| 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.   Previous: MagicNext: Equipment
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