Psions and Psionics

Written by Hakan Lundgren (Monovektor)

Psions are humans with the ability to use Psionics.

Psion Class

Any pre-existing non-android character may become a Psion should the Warden allow it. Pick two Psionics and add the extra Psion Trauma Response.

DetailDescription

Stats

+10 Intellect, -10 Combat, +20 Fear Save, +10 Body Save or +10 Sanity Save

Trauma Response

Whenever you fail a Psionic Check, all close friendly players must make a Fear Save.

d10Loadout

1

Hospital gown (AP 0), Scalpel, Stimpak, 4 Psionics, 1 Skill, 0 cr

2

Switchblade (As Scalpel), 3 Psionics, 2 Skills, 50 cr

3

Trenchcoat (AP 1), Alcohol, 3 Psionics, 2 Skills, 100 cr

4

Rags (AP 0), Bottle of Water, 3 Psionics, 3 Skills, 150 cr

5

Jumpsuit (AP 2), Union Pamphlet, 3 Psionics, 2 Skills, 250 cr

6

Fake gold-watch, All Black Attire (AP 2), 3 Psionics, 3 Skills, 500 cr

7

Fatigues (AP 2), Revolver (12 rnds), Binoculars, 3 Psionics, 3 Skills, 800 cr

8

Fatigues (AP 2), Pain Pills, Alcohol, Letter, 2 Psionics, 4 Skills, 750 cr

9

Lab Coat (AP 1), 2 Psionics, 4 Skills, 1000 cr

10

Tattered Suit (AP 2), 1 Psionic, 4 Skills, 2500 cr

Psionic Use, Stress, and Panic

Psionics are powerful abilities requiring great physical or mental exertion. As such, Psions gain Stress equal to the Stress Cost on all attempts regardless of outcome. Using Psionics requires a Psionic Check, which is a Body or Sanity Save (depending on the discipline) modified by the Tier bonus. On a critical failure, Psions roll on the Psionic Panic Table.

Untrained Psionics may be attempted without the bonus, with disadvantage, double the Stress Cost, and all failures considered critical.

Range and Duration

All Ranges are the same as in the Player Survival Guide with the addition of Self, an internal effect only affecting the psion.

Psionic durations are categorized as:

  • Focus: Lasts as long as the Psion remains focused entirely on the Psionic. Suffering damage or otherwise becoming distracted requires a new Psionic Check to maintain focus or the effects are lost.

  • Instant: Immediate. No lasting effects.

  • Minutes: 1d10 x10 minutes.

  • Hours: 2d10 hours.

  • Days: 1d5 days.

Shore Leave and Training

Psions only gain half the amount (rounded down) when converting Stress into improved Stats and Saves.

Psionics may be trained just like ordinary Skills should there be a mentor available.

Psionics

All Psionics belong to a Discipline, Body or Sanity, and are categorized into three tiers; Trained (+30), Expert (+20) and Master (+10). Each tier has a Stress Cost of 1, 2 and 3 respectively.

Trained (Bonus +30, Stress: 1)

NameDiscipline / Range / DurationDescription

Adrenaline Flood

Body / Self / Minutes

Strength, Speed & Combat Checks are all at [+] while Intellect Checks are at [-].

Cerebral Screen

Sanity / Self / Hours

The Psionocs Empathize, Emotional Induction, Telepathy, Neural Spike, and Sensory Interference are ineffective against you.

Euphoric Sensation

Sanity / Self / Hours

Doesn't cost Stress is successful. [+] on all Saves and [-] on all Stat Checks. Other Psionics cannot be used for the duration.

Heart Rate Regulation

Body / Self / Focus

Halt Bleeding & poison effects. No movement or actions possible for the duration.

Hunger Suppression

Body / Self / Days

You can go 1d5 extra days without food before suffering [-].

Hyper Olfaction

Body / Long / Hours

Increased sense of smell. Detection, strength & direction.

Neural Acuity

Sanity / Long / Focus

You become aware of brain activity within range. Quantity, strength & direction.

Night Vision

Sanity / Long / Hours

Near-perfect dark vision. [-] to all Checks made in bright light.

Expert (Bonus: +20, Stress: 2)

NameDiscipline/Range/DurationDescription

Emotional Induction

Sanity / Close / Focus

Alter the emotions of your target. Psionic Check is at [-] if the target is aware and actively resisting.

Empathize

Sanity / Close / Minutes

Read the mood and intentions of the target.

Oxygen Retainment

Body / Self / Focus

Your body can survive with almost no oxygen for the duration.

Pain Suppression

Body / Self / Minutes

Ignore all pain.

Pheromone Release

Body / Close / Hours

Actions taken against you are at [-].

Stress Reduction

Body / Self / Instant

Reduce Stress by 1d5+2.

Telepathy

Sanity / Close / Focus

Establish a one-way telepathic link to target. Psionic Check is at [-] if the target is aware and actively resisting.

Thermal Vision

Sanity / Long / Hours

You can detect heat signatures and temperature variations of ±1°K.

Master (Bonus: +10, Stress: 3)

NameDiscipline/Range/DurationDescription

EMP Surge

Sanity / Close / Instant

Disables all electronics in range. Androids gain 1d10 Stress and must make a Body Save or become unresponsive for 1d10 minutes.

Heal

Body / Self / Instant

Reset Health to Maximum (Wounds remain). Body Saves are at [-] until you rest for 6 hours.

Hibernation

Body / Self / Days

Your body and brain fall into a low-energy state. You have no heartbeat or brain activity, and require no oxygen for the duration. All Stat Checks & Saves are at [-] for a week after waking.

Metabolize Poison

Body / Self / Focus

Damage from poisons, venoms, toxins and drugs is reduced by 1d10

Microwave Field

Sanity / Close / Focus

Deal 1d10 DMG (Fire/Explosives) per round to organics & electronics.

Neural Spike

Sanity / Close / Focus

A single sentient target suffers a sensory overload. 1d5 DMG and stunned until they make a Body Save.

Radiation Resistance

Body / Self / Focus

No damage from radiation up to Level 2. [+] on Body Saves in Level 3 radiation.

Sensory Interference

Sanity / Self / Focus

Cloak your brain activity. Psionic Checks against you are at [-] if the target is actively searching, otherwise you can't be detected.

X-ray Vision

Sanity / Close / Focus

You an see through walls and organic matter.

Psion Panic Table

d20EffectDescription

1

Cold Sweats

Just a minor inconvenience.

2

Bloodshot Eyes

Lasts one day. Friendly characters gain 1 Stress.

3

Vomiting

You and all friendly characters present gain 1 Stress.

4

Excessive Nosebleed

Gain 2 Stress and permanently raise Minimum Stress by 1. All Close friendly characters gain 2 Stress.

5

Slurred Speech

Your speech becomes garbled for a week.

6

Blurred Vision

[-] on all sight-dependent actions, until you rest for 6 hours.

7

Deafness

You lose the ability to hear for the rest of the day.

8

Fatigue

[-] on all Stat Checks until you rest for 6 hours.

9

Nausea

[-] on all Body Saves for the rest of the day.

10

Vertigo

[-] on all Stat Checks for the rest of the day.

11

Massive Headache

[-] on all Stat Checks for the rest of the day. Permanently raise Minimum Stress by 1.

12

Tremors

Gain the Condition: Psionic Checks cause heavy trembling. Close friendly characters gain 1 Stress each time you use Psionics.

13

Blackouts

Gain Condition: Psionic Checks cause blackouts. You lose all recollection of the last 20 minutes.

14

Neural Burnout

Gain Condition: all Psionic Checks cost an extra 3 Stress.

15

Paralysis

Lose all motor functions for 1d5 hours. Gain 1 Stress per hour paralyzed.

16

Microwave Blast

Everyone Close suffers 1d10 DMG (Fire/Explosive). Friendly characters make a Panic Check.

17

Auto-immune Disorder

Gain Condition: Psionic Checks are at [-] and all failures permanently lower the relevant Save by 1 each time.

18

Severe Neural Scarring

You lose one random Psionic.

19

Massive Stroke

Permanently lower all Stats and Saves by 1d10 each.

20

Cereberal Aneurysm

Death Save

Equipment

NamePriceDescription

1-150 Wave Jammer

10kcr

Bulky, backpack-mounted jammer that emits a wave pattern that violently disrupts Psionic activity. All Nearby Psions attempting to use Psionics critically Fail and take 1d5 DMG for each Psionic they have.

Psi-FI Hypo

1.5kcr

Single-use syringe of an addictive drug. All Stress gained from successful Psionic Checks is ignored for 2 hours.

V/K Diagnostic Kit

15kcr

A briefcase with a set of tools used for determining whether or not a subject has Psionic abilities. The subject must be conscious during testing. The results are 60% accurate, with a 25% risk of a false positive/negative and 15% inconclusive.

Cyberware

NamePriceDescription

Master/Puppet Proxy Leash

150kcr + 50kcr/host

These illegal implants allow the Master to form a psychic link with their Puppet, adding their Sanity and Body Saves to the Master's for Psionic Checks. The Puppet's Saves are reduced by 1d5 each time they are used, and they are killed on a critical failure. 2 Slots each.

Discipline Amplifier [Body]

50kcr

[+] on Psionic Checks from the Body Discipline. Untrained Psionics gain no benefit. 2 Slots.

Discipline Amplifier [Sanity]

40kcr

[+] on Psionic Checks from the Sanity Discipline. Untrained Psionics gain no benefit. 1 Slot.

Psionic Feedback Inhibitor

30kcr

Psion gains no Stress from successful Psionic Checks. Minimum Stress is permanently raised by +2. Upon removal gain Condition: All Psionic Checks are made at [-]. 1 Slot.

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