Appendix 1: Psi Subtypes

The variant types of psi are presented here, from the Combination Character Cookbook, for your convenience. This is so you need not flip about hundreds of pages to find stuff vaguely related to psis in general.

* Believer: a believer is a normal person who, after holding an intense belief of some kind for too long, manifests some psi powers that mirror the philosophy of his choice. This is different than faith, as the psi doesn't serve some force or deity to acquire power; the abilities just appear, in time, to reflect his mindset. These powers of belief should not be rolled up randomly; instead, the player ought to choose them to represent his philosophy better.

A believer is generated as is a normal psi, with a few minor exceptions. For one thing, he doesn't respect any of the schools of study, as he isn't a trained psi by any means. Secondly, as stated above, he doesn't roll up powers; he and the Judge should work together to pick the abilities most appropriate to his belief structure. They may all be in one discipline of power, or they could come from several.

Otherwise, everything else concerning the believer is determined in a normal fashion. He picks his psi powers in the standard pattern, rolls for his ability and power ranks on the same tables, and he can even make power stunts at the same, low price. The difference shows up during character advancement. A believer can raise his ability and power ranks at the same rate as any psi, but buying new powers cost triple the rate a traditional psi must pay.

* Deionicist: a deionicist is a special psi that understands the nature of divinity - in game terms, at any rate. Thanks to this special understanding, the psi can learn powers from a seventh discipline of power: theonics. The psi can use these new powers to advance himself down the road to godhood, from mere mortal to true deity. Other than this, a deionicist is the same as any psi.

He is generated in the same way, and can follow whatever psionic school of training he desires; however, why a psi would treat a shot at godhood casually is beyond me. At any rate, while the psi moves towards godhood, he has to collect worshippers; he must do this to absorb the power of faith. The more faith a deionicist can collect, the closer to divinity he becomes.

Now, how quickly a deionicist gathers faith depends on how many people he can convince to worship him, and how seriously they believe in his divinity. A serious follower can produce one faith point per year, while less serious folks generate half that. People giving mere lip service to the psi's faith generate no faith points. Special ceremonies create from one to five faith points; this is what holidays are for.

Now, a psi should keep a running total of how many faith points he's earned, as that total determines how immortal he is. A deionicist achieves a status of one-quarter immortality after he earns one thousand faith points. 10,000 faith points renders him one half immortal, 100,000 faith points makes him three quarters immortal, and one million faith points earned renders him a true deity, with all the perks therein.

He can spend these points as fast as he earns them; the total amount of faith a psi has earned determines the state of his godhood.

* Natural Psi: basically, a natural psi is a mutant that has psionic powers. The difference between a standard mutant and one made with the psi system is just the selection of available powers. Other than that, the process for making a natural psi is the same as it is for any mutant. He rolls four of his ability ranks (and his Res rank) on table A, and can roll the other three up on table B; don't forget to raise the natural psi's End by +1 CS.

He rolls the number of powers he will have on table three. Now, if a natural psi is a first generation mutant, he has to roll up all his powers from the same discipline; this keeps his powers more consistent with each other. If the psi is a second generation mutant, or he has other mutants stalking his family tree, the natural psi can roll from more than one discipline of power, as the Judge sees necessary.

Every other aspect of the character is handled as if he were a standard type of mutant (advancement, power stunts, etc..)..

* Natural Psi, Plus Training: this psi has natural powers, but has enhanced his abilities through additional training from an actual psi. This character rolls his ability scores as does a natural psi, and then rolls for his initial number of psi powers on table 76; this table accounts for the natural and trained psi powers the character starts with.

Now, he gains his natural powers as all natural psis do, but determines learned psi powers as does a standard psi. He must choose a school of psionic power, and use it to determine what other psi powers he will end up with. Now, this character gains trained powers as does a regular psi, but cannot acquire more genetic powers without great physical change (as is the case with mutants).

As you can see, characters of this type are exceptionally powerful, having the physical prowess of mutants and the discipline of a trained psi. That is why it is an optional character type, best for higher level campaigns (as are all psi subtypes here in the appendix).

* Psychoturge: a psychoturge is like any other psi, in that he is a normal human who has studied psionic power. Unlike regular psis, however, the psychoturge has access to a seventh discipline of power: psimantic powers. These give a psi mastery over the forces of magic, and eventually allow him to become a true wizard in his own right. This psi is made as is any other psi, but will use table 75 to roll up disciplines randomly, should he need to.

* Technopsi: a technopsi is like a normal psi, in that he's a normal human that is schooled in psionic power. Unlike the regular psi, however, a technopsi has access to a seventh power discipline: technopsi powers. These grant the psi unparalleled power over technology of any type, eventually allowing the psi to become a technological dynamo. The psi is made as is any other psi, but will use table 75 to randomly roll up other disciplines, should he need to.

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