Advanced Psi Energy Sciences

Psi Energy Forces
Bioelectrosis Forces Illuminesis Forces Kinesis Forces
Regenerosis Forces Surgeosis Forces

Psi Energy Psionic Disciplines



Advanced psi energy forces have a difficulty of 30 (meaning that in order to successfully use one, the user must get a result of at least 30 on a psi energy check.)

A character must be at least level 10 in order to learn advanced psi energy sciences.

Psi Energy Forces


Biolectrosis Forces

Agility Red Line Keyterms - beneficial, empowering
PE FP Cost - 20
Maintainable - Yes
This force can only be used on a willing recipient. The recipient gets a +7 bonus to agility, but takes 10 damage each round.

Blazing Last Stand (Metabolic System Overload) Keyterms - beneficial, empowering
PE FP Cost - 30
Maintainable - Yes
This force can only be used on a willing recipient, and can only be maintained for 5 rounds. The recipient gets a +7 bonus to agility, dexterity, resilience, and strength. Once the maintainence of this force ends, the recipient goes into a coma for 6 hours. Nothing can bring him/her out of the coma early.

Dexterity Red Line Keyterms - beneficial, empowering
PE FP Cost - 20
Maintainable - Yes
This force can only be used on a willing recipient. The recipient gets a +7 bonus to dexterity, but takes 10 damage each round.

Resilience Red Line Keyterms - beneficial, empowering
PE FP Cost - 20
Maintainable - Yes
This force can only be used on a willing recipient. The recipient gets a +7 bonus to resilience, but takes 10 damage each round.

Retaliation
Keyterms - beneficial, empowering
PE FP Cost - 25
Maintainable - Yes
Whenever the recipient of this force is succesfully attacked, he/she may immediately attack the foe who struck him/her, albeit with a -10 penalty. Each foe can only be retialated against in this manner once per round.

Strength Red Line Keyterms - beneficial, empowering
PE FP Cost - 20
Maintainable - Yes
This force can only be used on a willing recipient. The recipient gets a +7 bonus to strength, but takes 10 damage each round.

Illuminesis Forces

Enduring Hologram (Perpetual Radiance)
Keyterms - manifesting
PE FP Cost - 15
Maintainable - No
Creates an illusion no larger than 50 feet in it's largest dimension which fools 3 of the senses (one of which must be sight.) The hologram must be stationary, but it can remain in place for up to a week without you having to maintain it. Whenever damage is dealt to the hologram, the person maintaining the hologram must make a Psi Energy roll with a difficulty equal to 5 + the total damage the hologram has taken. If the roll fails, the hologram vanishes and the maintenance of this force instantly ends.

Harmful Light IV
Keyterms - harmful, damage-dealing
PE FP Cost - 10
Maintainable - No
Deals 40 damage to the target.

Healing Light IV
Keyterms - beneficial, healing
PE FP Cost - 10
Maintainable - No
Restores 40 hp to the target.

Hologram III (Controlled Radiance III)
Keyterms - manifesting
PE FP Cost - 20
Maintainable - Yes
Creates a hologram no larger than 100 feet in it's largest dimension which fools all of the senses. You may choose to have up to 5 specific people be able to instantly recognize the hologram and see through it. The people you choose don't even have to be present at the time you activate this force. Whenever damage is dealt to the hologram, the person maintaining the hologram must make a Psi Energy roll with a difficulty equal to the total damage the hologram has taken. If the roll fails, the hologram vanishes and the maintenance of this force instantly ends.

Everybody who perceives the hologram has a chance of recognizing it for what it really is. This can be done using a psi energy check with either intelligence or willpower (whichever is higher) as the relevant attribute. The check difficulty is equal to the result of the psi energy check that the person who successfully made the hologram made when using this force. Alternately, someone can recognize the hologram as a hoilogram with a successful Misc Mental check with intelligence a s arelevant attribute. The difficulty is the same either way. If somebody successfully recognizes the hologram, he/she/it also gains the ability to see through it as though it were transparent.

Mobile Darken Area
Keyterms - harmful, hindering, manifesting
PE FP Cost - 11
Maintainable - Yes
Works like Darken Area, but the cube of darkness can be moved up to 50 feet each round.

Mobile Illuminate Area
Keyterms - harmful, hindering, manifesting
PE FP Cost - 11
Maintainable - Yes
Works like Iluminate Area, but the cube of light can be moved up to 50 feet each round.

Multi Partial Invisible (Compartmental Radiance Refracting)
Keyterms - beneficial, empowering
PE FP Cost - 30
Up to 3 recipients become partially invisible, gaining a bonus of +5 on checks made to sneak.

Partial Invisibility III (Radiance Refracting III)
Keyterms - beneficial, empowering
PE FP Cost - 20
Maintainable - Yes
Works like Partial Invisibility I, except the bonus on checks made to sneak is +10.

Personal Hologram
Keyterms - manifesting
PE FP Cost - 30
Maintainable - Yes
Creates a hologram no larger than 30 feet in it's largest dimension which fools 2 of the senses (one of which must be sight.) The hologram can only be seen by up to 5 people chosen by the user at the time this force is used. The user can make the hologram seem different for each of the people affected by it. Whenever damage is dealt to the hologram, the person maintaining the hologram must make a Psi Energy roll with a difficulty equal to 10 + the total damage the hologram has taken. If the roll fails, the hologram vanishes and the maintenance of this force instantly ends.
Everybody who perceives the hologram has a chance of recognizing it for what it really is. This can be done using a psi energy check with either intelligence or willpower (whichever is higher) as the relevant attribute. The check difficulty is equal to the result of the psi energy check that the person who successfully made the hologram made when using this force. Alternately, someone can recognize the hologram as a hoilogram with a successful Misc Mental check with intelligence a s arelevant attribute. The difficulty is the same either way. If somebody successfully recognizes the hologram, he/she/it also gains the ability to see through it as though it were transparent.

Kinesis Forces

Kinetic Attack IV(Concentrated Kinetic Projection IV)
Keyterms - harmful, damage-dealing
PE FP Cost - 10
Maintainable - No
Deals 40 damage to the target.

Kinetic Healing IV
Keyterms - harmful, damage-dealing
PE FP Cost - 10
Maintainable - No
Restores 40 hp to the target.

Maintain Structure
Keyterms - beneficial, protective
PE FP - 30
Maintainable - Yes
Allows the user to prevent a large structure (such as a building or a bridge) from collapsing despite structural damage. The GM may assign penalties to the use of this force depending on the size of the structure, and the amount of damage it has taken. The GM can also require a player using this force to repeat the roll if the structure continues to take a large amount of damage. Teleport II
Keyterms - beneficial, harmful, hindering, movement
PE FP Cost - 15
Maintainable - No
Target object or creature, which must weigh no more than 500 pounds, suddenly teleports up to 100 feet in a direction of your choice. This force can not be used to teleport something (or someone) into a solid object.

Regenerosis Forces

Cure Disease IV (Remove Microbes IV)
Keyterms - beneficial, healing
PE FP Cost - 11
Maintainable - No
Removes 45 points of disease from the recipient.

Degeneration IV (Stimulate Rapid Cellular Degradation IV)
Keyterms - harmful, damage-dealing
PE FP Cost - 10
Maintainable - No
Deals 40 damage to the target.

Last Resort Preservation (Regenerative System Emergency Hyper Stimulation)
Keyterms - beneficial, healing
PE FP Cost - 30
Maintainable - Yes
This force can only be used on a willing recipient, and can only be maintained for 5 rounds. The recipient's max hp rises by 100, and he/she gains 200 hp. When the maintainence of this force ends, the recipient goes into a coma for 6 hours. Nothing can bring him/her out of the coma early. Purge Poison IV
Keyterms - beneficial, healing
PE FP Cost - 11
Maintainable - No
Removes 45 points of poison from the recipient.

Regeneration IV (Stimulate Rapid Cellular Replacement IV)
Keyterms - beneficial, healing
PE FP Cost - 11
Maintainable - No
The recipient of this force gains 45 hp.

Repeat Healing
Keyterms - beneficial, healing
PE FP Cost - 11
Maintainable - No
The recipient of this force gains a number of hit points equal to the total number of hit points the user gained during the previous round.

Surgeosis Forces

Energy Blast IV (Concentrated Energy Projection IV)
Keyterms - harmful, damage-dealing
PE FP Cost - 11
Maintainable - No
Deals 50 damage to the target.

Healing Surge IV
Keyterms - beneficial, healing
PE FP Cost - 10
Maintainable - No
Restores 40 hp to the target.

Multi Blast IV (Controlled Energy Combustion IV)
Keyterms - harmful, damage-dealing
PE FP Cost - 11
Maintainable - No
Deals 40 damage to up to 3 targets.

Piercing Blast IV (Precision Energy Projection IV)
Keyterms - harmful, damage-dealing
PE FP Cost - 11
Maintainable - No
Deals 40 damage to the target. The target of this force gets a -5 penalty on the roll to resist.

Repeat Damage
Keyterms - harmful, damage-dealing
Maintainable - No
Deals damage to the target equal to the highest amount of damage that same target took from any single source during the previous round.

Psi Energy Psionic Disciplines

Great Extra Target - you may only take this discipline if you have already taken Improved Extra Target. You may now include up to 2 additional targets whenever you use a psionic force with more than one target.
Great Psi Energy Focus A - You may only take this discipline if you have already taken Psi Energy Focus A. The bonus you receive to psi energy forces with your chosen keyword is now +6.
Great Psi Energy Focus B - You may only take this discipline if you have already taken Psi Energy Focus B. The bonus you receive to psi energy forces of your chosen type is now +6.
Increased Psi Energy Inner Reserve - +10 PE FP.
Increased Vivid General Inner Strength - +2 general ISP.
Increased Vivid Psi Energy Inner Strength - +4 psi energy ISP.

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