Psionic and Chi powers

Psionic Power Tables

Roll A B C D E F G H I J
15+ 1 15 10 2y 1 +1 +2 2 3 4
20+ 2 18 16 4y 3 +2 +4 5 6 15
25+ 3 20 26 6y 5 +3 +6 10 15 60
30+ 4 23 42 8y 7 +4 +8 15 28 240
35+ 5 25 70 10y 9 +5 +10 20 45 1k
40+ 6 28 110 12y 11 +6 +12 25 66 4k
45+ 7 30 190 14y 13 +7 +14 30 78 16k
50+ 8 33 300 16y 15 +8 +16 35 135 250k
55+ 9 35 500 18y 17 +9 +18 40 204 Any

Tables: A) PSI spent to use power at this level B) Save DC C) Range in Yards D) Area of Effect E) Duration F) Stat Bonus G) Skill Bonus H) Move Object Strength I) Damage Style Effect Progression J) Distance

Roll Z
15+ 5
20+ 11
25+ a
30+ 19
35+ b
40+ 27
45+ 130
50+ c
55+ d

Tables: Z) Healing a) Lesser Restoration, Cure Poison, Cure Disease b) Restoration, Gentle Repose c) Greater Restoration d) Reinvigorate

skills: End: PSI(breathing) This shows how much PSI Positive or negative that the character can hold. Absorb positive PSI(+) This skill is the percent of the local positive PSI that the character absorbs Absorb negative PSI(-) This skill is the percent of the local negative PSI that the character absorbs Flush PSI(+/-) This skill lets the character will his PSI to zero

Wil: Death Trance(-) Impervious to Cold(+) Impervious to Fatigue(+) Impervious to Fire(+/-) Impervious to Hunger/Thirst(+) Impervious to Poison(+) Impervious to Pain(+) Meditation Mediumship(+/-) Mind Block OBE(+/-) Summon Inner Strength(+) Weight Control(+)

Pre: Aerokinesis(+) Alter Aura(+/-) Cryokinesis(-) Deaden Pain(+) Death Touch/Dim Mak(-) targets PSI drops to 0. each day PSI drops by 1 and target takes an amount of damage equal to the number of points of negative PSI. Disrupt negative usage(+) Disrupt positive usage(-) Divert incoming PSI(+/-) Ecto-Plasm Electrokinesis(-) Empathic Transmission Exorcism(+) Fill Object with PSI(+/-) Gravity Increase(-) Healing Touch(+) Horror Factor(-) Hydrokinesis(+) Hypnotic suggestion(+/-) Induce Sleep(+/-) Inflict Amnesia(-) Inflict Blindness(-) Blinds target for 2d6/- minutes (must target Head) Inflict Deafness(-) Deafens target for 2d6/- minutes (must target Head) Inflict Dizziness(-) Inflict Illness(-) Inflict Muteness(-) Inflict Pain(-) Inflict Paralysis(-) Inflict Wounds(-) Invisibility(-) Levitation(+) PSI Attack positive(+) PSI Attack negative(-) PSI Damage bonus(+/-) PSI Damage reduction(+/-) PSI Parry(+/-) Psychic Purification(+) Psychic Surgery(+) removes PSI/Magic/psychological inflicted ailments (deafness, illness, etc) Pyrokinesis(+) Radiate Darkness(-) Radiate Light(+) Regenerate(+) Sword PSI(+/-) Telekinesis(+/-) Telepathic transmission(+/-)

Cun: Clairvoyant(+/-) Divination(+/-) Empathy(+/-) Find Weakness(+/-) Object Read/Psychometry(+/-) PSI Awareness/Danger Sense(+/-) Presence sense(+/-) Psychic Diagnosis(+) See aura(+/-) See the invisible(+/-) Sense magic(+/-) Sixth sense(+/-) Speed Reading(+/-) Telepathy(+/-) Total Recall(+/-)

Power Cost/Type Save Effect AT Duration

Advanced PSI combat PSI attacks: Any amount of PSI maybe put into an attack. The range is limited to sight. Each point of Psi destroys 2d6 PSI if the defender has the same charge (ie pos vs pos), or 3d6 if oppositely charge. Defender may spend PSI defending each point spent destroys 1d4 incoming PSI if same charge, 1d6 if different. Once a targets PSI has been reduced to Zero, the psionic may use any contact range power at sight range and the defender no longer gets Resist Mind Control saves.

Opening ones mind: A character can put down his natural defenses to allow powers to work.

Ranges: Self - Power only effects psychic Touch - Psionic must make physical contact with target. Contact - Same as touch, if target has 0 PSI then same as sight Sight - Anything that the psychic can see. Fixed - Some fixed distance Infinite - This power can be targeted anywhere the character can image.

Terminology PSI-entist Parapsychology CHI Mastery Jedi Cult/Bush Psychics PSI Psychic Energy CHI Force Inner Strength Ley Lines Ley lines Dragon Lines Places of Nexus Nexus Power Positive Positive Yang Light Light Negative Negative Yin Dark Dark

Aura Colors of note White - light Black - dark Red - magic Blue - transformation/shape shifting Purple - Transformation Magic/Alchemy Green - poison Yellow - ghosts

Detect Magic. Character Level Low, Medium, High. PSI Level Possession Aberration Shape shifter Invisible" SKills: MetaPhysics and Divination

Places of Power and PSI Dynamics PSI radiates from many different sources. Most positive PSI comes from the sun or other stars. Most negative PSI comes from the dark matter of the universe including planets like the earth. Living things, particularly photosynthetic organisms, act as positive PSI containers storing up PSI during the day and releasing it at night. This stabilizes the surface of most Life containing, star orbiting planets to state of positive chi. however not far under ground and usually in areas associated with death negative PSI often becomes dominant. When a creature is killed its positive PSI is immediately released and and equal amount of negative PSI rushes into the area. Creating a temporary burst of double the original PSI this can be and often is harvested for rituals. The corpse will then begin to absorb/release negative PSI in a fashion that can lead to stabilizing a negative PSI environment. The weather and time of day do effect the amount of PSI in an area. Dark overcast stormy weather can decrease the positive PSI or increase the negative by about 1 point. Nighttime usually has an effect of about 2 points. Some example PSI rates for different areas follow: An urban area +1 A large open field +2 A rain forest+waterfall +3 A swamp -1 A graveyard -2 A cave -3 A desert +3(0 at Night)

Ley Line All psi flows through areas on fine line paths. occasionally these join together into a major PSI flow known as a Ley Line. the Magnitude of these flows is usually in the 12 point range. the type is often though far from exclusively the same as the type of place it is. They often run along rivers, ancient roads, or between psychically strong areas.

Nexus Where ever two ley lines intersect there is often an area of intense PSI phenomenon. The simplest way to calculate the PSI in the area is total the PSI from each line taking into account type then multiply by the total number of lines intersecting. (Example: three Lines intersect over this grave yard +12, -12, -6 => 3 x -6 = -18) the bubbling churning PSI at these intersections can have other effects as well including: increased chance of missed teleports/dimensional tears ending up there. easier casting of Spells and rituals increased power/duration of PSI powers As intersections of positive and negative PSI cause more violent churning in the PSI flow, they are more likely to have strange phenomenon occur. The effects of which are usually more potent and chaotic.

PSI and Cybernetics PSI Technology

PSI Combat Attack Defense Block Damage - - 1d4 2d6 - + 1d6 3d6 + - 1d4 2d6 + + 1d6 1d6

Combat form Appearance Costume
Horror factor Awe Physical Stat adjustments End Bonus Str Bonus Defensive capabilities Armor Damage Reduction Energy Resistance Mystic Shield Offesive capabilities Claws
Natural Attacks Bite Gore Energy blade Energy bolt New form of movement Flight Natural Move Speeds Climb Burrow Jump Swim Super speed


Stop Reading

Power Cost Save vs Modifications Skill Effect AT Duration

Name Cost Description

Physical

Aerokinesis 100 control air/weather Control Darkness 74 +50 stealth, +50 Hide, +50 Intimidate Terrakinesis 100 Control Earth Electrokinesis 100 Control Electricity/ Electronics Pyrokinesis 100 Control Fire Telekinesis 100 can lift/push/pull things like invisible arms Cryokinesis 100 Can freeze things Control Gravity 100 Can increase or decrease gravitation pull Magnetokinesis 100 Control Magnetism/metal Hydrokinesis 100 Control Water Florakinesis 100 Can control living and dead plant matter Temporalkinesis 200 can control the rate of flow of time Create Force Field 40* create +40 DAM of force fields Energy Blast 40* fires up to +2d6 energy bolt Energy Armor 40* covered in 1m rad energy field inflicts +1d6/2 Energy Melee Weapon 40* 1d6 +1d6 FD blade Teleportation 50* allows character to teleport self +100Kg Negate Powers 100 50 m radius

ESP

Clairvoyant 100 See the the other side of visible objects, See anywhere you've been before(Range 10km), See anywhere(Range 10km) Sense Aura 34 Can see aura (health, toxins, powers) Sense supernatural 34 Can see the invisible and the supernatural Empathy 100 Sense emotion, surface thoughts, deep thoughts Psychometry 80 Can gain information about an Item Precognitive Flashes 50 Danger Sense

Mental

Control Animal 50 allows you to control one type of animal Empathic Transmission 66 effect every one in 50 m radius Telepathic Speech 50 Can communicate with someone telepathically Induce sleep 40 causes target to sleep Hypnotic suggestion 60 implants one simple idea into target Disorientation 80 targets within 25m get -10% penalty Control Minds 100 target becomes a slave Horror Factor 34
Disguise Aura 30 can change aura at will to hide or falsify powers, health, etc. Penitent Stare 100 target must make Karma check or be horrified

Bio-Feedback

Adaption: Space 40 +20 zero g movement, go without air and pressure for 24 hours, impervious to background space radiation Adaption: Submarine 30 +50 swim, breath water, survive depths of up to a 1000m Adaptation: Cold 30 Impervious to Cold, Hibernation Adhesion 34 +50 to climb Body Weapons 30* character has claws, bite or horns(2d6) Hold Breath 20 Breathing minutes Extra-limb 54* get extra limb(+5 AT -5 to hit) Flight: Glide 30 25 m/s Flight: Sonic Speed 100 300 m/s Flight: Winged 40 90 m/s Flight: Wingless 50 90 m/s Death Trance 20 can pass for dead Improve healing 50 heals per hour (instead of per day) Regeneration 74 heals per minute (instead of per day) Cure Touch 40 Cures disease and poisoning Healing touch 74 heal 1d6 but takes 1 point cannot heal self AV: Crash Damage 20 +7 AV AV: Blade Damage 20 +7 AV AV: Gun Damage 30 +7 AV AV: Fire Damage 30 +7 AV AV: Toxins/Caustics 30 +7 AV Intangibility 70 you can't effect universe and universe can't effect you, air borne toxins can Invisibility 50 no one can see you, +50 stealth Jumping 30 x10 to jump distances Mimic 74 get all powers of people with 50m at 1/2 potency an no skill on how to use them. Rage 40 +10 STR, END, WIL, while enraged Life Absorption 80 natural attack or 1d6 Dam transferred Memory Absorption 100 gain IP when killed opponent Self-Replication 40* can create +1 clone of oneself Super Speed 90 move at x10 Super Strength 100 punches do STR/2 d6 damage, multiply all lifts and carries by 10(50) Tunneling 50 can tunnel at rate of 10 cubic meter per minute Immortality, Lesser 30 you don't age Immortality, Major 120 After being killed, the character brought back to full health in 1d100x15 minutes unless killed in a specific way. usually decapitation and burning work. Shapeshifting: Animal 30* can shape shift into one type of animal Shapeshifting: Disguise 30 +50 Disguise/impersonate Shapeshifting: Growth 60* can increase size level by +1 Shapeshifting: Limbs 34 Can shape shift into 2d6 damage weapons or tools Shapeshifting: Object 30* can shape shift into one classification of nonliving object Shapeshifting: Shrink 20* can decrease size level by +1 Shapeshifting: Stretch 30 each time reach is extended half strength - if str if 20 and reach is 1m - then at: Strength is - 2m 10 - 3m 5 - 4m 3 - 5m 2 - 6m 1 - 7m 0

Form

Form: Size Level 1 40 see size level 1 Form: Size Level 2 28 see size level 2 Form: Size Level 3 14 see size level 3 Form: Size Level 5 50 see size level 5 Form: Size Level 6 100 see size level 6 Form: Size Level 7 150 see size level 7 Form: Alternate 14 reduce cost of powers only available in 1 form by 3 Form: Beautiful 20 +5 PRE, +50 Seduction Form: Bestial 30 +6 STR, END, AGI, CUN / -4 PRE, -3 KNO, -2 DEX

Super Senses

Super Sense:Hearing 34 can hear faint sound Super Sense:Radar 46 range is 100m radius Super Sense:Sonar 46 range is 100m radius Super Sense:Smell/Taste 34 can identify smells and tastes, can track by smell Super Sense:Touch 30 can feel subtle changes in texture Vision: Darkness 34 can see in total darkness Vision: IR Spectrum 34 can see in IR spectrum Vision: UV Spectrum 34 can see in UV spectrum Vision: Microscopic 34 can see microscopic objects Vision: Telescopic 34 can see 100 times further Vision: Thermal 34 can see heat given off by objects Vision: X-Ray 46 can see through material

Magic Potential

Power Words 50 can use power words Illusion 100 can create illusions Charm 100 can make target want to do your will Cast Spells 120 can Cast spells from memory Primal 300 can shape reality with will

Negative Powers (maybe make multipliers?) Form: Hideous -20 -10 PRE, +10 intimidate Power by Association -20 character must possess some item or eat some food to use powers Power Always Active -40 Powers are always pouring from this character Uncontrollable Power -20 Character loses control when certain events take place (ie full moon) Vulnerability: common -40 Character takes double damage from a common material (ie. silver, wood) Vulnerability: rare -20 Character takes double damage from a rare material (ie. Weapon grade plutonium, kryptonite) Power Loss: Common -40 all powers are lost while exposed to condition(water soaked) Power Loss: Rare -20 all powers are lost while exposed to condition(exposed to red sunlight)

possible special power categories psionics/CHI manimals

CHI/PSI/Force/PKE 100 Dark Electrokinesis(-) Cryokinesis(-) Death Touch(-) Disease Touch(-)

Light Pyrokinesis(+) Hydrokinesis(+) Healing Touch(+) Cure Touch(+)

Common Telekinesis(+/-) See Aura(+/-) Clairvoyant(+/-) Sense Aura(+/-) Sense supernatural(+/-) Empathy(+/-) Psychometry(+/-) Precognitive Flashes(+/-) Empathic Transmission(+/-) Telepathic Speech(+/-) Hypnotic suggestion(+/-) Control Minds(+/-) Disguise Aura(+/-) Death Trance(+/-)

Force Power Tables

Tables: A) Vitality spent to use power at this level B) Save DC C) Stat Bonus D) Move Object Strength E) Improved Critical Range F) Improved Critical Intensity G) Healing H) Area of Effect I) Rage Duration J) Damage

Roll A B C D E F G 10+ 1 10 +2 5 19-20 x3 1d8+(FL, Max 5) 15+ 2 13 +4 10 18-20 x4 2d8+(FL, Max 10) 20+ 3 15 +6 20 17-20 x5 Cure Poison, Disease, etc. 25+ 4 18 +8 30 16-20 x6 3d8+(FL, Max 20) 30+ 5 20 +10 40 15-20 x7 Restoration 35+ 6 23 +12 50 14-20 x8 4d8+(FL, Max 30) 40+ 7 25 +14 60 13-20 x9 10 per FL (Max 250) 45+ 8 28 +16 70 12-20 x10 Restoration, Greater 50+ 9 30 +18 80 11-20 x11 Raise Dead (upto 1 day per FL) (get 1 darkside point)

Roll H I J 10+ 2m 5 rnds (FL/2)d4 (Max 5) 15+ 4m 10 rnds (FL)d4 (Max 5) 20+ 6m 15 rnds (FL)d6 (Max 10) 25+ 8m 20 rnds (FL)d8 (Max 10) 30+ 10m 25 rnds (FL)d10 (Max 15) 35+ 12m 30 rnds (FL)d12 (Max 15) 40+ 14m 35 rnds (FLx2)d6 (Max 40) 45+ 16m 40 rnds (FLx3)d6 (Max 60) 50+ 18m 45 rnds (FLx4)d6 (Max 80)

Bio-Feedback Feats Gn Ac At Po En Ex Gr Ra De Pre-Req Absorb positive PSI(+) Absorb negative PSI(-) Adhesion 34 +50 to climb Alter Aura(+/-) 30 can change aura at will to hide or falsify powers, health, etc. AV: Crash Damage 20 +7 AV AV: Blade Damage 20 +7 AV AV: Gun Damage 30 +7 AV AV: Fire Damage 30 +7 AV AV: Toxins/Caustics 30 +7 AV Death Trance(-) 20 can pass for dead Drain incoming positive PSI(-) Drain incoming negative PSI(+) Divert incoming PSI(+/-) Energy Melee Weapon(+/-)40* 1d6 +1d6 FD blade see sword PSI Flight(+/-) Flush PSI(+/-) Hold Breath(+) 20 Breathing minutes Impervious to Cold(+) Impervious to Fatigue(+) Impervious to Fire(+/-) Impervious to Hunger/Thirst(+) Impervious to Pain(+) Impervious to Poison(+) Improve healing(+) 50 heals per hour (instead of per day) Invisibility(+/-) 50 no one can see you, +50 stealth Intangibility(-) 70 you can't effect universe and universe can't effect you, air borne toxins can Jumping 30 x10 to jump distances Ki Strike Y N Y N N N N N Y Life Absorption(-) Mimic 74 get all powers of people with 50m at 1/2 potency an no skill on how to use them. Mind Block PSI Damage Reduction PSI Damage Bonus Regeneration(+) 74 heals per minute (instead of per day) Sword PSI(+/-) Self-Replication(+) 40* can create +1 clone of oneself Shapeshifting(+/-) Shapeshifting: Animal 30* can shape shift into one type of animal Shapeshifting: Disguise 30 +50 Disguise/impersonate Shapeshifting: Growth 60* can increase size level by +1 Shapeshifting: Limbs 34 Can shape shift into 2d6 damage weapons or tools Shapeshifting: Object 30* can shape shift into one classification of nonliving object Shapeshifting: Shrink 20* can decrease size level by +1 Shapeshifting: Stretch 30 each time reach is extended half strength Summon Inner Strength(+) - Enhance ability Super Speed(+) 90 move at x10 Super Strength(+) 100 punches do STR/2 d6 damage, multiply all lifts and carries by 10(50) Teleportation(+/-) 50* allows character to teleport self +100Kg Tunneling(+/-) 50 can tunnel at rate of 10 cubic meter per minute Weight Control(+)

PSI Manipulation Feats Gn Ac At Po En Ex Gr Ra De Aerokinesis 100 control air/weather Control Animal(+/-) Control Darkness 74 +50 stealth, +50 Hide, +50 Intimidate Control Gravity 100 Can increase or decrease gravitation pull Create Force Field 40* create +40 DAM of force fields Cryokinesis 100 Can freeze things Deaden Pain(+) Death Touch/Dim Mak(-) Disrupt negative usage(+) Disrupt positive usage(-) Disorientation(+/-) Dominate(+/-) Ecto-Plasm(+) Electrokinesis 100 Control Electricity/ Electronics Empathic Transmission(+|-) Energy Blast 40* fires up to +2d6 energy bolt Energy Armor 40* covered in 1m rad energy field inflicts +1d6/2 Fill Object with PSI(+/-) Fill Object with PSI Florakinesis 100 Can control living and dead plant matter Heal the Mind Healing Touch(+) 74 heal 1d6 but takes 1 point cannot heal self Horror Factor(-) Hydrokinesis 100 Control Water Hypnotic suggestion(+/-) Induce Sleep(+/-) Inflict Amnesia(-) Inflict Blindness(-) Inflict Deafness(-) Inflict Dizziness(-) Inflict Illness(-) Inflict Muteness(-) Inflict Pain(-) Inflict Paralysis(-) Inflict Wounds(-) Magnetokinesis 100 Control Magnetism/metal PSI Attack positive(+) PSI Attack negative(-) PSI Damage bonus(+/-) PSI Damage reduction(+/-) PSI Flow control Psychic Purification(+) Psychic Surgery(+) Pyrokinesis 100 Control Fire Quivering Palm Y N Y N N N N N N Radiate Darkness(-) Radiate Light(+) Technokenesis 100 Telekinesis 100 can lift/push/pull things like invisible arms Telepathic transmission(+/-) Temporakinesis 200 can control the rate of flow of time Terrakinesis 100 Control Earth

Extra-Sensory Perception Feats Gn Ac At Po En Ex Gr Ra De Clairvoyant(+/-) Divination(+/-) Empathy(+/-) Find Weakness(+/-) Memory Absorption 100 gain IP when killed opponent Object Read/Psychometry(+/-) Penitent Stare(-) Precognitive Flashes Presence Sense(+/-) PSI Awareness/Danger Sense(+/-) PSI Parry(+/-) Psychic Diagnosis(+) Psychic Surgery See Aura Sense Aura(+/-) Sense the Invisible(+/-) Sense Magic(+/-) Sixth Sense(+/-) Speed Reading(+/-) Super Sense:Hearing 34 can hear faint sound Super Sense:Radar 46 range is 100m radius Super Sense:Sonar 46 range is 100m radius Super Sense:Smell/Taste 34 can identify smells and tastes, can track by smell Super Sense:Touch 30 can feel subtle changes in texture Telepathy(+/-) Total Recall(+/-) Vision: Darkness 34 can see in total darkness Vision: IR Spectrum 34 can see in IR spectrum Vision: UV Spectrum 34 can see in UV spectrum Vision: Microscopic 34 can see microscopic objects Vision: Telescopic 34 can see 100 times further Vision: Thermal 34 can see heat given off by objects Vision: X-Ray 46 can see through material