Alternative Psionics Rules

Psionic Talents

Psionic talents are psychic abilities with which characters are born. The talents possessed depend on Aura (see: Skills 1). Characters are normally born with all the talents they will ever possess.

Beginning Talents

These are psychic abilities with which some characters are born. This is determined by a character's Aura. Characters with an Aura of thirteen or less will begin play with no psionic talents. Characters receive one roll on the Psionics Table for each point of Aura above 13. For example: A character with an Aura of 15 would get two talent rolls.

01-05	Clairvoyance	52-57	Precognition
06-10	Clairaudience	58-63	Prescience
11-16	Disembodiment	64-69	Psychometry
17-23	Healing	        70-75	Pyrokinesis
24-29	Hex		76-80	Revivification
30-35	Medium		81-86	Sensitivity
36-40	Mental Bolt	87-92	Telekinesis
41-45	Necromancy	93-98	Telepathy
46-51	Negation	99-00	Transference
The first time a talent is generated, it is opened at SB1. If the same talent is generated a second time, the OML is increased to SB2, and so on.

Development of Talents

Characters may use some or all of their monthly improvement rolls to develop talents by meditation. Exposure to powerful psionic events or artifacts may also jolt a character's development, enabling him to make bonus development rolls at GM discretion. Some stimuli may cause a character to develop a new talent, but this is very rare. Talents may also be developed after each use, at GM discretion.

Talent Format

Each talent has a unique description outlining fatigue, range, bonus effects, and time required to evoke. A psychic should not assume that a talent will always work the same way; even under the same circumstances.

Name & Description Each talent has a name and a description. The description is a guide to what happens when the talent is successfully evoked. These effects may be varied within reasonable limits by the evoker or the GM. The description may also list special requirements for evocation.

Bonus Effects
As the psychic's ML increases to certain preset levels, he has the option to evoke additional (bonus) effects. These effects are optional (on the part of the psychic) and must be specified before the evocation is attempted.

Fatigue
Using a talent requires mental effort, reflected by the accrual of fatigue points. The "cost" in Fatigue Points to evoke a talent, is expressed as a formula. Abbreviations used in the formulae are defined in the talent description.

Time to Evoke
The amount of gametime required to evoke a talent is expressed as a formula dependent on SI (i.e. [15-SI] minutes). The effect(s) begin once the psychic has expended the required amount of time.
In most cases (at GM discretion) the psychic may opt to hasten his evocation. This option allows him to complete evoking the talent in as little as half the normal time. However, the EML of a hastily evoked talent is reduced in proportion to the hastening (i.e. 50% reduction in time = a 50% reduction in EML).

Range
A talent's range is the maximum distance between the psychic and the object/effect(s). The Success Level achieved in evoking, and the psychic's ML may affect the talent's range. In some talent's descriptions the range is expressed as a formula such as "ML feet." "Touch" indicates the psychic must establish physical contact with the talent's object. "Self" means the talent has no range - the psychic may use the talent on himself.

Duration
The length of time a talent's effects will last once they begin, unless negated. Duration can be temporary, indefinite, or permanent:

Temporary effects last a specified amount of time. The psychic may end the effects of a talent prior to the specified duration.

Indefinite effects continue until negated or dispelled.

Permanent effects continue indefinitely and cannot be negated without the destruction of the object on which they are placed.

Evoking Talents

A psychic may attempt to evoke any talent he has at any time in the course of play, provided he is in a reasonable state of consciousness and any other conditions of the talent are met. The following routine is used to evoke a psionic talent:

Declaration
The character informs the GM of his intent to evoke a talent he has, expends the necessary time to evoke, and meets any other requirements. See also Spellfire Timing, Shek-Pvar p.19.

Talent EML
Reduce the psychic's EML by the current fatigue and injury points. EML may be further reduced if the GM believes that optimal requirements for evocation are not being met.

Success Roll
Once EML is known, a skill roll is made to determine success. The GM should make all success rolls for psionic talents.

Fatigue Accumulation
A psychic accumulates fatigue each time he attempts to evoke a psionic talent. Each talent description includes the FP accumulated when the talent is used successfully. If the evocation roll achieves CS, fatigue accumulation is halved. If MF occurs, fatigue is doubled and an exhaustion check must be made. If CF occurs, fatigue is tripled and an exhaustion check must be made.

Exhaustion

Any failure (MF/CF) when evoking a talent requires a SHOCK roll against Endurance:

Marginal Failure: e3 Shock Roll
Critical Failure: e4 Shock Roll

If the shock roll exceeds Endurance, the psychic is unconscious. See Harnmaster Combat [8] for details. Fatigue points received for the current evocation are added to the total fatigue before making the shock roll.

Fatigue Recovery

Fatigue is recovered in the normal way, by resting. It is impossible to recover fatigue while evoking talent(s).

Passive Triggering

Medium, Prescience, and Sensitivity are perceptive talents which may (GM discretion) be stimulated when their possessors encounter appropriate phenomena. This is called "Passive Triggering." Medium may be triggered by the presence of ethereals, Prescience by imminent danger, and Sensitivity by the presence of psionic or magical residue or effects. The GM makes secret rolls for the possibility of passive triggering. When passive triggering occurs, the owner of the talent is given only minimal information (i.e. "You have a feeling of disquiet."). If the character wants to know more then the talent will have to be used actively (with fatigue accrual).

Talents

CLAIRAUDIENCE

The ability to hear events currently occurring at a remote location. The psychic enters a trance and transfers his point of perception up to ML yards away. Check ML each turn to maintain audience.

Bonus Effects

ML 40+: The psychic may enter a trance for 1d6x10 minutes and attempts to focus on a specific remote object or person whose location may or may not be known. With MS the psychic will gain vague whispers surrounding the object/person's current situation, activities, etc. With CS, the audience will be clearer. No range restriction when used this way.

Fatigue: 12-SI FPs / minute
Time: 60-SI seconds
Range: ML yards (see bonus effects)
Duration: Until exhausted (3D6 + FI vs End each minute)


CLAIRVOYANCE

The ability to visualize events currently occurring at a remote location. The psychic enters a trance and transfers his point of perception up to ML yards away. Check ML each turn to maintain vision.

Bonus Effects

ML 40+: The psychic may enter a trance for 1d6x10 minutes and attempts to focus on a specific remote object or person whose location may or may not be known. With MS the psychic will gain a vague vision of the object/person's current situation, activities, etc. With CS, the vision will be clearer. No range restriction when used this way.

Fatigue: 12-SI FPs / minute
Time: 60-SI seconds
Range: ML yards (see bonus effects)
Duration: Until exhausted (3D6 + FI vs End each minute)


DISEMBODIMENT

The ability to detach the ethereal spirit from the body. The psychic enters a trance and with success, the character's spirit is detached and his body is left in a state of metabolic suspension (unconscious). For information on "Ethereals", see Psionics [6].

Fatigue: 20-SI FPs / hour
Time: 15-SI minutes
Range: N/A
Duration: Until exhausted (4D6 + FI vs End each hour)


HEALING

The basic talent allows the psychic to diagnose the emotional and/or physical well-being (details will depend on the level of success), or remove the fatigue (CS removes all FPs, MS removes 50%) of a patient. A healer cannot use his talent on himself. May be used once per wound/ailment per day.

Bonus Effects

ML 30+: The psychic may use the talent to halt bloodloss from a single bleeding wound. CS stops bleeding completely. MS reduces bloodloss by 1 BP, which stops bleeding if now B0.

ML 40+: The psychic may attempt to hasten the healing of one identified ailment. CS increases healing rate by 2, MS by 1. If this brings the healing rate to H5 or more any infection is defeated and any poison is neutralized.

Fatigue: 16-SI FPs
Time: 30-SI seconds
Range: Touch
Duration: Permanent


HEX

The ability to curse a victim with bad luck. With success the victim halves the EML of all skill rolls for the duration of the hex. If the psychic has in his possession a part of the victim (nail trimmings, lock of hair, etc...) increase EML by +20. Such items may be used only once.

Fatigue: 14-SI FPs
Time: 20-SI seconds
Range: ML feet
Duration: MS ML minutes / CS SI hours


MEDIUM

With the basic talent the psychic is able to clearly perceive and communicate with any ethereal within ML yards, for SI minutes.

Bonus Effects

ML 30+: The psychic may attempt to summon an ethereal he can perceive, or one whose true name is known. Some entities may require CS to be summoned. CF breaks the trance.

ML 50+: The psychic may attempt to control an ethereal in his presence. If the ethereal's Will exceeds the psychic's EML is reduced by 5 times the difference. Some ethereals are beyond control. With MS, the ethereal may be commanded to perform a simple task (answer a yes/no question within its knowledge, dispossess a body, etc.). With CS the task or question may be more complex. With MF the ethereal departs. With CF the ethereal may have possessed the psychic.

Fatigue: 14-SI FPs
Time: 90-SI seconds
Range: Basic talent ML yards; varies
Duration: Basic Talent SI minutes; varies


MENTAL BOLT

The ability to project a blast of mental energy at any single mind. With MS victim accumulates 2D6 + (2 x SI) Fatigue Points. With CS victim accumulates 3D6 + (3 x SI) Fatigue Points.

Fatigue: 15-SI FPs
Time: 15-SI seconds
Range: 5xSI yards
Duration: N/A


NECROMANCY

The ability to gain information from the remains of the dead. This talent is similar in nature to psychometry. The psychic must enter a trance and then dissect, handle the internal organs, and breathe the gases of the corpse from which he wishes to gain information. This tends to be a messy, nauseating process. With MS the psychic may ask any yes/no question. With CS the psychic knows everything the person whose corpse he is investigating knew. With MF no information is gained and with CF random true/false information may be gained. This talent does not provide any immunity to any diseases found in rotting corpses. The practice of necromancy is considered witchcraft and is punishable by death (usually burning at the stake).

Fatigue: 15-SI FPs / minute of exam
Time: 15-SI minutes (to enter trance)
Range: Touch
Duration: Until Exhausted (3D6 + FI vs End each minute)


NEGATION

The psychic may create a spherical shield which negates any attempt at enchantments or psionics into or out of the shield by reducing the success level of the attempted spell or talent by one success level. A CF becomes an automatic catastrophic misfire. A MF is converted to a CF and MS is converted to a MF. A CS is converted to a MS and eliminates the shield of negation. The shield requires great concentration; the psychic is limited to simple activities, like walking.

Fatigue: 16-SI FPs
Time: 14-SI seconds
Range: Will feet radius centered on psychic's head
Duration: SI minutes


PRECOGNITION

The psychic enters a trance, during which he has a precognitive vision concerning a specified subject. Normally, the psychic lacks control over the vision, but with CS, it is possible to direct the inquiry somewhat. MF produces vision to vague to understand and CF may produce false visions. Precognition can only reveal the GM's estimate of probable events; the future may be altered by the actions of the characters. This talent is subject to passive triggering.

Fatigue: 13-SI FPs
Time: 12-SI hours
Range: N/A
Duration: N/A


PRESCIENCE

The psychic may attempt to actively assess danger(s) in a specific location. For example, the psychic enters a short trance and asks, "is this path safe." MS will give a vague feeling of danger if there are traps or other dangers within range. CS improves detail. CF may give random true/false results.

Fatigue: 13-SI FPs
Time: 60 - SI seconds
Range: SI yards
Duration: Instantaneous


PSYCHOMETRY

The ability to gain information about persons by touching an object with which they have been in contact. One possible use is to determine a person's current location from a piece of their clothing. Psychometry may also be used to divine the history/properties of an object held by the psychic, perhaps to learn the age, powers, or the identity of an artifact's maker/owner. Psychometry cannot be used to divine the future. It works best when queries concern the present or the recent past. EML is reduced for queries concerning the distant past or if knowledge of the subject is magically hidden. MS will usually answer any yes/no question. CS tends to provide bonus information.

Fatigue: 13-SI FPs / minute
Time: 15-SI minutes
Range: Touch
Duration: Until exhausted (3D6 + FI vs End each minute)


PYROKINESIS

The ability to raise the temperature of a combustible object to flash point and start a fire. Once the object begins to burn, the psychic has no control of the fire. The psychic may use the talent to warm or heat objects to a desired temperature less than flash point, but CF on such attempts may cause ignition.

Fatigue: [15-SI] FPs / ounce
Time: 15-SI seconds
Range: SI yards
Duration: Instantaneous


REVIVIFICATION

The ability to restore life to a dead person. EML is reduced by the number of hours the person has been dead. The person is restored to life with any success, but remains in shock with MS. Revivification does not heal injuries; this requires further treatment.

Fatigue: 32-SI FPs
Time: 30+(# of hours dead) minutes
Range: Touch
Duration: Permanent


SENSITIVITY

This talent may be used to actively scan for magical or psionic effects (detect a magical item or scan for telepathy). The effectiveness of the talent depends on the level of success; CF may generate random true/false results. The psychic may also intercept telepathic communication even when not directed to him (requires passive triggering).

Fatigue: 13-SI FPs
Time: 12-SI seconds
Range: Varies according to the strength of the effect (GM discretion)
Duration: SI minutes


TELEKINESIS

The ability to move objects without touching them. The integrity of objects cannot be violated. Telekinesis cannot be used to move parts of an object unless they were designed to move independently (i.e. the tumblers in a lock). The stone in a ring cannot be moved without moving the whole ring. Two or more objects cannot be made to occupy the same space. Objects may be moved up to SI yards per second. To initiate the object must be within ML feet, but once control is established the object can be moved up to ML yards. Maximum weight limit is ML - 2 pounds.

Fatigue: 12 + [(Weight - 5) / turn]
Time: Instantaneous
Range: ML feet to initiate; ML yards (line of sight)
Duration: Until exhausted (3D6 + FI vs End each turn)


TELEPATHY

The power to transmit thoughts and emotions. With MS, messages/emotions may be received by any single target person whose Aur is 9+. With CS, messages/emotions may be received by any single target person whose Aur is 4+. A character who receives an emotion will feel the emotion himself - this can have interesting effects. The transmissions of a psychic may be intercepted by someone who has the talent sensitivity.

Fatigue: 18-SI FPs / minute
Time: 12-SI seconds to establish contact
Range: SI leagues (clarity may diminish with range)
Duration: Until exhausted (3D6 + FI vs End each minute)


TRANSFERENCE

The ability to step between worlds. This talent can be used to step between natural correspondence (Barasi) points. Organic (aural) items are transferred automatically, but other items are brought by testing 4 x Aura. Items which do not accompany the psychic are "dropped" at the origin point. MS transfers the psychic to his intended destination. The transfer seems instantaneous, but actually takes 1d8 days. With CS, the transfer is instantaneous. With a CF, the psychic steps into a world other than the intended destination. This world may or may not be habitable.

Bonus Effects

ML71+: The talent may be used to visit any visualized destination with an EML penalty of 10. If the psychic has never visited the destination before an additional EML penalty of 20.

ML 80+: The psychic can bring with him a single creature with whom he is maintaining skin contact.

ML96+: The psychic can bring a number of creatures equal to the skill base of the psychic. Skin contact is required.

Fatigue: 30-SI FPs
Time: (15 - SI) minutes
Range: Self, see bonus effects.
Duration: Permanent

Ethereals

An ethereal is a disembodied spirit, which may be defined as an entity possessed of personality attributes, but no physical form. There are many different types of ethereals; three are most common:

Astral
An astral is created by the use of the talent Disembodiment. It maintains a strong empathy with its native, mortal body, which it can always locate. Any ethereal may take possession of a vacated body, but will be at a disadvantage if/when the native spirit returns and contests possession. A vacant body may suffer physical injury, and will die if its astral experiences dissolution (see below), unless already occupied/possessed by an alien ethereal. If its body is still vacant when it returns, the astral may repossess without difficulty, except that an e2 Shock roll is necessary once repossession is achieved. If, however, another ethereal has occupied the body in the astral's absence, a battle of wills is necessitated, although the native spirit retains its advantage. When an astral reclaims its body, the FP/IPs of spirit and body are combined into a single total.

Shade/Ghost
This type of ethereal is created when: (1) the body of an astral traveler dies; (2) when a character dies and his spirit is unclaimed by any of the gods; or (3) a character dies in such circumstances that there is some great wrong that must be righted before his spirit can be laid to rest.

Shades may wander the world(s), but most often haunt the scene of their death until the "great wrong" is righted or they are admitted to an afterlife. These are the weakest type of ethereals; their personality attributes, talent and spell EMLs (if any) are reduced by 50%.

Natural Ethereals
These are spirits whose natural state is ethereal. For the most part, they originate on ethereal planes, or are created by powerful sorcery or divine intervention.

Ethereal Attributes

Ethereals have no physical attributes. They possess only Aura, Intelligence, Will, and non- physical skills. Ethereals are able to directly perceive and communicate with each other, and have telepathy and sensitivity equal to five times Aura. The lack of physical form makes it difficult for an ethereal to communicate with creatures confined to the mortal plane. Any apparent physical activity form is illusory. All ethereals can fly at a speed of 600 yards per minute (l0 yards per second or just over 20 mph) and pass through solid objects at will.

Fatigue & Injury

Ethereals are not subject to physical fatigue, but may acquire mental fatigue by using spells or psionic talents. An ethereal may only use talents or spells which do not involve physical action on its part. All EMLs while disembodied are subject to fatigue penalties.

Ethereals cannot be destroyed. They are immune to injury except when inflicted by enchanted weapons, magic, psionic talents, or divine intervention. If subjected to esoteric harm, the "injury points" received are treated as fatigue points. Ethereals cannot recover fatigue except by dissolution (see below). When a situation occurs that would require a shock roll for a mortal, an ethereal makes a "shock roll" against its Aura (instead of Endurance). If an ethereal fails a shock roll (is rendered unconscious) it suffers immediate dissolution.

Dissolution

Dissolution is the scattering of the ethereal's "substance." In the dissolved state, the ethereal is invisible, unconscious, and largely undetectable. It gradually reforms in Aura times ten (10) hours. Only when the process is complete does the ethereal regain consciousness. The site of recovery will be in the location of the ethereal's body (if it has one), otherwise in a totally random location or plane. After recovery from dissolution, an ethereal has no fatigue points.

Possession

Ethereals may attempt to possess another live body by waging a successful "battle of wills" with the current occupant. In such a contest, the native spirit rolls 3d6 + Will, the alien spirit rolls 2d6 + Will. The higher result achieves dominance over the body; the native spirit wins any tie. The losing ethereal is temporarily banished to the subconscious and may attempt another contest in 12 hours. Two consecutive failures by either spirit, results in its dissolution. A possessed body acquires the personality attributes of the alien spirit, while physical attributes are unchanged.

Zombies

An ethereal may also attempt possession of a dead body thus creating a zombie. The "resistance" to possession of a dead body is 2d6, plus 1d6 per month dead, to a maximum of 5d6. The invading ethereal must exceed this number with a 2d6 + Will roll, and suffers dissolution if it fails. A zombie will have the personality attributes of the invading spirit, and (GM discretion) physical attributes equal to 50% of the body's original, less if long dead.

Possession of Inanimate Objects

Ethereals may, of course, hide within inanimate objects. Some ethereals spend most of their time "resting" within a favored object. This, however, is not possession.

It is possible for ethereals to possess inanimate, enchanted artifacts/objects if they possess an EGO. In such cases, the contest of wills is waged against the object's EGO, which has no native spirit advantage.

Ethereals may also possess egoless articulated objects, such as a flail. The resistance of such objects is 4d6. Success creates a "golem", although power and control are usually very poor. Golems are usually created by sorcerers who make articulated mannequins or puppets for this purpose, and then enhance the ethereal's control and power by arcane means.

Exorcism

Spirits in possession of alien bodies or objects may be exorcised by means of the talent Medium. If sharing the body with the native spirit, they may only be exorcised when they are in the dominant position. When an ethereal is exorcised it suffers dissolution. A native spirit cannot be exorcised (or summoned).