Psikinetic Powers

Psikinetic powers are primarily those which let their user manipulate matter and energy external to their body. These external substances can be animate or inanimate, and one (mostly) does not require physical contact to perform such manipulations. Psikinetic powers can also be used to protect oneself from physical injury in a variety of different fashions, mainly by preventing physical contact from occurring in the first place.

The so-called 'big guns' of psikinetic powers, arts involve the most readily disruptive abilities in this discipline. Powers of this tier include the ability to create matter or energy as one sees fit, or even change one into the other and back. Psikinetic arts can also manipulate the shape and very structure of an object, down to the molecular level - regardless of the consequences.

Psikinetic talents are a bit less extreme in effect, but can wreak havoc on the environment just the same. This tier of power concerns itself with the manipulation of the form and flow of energy in a variety of fashions, either for offensive or defensive purposes. Talents of this stripe can also be used to propel oneself through the air, or perhaps just to project deadly force with the power of one's mind.

Skills of the psikinetic stripe are rarely offensive in a direct fashion. They involve slightly more low-key alterations of matter and energy to achieve useful effects, from invisibility to animating existing objects. Psikinetic skills also consist of a variety of useful sensory capabilities, whether touching objects remotely with one's mind or reading the nature of energy patterns in one's vicinity.

The following is a summary of all forty-eight known psikinetic powers, collected into one place for convenience - without all of the other disciplines' abilities getting in the way. This serves as a great tool for traditional psis focusing on the psikinetic discipline, or perhaps someone attempting to build a believer or natural psi whose abilities focus on powers of this type.

A B C D E F I K L M O P S T

A

Antimatter
Type: Psikinetic Art
Duration: instantaneous effect
Cost: 3 points per rank

A specialized form of matter generation, the antimatter power allows its wielder to create minute amounts of antimatter (hence the name). The amounts created are small because of the tremendous energy consumed in performing this feat, and each turn this ability is used, its possessor loses one Health point in exchange. But once the cost is 'paid', the wielder of this power will have some antimatter for their own, personal use.

The problem with this is that antimatter annihilates spectacularly upon contact with conventional matter. This annihilation involves an explosive discharge of energy in the form of gamma radiation, which blankets the detonation area fully. This blast inflicts power rank 2x AP Energy damage, and carries an SD radiation effect, which inflicts Metabolic damage as long as it persists.

To generate significant amounts of antimatter, one must make use of protective, vacuum-sealed force fields, which prevent antimatter from coming into contact with ordinary mass of any stripe. This allows one to build up enough antimatter to perform more practical tasks with it, ranging from a study of the properties of such bizarre matter to creating fuel to power reactors or even to serve as the payload for weapons!

For every doubling of time used to generate antimatter, one can improve the intensity of such (for the purposes of explosive annihilation) by +1 CS. Each turn this is done, however, the space affected by such a blast is increased by one area. For example, making antimatter in a protective vacuum bubble for eight turns increases the damage caused upon its collapse by +3 CS, and said blast would cover eight areas!

The difficulty in doing this, however, is that the force field must match the intensity of the potential resultant explosion to contain such large amounts of the volatile antimatter. One with a Feeble (2) ranked antimatter power could conceivably generate enough material (with time) to produce a Shift Z (500) intensity blast, but they would require a force field of like power to contain it beforehand.

The creation of such force fields is not an inherent function of this ability, and must be wielded separately - either as a technological aid or a distinct super power. Antimatter itself only functions within Very Near distance of its wielder, making it difficult to use offensively without negatively affecting oneself - particularly when creating very large amounts of the material for destructive purposes.

B

Body Control
Type: Psikinetic Talent
Duration: maintenance
Cost: 1 point per rank

A perverse form of puppetry, body control allows its wielder to directly control the physical motions of a target within Near distance. This involves manipulation of the actual 'meat' of its victim, which means said victim must resist this power with his or her Endurance (res), instead of their Psyche (will). If the target fails a resistance roll against body control, the wielder of this ability may control their motions however they like.

Victims of this power may find themselves dancing, possibly in ways they never thought possible (or desirable), running away as fast as they can, beating themselves senseless, freezing in place, unable to talk or move, or anything else the body controller wishes. Those under the sway of body control may attempt another FEAT roll to resist this ability each turn it is applied to their person.

A character using body control may manipulate the actions of more than one person at a time. Of course, each person added improves both the difficulty of manipulating everyone involved as well as the possibility of their breaking free of such insidious control. Apply a -1 CS for each person after the first that a body controller attempts to manipulate with this ability.

C

Circular Vision
Type: Psikinetic Skill
Duration: maintenance
Cost: 2 points (flat cost)

This curious sensory ability allows its wielder to see in a full 360 degrees. Whether this is an arc in the horizontal, vertical, or both depends on the physiology of the character in question. It can be achieved in a number of fashions, from the obvious physical placement of optical sense organs to more subtle means, up to and including the actual bending of ambient light waves.

Circular vision that is the result of passive abilities (inherent to one's anatomy) cannot be negated, being a function of one's physiology. It can be provided by either curiously placed optical sense organs, the presence of light-sensitive pits on one's skin, or other, more specialized methods. If the method of attaining circular vision alters one's appearance, compared to the norm, the character will suffer a -1 CS to their Popularity.

Or, alternately, should adopt the Abnormal Attribute quirk, instead.

As an active ability, circular vision can come in a variety of forms, from a specialized trick of light control to a sort of psionic sense which lets you see in a bird's eye view, as if watching oneself from the vantage point of a video game. While these provide the advantage of hiding one's circular vision from obvious detection, they can be negated by various means, depending on their nature.

The 'game' advantage of circular vision, aside from being surprised less, is a general increase in one's Fighting score (+1 CS). Of course, if one loses their circular vision for some reason (power negation, etc.), this bonus will transform into a -1 CS penalty to one's Fighting rank for the duration of the negation.

Clairtouchence
Type: Psikinetic Skill, Psipathic Skill
Duration: maintenance
Cost: 1 point per rank

Clairtouchence allows its wielder to touch things far, far beyond the range of their natural sensory apparatus. This power works by crafting artificial, transient mental constructs that act as invisible, surrogate fingers (or whatever) in the area a clairtouchent wishes to feel. These 'pretend' digits are disembodied from the clairtouchent, usually by a staggeringly wide margin, but function as if their creator were actually present.

This power functions on the Far range table, allowing the person using it to observe events in far-flung locations in real time, regardless of the laws of physics or even common sense. While a sense of touch is generally restricted to physical contact with one's person, clairtouchence allows one to vicariously feel items and substances (and even people) without resorting to physically interacting with them!

While using clairtouchence, the character with this ability can feel anything that they could otherwise touch in the observed area, but cannot directly affect it at all. Similarly, materials in the remote area cannot harm the clairtouchent, though sensory overload (from, say, complex textures) can happen. No damage can transfer through this link, but particularly extreme tactile input can momentarily distract a clairtouchent.

Activating clairtouchence 'mutes' one's usual sense of touch, presenting the power's stimulus to its user instead. A clairtouchent's other senses function just fine, however, so while they may be dipping 'pretend' fingers into the sun or running them along monowire, a clairtouchent isn't easily ambushed while using this ability - unless they're so engrossed in what they're touching that they aren't otherwise paying attention, that is.

Cyclone
Type: Psikinetic Talent
Duration: maintenance
Cost: 1 point per rank

Upon activating cyclone, a character spins the air (or any other matter) in their immediate vicinity at reckless speeds. Though he or she stands at the eye of this artificial whirlwind, and is at no risk from it at all, the area around someone using cyclone is subject to intense destruction. Loose objects will easily fly into the character's whirling matter stream, and anyone touching them will take considerable damage.

An aversive power more than anything else, cyclone does not provide direct protection from injury like body armor or a force field. However, it does reduce the intensity of incoming damage slightly, offering 1 CS of damage reduction against all physical and energy attacks. The true defense that cyclone offers, though, is that it readily discourages others from closing into melee range of its creator.

Anyone adjacent to a character wielding cyclone will suffer power rank Blunt Attack, Edged Attack, or Force damage, depending on what, if anything, is suspended within their whirlwind at any given moment. This damage can be used in either a passive (against anyone entering the cyclone generator's personal space) or an active (by walking into someone or something and chipping away at them) fashion.

The materials one can draw into a cyclone are generally somewhat small. Normally, it can support objects with a maximum weight equal, in grams, to its power rank number. Even at a relatively low rank, cyclone can readily pick up enough refuse to scour an area, ranging from dirt to pebbles to glass to needles to anything else scattered about. Such material in an area is usually drawn into a cyclone if remotely unsecured.

On the other hand, the wielder of a cyclone can expel the items floating around him or her as a devastating attack on everyone within their current area. Such items will fly out at considerable velocity, inflicting damage equal to either the cyclone ability's power rank or the material strength of the items in question - whichever is less. Carrying thrown weapons for such purposes can be particularly deadly.

D

Damage Reduction
Type: Psikinetic Art
Duration: maintenance
Cost: 4 points per CS (or one power slot per 2 CS)

Damage reduction is a potent super-human skill that allows its bearer to easily shrug off large amounts of damage. How it actually works depends on the character described; damage reduction may be a result of kinetic dampening, a negative energy field, complex composition, or any other number (or combination) of traits. The trick is that it tends to blunt the impact of incoming attacks by a serious margin.

Unlike most super-human abilities, damage reduction is rated not in ranks, but in Column Shifts. For every CS of damage reduction a character has, he or she will impose a -1 CS upon incoming damage before it even affects their person, regardless of its type. As long as said attack inflicts damage to any extent, damage reduction will affect it negatively, no matter what form (or origin) it takes.

For example, let us say that Gunter the Hunter has 2 CS of damage reduction. When being struck by an attack that would otherwise inflict Remarkable (30) Blunt Attack damage, he instead suffers that damage -2 CS, only taking Good (10) Blunt Attack damage instead. Note the subtle, yet startling difference in function and effect between damage reduction and body armor (or a force field).

While the cost of damage reduction is great (four points per CS worth of such), it can be reduced with limitations. Every category of damage that damage reduction does not affect (per Greater Resistance or Invulnerability) will reduce its cost by 1/8. Similarly, if damage reduction is provided in a non-permanent fashion (as is the case with talent-equivalent abilities like spells or psionics), reduce the cost by 2.

Let us look at Gunter the Hunter again. His 2 CS of damage reduction has no 'holes' in its defense, and it is always on. This causes all incoming damage that affects him to suffer a -2 CS penalty, at a base cost of 8.

On the other hand, Peter the Psi wants a power giving him 4 CS of damage reduction. He gives it vulnerability to deionic and warping attacks. Since this is a psionic, it counts as 'temporary' protection. 4 CS of 'base' damage reduction has a base cost of 16, but both his missing resistance categories reduce that by 4, and his 2 point limitation for its transient nature, reduces Peter's final cost to a 'mere' 10.

During character generation, this may wind up being his only initial power, but if learned later, it may simply cost him an arm and a leg (figuratively speaking) in Karma rewards. Better head out on patrol more!

Deflection
Type: Psikinetic Talent
Duration: maintenance
Cost: 4 points per CS (or one power slot per 2 CS)

Deflection is a powerful ability which allows its wielder to casually shrug off attacks to a small extent. How exactly it works depends on the character described; it may involve slippery force fields, carefully crafted angular design, or any other number (or combination) of special tricks. The idea is that deflection tends to 'bounce' incoming attacks off of its possessor at oblique angles, acting as an always-on minus to hit.

Unlike most super-human abilities, deflection is rated not in ranks, but in Column Shifts. For every CS of deflection a character has, he or she will inflict a -1 CS upon other characters attempting to hit their person with an attack. As long as said attack requires a roll to hit (instead of providing, say, a resistance roll), deflection will affect that incoming attack no matter what form (or origin) it takes.

On the other hand, deflection does nothing for an attack which does connect with its wielder. While it acts to keep incoming attacks from hitting a body, deflection doesn't attenuate their damage any if they do manage to strike him or her.

While the cost of deflection is great (four points per CS worth of such), it can be reduced with limitations. Every category of damage that deflection does not affect (per Greater Resistance or Invulnerability) will reduce its cost by 1/8. Similarly, if deflection is provided in a non-permanent fashion (as is the case with talent-equivalent abilities like spells or psionics), reduce the cost by 2.

For example, let us look at Gunter the Hunter. He opts for 2 CS of deflection with no 'holes' in its defense, and wants it to always be on. This inflicts a constant -2 CS penalty on anyone ever trying to strike him, at a base cost of 8.

On the other hand, Samuel the Sorcerer wants a spell giving him 4 CS of deflection. He gives it vulnerability to metabolic and vampiric attacks. Since it's a spell, it counts as 'temporary' protection. 4 CS of deflection unaltered would have a base cost of 16, but his missing resistance categories reduce that by 4, and his 2 point limitation for its transient nature, reduces Samuel's final cost to a 'mere' 10.

During character generation, this may wind up being his only spell, but if learned later, it may simply cost him an arm and a leg (figuratively speaking) in Karma rewards. Better head out on patrol more!

Disintegration
Type: Psikinetic Art
Duration: instantaneous effect
Cost: 2 points per rank

Disintegration is the ability to transform matter into energy, and to subsequently disperse that energy into the environment - utterly destroying it in the process. This is easiest against inanimate matter, as it (rarely) fights back against a disintegrator. In practice, the possessor of this power may disintegrate an amount of matter, in pounds, equal to its power rank number squared each turn.

Disintegration functions within Near distance of its wielder. When this ability is first acquired, the player may alter the mass limit or the range of the power, raising one by +1 CS by lowering the other by -1 CS, within an overall limit of 6 CS in either direction. This allows one to either disintegrate small amounts of matter at a ludicrous range or to eliminate large masses at a very close distance... or anywhere in-between.

Wielding this ability against inanimate matter is a relatively simple process, only requiring a FEAT roll if one attempts to disintegrate an amount of matter in any one instance that is close to their weight limit. Animate targets are a bit trickier, however. For one thing, they can move to avoid the power's effect entirely. A disintegration beam is easy to avoid, as it eliminates all gaseous matter between its wielder and the target.

Unless used in a vacuum, this will create a highly visible energy trail.

The other difference when using this power on living matter is that its mass isn't what limits its effects, so much as the Health score of its target. Disintegration will inflict power rank Metabolic damage against its target, which may or may not be enough to vanish them in just one shot. However, even one point of disintegration damage is considered a lethal attack, and the victim must make a Kill check against its intensity.

Surviving such an attack means that the disintegrated matter was spaced evenly across one's volume, but the more one suffers such assaults, the faster their structural integrity will fail. Once one's Health and Negative Health are destroyed in this manner, whether by Endurance loss due to successful Kill results or simply by multiple successful applications of damage, the target is vaporized.

Disintegration can be readily resisted by force fields, which prevent the disintegration beam from contacting the target matter - even if only at a strength of Feeble (2). Similarly, resistance to Energy or Metabolic damage (or perhaps disintegration in particular) will blunt or potentially neutralize disintegration effects entirely. This on top of the ability to dodge a disintegration beam, that is.

E

Energy Cohesion
Type: Psikinetic Art
Duration: instantaneous effect
Cost: 1 point per rank

Energy cohesion is the ability to transform ordinarily immaterial energies into a seemingly substantial power matrix. When so transformed, energy takes on the semblance of solid matter, the shape of which is solely limited by the imagination of this ability's possessor. Such 'solidified' energy will maintain that state indefinitely, unless specifically reverted by the wielder of energy cohesion or if damaged somehow.

To render a form of energy solid, one must pass an energy cohesion power FEAT roll against either the intensity of the energy to be solidified or the power rank of the ability controlling it (if opposing the constructs of an energy controller). Energies so transformed aren't inherently harmful to the touch, but will give hints as to their true nature (cohesive fire will glow orange and flicker, for example).

Once rendered solid, energies will possess an effective material strength equal to this power rank - no matter the solidified energy's original intensity. This makes them great for producing anything from personal body armor to restraints to contain enemies to large, pretend creatures to harass others. The creator of a solidified energy object may manipulate it as if he or she possessed similarly ranked object animation.

If broken by an attack, solidified energies immediately revert to their original state. This process inflicts damage equal to the original intensity of the solidified energy -1 CS, of its normal type, against the person or thing who broke the solidified energy matrix - if they're adjacent to it.

When intentionally reverted, solidified energies are usually dissipated harmlessly - unless such power is redirected by the use of other abilities, or otherwise re-formed into a different solid by this ability.

Energy cohesion can be used against living targets, often by converting the heat permeating their entire bodies into a solid form. This is considered a Metabolic attack, inflicting like damage - and may be resisted by the target's Endurance (res) score. In addition to taking damage from successful attacks of this sort, one must pass a Strength FEAT against the m.s. of their own solidified heat to even move!

This ability may be used on any form of energy present within Near distance of its wielder.

Energy Control
Type: Psikinetic Talent, Psimantic Talent, Superpsi Talent
Duration: maintenance
Cost: 1 point per rank

Energy control is a psionic talent that allows one to manipulate the intensity and flow of ambient energy in a variety of useful fashions. While this talent cannot be used to actually create such power, energy control can often draw its subject from a variety of mundane sources - or alternately, can make use of energy manifested by the energy generation art, which bears several similarities to this talent.

Like energy generation, energy control is available to three disciplines: the psikinetic, the psimantic, and the superpsi. When he or she first masters this power, a psi may use any one form of energy available to them from the discipline they learn this power from. If they have access to more than one of these disciplines, they enjoy access to the 'pool' of energy forms that both (or all) such disciplines offer.

This rule applies to either his or her 'starter' energy type or any other forms of energy they learn to control as a later power stunt. Regardless of which form(s) of energy a psi with this talent can manipulate, they can use energy control to achieve a variety of common effects.

A simple use of this talent is to alter the intensity of ambient energy sources. Regarding power sources of lesser rank than one's energy control talent, a psi may either raise such powers up to his or her own power rank in intensity, or negate them entirely. Energy controllers may also attempt a FEAT roll against energy sources of equal or greater intensity than this power rank to affect their strength as well.

Secondly, an energy controller can render themselves resistant, at this power rank, against the forms of energy he or she can control. This requires an active defense maneuver, but when menaced by an energy they hold sway over, the controller can merely shunt the offending power elsewhere. This does not work against ambushes, but can protect the energy controlling psi from select harm under most other conditions.

Furthermore, a controller can control the flow of an energy form he or she wields power over. They may redirect it as desired, simply by passing a power FEAT against its intensity. Such redirected power will obey the controller's whims, whether flowing into one's foes, being grounded in the environment somehow, or otherwise being put to use - though building specific constructs with the purloined energy is often difficult.

Such constructs can be of any nature, but each type counts as a different power stunt (though such stunts apply to every form of energy a psi holds sway over). These constructs can range from energy-based restraints to environmental hazards to protective barriers to auras of some sort, or even free-roaming, semi-intelligent energy creatures that can do the controller's very bidding!

Most forms of energy allow for additional useful tricks and stunts, dependent on their unique properties. Energy control can affect the forms of energy it holds sway over as long as they are within Near distance of its wielder.

Energy Generation
Type: Psikinetic Art, Psimantic Art, Superpsi Art
Duration: instantaneous effect
Cost: 1 point per rank

The art of energy generation allows a psi to draw forth, from his or her very body, boundless energy. When this ability is first acquired, the psi possessing it has learned how to do this with any one type of energy they have access to. They may acquire more forms of energy to generate over the course of their career, but each of these must be mastered as a power stunt - one for each new type of energy the psi will wield.

The trick is that different psis have access to different forms of energy, based on just what discipline they use to learn this art. A psikinetic, for example, will have access to conventional forms of energy. Anything from sound to light to fire to electricity can be learned by a psikinetic - basically, anything that inflicts Energy damage. But two other disciplines have access to this ability, as well.

Superpsis who learn this power can generate psionic forms of energy. These include things that inflict Karmic damage directly, or alternately forms of energy that still inflict Energy damage, but affect defenses as if they were Karmic in nature. Forms of energy that fall into this category include spectral flames and the like - most often ordinary forms of power enhanced (or tainted) with psionic energies.

A psychoturge who masters this art, on the other hand, can generate magical forms of energy. These include forms of such that inflict Energy damage but affect armor as if they were a Sorcerous attack, or those which inflict Sorcerous damage directly. Energies of this type include darkness, hellfire, and so on - either 'pure' magical attacks or otherwise ordinary power twisted beyond repair by sorcery fall into this category.

If a character with energy generation has access to more than one discipline which possesses this ability, he or she can generate energy forms hailing from any of their power 'pools'. A casual psi possessing energy generation from the psikinetic discipline, as well as a power from the psimantic discipline of power, then, could choose from either of its energy form selections.

Practically speaking, the psi with this art can generate his or her indicated form(s) of energy at their power rank, inflicting like Energy (or whatever) damage with each application. They can project this energy anywhere within Near distance of their person each time they use it, or simply into something they're currently touching. Any other use for this energy, aside from casting it about, must be mastered as a power stunt.

Energy Projection
Type: Psikinetic Art
Duration: maintenance
Cost: 1 point per rank

When activating energy projection, the possessor of this ability creates an energy matrix for his or her consciousness to inhabit, and projects their very mind into it. This energy packet in and of itself is not potent enough to inflict damage upon contact; all of its power is initially focused towards housing the consciousness within. Unencumbered by mass, this energy field can fly at speeds determined by the space speed table.

Regardless of its actual energy composition.

Generally, it is assumed that this energy field is visible, typically resembling the character who created it. This is not always the case, however, depending on the form of energy used to create this energy packet that houses one's mind. An energy projection may actually look like anything one wishes, though changing its form (from its original appearance) often requires the mastery of a power stunt to achieve just that.

Similarly, it is assumed that, even if one isn't using sound to house their consciousness, that one has the ability to create such. This allows the energy projector to communicate with others while this ability is active. One can learn to generate more intense levels of sound, as well as other forms of energy (likely that which their energy projection is comprised of) as power stunts of this ability as well.

Energy projection is an action which must be maintained consciously, but this may be done for quite a while; energy projection has a maximum safe duration equal to its rank in hours. For example, a character with Shift X (150) energy projection may shed their consciousness and let it wander the earth for almost a week at a time. Food and water only become an issue after several days, however.

This is because while energy projecting, the character's body remains in a coma-like state, burning little energy (per the Trance talent). It must have air to breathe, but it is otherwise inert, and need not consume food or water until the projection is complete. At this point the energy projector, if they've been gone for a good long time, may need to consume large amounts of food and water to recover.

While projecting, the character's mind effectively has no mass, which may cause complications in the event of combat. One's ability scores mostly remain the same, though the energy projector has no Strength (being comprised of energy, and intangible). Any magic, psionic, or deionic items a projector possesses will accompany them as part of their self-image, though they function for the energy projection at a -2 CS.

Finally, energy projection has no range limits to speak of. Its wielder's mind may wander far and wide while the power is active, traveling as far as the energy which comprises it can carry them.

Energy Sense
Type: Psikinetic Skill
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

This super-human sensory capacity allows its wielder an inherent awareness of the energies that permeate his or her environment. With a range as is determined on the Middle range table, characters with this ability can see all active energy sources within a generally considerable distance of their person. The thing to keep in mind is that this sense can detect energy in use, but not potential energy.

In other words, energy sense will be able to detect things such as the electricity in a wire beneath the ground or the radio signals floating above - but not the potential energy stored in, say, a gallon of gasoline. Once that fuel is burned to perform work its energy will be apparent, but while dormant it, and other such things, will be 'invisible' to this sense.

Energy Vampirism
Type: Psikinetic Art
Duration: instantaneous effect
Cost: 2 points per rank

Energy vampirism allows its wielder to feed upon the power contained within various items, phenomenon, or persons in the environment, mainly to recover lost Health. As do other forms of this ability, energy vampirism requires contact with its would-be victim. Upon touching the target, an energy vampire may drain amount of energy from it equal to this power rank - assuming the target has that much stored within.

Inanimate objects possess varying amounts of energy, dependent on their nature; fuel and batteries are great for a quick pick-me-up. Energy attacks and ambient power sources like open flames can be absorbed by an energy vampire as direct nourishment, by passing a power FEAT roll against their intensity each time. Direct sunlight can provide an energy vampire with a Feeble (2) amount of energy over the course of a day.

Draining a living or sentient creature is a bit trickier, for they can actually fight back - or, at the very least, resist this power. The energy inherent to a living being (whether an ordinary human or even a robot) can be represented by their Endurance score. The potential of energy-based life forms should instead be their Health score, as they're (naturally) a much more energetic target, and should have more to drain.

An energy vampire can attempt to drain the energy stored in a body, but said body must fail a Psyche (will) FEAT opposed by the rank of this power first. If this FEAT fails, the energy vampire may drain their victim of as much or as little energy as they wish, up to their power rank number, each turn. Every additional turn an energy vampire attempts to feed, the target is allowed another Psyche (will) FEAT roll to resist the power.

If this resistance FEAT is successful at any point during the feeding process, the target will immediately repulse the energy vampire, gaining immunity from further assaults with this power from this energy vampire (though not from other characters with this ability or any other vampiric powers the assailant may possess). Upon managing this, the target should note this resistance in the event of future assaults (just in case).

If an energy vampire is at full Health when he or she drains their power rank in energy, they will receive a +1 CS to their Strength, Endurance, Psyche, and all their power ranks save for this one (additional drains do not enhance them further). This boost lasts for 1d100 turns, after which point the character with energy vampirism will return to their normal capability. Gaining another, like boost requires another feeding.

The danger in using this ability against people is twofold. First off, there's the risk of contagion. Draining someone of their energy completely can be lethal. If the victim of such an attack fails their Kill check, they'll begin to lose Endurance ranks until either first aid is administered or they die. If such an individual dies, they'll rise again as an undead creature, an energy vampire that requires vast amounts of power to survive.

Secondly, if an energy vampire kills with this ability, he or she must pass a Psyche (will) FEAT roll against the intensity of their own energy vampirism. If this FEAT roll fails, the energy vampire will become addicted to the energy within others, and now require it to function also. While addicted, the character with energy vampirism will suffer a loss of power each day they do not feed upon living energy.

This loss comes in the form of a -1 CS to their Strength, Endurance, and Psyche scores, as well as all their power ranks (save for this one). To avoid this loss, the addicted energy vampire must drain an amount of bodily power equal to his or her energy vampirism rank each day, and if at a penalty, a like amount to recover each -1 CS lost. The only way to shake this addiction is to go cold turkey - and that's not easy.

Withdrawal from the metabolic energy of others causes the CS penalties to mount, until the character's indicated ability scores and power ranks reach Shift 0. This prompts an Endurance FEAT roll, per a Kill result. If this FEAT fails, the character immediately dies, and will eventually rise as an energy vampire as well. If it succeeds, they may attempt a Psyche (will) FEAT roll to overcome their addiction.

If this Psyche FEAT succeeds, the character is 'cured', and may begin to recover lost ability and power ranks at a rate of +1 CS per day. If the Psyche FEAT fails, however, the character must wait another day, and repeat the Endurance FEAT to see if they live long enough to attempt another Psyche FEAT to beat the urge. This continues until the character either dies or manages to defeat their addiction.

If a character with energy vampirism has ever been addicted to the metabolic energies of others, using the ability against others again may cause a relapse - even if they've physically recovered from the ordeal. Every time the character uses energy vampirism on the living afterwards, he or she must pass a Psyche (will) FEAT roll, the failure of which indicates an immediate relapse into addiction.

If they pass this FEAT roll they'll be fine - at least, until the next use of the power.

Naturally, an undead creature dependent on the energies of others to live cannot shake this requirement. The process of sloughing off energy addiction only applies to still-living wielders of energy vampirism, and not its many victims.

F

Flaw Sense
Type: Psikinetic Skill
Duration: instantaneous effect
Cost: 1 point per rank

The flaw sense is an uncanny knack for finding the inherent weakness(es) of a person, place, or thing. A green FEAT roll will determine a physical weakness or stress point, a yellow FEAT can showcase mental shortcomings or problems, and a red flaw sense FEAT roll will reveal weak points of almost any nature - whether physical, mental, or metaphysical (and how to exploit them).

Having this knowledge doesn't necessarily mean you can take advantage of it. But if you can, the benefit is that if you can strike with a yellow result in whatever manner will best affect a given target's flaw, you can inflict considerably more damage. Upon achieving this, one's damage will be increased up to an amount equal to their flaw sense's rank, representing a devastating blow (minimum +1 CS damage).

Furthermore, the target must pass a red Endurance (res) FEAT roll to avoid being Stunned for 1d10 turns.

Flaying
Type: Psikinetic Talent
Duration: instantaneous effect
Cost: 1 point per rank

Flaying is the ability to shred non-adjacent matter. Flaying works by applying a razor-like line of force along an object, slashing said object at a considerable distance from this ability's wielder. Though this is an energy-based attack, the result is that the flaying effect manifests in a distinctly physical fashion, thus inflicting power ranked Edged Attack damage to its targets.

While flaying may be utilized against any target within Near distance of its possessor, it is primarily useful against those within Very Near distance. This is because the force used by this power to slice and dice things is rapidly diffused by each object it passes through, and for each thing a flaying beam cuts on its way to its primary target, it will lose 1 CS of its overall effectiveness.

This means that whether one's target is hiding behind a brick wall, a sheet of glass, or even business attire, the force which flays will lose some of its edge once it finally comes in contact with its target. And, more distressingly, anything wandering into the path between a flayer and that which he or she would like to flay will also attenuate the damage they would inflict as it is flayed first.

Flight
Type: Psikinetic Talent
Duration: maintenance
Cost: 1 point per rank

Flight is the ability to move in three dimensions unaided. In defiance of gravity, the character possessing flight may move left, right, forward, backward, up, or down as he or she sees fit. How exactly this works depends on the character involved; it may be an ability granted by large wings, rocket boots, tinkering with the laws of gravity, or even something like telekinetically flinging one's body about.

Flight itself is rather flexible, and can easily be explained via any number of origins or mechanisms. This opens up the character for weak limitations if he or she desires; boot-jets can be clogged, for instance, or wings can be immobilized. Such limitations reduce the cost of the power by 1 point (in the point-based character system), or increase its power rank by +1 CS (in the random roll generation system).

Flight allows the character to move at a number of areas equal to those listed on the air speed column, though accelerating to that point may take a few turns, depending on his or her Endurance (res). A hero with Shift X (150) ranked Flight and only Poor (4) Endurance (res) can move at 50 areas per turn - but it will take them five full minutes to accelerate to top speed.

The previous involves flying through a gaseous medium. If the character with flight finds themselves underwater, they can 'only' fly according to the land/water speed column, while in a vacuum they can advance onto the space speed column. Our Shift X flier above would then be 'limited' to 180 MPH under water, whilst they'd move at .1% light speed in the inky depths of blackest space.

The ability to fly generally assumes the capability of surviving at high speeds, despite the difficulty of breathing and the friction induced by such rapid motion. Such capability can either come from equipment or bodily modifications, though having it be removable can also be grounds for a weak limitation (as described above). Moving safely under water or in space is not covered by flight alone, however.

Force Blast
Type: Psikinetic Talent
Duration: instantaneous effect
Cost: 1 point per rank

Force blasts are focused bursts of energy manifesting in a physical, tactile state. They can come in the form of dense energy-based attacks, artificially coherent particulate matter (like air) or even aggressive thoughts made manifest. A force blast is often the generic 'energy attack' used by any number of heroes or villains who have a ranged assault in beam or ray form that isn't really defined well - if at all.

A force blast typically operates within Near range of its wielder; force blasts attempting to fly further will often be degraded by air resistance and intervening objects to the point of uselessness. They naturally will inflict Force damage upon impact with their target - or anything else in their line of fire, which is advantageous in that a Force attack is not as inherently deadly as a Shooting or Energy attack form.

Force Field
Type: Psikinetic Talent
Duration: maintenance
Cost: 1 point per rank

Force fields are powerful, coherent energy barriers. They can come in a variety of configurations, whether wrapped tightly around one's body, in a large bubble surrounding an area, or perhaps just a specific wall or plane. The creator of a force field may generate this barrier in any shape desired, though he or she can limit their force fields to the production of just one as a weak limitation to this ability.

Force fields are primarily defensive in nature, and being comprised of energy (however coherent and seemingly solid it may be), work best against energy-based assaults. Such attacks are anything that inflict Energy or Force damage, ranging from fire to electricity to radiation to lasers to force blasts to sound to heat to cold. All attacks of this stripe are resisted by a force field at its full intensity.

On the other hand, a force field offers -1 CS resistance against physical attacks; while it may feel quite solid to the touch, a force field is simply a highly coherent energy field. Such attack forms are anything which inflicts Blunt Attack, Edged Attack, Blunt Throwing, Edged Throwing, or even Shooting damage. Though slightly disadvantaged against them, force fields still work quite well against physical attack.

As is the case with other conventional defenses, such as body armor, a force field is increasingly less effective against more esoteric damage types. Force fields provide -4 CS protection against Sorcerous damage, -6 CS protection against Karmic assault, and -8 CS against attacks of a Deionic nature. This is representative of the idea that such attack forms are further and further out there on the probability curve.

The exception to this is if a force field is generated by a like power source. A magical force field will work just as well against Sorcerous damage as it can against Energy, while a psionic force field is equally protective against Karmic damage as it is Energy. This exception applies whether the power is a 'base' magical spell, psionic power, or deionic ability, or a power stunt off of another such skill.

Generally, the protection a force field offers is abbreviated as follows, in the order of physical attack, energy attack, sorcerous attack, psionic attack, and then deionic attack - keeping in mind that 'special origin' fields will cover their own type differently:

Power Rank -1 CS / Power Rank / Power Rank -4 CS / Power Rank -6 CS / Power Rank -8 CS

As stated in the beginning, a force field can be generated in a variety of different configurations - if not limited to but one to begin with. When protecting any space up to one area in size or less, the force field will offer its full protective qualities. For every additional area so shielded, a force field will suffer from a -1 CS to its effective power rank, affecting the above resistances accordingly.

When struck with damage, a force field will absorb and deflect any amount equal to or less than its listed rating of protection. Whenever any damage in a single attack exceeds this rating, however, the force field will fail - unless its creator can pass a power FEAT roll each time the field is punctured. If this FEAT is successful, the force field will hold, its creator being able to patch up the damage before the field collapses.

In addition to their mainly defensive purpose, force fields can be used more aggressively, usually as a power stunt. A wall or bubble style of field can easily be used to contain others, who cannot escape the area so warded unless they can overcome the power rank of the force field with attacks of their own. Expanding a small force field inside something (or someone!) can be used to inflict power rank damage.

Force fields can also be used to simulate a variety of other powers, making them a great 'shell' for other abilities to work around.

Friction Control
Type: Psikinetic Talent
Duration: maintenance
Cost: 1 point per rank

The ability of friction control allows its wielder to manipulate the molecular attraction one object has for another. This allows its possessor to either make something incredibly slippery, or to alternately render it extremely sticky. This induced state, in either direction, can be represented by an intensity equal to this ability's rank, which one must perform a FEAT against to avoid being affected by it negatively.

Overcoming the stickiness induced by this power may require a Strength check against it, while avoiding losing one's grip on something due to induced slickness may take a successful Agility FEAT. Of course, friction control can be applied to oneself, allowing for a series of useful power stunts ranging from the deflection of physical attacks (they slip right off) to wall crawling (you literally stick to the vertical surface).

Friction control can be invoked upon any solid object within Very Near distance of its wielder, regardless of its size; if an object is larger than one's area of effect (such as the side of a skyscraper), only the surface within friction control's radius will be affected. While it can't be used upon liquids or gases directly, the effects of friction control on solid objects can alter how such materials interact with the power's target.

Finally, the effects of friction control are transient in nature; they only last for as long as they are concentrated upon.

I

Image Projection
Type: Psikinetic Art
Duration: maintenance
Cost: 2 points per rank

This potent ability allows its wielder to generate three dimensional audiovisual entities directly from his or her imagination. These images are constructed of audible sound and visible light, and as such may be perceived by electronic sensors as well as sentient beings. They may be photo-realistic, fanciful and/or cartoon-like, or even random displays of sound and light.

Image projection itself functions within Near range, though effective use of the power is really limited to the area the wielder currently occupies; any further away and you run into limits of human vision, as well as unanticipated oddities of perspective such as the curvature of the earth. For each area a projection 'wanders' away from its creator, apply a -1 CS to the effective intensity of its believability.

Speaking of believability, characters subject to a projected image have no real reason to disbelieve what they are seeing and hearing unless something tips them off to the fact that what they're perceiving isn't, in fact, real. This is no issue with non-realistic images, but if something looks right (say, a brick wall), there's no reason to assume it's fake unless something rings false (such as someone attempting to touch said wall).

Disbelieving a projection requires an Intuition FEAT roll against the rank of this ability, which may be easier with long distance projections (as stated earlier). If this FEAT is successful, the target can successfully shake off the projection, while a failure indicates the projectionist was able to maintain the charade somehow. Mind you, having mixed things up once, it's possible that other illusory phenomenon may be disbelieved as well.

It's important to note that image projections are just that - not real. They have no direct effect on the environment, and cannot actually cause characters damage... which is sort of the point. Projected images can be used to trick others into hurting themselves (walking over a cliff while believing a bridge was there), or to steer people in a direction of the projectionist's choosing, but the images themselves are not harmful.

Unless combined with other abilities. Of course, one can be made to believe that they have been injured by a projection. This is something of a psychosomatic response to a perceived attack, and is especially tricky for a projectionist to pull off. Each instance of illusory damage offers the possibility of disbelief, and no one can die from imaginary damage; anyone passing out or 'dying' from such will simply awaken in 1d10 turns.

A projected image lasts for as long as its creator concentrates on it - no more, no less. Full concentration on one's image projections is required to maintain a sense of believability (if this is in fact the intent). If this concentration wavers, subtle errors will creep into the projection temporarily, possibly prompting Intuition checks to verify if the charade is maintained or not.

Invisibility / Others
Type: Psikinetic Talent
Duration: special
Cost: 1 point per rank

This curious ability allows a character to render objects in his or her environment invisible. Most often wielded with invisibility / self, invisibility / others can function on anything within Very Near range of the character who wields it. Non-living targets can be rendered invisible with but a green roll, but living targets are allowed an Endurance (res) FEAT roll to avoid the effect (if unwilling).

The effects of invisibility / others will last for a duration dependent on variables present when the ability is used.

A green invisibility / others FEAT will make this ability last for a number of turns equal to the power rank number; an Unearthly (100) rank with this skill causes it to last for ten minutes (100 turns). A yellow invisibility / others roll will multiply this value by ten, meaning that Unearthly (100) power, mentioned above, will make a body invisible for one hundred minutes, instead of just ten.

A red invisibility / others FEAT will render the target invisible for a number of hours equal to this ability's rank number (100 hours for our Unearthly friend above). The latter assumes an animate target; inanimate objects are made invisible permanently on a red roll unless the wielder of this ability chooses otherwise - or later deactivates the invisibility they subjected them to.

Once invisible, an object or living target is undetectable by ordinary vision (that's the whole point). The invisible can easily be tripped over or ran into, often causing considerable damage to both the invisible target and whatever runs into it - or, at the very least, poses a significant obstacle. People unaccustomed to being invisible suffer a -2 CS to their Agility for 1d10 turns, until they adjust to their new state of being.

On the plus side, they're immune to laser or light attacks for the duration.

Power stunts of invisibility / others include rendering only part of an object invisible, or rendering invisible objects in the area visible (those not made invisible by the user of this ability). The latter requires a power contest between the character's invisibility / others and the agency which rendered the object to be made visible invisible in the first place.

Invisibility / Self
Type: Psikinetic Skill
Duration: maintenance
Cost: 1 point per rank

Invisibility is the ability to render oneself completely transparent to the standard, visible light spectrum. While this ability is active, the character who wields it reflects no light at all, one hundred percent of such harmlessly passing through him or her. This has the added benefit of making one immune to light-based damage, which typically comes in the form of laser fire.

It is assumed that a character may make anything he or she is touching or wearing invisible as well, so that they may carry accessories and wear clothing. One could assume otherwise when first acquiring this power as a weak limitation; this doesn't cause difficulties with the power so much as a variety of awkward situations involving disrobing and redressing.

This ability can render invisible an amount of mass outside its wielder's body equal to their own weight, but any more requires use of invisibility / others.

While invisibility is highly advantageous, it is important to note that it does not render one immune to detection in and of itself. While the invisible cannot be seen as a general matter of course, it can still be heard or smelt (or tasted or felt). Similarly, an invisible character can be doused in rain or paint or the like, and be seen in that fashion (before their power 'absorbs' such into the invisibility effect).

Another consideration is that invisible characters are subject to viewing in other portions of the electromagnetic spectrum - infravision in particular is the bane of the invisible. Invisible characters may extend their optical transparency into additional portions of the spectrum as a power stunt for each kind. Complete EM invisibility may take some time but is definitely worth it in a world where some people can see all photonic wavelengths.

Other stunts one can develop with invisibility involve making only a portion of one's body invisible, or alternately making invisible objects in contact with the character visible (requiring a power FEAT against the intensity of whatever else is making the invisible object or person invisible).

The power rank for invisibility otherwise only comes into play when faced with another ability that can defeat it somehow (say, light control, or against another invisibility power which is trying to make one visible). Striking an invisible individual you know is present (but still cannot see) is done at a -4 CS to the applicable ability score or power.

K

Kinetic Energy Control
Type: Psikinetic Art
Duration: instantaneous effect
Cost: 1 point per rank

Kinetic energy control is the ability to manipulate matter in motion. It has no effect on most forms of energy, even if many carrier particles (such as electrons) possess a miniscule amount of mass. However, kinetic energy control can be used to directly counter attacks such as a force blast, as well as the use of telekinesis, despite both abilities usually being disassociated with mass themselves.

Controlling the motion of an object requires passing a power FEAT roll against the intensity of its speed (if moving) or its weight (if stationary). The former can be determined by comparing its speed to the appropriate chart; an object moving on the ground will use the land speed chart, while something flying will use the air speed chart, etc. The latter can simply be determined by checking the Strength table.

If this FEAT roll is successful, the target's motion can be redirected as desired. It can be stopped completely if in motion, or altered in any direction desired - even backwards! An object at rest can be given a velocity that is anywhere between zero and this power rank in intensity, using the appropriate chart to determine its speed. The effects of this power are instantaneous, but possibly transient.

This is because the target, if ambulatory, can continue to correct changes made in its momentum, requiring further use of this ability to control it. Similarly, inanimate objects without propulsion of their own will require repeated 'pushes' with this power to maintain the desired velocity under most circumstances; if not reinforced, their artificial movement will quickly grind to a halt.

Kinetic energy control may be opposed by general resistance to energy or warping attacks - or by a specific resistance to this ability in particular. Telekinesis can also work against it, though this may require contests of power from turn to turn.

Kinetic Focus
Type: Psikinetic Skill
Duration: instantaneous effect
Cost: 1 point per rank

Using kinetic focus, one can almost instantaneously concentrate vast amounts of potential energy about their body. This potential energy takes the form of a powerfully modulated kinetic field, which will be released upon bodily contact wherever the energy is stored. This energy can be retained anywhere the character likes, though they can limit it to one location (fists, feet, or even the forehead) as a weak limitation.

Thus, when punching or kicking or body checking one's foe, the character with kinetic focus can disregard the normal damage their Strength or Endurance would do, and instead replace it with power rank Force damage. Alternately, one can contain the release of this potential energy until after contact has been made with someone or something, allowing the character to apply force - as if they possessed a like Strength score.

There is absolutely no finesse in this simulation, though, in that all of the energy pulses out from the character at once. However, it can be a great way to give someone a boost, push a car off of some hapless pedestrian, or otherwise get a large weight away from oneself in a jiffy.

L

Levitation
Type: Psikinetic Skill
Duration: maintenance
Cost: 1/2 point per rank

Levitation is a somewhat limited form of flight, in that it allows one to move their body in the vertical axis - but not the other two. This ability can be the result of any number of factors, ranging from gravity manipulation to telekinetic lifting to inertial dampening to some sort of boot thrusters. Generally, levitation isn't a way to get somewhere very fast, but it does allow one to attain otherwise unreachable heights.

The amount of weight one can carry while levitating is determined by the levitation power rank, as if it was an equivalent Strength score; for example, Incredible (40) ranked levitation could haul up to ten tons into the air with its wielder. This ability can be used to move vertically incredibly quick, doing so at its power rank in flight speed, but again it has no ability to travel in the horizontal at all.

To achieve horizontal movement while suspended in the air by levitation, one must rely upon other super human abilities for propulsion - or just push off the nearest building or mountain. Alternately, one can allow themselves to be moved by prevailing winds if desired (normally this power resists such at its own power rank), though when doing so a levitator has no control over their ultimate velocity or destination.

M

Matter Duplication
Type:Psikinetic Talent
Duration: instantaneous effect
Cost: 2 points per rank

The power to duplicate matter is the ability to create a replica of extant matter. Upon being presented with something, the possessor of this power has the option to create a copy of whatever it happens to be. This 'something' can be in a solid, liquid, or gaseous state, may be one object or many, active or inert, or even living! The power cares not, but the exact precision with which it works is somewhat variable.

When presented with something to replicate, the possessor of matter duplication may roll a power FEAT if he or she wishes to use it on the proffered material(s). As long as this FEAT roll is at least green in hue, the power can precisely copy the physical structure of the object(s) or substance(s) before its wielder, which makes it great for the purposes of mass production - or counterfeiting.

But the physical structure of a material is not necessarily all that makes it what it is. A computer, for instance, has a variety of energy states active within it at any given point, particularly in its data storage medium. Alternately, an ice cube is very cold - copying one without replicating its temperature would cause the duplicate cube to melt instantly. Duplicating energy state(s) requires a yellow power FEAT roll.

Finally, the characteristics of some materials appear to defy logic... or at least conventional physics as we know it. Such materials are usually campaign-specific metals and substances, and are often magical, psi-active, or deionic in nature (or a mix of these three qualities). Duplicating the metaphysical profiles of such things (above and beyond their mere atomic structure) requires a successful red power FEAT.

When copying material, matter duplication can only produce so much at a given point in time. It may produce, per turn, an amount of matter equal to its power rank in pounds. If one wishes to duplicate an object of larger mass, they must simply use the power for multiple turns, spending the appropriate amount of time to manifest a singular object if its weight exceeds their per-turn matter duplication limit when necessary.

As is the case with other matter generating powers, the use of matter duplication is stressful on the body. Each turn the power is active, it will cost its possessor one Health point, damage which must be healed in whatever fashion is normal for the character. This because weaving matter from the ambient subatomic particles in one's environment is an incredibly difficult task to perform, even under optimal conditions.

How long a duplicate lasts can be determined with a second power FEAT, made after matter has been replicated by this power. A white FEAT makes it last for a number of turns equal to this power rank number, a green FEAT lets a duplication exist for a number of minutes equal to this power rank number, and a yellow FEAT allows a duplicate to persist for a number of hours equal to this power's rank number.

Finally, a red FEAT roll made after a duplication is completed will allow a copy this power has made to exist indefinitely.

Matter Generation
Type: Psikinetic Art
Duration: instantaneous (unless building particularly large items)
Cost: 3 points per rank

The highly versatile ability of matter generation allows its possessor to create a wide variety of items, from a wide variety of materials, at will. Such items are manufactured using ambient subatomic particles, countless numbers of which permeate the environment around oneself at any given moment in time - the trick is that one can only generate one item with each use of this incredible ability.

One can generate an amount of mass that is equal to their power rank, in pounds, each turn. If one wishes to construct something larger, they must spend more than one turn generating it. For example, a character with Excellent (20) ranked matter generation can produce twenty pounds of material per turn. To make something that weighs one hundred pounds, they would have to spend five full turns creating it.

The other thing to keep in mind is that generating matter is extremely stressful on one's body. Wielding this power will cost a character one Health point each turn it is used, Health that must then be recovered normally. This strain can be alleviated entirely with the use of the disintegration power, using it to transform external matter into fuel for matter generation to bypass the extreme physical costs involved.

The amount of time such spontaneously generated matter will persist depends on variables present when the power is used. A white FEAT makes it last for a number of turns equal to this power rank number, a green FEAT lets a substance exist for a number of minutes equal to this power rank number, and a yellow FEAT allows an object to persist for a number of hours equal to this power's rank number.

Finally, a red power FEAT creates matter from nowhere that lasts indefinitely.

Matter generation functions within Very Near distance of its wielder, and then only within his or her direct line of sight. Wielding this power at Remarkable (30) ability, for example, allows its possessor to generate matter anywhere within 30 yards of their person - assuming nothing lies between them and where they would like to create it. Such items have no inherent velocity, but gravity definitely affects them immediately.

When creating matter with this ability, one can generate general shapes easily. However, creating (and recreating) specialized items with specific characteristics requires memorizing said properties and measurements. One can recall an amount of particular designs that is equal to their Reason (mem) score. Remembering more requires one to forget an older design, though the eidetic memory power bypasses this limitation.

Typically, a 'to hit' roll is not required when wielding this ability - it just makes something, approximately where one would like it to manifest. However, if attempting to create matter in a fashion that is opposed somehow, such as generating sudden cement shoes on someone trying to run away, an Agility roll is required. Targets who are aware of such attempts may do everything in their power to avoid them.

The materials one can generate an item out of are generally unlimited, but the more complicated they are, the more difficult a power FEAT is required when the item is created. A simple elemental material or molecular compound (such as iron or bronze) requires a green FEAT roll. Yellow FEATs are necessary when producing complex chemical compounds or artificial elemental material (such as buckyballs or mendelevium).

A red power FEAT is only required when attempting to generate items out of fictional elements or compounds - these are most often materials that are campaign specific, or exist only within one's preferred fictional setting (things like Unobtainium, featured in several different motion pictures, for instance). Generating items out of such substances is incredibly hard, but not entirely impossible.

Matter generation is an expensive power, but may be taken with a variety of limitations to reduce that cost somewhat - on top of those that are already indicated above, that is. One can easily limit it by reducing the kinds of matter it can generate; limiting matter generation to one kind of material (metals, stone) is a weak limitation, while reducing it to a specific substance (titanium, or uranium) is a strong limitation.

Similarly, allowing a body to only build one item with this power - perhaps a trusty weapon or some such - counts as a very strong limitation, extreme if it can only be made out of one substance, as well. Finally, removing permanence from the power also counts as a weak limitation; this reduces a red FEAT roll to a duration equal to the power rank number in days. This is still quite a while, but can be inconvenient nonetheless.

Microscopic Vision
Type: Psikinetic Talent
Duration: maintenance
Cost: 1 point per rank

A character with this ability may see small objects - often impossibly so - as if they were of a perfectly normal size. The amount of detail a character can perceive with microscopic vision depends on its rank, and when magnified enough, this ability can actually transcend mere visual data. After all, once you've zoomed in enough that you can literally see photons, other methods of perception must hold sway.

Generally, a Feeble (2) rank in microscopic vision will allow one to read microfiche, while an Excellent (20) rank lets one view single cells. An Amazing (50) rank allows one to visualize molecules, while Unearthly (100) ranked microscopic vision may perceive individual atoms. The 'Shift' ranks allow one to spy ever-smaller subatomic particles, while the 'Class' ranks can reach even further, down into subatomic worlds!

While microscopic vision can be used to see very small things, they need to be relatively close to be focused in on. The sense itself functions with a range as is determined on the Very Near range table, which is highly limited - but appropriate, considering the physics involved.

O

Object Animation
Type: Psikinetic Skill
Duration: while maintained (for each animated object)
Cost: 1 point per rank

Object animation allows a character to temporarily imbue an inanimate object with spectral energies, giving it a strange semblance of life. Objects so imbued become animate, and are under the direct control of their animator. An animator may imbue any object within Near distance with 'life' - but once an object is activated, the animator can continue to control it as long as it is within his or her line of sight.

Objects to be animated must have a material strength equal to or less than the object animation rank; animating a diamond ring is more difficult than animating a refrigerator. Furthermore, they must be of a weight equal to or less than this rank as if it were an equivalent Strength score. A Remarkable (30) ranked animation ability, then, can bring 'life' to any object of up to one ton in weight.

Other than that, the only limitation on object animation is the object itself. The nature of object animation requires that an object to be animated function and move in a manner that is consistent with its design (if applicable). Ropes will slink and slither, chairs will walk on their legs, balls and boulders will roll, that sort of thing; this can be somewhat subjective, depending on the item in question.

Animated objects function as if they had a Fighting and Agility score equal to this rank, while the damage they can inflict (if any) will be determined by either the objects' material strength or this power rank (whichever is lower). A character may animate any number of objects at once, though they can only concentrate on directly commanding one animated object with finesse at any given moment.

Object Charge
Type: Psikinetic Skill
Duration: instantaneous effect
Cost: 1 point per rank

Characters with the ability to charge objects can impart an incredible amount of potential energy into them when held, a potential that will be released on contact with anything else - often explosively. When such contact is made, a charged item will release this artificial energy potential in the form of a detonation that inflicts power rank Energy damage to everything adjacent to where it explodes.

When this occurs, the object so charged must make a material strength check against the intensity of this power. If this FEAT roll fails, the charged item will be destroyed by its explosive discharge, the force of the blast tearing it asunder. If successful, the item may be recovered and even used again for this purpose, if desired. Assuming it's not stuck in something... or someone!

Object Cooling
Type: Psikinetic Skill
Duration: maintenance
Cost: 1 point per rank

The chilling power of object cooling allows its user to decrease the mean temperature of an item or mass in his or her vicinity - that being described as the space within Very Near distance of their person. Every turn a psi wields this skill on an object, they can apply a chilling field that increases the cold of the item by +1 CS, to a maximum limit that is equal to object cooling's power rank - possibly with disastrous effects.

While this is most readily used to cool incredibly hot objects or to put out flames, object cooling can also be used destructively. A heavily chilled object won't automatically break, but when struck it must make a m.s. check against the intensity of the cold applied to it instead of the force actually used against the item. This allows one with relatively normal strength to shatter all manner of things they normally couldn't.

This cold is also conductive; anyone touching a super-cooled object will suffer cold-based Energy damage equal to the intensity of the cold currently applied to it. This cold 'field' will last for as long as object cooling is maintained. Once the power is deactivated, the item so affected will see the cold it was subjected to reduced by -1 CS each turn, until it returns to normal.

If used on a living being, the target is allowed an Endurance (res) FEAT to resist the effect of this skill. If this FEAT roll fails, the target suffers Feeble (2) Energy damage the first turn, Poor (4) Energy damage the second turn, and so on, up to a ceiling of this power's rank. Targets are allowed another FEAT to resist this power with each new turn. Armor isn't effective against this damage, but resistance to cold or energy is.

Object Hardening
Type: Psikinetic Skill
Duration: instantaneous, though short maintenance can improve the effect further
Cost: 1 point per rank

Wielding the ability of object hardening, a character can rapidly and drastically improve the material strength of one or more items. In practice, object hardening will instantly increase the m.s. of anything it is focused upon to a minimum of its power rank - or its own m.s. +1 CS, if that would be higher. Each additional turn the power is used on an item can boost its m.s. a further +1 CS, up to a practical ceiling of Class 5000.

The duration an item is hardened for depends on variables present when the ability is used.

White duration FEATs indicate a hardening that lasts for but 1d10 turns. A green FEAT allows an object to remain hardened for a number of turns equal to the power rank number; an Excellent (20) rank with this ability causes it to last for two minutes (twenty turns). A yellow roll will multiply this value by ten, meaning that Excellent (20) power mentioned above will harden an item for twenty minutes, instead of just two.

A red object hardening FEAT will stiffen the target for a number of hours equal to this ability's rank number (20 hours for our Excellent friend above). The latter assumes an animate target; inanimate objects are permanently hardened on a red roll unless the wielder of this ability chooses otherwise - or later deactivates the enhanced material strength he or she provided it.

The problem with hardening a living being, though, is that it makes movement for them much more difficult. Each +1 CS of hardening applied to one's body reduces their Agility and Strength by -1 CS, until movement is rendered impossible at Shift 0 levels. Inflicting hardening upon an unwilling target requires defeating their Endurance (res) score first, but can be a great way to easily take someone out of a fight.

Mind you, hardening just a part of a person (including one's own bits) allows them to inflict +1 CS Blunt Attack damage with it!

Object hardening can be wielded against any objects within Very Near distance of its possessor.

Object Projection
Type: Psikinetic Talent
Duration: maintenance
Cost: 1 point per rank

The curious ability of object projection allows its wielder to separate his or her consciousness from their body. This consciousness then moves into any one item the character is currently in physical contact with. Such objects may be of any nature, whether comprised of a single piece, many mechanical components, or even electronic circuitry - as long as the item is solid inanimate matter, it may be used by object projection.

While inhabiting an item, the consciousness of the character using this ability may control it as if they were using power rank object animation. In other words, if inside a gun they can fire or hop around, if inside a chair they can walk or be exceptionally comfortable, and so on. If the item is of a higher material strength or mass than similarly ranked object animation could control, it cannot be manipulated - but may still be inhabited.

The character inhabiting an object possesses all their normal sensory abilities; despite being disembodied, they can sense whatever is going on around them. This makes object projection a great ability for espionage or other clandestine activities. They may also 'speak', and can use any knowledge-based abilities available to them, though some abilities may or may not be applicable to the character's current existence.

When an object projector is inhabiting an item, their consciousness may only move into other inanimate objects that it is in contact with. Via this ability alone, an object projector cannot inhabit or manipulate an animate object or living being. A consciousness projected by this ability can move though solid matter (like a stretch of highway) at a respectable pace, doing so with a velocity as determined by the space speed table.

Object projecting is an action which must be maintained consciously, but it may be done for quite a while; object projection has a maximum safe duration equal to its rank in hours. For example, a character with Amazing (50) object projection may shed their consciousness and let it wander around in nearby objects for just over two days at a time. Food and water only become an issue after several days, however.

This is because, while object projecting, the character's body remains in a coma-like state, burning little energy (per the Trance talent). It must have air to breathe, but it is otherwise inert, and need not consume food or water until the projection is complete. At this point the object projector, if they've been gone for a good long time, may need to consume large amounts of food and water to recover.

Deactivating object projection (whether willingly or because of the destruction of something the power is being used on) will immediately recall the mind of its wielder - even if no solid objects are readily available to 'conduct' it back to its point of origin. This recall mechanism works no matter how far an object projector's mind has wandered from its point of origin with the use of this ability (it has no effective range limits).

Object Sympathy
Type: Psikinetic Talent
Duration: maintenance
Cost: 1 point per rank

Object sympathy is the power to mentally communicate with inanimate matter. Inanimate matter includes pristine mass untouched by mankind, formerly living materials, or even non-functional objects of any stripe. As long as an object or mass cannot operate under its own power, and cannot be defined as alive by any other means, object sympathy may be used to communicate with it.

This ability works by attuning one's consciousness to the matter involved, to facilitate communication with it. Object sympathy is similar to psychometry in that both abilities allow a conversation of sorts between the wielder of the power and the item to be queried, but differs in that one cannot really gain complex information with it. This is because they are working with the item itself, not psychic residue left on it by others.

This assumes one can get past the very nature of an object to communicate with it - the simpler an item is, the harder it is to dredge information from. Complicated artificial objects (clothing, safes) can be spoken to with a green power FEAT, relatively simple manufactured items (swords, tools) will talk on a yellow FEAT, and natural items (bones, branches, rock) only release information on a red power FEAT.

Once communication is established, items communicated with via object sympathy will display a surprising amount of personality for inanimate objects. They may well take pride in their usage, and will expound on it in great detail. This intense personality comes at a price, however. An axe may be exuberant about chopping down trees, but it will have little information about anything else that has occurred in its vicinity.

For example, consider a meeting between two spies that takes place near the axe mentioned above. The axe simply didn't 'ponder' such a meeting enough to pay very much attention. And why would it? Those spies weren't cutting wood or each other, much less with it, so who cares? This is the inherent difficulty when using this ability. It'll know about its owner, and perhaps its function - but most everything else is irrelevant.

Convincing an item to shed data only tangentially related to its function may require careful role play - and even then, may only be vaguely useful. But ask that old, broken down television about the good times it used to have watching I Love Lucy ™, and you may be in for a long, long talk!

Generally, one must be within Near range of an object to communicate with it in this fashion, though handling something may offer the best results.

Object Warming
Type: Psikinetic Skill
Duration: maintenance
Cost: 1 point per rank

An energetic ability, object warming is a psikinetic skill that allows its wielder to increase the mean temperature of an item or mass in his or her vicinity, as is defined by Very Near distance. Every turn a psi applies this power to an object, they can increase the intensity of its given heat by +1 CS, to a maximum limit equal to this power rank. This may very well damage or destroy the object so affected.

Once the heat in an object has an intensity approaching its material strength, the item in question must pass a m.s. check against that heat or be damaged. This may involve catching on fire, melting, boiling, exploding, or even just slightly deforming or becoming more plastic in nature, depending on the materials and intensities involved. Similarly, such heat will radiate into the environment, and transfer into anything touching it.

This heightened thermal energy will last for as long as the power is maintained. Once object warming is deactivated, the excess heat will discharge into everything around the item, losing -1 CS of its intensity until it returns to normal - assuming its condition hasn't suffered as a result of being heated so.

If used on the living, the target is allowed an Endurance (res) FEAT to resist this skill. If this FEAT fails, the target suffers Feeble (2) Energy damage the first turn, Poor (4) Energy damage the second turn, and so on, up to a ceiling of this power rank. Targets are allowed another FEAT to resist this power with each new turn. Armor isn't effective against this damage, but any resistance to energy, fire, or heat is.

Object Weakening
Type: Psikinetic Skill
Duration: maintenance
Cost: 1 point per rank

The (obvious) opposite of object hardening, object weakening reduces the effective material strength of an object. Every turn this ability is applied to an object, its effective m.s. will sink by -1 CS, to a bottom rank of Feeble (2). When the power is no longer concentrated on the item in question, it will recover +1 CS of its lost m.s. each subsequent turn, until it returns to a normal state.

Assuming, of course, it isn't broken in the meantime. If it is, the item will eventually recover its previous m.s., though it may be in a different condition than before object weakening was applied (i.e., in several more pieces, or perhaps with a huge hole in it). Object weakening can only be used on items within Very Near distance of its possessor - as long as there are no intervening objects between the target and this power.

P

Power Dampening
Type: Psikinetic Skill
Duration: instantaneous effect
Cost: 1 point per rank

A highly specialized form of energy control, power dampening allows its possessor to reduce the intensity of any ambient energies in their environment. With a successful power dampening FEAT roll against the intensity of the energy to be affected, the wielder of this ability may reduce it in intensity as much as he or she likes, whether completely negating it or just throttling its power a little bit.

If such energy is under the influence of someone with an energy control power of some sort, this FEAT must be made against that power rank, instead. This skill may be used to affect any form of energy, even those with psionic or magical components, as long as they are active within Near distance of its wielder. Power dampening immediately works on all energy forms, not needing a separate power stunt for each.

Propulsion
Type: Psikinetic Skill
Duration: maintenance
Cost: 1/2 point per rank

Propulsion is a sort of counterpart to levitation, in that it allows one to move their body in either of the horizontal axes - but not the vertical one. If one also has levitation, such characters can approximate flight - though at the cost of two active powers, instead of just the one for simply having flight proper. If using a parachute or other similar means, one can also use this ability to simulate gliding (or perhaps go paragliding).

This ability itself grants a character power ranked velocity as is described on the land / sea speed table, whether it's used on the ground, in the sea, or even in the air. It can let a body run or swim very, very fast, though this can be stressful without specialized equipment or adaptations to absorb the physical shock of such rapid locomotion. Even something as simple as roller skates can bypass this 'problem'.

In addition to its wielder's mass, propulsion can carry additional weight equal to its power rank as an equivalent Strength score. For instance, Monstrous (75) ranked propulsion could bring up to 75 tons of weight along for the ride. Exceeding this reduces propulsion's speed by -2 CS for every +1 CS of weight hauled. As an example, 150 tons (a Shift X (150) weight) would reduce that Monstrous propulsion's speed by -4 CS.

Psi Web
Type: Psikinetic Talent
Duration: maintenance
Cost: 1 point per rank

A psi web is a telekinetic weave that its creator can use to ensnare others entering a specific area of space. A psi web will manifest as a two dimensional object, but may be oriented with any horizontal or vertical inclination desired. It can overlay any amount of space within Very Near distance of its creator, whether spread across a narrow opening or covering every available inch within its area of effect.

Upon entering a space warded by a psi web, one must pass a Strength FEAT against its power rank to proceed. If this FEAT fails, the person who 'sprung' the trap is held within, and must attempt to escape as if grappled at the psi web's power rank. If successful, the character may continue to move through the area that turn, but if still present on the next, he or she must repeat the above Strength FEAT.

Psychokinesis
Type: Psikinetic Art
Duration: instantaneous effect
Cost: 1 point per rank

Psychokinesis is the ability to transform the potential energy stored within matter into kinetic energy - with explosive results. When psychokinesis is applied to matter, it may resist the power in any way it is capable of; inanimate objects will roll a material strength check, while a living being is allowed an Endurance (res) FEAT. If this resistance is successful, the power fails, and nothing will happen.

But if the material is unsuccessful in resisting the effects of psychokinesis, it will suffer considerable damage. Inanimate objects will violently explode, their internal energies rent asunder, while living beings will suffer injuries akin to the exit wounds of bullets. This power rank damage, inflicted upon living beings, is Metabolic in nature - body armor will not affect it unless every cell is similarly hardened.

Damage reduction will, of course, as will resistance to energy (or force) attacks. Psychokinesis only functions on matter within Near distance of its wielder.

Psychometry
Type: Psikinetic Art
Duration: maintenance
Cost: 1 point per rank

Psychometry is the ability to read the psychic impressions left on an inanimate object. This can be any sort of object, whether digital, mechanical, organic, or inert, as long as it is not currently alive. Upon a successful power FEAT roll, the psychometrist can hold an active conversation with an item, interpreting the residual psychic energies left upon it to learn anything desired about the object.

The item will readily give up information about how it works and how it was made (if applicable), who its current or most recent owner is/was, as well as various important (to it, at least) things that have occurred in its past. Psychometry can also be used to reveal information about others who have previously touched the item, and what they did (or did not do) with it while touching it.

Using this information, a psychometrist can wield other abilities which allow him or her to learn more about those who have handled the item, such as finding or postcognition. This makes psychometry a 'gateway' of sorts for digging up information about a wide variety of individuals, some of which may not seem relevant when psychometry is first used, but give additional clues upon being probed with these other powers.

A -1 CS is applied for each subsequent individual back in time that handled the item, at least until this power dips below Shift 0. After this point, this particularly psychometrist can't make further sense of the impressions. Other than this, there is no temporal limits on psychometry; if an item has been left idle in a crypt for ten thousand years, psychometry doesn't care, treating this period as if it were but a fleeting moment.

S

Sidestep
Type: Psikinetic Skill
Duration: maintenance
Cost: 8 points (flat cost)

Sidestepping is the process of bending sound and light such that one looks and sounds like they're several feet away from their actual location. This has a troubling effect on those attempting to target the wielder of this ability, since they're essentially aiming at empty space - even if they don't know it. When active, the sidestep ability grants a specialized form of deflection to its possessor.

Basically, anyone trying to strike the sidestepping character with a to-hit roll will do so at a -2 CS - above and beyond any attempts to dodge, or any other penalties to hit they may suffer from. This penalty does not apply to powers or attacks that don't need a roll simply to connect (but instead receive a resistance roll), much less area effect assaults (such as the fragmentary blast of a grenade).

T

Telekinesis
Type: Psikinetic Art
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

This is the root ability of the psikinetic discipline of power.

'Mind over matter', telekinesis is the ability to handle objects in the environment with the power of one's mind. Telekinesis is essentially Strength at a distance, functioning with power rank ability upon any external matter within Near distance that its wielder desires. This can involve a variety of feats, including heaving a Buick ™ at someone, holding back rushing water, or even suspending random matter in the air.

A telekinetic character may manipulate numerous objects simultaneously, but each doubling of items handled reduces the effective power rank, both for its effective range and total lifting strength, by -1 CS. For instance, a Monstrous (75) ranked telekinetic could grab thirty-two objects and have them orbit their body, but doing so would reduce the total weight they could lift by -5 CS (limiting it to Good (10) rank - or 400 pounds).

Telekinesis can be the basis for an immense variety of other powers, many of which are often learned as power stunts. Several telekinetics learn how to affect their own body in addition to external mass, to acquire flight. Others compress their telekinetic might into force blasts, and even more learn how to create protective force fields with the power of their minds alone.

And that is the real strength of telekinesis - its staggering versatility.

Telescopic Vision
Type: Psikinetic Talent
Duration: maintenance
Cost: 1 point per rank

A character with this ability may see distant objects - often vastly so - as if they were within a normal range of vision. His or her eyes function as an incredible pair of binoculars, being able to effectively focus on objects within their line of sight with ease. The upper range of this power is indicated on the Very Far range table, meaning telescopic vision can easily be used to perceive objects on other planets!

Of course, such events wouldn't necessarily be live (unless said planets were very close). The thing to keep in mind with telescopic vision is, though it has a truly astounding range, this ability is bound by the laws of relativity - especially the speed of light. While a high enough rank of telescopic vision can perceive events in neighboring star systems, the light it picks up will be several years old as seen from earth.

On the other hand, telescopic vision can be readily coupled with other vision-based powers, to extend their useful range considerably as well - even microscopic vision!

Topological Control
Type: Psikinetic Art
Duration: instantaneous effect
Cost: 3 points per rank

Characters may use this ability to alter the very shape of an object. This is similar to the solid animation power, but can affect anything - living or otherwise. It works automatically on inanimate objects, but something that is alive (or at the very least mobile) requires a to-hit roll on the part of this ability's wielder. Topological control may be opposed by resistance to either energy or warping attacks.

Topological control does not alter the strength of a material, at least as far as its molecular structure is concerned. If something is shaped to extremes it may not have the same effective m.s., however. Instances of such include stretching a boulder until it is paper thin, or alternately compacting the concrete on a city street into a massive lump.

The actual difficulty of morphing one object into another depends on how complex the end result is. Making simple objects or just stretching an object like taffy requires a green FEAT. An example of a green FEAT roll would be warping a light pole until it wrapped around a foe, holding them in place. While the shape of the light pole has changed, it's essential function and homeomorphism has not. It may even still work!

Reshaping matter into complicated shapes, or altering the homeomorphism of one or more items requires a yellow FEAT. For example, imagine that light pole instead being morphed into a ladder. This is a much more serious change to the object, as it now has several holes (its homeomorphism has been altered). Whether or not the light at the top still functions (or if it has become two, or is still there) is up for debate.

Finally, a red FEAT is necessary when forming very intricate or moving items, or when radically altering the nature of something's form. Such changes may involve transforming that light pole into moving clockwork machinery, or concocting an internal combustion engine from piles of scrap metal. Such actions also include any drastic change to the configuration of living entities.

The latter is because topological control, by its very nature, will preserve the functions of a living being as its topology is shifted. Thus, keeping a human being alive when warping their body into the shape of a portable toilet requires a lot of finesse - and serious knowledge of how biological systems actually work. Warping such into a table or dog is much simpler, relatively speaking, and thus requires a lesser FEAT roll.

Topological control can alter an amount of matter equal to an equivalent Strength score each turn, doing so within Near distance.

Generally, changes to an inanimate object wrought with topological control are permanent, unless reversed by the perpetrator. This requires no FEAT roll unless the object has been altered (whether by accident or design) since they themselves changed it. Alterations to living beings last for a number of turns equal to the topological control rank - unless its wielder specifically concentrates on maintaining them.

Then, it can last until the topological controller releases their hold on the altered living being, at which point its morphic resonance will restore it to its original shape. While being reshaped by topological control does not cause physical damage to a target, strictly speaking, the target's mind may be damaged by sadistic use of this power. Being abused by this ability can lead to the development of strange phobias and other quirks!

Transduction
Type: Psikinetic Talent
Duration: instantaneous effect
Cost: 2 points per rank

Transduction is the ability to transform one form of energy into another. It functions on the Very Near range table, but allows its wielder to transform any form of energy within that distance as they see fit. This is done by making a FEAT roll against the intensity of the ambient energy to be altered; if successful, the transducer will absorb the energy, process it into its new form, and then emit it at -1 CS intensity.

If this FEAT roll fails, the power to be transformed is too great, and its intensity is not lowered appreciably (at least on this attempt). Used defensively, transduction can make a character incredibly hard to defeat - though overwhelming them is always one distinct tactical possibility; transduction is an active action, and the character using it can only wield it so many times per turn, after all.

Transduction can affect the nature of any physical or energy power source, either ambient or directed, but cannot alter or emit Sorcerous, Karmic, or Deionic energies - unless its wielder specifically has access to such. For example, a sorcerer could add energy forms which inflict Sorcerous damage to those they can transduce, while a psi could instead transduce Karmic attacks into something more mundane. Or vice versa.

While versatile, transduction can readily be limited to make it much more powerful. Limiting a transducer to either being able to convert or emit just one form of energy is a strong limitation (either adding +2 CS to the power rank or reducing its cost by 4), while limiting the transducer to being able to convert and emit just one form of energy is an extreme limitation (either adding +4 CS to the power rank or reducing its cost by 8).

Transmutation
Type: Psikinetic Art
Duration: special
Cost: 3 points per rank

Transmutation is the ability to alter the very molecular structure of a material. A transmuter may take any substance, regardless of its chemical composition, and transform it into another of his or her choosing. This new chemical structure may consist of pure elemental matter, simple or complex chemical compounds, or even artificial and/or fictional substances seemingly in defiance of known science!

A green transmutation FEAT roll is typically required for somewhat easy transformations. They are most often called for when changing a substance into relatively simple materials comprised of natural elements. This can include anything from pure elemental materials (like gold or hydrogen) to common chemical compounds (like water or carbon dioxide). Green FEATs can only produce one chemical outcome at a time.

More complicated actions with transmutation generally require a yellow FEAT roll. This involves the production of materials that incorporate artificial elements (such as americium), as well as more complicated chemical compounds (such as sugar). A yellow FEAT is also needed when producing two substances simultaneously (such as a solution of one material suspended within another, like salt water).

Extremely complex transmutations require a red power FEAT. These involve transformations related to 'fictional' materials (those which exist solely in the current game campaign) or are incredibly complicated in nature (anything from nanomaterials to strands of deoxyribonucleic acid). Red FEATs also cover instances of transmuting more than two ingredients at once (like the formula for Red Bull ™).

The character with transmutation may transmute an amount of material equal, in pounds, to their rank number each turn, and do so on mass within Near range.

It's important to keep the basic properties of matter in mind when using this ability. Transforming five hundred pounds of scrap metal into oxygen is an easy way to blow up a house, as that much unpressurized air won't stay in a volume the size of a pile of scrap metal for long. Similarly, changing all the air in a room into lead is a great way to neutralize a bunch of targets - and yourself, if you lack environmental independence!

Transmutation is generally permanent when used on inanimate objects, assuming its wielder can make the proper FEAT roll for the complexity of the desired change in their composition. On the other hand, living beings can only be transmuted if the wielder of this ability can successfully target them (or alternately, overcome their resistance to metabolic attacks if they have that).

The effects of transmutation on the living last for a duration dependent on variables present when the ability is used. A green transmutation FEAT will make this ability last for a number of turns equal to the power rank number; a Remarkable (30) rank with this skill causes it to last for three minutes (30 turns). A yellow transmutation roll will change a target for a number of minutes equal to its rank number.

A red transmutation FEAT will change the target's molecular structure for a number of hours equal to this ability's rank number (thirty hours for our Remarkable (30) ranked friend, above). The latter assumes an unwilling target; if a target is willing to be transmuted for some reason (possibly to stave off imminent death), they can be transmuted permanently - at least, until the transmuter reverses the change they've wrought.

Transmutation can easily be limited by constraining its potential output. Limiting transmutation to converting things into only one kind of substance (metals or liquids, for instance) is considered a weak limitation (+1 CS or -3 points), while restraining it to changing things into just one specific material (like the old-time alchemists' favorite, gold) would be a strong limitation (+2 CS or -6 points).

Speaking of gold, a strong consideration regarding transmutation is its potential effects on the character's wealth - and by proxy, the economy around them. Transmutation is an easy way to justify one's current Resources rank, much less any increases in such. This assumes that the character is working intelligently with their mammoth financial power, making wise investments to hide the fact that they're literally making money.

Such 'intelligent' work assumes the character is spending Karma on raising their Resources. If such Karma is not paid, people will eventually take notice of the fact that they're flooding world markets with gold or diamonds or iridium or whatever. Such notice may come in the form of a visit from a suspicious IRS agent, or perhaps some sort of cartel or syndicate who doesn't like their new competition at all.

As with unaccounted for devices and powers, ill-gotten Resources gains are subject to the vagaries of Plot.

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