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During this time, the psychic falls into a trance-like state and can take no action of his own unless he breaks the link, which instantly puts his awareness back into his own body. Any threat to his body, while linked, is known to him and he can zip back and respond accordingly in a fraction of a second. Additionally, the “link” can be let go/oroken whenever the psychic desires. Steal Memory (Super Psionics) Range: Four feet (1.2 m) per level of experience. Duration: Instant 1.8.P.: 6 per each thought Saving Throw: -2 to save. This is a limited, but powerful form of mental telepathy. The psychic can focus on a very specific thought, such as a secret code word or number, combination sequence to @ lock, a name, an address and similar, up to four words or 2.24 number sequence, and pluck it from a person's mind Similarly, the character can concentrate on what the per- son is about to say and know or say the last one to four words of the statement a second before the speaker does. This can be an excellent means of pretending to know about things that the psychic really doesn't really know anything about. The only absolute defense against Steal Memory is a Mind Block, otherwise the intended victim Tolls to save vs psionics as usual Steal Skills (Super Psionics) Range: Touch or line of vision at four feet (1.2 m) per level of experience Duration: Five minutes per level of experience. LS.P.: 15 per each skill Limitations: Non-combat skills only Saving Throw: Standard ‘The psychic can temporarily syphon another charac- ter’s skills and level of skill proficiencylexperience. As many as one skill per level of experience can be stolen but each costs 16 1.S.P. and they fade relatively quickly. In this case, stealing skill knowledge means the psychic. has it and the character it was stolen from does NOT. It's completely gone. This can be bad if a skillis stolen at a pivotal moment, ike while driving a vehicle, about to pick a lock or pocket, of use a particular device (radio, computer, etc.) and might lead to other problems and complications. When the duration expires, the psychic completely for- gets the stolen skill(s) and the person who was robbed of 't suddenly has it back. Telemechanic Mental Operation (Super Psionics) 'sychic must also have the Telemechanics 10 feet (6.1 m) +5 feet (1.5 m) per level of experi 94 Duration: 2 melee rounds per level of the psychic. 18.P.: 12 Saving Throw: Special. Regular, non-intelligent machines cannot save vs Telemechanic Mental Operation. Cyber- netics and bionics attached to living fiesh, sentient ma- chines and magic items and devices are impervious. This power is a step beyond the mere understanding of machines granted by Telemechanics, it allows the psychic, to telepathically operate machines with his mind! As long as the machine functions, he knows how to use it, and itis turned “on,” the psychic can manipulate it with his mind as it his fingers were on the controls! This means he can op- erate computers, Key pads, sel/program an alarm clock, change the radio station, operate a VCR or television, drive a hover car (even if there is already a driver, but at ~30% when usurping the pilot), cook someting in @ micro- wave, tum off (or on) @ surveillance video camera, and s0 on The Telemechanic Mental Operation power will only work on machines that have an electronic or other power source. This power does not work on artificially inteligent machines (ie. intelligent computers, robots, etc.), nor on cybernetics, bionics, or magic items. Note: Also See Ma- chine Ghost and Telemechanic Possession. The psychic can use other psionic powers and engage in other activites, but must maintain some level of mental concentration and contact to Keep control of the machine. During this period he is -1 melee attack/action and -5% on skill performance. He must also stay within range. If he steps out of range or loses concentration, the machine re- tums to normal in 1D4 seconds. Telemechanic Paralysis (Super Psionics) Prerequisite: Psychic must also have the Telemechanics power. Range: Touch or 40 feet (12.2 m) Duration: One minute per level of experience. LS.P.:20 Saving Throw: Special. Regular, nor-inteligent machines cannot save vs Telemechanic Paralysis. Cybemetics and bionics attached to living flesh, sentient machines and magic items and devices are impervious, This is a form of techno-manipulation whereby the psy- chic is able to psychically bond with the machine and mo- mentary prevent it from functioning. The psychic blocks the transmission of signals along the machine's “nervous system,” effectively incapacitating it, This means the ower is only effective against machines that require an energy source. Simple devices like wind-up toys, scissors, Old revolvers and pistols, swords, knives, crossbows, and similar items cannot be affected. The paralyzed machine freezes in place and does not respond to any of its con- trols until the psionic influence comes to an end The psychic can use other psionic powers and engage in other activities, but must maintain some level of mental concentration and contact to keep the machine inactive.

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