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PSIONICS
HÅKAN LUNDGREN
RANGE & DURATION
HOW PSIONICS WORK All Psionics have a Range and a Duration. Ranges are
the same as outlined in the Player Survival Guide with one
Psionics are categorized as Trained, Expert or Master, each exception; Self, which will effect only the Psions themselves.
granting a Psionic Skill Bonus of 30, 20 and 10 percent Duration is divided into the following time spans:
respectively. Furthermore, all Skills have a Stress Value of
1, 2 or 3 which is the Stress gain upon usage. All Psionics are – instant –
associated to either a Body or Sanity Save. M minutes 1d10 x 10
H hours 2d10
PSIONICS D days 1d5
Using Psionics require a successful Psionic Check – a Body
or Sanity Save (considering any [+] or [-]) modified by the TRAINING
Psionic Skill Bonus. New Psionics may be trained just like ordinary skills during
Shore Leaves. You need at least one prerequisite skill to
STRESS advance and you CANNOT use any Psionics that you have not
Psionics are very powerful abilities that require a great deal of yet trained.
physical or mental exertion which is why the Psion gain Stress
even when passing a Psionic Check.
CRITICAL SUCCESSES
Exceptionally! Reduce Stress by 1d5.
SUCCESSES
Gain Stress equal to the Stress Value.
FAILURES
Gain Stress equal to double the Stress Value + Psionic Trauma
Response.
CRITICAL FAILURES
Catastrophic! Gain Stress equal to double the Stress Value +
Psionic Trauma Response. Permanently lower related Save by
double the Stress Value. Make a Psionic Panic Check.
NOTE: Feel free to come up with your own backstory but gen- 6 BLURRED VISION. Sight-dependant acts are at [-] for
eraly a maximum of three Psionics should be allowed. 1d10 hours.
CONVERT CHARACTERS 7 DEAFNESS. You loose all hearing for 1d5 hours.
If your Warden allows it, any non-android character may be
turned into a Psion. Pick two Trained Psionics and gain the extra 8 FATIGUED. All Stat Checks at [-] until successful
Trauma Response (yes, you have two now). Comfort Save.
1 RUN AWAY GUINEA PIG. Hospital gown (AP 0), 11 MASSIVE HEADACHE. Lower all Stats by -10 for 1d5
Scalpel, Stimpak x1, 4 Psionics, 1 Skill & 0 cr hours. Permanently raise Minimum Stress by 1.
2 SHUNNED GUTTERPUNK. Switchblade (as Scalpel), 12 TREMORS. Gain CONDITION: All Psionic Checks will
2 Psionics, 2 Skills & 50 cr cause heavy trembling. Nearby friendlies gain 1 Stress
each time.
3 BANISHED TERRAFORMER. Bottle of Water, 2
Psionics, 3 Skills & 150 cr 13 BLACKOUTS. Gain CONDITION: Successful Psionic
Checks cause memory blackouts. Previous 2d10
4 DOWNTRODDEN BOOZER. Trenchcoat (AP 1), minutes are blank.
Alcohol, 2 Psionics, 2 Skills & 100 cr
14 NEURAL BURNOUT. Gain CONDITION: Stress Value
5 WANTED & INDEBTED GRIFTER. Knock-off Gold on all failed Psionic Checks are trippled.
Wristwatch, All Black Attire (AP 2), 2 Psionics, 3
Skills & 500 cr 15 AUTO-IMMUNE DISORDER. Gain CONDITION: all
Body & Psionic Checks at [-].
6 HEAVY FACTORY UNION REP. Heavy Duty Work
Clothes (AP 2), Workers Union Pamphlet, 2 Psionics, 16 MICROWAVE BLAST. Everything Nearby suffer 1d10
2 Skills, 250 cr DMG (Fire/Explosive). Nearby friendlies also gain 1d5
Stress and then rolls a Panic Check.
7 DISHONOURABLE DISCHARGED OFFICER. Fatigues
(AP 2), Pain Pills, Alcohol, Letter, 1 Psionic, 4 Skills 17 PARALYSIS. Loss of all motor functions for 1d5 hours.
& 750 cr Gain 1d5 Stress.
8 EX MILITARY BLACK OPS. Fatigues (AP 2), Revolver 18 SEVERE NEURAL SCARRING. Permanently lose one
(12 rnds), Binoculars, 3 Psionics, 3 Skills, 800 cr Psionic Skill.
9 CREEPY SCIENCE GENIOUS. Lab Coat (AP 1), 2 19 MASSIVE STROKE. Permanently lower all Stats, Body
Psionics, 4 Skills & 1,000 cr and Sanity by 1d10 each.
10 DISOWNED CHILD OF COMPANY EXEC. Tattered 20 CEREBRAL ANEURISM. Lights out. You are dead. Roll
Suit (AP 2), 1 Psionic & 4 Skills, 2,500 cr a new character.
PSIONICS (TRAINED +30%) PSIONICS (MASTER +10%)
ADRENALINE FLOOD m 1 body self EMP SURGE – 3 sanity near
+10 to Strength, Speed and Combat while -10 to Intellect. An EMP that fry any unshielded electronics. Nearby androids are
highly resistant but unsettled, gaining them 2 Stress.
CEREBRAL SCREEN h 1 sanity self
Unaffected by Psionics from Neural Acuity branch. HEAL – 3 body self
+1d5 HP. No healing of Wounds.
EUPHORIC SENSATION h 1 sanity self
No Stress gain, all Saves +10, Stat Checks at [-] and no other METABOLIZE POISON – 3 body self
Psionic Skill use meanwhile. Neutralize poisons. Addiction Checks at [+].