Psychic Gizmoteer
by Kuseru
These characters are psychics who have been recruited and trained by various agencies to lend their psionic abilities the international espionage
arena. They are typically employed to interrogate prisoners, infiltrations, assassinations, and information gathering.
Psychic powers for the Psychic Gizmoteer:.
Base I.S.P.: Roll 2D6 plus the character's M.E. attribute. The character receives another 2D4 I.S.P. per level of experience after first.
P.P.E.: Most of the Psychic's P.P.E. has been expended in the development of psychic abilities. The remaining P.P.E. base is only 3D6.
Chi: The character's Chi is equal to the P.E. attribute. However, unlike other characters who have learned how to harness their chi (at least on
some level), Psychic Agents CANNOT manipulate their chi. Like all characters, they can have their chi depleted, and zero or negative chi has the
usual effects.
Saving throw versus psionic attack: As a Major psychic, the character needs a 12 or higher to save vs psionic attack.
Build Psionic Device: The character can build a device that emulates a broad range of psychic abilities. When the machine is built, the Psychic
Gizmoteer is permanently drained of P.P.E. The expenditure of P.P.E. creates the psychic circuit board which gives the machine its power. The
psychic ability is identical to the natural psi-power it is meant to emulate. The P.P.E. cost to instill a device with a specific power is listed, along with
the available abilities. Each individual machine will require P.P.E. However, to build a duplicate device costs half the original, listed, P.P.E. cost.
Multiple psi-powers can be built into the same device, but is costly in both P.P.E. to create it and I.S.P. to operate it (each power will require I.S.P.).
The machine should suggest some scientific common sense. For example: To see the invisible, the character would devise some type of goggles
or glasses. Perhaps a psychically "enhanced" pair of infrared goggles, or passive night sight goggles with some sort of extra doohickey
(psi-powered) which would offer conventional optical enhancement, as well as the psychic, see the invisible. A psychic sensory device meant to
detect a supernatural presence might include multiple psi-powers, such as presence sense, sense evil and/or sense magic. This sensory device is
likely to look and function like a Geiger counter or other modem sensory machine, with displays, counters, dials, indicators, and even sound. A
device to induce clairvoyance, empathy or telepathy will probably fit over the head like a helmet or wild looking, thinking cap. To invoke a mind
block or cause levitation might require a headband-like device or another helmet/hat. Hydrokinesis may demand an underwater eye mask with
unusual attachments or a shower head or well...I think you get the idea.
Cost and P.P.E.
Initially, at first level, the character can use as much as half the total P.P.E. to build one or several psi-machines. Remember, once spent, the
P.P.E. is permanently gone. Also, remember that the other half of P.P.E. becomes the character's permanent base and can never be used for
building. Any available P.P.E. that is not spent on building can be saved for later use. At second level, the character gets an additional ten P.P.E.
for building and, at each of the following levels, an additional 2 to 8 P.P.E. (roll 2D4 for each level).
A psychic gizmoteer can immediately build a new device each level, or opt to save all or part of the additional P.P.E. available from level
advancement. The saved P.P.E. can be used to create or duplicate a device at any time. For Example: Joe reaches second level of experience and
gets ten more P.P.E. for building. He saves those P.P.E. At third level, Joe rolls 2D4 for additional building P.P.E.; he rolls a 5. He now has a total
of 15 P.P.E. that he can use to build psi-machines. Joe spends 4 points on the creation of a new device, keeping the remaining 11 for an
emergency. Sure enough, his goggles to "see the invisible" get smashed, but Joe has eleven P.P.E. to recreate a duplicate pair of goggles. The
first pair cost Joe 4 P.P.E., but even though it takes him just as long to build a new pair, the duplicate goggles cost half; 2 P.P.E. This leaves nine
P.P.E. still in reserve. Remember never to use the permanent P.P.E. base. To avoid confusion, it may be wise to log available building P.P.E.
separately.
The only restrictions are that: 1. Enough P.P.E. is available (do not use the permanent base). and 2. The character spends at least 48 hours
building the item. That's 48 hours of actual labor, not just two days time. A typical days work building a psi-machine is 10 to 12 hours, which would
mean four or five days of intense activity. A rush job will require more work hours per day (16 maximum), which will result in a finished machine in
three days, but an exhausted psi-mechanic.
WHO ELSE CAN USE THESE DEVICES?
The psychic gizmoteer is the only person who can use his odd creations without effort. Non-psychics can not use them at all. Nor can a psychic
sensitive or physical psychic or supernatural creature. However, with proper instruction and practice, a latent psychic, psi-mechanic or another
psychic gizmoteer may also be able to use the device.
The chance of successfully using a psi-machine without personal instruction from the creator is slim. Another Psychic gizmoteer has a chance
equal to his Basic Gizmoteer Construction Skill to figure out its function and operation. A psi-mechanic has a 20% chance of figuring out its
function and operation (two tries are possible). A latent psychic has a mere 12% chance to successfully use a psi-device (add + 5% if the latent
psychic uses an object read on the item).
Personal instruction by the character who created the device, plus 24 hours spent on focus and practice, will yield the best possible chance for
success. Under these conditions, another psychic gizmoteer has a 55% chance of making the device work, although his own design philosophies
limit his receptiveness. A psi-mechanic is also limited by his own design philosophies and has a 50% chance of making the device work. A latent
psychic, who is not blocked by his own design ideas, has the best chance; 64%. The character gets only one try. A failed roll means that, despite
the private tutelage and practice, the character has no chance of ever mastering that particular psi-device. There is one more person who may be
able to use the machine, with instruction. A child 6 to 12 years old has a 32% chance of successfully using the item. NOTE: All percentile rolls
should be made in front of the game master. Scientists and mechanical engineers will not be able to find a way of making the device work by
conventional means.
BONUSES AND VULNERABILITY
Bonuses
*+ 10% on each mechanical or electrical skill. The character's mechanical inclinations provide an extra one time, skill bonus applicable to all
conventional, building-type skills including demolitions, demolitions disposal, and secondary skills like basic mechanics and pick locks. This
bonus is in addition to I.Q. and/or educational skill bonuses.
*Recognize magic or psychic enchantment of objects and devices (not people) -- 40% + 5% per each additional level of experience.
Vulnerability
*The most obvious weakness is that the character has no special psychic powers without the aid of his devices. On the other hand, the character
can use both sensitive and abilities.
*Because of the unusual focus, the psychic gizmoteer does not have any innate sensitivity nor the usual battery of bonuses. However, the
character tends to be extremely clever and resourceful.
*The large reserve of P.P.E. makes him or her an inviting target of supernatural forces.
PSYCHIC POWERS AVAILABLE TO THE PSI-MECHANIC
Any one or more related abilities can be built into one of the gizmoteer's machines. The power(s) function as described in the psychic ability
section and still require the usual number of I.S.P. The machine is powerless when the character temporarily uses up his I.S.P.
Each available power indicates the P.P.E. cost to build it into the psi-machine.
Sensitive Abilities
Clairvoyance Cost: 4 P.P.E.
Empathy Cost: 4 P.P.E.
Empathic Transfer Cost 6 P.P.E.
Mind Block Cost: 2 P.P.E.
Presence Sense Cost: 4 P.P.E.
See Aura Cost: 2 P.P.E.
See the Invisible Cost: 4 P.P.E.
Sense Evil Cost: 2 P.P.E.
Sense Magic Cost: 4 P.P.E.
Telepathy Cost: 6 P.P.E.
Physical Abilities
Electrokinesis Cost: 6 P.P.E.
Hydrokinesis Cost: 4 P.P.E.
Impervious to Cold Cost: 2 P.P.E.
Impervious to Fire Cost: 4 P.P.E.
Resist Fatigue Cost: 2 P.P.E.
Telekinesis Cost: 6 P.P.E.
Attribute Requirements: I.Q. and M.E. of 10 or higher.
Starting Age: 18
Base S.D.C.: 10
Martial Art Forms: None. Choose either Basic Hand to Hand (Agent) or trade one Secondary skill for Expert Hand to Hand (Agent), or two
Secondary skills for Martial Arts Hand to Hand (Agent).
Educational Level: Special Training; add +2% skill bonus to all skills gained from the gizmoteer programs.
Superspy Modifications Available: None.
Base Minimum Skills: Basic Math, Speak Native Language, Literacy: Native Language.
O.C.C. Skills: The Character gets the Lore Skill Program and can select three Gizmoteer skill programs and one Basic Skill program.
Secondary Skills: Select any six (6).
Money: $15,000
Income: Base pay is $700 a week from the character's agency.
Level Advancement Bonuses: Receive one new Secondary skill at 3rd, 5th, 8th , 10th, and 12th, levels.
Social Contacts: The character has studied the international psychic community enough to recognize famous psychics (30%). The character also
knows many academics and fellow gizmoteers, there's a 20% chance of running into an acquaintance at any large university.