Character Generation

Random (Dice Roll) Method

Despite their general laundry list of super-powers, psis are merely normal humans 'where it counts'. When rolling up ability scores for a psi, use table A to generate his Strength and Endurance, then table B for his Fighting and Agility. Finally, use table D for Reason, Intuition and Psyche, as these are usually rather high in psi-active characters, above and beyond those scores seen in typical people (on average).

A psi may then roll on table A to determine their initial Resources rank. They also begin play with a Popularity score of zero (though this can be modified as usual, as detailed in the Core Rules section.) Add up your Health and Karma totals as normal, along with Negative and Mental Health scores. Psis do not have access to hyperexhaustive or hyperkinetic ability ranks.

Table 1: Rank Generation
Table ATable BTable CTable DTable ETable FTable GTable HTable IRank
--01-01-01-01Hyperexhaustive
010102-05--0102-05--Feeble (2)
02-2502-0506-10--02-0506-10--Poor (4)
26-5006-2511-25--06-1011-15--Typical (6)
51-7526-5026-500102-0511-2516-25--Good (10)
76-9951-7551-7502-2506-2526-5026-500102-05Excellent (20)
0076-9576-9026-5026-5051-7551-7502-2506-25Remarkable (30)
-96-9991-9551-7551-7576-9076-8526-5026-50Incredible (40)
-0096-9976-9976-9591-9586-9051-7551-75Amazing (50)
---0096-9976-9076-8596-9996-99Monstrous (75)
-----0096-990096-99Unearthly (100)
--00-00-00-00Hyperkinetic

Once your rolls are complete, you may gamble on any two ability scores of your choice, potentially shoring up whichever area(s) you feel needs more work. Keep in mind that once you are done, all of your ability scores save for Reason and Psyche must remain within normal human maximums; while you deal in inexplicable matters of the mind, your character is still human for the most part.

If your other ability score(s) exceed normal human levels, simply drop them back down that point when you're done.

Table 2: Rank Modifiers (Gambling)
CrazyRiskyTraditionalLenientEasyColumn Shift
01-----4 CS
02-0501----3 CS
06-1502-05-01--2 CS
16-2506-2501-1502-2501-1 CS
26-7526-7516-5026-5002-250 CS
76-8576-9551-6551-7526-50+1 CS
86-9596-9966-8576-9951-75+2 CS
96-990086-950076-99+3 CS
00-96-00-00+4 CS
(Shift X max.)(Un 100 max.)(Mn 75 max.)(Am 50 max.)(In 40 max.)

Psionic Activation

Before any other steps may be taken, it must be decided what manner of psi-active character will be created - if this has not been determined already. Will you play a trained psi, of either the traditional, intermediate or casual bent, a natural psi, a natural psi with psionic schooling, or even a believer of some sort? Table 3 is provided for random determination, but this facet of a character is entirely up to the player behind each character.

Table 3: Psionic Activation Method
01-14Trained Psi - Traditional15-28Trained Psi - Intermediate29-43Trained Psi - Casual
44-57Natural Psi58-72Natural Psi with Training73-86Believer
87-00Believer with Training

Psionic Disciplines

Next, one must determine what discipline(s) their psionic powers will issue forth from. For the most part, this is also something the player may decide without rolling randomly, though tables are provided for such a purpose if necessary - most often for the Judge's use when building 'fast' random characters. This choice may be the sole discipline a character has access to, or the first of many.

Such is dependent on the nature of the character's psionic activation. A traditional psi, for instance, will only begin play with access to one discipline - they will not gain access to another until they master their first. Psis of intermediate training, on the other hand, can pick a new discipline every three powers, and a casually instructed psi may do so with every new ability.

Natural Psis, they may actually have purely random disciplines (and powers), depending on the player's vision for the character. They may choose or roll randomly as they see fit, either for all of their powers or for each one - or simply choose as is necessary. The same goes for natural psis or believers with training, though their trained discipline(s) will behave per whatever form of psionic schooling they have undertaken.

Finally, the believer should not roll for a discipline randomly. The nature of their powers dictates that they reflect whatever powerful belief structure about the multiverse they bear, and thus should be chosen in a manner to reflect this. Unless, of course, the player is going to start random and 'build' unique convictions around their die rolls, which might be very interesting (or confusing), indeed.

Two versions of the psionic disciplines table are provided, one which does not include the three 'optional' disciplines and one which does.

Table 4a: Psionic Disciplines (Standard)
01-17Empathic Powers18-33Metapsi Powers34-50Psikinetic Powers
51-67Psimotive Powers68-83Psipathic Powers84-00Superpsi Powers

Table 4b: Psionic Disciplines (with Combination Character types)
01-11Empathic Powers12-22Metapsi Powers23-33Psikinetic Powers
34-44Psimantic Powers45-56Psimotive Powers57-67Psipathic Powers
68-78Superpsi Powers79-89Technopsi Powers90-00Theonic Powers

Initial Psi Powers

When determining a psi's starting powers, one begins by figuring out exactly how many he will have to begin with. This can primarily be done by rolling randomly on table 5a, which will give characters anywhere between two and seven starting powers. Alternately, a natural psi or believer with extra psionic schooling will instead roll on table 5b, which has results that incorporate both their inherent and trained psionic abilities.

Table 5a: Initial Psi Powers (Standard)
01-17Two Powers18-33Three Powers34-50Four Powers
51-67Five Powers68-83Six Powers84-00Seven Powers

Table 5b: Initial Psi Powers (for Natural Psis or Believers with Psionic Schooling)
01-041 Inherent, 1 Trained05-091 Inherent, 2 Trained10-141 Inherent, 3 Trained
15-191 Inherent, 4 Trained21-241 Inherent, 5 Trained25-281 Inherent, 6 Trained
29-332 Inherent, 1 Trained34-382 Inherent, 2 Trained39-432 Inherent, 3 Trained
44-482 Inherent, 4 Trained49-522 Inherent, 5 Trained53-573 Inherent, 1 Trained
58-623 Inherent, 2 Trained63-673 Inherent, 3 Trained68-723 Inherent, 4 Trained
73-764 Inherent, 1 Trained77-814 Inherent, 2 Trained82-864 Inherent, 3 Trained
87-915 Inherent, 1 Trained92-965 Inherent, 2 Trained97-006 Inherent, 1 Trained

Next, it's time to determine the individual psi powers a character wields. Tables 7 through 33 are provided for these, based on the discipline(s) determined earlier. Trained psis will always roll in an art / talent / skill sequence, and natural psis or believers with psionic schooling will do the same for the trained portions of their powers. For natural psis or believers rolling randomly, use table 6 for the psi power type first.

Typically, it is recommended that players be allowed to choose at least half of their abilities, in order to best steer them in a direction they would prefer, while giving them a few random powers that will help to avoid generating 'repeat' characters. This makes them partly what a character would like while keeping them refreshingly different each time (even if making multiple characters with the same discipline(s) of power).

Of course, random rolls are not always appropriate at all, depending on the character to be generated. A traditionally trained psi must take the 'root' power of a discipline (telekinesis for the psikinetic discipline, for instance) before all others, thus he will never roll for his first ability. Believers normally won't roll randomly for powers at all, while the natural abilities of natural psis may or may not be random.

Furthermore, there are two versions of each power selection table presented below, one for trained psis of the casual bent and another for all other psis. The 'main' tables are denoted as version A while the casual power tables are indicated as version B.

Table 6: Psionic Power Type
01-33Psionic Arts34-67Psionic Talents68-00Psionic Skills

Empathic Powers

Table 7a: Empathic Arts (standard selection)
01-08Aciurgy09-17Animal Hybridization / Others18-25Death Ray
26-33Empathy34-41Life Ray42-50Plant Hybridization / Others
51-58Reanimation (2)59-67Regeneration / Self (2)68-75Resurrection (2)
76-83Transformation / Others (2)84-91Vampirism (2)92-00Vivification (2)

Table 7b: Empathic Arts (casual selection)
01-12Animal Hybridization / Others13-25Death Ray26-37Empathy
38-50Life Ray51-62Plant Hybridization / Others63-75Reanimation (2)
76-87Regeneration / Self (2)88-00Vampirism (2)

Table 8a: Empathic Talents (standard selection)
01-08Age Control / Others09-15Animal Control16-23Cancer
24-31Drones32-38Emotion Control39-46Empathic Hammer
47-54Essence Control55-61Forensics62-69Healing / Self
70-77Plant Control78-84Regeneration / Others85-92Resuscitation
93-00Rotting

Table 8b: Empathic Talents (casual selection)
01-11Animal Control12-22Cancer23-33Emotion Control
34-44Empathic Hammer45-56Essence Control57-67Healing / Self
68-78Plant Control79-89Resuscitation90-00Rotting

Table 9a: Empathic Skills (standard selection)
01-08Animal Sympathy09-17Augury18-25Biological Invisibility
26-33Biological Sense34-41Cure Disease42-50Decontamination
51-58Detoxification59-67Healing / Others68-75Mood Swings
76-83Plant Sympathy84-91Recovery92-00Retrospection

Table 9b: Empathic Skills (casual selection)
01-12Animal Sympathy13-25Biological Sense26-37Detoxification
38-50Healing / Others51-62Mood Swings63-75Plant Sympathy
76-87Recovery88-00Retrospection

Metapsi Powers

Table 10a: Metapsi Arts (standard selection)
01-07Adrenal Vampirism08-13Animal Hybridization14-20Biological Vampirism (2)
21-27Danger Sense (2)28-33Energy Absorption (2)34-40Invulnerability Aura (*)
41-47Kinetic Absorption (2)48-53Longevity (*)54-60Organs (2)
61-67Personal Weaponry68-73Plant Hybridization74-80Regeneration / Self (2)
81-87Shape Change88-93Super Speed (3)94-00Transformation / Self (2)

Table 10b: Metapsi Arts (casual selection)
01-11Adrenal Vampirism12-22Animal Hybridization23-33Biological Vampirism (2)
34-44Kinetic Absorption (2)45-56Longevity (*)57-67Organs (2)
68-78Personal Weaponry79-89Plant Hybridization90-00Shape Change

Table 11a: Metapsi Talents (standard selection)
01-07Adrenal Boost (*)08-13Armor14-20Corrosion
21-27Density Control28-33Detachable Parts34-40Elongation
41-47Environmental Adaptation (2)48-53Greater Resistance Aura (*)54-60Growth
61-67Imaginary Doubles (2)68-73Intangibility74-80Metabolic Focus
81-87Plasticity88-93Poison94-00Shrinking

Table 11b: Metapsi Talents (casual selection)
01-11Adrenal Boost (*)12-22Armor23-33Corrosion
34-44Density Control45-56Elongation57-67Environmental Adaptation (2)
68-78Intangibility79-89Metabolic Focus90-00Poison

Table 12a: Metapsi Skills (standard selection)
01-07Age Control08-13Atomic Sense14-20Biological Sense
21-27Blending28-33Combat Edge34-40Disease
41-47Environmental Indep. (*)48-53Imaginary Mass54-60Pain
61-67Philosophical Sense68-73Resistance Aura (*)74-80Stasis (*)
81-87Super Senses (2)88-93Super Synesthesia (*)94-00Unyielding Will

Table 12b: Metapsi Skills (casual selection)
01-11Atomic Sense12-22Biological Sense23-33Combat Edge
34-44Environmental Indep. (*)45-56Imaginary Mass57-67Pain
68-78Resistance Aura (*)79-89Super Senses (2)90-00Unyielding Will

Psikinetic Powers

Table 13a: Psikinetic Arts (standard selection)
01-07Antimatter (3)08-13Damage Reduction (*)14-20Disintegration (2)
21-27Energy Cohesion28-33Energy Generation34-40Energy Projection
41-47Energy Vampirism (2)48-53Image Projection (2)54-60Kinetic Energy Control
61-67Matter Generation (3)68-73Psychokinesis74-80Psychometry
81-87Telekinesis88-93Topological Control (3)94-00Transmutation (3)

Table 13b: Psikinetic Arts (casual selection)
01-11Damage Reduction (*)12-22Energy Cohesion23-33Energy Generation
34-44Energy Projection45-56Energy Vampirism (2)57-67Psychokinesis
68-78Psychometry79-89Telekinesis90-00Topological Control (3)

Table 14a: Psikinetic Talents (standard selection)
01-06Body Control07-12Cyclone13-18Deflection (*)
19-25Energy Control26-31Flaying32-37Flight
38-43Force Blast44-50Force Field51-56Friction Control
57-62Invisibility / Others63-68Microscopic Vision69-75Object Projection
76-81Object Sympathy82-87Psi Web88-93Telescopic Vision
94-00Transduction (2)

Table 14b: Psikinetic Talents (casual selection)
01-10Body Control11-20Cyclone21-30Energy Control
31-40Flaying41-50Flight51-60Force Blast
61-70Force Field71-80Invisibility / Others81-90Psi Web
91-00Transduction (2)

Table 15a: Psikinetic Skills (standard selection)
01-06Circular Vision (*)07-12Clairtouchence13-18Energy Sense
19-25Flaw Sense26-31Invisibility / Self32-37Kinetic Focus
38-43Levitation44-50Object Animation51-56Object Charge
57-62Object Cooling63-68Object Hardening69-75Object Warming
76-81Object Weakening82-87Power Dampening88-93Propulsion
94-00Sidestep (*)

Table 15b: Psikinetic Skills (casual selection)
01-10Circular Vision (*)11-20Energy Sense21-30Flaw Sense
31-40Invisibility / Self41-50Kinetic Focus51-60Levitation
61-70Object Charge71-80Object Warming81-90Object Weakening
91-00Sidestep (*)

Psimantic Powers

Table 16a: Psimantic Arts (standard selection)
01-09Casting10-18Causality Control (4)19-27Dimensional Static
38-36Energy Generation37-45Future Control (2)46-54History Control (3)
55-63Override (3)64-72Reassignment (3)73-81Thaumaturgical Absorption (2)
82-90Thaumaturgical Vampirism (2) 91-00Variable Sorcery

Table 16b: Psimantic Arts (casual selection)
01-12Casting13-25Causality Control (4)26-37Dimensional Static
38-50Override (3)51-62Reassignment (3)63-75Thaumaturgical Absorption (2)
76-87Thaumaturgical Vampirism (2)88-00Variable Sorcery

Table 17a: Psimantic Talents (standard selection)
01-09Antimagic Generation10-18Dimensional Attunement19-27Energy Control
38-36Extend (2)37-45Fallout Absorption46-54Flux (2)
55-63Luck (3)64-72Reprise (2)73-81Spell Control (2)
82-90Transient Magic 91-00Universal Static

Table 17b: Psimantic Talents (casual selection)
01-12Antimagic Generation13-25Dimensional Attunement26-37Fallout Absorption
38-50Flux (2)51-62Luck (3)63-75Spell Control (2)
76-87Transient Magic88-00Universal Static

Table 18a: Psimantic Skills (standard selection)
01-09Contingency10-18Distraction19-27Flux Analysis
38-36Magic Magnet37-45Magic Sense46-54Nativity Sense
55-63Personal Static64-72Proxy73-81Sorcerous Amplification
82-90Sorcerous Attenuation 91-00Sorcerous Invisibility

Table 18b: Psimantic Skills (casual selection)
01-12Distraction13-25Flux Analysis26-37Magic Magnet
38-50Magic Sense51-62Nativity Sense63-75Personal Static
76-87Sorcerous Amplification88-00Sorcerous Attenuation

Psimotive Powers

Table 19a: Psimotive Arts (standard selection)
01-08Banishment (3)09-15Between (2)16-23Dimensional Displacement
24-31Dimensional Interface (2)32-38Dimensional Transit39-46Gravity Control
47-54Planar Control (3)55-61Portal (2+)62-69Space Control
70-77Summoning (2)78-84Teleportation85-92Time Control (3)
93-00Time Travel (2)

Table 19b: Psimotive Arts (casual selection)
01-11Dimensional Displacement12-22Dimensional Interface (2)23-33Dimensional Transit
34-44Gravity Control45-56Space Control57-67Summoning (2)
68-78Teleportation79-89Time Control (3)90-00Time Travel (2)

Table 20a: Psimotive Talents (standard selection)
01-08Age Control / Others09-17Aggregation18-25Antigravity
26-33Chaos Shift (*)34-41Defensive Portals42-50Initiative Control (2)
51-58Internal Universe59-67Mind Walk68-75Offensive Portals
76-83Quarantine84-91Teleportation / Others92-00Temporal Static

Table 20b: Psimotive Talents (casual selection)
01-12Aggregation13-25Antigravity26-37Defensive Portals
38-50Mind Walk51-62Offensive Portals63-75Quarantine
76-87Teleportation / Others88-00Temporal Static

Table 21a: Psimotive Skills (standard selection)
01-08Age Control / Self09-17Anchor18-25Bilocation
26-33Compass Sense (*)34-41Locational Memory42-50Locational Sense
51-58Nativity Sense59-67Telelocation68-75Teleport Trigger (*)
76-83Temporal Windows84-91Transient Universe92-00Universal Windows

Table 21b: Psimotive Skills (casual selection)
01-12Anchor13-25Bilocation26-37Compass Sense (*)
38-50Locational Memory51-62Locational Sense63-75Telelocation
76-87Teleport Trigger (*)88-00Transient Universe

Psipathic Powers

Table 22a: Psipathic Arts (standard selection)
01-07Astral Projection08-13Clairvoyance14-20Crowd Control (2)
21-27Mental Repair28-33Mind Link34-40Mind Lock
41-47Mind Transfer (2)48-53Mind Wipe54-60Possession (2)
61-67Precognition (3)68-73Psi Bolt74-80Psionic Vampirism (2)
81-87Psychic Invisibility88-93Psychic Probe94-00Telepathy

Table 22b: Psipathic Arts (casual selection)
01-11Astral Projection12-22Clairvoyance23-33Mind Link
34-44Mind Lock45-56Psi Bolt57-67Psionic Vampirism (2)
68-78Psychic Invisibility79-89Psychic Probe90-00Telepathy

Table 23a: Psipathic Talents (standard selection)
01-07Auscultation08-13Clairalience14-20Clairaudience
21-27Clarity28-33Forgetfulness34-40Illusion Projection (2)
41-47Jumbling48-53Linguistics54-60Mind Control
61-67Nonapparent Vision68-73Postcognition74-80Sensory Link
81-87Sleep88-93Static Field94-00Thought Projection

Table 23b: Psipathic Talents (casual selection)
01-11Auscultation12-22Clairaudience23-33Clarity
34-44Forgetfulness45-56Linguistics57-67Mind Control
68-78Sensory Link79-89Sleep90-00Thought Projection

Table 24a: Psipathic Skills (standard selection)
01-06Caesura07-12Charm13-18Clairgustance
19-25Clairtouchence26-31Combat Edge32-37Daydreams
38-43Ego Suppression44-50Inferiority Complex51-56Lie Detection
57-62Loathing63-68Mesmerism69-75Phobia
76-81Sending82-87Sensory Distortion88-93Sensory Projection
94-00Sensory Reception

Table 24b: Psipathic Skills (casual selection)
01-11Charm12-22Daydreams23-33Ego Suppression
34-44Lie Detection45-56Loathing57-67Mesmerism
68-78Sensory Distortion79-89Sensory Projection90-00Sensory Reception

Superpsi Powers

Table 25a: Superpsi Arts (standard selection)
01-08Empowerment (2)09-15Energy Generation16-23Karma Control (2)
24-31Macro Sense (2)32-38Mind Duplication39-46Power Boost
47-54Psionic Absorption (2)55-61Psychoplasm Animation (2)62-69Soul Control
70-77Spectral Freedom (*)78-84Spectral Gestalt (2)85-92Spectral Vampirism (2)
93-00Variable Psionics

Table 25b: Superpsi Arts (casual selection)
01-11Empowerment (2)12-22Mind Duplication23-33Power Boost
34-44Psionic Absorption (2)45-56Psychoplasm Animation (2)57-67Soul Control
68-78Spectral Gestalt (2)79-89Spectral Vampirism (2)90-00Variable Psionics

Table 26a: Superpsi Talents (standard selection)
01-09Antipsion Generation10-18Energy Control19-27Energy Doubles (2)
38-36Enlightenment (2)37-45Image Animation46-54Link (2)
55-63Mental Doubles (2)64-72Mental Invisibility (2)73-81Psion Generation
82-90Psionic Control (2) 91-00Quintessential Variation

Table 26b: Superpsi Talents (casual selection)
01-12Antipsion Generation13-25Energy Control26-37Enlightenment (2)
38-50Image Animation51-62Link (2)63-75Mental Invisibility (2)
76-87Psion Generation88-00Psionic Control (2)

Table 27a: Superpsi Skills (standard selection)
01-08Ability Boost09-15Clone Projection16-23Eidetic Memory
24-31Polarization32-38Psi Sense39-46Psionic Amplification
47-54Psionic Attenuation55-61Self Cannibalization62-69Self Control
70-77Spectral Sense78-84Transfixture85-92Twinning (*)
93-00Ultimate Talent (*)

Table 27b: Superpsi Skills (casual selection)
01-11Ability Boost12-22Polarization23-33Psi Sense
34-44Psionic Amplification45-56Psionic Attenuation57-67Self Control
68-78Spectral Sense79-89Transfixture90-00Twinning (*)

Technopsi Powers

Table 28a: Technopsi Arts (standard selection)
01-09Assimilation10-18Cyberspatial Projection19-27Device Generation (2)
38-36Empowerment (2)37-45Knowledge46-54Mesmermechanism
55-63Nanotechnology Generation (3)64-72Organic Circuitry (3)73-81Reassembly (2)
82-90Super Invention 91-00Variable Cybernetics

Table 28b: Technopsi Arts (casual selection)
01-14Assimilation15-28Cyberspatial Projection29-43Device Generation (2)
44-57Knowledge58-72Mesmermechanism73-86Reassembly (2)
87-00Variable Cybernetics

Table 29a: Technopsi Talents (standard selection)
01-09Artificial Power Source10-18Interfacing19-27Kit-bashing
38-36Overdrive37-45Positron Generation46-54Repair
55-63Schema64-72Transception73-81Transient Psionics
82-90Upgrade 91-00Variable Talent (*)

Table 29b: Technopsi Talents (casual selection)
01-14Artificial Power Source15-28Overdrive29-43Repair
44-57Transception58-72Transient Psionics73-86Upgrade
87-00Variable Talent (*)

Table 30b: Technopsi Skills (casual selection)
01-14Computer Link15-28Device Sympathy29-43Electronics Disruption
44-57Mechanical Disruption58-72Optimization73-86Technical Intuition
87-00Technological Sense

Theonic Powers

Table 31a: Theonic Arts (standard selection)
01-09Apotheosis (*)10-18Exaltation19-27Faith (4)
38-36Genesis37-45Investment (3)46-54Macro Sense (2)
55-63Omnipotence64-72Organism Generation (3)73-81Revival
82-90Signature Power (*) 91-00Theonic Absorption (2)

Table 31b: Theonic Arts (casual selection)
01-12Faith (4)13-25Genesis26-37Investment (3)
38-50Omnipotence51-62Organism Generation (3)63-75Revival
76-87Signature Power (*)88-00Theonic Absorption (2)

Table 32a: Theonic Talents (standard selection)
01-09Antideionic Attack10-18Avatar (2)19-27Awe
38-36Deific Impersonation37-45Deionic Attack46-54Deionic Control (2)
55-63Inculcation (2)64-72Mortal Guise73-81Nature Resistance (3)
82-90Omnipresence 91-00Sanctuary

Table 32b: Theonic Talents (casual selection)
01-12Antideionic Attack13-25Awe26-37Deionic Attack
38-50Deionic Control (2)51-62Inculcation (2)63-75Nature Resistance (3)
76-87Omnipresence88-00Sanctuary

Table 33a: Theonic Skills (standard selection)
01-08Bless09-17Boon18-25Commandment
26-33Disengagement34-41Fortuity42-50Omniscience
51-58Plenipotentiary59-67Regenesis68-75Theonic Amplification
76-83Theonic Attenuation84-91Theonic Invisibility92-00Theonic Sense

Table 33b: Theonic Skills (casual selection)
01-11Bless12-22Boon23-33Commandment
34-44Fortuity45-56Omniscience57-67Regenesis
68-78Theonic Amplification79-89Theonic Attenuation90-00Theonic Sense

Determining Power Ranks

Finally, when each power is settled, one must determine how potent each will be. In order to do this, simply roll once on table D for each psi power the character possesses. Once you have done this, you may 'gamble' on one psionic rank of your choosing if your character has three or less psionic abilities, twice if he or she has from four to six psi powers, or thrice if the character has seven psychic abilities.

Character / Power Limitations

Often, a player may not be happy with the ranks he's rolled up for his new psi. Even after he adjusts his powers with gambling attempts, he's just not satisfied with what he's come up with. This isn't necessarily a bad thing, as sometimes one has a specific vision in mind for their character; this is where limitations come in. A player may subject his psi to additional limitations in order to make him more powerful.

Limitations come in two distinct flavors: power limitations and character limitations. A power limitation is just that, an altering of how said psi power works to the detriment of the player (as compared to others who can use this ability). A power so limited may not affect certain objects or beings, can only be used during certain specific time periods, or may otherwise function in a manner others may find unusual or restrictive.

Character limitations, however, change the nature of every power a psi uses, not just one. A character limitation may simply be a power limitation that 'works' on every single power, or may instead be some other alteration to the basic working of psionics in general that hampers the character, such as an innate inability to master a discipline (which would be particularly constricting on a traditional psi).

At any rate, the severity of the limitation determines just how much of a power boost the character may receive. Limitations come in four flavors: weak, strong, very strong, and extreme. A weak limitation is just that, a minor crimp in an ability's effectiveness, and only offers a +1 CS. Each succeeding limitation offers another +1 CS to the power rank, but as their names imply, they become increasingly, well, limiting.

Alternately, a psi can take a limitation on a power to replace one that is already built in to it; some powers, like those involving time, have several such constraints already worked into them. With the permission of one's game Judge, they can swap out one limitation for another, as long as the new limitation would be equally as inconvenient (this allows a player to better craft the character they imagine in their heads).

Character / Power Enhancements

Similarly, a player might have more than enough power (or he might think such, at any rate), or simply wants more 'bang for his buck' out of his existing power roster. If this is the case, he may decide to empower his psionics with special enhancements. Like limitations, enhancements have four levels of power, including weak, strong, very strong, and extreme, each of which adds a subsequent -1 CS modifier to one's power ranks.

In exchange for suffering from the effects of this modifier, the character's ability will benefit from an improvement of some sort. Moving a power up one speed or range category is considered a strong enhancement, while two is an extreme enhancement. Other enhancements can come in the form of built-in limitations being stripped out of a power (time control and precognition have several, for instance).

Like limitations, enhancements are difficult to apply across an entire character, though this isn't impossible. While speeds and ranges vary from power to power, things like power maintenance caps apply to the whole character. Adding one maintainable power for one's Reason (mem) is a strong enhancement, while adding two is considered extreme in nature - but this sort of enhancement is definitely worth the costs.

These and the other qualities of powers can readily be given enhancements, and usually the reduction in rank is enough to make up the difference. This can make purchasing new powers more difficult down the line though, particularly if a character enhancement is in effect; a new power to be affected by an enhancement must at least be bought at a rank high enough that, upon applying the negative CS, it will work at the normal starting value.

Quirks

Slightly more palatable than limitations, quirks are relatively minor changes to a character that can either saddle him with some disadvantage or other, or possibly even enhance some trait of his. They can also be used to ultimately raise the rank one or more of a character's powers work at if so desired, within the confines of that system. The quirks rules have more on this, but the quirk tables are presented here, for convenience.

Normally, quirks are a voluntary affair - players may use quirks or not as they see fit. They are presented below in the format of random rolling tables for two reasons however. The first is for the game Judge's use, to quickly generate random characters when time is of the essence. Alternately, a player may roll randomly if he wants or needs a quirk and doesn't know what to pick. Not that he's bound by such a roll, of course.

Quirks are divided up into the beneficial and deleterious quirks of a physical, mental and role play nature. Those quirks which cost (or grant) two quirk points are noted with a two in parenthesis (2), while those that can be taken at multiple levels are noted with an asterisk in parenthesis (*).

Table 34: Quirks Categories
01-17Physical (beneficial)18-33Physical (deleterious)34-50Mental (beneficial)
51-67Mental (deleterious)68-83Role Play (beneficial)84-00Role Play (deleterious)

Table 35: Physical Quirks (beneficial)
01-07Acceleration Tolerance08-14Adrenal Surge15-21Ambidexterity
22-28Fast Healing29-35Fighting Logistics36-42Gravity Tolerance (*)
43-50Hardiness (2)51-57Heightened Sense58-64High Pain Threshold
65-71Learned Resistance (*)72-78Omnidexterity (2)79-85Rank Boost (2)
86-92Strong Bones (*)93-00Sturdiness

Table 36: Physical Quirks (deleterious)
01-06Abnormal Attribute07-11Acceleration Intolerance12-17Albinism
18-22Allergy (*)23-28Color Blind29-33Dulled Sense (*)
34-39Dwarfism40-44Epilepsy45-50Feebleness
51-56Gigantism57-61Gravity Intolerance (*)62-67Lameness
68-72Low Pain Threshold73-78Missing Parts (2)79-83Rank Loss (2)
84-89Slow Healing90-94Weak Bones (2)95-00Weakness (2)

Table 38: Mental Quirks (deleterious)
01-03Action Addict04-06Attitude (*)07-09Bluntness (*)
10-12Bully (*)13-15Combat Paralysis (*)16-18Compulsiveness (*)
19-20Cowardice (*)21-23Cyber-neurosis24-26Fanaticism (*)
27-29Frenzied30-32Greed (*)33-35Gullibility (*)
36-38Honesty (*)39-40Impulsiveness (*)41-43Inept (*)
44-46Insanity (2)47-49Insomnia50-52Jealousy (*)
53-55Karmic Dearth (2)56-58Laziness (*)59-60Learning Disorder
61-63Low Stress Threshold (*)64-66Mania (*)67-69Multiple Personality (*)
70-72Pacifism (*)73-75Paranoia (*)76-78Personal Code (*)
79-80Phobia (*)81-83Pushover84-86Rudeness (*)
87-89Short Attention Span90-92Shyness (*)93-95Stubborn (*)
96-98Temper (*) 99-00Vow (*)

Table 39: Role Play Quirks (beneficial)
01-09Ally10-18Assistant19-27Attractive (*)
38-36Benefactor (*)37-45Cash Flow46-54Charmed
55-63Fame (*)64-72Fan Club73-81Good Reputation
82-90Likability (2) 91-00Lucky (2)

Table 40: Role Play Quirks (deleterious)
01-06Alien Culture (*)07-12Bad Reputation13-18Bigotry (*)
19-24Dependent25-29Enemy (*)30-35Illiteracy
36-41Jinxed42-47Loner (*)48-53Nerd
54-59Poverty60-65Repugnant Personality (*)66-71Snob
72-77Social Dependent (*)78-82Unattractive (*)83-88Unlucky (2)
89-94Unpleasant Habits (*) 95-00Weirdness Magnet

Talents

The talents your sparkling new psi will start out with can be determined as per any other character type, beginning by rolling up his number of initial talents on table 41. Then, roll for the category each talent will belong to on table 42. To finish up, roll for individual talents using tables 43 through 50, one table for each applicable category of talents.

However, the actual talents a character has really should be determined by his origin. Keeping this in mind, the Judge may very well opt to let a player choose some (or all of) the talents his psi will have, allowing him a lot more creative control over his character. Another thing to consider is that a talent can function at a higher 'level' than normal.

There are three 'tiers' of talents, each providing an increasing bonus to the applicable FEATs involved with said talent. When generating these heightened skills however, keep in mind that they cost more; a level 2 talent counts as two talents, while a level 3 talent counts as four. This can get expensive fast, but is a great way to showcase what your character is really good at.

Also, some talents cost more than others (before levels of such are considered). A talent that has a number in parenthesis counts as that many talents during character generation; these are mostly background talents but some others cost more. Similarly, the Student talent costs all of one's initial talent slots, for it by definition implies that a body does not have any other talents.

Table 41: Number of Talents
01-17One talent18-33Two talents34-50Three talents
51-67Four talents68-83Five talents84-00Six talents

Table 42: Talent Categories
01-12Background13-25Behavioral26-37Fighting
38-50Environmental51-62Miscellaneous63-75Professional
76-87Scientific88-00Weapon

Table 43: Background Talents
01-25Heir to Fortune (3)26-50Law Enforcement (2)51-75Military (2)
76-00Student (*)

Table 44: Behavioral Talents
01-14Hypnosis15-28Leadership29-43Manipulation
44-57Performer58-72Service73-86Sleight of Hand
87-00Tactics

Table 45: Environmental Talents
01-25Climbing26-50Stealth51-75Survival
76-00Tracking

Table 47: Miscellaneous Talents
01-17First Aid18-33Power Skill34-50Repair / Tinkering
51-67Resist Domination68-83Trance84-00Trivia

Table 48: Professional Talents
01-06Animal Handling07-12Artist13-18Astronaut
19-24Boating25-29Business / Finance30-35Crime
36-41Demolitions42-47Detective / Espionage48-53Driving
54-59Education60-65Engineering66-71Journalism
72-77Law78-82Piloting83-88Politics
89-94Salesmanship 95-00Sports

Table 49: Scientific Talents
01-07Archaeology08-13Biology14-20Chemistry
21-27Computers28-33Criminology34-40Electronics
41-47Genetics48-53Geology54-60Linguistics
61-67Lore68-73Mathematics74-80Medicine
81-87Physics88-93Psychology94-00Theology

Contacts

Also presented for your convenience is the table used to detail the initial number of contacts a new character will have; it is available as table 51 in the Manual. Table 52, then, lists the types of contacts a psi may have upon the start his career, if the player needs any ideas; one does not need to roll up contact types randomly if he doesn't want to.

Like quirks or talents, contacts can be taken at one of three levels of importance; for example, a police contact might be a beat cop (level 1), an FBI operative (level 2), or even an Interpol agent (level 3). Similarly, contacts have an increase of cost in 'contact slots' depending on their level - a level 2 contact counts as two contacts, while a level 3 contact costs four contact 'slots'.

Table 51: Number of Starting Contacts
01-17One contacts18-33Two contacts34-50Three contacts
51-67Four contacts68-83Five contacts84-00Six contacts

Table 52: Contacts
01-06Aide07-11Artist / Performer12-17Business
18-22Criminal23-28Doctor29-33Expert
34-39Foreign Power40-44Government45-50Hero / Villain
50-56Informant57-61Journalist62-67Lawyer
68-72Mentor73-78Military79-83Organization
84-89Police90-94Scientist95-00Trivia

Systematic (Point Based) Method

Players begin with fifty (50) points with which to build their psi-active character. They may spend these points as they wish, only limited by a) the caps for most normal human ability scores, and b) the campaign's power level ceiling. For example, an earth-bound campaign may limit characters to Monstrous (75) or less on most ranks. Ask your Judge about his or her campaign limits!

To begin with, determine how far above (or below) the norm the character will be in each ability score; for our purposes, the 'norm' will be Typical (6) rank. For every +1 CS a player applies to each spend one point, and for each -1 CS applied to these values, add one point. All but Reason and Psyche must remain within human maximums (maximums for the other ability scores are detailed in the Core Rules).

A starting character is assumed to have Typical (6) Resources and a Popularity score of zero (0). One may alter Resources as he can any other ability score, though at double the cost for each CS (Remarkable (30) ranked Resources would cost six points, for example). If one intends to purchase the Heir to Fortune background talent, they shouldn't alter this 'base' Resources score any. Health and Karma are determined normally.

An opposed Popularity score (negative for heroes, positive for villains) is worth two points, no matter how great it is.

Before purchasing his or her psi powers, one should determine the nature of their character's psionic activation, for this may limit one's power selection, either slightly or dramatically. When buying psi powers, each rank in each power costs one point, starting at Feeble (2) rank. The upper rank of each psionic ability is only limited by the campaign's power level ceiling (again, ask the game's Judge about this).

Costs can be controlled by adding limitations, which can apply to either one power or all a character's powers. Whether applied to one psi power or globally to the character as a whole, weak limitations reduce the cost of an ability by one point, strong limitations by two points, very strong limitations by three points, and extreme limitations by four points. Consider the effect of such limitations before counting your point savings!

Remember that all psi powers have a minimum cost of one (1) point, no matter how limited they may be.

Moving the other direction, a player may apply enhancements to one or more powers. A weak enhancement increases the cost by one point, strong enhancements add two points, very strong enhancements raise the cost by three points, and extreme enhancements add four points to a power's final cost. Such enhancements include improving the range or speed categories of a psi power, as well as other augmentations to its functionality.

Keep in mind that many powers cost more than the base value; precognition, for example, costs three points per rank. Psi powers with a heightened cost are so noted in the character generation tables listed above (those with numbers in parenthesis after the name). Limitations and enhancements are multiplied in value by this cost; for instance, a very strong limitation on precognition would reap a nine point discount.

If your Judge allows their use in his campaign, one thing to consider is the use of Hyperkinetic and Hyperexhaustive rank qualifiers. These can each be purchased in the point system if allowed, being treated as either an extreme enhancement (in the form of a Hyperkinetic psionic) or an extreme limitation (in the form of a Hyperexhaustive power). Both can be unbalancing in their own way however, so check to make sure their use is okay.

Once a character's powers are determined, he may purchase talents and contacts as he sees fit, each costing one point. If one would like heightened talents or contacts (both come in three tiers), he must pay two points for a level two talent or contact, or four points for a level three talent or contact. The Student background talent costs five points (and fits a new psi well), but cannot be purchased with any other talent (save for heir to fortune).

Finally, a player may use leftover points to purchase beneficial quirks - or add a few points to pad weak areas with deleterious quirks. Most quirks give (or take) one point, but if purchased at a higher level, they function in much the same way as talents or contacts in this regard (two points for a level two quirk, four points for a level three quirk). Also, quirks without level but that count double cost (or give) two points.

Once the player is out of points, it's up to the game Judge to look over what the player has wrought. Does the character's math add up? Does he fall within predetermined campaign limitations for power level? If nothing appears to be wrong, and the Judge likes what he sees, he or she should approve what a player has created, and then allow him to complete the last portion of his character's creation (assuming he didn't actually start with such).

Filling in the blanks

Once all the basic details concerning your psi have been ascertained, it is time to 'fill in the blanks', or to detail all of his personal and background information, the stuff you can't quantify with dice rolls or points. Who is he? What does he look like? Where is he from? What is he like? Why has he spent the time to learn the mental arts? Who trained him how to access his inner abilities? Why?

With the sole exception of your psionic mentor (who the Judge must generate, save for perhaps his, her or its name), all other character information must be determined by the player in order to make it truly his character, and to really 'flesh him out'. This is often the most difficult part of the character generation process, the part where many tend to fail.

However, with a little effort and some serious consideration, the answers to these questions can make that simple little piece of paper with all the funny words on it really come alive!!!!!

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