Psionic Metas

Psion Metas

Some Talents that a Psion learns are abilities that are innate and do not require any sort of focus, while others require the manipulation of the Psi Energy around them and must therefore be brought abut through Focus. Any of the Talents that are listed as Talents go off the Focus time, Extension, and Density of the skills that the Psion must possess in order to perform their Discipline. All of the abilities or talents use the Discipline+Focus skill in order to determine success (unless oterwise noted) and to determine the time for the effect to inact. The length of time the talent lasts is determined by the Density Skill, unless otherwise noted. Some of the Talents are only allowed to those belonging to a specific Discipline and those not of that Discipline must pay an additional 5 GP/25 XP (single cost Spells) or 2 GP/10 XP (multiple level Spells) to learn them. The Discipline specific spells are listed at the end of the list.
Sample Talent Listing:

Talent Name [ Cost per use ]

Room Command: Room command for activation
Generation Cost: Talent cost with Generation Points
Experience Cost: Talent cost with Experience Points
Range: The range of the Talent (Usually determined by Extension Skill)
Breed ID: Wether this Talent has the physical component needed to allow for Sight recognition rolls.
Roll System: The roll required to activate the Talent and the target number needed for the character to succeed
Duration/Activation: How long the effects of the Talent last; the number of rounds it takes to activate the Talent.
Effect/Description: This is a description of the Talent and its effects.

Most of the time your character tries to use a Talent, you will need to do three things. First, your character must harness the Psi Energy within or around them, or the Psi Energy contained within another. All Psion must use some form of crystal to focus through, this can be worn as a penadant, a ring, or held in their hand, but it must be clutched in the hand while the Talent is Focused upon. The Psion must then make a hand gesture held out with the other hand, this is the hand the Talent is sent through. Then you must enter the room command. This command is listed under the name of the Talent. They are used to alert the host and the other players that you are using a Talent. The other characters may not be aware of this, but their players should be. You must then roll to activate the Talent at which time you spend the cost of the Talent (usually Fatigue) You must decrease your character’s pool statistic by each point listed to the right of the Talents name [ cost ]. The final thing you have to do is follow the rest of the description. This is usually a dice roll and upon success, some sort of effect.

General Talents

Centering [ 1 Fatigue ]

Room Command: ##Centering##
Generation Cost: 3 GP’s
Experience Cost: 15 XP’s
Breed ID: NO
Range: Self Only
Roll System: 2d6+Discipline+Focus vs TN 22
Duration/Activation: Instant / see Focus Skill
Effect/Description: In order to center themselves and replenish their psi energies after using their talents, a Psion needs to shut themselves off from the world around them and meditate. To accomplish this, they must be sitting alone and relaxing, in the presence of at least four crystal no less than six inches in length or any combination of so long as 24 inches worth of crystals are present. The centering must be role-played for the full 15 minutes in the main room. If they are interrupted (legitimately) for even a moment, the centering must begin anew. 1 Fatigue Point may be regained for every four points above the TN achieved, this returns after the fifteen minute centering is Roleplayed. You cannot gain more Fatigue than your original level.

Create Construct [ 1 Fatigue ]

Room Command: ##Construct##
Generation Cost: 3 GP’s
Experience Cost: 15 XP’s
Breed ID: NO
Range: As per Range Skill
Roll System: 2d6+Discipline+Focus vs TN 22
Duration/Activation: see Density Skill / see Focus Skill
Effect/Description: The Psion uses this to create a construct made out of Psi Energy. The construct will hold Psionic abilities placed into it for the duration of the ability in accordance to the Density Skill. Once the Construct is made you can place another Psionic Talent within it and until the Construct Dissolves, this Talent can be instantly recalled. For instance, if you placed a Psionic Blast within your construct and the construct lasted a scene, you could instantly recall that Psionic Blast and use against a target. Only one Talent can be placed inside a construct and you must pay the cost of that talent after it is created. Since the cost is already paid, there is no additional cost to recall it.

Illuminate [ 1 Fatigue ]

Room Command: ## Illuminate ##
Generation Cost: 3 GP’s
Experience Cost: 15 XP’s
Breed ID: Yes
Range: Self Only
Roll System: 2d6+Discipline+Focus vs TN 22
Duration/Activation: See Density Skill / see Focus Skill
Effect/Description: The Psion can activate this Talent and cause a beam of bluish white light to issue forth from his palm. This works just like a flashlight and the beam can be widened or focused.

Create Psi-Crystal [ 1 Fatigue ]

Room Command: ## Psi-Crystal ##
Generation Cost: 5 GP’s
Experience Cost: 25 XP’s
Breed ID: NO
Range: Special
Roll System: 2d6+Discipline+Focus vs TN 20
Duration/Activation: Special / see Focus Skill
Effect/Description: Psi-Crystals are special tools used by Psions, little devices that are generally used to replace their focus crystal. When a Psion creates their Psi-Crystal they empower it with some of their own intellect and personality. During the creation of the Psi-Crystal, the Psion can embed up to two skills that he knows ( Skills must be at least level 8 when the Psi-Crystal is created ) into the crystal. Anytime he wishes to call upon that knowledge he can spend a point of Fatigue and instantly get a +3 Bonus to that skill, though doing so drains the Psi-Crystal for four (4) rounds. If the Psion only has one skill at level 8 or higher, he can empower a new skill into it later on by reactivating this mastery upon it. This creation must be posted in the ST’s lair and then a link included on your CS. A Psi-Crystal can float no farther than 5 feet from the Psion and most generally orbit the Psion’s head unless ordered to do otherwise. Psi-Crystals are permanent creations.

Mind over Body [ 2 Fatigue ]

Room Command: ##Mind over Body##
Generation Cost: 5 GP’s
Experience Cost: 25 XP’s
Breed ID: NO
Range: Self
Roll System: 2d6+Discipline+Focus vs TN 22
Duration/Activation: see Density Skill / see Focus Skill
Effect/Description: This is the most basic biokinetic talent, the fabled mind over matter. The Psion is able to deaden his nerves to block out a certain amount of pain. If this talent is activated successfully, he will ignore three (3) points of penalties due to body damage for the duration of the talent. This talent doesn’t have to be activated before the damage is taken, it can be done at any time. Should the Psion drop to zero body or as far as -2 Body the character will remain standing and functional until the talent ends.

Empower Construct [ 2 Fatigue ]

Room Command: ## Empower Construct ##
Prerequisite: Create Psi-Crystal
Generation Cost: 10 GP’s
Experience Cost: 50 XP’s
Breed ID: NO
Range: Special
Roll System: 2d6+Discipline+Focus vs TN 26
Duration/Activation: Permanent / see Focus Skill
Effect/Description: The Psion can use this Talent to further enhance his Construct making it a permanent creature. In order for this to be done the Psion must have an existing Psi-Crystal created and then create a construct. Then the Psion must activate a Talent to store in the Construct and then activate this Talent. This may not be possible unless your Density and Focus skills are high enough to accomplish this all before the Construct dissipates. When done the Crystal will merge with the Construct and be dissolved and the Psion no longer has access to knowledge stored within the Psi-Crystal (meaning he can no longer spend a Fatigue and gain the bonus for himself) instead the Construct now has those two skills at level 3 as well as a Body, Mind, and Soul of 3 (and all modifiers based upon them). The new Empowered Construct has it’s own intellect and is obedient to the creating Psion. The Construct will also have that Mastery stored within as it’s own, though it may not be able to activate it. The Construct is generally no larger than a persons hand and takes a humaoid shape, though devoid of any features or distinguishing characteristics.

The Construct can accomplish most tasks the creator asks, and is limited only by the skills it posesses. The Psion can only have one Empowered Construct at any time.

Fabricate [ 2 Fatigue ]

Room Command: ## Fabricate (item) ##
Generation Cost: 10 GP’s
Experience Cost: 50 XP’s
Breed ID: YES
Range: See Extention Skill
Roll System: 2d6+Discipline+Focus vs TN 20
Duration/Activation: Permanent / see Focus Skill
Effect/Description: The Psion can take raw materials and fabricate them into various useable items. The items depend on the raw materials at hand. For instance, if the Psion had a pile of wool, he could fabricate a sweater with it, but not a suit of leather armor. More complex items can be fabricated depending on the success scored on the focus roll. Should the Psion have Artistry ( Sculpture ), at level 8 or higher, they will gain a +5 to their roll. The Psion gains a number of fabrication points that they can spend on quality and quantity of the materials fabricated. One fabrication point is gained for every two points over the TN scored. For each fabricatin point spent, one cubic feet of material can be shaped. Below is how many points certain qualities of fabrication costs. Fabication is permanent unless the materials used are not (see Form Matter).

1 FP : Can make thread into cloth, basically one step up on the material usage. Mud into bricks, purify water, raw ore into ingots.
2 FP : Can create very simple items, cloth shirt, woolen sweater, sheets of metal, plain rings. No special details or qualities can be obtained.
3 FP : Can create more ornate items, fancier cut of shirt, simple coats, simple tools (hammer, thongs, etc..), simple statues.
4 FP : Can now create detailed items, shirts with color and patterns, lace, more complex tools (simple lock), good quality statues.
5 FP : Can create complex cloth items, such as ball gowns, complex tools or weapons (Nice sword, pistol), and statues that duplicate the appearance of something or someone.

( For example, Silus is standing in a blank patch of raw dirt and decides to Fabricate a statue for his wife. He rolls 2d6+Discipline+Focus and gets a (22 Discipline + 10 Focus + 9 Roll, +5 Artistry Bonus = 46 for 13 Fabrication Points [46-20 = 26/2 = 13] ). He wants to make it an exact image of his wife so that will cost him 5 Fabrication Points for the Quality, and he now has 8 points remaining for the statue, which is 8 cubic feet. So he can create a life size statue of his wife out of the stone available in the dirt. )

Form Matter [ 2 Fatigue ]

Room Command: ## Form Matter (type) ##
Generation Cost: 10 GP’s
Experience Cost: 50 XP’s
Breed ID: YES
Range: See Extention Skill
Roll System: 2d6+Discipline+Focus vs TN 20
Duration/Activation: See Density Skill / see Focus Skill
Effect/Description: Form Matter allows the Psion to create raw materials from Psi Energy. Most believe that it comes from somewhere, so maybe on the other side of the globe a little bit of mountain vanishes, or some sea water. Who knows, all the Psion knows is that he focuses his mind and raw materials appear. The quantity and quality of the materials depends on the success of the Focus roll. For every 2 points higher than the target number scored on the Focus Roll the character gains one Creation point. One cubic foot of materials can be created for every two creation points. The quality is as seen below:

1 CP : Very raw materials. Loose dirt, hunks of raw meat, salt water, stale stinky air (breathable).
2 CP : Slightly better materials. Fertile Soil or small stones, specific types of meat (lamb, chicken, beef, pork, etc), river water, stale air but not smelly.
3 CP : Better materials. Types of rock (Marble, Granite), Types of Ore, Cuts of meat or vegetables, clean pure water, fresh air.
4 CP : Best Materials. Gemstones, steal, fully cooked and seasoned meals, wine or beer, scented fresh air.

(Note: The longest any of these materials will last is one day, as per the Density Skill. Food eaten may leave you hungry again as some may not digest, etc.)

Pocket in Time [ Variable ]

Room Command: ## Pocket ##
Generation Cost: 15 GP’s
Experience Cost: 75 XP’s
Breed ID: YES
Range: Special
Roll System: 2d6+Discipline+Focus vs TN 30
Duration/Activation: See Density Skill / see Focus Skill
Effect/Description: Some Psions have learned the ability to step outside of the time stream in times of great and dire need. Usually this is to save someone or to replenish themselves to face a daunting opponent. The Psion can create a pocket in time and enter it, and can pull a few others in with him should he activate it with a number of successes over the base. For every three points the psion scores over the activation, one additional person can be pulled into the bubble. Those being pulled in must be willing or else they will never cross the barrier. Once inside the Pocket will last as long as the Density Skill will permit, and once you have left the Pocket you cannot re-enter. Should the Psion leave, everyone else in the Pocket will be forced out with him. Those entering the Pocket will re-enter the time stream at the exact moment they left, regardless of how long they were inside it. The Talent costs 2 Fatigue per person pulled into the Pocket and all persons being pulled in must be touched by or touching the Psion using the talent.

Greater Construct [ 4 Fatigue ]

Room Command: ## Greater Construct ##
Prerequisite: Create Psi-Crystal, Empower Construct
Generation Cost: 20 GP’s
Experience Cost: 100 XP’s
Breed ID: NO
Range: see Extension Skill
Roll System: 2d6+Discipline+Focus vs TN 28
Duration/Activation: Permanent / see Focus Skill
Effect/Description: With Greater Construct, the Psion can further empower his Construct. First the Psion must have an existing Empowered Construct. Then he must activate this talent upon the Construct. If the Focus Roll is successful the construct is now empowered even further. The Psion can now spend his Own experience on the construct as he teaches it new abilities. The construct has a personality of it’s own but will follow the instruction and requests of the creating Psion and no other. The Psion spends his experience on the construct as if it were Generation Points. Statistics cost 6 points each and skills cost as per the Skill +1 (a skill listed at Generation cost of 3 per level would cost 4 per level). Psions cannot teach the Construct the following Talents: Construct or any of the General Talents. Innates Talents cost 5 XP per Talent. A Psion can also not teach the Construct any Talent that he does not personally know. Once the Construct has been taught 300 XP worth of Statistics, Skills, or Talents, it will be human sized, the exact height depends on the personality of the Construct, and still remain featureless, though it’s general shape will take on a gender (no genitalia, though featureless breasts will appear on females). At this stage the construct is still a bluish smokey crystal color. After another 200 XP is spent on the construct it will gain features and though it’s skin will be pale, it will grow hair, it’s skin will become pliable and feel like skin, it will have it’s own body heat, and can pass for human. All Constructs will have crystaline blue eyes, and pale blonde hair. Constructs are unique creatures and will require Lore to kill. They can be bound as any other Psion, and injured in the same way. They also heal like normal mortals.

In order to kill a Construct, you must first posess Lore 14 and have a specialty in Psion. You must use an empowered lump of coal that is carved into a likeness of the Construct (doesn’t have to be exact). The rest of the killing roll functions as normal in the description of Lore.

Costructs can become free of the Psion under two conditions. The first is if the Psion dies. The second is if the Psion spends 50 XP and sets it free. Should the Construct be freed, it will learn as per any mortal, and become an NPC (or could become a PC through an approved Storyline). Once a Construct is free it gains and spends it’s own XP (if it becomes a PC) and is in all ways a Psion, though it is banned from learning the General Talents or the Construct Innate Talent. Instead of the Construct Talent, it can cast a Talent on itself and it functions in the same manner, it simply does this without creating another Construct.

Clairsentient Talents

Aura Sight [ 1 Fatigue ]

Room Command: ## Read Aura (Target) ##
Generation Cost: 5 GP’s
Experience Cost: 25 XP’s
Breed ID: NO
Range: LOS
Roll System: 2d6+Discipline+Focus vs 2d6+Will
Duration/Activation: Special / see Focus Skill
Effect/Description: This spell enables the Psion to expand his sight into the realm of the spirits, but only enough to glimpse the aura of his target. With this talent the Psion can tell if the target is a normal mortal or something beyond that. Depending on how high the Psion scores over the targets defense determines how much information is gained. The Psion may be able to learn what breed the person is by using this. Several things can be learned by examining the targets aura. If someone has a mastery active that specifically hides their nature the Psion must make another 2d6+Discipline+Focus vs the targets 2d6+Will to break through this mastery.

(Beat the target will by) Effect
( 0-2 ) The target is something other than human
( 3-5 ) As above + Emotional State
( 6-8 ) As above + How many Body, Mind, and Soul wounds the target has.
( 9+ ) As Above + The targets Breed.

Detect Psi [ 0 Fatigue ]

Room Command: ## Detect Psi ##
Generation Cost: 5 GP’s
Experience Cost: 25 XP’s
Breed ID: NO
Range: see Extension Skill
Roll System: 2d6+Discipline+Focus vs. Special
Duration/Activation: Special / see Focus Skill
Effect/Description: Once the Psion learns this it is always active. Should another Psion manipulate the Psi around the Psion, they can feel it. Should the Psion using a talent be within range of this Talent (as per the Extension Skill) then the Psion with Detect Psi can roll 2d6+Discipline+Focus vs the roll the target Psion had to activate the talent used. So for instance if Nathanial used Telepathy and scored a 33, the Psion using this must roll a 33 or higher to detect the psi being used. They will know what was used, but may not know who used it (unless they are the only two people in the area, then it is reasonable to assume it was the other person).

Know the History [ 2 Fatigue ]

Room Command: ## Know History ##
Generation Cost: 10 GP’s
Experience Cost: 50 XP’s
Breed ID: YES
Range: see Extension Skill
Roll System: 2d6+Discipline+Focus vs Special
Duration/Activation: Instant / see Focus Skill
Effect/Description: With this talent, the Psion has the ability to sense an object or place’s past. The Psion focuses on the object to be read and must concentrate for 5 minutes then activate this talent. If successful, the Psion will receive visions involving the target and the knowledge sought by the Psion. The higher the roll, the further back in an object or place’s history a Psion can see. While this talent is active the object will glow slightly and a bluish silver thread can be seen going from it to the psion.

25: The Psion could see back 24 hours.
30: They could see back one week.
35: Would gain them knowledge of the past year
40+: They can receive ALL details and history of the object/place.

Slipstream [ 2 Fatigue ]

Room Command: ## Slipstream ##
Generation Cost: 10 GP’s
Experience Cost: 50 XP’s
Breed ID: NO
Range: Self
Roll System: 2d6+Discipline+Focus vs TN 28
Duration/Activation: see Density Skill / see Focus Skill
Effect/Description: The Psion can use their ability to see into the future to give them a significant edge in battle. By using this talent, the Psion can see in both the future and the present at once, knowing what his opponent is going to do moments before it’s done. While this Talent is active the Psion gains +4 to all rolls in combat due to this knowledge.

Clairvoyance [ 3 Fatigue ]

Room Command: ## Clairvoyance (target) ##
Generation Cost: 15 GP’s
Experience Cost: 75 XP’s
Breed ID: NO
Range: Special
Roll System: 2d6+Discipline+Focus vs TN 28
Duration/Activation: see Density Skill / see Focus Skill
Effect/Description: The Psion can move their senses from their body and view other locations as if they were there. They can see, smell, and hear everything going on in that location as if they were standing right there. If this is a location known to the Psion, the TN to activate this talent is normal. If it is a strange location they have a +8 to the TN to activate this. For each familiar person at the location, the TN is lowered by 1, familiar people does not include those that you have met once or twice. While viewing this remote location the Psion is still aware of what is around them, though they will generally appear distracted due to the difficulty of dealing with two locations at once.

True Sight [ 3 Fatigue ]

Room Command: ## True Sight ##
Generation Cost: 20 GP’s
Experience Cost: 100 XP’s
Breed ID: NO
Range: see Extension Skill
Roll System: 2d6+Discipline+Focus vs 2d6+Will
Duration/Activation: see Density Skill / see Focus Skill
Effect/Description: Should the Psion feel that something odd is about, he can enact this talent and see everything as it truly is. Invisible beings are visible to them, Illusions are shown for what they truly are, and even mundane disguises seem to melt before their eyes. Nothing can fool a Psion with True Sight. If the illusion or obfuscation is from a mastery, the Psion must win a 2d6+Discipline+Focus roll vs the targets 2d6+Will. If it is a mundane source like stealth or disguise, the Psion need only roll vs a TN 28.

Biokinetic Talents

Equilibrium [ 1 Fatigue ]

Room Command: ## Equilibrium ##
Generation Cost: 5 GP’s
Experience Cost: 25 XP’s
Breed ID: NO
Range: Self
Roll System: 2d6+Discipline+Focus vs TN 22
Duration/Activation: see Density Skill / see Focus Skill
Effect/Description: The Psion has ganed so much control over their own bodies that they can walk on surfaces unheard of. You can attune your body so that you can walk on water, quicksand, even across dust and leave no traces. The Psion cannot move any faster than a walk while this effect is in place.

Feedback [ 1 Fatigue ]

Room Command: ## Feedback ##
Generation Cost: 5 GP’s
Experience Cost: 25 XP’s
Requirement: Mind over Body
Breed ID: NO
Range: Self
Roll System: 2d6+Discipline+Focus vs TN 24
Duration/Activation: Instant / see Focus Skill
Effect/Description: The tricks of mind over matter have been trained even farther. The Psion gains the ability to turn the damage from a hand to hand attack into a subdual wound, meaning the damage is applied to Mind instead of Body. This works only for the attack used after the activation of this Talent and no others. If you have two attacks for that round (from Ambidextrous) this damage applies to both attacks.

Chameleon [ 3 Fatigue ]

Room Command: ## Chameleon ##
Generation Cost: 10 GP’s
Experience Cost: 50 XP’s
Breed ID: NO
Range: Self
Roll System: 2d6+Discipline+Focus vs 22
Duration/Activation: see Density Skill / see Focus Skill
Effect/Description: The Psion now has the ability to alter their skin to such a degree that they can blend in to their surroundings. Though the Psi will also affect their clothing as well, it is more difficult to do so and will cause a +4 difficulty to activate the Talent. While in Chameleon you can move at normal speed and no standard vision or device will detect you. Only powers such as True Sight and others of it’s kind will pierce the efrfect. Should a character who is hidden with Chameleon attack from this cover, they will receive a +4 Bonus to the attack roll. The Psion still gives off sound and smells while in Chameleon, only his appearance is hidden.

Rejuvenation [ 2 Fatigue ]

Room Command: ## Rejuvenate ##
Generation Cost: 10 GP’s
Experience Cost: 50 XP’s
Breed ID: NO
Range: Self
Roll System: 2d6+Discipline+Focus vs TN 22
Duration/Activation: see Density Skill / see Focus Skill
Effect/Description: The Psion is able to mend his flesh and repair damage done to it. The Psion need only activate this mastery and his body will begin healing rapidly. The character will heal one point of body for every two points above the TN on the activation roll. These points will heal one per round until all of them are returned.

Harden Flesh [ 2 Fatigue ]

Room Command: ## Harden Flesh ##
Generation Cost: 5 GP’s / Level
Experience Cost: 25 XP’s / Level
Breed ID: YES
Range: Self
Roll System: 2d6+Discipline+Focus vs TN 26
Duration/Activation: see Density Skill / see Focus Skill
Effect/Description: The Psion can now harden their flesh to allow it to shrug off damage. When this talent is activated, the character will begin to absorb avariable amount of damage depending on the success of the roll. The Psions skill will change to reflect this hardening and seem to change into the coloration of the materials hardness, for example, someone with wood might have grain appear on their skin and the skin turn more brownish in color, where steel will look metallic and grey.

Level : Material : Absorb
Level 1 Wood : 1 point of Absorb
Level 2 Stone : 2 points of Absorb
Level 3 Bronze : 3 points of Absorb
Level 4 Steel : 4 points of Absorb

Steel Hands [ 3 Fatigue ]

Room Command: ## Steel Hands ##
Generation Cost: 5 GP’s / Level
Experience Cost: 25 XP’s / Level
Breed ID: YES
Range: Self
Roll System: 2d6+Discipline+Focus vs TN 28
Duration/Activation: see Density Skill / see Focus Skill
Effect/Description: The Psion is able to turn their hands into formidable weapons. They can create horrific and traumatic wounds with their bare hands. By focusing the Psi around them to alter thir hands they will become mroe blade-like as this Talent is improved.

Level | Weapon Type : Damage
Level 1 Small Melee : 3 Body
Level 2 Medium Melee : 4 Body
Level 3 Large Melee : 5 Body

The Psions hands will physically change with this effect. Either their finges will become somewhat sharpened (Small Melee: knives) or their hands could turn into Mauls (Large Melee).

PsychoKinetic Talents

Telekineses [ 2 Fatigue ]

Room Command: ## Telekineses ( Target ) ##
Generation Cost: 5 GP’s / Level
Experience Cost: 25 XP’s / Level
Breed ID: YES
Range: see Extension Skill
Roll System: 2d6+Discipline+Focus vs TN 20 or 2d6+Will
Duration/Activation: see Density Skill / see Focus Skill
Effect/Description: The Psion is able to control objects at a distance by manipulating the kinetic and psi energies around them. The Psion can move them about at will though the object will glow slightly and the Psion must direct this movement with their own hand. How much a Psion can lift and how fast the oject moves is dependant on what level they posess in the Talent. The TN to pick up an inanimate object or themselves with Telekinesis is 20.

Level : Weight – Speed – Damage
Level 1 : 25 pounds – 10 ft per round – 0
Level 2 : 50 pounds – 25 ft per round – 1
Level 3 : 100 pounds – 50 ft per round – 2
Level 4 : 200 pounds – 100 ft per round ( 5 MPH )- 3
Level 5 : 400 pounds – 200 ft per round ( 10 MPH ) – 4

If the weight of the of the object is half of the weight allowed, the speed is doubled (for instance someone with Telekinesis 5 is lifting a 200 pound cart, it could move 400 ft per round (20 mph). The damage is if someone was hit with an object or if a person was slammed into something like a wall if they are the object being moved. The Damage is also increased as the speed of the object if the weight is lower by +1 per level lower the weight category is. (A Psion with Telekinesis 5 is flinging a dagger at someone. Since it is in the 25 pound category it will increase the damage by +4 doing 8 damage). To hit someone with an object picked up, you must roll 2d6+Discipline+Focus vs 2d6+Dodge. There is no roll to slam a person into a wall. Should you try to pull someone from being held by another person, you must first activate the talent on the target and then perform a 2d6 + Mind vs 2d6 + Body roll to free that person from the grapple. Should this mastery end before an object is safely set set down, the item will fall as normal.

Stomp [ 1 Fatigue ]

Room Command: ## Stomp ##
Generation Cost: 5 GP’s
Experience Cost: 25 XP’s
Breed ID: YES
Range: Special
Roll System: 2d6+Discipline+Focus vs 2d6+Inits
Duration/Activation: Instant / see Focus Skill
Effect/Description: The Psion is able to channel their Psi into the ground with some remarkable effects. Using Stomp allows the Psion to stomp his foot and send out a shockwave in an area of 20 ft in a radius around them. He activates the mastery and those in this area must make an Initiative roll ( Since the aren’t dodging, they are using reflexes to remain standing ) to remain on their feet. Should anyone fail this roll the are knocked Prone.

Concussion [ 2 Fatigue ]

Room Command: ## Concussion ##
Generation Cost: 10 GP’s
Experience Cost: 50 XP’s
Requirement: Stomp
Breed ID: YES
Range: Special
Roll System: 2d6+Discipline+Focus vs 2d6+Dodge
Duration/Activation: Instant / see Focus Skill
Effect/Description: With more focus on sonic energy the Psion can clap their hands and send a loud concussive wave through the air. Not only is this an extremely loud clap but all those near the Psion will be forced back away from them. Anyone within a 20 foot radius of the Psion will need to make a dodge roll to remain where they are. For every three points the Psion beat the dodge roll, the target is pushed directly away from the Psion by five feet and knocked prone.

Flare [ 2 Fatigue ]

Room Command: ## Flare ##
Generation Cost: 10 GP’s
Experience Cost: 50 XP’s
Breed ID: YES
Range: LOS
Roll System: 2d6+Discipline+Focus vs 2d6+Inits
Duration/Activation: see Density Skill / see Focus Skill
Effect/Description: In time of need the Psion is able to create a brilliant flash of light that emanates from them. Anyone looking at the Psion and failing the defense roll will be blided completely for the duration of the Talent. Those who suceed will be at a -2 to actions that require sight due to the sudden flash of light. Those who beat the activation by five or more will not be affected at all.

Kinetic Barrier [ 3 Fatigue ]

Room Command: ## Kinetic Barrier ##
Generation Cost: 6 GP’s / Level
Experience Cost: 30 XP’s / Level
Breed ID: YES
Range: Self
Roll System: 2d6+Discipline+Focus vs TN 30
Duration/Activation: see Density Skill / see Focus Skill
Effect/Description: The Psion can create a barrier that slows the kinetic force of anything entering or passing through the barrier. By holding out his hand a smokey barrier appears like a shield in his hand. By slowing down the kinetic energy behind an objects movements, the Psion can eliminate or reduce the velocity of the item. Weapons may get stuck in the barrier since the reduction of kinetic energy can become so sever that nothing can move the object at all, while projectiles can be seen to visibly slow down as they pass through it. The Effects and size/shape of the barrier is below.

Level : Effect – Size/Shape
Level 1 : -1 Damage – 5×5 foot shield
Level 2 : -2 Damage – 10×10 foot shield
Level 3 : -3 Damage – 10X15 foot hemisphere
Level 4 : -4 Damage – 10×30 foot hemisphere
Level 5 : -5 Damage – 20 ft radius bubble.

Detonation [ 4 Fatigue ]

Room Command: ## Detonate ##
Generation Cost: 20 GP’s
Experience Cost: 100 XP’s
Breed ID: YES
Range: Special
Roll System: 2d6+Discipline+Focus vs 2d6+Dodge
Duration/Activation: Instant / see Focus Skill
Effect/Description: Destuction at it’s finest. The Psion can unleash a wave of fire to consume adversaries or cause massive amounts of devastation. Detonation sends fire projecting in a wave from the Psion in all directions in a 50 foot radius dealing a base three damage to anything or anyone it touches. In addition, for every four points the Psion scores above the persons Dodge roll, an additional point of damage is done. Inanimate objects take 10 points of damage from the fire and anything not charred to ash from that will catch fire if flammable.

PsychoPortation Talents

Acceleration [ 1 Fatigue ]

Room Command: ## Acceleration ##
Generation Cost: 5 GP’s
Experience Cost: 25 XP’s
Breed ID: NO
Range: Special
Roll System: 2d6+Discipline+Focus vs TN 20
Duration/Activation: Instant / see Focus Skill
Effect/Description: The Psion is able to move at a great deal faster speed than normal. Once this mastery is activated, they will move twice as fast as normal, meaning they walk twice as fast normal, run twice as fast as normal, and can escape combat in one round instead of two. See the movement section in the Misc Rules.

Gift of Arachne [ 1 Fatigue ]

Room Command: ## Arachne ##
Generation Cost: 5 GP’s
Experience Cost: 25 XP’s
Breed ID: YES
Range: Self
Roll System: 2d6+Discipline+Focus vs TN 22
Duration/Activation: see Density Skill / see Focus Skill
Effect/Description: The Psion can cause his hands and feet to adhere to the most difficult surfaces including glass. The Psion can climb any surface for the remainder of the duration of this Talent but can move no faster than a walk. As an added benefit, should someone try to disarm you, you gain a +4 to the defense roll, and any attempt to knock you off your feet gives you a +4 to your defense.

Glide [ 2 Fatigue ]

Room Command: ## Glide ##
Generation Cost: 10 GP’s
Experience Cost: 50 XP’s
Breed ID: YES
Range: Self
Roll System: 2d6+Discipline+Focus vs TN 24
Duration/Activation: Special / see Focus Skill
Effect/Description: The Psion can control their falls and take no damage as they simply land from incredible heights with the ease of a feather. If this Talent is activated during a fall or before, the Psion will land safely after any fall.

Flight [ 2 Fatigue ]

Room Command: ## Flight ##
Generation Cost: 5 GP’s / Level
Experience Cost: 25 XP’s / Level
Breed ID: NO
Range: Self
Roll System: 2d6+Discipline+Focus vs TN 26
Duration/Activation: see Density Skill / see Focus Skill
Effect/Description: One of the ultimate shows of power. Human flight. The Psion can manipulate the Psi around him to enable him to fly and soar through the skies. Each level in Flight gives additional speed and carrying capacity. The Psion can only allow himself to fly, but can possibly carry others (strength permitting, see Misc Rules for carrying and lifting)

Level : Speed
Level 1 : 200 ft per round ( 10 mph )
Level 2 : 300 ft per round ( 15 mph )
Level 3 : 400 ft per round ( 20 mph )
Level 4 : 500 ft per round ( 25 mph )
Level 5 : 600 ft per round ( 30 mph )

Planeshift [ 3 Fatigue ]

Room Command: ## Planeshift ##
Generation Cost: 15 GP’s
Experience Cost: 75 XP’s
Breed ID: NO
Range: Special
Roll System: 2d6+Discipline+Focus vs TN 30
Duration/Activation: see Density Skill / see Focus Skill
Effect/Description: Travelling is the specialty for the PsychoPorters, though not just here on the physical plane. Psychoporters have learned to punch a hole in the fabric of reality that seperate the physical world and the spiritual world enabling them to step through. Some may even be powerful enough to take others with them should the need arise. In order to take others with you, they must be touching you and for each person a +4 is added to the TN and costs an additional point of Fatigue. Should these people let go of you for any reason while in the spirit world, they are immediately ejected into the physical world. When the Talent ends, everyone is returned to the physical world. While in the spirit world, people and things are colored in emotions and swirl in a vortex of colors, other than that it mirrors our own exactly. There may be beings in the spirit world, so tread carefully.

Dimensional Pocket [ 4 Fatigue ]

Room Command: ## Dimension ##
Generation Cost: 20 GP’s
Experience Cost: 100 XP’s
Requirement: Pocket in Time
Breed ID: NO
Range: Special
Roll System: 2d6+Discipline+Focus vs TN 34
Duration/Activation: Permanent / see Focus Skill
Effect/Description: The Psion has attained the full mastery over space and time. By developing upon his ability to create a pocket in time, the Psion can now create a Dimensional Pocket. This is a permanent pocket large enough for a three story building to fit inside. The Psion can choose to have the entrance to this location be straight into the building, or into an open *yard*. The particulars of the appearance are up to the Psion and the building is created when the Psion activates this Talent for the first time. A Storyline must be submitted when this Talent is purchased detailing the Location. When this Dimensional Pocket is created, the Psion sacrifices a point of Mind to give it structure and permanence. This point of mind can be repurchased with XP. The Psion can enter the Dimension anytime he chooses by spending a point of Fatigue and rollilng 2d6+Discipline+Focus vs TN 28. It takes one round to do so and only by stunning the Psion can it be prevented.

In addition, the Psion can give tokens to others he wishes to allow to enter and to create one he must spend 15 XP and the person recieving it must also spend 15 XP. This token must be included on the persons CS. If they wish to enter, they simly spend two points of Fatigue and roll 2d6+Will TN 28 and the same rules apply as the Psion entering.

While inside their Dimensional Pocket the Psion can spend a point of Fatigue and change various elements, from the buildings structure, to the color of the sky. Anyone inside the Pocket can spend a point of fatigue to stretch certain laws of reality, for instance you can spend a point of Fatigue to fly, or to walk on water, etc.

Telepathic Talents

Detect Lie [ 1 Fatigue ]

Room Command: ## Detect Lie (Target) ##
Generation Cost: 5 GP’s
Experience Cost: 25 XP’s
Breed ID: NO
Range: see Extension Skill
Roll System: 2d6+Discipline+Focus vs TN 22
Duration/Activation: see Density Skill / see Focus Skill
Effect/Description: The Psion can always tell when someone isn’t telling the truth. Anytime someone within range of this Talent tells a lie, the Psion will know that a lie was told. The Psion may not know who this is but they will know that a lie was told in their presence.

Share Senses [ 1 Fatigue ]

Room Command: ## Share ##
Generation Cost: 5 GP’s
Experience Cost: 25 XP’s
Breed ID: NO
Range: Special
Roll System: 2d6+Discipline+Focus vs TN 22
Duration/Activation: see Density Skill / see Focus Skill
Effect/Description: The Psion is able to extend their base Telepathy and not only allow communication between a group of people, but also allow the sharing of sight, smell, touch, and sound. This improves the basic Telepathy Talent and all of those linked can spend a point of Fatigue to share 4 rounds or 1 minute worth of input with the group. Though pain can be felt by others, they do not actually suffer any damage.

Psionic Blast [ 2 Fatigue ]

Room Command: ## Psionic Blast (Target) ##
Generation Cost: 10 GP’s
Experience Cost: 50 XP’s
Breed ID: NO
Range: see Extension Skill
Roll System: 2d6+Discipline+Focus vs targets 2d6+Will
Duration/Activation: Instant / see Focus Skill
Effect/Description: The Psion can send a surge of Psi into the mind of a target causing them a great amount of trauma. If the Psion wins the roll they will inflict 3 Mind damage to the target, and an additional +1 Mind damage for every five points higher than the targets defense roll.

Read Memories [ 2 Fatigue ]

Room Command: ## Read Memories (Target) ##
Generation Cost: 10 GP’s
Experience Cost: 50 XP’s
Breed ID: NO
Range: see Extension Skill
Roll System: 2d6+Discipline+Focus vs targets 2d6+Will
Duration/Activation: Special / see Focus Skill
Effect/Description: The Psion can sift through and read the memories of the target. if the Talent is activated successfully, the Psion can IM the target and ask them two questions about past events. The target must answer with the a description of the events as they saw or remember them. For every five points over the targets defense roll the Psion achieves they may ask about another memory. This mastery is subject to OOC and the Psion will percieve the events as if they were the person being probed.

Steal Thoughts [ 3 Fatigue ]

Room Command: ## Steal Thought (Target) ##
Generation Cost: 15 GP’s
Experience Cost: 75 XP’s
Breed ID: NO
Range: see Extension Skill
Roll System: 2d6+Discipline+Focus vs targets 2d6+Will
Duration/Activation: special / see Focus Skill
Effect/Description: The Psion is capable of removing memories from their target. The amount of memories and just what can be removed depends on the success. If the Psion has used Read Memories already on the target, they can remove those memories depending on success. See Below:

Normal Usage
Beat Will by : Effect
0 – 4 : Can erase the last 4 rounds ( 1 Minute ) of memories
5 – 9 : Can erase the last 20 rounds ( 5 Minutes ) of memories
10 – 14 : Can erase the last hour of memories
15 – 19 : Can erase the last 12 hours of memories.
20+ : Can erase the entire last 24 hours of memories

With Read Memories
Beat Will by : Effect
0 – 4 : Can erase one of the memories obtained
5 – 9 : Can erase two of the memories obtained
10 – 14 : Can erase three of the memories obtained
15 – 19 : Can erase four of the memories obtained
20+ : Can erase all of the memories obtained

Restructure [ 4 Fatigue ]

Room Command: ## Restructure (Target) ##
Generation Cost: 20 GP’s
Experience Cost: 100 XP’s
Requirement: Read Memories
Breed ID: NO
Range: see Extension Skill
Roll System: 2d6+Discipline+Focus vs targets 2d6+Will
Duration/Activation: Special / see Focus Skill
Effect/Description: The Psion can restructure the memories of their target through this Talent. By using Read Memories to see the memories of the target, the Psion can activate this Talent and actually alter those memories however they want. When this Talent is activated, the Psion can alter two of the memories obtained through Read Memories, for every five points scored higher that the tagets Will roll and additional memory can be altered.

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