Rules-Psionics

Psionics
Psionic powers are all divided into four skills that apply to them, Endurance, Perception, Arcana, and Concentration. Each character rolls for one psionic gift that they have at character creation, called a “Wild Talent.” An actual Psion starts with telekinesis, telepathy, and two talents of their choice, and obtains one more at every third level (3, 6, 9, 12, 15, 18.) A Psion can also swap out one of their talents for another one that is rolled randomly, by taking a long, meditative rest.

Each character starts with one Power Point at the beginning of the day. Psions start with two, with one more at every fourth level (4, 8, 12, 16, 20.) Power Points are used to augment powers, either increasing their duration or effect, or combining them with other powers.

Anyone can decide to turn their own psionics “on” or “off.” Turning psionics “on” is required to use all powers. Turning psionics “off” gives you a +5 on all Concentration rolls against powers and makes you undetectable by Arcane Sense, but prevents you from using powers, and empties any stores of Power Points you have.

Roll 1d20 for Wild Talents.

Endurance
1 Running Equilibrium
Altering your bodily structure, you can move on top of water, mud, and other abnormal surfaces without slipping or sinking.
Augment: You can combine this power with Touching Equilibrium, allowing you to move through solid objects at will.

2 Touching Equilibrium
You can temporarily interact with liquids as if they were solids and vice versa.
Augment: This power also includes gasses.
Augment: You are immune, for the rest of the encounter, to poison and acid.

3 Forgo Nourishment
You can live without food or water for 1d4 days.
Augment: This power extends to one other person.

4 Hibernation
You can enter into a sleeping state that lasts your choice of 1d12 hours, 1d6 days, 1d4 weeks, or 1d4 months. During this time, you can sleep in any area, including normally hostile environments or underground, and you recover all of your lost hit points at the end. You also do not require any food or drink.
Augment: You can wake up at the time of your choosing within the span you chose, and you do not have to roll.
Augment: You can combine this power with Touching Equilibrium, allowing you to hibernate in areas where you would not ordinarily be able to breathe, including underwater.

Perception
5 Far Hearing
You can project your hearing past its normal range, listening to things 10 times X meters away, where X is your level.
Augment: X becomes 1d20 times X.
Augment: You can also listen through doors and other objects in the way.
Augment: You can combine this power with Arcane Sense, allowing you to use any power that requires line of sight.

6 Far Seeing
You can project your sight past its normal range, seeing things 20 times X meters away, where X is your level.
Augment: X becomes 1d20 times X.
Augment: You can also see through doors and other objects in the way.
Augment: You can combine this power with Arcane Sense, and see any psionic or magic individuals with a glowing aura around them.

7 Arcane Sense
You can sense all beings with psionics or magic, and any usage of such, in one mile, but cannot determine psionics from magic or sense anyone who has turned their psionics “off.”
Augment: One mile becomes 1d20 miles.
Augment: You can determine the difference between magic and psionics.

8 Shatterpoint
Once per encounter, you can locate a specific place on your target that is weak to attack, and bypass any damage reduction from armor.
Augment: Use one additional time.
Augment: If the attack is successful, it is also a critical hit.
Augment: You can combine this power with Touching Equilibrium to do an extra die of damage.
Augment: You can combine this power with Arcane Sense, and bypass any sort of magical defenses in addition to armor.

Arcana
9 Teleport Object
You can instantaneously move one object you are holding into any area within thirty feet that you can see. If used as an attack, the target gets an Initiative roll to avoid it.
Augment: There is no holding limit, and you can use the power on anything you can see.
Augment: There is no thirty feet limit, and you can use the power anywhere you can see.

10 Teleport Self
As a full round action, you can instantaneously move yourself and anything you are wearing or holding into any area within thirty feet that you can see.
Augment: There is no thirty feet limit, and you can use the power anywhere you can see.
Augment: You can combine this power with Teleport Object, and teleport a nearby person or creature to anywhere within thirty feet.

11 Illusion
You can project a holographic illusion somewhere nearby. The Concentration difficulty to disbelieve in the illusion is equal to 15 plus your level.
Augment: Add 5 to the difficulty.
Augment: The illusion does not have to be somewhere nearby.

12 Spark
You can set alight a nearby flammable object.
Augment: The object does not have to be somewhere nearby.
Augment: The object does not have to be flammable.
Augment: Add 1d6 extra fire damage to all of the attacks you make for the rest of the encounter.

13 Light
You can create a small light, either leaving it on the tip of your finger or placing it somewhere you can carry it.
Augment: The light is larger.
Augment: You can create an unlimited number of lights.
Augment: You can combine this power with Spark to make the light do 1d4 fire damage on touch.

14 Telekinesis
You can manipulate (move) an object or a group of objects weighing up to 10 times X pounds, where X is your level.
Augment: X becomes 2X.
Augment: You can combine this power with Project Tool to create multiple tools.

15 Project Tool
You can telekinetically create a pocket of force that simulates a tool you have seen before, such as a hammer or a key.
Augment: You can create the tool based on its effects instead of your memory of the tool itself.
Augment: You can combine this power with Touching Equilibrium to shape the tool out of a material you are holding.

Concentration
16 Telepathy
You can communicate with anyone within X miles using only your thoughts, where X is your Intelligence plus your Charisma.
Augment: X becomes 1d20 times X.
Augment: You can combine this power with Mind Reading to add 5 to the Concentration roll difficulty.
Augment: You can combine this power with Mind Static to add 5 to the Concentration roll difficulty.
Augment: You can combine this power with Mind Reading or Lash Out to read or attack a target telepathically, without sight requirements.

17 Mind Reading
You can hear the thoughts of a specific target that you can see. The Concentration roll difficulty to resist this effect is equal to 15 plus your level.
Augment: Add 5 to the Concentration roll difficulty.
Augment: You can combine this power with Mental Block or Lash Out to attempt to replace some thoughts with your own.

18 Mind Static
You can block out psionic usage in the immediate area, turning all powers “off,” including your own. The Concentration roll difficulty to resist this effect is equal to 15 plus your level.
Augment: Add 5 to the Concentration roll difficulty.
Augment: You do not turn off your own powers.
Augment: You can combine this power with Mental Block to add another 5 to the Concentration roll difficulty.

19 Mental Block
You can block out a specific usage of a psionic power or magical spell, by making a Concentration roll against your target’s Concentration roll.
Augment: The target’s psionics are set to “off.”
Augment: You can combine this power with Arcane Sense to block out a usage that you can sense.

20 Lash Out
You can make a mental attack on a specific target that you can see, by making a Concentration roll against your target’s Concentration roll, doing Vitality damage equal to the difference between the two rolls.
Augment: You do double damage.
Augment: If the attack is successful, it is also a critical hit.

Rules-Psionics

Unforgiving Sun ChristopherCorbett