Blue & White Studios

Dark Evolution
Science Fiction Role-playing in the Far Future

A Science Fiction Role-Playing Game set in the Far Future
By Chris Booth, Daniel Mott and Darryl Haines.
Chris Booth, Danny Mott and Darryl Haines

© Blue
& White Studios, all rights reserved. Designed in England
10/5/2009

Dark Evolution - Forward

Forward
Introduction

Contents - Table of Contents

Contents
Table of Contents
Forward ........................................................................................................................................................... 2
Introduction ........................................................................................................................................................ 2
Contents .......................................................................................................................................................... 3
Table of Contents ............................................................................................................................................... 3
Tables & Charts ................................................................................................................................................ 8
Character Creation ........................................................................................................................................... 9
Initial Concept .................................................................................................................................................... 9
Construct Types ................................................................................................................................................ 10
Imprints ............................................................................................................................................................ 11
Genomes........................................................................................................................................................... 12
Psychological Profile ......................................................................................................................................... 13
What is it? .................................................................................................................................................... 13
Cruelty .......................................................................................................................................................... 13
Loyalty .......................................................................................................................................................... 13
Sanity ........................................................................................................................................................... 13
Passion ......................................................................................................................................................... 13
Justice .......................................................................................................................................................... 13
Piety ............................................................................................................................................................. 13
Choosing your levels .................................................................................................................................... 14
Skills .............................................................................................................................................................. 15
TIER 1 Expertise ................................................................................................................................................ 15
Tier 1:1 ......................................................................................................................................................... 15
Tier 1:2 ......................................................................................................................................................... 15
Tier 1:3 ......................................................................................................................................................... 15
TIER 2 Expertise ................................................................................................................................................ 15
Tier 2:1 ......................................................................................................................................................... 15
Tier 2:2 ......................................................................................................................................................... 15
TIER 3 Expertise ................................................................................................................................................ 15
Tier 3:1 ......................................................................................................................................................... 15
Specialism ......................................................................................................................................................... 16
Physical Programming ...................................................................................................................................... 16
Endurance .................................................................................................................................................... 16
Fighting ........................................................................................................................................................ 17
Offensive.................................................................................................................................................. 17

Dark Evolution - Contents
Defensive ................................................................................................................................................. 17
Movement ................................................................................................................................................... 17
Jumping ................................................................................................................................................... 17
Climbing ................................................................................................................................................... 18
Swimming .................................................................................................................................................... 18
Running.................................................................................................................................................... 18
Shooting ....................................................................................................................................................... 18
Survival ......................................................................................................................................................... 18
Vehicle Operations ....................................................................................................................................... 19
Derived Abilities ................................................................................................................................................ 22
Construct Size .............................................................................................................................................. 22
Initiative ....................................................................................................................................................... 22
Base Speed ................................................................................................................................................... 22
Natural Protection ....................................................................................................................................... 22
Psionic Power ............................................................................................................................................... 22
Reaction Modifier ........................................................................................................................................ 22
Educational Training ........................................................................................................................................ 23
Psionics .......................................................................................................................................................... 24
Introduction ...................................................................................................................................................... 24
Psionic Strength ................................................................................................................................................ 24
Institute Testing................................................................................................................................................ 24
Psionic Talents ............................................................................................................................................. 26
Using Psionic Talent ................................................................................................................................. 26
Time Control ..................................................................................................................................................... 28
Tier 1:1 MISS CHANCE ............................................................................................................................. 28
Tier 1:2 DISTORTION ................................................................................................................................ 28
Tier 1:3 APPORTATION ............................................................................................................................ 28
Tier ........................................................................................................................................................... 29
Tier 2:2 STOP TIME .................................................................................................................................. 29
Tier 3:1 IMMORTALITY ............................................................................................................................ 30
Telepathy .......................................................................................................................................................... 31
Tier 1:1 LIFE DETECTION .......................................................................................................................... 31
Tier 1:2 TELEMPATHY .............................................................................................................................. 31
Tier 1: 3 READ SURFACE THOUGHTS ....................................................................................................... 32
Tier 2:1 SEND THOUGHTS ........................................................................................................................ 32
Tier 2:2 PROBE ......................................................................................................................................... 33
Tier 3:1 ASSAULT ..................................................................................................................................... 34
All Tiers SHIELD ........................................................................................................................................ 34
Clairvoyance ..................................................................................................................................................... 35
Tier 1:1 SENSE .......................................................................................................................................... 35
Tier 1:2 TACTICAL AWARENESS ............................................................................................................... 36
Tier 1:3 CLAIRVOYANCE ........................................................................................................................... 36
Tier 2:1 CLAIRAUDIENCE .......................................................................................................................... 36
Tier 2:2 CLAIRSENTIENCE ......................................................................................................................... 37
Tier 3:1 AWAKENING ............................................................................................................................... 37

............................................... 57 Awareness .............................. 53 Tier 3:1 ENERGY CONVERSION ................. 42 Tier 2:2 PRE-EMPT .......................................................................................................................................................................................................................................................................................... 48 Tier 1:2 TREAT WOUNDS ................................................................................................................................................Table of Contents Telepathic Control ........................................................................................................................................................................................................................................................................................ 38 Tier 1:1 SNAP ....................... 47 Psionic Healing ........................... 50 Body Weaponry ............................................................................................................................................................................................................................................................................................................ 41 Tier 1:2 GLIMPSE BEHIND .......... 43 Tier 3:3 DECIDE FATE .......................................................................................................................................................................................................................................................................................................................................................................... 45 Tier 1:3 TELEKINETIC PUNCH .... 39 Tier 2:2 SYNCHRONISE ................................................................................................................................................................... 58 Tier 1:3 PSIONICALLY ENHANCED PHYSICAL IMPRINT . 57 Tier 3:1 VIRUS ............................. 40 Tier 3:1 PUPPETRY .......... 41 Tier 1:3 AVOIDANCE ........................................................................................................................................................................................................................................... 59 Tier 2:1 PSIONICALLY ENHANCED PHYSICAL TRAINING ... 41 Tier 1:1 DANGER SENSE ......... 48 Tier 1:3 TREAT TOXINS ..................................................................... 42 Tier 2:1 HISTORY ............................................... 49 Tier 2:2 REGENERATION ...................... 52 Tier 2:2 PSIONIC BLAST ............................ 56 Tier 2:1 DRAIN ...................................................................................... 58 Tier 1:1 SUSPENDED ANIMATION ....................................................................................................................................... 40 Cognition ................................................................................................................................................................................................. 55 Tier 1:3 MANIPULATE ...................................... 38 Tier ............................................................................................................................................ 51 Tier 1:1 Enhanced Limbs ................................................................. 55 Tier 1:1 INTERFACE ......... 54 Electrokinesis .................................................................................................................. 56 Tier 2:2 TRANSFER ............................................................................................ 44 Tier 1:1 TELEKINESIS ............................................... 48 Tier 1:1 DIAGNOSE ..................................................................................................................................................................................................................... 46 Tier 2:2 PYROKINESIS ............................... 52 Tier 2:1 SPIKES ............................................................................................................................................................. 46 Tier 3:1 DEFLECTION ................................................................................................................................................................................................................................................................................................................................................................................................................................................................................. 49 Tier 2:1 TREAT DISEASES............................. 43 Telekinesis ....... 50 Tier 3:1 REVIVE ...........Contents ............................................................................................................................. 39 Tier 2:1 WIPE ............................................................................................................................................................................................... 51 Tier 1:2 PSYCHIC BLADE .................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................. 45 Tier 2:1 MICROKINESIS ..................................... 55 Tier 1:2 BYPASS ................................................. 59 ....................... 44 Tier 1:2 FLIGHT ......................................................................................................................................................................................................................... 51 Tier 1:3 PSYCHIC SHOT............................... 58 Tier 1:2 ENHANCED AWARENESS ............................................................................................................................................................................................................................................................................................................................................................................................ 38 Tier ...............................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................

........................................................................................................................................................................................................................................................................................................................................................................................................................................................................................ 60 Teleportation ....................................................................................... 72 Combat & Movement ................................................................................................................ 69 Modifiers ............................... 65 Good Looks .................... 65 Lucky................................................................ 68 The Game Mechanic ......................................... 64 Natural Brawler ............................................................................................................................................ 78 Health .......................................... 64 Danger sense .......................................................................................................................................................................................................................... 76 Damage ...................................................................... 60 Tier 3:1 BODY ARMOUR.................................................................................................................. 63 Ambidexterity ...............................................................................................................................................................................................................................................................................................Contents Tier 2:2 REGENERATION ...................................... 65 Degeneration ........................ 66 Degeneration Effects ................................... 64 Concentration ................................................................................................................................................................................... 76 Locations ............................................................................................................................................................................................................................................................................................. 65 Observant ..................... 77 Wounds ................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................ 75 Hitting ..................................................... 77 Aftermath............................................................................................................................................................................................................................................................................................................... 74 Turn sequence .................... 79 ................................................................................................ 64 Extraordinary Psi ........................ 65 Heightened Imprint ........ 64 Extremely Rich ............................................................................. 69 The d60 Roll ............................................................................................................................................................................................................................................. 70 Critical Failure ...........................................Dark Evolution ....................................................................................................................................... 67 Repairing Degeneration .............................................................................................................................................. 72 Scores over 100 ...................................................................................................................................................................................... 66 Gaining Degeneration ............................ 73 The Combat Round ....................................................................................... 73 Initiative ................................................................................................................................................. 61 Augments ............................................................................. 64 Celebrity ........................................................................................................................... 71 Critical Success ..................................................................................................................................................... 64 Iron Constitution ................................................................................................................. 64 Faith .......................................................................................................................................................................................................................................................................................................................................................................................................................

........................................................................................................................................ 82 Powered Armour............................................................................................................ 82 ECM ........................... 83 Orbital ......................................... 83 Mechs............................................................ 83 Staves & Coshes ....................... 83 Ballistic .................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................... 83 Vehicles ..................... 81 Imprint Sequencer ......................... 82 Cybernetics ... 82 Medicine ................. 83 Atmospheric ....................................................................................................................... 83 Blades .............................................................................................................................................................................................................. 82 Smart Clothing ............................................... 82 Clothing ............................................................................................................................................... 79 Locational Hits........................................................................................................................ 82 General Equipment ................................................................... 81 Equipment ........ 82 Computers ............................................... 82 Food ....................................................................... 82 Adventuring Clothing .............................................................................................................................................................................................................................................. 83 Interplanetary .......................................................................................................................................................................................................................................................................................................................... 80 Death................................................................................................................................................................................................................................................................................................................................................................................................ 82 Specialist Gear........................................ 80 Revival ........................................................................................................................ 84 .............................................................................................................................................................. 82 Scanners & Probes ...................................... 82 Screens .............................................................................................................................................................................................. 83 Ground Vehicles ...................................................................................................................................................................................... 82 Sports Clothing ...............................................................................................................................................................Contents ............................................. 83 Anti-Gravity Vehicles............................................................................................................................................................................................................................................................................................................................................................................................................. 82 Shields ................................................................................................................................................................................................ 82 Armoured Suits ................................................ 82 Weapons ...................................................................... 83 Energy ....................................................................................................................... 83 Index......................................................... 82 Communications ........................................................................................................................................................................................................................ 83 Archaic ..................................................................................................................................................................................................................................................................................................................................................... 79 Dying ................................................. 83 Interstellar............................................................................................................................................................................................................................................................................................................................................................................................... 82 Armour ....................................................................................................................................................................................................................................................................................................................................................................................... 82 Basic Protection ...................................................................Table of Contents Total Life Helix................................................................

...............................................4 Psionic Energy Conversion Table.............. 25 Table 1................................................................................................................ 27 Table 1.............................................................................................................................3 Psionic Timeline Offset Table ...5 Psionic Energy Transfer Table .....1 Talent Training Table ..............Dark Evolution .................................................................... 16 Table 1.............Tables & Charts Tables & Charts Table X.....................2 Psionic Range Table ......... 41 Table 1....................................................................... 56 ................................................X Tier Bonus Table ...................................................................... 54 Table 1......

Initial Concept Character Creation Initial Concept You are going to create a human character using a simplified public gene sequence builder (SPGSB). This will be the new construct that carries your intellect and psychological profile. Sequencing and rendering will take approximately 24 hours.Character Creation . after which time you will be able to ride your body into a new day on Your initial concept can be anything that your imagination can come up with .

Character Creation Construct Types .Dark Evolution .

Character Creation .Imprints Imprints .

Dark Evolution .Character Creation Genomes .

It is an intense driving or overpowering interest in a particular topic. Passion Is a measure of your characters enthusiasm. it is guided by truth. It is your decisive power. Cruelty This is the state or quality of your characters cruelty level. It is represented by the following section on the character sheet: A measure of how the character rated is indicated by the hexes and small circles.Psychological Profile Psychological Profile What is it? This is a graphical representation of your characters morals and ethics. . It details your level of faithfulness to commitments or obligations. reason and fairness and your ability to make decisions based on those morals. Piety This is the quality or state of being Pious.Character Creation . Loyalty This is the state or quality of being loyal. It is a measure of a healthy mind. A hex is worth two points and a circle is worth 1 point of either bonus or penalty dependant on the situation. Sanity Is the state of being sane. sound judgment and common sense. It is a measure of how easily you will willfully or knowingly cause pain or distress to others. Justice It is the quality of being just and the moral principles of determining just conduct. It is a measure of showing appropriate respect or regard for others.

During play the GM can increase or decrease your levels depending on how well your particular profile is being played. . the GM applies the following situation modifier to the interrogation roll: Social Imprint: 3 +1 Control +2 Interaction +8 Cruelty -7 Sanity Giving a total modifier to the dice roll of: 3 + 1 + 2 + 8 – 7 = +7 overall bonus that would then be added to the dice roll. a particularly nasty individual. For example during an assault on an enemy base Marcus captures an enemy guard and attempts to interrogate him.Character Creation Choosing your levels The Game Master may add or subtract a psychological modifier to a particular circumstance roll. He has the following scores. FOR EXAMPLE: Shown above is the psychological profile for Marcus Brakes. However in an “Are you tough enough” competition that would equate to a bonus of +11 should the GM so decree? During initial character generation the total number of dots and hex’s may be chosen by the player. the amount of that modifier is determined by your choices for your character. where Marcus is trying to make a good impression the referee could impose a negative modifier of -11 or more because of Marcus’s low sanity and high cruelty.Dark Evolution . Cruelty Loyalty Sanity Passion Justice Piety 8 6 3 10 7 2 In a social situation.

TIER 3 Expertise You become a true master of this skill set. Skill Expertise Areas are generic titles responsible for a complete raft of skills. Tier 2:1 You are considered an expert. Tier 1:3 You would be considered a journeyman in a craft having mastered all of the basic principles of the skill set. Tier 1:2 You have advanced in your training and know some of the secrets of the trade. Tier 2:2 Your mastery of this skill is almost complete there are very few who have mastered this skill to the same level on planet.TIER 3 Expertise Skills Skills are a measure of your characters ability to do something that he or she has been trained in. Your Genome Construct Type (GCT) determines the number of skill pints that you have to spend in each during character creation. . TIER 1 Expertise You understand the skill area to a basic level. Tier 1:1 You have minimal understanding of the basic principles and techniques. Tier 3:1 You gain your masters specialism. and are considered a paragon of your chosen profession. Each is rated by three tiers of expertise. although you are by no means the best in the system. you could get employment using this skill set. You gain your first specialism in this particular area of expertise. There are three main areas of skill and each area has six areas of expertise. you could earn a respectable income from using Tier 2 Skills. You gain your second specialism. you have good practical application using this skill and have probably done it for a living. You are considered and expert in your trade with some years of experience. your knowledge and application are second to none.Skills . Skills may be advanced after character creation by spending experience. TIER 2 Expertise You are practiced in this particular skill set.

Dark Evolution . Table X. Training in the skill itself will add the following bonus: . The following Areas of Expertise are included in Physical programming. Ate each tier you gain the following extra bonus for your specialism. For example resisting torture.Skills Specialism These are specific specialist topics of training that you have received at key points in your general training. Physical Programming Physical programming deals with the training of the body primarily. environmental conditions or even pushing ones physical and mental limits. In circumstances where this could be used you will gain a +3 on the Skill Check in addition to all other bonuses. but also training the body and mind as one. non lethal damage. You have advanced in your fighting skill to Tier 1:3 and you gain the specialism in dirty fighting.X Tier Bonus Table Tier Specialism 1 Specialism 2 Specialism 3 Tier 1:1 0 0 0 Tier 1:2 0 0 0 Tier 1:3 (1st Specialism) +3 0 0 Tier 2:1 +3 0 0 Tier 2:2 (2nd Specialism) +7 +3 0 Tier 3:1 (3rd Specialism) +10 +5 +3 For Example. The GM will determine which imprints and genomes are used dependant on what is to be endured. Alpha Constructs have good score in Physical Programming.       Endurance Fighting Movement Shooting Survival Vehicle Operations Endurance This skill determines your characters ability to carry on regardless. poison.

Endurance: Resist Poison. Fighting This skill determines your characters ability to engage in battle or in single combat. from a standing start it will be Physical Imprint + 5 meters per dot of movement. No Gain …. attempt to defend one’s self against or to subdue. Jumping Tier 1: +1 Bonus per Dot to your skill roll. Fighting: Counterattack. The skill itself will add the following bonus: Tier 1: When completed adds 1 to Base Speed Tier 2: When completed adds 3 to Base Speed Tier 3: When completed adds 5 to Base Speed Movement Specialism Examples. A vertical jump is calculated using Physical Imprint \ 4 +1 meter per dot of movement. the skill itself will add the following bonus: Offensive Tier 1: +1 Bonus per Dot to attack Tier 2: +2 Bonus per Dot to attack Tier 3: +4 Bonus per Dot to attack Offensive Fighting Specialism Examples.Skills . Movement: Sprinting. Fighting: Dodge. Fighting: Martial Arts. or destroy and adversary. Defensive Tier 1: When completed adds 1 to Natural Protection Tier 2: When completed adds 3 to Natural Protection Tier 3: When completed adds 5 to Natural Protection Defensive Fighting Specialism Examples. Fighting: Swordsman …. Climb. Endurance: No Pain.Physical Programming Tier 1: +1 Bonus per Dot Tier 2: +2 Bonus per Dot Tier 3: +4 Bonus per Dot Specialism Examples. Movement: Acrobatics …. Swim and Run. Horizontal distance is Physical Imprint x3 + 5 Meters per dot of movement with a running start. Fighting: Weapon Parry …. This skill adds to both offensive and defensive capability. Fighting: Dirty Fighting. Movement: Athletics. . defeat. Movement This skill determines your characters ability to Jump. Endurance: Long Distance Running.

Shooting: turrets …. Climbing Tier 1: +1 Bonus Per Dot to your skill roll Tier 2: +2 Bonus Per Dot to your skill roll Tier 3: +4 Bonus Per Dot to your skill roll Swimming Tier 1: +1 Bonus Per Dot to your skill roll Tier 2: +2 Bonus Per Dot to your skill roll Tier 3: +4 Bonus Per Dot to your skill roll Running Tier 1: When completed Doubles your Base Speed Tier 2: When completed Triples your Base Speed Tier 3: When completed Quadruples your Base Speed Shooting This skill determines your characters ability with all ranged weapons such as archaic weapons. The skill itself will add the following bonus: Tier 1: +1 Bonus Per Dot to your skill roll Tier 2: +2 Bonus Per Dot to your skill roll Tier 3: +4 Bonus Per Dot to your skill roll Survival Specialism Examples. Survival: Environmental Hazard. from a standing start it will be Physical Imprint + 6 meters per dot of movement.Skills Tier 2: +2 Bonus per Dot to your skill roll. Energy Weapons. Horizontal distance is Physical Imprint x3 + 8 Meters per dot of movement with a running start. A vertical jump is calculated using Physical Imprint \ 4 +2 meter per dot of movement. adversity. from a standing start it will be Physical Imprint + 8 meters per dot of movement. Shooting: instinctive. Horizontal distance is Physical Imprint x3 + 6 Meters per dot of movement with a running start. Shooting: Sniping. Tier 3: +4 Bonus per Dot to your skill roll. . and Mounted Weapons. Survival: Desert …. Survival: Resist Disease. A vertical jump is calculated using Physical Imprint \ 4 +1 meter per dot of movement. Survival This skill determines your characters to endure or live through infliction. Ballistic Weapons.Dark Evolution . The skill itself will add the following bonus: Tier 1: +1 Bonus per Dot to attack Tier 2: +2 Bonus per Dot to attack Tier 3: +4 Bonus per Dot to attack Shooting Specialism Examples. misery and trauma.

. Vehicle Ops: Two Wheeled. Vehicle Ops: Sub Orbital ….Physical Programming Vehicle Operations This is your characters ability to operate all known vehicles.Skills . Vehicle Ops: Anti Gravity. The skill itself will add the following bonus: Tier 1: +1 Bonus Per Dot to your skill roll Tier 2: +2 Bonus Per Dot to your skill roll Tier 3: +4 Bonus Per Dot to your skill roll Vehicle Operations Specialism Examples.

thievery and manipulation. interrogation. The skill itself will add the following bonus: Tier 1: +1 Bonus Per Dot to your skill roll Tier 2: +2 Bonus Per Dot to your skill roll Tier 3: +4 Bonus Per Dot to your skill roll Interaction: This is your characters ability to effect or influence an item or person with a reciprocal action. writing. concealment and disguise. leadership. feeling.Skills Social Awareness ***Skills List*** Deception: This is your characters ability to mislead by false appearance or statement. It details the number of talent paths known. This skill includes the following: Stealth. The skill itself will add the following bonus: Tier 1: +1 Bonus Per Dot to your skill roll Tier 2: +2 Bonus Per Dot to your skill roll Tier 3: +4 Bonus Per Dot to your skill roll Psionics: This is a measure of your characters Psionic talent if any. Skills included under this heading are: intimidation. The skill itself will add the following bonus: Tier 1: +1 Bonus Per Dot to your skill roll Tier 2: +2 Bonus Per Dot to your skill roll Tier 3: +4 Bonus Per Dot to your skill roll Expression: This is your characters ability to set forth form.Dark Evolution . Bluff. The skill itself will add the following bonus: Tier 1: +1 Bonus Per Dot to your skill roll Tier 2: +2 Bonus Per Dot to your skill roll Tier 3: +4 Bonus Per Dot to your skill roll Common Sense: This is your characters ability to recognise the obvious in. media. your Psionic power and the rating of any talents known. or react instinctively to any situation. empathy and oratory. Camouflage. emotion or character through a number of mediums such as: Poetry. music. The skill itself will add the following bonus: Offensive: Tier 1: +1 Bonus per Dot to attack Tier 2: +2 Bonus per Dot to attack Tier 3: +4 Bonus per Dot to attack Defensive: Tier 1: When completed adds 1 to Psionic Defence Roll Tier 2: When completed adds 3 to Psionic Defence Roll Tier 3: When completed adds 5 to Psionic Defence Roll .

Physical Programming Talent Paths: Tier 1: One primary path known Tier 2: Secondary path may be known Tier 3: Tertiary path may be known Psionic Power: Tier 1: +10 Bonus per Dot to your power rating Tier 2: +20 Bonus per Dot to your power rating Tier 3: +50 Bonus per Dot to your power rating Talent Rating: Is equivalent to one per dot Style: This is your characters appearance. The bonus is tier based for example: A tier 1 deception specialism of camouflage gives a plus one bonus to the deception roll in addition to all other bonuses.Skills . dress. Specialism’s may also be purchased with experience during game play. a tier 3 shooting specialism in advanced targetry will add a plus 7 bonus to the attack roll. A tier two medical specialism in surgery will add plus 3 to that particular medical roll. The skill itself will add the following bonus: Tier 1: +1 Bonus Per Dot to your skill roll Tier 2: +2 Bonus Per Dot to your skill roll Tier 3: +4 Bonus Per Dot to your skill roll Skill Specialism’s A specialism is gained at the completion of tier in a skill. each specialism is keyed with the tier it was taken at and is expressed as a straight bonus to a particular skill roll in addition to any others. . conduct and elegance.

Dark Evolution .Skills Derived Abilities Construct Size Initiative Base Speed Natural Protection Psionic Power Reaction Modifier .

The skill itself will add the following bonus: Tier 1: +1 Bonus Per Dot to your skill roll Tier 2: +2 Bonus Per Dot to your skill roll Tier 3: +4 Bonus Per Dot to your skill roll Construction: This is your characters ability to build items.Educational Training Educational Training ***Skills List*** Arts: This is your characters measure of formal training in the arts. The skill itself will add the following bonus: Tier 1: +1 Bonus Per Dot to your skill roll Tier 2: +2 Bonus Per Dot to your skill roll Tier 3: +4 Bonus Per Dot to your skill roll Medical: This is your characters ability to diagnose and treat wounds. Everything from a building to spaceships can be made using this skill. everything from aeronautics to zoology. The skill itself will add the following bonus: Tier 1: +1 Bonus Per Dot to your skill roll Tier 2: +2 Bonus Per Dot to your skill roll Tier 3: +4 Bonus Per Dot to your skill roll Science: This is your characters formal training in the sciences. The skill itself will add the following bonus: Tier 1: +1 Bonus Per Dot to your skill roll Tier 2: +2 Bonus Per Dot to your skill roll Tier 3: +4 Bonus Per Dot to your skill roll Navigation: This is your characters ability to be able to find their way around on a planet’s surface and around the cosmos. toxins and conditions. disease. The skill itself will add the following bonus: Tier 1: +1 Bonus Per Dot to your skill roll Tier 2: +2 Bonus Per Dot to your skill roll Tier 3: +4 Bonus Per Dot to your skill roll .Skills . Everything from buildings to spaceships can be repaired using this skill. The skill itself will add the following bonus: Tier 1: +1 Bonus Per Dot to your skill roll Tier 2: +2 Bonus Per Dot to your skill roll Tier 3: +4 Bonus Per Dot to your skill roll Engineering: This is your characters ability to repair items.

Psionic Strength Psionic Skills are powered by the Psionic Strength characteristic (abbreviation Psi Str). 5. add willpower genomes to control genomes and then add points from the Psionics Skill. learning to harness this gift is a difficult process. telekinesis and even teleportation. Where psionics are uncommon or illegal he must find a teacher. normally from one of the Psionics Institutes. . The first step is testing a character’s Psionic Strength. temporarily reducing the character’s total. As part of training. The character can then be trained.000 to test the character’s abilities. Training requires four months of work.Dark Evolution . In the Colonies. Testing takes two weeks. he gains that talent at the level prescribed by his Psionic Skill level. Recovering Psionic Strength Points: Expended Psionic Strength points are recovered at the rate of one point per round. Using a psionic talent costs a number of Psionic Strength points. the character may attempt to learn any of the common psionic talents on the Psionic Training table by making a Psionic Skill check. Finding such an instructor is an adventure in itself.Psionics Psionics Introduction Within the Nearspace Colonies many have developed latent psionic ability and a few have developed potent psionic abilities such as telepathy. which is determined as described above. All points are recovered with a full 8 hours rest. If a character learns a talent. Institute Testing A character who wishes to develop psionic abilities requires training. A character with Psionic Strength of 0 has no potential for psionic powers. To determine a character’s Psionic Strength. Most teachers will charge at least Cr. He may attempt the talents in any order. but suffers a –1 check modifier per check attempted.000. This characteristic is bought during character creation. and costs Cr. 10.

1 Talent Training Table Talent Training Table Talent Learning Modifier Time Control -10 Telepathy -6 Telepathic Control -5 Cognition -4 Clairvoyance -3 Telekinesis -2 Psionic Healing -2 Body Weaponry -2 Electrokinesis -1 Awareness -1 Teleportation +-0 Per previous talent –1 acquisition check .Psionics .Institute Testing Table 1.

If this cost brings him below zero Psionic Strength. Using Psionic Talent To activate a talent. The most common talents are:            Time Control Telepathy Telepathic Control Cognition Clairvoyance Telekinesis Psionic Healing Body Weaponry Electrokinesis Awareness Teleportation Bending the time stream to your will. Many abilities are ranged. The Tier 2 talent may be developed to the maximum of Tier 2 ability. Using the mind and body offensively. the psion must make a skill check using Psionics and any other check modifiers noted in the description. easy or standard action as per the description. Using your mind as a weapon. then any excess points are applied to his total life helix as damage. The Psionic Range table lists the number of points to project an ability out to a given range – these must be paid as well as any points to activate the ability. Your mind used to dominate others. At each tier of skill a character can train in one of the talents below. remote viewing the past or future. read surface thoughts or assault as the situation demands. Using a talent in combat is either a free.Dark Evolution . Using the mind to control your body. A character trained in the use of psionics may develop his talents over time. Using the mind’s eye. He must also spend the listed number of Psionic Strength points if he succeeds. . A character with no Psionic Strength points cannot attempt to activate a power. Mind controlling matter. or one point if he fails. Each talent grants access to all of its powers – a character with Telepathy can use life detection.Psionics Psionic Talents There are several psionic talents. Each talent has a different set of costs. The tier 3 talent may only be developed to Tier 1 ability (see Psionics skill for a further description). using your mind to heal others. Using the mind to dominate electronics. The Tier 1 talent will be considered the characters Primary talent and may be developed to full potential. Psionic talents cannot be used untrained. Moving using the mind.

Psionics Table 1.2 Psionic Range Table PSIONIC RANGE TABLE Range Distance to Target Telepathy or Clairvoyance Personal Less than 1.5 to 3 metres 0 1 1 Short 3 to 12 metres 1 2 2 Medium 12 to 50 metres 1 4 2 Long 51 to 250 metres 2 8 4 Very Long 251 to 500 metre 2 - 4 Distant 500 metres to 5 kilometres 4 - 8 Very Distant 5 kilometres to 500 kilometres 8 - 16 Continental 501 to 5000 kilometres 16 - 32 Planetary 5000 to 50000 kilometres 32 - 64 Telekinesis Teleportation .5 metres 0 1 1 Close 1.

Time Control. For every kg of weight that the item has it will cost you and extra 2 Psionic Strength. Prerequisite Talents Teleportation. Psionic Strength Time to Enact Easy Action Duration Current Round Psionic Strength Costs 15 points Tier 1:3 APPORTATION This talent allows you to jump back in time within one scene and then prepare a single item of equipment ready for the very same action. This ability gains you a 10 to all opponents attack rolls for the duration of the round. The effect is to cause your opponent to re-roll the attack and use the lesser of the two results. Tier 1:1 MISS CHANCE This is the basic ability to manipulate the time stream. .Dark Evolution . You manipulate the time stream to move yourself through time to a position where you stand a chance of the attack missing. Prerequisite Talents Teleportation. All of these abilities have a range of personal and cannot be used on others. Psionic Strength Time to Enact Easy Action Duration Instant Psionic Strength Costs 5 points + 1 point per -1 on the second dice roll Tier 1:2 DISTORTION With this ability you distort the time field around you making you harder to hit. causing minute jumps in reality. Time Control. Your form seems to shift and waver as you flash minutely forwards and backwards through time. You may then play the scene again with the new item to hand. This can have an effect on one opponent who is trying to hit you in combat.Psionics Time Control This is one of the most powerful abilities that a master psionic can possess. You can impose a further penalty of -1 for every extra Psionic Strength point that you put into the power.

Psionic Strength Time to Enact Free Action Duration Current Round Psionic Strength Costs 20 Points per action Tier 2:2 STOP TIME This feared ability literally freezes time in a specific locale. Time Control. Each action may only be an Easy or Standard action. You may interact with anything in the zone. Time Control. Time Control. Prerequisite Talents Teleportation. 2 or 3) in Psionic Skill. Tier 2: 1 SAME AGAIN This ability allows you to speed up your personal time field to such an extent that you may have multiple actions in one round. and this figure is used as a psionic strength cost multiplier. or using another Time Control Power) normal time returns. You may pay the cost up to the number of times equalling your tier rating (1. however if you disturb the time field in any way (such as attacking. Psionic Strength Time to Enact All Actions Duration Instant Psionic Strength Costs 5 points + 2points per kg of weight. Prerequisite Talents Teleportation. 2 or 3) in Psionic Skill.Psionics . You may pay the cost up to the number of times equaling your tier rating (1. Time is frozen for everyone except the character within this zone. Psionic Strength . Thus a master psionic may have up to 5 easy actions (2 + 3) or 4 Standard Actions (1 + 3) in one round or any combination.Time Control Prerequisite Talents Teleportation. The range of the locale is determined by the range chart for Teleportation. however for the character this out of time situation lasts for 1 round for every time the skill cost is paid. for an instant. as these are not full rounds.

You do not age from this point and barring serious trauma.Dark Evolution . you will live forever and you do not degenerate. Prerequisite Talents Teleportation.Psionics Time to Enact Easy Duration As detailed by point spend Psionic Strength Costs 5 Points per round X Range Tier 3:1 IMMORTALITY The most sought after ability in this talent tree is permanently active once learned. Time Control. suffer the effects of disease and poison. Psionic Strength Time to Enact Free Action Duration Permanent Psionic Strength Costs 50 Permanent points . nor do you need to sleep. eat or even breathe.

If an individual whom the telepath knows is ‘life detected’ he or she will be recognised. Prerequisite Talents Telepathy. Life detection enables a character to sense the presence of other minds. Sending of emotions such as love. human. This ability serves well in the handling of animals and beasts of burden but may also be applied as a psychological weapon against humans. Tier 1:2 TELEMPATHY The communication of emotions and basic feelings is accomplished by telempathy. hate. . Telempathy also allows the emotions and feelings of others to be read by a character.Psionics . Telepaths will always recognise when someone is using telempathy to bend their emotions but others will not. Shielded minds are undetectable (whether the shield is natural or artificial in origin). Tier 1:1 LIFE DETECTION The most elementary form of telepathy is the ability to detect the presence of other minds. and so on) and their approximate location. The change in mood may be dramatic and inexplicable but most people will simply ascribe it to the mercurial nature of human emotions. Psionic Strength Time to Enact Easy Action Duration Instant Psionic Strength Costs 1 Point + Range. the number of minds present. and others may influence other beings (although not necessarily in the manner desired). and can distinguish intelligent beings from bacteria or unimportant animals in the area.Telepathy Telepathy Telepathy is the talent of mind-to-mind contact. Life detection is reasonably sophisticated. Shielded individuals are immune to telempathy as they are all other Telepathy powers. It is subtle by nature but can also be used to bluntly crush the wills of those who oppose the telepath. It functions best at detecting intelligent minds. the general type of minds (animal. fear.

but may close their shields against them if they become bothersome or threatening.Psionics Prerequisite Talents Telepathy. with the subject (if himself not a telepath) unaware of the activity. Such individuals need not themselves be telepathic to receive such thoughts. Tier 1: 3 READ SURFACE THOUGHTS The most widely known feature of Telepathy is the ability to read the thoughts of other individuals. Tier 2:1 SEND THOUGHTS Complementary to the ability to read surface thoughts is the ability to send thoughts to others. Only active. current thoughts are read by this ability.Dark Evolution . unless they willingly lower their shielding. Prerequisite Talents Telepathy. Individuals with telepathic ability cannot be read due to the presence of their natural shields. Prerequisite Talents Telepathy. Psionic Strength Time to Enact Standard Action Duration Current Round Psionic Strength Costs 2 Points + Range. Telepathic individuals are normally open to such transmissions. Psionic Strength Time to Enact Standard Action . Psionic Strength Time to Enact Easy Action Duration Current Round Psionic Strength Costs 1 Point + Range.

Prerequisite Talents Telepathy.Psionics . . Tier 2:2 PROBE The application of great psionic strength will enable a telepath to delve deep into the mind of a subject and to then read his innermost thoughts. Psionic Strength Time to Enact Standard Action Duration Current Scene Psionic Strength Costs 4 Points + Range. The prober can easily determine deliberate untruths told (thought) by the subject. Probe cannot be used against a shielded mind. Questioning can be used in the procedure to force the subject to divulge specific information.Telepathy Duration Current Round Psionic Strength Costs 2 Points + Range.

assault damage is applied to psionic strength (if the victim has it). mental imprint returns at the rate of one point per day. Shield can be lowered to allow telepathic contact or to use telepathic powers – this takes a mere thought (a free action in combat). An unshielded mind.Psionics Tier 3:1 ASSAULT Violence may be dealt by a telepath. However. then total life helix. while a telepath has his shield up he cannot use any telepathic powers either. the victim suffers damage as normal. is rendered unconscious immediately and the character suffers 2d6 damage to total life helix. Extended Duration Instant Psionic Strength Costs 8 Points + Range. Psionic Strength Time to Enact Standard Action. Prerequisite Talents Telepathy.Dark Evolution . If the attacker wins. When a shielded mind is assaulted the two telepaths make opposed Telepathy checks. All Tiers SHIELD All telepathically able characters learn how to create a mental shield which protects the mind against unwanted telepathic interference. psionic strength and total life helix return as normal. . Unlike normal damage. Shield is automatically in force at all times and requires no Psionic Strength point expenditure to maintain. then mental imprint. when assaulted telepathically.

for example. Psionic Strength Time to Enact Easy Action Duration Instant Psionic Strength Costs 1 Point + Range. and no animals or men present’. Prerequisite Talents Clairvoyance. Tier 1:1 SENSE This ability is the basic ability to sense things at some point in the distance. Clairvoyance abilities allow eavesdropping activities as well as spying and detection-free exploration of situations.Psionics . The clairvoyant character must state the range at which he is applying his talent. without detail: ‘a room containing four dogs’ or ‘an open plain with a tree. For example. . While telepathic life detection will determine the presence of living minds in a closed room. Clairvoyant activity cannot be sensed by others. and will generally sense the most interesting or important feature at that range. There are several levels of clairvoyant ability.Clairvoyance Clairvoyance Clairvoyance is the general talent which allows a person to sense events at some location displaced from the viewer. A character will become aware of the most rudimentary characteristics of a location when applying this ability. including by other psionic individuals. the Referee will give a basic description. sense will determine if a room is occupied or empty.

with the exception that it allows hearing instead of seeing. smoke. Prerequisite Talents Clairvoyance. He may also detect hidden foes within range. Psionic Strength Time to Enact Standard Action Duration Current Round Psionic Strength Costs 2 Points + Range. Tier 2:1 CLAIRAUDIENCE This ability is identical to clairvoyance. Rather than the ‘snapshot’ that sense gives. the character can perceive dangers and foes around him using his clairvoyant abilities. This enhanced spatial perception allows him to ignore the effects of darkness. Psionic Strength Time to Enact Easy Action Duration Current Round Psionic Strength Costs 2 Points + Range. Prerequisite Talents Clairvoyance. Tier 1:3 CLAIRVOYANCE This specific ability allows actual remote viewing of a situation at some displaced point. fog or other environmental effects that impede vision. The clairvoyant character must state the range at which he is applying his talent.Dark Evolution . Psionic Strength Time to Enact Standard Action . Prerequisite Talents Clairvoyance.Psionics Tier 1:2 TACTICAL AWARENESS With this ability. clairvoyance allows the psion to observe as if he was there in person.

Psionics - Telepathic Control

Duration
Current Round
Psionic Strength Costs
2 Points + Range.

Tier 2:2 CLAIRSENTIENCE
This power combines the effects of clairvoyance and clairaudience. The character is capable of both
seeing and hearing a specific situation.
Prerequisite Talents
Clairvoyance, Psionic Strength
Time to Enact
Standard Action
Duration
Current Round
Psionic Strength Costs
3 Points + Range.
Tier 3:1 AWAKENING
This power allows you to use any of the lower powers at will as a free action during a specified
scene. You may use up to 3 powers combined for the duration.
Prerequisite Talents
Clairvoyance, Psionic Strength
Time to Enact
Standard Action
Duration
Current Round
Psionic Strength Costs
15 Points + Range.

Dark Evolution - Psionics

Telepathic Control
This talent tree deals with the dominance of one mind over another. These powers are negated by
telepaths SHIELD ability as this is a prerequisite for this talent tree. Range modifiers are as for
Telepathy.
Tier 1:1 SNAP
This basic ability allows the character to cause an opponent to hesitate in a particular action
bestowing the opponent with a -10 to his or her skill check to perform that action.
Prerequisite Talents
Telepathy, Telepathic Control, Psionic Strength
Time to Enact
Easy Action
Duration
One action
Psionic Strength Costs
1 Point + Range.
Tier 1:2 FORGET
This talent, when used will make the subject forget what they were doing for an instant, thus
delaying their initiative until the last point in the round.
Prerequisite Talents
Telepathy, Telepathic Control, Psionic Strength
Time to Enact
Free Action
Duration
Instant
Psionic Strength Costs
1 Point + Range.

Psionics - Telepathic Control
Tier 1:3 PROGRAM
This tree ability allows the user to remotely program an individual to carry out an action within a
specified time frame. For every 10 extra points spent the duration of the programmed actions
extends by 1 round and for every 5 extra it allows another action during that time.
Prerequisite Talents
Telepathy, Telepathic Control, Psionic Strength
Time to Enact
Easy Action
Duration
Current round
Psionic Strength Costs
3 Points + Range + 10 / round duration + 5 / extra action
Tier 2:1 WIPE
This talent allows the psionic character to directly and temporarily effect a person’s cognitive ability.
The psionic may strip a number of skill dots from a skill for one round. The cost is based on the tier
of the skill so stripped. The target literally forgets how to do that particular skill.
Prerequisite Talents
Telepathy, Telepathic Control, Psionic Strength
Time to Enact
Standard Action
Duration
Current round
Psionic Strength Costs
Tier 1 skill is 3 points per level of skill
Tier 2 skill is 8 points per level of skill
Tier 3 skill is 50 points

Dark Evolution - Psionics
Tier 2:2 SYNCHRONISE
Synchronise literally allows the psionic to “sync” with the mind of another. This allows the conscious
sharing of information and in particular skills. The psionic may enhance the targets skill set with any
of their own as long as the skill being used is owned by the psionic. The psionics modifier adds
directly to the skill check of the target.
Prerequisite Talents
Telepathy, Telepathic Control, Psionic Strength
Time to Enact
Easy Action
Duration
Instant
Psionic Strength Costs
8 Points + Range.
Tier 3:1 PUPPETRY
This is the ultimate in mind control. The psionic literally controls the target and can force them to do
anything. By expending 10 points the psionic may automatically extend the duration of this effect by
one round.
Prerequisite Talents
Telepathy, Telepathic Control, Psionic Strength
Time to Enact
Standard Action, Extended
Duration
Instant
Psionic Strength Costs
25 Points + Range + 10 points per round

and as such although future events may be viewed the outcome can only be adjusted. Tier 1:1 DANGER SENSE This ability allows the psionic the briefest glimpse into the future and will relay simply whether or not a particular action will be dangerous to them.3 Psionic Timeline Offset Table Psionic Timeline Offset Table Time Offset Point Cost > 1 Round (2minutes) 1 2 .Psionics . 3 points for audio and consult the following table for timeline distance: Table 1. but suffice to say you really don’t want to push that button. never altered completely. It costs 1 point for visual. Psionic Strength Time to Enact Free Action Duration Instant Psionic Strength Costs 1 Point + Range Tier 1:2 GLIMPSE BEHIND This ability allows the psionic character to look into the past to get an audio / visual playback of exact events. The future is a devious thing. They do not get any idea of the level of danger. With the past an accurate picture is gained as the past is immutable in the time structure.5 rounds 2 Up to 30 minutes 3 Up to 1 hour 4 Up to 6 hours 6 Up to 24 hours 15 Up to 1 week 50 Up to 1 Year 100 . The range that can be scoped is determined by referencing the Range table for clairvoyance. Prerequisite Talents Clairvoyance. Of course the larger the range the less accurate the feeling will be.Cognition Cognition This talent tree allows access to future and past events. Cognition.

Psionic Strength Time to Enact Standard Action Duration Instant .Dark Evolution . In game terms the character spends psionic strength points as detailed below and then makes two action rolls for each of his or her actions that round. This will give a +10 skill check bonus to any skill related to using or operating this object. Prerequisite Talents Clairvoyance. Prerequisite Talents Clairvoyance. Cognition. Psionic Strength Time to Enact Standard Action Duration Current Round Psionic Strength Costs 15 Points Tier 2:1 HISTORY By using this talent the psionic character can see the entire history of an inanimate object. Cognition. Cognition. The best results for each action are taken.Psionics Prerequisite Talents Clairvoyance. Psionic Strength Time to Enact Standard Action Duration Instant Psionic Strength Costs 1/3/4 Points + Time Offset + Range Tier 1:3 AVOIDANCE This talent allows the psionic to glimpse a result of an action before it happens and then modify that action accordingly.

Telekinesis Psionic Strength Costs 20 Points Tier 2:2 PRE-EMPT This gives the psionic character the ability to jump into the future. For example. Psionic Strength Time to Enact Easy Action Duration Instant Psionic Strength Costs 25 Points Tier 3:3 DECIDE FATE This horrific talent allows the psion to re-visit any past action on the target. Prerequisite Talents Clairvoyance. see what is about to happen and then pre-empt any single action that he or she wishes. Cognition. Nasty. Psionic Strength Time to Enact Standard Action Duration Current Round Psionic Strength Costs 75 Points .Psionics . Cognition. Prerequisite Talents Clairvoyance. They then get to add a +15 to the respective skill check. This allows the psionic to choose their position in the initiative order with the stipulation that they can’t go first in the round. The psion literally rips time throws the target to that point in time and then after the action is complete brings them back. if a characters worst injury was to be clinically dead after drowning in a toxic chemical tank then this would happen again.

or other stimuli are not present. sufficient to allow actual intelligent manipulation. pain. Telekinesis includes a limited amount of sensory awareness.Dark Evolution . Any manipulation is treated as if the person was physically handling the item but physical danger. The number of points spent determines the Strength of the Telekinesis as determined by the following table: TELEKINETIC STRENGTH COST Strength Power Point Cost Equivalent to lift Up to 10g 1 Throw a switch Up to 50g 2 Use a pen or stylus Up to 1kg 4 Open a door Up to 5kg 6 Use a small Firearm Up to 10kg 8 A flat screen TV Up to 50kg 10 A small safe Up to 100kg 13 A Person Up to 500kg 15 A Motorbike Up to 1000kg 20 A small vehicle Up to 5000kg 26 A Large Vehicle Up to 10000kg 35 Light Aircraft Up to 50000kg 50 Armoured Assault Vehicle + 10000kg +20 Varies .Psionics Telekinesis Telekinesis is the talent which allows objects to be manipulated without physically touching them. Tier 1:1 TELEKINESIS This basic form of the talent allows the character to move objects at range.

Tier 1:2 FLIGHT By applying telekinesis to his own body the character can fly. or at least levitate over short distances. Prerequisite Talents Telekinesis. Prerequisite Talents Telekinesis. Psionic Strength Time to Enact Standard Action Duration 10 Rounds Psionic Strength Costs 5 points Tier 1:3 TELEKINETIC PUNCH Telekinesis can be used as a direct attack. Psionic Strength Time to Enact Standard Action Duration Current Round Psionic Strength Costs Strength + Range.Psionics . The damage inflicted is 2d6 to total life helix.Telekinesis Prerequisite Talents Telekinesis. smashing the foe with a blast of telekinetic force. The character can fly at a speed of six metres per round. Psionic Strength Time to Enact Standard Action Duration Instant Psionic Strength Costs 1 point + Range .

Steel (Fe) 26 Heat up to 5000°C 15 12d6 Carbon Steel (FeC) Heat Up to 10000°C 20 24d6 Tungsten Carbide . Psionic Strength Time to Enact Easy Action Duration Current Round Psionic Strength Costs 3 points Tier 2:2 PYROKINESIS By exciting the substance of an object the character can raise its temperature.Psionics Tier 2:1 MICROKINESIS This more challenging form of telekinesis allows for fine manipulation of very small or even microscopic objects. perform microsurgery. sabotage a computer system and so forth.Dark Evolution . A telekinetic can use this power to pick locks. possibly even causing it to burst into flames. Prerequisite Talents Telekinesis. The range is always Personal. The damage dealt is shown on the effect table below: PYROKINESIS EFFECT COST Effect Power Point Cost Damage/round Melts Warm up to 40C 1 1 Rubidium (Rb) 37 Heat up to 100°C 2 1d6 Sodium (Na) 11 Heat up to 150°C 4 1d6+1 Iodine (I) 53 Heat up to 300°C 6 2d6 Tin (Sn) 50 Heat up to 600°C 8 3d6 Zinc (Zn) 30 Heat up to 1200°C 10 4d6 Copper (Cu) 29 Heat up to 2400°C 13 6d6 Iron.

Extended Duration 1 Round per die of damage Psionic Strength Costs variable + Range Tier 3:1 DEFLECTION With this venerable psionic talent the psionic character can deflect objects away from or towards another object. or a bonus to attack. Prerequisite Talents Telekinesis.Telekinesis Prerequisite Talents Telekinesis.Psionics . Psionic Strength Time to Enact Standard Action Duration Current Round Psionic Strength Costs 10 Points + 5 per point of modifier + Range . Psionic Strength Time to Enact Standard Action. To enumerate this protective value the psionic spends 10 points and an extra 5 for each additional point of modifier (+ or -) and applies this to the respective roll. This can be used to either provide the psionic with a modifier to natural protection.

Prerequisite Talents Awareness. It is a pre-requisite for all further psionic healing talents. Psionic Strength Time to Enact Free Action Duration Instant Psionic Strength Costs 1 Point + Range Tier 1:2 TREAT WOUNDS As the title suggests after a successful diagnosis the psionic can heal physical damage to either the total life helix or a specific location. Psionic Healing. Prerequisite Talents Awareness. Diagnose. The amount of damage healed is dependent on the psi points spent and the range from the target.Dark Evolution .Psionics Psionic Healing This talent tree allows the psionic character to heal the physical body and in extreme cases bring that body back to life without the use of medical equipment or knowledge. Tier 1:1 DIAGNOSE This effect allows the diagnosis of a casualty. Psionic Healing. Psionic Strength Time to Enact Standard Action Duration Instant Psionic Strength Costs 1 Point per point of healing + Range .

This talent will remove the condition and any ongoing effects but will not heal damage already taken. Psionic Strength Time to Enact Standard Action Duration Instant Psionic Strength Costs 3 Points per level of toxin + Range Tier 2:1 TREAT DISEASES This talent allows the treatment of diseases and conditions. Psionic Healing. Psionic Strength Time to Enact Standard Action Duration Instant Psionic Strength Costs 5 Points per level of disease + Range . This talent will remove the condition and any ongoing effects but will not heal damage already taken. Prerequisite Talents Awareness. Psionic Healing. Diagnose. Diagnose. Prerequisite Talents Awareness.Psionics .Psionic Healing Tier 1:3 TREAT TOXINS This talent allows the treatment of poisons. toxins and radiation.

Prerequisite Talents Awareness. This power will fail if the body has been lifeless for more than 3 rounds. This power carries a penalty of 6 degeneration points to both the psionic character and the revived. When enacted this power re-ignites the synapses and re-starts the heart. Diagnose.Psionics Tier 2:2 REGENERATION This talent is exactly the same as the Awareness talent except it can be used on others and at range. Psionic Strength Time to Enact Standard Action Duration Permanent Psionic Strength Costs 90 Points + Range . Psionic Healing. The body must be healed to a state where it will be capable of supporting life. Tier 3:1 REVIVE This is a most special power as it can literally revive the dead.Dark Evolution .

Psionics .Body Weaponry Body Weaponry In certain parts of the known world’s races of psionic warriors exist. Body Weaponry. Your arms grow knobbed plates and can be used as blunt melee weapons in combat. Prerequisite Talents Awareness. Psionic Strength Time to Enact Easy Action Duration Current Round Psionic Strength Costs 6 Points + 1 Point per round . It is considered a +10 weapon for the purposes of combat resolution and can cut any substance. This talent may not be used on others. Body Weaponry. Body Weaponry is the psionic art of transforming the psionics body into a walking arsenal. Your legs muscle up and allow a +10 modifier to your base movement. A psychic blade can be used in exactly the same way as a standard blade with the exception that it can also be used to parry firearms and energy weapons. Tier 1:1 Enhanced Limbs This talent allows you to augment either your arms or legs. Psionic Strength Time to Enact Easy Action Duration Current Round Psionic Strength Costs 1 Point + 1 Point per round Tier 1:2 PSYCHIC BLADE This talent call forth a glowing psychic blade into the psionics hand. Prerequisite Talents Awareness.

This shot ignores normal armour of all types but is still deflected by Natural Protection. Psionic Strength Time to Enact Standard Action Duration Current Round Psionic Strength Costs 8 Points per shot Tier 2:1 SPIKES With this talent the psionics entire body becomes covered in 2’ long densely packed spikes. Prerequisite Talents Awareness.Psionics Tier 1:3 PSYCHIC SHOT Using Psychic shot the psionic calls forth a bolt of psionic energy roughly the same size as a small ballistic or energy firearm’s projectile. Psionic Strength Time to Enact Easy Action Duration Current Round Psionic Strength Costs 15 Points . Body Weaponry. Body Weaponry.Dark Evolution . It does 1d6+2 damage per shot. These spikes exude a level 10 neurotoxin that should it affect the target the target is paralysed. Prerequisite Talents Awareness.

Body Weaponry Tier 2:2 PSIONIC BLAST This talent unleashes a bolt of pure psionic disruptive energy this blast will affect a cone shaped area starting at the psionic ½ m wide and extending to the range desired up to a maximum of 250m. Body Weaponry. Only Natural protection acts as a defence to this power. Prerequisite Talents Awareness. Psionic Strength Time to Enact Standard Action Duration Instant Psionic Strength Costs 10 Points + Range . The width of the cone at the far end is equivalent to 1/3 of the range in meters. The Blast does 3d6 +3 to all targets in the area. Range costs are as Telekinesis.Psionics .

Body Weaponry.Psionics Tier 3:1 ENERGY CONVERSION This fearsome talent allows the psionic character to draw on the energy stored in everything and convert that into a single destructive attack. whilst artificial sources will be fully depleted by the attack. Small Life Form Small Vehicle Power Cell. Psionic Strength Time to Enact Standard Action Duration Instant Psionic Strength Costs See Table 1.4 Psionic Energy Conversion Table Point Cost 1 3 5 15 30 60 100 Varies Damage 1 1d6 2d6 6d6 12d6 30d6 72d6 Varies . Tiny Life Form Weapon Power Cell.Dark Evolution .4 Psionic Energy Conversion Table Psionic Energy Conversion Table Source Small Battery. Man sized Life form Large Vehicle Power Cell. Table 1. Living sources will take damage equal to the power drawn. Large Life Form Manoeuvre Drives or Huge Life Form Near Space Drives or Massive Life Form Jump Drives Stellar Object Prerequisite Talents Awareness.

Prerequisite Talents Telekinesis. Electrokinesis. but will work on Cyberware or Nanocomputers. With each additional point spent you will receive a +1 bonus to the attempt. Psionic Strength Time to Enact Easy Action Duration Instant Psionic Strength Costs 1 Point + Range + 1 Point per additional +1 bonus . Tier 1:1 INTERFACE This power allows the psionic to interface with a particular device.Psionics . Electrokinesis. The basic check will allow a +10 on your roll. Interface. Psionic Strength Time to Enact Easy Action Duration Instant Psionic Strength Costs 1 Point + Range Tier 1:2 BYPASS This talent allows you to attempt to bypass any security device or security program that exists in a device. It does not work on living subjects. Prerequisite Talents Telekinesis. Ranges are detailed as Telekinesis in the appropriate table for ranges and costs. It is the prerequisite power for all others.Electrokinesis Electrokinesis This talent allows the psionic control over electronic equipment or equipment powered by electricity.

Dark Evolution .Psionics Tier 1:3 MANIPULATE You may manipulate the operation or parameters of a specific device. Psionic Strength Time to Enact Standard Action.5 Psionic Energy Transfer Table Psionic Energy Transfer Table Source Small Battery Weapon Power Cell Computer Power Cell Vehicle Power Generator Building Power Generator Block Power Supply City Power Supply Stellar Object Point Cost 1 3 5 7 9 20 50 Varies Prerequisite Talents Telekinesis. Extended Duration Instant Psionic Strength Costs 3 Points + Range Tier 2:1 DRAIN This skill is similar to the tier 3 Body Weaponry talent ENERGY CONVERSION except it cannot be used as a weapon. The point cost is shown in the following table: Table 1. Interface. It is used to convert electricity into Psionic Power Points that can be transferred using the TRANSFER talent. Extended Duration Instant Points Drained 1d6 2d6 3d6 5d6 10d6 25d6 72d6 Varies . Electrokinesis. Electrokinesis. Psionic Strength Time to Enact Standard Action. Prerequisite Talents Telekinesis. Interface.

Interface. Prerequisite Talents Telekinesis. Electrokinesis. Each additional point expended up to 10. Interface.Psionics . empowers the virus against anti-viral attacks. Each point transferred to a device will power it for 1 hour. .Electrokinesis Psionic Strength Costs Table Point Cost + Range Tier 2:2 TRANSFER Using this power allows the psionic to transfer the power to either another psionic as power points or to another device to power it. Electrokinesis. Psionic Strength Time to Enact Easy Action Duration Instant Psionic Strength Costs 10 + Range Tier 3:1 VIRUS This power allows the psionic to affect the specified device with a destructive virus. Prerequisite Talents Telekinesis. This virus will cause the device to malfunction over the next 1-6 rounds and finally stop working on the 7th round after infection. Psionic Strength Time to Enact Standard Action Duration Instant Psionic Strength Costs 10 + Range + 1Point per level of Virus.

Psionic Strength Time to Enact Easy Action Duration 7 days Psionic Strength Costs 3 points Tier 1:2 ENHANCED AWARENESS By focussing his mind. the character may add his Psionic Skill Check modifier (if positive) to any skill checks. Psionic Strength Time to Enact Easy Action Duration Current Action Psionic Strength Costs 1 point per point of bonus . provided external stimulus is given to awaken the sleeper (such as a friend or a mechanical alarm). Such a person could effectively travel in a low passage berth without actually undergoing cold sleep and its dangers. Tier 1:1 SUSPENDED ANIMATION Personal body activity may be suspended for varying periods of time. While under the effects of enhanced awareness. the character can improve his concentration and ability to perform complex tasks. Suspended animation may be stopped at any time previous to its duration expiring.Dark Evolution . Enhanced awareness lasts until the character fails a skill check or sleeps. Prerequisite Talents Awareness.Psionics Awareness Awareness is the psionic talent which allows control of one’s own body. Awareness powers never have a range – they are used only on you. Such a state continues for 7 days without need for food or water and with minimal air needs. Prerequisite Talents Awareness. A character with Awareness may enter a suspended animation state (similar to cold sleep but without the intrinsic danger of death) by willing himself into it.

The character makes the commitment. remains at that peak for ten rounds. reduces his Psionic Strength by a specific number of points. Psionic Strength Time to Enact Easy Action Duration 10 Rounds Psionic Strength Costs 1 point per point of boosted Physical Skill. . and Physical Imprint may not be increased beyond the character’s normal maximum of 13. In no case may the number of Physical Imprint points gained exceed the character’s current level in Psionics Skill. and then declines at the rate of 1 Physical Imprint point per round until the normal Physical Imprint level is reached. and increases his Physical Imprint statistic by that number. Prerequisite Talents Awareness. Prerequisite Talents Awareness. Psionic Strength Time to Enact Easy Action Duration 10 Rounds Psionic Strength Costs 1 point per point of boosted Physical Imprint Tier 2:1 PSIONICALLY ENHANCED PHYSICAL TRAINING Psionically enhanced physical training works in exactly the same way as psionically enhanced Physical Imprint except the characters selected Physical training Skill is boosted.Awareness Tier 1:3 PSIONICALLY ENHANCED PHYSICAL IMPRINT Psionic Strength points may be converted to Physical Imprint points on a temporary basis. Psionically Enhanced Physical Imprint reaches its new level immediately.Psionics .

Psionic Strength Time to Enact Standard Action. poison or other trauma may be healed by the application of this ability. Extended Duration Instant Psionic Strength Costs 1 point per point of healing. Prerequisite Talents Awareness. Body armour lasts for 10 rounds and provides an armour rating equal to the number of Psionic Strength points expended. This armour stacks with worn armour as normal.Psionics Tier 2:2 REGENERATION Wounds and injuries may be healed rapidly. Prerequisite Talents Awareness. Any amount of Psionic Strength may be expended with a single use of regeneration but it may not be used again until all expended Psionic Strength is recovered. Extended Duration 10 rounds Psionic Strength Costs 1 point per point of armour . Regeneration may not be used to counteract aging. (5 for a genome) Tier 3:1 BODY ARMOUR By channelling psionic strength to his skeletal structure and boosting his healing rate. disease. exchanging one Psionic Strength point to regenerate one characteristic point and 5 for each Genome. Imprints or Genomes lost to injury. the character can enhance his ability to absorb damage. Awareness is not capable of affecting others and may not be used for healing or enhancing other characters. Psionic Strength Time to Enact Standard Action.Dark Evolution . Regeneration may also be applied to the growing of new limbs or organs to replace lost ones or to heal unrecovered old wounds suffered.

Psionic teleportation is limited to the movement of the teleported character’s body and (for highly skilled teleporters) his or her clothing and weapons.Psionics . Unlike the other talents.Teleportation Teleportation Teleportation is a talent which allows effectively instantaneous movement from one point to another point without regard to intervening matter. Teleportation has only a single power: the ability to teleport yourself. Psionic Strength Time to Enact Easy Action Duration Instant Psionic Strength Costs 4 points + Range Teleporting other people Prerequisite Talents Teleportation. Psionic Strength Time to Enact Easy Action Duration Instant Psionic Strength Costs 2 points + Range Teleporting with up to 500 kg of equipment Prerequisite Talents Teleportation. Teleporting with up to 10 kg of equipment or clothing Prerequisite Talents Teleportation. Psionic Strength Time to Enact Standard Action .

This mental image is acquired by personally visiting the location first (or viewing it from a distance). having the mental image implanted in one’s mind (by telepathy) by another person who has visited the destination.Dark Evolution . The key to remember is that someone has to actually view the location – recorded images are not enough. .Psionics Duration Instant Psionic Strength Costs 8 points + Range / person Pre-knowledge of Destination A character must always have a mental image of his or her destination before teleporting. or by viewing the location through clairvoyance.

Each is usually beneficial in some way but does carry the risk of degenerating the base pair sequence. Name XP Cost Degeneration factor Notes Ambidexterity 4 1 Character Creation Only Celebrity 3 0 Concentration 3 0 Danger sense 1 1 Faith 5 2 Extraordinary Psi 10 8 Extremely Rich 6 3 Natural Brawler 2/5 0/2 Iron Constitution 4 1 Lucky 3 0 Good Looks 3 0 Heightened Imprint 10 5 Observant 3 0 Powerful Ally 4 1 Psionic Awareness 3 0 Extreme Reflexes 4 1 Reputation 3 0 Unnatural Toughness 5 2 Improved Vigor 2/3/4 1/2/4 Uncanny Willpower 4 2 Direction Sense 1 0 Fighting Style Specialist 5 2 Swift 4 1 Shooting Specialist 5 2 Immunity 8 4 Fast Healing 7 3 Common Sense 2 1 Meditation 3 1 Sixth Sense 1 0 .Augments .Teleportation Augments Augments are construct specific modifications that affect the base pair sequence of a specific construct. imprint or genome.

You can afford any non restricted equipment. You may also add +5 to your initiative. You may add a +10 modifier to any skill check that requires concentration under pressure. Natural Brawler This ability represents the raw talent of a natural fighter. Faith You have faith. corporate idiom or national identity. When using this specialism in a situation that warrants the use of your celebrity status you can add a +10 modifier to the check. Celebrity You are famous in some area of Specialism. Danger sense You can anticipate and are aware of potential danger before it happens. You also regain your power twice as fast as a trained PSI.000. Wealthy Family estate etc. This is cumulative during a particular scene. vehicle item or starship. Concentration You have an innate ability to be able to focus under stress.000. Your net worth is more than ℂ10.Augments Ambidexterity (Character Creation Only) You can use both hands at the same time without the usual -10 penalty for using something in your off hand. You may ignore the stepped progression for developing tiered talents and your power level is +15 for each teir 1 dot. . Extremely Rich You are loaded.Dark Evolution . When used in a circumstance where faith is required you gain a +2 check modification every time you use this power. albeit in a religious doctrine. You were not taught this at one of the Psionic colleges.000 if you liquidated all of your assets. Your monthly income is around but no more than ℂ 500. You may add a +10 to and perception type rolls that you make. Extraordinary Psi You are a natural Psionic. you talent developed naturally. +25 for each tier 2 dot and +75 for tier 3. When using your fists or a Martial Arts specialism your damage increases by 1 for the 2 point Augment or by 2 for the 5 point augment. These assets may be represented by a Corporate Identity. but resets at the end of that scene.

Observant Powerful Ally 4 1 Psionic Awareness 3 0 Extreme Reflexes 4 1 Reputation 3 0 Unnatural Toughness 5 2 Improved Vigor 2/3/4 1/2/4 Uncanny Willpower 4 2 Direction Sense 1 0 Fighting Style Specialist 5 2 Swift 4 1 Shooting Specialist 5 2 Immunity 8 4 Fast Healing 7 3 Common Sense 2 1 Meditation 3 1 Sixth Sense 1 0 . It provides a +10 check bonus to all endurance related checks.Observant Iron Constitution This augment represents a fearless drive to succeed at all costs. Heightened Imprint (Character Creation Only) One imprint receives an extra 3 or 1d6 points.Augments . once per scene you may re-roll a skill check choosing the second result over the first. You gain a +10 circumstance bonus to all social rolls that involve your appearance. Lucky You are extremely lucky. Good Looks You are stunning to behold.

Degeneration Degeneration Gaining Degeneration .Dark Evolution .

Degeneration .Observant Degeneration Effects .

Dark Evolution .Degeneration Repairing Degeneration .

Observant The Game Mechanic The d60 Roll .The Game Mechanic .

Dark Evolution .The Game Mechanic Modifiers .

The Game Mechanic .Observant Critical Failure .

The Game Mechanic Critical Success Scores over 100 .Dark Evolution .

Observant Combat & Movement The Combat Round .Combat & Movement .

Dark Evolution .Combat & Movement Initiative .

Observant Turn sequence .Combat & Movement .

Combat & Movement Hitting Locations .Dark Evolution .

Observant Damage Wounds .Combat & Movement .

Combat & Movement Aftermath .Dark Evolution .

Observant Health Total Life Helix Locational Hits .Health .

Health Dying Death .Dark Evolution .

Observant Revival Imprint Sequencer .Health .

Equipment Equipment Clothing Smart Clothing Sports Clothing Adventuring Clothing Armour Basic Protection Armoured Suits Powered Armour Shields Screens ECM General Equipment Food Medicine Communications Computers Cybernetics Scanners & Probes Specialist Gear .Dark Evolution .

Vehicles Weapons Ballistic Energy Archaic Blades Staves & Coshes Vehicles Ground Vehicles Anti-Gravity Vehicles Mechs Atmospheric Orbital Interplanetary Interstellar .Equipment .

..........82 Damage ................................... 52..... 35................. 46.36 CLAIRSENTIENCE ........... 64 Construct Size ............83 Augments .......... 55 Interplanetary .................... 53............ 57 Energy .. 56 Dying ........... 28 DRAIN .................. 22 DIAGNOSE ......................................................... 64............................................................................................................... 43 Combat & Movement ................ 63... 36............. 63... 27...................10 Critical Failure ................... 63... 19.........37 Awareness 25..................... 45 Food........ 24 Iron Constitution................................................... 79 Heightened Imprint ................................. 19................................... 26...80 DECIDE FATE .........................................................42 AWAKENING ........................................... 76 IMMORTALITY ........... 65 Ballistic ................................................................................... 58 Enhanced Limbs ......... 65 HISTORY ........................................ 22 Basic Protection ........................... 80 ECM .. 63...................55 Celebrity .............................................. 2.82 Cognition ......... 64 Anti-Gravity Vehicles ....................................34 Atmospheric ... 17. 52..................71 Critical Success ......... 63................ 54................................................... 25......... 26............. 64 FLIGHT .41 Death ............................................. 82 Genomes .... 64 Character Creation ....37 Clairvoyance ......... 24 INTERFACE ............. 30 Imprint Sequencer.........................82 Armoured Suits ..................................... 79 Locations ....... 25............... 83 ENERGY CONVERSION................. 60 Index ..................82 Aftermath ....47 Degeneration ...................................................................................................................... 54.....82 ASSAULT .......................................................82 Concentration .. 63......................... 42......................43 DEFLECTION......... 12........................................... 25................. 55...... 59........................... 49.............22 Construct Types... 66 General Equipment.....................Dark Evolution ..... 63.................................................................................... 25............................................................................. 50.........................82 Blades .............................................................83 APPORTATION ... 63...................... 43 CLAIRVOYANCE ........................................................................................................ 77 Danger sense ..83 BODY ARMOUR ... 56.............. 64 DANGER SENSE ................ 41.......... 74 Institute Testing................ 48............................ 26.. 54................................... 56....... 38 Gaining Degeneration .............. 82 Extraordinary Psi. 76 Lucky ... 51............... 11....................................................................................................................................................... 63.73 Communications ...........................................63 AVOIDANCE .................................................. 83 Interstellar ..............................................................................36 Clothing .......... 51.....28 Archaic ................. 23 Electrokinesis .................. 64 Extremely Rich ............. 64 Faith ............................................... 63...................... 42.................................. 67 Derived Abilities.............. 60 GLIMPSE BEHIND .......................................... 83 Health ....................... 60................... 22........................78 Ambidexterity .. 63.......... 58... 26....................... 83 Base Speed...................................................... 41...........83 Armour ..................... 83 Introduction .....72 Cybernetics ...... 56 ENHANCED AWARENESS ................. 54. 65 Ground Vehicles ............ 42 Hitting ..................... 53..................................... 56 BYPASS ........... 9.......................................................................... 54..... 65 CLAIRAUDIENCE ...........................60 Body Weaponry ........................................... 51 Equipment ...........82 Computers ....... 82 Educational Training ........ 63. 48 DISTORTION ................................................. 18. 67 Degeneration Effects .... 81 Imprints ... 37........................ 9 Initiative .................. 26................................... 84 Initial Concept ................................................................................................ 41 Good Looks ......................... 65 . 31 Locational Hits ............................................................Index Index Adventuring Clothing........... 63................ 65 LIFE DETECTION ............................................ 82 FORGET .. 63. 66.........................................

..... 60 Tier 1 1 28..59 PSIONICALLY ENHANCED PHYSICAL TRAINING ..... 40 Telepathy 25.... 46............... 25.................................. 50 Psionic Power ....... 31............. 34..........................33 PROGRAM ............ 36..... 41............. 44 TELEKINETIC PUNCH...................... 29... 60.. 33....................... 40. 77 ............ 50... 56........... 48.....82 Scores over ................................. 82 Staves & Coshes ........ 40 TACTICAL AWARENESS . 31............................. 83 WIPE. 34........................................ 55......... 45........................ 26 Vehicles .......... 38....................46 Reaction Modifier .46 MISS CHANCE ... 73 The d60 Roll ........... 26.. 52................ 28.......... 32.......... 49 TREAT WOUNDS ... 26.........16 Powered Armour ........ 18............................................26 PSIONICALLY ENHANCED PHYSICAL IMPRINT ............... 20 Specialist Gear ............... 24......... 57 Weapons ............. 20.......................................... 30... 42............. 38 Social Awareness . 41... 36.................. 29 SUSPENDED ANIMATION ......... 75 Using Psionic Talent . 55.....................28 Modifiers ............................82 MICROKINESIS ............... 48...... 53. 53.. 57 TELEKINESIS .... 26............. 41.51 PSYCHIC SHOT ....................... 51............... 47........ 49................................. 21..... 53.................. 60 Tier 3 1 30.. 48 Turn sequence ................... 26...... 56.. 56............................. 26.................. 36 Telekinesis ........... 40......32 REGENERATION ......................... 47........ 43..82 SEND THOUGHTS ....... 45........................... 17..............................35 SHIELD ............72 Screens ........................ 24..... 25........ 43... 65 Orbital ..... 57.................. 52 Observant ... 60 Repairing Degeneration . 37.............. 23.. 32...................... 34........ 36.............. 63..52 Psychological Profile .......... 38....... 19...... 46.......... 49.... 32..39 PSIONIC BLAST ....... 53.............. 28.................... 35........... 45. 39.........32 SENSE ... 61....................... 33........................ 54..................................... 44........... 27.......... 64 Natural Protection ......... 39.... 46. 30.. 38............ 52............. 42.... 28.. 69 The Game Mechanic............... 20... 57 TREAT DISEASES .................................................. 29............. 31.......................................... 29.... 37..Index .. 39.......... 59 PSYCHIC BLADE ..................................82 PRE-EMPT ........ 59....... 34.............................. 33.............. 40 Teleportation . 40. 36...... 23........50 SAME AGAIN.................................22 READ SURFACE THOUGHTS ........21 Skills ............. 51........... 49..................... 58........ 44................................................ 26...................... 44.......... 39 Wounds ........ 69 Tier 16... 82 SPIKES .. 55............... 50.... 56..... 34................... 52 Sports Clothing .......... 38..... 25................ 60.... 41. 52............... 40.... 52............ 25......43 PROBE .. 57............................................... 26........... 54........... 45.............................................. 50........59 Psionics .. 62 Psionic Talents. 50.. 21.......... 38 Shields ......... 22....... 57.......................... 59... 54......14 PUPPETRY ........................ 58 3 28....82 Skill Specialism’s ..... 49.............. 33......Vehicles MANIPULATE... 48...................... 15....................... 51.... 47...............83 Physical Programming.. 37........ 27.... 35... 48.. 55... 58. 60 Tiers ......... 58 SYNCHRONISE .............. 37...... 38.... 19................................. 29........ 26.......... 26.... 55...... 63. 46....68 Revival .......... 83 VIRUS ...... 79 TRANSFER .... 57.................................... 25............. 61 The Combat Round ....................... 49.....................29 Scanners & Probes ....... 58 2 28................. 45 TELEMPATHY .........53 Psionic Healing.................................. 56 Psionic Strength ..... 17...... 59 2 29.. 50............................82 SNAP...................... 49 TREAT TOXINS ...........40 PYROKINESIS ................. 51............................. 47........................................ 83 STOP TIME ......56 Mechs ... 28......... 31........... 43.... 22...... 39.............. 34 Time Control ......................... 31.................... 48......83 Medicine ... 56...... 56................. 35...................... 27. 30......................... 38........70 Natural Brawler..... 30 Total Life Helix ................ 45..................................................... 39... 24 Smart Clothing ......................... 20............ 31 Telepathic Control ...........................................81 REVIVE .................... 59 Tier 2 1 32............................ 42.. 42.... 46.......... 36........................... 39.......................

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