Psioncs

 

There are many psionic abilities represented in science fiction and fantasy literature. These are abilities driven by the power of the mind.  Essentially psionic abilities are all lumped together into one category.  This initial purchase cost 10 skill points.  This initial purchase gives the character the psionic ability Telepathy.  Once you purchase the basic mystical skill, you do not need to buy ranks of psionics to gain additional abilities.

During the course of play, whenever a triggering event occurs, a character (with the mystical skill psionics) will be given a percentile roll determined by the gamemaster. If the roll is successful the character will spontaneously gain a new psionic ability and that ability will come into play immediately.  Purchasing additional ranks in the skill will not gain the character any additional psionic abilities, but will boost the number of psi points the character has available for use.

Determining what are triggering events and the percentile chance of gaining a new ability in response to the triggering event will be determined by the gamemaster. These might include a psionic encounter, contact with a powerful magic device or spell, or anything else as determined as such by the game master.  Percentile chances range from 5% to 80%. 

A list of psionic disciplines presently known is given below. This list eliminates some items generally considered psionic abilities. One 'ability' that was eliminated was precognition. Precognition, and other means magical or non-magical, of foretelling the future can not work logically within the game structure.

Psionics use their minds to tap and channel energy from a band of power existing within the universe.  

Players will gain the ability Telepathy upon purchasing the first rank of the skill.  Thereafter whenever a new rank in the skill is purchased the player may choose a new psionic ability for his character.  In addition if the character experiences a triggering event (generally at least one time per session) he will gain an ability randomly rolled on the psionic abiltities table.  If he rolls an ability he already has, the roll will be redone.  If a character or creature already posses Telepathy as an inate ability, they may roll a different ability when gaining the first rank of the mystical skill Psionics.

The psionic abilities are not limited in how many times they may be used per day.  Each time an ability is attempted 1d20 will be rolled.  If the roll result is a natural 3 or less, the attempt will fail and the character will not be able to use any of the psionic abilities gained with the mystical skill psionics for a period of one hour of game time.  Inate psionic abilities will  function as per the race or creature description and are not subject to the mystical skill roll. If a character fails in his attempt to use psionics more times per day than he has ranks of psioninics, he will not be able to use any  mystical psionic abilities or racial psionic abilities until he has rested for a day.  Abilities with a duration of concentration are only subject to the test roll when first initiated.  Psionic abilities with an instantaneous or limited duration will be subject to a new test roll each time they are used.  

The duration of most continuous abilities is 10 minute per usage unless specified otherwise. Some abilites have a duration of time of concentration.  Other abilities have an instantaneous duration.  Reasonable interpretation is up to the gamemaster.

 

Psionic Saving Throws

Saving throws for versus psionic effects use the same format and table as those for magic spells. 

Whenever a psionic ability used in an offensive manner, against a living or animate being, the target is allowed a saving throw to counter or offset the effects of the psionics. Generally inanimate objects are not allowed a saving throw unless magical or magically protected.  There are basically just two types of psionics that can affect a living or animate being:  1) Psionics affecting the body; and 2) Psionics affecting the mind.  The saving throw against psionics affecting the targets body (Mystical Fortitude Save) is equal to: 1d20 + Toughness Attribute + ranks of Mystical Resistance  + miscellaneous modifiers. .  The saving throw against psionics affecting the targets mind (Mystical Willpower Save), is equal to: 1d20 + Will Attribute + ranks of Mystical Resistance  + miscellaneous modifiers. Characters or beings with psionic abilities receive a +5 bonus to their saving throws when trying to ward off a psionic attack.  The target number for a saving throw against a psionic attack range upward to a maximum of 20.   The character must roll this target number or higher to be successfully save against the spell.  For some saves armor and situational modifiers may also apply.   The Gamemaster may raise or lower the target number for any reason he sees fit.

Mystical Resistance is a mystical skill that may be purchased to better the defender’s saving throw.  Each rank of the mystical  resistance gives the character a +1 bonus to saving throws against a spell or other mystical effect.  There is no initial cost to purchase mystical resistance.