Psi Atom Sciences

Attacks Environments
Hindrances Supports




Attacks

Atom Avalanche I (Nanoatomic Cascade I)
Keyterms: External Surge
Action Type: Normal Difficulty: 2 Maintainable: No
Power Source: Psi Atom Type: Attack Targets: 10
Uses Per Day: 7
Effect: None, aside from dealing damage normally.
Special: Each target cannot suffer more than 3 damage from this attack.

Atom Avalanche II (Nanoatomic Cascade II)
Keyterms: External Surge
Action Type: Normal Difficulty: 4 Maintainable: No
Power Source: Psi Atom Type: Attack Targets: 10
Uses Per Day: 7
Effect: None, aside from dealing damage normally.
Special: Each target cannot suffer more than 5 damage from this attack.

Buffeting Atoms I
Keyterms: External Surge
Action Type: Normal Difficulty: 2 Maintainable: No
Power Source: Psi Atom Type: Attack Targets: 3
Uses Per Day: 7
Effect: None, other than dealing damage normally.

Buffeting Atoms II
Keyterms: External Surge
Action Type: Normal Difficulty: 4 Maintainable: No
Power Source: Psi Atom Type: Attack Targets: 3
Uses Per Day: 7
Effect: +2 damage.

Disjoining Atoms A
Keyterms: Sabotage
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Energy Type: Attack Targets: 1
Uses Per Day: 5
Effect: Whenever the victim takes damage from an attack, the victim's max hp drops by 3 for the rest of the day.

Disjoining Atoms B
Keyterms: Sabotage
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Energy Type: Attack Targets: 1
Uses Per Day: 5
Effect: Whenever the victim takes damage from a hindrance, the victim's max hp drops by 2 for the rest of the day.

Instant Projectiles I
Keyterms: External Surge
Action Type: Normal Difficulty: 2 Maintainable: No
Power Source: Psi Atom Type: Attack Targets: 2
Uses Per Day: 7
Effect: +2 damage.

Instant Projectiles II
Keyterms: External Surge
Action Type: Normal Difficulty: 4 Maintainable: No
Power Source: Psi Atom Type: Attack Targets: 2
Uses Per Day: 7
Effect: +5 damage.

Instant Projectiles: Quick
Keyterms: External Surge
Action Type: Quick Difficulty: 3 Maintainable: No
Power Source: Psi Atom Type: Attack Targets: 2
Uses Per Day: 3
Effect: +2 damage.
Sample Descriptions
A) Psi atoms are used to construct metal-piercing kunai knives and shuriken which you then throw at an insectobot.
B) Psi atoms are used to construct dangerous objects which you punch and kick to send them flying toward an insectobot foe. These two descriptions, along with some quick sciences from the Spec Ops power source could be used to create a psi ninja character.


Environments

Antigravity Turret
Keyterms: Turret
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Atom Type: Environment Targets: 0
Uses Per Day: 3
Effect: Forms an antigravity turret with hp equal to the result of the roll to use this science. The turret must be no smaller than 5 feet in any dimension, and no larger than 10 feet in any dimension. During each character's turn, before that character acts, he, she or it must move 20 feet away from the antigravity turret. The push can be resisted with a successful Physical: Power check with difficulty equal to the result of the roll to use this science (the number of success points rolled becomes the difficulty of resisting the push.) The GM might reduce the distance heavy robots are pushed, or even make them immune to the push. Note that the turret affects both friends and foes. If the turret is targeted by an attack or hindrance, the difficulty of hitting the turret is the same as the difficulty of hitting you.

Atom Binding Turret A
Keyterms: Turret
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Atom Type: Environment Targets: 0
Uses Per Day: 3
Effect: Forms an atom binding turret with hp equal to the result of the roll to use this science. The turret must be no smaller than 5 feet in any dimension, and no larger than 10 feet in any dimension. While the turret is there, whenever a character rolls a 1 or 2 on a d10, that character takes a point of damage. Note that this turret affects both friends and foes. If the turret is targeted by an attack or hindrance, the difficulty of hitting the turret is the same as the difficulty of hitting you.

Atom Binding Turret B
Keyterms: Turret
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Atom Type: Environment Targets: 0
Uses Per Day: 3
Effect: Forms an atom binding turret with hp equal to the result of the roll to use this science. The turret must be no smaller than 5 feet in any dimension, and no larger than 10 feet in any dimension. While the turret is there, whenever a character tries to use a science, that character loses a success point for each die that comes up a 1. Note that this turret affects both friends and foes. If the turret is targeted by an attack or hindrance, the difficulty of hitting the turret is the same as the difficulty of hitting you.

Attack Turret
Keyterms: Turret
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Atom Type: Environment Targets: 0
Uses Per Day: 3
Effect: Forms an attack turret with hp equal to the result of the roll to use this science. The turret must be no smaller than 5 feet in any dimension, and no larger than 10 feet in any dimension. Each time your turn comes up, the turret attacks one foe. Treat the attack as a standard psi atom attack made by you. If the turret is targeted by an attack or hindrance, the difficulty of hitting the turret is the same as the difficulty of hitting you.
Sample Description: The turret takes the form of a jack-in-the-box that throws exploding pies at the enemy. This is one of countless possible ways you can describe the appearance of the turret. Feel free to get creative.

Attack Turret: Quick
Keyterms: Turret
Action Type: Quick Difficulty: 5 Maintainable: Yes
Power Source: Psi Atom Type: Environment Targets: 0
Uses Per Day: 2
Effect: Works like Attack Turret, except the turret has half normal hp, and rolls 2d10 less when it attacks.

Disrupting Turret A
Keyterms: Turret
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Atom Type: Environment Targets: 0
Uses Per Day: 3
Effect: Forms a disrupting turret with hp equal to the result of the roll to use this science. The turret must be no smaller than 5 feet in any dimension, and no larger than 10 feet in any dimension. When you form the turret, choose a science type (attack, environment, hindrance, or support.) Sciences of this type have their difficulty increased by 2. Note that the turret affects both friends and foes. If the turret is targeted by an attack or hindrance, the difficulty of hitting the turret is the same as the difficulty of hitting you.

Disrupting Turret B
Keyterms: Turret
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Atom Type: Environment Targets: 0
Uses Per Day: 3
Effect: Forms a disrupting turret with hp equal to the result of the roll to use this science. The turret must be no smaller than 5 feet in any dimension, and no larger than 10 feet in any dimension. When you form the turret, choose a power source (psi atom, psi cell, psi energy, or spec ops.) Sciences of this power source have their difficulty increased by 2. Note that the turret affects both friends and foes. If the turret is targeted by an attack or hindrance, the difficulty of hitting the turret is the same as the difficulty of hitting you.

Gravity Turret
Keyterms: Turret
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Atom Type: Environment Targets: 1
Uses Per Day: 3
Effect: Forms a gravity turret with hp equal to the result of the roll to use this science. The turret must be no smaller than 5 feet in any dimension, and no larger than 10 feet in any dimension. During each character's turn, before that character acts, he, she or it must move 20 feet toward the gravity turret. The pull can be resisted with a successful Physical: Power check with difficulty equal to the result of the roll to use this science (the number of success points rolled becomes the difficulty of resisting the pull.) The GM might reduce the distance heavy robots are pulled, or even make them immune to the pull. Note that the turret affects both friends and foes. If the turret is targeted by an attack or hindrance, the difficulty of hitting the turret is the same as the difficulty of hitting you.

Healing Turret
Keyterms: Turret, Healing
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Atom Type: Environment Targets: 0
Uses Per Day: 3
Effect: Forms a healing turret with hp equal to the result of the roll to use this science. The turret must be no smaller than 5 feet in any dimension, and no larger than 10 feet in any dimension. Each time your turn comes up, the turret heals one ally for 2 hp. This turret can only be maintained for 10 rounds.

Healing Turret: Quick
Keyterms: Turret, Healing
Action Type: Quick Difficulty: 5 Maintainable: Yes
Power Source: Psi Atom Type: Environment Targets: 0
Uses Per Day: 2
Effect: Works like Healing Turret, except the turret has half as much hp and can only be maintained for 5 rounds.

Internal Surge: Environment
Keyterms: Internal Surge
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Psi Atom Type: Environment Targets: 0
Uses Per Day: 2
Effect: If this science succeeds, you get to roll an extra 2d10 on the next environment you use this round.
Reminder: You may take a normal action and a quick action during the same round. So, if you successfully use this quick action, you may then use a normal action environment that will receive the above benefit.

Obscuring Chemical Fog
Keyterms: None
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Atom Type: Environment Targets: 0
Uses Per Day: 3
Effect: If this science succeeds, you get to roll an extra 2d10 on the next environment you use this round.
Effect: Creates a stationary cube of fog no larger than 25 feet in its largest dimension. Everyone in the fog rolls one less d10 when using attacks, hindrances, and all checks made to notice things. The user of this science may choose to have all creatures in the fog take 2 damage each round.

Reconstruct Robot I
Keyterms: Wreckage Exploiting
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Atom Type: Environment Targets: 1
Uses Per Day: 3
Effect: Target robot wreckage, which must not have been disturbed since the robot's destruction, is reconstructed into a rudimentary robot that will fight on your side. The robot's hp is equal to the result of the roll to use this science. The only sciences the robot can use are standard attack and hindrance sciences. Its rolls to use sciences always have a target number of 7 (in other words, each die needs to come up a 7 or higher to result in a success point.) When using a science, it uses a number of d10s equal to 1/2 of the number of success points you got when using this science (round up.) Thus, if you got 7 success points when using this science, the robot would use 4d10 whenever it uses a science. The robot collapses into particles when you stop maintaining this science, or when its hp reaches 0 (whichever happens first.)

Reconstruct Robot II
Keyterms: Wreckage Exploiting
Action Type: Normal Difficulty: 7 Maintainable: Yes
Power Source: Psi Atom Type: Environment Targets: 1
Uses Per Day: 2
Effect: Works like Reconstruct Robot I, except the robot gets 10 extra hp and can use one extra non-maintainable science that you know. Each time the robot uses a science with limited uses per day, it counts as one of your uses for that science.

Reconstruct Robot III
Keyterms: Wreckage Exploiting
Action Type: Normal Difficulty: 9 Maintainable: Yes
Power Source: Psi Atom Type: Environment Targets: 1
Uses Per Day: 1
Effect: Works like Reconstruct Robot I, except the robot gets 20 extra hp and can use 2 extra non-maintainable sciences that you know. Each time the robot uses a science with limited uses per day, it counts as one of your uses for that science.

Smother Uncontrolled Energies
Keyterms: None
Action Type: Quick Difficulty: 3 Maintainable: No
Power Source: Psi Atom Type: Environment Targets: 0
Uses Per Day: 7
Effect: This science may be used to extinguish fires, stop electricity from flowing out of ruptured wires, and stop other harmful uncontrolled releases of energy. All of the energy trying to be suppressed must be within a cube no larger than 30 feet in each dimension.

Store Damage I
Keyterms: Item
Action Type: Normal Difficulty: 3 Maintainable: Yes
Power Source: Psi Atom Type: Environment Targets: 0
Uses Per Day: 7
Effect: When you use this science, you take 5 points of unpreventable damage. Create a small item which anyone can use as a free action to deal 5 unpreventable damage to a foe they have already damaged during the same turn. The item collapses into particles when it is used, or when you stop maintaining this science (whichever comes first.)
Sample Description: A psi morph always has the item take the form of a picture of a deceased friend as inspiration to do an extra good job of damage enemy robots so that others will not have to lose friends and suffer as the psi morph has.

Store Damage II
Keyterms: Item
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Atom Type: Environment Targets: 0
Uses Per Day: 7
Effect: Works like Store Damage I, except you take 10 points of unpreventable damage when this science is used, and the item deals 10 damage when it is used.

Store Success
Keyterms: Item
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Atom Type: Environment Targets: 0
Uses Per Day: 3
Effect: While you are maintaining this science, whenever you successfully use another science, you may choose to have the other science fail, and create a small item. You may only create one item without using this science again. When you use the same science that you had voluntarily failed, you may (as a free action) use the item to change the result of the roll to the same result you got when you created the item. The item collapses into particles when it is used, or after you stop maintaining this science (whichever comes first.)

Store Vitality I
Keyterms: Item
Action Type: Normal Difficulty: 3 Maintainable: Yes
Power Source: Psi Atom Type: Environment Targets: 0
Uses Per Day: 7
Effect: When you use this science, you take 5 points of unpreventable damage. Create a small item which anyone can use as a quick action to regain 5 hp. The item collapses into particles when it is used, or when you stop maintaining this science (whichever comes first.)
Sample Description: A devout Christian psi morph always has the item take the form of a cross so that the person who uses it to be healed is reminded of Whom true healing comes from.

Store Vitality II
Keyterms: Item
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Atom Type: Environment Targets: 0
Uses Per Day: 7
Effect: Works like Store Vitality I, except you take 10 points of unpreventable damage when this science is used, and the item restores 10 hp when it is used.

Trigger Attack Operation
Keyterms: Wreckage Exploiting
Action Type: Normal Difficulty: 5 Maintainable: No
Power Source: Psi Atom Type: Environment Targets: 1
Uses Per Day: 3
Effect: Target robot wreckage, which must not have been disturbed since the robot's destruction, attempts to use a non-maintainable attack science of your choice. The science must have been available to the robot when it was functional. You make all decisions related to the science, and the wreckage attempts to use it like the functional robot it used to be (you supply psi atoms that compensate for the robot's non-functional wrecked state.) Afterward, the wreckage collapses into particles.

Trigger Environment Operation
Keyterms: Wreckage Exploiting
Action Type: Normal Difficulty: 5 Maintainable: No
Power Source: Psi Atom Type: Environment Targets: 1
Uses Per Day: 3
Effect: Target robot wreckage, which must not have been disturbed since the robot's destruction, attempts to use a non-maintainable environment science of your choice. The science must have been available to the robot when it was functional. You make all decisions related to the science, and the wreckage attempts to use it like the functional robot it used to be (you supply psi atoms that compensate for the robot's non-functional wrecked state.) Afterward, the wreckage collapses into particles.

Trigger Hindrance Operation
Keyterms: Wreckage Exploiting
Action Type: Normal Difficulty: 5 Maintainable: No
Power Source: Psi Atom Type: Environment Targets: 1
Uses Per Day: 3
Effect: Target robot wreckage, which must not have been disturbed since the robot's destruction, attempts to use a non-maintainable hindrance science of your choice. The science must have been available to the robot when it was functional. You make all decisions related to the science, and the wreckage attempts to use it like the functional robot it used to be (you supply psi atoms that compensate for the robot's non-functional wrecked state.) Afterward, the wreckage collapses into particles.

Trigger Support Operation
Keyterms: Wreckage Exploiting
Action Type: Normal Difficulty: 5 Maintainable: No
Power Source: Psi Atom Type: Environment Targets: 1
Uses Per Day: 3
Effect: Target robot wreckage, which must not have been disturbed since the robot's destruction, attempts to use a non-maintainable support science of your choice. The science must have been available to the robot when it was functional. You make all decisions related to the science, and the wreckage attempts to use it like the functional robot it used to be (you supply psi atoms that compensate for the robot's non-functional wrecked state.) Afterward, the wreckage collapses into particles.

Wall Turret
Keyterms: Turret
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Atom Type: Environment Targets: 0
Uses Per Day: 3
Effect: Forms a turret with hp equal to the result of twice the roll to use this science. The turret must be no smaller than 5 feet in any dimension, and no larger than 50 feet in any dimension. The turret doesn't do anything, but it can be an effective barrier. If the turret is targeted by an attack or hindrance, the difficulty of hitting the turret is the same as the difficulty of hitting you.

Wall Turret: Quick
Keyterms: Turret
Action Type: Quick Difficulty: 5 Maintainable: Yes
Power Source: Psi Atom Type: Environment Targets: 0
Uses Per Day: 2
Effect: Works like Wall Turret, except that turret has half normal hp, and half the maximum size.


Hindrances

Atom Binding
Keyterms: Sabotage
Action Type: Normal Difficulty: 2 Maintainable: No
Power Source: Psi Atom Type: Hindrance Targets: 1
Uses Per Day: 7
Effect: Target cannot use a quick action this round.

Degrade Armor
Keyterms: Sabotage
Action Type: Normal Difficulty: 5 Maintainable: No
Power Source: Psi Atom Type: Hindrance Targets: 1
Uses Per Day: 7
Effect: Target takes 1 extra point of damage from each attack and hindrance it takes damage from (including this one.) These penalties last until the end of the following round.

Degrade Weapon
Keyterms: Sabotage
Action Type: Normal Difficulty: 5 Maintainable: No
Power Source: Psi Atom Type: Hindrance Targets: 1
Uses Per Day: 7
Effect: Target rolls one less d10 when using attacks and hindrances. These penalties last until the end of the following round.

Encapsulate
Keyterms: None
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Atom Type: Hindrance Targets: 1
Uses Per Day: 5
Effect: Target is encapsulated in some sort of prison and cannot target anyone else with sciences or be the target of any sciences. The prison has hp equal to twice the number of success points you rolled when using this sciences. If the prison is the target of an attack or hindrance, its odds of being hit are the same as the odds of you being hit. Once the prison is destroyed, the encapsulated being is set free and the maintenance of this science immediately ends.


Supports

Form Armor I
Keyterms: None
Action Type: Normal Difficulty: 4 Maintainable: No
Power Source: Psi Atom Type: Support Targets: 1
Uses Per Day: 7
Effect: Until the end of the following round, all damage target takes is reduced by 1.
Sample Description: A particular psi morph has trouble properly visualizing armor. Thus, when he uses this science, the resulting armor often appears weird and messed up (thus creating many opportunities to describe the weird armor.) Yet somehow, the armor works very well (much to the surprise of others.) Remember: feel free to get creative when describing the armor created by this science, or anything else created by the use of sciences.

Form Weapon I
Keyterms: None
Action Type: Normal Difficulty: 4 Maintainable: No
Power Source: Psi Atom Type: Support Targets: 1
Uses Per Day: 7
Effect: Next round, target gets to roll an extra d10 when using attacks and hindrances.

Psionic First Aid I
Keyterms: Healing
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Psi Atom Type: Support Targets: 1
Uses Per Day: 7
Effect: Restores +2 hp to the target.

Psionic First Aid II
Keyterms: Healing
Action Type: Normal Difficulty: 5 Maintainable: No
Power Source: Psi Atom Type: Support Targets: 0
Uses Per Day: 7
Effect: Restores +5 hp to the target.

Psionic First Aid: Quick
Keyterms: Healing
Action Type: Quick Difficulty: 4 Maintainable: No
Power Source: Psi Atom Type: Support Targets: 1
Uses Per Day: 3
Effect: Restores +2 hp to the target.

Toughen Object I
Keyterms: None
Action Type: Normal Difficulty: 2 Maintainable: Yes
Power Source: Psi Atom Type: Support Targets: 1
Uses Per Day: 7
Effect: An object (including a turret or reconstructed robot) is surrounded by a protective coating which has 5 hp. The coating takes damage for the object. When the coating runs out of hp, it shatters and the maintenance of this science immediately ends. This science can also be used to disguise an object.

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