TEXT: Mind
  Mind’s Eye Publishing
  s Eye Publishing
  by gamers, for gamers...
  by gamers, for gamers...
  Presents
  Hero 8™:
  Inner Mind
  A psychic supplement for use with the
  Hero 8™ RPG/Dice Game
  By: Grant Graves
  Hero 8 is ™ trademark Grant Graves and Mind’s Eye
  Publishing.
  Hero 8 is ©1999 Grant Graves and Mind’s Eye Publishing.
  Playing the Psychic
  Psychics play an important role in hero-styled
  games. This supplement contains not only psychic powers
  that characters may choose, but also different character
  templates 
  for 
  playing 
  different 
  kinds 
  of 
  psychic
  superheroes.
  Can my hero have psychic powers?
  Yes, any hero in the game may have psychic powers.
  However, unless the character is at least a latent psychic
  hero, he may not have more than two. Record any selected
  powers on your hero’s character sheet as PP for Psychic
  Power. Any power that costs 3 points or more may only be
  used once per confrontation.
  Different Kinds of Psychics
  This supplement discusses eight different psychic
  templates that can be played as heroes.
  The Psychic
  Blessed with the gift of extraordinary mental
  powers, the psychic has the ability to focus and control
  brain waves. Using that tremendous focus, the psychic can
  produce magical effects. These effects are called psionics.
  The psychic character may spend points to gain any
  power at any time. The character can not select normal
  superhero powers, nor any other powers. He may select any
  talent or gear he desires, but the total number of points he
  has spent on psychic powers must always be greater than
  the number he has spent on both his gear and talents
  combined.
  The Latent Psychic
  The latent psychic is a character that has the
  incredible mind required to use psychic powers, but just
  lacks the mental focus and devotion to learn how to use
  them properly.
  Latent psychics receive three one point powers at
  first level, free of cost, and may only learn one point
  powers.
  The Failed Psychic
  Failed psychics have the ability, but have never
  gotten it, and never will. They just can’t figure out where
  these powers came from, or how to properly use them. They
  can not purchase more than one power per level, although,
  at first level they do start with three powers that cost one
  point.
  The Inept Natural Psychic
  Inept natural psychics have the will, the power, and
  the ability to be great psychics, but have no one to show
  them how to focus their incredible potential. Because of
  this, they can not purchase powers costing over three
  points.
  The Psychic Adept
  Psychic adepts have the capacity and the focus, but
  for some reason, develop a little slower than the average
  psychic. They may select one power that costs one point,
  free of cost, however, they may gain no power costing over
  one point per level they have achieved, that is, at third
  level, the adept may only purchase powers that cost three
  points or lower.
  The Latent Psychic Hero
  The latent psychic hero is a freak of nature, a
  superhero with psychic powers. Psychic heroes may select
  powers just as regular heroes, however, he may also
  purchase any three psychic powers. Of course, since the
  hero has focused his time and energy on his super powers,
  he will never become a true psychic, as these are the only
  powers he will ever learn.
  The Power Psychic
  Power psychics are very rare and special. They are
  tremendously talented and greatly devoted to the powers
  they possess spending vast amounts of time practicing and
  perfecting them. Power psychics may roll four die in an
  attempt to make a successful roll when using a power,
  however, any power that the power psychic purchases costs
  double the normal amount.
  The Nega-psychic
  Nega-psychics aren’t really psychics at all. They
  don’t even have any powers… of any kind. They are
  individuals that are so close-minded to the paranormal and
  hold such a solid “That stuff’s a bunch of crap” attitude
  that they are totally invulnerable to any psychic powers’
  
  effects. The character will never gain any powers, but may
  select any talents or gear they desire.
  Psychic Powers
  Accelerate Healing (1) This power allows the psychic to
  accelerate the metabolic functions involved in healing. Using
  this power allows the psychic to heal, any individual he
  touches, two points.
  Adrenaline Control (1)
  This power allows the psychic to control the amounts
  of adrenaline produced by the body in stressful situations. At
  the beginning of the confrontation, the psychic may choose one
  of the following bonuses.
  ♦ 
  +1 turn per round
  ♦ 
  +2 to initiative
  Alter Aura: (1) A person’s aura indicates that individual’s main
  alignment, their level, and whether or not that person uses
  magic. This power allows the user to alter his personal aura,
  changing any or all of those aspects to what he desires. Any
  individual attempting to read the user’s aura, within the range of
  the power, will read it, as the user desires.
  Alter Features: (3) This power allows the user to alter his
  physical appearance. Facial and body structures may be
  altered. Height and weight may be increased or decreased by
  up to 25% per level.
  This change is not physical, but exists only in the minds of
  those who view the user. The user merely emits waves that
  alter people’s perception of the user. Those who make a
  successful roll against this do not notice any change.
  Blend: (2) This power allows the user to alter the coloration of
  his skin so to blend in with his surroundings. As long as the
  user remains motionless, those looking in his direction may
  only detect him with a successful roll scoring 2 or more points.
  Deaden Pain: (2) When this power is activated, the recipient is
  totally impervious to pain for the duration of the power. If an
  individual that is under the effects of this power is injured in
  combat, the damage of the wound does not take place until the
  power expires. This includes taking enough damage to kill the
  recipient. This can be dangerous, however, for the recipient of
  the program may be “nickeled and dimed” to death before he
  realizes.
  Detect Psychic Impression (1) This power allows the psychic
  to detect any recent use of psychic powers, up to an hour,
  within the area.
  Heighten Sense (1) This power allows the psychic to double
  the range and sensitivity of one of his five primary senses;
  hearing, sight, smell, taste, or touch for the duration of the
  power.
  Infravision (1) This power allows the psychic to shift his normal
  vision into infravision, allowing him to see heat patterns.
  Levitation (1) This power allows the psychic to cause any one
  object up to 10 lbs per level to float, up to 5ft in height, +1ft per
  level, for the duration of the power. While under the effects of
  this power, an object acts as though it is weightless.
  Molecular Bond (1) For one round per level, the psychic may
  actually fuse his molecules to those of another object. If this is
  the ground or a wall, he can not be moved. If this is an object
  he is carrying, it can not be disarmed. The psychic may also
  use this power to anchor one inanimate object, to another. If
  this power is used in this manner, the one object can not be
  moved unless the other is as well.
  Object Read (1) This power allows the psychic to “read” the
  past of another object. As soon as the object is touched, the
  psychic will receive mental “flashes” as though small movie
  clips for the duration of the power. The psychic can read up to
  one week per level of the object’s past.
  Project Force (1) This power allows the psychic to deliver a
  psychokentic punch that scores +1 point of damage on a
  successful roll. This power may also be used to knock an
  opponent off his feet. The opponent is allowed to make a resist
  vs. magic to prevent this effect. If the opponent is knocked
  down, he must spend one turn getting up. If this option is
  chosen, this power scores no points.
  Read Aura (1) This power is identical to the spell Read Aura.
  Resist (2) This power allows the psychic to resist the effects of
  any one of the following conditions for the duration of the
  power.
  ♦ 
  Cold: -1 point scored from cold.
  ♦ 
  Fire: -1 point scored from fire.
  ♦ 
  Fatigue: tires at half-normal rate.
  ♦ 
  Toxins: toxins have only half-normal effect.
  ♦ 
  Fear: not subject to fear.
  Sense Toxins (1) For the duration, this power allows the
  psychic to sense the presence of any toxin within the power’s
  range. Note that this does not allow the psychic to automatically
  identify the toxin, nor its effects.
  Soften Structure (2) This power allows the psychic to weaken
  the structure of any inanimate object by one point per level.
  Suggestion (2) This power is identical to the spell, Suggestion.
  Alignment Change: (2) For the duration of this program,
  Alignment Change allows the user to change the alignment of
  any one individual to whatever he desires.
  Alter Memory (2) This power allows the psychic alter any
  memory of one individual as he desires. One event per level of
  the psychic may be altered. The intended target of this effect
  must be unconscious at the time of alteration.
  Astral Projection (2) This power allows the psychic to have an
  “out of body experience”. When using this power, the psychic
  enters a trance. While in this trance, he may project a fragment
  of his essence to any location he desires within the realm he is
  physically present.
  The psychic will see and hear everything around this
  fragmented essence, but can not communicate with any person
  at the location to which he has traveled, nor can he effect this
  location in any way, for he is not in physical form. 
  This
  essence is completely unknown to all at the location, unless
  some form of psychic detection is used. The psychic’s body,
  however, is completely helpless while in the trance that results
  when using this power.
  Clairaudience (2) This power is identical to the spell,
  Clairaudience.
  Clairvoyance (2) This power is identical to the spell,
  Clairvoyance.
  Danger Sense: (3) Whenever a user feels that a situation may
  warrant harm, he may activate this program. If the user is faced
  with danger, such as his party being attacked, he will receive a
  mental image, indicating to him the attacker’s general direction
  and intention, just before the attack. The user will have
  opportunity to take one turn before anyone else.
  Detect (2) This power allows the psychic to detect any one of
  the following effects, within the area. The psychic can not see
  the energies present, unless they take on a physical form, but
  will mentally know if the effect chosen is in the area. Choices of
  Detection include magic, toxins, good, evil, water, secret
  passages, and underground tunnels.
  Detonate (2) This power allows the psychic to cause small
  objects, up to 5 pounds to explode. This requires one round of
  focusing on the object. The psychic must be able to see the
  
  object to target it. All objects targeted for this power must be
  inanimate. Objects score 1d6 points.
  Empathy (2) This power allows the psychic to sense the
  emotions of any one individual within the area. This does not
  allow the psychic to foresee the individual’s intentions, but does
  indicate the magnitude of the emotion to the psychic.
  Enfeeble (2) One individual, within the area, may be targeted
  by this power. For the duration, the target’s capacity for thinking
  and reacting is greatly hindered, giving him -1 turn per round
  and –2 to initiative.
  Hallucinate (3) This power is identical to the magic Phantasm.
  Heighten Pain (3) This power may be focused on any one
  individual within the area. When used in combat, every point
  scored against the victim of this power suffers is believed to be
  doubled. These extra points of damage are fake, and are
  negated when the power’s duration ends. If the victim is beaten
  due to this fake damage, he merely falls unconscious for the
  duration of the power +1d6 rounds.
  Ignore (3) This power is identical to the spell Avoid.
  Inflict Emotion (3) This power will effect any one individual
  within the area. The target of this power will be subjected to any
  one emotion listed below, and is granted its effects.
  ♦ 
  Anger/Rage: Attacks nearest person for duration of power.
  ♦ 
  Fear: Flees for duration of power.
  ♦ 
  Peace: Will not attack, but will defend.
  ♦ 
  Courage: +1 turn per round.
  ♦ 
  Sorrow: -1 turn per round.
  ♦ 
  Joy: Cooperative for duration of power.
  Imbue Information (4) This power allows the user to safely
  place any amount of information within the mind of a single
  individual for later extraction. The individual will not have
  access to this information, nor will he be aware of its presence,
  unless told.
  After the information is placed within the individual’s
  mind, the user will incorporate a user lock on the information
  that makes the information accessible only by a password of
  some form (a word, an image, a touch, etc). Without the
  password, the information is untraceable and impossible to
  reach. Only pre-authorized individuals may extract the
  information.
  Impervious (4) For the duration of this power, the psychic will
  not suffer any damage from any one form of attack listed below.
  Choices: fire, cold, toxins, fear, magic, normal weapons, and
  psychic powers.
  Insert Memory (4) This power allows the psychic to insert a
  memory into one individual’s mind. This memory may be as
  detailed as the psychic desires; having emotion, images,
  sounds, the five senses, etc, however, may not be of a length
  of over one minute per level of the psychic. The individual will
  believe that the memory is real and actually took place.
  Mental Bolt (4) This power produces one effect from the list
  below. This power may only be used on one individual per
  activation.
  ♦ 
  Stun: the target’s mind becomes extremely clouded and
  numb, causing the individual to slip in and out of
  consciousness for the duration of the power losing 1 turn
  per round.
  ♦ 
  Project Megaforce: may be used to knock target down,
  target must make a successful roll or be knocked
  unconscious for 1d6 rounds.
  ♦ 
  MindBlast: scores 1 point per level of the psychic.
  Mind Block (3) This power allows the psychic to become
  impervious to all mental attacks, both psychic and magical in
  nature, for the duration of the power.
  Mindwipe (4) This power causes psychic amnesia to any one
  individual touched by the psychic. The person effected by this
  power will forget everything, his name, friends, family, skills,
  spells or abilities, etc. for the duration of the power.
  Precognition (3) This power is identical to the spell Vision.
  Presence Sense (5) This power allows the user to sense the
  presence of any number of individuals that enter the area. The
  user need not see any individual to sense his exact location.
  This includes those using invisibility. While the user may not
  see the invisible individual, he will know his exact location.
  Psychic Navigation (4) This power acts as a guide that
  prevents the user from becoming lost. The user must merely
  know the name of his destination, and this power will lead him
  there. The destination must be a known location.
  Read Thoughts (4) This power allows the user to read the
  thoughts of any one individual within the area. These thoughts
  are read as spoken words. When the user reads another
  person’s mind, he will hear that person’s thoughts as though
  the person was addressing him.
  Send Thought (3) This power allows the user to send a
  thought to any number of individuals within one mile. This
  thought is transferred in an instant and may be of anything the
  user desires, such as, a battle plan, the impression an
  individual made on him, or an experience that he would not
  want to share with a person that is present.
  Stasis (5) This power allows the psychic to place any one
  individual within the power’s range into a trance for the
  purposes of psychic healing. While in the trance the psychic
  may perform any one of the effects listed below.
  ♦ 
  Healing touch: allows the psychic to dramatically increase
  the metabolic functions involved in the natural healing
  process healing 2 points per level of the psychic.
  ♦ 
  Reverse Pyschically Bestowed Condition: allows the
  psychic to reverse the effects of any power placed on an
  individual. Time Required: 10 minutes
  ♦ 
  Reverse Condition: may reverse any one of the following
  conditions, blindness, deafness, paralyzation, effects of
  toxins, or disease. Time Required: 1 hour
  Telekinesis (3) This power allows the user to move objects
  with thought. Any object, up to the size of a person.
  Telepathy (3) This power allows the user to speak with any
  number of individuals, within one mile, mentally. The recipients
  of this power hear the user’s voice as though he was
  addressing them audibly. This does not allow the recipients of
  this power to reply to the user mentally, unless they to have
  access to this power and choose to use it.
  Toughen Skin (2) This power allows the psychic to increase
  the density of his skin, making it thicker and tougher. The
  psychic is granted +6 points for the duration of the power.
  Animate Object (4) This power is identical to the spell Animate
  Object.
  Control Energies (5)
  This power allows to psychic to control any one of the
  energies listed below. The magnitude to which the psychic may
  control these energies is detailed. Only one aspect may be
  chosen per activation of this power.
  Heat: this aspect allows the psychic to increase the
  temperature of any one object, within the power’s radius; or the
  whole area by 25 degrees per level. He may also decrease the
  amount of heat, in the same manner by 25 degrees per level.
  This aspect does not work on living organisms, other than
  bacteria.
  Light: can control the intensity of light within the
  power’s radius; can increase the magnitude of any one source
  of light by 100% per level, or decrease it to total darkness. This
  also allows the psychic to bend light within the radius, allowing
  only certain colors to reflect off objects. The psychic may also
  make himself virtually invisible as though he was using the
  
  spell, Blend.
  Kinetic: This power allows the psychic to manipulate
  kinetic energy, increasing the speed of objects to double or
  decreasing them by half. While the psychic may only focus on
  one object per round, increasing an object’s speed allowing it to
  score +1 point. Decreasing an object’s speed penalizes its
  score –1 point. If this power is used on an individual, increasing
  grants +1 turn per round, while decreasing penalizes -1 turn per
  round. The psychic may only focus on objects he can see.
  Sound: This allows the psychic to increase any one
  sound by 100% per level, or decrease a sound up to complete
  silence. Only one sound may be chosen per round per turn.
  Cryokinesis (5) This power allows the psychic to ability to
  manipulate cold. These powers only manifest while Cryokinesis
  is active.
  ♦ 
  Impervious to Cold: cold attacks score no points, and the
  psychic can not freeze.
  ♦ 
  Manipulate Heat: the psychic can manipulate the
  transference of heat to the extent of cooling objects. The
  psychic may decrease the temperature of any one object
  or the entire area by 25 degrees per level. Striking an
  object that has a temperature below -50 causes double
  damage to that object.
  ♦ 
  Arctic Blast: This aspect summons a blast of freezing
  wind that may be used on living organisms to freeze them.
  Living organisms can not be frozen to death. Instead the
  psychic may cool down an individual to induce a state of
  suspended animation. This requires three rounds of total
  concentration, preventing the psychic from performing any
  other actions during that time. Objects or individuals frozen
  “thaw” in a number of rounds equal to the rounds this
  power was active.
  Deaden Sense: (4) This power enables the user to temporarily
  “turn off” one of the five primary senses (hear, sight, touch,
  smell, taste) of any one individual within the area. If hearing is
  selected, the victim is completely deaf for the duration of the
  power. If sight is selected, the victim is blind for the duration of
  the power.
  Dominate: (5) When this power is activated, any one individual
  of the user’s choice, within the area, becomes the willing
  servant of the user. Any individual effected by the power may
  attempt to make a successful roll to negate the effects.
  Any person under the effects of Dominate is under complete
  control of the user, and must do everything he desires, even if
  this conflicts with his alignment. A dominated person will not kill
  himself or let himself be killed without defending himself.
  Electrokinesis (4) This power gives the psychic control over
  electricity. The aspects of this power only manifest when the
  power is activated.
  ♦ 
  Impervious to electricity: electrical attacks cause no
  damage.
  ♦ 
  Channel Electricity: This allows the psychic to channel
  electricity through his body to another location within the
  power’s radius, without harming him. He may also adjust
  the magnitude of the amount of current transferred,
  increasing it to 30,000 kilowatts or decreasing it to one
  watt.
  ♦ 
  Electrical Attack: This aspect allows the psychic to send
  a bolt of electricity from his own body to any one target
  within the power’s radius, scoring 1 point per level. This
  requires two actions, one to charge the bolt, the other to
  fire it.
  Pyrokinesis (5) This power allows the psychic to control heat.
  The aspects of this power only manifest when the power is
  active.
  ♦ 
  Impervious to Heat: Heat attacks score no points against
  the psychic.
  ♦ 
  Alter Temperature: This power allows the psychic to raise
  the temperature within the power’s radius by 25 degrees
  per round, causing exhaustion upon reaching 120 degrees,
  unconsciousness at 200 degrees, and causing 1d4 points
  of damage per round to all within the power’s range at
  300+ degrees. The psychic may also increase the
  temperature of an object by 25 degrees per round. A
  cooling off period is required for areas effected by this
  power. The cooling off period is equal to twice the number
  of rounds the area or object was heated.
  ♦ 
  Fire Bolt: When this aspect is used, a jet of flames leap
  from the psychic’s hand striking any selected target within
  the area scoring 1d6 points.
  See Energies (5) This power allows the psychic to actually see
  energies at work. The psychic may use this power to locate the
  source of any one type of energy listed below and need not
  physically see the source to locate its origins. The psychic may
  only choose one aspect per round and only one aspect may be
  active at one time. The different aspects a psychic may choose
  are; light, magic, sound, movement, heat, and invisibility.
  Transfer Consciousness: (5) This power allows the user to
  exchange bodies with another individual. Both the user and his
  victim keep their talents, but exchange gear and points. The
  change is permanent and the use of this power costs one
  points.
  
SOURCE: textdata/thevault/Hero 8/Hero 8 Inner Mind.pdf