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FEW Psionics

FEW Psionics 1 Leech 25


Psionics is really just a fancy name for Magic. 1 Burner 27
Psionic Styles 1 Touché 29
Psionic Characters 1 Mentat 32
Suitable Advantages 1 Jumper 39
Suitable Disadvantages 1 Sympathy and Contagion 41
Registered [-3] 2 Sympathy 41
Unregistered [-5] 2 Contagion 41
Core Framework 2 Conductors and Insulators 41
Power Use 2 Names 41
Recovery Rates 3 Places 41
High Skill Benefits 4 Sacrifice 41
Psi Technique: Hide Signature 4 The Stars are Right, Right? 41
Mind-Reading Modifiers 4 ESP 42
Long Distance Modifiers 4 ESP Perks 42
Power Groups 4 DIVINATION 42
Doolittle Table 4 Combat Sense [24/lvl] 42
Blocker Table 4 Prognostication
Attunement Table 5 [18/23/28/33/38/43/48/53/58/63/68/73/78] for
Sparkler Table 5 levels 1-13. 42
Sensor Table 5 Retrocognition [14/20/30/40] for levels 1-4.
Healer Table 5 Retrocognitive Flashbacks [10/16/26/36] for
Leech Table 5 levels 1-4* 43
Burner Table 6 Signature Sniffer [4/9/18/28] for levels 1-4*
Touché Table 6 REMOTE SENSES 44
Mentat Table 6 Awareness 44
Jumper Table 6 Visions 46
Psionic Abilities 7 Visions (Full) 47
Doolittle 7 OTHER ABILITIES 47
Blocker 8 Psi Sense 47
Attunement 11 Psidar 47
Sparker 15 Psychic Hunches 48
Senser 19 Seekersense 48
Healer 21 Trademarks, Copyright & Permissions 50

Psionics is really just a fancy name for Magic.


Psionic Styles
Cf GURPS Thaumatology: Magical Styles.
According to PsiNG!, there are two paths to mastering your abilities: GLEE or UGLY, that’s Guided, Logical, Eased
Enlightenment or Unguided Guesswork, Luck and Yearning, ie Guild or freeform.

Psionic Characters
Psionic abilities are attributed to the altered brain structure of D’Foy’s Gift. This altered structure may include unusual
mental talents and cause behavioural problems or a need for chemical easement. Every hominid gifted by D’Foy is at
least Magery 0 [5] and able to use any Dif#0 ability.
Suitable Advantages
Math Talent
Suitable Disadvantages
There is an additional 30cp Disadvantage limit for psionic characters. This is a list of the most common problems but
any disorder of the mind may apply:
Bad Temper [-10*]; Callous [-5]; Chronic Pain [-1 to -30] could be mitigated by analgesics; Clueless [-10]; Confused [-
10*]; Delusion [-1 to -15]; Easy to Read [-10]; Epilepsy [-30]; Insomniac [-10 to -15]; Low Empathy [-20]; Low Pain
Threshold [-10]; Psionic Susceptibility (see Magic Susceptibility, B143) [-3 to -30]; Manic Depressive [-20];
Megalomania [-10]; Neurological Disorder: Mild [-15]; No Sense of Humour [-10]; Oblivious [-5]; Paranoia [-10];
Sadism [-15*]; Shyness [-5 to -20]; Split Personality [-15*]; Supersensitive [-15].

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Registered [-3]
Those discovering themselves to be Talented, ie more than Magery 0, are “advised” to register with the Psionic
Nurture Guild, AKA PsiNG (pronounced Sing!). Registration brings the social stigma of being “different”; the Magi
were terrorists. However, it does allow access to Guild training, claim to hospitality and the freedom to use your
abilities for the benefit of society, ie get a job. Second Class Citizen (Psi) [-5], Perk: License to Practice [1]; Perk:
Permit to Use [1]; and training in Body Control, HT/VH, and Meditation, Will/H (Will-6), the skill to which all the abilities
default.
Unregistered [-5]
Use of an unregistered Psionic ability is a misdemeanour. If used to commit a crime, it raises the class of crime.
Secret: Unregistered Psi [-5]. If discovered, replace with Criminal Record [-5] and Second Class Citizen [-5]; if
revealed by “An Act of Good Merit”, you may be allowed to register.

Core Framework
The primary source for FEW Psionics, except ESP, is the Eidetic Memory article from Pyramid 3/ 29, Magic as Psi;
see Basic Set pg 234 – 242 for the Magic guidelines; Thaumatology and Best of Pyramid #2, for Threshold Limited
Magic. For ESP see Psionic Powers, pgs 37-43.
 Talent Level 0, ie Magery 0, [5], see B66 for “Awareness” checks. You can also use any 0-prereq technique at
default using your FP as power.
 Psionic Talent level 1+ (ie Magery) allows use of higher level techniques and gives access to Threshold power, ie
the energy all around you. Talent adds to your skill, limits variable techniques, determines your Calamity Factor
and reduces time to learn, as per Magery.
o Psi Talent [5/lvl] (Requires Extra Time (Time to Cast x10, -30%); Resisted by Will, -10%; “Blocked.by Iron”
-10% (metal DR counts as Resist Magic for effects that have to pass through it);
o Talent may be bought with suitable limitations, eg Only in Emergency, Unreliable, etc.
 All “Powers” are Hard Techniques, default is Meditation – Dif#.
Power Use
 Threshold Limited: Baseline Calamity Limit (BCL) 2*(Will + Talent); Absolute Calamity Limit (ACL) is 5*(Will +
Talent), ie an individual cannot use more power than the ACL;
o The Stars are Right (variable B/ACL): ±50% depending on location, season, stars, ie roll 2d+3*10% for
current levels (50%-150%);
NB an experienced user gets a feel for it/ research pays off, ie use your MoS from a suitable skill check to
determine a good time to use your powers.
o Power Hurts: power expenditure > ½ BCL costs 1FP; > BCL costs 1HP.
 Effort is Rewarded: paying double energy cost allows use of the standard Speed/Range table.
o Additional energy grants a skill bonus:
Extra Energy Skill Bonus
20% +1
40% +2
60% +3
100% +4
Add another +1 per additional 100% of the required energy.
Missiles spells are +1 to hit per additional point of energy.
 Gestalt performing allows use of the Long Range mods table; Solo use is permitted but at Basic ranges.
Calamity Check
Power use in excess of the BCL calls for a calamity check: roll 3d6 + (power in excess of BCL/5).
Calamity Table
3-10 – Nothing happens – this time.
11, 12 – Psi suffers from the Nightmares disadvantage (B144), with a self-control number of 9, for 4d days.
13 – Psi’s grasp of their powers weakens. Reduce their threshold by 2d+5 for the next 1d weeks. The Psi is aware that
their threshold has fallen, but not by how much.
14 – As 13, but threshold reduction is 4d+10 and the effect lasts 1d months. In addition, all of the Psi’s abilities are at
-3 to skill for 2d weeks.
15 – Psi’s Talent gains the Radically Unstable limitation (see below) at the -30% level. If they already have this, then it
becomes the -50% version. If they already have that – or if they lack Magery – then any attempt to use an ability
results in an automatic critical failure. In all cases, the problem lasts for 1d+1 weeks.
16 – Use gains a -5-point disadvantage of the GM’s choice. After 3d days, they have the option of buying it off for 2
bonus character points (it simply fades away). If they lacks the points, or doesn’t want to spend them, then the
disadvantage becomes permanent. Any disadvantage is possible – the Psi can become ugly, marginally insane,
etc., at the GM’s whim.
17 – As 16, but the disadvantage is worth -10 points, and costs 5 points to buy off.
18 – As 16, but the disadvantage is worth -15 points, and costs 7 points to buy off.

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19 – Psi loses the ability to use a single ability, chosen at random from their ability list, permanently. they still knows
the ability, and it can still count as a prerequisite, but they can never use it.
20 – As 16, but there are multiple disadvantages worth -30 points in total, and costing 15 points to buy off.
21 – As 15, but the problem lasts for 1d+1 months. At the end of that period, the Psi must roll against Will + Threshold
Magery. Failure means that the condition becomes permanent. In extreme cases, this can cause the permanent
loss of ability.
22 – Roll again with the same modifier. The result affects a randomly chosen companion of the Psi! If it’s one that
affects ability use and there are no other Psis, or if the Psi is operating completely alone, then roll twice (with the
same modifier) and apply both results to the Psi himself.
23 – Psi permanently loses 1d*5 points of advantages, attributes, and/or secondary characteristics. Determine what’s
lost randomly.
24 – Psi becomes a living “mana-scar”! Within a 3d-mile radius of the Psi, use and maintenance costs double (in
terms of tally additions and, if regular ability use is possible in the setting, energy cost), and tally recovery halts.
This effect lasts for 3d weeks. It also ends in the event of the Psi’s death. Enemies or impatient allies may decide
on a quick solution...
25 – Psi’s skill with all abilities is reduced by 3d+5. This penalty “heals” at a rate of -1 per day.
26 – As 25, but “healing rate” is only -1 per week.
27 – Psi ages 2d+13 years.
28 – A plague or a curse (locusts, storms, etc.) descends on the region, lasting for 3d weeks. No one will be able to
trace this to the Psi, but they’ll be aware that it’s their fault. This can drive a benevolent Psi mad as they
witnesses the suffering and destruction. Even vicious Psis may be inconvenienced – and worry that they’ll
somehow be blamed. The GM should be grotesque and cruel.
29 – Psi permanently loses the ability to use their abilities (but not the knowledge – small comfort). The generous GM
can treat this as a Divine Curse disadvantage (B132); the Psi might have a chance of eliminating the problem,
given heroic effort or perhaps impressive and profound thaumatological research. Remember: at this level or
higher, the ability may fail.
30-39 – As 29, plus something permanent happens to the state of magic in a large region around the place where the
useing went wrong. Perhaps all abilities are used at -2 in that kingdom from then on, or a certain class of abilities.
functions erratically. The GM should be creative! If the Psi is found to be the culprit (and every concerned and
able group will have a diviner on the job), then they could be a hunted man. Others may assume that killing him
will remove the curse; they might be right. The Psi cannot get rid of the personal effect (if at all) without removing
the problem from the region, and vice-versa.
40+ – As 30-39, but the change is global. In addition, the Psi must make a HT-6 roll. Failure means they’s consumed
in a backlash of magical energy and explodes: they dies automatically (reduced to -10*HP) and the explosion
does (Will + Threshold Magery) dice of crushing explosive damage! Success on the HT-6 roll means a
lessdramatic backlash: the Psi takes 2d dice of damage and doesn’t explode. If this kills him, then the global
change may fade over a period of weeks or years – or it may stand as a memorial to their folly.
Cumulative Effects
If the Psi rolls a temporary effect from which they’s already suffering, then both any quantitative penalties suffered and
the duration of the effect are cumulative. If the Psi rolls an effect (temporary or permanent) that’s a version of a
problem they already has, then increase the problem’s level or intensity; reduce a relevant self-control number by one
step, where appropriate; or reroll, if neither is possible.
Radically Unstable Magery [Variable]
Any spell failure you experience is likely to be a critical failure! This limitation comes in three versions:
 You can try to “stabilize” the magic by making an immediate second roll against the spell skill, without range
penalties but with all other applicable modifiers. Success turns the result into a normal failure. You don’t get a
stabilization roll if the spell would have been a critical failure without this limitation, though. -10%.
 You get no stabilization roll. Every failure is a critical failure. -30%.
 You get no stabilization roll. Moreover, the GM rolls three times on the critical failure table and chooses the result
they considers worst. -50%.
In all cases, you can’t cast spells (or make stabilization rolls) with an effective skill of better than 15 – although you
can learn spells at higher levels in order to compensate for penalties. As well, you suffer significant critical failure
effects even in low mana areas, where other wizards wouldn’t. These may be slightly reduced, but not by much, and
you always pay the full energy cost.
Recovery Rates
 Calamities reduce the tally (by ½ the tally + dice roll -5);
 Users automatically recover 1pt/ 4hrs, ie 6pts/day minimum;
 or they can meditate (need the skill but no roll) to recover 1pt/hr, cannot meditate for more than 16hrs per day
without missing sleep (or having reduced sleep needs);
 or retreat into complete isolation, for intense meditation that requires Will 12+ and a Skill check, but recovers
4pts/hr, limited to 8hrs per day.

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High Skill Benefits
The higher your power skill the easier it may be to use your abilities; they can take less time and require less energy;
minimum performance time is fixed at 10 seconds. Certain abilities always require a specific cost. Such requirements
over-ride the following table. For instance, high skill has no effect on the cost to use Blocking abilities or the time
needed for Missiles.
In all cases, “skill” refers to base skill, not effective skill; the only modifier that matters here is the -5 for low flux, if
applicable.
Ritual? Psi’s simply stare into space as they concentrate:
 Skill 9 or less – Time: Doubled. Cost: As listed.
 Skill 10-14 – Time: As listed. Cost: As listed.
 Skill 15-19 – may Step while taking the Concentrate manoeuvre. Time: As listed. Cost: Reduced by 1.
 Skill 20-24 – Time: Halved (round fractions up to the next second). Cost: Reduced by 2.
 Skill 25-29 – Time: Divided by 4 (round up). Cost: Reduced by 3.
 Skill 30 or more – As above, but for every five levels of skill beyond skill 25 (that is, at levels 30, 35, 40, etc.),
halve performance time again and reduce energy cost by one more point.
Psi Technique: Hide Signature
This is a universal psi technique – it is available for any active psionic ability. It muffles the “signature” that your psi
leaves, making it harder to detect with Psi Sense (above), Signature Sniffer (pp. 38-39), Telereceive in some
situations (see Inside a Crowded Mind, p. 12), or any other such method. As usual, it may be combined with any
other psi technique for no extra FP cost – just add the penalty for Hide Signature on as well.
You can choose how much of a penalty to take. For -1 to skill, any attempts to detect your psi are at -4. For -2 to skill,
such attempts are at -8. Moreover, if you take -3 to skill, your psi use is undetectable via supernatural means! Note
that this has no effect on the mundane rolls for Detecting Psi (pp. 11-12).
This is a separate technique for each ability. Buying off the penalty for Hide Signature (Telesend) doesn’t remove the
-3 penalty to use Hide Technique (Psychic Hunches).
Mind-Reading Modifiers
 -2 if the Psi does not know the subject’s native language;
 -2 if the subject is of a different race – or
 -4 or more if the subject is totally alien!
Long Distance Modifiers
Distance Penalty Distance Penalty Distance Penalty
200 yards 0 3 miles -3 100 miles -6
1/2 mile -1 10 miles -4 300 miles -7
1 mile -2 30 miles -5 1,000 miles -8
Add another -2 per additional factor of 10 or -1 per factor of 3.

Power Groups
Doolittle Table
Skill & Talent: Beast or specified class, eg Fish skill. Animal-specific telepathy; Optional Specialism IQ/H is you
specify: Vermin, Fish, Reptile, Bird or Mammal.
Ability Dif# Pg Ability Dif# Pg Ability Dif# Pg
Beast-Rouser 0 4 Beast Master 1 4 Beast Seeker 3 5
Beast-Soother 0 4 Beast Link 2 4 Rider Within 3 5
Beast Control 1 4 Beast Speech 2 4 Beast Possession 4 5
Beast Summoning 1 4 Beast Rider 2 5 Permanent Beast Possession 5 5
Blocker Table
Anti-psis interfere with or detect other psi’s powers. Some require that the user also knows the targeted ability.
Blocker Ability Dif# Pg Blocker Ability Dif# Pg Blocker Ability Dif# Pg
Counter ability 0 5 Scrywall 1 6 Charge Psi-stone 12 8
Scryguard 0 5 Seek Psi Aura 1 7 Dismiss Ability 13 8
Suspend Ability 0 6 False Aura 3 7 Remove Curse 13 8
Suspend Psi Abilities 0 6 Scryfool 3 7 Steal Ability 13 8
Ward 0 6 Catch Psionic Missile 4 7 Ability Guard 14 8
Conceal Psi Aura 1 6 Psionic Resistance 7 7 Remove Aura 14 8
Great Ward 1 6 Psionic Shield 8 7 Suspend Psi Talent 20 9
Reflect 1 6 Psionic Wall 9 7 Drain Psi Talent 21 9

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Attunement Table
This is the ability to create or neutralize psionic artefacts.
Attunement Ability Dif# Pg Attunement Ability Dif# Pg Attunement Ability Dif# Pg
Amulet 1+Tgt 9 Psi-stone 11 10 Temporary Attunement 11 11
Attunning 10 10 Flux-Stone 11 11 Impression Blocker 12 12
Limit 11 10 Remove Attunement 11 11 Power 12 12
Name 11 10 Speed 11 11 Resist Attunement 12 13
One-Power Psi-stone 11 10 Suspend Attunement 11 11 Link 16 13
Password 11 10
Sparkler Table
This is the psychokinetic power to control light and electricity.
Sparkler Ability Dif# Pg Sparkler Ability Dif# Pg Sparkler Ability Dif# Pg
Light 0 13 Gloom 2 14 Lightning 6 15
Seek Power* 0 13 Glow 2 14 Resist Lightning 6 15
Colours 1 13 Light Jet 2 14 Shocking Touch 7 16
Conduct Power* 1 13 Blur 3 15 Ball of Lightning 8 16
Lend Power* 1 14 Sunlight 4 15 Machine Control* 11 16
Shade 1 14 Steal Power* 5 15 Glitch* 12 16
Shape Light 1 14 Invisibility 6 15 Malfunction* 13 16
Stop Power* 1 14 Laserbolt 6 15 Draw Power* 22 16
Flash 2 14
*These abilities only work on electrical machines or power sources and you must specify the Tech Level.
Sensor Table
Sensor consists of various sixth sense and clairvoyant abilities.
Sensor Ability Dif# Pg Sensor Ability Dif# Pg Sensor Ability Dif# Pg
Detect Psi 0 17 Sense Observation 1 17 Trace 3 18
Sense Danger 0 17 Watchdog 1 17 History 4 18
Aura 1 17 Pathfinder 2 18 Ancient History 5 18
Identify Ability 1 17 Seeker 2 18 Prehistory 6 18
Psi Sense 1 17 Analyze Psionics 3 18 Projection 6 18
Seek Psi Aura 1 17
Healer Table
This is the ability to heal injury and illness and channel positive energy.
Healer Ability Dif# Pg Healer Ability Dif# Pg Healer Ability Dif# Pg
Lend Energy 0 19 Share Vitality 2 20 Instant Restoration 5 21
Body-Reading 1 19 Stop Bleeding 2 20 Regeneration 5 22
Detect Poison 1 19 Stop Spasm 2 20 Relieve Paralysis 5 22
Lend Vitality 1 19 Major Healing 3 20 Healing Slumber 6 22
Neutralise Poison 1 19 Resist Disease 3 21 Instant Regeneration 6 22
Recover Energy 1 19 Resist Poison 3 21 Restore Speech 6 22
Share Energy 1 19 Restore Memory 3 21 Suspended Animation 7 22
Awaken 2 19 Great Healing 4 21 Halt Aging 8 22
Instant Neutralise Poison 2 20 Restoration 4 21 Relieve Madness 9 22
Minor Healing 2 20 Restore Hearing 4 21 Youth 9 22
Relieve Addiction 2 20 Restore Sight 4 21 Cleansing 12 22
Relieve Sickness 2 20 Stop Paralysis 4 21 Cure Radiation 12 22
Remove Contagion 2 20 Cure Disease 5 21
Leech Table
These abilities involve draining energy, dreams, or memories from others. The ability is useful but highly specialized.
Leech Ability Dif# Pg Leech Ability Dif# Pg Leech Ability Dif# Pg
Debility 0 23 Steal Vitality (HP) 4 23 Age 6 23
Foolishness 0 23 Steal Might (ST) 4 23 Steal Skill 9 24
Forgetfulness 1 23 Steal Wisdom (IQ) 4 23 Steal Youth 13 24
Weaken Will 1 23 Steal Vigour (HT) 4 23 Steal Dreams* 3 24
Steal Energy 3 23 Steal Dexterity 6 23 Soul Jar 9 24
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*New ability: Identical to Dream Viewing – the subject does not experience the dream they would have dreamt; it flows
to the psi instead.
Burner Table
These psychokinetic abilities can alter molecular motion and manipulate hot plasma.
Burner Ability Dif# Pg Burner Ability Dif# Pg Burner Ability Dif# Pg
Ignite Fire 0 24 Fireproof 2 25 Heat 3 25
Create Fire 1 25 Slow Fire 2 25 Cold 4 26
Extinguish Fire 1 25 Fast Fire 3 25 Explosive Fireball 4 26
Shape Fire 1 25 Fireball 3 25 Warmth 4 26
Deflect Energy* 2 25 Flame Jet 3 25
*Only blocks ranged or jet fire-type attacks: Flame Jet, Fireball, a plasma bolt, a flamethrower, etc.
Touché Table
These abilities involve the psi using their mind to move objects.
Touché Ability Dif# Pg Touché Ability Dif# Pg Touché Ability Dif# Pg
Apportation 0 26 Slow Fall 1 27 Find Weakness 4 28
Shield 0 26 Catch Missile. 2 27 Weaken 5 28
Armour 1 26 Clean 2 27 Evisceration 6 28
Deflect Missile 1 26 Flight 2 27 Shatter 6 28
Hold Fast 1 27 Manipulate 2 27 Rive 7 28
Levitation 1 27 Undo 2 28 Explode 8 28
Locksmith 1 27 Winged Knife 2 28 Stiffen 8 29
Poltergeist 1 27 Hawk Flight 3 28 Knot 9 29
Restore 1 27 Light Tread 3 28 Fasten 10 29
Thunderclap 1 27
Mentat Table
Telepathy is the power of mental communication and possession.
Mentat Ability Dif# Pg Mentat Ability Dif# Pg Mentat Ability Dif# Pg
Fear 0 29 Dream Sending 3 31 Possession 5 33
Sense Foes 0 29 Dream Viewing 3 31 Suggestion 5 33
Sense Life 0 29 Emotion Control 3 31 Telepathy 5 33
Bravery 1 30 Hide Thoughts 3 32 Borrow Skill 6 34
Daze 1 30 Lend Language 3 32 Mass Suggestion 6 34
Panic 1 30 Mass Sleep 3 32 Permanent Possession 6 34
Sense Emotion 1 30 Mind-Reading 3 32 Retrogression 6 34
Command 2 30 Borrow Language 4 32 False Memory 7 34
Fascinate 2 30 Compel Lie 4 32 Hallucination 7 34
Hide Emotion 2 30 Dream Projection 4 32 Charm 8 34
Madness 2 30 Ecstasy 4 32 Great Hallucination 8 35
Mass Daze 2 30 Mind-Search 4 32 Insignifiance 8 35
Mental Stun 2 30 Mind-Sending 4 32 Presence 8 35
Mindlessness 2 31 Soul Rider 4 33 Communication 9 35
Persuasion 2 31 Control Person 5 33 Lesser Geas 10 35
Sleep 2 31 Dismiss Possession 5 33 Enslave 14 35
Truthsayer 2 31 Lend Skill 5 33 Great Geas 15 35
Vexation 2 31 Nightmare 5 33 Exchange Bodies 17 36
Compel Truth 3 31 Peaceful Sleep 5 33
Jumper Table
The ability to move to a new location instantaneously. Porn. Tell-o-por-ta-shon
Jumper Ability Dif# Pg Jumper Ability Dif# Pg Jumper Ability Dif# Pg Jumper Ability Dif# Pg
Shield 0 36 Beacon 5 36 Trace Teleport 5 37 Control Gate 12 37
Teleport 4 36 Teleport Other 5 37 Divert Teleport 6 37 Create Gate 14 37

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Psionic Abilities
Doolittle
Beast are IQ ≤ 6. There are five categories: Vermin, Fish, Reptile, Bird, Mammal. Skill & Talent: Beast or specified
class, eg Fish skill. Animal-specific telepathy; Optional Specialism IQ/H is you specify: Vermin, Fish, Reptile, Bird or
Mammal. Aka: Wichser.
Ability Dif# Pg Ability Dif# Pg Ability Dif# Pg
Beast-Rouser 0 4 Beast Master 1 4 Beast Seeker 3 5
Beast-Soother 0 4 Beast Link 2 4 Rider Within 3 5
Beast Control 1 4 Beast Speech 2 4 Beast Possession 4 5
Beast Summoning 1 4 Beast Rider 2 5 Permanent Beast Possession 5 5
Beast-Rouser
Regular
Excite a single animal. The beast’s reaction roll (to anyone) is worsened by twice the energy put into the ability.
Duration: Until a reaction roll is called for or an hour passes. Cost: 1 to 3. Cannot be maintained.
Beast-Soother
Regular
Calms a single animal. The beast’s reaction roll to the psi is improved by twice the energy put into the ability.
Duration: Permanent, until something disturbs the animal. Cost: 1 to 3.
Beast Control
Regular; Resisted by Will
Controls the actions of one large beast (any size) or a single swarm (see Swarm Attacks, B461). Remember,
however, that subjects larger than SM 0 increase the use cost. Concentration is required. There is a separate Control
ability for each category of beast.
Duration: 1 minute. Cost: Variable. Cost to use: Vermin, Fish or Reptile 1; Bird or Mammal 2. 1 to maintain.
Beast Summoning
Regular
Calls one beast of a named type. Range does not matter for this ability. If the ability is used successfully, the psi
knows the location of the closest beast of the type, and how long it will take for that beast to come to him. It moves
toward the psi as fast as it can, until the ability ends or the beast can see the psi. It stays nearby, without attacking,
until the ability ends. The summoned beast then has a +1 on its reaction to the psi (only). If the psi or someone near
the psi attacks the beast, the effect is cancelled.
Duration: 1 minute. Cost: 3 to use. 2 to maintain.
To call many beasts, double the cost of the ability. All beasts within a certain area (usually about a 10-mile radius;
more for a very successful use) are summoned. Of course, the time they take to arrive depends on the speed at which
they can travel, and if the ability ends before they arrive, they will turn and go about their business.
Beast Master
Regular or Blocking; Resisted by IQ
Holds any beast motionless and quiet as long as the user maintains eye contact and concentration. Note that
darkness breaks eye contact! May be used as a Blocking ability if the animal is entering Close Combat range with the
user, eg to attack.
Duration: Indefinite. Cost: 2.
Beast Link
Regular
Establishes a mental link with a beast. The beast will not stray far from the user after that (generally not more than a
half-hour’s travel). It will then come, once, whenever the user wishes, at a fast but not killing pace. If it is a wild beast,
any reactions must be re-determined when it arrives; previous good reactions from Beast-Soother, for instance, no
longer hold! This ability is similar to Beast-Summoning, but is used in advance and on a specific beast. Duration: Until
the beast is next called. Counts as an ability “on.” Cost: 3. Time to perform: 5 seconds.
Beast Speech
Regular
Communicate with any beast in its own “language.” The amount of information exchanged depends on the beast’s
intelligence; no creature below the level of a bird is likely to know much of interest. An ant may crawl over gold, but it
knows only that the material is hard and inedible. Each minute of use allows one question and answer. Duration: 1
minute. Cost: 4 to use. 2 to maintain.
Beast Rider
Regular
Mount and ride a subject beast as though it were a trained, loyal riding animal. The beast must be capable of carrying
the user, and the user must still make a Riding roll whenever it would normally be required. No concentration is
required on the user’s part. Duration: 5 minutes. Cost: 2 to use. 1 to maintain

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Beast Seeker
Information
This ability gives the user a vision of the beast’s whereabouts – or leads him to it, if it is within a mile. It may be used
for any species of beast, an individual, or simply any beast. Cost: 3. One try per week per Species.
Modifiers: Long-distance modifiers. Something associated with the beast sought should be available at the time of
using; if not, roll at -5. The roll is at +1 if the user has held or is otherwise familiar with the beast sought.
Rider Within
Regular
Works on any type of beast. This is the beast version of the Soul Rider ability. The user becomes able to see through
the subject’s eyes, hear through its ears, etc, as long as they concentrates. (He also remains aware of their own body
and may act normally.) The user exerts no control whatsoever over the subject, and the subject is unaware the user is
“watching.” Duration: 1 minute. Cost: 4 to use. 1 to maintain. Time to perform: 3 seconds.
Beast Possession
Regular; Resisted by Will
Like Rider Within – except user is in full control of the subject, “from the inside,” and has full access to the beast’s
memories and abilities. While in the subject’s body, the user may use all its skills and abilities as though they were
their own. they may use their own mental abilities, but not their physical ones. The user’s own body lies unconscious
during the ability, and must be safeguarded.
Duration: 1 minute. Cost: 6 to use. 2 to maintain. Time to perform: 5 seconds.
Permanent Beast Possession
Regular; Resisted by Will
Like Beast Possession, but the user’s consciousness remains in the body of the subject until they chooses to leave or
is “exorcised” by Dismiss. The user’s body is in Suspended Animation while the ability continues. If the user’s body
dies, the ability is stopped. Whenever the subject body takes damage, the user must roll against their own body’s HT
or take the same damage. If the subject beast dies, the user must roll vs. HT or die himself! In addition, the user must
roll against their IQ every day; a failed roll means that they loses one point of IQ. The user does not need to roll once
they reaches the beast’s normal IQ range. The lost IQ is regained when the ability is ended. Should IQ drop to 5, only
Dismiss will end it.
Duration: Indefinite (could be permanent). Cost: 20. Time to perform: 1 minute.
Blocker
Anti-psis interfere with or detect other psi’s powers. Some require that the user also knows the targeted ability.
Blocker Ability Dif# Pg Blocker Ability Dif# Pg Blocker Ability Dif# Pg
Counter ability 0 5 Scrywall 1 6 Charge Psi-stone 12 7
Scryguard 0 5 Seek Psi Aura 1 6 Dismiss Ability 13 8
Suspend Ability 0 6 False Aura 3 7 Remove Curse 13 8
Suspend Psi Abilities 0 6 Scryfool 3 7 Steal Ability 13 8
Ward 0 6 Catch Psionic Missile 4 7 Ability Guard 14 8
Conceal Psi Aura 1 6 Psionic Resistance 7 7 Remove Aura 14 8
Great Ward 1 6 Psionic Shield 8 7 Suspend Psi Talent 20 8
Reflect 1 6 Psionic Wall 9 7 Drain Psi Talent 21 9
Counter Ability
Regular; Resisted by subject ability
Nullify any one ongoing ability. It cannot “counter” abilities that make a permanent change in the world, and it cannot
affect permanently attuned items, but it can counter abilities that used psionic items. The “subject” of Counter Ability
may be either the subject of the ability to be countered or the person who used that ability. Counter Ability is a single
ability but to counter a given ability, you must also know that ability. Roll against the lower of your Counter Ability skill
or your skill with the ability being countered. You must win a Quick Contest with the target ability to cancel it. You can
use multiple Counter Abilities to negate an Area ability piece by piece. Cost: Half that of the ability countered, not
counting bonuses the other user got for high skill. Time to perform: 5 seconds.
Scryguard
Regular; Resists any Information abilities
Any information ability used on the subject must win a Quick Contest with the Scryguard to “see” him. Identify Ability
still detects that the Scryguard is present.
Duration: 10 hours. Cost: 3 to use. 1 to maintain. Time to perform: 5 seconds.
Suspend Ability
Regular; Resisted by subject ability
Temporarily nullify any one ongoing ability. The user must know the ability they suspends. Suspend Ability does not
affect attuned items, but can affect abilities used through one. Suspend Ability is used at the lower of the user’s
Suspend Ability skill and their skill with the ability being suspended. When the suspension expires, the suspended
ability “picks up where it left off” and resumes operation. If the subject ability is maintained, its user will automatically
know it is being suspended. Otherwise, roll against Perception + Talent – 3, distance is not a factor. Duration: 1
8
minute. Cost: 1/10 that of the ability suspended to use, not counting bonuses the other user may have received for
high skill (round up). Same cost to maintain.
Suspend Psi Abilities
Area; Resisted by subject abilities
Temporarily nullify all other abilities within the area. It has no effect on attuned items. Each ability resists separately.
Suspend Psi Ability is not selective; the user can choose the shape of the area within the boundaries they pays energy
for (as with all Area abilities), but may not exclude objects within the affected area. The user need not know the
ability(s) being suspended. To suspend a specific ability without affecting others, use Suspend Ability. Duration: 1
minute. Base cost: 3 to use. 2 to maintain. Time to perform: 1 second per energy point spent.
Ward
Blocking; Resisted by subject ability
When used immediately after an ability is thrown at its subject, this ability can prevent the opposed ability from
working. It works against only a single psionic attack. If an attacking ability affects several people, each Ward can only
save one subject. It does not protect against missile abilities. The user may only Ward against an ability that they
knows at skill 12 or higher; a user who knows (for instance) Sleep may also ward a single subject against Mass Sleep.
The user rolls at the lower of their Ward skill or their skill in the ability being warded. The PSi must announce they is
using Ward before the opposed ability’s subject tries a resistance roll. If it turns out the ability being used is not one
the defending psi can ward against, the ward is wasted.
Cost: 2 to use it on yourself, or 3 to use on anyone you can see. You cannot Ward someone you cannot see.
Conceal Psionics
Regular
Used on a single person or item, this ability interferes with any informational ability used on the subject. Twice the
energy put into the ability (up to 5 points) is subtracted from any skill roll made to learn about the item, find it, etc.
Example: 4 points of energy are put into a Conceal Psionics ability on a ring. Until the ability expires, any Detect
Psionics ability will be at -8 to work on that ring; Identify Psionics will be at -8 to find any abilities on the ring; Psi Sight
will not see the ring unless the Psi made their roll by at least 8 (though they may still see other things) – and so on.
Note that this ability has similar effects in some ways to Scryguard (p.5), but they’re not the same! Duration: 10 hours.
Cost: 1 through 5 to use. Same cost to maintain. Time to perform: 3 seconds.
Great Ward
Blocking; Resisted by subject ability.
As Ward, but – if it works – protects any number of those who would have been affected by the attacking ability.
Cost: 1 per subject protected (minimum cost 4).
Reflect
Blocking; Resisted by subject ability
This ability is an improved version of Ward, and works like it. The difference is that it will reflect the opposed ability
instead of negating it. Thus, if the Reflect succeeds, the opposed ability now attacks its original user as if it had been
used on him to begin with. If the attacking ability is an area ability, a successful Reflect protects its subject and affects
the user as though they were in the area being attacked, but otherwise the area is still attacked normally.
Cost: 4 to use it on yourself, 6 to use it on someone you can see; you cannot protect someone you cannot see.
Scrywall
Area; Resists any Information abilities
As Scryguard, but to protect a whole area and everything in it.
Duration: 10 hours. Base cost: 3 to use. 2 to maintain. Time to perform: Seconds equal to energy cost.
Seek Psi Aura
Information
Determines the direction and approximate distance of the nearest significant psionic item or active ability, but not
races or individuals with Psionic Talent. Regular range penalties apply. Any known examples of psionics may be
excluded if the user specifically mentions them before using. Cost: 6. Time to perform: 10 seconds.
False Aura
Regular, Area; Special Resistance; Resists Information abilities
Replaces the psionic emanations of a being, area, or object with false ones; the term “aura” is only literal for living
things. For instance, a human could be made to have the aura of a Zombie, a sword could appear to be attuned with
Dancing Weapon, an area could appear to be under linked Create Fire and Glue abilities, etc. Roll a Quick Contest
between the False Aura and any ability (Information or Regular) that can see or detect the emanations (such as Aura,
Psi Sight, or Analyze Psionics). If the False Aura wins, the other ability is fooled. False Aura also works against
equivalent senses some creatures may possess. Unwilling subjects resist with IQ. The chosen False Aura must be
familiar to the user – a psi could not put a False Aura of Golem on a statue unless they knew the Golem ability, for
instance. Duration: 10 hours. Cost: 4 to use. Half that to maintain. When used on an area, the base cost is 4. Time to
perform: 10 seconds.
Scryfool
Regular; Special Resistance

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Redirect Information abilities targeted at a first subject onto a second subject, the “decoy.” Both subjects must be
present at time of use; add the range penalties, if any. Unwilling subjects resist with Will. From then on, any
Information ability attempting to scry the first subject must win a Quick Contest with the Scryfool to scry the correct
subject. Otherwise, it scries the decoy instead.
Duration: 10 hours. Cost: 4 to use. 2 to maintain. Time to perform: 10 seconds.
Catch Psionic Missile
Blocking; Special
When used immediately after a Psionic Missile is thrown (not when it is created), this ability allows its user to catch the
missile as it comes within reach of him. Once caught, the missile can be held just as if they himself had created it, to
be thrown later. The user need not know the ability for the missile they is catching. If the Catch Missile roll succeeds,
its user physically catches the missile when it comes close enough to grab. If the Catch Missile roll fails, its user gets
hit dead-on by the missile (on a critical failure, they takes maximum damage!).
Cost: 3.
Psionic Resistance
Regular; Resisted by Will+Talent
For each point of energy put into the ability (up to 5), the subject’s Psionic resistance goes up by 2 if they is willing, or
by 1 if they tried to resist. This PR works like Magic Resistance (B67) when abilities are used on the subject. The
subject can still use abilities, but at a penalty equal to the PR. Abilities already affecting the subject (or already used
by him) continue unchanged. they can use potions and attuned items normally.
Duration: 1 minute. Cost: 1 to 5 to use. Same cost to maintain. Time to perform: 3 seconds.
Psionic Shield
Area; Resists all abilities used through it.
Resist any ability use through it at the Psionic Shield’s Endurance (starts at the user’s effective skill). It also acts as a
Scrywall (above). Exception: It does not affect missile abilities at all, including Thrown abilities. Note that if the
attacking ability wins the contest, it gets through, but the Psionic Shield is not destroyed – instead, its Endurance is
reduced by 1. When an Psionic Shield’s Endurance is reduced to 0, the ability dissipates and cannot be maintained.
Duration: 1 minute. Base cost: 3 to use. 2 to maintain.
Psionic Wall
Regular; Resists abilities used through it.
Creates a wall of anti-psionic. The wall resists any ability used through it from one side, specified by the Psi upon
using Psionic Wall. It also acts as a Scrywall. Exception: It does not affect Missile abilities at all, including Thrown
abilities. If the Psionic Wall fails to resist an ability used through it, the ability breaks through, but the wall still stands,
its Endurance weakened by 1. Upon reaching Endurance 0, the wall dissipates. Abilities passing through the wall from
the “safe” direction (usually the side that the Psi stands on!) are not resisted or affected in any way. The wall is set in
one-yard increments, either all at once or piece by piece. When adding new segments to a weakened Psionic Wall,
the new segments assume the Endurance of the “weakest link.” The only way to “repair” a weakened Wall is to set it
anew. The Psionic Wall is four yards high, so it is possible to perform an ability across it from a high enough elevation.
Higher walls can be created by spending proportionately more energy (double energy for double height, and so on).
Duration: 1 minute. Cost: 2 per one-yard piece of Wall to create. Same cost to maintain. The Psionic Wall may also be
set horizontally, as a “ceiling” or “floor”; each point of energy will then cover two hexes on a battle map.
Charge Psi-stone
Regular
Recharges a Psi-stone at a higher rate than the stone recharges itself. Every 3 energy spent by the Psi restores 1
point of energy to the stone, but every point restored is counted as an “advance” against future “natural” recharging.
Thus, if a 10-point Psi-stone is recharged with this ability in a normal-flux area, it will not begin to recharge for 10 days
after it is used. If it is used, and then recharged again using this ability, it will be 20 days until the stone begins to
recharge normally, and so on. The presence of multiple Psi-stones does not inhibit the use of this ability. On any
ordinary failure with this ability, the Psi-stone gains a new quirk. On a critical failure, the Psi-stone cracks and is
destroyed. This ability can safely recharge Psi-stones with quirks that limit recharging only if the conditions imposed
by the quirk have been met. Attempts to ignore those conditions may cause the Psi-stone to shatter. This ability does
not work on Fluxstones. Duration: The energy remains in the Psi-stone until needed. Cost: 3 per point of energy
recharged. Time to perform: 10 minutes.
Dismiss Abilities
Area; Resisted by subject abilities
Negates other abilities within the area if successful. It has no effect on enchantments, but Dismisses any temporary,
lasting, or permanent ability, unless the ability specifies otherwise. Each ability resists separately. Dismiss Abilities is
not selective! The Psi need not know the ability(s) being Dismissed. To nullify a specific ability without affecting others,
use Counter Ability, above. Duration: Dismissed abilities are permanently gone. Base cost: 3. Time to perform: 1
second for each energy point spent.
Remove Curse
Regular; Resisted by subject ability
Nullifies any one of the following abilities: Geas (either type), Healing Slumber, Possession (any type), Suspend Psi
Talent. If for any reason the skill level of the subject ability is unknown, the GM’s assessment is final.
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Cost: 20. Time to perform: 1 hour.
Steal Ability
Regular; Resisted by subject ability
Steal control of an already-created, maintainable ability from its original creator. Note that it is directed at the other
ability’s creator and is therefore subject to range modifiers. The Psi must know precisely what they is stealing –
Identify Ability is very useful for this purpose. You cannot steal an ability if you do not have the required Talent. A held
Missile cannot be stolen. Modifiers:-5 if the psi does not know the ability they is stealing.
Duration: Permanent; once stolen, the ability no longer belongs to its original creator. Cost: Equal to the maintenance
cost of the ability to be stolen. Time to perform: 1 second per energy point spent.
Ability Guard
Regular; Resists attempts to tamper with its subject ability
This ability is used on another ability to protect it from tampering attempts. Twice the energy put into the ability (up to 3
points) is subtracted from the skill of any use of the following Meta-abilities against the subject ability: Counter ability,
False Aura, Remove Aura, Remove Curse, Steal Ability, Suspend Curse, and Suspend Ability. Twice the energy put
into the Ability Guard is added to the effective skill of the subject ability’s creator when resisting Dismiss Ability or
Suspend Ability. When the ability it protects lapses or is Dismissed, the Ability Guard also lapses. Duration: 10 hours.
Cost: 1 to 3 to use. Same cost to maintain. Cost is not reduced for high skill. Time to perform: 1 second for each
energy point spent.
Remove Aura
Regular; Special Resistance; Resists Information abilities
Like False Aura, but removes the psionic emanations of the subject entirely. When used on an inanimate object, this
ability turns it into a blank slate for abilities such as Ancient History, History, See Secrets, or Seeker (in the latter case,
the Remove Aura breaks the “association,” so the Seeker is performed at -5). To resolve this, any future use of the
aforementioned abilities is resisted by the Remove Aura – whenever the other ability fails, the information it tried to
access was successfully removed. Whatever happens to the object after its aura is removed can still be freely
accessed by those abilities, of course. When used on a living or Psionic subject, the Remove Aura only lasts one day
and cannot be maintained. It interferes with such abilities as Aura, Detect Ability, Seek Psi Aura, or Psi Sight.
Unwilling subject beings resist with Will. Duration: Permanent (but see above). Cost: 5. Time to perform: 10 seconds.
Suspend Psi Talent
Regular; Resisted by Will+Talent
Temporarily nullifies the subject’s Talents. The user must touch the subject throughout. The subject retains their
knowledge of abilities, but cannot use them – unless they is in a high-flux area, of course, in which case they simply
loses the bonus. Even in a high-flux area, the subject cannot use abilities that require Talent of any level. Suspend Psi
Talent can only be removed by Remove Curse. A critical failure with this ability costs the user a level of Psi Talent for
2d days. At the end of that time, the Psi should roll vs. IQ+Talent; any roll except a critical failure means that the lost
Talent is regained – a critical failure means the loss is permanent!
Duration: 1 hour. Cost: 12 to use. Same cost to maintain. However, the subject gets to resist every time the ability is
maintained. Time to perform: 10 seconds.
Drain Psi Talent
Regular; Resisted by Will+Talent
Permanently drains one level of the subject’s Psi Talent. The Psi must touch the subject throughout. The subject
retains their knowledge of abilities (albeit at a lower skill level), but cannot use those that require a higher degree of
Talent than their new one. A critical failure with this ability costs the user a degree of Psi Talent and a point of IQ!
Duration: Permanent. Cost: 30. Time to perform: 10 minutes.
Attunement
This is the ability to create or neutralize psionic artefacts.
Attunement Ability Dif# Pg Attunement Ability Dif# Pg Attunement Ability Dif# Pg
Amulet 1+Tgt 9 Psi-stone 11 10 Temporary Attunement 11 11
Attuning 10 10 Flux-Stone 11 11 Impression Blocker 12 12
Limit 11 10 Remove Attunement 11 11 Power 12 12
Name 11 10 Speed 11 11 Resist Attunement 12 12
One-Power Psi-stone 11 10 Suspend Attunement 11 11 Link 16 12
Password 11 10
Amulet
Attunement
An amulet is an item that grants the wearer psionic resistance against a specific ability. Amulets are often attuned with
several Amulet abilities, to cover a wide spectrum of effects. Although most amulets are pieces of jewellery, any item
may be so attuned. It is even possible to tattoo an amulet onto its wearer! The attuner uses the lower of their skills
with Amulet and the ability being opposed. Amulets also work against variants of the base ability: an amulet against
Fireball also works against Explosive Fireball.
Energy cost to use: 50 per point of resistance the amulet grants (maximum of 5).

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Attuning
Attunement
A prerequisite for all other Attunement abilities. To attune an item, the Psi must also know this ability. The Psi rolls
against the lower of their skill with this ability and the specific ability they wishes to place on the item. If they has
assistants, they must have skill 15 or higher with both abilities, but the roll is based on the Psi’s skill.
Duration: Psionic items are permanent until destroyed. A given psionic item may carry any number of abilities. Each
one requires a separate attunement. The presence of an attunement has no effect on later attunements.
Power of a Psionic Item
Each Psionic item has a “Power,” which is set upon creation. An item’s Power equals the Psi’s effective skill with
either the Attune ability or the ability contained in the item – whichever is lower. The skill penalty for low flux does not
apply when determining an item’s Power. Since attuning is gestalt psionics, the Psi can spend extra energy to raise
their effective skill, and hence the Power of the item.
Record Power for each psionic item created or found (to learn the Power of a found item, the PCs must use Analyze
Psionics). If an item has several abilities on it, each ability has its own Power. Whenever it would be important to know
the skill level of an ability used by a psionic item, use the item’s Power. An item’s Power must be 15 or more for the
item to work. Apply a temporary -5 to Power in a low-flux area; thus, an item with less than Power 20 will not work at
all in a low-flux zone. No psionic item works in a no-flux region!
Success Rolls for Attuning
The GM makes all rolls to attune psionic items. As with gestalt psionics, a roll of 16 fails automatically and a roll of 17-
18 is a critical failure. On a success, the item is attuned. On a critical success, increase the Power of the item by 2d –
and if the success roll was a natural 3, the item might have some further enhancement (GM’s discretion). The Psi will
know that their ability went well, but they will have to use Analyze Psionics to know how well. On a failure, the results
depend on the method used to attune the item – see below. A critical failure always destroys the item and all materials
used.
Quick and Dirty Attunement
This method creates a Psionic item quickly. It takes one hour per 100 points of energy required (round up). Make the
success roll at the end of that time. Succeed or fail, all the energy is spent when the GM rolls the dice. A lone Psi is
limited to the energy provided by their FP, HP, and one Psi-Stone. But assistants can contribute their own FP and HP
as described for gestalt psionics. Assistants may also use one Psi-Stone each. The Psi is at -1 to skill for each
assistant; therefore, the number of assistants allowed is the number that would reduce the Psi’s effective skill to 15.
With more assistants, the attunement won’t work. If the Psi uses HP to power the ability, their effective skill is at -1 for
every HP used. The same is true for assistants, but their skill does not affect the item’s power, as long as their
effective skill is at least 15. If anyone but the Psi and their assistants is within 10 yards, the ability is at a further -1. On
a failure, the attunement perverts in some way. It might acquire unpleasant side effects (see the Random Side Effects
Table, B479), become an entirely different ability, or anything else the GM likes. The Psi won’t know their ability went
wrong unless they uses Analyze Psionics or tries the item!
Slow and Sure Attunement
Use this method when the attuner wants to be sure it’s done right. It takes one “Psi-day” per point of energy required.
A Psi-day represents a full eight-hour workday for one Psi. For instance, an item that requires 100 energy points
would take one Psi 100 days, two Psis 50 days, and so on. A Psi may work on only one attunement at a time; they
may not “work two shifts,” either on the same or different items. All of the Psi’s assistants must be present every day.
If a day’s work is skipped or interrupted, it takes two days to make it up. Loss of a Psi ends the project! Make the
success roll at the end of the last day. There is no FP or HP cost to the attuners – they invested the energy gradually
as the ability progressed. On a failure, the attunement didn’t work. The time was wasted, and any materials used in
the ability are lost. (Exception: If the Psi was adding an ability to an already-attuned item, it is unharmed, though extra
materials are lost.) Time spent attuning with the Slow and Sure method counts as on-the-job training (B293); the
attuner must split these hours between the Attune ability and whatever ability is being attuned into an item.
Multiply Attuned Items
An item may carry any number of abilities; each one requires a separate attunement. The presence of an ability on an
item does not affect further attunements. Exception: Placing multiple abilities on a single item has advantages and
disadvantages. A multiply attuned item is easy to carry and use. On the other hand, that single item is vulnerable. If it
breaks, all the attunements are lost and a critical failure while adding a new attunement destroys the item and all
previous attunements.
Limit
Attunement
The attuned item works only for the user, or class of users, specified by the attuner when the Limit is created. This
class of users may be as simple or complex as the attuner wishes. A Limit ability may affect all the abilities on the
item, or just some of them. Energy cost to use: 200
Name
Attunement
Gives a secret name to an attuned object. The power of the subject functions only for someone who knows its name.
The user must speak the item’s name the first time they tries to use it, to show they knows the name.
Energy cost to use: 400, or 200 if the name is written on the item. It must be readable (GM’s decision). It may be
small, hidden, or even disguised, but a person examining the item must be able to see it. This provision is a major

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reason for the popularity of dead and obscure languages among attuners – writing your item’s name on it in an extinct
language is almost as safe as not writing it at all, and much cheaper.
One Power Psi-stone
This is a variation that follows all normal Psi-stone rules. A One-Power Psi-stone is attuned in such a way that it can
provide energy only for abilities of a particular power group. The advantage of a One-Power Psi-stone is that each
attuning only requires 12 energy, not 20.
Password
Attunement
The reverse of the Name attunement. A psionic item with a Password functions unless the Password is spoken. If the
Password is spoken, the item will be inert until the next time its powers would normally be invoked – or for one minute
(choice of person making the item). An item may have some abilities that are passworded and others that are not. The
details, of course, depend on the ability. Energy cost to use: 400. Halve this cost if the password is written on the item
(must be readable).
Psi-stone
Attunement
Infuses power into an object for later use by a psi. Traditionally, a gemstone serves as the subject of this ability (for
this reason, “Psi-stone” is the generic word for an object containing stored power), but any object can potentially be
used. Any psi touching a Psi-stone may take any or all of the energy it contains, using it instead of their body’s own
energy to use an ability. Each Psi-stone is said to have a “capacity.” This is the maximum amount of energy it can
hold. Since a Psi can only use one Psi-stone at a time, a large Psi-stone is more useful than a handful of small ones.
A large Psi-stone can be used to perform a large ability; a group of small ones can be used one at a time to help
maintain an ability, but cannot be used all at once. A Psi-stone “recharges” itself after use, by absorbing power from
the surrounding area. The rate of recharge varies with the area’s flux level.
Local Flux Recharge Rate A Psi-stone does not recharge if it is within six feet of a larger Psi-stone. Stones of
None None the same size split the available power and recharge at slower speed. This
unfortunate fact means that the owner of several Psi-stones must let some of them
Low 1 point/week
out of their sight to get them recharged! A Psi-stone is attuned one step at a time.
Normal 1 point/day The first time Psi-stone is used on an object, it becomes an uncharged Psi-stone
High 1 point/12 hours with capacity 1. Each additional use increases its capacity by 1. Thus, 15 uses
Very High 1 point/6 hours would create a Psi-stone with a capacity of 15. But note that with this many uses,
there would be a cumulative chance of nearly 1 in 4 that a critical failure would be
rolled at some point, destroying the stone. For 60 successive uses, the cumulative chance of critical failure is 2 in 3!
Further, each ordinary failure puts some sort of psionic “quirk” on the stone. Thus, it is possible for work for months
and end up with a 20-energy Psi-stone that smells like fish and can only be used on Wednesdays. This makes big
stones without serious flaws more valuable than others of the same strength. The quirks of a Psi-stone are set by the
GM, and can be used as a tool for campaign balance. Most of them will be peculiar, arbitrary limitations on how the
stone can recharge (eg only while bathed in bat blood) or how it can be used (eg only on Fire abilities; only by a
green-eyed virgin; not by anyone wearing a hat). A severe quirk affects the user of the stone (eg renders him mute for
an hour). The Psi knows if their ability has failed, but not what quirk their Psi-stone now has. The Analyze Psionics
ability can determine what quirks a Psi-stone has. Two failures in a row indicate that no further growth is possible for
that stone. Any object may be used to produce a Psi-stone. However, it is easier to attune a Psi-stone using an item
with intrinsic value. The cost to use Psi-stone is quadrupled if the item being attuned has a value of less than $10*P 2 +
$40*P, where P is the target capacity of the Psi-stone. This is one reason gemstones are popular; a valuable stone is
compact and durable. A Psi-stone is uncharged when created (though if it already contained energy, that energy is
unaffected by a use to increase its capacity). The energy from a Psi-stone cannot be used for further attunements on
that stone – a Psi-stone cannot be used to help attune itself! Energy cost for each use: 20
Flux-stone
Attunement
A Flux-stone is an unrechargeable Psi-stone. Use all normal Psi-stone rules (limits by value, etc.), except that a Flux-
stone does not recharge its power – although the item may be re-attuned with multiple applications of the ability. If a
Flux-stone “quirks” in attuning, the quirks (naturally) must be appropriate to a non-recharging object (no quirks about
recharging limitations!). Flux-stones have no effect on the recharge rate of nearby Psi-stones. Energy cost to create:
5. Each use charges the stone with a single point of energy.
Remove Attunement
Attunement
Takes one attunement ability off the subject item. This does not affect other attunements on that same item.
Exception: A failed attempt to remove a Limiting Attunement removes all attunements from the item. Skill modifiers:-3
if the Psi does not know how to use the attunement they is trying to remove. -3 if they does not know exactly what that
ability is. -3 for each other ability on the item. These are cumulative.
Duration: Removal is permanent. Cost: 100 or 1/10 of the cost to place the attunement originally, whichever is more.
Time to perform: see Attuning.
Speed
Attunement

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Decreases the use time of any other attunements on an item attuned with Speed. Each point of Speed cuts the use
time in half, just as high skill does for a Psi. If the use time is reduced below 1 second, the item can be used without
concentration. Speed Cost: 1 point 500; 2 points 1,000; 3 points 2,000; 4 points 4,000. Double the cost for each
additional point. Note: If an item already has this attunement at a low level, a Psi may perform it at a higher level
(making the item faster). The cost for the new level is the difference between the levels; the “old” level does not add to
the item’s resistance to the “new” one.
Suspend Attunement
Attunement
As Remove Attunement, but the attunement is merely suppressed. It seems to vanish, but reappears when the
Suspend Attunement ends. If anyone attempts to study or detect a suspended attunement, it resists the information
ability at -5. Skill modifiers: -3 if the Psi does not know how to use the attunement they is trying to suspend. -3 if they
does not know exactly what that ability is. -3 for each other ability on the item. These are cumulative. Duration: One
hour. Cost: 25 or 1/100 of the cost to place the attunement originally, whichever is more. Half this amount to maintain.
Temporary Attunement
Attunement
This lets the attuner create psionic items that only function a few times before losing their attunement, at a substantial
savings in energy cost (and therefore time). An item can be temporarily attuned at an energy cost of 15% the normal
cost for an item of that type per use. An item with only a single use can be created for 15% of the normal energy, two
uses would cost 30%, four would cost 60% (very cost-ineffective under most circumstances) and the cost for an item
limited to 7 or more uses actually exceeds the cost of a permanent item. The temporarily attuned item acts, in all
respects, as a normal item of that type until all of its uses are consumed. Once all the uses of the temporary item are
gone, the item is no longer psionic. The Temporary Attunement ability is used in place of the Attuning Ability. A single
item may not be attuned with both temporary and permanent abilities simultaneously. Temporary Attunement can only
be used to give items a one-time capability to use a certain ability – not to use the ability on the object. For example, a
Psi couldn’t make a one-shot set of invisible armor – it would never wear off. they could give the armor the capability
to use the Invisibility ability on itself at normal energy and duration costs. Temporary Attunement cannot be used in
conjunction with any Attunement Power or Meta-Abilities except the following: Limit, Link, Name, Power, and Speed.
Temporary Attunement absolutely cannot be used to further reduce the cost of attunements that already have limited
uses.
Duration: Until all of the item’s uses have been expended. Cost and time: See Attuning
Impression Blocker
Attunement
Seeker (p18) and related abilities require an object associated with the item or person sought in order to work. The
Impression Blocker Attunement creates a container that allows people to carry items without them becoming
“associated” with the carrier. An object in a closed blocker container retains the impressions it had when the container
was shut. If removed, handled briefly, and replaced, the object will acquire a very faint impression of the handler, but it
won’t be enough for a Seeker ability unless the handler does so once a day for decades. It is possible for an object in
a blocker container still to be useful; for example, a book open to an important page, and stored in a glass container,
can still be read! At sufficiently advanced tech levels, a “waldo” or remote-manipulation box can be attuned, allowing
handling of the object without opening the box. In some settings, these containers can also be used to preserve
evidence. Impressions never wear off; they just accumulate, so an item can be used to perform Seeker on any
previous owner.
Energy cost to use: 20 per pound of capacity, minimum 20.
Power
Attunement
Makes a psionic item partially or completely “self-powered.” Each point of Power reduces the energy cost to use or to
maintain any ability on the item by one. Halve this bonus in a low-flux area (round down); double it in a high- or very-
high-flux area. Power has no effect on the energy cost of the user’s abilities! If Power reduces the cost to maintain to
zero, treat the item as “always on” after the cost to use is paid – but the wearer must stay awake to maintain the
ability. If Power reduces the cost to use to zero, the item is “always on” for all purposes, although the owner may turn
it off if they wishes. Energy Cost: 1 point 500; 2 points 1,000; 3 points 2,000; 4 points 4,000; Double the cost for each
additional point. Note: If an item already has this attunement at a low level, a Psi may perform it at a higher level. The
cost for the new level is the difference between the levels; the “old” level does not add to the item’s resistance to the
“new” one.
Resist Attunement
Attunement
An item attuned with this ability resists attempts to attune it further, imposing a penalty on the attunement skill roll.
Further, this attunement itself resists any attempt to remove or suspend it, imposing twice the regular penalty. It is
possible for the attuner to set Resist Attunement to not resist specific further attunements, but the attuner himself must
create those abilities or be present for the entire creation.
Energy Cost: -1 50; -2 100; -3 200; -4 500; -5 1,000.
Link
Area

14
Postpones the activation of one or more linked abilities used in its area of effect, until a certain thing happens in the
Link’s presence. This triggering event may be as simple or complex as the Psi desires, if complex, it should be put in
writing. The triggering event must be something that could reasonably be determined by a normal person at the Link
site; the GM’s decision is final. If the Link is to be triggered by a more esoteric event, an appropriate ability such as Psi
Sight may be used on the Link. The Link may also be triggered by the activation of another ability, such as Watchdog
or another linked ability. A Link can activate only one other ability. The abilities are used one after the other, with no
delays between abilities. The Link must be performed first, and counts as a ability “on” when determining the skill level
of the linked ability. Full cost for the linked ability and for the Link must be paid at the time of use. If the Psi specifies
an ability to affect a human-sized subject, and a larger victim actually triggers the Link, there is either no effect or
reduced effect, depending on the ability. The GM’s ruling on this is final. The Link may also be triggered by the
activation of an ability placed on the area after the Link, such as Watchdog or another Link. The Psi pays the energy
costs and makes the skill rolls for the Link ability and all linked abilities at the time of using. Linked abilities may not
benefit from cost reductions for high skill. If the intended subject of a linked ability is not present at the time of using,
there is an additional -5 penalty for the linked ability (but not for the Link) for not being able to touch or see the subject.
The size of the area of the Link ability is determined at the time of performing. Any linked abilities may go off anywhere
within the Linked area; for instance, if a one-yard-radius Create Fire and one-yard-radius Glue ability were linked to a
20-yard-radius Link to catch intruders, the first intruder to enter the Link’s area would find himself in a zone of flaming
glue, but subsequent intruders would be safe (from that Link, anyway). The size of the linked abilities must be set at
the time of using. Only subjects within the Linked area are affected, unless the ability results in an effect that would not
be bound to that area – summoning a demon, for example! The triggering event may occur outside of the area,
however. The time to create the linked abilities is spent when initially set up. There is no delay when the Link is
triggered – all linked abilities are activated instantly. The linked abilities do not count as an ability “on” for any purpose.
Every three Link abilities on count as one ability on, rounding down. A Psi cannot detect a Link simply by looking at it.
The Psi Sight ability or the Detect Psionics ability will reveal the Link, however. If the Psi knows the Conceal Psionics
ability, the Link may be made harder to detect by psionic means. Simply adding the Conceal Psionics costs to the
base cost of the Link ability accomplishes this effect. The Psi must know Conceal Psionics to use this option. If the
subject of a linked ability is not present at the performance, and has Psionics Resistance, refer to the original die roll
to determine the results. If the original die roll of the linked ability is not recorded, reroll the ability for this purpose only.
Blocking and missile abilities cannot be Linked – other abilities can. An “instantaneous” ability will happen once, when
activated; then the ability will be gone. A continuing ability will start when activated, and then operate until it expires. A
single Link can be made to activate a ability when the area is entered, and deactivate the ability when the area is left.
This may continue until the linked ability expires. As an example, a Psi may use Link on Continual Light. If they then
rolls seven days for the duration of the Continual Light ability (168 hours), they can have the Link set up to turn the
Light on when they enters the room, and turn it off when they leaves. When 168 hours of light have been used, both
abilities expire. For instantaneous abilities, the Link vanishes after activating the other abilities. No maintenance of a
Link is required, either for the Link itself, the linked abilities, or any information abilities used on the Link to tell it when
to trigger. Link may also be set in reverse, to stop one or more abilities when a triggering event occurs. In that case,
the linked ability will last only while the Psi maintains it, but the Link itself requires no maintenance. Link can also be
used for Limiting Attunements.
Duration: Until triggered, and its linked abilities expire. Base cost: 8; linked abilities cannot be maintained.
Time to create:4 hours – there is no reduction in time, no matter how well Link is learned.
Sparker
This is the psychokinetic power to control light and electricity. *These abilities only work on electrical machines or
power sources and you must specify the Tech Level.
Sparker Ability Dif# Pg Sparker Ability Dif# Pg Sparker Ability Dif# Pg
Light 0 13 Gloom 2 14 Lightning 6 15
Seek Power* 0 13 Glow 2 14 Resist Lightning 6 15
Colors 1 13 Light Jet 2 14 Shocking Touch 7 16
Conduct Power* 1 13 Blur 3 15 Ball of Lightning 8 16
Lend Power* 1 14 Sunlight 4 15 Machine Control* 11 16
Shade 1 14 Steal Power* 5 15 Glitch* 12 16
Shape Light 1 14 Invisibility 6 15 Malfunction* 13 16
Stop Power* 1 14 Laserbolt 6 15 Draw Power* 22 16
Flash 2 14
Light
Regular
Produces a small light like a candle flame. It stays still unless the Psi concentrates on moving it; then it can travel at
Move 5.
Duration:1 minute. Cost: 1 to create. 1 to maintain.
Seek Power/ TL
Information

15
Identifies the direction and approximate distance of the nearest significant source of power. Use the long-distance
modifiers. Any particular types or known sources of power may be excluded if the useer specifically mentions them
before beginning. Power sources that are not currently being drawn from (a battery not connected to a circuit, for
example) are harder to locate than power sources in use; double the long-distance penalty.
Cost: 3. Time to perform: 10 seconds.
Colors
Regular
Changes the color of any light. The ability must be used on the source of the light. If the Psi concentrates, multiple
color-changes are possible with the same ability.
Duration: 1 minute. Cost: 2 to use. 1 to maintain.
Conduct Power/ TL
Special
Turns the Psi into a power conduit, a link between an active power source and a device in need of it. The ability has
two “subjects”: the source and the sink. The range penalty is based on the total distance from source to Psi plus Psi to
sink. If either the source or the sink is not visible to the Psi, the roll is at -5; if neither is visible, the roll is at -10! A
device may draw power through one Psi or circle of Psis at a time; if several Psis are competing to supply a device,
roll a Quick Contest of Skill between Psis, adjusting for range. The maximum power a Psi may safely serve as a
conduit for is (HT) x (Talent squared)/4, in megawatts. Thus, a Psi with HT 10 and Talent 2 could handle a steady
stream of 10x(2x2)/4, or 10 megawatts, safely. If a Psi’s safe level is exceeded, every second they must take 1 fatigue
per excess MW (or fraction thereof) and roll vs. HT. On a failed roll, they loses HP equal to the fatigue loss for that
turn. On a critical failure, they suffers a heart attack (see Mortal Conditions, p.B429) and collapses. A source for this
ability need not be a source of electricity or some other energetic essence; particularly in its low-TL versions, Conduct
Power may tap into mechanical energy from natural sources. However, a power source must be in a form that could
be directly used by a machine; thus, a water wheel would be a viable source, but a waterfall would not be.
Duration: 1 minute.
Cost: None to create. 1 to maintain (due to the strain of the power’s passage). This maintenance cost isn’t reduced by
high skill.
Example: The ability could be use on the fusion plant in a starship (the source) and a blaster pistol in the Psi’s hand
(the sink). While the ability is maintained, the fusion plant powers the pistol. If the blaster is in the Psi’s hand and the
plant is 3 yards beneath the catwalk they is standing on, the total distance is 3 yards, for a -3 range penalty. If the
catwalk obscures the Psi’s view of the power plant, they is at a further -5 (note that the Psi need not be looking at the
power plant while firing the gun – just while creating the ability!).
Lend Power/ TL
Regular
The Psi expends energy to psionically power a device. In theory, a large enough circle of Psis could use this ability to
power a starship and its weapons. The ability cannot be used to directly charge batteries or other storage devices. It
could, however, power a machine designed to recharge them.
Duration: Indefinite.
Cost: 1 FP = 360 KwSecs; 10 = 1 KwHr. Minimum energy cost is one per hour; high skill does not reduce cost.
Shade
Regular
Provides shade for the subject. This prevents sunburn and provides some relief from heat (reducing the effective
temperature around the subject by 10˚F, if hot light is a significant source of the heat). The effect is that of an invisible
parasol.
Duration: 1 hour.
Cost: 1 to use. Half that to maintain. Time to perform: 10 seconds.
Shape Light
Regular
With this ability, the Psi may transform a uniform light source into a directional one. The Psi may specify any number
of “baffles” or restrict the illumination to specific beams. Thus, the ability can change a torch into a hooded lantern of
sorts. Concentration is required to change the light’s shape, but not to maintain it. The ability can also be used to bend
and twist light beams.
Duration: 1 minute. Cost: 2. Same cost to maintain.
Stop Power/ TL
Area
Stops the flow of power in the area, causing all powered devices to cease to function. This may or may not cause
permanent damage to the devices, depending on their design. Barring this, any affected device works normally when
it leaves the area.
Duration: 1 minute.
Base cost: 3 to use. Half that to maintain. Time to perform: 3 seconds
Flash
Regular

16
Creates a brilliant flash of light. This will totally blind some that see it, and reduce the DX of others by 3 (which
reduces all DX-based skills). It may affect anyone who is facing the flash and has their eyes open (GM’s decision, if
miniatures are not being used). The user himself is not affected if they closes their eyes as they uses the ability. Each
other creature in range must make a HT roll to avoid the worst effects – including the user's allies, unless they shouts
a warning (which others may hear!) or they can see him and have Absolute Timing.
Modifiers: Any bonus for eye protection or Protected Vision; -3 within 10 yards, no modifier at 11-25 yards, or +3 at
26+ yards (like an Affliction beyond 1/2D range); if the flash is reflected, use the total distance to and from whatever it
bounced off, and add +3 if that's something like light-coloured walls or foliage rather than an actual mirror such as ice,
metal armour, or water. Treat failure by 10+, or any critical failure, as blindness instead.
Distance If HT roll is made If HT roll is not made
Within 10 yards 1 minute at -3 DX 3 sec. blind, 1 min. at -3 DX
11 to 25 yards 10 sec. at -3 DX 1 minute at -3 DX
26 or more yards no effect 3 seconds at -3 DX
Cost: 4. Time to perform: 2 seconds.
Gloom
Area
Plunges an area into gloom. The more energy is put into the base cost, the gloomier the ambient light becomes.
Sources of light still work normally within the area. Duration: Variable. The GM should roll 2d for the number of days.
Base cost: ½ for torchlight; 1 for moonlight; 1½ for starlight; 2 for total darkness. Minimum radius is 2 yards. Time to
perform: 1 second per half-point of base cost.
Glow
Area
Suffuses an area with a uniform glow. Objects and beings standing in the area won’t project any shadows unless a
source of light stronger than the ambient glow is brought in.
Duration: Variable. The GM should roll 2d for the number of days.
Base cost: ½ for starlight; 1 for moon-light; 1½ for torchlight; 2 for daylight (bright, no Vision penalty). Minimum radius
is 2 yards. Time to perform: 1 second per half-point of base cost
Light Jet
Regular
Emit a beam of bright light from one finger. This beam can be used like a flashlight. It gives good illumination for 10
yards in the direction it is pointed, and some vision will be possible up to 30 yards away. It can be used as a signal for
up to a mile if visibility is good. Can be used in combat to blind foes within 10 yards, but only in relative darkness (eg
when the combat penalty is at least -5). Each turn, the Psi rolls against Innate Attack skill or DX-4, with a -5 penalty to
hit the face. This attack can be dodged or blocked, but not parried. If the target is hit, they will be at a -4 penalty to
combat skills on their next turn, and at a -1 penalty for the remainder of the combat. This effect is not cumulative. Foes
with Night Vision double these penalties.
Duration: 1 minute. Cost: 2 to use. 1 to maintain.
Blur
Regular
Makes the subject harder to see and therefore harder to hit with attacks. Each point of energy gives -1 to the effective
skill of any attack on the subject, to a maximum of -5.
Duration: 1 minute. Cost: 1 to 5 to use. Same cost to maintain. Time to perform: 2 seconds.
Sunlight
Area
The area is illuminated in full daylight – even underground! The area extends skyward, stopping only when it hits
some sort of ceiling. If used in a cave, the area is a huge shaft of light extending upward to the rock. If used on a
cloudy day outdoors, the light appears to break through the clouds above. If used at night, the light appears to come
from an overhead star which brightens to sun level for those inside the area. Treat the light as natural sunlight for all
purposes – it can be used to grow plants, get a tan, etc. Creatures who are susceptible to the effects of sunlight (such
as vampires) are fully affected.
Duration: 1 minute. Base cost: 2 to use. 1 to maintain.
Steal Power/ TL
Regular
The Psi steals power from a stored power source (such as a battery) to restore their FP.
Cost: The Psi regains energy at a percentage efficiency equal to their skill with the ability; a Psi with skill 15, draining a
battery completely, would himself gain 15% of the power potential contained in the battery (or less, if less would
completely restore the Psi’s FP). The rest of the power in the battery is wasted.
Time to perform: 5 seconds.
Invisibility
Regular
The subject cannot be seen and does not appear in reflections or photographs. they still makes sounds and can be
tracked by scent or footprints. Anything they picks up becomes invisible, unless they wills it to stay visible. Infravision

17
cannot detect him, but See Invisible can. Invisible characters have a great advantage in combat: Attacker cannot see
their foe, but knows their location for sure: -4.
Defender cannot see their attacker: they may dodge at -4; if they makes a Hearing-2 roll, they may also parry or block
at -4. If they is completely unaware of their attacker, they gets no defense at all!
Duration: 1 minute. Cost: 5 to use. 3 to maintain. Time to perform: 3 seconds.
Laserbolt
Missile
Shoot a bolt of concentrated UV light from one fingertip. It has ½D 100, Max 200, Acc 8; use the Innate Attack skill. It
burns like sunlight and does tight-beam burning damage. Increase a shield’s DB against this ability by 50%, rounding
down, if it is highly polished. Whether or not damage gets through armour, a hit to the face blinds the victim unless
they makes a HT roll. Eye injuries are especially dangerous. If an eye takes enough damage to cripple it, the result is
always permanent crippling (giving the victim the One Eye disadvantage, or if they only has one eye, Blindness.
Laserbolt is not affected by Missile Shield. Deflect Energy does offer protection.
Cost: Any amount up to your Psi Talent level per second, for three seconds. The bolt does 1d+1 (2) Burn damage per
energy point. Time to perform: 1 to 3 seconds.
Lightning
Missile
Shoots a bolt of lightning from a fingertip. This bolt has ½D 50, Max 100, Acc 4. Treat any metal armor as DR 1
against this ability! If the target is wounded, they must make a HT roll, at -1 per 2 HP suffered, or be stunned. they
may attempt a HT roll each turn thereafter to recover. Against electronic equipment, treat this attack as if it had the
Surge damage modifier. Lightning behaves unpredictably around conductors. A lightning bolt cannot be shot through a
metal grid, between bars, from within a car, etc. – it jumps to the metal and is lost. However, the GM may (for
instance) allow a Psi to shoot a lightning bolt into a metal floor. This would not electrocute those on it, but could shock
them all, interrupting concentration and doing slight damage (no more than 1 point, and possibly none at all). The GM
may encourage creative use of lightning until it becomes a nuisance.
Cost: Any amount up to your Psi Talent level per second, for three seconds. The bolt does 1d-1 burning damage per
energy point with Surge, Double Knockback and Stun. Time to perform:1 to 3 seconds (the Psi’s fingers sparkle as the
ability builds).
Resist Lightning
Regular
The subject and anything they carries become immune to the effects of lightning and electricity. In low-tech settings,
this is most often used to guard against hostile psionics; in higher-tech worlds, it becomes a valuable professional tool.
Duration: 1 minute. Cost: 2 to use. 1 to maintain.
Shocking Touch
Melee
Charges the Psi’s hands with lightning. The Psi must strike the subject to trigger this ability; hit location is irrelevant.
The subject takes 1d+1 burning damage per point of energy in the ability. Armor does not protect. Shocking Touch
has unusual side effects on electronics and conductive materials, as per Lightning (above). Cost:1 to 3.
Ball of Lightning
Missile
Creates a ball of lightning in the Psi’s hand. Unlike a regular Missile ability, however, a Ball of Lightning floats away in
the direction the Psi wills it to; it cannot be hurled in the usual fashion. The ball is utterly silent and moves in a straight
line at a maximum speed equal to the Psi’s skill divided by 5 (round down), regardless of wind and non-metallic
obstacles – the ball floats right through windows, curtains, walls, etc. It maintains its heading and speed unless the Psi
concentrates to change it. The ball explodes on the mental command of the Psi or upon contact with a living being or
metallic object. If the ability is allowed to expire, the Ball winks out of existence without exploding. Duration: 1 minute.
Cost: Any amount up to twice your Psi Talent level per second, for three seconds; half that to maintain. The ball inflicts
1d-1 burning damage for every 2 full points of energy to anyone with-in 1 yard of the explosion. Those further away
divide damage by three times their distance in yards (round down). Time to perform: 1 to 3 seconds; the ball grows in
the Psi’s hand as the ability progresses.
Machine Control/ TL
Regular
Control the actions of one machine (anything under IQ 6, of any size) or a swarm of small ones, up to about 1,000
machines or 100 pounds total. The Psi must be aware of the machine’s functions to control it. The ability does not
supply the skill to use the machine – the Psi must use their own skill at Gunner, Computer Operation, Driving, and so
on. Concentration is required. The ability acts through the machine’s triggers and controls, mechanical or electrical. A
Psi could use the ability to make a camera snap a picture, a robot strangle its evil creator, or a gun discharge all of its
ammunition. they could not aim the object, or move it, unless it was self-aiming or self-propelled (at least without
adding an Apportation ability). If something else has control (an AI in a vehicle or a human operator at the driver’s
seat, for instance), then he/it may dispute control of the machine every second with a Quick Contest of the Psi’s
effective skill vs. the operator’s skill (or Will+TL for cybernetic control). A Psi who knows this ability may use the Rider
or Rider Within abilities on machines; note, however, that a machine’s sensory apparatus may not be readily
intelligible to a human being!

18
Duration: 1 minute. Cost: 6 to use. 3 to maintain.
Glitch/ TL
Regular; Resisted by HT
This ability causes something to go wrong for a moment with the subject machine. It may drop whatever it was
holding, eject a part, miss a cog in its drive train, or garble a data packet. Ingenious Psis will find all sorts of uses. The
game effects can be anything from a trivial annoyance (if used on a flashlight, for instance), to potentially deadly (if
used on an automedic in the middle of laser surgery).
Duration: An instant. Cost: 3. Cannot be maintained.
Malfunction/ TL
Melee; Resisted by HT
The subject machine simply ceases to function for the duration of the ability (an airplane falls, a sensor is “blind,” and
so on). The Psi must touch the subject.
Duration: 1 minute. Cost: 5. Cannot be maintained.
Draw Power/ TL
Special
Identical to Conduct Power, except that the subject is an ability; a Psi with HT 10 and Talent 2 could use a 10 MW
fusion plant to provide him with a steady stream of 28 energy per second to power their psionics! The Draw Power
must be used first and counts as an ability “on” when using the subject ability.
Duration: 1 minute. Cost: None to initiate. 1 to maintain (due to the strain of the power’s passage). This maintenance
use is not reduced by high skill.
Senser
Senser consists of various sixth sense and clairvoyant abilities.
Senser Ability Dif# Pg Senser Ability Dif# Pg Senser Ability Dif# Pg
Detect Psi 0 17 Sense Observation 1 17 Trace 3 18
Sense Danger 0 17 Watchdog 1 17 History 4 18
Aura 1 17 Pathfinder 2 18 Ancient History 5 18
Identify Ability 1 17 Seeker 2 18 Prehistory 6 18
Psi Sense 1 17 Analyze Psionics 3 18 Projection 6 18
Seek Psi Aura 1 17
Detect Psi
Regular
Determines whether any one object is psionic. If the ability is successful, a second use tells whether the effect is
temporary or permanent. A critical success on either roll fully identifies the ability, as for Analyze Psionics. This is not
the same as the ability to detect psionics items that comes with Psionic Talent; that ability only detects permanent
psionics items, while Detect Psionics detects items, abilities, Psionic creatures, and any other ongoing psionic effect.
Cost: 2. Time to perform: 5 seconds.
Sense Danger
Information
Tells the Psi if any immediate danger is nearby; can also detect a far-away danger if it threatens to come close and
strike! Gives the nature of any danger that is only a minute or so away; if there is a danger within five minutes, the
ability produces foreboding but no details (except possibly on a critical success).
Duration: Instantaneous. Cost:3.
Aura
Information
Creates a glowing halo, or “aura,” around the subject. This aura gives the Psi a general insight into the subject’s
personality – the better the skill roll, the better the insight. The aura also shows whether the subject has Psionic talent,
Psionic Resistance, or Psionic Susceptibility (and what level); whether the subject is possessed or controlled in any
way; and whether the subject is in the grip of any violent emotion. A critical success will detect “secret” traits, such as
lycanthropy, vampirism, and unnatural longevity. All living beings have auras; inanimate things do not. A zombie is
detectable by their faint, death-haunted aura, while a vampire retains the aura they had in life. Illusions and created
beings have no aura, so a successful use of this ability distinguishes them from real persons. Cost: 3 (for any size
subject).
Identify Ability
Information
Identifies what ability or abilities have just been used (within the last five seconds), or are being used at the moment,
on or by the subject. It does not identify the abilities on a permanently enchanted item. One use identifies all abilities
used on or by the subject. However, if any of these abilities are totally unknown to the Psi – not just abilities they
doesn’t know, but abilities they has never heard of – the GM should provide only a vague description; eg “Some kind
of physical protection.” Psis have heard of every ability in this book (unless the GM rules that some are secret) but not
new abilities created by the GM or players. Cost: 2.

19
Psi Sense
Information
Tells the Psi whether some unseen psionic item or creature is nearby. The Psi may specify that they is looking for any
unseen item, or they may specify a certain object. Skill modifier: the distance in yards to the object sought. Use the
closest distance if the Psi moves around during the ability’s duration, and roll at the end of that time. At the GM’s
option, some very powerful psionic items may be easier to sense.
Duration: 1 minute. Cost: 3 to use. 2 to maintain.
Seek Psi Aura
Information
Determines the direction and approximate distance of the nearest significant psionic item, active ability, or psionic
being (psionic beings include demons, elementals, spirits, etc., but not races or individuals with Psionic talent).
Regular range penalties apply. Any known examples of psionics may be excluded if the Psi specifically mentions them
before using. Cost: 6. Time to perform: 10 seconds.
Sense Observation
Area
Alerts the Psi if someone or something spies or scries upon the subject area, by means psionic or other-wise. A Quick
Contest is rolled between the spy’s IQ or the effective skill of the Information ability’s source (Trace, Seeker, Crystal
Ball, any of the “Sense” abilities) and the effective skill of the Sense Observation ability’s Psi; if the Psi wins, they
becomes aware that the subject area is being observed. A critical success (on the Contest) might give the Psi an idea
of who or what is doing the scrying or spying. If the Psi then tries to seek out the spy, the margin of success of the
Sense Observation contest can be added as a bonus to the Seeker roll, up to a maximum of +5 (effectively
neutralizing the -5 penalty for having nothing associated with the person sought). Another possible course of action is
to Counter Ability the scrying ability; distance penalties do not apply, but the -5 penalty for absent subject does. Sense
Observation can also be used on a being; in that case, the Psi can choose to have the ability alert the subject instead
when eavesdropping is detected. Duration: 1 hour. Base cost: 1 to use. Half that to maintain. When used on a being,
the cost is 3. Time to perform: 5 seconds.
Watchdog
Area
When created around an area, this ability warns the user of anyone or anything crossing with hostile intent. If the user
is asleep, they wakes instantly without being stunned. The ability is not destroyed if triggered; it lasts until its natural
expiration. Duration: 10 hours. Base cost: 1 to use. 1 to maintain. Time to perform: 10 seconds
Pathfinder
Information
Tells the user the direction to a certain place, or the proper way to go to get to that place – their choice. Use long-
distance modifiers. The GM should apply penalties if the user has never been to the place, and severe penalties if the
user isn’t sure that the place really exists or what it is like. This ability does not find people or things. A city, mountain
pass, or public building can be a place. A certain person’s home or office isn’t a “place” for this ability unless the user
has been there. Cost: 4. One try per day. Time to perform: 10 seconds.
Seeker
Information
Attunes the user to one individual or manmade object they is looking for. A success gives the user a vision of the
item’s whereabouts – or leads him to it, if it is within a mile. To seek a person, the user must either know their name or
know him well enough to visualize him. For instance, you cannot use this ability to solve a murder by seeking “the
murderer” if you don’t know who that is – but if you do, Seeker will find him Modifiers: Long-distance modifiers.
Something associated with the item sought (eg part of a lost person’s clothing) should be available at the time of
using; if not, roll at -5. The roll is at +1 if the user has held or is otherwise familiar with the item sought. Cost: 3. One
try per week.
Analyze Psionics
Information; Resisted by Abilities that conceal Psionics
Identifies exactly what abilities are on the subject. If the subject has more than one ability on it, Analyze Psionics
identifies the one that took the least energy, and tells the Psi “there are more abilities.” It can then be used again to
determine the next ability, and so on. Name and Password attunements count as separate abilities that resist at +5;
any individual Psi may only attempt to Analyze a Name or Password once. Like Identify Ability, above, it will give
limited results when the user is faced with an unknown ability.
Cost: 8. Time to perform: 1 hour.
Trace
Regular
May be used on any object or living being. As long as the ability is maintained, the user will know where the subject is
if they concentrates for a second. Either the subject must be with the Psi when the ability is first used, or the Psi must
first use Seeker successfully. Long-distance modifiers apply if the subject is not in the user’s presence. Duration: 1
hour. Cost: 3 to use. 1 to maintain. One try per day. Time to perform:1 minute.
History
Information
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When use on any inanimate object (or a 1-yard-radius section of a large object), History lets the Psi determine the
recent past of that object, user’s personality, and so on – but no names! Cost: 3 for one day’s history; 5 for a week; 8
for a month; 10 for a year. Time to perform: 1 second for each energy point spent.
Ancient History
Information
As History, but gives a general impression of an item’s history over a much greater time. Cost: 3 for one year’s history;
5 for 10 years’ history; 8 for 100 years; 10 for 1,000 years. Time to perform: 1 minute for each energy point.
Prehistory
Information
This ability is similar to Ancient History, but it gives even less specific information over a period of millennia. The age
and function of an item can always be determined, but unless the item took part in an important event, age and
function may be the only information available. Fortunately, that’s often enough for the archaeological scholars who
most often use Prehistory. Cost: 3 for 1,000 years’ history; 5 for 10,000 years; 8 for 100,000 years; 10 for longer
periods. Time to perform: 1 hour for each energy point spent.
Projection
Regular
The Psi briefly projects their mind away from their body, to any spot with-in line of sight (use long-distance modifiers),
to peruse their surroundings from a different viewpoint. their projected self is totally insubstantial and can only see,
hear, feel, smell, and taste. Its presence can be detected by Sense Observation, or the like; it is otherwise
imperceptible. The Projection cannot move; it can only turn to look in different directions. The body is catatonic for the
duration of the ability; it cannot act. If someone attacks the body, the ability is broken automatically. Duration: 1
minute. Cost: 4 to use. 2 to maintain. Time to perform: 3 seconds.
Healer
This is the ability to heal injury and illness and channel positive energy.
Healer Ability Dif# Pg Healer Ability Dif# Pg Healer Ability Dif# Pg
Lend Energy 0 19 Share Vitality 2 20 Instant Restoration 5 21
Body-Reading 1 19 Stop Bleeding 2 20 Regeneration 5 22
Detect Poison 1 19 Stop Spasm 2 20 Relieve Paralysis 5 22
Lend Vitality 1 19 Major Healing 3 20 Healing Slumber 6 22
Neutralise Poison 1 19 Resist Disease 3 21 Instant Regeneration 6 22
Recover Energy 1 19 Resist Poison 3 21 Restore Speech 6 22
Share Energy 1 19 Restore Memory 3 21 Suspended Animation 7 22
Awaken 2 19 Great Healing 4 21 Halt Aging 8 22
Instant Neutralise Poison 2 20 Restoration 4 21 Relieve Madness 9 22
Minor Healing 2 20 Restore Hearing 4 21 Youth 9 22
Relieve Addiction 2 20 Restore Sight 4 21 Cleansing 12 22
Relieve Sickness 2 20 Stop Paralysis 4 21 Cure Radiation 12 22
Remove Contagion 2 20 Cure Disease 5 21
Lend Energy
Regular
Restores the subject’s lost Fatigue Points, at an energy cost to the Psi. Cannot increase the subject’s FP score above
its normal maximum. Cost: Any amount; the energy spent by the Psi goes to the subject as restored FP (eg if the Psi
spends 5 energy, the subject regains 5 lost FP). Use cost is not reduced by high skill.
Body-Reading
Information; Resisted by Will
Creates in the mind of the Psi a visual and tactile “image” of the interior of the subject’s body. Useful for diagnosing
pain or illness of uncertain origins, this ability reveals organ ruptures and internal bleeding, bone fractures – even the
sex of an unborn child. Use Regular range modifiers. Essentially, this is the Psionic equivalent of a detailed series of
X-rays; what the user can do with the information gained depends on their medical skills. The ability does not reveal
the exact nature of any poisons or diseases that may be affecting the subject, but it gives a +2 to any subsequent
Poisons or Diagnosis roll. The Psi must touch the subject.
Modifiers: -2 if the subject is of a different species;, -4 or worse if totally alien! Cost: 2. Time to perform: 30 seconds.
Detect Poison
Area; Information
Reveals the presence of toxins and gives a +2 on any subsequent Poisons roll to identify the exact agent(s). The Psi
may exclude any types of poisons they wishes upon using (to specifically search for nerve agents, for instance, or to
exclude “benign” poisons like alcohol). Base cost: 2. Time to perform: 2 seconds.
Lend Vitality
Regular

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Temporarily restores the subject’s lost Hit Points, at an energy cost to the Psi. Cannot increase the subject’s HP score
above its normal maximum. Since restored HP vanish after one hour and the ability cannot be maintained, this ability
is only a stopgap measure. Duration: 1 hour. Cost: Any amount; the energy spent by the Psi goes to the subject as
restored HP (eg if the Psi spends 5 energy, the subject regains 5 lost HP). Cost is not reduced by high skill. Cannot be
maintained; must be reused.
Neutralize Poison
Regular
Eliminates all traces of one chosen poison from the body of the subject. A successful Poisons roll (by the user or
another character) should precede the use in order to identify the poison being treated; if not, ability use is at -5!
Duration: Permanent. Cost: 5. Time to perform: 30 seconds (beware fast-acting poisons!). One try.
Recover Energy
Special
Rest and recover Fatigue Points more quickly than normal by drawing energy from the flux around him. A normal
person recovers 1 FP every 10 minutes. A Psi who knows this ability at skill 15 or higher recovers 1 FP every 5
minutes. A Psi who knows this ability at skill 20 or higher recovers 1 FP every 2 minutes. No further improvement is
possible. Note that this ability works on the user himself; it cannot restore FP to others. The Psi must rest quietly, but
no ritual or die roll is required. While resting, they can maintain ordinary abilities, but not those that require
concentration. This ability does not function in low-or no-flux areas. Cost: None.
Share Energy
Regular
The Psi makes their FP available to another Psi’s ability use. The Psi may only use this ability on himself. they must
specify who can draw FP from him in the next second – nobody else may do so. More than one Psi may be specified,
and a limit of 5 FP may be drawn in a single second. The Psi may specify a lower limit! HP may not be used to use
this ability. If a specified Psi does not draw FP before the performer’s next turn, the Share Energy ability expires,
costing the performer one FP. The Psi performing the other ability does not have to be aware of the Share ability’s
existence. As they performs their ability, they will feel an outside energy attempting to aid him – they may yield to that
or deny it, paying the cost himself. An ability can draw power from only one Share. If more than one Share ability is
used, use the closest one; roll randomly if two are equally close. Duration: The FP must be used in an ability that turn.
Cannot be maintained. Cost: Twice the amount actually used by the Psi who draws the FP. The energy spent by the
performer goes to power another Psi’s ability. FP beyond that needed by the ability is not transferred to the other Psi –
use Lend Energy to do that. The cost to use this ability is never reduced by high skill. A minimum of 1 FP is always
spent when using this ability.
Awaken
Area
Renders the subject(s) awake and alert. It instantly counters the effects of stunning. If the subject is very fatigued (less
than 1/3 basic FP), this ability renders him alert for an hour but costs him 1 FP at the end of that time. It has no effect
on those with 0 or fewer FP. Sleeping or unconscious subjects get a HT roll to awaken, at a bonus equal to the user’s
margin of success. A subject rolls at -3 if unconscious due to injury, at -6 if drugged. Base cost: 1.
Instant Neutralize Poison
Regular
As Neutralize Poison, but works instantly. A Poisons roll is not required for successful use of this ability! Cost: 8. One
try per day.
Minor Healing
Regular
Restores up to 3 HP to the subject. Does not eliminate disease or poison, but will cure damage caused by these
things. This ability is risky if used more than once per day by the same Psi on the same subject. If you try, roll at -3 for
the first repetition, -6 for the second, and so on. If you have the Physician skill at level 15 or higher, a critical failure
with this ability counts only as an ordinary failure – unless you are trying the ability more than once per day on the
same subject. Cost: 1 to 3; 1FP heals 1HP.
Relieve Addiction
Regular
Partially replaces a “daily dose” of some drug required by the subject. The subject will still feel the psychological
effects of missing a dose (that is, a Will-modified HT roll is still required to count the day toward shaking off the
addiction), but will not suffer any physical damage from withdrawal. Modifiers: This ability is at a -4 penalty if the Psi
performs it on himself, and at a cumulative -4 per consecutive daily use on the same subject (thus, it gets harder and
harder for the ability to replace the drug). In addition, the withdrawal penalty inherent to the drug is applied to any
performance! Duration: 1 day. Cost: 6. Cannot be maintained. Time to perform: 10 seconds.
Relieve Sickness
Regular; Resisted by subject ability
Temporarily relieves a subject of any sickness symptoms they may have been displaying (fever, dizziness, rash,
cough, etc.). The abilities Sickness and Drunkenness get to resist. Note that only the symptoms are cured. Relieve
Sickness will sober a drunk for the duration – but for a permanent cure, use Neutralize Poison.
Duration: 10 minutes. Cost: 2. Cannot be maintained; must be reperformed. Time to perform: 10 seconds.
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Remove Contagion
Area
Purifies the subject area of contagious disease-causing agents – microbes, disease spirits, foul air, etc. – rendering it
sterile and free from infection. This ability can be used to cleanse and sterilize anything from a disease-cult temple to
an operating theatre. It will not cure or relieve disease in living creatures; it serves only to cleanse and purify objects
and surfaces. Infectious areas or objects treated with Remove Contagion cannot serve as a source of contagion until
reinfected. Duration: Until disease-causing agents return to the affected area. Base cost: 3. Time to perform: 2
seconds.
Share Vitality
Regular
The Psi heals another’s injuries by transferring them to himself, losing as many HP as the subject heals. If the subject
had a crippled limb, it will remain so – only the HP loss is healed. Likewise, the injury applied to the Psi will not cripple
him (although it could certainly put him into unconsciousness or even kill him; the ability includes no “safety net” for
overly kind Psi). The performer does not suffer the normal skill penalty for spending HP to use abilities, nor is they
penalized for reusing on the same subject. Duration: Permanent; the user can be healed of their new injuries through
normal or Psionic means. Cost: No energy need be expended; high skill only affects performance time. Time to
performt:1 second per HP transferred.
Stop Bleeding
Regular
The subject stops bleeding immediately, as if bandaged by someone with the First Aid skill. This restores 1 HP, and
prevents further HP loss from bleeding. The subject of this ability may not subsequently benefit from further bandaging
of the same wounds. This ability may also be used to stop Severe Bleding or stabilize a mortal wound, at a higher
cost. Duration: Permanent, although later injuries will bleed normally. Cost: 1 to stop bleeding on a normal wound; 3 to
stop Severe Bleeding; 10 to stabilize a mortal wound.
Stop Spasm
Regular
Stops any seizure the subject is undergoing. This works against epilepsy, vomiting fits, etc. Cost: 1.
Major Healing
Regular
Restores up to 8 HP to the subject.
Does not eliminate disease or poison, but will cure damage caused by these things. Otherwise, this ability functions
just like Minor Healing: it is at -3 per use on the same subject in one day, and Physician skill at level 15 or higher will
mitigate the effects of a critical failure. The penalties for repeated use accrue separately for Minor Healing and Major
Healing. For instance, a Psi could use both abilities on the same subject in the same day at no penalty. Cost: 1 to 4;
1FP heals 2HP.
Resist Disease
Regular
The subject is immune to diseases for the duration of the ability, as per the Immunity to Disease advantage. Duration:
1 hour. Cost: 4 to use. 3 to maintain. Time to perform: 10 seconds.
Resist Poison
Regular
The subject becomes immune to poisons for the duration of the ability. For some very persistent poisons, this is only a
delay of the inevitable, since traces of the poison may still be in the subject’s system when the ability ends! Duration: 1
hour. Cost: 4 to use. 3 to maintain. Time to perform: 10 seconds.
Restore Memory
Regular
Used to cure the victims of memory loss, either mundane or psionic. The ability restores one forgotten fact or skill at a
time. The Forgetfulness ability resists; Permanent Forgetfulness resists at +5. This ability will not permit the subject to
recall something that they never actually memorized in the first place (but see the Recall ability). The ability is risky if
used more than once per day on the same subject: each repeat use is at a cumulative -3 penalty. A critical failure is
very hazardous – the memory being sought is destroyed forever, and the subject is plunged into a frightening
sequence of buried memories lasting 2d minutes. This causes a Fright Check at a -6 penalty. If the Psi has
Psychology skill at 15 or higher, a “critical failure” on this ability counts as an ordinary failure – unless they has already
tried the ability more than once that day on the same subject.
Duration: The memory is recovered permanently. Time to perform: 10 seconds. Cost:3.
Great Healing
Regular
Restores all of the subject’s missing HP. Does not eliminate disease or poison, nor does it restore crippled or missing
body parts, but it can heal HP lost to any of these things. A given subject can only benefit from this ability once per
day, whether performed by the same Psi or by a different Psi each time. If you have the Physician skill at level 15 or
higher, a critical failure with this ability counts only as an ordinary failure. Cost: 20. One try per day per subject. Time
to perform: 1 minute.

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Restoration
Regular
Regain the use of one crippled limb or damaged eye – also restores lost hearing, smell, etc. Will not work on a lost
limb or eye – that requires Regeneration. (If a limb has been amputated and is intact, you may try Restoration within
the hour, at -5 to skill, to put it back on!) Duration: Permanent. Cost: 15. One try. Time to perform: 1 minute to use the
ability; 1 month before the process of restoration is complete. The part may not be used at all until the month has
passed; it simply won’t work, even though it may appear to be healthy.
Restore Hearing
Regular
Similar to Restore Sight, but for Hearing. The eardrums or other organs of hearing must not be completely missing.
Duration: 1 hour. Cost: Equal to half of the restored Hearing score (Per + Acute Hearing); half to maintain. Time to
perform:5 seconds.
Restore Sight
Regular
Temporarily restores the subject’s sight, regardless of what caused the loss (if the loss of sight is psionic in nature,
however, the responsible ability gets to resist). The eyes must not be completely missing (that requires Regeneration).
For a permanent cure, use Restoration. Duration: 1 hour. Cost: Equal to half of the restored Vision score (Per + Acute
Vision); half to maintain. Time to perform: 5 seconds.
Stop Paralysis
Regular
Counters temporary paralysis (due to ability, paralysis gun, etc.). An ongoing ability (such as Paralyze Limb or Total
Paralysis) gets a resistance roll. Cost: 1 for a single limb. 2 for the whole body.
Cure Disease
Regular
Eliminates one type of disease or infection from the body of the subject. A successful Diagnosis roll (by the user or
another) should precede the performance; if not, ability use is at -5! Does not cure any damage the illness has done to
the subject; the ability just eliminates the underlying sickness. Duration: The illness is gone, but the subject isn’t
immune forever. Cost: 4. Time to perform: 10 minutes. One try.
Instant Restoration
Regular
As Restoration, but works instantly. Cost: 50. One try.
Regeneration
Regular
Regrow one lost limb or eye. Duration: Permanent. Cost: 20. One try. Time to perform: 1 minute to use the ability; 1
month before the process of regeneration is complete. The regenerating part may not be used at all until the month
has passed.
Relieve Paralysis
Regular
Temporarily restores a subject’s use of their paralyzed or crippled limbs. The limbs must not, of course, be completely
missing (that requires Regeneration). Since limbs wither with disuse, the GM should use their judgment and assess
DX and ST penalties to the use of such restored limbs. Duration: 1 minute. Cost: Equal to the crippling threshold for
the limbs affected. Same to maintain. Time to perform: 10 seconds.
Healing Slumber
Regular; Automatic Resistance
Subject falls into a deep restorative sleep, and heals 1 HP for every hour of rest. Fatigue is recovered at double the
normal rate. The subject wakes once completely healed, or after 8 hours have passed; any fatigue from lost sleep is
also completely recovered after that time. Otherwise, they can only be awakened by a word from the Psi, an injury or
the Awaken ability (or Remove Curse, Counterability, etc.). An unwilling subject resists automatically. Duration: Up to
8 hours (maximum recovery of 8 HP per day). Cost: 6. For a cost of 10, the speed of recovery is doubled. Maximum
recovery is unchanged. Time to perform: 30 seconds.
Instant Regeneration
Regular
As Regeneration, but works instantly. Cost: 80. One try.
Restore Speech
Regular
Similar to Restore Sight, but for Speech. The tongue and vocal cords cannot be completely missing. Duration: 1 hour.
Cost: 5 to use. 3 to maintain. Time to perform:5 seconds.
Suspended Animation
Regular; Resisted by HT
Holds the subject in apparent sleep, indefinitely. The effects of severe bleeding, disease, age, etc. are all halted while
the ability is in effect. The subject requires neither food nor air, but can still be harmed by fire, weapons, and other

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natural hazards. Duration: Remains in effect until broken (the Awaken ability works well). Cost: 6. Time to perform: 30
seconds.
Halt Aging
Regular
Stops the subject from aging for one month. Cannot be performed again until the first use wears off. Duration: One
month. Cost: 20. One try per week.
Relieve Madness
Regular
Temporarily restores a subject’s sanity, relieving him from a single Delusion, Phobia, Compulsion, or ability-induced
Madness (Psi’s choice). The Madness and Permanent Madness abilities get to resist. This is also a Mind Control
ability. Duration: 10 minutes. Cost: 2. Cannot be maintained. Time to perform: 10 seconds.
Youth
Regular
Removes one year from the subject’s age. Any attribute levels lost in that period are automatically regained. Does not
affect memories, skills, injuries, etc., gained during the “lost” months. Duration: Subject starts aging again
immediately. Cost: 100. One try per month.
Cleansing
Regular; Special Resistance
Cleanses the subject of any foreign matter in their tissues, including cactus or porcupine spines, arrowheads, barbs,
bullets, splinters, etc. Also eliminates external (but not internal) bacteria and parasites. Has no effect against diseases,
poisons or drugs. The subject must be willing or totally helpless (eg bound or unconscious) and the Psi must touch
him. “Foreign matter” that is somehow integral to the subject (gold teeth, steel plates or rods, glass eyes, cyberware,
and so on) must be excluded by the Psi or it may be destroyed as well! If the Psi is careless (or malicious), each item
resists separately with HT+5 of the subject. Cost: 2 to cleanse a hand or foot, 4 for a torso or limb, 6 for an entire
body. Time to perform: 3 seconds.
Cure Radiation
Regular
Heals the subject of radiation damage; this ability reduces the inherent radiation dose in the subject’s body, including
the 10% “permanent” retained dose (the permanent dose, however, is the last to be healed). It does not restore
already-lost HP or other injury, which must be healed by other means. Duration: The dose is cured permanently. Cost:
1 per 10 rads removed from the subject’s body; minimum cost 5. Time to perform: 30 seconds.
Leech
These abilities involve draining energy, dreams, or memories from others. The ability is useful but highly specialized.
Leech Ability Dif# Pg Leech Ability Dif# Pg Leech Ability Dif# Pg
Debility 0 23 Steal Vitality (HP) 4 23 Age 6 23
Foolishness 0 23 Steal Might (ST) 4 23 Steal Skill 9 24
Forgetfulness 1 23 Steal Wisdom (IQ) 4 23 Steal Youth 13 24
Weaken Will 1 23 Steal Vigor (HT) 4 23 Steal Dreams* 3 24
Steal Energy 3 23 Steal Dexterity 6 23 Soul Jar 9 24
*New ability: Identical to Dream Viewing – the subject does not experience the dream they would have dreamt; it flows
to the psi instead.
Debility
Regular; Resisted by HT
Reduces the subject’s ST temporarily. This will affect the subject’s basic damage with weapons, but not HP. It does
affect encumbrance, but GMs are free to ignore this detail in the interest of playability. Duration: 1 minute. Cost: 1 for
every point of ST reduction (maximum 5). Half that amount (round up) to maintain.
Foolishness
Regular; Resisted by Will
The subject suffers -1 to their IQ and IQ-based skills (including abilities) for every point of energy put into the ability.
The GM may also require an IQ roll to remember complex things while under the influence of this ability. Duration: 1
minute. Cost: 1 to 5 to use. Half that to maintain (round up).
Forgetfulness
Regular; Resisted by Will or skill
Causes the subject to forget one fact, skill, or ability temporarily. The skill or ability cannot be used while Forgetfulness
is in effect. Duration: 1 hour. Cost: 3 to use. 3 to maintain. Time to perform:10 seconds.
Weaken Will
Regular; Resisted by Will
Temporarily reduces the subject’s Will. Duration: 1 minute. Cost: 2 per point of Will reduction (maximum Will reduction
of 5). Half that to maintain.

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Steal Energy
Regular
Take FP from the subject to restore your own lost fatigue. The subject must either be willing or totally helpless (eg
bound or unconscious). The Psi must touch the subject. This works on living, sapient subjects only! The ability stops
when the Psi’s FP is fully restored, when the Psi decides to stop, or when the subject’s FP reaches 0 and the subject
falls unconscious. Duration: Permanent. Cost: None to the Psi! For every 3 FP taken from the subject, the Psi regains
1 FP. Time to perform: 1 minute for every 3 FP drained from the subject.
Steal Vitality
Regular
Take HP from the subject to heal your own injuries. The subject must either be willing or totally helpless; the Psi must
touch the subject. This works on living, sapient subjects only! The ability stops when the Psi’s HP is fully restored,
when the Psi decides to stop, or when the subject’s HP reaches -1 (which automatically kills the subject). Duration:
Permanent. Cost: None to the Psi! For every 3 HP taken from the subject, the Psi regains 1 HP. Time to perform: 1
minute for every 3 HP drained from the subject.
Steal (Attribute)
Regular; Resisted by appropriate attribute
This is actually four separate abilities. Steal Might steals the subject’s ST, Steal Grace steals DX, Steal Wisdom steals
IQ, and Steal Vigor steals HT. Each ability must be studied separately, but all four work identically. The ability
transfers basic attributes on a level-for-level basis to the Psi from the subject (who must be a living, sapient being).
The Psi cannot lower the subject’s attribute below the subject’s racial average (10 for a human). Thus, a subject must
have an exceptional score for this ability to work. Secondary characteristics are affected by the attribute loss. The Psi
must touch the subject and hold on to him for the entire performance time; neither can do anything while the ability is
being performed. The Psi increases their own attribute (whichever applies) as if they had spent the character points
stolen from the subject. Example: Rolfe, with an IQ of 14, wishes to steal the wisdom of a victim with IQ 13 (this is
legal; it is assumed that any character has knowledge and experiences that would expand the capabilities of another,
even if the score is lower). If they drains the subject to IQ 10, they has stolen 3 levels of IQ, raising their IQ to 17.
Duration: 1 day; at the end of that time, both the performer and the subject regain their normal attributes. Cost: 1 per
character point stolen (minimum cost 10). Time to perform: 1 minute.
Age
Regular; Resisted by HT
Makes the subject older! The subject ages one year for every 10 points of energy put into the ability. Duration:
Permanent. Cost: 10 to 50 points. Time to perform: 1 minute.
Steal Skill
Regular; Resisted by Will
Transfers one skill from the subject to the Psi. The Psi must touch the subject and hold on to him for the entire
performance time; neither character can do anything for that duration. The outcome of the struggle (ie the resistance
roll) remains unknown until the performance is complete. The Psi may abort their performance at any time; the energy
is still spent. The Psi gains the skill as if they had himself spent the character points stolen from the subject. This
ability can be used to steal abilities. If the victim had other skills based on the stolen one, they retains them fully, but
the loss of a prerequisite causes a -2 penalty to skill use. Example: Severin wishes to sell some ill-gotten gains, but
lacks much in the way of business sense. To remedy this, they performs Steal Skill on the first bazaar merchant they
passes, taking their Merchant skill. The merchant has IQ 10, Business Acumen 2, and Merchant-15, having spent 12
points on Merchant. Severin gains Merchant as if they had spent 12 points on the skill – with Severin’s IQ of 14, their
Merchant skill is now 17. they does not gain the benefit of the merchant’s Business Acumen Talent. Duration: 24
hours. Cost: 1 per character point stolen (minimum cost of 10). Time to perform:1 minute.
Steal Youth (VH)
Regular; Resisted by HT
Take another’s youth. For every 10 points of energy put into this ability, the Psi grows one year younger and the
subject (who must be of the same race) grows two years older. The subject must either be willing or totally helpless;
the Psi must touch the subject. A critical failure of this ability costs the Psi 1 point of IQ and ages him by 20 years
instantly. Duration: Permanent. Cost: 10 to 30. Time to perform: 1 hour.
Steal Dreams
Regular; Resisted by Will
View a subject’s dreams; they appear on any smooth surface of your choice (such as a basin of water, mirror, gem
facet, etc). Use the long-distance modifiers and Mind-Reading modifiers. If the Psi and subject don’t know each other,
there is a further -2 penalty. Duration: 1 hour. Cost: 2 to use. 1 to maintain. Time to perform: 10 seconds.
Soul Jar
Regular
Traps the subject’s soul in some object (which must be present). If the subject is not the Psi, then they must be
present, and either willing or unconscious. If your soul is in a “jar,” you are unaffected until either your body dies, or
the jar is destroyed. The death of your body does not kill you. Your consciousness shifts to the “jar,” where you are
able to see, hear, and even perform any ability that you know. You may communicate at a distance via telepathy-type
abilities, if you know any – or by direct mental contact, without an ability, with anyone who handles the jar. Your FP
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remain the same as when you had a body. You may not spend HP, but you may use any Powerstone currently in
contact with your jar. If a new body comes near the jar, you may try to take it by a Possession, Permanent
Possession, or Exchange Bodies ability if you know such. In that case, the soul of that body goes into the jar. But if
your soul is in a jar, anything that destroys the jar will kill you permanently – beyond hope of resurrection – even if
your body is unharmed. The ability may be performed again to switch the soul to a different “jar.” Duration: Permanent.
Cost: 8. Time to perform: 1 minute.
Burner
These psychokinetic abilities can alter molecular motion and manipulate hot plasma.
Burner Ability Dif# Pg Burner Ability Dif# Pg Burner Ability Dif# Pg
Ignite Fire 0 24 Fireproof 2 25 Heat 3 25
Create Fire 1 25 Slow Fire 2 25 Cold 4 26
Extinguish Fire 1 25 Fast Fire 3 25 Explosive Fireball 4 26
Shape Fire 1 25 Fireball 3 25 Warmth 4 26
Deflect Energy* 2 73 Flame Jet 3 25
*Only blocks ranged or jet fire-type attacks: Flame Jet, Fireball, a plasma bolt, a flamethrower, etc.
Ignite Fire
Regular
Produces a single spot of heat, and is used to set fire to a readily flammable object. It works best on paper and cloth,
and will not affect any item that would not burn in an ordinary fire. In particular, it will not set fire to a living being! Once
ignited, the fire burns normally. Duration: One second. Cost: Depends on the amount of heat desired:
1 – As though a match had been held to the subject. Lights a candle, pipe, or tinder in one second.
2 – As though a torch had been held to the subject. Ignites paper or loose cloth in one second, ordinary clothes being
worn in four seconds.
3 – As though a blowtorch had been held to the subject. Ignites dry firewood or clothes being worn in one second,
leather in two seconds, and heavy wood in six seconds.
4 – As though burning magnesium or phosphorus had been held to the subject. Ignites coal in one second, heavy
wood in two seconds.
Cost to maintain is the same as the original cost to use.
Create Fire
Area
Fills the area of effect with fire that requires no fuel (if performed in midair, it produces a sphere of flame, which falls to
the ground). This is real fire, and will eventually ignite any flammable objects it touches. Cannot be performed within
rock, foes, etc. Duration: 1 minute. Base cost: 2. Half that to maintain. Ordinary fires set by this ability do not require
maintenance.
Extinguish Fire
Area
Puts out all ordinary and Psionic fires in its area of effect. Has no effect on materials that are intrinsically superheated
– molten steel, lava, plasma, etc. Duration: Once out, a fire stays out. Base cost:3.
Shape Fire
Area
Control the shape of any flame. Each shape change requires a second of concentration. Once shaped, the flame
keeps that shape until the ability expires, without concentration. Moving a flame requires constant concentration (the
flame moves at Move 5, on the Psi’s turn). A natural fire cannot move to a place that it can’t burn, but flame made with
the Create Fire ability needs no fuel and can move almost anywhere. Flame shaped with this ability normally retains
its volume. If the fire is “spread out” across twice its original area, it only does half damage; if spread across three
times its original area, it does 1/3 damage; and so on. Duration: 1 minute. Base cost: 2. Half that to maintain.
Deflect Energy
Blocking
Deflects one energy attack about to hit the subject – Only blocks ranged or jet fire-type attacks: Flame Jet, Fireball, a
plasma bolt, a flamethrower, etc. Counts as a parry for combat purposes. If the Psi is not the subject, apply distance
modifiers as for a Regular ability. Deflected attacks may still hit a target beyond the subject. Cost: 1.
Fireproof
Area
Prevents ignition of fires within the affected area: matches won’t light, flint won’t make sparks, and so on. Does not
extinguish a fire brought in from outside the ability’s area, although such a fire would fail to ignite anything else. Useful
anywhere that fire is a hazard (as in a gunpowder factory, for example). Any psionic attempt to light a fire is at -5 to
skill. This ability doesn’t resist really intense heat (as from lava or battle lasers), but it does stop guns from working!
Duration: 1 day. Base cost: 3. Doubled cost gives a -10 to psionic attempts to light fires, and resists all heat less than
star-heat. Same cost to maintain. Time to perform: 5 minutes.
Slow Fire
Area
27
Causes flames to cool down, consuming their surroundings (and burning people) at a slower rate. The damage that
the flames do is reduced proportionately. Slow Fire resists Fast Fire. Duration: 1 minute. Base cost: 2 for a fire that
burns at half the usual rate, 3 for a fire that burns at 1/3 the usual rate, and so on. Same cost to maintain.
Fast Fire
Regular
Makes flames hotter, consuming their surroundings (and burning people) at a faster rate. The damage that the flames
do is proportionately increased. Duration: 1 minute. Cost: 2 for a double-rate fire, 3 for a triple-rate fire, and so on.
Same cost to maintain.
Fireball
Missile
Throw a ball of fire from one hand. This has 1/2D 50, Max 100, Acc 2. When it strikes something, it vanishes in a puff
of flame. This ability is likely to ignite flammable targets. Cost: Any amount up to your talent level per second, for three
seconds. The fireball does 1d+1 (2) burning damage per energy point. Time to perform: 1 to 3 seconds.
Flame Jet
Regular
Shoot a jet of flame from one fist. Each turn, the Psi rolls versus DX-4 or Innate Attack skill to hit, and rolls for damage
if they hits. This attack may be dodged or blocked, but not parried. Treat it as a hand weapon – a flaming sword
without the sword – but it cannot parry! This is a wonderfully flashy ability, good for magic shows, melee combat,
burning through ropes, etc. The Psi may use the ability as many times as they has hands and have a Flame Jet in
each hand; a Flame Jet held in the Psi’s “off” hand suffers the usual -4 penalty to hit. Duration: 1 second. Cost: 1 to 3
points. Does 1d+1 (2) damage for each point put into the ability. The jet’s range in yards is equal to the number of
dice. Same cost to maintain.
Heat
Regular
Raises the temperature of an object. It does not necessarily produce fire, though most things will burn if heated
enough. Heat will be radiated away normally. (Use this as a guideline for playable effects – don’t try to turn the ability
into a physics exercise!) Any Psi planning to make extensive use of this ability should arm himself with a list of the
melting points of various materials. The ability can have drawbacks. If you were in jail, you might melt your way
through the bars . . . but the radiated heat would probably broil you first. Duration: 1 minute. Each minute raises the
target’s temperature by 20°F. Maximum temperature possible with this spell is 2,800°F.
Cost: 1 for an object up to the size of a fist, 2 for an object up to one cubic yard, and 2 per cubic yard for a larger
object. Temperature change can be doubled to 40°F per minute for double cost, tripled to 60° per minute for triple
cost, and so on. Slower heating costs no less. Same cost to maintain. Time to perform: 1 minute.
Cold
Regular
The reverse of Heat (above). It can reduce the temperature of any object to absolute zero, if maintained for long
enough. Duration, Cost, and Time to perform: Exactly as for Heat, except that each minute lowers the target’s
temperature by 20°F.
Explosive Fireball
Missile
Creates a fireball that affects both its target and things nearby. This has 1/2D 50, Max 100, Acc 2. Can be thrown at a
wall, floor, etc. (at +4 to hit) to catch foes in the blast. The target and anyone closer to the target than one yard takes
full damage. Those further away divide damage by three times their distance in yards (round down). Cost: Any amount
up to twice your Talent level per second, for three seconds. The fireball does 1d+1 Exp Burning Double Knockback
damage per full 2 points of energy. Time to perform: 1 to 3 seconds.
Warmth
Regular
The subject remains comfortably warm in cold weather, avoiding the risk of frostbite or hypothermia. This effectively
increases the subject’s “local temperature” by 30˚F towards their optimum comfort level. Duration: 1 hour. Cost: 2 to
use. 1 to maintain. Time to perform: 10 seconds.
Touché
These abilities involve the psi using their mind to move objects.
Touché Ability Dif# Pg Touché Ability Dif# Pg Touché Ability Dif# Pg
Apportation 0 26 Slow Fall 1 27 Find Weakness 4 28
Shield 0 26 Catch Missile. 2 27 Weaken 5 28
Armour 1 26 Clean 2 27 Evisceration 6 28
Deflect Missile 1 26 Flight 2 27 Shatter 6 28
Hold Fast 1 27 Manipulate 2 27 Rive 7 28
Levitation 1 27 Undo 2 28 Explode 8 28
Locksmith 1 27 Winged Knife 2 28 Stiffen 8 29
Poltergeist 1 27 Hawk Flight 3 28 Knot 9 29
28
Touché Ability Dif# Pg Touché Ability Dif# Pg Touché Ability Dif# Pg
Restore 1 27 Light Tread 3 28 Fasten 10 29
Thunderclap 1 27
Apportation
Regular; Resisted by Will
Move physical objects without touching them. This ability levitates its subject at Move 1 – not fast enough to do
damage with it. Living subjects get to resist with Will. Duration: 1 minute. Cost: Varies with the weight of the object.
Cost to maintain is the same.
Weight Energy Cost
less than 1 pound 1
up to 10 pounds 2
up to 50 pounds 3
up to 200 pounds 4
every additional 100 pounds +4
Shield
Regular
Conjures an invisible shield of psionic force that moves to protect the subject from frontal attacks. The Defence Bonus
granted by this ability is cumulative with that from an actual shield, but this ability does not allow a subject without a
shield to block. Duration: 1 minute. Cost: Twice the Defence Bonus given to the subject, to a maximum DB of 4 (cost
8). Half that to maintain.
Armour
Regular
Adds to the Damage Resistance of a living subject. DR from this ability is treated for all purposes like DR from armour,
and is cumulative with that from actual armour. Duration: 1 minute. Cost: Twice the Damage Resistance given to the
subject, to a maximum DR of 5 (cost 10). Half that to maintain.
Deflect Missile
Blocking
Deflects one missile about to hit the subject – including any Missile ability. Counts as a parry for combat purposes. If
the Psi is not the subject, apply distance modifiers as for a Regular ability. Deflected attacks may still hit a target
beyond the subject. Cost: 1.
Hold Fast
Blocking
This ability negates knockback from any source. Cost: 1 for every yard of knockback nullified.
Levitation
Regular; Resisted by ST or Will
Subject must be a living being. The subject floats through the air, moving as the Psi wills. Moving a levitating subject
requires Concentration unless the Psi is the subject. Leaving a subject suspended in midair requires no concentration.
Maximum Move for a levitated being is 3, horizontally or vertically. A Psi who levitates uses DX-based skills normally;
other subjects use them at -3. Duration: 1 minute. Cost: 1 per 80 pounds (minimum 2) to use. Half (round up) to
maintain. Time to perform: 2 seconds.
Locksmith
Regular
Allows fine manipulation of small parts, eg the inside of a lock. Adds 5 to the subject’s Lockpicking skill by letting him
move tumblers, etc., without touching them, if they has normal tools available. Lets a Psi with no tools at all attempt to
open a lock at their normal Lockpicking skill. Gives a similar bonus for Mechanic and other skills where a “third hand”
is useful. Duration: 1 minute. (One minute allows one attempt at the average lock.) Once open, a lock stays open until
closed. Cost: 2 to use. 2 to maintain.
Poltergeist
Missile; Resisted by HT
Hurls the subject at Psi’s chosen target. The effect is as if a man with ST 15 threw the subject (see Throwing, B355).
When it strikes something, it does crushing damage. A DX-4 or Throwing skill roll is necessary to hit the target, who
may dodge or block normally. Note that only the subject of the ability – not the target – can resist! 1⁄2D 20, Max 60,
Acc 1. Figure distance to the target from either the Psi or the thing being thrown, whichever starts out farther away.
Cost: 1 point for an item up to 10 pounds (1d damage); 2 points for something up to 25 pounds (1d+1 damage).
Restore
Regular
Temporarily makes a broken inanimate object look as good as new. Other senses will not be fooled, nor will Psi Sight.
Duration: 10 minutes. Cost: 2 to use. 1 to maintain. Time to perform: 3 seconds.
Slow Fall
Regular

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Slows the velocity of a falling subject to 1 yard per second. No damage will be suffered upon landing on a normal
surface (spikes, etc. would still do half damage). This ability can be used before the subject becomes airborne. If the
subject is already falling, he/it will fall another 10 feet (assuming standard gravity of 1G) in the second normally
required to use this ability. Duration: 1 minute. Cost: 1 per 50 pounds of weight. Half that to maintain.
Thunderclap
Regular
Produces a single loud sound like an explosion or crash of thunder. The “subject” is the spot the caster chooses as
the spell’s centre. Outdoors, anyone within 3 yards of this place must make a HT roll or be deafened; anyone
deafened may roll vs. HT every hour to recover. In an enclosed area – less than 10 yards in any dimension – increase
this distance to 6 yards! The caster makes their roll at HT+2. Cost: 2.
Catch Missile
Blocking
The Psi catches one missile about to hit him. This ability is used with a modifier depending on the nature of the missile
caught. Considered a Parry by the Psi for combat purposes. The missile is unready when caught. To catch an missile
ability, use Catch Ability. Cost: 2.
Missile Type Penalty
Large thrown weapons, (axes, spears, etc.) +4
Thrown knives +2
Arrows 0
Blowgun darts, crossbow bolts -5
Bullets, supersonic missiles, Impossible
Clean
Area
Cleans the subject area or being (ie removes dirt and stains, and polishes surfaces which can hold a polish). Does not
remove lingering odors. Duration: Permanent. Base cost: 2.
Flight
Regular
Fly through the air under your own control, without wings, at Move 10. Flight speed is reduced normally by
encumbrance. A flying character can move and fight normally, and has a combat advantage if above their foes (B402).
Duration: 1 minute. Cost: 5 to use. 3 to maintain. Time to perform: 2 seconds.
Manipulate
Regular
Allows manipulation of items larger than allowed by the Locksmith ability. Ropes may be untied, doorknobs turned,
knives sharpened, handmill cranks turned, etc. The Psi need not touch the subject. Any activity complex enough to
require a DX penalty gives the same penalty to this ability. Duration: 1 minute. (This allows untying the average knot.)
Cost: 4 to use and 3 to maintain for each 10 pounds manipulated. Time to perform: 3 seconds.
Undo
Regular; Special Resistance
Unties knots and fastenings of any kind that could normally be undone by hand (but not locks). A critical success
would even undo chain mail into its component links! Useful to surreptitiously rob someone of earrings, necklaces, etc.
Will unstring bows, unbutton shirts, unlace bodices, unbuckle belts . . . Cost: 3 for a single fastening, one more for
each extra target within one yard; 6 will undo everything in a one-yard radius, but a person in that area resists with
their Will. Heavier items may be undone at a proportional cost. For instance, if a Psi is chained, they might want to
Undo a link of the chain, bending it open. The GM rules that it would take ST 20 (twice normal strength) to open a link
by hand. So the cost to Undo that link is twice normal, or 6.
Winged Knife
Missile
Psionically throw any weapon. The weapon is the “subject” for distance purposes when determining whether the ability
succeeds. 1⁄2D 20, Max 40, Acc 1. If it hits, it does the damage it would do if hurled by a man of ST 15. Basic thrusting
damage for that ST is 1d+1; basic swing damage is 2d+1. Cost: 1 per pound of weapon’s weight. Double cost for a
weapon that is not normally thrown (such as a broadsword).
Hawk Flight
Regular
A very fast Flight spell. The subject has a Move of 40 (80 mph) without encumbrance; encumbrance reduces Move
normally. The subject can move and fight normally, and has a combat advantage if above their foes (B402). Duration:
1 minute. Cost: 8 to use. 4 to maintain. Time to perform: 3 seconds.
Light Tread
Regular
Walk on any surface (which must be able to bear their weight) without leaving any trace, making tracking impossible. If
vegetation is present on the surface, some traces of the subject will remain, making tracking possible at a -8 penalty.

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This ability will also prevent the subject from triggering pressure-plate traps and the like. Duration: 10 minutes. Cost: 4
to use. 1 to maintain.
Find Weakness
Information
Sense the weakest part of the subject. Can be used on any part of a large object; you would not have to use it on a
whole city wall, for instance, but could check one yard of wall at a time. Of course, many subjects will have no special
weakness. This ability can be used to troubleshoot complex objects; a defect that prevents a machine from working
usually qualifies as its weakest part. Cost: 1, or 1 per yard radius for a large object. Double this cost if the subject is
alive. Time to perform: 2 seconds.
Weaken
Regular
Does 1d damage to the weakest part of the subject (works only on inanimate items) for every two points of energy put
into the ability. See B557, for DR and HP of various items. No Psi may use this ability on the same subject more than
once per hour. Subject’s DR does not protect it. Duration: Permanent. Cost: 2 to 6. Time to perform: 5 seconds.
Evisceration
Melee; Resisted by HT or IQ
Reach with one hand into a subject’s body and withdraw a vital organ, leaving an open cavity. Extracting the brain
instantly kills the body, but the brain itself may survive for a few minutes! Roll vs. HT each second; on a success, the
brain remains alive and conscious but loses 1 FP; on a failure, it dies. While it survives, it can perform any abilities it
knows. Remember that the brain has no senses of its own and is therefore performing blindly. Extracting the heart
demands a HT-6 roll each turn from the victim; on a failure they falls unconscious and dies five seconds later.
Extracting other organs requires a HT roll at a penalty from 0 to -5 to remain conscious. Most extractions kill within a
minute; however, some organ losses can be survived – a lung, a kidney, etc. In this case, the victim will still bleed
seriously. Restoration is required to replace a lost organ. An extracted organ dies within a minute. Cost: 10. Time to
perform: 5 seconds.
Shatter
Regular
Similar to Weaken, but quicker – it can be performed in a single second, and may be used repeatedly. If the ability
does not do enough damage to actually break the subject, the subject takes no harm. This ability only affects
inanimate objects. Cost: 1 to 3; does 1d damage for each point of energy put into it.
Rive
Regular
Pokes holes in inanimate objects, walls, etc. See B557, for the DR and HP of common objects. This ability works like
a huge piercing attack, punching a 2-foot-diameter hole (the affected area may be smaller at the Psi’s discretion).
Cost: 1 per die of damage to be inflicted to the object.
Explode (VH)
Regular
As Shatter, but the subject, if it shatters, explodes violently, doing fragmentation damage (B414). Cost: 2 to 6; does 1d
damage for every two points of energy put into it. Double cost to increase damage to 1d+2.
Stiffen
Regular; Special Resistance
Temporarily stiffens a limp object; turns a rope into a pole, for example, or a thread into a lockpick. Does not work on
living beings. This ability can be used to make improvised weapons; the GM judges their effectiveness.
This ability may also be used to stiffen a foe’s clothes. In this case, the foe resists the ability with their ST+2. If it
works, they is at -1 DX for each pound of clothing that was stiffened, and this DX change does affect their Move.
Duration: 10 minutes. Cost: 1 per pound of subject’s weight – minimum 2. Half that to maintain. Time to perform: 2
seconds per pound of weight.
Knot
Regular
Ties a knot that cannot be untied without psionics (though the rope can be cut, of course). The knot unties when
someone says the password (specified at performance) while touching the rope at any point along its length. Thus, a
rope tied at the top of a cliff will come loose when someone at the bottom of the cliff says the password, if they can
touch the rope. Knot also works for string, chastity belts, etc. The Undo ability also unties a Knot ability, but the Knot
ability gets a resistance roll. Duration: Until the password is spoken, or the rope is cut or broken! Cost: 2. Cannot be
maintained – must be reperformed if the rope is untied. Time to perform: 3 seconds.
Fasten
Regular
Ties up the subject with a length of rope or chain (which is not created by the ability, only animated). Useful to wrap
packages, moor boats, bind prisoners, and so on. An actively resisting subject resists using DX. The bond is a normal
knot (though it may be turned into a psionic Knot by increasing the energy expenditure). Duration: Permanent. Cost: 3
to use (1 extra to have a Knot in it).

31
Mentat
Telepathy is the power of mental communication and possession.
Mentat Ability Dif# Pg Mentat Ability Dif# Pg Mentat Ability Dif# Pg
Fear 0 29 Dream Sending 3 31 Possession 5 33
Sense Foes 0 29 Dream Viewing 3 31 Suggestion 5 33
Sense Life 0 29 Emotion Control 3 31 Telepathy 5 33
Bravery 1 30 Hide Thoughts 3 32 Borrow Skill 6 34
Daze 1 30 Lend Language 3 32 Mass Suggestion 6 34
Panic 1 30 Mass Sleep 3 32 Permanent Possession 6 34
Sense Emotion 1 30 Mind-Reading 3 32 Retrogression 6 34
Command 2 30 Borrow Language 4 32 False Memory 7 34
Fascinate 2 30 Compel Lie 4 32 Hallucination 7 34
Hide Emotion 2 30 Dream Projection 4 32 Charm 8 34
Madness 2 30 Ecstasy 4 32 Great Hallucination 8 35
Mass Daze 2 30 Mind-Search 4 32 Insignifiance 8 35
Mental Stun 2 30 Mind-Sending 4 32 Presence 8 35
Mindlessness 2 31 Soul Rider 4 33 Communication 9 35
Persuasion 2 31 Control Person 5 33 Lesser Geas 10 35
Sleep 2 31 Dismiss Possession 5 33 Enslave 14 35
Truthsayer 2 31 Lend Skill 5 33 Great Geas 15 35
Vexation 2 31 Nightmare 5 33 Exchange Bodies 17 36
Compel Truth 3 31 Peaceful Sleep 5 33
Fear
Area; Resisted by Will
The subject(s) feel fright. The Psi receives a +3 bonus to reaction rolls in potential combat situations and other
situations where threats are effective, but suffers a -3 penalty on loyalty rolls and situations where terrorizing NPCs is
counterproductive. Duration: 10 minutes unless countered by Bravery.
Base cost: 1. Cannot be maintained.
Sense Foes
Information; Area
Tells the Psi if the subject has hostile intent, and what the degree of hostility is. Can be performed on one person or a
whole area. If used over an area, this ability will only detect that someone is hostile, without telling who. Base cost: 1
(minimum 2).
Sense Life
Information; Area
Tells the Psi if there is any life in the subject area, and gives a general impression (on a good roll) of what kind. The
Psi can also specify they is looking for a specific sort of life: plants, elves, redheaded girls, or a named person who the
Psi knows. Base cost: ½ (minimum 1).
Bravery
Area; Resisted by Will-1
Makes the subject(s) fearless. Anyone affected this ability must make an IQ roll to avoid being brave, should caution
be called for. Duration: 1 hour unless countered by Fear. Base cost: 2. Cannot be maintained.
Daze
Regular; Resisted by HT
The subject looks and acts normal, but does not notice what is going on around him, or remember it later. A dazed
guard stands quietly while a thief walks past! Any injury, or successful resistance to an ability, causes the subject to
snap out of the daze and return to full alert status.
Duration: 1 minute. Cost: 3 to use. 2 to maintain. Time to perform: 2 seconds.
Panic
Area; Resisted by Will
Those in the affected area flee in mindless fear, away from the Psi, for the duration of the ability. A subject who cannot
escape can turn and take the All-Out Defence manoeuvre, if attacked.
Duration: 1 minute. Base cost: 4 to use. 2 to maintain.
Sense Emotion
Regular
Know what emotions the subject is feeling at the moment. It works on any living being, though it tends to be most
useful on sapient beings. This will also tell how loyal the subject is to the Psi (see Loyalty of Hirelings, B518). Cost: 2.
Command
Blocking; Resisted by Will
32
Give a subject one immediate command – a word and a gesture, or at most two words – which the subject must obey.
If the subject is unable to fulfil the command immediately or on their next turn, the ability has no effect. Examples:
“Drop it!” – the subject drops what-ever they was holding. “Look!” – the subject looks in the direction the Psi indicates.
“Wait!” – the subject takes the Wait manoeuvre on their next turn. Cost: 2.
Fascinate
Regular or Blocking; Resisted by Will
Holds the subject (a sapient being) motionless and unaware of the passage of time as long as the Psi maintains eye
contact and concentration. Darkness breaks eye contact! May be performed as a Blocking ability if the subject is
entering Close Combat range. The Psi may move slowly (Move 1) while maintaining eye contact if they knows the
ability at level 15 or better; each yard they moves away from the subject allows it another resistance roll to break the
ability. The ability is also broken by any attack (physical or psionic) on the subject. Duration: Indefinite. Cost: 4.
Hide Emotion
Regular; Resists emotion readings
This ability gives its subject the outward appearance of deep calm. It resists Aura and Sense Emotion (and Sense
Foes, at the GM’s option) as well as any attempt to gauge the subject’s emotional state by other means (Empathy,
psionics, Body Language, etc). This ability is a great favourite of diplomats, courtiers, and poker players. It can grant
up to a +4 bonus (GM’s judgment) to any skill where masked emotions are valuable.
Duration: 1 hour. Cost: 2 to use. 2 to maintain.
Madness
Regular; Resisted by Will-2
The subject is driven temporarily insane; this should be roleplayed. The Psi selects the severity of madness they
wishes to inflict, and the GM decides which madness at that severity is appropriate to the situation (rolling a die is a
perfectly acceptable way to make this decision). On a critical success, the Psi may select the madness to be inflicted.
Unless noted otherwise, each madness is identical to the disadvantage of the same name. Some madness’s are
equivalent to disadvantages that require self-control rolls. The subject always fails their self-control rolls against the
psionic madness.
 Mild: Delusion [-5], Flashbacks [-5], Phantom Voices [-5], Phobia [-5].
 Moderate: Bestial [-10], Confused, Delusion [-10], Flashbacks [-10], Paranoia [-10], Phantom Voices [-10].
 Severe: Berserk, Bestial [-15], Chronic Depression, Delusion [-15], Hallucinations (as the Hallucinating
incapacitating condition, B429), Phantom Voices [-15].
 Extreme: Catatonia (as the Daze incapacitating condition (B428), but the subject cannot snap out of it until the
ability ends), Flashbacks [-20].
Duration: 1 minute. Cost: 2 for a Mild madness; 3 for Moderate; 4 for Severe; 6 for Extreme. Half that to maintain.
Time to perform: 2 seconds.
Mass Daze
Area; Resisted by HT
As Daze, but can be performed over an area. Duration: 1 minute. Base cost: 2 to use. 1 to maintain. Minimum radius 2
yards. Time to perform: 1 second for each energy point spent.
Mental Stun
Regular; Resisted by Will
The subject is mentally stunned until they can make an IQ roll to recover. Cost: 2.
Mindlessness
Regular; Resisted by Will
Reduces the subject’s IQ to 1 temporarily, reducing him to babbling idiocy. The subject cannot perform or maintain
abilities, use skills, talk, or other actions determined by the GM. The subject can walk, laugh, cry, drool, eat with their
hands, react to heat and cold, etc. they has a very short attention span and notices only colours, pretty things,
movement, and other things that a baby would be curious about. If the subject is a PC, the player should roleplay this
state.
Duration: 1 minute. Cost: 8 to use. 4 to maintain. Time to perform: 5 seconds.
Persuasion
Regular; Resisted by Will
Used when a reaction roll is required, this ability makes the subject (one sapient creature – racial IQ 6 or better) more
likely to react favourably. Duration: 1 minute. Cost: Twice the bonus to be added to the roll. Same cost to maintain
(maximum 5).
Sleep
Regular; Resisted by HT
The subject falls asleep. If standing, they falls – but this does not wake him. they can be awakened by a blow, loud
noise, etc., but will be mentally stunned (see Effects of Stun, B420). The Awaken ability will arouse him instantly. If not
awakened, they will sleep for around eight hours and awaken normally.
Cost: 4. Time to perform: 3 seconds.
Truthsayer
Information; Resisted by Will
33
Tells whether the subject is lying or not. May be used in two ways: 1. To tell whether the subject has told any lies in
the last five minutes. 2. To tell whether the last thing the subject said was a lie. May also give an indication of how
great the lie is. If Psi is not touching subject, calculate range as for a Regular ability. Cost: 2.
Vexation
Regular; Resisted by Will
Used when a reaction roll is required, this ability makes the subject (one sapient creature of racial IQ 6 or better) more
likely to react unfavourably. Frequently used by spies to sabotage diplomatic missions. Duration: 1 minute. Cost:
Twice the penalty subtracted from the roll to use. Same cost to maintain (maximum 5).
Compel Truth
Information; Resisted by Will
The subject becomes unable to lie, though they may keep silent or tell partial truths (this must be roleplayed). The
ability does not force him to volunteer information; they merely cannot say anything they believes to be untrue.
Duration: 5 minutes. Cost: 4 to use. 2 to maintain.
Dream Sending
Regular; Resisted by Will
The Psi uses this ability to send a dream vision to the subject, who must be asleep at the time. The message is seen
in dream-symbols by the subject, who must roll vs. IQ-5 or a skill such as Fortune-Telling (Dream Interpretation)
(B196) to interpret it correctly. The margin of success of the roll indicates how well the message is understood. Use of
the Dreaming skill by the subject could distort or obliterate the message (GM’s discretion). The Psi tells the GM the
exact meaning (it is a good idea to limit the length of the message to as many words as the Psi has skill with the
ability). The GM, in turn, tells the subject what they understood (roll in secret, as a critical failure will lead to complete
misunderstanding!). Use the long-distance and Mind-Reading modifiers. If the Psi and subject don’t know each other,
there is a further -2 penalty. Duration: 1 hour. Cost: 3. One try per night. Cannot be maintained. Time to perform: 1
minute.
Dream Viewing
Regular; Resisted by Will
View a subject’s dreams; they appear on any smooth surface of your choice (such as a basin of water, mirror, gem
facet, etc). Use the long-distance and Mind-Reading modifiers. If the Psi and subject don’t know each other, there is a
further -2 penalty.
Duration: 1 hour. Cost: 2 to use. 1 to maintain. Time to perform: 10 seconds.
Emotion Control
Area; Resisted by Will
Instils the subject(s) with any one emotion the Psi chooses. There is no “game system” effect unless the GM feels it
necessary, but subjects should roleplay it! Some sample emotions: love, hate, lust, anger, greed, jealousy, hunger,
fear, sadness, joy, peace, unrest, depression, patriotism, boredom.
Duration: 1 hour. Base cost: 2. Cannot be maintained; ability must be reperformed.
Hide Thoughts
Regular
Resists all Mind-Reading and Thought-Control attempts on the subject. The “attacking” ability must win a Quick
Contest against this ability in order to affect the subject. If the attacking ability pierces Hide Thoughts, the subject still
gets their normal resistance roll (roll separately). This ability does not affect previously established mental control.
Duration: 10 minutes. Cost: 3 to use. 1 to maintain.
Lend Language
Regular
Subject gains a language (sapient creatures only) at the Psi’s comprehension level or Accented – whichever is less.
The Psi must know the language in question.
Duration: 1 minute. Cost: 3 to use. 1 to maintain. Time to perform: 3 seconds.
Mass Sleep
Area; Resisted by HT
As Sleep, but can be perform over an area. Base cost: 3. Minimum radius 2 yards. Time to perform: 1 second for each
energy point spent.
Mind-Reading
Regular; Resisted by Will
Read a subject’s mind. Works on any living being, but is most useful on sapient creatures. Detects only surface
thoughts (what the subject is thinking at that moment). This ability will not work on sleeping or unconscious subjects.
The subject is not aware their mind is being read, except in the case of a critical failure.
Duration: 1 minute. Cost: 4 to use. 2 to maintain. Time to perform: 10 seconds.
Borrow Language
Regular
Psi gains a language at the subject’s comprehension level or Accented – whichever is less. The subject must know
the language in question. Duration: 1 minute. Cost: 3 to use. 1 to maintain. Time to perform: 3 seconds

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Compel Lie
Regular; Resisted by Will
The subject becomes unable to tell the truth: they cannot make any statement they believes to be true, and in fact
feels compelled to tell lies, although they may (if they realizes that they is affected by an ability) choose to remain
silent. Compel Lie and Compel Truth resist each other. Aura may be required to find out which ability has won out!
Duration: 5 minutes. Cost: 4 to use. 2 to maintain.
Dream Projection
Regular
Using this ability, the Psi projects their presence into the subject’s dreams to converse with him. Roll a Quick Contest
of the ability’s skill vs. the subject’s Will every minute; once the subject wins, the ability is broken and no further
contact is possible that night. Use the long-distance and Mind-Reading modifiers. If the Psi and subject don’t know
each other, there is a further -2 penalty. The subject may use their Dreaming skill (see B188) to help the process; roll
every minute to skip the contest. Duration: 1 minute. Each minute allows the exchange of two sentences (one from the
Psi and one from the subject). Cost: 3 to use. 3 to maintain. One try per night. Time to perform: 1 minute.
Ecstasy
Regular; Resisted by Will
The subject feels an incapacitating rush of pleasure; they can take no action for the duration, not even to move out of
harm’s way! High/Low Pain Threshold is irrelevant. Repeated exposure can be dangerous to the subject. If any
character has been the subject of an Ecstasy ability three times within 10 days, they must make a Will+2 roll after the
third time, and after each subsequent time until five days pass without exposure to the ability. If any of these rolls are
failed, the subject gains an Addiction (see B122) to the ability, and will beg the Psi (or anyone else who is known to
have the ability) for more! Withdrawal from the Ecstasy ability follows the normal rules for a psychological dependency
(see Drug Withdrawal, B440).
Duration: 10 seconds. Cost: 6 to use. Cannot be maintained. Time to perform: 3 seconds.
Mind-Search
Regular; Resisted by Will
Search a subject’s mind to find deep thoughts and knowledge of things the subject is not thinking about at the
moment. In effect, the Psi may ask one simple question (answered by no more than 10 words) per minute, and get the
most truthful answer the subject can give. The subject is not aware of the intrusion, except in case of a critical failure.
Language is no barrier for this ability, and the subject may even be asleep. Subjects of different races may be harder
to mind-search, at the GM’s discretion. Modifiers: Same as Mind-Reading, above. If the subject has psionicly been
caused to forget something, this ability cannot recover it.
Duration: 1 minute. Cost: 6 to use. 3 to maintain. Time to perform: 1 minute.
Mind-Sending
Regular
Send your thoughts to a subject in a one-way communication. Transmission proceeds at only talking speed, though
the Psi may also send simple pictures (the time required is equal to the time it would take the subject to copy the
picture on paper or parchment). When figuring the distance penalty, use the long-distance modifiers. If Psi and subject
don’t know each other, there is an additional -4 penalty. Duration: 1 minute. Cost: 4 to use. 4 to maintain. Time to
perform: 4 seconds.
Soul Rider
Regular; Resisted by Will
The Psi can see through the subject’s eyes, hear through their ears, etc., whenever they concentrates. (The Psi also
remains aware of their own body and may act normally). The Psi exerts no control whatsoever over the subject, and
does not know the subject’s thoughts. The subject must be sapient (IQ 6 or better). Skill is at -2 if the subject is of a
different race; if the subject is totally alien, -4 or more! Duration: 1 minute. Cost: 5 to use. 2 to maintain. Time to
perform: 3 seconds.
Control Person
Regular; Resisted by Will
Use all the victim’s senses and control all the victim’s physical actions (the Psi has no access to the subject’s
memories, skills, abilities, etc.). The subject retains their memory and wits and is aware of what is happening – though
not of the Psi’s identity. The Psi can only “animate” one body at a time, and must concentrate to control the subject’s
body. When they concentrates, their own body falls limp; when they stops concentrating, the subject regains control of
their own body. The Psi can move between the bodies freely while the ability lasts. Duration: 1 minute. Cost: 6 to use.
3 to maintain. Time to perform: 10 seconds.
Dismiss Possession
Regular; Resisted by ability on subject
Ends any Soul Rider, Control, or Possession ability (or their animal equivalents) affecting the subject.
Cost: 10. Time to perform: 10 seconds.
Lend Skill
Regular

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Subject gains a skill at (controlling attribute)+4 or increases their existing skill by 4 levels – whichever is more.
Subject’s skill cannot become higher than Psi’s skill. Psi must know the skill in question (either normally or by Borrow
Skill, below). Does not work on languages or abilities.
Duration: 1 minute. Cost: 3 to use. 2 to maintain. Time to perform: 3 seconds.
Nightmare
Regular; Resisted by Will
When perform on a sleeping subject, this ability causes a nightmare of the Psi’s choice. Knowledge of the subject’s
fears and phobias gives a +2 to effective skill. The subject gets an IQ-4 roll to realize the nightmare was caused by
hostile psionics. If the ability succeeds, the subject gets no rest from the night’s sleep, and instead loses 2 FP.
Dismiss Psionic will stop the night-mare while it is occurring, preventing FP loss. This ability is also countered by the
Peaceful Sleep ability. If the ability is reperformed the next night, the effects are cumulative. If the subject’s FP falls to
zero due to this ability, they falls into a coma and will lose 1d HP each day until they dies, unless Dismiss Psionics is
perform. Duration: 1 hour. Cost: 6. Time to perform: 1 minute.
Peaceful Sleep
Regular; Special Resistance
The subject gets an undisturbed night’s sleep. This ability cures insomnia, allows sleep in noisy, disruptive
environments, and protects against nightmares and the Nightmare ability. This period counts double in terms of HP
and FP recovery. The Psi can awaken the subject with a word. Otherwise, subject cannot be awakened, except by
injury or with the Awaken ability. This ability works only on a willing subject; otherwise, resistance is automatic.
Duration: 8 hours. Cost: 4. Time to perform: 30 seconds.
Possession
Regular; Resisted by Will
Like Control Person – except the victim is unconscious throughout the “possession,” and the Psi has full access to the
subject’s memories, skills, and abilities. While in the subject’s body, the Psi has their own skills and abilities, and may
use all the subject’s skills, abilities, and memories as though they were their own (the subject’s physical skills are at
-1). The Psi’s own body lies unconscious during the ability, and must be safeguarded. Duration: 1 minute. Cost: 10 to
use. 4 to maintain. Time to perform: 1 minute.
Suggestion
Regular; Resisted by Will
Instills a suggestion in the subject’s
mind. It must be one simple idea; language is no barrier unless the subject’s language cannot encompass the idea. If
the suggestion goes against the subject’s personal safety, it is Resisted at +5; if it goes against their beliefs,
convictions or knowledge, it is Resisted at +3. The subject will try to accomplish the suggestion or otherwise act as if
the idea was their own.
Duration: 10 minutes. Cost: 4 to use. 3 to maintain. Time to perform: 10 seconds.
Telepathy
Regular
Full two-way communication, like Mind-Reading and Mind-Sending combined. The subject must be willing. Both Psi
and subject know the whole of each others’ thoughts and what the other is experiencing; they communicate at the
speed of thought. Other people can “enter the link” – a new performance of the ability (by anyone involved) is required
for each new person to enter. To eavesdrop on an existing telepathic link without being noticed, there is a -4 skill
penalty. If Psi and subject know each other and the subject expects the “call,” there is no distance penalty. Otherwise,
assess penalties as for Mind-Sending. The ability cannot work across time, dimensions, interplanetary space, etc.
Duration: 1 minute. Cost: 4 to use. 4 to maintain, for a 2-way link. Same cost for each additional person added. Time
to perform: 4 seconds.
Borrow Skill
Regular
The Psi gains a skill at (controlling attribute)+4 or increases their existing skill by 4 levels – whichever is more. Psi’s
skill cannot become higher than subject’s skill. Subject must be willing, and know the skill in question. Will not work on
languages or abilities. Duration: 1 minute. Cost: 4 to use. 3 to maintain. Time to perform: 3 seconds.
Mass Suggestion
Area; Resisted by Will
As Suggestion, but affects an area and all those within it with a single suggestion. Duration: 10 minutes. Base cost: 4
to use. 2 to maintain (minimum radius is 2 yards). Time to perform: 1 second per energy point.
Permanent Possession
Regular; Resisted by Will
Like Possession – but the Psi remains in the body of the subject until they chooses to leave, or is expelled by Dismiss
Possession or Remove Curse. The Psi’s own body is in Suspended Animation while the ability continues. If the Psi’s
body dies, the ability is broken. Whenever the subject body takes damage, the Psi must roll vs. their own body’s HT,
or take the same damage. If the subject body dies, the Psi must roll vs. HT or die himself! Duration: Indefinite (could
be permanent). Cost: 30. Time to perform: 5 minutes.

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Retrogression
Regular; Resisted by Will
Causes a subject to re-experience an event from their past life (or lives!) This can be a torment or as a boon. Different
kinds of memories have different effects. A terrifying memory requires a Fright Check at -3 or more; the memory of
one’s violent death, for example (in a campaign where Resurrection is possible), requires a Fright Check at -5. The
memory of a wound or illness requires a HT-3 roll; failure inflicts one point of damage. A memory of slavery or
degradation reduces Will by 1 for 3d hours unless a Will-3 roll is made. A memory of personal triumph and power
increases Will by 1 for 3d hours if an IQ roll is made. The GM judges the effects of any other type of memory. The Psi
only specifies the type of event to be relived; they cannot use this ability to “rummage” through the memories of the
subject. Unless stunned, the subject must roll their Body Sense to act on the turn following a Retrogression. Duration:
The memory takes one second to relive (although it may seem like more to the subject). Cost: 5. Cannot be
maintained. One try per day. Time to perform: 10 seconds.
False Memory
Regular; Resisted by Will
Insert a single, simple false memory into a subject’s mind. This ability is often used to avoid paying bills, and is
considered highly illegal in many areas. If the implanted memory conflicts with a real memory, the subject’s brain will
usually fit the new one in anyway, leaving him slightly confused but convinced. In case of extreme direct conflict –
“You remember killing the duke” (when the subject saw the Psi kill the duke!) – the subject should be allowed a bonus
on their resistance roll; the example above would be a +5 for a loyal subject, but probably only +1 for somebody who
wanted to kill the duke. Duration: Variable (see below). When the ability ends, the subject gets a second resistance
roll, at -1 for each day the ability lasted. If this roll is failed, the subject will believe the false memory indefinitely, but is
likely to remember the truth at some unpredictable time, perhaps as a result of a shock. Cost: 3 for a duration of an
hour, or 8 for a whole day. Cost to maintain as cost to use. Time to perform: 5 seconds.
Hallucination
Regular; Resisted by Will
The subject’s perceptions are addled. they is completely convinced that one thing that is not present is (or vice versa);
they can see it, hear it, feel it, and so on. This is similar to an illusion in some ways, but it exists entirely in the mind of
the subject. The hallucination must concern the presence or absence of a single “thing”: one person the subject knows
or knew, one crowd of revellers, one pair of shackles on the subject’s wrists, one pride of lions . . . If it can be
described as a single entity in English (without amazing gymnastics), then it should pass. The GM’s judgment is final,
as usual. The hallucination does not require concentration: the subject supplies, unconsciously, all the “realism”
necessary. By concentrating, the Psi can “direct” the hallucination – put words in the mouth of the absent person, have
the revellers head off in a certain direction or start singing a particular song, etc. Impossible or obviously false
hallucinations (a long-dead uncle, for example) are Resisted at a bonus of up to +5. Duration: 1 minute. Cost: 4 to use.
2 to maintain. Time to perform: 2 seconds.
Charm
Regular; Resisted by Will
The subject becomes Psi’s faithful slave until the ability expires, following any orders, no matter how dangerous.
There is no mental link – the Psi must give their orders to the subject verbally or in writing. However, the subject will
protect the Psi without orders. In all other respects the subject will be mentally normal and alert. they will be unable to
explain (and unwilling to discuss or even think about) their loyalty to the Psi. Duration: 1 minute. Cost: 6 to use. 3 to
maintain. Time to perform: 3 seconds.
Great Hallucination
Regular; Resisted by Will
Like Hallucination, but the subject’s entire environment can be falsified. they might see himself stranded on a cliff side,
in a crowded city street, in the middle of a lake, etc. The only limits are the fiendishness of the Psi’s imagination and
the judgment of the GM. For any significant changes to occur in the subject’s new surroundings, concentration on the
part of the Psi is required, as per Hallucination. If the Psi dramatically changes the subject’s perceptions, the subject
may be given a new resistance roll, at the GMs option. Example: the subject is “placed” on top of a giant pillar of stone
over a lake of molten lava. By concentrating, the Psi could cause the pillar to begin sinking or bucking beneath the
subject’s feet, or cause a flying monster to appear. If the Psi suddenly decided that the lava turned into a green
meadow, however, the subject would get a new Resistance roll. This ability can be used for positive effect; if the
subject is required to walk a narrow log across a thousand-foot-deep chasm, they might find it easier if the log spans
only a shallow streambed . . .
Duration: 1 minute. Cost: 6 to use. 3 to maintain. Time to perform: 4 seconds.
Insignificance
Regular; Special Resistance
Causes all beings with whom the subject has social contact to ignore or disregard him. Only beings who have a
reason to notice that particular person or someone in their particular situation can resist the ability with Per – the
subject himself does not get to resist. Viewers get a bonus to their resistance roll equal to the subject’s total
Appearance modifier, whether positive or negative. Thus, viewers of an Attractive subject resist with Per+1, but
viewers of an Unattractive subject also resist with Per+1. The ability’s effects are limited in magnitude; the subject
could slip unnoticed through a crowd, but would be stopped by guards if trying to go where they should not. they can
get someone’s attention by grabbing him, but is then likely to get a negative reaction. If they steals something or
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commits some other objectionable act (removing their clothing, perhaps), all witnesses get a new resistance roll. If
they attacks someone, that person is automatically released from the ability – furthermore, the victim’s cries for help
won’t be ignored! Insignificance and Presence resist each other. Duration: 1 hour. Cost: 4 to use. 4 to maintain. Time
to perform: 10 seconds.
Presence
Regular; Special Resistance
Causes all beings with whom the subject has social contact to pay attention. Each being who attempts to ignore the
subject gets to resist the ability with Will – but the subject himself does not get to resist! The ability does not guarantee
a good reaction from those it affects – it doubles the positive or negative modifier! If they has no positive or negative
modifiers, it gives him a +1 modifier. Most people will assume, if a person stands out for no reason that they can put
their fingers on, that there must be something worth seeing. Someone affected by this ability can easily be followed in
a crowd or along city streets. The searcher can simply ask bystanders, “Did you see so-and-so come by here?” and
quickly resume the pursuit. Presence and Insignificance resist each other. Duration: 1 hour. Cost: 4 to use. 4 to
maintain. Time to perform: 10 seconds.
Communication
Regular
This ability allows the Psi to set up two-way communication with the subject. Each participant sees an image of the
other, allowing “real-time” conversation. Use the long-distance modifiers unless the Psi knows the subject and the
subject was expecting the “call,” in which case no distance modifiers apply! Apply an additional -4 to skill if the Psi
does not know the subject. The communication is audio-visual only. Others can join the “conference” at any time – a
new performing of the ability (by anyone involved) is required for each new person to enter. This communication is,
obviously, not secure. Duration: 1 minute. Cost: 4 to use. 4 to maintain. Same cost for each additional person joining
the communication. Time to perform: 4 seconds.
Lesser Geas
Regular; Resisted by Will
Give a subject one command, which the subject must obey. This must be a command to do one specific thing. It must
be reasonably possible, in the GM’s opinion. “Destroy every tree on this continent” is not a legal geas (at least in a
low-tech world). Until the geas is fulfilled or removed (only Remove Curse will do this), the subject must make it their
first priority. Duration: Permanent until fulfilled. Cost: 12. Time to perform: 30 seconds.
Enslave
Regular; Resisted by Will
Like the Charm ability, but permanent. The subject will follow the Psi’s orders until the ability ends or is removed. At
any time the Psi concentrates, they can form a mental link with the subject to see through the subject’s eyes, hear
through their ears, and give orders. Cost: 30.
Great Geas
Regular; Resisted by Will
Give a subject one continuing command, such as “Never touch weapons” or “Slay all orcs.” A Great Geas does not
have to be reasonably possible; it can occupy the subject for the rest of their life unless removed. Only Remove Curse
will negate a geas. A critical failure on a Great Geas costs the Psi an IQ point. Duration: Permanent. Cost:30. Time to
perform: 1 minute.
Exchange Bodies
Regular; Resisted by Will
The Psi permanently exchanges bodies with the subject. The subject may be any living creature. The only way this
ability can be reversed, once it has been performed, is to use it again; Dismiss Possession or other anti-psionics will
not work. The attributes of ST, DX, and HT, as well as all physical advantages and disadvantages, go with the body;
IQ, memory, personality, and all skills and abilities go with the mind. Note: Exchange Bodies may result in the Psi
increasing their point value. The GM may wish to charge the old Psi for the difference in character point value. See
Mind Transfer (B296) for more on this. To help keep body-hopping Psis under control, the GM may wish to require
some rare materials for this ability.
Duration: Permanent. Cost: 120. Time to perform: 1 hour.
Jumper
The ability to move to a new location instantaneously.
Jumper Ability Dif# Pg Jumper Ability Dif# Pg Jumper Ability Dif# Pg Jumper Ability Dif# Pg
Shield 0 36 Beacon 5 36 Trace Teleport 5 37 Control Gate 12 37
Teleport 4 36 Teleport Other 5 37 Divert Teleport 6 37 Create Gate 14 37
Shield
Regular
Conjures an invisible shield of psionic force that moves to protect the subject from frontal attacks. The Defence Bonus
granted by this ability is cumulative with that from an actual shield, but this ability does not allow a subject without a
shield to block. Defence Bonus granted by Shield is not cumulative with any granted by the Block ability. Duration: 1
minute. Cost: Twice the Defence Bonus given to the subject, to a maximum DB of 4 (cost 8). Half that to maintain.

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Teleport
Special
Instantly moves the Psi to another location. However, the farther away the target spot is, the more energy is required,
and the greater is the skill penalty, as follows: Normally, you may only teleport to a place you are looking at or one you
are familiar with. Penalties:-2 for a place you have “seen” only through the mind or memories of another, or via
television; -2 for a place you have not seen within a month (except, perhaps, your own home!); and -1 to -3 for a place
seen only briefly. This ability is dangerous, too. If you fail your roll by 1, you take 1d damage and arrive at your
destination physically stunned (HT roll to recover). If you miss your roll by more than 1, you suffer no physical injury –
but you go somewhere else. The location is up to the GM! A critical failure with this ability can send the Psi anywhere
the GM likes – make it interesting! – and cause physical injury, as long as it doesn’t kill the Psi outright. Even a
successful teleport can be confusing. A Psi must roll vs. their Body Sense skill (p. B181) in order to act on the same
turn in which they teleports. A failed roll means disorientation – no actions except defence are possible on that turn. A
critical failure means they falls down, physically stunned. A teleporter arrives in the same position they started in. they
may be facing a different direction, but this makes it more likely that they will be disoriented on arrival: -2 to change
facing, -5 to go from vertical to horizontal or vice versa! Anything carried on your person, up to “heavy” encumbrance,
goes with you. You can also take one person with you by holding hands, if the added weight does not exceed your
“heavy” encumbrance limit. On a failed roll, they suffer the same effects you do.
Distance Cost Penalty Distance Cost Penalty Distance Cost Penalty
Within 10 3 0 101-500 yds 6 -3 10 to 99.99 miles 9 -6
yds
11-20 yds 4 -1 501 yds to 1.99 7 -4 100 to 999.99 10 -7
miles miles
20-100 yds 5 -2 2 to 9.99 miles 8 -5 x10 distance +1 -1
Beacon
Area
“Softens up” local space-time, making the area of effect easy to teleport to. The energy cost and skill penalties to
travel to a beacon are halved (round down). A beacon may also be used to help teleport a subject from its vicinity
toward the Psi. A beacon is not private; any Psi psionicly transporting himself (or someone else) to the area will
benefit from the ability (however, permanently enchanted areas may be Limited or Named; see p.10). Duration: 24
hours. Base cost: 10 to use. Half that to maintain. Time to perform: 30 seconds.
Teleport Other
Regular; Resisted by Will+1
Same as Teleport, except that the Psi does not move, and the subject can be anything or anyone. A part of an object
may not be teleported away; neither may a solid object be teleported into another solid object. Separating two
connected objects carries a penalty set by the GM; taking the stopper from a jar might be @ -1, while teleporting a
locked door from its frame might be @ -5. Jewellery or clothing being worn, or an object held tightly by another
person, is @ -5 to teleport away, and the holder may attempt a resistance roll.
Cost: as for Teleport, with the following multipliers:
Weight Multiplier Weight Multiplier Weight Multiplier Weight Multiplier
< 10 lbs x1/2 10-49 lbs x1 50-99 lbs x2 100-200 lbs x3
One additional multiple for each 100 pounds thereafter.
The consequences of a missed roll are similar, but inanimate objects are less likely to suffer physical damage. If a
sapient subject resists the roll, the Psi suffers no ill effects other than the expenditure of energy.
Trace Teleport
Information; Resisted by subject ability.
When performed soon after someone or something teleports in or out, this ability gives the Psi a vision of the
destination of the teleported subject. The Psi also gets a good idea of the magnitude of the skill penalty involved to
use the ability. On a critical success, the actual destination will be known, but any success gives the Psi enough of a
sense of the destination to follow, if they does so within a minute of performing Trace Teleport. Modifiers: The ability
operates at a cumulative -1 for each minute that elapses between the teleport and the performing. There is a further -5
penalty if the Psi didn’t witness the teleport. Cost: 3.
Divert Teleport
Blocking; Resisted by subject ability
When performed on the turn someone or something teleports out, this ability allows the Psi to dictate where the
subject goes. The Psi must know Teleport; they uses the lower of their skill with Divert Teleport and Teleport. The
resistance is resolved by comparing the margins of success of both abilities – if the Psi who is teleporting makes their
roll by 5, then the Psi attempting to divert him must make their roll by 6 or more to succeed. The Divert Teleport takes
normal range penalties between the performer of Divert Teleport and the performer of Teleport, and the standard skill
penalty for the destination that the diverter wishes to send the teleporter to. The cost to use the ability is equal to the
difference in cost between the teleporter’s intended destination and their new destination. If a Psi attempts to teleport
40 miles (9 energy), and another Psi forces him to another location only 10 yards away (3 energy), the diverting Psi
will have to pay 6 energy. The same cost would apply if the destinations were reversed. The minimum cost to use is 3,
in any case (high skill will reduce this normally), and the Psi pays the full energy cost whether or not the ability
39
succeeds. Example: Suppose Severin knows Teleport at 16 and attempts to teleport 100 yards away to their waiting
carriage (skill penalty -2, cost 4). Two yards away stands Elsdon, who knows Divert Teleport at 18 and Teleport at 20,
and who would prefer that Severin end up just above a lake which happens to be a mile away (skill penalty -4, cost 7).
First, Severin makes their attempt, spending 4 energy and rolling a 10. Since they needed a 14 or less, this is success
by 4. Elsdon, using a base skill of 18 (the lowest of their appropriate abilities), takes a -2 for being two yards away
from Severin, and a further -4 for their intended diversion – their effective skill is 12. they must roll a 7 (succeeding by
5), to win the contest and divert Severin. Whether they does so or not, the calculated cost is 3 energy, so Elsdon must
pay the minimum cost of 3. Cost: As described above; minimum cost 3.
Control Gate
Regular; Resisted by the Gate
Forces an open gate to close, a closed gate to open, or tilts and displaces the subject gate as the Psi wishes. Closing
a permanent gate does not destroy it; closing a temporary one does (to destroy a permanent gate, use Remove
Attunement). This ability moves gates at up to 3 yards per second. Control Gate can also be used to “choose” a
particular destination of a multiple-destination Gate (see Create Gate). Once control is relinquished, the Gate reverts
to its “programmed” state, moving back to its original place at top speed and by the shortest path. If several Control
Gate abilities are active at once on a single Gate, the latter resists them with a single roll, control going to the ability
with the largest margin of success.
Duration: 1 minute. Cost: 6 to use. 3 to maintain. Time to perform:10 seconds.
Create Gate
Regular
Creates a temporary psionic portal leading to another place – effectively, a hole in time and space from which those
who enter will teleport to a predetermined destination. Skill penalty is as for Teleport. This will create a gate of any
size up to a 3’ x 6’ doorway (or equivalent surface area). Larger gates are no more difficult, but cost proportionately
more energy. This ability may also be used to attune a permanent gate, in which case a few more considerations
become important. The Psi(s) must specify if it will be always open, always closed, or open and closed when certain
conditions are fulfilled (opens only on the hour of the full moon, opens only when someone utters a password, etc).
Several gates may share a single location. Only one of them may be open at any time, so it is common to have them
cycle in time, giving the net effect of a single gate leading to a choice of destinations. They must be created
separately, but otherwise behave as a single gate. Permanent gates can be “anchored” to a physical gateway; they
then resist displacement or destruction at a bonus given by the gateway’s DR. Duration: 1 minute. Cost: 10 times the
energy cost for the equivalent Teleport (more for larger gates). Same cost to maintain. Making the gate permanent
instead costs 100 times as much. Time to perform: 1 second per energy point.

Sympathy and Contagion


Thaumatology pg 244+. Some Psi know, some figure it out by experience/ experiment.
Sympathy
+1  Detailed drawing eg Artist (Drawing)
 Model eg Artist (Sculpting) +3
 Nail/ hair clippings
 Symbolic effect, eg torch for light
+2  Formal portrait or sculpture
 Good photo/ voice recording
 Digital DNA
+3  Hologram or clear video
 Twin or clone present and unresisting
 Blood/ DNA sample
+4  Subject physically present willing or not
Contagion
+1  Significant personal clothing
 Star sign, Chinese animal, year born/ manufactured
+2  Skin scraping, saliva, nail/ hair clippings
 Fragment of the subject object, eg splinter from wooden door
 DOB/ Manufacture
+3  Vital bodily fluids, eg bllod or motor oil
 Physically rpesent unresisting spouse/ off-spring
Conductors and Insulators
+1  Spilt blood
±1  Line/ circle of ash, salt, iron, rock dust, running water, silk, organic powder.

40
 Bonus if confined within, penalty if crossing; Magnetised iron reverses.
Names
+1  Common/ public name
+2  Family/ pet name
+3  Federal identity number
+4  Secret Name
Places
+1  Hastily prepared, makeshift, ad-hoc
+2  Prepared but secular
+3  Devoted to this purpose
+4  Lavishly constructed
++1  Ancient
-1  opposed purpose
Sacrifice
Favourable is a bonus; unfavourable a double penalty.
+1 – 2/ -2 – 4  food, drink, drugs
+1 – 3/ -2 – 6  art, jewellery. Valuables, money
+1 – 5/ -1 – 10  live sapient
+2 – 4/ -2 – 8  live animal
+1/ 20% HP  Self sacrifice

The Stars are Right, Right?


Significant dates have minimal effect on individual use but can decide the current background Mana level.
3d6 Background
3 Unlimited
4-6 High
7-14 Normal
15-17 Low
18 None

ESP
From Psionic Powers pages 37 – 43.
Extra-Sensory Perception (ESP) abilities involve knowledge gained without using the normal five senses. This power
is the most commonly claimed by those who consider themselves psis, and it is the one that some argue everyone
possesses on a certain level. At the GM’s option, any character with Common Sense, Danger Sense, or Intuition
might be a latent psi, capable of buying further abilities in this power. (If so, the GM may require the character to add
the ESP power modifier to those advantages, retroactively.)
Power Modifier: Every ability in this power has the limitation ESP, -10%. This reflects that it is part of this power, and
that it uses the rules under How Psi Works (pp. 6-11).
ESP Perks
Card Sharp: You have an uncanny knack for guessing what cards someone is holding. This lets you “pass” a Zener
card test with an IQ (plus Talent) roll and gives +1 to Gambling when playing a card game.
Dowsing: You can locate sources of potable, underground water. This requires a forked stick or pendulum and an
hour of slowly walking around the area. The GM will make a Per (plus Talent) roll for you, minus normal range
penalties to the closest large, underground reservoir. Success only tells you that it’s nearby; you must dowse
repeatedly to narrow the location down. Alternatively, the GM can roll once per full day of dowsing. If successful,
you have located the water. With GM’s permission, you can take this perk for other substances (eg Dowsing
(Oil)), but in all cases, it only locates large, underground reserves of the substance – Dowsing (Gold) won’t help
you find missing jewelry.
Exposition Sense: When you sit down with the newspaper, radio, or TV to try to find news relevant to your current
situation, you will always discover it on the first try – if it exists. Additionally, when receiving communications
(memos, voice mail, email, etc.), you can quickly pick the important one(s) out of the junk mail, spam, etc. This
useful ability is a mere perk because it is as much a convenience for the GM as it is for the player.
Forecast: Your Meteorology/Weather Sense (p. B209) rolls to predict the weather take half the normal time penalties.
If someone is controlling the weather supernaturally, you will realize this on a successful roll, but you will not
know whom.

41
Insider Glance: You can intuitively tell what’s wrong with certain machines or systems. Halve all haste penalties (p.
B346) when diagnosing a problem (only); this lets you make an instant diagnosis at only -5 to skill! When you
take this perk, you must specialize in Armoury, Electronics Repair, or Mechanic skills – for example, Insider
Glance (Mechanic) would affect the use of all Mechanic specialties.
Know-It-All: You can predict things, but only a fraction of a second before they happen (eg you could call out the lotto
numbers without looking as they’re being drawn on TV). This is mainly useful for impressing people who don’t
notice that you’re always a little late with your predictions, but it gives +1 to Driving or Running in a cold-start race
(you know when the gun’s about to go off) or to Fast-Draw for classic “high noon” duels.
Visions (Aspected Dream): A weak combination of Visions (Dreams) and (Aspected) (p. 39) – you can get
visions while sleeping, but only for one specific aspect. This perk does take a skill (Visions, IQ/Hard) or the GM
can roll your IQ-6 default (plus Talent) each night.

DIVINATION
Divination abilities give a psi a glimpse into the future or the past.
Combat Sense [24/lvl]
Skill: Combat Sense (IQ/Hard).
You can sense incoming attacks. The GM will make a skill roll for any ambush or surprise attack. On a success, you
get an active defense against it, with a bonus equal to your Combat Sense level. In combat, roll against your skill each
turn; your margin of success is how many of your defenses get the same bonus that turn. For example, if you had
Combat Sense 3 and made your skill roll by two, your first two defenses that turn would get a +3 bonus.
Statistics: Combat Reflexes (Active defense and “freeze” benefits only, -20%; ESP, -10%; Requires IQ Roll, -10%)
[9] + Danger Sense (Only to detect surprise attacks, -20%; Based on IQ, +20%) [15]. Further levels add Defense
Bonus (ESP, -10%; Requires IQ Roll, -10%) [24/level]. Defense Bonus is a metatrait from GURPS Supers (p. 34).
Prognostication [18/23/28/33/38/43/48/53/58/63/68/73/78] for levels 1-13.
Skill: Prognostication (IQ/Hard).
You can read a person’s future (including your own). This requires concentration, during which you must be able to
touch the subject. On a success, you get a vision – usually about the most important thing involving the subject in the
next week. Unless using the Directed psi technique, you have no control over the vision; you may be worried about
the upcoming election, yet instead receive a warning that an important stock will be falling. Repeated attempts in a
short time will usually just show the same vision.
At level 1, this requires 10 minutes of concentration and costs 2 FP. The fatigue cost drops to 1 FP at level 2, and to 0
FP at level 3. Concentration time drops to five minutes at level 4;two and a half minutes at level 5; 75 seconds at level
6; 40 seconds at level 7; 20 seconds at level 8; 10 seconds at level 9; five seconds at level 10; three seconds at level
11; two seconds at level 12; and one second at level 13.
Statistics: Precognition (Active Only, -60%; ESP, -10%; Reliable 8, +40%) [18]. Further levels add Reduced Fatigue
Cost 1 [23], then 2 [28], and then Reduced Time, one level at a time [+5/level].
Directed
Hard, Default: Prognostication-5; cannot exceed Prognostication.
You can ask for a vision about a specific event. If the event is not predestined to happen, you may receive a blank
vision.
Retrocognition [14/20/30/40] for levels 1-4.
Skill: Retrocognition (IQ/Hard).
You can touch an object or enter an area and read its past. Make a skill roll. Your margin of success determines how
far back you can read. Success by 1 gives you a time frame of the past 10 days, by 2 gives 100 days, by 3 gives three
years, by 4 gives 30 years, by 5 gives 300 years, and so on. Failure means you must wait 24 hours before trying to
read it again. You will experience sensations related to the most emotionally charged event to happen to it (or within it)
in the given time frame, if such an event exists.
At level 1, you receive very vague information: a rough sense of the events that happened, the emotions involved, and
an idea of when it occurred. On a critical success, you receive actual visions – random, blurry flashes of the event. At
level 2, you also get useful information regarding the item or the place itself (eg when the murder happened or that
this place was an illegal “bathtub gin” production house). At level 3, you receive visions even on a normal success. At
level 4, these visions are clear and straightforward; you can essentially watch the events unfold as they did many
years ago. The GM determines the field of vision, however – for example, to avoid short-circuiting a murder mystery,
the vision may come from the perspective of the murderer himself.
Statistics: Psychometry (Active Only, -20%; ESP, -10%) [14]. Further levels add Sensitive [20], then Visions [30], and
then replace Visions with Immersive [40].
Distant Use
Hard, Default: Retrocognition-4; cannot exceed Retrocognition.
You can use your Retrocognition on an object or place that you can see, but cannot touch or enter. Apply normal
range penalties (p. B550) to this roll.

42
Event Search
Hard, Default: Retrocognition-5; cannot exceed Retrocognition.
You can search for a specific event or type of event, instead of your Retrocognition automatically focusing on the most
emotional one. A critical failure blocks that information (from this subject) permanently, in addition to other effects.
Retrocognitive Flashbacks [10/16/26/36] for levels 1-4*
Skill: Retrocognition (IQ/Hard).
This is the opposite of Visions (p. 39) in some ways – you sometimes receive flashes of things that happened in the
past! When you are in an area or touching an object with very strong emotional “vibes,” the GM will make a skill roll for
you. If successful, you receive a flood of sensations tied to the most emotionally charged event in the given time
frame. On a failure, you will not receive any information and the GM will not roll again (for this object or place) for 24
hours. This is a passive ability.
The time frame you can read and the type of information gained is as for Retrocognition (above. If you have both
abilities, use your Retrocognition level for all purposes.
* If you have the Retrocognition ability (above), the cost for Retrocognitive Flashbacks becomes a flat 6 points.
Statistics: Psychometry (ESP, -10%; Passive Only, -60%; Reliable 4, +20%) [10]. Further levels add Sensitive [16],
then Visions [26], and then replace Visions with Immersive [36].
Psis with Retrocognition just remove Active Only and add Reliable 4, Limited with Passive Only (+8%) to their
Psychometry.
Signature Sniffer [4/9/18/28] for levels 1-4*
Skill: Psi Sense (Per/Hard).
You can detect psychic residue – the energy left by past psi
use. This takes a second of concentration, after which the GM
will roll against your skill, applying penalties for range
(p. B550) and time (use long-distance modifiers, p. B241, substituting
“days” for “miles”) to the nearest use of psi.
On a success, you gain the same information as you
would have if you had been using the same level of Psi Sense
(p. 41) at the time. In addition, at level 1 or 2, you have an
estimate of time; the GM will tell you which line of the Long-
Distance Modifiers chart applies. At level 3 or 4, you know
the time precisely.
* If you have the Psi Sense ability (p. 41), the cost for
Signature Sniffer becomes a flat 5 points. Use your Psi Sense
power level, but with these rules. However, Signature Sniffer is
never a passive ability; it is always used actively.
Statistics: Detect (Psionic Activity; ESP, -10%; Time-Spanning,
Past Only, -0%; Vague, -50%) [4]. Further levels remove
Vague [9], then add Precise, Nontargeting [18], and then Analyzing
[28]. Psis with Psi Sense just add Time-Spanning, Past
[+5] to Detect (Psionic Activity).
Exclusion
Hard
Default: Psi Sense-2; cannot exceed Psi Sense.
As for the Psi Sense technique (p. 41).
Increased Range
Hard
Default: Psi Sense-5; cannot exceed Psi Sense.
As for the Psi Sense technique (pp. 41). This does not
change your penalties for time – only for physical range to the
nearest use of psi.

REMOTE SENSES
With these abilities, an ESPer can witness things despite
distance or barriers. Some people call all Remote Senses
“clairvoyance,” though that version only represents part of
the group.

Awareness
9 points for level 1, plus 2 points
for each additional level
Skill: Awareness (Per/Hard).
You have a psychic awareness of your immediate vicinity.
This sixth sense extends to a 120° arc in front of you (as for
normal vision), but it is unrelated to any of your other senses.
43
It works even if you are blinded, ignores darkness penalties
(even in total darkness), etc. Find your range on the Psionic
Range Table (p. 22). Anyone with Psi Sense (p. 41) can detect
this ability (while in use) at twice that range. Make a skill roll
each minute to use Awareness, as well as to make out fine
details, notice clues, etc.
Statistics: Extra-Sensory Awareness (ESP, -10%; Nuisance
Effect, Actual range is 1 yard, -10%; Reduced Range 1/10,
-30%; Requires Per Roll, -5%) [9]. Further levels remove Nuisance
Effect [11], and then remove Reduced Range, followed
by adding Increased Range, one level at a time [+2/level].
Deep Scan
Hard
Default: Awareness-5; cannot exceed Awareness.
You can “see” inside or through things. Your awareness
passes through up to a foot of normal matter to see beyond it.
Extended Arc
Hard
Default: Awareness-8; cannot exceed Awareness.
You can scan an arc greater than 120°. Choose before
attempting this technique: You can scan a 240° arc (see
Peripheral Vision, p. B74) at full range or you can scan a 360°
arc (see 360° Vision, p. B34) at 1/100 normal range.
Clairaudience
13 points for level 1, plus 5 points
for each additional level
Skill: Clairvoyance (IQ/Hard).
You can project your sense of hearing to a distance from your
body. This uses the same rules and range as Clairvoyance
(below), except that there will rarely be a need to change facing.
* If you have the Clairvoyance ability (below), the cost for
Clairaudience becomes a flat 5 points. Use the rules and level
for Clairvoyance, as though you were also using the Audio
technique without incurring the FP cost, skill penalty, or any
other negative effects.
Statistics: Clairsentience (Clairaudience, -30%; ESP, -10%;
Fixed Range, -5%; Reduced Range 1/10, -30%) [13]. Further
levels remove Reduced Range and then add Increased Range,
one level at a time [+5/level]. Psis with Clairvoyance just
remove Clairvoyance from their Clairsentience [+5].
Blind Projection
Hard
Default: Clairvoyance-5; cannot exceed Clairvoyance.
As for the Clairvoyance technique (below).
Fast Activation
Hard
Default: Clairvoyance-7; cannot exceed Clairvoyance.
As for the Clairvoyance technique (p. 41).
Secondary Senses
Hard
Default: Clairvoyance-4; cannot exceed Clairvoyance.
As for the Clairvoyance technique (p. 41).
Visual
Hard
Default: Clairvoyance-3; cannot exceed Clairvoyance.
You can see as well as hear, as though you were using
Clairvoyance at the same time. This vision can see in absolute
darkness; ignore all darkness penalties.
Clairvoyance
13 points for level 1, plus 5 points
for each additional level
Skill: Clairvoyance (IQ/Hard).
By concentrating for one minute and making a skill roll,
you can displace your sense of sight to a distance from your
body. Find your distance on the Psionic Range Chart (p. 22); at
44
low levels, this is useful for seeing through walls into the next
room, while at higher levels, you can see things happening
across town. If you cannot see where your new viewpoint will
be, your skill roll is at -5.
Once successful, it is as if your head was fixed in place at the
new viewpoint: You can observe the scene as though you were
really there. If the viewpoint is in a vehicle, it moves with the
vehicle normally. Otherwise, you may concentrate for one second
and make a skill roll to move the viewpoint (with a Move
up to your range in yards per second) and/or change facing.
While your sight is displaced, you can see nothing (and hear
nothing, if using the Audio technique) at your existing location,
making you very vulnerable! Returning your senses requires a
skill roll (one try per second) – it is not automatic.
Statistics: Clairsentience (Clairvoyance, -10%; ESP, -10%;
Fixed Range, -5%; Normal Sight, -20%; Reduced Range 1/10,
-30%) [13]. Further levels remove Reduced Range and then
add Increased Range, one level at a time [+5/level].
Audio
Hard
Default: Clairvoyance-1; cannot exceed Clairvoyance.
You can project your sense of hearing as well as vision.
Blind Projection
Hard
Default: Clairvoyance-5; cannot exceed Clairvoyance.
This technique allows you to buy off the penalty for projecting
your sight to an unseen location. It does not require any FP
cost and causes no extra penalty on a critical failure. Dark Vision
Hard
Default: Clairvoyance-2; cannot exceed Clairvoyance.
You can ignore all vision penalties for lighting, and you can
even see in absolute darkness (including inside hollow objects)
while using Clairvoyance.
Fast Activation
Hard
Default: Clairvoyance-7; cannot exceed Clairvoyance.
You can initiate Clairvoyance with only one second of
concentration.
Secondary Senses
Hard
Default: Clairvoyance-4; cannot exceed Clairvoyance.
You can switch your focus between your projected viewpoint
and your immediate environment, and you are somewhat aware
of both at all times. All rolls (Sense rolls, defense rolls, etc.) for
whichever location you are not prioritizing are at -4.

Visions
This ESP Divination ability does not come in levels – it
comes in different “flavors.” These are all subsets of the
same ability, however, and psis can upgrade from one to
the other as easily as they can increase the power of their
other psionic abilities. Also see Visions (Aspected Dream)
(ESP Perks, p. 42).
The skill for these subabilities is Visions (IQ/Hard). In
all cases, the GM will roll for you when you encounter a
person, place, or situation that may inspire a vision. There
are no psi techniques; this is a passive ability.
Visions (Dream)
5 points
You receive visions while you
sleep. These may be related to
you or to anyone you met or any
place you visited during the previous
day.
Statistics: Precognition
(Dream ing, -70%; ESP, -10%; Passive
45
Only, -20%) [5].
Visions
(Second Sight)
5 points
You sometimes receive flashes
of visions when you encounter a
person or situation. These never
include any attacks on you or
your friends, though violent images are not precluded.
Statistics: Precognition (Can’t See Own Death, -60%;
ESP, -10%; Passive Only, -20%) [5]
Visions (Aspected)
8 points*
Choose one specific type of event when buying this ability
(eg events related to you personally, to love, to death,
to travel, or to work). You sometimes receive visions involving
that type of event. This ability includes Danger Sense,
but only for appropriate attacks.
* If these visions are overwhelming – as for Visions
(Overwhelming), below – this ability costs only 5 points.
Statistics: Precognition (ESP, -10%; One Event, -40%;
Passive Only, -20%) [8]. Overwhelming adds Backlash,
Stunning [5].
Visions
(Overwhelming)
15 points
Visions will fly into your
head without warning,
drowning out the world and
leaving you reeling. After a
vision, you are mentally
stunned and may make a
skill roll to recover each second.
This ability includes
Danger Sense: If you are in
personal danger, you will be
given at least two seconds of
warning, giving you a chance
to snap out of it and inform
those around you before the
attack comes.
Statistics: Precognition
(Backlash, Stunning, -10%;
ESP, -10%; Passive Only, -20%) [15].

Visions (Full)
18 points
You are granted visions at appropriate times, with no
side effects. This ability includes Danger Sense.
Statistics: Precognition (ESP, -10%; Passive Only, -20%)
[18].

OTHER ABILITIES
Each of these abilities grants some form of specialized
awareness or sense.

Psi Sense
8/13/22/32 points for levels 1-4
Skill: Psi Sense (Per/Hard).
You can sense nearby psionic activity. This is a passive sense,
though it can also be used actively, if you suspect you may have
missed something. The GM rolls against your skill (minus
range penalties, p. B550) whenever anyone near you uses
or is the target of psi. On a success, you are aware of it.
Note that Psi Sense does not allow you to follow up with
46
a psionic ability of your own; it is not a “targeting sense.”
At level 1, you only know that something psionic is
going on nearby. Level 2 gives you the direction to the
nearest use of psi and allows you to follow-up with a second
skill roll to determine which ability is in use. Level 3
also gives you the distance, precisely narrowing down
where the user or subject is. Level 4 lets you know which
ability is in use (automatically); a follow-up skill roll tells
you whether you’re picking up the psi or the subject.
Statistics: Detect (Psionic Activity; ESP, -10%; Reflexive,
+40%; Vague, -50%) [8]. Further levels remove Vague
[13], then add Precise, Nontargeting [22], and then Analyzing
[32].
Exclusion
Hard
Default: Psi Sense-2; cannot exceed Psi Sense.
You may omit any known psionic effects from your
search, and/or limit your search to a certain type of psi
(eg “ESP use,” “Retrocognition on a place”).
Increased Range
Hard
Default: Psi Sense-5; cannot exceed Psi Sense.
Your Psi Sense uses long-distance modifiers (p. B241)
instead of range penalties.

Psidar
9/14/19/29 points for levels 1-4
Skill: Psidar (Per/Hard).
You can tell when psis are nearby, even when they’re not
using their powers. This ability is distinct from (and complements)
Psi Sense (above), as Psidar cannot detect the use of
psi abilities and cannot be relied on passively. When you use
it, the GM rolls against your skill, minus range penalties
(p. B550) to the nearest psi, in secret. If the psi has a Mind
Shield (pp. 66-67), its level is applied as a penalty and he
resists with his Mind Shield skill. On a success, you learn the
information below and can use any ranged abilities against
him even if you cannot see him.
Successful use of Psidar 1 reveals that there is a psi nearby
– nothing more. You may target him with maledictions, but
you do not necessarily know whom you are attacking. Psidar 2
reveals his direction; you may also follow up with a second skill
roll (with no range penalties) to determine what powers the psi
knows. Psidar 3 reveals the precise location (distance and
direction) of the psi, as well as allowing a follow-up roll for
more information. Psidar 4 provides the exact location of the
psi and details about what powers he knows with a single roll.
Additional rolls (with no range penalties) can then be made for
each power, to determine which specific abilities he has.
Statistics: Detect (Psis; ESP, -10%; Lock-On, +50%; Vague,
-50%) [9]. Further levels remove Vague [14], then replace Lock-
On with Precise [19], and then add Analyzing [29].
Extended Range
Hard
Default: Psidar-5; cannot exceed Psidar.
Your sweep uses long-distance modifiers (p. B241) instead
of normal range penalties.

Psychic Hunches
14/29/36/51 points for levels 1-4
Skill: Psychic Hunches (IQ/Hard).
You have a knack for guessing correctly. At level 1, you can
ask the GM to roll for you when confronted with multiple
choices, exactly as for Intuition (p. B63).
At level 2, you can roll yourself. If you make your roll by
enough to beat the Intuition penalty, the GM will tell you the
best option possible, though not why it is the best option. If you
47
fail, nothing bad happens. Critical failures follow the standard
rules (Results, pp. 6-7) but will never feed you misinformation.
At level 3, a successful roll tells you not only the best choice,
but also the safest way to handle or approach it. For example, if
a crook is hiding in one of three buildings, succeeding by 2 or
more might tell you, “He’s in the middle building. But don’t carry
any flame and watch out for gunplay; it’s a chemical factory.”
Level 4 is identical to level 3, but your Psychic Hunches are
now a passive sense. The GM rolls for you when important
decisions come up, even if you don’t think to ask.
In all cases, you only get one roll per situation. If the situation
changes significantly, you may get another roll, at the
GM’s option.
Statistics: Intuition (ESP, -10%) [14]. Level 2 adds Inspired
[29]. Level 3 is Intuition (ESP, -10%; Inspired, +100%; Link,
+10%) [30] + Common Sense (Active, -40%; ESP, -10%; Link,
+10%) [6]. The Active limitation is borrowed from Luck. Level
4 is Common Sense (Conscious, +50%; ESP, -10%; Link, +10%)
[15] + Intuition (ESP, -10%; Inspired, +100%; Link, +10%;
Reflexive, +40%) [36].
Shared Hunches
Hard
Default: Psychic Hunches-5; cannot exceed Psychic Hunches.
You can touch another person and allow him to experience
your vision. This can be an effective way to communicate it
quickly (one second) and quietly . . . or to convince someone.

Seekersense
7/13/18/29 points for levels 1-4
Skill: Seekersense (Per/Hard).
You can “home in” on anyone or anything, provided you
have a piece of it (or something deeply connected to it) to
attune to. Attuning requires a successful skill roll, modified by
what you’re synchronizing yourself with. A piece of the subject
(eg a man’s hair or blood, a car’s muffler) provides +2; something
deeply personal (eg a toddler’s security blanket) or a
photograph provides +0; anything created or used by the subject
(eg a writer’s book, a person’s clothing) provides -2; and
a fresh trail (eg footprints, an oil leak) provides -4. It takes
(4d minus the margin of success) seconds to focus yourself.
Once attuned, you can make a skill roll to track down the
subject. This takes normal range penalties (p. B550). On a success,
you know the direction, though not the distance, to your
attuned subject. If you have freedom of movement, you can
attempt to triangulate its position. As a rule of thumb, once
you’ve moved more than half the distance to the target, and
made 1d successful rolls, the GM should give you the approximate
distance.
At level 2, once you’ve attuned to something, you can search
for that “type” of thing. For example, you could attune to a
writer and then search for nearby writers, or attune to a glass
of fresh water and search for nearby fresh water. At level 3,
your follow-up skill rolls take long-distance modifiers (p. B241)
instead of normal range penalties. At level 4, you may attune to
a subject automatically and taking only one second to do so, as
long as you have anything even remotely related to that subject
to focus on.
Statistics: Super-Memorization 1 (5) (ESP, -10%; Limited,
Trait, Detect, -50%; Requires Per Roll, -5%) [7]. Further levels
increase the slot to 10 points [13], then 15 points [18], and then
replace Super-Memorization with Slotted Cosmic Power and
replace Requires Per Roll with Nuisance Effect, Must have
something related to subject (-5%) [29].
Pinpoint
Hard
Default: Seekersense-10; cannot exceed Seekersense.
On a successful roll, you divine the exact location of your
attuned subject. Remember to apply distance penalties to
48
this roll!
Spirit Communication
8/13/18/28 points for levels 1-4
Skill: Spirit Communication (IQ/Hard).
You can communicate with spirits. Make sure spirits exist
in your setting before taking this ability! Make a skill roll every
minute to maintain the connection.
At level 1, you can speak with any spirit you share a language
with. At level 2, you don’t need to share a language. At
level 3, you not only can speak with them, you also can see
them clearly. At level 4, the spirits you’re speaking with can
manifest visually, allowing everyone to see them.
Statistics: Medium (ESP, -10%; Requires IQ Roll, -10%) [8].
Further levels add Universal [13], then Visual [18], and then
Manifestation [28].
Channeling
Hard
Default: Spirit Communication-8; cannot exceed Spirit
Communication.
You can allow a spirit to “borrow” your body, so it can draw
pictures, speak with others, etc. Treat this as a use of the
Channeling advantage (p. B41).
True Sight
15/19 points for levels 1-2
Skill: True Sight (Will/Hard).
As for the True Sight Anti-Psi ability (p. 25). As an ESP
ability, Anti-Psi and psychotronics can affect it, hence the
cost difference.
Statistics: See Invisible (Psionic; Accessibility, Cannot see
astral, -30%; ESP, -10%; Requires Will vs. Skill Roll, Variant,
-15%; True Sight, +50%) [15]. The second level removes Accessibility
[19].

ADDITIONAL ESP ABILITIES


The following traits require no special modifiers to be ESP
abilities.
• Common Sense (ESP, -10%) [9]. Skill: Common Sense
(IQ/Hard). Passive ability. Psi Technique: Conscious (skill-5): As
for the enhancement in GURPS Powers (p. 45).
• Danger Sense (ESP, -10%) [14]. Skill: Danger Sense
(Per/Hard). Passive ability.
• Illuminated (ESP, -10%) [14]. Skill: Illumination
(IQ/Hard). Always ask your GM before taking this!
• Oracle (ESP, -10%) [14]. Skill: Oracle (IQ/Hard).
• Protected Power (ESP, -10%) [5]. No skill needed; passive
ability.
• Racial Memory (ESP, -10%) [14 or 36]. Skill: Racial
Memory (IQ/Hard). Psi Technique: Immersive (skill-5): As for
the enhancement in GURPS Powers (p. 70).
In addition, the following advantages make good starting
points for those who wish to build new ESP abilities: 360°
Vision; Clairsentience; Dark Vision; Detect (Supernatural
beings or Psionics); Intuition; Medium; Parabolic Hearing;
Penetrating Vision; Precognition; Protected Sense
(Scanning Sense); Psychometry; Scanning Sense (Extra-
Sensory Awareness or Para-Radar); See Invisible; and
Telescopic Vision.

Trademarks, Copyright & Permissions


GURPS is a trademark of Steve Jackson Games,
and its rules and art are copyrighted by Steve Jackson Games.
All rights are reserved by Steve Jackson Games.
This game aid is the original creation of James A Millar and
is released for free distribution, and
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not for resale,
under the permissions granted in the Steve Jackson Games Online Policy
(http://www.sjgames.com/general/online_policy.html)

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