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 TransferenceThe 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.
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.
Marginal Failure: e3 Shock RollIf 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.
Critical Failure: e4 Shock Roll
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
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%.
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.
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.