TEXT: A
  ATTO
  OM
  MIIK
  K  PPSSIIO
  ON
  NIIK
  KSS!!
  Written By:
  Mark Chase (mchase@cdc.net)
  All material within, Copyright 1998, all rights reserved
  Home Base
  Meta-Earth
  http://www.meta-earth.com
  Mekton Zeta
  , Cyperpunk 2030
  , Champions
  , and Fuzion
   are all trademarks of
  R.Talsorian and Hero Games.  All rights reserved.
  
  hat is Fuzion?
  Fuzion is a unified set of role-playing rules
  combining 
  the 
  best 
  of 
  the 
  Hero 
  System
  (Champions) 
  and 
  Interlock 
  (Cyberpunk,
  Mekton Z).  Not only can Fuzion be adapted to
  cover nearly every time, place, or setting, but it also
  has the ability to utilize exiting Hero and Interlock
  rules and materials - if it is marketed as Fuzion
  Capable, it can be used as part of the Fuzion
  system.
  Hero Games and R.Talsorian Games, Inc
  jointly developed Fuzion.  Many existing games
  systems use Fuzion, including Champions: The
  New Millennium, Bubblegum Crisis the RPG,
  VOTOMS, Mekton, and many more.  Fuzion uses a
  unique Plug-In system allowing for easy addition and
  removal of rules.  For instance, to add Martial Arts to
  your campaign, you need only turn to a Martial Arts
  plug-in. To add Magic, Psionics, or Superpowers,
  these too may be easily plugged-in to the core rules
  (Total Fuzion).
  here Can I Get Fuzion?
  The 
  basic 
  Fuzion 
  rules 
  (for 
  character
  generation, combat, game mechanics, and basic
  plug-ins) can be found in any Fuzion product
  produced by R.Talsorian Games or Hero Games.
  However, as it is, these companies were kind enough
  to provide an on-line version of their core rules
  system.  To obtain this file, please visit the following
  URL on the Internet (provided the site does not
  move, of course):
  http://www.sabram.com/rtalsoriangames/site/fuzion
  hat is Atomik Fuzion?
  Atomik Fuzion is collection of Fuzionable
  materials 
  developed 
  by 
  Mark 
  Chase,
  primarily plug-ins for Mekton and other Fuzion RPG
  gameworlds.  These plug-ins include the mecha
  gameworld of Metal Storm: 2380, and generic plug-
  ins for psionics, magic, sci-fi, and alien characters.
  laying Fuzion
  You have this Atomik Fuzion plug-in game,
  so how do you play Fuzion?  First, you must
  get a set of Total Fuzion rules.  As mentioned, the
  rules to create characters and play the game can be
  found in any Fuzion Capable RPG book, or at the
  web site listed earlier.  If you are having trouble
  finding a Fuzion game book, visit to your local
  gaming store and ask about the R.Talsorian Games
  or Heroes Games product line.  I recommend
  Champions: The New Millennium or Bubblegum
  Crisis for a good source.  In late 1998 or 1999,
  R.Talsorian will be coming out with a Fuzion version
  of Cyberpunk and Mekton, which I would highly
  recommend.
  reating a Fuzion Character
  To create a character for any Fuzion game,
  you must have a Fuzion rulebook (see above).
  Most any Fuzion rulebook should do.
  The first step is to develop your character's
  lifepath (see step one Fuzion character creation
  rules).  I would recommend the lifepath chart show in
  Bubblegum Crisis (or Cyberpunk or Mekton, when
  they come out), or the on-line rules which you can
  download off the web.  There are other lifepath
  systems, some made by fans, and these are
  acceptable at the GM's discretion.
  The Origins Path for Champions is relevant
  only for superhero characters.  If you are playing a
  superhero, Origins is a good way to flush out his
  past.  If not, you may ignore Origins all together.
  Primary Characteristics as listed in Atomik
  Fuzion Plug-Ins are INT, WILL, PRE, TECH, REF,
  DEX, CON, STR, BOD, and MOVE.  This is the same
  as it is for Bubblegum Crisis andChampions. PSI
  and MAGE may be added for Psionic or Magic plug-
  ins.  Derived characteristics are calculated as normal.
  tomik Psioniks
  Atomik Psioniks is a plug-in for
  Fuzion, 
  introducing 
  advanced,
  cinematic psychic powers, or psionics.
  Psionics are mental powers, a cross
  between telepathy and super-powers.  Examples of
  psionic characters include Tetsuo from Akira, the
  'scanners' from the Scanners series, the girl from
  Firestarter, and Jason Ironheart from Babylon 5.
  Indeed, Psionics includes telepathy and more
  'mundane' forms of psychic powers, but this is far
  more than the simply Mental Powers plug-in for Total
  Fuzion.  Psionics include telekinesis, pyrokinesis,
  teleportation, healing, electrokinesis, and all forms of
  ESP.
  This is an alternate form of mental powers.
  This plug-in is meant to replace the standard Mental
  Powers plug-in.  Many of these powers are also
  similar in effect to many super-powers, however, they
  are balanced differently.  A GM should be wary of this
  before crossing Atomik Psioniks with his Superhero
  campaign.  This is best used to enhance a sci-fi or
  sci-fantasy campaign.
  So, Psiko, whatcha wait'n for?  Get the
  Power and shatter the Globe!
  W
  W
  W
  P
  C
  A
  
  rigin of Psionics
  Where did the powers come from?  Have we
  always had them? Where they genetically
  engineered?  Where they awakened by a retrovirus
  'plague'?  Or are we just undergoing the next stage in
  our evolution?  These are things to consider in your
  Fuzion campaign.
  Psis Have Always Been Here...
  The most often used option is, of course, that
  the potential for psionic powers has always been with
  us.  Psionic powers are responsible for the so-called
  'healers' and 'witches' of the past.  Nostradamus was
  a powerful precognitive seer, and Jesus nothing more
  than a renowned psychic healer.  Over the past
  century, science has scrutinized psychic powers and
  uncovering their secrets.  In hidden government labs,
  scientist strive to unlock the full mental capacity of
  the human brain, tinkering with guinea pig patents,
  pumping them with psychoactive drugs, rigging them
  into psychotronic machines, and performing drastic
  surgery 
  and 
  experiments 
  on 
  their 
  brain.
  Occasionally, someone is born with astounding
  psychic potential.  Perhaps they form secret
  organizations, or act on their own for the good or ill of
  mankind.  Whatever the case, every government in
  the world will be after them... Or at least their brains.
  Psychogenesis
  Psychogenesis, the birth of the mind.
  Scientists have unlocked the mystery of psionic
  powers, and like all traits, the code for the mystery is
  woven in the intricate threads of DNA.  Perhaps the
  code was extracted and decoded from the few
  individuals with astounding powers.  Perhaps, in the
  dark jungles of an alien world lurk creatures with TK
  powers or telepathy which we captured and studied,
  learning how to cross their DNA with ours.  Or
  perhaps the powers are whole artificial, the sequence
  generated by a hundred AI supercomputers over
  countless generations.  Whatever the case, we now
  have the codes.
  How that is used is up to the GM.  Perhaps
  the code for only a few powers are know, or maybe
  all.  Do only a select few get the power?  Is it given to
  genetically engineered Overmind Soldiers or future
  galactic warlords?  Or is every citizen endowed with
  powers of telepathy?  Does one mega-corporation
  own the sequence, or was it unlocked by a mad
  scientist in the dark recesses of a deserted L5 space
  colony?
  Then again, maybe that's what the campaign
  is all about.  Get in.  Get the Code.  And get out
  before they sense you!
  The Asmodeus Plague
  Perhaps a retrovirus, bacteria, or spore is
  capable of unlocking the powers of psionics from the
  human mind.  A retrovirus, as part of the
  psychogenesis experiments, escapes from the lab
  and runs rampant across the globe.  Many died, but
  those who survived are strong, fitter, and suddenly
  discovering a whole new world of mind-shattering
  potential...
  Perhaps explorers return from an alien world,
  unknowingly 
  contaminated 
  with 
  a 
  bacteria 
  or
  symbiotic organism.  Slowly, they begin to show
  signs of psionic aptitude, and the government wants
  to know why.
  Or maybe, ten thousand years in the future,
  the Galactic Empire thrives on the trade of the Spore,
  a powerful psychoactive spore created by the Wyrm
  Bloom, a planet found only on the world of Akrakis!
  "I'll See You In A Million Years..."
  - Jason Ironheart, Babylon 5
  As man reaches out to the stars, his mind too
  reaches out...  Survival, wonder, learning, awe,
  awakening...  Perhaps our minds evolve to cope with
  the infinite blackness of the starry void, or perhaps
  some form of radiation or energy from hyperspace
  opened up areas of our minds we never dreamed
  existed.  With each new generation, more an more
  psis appear.  At first people laughed.  Fifty years
  later, they were worried.  Then the laughter stopped,
  for who can laugh at the War?  And now..  Now
  nothing will be the same any more...
  ature of Psionics
  What are psionics?  Primarily, this is up to
  the GM, but here are some things to
  consider, taken from modern theories.  There are
  three prominent theories governing the nature of psi.
  What Is the Power?
  The first, most probable theory, is that the
  brain's bioelectrical field generates psionic powers.
  This, of course, can produced only negligible effects,
  but taken one (maybe ten) steps further, we can have
  viably powerful energy fields generated.
  Second, psionics could be the effect of
  'thought particles' interacting with the environment.
  These 'psion' particles are what created the effect of
  psionic powers -- telepathy, telekinesis, and even
  ESP.
  The third theory, or 'Force' theory, involves
  the idea that all things have a resonance, and all
  living beings a 'life-force'.  It is possible for a mind to
  effect the resonance of these forces, generating the
  effect of psionics.
  O
  N
  
  What About Precognition?
  Precognition is a touché subject.  It is the
  most well documented form of psionics, yet the most
  unlikely.  That is, unless everything we know and
  understand about the universe is totally and horribly
  wrong (which it probably is).
  We live our lives linearly, moving day by day,
  minute by minute, second by second.  Time marches
  own as the universe expands; to our limited
  perception, the future does not exist, cannot exist.
  Can it?
  Of course the future exits!  You are there
  tomorrow (I should hope), you just wait and see!
  When our mind's eyes opens to the vast and
  wondrous realm of psionics it is quite possible our
  perception of time may become skewed.  Seers,
  those unfortunate souls to catch a fragmented
  glimpse of the future, possess the power to visualize
  an arc of time.  Maybe they can see their own future,
  or the future of friends or people they've meet (but
  certainly not of people they do not know, unless they
  are extremely powerful, or if psionics work radically
  differently).
  Unfortunately, if this is so, it must mean one
  thing.  You can't change the future.  If you saw the
  Emperor die by the hand of his son, so shall he die.
  If the future can change, then why did you foresee it
  differently?  This cannot be.  You do not remember
  the past differently because of something you did in
  the present.  Do not laugh!  You cannot, and should
  not, be able to change the future.  Logically speaking.
  Of course, the final say is up to the GM.  He
  could make visions vague, or simply declare that the
  future can be changed (as unlikely as that is).  The
  GM always has the last word.
  sionics and Game Balance
  In most psionic campaign settings, there are
  two types of people: Psis and Normals.
  Clearly, psis have a tremendous advantage.  So how
  is play balance assured?
  One way is simply to not give the character
  extra points for the additional PSI attribute.  That is,
  in a 7 pt campaign, a normal character would get 70
  pts to split between his ten attributes.  A psi, with
  eleven attributes, would get 77 pts, but instead, a psi
  will only get 70 pts to split between his eleven
  attributes, making him somewhat more limited in
  other areas.
  Another option is 'developing psi' campaign,
  where the characters start out with their psi powers,
  but very little skill (perhaps they have no skills, and
  are unaware of their potential).  As the campaign
  progresses, their skill levels increase, as do their
  powers.  In turn, the enemies also get tougher, and
  their psi powers also improve along the way.
  On the other hand, the entire world could be
  balanced to a certain extent.  Maybe psis are part of
  a world-wide organization (aka, PsiCorps), which
  regulates the usage of psi powers, gives sleeper
  drugs to telepathic criminals and psi-rouges (psikos),
  and are, of course, in total control of the government.
  Maybe there are few psis, and they are
  hunted down by a fearful humanity, forced into hiding,
  and teaching themselves how to harness the abilities
  for survival. But, when the aliens invade, the Normals
  are more than happy to let the renegade psis take
  care of Stellar Legions...
  sionic Campaign Settings
  By this point you should have a good idea of
  the sort of campaign you want to run.  But, if
  not, here are some ideas.
  Post-Holocaust
  The world is over.  Ninety percent of
  humanity perished in the fires of global Armageddon.
  It could have been anything, a nuclear war, a
  massive asteroid, a plague...  Perhaps even the
  Asmodeus Plague discussed earlier.  In this world,
  psi powers evolved for our survival or were possible
  triggered by whatever destroyed the world.
  Psiberpunk
  In 
  the 
  near 
  future, 
  mid-21st 
  century,
  corporations control the world.  The origin of psionic
  powers could be any number of things (nanotech,
  alien spores, bio-tech, radiation, whatever).  Or,
  perhaps even there are just a few psis battling it out
  for the domination of the world (ie Scanners).  This
  world should have a lot of 'dark' technology.  Black
  laboratories, 
  hideous 
  experiments, 
  terrifying
  psibernetic implants, rampant bio-technology, and the
  like.
  Special Ops
  This can be part of  any setting.  The PCs are
  part of a Special Ops Psi-team.  Maybe they are
  being pursed by special op psis!
  Alternate Earth
  Some time in the past, in the Dark Ages or
  before, people began to develop psychic powers.
  Many were put to death for witchcraft and sorcery,
  but eventually these individuals took control, and a
  new world order began.  Nations warred with psi
  knights and mental sorcerers.  Technology developed
  as well, more toward biotech 'psycho-alchemy'.  By
  the 17th century people were able to genetically
  engineer themselves and develop biotech devices.
  The world is a psychic/biotech society.  Perhaps even
  these strange people managed to expand into space,
  colonize other worlds and flying between the stars
  with psycho-propels ships, or by instant teleportation!
  P
  P
  
  Hard Sci-Fi
  This would take place in our solar system (or
  else see Colony War, below).  Planetary nation-
  states war for territories and resources.  Psychic
  powers are real, and heavy duty, developed either
  because of bioengineering, eugenics (breading
  psychics over several generations) or maybe we are
  just taking that next step in evolution.  The PCs can
  be convicts, special ops, government experiments,
  rebels, terrorist, or anything.
  Colony War
  As above, except humanity is spreading out
  into the stars.  There is no FTL travel (yet) so all
  ships accelerate at 0.5-1.0 Gs to get around.  An STL
  colony ship lands on a world in a near-by system
  (Centauri, Sirius, Tau Ceti) after having traveled for a
  generation (the PCs are in the 'new generation').  On
  their planet many dangers are to be faced, including
  a predator with apparent 'special powers' to teleport,
  turn invisible, or use TK (perhaps there are several
  such creatures).  To survive, the scientists study
  these creatures to learn how their powers work.
  Eventually, they may find that the creatures possess
  these powers because of either a  certain genes, or a
  certain plant or spore, or perhaps even a symbiotic
  bacteria which lives inside them. Using this
  knowledge they are able to replicate these powers
  and give powers to the desperate colonist.
  Then the Terran Empire appears with their
  newly invented FTL warships to 'stake a claim' on all
  the colonial worlds.  The colonist fight back...  Only to
  find that the Terrans now have biotech engineered
  psi powers all their own!
  Mecha
  Take psionics, just add mecha.  Shake well
  and let stand for ten minutes...  Many anime mecha
  series incorporate psis, including Gundam.  Mecha
  could boost psi-powers with built-in psi-amps.
  Alternative, battlesuits, or simple exo-skeletons could
  be used with back-pack psi-amps, psi-shields and
  psi-ECM, and many other nifty psi things.
  
  Psionic Characters
  rimary Characteristics
  All psionic characters must have one
  additional primary characteristic: PSI.  PSI
  determines how powerful the psi really is.  In a world
  where psi is rare, all normals have a PSI of 0.
  However, in some worlds, where 'Psi has always
  been with us' normals might have a PSI of 1
  (required!).  You know, when you get that feeling that
  someone is watching you? Or that danger lurks just
  around the corner...
  Psionics (PSI): How much psi potential you possess.
  Normals are low (or zero), but powerful psis have five
  or greater.  PSI is the base for all Psionic skills, and
  is the max Level for any Power.  This characteristic
  may also effect Luck and Resistance, at the GMs
  option.
  Luck: As an option, PSI could effect the Luck
  derived characteristic.  If this is the case, then
  the 
  formula 
  for 
  calculating 
  Luck 
  is
  INT+REF+PSI.
  Resistance: As an option, PSI could also
  effect the RES derived characteristic.  If this is
  the case, then the formula for calculating RES
  is (WILLx3 + PSI).
  sionic Powers
  How do these powers work?  There are ten
  groups of psionic powers which the GM can
  switch on or off, depending on what he wants to use
  in his campaign.  The psi groups are: Telepathy,
  ESP, Telekinesis, Thermokinesis, Electrokinesis,
  Congnition, 
  Biokinesis, 
  Psychodynamics, 
  Astral
  Projection, and Teleportation.  If the GM feels that
  only telepathy should be available, he will turn
  Telepathy on, and all other powers off.  Conversely, if
  he feels that all powers a viable, except teleportation,
  then he can turn Teleportation off.
  Get the Powers
  If a character is to be psionic, he must have a
  PSI characteristic of 1 or greater.  He must use
  Power Points to purchase the various Powers
  available.  A psionic character may have many
  complications to get his powers, hence the slang for
  psis is 'psikos'.  Each Power (Telepathy, Cognition,
  etc.) can be purchased in Levels (1-10+), for 1-4 PP
  per level.  You cannot buy a Power higher than your
  PSI Characteristic.  The Power Level determines how
  powerful you are with that ability.  Each Power has a
  number of Methods, which are separate Use Power
  Skills (i.e., Use Power Telepathic Mind Wipe)
  Power
  PP / Level
  Telepathy
  2 per Level
  Telekinesis
  3 per Level
  Cognition
  2 per Level
  ESP
  1 per Level
  Astral Projection
  3 per Level
  Biokinesis
  2 per Level
  Thermokinesis
  2 per Level
  Electrokinesis
  3 per Level
  Psychokinesis
  2 per Level
  Teleportation
  4 per Level
  Power Points
  Power Points can unbalance a game
  because, after all, since only people with powers get
  special power points to buy them, it's like getting a
  free lunch.  Therefore, there are two alternatives.
  The first is that characters start with 0 PP and must
  allocate Option Points to the Power Point pool at a
  ratio of 5 OP to 1 PP.  This is very expensive, as it
  takes 50 OP to make 10 PP, barely enough to buy
  the weakest psychic powers.
  On the other hand, the GM can simply give
  psis Power Point, and make it up to normal
  characters by giving them cool vehicles, better
  equipment, or extra OP.
  The Power Level of the campaign determines
  how much PP the GM can give out.  If psychic
  powers are unheard of, perhaps characters only get
  5-10 (forcing them to exchange some OP for PP, as
  above).  If psis run rampant, shattering worlds and
  blowing 
  up 
  galaxies 
  (i.e., 
  Lensman), 
  psychic
  characters may be upwards of 60 PP.
  You can only use the Power Points for powers, but
  you may always exchange OP for addition PP at a
  rate of 5 OP per 1 PP.
  P
  P
  
  Get the Skills
  Once a character has a Power, this does not
  mean he can use it.  He must also purchase Use
  Power skills to use the power.  For instance, a
  character with a Power in Telepathy, must get Use
  Power Telepathic Send to have the skill necessary to
  use his telepathy to send messages to people's
  minds.  You must use OP to buy Use Power skills,
  not PP, just as if it were any ordinary skill.  Use
  Power skills are needed for every Psi Power Method.
  That is, if you have Thermokinesis, and you want to
  use Fireblast, you must have the skill Use Power
  Thermokinetic Fireblast.
  Get the Energy
  Using psionic powers is also tiring.  When
  used, psionic powers subtract from your Endurance
  (END).  For instance, Teleportion has an END Cost
  of 4 per Level.  If your Level in teleport is 5 and you
  teleport exerting the full force of your abilities (5), the
  END cost is 20.  You don't have to use all Power
  Level -- for instance, if you have a Level of 10, you
  may opt to use Level 7.
  Using the Power
  The usage of psionic powers is fairly straight
  foreword.  Treat it as any ordinary Task Resolution.
  PSI + appropriate Use Power skill + a Die Roll
  vs.
  Difficulty + a Die Roll
  Where the Die Roll is either a 1D10 or 3D6
  depending on the campaign options the GM selected.
  Concentration
  Optional. The skill, Concentration, may be
  used to enhance the success of any psi
  related roll (to use a psi power or defend
  against an attack).  When concentrating in this
  fashion, a psi is able to add his Concentration to his
  Psi task roll.  However, concentrating in this manner
  expends a tremendous amount of effort, using up
  Endurance.  For every point by which the roll is
  increased using Concentration, 2 END is lost
  (Concentration x 2 END).  This differs from its usage
  in the basic Fuzion, but remember, this plug-in is
  meant to replace the default Mental Powers plug-in.
  A defender, defending against a telepathic
  attack or intrusion, may use Concentration as normal.
  That is, to defend he makes a WILL + Concentration
  roll, with no expenditure of END.  However, if he is
  telepathic himself, using PSI + Mind Shield is more
  often a better choice.
  Extra Effort
  (or, the Scanner's effect)
  Optional.  A psi may also exert extra effort to
  boost the effect of his psi powers, in addition
  to concentrating.  To do this, he may burn
  Endurance to condense the whole of his being into
  his powers (hence, the screaming, brain-pulsing
  psychics we see in the movies).  For every 5 END
  used up, the Power Level is temporarily boosted by 1
  point (this may exceed PSI).  So, with 30 END to
  spare, a psi may burn it all to boost his power's
  Power Level +6 levels!   But sure there is enough
  Endurance to spair for the power itself.  You may, for
  instance, boot your Power to Level 12, but if you
  don't have the Endurance to use that much power,
  you're out of luck.  It is inadvisable to burn all your
  Endurance, as you will collapse from exhaustion, and
  be defenseless.
  Mental Defense
  Mental Defense, as listed in basic Fuzion, is
  way out of balance.  A character need only
  use 5 PP and have an MD of 25 (nearly
  undefeatable).   This power may be used at
  the GMs discression, or this alternate method may be
  imployed.
  Alternate Mental Defense is treated as a
  Derived Characteristic.  MD (Mental Defense) is
  equal to PSI + Will.  This gives even normals an MD
  equal to their WILL, which make for a fair trade off.
  
  Psionic Powers
  o, psiko, you want the Power?  Well,
  you're in luck.  We got powers.  Lotsa
  powers.
  But first, the basics.  As mentioned early,
  there are ten main catagories of psionic powers.
  Each category may be turned on or off to suit the
  gameworld you are playing in.  Each category has a
  list of Methods.  Methods are ways to use the power,
  each one requireing a different Use Power skill.  For
  instance, the Telepathy method, Mind Reading,
  requires you to have both the power Telepathy and
  the skill Use Power Telepathic Mind Reading.  This
  skill can be at any level, the better the skill, the better
  you are at using that method.
  elepathy
  Among the most well know and
  common psychic powers is that of
  telepathy: the ability to communicate or
  influence another mind using one's own
  mental powers.  Telepaths are commonly referred to
  as psychics, scanners, or teeps.
  Telepathy is by far the most complicated
  power, as it always involves a contest of skills
  between two (or more) people.  These rules are
  similar to those provided for Mental Powers in basic
  Fuzion.  In essence, Telepathy as presented here is
  simply an advanced version of the basic Mental
  Powers plug-in.  They are not, however compatable.
  Using the Telepathy
  The usage of telepathy usual (but not
  always) requires a contest against another character
  (say, trying to control someone's mind or read their
  thoughts), the roll would be, of course:
  Attacker's
  PSI + appropriate Use Power skill + a Die Roll
  vs.
  Defender's
  Appropriate Characteristic + Concentration + a Die Roll
  The 
  Appropriate 
  Characteristic 
  for 
  the
  defender is WILL or PSI (whichever is hight), and
  Mind Shield may be usused instead of Concentration,
  if the defender possess it.
  If the attack was a success, the result must
  be resolved verse the target's actually Resistance
  (RES) as per standard rules for Mental Power.
  Psionic Damage?
  All telepathic powers have a DC ('damage'
  class).  More often than not, this really isn't damage
  (except with actually attacks), it is just a way to
  determine the Effect.  For instance, Telepathy has a
  DC of 2D6 per Level.  A person with a Level of 6 has
  a Telepathic DC of 12 (or 12D6).  This is rolled to
  determine the effect of any successful telepathic
  action (such as reading a mind, or hitting the target
  with a mental blast) vs. the subject's Resistance.  If
  the attacker rolls 40, and the defender's RES is 20,
  the effect of the attack is 20>RES.  The DC for the
  power group is the same for all Methods within that
  group (that is, all Telepath Methods have the same
  DC). Remember, though, success is first determined
  by a contest of skills (as above).
  Resolving Telepathic Power Use
  If this all seems confusing, just use the simple
  guideline below.
  1. The attacker decides on the appropriate
  effect desired from the Power. Example: "I
  want to control his mind to follow me into the
  trap."
  2. The attacker adds his PSI + Use Power Skill
  to make the attack. The Defender adds his
  Will (or PSI) + Concentration to Defend.
  3. If successful, the attacker rolls the DC of the
  Telepathic Power to determine the Effect
  Number.
  4. Subtract the target's Mental Defense (if any)
  from the Effect Number.
  5. Multiply the target's Will by three to
  determine 
  his 
  Resistance 
  (a 
  Derived
  Characteristic), and then compare the results
  to the most appropriate Results Chart.
  6. If the attacker's Effect Number exceeds the
  value needed for the desired effect level on
  the chart, the defender may attempt to make
  a Legendary roll using his Willpower +
  Concentration. If this roll is successful, the
  target loses his next action, but is not
  otherwise affected by the attack. If the roll is
  missed, the target takes full effects from the
  attack.
  Telepathic powers  have a limited range, and
  this range is the same for all the telepathic Methods.
  Ranges are listed in the below chart.  However,
  some methods require line-of-sight with the target
  (note, however, this could be used with clairvoyance
  or some other remote seeing ability).
  S
  T
  
  Level
  Range (meters)
  1
  2
  2
  5
  3
  20
  4
  50
  5
  150
  6
  400
  7
  1000
  8
  3000
  9
  8000
  10
  20,000 (20 km)
  11
  60,000 (60 km)
  12
  200,000 (200 km)
  12+
  +200 kms per +1
  In case you did not notice, the range is close to
  exponential 
  growth 
  (ELevel, 
  but 
  rounded 
  off).
  Therefore, if the GM has a good calculator, he may
  opt to actually calculate the ranges (but he doesn't
  have to).
  Telepathy costs 2 PP per Level.  END cost is 1 per
  Level used.  The Effect (in DC) is 2D6 per Level
  (see above for rules on Effect).  Touching a subject
  increases the DC value by an additional 2 (2D6).
  Telepathic Methods
  Below are all telepathic methods avialable.
  Each requires a separate Use Power skill.
  Telepathic Send
  This is simply the ability to mentally
  communicate with one or more people.  It is just as
  easy to send a message to one person, or a small
  group, as it is to send to all people within range (a
  mental shout).  A mental reply can only be sent if the
  sender has telepathy and this skill as well.  Other
  wise, he must communicate by normal means.  The
  telepath could, however, simply read is mind to get a
  reply (see Mind Scan), whether his target wishes to
  reply or not!
  A telepath can send any thought to his
  target(s) -- Images, sounds, smells, ideas, or even
  emotions.  However, sending emotions does not
  effect the target's emotions directly.  And, of course,
  he may send "verbal" messages.
  As with most telepathic powers, it is possible
  for someone to block.  To block a message, the
  defender must make a WILL + Concentration or a
  PSI + Mind Shield Task Resolution, verses the
  sender's success roll (just as normal).
  It is possible to send a message to someone
  who is not in line of sight, but is still within range.  To
  do this, the telepath must have a good mental picture
  of the target make a Competent Task roll.
  Once the first message is sent, the telepath
  does not need to spend any more END, but must
  make a Task roll for every consecutive message.  If a
  minute passes without sending a message, or if he
  loses contact for some other reason (ie, his target
  moves out of range), or if he changes his target, he
  must spend END and roll to reactive his power.  If he
  every fails his Task Roll, he loses contact. He must
  then spend END and roll to reactive his power to
  reconnect.
  Mind Shield
  Mind shield is a protective psionic shield that
  blocks mental intrusion (such as telepathy, illusions,
  mind scans, etc.) and even telepathic attacks, like
  mind blast.  Any telepathic intrusion or attack can be
  countered by PSI + Use Power Mind Shield.
  To use Mind Shield, the defender simply
  declares he is invoking the shield.  This costs 1 END
  x his Level, but it may stay up indefinitely, at no extra
  cost, as long as the psi continues to think about it or
  until it is defeated by an attack ('shattered').
  Emotion Sense
  Similar to empathy, but one step further.  A
  true psychic empath is able to directly sense what
  another person is feeling, though not what they are
  thinking.  Empaths do not scan a person's mind,
  despite the myth that they do.  Emotion sense is just
  that, a sense.  It is passive, not active.
  Therefore, an empath can only pick up the
  emotions from those around him.  If he sees
  someone on a view screen or TV or is talking to them
  on the telephone, he can not sense their emotions,
  (unless he is in telepathic range).
  To sense emotions of a target, the empath
  makes a Competent Task roll (or Heroic if he is not
  directly in their presence).  The target may, of course,
  be masking his emotions, in which case it is a contest
  against the target's WILL+Concentration or PSI+Mind
  Shield, as normal.
  The Effect Level (DC - Mental Defense)
  determines how much the empath learns.
  Result
  What You Sense
  > than RES
  Positive, negative, or neutral feelings
  10 > than RES
  Basic emotion
  20 > than RES
  Complex emotions
  30 > than RES
  As above, and you can sense lies.
  Psi Sense
  This is the ability to sense psi powers in other
  people. Psi 'sniffers' do not scan a person's mind
  directly.  This is passive skill, not active.
  A psi sniffer must be able to see his subject.
  If he sees someone on a view screen or TV or is
  talking to them on the phone, he can not sense their
  level of psi (unless he is in telepathic range).
  To sense the psionic powers of a target, the
  telepath must make a Compentent Task Roll (or
  
  Heroic if he is not directly in their presence).  The
  target may, of course, be masking his psi, in which
  case 
  it 
  is 
  a 
  contest 
  against 
  the 
  target's
  WILL+Concentration or PSI+Mind Shield, as normal.
  The Effect Level (DC - Mental Defense)
  determines how much the empath learns.
  Result
  What You Sense
  > than RES
  If subject is psionic or not
  10 > than RES
  The level of his PSI characteristic
  20 > than RES
  As above, and what powers he has
  30 > than RES
  As above, and you know his skills, too
  Thought Sense
  Like 
  Emotion 
  Sense, 
  Thought 
  Sense
  passively picks up on thoughts.  Sensors do not scan
  a person's mind; Thought Sense is just that, a sense.
  It is passive, not active.
  Therefore, a sensor can only pick up on loud
  thoughts broadcast by those around him.  If he sees
  someone on a view screen or TV or is talking to them
  on the telephone, he can sense any unrestrained
  thoughts, but only if he is in telepathic range.
  Otherwise, he simply cannot.
  To sense thoughts coming from a person (or
  persons), the sensor makes a Competent Task Roll
  (or Heroic if he is not directly in their presence).  The
  target may, of course, restrain his thoughts.  This is a
  simple matter, but the person must actively do so by
  rolling WILL+Concentration or PSI+Mind Shield, as
  normal.  This is not, however, a contest.  If someone
  is restraining their thoughts, they just can't be sensed
  (at least, not with out an active Mind Scan).
  Normally, a person has just one broadcast
  thought, typically what is on his mind at that instance.
  There is no Effect table, because there is just one
  effect, that is, the if the sensor succeeds he picks up
  on the thought.  This is good for quick interrogations,
  just as a question and the desired though will pop out
  of their mind (unless they are restraining, see above).
  When a telepath opens his mind with
  Thought Sense, it only uses 1 END, no matter what
  Level he has, because it requires little effort on his
  part.  His mind will remain open for just one Phase (3
  seconds), then he must do it again next Phase.
  Mental Illusion
  This is the ability to project an illusion directly
  into a person's mind.  To use Mental Illusion, the
  telepath must make a success against the defender
  (resolved as normal).
  Mental Illusions are only in the subject's
  mind.  You can effect more than one person at -1 to
  your skill per person (each subject gets to roll against
  your attack with varying effects).   Illusions alter the
  perception of reality for the subject.  You can make
  him see things differently (the credit card looks like a
  corporate ID badge), or totally outlandish (the target
  suddenly seems to be on the Moon).
  Mental 
  illusions 
  cannot 
  cause 
  actually
  damage (Stun or killing).  Even if a target thinks he is
  on fire, he will not actually be hurt.  While the illusion
  is maintained, he will feel the pain, and run around
  screaming, and might even jump out a window.  But
  the fire itself does not hurt him.
  Some really neat uses of illusions include,
  making yourself, or someone else, disappear (turn
  'invisible'), blocking one of the target's senses (target
  becomes 'blind'), or making the target jump out a fifty
  story window.
  Once created, an illusion can be maintained
  at a cost of 1 END per Phase.  However, each Phase
  it is maintained, another Task Roll is made.  If the
  target ever wins, the illusion is lost, and the telepath
  must do it all over again, spending the full END to
  create a new illusion.
  The Effect Level (DC - Mental Defense)
  determines how good the illusion was.
  Result
  Effect
   > than RES
   Attacker can make cosmetic changes to setting
   10 > than RES
   Attacker can make major changes to setting
   20 > than RES
   Attacker can completely alter setting
   30 > than RES
   Target no longer interacts with real environment
  Mind Scan
  This is that old miscreant ability to read
  minds.  Mind reading can be used for benign or
  innocent purposes, such as long range telepathic
  communication with a non-telepath.  Unfortunately,
  most people simply use it to pick people's brains for
  information.
  Mind Scan is an active intrusion into a
  person's mind (whereas Emotion Sense and Though
  Sense are passive). Anyone can feel a telepath
  forcibly reading his or her mind.  They can feel the
  prickling sensation of the intruder's presence, and, if
  they are sensitive enough can sometimes notice their
  thoughts (+5 to the victim's Emotion Sense or
  Though Sense Task Roll).
  Used innocently, the telepath could read the
  surface thoughts of an individual.  This will tell what
  that individuals emotional state is, and what is on his
  mind at the moment (he could, for instance, be
  thinking of a reply to a message the telepath had just
  sent).  If the target want's this, the telepath need only
  make a Competent Task Roll succeed (a simple
  task).
  However, that individual could try to hide his
  thoughts. This requires that the telepath make a Task
  Roll against the defender, resolved as a normal
  contest of skills.
  The telepath could also pry deep into the
  target's memory (a deep scan). This could take a
  matter of minutes to hours, depending on the
  
  obscurity or significance of the information (GM's
  discretion).  END cost will be 2 to 5 times greater,
  due to the extra effort involved.  The final DC results
  from a deep scan are doubled.
  As always, the target may try to block the
  telepath if he know he is being scanned.  If he is
  unconscious, his WILL and RES are his only
  defense.
  The Effect Level (DC - Mental Defense)
  determines the results of the scan (double DC for
  deep scans).
  Result
  Effect
   > than RES
  Read surface thoughts
   10 > than RES
  Read deep, hidden thoughts
   20 > than RES
  Read into the target's memory
   30 > than RES
  Read into the target's subconscious
  Mind Wipe
  This nasty little process allows a telepath to
  remove some or all of a subjects memories.  He must
  first locate the desired memory, as per Mind Scan, or
  he may blindly wipe the subject's mind completely.
  This process takes a while, so the subject
  should be incapacitated or at least strapped down so
  he can't get away.  To Mind Wipe a victim, the
  telepath must make a Task Roll against the defender
  (resolved as normal).  The results are determined by
  DC - the subject's Resistance.
  Cost to remove one targeted memory
  (targeted by Mind Scan), is normal (1 END per
  Level).  However, to attempt to wipe an entire mind,
  the END cost is x10 (so you may not be able to use
  all your Levels).  The time is normally one hour, but
  could be less depending on the results.
  The Effect Level (DC - Mental Defense)
  determines how good the Mind Wipe was.
  Result
  Effect
   > than RES
  Memory deleted but will return in 1d6 months.
   10 > than RES
  Memory deleted but may be restored by
  hypnotism or therapy.
   20 > than RES
  Memory deleted, and it took 40 minutes
   30 > than RES
  Memory deleted, and it took 20 minutes
  Mind Transplant
  This is a drastic form of brainwashing.  It
  involves the creation of false memories or an entire
  personality, which is then hypnotically inserted into a
  victim's mind.  This will not destroy any memories or
  existing 
  personality, 
  unless 
  Mind 
  Wipe 
  was
  preformed early.  Mind Transplant is a very difficulty
  telepathic method to learn, as it involves the
  spontaneous creation of a realistic memory or a
  completely new personality.
  Inserting memories is the simplest form of
  mind transplant, though by no means trivial.
  Normally, this takes an hour and a normal
  expenditure of END.  The victim can resist, conscious
  or not, however an unconscious victim can only resist
  with a WILL roll (against the telepath's Mind
  Transplant roll) and Mental Defense against the DC
  results.
  Inserting a new personality is more difficult,
  and requires that the telepath create a new
  personality to insert.  Normally, this would just be a
  personality with quirks, motives, and traits all its own,
  with probably a few built-in subconscious directives
  from the telepath.  It would still use the old
  personality skills and knowledge, unless these were
  erased. A new personality could completely overwrite
  an existing one only if the telepath first mind wiped
  the victim.  Creating a new personality takes a day of
  dedicated work.  END expenditure is irrelevant, since
  that is all the telepath will be doing (it is a lot,
  however.  Figure about 20 - 30 END per hour).  The
  victim can resist as above.
  Alternatively, a "sleeper" personality could be
  inserted.  This is exactly the same as above, but the
  old personality is retained.  Inside the subconscious,
  a sleeper personality is constructed, programmed to
  surface at a certain time or at the command of a key
  word (or even at a telepathic signal!).  The person will
  go on about his life, unaware of the sleeping
  personality, until it wakens.  When it does, it will
  destroy his old personality and replace it.  Creating a
  sleeper is much more complicated, and requires two
  days of dedicated work, and usually more than one
  telepath.  This is often used to create assassins or
  unwilling spies.  Another telepath can detect this
  sleeper only on a Mind Scan Effect of 30 > than RES
  (reading the subconscious).
  The Effect is either a success or failure.  If
  the DC was greater than the victim's RES, it worked.
  Other wise, if the victim succeeded with WILL roll or
  Resisted, it failed.
  Mind Control
  Even more miscreant than mind reading,
  mind control is the ability to actually override a
  person's consciousness and take control of his body
  as if it were your own!
  To do this, the target must be within range.  If
  he is not in visual range, the telepath must have a
  good mental image of what the person looks like and
  make a Mind Control Task Roll at -4.  However, this
  penalty does not apply once he has locked on for the
  first time unless contact is lost, in which case the
  telepath must of course reconnect. The target may
  block the telepath if he know that the telepath is
  trying to take control (which is usually quite obvious,
  no perception roll is needed, he will know unless he
  
  is asleep or unconscious). This requires that the
  telepath must make a Task Roll against the defender,
  resolved as a normal.
  Once connected, the telepath can have a full
  or partial contact.  With full contact, the telepath's
  body goes "to sleep" and he cannot control it, but has
  full control over his target.  When in full contact, the
  telepath needs to make a Task Roll against the victim
  once every minute.  If the telepath wins, he keeps
  control at no further END cost.  If the victim wins,
  control is broken, and the telepath must try to
  reconnect, burning more END.  Whether the victim
  can see what his body is doing, or if his mind is
  unconscious, is a game effect left up to the GM.
  With partial control, the telepath must make a
  Task Roll every Phase (3 seconds) against the
  target's roll, but still has partial control over his own
  body (all actions at -4).  Like wise, he has a -4 to all
  actions he takes with the controlled target.  The
  target my try to fight the telepath, as above.
  All characteristics remain the same for the
  controlled person, except INT, WILL, and PRE, and
  all skills which are the telepath's.  The telepath
  cannot use his psionic powers through the controlled
  person.  He may use that person's psionic powers but
  only if he has that power himself, and he can only
  uses his own Use Power skills, but with the target's
  Powers, not his own.
  The Effect Level (DC - Mental Defense)
  determines the level of control.
  Result
  Effect
   > than RES
  Partial control, actions at -4
   10 > than RES
  Partial control, but actions at only -2
   20 > than RES
  Full control (if desired), or Partial at only -1 to
  all actions.
   30 > than RES
  Full control (if desired), or Partial at no penalty
  to any actions.
  Mental Blast
  This skill is the ability to use one's telepathic
  power in such a way as to send a mental shock into a
  target's mind. The target may try to block the attack.
  The attacker adds his PSI + Mental Blast to make the
  attack. The Defender adds his Will + Concentration
  or PSI+Mind Shield to Defend.  If he succeeds, he
  takes no damage.  If he fails, then Stun damage is
  done equal to the attack's DC minus the target's
  Mental Defense. The DC of the attack, however, is
  equal to your Level (level 5 would have a DC5). This
  is pretty much the same as a normal attack, except
  the final effect is that the target takes Stun damage
  equal to the DC which penetrated his Mental
  Defense.
  For instance, a telepath has a PSI of 7, a
  Telepathy Level 5, and a Mind Blast of 4.  He attacks
  a normal with a WILL of 8.  The telepath rolls 7 + 4 +
  3D6 (or 1D10), the target rolls 8 + 3D6 (or 1D10).
  The final result is telepath 18, normal 16.  The
  telepath won, so he rolls for DC.  Because his Level
  is 5, his mind blast DC is 5 (5D6).  he rolls a total of
  20.  The target has a MD of 8, so 12 Stun gets
  through. The telepath also expended 7 points of
  END, as normal.
  Resolving Mental Blast Attacks:
  1. The attacker adds his PSI + Use Power Skill
  to make the attack. The Defender adds his
  Will+Concentration to Defend.
  2. If successful attacker rolls the DC of the Mind
  Blast, then...
  3. Subtract the target's Mental Defense (if any)
  from damage done.
  4. The target takes the remaining damage as
  Stun. Mental Attacks do no collateral or
  rollover damage.
  elekinesis
  telekinesis is the ability to move objects
  by utilizing one's own mental power to
  create kinetic momentum.  A telekinetisist
  (also called kinos, TKs, or teeks) has five
  distinct ways in which he use their power.  TK
  Control, Fine TK Control, TK Defense, TK Strike,
  and TK Shield. Each method requires years of
  training and discipline to master, so each is treated
  as a separate skill.  Only someone with telekinesis
  may acquire these skills.
  Using Telekinesis
  Telekinesis is accomplished by a feat of
  mental strength.  Usually, this simply involves moving
  objects with no contest of skills between another
  character.  The TK simply rolls his skill against a
  target number to use his power.
  Your PSI + appropriate Use Power skill + a Die Roll
  vs.
  Difficulty + a Die Roll
  Difficulty value is determined by the GM and is used
  to see if you successfully invoke the power.  Hitting a
  target is a different matter entirely, and does require
  a contest of skills (verses the defender's Evade).
  Effects of Telekinesis
  TK is simply mental Strength at a range.
  Therefore, the effect of TK is the same as any
  ordinary Strength effect.  Your TK Level equals your
  TK Strength (TK Level 5 = TK STR 5).  Use the
  Lifting and Throwing tables for determining lifting and
  throwing (simple, huh?).
  T
  
  Level
  TK Strength
  1
  1
  2
  2
  3
  3
  ...
  ...
  11
  11
  12
  12
  12+
  +1 after that
  This should be fairly straightforward. TK costs 3 PP
  per Level.  END cost is 2 per Level used, plus  1
  END per Phase to maintain.
  Telekinetic Methods
  Below are all telepathic methods available.
  Each requires a separate Use Power skill.
  Telekinetic Control
  This is the ability to lift, move, push, throw,
  and carry objects using your mental power.  It is a
  very broad skill, which all TKs should posses.
  Basically, it is the Strength of the Mind.  There are
  many neat tricks you can do with TK Control.
  Your max telekinetic strength is equal to your
  Level (unless you are using Extra Effort).  This costs
  2 END per Level to activate the power in some
  fashion, and 1 END per Phase to maintain.  That is, a
  psychic with a Level of 6 could use TK with an
  effective STR of 6, costing 12 END to invoke.
  However, you do not need to use all your Level.  If
  you only need to move a penny, a STR of 1 would
  suffice.
  To move an object in someway, you must
  first determine if it is even possible.  With a Level of 6
  you would be hard pressed to move a car, let alone a
  tank (without exerting Extra Effort).  With a Level of
  12 you could.  Normally, the Difficulty in moving an
  object is trivial.  If the GM feels a Task Roll should be
  made, he can assigning a Difficulty value.  Use the
  standard Lifting to determine  max lift capability.
  Once lifted, however, a TK might want to
  actually move the object, or throw it, toward a target.
  To throw using TK simply use the standard Throw
  chart.  To hit a target, make another Task Roll, using
  an appropriate target (set by the GM or using the
  opposing target's evasion roll).  Use the Collision
  table to determine impact damage.  Note that
  throwing a bullet at someone is not the same as
  projecting a bullet at them.  Normally, if a bullet is
  thrown, it will do little or no damage.  A projected
  bullet can do a lot of damage.
  Projecting objects is the ability to force them
  forward, accelerating or decelerating them.  To
  actively project an object, it must first be lifted.  Using
  the standard Throw Modifier Table, find the Modify
  Throw number (the far right column).  This is
  subtracted from your TK STR.  Compare the modified
  TK STR to the chart below to find the speed at which
  the projected object will travel.
  Modified
  TK STR
  MOVE
  Speed (kph)
  1
  1
  0.8 m/s
  2
  3
  2.5 m/s
  3
  6
  5 m/s
  4
  8
  24 kph
  5
  10
  30 kph
  6
  15
  45 kph
  7
  30
  90 (60 mph)
  8
  60
  180 (arrow)
  9
  120
  360 (plane)
  10
  250
  750 (bullet)
  11
  375
  1125 (Mach)
  12
  560
  2250 (M1.5)
  12+
  +200
  +600
  With the table below, you can determine the damage
  of certain projectiles.  Yes, throwing a car at
  someone would do a lot of damage, but you would
  just use the  collision table. Throwing a pebble at 750
  kphs would be like a gunshot.  This chart is for
  projected 'bullets' such as pebbles, marbles, screws,
  nails, etc.
  Modified
  TK STR
  "Bullet" DC
  7
  DC 1
  8
  DC 3
  9
  DC 5
  10
  DC 8
  11
  DC 10
  12
  DC 12
  12+
  +2 DC
  Projecting a bullet at a target is resolved like any
  ranged combat action, using your Use Power TK
  Control skill, with any penalties or modifiers.
  In some cases, you may wish to lift, throw, or
  project more than one object.  However, you get a -1
  penalty to your skill for every extra object.  For
  instance, projecting a half dozen ball barrings at your
  target might seem cool, but you have a -6 to hit
  penalty to your skill.  The Autofire rules are used to
  determine the number of hits made on a target.
  Lifting and projecting oneself is commonly
  referred to as 'Levitation'.  It is not a separate skill,
  rather, it's just one of the nice things you can do with
  basic TK Control.
  A TK can also use his power to crush, bend,
  or break things, including people.  This is, however, a
  separate skill, call TK Strike.
  
  Fine Telekinetic Control
  Normal TK Control does not cover using the
  Power for delicate operations, such as picking a lock,
  fighting with a weapon (sword fighting at long range),
  writing a letter, or tearing apart atoms.
  Fine TK Control requires a new Use Power
  skill, mainly because the precision needed to do this
  is a whole new school of thought.
  Fine TK Control is not concerned with
  throwing cars or tanks, or blasting people with a
  dozen ball barrings.  After all, squeezing the heart
  closed is pretty fatal, too.  Therefore, Strength has no
  barring on the usage of Fine TK Control.  However,
  your Level determines how much fine control you
  posses.  As always, you don't have to use the full
  extent of your Level to accomplish a task.  If you
  need to write a message on a wall from far away, you
  need only use Level 5.
  Level
  Ability
  1
  Snatch objects away from people
  2
  Organ squeezing
  3
  Wield a weapon
  4
  Scrawly handwriting
  5
  Good handwriting
  6
  Full human dexterity
  7
  Delicate 'surgery'
  8
  Balance a car on a pin
  9
  Chemical Interactions
  10
  Molecular Interactions
  ...
  ...
  20
  Atomic
  A few of these activities require explanation.  All of
  them require the exertion of Endurance (at 2 END per
  Level), and be maintained (if necessary) for 1 END
  per Phase.  You must always make a Task Roll,
  verses an appropriate Difficulty modifier (described
  below).  Otherwise, the GM should assign a difficulty
  as he sees fit.
  Grabbing Away Objects
  This is the classical ability to take hold of an
  enemy weapon and pull it out of his hand.  This is
  fairly straight forward, but requires a contest between
  the TK and the person holding the object. PSI + Fine
  TK Control + Die roll vs. STR + Die roll.  If the psi
  succeeds he has pulled the object away.  He could
  then drop it, or bring it to himself, as he sees fit.
  Organ Squeezing
  Burst hearts, rupture spleens, scramble
  brains!  What fun!  This is the questionable ability for
  a TK to reach inside and hurt someone.  Powerful as
  this sounds, there are a few things to consider.  First,
  this only works on living beings (otherwise, just use
  TK Strike).  Second, the TK must be able to see the
  target and try to visualize his innards.  To visualize,
  he must make a successful medical Task Roll against
  a Heroic difficulty (this medical skill could be either of
  Paramedic, Forensic Medicine, Expert: Surgery, or
  the like).  If he fails, he can only make a general
  'Internal Hit'.  If he succeeds, he may make a general
  internal hit or declare a specific action, such as 'I
  crush his heart' or 'I pinch his larynx shut' or 'I
  scramble his brain'.  A general Internal Hit will do 1
  DC of damage per 3 Levels, by-passing all armor.
  The difficulty is resolved as a normal attack, with a
  skill modifier of -4.
  Wield Weapon
  A TK may also control a weapon using his
  powers at long range.  Assuming he can hold it (as
  per Lift table), the TK can hold a gun or sword or
  other weapon with the power of his mind.  Using Fine
  Telekinetic Control allows him to use that weapon.
  He first must succeed in controlling the weapon
  (Competent Difficulty), and spend the END necessary
  to hold and maintain it.  When he attacks, however,
  he will use the proper weapon skill, with a -2 modifier.
  Afterwards, he must make a Competent Fine TK
  Control Task Roll  to maintain control.  If he fails, he
  drops the weapon.
  Detailed Activity
  This covers other detailed tasks, like writing a
  letter with TK, tying a guard's bootlaces together, and
  so forth.  The GM should apply Difficulty values as he
  sees fit.
  Delicate Surgery
  This is an extremely detailed activity, like
  surgery, picking grains of salt out of a pile of sand, or
  writing circuits into a silicon wafer.  Some of these
  may require a successful Task Roll in another area to
  be made first (as per Wield Weapon), others might
  not.  Whatever the case, the TK must also make a
  successful Heroic Fine TK Control Task Roll.
  Chemical Interaction
  If a TK is powerful enough, he can bring
  chemicals together and control the reaction with his
  mind.  This amounts to being able to do complex
  chemical reactions with basic laboratory facilities
  (such as making nitroglycerine with just a basic
  chemistry set) because the TK can improvise many
  of the distilling, filtering, and catalyst normally
  needed. He will still need holding contains and
  burners (unless he is also a thermokinetic).  Along
  with Science: Chemistry (or Biochemistry) skill, the
  TK must make a successful Heroic Fine TK Control
  Task Roll.
  
  Molecular Interactions
  Beyond chemical interactions are direct
  molecular interaction.  This is the same as above,
  however, the TK may do really strange chemical
  things (which would normally be impossible) by
  smashing ionized chemicals and elements together.
  This allows for the creation of strange structures like
  polymers, nanotubes, buckyballs, and impossible
  chemicals (like Xenon-Dioxide, or whatever). Along
  with Science: Chemistry (or Biochemistry) skill, the
  TK must make a successful Increadible Fine TK
  Control Task Roll.
  Atomic Power
  The ultimate power is the ability to rip apart
  atoms and turn them into pure energy.  The TK must
  have a skill in Science: Nuclear Physics, to even
  dream of doing this, and at least a Level of 20 (which
  can be had with a lot of Extra Effort).  The effect of
  this power is up to the GM, but a Difficulty of at least
  Legendary should be assigned.  As a default, an
  Atomic Attack against a target will usually be to
  'Disintegrate' it by ripping the molecules apart (not
  the atomic nuclei themselves), doing 5 DC per Level.
  Ripping apart a kilogram of atomic nuclei, on the
  other hand, will create a massive nuclear explosion,
  so please be very careful.
  TK Strike
  This is the ability to create a damaging
  telekinetic shock wave.  The TK can send a blast of
  force at a target, shatter a table or wall, and if
  powerful enough, can even take down buildings.
  Whatever method used, the damage is
  calculated 
  the 
  same 
  (the 
  "special 
  effect" 
  of
  destruction method is up to the TK using the power).
  Each Level gives one DC of Stun damage, at a 1 to 1
  basis. So, a Level 8 TK could do a TK blast for 8 DC.
  The strike does Stun damage, or half in 'Killing'
  damage aginst inanimate objects.
  The effective range of the attack is equal to
  the Level x 10 in meters.  So a Level 8 TK's range for
  this power is 80 meters.  Note that a TK does not
  have to attack with all his force (this would use less
  END).  Or, conversely, he could use Extra Effort.
  The standard range penalty table is used to calculate
  to hit penalties for long ranges.
  To hit a target, make a normal Task Roll
  against the target (all penalties and bonuses will
  apply).  Once hit, the target will take damage, and
  suffer considerable Knockback as well.  No matter
  what Campaign Style is chosen, TK Knockback will
  use one level higher on the Knockback chart.  That
  is, if Knockback was set at 1 unit, it now becomes 2
  units.
  Level
  DC
  Range
  1
  1
  10
  2
  2
  20
  3
  3
  30
  4
  4
  40
  5
  5
  50
  6
  6
  60
  7
  7
  70
  8
  8
  80
  9
  9
  90
  10
  10
  100
  11
  11
  110
  12
  12
  120
  12+
  +1 DC
  +10
  A powerful TK could split his power between
  multiple targets and attack.  He makes one Task Roll,
  but each of his targets makes on of their own.  It does
  not matter how he chooses to split the attack, but
  there is a -1 penalty for each additional target.
  TK Defense
  This is the fine art of using TK defensively,
  and deserves a skill of it's own, as there are many
  techniques which must be learned (consider this the
  "Aikido" of telekinesis).
  When a TK is attacked, he may try to block
  the attack using the force of this telekinetic powers.
  This can be in the form of parrying a sword,
  deflecting a bullet, or stopping an arrow.  It cannot,
  however, effect energy weapons, fire, or similar non-
  kinetic attacks.  It may be used to repel a TK Strike
  (below), but can do nothing against the more subtle
  Organ Squeezing.
  To parry a strike or deflect a projectile of
  some sort, the TK need only attempt to swat it aside.
  If, however, the projectile is very large (say, another
  TK was throwing a tank at him), it should use TK
  Control to repel the object.
  To parrying a strike or projectile simply make
  a normal Task Resolution, PSI + TK Defense +  Die
  Roll vs. the attack roll.  Each parry uses the
  required END.  The higher your Level, the more
  damage you can deflect.  That is, if the bullet is rolled
  to do 20 points of Killing damage, and you deflect 10
  points, 10 will still hit you (a glazing hit).
  You may use this do deflect both Killing and
  Stun damage.  The units listed in the chart below are
  resolved Killing or Stun points.  That is, it is not DC,
  but rather the actual number of hits the target would
  have taken.
  
  Level
  points deflected
  1
  1
  2
  2
  3
  5
  4
  10
  5
  15
  6
  25
  7
  35
  8
  50 (1K)
  9
  75 (1.5K)
  10
  100 (2K)
  11
  150 (3K)
  12
  200 (4K)
  12+
  +50 (1K)
  It is interesting to note that you may use this power to
  deflect bullets headed at friends or other targets.
  This gives a -2 penalty to your skill, however.
  Other Penalties:
  If the object is any melee attack, no penalty
  If the object is an arrow, -2 to deflect
  If the object is a spear, -1 to deflect
  If the object is a bullet, -4 to deflect
  If the object is hypersonic, -8 to deflect
  TK Shield
  Effective in warding off TK blast and just
  about everything else.  Creating a TK Shield brings
  up an invisible barrier of repulsing force that
  surrounds your person (a default radius of 2 meters).
  This may be extended, for a lost of effectiveness.  A
  TK Shield will provide KD against any kinetic attacks
  (bullets, explosions, melee attacks, a car, etc.).  It
  has no effect against energy based attacks, such as
  lasers, heat, cold, fire, electricity, etc.  It can also
  protect against TK Strike.
  Level
  KD
  1
  2
  2
  4
  3
  6
  4
  8
  5
  10
  6
  15
  7
  20
  8
  25
  9
  35
  10
  50 (1K)
  11
  75 (1.5 K)
  12
  100 (2K)
  12+
  +50 (+1K)
  A powerful TK could generate a larger shield
  that can encompass an area, that is, create a shield
  bubble.  The default radius is 2 meters (just enough
  for the TK).  Every doubling halves the effective KD.
  For instance, making it have a radius of 4 meters,
  would half the KD.  Making it have a radius of 8
  meters would quarter it, and so forth.
  Creating a TK Shields requires a Competent
  Task Roll.  END cost is normal, plus it requires 1
  END per Phase to maintain.
  ognition
  Traditionally classified along with ESP
  powers, Cognition (or 'to know') is listed
  as a separate power because many of the
  assumptions made with EPS may not hold
  true with powers of Cognition.  If the GM feels the
  ability to foresee the future is in violation of the
  natural order of the universe, Cognition should be
  turned Off.
  Cognition 
  powers 
  (precognition,
  retrocongnition, etc) are special in that the don't
  require a skill check to be made to invoke them, and
  because of this, they are the only powers which do
  not take down END (beside, most visions occur in
  your sleep, anyway).  Cognition is always a passive
  power (except for psychic reflexes), and it is most
  useful to the GM as a plot device.  However, skill rolls
  are made to determine a character's interpretation
  (with pre/retro-cognition), or his level of success or
  failure with danger sense or psychic reflexes.
  Psychic reflexes are the only active cognitive power,
  and END is spent to invoke and control it.
  Cognition Time Chart (for Pre/Retro-cognition)
  Level
  Time
  1
  2 days
  2
  5 days
  3
  20 days
  4
  50 days
  5
  150 days
  6
  1 year
  7
  5 years
  8
  20 years
  9
  50 years
  10
  150 years
  11
  300 years
  12
  500 years
  12+
  +500 years
  Cognition costs 2 PP per Level.  No END cost,
  unless specified (see Psychic Reflexes).
  C
  
  Cognition Methods
  Below are all cognition methods available.
  Each requires a separate Use Power skill.
  Precognition
  This is the ability to foresee future events.
  Seers (or precogs, soothsayers, profits, etc) are
  sometimes able to glimpse a fragment of future time;
  an eddy backwash from downstream of the space-
  time 
  continuum 
  (or 
  some 
  equally 
  ridiculous
  explanation). Normally, this occurs passively, that is,
  during dreams or in a sudden vision.  When this
  happens, 
  the 
  GM 
  may 
  simple 
  describe 
  the
  vision/dream as he sees fit to further the game.
  Dream visions occur while the seer is
  sleeping, meditating, under hypnosis, or dozing off in
  class.  It will not happen every time, of course, and
  seems to be a spontaneous, unpredicted event (you
  never know when those eddy backwashes will hit... or
  do you?).  Typically, they involve the seer himself,
  close 
  friends, 
  or 
  major 
  world 
  events 
  (the
  Armageddon, for instance).  Waking visions occur
  most often when the seer comes into contact with
  someone who has a powerful destiny or tragic fate.
  A waking vision might also occur when the seer
  enters a certain geological location, or for no
  apparent reason at all.  Whatever the case, the vision
  will interupt the seer for about 3 to 12 seconds,
  during which time he will be cationic, or at least
  disoriented and unable to take actions.  Waking
  visions are bad news in combat or car chases...
  The vision may be as cryptic or clear as the
  GM wishes.  After all, precognition is primarily a plot
  device.  As a guideline, however, the seer's level of
  power should indicate the clarity and solidity of the
  vision.  For instance, a minor psychic (Level 1-3)
  would see foggy, vague images, or perhaps have a
  strictly symbolic vision.  An average seer (Level 4-6)
  may have a brief clear glimpse, but it would still be
  tainted with vague symbolism.  A more powerful seer
  might have a more distinct and "word-for-word"
  vision.  No skill roll is needed to have a precognitive
  vision, and having a skill is not even required!  Only
  that the seer has the cognition power is enough.  It
  does not even cost END when the power activates.
  However, a seer skilled in precognition could
  interpret his vision.  After all, how could one know
  whether or not his dream was a vision, or just a
  dream?  (Of course, if the GM actually bothers to
  describe your character's dreams at night, it’s a good
  bet it's important... but you never know with GMs
  these days... ;-). Therefore, it is required that the seer
  make a Task Roll against a target set by the GM to
  interpret the dream.   A clear dream might have a
  Difficulty of only Everyday, whereas a symbolic,
  dreamy vision could be upwards of Heroic.  If the
  seer succeeds, he knows the dream was a true
  vision, and the GM may explain a little more about
  what the vision meant (but don't give it all away!).
  Technically, the future is set once seen (via
  the indisputable laws of quantum mechanics)
  otherwise there can be paradoxes which fly in the
  face of reality.  However, it must be remembered that
  anything foreseen could be interpreted erroneously
  (as described in the above example).  Even a Level
  20 seer could misinterpret a future event.
  Retrocognition
  This is the ability to see past events.  Like
  precognition, this is normally passive. However, it
  rarely occurs in ones sleep.  All regressed vision are
  waking visions. This works exactly the same as it
  does with precognition.  Coming into contact with a
  person, place, or object which has had a tragic or
  spectacular event occur in its past could trigger the
  power.
  Whatever the case, the object or place must
  have 
  been 
  imbedded 
  with 
  a 
  strong 
  psychic
  impression.  Any area in which a terrible event
  occured, or a massive psychic even took place
  counts for this.  An object or person that has been
  through similar circumstance also counts (such as a
  weapon which brutally murdered someone).  When
  such a condition is meet, the GM simply describes
  the vision as he sees fit. But keep in mind the
  Cognition Time Chart (above).  If the event occurred
  at a time beyond the max time range, it can bee
  seen.
  The vision may be as cryptic or clear as the
  GM wishes (just as for precognition). No skill roll is
  needed to have a retrocognitive vision, and having a
  skill is not even required!  Only that the seer has the
  cognition power is enough.  It does not even cost
  END when the power activates.
  However, a seer skilled in retrocognition
  could interpret his vision.  Usually, waking visions are
  unquestionable a real vision, but depending on how
  foggy or symbolic it was, the seer still has a chance
  of misinterpreting the vision.  Therefore, it is required
  that the seer make a Task Roll against a target set by
  the GM to interpret the vision.   A clear vision might
  have a Difficulty of Everyday, whereas a symbolic,
  dreamy vision could be upwards of Heroic.  If the
  seer succeeds the GM may explain a little more
  about what the vision meant.
  For instance, a seer with a Level of 7 enters
  a room where a murder took place three years ago
  (with a Level 7 he can see visions of up to five years
  old).  As he enters, he is suddenly struck with a vision
  of a man in a black trench coat shooting his father
  with a Colt .44.  It is possible that in highly tragic
  areas (such as a battlefield), the seer may be hit with
  more than one vision at once.
  
  Danger Sense
  This is the ability to sense an impending
  danger, often called the 'sixth sense', as many
  animals seem to demonstrate this ability.  Danger
  sense is passive, and uses no END, and is constantly
  active.  A person with no skill in danger sense may
  still feel danger, a prickly on the back of his neck, but
  have no idea what to do.
  On the other hand, if the character does have
  a skill (or by using the base PSI attribute) the GM can
  tell the player that his character 'has a bad feeling
  about this' and to make a Competent Danger Sense
  Task Roll.  This target may be higher if the GM
  deems that there are special circumstances.
  If the character succeeds, he may know the
  direction and distance of the danger, and possibly
  how extreme it is.  On a critical success he will even
  know what the danger is.  On a failed roll, the
  character only knows something is wrong.  On a
  critical failure, the character decides nothing is wrong
  and was a false alarm.
  It is important to remember that most NPCs
  with Cognition will have danger sense as well.  The
  GM should keep this in mind...
  Psychic Reflexes
  This is the only 'active' Cognition method.
  Psychic reflexes basically allows a character to
  foresee 
  the 
  actions 
  of 
  others 
  seconds 
  (or
  milliseconds) before they are actually taken.
  Obviously, this gives an incredible combat
  advantage.  It can also give advantages in other
  areas, such as car chases, sports, and so forth.
  When used, psychic reflexes will enhance a
  character's apparent physical reflexes, making him
  able to react faster to situations.
  Level
  REF bonus
  1
  +1
  2
  +1
  3
  +1
  4
  +2
  5
  +2
  6
  +2
  7
  +3
  8
  +3
  9
  +3
  10
  +4
  11
  +4
  12
  +4
  12+
  +1/3
  This power is invoked on a Heroic Task Roll.  It costs
  2 END per Level to invoke, and will remain in effect
  for a number of Phases equal to the Level used.  It
  takes one action to invoke psychic reflexes, but it is
  maintained automatically, for the extent of its
  endurance.
  For example, a psychic with a PSI of 8 and a
  Level of 8 chooses to invoke Psychic Reflexes (skill
  of 5).  He only wants to use Level 7 (looking at the
  chart we see 7, 8, and 9 all grant +3).  His roll is 8 + 5
  + a die roll (1d10 or 3d6), vs a Heroic Difficulty.  He
  must also spend 14 END.  If he succeeds, his REF is
  boosted by +3, and it will last 7 Phases (or, 21
  seconds).  When this runs out, he must invoke it
  again, spending END and making another Heroic
  Task Roll.
  For as long as it is active, this will enhance
  all REF based rolls.  It will not change derived
  characteristics (your Speed and Luck will not
  increase), but your initiative roll and REF based skill
  rolls will be enhanced.
  Note: The Defense Roll uses DEX (though I
  think it should be REF) and clearly, having psychic
  reflexes should increase your ability to dodge attacks!
  Therefore, psychic reflex is always added to your
  Defense Roll, but it will not actually increase DEX.
  xtra-Sensory Perception
  ESP, remote viewing, clairvoyance,
  third eye...  Whatever you call it, it
  amounts to the same thing.  ESP is the ability
  to see with the power of the mind.  Some
  believe it is the sensory power of an as yet
  undiscovered organ or structure within the brain.
  Others believe it to be the sense of the "soul's eye".
  Still others think it nothing more than highly
  developed intuitive probability analysis.  But, in the
  end, ESP is ESP.
  Many psychics with EPS are called espers,
  but this is deceptive, because many psychics are
  called epsers in general, mainly because some
  people classify telepathy, cognition, and astral
  projection all under the category of ESP, even though
  they have nothing to do with 'extra senses'.
  For simplicity, the telepathic range chart is
  used for determining ranges of ESP power
  Level
  Range (meters)
  1
  2
  2
  5
  3
  20
  4
  50
  5
  150
  6
  400
  7
  1000
  8
  3000
  9
  8000
  10
  20,000 (20 km)
  11
  60,000 (60 km)
  12
  200,000 (200 km)
  12+
  +200 kms per +1
  E
  
  In case you did not notice, the range is close to
  exponential 
  growth 
  (ELevel, 
  but 
  rounded 
  off).
  Therefore, if the GM has a good calculator, he may
  opt to actually calculate the ranges (but he doesn't
  have to).
  ESP costs 1 PP per Level.  END cost is 1 per
  Level.
  ESP Methods
  Below are all ESP methods available.  Each
  requires a separate Use Power skill.
  Clairvoyance
  This is the ability to see thing beyond your
  normal range of perception.  An esper with this skill
  could see through walls into a nearby room, read a
  closed book, see the interior of a box or chest, or, if
  powerful enough, look to distance places.
  An esper's range is listed in the above table.
  This mesures how far he can displace his perception.
  The visable area seen, however, is equal to the
  esper's power, in meters (as a radius).  Therefore, an
  esper with a Level of 8 could look up to 3 kilometers
  away, but only be able to see for a radius of 8 meters
  (diameter of 16 meters, or a large room).
  To use this power, the esper must spend
  END (at 1 per Level) and make a successful
  Competent Task Roll.  He will then see the image in
  his 
  mind, 
  but 
  cannot 
  perceive 
  his 
  normal
  surroundings until the power is deactivated.   The
  power can be sustained by spending 1 END per
  Phase, and making a successful Competent Task
  Roll.
  Clairvoyance can cut through darkness, that
  is, even a pitch black room will appear clear and
  distinct.  Therefore, an esper may use his power to
  "see in the dark" by activating his power and not
  displacing his vision.  He must still make a successful
  task roll and spend the END as normal.  This will
  eliminate all penalties for darkness (or blindness!) for
  as long as the power remains active.
  It is possible for an esper who has both
  clairvoyance and telepathy powers to first locate a
  person via clairvoyance, then use his telepathic
  powers to send him a message, read his mind, or
  take control of his body!
  Psychometry
  This is the ability to learn, or feel, information
  regarding the past of an object, place, or even a
  person.  This is different from retrocognition,
  however, because the esper only feels sensations
  and vague facts imprinted on the object.
  The esper must be in contact with the object
  to use this power.  He must spend END (at 1 per
  Level) and make a successful Competent Task Roll.
  The GM may then give him one fact, or impression,
  about the object.  He may use the power again to get
  more information.
  Alternatively, 
  he 
  could 
  actively 
  seek
  information from the object's past. This information
  request should be a short and simple question, such
  as "Who last touched this." or "How old is this?".  The
  esper must spend END (at 1 per Level) and make a
  successful Incredible Task Roll.  The GM must
  answer the question, but only in the form of
  impressions.  That is, he cannot give names or dates,
  but he could describe a person or express time in
  years elapsed.
  Dowsing
  This is the ability to home in on a specified
  target, such as water, gold, or your car which is lost
  in the mall parking lot.  It can also be used to find
  people, but you must know that person or have
  something of theirs, such as a piece of clothing or
  strand of hair.
  A dowser's range is listed in the above table.
  To use this power, the dowser must spend END (at 1
  per Level) and make a successful Competent Task
  Roll.  He will then be 'pulled' in the direction of his
  target.  though he will have little to no sense of the
  exact distance, he will have a feeling of how close he
  is getting.  The power can be sustained by spending
  1 END per Phase, and making a successful
  Competent Task Roll.
  Using a dowsing rod, or other focusing
  object, such as pendulum or 'witch's compass' will
  add a +2 to your skill roll.
  stral Projection
  Astral 
  projection, 
  out 
  of 
  body
  experience, 
  soul 
  travel... 
  Astral
  Projection is the act of consciously leaving the
  body and perceiving the world from outside
  your body.  In many cases this assumes the
  existence of a soul, or at least an ability to condense
  your psionic energies into a conscious energy state
  (whatever the hell that means).  If the GM feels the
  existence of a soul does not fit well with his
  campaign, and the other explanation is too much
  pseudo-sci, then Astral Projection Power should be
  turned Off.
  Many parapsychologists make a distinction
  between 
  astral 
  projection 
  and 
  out 
  of 
  body
  experiences.  The distinction lies it that OBE is bound
  to Earth, whereas AP typical takes place in a higher
  dimension, or 'Astral Plane'.
  Often, the astral form looks exactly like your
  physical form, including clothes, if desired.  You
  ultimately have total control of this form, and need
  only make a successful Everyday Task Roll with the
  Astral Projection skill to change this form. This astral
  A
  
  body can move at rates varying from creeping along
  to rocketing at incredible velocities.
  As stated, there are two distinct realms in
  astral projection.  One is the 'real world' the other is
  the astral plane.  In real world projection (or OBE) the
  astral form is total invisible and cannot interact with
  physical objects, and can pass through seemingly
  solid objects (walls, floors, doors).  Telepathy,
  cognition, and ESP powers seem to travel with the
  astral form, and these can be used. Likewise, it is
  possible for a telepath to detect or sense the
  presence of an astral form nearby. The astral body
  cannot be hurt by any attack from the physical world
  (even if a physical person can detect him), except by
  Mind Blast and Astral Attack.  In turn, an astral
  traveler cannot harm a physical person, except with
  telepathy.  Other astral travelers can be encountered
  and interacted with (or fought).
  The astral plane is much different, a
  completely new dimension above (maybe below) our
  own.  It has been described countless ways, so it is
  possibly perceived uniquely for each traveler.  If the
  GM wishes to have an astral plane in his campaign,
  he should develop its physics and constructs to suit
  his gameworld.
  Below is a chart outlining the astral
  characteristics for varying Levels.  Move is normal
  character move (Move x 3 is speed in KPH).  Time is
  the duration until another Astral Projection skill check
  must be made (see Astral Projection skill, below).
  Hits are the astral body's Astral Hits, that is, how
  many astral hits you can take until you die.
     Astral Projection Characteristics Chart.
  Level
  Move
  Time
  Hits
  1
  2
  1 min.
  5
  2
  4
  2 min.
  10
  3
  10
  5 min.
  15
  4
  15
  8 min.
  20
  5
  20
  12 min.
  25
  6
  30
  18 min.
  30
  7
  50
  25 min.
  35
  8
  65
  35 min.
  40
  9
  75
  50 min.
  45
  10
  100
  60 min.
  50
  11
  150
  90 min.
  55
  12
  200
  2 hours
  60
  12+
  +100
  +1 hour
  Level x 5
  Astral Projection costs 3 PP per Level.  END cost
  is 1 per Level.
  Astral Projection
  This is the skill used to project your astral
  body.  To perform astral projection, you must be
  sleeping or in a meditative state (which takes 2D6
  minutes to enter) and must make a Competent Task
  Roll.  You will also spend 1 END for every Level.
  This astral body may then move about freely
  at a speed determined in the astral projection
  characteristics chart.  The Time characteristic is the
  length of time in which the astral body can remain
  free.  After the expiration of this time, the traveler
  must spend 1 END and make another Competent
  Task Roll.  If he succeeds, the time is 'reset'.  If he
  fails, he snaps back into his body and awakens.
  To move from the Earth Plane to the Astral
  Plane requires a Heroic Task Roll and an expenditure
  of 1 END.  Success means you ascend to the astral
  plane (the nature of which is defined by the GM for
  his gameworld). Failure means you do not, and you
  cannot try again during the current projection
  session.  It is possible there are millions of astral
  planes, or perhaps just one universal continuum.
  Maybe even a heaven and hell realm...  But this must
  be decided by the GM.
  Astral Vision
  Characters with astral projection do not
  always need to project themselves to see the astral
  world.  Astral vision allows you to "peek up" with your
  soul's eyes, and see the astral world around you.
  You do not leave your body, and cannot travel to the
  Astral Plane itself.  Your view and perspection remain
  exactly the same, only any astral travelers or astral
  entities will become visible to you.  Your line of sight
  is normal, that is, you cannot look through walls or
  solid object, and cannot extend your viewing range
  beyond what it currently is.  Interestingly, however,
  you can use astral vision during clairvoyant remote
  viewings.
  You must make a Competent Task Roll to
  use this ability, but using astral vision only costs 1
  END, no matter your Level of power.  For every
  Phase which you maintain astral vision, you must
  make this Task Roll and spend 1 END.
  Astral Attack
  This is the ability to use astral energies as a
  form of destructive force against other astral entities.
  It can only harm astral entities and astral travelers
  and has no effect on physical objects.  This is the
  combat skill for astral travelers, but it may also be
  used by non-travelers who have seen and are
  attacking an astral traveler.
  Astral combat is determined exactly the
  same as for normal combat.  The attacker rolls his
  PSI + Astral Attack + a die vs. the defenders PSI +
  Astral Defense + a die.  Remember, it costs 1 END
  per Level used.  An astral attack, if it hits, does 1 DC
  per Level (i.e., Level 6 would do 6D6 astral damage).
  
  Astral Defense
  This is the astral defense skill, which is rolled
  by the defender to determine if he manages to dodge
  an astral attack.  If he does not have this skill, PSI is
  used by itself.  It costs no END to make an astral
  defense roll.
  iokinesis
  Biokinesis is the power of mind over
  body.  Having this power require that
  you have a medical skill, and you must make
  a successful Competent Task Roll with it
  before you can attempt any biokinesis skills.
  Biokinesis costs 2 PP per Level.  END cost is 1
  per Level.
  Biokinetic Methods
  Below are all biokinetic methods available.
  Each requires a separate Use Power skill.
  Healing
  This is the ability to mend wounds and heal
  damage using one's mental powers.  It is a form of
  telekinesis that simply stimulates raped cell regrowth
  and regeneration, and involves transference of some
  of the healer's life-energy into the patent as well.
  A healer may heal himself or others.  To heal
  another, the healer must place his hands on the
  subject.  It cost the 1 END per Level used to activate
  the power.  The healer must first make a successful
  Competent Task Roll with a medical skill (Paramedic,
  Surgery, etc.) followed by a successful Competent
  Task Roll with PSI+Use Power Healing.  If this is
  successful, the healer can heal damage equal to his
  Level in DC (Level 5 = 5D6).  It takes one Phase to
  heal one hit, and the power is automatically
  maintained during this time (no extra rolls or END
  cost) but the healer must remain in contact and
  concentrating.  An individual may only be healed
  once per day in this manner (including the healer
  himself), though multiple healers can be used to heal
  someone multiple times.
  A healer can also heal damaged eyes (and
  blindness) counting this as a 2 hits of damage.
  Paralysis may be healed as if it were 10 hits. A healer
  can also cure any infectious diseases (counts as 1D6
  hits) and can cure viruses as well (counts as 2D6 hits
  for healing purposes).  Non-metallic poisons can be
  cured (counts as 2D6 hits) but metallic poisons
  cannot be healed (though damage done by the
  poison may be healed).  Healing cannot be used to
  regenerate lost limbs.
  It is also possible to bring a recently dead
  person back to life.   However, this is extremely
  difficult.  The healer must first heal all hits to a
  "livable" level, then attempt to restart his biorhythmic
  functions.  This  requires a Heroic Task Roll with an
  additional difficulty modifier of equal to the number of
  hours the individual has been deceased.  If the
  subject has been dead for six hours, the penelty is -6.
  You cannot bring back someone who is over three
  days dead, no matter your skill level (it would be -72
  penalty, anyway).  It also costs ten additional END to
  attempt resurrection, as you are transferring a
  tremendous amount of your own life-energy.  Any
  failure will automatically eliminate all chances of
  future resurrection; that is, you can only try this once!
  A critical failure will bring him back as an undead!
  (vampire, zombie, ghoul, whatever).  It is also
  possible something might follow him back from "the
  Other Side" and he may suffer from traumatic or
  psychological damage.  Even so, this can be a very
  useful ability.
  Harm (unhealing)
  This is the same as healing, only its exactly
  the other way around.  Instead of healing, you are
  hurting someone by damaging their biological
  structures.
  To do this, the unhealer must touch the
  target (you cannot harm through armor, but you may
  through unarmored clothing).  It cost 1 END per Level
  to activate the power.  The unhealer must first make
  a successful Competent Task Roll with a medical skill
  (Paramedic, surgery, etc.) followed by a successful
  Task Roll of his  PSI+Harm + a die vs. the target's
  CON + a die.  If successful, you inflict damage equal
  to your Level in DC (Level 5 = 5D6).  The effects are
  instant (it is far easier to break than mend).  The
  damage can be either Stunning or Killing.
  It is also possible to blind someone, but your
  roll is a -6, and you do no real damage (but the
  blinding is permanent).  You may paralyze one limb,
  but this roll is at a -4, and you must roll at least 10
  damage (you do no real damage, but the paralysation
  is permanently).
  Another very useful and quite harming ability
  is to stop someone's biorhythmic functions (this kills
  him instantly, unless revived).  Doing this, however,
  gives a -10 penalty.
  The victim can simply avoid the unhealer's
  hands to evade the attack, but his defense roll is
  equal to his CON + a die roll.  Alternatively, if he is a
  healer himself, he can resist with PSI + Healing, and
  spend 1 END per Level.  Healer combat can quickly
  turn into a deadly game of tag, fast!
  Aging
  Biokinesis can be used to alter one's growth.
  More specifically, one's ungrowth, that is, aging.  With
  this skill it is possible to halt or accelerate aging (but
  reversal of age is not possible).
  B
  
  When a healer chooses to invoke this power
  on himself or a friend, it is normally to stop aging (it is
  not good to accelerate aging on your friends). The
  healer must first make a successful Competent Task
  Roll with a medical skill (Paramedic, Surgery, etc.)
  followed by a successful Competent Task Roll with
  PSI+Aging, with a further difficulty modifier equal to
  the subject's real age divided by his Level (if he was
  50 years old and the healer had Level of 5, the
  difficulty modifier would be 10). Therefore, the older
  you get chronologically the harder it is to stop aging.
  A 200 year old human could be physically 20 years
  old in appearance, however, to stop his aging for
  another year would carry a huge penalty!
  A successful roll in un-Aging will negate all
  biological effects of aging for a year.  It may only be
  attempted once a year (he can keep trying, but each
  time he will fail).  If he fails, he will age that year as
  normal.  If he succeeds, he will not age for that year.
  This power is pointless on unaging characters, such
  as vampires. The healer must also spend 1 END per
  Level.
  The Aging power may, however, be used
  aggressively.  A healer could actually cause
  someone to age faster.  The healer must be touching
  his target and must first make a successful
  Competent Task Roll with a medical skill (Paramedic,
  Surgery, etc.) followed by a successful Task Roll of
  his  PSI+Aging + a die vs. the target's CON + a die.
  If the healer succeeds he can age the victim any
  number of years up to a number equal to his Level.
  He must expend 1 END per Level as normal.  The
  healer may not do this attack again for the remainder
  of the day on the same person.
  The target will not age immediately.  The
  effects will slowly appear over a 24 hour period.   As
  an 
  elderly 
  person, 
  he 
  could 
  lose 
  points 
  in
  characteristic points, memory, or skills, but the exact
  lose is up to the GM.
  Biostasis
  This is the ability to place oneself (or another
  person) into a state of biostasis.  In this state, the
  subject appears in all technical definitions of the
  word, dead.  He has no vital signs, his body
  temperature is equal to that of the outside air, his
  brain is no longer active, and all moisture appears to
  have disappeared (thought it has actually been
  stored at a cellular level).
  However, the subject is not dead.  He is
  biologically frozen.  He will not age or be effected by
  poisons, diseases, terminal injuries, death, or even
  decay.  He will, however, still take damage if any
  should occur (which must be repaired before he is
  taken out of stasis).  He could be buried for years and
  still look exactly the same.  Water and wind erosion,
  or wild animals could damaged him, but decay will
  not.  He can be taken out of stasis at anytime by
  anyone with biostasis ability (or possibly with
  advanced technology).
  To put someone in biostasis, the healer must
  first make a successful Competent Task Roll with a
  medical skill (Paramedic, Surgery, etc.) followed by a
  successful Competent Task Roll with PSI+Stasis.  It
  costs 1 END per Level.  If successful, the subject will
  then be in biostasis.  The healer may, at any time,
  take the subject out of biostasis by following the
  same procedure.  Any healer may remove a subject
  from biostasis.
  However, a healer could lock a subject in
  biostasis with a unique cellular configuration.  Doing
  this gives a +10 difficulty penalty, but only that healer
  will be able to take the subject out of stasis again.
  hermokinesis
  Like telekinesis, thermokinesis (ThK,
  pronounced 
  thee'kay) 
  involves 
  the
  application of mental powers to control matter.
  However, with thermokinesis it is only possibly
  to transfer heat energy to an objects or area.  This is
  done by mentally exciting or slowing the vibrations of
  a substance's atoms.  All laws of thermodynamics still
  apply, of course, and the heat is therefore simply
  transferred from one place to another.  When heating
  an object, heat is moved from a much larger area,
  such as a room, to the smaller object, and vice versa
  when cooling.  The heat lost (or gained) by the larger
  area is normally small enough not to be noticed.
  The chart below describes the degree in
  temperature change available for thermokinesis.
  Thermal Change is in degrees Celsius per kilogram
  per Phase, and will be an exothermic or endothermic
  change, depending on whether pyrokinesis or
  cryokinesis is used. To convert from Celsius to
  Fahrenheit, use this formula: C x 1.8 + 32 = F.
  Level
  Thermal Change
  1
  20o / kg / phase
  2
  40o / kg / phase
  3
  60o / kg / phase
  4
  80o / kg / phase
  5
  100o / kg / phase
  6
  120o / kg / phase
  7
  140o / kg / phase
  8
  160o / kg / phase
  9
  180o / kg / phase
  10
  200o / kg / phase
  11
  220o / kg / phase
  12
  240o / kg / phase
  12+
  +20o / kg / phase
  For instance, a ThK with a Level of 6 could
  heat a 40 kg mass at a rate of 3 degrees per Phase
  (or 1 degrees per second).  In 1 minute, the object's
  temperature would have increased 60 degrees!
  T
  
  Thermokinesis costs 2 PP per Level.  END cost is
  2 per Level.
  Thermokinetic Methods
  Below 
  are 
  all 
  thermokinetic 
  methods
  available.  Each requires a separate Use Power skill
  Pyrokinesis
  Pyrokinesis is the ability to heat an object
  with one's mental powers (as outlined above).  Below
  are some important boiling and burning points (all in
  Celsius).
  Room Temperature
  22o C
  Human Body Temp.
  37o C
  Electronics Shutdown
  80 o C
  Water Boils
  100 o C
  Paper Burns
  233 o C
  Clothes Burn
  250 o C
  Wood Burns
  288 o C
  Lead Melts
  327 o C
  Iron Melts
  1,530 o C
  Iron Boils
  3,000 o C
  A human target will take heat damage if his
  body temperature is increased above normal (37o C).
  At 39o C a human will become feverish and dizzy (-1
  to all skills, 1D6 STUN damage per minute).  For
  every 2 degrees above this, there is an additional -1
  to all skills, and the target takes +1D6 STUN damage
  per minute (that is, at 43 o C, he will be taking 4D6
  STUN per minute!) .
  At 43o C, the subject will also take 1D6 killing
  damage, lose 1 one point in INT (unrecoverable brain
  damage).  At 44o C he will take another 1D6 killing
  damage, and lose 1 one more point in INT, and so
  on, for every 1 degree there after.  Usually, the
  subject will die from brain damage when his INT
  reaches 0.
  This is assuming a gradual increase.  If the
  subject's temperature is instantly raised to 52o C
  instantly, he will take 13D6 STUN hits, 9D6 killing
  damage (and thus 9D6 more STUN), and lost 9 INT,
  at that instant.  This is usually fatal.  Remember,
  however, most adult males mass 70 - 80 kgs.  A
  Level 6 ThK can heat an 80 kg mass at a rate of only
  1.5 degrees per Phase.
  It is also possible, and usually easier, to set a
  target's clothes on fire.  Clothes usually mass a
  kilogram or two.  A target whose clothes are on fire
  will take Mild to Intense fire damage as normal (GM's
  discretion).
  To actually use thermokinesis, the ThK must
  make a successful Competent Task Roll with his skill.
  It cost the 2 END per Level to use the power.  There
  is no direct contest with the target, even if the target
  is a human.  A cryokinetic, however, could try to keep
  the temperature down...
  Cyrokinesis
  Cryokinesis is the ability to cool an object
  with one's mental powers (as outlined above).  Below
  are some important standard and freezing points (all
  in Celsius).
  Room Temperature
  22o C
  Human Body Temp.
  37o C
  Water Freezes
  0 o C
  Anti-Freeze Water
  -20 o C
  Dry Ice
  -60 o C
  Liquid Nitrogen
  -160 o C
  Liquid Helium
  -235 o C
  Absolute Zippo
  -237 o C
  All temperatures are in Celsius (as it's the
  world standard).  To convert from C to F, use this
  formula: C x 1.8 + 32 = F.  Remember that Absolute
  Zero is -237o C. Nothing can be cooled below
  Absolute Zero.   Nothing.
  A human target will take chill damage if his
  body temperature is taken below normal (37o C).  For
  every degrees below 36o C, the will be at -1 to all
  skills and take 1D6 STUN damage per minute.  At
  32o C he is in hypothermia, and takes 1D6 killing
  damage every minute, and should be severely
  incapacitated with shivering.
  However, instantly freezing someone may
  not kill them, but rather put them into cryonic
  suspension.  This can be done only if the subject's
  temperature is lowered very quickly, by at least 5
  degrees per phase (1.6o per second).  -30o C is
  considered an acceptable cryonic state.  This is not
  entirely realistic, though, because all of the subject's
  cells will burst from the expansion of ice.  In a 'soft-
  sci' campaign, or a super-heroic adventure, it is
  perfectly acceptable ("As seen on TV").
  It is also possible to damage or weaken
  objects by cooling them to a brittle point.  Chilling
  most metals down to -30o C will lower its KD and
  SDP by half (it will return to normal when it's
  temperature returns to normal).  Half the KD and
  SDP again for every -30o C there after, down to
  Absolute Zero.
  To actually use cryokinesis, the ThK must
  make a successful Competent Task Roll with his skill.
  It cost the 2 END per Level to use the power.  There
  is no direct contest with the target, even if the target
  is a human.
  Fire Blast
  This is somewhat of a cinematic ability,
  meant to emulate the fireball throwing powers of
  
  some ThKs seen in movies and comic books.  It may
  be disallowed in a more realistic campaign.
  A ThK who is skilled in pyrokinesis may be
  able to create a fiery blast of hellish energy, such as
  a fireball.  To do this, the ThK must have a Level of 5
  or better, and successful make a Heroic Pryokinesis
  Task Roll followed by a Competent Fire Blast Task
  Roll (it counts as one action to do both).
  The damage is equal to the ThK's Level
  minus 4 (Level - 4).  The result is the DC damage
  that the fire blast can inflict.  A Level 10 ThK could
  fire a 6D6 fire blast.  The effective range of the fire
  blast is equal to the ThK's Level x 10, in meters.  All
  to hit penalties and bonus apply, but only to Use
  Power Fire Blast (which is rolled to hit) not the
  pyrokinesis skill (which was used to create the
  fireball).  Remember, it cost the 2 END per Level
  used to activate the power, and you must do it twice,
  once for each skill!
  When hit by a fire blast, any burnable or
  semi-burnable object will catch fire and continue to
  burn.  This fire damage is equal to half the origonal
  DC of the attack, and continues until it is extinguished
  or burns out.
  Chill Blast
  Like Fire Blast, this is somewhat of a
  cinematic ability, meant to emulate the snow-blowing,
  ice freezing abilities of some ThKs seen in movies
  and comic books.  It may be disallowed in a more
  realistic campaign
  A ThK who is skilled in cryokinesis may be
  able to create an icy blast of freezing air and flying
  shards of frozen water particles that can do
  significant damage.  To do this, the ThK must have a
  Level of 5 or better, and successful make a Heroic
  Cryokinesis Task Roll followed by a Competent Chill
  Blast Task Roll (it counts as one action to do both).
  The damage is equal to half the ThK's Level
  minus 3, or (Level - 3) / 2.  You may round up.  The
  result is the DC damage the chill blast can inflict.
  Plus, the attack is considered Armor Piercing (AP),
  because ice shards can slip through armor, and
  armor is not good at protecting against the effects of
  instant frost bite.  For instance, a Level 10 ThK could
  fire a 4d6 (AP) chill blast.  The effective range of the
  chill blast is equal to the ThK's Level x 10, in meters.
  All to-hit penalties and bonus apply, but only to the
  Use Power Chill Blast (which is rolled to hit) not the
  Cryokinesis skill (which was used to create the ice
  blast). Remember, it cost the 2 END per Level used
  to activate the power, and you must do it twice, once
  for each skill!
  Tactical Tidbit:  It is not uncommon for a
  cryokinetic to first cool an object so that it is brittle,
  then shatter it with a sudden blast of ice particles!
  lectrokinesis
  Electrokinesis is the ability to alter,
  control, or create electrical energy by bio-
  psychoelectic means.  As all laws of physics still
  apply, no energy can be created or destroyed.
  Therefore, this ability is quite taxing on any psi who
  uses it, as he must personally generate the energy
  required (however, the Drain skill can be used to gain
  more power).
  Each level of EK in a particular skill has
  different effects, so there is no central effects chart
  (as is the case with many other powers).
  Electrokinesis costs 3 PP per Level.  END cost is
  4 per Level
  Electrokinetic Methods
  Below 
  are 
  all 
  electrokinetic 
  methods
  available.  Each requires a separate Use Power skill
  Electromagnetic Pulse
  This is the ability to send out a powerful
  electromagnetic pulse that can burn out electronic
  devices.  For our purposes, a non-standard scale
  shall be employed, called EM points (1 EMP equals 1
  kw of energy per second).
  An EK can send out a one second pulse
  equal to his Level (in D6s) x 10.  For instance, an EK
  with a Level of 5 could generate a 5D6 x 10 EM
  pulse. To generate the pulse, the EK must make a
  Competent Use Power EMP task roll, and spend 4
  END per Level used. The pulse will effect every
  electronic item with in a radius equal to the EK's
  Level cubed, in meters (with Level 5 the radius of
  effect is 125 meters).  Only by using less power can
  he lower this radius (to a minimum of 1 meter with
  Level 1).  Every object will take the EMP damage.
  The dice are rolled (in this case 5D6) and multiplied
  by 10.  If 19 was rolled, the total EMP damage would
  be 190.
  Typically, armor will shield devices from the
  effects of EMP (physical armor, most energy shields
  have no effect).  Subtract the armor's KD from the
  EM points (as normal).   If EMP penetrates the armor,
  it has a chance of destroying the device.  EMP does
  not damage SDP, but SDP is used as a base
  measurement.
  If the device takes ¼ its SDP in EMP
  damage, it 'stalls'.  A computer would shut off, lights
  would flicker, radios would crackle, but they will not
  be permanently damage.  However, if a device takes
  ½ its SDP in EMP damage, its electronics are burned
  out.  These effects are not cumulative.  Once a burst
  has passed, no EMP damage is retained.
  For example, an EK with a Level of 5
  generates an EM pulse at full power.  He must make
  his task roll and expend 20 END.  Every electronic
  E
  
  device (including those he is wearing) with in 125
  meters will take 5D6 x 10 EM damage.  If a battlesuit
  was within this radius, and the damage roll comes to
  20 x 10, it will be hit with 200 EMP.  If the suit had
  100 KD, then only 100 EMP would penetrate.  The
  battlesuit's SPD is 300, so it took more than ¼ of its
  SDP damage, but not quite half, so the suite stalls for
  a Phase, but is otherwise undamaged.  If next turn
  the EM inflicted 400 EMP, 300 EMP would penetrate
  the armor, and the suit's electronics would be burned
  out, rendering it inoperable.
  Optical, biological, and other non-electronic
  systems are not effected by EMPs.  EMP hardened
  electronics (most military systems) automatically
  have their full SDP counted as EMP armor, in
  addition to whatever normal armor they may have.
  EMP can also be used to jam radio or radar
  signals.  A Level of at least 2 can typically jam radio
  transmissions (remember, it is per phase, so it will
  take a lot of energy to keep this up).  It takes at least
  5 to jam a radar signal (from a tracking system or a
  homing missile).  The radius of effect is still the same
  (Level3 in meters).
  EMP does not directly harm humans.
  However, being in a jet at 40,000 feet and suddenly
  having all electrically equipment burn out would be
  rather fatal.  And this says nothing about what it can
  do to cyborgs...
  Drain
  This is the very useful ability to take electrical
  power and convert it to biological energy.  It can also
  be used to divert energy so that a device ceases
  function.  In no way is the energy destroyed, the EK
  simply takes the energy and disperses it harmlessly
  into the air (or absorbs it in himself).
  In this way, an EK can do one of several
  things on a successful Competent Task Roll.
  An EK may convert electrical energy into
  biological (END) energy.  10 kilowatt of energy can
  return 1 END point!  An EK can drain power at a rate
  of 1 END per Level, per Phase.  (In actuality, you are
  draining 5 END per 20 kilowatts, but 4 END is spent
  per Level to use the power, so this totals out to 1
  END per Level).
  A power outlet can supply around 2200 watts
  of raw current at 20 amps (about 2.2kws), per Phase
  (it can safely supply only 220 watts, otherwise it will
  blow the breaker in 1D6 Phases).  A breaker box can
  supply around 10 kws per Phase.  A transformer can
  probably supply 1,000 kilowatts per Phase.  A typical
  power plant can out put between 100,000 to 500,000
  kws per Phase.
  For instance, if an EK is trying to gain END
  from a power outlet at max burn (2.2kws per Phase),
  he will gain 1 END after (10kws per END / 2.2kws per
  Phase = 4.5), or 5 Phases.  Remember, this could
  trip a breaker.  If he were to extract the energy at a
  safer rate of 220 watts per phase, it would take him
  (10kws per END / 0.220 kws per Phase = 45.5), or 46
  Phases (that is just two minutes).
  The EK may also absorb energy to a special
  END pool, to be used as a reserve source of energy
  to do other things, such as EMP or lightning, or to be
  used with other psi powers (or anything which
  requires END).  An EK may pool END within his body
  equal to his Level x 5. You may harmlessly disperse
  the energy if you every exceed your body's storage
  capacity.
  It is also possible for the EK to shut down
  electrical equipment by dampening its power flow.
  On a successful Competent Task Roll, and by
  spending 4 END, the EK has successfully disabled
  the device until it can be restarted.  This does not
  destroy the device or preeminently damage it in
  anyway (unless it is damaged by virtue of being shut
  off, like an antimatter containment system, for
  instance...)
  It is also possible to pull power from a wall
  socket or outlet at such a rate as to purposefully blow
  fuses.  For instance, you are in a room and want the
  lights off fast you could drain over 220 watts per
  second from the socket and blow the fuse in 1D6
  Phases...
  Ranged Drain:  It is possible to make a
  ranged drain.  This is done by turning your body into
  a negatively charged "lightning rod" attracting power
  from wall sockets, appliances, batteries and such.
  You must have a Level of at least 5 to do perform a
  ranged drain.  Your "drain range" is equal to (Level -
  4) x 2, in meters.  That is, a Level 7 EK could pull
  power from a wall socket 6 meters away.
  In effect, a crackling bolt of electricity will arc
  from it the energy source to the EK.  Anyone passing
  between him and the arc will take damage as per
  Lighting (below), but the user cannot actively use this
  as a weapon (some has to be stupid enough to walk
  through the snapping arcs of electricity).  When
  performing ranged drain, you are only able to siphon
  1 END per 20 kws, due to the lost of power through
  the air (that is, you get half as much as normal).
  Lightning
  This is the ability to create a bolt of
  destructive energy.  The bolt is electro-plasmic in
  nature, like lightning, and makes a loud cracking or
  clapping sound when fired.  The EK can fire a bolt of
  electricity from his body (usually a hand) which does
  2 DC per Level used.  For instance, an EK with a
  Level of 8 could chose to use 6 Levels to cast a
  lightning bolt.  This would cost him 24 END (at 4 END
  per Level) and do 12 DC damage! The maximum
  effective range is equal to the EK's Level x 10, in
  meters.
  For very powerful blasts of energy, the
  energy turns to a pure bolt of ionic-plasma energy.
  
  Any bolt which does over 14DC creates an explosive
  blast radius, as per Area of Effect rules.
  It is a normal Task Resolution to hit a target.
  All to-hit penalties and bonuses apply. There is a +1
  WA to hit metal, or -1 WA if the target is non-metal
  but a strong conductive substance is nearby.
  Interface
  This is the ability to mentally control the
  functions of an electronic device (such as a watch,
  appliance, fly-by-wire jet or vehicle, or even a
  computer).  You must have an appropriate skill for
  controlling the vechile or operating the machine
  (piloting for aircraft, driving for cars, computer
  operations for computers, etc.).  This cannot be used
  to control things which have mechanical or analog
  controls, such as dials, switches, peddles, or wheels,
  which are not redundatly opererated by electronics.
  Some mechanical controls have fly-by-wire systems
  which can be used to override the mechanical
  controls (as is the case with fighters and 21st century
  cars).
  To interface with a device, the EK need only
  make a Competent Task Roll and spend 4 END.  His
  Level dictates the range at which he can interface
  with a device.  The EK has an interface range equal
  to his Level, in meters.  So, an EK with a Level of 6,
  may interface with a device up to 6 meters away.
  Most devices require only simple commands
  (on/off, wash/dry, etc).   However, computers and
  vehicles are much more complex.  Once interfaced,
  all skill rolls to control the device are done as normal
  (with bonuses, as listed below).  However, once
  every minute the EK must spend 1 END and make a
  Compentent Task Roll to remain connected.  The EK
  must totally concentrate on controlling the device,
  and can do little else.  He can talk and can perceive
  his surrounding (except when inside a computer), but
  may not proform any complex actions or use other
  psi powers.  If he is severly distracted (get's shot, for
  instance) contact is broken.
  When driving or piloting, the EK gets a +2
  bonus to all diving or piloting rolls.  When using an
  electronically controlled weapon (such as those on
  fighters, or computer control vehicle weapons as on
  modern tanks and ships) he gains a +1 WA to hit.  If,
  for whatever reason, the EK loses contact, he will
  lose control of the vehicle (or weapon) until he takes
  control again mentally, or manually.
  When controlling a computer, the EK must
  immerse himself in the I/O flow of the machine.  He
  must have a Programming skill of 6, as well as a
  Computer Operations skill of 8 to understand the
  binary data to the point of being able to control the
  computer at such a direct and basic level.  If he can
  see a monitor, he only needs a programming skill of
  4, as he does not need to interpret the output.  He
  does not need to roll programming to understand or
  feed in the data (unless he is actually making a
  program) but he will need to use his Computer Ops
  skill to accomplish tasks.  The advantage of being
  linked to a computer in this way is that you gain all
  the benefits of having a direct neural interface.  The
  usefulness of this depends on the gameworld
  (Cyberpunk 
  2030, 
  for 
  instance, 
  uses 
  neural
  interfaces).
  sychodynamics
  Psychodynamics is the ability to
  actually 
  manipulate 
  and 
  control
  psionic energies using your mental powers.
  Whatever energy makes psychic powers work
  (be it psion particles, bioenergy, cosmic forces) you
  have the direct ability to control the flow of this
  energy.  As a psychodynamisist, it is possible for you
  create fields of psionic noise, jam certain powers or
  individuals, or actually absorb powers and energy.
  Each level of PD in a particular skill has
  different effects, so there is no central effects chart.
  Psychodynamics costs 2 PP per Level.  END cost
  is 1 per Level.
  Psychodynamic Methods
  Below are all psychodynamic methods
  available.  Each requires a separate Use Power skill
  Psi Jamming
  This is the ability to actively jam psychic
  powers.  With this power, you are able to generate a
  negative psi field (anti-psions, for instance) which
  dampens all psionic power in its radius of effect
  (where you are the center of the jamming field).
  There is no contest of skills, the field is either
  generated or it is not.  To generate a psi jamming
  field, you must spend 1 END per Level and make a
  Competent Task Roll.  You can maintain the field
  each Phase by spending just 1 END and making
  another Competent Task Roll.
  For every two points of your Level used,
  everyone who is within in the radius (or any powers
  passing through that area) has their Power Levels
  reduced by 1.  That is, if you have a Level of 8 and
  generate a psi jamming field, all Power Levels will be
  at an effective -4.
  The effect radius of this ability is equal to
  your Level x 10, in meters.
  Psi Static
  Psi static can be generated which interferes
  with all psionic powers within a given radius.  This
  psionic noise can seriously disrupt most psychics,
  and if a mental slug-fest is getting a little too rough, it
  is not uncommon for a psychodynamisist on one side
  P
  
  to simply blast the area with some static and end the
  battle in one fell swoop.
  To generate a psi static field, you must spend
  1 END per Level and make a Competent Task Roll.
  You can maintain the field each Phase by spending
  just 1 END and making another Competent Task
  Roll.  The radius of effect is equal to your Level
  squared (Level 5 has an area of effect of 25 meters).
  Anyone who is in this area (or any psi powers
  that pass through this area) receives a skill penalty to
  use their powers.  All psychic Use Power skills are at
  a penalty equal to the generator's power Level.  For
  instance, if you have a Level of 8 and generate a psi
  static field (64 meters in radius), everyone is at a -8
  to use psi powers.  Your roll to maintain the static
  field is not effected, but all other Use Power rolls are.
  Siphon Energy
  The ability to drain biopsi life-energy from a
  subject is often considered a negative and hostile
  action.  However, there might be some cases where
  this power could be used beneficially.
  Siphoning energy drains Endurance energy
  from a target victim and uses it to replenish your own
  supply.  This is a contest against the target's WILL +
  Concentration (or PSI + Mind Shield) + a die roll.  If
  you succeed against the victim with your Use Power
  Siphon Energy, you can drain away some amount of
  his END.  Weather you succeeded or failed, it will
  cost you 1 END per Level used.  However, if you
  succeed, you will drain away some of the targets
  END, which will more than likely return an Endurance
  profit.
  For every Level, you will take 2 points of
  END from your target, and put them into your
  Endurance pool.  However, because you spent 1
  END per Level, your overall gain is 1 END per Level.
  For instance, if you have a Level of 8 and use full
  power to siphon energy from a target, he will lose 16
  END, and you will gain 16 END.  Because you spent
  8 END using the power, your overall gain was +8
  END.
  The maximum range of this ability is equal to
  your Level x 10, in meters.
  Steal Power
  With this ability, it is possible to temporarily
  steal another psychics Powers. This is a contest
  against the target's WILL + Concentration (or PSI +
  Mind Shield) + a die roll.  If you succeed against the
  victim with your Use Power Steal Power, you can
  drain away some levels of one of his Powers.  Using
  this power also costs you 1 END per Level used.
  For every three Levels used, you reduce one
  of your target's Power by one level and increase
  yours by  one Level.  You cannot drain a victim below
  0 Levels.  This will only last a short while, however.
  Every minute that passes you will lose one point and
  the victim will regain a point.  If the victim was killed,
  you still lose the Power Levels at a rate of 1 per
  minute.
  For instance, if you have a Level of 8 and
  succeed against another psychic with a Level of 6 in
  Telepathy.  You can drain 2 points of Telepathy
  Levels away from him.  Your Telepathy is now at +2
  and his is now Telepathy 4.  The next Phase you may
  do the same.  But remember, the Levels can never
  exceed your own PSI characteristic for any power.
  eleportation
  Into the furthermost realms of fantastic
  powers of the mind lies the ability to
  control space and time, to bend the universe
  to your whim and transport yourself across the
  immensities of the eddies and currents of the vast
  continuum of the cosmos...
  Teleportation is by far the most unbelievable
  psi ability; unbelievable not because it is impossible,
  but because of the astronomical level of energy need
  to warp space-time and covert matter into a transient
  state of pure energy.
  But let us assume for a moment the mind is
  far greater than matter.  Psionic energy is in tune with
  the mechanics of the universe.  Psion particles can
  bend and warp space-time, and swap the state of
  matter to energy and back.  Perhaps that is because
  our minds are on the threshold of ascension to a
  conscious of pure energy; or perhaps it is an aspect
  of consciousness itself.
  Teleportation is truly instantaneous, a blink
  from one point in the universe to another, unbounded
  by the rules of the speed of light.  This is fortunate,
  because if it were not, then by teleporting from Point
  A to Point B on Earth would be difficult, due to Earth's
  rotation and movement through space.  Because it is
  instant, this relative movement is not a factor.
  In order to teleport to a certain place the
  teleporter must be able to clearly visualize it (either
  from memory or by clairvoyant vision), or know it's
  precise geological (or spatial) coordinates.  A simple
  set of coordinate numbers will not suffice, however,
  he will have to match them on a map or chart and
  true to visualize his jump to that point.  It is a -2 skill
  penalty to teleport based on map coordinates.
  Generally speaking, teleporting cost 5 END
  per Level used, and has a limited range, based on
  the Level the teleporter used to make his jump.  This
  is not always the case, as there are other uses for
  teleportation that use considerably less energy.
  T
  
  Level
  Range (kms)
  Mass (kg)
  1
  2 km
  10
  2
  7 kms
  40
  3
  20 kms
  90
  4
  50 kms
  160
  5
  150 kms
  250
  6
  400 kms
  360
  7
  1,000 kms
  490
  8
  3,000 kms
  640
  9
  8,000 kms
  810
  10
  20,000 kms
  1,000
  11
  60,000 kms
  1,210
  12
  160,000 kms
  1,440
  12+
  +200,000 kms
  Level2x 10
  In case you did not notice, the range is close to
  exponential 
  growth 
  (ELevel, 
  but 
  rounded 
  off).
  Therefore, if the GM has a good calculator, he may
  opt to actually calculate the ranges (but he doesn't
  have to).  Mass is Level2 x 10.
  Teleportation costs 4 PP per Level.  END cost is 5
  per Level.
  Teleportation Methods
  Below are all teleportation methods available.
  Each requires a separate Use Power skill.
  Teleport
  This is the most often thought about ability
  for teleportation.  This is the ability to teleport
  yourself, others, or objects from point A to point B,
  instantly.  Your maximum range is listed above.  It
  cost 5 END per Level to use this ability.
  To teleport, you must make a Competent
  Task Roll with this skill.  Your skill is at -2 if you are
  jumping based purely on map coordinates.  If you fail
  the roll the energy is spent but never teleported.  If a
  critical failure is rolled, you do teleport, but not where
  you intended. You might have even teleported into an
  object (but this would be fatal).  It also takes longer
  than one Phase to make the teleport.  You must
  spend 1 Phase per Level concentrating on your
  target.
  For example, if you wish to teleport from
  Chicago to LA, you must have a Level of 8 (3000
  kms).  You would spend 40 END, and have to take 8
  Phases to concentrate (nearly half a minute).
  Please remember, the shortest distance from
  one point on a sphere to another point is through the
  sphere.  If you need to calculate distances on the
  globe quickly and accurately, visit to:
  http://www.indo.com/distance/
  It is, of course, possible to just teleport apart
  of the way to your location, then jump again, but this
  uses more power, and so should only be done when
  you are incapable of making the distance in just one
  jump.  And no, you should not jump into the middle of
  the Pacific Ocean.  Hawaii is always a good stopping
  point on jumps to Japan.  The Moon, by the way, is
  384,400 kms from Earth.  A Level 13 teleporter could
  jump all the way to the Moon!
  You may teleport yourself, your clothes, your
  carried items, or other objects and other people.  You
  may teleport objects of mass equal to your Level2 x
  10.
  At Level 1 and 2, you can only teleport small
  objects, but at Level 3 you can teleport up to 90 kgs,
  that is, a man-sized object (unless it is a big fat man).
  Dirty Tricks
  (This section is listed so the GM can be
  aware of all the nasty things teleporting can do, so he
  can decide if teleportation should be allowed or
  disallowed).
  The ability to teleport objects is considerably
  powerful.  For instance, a Level 3 teleporter can
  teleport an enemy 20 kilometers into the air, and
  leave him there.  If the enemy does not die from
  asphyxiation, he will be dead several minutes later
  when it hits the ground.  Teleporting something 20
  kilometers underground is also a nasty trick.
  At power Level 6, a psi could teleport people
  and objects into Low Earth Orbit.  Not only is this a
  nasty weapon, but an extremely powerful alternative
  to the space program.  At Level 8 and up, they can
  teleport objects to High Earth Orbit.
  Ever thought about teleporting a baseball into
  someone's brain?  Or a small pebble into their heart?
  Or simple teleporting their heart out of their body?
  Doing such fancy teleportation tricks should
  have heavy skill penalties or Heroic to Incredible
  Difficulty Values.  Never the less, the GM should be
  fully prepared for a player to pull a fast one.  Players
  should be given the opportunity to be creative with
  their character's powers, but never abusive.  That is
  what DV and skill penalties are for.  If it’s a cool trick,
  it's going to be tough to pull off.
  Flicker Teleportation
  Flickering is not really teleporting from Point
  A to Point B.  It is teleporting from Point A to Point A.
  Most often, this is used in combat situations (often
  called Combat Teleporting), and many teleporters
  first discovery their powers then they accidentally use
  Flicker teleport as a reaction to an attack (at no skill
  value).
  Flicker teleport basically allows you to take a
  Defensive Maneuver to evade an attack by
  teleporting out of harm's way.  This is different from
  full Teleport because you do not have to spend
  Phases concentrating.
  When attacked you can choice to FlickerPort
  away, instead of making an evasion roll.  Your
  Defense Value then is PSI + Flicker + a die roll.  If
  
  you succeed against the attack, the attack missed.  If
  not, you failed to Flicker in time and the attack hit.
  If your roll is also successful against a
  Competent Difficulty you may appear anywhere in
  visual range of the combat zone.  That is, on the
  other side of the room, or behind your attacker (your
  choosing).
  Flicker Teleport cost a flat 5 END and takes
  no time, though you will lose your next turn, as per
  Aborting for Defensive Maneuver, as normal.  You
  must have a Level of at least 3 to proform this.
  Decorporalization
  Beyond flickering is the ability to put yourself
  in a constant transient state between matter and
  energy.  Basically, this allows you to dematerialized
  yourself, becoming a ghostly, energized form.  You
  are not matter or energy, but something in-between...
  You 
  may 
  decoporalize 
  yourself, 
  other
  objects, or people, of mass  up that listed in the chart
  above.  For instance, if you massed 75 kgs, and
  carried on you 10 kgs of equipment, you would only
  need to use Level 3 to decoporalize yourself, your
  clothes, and your equipment.
  To 
  decorporalize 
  you 
  must 
  make 
  a
  Competent Task Roll with this skill.  Initial END cost
  is equal to 5 END per Level level used.  Each Phase
  which passes you must maintain your state at a flat
  cost of 2 END per Phase, and you must make
  another Competent Task Roll.
  While decorporilized, physical and stun
  attacks have no effect.  Energy attacks have half
  effect, but attacks which directly effect Desolids
  (some superpowers and magic) will have full effect.
  Mental telepathic attacks will effect you as normal.
  Matter is no barrier while decorporalized.
  You can walk through walls, and phase through floors
  and ceilings.  You are still visible as a glowing ghostly
  image of your former self.  You can change back at
  any time, and will do so automatically if your END
  runs out or your fail the roll to maintain your form.
  Stellar Teleportation
  This is a special ability to teleport in stellar
  distances.  Normally, it is not possible for an unaided
  psychic to accomplish this, but with a large psi amp
  (a ship scale psi amp, for instance) he would be able
  to make interstellar jumps (i.e., jumping the psi ship).
  Basically, making a stellar jump is just the
  same as normally teleport jump, except boosted by
  the psi amp.  You must have the exact spatial
  coordinates and an astrogation chart to see where
  you are going, and successfully make a Competent
  Astrogation Task Roll, followed by a successfully
  Competent Stellar Teleport Task Roll.  Failure in
  either will through you off course.  A critical failure
  might drop you and your ship into the heart of a star...
  Dimensional Teleportation
  This is the ability to teleport yourself (or
  others) to a different plane of reality, that is, to
  another dimension.  If no other dimensions exit, this
  power is pointless.  If they do exist, then it is quite
  possible the only way to get there is to jump through
  the corners of time and space to get there.
  This will lead to alternate Earths, or other
  worlds entirely (Fantasy worlds, for instance) where
  things work very differently.  You might even jump
  into a world where psi does not exist (which would be
  terribly unpleasant), but magic might exit.  And if
  magic exits, maybe there is a magical way to teleport
  back...
  The exact game mechanics of this skill is up
  to the GM.  Typically, however, the Level used should
  indicate how far off the alternate dimension is from
  the current world.  1-2 might be an alternate reality.
  3-6 might be a new fantastic world.  High powers
  could jump you to completely alien, surrealistic
  dimensions where everything, even physics, is
  different.
  Temporal Teleportation
  This is the ability to teleport though time.
  Temporal teleportation does not move you in space
  (you must use normal teleport for that), only up or
  down in time.  Assume that you remain exactly where
  you are (the planet's gravity-well keeps you there,
  compensating 
  for 
  space-time 
  expansion 
  and
  planetary orbit), but can transport yourself forward or
  backward in time.  It cost 5 END per Level to use this
  ability.
  To find how far up or down in time you can
  jump, use the Teleport Range chart above, but
  instead of kilometers, read the range as Years.
  To teleport through time, you must know
  exactly when you wish to go, in days plus or minus
  your current time.  Then make a Competent Task
  Roll with this skill.  If you fail the roll the energy is
  spent but never teleported.  If a critical failure is
  rolled, you do teleport to a time you did not intend to
  go. It also takes longer than one Phase to make the
  teleport.  You must spend 1 Phase per Level
  concentrating on your time location.
  For example, if you wish to teleport back 400
  years.  You must have a Level of 6 (400 years) to
  accomplish this.  In your mind, you imagine
  teleporting back 146,096 days (including Leap
  Years!), and make your task roll.  You will also spend
  30 END, and have to take 6 Phases to concentrate.
  The nature of time travel is totally up to the
  GM.  If he does not want time travelers, this skill
  should be disallowed.
  
  pecial Limitations
  Psi powers too expensive?  Those listed
  above are powers without much limitation or
  special conditions.  Limitations are a way to save on
  the cost of a power while sacrificing for functionality.
  Any of these limitations may be give to a power,
  unless they are somehow contradictory, and the GM
  always has the last word on what can and cannot be
  allowed on a power.
  These limitations effect one type of power
  (i.e. Telepathy, or Telekinesis, etc.) and thus all Skill
  Methods which use that power are effected.  There
  are no limitations which effect skills.   Skill are, after
  all, just methods of using your power.
  Extra END Cost
  It cost extra Endurance to use the power,
  above and beyond what is listed for the power.  For
  doubling the END requirements, the PP cost of the
  power is x0.8. For triple END requirements, the PP
  cost of the power is x0.7.  For x4 END requirements,
  the PP cost of the power is x0.6.
  Emergency Only
  The power only manifests itself in times of
  severe stress, anxiety, or when threatened.  This may
  have to do with certain chemical conditions (such as
  heightened endorphins or adrenaline levels) in which
  case it could be artificially stimulated.  But, under
  normal conditions, such as when you are calm and
  unthreatened, the power is simply unavailable.
  The PP cost of the power is x0.8.
  Fickle
  Sometimes it works, sometimes it just
  doesn't.  With this limitation, the GM gets to roll a 3D6
  once every hour of game time (not play time). Roll
  3D6 and subtract 3.  If the roll is less than or equal to
  the character's PSI, the power is available for that
  hour.  If it is greater than PSI the power is unavailable
  for an hour of game time (not play time).
  The PP cost of the power is x0.75.
  Preparation
  With this limitation, the character must spend
  a great deal of extra time, meditation, or ritual.
  Whatever the case, a certainly length of time must be
  spent preparing to use the power before you can
  make a skill roll.  You cannot be interrupted during
  your concentration.  If you are, you must start over.
  If the preparation takes one Round (12
  seconds) cost is x0.95.  If it takes one minute, cost is
  x0.9.  For ten minutes, cost is x0.8.  For one hour,
  cost is x0.7.  For six full hours, cost is x0.6.
  Reduced Range
  The range of the power is severely reduced.
  For half the listed range, the PP cost of the power is
  x0.8. For quarter the range the PP cost of the power
  is x0.7.  For 1/8th the range, the PP cost of the power
  is x0.6.  You cannot reduce the range on a power
  which is Touch Only.
  Touch Only
  This is a special reduced range limitation
  where the range is effectively zero.  You must be in
  physical contact with the subject to use your power
  on him.  This should not be allowed on powers such
  as ESP or Astral Projection, which effect only you.
  The PP cost of the power is x0.6.
  Uncontrollable
  Although you can control your powers with
  your skill as normal, there are times when your
  powers just manifest on their own and do something
  completely unpredictable!  This will never directly
  harm you (such as teleporting your own heart out of
  your body) and will rarely do something against
  friends or loved ones.  Usually, it is a subconscious
  reaction, a reflex action, or a subpersonality within
  your own mind.  Thus, the Uncontrolled action does
  have a moderately logical reason and purpose.
  When the character is under extreme stress
  a certain Method of a power might manifest and do
  something.  When this happens, the character gets to
  make a WILL + Concentration roll against his own
  PSI + the Skill value of that Method which is
  manifesting.  If he wins, the power was suppressed.
  If he fails, the power lashes out and does something.
  The character will also lose END as normal.
  What happens is strictly under the GMs
  control.  A normal task roll will be required, but the
  GM rolls this himself.  The effects may be good or
  bad, but should always be unpredictable.
  The PP cost of the power is x0.75.
  Limited Use
  Your power is only usable a few times a day,
  then is unavailable.  This can be further broken down,
  for instance, if you have "One use per day" this could
  mean "Once every 24 hours".  If you have "Twice per
  day" this could mean "Once every 12 hours".  If you
  have "3x per day" this would mean "Once every 8
  hour" and so one.
  Six times a day: PP cost is x0.95
  Five times a day: PP cost is x0.90
  Four times a day: PP cost is x0.80
  Three times a day: PP cost is x0.70
  Two times a day: PP cost is x0.60
  Once a day: PP cost is x0.50
  S
  
  Psychotronic Technology
  sychotronics
  Psychotronics 
  are 
  technological 
  devices
  which utilize psi-theory in their functionality.
  Psychotronic devices may create psionic energy,
  enhance, amplify, dampen, or manipulate the powers
  themselves.
  Psychotronic 
  devices 
  work 
  of 
  psionic
  principles which are as yet not understood (and
  perhaps pure fantasy), but are well understood in the
  gameworld of which they exist.  Therefore, some
  form of pseudo-science can be used to explain their
  operation.  On the other hand, psychotronic devices
  could be the product of trail and error, or accidental
  discovery, such as the case with the psychotronic
  technology of the Soviet Union (which was probably
  non-function in reality).
  These are just a few examples of possible
  psychotronic technology.  The GM should feel free to
  disallow or make up new technology for his
  campaign, as he sees fit.
  All costs are listed as Option Points.
  Monetary value should be set by the GM, based on
  the OP of the device.  This may not be a direct
  translation, that is, if 1 OP = $100, the GM can say
  that for Psychotronics, 1 OP = $10,000.  This is just a
  scale for measuring relative value. The real cost will
  vary from gameworld to gameworld.  A character
  does not need to pay OP if he can afford the device
  with money.
  sionic Amplifiers
  Psi-amps are some of the most common and
  useful psychotronic devices.  Psi-amps range
  from fantasy mage-tech 'Mind Crystals' to gargantuan
  machines of cosmic proportions.  Whatever the
  nature of psionics, psi-amps do one thing.  They
  amplify psionic energy.
  Psionic amplifiers come in a wide range of
  scales and abilities.  Some only amplify one flavor of
  psionic energy (i.e., only Telepathy), while others are
  universal amplifiers.
  Most psi-amps boost one power.  For
  instance, a telepathy psi-amp with a value of +2 will
  boost telepathy by +2 Levels, but all other psi powers
  will be unboosted.  Remember, using more power
  Levels costs more END for the user!  It might also be
  advantageous to have a Psionic Battery.
  To make a psi-amp, three factors must be
  considered.  Value, Powers, and Scale.  Value is
  simply the range of amplification, form +0 to +10 or
  more.  Powers are the powers which the amplifier
  boosts (Telepathy, telekinesis, etc.).  Scale it the
  amplifier's scale, from human-size to ship-size, and
  beyond.
  Use the tables below to build the amplifier.
  Value
  Base Weight
  Base OP cost
  +1
  0.2 kgs
  1
  +2
  0.5 kgs
  2
  +3
  1 kg
  3
  +4
  2 kgs
  4
  +5
  4 kgs
  5
  +6
  8 kgs
  6
  +7
  20 kgs
  7
  +8
  50 kgs
  8
  +9
  100 kgs
  9
  +10
  200 kgs
  10
  +10+
  +100 kgs
  +1
  Powers
  Weight
  OP cost
  Telepathy
  x1.25
  x1.2
  Telekinesis
  x1.4
  x1.3
  Cognition
  x1.2
  x1.15
  ESP
  x1.15
  x1.10
  Astral Proj.
  x1.4
  x1.3
  Biokinesis
  x1.25
  x1.2
  Thermokinesis
  x1.5
  x1.4
  Electrokinesis
  x1.5
  x1.4
  Psychodynam.
  x1.3
  x1.2
  Teleportation
  x1.6
  x1.5
  All
  x20
  x10
  You may have multiple powers, or All
  Scale
  Weight
  OP cost
  Human
  x1
  x1
  Vehicle
  x10
  x3
  Mecha
  x100
  x5
  Corvette
  x1,000
  x125
  Starship
  x10,000
  x2500
  Scale Effects
  Scale
  Ranges
  Weights
  Damage
  Human
  x1
  x1
  x1
  Vehicle
  x10
  x100
  x3
  Mecha
  x25
  x1000
  x15
  Corvette
  to AUs
  x10,000
  x150
  Starship
  Lightyears
  x100,000
  x1500
  P
  P
  
  Amplifier Headband
  This is sample psi-amp, a metallic amplifier
  headband worn by psychics to boost their power.  It
  only boosts by +1.  Usually, two or three Powers are
  taken, making its weight in the range of 0.3 kgs to 0.5
  kgs, and its cost between 1 or 2 OP.
  Amplifier Helmet
  A larger personal amplifier, the helmet boosts
  by up to +3. Usually, two or three Powers are taken,
  making its weight in the range of 2 kgs to 3 kgs, and
  its cost between 4 to 6 OP.
  Backpack Amplifier
  This is a large backpack amplifier, boosting
  by up to +5. Usually, two or three Powers are taken,
  making its weight in the range of 10 kgs to 15 kgs,
  and its cost between 8 to 10 OP.
  Mecha Amplifier
  This is an amplifier built into a large mecha
  robot.  It only boosts by +1, but it is also scaled up to
  mecha scale. This mecha amplifier also boosts all psi
  powers.  It weights 400 kgs and costs 50 OP.
  Starship Amplifier
  This is a large psi amplifier found in psionicly
  powered starships.  It boosts by +5, and is scaled up
  to starship scale. This starship amplifier also boosts
  all psi powers.  It weights 800 tons and costs 125,000
  OP!
  si Jammers
  Also called Psion Static Field Generator or
  Psionics 
  Countermeasures 
  (PCM), 
  psi
  jammers work exactly like Psi Static method in
  Psychodynamics. The psionic noise created by a psi
  jammer can seriously disrupt most psychics.  Anyone
  who is in the jammer's area of effect (or any psi
  powers that pass through or into this area) receives a
  skill penalty to use their powers.  All psychic Use
  Power skills are at a penalty equal to the generator's
  PCM level.
  To make a psi jammer, two factors must be
  considered.  PCM Level and scale.  Scale cost and
  range is exactly as it is per Psi Amplifier.
  PCM Level is as listed below:
  PCM
  Radius
  Base Weight
  Base OP
  1
  ½ metr
  1 kg
  2
  2
  1 m
  2 kgs
  4
  3
  2 m
  5 kgs
  6
  4
  4 m
  10 kgs
  8
  5
  8 m
  25 kgs
  10
  6
  15 m
  50 kgs
  12
  7
  30 m
  100 kgs
  14
  8
  60 m
  200 kgs
  16
  9
  100 m
  400 kgs
  18
  10
  200 m
  800 kgs
  20
  10+
  +100 m
  doubling
  +2
  Scale
  Radius
  Weight
  OP cost
  Human
  x1
  x1
  x1
  Vehicle
  x10
  x10
  x3
  Mecha
  x25
  x100
  x5
  Corvette
  x250
  x1000
  x125
  Starship
  x2500
  x10,000
  x2500
  For instance, a level 5 PCM psi jammer
  would have radius of 8 meters (16 diameter), and
  mass 25 kgs and cost 10 OP.  It would subtract -5
  from any psionic skill roll in that area.
  A level 5 PCM mecha scale psi jammer
  would have a radius of 200 meters, and mass 2500
  kgs and cost 50 OP. It would also subtract -5 from
  any psionic skill roll in that area.
  Personal Psi Shield
  A personal psi shield is a special Psi Jammer
  with a radius of ½ a meter, but variable PCM level.
  What this amounts to is any psi attempting to use a
  power on you (such as TK, telepathy, etc) is at a
  penalty.  However, indirect attacks, such as a thrown
  object, are unaffected.  Likewise, you would be a
  penalty to use any psi power.
  For every level of PCM (up to a max of 10),
  the personal psi shield masses 1 kilogram and costs
  3 OP.  Psi shields can be used as a type of psi
  dampener, but a more effective psi dampener is
  listed below.
  si Dampener
  A psi dampener is a device which, instead of
  generating a field of psionic static, simply
  dampens the psion particles themselves (probably
  with anti-psions).  The effect then, is that all power
  Levels of anyone within its radius drops by a given
  amount.  If a Power's Level drops to or blow zero,
  that powers is effectively canceled.
  P
  P
  
  To make a psi dampener, two factors must
  be considered. Dampener Level and Scale.  Scale
  cost and range is exactly as it is per Psi Amplifier.
  Dampener Level is as listed below:
  Damp.
  Radius
  Base Weight
  Base OP
  1
  ½ metr
  2 kgs
  3
  2
  1 m
  5 kgs
  6
  3
  2 m
  10 kgs
  9
  4
  4 m
  25 kgs
  12
  5
  8 m
  50 kgs
  15
  6
  15 m
  100 kgs
  18
  7
  30 m
  200 kgs
  21
  8
  60 m
  400 kgs
  24
  9
  100 m
  800 kgs
  27
  10
  200 m
  1600 kgs
  30
  10+
  +100 m
  doubling
  +3
  Scale
  Radius
  Weight
  OP cost
  Human
  x1
  x1
  x1
  Vehicle
  x10
  x10
  x3
  Mecha
  x25
  x100
  x5
  Corvette
  x250
  x1000
  x125
  Starship
  x2500
  x10,000
  x2500
  For instance, a level 5 psi dampener would
  have radius of 8 meters (16 diameter), and mass 50
  kgs and cost 15 OP.  It would subtract -5 from the
  PSI of anyone in its radius.
  A level 5 mecha scale psi dampener would
  have a radius of 200 meters, and mass 5000 kgs and
  cost 75 OP. It would also subtract -5 from the PSI of
  anyone in its radius.
  Personal Psi Dampener
  A personal psi dampener is a special Psi
  Dampener with a radius of ½ a meter, but variable
  dampening level.  This is not very useful, because
  you would only be dampening your own power.
  However, in a world where psi is illegal or regulated,
  such a device may be implanted in psychic
  individuals to effectively eliminate their power.  Of
  course, the dampener could be removed.
  For every level of dampening (up to a max of
  10), the personal psi dampener masses 1 kilogram
  and costs 1 OP.  Large ones would be impractical (or
  extremely painful) to implant.
  si Batteries
  Psionic batteries are devices which store and
  hold points of END which can only be used to
  invoke psi powers.  The most common psi batteries
  are Power Crystals, a small blue crystal which holds
  psionic energy.  Other psi batteries can range from
  psychoactive capacitors to huge psionic particle
  accelerators and psychodynamic reactors.
  Once depleted, a psi battery must be
  recharged.  This must be done is a special recharger
  unit which converts normal electrical current to stored
  potential psychic energy.  The recharge rate is
  usually 2 to 6 hours.
  Psi Batteries
  END
  Base Weight
  Base OP cost
  2
  0.2 kgs
  1
  10
  1 kgs
  5
  20
  2 kg
  10
  30
  3 kgs
  15
  50
  5 kgs
  25
  100
  10 kgs
  50
  200
  20 kgs
  100
  300
  30 kgs
  150
  500
  50 kgs
  250
  1000
  100 kgs
  500
  sychometer
  A psychometer is a portable sensing device
  (looks like a geigercounter) which can detect
  fluctuations is psion levels.  Any psionic sources
  within the range of its forward 60o scanning arc of
  500 meters are detected.  The sources show up as
  radar-like blips on the display screen, giving their
  relative distance.  The strength of the sources is
  measured in a range colors, blue being lower, redder
  being more powerful, and white extremely powerful.
  Psychics will not show up unless they are using their
  powers, and a psychotronic device will not show up
  unless it is on and active.  A psychometer is a
  passive psychotronic device, so it cannot be
  detected.  Larger psychometers are often mounted
  on starship or mecha, and incorporated into their
  main sensor suite.
  A handheld psychometer might cost 2 OP.
  siberTechnology
  It is possible that once psionics are well
  understood, implants could be given to grant
  such powers to people who do not have psychic
  powers.  If machines, or electronic circuitry, can
  replicated the psionic energies, then perhaps this is
  possible.  Neural network chips or special bio-chips
  made from the brain tissue of former psychics might
  also allow for chipped in psi-implants.
  Psionic 
  skill 
  methods 
  can 
  always 
  be
  implanted with a standard skill chip, but to implant
  Powers and increase the PSI characteristic is far
  more complex.
  P
  P
  P
  
  Psionic Neuronet
  Recovery:  15 days
  Cost: 5 OP per +1 to PSI
  A psionic neuronet chip can be either an artificial
  network of electronic synapsis, or a bio-chip of real
  brain tissue taken from a psychic and implanted in
  someone else.  Whatever the case, this can give a
  person more PSI.  Mundane people who have 0 PSI
  can even use this to grant them psionic power.  It
  does not give psionic powers, or skills, you must use
  other psi implants and skill chips for that.
  Psychocatalytic Implant
  Recovery:  12 days
  Cost: PP cost x 5 OP
  A 
  psycocatalytic 
  implant 
  is 
  a 
  chip 
  (artificial
  neuronetwork or bio-chip) which gives the user a
  psychic power (at some power Level).  This can be
  any psi-power available in the gameworld, unless it
  has not yet been developed by psychotronic
  technology.  Telepathy and telekinesis are the most
  common ones.  Other psychocatalytic implants
  probably require a lot more work and research to
  develop.  They will probably also have limitations as
  well.  A psychocatalytic implant cost PP x 5 OP as an
  implant.  You must also have a PSI characteristic,
  and the power level of the power cannot exceed PSI,
  as normal.
  entic Engineering
  It is also probably that if psychic power are
  genetically based, then genetic engineering
  could be used to engineer people with psionic
  abilities.
  Other, 
  special 
  bio-organisms 
  could 
  be
  created by genetic engineered to perform certain
  tasks.  For instance, a symbiotic "crab-like" creature
  could be engineered which has Electronkinesis and a
  skill in Interface, making it a psychic neural interface
  which can be worn and used like any normal neural
  interface (only it is psionically based).
  Other ideas for Psibergenic bio-machines are
  listed below.  The GM should feel free to develop
  these as he wishes for his gameworld.  Many are
  psychic simply for special effect, but they are
  something to think about.
  Psiber Bomb
  A psibergenic creature, usually incased in a
  hard spherical shell, programmed to "go off" at a
  certain time or when a condition is meet.  It has a PSI
  of 8, telepathy of 8, and its only skill is Mind Blast at
  5.  It will Mind Blast at full force, with a roll of 8 + 5 +
  a die roll.   Then it will curl up and die.
  Levitator
  There are many levitators, tuned to varies
  levels of power.  All are small an compact lumps of
  living brain matter, incased in a life-support system.
  They have PSI ranging from 2 - 8 (or higher!), the
  power of Telekinesis (equal to PSI), and a skill of 5 in
  Telekinetic Control.  They are used primarily to lift
  object and make them levitate (such as crates,
  vehicles, or air-ships), but they could have other
  uses.
  TK Gun
  This is a bio-engineered weapon used to
  make blasts of telekinetic force. They have PSI
  ranging from 2 - 8 (or higher!), the power of
  Telekinesis (equal to PSI), and a skill of 5 in TK Blast.
  They are used as an ordinary rifle, but do require
  more maintenance to keep the biomatter inside alive
  and well.
  Other Ideas
  The GM should feel free to make up and
  create any sort of genetic psiber-creature he likes.
  Some other ideas would be a TK shield creature, a
  Healer, biological psi jammers, and even symbiotic
  teleporter creatures.  Anything is possible...
  sychoreactive Drugs
  The 
  most 
  common 
  artificial 
  psionic
  enhancement is drugs.  Seen in movies,
  books, and comics, most psychics are or can be
  further stimulated by drug use.  Some say this
  actually is the case today, with LSD giving people
  uncontrolled powers of Astral Projection.  Whether or
  not this is true, I do not encourage the usage of
  drugs.
  THRX-13
  Commonly know as 'Thyrex 13', THRX-13 is a highly
  addictive psychoreactive drug which is illegal in most
  places due to its extreme side effects.  THRX-13
  grants +2 to all Powers, and this may exceed PSI.
  However, for the drug's duration, the user is also
  extremely paranoid and may see hallucinations from
  time to time.  The drugs effects last for 1D6 hours.
  After the drug runs out, the user will take 20 END
  from fatigue and have a massive headache (-3 to all
  skills).  THRX-13 is administered by injection.
  Anadex
  Anadex is a safer psychoreactive drug, but not
  terribly powerful.  It is mildly addictive, and only gives
  a +1 to all Powers (and this may exceed PSI).  The
  user is also somewhat agitated and shaky for its
  duration, giving a -1 to DEX.  There are few side
  effects, aside from a mild headache.  Anadex is
  G
  P
  
  usually injected, but it comes in pill form as well.  Pills
  will take effect in 3D6 minutes.
  Overload
  This is a nightmare concoction of street drugs which
  was accidentally found to induced psychic powers.
  However, this drug is even worse than THRX-13.  It
  is absolutely addictive, highly euphoric, and the
  aftereffects are extremely incapacitating.  Overload
  increases all your Powers by +4 to all Powers (and
  this may exceed PSI), but all your skills (even psi
  skills) are at -3 due to your extremely doped up state.
  The drugs effects last for 1D6 hours, after which the
  user is 'crashed' for another 1D6 hours.  Overload
  must be injected.
  Psychozine
  Psychozine, generic sounding as it is, is one of the
  most common psychoreactive drugs.  It has minimal
  side-effects and highly desirable results.  Psychozine
  opens up the neuro-pathways of the psychic areas of
  the brain, making the usage of psi powers much
  easier.  In effect, you receive a +2 to all psychic skill
  methods.  However, this comes at a price.  You find it
  hard to concentrate on anything else, receiving a -1
  in all other skills.  The drug lasts for about thirty
  minutes.  Psychozine is usually injected, but it comes
  in pill form as well.  Pills will take effect in 3D6
  minutes.
  Neurothrasher
  Another nasty psychoreactive drug, but not so
  dangerous 
  as 
  to 
  be 
  instantly 
  rejectable.
  Neurothrasher boosts all Powers by +2 to all Powers,
  (and this may exceed PSI), but gives a constant
  headache which lowers INT by -1.  Furthermore,
  Neruothrash also causes some control over psi
  powers to be lost, reducing all psionic skills by -2.
  The drugs effects last for 1D6 hours,  The headache
  will last another hour (as will the -1 to INT).
  Neurothrasher is non-addictive.  It must be injected.
  Sleepers
  Need I explain?  Sleepers negate a persons PSI
  ability, making them unable to use psychic powers.
  Sleeper drugs are extremely powerful and extremely
  devastating.  One injection can last for a week, and
  has the effect of reducing any level of PSI to zero
  (and thus canceling all psi powers as well).  For each
  year of usage, the user will permanently lose 1 point
  of INT from brain damage.  Other problems, such as
  Delusions and Paranoia may also manifest.  Sleepers
  are used in places where psi powers are illegal or
  regulated, and many people prefer death to the living
  hell created by the nightmares of Sleepers...
  
SOURCE: textdata/thevault/Fuzion System [multi]/Fuzion - Atomik Fuzion (Atomik Psioniks!).pdf