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FC Psionic

This document introduces a psionics toolkit for adding psionic abilities and options to fantasy roleplaying campaigns. It provides an overview of psionics basics and how to incorporate them into a campaign. It then outlines new character origin options, classes, feats, powers, equipment, and monsters focused on psionics. The goal is to integrate psionics as a natural part of the system rather than just bolting them on, using a vitality burn mechanic to power psionic abilities.

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Cedric Lecante
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0% found this document useful (0 votes)
11 views

FC Psionic

This document introduces a psionics toolkit for adding psionic abilities and options to fantasy roleplaying campaigns. It provides an overview of psionics basics and how to incorporate them into a campaign. It then outlines new character origin options, classes, feats, powers, equipment, and monsters focused on psionics. The goal is to integrate psionics as a natural part of the system rather than just bolting them on, using a vitality burn mechanic to power psionic abilities.

Uploaded by

Cedric Lecante
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 49

PSI-CRAFT

THE FANTASY CRAFT


PSIONICS TOOLKIT

Version 1.1
TABLE OF
CONTENTS

TABLE OF CONTENTS
TABLE OF CONTENTS ................................................................. 2 COMSUMABLES ......................................................... 36
INTRODUCTION ............................................................................. 3 SERVICES ......................................................................... 36

PSIONIC CAMPAIGNS ................................................................... 4 ARMOR & WEAPON ....................................................... 36


NEW ARMOR UPGRADES ......................................... 36
PSIONIC BASICS ................................................................ 4
NEW WEAPON UPGRADES ....................................... 36
WHAT ARE PSIONICS? ................................................. 4
MAGIC ITEMS AS PSIONIC ITEMS .............................. 37
WHY PSIONICS? ............................................................ 4
ESSENCE DESCRIPTIONS.......................................... 37
ADDING PSIONICS TO YOUR CAMPAIGN ................... 4
CHARM DESCRIPTIONS ............................................ 37
CREATING PSIONIC RACES AND SPECIALTIES ..... 5
SAMPLE PSIONIC ITEMS ........................................... 38
DETERMINING PSIONIC POWER LEVELS ................ 5
NEW CAMPAIGN QUALITIES ......................................... 5 PSIONIC NPCS ................................................................................ 40
PSIONIC CHARACTERS................................................................ 6 CREATING AND USING PSIONIC NPCS .................. 40
CREATING AND USING PSIONIC MONSTERS....... 40
NEW ORIGIN OPTIONS .................................................... 6
PUTTING IT ALL TOGETHER ................................... 40
PSIONIC SPECIES .......................................................... 6
NPC OPTIONS .................................................................. 41
PSIONIC TALENTS ........................................................ 8
NEW TYPES ................................................................. 41
PSIONIC SPECIALTIES ................................................. 8
NEW NPC QUALITIES ................................................ 41
PSIONIC CLASSES............................................................. 9
PSIONIC BESTIARY ........................................................ 41
PSIONIC BASE CLASSES.............................................. 9
PSIONIC EXPERT CLASSES ....................................... 10
PSIONIC CHARACTER SHEET ADDITION ..................... 48
PSIONIC MASTER CLASSES ...................................... 14
PSIONIC FEATS ............................................................... 16
PSIONIC POWERS...........................................................................18
PSIONIC RULES ............................................................... 18
ACCESS TO PSIONIC POWERS ................................. 18
DEFENSE AGAINST PSIONICS .................................. 18
PSIONIC QUALITIES ................................................... 19
PSION RANGE .............................................................. 19
USING PSIONIC POWERS .............................................. 19
VITALITY BURN ......................................................... 19
RECEPTIVE TARGETS ................................................ 20
PSICASTING (INT) ....................................................... 20
PISONIC POWER EFFECTS ........................................ 20
PSIONIC PSIENCES ......................................................... 21
POWER DESCRIPTIONS ............................................. 22
PSIONIC GEAR ................................................................................ 36
GENERAL EQUIPMENT.................................................. 36
KITS ............................................................................... 36
SUPPLIES .......................................................................... 36

2
INTRODUCTION

INTRODUCTION
It all goes back to Dragon Magazine #78, my second issue defiantly be up my alley – Not for Fantasy Craft, but for those
ever. That issue focused on Psionics, and sparked my interest… so other Mastercraft games that I would want it for.
we played with the new interpretations and options. The Psionicist One of the debates was about what kind of mechanic would be
class. Katherine Kurtz’s Deryni as an AD&D race. The psionics used to ‘power’ psionics. Magic has Spell Points, which are
system –fixed (kinda). It was all a neat addition to our game, but granted by class levels. Then the concept of a reduction of your
we soon decided to move on back to more traditional AD&D fare. maximum vitality was put forth by Scott Gerin. This ‘vitality burn’
And I never really looked back. would allow the character to use powers more as they leveled with
Then I became… resentful? I don’t know really what my or without a psionic based class – vitality was a universal
feelings were, but I became one of those players who feels that mechanic regardless of class.
psionics aren’t fantasy-centric. The 2nd Ed AD&D psionic This was an epiphany for me. Using a feat based system for
supplements were deemed ‘power gamer wank fodder’, and I psionics meant you could play a psionic character without regards
didn’t really disagree. I poo-poo’d Dark Sun as much of the same. to classes, but if you wanted to play a really powerful psion, you
When 3rd Ed came out with psionic splatbooks featuring the return could by taking levels in various psionic classes.
of the Psionicist class (and other variations,
too!), new races that were totally focused on So I started organizing what you see here.
psionics, and integration that made psionics I shelved the project a few times, as I got
seem like part of the game rather than a bolt overwhelmed by the number of powers and
on, I had drifted away from D&D and focused the haphazard organization.
on other games, including a new one called So one day I chucked it, and striped it all
‘Spycraft’. back down to nothing.
Spycraft was one of a glut of D20 variant That did the trick. I set my parameters,
games that came out thanks to the OGL. It based not on what all had come before, but on
was a fine game, and it did a lot of different what I wanted to see in the system. Powers
stuff. I converted my old 1980’s Top Secret were distilled down to their most basic form,
adventures to the system and ran my group and then Mastercraft’s unique trick mechanic
through the tail end of the cold war – helping allowed other powers to build on that base. I
Eastern Bloc athletes defect, stopping a mad threw out some of the 20 year old science and
scientist and his doomsday cult… you know, discipline names and made new ones that
the usual. However, Spycraft also had another followed the real world ‘classical’ naming
line of books in addition to its sexy sliver conventions (wondering why you’ve never
covered basic line. It was the black covered heard of somatoarêtes before? Well, because I
Shadowforce Archer line – a 5-minutes-in- made it up!).
the-future epic civil war between a now After I had my new built-from-the-
fractured super spy agency and its foes that ground-up framework done, I scoured the
was loaded down with psionics. Heck, forums and web for tweaks that enhanced the
psionics were the entire basis for the setting’s power and conflict. final product. For example, the Teleport trick was renamed Bamf!
So my interests in psionics were perked again. After all, it Because of Sletchman’s use of that name in his own (unfinished)
wasn’t a fantasy setting; no it was a modern day/next Sunday AD Psionics rules.
setting. That, in my mind, was the perfect place for psionics – Anyway, this intro is being written before this document is
baring a SF-distant-future-among-the-stars setting. hitting the net for a real wide ranging playtest trial-by-fire. All the
Then Spycraft 2.0 was released and, though it took a lot of work that has been done here may well be reworked completely…
rules crunching, I began running that. Crafty Games released a few we’ll see.
transition PDFs, updating some Spycraft 1.0 products to 2.0 use. Til next time,
One of those was for updating Shadowforce Archer. That meant
that spycraft 2.0 had a psionics system (of a sort). I integrated that
in my toolbox and used it sparingly.
However, a purely class based psionic system didn’t quite do it
for me, nor for many others on Crafty’s (excellent) forums. When
Fantasy Craft was released, many ideas were bantered about,
including simply reskinning the magic system. I watched with
interest, because Fantasy Craft was supposed to be the first in the
Mastercraft system – a unified set of D20 rules for mix-and-match Big Jim
campaigns of eras, genres, and settings. So, a psionic system would

3
CHAPTER 1

PSIONIC
CAMPAIGNS
In this chapter you’ll find the hows and whys of adding
psionics to your campaign via campaign qualities, as well as how
to create Psionic Races, Talents, and Specialties.

PSIONIC BASICS
Psionics are not an addition that is needed for every campaign
– just as the miracles and sorcery qualities are necessary for every
campaign. This section helps you work psionics into your
campaign… if it fits.

WHAT ARE PSIONICS?


Powers of the mind, in the simplest of terms. Classic psychic
powers - like ESP, Telepathy, and Telekinesis are covered by these
rules, as are lesser known abilities like energy projection and
control of various kinds, conscious control of involuntary
functions, enhancement of the body with mental boosts, and even
teleportation and other ‘bending of space’ effects with the mind.
What psionics aren’t though, is magic. Although many effects
and abilities are similar, these two areas of power use do not use
the same methods or power sources to work. Psionics are powered
by the mind and will of user, while magic is typically powered by
an outside force as ‘channeled’ by the user.

WHY PSIONICS?
Psionics can be used as a replacement or alternative to magic,
or as an otherworldly counterpart. You may not need psionics
available in every campaign (most don’t) or even be available to
the PCs at all – reserving its use to mythos-type menagerie, if you
wish. If you’re not sure why you need psionics in your campaign,
then the most likely answer is that you don’t.
However, if you want to expand the abilities of characters in
your campaign with a twist, psionics might be right up your alley
as an alternate power source for special effects.

ADDING PSIONICS
TO YOUR CAMPAIGN
So you’ve decided that you do want to include psionics. Fair
enough. To fully integrate psionics, you need to decide how
common psionics are. Some settings assume that everyone is aware
of, or has, psionic powers. Some make it the purview of a select
group of psion races or monkish orders. Finally, in some settings it
is an exceedingly rare, but occasional ‘accident of birth’. First up is
adding psionic origin options, then we’ll study how powerful
(really how much of an impact) psionics should have on character
abilities and options.

4
PSIONIC CAMPAIGNS

CREATING PSIONIC RACES Whatever you decide, the addition of psionics should open up
new character options for characters to enter new and dynamic

AND SPECIALTIES areas.


That brings us to the most basic requirement for adding
In order to ‘build’ a psionic race, you must first understand the psionics to your campaign – the new campaign quality.
art of creating new origin options. That’s too much of a diversion
to go into here, but the ‘7 design point’ method is discussed at
depth on the Crafty Games forums and wiki. It is suggested that
you go there and learn the basics and terms that will be used in this
NEW CAMPAIGN
section.
The basic method of granting psionic abilities is through
QUALITIES
granting a specific feat to the race – in this case Psionic Prodigy.
As you see the Psionic Prodigy feat often has the Psience or even a There’s only one new Campaign Quality, but everything
specific power listed in the sample races and specialties in chapter psionic hinges on it.
2. This is perfectly fine, and focuses the origin on what it really
does in a psionic sense. Remember that added a feat to a race costs
3 design points – this means that almost half of the starting design
PSI POWERS (PERMANENT)
The powers of the mind are real and can affect the world in
points for your race is locked up in making them psionic.
profound ways. The Psionic Feat category is available for use by
Other creative uses for the normal options include adding any characters and all the rules listed in Chapter 3 for using psionic
psionic tricks (using the normal trick granting 1 point option), powers are in use. NPCs gain the use of these powers with the
Enlightened Psicasting, and the addition of a new ability for 1.5 Psicaster NPC Quality (see page XX), while player characters may
design points. take the Psionic Prodigy feat (see page 16) to begin building their
mental powers. You may tailor psionics with these additional
 Iron Mind: You gain a +2 insight bonus with saves against qualities.
spells and psionic powers. Corrupting Mind Powers (3 Action Dice): Psionics are a vile
When building specialties, the primary concern will be the fact force that twists the psion’s body and mind. Each time a character
that your ‘feat slot’ will be taken up by Psionic Prodigy. uses a psion power, he must also make a Will save (DC 10 + the
Thankfully, the variety of Psiences and powers allow for that to vitality burn spent to make the check). With failure, he gains 1
still cover a broad range of abilities. grade of the following condition.

DETERMINING PSIONIC Hallowed (I–IV plus special): The character suffers a –2


penalty with Fort saves and Charisma-based skill checks per

POWER LEVELS grade suffered. If a character with hallowed IV is hallowed


again, he instead becomes an NPC under the GM’s control. A
The default psionics system keeps psionics weak, unless the character loses 1 hallowed grade at the end of each scene.
player chooses to invest character options into boosting it up. This
is the most balanced of the two options as if follows Fantasy Focus Items (Permanent): Attuned crystals and amulets,
Craft’s general game balance theory of everything that enhances crystal balls, tea leaves, tarot cards, throwing the I-Ching… these
your character is paid for by your choices of character options. are all examples of various kits for psions. You must have a
You decide to become more powerful as a psion at the cost of Focusing Kit (see page 36) or all your psicasting checks are
other facets of your character. considered untrained.
By activating the Wild Talents option, you allow the psion to Lost Psiences (Permanent): One or more Psiences or Powers
gain power outside of character options. However, you also instill have been lost, though a fledging underground exists for the
a cap on the character’s psion level. This is more appropriate for a knowledge. Choose any number of Psiences, powers and/or psionic
‘psionics heavy’ campaign setting like Dark Sun. – where many, if tricks. To gain any of those listed, a character must also spend
not all the characters are psions to some degree. Reputation equal to 3 × the power or trick’s vitality burn (min. 5).
The Psionics Emerge option greatly cuts down on the psion Psionics Emerge (Permanent): Psi powers have only just
power level of either of the fore-mentioned campaign styles. By begun appearing, and there is little to no codified way to control
restricting access to psion level granting classes, you effective these new and frightening powers. No levels may be taken in any
restrict your psions to levels gained from psionic feats – namely class that increases your Psion Level with the Psion class feature
psion level 3. Even with the Wild Talents option also active, a 20th without GM approval/ roleplay access. Gaining access to those
career level character is maxed out at a psion level of 13 (one half classes may require a specific contact, or be a prize in itself.
your career level plus the three psionic feats that grant psion Wild Talents (Permanent): Psi powers grow more powerful,
levels). So think carefully about the severe penalties of the even without formal training. Psion PCs gain a psion level at every
Psionics Emerge option before you use it. In many cases, you will other Career Level (2, 4, 6, etc.). However, a psion’s total psion
want to make access to psion classes to not be a huge ordeal – or at level may never exceed his Career Level.
least let the players know up front just how hard it will be to
explore the psionic side of the campaign.

5
CHAPTER 2

PSIONIC
CHARACTERS
In this chapter you’ll find the Species, Talents, Specialties,
Classes and Feats that make psionics an integrated part of your
campaign.

NEW ORIGIN
OPTIONS
The following Origin options expand the depth of psionics in
the campaign. Check the Psi Powers campaign quality (page 5) for
the specifics of availability.

PSIONIC SPECIES
Listed below are 3 races which showcase psionics as a major
feature. They are:
Deryni. The deryni from the novels of author Katherine Kurtz
are a race that can interbreed with normal humans. They are
generally hated and persecuted by the normal humans that resent
their powers.
Dromite. The Dromite are a small insectoid race that often
overfills their hives, and so must send individuals away, creating a
ready source of gregarious wandering bug-man adventurers.
Xeph. The xeph from 3rd edition of Dungeons and Dragons are
typified as a freewheeling nimble type of race with the addition of
psionic abilities.
Access to these species is the same as any other Fantasy Craft
campaign – on a campaign by campaign basis. Ask your GM!
Making new psionic races are covered in Chapter 4’s Creating
Psionic Races and Specialties section (page 5).

DERYNI
You’re a deryni, a stable psionic human offshoot race. Your
psionic abilities and the ability to pass them on genetically to your
children is the only thing that sets you apart from “average”
humans. Even children that would normally be considered “half-
deryni” due to their parentage are genetically full deryni.
Still, you often find yourself persecuted by normal humans
because of your abilities. Just different enough to be hated, you try
to keep a low profile… or baring that, to make sure that your
powers can be explained away as different, more accepted abilities.
Common Personality Traits: Loyal (to those who earn it),
quiet, reserved, suspicious, taciturn
Common Physical Traits: Deryni are physically
indistinguishable from their human cousins, though they often
exhibit paranoid or guarded demeanors/mannerisms.

6
PSIONIC CHARACTERS

Example Names: Being a stable human offshoot, deryni  Caste Attack: You gain the “Psionic Attack” trick that
typically use names from the human culture they are members of. corresponds to your caste (see Caste, above) – Fire (Flame Jet),
Splinter Race Feats: Deryni have no known splinter races, as Glimmer (Lightning Blast), Ice (Ice Shards), or Voice (Piercing
they themselves could be considered a splinter race of humans. Wail).
Type: Medium Biped Psion Folk with a reach of 1. Your  Cold Blooded: You require only 1 common meal per day but
maximum wounds equal your Constitution score. suffer 1 additional damage per die from cold and are sickened
for a number of rounds equal to 1/2 any cold damage taken
 Attribute Modifier: +1 Intelligence, +1 Wisdom, –2 Strength
(rounded down). If you suffer continuous cold damage - such
 Base Speed: 30 ft. as from the environment - you are sickened until you escape
 Enlightened Psicasting: Your maximum Psicasting rank the source of the damage.
increases to your Career Level + 5. Only the highest bonus  Enlightened Psicasting: Your maximum Psicasting rank
from any enlightened ability may apply to each skill. increases to your Career Level + 5. Only the highest bonus
 Iron Mind: You gain a +2 insight bonus with saves against from any enlightened ability may apply to each skill.
spells and psionic powers.  Insectoid Appearance: You suffer a –2 penalty to Appearance
 Mixed Blood: You are considered both a Deryni and a Human. (see Fantasy Craft, page 153).
 Psionic Prodigy: You gain the Psionic Prodigy Feat.  Psionic Prodigy: You gain the Psionic Prodigy
(Energeikinesis) Feat. You must choose the Power that
DROMITE corresponds to your Caste (see Caste, above) – Fire
(Pyrokinesis), Glimmer (Electrokinesis), Ice (Cryokinesis), or
Voice (Vibrokinesis).
You’re a dromite, a short asexual insectoid with a colorful
carapace covering most of your body. This color is associated with  Thick Hide 2: You are considered to be wearing partial armor
your caste: Fire (red), Glimmer (green), Ice (light blue), Voice that provides Damage Reduction 2. This DR does not stack
(white). The areas of your body that aren’t covered with chitin with other armor (only the best protection applies). If you gain
ranges from a stark white to a dark tan in color. thick hide from multiple sources, your hide offers the highest
Your head is topped with two quivering antenna, while your single DR value + 1 per additional hide benefit (e.g. thick hide
face is dominated by two compound eyes that often glow with 4, thick hide 3, and thick hide 1 offer DR 6).
psychic power. Your small mouth doesn’t have stereotypical insect
mandibles, but is instead similar to other humanoids’ mouths XEPH
surrounded by chitinous plates.
You’re a xeph, a limber, agile psion with a quick wit to match
Dromite society is bases around hive-cities which periodically
and a seemingly carefree attitude. Your ability to find the lighter
go through population explosions. The purpose of this is the
side of things often causes others to misjudge you as whimsical
expulsion of a new hive queen and her court, along with numerous
and oblivious, but you in fact see the world as an often harsh place
workers of various castes. However, far more workers are
that requires you to accentuate the positive, and buoy up others
produced than needed, and it is this excess population which often
with your humor.
becomes the race’s wandering adventurer representatives.
Physically, you’re slightly shorter than the average human,
Common Personality Traits: Cheerful, curious, friendly,
with pointed ears and a typical lean build. Your skin tone is likely
idealistic, optimistic
one of a range of earthy colors, but some of your race has dull
Common Physical Traits: Compound eyes, expressive violet, blue, or green skin. Your hair is almost universally black
antenna, hard exoskeleton, insectoid features, three fingered hands and straight. You eye color is one of a pastel range, with yellow
Example Personal Names: Aksa, Hakkor, Leik, Niks, Rask being the most common, and your iris covers the whole of the
Example Caste Names: Brightflare, Icespear, Shatter, visible eye (there are no ‘whites’).
Sunspark, Thunder Xeph society has taught you too see the world as a place full of
Splinter Race Feats: Dromites have no known splinter races, things that should be discovered and experienced so as to help the
though their various Castes are treated as such by many outsiders. individual find his place in his own existence. Some do this
without ever leaving home, while others (perhaps you) feel the
Type: Small Biped Psion Folk insectoid with a Reach of 1 (see need to immerse yourself in experience after experience to achieve
Fantasy Craft, page 227). Your maximum wounds equal 3/4 of this most personal of goals.
your Constitution score.
Common Personality Traits: Curious, jovial, free-wheeling,
 Attributes: –2 Wisdom friendly, vindictive.
 Base Speed: 30 ft. Common Physical Traits: Brown/Grey/Violet skin, slender,
 Bloodhound: Your base scent range is equal to your Wisdom graceful, straight black hair in a topknot or braid.
score × 10 ft. Also, you gain a +6 bonus with Tracking checks. Example Names: Assim, Cyra, Jamsheed, Narda, Shatrevar.
 Caste: Choose one of the following castes and gain Resistance Splinter Race Feats: Xeph have no known splinter races.
3 for the associated damage type: Fire (fire), Glimmer
Type: Medium Biped Psion Folk with a reach of 1. Your
(electrical), Ice (cold), or Voice (sonic). maximum wounds equal your Constitution score.

7
CHAPTER 2

 Attribute Modifier: +2 Dexterity, +2 Charisma, –2 Strength, –2


Wisdom PSIONIC SPECIALTIES
 Base Speed: 30 ft.
The following specialties correspond to what most players
 Cat Fall: You suffer 1 less die of damage from falling. think of when they first encountered psionics in their role playing
 Darkvision I: You ignore the effects of dim and faint light. history. You’ll note that all three have the same feat (Psionic
 Enlightened Psicasting: Your maximum Psicasting rank Prodigy) as their bonus feat. That’s because it’s the cornerstone for
increases to your Career Level + 5. Only the highest bonus gaining access to psionics.
from any enlightened ability may apply to each skill.
 Psionic Prodigy: You gain the Psionic Prodigy (Somatokinesis
SOULKNIFE
Thanks to your mind-formed blade of psionic energy, you’re
- Speed Control) Feat.
always armed.
 Bonus Feat: Psionic Prodigy (Telekinesis – Force Form)
 Melee Combat Expert: You are considered to have 2 additional

SOULKNIFE VARIANTS Melee Combat feats for any ability based on the number of
Melee combat feats you have.
The Soulknife can be changed slightly to allow for a  Decisive: You gain a +5 bonus with Initiative.
more varied and diverse, but related, group of psionic  Edged Proficiency: You gain the Edged proficiency.
weapon wielding warriors.
 Natural Menace: You gain 1 rank in Intimidate and a +1
Soulmace: Edged Proficiency becomes Blunt. morale bonus to all Intimidate checks. Apply this bonus rank
before spending skill points.
Souldart: Edged Proficiency becomes Hurled; Psionic  Psionic Weapon: You gain the Psionic Weapon trick for your
Weapon trick becomes Psionic Ammunition. Force Form power.

WILDER
You’re a self-taught, driven-by-your-emotions survivor who’s
PSIONIC TALENTS always ready to push your powers a little extra.
 Bonus Feat: Psionic Prodigy
The following human talents allow characters to integrate their  Fast: Your ground speed increases by 10 ft.
psionic abilities into their concept right out the gate.  Natural Survivor: You gain 1 rank in Survival and a +1 morale
bonus to all Survival checks. Apply this bonus rank before
PSI-ACTIVE spending skill points.
You mind has been expanded, and you’re aware of the
 Seasoned: Your lowest attribute score rises by 2, and your
strangest things.
highest attribute score decreases by 2.
 Attributes: +1 to lowest attribute, then +1 to lowest attribute
 Tenacious Spirit: You gain 1 additional vitality per level.
 Base Speed: 30 ft.
 Agile Defense: Your base Defense increases by 1. PSYCHIC WARRIOR
 Free Hint: Once per session, you may request a free hint from You strive towards martial perfection with a combination of
the GM. If he refuses you gain 1 bonus action die. mental power and physical prowess.
 Psionic Prodigy: You gain the Psionic Prodigy Feat.  Bonus Feat: Psionic Prodigy
 Light Sleeper: Sleeping is never a Terminal Situation for you.  Attribute Training: The lower of your Strength or Wisdom
scores increases by 1 (your choice if a tie). Apply this bonus
PSY-READER after any modifiers from your Species or Talent.
You tend to not tell people what you’re capable of. That’s how  Extra Proficiency: You gain 2 additional proficiencies or
you manage to stay two steps ahead. tricks.
 Attributes: +2 Wisdom, –2 Constitution  Heroism: You gain a +1 bonus with all attack and skill checks
you make during Dramatic scenes.
 Base Speed: 30 ft.
 Tenacious Spirit: You gain 1 additional vitality per level.
 Always Ready: You may always act during surprise rounds.
 Free Hint: Once per session, you may request a free hint from
the GM. If he refuses you gain 1 bonus action die.
 Psionic Prodigy: You gain the Psionic Prodigy (Extra Sensory
Perception or Telepathy) Feat.

8
PSIONIC CHARACTERS

PSIONIC CLASSES
Although you do not need any specialized classes to use and
expand psionic abilities (with the proper campaign qualities), the
following classes make psions an integrated portion of your
campaign setting.

PSIONIC BASE CLASSES


There is only one base class included for use specifically by
psions, the Psionicist.

PSIONICIST (BASE)
In a world of brawn and guile, the Psionicist lets his mind reign
supreme – for that is the source of his power. With his mental
abilities he can sense things others cannot, enhance his own
abilities with a thought, and create effects like magic. Like magic,
but not quite the same. You see, every use of his abilities taxes him
more than he’d like to admit, and the Psionicist must husband his
vitality to make the most of his unique talents.
Depending on your campaign, a Psionicist could be...
 An unpredictable combatant, using mind formed weapons and
blasting a variety of energies at his foes.
 A mind reading sneak-thief who knows what you are going to
do before you do. psicasting check, you roll and add the results of 2 dice (e.g. at
 An enigmatic soothsayer, reading palms and advising others on Career Level 1, 1d4 becomes 2d4).
the best course for the future.
 An silent loner, never trusting most because of the secret CLASS ABILITIES
thoughts that they hold dear and only he can see. Powers of the Mind: At Level 1, you gain the Psionic Prodigy
 An expert tactician, skilled at both small unit tactics and using feat. You also have access to all Psiences for future powers, not
his mental powers to beat the enemy before combat has even just the one you chose for your Psionic Prodigy feat.
begun. Moment of Clarity: At Level 2, once per session when
making a Psicasting check, you may roll twice, keeping the result
Party Role: Wildcard. Much like the other highly variable you prefer.
classes of mage or priest, the Psionicist does what you build him to At Levels 11 and 19, you may use this ability 1 additional time
do. Some are combat focused, and others are skill heavy. per session.

CLASS FEATURES Bonus Feat: At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you
gain 1 additional Psionic or Skill feat.
Requirements: Psi Powers campaign quality
Speed of Thought: At Level 4, you may reduce the time to
Favored Attributes: Intelligence and Wisdom psicast a psionic power to the next step down (1 Round becomes 1
Psion: Each level in this class increases your Psion Level by 1. Full Action, Full Action becomes 1 Half Action, Half Action
Class Skills: Bluff, Disguise, Haggle, Impress, Intimidate, becomes 1 Free Action). Times over 1 Round are halved. You may
Investigate, Resolve, Sense Motive, Survival, Tactics do this once per session.
Skill Points: 6 + Int mod per Level At Levels 8, 12, 16, and 20, you may use this ability 1
additional time per session.
Vitality: 9 + Con mod per Level
Minor Power: At Levels 6, 9, 12, 15, and 18, you may choose
Starting Proficiencies: 4 one of the following abilities. Each of these abilities may be
chosen only once.
CORE ABILITY  Always Ready: Psi-sense… tingling! You may always act
Mind Master: You can always rely on your burgeoning
during surprise rounds.
mental abilities. Each time you spend 1 action die to boost a

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CHAPTER 2

Table 2.1: Psionicist


Level BAB Fort Ref Will Def Init Lifestyle Legend Special
1 +0 +1 +1 +2 +1 +1 +1 +0 Mind master, powers of the mind
2 +1 +2 +2 +3 +1 +1 +2 +1 Moment of clarity
3 +2 +2 +2 +3 +2 +2 +2 +1 Bonus feat
4 +3 +2 +2 +4 +2 +2 +2 +1 Speed of thought
5 +3 +3 +3 +4 +3 +3 +3 +1 Bonus feat
6 +4 +3 +3 +5 +4 +4 +3 +2 Minor power
7 +5 +4 +4 +5 +4 +4 +4 +2 Bonus feat
8 +6 +4 +4 +6 +5 +5 +4 +2 Speed of thought
9 +6 +4 +4 +6 +5 +5 +4 +2 Bonus feat, minor power
10 +7 +5 +5 +7 +6 +6 +5 +3 Prime channel (session)
11 +8 +5 +5 +7 +7 +7 +5 +3 Bonus feat, moment of clarity
12 +9 +6 +6 +8 +7 +7 +6 +3 Speed of thought, minor power
13 +9 +6 +6 +8 +8 +8 +6 +3 Bonus feat
14 +10 +6 +6 +9 +8 +8 +6 +4 Psionic wellspring
15 +11 +7 +7 +9 +9 +9 +7 +4 Bonus feat, minor power
16 +12 +7 +7 +10 +10 +10 +7 +4 Speed of thought
17 +12 +8 +8 +10 +10 +10 +8 +4 Bonus feat
18 +13 +8 +8 +11 +11 +11 +8 +5 Minor power
19 +14 +8 +8 +11 +11 +11 +8 +5 Bonus feat, moment of clarity
20 +15 +9 +9 +12 +12 +12 +9 +5 Prime channel (scene), speed of thought

 Beguiling: When you successfully Taunt a character, you may  Uncanny Dodge I: Your powers can give you a split second
decline the standard result to have your target become fixated warning, letting you react quickly to danger. You retain your
on you for 1d6 rounds. Special characters and villains may Dexterity bonus to Defense (if any) even when flat-footed.
spend 1 action die to cancel this effect and become immune to
this ability for the rest of the scene. If you gain this benefit Prime Channel: At Level 10, once per session, you may
from multiple sources, you may also damage the target once ignore Vitality burn for one power use.
without interrupting his fixation (you may do this only once, no At Level 20, this ability can be used once per scene, instead.
matter how many times you gain the benefit).
Psionic Wellspring: At level 14, once per adventure, you may
 Expertise: Choose one: Bluff, Disguise, Haggle, Impress, spend any number of Action Dice and add them to one Psicasting
Intimidate, Investigate, Resolve, Sense Motive, Survival or check. In addition to adding to the check result as normal, each die
Tactics. You may always take 10 with this skill. Also, taking spent add a +1 psion bonus to the overall results. This can exceed
10 with this skill doesn’t take twice as long and taking 20 takes the normal +10 psion bonus maximum shone on table 3.1.
only 10 times as long.
 Like Knows Like: Your powers are sensed by others of your ilk,
and respect follows. The Disposition of any NPC who possess
the Psion type improves by 5.
 Light Sleeper: Sleeping is never a Terminal Situation for you. NEW CROSS-TRAINING ABILITIES
 Look Out!: Each ally and teammate within 10 ft. who can see The following class abilities are available to any
and hear you gains the benefits of uncanny dodge I. This does class with the cross-training class ability.
not stack with uncanny dodge abilities they already have. You  Psionicist: Powers of the Mind; Moment of
may only choose this ability if you have uncanny dodge I Clarity; Bonus Feat; Speed of Thought
 Mental Inspiration: As a 1 Minute Action, you may request a
hint from the GM. If he refuses, you gain 1 bonus action die.
You may use this ability a number of times per session equal to
your Starting Action Dice.
 Mental Rebuke: You not only hold them off with your mind,
you mentally shred them. Characters you successfully Turn PSIONIC EXPERT CLASSES
also suffer an amount of divine damage equal to your Resolve
bonus; those targeted who make their Will saves suffer half this There are three expert classes for psions detailed in this
damage (rounded down). You may only choose this ability if supplement – the Apex, the Kinesisist, and the Psychic. Each of
you may Turn. these classes concentrates on expanding and enhancing two related
 Mental Block: You are attuned to certain beings… and can psiences.
hold them back with your mind. Choose a Type from the The Apex focuses on physical enhancement abilities, the
following list: animal, beast, horror, ooze, outsider, spirit, or Kinesisist explores energy manipulation powers, and the Psychic
undead. Once per combat you may Turn characters of this covers the classic realms of ESP and Telepathy.
Type (see Fantasy Craft, page 309).

10
PSIONIC CHARACTERS

APEX (EXPERT)
The Apex is the pentacle of psychically integrating body and
mind through his mastery of the psiences of Somatoarêtes and
Somatokinesis. This allows his to do amazing things that appear
impossible to non psions. Unlike other psionic classes, the Apex is
quite happy in the thick of combat, right on the front line.
Depending on your campaign, an Apex could be...
 A svelte athlete whose abilities seem to exceed his physique.
 A rugged daredevil, capable of physical feats that are
only possible due to his expansive mental
control over his body.
 A brutal martial warrior, pushing his
abilities to the edge in the heat of combat.
 A deft thief whose malleable form and mastery
of dimensions keeps her at the top of her game.
 A contemplative ascetic, whose unity of mind and body goes
beyond spirituality.

Party Role: Combatant. Your high BAB and combat oriented


psiences means that you are all about being in the fight.

CLASS FEATURES
Requirements: Psi Powers campaign quality, Athletics 6+
ranks, Psionic Prodigy feat, Access to one or both of the following not have access to one of them before. Also, you gain 1 bonus
Psiences: Somatoarêtes or Somatokinesis. vitality point and 1 at every class level hereafter.
Favored Attributes: Strength, Dexterity, Constitution Superhuman: At Level 2, once per session, you may gain a
Psion: Each level in this class increases your Psion Level by 1. psion bonus to your Strength, Dexterity, or Constitution score
equal to your starting action dice for up to your Psion Level in
Class Skills: Acrobatics, Athletics, Intimidate, Notice,
rounds. You may choose to end this ability during your Initiative
Prestidigitation, Resolve, Sense Motive, Sneak, Survival, Tactics
Count as a free action. When this ability ends, you become
Skill Points: 6 + Int mod per Level fatigued.
Vitality: 9 + Con mod per Level At Level 7, you may use this ability up to 2 times per session.

CORE ABILITY Bonus Feat: At Levels 3, 5, 7, and 9, you gain 1 additional


Basic Combat or Psionic feat.
Zen: When you spend and roll an action die to increase a
Wuxia I: At Level 4, your Jump results are no longer limited
Somatoarêtes or Somatokinesis psicasting check, the result is also
by your height and the distance you Jump increases by 50%
added to your Psion Level for that power’s use.
(rounded up).
CLASS ABILITIES Wuxia II: At Level 8, the distance you Jump increases by an
additional 50% (total 100%) and you’re considered to weigh only 1
Mind and Body: At Level 1, you gain access to the Psiences
of Somatoarêtes and Somatokinesis for future powers, if you did lb. when determining if a surface or object can support you.

Table 2.2: Apex


Level BAB Fort Ref Will Def Init Lifestyle Legend Special
1 +1 +1 +2 +1 +1 +1 +0 +0 Mind and body, zen
2 +2 +2 +3 +2 +1 +1 +0 +1 Superhuman (1/session)
3 +3 +2 +3 +2 +2 +2 +1 +1 Bonus feat
4 +4 +2 +4 +2 +2 +2 +1 +1 Second wind, wuxia I
5 +5 +3 +4 +3 +3 +3 +1 +1 Bonus feat
6 +6 +3 +5 +3 +4 +4 +2 +2 Inner focus
7 +7 +4 +5 +4 +4 +4 +2 +2 Bonus feat, superhuman (2/session)
8 +8 +4 +6 +4 +5 +5 +2 +2 Honed, wuxia II
9 +9 +4 +6 +4 +5 +5 +3 +2 Bonus feat
10 +10 +5 +7 +5 +6 +6 +3 +3 Feel the burn

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CHAPTER 2

Second Wind: You know your physical limitations and trust


your capabilities enough to push yourself to the edge. At Level 4,
each time you fail an Athletics or Resolve check and don’t suffer
KINESISIST (EXPERT)
an error, you still succeed as long as the check DC (or your
opponent’s check result) is equal to or less than your Class Level + The Kinesisist is a catchall category of psion who focuses his
20. If several grades of success are possible, you achieve only the mental powers on energy manipulation. Fire, ice, sound, light,
lowest possible positive result. electricity, and of course, kinetic energy all fall under the
If you gain this ability for either skill from two or more classes, Kinesisist’s watchful eye. The multitude of different energy forms
add together your levels in all classes granting the ability when means that the very few Kinesisists are alike, either in power
determining its effect. manipulation or in temperament. Those that focus on one of the
Energeikinesis powers often personify the energy – Pyrokinetics
Inner Focus: At Level 6, once per scene, you may decrease are hot-headed, Vibrokinetics are loud and boisterous, and so on,
the vitality burn of one of your Somatoarêtes or Somatokinesis while Telekinetics are typically precise or arrogant. None the less,
psicasting checks to 0. many Kinesisists are expert crafters and artists, as forming objects
Honed: At Level 8, Errors for your Somatoarêtes and from their energies are common among them as is the inventive art
Somatokinesis psicasting checks cost an extra Action Die to of using their abilities in new and unusual ways.
activate. Depending on your campaign, a Kinesisist could be...
Feel the Burn: At level 10, the vitality burn of each of your  A tinkering craftsman, often surrounded in a cloud of floating
Somatoarêtes and Somatokinesis psicasting checks decreases by 2, parts and tools.
to a minimum of 1.
 A dangerous combatant, whose arrival is heralded by the smell
of ozone and a halo of electrical energy.
 An elemental master of fire or ice, ever ready to test your
abilities for attack or defense.
 A telekinetic whose somewhat frail body personifies the
concept of “Mind over Matter”.
 A living assault on the senses with either blinding lights or
deafening noise… or both.

Party Role: Wildcard. You can go combat heavy with a


dangerous Energeikinesis powerset (like Pyrokinesis) or you can
follow a more utilitarian path by focusing on the Telekinesis
psience. Or mix the two.

CLASS FEATURES
Requirements: Psi Powers campaign quality, Prestidigitation
6+ ranks, Psionic Prodigy feat, Access to one or both of the
following Psiences: Energeikinesis or Telekinesis.
Favored Attributes: Intelligence, Wisdom, Dexterity
Psion: Each level in this class increases your Psion Level by 1.
Class Skills: Athletics, Crafting, Haggle, Impress, Investigate,
Medicine, Notice, Prestidigitation, Resolve, Sense Motive
Skill Points: 6 + Int mod per Level
Vitality: 9 + Con mod per Level

CORE ABILITY
Insightful: When you spend and roll an action die to increase
an Energeikinesis or Telekinesis psicasting check, the result is also
added to your Psion Level for that power’s use.

CLASS ABILITIES
Manipulation Maestro: At Level 1, you gain access to the
Psiences of Energeikinesis and Telekinesis for future powers, if
you did not have access to one of them before. Also, you gain 1
bonus skill point and 1 at every class level hereafter.

12
PSIONIC CHARACTERS

Table 2.3: Kinesisist


Level BAB Fort Ref Will Def Init Lifestyle Legend Special
1 +0 +2 +1 +1 +2 +0 +0 +1 Insightful, manipulation maestro
2 +1 +3 +2 +2 +3 +0 +0 +1 Mental leap (1/session)
3 +2 +3 +2 +2 +3 +1 +1 +2 Bonus feat
4 +3 +4 +2 +2 +4 +1 +1 +2 Applied knowledge (1/adventure), intuitive mechanic
5 +3 +4 +3 +3 +5 +1 +1 +3 Bonus feat
6 +4 +5 +3 +3 +6 +2 +2 +3 Energetic focus
7 +5 +5 +4 +4 +6 +2 +2 +4 Bonus feat, mental leap (2/session)
8 +6 +6 +4 +4 +7 +2 +2 +4 Applied knowledge (2/adventure), precise
9 +6 +6 +4 +4 +8 +3 +3 +5 Bonus feat
10 +7 +7 +5 +5 +9 +3 +3 +5 Conservation of energy
Mental Leap: At Level 2, once per session, you may gain a  A gifted psychiatrist, using your powers to see the real
psion bonus to your Dexterity, Intelligence, or Wisdom score equal problems that trouble those you help.
to your starting action dice for up to your Psion Level in rounds.
You may choose to end this ability during your Initiative Count as  A crusading troubleshooter, who always seems to be in the
a free action. When this ability ends, you become fatigued. right place at the right time.
At Level 7, you may use this ability up to 2 times per session.  A researching reporter that finds out facts that only those
involved should know.
Bonus Feat: At Levels 3, 5, 7, and 9, you gain 1 additional
Gear or Psionic feat.  A dedicated bodyguard that is always ready for trouble and an
uncanny knack for finding the safest route.
Applied Knowledge: Your studious nature gives you some
temporary insight. At Level 4, once per adventure, you may spend
10 minutes planning to gain 1 temporary Skill feat of your choice Party Role: Solver/Talker. The Psychic can excel at either (or
until the end of the current adventure. both) of these roles thanks to the focus the class puts on the Extra
Sensory Perception and Telepathy Psiences.
At Level 8, you may use this ability 1 additional time per
adventure.
Intuitive Mechanic: You seem to just know how things work.
At Level 4, each time you fail a Crafting or Prestidigitation check
and don’t suffer an error, you still succeed as long as the check DC
(or your opponent’s check result) is equal to or less than your Class
Level + 20. If several grades of success are possible, you achieve
only the lowest possible positive result. If you gain this ability for
either skill from two or more classes, add together your levels in
all classes granting the ability when determining its effect.
Energetic Focus: At Level 6, once per scene, you may
decrease the vitality burn of one of your Energeikinesis or
Telekinesis psicasting checks to 0.
Precise: At Level 8, Errors for your Energeikinesis and
Telekinesis psicasting checks cost an extra Action Die to activate.
Conservation of Energy: At level 10, the vitality burn of each
of your Energeikinesis and Telekinesis psicasting checks decreases
by 2, to a minimum of 1.

PSYCHIC (EXPERT)
The classic mental abilities of ESP and Telepathy are exactly
what the Psychic specializes in. Psychics are generally guarded and
reserved people, both due to knowing just how easy it is for
someone with their powers to discover all your secrets and due to
the often violent reaction for people who think you’ve just done
that very thing to them. For those that don’t know of their powers,
however, the Psychic seems to be the most insightful person ever!
Depending on your campaign, a Psychic could be...
 A hyperaware detective, using your abilities to solve crimes
and bring the guilty to justice.

13
CHAPTER 2

Table 2.4: Psychic


Level BAB Fort Ref Will Def Init Lifestyle Legend Special
1 +0 +1 +1 +2 +1 +2 +1 +0 Head games, sensitive
2 +1 +2 +2 +3 +1 +3 +2 +1 Force of Will (1/session)
3 +1 +2 +2 +3 +2 +4 +2 +1 Bonus feat
4 +2 +2 +2 +4 +2 +5 +2 +1 Piercing power (+2), save yourself
5 +2 +3 +3 +4 +3 +5 +3 +1 Bonus feat
6 +3 +3 +3 +5 +4 +6 +3 +2 Psi focus
7 +3 +4 +4 +5 +4 +7 +4 +2 Bonus feat, force of will (2/session)
8 +4 +4 +4 +6 +5 +8 +4 +2 Gestalt, piercing power (+4)
9 +4 +4 +4 +6 +5 +9 +4 +2 Bonus feat
10 +5 +5 +5 +7 +6 +10 +5 +3 Perfected practice
Gestalt: At Level 8, Errors for your Extra Sensory Perception
CLASS FEATURES and Telepathy psicasting checks cost an extra Action Die to
Requirements: Psi Powers campaign quality, Sense Motive activate.
6+ ranks, Psionic Prodigy feat, Access to one or both of the Perfected Practice: At level 10, the vitality burn of each of
following Psiences: Extra Sensory Perception or Telepathy, your Extra Sensory Perception and Telepathy psicasting checks
Favored Attributes: Wisdom, Charisma, Constitution decreases by 2, to a minimum of 1.
Psion: Each level in this class increases your Psion Level by 1.
Class Skills: Blend, Bluff, Disguise, Haggle, Impress,
PSIONIC MASTER CLASSES
Intimidate, Investigate, Medicine, Notice, Resolve, Search, Sense
Motive Master classes should be customized for each campaign, and
Skill Points: 8 + Int mod per Level psionic master classes are no different. Here though, is one
example master class for allowing the fairly iconic psion: the
Vitality: 6 + Con mod per Level Manipulator.
CORE ABILITY
Sensitive: When you spend and roll an action die to increase
an Extra Sensory Perception or Telepathy psicasting check, the
MANIPULATOR (MASTER)
result is also added to your Psion Level for that power’s use.
The Manipulator, regardless of individual attitude or
CLASS ABILITIES preferences, is at heart a social shark. Subtlety, often
Head Games: At Level 1, you gain access to the Psiences of subconsciously, maneuvering others’ desires and actions to benefit
Extra Sensory Perception and Telepathy for future powers, if you her needs, the Manipulator uses her psionic abilities of emotion
did not have access to one of them before. Also, you gain 1 bonus reading and influence to get what she wants, when she wants.
interest and 1 at every other class level hereafter (3, 5, 7, and 9). Even without the Manipulator’s psionic edge, she would still
Force of Will: At Level 2, once per session, you may gain a be a charming and intriguing companion. But with it, she can
psion bonus to your Constitution, Wisdom, or Charisma score charm gold from misers, sell ice to eskimos, and still be admired
equal to your starting action dice for up to your Psion Level in by everyone as the belle of the ball.
rounds. You may choose to end this ability during your Initiative Depending on your campaign, a Manipulator could be...
Count as a free action. When this ability ends, you become  A free-wheeling free-loader, using her ability to ‘push’ her will
fatigued. on others to live the high life.
At Level 7, you may use this ability up to 2 times per session.
 A master interrogator, ferreting out information without having
Bonus Feat: At Levels 3, 5, 7, and 9, you gain 1 additional to resort to such vulgarities as good cop/bad cop.
Psionic or Style feat.
 A concerned counselor, ever helpful with nudging negotiations
Piercing Power: Your powers are like a mental wedge, driving and calming ruffled diplomatic feathers.
into the core of your subject’s mind. At Level 4, the DC of saves
for your powers with the Invasive quality is increased by 2.  A morale officer of the highest caliber, thanks in no small part
to the ability to know every trooper’s true feelings.
At Level 8, the DCs increase by an additional 2 (for a total of
4).  A predatory conman, who uses subtle tweaks and acts on
unseen knowledge to close the deal.
Save Yourself: At level 4, you gain a +1 psion bonus with all
saving throws. Party Role: Talker. Through and through, the Manipulator
Psi Focus: At Level 6, once per scene, you may decrease the fulfills the role of talker to a tee. Intelligence use of skills and
vitality burn of one of your Extra Sensory Perception or Telepathy powers insures that the character is not a liability in combat, but
psicasting checks to 0. out of combat interaction is this character’s forté.

14
PSIONIC CHARACTERS

Table 2.5: Manipulator


Level BAB Fort Ref Will Def Init Lifestyle Legend Special
1 +0 +0 +0 +1 +2 +2 +2 +1 Effortless allure (-1), natural push
2 +1 +0 +0 +2 +3 +3 +3 +1 Friendly overtures
3 +1 +1 +1 +2 +3 +4 +3 +2 Practiced push
4 +2 +1 +1 +2 +4 +5 +4 +2 Effortless allure (-2), friendly overtures
5 +2 +1 +1 +3 +5 +5 +4 +3 Let’s be friends
Effortless Allure: At Level 1, your vitality burn for your
Control Pheromones and Empathy powers is reduced by 1, to a
minimum of 1.
At level 4, the vitality burn for your Control Pheromones and
Empathy powers is reduced by an additional 1 (total of -2), to a
minimum of 0.
Friendly Overtures: You continue to develop the skills you
use to influence others. At Levels 2 and 4, you may choose 1 of the
following abilities. Each of these abilities may be chosen only
once.
 Beguiling: When you successfully Taunt a character, you may
decline the standard result to have your target become fixated
on you for 1d6 rounds. Special characters and villains may
spend 1 action die to cancel this effect and become immune to
this ability for the rest of the scene. If you gain this benefit
from multiple sources, you may also damage the target once
without interrupting his fixation (you may do this only once, no
matter how many times you gain the benefit).
 Charming: Once per session, you may improve the Disposition
of any 1 non-adversary NPC by 5.
 I need a Favor: You gain the following trick:
Charming Musk (Control Pheromones Psionic Trick):
Instead of adding to your Intimidate checks, you
immediately gain your psion bonus in Reputation points
that may only be spent on a Favor provided by one of your
targets. Unless used, these Reputation points are lost at the
end of the scene.
 Know the Players: You gain the following trick:
Connect (Empathy Psionic Trick): Instead of adding to
CLASS FEATURES your Detect Lie checks, this check result is used vs. Sense
Requirements: Psi Powers campaign quality, Bluff 10+ ranks, Motive to determine the target’s disposition toward other
Psionic Prodigy feat, Psipowers of Control Pheromones and characters. Each connection take one minute to determine.
Empathy
Favored Attributes: Charisma, Wisdom, Intelligence Practiced Push: At Level 3, your Control Pheromones and
Empathy powers’ psicasting times are reduced to a half action.
Psion: Each level in this class increases your Psion Level by 1.
Let’s Be Friends: At level 5, once per scene, you may reduce
Class Skills: Blend, Bluff, Disguise, Haggle, Impress, the psicasting time for one of your Control Pheromones or
Intimidate, Investigate, Notice, Resolve, Sense Motive Empathy power uses to a free action. Also, you gain a trick:
Continuity: At Level 1, choose 2 skills that are class skills for Overwhelming Friendship (Control Pheromones Psionic
any of your other classes. These become Manipulator class skills Trick): You may make an Influence check (1 half action)
for you. substituting this psicasting check result in place of your Impress
Skill Points: 8 + Int mod per Level (Cha) check result. This trick doesn’t count as an Influence Check
Vitality: 6 + Con mod per Level from you, nor does its shift count as an applied shift (see Fantasy
Craft, page 74). This trick cost +3 Vitality burn (for a Total of 6).
CLASS ABILITIES You may use this trick as many times per session as you have
Empathy psipower tricks +1. Use of this trick is Invasive.
Natural Push: At Level 1, you gain a bonus to your Control
Pheromones and Empathy psicasting checks equal to your Class
Level.

15
CHAPTER 2

PSIONIC FEATS Special: You may take this feat multiple times, choosing a
different Psience each time. Each feat has a separate name (e.g.
Psionic Basics (Somatokinesis), Psionic Basics (Telepathy), etc.).

The following feats form the new feat category of Psionic PSIONIC MASTERY
Feats. Access to Psionic feats is gained via the Psi Powers Your mental abilities continue to amaze.
campaign quality (page 5), but if it is active in the campaign, then
Psionic feats can be chosen at any time you gain access to them, Prerequisites: Psionic Basics
either through class abilities or as a standard career level benefit. Benefit: The benefits of your Psionic Basics feats increase to a
+3 insight bonus and a threat range of 18–20. Also, once per scene,
MORE POWER you may also re-roll a psicasting check for a power affected by one
You’re obviously not givin’ her all you’ve got, capt’n. of your Psionics Basics feats.
Prerequisites: Psion Level 1+ PSIONIC SUPREMACY
Benefit: Your Psion Level increases by 1. You may add a new You’re one of the most powerful practitioners around.
Psience to your list of Psiences available to you, if you desire,
before you choose a power for this Psion Level. Prerequisites: Psionic Mastery
Benefit: The benefits of your Psionic Basics feats increase to a
MORE RANGE +4 insight bonus and a threat range of 17–20. Also, you may
Reach out and touch someone. activate those psicasting checks’ critical successes for 1 less action
die (minimum 0).
Prerequisites: Psion Level 1+
Benefit: Your psion range multiplier increases by 10 ft. PSIONIC PRODIGY
Special: You may take this feat multiple times, increasing your Welcome to the next step in evolution.
range more each time. Prerequisites: Psion Level 0
MORE TRICKS Benefit: You gain a Psion Level of 1 and you may purchase
ranks in the Psicasting skill. Also, pick a Psionic Psience. You may
Nothing up your sleeve. choose powers and tricks from that Psience as you gain Psion
Prerequisites: Psion Level 1+ Levels, including this one. Finally, you gain the Psion type in
Benefit: Your Psion Level increases by 1 and you gain 2 addition to any other types you currently possess.
psionic tricks (in addition to the 1 power or 2 tricks you receive
normally for gaining a Psion Level). TELEKINETIC MIGHT
You are the fulcrum, and your mind is the lever.
PSINET Prerequisites: Any Telekinesis power
You are the center of a web of thoughts that allow full Benefit: You’re considered 1 Size category larger when
unspoken comunitcation. calculating your Telekinetic psience power and trick effects that
Prerequisites: Read Mind power and Project Thought power use your size, carrying capacity, etc. so long as you are standing
Benefit: Your psion range multiplier increases by 10 ft. for firmly on the ground and not climbing, flying, or riding.
your Read Mind and Project Thought powers. Also, you gain a Special: You may take this feat multiple times, increasing your
trick. ‘telekinetic size’ by another category each time.
Psi-Link (Read Mind or Project Thought Trick): When you
activate this power as a Full Action, the other power is activated as
part of the same action (targeting the same characters) using the
same psicasting total for only 2 additional Vitality Burn (typically
5 total). You may target a number of characters equal to 1/2 your
psion level (rounded up). When this power expires, as a free action
and a reduced Vitality burn of 1, you may psicast this trick again,
maintaining all the original targets.

PSIONIC BASICS
Your mental talents are remarkable.
Prerequisites: Psion Level 1+
Benefit: Name a Psience. You gain a +2 insight bonus and a
threat range of 19–20 with psicasting checks on powers from that
Psience.

16
PSIONIC CHARACTERS

17
CHAPTER 3

PSIONIC
POWERS
Psions exist in campaigns with the Psi Powers quality (see
New Campaign Qualities, page 5). The method or reason for
psionics being present vary from campaign to campaign,
sometimes it’s due to experimentation, sometimes it’s the
emerging next step in human evolution. Whatever the reason, a
character with psionic abilities is known as a psion.

PSIONIC RULES
ACCESS TO PSIONIC POWERS
The following section details the rules concerning gaining
psionic powers for both PCs and NPCs.

GAINING & POSSESSING POWERS


Whenever a psion gains a Psion Level as a permanent ability,
he also gains a psionic power or two tricks for powers he already
possesses. Psion levels are only gained as permanent abilities
through Feats and Classes.

LOSING & REGAINING POWERS


Should a psion’s possessed powers decrease, temporarily or
permanently, he chooses which powers are lost. Should this
number later increase again the psion must regain the lost powers
before he can gain new ones. Lost powers may be regained in any
order.

NPCS GAINING PSIONICS


NPCs gain access and increase their abilities as psions via the
Psicaster NPC Quality. See Chapter 4’s Campaign Options section
for details.

DEFENSE AGAINST PSIONICS


The following section details the rules for any special defenses
and countermeasures concerning psionic powers.

COUNTERED & SUPPRESSED POWERS


Various effects can counter or suppress psionic powers.
 A countered power’s effect and Duration end. If this occurs
during the Psicasting check, the power is still considered to
have been used but its effect and Duration end before they
begin.
 A suppressed power’s effect pauses but its Duration continues.
The effect resumes if any Duration remains when the
suppression ends.

18
PSIONIC POWERS

INVASIVE QUALITY Since it’s a reduction in the character’s maximum vitality value, it
can’t be healed, but it also only affects a character’s current vitality
Certain powers have the Invasive Quality (detailed below). if the newly reduced maximum is lower than the character’s
Though not a defense, it should be noted that this quality does current vitality. If that is the case, the character’s current vitality
cause the power’s use to fail is the target passes the save. drops to match his new maximum.

PSI DEFENSE Example: Marc, is a 1st level soldier with a CON of 15


(14 vitality/ 15 wounds) and a psion level of 1. He has one
Certain characters and objects possess Psi Defense, which power, Force Form, and one trick, Psionic Weapon (long
makes it more difficult to target them with psionic powers. When a sword). Combat has just started and Marc decides to form his
target has Psi Defense, the Psicasting result must also equal or psionic weapon as his action and suffers 6 vitality burn – the
exceed the Psi Defense or the power fails. normal cost of power use with that trick. That reduces his
maximum vitality by 6 to a value of 8. His current vitality also
PSIONIC QUALITIES automatically drops to 8 because it cannot exceed his
maximum.
Qualities may be a bit of a misnomer, because both listed
Psionic Qualities are actually disadvantages of sorts. A psion who has suffered a lot of vitality damage is able to use
his powers without further endangering his life – however, getting
INVASIVE healing in the current scene also won’t help much!
When an Invasive power is used, all targets must make a Will Example: Marc, is in a new combat, once again at 14
save (DC 10 + 1/2 your psion level + your psion bonus). With vitality and 15 wounds. Combat has just started and Marc
success, a target immediately knows someone is tampering with gets hit before his action. After DR, he suffers 8 vitality
his mind, gains a cumulative +2 bonus with all saves made to resist damage (6 Vitality left). On his action he decides to form his
your Invasive powers until the end of the current scene, and the psionic weapon, and suffers 6 vitality burn, just as in the
power use fails. previous example. Thanks to the vitality burn, his maximum
vitality drops to 8, just as before. However, since his current
UNRELIABLE vitality is lower than his new maximum, there are no other
vitality reductions – His current vitality is 6, his current
The Psicasting checks for this power have their Error Range
maximum is 8.
increased by 2.
The adjusted vitality maximum is just that – the maximum
PSION RANGE vitality the character can have.
Example: After combat, Marc has a current vitality of 6,
The base range of Psion powers is Psion Level x 10 ft. Any and a current maximum vitality of 8 due to vitality burn. His
psionic power that has a range increment or a range difference than fellow party member Hodge offers to cast Touch of Light on
this is noted in the specific power or trick description. him to heal his vitality damage. After two times, Marc can’t
be healed of anymore vitality damage – he’s reached his
current maximum of 8!

EXCEEDING YOUR VITALITY WITH VITALITY BURN


If a character’s maximum vitality is lower than the amount of
vitality burn he’ll suffer for using a power, but higher than 0, then
he may still use the power. Vitality burn in excess of his maximum
vitality is applied to wounds, in classic “psychic overload” manner
– nose bleeds, ears bleeding, coughing up blood in some cases, etc.

USING PSIONIC Example: Marc, is in yet another combat, once again at


14 vitality and 15 wounds. Combat has been going a few
rounds, and Marc keeps getting disarmed of his psionic

POWERS weapon. He decides to form it a third time, suffering another


6 vitality burn, which takes his maximum vitality from 2 to -4
(14-6-6-6). He was at a positive maximum vitality when he
The following sections concern the actual nuts and bolts of used the power, so the power’s vitality burn is paid and he
power use. loses 4 wounds. Marc grimaces in pain as a trickle of blood
flows from his nostril and his psi-sword flairs to life once
VITALITY BURN again…
Wounds caused by excessive vitality burn are not subject to a
Unlike the arcane caster’s spell point system, psions power reduction in “maximum wounds”; unlike vitality. They can be
their abilities through a game mechanic called vitality burn. healed normally as any other wound.
Vitality burn isn’t the same as vitality damage – it’s the Example: Combat is over. Hodge can now heal Marc of
reduction of the character’s maximum vitality as powers are used. his 4 wounds he suffered due to excessive vitality burn –

19
CHAPTER 3

through magic, or a Mend check, or a Refresh action, or any depending on the power activated, free movement or the ability to
other healing method. speak aloud may or may not be necessary.
Psicasting is generally not an obvious action or clearly visible
RECOVERING VITALITY BURN to anyone with line of sight to the psion; however, many powers
Vitality burn is fully recovered at the start of each scene with are. To conceal an attempt to use an obvious Psicasting, the caster
one exception: if any of the psion’s powers with a Duration other must also make either a Prestidigitation check (for Str, Dex, or Con
than Permanent is still in effect from a previous scene, that vitality based powers) or a Bluff (for Int, Wis, or Cha based powers).
burn is not recovered, even if the power’s Duration ends during the These checks are opposed by the observer’s Notice skill.
current scene. To make a Psicasting check, the psion suffers the Vitality burn
Note that this does not heal the character of vitality loss due to listed for the power and/or trick. Then he makes a Power Check on
vitality burn, it simply returns the maximum you may have. To the chart below, using the power’s listed Psionic Attribute and the
regain the lost vitality, the character with require some form of key attribute for the skill check. A psion may only take 10 or 20
healing as normal. with this check when a rule or option specifically allows him to do
Example: It’s a new scene and Marc’s vitality burn from so.
forming his psionic weapon during combat has finally faded.
Hodge can now Touch of Light Marc back up to his maximum
Table 3.1: Power Bonuses
Power Check Result Psion Bonus
vitality of 14. 9 or less Power fails
10–14 +1
STANDARD NPCS AND VITALITY BURN 15–19
20–24
+2
+3
Standard NPCs, with their lack of Vitality, cause a real
25–29 +4
problem in integrating them with the psionic system detailed here. 30–34 +5
So here is how Standard characters and vitality burn interact. 35–39 +6
Standard characters make a Damage Save vs. 10 + 1/2 the 40–44 +7
accumulated vitality burn (rounded down). If failed, the character 45–49 +8
50–54 +9
suffers a cumulative -1 to his future Damage Saves.
55+ +10

RECEPTIVE TARGETS If he generates a positive Psion Bonus (check results of a 10 or


higher) then the power is successful and he references the power’s
effect to see what the power does and how the Psion Bonus affects
Some psionic powers can be used on other characters as a the power.
beneficial effect or for other mundane reasons. Characters aware of
the psion’s abilities and that trust the psion enough to allow With failure (check result of 9 or less), the power does not
unrestricted use his powers on them, are said to be Receptive. activate and has no effect (a sentient target feels a hostile force or
Receptive targets automatically fail their Will save as prompted by tingle but can’t necessarily deduce the nature or origin of the
the Invasive Quality. Only fellow party members and the psion’s sensation).
contacts should be Receptive targets in most cases. With a critical success, the psion recovers the power’s vitality
burn suffered to use the power. With a critical failure, his
PSICASTING (INT) confidence is shaken and he suffers a –5 penalty with Psicasting
checks until he threatens with a Psicasting check or until the end of
the current scene, whichever comes first.
Psicasting is how psionic powers are activated, via the use of
the Psicasting skill and the Psicasting Action, listed below.
PISONIC POWER EFFECTS
PSICASTING (INT) Psionic powers have a number of different effects, especially
Psions spend skill points to purchase ranks in the Psicasting
when you take the addition of tricks into account.
skill, which is only available to characters with a Psion Level of 1
or higher. Psicasting operates like any other skill.
Tools: If the Focus Items campaign quality addition is active in
ENHANCEMENT POWERS
the campaign, then a psion without a focus item is considered A great many of powers simply generate a bonus to a skill
untrained even when he has Psicasting ranks (see Fantasy Craft, check or other type of check. These “Buff powers” bonuses are
page 63). With access to a psion’s workshop, a psion’s threat range considered to be a psion bonus (which is where they are generally
increases by 3. derived from).
Knowledge: Psion Psiences, powers and tricks; Psicasting
techniques; focus items
OFFENSIVE POWERS
Some powers and tricks are offensive in nature, but don’t
PSICASTING (VARIES BY POWER) qualify as attacks. Most of them also have the Invasive Quality,
making them easy to spot as a power that affects the enemy
A psion makes this check to use powers he knows and may
directly.
use. A psion may only make 1 Psicasting check per round and,

20
PSIONIC POWERS

Table 3.2: Psion Attacks


Attack Name Damage Damage Type Threat Range Qualities
Fling Debris 1d6 +1 per Psion Level* Lethal 19–20 20 ft. × 5 Inaccurate
Flame Jet 1d6 +1 per Psion Level* Fire 19–20 10 ft. × 5 AP 5
Flash Strobe 2d6 +1 per Psion Level* Flash 20 10 ft. × 5
Ice Shards 1d6 +1 per 2 Psion Levels* Cold 20 10 ft. × 5 Bleed
Lightning Blast 1d6 +1 per 2 Psion Levels* Electricity 20 20 ft. × 5
Mental Bolt 1d6 +1 per 3 Psion Levels Divine 20 10 ft. × 5
Piercing Wail 2d6 +1 per Psion Level* Sonic 20 10 ft. × 5
* With a successful Reflex save (DC 10 + the attacker’s Psion Level), the target suffers only 1/2 of the listed damage (rounded down).

ATTACK POWERS ENERGEIKINESIS


Hailing from the Greek words for power (energeia) and
Psionic Powers aren’t used to attack themselves, but instead
movement (kinesis), this psience concerned itself with the
generate an effect that allows an attack. As long as the power
manipulation of various phenomena, each of a unique type. The
granting the attack is active, the character may use the Psion
subcategories, each categorized as a power, are cryokinesis (cold),
Attack advanced action (listed below).
electrokinesis (electricity), photokinesis (light), pyrokinesis (fire),
PSION ATTACK and vibrokinesis (sound). Those with multiple powers from this
psience are known as energists, but it’s far more common for a
1 Half Action • Attack Action • 1 Vitality burn psion to only develop one of the phenomena, and is known as a
The character makes 1 attack against 1 target. This attack kineticist of the appropriate type, such as a pyrokineticist or
must be granted by an active psionic power, and uses Table electrokineticist.
3.2: Psion Attacks for its profile. This attack is treated as a
hurled attack, including when applying feats, abilities, and SOMATOARÊTES
effects. In addition, the character may apply his Intelligence Somatoarêtes, from the Greek words for body (somato) and
modifier in place of his Dexterity modifier (to hit) and “reaching your highest human potential” (arête), is the psience of
Wisdom in place of Strength (damage) when making this boosting or enhancing your physical or mental prowess with your
attack. This action may only be performed once per round, psionic abilities. A great many of this psience’s powers and
and each use inflicts 1 Vitality burn on the character. abilities have to do with heightening and/or focusing existing
senses by unnatural degrees, while others deal with boosting speed,
OTHER EFFECTS athleticism, and honing the mind. Those with these abilities are
Most other powers don’t pigeon hole as easily as others – the known as Adepts.
Synthesis power and its related tricks all grant rerolls, and the most
of the Telekinesis and Telepathy Psiences are extraordinary SOMATOKINESIS
effects. Make sure that you read each power and trick closely to The psience of Somatokinesis (Greek, “Body Movement”) is
understand just how they interact with other portions of the about fundamentally changing your body’s form or capabilities.
Fantasy Craft system. Practitioners of this psience are known as Somatokineticists. These
changes range from pheromone production (on a useful scale) and

PSIONIC PSIENCES breathing and other yoga style control techniques to cellular
healing manipulation and body form manipulation and even
attunement and access to other dimensional space.
Psionic powers are grouped into 6 “Psiences”, each consisting
of 5 powers and 20 tricks (4 per power). Each power is part of only
1 Psience and each Psience represents a fundamentally different
TELEKINESIS
effect grouping. From the Greek roots of tele (distant) and kinesis (movement),
we get the name of this psience. Psions (called Telekinetics)
The six Psiences (and the common name for their adherents)
proficient with this psience can move objects with their mind.
are:
Their abilities range from levitation to remotely grabbing or
EXTRA SENSORY PERCEPTION flinging objects to actually holding air molecules in a scintillating
energy field formed of their own will to create weapons, barriers,
Extra Sensory Perception, or E.S.P. as it’s more commonly or other objects.
known, is set of awareness or detection abilities outside the normal
five senses most people possess. ESPers’ abilities range from
claircognizance (French, “clear understanding”) abilities such as
TELEPATHY
Telepathy (Greek, “Distant Affliction or Experience”) describe
aura reading and remote sensing, to emotion reading, object
the abilities of the psience very well. At a fundamental level,
reading, and even more extraordinary phenomena such as future
Telepaths have the ability to allow contact between minds. This
sight or the ability to recall and restructure details for finer
contact can range from sending and receiving thoughts (both
scrutiny.
helpful and harmful), to manipulating emotions, controlling
actions, and affecting other psions’ abilities.

21
CHAPTER 3

POWER DESCRIPTIONS the effect happens at the start of the psion’s first Initiative Count
after the psicasting is complete.
In all cases, the caster makes the Psicasting check at the
Each power description has these entries, which outline the moment casting is complete and chooses targets, effect, and other
basics of the power’s requirements and effects. Important things to facts of the power at that time.
remember is that tricks for psionic powers often change Vitality
burn, Qualities and targets of, not to mention the effects of, that
power.
EFFECT
This is what the power does. It tells you how many targets,
NAME what happens to the target, what enhancement you grant to
yourself or another, etc.
This is what the power is called.
TRICKS
PSIENCE This is the list of tricks that are available for basic use with the
This is the Psience that the power falls under. Any game power. Most tricks greatly change the effect of the power’s use –
effects that target this Psience, such as Psion Basics, would affect effectively changing the power into a related, but different power.
this power. Unless the trick states otherwise, the power’s vitality burn,
duration, target, etc. all remain the same as the base power’s effect.
VITALITY BURN Many tricks only change one aspect of the power’s effect. These
This is the base amount of vitality burn that using this power tricks generally start with a statement similar to “Instead of adding
incurs. Note that many tricks change the amount of vitality burn to your (Zig) checks, this power now adds to your (Zag) checks”.
suffered when used with a power. Other tricks change the power to an even greater degree. They
typically start with a statement similar to “Instead of this power’s
PSION ATTRIBUTE normal effect, you may…” These tricks completely replace the
power’s normal effect.
This is the Attribute that is used as the key attribute for
psicasting checks for this power. Any Psion Qualities that
affect the use of the Psicasting check or power use are
also listed here.

PSICASTING TIME
Most powers have a Psicasting Time of 1 free, 1
half, or 1 full action. With a longer Psicasting Time,

22
PSIONIC POWERS

TABLE 3.3: PSIONIC POWERS AND TRICKS BY PSIENCE


E.S.P. SOMATOARÊTES TELEKINESIS
Claircognizance Adrenal Burst Force Form
Aura Distillation Bounding Leap Dual Psionic Weapons
Aura Reading Scrambling Climb Psionic Ammunition
Clairaudience Slow Burn Psionic Gear
Clairvoyance Strong Swimmer Psionic Weapon
Empathy Combat Sense Kinetic Shield
Expose Evasion Barrier
Ferret Exploit Blast Shield
Swindle Intercept Kinetic Field
Sympathy Uncanny Dodge Shield Other
Precognition Enhance Senses Levitation
Augury Bloodhound Crash Slam
Foresee Deft Hands Cushion Fall
Predict Visual Spectrum Levitate Other
Premonition What? Root
Psychometry Focused Mind Psi-Smith
Object Essence Endure Cobble
Object History Flatter Entropic Touch
Object Trace Prepare Gremlins
Object Use Recall Telekinetic Reassembly
Synthesis Speed Control Psychokinesis
Evaluate Accelerate Ethereal Grab
Interrogate Burst of Speed Fling Debris
Reconsider Graceful Landing Phantom Limbs
Second Glance Reflexive Burst Poltergeist

ENERGEIKINESIS SOMATOKINESIS TELEPATHY


Cryokinesis Biorhythm Catalyst
Cold Blood Death Trance Counter
Deep Freeze Hold Breath Power Dampening Field
Ice Armor Resist Temperature Psion Boost
Ice Shards Skin of Iron Suppress Power
Electrokinesis Body Malleability Domination
Conduit to Ground Clay Face Command
Lightning Blast Constrictor Convince
Shock Field Shrink Away Overload
Taser Triple Jointed Suggestion
Photokinesis Cellulokinesis Project Thought
Concealing Shadows Damage Transference Alter Perception
Flash Strobe Detoxify Mental Bolt
En-Light-en Purge Pain Touch
Target Beacon Reknit Flesh Psychic Scream
Pyrokinesis Control Pheromones Read Mind
Extinguish Alluring Musk Anticipatory Flash
Flame Jet Dominant Musk Rifle Thoughts
Flaming Heart Enraging Musk Unpredictable
Pyromania Trusting Musk Zeitgeist
Vibrokinesis Dimensional Shift Telempathy
Feel the Noise Bamf! Instill Calm
Low Frequency Thrum Dimensional Convoy Instill Confidence
Piercing Wail Dimensional Travel Instill Fear
Vibro-Field Portal Instill Rage

23
CHAPTER 3

Skin of Iron (Biorhythm Psionic Trick): Instead of this power’s


ADRENAL BURST normal effect, you gain DR equal to twice your psion bonus for a
Psience: Somatoarêtes number of rounds equal to your Psion Level.
Vitality burn: 4
Psion Attribute: Strength
BODY MALLEABILITY
Psience: Somatokinesis
Psicasting Time: 1 Full Action
Vitality burn: 2
You can send a focused surge of adrenaline to help you smash
stuff. With practice, you can refine it to less brute strength uses, Psion Attribute: Dexterity
such as climbing, swimming, jumping and even long term ordeals. Psicasting Time: 1 Full Action
Effect: You may add your psion bonus to your damage when You can contort yourself unnaturally to fit places amazing to
attacking objects and scenery for a number of rounds equal to your others. As your power grows, your flexibility increases and even
Psion Level. your features can be reformed to a limited extent.
Tricks: Effect: You may add your psion bonus to your Tumble checks
Bounding Leap (Adrenal Burst Psionic Trick): Instead of for a number of minutes equal to your Psion Level.
adding to your object/scenery damage, this power now adds to Tricks:
your Jump checks. Constrictor (Body Malleability Psionic Trick): Instead of
Scrambling Climb (Adrenal Burst Psionic Trick): Instead of adding to your Tumble checks, this power now adds to your
adding to your object/scenery damage, this power now adds to Grapple checks.
your Climb checks. Clay Face (Body Malleability Psionic Trick): Instead of adding
Slow Burn (Adrenal Burst Psionic Trick): Instead of adding to to your Tumble checks, this power now adds to your Disguise
your object/scenery damage, this power now adds to your Push checks.
Limit checks. Also, this trick lasts your Psion Level in hours, not Shrink Away (Body Malleability Psionic Trick): Instead of
rounds. adding to your Tumble checks, this power now adds to your Blend
Strong Swimmer (Adrenal Burst Psionic Trick): Instead of checks.
adding to your object/scenery damage, this power now adds to Triple Jointed (Body Malleability Psionic Trick): Instead of
your Swim checks. adding to your Tumble checks, this power now adds to your
Escape checks.
BIORHYTHM
Psience: Somatokinesis CATALYST
Vitality burn: 4 Psience: Telepathy
Psion Attribute: Constitution Vitality burn: 3 (+ special)
Psicasting Time: 1 Full Action Psion Attribute: Constitution
You have the mental ability to control your breathing, Psicasting Time: 1 Free Action
heartbeat and numerous other involuntary bodily functions. This You can power a fellow psion’s powers for them. By
grants you tremendous control over your body. expanding this power, you can stop their power use, too.
Effect: You may add your psion bonus to your Calm and Effect: You may suffer the Vitality burn of another psion’s
Concentration checks for a number of minutes equal to your Psion power use up to your psion bonus. The psion must be within your
Level. psion range and doesn’t suffer the vitality burn himself. This costs
Tricks: you a Vitality burn of his burn + 3.
Death Trance (Biorhythm Psionic Trick): Instead of this Tricks:
power’s normal effect, you may feign death for up to 1 day × your Counter Psi (Catalyst Psionic Trick): Instead of this power’s
psion bonus. You must either choose a specific time period that normal effect, as another character uses a psion power, you may
you wish to feign death or set specific conditions under which you make a Psicasting check with a DC equal to the power check result
will awaken (such as hearing a predetermined codeword or that activated the target power. With success, the target power is
suffering a certain amount of damage). While in this state you need countered before its effect is applied. This costs you a Vitality burn
no food, water, or air, and are functionally dead. Determining that of that character’s burn + 3.
you’re actually alive requires a successful Medicine check (DC 10
+ your Psion Level), as does awakening you prematurely. Power Dampening Field (Catalyst Psionic Trick): Instead of
this power’s normal effect, you may double the vitality cost of
Hold Breath (Biorhythm Psionic Trick): Instead of this power’s each psion power used within a radius from you of 5 ft. × your
normal effect, you may go 1 minute × your psion bonus without Psion Level for a number of minutes equal to your psion bonus.
breathing, but otherwise functioning normally. This trick cost +2 Vitality burn (for a Total of 5).
Resist Temperature (Biorhythm Psionic Trick): Instead of this Psion Boost (Catalyst Psionic Trick): Instead of suffering
power’s normal effect, you gain heat and cold resistance equal to another psion’s vitality burn, you instead raise their Psion Level by
twice your Psion Level for 10 minutes × your psion bonus. your psion bonus for the use of the power. This boost cannot

24
PSIONIC POWERS

Detoxify (Cellulokinesis Psionic Trick): Instead of this power’s


normal effect, you or an adjacent receptive character lose up to
your psion bonus in poisoned effects or attribute damage. The total
number of effects/attribute damage lost cannot exceed your psion
bonus. This trick cost +4 Vitality burn (for a Total of 6).
Purge (Cellulokinesis Psionic Trick): Instead of this power’s
normal effect, you or an adjacent receptive character lose up to
your psion bonus in grades of the fatigued and/or shaken condition.
The total number of grades lost cannot exceed your psion bonus.
This trick cost +4 Vitality burn (for a Total of 6).
Reknit Flesh (Cellulokinesis Psionic Trick): Instead of this
power’s normal effect, you may heal a number of your own
wounds up to your psion bonus. This power may be used a number
of times per adventure equal to your Psion Level. This trick cost
+8 Vitality burn (for a Total of 10).

CLAIRCOGNIZANCE
Psience: Extra Sensory Perception
Vitality burn: 4
Psion Attribute: Wisdom
Psicasting Time: 1 Full Action
You are highly receptive to the energies of both psions and
spellcasters. You can also develop the abilities to read Auras and
use your mundane senses remotely.
Effect: You may make Notice and Search checks to detect any
exceed your Psion Level. The psion must be within your psion psionic power use or spellcasting in your psion range. You may
range and this trick cost +2 Vitality burn (for a Total of 5). add your psion bonus to checks. This power lasts for a number of
Suppress Power (Catalyst Psionic Trick): Instead of this hours equal to your Psion Level.
power’s normal effect, you may inflict your psion bonus as a Tricks:
penalty on another psion’s psicasting checks for a number of Aura Distillation (Claircognizance Psionic Trick): Instead of
rounds equal to your psion level. If your Psion Level is higher than this power’s normal effect, you may use your psicasting check vs.
the target psion’s, then you may also add the difference to the a DC of 10 + Threat Level to find out a character’s total bonus for
penalty inflicted. This trick costs you a vitality burn of +3 (for a one skill. This trick cost -2 vitality burn (for a Total of 2).
total of 5).
Aura Reading (Claircognizance Psionic Trick): Instead of this
power’s normal effect, you may use your psicasting result as a
CELLULOKINESIS sense motive check (opposed by resolve) to determine any of the
Psience: Somatokinesis following: Alignment, Type(s), Current Psionic Effects, or Current
Vitality burn: 2 Magical Effects. If you win the check, you learn one piece of
Psion Attribute: Constitution information, +1 more for every 4 additional points you won the
check by. Each specific Magical or Psionic effect that the character
Psicasting Time: 1 Full Action is being affected by is a separate item on the discovery list,
You can heal grievous wounds by mental power alone, though whether it is beneficial, detrimental, or other (such as under a geas
it can take some time to build up the reserves to so again. As your or mind control). Multiple reads may be made in order to choose
power grows, not only can you heal more often, but can learn to different pieces of information.
make your skin heal minor damage as it happens, and even take on Clairaudience (Claircognizance Psionic Trick): Instead of
the injuries of others, suffering so that they may live. this power’s normal effect, you may reset your point of hearing to
Effect: You may add your psion bonus to your Medicine a location within your psion range. You may move your altered
checks for a number of minutes equal to your Psion Level. hearing-point up to your psion bonus x 5 ft. per round and it may
Tricks: pass through solid surfaces, though it cannot leave your psion
range. This effect lasts a number of rounds equal to your psion
Damage Transference (Cellulokinesis Psionic Trick): Instead
bonus. Items or Gear provides no benefit to your senses while
of this power’s normal effect, you use your Reknit Flesh trick (and
using this power. If you have both this trick and the Clairvoyance
suffer no vitality burn) on an adjacent receptive character, then
trick active at the same time, they must both use the same
suffer half the number of wounds healed (rounded up). You must
hearing/viewpoint. This trick cost +1 vitality burn (for a Total of
have the Reknit Flesh trick to take this trick. This trick cost +8
3).
Vitality burn (for a Total of 10).

25
CHAPTER 3

Clairvoyance (Claircognizance Psionic Trick): Instead of this


power’s normal effect, you may reset your point of view to
a location within your psion range. You may move your
altered viewpoint up to your psion bonus x 5 ft. per round
and it may pass through solid surfaces, though it cannot
leave your psion range. This effect lasts a number of
rounds equal to your psion bonus. Items or Gear provides
no benefit to your senses while using this power. If you
have both this trick and the Clairaudience trick active at the
same time, they must both use the same hearing/viewpoint.
This trick cost +1 vitality burn (for a Total of 3).

COMBAT SENSE
Psience: Somatoarêtes
Vitality burn: 7
Psion Attribute: Intelligence
Psicasting Time: 1 Free Action
In combat, you grow hyperaware of your opponent’s actions.
Precogs might even get jealous of your pre-emptive dodges and
strikes.
Effect: You may gain an amount of Sneak Attack resistance
equal to twice your psion bonus for a number of minutes equal to
your Psion Level.
Tricks:
Evasion (Combat Sense Psionic Trick): Instead of the Sneak
Attack resistance, this power now grants the evasion X class
ability, where “X” equals 1/3 your psion bonus, rounded up
(maximum III). This effect stacks with any Evasion ability you
currently have.
Exploit (Combat Sense Psionic Trick): Instead of Sneak Attack
resistance, opponents within your psion range have their Dodge
bonuses to defense against you reduced by your psion bonus. This
trick cost -3 vitality burn (for a total of 4).
Intercept (Combat Sense Psionic Trick): Instead of Sneak
Attack resistance, you now gain a bonus to your Parry and Shield
Block tricks equal to your psion bonus. This trick cost -3 vitality
burn (for a total of 4).
Uncanny Dodge (Combat Sense Psionic Trick): Instead of the
Sneak Attack resistance, this power now grants the uncanny dodge
X class ability, where “X” equals 1/2 your psion bonus, rounded
up (maximum V). This effect stacks with any Uncanny Dodge
ability you currently have.

CONTROL PHEROMONES
Psience: Somatokinesis
Vitality burn: 3
Psion Attribute: Charisma
Psicasting Time: 1 Full Action
You can control the amount of pheromones your body
produces, inducing a prey response in others. With practice, you
can create pheromones that produce other responses.
Effect: You may add your psion bonus to your Intimidate
checks against characters within their first scent range increment
(typically Wis x 1 ft.) for a number of minutes equal to your Psion
Level.

26
PSIONIC POWERS

Tricks: DIMENSIONAL SHIFT


Alluring Musk (Control Pheromones Psionic Trick): Instead of Psience: Somatokinesis
adding to your Intimidate checks, this power now adds to your
Impress checks. Vitality burn: 4
Dominant Musk (Control Pheromones Psionic Trick): Instead Psion Attribute: Wisdom
of adding to your Intimidate checks, this power now adds to your Psicasting Time: 1 Half Action
Bargain checks. This trick cost -1 Vitality burn (for a Total of 2). You can access some form of pocket dimension that you’ve
Enraging Musk (Control Pheromones Psionic Trick): Instead attuned your body to. As you grow in power, not only can you can
of adding to your Intimidate checks, this power now adds to your place items within it for short-term storage, you can reach through
Taunt checks. This trick cost -1 Vitality burn (for a Total of 2). it to other locations or even dimensionally travel!
Trusting Musk (Control Pheromones Psionic Trick): Instead of Effect: You can open a small portal to a pocket dimension.
adding to your Intimidate checks, this power now adds to your You may open or close the portal as a handle item action, and it
Bluff checks. always appears adjacent to you. The portal holds your psion bonus
in items (up to two Sizes smaller than you), and remains stable for
CRYOKINESIS your Psion Level in minutes. After that time, the connection
Psience: Energeikinesis destabilizes and all items in it are lost. You can use this power a
number of times per scene equal to your Psion Level.
Vitality burn: 4
Tricks:
Psion Attribute: Dexterity
Bamf! (Dimensional Shift Psionic Trick): Instead of accessing
Psicasting Time: 1 Full Action a storage rift, your body transfers itself to the pocket dimension for
You have the power to lower surrounding temperatures to keep a moment and spits you back out nearby. You immediately teleport
yourself cool. As your power grows, you gain the ability to (yourself only) up to 5 ft. x your psion bonus to a location that you
actually produce ice. Sometimes it’s sharp, dangerous ice. can see.
Effect: You may gain an amount of heat resistance equal to Dimensional Convoy (Dimensional Shift Psionic Trick):
twice your psion bonus for a number of minutes equal to your Instead of this power’s normal effect, you use your Dimensional
Psion Level. Travel trick (suffer the vitality burn of 8) and bring along a number
Tricks: of receptive characters equal to your Psion Level. You must have
the Dimensional Travel trick to take this trick. This trick requires a
Cold Blood (Cryokinesis Psionic Trick): Instead of gaining
psicasting time of +1 minute per extra character. This trick cost +2
heat resistance, if your pison bonus is from +1 to +5, you gain the
per character shifting vitality burn (for a Total of 10 to unknown).
NPC quality Damage Defiance: Cold. If your psion bonus is +6 or
higher, you gain Damage Immunity: Cold. Dimensional Travel (Dimensional Shift Psionic Trick): Instead
of this power’s normal effect, you may “shift” yourself bodily to
Deep Freeze (Cryokinesis Psionic Trick): Instead of this
another, named, dimension. You must have the Bamf! trick to take
power’s normal effect, you may form an ice slick, simple shapes
this trick. This trick requires a psicasting time of 1 minute. You
(bowl, tray, rod, etc.), or weapons. Weapons formed only fit a
may take this trick multiple times; naming a different dimension
category type in the broadest sense – you can make a Blunt or
each time (The astral dimension is the most common). This trick
Edged weapon with the following attributes:
cost +4 Vitality burn (for a Total of 8).
Name Damage Threat Size Const
Ice-weapon 1d6 lethal 20 T/1h Hard/1 Portal (Dimensional Shift Psionic Trick): Instead of accessing
a storage rift, you open a small portal that “wormholes” to another
Ice slicks cover a number of squares equal to triple your psion nearby location allowing remote access as if it were adjacent. The
bonus in any configuration you like, so long as your current square other end of the tunnel must be within your psion range, and only
is included. The ice sheets are slick, requiring anyone else to make your hand and items (up to two Sizes smaller than you) in your
an Acrobatics check (DC 10 + your psion bonus) or fall down hand can pass through it. You may perform Stash or Conceal
Sprawled for each square of movement after the first. Action (i.e. pickpocketing) checks though the wormhole, but not
Items and ice slicks created by this power last for your Psion attacks or bodily travel. The portal automatically closes at the end
Level in rounds (unless you are in a sub-freezing environment). of your next turn or if you move away, which ever happens first.
Ice Armor (Cryokinesis Psionic Trick): Instead of gaining heat This trick costs an additional amount of Vitality burn of 10 – your
resistance, you gain DR X/fire as a thin layer of ice coats your psion bonus (for a total of 4 to 13).
body, where X is equal to twice your psion bonus.
Ice Shards (Cryokinesis Psionic Trick): Instead of this power’s
DOMINATION
normal effect, you gain the Ice Shards Psion Attack (see Table 3.2: Psience: Telepathy
Psion Attacks, page 21). This effect lasts for a number of minutes Vitality burn: 7
equal to your psion bonus. If you suffer a critical miss with you Psion Attribute: Charisma (Unreliable, Invasive)
Psion Attack advanced action, you suffer 2d4 cold damage and this
Psicasting Time: 1 Full Action
power use immediately ends as the minimum critical effect.
You have the power of mind control. It’s that simple.

27
CHAPTER 3

Effect: You may implant simple memories up to 1 minute in performed by the target. (i.e. A guard continuing his patrol and not
length. Because the target’s mind fills in the details, you need only acknowledging you is a normal risk Suggestion. Marching over to
describe the new memory in general terms for this to be effective. his Sgt. And cursing him out would be a Moderate or Extreme risk
Tricks: suggestion.) This retroactive modifier application cannot lower
your check total to a result that would fail the check. The target
Command (Domination Psionic Trick): Instead of implanting pursues the task for a number of minutes equal to your Psion Level
simple memories up to 1 minute in length, you may dictate the or until the task is complete, whichever comes first. Using this
target’s physical actions for 1 round, so long as they do not cause ability does not require that you speak to the target (though many
him to injure himself or his allies. Using this ability does not telepaths do so out of habit).
require that you speak to the target (though many telepaths do so
out of habit). This trick costs you a vitality burn of +3 (for a total
of 10).
ELECTROKENESIS
Psience: Energeikinesis
Convince (Domination Psionic Trick): Instead of this power’s
normal effect, you may use your psicasting result in place of your Vitality burn: 4
Bluff result when performing a Lie check. This lie can be as Psion Attribute: Dexterity
outrageous as you wish; if the subject fails, he believes it to be the Psicasting Time: 1 Full Action
utter and irrefutable truth. This unfailing devotion to the lie lasts a
You can control and amplify you body’s electrical field and
number of minutes equal to your Psion Level. Then he can come to
accumulated static charge to perform some shocking feats.
the self-realization that the lie is not fact, or be convinced by
others, should the lie not be instantly refuted by evidence. This Effect: You may gain an amount of electrical resistance equal
trick only requires a Half action to perform, and costs -4 Vitality to twice your psion bonus for a number of minutes equal to your
burn (for a Total of 3). Psion Level.
Overload (Domination Psionic Trick): Instead of implanting Tricks:
simple memories up to 1 minute in length, you may cause the Conduit to Ground (Electrokinesis Psionic Trick): Instead of
target to become paralyzed for a number of rounds equal to your this power’s normal effect, Instead of gaining electrical resistance,
psion bonus. During this time, you may make another (Half if your pison bonus is from +1 to +5, you gain the NPC quality
Action) psicasting check vs. the target’s resolve. If you win the Damage Defiance: Electrical. If your psion bonus is +6 or higher,
opposed check, the target will Coup de Grace himself (to you gain Damage Immunity: Electrical.
unconsciousness only). This trick costs you a vitality burn of +3 Lightning Blast (Electrokinesis Psionic Trick): Instead of this
(for a total of 10). power’s normal effect, you gain the Lightning Blast Psion Attack
Suggestion (Domination Psionic Trick): Instead of implanting (see Table 3.2: Psion Attacks, page 21). This effect lasts for a
simple memories up to 1 minute in length, you may make the number of minutes equal to your psion bonus. If you suffer a
target perform 1 action or support 1 of your actions as if your critical miss with this attack, you suffer 2d4 electrical damage and
psicasting check was a Persuade check (Fantasy Craft, page 74). this power use immediately ends as the minimum critical effect.
You may retroactively apply negative Apparent Risk modifiers Shock Field (Electrokinesis Psionic Trick): Instead of this
from Table 2.12, to allow for more dangerous actions to be power’s normal effect, you inflict 1d4 + your Psion Level to
everyone within your psion bonus x 5 ft. If there is a suitable
conductive medium (you and the targets are standing in a puddle or
shallow water, metal flooring, etc.) increased the 1d4 to 1d6, and
you may boost this damage with Action Dice.
Taser (Electrokinesis Psionic Trick): Instead of this power’s
normal effect, your unarmed attacks inflict electrical damage (at no
penalty) with a damage bonus of your psion bonus. This effect
lasts for a number of rounds equal to your Psion Level.

EMPATHY
Psience: Extra Sensory Perception
Vitality burn: 2
Psion Attribute: Charisma
Psicasting Time: 1 Full Action
You can detect the emotions of others, and utilize that
information in a variety of ways.
Effect: You know the current emotional state of the target.
You may also add your psion bonus to your Detect Lie checks, as
well as checks made to penetrate disguises, for a number of
minutes equal to your Psion Level.

28
PSIONIC POWERS

Tricks: Flatter (Focused Mind Psionic Trick): Instead of adding to


Expose (Empathy Psionic Trick): Instead of adding to your your next Intelligence based skill check, it instead adds to your
Detect Lie checks, this power now adds to your Threaten. next Charisma based skill check.
Ferret (Empathy Psionic Trick): Instead of adding to your Prepare (Focused Mind Psionic Trick): Instead of adding to
Detect Lie checks, this power now adds to your Canvass checks. your next Intelligence based skill check, it instead adds to your
next Wisdom based skill check.
Swindle (Empathy Psionic Trick): Instead of adding to your
Detect Lie checks, this power now adds to your Bargain checks. Recall (Focused Mind Psionic Trick): Instead of adding to your
next Intelligence based skill check, it instead adds to your next
Sympathy (Empathy Psionic Trick): Instead of adding to your Knowledge check.
Detect Lie checks, this power now adds to your Lie checks.

ENHANCE SENSES FORCE FORM


Psience: Telekinesis
Psience: Somatoarêtes
Vitality burn: 4
Vitality burn: 2
Psion Attribute: Wisdom
Psion Attribute: Wisdom
Psicasting Time: 1 Half Action
Psicasting Time: 1 Full Action
You may form simple shapes from pure psionic energy,
When you use this power, all your senses get just a little effectively using your telekinesis ability to hold and move air
sharper. But so does your ability to use that information. With molecules.
practice, you can manage to enhance only a few greatly enhancing
your abilities with certain tasks. Effect: You may form simple shapes (bowl, tray, rod, etc.) or
weapons. Weapons formed only fit a category type in the broadest
Effect: You may add your psion bonus to your Search checks sense – you can make a Blunt or Edged weapon with the following
for a number of minutes equal to your Psion Level. stats:
Tricks: Name Damage Threat Size Const
Bloodhound (Enhance Senses Psionic Trick): Instead of adding Psi-weapon 1d6 lethal 20 T/1h Hard/2
to your Search checks, this power now adds to your Tracking
Items created by this power last for your Psion Level in rounds
checks.
or until they leave your hands/possession, whichever comes first.
Deft Hands (Enhance Senses Psionic Trick): Instead of adding
Tricks:
to your Search checks, this power now adds to your Disable
checks. Dual Psionic Weapons (Force Form Psionic Trick): Instead
forming a crude, generic weapon or shape – you may form up to
Visual Spectrum (Enhance Senses Psionic Trick): Instead of
two of the named weapons from your Psionic Weapons trick(s) at
this power’s normal effect, you may gain the benefit of a number
the same time. Each weapon forms in whichever of your hands you
of visual enhancements equal to 1/3 your psion bonus (rounded up)
desire. You must have the Psionic Weapon trick to take this trick.
from the following list, in order: Darkvision I, Darkvision II, Keen
This trick cost +2 Vitality burn (for a Total of 6).
Sight, Blindsight. This effect lasts for a number of minutes equal to
your Psion Level. This trick cost +4 Vitality burn (for a Total of 6). Psionic Ammunition (Force Form Psionic Trick): Instead
forming a generic weapon or shape – you may form any normal
What? (Enhance Senses Psionic Trick): Instead of adding to
bolt, arrow, or Throw Weapon from the following list: bola,
your Search checks, this power now adds to your Notice checks.
boomerang, chakram, dart, harpoon, javelin, net, rock (either size),
Also, this trick lasts your Psion Level in hours, not minutes.
or shuriken. Unlike other Force Form items, these last until these
FOCUSED MIND hit (or miss) their target after you use them or until they are no
longer needed, such as being used with the staple trick. While this
Psience: Somatoarêtes power is active, you always form as much of the ammunition as
Vitality burn: 4 you need for the action attempted. You may take this trick multiple
Psion Attribute: Intelligence times, naming a different ammunition/Thrown Weapon each time.
This trick cost +2 Vitality burn (for a Total of 6).
Psicasting Time: 1 Full Action
Psionic Gear (Force Form Psionic Trick): Instead forming a
By taking a moment, you can mentally catalog everything you generic weapon or shape – you may form a suitable item from
know about your various skill sets and more efficiently perform Table 4.6: Goods (Fantasy Craft, page 158). The item created
them. cannot have any moving parts (psionic compasses can’t find north,
Effect: You may add your psion bonus to your next psionic pocket watches can’t tell time), or extraneous effects
Intelligence based skill check. This check must be made within (psionic firesteel can’t start a fire; psionic maps don’t show things
your Psion Level in rounds or this bonus is lost. that you don’t know; grooming kits contain no makeup), and is
Tricks: ready to use upon psicasting (a psionic tent is created already
pitched, for instance). The gear lasts a number of hours equal to
Endure (Focused Mind Psionic Trick): Instead of adding to
your Psion Level, until dismissed or until you move more than
your next Intelligence based skill check, it instead adds to your
your psion bonus x 5 ft. away.
next Will save.

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CHAPTER 3

Psionic Weapon (Force Form Psionic Trick): Instead forming


a crude, generic weapon or shape – you may form the named
weapon with the same characteristics as a normal version. These
weapons can be from the Blunt or Edged weapon list or one of the
following from the Hurled list: atlatl, blowgun, lasso, sling or staff
sling. You may take this trick multiple times, naming a different
weapon each time. This trick cost +2 Vitality burn (for a Total of
6).

KINETIC SHIELD
Psience: Telekinesis
Vitality burn: 4
Psion Attribute: Constitution
Psicasting Time: 1 Full Action
You can make a translucent energy shield that stops various
projectiles and can even be spread out into a field that slows your
enemies.
Effect: You may gain an amount of Ranged Attack Resistance
equal to twice your psion bonus for a number of rounds equal to
your Psion Level.
Tricks:
Barrier (Kinetic Shield Psionic Trick): Instead of this power’s
normal effect, you may create a barrier that grants cover. The
barrier extends a number of 5 ft. sections equal to your caster level
(i.e. 15 feet of barrier would block off three of the four sides of a
standard 5 foot square). The cover rating of the barrier is
dependent on your psion bonus: +1 to +3 grants 1/4 cover, +4 to
+6 grants 1/2 cover, +7 to +9 grants 3/4 cover, and +10 grants total
cover. The barrier lasts for a number of rounds equal to your Psion
Level.
Blast Shield (Kinetic Shield Psionic Trick): Instead of gaining
Ranged Attack resistance, this power now gains you Explosive
Resistance.
Kinetic Field (Kinetic Shield Psionic Trick): Instead of this
power’s normal effect, you inhibit movement for an area of Psion
bonus x 5ft. around you. Movement costs are doubled for others in
this area (10 ft. of movement per square), though characters can
still perform a standard 5 ft. step. Characters that are Running or
performing Bull Rushes must succeed with an Acrobatics or
Athletics check DC 10 + 1/2 your Psion Level or be stopped at the
edge of your field area. This ability lasts a number of rounds equal
to your Psion Level. This trick cost +2 Vitality burn (for a Total of
6).
Shield Other (Kinetic Shield Psionic Trick): Instead of you
gaining the benefit of this power, you grant this bonus to another
character so long as he remains within 10 ft. of you. This trick cost
+1 Vitality burn (for a Total of 5).

LEVITATION
Psience: Telekinesis
Vitality burn: 4
Psion Attribute: Wisdom (Unreliable)
Psicasting Time: 1 Full Action
You can lift yourself off the ground with the power of your
mind. With some practice, you can lift other things, people… even
the unwilling!

30
PSIONIC POWERS

Effect: You may levitate up or down at a Speed of up to 5 ft. × Flash Strobe (Photokinesis Psionic Trick): Instead of this
your psion bonus. You may move horizontally at up to your power’s normal effect, you gain the Flash Strobe Psion Attack (see
normal Speed, but only if there is a surface to “climb” along. This Table 3.2: Psion Attacks, page 21). This effect lasts for a number
effect lasts a number of rounds equal to your Psion Level. of minutes equal to your psion bonus. If you suffer a critical miss
A levitated character who attacks finds himself increasingly with this attack, you suffer 2d4 flash damage and this power use
unstable, suffering a cumulative –1 penalty (–1 with the first immediately ends as the minimum critical effect.
attack, –2 with the second, and so on, to a maximum of –5). He En-Light-en (Photokinesis Psionic Trick): Instead of this
may spend 1 full round to stabilize himself, negating this penalty. power’s normal effect, you may cause a target object or yourself to
Tricks: become a light source with a radius of up to 10 ft. × your psion
bonus for a number of minutes equal to your Psion Level.
Crash Slam (Levitation Psionic Trick): Instead of gaining the
normal benefit of this power, you may use it to lift and then slam Target Beacon (Photokinesis Psionic Trick): Instead of gaining
another character or object down. The target may not exceed your Flash Resistance, you may target a character in your psion range
heavy load encumbrance, using wisdom in place of strength on and inflict your psion bonus on them as a Defense penalty. This
Table 4.3: Carrying Capacity. (see Fantasy Craft, page 154). Also, effect lasts a number of rounds equal to your Psion Level, or until
the target cannot leave your psion range (including vertically!). the target leaves your psion range, whichever comes first.
The target travels straight up as high as possible (barring ceilings),
and is then dropped. The maximum height is 5 ft. × twice your PRECOGNITION
psion bonus and damage is calculated as normal falling damage. Psience: Extra Sensory Perception
Use of this trick on a character is Invasive. Vitality burn: 4
Cushion Fall (Levitation Psionic Trick): Instead of this Psion Attribute: Wisdom (Unreliable)
power’s normal effect, you may reduce the distance fallen (for
Psicasting Time: 1 Full Action
calculating falling damage) of a number of freefalling characters
and/or objects up to your psion bonus and within your psion range You can see the future, in a limited fashion.
by an amount of your Psion Level x 10 ft. This power/trick may be Effect: You may add your psion bonus to your Defense for a
psicast anytime, even during another character’s Initiative Count, number of rounds equal to your Psion Level.
as a free action. This trick cost +4 Vitality burn (for a Total of 8). Tricks:
Levitate Other (Levitation Psionic Trick): Instead of you Augury (Precognition Psionic Trick): Instead of this power’s
gaining the benefit of this power, you may use it on another normal effect, you may request a free hint from the GM. This trick
character or object. This target may not exceed your heavy load costs an additional amount of Vitality burn of 10 – your psion
encumbrance, using wisdom in place of strength on Table 4.3: bonus (for a total of 4 to 13).
Carrying Capacity. (see Fantasy Craft, page 154). Also, this target
cannot leave your psion range (including vertically!). Use of this Foresee (Precognition Psionic Trick): Instead of this power’s
trick on a character is Invasive. normal effect, you may name a number of actions up to your psion
bonus. Then roll and set aside a d20. The next time you perform
Telekinetic Root (Levitation Psionic Trick): Instead of this one of the named actions, you must use the result of the set aside
power’s normal effect, you may target a character with a crushing d20 as your roll for the check. If the set aside d20 is not used (none
downward force. The target character loses 5 ft. x your psion of the named actions are attempted) within a number of rounds
bonus in movement and jump checks become restricted actions. If equal to your Psion Level, then you lose 1 action Die.
the character’s movement is reduced to 0 by this power, then any
extra “unused” psion bonus is applied as a penalty to the target’s Predict (Precognition Psionic Trick): This trick is Invasive.
attack and acrobatic checks and Reflex saves. This trick is Instead of this power’s normal effect, you may name a character
Invasive. This trick cost +2 Vitality burn (for a Total of 6). and number of actions up to your psion bonus. Then roll and set
aside a d20. The next time that character performs one of the
PHOTOKINESIS named actions, he must use the result of the set aside d20 as the
roll for the named check. If the set aside d20 is not used (none of
Psience: Energeikinesis
the named actions are attempted) within a number of rounds equal
Vitality burn: 4 to your Psion Level, then you lose 1 action Die.
Psion Attribute: Dexterity Premonition (Precognition Psionic Trick): Instead of this
Psicasting Time: 1 Full Action power’s normal effect, you may propose 1 action that you or a
You can control light, even create it. teammate might take during the following round and make a secret
Precognition check (DC 20, or 30 if a teammate will be taking the
Effect: You may gain an amount of Flash Resistance equal to action). The GM then secretly makes any roll(s) associated with
twice your psion bonus for a number of minutes equal to your the action. If your power check is successful, the GC tells you
Psion Level. whether the action is “beneficial,” “detrimental,” “both,” or
Tricks: “neither,” based on the results of his secret rolls. If your power
Concealing Shadows (Photokinesis Psionic Trick): Instead of check fails, the GC tells you the action is “neither.”
gaining Flash Resistance, you may add your psion bonus to your If your power check results in an error, the GC may choose
Conceal Action and Sneak checks. which answer to provide. Should you proceed with the action

31
CHAPTER 3

during the following round, the GC’s secret roll becomes the actual Psicasting Time: 1 Full Action
result. Your telekinetic abilities are particularly focused on
manipulating the structure and construction of things.
PROJECT THOUGHT Effect: You may add your psion bonus to your next
Psience: Telepathy Counterfeit, Build, or Repair check. Since this check is made
Vitality burn: 3 during downtime, you start the next adventure suffering the base
Psion Attribute: Intelligence (Unreliable, Invasive) vitality burn of 2 plus the number of days of downtime spent
crafting, minus your Psion Level, minimum 2.
Psicasting Time: 1 Half Action
Tricks:
You can impress your thoughts onto others, sometimes with
great force. Cobble (Psi-Smith Psionic Trick): Instead of this power’s
normal effect, you may increase the Complexity of next item you
Effect: You may contact and send thoughts to 1 character
improvise by your psion bonus (For example, a psion bonus of +3
within your psion range for a number of rounds equal to your psion
would allow you to improvise items of up to 10D Complexity). This
bonus.
Improvise check must be made within your Psion Level in rounds
Tricks: or this bonus is lost.
Alter Perception (Project Thought Psionic Trick): Instead of Entropic Touch (Psi-Smith Psionic Trick): Instead of this
this power’s normal effect, you target an area up to your psion power’s normal effect, you may instead add your psion bonus to
range (a psion range of 10 ft. means this effect can fill every bit of your next Dismantle check. This Dismantle check must be started
area within 10 ft. of you.) This effect cannot leave your psion within your Psion Level in rounds or this bonus is lost.
range. The area affected is covered with an illusion of your
Gremlins (Psi-Smith Psionic Trick): Instead of this power’s
choosing. The illusion can have any of the following components:
normal effect, you may increase the error range of any weapon or
Motion, Scent, Sound (General, Speech), Temperature, Texture,
item with moving parts (bow, crossbow, catapult, astrolabe, (any)
and Visual. Note that projecting speech is a different component
kit, etc.) or complex chemical reactions (black power weapons,
than appropriate ambiance sounds. Anyone possibly affected by
bombs, chemist’s kit, etc.) in your psion range by your psion
the illusion (getting line of sight to a visual effect, entering the area
bonus. This effect lasts a number of rounds equal to your Psion
of an illusion of a gas leak’s scent, etc.) makes the Invasive save. If
Level.
failed they believe the illusion to be real, and will react as such.
Any time that they interact with the illusion and would receive Telekinetic Reassembly (Psi-Smith Psionic Trick): Instead of
contradictory sensations (i.e. brushing up against the doorknob this power’s normal effect, you may instead use your psicasting
while a “blank wall” illusion covers a door), the target gets another result to telekinetically repair a broken (not destroyed) object
chance at the Invasive save. The illusion is maintained for as long weighing up to 1 lb. per Psion Level, with a DC of the item’s
as you Concentrate on it (DC equal to 10 + the initial vitality Complexity. This check takes 1 minute per lb. of the object.
burn), up to your psion bonus in minutes. This trick requires a Full
Action to use, and the Vitality burn is an additional +2 per PSYCHOKINESIS
component simulated. (Illusionary fire would increase the Vitality Psience: Telekinesis
burn by +10 for Motion, Scent, Sound, Temperature, and Visual Vitality burn: 4
components.
Psion Attribute: Dexterity (Unreliable)
Mental Bolt (Project Thought Psionic Trick): Instead of this
power’s normal effect, you gain the Mental Bolt Psion Attack (see Psicasting Time: 1 Full Action
Table 3.2: Psion Attacks, page 21). This effect lasts for a number You can give your hurled attacks just a little extra oomph.
of minutes equal to your psion bonus. If you suffer a critical miss However, you can develop your power into a full array of ghostly
with this attack, you suffer 2d4 divine damage and this power use telekinetic flingin’, grabbin’, and floatin’.
immediately ends. Effect: You may add your psion bonus to the damage of your
Pain Touch (Project Thought Psionic Trick): Instead of this hurled attacks for a number of rounds equal to your Psion Level.
power’s normal effect, you transmit memories of excruciating pain Tricks:
to your target with a touch. Your psicasting total must meet or
Ethereal Grab (Psychokinesis Psionic Trick): Instead of this
exceed to target’s defense. If so, you inflict 1d6 + your psion
power’s normal effect, you may, once per round as a half action,
bonus in stress damage. This power use is not Unreliable or
attempt to psychically disarm 1 character within your psion range
Invasive.
using your psicasting result as your disarm check result. Your
Psychic Scream (Project Thought Psionic Trick): Instead of Weapon Size is considered 1 less that your own Size for the
sending thoughts, you may send a cacophony of psychic noise at purposes of this check. If this attack successfully disarms the
your target, inflicting 1d4 subdual damage per round. target, the dropped object is immediately drawn to you and
becomes readied in your hand (if you have a free hand).
PSI-SMITH Fling Debris (Psychokinesis Psionic Trick): Instead of this
Psience: Telekinesis power’s normal effect, you gain the Fling Debris Psion Attack (see
Vitality burn: 2 (Special) Table 3.2: Psion Attacks, page 21). This effect lasts for a number
Psion Attribute: Wisdom of minutes equal to your psion bonus. If you suffer a critical miss

32
PSIONIC POWERS

touching. The time required for this check decreases to 1 round.


You cannot benefit from gear or cooperation bonuses with this
check.
Tricks:
Object Essence (Psychometry Psionic Trick): Instead of
replacing your Appraise check, you replace your Identify check
when examining an object you’re touching. The time required for
this check decreases to 1 round. You cannot benefit from gear or
cooperation bonuses with this check. This trick cost +X Vitality
burn, with X being the higher of the Complexity or Reputation cost
of the item minus your Psion Level.
Object History (Psychometry Psionic Trick): Instead of
replacing your Appraise check, you replace your Decipher check
when examining an object you’re touching. The time required for
this check decreases to 1 round per Challenge, but you must suffer
the Vitality burn for each Challenge. You cannot benefit from gear
or cooperation bonuses with this check.
Object Trace (Psychometry Psionic Trick): Instead of this
power’s normal effect, you may fix the object’s psychometric
signature in your mind. If the object is within your psion range,
you can attempt to locate it as a free action with a Search check,
adding your psion bonus. The DC of this check is 5 + the modifiers
from Table 2.7 (Fantasy Craft, page 71), ignoring the Light/Noise,
Species, and Senses portions of the table. Your connection to this
with this attack, you suffer 2d4 divine lethal and this power use signature lasts a number of hours equal to your Psion Level. This
immediately ends. trick cost +2 Vitality burn (for a Total of 6).
Phantom Limb (Psychokinesis Psionic Trick): Instead of this Object Use (Psychometry Psionic Trick): Instead of this
power’s normal effect, you form a set of telekinetic hands that you power’s normal effect, you ignore any necessary feats, fortes,
may remotely control. They “float”, so you can reach anywhere proficiencies, or skill foci needed to use or operate the item,
within your psion range, but they can’t be farther apart from each weapon, vehicle, etc. Also, your untrained penalties with the target
other than your footprint (they can only physically interact with the are offset by your psion bonus. This effect cannot exceed the
world in the same way as normal hands would (even if you untrained penalties (you cannot end up with a positive modifier).
physically don’t have any - such as a beast type), baring their This ability lasts for a number of hours equal to your Psion Level.
position). The arms Move, Strength, and Dexterity are all based on
your psion bonus (Move= 5ft. x your psion bonus, Str and Dex = PYROKINESIS
psion bonus). Remotely using skill via the phantom limbs can be Psience: Energeikinesis
difficult; add in visibility modifiers for range and clarity. Vitality burn: 4
Poltergeist (Psychokinesis Psionic Trick): Instead of gaining Psion Attribute: Dexterity
the normal benefit of this power, you may use it to move a
Psicasting Time: 1 Full Action
character or object. This target may not exceed your Light Load
encumbrance, using wisdom in place of strength on Table 4.3: You can control heat around you, and keep warm on a cool
Carrying Capacity. (see Fantasy Craft, page 154). Also, this target day. However, your power can grow to producing flame and
cannot leave your psion range (including vertically!). If the target ultimately controlling fire itself.
is a character and isn’t receptive, he may make a Will save DC 10 Effect: You may gain an amount of cold resistance equal to
+ your Psion Level each round (including the initial psicasting). twice your psion bonus for a number of minutes equal to your
With success, this power is negated, and the target falls. Psion Level.
Tricks:
PSYCHOMETRY Extinguish (Pyrokinesis Psionic Trick): Instead of this power’s
Psience: Extra Sensory Perception normal effect, you may, as a half action once per turn,
Vitality burn: 4 automatically put out a number of squares of fire and /or flaming
Psion Attribute: Wisdom (Unreliable) objects or characters up to your psion bonus. The affected fires
must be in your psion range and this power lasts a number of
Psicasting Time: 1 round
rounds equal to your Psion Level. This power only requires a half
With a touch, you can learn about an inanimate object than you action to psicast.
can by talking to a person all day.
Flame Jet (Pyrokinesis Psionic Trick): Instead of this power’s
Effect: Your Psicasting check for this power is used in place of normal effect, you gain the Flame Jet Psion Attack (see Table 3.2:
your Appraise Knowledge check when examining an object you’re Psion Attacks, page 21). This effect lasts for a number of minutes

33
CHAPTER 3

equal to your psion bonus. If you suffer a critical miss with this against you (Ambushes, Coup de Grace, pickpocketing, etc.). This
attack, you suffer 2d4 fire damage and this power use immediately awareness of hostile intent extends equal to your psion range and
ends. lasts for a number of hours equal to your Psion Level. This power
Flaming Heart (Pyrokinesis Psionic Trick): Instead of gaining use is not Invasive.
cold resistance, if your pison bonus is from +1 to +5, you gain the
NPC quality Damage Defiance: Fire. If your psion bonus is +6 or SPEED CONTROL
higher, you gain Damage Immunity: Fire. Psience: Somatoarêtes
Pyromania (Pyrokinesis Psionic Trick): Instead of this power’s Vitality burn: 3
normal effect, you may ignite combustibles, form sheets of flame, Psion Attribute: Dexterity
or crude flaming weapons. Weapons formed only fit a category
Psicasting Time: 1 Half Action
type in the broadest sense – you can make a Blunt or Edged
weapon with the following attributes: You can temporarily boost your speed through pure mental
Name Damage Threat Size Const
power. Experienced practitioners can perform amazing feats of
Flame-weapon 1d6 fire 20 T/1h Hard/1 speed or even cushion a severe fall with rapid motion.
Effect: You may add 5 ft. x your psion bonus to your Speed
Sheets of flames cover up to a number of squares equal to
for a number of minutes equal to your Psion Level.
twice your psion bonus in any configuration you like, so long as
your current square is included. You may decide that any number Tricks:
of characters or items within this area become immune to this Accelerate (Speed Control Psionic Trick): Instead of this
psionic fire, others have 1d6 (AP5) damage inflicted on them at the power’s normal effect, you may gain a number of additional
end of each round the flames exist. handle item actions equal to your psion bonus each round for a
Weapons and flame sheets created by this power last for your number of rounds equal to your psion bonus. This trick cost +1
Psion Level in rounds (the flame sheets might catch the vitality burn per psion bonus (for a Total of 4 to 13).
environment on fire, and therefore burn normally). Burst of Speed (Speed Control Psionic Trick): Instead of this
power’s normal effect, once per scene, you may gain 1 addition
READ MIND half action at the end of each round for a number of rounds equal
Psience: Telepathy to your psion bonus. This trick cost +5 Vitality burn (for a Total of
8).
Vitality burn: 3
Graceful Landing (Speed Control Psionic Trick): Instead of
Psion Attribute: Intelligence (Unreliable, Invasive)
this power’s normal effect, you may gain an amount of falling
Psicasting Time: 1 Full Action damage resistance equal to your psion bonus for one fall. This
You have the ability to pluck thoughts from the very minds of power/trick may be psicast anytime, even during another
others. character’s Initiative Count, as a free action.
Effect: You may contact and receive thoughts from any 1 Reflexive Burst (Speed Control Psionic Trick): Instead of this
character within your psion range for a number of rounds equal to power’s normal effect, you may add your psion bonus to your next
your psion bonus. Bluff checks from targets that you’re mind- reflex save. This check must be made within your Psion Level in
reading automatically fail against you. rounds or this bonus is lost. This trick cost +1 Vitality burn (for a
Tricks: Total of 4).
Anticipatory Flash (Read Mind Psionic Trick): Instead of this
power’s normal effect, you may use your psicasting result in
SYNTHESIS
combat in place of your Anticipate check against a target in your Psience: Extra Sensory Perception
psion range.. This power use only requires a half action to perform, Vitality burn: 6
is not Invasive, and costs -1 Vitality burn (for a Total of 2). Psion Attribute: Intelligence (Unreliable)
Rifle Thoughts (Read Mind Psionic Trick): In addition to Psicasting Time: 1 minute
reading the target’s mind as with the Read Mind base effect, you
You can psychically review your results and reevaluate them
can also pull thoughts and memories from the subject’s mind,
subconsciously to notice things that you may have missed the first
willing or not. if you have the Free Hint or Mental Inspiration
time.
abilities you may spent any number of uses to ‘search’ the
character’s mind for that many specific pieces of information and Effect: After an Investigation check, you may reroll the check
receive them. This trick cost +4 Vitality burn (for a Total of 7). using your Synthesis psicasting check as against the same DC to
directly discern the same information.
Unpredictable (Read Mind Psionic Trick): Instead of this
power’s normal effect, you may add your psion bonus to your Tricks:
Feint checks against one opponent in your psion range. This power Evaluate (Synthesis Psionic Trick): Instead of an Investigation
use is not Invasive and costs -1 Vitality burn (for a Total of 2). check, you may instead use this power on a Decipher check.
Zeitgeist (Read Mind Psionic Trick): Instead of this power’s Interrogate (Synthesis Psionic Trick): Instead of an
normal effect, you may add twice your psion bonus to your Notice Investigation check, you may instead use this power on a Detect
checks against others attempting to perform out of combat actions Lie check.

34
PSIONIC POWERS

Reconsider (Synthesis Psionic Trick): Instead of an Piercing Wail (Vibrokinesis Psionic Trick): Instead of this
Investigation check, you may instead use this power on a power’s normal effect, you gain the Piercing Wail Psion Attack
Knowledge check. (see Table 3.2: Psion Attacks, page 21). This effect lasts for a
Second Glance (Synthesis Psionic Trick): Instead of an number of minutes equal to your psion bonus. If you suffer a
Investigation check, you may instead use this power on a Search critical miss with this attack, you suffer 2d4 sonic damage and this
check. power use immediately ends.
Vibro-Field (Vibrokinesis Psionic Trick): Instead of gaining
TELEMPATHY sonic resistance, you gain Bow and Hurled Weapon resistance
Psience: Telepathy equal to your psion bonus.
Vitality burn: 3
Psion Attribute: Wisdom (Unreliable, Invasive)
Psicasting Time: 1 Full Action
You can influence the feelings of others with your psychic
powers.
Effect: You may improve the target’s disposition toward you
by 1 grade (maximum supportive). This effect lasts for a number of
rounds equal to your psion bonus, or until you stop concentrating,
whichever comes first.
Tricks:
Instill Calm (Telempathy Psionic Trick): Instead of improving
the target’s disposition when the target fails the save, you may heal
the character of your psion bonus in stress damage or remove the
Enraged condition.
Instill Confidence (Telempathy Psionic Trick): Instead of
improving the target’s disposition when the target fails the save,
you may add your psion bonus to the target’s Resolve checks.
Instill Fear (Telempathy Psionic Trick): Instead of improving
the target’s disposition when the target fails the save, you may
render the target Frightened.
Instill Rage (Telempathy Psionic Trick): Instead of improving
the target’s disposition when the target fails the save, you may
render the target Enraged.

VIBROKINESIS
Psience: Energeikinesis
Vitality burn: 4
Psion Attribute: Constitution
Psicasting Time: 1 Full Action
Your mental abilities allow you to protect yourself from
discordant sound effects and, with some work, create your own out
of thin air.
Effect: You may gain an amount of sonic resistance equal to
twice your psion bonus for a number of minutes equal to your
Psion Level.
Tricks:
Feel the Noise (Vibrokinesis Psionic Trick): Instead of gaining
sonic resistance, your edged melee attack gain AP X, where X is
equal to your psion bonus. This effect lasts for a number of rounds
equal to your Psion Level.
Low Frequency Thrum (Vibrokinesis Psionic Trick): Instead of
this power’s normal effect, all characters within your psion bonus
x 5 ft. of you must make a Fort save of (DC 10 + your Psion Level)
or become Sickened for a number of rounds equal your psion
bonus.

35
CHAPTER 3

PSIONIC GEAR
The following gear and equipment enhances the addition of
psionics to a campaign. If the Focus Items option is activated on
the Psi Powers campaign quality, then the Focusing Kit is a
downright necessary inclusion.

GENERAL EQUIPMENT
These is only one new piece of general equipment for Psions,
the Focusing Kit.

KITS
Focusing Kit: Rare crystals of unusual colors and forms, tea
leaves, tarot cards and other psychic components.

SUPPLIES
There are two new consumables that both fit in the new
Psychic Consumables category.

COMSUMABLES
Incense: A stick or cone of incense, which when burned and
inhaled, calms and focuses a psion.
Ioun Stone, Lesser: Each ioun stone enhances one psience as
it orbits the psion’s head at about a two to three foot range. Once
orbiting the user’s head, ioun stones require no handling. Used or
burned out ioun stones are a dull gray.

SERVICES
There are no new services, but the fortune service (Fantasy
Craft, page 168) is an excellent candidate for a service being
rendered by a psion NPC.

ARMOR & WEAPON


Although there are no new armor or weapon designs in this
book, there is a new armor customization and a new weapon
material.

NEW ARMOR UPGRADES


Crystal Enhanced: This armor has had special psiactive
crystals mounted in various positions that help the wearer resist
psionic powers somewhat.

NEW WEAPON UPGRADES


Psiactive Crystal: The entire weapon is made from a psiactive
crystal, making in much more fragile that a metal weapon, but
allowing the psion with an active attack power (see table 3.2 on
page 21) to suffer 1 vitality burn when hitting a target with a
Psiactive Crystal weapon to change the weapon’s damage type into
that of the psionic attack’s damage type for that attack.

36
PSIONIC GEAR

Table 4.1: New Kits


Name Skill Checks/Effect SZ/Hand Const Comp Weight Era Cost
Focusing Kit Psicasting (all checks) D/1h Brittle 1 10W 2 lbs. Primitive 50s

Table 4.2: Psychic Consumables


Name Effect Uses SZ/Hand Const Comp Weight Era Cost
Incense +1 to psion level 1 hour F/1h Brittle 1 7D 1/10 lbs. Ancient 10s
Ioun Stone, Lesser +1 to psicasting checks for 1 psience 1 day F/1h Brittle 1 15W 1/4 lbs. Primitive 25s

Table 4.3: Armor Upgrades (Customization)


Name DR Effect DP ACP Speed Disguise Const Comp Weight Era Cost
Crystal Enhanced - +2 Save vs. Psi powers - - - -2 - +7 - Ancient +100%

Table 4.4: Weapon Upgrades (Material)


Name Effect Const Comp Weight Era Cost
Psiactive Crystal 1 vitality burn to change damage type. -1 save +10 - Ancient +200%

MAGIC ITEMS AS ESSENCE DESCRIPTIONS


Psipower: The item grants the named psipower to the psion.

PSIONIC ITEMS Psiburn Reduction: Once per scene, the item may reduce a
single psicasting’s Vitality burn by 4 (10 for Greater Psiburn
Reduction).
You can create Psionic magic items using the Magic Item
Creation rules in the Fantasy Craft rulebook (pages 193 – 200).
Existing essences and charms can be used to enhance psionic CHARM DESCRIPTIONS
powers already, so very few new effects are needed to fill out Psi Defense: The item grants the user Psi Defense equal to 10
psionic items’ abilities. + (bonus × 3). This defense works vs. all psionic powers, friendly
The essence of Interest – (Psionics) can grant knowledge of and hostile (See Psi Defense, page 19 for more information). The
various psionic techniques and abilities, and the essence of Trick bonus is as shown on Table 4.37: Charm Bonuses in the Fantasy
can grant a specific psionic trick to psions that have the Craft rulebook.
corresponding power. The Vitality essences don’t help with vitality Psicasting Level Bonus: The item grants a gear bonus to
burn from psionic power use, though it does help the character psicasting checks for the listed psience as shown on Table 4.37:
with normal damage. The Feat greater essence can grant psionic Charm Bonuses in the Fantasy Craft rulebook.
feats to a user, and the Class Ability greater essence can also
greatly empower psion who have access to them. Psion Level: The item increases a psion’s Psion Level by the
bonus’s amount as shown on Table 4.37: Charm Bonuses in the
The charm of Skill Ranks can enhance a psion’s psicasting, but Fantasy Craft rulebook. This increase does not grant additional
most other charms aren’t psion power enhancing (baring adding powers or tricks.
“psion” to the list of types for Bane, etc.).

Table 4.5: New Essences and Charms (Psionic)


D6 Result Essence/Charm Effect Reputation Cost*
Lesser Essences
1-3 Psiburn Reduction Ignore 4 points of Vitality burn 8
4-6 Psipower +1 specific psionic power 6
Greater Essences
1-6 Psiburn Reduction, Greater Ignore 10 points of Vitality burn 20
Lesser Charms
1-2 Psi Defense 3 per Level
3-4 Psicasting Level Bonus Bonus to psicasting powers of 1 psience 4 per Level
5-6 Psion Level Extra Psion Levels 10 per Level
Greater Charms
1-2 Psi Defense, Greater 3 per Level
3-4 Psicasting Level Bonus, Greater Bonus to psicasting powers of 1 psience 4 per Level
5-6 Psion Level, Greater Extra Psion Levels 10 per Level

37
CHAPTER 3

SAMPLE PSIONIC ITEMS


The following are examples of psionic items.

CRYSTAL BALL
This perfectly smooth crystal sphere allows those with powers
of the ESP psience to extend their range and ability with those
powers as they gaze into the murky shadows contained within.
Item: 6 inch to 1 foot diameter crystal ball with stand
(stationary item)
Essence: Feat (More Range)
Charm: Lesser Psicasting Level Bonus (ESP psience) (+1
psicasting bonus at Level 1-6, +2 psicasting bonus at Level 7-12,
+3 psicasting bonus at Level 13-18, +4 psicasting bonus at Level
19-20)
Reputation Value: 15 (Level 1-6), 15 (Level 7-12), 17 (Level
13-18), 21 (Level 19-20)

HELM OF TELEPATHY
This finely crafted helm has a small crystal mounted in the
center of the forehead.
Item: Metal helm (armor fitting – head)
Essence: Psipower - Read Mind
Reputation Value: 6

IOUN STONE (GREATER)


These stones orbit the user’s head just like lesser ioun stones,
but do not burn out with use. This makes them much more
valuable to the psion who own them.
Item: Small palm sized stone of unusual color and shape.
Charm: Lesser Psicasting Level Bonus (Specific Psience by
stone’s color) (+1 psicasting bonus at Level 1-6, +2 psicasting
bonus at Level 7-12, +3 psicasting bonus at Level 13-18, +4
psicasting bonus at Level 19-20)
Reputation Value: 4 (Level 1-6), 8 (Level 7-12), 12 (Level
13-18), 16 (Level 19-20)

PEARL OF POWER
This pearl has an unusual sheen and glows slightly when
active. Pearls of power are often set into jewelry.
Item: 1 inch diameter pearl
Essence: Class Enhancement (Next level’s abilities from
Psionicist class)
Charm: Lesser Psion Level (+1 psion level at Level 1-6, +2
psion level at Level 7-12, +3 psion level at Level 13-18, +4 psion
level at Level 19-20)
Reputation Value: 35 (Level 1-6), 45 (Level 7-12), 55 (Level
13-18), 65 (Level 19-20)

38
PSIONIC GEAR

39
CHAPTER 5

PSIONIC NPCS
The quick brown fox jumped over the lazy dog. The quick
brown fox jumped over the lazy dog. The quick brown fox jumped
over the lazy dog. The quick brown fox jumped over the lazy dog.
The quick brown fox jumped over the lazy dog. The quick brown
fox jumped over the lazy dog.

CREATING AND USING


PSIONIC NPCS
The quick brown fox jumped over the lazy dog. The quick
brown fox jumped over the lazy dog. The quick brown fox jumped
over the lazy dog. The quick brown fox jumped over the lazy dog.
The quick brown fox jumped over the lazy dog. The quick brown
fox jumped over the lazy dog. The quick brown fox jumped over
the lazy dog. The quick brown fox jumped over the lazy dog. The
quick brown fox jumped over the lazy dog. The quick brown fox
jumped over the lazy dog. The quick brown fox jumped over the
lazy dog. The quick brown fox jumped over the lazy dog. The
quick brown fox jumped over the lazy dog. The quick brown fox
jumped over the lazy dog.

CREATING AND USING


PSIONIC MONSTERS
The quick brown fox jumped over the lazy dog. The quick
brown fox jumped over the lazy dog. The quick brown fox jumped
over the lazy dog. The quick brown fox jumped over the lazy dog.
The quick brown fox jumped over the lazy dog. The quick brown
fox jumped over the lazy dog.

PUTTING IT ALL TOGETHER


The quick brown fox jumped over the lazy dog. The quick
brown fox jumped over the lazy dog. The quick brown fox jumped
over the lazy dog. The quick brown fox jumped over the lazy dog.
The quick brown fox jumped over the lazy dog. The quick brown
fox jumped over the lazy dog.

40
PSIONIC NPCS

NPC OPTIONS Psi Defense (+2 XP per grade): The NPC gains Psi Defense
equal to 10 + (the grade × 5).
Psicaster (+2 XP): The NPC may take Psicasting as a
Signature Skill and may know a number of psionic powers and /or
The following NPC options allow you to make Psion NPCs, psionic tricks up to or equal to the grade. The NPC’s psion level is
both suitable for inclusion as Rogues or as new entries in the considered equal to the character’s Threat Level.
Bestiary.

NEW TYPES
There is one new type associated with these psionic rules –
PSIONIC BESTIARY
psion. The type doesn’t do anything in and of itself; it simply The following are examples of psionic creatures to expand
exists so that things that affect psionic creatures have a specific your campaign’s foes. Of note is the Brain Fiend, a more powerful
type to key off of. psionic variant of the creature from the Fantasy Craft rulebook.
Psion (+0 XP): The NPC has super natural metal powers and
abilities. A psion character ages and must eat, sleep, and breathe. BRAIN FIEND
Slender and pallid, these terrifying humanoids wear disturbing
NEW NPC QUALITIES garments tailored from blackened skin. Their faces are little more
than masses of writhing tentacles sprouting from between deep,
The following are new NPC qualities for creating psionic
soulless black eyes. Brain fiends enslave intelligent beings they
NPCs. Mostly this section involves the various class abilities
indroduced in this book. That and the Psicaster quality that makes can overpower, forcing them into back-breaking servitude before
eventually splitting their skulls and devouring the grey matter
adding psionic to NPCs a much simpler prospect than using the
within.
Psionic Prodigy feat as the basis for the NPC mechanic.
Tactics: Brain fiends are sadistic creatures with immense
Class Abilities: The following new class abilities are available
to NPCs using the class ability NPC quality (see Fantasy Craft, mental and magical ability. They’re keen schemers who employ
slaves and less-intelligent pawns to harass intruders and wage war
page 231).
on one another. They only show themselves at times of greatest
Table X.X: NPC Class Abilities leverage and when foes are least able to counter their
Class Ability Class (Page Number) XP Value overwhelming attacks.
Like knows like Psionicist (10) 1 per grade When seeking prey or slaves, a fiend begins with Detect
Moment of clarity Psionicist (9) 2 per grade Emotions to get a read on its targets. It follows with Mind Howl to
Prime channel Psionicist (10) 3 suppress the opposition and Command II to drive away powerful
Psionic wellspring Psionicist (10) 5
Speed of thought Psionicist (9) 2 per grade
defenders. Assuming this offers the fiend a clear advantage it
Feel the burn Apex (12) 4 moves in for the kill, grappling with its facial tentacles and
Honed Apex (12) 3 crushing the unfortunate victim until he passes out. A Coup de
Inner focus Apex (12) 3 Grace dispatches the enemy, at which point the fiend can feed on
Second wind Apex (12) ? his warm brain.
Superhuman Apex (11) 2 per grade
Should a fight go against a fiend, it behaves as any
Zen Apex (11) 3
Applied knowledge Kinesisist (13) ? per grade selfrespecting mastermind, abandoning the field with Levitate or
Conservation of energy Kinesisist (13) 4 Teleport I.
Energetic focus Kinesisist (13) 3
Insightful Kinesisist (13) 3 Brain Fiend (Medium Horror Psion Walker — 145 XP): Str
Intuitive mechanic Kinesisist (13) ? 10, Dex 14, Con 10, Int 18, Wis 16, Cha 14; SZ M (1×1, Reach 1);
Mental leap Kinesisist (13) 2 per grade Spd 25 ft. ground; Init VI; Atk III; Def IV; Res III; Health V;
Precise Kinesisist (13) 3 Comp V; Skills: Athletics VII, Notice VI, Psicasting XII, Sense
Force of will Psychic (14) 2 per grade Motive VI, Sneak VI, Spellcasting IV; Spells: Command II, Detect
Gestalt Psychic (14) 3
Emotion, Levitate, Teleport I; Qualities: Damage reduction 1,
Perfected practice Psychic (14) 4
Piercing power Psychic (14) 2 per grade grappler, spell defense III, telepathic, treacherous, veteran II
Psi focus Psychic (14) 3 Attacks/Weapons: Facial Tentacles × 4 (Slam I: dmg 1d6
Save yourself Psychic (14) ? lethal; threat 20; upgrades: grab), Squeeze V (dmg 3d10 subdual;
Sensitive Psychic (14) 3 notes: Grapple benefit), Mind Howl (stunning attack II, 60 ft. cone;
Effortless allure Manipulator (15) 2 per grade Will DC 15 or become stunned for 2d6 rounds)
I need a favor Manipulator (15) ?
Know the Players Manipulator (15) ? Gear: Moderate leather armor (DR 2; Resist Fire 5; DP –1;
Let’s be friends Manipulator (15) ? ACP –0; Spd –5 ft.; Disguise +0)
Natural push Manipulator (15) ?
Treasure: 2A, 2M
Practiced push Manipulator (15) ?

Expanded Psipowers (+1 XP per power or trick - psicaster


only): The NPC knows 1 additional psionic power or psionic trick.
BRAIN MOLE

41
CHAPTER 5

Brain moles appear to be rather large (about a foot long) moles


with the prerequisite large claw designed for digging. They are
very different from their non-psion brethren, though, in their
unique method of hunting prey and deterring predators. They use
their psionic abilities to stun or even kill prey with their mental
bolts, while alter perception and psychic scream are used to
confound and drive off predators. Their claws don’t make very
good weapons, but can do some damage.
Tactics: Brain moles typically hunt in groups and gang up on a
single target using their Mental Bolt attack. When confronted with
groups, the brain moles will Alter Perception on secondary targets
paralyzing them with dangerous surroundings and typically
attempt to escape if their prospective prey isn’t easy to psionicly
subdue.

Brain Mole (Diminutive Animal Psion Burrower/Walker –


39 XP): Str 10, Dex 12, Con 10, Int 6, Wis 12, Cha 8; SZ D (1×1,
Reach 1); Spd 30 ft. burrow, 10 ft. ground; Init II; Atk I; Def IV;
Resilience IV; Health II; Comp None; Skills: Athletics III,
Psicasting IV; Search V, Qualities: blindsight, improved sense
(smell), psicaster
Attacks/Weapons: Claw I
Psi-powers/Psi-tricks: Project Thought (power), Alter
Perception (trick), Mental Bolt (trick), Psychic Scream (trick)

INTELLECT DEVOURER
The quick brown fox jumped over the lazy dog. The quick
brown fox jumped over the lazy dog. The quick brown fox jumped
over the lazy dog. The quick brown fox jumped over the lazy dog.
The quick brown fox jumped over the lazy dog. The quick brown
fox jumped over the lazy dog.

PSICRYSTAL
The quick brown fox jumped over the lazy dog. The quick
brown fox jumped over the lazy dog. The quick brown fox jumped

SIDEBAR TITLE
over the lazy dog. The quick brown fox jumped over the lazy dog.
The quick brown fox jumped over the lazy dog. The quick brown
fox jumped over the lazy dog.
Siderbar text.

THOUGHT EATER
The quick brown fox jumped over the lazy dog. The quick
brown fox jumped over the lazy dog. The quick brown fox jumped
over the lazy dog. The quick brown fox jumped over the lazy dog.
The quick brown fox jumped over the lazy dog. The quick brown
fox jumped over the lazy dog.

42
PSIONIC NPCS

43
CHAPTER 5

7.

SIDEBAR TITLE
Siderbar text.

8.

44
PSIONIC NPCS

45
CHAPTER 5

46
PSIONIC NPCS

date, and the copyright holder's name to the COPYRIGHT NOTICE


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47
MAXIMUM VITALITY CURRENT MAXIMUM PSION RANGE PSION LEVEL INVASIVE SAVE DC POWERS
PSIONIC CHARACTER SHEET
POWER’S
POWERS
ADDITION
CURRENT KNOWN
+ PSION
BONUS
TRICKS
Base Range = Psion Lvl x10 ft. KNOWN

PSICASTING POWER BONUSES PSIENCE ENHANCEMENTS


TOTAL RANKS ABILITY + MISC Power Check
Psion Bonus PSIENCE BONUS THREAT
Result
= + STR + 9 or less Power fails
E.S.P. +
= + DEX + 10–14
15–19
+1
+2
ENERGEIKINESIS +
= + CON + 20–24
25–29
+3
+4
SOMATOARÊTES +
= + INT + 30–34
35–39
+5
+6
SOMATOKINESIS +
= + WIS + 40–44
45–49
+7
+8
TELEKINESIS +
= + CHA + 50–54
55+
+9
+10
TELEPATHY +

PSIONIC POWERS
UNRELIABLE
ATTRIBUTE
VITALITY

INVASIVE
PSIENCE

PSIONIC
BURN

CAST
NAME (POWER OR TRICK) TIME DURATION EFFECT

PSIONIC ATTACKS
ATTACK NAME DAMAGE DAMAGE TYPE THREAT RANGE QUALITIES
____d6 +____ per Psion Level ft. × 5
____d6 +____ per Psion Level ft. × 5
____d6 +____ per Psion Level ft. × 5
* With a successful Reflex save (DC 10 + the attacker’s Psion Level), the target suffers only 1/2 of the listed damage (rounded down) on marked attacks..

PSIONIC ABILITIES: CLASS ABILITIES, FEATS, AND OTHER OPTIONS


NAME NOTES NAME NOTES

PSIONICS

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