The Manual of the Psi - Marvel Super Heroes Classic Style
The New Universe Handbook
The G.I. Joe Handbook
Transformers:  Robots in Disguise
The Vintage Age Handbook
M.S.H. Infinity
Variant Earth 13
Miscellaneous Characters
The Universal Heroes Rules System
Customized Technohol 13
The Atomic Links
About the Author
Basic Technohol 13 Info
Technoholic Updates
The Technohol 13 Home Page
Technohol 13 Logo - LeftTechnohol 13 LogoTechnohol 13 Logo - Right

The Comprehensive Psi Power List

The following dozens of pages hold a description of every single psi power currently available for players of the Universal Heroes game. Have a good time reading them!

7 A B C D E F G H I K L M N O P R S T U V W

7

7-D Anchor
Psimotive Skill

This motive skill acts as an anchor against the rest of the multiverse in general. When in use, the 7-D anchor prevents a psi from being forcibly removed via banishment, dimensional transport or portal, or any other motive ability. 7-D anchor works by disrupting the use of such abilities in relation to the anchored character(s). Teleportation effects simply fail, while dimensional apertures actually collapse before the character can be forced through them. In order to overcome this defense, an opponent must pass a power FEAT versus the psi's End (res) +3 CS or the 7-D anchor power rank, whichever of the two is higher.

7-D Awareness
Psimotive Art

this extrasensory art is the core of the psimotive group of powers. With this ability, a psi acquires an intuitive understanding of the seven dimensional nature of this reality. This, then, allows for a greater knowledge of space and time, laying the groundwork for the manipulation of both of these elusive things. While 7-D awareness is mainly the key to the development of other psimotive powers, it has some uses in game play.

Essentially, a psi using 7-D awareness will always know what continuity he is currently in, if he's ever been there before, and the basic physical realities of that dimension. Additionally, any psimotive being will sense which type of multiverse said universe lies within; in other words, he can determine if the local time and space are of a positive or negative value, if these physical properties are present.

7-D Memory
Psimotive Skill

with the use of this motive skill, a psi can remember all the places he's ever been, and how to get there. This is great for psis who tend to get lost while crossing the dimensions or traveling through time, for example. Remembering the 7-D coordinates of a location in the same dimension takes only a green power FEAT, recalling the coordinates in a different reality or time requires a yellow power FEAT, and the remembering of 7-D coordinates from locations in another multiverse requires a red power FEAT.

A

Acidic Touch
Metapsi Talent

using this talent, a psi can temporarily alter all the sweat glands on his hands (or feet, or head), causing them to emit a corrosive agent instead of sweat. This agent will inflict power rank MB damage to inorganic items such as walls, robots, or a solid homogenous lifeform. This damage is considered –3 CS versus organic stuff, such as wood or people.

Adaptation
Metapsi Talent

this talent, once it is activated, will alter the metapsi's body in order to function within an inherently hostile environment. This change will take from one to ten turns, depending on how extreme the change is. This talent only counters hostile landscapes, not sudden, harmful situations (such as falling off a cliff). This change includes any necessary biochemical alterations, organs, and limbs.

Adrenal Boost
Metapsi Talent

by making use of this talent, a metapsi can release a controlled burst of adrenaline into his system, which acts to boost his Str score. Lasting 1d10 turns, this boost will equal the psi's Str +1 CS or this power rank, whichever is higher. This boost can work in conjunction with the adrenal surge quirk, but once both of the boosts wear off, the psi will be at –2 CS to all FEAT rolls for the next 1d10 turns.

Adrenal Vampirism
Metapsi Art

this psionic art works by siphoning away the metabolic energy of others. Once a target's End (res) is overcome with a power FEAT, this metapsi art is used to drain Str or End points from the target directly into the psi. The psi can drain a number of points from the victim's ability scores equal to this power rank number with each attack, boosting his own stats on a point per point basis, though his Str and End will not exceed this power rank or his Str or End ranks +2 CS, whichever would be higher in each instance. Also, the adrenal vampire and his victim must recalculate their Hpt and NH scores to reflect their new, temporary ability scores.

This boost of ability scores will last for 1d10 combat turns. Once this time has expired, the raised ability scores will drop 1 CS each turn until they reach their normal values. As far as the victim is concerned, his ability scores cannot be drained below Feeble (1), and the loss will similarly last for 1d10 turns. Once this time has elapsed, the drained stats will rise by 1 CS per turn, until they return to their normal values. The Hpt and NH changes due to the adrenal vampirism revert to normal with the ability ranks themselves; they must be recalculated each turn until the Str and End scores are normal.

Age Modification
Metapsi Skill

using this skill, a metapsi can alter his apparent age. He can change his age (either older or younger) by a number of years equal to the power rank number. There is no upper limit to the age the character can assume (though hitting an age of 100 or higher is hazardous), but he cannot reduce his age below zero. This would reduce him to infancy, and anything further than that stage would kill him.

Analysis
Psimantic Talent

with this talent, psimantic characters can know the nature of any magical effect in operation, once it is understood to be magic. First, the psi can determine the type of magic in use (personal, universal, or dimensional energy). Secondly, he can determine what school of magic the effect belongs to (elemental, philosophical, scientific, etc...). Furthermore, the psychoturge will know if this magic results from spell use, supernatural phenomena, or the activities of magical beings (such as a vampire, elemental, demon, or other extradimensional being...).

Animal Hybridization
Metapsi Art

when this art is first learned, the metapsi acquires the ability to transform himself, in whole or in part, into an animal form. The psi becomes intimately familiar with the biology of a single animal upon gaining this power, and can alter his own body to duplicate any 'power' the animal can normally use in nature. Further animal biologies may be memorized as per a power stunt.

Complete transformation allows the psi to use all of the creature's abilities and ability ranks (but not Hpt score), and completely assume the appearance of his choice animal. On the other hand, a partial transformation will gain the psi animal abilities depending on the parts transformed. For example, to gain the claws of a tiger, a character will modify his arms and legs to accommodate the extra organs, and (this being a minor transformation) would only change his appearance a little.

Animal Sympathy
Metapsi Talent

with this talent, an empath can communicate with non-sentient animal life, either terrestrial or otherwise. The difficulty of the FEAT is determined by the differences in the biology of the animal sympathizer and the animal being communicated with. Communication with animals of similar build to the character (humans 'talking' to simians) requires no roll. A talk with beings of the same basic classification (a human talking with other mammals) requires a green FEAT roll. Talking out of this range (a human talking a shark out of eating him) needs a yellow FEAT roll. Any communication with animal forms of non-terrestrial origin requires a red FEAT roll.

Anti Deionic Attack
Theonic Talent

by use of this deadly talent, a psi can attack others with potent anti deionic energy. This power functions just like the theonic talent deionic attack, but if used against any deionic defensive power besides the anti deionic aura, the energy will carry with it two additional effects if the defense fails a power FEAT roll against the damage inflicted. To begin with, the damage will be AP in nature, as it cancels out a bit of the defensive force used against it. On a more subtle level, the anti deionic attack will destroy a number of the victim's faith points equal to the damage inflicted. This is enough to give even an exponential immortal pause (until he quashes the deionicist like a bug, that is).

Anti Deionic Aura
Theonic Skill

using this skill, a theonicist can surround himself with a powerful force field composed of anti deionic energy. In combat versus mere mortals, this field will act in the same manner as does a deionic aura, which grants the following protection against incoming attacks:

-1 CS / -0 CS / -4 CS / -6 CS / -0 CS

Furthermore, the anti deionic aura will cancel the effect of any deionic power used on the theonicist, if that power fails a FEAT roll against the intensity of the aura. However, if said power FEAT succeeds, any De damage inflicted will carry an AP effect.

Anti Deionic Field
Theonic Art

using this art, a deionicist can blanket an area with anti deionic energies; this area is a sphere having a radius in yards equal to the power rank number. This field has the effect of preventing any deionic powers from functioning in the area at all, save for anti deionic abilities, unless the psi who wields them can pass a successful power FEAT roll versus the anti deionic field. Further, deionic sensory abilities attempting to look in on the affected area are also blocked, unless they, too, can overcome the power rank of this field.

Anti Gravity
Psimotive Talent

using this talent, a psi can generate anti gravity. The reverse of standard gravity, itself the attraction matter has towards other matter, anti gravity is thus a repulsive force applied against other matter. This lends itself to a number of uses in play, some of which are described here:

Flight: applying anti gravity downward, a psi can lift himself off the ground, and fly by pushing off objects (including air) with air speed determined by the power rank.

Repulsion: by applying anti gravity to a specific target, a psi can push it away with power rank Str, or focus the anti gravity into a force beam that can inflict power rank Fo damage.

Repulsion Field: by enmeshing himself in a field of anti gravity, a psi can grant himself power rank resistance to any physical attack that must make contact with his person.

Anti Magic Aura
Psimantic Skill

this skill allows a psychoturge to manifest an aura of anti magic energy about his person. While this aura is in place, any magical power or spell used directly against the psi will fail, if it can't pass a FEAT roll against the intensity of the anti magic aura. In other words, this power will cover any magical manipulations and energy, but not spells that indirectly attack the psi, or generate 'mundane' forms of energy.

This may prevent a psychoturge from using his magical abilities, but only a novice psychoturge would see this as a serious disadvantage. Primarily, this is because the aura provides protection versus attack as does a distortion aura, which defends against attack like so:

-1 CS / -0 CS / -0 CS / -6 CS / -8 CS

However, if a magical energy attack is used against the psychoturge, and said attack passes the necessary FEAT roll against this power, the So damage it inflicts will carry with it an AP effect, as it will cancel out some of the defensive energy the aura generates.

Anti Magic Beam
Psimantic Talent

with this talent, a psychoturge can emit a beam of anti magic energy. In play, this beam acts as does a distortion beam, inflicting So damage against its target. However, if used against a magical defense other than an anti magic aura, the beam will carry an AP effect if the beam passes a power FEAT roll versus the power rank of the defense. Further, any mage or magic being hit by the anti magic beam must pass an End (res) FEAT versus the intensity of the damage inflicted, or lose the use of any magical spells or powers for 1d10 combat turns.

Another significant difference between a distortion beam and an anti magic beam is that anti magic carries with it no TF effect. In fact, the beam can be used to soak up lingering TF in matter if it passes a power FEAT roll against the intensity of the original effect used to deposit the TF in the first place.

Anti Magic Field
Psimantic Art

when using this art, a psychoturge creates a powerful field of anti magical energy; this field is a sphere having a radius in yards equal to the power rank number. This field will negate any magical effect within the affected area, if it fails a FEAT roll against the intensity of the anti magic field. Further, a mage or magic being in the area who fails an End (res) FEAT against the intensity of the anti magic field cannot initiate any spell or spell-like power until they overcome the anti magic. Characters so affected receive another FEAT roll to resist every turn, though they can avoid these effects by simply leaving the anti magic field.

Anti Matter
Psikinetic Art

a psikinetic with this art has the ability to generate minute amounts of anti matter. He can create enough anti matter to cause explosions of power rank intensity when the anti matter reacts with regular matter. Now, this anti matter must be encased within a force field to prevent it from blowing up until the psi wishes it to; as one can guess, force field is the prerequisite power for this art.

Now, if anti matter detonates upon an object, it will inflict power rank Energy damage to the target, against which no armor is effective (the anti matter acts to actually put a hole in such armor). A force field will protect from this damage (as no actual contact is made), as will the metapsi resistance powers (if used against Energy attack, that is).

Anti Psion Aura
Superpsi Skill

this skill allows a superpsi to create an aura of anti psion energies about his person. While this aura is in place, any psi power used against the superpsi that directly uses psions will fail if it cannot pass a power FEAT roll against the intensity of the anti psion aura. Such powers include telekinesis, psi bolt, or telepathy, but not an acidic touch, attack portals, or energy control.

Furthermore, the anti psion aura offers the superpsi protection from attack as follows:

-1 CS / -0 CS / -4 CS / -0 CS / -8 CS

However, the anti psion aura also acts to negate all of the psi's powers, unless they have been polarized to operate on anti psions; see the various polarization powers for more on this. This negation effect lasts only until the anti psion aura is dropped. Also, if an attack that uses a karmic energy form (spectral flame, psion beam, etc...) is used against the aura, and passes the power FEAT to affect the psi, it will carry with it an AP effect, as it will cancel out some of the defensive energy used against it.

Anti Psion Beam
Superpsi Talent

with this talent, a superpsi can emit a beam of focused anti psions. This beam acts in all ways as a regular psion beam, unless used against a defense form that is primarily composed of psions. If the beam can pass a power FEAT versus the power rank of the psion based defense, the anti psion beam will carry with it an AP effect. Further, psis hit by an anti psion beam must pass an End (res) FEAT versus the intensity of damage taken, or lose the use of their psi powers for 1d10 turns, as the anti psion beam will actually strip the psions away from their body for that amount of time.

The only psi powers usable during this negation period are those that the psi has polarized via the various superpsi polarization powers, or the specific anti psion energy powers.

Anti Psion Field
Superpsi Art

a more powerful version of the anti psion aura, the anti psion field allows a superpsi to blanket an area around himself in an intense field of anti psions (hence the name); this area is a sphere having a radius in yards equal to this power rank number. A field of anti psions negates the effect of any non-polarized psi power that is used within the affected area, including the superpsi's, if it fails a FEAT against the intensity of the anti psion field.

Also, any psi or psionic being within the area of effect that fails an End (res) FEAT roll against the intensity of the field cannot initiate any psi powers until they have overcome the anti psion field. An affected being gains another chance to make a FEAT to resist the field each combat turn, or can avoid the effect by simply leaving the anti psion field.

Area Sense
Psimotive Skill

this skill grants a psimotive being an awareness of every object in his area; this area being a sphere with a radius, in yards, equal to this power rank number. If they are not masked by invisibility powers, objects in the area are noted by a mere green power FEAT roll. A yellow FEAT will detect any beings observing the psi in the area, but masked by being hidden in the astral plane, or other such similar things.

A red FEAT will reveal beings not in the psi's area, but observing him from afar with such powers as temporal window or clairvoyance. If the object or person is masked by any invisibility power that would affect this sense, the psi has to pass a power FEAT roll versus the rank of the invisibility, or be unable to sense the invisible thing.

Armor
Metapsi Talent

this talent allows a metapsi to steel his body against any incoming harm. In effect, without any visual clue, the psi gains the following resistance to the various attack forms:

-0 CS / -2 CS / -4 CS / -6 CS / -8 CS

Artifact Creation
Theonic Talent

with this talent, a theonicist can create permanent items to carry his power. Spending 10 faith points, a theonicist can create a base receptacle for power. After this basic expenditure, the theonicist must pay for the material strength and all powers the item possesses on a point per point basis. These artifacts can be of any material strength the psi can afford, but the powers carried by them will not be of greater rank than this power rank. Thus, most artifacts are given to the theonicist's faithful to boost worship, as opposed to being used by theonicists themselves.

Artificial Power Source
Technopsi Skill

using the skill of APS, a technopsi can provide the power required to allow any device, electronic or mechanical, to function. This skill can fuel technological effects less than or equal to the rank of this skill, in addition to the normal amount of energy used when the device is idle, but functioning. For example, a psi having this skill at Incredible rank could power a vehicle traveling at Incredible speeds, or an energy weapon capable of inflicting Incredible energy damage.

If a device to be powered can perform at a level higher than the technopsi can provide, the technopsi can operate the device at his lesser rank instead. In other words, if a technopsi manages to 'find' a phase plasma cannon that can dish out Unearthly AI En damage per blast, and his APS skill is at Amazing rank, he can still operate the beautiful instrument of destruction. However, he can only do so at Amazing rank; a small cut in power, but useful still...

Assimilation
Technopsi Art

this nifty technopsi art allows a technopsi character to literally absorb the form, functions, and actual matter of any device into himself. This process is limited somewhat by the size of the item to be assimilated, as a psi can't take in an amount of techno matter greater than his body mass. If a technopsi attempts this, he can merge with the new object(s), but the excess matter will protrude from his body in an obvious manner. Sentient devices can be assimilated, but they must fail an End (res) FEAT versus this power rank first. If absorbed, such items will rebel at every opportunity that presents itself (when the technopsi tries to use them, for instance).

Assimilated devices are used just as they were before they were absorbed, but they must be pulled from the pool of techno mass to do so, forming the item from hands, feet, etc..., so they may be utilized. While 'pulled out', the item(s) are still connected to the psi's body, truly an extension of his being, and are controlled as such. Further, the psi may expel any device at any time, returning it to the state it was in when absorbed.

For example, let us look at the Swiss Army Arsenal, a technopsi that weighs in at 165 pounds. For convenience, he keeps all kinds of tools, weapons, and other miscellaneous devices stored in his body (which tends to cut down on theft). He carries about ninety pounds of stuff within him, and may thus add seventy-five pounds more before the excess begins to 'stick out'. After he finds a more powerful version of an energy weapon he had assimilated last month, the Swiss Army Arsenal ejects the old model and assimilates the new one immediately.

Later on in his adventuring career, the Arsenal finds himself on an alien craft, his only means of escape being the takeover of said craft. Not trusting the shifty aliens to take him home once defeated, and lacking that technopsi art override, he decides that he has to assimilate the alien craft. As it weighs several hundred tons more than he, he cannot absorb the ship, so his body merges with the ship's frame only to his ankles. Even though he sticks out like a sore thumb and lacks mobility, he can control the craft as if it were a natural part of his body, using it to fly himself home.

Astral Body
Psimotive Talent

with the use of this psimotive talent, a psi can physically transfer his body into the astral plane, actually changing it into an ectoplasmic equivalent. One advantage of this is that there is no magical cord to worry about being broken, and it serves as a great means to fake dimensional travel – sort of – as your body reverts to its natural state after reaching one of the various afterlife dimensions.

One obvious disadvantage of entering the astral plane in this fashion is that you can get yourself blown away just like in the real world, as opposed to the effects of 'dying' while merely astral projecting. Another is that opponents usually don't suffer from this limitation. Finally, there is always the possibility of getting yourself lost somewhere in the multiverse – unless you have that 7-D memory power, of course...

Astral Projection
Metapsi Talent

with this powerful art, a psipath can separate his physical and mental selves. This is done thanks to the mental layer of reality known as the astral plane. While astral projection is in use, the psi's body lies comatose while his mind soars throughout astral space. This plane coexists with ours via the seventh dimension, and as such can be used to view any location within our reality without anyone being aware of it. This make astral projection great for spies, doesn't it?

While in this realm of the mind, astral travelers can only use psi powers to affect the real world. When confronted with other beings in the astral plane, the character's full range of powers is allowed. However, the effects of these powers are translated into ectoplasmic equivalents, which operate at a -1 CS. Similarly, ability scores are altered for the duration of astral projection; Rsn functions as Str, Int functions as Agy, and Psc functions as End.

Also, for the duration of the trip, the character is connected to his physical form via a powerful magical cord, which prevents him from getting lost. This cord is Cl 1000 m.s. for the purposes of breaking it. Only extremely specialized weaponry or death of the psi's physical body can break the cord, which results in the astral form dying as well, unless the character passes a Psc (will) FEAT against Unearthly intensity; doing so transforms the psi into a free-roaming spirit (see astral freedom, a groovy TxC power, for more on this).

This reality can also be used to travel into other dimensions; doing so requires a yellow power FEAT. While traveling the planes, the character will manifest a new, temporary frame if in one of the many 'afterlife' dimensions, which also brings along stuff carried as part of the character's self image. Oddly enough, if the astral equivalents of personal items are lost or left behind, the real world versions of the devices will cease to function.

If not in an afterlife realm, the character retains his normal astral form, and can explore any area of the plane that has a connection to the astral plane.

Astral Vampirism
Superpsi Art

this insidious art allows a psi to prey upon the spirits of the dead, usually right after death, as they travel through the astral plane on their way to one of the various afterlife dimensions. The art gives the superpsi the ability to sense souls, and literally consume them. If said soul fails a Psc (will) FEAT against the rank of this art, the superpsi can absorb an amount of MH from the spirit equal to this power rank number. The victim is allowed a FEAT to resist this attack each turn.

Unfortunately for the victim, he has no karma to spend in his defense (as he's dead).

The astral vampire may use this stolen spiritual energy in a number of ways. First, he can forego nourishment of the material variety (as per self sustenance 1) for one day for 5 MH points. He can use the power to recover from any damage inflicted by translating the MH directly into Hpts. Also, he can bolster the use of any of his psi powers with the spiritual energy, also on a point per point translation basis. At any rate, a superpsi loses the absorbed power at a rate of one MH point a day.

If the astral vampire manages to swipe all of his victim's MH, he effectively absorbs the soul, and has access to all said soul's knowledge, trained psionic powers, and very personality. He may use the information at will, but each use of a purloined power consumes ten absorbed MH points. These powers operate at the absorbed soul's original power ranks. Once an absorbed soul is completely expended (it has no more MH) the psi loses all the excess psi powers and any personal info save that which he specifically tries to remember.

If a psi makes a habit of absorbing the souls of the dead, he will notice a few interesting limitations this power bears. First off, he can absorb any amount of MH points, but if the points of MH that belong to absorbed souls is greater than the psi's, the souls can attack the astral vampire within his own mind, attempting to cancel out his mind and take over. Furthermore, the normal loss of MH points (remember that?) is subtracted from absorbed souls first, in the order they were absorbed.

This has the unfortunate side effect of preventing a superpsi from keeping a vast catalog of potential psi powers at hand.

Attack Portals
Psimotive Talent

by the use of this psimotive talent, a psi can open up a special portal into a particularly harmful location. This portal is extremely short lived, remaining open for only about a millisecond or so, but this is enough to inflict power rank damage to the target. The type of damage inflicted depends entirely on the place the attack portal opens up into. For example, a portal that terminates in the sun would emit plasma, causing En damage with the normal carryover damage from light and heat, while a portal leading to the astral plane would eject spectral flame, inflicting Ka damage with every strike.

Augurial Trance
Empathic Skill

a limited form of precognition, this empathic skill allows a psi to read the ambient lifelines of everyone in his vicinity and determine what the immediate future holds, either for him or someone else. This power, like precognition, is easily thrown off by the effects of magic, and will often give erroneous readings if magic is in use in the area. Furthermore, events caused by anything lacking lifelines (a bomb, say) are effectively invisible to this power for an empath's determination of future events.

As is stated above, this power is limited in scope, only able to predict outcomes for limited spans of time, covering the result of just one action (a fight, say) or about a minute of time.

Avatar
Theonic Art

whether or not a psi has achieved some form of immortality, he can easily make effective use of this power. Basically, this art allows a theonicist to build himself another body through which he may act, primarily freeing himself from the grim specter of permanent destruction. An avatar is directly linked to the driving intelligence of a theonicist, allowing him to control it anywhere in creation. An avatar may be destroyed, even by disintegration or by another immortal, but the theonicist who formed it remains unharmed. The only damage inflicted to a theonicist by the destruction of his avatar is the fact that he must make another.

To start with, a theonicist can build an avatar by making a green power FEAT roll and spending fifty faith points. The avatar will have ability ranks at Shift 0 rank, and the psi must boost these by paying one faith point for each ability point the avatar will have. Any power the avatar will have access to (psi or otherwise) costs the same to install. An avatar's ability and power ranks are limited to a maximum equal to the psi's current levels.

Limited, that is, without a severe hike in the price. For each point an ability or power rank is higher than the psi's, the faith point cost is tripled. This cost will also apply to any powers the psi gives an avatar that are not his own; things such as physical powers, etc... Adding such powers, however, does require a red power FEAT, though.

The interesting thing about avatars is that a theonicist may have more than one in existence at any one time; while he can only use one at a time, he can maintain a small arsenal of them if he can afford to expend the faith to do so. Furthermore, he need not build an avatar all at once; he can make a basic frame to act through for starters, and then add powers (whether or not they are his to begin with) at a later time, if he so desires.

Finally, it is important to note that a theonicist who makes good use of this art is practically indestructible, as he can only be slain permanently in his home plane (if he has established one) or his sanctuary (if he has not).

Awe
Theonic Talent

with this talent, a theonicist can project a powerful wave of deific presence. Mortal beings viewing the theonicist while the talent is active must make a Psc (will) FEAT roll against this power rank or be awed. This primarily has the effect of interrupting whatever the individuals were doing, leaving them in a drooling stupor until the awed can no longer see the theonicist. Awe can also inspire additional effects in a mortal, based upon his philosophical leanings in relation to the theonicist.

If a theonicist and awed mortals share the same philosophical bent (both are good, for instance), the awed will go out of their way to help the theonicist. If a theonicist and his awed victims are of opposing philosophy, however, this can inspire tremendous fear (in the case of good versus evil) or confusion (in the case of order versus chaos). If the philosophies of the theonicist and his awed victims are different, but don't directly oppose each other (say, chaos versus balance, for example), only the standard awe effects will take place (a lot of drooling).

B

Bad Luck
Psimantic Talent

by using this talent on others, a psychoturge can bestow upon them a heaping amount of bad luck. If the victim fails a Psc (will) FEAT versus this power rank, the psi has given him bad luck for 1d10 turns. In the game, this means that his dice rolls all read in the order of the lowest die first, highest die second. Bad luck isn't infallible, however, and if a zero turns up in the victim's percentile rolls, his next die roll will be affected as if he was benefiting from good luck (as per that power).

Banishment
Metapsi Talent

with this talent, a psi can eject persons from the reality he is currently occupying. If the victim fails a Psc (will) FEAT against the power rank, he will be removed from the reality he is in and deposited in another, random plane of existence. Once his foe has been banished, the psi must make a power FEAT roll to determine how long the banishment will last.

Green results allow the banishment to last for a number of turns equal to the power rank number, a yellow FEAT roll will square this number, and red FEAT rolls render the banishment permanent. Of course, this is one heck of a way to make people angry, and banished folk usually tend to make a serious issue of getting even with the banishing psi...

Between
Psimotive Art

wielding this art, psis can enter the seventh dimension, that place that is everywhere and yet everywhere between all places simultaneously. At the center of reality and outside of it, this place can be used to go anywhere, with the appropriate powers. In other words, going between doesn't let a psi go anywhere by itself, but will instead extend the ranges of psimotive powers to an almost infinite degree.

For instance, teleportation is not limited by gravity fields, temporal travel is not bound by the angle of reflection off of variant timestreams, and parallel and dimensional travel are not as limited by unfamiliarity with targeted continuities. This works because a psi is effectively at every point in time and space while in the between, and can enter whatever point he wishes to as long as he has the right power to do so.

While similar places do exist, such as the astral plane, the essence, and the mindscape, these realities are but pale shades of the between, which is the blender of creation. One can find all things within the between, if he looks hard enough, as it is a realm of the mind as much as it is one of the body. But, one may ask, what is the between like?

Well, that is an impossible question to answer. It is, in its pure state, a gray void, lacking substance or presence of any sort. However, things within it tend to pollute the between, and will spread their presence until the place is an utter mishmash of space, time, matter, and thought. In other words, it is never the same place twice, and isn't a place the weak should stay in for any length of time...

Biocontrol
Metapsi Skill

with this skill a metapsi can tinker with the biological systems that define his physical existence. This allows for a large number of effects in play, a number of which are presented here:

Blood Manipulation: the psi can control his blood flow, preventing loss of Hpts due to the excessive bleeding caused by wounds. The flow control allows the psi to also gain 1 CS DR against BA, BT, and Fo damage attacks that he can reasonably anticipate, by moving blood around to cushion the impact.

Cannibal Healing: the psi can enhance bodily repair systems by cannibalizing his MH score, altering MH into Hpts on a point per point basis. This process does not act against normal empathic healing processes (no End penalty).

Death Feint: the metapsi can simulate death by slowing down his heart beat and respiration. The death feint can be maintained for a number of turns equal to the power rank number.

Disease Eradication: by stimulating his immune system, the metapsi can cure himself of disease by passing a power FEAT roll versus the virulence rank of the infection.

Bless
Theonic Skill

deionicists can use this skill to grant special favors to their faithful. In response to a genuine prayer, the deionicist can offer a follower special help. This help comes in the form of a +1 CS to all FEAT rolls the follower will roll in the next twenty-four hours, if it concerns the matter prayed about. A blessing of this type costs a deionicist only one faith point. Another interesting use for this skill is the granting of entreaties pleaded for by spellcasters of any type. If a mage or psychoturge asks the deionicist for power, he can grant it if he so desires, at a mere cost of two faith points. This power can either be a +1 enhancement of an existing spell, or a specific effect asked for by the mage in question. In either case, the rank granted can not exceed this power rank.

Body Control
Psikinetic Talent

with this talent, a psi can force the bodies of others to do his bidding, treating them like puppets. If the victim fails a Str FEAT versus this power rank, the psikinetic can mold the movements of his would be victim. The puppet can be moved about with power rank ground speed, and be forced to attack with similarly ranked Str, for the duration of the body control. After each turn of control, the victim may roll again to break free of this power.

Body Warp
Psimotive Talent

this strange psimotive talent allows a psi to wrap a two-way portal around a portion of his anatomy, and move one of the two terminating ends of the portal about as he sees fit. Arms, legs, fingers, or any other part of the psi may be separated by one of these portals, and go about their merry business as if they were still attached because, via the portal, they still are.

A portal can be moved about at land speed determined by this power rank. The psi can manipulate the ends of the portals to a maximum range equal in yards to this power rank number. If the separated body part disappears from the psi's awareness, or gets hurt, the missing part will immediately pop back to its proper place, unless prevented from doing so somehow (dimensional static could do it).

Each body part separated by the body warp will count as one power for the purposes of maintaining psi powers.

C

Cancer
Empathic Art

using this art, an empath can use his healing energy to seriously mangle another being. Essentially, this art heals and accelerates the growth of cancer cells, cells that everyone carries in their body to some extent. At first, a victim will discover the huge growths extending from his body, an obvious indication that the power is working, and then the massive waves of thirst, hunger, and exhaustion. These are a by-product of the cancerous growths, as they consume all of the available foodstuffs in the victim’s body in order to grow.

The instant starvation inflicted by this art causes power rank SD MB damage, as the cancer growths continue to grow on after the initial burst until there is nothing left to feed on. When this happens, the growths die and flake off, causing no further damage and actually decreasing the chance of contracting any cancerous disease in the future.

Cancer, as well as the SD effects, can be resisted if the would-be victim can pass an End (res) FEAT roll versus the power rank, or after the initial attack, the intensity of the SD effects. If a victim fails an initial resistance roll but shrugs off the SD effects, the growths will then fall off as if they had grown to their fullest extent, as detailed above.

Casting
Psimantic Art

while any psychoturge will understand the tricky nature of magic, as well as how magical spells are cast, this psimantic art grants him the ability to cast spells himself. In order to do this, the psi must first choose a school of magic to study in depth, and with lots of work, he can actually cast spells as well as use psi powers. These spells must be gained and cast as is detailed in the Book of Magic. If this power is gained during character generation, the psi starts play knowing the core spell of his school; otherwise, he starts from scratch.

Chameleonskin
Metapsi Skill

the metapsi skill allows a psi to match his exterior colors exactly with that of his surroundings, making him practically invisible unless someone is specifically looking for him or his outline. This requires an Int (alt) FEAT roll versus this power rank. This power is most effective in conditions of low lighting, or at a significant distance.

Channeling
Empathic Art

with this art, empaths can channel large amounts of raw life force from the essence into this reality. While an empath can channel essential power into his reality and use it to inflict lots of damage in the form of energy blasts, this power offers no ability to shape such energies. When life force is brought into the universe due to this power, it is treated as a ‘normal’ form of energy, and inflicts physical damage, as opposed to mental harm. However, as life force is intrinsically karmic in its raw state, it affects armor as if it was a karmic attack.

Chaos Shift
Psimotive Talent

a psimotive being can make any of his movement powers into a rapid and random combat transport mechanism with this talent. In battle, the psi pops in and out of either space or time around a foe, making it harder for his foes to hit him, and attacking with enhanced ability. In game terms, the use of this talent gives a psi +2 CS to hit his target, and applies a –2 CS to people attempting to hit the psi.

Charismatic Aura
Psipathic Skill

when psis use this psipathic skill, they will notice that people tend to go out of their way to please. This is because this skill raises their Psc (pre) rank by 4 CS for the duration of time it is active. While this power has little effect on PCs (unless they role-play well), all NPCs will tend to be more helpful, charitable, etc... This isn't mind control, however, and cannot force someone to do things they simply would not normally do, or stop someone intent on killing the psi. It merely tends to sway others towards fulfilling the psi's will...

Clairaudience
Psipathic Talent

with this talent, a psi can listen in on various places that he cannot otherwise hear, being able to ignore physical obstructions as well as vast distances. Essentially, the psi can eavesdrop on any location he desires within a number of miles equal to the power rank squared. For example, a psi with Incredible clairaudience may listen to any location within up to 1,600 miles!

Now, the trick isn't usually distance, but knowing where to look. A psi can listen to any spot on the globe, with a decent rank, but he may not know where he ought to park his figurative ears. This is because sonic attacks can channel back through the clairsentient power at the psi, causing –2 CS damage to him. It's never a good idea to use this power in an industrial setting...

Clairvoyance
Psipathic Art

this psipathic art can be used to look in on various places he cannot otherwise see, allowing him to ignore physical obstructions and great distances. Essentially, the psi can spy upon any location he wishes to, within a number of miles equal to the power rank number squared. For example, a psi with clairvoyance at Amazing rank can see any site within 2,500 miles of his person!

Now, the trick isn't usually distance, but knowing where to look. A psi can see at any spot on the globe, with a decent rank, but he may not know where he ought to park his figurative eyes. This is because visual attacks can channel back through the clairvoyant power at the psi, causing –2 CS damage to him. It's never a good idea to use this power around strobe lights...

Clone Self
Superpsi Skill

with this superpsi skill, a psi can create a psychic projection of himself. The psi who so clones himself can use any of his psi powers through the clone as he wishes. On the other hand, this projection is immaterial, and is unaffected by any power that doesn't touch the mind in some fashion. The clone has unlimited range, but the psi can remain away from his body for a limited amount of time, this being a number of turns equal to this power rank score. If a psi exceeds this time, the clone will simply dissipate, and the psi's consciousness returns to his body instantaneously.

While maintaining the clone projection, the psi is rendered comatose, leaving him quite vulnerable to attacks against his real body; psis who can astrally project should be quite familiar with this problem. However, the ability to attack opponents with relative impunity is a powerful one to have...

Collection
Psikinetic Skill

with this psikinetic skill, a psi may collect matter present in his environment to his current location. It works by allowing the psi to expand his awareness throughout the area around him, sensing all of the matter he wishes to collect, and drawing it towards him. The maximum area he can scour for material is a sphere with a radius, in miles, equal to the power rank number. Further, the psi can collect a maximum amount of matter equal in pounds to this power rank number.

In other words, a psikinetic having this power at Amazing rank can scour a circular area fifty miles in diameter for a material, and draw forth a maximum of fifty pounds of the substance. Material of an elemental nature (iron, gold) only takes a green FEAT roll. A molecular compound (water, plastic) takes yellow FEAT rolls. Collecting devices or living beings (hamsters, remote controls) will take a red FEAT roll.

There are a few limitations to this skill. For one thing, the effective Str of the power is only Feeble (1) for purposes of taking objects from a being that can resist (the effect is spread out over a very wide area). Secondly, devices or beings to be collected must weigh in at less than the maximum weight the psi can collect, and the psi can only pull in whole objects (in other words, he can't draw forth five and a half hamsters...).

Combat Sense
Metapsi Art

when this art is in use, a metapsi benefits from a greater tactical sense than he normally has. In game terms, he can reasonably predict the actions of an opponent, especially after studying him for a little bit. Once a psi has fought an opponent for 1d10 combat turns, he will have a +1 CS to all Ftg and Agy FEATs versus this foe. This boost lasts until said opponent has a major change in either fighting ability or style (Judge's discretion).

Once this occurs, the psi need only use this art on him again. It is important to note that this art can be used parallel to the fighting logistics quirk, though such FEATs cannot be column shifted above Unearthly rank with either the quirk or the art.

Compass
Psimotive Skill

with this psimotive skill, characters can learn the direction they are headed relative to a space they are currently occupying, in 7-D. Obvious applications of this include determining north, south, east, west, up or down on a planetary body, but this power can work relative to any structure or space. The compass can be used to tell if you are heading towards port or starboard of a ship (not so easy to tell in a big space craft), if you're heading towards the front or back door of a structure, or even what direction in time you are traveling (if you do not already know – it happens, sometimes).

Concussive Strike
Psikinetic Art

use of this art allows a psikinetic to place his hands (or his feet, or his forehead, etc...) in a powerfully modulated kinetic force field. When used to strike a target, this field releases all its stored energy, inflicting power rank AP Fo damage per hit.

Creation
Theonic Talent

using this potent talent, a deionicist has the ability to create living beings from scratch, building their form from the power of faith alone. The psi can create physical shells for new living beings by spending one faith point per rank number in each applicable ability score and power. While the deionicist can grant his new life form any ability he desires, the rank number of any power or ability score will not exceed this power rank. The act of granting life costs a deionicist twenty faith points, and requires a power FEAT roll, the difficulty of which will depend on the complexity of the new being's shell.

Producing a non-sentient, homogenous life form requires a green power FEAT roll. Making a sentient homogenous, or non-sentient, complex life form (plant, animal, robot, or other) needs a yellow power FEAT roll. Making fully sentient, complex life forms requires a red FEAT roll. Once created, the new beings are considered permanent creations, and won't fade away with time. Of course, they can die of old age or be killed, but that is a different matter altogether...

Cure Disease
Empathic Skill

this nice empathic skill allows a psi to supercharge the immune system of himself or another in order to eject disease. The power can eradicate disease if the empath passes a power FEAT roll against the virulence rating of the illness. The curing of disease counts as a healing effect for the purposes of Endurance reduction due to excessive metabolic stress.

Cybergraft
Technopsi Talent

cybernetics in a can, this talent allows a technopsi to add cybernetic enhancements to himself or other people without the medical and technical knowledge to back him up. This power doesn't allow the psi to make the implants, only connect them. The technopsi can install prosthetic limbs with a green power FEAT, organ, skeletal, and nerve replacements with a yellow FEAT roll, and any device that interacts with people on a cellular level (such as cyber-mutant implants, etc...) with a red power FEAT roll.

Another, more chilling aspect of this talent allows the technopsi to remove cybernetic devices without injury to the implants. This requires a power FEAT roll comparable to those listed above, depending on how complex the implant installation was. Removing an implant inflicts power rank damage to the target of this power (willing or not), and may end up killing the victim if he relied on the implants to perform basic biological functions (like a fake heart).

Cybermimicry
Technopsi Art

this art allows a psi to change his body in order to perform any electromechanical function that he can understand (and some he doesn't). For instance, a psi could mold his hand into a pistol, his muscle and skin tissue into a powered exoskeleton, or form his eyes into telephoto lenses, now able to focus to a level of detail far beyond that of normal folk. These effects and more are made possible with cybermimicry, but a technopsi cannot produce effects greater than this power rank.

For example, let's say that our favorite technopsi, the Swiss Army Arsenal, has just learned the cybermimicry art, purchased at Good rank. His first act is to mimic the powered armor described above. Under no circumstance will this armor exceed Good rank protection, as this art simply cannot exceed that level of power. Similarly, his laser gun, jump jets, and concussion mace can not exceed Good rank. The only way for him to increase this limit is to pour karma into this psi power, allowing it to manifest more powerful devices. This may take time, but is definitely worth the effort.

As was stated above, a technopsi can't mimic a technological effect he doesn't understand. One way to bypass this limitation is to use cybermimicry along with assimilation. If the technopsi finds a piece of technology and assimilates it, he can 'fake it' and produce a more powerful version of the device with his cybermimicry, having a working model to play with.

Let's say Swiss Army Arsenal 'finds' a laser pistol that fires a Good intensity energy beam, but has now raised his cybermimicry power to Incredible rank. Now that he has found a sample of this technology, he can form laser weapons at up to Incredible rank, until he loses his copy of the weapon, that is.

Cyberspatial Projection
Technopsi Talent

after he's learned this talent, a psi can project his consciousness directly into an existing cyberspace anywhere near his vicinity. The network(s) supporting the c-space must be within a number of yards equal to the power rank number in order for this talent to work. Once projected into the c-space, a technopsi can interact with network traffic and travelers as if he were utilizing a cyber deck of like power. The virtual identity chosen is created by the technopsi's mind, but in order to use any software, he must be able to tap into a source of such, or have some loaded into his head.

Of course, the technopsi is not totally useless without a cybernetic hard drive. He can learn how to 'translate' his psi powers into their software equivalents as a separate power stunt for each psi power. The number of translated psi programs the technopsi can operate at one time is equal to the number of powers he can maintain at one time, minus one (cyberspatial projection). If he's running actual computer programs (from a hard drive), the number of programs he can run at one time is multiplied by two.

Cyclone
Psikinetic Talent

with this psikinetic talent, a character can collect small objects in his vicinity and whirl them around his body in a powerful cyclone, hence the name. While this talent doesn't provide armor, per se, it does cut incoming damage by 1 CS, making the stuff in the cyclone absorb some of an attack's kinetic energy before it strikes the psi. Furthermore, a cyclone can be used to hurt anyone stupid enough to invade a psi's personal space. Doing this will inflict the cyclone's power rank in BA or EA (whatever is appropriate) damage to the offending idiot. Finally, objects can be launched from the whirlwind to inflict damage equal to their m.s. or the power rank, whichever is lower.

D

Danger Sense
Metapsi Art

this metapsi art is a strange derivative of the precognition power. When activated, it can warn the psi when any threat to his person has manifested, either direct or potential. A psi will usually receive a warning within a safe margin of time; this margin is a number of seconds equal to the power rank number. The important thing to keep in mind, however, is that a psi will not be warned about impending danger unless he is maintaining this power.

Dangertech
Technopsi Skill

a form of the metapsi art danger sense, the technopsi skill of dangertech will alert a psi whenever he has been endangered by any sort of electromechanical entity. The techno-danger sense indicates both potential and direct sources of trouble that can threaten the psi, ranging from a gun trained on his head to an unarmed bomb resting in a crate next to him.

Daydreams
Psipathic Skill

by use of this skill, a psipath can induce a semi unconscious state upon a relaxed mind. While the victim is daydreaming, so to speak, he will ignore any sensory input that is not overwhelming, and will remain blissfully ignorant of the world outside his mind. This is great for putting rent-a-cops to sleep, or sneaking by animals who are not yet aware of someone's presence. Of course, if an overwhelming sensory input occurs (screams, extremely bright colors, pork 'n' bean flatulence, being slapped, etc...), the lax individual will immediately snap out of his daze, with possible consequences...

Death Field
Metapsi Art

when this art is in use, it surrounds the psi in a life sapping aura one cubic area wide. Anything in the field (besides the psi) suffers power rank MB damage if it fails an End (res) FEAT against the power rank, as the field cancels out some of the bioelectric energies that make up the victim's very physical being.

Death Ray
Empathic Talent

empaths using this talent can fire beams of entropic power at others, inflicting MB damage against either the target's Hpt or MH score, as the empath desires. This talent has the prerequisite power Touch of Death, an empathic skill.

Defensive Portals
Psimotive Talent

using this talent, a psimotive being can open up special dimensional portals, portals he can use to shunt the energy of incoming attacks away from himself. Only energy will pass through this portal, not matter, so a defensive portal lined up to absorb blasts of radiation completely shunts the attack, while a hailstorm of bullets will simply drop to the ground in front of the portal, all their kinetic energy spent. Defensive portals provide power rank defense against direct energy attacks, though they are -1 CS against attacks delivered through a physical medium (such as bullets, fists, hammers, etc...).

Deflection Field
Psikinetic Talent

a psi wielding this talent is surrounded by an odd energy field that, though it doesn't absorb any damage, it will redirect kinetic energies that hit it away from the psi at odd angles. In game terms, this prevents mere green attack rolls from hitting the psi, significantly improving his odds of survival in battle.

Deionic Aura
Theonic Skill

deionicists using this skill have the ability to surround their body with a field of deionic energy, a defense that gives them the following protection from attack:

-1 CS / -0 CS / -4 CS / -6 CS / -0 CS

The only real weakness a deionic aura has is an anti deionic attack form. If an anti deionic attack (or similar effect) is used against a deionicist maintaining this power, it will carry an AP effect if it passes a power FEAT versus this rank.

Deionic Attack
Theonic Talent

using this talent, a deionicist can attack others with blasts of pure deionic energy. This blast will inflict power rank deionic (De) damage, which is particularly effective since few defenses can withstand deionic energy, save for those created by other deionic beings. Also, when used against anti deionic auras, the harm inflicted by this power will carry an AP effect, if the wielder of this talent passes a power FEAT roll against the defensive power rank.

Deionic Awareness
Theonic Art

cornerstone of the theonics discipline, this art grants a psi an awareness of the true nature of immortality (in game terms, of course). The psi (usually called a deionicist or theonicist) understands that divinity is a result of the evolution of life force itself, a higher level of being that sentient life can either be born with or acquire with great effort. Knowing this, the psi can see the potential for immortality within himself and work to achieve it.

Once he's deionically aware, a psi may study any of the other powers in this discipline, as he now has the power to perceive deionic energies and knows he can learn how to manipulate them to create various effects. Furthermore, as he has recognized the spark of divinity within himself, the psi may rely upon it to keep himself alive after his apparent death. In other words, he may make a power FEAT roll upon his death to see if he may, in fact, recover from dying; being dead, though, he may not spend any karma on the roll.

A green FEAT roll is all that is required if his corpse is mostly intact. A yellow FEAT roll will be needed if extensive damage has been inflicted to his body, or he is missing an extremity. Red FEAT rolls are necessary in the event that only a small portion of his body remains after death, or his pieces have been scattered somewhat. If the psi fails his FEAT roll, he is dead, and will only return to the living if he is revived by a second party.

If this FEAT is successful, however, the psi will begin to heal normally; this may take awhile, particularly in the event of dismemberment, but at least he'll live.

Deionic Field
Theonic Art

this potent art allows a theonicist to blanket a large area with deionic energy; the size of this area is a sphere of a radius, in yards, equal to the power rank number. The main effect of doing this is the negation of any anti deionic powers within the area of effect; a psi attempting to use such a power must pass an End (res) FEAT versus this power rank in order to do so. The other effect is the creation of a scrambling field, of a sort; any theonic sensory abilities attempting to look in on the area must also overcome the intensity of this power rank, or simply fail to see into the field.

Deionic Vampirism
Theonic Art

this art allows a psi to steal the deionic energy from other deific beings, whether they are deionicists or immortals. Once he has overcome the Psc (will) of such beings, the psi can absorb a number of faith points equal to this power rank with each attack. The psi can then use the stolen faith points in any manner he chooses, though he must probably flee the wrath of those he's drained before doing so. While a somewhat evil thing to do, this power provides a deionicist the fuel to use many other powers if he otherwise has no access to faith points.

A psi can also leech a similar number of Hpts from the victim, if said victim is at all immortal, causing damage equal to this power rank number. Immortal life energies stolen in this fashion can be added to the intensity of any deionic attacks the psi has, or spent to recover lost Hpts. The amount of Hpts a psi can recover per stolen Hpt depends on the immortal status of both the psi and deific victim. If the psi and deific victim are of equal immortal status, the ratio of Hpt transfer is on a point per point basis.

If the psi is of a lower immortal status than his victim, add one to the transfer ratio for each deific step between him and his victim. If, for example, a psi who is ¼ immortal attacks another psi who is of ¾ immortal status, he will recover his lost Hpts at a ratio of 3 Hpts per Hpt stolen. On the other hand, if the psi is of higher deific status than his victim, subtract one from the transfer ratio. If a psi of ½ immortal status were to attack a deific being of ¼ status, for example, he could recover lost Hpts at a rate of 1 Hpt per 2 Hpts stolen.

If a deific being is totally drained of his faith points, there are no harmful side effects save for the fact that the deific being no longer has any faith points to spend. However, if a deionicist or a true immortal being is drained of Hpts (and NH), bad things can happen. If he can pass an End (res) FEAT roll upon death (or, in the case of non immortals, pass that green power FEAT with his deionic awareness power), he will arise soon after as if he had been slain in any other way. If the FEAT roll fails, however, the deific being so drained will instead rise as a deionic vampire, a horrible existence as compared to true divinity.

It is important to note that the deionic vampirism skill can only affect immortal beings, even those so weak as novice deionicists with only a minuscule deific spark; in other words, mere mortals are immune to this power.

Desynchronization
Psimotive Talent

a psi can use this talent to do two different things: he can either delay his temporal image by a second or so, or advance the image of another by a second. When using this talent on himself, the psi will make others suffer a -2 CS when targeting him with attacks. If a psi wants to use this power on another, they must first fail an End (res) FEAT roll against this power's rank. If this happens, anyone in combat with the target will have a +2 CS to hit him, as they know where he is going to be a full second ahead of time.

Detoxify
Empathic Skill

this empathic skill allows a psi to remove the impurities from a living system. With a successful power FEAT roll, any toxins (either produced by the body or artificially introduced) are eradicated. The only time a yellow or red FEAT roll is required is if the amount of impurity is overwhelming (lungs full of toxic sludge, or massive amounts of cholesterol, for example).

Diagnosis
Technopsi Skill

with this useful skill, a technopsi can analyze the operation of any electromechanical device, allowing him to determine whether the device is working properly or not, and if not, what is going wrong. A green power FEAT roll is usually all that is necessary to make a diagnosis, but a yellow or red roll can be called for by the Judge in extremely tricky situations, such as a highly intermittent system problem...

Dimensional Aperture
Psimotive Art

with this art, a psimotive character can pierce the 7-D boundaries between the dimensions in a given multiverse. A green power FEAT is necessary for a trip to a reality well known to the psi, or when opening portals to a random universe. A yellow FEAT is required when the reality is not so familiar, or has been visited by the psi only once, and red FEAT rolls are required to pierce the veil of a universe never before visited.

Dimensional Displacement
Psimotive Art

a psi can use this power to shunt one of his dimensions into the between. If the psi shunts a spatial dimension (length, width, and height), he can slip through objects larger than himself, as mere atoms are too large to block his progress. However, if the psi passes through an object smaller than himself, he inflicts a devastating attack upon it.

Inanimate objects must make a FEAT roll versus this power rank, the failure of which means the item is destroyed. This is not an automatic FEAT roll for any object. Living targets, if a psi can pass through them, suffer power rank AI EA damage, as bodily systems are thoroughly disrupted by such passage. This attack will also cause excessive bleeding, which may be enough to kill a target outright...

Shunting a temporal dimension is a bit more tricky. Shunting any of the psi's time dimensions will effectively pop him right out of his continuity, allowing him to skip a small period of time; he can skip as much time as he likes, returning to normal reality when he is no longer maintaining this power.

Dimensional Interface
Psimotive Art

with this art, psimotive beings can form their bodies into a one-way portal from some other reality, through which they can channel extradimensional energies or materials naturally occurring there. The amount of energy a psi can channel at once is equal to the power rank, inflicting that much damage with each attack. The type of damage done by such attacks depends on what is channeled by this power. For instance, mystic Hellfire channeled from an infernal realm will cause TF So damage to those exposed to it, while spectral flame from out on the astral plane will inflict Ka damage to the target.

As was stated above, matter can also pass through a dimensional interface, with some force. A psi can pass a number of pounds of matter through an interface (with each attack) equal to the power rank number. This matter can be used as a concussive attack against another, inflicting power rank BA or Fo damage, but can also allow passage from the interfaced reality into the psi's current universe. This can make the locals angry, mind you (I assure you, no one likes demons on their lawn), and there is then the matter of leftover matter; leaving significant amounts of extraplanar materials around town can cause some big problems in the future – especially if it carries any TF!

Dimensional Static
Psimantic Art

by making use of this art, a psychoturge can attempt to interfere with a sorcerer's access to dimensional energy spells. This power works by creating disruptive harmonic waves that prevent a sorcerer from accessing any extradimensional source of power, including his entreaty spells. These harmonics affect any sorcerers within a number of yards equal to the power rank number, as well as the psychoturge generating them.

In other words, a mage must pass a spell FEAT roll against the power rank, or his spell will falter before it begins to take effect. This power also has the strange effect of interfering with most psimotive travel powers; persons using such abilities must pass a power FEAT roll against this power rank to gain access to the area affected.

Dimensional Window
Psimotive Skill

with this skill a psimotive character has the ability to peer into another universe at will. This works by forming a special dimensional aperture into a desired reality that only passes visual and sonic information on through to the other side. The difficulty of forming such a window is identical to that of making a normal dimensional aperture (see that power for more), but can also be hampered by the specific defenses of extradimensional beings, especially if these beings are actively avoiding spies...

Disease
Metapsi Skill

this metapsi skill can be used, on touch, to infect others with a microbe of some sort (germs, bacteria, or even viruses). This is treated like a metabolic attack, and will inflict power rank MB damage when used on others. When the character acquires this skill, he must choose the type of disease he can give to others. The simplest way to do this is to model an illness on a real life disease, making it enhanced in effect.

This enhanced form of the disease will not be contagious to other people, but will stay in it's first host in order to do all its dirty work. In fact, the effect of the disease will strike instantly, with no onset time whatsoever. Any additional effect the plague may cause depends on what type of plague is chosen. The psi may also choose to develop new diseases as power stunts.

Disintegration
Psikinetic Art

this art can be used by a psikinetic to utterly destroy matter. It works by converting the target into energy and harmlessly dissipating said energy into the local environment. The power can be used to disintegrate a maximum amount of matter equal to (in pounds) the power rank number, per use of the art.

In other words, a character having this power at Remarkable rank can destroy up to thirty pounds of matter at once. If he wanted to disintegrate more, he'd have to work on it one piece at a time. Now, when disintegrating an inanimate object, the psi need only make a power FEAT based on the material strength of the target, to see if he can destroy it.

Living targets are completely different matter, however. Anything either living or sentient is can attempt to resist this power with an End (res) FEAT against the power rank. If this FEAT fails, the victim will suffer power rank damage, and no armor will protect him from this. A psi can not completely disintegrate a living or sentient being until he has affected him enough times to remove all of his Hpts and NH; once the psi has done this, his opponent is completely gone.

Disruption Field
Technopsi Talent

a more powerful variety of the technopsi skill electronics disruption, this talent allows a psi to interrupt the normal operations of any electronic device within one cubic area. Any device within this field must pass an operations check against the field's intensity each combat turn or fail until the field is lifted. Devices attached to a living being (cybernetics) or robots in the field gain an additional End (res) FEAT roll each combat turn to restart, even if they're still within the disruption field. Once restarted, these things are again subject to the field's influence beginning with the next combat turn.

Distortion Aura
Psimantic Skill

with this skill, a psi can create a magical aura around his body that provides him the following protection from harm:

-1 CS / -0 CS / -0 CS / -6 CS / -8 CS

This aura also carries with it a low level thaumaturgical fallout (TF) effect equal in intensity to this power rank, which may affect anyone or anything touching the psychoturge. The only weakness this power has is to anti magic effects.

Fortunately, an anti magical effect must overcome the intensity of a distortion aura before it can affect the psi in any way. However, if this FEAT succeeds, any anti magic damage inflicted carries an AP effect, as it cancels out some of the defensive energy used against it.

Distortion Beam
Psimantic Talent

using this talent, a psychoturge can fire a beam of pure probability flux at a target, a beam that inflicts power rank TF So damage per deadly strike. Additionally, the beam carries an AP effect if used on an anti magic aura or other defense based on anti magical energy, if the psychoturge wielding it can successfully roll a power FEAT against the rank of the defense in question.

Distortion Wave
Psimantic Art

the psychoturge wielding this art is quite dangerous. In essence, he can coat an entire cubic area in Thaumaturgical Fallout (TF), an act that effectively blocks generation of anti magic, unless the would be mage can pass an End (res) FEAT roll versus the intensity of the fallout wave. The wave will adversely affect the area with severe magical transmogrifications, as well. The exact effects of this are quite unpredictable (as they always are), but the Judge is encouraged to be quite fiendish in the matter.

Distraction
Psimantic Skill

this psimantic skill has the effect of instilling distraction in a mage (hence the name), forcing him to make a yellow spell FEAT roll or fail to cast his current spell. This is primarily useful as a 'power dodge,' but can also be used to disrupt the control of any summoned beings a mage is using...

Divinity Spark
Theonic Art

one of the single most dangerous powers available to a theonicist, this art allows the psi to recognize the potential for immortality within any mortal being, and activate it. Doing this costs a theonicist 100 faith points, and requires a red power FEAT. As one may realize, this power can be quite damaging to the balance of power in the multiverse if used irresponsibly, and can easily lead to the demise of any psi who does so.

When a theonicist awakens the spark of divinity within a mortal, he essentially grants the mortal the benefits of deionic awareness. In other words, he now has the potential to shrug off death on a case by case basis, but he does not actually possess deionic awareness in and of itself. How far a newly created deionic being can progress from that point on is entirely in the control of his deionic sponsor. It is normal for a deionicist to rigorously test his new protégé in an exhaustive manner, to prove beyond a shadow of a doubt that he is both ready for immortality and truly worthy of such a prize.

Individuals that might be worthy of the divinity spark include followers of the theonicist who, in their afterlives, strive the most to achieve oneness with him. The divinity spark could be granted to those still living followers of a theonicist that, time and time again, risk their all to further his agenda, and who show total loyalty to his cause (whatever it may be), as well. By no means should a theonicist grant all his friends and / or team mates the spark of true divinity; there is no rule to stop this, mind you, but this is not recommended.

This is because people change over time and, lacking the total devotion of his followers, they can eventually come to odds with either the theonicist or his ultimate goal. This, more than anything else, can cause a theonicist permanent death: getting killed by supposed allies he's granted the power of a god (or a small fraction thereof). This is why it is imperative that a theonicist grant the divinity spark only to those he can trust without reservations – so he need not worry about being betrayed so much in the future.

Drones
Empathic Talent

according to the standard empathic theory, the essence exists in all objects, both animate and not. With this talent, an empath has the ability to enhance the life force present within inanimate objects to a level he can communicate with, at least temporarily. An empath must touch the object to do this. With this done, he can instruct these objects, called drones, to perform any task the object is normally capable of (making a gun fire, doors open, cars drive, for instance). Objects that can not move (rocks, baseball bats, etc...) simply cannot act at all. However, any drone can be used to extend the sensory abilities of an empath into the area the drone occupies, as the drones have any sensory ability the empath does.

The empath may not actually sense through the drone, mind you, but can determine what any one drone senses (or has sensed) with a green power FEAT. A drone will last indefinitely if it is the only drone the empath currently has active. If he has created more than one, the drones will remain in existence for a number of hours equal to the power rank number. Similarly, the maximum amount of drones an empath can maintain at one time is the same as the power rank number.

E

Electromechanical Repair
Technopsi Skill

with this skill, a technopsi can make any repair necessary to return a mechanical or electronic device to working order. A green power FEAT roll is needed to fix a minor problem (microfractures, poor solder connections, or even a broken circuit board trace). Yellow FEATs are required when executing more difficult repairs (restoring an opened or shorted component, mending scored gears, or sealing blown tires). With a red power FEAT, extensive repairs can be made (broken axles, melted PC boards, and righting a bent aircraft wing are several examples of extensive repairs).

The only damage this skill cannot cover is that caused by missing parts; these can only be provided by use of the applicable technopsi powers (electronic and / or mechanical creation); if the exact parts needed aren't known to the technopsi (a big, ambiguous hole in the circuit board, for instance), he will need to use the diagnosis skill to determine what is required. Further, a technopsi can only make one repair at a time; each repair takes only one turn, but the time required can add up quickly in the event of a catastrophic accident (say, making an attempt to repair a crashed airplane).

Electronic Disruption
Technopsi Skill

a technopsi can use this skill to emit a potent pulse of electromagnetic energy at a single target. This has the effect of forcing all of the target's electronics gear to make an operations check or be shut down for one to ten turns. A sentient robot is allowed an End (res) FEAT roll against this power rank to resist the effect, and cyborgs are allowed a similar roll to protect their implanted devices. If they are affected by the disruption, robots and cyborgs are allowed a further End (res) FEAT roll each turn to restart their electronics.

Electronic Invisibility
Technopsi Skill

when he is maintaining this skill, a technopsi has power rank invisibility to any electronic sensors. This is not invisibility in the classic sense, mind you, as this skill masks the psi from the awareness of all forms of electronic detection (optical tripwires, cameras, infravisual goggles, and even electronic ears and noses). However, as is the case with standard invisibility, it is important to keep in mind that it is not infallible; footprints aren't invisible, nor is one's breath in cold weather (or to IR scanners...).

Electronics Creation
Technopsi Talent

this talent can be used by a technopsi to manufacture electronic systems from thin air. By combining various airborne compounds with his own personal energy, a psi can will a nonmechanical, electronic system into existence. This costs a psi 1 Hpt per ounce of matter generated. Thus, this power could be used to generate a television (which has no moving parts) but not a robot (which is chock full of electronics as well as various hydraulic systems and servo mechanisms). Of course, a technopsi can combine the effects of this power with mechanical creation to build any electromechanical system he could possibly desire (even a VCR)!

The amount of time such created items will remain in existence is determined by a power FEAT roll. A green FEAT makes items last for a number of turns equal to this power rank number. A yellow FEAT will exponentially increase this time (power rank number squared). A red FEAT roll will make the system permanent (you'll never have to buy another T.V. again!!!).

Emotion Control
Empathic Art

this empathic art, as the name implies, can be used to alter the emotional states of others. An empath using this art can change the target's emotions as he sees fit; turning love into hate, making fear into bravery, or whatever turns his crank. Would-be targets of this power are allowed an Int (awr) FEAT roll versus this power rank to resist; failure indicates the target is affected by the power until the psi quits maintaining the effect.

An empath can affect more than one person with this art; in order to do so, he must make a power FEAT roll at -3 CS. The targets of this power resist as if the art were at this lower level, but this is still quite useful for the purposes of quieting an angry mob, or instilling fear into a large group of attackers...

Empathic Hammer
Empathic Talent

an empath can use this talent to attack another person by randomly (and rapidly) altering his emotional state. This has the effect of causing general confusion, as well as power rank Ka damage, with each use.

Empathic Vampirism
Empathic Art

with this art, empaths can siphon away the life force of others. Victims of this power receive an Int (awr) FEAT roll versus the power rank to resist. If this FEAT roll fails, the empath can drain up to his power rank number in MH points away with each attack. An empath can stop after the first attack, or continue on until his victim is dry; if he does so, the victim is allowed another FEAT to resist each subsequent draining.

Once this energy has been drained, an empath can use it to heal himself or others of damage (not counting as a normal healing, for metabolic overload purposes), or he can add it to damage caused by any other empathic attack form (both on a point per point basis). Of course, one danger of using this power is the creation of an empathic vampire, which will happen whenever an empath totally drains his victim(s) of life force.

These odd, psionic undead eventually rise to begin feeding on the living, and often possess many of their creator's psi powers in addition to their empathic vampirism abilities. Empathic vampires are fully described in the Denizens of the Multiverse book.

Empathy
Empathic Talent

an empath can use this talent to read the emotional states of others, or transmit his emotional state to others. He can read the emotions of one person with power rank skill, but reading the state of multiple people will apply a -3 CS to the FEAT roll; it is more difficult, but still possible.

Empowering
Superpsi, Technopsi Art

with this potent art, a superpsi or technopsi can build himself permanent psionic devices, usable by himself or others. This power works by embedding psionic power in otherwise inanimate objects. To begin with, the psi must choose the item he wishes to be empowered with psionic ability; any old item will do, but it is usually good to pick something that isn't about to fall apart. In fact, a psionic device tends to be more potent if real effort is put into the construction of an item, especially if the psi makes it himself.

Secondly, he must decide what powers he wishes to install within the device. Normally, the psi can only add powers to a device that he himself knows, or the special item powers detailed below, but this limitation can be bypassed by using the superpsi art gestalt. Further, he needs to decide which powers are granted to the wielder and which are inherent to the device. For example, if an item has the metapsi art personal healing, will the power apply to the item (in the event that it is damaged) or to the wielder (to help him recover his lost Hpts)?

Finally, there is the matter of actually empowering the device. To begin the procedure, the empowering art is used on the item to prepare it for the process of acquiring power. After this, the psi must roll a red power FEAT with each power he wishes to copy into the item. Once this is completed, the psi must simply roll a red power FEAT with his empowerment art to make the powers permanent. The entire process must be completed within 24 hours, or the psi must start all over – and all the karma spent on the procedure is lost.

While the actual procedure of grafting powers into an item is relatively easy, save for all the red rolls required, it requires karma. A lot of karma. Each installed psi power costs an amount of karma equal to the power rank number times 40, and a psi cannot make an item's power rank superior to his own rank with that power. If the item is created by the psi himself, and the item is of superior quality, the cost of such powers are only 30 times the power rank number. Finally, rendering these powers permanent costs the psi 500 karma points. This is in addition to any karma spent to make the required red FEAT rolls.

In addition to his own psionic abilities, a psi can install the following special item powers into any device he empowers:

Enhanced Material Strength: a psi can infuse his item with enhanced material strength; after all, a glass sword with seven psionic powers is neat, but is still only a Feeble material strength item. A psi can add +1 CS to an item's material strength for only 250 karma points, the upper limit typically being Class 1000.

Psychic Bond: for 500 karma points, a psi can install this power in the item, which allows the device (sentient or not) to psionically link to its owner. This link allows the owner to sense whenever the item is being used, and to know the approximate direction the item lies in relation to himself (if he himself is not currently wielding it.

Sentience: for only 1000 karma points, a psi can install a true sentience in the psionic item he is creating. The item's Rsn, Int, and Psc ranks are rolled up randomly on table D. The personality of an item will generally reflect that of its creator, although this is not always the case...

Empowerment 1
Theonic Skill

a deionicist can use the empowerment skill to give his followers special powers. Empowering a follower with a specific ability costs an amount of faith points equal to the power rank number of the power to be granted. Also, the deionicist must pay one faith point per month to maintain a power for one of the faithful.

An empowered ability created with this power can be of any power rank the theonicist desires, to a maximum of this power rank. It can be raised in rank by either the deionicist (via faith points) or by the recipient (via karma); it is much cheaper by far for the deionicist if his followers pay for their advancement themselves.

Empowerment 2
Theonic Talent

the vital talent of empowerment allows a deionicist to grant his priests magical spell use. A deionicist can grant his followers spell ability by spending 50 faith points and by rolling a yellow power FEAT. After this, an empowered priest can be given specific spells by spending one faith point per rank number in each spell.

These spells can be enhanced in rank by spending karma (the priest) or faith (the deionicist); it is much cheaper for the deionicist if he lets his followers pay the costs of their advancement. Spells granted in this manner last indefinitely, unless the deionicist who granted them removes them from a priest.

Further, these spells can be of any rank the deionicist desires, up to this power rank itself. Empowerment 2 has a prerequisite power: empowerment 1.

Energy Absorption
Metapsi Art

a metapsi with this art can sponge up ambient energy and use it for various purposes. The type of energy this power can affect is determined during character generation (player's choice). At one time, the psi can absorb an amount of energy equal to the power rank number, but he can store an amount of energy equal to four times that number.

For example, a character with Amazing rank energy absorption can absorb up to 50 points of energy in one shot, and can contain up to 200 points of energy within his body. If this amount of power is exceeded, the absorbing character will involuntarily expel all of his stored energy at once, with dire results; the energy will burn through him first, and any power left over will affect everyone within one cubic area.

How does one prevent this catastrophe from happening, you ask? One way to do so is to expend the energy before bursting. The absorbed energy can be used to recover lost Hpts; this can be done by transferring points of energy directly into your Hpt score. Ability and power ranks can be boosted for one enhanced use by adding points into the ability score. Self sustenance can be achieved by burning a number of points equal to the psi's End (sta) score.

Now, while only one type of energy can be absorbed by the psi at first, he can acquire new forms of energy to absorb as power stunts. However, a psi can not absorb any form of energy with this power that is magic, psionic, or deionic in nature.

Energy Control
Psikinetic Talent

using this talent, a psi can learn how to manipulate energy to achieve various effects. The psi can initially only manipulate one form of energy to begin with, but has the ability to acquire new energy forms as power stunts later in his career. The chosen energy must be of some sort that is not magical, psionic, or deionic in nature. At any rate, the energy form chosen by the psi may be manipulated in any way he wants.

To start with, the psi can move energy around as desired, shunting it at or around objects to attack or defend. An attack can inflict up to the power rank in En damage (which may include other effects like SD, Stun, AP, or even AI), consuming the controlled energy in the process. He can also mold the energy into a defensive shield; it can absorb incoming damage on a point per point basis. The shield offers this protection from attack:

-1 CS / -0 CS / -4 CS / -6 CS / -8 CS

Now, energy used as a shield is spent on a point per point basis. Once the energy is all gone, the psi takes the additional force of an attack as normal damage. The difference between an energy shield and a force field is that an energy shield will hurt anyone dumb enough to touch it. The damage taken by the victim is equal to the remaining intensity of energy left in the shield.

Some other uses for controlled energy include enhancing its intensity until it reaches this power rank. The energy can be dissipated, per the skill energy dissipation. Also, the psi can generate 'intelligent' energy drones that will do his bidding; these drones have physical statistics equal to the psi's, and Hpts equal to the power rank number. Each energy drone counts as one power for the purpose of maintaining multiple psi powers at one time.

Energy Generation
Psikinetic Art

a psi can use this art to generate a large amount of energy, with no source of fuel readily apparent. When this power is gained, the psi must choose a form of energy that is not magical, psionic, or deionic in origin. The psi can only generate the one type of energy at first, but he may learn additional forms of energy as a power stunt for each.

The generated energy can be used to inflict power rank En damage (duh), but the energy may also carry an additional effect, depending on its characteristics (electricity Stuns, radiation is AP, and so on).

Energy Reading
Psikinetic Skill

by using this skill, a psi can 'see' all the ambient forms of energy in his environment. Just seeing these energies requires a green FEAT roll, as does the identification of energy forms well known to the psi. Identifying naturally occurring forms of energy that the psi is unfamiliar with takes a yellow FEAT roll. A red FEAT is usually only required when an attempt to identify an extradimensional or truly unique energy paradigm is made, such as hellfire or some sort of deionic signature power.

Energy Transformation
Metapsi Art

this potent art is used to change a psi's body into a form of energy. To begin with, a psi can only change into a single form of energy, chosen when the psi acquires this power; he can develop additional forms of energy as power stunts. Also, a psi cannot transform into any magic, psionic, or deionic energy form unless he has access to the specific energy thanks to another psi power (a deionic attack, for example).

While in his energy form, a psi has the following protection from attack:

-1 CS / -0 CS / -4 CS / -6 CS / -8 CS

However, this may be modified if a psi has managed to develop a special form of energy transformation. For instance, if a psi can transform into holy light (a psychoturgic energy form), his defense versus both magic and psionic energy would rise to -0 CS, instead of the CS values listed above. That's pretty nifty, eh?

Furthermore, a psi in his energy form will have two additional special abilities. For one thing, he will receive -3 CS DR versus energy attacks of his type; this is because a psi is virtually immune to energy attacks based upon the form he is currently occupying. Also, he can fly at power rank speed; walking isn't an option, so his body needs to develop another method of locomotion.

Enhanced Senses
Metapsi Skill

with knowledge of this skill, a metapsi can enhance his senses far beyond their normal limits. A psi can boost any of his five senses to operate at this power rank, or his Int (alt) +3 CS, whichever is of a higher rank; however, each enhanced sense counts as one power for the purposes of maintaining multiple psi powers.

Enhancement
Superpsi Art

using this art, a psi can enhance the use of his or another's psi powers. In game terms, this allows the superpsi to boost the ranks of psi powers by +1 CS, or up to this power rank, whichever of the two is higher. Normally this is a desirable effect, but a target may resist this power by making a successful Psc (will) FEAT roll versus the power rank.

Entreaty
Psimantic Art

with this potent art, the psychoturge can open a channel to an extradimensional entity, and may then petition it to power magical effects. In practice, this works as per a normal entreaty spell, though the specific effect generated is determined by the psi, and the intensity of the magical results are never quite certain. This is because the gods that normally grant entreaties are somewhat picky about just who they lend their power.

That's right; you saw the word 'lend' in that sentence. Deities most often see granting an entreaty as an investment in the future, helping to further their own goals in the multiverse, or worse, as a debt to be repaid at a later date. It can be an unpleasant experience when a powerful god comes calling, forcefully 'requesting' that you undertake some quest to repay your debt, or attempts to conscript your service in some horrible planar conflict. An entreaty for power, then, is often more trouble than it is worth to a psychoturge.

With this in mind, it is a good thing to consider just which entity you wish to entreat to perform a service, and more, just what exactly is being asked of the god. Deities have style, and entreaties work best when they mimic that style; a deity that mostly specializes in magic used to offer protection would probably not grant a psychoturge use of a death spell. Also, what philosophy the deity caters to (order, chaos, good, evil, or balance) can also show just what a god may or may not go along with.

The main point of all this is that a little research will show the personality of a god, and entreating for spells that fit his profile will go a long way towards not being noticed; while they are immortal, few gods are truly omnipotent. In truth, deities often grant their power blindly, only taking note of odd requests and an excess of use by specific mages. This brings up another point: a psychoturge using entreaties should not get used to leaning on them for backup, and should definitely not entreat a specific entity more than three times a week, unless he has a really good reason.

Considering all this trouble, one may ask just why he would want to court so much danger in the first place – a good question. Primarily, a psychoturge may entreat an extradimensional entity to perform for him a specific magical spell or effect; when lacking the casting power, this can be quite useful. This effect can range wildly in rank (as determined by the game judge), but will not usually exceed this power rank.

By combining the effects of this power with the casting art, a psi can cast true entreaty spells (as described in the Book of Magic), although these must be purchased as per any other spell. Furthermore, a psychoturge may use this power to entreat a deity to enhance the use of another spell he is casting. This boost is normally a +1 or +2 CS, depending on how much the spell in question agrees with the god's profile.

ESP
Psipathic Talent

with this talent, a psipath can 'read' the surface thoughts of any other person. Normally, a green FEAT roll is all that is necessary to do this, but if a target is specifically resisting this power (if he knows the psi is using ESP, for example), the psipath must overcome the target's Psc (will) first.

Essential Armor
Empathic Talent

using this talent, empaths can surround themselves with a semi-solid field of essential energies. This field provides them with significant protection from damage, offering this defense against incoming damage:

-0 CS / -2 CS / -4 CS / -0 CS / -4 CS

Essential armor resists deionic attacks at such a high level because essential energies (life force) are similar to the unique, evolved energies of the gods.

Essential Awareness
Empathic Art

cornerstone of the empathic discipline, the essential awareness art allows a psi to perceive the existence of the essence, a realm of energy coincident with ours in much the same way as the astral plane. This layer of existence permeates each and every universe throughout reality, and is the wellspring of life force throughout creation. Once a psi has the ability to sense the essence, he can learn how it works, and how to control its energies to some extent.

While this, for the most part, acts as a focus for empathic abilities, the power of essential awareness has a few uses by itself. Since all living beings cast a shadow in the essence, an empath can use this power to detect any lifeforms in his area (a cubic area, mind you). This power will detect all life forms present, though the empath can narrow the search to ignore micro organisms, small insects, and the like, if he so chooses.

Essential Focus
Empathic Art

using this rather risky art, an empath can siphon his MH points directly into the rank of another empathic power. This conversion will add one point to a power rank for each MH point the psi sacrifices, but allows an empath to use the power at its temporary, higher rank only once. This MH point loss will be recovered just like any other damage, unless the empath heals it first.

Essential Invisibility
Empathic Skill

though all life casts a shadow of sorts in the essence, an empath with this skill can erase his essential shadow temporarily, making himself invisible to detection by other empathic powers. An empath using an essential power will not sense the psi using this skill, unless he is specifically trying to locate a body doing so; the psi must pass a power FEAT versus this rank to 'see' the invisible empath.

Ethereality
Metapsi Talent

with this talent, a psi can render his body immaterial, having no apparent density. While he's in this state, a metapsi can pass through any matter at will, with the exception of a solid energy construct like a force field; crossing these requires a power FEAT roll against the field's intensity. Also, as he is completely immaterial, the psi has resistance, per the metapsi talent, against physical attacks of all types, at Class 1k rank; in other words, only an attack of Class 3k or greater intensity will harm the metapsi.

Extended Awareness
Empathic Skill

this skill is an extension of the life sensing abilities an empath has via the art of essential awareness. Basically, the power helps expand the empath's awareness of life, extending his life sensing range to one cubic mile around himself. The power also allows an empath to track specific individuals (if he's very familiar with the essential signature of his target) on a global scale. The empath can't know the exact location involved, but knows what direction and approximately how far away the target is.

F

Faith
Theonic Art

the versatile art faith, as its name implies, allows a theonicist to do various things with his faith points that other theonic powers can't. Basically, faith can be used to copy the process of any super human power, whether it be of TxC, TcC, SoC, or PsC origin. The only powers this art can't duplicate are those that otherwise copy another theonic power, even if to a much lesser extent (such as the TxC ability of power creation). The theonicist can perform any effect not prohibited above, at any intensity up to this power rank. Doing this will only cost him five faith points per use, making faith a truly vital power for the would-be deity to have.

While this art can be (and is) used in battle, it is by far more useful when invested back in its source: the many followers of the theonicist. This power can be used in both a beneficial and harmful way, both designed to boost the overall worship (and thus, power) of theonicists. For instance, a small town is generally following the teachings of a theonicist's church, and as a reward, he offers them a great farming season (via the TxC power weather control) and great fortunes (via the PsC power good luck). This is one example of divine restitution.

A town several miles down the road, however, has started to shrug off the theonicist for another deific being. To show such worshippers the error of their ways, plagues (brought on via the TxC power disease), storms (again, via the weather control power), and hordes of nasty pests (summoned via the PsC art summoning) are sent with care to the offending town. As soon as the errant followers come back to the fold, the problems simply vanish. This is an example of divine retribution. As you can see, faith can cost a lot of faith points to use, but can also be used to generate a whole lot more...

Fallout Absorption
Psimantic Talent

this talent is used to draw leftover thaumaturgical fallout (TF) from a person or object, to prevent transmogrification effects from occurring to them. With a successful power FEAT roll, the psychoturge can draw all of the TF from a target, unless such a target is unwilling; if the target resists for some reason, he can do so by passing an End (res) FEAT against this power rank.

The prerequisite power for this talent is the magical absorption art.

Flawfind
Psikinetic Skill

this skill allows the psi to sense inherent flaws and weaknesses within an object or system. A green FEAT roll is all that is necessary to reveal any flaws in an inanimate object. A yellow FEAT can spot weaknesses in active systems and living things. Red FEATs are only needed when a psi attempts to determine the weaknesses of other super human beings, if any are present.

Flaying
Psikinetic Art

the psikinetic art of flaying can be used to shred matter. The art applies to the surface layer of objects it is used on first, unless the object has no multiple layers; a glass, for instance, is just glass, while a person has lots of physical layers. A psi that applies this power to matter will inflict power rank damage to the affected object (EA to you and me). The power does require an Agy (dex) FEAT roll to connect with its target.

Flight
Psikinetic Talent

this psikinetic talent allows a body to lift himself telekinetically, and move about at power rank air speed in all three standard dimensions. He can carry himself and his equipment about without breaking a sweat, but treat the power rank as his effective Str (lwr) for the purposes of carrying excess weight around with him; if he fails a FEAT roll versus the intensity of the weight, he cannot fly while carrying it.

Force Blast
Psikinetic Talent

this talent is the basic attack form for psikinetics everywhere. It allows the psi to fire a beam of force at a target that, if it hits, inflicts power rank Fo damage with each strike.

Force Field
Psikinetic Talent

this talent allows a psi to generate a telekinetic bubble around his body, a bubble that grants him this protection from incoming attack forms:

-1 CS / -0 CS / -4 CS / -0 CS / -8 CS

A purely psionic defense, the field does provide power rank resistance attacks that inflict Ka damage. However, it is susceptible to anti psion attacks like a psion aura (see that power for more on this).

Forensics
Theonic Art

by making use of this potent talent, an empath can read the essential residue left in all dead matter, and determine several significant facts concerning the demise of said matter. For instance, the empath will know the exact amount of time the corpse has been dead, what killed the corpse, and how. Also, the empath can interrogate the corpse, asking the body whatever question he desires.

Being dead, a corpse will readily 'talk,' but can only answer questions it would have an answer to. For instance, a corpse can tell what it was doing at any point up to its death, and what has happened to it since, but won't be able to tell what it was thinking before dying; the thoughts of the dead are beyond the scope of this power.

G

Gestalt
Superpsi Art

with this art, a superpsi can generate a group mind, of sorts, between himself and up to eight others. The group mind will manifest in a new body built from the psionic essences of the folks that formed the gestalt, and ha