The referee may wish to consider Psionics. These are skills of
mind over matter (or over other minds). They were a bit easier to
do than magic since these can be gotten right out of the pages of
the Enquirer. These for the most part have their basis in
intelligence and will.
You may wish to make the characters qualify for these skills in
some way. We don't suggest just handing them out unless everyone
has them.
Psionic skills are tiring to use. Each Psionic skill has a
point cost which indicates the general level of effort involved.
The character may safely use a number of psionic points equal to
his or her will. Beyond this number, the character must start
making will rolls once every ten segments to stay concious. And
since every point used over the safe limit lowers the character's
will by one it will get harder to stay up as more points are
expended.
"Psionic points" come back at the rate of one every
hour.
All psionic skills take 5 segments to start.
Some suggested psionic skills:
Skill Multipliers for stats
Name ST AG DX CN IN WI CH CM Point Cost
===== == == == == == == == == ==========
Clairvoyance -- -- -- -- 3 2 -- -- 1/10 seg
Domination -- -- -- -- 1 3 1 -- 1/10 seg
Empathy -- -- -- -- 1 2 2 -- 1/10 seg
Object
Reading -- -- -- -- 3 2 -- -- 1/5 seg
Prediction -- -- -- -- 3 2 -- -- 1/seg
Astral
Projection -- -- -- -- 2 3 -- -- 1/50 seg
Telekinesis -- -- -- -- 2 3 -- -- 1/seg/oz.
Telepathy -- -- -- -- 2 2 1 -- 1/5 seg

PSIONIC SKILL DESCRIPTIONS
Clairvoyance: The character is able to cause his or her mind to
travel a number of feet away from him- or herself. The character
may in this way view what is happening in other rooms nearby
rooms, etc. The character still retains normal consciousness and
control over his or her own body, and is aware of what happens
around it. The clairvoyant image is seen as a sort of mental
overlay over what the character is viewing with normal vision. The
character may view up to 1 foot away for every point of the skill
roll difference.
Domination: Using this skill the character has a chance to
enter and control the mind of another. The person whom the
character is attempting to control must save against will at plus
1 on the die for every 10 points of the skill roll difference. The
controlled character may attempt to save again after a number of
minutes equal to the Dominator's will.
Empathy: This is the character's chance to sense emotions
within living creatures. The spell may be used on any one creature
within sight of the empath. The empath can sense whether or not
the creatures are or aren't feeling a sense of well-being, etc.
Add 20% to the empath's chance of success if the empath is able to
touch the creature.
Object Reading: This skill allows the character to visualize
events (usually traumatic) that the object has been through. The
character has no control over what is seen although more time
spent scrying the object will increase the chance of seeing a
desired event.
Prediction: This is the character's chance of predicting the
immediate future. The character may see a number of segments equal
to the skill roll difference into the future in order to determine
the immediate effects actions will have, etc. This skill may be
used in combat. If the character uses prediction in combat
subtract the character's skill roll difference from the opponent's
next attack.
Astral
Projection: The character's chance of projecting his or
her mind totally out of the body. While the character is projected
the body is in a coma. The character may project for a number of
hours equal to his or her will. If the character is not back in
body at the end of the time period he or she is dead. The
character may travel at the speed of light for as far as is
desired.
Telekinesis: The character's ability to move material objects
with his or her mind. The character may move a number of ounces
equal to his or her skill percentage squared. A skill roll is
necessary in order to affect the object.
Telepathy: The character has a chance of reading the surface
thoughts of intelligent creatures. May not be attempted on
creatures with an intelligence of less than 6. Add 20% to the
character's percentage if the character is able to touch the
creature being read. The character may project thoughts at -30%
from the skill percentage.
The referee may use any or all of these skills as desired, and
should feel free to add any that are desired. It is possible to
give alien races bases in some of these skills, but if these races
are run as characters it is suggested that the race be weakened in
some other way to maintain balance among the characters.
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