Updates

For those of you who actually made use of the original Manual of the Psi - thank you! I'm glad you were able to get past all of its shortcomings and enjoy it in your various Marvel Super Heroes Role Playing Game sessions. In thanks for your support over the years (and I've received a lot, actually), I've produced this document specifically for you, so you can know what I've done with the book.

Rest assured that the heart of the Manual is still the same. The idea was to clean up the extant text considerably, and to resolve a bunch of issues with the rules I've noted over the years (since 1998). The main 'change', as far as the rules are concerned, is the reorganizing of a couple of the disciplines, to avoid saddling psionic characters with 'useless' root powers for each discipline, should they intend to master it.

Some disciplines were fine in this regard (the metapsi, psikinetic, and psipathic disciplines) but the others were not. Sure, the various 'awareness' arts had their uses, but I thought it would make each discipline more dynamic by avoiding such power 'picks' entirely. That's why I ensured each one has a better root power moving forward (such as the psimotive discipline's change to Teleportation from 7-D Awareness).

This has required a bit of reordering of several disciplines, and a few powers in each were shuffled in import (their art, talent, or skill designation) for this purpose. Alternately, a few powers have been augmented over the course of the Manual's upgrade, and a few have been rendered completely moot. These obsolete powers have either been retooled or removed entirely, for the better of the Manual as a whole.

There are also a lot of little modifications to most powers, to iron out a few kinks here and there, though I'm sure a lot of these will slip under the radar if not documented. So below lies a list of all the many and various changes to the Manual of the Psi I have inflicted, in the event that you wish to retain some of the old book's 'charm', and run with some of the new material as well.

Global Updates

* Casual psis have received a larger portion of each discipline as a part of their overall power selection. The idea was that they've already got it pretty rough, so there's no need to be quite so severe with their picks. I tried to add at least one to each table, if not more - it's a net increase of at least ten percent of the total casual power list, perhaps a bit more (statistics isn't my strong suit).

* Most powers have had their ranges normalized, to match the five new range categories. This was done to make psionics consistent with other super human powers, and is generally a net improvement to most every psionic that can function at a distance. Those which retain the 'old' style of ranges will most often refer to Very Near range (unless otherwise noted).

* Any powers which had a 'prerequisite' listed previously will no longer have such a thing. I think this was a by-product of my studying various game systems to find 'sensible' rules for certain situations, and inadvertently borrowing something that ultimately didn't work well in the Manual. These powers will now offer a basic effect, with 'bonuses' one can perform with the formerly required 'extra' abilities.

* Generally, I've discarded the effort to keep the number of arts, talents, and skills in a given discipline exactly the same. I did that for a stylistic reason when I last built the Manual, but I don't think that's necessary any more; after all, for numerical weirdness there's always the Book of Magic. I've tried to keep 'em balanced, of course, but there's no need for them to be all precisely identical.

* The process of purchasing new psionics has been changed. The 'base' cost is the same, though the beginning ranks have been lowered significantly. Furthermore, allowances have been made for natural psis or believers to purchase 'new' powers later on, as well as for powers with a higher than normal starting rank. This makes for a bit more Karma a psi needs to pay out, but it overall gives players more options.

Empathic Powers

As was the case with the superpsi discipline, I felt that empathy could represent so much 'more'. As such, I've undertaken a serious overhaul of its power roster, culling a lot of them that are redundant, while enhancing several others to make them more, well useful. I've also added a bunch of new abilities to give empathy more flavor, particularly in the manipulation of living organic matter.

* Aciurgy has been added as an empathic art - new power!

* Animal Hybridization / Others has been added as an empathic art - new power!

* Animal Control has been added as an empathic talent - new power!

* Animal Sympathy has been downgraded to being a skill instead of a talent. This is because one of the expanded 'directions' for this discipline will involve more aggressive manipulation of other organisms. Since I'm adding Animal Control and Animal Hybridization / Others to the discipline, this seemed a natural change - indicating a 'progression' of ability involving animals. I think?

* Augurial Trance has been renamed to just Augury, and has been reconfigured to match the spell of the same name (which required making the spell description more generic, but what can you do?) It now takes three turns of study before being able to augur a target, but once that is done the power can be used on a given foe repeatedly, and its effects always last for the duration of an encounter.

* Cancer has been given a range. It never had one listed before; I may have assumed it was a 'touch' power but I cannot recall. I also downgraded this ability to a talent instead of an art - mostly because it seemed a bit less extensive than all the other arts now days. It's still a nasty little power, and I haven't even 'nerfed' it any, but it's just a matter of scope. Sorry 'bout that.

* Channeling has been renamed to Life Ray, sort of as an opposite to Death Ray (which is also an art, now). The power has been modified slightly, in that it does not directly do Health point damage. Instead, it can either be used as a ranged heal (since it is a beam) or it can be used to aggressively reduce an opponent's Endurance score (and sort of reducing their overall Health score by default).

* Cure Disease no longer counts as healing for the purposes of Endurance penalties for such, since really it's not working on the individual so much as the icky business floating around inside their body.

* Death Ray now incorporates the Touch of Death as a more limited form, meaning one need not take the latter power to access the former. Furthermore, the range of Death Ray has been extended somewhat, now operating on the Near range table. I also made this an art, to better match its opposing number, the Life Ray power. Yin and Yang and all that jazz.

* Degeneration has been added as an empathic skill - new power!

* Detoxify has been renamed to Detoxification, but is otherwise identical.

* Emotion Control has been downgraded to a talent, to counter the addition of Empathy as an art - and to better show the latter's new emphasis as the root power in this discipline. The ability to manipulate multiple people simultaneously is no longer 'automatic', but it can operate at a much greater range now, and can last a whole lot longer if necessary (1d100 turns without maintenance).

* Empathic Vampirism has been renamed to simply Vampirism. In the newly redesigned vampiric power paradigm, this is actually the basis from which all the other vampiric powers are derived; it's the pure theft of a victim's life force to bolster one's own. It has also added facets of the old Health Drain Touch and Damage Transfer powers (though these were never actually in the Manual before).

* Empathy has been upgraded to an art, and is (if you hadn't guessed) now the root power of this discipline. It's also been given a bit more versatility, as the power can read a few people with not quite as much of a penalty, though reading more than sixteen will actually be harder than before. Of course, the ability to broadcast one's current feelings has been added, too.

* Essential Armor has been removed from play. The reason I did this is because the power sort of steps on the toes of the force field power - well, no 'sort of' about it, really. In trying to remove redundancies and lend each individual power more 'weight', this seemed the move to take. One could still develop this ability as a power stunt off of Essence Control if they really wanted it still, however.

* Essential Awareness has been removed from play. This was another one of those powers that acted like a 'root' power solely for the sake of having it, and the functional part was kind of duplicated by other abilities - namely, the Biological Sense and the Extended Awareness powers. The latter has also been removed from play, while the former is now 'shared' between this and the metapsi discipline of power.

* Essential Focus has been removed from play. This is, mechanically speaking, identical to Self Cannibalization - oddly, I never noticed that before. If you wish to keep this power in play, just use the description of that ability, and 'share' it with the superpsi discipline.

* Extended Awareness has been replaced by Biological Sense. This metapsi power was originally called Lifeform Compass, but basically acts as a clone of sorts of the ability Extended Awareness provides. As such, I made that skill available to both disciplines, to avoid any unnecessary repetition and redundancy. That and it quickly outranges the original version, being a net improvement overall.

* Forensics probably ought to be removed from play, but I left it in anyway. Upon completing a revised description of the ability, I realized I was creating something of a redundancy. This redundancy came in the form of Object Sympathy, which overlaps with what this power can do considerably (since that power can also talk to dead matter, even as forensics can). I left the power in the new Manual anyway, however.

I like to think it has just enough character to stand on its own, though I suppose that's debatable. Either way, I left it as is. Enjoy?

* Gestalting has been added as an empathic art - new power!

* Harm has been added as an empathic art - new power!

* Healing 1 has been split into the powers of Healing / Others (skill) and Healing / Self (talent). These powers work the same save for the nature of their target (the empath or anyone else), though the penalty for repeat healing in a twenty-four hour period has been attenuated to a mere -1 CS per - instead of the former -2 CS. This makes it a bit less harsh to use on someone in a serious emergency.

* Healing 2 and 3 have been removed from play, mostly for usability reasons. It didn't seem practical, on hindsight, to make someone take three different healing powers to help others - it kind of detracted from other abilities an empath might want to have. That and the incredibly long times those powers required didn't seem fair in comparison to everything else an empath can now do.

* Healing Dome has also been removed from play. The idea behind this power was a sort of 'team heal', which is perfectly good still. The thing is that I was trying to steer this discipline away from the 'healer' aspect somewhat, and it seemed to contradict what I was going for. Not that a 'healer' is a bad thing, unless you're playing one as a leech in a MMO, but you know.

* Killing Field has been removed from play. The reason for this is that I am attempting to remove powers that are easily redundant in nature; I didn't think there was a need for three different powers that produced anti-life energies (hence the new Death Ray). The area effect nature of this ability is not reproduced in said new Death Ray, but could easily be re-created as a power stunt if one wanted.

* Lifeshaping has been renamed to Essence Control, and has been changed into a talent instead of an art. This is primarily to match the scheme in most every other discipline, where the energy generation power is an art while the associated control is a talent. I also added a range to the power, which it seemed to lack before, that better lines it up with other energy control powers (Near range).

* Moment Reading has been removed from play, because really, it's like a limited form of Empathy. And when you get down to it, with Empathy being the root power of this discipline now, it sort of obviates the necessity of the power in its entirety. I was going to make it like Auscultation, but with emotions, but that's kinda how Empathy works now anyway. So... yeah.

* Mood Swings has been revamped considerably. I almost removed it from play as a result of the reasons I also got rid of Moment Reading, but found a better use for the ability - and thus it stays! It is still a lesser, more incremental form of Emotion Control, but it's now an area effect power, working on everyone within range of it indiscriminately... making it great for managing crowds!

* Pathway has been removed from play. On hindsight, it's seriously something that would've belonged in the psimotive discipline - a one-way dimensional transit? Psimotive. It seemed like a good idea at the time, but overall I don't think it fits in the theme of the empathic discipline any longer... particularly with the new emphasis I'm trying to give it.

* Plant Control has been added as an empathic talent - new power!

* Plant Hybridization / Others has been added as an empathic art - new power!

* Plant Sympathy has been added as an empathic skill - new power!

* Purify has been renamed to Decontamination, and while it has the basic ability it had before, this skill now inflicts power rank Metabolic damage against undead or other anti-life entities!

* Reanimation has been added as an empathic art - new power!

* Recovery has been enhanced slightly, allowing the power to now recover all lost ability scores - not just Endurance. Of course, instead of the obtuse mechanic I used with the power before, it now returns a number of lost ability score points that is equal to its power rank number - none of that odd column shift weirdness I had. Of course, it still counts as healing for the purposes of Endurance loss.

* Regeneration, like Healing 1, has been split into the powers of Regeneration / Others (talent) and Regeneration / Self (art). They're functionally the same of course, again simply altering the target of the power (either oneself or everyone else). This was primarily done to mirror the new power paradigm the healing powers now have, and to better delineate power categories.

* Resuscitation works on the freshly dead up to ten times longer than it did before, but is otherwise the same.

* Retrospection has gained a slight temporal range enhancement, based on the color FEAT rolled when it is used, but otherwise functions the same.

* Revival has been renamed to Resurrection, and enhanced somewhat. There's no real time limit involved with raising the dead, though the difficulty in doing so remains if the body was in particularly bad shape. This mitigates the 'problem' of a resurrector going around and clearing out graveyards, though usually the Plot will handle such things if the bearer of this power gets a bit too rambunctious.

* Rotting has been added as an empathic talent. It was originally a metapsi talent, but upon re-evaluating what the empathic discipline should be all about, it seems a better fit over here. I've gone and given the metapsi discipline a new power to replace it - not a redundancy, don't worry - so at least parity is maintained between the two. Though I almost put Poison here, too...!

* Sidestepping has been removed from play. The reason I did this is that, upon comparing the ability to all the others in the 'new' empathic discipline to be, it didn't seem to measure up at all. Since I've been trying to give this discipline a lot more 'oomph' in comparison to the others, this is one of those important considerations (besides redundancy), which is why I nixed this one.

* Touch of Death has been combined with Death Ray - the former is now a limited form of the latter.

* Transformation / Others has been added as an empathic art - new power!

* Vitality has been renamed to Age Control / Others, and has been altered considerably. It's now 'mostly' a temporary effect, and can either increase or decrease the age of others by a wide margin. Of course, allowances have been made for the occasional permanence of the ability, since such effects do occur in fiction after all. Of course, this necessitated it being upgraded to a talent.

* Vivification has been added as an empathic art - new power!

Metapsi Powers

The metapsi discipline didn't need a whole lot of changes - unlike many other disciplines, this one was rather rock solid. The 'root' power of the discipline was fine, as were most of the powers themselves. While a few redundancies were eliminated, most abilities that I decided to change have actually been augmented to an extent - some more than others - to shore up a few minor shortcomings.

* Acidic Touch has been renamed to Corrosion, and the modifier against organic matter has been changed to -4 CS.

* Adaptation has been renamed to Environmental Adaptation, and has been expanded upon slightly. It now details just how many changes one can make in response to new environs, as opposed to simply assuming one can make all the necessary changes no matter what power rank they bear in this ability.

* Adrenal Boost has been modified such that, after a boost wears off, the Strength penalty is twice the duration of its enhancement - quadruple when used at the same time as the adrenal surge quirk. Similarly, the power caps out at +1 CS (+2 CS with the aforementioned quirk), as it no longer has a power rank to speak of. It just gives a simple modifier instead of a 'whichever of the two is higher' option now.

* Adrenal Vampirism is mostly the same, though the possibility of unconsciousness through the use of this power has been added.

* Age Modification has been renamed to Age Control / Self.

* Armor has been renamed to Body Armor.

* Biocontrol has been removed from play, to be directly replaced by Unyielding Will (basically the Iron Will power). The reason I did this is because the new version of the ability is a lot more streamlined, and allows a player to get by without a serious knowledge of biology. Of course, one can still develop the 'old' version as a power stunt if they want, I suppose. Either way, the power is still a skill.

* Biological Vampirism has been added as a metapsi art - new power!

* Chameleonskin has been altered such that it either provides blending, per the original version, or transparency. Functionally either effect is the same, but both work in two different fashions. Of course, I also changed the name to Blending - 'Chameleonskin' is one of the last artifacts of my 'smashing two words into one to sound neat' names for things, and I thought it was time to retire it.

* Combat Sense has been removed from play, because really, the equivalent psipathic power Combat Edge completely outdoes it. As such, I've introduced that ability as a metapsi skill (to match its equivalent psipathic weight) to replace the metapsi art Combat Sense - so it's a sort of net improvement to the power overall. Even if it's a replacement kind of thing.

* Death Field has been removed from play, as it doesn't really fit the 'theme' of the metapsi discipline. Any sort of life force manipulation is something that belongs more in the empathic discipline, really, even if the empathic version of this power (of which this was a precise clone) has also been removed from play (albeit for completely different reasons).

* Detachable Parts has been added as a metapsi talent - new power!

* Disease essentially works the same, but has been greatly clarified as to what one can and cannot do with it. Instead of harboring germs and whatnot in one's body, the wielder of the power simply creates them on the fly, as if it were a very localized version of Organism Generation, doing so inside someone they're touching. Also added the option of someone developing natural immunity to the plagues inflicted by this power.

* Dyad has been added as a metapsi skill - new power!

* Energy Absorption has been upgraded a bit. The 'pool' of energy one can store has been increased to five times the power rank number, the 'explosive discharge' upon exceeding that cap has been removed, and one can now 'pad' their Health scores (if already full) until they are twice the normal sum of one's Fighting, Agility, Strength, and Endurance scores. We aim to please!

* Energy Transformation has been replaced by Transformation / Self. This is a serious upgrade to the power proper, allowing one to transform into anything, not just energy. I did this because there didn't seem to be any metapsi power that lets one actually change their composition in a material sense, and I'd worked up the transformation power as a spell earlier. So hey, enjoy the addition!

* Enhanced Senses has been renamed to Super Senses, and has been reduced in effect slightly. The minimum bonus is one's Intuition +1 CS instead of +3 CS. However, one need not 'maintain' multiple senses at once - all of them chosen upon first acquiring the power count as but one maintained power now.

* Ethereality has been renamed to Intangibility, and has been cleaned up in function a bit. Objects of sufficient m.s. can block an intangible character now (along with powerful enough force fields and such), but the kludginess of the resistance to physical and energy attacks has been streamlined into all-out immunity (because how often do you see a Class 3000 physical attack anyway?)

* Grace has been added as a metapsi talent - new power!

* Growth has been vastly expanded in scope. Instead of having the degree of growth be a divisor of the power rank number, the concept of size factors has been introduced. The rank one uses Growth in will determine one's size factor, which determines both one's resultant size as well as a variety of modifiers such an enlarged individual has against normal-sized foes.

* Illusory Presence has been renamed to Imaginary Doubles. Furthermore, the power now allows one to make more than one double image of themselves - one for each power rank number, in fact! Mind you, it now takes a red FEAT roll to create a double of different appearance than oneself.

* Intangibility has been moved here from the psimotive discipline. With the redefinition of the old Phase Shift power into this one, it made more sense here.

* Lethality has been added as a metapsi art - new power!

* Lifeform Compass has been renamed to Biological Sense, and has been redesigned. Instead of a sort of tracking power, it can now identify all living things within its range, and doesn't become more difficult the less familiar one is with entities within its sphere of influence.

* Kinetic Absorption has been added as a metapsi art - new power!

* Longevity has been expanded upon slightly, though functionally it's the same as before. The difference between someone who has had the ability all their life and someone who gained it later in life is explained more fully, but there's no mechanical difference for a psi, really.

* Mass has been renamed to Density Control.

* Mass Anchor has been renamed to Imaginary Mass.

* Metabolic Focus has been slightly enhanced, such that the duration of a boost it provides has been extended to 1d10 turns for any power it is applied to, not just maintainable powers (instantaneous abilities used to be for one use only).

* Organs is almost the same, save for a few additional example organs added for the sake of, well, examples.

* Outlook Perception has been renamed to Philosophical Sense.

* Pain has been changed to a metapsi skill instead of a talent, as it just seemed less 'weighty' than the other talents on retrospect. The rules for how it works have been cleaned up a bit, reducing CS modifiers and whatnot that I never got around to properly explaining anyway. Added the ability to affect either one target or everyone within Very Near distance - something of an upgrade, really.

* Personal Healing has been renamed to Regeneration / Self.

* Plasticity has been added as a metapsi talent - new power!

* Poison has been added as a metapsi talent - new power!

* Resistance 1 has been renamed to Resistance. It's basically the same, but the prohibition against Deionic attack forms has been removed.

* Resistance 2 has been renamed to Greater Resistance. It is mostly the same, though the ability to resist deionic and warping attacks has been added, and there's no prerequisite involved now.

* Resistance 3 has been renamed to Invulnerability, and has had its 'prerequisite' removed.

* Rotting Touch has been renamed to just Rotting, and the modifier against inorganic matter has been changed to -4 CS. Of course, I also removed it from this discipline entirely, to make it an empathic power. It seems to 'fit' that discipline better, what with its emphasis on tinkering with other life forms. Of course, I've replaced it with the all-new Poison power. So it's a fair exchange.

* Self Sustenance 1 has been rendered moot by the creation of Environmental Independence, and thus has been removed from play.

* Self Sustenance 2 has been renamed to Environmental Independence, and has been vastly redesigned. This power now covers all the biological needs that Self Sustenance 1 and 2 provided previously, all rolled into one power. Furthermore, the durations have been evened out to come in hours, as opposed to the days of the former Self Sustenance 1. Of course, the option for permanence has been added to the power as well.

* Shape Change has been expanded upon slightly. It is identical in raw ability between the old and new versions of the power, but details have been given about what one can and can't do with Shape Change by itself. Of course, suggestions to bypass all of those 'can't' limitations have been suggested, most of which involve the use of other, related powers (all metapsi abilities, of course).

* Shrinking has been slightly modified. The ability still works in the same fashion, but the idea of size factors have been introduced to demonstrate the combat modifiers involved with fighting people of differing size classes (as was the case with Growth, above).

* Super Speed has been added as a metapsi art - new power!

* Suspended Animation has been renamed to Stasis, and has been given a flat cost, as a rank is really inapplicable to it. Functionally, this skill is the same.

* Toxic Awareness has been renamed to Atomic Sense, and been given a considerable upgrade. Instead of 'just' detecting poison, it can be used to 'sniff out' any compounds really, whether poisonous or otherwise, in one's area.

* Visual Sensepatterns has been renamed to Super Synesthesia, and has been slightly upgraded to allow a metapsi to interpret any one sense's data by another sensory processor, depending on their whims.

* Zest has been added as a metapsi skill - new power!

Psikinetic Powers

The psikinetic discipline of power was actually working rather well, overall. I've added a few powers, and modified a bunch of other ones, but I didn't need to make many serious alterations to the form and function of this power grouping. I think I've shored up the few problems I saw with the psikinetic discipline of power, and made it arguably even more useful than before.

* Anti Matter has been renamed to Antimatter, and has been expanded upon a bit. The basic function of this power is identical, but the 'prerequisite' ability - included as a sort of nod to some other game system I think - has been removed. On the other hand, the force field ability is required to perform the more dangerous functions of this power (compared to its normally dangerous functions, that is).

* Body Control has been changed slightly, where the victim(s) must resist with Endurance instead of Psyche, since it's more of an animation of their tissues instead of telekinetically forcing them about, really.

* Collection has been changed into a psimotive power (see below).

* Concussive Strike has been renamed to Kinetic Focus, and has been transformed into a skill instead of an art. Simply 'hitting someone hard' didn't seem to stack up with abilities such as changing the atomic structure of something into something else, warping the topography of an item beyond recognition, or even transforming energy into matter or matter into energy. Sorry 'bout that.

But! While the AP effect has been removed from this power, the ability to use it to simulate super human Strength has been added.

* Deflection has been redesigned. It no longer allows one to just disregard green to-hit results, but instead applies a global CS reduction to those targeting its wielder.

* Disintegration has been expanded upon a bit, showcasing just how lethal an ability it really is. The m.s. restriction on inanimate matter has been removed, as well.

* Energy Control has been changed such that there are now psimantic and superpsi 'versions' of the power; they're the same power, it's just that those disciplines now have access to it, as a sort of counterpart to the 'combined' energy generation ability. Oddly, these 'counterparts' didn't exist before, so this is just a change to energy control itself, and not to any other powers (so, new powers, sort of?)

* Energy Generation has been combined with the superpsi power Psionic Energy Generation and the psimantic power Magical Energy Generation - they're the same, really, save for the 'pool' of energy forms they can be used to generate. Simply noted that what one can make depends on what discipline of power the art is mastered within - and left room for multiple disciplines at the same time. Check it.

* Energy Projection has been added as a psikinetic art - new power!

* Energy Reading has been renamed to Energy Sense, and has been simplified somewhat.

* Flawfind has been renamed to Flaw Sense, and has been rendered much more useful (I think, anyway).

* Flaying has been demoted from being an art to a talent, but otherwise works the same.

* Force Field has been expanded somewhat, giving a lot more detail to its use than merely providing defense. Exceptions for its listed protection ratings also allowed for origin types (magic force fields provide magic protection, and so on).

* Friction Control added as psikinetic talent - new power!

* Hardening has been renamed to Object Hardening, and the duration of hardening with yellow FEAT rolls have been altered slightly (for less math). The general duration when affecting living targets has been expanded to match that of inanimate objects also (save for permanent results).

* Illusion has been renamed to Image Projection, and has had the ability to generate sound added, while removing the ability to 'stunt' in other sensory aspects (these come with different abilities). I've also made it an art, a bit of a promotion of its overall weight compared to the psipathic talents in general.

* Inertial Dampening has been renamed to Damage Reduction, and increased in scope somewhat. It can now come in more than 1 CS or 2 CS ratings, but each CS costs the character a lot of points (or one power slot). The power now lines up with the 'stock' Universal Heroes version of this ability (so basically, the changes to Deflection have also been made on this power).

* Invisibility / Others added as a psikinetic talent - new power!

* Item Generation has been renamed to Matter Generation. It has been expanded upon somewhat, reducing the Health point penalty from one point per ounce to one point per turn the power is used, though the lost Health doesn't magically return in a day - it must heal like any other damage. A method of bypassing this penalty entirely, via use of disintegration to fuel the power, has been provided as well.

Also expanded the actual amount one can create at a time, both during a turn and allowing for the creation of an object over multiple turns if necessary.

* Kinetic Energy Control added as a psikinetic art - new power!

* Matter Duplication has been added as a psikinetic talent - new power!

* Matter Rearrangement has been renamed to Topological Control, and has been altered considerably. The difficulty for altering items has been changed, based not on the m.s. of the item to be warped so much as the result its wielder is going for. Also, the prohibition on using this art on living tissues has been removed, making it much more dangerous in scope (though this is usually a temporary change).

* Molecular Alteration has been renamed to Transmutation, and its effects have been streamlined somewhat for ease of use, and general consistency.

* Nanovision has been renamed to Microscopic Vision, and has had its effects clarified slightly (for less math during play).

* Object Charge has been demoted to a skill level of utility, but is otherwise the same.

* Object Cooling has been added as a psikinetic skill - new power!

* Object Projection has been added as a psikinetic talent - new power!

* Object Sympathy has been added as a psikinetic talent - new power!

* Object Warming has had the damage it inflicts against living beings aligned more with the damage rating of object cooling to start. The original idea was that it would work with existing heat which was ostensibly of Typical (6) intensity, but on hindsight it seemed that such natural heat isn't damaging, per se, while adding column shifts worth would be where the actual physiological harm came into play.

* Object Weakening has had the duration evened out somewhat, not lasting a random number of turns so much as recovering 1 CS of lost m.s. each turn upon the power's deactivation.

* Optical Invisibility has been renamed to Invisibility / Self.

* Optical Sidestepping has been renamed to Sidestep, and has been reduced from a -4 CS reduction 'to hit' to a -2 CS, as the newly redesigned Deflection ability took over that 'niche', primarily speaking. Of course, this power still has a specialized use against to-hit rolls, and this use can stack with Deflection nonetheless, making for a nice 'double whammy' - especially in melee.

* Perimeter Vision has been renamed to Circular Vision.

* Power Dampening has had its restriction against abnormal energy forms removed - it now affects all energy equally (even Deionic stuff).

* Power Vampirism has been renamed to Energy Vampirism, and has been promoted to the level of psikinetic art - it fits better. This is because the power has been redesigned with the new, vampiric power paradigm in mind.

* Propulsion has been added as a psikinetic skill - new power!

* Psychometry has had its temporal range altered somewhat. Instead of being dependent on a flat amount of years, psychometry now is limited in how far back it may look based on the number of people who have handled it - and when.

* Remote Feeling has been renamed to Clairtouchence, and given a staggering upgrade in range - to match the other clair* powers. Furthermore, the power has been made available to both psikinetics and psipaths. I know the proper term for this ability is clairsentience, but a) I already used that as a spell name, and b) clairsentience can also refer to general psychic powers, so I fudged it.

The literal translation is 'clear touch' for clairtouchence, as opposed to 'clear feel' for clairsentience. Close enough?

* Solidification has been renamed to Energy Cohesion, and has been made semi-permanent in nature; energy sources so solidified need not be maintained to remain extant any longer. But, they can still be broken or voluntarily returned to normal.

* Telescopic Vision has been added as a psikinetic talent - new power!

Psimantic Powers

The psimantic discipline of power has been slightly reconfigured. It now tries a little harder to get to the heart of magic itself, which is a manipulation of probabilities to achieve effects which are highly improbable - but not impossible. The discipline has been streamlined considerably, and a bunch of new powers designed to alter reality itself have been added to the mix - to better fit its new design.

* Analysis has been removed from play. About half of its function has been taken by the new Magic Sense, so it has been rolled into the new Flux Analysis ability - itself a combination of bits from the old Analysis, Psychoturgical Awareness and Thaumaturgical Retrospection abilities.

* Anti Magic Aura has been removed from play. The reason for this is that it stepped on the toes of the Force Field power somewhat, and I am trying to make each power seem like a more viable pick by stopping unnecessary repetition from one discipline to another. If one wants a like ability, they can learn it as a power stunt or perhaps as a spell earned via the Casting power. See, not so hard!

* Anti Magic Beam has been renamed to Antimagic Generation.

* Anti Magic Field has been removed from play. Its function could presumably be recovered as a power stunt of the Antimagic Generation ability, but such wide-ranging attack powers don't 'feel' right for psionics - they're more in character for a magical spell (such as the Eldritch Blast).

* Bad Luck has been combined with Good Luck, and rolled into the Luck power as a psimantic talent (I was going to make it an art, but some of the new powers kinda sorta outclassed even this one - seriously!)

* Buttress has been added as a psimantic talent - new power!

* Casting has been elevated to be the new root power of the psimantic discipline of power. It exemplifies what the discipline is all about, while being rather useful at the same time. In essence, anyone mastering this power becomes a spell caster in addition to a psi, thus making anyone serious about mastering this discipline a true psychoturge - it makes sense, overall, and matches the utility of the other root powers.

* Causality Control has been added as a psimantic art - new power! Almost... an ultimate power, at that.

* Distortion Aura has been removed from play. This has been done to match changes done within other disciplines to reduce redundancy, rolling all three 'distortion' powers into a singular ability, Flux. That and, like Anti Magic Aura, this power was stepping on the toes of the powerful defense the Force Field power provides its wielder - that redundancy thing cuts in more than one direction, you know.

* Distortion Beam has been renamed to Flux, and has been rewired somewhat. It can affect anything within Very Near distance of its wielder, which may or may not be enough to prevent contact with the object(s) so contaminated. The mechanics of Probability Fallout (the renamed Thaumaturgical Fallout) have been expanded upon somewhat, with an example as well as durations spelled out for ease of use.

* Distortion Wave has been removed from play. This has been done to match changes done within other disciplines to reduce redundancy, rolling all three 'distortion' powers into a singular ability, Flux.

* Energy Control, from the psikinetic discipline, has been made available to the psimantic discipline as well, where magical energy forms are considered. This works the same was as the 'new' psikinetic energy generation art does, except where controlling the energy is involved. This power did not exist for psychoturges at all in the old rules, so consider this a new capability (if not a new power, per se).

* Entreaty has been removed from play. This psimantic art sort of gave characters the ability to entreat entities of great power for aid in a pinch, offering CS bonuses to existing abilities, eventually including spells one can learn related to said entity. The problem is that this ability is now shared by all spellcasters - and the Casting art makes a psi a spellcaster, so it's entirely redundant these days.

On the other hand, if you have Casting (like you probably should, now), you sort of get this power for free!

* Extend has been added as a psimantic talent - new power!

* Fallout Absorption is mostly the same, though notes on just what a character can (or, at least, should) do with the absorbed Probability Fallout have been added.

* Future Control has been added as a psimantic art - new power!

* Good Luck has been combined with Bad Luck, and rolled into the Luck power as a psimantic talent (I was going to make it an art, but some of the new powers kinda sorta outclassed even this one - seriously!)

* History Control has been added as a psimantic art - new power!

* Logos has been added as a psimantic skill - new power!

* Magical Absorption has been renamed to Thaumaturgical Absorption.

* Magical Energy Generation has been rolled into the psikinetic Energy Generation power - an art which is available to this discipline now as well. The 'new' Energy Generation has notes on how to determine what kind of magical energy form a psychoturge can learn to generate upon gaining the power - or later on, as a power stunt. This was done to prevent unnecessary redundancy in the power rosters.

* Magicsensing has been renamed to Magic Sense, and works slightly differently. It no longer has a set, one mile range, instead functioning on the Middle range table. This makes it slightly less effective at lower ranks, but by far exceeds a mile once one hits at least Remarkable (30) rank. Also, the 'planet wide' sensing of high octane magic is gone now, sorry.

* Magicshaping has been renamed to Spell Control. The 'magical energy control' portion of the power has been stripped, instead being given to the new Energy Control power (imagine that), but the functionality is otherwise the same. Of course, this power has been demoted to the status of a talent, to match it up with the superpsi equivalent - that being Psionic Control.

* Mystic Invisibility has been renamed to Sorcerous Invisibility, and is a lot more involved than before. Instead of just making the use of magic invisible, the power now cloaks it in illusion, making its use appear to be a more mundane counterpart to the action at hand - thus, less likely to expose the minds of ordinary folks to mind-bending phenomenon when the psychoturge wields their mystic abilities!

* Native Guise has been renamed to Dimensional Attunement, but otherwise works the same.

* Nativity has been renamed to Nativity Sense, but still works the same. Of course, this skill has been shared with the psimotive discipline as well - it seems to fit equally well there, after all.

* Nimiety has been added as a psimantic art - new power!

* Override has been added as a psimantic art - new power!

* Power Source has been removed from play. Like entreaty, this skill is an ability all spellcasters now possess, which makes it sort of redundant. While this ability mainly draws upon non-sentient sources of power (hence the name), it's the same thing - as a spellcasting entreaty can work with sentient or non-sentient energy sources. So, since it's totally redundant, I had to make it go away.

On the other hand, if you have Casting (like you probably should, now), you sort of get this power for free!

* Proxy has been added as a psimantic skill - new power!

* Psychoturgical Awareness has been removed from play. The idea behind this change was to make Casting the new 'root' power of the psimantic discipline, since I'm trying to make each root ability a much more vital and preferable power to wield. The parts that were not 'filler' for the sake of having a root power have been rolled into Flux Analysis, however, so all is not lost.

* Reassignment has been added as a psimantic art - new power!

* Reprise has been added as a psimantic talent - new power!

* Sorcerous Attenuation has been added as a psimantic skill - new power!

* Spell Duplication has been renamed to Variable Sorcery. It has been considerably altered as well, in that its wielder can only copy one magical power at any given moment, replacing it with a new one when the power is wielded again. This was done to match the equivalent spell, and also requires that I upgrade this power to an art instead of leaving it as a talent (to match the other 'variable' powers).

* Spell Enhancement has been renamed to Sorcerous Amplification, and has been demoted to a skill (to line up with powers in other disciplines, such as Psionic Amplification).

* Spell Magnet has been renamed to Magic Magnet. It's basically the same, though it can now attract magical power effects in addition to actual spells.

* Spell Trigger has been renamed to Contingency, and is essentially that ability from the Book of Magic. You may have noticed that a lot of the magic spells I put together were based on various psimantic abilities. What you're seeing here is that work adapting the old Manual's powers into spells feeding back into the new Manual - it's sort of like a feedback loop of awesome, or some such.

* Temporary Spell has been renamed to Transient Magic. The power has been altered somewhat, in that it no longer has a Karma cost to operate (which may make it much more desirable to use), and all powers it can bequeath to an inanimate object will last for 1d10 turns, instead of the split sort of way it was done before. Some abilities now have more time and some have less, but at least it's simpler.

* Thaumaturgical Retrospection has been renamed to Flux Analysis, and has been changed considerably. Since about half of its function has been taken by the Magic Sense ability, Flux Analysis combines aspects of three separate powers: Psychoturgical Awareness (nixed), Analysis (nixed), and of course Thaumaturgical Retrospection proper - weaving the 'leftovers' of these three abilities into one solid psimantic skill.

* Thaumaturgical Vampirism, like the other five vampiric powers in the Manual of the Psi, has been upgraded to match the new vampiric power paradigm for the Universal Heroes rule system. This has involved explaining how it works in much greater detail, along with the consequences for abusing the power, and the process of inadvertently (or intentionally!) creating thaumaturgical vampires.

* Warding has been removed from play as a psionic. The idea is that this is a uniquely magical power, and that I want it to stay that way. A psychoturge can pick up the spell through the use of his discipline as it is, so why duplicate it with a like power? I'll be keeping 'copies' of spells that alter other spells, but abilities like this don't need to be replicated - it just jumbles everything up when I do.

Psimotive Powers

A large part of the problem with this discipline involved a bunch of powers which were seemingly redundant and/or pointless plot kibble. I have nixed a bunch of these and streamlined a lot of the others. I also gave the discipline a more effective 'root' power in the form of Teleportation, so that players don't feel they're shoe-horned into taking a 'useless' power to master this discipline proper.

* 7-D Anchor has been renamed to (just) Anchor. The power has been expanded slightly to make it match the spell of the same name (which had its magic-specific parts removed to let it serve as a dual explanation). I suppose the Endurance +3 CS bit has been removed from the power, since I wanted its mechanics to rely upon itself, but otherwise it's the same.

* 7-D Awareness has apparently been removed from play. I couldn't remember what I'd turned it into in the 'new' Manual, so I consulted this page after the fact to remind myself what I'd done with it, only to see that I didn't actually have any notes regarding its ultimate fate. Whoops. But at least the discipline has a much more immediately useful 'root' power, right?

* 7-D Memory has been renamed to Locational Memory. I almost nixed this power, since it at first seemed quite similar in nature to the Locational Sense power in this same discipline. However, there's enough of a difference in both use and function that I figured it wouldn't hurt to leave it there. In fact, the two powers seem primed to work in tandem to help someone never get lost!

* Aging Control / Others, formerly just an empathic ability, has been added as a psimotive talent - it kinda fits.

* Aging Control / Self, formerly just a metapsi ability, has been added as a psimotive skill - it also fits well.

* Anti Gravity has been renamed to Antigravity (big change, I know). The power essentially works in the same fashion, I simply expanded on the description a bunch, since I hardly had anything there to begin with. For one thing, I delineated the range at which it works, and added a power stunt or two - though one new stunt was a replacement for another I nixed, truth be told.

* Area Sense has been removed from play. The reason I did this is because this ability seemed to have a hodge-podge of uses that were duplicated by other powers. While the power was perfectly all right in its own regard, I didn't want it 'stepping on the toes' of other powers like Atomic Sense, Spectral Sense, and forth. Why water them down?

* Astral Body has been removed from play. The reason I did this is because the power offered an incredibly 'niche' ability. Realistically, if one were to travel to the astral plane physically (for a given value of realism), their bodies would 'translate' into astral matter anyway, since real matter can't exist in that plane anyhow. So, since this was more or less redundant, it got the axe. Sorry!

* Attack Portals has been renamed to Offensive Portals.

* Banishment is now an art instead of a talent, and works a bit differently than before. The possible results the power can produce have been expanded upon, including momentary banishment (1d10 turns), encounter banishment (1d100 turns), permanent banishment (to a random plane), and permanent banishment (to a plane of the banisher's choice). I think this is an improvement overall, since it's more versatile.

* Between has been modified slightly. The power still functions in the same fashion, namely in the infinite expansion of various non-adjacent travel powers. However, an element of risk has been (rightly) added to the use of the power, since one is hopping into the blender of creation, the very scaffolding of the multiverse, for personal gain. Ultimately, this 'risk' is a gateway for the Judge to drop people into surprise adventure!

Or, you know, grinning evil death. Either way.

* Bilocation has been added as a psimotive skill - new power!

* Body Warp has been removed from play. Browsing the metapsi discipline, you might find the Detachable Parts power, which allows one to perform the same basic tricks, without all sorts of portal trickery. I do b'lieve this was based on the 'Anatomical Separation' power from the old UPB, but with the other power now being firmly established, this one seems kinda redundant, so I nixed it.

If using the 'old' rules, one can easily wire it in as a power stunt to any number of other psimotive powers involving portals or rifts or whatnot, however, so all is not lost.

* Chaos Shift has apparently been added as a psimotive talent - new power? It costs eight points, as it has no rank to speak of. It's sort of new, I guess, as it borrows bits of Desynchronization that I felt were salvageable.

* Collection has been renamed to Aggregation, and has been changed in a variety of ways. It was originally devised as a telekinetic variant on the old UPB ability, but on hindsight I found that was a silly notion. Thus, it's been built more like the original in theory, making it more suited to the psimotive discipline of power (hence its being moved over here from the psikinetic discipline).

* Compass has been renamed to Compass Sense, mostly because I wanted it to match the general naming pattern of other sensory abilities. It functions the same, though. This power almost got cut, like the area sense, since I felt that it was mostly duplicated by other abilities. On second thought, however, it seems just distinct enough to hang onto for now. I may change my mind by version 5 of the manual, but it stays for now.

* Desynchronization has been removed from play. The reason I did this is because the basic effect of the power is duplicated by Deflection, the psikinetic power among powers. It is also duplicated by the new Chaos Shift, which inflicts a like penalty on others for momentarily phasing in and out of time rapidly (if that's the way one chooses to use it), and even offers better bonuses overall. So, redundancy. Sorry!

* Dimensional Aperture has been renamed to Portal, and its functionality has been altered. In its 'default' state, portal can simply make two-way doorways between points in the same universe. By increasing its base cost by one point per rank, one can add the ability to increase its range to other planes or times - or add both by adding two points to its base cost (for four points per rank).

* Dimensional Displacement has had its rules streamlined a bit, negating the differing effects based on the size of an object passed through. The actual damage caused has been streamlined a bit as well, though differing secondary results occur based on whether the object is animate or inanimate. I also added bonus tricks to use with the power, when shedding one's temporal dimensions with the ability.

* Dimensional Transit has been added as a psimotive art - new power!

* Dimensional Window has been renamed to Universal Windows. Also, the requirement that one 'learn' new locations like one would when physically traveling to new dimensions has been removed, since that unnecessarily bogged down the power. Why learn a stunt to spy on a locale when you could just learn how to go there directly, instead? Hopefully this will make it much more desirable a power.

* Gravity Warp has been renamed to Gravity Control. The power fundamentally works the same, though I have expanded upon its 'basic' uses some, as well as streamlining the example power stunts a tad. Enjoy!

* Isolation has been renamed to Quarantine - and not just because I wanted another power that started with 'Q'. Yeah, that's the ticket. The power otherwise works exactly the same as before.

* Internal Universe has been added as a psimotive talent - new power!

* Mindscaping has been renamed to Mind Walk, and has a bit more detail about what it entails - though it otherwise works the same.

* Multiversal Shift has been removed from play, as it's sort of a 'fifth wheel' power. The whole concept behind it was that there are multiple multiverses - four to be precise - and each had a different combination of 'positive' and 'negative' space and time (ours, for instance, has positive space and time). But really, the other travel abilities could be used to do the same if called upon to do so, which renders this ability kind of superfluous.

While I personally put this concept into play in my games, there was no real distinction for players to make between being in another dimension within their own multiverse and in another dimension in another multiverse - it was excess window dressing, when one got down to it. Time and space may be 'negative' there compared to their own, but they'll still function as if everything were normal. So yeah, removed to avoid pointless plot kibble.

* Nativity Sense has been added as a psimotive skill - new power! This is technically a psimantic power, of course, but it was shared with this discipline since it 'fits' so well - arguably better, really.

* Planar Control has been added as a psimotive art - new power!

* Phase Object has been removed from play. The reason I did this is that Phase Shift's replacement, Intangibility, incorporates all of this power's functionality. It's just a matter of redundancy here, really. And, what with the changes to Phase Shift / Intangibility, it just doesn't make sense here any longer, anyway.

* Phase Shift has been renamed to Intangibility, and basically functions the same. However, the whole deal about percentages of alignment with one's current universe have been removed (more of that pointless plot kibble). Oh, and did you know? It's a metapsi power now, since it's more about matter types than planar weirdness.

* Proximity Warp has been removed from play. This ability had both the form and function of Deflection (an ability duplicated a few times in this discipline, in differing ways). It is wholly redundant, what with me trying to give each distinct power more weight by being unique and all, so it had to go. Apologies.

* Psimotive Invisibility has been removed from play, mostly because the power can be duplicated with the 'new and improved' form of Dimensional Displacement - it allows a stunt which lets a body compact themselves into a zero dimensional 'point', thus disallowing any interaction with anything else that isn't in a similar state. Hence, effective psimotive invisibility. So, you know, this became redundant. Sorry!

* Space Warp has been renamed to Space Control. It essentially functions the same, but has been expounded upon somewhat (to give one more ideas with it).

* Teleport Others has been renamed to Teleportation / Others, and has been greatly expanded upon. For some reason I only listed about a sentence or so for this power previously, when it's a lot more involved. I think I assumed people would use normal teleportation rules for it, or something. Either way, I spelled out the mishaps one can have with this power - or inflict upon others.

* Teleport Self has been renamed to Teleportation, and is now not only an art instead of a talent, but is the 'root' power of this discipline. This was done, of course, to make the 'core' power of this discipline more practical an ability - as well as less of a pain to take. Not that the old one, 7-D Awareness, was a bad power per se, but it lacked the dramatic flair of, say, telekinesis or telepathy.

* Temporal Crossing has been removed from play, as it has been rendered moot by the existence of Dimensional Transit. That 'new' power allows one to travel to other universes, whether crossing the 5th or 6th dimension to do so. This, then, makes this ability unnecessary, so it's no longer in play. If one has this power via the 3rd edition Manual, they can 'upgrade' it to Dimensional Transit easily enough however.

* Temporal Static has been downgraded to a talent, being directly swapped with Banishment - since the latter has a (naturally) larger 'banishing' component. This was also done to make the power better match the energy control talent present in several other disciplines, as it can be used to shape the temporal potential it collects in a similar fashion.

* Temporal Tinkering has been renamed to Time Control. It's also been slightly modified, as the target(s) are no longer allowed an Endurance FEAT roll to resist the effect - doing so now requires resistance to warping or time control itself.

* Temporal Window has been renamed to Temporal Windows. I also upgraded the power a bit though, allowing it to look backwards or forwards to an infinite degree - this was to match Universal Windows, which similarly has no real restraint on what it can view (its limitations were also culled with the update to the new Manual). Hopefully this, too, will make the power a more desirable pick.

And not just so you can watch your favorite programs before everyone else, either.

Psipathic Powers

Like the psikinetic discipline, the psipathic discipline of power was for the most part running well. I saw the opportunity to tighten it up a bunch, mainly by streamlining a lot of power descriptions - and explaining a bunch that were kind of vague. A few powers have been added, while a rare few have been removed, but I think overall the 'flow' of this discipline is even better. Enjoy!

* Astral Projection has been slightly altered, removing any reference to a 'silver cord'. I'm not sure why I considered such a thing necessary before; after all, I hated that in other gaming systems, since it seemed like an invitation for Judges (or whatever) to just capriciously kill a character willy-nilly with an easy out. So yeah, I removed that entirely.

* Charismatic Aura has been renamed to Charm, and has been basically redesigned. Instead of just upping one's Psyche (presence) score, its effect is defined a bit more in depth - and lines up with the new spell of the same name.

* Clairalience (remote smelling) added as a psipathic talent - new power!

* Clairaudience has had the sonic damage throughput removed, as well as a staggering increase in its range.

* Clairgustance (remote tasting) added as a new skill - new power!

* Clairtouchence (remote touching) added from the psikinetic discipline of power as a psipathic skill (it's a part of both disciplines now).

* Clairvoyance has had the optical damage throughput removed, as well as a staggering increase in its range.

* Clarity added as a psipathic talent - new power!

* ESP has been renamed to Auscultation, and has been given a considerable enhancement.

* Forgetfulness added as a psipathic talent - new power! This simply required my altering the spell of the same name to be more generic, and less spell-like in its 'flavor' text.

* Fugue has been added as a psipathic skill - new power! Sure, it took three years to add it into the power rolling tables, but what can you do?

* Group Link added as a new art - new power!

* Hallucinate has been renamed to Illusion Projection.

* Invisibility 1 has been renamed to Psychic Invisibility, and has been upgraded to the point that it has mooted the existence of Invisibility 2. This power has been upgraded as a result, being made an art instead of a talent.

* Invisibility 2, as mentioned above, has been removed from play (obsolescence).

* Languages has been renamed to Linguistics, and has been expanded upon somewhat - including notes for codebreaking uses. On hindsight, it seemed a better fit as a superpsi power, but instead of moving it, I just made the ability available to both disciplines.

* Learned Edge has been renamed to Combat Edge, and now matches that spell in capability (as it, too, stacks with the Fighting Logistics quirk).

* Lie Detection has had the resistance FEAT roll removed when someone isn't specifically guarding their thoughts (sort of lining up with Auscultation).

* Lifelink has been renamed to Sensory Link, and has been expanded on to make it similar to mind link in potential duration. Also made allowances for one using it to link two others (the person wielding life link need not be one of those sharing sensory data any longer).

* Loathing basically works the same, though an added FEAT is now allowed to resist inflicting violence (Karma saver).

* Mental Transfer has been renamed to Mind Transfer, and has had its durations fidgeted with a bit.

* Messenger has been renamed to Sending, and was given a considerable enhancement in range and overall utility.

* Mind Control 1 has been expanded upon somewhat, made a bit more useful in a long-term sense. Oh, and renamed to just 'Mind Control'.

* Mind Control 2 has been renamed to Crowd Control.

* Mindlink has been renamed to Mind Link. Big change, eh?

* Mindlock has been renamed to Mind Lock, and given the option to work either instantaneously or in a maintained fashion.

* Mindwipe has been renamed to Mind Wipe, and given something of an upgrade. It's no longer limited by a number of days per use (which just seemed to encourage a lot of repeat die rolls), and is always permanent in nature now.

* Pause has been renamed to Caesura, and was given the added effect of preventing multiple actions in a given turn while under its influence.

* Possession has been expanded upon somewhat, to distinguish it from 'ordinary' mind control a bit more. Oh, and it's been upgraded to an art instead of a 'mere' psipathic talent.

* Postcognition's temporal range has been improved considerably, and the CS bonuses have been modified slightly.

* Precognition has been greatly modified. Its temporal range is the same, but I have added the requirement for a built-in limitation of the player's choice, as well as a few details about changing the future - or not. The bonus for using precognition on oneself has been removed, as have about thirty annoying linguistic tics from the original power description.

* Psychic Invisibility has been renamed to Mental Invisibility, moved to the superpsi discipline (see below).

* Psychic Probe has been expanded upon somewhat, adding deleterious effects of its use on others, as well as effects on non-sentient, free-roaming psi phenomenon.

* Psychic Vampirism has been renamed to Psionic Vampirism (and heavily overhauled to match the new vampiric power paradigm).

* Sensory Confusion has been renamed to Sensory Distortion, and has had an added penalty to specific Intuition FEAT rolls added.

* Sensory Link has been renamed to Sensory Projection.

* Sensory Reception added as a psipathic skill - new power!

* Sleep now affects everyone in its wielder's area, not just one target.

* Stutter has been renamed to Jumbling.

* Subconscious Rise has been renamed to Ego Suppression, and has been given supplementary resistance rolls (Karma saver) in the face of truly distasteful actions one might undertake while affected.

* Super Hypnosis has been renamed to Mesmerism, and matches the new version of that power (net improvement to its function).

* Telepathy has been overhauled, to better allow it to work as the 'root' power of the psipathic discipline. One can use it to contact a vastly larger number of individuals at a time, each doubling inflicting a -1 CS to the power's function - instead of making each person count as one additional maintained power. This required reworking of the ESP (nee Auscultation) and Thought Projection talents, as well.

* Thought Projection changed somewhat to make it more than the limited form of telepathy it used to be. It was that or just delete it entirely, what with the enhanced version of telepathy now available (it was kind of redundant in its old state).

* Translation added as a psipathic talent - new power!

Superpsi Powers

Most comments and complaints about this discipline I received involved how 'limited' in scope it was. I've tried to remedy this by giving the discipline several different aspects related to its overall theme, including powers related to the soul, abilities relating to the pretend form of matter known as psychoplasm, and even more abilities related to consciousness itself. All while streamlining a bunch of its powers.

* Anti Psion Aura has been removed from play, instead of being subsumed into Antipsion Generation. The reason for this is that the power sort of directly stepped on the toes of the psikinetic Force Field power, offering the same defense that a psionic version of a Force Field grants (while neutering one's own power use at the same time, admittedly).

If one doesn't like this, they can just make use of this ability as a power stunt of the new Antipsion Generation power.

* Anti Psion Beam has been renamed to Antipsion Generation.

* Anti Psion Field has been removed from play. Its function could presumably be recovered as a power stunt of the Antipsion Generation ability, but such wide-ranging attack powers don't 'feel' right for psionics - they're more in character for a magical spell (such as the Eldritch Blast).

* Astral Vampirism has been renamed to Spectral Vampirism, and given something of an overhaul. It can no longer be used to sense spectral entities (that being the entire point of the Spectral Sense), but it can now be used to feed on both detached souls and the souls of the living! Other pluses and minuses of the power have been standardized to match the format of the other vampiric abilities.

* Clone Self has been renamed to Clone Projection, and given something of a balance fix. While the wielder of this power can still use his or her powers through the projected clone, it is now material (after a fashion), and can be fought and destroyed - even by mundane foes! Of course, this still has no serious effect on the wielder of this ability, so it remains a great way to avoid direct, personal risk in super human combat.

* Eidetic Memory added as a superpsi skill - new power!

* Empowering has been renamed to Empowerment - but that's not all. The process of creating permanent psi-active devices has been greatly streamlined, not to mentioned much cheaper, in terms of Karma. The idea was to make it more like the regular invention process, replacing buckets of Karma with adventure-inspired special requirements, which get the psi on a quest for power (and their pals) out of the house more.

* Energy Control, from the psikinetic discipline, has been made available to the superpsi discipline as well, where psionic energy forms are considered. This works the same way as the 'new' psikinetic energy generation art does, except where controlling the energy is involved. This power did not exist for superpsis at all in the old rules, so consider this a new capability (if not a new power, per se).

* Energy Doubles added as a superpsi talent - new power! I was going to make this a psikinetic power but it just seemed to 'fit' here better. Sorry!

* Enhancement has been renamed to Psionic Amplification, and demoted to skill status. Also, the ability to boost one's own power has been removed (being the whole point of new core power Power Boost). Note that the PSCGi called it a talent while its description erroneously called it an art. Whoops.

* Gestalt has been renamed to Spectral Gestalt. What happens when a spectral gestalt has been knocked out or 'killed' has been expanded upon a bit, while the determination of a gestalt's ability and power scores has been streamlined and even enhanced some. Finally, a bit of detail has been added to the forms of spectral gestalt one can manifest, along with notions how to craft its appearance and personality.

* Image Animation added as a superpsi art - new power!

* Karma Transfer has been renamed to Karma Control. The effects of the power have been streamlined somewhat, giving it three distinct uses, each of which are increasingly more difficult - and more drastic in effect. The 'automatic' Karma penalty for 'stealing' has been removed, since you know, one can justify its use against one's foes quite handily (it contains the damage they can cause, etc).

* Keeper added as a superpsi talent - new power!

* Link added as a superpsi talent - new power!

* Linguistics, a psipathic talent, has been shared with this discipline.

* Macrosense has been renamed to Macro Sense. Of course, the usage and consequences of such have been modified considerably, mostly by explaining them in greater detail - and making more sense of what was written before, I think.

* Mental Invisibility moved here from the psipathic discipline (on hindsight, it makes more sense as a superpsi power). Though it's also been upgraded to a talent (since it now includes power rank resistance to all Karmic attack, and the metapsi power that provides a similar capability is also a talent).

* Merger has been renamed to Twinning, and mostly works the same. Though the possibility of adding more than two powers together has been added, as well.

* Polarized Art, Talent, and Skill have been combined into a singular power: Polarization. This was done to streamline the effect of the power(s) overall, since one would have to master three separate abilities to gain the full benefit of polarization should they expect to battle other superpsis - and those who wield antipsions, at that. Since this is a sort of edge case, I decided this would be a skill overall.

* Power Absorption has been removed from play - after a fashion. This power has been rendered moot by the Textbook version of the ability, which works on all powers of all types - not just psionics. It's also ungodly expensive to purchase / gain during character generation, so it seemed (to me, at least) easier to leave it out of the new Manual. Of course, one could use a 'limited to psi' version still if they wanted.

Either as a power stunt of something (?) or perhaps its own distinct ability. Your call.

* Power Boost added as a superpsi art - new power! This ability has been designated as the new 'root' power of the discipline, as opposed to the old Psionic Awareness art. This has been done because power boost is much more evocative of what this discipline is all about - namely, the manipulation of psionic powers (and in this instance, the character's own). That and it's of much more practical use during play, really.

* Psi Sense has been given a much larger area of effect. In the old version of the rules it operated on the equivalent of 'Very Near' distance, while the upgraded version works within 'Near' distance instead. This allows one much more advanced warning that psi-active individuals are in one's vicinity (as opposed to having to almost trip over them beforehand, as used to be the case).

* Psion Absorption has been renamed to Psionic Absorption. The power has been upgraded into an art (to match the metapsi Energy Absorption and Kinetic Absorption powers), and has been improved in function. One need not learn stunts to absorb different types of psionic energy any longer, and one can even use this ability to absorb the energies of psionic powers used against oneself (as long as they don't inflict non-Karmic damage)!

* Psion Aura has been removed from play, instead of being subsumed into Psion Generation. The reason for this is that the power sort of directly stepped on the toes of the psikinetic Force Field power, offering the same defense that a psionic version of a Force Field grants. If one doesn't like this change, assume you can simply recreate the psion aura as something of a power stunt.

* Psion Beam has been renamed to Psion Generation.

* Psion Field has been removed from play. Its function could presumably be recovered as a power stunt of the Psion Generation ability, but such wide-ranging attack powers don't 'feel' right for psionics - they're more in character for a magical spell (such as the Eldritch Blast).

* Psionic Awareness has been removed from play. This 'power' seemed something akin to an excuse to have a 'root' power for the discipline simply for the sake of having it, and served virtually no purpose. It seemed like a good idea at the time, and I even used it in playtesting, but over time it became apparent that it was a vestigial power - something you take to take, not something that is actually used... or useful.

As such, the power has been replaced with Power Boost as the new 'core' power for this discipline (see above).

* Psionic Control added as a superpsi talent - new power! This is a psi counterpart to both power control and spell control (textbook and magical abilities, respectively), and sort of incorporates all of the former Redirection skill as a consequence. Think of it as a souped up version of that ability and you'll probably not see this as the replacement of an old power, so much as a significant upgrade. Or something?

* Psionic Duplication has been renamed to Variable Psionics. It has been considerably altered as well, in that its wielder can only copy one psi power at any given moment, replacing it with a new one when the power is wielded again. This was done to match the equivalent psimantic spell, but is also a balancing mechanism against the Textbook power of power duplication (which is a monster).

* Psionic Energy Generation has been rolled into the psikinetic Energy Generation power - an art which is available to this discipline now as well. The 'new' Energy Generation has notes on how to determine what kind of psionic energy form a superpsi can learn to generate upon gaining the power - or later on, as a power stunt. This was done to prevent unnecessary redundancy in the power roster.

* Psionic Vampirism has been removed from play. It isn't the same as the old Psychic Vampirism, which has taken this ability's name, but this power has mostly become redundant as a result of the version four upgrades to these rules. This power is more or less rolled into the Super Vampirism ability, which is about the only kind of vampirism a psi does not actually have access to. Go figure.

If you dislike this change you can certainly keep this ability in the power roster, or just replace it with Super Vampirism from the textbook character rules. Either way.

* Puppetry has been removed from play. The reason I have done this is because the entirety of the power has been subsumed into the 'yellow' FEATs allowed with the new talent of Psionic Control (which is you know, like Power Control, save for that it works on Psionics). If you want Puppetry still, simply grab the new-esque power to get your hands on it - or just keep it as a 'legacy' power, perhaps.

* Quintessential Variation added as a superpsi talent - new power!

* Redirection has been removed from play. The reason I have done this is because the entirety of the power has been subsumed into the 'green' FEATs allowed with the new ability of Psionic Control (which is similar to the textbook Power Control and magical Spell Control abilities - save with, er, psionics). If you want the ability still, just grab that new-esque power to replace it, and all should be golden.

* Reduction has been renamed to Psionic Attenuation, and reduced to a skill in effectiveness. However, it now lasts for 1d10 turns, or for as long as one concentrates on maintaining it - instead of being resisted on a turn by turn basis.

* Self Cannibalism has been renamed to Self Cannibalization.

* Self Control has been added as a superpsi skill - new power! The idea behind this new power is to have something reflect an inner understanding of one's own mind... for better or worse. In game play, it offers a bonus (either great or small, depending) to certain FEATs one might make during play, sort of like Danger Sense does, but coming at it from a completely different direction (and not just in combat).

These bonuses reflect a character's inherent understanding of their own mind and true nature. It basically enhances one's memory (reflecting their knowledge of how they became what they are), their Initiative (a lack of resolve and indecision when it comes to imposing their will on the world) and their Psyche (when warding off outside influences, whether mundane or fantastic).

* Soul Control added as a superpsi art - new power!

* Spectral Freedom added as a superpsi art - new power!

* Spectral Sense added as a superpsi skill - new power!

* Splitself has been renamed to Mental Doubles, and has been overhauled somewhat. Allowances have been made for creating more than one mental duplicate at a time, though all of one's minds still share the same pool of Mental Health between them. Furthermore, how one's psi powers are divvied up between the multiple minds inside one's head has been reconfigured in much the same fashion, with a minimum of one for each.

* Supermind has been renamed to Ability Boost, receiving a slight upgrade in the process. This change allows one to enhance their physical ability scores in addition to their mental ability scores. The idea is that one is using the power of their mind to directly do this, so it's fair game whether the ability score is physical or mental in nature. Of course, one can limit it to mental scores for a +1 CS (to keep it like before).

* Trance has been renamed to Transfixture (to avoid confusion with the talent of the same name). Of course it's also been overhauled, being more of a Mental Health regeneration power instead of a passive, lose-a-lot-of-time meditation ability. It just won't work if, say, you're taking more Mental Health damage - or activating psionics willy-nilly. Seems a net improvement overall.

* Transient Powers has been replaced by Enlightenment. This was originally 'just' a thaumentalist spell, until I realized how close it was in function to the comparable superpsi ability. So, I made the Enlightenment spell fit as either a spell or a psi power, and now you have it. The benefit is that this extends the duration of all granted transient powers to 1d10 turns, with the option of them being maintained longer.

As well as a potential path for the recipient of such to develop them further...!

* Xenoglossy added as a superpsi talent - new power!

Technopsi Powers

Unlike with the psimantic discipline, I feel that the technopsi discipline's 'heart' was in the right place. However, hindsight tells me that I bungled the execution of the thing somewhat - but then, I was pretty good with building redundant and unnecessarily specific powers back in the 80s and 90s. Mainly this discipline just needed a new 'root' power and a serious streamlining. So I did just that!

* Cybergraft has been renamed to Interfacing, and has been expanded as a means of, well, interfacing technology with anything. While the old power was mainly used to just install cybernetics, this one is a bit more broad in scope, which I think is a bit more useful. Otherwise, if it was just to install implants, one could conceivably just use the empathic power of Aciurgy, right?

Mind you, the function of the power has been modified slightly as a result. It's a bit more streamlined now, simply requiring a FEAT against the Endurance (res) or m.s. of the item to be interfaced with technology, regardless of the inherent complexity involved.

* Cybermimicry has been renamed to Variable Cybernetics, and has been heavily modified. It has been pared down to an ability which can be used to copy any one technological effect the character encounters, with the ability to gain a new one by 'forgetting' the old. The reason for this is because in its 'old' state, Cybermimicry sort of stepped on the toes of a few different abilities.

It basically gave someone the power to simulate almost any technological ability they could comprehend, or barring that, which they could assimilate. This clashes heavily with the new Universal Heroes power paradigm, in that it sort of copies bits of Shape Change, Power Duplication and even Ultimate Power (the latter two of which most definitely are beyond the scope of the Manual of the Psi).

Thus this heavy duty 'nerfing'. And the heavy duty explanation of such.

* Cyberspatial Projection is now an art, instead of a 'mere' talent. This was primarily done to match the 'weight' similar abilities in other disciplines have (see: astral projection, energy projection, etc). The power has also been significantly upgraded, functioning on the Middle range table, instead of what now could be described as the Very Near range table.

Of course, the rules have been streamlined and expanded on somewhat, to make this form of consciousness projection line up with the others. And, of course, mention of rules for high tech devices I haven't actually made public yet have been removed, to make this ability a) more useful to the casual player, and b) less reliant on non-existent game resources. Luckily, however, the Technical Reference is done now!

* Dangertech has been removed from play. This was just a highly specialized version of the Danger Sense ability, which sort of watered that power's impact down somewhat by its mere existence. Since this was a case of redundancy, after a fashion, it seemed best that I remove this power from play instead of trying to adapt it into something viable for Version 4. Sorry.

* Disruption Field has been removed from play. I didn't see the need to have a 'field effect' version of Electronics Disruption, what with the ability to make such a power stunt off the regular power a distinct possibility (as is the case with powers like Psion Generation and Antimagic Generation and so on). This was another case of redundancy, so I had to kill this one. Stunt it to keep it alive in the 'new' Manual.

* Electromechanical Repair has been renamed to Repair, and has been upgraded to the status of talent (since there is now the Jury Rigging skill to take its place).

* Electronics Creation has been combined with Mechanical Creation and Weapons Creation to create the gestalt power of Device Generation. When I deleted Weapon Creation (see below), I thought I'd gone far enough in removing the redundancy of these matter creation abilities. But, after actually defining replacement powers for these two, Electronics Generation and Mechanical Generation, it was becoming too glaring.

Mechanical Generation, in particular, seemed almost a clone of Matter Generation by the time I was done. And that sort of defeated the purpose of my removing redundancy in the first place. At first I thought I'd just not port the power to the Textbook Character Treatise, while passing Electronics Generation along, but this left a sour taste in my mouth - like I was shortchanging my efforts here.

So, I have decided to incorporate all three of these powers (Electronics Creation, Mechanical Creation, and Weapons Creation) into the singular power of Device Generation. If I'm going to make a variant Matter Generation ability for this discipline, there's only going to be one such thing - not two. Or three, for that matter. And I think it's all worked out well.

* Electronic Disruption has been renamed to Electronics Disruption (big change, right), and now only affects one device, instead of all the gear someone is carrying. Or hooked up to.

* Electronic Invisibility has been renamed to Electronics Invisibility (earth-shaking, I know).

* Empowering has been renamed to Empowerment, and altered considerably (as indicated in the superpsi discipline changes, listed above).

* Fuel added as a technopsi skill - new power!

* Jury Rigging added as a technopsi skill - new power!

* Kit-bashing added as a technopsi talent - new power!

* Mechanical Creation has been combined with Electronics Creation and Weapons Creation to create the gestalt power of Device Generation (see Electronics Creation, above).

* Mechanical Disruption added as a technopsi skill - new power!

* Nanocircuitry Creation has been renamed to Nanotechnology Generation. Furthermore, it has been slightly modified such that it more closely matches the other matter generation abilities, but is basically the same in a functional sense.

* Organic Circuitry has been expanded upon somewhat, to better align it with the other matter generation abilities in the Manual. The basic function of the ability is still the same, however.

* Overdrive now boosts an overdriven item by +2 CS, instead of the former +1 CS that would wreck it in the past - to better demonstrate how it's causing damage to it in the first place. Oh, and I reduced the intensity of the breakage FEAT to yellow, from red. That seemed a bit more fair - otherwise it was a rather easy way to screw over anyone using devices in your vicinity, really.

* Override has been renamed to Mesmermechanism (since, you know, I've already added an Override power - and it's a doozy!) The power doesn't allow sentient items a FEAT to resist each turn any longer, instead functioning more like conventional Mesmerism in that regard (hence the naming sequence).

* Positronic Aura has been removed from play, instead of being subsumed into Positron Generation. The reason for this is that the power sort of directly stepped on the toes of the psikinetic Force Field power, offering identical protection from injury. If one doesn't like this change, assume you can simply recreate this skill as a power stunt.

* Positronic Beam has been renamed to Positron Generation.

* Positronic Field has been removed from play. Its function could presumably be recovered as a power stunt of the Positron Generation ability, but such wide-ranging attack powers don't 'feel' right for psionics - they're more in character for a magical spell (such as the Eldritch Blast).

* Psitronic Awareness, like the other 'useless' root powers for a few other disciplines, has been 'demoted' from root status. However, the useful portion of the power lives on, in the form of the 'new' skill Technical Intuition. I liked the actual function of the power, even if it didn't seem good enough to be the core of this discipline of power, so I salvaged it in this new form to keep it in play because it was useful.

Which is more than I can say for most of the older root powers.

* Schema added as a technopsi talent - new power!

* Spot Tinkering has been renamed to Optimization, to better reflect what the ability is actually about. Though I liked the old name, it didn't really 'fit', when I thought about it again. Ah, hindsight.

* Super Invention added as a technopsi art - new power! And why I didn't have this before? I dunno... it didn't seem necessary with everything else present, but hey. There, it's in there now!

* Talents has been renamed to Knowledge, and has been expanded in scope considerably. It now allows a character to assume any talent he or she wishes as is necessary, not just science or technology skills. Furthermore, this has been promoted from talent to art, such that it may serve as the new 'root' power of the technopsi discipline (though the old one isn't being cut, mind you).

I made this change because I wanted each discipline to have a useful and applicable root power from which everything else can derive. All of the 'awareness' powers act like root powers for the sake of having root powers, and that seemed unfair to players - who I felt deserved more utility out of a power they most likely have to take. And this one is rather versatile!

* Technological Detection has been renamed to Technological Sense, and now operates on the Near range table (instead of what could now be considered the Very Near range table). It also has the ability to detect all artificial things or changes in the environment, not just electromechanical devices, ranging from a nano-robot all the way down to old animal trails carved into the landscape.

* Technological Sympathy has been renamed to Device Sympathy, and has been expanded upon slightly.

* Technomolding has been renamed to Reassembly.

* Temporary Art, Temporary Talent, and Temporary Skill have been combined into a singular power, Transient Psionics. This ability mirrors its psimantic counterpart, doing the exact same thing... except where psionics are concerned, not spells. This seemed a good idea, rather than making a technopsi learn three separate powers to do the same thing another discipline can do in but one.

* Technospeak has been renamed to Computer Link, and been downgraded into a skill instead of remaining a talent - this due to the addition of Transception.

* Transception added as a technopsi talent - new power!

* Upgrade has been slightly changed, in that the duration for a yellow FEAT roll has been altered to match similar durations in other powers, and to remove a lot of unnecessary mathematics in the power (no more having to square anything). The power itself is essentially the same, otherwise.

* Variable Talent added as a technopsi talent - new power!

* Weapons Creation has been combined with Electronics Creation and Mechanical Creation to form the gestalt power of Device Generation (see above).

Theonic Powers

The theonic discipline was all right in and of itself before, but as the Manual around it evolved, some changes were required. I wound up removing nine powers to solve redundancy or obsolescence issues, and then added nine new ones. I also adjusted the faith energy costs that most of these powers had, to make them much more desirable / useful in play.

* Anti Deionic Attack has been renamed to Antideionic Attack, but is sort of the same. The primary difference is that it is now automatically Armor Piercing against a deific defense, which streamlines the process of determining its damage against such (no FEAT roll needed). Secondly, this power no longer eradicates accumulated faith upon inflicting damage - that seems kind of harsh, on hindsight.

* Anti Deionic Aura has been removed from play, for much the same reasons that abilities such as Anti Psion Aura and Positronic Aura have been; they're all redundant in the face of the Force Field power.

* Anti Deionic Field has been removed from play. Its function could presumably be recovered as a power stunt of the Deionic Attack ability, but such wide-ranging attack powers don't 'feel' right for psionics - they're more in character for a magical spell (such as the Eldritch Blast).

* Apotheosis added as a theonic art - new power!

* Artifact Creation has been removed from play. This power's primary function has been absorbed in part by Device Creation and in part by Empowerment. Thus, this power has become wholly redundant, and has been deleted as a result. Which gives one the proper impetus to study either superpsionics or technopsionics, no?

* Avatar has been modified somewhat. It is a talent now, instead of an art - trading places with Organism Generation. Furthermore, the faith costs to generate an avatar have been greatly reduced, as has occurred with both Organism Generation and Regenesis; these powers now require much less faith to be effective, perhaps making them more desirable to players in the long run.

* Bless has been significantly changed. For one thing, the bonus it grants only lasts for a number of turns equal to its power rank number - not a whole day. This bonus applies to all FEAT rolls however, not just something related to a specific matter. Furthermore, the power cannot be used to grant entreaties any longer - that honor is held by a different power entirely: Boon.

Oh yeah, bless no longer costs faith points to use. Bonus?

* Boon added as a theonic skill - new power!

* Creation has been renamed to Organism Generation, and has been seriously overhauled. It is now an art instead of a talent (switching places with Avatar), as it is the 'apex' of the power trinity that includes both. Furthermore, the power has been expanded to better match the other powers which generate matter from nothingness, and its faith cost to wield this power has been greatly reduced. To zero, in fact!

* Deific Impersonation added as a theonic talent - new power!

* Deionic Attack is basically the same. The only difference is that it is now automatically Armor Piercing against an antideific defense, which streamlines the process of determining its damage against such (no FEAT roll needed).

* Deionic Awareness has been transformed into Revival, which is the same thing without all the plot 'kibble' involved. In other words, this root power still performs the same basic function, but does not entail all the business with life force and other things which, while related to the discipline at hand, don't actually do anything for the character with it. Not directly, anyway.

Consider this a drastic streamlining, I suppose. The 'kibble' can be simply applied to the discipline's clever intro text.

* Deionic Vampirism has been removed from play. I attempted to rehabilitate this power into something that feeds on deific life force, instead of just faith energy, and it wound up coming out far too similar to standard Vampirism. Thus, since I didn't want faith energy being so easily stolen, the power sort of lost its reason for being, and I nixed it rather than include something redundant.

* Divinity Spark has been renamed to Exaltation. Furthermore, the power now grants its target the Apotheosis power, instead of Revive (though it hints that the occurrence of becoming a demigod may serve as an origin sufficient to grant that power, amongst others). The faith cost of this power is the same, as elevating a mortal being to the status of a deific being is no small feat.

* Empowerment 1 has been renamed Investment, has been upgraded from a skill to an art, and now works differently. It lacks a monthly faith 'maintenance' cost, abilities it grants cost a lot less to invest in the first place, and the faith involves is returned when the powers are no longer a part of the character so invested with them.

The ability itself has been greatly expanded upon as well, to better normalize it against other power paths that can grant living beings super powers.

* Empowerment 2 has been renamed to Inculcation, and has had its costs drastically reduced. Now, the power merely costs a deionicist one faith point per rank of a spell so ingrained within the mind of a follower. On the other hand, it is a permanent expenditure; unlike Investment, the faith used to empower a follower cannot be recovered by revoking powers, for one cannot extract spell-casting knowledge from a follower's mind.

* Also, a FEAT roll is no longer required to make this power function; the rank simply serves as a cap for the rank of clerical spells it can grant access to.

* Faith has been modified quite a bit. For starters, the rate of faith accumulation has finally been detailed in the power itself - I thought I put that somewhere but I wasn't sure, so I spelled it out directly. Secondly, the faith cost of using the power has been reduced to one point for an instantaneous power simulation, with a like cost for 1d10 turns of a simulation of a power with a continuous duration.

Further, Faith can now simulate any power in the game, even other theonics - however, any faith cost those powers incur will supersede the costs indicated above.

* Home Plane has been renamed to Genesis, and has been altered a bunch. For one thing, the faith costs in both creating, expanding, and modifying a character's realm have been drastically decreased. Furthermore, one's realm need not solely be another plane; it can be a space in an extant universe or a pocket budding off of said other plane - though the option to create an independent space-time is still present, of course.

* Manifestation has been renamed to Omnipresence.

* Mortal Communion has been renamed to Commandment.

* Mortal Guise has been streamlined to match the use of similar abilities, like Stealth, and its restrictions within the theonicist's home plane has been removed - though those could possibly make for great power limitations.

* Mortal Invisibility has been removed from play. I did this 'cause the Mortal Invisibility power was too close in function to the regular Invisibility power, for all intents and purposes. It's one of those redundancy things again, I suppose, and I didn't want to leave one of those in play if I could avoid it.

* Omniscience has been renamed to Omnipotence, and has been altered somewhat. The power no longer works outside of one's home plane, that function having been granted to the new Omniscience power, but has been expanded within its own realm of influence. Furthermore, Omnipotence cannot be used to see into the past of one's home plane any longer, to avoid stepping on Postcognition's toes.

However, the power has been given another perk to make up for these 'nerfs'. You see, on top of the bonuses provided by the Genesis and Sanctuary powers, Omnipotence provides another +1 CS to FEATs made while within the territories those other powers create. Thus, within one's sanctuary on their designated home plane, a deionicist with this ability would gain a +3 CS to all FEAT rolls!

* Plenipotentiary added as a theonic skill - new power! This ability borrows a portion of the old Worshipper Awareness power, namely the bit about using powers in the vicinity of a follower. Of course, a deionicist can use all of his or her powers through the channel of faith energy a worshiper generates, not just a few specific abilities now... which is why I budded this off into its own power.

* Resistance to Deionic Attack has been removed from play. This power's function has been entirely absorbed into Greater Resistance, and thus has not been repeated in this discipline to reduce redundancy... and to give a body more motivation to also study metapsionics.

* Resistance to Mortal Attack has been removed from play. This power was almost a precise duplicate of the Greater Resistance power (not the aura, but the actual inherent ability), and thus was removed for the sake of reducing redundancy and for sheer play balance; basically, it would provide resistance to seven damage types, and would thus require a ludicrous cost to possess in the new rules.

* Resistance to Mortal Phenomenon has been renamed to Nature Resistance. Furthermore, the power has been upgraded to the status of a talent (to match the vaguely comparable Greater Resistance), and has seen the protection it provides explained to greater effect. This because, while the power was almost removed for its redundancy to Greater Resistance, it became quirky enough to remain upon this clarification.

* Resistance to Predestination has been renamed to Fortuity.

* Sanctuary has been altered, such that the size of such a space is considerably smaller; it is now more in line with the Genesis power. Before, one could actually build a rather large 'safe zone' with this power, one which could actually be much larger than one's initial realm. However, one can now expand the size of a sanctuary much like they can their realm itself.

* Theonic Absorption has been modified somewhat. Instead of granting a body faith energies with each use, this power functions more like the other Absorption powers, and can be used to internalize the effects of divine energies - namely, any external power effect produced by a deity, demigod, clerical spells, or theonic powers. And can now use the power to enhance oneself or to emit Deionic Attacks!

* Theonic Amplification added as a theonic skill - new power!

* Theonic Attenuation added as a theonic skill - new power!

* Theonic Energy Manipulation has been renamed to Deionic Control, and has been modified significantly. It's now more of a power control power, working against theonic abilities, though it has echoes of the old energy manipulation aspects to it - namely how it can modify extant deific power effects that blunder into its area of effect; so really, it's like Psionic Control and Spell Control now.

* Theonic Sensing has been renamed to Theonic Sense, and has been streamlined somewhat. As was its name, the actual functioning of this power has been ironed out such that it lines up better with other sensory powers - the idea is to be consistent across the board, after all!

* Withdrawal has been renamed to Disengagement.

* Worshipper Awareness has been renamed to Omniscience - which of course necessitated me renaming the extant Omniscience power. It's all about the theme I'm going for with these three 'omni' powers. The power has been downgraded a tad, however, for it no longer allows its possessor to actually scan the surface thoughts of one's followers - but retains access to their sensory inputs.

Furthermore, the observation range around a follower has been shifted to the Very Near range table, instead of working within one area. Finally, the exception to this power's function on followers within an enemy's plane of existence has been removed - which may well give a deionicist greater reason to send 'pilgrims' into enemy territory - they make for great spies!

Finally, a deionicist may not remotely wield their powers within the vicinity of a follower any longer - at least, not through the use of this power. Instead, that ability has been budded off into its own, distinct power now: Plenipotentiary.

* Worshipper Collection has been renamed to Regenesis.

This power has been rebuilt as such since it is the least of the trinity of theonic powers that create living bodies. While Organism Generation can make bodies for any purpose, and Avatar is limited to making 'spare' bodies for its wielder, Regenesis is used to make replacement bodies for those who have lost their own - namely, the fallen members of one's following.

Thus, the power is now a skill instead of being an art like it was before, to better define its status in relation to its fellow abilities. Furthermore, the costs of generating new bodies for the souls of one's departed followers has seen a staggering discount in the faith energy required - thus greatly improving this power's utility in regards to one's dead worshipers.

Main

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