Psychometabolic Sciences

Animal Affinity
Power Score: Con -4
Initial Cost: 15
Maintenance Cost: 4/round
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisite: none
When the psionicist first learns this power, he develops an affinity for a particular type of animal. He cannot choose the animal; the affinity is dictated by his aura. To determine the nature of the affinity, the psionicist's player rolls ld20 and consults the table below. From that point on, when the character invokes this power, he can claim one of the animal's attributes as his own-temporarily. He can gain the animals armor class, movement rate and mode, attacks and damage, THACO, hit points, or any other special ability. Only one of these can be used at a time, however. The effect lasts as long as the psionicist maintains the power. Switching to a different ability means paying the initial cost of the power again, and making a new power check. The character does undergo a physical change when this power is invoked. The extent of the change depends on the animal and the ability. For example, adopting a hawks movement obviously requires wings, while attacking like a tiger calls for fangs and claws.
1 Ape
2Barracuda
3 Boar
4 Bull
5 Crocodile
6 Eagle, giant
7 Elephant
8 Falcon
9 Griffon
10 Grizzly bear
11 Lion
12 Panther (black leopard)
13 Percheron (draft horse)
14 Peregrine falcon (hawk)
15 Rattlesnake
16 Scorpion, giant
17 Shark
18 Stag
19 Tiger
20 Wolf

Power Score: The character gains two abilities instead of one.
20: The characters skin takes on the appearance of the animal's skin until the power is used again successfully (no change in AC).
Complete Healing
Power Score: Con
Initial Cost: 30
Maintenance Cost: na
Range: 0
Preparation Time: 24 hours
Area of Effect- personal
Prerequisite: none
The psionicist who has mastered this power can heal himself completely of all ailments, wounds, and normal diseases. He places himself in a trance for 24 hours to accomplish the healing. The trance is deep, and cannot be broken unless the character loses 5 or more hit points. As he uses this power, the psionicist's body is repairing itself at an incredible rate. At the end of the 24-hour period, the character awakes, restored to complete health in every regard except for the 30 PSPs he expended to use complete healing. If the character's power check fails, he breaks his trance after only one hour, having realized that the power was not working. Only 5 PSPs have been expended.
Power Score: The healing occurs in just one hour.
20: The psionicist awakes after the full 24 hours to discover that the attempt failed. He has expended 5 PSPs.
Death Field
Power Score: Con -8
Initial Cost: 40
Maintenance Cost: na
Range: 0
Preparation Time: 3
Area of Effect: 20 yd. rad.
Prerequisite: none
A death field is a life-sapping region of negative energy. Only psionicists of evil alignment can learn this power without suffering side effects. If any other psionicist tries to learn the death field, his alignment will gradually be twisted toward evil as he explores this very dark portion of his psyche. A successful death field takes it toll on everyone inside it, including the psionicist. Before he initiates this power, he must decide how many hit points he will sacrifice. If the power works, the loss is inevitable; he gets no saving throw. Every other living thing within the death field must make a saving throw vs. death. Those who succeed escape damage. Those who fail lose the same number of hit points as the psionicist. For the weak, that can mean death.
Power Score: The pionicist loses only half the number of hit points he specifies; victims who fail their saving throws lose the full amount.
20: The power fails, but the psionicist loses the hit points anyway.
Energy Containment
Power Score: Con -2
Initial Cost: 10
Maintenance Cost: na
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisite: none
A psionicist with this power has trained himself to safely absorb and assimilate energy from electricity, fire, cold, heat, and sound- energy that would fry, freeze, or otherwise harm a normal character. Any physical assault based on these energy types can be drawn into the psionicist's body. The character transforms the energy, and safely releases it as visible radiance (light). In effect, this protects the psionicist against energy attacks. If the psionicist makes a successful power check, he can double the result of his die roll when saving against an energy attack. If the character makes a successful saving throw, he suffers no damage from the attack. If he fails, he suffers only half damage, regardless of what the spell description (if applicable) states. When the character absorbs energy, he radiates visible light for a number of rounds equal to the points of damage he absorbed. If he suffered half damage, he radiates for that many rounds. If he suffered no damage, roll for damage anyway to see how long he glows. This glow is definitely noticeable, but it is soft, and illuminates no more than an area with a 2-yard radius.
Power Score: All saves against energy attacks automatically succeed during the round in which the power is in effect.
20: The psionicist becomes an energy attractor for 1 turn. All saves vs. energy attacks fail, causing full standard damage.
Life Draining
Power Score: Con -3
Initial Cost: 11
Maintenance Cost: 5/round
Range: touch
Preparation Time: 0
Area of Effect: individual
Prerequisites: none
With this devotion, a psionicist can drain hit points from another character and use them to recover his own. This transfer occurs at the rate of 1d6 points per round. The character can absorb up to 10 more hit points than his healthy total, but these bonus points last only one hour. After that, if the psionicist still has more hit points than he should, the excess points vanish.
Power Score: Rate of drain increases to 1d20 points per round.
20:Backfire! Half of the psionicists remaining hit points are absorbed by the target, reversing the power's effects.
Metamorphosis
Power Score: Con -6
Initial Cost: 21
Maintenance Cost: I/turn
Range: 0
Preparation Time: 5
Area of Effect: personal
Prerequisites: none
This science resembles polymorphing, but it has a much wider application. The psionicist can change himself into anythingwith approximately the same mass as his body: a wolf, a condor, a chair, a rock, a tree. While in this form, he retains his own hit points and THACO, if possible, but gains the armor class the new form. The psionicist also gains all physical attacks that form allows, but no magical or special abilities. (This all depends on the new form; a tree cannot attack, so THACOs and attacks are meaningless.) Like any massive change of shape, however, this causes great physical stress. The psionicist must make a system shock roll to survive the change. If the roll fails, he does not die, but the PSPs are expended and he passes out for 2d6 turns.
Power Score: The system shock roll automatically succeeds, and the new forms mass can be up to three times that of the psionicist's body.
20: The psionicist must save vs. paralyza-tion. Failure means he changes to the new form permanently.
Shadow-form
Power Score: Con -6
Initial Cost: 12
Maintenance Cost: 3/round
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: none
A psionicist using this power actually transforms himself into living shadow, along with his clothing, armor, and up to 20 pounds of equipment. He can blend perfectly into any other shadow and travel with a movement rate of 6. He can only travel through darkness and shadow, however. Areas of open light are impassable. While in shadow-form, the psionicist can be detected only by life detection, other types of psychic detection, or by a true seeing spell. He cannot harm anyone physically, or manipulate any corporeal object, but he can still use psionic powers. If the psionicist rolls a I on his power check, he becomes shadow but none of his clothing or equipment makes the switch.
Power Score: The psionicist gains all desirable powers of the "shadow" monster for ld4 turns.
20: The player must roll a save vs. lightning for the psionicist's most valuable item. If it fails, the item becomes shadow and drifts away, lost forever.

Psychometabolic Devotions

Absorb Disease
Power Score: Con -3
Initial Cost: 12
Maintenance Cost: na
Range: touch
Preparation Time: 0
Area of Effect: individual
Prerequisite: none
This power lets the psionicist take the disease from another character's body, and absorb it himself. Presumably, the psionicist will then heal himself (using complete healing). This power can absorb magical diseases, but not curses, such as lycanthropy.
Power Score: The disease is automatically destroyed by the psionicist's immune system.
20: The disease remains in the victim while spreading to the psionicist.
Adrenalin Control
Power Score: Con -3
Initial Cost: 8
Maintenance Cost: 4/round
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisite: none
By controlling the production and release of adrenalin in his system, the psionicist can give himself temporary physical boosts on demand. When he increases his adrenalin, the character gains ld6 points, which he can add directly to his Strength, Dexterity, or Constitution scores however he chooses. He enjoys all the normal bonuses for high physical attributes while this power is in effect. If the psionicist's power check result is a I, he overtaxes his system with this adrenalin. He still gets the boost, but he loses twice that many hit points, too.
Power Score: Instead of dividing the d6 result, the character applies that many points to each of the three attributes.
20: The psionicist must make a successful system shock roll or suffer a 50% loss in current hps and pass out for ld8 hours.
Aging
Power Score: Con -5
Initial Cost: 10
Maintenance Cost: na
Range: touch
Preparation Time: 0
Area of Effect: individual
Prerequisite: none
With this power, an evil psionicist can cause unnatural aging by touch. (Other psionicists can use this power, too, but their alignment would begin to twist toward evil.) The victim ages ld4 years instantly and must make a saving throw vs. polymorph. Failure means that the change was traumatic, and he ages another year automatically. If the psionicist's power check result was a I, there is a backlash and he, too, ages ld4 years.
Power Score: The victim ages 1d20 years.
20: The psionicist ages 1d10 years.
Biofeedback
Power Score: Con -2
Initial Cost: 6
Maintenance Cost: 3/round
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisite: none
Biofeedback is the power to control the flow of blood through one's own body. This power has two key effects. First, the psionicist can easily control bleeding. As a result, he suffers two fewer points of damage from every attack against him which causes physical injury. Second, by flooding key portions of his body with blood, the psionicist effectively cushions blows against him and reduces their effect. The character's armor class is reduced by one.
Power Score: AC is reduced by three.
20: Excessive blood flow results in scattered bruises and a 10% hp loss.
Body Control
Power Score: Con -4
Initial Cost: 7
Maintenance Cost: 5/turn
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisite: none
This power allows a psionicist to adapt his body to a hostile enviroment. The change must be keyed to a specific surrounding: water, acid, extreme heat, extreme cold, an elemental plane, etc. If the power works, the psionicist not only survives, he fits in like a native organism. He can breathe and move normally, and he takes no damage simply from being in that environment. An attack in any form does not constitute an environment. For example, a character who can survive subarctic temperatures is still vulnerable to a cone of cold.
Power Score: The psionicist can adapt himself to a new environment while maintaining the power.
20: The character becomes even more vulnerable, and the environment causes ld4 points of damage per round. (A second use of body control halts damage.)
Body Equilibrium
Power Score: Con -3
Initial Cost: 2
Maintenance Cost: 2/round
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisite: none
Body equilibrium allows the user to adjust the weight of his or her body to correspond with the surface he's standing on. Thus he can walk on water, quicksand, or even a spider's web without sinking or breaking through. If the character is falling when he uses thispower, he will fall 120 feet per round-slow enough to escape injury. Because of his lightness, the character must be wary of wind gusts, which can easily sweep him up and blow him away.
Power Score: The effect lasts up to a day without maintenance.
20: The psionicist's weight instantly rises by a factor of 10; he must use body equilibrium to fix the problem.
Body Weaponry
Power Score: Con -3
Initial Cost: 9
Maintenance Cost: 4/round
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisite: none
Body weaponry allows the psionicist to convert one of his arms into a weapon. Virtually any sort of weapon can be imitated- except a short bow, hand crossbow, light crossbow, or any weapon the psionicist cannot normally use. The arm actually becomes wood and/or metal, and assumes the weapon's form. It behaves in every respect like a normal weapon of the chosen type, with a bonus: it can never be dropped or stolen.
Power Score: The "armament" gives the psionicist a +1 attack bonus (but no damage bonus).
20: The psionicist must make a system shock roll or pass out for ldIO rounds.
Catfall
Power Score: Dex -2
Initial Cost: 4
Maintenance Cost: na
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisite: none
A character using this power can spring like a cat in the same round, and always land gracefully on his feet. He still suffers damage from falling, but the damage is halved. He can jump down 30 feet without risking any injury at all.
Power Score: The psionicist can jump 50 feet instead of 30 during this single use of the power.
20: No effect.
Cause Decay
Power Score: Con -2
Initial Cost: 4
Maintenance Cost: na
Range: touch
Preparation Time: 0
Area of Effect: 60lbs
Prerequisite: none
This power works only against inanimate objects. The psionicist's touch causes instant decay: metal rusts, wood ages and splits, cloth falls to dust. The DM rolls a saving throw vs. acid for the item touched. If this fails, the item-or a maximum of 60 pounds of it-is consumed by decay within one round.
Power Score: The save automatically fails.
20: One of the psionicist's own items decays (no save)-either the first item touched, or an item chosen randomly by the DM.
Cell Adjustment
Power Score: Con -3
Initial Cost: 5
Maintenance Cost: up to 20/round
Range: touch
Preparation Time: 0
Area of Effect: individual
Prerequisite: none
Cell adjustment allows the psionicist to heal wounds and cure diseases. Any sort of wound can be healed, but only nonmagical diseases are affected (e.g., this power cannot heal mummy rot, nor can it cure a lycanthropic curse). The psionicist can cure a disease in one round by spending 5 PSPs and making a succesful power check. If the die roll equals a I, he succeeds but its doubly taxing (10 PSPs). If it equals a 2, he fails because the disease is too widespread; he must spend another 5 PSPs and try again next round. A "cure" doesn't automatically restore hit points lost due to illness; it merely arrests the disease. However, the psionicist can heal up to 4 points of damage in each subsequent round by spending 5 psionic strength points per hit point recovered. He cannot cure the disease and restore hit points during the same round.
Power Score: All disease-or up to 10 points of damage-is instantly healed at a cost of 5 PSPs.
20: The psionicist suffers ldIO points of damage but the patient is unaffected.
Chameleon Power
Power Score: Con -1
Initial Cost: 6
Maintenance Cost: 3/round
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisite: none
The psionicist using this power actually changes the coloration of his skin, clothing, and equipment to match his background. The match is automatic; he does not choose the appearance. The change takes several seconds. As he moves, the coloration changes and shifts to reflect any changes in the surroundings. In effect, chameleon power makes a psionicist very difficult to spot. If the character remains stationary, he can avoid detection simply by making a successful power check. If the character moves, his power score is reduced by three when he makes the check. This power is most effective in natural surroundings, where one's coloration would logically conceal him. In an urban setting, or in an area without natural cover during broad day- light, the character's chameleon power score is halved (rounded down).
Power Score: The psionicist's power score gains a +3 bonus during "hiding" checks.
20: The psionicist's colorations strongly clash with the background; he sticks out like a sore thumb.
Chemical Simulation
Power Score: Con -4
Initial Cost: 9
Maintenance Cost: 6/round
Range: touch
Preparation Time: 1
Area of Effect: varies
Prerequisite: none
With this devotion, a psionicist can make his body simulate the action of acids. The character secretes an "acid" through his hand. Any item he touches and holds briefly must make a saving throw vs. acid or be dissolved. If used as a weapon, this acid cannot inflict more than two or three points of damage, though it can cause considerable pain.
Power Score: All saves for normal items fail; magical items still get a saving throw.
20: Acid oozes from the psionicist's sweat glands; all items touching his skin must save vs. acid.
Displacement
Power Score: Con -3
Initial Cost: 6
Maintenance Cost: 3/round
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisite: none
This power resembles the displacer beast's natural ability to make itself appear to be up to 3 feet from his actual location. The psionicist decides where this false image will appear. This is a very effective means of protecting oneself from attack, giving the psionicist a two-point bonus on his armor class (lowering it two points). True seeing will reveal the character's real location.
Power Score: The AC bonus is +4.
20: No effect.
Double Pain
Power Score: Con -3
Initial Cost: 7
Maintenance Cost: na
Range: touch
Preparation Time: 0
Area of Effect: individual
Prerequisite: none
By touching another person, the psionicist greatly lowers that character's pain threshold. (Even a little scrape will feel like a serious injury.) The effect lasts one turn. During that time, all damage scored against that character is doubled. However, only half of this damage is real; the other half represents the amplified pain. When the character's total of real damage and pain reduces his hit points to zero or less, he passes out. He will regain consciousness ldIO rounds later. At that time he also regains "fake" hit points-those lost only to pain. If the victim does not pass out in one turn (the duration of this power's effects), damage scored against him is no longer doubled. However, the points of "pain damage" which he has an already incurred will remain in effect for another ld6 rounds.
Power Score: The victim must make a system shock roll upon each hit, or pass out due to the excrutiating pain.
20: The power backfires and affects the psionicist for one hour.
Ectoplasmic Form
Power Score: Con -4
Initial Cost: 9
Maintenance Cost: 9/round
Range: 0
Preparation Time: 1
Area of Effect: personal
Prerequisite: none
With this power a psionicist converts himself to ectoplasm, (a fine-spun, smoky substance). He becomes insubstantial, ghostlike, and able to walk through solid material as if it didn't exist. The psionicist is still visible as a whispy outline. He moves at his normal movement rate and in the normal fashion (e.g., if he couldn't fly before, he can't now). The psionicist can also convert the following to ectoplasm: his clothing, armor, and up to 15 pounds of equipment that he's carrying.
Power Score: The maintenance cost is 3 PSPs per round.
20: The psionicist's items become ectoplasmic, but he doesn't. He must use this power again (successfully) to retrieve them.
Enhanced Strength
Power Score: Wis -3
Initial Cost: varies
Maintenance Cost: varies
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: none
A psionicist can increase his physical Strength score to a maximum of 18 through this devotion. The PSP cost is twice the number of points he adds to his Strength score. (If he fails, he loses half this amount; see Chapter 1.) The maintenance cost per round equals the number of Strength points he has added. Physical Strength cannot be raised above 18 psionically. The psionicist does not qualify for exceptional Strength bonuses if he raises his Strength to 18.
Power Score: The psionicist can raise his strength to 18/00, with each 25% increase costing an additional PSP.
20: The power backfires and lowers Strength by ld6 until arrested by this power.
Expansion
Power Score: Con -2
Initial Cost: 6
Maintenance Cost: I/round
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisite: none
The psionicist can expand his own body proportions in any dimension: height, length, width, or thickness. He can increase any or all of these proportions by 50% of their original size per round. Maximum expansion is four times original size. This power has no effect on clothing or equipment. Ability scores don't increase either. In other words, the character does not grow stronger simply because he became taller. However, being very big often has other advantages.
Power Score: Maximum expansion becomes 10 times and the rate is 100% per round.
20: The psionicist shrinks by 50% until arrested by this power.
Flesh Armor
Power Score: Con -3
Initial Cost: 8
Maintenance Cost: 4/round
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisite: none
The psionicist transforms his own skin into nonmagical armor. No one can see the change, but its as if he had actually acquired some type of armor. The type of armor his body mimics depends on the result of his power check, as shown in the following table:
1 left hand functions as a shield, AC 9
2 leather, AC 8
3-4 ring mail, AC 7
5-6 scale mail, AC 6
7-8 chain mail, AC 5
9-10 banded mail, AC 4
11+ plate mail, AC 3
Because this armor is part of his body, the psionicist can enjoy its benefits without suffering any penalty he might have if he were actually wearing that type of armor. The armor created by this power weighs nothing, has no magnetic properties, and in no way encumbers the psionicist. Its effects may be combined with rings of protection.
Power Score: The psionicist gains a +1 bonus to the armor class listed above.
20: The power just grows ugly hair over his body, which must be shaved off or he loses 2 points of Charisma.
Graft Weapon
Power Score: Con -5
Initial Cost: 10
Maintenance Cost: I/round
Range: touch
Preparation Time: 0
Area of Effect: personal
Prerequisite: none
With this power the psionicist can graft any one-handed melee weapon directly onto his body. He picks up the weapon, activates this power, and the weapon becomes an extension of the character's arm. Assuming the character is proficient with that type of weapon, he gains a +1 bonus to attack rolls and damage. If he is not proficient with the weapon, he suffers the usual nonproficiency penalties, but still gets the +1 bonus.
Power Score: The +1 bonus for attacks and damage increases to +4.
20: The weapon has been weakened; it will break on any attack roll of 1.
Heightened Senses
Power Score: Con
Initial Cost: 5
Maintenance Cost: I/round
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisite: none
By means of this devotion the psionicist sharpens all five of his normal senses: sight, hearing, taste, touch, and smell. This has several effects, which are described below. The DM may allow additional applications as he sees fit. First, the character has a good chance to notice thieves who are hiding in shadows or moving silently. The thief's skill chance is halved when someone with heightened senses is observing him. Even if the thief is already hidden, he must roll again when a character with heightened senses enters the picture. Second, the psionicist can track someone like a bloodhound. He must make an Intelligence check every turn to stay on the trail or recover the trail if it is lost. His movement rate when tracking is 6. The trail can be no more than 24 hours old. Third, the psionicist's ranges for hearing and seeing are tripled. He can, for example, identify a person (in daylight) at a range of 400 yards. Fourth, the character can taste poisons or other impurities in quantities which are much too small to cause any harm. Fifth, the character can identify almost anything by touch. He can, for example, tell two gold pieces from each other after having previously handled just one of them. He can also tell if something has been handled in the last five minutes simply by handling it himself.
Power Score: One of the heightened senses (chosen randomly) stays with the psionicist for a full day.
20: One of the psionicist's five senses is lost for ldl2 hours.
Immovability
Power Score: Con -5
Initial Cost: 9
Maintenance Cost: 6/round
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisite: none
When a psionicist makes himself immovable, he is exactly that. A tremendous amount of force is required to uproot him from his spot. Moving the psionicist requires a combined Strength total that is at least 10 times greater than his immovability score (Con -5). If a character is pushing the psionicist, and makes a successful bend bars roll, that character can double the Strength he's contributing to the total. Even if a group manages to move the psionicist once, they may not be able to move him any easier the next time. The psionicist remains immovable until he stops maintaining the power. This power has nothing to do with weight. A character will not crash through the floor because he made himself immovable. He has instead attached himself to the fabric of the universe, which is considerably more powerful than the strongest castle. He does, however, need a horizontal surface as an anchor. If the psionicist's power check results in a I, he attaches himself so well that even he can't break free simply by shutting off the power. He must pay the initial cost again (9 PSPs) to free himself.
Power Score: Moving the psionicist becomes impossible.
20: The psionicist can't stop the power; he maintains it until he runs out of PSPs.
Lend Health
Power Score: Con -1
Initial Cost: 4
Maintenance Cost: na
Range: touch
Preparation Time: 0
Area of Effect: individual
Prerequisites: none
Lend health is a power of healing. The psionicist who makes a succesful power check can transfer his own hit points to someone else he is touching. Each hit point transferred heals one point of damage. The character can transfer as many points as he wants to in a single round. If the psionicist tries to transfer hit points when he has fewer than five remaining, he must make another power check. If this fails, he cannot transfer the points. In any case, he cannot transfer hit points if he has only one remaining. The beneficiary of this power can never exceed his normal, healthy total of hit points.
Power Score: Every point drained from the psionicist heals two hit points in the beneficiary.
20: The psionicist suffers all the wounds which his target currently has. No one is healed.
Mind Over Body
Power Score: Wis -3
Initial Cost: na
Maintenance Cost: IO/day
Range: touch
Preparation Time: 0
Area of Effect: individual
Prerequisites: none
Mind over body allows the user to suppress his body's need for food, water, and sleep. In exchange for one hour of meditation per day, all of the psionicists physical needs are over- come. He does not feel hunger, exhaustion, or thirst, nor does he suffer any ability reductions for privation. The psionicist can also suppress the basic needs of others while suppressing his own. To do so, he must pay an additional 10 PSPs per person and spend an additional hour of meditation per person. Each person being aided must be in physical contact with the psionicist throughout the entire period of meditation. Usually, all the characters hold hands, forming a continuous line or circle. The psionicist can survive in this fashion for a number of days equal to his experience level, or five days, whichever is more. At the end of that time, he collapses from exhaustion. He must then rest one day for every two days spent sublimating his body's needs. Or he can be restored through 24 hours of complete healing. These rules also apply to any characters the psionicist has aided.
Power Score: The psionicist need not rest after using this power.
20: The power fails, but the psionicist collapses with exhaustion and must rest for 24 hours.
Reduction
Power Score: Con -2
Initial Cost: varies
Maintenance Cost: I/round
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: none
This power is the reverse of expansion. The psionicist can reduce his body's dimensions along any or all axes: height, length, width, or thickness. The change amounts to I foot per PSP spent, until the dimension being affected is I foot or less. After that, the psionicist can halve his dimensions each time he spends a PSP. For example, lets assume Magnilda (a dual-class psionicist and warrior maiden) stands 6 feet tall. Five strength points reduce her height to I foot. Three more strength points halve her size three times: to 6 inches, then 3 inches, and finally to 1.5 inches. Now let's assume Magnilda only wants to make her arm thin enough to slide through a keyhole. At its thickest point, her arm measures 4 inches across. Three strength points will reduce the thickness of her arm to ^2 inch (from 4 to 2, then to I, then to V2) without altering its length at all. She can now slide her arm through the keyhole and unlock the door from the inside.
Power Score: Each PSP spent results in twice the described effect (if desired).
20: The psionicist doubles in size, and stays this big for an hour or until he uses this power again successfully.
Share Strength
Power Score: Con -4
Initial Cost: 6
Maintenance Cost: 2/round
Range: touch
Preparation Time: 0
Area of Effect: individual
Prerequisites: none
The psionicist can effectively lend his physical Strength to another character. The psionicist sacrifices two of his own Strength points (ability points, not PSPs) for every single point the recipient gains. This transfer remains in effect until the psionicist stops paying the devotion's maintenance cost; then all points return in one round. If the recipient is killed before the psionicist gets his Strength points back, the psionicist's Strength score is permanently reduced. If the psionicist's die roll is a I, he must expend three points for each point his pal gains, instead of two for one.
Power Score: The point transfer is 1:1.
20: The psionicist loses one Strength point for a day. If he fails a save vs. paralyzation, the loss is permanent.
Suspend Animation
Power Score: Con -3
Initial Cost: 12
Maintenance Cost: na
Range: O/touch
Preparation Time: 5
Area of Effect: individual
Prerequisites: none
With this power a psionicist can "play dead"-bringing all life functions to a virtual halt. Only the most careful examination will show that the character is still alive. Even psi-onic powers such as life detection and ESP will not turn up any evidence of life unless those powers are maintained for at least three minutes. Use of the probe power will detect life immediately. The psionicist can remain in suspended animation for a number of weeks equal to the results of his power check-or less. When he wishes to put himself to sleep, he first decides when he wants to wake. Then he makes his power check. If the number rolled is less than the time he hoped to be "suspended," he awakens prematurely. Another willing character can also be suspended for the same PSP cost (not at the same time as the psionicist, however). This has a preparation time of one hour and a range of touch.
Power Score: The psionicist remains aware of his surroundings and can wake at any time he chooses.
20: The psionicist falls unconscious and only violent slapping can revive him.
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