TEXT: Explorers of the Mind:
  Psionics
  ™
  
  2
  Created By
  christopher DoRn
  robert GlASS
  matthew GRAu
  fraser MCKAy
  mike VAIllAnCouRT
  Written By
  matthew GRAu
  Production
  matthew GRAu
  Editing
  wildFIRE
  Art Direction 
  robert GlASS
  Cover Art
  Adrian MAjKRAK
  Interior Illustration
  Marco MAZZonI
  WildFire 
  bob AREnS, PhD
  christopher DoRn
  robert GlASS
  matthew GRAu
  steve PITCHER
  travis WICKlInE
  Thanks To
  •	
  http://infrno.net – the place to play (and 
  playtest) roleplaying games on the inter-
  net.
  http://fearthevoid.com
  Information, Downloads
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  Credits
  
  Overview
  1
  Welcome to Explorers	 of	 the	 Mind. 
  The universe of The	Void is a strange 
  place, filled with dark gods, dark 
  magic, and terrifying creatures. Why 
  couldn’t some kind of psychic ability 
  exist here? This book presents a set 
  of optional rules for you to integrate 
  psions into your game.
  Psionics in The	 Void are those that 
  have been studied by parapsychol-
  ogy since the field’s inception. These 
  include clairvoyance, death phenom-
  ena, precognition,  psychokinesis, and 
  telepathy. like the theorized limita-
  tions of the real world, psionic abilities 
  aren’t incredibly powerful. However, 
  they allow Characters to do some cool 
  things, and can give them an edge 
  when they need one.
  Not Canon
  This book is intended to be a set of 
  optional rules that you can use with 
  your version of The	 Void. They’re fun 
  and they add a nice flavor for cer-
  tain kinds of games. However, psion-
  ics aren’t technically part of the core 
  universe of The	Void, and so we won’t 
  be writing them into future develop-
  ment. But who cares? If you think that 
  psionics are cool flavor for your game, 
  have fun. you’ve got this complete set 
  of rules to do with what you will.
  Got Feedback?
  We’re all roleplayers here. 
  When you’re playing The	 Void, 
  you’re going to have feedback 
  – whether it be questions, com-
  ments, or the awesome stuff you 
  came up with while you’re play-
  ing. We want to hear it. you’ve 
  got two options. you can just 
  fire off an e-mail to feedback@
  fearthevoid.com. Alternatively, 
  you can jump into the pool on 
  our forums and engage in con-
  versation with both us and oth-
  er players. Find them at http://
  wildfire-community.com/forums.
  
  4
  Jessamine woke up with cold 
  sweat dripping down her scalp. 
  Not that she’d been asleep. She’d 
  been assaulted with another waking 
  dream, a symptom of her growing 
  power. Her abilities had been out-
  stripping her control since the inci-
  dent and she was suffering because 
  of it. The pain was already blazing 
  through her nerves.
  The young woman came back to 
  reality, realizing that everyone in the 
  lair was staring at her. Jessamine 
  blinked her eyes and quickly wiped 
  her mouth in case she’d been drool-
  ing again. Her sleeve came away 
  wet. Damn it.
  The vision must have been 
  screaming through her surface 
  thoughts, because Romain looked 
  just as freaked out as she did. 
  “Tell me it is not Yutani,” said 
  Wolfie, his bright blue eyes shaded 
  with a world-weariness known only 
  by people on the run.
  “Nnn… no,” stammered Jessa-
  mine through the fading pain. “It was 
  a… thing! It was hideous! It was hunt-
  ing us.”
  Wolfie and Zsofia looked to Ro-
  main for some kind of assurance. 
  White as a sheet, the pretty boy 
  nodded – the precog was telling the 
  truth.
  The shaggy German looked suspi-
  ciously at her. “Could you describe 
  the hideousness?”
  “Don’t be an asshole,” said Ro-
  main. “It was down here, it had ten-
  tacles, and it was trying to kill us. 
  Hideous enough?”
  Zsofia, ever the pixie, never man-
  aged to look all that interested in 
  anything, and now was no different. 
  “How is someone going to get an oc-
  topus to even flush down the toilet 
  all the way out here?”
  Jessamine looked at Zsofia in a 
  way that communicated exactly how 
  she felt.
  “Okay,” said Zsofia. “We’ll keep 
  an eye out for octopusses. Octopi? 
  Whatever. Don’t we have more im-
  mediate problems?”
  “Also, and I’m sorry Jessa” said 
  Wolfie. “But you have been, how do 
  they say, off the rails lately?”
  Jessamine was still shaking too 
  badly to throw anything at him.
  “And those are the kinds of things 
  we’re going to have to deal with as 
  long as we are down here,” said 
  Wolfie. “It’s not that I don’t like our 
  little sub-colony lair, but there’s only 
  so long we can stay down here be-
  fore the reclamation teams figure 
  I Hate When I'm Right
  A
  
  5
  out they should search a little fur-
  ther off the map.”
  The maintenance and utility tun-
  nels under Cassini were vast. They’d 
  been down here for months, building 
  up the squat they called the lair.
  Romain snapped back to reality. 
  “We know we’ve pushed our luck for 
  weeks now. But I so far am not hear-
  ing a better suggestion. And, Zsofia, 
  the one you’re thinking right now is 
  no good either.”
  “Oh?” asked Zsofia. The lighter 
  floated across the card table and 
  into her hand. She lit an old-school 
  cigarette, the kind that actually 
  burned. “And why is that?”
  “Because we don’t know that Divi-
  sion 6 even exists,” replied Romain, 
  taking a calming swig from his flask.
  Wolfie scoffed. “Not this again.”
  “And what did that dead girl tell 
  you?” Zsofia asked.
  Dreams Do Come True
  
  6
  “Liebchen, I speak with many dead 
  people. They are correct… mmm… 
  half the time,” said Wolfie.
  “They say they’re connected to the 
  Wardens,” said Jessamine.
  “And what do we know about 
  the Wardens?” countered Wolfie. 
  “Nothing. UWC Special Investiga-
  tions Division? Bah. Stormtroopers 
  from a fascist Earth government.”
  Jessamine stifled a laugh, thank-
  ful for the feeling. “Your roots are 
  showing.”
  “My birth on Saturn is not rele-
  vant,” said Wolfie. “We don’t know if 
  they’re any better than Yutani.”
  “How is it that four gifted psions 
  cannot find their way off of Titan?” 
  asked Zsofia. “Romi, it’s too bad that 
  you can’t make people do what you 
  want, like in the movies.”
  Anything would have been better 
  than this. This wasn’t Yutani. This 
  was something else entirely.
  Jessamine was right, as usual. It 
  wasn’t an octopus. It was a tenta-
  cled monstrosity like nothing found 
  in nature.
  They’d felt rumbling at first. Wolfie 
  immediately thought it was an at-
  tack, which turned out to be a re-
  ally good idea. They’d armed them-
  selves with what meager weapons 
  they’d managed to get hold of when 
  the first tentacles split through the 
  ground below them.
  The things were wrong – they 
  weren’t attached to anything. They 
  just thrust out of the ground, cov-
  ered with plates, and tipped in black 
  talons. Zsofia didn’t even have a 
  chance. Three of the things ripped 
  into her, pulling her screaming into 
  pieces. Blood and viscera splattered 
  the others, like some macabre Jack-
  son Pollock painting, as her death 
  cries echoed through the tunnels.
  Romain decided that this was a 
  good time to use the grenade he’d 
  been holding onto for emergencies. 
  As the remaining three ran, the con-
  cussive force knocked them to the 
  ground. Bits of tentacle sprayed the 
  tunnel walls.
  The victory was only temporary. 
  The tunnels began to crack around 
  them, as more of the ragged things 
  poked their way through. Wolfie took 
  a few shots, but at full tilt he wasn’t a 
  very good shot.
  As they ran like the Devil himself 
  was chasing them, Jessamine had 
  the most profound feeling of deja vu.
  The rumbling was far in the dis-
  tance for the moment. Romain col-
  lapsed to the ground, breathing 
  heavily. Wolfie looked like someone 
  had shot him up with speed. Jessa-
  mine, on the other hand, immediate-
  
  7
  ly fired up her wrist comp. She had a 
  signal, however weak. She punched 
  in the ID the others didn’t know she 
  had.
  “United World Council Wardens, 
  what is the purpose of your call?” 
  said an alert-looking man on the 
  other end.
  “We are psions trapped in the 
  tunnels beneath Cassini. Repeat, 
  psionically gifted individuals trapped 
  beneath Cassini. Trace my location 
  and send help immediately!” yelled 
  Jessamine, only this side of full pan-
  ic.
  “A team is being scrambled to 
  your location,” said the agent, with-
  out missing a beat. “Find someplace 
  safe until it arrives. How many of 
  there are you?”
  “Four,” replied Jessamine. Then it 
  hit her. “Sorry… three.”
  “You need to stay calm. Our team 
  will arrive shortly. They are trained 
  to deal with whatever danger you’re 
  in,” said the agent.
  The rumbling had moved much 
  closer again. “I don’t know if they’re 
  trained for this,” said Jessamine as 
  she hung up the call.
  What were a precog, a telepath, 
  and a medium supposed to do 
  against a monster like this? The 
  thing had found them again.
  Something in Wolfie snapped. 
  He lost himself in a fit of blind rage, 
  charging after the undulating things 
  with his pistol and a knife. It didn’t 
  take long for the things to rip him to 
  pieces, just as they did with Zsofia. 
  His death was not in vain. It bought a 
  precious few seconds in which Jes-
  samine and Romain ran like hell in 
  opposite direction.
  All reason had left them. They ran 
  with the speed only the truly pan-
  icked could summon. They barely 
  noticed the sewage when they 
  charged into it. The thing was right 
  behind them, scraping at the walls 
  as it came.
  Romain was outpacing Jessa-
  mine. He was steps ahead and gain-
  ing distance with every stride. Sur-
  vival of the fittest had kicked in and 
  he paid no mind to her safety. Nor 
  did she particularly care about his 
  right now. The only thought running 
  through her mind was to get as far 
  away from the things behind her as 
  possible.
  The alien tentacles weren’t far. 
  She could already tell that they 
  were faster than she was, and they 
  weren’t slowed down by the sewage. 
  In the distance, Jessamine heard 
  the automatic weapons fire and the 
  hiss of flamethrowers. Their rescu-
  ers had arrived as promised. But it 
  was too late. 
  The worst part about being a pre-
  cog is when you’re right about your 
  own death. 
  
  history oF Psi
  Parapsychology as a field is relative-
  ly new. It started in the 1930’s, as a shift 
  to a more academic and experimental 
  approach to psychic research. later, 
  the field was researched by govern-
  ments, primarily to determine military 
  applications, including the Stargate 
  Project of the former united States. 
  China and the former Soviet union 
  also studied parapsychology seriously. 
  However, parapsychologists were al-
  ways a bit of a joke, segregated to the 
  fringes of “legitimate” science. This has 
  changed in the last few decades.
  The uWC Wardens are an organiza-
  tion that is accustomed to the strange 
  and unbelievable. It shouldn’t be a sur-
  prise to discover that they maintain an 
  active parapsychology research unit, 
  known as Division 6. over the years, 
  they have learned more about para-
  psychology than any organization 
  before. Division 6 is also charged with 
  identifying potential psions within 
  the military or law enforcement, who 
  might be recruited as agents.
  In the private sector, the staff of the 
  yutani Institute of japan are the fore-
  most experts in the field. The Institute 
  is a privately-funded research facility, 
  helmed by accomplished and respect-
  ed doctors and scientists. Division 6 
  will occasionally seek the counsel of 
  yutani experts. A number of legitimate 
  psions work with the Institute.
  CharaCters
  New Skill
  To help integrate psionics into your 
  game world, Characters can learn the 
  new Parapsychology Skill. It is avail-
  able as part of both the Investigator 
  and Researcher templates, as well as 
  to any psion.
  Parapsychology
  This skill covers the understanding 
  of psionic phenomena, including the 
  study of apparitions, clairvoyance, 
  near-death experiences, precognition, 
  psychokinesis, reincarnation, and te-
  lepathy.
  Lifepath
  If you’re using lifepath Character 
  generation from the Player’s	 Guide, 
  Parapsychology is a potential Skill in 
  the following lifepath choices.
  Step
  Lifepath Choice
  Teen years 
  Emo
  Education
  university Degree
  Post-Graduate Degree
  Career
  Scholar
  Scientist
  Warden
  Creating a Psion
  Adding psionic ability to a Character 
  is simple. First, acquire the Psion Ad-
  vantage, and then choose your power.
  However, psions are very rare. Some-
  times the government discovers and 
  recruits them, which explains Warden 
  Psi
  2
  
  9
  psions, but most times they don’t. un-
  less you have a special kind of game in 
  mind, any game group shouldn’t really 
  contain more than one psion.
  Furthermore, psions usually only 
  have one kind of ability. Those with 
  multiple powers exist, but they are 
  extremely rare – there may only be a 
  couple dozen in all of humanity. GM’s 
  have final call as to whether they will 
  allow a psion to have two abilities.
  Psi Advantages
  Psionic (3)
  your Character has developed a 
  psionic ability. you get a seventh Attri-
  bute called Psi, starting at a rating of 2. 
  Choose one of the five psionic powers, 
  in which you start with a Skill rating of 
  1.
  Psionic: Advanced (2)
  Requires: Psionic Advantage
  your Character is a natural psion, 
  and he starts with his psionic ability 
  at a Skill rating of 3. This may only be 
  acquired once, even if multi-talented.
  Psionic: Multi-Talented (3)
  Requires: Psionic Advantage
  your Character is one of the ultra-
  rare psions who has manifested two 
  abilities. Choose a second psionic 
  power, which also starts at a rating of 
  1.
  
  Unlike psychic powers in some 
  games, psionic abilities in The Void do 
  not require any energy to activate and 
  can be brought into effect with only a 
  thought.
  The Psi Attribute and the ability’s 
  Skill rating must be carefully balanced. 
  If a Character is more powerful than 
  skilled, he will suffer ill effects related 
  to his ability. Take note that starting 
  psion Characters begin the game with 
  this quandary. These effects can be 
  avoided by keeping an ability’s Skill 
  rating equal to or greater than the 
  Characters Psi rating.
  Psionic Tests
  To use a psionic ability, first consult 
  the Difficulty table associated with it. 
  These tables show the Difficulty re-
  quired for Psi + Psionic Skill Tests, to 
  manifest specific uses of the ability. If 
  the Test is a success, then the ability’s 
  effects come into play.
  Triggers
  If you Trigger on a Psionic Test, you 
  can increase one of the effects of your 
  application by one level, based on the 
  type of ability.
  Ability
  Application Increase
  Clairvoyance
  Range or Time
  Medium
  Persistence or Information
  Precognition
  Application Type
  Psychokinesis
  Strength or Control
  Telepathy
  Application Type
  ClairvoyanCe
  Clairvoyant psions can receive cur-
  rent information about remote places 
  or events. Clairvoyants have two dif-
  ferent variables that govern the abil-
  ity’s use.
  Variables
  Distance
  Most clairvoyants can only see near-
  by things, though more powerful ones 
  can see much further away.
  Distance
  Range
  Close
  100 y/m
  Far
  1 mile/1.6 km
  Very Far
  10 miles/16 km
  Elapsed Time
  Clairvoyants can attempt to see 
  things as they occur, or attempt to see 
  things that happened in the recent 
  past – within the last couple of hours.
  Application Difficulties
  Distance
  Elapsed Time
  Difficulty
  Close
  Recent
  Easy
  Close
  Distant
  Average
  Far
  Recent
  Hard
  Far
  Distant
  Very Hard
  Very Far
  Recent
  Legendary
  Epic Fails
  If you roll an Epic Fail on a Psionic 
  Test, your Character will suffer the ef-
  fects listed below, though only for the 
  following 24 hours.
  Abilities
  3
  
  11
  Ill Effects
  If a psion’s ability Skill rating is not 
  equal to or greater than his Psi rating, 
  he will suffer. Massive migraines and 
  exhaustion become common. Each 
  day, the Character makes a Persever-
  ance + Athletics: Fitness Test against a 
  Hard Difficulty. Failure means he suf-
  fers a -1 Die Penalty to all Actions for 
  the day.
  MediuM
  Psions who are mediums can tap 
  into the remaining psychic resonance 
  of a deceased person. Mediums are 
  limited in their ability by what they 
  wish to learn from the resonance and 
  how long the resonance sticks around 
  after death.
  Limitations
  The “ghost” that a medium com-
  municates with is only the psychic 
  resonance of that person. It’s like the 
  psychic corpse to go along with the 
  physical one. The resonance is just 
  a fading copy – it isn’t the person. 
  His spirit has moved on. This copy 
  behaves as if it were the person at 
  the time of death. Most resonances 
  degrade quickly, dissipating within 
  three days. However, there are those 
  who have suffered great tragedy or 
  violent death who can stick around 
  for years, haunting the location of 
  their death.
  Information
  Mediums boost the psychic pow-
  er of resonances, so that they can 
  communicate. Disturbances allow a 
  Psionic Tests: At a Glance
  •	
  Psionic	 Tests – Psi + Psionic 
  Ability Skill vs. Difficulty 
  based on Application
  Clairvoyance: At a Glance
  •	
  Clairvoyants can gain current 
  information about remote 
  places.
  •	
  Application Difficulty is based 
  on how far away the desired 
  target is, and how recent 
  events occurred.
  •	
  Having a Psionic Ability Skill 
  greater than Psi (or rolling an 
  Epic Fail), will require a Hard 
  Perseverance + Athletics: Fit-
  ness Test. Failure incurs a -1 
  die Penalty to all Actions.
  Medium: At a Glance
  •	
  Mediums can communicate 
  with the psychic resonance of 
  the recently deceased.
  •	
  “Ghosts” normally dissipate 
  within three days.
  •	
  Application Difficulty is based 
  on how long it has been since 
  the person died and how 
  clearly the resonance can 
  communicate.
  •	
  Having a Psionic Ability Skill 
  greater than Psi (or rolling an 
  Epic Fail), will trigger a -1die 
  Penalty to all Tests when near 
  death or the dead.
  
  resonance to communicate through 
  knocks, moving small objects, or 
  something like tarot cards or spirit 
  boards. Voices allow a resonance to 
  speak with the medium. Visions allow 
  the medium to both see and hear the 
  resonance.
  Persistence
  The length of time a person has 
  been dead greatly affects a medium’s 
  ability. The Recently Dead are those 
  who have passed within the last few 
  hours. Those that are Fading are on 
  their way to dissipation. Treat excep-
  tional “ghosts,” the ones that hang 
  around, as Recently Dead. They usually 
  want to be heard.
  Persistence
  Information
  Difficulty
  Recent
  Disturbances
  Easy
  Recent
  Voices
  Average
  Recent
  Visions
  Hard
  Fading
  Disturbances
  Very Hard
  Fading
  Voices
  Legendary
  Epic Fails
  If you roll an Epic Fail on a Psionic 
  Test, your Character will suffer the ef-
  fects listed below, though only for the 
  next 2d6 hours.
  Ill Effects
  If a psion’s ability Skill rating is not 
  equal to or greater than his Psi rating, 
  he will suffer. The psychic resonances 
  of anything that has died within the 
  last three days constantly whisper to 
  the medium. Murder scenes, morgues, 
  and graveyards are especially bad. Any 
  time around a place that might con-
  tain resonances, the medium suffers a 
  -1 Die Penalty to all Tests.
  Precognition
  Precognitive psions have the ability 
  to receive information about future 
  events before they occur. Precogni-
  tives have access to five different ap-
  plications.
  Applications
  A Feeling
  This application allows a precogni-
  tive psion to quickly receive either a 
  positive or negative feeling about a 
  person, place, or course of action. It’s 
  effects are immediate.
  A Source
  This application allows a precogni-
  tive psion to determine the impor-
  tance of a person, place, or course of 
  action in the near future – the next few 
  days. It’s effects are immediate.
  A Dream
  This application allows a precog-
  nitive psion to receive information 
  about future events through the hazy 
  images and metaphors of a dream. 
  These events may occur within the 
  next few weeks.
  A Flash
  This application allows a precogni-
  tive psion to have a detailed flash of 
  insight into the future of people, plac-
  es, or courses of action. It’s detailed 
  and easily remembered for a short 
  time. The possible futures depicted in 
  this brief flash can be as far out as six 
  months.
  True Premonition
  This application allows a precogni-
  tive psion to have a true waking vision 
  of the possible future. It’s detailed and 
  Chapter 3: Abilities
  
  13
  easily remembered for a short time. 
  The events depicted in this possible 
  future can be as far out as a year.
  Application Difficulties
  Precognition 1
  Application
  Difficulty
  A Feeling
  Hard
  A Source
  Very Hard
  Precognition 2
  Application
  Difficulty
  A Feeling
  Average
  A Source
  Hard
  A Dream
  Very Hard
  Precognition 3
  Application
  Difficulty
  A Feeling
  Average
  A Source
  Average
  A Dream
  Hard
  A Flash
  Very Hard
  Precognition 4
  Application
  Difficulty
  A Feeling
  Average
  A Source
  Average
  A Dream
  Average
  A Flash
  Hard
  True Premonition
  Very Hard
  Precognition 5
  Application
  Difficulty
  A Feeling
  Average
  A Source
  Average
  A Dream
  Average
  A Flash
  Average
  True Premonition
  Hard
  Epic Fails
  If you roll an Epic Fail on a Psionic 
  Test, your Character will suffer the ef-
  fects listed below, though only for the 
  next day.
  Ill Effects
  If a psion’s ability Skill rating is not 
  equal to or greater than his Psi rating, 
  he will suffer. Visions come unbidden, 
  and are confusing and physically de-
  bilitating. Every day, make a Persever-
  ance + Athletics: Fitness Test against a 
  Very Hard Difficulty. Failure means that 
  the psion suffers 2d6 damage, which 
  cannot be reduced by armor.
  Precognition: At a Glance
  •	
  Precognitives can gain infor-
  mation about future events 
  before they occur.
  •	
  Application Difficulty is based 
  on the detail and delivery of 
  such information.
  •	
  Having a Psionic Ability Skill 
  greater than Psi (or rolling an 
  Epic Fail), will require a Very 
  Hard Perseverance + Athlet-
  ics: Fitness Test. Failure incurs 
  2d6 damage that cannot be 
  reduced by armor.
  
  Psychokinesis
  Psychokinetic psions’ minds have 
  the ability to physically influence the 
  world outside themselves. Psycho-
  kinetics have two different variables 
  that govern the ability’s use.
  Variables
  Strength
  A psychokinetic can normally ma-
  nipulate only light objects, those un-
  der one pound/half a kilo. More skilled 
  psychokinetics can manipulate heavi-
  er objects, up to a kilo/two pounds.
  Control
  The relative dexterity of a psycho-
  kinetic’s ability can be broken down 
  into three categories. Clumsy means 
  the psychokinetic is all thumbs, Fine 
  means he can manipulate things like 
  he was using his hands, and Microfine 
  means he can manipulate things as if 
  he were using dedicated tools.
  Application Difficulties
  Strength
  Control
  Difficulty
  Weak
  Clumsy
  Easy
  Weak
  Fine
  Average
  Strong
  Clumsy
  Hard
  Strong
  Fine
  Very Hard
  Strong
  Microfine
  Legendary
  Epic Fails
  If you roll an Epic Fail on a Psionic 
  Test, your Character will suffer the ef-
  fects listed below, though only for the 
  next hour.
  Ill Effects
  If a psion’s ability Skill rating is not 
  equal to or greater than his Psi rating, 
  he will suffer. The use of the ability be-
  comes stressful and exhausting, inflict-
  ing a -1 Die Penalty to all Actions for 
  the next 1d6 hours. This penalty is not 
  cumulative.
  telePathy
  Telepathic psions have the ability to 
  receive information about a person’s 
  thoughts or feelings, by means other 
  than the usual five senses. Telepaths 
  have access to five different applica-
  tions.
  Applications
  Sense Feelings
  The most basic of telepathic abili-
  ties, this application allows a telepath-
  ic psion to read what prevailing emo-
  tions a person is feeling, with a range 
  of 25 yards/meters.
  Sense Thoughts
  This application allows a telepath-
  ic psion to read a person’s surface 
  thoughts, the ones most directly ap-
  plicable to the situation, with a range 
  of 10 yards/meters.
  Transmit Feelings
  This application allows a telepathic 
  psion to transmit his own feelings to 
  another person, with a range of 25 
  yards/meters.
  Transmit Thoughts
  This application allows a telepathic 
  psion to transmit his own thoughts 
  to another person, with a range of 10 
  yards/meters.
  Chapter 3: Abilities
  
  15
  Link
  This application allows a telepath-
  ic psion to link his mind to another 
  person, so that they can communi-
  cate soundlessly, with a range of 25 
  yards/meters. This is not an invasion, 
  and both parties only transmit the 
  thoughts they wish to. 
  Application Difficulties
  Telepathy 1
  Application
  Difficulty
  Sense Feelings
  Hard
  Sense Thoughts
  Very Hard
  Telepathy 2
  Application
  Difficulty
  Sense Feelings
  Average
  Sense Thoughts
  Hard
  Transmit Feelings
  Very Hard
  Telepathy 3
  Application
  Difficulty
  Sense Feelings
  Average
  Sense Thoughts
  Average
  Transmit Feelings
  Hard
  Transmit Thoughts
  Very Hard
  Telepathy 4
  Application
  Difficulty
  Sense Feelings
  Average
  Sense Thoughts
  Average
  Transmit Feelings
  Average
  Transmit Thoughts
  Hard
  Link
  Very Hard
  Telepathy 5
  Application
  Difficulty
  Sense Feelings
  Average
  Sense Thoughts
  Average
  Transmit Feelings
  Average
  Transmit Thoughts
  Average
  Links
  Hard
  Epic Fails
  If you roll an Epic Fail on a Psionic 
  Test, your Character will suffer the ef-
  fects listed below, though only for the 
  next 2d6 hours.
  Psychokinesis: At a Glance
  •	
  Psychokinetics can physically 
  influence the world with their 
  minds.
  •	
  Application Difficulty is based 
  on the strength required and 
  desired level of control.
  •	
  Having a Psionic Ability Skill 
  greater than Psi (or rolling an 
  Epic Fail) incurs a -1 die Pen-
  alty to all Tests for 1d6 hours.
  Telepathy: At a Glance
  •	
  Telepaths can read a person’s 
  thoughts or feelings.
  •	
  Application Difficulty is based 
  on either feelings or thoughts 
  and on receiving and send-
  ing.
  •	
  Having a Psionic Ability Skill 
  greater than Psi (or rolling an 
  Epic Fail) incurs a -1 die Pen-
  alty to Social Skill Tests.
  
  Ill Effects
  If a psion’s ability Skill rating is not 
  equal to or greater than his Psi rat-
  ing, he will suffer. Unbidden thoughts 
  and emotions create a psychic din 
  that makes it difficult for the psion to 
  have peace or rest. He is often anxious, 
  withdrawn, and exhausted, suffering a 
  -1 Die Penalty to Social Skill Tests.
  Psionic 
  advanceMent
  Here are the Advance costs for de-
  veloping your Psi Attribute and psion-
  ic Skill ratings.
  Improving an Existing Psionic Skill
  Improvement
  Advance Cost
  From 1 to 2
  2
  From 2 to 3
  3
  From 3 to 4
  3
  From 4 to 5
  4
  Improving Psi Attribute
  Improvement
  Advance Cost
  From 1 to 2
  3
  From 2 to 3
  3
  From 3 to 4
  4
  From 4 to 5
  5
  Manifesting New Psionic Abilities
  Most Characters should not have 
  the opportunity to acquire a second 
  (or sometimes third) psionic ability. 
  However, if your GM allows, you may 
  manifest a new psionic ability at a Skill 
  rating of 1, for a cost of 10 Advances.
  Chapter 3: Abilities
  
  If you choose to allow psionic abili-
  ties in your game, it’s going to make 
  your job harder. Psions can break the 
  normal flow of investigation, which 
  presents its own problems.
  Considerations
  Clairvoyance
  Clairvoyants mean that your an-
  tagonists will just have to be sneakier. 
  Otherwise, the psion can see into plac-
  es he can’t go, and can keep an eye on 
  things from a distance.
  Medium
  Mediums make it so that you have 
  to figure out what every dead person 
  wants to communicate. Gifted medi-
  ums present a problem, in that they 
  can learn a lot about a dead person. 
  “Ghosts” don’t always need to be co-
  operative, and not everyone is clear 
  and aware when they’re dying.
  Precognition
  Precognitives present their own 
  challenge. Since they see potential fu-
  ture events, you’ll have to know what 
  kinds of future events they can see. 
  However, you know the direction your 
  game is going, so you can just fake it. 
  If it turns out to be wrong, it’s not a 
  problem. Predicting the future is tricky 
  business.
  Psychokinesis
  Any potential problems that might 
  arise from a psychokinetic depends 
  entirely on the imagination of the 
  player. Moving things is obvious, but 
  what about moving things within 
  things? What if the Player wants to pull 
  a wire inside a machine that is other-
  wise inaccessible, or apply pressure to 
  a person’s carotid artery to make them 
  pass out? It’s up to you what limita-
  tions you wish to apply to psychokine-
  sis, beyond those already outlined.
  Telepathy
  Telepaths will make it very diffi-
  cult for you to have undercover cult-
  ists, people with hidden motives, and 
  captives that resist interrogation as 
  important things in your game. You’ll 
  have to modify the investigation chain 
  to accommodate for this, or telepaths 
  could breeze too quickly through in-
  vestigation.
  Psionic Creatures
  If you’re going to allow psionic abili-
  ties in your game, then there are cer-
  tain types of monsters that also have 
  a chance of being psionic. Many intel-
  ligent creatures have the potential, es-
  pecially the closer to human they are.
  The following creatures from Horrors 
  of the Void 0 may be psionic:
  •	
  Cultist
  •	
  Deep One
  •	
  Ghast
  •	
  Ghoul
  •	
  Harbinger
  •	
  Hybrid
  •	
  Myriad
  In general, for an appropriately pow-
  erful creature psion, give them a Psi 
  Attribute of 3, and one ability with a 
  Skill rating of 3.
  Gamemaster
  4
  
  Limiting Psionics
  The idea of having to deal with all 
  the complications that can arise from 
  Characters with psionic abilities may 
  be a headache, but you like the idea 
  of psionics as a part of your universe 
  of The	Void. You can always allow im-
  portant NPCs, maybe even cultists, to 
  have these strange abilities. You can 
  also give them to creatures. This way, 
  they show up and have a cool super-
  natural effect, without having to worry 
  how psionic Characters are going to 
  blow through standard investigations.
  Zener Cards
  Zener Cards are used to help de-
  termine a person’s potential psychic 
  abilities – specifically clairvoyance and 
  telepathy. One person draws from a 
  deck of cards, each of which holds one 
  of five symbols, and keeps it secret 
  from the other. The test subject then 
  attempts to divine what symbol is on 
  the card. The more correct answers, 
  the greater the subject’s psychic po-
  tential.
  A fun way to determine whether 
  or not you’ll allow a player to make a 
  psion Character is to use Zener Cards. 
  Go through ten cards of the Zener 
  Deck – if the player gets 25% of them 
  right, he can play a psion.
  You can read more about Zener 
  Cards and see the symbols on Wikipe-
  dia. You can make your own cards, or 
  buy a deck off Amazon or eBay. There 
  are also a bunch of smartphone apps 
  available, some free.
  Chapter 4: Gamemaster
  
  The Third Eye
  “Romain snapped back to reality. “We know we’ve 
  pushed our luck for weeks now. But I so far am not hearing 
  a better suggestion. And, Zsofia, the one you’re thinking 
  right now is no good either.”
  “Oh?” asked Zsofia. The lighter floated across the card 
  table and into her hand. She lit an old-school cigarette, the 
  kind that actually burned. “And why is that?”
  “Because we don’t know that Division 6 even exists,” re-
  plied Romain, taking a calming swig from his flask.”
  The Void is an original Lovecraftian hard sci-fi horror set-
  ting.
  Explorers of the Mind: Psionics:
  •	
  Introduces optional rules for using psionics in your 
  game and creating psion Characters.
  •	
  Provides rules for the five major types of psychic abili-
  ties.
  •	
  Gives advice for GMs who wish to integrate psionics 
  into their games.
  http://fearthevoid.com
  http://reddit.com/r/TheVoidRPG
  ™
  ™
  WDF33660
  
SOURCE: textdata/thevault/The Void/The Void - Explorers Of The Mind - Psionics.pdf