PSIONICS

 

GENERAL:

  1. Can use psionics on a number of targets equal to skill level. –1 per target affected after the first.
  2. Range of effect is 100m per skill level.
  3. Touching the target gives a +1.
  4. A repeated attempt at the same task is at a cumulative –1.

 

ANTIPSI:

  1. Directed interference: Every psionics usage of he target requires an opposed roll between the skill level of psionics to be used and the AntiPsI skill level. Difficulty number to start activating is 5.
  2. Global psi static: Every psionics usage within range, requires an opposed roll between the skill level of psionics to be used and the AntiPsI skill level. Difficulty number to start activating is 15.

 

BODY MANIPULATION:

Making contact: This is needed to activate all body manipulations on others. Willing targets are difficulty 5, unwilling targets are difficulty 15.

  1. Block pain: Difficulty number equals to 5+wounds. A new check is needed whenever the character suffers new wounds.
  2. Cure disease: Make an opposed action between the disease level and the Body manipulation skill level. Disease is cured in 1D6 hours.
  3. Detoxify poison: Make an opposed action between the poison level and the Body manipulation skill level. Poison is detoxified in 1D6 minutes.
  4. Heal: Cure up to 2*level wounds in 24 hours. Difficulty number is 10.
  5. Hibernate: Difficulty number is 20. Can remain hibernated for (level)days.
  6. Remain conscious: Difficulty number equals to 10+wounds. A new check is needed whenever the character suffers new wounds.

 

ESP:

  1. Clairaudience: Difficulty number is 10.
  2. Clairvoyance: Difficulty number is 15.
  3. Object reading: Difficulty number is 10. If the object is very old the difficulty equals to years/10. This skill can also be activated passively in a place or item with strong presence - the difficulty number then is 15 (or years/10).
  4. Precognition: Time for precognition is (level2)days. Difficulty is 15. This skill can also be activated passively - the difficulty number then is 20.
  5. Psi Sense: Difficulty number is 5. When trying to detect the exact nature of the psionics, roll again with a difficulty of 15. This skill can also be activated passively - the difficulty number then is 10.

 

MATTER MANIPULATION:

  1. Levitate: Same as Telekinesis but skill level counts as 5 higher.
  2. Pyrokinesis/Cryokinesis: Can affect (level)kg for 50oc increase/decrease. For smaller objects heating/cooling is increased and for heavier object heating/cooling is lowered. Difficulty number is 10 or weight/10 – whichever is greater. Humans unconsciousness is at –50 oc, paper burns at 250 oc, wood burns at 300 oc, metal melts at 1500 oc.
  3. Telekinesis: Can move (level2)kg 1 m/s. For smaller object, the speed is increased and for heavier objects the speed is lowered. Difficulty number is 10 or weight/10 – whichever is greater. Any action taken with the levitated object is at –2 to the skill level.

 

MIND MANIPULATION:

Making mind contact: If the target doesn’t have Mind Manipulation skill, task difficulty is 5. If the target has Mind Manipulation, making contact is an opposed action between the attacker and the target.

Feeling the contact: A character with Mind Manipulation can feel if someone else is in his mind. Difficulty number is 5 when searching actively.. When used passively the difficulty number is 10. When trying to identify what the attacker does, the difficulty is 10+(level of the attacker).

Breaking mind contact: A target that wishes to break the mind contact must roll an opposed action between the attacker’s Mind Manipulation skill and his Mind Manipulation skill. There is a cumulative –1 for each failure to break contact.

  1. Emotion reading: Need to make mind contact. Difficulty number 10.
  2. Memory manipulation: Need to make mind contact:
    1. Complete memory erasure: Difficulty number 20. Takes 1 hour.
    2. Tamper with memory: Need to successfully mind read first. Difficulty number for changing the memory is from 5-20 according to the memory’s importance. Takes 1D6 minutes for a simple memory and up to 10D6 for a complicated memory.
    3. Detecting memory manipulation: Difficulty number 10. Takes 1D6 minutes. This skill is also activated passively when someone contacts a mind – the difficulty number then is 15.
    4. Undoing memory manipulation: Difficulty number 15. Takes 10 times longer than it took to make the change.
  3. Mental blow: Need to make mind contact. Difficulty number 15. Stuns the target for a number of turns equal to roll-15. If 10 or higher the target falls unconscious for 1D6 minutes.
  4. Mind control: Need to make mind contact. Difficulty number 30. The target doesn’t remember anything.
  5. Mind reading: Need to make mind contact. Difficulty number 15.
  6. Telepathy: Need to make mind contact. Difficulty number 5 for willing targets and 15 for unwilling targets.

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