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PSIONIC PANIC TABLE ADRENALINE FLOOD •.......................................................

BODY - SELF - MINUTES


Strength, Speed & Combat are all at [+] while Intellect is at [-].
1 COLD SWEATS Just a minor inconvenience.
CEREBRAL SCREEN •........................................................... SANITY - SELF - HOURS
2 BLOODSHOT EYES Lasts one day. Friendly players gain 1 Stress. Unaffected by Psionics from the Neural Acuity branch.
3 VOMITING You and all friendly players present gain 1 Stress. EMOTIONAL INDUCTION ••...........................................SANITY - CLOSE - FOCUS
4 EXCESSIVE NOSEBLEED Gain 2 Stress and permanently raise Mini- Alter the emotions of your target. Psionic Check is at [-] if the target is resisting.
mum Stress by 1. All Close friendly players gain 2 Stress. EMP SURGE •••............................................................ SANITY - CLOSE - INSTANT
5 SLURRED SPEECH Your speech gets garbled for a week. It is eerily Fry electronics. Androids Body Save for 1d10 Stress or become unresponsive for 1d10 min.
off-putting. EMPATHIZE ••................................................................SANITY - CLOSE - MINUTES
Read the mood and recognize the target’s intentions.
6 BLURRED VISION [-] on all sight-dependent acts until you have
rested at least 6 hours. EUPHORIC SENSATION •......................................................BODY - SELF - HOURS
No Stress gain except from Psionic use. [+] on all Saves and [-] on all Stats.
7 DEAFNESS You lose all hearing for the rest of the day.
HEAL •••.............................................................................. BODY - SELF - INSTANT
8 FATIGUED [-] on all Stats until rested for at least 6 hours. Reset Health to Maximum (Wounds remain). Body Saves [-] until rested 6+ hours.
9 NAUSEA [-] on all Body Saves for the rest of the day. HEARTRATE REGULATION •.................................................. BODY - SELF - FOCUS
10 VERTIGO [-] on all physical actions for the rest of the day. Halt Bleeding & poison effects. No movement or actions possible meanwhile.
11 CRIPPLING HEADACHE [-] on all Stats for the rest of the day. HIBERNATION •••...................................................................BODY - SELF - DAYS
Permanently raise Minimum Stress by 1. No O2, heartrate or brain activity. Stats and Saves are at [-] one week after.
12 TREMORS Gain Condition: Psionic Checks will cause heavy trem- HUNGER SUPPRESSION •........................................................BODY - SELF - DAYS
Allows 1d5 extra days without food before suffering [-].
13
bling. Close friendly players gain 1 Stress every time.
BLACKOUTS Gain Condition: Psionic Checks cause memory black-
outs. Previous 20 minutes are blank.
HYPER OLFACTION •............................................................ BODY - LONG - HOURS
Increased sense of smell. Detection, strength and direction.
PSIONS
14 NEURAL BURNOUT Gain Condition: all Psionic Checks cost an
additional 3 Stress.
METABOLIC CLEANSE •••................................................ BODY - SELF - INSTANT
Purge all effects from poisons, venoms, toxins, drugs and addictions. &
MICROWAVE FIELD •••...................................................SANITY - CLOSE - FOCUS

PSIONICS
15 PARALYSIS Loss of all motor functions for 1d5 hours. Gain 1 Stress for 1d10 DMG (Fire/Explosions) per round to organics and electronics.
each hour.
NEURAL ACUITY •............................................................... SANITY - LONG - FOCUS
16 MICROWAVE BLAST Everyone Close suffers 1d10 damage (Fire/ Awareness of brain activity. Quantity, strength & direction.
Explosive). Friendly players make a Panic Check. a new class
NEURAL SPIKE •••...........................................................SANITY - CLOSE - FOCUS
17 AUTO-IMMUNE DISORDER Gain Condition: Psionic Checks are at Target (sentient) suffer sensory overload. Body Save or 1d5 DMG.
[-] and all failures permanently lower relevant Save by 1 each time. NIGHT VISION •.................................................................SANITY - LONG - HOURS
18 SEVERE NEURAL SCARRING You lose one random Psionic ability. Near-perfect dark vision. Sensitive to bright light meanwhile.
19 MASSIVE STROKE Permanently lower all Stats and Saves by 1d10. OXYGEN RETAINMENT ••.................................................... BODY - SELF - FOCUS
Body requires no oxygen. Unable to perform any strenuous tasks meanwhile.
20 CEREBRAL ANEURYSM Lights out. You’re dead. Roll a new character.
PAIN SUPPRESSION ••......................................................BODY - SELF - MINUTES
Ignore all effects of pain.
PHEROMONE RELEASE ••................................................. BODY - CLOSE - HOURS
All acts against you are at [-].
RADIATION RESISTANCE •••............................................. BODY - SELF - FOCUS
No damage from radiation Level 2.
SENSORY INTERFERENCE •••..........................................SANITY - SELF - FOCUS
Filter yourself out of your target’s cognizance.
STRESS REDUCTION ••......................................................... BODY - SELF - FOCUS
Reduce Stress by 1d5 per full hour.
TELEPATHY ••.....................................................................SANITY - CLOSE - FOCUS
One-way telepathic link to target. Psionic Check is at [-] if the target is resisting.
THERMAL VISION ••.........................................................SANITY - LONG - HOURS
Detects heat signatures and temperature variations of ±1°K.
X-RAY VISION •••............................................................SANITY - CLOSE - FOCUS
See through walls and organic matter.
Psions are humans with the ability to use Psionics. All Psionics belong to BODY SANITY
a Discipline - either Body or Sanity - and are categorized into three tiers;
Trained (+30), Expert (+20) and Master (+10). Each tier has a HYPER HEARTRATE ADRENALINE EUPHORIC HUNGER CEREBRAL
NEURAL ACUITY NIGHTVISION
Stress Cost of 1, 2 and 3 respectively. OLFACTION REGULATION FLOOD SENSATION SUPRESSION SCREEN

Psionic use, stress & panic


Psionics are powerful abilities requiring great physical or mental exertion. As
such, Psions gain Stress equal to the Stress Cost on all attempts regardless
of outcome. Using Psionics requires a Psionic Check; depending on Discipli-
ne make a Body/Sanity Save modified by the tier bonus. On a critical failure
Psions roll on the Psionic Panic Table. PHEROMONE OXYGEN PAIN STRESS EMOTIONAL THERMAL
Untrained Psionics may be attempted without the bonus, with disadvantage, RELEASE RETAINMENT SUPRESSION REDUCTION
EMPATHIZE
INDUCTION
TELEPATHY
VISION
double Stress Cost and all failures are considered critical.
Range & duration
All Ranges are the same as in the Player Survival Guide with one addition;
Self, an internal effect only affecting the psion. Duration of Psionics are
categorized as:
• Focus: Lasts while the Psion remains focused. No other use of Skills or
METABOLIC RADIATION NEURAL SENSORY MICROWAVE
Psionics is possible meanwhile, only simple tasks such as walking or HIBERNATION HEAL
CLEANSE RESISTANCE SPIKE INTERFERENCE FIELD
EMP SURGE X-RAY VISION
talking. Suffering damage or otherwise becoming distracted requires a
new Psionic Check to maintain focus or the effects are lost.
• Instant: Immediate. No lasting effects.
• Minutes: 1d10 x10 minutes.
LOADOUT CYBERWARES1
1 Hospital gown (AP 0), Scalpel, Stimpak, 4 Psionics, 1 Skill, 0 cr Master/Slave Proxy Leash 150k cr +50k cr/host
• Hours: 2d10 hours. Requires a human host for the Slave implant. The Master implant allows the
• Days: 1d5 days. 2 Switchblade (as Scalpel), 3 Psionics, 2 Skills, 50 cr Psion to physically connect and add the host’s Body or Sanity Save to their
3 Trenchcoat (AP 1), Alcohol, 3 Psionics, 2 Skills, 100 cr Psionic Check. The host permanently reduces its Save by 1d5 on each use
Shore leaves & training 4 Rags (AP 0), Bottle of water, 3 Psionics, 3 Skills, 150 cr and dies on a critical failure. Highly illegal. 2 Slots and 2 on host.
Psions only gain half the amount (round down) when converting Stress into 5 Jumpsuit (AP 2), Union pamphlet, 3 Psionics, 2 Skills, 250 cr
improved Saves. Discipline Amplifier [Body] 50k cr
Psionics may be trained just like ordinary Skills should there be a willing 6 Fake gold-watch, All black attire (AP 2), 3 Psionics, 3 Skills, 500 cr [+] on Psionic Checks from the Body Discipline. Untrained Psionics does
mentor available. 7 Fatigues (AP 2), Revolver (12 rnds), Binoculars, 3 Psionics, 3 Skills, not benefit. 2 Slots.
800 cr Discipline Amplifier [Sanity] 40k cr
CHARACTER CREATION 8 Fatigues (AP 2), Pain pills, Alcohol, Letter, 2 Psionics, 4 Skills, 750 cr [+] on Psionic Checks from the Sanity Discipline. Untrained Psionics does
Roll Stats, Saves and Health and modify accordingly: 9 Lab Coat (AP 1), 2 Psionics, 4 Skills, 1000 cr not benefit. 1 Slot.
+10 Intellect 10 Tattered Suit (AP 2), 1 Psionic, 4 Skills, 2500 cr Psionic Feedback Inhibitor 30k cr
−10 Combat Psion gains no Stress from successful Psionic Checks. Failures and criticals
+20 Fear Save
+10 Body or Sanity EQUIPMENT gain Stress as usual. Minimum Stress is permanently raised by +2. Upon
1-150 Wave Jammer 10k cr removal gain Condition: All Psionic Checks are made at [-]. 1 Slot.
Trauma response Worn as a backpack and emits interfering waves causing all Psions within
Whenever you fail a Psionic Check, all close friendly players must make a Nearby range severe neural agony when attempting Psionic use; all Psionics
1
for cyberware rules, see A Pound of Flesh pg.16-19.
Fear Save. critically fail and Psion suffers Xd5 DMG (X is the Psions number of Psionics).
Trinket, Patch & Loadout Psi-FI Hypo 1500 cr
Roll Trinket and Patch as usual then either roll or pick a loadout. One time use hypodermic. Negates Stress gain from successful Psionic
Checks. Effect lasts 2 hours. Addictive. Written, edited & layout by Håkan Lundgren | Monovektor
Converting characters V/K Diagnostic Kit 15k cr Thanks to: Alex, HailSanta, Greenspore, June, Anxiety Wizard, Mudd, Dr Violet
Any pre-existing non-android character may become a Psion should A briefcase with a set of tools used for determining whether or not a subject
the Warden allow it. Pick two Psionics and add the extra Psion Trauma has Psionic abilities. The subject must be conscious during testing. The
This product is based on the Mothership® Sci-Fi Horror Role Playing Game, published by Tuesday
Response. Knight Games. This product is published under license. MOTHERSHIP® is a registered trademark of
results are 60% accurate with a 25% risk of a false positive/negative and Tuesday Knight Games. All rights reserved. For additional information, visit www.tuesdayknightgames.
15% inconclusive. com or contact contact@tuesdayknightgames.com.”

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