Psionics, Super Powers, and Other Topics
Created by Brett Hegr
[ Return to the Psionic Section ]
[ Mixing Powers
| Mutant/Psychic Characters
| Mega- Psychics ]
[ Minor Psionics
| Major Psionics
| Master Psionics ]
Psionic Powers and Super Abilities:
To make things fair, I've compared the average psychic and mutant from Heroes
Unlimitedtm. Master psychics get three super
psionic powers and ten minor psionic powers. The average mutant with super
abilities has one major ability and three minors. This translates to:
One major super ability equals approximately three minor super abilities
One super psionic power equals approximately three minor psionic powers
Three super psionic abilities equal approximately one major super ability
Three minor psionic abilities equal approximately one minor super ability
One super psionic ability equals approximately one minor super ability
One super psionic ability equals approximately two Phase powers (page 32 of
Phase Worldtm)
One minor super ability equals approximately two Phase powers
Mutants with super abilities can acquire psionic powers by sacrificing
their option to roll/ select super abilities. When they do this, they do
not suffer any skill reductions since their character classes usually
take into account the time needed to develop their special powers.
The drawback for mutants selecting psychic powers is that the powers
do not increase with time like those of a psychic character class.
If the GM chooses to allow them to increase, it should be related to the
powers initially selected (both psychic and mutant) and the increase
should be limited (not more than one power per additional level). This
in itself could be the goal of an adventure or two - where the climax is
the development and use of their new psychic ability.
On the flip side, psychic characters should also be allowed to select
mutant super abilities. They too do not suffer skill penalties when
selecting these powers. Their limitation is different than those of
mutants. Depending on the P.C.C., they will gain additional psionic
powers at each new level but these cannot be used to 'buy' super
abilities unless the equivalent psionic abilities are sacrificed (which
usually means one super psionic power per minor super ability). Second,
to pick super abilities they not only have to sacrifice psionic power
selections but they have to burn off I.S.P.tm!
This reflects the focusing of psychic energy to develop biological
powers that do not require additional energy - the necessary energy
was provided during the development process.
Copied from Palladiums web site. HU2, page 190, gives the Latent Psionic the
same base I.S.P. as the Natural or Master Psionic. This is a mistake. It should
read as follows:
The Latent Psychic's base I.S.P. is his Mental Endurance (M.E.) attribute
number x2, plus the roll of 1D4x10. The total is the character's starting level
of raw mental power. As the psychic grows in experience, so too does his I.S.P.,
adding 1D6+1 I.S.P. per each level of experience, starting with level one.
The Natural or Master Psionic (HU2 should read as follows): The Master Psychic's
base I.S.P. is his Mental Endurance (M.E.) attribute number x2, plus the roll of
2D6x10 (not 1D6x10 as listed). The total is the character's starting level of
raw mental power.
The Mutant Psionic has psionic powers in addition to one or more super
abilities. The character does not gain new psionic abilities like the normal
Latent Psychic (unless the G.M. thinks it is okay, and allows it, but be
careful not to imbalance the game). However, I.S.P. do increase at a rate
of 1D6+1 I.S.P. per each level of experience, starting with level one. Base
(starting) I.S.P. is the M.E. number, plus the roll of 1D6x10.
The site owner (me, Brett Hegr)
has different ideas on this subject.
Mixing Powers:
Mutant Acquiring Minor Psionic Powers: Must sacrifice one minor
super ability to select:
- One Phase power and one minor psychic power.
- One super psionic power.
- Three minor psychic powers.
The I.S.P.tm base is the M.E. plus 2d6
and add another 1d6 per level of experience. A fourth or fifth minor
power could be developed, if the GM allows it, and the character would
still be considered a minor psionic.
Mutant Acquiring Major Psionic Powers: Must sacrifice two minor
super abilities to select:
- Four Phase powers.
- Three Phase powers and two minor psionic powers from one category.
- Two Phase powers, one super psionic power, and one minor psionic power.
- Two super psionic powers and one minor psionic power.
- Three minor psychic powers and one super psionic power.
- Six minor psychic powers from among all three minor categories.
- Eight minor psychic powers from a single minor category.
The I.S.P.tm base is the M.E. plus 4d6
and add another 1d6+1 per level of experience. An extra minor power or
two could be developed, if the GM allows it, and the character would
still be considered a major psionic.
Mutant Acquiring Master Psionic Powers: The limit in psionic power
acquisition, the mutant must give up approximately half his mutant powers
to gain psychic ability. He must sacrifice either three minor super abilities
or one major ability to select from the following:
- Six Phase powers.
- Four Phase powers and four minor psionic powers from one category.
- Three Phase powers and five minor psionic powers.
- Two Phase powers and six minor psionic powers.
- Two Phase powers, one super psionic power, and three minor psionic powers.
- One Phase power, two super psionic powers, and two minor psionic powers.
- One super psionic powers and seven minor psionic powers.
- Two super psionic powers and four minor psionic powers.
- Three super psionic powers and two minor psionic powers from one
category.
- Eight minor psychic powers, plus Mind Block and See Aura.
- Twelve minor psychic powers from a single minor category.
The I.S.P.tm base is the M.E. times two plus
1d4x10+15. Add 1d6+4 per level of experience. Note that it is more worthwhile
to select a master psychic character class and then sacrifice psychic powers
in order to develop mutant powers - the character should acquire more
powers and more I.S.P.tm that way. I present
this option for continuity and for the Mega- Heroes with powers to spare.
Psychic Acquiring Minor Super Abilities: To develop a minor super
ability a psychic must sacrifice either one super psionic power or three
minor psionic powers. They must also 'burn off' I.S.P.tm
- 6 per Extraordinary attribute, 8 for heightened senses and enhanced
vision powers, 16 for any Energy Expulsion or Ranged Attack powers,
Flight: Wingless, Radar, and Healing Factor, and 10 in general for any
other power.
If a super psionic power is possessed that is related to the desired
power (such as Bio- Regeneration: Super for Healing Factor, Pyrokinesis
for Energy Expulsion: Fire, Bio- or Telekinesis: Super for Manipulate
Kinetic Energy, Personal Force Field,
Flight: Glide, or Flight: Wingless), then cut the amount of sacrificed
I.S.P.tm in half.
Psychic Acquiring Major Super Abilities:
To develop a major super ability a psychic must sacrifice either three
super psionic powers, ten minor psionic powers, two super and four minor,
or one super and seven minor. They must also 'burn off' some I.S.P.tm - 30 for any power that is much like a super
psionic power or is highly mental in nature (such as Create Force Fields,
Control Others, Mechano- Link, Divine Aura, Holographic Memory Projection,
Karmic Power, Power Sphere, Transferal/
Possession), 50 for any Alter Physical Structure powers, Control powers
(such as Inertia Manipulation, Natural
Combat Ability, Immortality, and Invulnerability, and 40 in general for any
other power.
If a super psionic power is possessed that is related to the desired
power (such as Telekinesis: Super for Teleport, Sonic Flight, or Create
Force Fields, Hypnotic Suggestion for Control Others, or Bio- Manipulation
for Disruptive Touch), then reduce the amount of sacrificed I.S.P.tm by 5.
Players should probably not be allowed to sacrifice all of the character's
psionic powers to develop super abilities, to then acquire the psionic
abilities with experience. This could result in a very powerful character
later on in levels. If it were done, the additional psionic powers should
be random like with the Latent Psychic and the character should be
classed only as a major psychic and not a master.
Mutant/Psychic Characters:
To make it easier on GMs who have players that want exactly a half
mutant, half psychic character, I've created this table to make rolling
such a character easier. For all characters created with this table,
they are considered major psychics (see the notes down below for info
on I.S.P.tm). They should gain one new
minor psionic power at every odd numbered level (after the first) and
one new super psionic power (or roll for a minor super ability if the
GM allows it) at levels four, eight, and ten. This table is designed to
create a character with an average power level.
01-10 Roll for four minor super abilities, plus choose either six
minor psionic powers from among all three minor categories or choose eight
from a single one.
11-20 Roll for three minor super abilities and select either ten minor
psionic powers from among all three minor psionic categories or choose twelve
from a single one.
21-30 Select three minor super abilities and select three super psionic
powers. The character also gets the Mind Block psychic power and one other minor
psychic power of choice. Add a +5 I.S.P.tm
bonus.
31-40 Select three Extraordinary attributes, select two Heightened
Senses (Radar counts as both selections), select two super psionic powers, and
choose either five minor psionic powers from among all three minor psionic
categories or choose seven from a single one. Add a +10 I.S.P.tm
bonus.
41-50 Select one Energy Expulsion or Ranged Attack minor power, roll for
three minor super abilities (none can be Energy Expulsion or Ranged Attack powers),
plus select one super psionic power and choose either five minor psionic powers
from among all three minor psionic categories or choose seven from a single one.
51-60 Roll for one major super ability, plus choose one super psionic
power and choose either six minor psionic powers from among all three minor
categories or choose eight from a single one.
61-70 Roll for one major super ability, plus choose two super psionic
powers and choose either four minor psionic powers from among all three minor
psionic categories or choose five from a single one. Add a +10
I.S.P.tm bonus.
71-80 Roll for one major super ability and one minor super ability, plus
choose one super psionic power and three minor psionic powers.
81-90 Roll for one major super ability and one minor super ability, plus
choose two super psionic powers.
91-00 Roll for one major super ability and one minor super ability, plus
choose either six minor psionic powers from among all three minor categories or
choose eight from a single one.
Mega- Psychics:
To create the psychics with a vast arsenal of mental powers, one could
forgo rolling on the 'Special Mega- Powers' table of page 81 in Heroes
Unlimitedtm 2nd Edition (but should still
roll for a vulnerability). Mega- Psychics get a bonus of +40
I.S.P.tm, and in place of the special
powers players can pick or roll for one of the following to enhance
the standard psychic hero:
01-10 Roll for one major super ability and one minor super ability
- these powers must be related to the overall psionic ability of
the character.
11-25 Roll for one major super ability. Should be related to
the psionic powers, but not necessary.
26-40 Roll for three minor super abilities. Should be related
to the psionic powers, but not necessary.
41-45 Roll for two minor super abilities and select an additional
super psionic power.
46-40 Roll for two minor super abilities and select an additional
three minor psionic powers.
41-45 Roll for one minor super ability and select an additional
two super psionic powers.
46-50 Roll for one minor super ability and select an additional
six minor psionic powers.
51-65 Select three additional super psionic powers.
66-80 Select two additional super psionic powers and another four
minor psionic powers.
81-85 Select one additional super psionic power and another eight
minor psionic powers.
86-90 Select an additional ten minor psionic powers.
91-00 Select five Phase powers (or, if you don't have Phase Worldtm handy, let the player choose something from the
previous options).
Minor Psionic Powers:
Minor psychics have just a few psionic powers - any character with five
or fewer minor psychic powers (with one super psionic power counting as
three minor psi- powers). The powers of minor psychics usually lie within
one area, either Physical, Sensitive, or Healer.
Minor psychics have an I.S.P.tm base of
the M.E. attribute plus 2d6. Add 1d6 per level of experience (starting
at level one). I would change this slightly for minor psychic characters
with more than three minor psi- powers. Anyone with four or five such
powers would get an extra 1d6 added to their energy base at level one.
To save vs psionic attack a minor psychic must roll a 12 or higher.
Non- psychic character classes that acquire three or fewer minor psionic
powers do not suffer any skill cuts since their powers are so limited.
Anyone with four or five should sacrifice three 'other' skills or half of
their 'other' skills, whichever is less. Do not cut skills if the psionic
powers are a part of the O.C.C. powers (such as the case with some magic
character classes).
Major Psionic Powers:
In general, any character with six or more minor abilities (counting a
super psionic power as three minor ones) is considered a major psychic.
They have at least one minor psionic power and one major psionic power,
or six minor psionic powers from the three categories, or eight minor
psionic powers from one category.
Major psychics in an non- psychic character class have an I.S.P.tm base of the M.E. attribute plus 4d6. Add
1d6+1 per level of experience (starting at level one). Major psychics
that are following a P.C.C. have their I.S.P.tm
base listed with that character class. To save vs psionic attack a
major psychic must roll a 12 or higher.
Non- psychic character classes that acquire major psionic powers must
take a cut in skills to develop their psi- powers. Cut all their O.C.C.
skill bonuses in half and also cut the number of 'other' skills by half.
Again, do not cut skills if the psionic powers are a part of the O.C.C.
powers.
Master Psionic Powers:
Master psychic powers are possible only when a psychic character class
is chosen. They cannot be 'acquired at random' as is possible for minor
and major psionic power. Since the abilities have to be extensively
developed, and this usually varies between P.C.C.s, it is hard to define
exactly what is considered 'master'. In general, a master psychic is any
character with one or more super psionic power and at least either seven
minor psionic powers from the three categories or ten minor psionic powers
from one category. Of course some P.C.C.s have unique powers that also
are a factor in the determination of 'master' psychic powers.
Master psychics usually have an I.S.P.tm
base of at least the M.E. times 5 or the M.E. plus a roll of 2d4x10. This
again varies according to which P.C.C. is selected - parasitic classes
like the Mind Bleedertm and Psi- Stalkertm tend to have less than the more common master
psychic classes. Nearly every master psychic adds 10 I.S.P.tm
per level of experience. To save vs psionic attack a master psychic must
roll a 10 or higher, though many will have big M.E. bonuses to save with.
In some cases, a P.C.C. class will state something like 'only a 6 or higher
must be rolled to save vs psionic attack, but M.E. bonuses to save are not
applicable.'
Since non- psychic character classes cannot acquire master psionic powers,
there is no need to discuss how to restrict skills.