New Psionic Powers
Created by Brett Hegr
[ Return to the Psionic Section ]
The most up-to-date Palladium psionic powers can be found in the
Rifts® RPG book (R), the Nightbane® RPG book (NB),
Nightbanetm World Book One: Beyond the
Shadowstm (NB1), Psyscape® (P), and
Heroes Unlimitedtm(HU). Some older, but
interesting psionic abilities can also be found in the 1st edition of
the Palladium Fantasy RPG® (PFRPG1) and the 2nd edition (PFRPG2).
Where I can, I use the terms in parenthesis to indicate which book a
power can be found in if it is not one of the common ones - those are
always found in NB or in R.
Things to Remember
Sleep and total relaxation recovers 2 I.S.P.tm
per hour. this for
what I suggest.
- Non-psychics must roll a 15 or higher to save vs psionics.
- Minor psionic characters generally have one to four minor psionic
powers, and must roll a 12 or higher to save vs psionics.
- Major psionic characters generally have 5-10 minor psionic powers
or will instead possess one or two (never more) super psionics and
1-4 minor psionics.
- Master psychics, including all psychic R.C.C.s, must only roll a
10 or higher to save vs psionics. They sometimes have limitations to
the bonuses they possess (to prevent near- immunity to psionic attack).
- Being within two miles of a ley line or five miles of a nexus point
will increase the range and duration of all psionic abilities by 50%
Being within a mile of a nexus point will double them.
- Damage (or protective strength) from psionic powers is doubled when
near a nexus point. A ley line alone cannot increase damage.
- Unless otherwise stated (usually by a preparatory trance duration),
each use of a psionic power counts as one melee action.
- Resisting psionic intrusion (by Remote Viewing, a crystal ball, or
whatever) costs 1 I.S.P.tm and requires
a save vs psionics. This is obviously only possible for a psychic being.
- Large animals, as well as those closely related to humans like dogs,
cats, and horses, innately have the following psionic abilities (no
I.S.P.tm cost: See the Invisible, Sense
Evil, Sense Magic, Sixth Sense, Empathy (reception only), and can
generally sense the supernatural within a 600ft radius. These abilities
are used to avoid the supernatural, not hunt it.
Sensitive Psionic Powers
Sent in by Lee Banning
Range: 80ft +10ft per level of experience.
Duration: 50 minutes plus 10 minutes per level of experience.
Length of Trance: Two melee actions
I.S.P.tm Cost: 12
Save Throw: None
Base Penalty: 10% plus the M.E. attribute, plus 2% per level
of experience (apply to those attempting detection).
Prerequisite: Mind Block
This psychic power allows its user to scramble other psionic detection
powers in order to throw off trackers. It can be used to make a non-
psychic target to seem like a psychic or a psychic to seem like a non-
psychic, or used to interfere with a variety of sensing powers ('scrambling').
Range: Self
Duration: 10 minutes per level of experience.
I.S.P.tm Cost: 5
Save Throw: None
This is the mental equivalent of Summon Inner Strength. For the
duration of the ability the character gains a +5% on all skill
rolls and a +1 on perception. If used to offset the effects of
a mental impairement (like a Befuddle spell), cut the penalties
in half instead of adding bonuses.
Range: 50ft plus 10ft per level of experience.
Duration: The ability lasts one melee per level of experience
and each psychic energy bolt requires one melee action to project.
Length of Trance: Two melee actions
I.S.P.tm Cost: 12
Damage: 1d6 damage per level of experience.
Save Throw: Dodge
Strike Bonus: +3
Prerequisite: Either See Aura, See the Invisible, or Presence
Sense, which must sometimes be used to detect and attack entities that
are invisible to normal sight.
A unique psionic power that allows the psychic to project invisible
blasts of energy that can harm most immaterial beings, entities, ghosts,
astral beings, possessing entities, Dreamstreamtm
denziens, haunting spirits, Spectres, and other supernatural energy beings, etc.
It is useless against spirits linked to their natural physical body (like
living creatures) and is equally useless against non- living beings (which
includes everything from artificial intelligences to vampires). This
ability is a powerful weapon in the Astral Plane, Dreamstreamtm, and against virtually all psychic entities
(found in NB1).
When used against an entity that is possessing a person (or a dead body,
if that's the case), the entity takes half damage but the host body
physically suffers 10% of the damage that the entity would
normally take. Example: A 40 point Ether Bolt used against a
possessing entity would do 20 points of damage to the entity and 4
points of damage to the host). It is safer for the host if psychics
use Exorcism (or maybe Psychic
Energy Disruption) to remove entities before attempting to destroy
them with Ether Bolts.
Range: Self
Duration: Varies
I.S.P.tm Cost: 5
Save Throw: None
Base Skill: 30% +6% per level of experience, but for every
extra 2 I.S.P.tm spent a +1% bonus can
be gained (+10 I.S.P.tm = +5% skill bonus).
Special Perception Bonus: For every full 30% of the base skill
above, add a +1 to perception. This bonus is avaliable at all times and
can be applied to all perception situations.
This psychic power gives the blessing of visionary intuition. Intuition
may be generally attempted once per six hours - the process of
intuition works very slow and the answer tends to come at the most
unexpected time.
By paying the I.S.P.tm cost, a character
may ask the GM one question with the same base skill as listed above.
The GM should roll this secretly, so that if the roll fails he can give
vague but somewhat useful information. Should the roll succeed, the GM
should give the player clear information. The GM should also not
tell the player the information desired immediately - he should write
down the question and answer it when most appropriate in the game.
Intuition is unlike Clairvoyance in its scope. Clairvoyance and Divination
are invoked to learn about possible future events and how things
might turn out following a certain course of events. With Intuition,
a character just 'knows' something about the here and now. No visions, no
trips to the Astral Plane, none of that. Just a sensation that something
is wrong or right. Intuition is best used in situations like sabotage (can
get a good idea of where to look first), bomb threats (can seemingly
'sense' the proper direction to the bomb and helps in disarming it),
following a criminal, searching for vital information in libraries,
and generally making psychically- enhanced choices on sketchy data.
Intuition would not help in automatically sensing traps or other
dangers like Sixth Sense would - but if a psychic were to consider the
possibility and then choose to use Intuition then he might be able to
extract a fact or two on the subject. A failed roll would tell the psychic
nothing. A successful intuition roll would tell the psychic if there was
a trap and give him a general idea of what (or who) might be part of the
trap. Remember, the answer should come when needed. If Intuition
is used when dealing with critical situations (like bombs and similarly
nasty stuff) then the intuited answers should be immediate. Alternately,
if Intuition is used in hunting down a criminal a psychic might try it
six or seven times and then suddenly the psychic connects all the pieces
together at once, just like in the movies.
Alternately, a psychic could channel his intuitive abilities into skill
performance. A skill bonus can be applied to pretty much any non- Physical
skill. This special bonus costs 3 I.S.P.tm
per +2% (go by this for invoke trust/ indimidation roll, and charm/ impress
rolls too), in addition to the base use cost listed above. Skill bonuses
purchased in this manner remain for one half- hour per level of experience,
so for a limited time all rolls on the enhanced skill retain the bonus.
Created by Xavier Martin
Range: Self
Duration: Five minutes per level of experience.
I.S.P.tm Cost: 10 per hour
Save Throw: None
This sensitive power enables the psionic to watch what happened up to
1 hour per level in the past in a radius of 10 feet around his present
location. The psi can not move the area of effect of this power and
can not see anything happening out of it.
The psionic can either scroll through the past looking for some event
at a speed of 5 minutes real time for 1 hour. Or he can observe a past
event using his 5 senses (no psionic or magical improvement) at normal
speed. The psionic is just a passive observer and cannot influence
the past at all using this power.
Range: Self (the astral body, actually).
Duration: One minute per level of experience.
I.S.P.tm Cost: 10
Save Throw: None
Penalty: Use requires concentration, which causes the loss of
one melee action and a -2 on initiative.
Prerequisite: Astral Projection
By concentrating on the sensations of objects passing through the astral
body, the character can cause the energy vibration of his astral body to
slow down and drag objects along. The astral body, for the duration,
has an effective P.S. equal to half the M.E. attribute plus the character's
level of experience - it is possible to grab, push, shove, strike, hit,
pinch, swing, and break things. Use all physical combat bonuses, as
if the physical body were really there. No telekinetic energy is involved,
just very fine observation of energy patterns. The resulting effect is
what you would see in the movie Ghost - the astral form partially
phases into the objects, then scoops it up and away. Physical attacks
do no harm to the astral body, as usual.
Range: Either a single object or a small room (a 10ft radius
around the psychic upon imprintation).
Duration: Short - 1d4 days per level of experience, medium
- one month per level of experience, or long lasting - 1d4x10 years plus
+10 years per level of the psychic.
Length of Trance: 1d4 melees
I.S.P.tm Cost: Short - 5,
medium - 15, or long lasting - 30.
Save Throw: None
Prerequisite: Object Read
With this ability, a psychic sensitive can not only read psychic
energy but can write it, so to speak. A simple message, vision,
emotion, memory, idea, or just about any short block of information
can be psychically imprinted on a target object or area. This psychic
energy can be sensed and interpreted by psychic sensitives via Object
Read, Telemechanics (if/ when a machine is imprinted), and any similar
powers.
Range: 30ft radius around self.
Duration: Two minutes per level.
Length of Trance: Two melee actions
I.S.P.tm Cost: 15
Save Throw: Targets get a save throw, but it is made at -2
and targets must roll a save every minute while in the radius of effect.
Quite useful when going up against malevolent psychic entities. The
psychic can create a field of disruptive energy that is painful to most
immaterial beings including poltergeists, tectonic entities, Specters,
intangible characters, astral beings, and anything considered an
entity - an intellegent force, usually psychic in nature, that
does not possess a physical body. This field affects all entities
in the radius of effect - the field can't be targeted at individuals.
Entities that fail the save throw immediately takes double the below
damage, suffers double the below penalties for the next minute (whether
in or out of the field), and must roll a save vs a horror factor equal
to the psychic's M.A. or M.E. (whichever is higher). Failure on the
horror factor roll means the entity is driven away, at least to the
outer edge of the field. Anything that saves successfully takes 1d4
damage per level of the psychic, is not driven out the mental field,
but suffers a -3 on all saves vs psionic attacks, becomes -2 to strike,
parry, and dodge (even with psionics like telekinesis and pyrokinesis!),
and loses two melee attacks.
Notes: This power is totally useless against any entity that has
possessed an individual or an object. Also, use of this power on the
astral plane or in the Dreamstreamtm
damages everything in the radius of effect (regardless of save
throw) but all beings get a +2 to save against it! This power actually
disrupts the psychic energy patterns that compose these worlds, so all
civilized places in these lands regard it as an act of destructive
vandalism and the equivalent of arson. Self defense is a valid use, but
still considered a reckless one. In the material world, against astral
beings and intangible beings (not true entities) the power does half
damage against them and they get a +2 to save vs the effects.
Range: Self
Duration: Two minutes per level.
Length of Trance: One melee
I.S.P.tm Cost: 10
Save Throw: None
Prerequisite: Mind Block
This simple psionic power creates an intense focus of conciousness
in the character's body, enough to prevent a possessing entity from
shaking the spirit loose from a host body. The psychic gets an
additional +6 bonus to save vs possession, +2 more at levels three
and seven, and becoming totally impervious to it level ten.
Range: 25ft plus 5ft per level of experience.
Duration: Two minutes per level of experience.
Length of Trance: One melee
I.S.P.tm Cost: 8
Save Throw: None
Base Skill: 50% plus 5% per level of experience.
Through feeling the flow of electromagnetic energy in the nearby area,
it is possible for a psychic to track and judge the strength of the flow
of electricity, power sources/ cells, nuclear reactors, alien power
systems, etc. The psychic can sense pretty much the exact location of
the power flow and judge its quality (normal, too low, dangerously high).
A failed skill roll means only 1d6x10% of the power sources could be
sensed (strong ones are never missed)
Note: This power can be used to detect oncoming energy blasts and
to sense electromagnetic energy patterns like Alter Physical Structure:
Electricity characters. When this power is in use, the character is +2 to
dodge any energy, electrical, radiation, or fire/ heat blasts.
Sent in by Lee Banning
Range: 160ft plus 20ft per level of experience.
Duration: Five minutes plus two minutes per level of experience.
Length of Trance: One melee
I.S.P.tm Cost: 10
Save Throw: None
Base Skill: 45% plus 4% per each additional level of experience.
Inspired by the Necroscope series of novels by Brian Lumely, Lee sent in
this ability. It allows one to specifically detect psychic life forms,
not I.S.P.tm or P.P.E.tm
The psychic can also determine the main psychic abilities, amount of
psionic potential, and the general level of experience of the psychic
as per the base skill. People with this ability are sometimes called
'spotters'.
Healer Psionic Powers
Range: Touch or 3ft.
Duration: Instant/ permanent
Length of Trance: One minute
I.S.P.tm Cost: 5 for a finger or toe,
10 for a rib, forearm, or foreleg bone, and 20 for the skull, spine, hip, or
femur bone. Double the cost if the bone is crushed/ shattered and not just broken.
Save Throw: Standard, if resisted.
Prerequisite: Healing Touch
The psychic can instantly and fully heal a broken/ bruised bone or a
concussion. The debilitating effects disappear within five minutes, and
secondary symptoms (like swelling and internal bleeding) go away in
another five minutes. Double these times if the patient doesn't remain
still.
Range: Touch
Duration: Three minutes plus two minutes per level of experience.
Length of Trance: One melee action (can be combined with an attack).
I.S.P.tm Cost: 10
Save Throw: Standard
Strike Bonus: Equal to the character's hand- to- hand strike
bonus (this power requires a physical touch).
Prerequisite: Induce Sleep
Use of this power lets a psychic cause a victim to immediately fall
unconcious for a short time with a brief touch, usually to the head or
to the neck (ever seen a Vulcan Neck Pinch?) It will not work through
body armor or force fields. If a victim saves successfully, he still
falls unconcious but only for half the normal duration. Physical contact
is vital - the touch will work through clothes but not body armor. But
then, few are ever completely armored - it just might be a penalty
to your strike roll to touch the open spot. Note that I.S.P.tm
is drained if the touch connects - the victim could successfully save and
the I.S.P.tm would still be used up. The
touch doesn't have to be a light one. It can be combined with a punch
or kick as long as skin touches skin.
Any being with an accelerated metabolism, be it a mutant with super speed
or a Juicertm, gets a +4 bonus to save.
If they fall victim to it, they will recover in half the time.
Range: 50ft plus 10ft per level of experience.
Duration: The ability lasts one melee per level
and each psychic energy bolt requires one melee action to project.
Length of Trance: Two melee actions
I.S.P.tm Cost: 15
Damage: 1d4 damage per level of experience - against S.D.C.tm
beings this is S.D.C.tm and hit point
damage and against M.D.C.tm beings it
is mega- damagetm.
Save Throw: Dodge, and a save vs pain if the dodge fails.
Strike Bonus: +4, but can be increased to +6 for 5 I.S.P.tm
and to +8 for an extra 10 I.S.P.tm
per shock.
Prerequisite: Induce Pain (NB) and Stun Bolt.
A unique and torturous healer power that allows a psychic to channel
psychic energy through his hands and eyes - and this energy is geared to
wrack a victim's nervous system with pain, seizures, and muscle spasms.
Living targets (and only living targets) suffer a cumulative -1
to strike, parry, dodge, and initiative penalty for every save vs pain
(14) that fails. Roll this save every time a victim is struck by a Pain
Shock. This lasts for 1d4 minutes plus one minute per level of experience,
starting from the point of the very last Pain Shock.
If more than 50% of a target's S.D.C.tm or
M.D.C.tm is depleted or is suffering a -10
penalty or more, it must immediately save vs coma once every minute -
failure means the character is unconcious for 2d4 hours. Alternately, if
more than 25% of a target's S.D.C.tm is
depleted in one melee, the victim must immediately save vs coma at -10%
or falls unconcious for 2d4+4 hours.
Creatures with limited invulnerability or artificially created
invulnerability (which covers vampires, werewolves, Juicerstm,
Craziestm, mutants with Invulnerability,
super soldiers with the Limited Invulnerability super option, etc.)
all take half damage from Pain Shocks and recover from the effects in
half the normal time. However, the regeneration of this kind of damage
takes twice as long as normal!
Note that Pain Shocks have the unique ability to pass through
body armor, power armor, some robot vehicles, and some vehicle hulls.
They cannot penetrate any kind of force field or electromagnetic shielding.
Range: Self
Duration: Five minutes per level
Length of Trance: Two melee actions
I.S.P.tm Cost: 5
Save Throw: None
Using this power gives the character a +4 bonus to save vs Pain.
The debilitating effects of Pain Shocks, Pain Psi- Waves, toxins,
and poisons (among other things) are halved. Lastly, the character
remains fully concious up to their P.E. below zero in damage and
can survive in a coma up to twice their P.E. below zero.
Range: 50ft plus 10ft per level of experience.
Duration: The stun effects last for
and each psychic Stun Bolt requires one melee action to project.
Length of Trance: Two melee actions
I.S.P.tm Cost: Special
Damage: None
Save Throw: Dodge, and a save vs psionics if the dodge fails.
Strike Bonus: +4, but can be increased to +6 for 5 I.S.P.tm
and to +8 for an extra 10 I.S.P.tm
per bolt.
Similar to the Pain Shock power described above, but not harmful. Each
time a target it is hit with a Stun Bolt it suffers a cumulative
-1 to strike, parry, dodge, and initiative penalty per 5 I.S.P.tm
spent. If a target is unable to dodge the Stun Bolt and is hit, the
victim must also save vs psionics with only standard M.E. save throw
bonuses (and any bonuses to save vs stun attacks too). Thus if you
got hit with two Stun Bolts, one for 10 I.S.P.tm
and one for 20 I.S.P.tm, and failed both
save throws you'd be suffering a -6 altogether. Anyone who reaches a -12
penalty is considered unconcious and will remain that way for
1d4 hours.
Beings with a normal P.E. of 30, a supernatural P.E. of 20, or resistance
to stun attacks recover in half the time. Beings who are impervious to
stun attacks are obviously immune to this power too. Stun Bolts have the
unique ability to pass through body armor, power armor, some
robot vehicles, and some vehicle hulls, but cannot penetrate any kind of
force field.
Physical Psionic Powers
Range: Self
Duration: 10 minutes per level.
Length of Trance: One melee
I.S.P.tm Cost: 5
Save Throw: None
This power gives the psychic the ability to resist all forms of
nuclear radiation. For the duration he will take no damage from
the effects of radiation that has been absorbed nor will damage be taken
from direct exposure to radiation. Also, the character won't absorb any
more radiation and is also lucky enough to only suffer half the normal
penalties incurred by any prior doses of radiation. This power does not
provide accelerated recovery or healing from radiation, nor protection
from the intense heat usually associated with it. The protection
extends to the character's aura, so body armor (but not power armor or
robots) is also granted protection.
Range: 50ft plus 10ft per level of experience.
Duration: The ability lasts one melee per level of experience
and each psychic energy bolt requires one melee action to project.
Length of Trance: Two melee actions
I.S.P.tm Cost: 10
Damage: 1d4 S.D.C.tm damage
per level of experience. In a Rifts®
world this power does equivalent mega-damagetm
but requires 20 I.S.P.tm to initiate.
Save Throw: Dodge
Strike Bonus: +3
Prerequisite: Requires one kinesis power as a prerequisite, and
must be acquired multiple times to gain multiple kinesis bolts if more
than one kinesis power is possessed (the four valid kinesis powers are
Telekinesis: Super, Pyrokinesis, Hydrokinesis, and Electrokinesis).
For psychics with the above kinesis powers, this allows them to channel
their kinetic talents into offensive capability.
Note that in the case of Hydrokinesis, their powers do normal damage to
normal targets and double damage to vampire targets! With
Hydrokinesis and Hydrokinesis Bolts, a psychic has the power to unlock the
vast energy held in the molecules of water (hydrogen and oxygen!) A psi can
create searing blasts of steam and crystalline razors that melt away,
as well as cylinders of fast moving hard water!
Range: 50ft plus 10ft per level of experience.
Duration: The ability lasts one melee per level of experience
and each psychic energy bolt requires one melee action to project.
Length of Trance: Two melee actions
I.S.P.tm Cost: 15
Damage: 1d4 S.D.C.tm damage
plus 1d4 per level of experience. In a Rifts®
world this power does equivalent mega- damagetm
but requires 25 I.S.P.tm to initiate.
Save Throw: Dodge
Strike Bonus: +3
Pretty much the same as the super psionic power, only a little weaker
and with much less range and damage.
Range: 30ft radius around self, but can be focused into a beam of light
that can reach up to 150ft away.
Length of Trance: One melee action
Duration: One minute per level.
I.S.P.tm Cost: 2
Save Throw: None
A simple ability that transforms psychic energy into electromagnetic energy.
The light is normally spread out over a 30ft radius (about equal to a 60 watt
bulb) but can also be focused into a strong beam of light. This beam of light
can blind targets as per a first level Blinding Flash spell, but requires a
called strike on the eyes (a -6 penalty, use any P.P. bonuses to strike). The
light can be changed to infrared or ultraviolet if so desired.
Range: Touch or 12ft within view.
Duration: Instant
Length of Trance: Varies, usually just a melee action.
I.S.P.tm Cost: 5 per attempt
to alter probability, or 10 per attempt to alter a combat, save throw,
or skill roll. Psychokinesis skill rolls cannot be affected.
Save Throw: None
Base Skill: 30% +6% per level of experience, but for every
extra 2 I.S.P.tm spent a +1% bonus can
be gained (+10 I.S.P.tm = +5% skill bonus).
A psionic power that gives one the power to influence random
things like dice, coin tosses, card ordering, Russian Roulette, and all
matters of probability in the physical world (so it is a common thing
among gamblers with psionic ability!) A -10% penalty is suffered if the
psychic cannot physically touch the object(s) he is altering probability
around. It is possible to affect random number generation inside a
computer or other kind of advanced machine, but the super psionic
ability of Telemechanics is required.
A skilled user of this power (3rd level or more) can also slightly
misdirect large physical objects. Divide the base skill by 15%, and
the resulting number is the bonus or penalty that can be applied to
a targeted roll. Thus, at first level, a psychic could impose a +2
bonus or a -2 penalty on an opponent's strike roll, initiative roll,
dodge roll, save vs coma, save vs psionics, etc. To boost the bonus/
penalty costs 30 I.S.P.tm per +/- 1.
The psychic (strangely enough) cannot enhance or penalize his own
combat and save throw rolls, nor can he influence perception or horror
factor rolls. It is not possible to alter any character's skill rolls
except in the case of vehicle control rolls, espionage and counter-
espionage skills (specifically Pick Locks and Pick Pockets), critical
situations, and generally any skill roll situation where a little luck
wouldn't hurt. This kind of bonus/ penalty costs 3 I.S.P.tm
per +/- 2% (go by this for coma/ death save throws).
Range: Self
Duration: Two minutes per level of experience.
Length of Trance: None - instant.
I.S.P.tm Cost: 8
Save Throw: None
As per the power in the 1st edition of the PFRPG, this protects against
explosive decompression and the lack of oxygen. Once used, it cannot
be used again until the character has had at least five minutes of
normal breathing. This does not protect against direct exposure to
the blazing sun and freezing temperatures of outer space.
Super Psionic Powers
Created by Teri Sharp
Range: 40ft plus 5ft per level of experience.
Duration: Four minutes per level of experience.
Length of Trance: Same as Ectoplasm, about a melee.
I.S.P.tm: Steel ectoplasm - 20
Save Throw: None
Prerequisite: Ectoplasm
The psionic can create ectoplasm appendages with the durability of
steel. The 'Ecto-steel' has an A.R. of 8 and three times the normal
S.D.C.tm (120 S.D.C.tm
and 1 hit point). In a Rifts® environment
the ectoplasm instead becomes mega- damagetm
(and so has 40 M.D.C.tm) In both cases,
the ectoplasm doesn't degrade until all the S.D.C.tm
or M.D.C.tm is depleted (or the duration
runs out). Multiple Ecto-steel constructs can be created.
Restoring the hardened ectoplasm is also possible. One I.S.P.tm point can be spent to recover five points
of S.D.C.tm or two points of M.D.C.tm It is not possible to restore more S.D.C.tm or M.D.C.tm
than the ectoplasm can possess.
The hardened ectoplasm also has an automatic dodge, but the dodge bonus
is reduced to +3. This quick movement can also be utilized to block
attacks against the psychic with the ectoplasm, without losing any melee
actions. Thus, the ectoplasm can act in its own defense or in its creator's
defense.
Ecto- steel's effective P.S. and P.P. are equal to half the character's
M.E. - thus it does 1d4 S.D.C.tm per strike,
equivalent to a normal human, with an equally normal reaction speed. Ecto-
steel can also be used to handle weapons, but suffers a -3 penalty to
strike. If Ecto-steel and Ectoplasm are combined to create a replacement
limb for the psychic, then the ectoplasmic limb has a P.S., P.P., and
Spd. equal to the character's own attributes.
Creating 'ecto- armor' is possible as well. Movement is not restricted in
any way by it, but the armor also does not boost physical strength. If used
in this way, the armor is the only Ecto- steel construct that can be made.
All other rules that apply to normal ectoplasm apply to Ecto- steel as well.
Note: The file that Teri Sharp sent in was partially botched
somehow, so I filled in the gaps of information that I found and added
a bit to make the power more 'super.'
Range: Self
Duration: Two minutes per level of experience.
Length of Trance: Two melee actions
I.S.P.tm Cost: 15
Save Throw: None
With this psionic power, a character gains the power to prevent all
damage from energy attacks attacks for the duration (meaning fire,
electricity, laser, ion, and the other varieties of energy). Magical
energy attacks inflict half damage. This protection extends to the
character's aura, so body armor (but not power armor or robots) is also
granted protection.
Range: 100ft plus 50ft per level of experience.
Duration: The ability lasts one minute per level of experience
and each psychic energy bolt requires one melee action to project.
Length of Trance: Three melee actions
I.S.P.tm Cost: 20
Damage: 1d6 S.D.C.tm damage
per level of experience. In Nightbanetm add
+3d6 damage. In a Rifts® world this power does equivalent mega-
damagetm but requires 30
I.S.P.tm to initiate.
Save Throw: Dodge
Strike Bonus: +4, but can be increased to +6 for 5 I.S.P.tm
and to +8 for an extra 10 I.S.P.tm
per bolt.
Note: Pretty much the same effect as the super psionic power but
with totally different stats to be more cost effective and simpler.
I spent several hours just staring at Mind Bolt in the Rifts®
RPG book, trying to figure a way to salvage the logic of the damage and
I.S.P.tm costs since they're so out of
mathematical proportion to the energy projection abilities in the rest of
the game world - yeah, I get that analytic with Palladium's stuff. I
figured it would be best to just model the power (and all other projection
powers, mind you) after the Astral Bolts and Psi- Sword powers in NB1. I
also tried to put it on equal terms with everything else. I hate a lot of
the super psionic powers in Rifts® - too weak and weird compared to
everything else in the game nowadays. Just this site's owner's view...
Range: Self
Duration: 10 minutes per level.
Length of Trance: One melee
I.S.P.tm Cost: 10
Save Throw: None
Prerequisite: Mind Block
The character has the ability to generate an advanced mind block. Unlike
the standard mind block, the character gains a +2 vs psionic and mental
attack and is able to use any non- sensitive psychic powers. Any
sensitive powers directed at the character come up blank - he appears to
be a normal human. This is like 'shooting blind' for the psychic - he can
use his psychic energy to generate physical effects normally, but his
natural psionic senses are blanked out.
Sent in by Lee Banning
Range: One grave in the physical world - in the Astral world any
dead person may be contacted.
Duration: Special
Length of Trance: 2d4 minutes per level of experience.
I.S.P.tm Cost: 25 (plus more, occasionally)
Prerequisite: Mediumship or Commune with Spirits
This powers allows a character to talk to the dead, but is a more
powerful form of Mediumship in that it actually allows the psychic
to learn skills from the dead. The dead differs from other spirits in
the fact that they are cut off from this plane and can not interact,
but can exist on this plane near the location of where their death
occured. The dead also have the ability to continue to improve on
one skill or special ability because that occupies their time 90%
of the time.
In order to learn a skill from a dead spirit, this psychic must spend
an additional 50 I.S.P.tm for an amount
of time equal to 1 day plus 10 hours per level of dead person's skill.
This skill is then known at a level half that of the dead person's level
and is retained for 1d4+7 days. In order to learn it permanently, a
Necroscope must spend an additional 25 I.S.P.tm
and spend twice as much time with the spirit. The Necroscopes are able to
add bonuses for high I.Q. and O.C.C. as well, but only their own and not
those of the dead spirit. The permanently acquired skill progresses at
the standard rate.
The use is not just for skill acquisition. The dead tend to be friendly
and helpful to those who are willing to listen to them. In the books,
Harry Keogh asked an army of Tartars (dead for 400 years) to rise up
from the ground and help him assault a fortress! GMs should manage that
sort of thing very carefully - but it could be fun.
Example: Harry Keogh, the main character in Brian Lumleys'
books, is a Necroscope. When he is a child, he is able to
learn math from a dead teacher who had taught at his school. Later,
that teacher directed him to learn from August Ferdinand Mobius (the
discoverer of the Mobius Loop). Harry became a mathematical genius and
was eventually able to use his math skill in order to step into to the
Mobius Continuum, which he used to travel all over the world and the
universe in an instant. This translates into extremely accurate
teleportation without error. The difference between Necroscopy and
Necromancy, as the author explained it, is that the Necromancer has
to torture the dead body, which causes the spirit to feel extreme pain.
Note: I (Brett Hegr) suggest that you read these books! They're
a great sci-fi/ horror series. As for skill acquisition, GMs should of
course limit the permanent ones, perhaps no more than one or two permanent
ones per level of experience, and I'd suggest heavily against allowing
characters to acquire Physical skills. Reading the books will give you a
good backround for the nature of the world of the dead, but I can sum it
up briefly: The dead are just dying (har har) to teach the living all the
wonders they have learned! Harry Keogh was protected by the dead and
considered a treasured gateway between the living and the dead.
Created by Xavier Martin
Range: Self
Duration: Five minutes per level of experience.
Length of Trance: 3d4 minutes
I.S.P.tm Cost: 10 per hour
Save Throw: None
This super- sensitive power enables the psionic to watch what happened
up to 1 hour per level in the past in a radius of 10 feet per level
around his present location. The psi can not move the area of effect of
this power and can not see anything happening out of it.
The psionic can either scroll through the past looking for some event
at a speed of 5 minutes real time for 1 hour. Or he can observe a past
event using his 5 senses at normal speed. The psionic can also use
any sensitive power on himself such as Sense Evil,
Presence Sense, See Aura, etc. and throw his sensory abilities back
in time. The psionic can't influence the past in any way using this
power.
Created by Werner Brandt
Range: Self
Duration: Five minutes per level
Length of Trance: Two melee actions
I.S.P.tm Cost: 30
When used, Psi-aura gives:
- A personal force field with an S.D.C.tm
of 130 +20 per level of experience, and 1 I.S.P.tm
can be expended to recover 5 S.D.C.tm
In Rifts®, the field has 70 M.D.C.tm
+10 per level of experience, and 1 I.S.P.tm
can be expended to recover 3 M.D.C.tm
The force field absorbs all damage and can be created around body armor but
not power armor or vehicles.
- When used as an instantaneous/ instinctive defense (such as against a
sneak attack) the roll to block/ get the field up in time is made at +6.
- Transforms the strength into a supernatural equivalent and gives
the psychic a +2 bonus to P.S., +1 more at every odd numbered level of
experience after the first.
- The psychic takes half damage from falls.
- Add a +2 to roll with punch/ fall/ impact.
- Add a +2 to maintain balance and to Breakfall (if known).
Range: Touch
Duration: Infinite
Length of Trance: 1d4 minutes per 10 I.S.P.tm
I.S.P.tm Cost: Special
Save Throw: None
The character has the unique ability to infuse a physical object with
psychic energy, turning it into a psychic energy battery. He need only
touch an object and concentrate for a melee to infuse an object with
a maximum of 10 I.S.P.tm per level. Note
that this is the maximum storage capacity. A 3rd level psychic
can infuse an object with a maximum of 30 I.S.P.tm,
while a 5th level psychic could handle 50. It requires one melee action
to draw energy out of such a charged objects.
Three notes on infused objects: The first is that the object must be of
(or have embedded or attached to it) some sort of relatively good quality
precious metal or crystal. Shoes with a gold trim, wedding rings, and
necklaces are good candidates. The second note is that any such energized
object will become electromagnetized to some degree, and as such
will set off metal detectors and theft-deterrent security systems like
one might find at a shop at the mall. The object will also reek of the
character's psychic scent, so a Psi-stalkertm
or other psychic sensitive could easily lock on to the object and track
it. Note that a psychic with this ability could use it to throw off such
tracking, by infusing a lot of small baubles with energy and spreading
them out to confuse the tracker.
Note: This ability would be quite useful for Techno- Wizardstm in Rifts®. To acquire this power, the
player would need to drop two of the character's minor psionic powers
(which are Total Recall, Speed Reading, and Mind Block). The character
would then have the ability to develop a TW device and infuse it with
psychic energy, which would allow the device to be used by a non-magician
and non-psychic character. When the energy runs out, the device would
stop working. Mental commands and/or a physical switch are all that is
required to activate the device, whether it is a magical laser pistol or
a flaming sword. Note that stored psychic energy and stored magical energy
cannot be placed into the same medium/ container.
Range: Touch or 12 feet.
Duration: Instant, but unconciousness is possible and the
penalties can last a while.
Length of Trance: Three melee actions
I.S.P.tm Cost: 30
Save Throw: Standard. Touch contact induces a -3 penalty.
Prerequisite: Induce
This can only be select by psychics who are at or beyond the third
level of experience. It is usually seen in Inflicters and Mind Bleeders,
but Mind Melters will develop it once in a while. A psychic backlash
is an intense sensory overload that induces unconciousness and can
seriously impair psychic functioning. In effect, two (sometimes
three) save throws must be made. Whenever this power is used, the
psychic loses one melee action and is -3 on initiative for a
minute afterwards (it is somewhat taxing).
When a victim is initially struck, he suffers 2d6 hit points
(or 4d6 M.D.C.tm) of damage. In a
Nightbanetm world change this to
4d6 hit points. Further, the victim loses half his attacks, has no
initiative, and is groggy and weak (-2 to strike, parry, and dodge).
These penalties will last for 1d4x10 minutes, and are cumulative up
to three times (-6 penalty). Psionic entities do not suffer the
combat penalties, but do take double damage from this power!
Upon being attacked the victim must roll a second save throw, this one
being against pain. Success means the character remains concious and
suffers the penalties above. Failure means the penalties above don't
matter, because the victim falls unconcious for 3d4 minutes. Afterwards,
the same penalties stated above will last for 1d4 hours.
If the victim is psionic, a third save throw must be made vs psionic attack
with no bonuses or penalties. Failure means the victim loses
the use of his psionic powers for one minute per level of the attacking
psionic! A successful save means the powers are unaffected, and clearly this
shouldn't be rolled if the victim falls unconcious.
Created by Cheply
Range: Touch
Duration: Special!
Length of Trance: One hour (requires touching contact)
I.S.P.tm Cost: 50
Save Throw: Standard. An extra 25 I.S.P.tm
causes a -2 penalty!!!
Prerequisite: Mind Melter level psychic power.
Side Effects: The user of the power permanently loses 1 P.E. point! Also
suffers nausea (-2 on initiative and the loss of one attack) for 1d4 days.
Using this highly powerful attack the victims brain actually begins to
deteriorate. Every day the victim will lose 1 I.Q., M.A. and M.E. point until
he is reduced to 3 in each attribute.
The use of this psionic is considered a psionic ritual. The user
must place a hand upon the victims head and concentrate for 1 hour.
There is however a shock to the casters system as well - reduce the
P.E. by one point.
The victim gets a save vs. psionics at a -6 penalty. If the save is
made then the victim loses only one days worth of brain matter. If the
save is not made, then his brain will slowly rot until only the stem is
left. Obviously causing him to be a complete vegetable.
There is no known cure for this, but modern medicine may find
ways to slow the procedure.
Range: Self/touch.
Duration: Two melees per level of experience.
Length of Trance: Three melee actions
I.S.P.tm Cost: 30
Save Throw: Special
A unique ability that allows one to channel nega-psionic energy inside
oneself both to instantly disrupt some forms of psionic energy and as
a protective measure.
While PED is in use, the character is completely impervious to damage
caused by all psychic energy bolts (Kinesis Bolts, Pain Shocks, Mind
Bolts, all of 'em). Further, any time a psychic energy weapon is used
against the character, the attacker/ creator of it must save vs psionics
- or else the weapon is dissapated and must be recreated! Even if the
weapon strikes and isn't dissapated, the PED protected suffers no damage.
The character also gains a +2 to save against all attempts at psionic
domination and mental influence (Empathic Transmission, Mind Bond,
Block Breaker, Hypnotic Suggestion, magic spells like Domination and
Mask of Deceit, etc.)
Note that when the PED is held within the body for an extended period
to provide the above protection, the psychic cannot use it for
any of the below purposes. The psychic can choose to instantly
discharge the PED being maintained as above to create one of the below
three effects. If this is done, the PED must be re-created. It's like an
anti- psionic charge that the psychic can store in his body and use when
desired (or until it expires).
The first instantaneous use of PED is for disrupting foreign psychic
energy in targets - with a touch and 30 I.S.P.tm,
(or by the immediate the release of energy stored for the continuous use)
the psychic can instantly give a recipient a +6 to save vs psionic attack
and an immediate bonus save throw against psionic domination and influence
(again, Empathic Transmission, Mind Bond, Block Breaker, Hypnotic
Suggestion, Psychic Mirage, telepathic or magic mind control, etc.)
Against the psionic power of Possession and classic possession by demon
or entity, the effect is instead equal to a psionic Exorcism with a 65%
chance of expelling the entity but a 0% chance of returning it to its
home dimension - the PED just boots an angry possessing creature
out of its host body. Possession might be attempted again, combat might
ensue, or the entity might just flee. GM's option.
The second instantaneous use is to disrupt a target psychic's personal
energy base! From the continuous use or instant use, either way the
psychic can touch an intended victim and drain/ disrupt psionic energy!
There is +4 bonus in addition to P.P. and strike bonuses, due to a homing
effect similar to a spark of static electricity. Each time a victim is
touched by a psychic generating PED, he must save vs psionic attack at a
-2 penalty. Success means the PED fizzles - the defender's will was too
strong. Failure means that 4d6+6 I.S.P.tm
is immediately dispersed (lost) and must be regained by meditation.
If the target was in the process of activating a psionic power at the
instant of being nailed with a successful Psionic Energy Disruption
attack, then that power activation automatically fails. No
I.S.P.tm is lost, except what is normally
dispersed - the psionic power is halted before it energy is spent. A
PED attack will not disrupt the control of a target psychic's current
psionic effects because the I.S.P.tm
has already been spent.
The third, and relatively benign use, is that of 'grounding out' the
PED to shake loose psionic signatures and emotional energies. The
psychic can affect a three radius plus two feet per level of experience.
When the grounding is done, the strength/ intensity of the psychic
energies polluting the area is cut by 50%. Multiple groundings will
always reduce but never totally destroy the existence of the
psychic energy marking the area. This grounding can also be channeled
through one object to remove/ mask people and events associated with
the object. The base skill is 60% +4% per each additional level of
experience.
Range: 25ft +5ft per level of experience, plus line of sight.
Duration: One half melee (7 seconds, or two attacks)
Length of Trance: One melee action
I.S.P.tm Cost: 3 per target
per half melee (hitting four targets for a full melee would need 24
I.S.P.tm)
Damage: None!
Save Throw: Special! Save vs pain (14, use P.E. bonuses) cuts the
penalties by half.
Prerequisites: Induce Pain
The first of the Psi- Wave powers causes a strong but brief tickling of targets'
pain receptors. While under the influence of the Pain Wave, the victims suffer
a -25% to P.S., -50% to P.P. and Spd., lose initiative, lose two attacks, and
are -2 to strike, parry, and dodge.
Range: 25ft +5ft per level of experience, plus line of sight.
Duration: One melee per level of experience
Length of Trance: Two melee actions
I.S.P.tm Cost: 5 per target
Save Throw: Standard with a -1 penalty.
Prerequisites: Induce Unconciousness
This power allows the character to immediately induce unconciousness in
multiple targets. The sleep is a brief one, but can be invaluable.
Range: 25ft +5ft per level of experience, plus line of sight.
Duration: One half melee (7 seconds, or two attacks)
Length of Trance: One melee action
I.S.P.tm Cost: 2 per target
per half melee (hitting four targets for a full melee would need 16
I.S.P.tm)
Damage: None!
Save Throw: Standard with a -3 penalty.
Prerequisites: None
With this power a psychic can make a group of targets immediately nauseous.
This is useful against crazed mobs or Juicerstm
who might be able to ignore pain, but less effective. It is also more humane
than a wave of nerve twisting pain. While under the influence of the vertigo,
targets are -25% to Spd., lose initiative, lose one attack, and are -2 to
strike, parry, and dodge.
Sent in by Nicholas Rivera
Range: Affects a 10ft radius up to 60ft away. The area
of effect can be moved once per melee (to do damage to two areas
within a melee).
Duration: Special!
Length of Trance: 10 seconds - the energy field begins
on the last attack of the character.
I.S.P.tm Cost: 10 to initiate,
plus 5 more per 7 seconds that it is maintained (10 per melee).
Damage: 2d4 S.D.C.tm (+2 per level)
per 7 seconds (damage is done twice per melee), plus 1 hit point of damage
per minute. For Rifts®, the damage is instead 1d4
M.D.C.tm (+1 per level) per 7 seconds.
Save Throw: None (must leave the area).
Base Skill: 83% base level, -3% per per level of experience.
Prerequisites: Telekinesis: Super and Electrokinesis.
This is basically the psionic manifestation of pure anger mixed with TK
energy. It takes 10 seconds to charge to basic levels. At this point
electricity is literally emitting from the psionicist. All of the energy
is focused on one target area. At this point the wielder is in a trance
where all there is is the target, and the anger. He or she ignores without
exception, any attack or damage (cannot defend onself!) Finally the attack.
Electricity and telekinetic force surge from the wielder's mind into the
body of the target(s). This is an intense physical onslaught (thus the
S.D.C.tm and hit point damage). Even though
the anger may vary he or she is limited by psionic ability and only
extremely powerful users could hold up under the strain of an hour attack.
The skill goes down because more power is being channeled at higher
levels and this is not a power that can be trained but is more like
accidently discovered by those that possess high telekinetic and
electrokinetic ability. To shut it off, the character must roll under the
percentile once per melee - otherwise he remains in the trance and drains
his psychic energy on damage. Game masters can decide to let this power
erupt uncontrollably from elegible players who you feel are angry enough
for the outburst (or who are mentally imbalanced).
Created by David Bozarth
Range: 10ft plus two feet per level of experience.
Duration: Two minutes per level of experience.
I.S.P.tm Cost: 30
Save Throw: Standard
Prerequisite: Telepathy
This psionic ability allows a psychic to pull out a fear of a person
and manipulate that person's senses into believing that the psychic is
that fear. To the victim the psychic is the physical fear brought to life.
The psychic now has a horror factor of 18 to that person. The person is
also frozen in place and is unable to move for the first minute
(due to the overwhelming fear) if the horror factor roll fails. While
influenced by the power, the victim's bonuses are all halved when dealing
with the psychic (halve bonuses to dodge the psychic's attacks and halve
the strike bonuses to attack the psychic, for example).
If the victim lives through the encounter he will develop a
insanity about the event unless a successful save vs insanity is made
at the end of the experience.