FC Psionic
FC Psionic
Version 1.1
TABLE OF
CONTENTS
TABLE OF CONTENTS
TABLE OF CONTENTS ................................................................. 2 COMSUMABLES ......................................................... 36
INTRODUCTION ............................................................................. 3 SERVICES ......................................................................... 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.
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
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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.
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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.
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CHAPTER 2
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.
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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.
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
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).
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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.
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.
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CHAPTER 2
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.
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PSIONIC CHARACTERS
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.
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CHAPTER 2
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PSIONIC CHARACTERS
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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.
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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.
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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
20
PSIONIC POWERS
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.
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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,
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PSIONIC POWERS
23
CHAPTER 3
24
PSIONIC POWERS
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).
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CHAPTER 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.
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PSIONIC POWERS
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.
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PSIONIC POWERS
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CHAPTER 3
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
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.
36
PSIONIC GEAR
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.).
37
CHAPTER 3
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
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.
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) ?
41
CHAPTER 5
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.
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PSIONIC NPCS
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7.
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8.
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PSIONIC NPCS
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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
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..
PSIONICS