TEXT:     
  Presents:
  Presents:
  Presents:
  Presents:    
      
  PSIONICS UNLIMITED
  PSIONICS UNLIMITED
  PSIONICS UNLIMITED
  PSIONICS UNLIMITED        
  Psionic Rules For Interlock Unlimited.    
   
  Written by Deric Bernier  (droc@mc2k.com) 
   
  This is just one of many articles for the  
  Interlock Unlimited System you can find on 
  Datafortress 2020, the largest, most comprehensive 
  Cyberpunk 2020 site in the world. 
  Visit it at: 
  http://datafortress2020.110mb.com/ 
   
  UPDATED 3-9-09 
   
  
   
  1
  - PSIONIC POWERS -  
  PSIONICS  RULES FOR INTERLOCK UNLIMITED 
   
  THE BASICS 
  Psychic Powers are called Psionic Skills, They are bought at 
  Character Generation with the characters Starting Skill Points (see 
  Interlock Unlimited Core Rules), and new Psionic Skills are 
  bought and raised through IP the same as normal skills.  However 
  Psionic Skills can do things no skill ever could, they can 
  manipulate minds, unleash a psychic onslaught, and even sunder 
  reality.  A character that decides to become Psionic will take the 
  role Psion.  It’s Special Ability is called PSI.   
   
  PSION 
  (Psychic, Mind-Reader, Telepath, Mentalist) 
  You have opened your Third Eye and focused your mental abilities 
  to a razors edge. 
  SA – PSI: Adds to Meditation and Human Empathy.  
   
  MEDITATION (COOL) – Meditation allows a character to 
  empty his mind of distraction.  For a Psion, freeing himself from 
  the worldly allows him to explore his own intellect, and gain 
  access to new Psionic Skills.  Learning a new Psionic Skill requires 
  the Psion to make a successful Meditation skill check.  The DC is a 
  base 15 if the Psion has access to the Psionic Skill (such as being 
  taught by another Psion), 20 if the Psion has merely seen the Skill 
  in action, 25 if the Skill is unique. 
   
  In addition, PSI is also used to determine how powerful a Psion is.  
  PSI is multiplied by the characters INT to create Psionic Power 
  Points (PPP).   
   
  PSIONIC POWER POINTS 
  Every level used of a Psionic Skill costs 1 Psionic Power Point. So 
  using a level 5 Astral Projection would cost 5 PPP. A character 
  may choose to use a Psionic Skill at lower level than he has to 
  conserve PPP, for instance a character with a Psychic Blast at 6th 
  level may choose to only do 2d6 damage, but this must be stated 
  before any rolls are made. 
   
  PPP is replenished at a rate of 1 point per hour per level of Psi the 
  character has.  The color of a characters Psionic Aura is 
  determined by the level of EMP a character possesses, 1-3 the 
  Aura goes from purple to red, 4-7 the Aura goes from green to 
  blue, 7-10 the Aura goes from white to gold. 
   
  It is possible for a character to expend his Psionic Power Points 
  and still use Psionic Skills; however doing so takes an enormous 
  strain on the character.  For every 5 points worth of PPP they 
  exceed their limit by, the character will take a point of damage.  
  This Damage can not be healed through accelerated means; it must 
  be healed at the characters natural rate. 
   
  Unless specifically stated otherwiseUsing a Psionic Skill is a Full 
  Combat Action.   
   
  RESISTING PSIONIC POWERS 
  Most Psionic Skills can be resisted.  The formula for resisting a 
  Psionic Skill is: 
   
  Target: COOL + RESIST TORTURE/DRUGS + 1D10 
  VRS 
  Psion: COOL + PSIONIC SKILL LEVEL + 1D10 
  PSIONICS AND HUMANITY LOSS 
  Anytime a Psion character suffers a Fumble using Psionics that 
  results in unintended damage to another, he must roll 1d6 and 
  subtract the number from his Humanity.  Psionics bestow great 
  power, but it can corrupt and its use is dangerous. 
   
  PSIONICS, MAGIC, SUPER POWERS, AND 
  CYBERNETICS 
  Psionics Unlimited is 100% compatible with Arcane Unlimited, 
  and the two should work perfectly together.  Magic allows a 
  character more options, but Psions, due to the limited choices, will 
  generally be more focused and be able to start with their Skills at 
  higher levels than a Magic user who will spread their starting 
  points over a wider range. 
   
  Meta-Powers unlimited works on a much grander scale than 
  Arcane Unlimited, so while they are compatible, Super Powers 
  generated through Meta-Powers unlimited will typically be more 
  powerful than those allowed by Psionics Unlimted or Magic 
  Unlimited.  It is recommended that if you desire to play in a world 
  where anything goes, that you use Meta-Powers Unlimited, with 
  the provisions for Psionic and Magic set aside in that Rules Set. 
   
  Using the Cyberpunk 2020 rules for Cybernetic Enhancement (see 
  the Interlock Unlimited Cyberpunk 2020 Conversion Manual) is 
  allowable, so long as the setting supports it.   
   
  STACKING PSIONIC EFFECTS 
  Identical effects granted by Psionics (or those granted by 
  cybernetics, magic, or Meta Powers) do not stack.  Instead only the 
  highest bonus is counted. 
   
   
   
   
   
  
   
  2
   
   
  PSIONIC SKILLS 
  These are the Psionic Skills available to a Psion character. 
   
  ASTRAL PROJECTION: 
  With this Psionic Skill, a character may Astrally Project himself, 
  leaving his body behind and becoming an embodiment of his own 
  ego.  Buying this power costs 1 point.   The astral projection will 
  be either invisible or translucent with a glowing outline the same 
  color as the users Aura. The Astral Projec tion itself cannot move 
  or manipulate physical objects, or make any physical attack.  
  However it can speak and be heard. The Astral Projection can 
  travel through solid objects, and has no need for air, even allowing 
  it to travel into space.  Projecting requires total concentration, and 
  any things that touches the physical body stronger than a gust of 
  wind will cause the user to make an immediate INT save at –2, or 
  the projection is immediately broken and the character will be 
  dazed and disoriented for 1d6/2 rounds, unable to perform 
  anything but a move action. A character can Astrally Project 
  himself instantly anywhere he has first hand knowledge of, or he 
  may move about in his astral form at a rate equal to his MA 
  multiplied by his Skill level.  An Astral Projection will last for a 
  number of rounds equal to the Characters INT + Skill Level, after 
  which the character must make a COOL Save, success renews his 
  concentration, failure immediately pulls him back to his physical 
  body.  While a character is Astrally Projecting, they are unaware of 
  what is happening around their physical body, and leave it 
  relatively defenseless.  Psionic Skills can be used during Astral 
  Projection, and the Astral Projection itself is susceptible to any 
  Psionic powers or powers that effect the INT, EMP, or COOL. 
   
  EMOTIONAL DOMINATION:  
  Resistible 
  With this Psionic Skill, a character may influence the emotions of 
  others causing rage, fear, sadness, arousal, nervousness, sadness, 
  happiness, or any other emotion.  The power comes in one of two 
  forms (chosen at character generation).   Heroes should take 
  extreme caution using this power, as it can be considered evil, and 
  some cases the equivalent of mental rape.  If the Target 
  successfully Resists, the Psion may not attempt Emotional 
  Domination on the Target again for a number of hours equal to the 
  points the Target succeeded his Resist by. 
   
  TOUCH: 
  The Touch version of Emotional Dominance is more 
  limited, but also more powerful.  For every level of this 
  Psionic skill you may cause anyone in direct physical 
  contact with you to feel one emotion of your choice.  
  Resistance failure indicates the Target(s) feel the emotion 
  so strongly that it provides a +1 per Psionic Skilll level to 
  the character Persuasion/Fast Talk when dealing with the 
  target.  Using the touch version of this power is a Normal 
  Combat Action. 
   
  AURA: 
  Like the Touch version, except it affects anyone within 
  range.  The range of this power is equal to the Skill level 
  in meters. 
   
  MENTAL DEFENSE: 
  With this power a character is able to set up defenses and 
  strengthen their mind against mental or emotional attacks, giving 
  them a +1 per 2 levels to any saves to resist attacks that effect INT, 
  EMP, or COOL or a +1 to any checks opposing Psionic Attack. 
   
   
   
   
   
   
   
   
   
  PRECOGNITION:  
  This power allows a character to get glimpses into the future. The 
  information gleaned from these Glimpses into the future is often 
  very vague, but sometimes quite clear.  The character may act to 
  change the possible outcome.  For every level of the Psionic Skill 
  the Glimpse into the Future becomes stronger and more defined.  
  The closer in time a Glimpse shows, the clearer the image.  For 
  instance a character may get a Glimpse one round in the future that 
  tells them another character will be killed when they open the door 
  by a masked gunmen who will shoot them with small caliber 
  weapon.  But a glimpse into a year from now may only reveal that 
  a great disaster is going to happen somewhere.  In such cases it 
  would not become uncommon for a character to revisit a Glimpse, 
  as they get nearer to the moment it happens, more and more details 
  will emerge.  Usually a character has no control over when a 
  Glimpse is going to occur, it may be while they are asleep, or it 
  may come upon them out of nowhere (in other words at GM 
  discretion, though Psionic Skill level should have a bearing on 
  frequency of glimpses).  However if the character enters a deep 
  meditation he may try to force a Glimpse.  Attempts to receive a 
  Glimpse are given a +1 per level to a character check, with a GM 
  determining Difficulty based on time from event, and scale of the 
  event (in relation to how it will effect either the character).  Getting 
  a glimpse of the future takes a full round or more (depending on 
  the length of the events in the glimpse) 
   
  PSYCHIC BLAST: 
  Resistible 
  This Psychic skill lets the user generate a blast of pure mental 
  energy which he can direct like a cannon at a target.  Damage for 
  this Psionic Skill is 1d6 at first Level 2D6 at fifth level, and 3d6 at 
  tenth Level, and for every level the range increases by 10 meters. 
  Use of this Psionic skill is a Full Combat Action.  The Damage is 
  Psychic Trauma, therefore while it is taken to the head it is not 
  doubled.  BTM however does affect damage taken. 
   
  PSYCHIC HEALING: 
  For every level of this skill taken, a character may heal 1 point of 
  damage per round.  
   
  PSYCHIC INVASION: 
  Resistible 
  This Psychic Skill lets a character read minds, forcing it’s way into 
  their memories and extracting information.  The Target may 
  Resist.  Character success means he gleans an answer of a number 
  of words equal to his INT + the Skill Level.  Success by more than 
  10 points means he is able to discern the exact details of the 
  information he seeks.  Characters should take extreme caution 
  using this power, as it can be considered evil, and some cases the 
  equivalent of mental rape.  If the Target successfully Resists, the 
  Psion may not attempt Psychic Invasion on the Target again for a 
  number of days equal to the points Target succeeded his Resist by.  
   
  PSYCHIC SHIELD: 
  This Psionic Skill allows the character to create a layer of Psionic 
  force around themselves that acts as a forcefield.  The field is an 
  invisible (though if the character wishes it may glow the same 
  color as the characters Psychic Aura) shield covering the users 
  entire body.  For every level of the Psionic Skill it protects as SP:5.  
  By sacrificing SP the character may extend his Psychic Shield to a 
  range of 1 meter for every point of SP sacrificed.  In this manner 
  the Bubble will be a perfectly round sphere, though it may extend 
  below ground.  Creating the Psychic Shield is a Quick Combat 
  Action, and it will last a number of rounds equal to the characters 
  skill, though the character may use PPP to extend it. 
  
   
  3
  PSYCHOMETRY: 
  This Psionic Skill allows the character to read the past of an object.  
  For every level of the Skill it will allow the character to see the 
  face of the last two people to own the item.  By making a skill 
  check it will allow other information to be gleaned, such as the 
  persons name and any major events that occurred while holding the 
  item.  Traumatic events will always resonate the strongest, though 
  details may be hazy.  The skill check modifier is +1 for every 
  owner previous to the target the character wants information on, so 
  if the character wants to find out more information about the sixth 
  owner of an item, the difficulty would be +5.   A modifier may be 
  given in the characters favor if the event was traumatic, or the 
  owner had such a strong bond with the item, such as the Spear Of 
  Longinus, or Anastasia’s Teddy Bear, in which case a character 
  would instantly gain a +5 to their skill. 
   
  TELELOCATION: 
  This Psionic Skill allows the character to know the general 
  direction of any person or object he has had physical contact with.  
  Every level of this Psionic Skill increases the range by 1 
  Kilometer.  Use of this skill requires the character to spend a full 
  round (no other actions allowed) to focus on their target.  The 
  difficulty for locating the target is figured at the same rate as 
  weapon range. 
   
  TELEPATHY: 
  Resistible 
  This Psionic Skill allows a character to communicate mentally 
  with others.  The character may communicate with a number of 
  people equal to their INT plus their Skill.  
   
   
   
   
   
   
   
   
  TELEDOMINANCE: 
  Resistible 
  Possibly the most powerful of all Psionic Skills, this power lets 
  you psionically implant commands into your target.  The more 
  specific command the easier it will be for the character to follow.  
  Implanting a Psionic command first requires a Resist Check.  If the 
  Psi is successful y may implant one command for every 2 levels of 
  skill.  However if the target is ordered to do something that would 
  cause him pain or hurt someone else, he may, at the moment he is 
  attempting to perform said task, make a COOL save at a –1 for 
  every point he lost the roll to resist by.  After a number of days 
  equal to the characters skill level, or under extreme circumstances 
  such as a loved one pleading with him, he may also make the save 
  with the same negative modifier in effect.  Heroes should take 
  extreme caution using this power, as it can be considered evil, and 
  in some cases the equivalent of mental slavery.  If the Target 
  successfully resists, the Psion may not attempt Psychic Invasion on 
  the Target again for a number of days equal to the points the 
  Target succeeded his Resist by. 
    
  TELEKINESIS: 
  This Psionic Skill power allows the character to use his mind to 
  move and manipulate objects.  For every level the character may 
  move or manipulate and object equal to his INT multiplied by his 
  Skill level in Kilograms.  Moving, manipulating, or positioning an 
  object requires the character to make a Telekinesis skill check.  
  The character can move an object a number of meters per round 
  equal to his INT+ his Skill Level.  A character can also make 
  attacks with these objects, by simply hurling them or by using the 
  appropriate weapon skill and adding his Intelligence instead of his 
  Reflex.  Telekinesis will also allow a character to assemble parts of 
  an object or machine faster, a character can assemble/disassemble 
  a number of parts equal to their Skill + Intelligence per round. 
  AFTERTHOUGHTS 
   
  SETTING VARIATION  
  The Default setting for Psionics Unlimited is fantasy, where most mundane weapons top out at 4d6.  Therefore most Damage effects from 
  Psionics are determined at a rate of 1 die increment for every 2 Psionic Skill Levels.  However, in settngs where firearms are prevalent, 
  particularly in modern and beyond settings, where portable weapons can do massive damage, we advise changing listed damage increments 
  from Psionic Skills to 1 die increment for every Single Skill Level.  This will allow Psions in a Modern or Science Fiction to remain equally 
  viable as characters who rely on more standard weaponry. 
   
  PSIONIC SKILL MANIFESTATION AND FLAVOR 
  We purposely left these things out, not because we are lazy, but because we feel these things should be left up to the Players and the GM.  
  What a Psionic Skill looks, feels, sounds, and tastes like should be up to the player and GM.  The cornerstone of enjoyable RPG experience is 
  creativity, and we would like to encourage this in players.  If the GM wishes spells to require flavor, then that is his purview, and we encourage 
  that as well.  But every setting is going to be different, and such things should be taken into consideration.  Therefore we decided to just leave 
  that up to Game Masters and Players. 
   
  Quite literally, everything is open to interpretation between players and game masters, and Interlock Unlimited encourages you to explore your 
  imaginations fully when implementing these rules, or even creating new ones. 
   
  NEW PSIONIC SKILLS 
  While we tried to cover the basics of Psionics, but by no means are we vain or arrogant enough to think we succeeded at covering all 
  possibilities.  Instead what we would like to emphasize is that this list of Psionic Skills is a guideline.  And if GM’s and Players decide to create 
  a new Psionic Skill, or a slew of them, that they will use this list as a guideline.  Caution is recommended, with special attention paid to 
  Balance and redundancy issues.  As stated, we tried to cover everything, while avoiding repeating ourselves to much.  Having more than one 
  Psionic Skill that mechanically does the same thing is useless and adds little to the game.  By that same token, having a Psionic Skill that 
  makes the Psion a God when everyone else is playing at normal levels, just isn’t fun for anyone. 
   
  If you do create new Psionic Skills, and we hope you do, please share them with us at the Datafortress 2020 Interlock Unlimited Forums.  Who 
  knows, if we get enough, they may appear in supplemental material. 
   
   
   
   
  
   
  4
  (Created and written by Deric Bernier, all images by Deric Bernier,) 
   
  For more of the best Interlock Unlimited goodness available, go to 
   
   
  http://datafortress2020.110mb.com/ 
  To e-mail the author: 
  droc@mc2k.com 
   
  
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