per every three levels of experience if the character is anarchist.
Horror Factor 12+1 per every three levels of experience if the character is of an evil alignment.
Add one H.F. point to any of the above if the character is also insane or enraged beyond reason.
Telemechanic Mental Operation
Prerequisite: Psychic must also have the Telemechanic power.
Range: 20 feet (6.1 m) +5 feet (1.5 m) per level of experience.
Duration: 2 melee rounds per level of the psychic.
I.S.P.: 12
Saving Throw: Special. Regular, non-intelligent machines cannot save vs telemechanic operation. Cybernetics and bionics attached to living flesh, sentient machines and magic items and devices are impervious.
This power is a step beyond the mere understanding of machines granted by telemechanics, it allows the psychic to telepathically operate machines with his mind! As long as the machine functions, he knows how to use it, and it is turned “on,” the psychic can manipulate it with his mind as if his fingers were on the controls! This means he can operate computers, key pads, set/program an alarm clock, change the radio station, operate a VCR or television, drive a hovercar (even if there is already a driver, but at -30%), cook something in a microwave, turn off (or on) a surveillance video camera, and so on.
The Telemechanic Mental Operation power will only work on machines that have an electronic or other power source. This power does not work on artificially intelligent machines (i.e. intelligent computers, robots, etc.), nor on cybernetics, bionics, Techno-Wizard devices, rune weapons or magic items. Note:
Also see Machine Ghost and Telemechanic Possession.
The psychic can use other psionic powers and engage in other activities, but must maintain some level of mental concentration and contact to keep control of the machine. During this period he is -1 melee attack/action and -5% on skill performance. He must also stay within range. If he steps out of range or loses concentration, the machine returns to normal in 1D4 seconds.
Telemechanic Paralysis
Prerequisite: Psychic must also have the Telemechanics power.
Range: Touch or 40 feet (12.2 m)
Duration: One minute per level of experience.
I.S.P.: 20
Saving Throw: Special. Regular, non-intelligent machines cannot save vs telemechanic paralysis. Cybernetics and bionics attached to living flesh, sentient machines and magic items and devices are impervious.
This is a form of techno-manipulation whereby the psychic is able to psychically bond with the machine and momentarily prevent it from functioning. Just as in bio-manipulation, the psychic blocks the transmission of signals along the machine's “nervous system,” effectively incapacitating it. This means the power is only effective against machines that require a power source.
Simple devices like wind-up toys, scissors, old revolvers and pistols, swords, knives, crossbows, and similar items cannot be affected. The affected machine freezes in place and does not respond to any of its controls until the psionic influence comes to an end.
The psychic can use other psionic powers and engage in other activities, but must maintain some level of mental concentration and contact to keep the machine inactive. During this period, he is -1 melee attack/action and -5% on skill performance.
He must also stay within range (40 ft/12.2 m). If he steps out of range or loses concentration, the machine returns to normal in 1D4 seconds.
Telemechanic Possession
Prerequisite: Psychic must be a master psionic and also have the powers of Object Read and Telemechanics.
Range: Touch or 10 feet (3 m) per level of experience.
Duration: Two minutes (8 melees) per level of experience.
I.S.P.: 50
Saving Throw: Special. Regular, non-intelligent machines cannot save vs telemechanic possession. Artificial intelligences (robots like Skelebots) need a 15 or higher to save and sentient machines (like Archie-3) require a 12 or better to save. Artificial intelligences and sentient machines also get to save when being forced to do something that is contrary to their programing. Cybernetic and bionic devices attached to living tissue cannot be possessed. Neither can magic items, including Rune Weapons
and Techno-Wizard devices.
This ability is identical to the psionic power, Mentally Possess Others, in every way, except that the psychic possesses a machine rather than another person. The character overrides the programming/controls of the machine, even in the case of sentient machines, and controls it like a living robot. Essentially, the possessing psychic is an immaterial pilot who controls the machine as he desires; computers, factory equipment, vehicles, robots, empty power armor, a toaster, etc.
While the psychic possesses the machine, it responds to the character's thoughts and does whatever he desires. Of course, physical, mechanical limitations still apply. The machine needs a power source and cannot do anything it is not normally capable of doing. For example, the psychic may be able to take possession of an energy rifle and make it shoot (or not) seemingly of its own volition, but he cannot make the rifle aim, move or hop around. Likewise, if the device is unplugged, or runs out of fuel, the machine is deactivated with no ill effect to the psychic, except his possession comes to a premature end. Likewise, if it needs wheels to move, destroying the wheels will cripple it, etc.
If the machine he possesses is destroyed while the psychic's essence is still inside it, the character loses one third of his Hit Points.