This
ability enables the psychic to mold ectoplasm into a hard, rubbery
covering which acts like Bio-Armor
(major super ability). The Ecto-Armor
starts out with 10 S.D.C. and
an A.R. of 2; for every I.S.P. point you spend
on it (after the 10 I.S.P.
you spend to create it), it gains either 30 S.D.C. or 2
A.R. points. Ectoplasmic Armor
disappears when the psychic is knocked
unconscious. Extra S.D.C. and
A.R. (max A.R.= 16) can be added at any
time. Note: For
every A.R. point above 8, the character gains cumulative
penalties of -1 to Parry, Dodge,
and Strike and -2% to physical skills,
because of the increasing stiffness
of the Armor.
The
psychic has the ability to use telekinesis to fly without any
apparent means of propulsion.
Maximum speed is 100 mph + 10 mph per
level. Bonuses in flight are
the same as those under Flight: Wingless.