PSIONIC POWERS
PSIONICS | SCHOOL | SAVE | COST | RANGE | DURATION | DESCRIPTION |
Healing Touch | Healing | None | 6 | Touch | Instant | Restores 2d6+1 Hit Points, S.D.C, or M.D.C. With and Additional +1 Per/Level |
Restore P.P.E. | Healing | None | 4 +The Amount Transferred | Touch | Permanent | Converts I.S.P. to P.P.E and transfers it to a will subject on a 1 to 1 conversion. |
Stop Bleeding | Healing | None | 2 (Self), 4 (Others) | Personal or Touch | Permanent | Stops bleeding Damage over Time. And restores 1d6 Hit Points |
Intuitive Combat | Physical | None | 10 | Personal | 2 Melees/Level | Bonuses; +3 Initiative, +2 Strike, +2 Parry, +4 Dodge, +4 Pulled Punch, +2 to Roll with Punch, Fall or Impact, +2 to Disarm. Can't be caught by Surprise. +10% to balance Related skills, Gymnastics, Climb, and Swimming. Due to the Concentration, the Psychic cannot maintain another power, and can only cast Powers that have Instant Cast times. Bonuses increase by +1 /5 Levels |
Mind Block | Physical | None | 4 | Personal | Immediate | Adds +2 to all Psychic and Mental Attacks per Casting. Stacks up to +10. |
Alter Aura | Physical | None | 2 | Personal | 1 hour/level | Allows the psychic to change the information gleaned from reading and individuals Basic Aura. Alter Alignment, Psychic or Magical Energies, Health, Mental State, Conceal or Alter Attributes. |
Meditation | Physical | None | None | Personal | 1 hour minimum | Recovers I.S.P. as indicated on Character Sheet or 6/hour |
Telekinesis | Physical | Dodge | 1 per 10lbs. | 60ft. | 2 Minutes /Level | Can manipulate one Object. Objects are moved too slowly (Walking Pace) to be used as weapons. They could be dropped on someone, but that's assuming they don't see the slowly hovering object. |
Mask P.P.E | Sensitive | None | 4 | Personal | 10min/Level | Completely Mask all but the normal levels of P.P.E. (4 P.P.E.) |
Mask I.S.P. and Psionics | Sensitive | None | 7 | Personal | 10min/Level | Completely Mask all Psionics he/she possesses making them effectively normal. While this power is active they cannot use any other Psionic Powers without breaking it. |
See Aura | Sensitive | None | 6 | 60ft. | 2 Melees | Sense General Experience (1-3, Low)(4-7, Medium)(8+, High), Presence of Magic or Psionics, High or Low P.P.E., Presence of Possessing Entity, Detect Unusually Aberration, Insanity, Mutant, Etc. |
Sixth Sense | Sensitive | None | 2 | 90ft. | Until the Danger Passes | Reactive; First round bonuses only; +6 to Initiative, +2 to Parry, +3 to Dodge, Bonuses Increase by +1 /5 Levels. |
SUPER PSIONICS | SAVE | COST | RANGE | DURATION | DESCRIPTION |
Psionic Invisibility | Victims at -2 Save; Area Effect | 10 | Effects Everyone in Line of Sight or 100ft. | 1min/Level +1 min/Level | Cause everyone who sees the Psychic to ignore them or not register that they were there. |
Telemechanics | None | 10 | Touch or 5ft. | 10min. +2min/Level | Knows everything about a machine, Schematics, Power Source, and 60% skill to Operate or +10% if the psychic possesses the needed skill already. |