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PSIONS &

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.

TRAINED (+30%) EXPERT (+20%) MASTER (+10%)


STRESS VALUE 1 STRESS VALUE 2 STRESS VALUE 3

NIGHTVISION X-RAY VISION

THERMAL VISION EMP SURGE


SANITY

NEURAL ACUITY TELEPATHY MICROWAVE FIELD

CEREBRAL SCREEN EMOTIONAL INDUCTION SENSORY INTERFERENCE

EMPATHIZE NEURAL SPIKE

HUNGER SUPPRESSION RADIATION RESISTANCE

EUPHORIC SENSATION STRESS REDUCTION METABOLIZE POISON


BODY

ADRENALINE FLOOD PAIN SUPPRESSION HEAL

HEARTRATE REGULATION OXYGEN RETAINMENT HIBERNATION

HYPER OLFACTION PHEROMONE RELEASE


CHARACTER CREATION PSIONIC PANIC TABLE
Roll Stats and Saves as ususal then modify as follows: 1 COLD SWEATS. Just a minor inconvenience.

Strength -5 Intellect +10 Fear +10 2 BLOODSHOT EYES. Gain 1 Stress.

TRAUMA RESPONSE 3 VOMITING. Gain 1 Stress. All Nearby friendlies gain 1


Whenever failing a Psionics Check, all Nearby friendlies gain 1 Stress. Permanently raise Minimum Stress by 1.
Stress (+Panic Check if Critical Failure).
4 EXCESSIVE NOSEBLEED. Gain 2 Stress. All Nearby
BACKSTORY, LOADOUT, TRINKET & PATCH friendlies gain 2 Stress.
Roll (d10) or pick a Backstory and Loadout. It tells you the
number of Psionics and Skills you may choose as well as your 5 SLURRED SPEECH. Your speech become very hard to
starting capital. Roll Trinket and Patch the normal way. understand and it is eerily off-putting for 1d5 days.

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.

9 STRONG NAUSEA. Body Saves at [-] for1d5 hours.


BACKSTORY & LOADOUT 10 VERTIGO. All actions at [-] for 1d5 hours.

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 [+].

HEARTRATE REGULATION m 1 body self MICROWAVE FIELD – 3 sanity near


Halt Bleedings and poison effects. Unable to move or perform 1 Wound (Fire/Explosions) to all organic matter except Psion.
any strenuous tasks meanwhile.
NEURAL SPIKE m 3 sanity near
HUNGER SUPPRESSION d 1 body self Target (sentient) overloaded with sensory noise. Body[-] Save
Ignore [-] when out of food. to retreat or incapacitated and suffer 1d5 DMG/min.

HYPER OLFACTION h 1 body far RADIATION RESISTANCE m 3 body self


Increased sense of smell (detection, strength and direction). +5 AP vs Radiation

NEURAL ACUITY m 1 sanity near SENSORY INTERFERENCE m 3 sanity near


Awareness of brain activity (quantity, strength & direction). Interfering sensory signals filters targets cognizance. Become
“invisible”. Psionic Check at [-] if target actively searching.
NIGHTVISION h 1 sanity ∞
Near-perfect dark vision. Sensitive to bright light meanwhile. HIBERNATION d 3 body self
Self-induced hibernation. No O2, heartrate or brainactivity
meanwhile. All Stats and Saves at [-] one week after.
PSIONICS (EXPERT +20%) X-RAY VISION m 3 sanity close
See through walls and organic matter.
EMOTIONAL INDUCTION m 2 sanity near
Alter the emotions of your target. Psionic Check at [-] if target
aware and actively resisting.

EMPATHIZE m 2 sanity near


Read mood and recognize targets intentions.

OXYGEN RETAINMENT m 2 body self


Body requires little to no oxygen. Unable to perform any stren-
uous tasks meanwhile.

PAIN SUPPRESSION m 2 body self


Ignore effects of pain.

PHEROMONE RELEASE h 2 body near


All acts against you are at [-].

STRESS REDUCTION – 2 body self


All Comfort Saves gain +15 and at [+].
TELEPATHY m 2 sanity near Written by Håkan Lundgren
One-way telepathic link to target. Psionic Check at [-] if target Thanks to HailSanta, Greenspore, June, Anxiety Wizard, Mudd and Alex.
aware and actively resisting.
This product is based on the Mothership® Sci-Fi Horror Role Playing Game, published by Tuesday
THERMAL VISION h 2 sanity ∞ Knight Games. This product is published under license. MOTHERSHIP® is a registered trademark of
Detect heat signatures. Discern temperature variations of ±1°K. Tuesday Knight Games. All rights reserved. For additional information, visit www.tuesdayknightgames.
com or contact contact@tuesdayknightgames.com.

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