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  PSI-CRAFT 
   
  THE FANTASY CRAFT 
  PSIONICS TOOLKIT 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Version 1.0 
   
   
  
  TABLE OF 
  CONTENTS 
   
   
  2 
   
  TABLE OF CONTENTS 
   
  TABLE OF CONTENTS ................................................................. 2 
  INTRODUCTION ............................................................................. 3 
  PSIONIC CAMPAIGNS ................................................................... 4 
  PSIONIC BASICS ................................................................ 4 
  WHAT ARE PSIONICS? ................................................. 4 
  WHY PSIONICS? ............................................................ 4 
  ADDING PSIONICS TO YOUR CAMPAIGN ................... 4 
  CREATING PSIONIC RACES AND SPECIALTIES ..... 5 
  DETERMINING PSIONIC POWER LEVELS ................ 5 
  NEW CAMPAIGN QUALITIES ......................................... 5 
  PSIONIC CHARACTERS ................................................................ 6 
  NEW ORIGIN OPTIONS .................................................... 6 
  PSIONIC SPECIES .......................................................... 6 
  PSIONIC TALENTS ........................................................ 8 
  PSIONIC SPECIALTIES ................................................. 8 
  PSIONIC CLASSES ............................................................. 9 
  PSIONIC BASE CLASSES.............................................. 9 
  PSIONIC EXPERT CLASSES ....................................... 10 
  PSIONIC MASTER CLASSES ...................................... 14 
  PSIONIC FEATS ............................................................... 16 
  PSIONIC POWERS........................................................................... 18 
  PSIONIC RULES ............................................................... 18 
  ACCESS TO PSIONIC POWERS ................................. 18 
  DEFENSE AGAINST PSIONICS .................................. 18 
  PSIONIC QUALITIES ................................................... 19 
  PSION RANGE .............................................................. 19 
  USING PSIONIC POWERS .............................................. 19 
  VITALITY BURN ......................................................... 19 
  RECEPTIVE TARGETS ................................................ 20 
  PSICASTING (INT) ....................................................... 20 
  PISONIC POWER EFFECTS ........................................ 20 
  PSIONIC PSIENCES ......................................................... 21 
  POWER DESCRIPTIONS ............................................. 22 
  PSIONIC GEAR ................................................................................ 36 
  GENERAL EQUIPMENT .................................................. 36 
  KITS ............................................................................... 36 
  SUPPLIES .......................................................................... 36 
  COMSUMABLES ......................................................... 36 
  SERVICES ......................................................................... 36 
  ARMOR & WEAPON ....................................................... 36 
  NEW ARMOR UPGRADES ......................................... 36 
  NEW WEAPON UPGRADES ....................................... 36 
  MAGIC ITEMS AS PSIONIC ITEMS .............................. 37 
  SAMPLE PSIONIC ITEMSError! 
  Bookmark 
  not 
  defined. 
  PSIONIC NPCS .................................................................................38 
  CREATING AND USING PSIONIC NPCS .................. 39 
  CREATING AND USING PSIONIC MONSTERS....... 39 
  PUTTING IT ALL TOGETHER ................................... 39 
  NPC OPTIONS .................................................................. 40 
  NEW TYPES ................................................................. 40 
  NEW NPC QUALITIES ................................................ 40 
  PSIONIC BESTIARY ........................................................ 40 
   
   
   
   
   
   
   
   
   
   
  
  INTRODUCTION 
   
   
   
  3 
   
  INTRODUCTION 
   
  It all goes back to Dragon Magazine #78, my second issue 
  ever. That issue focused on Psionics, and sparked my interest… so 
  we played with the new interpretations and options. The Psionicist 
  class. Katherine Kurtz’s Deryni as an AD&D race. The psionics 
  system –fixed (kinda). It was all a neat addition to our game, but 
  we soon decided to move on back to more traditional AD&D fare. 
  And I never really looked back. 
  Then I became… resentful? I don’t know really what my 
  feelings were, but I became one of those players who feels that 
  psionics aren’t fantasy-centric. The 2nd Ed AD&D psionic 
  supplements were deemed ‘power gamer wank fodder’, and I 
  didn’t really disagree. I poo-poo’d Dark Sun as much of the same. 
  When 3rd Ed came out with psionic splatbooks featuring the return 
  of the Psionicist class (and other variations, 
  too!), new races that were totally focused on 
  psionics, and integration that made psionics 
  seem like part of the game rather than a bolt 
  on, I had drifted away from D&D and focused 
  on other games, including a new one called 
  ‘Spycraft’. 
  Spycraft was one of a glut of D20 variant 
  games that came out thanks to the OGL. It 
  was a fine game, and it did a lot of different 
  stuff. I converted my old 1980’s Top Secret 
  adventures to the system and ran my group 
  through the tail end of the cold war – helping 
  Eastern Bloc athletes defect, stopping a mad 
  scientist and his doomsday cult… you know, 
  the usual. However, Spycraft also had another 
  line of books in addition to its sexy sliver 
  covered basic line. It was the black covered 
  Shadowforce Archer line – a 5-minutes-in-
  the-future epic civil war between a now 
  fractured super spy agency and its foes that 
  was loaded down with psionics. Heck, 
  psionics were the entire basis for the setting’s power and conflict. 
  So my interests in psionics were perked again. After all, it 
  wasn’t a fantasy setting; no it was a modern day/next Sunday AD 
  setting. That, in my mind, was the perfect place for psionics – 
  baring a SF-distant-future-among-the-stars setting.  
  Then Spycraft 2.0 was released and, though it took a lot of 
  rules crunching, I began running that. Crafty Games released a few 
  transition PDFs, updating some Spycraft 1.0 products to 2.0 use. 
  One of those was for updating Shadowforce Archer. That meant 
  that spycraft 2.0 had a psionics system (of a sort). I integrated that 
  in my toolbox and used it sparingly.  
  However, a purely class based psionic system didn’t quite do it 
  for me, nor for many others on Crafty’s (excellent) forums. When 
  Fantasy Craft was released, many ideas were bantered about, 
  including simply reskinning the magic system. I watched with 
  interest, because Fantasy Craft was supposed to be the first in the 
  Mastercraft system – a unified set of D20 rules for mix-and-match 
  campaigns of eras, genres, and settings. So, a psionic system would 
  defiantly be up my alley – Not for Fantasy Craft, but for those 
  other Mastercraft games that I would want it for. 
  One of the debates was about what kind of mechanic would be 
  used to ‘power’ psionics. Magic has Spell Points, which are 
  granted by class levels. Then the concept of a reduction of your 
  maximum vitality was put forth by Scott Gerin. This ‘vitality burn’ 
  would allow the character to use powers more as they leveled with 
  or without a psionic based class – vitality was a universal 
  mechanic regardless of class. 
  This was an epiphany for me. Using a feat based system for 
  psionics meant you could play a psionic character without regards 
  to classes, but if you wanted to play a really powerful psion, you 
  could by taking levels in various psionic classes. 
  So I started organizing what you see here. 
  I shelved the project a few times, as I got 
  overwhelmed by the number of powers and 
  the haphazard organization. 
  So one day I chucked it, and striped it all 
  back down to nothing. 
  That did the trick. I set my parameters, 
  based not on what all had come before, but on 
  what I wanted to see in the system. Powers 
  were distilled down to their most basic form, 
  and then Mastercraft’s unique trick mechanic 
  allowed other powers to build on that base. I 
  threw out some of the 20 year old science and 
  discipline names and made new ones that 
  followed the real world ‘classical’ naming 
  conventions (wondering why you’ve never 
  heard of somatoarêtes before? Well, because I 
  made it up!). 
  After I had my new built-from-the-
  ground-up framework done, I scoured the 
  forums and web for tweaks that enhanced the 
  final product. For example, the Teleport trick was renamed Bamf! 
  Because of Sletchman’s use of that name in his own (unfinished) 
  Psionics rules. 
  Anyway, this intro is being written before this document is 
  hitting the net for a real wide ranging playtest trial-by-fire. All the 
  work that has been done here may well be reworked completely… 
  we’ll see. 
  Til next time, 
   
   
   
   
   
   
  Big Jim 
   
  
  CHAPTER 1 
   
   
   
  4 
   
  PSIONIC 
  CAMPAIGNS 
  In this chapter you’ll find the hows and whys of adding 
  psionics to your campaign via campaign qualities, as well as how 
  to create Psionic Races, Talents, and Specialties. 
  PSIONIC BASICS 
  Psionics are not an addition that is needed for every campaign 
  – just as the miracles and sorcery qualities are necessary for every 
  campaign. This section helps you work psionics into your 
  campaign… if it fits. 
  WHAT ARE PSIONICS? 
  Powers of the mind, in the simplest of terms. Classic psychic 
  powers - like ESP, Telepathy, and Telekinesis are covered by these 
  rules, as are lesser known abilities like energy projection and 
  control of various kinds, conscious control of involuntary 
  functions, enhancement of the body with mental boosts, and even 
  teleportation and other ‘bending of space’ effects with the mind. 
  What psionics aren’t though, is magic. Although many effects 
  and abilities are similar, these two areas of power use do not use 
  the same methods or power sources to work. Psionics are powered 
  by the mind and will of user, while magic is typically powered by 
  an outside force as ‘channeled’ by the user. 
  WHY PSIONICS? 
  Psionics can be used as a replacement or alternative to magic, 
  or as an otherworldly counterpart. You may not need psionics 
  available in every campaign (most don’t) or even be available to 
  the PCs at all – reserving its use to mythos-type menagerie, if you 
  wish. If you’re not sure why you need psionics in your campaign, 
  then the most likely answer is that you don’t. 
  However, if you want to expand the abilities of characters in 
  your campaign with a twist, psionics might be right up your alley 
  as an alternate power source for special effects. 
  ADDING PSIONICS 
  TO YOUR CAMPAIGN 
  So you’ve decided that you do want to include psionics. Fair 
  enough. To fully integrate psionics, you need to decide how 
  common psionics are. Some settings assume that everyone is aware 
  of, or has, psionic powers. Some make it the purview of a select 
  group of psion races or monkish orders. Finally, in some settings it 
  is an exceedingly rare, but occasional ‘accident of birth’. First up is 
  adding psionic origin options, then we’ll study how powerful 
  (really how much of an impact) psionics should have on character 
  abilities and options. 
  
  PSIONIC CAMPAIGNS 
   
   
   
  5 
   
  CREATING PSIONIC RACES 
  AND SPECIALTIES 
  In order to ‘build’ a psionic race, you must first understand the 
  art of creating new origin options. That’s too much of a diversion 
  to go into here, but the ‘7 design point’ method is discussed at 
  depth on the Crafty Games forums and wiki. It is suggested that 
  you go there and learn the basics and terms that will be used in this 
  section. 
  The basic method of granting psionic abilities is through 
  granting a specific feat to the race – in this case Psionic Prodigy. 
  As you see the Psionic Prodigy feat often has the Psience or even a 
  specific power listed in the sample races and specialties in chapter 
  2. This is perfectly fine, and focuses the origin on what it really 
  does in a psionic sense. Remember that added a feat to a race costs 
  3 design points – this means that almost half of the starting design 
  points for your race is locked up in making them psionic. 
  Other creative uses for the normal options include adding 
  psionic tricks (using the normal trick granting 1 point option), 
  Enlightened Psicasting, and the addition of a new ability for 1.5 
  design points. 
   
   Iron Mind: You gain a +2 insight bonus with saves against 
  spells and psionic powers. 
   
  When building specialties, the primary concern will be the fact 
  that your ‘feat slot’ will be taken up by Psionic Prodigy. 
  Thankfully, the variety of Psiences and powers allow for that to 
  still cover a broad range of abilities. 
  DETERMINING PSIONIC 
  POWER LEVELS 
  The default psionics system keeps psionics weak, unless the 
  player chooses to invest character options into boosting it up. This 
  is the most balanced of the two options as if follows Fantasy 
  Craft’s general game balance theory of everything that enhances 
  your character is paid for by your choices of character options. 
  You decide to become more powerful as a psion at the cost of 
  other facets of your character. 
  By activating the Wild Talents option, you allow the psion to 
  gain power outside of character options. However, you also instill 
  a cap on the character’s psion level. This is more appropriate for a 
  ‘psionics heavy’ campaign setting like Dark Sun. – where many, if 
  not all the characters are psions to some degree. 
  The Psionics Emerge option greatly cuts down on the psion 
  power level of either of the fore-mentioned campaign styles. By 
  restricting access to psion level granting classes, you effective 
  restrict your psions to levels gained from psionic feats – namely 
  psion level 3. Even with the Wild Talents option also active, a 20th 
  career level character is maxed out at a psion level of 13 (one half 
  your career level plus the three psionic feats that grant psion 
  levels). So think carefully about the severe penalties of the 
  Psionics Emerge option before you use it. In many cases, you will 
  want to make access to psion classes to not be a huge ordeal – or at 
  least let the players know up front just how hard it will be to 
  explore the psionic side of the campaign. 
  Whatever you decide, the addition of psionics should open up 
  new character options for characters to enter new and dynamic 
  areas. 
  That brings us to the most basic requirement for adding 
  psionics to your campaign – the new campaign quality. 
  NEW CAMPAIGN 
  QUALITIES 
   
  There’s only one new Campaign Quality, but everything 
  psionic hinges on it. 
  PSI POWERS (PERMANENT) 
  The powers of the mind are real and can affect the world in 
  profound ways. The Psionic Feat category is available for use by 
  any characters and all the rules listed in Chapter 3 for using psionic 
  powers are in use. NPCs gain the use of these powers with the 
  Psicaster NPC Quality (see page XX), while player characters may 
  take the Psionic Prodigy feat (see page 16) to begin building their 
  mental powers. You may tailor psionics with these additional 
  qualities. 
  Corrupting Mind Powers (3 Action Dice): Psionics are a vile 
  force that twists the psion’s body and mind. Each time a character 
  uses a psion power, he must also make a Will save (DC 10 + the 
  vitality burn spent to make the check). With failure, he gains 1 
  grade of the following condition. 
   
  Hallowed (I–IV plus special): The character suffers a –2 
  penalty with Fort saves and Charisma-based skill checks per 
  grade suffered. If a character with hallowed IV is hallowed 
  again, he instead becomes an NPC under the GM’s control. A 
  character loses 1 hallowed grade at the end of each scene. 
   
  Focus Items (Permanent): Attuned crystals and amulets, 
  crystal balls, tea leaves, tarot cards, throwing the I-Ching… these 
  are all examples of various kits for psions. You must have a 
  Focusing Kit (see page 36) or all your psicasting checks are 
  considered untrained. 
  Lost Psiences (Permanent): One or more Psiences or Powers 
  have been lost, though a fledging underground exists for the 
  knowledge. Choose any number of Psiences, powers and/or psionic 
  tricks. To gain any of those listed, a character must also spend 
  Reputation equal to 3 × the power or trick’s vitality burn (min. 5). 
  Psionics Emerge (Permanent): Psi powers have only just 
  begun appearing, and there is little to no codified way to control 
  these new and frightening powers. No levels may be taken in any 
  class that increases your Psion Level with the Psion class feature 
  without GM approval/ roleplay access. Gaining access to those 
  classes may require a specific contact, or be a prize in itself. 
  Wild Talents (Permanent): Psi powers grow more powerful, 
  even without formal training. Psion PCs gain a psion level at every 
  other Career Level (2, 4, 6, etc.). However, a psion’s total psion 
  level may never exceed his Career Level. 
   
  
  CHAPTER 2 
   
   
   
  6 
   
  PSIONIC 
  CHARACTERS 
  In this chapter you’ll find the Species, Talents, Specialties, 
  Classes and Feats that make psionics an integrated part of your 
  campaign. 
  NEW ORIGIN 
  OPTIONS 
   
  The following Origin options expand the depth of psionics in 
  the campaign. Check the Psi Powers campaign quality (page 5) for 
  the specifics of availability. 
  PSIONIC SPECIES 
   
  Listed below are 3 races which showcase psionics as a major 
  feature. They are: 
  Deryni. The deryni from the novels of author Katherine Kurtz 
  are a race that can interbreed with normal humans. They are 
  generally hated and persecuted by the normal humans that resent 
  their powers. 
  Dromite. The Dromite are a small insectoid race that often 
  overfills their hives, and so must send individuals away, creating a 
  ready source of gregarious wandering bug-man adventurers. 
  Xeph. The xeph from 3rd edition of Dungeons and Dragons are 
  typified as a freewheeling nimble type of race with the addition of 
  psionic abilities. 
  Access to these species is the same as any other Fantasy Craft 
  campaign – on a campaign by campaign basis. Ask your GM! 
  Making new psionic races are covered in Chapter 4’s Creating 
  Psionic Races and Specialties section (page 5). 
  DERYNI 
   
  You’re a deryni, a stable psionic human offshoot race. Your 
  psionic abilities and the ability to pass them on genetically to your 
  children is the only thing that sets you apart from “average” 
  humans. Even children that would normally be considered “half-
  deryni” due to their parentage are genetically full deryni. 
  Still, you often find yourself persecuted by normal humans 
  because of your abilities. Just different enough to be hated, you try 
  to keep a low profile… or baring that, to make sure that your 
  powers can be explained away as different, more accepted abilities. 
  Common Personality Traits: Loyal (to those who earn it), 
  quiet, reserved, suspicious, taciturn 
   Common 
  Physical 
  Traits: 
  Deryni 
  are 
  physically 
  indistinguishable from their human cousins, though they often 
  exhibit paranoid or guarded demeanors/mannerisms. 
  
  PSIONIC CHARACTERS 
   
   
   
  7 
   
  Example Names: Being a stable human offshoot, deryni 
  typically use names from the human culture they are members of. 
  Splinter Race Feats: Deryni have no known splinter races, as 
  they themselves could be considered a splinter race of humans. 
  Type: Medium Biped Psion Folk with a reach of 1. Your 
  maximum wounds equal your Constitution score. 
   Attribute Modifier: +1 Intelligence, +1 Wisdom, –2 Strength 
   Base Speed: 30 ft. 
   Enlightened Psicasting: Your maximum Psicasting rank 
  increases to your Career Level + 5. Only the highest bonus 
  from any enlightened ability may apply to each skill. 
   Iron Mind: You gain a +2 insight bonus with saves against 
  spells and psionic powers. 
   Mixed Blood: You are considered both a Deryni and a Human. 
   Psionic Prodigy: You gain the Psionic Prodigy Feat. 
  DROMITE 
   
  You’re a dromite, a short asexual insectoid with a colorful 
  carapace covering most of your body. This color is associated with 
  your caste: Fire (red), Glimmer (green), Ice (light blue), Voice 
  (white). The areas of your body that aren’t covered with chitin 
  ranges from a stark white to a dark tan in color. 
  Your head is topped with two quivering antenna, while your 
  face is dominated by two compound eyes that often glow with 
  psychic power. Your small mouth doesn’t have stereotypical insect 
  mandibles, but is instead similar to other humanoids’ mouths 
  surrounded by chitinous plates. 
  Dromite society is bases around hive-cities which periodically 
  go through population explosions. The purpose of this is the 
  expulsion of a new hive queen and her court, along with numerous 
  workers of various castes. However, far more workers are 
  produced than needed, and it is this excess population which often 
  becomes the race’s wandering adventurer representatives. 
  Common Personality Traits: Cheerful, curious, friendly, 
  idealistic, optimistic 
  Common Physical Traits: Compound eyes, expressive 
  antenna, hard exoskeleton, insectoid features, three fingered hands 
  Example Personal Names: Aksa, Hakkor, Leik, Niks, Rask 
  Example Caste Names: Brightflare, Icespear, Shatter, 
  Sunspark, Thunder 
  Splinter Race Feats: Dromites have no known splinter races, 
  though their various Castes are treated as such by many outsiders. 
  Type: Small Biped Psion Folk insectoid with a Reach of 1 (see 
  Fantasy Craft, page 227). Your maximum wounds equal 3/4 of 
  your Constitution score. 
   Attributes: –2 Wisdom 
   Base Speed: 30 ft. 
   Bloodhound: Your base scent range is equal to your Wisdom 
  score × 10 ft. Also, you gain a +6 bonus with Tracking checks. 
   Caste: Choose one of the following castes and gain Resistance 
  3 for the associated damage type: Fire (fire), Glimmer 
  (electrical), Ice (cold), or Voice (sonic). 
   Caste Attack: You gain the “Psionic Attack” trick that 
  corresponds to your caste (see Caste, above) – Fire (Flame Jet), 
  Glimmer (Lightning Blast), Ice (Ice Shards), or Voice (Piercing 
  Wail). 
   Cold Blooded: You require only 1 common meal per day but 
  suffer 1 additional damage per die from cold and are sickened 
  for a number of rounds equal to 1/2 any cold damage taken 
  (rounded down). If you suffer continuous cold damage - such 
  as from the environment - you are sickened until you escape 
  the source of the damage. 
   Enlightened Psicasting: Your maximum Psicasting rank 
  increases to your Career Level + 5. Only the highest bonus 
  from any enlightened ability may apply to each skill. 
   Insectoid Appearance: You suffer a –2 penalty to Appearance 
  (see Fantasy Craft, page 153). 
   Psionic 
  Prodigy: 
  You 
  gain 
  the 
  Psionic 
  Prodigy 
  (Energeikinesis) Feat. You must choose the Power that 
  corresponds to your Caste (see Caste, above) – Fire 
  (Pyrokinesis), Glimmer (Electrokinesis), Ice (Cryokinesis), or 
  Voice (Vibrokinesis). 
   Thick Hide 2: You are considered to be wearing partial armor 
  that provides Damage Reduction 2. This DR does not stack 
  with other armor (only the best protection applies). If you gain 
  thick hide from multiple sources, your hide offers the highest 
  single DR value + 1 per additional hide benefit (e.g. thick hide 
  4, thick hide 3, and thick hide 1 offer DR 6). 
  XEPH 
   
  You’re a xeph, a limber, agile psion with a quick wit to match 
  and a seemingly carefree attitude. Your ability to find the lighter 
  side of things often causes others to misjudge you as whimsical 
  and oblivious, but you in fact see the world as an often harsh place 
  that requires you to accentuate the positive, and buoy up others 
  with your humor. 
  Physically, you’re slightly shorter than the average human, 
  with pointed ears and a typical lean build. Your skin tone is likely 
  one of a range of earthy colors, but some of your race has dull 
  violet, blue, or green skin. Your hair is almost universally black 
  and straight. You eye color is one of a pastel range, with yellow 
  being the most common, and your iris covers the whole of the 
  visible eye (there are no ‘whites’).  
  Xeph society has taught you too see the world as a place full of 
  things that should be discovered and experienced so as to help the 
  individual find his place in his own existence. Some do this 
  without ever leaving home, while others (perhaps you) feel the 
  need to immerse yourself in experience after experience to achieve 
  this most personal of goals. 
  Common Personality Traits: Curious, jovial, free-wheeling, 
  friendly, vindictive. 
  Common Physical Traits: Brown/Grey/Violet skin, slender, 
  graceful, straight black hair in a topknot or braid. 
  Example Names: Assim, Cyra, Jamsheed, Narda, Shatrevar. 
  Splinter Race Feats: Xeph have no known splinter races. 
  Type: Medium Biped Psion Folk with a reach of 1. Your 
  maximum wounds equal your Constitution score. 
  
  CHAPTER 2 
   
   
   
  8 
   
   Attribute Modifier: +2 Dexterity, +2 Charisma, –2 Strength, –2 
  Wisdom 
   Base Speed: 30 ft. 
   Cat Fall: You suffer 1 less die of damage from falling. 
   Darkvision I: You ignore the effects of dim and faint light. 
   Enlightened Psicasting: Your maximum Psicasting rank 
  increases to your Career Level + 5. Only the highest bonus 
  from any enlightened ability may apply to each skill. 
   Psionic Prodigy: You gain the Psionic Prodigy (Somatokinesis 
  - Speed Control) Feat.  
   
   
  SOULKNIFE VARIANTS 
  The Soulknife can be changed slightly to allow for a 
  more varied and diverse, but related, group of psionic 
  weapon wielding warriors. 
   
  Soulmace: Edged Proficiency becomes Blunt. 
   
  Souldart: Edged Proficiency becomes Hurled; Psionic 
  Weapon trick becomes Psionic Ammunition. 
   
   
  PSIONIC TALENTS 
   
  The following human talents allow characters to integrate their 
  psionic abilities into their concept right out the gate.  
  PSI-ACTIVE 
  You mind has been expanded, and you’re aware of the 
  strangest things. 
   Attributes: +1 to lowest attribute, then +1 to lowest attribute 
   Base Speed: 30 ft. 
   Agile Defense: Your base Defense increases by 1. 
   Free Hint: Once per session, you may request a free hint from 
  the GM. If he refuses you gain 1 bonus action die. 
   Psionic Prodigy: You gain the Psionic Prodigy Feat. 
   Light Sleeper: Sleeping is never a Terminal Situation for you. 
  PSY-READER 
  You tend to not tell people what you’re capable of. That’s how 
  you manage to stay two steps ahead. 
   Attributes: +2 Wisdom, –2 Constitution 
   Base Speed: 30 ft. 
   Always Ready: You may always act during surprise rounds. 
   Free Hint: Once per session, you may request a free hint from 
  the GM. If he refuses you gain 1 bonus action die. 
   Psionic Prodigy: You gain the Psionic Prodigy (Extra Sensory 
  Perception or Telepathy) Feat. 
  PSIONIC SPECIALTIES 
   
  The following specialties correspond to what most players 
  think of when they first encountered psionics in their role playing 
  history. You’ll note that all three have the same feat (Psionic 
  Prodigy) as their bonus feat. That’s because it’s the cornerstone for 
  gaining access to psionics.  
  SOULKNIFE 
  Thanks to your mind-formed blade of psionic energy, you’re 
  always armed. 
   Bonus Feat: Psionic Prodigy (Telekinesis – Force Form) 
   Melee Combat Expert: You are considered to have 2 additional 
  Melee Combat feats for any ability based on the number of 
  Melee combat feats you have. 
   Decisive: You gain a +5 bonus with Initiative. 
   Edged Proficiency: You gain the Edged proficiency. 
   Natural Menace: You gain 1 rank in Intimidate and a +1 
  morale bonus to all Intimidate checks. Apply this bonus rank 
  before spending skill points. 
   Psionic Weapon: You gain the Psionic Weapon trick for your 
  Force Form power. 
  WILDER 
  You’re a self-taught, driven-by-your-emotions survivor who’s 
  always ready to push your powers a little extra.  
   Bonus Feat: Psionic Prodigy 
   Fast: Your ground speed increases by 10 ft.  
   Natural Survivor: You gain 1 rank in Survival and a +1 morale 
  bonus to all Survival checks. Apply this bonus rank before 
  spending skill points. 
   Seasoned: Your lowest attribute score rises by 2, and your 
  highest attribute score decreases by 2. 
   Tenacious Spirit: You gain 1 additional vitality per level. 
  PSYCHIC WARRIOR 
  You strive towards martial perfection with a combination of 
  mental power and physical prowess. 
   Bonus Feat: Psionic Prodigy 
   Attribute Training: The lower of your Strength or Wisdom 
  scores increases by 1 (your choice if a tie). Apply this bonus 
  after any modifiers from your Species or Talent. 
   Extra Proficiency: You gain 2 additional proficiencies or 
  tricks. 
   Heroism: You gain a +1 bonus with all attack and skill checks 
  you make during Dramatic scenes. 
   Tenacious Spirit: You gain 1 additional vitality per level. 
   
   
   
   
  
  PSIONIC CHARACTERS 
   
   
   
  9 
   
  PSIONIC CLASSES 
   
  Although you do not need any specialized classes to use and 
  expand psionic abilities (with the proper campaign qualities), the 
  following classes make psions an integrated portion of your 
  campaign setting. 
  PSIONIC BASE CLASSES 
   
  There is only one base class included for use specifically by 
  psions, the Psionicist. 
  PSIONICIST (BASE) 
   
  In a world of brawn and guile, the Psionicist lets his mind reign 
  supreme – for that is the source of his power. With his mental 
  abilities he can sense things others cannot, enhance his own 
  abilities with a thought, and create effects like magic. Like magic, 
  but not quite the same. You see, every use of his abilities taxes him 
  more than he’d like to admit, and the Psionicist must husband his 
  vitality to make the most of his unique talents. 
  Depending on your campaign, a Psionicist could be... 
   An unpredictable combatant, using mind formed weapons and 
  blasting a variety of energies at his foes. 
   A mind reading sneak-thief who knows what you are going to 
  do before you do. 
   An enigmatic soothsayer, reading palms and advising others on 
  the best course for the future. 
   An silent loner, never trusting most because of the secret 
  thoughts that they hold dear and only he can see. 
   An expert tactician, skilled at both small unit tactics and using 
  his mental powers to beat the enemy before combat has even 
  begun. 
   
  Party Role: Wildcard. Much like the other highly variable 
  classes of mage or priest, the Psionicist does what you build him to 
  do. Some are combat focused, and others are skill heavy. 
  CLASS FEATURES 
  Requirements: Psi Powers campaign quality 
  Favored Attributes: Intelligence and Wisdom 
  Psion: Each level in this class increases your Psion Level by 1. 
  Class Skills: Bluff, Disguise, Haggle, Impress, Intimidate, 
  Investigate, Resolve, Sense Motive, Survival, Tactics 
  Skill Points: 6 + Int mod per Level 
  Vitality: 9 + Con mod per Level 
  Starting Proficiencies: 4 
  CORE ABILITY 
  Mind Master: You can always rely on your burgeoning 
  mental abilities. Each time you spend 1 action die to boost a 
  psicasting check, you roll and add the results of 2 dice (e.g. at 
  Career Level 1, 1d4 becomes 2d4). 
  CLASS ABILITIES 
  Powers of the Mind: At Level 1, you gain the Psionic Prodigy 
  feat. You also have access to all Psiences for future powers, not 
  just the one you chose for your Psionic Prodigy feat. 
  Moment of Clarity: At Level 2, once per session when 
  making a Psicasting check, you may roll twice, keeping the result 
  you prefer. 
  At Levels 11 and 19, you may use this ability 1 additional time 
  per session. 
  Bonus Feat:  At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you 
  gain 1 additional Psionic or Skill feat. 
  Speed of Thought: At Level 4, you may reduce the time to 
  psicast a psionic power to the next step down (1 Round becomes 1 
  Full Action, Full Action becomes 1 Half Action, Half Action 
  becomes 1 Free Action). Times over 1 Round are halved. You may 
  do this once per session. 
  At Levels 8, 12, 16, and 20, you may use this ability 1 
  additional time per session. 
  Minor Power: At Levels 6, 9, 12, 15, and 18, you may choose 
  one of the following abilities. Each of these abilities may be 
  chosen only once. 
   Always Ready: Psi-sense… tingling! You may always act 
  during surprise rounds. 
   
  
  CHAPTER 2 
   
   
   
  10 
   
  Table 2.1: Psionicist 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Init 
  Lifestyle 
  Legend 
  Special 
  1 
  +0 
  +1 
  +1 
  +2 
  +1 
  +1 
  +1 
  +0 
  Mind master, powers of the mind 
  2 
  +1 
  +2 
  +2 
  +3 
  +1 
  +1 
  +2 
  +1 
  Moment of clarity 
  3 
  +2 
  +2 
  +2 
  +3 
  +2 
  +2 
  +2 
  +1 
  Bonus feat 
  4 
  +3 
  +2 
  +2 
  +4 
  +2 
  +2 
  +2 
  +1 
  Speed of thought 
  5 
  +3 
  +3 
  +3 
  +4 
  +3 
  +3 
  +3 
  +1 
  Bonus feat 
  6 
  +4 
  +3 
  +3 
  +5 
  +4 
  +4 
  +3 
  +2 
  Minor power 
  7 
  +5 
  +4 
  +4 
  +5 
  +4 
  +4 
  +4 
  +2 
  Bonus feat 
  8 
  +6 
  +4 
  +4 
  +6 
  +5 
  +5 
  +4 
  +2 
  Speed of thought 
  9 
  +6 
  +4 
  +4 
  +6 
  +5 
  +5 
  +4 
  +2 
  Bonus feat, minor power 
  10 
  +7 
  +5 
  +5 
  +7 
  +6 
  +6 
  +5 
  +3 
  Prime channel (session) 
  11 
  +8 
  +5 
  +5 
  +7 
  +7 
  +7 
  +5 
  +3 
  Bonus feat, moment of clarity 
  12 
  +9 
  +6 
  +6 
  +8 
  +7 
  +7 
  +6 
  +3 
  Speed of thought, minor power 
  13 
  +9 
  +6 
  +6 
  +8 
  +8 
  +8 
  +6 
  +3 
  Bonus feat 
  14 
  +10 
  +6 
  +6 
  +9 
  +8 
  +8 
  +6 
  +4 
  Psionic wellspring 
  15 
  +11 
  +7 
  +7 
  +9 
  +9 
  +9 
  +7 
  +4 
  Bonus feat, minor power 
  16 
  +12 
  +7 
  +7 
  +10 
  +10 
  +10 
  +7 
  +4 
  Speed of thought 
  17 
  +12 
  +8 
  +8 
  +10 
  +10 
  +10 
  +8 
  +4 
  Bonus feat 
  18 
  +13 
  +8 
  +8 
  +11 
  +11 
  +11 
  +8 
  +5 
  Minor power 
  19 
  +14 
  +8 
  +8 
  +11 
  +11 
  +11 
  +8 
  +5 
  Bonus feat, moment of clarity 
  20 
  +15 
  +9 
  +9 
  +12 
  +12 
  +12 
  +9 
  +5 
  Prime channel (scene), speed of thought 
   
   Beguiling: When you successfully Taunt a character, you may 
  decline the standard result to have your target become fixated 
  on you for 1d6 rounds. Special characters and villains may 
  spend 1 action die to cancel this effect and become immune to 
  this ability for the rest of the scene. If you gain this benefit 
  from multiple sources, you may also damage the target once 
  without interrupting his fixation (you may do this only once, no 
  matter how many times you gain the benefit). 
   Expertise: Choose one: Bluff, Disguise, Haggle, Impress, 
  Intimidate, Investigate, Resolve, Sense Motive, Survival or 
  Tactics. You may always take 10 with this skill. Also, taking 
  10 with this skill doesn’t take twice as long and taking 20 takes 
  only 10 times as long. 
   Like Knows Like: Your powers are sensed by others of your ilk, 
  and respect follows. The Disposition of any NPC who possess 
  the Psion type improves by 5.  
   Light Sleeper: Sleeping is never a Terminal Situation for you. 
   Look Out!: Each ally and teammate within 10 ft. who can see 
  and hear you gains the benefits of uncanny dodge I. This does 
  not stack with uncanny dodge abilities they already have. You 
  may only choose this ability if you have uncanny dodge I 
   Mental Inspiration: As a 1 Minute Action, you may request a 
  hint from the GM. If he refuses, you gain 1 bonus action die. 
  You may use this ability a number of times per session equal to 
  your Starting Action Dice. 
   Mental Rebuke: You not only hold them off with your mind, 
  you mentally shred them. Characters you successfully Turn 
  also suffer an amount of divine damage equal to your Resolve 
  bonus; those targeted who make their Will saves suffer half this 
  damage (rounded down). You may only choose this ability if 
  you may Turn. 
   Mental Block: You are attuned to certain beings… and can 
  hold them back with your mind. Choose a Type from the 
  following list: animal, beast, horror, ooze, outsider, spirit, or 
  undead. Once per combat you may Turn characters of this 
  Type (see Fantasy Craft, page 309). 
   Uncanny Dodge I: Your powers can give you a split second 
  warning, letting you react quickly to danger. You retain your 
  Dexterity bonus to Defense (if any) even when flat-footed. 
   
  Prime Channel: At Level 10, once per session, you may 
  ignore Vitality burn for one power use. 
  At Level 20, this ability can be used once per scene, instead. 
  Psionic Wellspring: At level 14, once per adventure, you may 
  spend any number of Action Dice and add them to one Psicasting 
  check. In addition to adding to the check result as normal, each die 
  spent add a +1 psion bonus to the overall results. This can exceed 
  the normal +10 psion bonus maximum shone on table 3.1. 
   
   
  NEW CROSS-TRAINING ABILITIES 
  The following class abilities are available to any 
  class with the cross-training class ability. 
   Psionicist: Powers of the Mind; Moment of 
  Clarity; Bonus Feat; Speed of Thought 
   
   
   
  PSIONIC EXPERT CLASSES 
   
  There are three expert classes for psions detailed in this 
  supplement – the Apex, the Kinesisist, and the Psychic. Each of 
  these classes concentrates on expanding and enhancing two related 
  psiences.  
  The Apex focuses on physical enhancement abilities, the 
  Kinesisist explores energy manipulation powers, and the Psychic 
  covers the classic realms of ESP and Telepathy. 
  
  PSIONIC CHARACTERS 
   
   
   
  11 
   
  APEX (EXPERT) 
   
  The Apex is the pentacle of psychically integrating body and 
  mind through his mastery of the psiences of Somatoarêtes and 
  Somatokinesis. This allows his to do amazing things that appear 
  impossible to non psions. Unlike other psionic classes, the Apex is 
  quite happy in the thick of combat, right on the front line. 
  Depending on your campaign, an Apex could be... 
   A svelte athlete whose abilities seem to exceed his physique. 
   A rugged daredevil, capable of physical feats that are 
  only possible due to his expansive mental 
  control over his body. 
   A brutal martial warrior, pushing his 
  abilities to the edge in the heat of combat. 
   A deft thief whose malleable form and mastery 
  of dimensions keeps her at the top of her game. 
   A contemplative ascetic, whose unity of mind and body goes 
  beyond spirituality. 
   
  Party Role: Combatant. Your high BAB and combat oriented 
  psiences means that you are all about being in the fight. 
  CLASS FEATURES 
  Requirements: Psi Powers campaign quality, Athletics 6+ 
  ranks, Psionic Prodigy feat, Access to one or both of the following 
  Psiences: Somatoarêtes or Somatokinesis. 
  Favored Attributes: Strength, Dexterity, Constitution 
  Psion: Each level in this class increases your Psion Level by 1. 
  Class Skills: Acrobatics, Athletics, Intimidate, Notice, 
  Prestidigitation, Resolve, Sense Motive, Sneak, Survival, Tactics 
  Skill Points: 6 + Int mod per Level 
  Vitality: 9 + Con mod per Level 
  CORE ABILITY 
  Zen: When you spend and roll an action die to increase a 
  Somatoarêtes or Somatokinesis psicasting check, the result is also 
  added to your Psion Level for that power’s use. 
  CLASS ABILITIES 
  Mind and Body: At Level 1, you gain access to the Psiences 
  of Somatoarêtes and Somatokinesis for future powers, if you did 
  not have access to one of them before. Also, you gain 1 bonus 
  vitality point and 1 at every class level hereafter. 
  Superhuman: At Level 2, once per session, you may gain a 
  psion bonus to your Strength, Dexterity, or Constitution score 
  equal to your starting action dice for up to your Psion Level in 
  rounds. You may choose to end this ability during your Initiative 
  Count as a free action. When this ability ends, you become 
  fatigued. 
  At Level 7, you may use this ability up to 2 times per session. 
  Bonus Feat:  At Levels 3, 5, 7, and 9, you gain 1 additional 
  Basic Combat or Psionic feat. 
  Wuxia I: At Level 4, your Jump results are no longer limited 
  by your height and the distance you Jump increases by 50% 
  (rounded up). 
  Wuxia II: At Level 8, the distance you Jump increases by an 
  additional 50% (total 100%) and you’re considered to weigh only 1 
  lb. when determining if a surface or object can support you. 
   
  Table 2.2: Apex 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Init 
  Lifestyle 
  Legend 
  Special 
  1 
  +1 
  +1 
  +2 
  +1 
  +1 
  +1 
  +0 
  +0 
  Mind and body, zen 
  2 
  +2 
  +2 
  +3 
  +2 
  +1 
  +1 
  +0 
  +1 
  Superhuman (1/session) 
  3 
  +3 
  +2 
  +3 
  +2 
  +2 
  +2 
  +1 
  +1 
  Bonus feat 
  4 
  +4 
  +2 
  +4 
  +2 
  +2 
  +2 
  +1 
  +1 
  Second wind, wuxia I 
  5 
  +5 
  +3 
  +4 
  +3 
  +3 
  +3 
  +1 
  +1 
  Bonus feat 
  6 
  +6 
  +3 
  +5 
  +3 
  +4 
  +4 
  +2 
  +2 
  Inner focus 
  7 
  +7 
  +4 
  +5 
  +4 
  +4 
  +4 
  +2 
  +2 
  Bonus feat,  superhuman (2/session)  
  8 
  +8 
  +4 
  +6 
  +4 
  +5 
  +5 
  +2 
  +2 
  Honed, wuxia II 
  9 
  +9 
  +4 
  +6 
  +4 
  +5 
  +5 
  +3 
  +2 
  Bonus feat 
  10 
  +10 
  +5 
  +7 
  +5 
  +6 
  +6 
  +3 
  +3 
  Feel the burn 
   
  
  CHAPTER 2 
   
   
   
  12 
   
  Second Wind: You know your physical limitations and trust 
  your capabilities enough to push yourself to the edge. At Level 4, 
  each time you fail an Athletics or Resolve check and don’t suffer 
  an error, you still succeed as long as the check DC (or your 
  opponent’s check result) is equal to or less than your Class Level + 
  20. If several grades of success are possible, you achieve only the 
  lowest possible positive result. 
  If you gain this ability for either skill from two or more classes, 
  add together your levels in all classes granting the ability when 
  determining its effect. 
  Inner Focus: At Level 6, once per scene, you may decrease 
  the vitality burn of one of your Somatoarêtes or Somatokinesis 
  psicasting checks to 0. 
  Honed: At Level 8, Errors for your Somatoarêtes and 
  Somatokinesis psicasting checks cost an extra Action Die to 
  activate. 
  Feel the Burn: At level 10, the vitality burn of each of your 
  Somatoarêtes and Somatokinesis psicasting checks decreases by 2, 
  to a minimum of 1. 
  KINESISIST (EXPERT) 
   
  The Kinesisist is a catchall category of psion who focuses his 
  mental powers on energy manipulation. Fire, ice, sound, light, 
  electricity, and of course, kinetic energy all fall under the 
  Kinesisist’s watchful eye. The multitude of different energy forms 
  means that the very few Kinesisists are alike, either in power 
  manipulation or in temperament. Those that focus on one of the 
  Energeikinesis powers often personify the energy – Pyrokinetics 
  are hot-headed, Vibrokinetics are loud and boisterous, and so on, 
  while Telekinetics are typically precise or arrogant. None the less, 
  many Kinesisists are expert crafters and artists, as forming objects 
  from their energies are common among them as is the inventive art 
  of using their abilities in new and unusual ways. 
  Depending on your campaign, a Kinesisist could be... 
   A tinkering craftsman, often surrounded in a cloud of floating 
  parts and tools. 
   A dangerous combatant, whose arrival is heralded by the smell 
  of ozone and a halo of electrical energy. 
   An elemental master of fire or ice, ever ready to test your 
  abilities for attack or defense. 
   A telekinetic whose somewhat frail body personifies the 
  concept of “Mind over Matter”.  
   A living assault on the senses with either blinding lights or 
  deafening noise… or both. 
   
  Party Role: Wildcard. You can go combat heavy with a 
  dangerous Energeikinesis  powerset (like Pyrokinesis) or you can 
  follow a more utilitarian path by focusing on the Telekinesis 
  psience. Or mix the two.  
  CLASS FEATURES 
  Requirements: Psi Powers campaign quality, Prestidigitation 
  6+ ranks, Psionic Prodigy feat, Access to one or both of the 
  following Psiences: Energeikinesis or Telekinesis. 
  Favored Attributes: Intelligence, Wisdom, Dexterity 
  Psion: Each level in this class increases your Psion Level by 1. 
  Class Skills: Athletics, Crafting, Haggle, Impress, Investigate, 
  Medicine, Notice, Prestidigitation, Resolve, Sense Motive 
  Skill Points: 6 + Int mod per Level 
  Vitality: 9 + Con mod per Level 
  CORE ABILITY 
  Insightful: When you spend and roll an action die to increase 
  an Energeikinesis or Telekinesis psicasting check, the result is also 
  added to your Psion Level for that power’s use. 
  CLASS ABILITIES 
  Manipulation Maestro: At Level 1, you gain access to the 
  Psiences of Energeikinesis and Telekinesis for future powers, if 
  you did not have access to one of them before. Also, you gain 1 
  bonus skill point and 1 at every class level hereafter. 
   
  
  PSIONIC CHARACTERS 
   
   
   
  13 
   
  Table 2.3: Kinesisist 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Init 
  Lifestyle 
  Legend 
  Special 
  1 
  +0 
  +2 
  +1 
  +1 
  +2 
  +0 
  +0 
  +1 
  Insightful, manipulation maestro 
  2 
  +1 
  +3 
  +2 
  +2 
  +3 
  +0 
  +0 
  +1 
  Mental leap (1/session) 
  3 
  +2 
  +3 
  +2 
  +2 
  +3 
  +1 
  +1 
  +2 
  Bonus feat 
  4 
  +3 
  +4 
  +2 
  +2 
  +4 
  +1 
  +1 
  +2 
  Applied knowledge (1/adventure), intuitive  mechanic 
  5 
  +3 
  +4 
  +3 
  +3 
  +5 
  +1 
  +1 
  +3 
  Bonus feat 
  6 
  +4 
  +5 
  +3 
  +3 
  +6 
  +2 
  +2 
  +3 
  Energetic focus 
  7 
  +5 
  +5 
  +4 
  +4 
  +6 
  +2 
  +2 
  +4 
  Bonus feat, mental leap (2/session) 
  8 
  +6 
  +6 
  +4 
  +4 
  +7 
  +2 
  +2 
  +4 
  Applied knowledge (2/adventure), precise 
  9 
  +6 
  +6 
  +4 
  +4 
  +8 
  +3 
  +3 
  +5 
  Bonus feat 
  10 
  +7 
  +7 
  +5 
  +5 
  +9 
  +3 
  +3 
  +5 
  Conservation of energy 
   
  Mental Leap: At Level 2, once per session, you may gain a 
  psion bonus to your Dexterity, Intelligence, or Wisdom score equal 
  to your starting action dice for up to your Psion Level in rounds. 
  You may choose to end this ability during your Initiative Count as 
  a free action. When this ability ends, you become fatigued. 
  At Level 7, you may use this ability up to 2 times per session. 
  Bonus Feat:  At Levels 3, 5, 7, and 9, you gain 1 additional 
  Gear or Psionic feat. 
  Applied Knowledge: Your studious nature gives you some 
  temporary insight. At Level 4, once per adventure, you may spend 
  10 minutes planning to gain 1 temporary Skill feat of your choice 
  until the end of the current adventure. 
  At Level 8, you may use this ability 1 additional time per 
  adventure. 
  Intuitive Mechanic: You seem to just know how things work. 
  At Level 4, each time you fail a Crafting or Prestidigitation check 
  and don’t suffer an error, you still succeed as long as the check DC 
  (or your opponent’s check result) is equal to or less than your Class 
  Level + 20. If several grades of success are possible, you achieve 
  only the lowest possible positive result. If you gain this ability for 
  either skill from two or more classes, add together your levels in 
  all classes granting the ability when determining its effect. 
  Energetic Focus: At Level 6, once per scene, you may 
  decrease the vitality burn of one of your Energeikinesis or 
  Telekinesis psicasting checks to 0. 
  Precise: At Level 8, Errors for your Energeikinesis and 
  Telekinesis psicasting checks cost an extra Action Die to activate. 
  Conservation of Energy: At level 10, the vitality burn of each 
  of your Energeikinesis and Telekinesis psicasting checks decreases 
  by 2, to a minimum of 1. 
  PSYCHIC (EXPERT) 
   
  The classic mental abilities of ESP and Telepathy are exactly 
  what the Psychic specializes in. Psychics are generally guarded and 
  reserved people, both due to knowing just how easy it is for 
  someone with their powers to discover all your secrets and due to 
  the often violent reaction for people who think you’ve just done 
  that very thing to them. For those that don’t know of their powers, 
  however, the Psychic seems to be the most insightful person ever! 
  Depending on your campaign, a Psychic could be... 
   A hyperaware detective, using your abilities to solve crimes 
  and bring the guilty to justice. 
   A gifted psychiatrist, using your powers to see the real 
  problems that trouble those you help. 
   A crusading troubleshooter, who always seems to be in the 
  right place at the right time. 
   A researching reporter that finds out facts that only those 
  involved should know. 
   A dedicated bodyguard that is always ready for trouble and an 
  uncanny knack for finding the safest route.  
   
  Party Role: Solver/Talker. The Psychic can excel at either (or 
  both) of these roles thanks to the focus the class puts on the Extra 
  Sensory Perception and Telepathy Psiences.  
   
  
  CHAPTER 2 
   
   
   
  14 
   
  Table 2.4: Psychic 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Init 
  Lifestyle 
  Legend 
  Special 
  1 
  +0 
  +1 
  +1 
  +2 
  +1 
  +2 
  +1 
  +0 
  Head games, sensitive 
  2 
  +1 
  +2 
  +2 
  +3 
  +1 
  +3 
  +2 
  +1 
  Force of Will (1/session) 
  3 
  +1 
  +2 
  +2 
  +3 
  +2 
  +4 
  +2 
  +1 
  Bonus feat 
  4 
  +2 
  +2 
  +2 
  +4 
  +2 
  +5 
  +2 
  +1 
  Piercing power (+2), save yourself 
  5 
  +2 
  +3 
  +3 
  +4 
  +3 
  +5 
  +3 
  +1 
  Bonus feat 
  6 
  +3 
  +3 
  +3 
  +5 
  +4 
  +6 
  +3 
  +2 
  Psi focus 
  7 
  +3 
  +4 
  +4 
  +5 
  +4 
  +7 
  +4 
  +2 
  Bonus feat, force of will (2/session) 
  8 
  +4 
  +4 
  +4 
  +6 
  +5 
  +8 
  +4 
  +2 
  Gestalt, piercing power (+4) 
  9 
  +4 
  +4 
  +4 
  +6 
  +5 
  +9 
  +4 
  +2 
  Bonus feat 
  10 
  +5 
  +5 
  +5 
  +7 
  +6 
  +10 
  +5 
  +3 
  Perfected practice 
   
  CLASS FEATURES 
  Requirements: Psi Powers campaign quality, Sense Motive 
  6+ ranks, Psionic Prodigy feat, Access to one or both of the 
  following Psiences: Extra Sensory Perception or Telepathy,  
  Favored Attributes: Wisdom, Charisma, Constitution 
  Psion: Each level in this class increases your Psion Level by 1. 
  Class Skills: Blend, Bluff, Disguise, Haggle, Impress, 
  Intimidate, Investigate, Medicine, Notice, Resolve, Search, Sense 
  Motive 
  Skill Points: 8 + Int mod per Level 
  Vitality: 6 + Con mod per Level 
  CORE ABILITY 
  Sensitive: When you spend and roll an action die to increase 
  an Extra Sensory Perception or Telepathy psicasting check, the 
  result is also added to your Psion Level for that power’s use. 
  CLASS ABILITIES 
  Head Games: At Level 1, you gain access to the Psiences of 
  Extra Sensory Perception and Telepathy for future powers, if you 
  did not have access to one of them before. Also, you gain 1 bonus 
  interest and 1 at every other class level hereafter (3, 5, 7, and 9). 
  Force of Will: At Level 2, once per session, you may gain a 
  psion bonus to your Constitution, Wisdom, or Charisma score 
  equal to your starting action dice for up to your Psion Level in 
  rounds. You may choose to end this ability during your Initiative 
  Count as a free action. When this ability ends, you become 
  fatigued. 
  At Level 7, you may use this ability up to 2 times per session. 
  Bonus Feat:  At Levels 3, 5, 7, and 9, you gain 1 additional 
  Psionic or Style feat. 
  Piercing Power: Your powers are like a mental wedge, driving 
  into the core of your subject’s mind. At Level 4, the DC of saves 
  for your powers with the Invasive quality is increased by 2. 
  At Level 8, the DCs increase by an additional 2 (for a total of 
  4). 
  Save Yourself: At level 4, you gain a +1 psion bonus with all 
  saving throws.  
  Psi Focus: At Level 6, once per scene, you may decrease the 
  vitality burn of one of your Extra Sensory Perception or Telepathy 
  psicasting checks to 0. 
  Gestalt: At Level 8, Errors for your Extra Sensory Perception 
  and Telepathy psicasting checks cost an extra Action Die to 
  activate. 
  Perfected Practice: At level 10, the vitality burn of each of 
  your Extra Sensory Perception and Telepathy psicasting checks 
  decreases by 2, to a minimum of 1. 
  PSIONIC MASTER CLASSES 
   
  Master classes should be customized for each campaign, and 
  psionic master classes are no different. Here though, is one 
  example master class for allowing the fairly iconic psion: the 
  Manipulator. 
  MANIPULATOR (MASTER) 
   
  The Manipulator, regardless of individual attitude or 
  preferences, is at heart a social shark. Subtlety, often 
  subconsciously, maneuvering others’ desires and actions to benefit 
  her needs, the Manipulator uses her psionic abilities of emotion 
  reading and influence to get what she wants, when she wants. 
  Even without the Manipulator’s psionic edge, she would still 
  be a charming and intriguing companion. But with it, she can 
  charm gold from misers, sell ice to eskimos, and still be admired 
  by everyone as the belle of the ball. 
  Depending on your campaign, a Manipulator could be... 
   A free-wheeling free-loader, using her ability to ‘push’ her will 
  on others to live the high life. 
   A master interrogator, ferreting out information without having 
  to resort to such vulgarities as good cop/bad cop. 
   A concerned counselor, ever helpful with nudging negotiations 
  and calming ruffled diplomatic feathers. 
   A morale officer of the highest caliber, thanks in no small part 
  to the ability to know every trooper’s true feelings. 
   A predatory conman, who uses subtle tweaks and acts on 
  unseen knowledge to close the deal. 
   
  Party Role: Talker. Through and through, the Manipulator 
  fulfills the role of talker to a tee. Intelligence use of skills and 
  powers insures that the character is not a liability in combat, but 
  out of combat interaction is this character’s forté. 
   
  
  PSIONIC CHARACTERS 
   
   
   
  15 
   
  Table 2.5: Manipulator 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Init 
  Lifestyle 
  Legend 
  Special 
  1 
  +0 
  +0 
  +0 
  +1 
  +2 
  +2 
  +2 
  +1 
  Effortless allure (-1), natural push 
  2 
  +1 
  +0 
  +0 
  +2 
  +3 
  +3 
  +3 
  +1 
  Friendly overtures 
  3 
  +1 
  +1 
  +1 
  +2 
  +3 
  +4 
  +3 
  +2 
  Practiced push 
  4 
  +2 
  +1 
  +1 
  +2 
  +4 
  +5 
  +4 
  +2 
  Effortless allure (-2), friendly overtures 
  5 
  +2 
  +1 
  +1 
  +3 
  +5 
  +5 
  +4 
  +3 
  Let’s be friends 
   
  CLASS FEATURES 
  Requirements: Psi Powers campaign quality, Bluff 10+ ranks, 
  Psionic Prodigy feat, Psipowers of Control Pheromones and 
  Empathy 
  Favored Attributes: Charisma, Wisdom, Intelligence 
  Psion: Each level in this class increases your Psion Level by 1. 
  Class Skills: Blend, Bluff, Disguise, Haggle, Impress, 
  Intimidate, Investigate, Notice, Resolve, Sense Motive 
  Continuity: At Level 1, choose 2 skills that are class skills for 
  any of your other classes. These become Manipulator class skills 
  for you. 
  Skill Points: 8 + Int mod per Level 
  Vitality: 6 + Con mod per Level 
  CLASS ABILITIES 
  Natural Push: At Level 1, you gain a bonus to your Control 
  Pheromones and Empathy psicasting checks equal to your Class 
  Level. 
  Effortless Allure: At Level 1, your vitality burn for your 
  Control Pheromones and Empathy powers is reduced by 1, to a 
  minimum of 1. 
  At level 4, the vitality burn for your Control Pheromones and 
  Empathy powers is reduced by an additional 1 (total of -2), to a 
  minimum of 0. 
  Friendly Overtures: You continue to develop the skills you 
  use to influence others. At Levels 2 and 4, you may choose 1 of the 
  following abilities. Each of these abilities may be chosen only 
  once. 
   Beguiling: When you successfully Taunt a character, you may 
  decline the standard result to have your target become fixated 
  on you for 1d6 rounds. Special characters and villains may 
  spend 1 action die to cancel this effect and become immune to 
  this ability for the rest of the scene. If you gain this benefit 
  from multiple sources, you may also damage the target once 
  without interrupting his fixation (you may do this only once, no 
  matter how many times you gain the benefit). 
   Charming: Once per session, you may improve the Disposition 
  of any 1 non-adversary NPC by 5. 
   I need a Favor: You gain the following trick: 
   
  Charming Musk (Control Pheromones Psionic Trick): 
  Instead of adding to your Intimidate checks, you 
  immediately gain your psion bonus in Reputation points 
  that may only be spent on a Favor provided by one of your 
  targets. Unless used, these Reputation points are lost at the 
  end of the scene. 
   Know the Players: You gain the following trick: 
   
  Connect (Empathy Psionic Trick): Instead of adding to 
  your Detect Lie checks, this check result is used vs. Sense 
  Motive to determine the target’s disposition toward other 
  characters. Each connection take one minute to determine. 
   
  Practiced Push: At Level 3, your Control Pheromones and 
  Empathy powers’ psicasting times are reduced to a half action. 
  Let’s Be Friends: At level 5, once per scene, you may reduce 
  the psicasting time for one of your Control Pheromones or 
  Empathy power uses to a free action. Also, you gain a trick: 
  Overwhelming Friendship (Control Pheromones Psionic 
  Trick): You may make an Influence check (1 half action) 
  substituting this psicasting check result in place of your Impress 
  (Cha) check result. This trick doesn’t count as an Influence Check 
  from you, nor does its shift count as an applied shift (see Fantasy 
  Craft, page 74). This trick cost +3 Vitality burn (for a Total of 6). 
  You may use this trick as many times per session as you have 
  Empathy psipower tricks +1. Use of this trick is Invasive. 
  
  CHAPTER 2 
   
   
   
  16 
   
  PSIONIC FEATS 
   
  The following feats form the new feat category of Psionic 
  Feats. Access to Psionic feats is gained via the Psi Powers 
  campaign quality (page 5), but if it is active in the campaign, then 
  Psionic feats can be chosen at any time you gain access to them, 
  either through class abilities or as a standard career level benefit. 
  MORE POWER 
  You’re obviously not givin’ her all you’ve got, capt’n. 
  Prerequisites: Psion Level 1+ 
  Benefit: Your Psion Level increases by 1. You may add a new 
  Psience to your list of Psiences available to you, if you desire, 
  before you choose a power for this Psion Level. 
  MORE RANGE 
  Reach out and touch someone.  
  Prerequisites: Psion Level 1+ 
  Benefit: Your psion range multiplier increases by 10 ft.  
  Special: You may take this feat multiple times, increasing your 
  range more each time. 
  MORE TRICKS 
  Nothing up your sleeve. 
  Prerequisites: Psion Level 1+ 
  Benefit: Your Psion Level increases by 1 and you gain 2 
  psionic tricks (in addition to the 1 power or 2 tricks you receive 
  normally for gaining a Psion Level). 
  PSINET 
  You are the center of a web of thoughts that allow full 
  unspoken comunitcation. 
  Prerequisites: Read Mind power and Project Thought power 
  Benefit: Your psion range multiplier increases by 10 ft. for 
  your Read Mind and Project Thought powers. Also, you gain a 
  trick. 
  Psi-Link (Read Mind or Project Thought Trick): When you 
  activate this power as a Full Action, the other power is activated as 
  part of the same action (targeting the same characters) using the 
  same psicasting total for only 2 additional Vitality Burn (typically 
  5 total). You may target a number of characters equal to 1/2 your 
  psion level (rounded up). When this power expires, as a free action 
  and a reduced Vitality burn of 1, you may psicast this trick again, 
  maintaining all the original targets. 
  PSIONIC BASICS 
  Your mental talents are remarkable.  
  Prerequisites: Psion Level 1+ 
  Benefit: Name a Psience. You gain a +2 insight bonus and a 
  threat range of 19–20 with psicasting checks on powers from that 
  Psience. 
  Special: You may take this feat multiple times, choosing a 
  different Psience each time. Each feat has a separate name (e.g. 
  Psionic Basics (Somatokinesis), Psionic Basics (Telepathy), etc.). 
  PSIONIC MASTERY 
  Your mental abilities continue to amaze.  
  Prerequisites: Psionic Basics 
  Benefit: The benefits of your Psionic Basics feats increase to a 
  +3 insight bonus and a threat range of 18–20. Also, once per scene, 
  you may also re-roll a psicasting check for a power affected by one 
  of your Psionics Basics feats. 
  PSIONIC SUPREMACY 
  You’re one of the most powerful practitioners around.  
  Prerequisites: Psionic Mastery 
  Benefit: The benefits of your Psionic Basics feats increase to a 
  +4 insight bonus and a threat range of 17–20. Also, you may 
  activate those psicasting checks’ critical successes for 1 less action 
  die (minimum 0). 
  PSIONIC PRODIGY 
  Welcome to the next step in evolution.  
  Prerequisites: Psion Level 0 
  Benefit: You gain a Psion Level of 1 and you may purchase 
  ranks in the Psicasting skill. Also, pick a Psionic Psience. You may 
  choose powers and tricks from that Psience as you gain Psion 
  Levels, including this one. Finally, you gain the Psion type in 
  addition to any other types you currently possess. 
  TELEKINETIC MIGHT 
  You are the fulcrum, and your mind is the lever. 
  Prerequisites: Any Telekinesis power 
  Benefit: You’re considered 1 Size category larger when 
  calculating your Telekinetic psience power and trick effects that 
  use your size, carrying capacity, etc. so long as you are standing 
  firmly on the ground and not climbing, flying, or riding. 
  Special: You may take this feat multiple times, increasing your 
  ‘telekinetic size’ by another category each time. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  PSIONIC CHARACTERS 
   
   
   
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  CHAPTER 3 
   
   
   
  18 
   
  PSIONIC 
  POWERS 
  Psions exist in campaigns with the Psi Powers quality (see 
  New Campaign Qualities, page 5). The method or reason for 
  psionics being present vary from campaign to campaign, 
  sometimes it’s due to experimentation, sometimes it’s the 
  emerging next step in human evolution. Whatever the reason, a 
  character with psionic abilities is known as a psion. 
  PSIONIC RULES 
   
  ACCESS TO PSIONIC POWERS 
  The following section details the rules concerning gaining 
  psionic powers for both PCs and NPCs. 
  GAINING & POSSESSING POWERS 
  Whenever a psion gains a Psion Level as a permanent ability, 
  he also gains a psionic power or two tricks for powers he already 
  possesses. Psion levels are only gained as permanent abilities 
  through Feats and Classes.  
  LOSING & REGAINING POWERS 
  Should a psion’s possessed powers decrease, temporarily or 
  permanently, he chooses which powers are lost. Should this 
  number later increase again the psion must regain the lost powers 
  before he can gain new ones. Lost powers may be regained in any 
  order. 
  NPCS GAINING PSIONICS 
  NPCs gain access and increase their abilities as psions via the 
  Psicaster or Feat (choosing Psionic Prodigy as the feat) NPC 
  Qualities. See Chapter 4’s Campaign Options section for details. 
  DEFENSE AGAINST PSIONICS 
  The following section details the rules for any special defenses 
  and countermeasures concerning psionic powers. 
  COUNTERED & SUPPRESSED POWERS 
  Various effects can counter or suppress psionic powers. 
   A countered power’s effect and Duration end. If this occurs 
  during the Psicasting check, the power is still considered to 
  have been used but its effect and Duration end before they 
  begin. 
   A suppressed power’s effect pauses but its Duration continues. 
  The effect resumes if any Duration remains when the 
  suppression ends. 
  
  PSIONIC POWERS 
   
   
   
  19 
   
  INVASIVE QUALITY 
  Certain powers have the Invasive Quality (detailed below). 
  Though not a defense, it should be noted that this quality does 
  cause the power’s use to fail is the target passes the save. 
  PSI DEFENSE 
  Certain characters and objects possess Psi Defense, which 
  makes it more difficult to target them with psionic powers. When a 
  target has Psi Defense, the Psicasting result must also equal or 
  exceed the Psi Defense or the power fails. 
  PSIONIC QUALITIES 
  Qualities may be a bit of a misnomer, because both listed 
  Psionic Qualities are actually disadvantages of sorts. 
  INVASIVE 
  When an Invasive power is used, all targets must make a Will 
  save (DC 10 + 1/2 your psion level + your psion bonus). With 
  success, a target immediately knows someone is tampering with 
  his mind, gains a cumulative +2 bonus with all saves made to resist 
  your Invasive powers until the end of the current scene, and the 
  power use fails. 
  UNRELIABLE 
  The Psicasting checks for this power have their Error Range 
  increased by 2. 
  PSION RANGE 
  The base range of Psion powers is Psion Level x 10 ft. Any 
  psionic power that has a range increment or a range difference than 
  this is noted in the specific power or trick description. 
  USING PSIONIC 
  POWERS 
  The following sections concern the actual nuts and bolts of 
  power use. 
  VITALITY BURN 
   
  Unlike the arcane caster’s spell point system, psions power 
  their abilities through a game mechanic called vitality burn.  
  Vitality burn isn’t the same as vitality damage – it’s the 
  reduction of the character’s maximum vitality as powers are used. 
  Since it’s a reduction in the character’s maximum vitality value, it 
  can’t be healed, but it also only affects a character’s current vitality 
  if the newly reduced maximum is lower than the character’s 
  current vitality. If that is the case, the character’s current vitality 
  drops to match his new maximum. 
  Example: Marc, is a 1st level soldier with a CON of 15 
  (14 vitality/ 15 wounds) and a psion level of 1. He has one 
  power, Force Form, and one trick, Psionic Weapon (long 
  sword). Combat has just started and Marc decides to form his 
  psionic weapon as his action and suffers 6 vitality burn – the 
  normal cost of power use with that trick. That reduces his 
  maximum vitality by 6 to a value of 8. His current vitality also 
  automatically drops to 8 because it cannot exceed his 
  maximum. 
  A psion who has suffered a lot of vitality damage is able to use 
  his powers without further endangering his life – however, getting 
  healing in the current scene also won’t help much! 
  Example: Marc, is in a new combat, once again at 14 
  vitality and 15 wounds. Combat has just started and Marc 
  gets hit before his action. After DR, he suffers 8 vitality 
  damage (6 Vitality left). On his action he decides to form his 
  psionic weapon, and suffers 6 vitality burn, just as in the 
  previous example. Thanks to the vitality burn, his maximum 
  vitality drops to 8, just as before. However, since his current 
  vitality is lower than his new maximum, there are no other 
  vitality reductions – His current vitality is 6, his current 
  maximum is 8. 
  The adjusted vitality maximum is just that – the maximum 
  vitality the character can have. 
  Example: After combat, Marc has a current vitality of 6, 
  and a current maximum vitality of 8 due to vitality burn. His 
  fellow party member Hodge offers to cast Touch of Light on 
  him to heal his vitality damage. After two times, Marc can’t 
  be healed of anymore vitality damage – he’s reached his 
  current maximum of 8! 
  EXCEEDING YOUR VITALITY WITH VITALITY BURN 
  If a character’s maximum vitality is lower than the amount of 
  vitality burn he’ll suffer for using a power, but higher than 0, then 
  he may still use the power. Vitality burn in excess of his maximum 
  vitality is applied to wounds, in classic “psychic overload” manner 
  – nose bleeds, ears bleeding, coughing up blood in some cases, etc. 
  Example: Marc, is in yet another combat, once again at 
  14 vitality and 15 wounds. Combat has been going a few 
  rounds, and Marc keeps getting disarmed of his psionic 
  weapon. He decides to form it a third time, suffering another 
  6 vitality burn, which takes his maximum vitality from 2 to -4 
  (14-6-6-6). He was at a positive maximum vitality when he 
  used the power, so the power’s vitality burn is paid and he 
  loses 4 wounds. Marc grimaces in pain as a trickle of blood 
  flows from his nostril and his psi-sword flairs to life once 
  again… 
  Wounds caused by excessive vitality burn are not subject to a 
  reduction in “maximum wounds”; unlike vitality. They can be 
  healed normally as any other wound. 
  Example: Combat is over. Hodge can now heal Marc of 
  his 4 wounds he suffered due to excessive vitality burn – 
  
  CHAPTER 3 
   
   
   
  20 
   
  through magic, or a Mend check, or a Refresh action, or any 
  other healing method.  
  RECOVERING VITALITY BURN 
  Vitality burn is fully recovered at the start of each scene with 
  one exception: if any of the psion’s powers with a Duration other 
  than Permanent is still in effect from a previous scene, that vitality 
  burn is not recovered, even if the power’s Duration ends during the 
  current scene.  
  Note that this does not heal the character of vitality loss due to 
  vitality burn, it simply returns the maximum you may have. To 
  regain the lost vitality, the character with require some form of 
  healing as normal. 
  Example: It’s a new scene and Marc’s vitality burn from 
  forming his psionic weapon during combat has finally faded. 
  Hodge can now Touch of Light Marc back up to his maximum 
  vitality of 14. 
  STANDARD NPCS AND VITALITY BURN 
  Standard NPCs, with their lack of Vitality, cause a real 
  problem in integrating them with the psionic system detailed here. 
  So here is how Standard characters and vitality burn interact. 
  Standard characters make a Damage Save vs. 10 + 1/2 the 
  accumulated vitality burn (rounded down). If failed, the character 
  suffers a cumulative -1 to his future Damage Saves. 
  RECEPTIVE TARGETS 
   
  Some psionic powers can be used on other characters as a 
  beneficial effect or for other mundane reasons. Characters aware of 
  the psion’s abilities and that trust the psion enough to allow 
  unrestricted use his powers on them, are said to be Receptive. 
  Receptive targets automatically fail their Will save as prompted by 
  the Invasive Quality. Only fellow party members and the psion’s 
  contacts should be Receptive targets in most cases. 
  PSICASTING (INT) 
   
  Psicasting is how psionic powers are activated, via the use of 
  the Psicasting skill and the Psicasting Action, listed below. 
  PSICASTING (INT) 
  Psions spend skill points to purchase ranks in the Psicasting 
  skill, which is only available to characters with a Psion Level of 1 
  or higher. Psicasting operates like any other skill. 
  Tools: If the Focus Items campaign quality addition is active in 
  the campaign, then a psion without a focus item is considered 
  untrained even when he has Psicasting ranks (see Fantasy Craft, 
  page 63). With access to a psion’s workshop, a psion’s threat range 
  increases by 3. 
  Knowledge: Psion Psiences, powers and tricks; Psicasting 
  techniques; focus items 
  PSICASTING (VARIES BY POWER) 
  A psion makes this check to use powers he knows and may 
  use. A psion may only make 1 Psicasting check per round and, 
  depending on the power activated, free movement or the ability to 
  speak aloud may or may not be necessary. 
  Psicasting is generally not an obvious action or clearly visible 
  to anyone with line of sight to the psion; however, many powers 
  are. To conceal an attempt to use an obvious Psicasting, the caster 
  must also make either a Prestidigitation check (for Str, Dex, or Con 
  based powers) or a Bluff (for Int, Wis, or Cha based powers). 
  These checks are opposed by the observer’s Notice skill. 
  To make a Psicasting check, the psion suffers the Vitality burn 
  listed for the power and/or trick. Then he makes a Power Check on 
  the chart below, using the power’s listed Psionic Attribute and the 
  key attribute for the skill check. A psion may only take 10 or 20 
  with this check when a rule or option specifically allows him to do 
  so.  
  Table 3.1: Power Bonuses 
  Power Check Result 
  Psion Bonus 
  9 or less 
  Power fails 
  10–14 
  +1 
  15–19 
  +2 
  20–24 
  +3 
  25–29 
  +4 
  30–34 
  +5 
  35–39 
  +6 
  40–44 
  +7 
  45–49 
  +8 
  50–54 
  +9 
  55+ 
  +10 
   
  If he generates a positive Psion Bonus (check results of a 10 or 
  higher) then the power is successful and he references the power’s 
  effect to see what the power does and how the Psion Bonus affects 
  the power. 
  With failure (check result of 9 or less), the power does not 
  activate and has no effect (a sentient target feels a hostile force or 
  tingle but can’t necessarily deduce the nature or origin of the 
  sensation). 
  With a critical success, the psion recovers the power’s vitality 
  burn suffered to use the power. With a critical failure, his 
  confidence is shaken and he suffers a –5 penalty with Psicasting 
  checks until he threatens with a Psicasting check or until the end of 
  the current scene, whichever comes first. 
  PISONIC POWER EFFECTS 
   
  Psionic powers have a number of different effects, especially 
  when you take the addition of tricks into account. 
  ENHANCEMENT POWERS 
  A great many of powers simply generate a bonus to a skill 
  check or other type of check. These “Buff powers” bonuses are 
  considered to be a psion bonus (which is where they are generally 
  derived from). 
  OFFENSIVE POWERS 
  Some powers and tricks are offensive in nature, but don’t 
  qualify as attacks. Most of them also have the Invasive Quality, 
  making them easy to spot as a power that affects the enemy 
  directly. 
  
  PSIONIC POWERS 
   
   
   
  21 
   
   
  Table 3.2: Psion Attacks 
  Attack Name 
  Damage 
  Damage Type 
  Threat 
  Range 
  Qualities 
  Fling Debris 
  1d6 +1 per Psion Level* 
  Lethal 
  19–20 
  20 ft. × 5 
  Inaccurate 
  Flame Jet 
  1d6 +1 per Psion Level* 
  Fire 
  19–20 
  10 ft. × 5 
  AP 5 
  Flash Strobe 
  2d6 +1 per Psion Level* 
  Flash 
  20 
  10 ft. × 5 
   
  Ice Shards 
  1d6 +1 per 2 Psion Levels* 
  Cold 
  20 
  10 ft. × 5 
  Bleed 
  Lightning Blast 
  1d6 +1 per 2 Psion Levels* 
  Electricity 
  20 
  20 ft. × 5 
   
  Mental Bolt 
  1d6 +1 per 3 Psion Levels 
  Divine 
  20 
  10 ft. × 5 
   
  Piercing Wail 
  2d6 +1 per Psion Level* 
  Sonic 
  20 
  10 ft. × 5 
   
   
  * With a successful Reflex save (DC 10 + the attacker’s Psion Level), the target suffers only 1/2 of the listed damage (rounded down). 
   
  ATTACK POWERS 
  Psionic Powers aren’t used to attack themselves, but instead 
  generate an effect that allows an attack. As long as the power 
  granting the attack is active, the character may use the Psion 
  Attack advanced action (listed below). 
  PSION ATTACK 
  1 Half Action • Attack Action • 1 Vitality burn 
  The character makes 1 attack against 1 target. This attack 
  must be granted by an active psionic power, and uses Table 
  3.2: Psion Attacks for its profile. This attack is treated as a 
  hurled attack, including when applying feats, abilities, and 
  effects. In addition, the character may apply his Intelligence 
  modifier in place of his Dexterity modifier (to hit) and 
  Wisdom in place of Strength (damage) when making this 
  attack. This action may only be performed once per round, 
  and each use inflicts 1 Vitality burn on the character. 
  OTHER EFFECTS 
  Most other powers don’t pigeon hole as easily as others – the 
  Synthesis power and its related tricks all grant rerolls, and the most 
  of the Telekinesis and Telepathy Psiences are extraordinary 
  effects. Make sure that you read each power and trick closely to 
  understand just how they interact with other portions of the 
  Fantasy Craft system. 
  PSIONIC PSIENCES 
  Psionic powers are grouped into 6 “Psiences”, each consisting 
  of 5 powers and 20 tricks (4 per power). Each power is part of only 
  1 Psience and each Psience represents a fundamentally different 
  effect grouping.  
  The six Psiences (and the common name for their adherents) 
  are: 
  EXTRA SENSORY PERCEPTION 
  Extra Sensory Perception, or E.S.P. as it’s more commonly 
  known, is set of awareness or detection abilities outside the normal 
  five senses most people possess. ESPers’ abilities range from 
  claircognizance (French, “clear understanding”) abilities such as 
  aura reading and remote sensing, to emotion reading, object 
  reading, and even more extraordinary phenomena such as future 
  sight or the ability to recall and restructure details for finer 
  scrutiny. 
  ENERGEIKINESIS 
  Hailing from the Greek words for power (energeia) and 
  movement (kinesis), this psience concerned itself with the 
  manipulation of various phenomena, each of a unique type. The 
  subcategories, each categorized as a power, are cryokinesis (cold), 
  electrokinesis (electricity), photokinesis (light), pyrokinesis (fire), 
  and vibrokinesis (sound). Those with multiple powers from this 
  psience are known as energists, but it’s far more common for a 
  psion to only develop one of the phenomena, and is known as a 
  kineticist of the appropriate type, such as a pyrokineticist or 
  electrokineticist. 
  SOMATOARÊTES  
  Somatoarêtes, from the Greek words for body (somato) and 
  “reaching your highest human potential” (arête), is the psience of 
  boosting or enhancing your physical or mental prowess with your 
  psionic abilities. A great many of this psience’s powers and 
  abilities have to do with heightening and/or focusing existing 
  senses by unnatural degrees, while others deal with boosting speed, 
  athleticism, and honing the mind. Those with these abilities are 
  known as Adepts. 
  SOMATOKINESIS 
  The psience of Somatokinesis (Greek, “Body Movement”) is 
  about fundamentally changing your body’s form or capabilities. 
  Practitioners of this psience are known as Somatokineticists. These 
  changes range from pheromone production (on a useful scale) and 
  breathing and other yoga style control techniques to cellular 
  healing manipulation and body form manipulation and even 
  attunement and access to other dimensional space. 
  TELEKINESIS 
  From the Greek roots of tele (distant) and kinesis (movement), 
  we get the name of this psience. Psions (called Telekinetics) 
  proficient with this psience can move objects with their mind. 
  Their abilities range from levitation to remotely grabbing or 
  flinging objects to actually holding air molecules in a scintillating 
  energy field formed of their own will to create weapons, barriers, 
  or other objects. 
  TELEPATHY 
  Telepathy (Greek, “Distant Affliction or Experience”) describe 
  the abilities of the psience very well. At a fundamental level, 
  Telepaths have the ability to allow contact between minds. This 
  contact can range from sending and receiving thoughts (both 
  helpful and harmful), to manipulating emotions, controlling 
  actions, and affecting other psions’ abilities. 
  
  CHAPTER 3 
   
   
   
  22 
   
  POWER DESCRIPTIONS 
   
  Each power description has these entries, which outline the 
  basics of the power’s requirements and effects. Important things to 
  remember is that tricks for psionic powers often change Vitality 
  burn, Qualities and targets of, not to mention the effects of, that 
  power. 
  NAME 
  This is what the power is called. 
  PSIENCE 
  This is the Psience that the power falls under. Any game 
  effects that target this Psience, such as Psion Basics, would affect 
  this power. 
  VITALITY BURN 
  This is the base amount of vitality burn that using this power 
  incurs. Note that many tricks change the amount of vitality burn 
  suffered when used with a power. 
  PSION ATTRIBUTE 
  This is the Attribute that is used as the key attribute for 
  psicasting checks for this power. Any Psion Qualities that 
  affect the use of the Psicasting check or power use are 
  also listed here. 
  PSICASTING TIME 
  Most powers have a Psicasting Time of 1 free, 1 
  half, or 1 full action. With a longer Psicasting Time, 
  the effect happens at the start of the psion’s first Initiative Count 
  after the psicasting is complete. 
  In all cases, the caster makes the Psicasting check at the 
  moment casting is complete and chooses targets, effect, and other 
  facts of the power at that time. 
  EFFECT 
  This is what the power does. It tells you how many targets, 
  what happens to the target, what enhancement you grant to 
  yourself or another, etc. 
  TRICKS 
  This is the list of tricks that are available for basic use with the 
  power. Most tricks greatly change the effect of the power’s use – 
  effectively changing the power into a related, but different power. 
  Unless the trick states otherwise, the power’s vitality burn, 
  duration, target, etc. all remain the same as the base power’s effect. 
  Many tricks only change one aspect of the power’s effect. These 
  tricks generally start with a statement similar to “Instead of adding 
  to your (Zig) checks, this power now adds to your (Zag) checks”. 
  Other tricks change the power to an even greater degree. They 
  typically start with a statement similar to “Instead of this power’s 
  normal effect, you may…” These tricks completely replace the 
  power’s normal effect. 
  
  PSIONIC POWERS 
   
   
   
  23 
   
  TABLE 3.3: PSIONIC POWERS AND TRICKS BY PSIENCE 
   
  E.S.P. 
  Claircognizance 
  Aura Distillation 
  Aura Reading 
  Clairaudience 
  Clairvoyance 
  Empathy 
  Expose 
  Ferret 
  Swindle 
  Sympathy 
  Precognition 
  Augury 
  Foresee 
  Predict 
  Premonition 
  Psychometry 
  Object Essence 
  Object History 
  Object Trace 
  Object Use  
  Synthesis 
  Evaluate 
  Interrogate 
  Reconsider 
  Second Glance 
   
  ENERGEIKINESIS 
  Cryokinesis 
  Cold Blood 
  Deep Freeze 
  Ice Armor 
  Ice Shards 
  Electrokinesis 
  Conduit to Ground 
  Lightning Blast 
  Shock Field 
  Taser 
  Photokinesis 
  Concealing Shadows 
  Flash Strobe 
  En-Light-en 
  Target Beacon 
  Pyrokinesis 
  Extinguish 
  Flame Jet 
  Flaming Heart 
  Pyromania 
  Vibrokinesis 
  Feel the Noise 
  Low Frequency Thrum 
  Piercing Wail 
  Vibro-Field 
  SOMATOARÊTES 
  Adrenal Burst 
  Bounding Leap 
  Scrambling Climb 
  Slow Burn 
  Strong Swimmer 
  Combat Sense 
  Evasion 
  Exploit 
  Intercept 
  Uncanny Dodge 
  Enhance Senses 
  Bloodhound 
  Deft Hands 
  Visual Spectrum 
  What? 
  Focused Mind 
  Endure 
  Flatter 
  Prepare 
  Recall 
  Speed Control  
  Accelerate 
  Burst of Speed 
  Graceful Landing 
  Reflexive Burst 
   
  SOMATOKINESIS 
  Biorhythm 
  Death Trance 
  Hold Breath 
  Resist Temperature 
  Skin of Iron 
  Body Malleability 
  Clay Face 
  Constrictor 
  Shrink Away 
  Triple Jointed 
  Cellulokinesis 
  Damage Transference 
  Detoxify 
  Purge 
  Reknit Flesh 
  Control Pheromones 
  Alluring Musk 
  Dominant Musk 
  Enraging Musk 
  Trusting Musk 
  Dimensional Shift 
  Bamf! 
  Dimensional Convoy 
  Dimensional Travel 
  Portal 
  TELEKINESIS 
  Force Form 
  Dual Psionic Weapons 
  Psionic Ammunition 
  Psionic Gear 
  Psionic Weapon 
  Kinetic Shield 
  Barrier 
  Blast Shield 
  Kinetic Field 
  Shield Other 
  Levitation 
  Crash Slam 
  Cushion Fall 
  Levitate Other 
  Root 
  Psi-Smith 
  Cobble 
  Entropic Touch 
  Gremlins 
  Telekinetic Reassembly 
  Psychokinesis 
  Ethereal Grab 
  Fling Debris 
  Phantom Limbs 
  Poltergeist 
   
  TELEPATHY 
  Catalyst 
  Counter 
  Power Dampening Field 
  Psion Boost 
  Suppress Power 
  Domination 
  Command 
  Convince 
  Overload 
  Suggestion 
  Project Thought 
  Alter Perception 
  Mental Bolt 
  Pain Touch 
  Psychic Scream 
  Read Mind 
  Anticipatory Flash 
  Rifle Thoughts 
  Unpredictable 
  Zeitgeist 
  Telempathy 
  Instill Calm 
  Instill Confidence 
  Instill Fear 
  Instill Rage 
  
  CHAPTER 3 
   
   
   
  24 
   
  ADRENAL BURST 
  Psience: Somatoarêtes 
  Vitality burn: 4 
  Psion Attribute: Strength 
  Psicasting Time: 1 Full Action 
  You can send a focused surge of adrenaline to help you smash 
  stuff. With practice, you can refine it to less brute strength uses, 
  such as climbing, swimming, jumping and even long term ordeals. 
  Effect: You may add your psion bonus to your damage when 
  attacking objects and scenery for a number of rounds equal to your 
  Psion Level. 
  Tricks: 
  Bounding Leap (Adrenal Burst Psionic Trick): Instead of 
  adding to your object/scenery damage, this power now adds to 
  your Jump checks. 
  Scrambling Climb (Adrenal Burst Psionic Trick): Instead of 
  adding to your object/scenery damage, this power now adds to 
  your Climb checks. 
  Slow Burn (Adrenal Burst Psionic Trick): Instead of adding to 
  your object/scenery damage, this power now adds to your Push 
  Limit checks. Also, this trick lasts your Psion Level in hours, not 
  rounds. 
  Strong Swimmer (Adrenal Burst Psionic Trick): Instead of 
  adding to your object/scenery damage, this power now adds to 
  your Swim checks. 
  BIORHYTHM 
  Psience: Somatokinesis  
  Vitality burn: 4 
  Psion Attribute: Constitution 
  Psicasting Time: 1 Full Action 
  You have the mental ability to control your breathing, 
  heartbeat and numerous other involuntary bodily functions. This 
  grants you tremendous control over your body. 
  Effect: You may add your psion bonus to your Calm and 
  Concentration checks for a number of minutes equal to your Psion 
  Level. 
  Tricks: 
  Death Trance (Biorhythm Psionic Trick): Instead of this 
  power’s normal effect, you may feign death for up to 1 day × your 
  psion bonus. You must either choose a specific time period that 
  you wish to feign death or set specific conditions under which you 
  will awaken (such as hearing a predetermined codeword or 
  suffering a certain amount of damage). While in this state you need 
  no food, water, or air, and are functionally dead. Determining that 
  you’re actually alive requires a successful Medicine check (DC 10 
  + your Psion Level), as does awakening you prematurely. 
  Hold Breath (Biorhythm Psionic Trick): Instead of this power’s 
  normal effect, you may go 1 minute × your psion bonus without 
  breathing, but otherwise functioning normally. 
  Resist Temperature (Biorhythm Psionic Trick): Instead of this 
  power’s normal effect, you gain heat and cold resistance equal to 
  twice your Psion Level for 10 minutes × your psion bonus. 
  Skin of Iron (Biorhythm Psionic Trick): Instead of this power’s 
  normal effect, you gain DR equal to twice your psion bonus for a 
  number of rounds equal to your Psion Level. 
  BODY MALLEABILITY 
  Psience: Somatokinesis  
  Vitality burn: 2 
  Psion Attribute: Dexterity 
  Psicasting Time: 1 Full Action 
  You can contort yourself unnaturally to fit places amazing to 
  others. As your power grows, your flexibility increases and even 
  your features can be reformed to a limited extent. 
  Effect: You may add your psion bonus to your Tumble checks 
  for a number of minutes equal to your Psion Level. 
  Tricks: 
  Constrictor (Body Malleability Psionic Trick): Instead of 
  adding to your Tumble checks, this power now adds to your 
  Grapple checks. 
  Clay Face (Body Malleability Psionic Trick): Instead of adding 
  to your Tumble checks, this power now adds to your Disguise 
  checks. 
  Shrink Away (Body Malleability Psionic Trick): Instead of 
  adding to your Tumble checks, this power now adds to your Blend 
  checks. 
  Triple Jointed (Body Malleability Psionic Trick): Instead of 
  adding to your Tumble checks, this power now adds to your 
  Escape checks. 
  CATALYST 
  Psience: Telepathy 
  Vitality burn: 3 (+ special) 
  Psion Attribute: Constitution  
  Psicasting Time: 1 Free Action 
  You can power a fellow psion’s powers for them. By 
  expanding this power, you can stop their power use, too. 
  Effect: You may suffer the Vitality burn of another psion’s 
  power use up to your psion bonus. The psion must be within your 
  psion range and doesn’t suffer the vitality burn himself. This costs 
  you a Vitality burn of his burn + 3. 
  Tricks: 
  Counter Psi (Catalyst Psionic Trick): Instead of this power’s 
  normal effect, as another character uses a psion power, you may 
  make a Psicasting check with a DC equal to the power check result 
  that activated the target power. With success, the target power is 
  countered before its effect is applied. This costs you a Vitality burn 
  of that character’s burn + 3. 
  Power Dampening Field (Catalyst Psionic Trick): Instead of 
  this power’s normal effect, you may double the vitality cost of 
  each psion power used within a radius from you of 5 ft. × your 
  Psion Level for a number of minutes equal to your psion bonus. 
  This trick cost +2 Vitality burn (for a Total of 5). 
  Psion Boost (Catalyst Psionic Trick): Instead of suffering 
  another psion’s vitality burn, you instead raise their Psion Level by 
  your psion bonus for the use of the power. This boost cannot 
  
  PSIONIC POWERS 
   
   
   
  25 
   
  exceed your Psion Level. The psion must be within your psion 
  range and this trick cost +2 Vitality burn (for a Total of 5). 
  Suppress Power (Catalyst Psionic Trick): Instead of this 
  power’s normal effect, you may inflict your psion bonus as a 
  penalty on another psion’s psicasting checks for a number of 
  rounds equal to your psion level. If your Psion Level is higher than 
  the target psion’s, then you may also add the difference to the 
  penalty inflicted. This trick costs you a vitality burn of +3 (for a 
  total of 5). 
  CELLULOKINESIS 
  Psience: Somatokinesis 
  Vitality burn: 2 
  Psion Attribute: Constitution 
  Psicasting Time: 1 Full Action 
  You can heal grievous wounds by mental power alone, though 
  it can take some time to build up the reserves to so again. As your 
  power grows, not only can you heal more often, but can learn to 
  make your skin heal minor damage as it happens, and even take on 
  the injuries of others, suffering so that they may live. 
  Effect: You may add your psion bonus to your Medicine 
  checks for a number of minutes equal to your Psion Level. 
  Tricks: 
  Damage Transference (Cellulokinesis Psionic Trick): Instead 
  of this power’s normal effect, you use your Reknit Flesh trick (and 
  suffer no vitality burn) on an adjacent receptive character, then 
  suffer half the number of wounds healed (rounded up). You must 
  have the Reknit Flesh trick to take this trick. This trick cost +8 
  Vitality burn (for a Total of 10). 
  Detoxify (Cellulokinesis Psionic Trick): Instead of this power’s 
  normal effect, you or an adjacent receptive character lose up to 
  your psion bonus in poisoned effects or attribute damage. The total 
  number of effects/attribute damage lost cannot exceed your psion 
  bonus. This trick cost +4 Vitality burn (for a Total of 6). 
  Purge (Cellulokinesis Psionic Trick): Instead of this power’s 
  normal effect, you or an adjacent receptive character lose up to 
  your psion bonus in grades of the fatigued and/or shaken condition. 
  The total number of grades lost cannot exceed your psion bonus. 
  This trick cost +4 Vitality burn (for a Total of 6). 
  Reknit Flesh (Cellulokinesis Psionic Trick): Instead of this 
  power’s normal effect, you may heal a number of wounds up to 
  your psion bonus. This power may be used a number of times per 
  adventure equal to your Psion Level. This trick cost +8 Vitality 
  burn (for a Total of 10).  
  CLAIRCOGNIZANCE 
  Psience: Extra Sensory Perception 
  Vitality burn: 4 
  Psion Attribute: Wisdom 
  Psicasting Time: 1 Full Action 
  You are highly receptive to the energies of both psions and 
  spellcasters. You can also develop the abilities to read Auras and 
  use your mundane senses remotely.  
  Effect: You may make Notice and Search checks to detect any 
  psionic power use or spellcasting in your psion range. You may 
  add your psion bonus to checks. This power lasts for a number of 
  hours equal to your Psion Level. 
  Tricks: 
  Aura Distillation (Claircognizance Psionic Trick): Instead of 
  this power’s normal effect, you may use your psicasting check vs. 
  a DC of 10 + Threat Level to find out a character’s total bonus for 
  one skill. This trick cost -2 vitality burn (for a Total of 2).  
  Aura Reading (Claircognizance Psionic Trick): Instead of this 
  power’s normal effect, you may use your psicasting result as a 
  sense motive check (opposed by resolve) to determine any of the 
  following: Alignment, Type(s), Current Psionic Effects, or Current 
  Magical Effects. If you win the check, you learn one piece of 
  information, +1 more for every 4 additional points you won the 
  check by. Each specific Magical or Psionic effect that the character 
  is being affected by is a separate item on the discovery list, 
  whether it is beneficial, detrimental, or other (such as under a geas 
  or mind control). Multiple reads may be made in order to choose 
  different pieces of information.   
  Clairaudience (Claircognizance Psionic Trick): Instead of 
  this power’s normal effect, you may reset your point of hearing to 
  a location within your psion range. You may move your altered 
  hearing-point up to your psion bonus x 5 ft. per round and it may 
  pass through solid surfaces, though it cannot leave your psion 
  range. This effect lasts a number of rounds equal to your psion 
  bonus. Items or Gear provides no benefit to your senses while 
  using this power. If you have both this trick and the Clairvoyance 
  trick active at the same time, they must both use the same 
  hearing/viewpoint. This trick cost +1 vitality burn (for a Total of 
  3).  
  
  CHAPTER 3 
   
   
   
  26 
   
  Clairvoyance (Claircognizance Psionic Trick): Instead of this 
  power’s normal effect, you may reset your point of view to 
  a location within your psion range. You may move your 
  altered viewpoint up to your psion bonus x 5 ft. per round 
  and it may pass through solid surfaces, though it cannot 
  leave your psion range. This effect lasts a number of 
  rounds equal to your psion bonus. Items or Gear provides 
  no benefit to your senses while using this power. If you 
  have both this trick and the Clairaudience trick active at the 
  same time, they must both use the same hearing/viewpoint. 
  This trick cost +1 vitality burn (for a Total of 3).  
  COMBAT SENSE 
  Psience: Somatoarêtes  
  Vitality burn: 7 
  Psion Attribute: Intelligence 
  Psicasting Time: 1 Free Action 
  In combat, you grow hyperaware of your opponent’s actions. 
  Precogs might even get jealous of your pre-emptive dodges and 
  strikes. 
  Effect: You may gain an amount of Sneak Attack resistance 
  equal to twice your psion bonus for a number of minutes equal to 
  your Psion Level. 
  Tricks: 
  Evasion (Combat Sense Psionic Trick): Instead of the Sneak 
  Attack resistance, this power now grants the evasion X class 
  ability, where “X” equals 1/3 your psion bonus, rounded up 
  (maximum III). This effect stacks with any Evasion ability you 
  currently have. 
  Exploit (Combat Sense Psionic Trick): Instead of Sneak Attack 
  resistance, opponents within your psion range have their Dodge 
  bonuses to defense against you reduced by your psion bonus. This 
  trick cost -3 vitality burn (for a total of 4). 
  Intercept (Combat Sense Psionic Trick): Instead of Sneak 
  Attack resistance, you now gain a bonus to your Parry and Shield 
  Block tricks equal to your psion bonus. This trick cost -3 vitality 
  burn (for a total of 4).  
  Uncanny Dodge (Combat Sense Psionic Trick): Instead of the 
  Sneak Attack resistance, this power now grants the uncanny dodge 
  X class ability, where “X” equals 1/2 your psion bonus, rounded 
  up (maximum V). This effect stacks with any Uncanny Dodge 
  ability you currently have. 
  CONTROL PHEROMONES 
  Psience: Somatokinesis 
  Vitality burn: 3 
  Psion Attribute: Charisma 
  Psicasting Time: 1 Full Action 
  You can control the amount of pheromones your body 
  produces, inducing a prey response in others. With practice, you 
  can create pheromones that produce other responses. 
  Effect: You may add your psion bonus to your Intimidate 
  checks against characters within their first scent range increment 
  (typically Wis x 1 ft.) for a number of minutes equal to your Psion 
  Level. 
  
  PSIONIC POWERS 
   
   
   
  27 
   
  Tricks: 
  Alluring Musk (Control Pheromones Psionic Trick): Instead of 
  adding to your Intimidate checks, this power now adds to your 
  Impress checks. 
  Dominant Musk (Control Pheromones Psionic Trick): Instead 
  of adding to your Intimidate checks, this power now adds to your 
  Bargain checks. This trick cost -1 Vitality burn (for a Total of 2). 
  Enraging Musk (Control Pheromones Psionic Trick): Instead 
  of adding to your Intimidate checks, this power now adds to your 
  Taunt checks. This trick cost -1 Vitality burn (for a Total of 2). 
  Trusting Musk (Control Pheromones Psionic Trick): Instead of 
  adding to your Intimidate checks, this power now adds to your 
  Bluff checks. 
  CRYOKINESIS 
  Psience: Energeikinesis 
  Vitality burn: 4 
  Psion Attribute: Dexterity 
  Psicasting Time: 1 Full Action 
  You have the power to lower surrounding temperatures to keep 
  yourself cool. As your power grows, you gain the ability to 
  actually produce ice. Sometimes it’s sharp, dangerous ice. 
  Effect: You may gain an amount of heat resistance equal to 
  twice your psion bonus for a number of minutes equal to your 
  Psion Level. 
  Tricks: 
  Cold Blood (Cryokinesis Psionic Trick): Instead of gaining 
  heat resistance, if your pison bonus is from +1 to +5, you gain the 
  NPC quality Damage Defiance: Cold. If your psion bonus is +6 or 
  higher, you gain Damage Immunity: Cold. 
  Deep Freeze (Cryokinesis Psionic Trick): Instead of this 
  power’s normal effect, you may form an ice slick, simple shapes 
  (bowl, tray, rod, etc.), or weapons. Weapons formed only fit a 
  category type in the broadest sense – you can make a Blunt or 
  Edged weapon with the following attributes: 
  Name 
  Damage 
  Threat 
  Size 
  Const 
  Ice-weapon 
  1d6 lethal 
  20 
  T/1h 
  Hard/1 
   
  Ice slicks cover a number of squares equal to triple your psion 
  bonus in any configuration you like, so long as your current square 
  is included. The ice sheets are slick, requiring anyone else to make 
  an Acrobatics check (DC 10 + your psion bonus) or fall down 
  Sprawled for each square of movement after the first. 
  Items and ice slicks created by this power last for your Psion 
  Level in rounds (unless you are in a sub-freezing environment). 
  Ice Armor (Cryokinesis Psionic Trick): Instead of gaining heat 
  resistance, you gain DR X/fire as a thin layer of ice coats your 
  body, where X is equal to twice your psion bonus. 
  Ice Shards (Cryokinesis Psionic Trick): Instead of this power’s 
  normal effect, you gain the Ice Shards Psion Attack (see Table 3.2: 
  Psion Attacks, page XX). This effect lasts for a number of minutes 
  equal to your psion bonus. If you suffer a critical miss with you 
  Psion Attack advanced action, you suffer 2d4 cold damage and this 
  power use immediately ends as the minimum critical effect. 
   
  DIMENSIONAL SHIFT 
  Psience: Somatokinesis 
  Vitality burn: 4 
  Psion Attribute: Wisdom 
  Psicasting Time: 1 Half Action 
  You can access some form of pocket dimension that you’ve 
  attuned your body to. As you grow in power, not only can you can 
  place items within it for short-term storage, you can reach through 
  it to other locations or even dimensionally travel! 
  Effect: You can open a small portal to a pocket dimension. 
  You may open or close the portal as a handle item action, and it 
  always appears adjacent to you. The portal holds your psion bonus 
  in items (up to two Sizes smaller than you), and remains stable for 
  your Psion Level in minutes. After that time, the connection 
  destabilizes and all items in it are lost. You can use this power a 
  number of times per scene equal to your Psion Level. 
  Tricks:  
  Bamf! (Dimensional Shift Psionic Trick): Instead of accessing 
  a storage rift, your body transfers itself to the pocket dimension for 
  a moment and spits you back out nearby. You immediately teleport 
  (yourself only) up to 5 ft. x your psion bonus to a location that you 
  can see.  
  Dimensional Convoy (Dimensional Shift Psionic Trick): 
  Instead of this power’s normal effect, you use your Dimensional 
  Travel trick (suffer the vitality burn of 8) and bring along a number 
  of receptive characters equal to your Psion Level. You must have 
  the Dimensional Travel trick to take this trick. This trick requires a 
  psicasting time of +1 minute per extra character. This trick cost +2 
  per character shifting vitality burn (for a Total of 10 to unknown). 
  Dimensional Travel (Dimensional Shift Psionic Trick): Instead 
  of this power’s normal effect, you may “shift” yourself bodily to 
  another, named, dimension. You must have the Bamf! trick to take 
  this trick. This trick requires a psicasting time of 1 minute. You 
  may take this trick multiple times; naming a different dimension 
  each time (The astral dimension is the most common). This trick 
  cost +4 Vitality burn (for a Total of 8). 
   Portal (Dimensional Shift Psionic Trick): Instead of accessing 
  a storage rift, you open a small portal that “wormholes” to another 
  nearby location allowing remote access as if it were adjacent. The 
  other end of the tunnel must be within your psion range, and only 
  your hand and items (up to two Sizes smaller than you) in your 
  hand can pass through it. You may perform Stash or Conceal 
  Action (i.e. pickpocketing) checks though the wormhole, but not 
  attacks or bodily travel. The portal automatically closes at the end 
  of your next turn or if you move away, which ever happens first. 
  This trick costs an additional amount of Vitality burn of 10 – your 
  psion bonus (for a total of 4 to 13). 
  DOMINATION 
  Psience: Telepathy 
  Vitality burn: 7 
  Psion Attribute: Charisma (Unreliable, Invasive) 
  Psicasting Time: 1 Full Action 
  You have the power of mind control. It’s that simple. 
  
  CHAPTER 3 
   
   
   
  28 
   
  Effect: You may implant simple memories up to 1 minute in 
  length. Because the target’s mind fills in the details, you need only 
  describe the new memory in general terms for this to be effective. 
  Tricks: 
  Command (Domination Psionic Trick): Instead of implanting 
  simple memories up to 1 minute in length, you may dictate the 
  target’s physical actions for 1 round, so long as they do not cause 
  him to injure himself or his allies. Using this ability does not 
  require that you speak to the target (though many telepaths do so 
  out of habit). This trick costs you a vitality burn of +3 (for a total 
  of 10). 
  Convince (Domination Psionic Trick): Instead of this power’s 
  normal effect, you may use your psicasting result in place of your 
  Bluff result when performing a Lie check. This lie can be as 
  outrageous as you wish; if the subject fails, he believes it to be the 
  utter and irrefutable truth. This unfailing devotion to the lie lasts a 
  number of minutes equal to your Psion Level. Then he can come to 
  the self-realization that the lie is not fact, or be convinced by 
  others, should the lie not be instantly refuted by evidence. This 
  trick only requires a Half action to perform, and costs -4 Vitality 
  burn (for a Total of 3). 
  Overload (Domination Psionic Trick): Instead of implanting 
  simple memories up to 1 minute in length, you may cause the 
  target to become paralyzed for a number of rounds equal to your 
  psion bonus. During this time, you may make another (Half 
  Action) psicasting check vs. the target’s resolve. If you win the 
  opposed check, the target will Coup de Grace himself (to 
  unconsciousness only). This trick costs you a vitality burn of +3 
  (for a total of 10). 
  Suggestion (Domination Psionic Trick): Instead of implanting 
  simple memories up to 1 minute in length, you may make the 
  target perform 1 action or support 1 of your actions as if your 
  psicasting check was a Persuade check (Fantasy Craft, page 74).  
  You may retroactively apply negative Apparent Risk modifiers 
  from Table 2.12, to allow for more dangerous actions to be 
  performed by the target. (i.e. A guard continuing his patrol and not 
  acknowledging you is a normal risk Suggestion. Marching over to 
  his Sgt. And cursing him out would be a Moderate or Extreme risk 
  suggestion.) This retroactive modifier application cannot lower 
  your check total to a result that would fail the check. The target 
  pursues the task for a number of minutes equal to your Psion Level 
  or until the task is complete, whichever comes first. Using this 
  ability does not require that you speak to the target (though many 
  telepaths do so out of habit). 
  ELECTROKENESIS 
  Psience: Energeikinesis 
  Vitality burn: 4 
  Psion Attribute: Dexterity 
  Psicasting Time: 1 Full Action 
  You can control and amplify you body’s electrical field and 
  accumulated static charge to perform some shocking feats. 
  Effect: You may gain an amount of electrical resistance equal 
  to twice your psion bonus for a number of minutes equal to your 
  Psion Level. 
  Tricks: 
  Conduit to Ground (Electrokinesis Psionic Trick): Instead of 
  this power’s normal effect, Instead of gaining electrical resistance, 
  if your pison bonus is from +1 to +5, you gain the NPC quality 
  Damage Defiance: Electrical. If your psion bonus is +6 or higher, 
  you gain Damage Immunity: Electrical. 
  Lightning Blast (Electrokinesis Psionic Trick): Instead of this 
  power’s normal effect, you gain the Lightning Blast Psion Attack 
  (see Table 3.2: Psion Attacks, page 21). This effect lasts for a 
  number of minutes equal to your psion bonus. If you suffer a 
  critical miss with this attack, you suffer 2d4 electrical damage and 
  this power use immediately ends as the minimum critical effect. 
  Shock Field (Electrokinesis Psionic Trick): Instead of this 
  power’s normal effect, you inflict 1d4 + your Psion Level to 
  everyone within your psion bonus x 5 ft. If there is a suitable 
  conductive medium (you and the targets are standing in a puddle or 
  shallow water, metal flooring, etc.) increased the 1d4 to 1d6, and 
  you may boost this damage with Action Dice. 
  Taser (Electrokinesis Psionic Trick): Instead of this power’s 
  normal effect, your unarmed attacks inflict electrical damage (at no 
  penalty) with a damage bonus of your psion bonus. This effect 
  lasts for a number of rounds equal to your Psion Level. 
  EMPATHY 
  Psience: Extra Sensory Perception 
  Vitality burn: 2 
  Psion Attribute: Charisma 
  Psicasting Time: 1 Full Action 
  You can detect the emotions of others, and utilize that 
  information in a variety of ways. 
  Effect: You know the current emotional state of the target. 
  You may also add your psion bonus to your Detect Lie checks, as 
  well as checks made to penetrate disguises, for a number of 
  minutes equal to your Psion Level. 
   
  
  PSIONIC POWERS 
   
   
   
  29 
   
  Tricks: 
  Expose (Empathy Psionic Trick): Instead of adding to your 
  Detect Lie checks, this power now adds to your Threaten. 
  Ferret (Empathy Psionic Trick): Instead of adding to your 
  Detect Lie checks, this power now adds to your Canvass checks. 
  Swindle (Empathy Psionic Trick): Instead of adding to your 
  Detect Lie checks, this power now adds to your Bargain checks. 
  Sympathy (Empathy Psionic Trick): Instead of adding to your 
  Detect Lie checks, this power now adds to your Lie checks. 
  ENHANCE SENSES 
  Psience: Somatoarêtes 
  Vitality burn: 2 
  Psion Attribute: Wisdom 
  Psicasting Time: 1 Full Action 
  When you use this power, all your senses get just a little 
  sharper. But so does your ability to use that information. With 
  practice, you can manage to enhance only a few greatly enhancing 
  your abilities with certain tasks. 
  Effect: You may add your psion bonus to your Search checks 
  for a number of minutes equal to your Psion Level. 
  Tricks: 
  Bloodhound (Enhance Senses Psionic Trick): Instead of adding 
  to your Search checks, this power now adds to your Tracking 
  checks.  
  Deft Hands (Enhance Senses Psionic Trick): Instead of adding 
  to your Search checks, this power now adds to your Disable 
  checks.  
  Visual Spectrum (Enhance Senses Psionic Trick): Instead of 
  this power’s normal effect, you may gain the benefit of a number 
  of visual enhancements equal to 1/3 your psion bonus (rounded up) 
  from the following list, in order: Darkvision I, Darkvision II, Keen 
  Sight, Blindsight. This effect lasts for a number of minutes equal to 
  your Psion Level. This trick cost +4 Vitality burn (for a Total of 6).  
  What? (Enhance Senses Psionic Trick): Instead of adding to 
  your Search checks, this power now adds to your Notice checks. 
  Also, this trick lasts your Psion Level in hours, not minutes. 
  FOCUSED MIND 
  Psience: Somatoarêtes 
  Vitality burn: 4 
  Psion Attribute: Intelligence 
  Psicasting Time: 1 Full Action 
  By taking a moment, you can mentally catalog everything you 
  know about your various skill sets and more efficiently perform 
  them. 
  Effect: You may add your psion bonus to your next 
  Intelligence based skill check. This check must be made within 
  your Psion Level in rounds or this bonus is lost. 
  Tricks: 
  Endure (Focused Mind Psionic Trick): Instead of adding to 
  your next Intelligence based skill check, it instead adds to your 
  next Will save. 
  Flatter (Focused Mind Psionic Trick): Instead of adding to 
  your next Intelligence based skill check, it instead adds to your 
  next Charisma based skill check. 
  Prepare (Focused Mind Psionic Trick): Instead of adding to 
  your next Intelligence based skill check, it instead adds to your 
  next Wisdom based skill check. 
  Recall (Focused Mind Psionic Trick): Instead of adding to your 
  next Intelligence based skill check, it instead adds to your next 
  Knowledge check. 
  FORCE FORM 
  Psience: Telekinesis 
  Vitality burn: 4 
  Psion Attribute: Wisdom 
  Psicasting Time: 1 Half Action 
  You may form simple shapes from pure psionic energy, 
  effectively using your telekinesis ability to hold and move air 
  molecules. 
  Effect: You may form simple shapes (bowl, tray, rod, etc.) or 
  weapons. Weapons formed only fit a category type in the broadest 
  sense – you can make a Blunt or Edged weapon with the following 
  stats: 
  Name 
  Damage 
  Threat 
  Size 
  Const 
  Psi-weapon 
  1d6 lethal 
  20 
  T/1h 
  Hard/2 
   
  Items created by this power last for your Psion Level in rounds 
  or until they leave your hands/possession, whichever comes first.  
  Tricks: 
  Dual Psionic Weapons (Force Form Psionic Trick): Instead 
  forming a crude, generic weapon or shape – you may form up to 
  two of the named weapons from your Psionic Weapons trick(s) at 
  the same time. Each weapon forms in whichever of your hands you 
  desire. You must have the Psionic Weapon trick to take this trick. 
  This trick cost +2 Vitality burn (for a Total of 6). 
  Psionic Ammunition (Force Form Psionic Trick): Instead 
  forming a generic weapon or shape – you may form any normal 
  bolt, arrow, or Throw Weapon from the following list: bola, 
  boomerang, chakram, dart, harpoon, javelin, net, rock (either size), 
  or shuriken. Unlike other Force Form items, these last until these 
  hit (or miss) their target after you use them or until they are no 
  longer needed, such as being used with the staple trick. While this 
  power is active, you always form as much of the ammunition as 
  you need for the action attempted. You may take this trick multiple 
  times, naming a different ammunition/Thrown Weapon each time. 
  This trick cost +2 Vitality burn (for a Total of 6). 
  Psionic Gear (Force Form Psionic Trick): Instead forming a 
  generic weapon or shape – you may form a suitable item from 
  Table 4.6: Goods (Fantasy Craft, page 158). The item created 
  cannot have any moving parts (psionic compasses can’t find north, 
  psionic pocket watches can’t tell time), or extraneous effects 
  (psionic firesteel can’t start a fire; psionic maps don’t show things 
  that you don’t know; grooming kits contain no makeup), and is 
  ready to use upon psicasting (a psionic tent is created already 
  pitched, for instance). The gear lasts a number of hours equal to 
  your Psion Level, until dismissed or until you move more than 
  your psion bonus x 5 ft. away.  
   
  
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  30 
   
   
  Psionic Weapon (Force Form Psionic Trick): Instead forming 
  a crude, generic weapon or shape – you may form the named 
  weapon with the same characteristics as a normal version. These 
  weapons can be from the Blunt or Edged weapon list or one of the 
  following from the Hurled list: atlatl, blowgun, lasso, sling or staff 
  sling. You may take this trick multiple times, naming a different 
  weapon each time. This trick cost +2 Vitality burn (for a Total of 
  6). 
  KINETIC SHIELD 
  Psience: Telekinesis 
  Vitality burn: 4 
  Psion Attribute: Constitution 
  Psicasting Time: 1 Full Action 
  You can make a translucent energy shield that stops various 
  projectiles and can even be spread out into a field that slows your 
  enemies. 
  Effect: You may gain an amount of Ranged Attack Resistance 
  equal to twice your psion bonus for a number of rounds equal to 
  your Psion Level. 
  Tricks: 
  Barrier (Kinetic Shield Psionic Trick): Instead of this power’s 
  normal effect, you may create a barrier that grants cover. The 
  barrier extends a number of 5 ft. sections equal to your caster level 
  (i.e. 15 feet of barrier would block off three of the four sides of a 
  standard 5 foot square). The cover rating of the barrier is 
  dependent on your psion bonus: +1 to +3 grants 1/4 cover, +4 to 
  +6 grants 1/2 cover, +7 to +9 grants 3/4 cover, and +10 grants total 
  cover. The barrier lasts for a number of rounds equal to your Psion 
  Level. 
  Blast Shield (Kinetic Shield Psionic Trick): Instead of gaining 
  Ranged Attack resistance, this power now gains you Explosive 
  Resistance. 
  Kinetic Field (Kinetic Shield Psionic Trick): Instead of this 
  power’s normal effect, you inhibit movement for an area of Psion 
  bonus x 5ft. around you. Movement costs are doubled for others in 
  this area (10 ft. of movement per square), though characters can 
  still perform a standard 5 ft. step. Characters that are Running or 
  performing Bull Rushes must succeed with an Acrobatics or 
  Athletics check DC 10 + 1/2 your Psion Level or be stopped at the 
  edge of your field area. This ability lasts a number of rounds equal 
  to your Psion Level. This trick cost +2 Vitality burn (for a Total of 
  6). 
  Shield Other (Kinetic Shield Psionic Trick): Instead of you 
  gaining the benefit of this power, you grant this bonus to another 
  character so long as he remains within 10 ft. of you. This trick cost 
  +1 Vitality burn (for a Total of 5). 
  LEVITATION 
  Psience: Telekinesis 
  Vitality burn: 4 
  Psion Attribute: Wisdom (Unreliable) 
  Psicasting Time: 1 Full Action 
  You can lift yourself off the ground with the power of your 
  mind. With some practice, you can lift other things, people… even 
  the unwilling! 
  
  PSIONIC POWERS 
   
   
   
  31 
   
  Effect: You may levitate up or down at a Speed of up to 5 ft. × 
  your psion bonus. You may move horizontally at up to your 
  normal Speed, but only if there is a surface to “climb” along.  This 
  effect lasts a number of rounds equal to your Psion Level. 
  A levitated character who attacks finds himself increasingly 
  unstable, suffering a cumulative –1 penalty (–1 with the first 
  attack, –2 with the second, and so on, to a maximum of –5). He 
  may spend 1 full round to stabilize himself, negating this penalty. 
  Tricks: 
  Crash Slam (Levitation Psionic Trick): Instead of gaining the 
  normal benefit of this power, you may use it to lift and then slam 
  another character or object down. The target may not exceed your 
  heavy load encumbrance, using wisdom in place of strength on 
  Table 4.3: Carrying Capacity. (see Fantasy Craft, page 154). Also, 
  the target cannot leave your psion range (including vertically!). 
  The target travels straight up as high as possible (barring ceilings), 
  and is then dropped. The maximum height is 5 ft. × twice your 
  psion bonus and damage is calculated as normal falling damage. 
  Use of this trick on a character is Invasive. 
  Cushion Fall (Levitation Psionic Trick): Instead of this 
  power’s normal effect, you may reduce the distance fallen (for 
  calculating falling damage) of a number of freefalling characters 
  and/or objects up to your psion bonus and within your psion range 
  by an amount of your Psion Level x 10 ft. This power/trick may be 
  psicast anytime, even during another character’s Initiative Count, 
  as a free action. This trick cost +4 Vitality burn (for a Total of 8). 
  Levitate Other (Levitation Psionic Trick): Instead of you 
  gaining the benefit of this power, you may use it on another 
  character or object. This target may not exceed your heavy load 
  encumbrance, using wisdom in place of strength on Table 4.3: 
  Carrying Capacity. (see Fantasy Craft, page 154). Also, this target 
  cannot leave your psion range (including vertically!). Use of this 
  trick on a character is Invasive. 
  Telekinetic Root (Levitation Psionic Trick): Instead of this 
  power’s normal effect, you may target a character with a crushing 
  downward force. The target character loses 5 ft. x your psion 
  bonus in movement and jump checks become restricted actions. If 
  the character’s movement is reduced to 0 by this power, then any 
  extra “unused” psion bonus is applied as a penalty to the target’s 
  attack and acrobatic checks and Reflex saves. This trick is 
  Invasive. This trick cost +2 Vitality burn (for a Total of 6). 
  PHOTOKINESIS  
  Psience: Energeikinesis 
  Vitality burn: 4 
  Psion Attribute: Dexterity 
  Psicasting Time: 1 Full Action 
  You can control light, even create it.   
  Effect: You may gain an amount of Flash Resistance equal to 
  twice your psion bonus for a number of minutes equal to your 
  Psion Level. 
  Tricks: 
  Concealing Shadows (Photokinesis Psionic Trick): Instead of 
  gaining Flash Resistance, you may add your psion bonus to your 
  Conceal Action and Sneak checks. 
  Flash Strobe (Photokinesis Psionic Trick): Instead of this 
  power’s normal effect, you gain the Flash Strobe Psion Attack (see 
  Table 3.2: Psion Attacks, page 21). This effect lasts for a number 
  of minutes equal to your psion bonus. If you suffer a critical miss 
  with this attack, you suffer 2d4 flash damage and this power use 
  immediately ends as the minimum critical effect. 
  En-Light-en (Photokinesis Psionic Trick): Instead of this 
  power’s normal effect, you may cause a target object or yourself to 
  become a light source with a radius of up to 10 ft. × your psion 
  bonus for a number of minutes equal to your Psion Level. 
  Target Beacon (Photokinesis Psionic Trick): Instead of gaining 
  Flash Resistance, you may target a character in your psion range 
  and inflict your psion bonus on them as a Defense penalty. This 
  effect lasts a number of rounds equal to your Psion Level, or until 
  the target leaves your psion range, whichever comes first.  
  PRECOGNITION 
  Psience: Extra Sensory Perception  
  Vitality burn: 4 
  Psion Attribute: Wisdom (Unreliable) 
  Psicasting Time: 1 Full Action 
  You can see the future, in a limited fashion.  
  Effect: You may add your psion bonus to your Defense for a 
  number of rounds equal to your Psion Level. 
  Tricks: 
  Augury (Precognition Psionic Trick): Instead of this power’s 
  normal effect, you may request a free hint from the GM. This trick 
  costs an additional amount of Vitality burn of 10 – your psion 
  bonus (for a total of 4 to 13). 
  Foresee (Precognition Psionic Trick): Instead of this power’s 
  normal effect, you may name a number of actions up to your psion 
  bonus. Then roll and set aside a d20. The next time you perform 
  one of the named actions, you must use the result of the set aside 
  d20 as your roll for the check. If the set aside d20 is not used (none 
  of the named actions are attempted) within a number of rounds 
  equal to your Psion Level, then you lose 1 action Die.  
  Predict (Precognition Psionic Trick): This trick is Invasive. 
  Instead of this power’s normal effect, you may name a character 
  and number of actions up to your psion bonus. Then roll and set 
  aside a d20. The next time that character performs one of the 
  named actions, he must use the result of the set aside d20 as the 
  roll for the named check. If the set aside d20 is not used (none of 
  the named actions are attempted) within a number of rounds equal 
  to your Psion Level, then you lose 1 action Die.  
  Premonition (Precognition Psionic Trick): Instead of this 
  power’s normal effect, you may propose 1 action that you or a 
  teammate might take during the following round and make a secret 
  Precognition check (DC 20, or 30 if a teammate will be taking the 
  action). The GM then secretly makes any roll(s) associated with 
  the action. If your power check is successful, the GC tells you 
  whether the action is “beneficial,” “detrimental,” “both,” or 
  “neither,” based on the results of his secret rolls. If your power 
  check fails, the GC tells you the action is “neither.” 
  If your power check results in an error, the GC may choose 
  which answer to provide. Should you proceed with the action 
  
  CHAPTER 3 
   
   
   
  32 
   
  during the following round, the GC’s secret roll becomes the actual 
  result. 
  PROJECT THOUGHT 
  Psience: Telepathy 
  Vitality burn: 3 
  Psion Attribute: Intelligence (Unreliable, Invasive) 
  Psicasting Time: 1 Half Action 
  You can impress your thoughts onto others, sometimes with 
  great force. 
  Effect: You may contact and send thoughts to 1 character 
  within your psion range for a number of rounds equal to your psion 
  bonus. 
  Tricks: 
  Alter Perception (Project Thought Psionic Trick): Instead of 
  this power’s normal effect, you target an area up to your psion 
  range (a psion range of 10 ft. means this effect can fill every bit of 
  area within 10 ft. of you.) This effect cannot leave your psion 
  range. The area affected is covered with an illusion of your 
  choosing. The illusion can have any of the following components: 
  Motion, Scent, Sound (General, Speech), Temperature, Texture, 
  and Visual. Note that projecting speech is a different component 
  than appropriate ambiance sounds. Anyone possibly affected by 
  the illusion (getting line of sight to a visual effect, entering the area 
  of an illusion of a gas leak’s scent, etc.) makes the Invasive save. If 
  failed they believe the illusion to be real, and will react as such. 
  Any time that they interact with the illusion and would receive 
  contradictory sensations (i.e. brushing up against the doorknob 
  while a “blank wall” illusion covers a door), the target gets another 
  chance at the Invasive save. The illusion is maintained for as long 
  as you Concentrate on it (DC equal to 10 + the initial vitality 
  burn), up to your psion bonus in minutes. This trick requires a Full 
  Action to use, and the Vitality burn is an additional +2 per 
  component simulated. (Illusionary fire would increase the Vitality 
  burn by +10 for Motion, Scent, Sound, Temperature, and Visual 
  components. 
  Mental Bolt (Project Thought Psionic Trick): Instead of this 
  power’s normal effect, you gain the Mental Bolt Psion Attack (see 
  Table 3.2: Psion Attacks, page 21). This effect lasts for a number 
  of minutes equal to your psion bonus. If you suffer a critical miss 
  with this attack, you suffer 2d4 divine damage and this power use 
  immediately ends. 
  Pain Touch (Project Thought Psionic Trick): Instead of this 
  power’s normal effect, you transmit memories of excruciating pain 
  to your target with a touch. Your psicasting total must meet or 
  exceed to target’s defense. If so, you inflict 1d6 + your psion 
  bonus in stress damage. This power use is not Unreliable or 
  Invasive. 
  Psychic Scream (Project Thought Psionic Trick): Instead of 
  sending thoughts, you may send a cacophony of psychic noise at 
  your target, inflicting 1d4 subdual damage per round. 
  PSI-SMITH 
  Psience: Telekinesis 
  Vitality burn: 2 (Special) 
  Psion Attribute: Wisdom 
  Psicasting Time: 1 Full Action 
  Your telekinetic abilities are particularly focused on 
  manipulating the structure and construction of things. 
  Effect: You may add your psion bonus to your next 
  Counterfeit, Build, or Repair check. Since this check is made 
  during downtime, you start the next adventure suffering the base 
  vitality burn of 2 plus the number of days of downtime spent 
  crafting, minus your Psion Level, minimum 2. 
  Tricks: 
  Cobble (Psi-Smith Psionic Trick): Instead of this power’s 
  normal effect, you may increase the Complexity of next item you 
  improvise by your psion bonus (For example, a psion bonus of +3 
  would allow you to improvise items of up to 10D Complexity). This 
  Improvise check must be made within your Psion Level in rounds 
  or this bonus is lost. 
  Entropic Touch (Psi-Smith Psionic Trick): Instead of this 
  power’s normal effect, you may instead add your psion bonus to 
  your next Dismantle check. This Dismantle check must be started 
  within your Psion Level in rounds or this bonus is lost. 
  Gremlins (Psi-Smith Psionic Trick): Instead of this power’s 
  normal effect, you may increase the error range of any weapon or 
  item with moving parts (bow, crossbow, catapult, astrolabe, (any) 
  kit, etc.) or complex chemical reactions (black power weapons, 
  bombs, chemist’s kit, etc.) in your psion range by your psion 
  bonus. This effect lasts a number of rounds equal to your Psion 
  Level. 
  Telekinetic Reassembly (Psi-Smith Psionic Trick): Instead of 
  this power’s normal effect, you may instead use your psicasting 
  result to telekinetically repair a broken (not destroyed) object 
  weighing up to 1 lb. per Psion Level, with a DC of the item’s 
  Complexity. This check takes 1 minute per lb. of the object. 
  PSYCHOKINESIS 
  Psience: Telekinesis 
  Vitality burn: 4 
  Psion Attribute: Dexterity (Unreliable) 
  Psicasting Time: 1 Full Action 
  You can give your hurled attacks just a little extra oomph. 
  However, you can develop your power into a full array of ghostly 
  telekinetic flingin’, grabbin’, and floatin’. 
  Effect: You may add your psion bonus to the damage of your 
  hurled attacks for a number of rounds equal to your Psion Level. 
  Tricks: 
  Ethereal Grab (Poltergeist Psionic Trick): Instead of this 
  power’s normal effect, you may, once per round as a half action, 
  attempt to psychically disarm 1 character within your psion range 
  using your psicasting result as your disarm check result. Your 
  Weapon Size is considered 1 less that your own Size for the 
  purposes of this check. If this attack successfully disarms the 
  target, the dropped object is immediately drawn to you and 
  becomes readied in your hand (if you have a free hand).  
  Fling Debris (Poltergeist Psionic Trick): Instead of this 
  power’s normal effect, you gain the Fling Debris Psion Attack (see 
  Table 3.2: Psion Attacks, page 21). This effect lasts for a number 
  of minutes equal to your psion bonus. If you suffer a critical miss 
  
  PSIONIC POWERS 
   
   
   
  33 
   
  with this attack, you suffer 2d4 divine lethal and this power use 
  immediately ends. 
  Phantom Limb (Poltergeist Psionic Trick): Instead of this 
  power’s normal effect, you form a set of telekinetic hands that you 
  may remotely control. They “float”, so you can reach anywhere 
  within your psion range, but they can’t be farther apart from each 
  other that your normal arm-span (they can only physically interact 
  with the world in the same way your own hands would, baring 
  their position). The arms Move, Strength, and Dexterity are all 
  based on your psion bonus (Move= 5ft. x your psion bonus, Str 
  and Dex = psion bonus). Remotely using skill via the phantom 
  limbs can be difficult; add in visibility modifiers for range and 
  clarity. 
  Poltergeist (Levitation Psionic Trick): Instead of gaining the 
  normal benefit of this power, you may use it to move a character or 
  object. This target may not exceed your Light Load encumbrance, 
  using wisdom in place of strength on Table 4.3: Carrying Capacity. 
  (see Fantasy Craft, page 154).  Also, this target cannot leave your 
  psion range (including vertically!). If the target is a character and 
  isn’t receptive, he may make a Will save DC 10 + your Psion 
  Level each round (including the initial psicasting). With success, 
  this power is negated, and the target falls. 
  PSYCHOMETRY 
  Psience: Extra Sensory Perception 
  Vitality burn: 4 
  Psion Attribute: Wisdom (Unreliable) 
  Psicasting Time: 1 round 
  With a touch, you can learn about an inanimate object than you 
  can by talking to a person all day. 
  Effect: Your Psicasting check for this power is used in place of 
  your Appraise Knowledge check when examining an object you’re 
  touching. The time required for this check decreases to 1 round. 
  You cannot benefit from gear or cooperation bonuses with this 
  check. 
  Tricks: 
   Object Essence (Psychometry Psionic Trick): Instead of 
  replacing your Appraise check, you replace your Identify check 
  when examining an object you’re touching. The time required for 
  this check decreases to 1 round. You cannot benefit from gear or 
  cooperation bonuses with this check. This trick cost +X Vitality 
  burn, with X being the higher of the Complexity or Reputation cost 
  of the item minus your Psion Level. 
  Object History (Psychometry Psionic Trick): Instead of 
  replacing your Appraise check, you replace your Decipher check 
  when examining an object you’re touching. The time required for 
  this check decreases to 1 round per Challenge, but you must suffer 
  the Vitality burn for each Challenge. You cannot benefit from gear 
  or cooperation bonuses with this check. 
  Object Trace (Psychometry Psionic Trick): Instead of this 
  power’s normal effect, you may fix the object’s psychometric 
  signature in your mind. If the object is within your psion range, 
  you can attempt to locate it as a free action with a Search check, 
  adding your psion bonus. The DC of this check is 5 + the modifiers 
  from Table 2.7 (Fantasy Craft, page 71), ignoring the Light/Noise, 
  Species, and Senses portions of the table. Your connection to this 
  signature lasts a number of hours equal to your Psion Level. This 
  trick cost +2 Vitality burn (for a Total of 6).  
  Object Use (Psychometry Psionic Trick): Instead of this 
  power’s normal effect, you ignore any necessary feats, fortes, 
  proficiencies, or skill foci needed to use or operate the item, 
  weapon, vehicle, etc. Also, your untrained penalties with the target 
  are offset by your psion bonus. This effect cannot exceed the 
  untrained penalties (you cannot end up with a positive modifier). 
  This ability lasts for a number of hours equal to your Psion Level. 
  PYROKINESIS 
  Psience: Energeikinesis 
  Vitality burn: 4 
  Psion Attribute: Dexterity 
  Psicasting Time: 1 Full Action 
  You can control heat around you, and keep warm on a cool 
  day. However, your power can grow to producing flame and 
  ultimately controlling fire itself. 
  Effect: You may gain an amount of cold resistance equal to 
  twice your psion bonus for a number of minutes equal to your 
  Psion Level. 
  Tricks: 
  Extinguish (Pyrokinesis Psionic Trick): Instead of this power’s 
  normal effect, you may, as a half action once per turn, 
  automatically put out a number of squares of fire and /or flaming 
  objects or characters up to your psion bonus. The affected fires 
  must be in your psion range and this power lasts a number of 
  rounds equal to your Psion Level. This power only requires a half 
  action to psicast. 
  Flame Jet (Pyrokinesis Psionic Trick): Instead of this power’s 
  normal effect, you gain the Flame Jet Psion Attack (see Table 3.2: 
  Psion Attacks, page 21). This effect lasts for a number of minutes 
  
  CHAPTER 3 
   
   
   
  34 
   
  equal to your psion bonus. If you suffer a critical miss with this 
  attack, you suffer 2d4 fire damage and this power use immediately 
  ends. 
  Flaming Heart (Pyrokinesis Psionic Trick): Instead of gaining 
  cold resistance, if your pison bonus is from +1 to +5, you gain the 
  NPC quality Damage Defiance: Fire. If your psion bonus is +6 or 
  higher, you gain Damage Immunity: Fire. 
  Pyromania (Pyrokinesis Psionic Trick): Instead of this power’s 
  normal effect, you may ignite combustibles, form sheets of flame, 
  or crude flaming weapons. Weapons formed only fit a category 
  type in the broadest sense – you can make a Blunt or Edged 
  weapon with the following attributes: 
  Name 
  Damage 
  Threat 
  Size 
  Const 
  Flame-weapon 
  1d6 fire 
  20 
  T/1h 
  Hard/1 
   
  Sheets of flames cover up to a number of squares equal to 
  twice your psion bonus in any configuration you like, so long as 
  your current square is included. You may decide that any number 
  of characters or items within this area become immune to this 
  psionic fire, others have 1d6 (AP5) damage inflicted on them at the 
  end of each round the flames exist. 
  Weapons and flame sheets created by this power last for your 
  Psion Level in rounds (the flame sheets might catch the 
  environment on fire, and therefore burn normally). 
  READ MIND 
  Psience: Telepathy 
  Vitality burn: 3 
  Psion Attribute: Intelligence (Unreliable, Invasive) 
  Psicasting Time: 1 Full Action 
  You have the ability to pluck thoughts from the very minds of 
  others.  
  Effect: You may contact and receive thoughts from any 1 
  character within your psion range for a number of rounds equal to 
  your psion bonus. Bluff checks from targets that you’re mind-
  reading automatically fail against you. 
  Tricks: 
  Anticipatory Flash (Read Mind Psionic Trick): Instead of this 
  power’s normal effect, you may use your psicasting result in 
  combat in place of your Anticipate check against a target in your 
  psion range.. This power use only requires a half action to perform, 
  is not Invasive, and costs -1 Vitality burn (for a Total of 2). 
  Rifle Thoughts (Read Mind Psionic Trick): In addition to 
  reading the target’s mind as with the Read Mind base effect, you 
  can also pull thoughts and memories from the subject’s mind, 
  willing or not. if you have the Free Hint or Mental Inspiration 
  abilities you may spent any number of uses to ‘search’ the 
  character’s mind for that many specific pieces of information and 
  receive them. This trick cost +4 Vitality burn (for a Total of 7). 
  Unpredictable (Read Mind Psionic Trick): Instead of this 
  power’s normal effect, you may add your psion bonus to your 
  Feint checks against one opponent in your psion range. This power 
  use is not Invasive and costs -1 Vitality burn (for a Total of 2). 
  Zeitgeist (Read Mind Psionic Trick): Instead of this power’s 
  normal effect, you may add twice your psion bonus to your Notice 
  checks against others attempting to perform out of combat actions 
  against you (Ambushes, Coup de Grace, pickpocketing, etc.). This 
  awareness of hostile intent extends equal to your psion range and 
  lasts for a number of hours equal to your Psion Level. This power 
  use is not Invasive. 
  SPEED CONTROL 
  Psience: Somatoarêtes 
  Vitality burn: 3 
  Psion Attribute: Dexterity 
  Psicasting Time: 1 Half Action 
  You can temporarily boost your speed through pure mental 
  power. Experienced practitioners can perform amazing feats of 
  speed or even cushion a severe fall with rapid motion. 
  Effect: You may add 5 ft. x your psion bonus to your Speed 
  for a number of minutes equal to your Psion Level. 
  Tricks: 
  Accelerate (Speed Control Psionic Trick): Instead of this 
  power’s normal effect, you may gain a number of additional 
  handle item actions equal to your psion bonus each round for a 
  number of rounds equal to your psion bonus. This trick cost +1 
  vitality burn per psion bonus (for a Total of 4 to 13). 
  Burst of Speed (Speed Control Psionic Trick): Instead of this 
  power’s normal effect, once per scene, you may gain 1 addition 
  half action at the end of each round for a number of rounds equal 
  to your psion bonus. This trick cost +5 Vitality burn (for a Total of 
  8). 
  Graceful Landing (Speed Control Psionic Trick): Instead of 
  this power’s normal effect, you may gain an amount of falling 
  damage resistance equal to your psion bonus for one fall. This 
  power/trick may be psicast anytime, even during another 
  character’s Initiative Count, as a free action. 
  Reflexive Burst (Speed Control Psionic Trick): Instead of this 
  power’s normal effect, you may add your psion bonus to your next 
  reflex save. This check must be made within your Psion Level in 
  rounds or this bonus is lost. This trick cost +1 Vitality burn (for a 
  Total of 4). 
  SYNTHESIS 
  Psience: Extra Sensory Perception 
  Vitality burn: 6 
  Psion Attribute: Intelligence (Unreliable) 
  Psicasting Time: 1 minute 
  You can psychically review your results and reevaluate them 
  subconsciously to notice things that you may have missed the first 
  time. 
  Effect: After an Investigation check, you may reroll the check 
  using your Synthesis psicasting check as against the same DC to 
  directly discern the same information. 
  Tricks: 
  Evaluate (Synthesis Psionic Trick): Instead of an Investigation 
  check, you may instead use this power on a Decipher check. 
  Interrogate 
  (Synthesis 
  Psionic 
  Trick): 
  Instead 
  of 
  an 
  Investigation check, you may instead use this power on a Detect 
  Lie check. 
  
  PSIONIC POWERS 
   
   
   
  35 
   
  Reconsider 
  (Synthesis 
  Psionic 
  Trick): 
  Instead 
  of 
  an 
  Investigation check, you may instead use this power on a 
  Knowledge check. 
  Second Glance (Synthesis Psionic Trick): Instead of an 
  Investigation check, you may instead use this power on a Search 
  check. 
  TELEMPATHY 
  Psience: Telepathy 
  Vitality burn: 3 
  Psion Attribute: Wisdom (Unreliable, Invasive) 
  Psicasting Time: 1 Full Action 
  You can influence the feelings of others with your psychic 
  powers.  
  Effect: You may improve the target’s disposition toward you 
  by 1 grade (maximum supportive). This effect lasts for a number of 
  rounds equal to your psion bonus, or until you stop concentrating, 
  whichever comes first. 
  Tricks: 
  Instill Calm (Telempathy Psionic Trick): Instead of improving 
  the target’s disposition when the target fails the save, you may heal 
  the character of your psion bonus in stress damage or remove the 
  Enraged condition. 
  Instill Confidence (Telempathy Psionic Trick): Instead of 
  improving the target’s disposition when the target fails the save, 
  you may add your psion bonus to the target’s Resolve checks. 
  Instill Fear (Telempathy Psionic Trick): Instead of improving 
  the target’s disposition when the target fails the save, you may 
  render the target Frightened. 
  Instill Rage (Telempathy Psionic Trick): Instead of improving 
  the target’s disposition when the target fails the save, you may 
  render the target Enraged. 
  VIBROKINESIS 
  Psience: Energeikinesis 
  Vitality burn: 4 
  Psion Attribute: Constitution 
  Psicasting Time: 1 Full Action 
  Your mental abilities allow you to protect yourself from 
  discordant sound effects and, with some work, create your own out 
  of thin air.  
  Effect: You may gain an amount of sonic resistance equal to 
  twice your psion bonus for a number of minutes equal to your 
  Psion Level. 
  Tricks: 
  Feel the Noise (Vibrokinesis Psionic Trick): Instead of gaining 
  sonic resistance, your edged melee attack gain AP X, where X is 
  equal to your psion bonus. This effect lasts for a number of rounds 
  equal to your Psion Level. 
  Low Frequency Thrum (Vibrokinesis Psionic Trick): Instead of 
  this power’s normal effect, all characters within your psion bonus 
  x 5 ft. of you must make a Fort save of (DC 10 + your Psion Level) 
  or become Sickened for a number of rounds equal your psion 
  bonus. 
  Piercing Wail (Vibrokinesis Psionic Trick): Instead of this 
  power’s normal effect, you gain the Piercing Wail Psion Attack 
  (see Table 3.2: Psion Attacks, page 21). This effect lasts for a 
  number of minutes equal to your psion bonus. If you suffer a 
  critical miss with this attack, you suffer 2d4 sonic damage and this 
  power use immediately ends. 
  Vibro-Field (Vibrokinesis Psionic Trick): Instead of gaining 
  sonic resistance, you gain Bow and Hurled Weapon resistance 
  equal to your psion bonus. 
   
   
   
   
   
  
  CHAPTER 3 
   
   
   
  36 
   
  PSIONIC GEAR 
  The following gear and equipment enhances the addition of 
  psionics to a campaign. If the Focus Items option is activated on 
  the Psi Powers campaign quality, then the Focusing Kit is a 
  downright necessary inclusion. 
  GENERAL EQUIPMENT 
  These is only one new piece of general equipment for Psions, 
  the Focusing Kit. 
  KITS 
  Focusing Kit: Rare crystals of unusual colors and forms, tea 
  leaves, tarot cards and other psychic components. 
  SUPPLIES 
  There are two new consumables that both fit in the new 
  Psychic Consumables category. 
  COMSUMABLES 
  Incense: A stick or cone of incense, which when burned and 
  inhaled, calms and focuses a psion. 
  Ioun Stone, Lesser: Each ioun stone enhances one psience as 
  it orbits the psion’s head at about a two to three foot range. Once 
  orbiting the user’s head, ioun stones require no handling. Used or 
  burned out ioun stones are a dull gray. 
  SERVICES 
  There are no new services, but the fortune service (Fantasy 
  Craft, page 168) is an excellent candidate for a service being 
  rendered by a psion NPC. 
  ARMOR & WEAPON 
  Although there are no new armor or weapon designs in this 
  book, there is a new armor customization and a new weapon 
  material. 
  NEW ARMOR UPGRADES 
  Crystal Enhanced: This armor has had special psiactive 
  crystals mounted in various positions that help the wearer resist 
  psionic powers somewhat.  
  NEW WEAPON UPGRADES 
  Psiactive Crystal: The entire weapon is made from a psiactive 
  crystal, making in much more fragile that a metal weapon, but 
  allowing the psion with an active attack power (see table 3.2 on 
  page 21) to suffer 1 vitality burn when hitting a target with a 
  Psiactive Crystal weapon to change the weapon’s damage type into 
  that of the psionic attack’s damage type for that attack. 
  
  PSIONIC GEAR 
   
   
   
  37 
   
  Table 4.1: New Kits 
  Name 
  Skill Checks/Effect 
  SZ/Hand 
  Const 
  Comp 
  Weight 
  Era 
  Cost 
  Focusing Kit 
  Psicasting (all checks) 
  D/1h 
  Brittle 1 
  10W 
  2 lbs. 
  Primitive 
  50s 
   
  Table 4.2: Psychic Consumables 
  Name 
  Effect 
  Uses 
  SZ/Hand 
  Const 
  Comp 
  Weight 
  Era 
  Cost 
  Incense 
  +1 to psion level 
  1 hour 
  F/1h 
  Brittle 1 
  7D 
  1/10 lbs. 
  Ancient 
  10s 
  Ioun Stone, Lesser 
  +1 to psicasting checks for 1 psience 
  1 day 
  F/1h 
  Brittle 1 
  15W 
  1/4 lbs. 
  Primitive 
  25s 
   
  Table 4.3: Armor Upgrades (Customization) 
  Name 
  DR 
  Effect 
  DP 
  ACP 
  Speed 
  Disguise 
  Const 
  Comp 
  Weight 
  Era 
  Cost 
  Crystal Enhanced 
  - 
  +2 Save vs. Psi powers 
  - 
  - 
  - 
  -2 
  - 
  +7 
  - 
  Ancient 
  +100% 
   
  Table 4.4: Weapon Upgrades (Material) 
  Name 
  Effect 
  Const 
  Comp 
  Weight 
  Era 
  Cost 
  Psiactive Crystal 
  1 vitality burn to change damage type. 
  -1 save 
  +10 
  - 
  Ancient 
  +200% 
   
  MAGIC ITEMS AS 
  PSIONIC ITEMS 
  You can create Psionic magic items using the Magic Item 
  Creation rules in the Fantasy Craft rulebook (pages 193 – 200). 
  Existing essences and charms can be used to enhance psionic 
  powers already, so very few new effects are needed to fill out 
  psionic items’ abilities. 
  The essence of Interest – (Psionics) can grant knowledge of 
  various psionic techniques and abilities, and the essence of Trick 
  can grant a specific psionic trick to psions that have the 
  corresponding power. The Vitality essences don’t help with vitality 
  burn from psionic power use, though it does help the character 
  with normal damage. The Feat greater essence can grant psionic 
  feats to a user, and the Class Ability greater essence can also 
  greatly empower psion who have access to them. 
  The charm of Skill Ranks can enhance a psion’s psicasting, but 
  most other charms aren’t psion power enhancing (baring adding 
  “psion” to the list of types for Bane, etc.). 
  ESSENCE DESCRIPTIONS 
  Psipower: The item grants the named psipower to the psion. 
  Psiburn Reduction: Once per scene, the item may reduce a 
  single psicasting’s Vitality burn by 4 (10 for Greater Psiburn 
  Reduction). 
  CHARM DESCRIPTIONS 
  Psi Defense: The item grants the user Psi Defense equal to 10 
  + (bonus × 3). This defense works vs. all psionic powers, friendly 
  and hostile (See Psi Defense, page 19 for more information). The 
  bonus is as shown on Table 4.37: Charm Bonuses in the Fantasy 
  Craft rulebook. 
  Psicasting Level Bonus: The item grants a gear bonus to 
  psicasting checks for the listed psience as shown on Table 4.37: 
  Charm Bonuses in the Fantasy Craft rulebook. 
  Psion Level: The item increases a psion’s Psion Level by the 
  bonus’s amount as shown on Table 4.37: Charm Bonuses in the 
  Fantasy Craft rulebook. This increase does not grant additional 
  powers or tricks. 
   
   
   
  Table 4.5: New Essences and Charms (Psionic) 
  D6 Result 
  Essence/Charm 
  Effect 
  Reputation Cost* 
  Lesser Essences  
   
   
  1-3 
  Psiburn Reduction 
  Ignore 4 points of Vitality burn 
  8 
  4-6 
  Psipower 
  +1 specific psionic power 
  6 
  Greater Essences 
   
   
  1-6 
  Psiburn Reduction, Greater 
  Ignore 10 points of Vitality burn 
  20 
  Lesser Charms 
   
   
  1-2 
  Psi Defense 
   
  3 per Level 
  3-4 
  Psicasting Level Bonus 
  Bonus to psicasting powers of 1 psience 
  4 per Level 
  5-6 
  Psion Level 
  Extra Psion Levels 
  10 per Level 
  Greater Charms 
   
   
  1-2 
  Psi Defense, Greater 
   
  3 per Level 
  3-4 
  Psicasting Level Bonus, Greater 
  Bonus to psicasting powers of 1 psience 
  4 per Level 
  5-6 
  Psion Level, Greater 
  Extra Psion Levels 
  10 per Level 
   
  
  CHAPTER 3 
   
   
   
  38 
   
  SAMPLE PSIONIC ITEMS 
  The following are examples of psionic items. 
  CRYSTAL BALL 
  This perfectly smooth crystal sphere allows those with powers 
  of the ESP psience to extend their range and ability with those 
  powers as they gaze into the murky shadows contained within. 
  Item: 6 inch to 1 foot diameter crystal ball with stand 
  (stationary item) 
  Essence: Feat (More Range) 
  Charm: Lesser Psicasting Level Bonus (ESP psience) (+1 
  psicasting bonus at Level 1-6, +2 psicasting bonus at Level 7-12, 
  +3 psicasting bonus at Level 13-18, +4 psicasting bonus at Level 
  19-20) 
  Reputation Value: 15 (Level 1-6), 15 (Level 7-12), 17 (Level 
  13-18), 21 (Level 19-20) 
  HELM OF TELEPATHY 
  This finely crafted helm has a small crystal mounted in the 
  center of the forehead. 
  Item: Metal helm (armor fitting – head) 
  Essence: Psipower - Read Mind 
  Reputation Value: 6 
  IOUN STONE (GREATER) 
  These stones orbit the user’s head just like lesser ioun stones, 
  but do not burn out with use. This makes them much more 
  valuable to the psion who own them. 
  Item: Small palm sized stone of unusual color and shape. 
  Charm: Lesser Psicasting Level Bonus (Specific Psience by 
  stone’s color) (+1 psicasting bonus at Level 1-6, +2 psicasting 
  bonus at Level 7-12, +3 psicasting bonus at Level 13-18, +4 
  psicasting bonus at Level 19-20) 
  Reputation Value: 4 (Level 1-6), 8 (Level 7-12), 12 (Level 
  13-18), 16 (Level 19-20) 
  PEARL OF POWER 
  This pearl has an unusual sheen and glows slightly when 
  active. Pearls of power are often set into jewelry. 
  Item: 1 inch diameter pearl 
  Essence: Class Enhancement (Next level’s abilities from 
  Psionicist class) 
  Charm: Lesser Psion Level (+1 psion level at Level 1-6, +2 
  psion level at Level 7-12, +3 psion level at Level 13-18, +4 psion 
  level at Level 19-20) 
  Reputation Value: 35 (Level 1-6), 45 (Level 7-12), 55 (Level 
  13-18), 65 (Level 19-20) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  PSIONIC NPCS 
   
   
   
  39 
   
  PSIONIC NPCS 
  The quick brown fox jumped over the lazy dog. The quick 
  brown fox jumped over the lazy dog. The quick brown fox jumped 
  over the lazy dog. The quick brown fox jumped over the lazy dog. 
  The quick brown fox jumped over the lazy dog. The quick brown 
  fox jumped over the lazy dog.  
  CREATING AND USING 
  PSIONIC NPCS 
  The quick brown fox jumped over the lazy dog. The quick 
  brown fox jumped over the lazy dog. The quick brown fox jumped 
  over the lazy dog. The quick brown fox jumped over the lazy dog. 
  The quick brown fox jumped over the lazy dog. The quick brown 
  fox jumped over the lazy dog. The quick brown fox jumped over 
  the lazy dog. The quick brown fox jumped over the lazy dog. The 
  quick brown fox jumped over the lazy dog. The quick brown fox 
  jumped over the lazy dog. The quick brown fox jumped over the 
  lazy dog. The quick brown fox jumped over the lazy dog. The 
  quick brown fox jumped over the lazy dog. The quick brown fox 
  jumped over the lazy dog.  
  CREATING AND USING 
  PSIONIC MONSTERS 
  The quick brown fox jumped over the lazy dog. The quick 
  brown fox jumped over the lazy dog. The quick brown fox jumped 
  over the lazy dog. The quick brown fox jumped over the lazy dog. 
  The quick brown fox jumped over the lazy dog. The quick brown 
  fox jumped over the lazy dog.  
  PUTTING IT ALL TOGETHER 
  The quick brown fox jumped over the lazy dog. The quick 
  brown fox jumped over the lazy dog. The quick brown fox jumped 
  over the lazy dog. The quick brown fox jumped over the lazy dog. 
  The quick brown fox jumped over the lazy dog. The quick brown 
  fox jumped over the lazy dog.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  CHAPTER 5 
   
   
   
  40 
   
  NPC OPTIONS 
   
  The following NPC options allow you to make Psion NPCs, 
  both suitable for inclusion as Rogues or as new entries in the 
  Bestiary. 
  NEW TYPES 
  There is one new type associated with these psionic rules – 
  psion. The type doesn’t do anything in and of itself; it simply 
  exists so that things that affect psionic creatures have a specific 
  type to key off of. 
  Psion (+0 XP): The NPC has super natural metal powers and 
  abilities. A psion character ages and must eat, sleep, and breathe. 
  NEW NPC QUALITIES 
  The following are new NPC qualities for creating psionic 
  NPCs. Mostly this section involves the various class abilities 
  indroduced in this book. That and the Psicaster quality that makes 
  adding psionic to NPCs a much simpler prospect than using the 
  Psionic Prodigy feat as the basis for the NPC mechanic. 
  Class Abilities: The following new class abilities are available 
  to NPCs using the class ability NPC quality (see Fantasy Craft, 
  page 231). 
  Table X.X: NPC Class Abilities 
  Class Ability 
  Class (Page Number) 
  XP Value 
  Like knows like 
  Psionicist (10) 
  1 per grade 
  Moment of clarity 
  Psionicist (9) 
  2 per grade 
  Prime channel 
  Psionicist (10) 
  3 
  Psionic wellspring 
  Psionicist (10) 
  5 
  Speed of thought 
  Psionicist (9) 
  2 per grade 
  Feel the burn 
  Apex (12) 
  4 
  Honed 
  Apex (12) 
  3 
  Inner focus 
  Apex (12) 
  3 
  Second wind 
  Apex (12) 
  ? 
  Superhuman 
  Apex (11) 
  2 per grade 
  Zen 
  Apex (11) 
  3 
  Applied knowledge 
  Kinesisist (13) 
  ? per grade 
  Conservation of energy 
  Kinesisist (13) 
  4 
  Energetic focus 
  Kinesisist (13) 
  3 
  Insightful 
  Kinesisist (13) 
  3 
  Intuitive mechanic 
  Kinesisist (13) 
  ? 
  Mental leap 
  Kinesisist (13) 
  2 per grade 
  Precise 
  Kinesisist (13) 
  3 
  Force of will 
  Psychic (14) 
  2 per grade 
  Gestalt 
  Psychic (14) 
  3 
  Perfected practice 
  Psychic (14) 
  4 
  Piercing power 
  Psychic (14) 
  2 per grade 
  Psi focus 
  Psychic (14) 
  3 
  Save yourself 
  Psychic (14) 
  ? 
  Sensitive 
  Psychic (14) 
  3 
  Effortless allure 
  Manipulator (15) 
  2 per grade 
  I need a favor 
  Manipulator (15) 
  ? 
  Know the Players 
  Manipulator (15) 
  ? 
  Let’s be friends 
  Manipulator (15) 
  ? 
  Natural push 
  Manipulator (15) 
  ? 
  Practiced push 
  Manipulator (15) 
  ? 
   
  Expanded Psipowers (+1 XP per power or trick - psicaster 
  only): The NPC knows 1 additional psionic power or psionic trick. 
  Psi Defense (+2 XP per grade): The NPC gains Psi Defense 
  equal to 10 + (the grade × 5). 
  Psicaster (+2 XP): The NPC may take Psicasting as a 
  Signature Skill and may know a number of psionic powers and /or 
  psionic tricks up to or equal to the grade. The NPC’s psion level is 
  considered equal to the character’s Threat Level. 
  PSIONIC BESTIARY 
   
  The following are examples of psionic creatures to expand 
  your campaign’s foes. Of note is the Brain Fiend, a more powerful 
  psionic variant of the creature from the Fantasy Craft rulebook. 
  BRAIN FIEND 
  Slender and pallid, these terrifying humanoids wear disturbing 
  garments tailored from blackened skin. Their faces are little more 
  than masses of writhing tentacles sprouting from between deep, 
  soulless black eyes. Brain fiends enslave intelligent beings they 
  can overpower, forcing them into back-breaking servitude before 
  eventually splitting their skulls and devouring the grey matter 
  within. 
  Tactics: Brain fiends are sadistic creatures with immense 
  mental and magical ability. They’re keen schemers who employ 
  slaves and less-intelligent pawns to harass intruders and wage war 
  on one another. They only show themselves at times of greatest 
  leverage and when foes are least able to counter their 
  overwhelming attacks. 
  When seeking prey or slaves, a fiend begins with Detect 
  Emotions to get a read on its targets. It follows with Mind Howl to 
  suppress the opposition and Command II to drive away powerful 
  defenders. Assuming this offers the fiend a clear advantage it 
  moves in for the kill, grappling with its facial tentacles and 
  crushing the unfortunate victim until he passes out. A Coup de 
  Grace dispatches the enemy, at which point the fiend can feed on 
  his warm brain. 
  Should a fight go against a fiend, it behaves as any 
  selfrespecting mastermind, abandoning the field with Levitate or 
  Teleport I. 
   
  Brain Fiend (Medium Horror Psion Walker — 145 XP): Str 
  10, Dex 14, Con 10, Int 18, Wis 16, Cha 14; SZ M (1×1, Reach 1); 
  Spd 25 ft. ground; Init VI; Atk III; Def IV; Res III; Health V; 
  Comp V; Skills: Athletics VII, Notice VI, Psicasting XII, Sense 
  Motive VI, Sneak VI, Spellcasting IV; Spells: Command II, Detect 
  Emotion, Levitate, Teleport I; Qualities: Damage reduction 1, 
  grappler, spell defense III, telepathic, treacherous, veteran II 
  Attacks/Weapons: Facial Tentacles × 4 (Slam I: dmg 1d6 
  lethal; threat 20; upgrades: grab), Squeeze V (dmg 3d10 subdual; 
  notes: Grapple benefit), Mind Howl (stunning attack II, 60 ft. cone; 
  Will DC 15 or become stunned for 2d6 rounds) 
  Gear: Moderate leather armor (DR 2; Resist Fire 5; DP –1; 
  ACP –0; Spd –5 ft.; Disguise +0) 
  Treasure: 2A, 2M 
  BRAIN MOLE 
  
  PSIONIC NPCS 
   
   
   
  41 
   
  Brain moles appear to be rather large (about a foot long) moles 
  with the prerequisite large claw designed for digging. They are 
  very different from their non-psion brethren, though, in their 
  unique method of hunting prey and deterring predators. They use 
  their psionic abilities to stun or even kill prey with their mental 
  bolts, while alter perception and psychic scream are used to 
  confound and drive off predators. Their claws don’t make very 
  good weapons, but can do some damage. 
  Tactics: Brain moles typically hunt in groups and gang up on a 
  single target using their Mental Bolt attack. When confronted with 
  groups, the brain moles will Alter Perception on secondary targets 
  paralyzing them with dangerous surroundings and typically 
  attempt to escape if their prospective prey isn’t easy to psionicly 
  subdue. 
   
  Brain Mole (Diminutive Animal Psion Burrower/Walker – 
  39 XP): Str 10, Dex 12, Con 10, Int 6, Wis 12, Cha 8; SZ D (1×1, 
  Reach 1); Spd 30 ft. burrow, 10 ft. ground; Init II; Atk I; Def IV; 
  Resilience IV; Health II; Comp None; Skills: Athletics III, 
  Psicasting IV; Search V, Qualities: blindsight, improved sense 
  (smell), psicaster 
  Attacks/Weapons: Claw I 
  Psi-powers/Psi-tricks: 
  Project 
  Thought 
  (power), 
  Alter 
  Perception (trick), Mental Bolt (trick), Psychic Scream (trick) 
  INTELLECT DEVOURER 
  The quick brown fox jumped over the lazy dog. The quick 
  brown fox jumped over the lazy dog. The quick brown fox jumped 
  over the lazy dog. The quick brown fox jumped over the lazy dog. 
  The quick brown fox jumped over the lazy dog. The quick brown 
  fox jumped over the lazy dog.  
   
  PSICRYSTAL 
  The quick brown fox jumped over the lazy dog. The quick 
  brown fox jumped over the lazy dog. The quick brown fox jumped 
  over the lazy dog. The quick brown fox jumped over the lazy dog. 
  The quick brown fox jumped over the lazy dog. The quick brown 
  fox jumped over the lazy dog.  
   
  THOUGHT EATER 
  The quick brown fox jumped over the lazy dog. The quick 
  brown fox jumped over the lazy dog. The quick brown fox jumped 
  over the lazy dog. The quick brown fox jumped over the lazy dog. 
  The quick brown fox jumped over the lazy dog. The quick brown 
  fox jumped over the lazy dog.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SIDEBAR TITLE 
  Siderbar text. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  CHAPTER 5 
   
   
   
  42 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  PSIONIC NPCS 
   
   
   
  43 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  7. 
   
  SIDEBAR TITLE 
  Siderbar text. 
   
   
   
   
   
   
   
   
  8. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  CHAPTER 5 
   
   
   
  44 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  PSIONIC NPCS 
   
   
   
  45 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  CHAPTER 5 
   
   
   
  46 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  PSIONIC NPCS 
   
   
   
  47 
   
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All 
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  routines to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any additional 
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  MAXIMUM VITALITY 
  CURRENT MAXIMUM 
   
  PSION RANGE 
   
  PSION LEVEL 
   
  INVASIVE SAVE DC 
   
  POWERS 
   
   
   
   
   
   
   
   
  + 
  POWER’S 
  CURRENT 
  PSION 
  BONUS 
   
  POWERS 
  KNOWN 
   
   
   
   
   
   
   
   
   
  TRICKS 
  KNOWN 
   
   
  Base Range = Psion Lvl x10 ft. 
   
   
   
   
  PSICASTING 
   
  POWER BONUSES 
   
  PSIENCE ENHANCEMENTS 
  TOTAL 
   
  RANKS 
   
  ABILITY 
  + MISC 
   
  Power Check 
  Result 
  Psion Bonus 
   
  PSIENCE 
  BONUS 
   
  THREAT 
   
   
   
   
  = 
   
  + 
  STR 
   
  + 
   
   
   
  E.S.P. 
  + 
   
   
   
  9 or less 
  Power fails 
   
   
   
  = 
   
  + 
  DEX 
   
  + 
   
   
  10–14 
  +1 
   
  ENERGEIKINESIS 
  + 
   
   
   
  15–19 
  +2 
   
   
   
  = 
   
  + 
  CON 
   
  + 
   
   
  20–24 
  +3 
   
  SOMATOARÊTES 
  + 
   
   
   
  25–29 
  +4 
   
   
   
  = 
   
  + 
  INT 
   
  + 
   
   
  30–34 
  +5 
   
  SOMATOKINESIS 
  + 
   
   
   
  35–39 
  +6 
   
   
   
  = 
   
  + 
  WIS 
   
  + 
   
   
  40–44 
  +7 
   
  TELEKINESIS 
  + 
   
   
   
  45–49 
  +8 
   
   
   
  = 
   
  + 
  CHA 
   
  + 
   
   
  50–54 
  +9 
   
  TELEPATHY 
  + 
   
   
   
  55+ 
  +10 
   
   
   
  PSIONIC POWERS 
  NAME (POWER OR TRICK) 
  PSIENCE 
  VITALITY 
  BURN 
  PSIONIC 
  ATTRIBUTE 
  UNRELIABLE 
  INVASIVE 
  CAST 
  TIME 
  DURATION 
  EFFECT 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PSIONIC ATTACKS 
  ATTACK NAME 
  DAMAGE 
  DAMAGE TYPE 
  THREAT 
  RANGE 
  QUALITIES 
   
  ____d6 +____ per Psion Level 
   
   
  ft. × 5 
   
   
  ____d6 +____ per Psion Level 
   
   
  ft. × 5 
   
   
  ____d6 +____ per Psion Level 
   
   
  ft. × 5 
   
   
  * With a successful Reflex save (DC 10 + the attacker’s Psion Level), the target suffers only 1/2 of the listed damage (rounded down) on marked attacks.. 
   
  PSIONIC ABILITIES: CLASS ABILITIES, FEATS, AND OTHER OPTIONS 
  NAME 
   
  NOTES 
   
  NAME 
   
  NOTES 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   PSIONICS 
   
  
SOURCE: textdata/thevault/FantasyCraft/Homebrew/07 - Psionics (Book Layout for Fantasy Craft).pdf