Meh, Psionics RAW are way too much "pick the magic spells you can cast" for me.
IMTU
Psionics are learned progressively: All Psi skills start at (Difficult, PSI) so 10+ to succeed (unless they specifically start higher).
Knowing the next tier makes each previous one another step easier
down to its base skill in the book as a floor; so if you just learned Telempathy it's at 10, but then Mind Link is 8+ and Detect Life is 6+. In the book, Detect Life is 4+ so even if you have Tel5, Detect Life is still 4+
Note that in no case is any Ability Skill added to the roll, only your PSI mod.
Most 'sustainable' abilities cost 1 PSI per unit of time (depends on the ability) - this effectively reduces your PSI ability just like damage. PSI is recovered starting 1-6 hours after the last PSI use, at 1 point per hour.
The known general groupings of abilities are:
- Telepathy +4
- Clairvoyance +3
- Telekinesis +2
- Awareness +1
- Teleportation (+0)
...each of which have a collection of skills whose development is cumulative. That is, if you have (Ability) 0, you have a single ability; when you learn (Ability) I you learn another "new" ability (that is generally a more sophisticated development of that Tier 0 talent).
each time you study you have TWO choices: Advance what you know, or open a new ability.
1) Advance what you know
1.1) study times are as usual
1.2) training roll is (10+, PSI); a natural 2 results in 1d6 INT damage and it will be that many weeks before you can start studying anything (even non-psi skills) again
OR
2) Open a new field
2.1)
if you try to open a new field, study 8 weeks & I roll against the ability list:
2.11) if the random roll hits one you already know, nothing happens that training time is lost.
2.12) If it's one you don't know you would make a normal (10+,PSI, ability modifier above, -1 per ability field you already know) check to see if it's now open to you; if you succeed, you have that ability at 0.
2.13) A natural 2 on this check means you accumulate a "-1 per ability field you already know" penalty for your next check.
The list of abilities is informed generally by the abilities RAW, but with significant changes; for example the character that's gotten psionics started with Teleportation (0) Disappear:
[Disappear; PSI, 6 seconds] -
this allows you to fade from the view of living beings within 2 range bands (Personal+Close) (although not cameras or recording devices - you would not appear to people WATCHING a live feed from within that range, though) for the next round. Doing anything during that round that might remind them someone is present (opening/closing a door, etc) likely will give everyone present a RECON check to see you at that moment. Doing something significant (firing a gun, punching someone) will automatically make you visible to all. You can move 1/2 while disapparated.
- Extending to additional range bands (ie broader ‘spread’, +2 difficulty per band.
- Move full or sprint, +2 difficulty
You may continue to make this check successively at the end of each round to sustain it uninterrupted (if it hasn't broken).
If you exercise this power and there is no person within the range bands, the "Time" cycle is 1min. If someone enters the field, it drops instantly to 6sec. 1psi per ‘time cycle’. NOTE: if your sustain-success is 2+ higher than needed, you can either not spend a psi point for that cycle OR spend that psi point and meanwhile “bank” a free successful Psi check that you can use later as long as your coverage isn’t broken. (This cannot be saved for a later use of Disappear.) Note you don’t actually vanish, you’re clouding people’s minds without the (range). An explosion would certainly affect you. In this context however you AND YOUR GEAR (as you envision yourself) disappear completely to the subjects. Anyone moving into your range would be instantly affected; moving out there’s likely still some ongoing effect – you won’t just “pop” into view.