Psi Energy Sciences

Attacks Environments
Hindrances Supports




Attacks

Blast Nexus I
Keyterms: External Surge
Action Type: Normal Difficulty: 2 Maintainable: No
Power Source: Psi Energy Type: Attack Targets: 3
Uses Per Day: 5
Effect: Deals 1 extra damage to the targets.
Sample Descriptions:
A) The psi morph uses a precision surge of energy to generate a miniature hurricane. The hurricane spawns three tiny tornadoes which each attack a different foe.
B) When an insectobot's hp reaches zero, it sometimes means that the psi morph has used a finishing move where the miniature hurricane is sent into the robot through a hole in its armor. The hurricane then spawns three tiny tornadoes which tear the insectobot apart from the inside. The tornadoes even send pieces of machinery flying into each other so that they shatter.
C) The psi morph transfers all of the heat from two insectobots to a third one so that the first two freeze and the third one overheats.
D) When an insectobot's hp reaches zero, it sometimes means that the psi morph has used a finishing move where he or she infusass extra heat into an insectobot, then transfers all of the heat into half of the robot so that half melts while the other half freezes and then shatters.
E) The psi morph infuses psionic energies into a grenade, and then throws that grenade into a group of robots. The psi energies increase the explosive power of the grenade, and also direct the explosion into a remarkably precise shape which allows it to hit enemies while missing friendly forces.

Blast Nexus II
Keyterms: External Surge
Action Type: Normal Difficulty: 4 Maintainable: No
Power Source: Psi Energy Type: Attack Targets: 3
Uses Per Day: 5
Effect: Deals 3 extra damage to the targets.

Boomerang Surge (Surge Action Loop)
Keyterms: External Surge
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Energy Type: Attack Targets: 1
Uses Per Day: 3
Effect: Deals 2 extra damage to the target, and continues to deal 1 damage to the target each round this science is maintained.
Reminder: Once a science has been maintained on a victim for 10 round, that victim may choose to break free of the science effortlessly. So, once this science has been damage someone for 10 rounds, he/she/it may choose to break free and not receive any further damage from this science.

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

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

Energy Blast I (Concentrated Energy Projection I)
Keyterms: External Surge
Action Type: Normal Difficulty: 2 Maintainable: No
Power Source: Psi Energy Type: Attack Targets: 1
Uses Per Day: 5
Effect: Deals 5 extra damage to the target.
Sample Descriptions:
A) A wolf psi morph howls, while psibernetic implants in her throat focus psionics to energize the howl so that it becomes capable of shattering metal.
B) A cat psi morph points his paws at a robot, and sends forth a powerful blast of energy. The energy blast generates a back draft which blows back the psi morph's ears and fur. The psi morph's tail also twitches rapidly as this is happening.

Energy Blast II (Concentrated Energy Projection II)
Keyterms: External Surge
Action Type: Normal Difficulty: 4 Maintainable: No
Power Source: Psi Energy Type: Attack Targets: 1
Uses Per Day: 5
Effect: Deals 7 extra damage to the target.

Internal Surge: Attack
Keyterms: Internal Surge
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Psi Energy Type: Attack Targets: 1
Uses Per Day: 2
Effect: If this science succeeds, you get to roll an extra 2d10 on the next attack 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 attack that will receive the above benefit.

Kinetic Attack I (Concentrated Kinetic Projection I)
Keyterms: Kinetic
Action Type: Normal Difficulty: 2 Maintainable: No
Power Source: Psi Energy Type: Attack Targets: 1
Uses Per Day: 5
Effect: Deals +2 damage to the target.

Kinetic Attack II (Concentrated Kinetic Projection II)
Keyterms: Kinetic
Action Type: Normal Difficulty: 4 Maintainable: No
Power Source: Psi Energy Type: Attack Targets: 1
Uses Per Day: 5
Effect: Deals +4 damage to the target.

Piercing Blast I
Keyterms: External Surge
Action Type: Normal Difficulty: 2 Maintainable: No
Power Source: Psi Energy Type: Attack Targets: 1
Uses Per Day: 5
Effect: Deals 2 extra damage to the target.
Special: If this science fails to work, the target still takes damage equal to half the number of success points rolled.

Piercing Blast II
Keyterms: External Surge
Action Type: Normal Difficulty: 4 Maintainable: No
Power Source: Psi Energy Type: Attack Targets: 1
Uses Per Day: 5
Effect: Deals 4 extra damage to the target.
Special: If this science fails to work, the target still takes damage equal to half the number of success points rolled.

Quick Blast Nexus
Keyterms: External Surge
Action Type: Quick Difficulty: 4 Maintainable: No
Power Source: Psi Energy Type: Attack Targets: 2
Uses Per Day: 4
Effect: None, other than dealing damage normally.

Quick Energy Blast
Keyterms: External Surge
Action Type: Quick Difficulty: 4 Maintainable: No
Power Source: Psi Energy Type: Attack Targets: 1
Uses Per Day: 4
Effect: Deals 2 extra damage to the target.

Quick Piercing Blast
Keyterms: External Surge
Action Type: Quick Difficulty: 4 Maintainable: No
Power Source: Psi Energy Type: Attack Targets: 1
Uses Per Day: 4
Effect: None, other than dealing damage normally.
Special: If this science fails to work, the target still takes damage equal to half the number of success points rolled.


Environments

Hologram I (Controlled Radiance I)
Keyterms: Illusion
Action Type: Normal Difficulty: 3 Maintainable: Yes
Power Source: Psi Energy Type: Environment Targets: 0
Uses Per Day: 2
Effect: Creates a hologram no larger than 30 feet in its largest dimension which fools 2 of the senses (one of which must be sight.) Everybody who perceives the hologram has a chance of recognizing it for what it really is. This is done using either a Mental: Intellect roll or a Mental: Social roll. The difficulty is equal to the number of success points the person who created the hologram got when he/she used this science to create the hologram.

Illuminate Area
Keyterms: Illusion
Action Type: Normal Difficulty: 3 Maintainable: Yes
Power Source: Psi Energy Type: Environment Targets: 0
Uses Per Day: 2
Effect: Creates a cube of light no larger than 50 in its largest dimension. This light makes it much more difficult to sneak. Anyone who tries to sneak within the cube of light rolls 2d10 less on the Physical: Mobility check to do so.

Kinetic Flow I
Keyterms: Kinetic
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Energy Type: Environment Targets: 0
Uses Per Day: 2
Effect: Creates a rectangular prism of kinetic force no larger than 20 feet in its largest dimension. Everything in the area is pushed in a direction which is specified at the time this science is used. Living (and pseudo-living) creatures in the area can try to resist being pushed (and particularly large and powerful robots may not be affected at all.) The cube isn't fully formed until the end of the round after this science is activated.
Sample Description: The flow of kinetic energy is actually a continuous wind generated by kinetic energies.

Suppress Uncontrolled Energies
Keyterms: Kinetic
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Psi Energy Type: Environment Targets: 0
Uses Per Day: 5
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 plus an additional 5 feet in each dimension for every 5 success points rolled (round up,) so it might take many uses of this science to completely save a large burning building.

Telekinesis
Keyterms: Kinetic
Action Type: Normal Difficulty: 3 Maintainable: Yes
Power Source: Psi Energy Type: Environment Targets: 1
Uses Per Day: 3
Effect: Target inanimate object, which must weigh no more than 100 pounds, may be moved up to 20 feet per round by mental force.
Sample Description: The psi morph uses telekinetically generated precision gusts of wind to move the object. This description could be combined with the sample descriptions for Kinetic Flow I, Kinetic Deflection A, and Multi Blast I to create a character with wind-themed powers.


Hindrances

Confusing Illusion
Keyterms: Illusion
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Psi Energy Type: Hindrance Targets: 1
Uses Per Day: 5
Effect: Target is partially stunned and rolls 2d10 less when using attacks and hindrances for 1 round.

Delayed Damage
Keyterms: Sabotage
Action Type: Normal Difficulty: 2 Maintainable: No
Power Source: Psi Energy Type: Hindrance Targets: 1
Uses Per Day: 5
Effect: When this science is first used, the target doesn't take any damage. When you stop maintaining the science, the target takes damage equal to the number of success points you rolled when you first used this science +3 more. The damage doesn't happen if another science forces you to end the maintenance of this science.

Hindering Energies: Attack
Keyterms: Sabotage
Action Type: Normal Difficulty: 7 Maintainable: Yes
Power Source: Psi Energy Type: Hindrance Targets: 1
Uses Per Day: 2
Effect: The victim of this science can only use attacks every other round.

Hindering Energies: Environment
Keyterms: Sabotage
Action Type: Normal Difficulty: 7 Maintainable: Yes
Power Source: Psi Energy Type: Hindrance Targets: 1
Uses Per Day: 2
Effect: The victim of this science can only use environments every other round.

Hindering Energies: Hindrance
Keyterms: Sabotage
Action Type: Normal Difficulty: 7 Maintainable: Yes
Power Source: Psi Energy Type: Hindrance Targets: 1
Uses Per Day: 2
Effect: The victim of this science can only use hindrances every other round.

Hindering Energies: Support
Keyterms: Sabotage
Action Type: Normal Difficulty: 7 Maintainable: Yes
Power Source: Psi Energy Type: Hindrance Targets: 1
Uses Per Day: 2
Effect: The victim of this science can only use supports every other round.

Kinetic Surge
Keyterms: Kinetic, External Surge
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Psi Energy Type: Hindrance Targets: 1
Uses Per Day: 4
Effect: Target object or creature, which must weigh no more than 200 pounds, suddenly moves up to 30 feet in a direction of your choice.

Psionic Interruption
Keyterms: None
Action Type: Normal Difficulty: 5 Maintainable: No
Power Source: Psi Energy Type: Hindrance Targets: 1
Uses Per Day: 3
Effect: End the maintenance of up to 2 sciences being maintained by the target. When you successfully damage the target with this science, you immediately know what sciences he/she/it is maintaining and can select up to 2 of those to end the maintenance of.


Supports

Brain Radar (Alternate Hippocapmus Input Channel)
Keyterms: None
Action Type: Normal Difficulty: 3 Maintainable: Yes
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 2
Effect: Recipient gains the ability to emit radio waves that allow his/her brain to act as a radar. He/she gains to roll an extra 2d10 on rolls made to notice things.

Cure Disease I (Remove Microbes I)
Keyterms: Healing
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 5
Effect: Removes 5 points of disease from the recipient.

Cure Disease II (Remove Microbes II)
Keyterms: Healing
Action Type: Normal Difficulty: 5 Maintainable: No
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 5
Effect: Removes 10 points of disease from the recipient.

Healing Surge I
Keyterms: Healing
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 5
Effect: Restores an extra 4 hp.

Healing Surge II
Keyterms: Healing
Action Type: Normal Difficulty: 5 Maintainable: No
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 5
Effect: Restores an extra 8 hp.

Holographic Disguise I (Adhering Radiance I)
Keyterms: Illusion
Action Type: Normal Difficulty: 3 Maintainable: Yes
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 2
Effect: Holographicly disguises the recipient, instantly creating a disguise and letting you roll an extra 2d10 on the Mental: Social roll to create the disguise.

Kinetic Deflection A
Keyterms: Kinetic
Action Type: Normal Difficulty: 7 Maintainable: Yes
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 2
Effect: Whenever the recipient of this science is attacked, the attacker loses 1 success point for each die that comes up a 1. If you got 12 or more success point on the roll to use this science, then the attacker loses a success point for each die that comes up a 1 or a 2.
Sample Description: The psi morph is surrounded by swirling kinetic energies that deflect incoming attacks. This results in it looking as though she is standing inside a mini tornado. When the psi morph makes an attack, the tornado seems to suddenly become short enough to not block the attack.

Kinetic Deflection B
Keyterms: Kinetic
Action Type: Normal Difficulty: 7 Maintainable: Yes
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 2
Effect: Whenever the recipient of this science is the target of a hindrance, the hinderer loses 1 success point for each die that comes up a 1. If you got 12 or more success point on the roll to use this science, then the hinderer loses a success point for each die that comes up a 1 or a 2.

Kinetic Two Way Shield (Double Resistance Reaction-Inducing Barrier)
Keyterms: Kinetic
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 2
Effect: All attacks and hindrances used against recipient have their difficulty increased by 3, but all sciences used by the recipient also have their difficulty increased by 3.
Reminder: Supports can only be used on willing targets.

Lock Grip (Stimulate high-level constriction muscle contraction)
Keyterms: None
Action Type: Normal Difficulty: 3 Maintainable: Yes
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 3
Effect: The recipient gains the ability to have his/her muscles lock in place when gripping something, thus gaining an extremely secure grip.

Paws of Binding
Keyterms: None
Action Type: Normal Difficulty: 7 Maintainable: Yes
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 2
Effect: Target gets to roll an extra 2d10 when using hindrances. The bonus is increased by 1 if you rolled 12 or more success points, by 2 if you rolled 17 or more success points, etc. You can not use this science on yourself.

Paws of Blasting
Keyterms: None
Action Type: Normal Difficulty: 7 Maintainable: Yes
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 2
Effect: Target gets to roll an extra 2d10 when attacking. The bonus is increased by 1 if you rolled 12 or more success points, by 2 if you rolled 17 or more success points, etc. You can not use this science on yourself.

Paws of Healing
Keyterms: None
Action Type: Normal Difficulty: 7 Maintainable: Yes
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 2
Effect: Target gets to roll an extra 2d10 when using supports. The bonus is increased by 1 if you rolled 12 or more success points, by 2 if you rolled 17 or more success points, etc. You can not use this science on yourself.

Paws of Weaving
Keyterms: None
Action Type: Normal Difficulty: 7 Maintainable: Yes
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 2
Effect: Target gets to roll an extra 2d10 when using environments. The bonus is increased by 1 if you rolled 12 or more success points, by 2 if you rolled 17 or more success points, etc. You can not use this science on yourself.

Partial Invisibility I (Radiance Refracting I)
Keyterms: Illusion
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 2
Effect: Recipient becomes partially invisible and gets to roll an extra 2d10 when making a Physical: Mobility roll to sneak.

Preemptive Regeneration I
Keyterms: Healing
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 5
Effect: Negates the next 3 points of damage dealt to the recipient.
Reminder: If the user of this science stops maintaining it (either on purpose or because of being forced to,) no further damage is negated. The same is true for all forces that negate damage. Also, if both of the 2 points of damage have been prevented, then there isn't any reason to keep maintaining this science.

Preemptive Regeneration II
Keyterms: Healing
Action Type: Normal Difficulty: 5 Maintainable: No
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 5
Effect: Negates the next 5 points of damage dealt to the recipient.

Psi Atom Dissipating Barrier I
Keyterms: None
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 2
Effect: All psi atom attacks and hindrances used against recipient have their difficulty increased by 2. The bonus is increased by 1 if you got 10 or more success points when using the science, increased by 2 if you got 15 or more success points, increased by 3 if you got 20 or more success points, etc.

Psi Cell Dissipating Barrier I
Keyterms: None
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 2
Effect: All psi cell attacks and hindrances used against recipient have their difficulty increased by 2. The bonus is increased by 1 if you got 10 or more success points when using the science, increased by 2 if you got 15 or more success points, increased by 3 if you got 20 or more success points, etc.

Psi Energy Dissipating Barrier I
Keyterms: None
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 2
Effect: All psi energy attacks and hindrances used against recipient have their difficulty increased by 2. The bonus is increased by 1 if you got 10 or more success points when using the science, increased by 2 if you got 15 or more success points, increased by 3 if you got 20 or more success points, etc.

Purge Poison I
Keyterms: Healing
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 5
Effect: Removes 5 points of poison from the recipient.

Purge Poison II
Keyterms: Healing
Action Type: Normal Difficulty: 5 Maintainable: No
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 5
Effect: Removes 10 points of poison from the recipient.

Regeneration I
Keyterms: Healing
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 5
Effect: Restores +4 hp.
Sample Description: Early in a campaign, this science fails to restore lost fur. Later on in the campaign, the psi morph attempts to find to a way to restore lost fur when using this science, and it works overly well! "Youch! Time for a hair cut!"

Regeneration II
Keyterms: Healing
Action Type: Normal Difficulty: 5 Maintainable: No
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 5
Effect: Restores an additional 8 hp.

Spec Ops Dissipating Barrier I
Keyterms: None
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 2
Effect: All spec ops attacks and hindrances used against recipient have their difficulty increased by 2. The bonus is increased by 1 if you got 10 or more success points when using the science, increased by 2 if you got 15 or more success points, increased by 3 if you got 20 or more success points, etc.

Spike Power
Keyterms: None
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 3
Effect: Target gets to roll an extra 2d10 on Physical: Power Rolls for 2 rounds.

Spike Speed
Keyterms: None
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 3
Effect: Target gets to roll an extra 2d10 on Physical: Mobility Rolls for 2 rounds.

Stop Psionic Harm
Keyterms: None
Action Type: Normal Difficulty: 5 Maintainable: No
Power Source: Psi Energy Type: Support Targets: 1
Uses Per Day: 5
Effect: Instantly ends the maintenance of up to 2 sciences being maintained on the target.

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