Psionics in the Morrow Project
Copyright 1997

By: Chris Van Deelen  chrisv@nucleus.com

     Before I get into the article, I must give full
credit to Del Carr and Cheron, the origninal creators
of PSI World for FGU.  This article has been all but
copied, with slight modifications to the rules so they
can be used in TMP.  This is NOT my game.  The
only thing I can take credit for is modifiying it so It
Can be used for the MP system.  
     Chris Van Deelen

     The following rules for psionics have been
converted from FGU's Psi world to The Morrow Project. 
Feel free to use as much or as little of these rules as you
wish.
     When generating a character, determine his or
her Psi strength.  Then, refer to the table below to see the
chance the character has of possessing Psionics.

Chance of Psi ability Table

Psi Score          % Chance of Psionics

15                 5%
16-17              10%
18-19              15%
20+                20%

     If the character is lucky enough to actually
posses Psionics, take the characters Psi score and
double it.  This is the total number of Psionic power points
the character has to use.  On the character sheet, write
Psi Points, and Psi points spent.
     Now, roll 1D100 and compare the result to the
table below to see what type of Psionics the character
posses.

Roll           Discipline

01-03          Cyrokenitic
04-06          Pyrokenitic
07-09          Directional sense
10-12          Radar/Sonar
13-15          Forgotten
16-18          Ghost
19-21          Astral Projection
22-24          Poltergeist
25-27          Mind Meld
28-30          Color Distortion
31-33          Invisibility
34-36          Psi Blast
37-39          Null Psi
40-42          Weakness Understanding
43-45          Force Field
46-48          Holo Psi
49-51          Perfect Balance
52-54          Dowser
55-57          Photographic Memory
58-60          Phonographic Memory
61-63          Sense Danger
64-66          Radio Perception
67-69          Lie Detector
70-72          Mender
73-75          Regenerator
76-78          Psi Amplifier
79-81          Roll one additional minor
82-85          Roll two additional minors*
86-90          Roll three additional minors*
91-100         Roll on the major table

If the same ability is rolled again, re-roll.
If 79-100 are rolled, the character must re-roll.

Roll           Disciplines

01-11          Precog
12-24          Telepath
25-37          Teleport
38-49          Telekinetic
50-61          Self Aware
62-70          Healer
71-81          Empath
82-90          Animalist
91-93          Roll one major and one minor
94-96          Roll one major and two minors
97-100         Roll Two Majors

     Below, whenever a PSI resistance is required,
roll 1D20.  If the result is below the characters current Psi
score, the Attack is resisted.
     To increase Psi power points, keep track of the
Psi Points spent.  When the points spent equals the
current Psi power point total, roll 2D6 and consult the
following chart.  Example if the character has 40 PSI
power points, once he/she has spent 40 points roll on the
chart below.  The same goes if the character has 200
PPP.  After they have spent 200 points, they get to roll
again.

Roll          Power Gained

2             1
3             2
4             3
5-9           5
10            7
11            9
12            10

     Spent power points are regained through sleep,
no other means.  The percentage of power regained
depends on the time spent sleeping.  Consult the chart
below.

Hours of sleep          % of power regained

less than 3             0%
3-4                     25%
5-6                     50%
7-8                     75%
8+                      100%

     Psionic abilities always succeed.  No roll is
required, unless its says one is in the description of
the Psionic power.
     Maintaining Psionic powers.  It is possible to
maintain a psionic ability for more than its given time.
When the power is about to shut off, the Psi may decided
to extend it by paying the full cost again.  If it is an
ability that allows a target a saving throw, the target
gets another attempt at this time.  If it succeeds, the
Psi still spends the points, but the attack is broken.

Psionic Descriptions: Minor

Cyrokenitic
     Two abilities.  1. Create ice in any location
within line of sight.  A one meter diameter area, shape
variable.  It can be used to freeze feet to a floor, freeze a
lock shut, etc.  Cost, 10 points.  2. Create a small area of
intense cold no more than 18cm in diameter.  If used on
living flesh, it causes 1 dp per Psi point used.

Pyrokenitic
     Two abilities.  1. Create flame in any location
within line of sight.  A volume of fire equal to a sphere 1
meter in diameter may be created, the shape is variable. 
Cost is 10 points.  If not used on something flammable, it
costs an additional 5 points per round to keep the flame
up.  2. Create a small area of intense heat, 18cm in
diameter, doing 2 points of damage per 1 point of psi
power used.  This will ignite flesh, clothing, ammunition,
gasoline, etc.

Directional Sense
     The character will never become lost, and is
able to retrace his/her path even in the dark or while
blindfolded.  If this is the only ability the Psi possesses,
he/she has no Psi points.  If the character possesses
more Psi abilities, subtract 25% of the characters starting
Psi points.  This is a permanent loss, and is used to
activate the power.

Radar/Sonar
     This is the ability to detect unseen opponents
or see in the dark, fog, smoke, etc.  It operates in a 360
degree field around the psionic and costs 5 points per
turn.

Forgotten
     A person will completely forget this Psionic
character after an amount of time equal to the time spent
with him/her, or after 8 hours of sleep.  For cost, see
directional sense.

Ghost
     Nearly identical to the teleporter ability 'out of
phase' this ability allows the psionic to become
insubstantial.  He/she can see and hear normally, may
pass through material objects and is not affected by
material objects.  He/she may not affect material objects
or speak.  Cost 10 points.  Duration 1D10+2 rounds.  Can
be used on the character only.  No one else

Astral Projection
     Allows the character to shift his/her life energy
to a point separate from the body.  This separation takes 1
round, during which time the body slips into a deep trance
state and a shimmering replica appears within 1 meter of
the body.  This energy clone may move normally, see,
hear, and communicate telepathically with anyone within 3
meters.  The duplicate is composed entirely of energy, so
physical barriers and attacks have no effect, and it cannot
attack physically.  Psionic attack, or energy attacks will do
normal damage, and the character may attack via psionics
through the projection.  Any damage done to the
projection will affect the material body, and any damage
done to the material body will recall the clone.  The cost is
15 points and will last up to one hour.

Poltergeist
     The character can cause poltergeist
phenomena to occur anywhere in his/her line of sight at a
cost of 5 points per use.  Each use lasts 1D3+1 minutes. 
The poltergeist has no control over which power is
manifested, nor how long it will last.  All he/she can do is
start the effect, and a random roll will be used to
determine which effect takes place.  The following table is
provided for the referee's convenience.  It contains most
of the major documented poltergeist effects.  Roll 1D8,
and check below for the result.

Roll     Effect

1.       Knocking/tapping on walls, furniture, etc.
2.       Objects flying around.
3.       Windows break.
4.       Glassware breaking (flying into walls, etc.)
5.       Stones falling from the air (1D3 dp if they hit)
6.       Lights and other electrical switches turn on/off.
7        Small fires starting.
8        Random gusts of wind (indoors), dust devils 
         (outdoors).

     If the table gives a result that is impossible, use
number two, roll again, or whatever the gm wants.  If there
are no windows, left, perhaps number 4 would be
appropriate.  Note that while the Psionic may turn the
effect on, he/she cannot turn it off.  The full time must
elapse.

Mind Melder
     Acts as a central channel through which other
Psis may combine abilities.  Cost 15 points, lasts for
1D6+1 minutes.  psi's must be touching.  Example.  A
Teleporter and a Pyrokenetic could link through a melder
to cause a flame to appear a great distance away, or
inside an object.
     While melded, anything affecting the melder
will affect the two psis he/she is in contact with, the
melder's mind will be dominant, so he/she can use other
psi's abilities.

Color Distortion
     A globe of shimmering colors surround the
psionic, making him harder to hit in combat (-3 to the
attackers accuracy.)  The cost is 5 points per 2 meter
radius, range is variable, and duration is 1D3+1 rounds. 
This ability can also be used to change temporarily the
color of objects within the area of effect.

Invisibility
     The character can make himself/herself
invisible.  The character cannot be seen unless someone
is viewing the area the character is in with Infra red. 
Anyone trying to hit the character is at a -10 penalty.  The
character can sneak around, but if the character fails a
stealth roll, he/she will be heard.

Psi Blast
     This ability translates into two abilities.  The
first is local, in which the character can attack a single
target within 2 meters.  The target gets a roll to resist
using his Psi total.  If the target resists, no damage is
done.  However, if it fails, the target suffers damage equal
to the amount of Psi points used.  The second is an area
attack against every single living creature within 5 meters
of the character.  Cost is 10 points plus 1 per 1 dp.

Weakness Understanding
     The psionic instinctively knows exactly where
and how to hit a target (be it door, human, whatever) to
cause the most damage.  The base cost is 5 points, plus
one point per point of extra damage the psionic wishes to
inflict.  This bonus is in addition to the damage normally
done by whatever weapon/object the psionic is using. 
Duration is one round, and must be spent before the to
hit roll is made.

Psi Amplifier
     The character has the ability to double one
effect of another's psionic ability.  This may be range,
duration, damage, or effect (amount of weight lifted, etc.) 
They may also maintain the ability as it is, but halve the
cost of other psionics.  This cannot be used to increase
the Psi amp's own power.  Cost 10 points, duration-based
on ability amplified.  Range-touch.

Null Psi
     Two abilities.  1.  The character may create an
area in which psionic activity cannot be detected by
another psionic.  Cost 5 points per 3 meter square. 
Duration 1D3 minutes.  2.  The character may create an
area where all psionic abilities are negated.  Cost 10
points per 3 meter radius.  Duration, 1D3 minutes.

Holo Psi
     The psionic is able to project an image upon
any flat surface.  The image is obviously an image, not a
reality; and appears in full color, and as if seen from the
psi's point of view.  Three dimension and motion have an
additional power cost.  Images are not limited to things the
holo-psi has actually seen, but anything which can be
imagined may be projected.  Cost 2 points per minute,
plus an additional 2 points for each additional feature
such as motion, sound, three dimensional.

Perfect Balance
     The character has perfect balance, allowing
him to walk atop walls wider than five inches with a base
chance of success at 99%.  Walls from two to five inches
have a chance of success at 95%.  Surfaces of less than
two inches can be crossed at a 90% chance of success.
     It is nearly impossible to trip up a psi with this
ability.  Cost is the same as directional sense.

Dowser
     This ability allows the character to search for
either water, petroleum, or a single, specified metal
hidden underground.  The dowser must physically walk
across the area to be searched, taking ten full minutes to
search an area 3 x 30 meters.  He will know the
approximate depth at which the substance is located, to a
maximum of 800 meters.  He will also get an impression
of the amount of the substance (traces, little bit, large
deposit, river, etc.)
     Cost is 5 points fro water, 10 points for other
materials.  Range, 800 meters depth, area 3 x 30 meters. 
Duration, 10 minutes.

Photographic Memory
     The character has the ability to recall any page
which he has seen for more than one second.  The
character has recall, but not comprehension.  To obtain a
working knowledge of the material scanned, a period of
contemplation equal to the time it would take to read the
material normally is needed.  During this time, no other
action, especially sleep, may be taken.  This period of
contemplation may be taken at any time after the original
scan of the material.  This ability will decrease the time
needed to learn a new 'book skill' by up to one half, if the
ref allows it.  Cost is the same as directional sense.

Photographic Memory
     The character can remember and parrot back
any conversation, speech, etc. which he/she has heard. 
The repetition is as accurate as a voice recorder, and the
psionic is incapable of distorting either the words or the
emotional nuances of the speaker's voice.  Even tone,
pitch, and accent are identical, and the psi can repeat a
speech in a language which he/she does not understand. 
Cost is the same as directional sense.

Sense Danger
     This operates in two modes, immediate and
long range.  In the immediate mode, the psi gets a feeling
of foreboding about two minutes before personal bodily
harm is to occur.  This feeling increases as the event gets
nearer in time.  If action is taken to prevent the injury, the
feeling subsides.  Cost is the same as directional sense.
     In long term mode, the psi must concentrate for
ten minutes, and the feeling of dread will appear if the
contemplated course of action will likely to result in bodily
harm within the next week.  Note that if there is a decision
to be made; the psi must concentrate separately on each
course of action.  The cost is 10 points

Radio Perceptive
     The psionic is able to 'hear' radio frequencies,
and may either concentrate on a particular band width or
scan all frequencies.  Note that while he may be able to
hear a particular transmission, if it were either encoded or
scrambled, it wouldn't be understandable.  The range is
not limited by the receiving psi, but by the transmitter.  If a
normal radio receiver would be able to pick up the station
without the use of a super sensitive antenna, then the
psionic will be able to likewise.
     Cost 5 points per minute.

Lie Detector
     The Psionic is able to tell when a given subject
is speaking the truth, as the subject perceives the truth. 
The psi is able to perceive lies, evasions, and the like, but
will not know what the truth is.  He will be able to tell which
part of the statement is true and which is not.
     Cost 10 points per minute.  Range 3 meters.

Mender
     By force of intense concentration, the mender
can re-knit the molecules in a broken substance, repairing
it perfectly.  The power affects only non living objects, and
all the pieces must be present and in position.  The power
cost is based upon the size of the break, the hardness of
the material, and the complexity of the task.  A broken
handle on a china cup would cost about 2 points to repair,
a cracked window 5, and a shattered window 15 (all
pieces must be in the correct position).  A broken link
(one inch in diameter) in an iron chain would cost about
10 points to repair, as would a broken ladder rung, the
larger size offsetting the hardness of the iron.

Regenerator
     Usually undiscovered until serious injury is
sustained, this psi has a double normal healing rate, with
the additional benefit of being able to re-grow lost body
parts.  A finger or toe will re-grow at a rate of 1D6
millimeters per week, and a hand at 1D3 mm per week,
and a full limb at 1D6 mm per month.  In general, the
more complex the missing part, the slower it will re-grow. 
To replace a missing eye, for example, might take a year
or two until full normal functioning is restored.  Also, if
more than one part is being re-grown, divide the new
growth equally between each area.  Organs re-grow at a
rate of 1D3 mm per week.  After any limb is re-grown, it
will take 6 plus 1D6 weeks to relearn how to use it.  This
time can be halved by physical therapy.
     Cost is the same as directional sense.

Psionic Descriptions: Major List

Precog
Ability        Cost      Range          Duration

Clairvoyance   2 per 3 meters variable       1D4+1 rounds
Clairaudiance  2 per 3 meters variable       1D4+1
Sense danger   5 points       3 meter radius 1 use
Locate danger  10 points      3 meter radius 1 use
Detect Psi     5 points       30 meters/LOS  1 use
Detect life    5 points       30 meters/LOS  1 use
Psycometry     20 points      1 object       1 use
Pathfind       30 points      personal       1D3+1 minutes
Augury         10 points      LOS            1D3+1 minutes
Combat Precog  5+1=1          One person     1D3+1 rounds
Luck           5+1=1          One person     1 round

Clairvoyance
     This ability to separate the point of view from
the physical eyes temporarily.  The exact placement of the
point of view must be stated by the Precog (as: 5 meters
in front and 3 meters above me).  The user will then be
able to view his/her surroundings as if actually standing in
that position.  The point of view may not be changed
except by a second use of the ability.

Clairaudience
     Basically the same as clairvoyance, with the
exception that hearing is the projected sense.  All of the
other limitations are identical to Clairvoyance.

Sense Danger
     When this ability is used, anything within a 3
meter radius which is of direct potential danger to the
Precog will give a premonition of danger.  The Precog will
not know the nature or the location of the danger, but will
know only that the threat exists.

Locate Danger
     When this ability is used, the nature and
position of the greatest potential danger within the area of
effect will be known to the Precog.  Other threats of lesser
potential danger will not be revealed.

Detect Psi
     When this ability is used, the general location
of any source of psionic power will be revealed.  The area
of effect is 30 meters within the user's line of sight at the
time the ability is used.  Thus the Precog cannot tell if
there is a psionic in a building.

Detect life
     Will reveal the general location of all major life
forms within the area of effect.  Major life forms include all
mammals and birds, as well as large specimens of other
species.  No other information will be gained from the use
of the ability, such as type of life form.

Psycometry
     This is the ability to receive residual psionic
impressions from an object.  The object must be touched
for the ability to work.  To determine the amount of
information gained, percentile dice are rolled and the
following chart consulted.

Roll           Amount of information

01-40          Basic, strong impressions, leaving
               events vague, little or no detail.
41-60          As above, but with more detail
61-80          Strong impressions with clear detail. 
               Some visual and audio also.
81-90          Information nearly complete, names 
               and dates may be incorrect, or lacking.
91-100         Total history of the object, with
               names, dates, places, etc.

Pathfind
     When this ability is used, the Precog will enter
into a trance state.  During this trance, he/she will
describe the route between two stated points.  Only one
type of path may be described per used.  Path 'type'
means that a one word descriptive title may be used in
designating the desired path.  Such one word descriptions
include 'quickest', 'safest', 'longest', or 'sheltered'.
     As the Precog will not remember what he/she
says while in trance, other characters must be present to
record the information.  The Precog will describe the route
once, slowly and clearly.  He/she will note major
landmarks and turnings.  The Precog may not be
questioned about the route and will not repeat
instructions.

Augury
     This ability allows the Precog to ask any
question to which a one word answer may be given.  The
answer will be accurate and truthful.

Vision
     This ability allows the Precog to see in a 360
degree arc from his/her body.  It also negates the effects
of darkness, smoke, fog, and other vision-obscuring
phenomena.  It does not allow the Precog to see through
solid objects.

Combat Precog
     When this ability is used, the Precog is made
aware of his/her opponent's actions, micro seconds
before they actually happen.  Due to this effect, the
Precog gains one point to his/her base score to hit and it
is a negative to the opponents target to hit.  This is at a
base cost of 5 plus 1 per + or - 1 to the attack number.

Luck
     This ability is similar to combat Precog except it
will affect any saving throw made by the person affected. 
The cost is the same as combat Precog.  A critical failure
is a failure, no matter how many points are used.

Telepathy

Ability        Cost      Range          Duration       Saving throw
Detect life    5         30 meters      1D3 rounds     --
Mind Shield    10        personal       1D6+1 rounds   --
Suggestion     5         LOS       1 use          PSI
Detect lie     5         1 person/LOS   1D3+1 minutes  PSI
Mental Attack  1=1       1 person/LOS   1 use          PSI
     Area      5+1=1     2 meter radius 1 use          PSI
     Distance  10+1=1    LOS 2m radius  1 use          PSI
Stun           15        1 person/LOS   1 use          PSI
Communication            In Kilometers  1D6+1 minutes  PSI+
     0-10 km   5         "         "         "
     10-25     10        "         "         "
     26-50     15        "         "         "
     51-100    20        "         "         "
     101-500   25        "         "         "
     501-1000  30        "         "         "
     1000+     35        "         "         "
Illusion       20        10 meter radius     1D4+1 minutes  PSI
Mind Probe     20        Touch               1D3 minutes    PSI
Locate Mind    5*        As per comm         1 use          --
Mind Transfer  30        touch               1D6+1 minutes  PSI
Control        25        touch               1D3+1 minutes  PSI
Use Senses     5*        As per comm         1D3+1 minutes  PSI
Nightmare      20        LOS                 1 use          PSI

KEY  * plus communication cost
     + PSI allowed only if requested by target.

Detect life
     This ability is identical to the Precog version,
except for the difference in duration.

Mind Shield
     Gives the user a 95% chance to block all
incoming mental contact.  It will not block physical objects
or manifestations (such as sound, light, etc.).  No other
mental contact or psionic ability may be used while a
mental shield is in effect.

Suggestion
     Allows the Telepath to attempt to place one
mental suggestion into the target's mind.  If the target fails
a PSI save, he/she will follow the suggestion. 
Suggestions which are totally against the target's way of
thinking will be ignored (example: self destructive
commands, or the order to attack a close friend).

Detect Lie
     Identical to the minor ability Detect lie.

Mental Attack
     The user attempts to harm the target with a
direct mental blast of mental energy.  If the target fails a
resistance roll, he/she will take one point of damage for
each point of psionic power the Telepath puts into the
attack.

Area Mental Attack
     Similar to the above, except that all persons
within a 2 meter radius of the Telepath will sustain
damage if a resistance roll is failed.

Distance Mental Attack
     Identical to the area mental attack, with the
exception that the Telepath may locate the center of the
blast anywhere within his/her line of sight.  All persons
within a 2 meter center of the area of effect must make a
resistance roll or take damage.

Stun
     The psionic attempts to overload the
opponent's mind with random images and indecipherable
sounds.  If the target fails a PSI resistance check he/she
will be stunned for 1D4 rounds, during which he/she will
be unable to perform any action.  The target will be unable
to remember anything which took place while stunned,
although the attack itself will be remembered.

Communication
     Allows the exchange of surface thoughts and
emotions.  This will include pictures, sounds and other
sensory information, although direct impressions of the
individual's environment cannot be gained.  Only one
individual may be contacted per use of the power.

Illusion
     By use of this ability, the Telepath attempts to
implant false sensory impressions into the targets mind. 
All of the sense may be affected.  Physical reality will not
be affected and may disrupt the illusion (example: the
illusion of a door does not create a real door.  A character
attempting to open an illsionary door will be stopped by
physical reality and the illusion will be destroyed). 
Damage inflicted by illusions will affect the target
individual, due to the power of belief.

Mind Probe
     A mind probe is an attempt to go deeper into
the target's mind than the surface thoughts allowed by 
the communication ability.  Areas such as the memory,
the subconscious, and other hidden areas of the subject's
mind may be available to the Telepath.

Locate Mind
     This ability will give the Telepath the exact
location of a specific mind.  Basically an extension of the
communication ability, the cost for merely locating a
known mind is proportionate to the distance involved (use
the cost for communication at the same range).  When
combined with communication, however the cost of
locating the mind is only 5 points, and the cost of the
communication is added to this.

Mind Transfer
     This allows the total transfer of minds between
the Telepath and the target.  After a one-round adjustment
period, both bodies will be able to function normally.  At
the end of the ability's duration, both minds will return to
their appropriate bodies (as long as both characters are
still alive).  If one of the mind/body combinations should
die, the remaining mind is trapped in it's new body.

Control
     Allows the Telepath to assume control of the
target individual.  This control is total with the following
exception: any time the controller attempts to perform an
action which is totally against the beliefs of the controlled,
the target is allowed another saving throw.  If the target
succeeds, the control is broken.
     To initiate control, the target must be touched. 
If the attempt is successful, the controller's body falls into
a sleep like state from which it cannot be roused until the
control has ended.  After the initial touch, the controlled
individual may move normally away from the controller's
body.  After control is broken, the controller's mind will
return to it's body and he/she will be able to function
normally in the following round.
Use Senses
     This ability is basically an extension of the
communication ability, and allows the Telepath to receive
sensory information from the subject which he/she is not
consciously aware of, such as relative air temperature,
humidity, etc.  This information can be useful in
determining the subject's location or condition.  When
used alone, refer to the communication table for cost at
the range used; when combined with the communication
ability, the cost is only 5 points, plus the normal
communication cost.

Nightmare
     With this ability, the Telepath attempts to
unlock the target's subconscious, bringing to the surface
al the hidden fears, aggressions, and secrets.  The effect
of this are grave; first the target will be in shock and
unable to act for 1D10 minutes.  Second, the target must
make a PSI resistance check or go insane.  A character
going insane in this manner must roll on the following
table.

ROLL           EFFECT

01-25          The target is a catatonic vegetable
26-50          Violent aggression against any/all 
               targets.
51-75          Incapacitated-hysterical weeping
76-95          Totally paranoid-trusts no one.
96-100         Referee's choice

     It should be noted that these effects are
permanent unless/until psychiatric help is found, and then
the cure may take a great deal of time.

Teleportation

Ability             Cost           Range          Duration       Saving Throw

Personal Teleport   20             LOS or known   1 use          --
Teleport Other      30             LOS or known   1 use          PSI
Teleport Object     1 per 2 kg     LOS or known   1 use          --
Summon Object       10 +1 per 2 kg LOS or known   1 use          --
Teleport Attack     5              LOS            1 use          PSI
Out of Phase        10             Personal       1D3+1 minutes  --

Personal Teleport
     This ability allows the psionic to transfer
him/her self from one point to another that is either within
his/her line of sight or known personally.  When
Teleportation is used, the person vanishes from the
present location and appears in the chosen location.  The
teleporter may carry with him/her all personal gear which
he/she is holding at the time the ability is used  The
weight limit is based upon what the character could
normally carry, and is dependent upon the physical
attributes of the character.  Only one living being may be
transported by a single Teleport.

Teleport Other
     This ability allows the teleporter to transport
another living being other than him/her self.  The same
rules as for personal Teleport apply, and the target is
allowed a saving throw if he is unwilling to be teleported.

Teleport Object
     This allows the psionic to Teleport inanimate
objects in the same manner as living beings.  The objet to
be teleported must be touched.  To determine the cost of
the ability ,divide the weight of the object in kg by 2,
rounding up.  The result is the cost in PSI power points. 
The destination must be within the teleporter's line of
sight, or a location known personally by the psionic.

Summon Object
     Allows the teleporter to transport an inanimate
object to him/her self from a distant location.  The
summoned object must be within the user's line of sight
or well known by the teleporter.  As much of the object as
possible will appear within one meter of the summoner. 
This will allow an object to be summoned to the
teleporters hand.

Teleport Attack
     By using this ability, the teleporter attempts to
directly harm another living being by the use of his/her
ability.  The target is allowed a PSI resistance roll to avoid
damage.  If the roll fails, a hit location is rolled, and 2D6+2
points of damage is applied to that location.  Armor does
NOT prevent this damage.  Aimed attacks are not
allowed.

Out of Phase
     This ability allows the teleporter to shift the
physical substance of his/her body and equipment into a
non-material state.  In this state he/she may see, hear,
and otherwise use normal senses.  He/she may not
speak, but may move at normal movement rates, even
through physical obstacles.  The teleporter may neither
attack nor be attacked; either physically or via Psionics.  If
the duration of the ability reaches it's limit while the user is
inside a physical object, he/she will be pushed out of the
object along the shortest path.

Telekinesis

Ability         Cost           Range          Duration       Saving Throw

Move object     Variable       Variable       1D3+1 rounds   PSI
Manipulate      5 /round       Clear LOS      Variable       ACC
Sound           5              LOS            1 use          --
TK Missile      5              LOS            1 use          DEX
TK Shield       15             Personal       1 minute       --
Levitate        5              Personal       1D3+1 minutes  --
Levitate Others 10             1 person       1D2+1 minutes  PSI
Flight          10/minute      Personal       Variable       --
Heat            5/2 meters Sq. Variable       Variable       DEX
Cold            5/2 meters Sq. Variable       Variable       DEX
Blast           15             LOS/ 2 meter radius 1 use     DEX
TK Light        5              LOS            1D6+1 minutes  --

Move object
     Allows the Telekinetic to move objects from
place to place.  Objects will move at 5 meters per round. 
Only gross control of the objects movement is allowed by
this ability.  Cost is computed based upon the weight of
the object, on the following chart.

Weight (KG)          Cost

1-10                 1
11-25                5
26-50                10
51-100               15
101-250              20
251-500              25
501-1000             35
each additional 500  +5

Manipulate object
     By use of this power, the TK gains fine control
over an object.  The object must weigh less than one
pound and be within the TK's clear line of sight.  This
ability would allow such actions as the untying of knots or
the manipulation of dials and switches.  The TK must
make a ACC roll to successfully manipulate the object.

Sound
     This ability allows the TK to produce voices and
other sounds by vibrating the molecules within a small
section of air.  Only a voice which the character can recall
vividly in his/her own mind can be reproduced.

TK Missile
     By using this ability the TK attempts to harm an
opponent by accelerating a small object at the target.  The
TK must make an ACC roll, and then the Target may try
to dodge by rolling a DEX roll.  The amount missed/made
by the attackers roll is a positive/negative to the Targets
DEX roll.  If the target is hit, roll hit location and apply
1D6+2 points damage.  The accelerated object must be
touched by the Telekinetic, and must weigh less than 1/4
KG.

TK Shield
     This ability forms a TK shield around the user
about 1/3rd a meter from the body.  This shield acts a
Resistaweave in the event the character is hit in combat. 
It covers all locations.

Levitate
     Allows the TK to rise up or down in mid-air.  If
the TK is near a solid surface such as a wall or ceiling,
he/she may pull him/her self along.  A levitating individual
may be towed by other people on the ground, in which
case the speed will be that of the person towing.  It should
be noted that levitating individuals can be greatly affected
by strong winds and shock waves unless they have a
steady anchor point.

Levitate Others
     This is identical to levitate, except that if the
target is unwilling, they are allowed a PSI resistance
check to negate the effects.

Flight
     Allows the TK controlled flight at a top speed
which is equal to running speed.  an DEX roll should be
called for whenever the character attempts a complicated
or difficult maneuver.

Heat
     By concentrating on a specific area, the TK can
cause it to heat up by speeding up the normal motion of
the molecules.  The cost is 5 points per round per 2 meter
square being heated  Damage is 1D6 per round,
cumulative until the tenth round, where upon it will remain
a steady 10D6 per round thereafter.
     After the fifth round, there is a 25% chance that
flammable material will ignite, and this percentage
increase by 10% per round until the tenth, when it
remains at a steady 75%.  Characters within the area of
effect have to make a DEX roll to avoid taking damage on
the first round, and may leave the area normally on the
second round, regardless of the result of the DEX roll in
the first round.
     The psionic must remain concentrating while
the ability is in operation, and may take no other actions of
any kind.  If the character is wounded while concentrating
on this ability, a PSI roll is required to maintain
concentration.

Cold
     This is the reverse of heat, and most of the
same rules apply. The TK produces an area of cold by
slowing down the movement of molecules within the target
area.  Cost and damage are the same as heat.  Freezing
an area solid has the same chance as heat.

Blast
     This allows the TK to rapidly excite the
molecules in an object, causing it to explode.  This
explosion has a 1 meter radius and will cause 3D6
damage to anyone in the blast area.  Living targets will
receive a DEX roll to avoid damage.  The object may not
be larger than 300mm square or weigh more than 2 kg. 
Living tissue may not be exploded.

TK Light
     This ability causes the molecules in a 3 meter
radius to become mildly excited, causing a slight glow. 
While this ability will generate good illumination in a dark
situation, it is not strong enough to inflict any form of
damage.

Self Awareness

Ability             Cost      Duration

Raise Attribute     1=1       1D3+1 rounds
Heal Self           1=1       Permanent
Alter Mass          1 per 3cm 1D3+1 minutes
Change Appearance   10        1D6+1 minutes
Feign Death         20        up to one day
Stasis              30        Special
Speed               10        1D3+1 rounds
Forced march        10        1 day
Go w/o food+water   10        1 day (maximum of 3)
Go w/o sleep        10        1 day (maximum of 3)
Resist heat         10        1D3+1 minutes
Resist cold         10        1D3+1 minutes
Resist Pain         5         1D3+1 minutes

Raise attribute
     This allows the psionic to temporarily raise one
attribute per use.  Only Physical Attributes may be
modified, and they can be raised to a maximum of 20.

Heal Self
     By use of this ability, the Self aware may heal
damage to his/her body.  Damage is restored both to the
area healed and to the total hit points.  Blood is replaced
by this method also.  1 power point will heal 1 dp. 
Regeneration is not possible with this ability.

Alter Mass
     Allows the psionic to change the density of
his/her body mass.  As density becomes lighter, the
character will become taller, and as density becomes
heavier, the character will become shorter.  The
character's weight will stay the same at all times.
     A maximum height of twice normal (half normal
density) and a minimum of half normal height (twice
normal density) is permitted.  Please not that this ability
will affect only the character's physical body, not any
clothing or equipment in contact with him/her.

Change Appearance
     By use of this ability, the character may change
the appearance of his/her skin surface.  Pigmentation,
texture, distribution of fatty tissue, wrinkles, etc. may be
affected.  Height, weight and bone structure may not be
changed unless using alter mass.

Feign Death
     Allows the Psionic to enter a death like trance. 
Only a trained medic (EMT, Doctor, or nurse) will be able
to detect the deception.  The user must state the time
duration of the trance before entering this state.  While in
the death trance, the user is not aware of anything
happening around him/her.  Trance will be broken if the
psionic suffers any physical harm.

Stasis
     Places the psionic in deep suspended
animation.  While in this state he/she will not age, and
progressive damage (such as blood loss, disease, or
severe wounds) will be stable.  A person in Stasis
requires little air and no food and water.  The stasis will be
broken if the character receives more than 6  points of
damage while in this state.  Before entering the trance, the
Psi must state the duration of the trance.  There are no
known limits to the duration of the stasis.

Speed
     Allows the Psi to double his/her movement rate. 
Speed also allows double the number of actions per
round.

Forced March
     This will allow the psionic to double the amount
of ground covered in a single day.  To accomplish this,
the character enters into an active trance state and sets
out towards a stated destination.  The character will
ignore all outside stimuli that do not pertain to reaching
his/her goal.  Upon reaching the stated goal, or 24 hours
has passed, the ability will terminate.

Go without food/water
     This ability allows the character to ignore the
body's need for food and water for a maximum of three
consecutive days.  If the Psionic tries to go beyond this
limit, he/she will lose 1 point of CON per hour of the fourth
day.  Should the CON score reach zero, the character will
fall into a coma for 1D3+1 days, and will require medical
attention and intravenous feeding.  If such medical
attention is not available, the character will die.

Go Without Sleep
     The character can ignore his/her body's need
for rest or sleep for up to three consecutive days.  The
consequences of trying to push beyond this three day limit
are identical to those stated above for 'go without food or
water'.

Resist Heat
     The character can ignore the effects of working
in an unusually hot environment.  Note that the ability will
not prevent the character from suffering burn damage, but
he/she will not be aware of it until the duration of the ability
expires.

Resist Cold
     Identical to resist heat, except that the effects
of cold is ignored.

Resist Pain
     Allows the psionic to ignore the effects of pain
upon the body.  Limbs may be forced to function normally
after a major wound or being broken.  It cost 1 dp per
round that the limb is used however.  This extra damage
will not cause an amputation however.

Healer

Ability             Cost             Saving Throw

Heal                1=1 DP           --
Harm                1=1 DP           PSI
Reverse Major Wound 10 + 2x area DP  --
Cause Major Wound   10 + 2x area DP  PSI
Cure Disease        20               --
Cause Disease       20               PSI
Cure Blindness      10               --
Cause Blindness     10               PSI
Restore             30               --
Wither              30               PSI
Drain               2=1 DP           PSI
Return Life         40+10 /day       Special

Heal
     This ability will restore lost hit points and
reverse the effects of damage to the hit point total.  It will
not restore the use of a disabled area due to a major
wound.  This ability may be used on characters who are
up to, but not over, their CON score in negative DP, at the
cost of 3 power points per point of negative damage
healed.

Harm
     By means of this ability, the character attempts
to use his/her psionic powers to subtract hit points from
an opponent.  The subtraction is from the hit point total
only, not a specific area.  It is possible to kill an opponent
using this method, by reducing his DP's to zero.

Reverse Major Wounds
     This ability will restore damage to a specific
area, repairing any breaks or amputations, as long as the
limb is intact and available.

Cause Major Wounds
     This ability will cause enough damage to the
target area to break the limb.  It will not cause an
amputation however.  It can be used on a vital location
such as the neck to attempt to cause instant death.

Cure Disease
     This ability will eliminate one disease, including
cancers, as well as all accompany symptoms.

Cause Disease
     Use of this ability will cause a quick-acting,
cancer like disease based on rapid random cell growth.  If
the target fails a CON resistance check, the target will fall
unconscious in 3D10 minutes and will waste away and die
in a number of days equal to his/her CON score.
     The only known cure is to have a psionic healer
use his/her cure disease ability.

Cure Blindness
     This ability will restore the sight in one eye,
provided that the optic tissue is present.  If the eye has
been totally lost, a 'restore' is needed.

Cause Blindness
     Will destroy sight in one eye by scrambling the
message carrying impulses in the optic nerve.  This does
not effect the optic tissues themselves.  The only known
cure is 'Cure Blindness' from a Psionic healer.

Restore
     This ability will cause lost or destroyed areas of
the character's body to regenerate.  This process takes
1d6+1 weeks.  The character must be alive for this ability
to work, as it will not restore life to a dead body.

Wither
     Will cause a specified area to shrivel and
become inoperative.  This will take 1D6+1 weeks to fully
take effect, although symptoms are noticed almost
immediately.  This ability may not be used to cause death
in a character.  The only know cure is the 'restore' ability.

Drain
     Allows the healer to take DP from the targets
total and add them to his/her total.  This will first heal any
damage the healer has suffered, including major wounds. 
Hit points gained above the healer's maximum will not
affect area totals, and will last only until the healer sleeps,
or 24 hours have passed.  Additionally, these points can
be used to heal another character instead of using power
points.  This ability may not be used to kill a character.

Restore Life
     This ability allows the healer to restore a slain
character to life.  The cost is a base of 40 points, plus an
additional 10 points per each day the character has been
dead.  Characters may not be returned to life after the fifth
day.
     Characters returned to life by means of this
ability must then be stabilized, by either restoring the total
dp to at least one to allow natural healing, and the head,
and heart must be intact and present.  Needless to say,
returning a dead character to life is a very expensive
process.

Empathy

Ability             Cost      Range          Duration       Saving throw

Detect Emotion      5         LOS            1 minute       --
Intensify Emotion   10        1 Person       1D3+1 minutes  PSI
     Area           15        3 meter radius 1D3+1 minutes  PSI
Create Emotion      15        1 person       1D3+1 minutes  PSI
     Area           20        3 meter radius 1D3+1 minutes  PSI
Emotional Overload  15        1 person       1D6+1 rounds   PSI
Empathic Transfer   1=1       1 person       1 use          PSI
Empathic Healing    1=1       1 person       1 use          --

Detect Emotion
     Allows the Empath to detect the existence of a
specific emotion within the range/duration constraints. 
The emotion detected for must be stated before the ability
is used.  (Usual emotions looked for are love, fear, anger,
etc.

Intensify Emotion
     Allows the Empath to exaggerate an existing
emotion until it becomes almost overwhelming in the
target individual.  When the duration of the ability is
reached the effected emotion will return to normal, but
may continue to sway the individual (this is because the
emotion already exists.  See 'create emotion' for further
details).

Area Intensify
     The same as intensify emotion above, but all
individuals within a 3 meter radius of the Empath are
affected.

Create Emotion
     It will create the desired emotional state in an
individual who has no strong emotional feelings at the
time.  It can also neutralize an existing emotion, if the
opposite is created (as calm to remove fear, peace to
remove anger).
     There is a chance that a created emotion will
continue to affect an individual after the normal duration
has expired.  The victim must roll a PSI resistance check. 
If the check fails, the emotion will continue to affect the
target for 1D6 weeks.  Unless continuing reinforcement is
received, the individual will revert to his/her normal
emotional state at the end of this time.

Area Create
     As above, but all individuals within a 3 meter
radius of the Empath are affected.

Emotional Overload
     This ability releases all the targets emotions
and subconscious feelings in one great flood.  To escape
this onslaught, the mind switches off, rendering the target
unconscious.  There is also a chance the victim will go
insane if the target fails a PSI resistance check.  If the
check is failed, the target falls into a catatonic trance
which can only be cured with psychiatric help.

Empathic Transfer
     Permits the Empath to cure him/her self by
transferring the damage to another character.  The
damage is transferred in exactly the form it was inflicted,
so a broken bone in the Empath will become a broken
bone in the target.  The target individual is allowed all
normal resistance checks, but will suffer the full effects of
the wound just as if he/she was the one initially wounded.

Empathic Healing
     Allows the Empath to heal another character by
accepting the damage onto his/her body.  The Empath will
suffer from the damage as if he/she were the one who
was originally hurt.  Due to the self preservation instinct,
the Empath must make a PSI resistance to accept a
major wound.  There are few, if any, circumstances under
which a Empath can be persuaded to accept a killing
wound.

Animalist

Ability        Cost              Range           Duration         Saving throw

Detect Animals 5                 30 meters       1D3 minutes      --
Telepathy
     Transmit  12-INT*           300 meters      2D3+2 minutes    --
     Receive   12-INT*           300 meters      1D3+1 minutes    --
     Two Way   20-INT*           300 meters      1D6+1 minutes    --
Suggestion     5+telepathy cost  1 creature/30 m 1 use            INT.
Healing        3=2 dp            Touch           Permanent        --
Stun Animal    15                1 creature LOS  1 use 1D4 rounds INT.
Mind Transfer  30                Touch           1D6+1 minutes    INT.
Summon Animal  15                2 KM            1D6+1 minutes    INT.
Control Animal 20                Touch           1D6+1 minutes    INT.

Detect Animal Life
     This ability will reveal the general location of all
animal life forms above the intelligence of class 3 (birds),
s well as larger specimens of the lower classes ( a snake
over 6 feet in length, any adult crocodile, a mature shark,
etc.).  This differs from the Precog and Telepath abilities
to detect life in two respects.  First, the Animalist will not
detect humans.  Second he/she will be able to
differentiate between the different types of animals
detected - within reason (one can tell that the animal is a
small rodent, whether a rat, mouse, or squirrel is
impossible to tell).

Telepathy Transmit only
     The cost is 12 points, minus the animal's
intelligence level.  It is limited by the ability of the animal to
understand what is being transmitted.  The Psi can talk to
any animal, giving instructions, information, etc.  Note that
there is no compulsion for the animal to obey the
instructions given it.  Animals with intelligence of 3 or less
can understand only emotional impressions, such as
hunger, fear, lust, pain, or territorial aggressiveness. 
Those with an intelligence class between 4 and 6 can
understand only very simple statements (look up, danger
ahead, come here, stop), usually limited to no more than
three single syllable words.  Animals with an intelligence
score of 7 or 8 can understand more complex messages
(enemy behind tree, bring a visualized item to me) limited
to about the understanding of a five year old human.  The
highest primates (intelligence () can understand almost
anything a human child of about 12 to 14 years of age can
understand.

Receive only
     Similar to the telepath's 'use senses' ability, the
Animalist can receive sensory impressions and thoughts
of the animal.  From animals with an intelligence class of
5 or less, the psionic will be able to see through the
creature's eyes and has a 50% chance of knowing the
animals basic emotional state.  Note that trying to make
sense of the image seen through an insect compound
eyes for example, will be difficult at best.  Animals with an
intelligence of class 6, 7, or 8 will have much clearer
sensory information (to a human that is), and the
Animalist will get very simple surface thoughts (young in
danger, man in tree), as well as the basic emotional state. 
The higher primates are so like humans that the psi will
experience little difficulty in interpreting the sensory data
he receives, and will be able to pick up not only surface
thoughts, but possibly recent memories and other
information of that kind, depending on the situation.

Two Way
     The psi can both send and receive information,
subject to the limitations noted above.  Extended range is
possible, at a cost of 1 point per 20 meters of extension. 
An animal known to the psi, such as a personal pet, can
be contacted anywhere within the line of sight at this
increased power.

Suggestion
     The cost for this power is 5 points, plus the
cost of establishing communication.  This is almost
identical to the Telepaths's suggestion ability.  The Psi
may attempt to place one mental suggestion into the
target's mind, within the limits outlined in the Animal
telepathy section above.  If the target fails to save, it sill
follow the suggestion, within reason.  Self preservation
and the protection of young will still be overriding factors. 
The saving throw for animals is listed at the of this list.

Healing
     The Psi can heal wounds on any creature at a
cost of 3 points per 2 DP healed.  For general comparison
purposes, an animal will have hit points equal to 1D3
times its intelligence rating, with larger specimens having
slightly more hit points than smaller ones.  Note that life
threatening wounds may take up to three times as much
power to heal (see the healer discipline for the differences
in cost between major and minor wounds in humans).

Stun Animal
     Similar to the telepath's 'stun' ability, this will
render an animal unable to act for 1D4 rounds, during
which time the creature will fall to the ground and remain
motionless.  After 1D4 rounds of total stun have elapsed,
there is an additional round of recovery, during which the
animal regains its feet, and may then act in the following
round.

Mind Transfer
     This ability, limited to warm-blooded animals
only, is similar to the telepath's ability of the same name. 
The Psi and his chosen animal will change bodies, and
will be able to function inside the body after one round of
adjustment.  Note that a quadrupedal animal will not be
able to walk upright when in a human body, but may crawl
on hands and knees.  Also the Psi will be able to make
only those sounds appropriate to the animal body in which
he is resident.  At the end of the allotted time, both minds
will automatically return to their respective bodies.  If one
of the bodies has died, the remaining mind is trapped in
the alien body, under no circumstances may the Animalist
attempt to take over another human being.

Summon Animal
     Before the attempt is made, the Animalist must
state the type of animal he wishes to summon.  If there is
one in range, it will respond to the summons, if able, and
remain for the duration of the power.  It is under no
compunction to obey the Animalist, and may even attack if
provoked.  If there is more than one animal in the area,
each animal who fails the save will respond to the
summon.  Note that an animal which makes the save may
decide to respond anyway, due to curiosity.

INT. Level          Type of Animal

0                   Bacteria, other single celled creatures.
1                   Insects, mollusks, worms, spiders
2                   Fishes, reptiles, amphibians.
3                   All Birds
4                   Small Mammals
5                   Herd Mammals
6                   Large Mammals (dogs, cats, seals, 
                     horses, elephants).
7                   Lesser primates (baboons, monkeys,
                     and lemurs).
8                   Cetaceans (dolphins, whales, etc.).
9                   Higher primates (Orangutan, gorilla, 
                     chimps).

Saving Throws for Animals
     The saving throw for any animal is its INT.,
rolled on a D20.  If the roll is below its int., the animal
resists.  Above the animals int., it fails.

Modifiers to the save include:
Animalist well know to creature (personal pet)  +5
Animalist has been friendly to creature         +3
Animal wounded                                  -5
Animals mate or offspring hurt or in danger     -3

These modifiers are cumulative.

Creating New Abilities

     I offer only two general rules to the Pd whose players
are dreaming up new variants of their abilities.
     1.  New abilities must remain within the scope of the
general field.  Thus a Telepath would not be able to create
a fire based ability, where as a pyrokinetic will be able to.
     2.  New abilities should be consistent with existing
abilities in terms of cost, range, duration, effects and limits.
     The following is an example of how to create a new ability.  

     A Telepath wishes to create an ability that will allow her
to cure insanity.  
     Description: by entering the mind of someone who is insane,
the Psi can slowly begin to heal any physical damage which
caused the insanity.  They can also help the victim deal and
get past the cause of the insanity, such as a victim of the
nightmare attack.
     Effects: Cures insanity in a person, be it caused from
damage, or the minds inability to deal with extreme shock or horror.
     Limitations: The Psi must first enter the mind of the
victim through physical contact, and then spend the points required
to do both a communication and a mind probe.  Finally, the Telepath
must then make a PSI resistance check.  If it fails, the Telepath
is unable to enter the victims mind, as the Telepath believes he
may also be driven insane.
     Cost: 30
     Duration: Permanent.
     Range: Touch.
     Saving Throw: None.

     It takes a psionic 30+3D10 days to experiment and learn to
control a new ability.  From this base number is subtracted the PSI
score.  The result is the amount of time the character must be out
of regular game play in order to research the new ability.

