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This is a GURPS supplement for GURPS Psionics. This page describes psionic powers. Skills associated with psionics, but not with powers can be found on my GURPS skills page. While this page can be used with only the information in GURPS Basic, it does assume knowledge of both GURPS Psionics and GURPS Compendium I.
While the skills listed below list the most common paths to gain a particular skill, there is nothing that says these are the only ways of obtaining that skill. The Teleportation power prerequisite, for examples, may be replaced by World-Jumper in any case it seems appropriate. While the GM is under no obligation to grant such abilities, he shouldn't automatically refuse such abilities as being not "by the book."
Certain skills and maneuvers may only be available with an appropriate Unusual Background. Such background costs are world dependent, and no general guidelines can be given.
| Pow | Range | Diameter | Duration | Move | Force/
Mass | ST | Information | |
|---|---|---|---|---|---|---|---|---|
| 0 | None | None | None | 1 | none | 0 | Symbol (32 bytes) | |
| 1 | Touch (x10 time) | None | 1 min. | 1.4 | 2 oz. | 0.005 | phrase or clause | |
| 2 | Touch | None | 2 min. | 2 | 4 oz. | 0.01 | sentence | |
| 3 | 1 yards | Touch | 3 min. | 3 | 8 oz. | 0.02 | concept/definition | |
| 4 | 2 yards | 1 yards | 4 min. | 4 | 1 lb. | 0.04 | paragraph | |
| 5 | 4 yards | 2 yards | 5 min. | 6 | 2 lbs. | 0.08 | page | |
| 6 | 8 yards | 3 yards | 6 min. | 8 | 4 lbs. | 0.15 | 2 pages | |
| 7 | 15 yards | 4 yards | 7 min. | 11 | 8 lbs. | 0.3 | 1000 words | |
| 8 | 30 yards | 5 yards | 8 min. | 15 | 15 lbs. | 0.6 | picture | |
| 9 | 60 yards | 8 yards | 9 min. | 22 | 30 lbs. | 1.2 | term paper | |
| 10 | 125 yards | 11 yards | 10 min. | 30 | 60 lbs. | 2.5 | short story | |
| 11 | 250 yards | 16 yards | 11 min. | 45 | 125 lbs. | 5 | ||
| 12 | 500 yards | 22 yards | 12 min. | 60 | 250 lbs. | 10 | novella | |
| 13 | ½ mile | 31 yards | 13 min. | 90 | 500 lbs. (375 lbs.) | 20 (15) | paperback | |
| 14 | 1 mile | 42 yards | 14 min. | 125 | 1,000 lbs. (500 lbs.) | 40 (20) | elementary textbook | |
| 15 | 2 miles | 59 yards | 15 min. | 175 | 1 ton (625 lbs.) | 80 (25) | megabyte memory, Cpx/1 program | |
| 16 | 4 miles | 84 yards | 16 min. | 250 | 2 tons (750 lbs.) | 150 (30) | major novel | |
| 17 | 8 miles | 120 yards | 17 min. | 350 | 4 tons (875 lbs.) | 300 (35) | engineering reference, Cpx/2 program | |
| 18 | 15 miles | 160 yards | 18 min. | 500 | 8 ton (1,000 lbs.) | 600 (40) | ||
| 19 | 30 miles | 230 yards | 19 min. | 700 | 15 tons (1,125 lbs.) | 1,250 (45) | Cpx/3 program | |
| 20 | 60 miles | 325 yards | 20 min. | 1,000 | 30 tons (1,250 lbs.) | 2,500 (50) | encyclopedia set | |
| 21 | 125 miles | 470 yards | 21 min. | 1,400 | 60 tons (1,375 lbs.) | 5,000 (55) | The Oxford English Dictionary, Cpx/4 program | |
| 22 | 250 miles | 660 yards | 22 min. | 2,000 | 125 tons (1,500 lbs.) | 10,000 (60) | ||
| 23 | 500 miles | ½ mile | 23 min. | 3,000 | 250 tons (1,625 lbs.) | 20,000 (65) | Cpx/5 program | |
| 24 | 1,000 miles | ¾ mile | 24 min. | 4,000 | 500 tons (1,750 lbs.) | 40,000 (70) | ||
| 25 | 2,000 miles | 1 mile | 25 min. | 6,000 | 1,000 tons (1,875 lbs.) | 80,000 (75) | gigabyte memory, Cpx/6 program |
Notes: DR = Power/2. Exoteleport Mass+Range must be equal or less than Teleport Power. Telekinesis Mass+Speed must be equal or less than Psychokinesis Power. Range may be a unit of time instead of a unit of distance.
Different games may change the above scales, perhaps requiring an unusual background to use a superior scale. One such change is noted on the table under "Force/Mass" and "ST." With this option available force stops doubling at power 12 and increases only 125 pounds per level. This option matches the cost of Telekinesis with the cost of high-end physical strength plus appropriate enhancements. Stopping doubling at power 13 and increasing force by 250 pounds per level matches the cost of high-end physical strength without enhancements.
Any psi may have Antipsi power and, in general, simply possessing the Antipsi ability does not affect other psionic powers. Admittedly, there may be an Unusual Background requirement for a person to have both trained psionics and trained antipsionics in some campaigns.
Additionally, Antipsi may affect other powers based on mind and will. Any skill based on Antipsi may be changed to affect any other powers acceptable to the GM. Psi Static (for example) could become Mage Static and affect magic spells instead of psionic skills. If this is allowed, a GM may wish to increase the cost of the ability to 5/level.
In my games the Mind Shield skill is also an Antipsi ability. For all practical purposes, an Antipsi Mind Shield is the same as a Telepathy Mind Shield.
As written, the current rules make Cyberpsi much too powerful, particularly concerning the increase to computer skills. Under the new rules, Cyberpsi grants no skill bonuses. However, to interface with a computer now requires success by the computer's complexity minus the psionic's power (minimum zero). To recieve a bonus equal to Power to all computer skills while using Cyberpsi is a +150% enhancement to Cyberpsi power, or a +60% enhancement to full Electrokinesis.
Unenhanced, cyberpsi may affect a single computerized system within half of his power's Diameter (from the Power Table) or by touching it (cyberpsi at power 1 or 2 will not recieve the normal +2 skill bonus). Multiple uses of the skill may be used to affect multiple systems or even allow the psi to act as a communications device or interface.
Due to the increased mass of this standard from the original, Levitation increases the mass which can be moved by 7 power levels instead of 10.
Mental Powress | 5/level |
In some universes people can develop mental talents through training. The Mental Powress power enables characters to do just that.
Mindsword Form | 1/level |
This advantage enables a psionic to form his Mindsword in different ways (knife, scimitar, spear, lance, etc). A psionic learns a particular form when he first learns the Mindsword skill. Each form thereafter require one level of this advantage. If the psionic has this advantage at the 15 point level, he may have his mindsword assume any form. Switching from one form to another requires a Mindsword roll and one second of concentration (unless the psionic has the Instantaneous enhancement). Different skills may be required to use the different forms in combat.
Unusual Background | Varies |
Unusual Background represents a way for GM's to balance rare training or combinations of abilities. GM's should consider it whenever a particular combination of abilities looks like it might give them problems.
Amplify Senses *2 |
This healing skill permits a psionic to increase his ability to perceive things. Before making a sensory roll, a psionic may roll against this skill and add his degree of success to his sense roll. If the psionic chooses to maintain his increased sense, additional rolls are required every minute.
In addition to "standard" senses of vision, hearing, and smell, this skill can also apply to such things as the sense of balance (useful for tightrope walking), and the sense of texture. Individual senses may be taken as maneuvers to a maximum of Amplify Senses+4.
This skill will only apply to physical senses, it will not increase senses based on psionic powers. Additionally, the skill will not give the psionic any increased capabilities. The psi may gain increased sensitivity to smells, but this will not give him the Discriminatory smell advantage.
Astral Body *n/a | Prerequisites: Astral Projection/5+, Astral Projection-14+, Teleportation/5+ |
This skills allows a psionic to exist in a "halfway" state that is neither fully astral nor fully physical. This state is generally the same as Astral Projection. Movement, dodge, and duration are the same as what is provided by Astral Projection. The Astral Body is automatically visible to both astral and physical entities. The character may move through physical objects, but not through magical or psionic barriers. When the effect ends, whether voluntarily or not, the psionic simply "phases in" at his current location, he does not snap back to the location he was in when the ability was activated.
The Astral Body is insubstantial to physical things, but may be affected by astral objects and entities. Astral PD and DR are the same as Astral Projection, but any magical defenses do apply. The amount of equipment a psionic can bring into this state is dependent on his teleportation ability. However, the character can bring more in by using the Exo-Astrality maneuver. Damage in Astral Body form carries over to both astral and physical forms.
Spells and psionic effects may affect the Astral Body, whether coming from the astral or physical world. However, all such effects are at -3 to skill. The same applies to psionic and magical effects coming from the psionic in Astral Body form.
Astral Capture *n/a | Prerequisites: Astral Projection (power)/10+, Astral Projection (skill)-15+ |
This skill enables an astral projector to draw out the astral form of another being. If the person being drawn is not cooperating, this requires a roll of this skill vs. the person's Will (modified as necessary). The psionic must make an additional roll every minute to keep that person in the astral plane.
This skill also enables a group of Astral travelers to travel at the same speed, and for longer times. The number of Astral travelers that can be affected is equal to the total of Astral Projection Power and Astral Capture skill (a separate skill check must be made for each individual). Additionally, any astral projectors being moved in this way need only make skill checks when the person guiding them makes a skill check.
Astral Port *n/a | Prerequisites: Astral Projection/3+, Teleportation/1+ |
This ability enables a astrally projecting psionic to teleport to anyplace he has viewed astrally. If the location has changed since it was last viewed, the GM should require a penalty to the skill roll. The psionic can carry along a number of additional astral bodies equal to his levels of teleportation above 1. Such bodies must wish to be moved unless Astral Capture (above) is used. This skill may also be used at no penalty to enter the inner astral.
Astral Shield *2 |
This astral skill creates a barrier between the astral and physical realms. Anyone protected by an Astral Shield is completely immune to Astral Capture, Exo-Astrality, and other effects (like Ethereal Body, but not shapeshifting) which involve changing material and immaterial forms. Additionally, a person under the influence of this ability is able to affect spiritual forms as if he were astrally projected. This power offers DR/1 for every two levels of power and PD/1 (just PD/1, not PD/1 per level) against insubstantial entities with abilities which affect the physical world, materialized Ghost Forms, and similar effects. Astrally projecting psionics do not get a touch bonus to affect things guarded by an Astral Shield. The GM may establish other bonuses if it seems particularly appropriate.
Autosentience *n/a | Prerequisite: Clairsentience (type)-12+ or Sense Paranatural (type)-12+ |
This skill allows a psi to automatically sense something. While a skill roll is still required, the psi does not need to state that he is looking for whatever is being sensed. Instead the GM should make a roll whenever something moves into the sense's range.
Banish Fatigue *n/a | Prerequisite: Metabolism Control-8+ |
This skill allows a healer to tap a person's physical reserves to enable them to recover fatigue. The amount of fatigue recovered is equal to half the amount the skill roll is made by (minimum 0), up to Healing power. The player or GM should keep track of how much fatigue is recovered using this method. For every multiple of the psionic's fatigue that is banished, the effectiveness of the ability is halved, until the character truly rests long enough to recover all the banished fatigue. Additionally, for every multiple of fatigue the subject takes one point of damage. This skill can be used to recover the lost fatigue and penalties due to lack of sleep.
Example: A psionic has a fatigue of 12, and a Healing power of 4. After banishing 12 fatigue, he recovers 1 fatigue for every 4 points he makes his roll by, up to a maximum of 2 per roll, and takes 1 point of damage as soon as he recovers 13 points of fatigue. After banishing 24 fatigue, he will take one point of damage and then recover 1 fatigue for every 8 points he makes his skill roll by, up to a maximum of 1 per use. After banishing 36 fatigue, he can no longer use his ability (that would require a healing power of 8).
If a healer is the focus of a gestalt, he can use this skill for any member of the gestalt (but not all of them at once).
Bone Shape *n/a | Prerequisites: Healing/12+, Flesh Shape-12+ |
This skill enables a psionic to shape bone in the same way that Flesh Shape shapes flesh. It can be used to vary height by three inches, or inflict the subject with a Monstrous appearance or Inhuman Feature.
Bone Shape is normally used with Flesh Shape, requiring a roll against whichever skill is lower. However, if the psionic chooses he may use Bone Shape alone, inflicting heavy damage and pain. This requires that the subject be immobilized, and that the psionic spend one point of fatigue for every die of damage done. Each die of damage also lowers the victim's appearance by -1.
Calculate *n/a | Prerequisites: Mental Powress-1+ |
By using this skill, a character may instantly solve any equation that falls under his Mental Powress rating.
Clairsentience (Reality) *n/a | Prerequisites: ESP-1+ |
With this skill, a character may look directly at the pattern of physical laws which govern a location. Upon a successful skill roll, the characters is able to answer simple questions such as, "will x device function," or "is y able to use magic." Further information is possible, but requires equivalent knowledge in an appropriate skill. Example: Knowledge about the forms of magic that will work in a particular area, or an area's exact mana level requires a roll against the lower of Clairsentience (Reality) and Thaumatology skill. Knowledge about how to modify an energy weapon so it will work requires a roll against the lower of Clairsentience (Reality) and Electronics (Weapon) skill.
Clairsentience (Space) *n/a | Prerequisites: ESP-1+ |
This skill enables the users to sense distortions in space. These could be caused by gravity fields, active gates, or any magic affecting space.
Concentration *n/a | Prerequisites: Mental Powress/1+ |
This psionic skill acts in the same way as meditation.
Dream Travel *n/a | Prerequisites: Steal Dreams-12+, Astral Projection-12+ |
This skill enables a psionic to travel into another person's dreams. The psionic must first astrally project and the touch a sleeper's form. A succcessful roll against Dream Travel will then permit the psi's astral form to enter the sleeper's dreams. Depending on the nature of the realm this may cause the psionic to overlap his astral form with the dreamer's body or transfer the astral form to the plane of dreams. Once within a sleeper's dreams the psi may control the dreams by using Lucid Dreaming. Any damage done to the psi while within another's dreams is reflected in his astral form.
Energy Blast *n/a | Prerequisites: Electrokinesis/2+, Psychokinesis/2+ |
This skill enables a character attack someone with the combined power of his Psychokinesis and Electrokinesis powers. The damage done equals the combined power levels of Psychokinesis and Electrokinesis divided by 3. Single skill Pyrokinesis and Surge may be used instead of Psychokinesis and Electrokinesis, respectively. No outside source is needed to use this skill. Armor is fully effective against this attack, but the psionic may target specific body portions at the normal hit penalties. A psionic may also learn the Hit Location maneuver for this skill.
Energy to Force *n/a | Prerequisites: Lightning-10+, Telekinesis-10+ |
This skill enables a psionic to transform the energy of an engine or power bank directly into telekinetic force (thrust). The amount of Force (in pounds) provided is equal to the kilowatts (KW) the engine produces, divided by 30, and multiplied by the sum of Electrokinesis and Psychokinesis power [LB = (KW/30) * (EK+PK)]. This force can be added directly to the amount the psionic can manipulate with Telekinesis or Levitation. If a psionic can exert a force greater than the force exerted by a particular level of psychokinesis, all PK skills except Levitation can be based on that power level.
While this skill is of most use in a technological setting, it can be used in more primitive settings with water wheels, windmills, and even animal-turned capstans. It may not, however, be used to tap the power of wind and wave directly. (If the GM wishes to permit such a skill, I recommend the prerequisites Electrokinesis/10+ and Energy to Force-15+.)
Energy to Telepathy *n/a | Prerequisites: Telepathy/1, Energy to Force-12+ |
This skill enables a psionic to add his effective PK power to his telepathy power. The PK power can include tapping an engine or power bank.
Energy to Teleportation *n/a | Prerequisites: Teleportation/1, Energy to Force-12+ |
This skill enables a psionic to add his effective PK power to his teleportation power. The PK power can include tapping an engine or power bank.
Environmental Exaption *n/a | Prerequisites: Healing/10+, and Biochemistry-10+ or Physiology-10+ |
This psionic skill enables the user to quickly adapt to changing environments. The skill works by copying the adaptations of creatures native to the environment onto the psionic's body. A Biochemistry or Physiology roll is required to select the appropriate modification(s) and then an Environmental Exaption roll to copy the ability correctly. A psionic may not generate exaptions, they must be copied from a creature living in that environment. The Exaption roll should be penalized depending on how different the creature is from the character's race in much the same manner as first aid until the character is familiar with that exaption. The skill receives a +2 bonus if the creature who's abilities are exapted is physically present. The changes produced by the Exaption will last for one hour per healing power level before fading. If the psionic knows the Bone Shape skill, this ability may be used on others.
In general, the GM should not permit this skill to change a character's point value. (Adapting to a cold environment adjusts the target's optimum temperature, it doesn't add the Temperature Tolerance advantage.) In cases where this is impossible, this skill can add up to Healing Power times 2 points of advantages. Further advantage gains must be matched by disadvantages.
Flame Throwing | Prerequisites: Psychokinesis/1+, Pyrokinesis-12+ |
By using an existing source of heat or fire, a psionic may use this skill to direct bolts or balls of flame. This attack does 1d damage for every 3 levels of power, and attacks as a weapon as shown on the table below. The attack may not do greater damage than the heat source being used could do in one second.
Alternatively, this skill can be used to turn away heat damage (including IR lasers and the like) and prevent it from affecting the character. If the character is concentrating on the effect, the damage listed above is subtracted from any heat damage taken this turn. If the character is attacked unexpectedly, he may roll vs. skill divided by two to see if he manages to block the appropriate damage.
Flesh Shape *n/a | Prerequisites: Healing/8+, Skin Shape-12+ |
This skill enables a psionic to change or warp the soft tissues of a living creature. This includes muscles and internal organs. However, in order to manipulate organs, the psionic must first penetrate the outer layer of muscle. Flesh Shape cannot be used to inflict damage or pain, although it can be used to make existing damage or pain permanent. The skill also cannot be used to improve a person's physical abilities (ST, DX, HT, and associated advantages), but could be used to decrease abilities. It could be used to give the impression of physical bulk, but an individual's strength would not change. Flesh Shaping can be used to grant some inhuman features. This skill can be used to disguise one person as another as long as height falls within 5%, and build is not too dissimilar.
Hyper-Effort *2 | Prerequisite: Healing/1+ or Hyper-Effort/1+ |
Each level of this power gives a +10% bonus to strength. Every four levels of power gives +1 Speed. Either effect requires 1 fatigue per turn (to use both requires 2 FT/turn), although skill rolls are only required every minute. If the psionic chooses to (and is able to) increase speed, attacks in combat are increased by one for every 3 skill points over 12 in the Hyper-Effort skill. These extra attacks are not cumulative in any way with any other extra attacks.
The bonuses given by Hyper-Effort are not cumulative with Hyper-Reflexes or Hyper-Strength. Use one or the other.
Life Shape *n/a | Prerequisites: Healing/16+, Bone Shape-12+ |
This skill enables a healer to change a living creature completely. With sufficient knowledge, the healer may add muscle, give a being wings, change a human to look like a wolf, or change a male into a fully functioning female (and vice versa). These changes only affect appearance, genetically, the being is still what it was before.
Memory *n/a | Prerequisites: Mental Powress/1+ |
This ability enables a psionic to exactly remember specific information. Square the Mental Powress rating to get the number of days in the past that exact memories may be recalled from.
Mental Blast *n/a | Prerequisites: Mental Stab-15+ |
(This skill was originally found in GURPS Lensman p95.) In summary, this lethal mental attack costs 5 fatigue, and does real damage equal to the attacker's Power. Like Stabs, Blasts cannot be aimed at a part of the mind or at a Shield. On a critical success, a Blast does 1d of damage per level of Power. A critically failed Blast does normal Blast damage to the attacker.
Metamorphosis *n/a | Prerequisites: Healing/20+, Life Shape-12+ |
This actually permits a healer to change one creature into something totally different. A male may become female, or a cat may be changed to a dog. The degree of difference between the two forms determines the penalty involved. Unlike Life Shaping, these changes are effective down to the genetic level.
With sufficient knowledge, this ability may also be used to perform genetic engineering.
Mindsword *n/a | Prerequisites: See Below |
The telepathy power is not the only one which can produce a blade of psionic energy. Similar effects can be produced from any psionic power. Damage is calculated by using the psionic Power rating in place of strength on the strength damage table (B74).
| Power | Prerequisite | Defense |
| Astral Projection | Astral Shield-12 | Half Astral Shield Power |
| Electrokinesis | Surge-12 | Half Energy Shield Power |
| ESP | Clairvoyance-12 | Half Precognition Power |
| Healing | Wounding-12 | Half Metabolism Control Power |
| Psychic Vampirism | Steal Energy-12 | Half Steal Power Power |
| Psychokinesis | Pyrokinesis-12 or Cryokinesis-12 | Half PK Shield Power |
| Telepathy | Mental Blow-12 | Half Mind Shield Power |
| Teleportation | Exoteleport-12 | Half Autoteleport Power |
Note that a defense does not have to be active. As long as a person has the appropriate power and skill they will receive the defense.
An Astral Projection Mindsword is able to do damage to astral forms without penalty. This has no effect on a physical person unless they can be tricked or drawn into astral form where the damage (-1 per day since the damage was dealt) becomes effective. An astral Mindsword is also capable of severing a silver cord (HP=Power, DR=Power/4) but all damage must be done in a single blow. When an astral projection sword is added to other Mindsword powers, the entire set gains no penalty to hit astral forms.
An Electrokinesis Mindsword does impaling thrust damage to HP, and crushing swing damage to fatigue.
An ESP Mindsword is layered over another melee weapon, which may be another power's Mindsword. This has the effect of giving +1 damage, +1 skill, and a 2/3 skill parry with that weapon plus +1 damage and skill for every ten levels of Clairvoyance power. When added to a mindsword, the sword does not get damage or skill adjustments. Instead, ESP power is added to the base power to determine the effective ST of the weapon.
A Healing Mindsword does impaling thrust damage to HP, and crushing sw damage in the form of pain. Pain subtracts the value of the injury from all actions the opponent takes in the next combat round.
A Psychic Vampirism Mindsword does impaling thrust damage to HP, and crushing swing damage to Fatigue. Alternatively, the Mindsword may do crushing swing damage to an attribute if the psionic has the appropriate Drain (Attribute) skill at 12 or better.
A Psychokinesis Mindsword does impaling thrust burn (or freeze) damage, and burn (or freeze) swing damage. However, unlike other mindswords, a swung Psychokinesis sword is affected by internal and armor DR (though not PD). If a psychokinesis sword is combined with a power other than ESP, it gains the ability to ignore DR.
A Telepathy Mindsword does impaling thrust damage to HP, and crushing swing damage to Fatigue.
A Teleportation Mindsword does impaling thrust damage to HP, and crushing sw damage in the form of pain. Pain subtracts the value of the injury from all actions the opponent takes in the next combat round.
Multiple powers may contribute to a Mindsword and only one mindsword skill is used, regardless of how many powers contribute. The psionic must have all the appropriate prerequisite skills. The ST of the mindsword is calculated by adding all the appropriate powers together. When three powers contribute to a mindsword, swing damage becomes cutting. When six powers contribute to a mindsword, swing damage becomes impaling. When a power which does fatigue damage is combined with a power which does pain damage, the sword may do swing damage to Hit Points.
Unless contradicted above, all other aspects of the Mindsword skill on page P23 apply.
Parashield *n/a | Prerequisite: Antipsi |
This skill permists a psi to produce a barrier which provides DR vs. a particular paranatural ability. A psionic with parashield must specialize in the paranatural form he wishes to defend against. The Antipsi prerequisite is merely an example, and the GM should set the appropriate power required for this skill based on how he wishes paranatural powers in his campaign to operate.
This skill is otherwise the same as PK Shield and Energy Shield.
Psi Block *n/a | Prerequisites: Antipsi/2+ and Psi Static-12+ |
This antipsi ability permits the psionic to "block" certain uses of another psionic skill within the diameter of his power. This requires an opposed roll of Psi Block vs. the skill being opposed, and is treated as a defense in combat. Either the other psionic or his target must be within Antipsi Range. Psi Block is an instantaneous effect, and the other psionic may reattempt his psionic skill at no penalty. The psi must be aware that a psionic skill is being used in order to use Psi Block. This prevents it from being used against attacks such as Mental Blow unless the user also something such as the Autosense (Psi) skill.
Psi Distortion *2 | Prerequisites: Antipsi/1+ or Psi Distortion/1+ |
Psi Distortion can used used against a single individual or against a particular diameter within the power's range. When psi distortion is used, all target psis must roll vs. each skill they possess minus their power level. If this roll is failed, the skill is triggered uncontrollably, and the GM states what happens (it should be unpleasant but not fatal). A psi who understands what's happening can "shut down" all psi activity and be unaffected, or attempt to keep control by using a lesser degree of power. Individuals with Psi Distortion are called "howlers."
Relieve Pain *1 |
This healing ability allows a psionic to reduce the pain a subject feels. The psi may also activate this skill on himself and reduce all DX penalties in combat and increase all bonuses to resist pain by +1 per margin of success with the skill. If the Relieve Pain roll succeeds by 3 or greater, the subject is immune to being stunned. This skill may also be used to partially overcome the affects of an injured or crippled limb, but specific bonuses and side effects are up to the GM.
Restore *n/a | Prerequisites: Healing/10+, Healing-16+ |
This skill enables a psionic to regenerate lost limbs and organs. Restore requires 2 Fatigue and 2 hours for every point of damage required to cripple the limb or organ to be restored. Skill rolls are required every hour.
Sense Paranormal *1 | Prerequisite: ESP/1+ |
This psionic skill allows the user to sense paranormal "energies" such as the presence of magic, psionics, sanctity, spiritualism, and anything else a GM considers appropriate. It is essentially the same as Clairsentience.
Skin Shape *n/a | Prerequisites: Healing/4+ |
This skill enables a healer to change the appearance of the surface of a creature. (Basically affecting hair, epidermis, and fatty tissue.) It can be used to produce minor inhuman "special effects" like exotically arched eyebrows or pointed ears, or for minor cosmetic effects like removing wrinkles or blemishes. Each change requires a separate use of the skill and a point of fatigue. More advanced uses of this skill may additionally require a roll vs. another skill. (Surgery and tattooing are particularly appropriate.) This skill may not be used to make someone look like another person unless the builds involved are nearly identical.
Strengthening *n/a | Prerequisites: Telekinesis-12+, PK Shield-12+ |
This skill allows a psionic to strengthen and reinforce the structure of an object. Any inanimate object that can be affected by the psionic's telekinesis may be hardened so that all damage it takes is divided by the power's DR rating.
Telemechanics *n/a | Prerequisites: Electrokinesis/3+, ESP/3+, Psychokinesis/3+ |
This skill enables a psionic to mentally operate and understand mechanical and electronic devices. This skill includes all the abilities of Cyberpsi, but does not require it as a prerequisite. By touching any machine, the psionic gains knowledge of how to operate and repair it at a skill level of 13 or his Telemechanics skill, whichever is less. This knowledge is active only while the psionic is touching the device.
With total concentration, the psionic may also use a device without manipulating the controls. (Example: the psi could fire a gun without physically pulling the trigger.)
True Barrier *n/a | Prerequisites: Electrokinesis/10+, Psychokinesis/10+, Telepathy/10+, Energy Shield-10+, PK Shield-10+, Mind Shield-10+ |
By combining the necessary powers a psionic can create a barrier which is completely impervious to everything the psionic wishes to affect (that Psionics can affect). A True Barrier is an immobile, two-way barrier; nothing can get through in either direction, although the psionic may choose to make the barrier translucent. The Barrier may be created within 1/10 the range shown on the Telepathy range chart for the highest level of prerequisite power. The area that a True Barrier can enclose has a maximum dimension (diameter or corner to corner) of 1/20 the telepathy range for the lowest level of prerequisite power. The complete barrier must lie within the maximum range.
A True Barrier has a passive defense of 6, hit points equal to the total Electrokinesis. Psychokinesis, and Telepathy power of the psionic and damage resistance equal to 1/4 of the hit points. If a psionic maintains concentration on a barrier he created, he may cause it to regenerate all lost hit points with a new skill roll. If a psionic is concentrating on the barrier, he may also make a new skill roll as a repeated attempt (PS8) when the barrier is penetrated, to completely restore its hit points. Only one repeated attempt is permitted per attack. If an attack goes through the damage resistance and hit points of a barrier twice, the barrier goes down completely. Fatigue damage to the barrier is reduced by the barrier's DR, but applied directly to hit points.
A True Barrier does not have to surround an area, it can be made as a wall as long as it is immobile. A True Barrier can be made in any shape. If a psionic wishes to create complicated shapes (bars, spirals, crescents) the GM should determine an appropriate penalty. A Barrier enclosing a crescent area might be at -2, while forming the barrier into a maze might be at -18 or more! However, a barrier is smooth and doesn't have sharp edges. While it might be shaped into a ramp, it cannot be shaped into a stairway or field of caltrops.
If a True Barrier is created and not concentrated upon, it will last one minute per level of power of the least strong prerequisite. If concentrated upon, it can last indefinitely.
Transfer Wounds *n/a | Prerequisite: Psychic Vampirism/1+, Healing/1+ |
The opposite of transference, this enables an individual to give his own wounds to someone else. As per transference, only the symptoms and effects of diseases and poisons can be transferred, not the disease or poison itself.
Transference *2 | Prerequisite: Healing/1+ |
This enables you to give of your own vital resources to heal someone else. You may transfer your own HP and fatigue totalling up to your Power per second. This is subject to the same limitations as healing. The psionic may not take on diseases or poisons this way, but can remove all damage and symptoms. The psionic can transfer a crippled limb, but not an amputated one.
Wounding *n/a | Prerequisite: Healing/1+ |
The opposite of healing, to use this ability concentrate for one turn and touch the subject you wish to wound. There must be skin-to-skin contact for this ability to work, although the skill will work through natural armor. On a successful touch and skill roll you can cause HPs of damage up to your own power. A failed skill roll costs 1d+1 fatigue, critical failure also causes 1d damage. A failed touch does no damage, a critically failed touch causes power damage to the psi. A successful hit or touch causes 1 HP damage per 2 fatigue spent. Using this skill causes a great deal of pain, although not enough to stun a person unless he has low pain threshold.
Alternatively, Wounding can cause pain without damage. In this case, roll a quick contest of Wounding skill vs. subject's HT (modified as appropriate). If the psionic wins the contest, all of the subject's next set of attack rolls will be reduced by the psionic's Healing Power. If the psionic's power is greater than half the subject's health, the subject is stunned until he makes a successful HT roll.
These maneuvers are all listed as "mental" per the description in the Alchemists chapter of GURPS Wizards. Mental maneuvers cost 1/2 character point to improve each to reach Default+1 and Default+2, and 1 character point to improve for each step beyond that.
Ammoport (Mental) | Defaults to Exoteleport-2 Prerequisites: Armory-12+ May not exceed Exoteleport skill |
This maneuver permits a psi to teleport ammunition from a belt or box to inside a gun or the reverse.
Astral Anchor (Mental) | Defaults to Astral Projection-1 |
This maneuver enables an astrally projecting psi to "anchor" himself to a physical object so that he will move with that object. This will allow a psi in astral form to travel with a bus or plane. A psi may anchor to any object that he is able to see while in astral form. One fatigue is lost whenever this maneuver is attempted and fails.
Once anchored, a psi is subject to all the movements of the object he is anchored to, even if his astral form is no longer within or close to the object in question. Example: A psi anchors himself to a bus to get across town more quickly. Upon reaching his destination the bus stops and he proceeds to enter the home he wishes to investigate. When the bus departs, the psi (since he forgot to reset his anchor) will be dragged right through the walls of the house matching the speed and direction of the bus.
Boost (Mental) | Defaults to Any Psionic Skill-? |
This maneuver permits a psionic to spend fatigue to boost his power and take less (or no) penalty to a psionic skill roll. Each rank in this maneuver permits the psionic to buy off a -1 penalty when attempting to use fatigue to increase an ability's power level. The maneuver may be purchased to any level, but the final roll may not exceed the base skill. This maneuver also applies to maneuvers based on the skill it was purchased for.
Breaking (Mental) | Defaults to Telekinesis |
This maneuver permits a psionic to directly damage an inanimate object. Treat Psychokinesis power as ST and do thrust damage directly to the object's hit points. Intrinsic DR does protect.
Bullet Spinning (Mental) | Defaults to Telekinesis-9 or Bullet
Throwing-3 Prerequisites: Psychokinesis/12+ May not exceed Telekinesis skill |
By taking a skill penalty, a character may use a kinetic bullet attack with better accuracy and range. (See table below.) If using a molded conical bullet, Acc is increased by two and then doubled. This maneuver works by spinning the "bullet" as it is projected towards the target. Only objects that are regular in shape may be used in this manner. This maneuver is otherwise the same as the Bullet Throwing maneuver.
Bullet Throwing (Mental) | Defaults to Telekinesis-6 Prerequisites: Psychokinesis/12+ May not exceed Telekinesis skill |
This maneuver improves the user's ability to kinetically throw a small object and do damage as a bullet. This effect is described on page P19. When using a molded bullet, double the Acc of the attack on the table below. Note that the character does not need to touch the "bullet" to use this maneuver.
Exo-Astrality (Mental) | Defaults to Exoteleport-10 Prerequisites: Astral Body-15+, Astral Capture-12+ |
This maneuver permits a psionic to bring physical objects or people into Astral Body form. The psionic must be in Astral Body form to use this maneuver. The psionic can release Exo-Astrality at any time (killing or destroying the object if its released into a solid), but otherwise the effect lasts for as long as the psionic's own Astral Body. If the object is a living being, roll a contest of target's Will (12 for non-sentients) vs. the Exo-Astrality maneuver to see if it is effective.
Heat Blast (Mental) | Defaults to Pyrokinesis-4 Prerequisites: Pyrokinesis-12+ May not exceed Pyrokinesis skill |
Rather than attempting to heat an entire body. This maneuver attempts to do damage by heating a section of air to burn the target. Unless the user's psychokinesis has the area effect enhancement this maneuver will only affect a single target at a time. This maneuver does 1d of damage per second for every 7 levels of psychokinesis and pyrokinesis.
Manipulate Non-Solids (Mental) | Defaults to
Telekinesis-3 Prerequisite: Telekinesis May not exceed Telekinesis skill |
Most telekinesis effects are aimed at solid objects. Manipulating gasses or liquids is a bit more difficult, which is what this maneuver is intended to represent. The maneuver manipulates a volume as if it were a single object. A globe of water could be pulled from a river, or a volume of smoke could be kept from dispersing. If the psionic is attempting to control a volume against a difference in pressure, an additional penalty of from -1 (slight difference) to -4 (vacuum) will apply.
Multishield (Mental) | Special Default |
This maneuver enables a psionic to combine the effects of the Astral Shield, EK Shield, or PK shield and bring them up at one time. Two or three skills may be combined. The default is the lowest skill level involved minus four if two skills are combined or minus six if all three skills are combined. The maximum possible skill level is that of the lowest skill involved.
Multiskill (Mental) | Defaults to Any Psionic Skill-? |
This maneuver permits a psionic to use multiple skills with a lesser penalty. Each rank in this maneuver permits the psionic to buy off a -1 penalty when attempting to use a particular psionic skill while other skills are active. This maneuver may be purchased to any level, but may only be used to bring the skill up to its standard level. This maneuver also works with maneuvers based on the skill it applies to.
Pathfinding (Mental) | Defaults to Precognition-5 |
This maneuver enables a psionic to select the best route between his current location and his destination. The GM should roll, and give incorrect information on a critical failure. This maneuver may be also be used to substitute or add to such skills as Astrogation and Navigation.
Permanent Wound (Mental) | Defaults to Wounding-6 Prerequisites: Healing/5+ May not exceed Wounding skill |
This maneuver permits a psionic to use psionic wounding to create a injury which will never heal naturally. For psionic, magical, or other forms of supernatural healing, the healer must roll a contest of skills against this maneuver plus the number of months the wound has been left unhealed. If he doesn't win the contest, the healer may never attempt to heal the permanent wound again. A surgeon may attempt to heal a permanent wound if he has access to magical healing in the form of potions or other devices. See Suppuration for a maneuver which will continue to do damage.
Psitrack (Mental) | Defaults to Psychometry-2 |
This maneuver enables a psionic to follow the traces left by a person at any speed. This skill is a substitute for standard tracking or shadowing, it will not permit a psionic to follow a person across a stream or within a vehicle (unless the psionic can find the specific vehicle in question).
Suppuration (Mental) | Defaults to Wounding-10 or Permanent
Wound-4 Prerequisites: Healing/5+, Psychic Vampirism/2+ May not exceed Permanent Wound maneuver |
The maneuver creates a permanent wound which does on-going damage to the subject. This is usually in the form of a bleeding wound, but could be a sharp bone spur, or any other specific effect the psionic desires. On a successful skill roll, the wound will do one HP of damage per day to the subject. If the psionic wishes, the daily damage may be increased up to one for every two points lower than necessary the skill roll was.
The wound is healed the same as a Permanent Wound (Permanent Wound skill is even used in the contest of skills), but the healer's roll is at -2 for every point of daily damage done by the wound.
If this maneuver is used to create an injury that is not visible, there is an extra -3 penalty to the maneuver roll.
Telekinetic Augment (Mental) | Defaults to Telekinesis-8 |
This maneuver enables a psionic to add his effective telekinetic strength to his regular strength. This may be done in combat or for any other physical maneuver (like jumping). Typically, the skill is rolled just before the damage or other effect roll.
Telekinetic Support (Mental) | Defaults to Telekinesis-6 |
This maneuver is the same as Telekinetic Augment, except it is used to increase the capabilities of something other than the psionic himself.
Telekinetic Writing (Mental) | Defaults to Telekinesis-3 |
This maneuver enables a psionic to become more proficient at writing with his telekinesis.
Telemimicry (Mental) | Defaults to Telesend-3 |
This maneuver permits a psionic to Telesend in a way that mimics the way the subject would hear another person's voice or any other sound.
Any enhancement or limitation may be taken to apply only to a limited number of levels of power. Thus a character might have 3 power levels which require 10 seconds of concentration, 4 levels requiring a silver knife focus, and 2 levels requiring both. Each power level only applies when its particular set of limitations is met. If a limitation or enhancement requires a roll, only one roll is made for each type of limitation or enhancement. So if a character has 5 power levels at unreliable 8 or less and 1 at 14 or less, only one roll is made with an 8 or less indicating a gain of 6 power levels and a roll of 9 to 14 indicating a gain of one power level.
Limitations may not be purchased to fully offset enhancements. Whenever a limitation specifically offsets an enhancement the minimum cost of the enhancement is 20% (1/5) of what the enhancement would cost if no limitation was applied.
| Cost | Range | Multiplier |
|---|---|---|
| +5% | Double | x2! (x2) |
| +10% | Extended | x6! (x720) |
| +25% | World-Wide | x10! (x3.6288e6) |
| +50% | Systemic | x14! (x8.7178e10) |
| +100% | Interstellar | x18! (x6.4024e15) |
| +250% | Intergalactic | x22! (x1.1240e21) |
| +500% | Universal | x26! (x4.0329e26) |
This psionic enhancement is modified from GURPS Lensmen (p?). It is only available as part of a racial package, or with an appropriate Unusual Background. The multiples and costs have been changed to reflect more universal conditions. The GM may place other restrictions on this enhancement that seem appropriate for his world. (Requiring power equal to the factorial is particularly appropriate for special training: power/2 for double, power/6 for extended, etc.)
Note that Enhanced Psionic Range does not affect the global range or diameter of the ability. GM's may also restrict uses of this ability to known minds or areas.
If ranges get to be extreme, the following table may be useful to convert the values into usable numbers.
| 1 yard | 36 inches |
| 1 mile | 1760 yards |
| 1 light second | 1.86e5 miles |
| 1 AU | 9.31e7 miles |
| 1 light year | 5.88e12 miles |
Using this enhancement, an ability may reach from a character's current location across a dimensional barrier. For +100% a psionic may reach through an active gate. For +200% a psionic may affect adjoining worlds that cannot be sensed directly. For +500% a psionic's reach is limited only by the GM whim. Note that the base ability must be able to work on the targeted world in order for this enhancement to work. Teleport may not be enhanced above the active gate level. The GM may choose or restrict other enhancement abilities.
This limitation makes it obvious when a character is attempting to use psionics. It is often used for pyrokinesis and electrokinesis where a light show may extend from the psi when their power is used, but may be appropriate for other skills in some campaigns. The GM may refuse to allow this limitation. This limitation may be reduced to -10% if the psionic shows obvious signs of doing something unusual without being linked to a particular effect. On the other hand, the limitation is only worth -5% if the target or action is obvious without pointing towards the psionic as the source.
Note that at the -10% level this disadvantage is essentially the same as an "interesting" Focus. The two limitations may not be taken together.
This enhancement permits a psionic ability to function without the psi consciously activating it. It could apply to Healing to activate when the psi in knocked unconscious, or to PK Shield to activate in response to Danger Sense. The ability is activated at its regular skill level. Exactly how the ability activates and what is does is under the GM's control (though the player may make suggestions), and the enhancement does not enable a psi to take any more psionic actions than he would normally be capable of.
The table below collates and regularizes the ranged physical attacks produced by psionic skills and maneuvers.
The range is the sum of the distance between character and source, and character and target. P indicates the level of the underlying power. SK is the skill being used.
| Skill | Type | Damage Dice | SS | Acc | 1/2D | Max |
|---|---|---|---|---|---|---|
| Bullet Spinning | Bullet | P/3.5-(3d+1) | 25-SK | 3 | (P-12)*30 | (P-12)*360 |
| Bullet Throwing | Bullet | P/3.5-(3d+1) | 25-SK | 1 | (P-12)*25 | (P-12)*300 |
| Energy Blast | Energy | P/10.5 | 10 | 3 | P*3 | P*5 |
| Flame Throwing | Burn | P/3 | 14 | 4 | P*2 | P*4 |
| Lighting | Electrical | P/3 | 12 | 2 | P*5/3 | P*10/3 |
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