******************WORKING ON******************************* Psychic Potential: 1% chance If PSY, PER, or INT is 13+. 2% chance if 2 of these are 13+. 3% chance if ALL of these are 13+. Roll for the above at Chargen. Psychic Awakening: For those with Psychic Potential, there is a 10% chance per XP level(cumulative) that a Psionic power has been awakened. Roll at each XP level, beginning at 1st Level (at 10th Level, the chance would be 100%). If a Psionic ability is awakened, immediately roll again, with the same % chances, to see if a second ability was awakened along with the first. Each time a new XP level is gained, roll again, using the new % chance at that level, to see if another Psionic ability has been awakened. Characters may acquire up to D4 + PSY Bonus abilities. Psion Level: The PC's level as a Psion is based on the XP level they were when the first Psionic ability was awakened PLUS their PSY Bonus. So, a PC at XP level 7 whose first ability manifested at 3rd Level and who has a PSY Bonus of +2 would be a Psion of 6th level(4 XP levels + 2 bonus). Psionic Strength Points Total = PSY score x Psion Level Power Point Cost of Abilities: RECOVERY: When psionic strength points are expended, the available points for a character are reduced. Such points are naturally recovered by a process of rest and recuperation. Beginning three hours after the last psionic activity, a character regains one psionic strength point per hour until the total equals the normal psionic points total. Such recovery is inde- pendent of physical activity. POWERS ------ 1) Telepathy: ------------ Telepathy is the ability to contact other minds directly. In rudimentary forms, it allows the communication of feelings and emotions; in advanced forms it allows the transfer of information. There are several levels of telepathy, which depend on the psionic strength and experience of the user. Life Detection: The most elementary form of telepathy is the ability to detect the presence of other minds. Life detection enables a character to sense the presence of other minds, the number of minds present, the general type of minds (animal, human, etc.) and their approximate location. Activity may last up to 60 seconds. Life detection is reasonably sophisticated, and can "ignore" bacteria or unimportant animals in the area. It functions best in detecting intelligent minds. Shielded minds are undetectable (see Shields). If an individual whom the telepath knows is "life detected", he or she will be recognized. This ability is of level 1. Telempathy: The communication of emotions and basic feelings is accomplished by telem- pathy. This ability serves well in the handling of animals and beasts of burden, but may also be applied as a psychological weapon against humans. Sending of emotions such as love, hate, fear, and others may influence other beings (although not necessarily in the manner desired). Telempathy also allows the emotions and feelings of others to be read by a character. Activity may last up to 60 seconds. This ability is of level 2. Read Surface Thoughts: The most commonly known feature of telepathy is the ability to read the thoughts of other individuals. Only active, current thoughts are read by this ability, with the subject (if himself not a telepath) unaware of the activity. Indiv- iduals with telepathic ability cannot be read due to the presence of their natural shields. Activity may take up to 60 seconds. This ability is of level 4. Send Thoughts: Complementary to the ability to read surface thoughts is the ability to send thoughts to others. Such individuals need not themselves be telepathic to receive such thoughts. Telepathic individuals are normally open to such transmissions, but may close their shields against them if they become bothersome or threatening. A thought transmission may last up to 120 seconds. Sending thoughts is a level 5 ability. Probe: The application of great psionic strength will enable a telepath to delve deep into the mind of a subject and to then read his innermost thoughts. Questioning can be used in the procedure to force the subject to divulge specific information. The prober can easily determine deliberate untruths told (thought) by the subject. Probe cannot be used against a shielded mind. Probe is a level 9 ability. Probing may last up to 10 minutes, which time is usually sufficient to determine the information sought. ----Psionic Combat---- Assault: Violence may be dealt by a telepath. Against an unshielded mind, the result is automatic unconsciousness, and possible death. Against a shielded mind, an instant duel ensues. An unshielded mind, when assaulted telepathically, is rendered unconscious immediately, and the character receives wounds equal to 2D+6. When a shielded mind is assaulted, the attacking telepath compares his psionic strength rating to the psionic strength rating of the defender: the difference (attacker minus defender) is the required DM. For the assault to succeed, the attacker must throw 7+. For example, an attacker with a psionic strength rating of 13 assaults a character with a psionic strength rating of 5 (13-5=8); a DM of +8 is allowed in the assault. Assault is a level 10 ability, and requires 10 strength points to perform. The assault takes less than 2 seconds to occur. Shield: All telepathically able characters learn how to create a mental shield which protects the mind against unwanted telepathic interference. Such a shield is automatically in force at all times and requires no strength point expenditure to maintain. Experience: When the talent of telepathy is initially learned, a telepath is capable only of life detection and shield. As time passes, and the character works at improving his ability (time passing is sufficient for this), he will gradually improve to the full range of his potential. 2) CLAIRVOYANCE: --------------- Clairvoyance is the general talent which allows a person to sense events at some location displaced from the viewer. There are several levels of clairvoyant ability. Sense: The basic ability to sense things at some point in the distance. A character will become aware of the most rudimentary characteristics of a location when applying this ability. For example, the referee will give a basic description, without detail: a room, containing 4 dogs" or "an open plain with a tree, and no animals or men present". The clairvoyant character will generally sense the most interesting or important feature at that range. Psionically shielded individuals will NOT show up in the scan of the area by the clairvoyant. 3) TELEKINESIS: -------------- Telekinesis is the talent which allows objects to be manipulated without physically touching them. Telekinetic power is classified by the number of pounds weight which the person can manipulate. Any manipulation is treated as if the person were physically handling the item, but physical danger, pain, or other stimuli are not present. Telekinesis includes a limited amount of sensory awareness, sufficient to allow actual intelligent manipulation. The telekinetic levels table indicates the weight manipulation allowed by level of ability. In addition, the level of ability indicates the cost in psionic strength points to perform such manipulation. Costs due to range must also be paid. The costs envision normal lifting or manipulating; throwing with a strength generally equivalent to physical throwing may be performed at a double psionic strength point cost. Any one telekinetic feat may last for up to 60 seconds. Note that personal mass in most cases will not exceed 200 pounds; a character of level 10 telekinetic ability can levitate. Gravity differences will not alter the mass which can be manipulated. 4) REGENERATION: --------------- Wounds and injuries may be healed rapidly. Wound points may be healed by the application of this ability, exchanging one psionic strength point to regenerate one wound point. Healing occurs immediately (less than one minute). Should one session of healing be in- sufficient, further healing and regeneration may be applied after expended psionic strength is recovered. Regeneration may also be applied to the growing of new limbs or organs to replace lost ones, or to heal unrecovered old wounds suffered prior to psionic training. Regeneration may not be used to counteract aging. 5) LEVITATION: ------------- Similar to the magical levitation, this ability allows the individual to levitate for one turn times the number of levels he has possessed the ability. Thus, if it has been possessed one level the person is able to levitate one turn, when it has been possessed two levels an additional two turns are added, making three altogether, at third level of possession three turns are added. and so forth.