Basic Psi Atom Sciences

Psi Atom Forces
Psibiology Forces Psiminerology Forces Telecerebrology Forces

Psi Atom Psionic Disciplines



Most basic psi atom forces have a difficulty of 15 (meaning that in order to successfully use one, the user must get a result of at least 15 on a psi atom check.) The forces with the numeral II in their name are exceptions. They have a difficulty of 20.
In many cases, the layman's name for a psionic force is followed by a pseudo-scientific name in italics enclosed in parentheses.

Psi Atom Forces


Psibiology Forces


Bioarmor
Keyterms - beneficial, empowering
PA FP Cost - 10
Maintainable - Yes
Choose one of the following three effects each time you use this force:
  1. Recipient gets a +2 bonus on all defense rolls against attacks, and all damage he/she takes is reduced by 1.
  2. Recipient gets a +2 bonus on all defense rolls against psi atom (and pseudo psi atom) forces, and all damage he/she takes is reduced by 1.
  3. Recipient gets a +2 bonus on all defense rolls against psi energy (and pseudo psi energy), forces and all damage he/she takes is reduced by 1.
Biocoating I (Supplemental Epidermis)
Keyterms - beneficial, healing, empowering
PA FP Cost - 5
Maintainable - Yes
The target creature is surrounded by a protective coating that can also act as a disguise or as camouflage for sneaking. It can be used to immediately create a disguise on the creature with a +4 bonus, or improve an existing disguise by +4. The creature gets a +4 bonus on sneaking checks. The coating takes any damage dealt to the creature. It has 5 hp, and shatters upon running out of hp. When the coating shatters, the maintenance of this force immediately ends.

Biocoating II (Supplemental Exoskeleton)
Keyterms - beneficial, healing, empowering
PA FP Cost - 7
Maintainable - Yes
Works like Biocoating I, but the coating has 10 hp.

Biodeflection
Keyterms - beneficial, empowering
PE FP Cost - 15
Maintainable - Yes
Choose one of the following three benefits each time you use this force:
  1. Whenever the recipient of this force is attacked, if either of the attack's dice comes up a 1 or 2, the attack automatically misses unless the other die comes up high enough for a reroll.
  2. Whenever somebody tries to use a psi atom (or pseudo psi atom) force against the recipeint of this force, if either of the hostile psi atom user's dice comes up a 1 or 2, the force automatically fails unless the other die comes up high enough for a reroll..
  3. Whenever somebody tries to use a psi energy (or pseudo psi energy) force against the recipient of this force, if either of the hostile psi energy user's dice comes up a 1 or 2, the force automatically fails unless the other die comes up high enough for a reroll.

Body Weapon (Spontaneous Combat Adaptation)
Keywords - beneficial, empowering
PA FP Cost - 15
Maintainable - Yes
Constructs a weapon out of psi atoms which becomes part of the target's body. Grants a +2 bonus to attack rolls, and a +2 bonus to damage from attacks.

Cell Restoration I (Nanocellular Surgery I)
Keyterms - beneficial, healing
PA FP Cost - 5
Maintainable - No
Choose one of the following three effects each time you use this force:
  1. Recipient gains 15 hp.
  2. Recipient's poison rate is reduced by 15.
  3. Recipient's disease rate is reduced by 15.

Cell Restoration II (Nanocellular Surgery II)
Keyterms - beneficial, healing
PA FP Cost - 7
Maintainable - No
Choose one of the following three effects each time you use this force:
  1. Recipient gains 20 hp.
  2. Recipient's poison rate is reduced by 20.
  3. Recipient's disease rate is reduced by 20.

Combat Cells I (Synthesize Soldier Microbes I)
Keyterms - beneficial, healing, harmful, damage-dealing
PA FP Cost - 4
Maintainable - No
Deals 10 damage to the target, or restores 10 hp to the target.

Combat Cells II (Synthesize Soldier Microbes II)
Keyterms - beneficial, healing, harmful, damage-dealing
PA FP Cost - 6
Difficulty - x * 4 (min 10)
Maintainable - No
Deals 15 damage to the target, or restores 15 hp to the target.

Construct Temporary Body Mass I (Biomass Addendum I)
Keywords - beneficial, empowering
PA FP Cost - 10
Maintainable - Yes
Uses psi atoms to temporarily act as extra muscle or other beneficial body mass within the target's body. The person gets a +2 bonus to a physical attribute of your choice (strength, resilience, agility, or dexterity.)

Construct Temporary Brain Mass I (Cerebral Mass Addendum I)
Keywords - beneficial, empowering
PA FP Cost - 10
Maintainable - Yes
Uses psi atoms to temporarily act as extra brain mass within the target's brain. The target gets a +2 bonus to a mental attribute of your choice (intelligence or willpower.)

Terminate Psionic Interference
Keyterms - beneficial, healing, harmful, hindering
PA FP Cost - 5
Maintainable - No
Instantly ends the maintanence of a psionic (or pseudo-psionic) force being maintained on the target. The being who was maintaining that force becomes unable to use that force for 2 rounds. The being maintaining the force may try to resist the use of this force, albeit with a penalty of -3.

Psiminerology Forces


Buffeting Atoms (Nanomolecular Cascade)
Keyterms - harmful, damage-dealing, hindering
PA FP Cost - 7
Maintainable - Yes
Deals 2 damage to up 2 targets. Any target who fails to resist the use of this force continues to take 3 damage each round this force is maintained. The roll to resist this force has a penalty of -3.

Degrade Armor
Keywords - harmful, hindering
PA FP Cost - 7
Maintainable - Yes
Target gets a -3 penalty to all of it's defense rolls, and takes an extra point of damage from each attack.

Degrade Weapon
Keywords - harmful, hindering
PA FP Cost - 7
Maintainable - Yes
Target gets -3 to hit and it's attacks do -3 damage.

Form Armor I
Keyterms - beneficial, empowering
PA FP Cost - 10
Maintainable - Yes
Choose one of the following three effects each time you use this force:
  1. Recipient gets a +2 bonus on all defense rolls against attacks, and all damage he/she takes is reduced by 1.
  2. Recipient gets a +2 bonus on all defense rolls against psi atom (and pseudo psi atom) forces, and all damage he/she takes is reduced by 1.
  3. Recipient gets a +2 bonus on all defense rolls against psi energy (and pseudo psi energy), forces and all damage he/she takes is reduced by 1.

Form Weapon I
Keyterms - beneficial, empowering
PA FP Cost - 15
Maintainable - Yes
Target gets an additional +2 to hit and +2 to damage.

Instant Projectiles I (Spontaneous Projectile Synthesis I)
Keyterms - harmful, damage-dealing, hindering
PA FP Cost - 5
Maintainable - No
Uses psi atoms to form projectiles that are immediately fired at up to 2 foes. The projectiles do 15 damage. The targets of this force suffer a -3 penalty on their Psi Atom resistance rolls to to resist the effects of this force.

Instant Projectiles II (Spontaneous Projectile Synthesis II)
Keyterms - harmful, damage-dealing, hindering
PA FP Cost - 7
Maintainable - No
Works like Instant Projectiles I, but the damage is 20.

Momentary Psibernetics
Keyterms - beneficial, empowering
PA FP Cost - 6
Maintainable - Yes
Recipient gains a +4 bonus to a physical attribute of your choice (agility, dexterity, resilience, or strength.) This force can only be maintained for 2 rounds.

Obscuring Chemical Fog (Contained Subatomic Evaporation)
Keyterms - harmful, hindering, manifesting
PA FP Cost - 5
Maintainable - Yes
Creates a stationary cube of fog no larger than 25 feet in it's largest dimension. All creatures in the fog get -3 to hit, and -3 to all Surroundings Awareness checks. All creatures in the fog take 2 damage each round. Each round, a creature may try to resist the effects for that round. The resistance checks get a penalty of -3.

Psionic First Aid I
Keyterms - beneficial, healing, harmful, damage-dealing
PA FP Cost - 4
Maintainable - No
Deals 10 damage to the target, or restores 10 hp to the target.

Psionic First Aid II
Keyterms - beneficial, healing, harmful, damage-dealing
PA FP Cost - 6
Maintainable - No
Deals 15 damage to the target, or restores 15 hp to the target.

Toughen Object I (Protective Supplemental Atomic Mass I)
Keywords - beneficial, empowering
PA FP Cost - 7
Maintainable - Yes
An object is surrounded by a protective coating which has 20 hp. The coating takes damage for the object. When the coating runs out of hp, it shatters and the maintanence of this force immediately ends. This force can also be used to disguise an object with a +4 bonus on the check to make the disguise.

Telecerebrology Forces

Control Healing I (Regenerative System Symbosis/Paracitism I)
Keyterms - harmful, damage-dealing, beneficial, healing
PA FP Cost - 5
Maintainable - No
Either deal 20 damage to a target, or restore 20 hp to the target. Either way, you take 10 damage.
An unwilling target of this force gets a penalty of -3 on the roll to resist.

Control Healing II (Regenerative System Symbosis/Paracitism II)
Keyterms - harmful, damage-dealing, beneficial, healing
PA FP Cost - 7
Maintainable - No
Either deal 25 damage to a target, or restore 25 hp to the target. Either way, you take 12 damage.
An unwilling target of this force gets a penalty of -3 on the roll to resist.

Empathy (Emotion Transmitting)
Keyterms - beneficial, harmful, empowering, hindering
PA FP Cost - 10
Maintainable - Yes
Lets you and the target share emotions. If the target of this force is a human or psi morph, you and that person can understand each other better, giving you a +2 bonus on all rolls to aid that person with inspiration tricks, and giving him/her a +2 bonus on all rolls to aid you with inspiration tricks. A network of empathy can be created by using this force on multiple people. Each person in the network gets a +2 bonus on attempts to use inspiration tricks to aid any other member of the network.
If the target of this force is a robot (who therefore does not have emotions,) then the shared emotions confuse the robot. The robot gets a penalty of -1 on all die rolls.

Lend Cerebral Power (Cerebrum Symbiosis)
Keyterms - beneficial, empowering
PA FP Cost - 10
Maintainable - Yes
Forms a two-way stream of psi atoms which allows another person to use part of your brain as though his/her own, thus increasing that person's brain power while lowering yours. When you activate this power, you may transfer ranks of intelligence and willpower from yourself to the other person. The points return to you when you stop maintaining this force. The total number of points you transfer can not exceed 3.
If the other person is willing, this power may be used in reverse so that the other person lends you the mental attribute points instead. He/she decides how many points to lend you (up to 5,) and what mental attributes to lend them from.
You can also communicate telepathically with any person you are maintaining this force on.

Lend Knowledge (Cortex Symbiosis)
Keyterms - beneficial, empowering
PA FP Cost - 10
Maintainable - Yes
Works like Lend Cerebral Power, except it is used to transfer sciences instead of mental attribute ranks. No more than 2 sciences can be transferred at one time. Only basic sciences can be transfered by this force.
You can also communicate telepathically with any person you are maintaining this force on.

Lend Skills I (Pre-Frontal Lobe Symbiosis I)
Keyterms - beneficial, empowering
PA FP Cost - 10
Maintainable - Yes
Works like Lend Cerebral Power, except it is used to transfer skill group ranks instead of mental attribute ranks. The number of ranks transferred can not exceed 3. Master ranks can not be transfered with this force.
You can also communicate telepathically with any person you are maintaining this force on.

Memory Probe
Keyterms - harmful, hindering, information-gathering
PF FP Cost - 7
Maintainable - Yes
Forcibly creates a stream of psi atoms which carry data from the target's brain (or main computer) to yours. This allows you to gain information by reading the victim's memories. The roll to use this force suffers a penalty equal to the target's intelligence score plus the target's willpower score.

Mental Block (Neural Disruption)
Keyterms - harmful, hindering
PA FP Cost - 7
Maintainable - Yes
Uses psi atoms to block the proper flow of data within the target's brain (or main computer.) The victim of this force gets -2 intelligence and -2 willpower (robots, who do not have a willpower attribute, instead get -4 intelligence.)

Mental Combat I (Hostile Data Implanting/Removing I)
keyterms - harmful, damage-dealing, beneficial, healing
PA FP Cost - 4
Maintainable - No
Deals 10 damage to the target, or restores 10 hp to the target.

Mental Combat II (Hostile Data Implanting/Removing II)
Keyterms - harmful, damage-dealing
PA FP Cost - 6
Maintainable - No
Deals 15 damage to the target, or restores 15 hp to the target.

Mind Control I (Parasitic Data Implanting I)
Keyterms - harmful, hindering
PA FP Cost - 20
Maintainable - Yes
Forcibly creates a stream of psi atoms which carry data from your brain to the target's brain (or main computer.) This allows you to take control of the victim's mind. The roll to use this force suffers a penalty equal to the target's intelligence score, plus the target's willpower score, plus the target's loyalty rating, plus 1/5th of the target's remaining hp.
This force can not be used on bosses or semi-bosses.
Reminder: A victim of a psionic force can choose to break free of that force after 10 rounds. Thus, a victim of Mind Control I can break free of that control after 10 rounds.

Mind Reading
Keyterms - harmful, hindering, information-gathering
PA FP Cost - 7
Maintainable - Yes
Forcibly creates a stream of psi atoms which carry data from the target's brain (or main computer) to yours. This allows you to read the victim's surface thoughts. This can be useful for gaining information. In addition, it gives you a +2 bonus to your attack rolls against the victim, a +2 bonus on your defense rolls against attacks made by the victim, and a bonus of +4 on your Negotiating rolls to determine the victim's true motives.

Psionic Interruption
Keyterms - harmful, hindering
PA FP Cost - 5
Maintainable - No
Uses psi atoms to block a foe's maintenence of 1 psionic (or pseudo-psionic) force. If the target of this force fails to resist, you may instantly end the maintenance of 1 force being maintained by that foe, and the foe can't use that psionic force for 2 rounds. The target of this force gets a penalty of -3 on the roll to resist.

Teleperception I
Keyterms - beneficial, information-gaining
PA FP Cost - 5
Maintainable - Yes
Forms an immobile, nearly invisible sensory receptor in a location no further than 30 feet from you. This receptor can gather sensory information of one of three types: sight, sound, or scent. You choose the type of information the receptor will gain at the time you activate this force. If you choose sight, the receptor acts as an eye that is pointed in a direction of your choice (and can not change directions) and sees in a cone that is 15 feet long and forms a circle 15 feet in diameter at the end of the cone. It can't see through barriers. If you choose sound or scent, the receptor gathers such information within 15 feet of itself.
Psi atoms carry information from the receptor to you, allowing you to see, hear, or smell what the receptor sees, hears, or smells.
It is possible for others to notice the receptor using a misc mental check. The difficulty of the check is equal to the result of your check to use this force.
The receptor has 10 hp, and can not protect itself if attacked. Destruction of the receptor immediately ends the maintainence of this force.

Psi Atom Psionic Disciplines

Animal Reserve Body - You have an alternate body which is like a rudimentary animal in design. The alternate body is kept in the SPAN until you have need of it. The animal form must be no smaller than a full-grown mouse, and no larger than a full grown hippo. You may switch the animal body for your psi morph body as a standard action. The animal body's hp is one-fifth that of a psi morph. It's physical attributes must not cost more than 15 points. If the animal body is very large, it gains a +2 bonus to strength, and it's carrying capacity is doubled, but it gets a -4 penalty to Misc Physical checks made to sneak. If the animal body is very small, it gets a +4 bonus to misc physical checks made to sneak and a +2 bonus to agility, but it's carrying capacity is halved and it's attacks do half damage (round up.) If the animal body's hp reaches zero, it collapses into particles, your psi morph body appears in the same place, and you must wait until the next day to form a new animal body (which must be identical to the old one.)
Biological Projectile - Whenever you make an attack, you may choose to fire a suddenly produced projectile at the target by spending at least one PA FP. You may spend up to 2 PA FPs, and get a bonus to the attack roll and damage equal to the number of PA FPs you spent. This attack is treated as an attack (not as a psionic force.)
Deep General Inner Strength - +2 general ISP.
Deep Psi Atom Inner Strength - +4 psi atom ISP.
Enemy Focus: Psi Atom - Choose a robot class. Get a +4 bonus on all psi atom rolls against robots of that class.
Extend Psi Atom Hold - Whenever you successfully use a psi atom force on somebody else, if it is a force that can be maintained, the other character can not choose to break free for an additional 5 rounds (in effect, the character must wait 15 rounds before he/she/it can break free.) This discipline has no effect on forces which specifically say that the recipient(s) can choose to end the effect on them at any time.
Extra Target - Whenever you use a psionic force with more than one target, you may include 1 additional target.
Flight - Each day, you can fly for a total number of rounds equal to 3 * your resilience.
Force Combining - Choose one of the following keywords: damage-dealing, healing, empowering, manifesting, or hindering. You may use two psionic forces in the same turn as long as at least one of them has the keyword you chose. However, if you do so, then the FP cost for both forces is tripled. You are encouraged to describe the two forces as a cool combined force in order to add vivid imagery to the game.
Human Reserve Body - You have an alternate body which is human in design. The alternate body is kept in the SPAN until you have need of it. You may switch the human body for your psi morph body as a standard action. The human body has the same abilities as your psi morph body, except it doesn't have any of the bonuses based on your species type and body type, and it's hp is only one-fifth of a psi morph body's hp. If the human body's hp reaches zero, it collapses into particles, your psi morph body appears in the same place, and you must wait until the next day to form a new human body (which must be identical to the old one.)
Improved Mental Augmentation - Choose either intelligence or willpower. Whenever you use a psionic force to temporarily improve the attribute you chose (either for yourself or for somebody else,) the bonus is improved by 1 point.
Improved Physical Augmentation - Choose one of the following attributes: agility, dexterity, resilience, or strength. Whenever you use a psionic force to temporarily improve the attribute you chose (either for yourself or for somebody else,) the bonus is improved by 1 point.
Intellect Barrier - Once a day, when you take damage, you may reduce the damage by an amount equal to twice your intelligence.
Intellect Dodge - Once a day, you may get a bonus on a defense roll equal to your intelligence. If the bonus doesn't do you any good, then it doesn't count as your one use for the day.
Other - If a player comes up with an idea of his/her own for a basic psi atom discipline, the GM should consider allowing it. The GM should be very careful though. Ideas which will unbalance the game should not be approved, and the GM should carefully consider whether or not each discipline a player asks about is unbalanced or not appropriate to the campaign. The GM always has the final say on whether or not to approve the discipline.
Psi Atom Cultivated Reserve - Gain a number of PA FPs equal to your ranks in Psi Atom. This bonus grows as your ranks in Psi Atom increase.
Psi Atom Focus A - Choose one of the following keyterms: damage-dealing, healing, empowering, or hindering. Get a +2 bonus on all rolls to use psi atom forces which have the keyterm you chose.
Psi Atom Focus B - Choose one of the following types of psi atom forces: Psibiology, Psiminerology, or Telecerebrology. Get a +2 bonus on all rolls to use psi atom forces of the type you chose.
Psi Atom Inner Reserve - +10 PA FP.
Psi Atom Mental Endurance - You can maintain one extra psi atom force.
Reminder: To get the limit on the number of psi atom forces that can be maintained at once, add the character's intelligence, willpower, and ranks in the Psi Atom skill group, the divide the result by 5 (round up.) Thus, a psi morph with an intelligence of 6, a willpower of 2, and 3 ranks in the Psi Atom skill group can maintain 3 psi atom forces at once. The Psi Atom Mental Endurance discipline would increase the number to 4.
Psi Atom Readiness A - Choose one of the following keyterms: damage-dealing, healing, empowering, manifesting, protective, or hindering. Once a day, you may use a psi atom force that you used within the last three rounds if the force has the keyterm you chose (you still have to fulfill all other conditions for using that force.)
Psi Atom Readiness B - Choose one of the following types of psi atom forces: Psibiology, Psiminerology, or Telecerebrology. Once a day, you may use a psi atom force that you used within the last three rounds if the force is of the type you chose (you still have to fulfill all other conditions for using that force.)
Share Barrier - You may choose to have the benefit of one of your barrier disciplines affect somebody who is being affected by at least one psionic force you are maintaining. You must not have used up your one use of that barrier for the day yet, and this use counts as your one use of that barrier for the day.
Subconscious Psi Atom Activation A - Choose one of the following keyterms: damage-dealing, healing, empowering, manifesting, or hindering. Once a day, you may activate a psi atom force with that keyterm despite being unconscious from hp loss.
Subconscious Psi Atom Activation B - Choose one of the following types of psi atom forces: Psibiology, Psiminerology, or Telecerebrology. Once a day, you may activate a psi atom force of that type despite being unconscious from hp loss.
Will Barrier - Once a day, when you take damage, you may reduce the damage by an amount equal to twice your willpower.
Will Dodge - Once a day, you may get a bonus on a defense roll equal to your willpower. If the bonus doesn't do you any good, then it doesn't count as your one use for the day.

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