In 2038
TC [Talos Calendar], Dr. Norton Gethers unleashed
the mind’s true potential after completing a
computer-topographical survey of a latent psychic’s
brain. Through extrapolation programs, he could determine
what regions of the brain became active during psychic
phenomenon. Further research revealed that stimulation
of these nerve clusters could enhance the psychic
effect. Using this information, Dr. Gethers invented
the first Psionic Amplifier (or Psi-Amp).
Over the
next decade, further developments were made; allowing
access to powers as yet unheard of. This research
came, unfortunately, at the cost of several latent
psychics, who became the first victims of Burnout
[brain hemorrhaging and nerve damage from psychic-overload].
Psi-training soon became available to the public thanks
to neuro-rewiring through nanotech [at least those
citizens rich enough or with corporate affiliation].
Psi-booster, an addictive drug, allowed for even greater
powers and prolonged psionic activity. Dr. Gethers
died in 2051 TC, living just long enough to witness
the dawning of a new era in Talos; an age of superhumans
devoid of cyberware.
By 2101
TC, Psionics have come a long way. Psi-Amps are now
handheld units, plugging directly into the median
nerve [at the Carpal Tunnel]. Psionic activity is
transmitted from the brain to the Amplifier through
the dermatomes, amplified, then directed at a specific
target. Peripheral nerves have been utilized to reduce
the risk of brain damage caused by Burnout. As the
Psi-Amp is linked through the dermatomes, mononeuropathy
is the most common side effect of Burnout [although
the pain can still stun or immobilize a Psychic].
Psi-boosters have greatly increased psionic potential,
allowing for prolonged psychic activity. As they are
now available in hypos, they can even be used in combat
situations. However, the psychologically addictive
qualities remain; being equated to the same rush provided
by heroin.
The majority of Psykers now belong to
the OSA; an enigmatic branch of the Talos government.
Corporations do have their own Psykers as well, used
specifically for "negotiations and acquisitions."
The majority of the Talos population cannot afford
the expensive neuro-surgery required, making their
presence very rare in the citizenry.
The following descriptions indicate
how PSI powers generally work, but in no way encompasses
all the psionic powers you may encounter. Tier levels
represent the psionic potential of the individual,
ranging from one to five. The average psyker typically
has access to Tier 2 and Tier 3 powers. Few, beyond
OSA Spooks, have access to Tier 5 powers.
Each power
usage costs the Psyker a number of Psi-potential equal
to the Tier Level [Minimum of 2 points]. These points
are recovered with Psi-Boosters. The GM will tell
you when you’re becoming drained. In game terms,
taking Psionics as your primary skill equals Tier
5 and 65 points; Secondary equals Tier 3 and 45 points;
Tertiary equals Tier 2 and 26 points. For each Tier
obtained, the psyker gains two abilities of their
choice; i.e. a beginning Tier 3 psyker would have
two Tier 1 abilities, two Tier 2 abilties, and two
Tier 3 abilities. Training will help increase these
skills and gain further powers.
See Sample Characters for an example
of a Psyker.
NOTE: Psykers MUST take the Disadvantage:
Addict [Psi-Booster], in addition to their normal
Disadvantage.
NOTE: Some creatures, specifically
those found in the Cannibal Sectors, are not affected
by mind-control powers, such as Psionic Hypnogenesis.
In addition, some augmentations and bio-ware will
reduce damage caused by certain powers [such as pyrokinesis].
TIER LEVELS
Tier One | Tier
Two | Tier Three | Tier
Four | Tier Five
TIER ONE
Psycho-Reflective Screen: Through the
use of telekinetics, the psyker can temporarily [1
to 4 minutes] reflect projectiles and physical attacks
directed at them. However, as the power cannot completely
redirect the damage, injuries are reduced by 15%.
Neuro-Reflex Dampening: All kickback
from weapons is temporarily eliminated, allowing for
increased accuracy with high-powered weapons.
Kinetic Redirection: Pulls/pushes an
object towards you or in a chosen direction. Weight
depends on the psyker’s potential.
Psychogenic Agility: This ability increases
the psyker’s agility temporarily [3 to 7 minutes]
by augmenting nerve-conduction.
Psychogenic Cyber Affinity: This ability
increases the psyker’s mental capabilities temporarily
[3 to 7 minutes] by augmenting nerve-conduction. Very
useful for a boost to computer, technical, and hacking
skills.
Projected Cryokinesis: Launches heat-draining
projectile, lightly damaging a selected target [living
or inanimate].
Remote Electron Tampering: By altering
the electron flow of electronic systems, the psyker
can terminate active security alarms. This does NOT
prevent the alarms from being reactivated.
TIER TWO
Anti-Entropic Field: The center cannot
hold, except around you. Weapons and armor will not
degrade while the psyker engages this power [lasting
1-5 minutes]. Fully automatic fire will not melt a
gun-barrel, bullets will not weaken armor, etc.
Adrenaline Overproduction: This power
puts the adrenal system into overdrive for 10 to 50
seconds. During that time, the psyker’s hand-to-hand
damage is multiplied by their psionic potential; i.e.
a Tier 4 psyker quadruples their HTH damage.
Neural Decontamination: By redirecting
radioactive emissions, the psyker can reduce radiation
absorption by 80% for 15 to 40 seconds.
Cerebro-Stimulated Regeneration: The
psyker gives their regenerative processes a minor
boost, rapidly healing minor wounds [lacerations,
minor burns, blunt trauma, etc].
Psychogenic Strength: This ability increases
the psyker’s physical strength temporarily [3
to 7 minutes] by augmenting muscle-nerve-conduction.
Recursive Psionic Amplification: This
ability increases the psyker’s psionic capabilities
temporarily [2 to 7 minutes] by augmenting nerve-conduction.
They can increase duration, damage, and effects of
their powers. However, power costs and chance for
Burnout are doubled.
Localized Pyrokinesis: Known as the
‘Human Torch,’ this ability ignites a
sphere of flame around the psyker [6’ to 10’
radius] for 7 to 15 seconds. This is usually a last
ditch attack, as it damages the psyker as well as
everything around them.
TIER
THREE
Electron Cascade: By stealing free electrons
and directing them into a tool or weapon, the psyker
can partially to fully recharge any battery-powered
device.
Energy Reflection: Like Psycho-Reflective
Screen, the psyker can now redirect energy attacks,
reducing the damage by 50%.
Neural Toxin Blocker: By altering their
endocrine system, the psyker can process and redirect
toxins more efficiently; temporarily [15 to 45 seconds]
providing them with 80% immune to most poisons.
Enhanced Motion Sensitivity: For 30
to 180 seconds, the psyker becomes aware of all living
creatures within 150 yards of them.
Projected Pyrokinesis: Launches a fiery
projectile at a target, causing significant damage
to a selected target.
Psionic Hypnogenesis: For 20 to 100
seconds, non-robotic creatures become docile toward
the psyker; but will resume hostile activity should
they be attacked in any fashion.
TIER
FOUR
Photonic Redirection: For 10 to 60 seconds,
the psyker can redirect photons around them, making
them invisible to cameras, robots, and living creatures.
Attacking immediately dissipates the effect. In addition,
devices, robots, and creatures that rely on senses
other than ‘sight’ are immune to this
effect, i.e. sonic alarms.
Psionic Hypnoinfluence: The psyker’s
voice becomes irresistibly compelling for 2 to 5 minutes,
allowing them to greatly influence non-robotic creatures,
i.e. "These aren’t the droids you’re
looking for."
Electron Suppression: By disrupting
the electron flow in the target’s circuitry,
the psyker can immobilize a robotic target for 5 to
20 seconds.
Psychogenic Endurance: This ability
increases the psyker’s physical endurance temporarily
[3 to 7 minutes] by augmenting their body. This also
increases the psyker’s pain threshold, allowing
superhuman feats; such as running on a fractured leg.
Remote Circuitry Manipulation: The envy
of Ethernauts everywhere, this power allows the psyker
to enter the Ether without a direct interface. Psi-Hacking,
as it has become known, also prevents neural-damage
caused by black ICE.
Cerebro-Energetic Extension: The Psi-Amp
temporarily [10 to 50 seconds] becomes a deadly melee
weapon; focusing the Psyker’s mind into a razor-sharp
projection of energy.
TIER
FIVE
Advanced Cerebro-Stimulated Regeneration:
The psyker’s regenerative powers are pushed
beyond human limits, allowing the healing of major
damage [internal bleeding, organ damage, broken bones,
etc].
Soma Transference: The psyker can literally
suck the life out of a living target, gaining their
strength and healing wounds. Weaker creatures can
be killed outright by this power.
Instantaneous Quantum Relocation: Over
time [1 to 4 weeks], the psyker memorizes a specific
location. Later on, they can literally ‘shift’
the quantum universe and teleport themselves to that
location. The process must be repeated once this is
done [although the memorization time will be shortened
if the same location is chosen]. Psykers with this
ability hint at an underlying ‘pattern’
to reality, that connects every point in the universe.
Scientists scoff at this theory.
Imposed Neural Restructuring: The psyker’s
influence over non-robotic creatures is so great,
they can cause them to attack chosen targets. This
effect is temporary [10 to 50 seconds] and ends if
the psyker directs an attack at the controlled victim.
Metacreative Barrier: This power creates
a wall of psionic force directly in front of you that
lasts until destroyed. Flanking attacks are unaffected.
External Psionic Detonation: The psyker
can place a "psionic-mine," which detonates
should a living target come within 5’ of it.
This psychic burst can cause unconsciousness or even
brain damage. Enemy psykers are especially susceptible
to this power and take increased damage.
Psychoreflective Aura: The psyker’s
control of kinetic energy is so pronounced, they can
reduce damage from such attacks by 60% [from 30 to
120 seconds].
Ed. Note: These
rules are based directly on Irrational Games' award-winning
"System Shock II." They are in no way meant
to infringe on copyrights, but rather to pay homage
to one of the best RPGs available for the PC.
Top