Psychic Disciplines
Psychic Disciplines are bought as individual skills; Greater Psychics treat them as Mind skills, Lesser Psychics as Soul skills.
Other restrictions are noted under the description of the Lesser Psychic and Greater Psychic skills, above. Note that Psi Points have been eliminated.

Bio-PK:
As your skill crosses certain thresholds you gain access to a new use of the power. Lesser psychics may only use the higher levels (51% and up) upon themselves; greater psychics may use all levels on others.
1-40: Trance. May place target in trance with two consecutive rounds of concentration; two successful rolls are required. During trance subject may be hypnotised by skilled hypnotist as if willing. Psychic may set trance to last a certain length of time or end it at any time they see fit. Subjects entranced by greater psychics may never realise they were entranced.
41- 50: Slow Metabolism. Once subject is in trance, heart rate and breathing may be slowed to almost nil. Subject appears to be dead to casual observation; however, food and lung capacity function for ten times as long. Useful in survival situations.
51- 70: Bioenergetics  Allows subject to regain up to 2D10 wounds. May be used successfully only once until subject is wounded again.
71 – 90: Induce Adrenaline Surge. Adds 20 to subject's Initiative score for the sequence.
91-00: Induce Cardiac Arrest. Target takes Body check; on any result other than matched success or crit, target dies.

Clairvoyance:
This skill has four basic uses. First, it may be used to remotely view a location identified by either a map reference or as the surroundings of an individual the psychic knows and can 'zero in' on. There are a number of stages in this; consult Shadows of the Mind, p.50, for more details.On a successful roll, lesser psychics may ask three yes or no questions about the location they are sensing. Greater psychics may ask one yes or no question without a roll, or six with a successful roll.
Alternatively, a successful roll allows either type to perceive any usually hidden supernatural manifestation or spirit.
Perhaps as a variant of this, the characters can 'dowse' to detect hidden pockets of life – humans trapped beneath rubble, etc – or physical items, e.g. water, land mines, etc.
Finally, the skill can also be used to 'channel' some manner of spirit with whom the character or others present can interact. The spirit may not, of course, be wholly truthful.

Empathy:
On a successful roll, lesser psychics can ask two yes or no questions about the target's emotional state. Greater psychics may ask three. Only one successful roll can be used per target per sequence.
The characters may also engage in 'psi-warfare'; by generating malign or pained thoughts and planting them in the mind of another. Lesser psychics do minor blast damage, greater psychics do significant damage.

Precognition:
On a successful roll, lesser psychics can use Second Sight once per scene in addition to the normal allowance of one per week. This use does not require a Zener test; the normal one, however, does. Greater psychics can do the above without a test, or can ask six questions of their Second Sight target with a successful roll. The psychics can also, once per day, take a Zener test; if successful, they may ask three yes or no questions about the future of a particular person. Greater psychics take a R3 test for this; lesser psychics only R2.

Psychokinesis:
As your skill crosses certain thresholds you gain access to a new degree of power.
1-25: Jinx: With a successful roll, the character may prevent an electronic device from working. Lesser psychics may only influence non-shielded items; greater psychics may influence shielded items. All alien technology is considered shielded.
26-40: Levitation: With a successful roll, the character may lift an item into the air. In subsequent rounds, they may move it and maintain the lift with successful rolls. Lesser psychics may only lift items to the size of a man. Greater psychics may lift items to the size of a car.
41-65: Micro-PK: As with Jinx, but influencing items that are not wholly electronic (aircraft, etc). Certain manually-operated items may still be used, though not at full efficiency, while Micro-PK is pitted against them. The GM has final say.
66- 80: Apportation: Items the size of a cigarette packet or smaller may be teleported from anywhere they are clearly visible to the psychic's hands. Lesser and greater psychics use this alike.
81-90: Thermokinesis: The psychic may ignite objects in sight by force of will. Lesser psychics may ignite only flammable items, greater psychics may ignite or superheat any substance. Used against humans this does significant blast damage.
91-00: Teleportation: This is only open to greater psychics who have also a 91%+ mastery of Clairvoyance.

Retrocognition:
On a successful roll, lesser psychics may make use of the Basic ESP faculty Ken as if they had just passed a Zener test. Greater psychics may do so without a roll, or receive a vision about the subject's past if they choose to roll.

Telepathy:
With a successful roll, lesser and greater psychics alike may project images into the subject's mind. Describe the image using four words – nouns and adjectives. They may also read images from a visible subject's mind; the GM will supply a description of the same type you can transmit. Most useful if subject is thinking about a relevant subject; leading questions can be useful.
They may also send a message of eight words or ask three 'yes or no' questions about the subject's thoughts.
Two successful tests allow the character to intercept any telepathic message he is aware of.
Greater psychics also have the Influence power available to them, with different levels according to their skill:
1-65: Remote Influence: (NOTE: This can be combined with clairvoyance). If you can perceive the target, you may make a test to establish a mental link with the target, and the following round you may make a subsequent test to implant a post-hypnotic suggestion. The target makes a Mind check; if successful, they realise their mind has been intruded upon. They may resist the command, but must in any case make rank-5 Self and Helplessness checks.
66+: Domination: Only available against your own species. Make three successful Telepathy checks over three rounds; if all are successful, the sentence you implant takes firmly. The target has no way of resisting, though confrontations at a later date may help them realise what has happened. Hypnotic therapy can remove the suggestion. Alternatively, you may make a single Telepathy check to place them in an illusion; a successful check is required for each round you sustain it. They will break the illusion for themselves only if they confront something that obviously contradicts it.
The GM may modify the difficulty of these checks according to the specific command.

Note that even Lesser Telepathy can be used in combination with Bio-PK and the hypnotism skill to perform Telehypnotism; in UA-ConX, you must succeed in all three skill rolls, one round at a time. The telepathy roll is simply to establish a link and conveys no other benefit.
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