Psionic Rules Clarifications and Suggestions (Core22)

'Machine Symbiosis'; Learning DM -1; Book 04: Psion, p 63;
  • Interrogate
  • Control


Dimensional Manipulation, Temporal Manipulation, and Ship Integration are all 'think carefully before you allow this in your game' talents. Some powers (like 'Rejuvenation') share names with different powers which are described elsewhere, but are distinctly different. The 'Machine Symbiosis' powers seem to be duplicated in the 'Zhodani Talent'. There is some other weirdness, too.
For the Zhodani Talent, the more I think about it, the more I think someone just put together some random things and some rules without much thought.

First, the contents aren't coherent, it consists of some telepathy, some teleportation, some new ones (the machine symbiosis above - I assume these are the same) and some awareness. I would split into 4 different talents and add in a few more powers to flesh them out. Also add in a rule that you can't learn teleprojection unless you know teleportation etc.

Then with the -3 to learn it, when would you actually get it? Usually someone would be after trying the 5 main talents and then it becomes impossible. Try the maths!

You could try for it before the others but then you could end up with someone knowing teleprojection without knowing teleportation!

Also a couple of issues with teleprojection. This seems an easy kill someone power. Restrict it to a willing subject or allow some kind of saving throw. And what's the range? The rules effectively say 'see teleportation', but teleportation doesn't have a range since it is self only. Suggestion: range of touch.

For Zhodani opposition, the Zhodani talent is great for them to have to mess with the Travellers - apart from teleprojection! That might mess with them too much. I would have each Zhodani operative only have a subset of the talent, e.g. one has the telepathic powers.

You might have guessed this has been annoying me for a while.
 
Here is my list of all the rules for Psionics. There is a really nice TAS book by Hermit King Studios, Free Fall and Other Delights, that has some really good powers. It also has diseases and equipment which I didn't include on this list.
The Zhodani power psychic power and the droyne one Boost do similar things, so I'd put them in the same category.
 
For the Zhodani Talent, the more I think about it, the more I think someone just put together some random things and some rules without much thought.

First, the contents aren't coherent, it consists of some telepathy, some teleportation, some new ones (the machine symbiosis above - I assume these are the same) and some awareness. I would split into 4 different talents and add in a few more powers to flesh them out. Also add in a rule that you can't learn teleprojection unless you know teleportation etc.

Then with the -3 to learn it, when would you actually get it? Usually someone would be after trying the 5 main talents and then it becomes impossible. Try the maths!

You could try for it before the others but then you could end up with someone knowing teleprojection without knowing teleportation!

Also a couple of issues with teleprojection. This seems an easy kill someone power. Restrict it to a willing subject or allow some kind of saving throw. And what's the range? The rules effectively say 'see teleportation', but teleportation doesn't have a range since it is self only. Suggestion: range of touch.

For Zhodani opposition, the Zhodani talent is great for them to have to mess with the Travellers - apart from teleprojection! That might mess with them too much. I would have each Zhodani operative only have a subset of the talent, e.g. one has the telepathic powers.

You might have guessed this has been annoying me for a while.
The 'Zhodani Talent' is a mish-mash for a reason: these are powers that it is useful for opponent Zho NPCs to have. Putting them in one 'Talent' means having the package with only one roll. The rules for the 'Dedicated Psion Agency' career (1e Book 04: Psion, pg 13) details how to end up with something similar:
Basic Training: You are trained in one Basic Talent without needing to roll to learn it. You begin with that Talent at Level 0. Roll 1d6 to
determine which talent:

1. Awareness
2. Clairvoyance
3. Telekinesis
4. Telepathy
5. Teleportation
6. Special

If you roll Special, you may select 1d3+2 Powers from any of the Basic Talents. These form a Talent particular to you; give it an appropriate
name. This Talent begins at 0 and improves in the same way as any other Talent. However, when you learn new Talents, the Powers it
contains that replicate your specialised talent are not replaced with others.

As written, the 'Zhodani Talent' is

Zhodani; Learning DM -3; 2e AoCS 01, p 276
  • Awareness of Others (should be part of 'Awareness')
  • Blocking (should be part of 'CounterPsi')
  • Control (should be part of 'Machine Symbiosis')
  • Empathic Healing (should be part of 'Healing' or 'Awareness')
  • Interact (should be part of 'Machine Symbiosis')
  • Interrogate (should be part of 'Machine Symbiosis')
  • Mimic (should be part of 'Telepathy' or 'Changeling')
  • Psychic Transfer (should be part of 'Telepathy' or 'Awareness')
  • Teleprojection (should be part of 'Teleportation')
'Interact' is interesting, because the original 'Machine Symbiosis' talent has nothing like it.

I am leaning towards a 'power tree' approach; where Psions initially start with just one or two powers in each of their talents, and can learn other powers based on the powers & talent levels they already posses.
 
The 'Zhodani Talent' is a mish-mash for a reason: these are powers that it is useful for opponent Zho NPCs to have. Putting them in one 'Talent' means having the package with only one roll. The rules for the 'Dedicated Psion Agency' career (1e Book 04: Psion, pg 13) details how to end up with something similar:


As written, the 'Zhodani Talent' is

Zhodani; Learning DM -3; 2e AoCS 01, p 276
  • Awareness of Others (should be part of 'Awareness')
  • Blocking (should be part of 'CounterPsi')
  • Control (should be part of 'Machine Symbiosis')
  • Empathic Healing (should be part of 'Healing' or 'Awareness')
  • Interact (should be part of 'Machine Symbiosis')
  • Interrogate (should be part of 'Machine Symbiosis')
  • Mimic (should be part of 'Telepathy' or 'Changeling')
  • Psychic Transfer (should be part of 'Telepathy' or 'Awareness')
  • Teleprojection (should be part of 'Teleportation')
'Interact' is interesting, because the original 'Machine Symbiosis' talent has nothing like it.

I am leaning towards a 'power tree' approach; where Psions initially start with just one or two powers in each of their talents, and can learn other powers based on the powers & talent levels they already posses.
This is pretty much how I break it down. The Dryone fortunately break theirs out for the most part.

As for changing the approach to Psionics, I'm taking a different approach. My plan is to use the Psionic Talents as Cascade and Cluster Skills. You'll still need to roll for access, though with a Difficult (10+) target but no penalties for each previous talent, and a +1 DM if you have a skilled instructor. The other regular bonuses or penalties apply and it is a PSI check.

If you get a skill point, other than 0 level, in the Cascade Talent, IE Telekinesis, you then have to apply it to a single cluster skill talent, IE Telekinetic Lift 1, aka Telekinesis. Max Pionic Skill levels is equal to PSIx3, though 0 level skills are unlimited. Anyone with a PSI score can attempt to use a power unskilled but suffer the normal -3 for unskilled and Jack of All Trades does not apply. Also, when using unskilled, difficultly cannot be reduced by taking more time and PSI point costs are doubled.

Also, trying to use psionics on a different species suffers penalties, -2 for non-sophonts (animals) and for species similar to but not the same as the psion and -4 for very different mental makeup species. This penalty can be overcome through a skill, but I haven't figured out what to call it or if it should be something like Science (Psiconology) instead.

A Psion with PSI 0 is possible. They would be limited to 0 level talents and could only perform psionic actions that cost no PSI, of which I believe the only one currently is Telepathic Shield.

This system really limits Psions in alot of ways but also gives them much more broad access to psionic abilities.

And for the Mental Shield ability talked about earlier, for my version, it's an always on ability that doesn't limit outgoing psionics and can be dropped voluntarily and selectively at any time to allow someone to connect while still keeping others out. Trying to connect to an unwilling, shielded mind is an opposed check and they know you're trying it. Attacking a shielded mind increases the PSI cost of the attack by 1. It is a free action to drop or raise the shield.
 
The 'Zhodani Talent' is a mish-mash for a reason: these are powers that it is useful for opponent Zho NPCs to have. Putting them in one 'Talent' means having the package with only one roll. The rules for the 'Dedicated Psion Agency' career (1e Book 04: Psion, pg 13) details how to end up with something similar:


As written, the 'Zhodani Talent' is

Zhodani; Learning DM -3; 2e AoCS 01, p 276
  • Awareness of Others (should be part of 'Awareness')
  • Blocking (should be part of 'CounterPsi')
  • Control (should be part of 'Machine Symbiosis')
  • Empathic Healing (should be part of 'Healing' or 'Awareness')
  • Interact (should be part of 'Machine Symbiosis')
  • Interrogate (should be part of 'Machine Symbiosis')
  • Mimic (should be part of 'Telepathy' or 'Changeling')
  • Psychic Transfer (should be part of 'Telepathy' or 'Awareness')
  • Teleprojection (should be part of 'Teleportation')
'Interact' is interesting, because the original 'Machine Symbiosis' talent has nothing like it.

I am leaning towards a 'power tree' approach; where Psions initially start with just one or two powers in each of their talents, and can learn other powers based on the powers & talent levels they already posses.
Yeh but it does state that Travellers can learn it. And as for opponents you can design them how you like.
 
My issues with this are that this just makes Traveller into Dungeons & Dragons. Traveller is awesome because the same rules apply for NPCs as for PCs.
I know what you're saying ...

But there is a difference between NPCs and PCs, in the rules as written.

For an opponent, you can give whatever talents and powers you feel like to make a good game if that includes some or all of the Zhodani talent then so be it.

The rules say Travellers can get the Zhodani talent as well but unless it's available at character creation, then the rules as written mean they won't get them.

To me it feels as if it was written for the opposition to have.

I don't know. It's a mess, which is where I started. I'll shut up now.
 
I know what you're saying ...

But there is a difference between NPCs and PCs, in the rules as written.

For an opponent, you can give whatever talents and powers you feel like to make a good game if that includes some or all of the Zhodani talent then so be it.

The rules say Travellers can get the Zhodani talent as well but unless it's available at character creation, then the rules as written mean they won't get them.

To me it feels as if it was written for the opposition to have.

I don't know. It's a mess, which is where I started. I'll shut up now.
If those are the rules as written in Traveller, then we might as well go back and play D&D. I understand Rule Zero, but if to play this game I have to accept that it is basically 2d6 Future D&D, then I am definitely not interested. I like the fact that everyone are just people, some more skilled than others, but all with the same potential skills and abilities. If NPCs can simply be "magically better" in ways PCs cannot, then Traveller is becoming basically D&D.
 
If those are the rules as written in Traveller, then we might as well go back and play D&D. I understand Rule Zero, but if to play this game I have to accept that it is basically 2d6 Future D&D, then I am definitely not interested. I like the fact that everyone are just people, some more skilled than others, but all with the same potential skills and abilities. If NPCs can simply be "magically better" in ways PCs cannot, then Traveller is becoming basically D&D.
There is no rule stopping Travellers getting the Zhodani talent. The problem is the rules have not been thought through. It is virtually impossible to obtain the talent. I don't think anyone intended NPCs to have abilities that PCs don't have, it's just that after going for all the main talents, then trying to get a 6th one, with a -5 and a -3 on the roll means you ain't ever going to get that talent. What you could do is amend the penalty or have the Travellers obtain it in some other way.

My whole point was the Zhodani talent at the moment is broken, I was saying why it was and some suggestions on what to do about it.
 
Ok, working on my Psionics redo and this is the Talents and Skills list I came up with. I didn't use alot of Book 4 talents or skills because they either were over powered or just not really inline with my vision for Psionics. I have changed some names for skills and talents but they should be reasonably obvious. Everything from the core rulebook, Zhodani and Dryone books is there. Plus some from the healer from Compendium 1 and a few from Book 4: Psions, and most of the stuff from the TAS supplement Freefall and Other Delights. I fully integrated the Zhodani skills into the list. The Droyne, if I though it was mostly a racial ability I labled it as Droyne, otherwise I integrated it.

I'd like to hear you're all thoughts on the list and any suggestions you have for it.

TalentSkillRangeActivationCostActivation TimeDurationRestrictionsNotesBook
Botanical Symbiosis
CamouflageShort6+1D x10 SecondsEffect x10 MinutesIn area with plant life, blend in and use plants as cover for DM -4 to be detected and +D3 Protection(CA3 p41)
EntangleShort8+1D SecondsEffect x2D roundsEntangle 1D opponents, Athletics (STR or DEX) to resist, 10+ to act
Plant DetectionDistant4+1D x10 SecondsInstantDetect amount and distance of living plants in a direction(CA3 p41)
Changling
Enhanced CharismaSelf8+2 per skill level1D SecondsEffect x10 MinutesIncrease any interaction skill by 1 skill level per 2 points spent(Book 4 p64)
Facial MetamorphosisSelf6+1D x10 MinutesEffect x2D MinutesAppear as another. Specific person is 1 difficulty increase (8+), Deception DM +effect(CA3 p42)
Full MetamorphosisSelf10+1D HoursEffect x1D HoursAppear fully as another. Specific person is 1 difficulty increase (12+), Deception DM +effect x2(CA3 p42)
Psychic MimicSelf8+1D MinutesAlways ActiveOpposed check by opponent or they only detect a normal, artificial personality(AoCS1 p277)
Vocal MimicSelf6+1D Seconds1D MinutesMimic any heard voice or voice like sound(CA3 p42)
Counter Psionics
Anti-Psionic FieldBy Effect10+1D Seconds1D +Effect MinutesBlocks all psionic use in area: Effect 0 creates a Reach: Short field, success with Effect 2+ creates a Reach: Medium field and success with Effect 4+ creates a Reach: Long field.(CA3 p43)
DeflectShort10+1D SecondsInstantEffect 0-2 blocks effect of psionic attack, Effect 3+ may be redirected to any target(CA3 p43)
Focused BlockMedium8+1+opposed PSI cost1D Seconds2D +Effect MinutesBlocks opposing psion from using specific talent(CA3 p43)
General BlockMedium10+2+opponsed PSI cost1D Seconds2D +Effect MinutesBlocks opposing psion from using any talent(CA3 p43)
Telepathic BlockingLong8+1D MinutesEffect x1D Minutes, Min 1 minuteAll Telepathy and Remote Sensing activations in range suffer DM -PSI/2(AoCS1 p276)
Healing
Mental HealingClose10+6 per day of Activation1D DaysActivation DaysOnly 1 activation active at a timeCure 1 mental affliction/illness. Mental trauma repair takes 1 Day per day of Activatation and healer and target may not perform complex actions during those days.(Compendium 1 p117)
Physical Boost OtherClose8+2 per point1D Seconds10 MinutesBoost any one physical characteristic of another character(Compendium 1 p118)
HealingClose8+1D x10 MinutesInstantRestore effect to damaged characteristic, may add Medic skill levels to effect. Can only repair 1 characteristic at a time. May restore any damaged characteristic, mental or physical(Compendium 1 p117)
Regenerate OtherClose10+1+restored characteristic value/ammount of RAD removed1D x10 Minutes1 DayRestore a single permanent lost characteristic point or heal RAD damage. IE Restoring 1 lost STR returning value to 9 would cost 9 PSI points +1 PSI point to activate. Takes 1 day per sesion and may only have 1 active session per character. May not raise characteristics over characters original starting value or above racial maximums.(Compendium 1 p118)
TransferanceClose8+1 per point of damage1D MinutesInstantCharacter transfer physical damage from target to themselves and suffers the full damage effect until healed(AoCS1 p276)
TriageClose8+1D SecondsInstantTreat as First Aid from Medic Skill, may add Medic skill levels to effect(Compendium 1 p117)
Machine Symbiosis
ArcShort10+3 per target1D SecondsInstantMassive arc jumps between close targets for 2D energy damage each(FFaOD p10)
AssimilationSelf10+2 per point of damage absorbed1D Seconds1D MinutesEnergy damage is converted to one physcial characteristic of choice
ChargePersonal4+1 per 20% charge1D x10 SecondsInstantCharge, transfer or discharge personal battery or magazine charge up to 20% of capacity per point spent. Transfer of charge does not haveto be similar types(FFaOD p10)
DampenLong8+1D x10 SecondsWhile concentraitingStops electric flow in machines(FFaOD p8)
Energy ArmorSelf8+1D SecondsEffect roundsArmor vs energy(FFaOD p8)
InterfaceLong6+1D x10 SecondsEffect x10 Minutes, Min 1 minuteCan only issue 1 command per roundControl computer or device without outside interface, Effect improves control(FFaOD p8)
Sense EMClose4+1D x10 SecondsEffect x10 rounds, minimum 1 roundSense active EM sources(FFaOD p8)
Sense FlowClose8+1D MinutesEffect x10 Minutes, Min 1 minuteReduce difficulty of computer tasks by one step(AoCS1 p276)
Sense StatusClose8+1D MinutesInstantEffect gives information(AoCS1 p276)
SurgeLong8+1D SecondsInstantCauses power surge in target equipment that damages or destroys unprotected gear. Causes Effect in damage to any sophont in contact(FFaOD p9)
Precognition
Danger SenseSelf4+1D SecondsInstantGain +2 bonus to avoid surprize.(FFaOD p13)
GlimpseSelf10+1D SecondsInstantGain vision of upcoming event which can now be affected by viewer(FFaOD p13)
Predict MovementSelf8+1D SecondsInstantGain +2 bonus to attack or defend next attack(FFaOD p13)
Temporal EchoSelf8+1D MinutesInstantGain bonus to investigation and insight for object or location with significant events is past or near future(FFaOD p14)
Temporal WarningLong10+1D SecondsInstantGroup gains +2 bonus to initive checks(FFaOD p14)
Psychokinesis
Force FieldPersonal6+1 per 1.5 cubic meters1D Seconds5 Minutes, dismissableCannot move when activeProtection 12 vs Enengy and Physical damage, may be any shape or size the character can power(FFaOD p17)
Magnetic ManipulationShort6+1D SecondsEffect x10 Minutes, Min 1 minuteCan cause EMP to shut down electronics for 2 points, move or lock in place metal objects up to 10kg(FFaOD p18)
Molecular ManipulationShort12+1D SecondsInstantBreak or mend molecular bonds in a small area. If used for damage, deal 2D damage that bypasses all armor(FFaOD p18)
Motion ControlShort8+1D SecondsInstantRedirect intertia and momentum to reduce or increase fall or collision damage by effect or deflect a moving object from its path, causing DM -effect to accuracy(FFaOD p19)
PyrokinesisShort6+1D x10 SecondsInstantSee chart for effects, may ignight objects(CRB p233)
Radiation ManipulationShort8+1D SecondsEffect x1D Minutes, Min 1 minuteCreate a radition shield to prevent all RAD damage at personal range or Attack an opponent for effect RAD damage(FFaOD p20)
VibrationShort6+2 per 1D damage1D SecondsInstantIf used for damage, ignores armor, 1D per 2 points spent, if used to stop tremors or vibrations, 2 points per 1D stopped. If used for echolocation, gain effect as a bonus to all recon, navigation, stealth and survival rolls for Effect minutes.(FFaOD p17)
Remote Sensing(AoCS2 p166)
ClairvoyanceVery Distant8+1D x10 SecondsInstanteffect provides audio and visual details to observed area that is blocked or beyond normal sight range(CRB p232)
HomingSelf6+1D SecondsInstantUser may determine distance and direction to a home point. Point is most significant home for user(AoCS2 p167)
(Droyne)LinkMedium4+1D Seconds15 SecondsDroyne family link. May detect other members of the Oytrip and see and hear what is happening around them(AoCS2 p167)
SenseVery Distant6+1D x10 SecondsInstantDetect distant area, details vary by effect but remain limited at best(CRB p231)
Tactical SensesLong8+1D SecondsEffect roundsSenses are not penalized by environmental conditions(CRB p232)
VisionSelf8+1D x10 SecondsEffect x10 Minutes, Min 1 minuteEffect provides visual and audio details to an event significant to the viewer ocurring currently as if they were present. Viewer may move about and pass through barriers freely(FFaOD p14)
Self-Awareness
Awareness of OthersPersonalAs copied skill2+copied skill costAs copied skillAs copied skillAs copied skill(AoCS1 p276)
Enhanced CharacteristicSelf8+1 per point of increase1D SecondsEffect x10 Minutes, Min 1 minuteMay choose one Physical Characteristic to increase per activation(CRB p233):
FortitudeSelf4+1 per point of damage1D SecondsUntil PSI recoveredMay absorb physical damage to PSI instead of other characteristic. Damage is temporary(AoCS2 p167)
InspirationSelf8+1D Seconds1 Minute+2 to any one check during duration(CRB p233)
Psychic ArmorSelf10+1 per point of armor1D SecondsEffect roundsStacks with worn armor(CRB p233)
Psychic TransferClose8+1+Transfer amount1D SecondsInstantCharacter transfers PSI points to target psion(AoCS1 p277)
RejuvinationSelf6+1 per point of damage1D SecondsPermanentLoss of PSI points used to repair aging damage is permanent(AoCS2 p167)
Suspended AnimationSelf8+1D Minutes1 WeekAs Low Berth, no death chance(CRB p233)
Telekinesis
FlightSelf10+1D SecondsEffect roundsFly up to 15 meters per round(CRB p232)
MicrokinesisClose10+1D x10 SecondsEffect x10 rounds, minimum 1 roundAffect very small, down to microscopic objects(CRB p233)
Telekenetic LiftShort8+1 per 10kg1D SecondsEffect roundsManipulate and move objects close together up to limit of PSI points spent. May move at dashing speed. Object may be thrown with PSI replacing STR for the check.(CRB p232)
Telekenetic SlamShort8+1D SecondsInstantEffect in damage to target(CRB p232)
Telepathy
AssaultShort14+1D SecondsInstantEffect x3 damage and target unconcious if unshielded(CRB p231)
BoostShort6+1D Seconds10 MinutesShare PSI points after activation(AoCS2 p165)
(Droyne)ForgetfulnessClose10+1D SecondsInstantSuppress PSI hours of memories of target if fail INT (10+)(AoCS2 p166)
(Droyne)Psychic InvisibilityVery LongAutomaticInstantAlways activeCharacter may suppress invisibility unless stressed(AoCS2 p166)
Life DetectionDistant4+1D x10 SecondsInstantPick a direction and distance and get number of animals and sophonts detected. If know individual is detected, they are identified.(CRB p230)
Mind LinkDistant4+1D SecondsCombined Effect Minutes, Minimum 1Must be with another telepath, unrestricted mental communications(CRB p230)
Mind ShieldSelfAutomaticInstantAlways activeMay be dropped voluntarily. Opposed roll for trying to bypass(CRB p231)
Mind WipeShort12+1D x10 SecondsInstantRemove D3 x Effect Minutes of memories(SA1 p49)
ProbeClose12+1D MinutesEffect x10 Minutes, Min 1 minuteDeep read target mind, effect determines clarity(CRB p231)
Read Surface ThoughtsLong8+1D x10 SecondsEffect MinutesRead active thoughts of target without detection if unshielded. Effect determines clarity(CRB p230)
Send ThoughtsDistant10+1D x10 SecondsInstantSend a message to another mind(CRB p230)
SuggestionShort12+1D x10 SecondsInstantImplant a command, idea, suggestion, or thought in target mind. Effect determines effacacy(CRB p231)
TelempathyLong6+1D x10 SecondsInstantRead or Implant emotions of target, may be non-sophont. Effect determines strength of emotion(CRB p230)
TransferMedium8+1 Day per Skill Level1 DayRequires Boost link or other boost method, Only 1 skill level per Day but all skill levels to be passed must be done consecutively(AoCS2 p166)
Teleportation
Jump SenseSelf6+1D x10 SecondsInstantBoon dice for Astrogation check(FFaOD p15)
TeleportDistant8+1D SecondsInstantInstantly move up to 400 meters in any direction to a point you can see or are very familiar with(CRB p234)
Teleport w/ClothingDistant10+1D SecondsInstantinstantly move up to 400 meters in any direction to a point you can see or are very familiar with, includes clothes and up to 10kg gear
Teleport w/ArmorDistant12+1D SecondsInstantinstantly move up to 400 meters in any direction to a point you can see or are very familiar with, includes clothes and up to 500kg gear and armor
TeleprojectionDistant8+1D SecondsInstantTeleport other(AoCS1 p277)
Edit: Table is messed up, it put the description into the restriction line if there was no restriction.
 
Ok, working on my Psionics redo and this is the Talents and Skills list I came up with. I didn't use alot of Book 4 talents or skills because they either were over powered or just not really inline with my vision for Psionics. I have changed some names for skills and talents but they should be reasonably obvious. Everything from the core rulebook, Zhodani and Dryone books is there. Plus some from the healer from Compendium 1 and a few from Book 4: Psions, and most of the stuff from the TAS supplement Freefall and Other Delights. I fully integrated the Zhodani skills into the list. The Droyne, if I though it was mostly a racial ability I labled it as Droyne, otherwise I integrated it.

I'd like to hear you're all thoughts on the list and any suggestions you have for it.

TalentSkillRangeActivationCostActivation TimeDurationRestrictionsNotesBook
Botanical Symbiosis
CamouflageShort6+1D x10 SecondsEffect x10 MinutesIn area with plant life, blend in and use plants as cover for DM -4 to be detected and +D3 Protection(CA3 p41)
EntangleShort8+1D SecondsEffect x2D roundsEntangle 1D opponents, Athletics (STR or DEX) to resist, 10+ to act
Plant DetectionDistant4+1D x10 SecondsInstantDetect amount and distance of living plants in a direction(CA3 p41)
Changling
Enhanced CharismaSelf8+2 per skill level1D SecondsEffect x10 MinutesIncrease any interaction skill by 1 skill level per 2 points spent(Book 4 p64)
Facial MetamorphosisSelf6+1D x10 MinutesEffect x2D MinutesAppear as another. Specific person is 1 difficulty increase (8+), Deception DM +effect(CA3 p42)
Full MetamorphosisSelf10+1D HoursEffect x1D HoursAppear fully as another. Specific person is 1 difficulty increase (12+), Deception DM +effect x2(CA3 p42)
Psychic MimicSelf8+1D MinutesAlways ActiveOpposed check by opponent or they only detect a normal, artificial personality(AoCS1 p277)
Vocal MimicSelf6+1D Seconds1D MinutesMimic any heard voice or voice like sound(CA3 p42)
Counter Psionics
Anti-Psionic FieldBy Effect10+1D Seconds1D +Effect MinutesBlocks all psionic use in area: Effect 0 creates a Reach: Short field, success with Effect 2+ creates a Reach: Medium field and success with Effect 4+ creates a Reach: Long field.(CA3 p43)
DeflectShort10+1D SecondsInstantEffect 0-2 blocks effect of psionic attack, Effect 3+ may be redirected to any target(CA3 p43)
Focused BlockMedium8+1+opposed PSI cost1D Seconds2D +Effect MinutesBlocks opposing psion from using specific talent(CA3 p43)
General BlockMedium10+2+opponsed PSI cost1D Seconds2D +Effect MinutesBlocks opposing psion from using any talent(CA3 p43)
Telepathic BlockingLong8+1D MinutesEffect x1D Minutes, Min 1 minuteAll Telepathy and Remote Sensing activations in range suffer DM -PSI/2(AoCS1 p276)
Healing
Mental HealingClose10+6 per day of Activation1D DaysActivation DaysOnly 1 activation active at a timeCure 1 mental affliction/illness. Mental trauma repair takes 1 Day per day of Activatation and healer and target may not perform complex actions during those days.(Compendium 1 p117)
Physical Boost OtherClose8+2 per point1D Seconds10 MinutesBoost any one physical characteristic of another character(Compendium 1 p118)
HealingClose8+1D x10 MinutesInstantRestore effect to damaged characteristic, may add Medic skill levels to effect. Can only repair 1 characteristic at a time. May restore any damaged characteristic, mental or physical(Compendium 1 p117)
Regenerate OtherClose10+1+restored characteristic value/ammount of RAD removed1D x10 Minutes1 DayRestore a single permanent lost characteristic point or heal RAD damage. IE Restoring 1 lost STR returning value to 9 would cost 9 PSI points +1 PSI point to activate. Takes 1 day per sesion and may only have 1 active session per character. May not raise characteristics over characters original starting value or above racial maximums.(Compendium 1 p118)
TransferanceClose8+1 per point of damage1D MinutesInstantCharacter transfer physical damage from target to themselves and suffers the full damage effect until healed(AoCS1 p276)
TriageClose8+1D SecondsInstantTreat as First Aid from Medic Skill, may add Medic skill levels to effect(Compendium 1 p117)
Machine Symbiosis
ArcShort10+3 per target1D SecondsInstantMassive arc jumps between close targets for 2D energy damage each(FFaOD p10)
AssimilationSelf10+2 per point of damage absorbed1D Seconds1D MinutesEnergy damage is converted to one physcial characteristic of choice
ChargePersonal4+1 per 20% charge1D x10 SecondsInstantCharge, transfer or discharge personal battery or magazine charge up to 20% of capacity per point spent. Transfer of charge does not haveto be similar types(FFaOD p10)
DampenLong8+1D x10 SecondsWhile concentraitingStops electric flow in machines(FFaOD p8)
Energy ArmorSelf8+1D SecondsEffect roundsArmor vs energy(FFaOD p8)
InterfaceLong6+1D x10 SecondsEffect x10 Minutes, Min 1 minuteCan only issue 1 command per roundControl computer or device without outside interface, Effect improves control(FFaOD p8)
Sense EMClose4+1D x10 SecondsEffect x10 rounds, minimum 1 roundSense active EM sources(FFaOD p8)
Sense FlowClose8+1D MinutesEffect x10 Minutes, Min 1 minuteReduce difficulty of computer tasks by one step(AoCS1 p276)
Sense StatusClose8+1D MinutesInstantEffect gives information(AoCS1 p276)
SurgeLong8+1D SecondsInstantCauses power surge in target equipment that damages or destroys unprotected gear. Causes Effect in damage to any sophont in contact(FFaOD p9)
Precognition
Danger SenseSelf4+1D SecondsInstantGain +2 bonus to avoid surprise.(FFaOD p13)
GlimpseSelf10+1D SecondsInstantGain vision of upcoming event which can now be affected by viewer(FFaOD p13)
Predict MovementSelf8+1D SecondsInstantGain +2 bonus to attack or defend next attack(FFaOD p13)
Temporal EchoSelf8+1D MinutesInstantGain bonus to investigation and insight for object or location with significant events is past or near future(FFaOD p14)
Temporal WarningLong10+1D SecondsInstantGroup gains +2 bonus to initive checks(FFaOD p14)
Psychokinesis
Force FieldPersonal6+1 per 1.5 cubic meters1D Seconds5 Minutes, dismissableCannot move when activeProtection 12 vs Enengy and Physical damage, may be any shape or size the character can power(FFaOD p17)
Magnetic ManipulationShort6+1D SecondsEffect x10 Minutes, Min 1 minuteCan cause EMP to shut down electronics for 2 points, move or lock in place metal objects up to 10kg(FFaOD p18)
Molecular ManipulationShort12+1D SecondsInstantBreak or mend molecular bonds in a small area. If used for damage, deal 2D damage that bypasses all armor(FFaOD p18)
Motion ControlShort8+1D SecondsInstantRedirect intertia and momentum to reduce or increase fall or collision damage by effect or deflect a moving object from its path, causing DM -effect to accuracy(FFaOD p19)
PyrokinesisShort6+1D x10 SecondsInstantSee chart for effects, may ignight objects(CRB p233)
Radiation ManipulationShort8+1D SecondsEffect x1D Minutes, Min 1 minuteCreate a radition shield to prevent all RAD damage at personal range or Attack an opponent for effect RAD damage(FFaOD p20)
VibrationShort6+2 per 1D damage1D SecondsInstantIf used for damage, ignores armor, 1D per 2 points spent, if used to stop tremors or vibrations, 2 points per 1D stopped. If used for echolocation, gain effect as a bonus to all recon, navigation, stealth and survival rolls for Effect minutes.(FFaOD p17)
Remote Sensing(AoCS2 p166)
ClairvoyanceVery Distant8+1D x10 SecondsInstanteffect provides audio and visual details to observed area that is blocked or beyond normal sight range(CRB p232)
HomingSelf6+1D SecondsInstantUser may determine distance and direction to a home point. Point is most significant home for user(AoCS2 p167)
(Droyne)LinkMedium4+1D Seconds15 SecondsDroyne family link. May detect other members of the Oytrip and see and hear what is happening around them(AoCS2 p167)
SenseVery Distant6+1D x10 SecondsInstantDetect distant area, details vary by effect but remain limited at best(CRB p231)
Tactical SensesLong8+1D SecondsEffect roundsSenses are not penalized by environmental conditions(CRB p232)
VisionSelf8+1D x10 SecondsEffect x10 Minutes, Min 1 minuteEffect provides visual and audio details to an event significant to the viewer ocurring currently as if they were present. Viewer may move about and pass through barriers freely(FFaOD p14)
Self-Awareness
Awareness of OthersPersonalAs copied skill2+copied skill costAs copied skillAs copied skillAs copied skill(AoCS1 p276)
Enhanced CharacteristicSelf8+1 per point of increase1D SecondsEffect x10 Minutes, Min 1 minuteMay choose one Physical Characteristic to increase per activation(CRB p233):
FortitudeSelf4+1 per point of damage1D SecondsUntil PSI recoveredMay absorb physical damage to PSI instead of other characteristic. Damage is temporary(AoCS2 p167)
InspirationSelf8+1D Seconds1 Minute+2 to any one check during duration(CRB p233)
Psychic ArmorSelf10+1 per point of armor1D SecondsEffect roundsStacks with worn armor(CRB p233)
Psychic TransferClose8+1+Transfer amount1D SecondsInstantCharacter transfers PSI points to target psion(AoCS1 p277)
RejuvinationSelf6+1 per point of damage1D SecondsPermanentLoss of PSI points used to repair aging damage is permanent(AoCS2 p167)
Suspended AnimationSelf8+1D Minutes1 WeekAs Low Berth, no death chance(CRB p233)
Telekinesis
FlightSelf10+1D SecondsEffect roundsFly up to 15 meters per round(CRB p232)
MicrokinesisClose10+1D x10 SecondsEffect x10 rounds, minimum 1 roundAffect very small, down to microscopic objects(CRB p233)
Telekenetic LiftShort8+1 per 10kg1D SecondsEffect roundsManipulate and move objects close together up to limit of PSI points spent. May move at dashing speed. Object may be thrown with PSI replacing STR for the check.(CRB p232)
Telekenetic SlamShort8+1D SecondsInstantEffect in damage to target(CRB p232)
Telepathy
AssaultShort14+1D SecondsInstantEffect x3 damage and target unconcious if unshielded(CRB p231)
BoostShort6+1D Seconds10 MinutesShare PSI points after activation(AoCS2 p165)
(Droyne)ForgetfulnessClose10+1D SecondsInstantSuppress PSI hours of memories of target if fail INT (10+)(AoCS2 p166)
(Droyne)Psychic InvisibilityVery LongAutomaticInstantAlways activeCharacter may suppress invisibility unless stressed(AoCS2 p166)
Life DetectionDistant4+1D x10 SecondsInstantPick a direction and distance and get number of animals and sophonts detected. If know individual is detected, they are identified.(CRB p230)
Mind LinkDistant4+1D SecondsCombined Effect Minutes, Minimum 1Must be with another telepath, unrestricted mental communications(CRB p230)
Mind ShieldSelfAutomaticInstantAlways activeMay be dropped voluntarily. Opposed roll for trying to bypass(CRB p231)
Mind WipeShort12+1D x10 SecondsInstantRemove D3 x Effect Minutes of memories(SA1 p49)
ProbeClose12+1D MinutesEffect x10 Minutes, Min 1 minuteDeep read target mind, effect determines clarity(CRB p231)
Read Surface ThoughtsLong8+1D x10 SecondsEffect MinutesRead active thoughts of target without detection if unshielded. Effect determines clarity(CRB p230)
Send ThoughtsDistant10+1D x10 SecondsInstantSend a message to another mind(CRB p230)
SuggestionShort12+1D x10 SecondsInstantImplant a command, idea, suggestion, or thought in target mind. Effect determines effacacy(CRB p231)
TelempathyLong6+1D x10 SecondsInstantRead or Implant emotions of target, may be non-sophont. Effect determines strength of emotion(CRB p230)
TransferMedium8+1 Day per Skill Level1 DayRequires Boost link or other boost method, Only 1 skill level per Day but all skill levels to be passed must be done consecutively(AoCS2 p166)
Teleportation
Jump SenseSelf6+1D x10 SecondsInstantBoon dice for Astrogation check(FFaOD p15)
TeleportDistant8+1D SecondsInstantInstantly move up to 400 meters in any direction to a point you can see or are very familiar with(CRB p234)
Teleport w/ClothingDistant10+1D SecondsInstantinstantly move up to 400 meters in any direction to a point you can see or are very familiar with, includes clothes and up to 10kg gear
Teleport w/ArmorDistant12+1D SecondsInstantinstantly move up to 400 meters in any direction to a point you can see or are very familiar with, includes clothes and up to 500kg gear and armor
TeleprojectionDistant8+1D SecondsInstantTeleport other(AoCS1 p277)
Edit: Table is messed up, it put the description into the restriction line if there was no restriction.
With 'Awareness of Others' in the Awareness talent, Healer is almost pointless. There is a bunch of overlap; made worse by Healer apparently losing 'Rejuvenation'. Also, it is strange to break out 'Psion may teleport themselves' from 'Psion may teleport themselves plus clothes'. while leaving Teleprojection as one skill.

As a first pass, I would suggest deciding on distinctive flavor for each talent -- ie, make Awareness talent ONLY 'self' range, and put Empathic Healing as a rare / difficult power in that talent; where Healer talent is always 'personal' range -- and has better healing powers. Or 'Awaremess' gets buffs and utilty abilities, but no healing; or something similar.

Also, it might be good to try to make the various talents have similar numbers of powers -- 'Machine Symbiosis' in particular has grown from two (or three) non-combat powers which were focused around machines to ten powers which overlap into energy kinesis and combat.
 
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With 'Awareness of Others' in the Awareness talent, Healer is almost pointless. There is a bunch of overlap; made worse by Healer apparently losing 'Rejuvenation'. Also, it is strange to break out 'Psion may teleport themselves' from 'Psion may teleport themselves plus clothes'. while leaving Teleprojection as one skill.

As a first pass, I would suggest deciding on distinctive flavor for each talent -- ie, make Awareness talent ONLY 'self' range, and put Empathic Healing as a rare / difficult power in that talent; where Healer talent is always 'personal' range -- and has better healing powers. Or 'Awaremess' gets buffs and utilty abilities, but no healing; or something similar.

Also, it might be good to try to make the various talents have similar numbers of powers -- 'Machine Symbiosis' in particular has grown from two (or three) non-combat powers which were focused around machines to ten powers which overlap into energy kinesis and combat.
Good points.
Awareness and Awareness of Others are supposed to be short terms boosts, not healing. I'll see if I can fix that. Perhaps create a separate talent for extending Self range abilities onto others? Helps with Teleport as well, but it would only have 1 skill?

For Teleport, I broke it into 3 because that's how it's described in the core book and I thought it was easier to break it out into separate listings than shove it all in the description. But they aren't actually separate skills and that distinction isn't clear so I need to fix that. Need to add a teleport area skill as well, that let's you take a group with you that is in either personal or close range. Should be terribly expensive though.

I was trying to keep flavor for each talent, I have changed several descriptions slightly, or greatly in a couple of cases, but it's still somewhat unfocused. And there are alot of abilities and some overlap so it's complicated it for me. I welcome suggestions, please!

For Machine Symbiosis it would probably be good to break out a new talent for Energy Kinesis but that is an area that could easily be totally overpowered and so I was hesitant to do it. There are alot of talents in Book 4 that I didn't include because of that. Temporal and portal manipulation in particular.

Should Attack abilites be their own talent? I don't think that makes sense but I'b be curious to hear what others think.
 
I like the renaming of clairvoyance and awareness.

Why the restriction of 400 metres for teleport? Normally its 5 kilometres. Though there is the restriction about the laws of thermodynamics.

I do like that you've also split into three separate powers. By doing that it answers a question I've had and raised in another thread, if you're casting teleport and trying for the 500kg version and fail can you go with a lesser version?

I also like that you've included a column for duration.
 
I like the renaming of clairvoyance and awareness.

Why the restriction of 400 metres for teleport? Normally its 5 kilometres. Though there is the restriction about the laws of thermodynamics.

I do like that you've also split into three separate powers. By doing that it answers a question I've had and raised in another thread, if you're casting teleport and trying for the 500kg version and fail can you go with a lesser version?

I also like that you've included a column for duration.
For the range in teleport, it's set there presumably so if you want to go farther you have to pay extra to extend the range, the same as any other talent. And there are the thermodynamic considerations on top of that.

For the split powers, my reading of the rules would seem to imply that you cannot step down to a lower level. But I don't see any reason why that wouldn't work.
 
For the range in teleport, it's set there presumably so if you want to go farther you have to pay extra to extend the range, the same as any other talent. And there are the thermodynamic considerations on top of that.

For the split powers, my reading of the rules would seem to imply that you cannot step down to a lower level. But I don't see any reason why that wouldn't work.
In the core rules, the default range for teleport is 5km.
 
In the core rules, the default range for teleport is 5km.
Ok, I got 400m from the vertical distance limit before thermodynamic effects become an issue from the last paragraph of the teleport description. My brain converted that to the distance limit despite the distance being listed as Distant. I will fix the description.
 
Ok, How about these modifications? The addition of Mind Shield to the Universal Talent instead of telepathy allows any psion to protect themselves from mental assault. Telepathy remains the largest talent and I'm not sure I can cut it down any further. I renamed Teleporation to Dimensional Symbiosis to give it a little more than just Teleportation, but I'm not sold on the name so what do you think? Moved all of the affect others skills that are not healing to the Projection talent. Does that name work?

EDIT, crap, it deleted the cost column and pushed everything else over. I'll see if I can fix it


TalentSkillRangeActivationCostActivation TimeDurationRestrictionsNotesBook
Botanical Symbiosis
CamouflageShort6+31D x10 SecondsEffect x10 Minutes.In area with plant life, blend in and use plants as cover for DM -4 to be detected and +D3 Protection(CA3 p41)
EntangleShort8+51D SecondsEffect x2D rounds.Entangle 1D opponents, Athletics (STR or DEX) to resist, 10+ to act
Plant DetectionDistant4+11D x10 SecondsInstant.Detect amount and distance of living plants in a direction(CA3 p41)
Changling.
Enhanced CharismaSelf8+2 per skill level1D SecondsEffect x10 Minutes.Increase any interaction skill by 1 skill level per 2 points spent(Book 4 p64)
Facial MetamorphosisSelf6+41D x10 MinutesEffect x2D Minutes.Appear as another. Specific person is 1 difficulty increase (8+), Deception DM +effect(CA3 p42)
Full MetamorphosisSelf10+81D HoursEffect x1D Hours.Appear fully as another. Specific person is 1 difficulty increase (12+), Deception DM +effect x2(CA3 p42)
Psychic MimicSelf8+11D MinutesAlways Active.Opposed check by opponent or they only detect a normal, artificial personality(AoCS1 p277)
Vocal MimicSelf6+21D Seconds1D Minutes.Mimic any heard voice or voice like sound(CA3 p42)
Counter Psionics.
Anti-Psionic FieldBy Effect10+61D Seconds1D +Effect Minutes.Blocks all psionic use in area: Effect 0 creates a Reach: Short field, success with Effect 2+ creates a Reach: Medium field and success with Effect 4+ creates a Reach: Long field.(CA3 p43)
DeflectShort10+41D SecondsInstant.Effect 0-2 blocks effect of psionic attack, Effect 3+ may be redirected to any target(CA3 p43)
Focused BlockMedium8+1+opposed PSI cost1D Seconds2D +Effect Minutes.Blocks opposing psion from using specific talent(CA3 p43)
General BlockMedium10+2+opponsed PSI cost1D Seconds2D +Effect Minutes.Blocks opposing psion from using any talent(CA3 p43)
Telepathic BlockingLong8+41D MinutesEffect x1D Minutes, Min 1 minute.All Telepathy and Remote Sensing activations in range suffer DM -PSI/2(AoCS1 p276)
Dimensional Symbiosis.
Jump SenseSelf6+41D x10 SecondsInstant.Boon dice for Astrogation check(FFaOD p15)
TeleportDistant8+21D SecondsInstant.Instantly move up to 5kms in any direction to a point you can see or are very familiar with(CRB p234)
Teleport w/ClothingDistant10+41D SecondsInstant.instantly move up to 5kms in any direction to a point you can see or are very familiar with, includes clothes and up to 10kg gear
Teleport w/ArmorDistant12+61D SecondsInstant.instantly move up to 5kms in any direction to a point you can see or are very familiar with, includes clothes and up to 500kg gear and armor
TeleportalDistant12+4 +2 per additional target1D x10 SecondsInstant.Instantly move a number of targets of up to person size (size 5) within Close range and yourself up to 5kms in any direction to a point you can see or are very familiar with clothes and up to 10kg of gear. Targets of size 6 to 8 count as 2 targets, targets over size 8 cannot be teleported.
Energy Kinesis.
ArcShort10+3 per target1D SecondsInstant.Massive arc jumps between close targets for 2D energy damage each(FFaOD p10)
AssimilationSelf10+2 per point of damage absorbed1D Seconds1D Minutes.Energy damage is converted to one physcial characteristic of choice
ChargePersonal4+1 per 20% charge1D x10 SecondsInstant.Charge, transfer or discharge personal battery or magazine charge up to 20% of capacity per point spent. Transfer of charge does not haveto be similar types(FFaOD p10)
DampenLong8+31D x10 SecondsWhile concentraiting.Stops electric flow in machines(FFaOD p8)
Energy ArmorSelf8+31D SecondsEffect rounds.Armor vs energy(FFaOD p8)
Healing.
Mental HealingClose10+6 per day of Activation1D DaysActivation DaysOnly 1 activation active at a timeCure 1 mental affliction/illness. Mental trauma repair takes 1 Day per day of Activatation and healer and target may not perform complex actions during those days. (Compendium 1 p117)
Physical Boost OtherClose8+2 per point1D Seconds10 Minutes.Temporarily boost any one physical characteristic of another character(Compendium 1 p118)
HealingClose8+31D x10 MinutesInstant.Restore effect to damaged characteristic, may add Medic skill levels to effect. Can only repair 1 characteristic at a time. May restore any damaged characteristic, mental or physical(Compendium 1 p117)
RegenerateClose10+1+restored characteristic value/ammount of RAD removed1D x10 Minutes1 DayOnly 1 activation active at a timeRestore a single permanent lost characteristic point or heal RAD damage. IE Restoring 1 lost STR returning value to 9 would cost 9 PSI points +1 PSI point to activate. Takes 1 day per sesion and may only have 1 active session per character. May not raise characteristics over characters original starting value or above racial maximums. Restores lost limbs and organs. Does not affect caracteristics lost due to age.(Compendium 1 p118)
TransferanceClose8+1 +1 per 2 points of damage transferred1D MinutesInstant.Character transfer physical damage from target to themselves and suffers the full damage effect until healed(AoCS1 p276)
TriageClose8+11D SecondsInstant.Treat as First Aid from Medic Skill, may add Medic skill levels to effect(Compendium 1 p117)
Machine Symbiosis
InterfaceLong6+31D x10 SecondsEffect x10 Minutes, Min 1 minuteCan only issue 1 command per roundControl computer or device without outside interface, Effect improves control(FFaOD p8)
Sense EMClose4+11D x10 SecondsEffect x10 rounds, minimum 1 round.Sense active EM sources(FFaOD p8)
Sense FlowClose8+11D MinutesEffect x10 Minutes, Min 1 minute.Reduce difficulty of computer tasks by one step(AoCS1 p276)
Sense StatusClose8+21D MinutesInstant.Effect gives information(AoCS1 p276)
SurgeLong8+31D SecondsInstant.Causes power surge in target equipment that damages or destroys unprotected gear. Causes Effect in damage to any sophont in contact(FFaOD p9)
Precognition.
Danger SenseSelf4+21D SecondsInstant.Gain +2 bonus to avoid surprize. (FFaOD p13)
GlimpseSelf10+61D SecondsInstant.Gain vision of upcoming event which can now be affected by viewer(FFaOD p13)
Predict MovementSelf8+41D SecondsInstant.Gain +2 bonus to attack or defend next attack(FFaOD p13)
Temporal EchoSelf8+31D MinutesInstant.Gain bonus to investigation and insight for object or location with significant events is past or near future(FFaOD p14)
Temporal WarningLong10+41D SecondsInstant.Group gains +2 bonus to initive checks (FFaOD p14)
Projection.
TeleprojectionDistant8+2+Teleport cost1D SecondsInstant.Teleport other within Short range with any teleport skill(AoCS1 p277)
TransferMedium8+201 Day per Skill Level1 DayOnly 1 skill level per DayRequires Boost link or other boost method. Transfer any skill or talent skill levels to target. All skill levels to be passed should be done consecutively(AoCS2 p166)
BoostShort6+51D Seconds10 Minutes.Share up to remaining PSI points after activation(AoCS2 p165)
(Droyne)Psychic InvisibilityVery LongAutomatic0InstantAlways active.Character may suppress invisibility unless stressed(AoCS2 p166)
Psychic TransferClose8+1+Transfer amount1D SecondsInstant.Character transfers PSI points to target psion(AoCS1 p277)
Awareness of OtherPersonalAs copied skill2+copied skill costAs copied skillAs copied skill.As copied Self Awareness skill(AoCS1 p276)
Rejuvinate OtherClose6+1 per point of damage1D SecondsPermanent.Repair aging damage to other for permanent Loss of PSI points
Psychokinesis
Force FieldPersonal6+1 per 1.5 cubic meters1D Seconds5 Minutes, dismissableCannot move away when activeProtection 12 vs Enengy and Physical damage, may be any shape or size the character can power(FFaOD p17)
Magnetic ManipulationShort6+31D SecondsEffect x10 Minutes, Min 1 minute.Can cause EMP to shut down electronics for 2 points, move or lock in place metal objects up to 10kg(FFaOD p18)
Molecular ManipulationShort12+41D SecondsInstant.Break or mend molecular bonds in a small area. If used for damage, deal 2D damage that bypasses all armor(FFaOD p18)
Motion ControlShort8+41D SecondsInstant.Redirect intertia and momentum to reduce or increase fall or collision damage by effect or deflect a moving object from its path, causing DM -effect to accuracy (FFaOD p19)
PyrokinesisShort6+31D x10 SecondsInstant.See chart for effects, may ignight objects(CRB p233)
Radiation ManipulationShort8+31D SecondsEffect x1D Minutes, Min 1 minute.Create a radition shield to prevent all RAD damage at personal range or Attack an opponent for effect RAD damage(FFaOD p20)
VibrationShort6+2 per 1D damage1D SecondsInstant.If used for damage, ignores armor, 1D per 2 points spent, if used to stop tremors or vibrations, 2 points per 1D stopped. If used for echolocation, gain effect as a bonus to all recon, navigation, stealth and survival rolls for Effect minutes.(FFaOD p17)
Remote Sensing.(AoCS2 p166)
ClairvoyanceVery Distant8+21D x10 SecondsInstant.effect provides audio and visual details to observed area that is blocked or beyond normal sight range(CRB p232)
HomingSelf6+01D SecondsInstant.User may determine distance and direction to a home point. Point is most significant home for user(AoCS2 p167)
(Droyne)LinkMedium4+11D Seconds15 Seconds.Droyne family link. May detect other members of the Oytrip and see and hear what is happening around them(AoCS2 p167)
SenseVery Distant6+11D x10 SecondsInstant.Detect distant area, details vary by effect but remain limited at best(CRB p231)
Tactical SensesLong8+21D SecondsEffect rounds.Senses are not penalized by environmental conditions(CRB p232)
VisionSelf8+41D x10 SecondsEffect x10 Minutes, Min 1 minute.Effect provides visual and audio details to an event significant to the viewer ocurring currently as if they were present. Viewer may move about and pass through barriers freely(FFaOD p14)
Self-Awareness.
Enhanced CharacteristicSelf8+1 per point of increase1D SecondsEffect x10 Minutes, Min 1 minute.May choose one Physical Characteristic to increase per activation(CRB p233):
FortitudeSelf4+1 per point of damage1D SecondsUntil PSI recovered.May absorb physical damage to PSI instead of other characteristic. Damage is temporary(AoCS2 p167)
InspirationSelf8+11D Seconds1 Minute.+2 to any one check during duration(CRB p233)
Psychic ArmorSelf10+1 per point of armor1D SecondsEffect rounds.Stacks with worn armor(CRB p233)
RejuvinationSelf6+1 per point of damage1D SecondsPermanent.Loss of PSI points used to repair aging damage is permanent(AoCS2 p167)
Suspended AnimationSelf8+31D Minutes1 Week.As Low Berth, no death chance(CRB p233)
Telekinesis.
FlightSelf10+51D SecondsEffect rounds.Fly up to 15 meters per round(CRB p232)
MicrokinesisClose10+31D x10 SecondsEffect x10 rounds, minimum 1 round.Affect very small, down to microscopic objects(CRB p233)
Telekenetic LiftShort8+1 per 10kg1D SecondsEffect rounds.Manipulate and move objects close together up to limit of PSI points spent. May move at dashing speed. Object may be thrown with PSI replacing STR for the check.(CRB p232)
Telekenetic SlamShort8+11D SecondsInstant.Effect in damage to target(CRB p232)
Telepathy.
AssaultShort14+81D SecondsInstant.Effect x3 damage and target unconcious if unshielded(CRB p231)
(Droyne)ForgetfulnessClose10+61D SecondsInstant.Suppress PSI hours of memories of target if fail INT (10+)(AoCS2 p166)
Life DetectionDistant4+11D x10 SecondsInstant.Pick a direction and distance and get number of animals and sophonts detected. If know individual is detected, they are identified.(CRB p230)
Mind LinkDistant4+11D SecondsCombined Effect Minutes, Minimum 1.Must be with another telepath, unrestricted mental communications(CRB p230)
Mind WipeShort12+51D x10 SecondsInstant.Remove D3 x Effect Minutes of memories(SA1 p49)
ProbeClose12+41D MinutesEffect x10 Minutes, Min 1 minute.Deep read target mind, effect determines clarity(CRB p231)
Read Surface ThoughtsLong8+21D x10 SecondsEffect Minutes.Read active thoughts of target without detection if unshielded. Effect determines clarity (CRB p230)
Send ThoughtsDistant10+21D x10 SecondsInstant.Send a message to another mind(CRB p230)
SuggestionShort12+31D x10 SecondsInstant.Implant a command, idea, suggestion, or thought in target mind. Effect determines effacacy(CRB p231)
TelempathyLong6+11D x10 SecondsInstant.Read or Implant emotions of target, may be non-sophont. Effect determines strength of emotion(CRB p230)
Universal
Mind ShieldSelfAutomatic0InstantAlways active.May be dropped voluntarily. Opposed roll for trying to bypass(CRB p231)



 
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Starting at the top; Botanical Symbiosis seems a little weak and overspecialized. I suggest adding a few plant-focused powers; some ideas might include:
  • Analyze Plant -- provides the psion with information about a plant or substantially plant-like organism; including whether it is safely edible. Mostly used to get a bonus to Survival checks when foraging for food or Medic checks searching for plants with particular medicinal properties.
  • Boost Plant -- a psion may expend PSI points to enhance the health, growth rate, size of harvest, quality of produce. and so on. Effect in excess of basic success can be split (at the psions discretion) between these factors and the size of the area affected. Provides a bonus to Profession (Farmer), Science (agriculture), or similar checks.
  • Clear Path -- plants in the immediate (longer distance with better effects) vicinity of the psion temporarily move aside to allow easier passage. Increases overland travel speed where plants would normally be a hindrance; speed of psions travel is somewhat limited by the distance that the path extends -- the path needs to be as long (or longer) than the distance moved in a round. Effect in excess of basic success can be split (at the psions discretion) between lengthening the distance of the path, or lengthening the duration of the power.
  • Domesticate -- Allows a psion to sense the best method for enhancing desirable qualities, and reducing undesirable qualities, of a plant. Provides a bonus to Science (Agriculture) or similar (usually 'seasonal') rolls to produce 'seed' with the desired qualities.
  • Protect Plant -- provide a bonus to allow a plant to survive attacks, drought, vacuum, radiation, or other harsh conditions.
  • Tap Plant -- Destroys all plant life in a radius around the psion to restore END to the psion or single person touched.
That last one might belong in 'Tapping' Talent instead, but it seemed thematic. Open to other ideas, and will continue with the other listed talents as time allows.
 
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'Changeling' Talent looks okay to me; mostly I think we need a clarification that it is accomplished by physical changes to the psion. We might consider adding a power (or powers) to allow the use of these on targets (willing or incapacitated targets at +4 psi point cost, unwilling targets at +4+Opposed check psi point cost) at touch range; but as written the Talent seems worthwhile. Another power that might be worth considering is to allow the psion to change to take on a non-sophont or non-living appearance.

'Counter Psionics' I would change fundamentally; starting with the name -- I would make it 'Meta-Psionics'.
  • 'Anti-Psionic Field' and 'Telepathic Blocking' -- merge these two powers into 'Anti-psionic Static'. All Psi powers initiated by, or used against, a target in the area of effect is penalized. I like the idea of an opposed check, or the psion could divide up effect in excess of basic success into more area, more duration, or more penalty.
  • Rename 'Focused Block' to 'Talent Block', and 'General Block' to 'Psionic Block'. Or merge them, and make the multi-Talent block more expensive and difficult.
  • 'Deflect' -- I am not sure this belongs here. A 'Counter' seems like it might be better in 'Psionic Defense' Talent, if you have one.
Now on to added powers:
  • 'Transfer Strength' -- basically everything which allows one psion to give psionic strength points to another psion goes here.
  • 'Transfer Power' -- allows the psion to 'hand off' a power they initiated to another; a psion which receives such a 'hand off' may take over concentration on an effect, or sustain the power (even if they do not posses the power, or have it at a lower level) if the power has a provision for sustaining or extending the effect. This power also allows an already initiated power to be moved to a new target. The meta-psion still may use the power which was 'transferred', only that specific instance of the use of the power is being transferred, The recipient may NOT alter the target or any other aspect of the effect; although they may choose to stop concentrating on or maintaining it.
  • 'Augment Range' -- the meta-psion can pay psionic points to reduce the range for psionic use by a particular psion, and against only a specific target. The basic success on this power shortens ranges of 'Personal' (essentially touch range) by one range band to 'Self'; extra effect extends the range to the initial target (but still only reduces range by one band) or extends the duration of the augmented range effect. The initial target must be within range (determined by effect) of the meta-psion; a 'Distant' target is unaffected if the meta-psion only achieves 'Very Long' range. The psion can choose to spend multiples of the powers cost; double cost shortens the range to target by TWO range bands, triple cost shortens range by three range bands, etc.
  • 'Augment Duration' and 'Augment Area' might also be worth considering.
The idea is that meta-psi can be used to help or hinder psi powers, but is a bit useless on its' own.
 
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'Changeling' Talent looks okay to me; mostly I think we need a clarification that it is accomplished by physical changes to the psion. We might consider adding a power (or powers) to allow the use of these on targets (willing or incapacitated targets at +4 psi point cost, unwilling targets at +4+Opposed check psi point cost) at touch range; but as written the Talent seems worthwhile. Another power that might be worth considering is to allow the psion to change to take on a non-sophont or non-living appearance.

'Counter Psionics' I would change fundamentally; starting with the name -- I would make it 'Meta-Psionics'.
  • 'Anti-Psionic Field' and 'Anti-Psionic Field' -- merge these two powers into 'Anti-psionic Static'. All Psi initiated by, or used against, a target in the area of effect is penalized. I like the idea of an opposed check, or the psion could divide up effect in excess of basic success into more area, more duration, or more penalty.
  • Rename 'Focused Block' to 'Talent Block', and 'General Block' to 'Psionic Block'. Or merge them, and make the multi-Talent block more expensive and difficult.
  • 'Deflect' -- I am not sure this belongs here. A 'Counter' seems like it might be better in 'Psionic Defense' Talent, if you have one.
Now on to added powers:
  • 'Transfer Strength' -- basically everything which allows one psion to give psionic strength points to another psion goes here.
  • 'Transfer Power' -- allows the psion to 'hand off' a power they initiated to another; a psion which receives such a 'hand off' may take over concentration on an effect, or sustain the power (even if they do not posses the power, or have it at a lower level) if the power has a provision for sustaining or extending the effect. This power also allows an already initiated power to be moved to a new target. The meta-psion still may use the power which was 'transferred', only that specific instance of the use of the power is being transferred, The recipient may NOT alter the target or any other aspect of the effect; although they may choose to stop concentrating on or maintaining it.
  • 'Augment Range' -- the meta-psion can pay psionic points to reduced the range for psionic use by a particular psion, and against only a specific target. The basic success on this power shortens ranges of 'Personal' (essentially touch range) by one range band to 'Self'; extra effect extends the range to the initial target (but still only reduces range by one band) or extends the duration of the augmented range effect. The initial target must be within range (determined by effect) of the meta-psion; a 'Distant' target is unaffected if the meta-psion only achieves 'Very Long' range. The psion can choose to spend multiples of the powers cost; double cost shortens the range to target by TWO range bands, triple cost shortens range by three range bands, etc.
  • 'Augment Duration' and 'Augment Area' might also be worth considering.
The idea is that meta-psi can be used to help or hinder psi powers, but is a bit useless on its' own.
I really like the plant powers. The talent comes from Core Adventure 3, along with Counter Psionics, and Changeling, and I couldn't think of anything to add to buff it up. Now I have something. :)

I like the change to Meta-Psionics, that sounds better and more versatile.

I don't have a defense or attack talents because I felt each talent should include those options to spread them out more. I might be persuaded to change my thinking but I'm hoping to avoid a must have talent as well.

I agree with the anti-psionic static and block.

I put the transfer stuff in Projection, though Transfer or Transference is a better name now that I think about it.

I'm not sure if Augments should talent skills, or options all psions can do to empower their abilities by spending point like the current rule for extending range.

I like Augment Range as you describe it, but the name is wrong, it's not an augment but a debuff. Call it Suppress Effect, and let it reduce any one element of all powers used by the target Psion, so you could suppress range, duration, area or something else. And you could have multiple suppressions on a target to really slow them down.

What do you think?
 
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