Superpsi Powers

Superpsi powers arise as a result of one's intensive study into the basis of consciousness itself. This study reveals the raw nature of psionics, allowing a superpsi to manipulate their function. Furthermore, superpsionics can be used to simulate or duplicate the processes of consciousness itself, conjure forth and shape psychoplasm, and can even tinker with the the very souls of others!

Arts of the superpsi persuasion are very dangerous abilities, for they allow one almost absolute control over the nature of sentience. They can be used to impart psionics into inanimate objects, shape raw psychoplasm, manipulate or feed upon the energies of souls, know anything that any sapient being is aware of, and to even enhance the magnitude of one's own psionic powers.

Superpsi talents, while not as mind-shaking as the arts, are nonetheless quite versatile. This class of power is useful when shaping psionic energies, or even for generating raw psions or antipsions. It can also be used to control the psionics of others, whether manipulating the nature of another's psi powers, copying them for one's own use, or even combining them with one's own.

A skill that is superpsionic isn't quite as devastating as those abilities described above, but that doesn't make them any less deadly. Superpsionic skills can be used to boost one's ability scores, amplify or annul the psionics of others, or perceive psionic or spectral energies. Several of these psionics also act to increase the capabilities of one's mind, making one's memory perfect or greatly enhancing a talent.

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

A C E I K L M P Q S T U V X

A

Ability Boost
Type: Superpsi Skill
Duration: instantaneous effect
Cost: 1 point per rank

Ability boost allows its possessor to temporarily augment - significantly - any one ability score of their choice. When activated, its wielder can choose either their Fighting, Agility, Strength, Endurance, Reason, Intuition, or Psyche, and enhance it to a value that is equal to this power in rank - or the value of the enhanced ability +1 CS, whichever is higher. An ability boost of any kind lasts only for 1d10 turns.

Once it wears off, ability boost may not be used again for an hour - at least, not without degrading its overall capability. For each additional use without a one hour 'cool down', ability boost loses -1 CS of its overall effectiveness. This is enough to neutralize its use upon abilities greater than its own rank, while gradually reducing its power in all other instances, if used too frequently.

One's Health or Karma sum should be temporarily recalculated to account for the character's new prowess; this can cause problems if he or she takes severe damage before the power wears off, as a negative Health total upon the power's termination affects a body per a Kill result.

Ability Boost may easily be limited by reducing the number of abilities it can temporarily enhance. Constraining it to either physical or mental ability scores is considered a weak limitation (+1 CS or a one point cost reduction), while allowing ability boost to enhance but one ability score is instead a strong limitation (+2 CS or a two point cost reduction). Fighting can count as either a physical or mental ability for this purpose.

Conversely, one may enhance ability boost by allowing it to bolster more than one ability score at once (enhancing the power by one step for each additional ability score so boosted), or with each doubling of duration (2d10 turns of boost would be a weak enhancement, and so on).

Antipsion Generation
Type: Superpsi Talent
Duration: instantaneous effect
Cost: 1 point per rank

A specialized form of energy generation, antipsion generation allows its wielder to emit raw antipsions. Antipsions are similar to psions, save that they hold an opposing psionic 'charge'. They thus operate in the same basic fashion, and when used by this ability can be emitted in a raw, unshaped form. Thus, one can typically only use antipsion generation in one specific manner - as a devastating attack!

When invoked, antipsion generation allows its wielder to fire a blast of raw mental energies at anything within Near distance. This beam acts like an energy attack, but affects the protection of its target (if said target has any) per Karmic damage. Thus it can even be used to damage inanimate objects, possibly wrecking them in the process.

The trick is such energies tend to cut through defenses comprised primarily of psionic energies quite handily. If used against such a defensive ability, an antipsion blast will carry an Armor Piercing effect, drastically increasing the damage it can inflict. This might also prevent the target from using psionic powers, as the antipsions saturating his or her body eliminate their own, stored energies on contact.

Direct antipsion exposure in a blast form prompts a Psyche (will) FEAT roll against the antipsion generation power rank, the failure of which will prevent the use of one's psionics for 1d10 turns. This represents the nuclear annihilation caused by psion / antipsion interaction, and the time required for one to replenish their supply of psionic energy after such - along with a bit of radiation-induced fatigue.

This is a double-edged sword, however. You see, while generating antipsions, a psi cannot wield any of his or her ordinary psionics themselves - save for this one. The only exception to this rule is if they have polarized any of their psionics beforehand. This requires the polarization ability, of course, and usually blocks up most of one's maintainable powers at any given point in time, but can be a devastatingly effective strategy.

C

Clone Projection
Type: Superpsi Skill
Duration: instantaneous effect
Cost: 1 point per rank

A variant form of energy doubles, clone projection allows its possessor to create a singular duplicate of themselves, comprised of the imaginary matter known as psychoplasm. Once this copy is created, the wielder of this ability may project his or her mind into it, and then 'drive' this avatar of themselves as if it were their own body. If blocked from such projection somehow, the psychoplasmic double is unable to act on its own.

This projected clone has the same physical and mental statistics of its creator, as well as their super-human capabilities (whether inherent or knowledge-based). It also has the same Health score, and if said score is reduced to zero, the projected clone will dissipate, the energies used to create it rent asunder. When this happens, the clone projector's mind will simply return to its normal habitat, Stunned for 1d10 turns.

The power rank of clone projection determines both how long the created duplicate will exist and how far it can wander from its creator. A projected clone can operate anywhere within Middle distance of this power's wielder, and can last for a maximum number of hours that is equal to this ability's power rank.

E

Eidetic Memory
Type: Superpsi Skill
Duration: maintenance
Cost: 1 point per rank beyond one's Reason (mem) score

Representing a super-human level of recall, eidetic memory allows its possessor to recollect sights, sounds, and other experiences with vivid clarity. Without outside influence, such as brain damage, drugs, or certain psionics, eidetickers are literally unable to forget that which they have experienced in the past. It may take them a while to recall the specific details of something obscure, but in time they can remember anything.

Eidetic memory should have a minimum rank that is equal to one's Reason (mem) score +1 CS. One can either roll a rank for it in the standard manner or 'gamble' off of their Reason (mem) score to determine the eidetic memory power rank. Alternately, when using the point-based character generation system, simply add one point for every +1 CS eidetic memory has above its possessor's Reason (mem) score.

For the most part, one's power rank is incidental; if time is not critical, an eideticker will eventually dredge his or her mind for any memory they need. To recall anything when time is of the essence, however, the character with eidetic memory may need to make a power FEAT roll at the Judge's discretion, its difficulty dependent on how much one was concentrating when experiencing the data in question.

A green FEAT roll is necessary concerning most standard personal memories, while a yellow FEAT is required when recalling less direct, knowledge based information (something read once in the distant past). Red FEAT rolls are only needed when drawing up incidental data, such as the faces one saw in a certain crowd months ago. Failed FEATs, if time is important, may be attempted again once per turn.

Empowerment
Type: Superpsi Art, Technopsi Art
Duration: permanent
Cost: 2 points per rank

The process of empowerment is similar to that of investment, for it involves installing super-human abilities within something besides its wielder. It differs, however, in that empowerment does not work on living beings - in fact, it only works on inanimate objects. As long as it is not currently considered alive under any normal definition of the term, empowerment can give an object access to super powers!

One can begin the task of empowering an object by deciding which object is to receive powers in the first place. It is generally a good idea to go with something that is of high quality workmanship, so that it does not easily break or malfunction. While the powered portion of it may retain usefulness, the mundane portion being non-functional reduces its overall effectiveness. And just looks silly.

Secondly, the bearer of this power must decide which super-human abilities he or she wishes to impart onto the device. In the same vein, they must determine whether the abilities instilled within an item apply to the item or its wielder. As an example, an invulnerability the item possesses might make it immune to being broken by Blunt Attack damage - but if applied to its wielder, would instead make them very hard to defeat.

Powers to be embedded into an item will function at a rank that is equal to that of empowerment itself - or less, if desired.

Third, there is the matter of special requirements. Permanent powered objects require a special requirement for each ability it will be empowered with. An empowerer may embed an entire super arsenal into an object, but this might require months of preparation. Each requirement will be related to the nature of the power to be added somehow, and one should work with their Judge to determine the nature of such.

Finally, there's the matter of actually empowering the device. This begins when the character with empowerment uses it on the item, which prepares it for the process of acquiring power. This often involves a period of special treatment both before and after, to attune the item to the power(s) to be installed within. Then, the power to be imparted within the item must be used upon it.

In the case of passive powers that cannot target others, such as regeneration, they must simply be in use while touching the soon-to-be empowered object.

If the empowerer lacks access to an ability he or she wishes to install within an item, they can usually acquire it temporarily through the use of the link ability, or can have someone else use the desired power on the item to be empowered instead. Once this is done, the new powers of the item must be sealed within with a red empowerment power FEAT.

Sealing super powers into an item will consume the special requirements (if applicable), and catalyze the creation of the ascendant object from the formerly mundane materials involved. This act also requires 500 Karma points from the empowerer. Additionally, if an item is graced with super powers that the empowerer cannot access themselves, they must pay the Karma cost for each one.

This cost is the equivalent to purchasing the power at the rank the item possesses it, -2 CS. This represents the empowerer gaining the super power with a potent limitation (that it's embedded within an item, with all the advantages and disadvantages this entails). This, of course, assumes the creator of a super powered item is not simply giving it to someone else; if this is the case, the Karma cost is then their concern.

If neither is done, the item is subject to the vagaries of Plot, as is normal.

In addition to super-human abilities, an empowerer may install the following special item powers into any object they empower:

* Enhanced Material Strength: an empowerer can infuse an item with an enhanced m.s.; after all, a glass sword with seven powers is neat, but is still only a Feeble m.s. item. An empowerer can increase the m.s. of their new item by acquiring a special requirement of the desired m.s. While this requirement is consumed upon the item's creation, it imparts its m.s. into the newly created ascendant item.

* Psychic Bond: an empowerer can install this power within the new super-powered item, which allows the device (sentient or not) to psychically link to its owner. This link allows the owner to sense whenever the item is being used, and to know the approximate direction the item lies in relation to themselves (if they are not currently wielding it). Doing this requires something enjoyed by the empowerer as a special requirement.

* Sentience: an empowerer can install a true sentience in the ascendant item they are creating. The item's Reason, Intuition, and Psyche ranks are rolled up randomly on table D. The personality of an item will generally reflect that of its creator, although this is not always the case (particularly if a link was involved in its creation). Anything representing intelligence can serve as a special requirement for this item power.

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 Doubles
Type: Superpsi Talent
Duration: instantaneous effect
Cost: 2 points per rank

An energy double is a duplicate of oneself the possessor of this ability can spontaneously generate. These doubles are constructed from an imaginary form of matter known as psychoplasm, which is similar to the 'stuff' of the astral plane in nature. This material is psi-active in behavior, and readily accepts the imprinting of parts of one's own personality onto it, thus allowing these duplicates to generally do their creator's bidding.

Whether or not they're paying attention to such duplicates... or even conscious.

Energy doubles may or may not precisely match their creator's appearance, but generally all look the same. The principal ability of such duplicates is their knack for intangibility; an energy double may render itself immaterial at will, being comprised of imaginary matter. This can be done to pass through obstacles or to avoid attacks, as long as they are not of a Sorcerous, Karmic, or Deionic nature.

Energy doubles, when coherent, may attack physically as if they possessed ability scores equal to their creator's. Similarly, while tangible, an energy double can share its experiences with those it touches (or who touch it), relaying sensory input it has experienced thanks to the properties of its psychoplasmic makeup. But other than that, they possess no further inherent abilities - unless specifically assigned such.

During character creation, one can place their generated powers (or points) in their energy doubles instead, giving them abilities ranging from flight to energy blasts to anything else that fits their concept, really. Similarly, energy doubles can manifest 'new' powers at a later date, the Karma cost for a new power being paid normally, but the power itself being granted to the energy doubles instead of their creator.

The wielder of this ability can typically generate more than one energy double at any given time. For each rank one has in this ability, they may generate an additional double. Wielding this power at Feeble (2) rank only allows for one, while a character with Excellent (20) ranked energy doubles could simultaneously generate five. The only problem with creating several doubles is keeping track of all their personalities.

A curious side effect of this ability is that different doubles tend to reflect different portions of one's personality - one might be especially surly while another may be a consummate practical joker. Furthermore, these supposedly transient personalities tend to persist. One might generate three energy doubles, only to find their three different personalities are consistent from one use of the power to the next, over time.

Unless destroyed, that is. Energy doubles can be defeated despite their ability to become intangible - much less any other special abilities they have access to. Their Health score is equal to that of their creator's (as are all their other physical characteristics), and if reduced to zero points they may well discorporate if not reabsorbed back into one's body. If this happens, the 'mind' of such a double is gone forever.

Oddly, this has no deleterious effect on their creator, aside from potential guilt at the prospect.

Even if undamaged, energy doubles have a finite shelf life. Generally, they can persist in the world for a number of hours equal to the energy doubles power rank number. If they don't return to their creator to be reabsorbed before this time has elapsed, they will fade forever, as if torn apart in battle. Which is one way to get rid of a double whose negative personality traits remind oneself of their own faults too well!

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.

Enlightenment
Type: Superpsi Talent
Duration: 1d10 turns + maintenance, if desired
Cost: 2 points per rank

A powerful tool in a superpsi's or thaumentalist's arsenal, enlightenment can reach into dormant portions of the mind... and switch them on! This action can be performed either on oneself or another, which requires a FEAT roll against the Psyche (will) of the person who is to be augmented - whether they're willing or not. Furthermore, an unwilling target of enlightenment may also roll to resist the effects of this ability as well.

Once enlightenment has passed these hurdles, its wielder will activate a psionic within his or her target. This requires a second enlightenment FEAT, which determines precisely which power was switched on. A white FEAT roll means a random ability activated, but neither the enlightener nor their target will know exactly what it is. A green FEAT activates a psi power within the desired discipline - but not the desired ability.

A yellow enlightenment FEAT roll will not only get the right discipline for the chosen power, but will score something in the neighborhood; a random roll on the table including the desired ability is allowed, which may or may not get the exact power our enlightener wanted to switch on. A red FEAT roll, now, that's where the wielder of this ability activated precisely what he or she wanted to in the mind of their target.

Psionics generated by enlightenment function at its power rank.

Such abilities last for a minimum of 1d10 turns, though the enlightener may maintain this power to keep them going. This may or may not be enough time for the recipient of a temporary psionic to get a handle on it, but at the same time, some people take to unexpected psionics almost instinctively. Furthermore, it allows a rational reason for a character to develop said power in the future.

Their mind did it once, after all. To develop transient psionics permanently, the target must attempt a FEAT per a power stunt; if they've only had the power once, this requires a red FEAT roll, two to five times makes this FEAT yellow, and six or more makes it a mere green FEAT roll. If ultimately successful, something of a mental 'channel' has been opened, and the character may attempt to develop it further.

He or she must pay Karma for the new power as would any other psi, but now has an avenue for acquiring it - even if they have no other psi (or other) powers to speak of. Until the Karma cost for this power is paid, it will be available but unreliable. It works, sometimes, and sometimes it works but not as desired. The Judge is encouraged to have fun with this (but not be unnecessarily brutal) until the books are balanced.

Abilities gained permanently by the use of enlightenment have the normal starting rank and cost for a casual psi - unless the character has some other psi-active abilities. If so, the newly gained power is accounted for (where cost and rank are concerned) within their ordinary power scheme (if it matches his or her discipline(s)). This can be quite handy for psis lacking a proper instructor.

Or perhaps those who have trouble with that whole 'meditation' thing.

I

Image Animation
Type: Superpsi Talent
Duration: instantaneous effect
Cost: 1 point per rank

The power of image animation allows its wielder to seemingly imbue two-dimensional images with life! These images may be of any type, ranging from stick figure drawings to comic book line art to photography to television frames. When the power is activated, the image seemingly steps off whatever surface it was affixed to, and quickly swells in size to become a lifelike representation of its former, two-dimensional self!

This is done thanks to the amazing properties of the imaginary form of matter known as psychoplasm. How image animation works is that its possessor subconsciously draws forth a mass of psychoplasm from higher planes of existence, and uses their mind to shape it into the form of the drawing. The drawing will generally 'live' at an appropriate size; a stick figure man will usually manifest as approximately man-sized.

Furthermore, details from the animated image that are missing or obscured in its original form will be filled in when it is given a semblance of life. This is how historical figures can 'step out' of an old photograph, even if their legs are outside the area captured by the image, and so on. These may not resemble the 'actual' version of the image so animated, as absent details are supplied by the subconscious mind of the image animator.

When so animated by this power, an image will behave as directed by its wielder. These images will possess effective Fighting, Agility, and Health scores that are equal to this power's rank, along with whatever 'special' abilities the image possesses. For instance, an animated image of a dragon might have flight, claws, and fire generation, all of which would function at the image animation power's rank.

An animated image will last in a 'living' state for 1d10 turns, unless one specifically concentrates on maintaining it further. Generally, an image animator can only keep one image 'alive' at a time, due to the mental strain of dynamically animating the summoned psychoplasm. Of course, animated images last a shorter amount of time if destroyed, immediately returning them to wherever their animator 'borrowed' them from.

This power can function at a +1 CS if the image so animated is something its possessor created themselves. Similarly, the power is considered strongly limited (costs two points less, or improved by +2 CS) if it is constrained to a small class of images to animate. This can include only television images, or photos from mail order catalogs, or even the tattoos one has had inked onto their own body.

K

Karma Control
Type: Superpsi Art
Duration: instantaneous effect
Cost: 2 points per rank

The strange and insidious ability of Karma control allows its wielder to manipulate the Karma totals of either themselves or others. Though it manipulates a character's Karma sums, the wielder of Karma control ironically cannot spend Karma to help actions with it succeed. This power may be countered with resistance to warping attacks (any uses of the power) or resistance to vampirism (the third use of the power).

The basic use of Karma control involves adding a 'buffer' of Karma to oneself or another, equal in size to its power rank number. This simply requires a green power FEAT (any success will do), and lasts for as long as it takes for the affected individual to use the bonus Karma points. One must spend Karma gained in this fashion before the power will work on them again, and gained points may not be used for advancement.

Alternately, a Karma controller can perform the opposite action on others, reducing the amount of Karma they have on hand. This requires a yellow power FEAT roll, and if successful will lower one's Karma total by this power's rank number for 1d100 turns. Unlike the previous application of this ability, Karma control can 'stack' Karma reductions on a target repeatedly - since it inflicts but a temporary loss.

Finally, Karma control can be wielded to permanently transfer Karma from one character to another. This requires a red power FEAT, and when successful, can move up to this power's rank number in Karma points from one character to another (less is possible, if desired). Points gained in this manner may be spent any way the recipient desires, and points lost due to this use of the power must be regained normally.

It is important to note that taking Karma from another (by, say, transferring it to oneself) may well be considered a villainous act. If one is already 'evil', this may not be a big deal, but a would-be hero probably needs a good justification to use this facet of Karma control. Wielding it against one's foes may be good enough, but siphoning Karma from random people at the mall should be a lot trickier to justify.

Keeper
Type: Superpsi Talent
Duration: maintenance
Cost: 1 point per rank

When invoking keeper, its possessor has the ability to forge an immediate, yet transient Karma pool with one or more individuals. These people must be willing to engage in such a bond, for it inextricably ties their fates together while active. Once established, this new pool allows its members to donate any amount of Karma to it that they choose, with a bonus amount of such equal to the power rank of keeper.

But what's the difference between the use of keeper and a standard Karma pool, you ask? For one thing, this pool can be formed and ended at the whims of keeper's wielder, without the usual temporal limitations on such. Furthermore, this pool can be forged in addition to whatever Karma pool the character(s) involved are already in, making this the only way a character can belong to two Karma pools at the same time.

This allows others ready access to one's own font of Karma, greatly assisting them in the completion of their endeavors, whatever they may be. The only danger inherent to wielding keeper is the potential for Karma loss due to the actions of others, particularly if keeper's wielder and other participants in the pool it generates operate under different moralities.

L

Linguistics
Type: Psipathic Talent, Superpsi Talent
Duration: special
Cost: 1 point per rank

Linguistics is the super-human ability to quickly learn new languages. These languages can come in literally any form, from spoken words to physical gestures to computer codes to pheromone signals. Once a language is mastered with this ability, the super linguist can understand any communications using it, though communicating back might be nigh-impossible if the linguist lacks the appropriate means to do so.

Characters with linguistics can master new languages amazingly fast, depending on what they've got to work with. With a proper language teacher or extensive reference materials, a language can be learned in an hour. It takes a day to master a language just from eavesdropping on one in use, or from random written samples. Exotic communication forms (data flow, pheromones) take a week or more to decipher.

A super-powered linguist can use this ability to learn a number of languages equal to its power rank. To master more, a character must either study additional language talents (during character generation or via character advancement) or raise the rank of this ability higher. If they try to exceed this number, a new language learned will erase the character's knowledge of an existing one (character's choice).

The difficulty of learning a language depends on how similar it is to one's native tongue. A contemporary language from one's world adds +2 CS to a linguistics FEAT, while dead languages from such add but +1 CS. Humanoid alien languages are resolved at the linguistics rank, while data languages and non-sentient animal 'tongues' apply -1 CS. Stranger languages (pheromone signals, photonic expression, etc.) apply -2 CS.

A more temporary use of linguistics involves breaking codes or encryption. Since this ability is defined by translating other communication systems into something the character can understand, linguistics can readily demolish any sort of attempt to obscure information from them. A super-human linguist may decrypt any encoded information at a +3 CS to either their Reason or linguistics rank, whichever is higher.

Link
Type: Superpsi Talent
Duration: maintenance
Cost: 2 points per rank

The wielder of this ability may combine their special powers with those of several other, willing individuals, to pool the group's collective prowess. The initiator of this link is usually in command of this enhanced power's use, and can wield it at his or her discretion. While the link is active, its initiator may directly wield their powers or those of the link's participants as if they were their own.

For each doubling of people participating in a link, add a +1 CS to whatever power its initiator is wielding. As an example, eight psis are pooling their capabilities together, thus granting the leader of their pack a +3 CS to whatever actions they take with their powers. People can join or leave the link any time after it has been initiated, though maintaining a link under such conditions requires a yellow FEAT.

Generally, linked powers work best when they have a common origin or type. Sorcerers play nice with sorcerers, energy generators ideally pair up with energy generators, and so on. Adding disparate power sources or types, either to start with or later on, inflicts a -1 CS to the FEAT to initiate (or alter the membership of) this linked power pool for each component individual that doesn't 'match'.

M

Macro Sense
Type: Superpsi Art, Theonic Art
Duration: maintenance
Cost: 2 points per rank

This potent ability allows a character to tap into a vast external source of information. His or her mind may be privy to the nature of reality itself, or it might instead subconsciously link up with the knowledge of all other sentient beings. Either way, they can use this link to study a person, place, or thing of interest exhaustively, learning about the entire existence of the subject of their inquiry.

The amount of information that this power can cull from... wherever... is typically overwhelming, no matter how specific a query may at first seem to be. Finding general or simple information about a subject requires a green FEAT, while more complex and intimate details may take a yellow FEAT roll. A red FEAT might even be required for particularly obscure, arcane, or secret and forbidden lore.

One thing a character with macro sense can do without a FEAT roll is track extremely powerful entities in his or her area. They will automatically sense sources of Class 1000 or greater power within their vicinity, as determined by the Far range table.

Macro sense is a very potent ability, and often allows a character to know things that 'man was not meant to know'. While incredibly handy, this access to unbelievable amounts of data can have a chilling effect on one's mind. In addition to causing tendencies of omniscience (and why not, really), macro sense can actually prove a threat to one's sanity if it is used too much in a short period of time.

The 'safe' amount of use for macro sense is once a day, plus one for every rank of Reason a character has over Feeble (2). A hero with Remarkable (30) ranked Reason, then, can use this ability six times in one day without causing themselves undue harm. If this amount is exceeded, the Judge may make a secret Reason FEAT roll for the character. If it fails, the character might slip into temporary insanity.

Driven mad after being inundated with too much data, the character may drift into catatonic withdrawal - or just ceaselessly gibber at anyone they see. Typically, this madness will only last until the character falls unconscious, allowing their mind to process everything it has been exposed to (or at least some of it). But repeated abuse of the power can cause the generation of deleterious mental Quirks - or worse!

Mental Doubles
Type: Superpsi Talent
Duration: maintenance
Cost: 2 points per rank

Mental doubles are mirror duplicates of one's own mind that the wielder of this power can produce - inside his or her own head! The practical benefit of this is that one can lend their concentration to more than one matter at a time. Being of literally two (or more) minds, the mental doubler can usually get a lot more done at once, despite having to share a single body amongst their many selves.

Mental doubles all possess the same mental ability scores - that of their creator. The only metric of mental might that differs will be one's Mental Health, which is split amongst the many doubles one has created. This can be a double-edged sword if one is subject to psionic assault; while one of one's minds can be knocked out rather easily, there's usually one or more doubles handy to pick up the slack.

For every rank in this power one possesses, they can add an additional mental double inside their mind, if they wish. For instance, a character with Incredible (40) ranked mental doubles could have up to seven additional versions of their mind in their head. While all the doubles one has active must share the physical body of their creator between them, they each have their own 'copy' of their mental or skill-equivalent abilities.

When apportioning out the number of concentration-based powers one can maintain at any given time (such as spells or psionics that require maintenance), divide them up equally between the many mental doubles, though each individual double is allowed a minimum of one power. This allows the mental doubler to potentially increase the number of such abilities they can effectively wield simultaneously, which is quite a boon.

Each mind inside the head of a mental doubler is allowed one action per turn, though the physical body is bound to the number of actions it is normally allotted. That Incredible (40) ranked mental doubler, above, could manage eight actions, though most folks cannot do this without super speed, and thus only some of their doubles could wield their body each turn - the rest would need to utilize skill-equivalent powers instead.

Though if they had access to, say, telekinesis, they could do a whole lot at once!

Mental Invisibility
Type: Superpsi Talent
Duration: maintenance
Cost: 2 points per rank

Functioning as a sort of psionic stealth, mental invisibility renders its possessor's mind effectively invisible. A mentally invisible individual can still be readily seen by the standard five senses, but psionic powers of any stripe will have a very hard time detecting or connecting with them. Furthermore, they are effectively transparent to Karmic energies (making them functionally resistant to such, at this power rank).

To even spot a mentally invisible individual, a psionic ability must first pass a FEAT roll against the intensity of this power, the failure of which indicates said ability won't even recognize their presence - even when overwhelming physical evidence indicates otherwise. This is also the case against technological or other means of reading or detecting one's mind or mental energies (EEG scans and the like).

Targeting a mentally invisible individual with psionic powers is a feat performed as if conventional abilities were being used against a (regularly) invisible individual - in other words, at a -4 CS.

Mind Duplication
Type: Superpsi Art
Duration: instantaneous or maintenance, depending
Cost: 1 point per rank

Mind Duplication is the process of copying the consciousness of another person into oneself. To duplicate someone's mind, the possessor of this power must be rather close to them, as the ability only functions within Very Near distance of its target. Luckily for the subject of this power, mind duplication doesn't actually take anything from its targets - it just copies the contents of their heads.

The quality of a mental copy depends on the FEAT roll made when it is used on its subject. A white FEAT roll will only duplicate the personality of the subject, while a green FEAT adds most major memories. A yellow power FEAT roll involves a comprehensive memory duplication, along with any talents the subject possesses. A red FEAT even adds in any talent-equivalent powers (psionics, spells) the subject knows.

So once you've got a copy of someone's mind, then what?

While the subject of this ability isn't affected by this power, and may not even know it was used, the copy of his or her mind inside the mind duplicator's head will. Whether it thinks it has been the target of mind transfer or some other psionic agency, this copied mind will lash out against the mind duplicator, and will usually try to take control of their body for itself (assuming no voluntary copying was involved).

This sort of activity requires a contest of wills between the duplicated mind and the mind duplicator. Of course, lacking the animating spirit of the original, the duplicate is at something of a disadvantage, and suffers a -2 CS to its 'real' Psyche for this purpose. If the duplicate fails, its mind is subordinate to the will of its creator, and can be picked at for information and such at one's leisure.

If this Psyche contest is a tie, the duplicate mind will merge with that of the mind duplicator for the duration of the power. While in this state, the character with this power should have mental abilities that are the average of theirs and that of the consciousness they copied. The combined personality should be a perfect blending of the two, but if each mind is at diametric purposes, it may war with itself.

Should the mind duplicator lose a contest of will against a copied consciousness, its personality will take over their body while the power is active. It has access to any knowledge and skill-equivalent powers that were copied with it, along with the physical abilities and powers of its 'host'. What actions it will take at this point ultimately depend on its relationship with the mind duplicator in the first place.

So how long does mind duplication last? This is determined by a second mind duplication FEAT, made after an initial success. A white FEAT allows it to last for only 1d10 turns. Green FEAT rolls extend this to a number of turns equal to the power rank number, a yellow FEAT extends this to a number of minutes equal to the power rank number, and a red ACT roll extends this to a number of hours equal to the power rank number.

These periods of time, of course, assume that the possessor of mind duplication isn't specifically concentrating on maintaining a duplicate consciousness inside their own head. At the same time, the temporary nature of mind duplication ensures that if some critical mishap occurs with the power, its wielder will not be forever beholden to any consciousness it has duplicated, in the event that it takes over and runs rampant.

A curious side effect of mind duplication is that, even after a copied consciousness has faded, it sometimes leaves an echo in the mind that housed it. This is because information is hard to truly remove from one's mind once it has been implanted, no matter how hard one tries - in fact, trying usually makes it stick harder. These echoes are generally harmless for the most part, but can clutter up one's subconscious a bit.

Luckily, they tend to lack actual talents and talent-like powers they may've possessed, but their personality will usually shine through, along with vague memories of their past (usually what the mind duplicator knows about them). But this can lead to particularly vivid dreams starring one or more personality echoes. Or, should the mind duplicator lose all of their Mental Health, they may rarely come to the fore.

Which might be something of a surprise to everyone around the mind duplicator - particularly whoever it is that knocked them out!

P

Polarization
Type: Superpsi Skill
Duration: maintenance
Cost: 1 point per rank

Polarization is the process of modifying another psionic such that, through intense concentration, it can be 'wired' to operate on antipsions, instead of the standard psions that most psionics are fueled by. This is incredibly difficult to pull off, and as such this skill counts as two powers for the purposes of power maintenance. But then it really is two psionics, when you get down to it: the polarization ability and the ability polarized.

Other than its power source, a polarized ability generally functions the same - save for one important difference. When its wielder is exposed to antipsions, this power will not be shut down by the resultant particle annihilation. Of course, the polarized ability could then be neutralized, in theory, by direct exposure to psions if its wielder fails a polarization power FEAT roll against the intensity of the psions leveled against them.

And even if this FEAT fails, the character can then turn off the polarization to negate that effect. This makes the polarization of a psionic a powerful tool a superpsi or thaumentalist can utilize should they expect to face a foe with like abilities!

Power Boost
Type: Superpsi Art
Duration: 1d10 turns
Cost: 1 point per rank

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

Power boost allows a character to enhance the rank of their super-human powers for a short duration. When triggered, it raises the rank of one power either up to the power boost rank or to its normal rank +1 CS, whichever is higher. For example, a Feeble (2) ranked power affected by an Incredible (40) ranked power boost would be enhanced to Incredible (40) rank, while a Shift X ranked power would be enhanced to Shift Y.

It doesn't matter the origins of the power to be enhanced, whether it is a physical mutation, magical spell, or psionic talent. Power boost can even affect its wielder's technological items! However, power boost cannot affect one's ability scores. It may only affect one power at a time, and the enhanced rank it provides will only last for 1d10 turns - which may or may not be long enough to achieve what the power booster had in mind.

Once it wears off, power boost may not again be used for an hour - at least, not without degrading its overall capability. For each additional use without a one hour 'cool down', power boost loses -1 CS of its overall effectiveness. This is enough to neutralize its use upon abilities greater than its own rank, while gradually reducing its power in other instances (that Shift X power, above, would gain no further benefit).

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

A psi sense is the ability to perceive psionic activity in one's vicinity.

This sense functions on the Near range table, allowing its user to detect the presence of and/or use of psi or antipsi particles within a considerable radius of his or her person. Typically, merely sensing the presence of psi requires but a simple green FEAT roll, unless its user is taking active steps to mask its use. If so, detecting the psi requires a FEAT against an intensity equal to the masking power.

Other than detecting the use of psionic power in one's proximity, a psi sense also has additional uses. A yellow psi sense FEAT allows the possessor of this ability to determine if the psionic in play was either natural or trained in nature and, if the latter, what discipline of power is in use. A red FEAT roll can be used to pinpoint exactly which psionic is being wielded (or was used recently) on a person, place, or thing.

Psion Generation
Type: Superpsi Talent
Duration: instantaneous effect
Cost: 1 point per rank

A specialized form of energy generation, psion generation allows its wielder to emit raw psions. Psions are subatomic particles that transmit mental energies, and thus are at the very heart of psionics themselves. While most psionics are rather refined, psions in their basic form, as manifested by this ability, are raw and undisciplined. Thus, one can usually only wield them in one specific fashion - as a devastating attack!

This involves directing them at a singular target. When so used, psion generation allows its wielder to fire a blast of raw mental energies at anything within Near distance. This beam inflicts damage like an energy attack, but affects the protection of its target (if said target has any) with Karmic damage. Thus, it can even be used to damage inanimate objects, possibly wrecking them in the process.

Mind you, a psion beam will detrimentally affect the use of psionics which rely upon antipsions to function. These include antipsion generation and any ability polarized to operate on such (via the polarization skill). If struck by a direct psion beam, one must pass a Psyche (will) FEAT versus this power rank or be unable to use such abilities for 1d10 turns, which is how long it takes them to recover the lost antipsionic energy.

Psionic Absorption
Type: Superpsi Art
Duration: instantaneous effect
Cost: 2 points per rank

This handy ability gives its wielder the power to absorb the energy inherent to psionics. Either when exposed to psionic energies of some sort, or when targeted by a variety of super-human mental abilities, psionic absorption allows its possessor to appropriate the cogitative power involved. By soaking up psionic energy, the absorber can prevent it from harming either themselves or others.

The thing to keep in mind is that psionic absorption only works on direct mental energy. One could absorb the power involved when a foe telekinetically grapples them, but not the blunt force trauma caused when said foe flings a toilet at them with that same ability. A good rule of thumb is that if a mental ability doesn't intimately interact with its target, psionic absorption can't be used to absorb its power.

At one time, an absorber can internalize an amount of energy equal to this ability's rank number; superfluous amounts inflict damage normally. Of course, the character can store more than they can absorb at any one point; psionic absorbers can fill a 'tank' of energy equal to their power rank number times five. If one attempts to absorb more than they can contain, this power will function normally, but excess energies are lost.

Wielding this pool of power, a psionic absorber can produce a variety of useful effects whenever the need arises. They can use it to replenish lost Health, doing so on a point-per-point basis. In fact, if one's Health is at its normal maximum, a psionic absorber can 'pad' it with absorbed energy, doing so until his or her Health is at up to twice the sum of their Fighting, Agility, Strength, and Endurance scores.

Likewise, one can use absorbed psions to bolster their physical ability scores, shunting purloined psionic energies into their Fighting, Agility, Strength, or Endurance scores on a point-per-point basis, raising them either to this power rank in effectiveness (if less than the psionic absorption rank) or by +1 CS (if equal to or greater than the psionic absorption rank). Such enhancements will only last for 1d10 turns.

Finally, absorbed psi force can be directly released back into the environment - as a devastating attack! One can emit absorbed psychic energy as psion blasts, doing so at an intensity equal to this ability's rank, and consuming that much power with each use. This attack form manifests as a physical (and visible) burst of energy, one which inflicts Karmic damage upon whoever it strikes.

Psionic Amplification
Type: Superpsi Skill
Duration: instantaneous effect
Cost: 1 point per rank

Psionic amplification allows its wielder to boost the effectiveness of another person's psionic abilities, natural or trained, for a short period of time. When triggered, it will raise the effective rank of any one psionic another person possesses, increasing it to either the psionic amplification rank or the psionic's ordinary power rank +1 CS, whichever of the two happens to be higher at the time.

This power works within Very Near distance of its wielder, and it may only affect one power at a time. It lasts for 1d10 turns, unless the effect is specifically maintained longer.

Once it wears off, psionic amplification may not again be used on the same target for one hour - without degrading its relative utility, that is. For each additional use on a single target without a one hour 'cool down', psionic amplification loses -1 CS of its overall effectiveness for them. This is enough to neutralize its use upon powers more potent than itself, while more gradually reducing its use in other instances.

Psionic Attenuation
Type: Superpsi Skill
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

Psionic attenuation is the ability to stifle the operating rank of one or more psionics, natural or trained, in one's vicinity. This power works on targets within Near range of its possessor, and the effects of the power last for only 1d10 turns, unless specifically maintained on a target for a longer period of time - which may be necessary to keep them from expressing their extreme ire regarding its use.

Psionic attenuation works by deciding which psionic ability to dampen, and then applying this power. Targets of psionic attenuation may attempt a FEAT with the power to be attenuated; if they can match the intensity of psionic attenuation, they successfully resist it. If victorious, attenuators may apply one negative Column Shift to the targeted psionic for each rank they have in this ability, negating it when reducing it to Shift 0.

For example, let us consider a psionic attenuator who has this power at Amazing (50) rank. She's fighting a psychoturge with the obnoxious habit of inundating everything in the area with his similarly ranked flux. When using power attenuation on this foe, our hero can completely negate his reality warping tendencies if the target cannot pass a yellow power FEAT against this assault on his super powers of like rank.

A versatile power, psionic attenuation can be wielded against multiple powers - whether they belong to one character or many. The trick, though, is that each doubling (always rounding up) of psionics so dampened will reduce the effective rank of psionic attenuation by -1 CS - both for the purposes of overcoming the psionic abilities it is used against, and the maximum number of Column Shifts it can inflict upon them.

Returning to our example, say the foe of our psionic attenuator has eight powers - and will readily use the others on our hero once his flux is benched. The psionic attenuator instead uses this ability against all of her foe's super tricks, and (again assuming he fails to resist) will reduce all his psionics by 5 CS in rank. He can maybe use some psionic abilities, but those that fail to resist are now much less dangerous.

An attenuator can reduce this penalty somewhat by attempting to hamper less of a psionic's ranks than their maximum. For each -2 CS he or she chooses not to apply to the psionics they are attacking, an attenuator can prevent the operating rank of this power from losing -1 CS of its overall effectiveness. This may not completely neutralize their foes, but allows an attenuator to 'even the playing field' considerably.

One day, a band of rogue epsilons gang up on our psionic attenuator, fed up with her so readily shutting them down in combat. The attenuator may dull two psionics on each of her eight foes, though this reduces her power's effectiveness by -4 CS. By reducing her overall effect to only -2 CS, our heroic psionic attenuator can attempt this action with but a -3 CS penalty.

Splitting one's focus to attenuate multiple psionics in this fashion tends to make this ability fail more often than not, however, unless they have it at a particularly high rank - which may just make it easier to go with some other countermeasure for psionic abilities. On the other hand, psionic preventatives such as static field or antipsion generation have their own drawbacks to deal with, as well.

Psionic Control
Type: Superpsi Talent
Duration: maintenance
Cost: 2 points per rank

Psionic control is the potent ability to actively manipulate the very form and function of psionics. It only works on mental powers, whether inherent to the body or trained beyond mere biology, not other talent-based abilities (magical spells) or non-mental super powers (built-in powers that aren't psionics). Furthermore, psionic control can only affect the mental powers of others - not those wielded by its possessor.

If a psi-active individual or the effects of their powers are present within Near range of the character with psionic control, he or she can attempt to seize control of such. If attempting to use this ability on a psionic effect free of its creator's body, this only requires a FEAT against its intensity. If the power is not in use or is otherwise internalized to its target, they are also allowed a Psyche (will) FEAT to resist.

Once the possessor of this ability has taken control of another person's psionic, they can do any number of things with it. However, psionic control actions require a second FEAT roll, based on how complicated its wielder's intentions are. Redirecting the target of a psionic (pointing an empathic hammer away from oneself, or 'borrowing' the invulnerability of another) requires a green psionic control FEAT.

Activating or inactivating a functioning psionic requires a yellow FEAT. This can range from being a nuisance to downright lethal, depending on how vital the power being tinkered with currently is to the survival of its possessor. Yellow FEATs also allow one to change minor details of a power's nature somewhat (perhaps turning that psi bolt into something the psionic controller is more resistant to, like raw force?)

A red power FEAT grants the psionic controller the ability to drastically alter the nature of a psionic, being able to turn it from any one power into any other. This might transform armor into empathy, or propulsion into antimatter (almost guaranteeing a spectacular demise for the target). Such applications are by far the most dangerous uses of psionic control - and the most lethal.

Luckily for the opponents of a psionic controller, the effects of this power are highly transient in nature. They only last as long as the psionic controller is actively concentrating upon his or her changes. Furthermore, each turn someone is subject to psionic control (perhaps the psionic controller is 'borrowing' their psionics for a while), they may attempt another FEAT to resist its use on their person.

Psychoplasm Animation
Type: Superpsi Art
Duration: instantaneous effect
Cost: 2 points per rank

Psychoplasm is a form of imaginary matter that is generally resident in higher dimensions - the seventh, to be precise. It's a material that is highly subject to the mental impulses of others, and typically does not occur naturally in our plane of existence. By using this ability, however, one can allow some psychoplasm to seep into our universe, and then shape it however they desire!

Essentially, one can use psychoplasm animation to emulate the effects of the various matter generation powers. One can shape the summoned psychoplasm into raw matter, specific objects, or even seemingly living beings. The only stipulation on the items created through psychoplasm is that they are limited in effect by this ability's power rank - in every possible aspect of their existence.

Psychoplasmic objects are limited to a m.s. equal to this power's rank, as are abilities possessed by psychoplasmic beings shaped by this power - whether they be growth (to emulate raw size), speed (for flying entities), or anything else. One can draw forth an amount of psychoplasm equal to this power's rank in 'pounds' each turn; making larger objects simply takes multiple turns, until all the necessary material has manifested.

The products of this power are very short lived. Unless their continued existence is specifically maintained, psychoplasmic objects persist for a number of turns equal to this power rank on a green FEAT, a like amount of minutes on a yellow FEAT, and a similar number of hours with a red FEAT result. This ability may not create permanent objects, as psychoplasm generally tries to return from whence it came as soon as possible.

Generally. However, due to the quirky nature of psychoplasm and the higher, mental realms it hails from, objects created with the material once it has been drawn into our universe will on rare occasions take on a life all their own. This is a double edged sword, as the objects so created become permanent entities - but immediately slip from the grasp of their creator, whether animate or otherwise.

Q

Quintessential Variation
Type: Superpsi Talent
Duration: maintenance
Cost: 1 point per rank

Some believe that the souls of the living are rarely created. Instead, the newly born are infused with an older soul, one which has died at some point in the past and has been reincarnated in this fresh, new body. The idea is that these souls experience life again and again, the overall core of one's consciousness evolving over time as it experiences one life after another, even if specific memories are lost in the process.

Whether or not this is the case for most people, it is definitely the situation for the possessor of quintessential variation.

This power allows one an awareness of all the past lives their soul has lived, back through time. The character may have led any number of interesting lives, under all manner of differing conditions. They may've also had a series of boring existences, as well - it all depends on their personality. This, you see, is because all of these people trailing back through time, in essence, are them. Or some variation therein.

But how does one determine what these past lives were? One can simply create simple backgrounds for each - or just a few, depending on their needs. The thing to keep in mind is that they are not usually an uninterrupted stream of lives - most often, there are periods in-between each variation of one's quintessential being (incarnations) that swallow up some time that is never accounted for.

This time is usually spent doing... whatever it is one's soul does in-between its various iterations. Perhaps some cosmic agency tallies up one's good and bad actions, to decide where and when the soul will be incarnated next, or maybe it just takes that long for a soul to find its way into a new body. Who knows? Certainly not the character - they have no knowledge of what happens to them during their 'down time'.

This power seems at first like a form of immortality - and it is, after a fashion. But the important thing to keep in mind is that while the character's soul has been born again and again through the ages, each of their incarnations are not of the same mind. They've each been shaped by their own lives, and lived them as they saw fit, ultimately dying to be reborn again... culminating in the current expression of the character.

But how does the character learn of their past selves, you ask, since they cannot remember any details of their actual lives? Quite simply, he or she talks to them. Quintessential variation allows its possessor to speak, through time, with previous versions of themselves. They can converse with themselves (after a fashion) as much or as little as they like, and most importantly, can ask favors of their past incarnations.

When a former aspect of oneself was a mob accountant during Prohibition, it's quite easy to drum up resources that, with a little bit of compound interest, can add up quickly in the modern day. Or perhaps that prospector self from after the Civil War can be directed to buy land with rich Uranium deposits. And so on, and so forth. In this fashion, the wielder of this ability can alter the past to benefit themselves in the present.

Sometimes, the trick is convincing these past selves to do what one wishes, because it may not make much sense to them - unless of course, they also have full access to this ability, and can do the same to previous versions of themselves, too. Luckily, past selves cannot initiate contact with a later incarnation of their soul, for from their perspective they haven't become that person yet.

Or might not ever do so, considering the vagaries of temporal mechanics, and muddying up the timeline.

On the other hand, future selves have the ability to contact the modern day character. One might be asked by their eventual self, resident in the year 2356, to buy up all the GI Joe ™ comics they can - and to store them in a safety deposit box controlled by a trust fund. Or perhaps a self from the year 3532 will randomly pester you while high on some future narcotic to ask how the dark ages are. Or whatever.

In game terms, the character can contact a number of past versions of themselves that is equal to this power rank number. There may be more of him or her, but they can't reach those past selves (yet). The difficulty of contact depends on how far back one tries to reach through time; talking to one's previous incarnation is only a Feeble (1) intensity action, while moving back fifty iterations would be of Amazing (50) difficulty.

The difficulty of successfully getting one's previous iterations to actually make a meaningful change in the present is highly subjective, though common sense comes into play somewhat. Expecting gold to stay buried anywhere for several thousand years is possibly a fool's errand - but fifty is doable. One's best bet in this regard is to ensure that they ask favors of previous selves that is within their means and/or skill set.

S

Self Cannibalization
Type: Superpsi Skill
Duration: instantaneous effect
Cost: 1 point per rank

When one's power boost is petered out, and they still need a bit of a pick-me-up, there's always self cannibalization. This process allows one to enhance the functioning rank of a psionic, doing so by converting their Mental Health points into a direct, point-per-point enhancement of the psionic in question. Such sacrificed Mental Health must be recovered normally, but lets one enhance a psionic for 1d10 turns.

Generally, there's no limit to the number of times one can enhance a power with self cannibalization, though the amount of enhancement per use is limited to either the self cannibalization power rank or the enhanced power's rank +1 CS, whichever of the two is higher. This allows for considerable utility when one isn't expecting any sort of incoming psionic damage (and also has Mental Health points to spare).

Self Control
Type: Superpsi Skill
Duration: permanent (no maintenance required)
Cost: 1 point per rank

Self control is an ability exhibited by those who have a deep, personal understanding of just who and what they really are. Whether born (or created) with this intrinsic knowledge or having developed it after months (or decades) of meditation, characters with the self control power are keenly aware of themselves and their place in the multiverse. This hard-won information may or may not come with a heavy burden.

While one might expect such a person to be centered and at peace with the multiverse, the truth is that self control simply removes one's ability to delude themselves about their basic nature. Whether the character likes this nature or not is another story, and their primary motivation may very well be to either express this true self at all costs, or to work with all their might to change it (either for the better or the worse).

Assuming the character is actually wrapped up in their own existence above all else, at any rate. While some use the knowledge self control grants as the impetus to focus on oneself, others use it as the driving force behind whatever it is they want to do with their lives, whether this involves protecting the world they live in or attempting to take it over!

And for those that are more action-oriented, self control confers several passive benefits during the course of play.

For starters, those with self control have a better than normal ability to recall past events. Intently aware of their own minds, the possessors of this ability can more easily remember the many and various circumstances that led up to their current state of existence, both large and small. This allows them to recall past events and information at either the self control power rank or their Reason (mem) score +1 CS, whichever is greater.

Similarly, once people have attained self control, they are often quite capable of acting without conscious thought. Their minds are well trained, and have achieved a balance of sorts between the conscious and unconscious self. This allows them to use an initiative modifier that is based either upon this power rank (as if it were an Intuition score) or one's Intuition score +1 CS - again, whichever is higher.

Finally, it is incredibly hard to sway someone with self control from their desired course of action, whether with mundane debate skills or overt mind control capabilities. Self control allows its wielder to resist the effects of external influence (if not actual psionic damage) at either its power rank or the Psyche (will) score of its possessor +1 CS, whichever of these two is higher in value.

Soul Control
Type: Superpsi Art
Duration: maintenance
Cost: 1 point per rank

The character with this ability may exert influence over any spectral entities in his or her vicinity. Such souls can consist of the spirits of the dead (whether they're freshly so or those that linger on), people with the astral projection or spectral freedom powers, or even random beings from higher dimensions who happen to have blundered into the area. This power can be used on such souls in a variety of fashions.

The first involves simply warding them off. This is useful when someone is the victim of a haunting, or any other nuisance caused by the dead. Soul control can be used to craft a zone that spectral entities cannot enter - unless they can pass a Psyche (will) FEAT roll against this power rank, that is. The size of such a forbidden zone is a sphere with a radius that extends out to Very Near distance.

If soul control is consciously maintained, this ability can protect its wielder from unseemly influence and possession by such entities, or even the 'threat' of conversation with such. However, it can also be used on a specific person, object, or location. If this is the case, the protection that soul control offers will last for a number of hours that is equal to its power rank number.

Secondly, soul control can be used to imprison a spectral entity. If such a being in one's vicinity fails a Psyche (will) FEAT roll against this power rank, they can be contained within the very body of this power's possessor. Once imprisoned, a soul cannot leave until they can succeed in a contest of will against either the soul control power rank or its wielder's Psyche (will) - whichever of the two is higher.

Such an effort is highly useful when trying to take a disembodied combatant out of the fight, even if temporarily. Such an imprisonment can be made more permanent if used in conjunction with the internal universe power - which places the imprisoned soul there, instead. A soul so shunted into such a plane is then essentially stuck... unless they possess the ability to dimensionally transit, that is.

Finally, soul control can grab spectral entities in the vicinity and literally bond them to nearby objects or life forms. Such objects can be anything, whether a freshly built (or repaired) body, a dog, a tree, a robot, or a baseball bat, as long as it doesn't already possess a soul. If dumped into something inanimate, the soul inside cannot actually act unless said object has the ability to do so (as would, say, an automobile).

When one attempts to bind them in such a fashion, spectral entities may resist this ability, as well as ultimately attempt an escape from such a binding, as if being warded from an area - though the exact opposite has, in fact, occurred. The thing to keep in mind, however, is that a soul so bonded to an object, whether it is living or inanimate, might be perfectly all right with their new circumstances.

This is most often the case with the spirits of the dead, who see such a fate as being preferable to whatever reward - or punishment - they imagine is due to them in their afterlife!

Spectral Freedom
Type: Superpsi Art
Duration: permanent (no maintenance required)
Cost: 8 points (flat cost)

Spectral freedom is a quality of one's consciousness that allows it to persist without inherent ties to a physical 'anchor'. At any point, the possessor of this power can separate his or her very mind from their body, transplanting it into the astral plane. This universe is an aspect of a higher (seventh) dimension, which is coterminous with most points in space and time... and some both in-between and beyond.

In this state, the character's mind behaves as if it is astrally projecting. Characters with that power can interact with the consciousness of the spectrally free individual, possibly even engaging in battle if desired. In the event of such combat, one's Fighting rank remains the same, though they must substitute Intuition for Agility, Reason for Strength, and Psyche for Endurance when necessary.

Furthermore, a character with spectral freedom has access to all of their knowledge if called upon to battle astrally. This means that, if forced to do so, they may bring any talent-equivalent powers to bear in combat (such as spells or psionics). Spectrally free individuals can even make use of any inherent mental powers their original body had access to, since these are usually considered a 'part' of them to begin with.

The difference between someone using astral projection and spectral freedom is that there is no time limit to the latter. While an astral form must eventually return from whence it came, a spectrally free character need not do so. One's body may not ultimately survive the experience if it isn't properly cared for (on life support, etc)., but their mind can go on existing in higher dimensions indefinitely.

This is quite an advantage if one is physically slain. If killed, the mind of the slain character with spectral freedom will simply slough off its dead meat as if it were wandering about any other time. The trick is that it now has nowhere left to return to - which, while inconvenient in terms of interacting with the 'real' world, won't directly do anything to endanger the continued existence of one's mind.

What does threaten the life of a spectrally free individual's mind is, naturally, suffering psychic damage. If one's mind is defeated (their Mental Health is depleted), they must pass a Kill check or begin to lose Endurance ranks, as would any other person. The character with spectral freedom can thus still be slain, it just takes killing their consciousness to get rid of them permanently (as much as one can slay a super-human).

Since they aren't drawn into realms of the afterlife like the ordinary deceased (unless their mind is destroyed, as per the above), the spectrally free are at liberty to create all-new relationships with the living. Barring separate powers such as possession or mind transfer, these detached minds can only 'roost' in a body, interacting with its owner in their dreams (or normally, if their host possess the spectral sense).

If such contact is unwanted, this may attract the attention of those who specialize in warding off the souls of the 'dead'. But most often, the spectrally free do this to benefit both themselves and their hosts, perhaps helping them out in exchange for furthering their own agendas in the world of material things. Assuming they're not blatantly using physical beings for their own amusements.

One reason that many experts of the occult most often confuse an individual with this power for a garden-variety poltergeist is that particularly strong-willed individuals can achieve a state of spectral freedom upon their demise. This requires a Psyche (will) FEAT roll against Unearthly (100) intensity upon the physical death of such a person, who then gains this ability in exchange for their physicality.

But for those who fear their 'final reward', or simply aren't done with whatever work they've chosen to do, this isn't such a bad deal.

Spectral freedom, as a psionic, is one of those rare abilities which do not count as one power for the purposes of power maintenance. This is because it's more of a permanent change in how one's very consciousness works, rather than an ability they must concentrate upon. This is particularly true if its possessor's physical body is destroyed - the power then defines their very existence!

Spectral Gestalt
Type: Superpsi Art
Duration: maintenance
Cost: 2 points per rank

A spectral gestalt is a composite entity created by the minds of several super-human individuals. When activated, this ability will create an all-new body for the merged minds to inhabit, comprised of the imaginary form of matter known as psychoplasm. The physical and mental ability scores of this transient body will be the average of its composite beings' scores, raised by +1 CS for each doubling of individuals who comprise it.

Two component minds will raise the ability scores by +1 CS, four component minds will raise them by +2 CS, and so on.

The powers a spectral gestalt possesses will be those of its constituent beings. All of its creators' powers can be wielded by this entity, and usually with greater intensity; the ranks a spectral gestalt uses its special abilities at gain a column shift equal to that which enhances its ability scores. Thus, a gestalt comprised of eight individuals will use all of their super-human abilities at a +3 CS!

Limited to a ceiling of the spectral gestalt power rank itself, that is.

At the same time, spectral gestalts often possess additional powers above and beyond those of its constituent entities. When this ability is first gained, its possessor has the option of placing one or more of their powers within the gestalt; they alone can't use them, but must build the gestalt to access the ability. Such placement counts as a strong limitation to the powers so constrained, and raises their final ranks by +2 CS.

The appearance of a spectral gestalt will usually be consistent, and is most often defined when the power is first acquired.

The personality of the created, imaginary being can be reflected in one of two ways - though this can vary, depending on its makeup. It may be a distinct, individual entity, which can act independently and even converse with its constituent creators... who can also act on their own to a lesser extent. Of course, they do so at a -2 CS to all their ability and power ranks while their spectral gestalt is extant.

Alternately, the spectral gestalt may literally draw the minds of its creators into itself. This means multiple consciousnesses are active within it and able to use its abilities at once, though the gestalt is, of course, limited by the normal rules for multiple actions. This may cause a bit of confusion if its creators are at cross purposes or motivations, but can alternately allow an entire group to act as one.

Without the hassle of physically merging their bodies, as is necessary with a corporeal gestalt.

If defeated, a spectral gestalt will channel a psychic backlash into its creators' minds. If it exists as a distinct, independent being, the spectral gestalt's defeat will merely prompt a Stun check on its constituent minds. If its creators' minds are actually within it when defeated, they will definitely be Stunned for 1d10 turns, perhaps more when the defeat of their spectral gestalt was particularly brutal.

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

A spectral sense is one which allows its wielder to perceive intelligences Near oneself that are only present in adjacent, higher dimensions. This primarily consists of astral forms and actual entities which might be around the equivalent mindspace, but can also showcase beings in other coterminous realms, or even local disembodied spirits. Unless hidden somehow, these intelligences will be revealed on a green FEAT roll.

Once a spectral entity is revealed, the wielder of this sensory ability can not only see and hear it, but can communicate back! While a restligeist cannot really communicate, being a non-sentient 'echo' of one's presence, a poltergeist readily can - and usually will. Astral forms and the like may or may not communicate depending on their desires, though usually one in the area is there for purposes of espionage or other subterfuge.

Spectral sense is a powerful tool for investigators of the paranormal, and many a seeming charlatan has made use of this ability to earn a quiet living for themselves. It is an essential ability for true mediums, as well as anyone else who works with the formerly living.

Spectral Vampirism
Type: Superpsi Art
Duration: instantaneous effect
Cost: 2 points per rank

A variant on the standard ability, spectral vampirism allows its wielder to feed upon the souls of others, whether still living or existing free of a body, to recover lost Health. As do other forms of this ability, spectral vampirism requires contact with the would-be victim. Upon touching the target, a spectral vampire may drain an amount of their Intuition and Psyche equal to this power rank.

This assumes the target is unable to resist; spectral vampirism can be fought off by passing a Psyche (will) FEAT roll against its rank. If this FEAT fails, the spectral vampire may drain his or her victim of as much or as little spirit as they wish, up to their power rank number. Every additional turn they do so, the target is allowed another FEAT roll to resist the wielder of spectral vampirism.

If this resistance FEAT is successful at any point during the feeding process, the target will immediately repulse the spectral vampire, gaining immunity from further assaults with this power from this spectral 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 a spectral vampire is at full Health when they drain their power rank in spectral energy from a victim, they 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 spectral vampirism returns to their normal capability. Gaining another, like boost requires another feeding.

The risk in using this ability is twofold. First off, there's the danger of contagion. Draining someone of their soul completely is considered a lethal attack. If the victim of such an attack fails their Kill check, they will begin to lose Endurance ranks until either first aid is administered or they die. If such an individual dies, they will rise again as an undead creature, a spectral vampire that feeds on the souls of others to survive.

Secondly, if a spectral vampire kills with this ability (accidentally or otherwise), they must pass a Psyche (will) FEAT against the intensity of their own spectral vampirism. If this FEAT fails, they will become addicted to the spiritual energies of others, and will require them to function as well. While addicted, the character with spectral vampirism suffers a loss of power each day they do not feed upon the souls of others.

This loss comes in the form of a -1 CS to their Strength, Endurance, Psyche, and all of their power ranks save for this one. To avoid this loss, the addicted spectral vampire must drain an amount of spiritual energy equal to their spectral 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 spiritual 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 a spectral vampire themselves. If it succeeds, they may attempt a Psyche (will) FEAT 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 overcomes their addiction.

If a character with spectral vampirism has ever been addicted to the spiritual energies of others, using the ability again may cause a relapse - even if they've physically recovered from the ordeal. Every time the character uses this power afterwards, they must pass a Psyche (will) FEAT, the failure of which indicates an immediate relapse into addiction. If they pass this FEAT they'll be fine... until the next use of this power, at least.

Naturally, an undead creature dependent on the souls of others to persist cannot shake this requirement. This process only applies to still-living wielders of spectral vampirism, and not its many victims.

T

Transfixture
Type: Superpsi Skill
Duration: maintenance
Cost: 1 points per rank

A transfixture is a mental state that allows its possessor to quickly recover from psychic injuries. When in use, it allows its wielder to recover lost Mental Health at rate equal to its power rank each minute. Divide this by ten to get the amount one heals each turn; an Excellent (20) ranked transfixture, for instance, heals two lost points each turn. Transfixture of less than Good (10) rank spaces healing out over several turns.

The effects of transfixture are applied at the end of each turn (if applicable). A character may initiate the transfixture ability at any time, but it will not function on any turn where its wielder activates psionic powers of any kind. Similarly, transfixture will not help its possessor on the turn after they suffer any loss of Health, Negative Health, or Mental Health.

Twinning
Type: Superpsi Skill
Duration: maintenance
Cost: 4 points (flat cost)

Twinning is the process of tying the activation and/or maintenance of two separate psionics together. While maintaining this ability, the psi who possesses it can keep two of their psionics tied together, such that when they turn one on, the other automatically activates with it. The two powers, when simultaneously triggered, only count as one action - and deactivate the twinning power upon becoming active.

As further power stunts (or steps of enhancement, if one wishes to begin play with such an ability), one can add an additional power to be tied together - though each subsequent psionic adds one to the effective amount of powers one is maintaining when keeping them all tied together. Passive 'tripling', for example, would count as two maintained powers, 'quadrupling' would count as three, and so on.

This is most useful for powers that have a duration of 'instantaneous', but is helpful when one wishes to activate several maintainable defenses (or offenses) all at once. This may be a viable tactic if one wishes to disguise the nature of their psionics until their use is absolutely necessary (one with the ability to detect such might note the twinning, but won't know what is being twinned until the powers are used).

Having no power rank to speak of, twinning power stunts are resolved using a psi's Reason (mem) score.

U

Ultimate Talent
Type: Superpsi Skill
Duration: maintenance
Cost: 8 points (flat cost)

Characters with an ultimate talent possess the ability to use it in a super-human capacity, above and beyond what they (or anyone else, for that matter) can do through training and experience alone. While the ultimate talent can represent a sort of untutored prodigy of some kind or another, it generally assumes its wielder began with some sort of training centered on the talent in question.

In game terms, the ultimate talent allows one to use the enhanced talent at a +3 CS to its ordinary effectiveness. This Column Shift represents a drastic increase in proficiency with the talent, above and beyond anything else someone can attain through training alone. This can quickly add up with higher level talents to create a character who is in all likelihood the most proficient person on the planet with said talent.

Which is kind of the point.

Most talents may be the recipient of the 'ultimate' treatment. Those which may not include heir to fortune and student, for these are more along the lines of backgrounds than skills. Certain talents, such as leadership and performer, offer different benefits besides a CS. One should triple the benefits they provide in lieu of a mere CS, though a +3 CS is also allowed in the event that a FEAT roll is required of them somehow.

V

Variable Psionics
Type: Superpsi Art
Duration: special
Cost: 1 point per rank

Variable psionics is similar to the variable power ability, save that it is used to duplicate psionics. These can be either the learned talent-equivalents used by psis, or natural psionics a character may have access to (whether due to a fluke of brain chemistry, physical mutation, or whatever). Variable psionics, when used, can copy a psionic possessed by anyone within Very Near range with a simple green FEAT.

This new psionic will function at the variable psionics rank, not its original score. This won't affect the source of the psionic, and unless they're a superpsi, said source may have no idea that one of their powers was duplicated. Once the variable psionic is set, it remains available to the wielder of such until they duplicate a new psionic, at which point they 'forget' the old one and 'learn' the new one.

When the old form of variable psionics is forgotten, it is gone forever - unless copied again at a later date. While variable psionics can be used to acquire any kind of psionic, it does not function on technology, regular or occult talents, or other knowledge. Furthermore, it cannot be used to copy non-psionic powers; while variable psionics could copy the metapsi body armor power, it couldn't copy the body armor spell.

As a psionic, variable psionics has a unique duration. While the power has an 'instantaneous' duration, its effects are continuous. Its wielder need not maintain variable psionics to keep what they have acquired in this fashion, and if the power is somehow blocked (such as an antipsion field), it will return when that effect expires, leaving only when variable psionics is reused to acquire a new ability.

X

Xenoglossy
Type: Superpsi Talent
Duration: instantaneous effect
Cost: 1 point per rank

In lieu of taking the time to learn a language naturally, mastering the ability to effectively read, write, and speak using it, the character with xenoglossy can simply acquire the means of doing so instantly. Upon a successful power FEAT with this ability, a xenogloss can adopt any one language of his or her choice, wielding it with a fluency equal to that of their original, native tongue.

This suddenly developed tongue is transient in nature, lasting for an amount of time equal to its power rank number in turns. A xenogloss may either repeat the use of an artificially acquired language, switch to a different language before the first has expired, or end the power's effect entirely, simply by passing another power FEAT roll whenever one of these situations comes to pass.

One means of weakly limiting xenoglossy is by having it replace the character's other language(s) while it is active, raising such a limit to strong if it cannot be aborted during its usual duration. Similarly, one can enhance this power by providing additional languages that can be temporarily acquired by it, adding one step of enhancement for each additional tongue that xenoglossy provides simultaneously.

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