Points Psionic Type Benefits



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Psionics Psionic abilities can only be acquired at character creation by purchasing them with Advantage points. There are 5 types of psionic a player can be. After the player purchases what type of psionic he is, he may also use advantage points to purchase additional powers. Points Psionic Type Benefits 16 Master Psionic 6 chosen and 5 random powers from the Healing, Sensitive or Physical categories. One chosen or two random from the Super Category 12 Major Psionic 3 chosen and 3 random powers from the Healing, Sensitive or Physical categories. 8 Psychic Healer 1 chosen and 1 random power from the Psionic Healing category. 6 Sensitive 1 chosen and 1 random power from the Sensitive Psionics category. 8 Physical Psychic 1 chosen and 1 random power from the Physical Psionics category. Powering My Psionic Abilities Psionic abilities are powered using a character's ISP or Inner Strength Points. Characters have 150% of their Concentration trait (round down) in ISP. Characters gain 1 additional maximum ISP for every percentage point they have in the Mental Focus Skill. Spent ISP returns at a rate of 1 per hour (or 2 per hour of relaxation or 5 per hour of sleep) Resisting Psionic Attacks Psionic powers are often resisted using one of the target's attribute rating. Determination, Concentration and Fortitude are the most commonly used. How Many APs to use a Psionic Power It varies from power to power, but 4 should be assumed the average. Attack Rolls with a Psionic Power Psionic powers which require attack rolls to hit opponents have an accuracy rating similar to weapons. The skill used in synergy with this accuracy rating is Eldritch Accuracy Experience Level Many of the psionic powers in the original Rifts system had ranges, durations and damage based on the character's level of experience. Since we do not have levels, we will assume that all powers are used as if the character were level 1, plus an additional level for every full 10% he has in the Psionic Potency skill. Ley Lines Unlike the PPE gain that mages benefit from near ley lines, psionic characters do not gain additional ISP. Psychic character's within a mile of a ley line function as if their Psionic Potency were 10% higher. Psychic characters directley on a ley line function as if their Psionic Potency were 20% higher. There is no additional effect for being on a Nexus or astronomical events Gaining Additional Psionic Powers Psionics may gain additional powers in two ways. First, additional powers can be purchased at character creation with Advantage Points. Powers can only be purchased with APs from categories your character has assess to due to the type of psychic he is. Additional powers can be gained through skill development. A character gains one random power from the Sensitive, Physical or Healer categories per 30% he has in the Mental Focus Skill. A character may select one additional power from the Sensitive, Physical or Healer categories for every 25% they have in the Psionic Potency skill. Master Psionics gain one random Super psionic ability per 33% points he has in the Psionic Potency skill. Cybernetics In general, cybernetics and bionics do not interfere with a character's psionic abilities, assuming the augmentation interfaces only with the peripheral nervous system. Any augmentation of the central nervous system has the potential (10% per cybernetic / bionic implant) of destroying a character's psionic abilities irreparably. The MOM cybernetic implant is an exception to this, as are a RARE few other devices designed specifically for psionic individuals. Borg conversion has a 90% chance of destroying all psionic abilities irreparably, and even if it doesn't, ISP recovery is reduced to 10% normal speed and many powers will no longer effect the artificial body.

Additional Psionic Powers Bought with Advantage Points 1 pt Additional random psychic powers (healer, sensitive or physical) 2 pts Additional random Super psychic power (Master psionics only) 2 pts Additional chosen psychic power (healer, sensitive or physical ) 4 pts Additional chosen Super psychic power (Master psionics only) Super Psionic Powers 1-4 % Bio-Manipulation 5 8 % Bio-Regeneration, super 9 11 % Electrokinesis 12 15 % Empathic Transmission 16 18 % Group Mind Block 19 21 % Group Trance 22-24 % Hydrokinesis 25 28 % Hypnotic Suggestion 29 32 % Mentally Possess Others 33 36 % Mind Block, auto defense 37-40 % Mind Bolt 41 43 % Mind Bond 44 46 % Mind Wipe 47 49 % PPE Shield 50 52 % Psi Shield 53 56 % Psi Sword 57-60 % Psionic Invisability 61 63 % Psychic Body Field 64 66 % Psychic Omni-Sight 67 69 % Psychomatic Disease 70 74 % Pyrokinesis 75 77 % Radiate Horror Factor 78 82 % Telekinesis, super 83 85 % Telekinetic Acceleration Attack 86 88 % Telekinetic Force Field 89 91 % Telemechanics 92 94 % Telemechamic Mental Opperations 95 97 % Telemechamic Paralysis 98-100% Telemechamic Posession Sensitive Psionic Powers 1 4 % Astral Projection 5 8 % Clairvoyance 9 12 % Commune with Spirits 13 16 % Empathy 17 20 % Intuitive Combat 21 24 % Machine Ghost 25 28 % Mask ISP & Psionics 29 32 % Mask PPE 33 37 % Meditation 38 41 % Mind Block 42 45 % Object Read 46 49 % Presence Sense 50 53 % Read Dimensional Portal 54 58 % Remote Viewing 59 63 % See Aura 64 67 % See the Invisible 68 71 % Sense Dimensional Anomaly 72 75 % Sense Evil 76 79 % Sense Magic 80 83 % Sense Time 84 88 % Sixth Sense 89 92 % Speed Reading 93 96 % Telepathy 97 100 % Total Recall Healing Psionic Powers 1 7 % Bio-Regenerate, self 8 14 % Deaden Pain 15 20 % Detect Psionics 21 26 % Exorcism 27 33 % Healing Touch 34 40 % Increased Healing 41 46 % Induce Sleep 47 53 % Meditation 54 60 % Psychic Diagnosis 61 67 % Psychic Purification 68 74 % Psychic Surgery 75 81 % Resist Fatigue 82 87 % Restore PPE 88 94 % Stop Bleeding 95 100 % Suppress Fear Physical Psionic Powers 1 5 % Alter Aura 6 10 % Deaden Senses 11 15 % Death Trance 16 20 % Ectoplasm 21 24 % Ectoplasmic Disguise 25 29 % Impervious to Cold 30 34 % Impervious to Fire 35 39 % Impervious to Poison 40 44 % Levitation 45 49 % Meditation 50 54 % Mind Block 55 59 % Night Vision 60 64 % Resist Fatigue 65 69 % Resist Hunger 70 74 % Resist Thirst 75 79 % Summon Inner Strength 80-84 % Telekinesis 85 88 % Telekinetic Leap 89 92 % Telekinetic Lift 93 96 % Telekinetic Punch 97 100 % Telekinetic Push

Power ISP APs Description Ectoplasm 4 Night Vision 3 Resist Fatigue 3 Astral Projection See Aura 6 4 Telekinesis 2+ 4 Telepathy 4 4 Bio Regeneration Alter Aura 6 * Mind Block 4 2 Allows the user's eyes to use existing light more efficient to see in the dark to a distance of up to 600 ft. Some low level ambient light must be present. The effects last for 10 minutes plus an additional 10 minutes per 10% user has in his Psionic Potency skill. This ability can also be used to filter out glare and effective polarize the user's sight and reduce risk of being flash blinded. Using this power for polarization is mutually exclusive to using it for low light vision; the two can NOT be done at the same time. Characters using this power for low light vision are particularly vulnerable to flash blindness. This power allows the user to forestall the effects of exhaustion. This effect lasts for 1 hour plus 20 minutes per 10% user has in his Psionic Potency skill. Users can carry on exceeding draining efforts for protracted periods of time. The user can see the aura of any being within 60 ft that is visible to the user. Seeing the aura will indicate to the user how worldly a target is, if the target possesses magical or psionic abilities, ISP and PPE estimates, the presence of a parasitical, symbiotic or possessing entity / aura as well as general medical condition, race / gender / species and state of mind. Through psychic manipulation, physical objects can be made to move as if by magic. A psychic may move objects he can clearly see at a maximum distance of 60 ft. Once used, the effect lasts for 24 rounds (2 minutes ), plus 24 rounds (2 minutes ) per 10% user has in his Psionic Potency skill. The telekinetic force has a strength rating equal to 1 for ever two ISP spent, thus a psychic spending 20 ISP would have 10 strength worth of telekinesis. Hurling or grasping something with telekinesis is a 2 AP action. Hurled objects or telekinetic grapple attempts are Accuracy Rating 15 and use the Eldritch Accuracy skill. Damage from hurled objects are do equivalent damage to a kick based on strength. Only objects that weigh less than 50% of the telekinetic strength's Max Press weight can be hurled (to a distance of about 20 ft max). Objects that weigh greater than that, but not more than the Max Press weight can be moved at 2 ft per AP. Objects that weight more than that, but not more than the Max Drag can be drug across the floor at a speed of 1 ft per AP. A psychic may never spend more ISP on this power then he has percentage points in his Psionic Potency skill. The user can read the surface thoughts of any single being within 60 ft that is visible to the user. Only surface thoughts are available. Targets who have reason to believe their thoughts are being checked can make a Concentration roll to keep the psychic from reading their thoughts. Telepathy can also be used to send a mental message to a single target up to 150 ft away at a cost of 1 AP per word. Telepathy lasts for 2 minutes (24 rounds) plus 2 minutes (24 rounds) per 10% user has in his Psionic Potency skill. Mind Block completely blocks unwanted telepathy. This power takes a full minute to use. It will heal 2D8 hit points of damage per use. Using the power requires full concentration, thus the user may do nothing else at the same time. This power can also be used to purge the body of disease and toxins. It will not reconstitute limbs or organs with are completely destroyed / removed. Healing more HPs than the user has points in his Fortitude trait in a day will decrease his Strength Fortitude and Endurance traits by 2 for a day ( this accumulates for each multiple of the user's Fortitude trait healed). When the user activates this power, he completely cuts himself off from the use of any other psychic powers. While under this effect, the user is completely protected from any sort of mental or emotional control / influence / suggestion / domination / possession by others. When under this effect, the user gains a bonus of 1 per 10% he has in his Psionic Potency skill to resist any psionic effect that is intended to manipulate his body. This effect lasts for 10 minutes, plus an additions 10 minutes per 10% the user has in his Psionic Potency skill.

Sixth Sense 2 * Sense Evil 2 4 Increased Healing 10 * Meditation * * Intuitive Combat 10 * PPE Shield 10 4 Telekinetic Force field 30 6 This power will automatically activate when somebody within 100 ft of the psychic is about to unexpectedly meet with disaster (absent of the psychic's intervention that is). The psychic will know who is about to suffer and the time frame is always imminent, but the exact source generally remains unknown. Because of the advance warning, the psychic and those he informs often get bonuses (fewer negatives) to surprise, initiative, ambush and resistance rolls at the GM's discretion. This ability allows the character to sense the presence of evil up to 150 ft away. It automatically detects beings of supernaturally evil nature. People are only detectable as evil if they are currently involved in an evil act. This ability gives the user a very good sense of where the evil is located and a vague sense of how many sources are present. For the duration of this ability, a psychic may use this power to track evil sources so long as he can keep them within 150 ft. This ability last for 24 rounds (2 minutes) plus an additional 24 rounds (2 minutes) per 10% user has in his Psionic Potency skill. This ability required 4 uninterrupted hours of the psychic intently concentrating on a subject within touch range of himself. The subject of this psionic ability will recover hit points at 4 times their normal speed for the next week. For example a character with a Health Trait of 15 will recover 1 HP every 2 days. With this power in play, they would instead recover 1 HP ever half day (12 hours). This power is ineffective on any target that naturally regenerates or that already has their healing rate boosted through augmentation such as juicers or crazies. The psionic can enter a deep meditative state that speeds his recovery of ISP. Psychic Healers, Sensitives and Physical Psychics will recover 6 ISP per hour of uninterrupted meditation. Major Psychics will recover 8 ISP per hour of uninterrupted meditation. Master Psychics will recover 10 ISP per hour of uninterrupted meditation. Allows a character to focus and open deeply his senses to the actions of others around him, bring harmony to his perceptions, actions and surroundings. Entering this state requires 3 rounds of uninterrupted concentration. The state lasts for 6 melee rounds (30 seconds), plus 6 additional melee rounds (30 seconds) per 10% user has in his Psionic Potency skill. While in this state, the user gains +3 to initiatives rolls, +1 to any attack roll, 20% bonus to dodge attempts, a 20% bonus to his Unarmed Combat skill, A 10% bonus to Sense of Balance, Climbing, Jumping, Running, Throw, Swimming and Prowl skills. Psychics using this power always get their full defenses against attacks from an Unseen Opponent and have a general sense of where attacks made against them originate from. This power creates a protective barrier which protects the user and his allies from having their PPE or ISP drained against their will. The effect protects the user and anybody else he can see. whom he chooses to protect. The effect lasts for 6 minutes ( 72 rounds) plus 6 minutes ( 72 rounds) per 10% user has in his Psionic Potency skill. Creates a semi translucent barrier of force that will block anything physical or energy from passing through. The barrier is hard to see and requires a See check to notice. The barrier may be of nearly any shape the creator desires, but can have a maximum surface area of 100 square ft, plus an additional 100 sf per 10% user has in his Psionic Potency skill. The barrier is immoveable once created. No portion of the barrier may ever be created more than 50ft away, plus an additional 50ft per 10% user has in his Psionic Potency skill. The maker must be able to see the entirety of the created barrier at the time it is created (which may include swiveling his head about). The barrier lasts until destroyed, until the creator is dead (not unconscious), or 10 minutes plus 10 minutes per 10% user has in his Psionic Potency skill. The barrier has 25 durability, plus 25 additional durability per 10% user has in his Psionic Potency skill. It has 5 points of Resistance per 10% user has in his Psionic Potency skill. It has no breach value. If the user wishes to trap a target by encapsulating him in this field, the target must first make a See check to notice the effect. If he notices, he may try to dodge just like dodging an area of effect attack.

Hypnotic Suggestion 6 * The psychic may insert a suggestion into the mind of another through a synergy of this power and conversation. The psychic must be having a conversation / dialogue with the intended subject of this power for the power to have any effect. The intended subject and the psychic may be no more than 10 ft apart and there must be eye contact. Subjects are allowed to resist this effect by making a successful Inspiration roll, with a -1 penalty for each full 10% the user has in his Psionic Potency skill. Suggestions are usually limited to emotions, sensations, memories and expectations. The less reasonable and subtle the suggestion, the more bonuses will be awarded the subject to resist the effect. Implanted suggestions / expectations will generally last no more than a few hours.