Intermediate Psi Energy Sciences

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

Psi Energy Psionic Disciplines



Intermediate psi energy forces have a difficulty of 25 (meaning that in order to successfully use one, the user must get a result of at least 25 on a psi energy check.)

A character must be at least level 5 in order to learn intermediate sciences.

Psi Energy Forces


Biolectrosis Forces

Alter Gravity Sensitivity
Keyterms - beneficial, empowering
PE FP Cost - 15
Maintainable - Yes
Recipient gains the ability to the target's weight by up to 300 pounds (either upward or downward.) Negative weight can be achieved through the use of this force. The exact affects of the altered weight are up to the GM.
Body Magnetism
Keyterms - beneficial, empowering
PE FP Cost - 15
Difficulty - x * 2 (min 30)
Maintainable - Yes
Recipient gets a +7 bonus on checks made to climb, and can attract untended objects weighing up to 75 pounds from up to 50 feet away.

Greater Empower Agility
Keyterms - beneficial, empowering
PE FP Cost - 15
Maintainable - Yes
Recipient gets a bonus to agility equal to +5.

Greater Empower Dexterity
Keyterms - beneficial, empowering
PE FP Cost - 15
Maintainable - Yes
Recipient gets a bonus to dexterity equal to +5.

Greater Empower Resilience
Keyterms - beneficial, empowering
PE FP Cost - 15
Maintainable - Yes
Recipient gets a bonus to resilience equal to +5.

Greater Empower Strength
Keyterms - beneficial, empowering
PE FP Cost - 15
Maintainable - Yes
Recipient gets a bonus to strength equal to +5.

Harmful Power Spike III
Keyterms - harmful, damage-dealing
PE FP Cost - 8
Maintainable - No
Deals 30 damage to the target.

Healing Power Spike III
Keyterms - beneficial, healing
PE FP Cost - 8
Maintainable - No
Restores 30 hp to the target.

Improve Breathing
Keyterms - beneficial, empowering
PE FP Cost - 15
Maintainable - Yes
Recipient can safely hold breath for an extra 30 minutes.

Illuminesis Forces

Confusing Ball of Light
Keyterms - harmful, hindering
PE FP Cost - 20
Maintainable - Yes
Forms a ball of light which can attempt to strike a foe each round. The attack gets a bonus of +5. If struck, the foe gets a penalty of -5 to all combat rolls for the rest of that round. This force can only be maintained for 10 rounds.

Darken Area
Keyterms - harmful, hindering, manifesting
PE FP Cost - 9
Maintainable - Yes
Negates all light, sound, and radar within a cube no larger than 50 in it's largest dimension. The result is a cube of utter darkness and silence that gives all in it's area a -5 penalty to all rolls. The penalty also applies to anybody attemting to attack somebody who is in the cube, or use a psionic force against somebody within the cube.

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 III
Keyterms - harmful, damage-dealing
PE FP Cost - 8
Maintainable - No
Deals 30 damage to the target.

Healing Light III
Keyterms - beneficial, healing
PE FP Cost - 8
Maintainable - No
Restores 30 hp to the target.

Hologram II (Controlled Radiance II)
Keyterms - manifesting
PE FP Cost - 15
Maintainable - Yes
Creates a hologram no larger than 50 feet in it's largest dimension which fools 3 of the senses (one of which must be sight.) You may choose to have up to 3 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 20 + 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.

Holographic Message (Encoded Radiance)
Keyterms - beneficial, manifesting
PE FP Cost - 15
Difficulty - 5x
Maintainable - Yes
Creates an illusion no larger than 50 feet in it's largest dimension which can only be seen by 3 people of your choosing, and which can immediately be recognized as a hologram. The people you choose don't even have to be present at the time you activate this force. Useful for sending secret messages.


Partial Invisibility II (Radiance Refracting II)
Keyterms - beneficial, empowering
PE FP Cost - 15
Maintainable - Yes
Works like Partial Invisibility I, except the bonus on checks made to sneak is +7.

Suppress Radio Waves
Keyterms - harmful, hindering
PE FP Cost - 15
Maintainable - Yes
Causes devices which emit light, sound, or any type of radio waves to stop functioning properly. It can either suppress up to 3 such devices, or all such devices with a rectangular prism no longer than 30 feet in it's largest dimension. If used to suppress the detectors of a robot, that robot gets a penalty of -2 to all combat rolls.


Kinesis Forces

Convert Kinetic energies
Keyterms - beneficial, healing
PE FP Cost - 5
Maintainable - No
When you use this force, you gain 35 PE FP. After 10 rounds have passed, you lose all PE FP.

Impact Cushion
Keyterms - beneficial, protective
PE FP Cost - 5
Maintainable - Yes
All damage dealt to recipient from falls or impacts is reduced by 20. This force doesn't reduce damage from weapon attacks.

Kinetic Attack III(Concentrated Kinetic Projection III)
Keyterms - harmful, damage-dealing
PE FP Cost - 8
Maintainable - No
Deals 30 damage to the target.

Kinetic Healing III
Keyterms - harmful, damage-dealing
PE FP Cost - 8
Maintainable - No
Restores 30 hp to the target.

Psionic Reflector
Keyterms - beneficial, protective
PE FP Cost - 15
Maintainable - Yes
Creates a shield of kinetic energy on the recipient which can reflect harmful psionics back at the attacker. Whenever he/she is the target of a hostile psionic force, if the result of his/her resistance roll is at least 3 times that of the psionic user's roll to use the force, the psionic user suffers the effects of the psionic force. If it is a maintainable force, the user can not stop maintaining it for 5 rounds.
Reflecting Shield
Keyterms - beneficial, protective
PE FP Cost - 15
Maintainable - Yes
Creates a shield of kinetic energy on the recipient which can reflect attacks back at the attacker. Whenever he/she is attacked, if the result of his/her defense roll is at least 3 times that of the attacker's attack roll, the attacker takes damage equal to the amount of damage the attack would have done to the defender.
Teleport I
Keyterms - beneficial, harmful, hindering, movement
PE FP Cost - 10
Maintainable - No
Target object or creature, which must weigh no more than 300 pounds, suddenly teleports up to 50 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 III (Remove Microbes III)
Keyterms - beneficial, healing
PE FP Cost - 9
Maintainable - No
Removes 35 points of disease from the recipient.

Degeneration III (Stimulate Rapid Cellular Degradation III)
Keyterms - harmful, damage-dealing
PE FP Cost - 8
Maintainable - No
Deals 30 damage to the target.

Purge Poison III
Keyterms - beneficial, healing
PE FP Cost - 9
Maintainable - No
Removes 35 points of poison from the recipient.

Re-Energize
Keyterms - beneficial, healing
PE FP Cost - 1
When this force is used, roll a d10. If it comes up a 1, 2, 3, 4 or 5, then this force automatically fails and can not be uysed again for the rest of the day (nothing can affect the outcome of this roll.) If the force works (the d10 comes up an acceptable number, the Psi Energy check to use the force succeeds, and the force isn't resisted,) the target gains 10 PE FP.

Regeneration III (Stimulate Rapid Cellular Replacement III)
Keyterms - beneficial, healing
PE FP Cost - 9
Maintainable - No
The recipient of this force gains 35 hp.

Uncontrollable Healing
Keyterms - harmful, damage-dealing
PE FP Cost - 9
Maintainable - No
A very powerful force, but one that fails terribly often. It is usually used as a last resort. When this force is used, roll a d10. If it comes up a 1, 2, 3, 4 or 5, then this force automatically fails (nothing can affect the outcome of this roll.) If the force works (the d10 comes up an acceptable number, the Psi Energy check to use the force succeeds, and the force isn't resisted,) the target gains 60 hp.

Surgeosis Forces

Energy Blast III (Concentrated Energy Projection III)
Keyterms - harmful, damage-dealing
PE FP Cost - 9
Maintainable - No
Deals 40 damage to the target.

Healing Surge III
Keyterms - beneficial, healing
PE FP Cost - 8
Maintainable - No
Restores 30 hp to the target.

Multi Blast III (Controlled Energy Combustion III)
Keyterms - harmful, damage-dealing
PE FP Cost - 9
Maintainable - No
Deals 30 damage to up to 3 targets.

Piercing Blast III (Precision Energy Projection III)
Keyterms - harmful, damage-dealing
PE FP Cost - 9
Maintainable - No
Deals 30 damage to the target. The target of this force gets a -5 penalty on the roll to resist.

Unstable Surge
Keyterms - harmful, damage-dealing
PE FP Cost - 9
Maintainable - No
A very powerful force, but one that fails terribly often. It is usually used as a last resort. When this force is used, roll a d10. If it comes up a 1, 2, 3, 4 or 5, then this force automatically fails (nothing can affect the outcome of this roll.) If the force works (the d10 comes up an acceptable number, the Psi Energy check to use the force succeeds, and the force isn't resisted,) the target takes 50 damage. The roll to resist this force has a penalty of -10.

Psi Energy Psionic Disciplines

Advanced Flight - You may only take this discipline if you have already taken Flight. Your maximum flight duration per day and your flight speed are both tripled.
All-Out Psi Energy-Based Defense - Once a day, for one round, you may try to avoid attacks using a Psi Energy skill check instead of a Combat skill check. Once a day, for one round, you may try to resist Psi Atom forces using a Psi Energy skill check instead of a Psi Atom skill check.
Applied Knowledge in Psi Energy - Choose one of the following skill groups: Combat, Negotiating, or Psi Atom. Whenever you make a Psi Energy roll of any type, apply a bonus equal to half of your ranks in the skill group you chose (round up.) Master ranks are treated as normal group skill ranks when calculating this bonus. You may take this discipline for free at no cost if you are at least level 4 (even if you are not yet able to learn other intermediate psi energy sciences.)
Greater Energy Control A - Whenever you use a psi energy force which has the beneficial keyword, you may choose to have it restore 8 hp to the target(s) in addition to any other affects.
Greater Energy Control B - Whenever you use a psi energy force which has the harmful keyword, you may choose to have it deal 8 damage to the target(s) in addition to any other affects.
Improved Extra Target - you may only take this discipline if you have already taken Extra Target. You now include up to 2 additional targets whenever you use a psionic force with more than one target.
Improved Psi Energy Focus A - You may only take this discipline if you have already taken Psi Energy Focus A at least once. The bonus you receive to psi energy forces with your chosen keyword(s) is now +4.
Improved Psi Energy Focus B - You may only take this discipline if you have already taken Psi Energy Focus B at least once. The bonus you receive to psi energy forces of your chosen type(s) is now +4.
More Psi Energy Inner Reserve - +10 PE FP.
More Vivid General Inner Strength - +2 general ISP.
More Vivid Psi Energy Inner Strength - +4 psi energy ISP.
Reuse Barrier - Once a day, you may use a Barrier discipline you have already used.

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