Every sentient organic brain produces psionics. Psionics is primarily the leakage of ions shed from brain waves. For most non-psions, these terminate a short distance from the nervous system, most particularly the brain. Psions, however, experience a denser, more coherent ionized cloud around their nerves, which extends further. A typical psion still only has a range of a few yards naturally, but a few exceptional individual mutants from the human race can project their thoughts across incredible distances. The use of Psi-Amps (see below) can extend this even on non-psions, but those with true psionic mutation can benefit exponentially from these devices.
Additionally, every sentient mind projects a '4th dimensional shadow.' These imprints are only recently being studied in the Age of Convergence and not much is known about them, but they've been described in various ways; Different methods of thinking about them label them as an extradimensional brain hemisphere, a soul, an "astral projection," and simply and (currently) most popularly among scholars, a 4th dimensional shadow. A few technologies interact with the shadow, but not with any delicacy or real understanding of the nature of it.
Psychotronic Equipment
Psychotronic devices are machines that detect, enhance, disrupt, or duplicate psionic abilities by manipulating psionic energy.
Psi-Interface Technology
Psi-interface or “psiberface” technology is used to link complex psionic equipment with an operator’s mind. It’s related to both EEG monitoring and ultra-tech neural-interface technology. Some technologies require psiberface;
Psiberface Port
This is a cable socket in a psychotronic device that facilitates the attachment of a psiberface unit. Plugging a psiberface unit into the port takes two seconds. Many devices come with psiberface ports, but extras can be added: $500, 0.25 lb. apiece. Wireless versions (with a range of about 100 yards) may exist at double cost– although the GM might rule that psiberface requires so much bandwidth that the cable in unavoidable. LC4.
Psiberface Helmet
The most common psiberface unit is a lightweight helmet lined with psi-sensitive electrodes and neural-induction probes. Its 6’-long cable can plug into any psychotronic device with a compatible port. The helmet can also function as an electrode net for EEG. Donning a psiberface helmet takes two seconds. This functionality can be built into the helmet of armor or a vacc suit (1.25x cost). $7,000, 2 lbs., XS/2 days or B/100 hrs. LC4.
Psiberface Implant
Those who don’t want a full helmet may instead have an implant socket surgically installed in their skull that accepts standard interface cables from psychotronic devices. Initial insertion (or later removal) requires a Surgery roll. The operation takes three hours, plus a day to recover. Failure destroys the implant; critical failure causes brain damage that gives-1 to IQ! At the GM’s option, such an implant may count as a perk. $4,000. LC3.
Psiberface Field
This works like a psiberface helmet but covers an area. Anyone entering the field is connected to the systems it con trols. Chair-sized field: $50,000, 25 lbs. Larger field (usually built into a floor): a basic $200,000 and 100 lbs., plus $10,000 and 100 lbs. per square yard covered. External power. LC2.
Brainlock
A psiberface device may include a brainlock: an interface programmed to accept only a user who has a specific brain wave pattern. The “user list” is sometimes hardwired into the system, making it impossible to change; if not, then any interfaced user can use a password to alter the lock’s parameters. If the attached gadgets have multiple functions, only some of these might be brainlocked. No extra cost. LC4.
Psi Amplifiers
“Psi-amps” are psychotronic devices that use targeted neural stimulation to boost one or more psionic Talents. Most benefit a single power; e.g., Telepathy. Some designs amplify several powers; switching these between powers takes a second. A psi-amplifier is capable of increasing a psi’s Talent beyond the standard four-level limit, and allows even a non-psi organic mind to use their trained powers at a one or two level limit. The extra skill can be and often is used to facilitate extra effort. When using a psi-amp for extra effort, halve the FP cost: 1 FP instead of the usual 2 FP.
A psi-amp should be attuned to the user, and can only be attuned to one psi at a time. This takes an hour and requires a successful Electronics Operation (Psychotronics) roll. Failure wastes time but allows further attempts; critical failure damages the device. It is possible to use an amplifier that isn’t properly attuned or that’s attuned to someone else, but any roll of 15+ while doing so counts as a critical failure.
The power surge a user experiences when using an amplifier can be dangerous. If he ever rolls a critical failure while using an enhanced ability, he suffers amplified psychotronic feed back in addition to the usual critical failure effects. This burns out the machine, which will require minor repairs.
Moreover, the user must make a HT roll at a HT+3 but with a penalty equal to the machine’s psi Talent boost. Failure means he suffers a seizure for seconds equal to the margin, with the usual 1d FP loss afterward; failure by 5+ indicates a coma. Critical failure further inflicts 2d burn ing damage per second on him, bypassing all DR (it’s his brain being fried!), until someone else pulls him free; if he survives, he must also roll vs. Will at-3 or suffer “brain-burn.” A brain burn victim is effectively reduced to a mindless state, though recovery is possible given proper care and treatment.
Psi-Amplifier Headband
This compact device gives +2 to Talent for a single psi power. $6,000, 1 lb., XS/1 week or 2xB/1 month. Per additional power it can boost: +$3,000, +0.25 lb. LC3.
Psi-Amplifier Helmet
This medium-powered psionic amplifier gives +4 to Talent for a single power. $25,000, 4 lbs., 3xS/1 week or 2xC/1 month. Per additional power it can boost: +$10,000, +2 lbs. LC3.
Backpack Psi-Amplifier
A portable psi-boosting device that consists of a backpack sized power pack connected to a helmet. It gives +6 to Talent for a single power. $40,000, 25 lbs., L/1 week or 2xD/1 month. Per additional power it can boost: +$20,000, +10 lbs. LC2.
Psi-Amplifier Throne
This is a throne-like chair with a helmet and computerized biofeedback monitors. The user sits in the chair and power floods through him, to be channeled into psionic energy. Unless the user is very powerful, machines that amplify Teleportation will move the user but not the amplifier! It gives +8 to the user’s Talent for a single power. $200,000, 1,000 lbs., external power. Thrones that can amplify more than one power at once are available: +$100,000, +500 lbs. per extra power. LC1.
Psi-Amplifier Citadel
The ultimate psi-amplifier system! The user’s body is protected within a life-support system, cryogenically cooled and placed in suspended animation. His brain, however, is kept conscious, its functions amplified to an unheard-of degree and supercharged with a tidal wave of psychotronic energy: +10 to his Talent for a single power. Preparing the user (attaching him and synchronizing the cybernetic systems) or disconnecting from the device takes 10 minutes, halved on a successful Electronics Operation (Psychotronics) roll. No psiberface system is needed; it’s integral to the citadel. $1,000,000, 4,000 lbs., external power. Citadels that can amplify more than one power at once are available: +$500,000, +2,000 lbs. per extra power. LC0.
Universal Psi-Amplifier
In some settings, amplifiers may exist that can divide their Talent boost among more than one power, as desired. For example, a psi with a universal psi-amplifier headband– which gives +2 to Talent– could choose +1 to Telepathy Talent and +1 to Psychokinesis Talent. Adjusting bonuses (e.g., switching that headband to +2 to Psychokinesis Talent) requires a Concen trate maneuver. Triple the price of a single-power model.
Dedicated Psi-Amplifier
Highly focused psi-amplifiers might benefit specific abilities instead of entire powers, boosting one particular psi skill rather than a Talent. Within that sphere, however, they’re significantly more potent: increase the bonus by +2. For example, a Telescan-dedicated psi-amplifier throne would give +10, not +8, but only to Telescan skill. Other stats are unchanged. Read options for extra powers as being for extra abilities. Universal versions aren’t available
Psychotronic Generators
Psychotronic generators constitute an entire category of gadgets. Each duplicates the effect of one psi ability; it collects and focuses psionic energy for that specific purpose only. Such a device might exist for any psionic ability that has an associated psi skill. In all cases, the operator must be integrated into the machine in some way– touching it, strapped into it, wielding it, etc.
Psychotronic generators come in endless shapes and sizes, but typical examples have metal or plastic cases that house electronic circuits, crystalline components, and perhaps organic elements. Devices that emulate abilities that affect the user are commonly built as helmets, backpacks, or belts. Machines that enhance or add senses often incorporate goggles, cameras, or visors– or boxes or consoles with some form of audio or visual output. Contrivances that radiate a field over an area are typically stationary boxes or wearable modules, often sporting antennas. Gadgets that affect distant targets tend to resemble weapons or ray projectors. And those that must touch their subject incorporate prods, gauntlets, or electrodes. Most of these gadgets are custom made and not manufactured for general use; the stigmas and paranoia surrounding psionics and
Psychojacks make public backlash unattractive for gigacorporations.
Any such device works exactly as if the operator had the specified psi ability, with these exceptions:
• All rolls for the ability use Electronics Operation (Psychotronics) in place of the ability’s psi skill, and psi techniques default to Electronics Operation at their usual penalties. This makesapsychotronicgenerator relatively easy to use: the operator needs to learn a single Average skill instead of several Hard ones. However, different types of generators are mutually unfamiliar (see Familiarity, p. B169), and the GM should enforce any penalties rigorously. Users with psionic capabilities may add their psi Talent to rolls for suitable abilities, but their psi skills are of no value here.
• When using a psychotronic generator, a critical failure doesn’t require a Will roll to avoid crippling the ability. Instead, roll against the generator’s HT (usually 10). Failure indicates a breakdown. Getting it working again calls for minor repairs using Electronics Repair (Psychotronics).
• Psychotronic generators can be nursed toward extra effort, but are more fragile than living psis. Use a standard IQ based Electronics Operation roll instead of a Will-based roll, and double the usual penalty. Any critical failure while using extra effort causes a malfunction and breakdown, in addition to whatever other critical failure effects the GM assesses.
• Psychotronic generators aren’t cumulative with natural psi abilities. Similarly, they cannot be used in a gestalt with other generators (or other psis).
Psychotronic Generators Table
Size: A descriptive term for the device; SM appears in parentheses. A semi-portable or large generator is too big to wield manually (at least for a human! thus, any “touch” effect involves a platform, electrode helmet, bed, chair, etc. into or onto which the subject must be strapped or placed in order to be affected by the ability.
Cost: The cost of a powered generator, figured from the point cost of the ability it emulates. Multiply this by 1.5 for a self-powered model that has no electrical power requirement.
Weight: The weight of a standalone generator. Optionally, it might be integrated into a mundane device (gun, TV, goggles, etc.) that retain its normal functions, provided that the generator weighs no more than 1/3 of that item’s original weight.
BC: The battery class of an item; as in, which
Quantum-Matrix Battery size is needed to make it work.
LC: The Legality Class if the effect is ostensibly benign weather control, healing, communication, etc. Halve this and round down if the most likely uses are criminal, military, or espionage activities (GM’s decision). Generators that can harm or control individuals are LC2 or worse.
Size | Cost | Weight | Power | LC | Notes |
Mini (SM-6 |
$3,000 x point cost |
0.3 |
A |
4 |
|
Small (SM-4) |
$2,500 x point cost |
3 |
B |
4 |
|
Portable (SM-2) |
$2,000 x point cost |
30 |
C |
4 |
|
Semi-Portable (SM 0) |
$1,500 x point cost |
300 |
D |
3 |
|
Large (SM+2) |
$1,000 x point cost |
3,000 |
E |
2 |
|
Examples
Psi Blade: A large knife whose hilt conceals a solid-state crystalline psychotronic generator that mirrors the knife structure in its 4th dimensional shadow. Gives Psi Blade 1 (and also works as a large knife). Mini, $36,000, 1 lb. (including knife), self-powered. LC2.
Psiberdeck: Small electronic device with attached head electrodes. Gives Netrunning 1. Small, $50,000, 3 lbs., XS/6 hrs. or 2xB/1 day. LC4.
Psycho-Surgery: Sinister dentist chair-like device with a blank-faced helmet. The subject is strapped in; the operator uses an attached interface helmet and virtual-reality console. Gives Mental Surgery 1, Mindwipe 1, and Telereceive 1.Semi-portable, $76,500, 300 lbs., external power. LC1.
Other Augmentation Devices
These technologies offer alternative means of intensifying psionic power. They can be used in conjunction with psi amplifiers.
Gestalt Web: A gestalt web machine is a large psychotronic device attached to two or more nearby psiberface units. It automatically links all psis using those psiberface units into a gestalt. This requires no skill roll– the effect is identical to the Gestalt Familiarity perk. A gestalt web capable of linking two minds is $1,000,000, 400 lbs. Add $20,000 and 10 lbs. per additional mind it can accommodate. The psiberface systems are extra. External power. LC0+S.
Psychotronic Battery: This is a means of storing and draining psionic energy. It resembles a
Quantum-Matrix Battery, but instead of projecting into
Grayspace, the crystal of the batteries is half-raised 4th dimensionally, which allows it to attract and absorb psionic energy from a sentient mind's 4th dimensional shadow. It responds to the mental control of any psi who touches it, and can be set to “positive” or “negative.”
On its negative setting, it drains psychic energy from the nearest sapient being within two yards. He loses 1 SP every 10 minutes. Draining continues until the battery has absorbed 10 SP, after which it is full and nolonger drains energy. Left unused, energy in the battery bleeds off at the rate of 1 point every 12 hours.
On its positive setting, any psi who’s touching the battery may tap it. He can draw up to 1 FP per second from it, using this energy instead of or as well as his own FP to power psionic abilities. The battery cannot be used to energize anything but psi; it’s effectively a psionic Energy Reserve.
Dedicated Psychotronic Battery: Some psychotronic batteries supply energy useful only for one specific power (e.g., Telepathy) or ability (e.g., Telesend). Power-specific versions hold 1.5x the points; ability-specific ones
store 2x the points. In either case, the user can draw 2 FP/second. Treat these as standard batteries in all other respects.
ANTI-PSI TECHNOLOGY
These devices restrain, disrupt, or protect against psionic powers. They’re related to the Anti-Psi power.
Electro-Psionic Neutralizer: This device is a means of removing psionic powers from a subject– likely a prisoner. It resembles an electroconvulsive ther apy (“electroshock”) machine: a laptop-sized control and power unit connected by a cable to a head phones-like set of electrodes. When attached to apsi’s head andproperly adjusted, a brief treatment can crip ple his psi abilities.
Once the electrodes are in place, each neutralization session starts with an Electronics Operation (Psychotronics) roll by the operator, to calibrate the unit and synchronize it to the subject’s brain. This takes 30 seconds. Then the neutralizer is activated, whereupon it delivers a two-second electrical pulse. The subject gets a HT-6 roll to resist. Success means he merely loses 1 FP from the stress. Failure indicates that he suffers an immediate seizure (including loss of 1d FP), followed by moderate pain in the form of a headache that lasts until he has recovered all FP lost to the seizure.
In addition, all of his psionic powers are crippled indefinitely. A month after neutralization and every month thereafter, he may try a HT-4 roll for each power, with success meaning he regains it. This restores one level of any ability that comes in levels, with the remainder returning at the rate of one level/week.
Crippling a psi power or ability with an electro-psionic neutralizer normally renders it completely unusable. If the HT roll to resist crippling fails by only 1, though, the effects are partial and unpredictable– roll instead on the table under Crippling Rules.
Complete suitcase-sized device: $10,000, 10 lbs., 6xA/1,000 uses or 4xB/4,000 uses. LC3.
Neutralizer Beam: See Mind Disruptors. As a neutralizer beam scrambles the area of the brain that controls psi powers, it qualifies as anti-psi technology.
Null-Field Generator: Also called a psionic damper, a null-field generator projects anti-psionic interference patterns that disrupt or absorb all natural uses of psi within the area covered. This works identically to the Psi Static advantage. The null field’s disruption applies both to psis inside the field attempting to use their abilities and to those outside the field trying to affect anything within it (e.g., a psi couldn’t teleport into a null field from outside it). Psis who attempt to use their powers from within a null field or project their powers into it perceive it as a cold, oppressive “dead zone.” Size varies, but these examples are typical:
Pocket Null Field: This device is about the size of a paperback book and often worn on a belt. It covers a two-yard radius around the user. $2,000, 0.4 lb., 2xXA/1 week or 4xB/1 month. LC3.
Portable Null Field: This suitcase-sized generator projects a null field over a 10-yard radius. It may be set to affect a smaller radius, if desired. People who fear psi-eavesdropping often use portable nulls as anti-surveillance devices. $50,000, 10 lbs., 3xS/1 weekor2xC/1month. LC3.
Semi-Portable Null Field: This generator fits in a truck bed and projects a null field over a 20-yard radius. It may be set to affect a smaller radius, if desired. $200,000, 250 lbs., VL/1 week or E/1 month. LC3.
Null-Field Tower: This large generator, mounted in a tower 30’ high, projects a powerful null field that blankets a 100 yard radius– enough to protect a large installation or neighborhood. A series of such towers could nullify psi powers over an entire region! $5,000,000, 1,000 lbs., external power. LC2.
Psi-Drugs and Nanodrugs
Blocker: This drug temporarily increases the recipient’s natural telepathic resistance, making him less vulnerable to mental intrusion. The user gains Resistant to Telepathy (+3) for six hours, but must roll vs. HT to avoid a headache (treat as moderate pain, p. B428) for the duration. A telepath resists the headache at-3, and gains the defensive benefit at the cost of-3 to his rolls against Telepathy skills. Hypo form only. $100/dose. LC4.
Dream Fire: This is the nickname of a dangerous neurotransmitter that enhances the brain’s ability to handle psionic energy. It’s also a deadly poison! Fortunately, its effects are relatively predictable and an antidote exists; thus, many psis are willing to risk taking it when a boost is absolutely necessary.
As soon as a dose of Dream Fire takes effect, the user suffers 2 HP of injury and gains +2 to every psi Talent he possesses. He loses an additional 1d-2 HP (minimum 1 HP) per minute until the drug is counteracted by an antitoxin. Dream Fire will eventually kill him if it isn’t neutralized. Multiple doses have no extra effect.
A psi under the influence of Dream Fire must make a Will roll at-1 immediately after his first active use of psi (that is, after rolling against a psi skill) and again each minute after that until the drug is neutralized. Failure means he may stop rolling but gains the disadvantage Overconfidence, also until the Dream Fire is counteracted. Someone who becomes overconfident will enjoy the sensational high of using his psi abilities and tend to ignore the fact that the drug is eating away at his body.
Neutralizing Dream Fire requires a simple injection of Neurovine, an antidote for nerve toxins ($30/dose, hypo form only). However, a user who has become overconfident due to Dream Fire’s effects must make a Will roll at-1 to convince him self to administer the Neurovine. If he fails, he may roll again every minute.
Dream Fire is available in hypo, inhaler, and pill form. A hypo takes effect instantly, an inhaled dose requires five seconds, and a pill takes 30 seconds. Effects last until neutralized. $20/dose. LC2.
Brainstorm: This powerful drug makes it much easier for the user to enhance psi abilities through extra effort: Reduce the penalty to his extra-effort rolls from-1 per +10% increase to-1 per +20%. Make a HT roll determine duration, which is 10 minutes times margin of success but always at least 10 minutes. Multiple doses have no additional effect.
Brainstorm’s benefits come at a potentially severe price, however! First, any critical failure with a boosted ability automatically cripples it rather than requiring a Will roll to avoid crippling. The GM may roll on the table under Optional Crippling Rules instead.
Moreover, the rush of power is addictive. Anyone who exploits Brainstorm to boost an ability has to roll vs. HT to avoid addiction. Failure means that he must have at least one dose every day. Otherwise, he suffers the effects of withdrawal from a physiological dependency and one of his psi abilities acquires the Uncontrollable limitation (unless this was already the case) for the duration of his addiction.
Hypo form only. Takes effect in two seconds. $150/dose. LC3.
Catalyst Drug: This is a massive dose of psi-boosting drug combined with a specialized psychotropic agent. Anyone who takes it must roll vs. HT-3. Success means no effect. Failure results in 2d hours of unconsciousness, during which time the victim experiences bizarre, often terrifying hallucinations; treat this as a Fright Check on awakening, at-1 per hour spent unconscious. Unless the user is a latent psi– that is, someone with Talent but no abilities– there’s no further effect.
If the recipient is a latent psi, however, he may manifest psi abilities paid for with unspent points, bypassing any normal restrictions on such purchases in the campaign. The GM might even assign additional points solely for this purpose. With the GM’s permission, the user can take new mental
disadvantages related to his hallucinations– in addition to anything the Fright Check inflicts– and spend the points associated with these on more psi capabilities. In all cases, abilities gained this way often match the drug-induced visions; e.g., a nightmare of burning could catalyze Pyrokinesis. Other side effects are possible. A catalyst that has pleasant effects (at least part of the time; e.g., for non-psis) could masquerade as a recreational drug. This would allow an organization to put it into the field to awaken latent psis covertly– perhaps with the intent of swooping in later to scoop up those who manifest powers– while also netting them a tidy sum on the side from the (legal or black-market) sales A conspiracy might even pass off the claims of psis who try to go public with their newfound capabilities as the hallucinations of those who abuse psychotropic drugs!
Catalyst drugs assume that latency is both chemical and psychological in nature. They’re available in hypo form (takes effect in 30 seconds), inhaled form (takes a minute), and pill form (takes five minutes). $1,000/dose. LC2.
Mind Hype: A reliable psi-boosting drug, Mind Hype focuses the user on his inner self, dissolving the boundaries between body and mind. He gets +1 to IQ, raising Will, Per, and all skills based on IQ, Will, or Per (including spells). Psi skills are at +3 instead of merely +1. To determine the duration of these bonuses, make a HT roll; benefits last for 10 minutes per point of success, but always for at least an hour. More than one dose has no extra effect (or goes unnoticed by the user).
However, each dose taken requires an IQ roll, at-1 per dose past the first in a 24-hour period. Failure means the user has difficulty concentrating on less-abstract things– e.g., walking across a room. He has-2 to DX and all DX-based skills.
Moreover, for anything not having to do with psionics or abstract reasoning, he suffers from Absent-Mindedness. If he already has this disadvantage, he makes all rolls to remember trivial things or sustain interest in boring activities at an additional-3! These side effects last for 1d hours. Mind Hype isn’t addictive. It’s restricted as dangerous to others but legal– unless psionics are themselves illegal, in which case Mind Hype possession is a serious crime. Hypo form only. Takes effect in 10 minutes. $100/dose. LC 2.
Monobloc: Monobloc is a stronger form of Blocker. The user gets +8 to all rolls to resist telepathic contact or attack– including attacks by Telepathy-based psi weapons. If he’s a telepath, he also suffers-8 on his own skill rolls for Telepathy. Unfortunately, Monobloc numbs the mind, giving the user a fuzzy, drunken feeling:-1 to IQ and DX, which affects all DX- and IQ based skills, including spells and psi skills. (Exception: Telepathy skills take the-8 instead.)
The above assumes one dose of Monobloc. Up to three doses can be taken in a 24-hour period, with cumulative effects. For each dose past the first, increase the resistance bonus by another +1, but worsen the penalty to DX, IQ, and associated skills (including Telepathy skills) by an additional-1. Taking more than three doses doesn’t strengthen resistance further, but continues to reduce
attributes and skills.
Adose of Monobloc lasts for six hours. Pill form only. Takes effect in one minute. $150/dose. LC3.
This drug works to shut downall of the subject’s psionic neural pathways. He must roll vs. HT-4 on being injected. Failure means that he cannot exercise any psi powers for (25- HT)/4 hours, minimum one hour. Hypo form only. $800/dose. LC2.
Psi-Booster: Psi-boosters are an entire series of designer molecules, each engineered to induce one particular psi ability; e.g., psi-booster (Telereceive). A psi-booster has no effect on a user who lacks the underlying power. If he has that power, he gains the ability in question– at level 1, for a gift with more than one level. If he already possesses the specific ability, he gets a 50% increase in level (per the effect of extra effort), rounded down, if it comes in levels, or a free +50% enhancement if it doesn’t. In all cases, duration is HT/2 minutes.
Psi-boosters are reasonably safe when taken in moderation. The only side effect of a single dose is that the strain reduces the user’s Talent for the power associated with the ability gained or boosted, lowering it by a level for a day afterward. Minimum Talent is 0.
However, taking two or more doses of the same psi-booster inside of eight hours is dangerous! An additional dose within that period provides no extra enhancement beyond extending duration if the drug is still active, and requires a HT-4 roll (HT 8, if the drug’s effects are still active). Failure inflicts 1d HP of injury times the margin, in theformofabrainhemorrhage. This high risk of potentially fatal complications means that a psi booster can be used as a deadly– if costly– poison by delivering two doses or transmitting a second dose to a dosed victim. Psi-boosters are available in hypo and inhaler form; either takes effect immediately. Cost per dose is $100 times the point cost of the ability provided. For an ability that comes in multiple levels, use the cost of the first level. LC2.
Shatter: Anyone with any psionic power– even a latent– who uses this drug becomes tipsy. This affliction lasts for minutes equal to the total point value of his psionic Talents and abilities. After that, he may roll vs. HT every minute. Success means the drug wears off.
Using psionic powers while under the influence of Shatter risks worsening its effects to severe vertigo and nausea. After attempting any psi skill roll, the user must make an immediately HT-3 roll to avoid becoming nauseated and drunk for minutes equal to the margin of failure.
Multiple doses of Shatter increase the effects’ duration but not their severity. Too much of it is toxic, however. Each dose past the first in a 24-hour period inflicts 1d-3 points of toxic damage (minimum 1) on the psi.
Individuals without psi powers suffer none of these effects. Because of this, Shatter can be used to “test” for psionics. A psi who’s affected by it must make a Will-2 roll to avoid reacting visibly (showing signs of dizziness, sweating, etc.), even if he doesn’t use his powers. Law-enforcement agencies more typically use Shatter to restrain known psis.
Available forms are hypo (canbedelivered bydarts shot from any weapon capable of firing drugged rounds), gas, and pill.
15mm Rounds version of the gas is available. Hypo form works instantly; gas or pill form takes effect in 10 seconds. $20/dose. LC2.
Shiver: An alternative to Mind Hype, this reliable psi-drug is a neurotransmitter that makes it easier for a psi to use his abilities. It gives the user +1 per dose on all psi skills he knows (not defaults). This bonus lasts for 10 minutes, regardless of dosage.
Shiver’s side effects are mild. After its bonus wears off, the user experiences physical shakiness and a mild fever. For each dose taken, he suffers-1 to DX and all DX-based skills, and loses 2 FP; e.g., three doses mean-3 to DX and 6 FP. The DX penalty lasts an hour per dose; FP losses recover normally.
Shiver is available in hypo and huffer form (takes effect instantly) and pill form (takes 30 seconds). $40/dose. LC4.
Trance: The opposite of drugs like Blocker and Monobloc, this drug lowers the user’s natural psi resistance. This makes Trance useful to telepathic psychologists– and interrogators. As it can render subjects more susceptible to mental control, it may gain a sinister reputation. Paranoid people might fear that groups employing psis are putting it in the water supply!
Each dose of Trance gives the subject-2 to Will to resist Telepathy abilities. Up to three doses are cumulative, but this can be dangerous. After taking each dose, the user must make a HT+3 roll, at-1 per dose past the first. Failure means he lapses into a coma and suffers HP of injury equal to his margin of failure.
Trance is available in pill and hypo form. Either takes effect in 10 seconds and lasts six hours, regardless of dosage. $15/dose. LC3.
Window: Given to someone with the Telepathy power, this drug enhances his gifts, granting +2 to Telepathy Talent. However, it also dissolves his normal psychic barriers, giving him the Supersensitive disadvantage and completely suppressing any psionic Mind Shield advantage he may possess. Psis who take it unwillingly may roll vs. HT-3 to resist. The effects last for (25- HT)/4 hours, minimum one hour. Window is available in hypo, inhaler, and pill form. $250/dose. LC2.
POWERS, ABILITIES, AND TALENTS
The six basic psionic powers are Antipsi, ESP, Psychic Healing, Psychokinesis (PK), Telepathy, and Teleportation. Other psi powers exist in some settings. Three things define each power.
• A set of advantages that represent different ways the power can manifest.
• A special limitation, called a power modifier, which, when applied to any of these advantages, turns it into a psi ability within the power.
• A Talent that makes it easier to use all the psi abilities within the power.
You possess a given power if you have at least one of its psi abilities. You may spend earned points to add new psi abilities within any power you already possess, but you may not buy psi abilities associated with new powers without the GM’s permission. If you possess a particular psi power, you may start out with its psionic Talent. You may also spend earned points to add or improve this Talent later on.
You may also start with a Talent and no psi abilities. In that case, you are a “latent” – you have potential but no actual power. You may spend earned points to buy psi abilities within the power with which you have Talent. Finally, you may take psi abilities as potential advantages (see Potential Advantages), in which case they will function as if they had the limitations Unconscious Only and Uncontrollable until fully paid for.
Power Modifier
All psi abilities have a special limita tion called a “power modifier.” Each psi power has its own modifier, generally worth -10%. An advantage with a power modifier becomes part of the associated power, and is subject to the restrictions under Using Psi Abilities. This is a limitation because it converts an ability that would otherwise be impeded only by specific countermeasures into one that is susceptible to interference from anything that affects the entire power or all psi powers.
Psionic Talents
Each power has a psionic Talent; e.g., Telepathy Talent. Talent represents natural or learned ability to control that psi power. You may have Talent without psi abilities (that is, you are a “latent”) or psi abilities with out Talent (you have raw power, but little flair for directing it).
A Talent gives a bonus to any roll to activate or otherwise use that particular psionic power; e.g., Telepathy Talent 2 would give +2 to use any of your telepathic abilities. This most often modifies IQ, Will, and Perception rolls.
Most Talents cost 5 points/level. You may not buy more than four levels of a given Talent without the GM’s permission.
Gaining New Psi Abilities
You can use earned points to add enhancements to your psi abilities, or to buy higher levels of abilities that come in multiple levels. You can also buy additional Talent with any power you possess. Finally, if you already have a psionic power or Talent, you may buy new abilities within that power.
However, like most advantages, psi abilities are inborn. Under normal circumstances, you cannot add abilities in powers you do not possess. Surgeries, chemical cocktails, even
RAIs can potentially give access to new Powers and Talents, but these are almost as likely to lobotomize the recipient as give them new power.
Using Psi Abilities
A psi ability is an advantage with a modifier. It functions just like the ordinary form of the advantage, with a few exceptions.
Someone with the advantage Resistant to Psionics has a bonus to all rolls to resist psi abilities, whether he is the target or merely caught in the area of effect. This advantage has no effect on abilities that do not allow a resistance roll.
The advantages Neutralize and Psi Static can interfere with psi abilities. These traits may be part of the Antipsi power (below) or have other origins.
Other advantages, technology, etc. specifically noted as affecting psionics in general or one power in particular can also impede psi. For instance, tech nological mind shields that only affect telepathy are common in science fiction settings.
Psionic Powers
Six Psi Powers appear below.
ANTIPSI
This is the power of interfering with other psi use. Some psychic researchers think unconscious, uncontrollable Antipsi might be common . . . which is why psi is rarely noticed. If you have this power, you might not believe in psi, because it won’t work near you! Psis tend to shun uncontrolled antipsis (called “jammers”). There is no Antipsi Talent, since most of these abilities work passively.
Antipsi Abilities
The following advantages can be Antipsi abilities: Neutralize, Obscure vs. Para-Radar or any psionic Detect; Psi Static; and Resistant to Psionics.
ESP
Extrasensory perception (ESP) covers a variety of “sixth sense” abilities. These are among the most commonly reported types of psi phenomena. The GM makes all ESP skill rolls in secret. The better the roll, the more accurate and useful the information he gives. On a failure, the GM says, “You learn nothing.” If a Psychometry or Precognition roll fails by more than 5, the GM lies!
ESP Talent
5 points/level
You have a natural talent for ESP. You get +1 per level to use any ESP ability. You can use earned points to acquire new ESP abilities, even if you did not start with them.
ESP Abilities
The following advantages can be ESP abilities: Channeling; Clairsentience; Danger Sense; Detect, for psis, psionic activity, etc.; Medium; Oracle; Para-Radar (see Scanning Sense Penetrating Vision; Precognition; Psychometry; Racial Memory; and See Invisible.
Power Modifier: ESP. The advantage is a psi ability within the ESP power. Anything that blocks ESP will block it, but it can benefit from ESP Talent. -10%.
Psychic Healing
This is the ability to heal injury and illness, and more generally, to channel “positive” psychic energy to ensure your own or others’ wellness. A “faith healer” might have this ability, even if he believes he’s channeling divine power. This is an extremely rare ability, and those who are known to have it rarely live free lives without some corporation or agency kicking in their door to demand their services. There are only four known in human space.
Psychic Healing Talent
5 points/level
You have a natural talent for Psychic Healing. You get +1 per level to use any Psychic Healing ability. You can use earned points to acquire new Psychic Healing abilities, even if you did not start with them.
Psychic Healing Abilities
The following advantages can be Psychic Healing abilities: Detect, for disease, poison, etc.; Healing; Metabolism Control; Regeneration; Regrowth; and Resistant against most noxious physical effects.
Power Modifier: Psychic Healing. The advantage is a psi ability within the Psychic Healing power. Anything that blocks Psychic Healing will block it, but it can benefit from Psychic Healing Talent. -1.
PSYCHOKINESIS (PK)
This is the power of mind over matter, most often manifesting through telekinesis: the ability to move objects with the mind. Many parapsychologists connect PK to poltergeist phenomena, levitation, and fire-raising (pyrokinesis). PK is sometimes linked to disturbed children or teenagers, for whom the Uncontrollable limitation is common.
PK Talent
5 points/level
You have a natural talent for PK. You get +1 per level to use any PK abil ity (this does include DX rolls for PK abilities). You can use earned points to acquire new PK abilities, even if you did not start with them.
PK Abilities
The following advantages can be PK abilities: Binding; Damage Resistance, with the Force Field enhancement; Enhanced Move (Air or Water Flight; Innate Attack; Super Jump; Telekinesis; Temperature Control; Vibration Sense; Walk on Air; and Walk on Liquid.
Power Modifier: Psychokinetic. The advantage is a psi ability within the PK power. Anything that blocks PK will block it, but it can benefit from PK Talent. -10%
TELEPATHY
Telepathy is the power of mental communication and control. It only works on living, sentient beings such as animals or humans. If for some reason you try to use a telepathic ability on a recording, dummy, etc., your attempt automatically fails.
In most accounts of telepathy, range is highly variable. Telepaths might send signals across the world or even across interplanetary space. The emotional connection between sender and receiver is far more important.
Telepathy Talent
5 points/level
You have a natural talent for Telepathy. You get +1 per level to use any Telepathy ability. You can use earned points to acquire new Telepathy abilities, even if you did not start with them.
Telepathy Abilities
The following advantages can be Telepathy abilities: Animal Empathy; Empathy; Invisibility; Mind Control; Mind Probe; Mind Reading; Mind Shield; Mindlink; Possession; Speak with Animals; Special Rapport; Telesend (see Telecommunication; and Terror.
An Affliction or Innate Attack can also qualify if it has the Malediction enhancement and only causes fatigue, stunning, incapacitation, a temporary mental disadvantage, or a DX, IQ, or Will penalty.
Power Modifier: Telepathic. The advantage is a psi ability within the Telepathy power. Anything that blocks Telepathy will block it – in particular Mind Shield – but it can benefit from Telepathy Talent. -10%
TELEPORTATION
This is the power of mentally moving yourself – or other things – across space, time, or dimensions without traversing the distance between. It's only theoretical; as far as the
Pan-Solar Consortium is concerned, this ability is an urban legend.
Teleportation Talent
5 points/level
You have a natural talent for Teleportation. You get +1 per level to use any Teleportation ability. You can use earned points to acquire new Teleportation abilities, even if you did not start with them.
Teleportation Abilities
The following advantages can be Teleportation abilities: Jumper and Warp.
Power Modifier: Psionic Teleportation. The advantage is a psi ability within the Teleportation power. Any thing that blocks Teleportation will block it, but it can benefit from Teleportation Talent. -10%
PSI SHROUDING
This is the power of encompassing your immediate person in a dense cloud of psionic energies. This can give your weapons and armor a 4th dimensional shadow, or provide resistances to psionic or other more exotic abilities.
Psi Shrouding Talent
5 points/level
You have a natural talent for Psi Shrouding. You get +1 per level to use any Psi Shrouding ability. You can use earned points to acquire new Psi Shrouding abilities, even if you did not start with them.
Psi Shrouding Abilities
The following advantages can be Psi Shrouding abilities: Arm ST; Chameleon; Catfall; Claws; Damage Resistance; Extra Attack; Hard to Kill; Hard to Subdue; Injury Tolerance (Damage Reduction Innate Attack; Lifting ST; Mind Shield; Psi Blade; Slippery; Striking ST
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