Psionic and Chi powers ====================== Force Power Tables ------------------ Roll | A | B | C | D | E | F | G | H | -----|---|---|---|---|---|---|---|---| 15+ |1 |15 |+2 |2 |+1 |2y |3 |5 | 20+ |2 |18 |+4 |5 |+2 |4y |6 |11 | 25+ |3 |20 |+6 |10 |+3 |6y |15 |a | 30+ |4 |23 |+8 |15 |+4 |8y |28 |19 | 35+ |5 |25 |+10|20 |+5 |10y|45 |b | 40+ |6 |28 |+12|25 |+6 |12y|66 |27 | 45+ |7 |30 |+14|30 |+7 |14y|78 |130| 50+ |8 |33 |+16|35 |+8 |16y|135|c | 55+ |9 |35 |+18|40 |+9 |18y|204|d | Tables: A) Vitality spent to use power at this level B) Save DC C) Skill Bonus D) Move Object Strength E) Stat Bonus F) Area of Effect G) Damage H) Healing a) Lesser Restoration, Cure Poison, Cure Disease b) Restoration, Gentle Repose c) Greater Restoration d) Reinvigorate I) Improved Critical Intensity I) Improved Critical Threat Range J) Rage Duration 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) 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 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