Description of Psionic Powers
Psionic powers are generally undetectable to those being affected unless they have Mind Block-Auto or equivalent ability that reacts to specific psionic attacks. I.e. On a failed save against Bio-manipulation of sight, they may have a slight darkening of their vision and would likely be disregarded as a normal biological effect such as an eye muscle spasm. As such multiple attempts can be made to influence a victim without any indication as to an apparent source or that anything has happened.
If less than 5% of a population is magic users, less than that are Psionic. Since it is only something born with and not attainable through train very few have any experience or knowledge of what Psionics are.
PFRPG Main pg. 163
: Self Duration
: Permanent I.S.P.
The ability to mentally heal oneself of disease, poison, or physical damage. Unfortunately, this ability is limited to the healing of oneself and cannot help others. The process requires one full minute of concentration, meaning the psychic cannot use any other psionic power during that time. Bio-regeneration does not restore missing limbs, but does restore 2-12 (2D6) hit points, or 3-18 (3D6) physical S.D.C. points per melee round. In addition, when cuts and scrapes are healed through bioregeneration, there is NO scarring. The psionic can regenerate as often as once every other minute.
PFRPG Main pg. 164
: Touch or within 3' Duration
: Immediate knowledge. Length of Trance
: 2D4 melees of meditation. I.S.P.
The psychic healer can sense physical pain, external and internal injury, disease and possession with absolute clarity. This pinpoint accuracy enables the character to suggest treatment or to conduct psychic surgery.
PFRPG Main pg. 164
: Touch Duration
: Varies with injury. Length of Trance
: 2D6 minutes of preparatory meditation, plus the duration of the surgery, which is half the time of conventional modern medicine; as is the recovery time of the patient.
Psychic surgery is used to repair broken bones and internal injuries, the removal of foreign objects (arrowheads, bullets, etc.), or when a character has suffered so much damage that he or she has lapsed into a coma (zero or less hit points). The recovery from a coma (near death) is equal to treatment from a modern hospital, and 1-66% when psychic surgery is used. Note that there is absolutely no scarring from psychic surgery and minimal pain (no pain if the deaden pain psi-ability is used). No tools are needed, only the psychic's hands. Note: A psychic diagnosis must be made before surgery is possible.
PFRPG Main pg. 164
: Self Duration
: 1 Hour/lvl I.S.P.
A truly unique power that many psychic investigators claim is impossible or does not exist. The power enables the psychic to manipulate his physical energy in such a way that it changes his aura. The altered aura will send the wrong message to those who can see auras. Alterations include:
• General level of experience can be made to seem much lower (level 1 or 2) or much higher (2D4 levels higher) than it really is.
• Conceal the presence of psychic powers.
• Conceal level of base P.P.E. (made to seem much lower).
• Conceal the presence of magic.
• Conceal fatigue, sickness, or injury (looks fresh and healthy).
Rifter #25 Pg. 76
: Self. Duration
: 2 min/lvl I.S.P.
When a psychic uses this ability, he greatly enhances his mind-body connection, hand-eye coordination, and reaction time. This power allows the psychic to be more agile and aware of his body. For the duration that this power is in use, the psychic gains the following bonuses: +1 attack per melee, +3 on initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all Physical skills that rely on coordination or balance.
PFRPG Main pg. 170
: Self Duration
: 10 min/lvl I.S.P.
This is the ability to completely close or block oneself from most psychic/mental emanations. When intentionally closed to supernatural or psychic forces, the character cannot sense anything, cannot use his psionic abilities, nor be psionically influenced by others. A mind block will prevent penetration of telepathy, empathy, hypnotic suggestion, induced nightmares and empathic transfer. It can be an invaluable protective mask when dealing with malevolent psychic forces. It also adds a bonus of +1 to save vs all psychic and mental attacks.
Rifter #25 Pg. 77
: Self. Duration
: 5 min/lvl I.S.P.
The psychic using this power toughens all tissue in his entire body and generates a minor biofeedback field that absorbs damage. When in effect, the psychic only takes half damage from any fall, impact, punch, bullet, or energy attack, even if the damage is magic or psionic. Even damage that goes directly to Hit Points is halved. Furthermore, the biofeedback field absorbs the first 5 S.D.C. or Hit Points of damage from each attack. This damage resistance does not apply to anything the character is carrying.
Strength of Mind
Rifter #25 Pg. 78
: Self. Duration
: 2 min/lvl I.S.P.
This power is as much mind over matter as it is an actual boost to the body's physical capabilities. The psychic is empowered with supernatural strength and endurance by "willing" the body to be stronger and focusing psionic energy directly into the muscles. The psychic gains bonuses of+10 to P.S., +5 to P.E., and +20 S.D.C. for the duration of this ability. The supernatural strength does not give the psychic the ability to inflict Mega- Damage with punches or kicks, but it does instill the power to lift and carry the same as a supernatural creature.
Summon Inner Strength
BtS pg 114
5 min/lvl. I.S.P.:
This psi-power enables the character to draw on his inner reserves of strength for greater physical endurance and power. Ideal in combat and crisis situations. Every time the psychic calls upon his Inner Strength the following bonuses apply:
• +4 to P.S. attribute.
• +10 S.D.C.
• +2 to save vs poison, toxins and disease.
• +5% to save vs coma/death.
• Fatigue is temporarily negated and the character functions without tiring for the full duration of the Summon Inner Strength power.
PFRPG Main pg. 165
2 hours I.S.P.:
This ability controls the distribution of body weight and creates a mild telekinetic field which enables the psionic to float effortlessly on water or one foot in the air per level of experience. On the water, the character can float and rest without exerting any physical energy to do so.
Using a psionic float in the air allows the character to sit or lay (or sleep) comfortably above the ground as if on a cushion of air. The only down side is he may get blown away during a strong wind (at least until he cancels the power). Float can also be used to break a fall by slowing the rate of descent until the character is gently hovering above the ground. Roll 1D20 to roll with fall or impact. Using the psionic float, a successful roll means no damage. A failed roll means half damage. Counts as two melee actions.
PFRPG Main pg. 172
The character remembers every word he reads. Specific blocks of written and visual information can be recalled in perfect detail at will. Each block of information costs 2 I.S.P. to recall in absolute detail. If all I.S.P. has been expended the memory is a little fuzzy, so that exact quotes and details may be impossible to recall. Roll percentile to see how much is retained:
01%-50%: Remembered in full detail, word for word.
50%-80%: Details are forgotten. but the full essence of the ideas are clear.
80%-100%: Can only recall the most basic concepts; no details nor strong comprehension.
Note: Does apply to the spoken word, although psychics with this ability usually have very good memories.
PFRPG Main pg. 168
5 min./lvl I.S.P.:
Through intense concentration/meditation (4D4 minutes of preparation), the psychic can free his mind, or inner self, from his physical body. This psychic inner self is the astral body, a whitish, transparent, ghostly image of the character's physical form. A long silver thread or cord connects the astral body with its physical self. If the cord is severed, the character is likely to die of sudden shock as body and soul are torn asunder. There is only a 30% chance the astral self can locate its physical body without the silver umbilical cord (roll best 2 out of 3).
The physical body lapses into a coma-like trance when the astral self has left it. In this state the body is completely helpless. It can not walk, move or think; it's completely catatonic. Meanwhile, the astral form has the same number of attacks per melee, bonuses, hand to hand, skills, knowledge and psychic powers that he or she has in the material plane. The hazards are threefold. First, if the physical body is killed, the astral body is forever lost and will die, fade away, within six hours. Second, if the astral body gets lost or captured while in the astral plane, the body will begin to waste away and die. (Note: One minute of time in the physical world can be an entire day or even a week in the astral plane). Third, the astral body is vulnerable to psychic attacks and attacks from ghosts, entities and creatures of the Astral Plane (see Nightbane World Book One: Between the Shadows for in-depth information about the Astral Plane and the Dreamstream).
There are two levels of astral projection, coexistence (physical body and spirit form) in the material world and/or the Astral Plane (another dimension). Astral projection from the physical body into the material world creates a ghostly specter of the astral self which can be seen only by other psychics, young children under 13 years old, animals and most supernatural creatures. While in astral form, the character automatically gains the ability to float, fly (mach one/670 mph maximum), see the invisible, pass through solid objects, is impervious to physical harm (including cold, heat and energy), and can see and hear as usual. The astral body cannot communicate with the physical world except through telepathy or empathy, nor speak to, smell or touch anything on the material plane. The astral self is little more than a mute, ghostly observer. Of course, this is a great way to locate invisible supernatural entities, as well as spy on people in the material plane (although limited to short sprints. See duration).
Traveling in astral form has its own very special dangers. While the character can see the invisible and other astral travelers, they can also see him. This makes him susceptible to their psychic and astral form attacks; astral travelers can engage in hand to hand combat against other astral beings. The most vulnerable target is the silver cord which is the astral traveler's lifeline to the physical world. Fortunately, the cord has an Astral S.D.C. which is two times that of the person's physical hit points and S.D.C. combined! Furthermore, the thread-like silver cord is a difficult target to hit; attackers are -6 to strike. The astral body also has two times the S.D.C. and hit points of the physical body. This means if the character has 18 hit points and 28 S.D.C., both the astral body and its silver cord have 92 Astral S.D.C. each (18+28=46x2 = 92 each). Remember, magic and psychic powers have full effect on the astral body. This includes exorcism, which will force the astral traveler to leave the immediate area (400 ft/122 m radius) and prevents him from returning for 24 hours.
Entering the Astral Plane is like entering the twilight zone. After a minute of concentration the astral gateway appears as a bright patch of shimmering, white light. Once the astral traveler passes through it, he will find himself in an endless expanse of white light, and rolling, white clouds. There is no up or down, no bottom or top; no north or south, no land or air or sea, just endless, slowly swirling white. Time too, is in a different or altered state, for what would seem to be a week in the Astral Plane is barely one minute in the physical world. Time and space an twisted and distorted, so the astral traveler can travel from one end of our planet to the other, in the blink of an eye, by simply hopping through the Astral Plane. While this may sound wonderful, the Astral Plane has its dangers. First, the distortion of space and time makes it extremely difficult to find the material world and one's dormant, physical body. Even trying to follow the silver cord can lead to nowhere.
To return from the Astral Plane to the physical body, roll on the following table; Each roll will determine the astral traveler's state of mind and sense of direction. The percentile dice can be rolled up to three times per melee (15 seconds). The player must roll "definitely certain" to successfully return. The player may keep trying until he succeeds or time elapses.
Location of the Physical Body
Roll Percentile Dice to Return from the Astral Plane
01-30 Hopelessly lost (roll again).
31-50 Uncertain, confused (roll again).
51-76 Fairly certain of location; on the right track (roll again).
77-00 Definitely certain of location. (Whew! Made it Back).
Astral travel with & partner is a much safer way to travel, because if one can find his body, he can lead the other one out with him.
Note: Traveling on the material plane in astral form is infinitely easier than travel in the Astral Plane. To find the physical body, the character need only return to where he left it. If it has been moved or hidden, the astral self can sense its location with a 60% chance of success (roll once per melee).
The other danger lies in being attacked by other beings who live in the Astral Plane. Entities and elemental creatures of magic live in that dimension or travel through it. These beings are usually hostile, evil forces. While the astral body can not touch or communicate with the material world, the astral body is quite solid to other inhabitants of the Astral Plane. The astral body is also vulnerable to magic and psychic powers, as well as physical assault by astral entities.
The energy which composes the astral plane is responsive to thoughts and desires. The strongest astral beings can mentally or magically control that energy to mold a small area to look like whatever they imagine (see Nightbane RPG World Book One: Between the Shadows). This means that the astral plane is made up of hundreds or thousands or even millions of tiny astral "kingdoms" adrift within the vast whiteness. Exactly what these kingdoms look like is up to the entity that creates it. Some may look like a modern city, other castles or forests, while still others, a frightening landscape. Perhaps this is where legends of visitations to heaven and hell originate? It is always wise to avoid an astral kingdom, because only the most powerful entities and astral beings can create and maintain them.
Nightbane: BtS Pg. 116
45% +4%/lvl (+2%/lvl from Lore:Astral)
Astral Projection or Astral Transference.
Astral travelers with this power are in a state of communion with the Astral Plane, and are able to find their way more easily. This power can be used in many different ways, depending on where in the Astral Plane the user is at the moment. Skill rolls can be made once every hour.
In the Outer Layer, the psychic can return to his body (or to the physical world if traveling through astral transference) by making a successful skill roll (do not roll on the table found in the Nightbane RPG, page 70).
In the Inner Plane, the psychic can travel through the Dragon Roads by making a skill roll and visualizing the destination. This skill roll is modified as follows:
Destination is well known to the traveler (i.e., an astral domain or kingdom in which he has stayed for at least 48 hours): +25%
Destination is known to the traveler (has visited it at least once): +5%
Traveler knows of but has never been to the destination: -5%
Destination is in the Inner Plane: No modifier.
Destination is in the Outer Layer: -10%
Destination is in the Void: -15%
PFRPG Main pg. 168
: Self; although the image could pertain to people or places thousands of miles away. Duration
: 6D6 melee rounds. I.S.P.
: 58% (+2%)
Clairvoyance enables the psychic to see or feel glimpses of the possible future. This is achieved through meditation or intense concentration in which the clairvoyant thinks about a particular person, event or place. Add +5% to the base skill if the person involved is a friend or loved one. Clairvoyance is unpredictable and cannot be turned on and off like a light bulb. Sometimes it works (if the roll is under the base skill) and sometimes it does not (when the roll is above the base skill). A failed roll means the psychic received no insight to the future, despite the expenditure of I.S.P.
A clairvoyant trance can be attempted as often as twice every day. The message can be a sudden feeling that somebody is in need ("... something's wrong. It's ... it's ... Janet! I've got to see her!") or, more often, a sudden flash of insight — a sudden image that races through the mind. The image is like a brief snippet from a movie or a dream. Often all the details are not clear, but the potential danger is. For example, the psychic character is in a trance or meditation, thinking about his/her friend Janet. Suddenly, the mind is flooded with an image of Janet rushing down a crowded street. It's twilight, like morning or evening. She seems very upset. Janet races into the street, ignoring the traffic. There's a gang of thugs riding down the street like madmen. The squeal of horses (or bystanders). Janet screams. The image ends. Is Janet hurt? Killed? Unknown, but the danger is clear. There are also other hints of information: the time of day, Janet seeming upset, rushing, etc. The glimpse into the future could be twenty minutes, eight hours, 24 hours, or a week. The psychic has no way of knowing. Of course, he has the advantage of recognizing the potential danger as it begins to unfold and may be able to avoid it, stop it, or change the outcome. The image may last a few minutes or be a sudden flash lasting but a few seconds. The flash could be a peculiar noise, insignia, a face, or a specific image like a particular door, object, or person.
It is important to note that sometimes a clairvoyant image will occur unintentionally, without the psychic trying. These most often manifest themselves as dreams or nightmares during sleep. The clairvoyant dream is exactly like the image from a meditative trance described previously. The precognitive flash of the future may also occur unbeckoned while awake, but this is extremely rare. These brief glimpses of the possible future happen because the clairvoyant is acutely attuned to his world. Anything that might hurt or change that world (including people and places) will often be foretold in a flash of insight.
: Be careful not to reveal too much. Use the examples provided as a guide. Remember, these are brief glimpses of the possible future, not a motion picture. The psychic cannot engage in any actions, combat or otherwise, during a moment of clairvoyance, or the image will instantly stop. It usually requires 2D4 melee rounds of concentration or meditation before the image occurs. Remember, a failed skill roll means absolutely nothing happens, but still burns up the 4 I.S.P. and time.
PFRPG Main pg. 171
: 60' and must be visible. Duration
: 2 melees (30 seconds) I.S.P.
Saving Throw: None, but a mind block will hide the presence of psychic abilities, the amount of P.P.E., and possession by a supernatural force.
All things, organic and inorganic, have an aura. The aura has many distinctions and can be used to see or sense things invisible to the human eye. Seeing an aura will indicate the following:
• Estimate the general level of experience. Low (1-3), medium (4-7), high (8th and up).
• The presence of magic (no indication of what or power level).
• The presence of psychic abilities.
• High or low base P.P.E.
• Healthy or sick.
• The presence of a possessing entity.
• The presence of an unusual aberration which indicates a serious illness, nonhuman, mutant, or supernatural being in disguise, but does not specify which.
Note: Cannot tell one's alignment from see aura.
PFRPG Main pg. 171
: 90' Duration
: Until the danger passes or happens. I.S.P.
This power gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90'). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he will know is that something life threatening will happen within the next 60 seconds (4 melees)! The sixth sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril, or the life of somebody he greatly cares about (friend, loved one, etc.). The sixth sense is only triggered by an unexpected, life threatening event which is already set into motion and will happen any second. The power cannot be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P., the sixth sense is temporarily rendered inoperative. Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the initial melee round when the attack occurs. +6 on initiative roll +2 to parry +3 to dodge The character cannot be surprised by a sneak attack from behind.
PFRPG Main pg. 170
: Self Duration
: Varies I.S.P.
This psychic sensitive ability is automatically available to all master psionics. It is a simple self-hypnotic trance which allows the psychic to completely relax. During such trances the psychic regains six I.S.P. per hour (the Mind Mage gets 12!).
Rifter #25 Pg. 78 See FAQ in link.
: Self, 100’ +50’/lvl Duration
: 2 min/lvl I.S.P.
Mind's Eye is a sensory power that instills the psychic with radar-like vision. This psionic radar allows the character to see the shape of everything around him. Even people or items concealed through magic (except Invisibility: Superior) can be seen with this radar vision. A psychic using this power suffers no penalties when blinded or in complete darkness. The psychic can sense and interpret the shape, distance, direction, speed, and location of everything around in all directions with an accuracy of 70% +2% per level of experience. While using this power, the character has the following bonuses: +3 on initiative, +1 to strike, +2 to parry and dodge, and cannot be snuck upon or surprised. Heavy rain or smoke greatly hinders this power, negating the bonuses and giving a -30% to interpreting ability.
Rifter #25 Pg. 78
1 mile/lvl Duration
: 5 min/lvl I.S.P.
With this power the character will be able to sense and possibly find any object or person he desires. The psychic needs to have some knowledge of the person or item he is trying to find.
This knowledge can include meeting the person or touching the item in the past, having a picture of the person or item, having an item that belongs to the person he is searching for, or having the owner of the item present. The base chance of finding someone or something is 40% +5% per level of experience. If the character is looking for an item of his own, or a close friend or relative, he gains a +20% to this roll. Even if the character fails the roll to find the person or item, he will be able to sense whether or not the object is within his range.
Rifter #25 Pg. 80
: 30’ Duration
: 5 min/lvl I.S.P.
Similar in nature to the magical spell Charismatic Aura, this power enhances the natural charm of the psychic. Empathic Charisma endows the psychic with a limited form of Empathy and Empathic Transmission that helps him to determine the basic mood and desires of people around him. Although the psychic will not be able to fully sense and pinpoint the exact emotions of those around him, it will give the psychic a vague sense of each person's general emotional state. The psychic can also transmit any general emotion to those around him. This transmitted emotion will not change anyone's actual feelings, but may sway them in the direction the psychic wishes. Using Empathic Charisma, the psychic will typically be able to swindle, trick, or con one person or an entire group. This is further enhanced when used in conjunction with other powers, such as Telepathy, Empathy, Empathic Transmission, and Enhanced Perception (see above). For the duration of this ability, the psychic will have his M.A. raised by 1D4+2 points and his P.B. raised by 2 points. The psychic will also have trust/intimidate and charm/impress skills equal to 85% (or the value given by their enhanced M.A. and P.B., whichever is higher). Those who save against Empathic Charisma will not radiate their emotions to the psychic, nor are they influenced the psychic's transmitted emotions or charisma. The psychic is -30% to trust/intimidate and charm/impress skills against those who save.
PFRPG Main Pg. 174
: 60’ Duration
: 2D6 min I.S.P
Attacks Per Melee
: Equal to the individual's physical attacks
This incredible ability enables the psychic to instill a powerful emotion into another living creature; person, animal or supernatural being. Each psychic attack/transmission can only affect one creature at a time. Several supernatural creatures have this ability or some aspect of it.
Despair or Sorrow
: Invokes great emotional upheaval, deep sorrow and a sense of loss. There is a 1-50% chance of the victim surrendering or leaving without a battle; furthermore, victims are -2 to parry and dodge.
: Disorients the person so badly that he has no sense of direction, time, or of what is exactly going on. Victims are -3 to strike, parry and dodge, and lose initiative completely.
: Invokes unreasoning terror. Victims are -3 to strike, parry and dodge, plus there is a 1-66% chance that those affected will turn and run.
Hate or Anger
: Will prompt those affected to act rashly, charge, attack, argue violently, etc. Victims are likely (1-60% chance) to attack, kill, harm, or betray those they dislike; +1 (yes, that's plus) to strike, -1 to parry and dodge.
Love or Peacefulness
: Will induce a deep feeling of serenity, dispelling anger, hatred, sorrow, and so on. Hostile opponents are likely (1-60% chance) to reconsider their actions, deciding not to attack, show mercy, leave without being overtly cruel or destructive, halt a rampage, and so on. It does NOT make its victims docile sheep, but curbs hostility.
: Will make its victim believe everything the psionic tells him, but only while under the empathic influence. Life threatening suggestions that go against deep-seated fears or ideal provide an additional saving throw against the suggested action, with a bonus of +3 to save.
Psychic Body Field
RUE pg. 181
: 2 min/lvl I.S.P
With a thought, the psychic instantly surrounds himself with a telekinetic force field that conforms to the shape of his body and enables him to physically move and fight. The field has and A.R. of 18 and 100 S.D.C. + 10 S.D.C. per level. The field takes the shape of a dim, white, transparent aura that completely surrounds and encloses the body of the psychic. Items held in his hands, hung from his back, or worn on top of his head are not protected.
On the downside, the field does not protect against disease, radiation, or toxic fumes, nor magic or psionic attacks other than physical ones (energy blasts, fire, etc.). Worse, the TK-force field means the psychic loses his sense of touch, because the field is between him and all objects/materials outside the force field. This lack of touch sensation means the character cannot feel much of anything he picks up or touches after the field has been erected. This makes the use of skills that require a sense of touch and manual dexterity -30%, and delicate items may be accidentally dropped or crushed.
Note: Updated version of existing power and the FAQ which states to treat as a psychic version of Armor of Ithan for protection amounts per Palladium FAQ #70
PFRPG Main pg 175
Six minutes. I.S.P.:
The powers of the mind are awesome and this is but one of the more spectacular abilities. The psychic transmits a powerful hypnotic suggestion that telepathically tells all who look upon him that they cannot see him! Thus, one moment he is there and the next second he's gone. The character and everything on his person disappears.
The victim of this psionic attack will either think he was mistaken about what he saw (not likely unless seen in a crowd or under conditions of poor visibility), or realize that the character has turned invisible before his very eyes. All who see the psychic, get to roll to save vs psionic attack as normal. Those who fail to save cannot see the character for the full duration of the psionic power. Even characters who can see the invisible and see aura cannot "see" the invisible psychic (the same is true of characters who have modern or ultra-modern optic systems and sensors). Why? Because the psionic is not actually invisible at all! They just "think" he's invisible.
Those who make a successful save vs psionic attack see the character without difficulty (the psychic can cast another invisible haze if he wants to, making all who can still see him have to roll to save again).
Attacks against an invisible foe are -6 to strike, parry, and dodge, and -6 on initiative, unless the invisible character picks up or throws a visible object.
PFRPG Main pg 175
Range: Touch Duration:
Standard; although innocuous false memories or ones that deal with something the character wanted to know/remember, may not be resisted at all (G.M.'s or the player's call).
An artificial memory can be implanted into the mind of the subject. This memory is completely convincing and will affect all related actions of the victim. For example, the psionic could tell the victim: "Your brother was captured and tortured by wolfen when you were a child." This would mean that the subject might have a good reason to hate wolfen. However, there is no guarantee that the subject will react in any particular way. In our example, the subject might hate his real brother, or he may still believe that all wolfen are not evil, just as all humans are not good or evil. Implants that are seemingly unimportant or not strongly defined (rumors, hearsay, etc.) are the easiest to implant in a character's mind because the memory doesn't conflict with real memories or the character's alignment or ethics. Things like, "We met at the tavern last night;" or, "I heard a rumor about ...;" and similar. When asked where he heard that, the character won't remember, but will react with "I know that's what I heard, and I don't want to deal with anybody like that." Even rumors and little things can affect a character's feelings or judgement.
The only chance that the victim has of detecting an artificial memory is when it conflicts with obvious reality (i.e. the character never had a brother), strong beliefs, strong emotions, or alignment. But even if the victim disbelieves the memory or realizes it's false, it still remains.
Rifter #25 Pg. 84
100 ft. +50 ft./lvl for probe, or 200 ft. +100 ft./lvl for two-way communication.
2 min/lvl, I.S.P.:
Just like the lesser Sensitive power of Telepathy, Telepathy: Superior grants the ability to hear surface thoughts, or send and receive telepathic messages. However, this superior form of the power gives the character the ability to read deeper or even subconscious thoughts. If the victim fails the saving throw, the psychic will be able to read thoughts on any subject he wants. This
can include passwords, names of contacts, the victim's true name, and even skills. Sometimes (40% +3% per level of experience chance) the character will be even able to see or hear parts of memories associated with the thoughts he is reading from the victim. A saving throw should be rolled for each skill/memory/thought that the character tries to read. The character can make one attempt to pull information from the victim for each attack per melee.
Rifter #25 Pg. 82
60 ft. Duration:
A psychic using this power can implant a powerful suggestive command into someone's mind. Unless the victim saves, he will carry out the command without hesitation. This can be as simple as a few spoken sentences, such as "open that door," or "go to the castle," or more complicated like sending an encrypted message or performing a task or skill. This power can also be used to make the victim drop his weapon or surrender. If the command goes against the character's alignment, the character has a +3 to save vs this power. If the suggestion goes drastically against their alignment or ethics (such as commanding a good aligned character to kill a loved one), the victim automatically saves.
Rifter #25 Pg. 79
90 ft. Duration:
8 to 20.
This impressive power gives the psychic the ability to cause others to have hallucinations. The hallucinations can be minor, like seeing a 5-dollar bill as a 100-dollar bill, or a major hallucination like interacting with a person or creature that is not there. Or the psychic could cause a moderate hallucination that he or someone else looks different or is wearing different clothes. The psychic can also cause the individual to believe they are experiencing something that is not really happening, like an earthquake. Someone affected by this power will interact with the hallucination as if it were real. This can include believing they have been injured and acting as if they have that injury. This power is a form of hypnotic suggestion. The psychic must simply verbally state what he wants the victim to experience, and will that experience to manifest in the victim's mind. This could be as simple as handing a clerk at a store a 5-dollar bill while using the power and stating to the victim, "Here, do you have change for a hundred?" If the victim fails his saving throw against this attack, he will see a hundred dollar bill and act accordingly. Or the psychic could say, "Look out! Here comes the demon!" while pointing at the entrance to a room. If the victim fails to make his save vs psionics, he will see a demon come bursting in the door, and he will react as if it were real. After the hallucination is initiated, the psychic may want to manipulate the hallucination beyond what the victim's mind would automatically generate. This can be done to keep the situation under control or manipulate it however the psychic may need. Each time the psychic modifies or directs the hallucination will require the psychic to use a melee action.
Minor hallucinations, like making someone believe a small item is different then it really is, cost 8 I.S.P. A moderate hallucination, such as causing someone to believe the psychic is someone else or looks different, cost 14 I.S.P. Causing someone to have a major hallucination, like interacting with a demon, costs 20 I.S.P.
The psychic may also cause hallucinations in multiple victims simultaneously. The psychic may affect I person per level of experience. When the psychic attacks multiple victims he must expend I.S.P. for each victim. If the psychic needed to get by a security checkpoint with three guards that could see his ID was not real, then the psychic would need to be at least third level and would have to spend the I.S.P. needed to create the hallucination of a real ID for each of the three (24 I.S.P. total). Any of the guards that failed to save vs the psionic attack would see the ID as the psychic intended.
The duration of the hallucination depends on the situation. If the psychic using this power moves past his range from the victim, the victim's hallucination will automatically end within 1D4 minutes. If someone else who is not seeing the hallucination tells the victim it is not real and has a good explanation for it, the hallucination will end. If something happens in the hallucination that is completely unbelievable, the hallucination will end. If the victim was led to believe that a 5-dollar bill was really a 100-dollar bill, then he will believe that until the next time he looks at the bill after the psychic has left the area, or when someone else tells the victim otherwise. Game Masters, use your discretion.
Telekinesis (Super) PFRPG Main 179 and RUE pg. 182
100 ft/lvl Duration:
2 min/lvl I.S.P.:
10 to lift/move/hurl an object that weighs 100 lbs (45 kg), +10 I.S.P. per +100 lbs.
1D4x10 S.D.C. per 100 lbs.
The power is basically the same as the ability described in the Physical Category of psionic powers, but greatly enhanced. Differences are increased range, dramatically increased weight and damage. The character can use telekinesis to manipulate as many as one object per level of experience, as long as the combined weight does not exceed the total weight capacity. Combat Bonuses are the same as the non-super telekinetic power.
PFRPG Main pg. 165
Telekinesis is the ability to move objects without any means other than directed psychic energy. The character can make an object hop, fall, roll, rise into the air, suspend it there (hover) or make it fly across the room.
In order to move an object by telekinesis, the item must be clearly visible, within the psychic's range (60 ft/18.3 m) and the point of focus. The psychic must concentrate on what he is doing, thus each telekinetic feat counts as one of the character's physical attacks. The total number of telekinetic attacks is equal to the character's number of physical attacks per melee; usually 3 or 4. Telekinetic attacks can include hurling an object as if thrown, or causing it to buzz about a room, or to swing and hit with it as if a club controlled by an invisible hand. Several objects can be telekinetically thrown around within the same melee round, but not simultaneously. The psychic can only concentrate on one item at a time. For Example: A psychic with four hand to hand attacks per melee can perform four attacks with telekinesis. First, he makes a flower vase fly from the table, aiming it at his opponent's head. Second, he makes the lantern hurl at the guard by the door. Third, the table is suddenly flipped up on end and, fourth, the door flung open. Four melee attacks or actions using telekinesis.
As we can see in the example, telekinesis can be used to do more than making objects fly around. The telekinetic power can be used to open doors, flick switches, press buttons, turn knobs and dials, open windows, make a rocking chair rock, and so on. The range of possibilities is extensive, when you stop and think about it.
It is easiest to move or hurl small objects weighing two pounds (0.9 kg) or less. Maximum height or distance is 60 feet (18.3 m). Medium Size objects weighing 3-20 pounds (1.4 to 9 kg) are more difficult to manipulate and the maximum height or distance is reduced by half; 30 feet (9 m). Large or heavy objects weighing over 20 lbs (9 kg) are the most difficult to maneuver, reducing maximum height and distance to 15 feet (4.6 m). I.S.P. cost for large, heavy objects is 8 I.S.P. for the first 20 lbs (9 kg) plus one I.S.P. for each additional 10 lbs (4.5 kg) of weight. This means it would cost 19 I.S.P. to move 125 lbs (56.7 kg) — 8 I.S.P. for the first 20 lbs +11 I.S.P. for the remaining 105 lbs (47.2 kg).
• +3 to strike with telekinesis; physical/skill bonuses to strike do not apply when telekinesis is used.
• +4 to parry with telekinesis, by using a controlled object to parry or sheer telekinetic force to block an attack. Counts as a medium, heavy object; costs 8 I.S.P.
• Damage from Hurled Objects:
Small: 6 ounces to 1 pound — 1D4
Small: 1.1 to 2 lbs — 1D6
Medium: 3 to 4 lbs — 2D4
Medium: 5 to 10 lbs — 3D4
Medium: 10 to 24 lbs — 3D6
Large: 26 to 40 lbs — 4D6
Add 1D6 for each additional 20 lbs (9 kg) of weight.
Note: Telekinesis is not a force field, thus, while it can be used to parry/block a punch, kick, club, knife or even sword, it cannot stop projectiles, arrows, gas/fumes, flying tackles, and similar attacks. Furthermore, a failed roll to telekinetically parry means the psychic did not parry and is struck by his opponent.
Nightbane: BtS pg 113
1 hour/lvl I.S.P.:
This powerful ability transforms the character's body into an astral construct, similar to an entity or other energy beings, and able to travel astrally. One might consider this power a sort of "super" astral projection. Unlike normal astral projection, the entire body of the character is transformed into an astral energy being, so the body is not left behind and the duration for astral travel is much greater. All the abilities and benefits of the astral projection power (see Nightbane RPG, page 70) apply to this form as well, except there is no silver cord involved.
Nightbane: BtS pg 114
30; 40 M.D. Saving Throw:
Summon Inner Strength
This power channels the character's psychic energies into his own body, temporarily granting him +6 to P.S., which becomes supernatural, and an additional 40 S.D.C. for the duration of the power. This power is especially handy when combating vampires and other superhuman monstrosities. Note: In games like Rifts®, punches and kicks with supernatural P.S. inflict Mega-damage, but the I.S.P. cost is 40 instead of 30.
Mind Block Auto-Defense PFRPG Main pg. 177 and RUE pg. 180
The moment the psychic is mind probed, a personal Mind Block automatically snaps into place. It also alerts the character to the fact that he or she is being probed or attacked by Empathy or Telepathy. The character must consciously and willingly lower the mind shield and open himself to the psi-probes in order to receive them. Otherwise, the automatic defense Mind Block will stay in effect until the probe/attack is over. Engages automatically.
The I.S.P. cost is different in that the character must permanently give up 14 I.S.P. when this power is selected. However, the Mind Block will automatically take place whenever under Telepathic and Empathic probes or mind control attacks at no additional I.S.P. cost.