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.