Basic Psi Energy Sciences

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

Psi Energy Psionic Disciplines



Basic psi energy 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 energy 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 Energy Forces


Biolectrosis Forces

Blasting Fists
Keyterms - beneficial, empowering
PA FP Cost - 15
Maintainable - Yes
Target gets +2 to hit and +2 to damage.

Brain Radar (Alternate Hippocapmus Input Channel)
Keyterms - benecifical, empowering
PE FP Cost - 10
Maintainable - Yes
Recipient gains the ability to emit radio waves that allow his/her brain to act as a radar. He/she gains a bonus of +4 on Misc Mental rolls to notice things.

Empower Agility
Keyterms - beneficial, empowering
PE FP Cost - 10
Maintainable - Yes
Recipient gets a bonus to agility equal to +3.

Empower Dexterity
Keyterms - beneficial, empowering
PE FP Cost - 10
Maintainable - Yes
Recipient gets a bonus to dexterity equal to +3.

Empower Resilience
Keywords - beneficial, empowering
PE FP Cost - 10
Maintainable - Yes
Recipient gets a bonus to resilience equal to +3.

Empower Strength
Keywords - beneficial, empowering
PE FP Cost - 10
Maintainable - Yes
Recipient gets a bonus to strength equal to +3.

Harmful Power Spike I
Keyterms - harmful, damage-dealing
PE FP Cost - 4
Maintainable - No
Deals 13 damage to the target.

Harmful Power Spike II
Keyterms - harmful, damage-dealing
PE FP Cost - 6
Maintainable - No
Deals 18 damage to the target.

Healing Power Spike I
Keyterms - beneficial, healing
PE FP Cost - 4
Maintainable - No
Restores 13 hp to the target.

Healing Power Spike II
Keyterms - beneficial, healing
PE FP Cost - 6
Maintainable - No
Restores 18 hp to the target.

Lock Grip (Stimulate high-level constriction muscle contraction)
Keyterms - beneficial, empowering
PE FP Cost - 10
Maintainable - No
The recipient gains the ability to have his/her muscles lock in place when gripping something, thus gaining an extremely secure grip. The exact beenfits are up to the GM.

Illuminesis Forces

Blur Appearance
Keyterms - beneficial, empowering
PE FP Cost - 15
Maintainable - Yes
Recipient gets a bonus of +3 on all defense rolls.

Confusing Illusion
Keyterms - harmful, hindering
PE FP Cost - 7
Maintainable - No
Target is partially stunned, getting a -7 penalty to all combat rolls for 1 round.

Harmful Light I
Keyterms - harmful, damage-dealing
PE FP Cost - 4
Maintainable - No
Deals 13 damage to the target.

Harmful Light II
Keyterms - harmful, damage-dealing
PE FP Cost - 6
Maintainable - No
Deals 18 damage to the target.

Healing Light I
Keyterms - beneficial, healing
PE FP Cost - 4
Maintainable - No
Restores 13 hp to the target.

Healing Light II
Keyterms - beneficial, healing
PE FP Cost - 6
Maintainable - No
Restores 18 hp to the target.

Hologram I (Controlled Radiance I)
Keyterms - manifesting
PE FP Cost - 10
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.) 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 hologram with a successful Misc Mental check with intelligence as the relevant 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.

Holographic Disguise I (Adhering Radiance I)
Keyterms - beneficial, empowering, manifesting
PE FP Cost - 10
Maintainable - Yes
Holographically disguises the recipient, instantly creating a disguise with a +5 bonus on the Misc Mental roll to create the disuise.

Illuminate Area
Keyterms - harmful, hindering
PE FP Cost - 7
Maintainable - Yes
Creates a cube of light no larger than 50 in it's largest dimension. This light gives a -5 penalty to all sneaking checks and defense rolls within the area.

Partial Invisibility I (Radiance Refracting I)
Keyterms - beneficial, empowering
PE FP Cost - 10
Maintainable - Yes
Recipient becomes partially invisible, gaining a bonus of +5 on checks made to sneak.

Kinesis Forces

Psi Atom Dissipating Barrier I
Keyterms - beneficial, empowering
PE FP Cost - 10
Maintainable - Yes
Recipient gets a +3 bonus on all rolls to resist psi atom (and pseudo psi atom) forces, and all damage he/she takes is reduced by 2.

Psi Energy Dissipating Barrier I
Keyterms - beneficial, empowering
PE FP Cost - 10
Maintainable - Yes
Recipient gets a +3 bonus on all rolls to resist psi energy (and pseudo psi energy) forces, and all damage he/she takes is reduced by 2.

Kinetic Attack I (Concentrated Kinetic Projection I)
Keyterms - harmful, damage-dealing
PE FP Cost - 4
Maintainable - No
Deals 13 damage to the target.

Kinetic Attack II (Concentrated Kinetic Projection II)
Keyterms - harmful, damage-dealing
PE FP Cost - 6
Maintainable - No
Deals 18 damage to the target.

Kinetic Deflection
Keyterms - beneficial, empowering
PE FP Cost - 15
Maintainable - Yes
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. Also, all damage dealt to the recipient is reduced by 1.
Reminder: A person can not receive 2 bonuses of the same type from 2 different psionic forces at the same time. So, if this force and another force that both reduce damage dealt to the recipient by 1 are being used on the same recipeint at the same time, he/she would have damage dealt reduced by 1, not 2.

Kinetic Healing I
Keyterms - harmful, damage-dealing
PE FP Cost - 4
Maintainable - No
Restores 13 hp to the target.

Kinetic Healing II
Keyterms - harmful, damage-dealing
PE FP Cost - 6
Maintainable - No
Restores 18 hp to the target.

Kinetic Flow I
Keyterms - manifesting
PE FP Cost - 10
Maintainable - Yes
Creates a rectangular prism of kinetic force no larger than 20 feet in it's largest dimension. Everything in the area is pushed in a direction which is specified at the time this force is activated. Living (and pseudo-living) creatures in the area can try to resist being pushed (and particularly large and powerful robots may not be affected at all.) The cube isn't fully formed until the end of the round after this force is activated.

Kinetic Psi Atom Deflection
Keyterms - beneficial, empowering
PE FP Cost - 15
Maintainable - Yes
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. Also, all damage dealt to the recipient is reduced by 1.

Kinetic Psi Energy Deflection
Keyterms - beneficial, empowering
PE FP Cost - 15
Maintainable - Yes
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. Also, all damage dealt to the recipient is reduced by 1.

Kinetic Shield I (Resistance Reaction-Inducing Barrier I)
Keyterms - beneficial, empowering
PE FP Cost - 15
Maintainable - Yes
Recipient gets a +3 bonus on all defense rolls against attacks, and all damage he/she suffers is reduced by 2.

Kinetic Surge
Keyterms - beneficial, harmful, damage-dealing
PE FP Cost - 7
Maintainable - No
Target object or creature, which must weigh no more than 200 pounds, suddenly moves up to 30 feet in a direction of your choice. If it hits a barrier, both the thing being moved and the thing it hits take 10 damage.

Kinetic Two - Way Shield (Double Resistance Reaction-Inducing Barrier)
Keyterms - beneficial, empowering, harmful, hindering
PE FP Cost - 15
Maintainable - Yes
Recipient gets a +5 bonus on all defense rolls, and all damage he/she suffers is reduced by 2. However, the recipient also gets a -5 penalty to attack rolls, and all damage he/she deals is reduced by 2.

Psi Atom Dissipating Barrier I
Keyterms - beneficial, empowering
PE FP Cost - 10
Maintainable - Yes
Recipient gets a +3 bonus on all rolls to resist psi atom (and pseudo psi atom) forces, and all damage he/she takes is reduced by 2.
Reminder: A person can not receive 2 bonuses of the same type from 2 different psionic forces at the same time. So, if this force and a force that reduces damage dealt to the recipient by 1 are being used on the same recipeint at the same time, he/she would have damage dealt reduced by 2, not 3.

Psi Energy Dissipating Barrier I
Keyterms - beneficial, empowering
PE FP Cost - 10
Maintainable - Yes
Recipient gets a +3 bonus on all rolls to resist psi energy (and pseudo psi energy) forces, and all damage he/she takes is reduced by 2.
Reminder: A person can not receive 2 bonuses of the same type from 2 different psionic forces at the same time. So, if this force and a force that reduces damage dealt to the recipient by 1 are being used on the same recipeint at the same time, he/she would have damage dealt reduced by 2, not 3.

Psionic Energy Disrupting
Keyterms - harmful, hindering
PE FP Cost - 7
Maintainable - No
If the target of this force fails to resist, you may instantly end the maintenance of up to 2 forces being maintained by that target. The target can not use those forces for 2 rounds.

Suppress Uncontrolled Energies
Keyterms - beneficial, protective
PE FP Cost - 5
Maintainable - No
This force may be used to extinguish fires, stop electricity from flowing out of ruptured wires, and stop other harmful uncontrolled releases of energy. All of the energy trying to be suppressed must be within a cube no larger than 30 feet in each dimension, so it might take many uses of this force to completely save a large burning building.

Telekinesis
Keyterms - harmful, hindering
PE FP Cost - 10
Maintainable - Yes
Target object or creature, which must weigh no more than 100 pounds, may be moved up to 20 feet per round by mental force alone. It can also be used to attack a creature for 10 damage each round.

Regenerosis Forces

Cure Disease I (Remove Microbes I)
Keyterms - beneficial, healing
PE FP Cost - 5
Maintainable - No
Removes 20 points of disease from the recipient.

Cure Disease II (Remove Microbes II)
Keyterms - beneficial, healing
PE FP Cost - 7
Maintainable - No
Removes 25 points of disease from the recipient.

Degeneration I (Stimulate Rapid Cellular Degradation I)
Keyterms - harmful, damage-dealing
PE FP Cost - 4
Maintainable - No
Deals 13 damage to the target.

Degeneration II (Stimulate Rapid Cellular Degradation II)
Keyterms - harmful, damage-dealing
PE FP Cost - 6
Maintainable - No
Deals 18 damage to the target.

Preemptive Regeneration I
Keyterms - beneficial, healing
PE FP Cost - 6
Maintainable - Yes
Negates the next 10 points of damage dealt to the recipient.
Reminder: If the user of this force stops maintaining it (either on purpose or because of being forced to,) no further damage is negated. The same is true for all forces that negate damage.

Preemptive Regeneration II
Keyterms - beneficial, healing
PE FP Cost - 8
Maintainable - Yes
Negates the next 15 points of damage dealt to the recipient.

Purge Poison I
Keyterms - beneficial, healing
PE FP Cost - 5
Maintainable - No
Removes 20 points of poison from the recipient.

Purge Poison II
Keyterms - beneficial, healing
PE FP Cost - 7
Maintainable - No
Removes 25 points of poison from the recipient.

Regeneration I (Stimulate Rapid Cellular Replacement I)
Keyterms - beneficial, healing
PE FP Cost - 5
Maintainable - No
The recipient of this force gains 20 hp.

Regeneration II (Stimulate Rapid Cellular Replacement II)
Keyterms - beneficial, healing
PE FP Cost - 7
Maintainable - No
The recipient of this force gains 25 hp.

Stop Psionic Harm
Keyterms - beneficial, healing
PE FP Cost - 10
Maintainable - No
Instantly ends the maintanence of up to 2 psionic (or pseudo-psionic) forces with the harmful keyword being maintained on the target, and renders the being(s) using the force(s) unable to use those forces for 3 rounds. The being(s) maintaining the force(s) may try to resist the use of this force.

Surgeosis Forces

Agility Spike
Keyterms - beneficial, empowering
PE FP Cost - 7
Maintainable - Yes
Recipient gets a bonus to agility equal to +5. This force can only be maintained for 2 rounds.
Reminder: A character can not receive two bonuses of the same type at the same time. So, a character who has both this force and Empower Agility being maintained on him/her will only receive an agility bonus of +5, not +8.

Boomerang Surge (Surge Action Loop)
Keyterms - harmful, damage-dealing, hindering
PE FP Cost - 7
Maintainable - Yes
Deals 4 damage to up to 3 targets. Any target who fails to resist the use of this force continues to take 4 damage each round this force is maintained.

Dexterity Spike
Keyterms - beneficial, empowering
PE FP Cost - 7
Maintainable - Yes
Recipient gets a bonus to dexterity equal to +5. This force can only be maintained for 2 rounds.

Energy Blast I (Concentrated Energy Projection I)
Keyterms - harmful, damage-dealing
PE FP Cost - 5
Maintainable - No
Deals 25 damage to the target.

Energy Blast II (Concentrated Energy Projection II)
Keyterms - harmful, damage-dealing
PE FP Cost - 7
Maintainable - No
Deals 30 damage to the target.

Healing Surge I
Keyterms - beneficial, healing
PE FP Cost - 4
Maintainable - No
Restores 13 hp to the target.

Healing Surge II
Keyterms - beneficial, healing
PE FP Cost - 6
Maintainable - No
Restores 18 hp to the target.

Multi Blast I (Controlled Energy Combustion I)
Keyterms - harmful, damage-dealing
PE FP Cost - 5
Maintainable - No
Deals 15 damage to up to 3 targets.

Multi Blast II (Controlled Energy Combustion II)
Keyterms - harmful, damage-dealing
PE FP Cost - 7
Maintainable - No
Deals 20 damage to up to 3 targets.

Piercing Blast I (Precision Energy Projection I)
Keyterms - harmful, damage-dealing
PE FP Cost - 5
Maintainable - No
Deals 15 damage to the target. The target of this force gets a -5 penalty on the roll to resist.

Piercing Blast II (Precision Energy Projection II)
Keyterms - harmful, damage-dealing
PE FP Cost - 7
Maintainable - No
Deals 20 damage to the target. The target of this force gets a -5 penalty on the roll to resist.

Resilience Spike
Keywords - beneficial, empowering
PE FP Cost - 7
Maintainable - Yes
Recipient gets a bonus to resilience equal to +5. This force can only be maintained for 2 rounds.

Strength Spike
Keywords - beneficial, empowering
PE FP Cost - 7
Maintainable - Yes
Recipient gets a bonus to strength equal to +5. This force can only be maintained for 2 rounds.

Psi Energy Psionic Disciplines

Biological Blaster - Whenever you make an attack, you may choose to fire a blast of energy at the target by spending at least one PE FP. You may spend up to 2 PE FPs, and get a bonus to the attack roll and damage equal to the number of PE FPs you spent. This attack is treated as an attack (not as a psionic force.)
Extra Target - Whenever you use a psionic force with more than one target, you may include 1 additional target.
Enemy Focus: Psi Energy - Choose a robot class. Get a +4 bonus on all psi energy rolls against robots of that class.
Extend Psi Energy Hold - Whenever you successfully use a psi energy 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.

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 keast one of them 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.
Improved Mental Augmentation - Whenever you use a psionic force to temporarily improve a person's intelligence or willpower, the bonus is improved by 1 point. Whenever a force you use improves both of these mental attributes, you must choose which one receives the extra point.
Improved Mental Augmentation Specialization - Choose either intelligence or willpower. Whenever you use a psionic force to temporarily improve the attribute you chose, the bonus is improved by 2 points.
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 psionic 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 apropriate to the campaign. The GM always has the final say on whether or not to approve the discipline.
Psi Energy Cultivated Reserve - Gain a number of PE FPs equal to your ranks in Psi Energy. This bonus grows as your ranks in Psi Energy increase.
Psi Energy Focus A - Choose one of the following keyterms: damage-dealing, healing, empowering, or hindering. Get a +2 bonus on all rolls to use psi energy forces which have the keyterm you chose.
Psi Energy Focus B - Choose one of the following types of psi energy forces: Bioelectrosis, Illuminesis, Kinesis, Regenerosis, or Surgeosis. Get a +2 bonus on all rolls to use psi energy forces of the type you chose.
Psi Energy Inner Reserve - +10 PE FP.
Psi Energy Mental Endurance - You can maintain one extra psi energy force.
Reminder: To get the limit on the number of psi energy forces that can be maintained at once, add the character's intelligence, willpower, and ranks in the Psi Energy 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 Energy skill group can maintain 3 psi energy forces at once. The Psi Energy Mental Endurance discipline would increase the number to 4.
Psi Energy Readiness A - Choose one of the following keyterms: damage-dealing, healing, empowering, or hindering. Once a day, you may use a psi energy 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 Energy Readiness B - Choose one of the following types of psi energy forces: bioelectrosis, illuminesis, kinesis, regenerosis, or surgeosis. Once a day, you may use a psi energy 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 Energy Activation A - Choose one of the following keyterms: damage-dealing, healing, empowering, manifesting, or hindering. Once a day, you may activate a psi energy force with that keyword despite being unconscious from hp loss.
Subconscious Psi Energy Activation B - Choose one of the following types of psi energy forces: bioelectrosis, illuminesis, kinesis, regenerosis, or surgeosis. Once a day, you may activate a psi atom force of that type despite being unconscious from hp loss.
Vivid General Inner Strength - +2 general ISP.
Vivid Psi Energy Inner Strength - +4 psi energy ISP.
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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