TEXT: STAR TREK ROLEPLAYING GAME
  DANGEROUS MINDS
  DANGEROUS MINDS
  “I'll make your heart stop beatin' with my mind !”
  ~ Jensen, “The Losers”
  While the Graphic Novel, The Losers, is not set in the Star 
  Trek universe; nor is the film based on it, the type of 
  dangerous mental powers the Jensen character is claiming to 
  have in the above quote is quite possible with a highly trained 
  Psion in the Star Trek roleplaying game.
  And that is what this booklet will try to define. The perimeters 
  of learning and using Psionic skills in the CODA system; 
  including specialties, and the intricate mental disciplines of one 
  of Star Trek's most powerful Psionic species – The Vulcans.
  PSIONIC SKILLS
  The Psionic skills detailed in the Star Trek Player's Guide (pp. 
  126-127) are a very basic, rudimentary description of the 
  mental powers available to psionic adepts in the Star Trek 
  universe.
  And they are treated as skills, which is a very accurate 
  assessment of the nature of psionic powers. They are, for the 
  most part, learned and honed and practiced just like a 
  technical skill, fighting art, or even a hobby that requires a 
  great deal of practice.
  Psionic skills are bought as per other skills in the CODA 
  system, and advanced, in many cases, as Professional Skills 
  by psionically powerful races, or individuals.
  However, there are no Specialties given, or suggested for 
  Psionic skills. Nor are there options for learning certain Psionic 
  abilities without actually possessing advanced mental powers. 
  And some psionic abilities can be learned without the benefit 
  of actual psionic energies – especially those that are defensive 
  in nature, protecting people from unwanted intrusion into their 
  thoughts.
  Empathy (PSI)________________________________________
  Emapthy is the ability to sense other people's emotions, read 
  their feelings, and detect changes in another person's 
  emotional and mental state. It is almost a prerequisite of a 
  good Ship's Counselor, and is taught and practiced extensively 
  in Deltan and Betazoid culture.
  Empathy is also the ability to project one's own emotions into 
  the minds of others, either openly, or without their knowledge. 
  Although doing so without the knowledge of the recipient can 
  be considered a serious violation if the person doing the 
  projecting is aware he or she is doing so at the time.
  Further information on the use and effects of Empathy can be 
  found on page 126 of the Star Trek Player's Guide.
  Empathy actually has several specialties, and key traits 
  associated with its use.
  Projective Empathy
  This specialty of Emapthy governs the ability of an Emapth to 
  project her feelings onto a recipient. This ability can make 
  another person feel whatever the character experiences – fear, 
  happiness, or trust for example. With sufficient training 
  (Emapthy (Projective) +7) the character can make the target 
  feel emotions she (the sender) is not experiencing.
  Projective Empathy is resisted by Mind Shield, and Willpower.
  Receptive Empathy
  Another Empathic specialty. In this case, the Empath can 
  sense the emotional state of those around her. This actually 
  comes across as a general sense of another person's broad 
  feelings – anger, hostility, peace, happiness, and so on. A 
  Receptive Empath cannot read the exact details of an emotion 
  (ie.: An Empath can tell someone is angry, but not who they 
  are angry with, or why).
  In some cases Receptive Empathy can be resisted by either 
  Mind Shield, or Willpower. Especially if the person being 
  sensed is aware that an Empath is actively attempting to read 
  their feelings.
  Empathic Healing
  This is a Key Trait of Empathy. See the Starfleet Operations 
  Manual (p. 19, under Armed Combat) for a description of Key 
  Traits and their function in the CODA system.
  This trait is keyed to Receptive Empathy, and a Psion must 
  have Empathy (Receptive) +4, or higher to acquire this Key 
  Trait.
  Rather than simply receive the emotions of another, the 
  Empath can literally take pain and even physical damage from 
  a subject. In effect, the Empath shares her neural energy with 
  the subject and helps the subject to heal .While the healing 
  produced by this power seems miraculous, it comes at a 
  serious cost.
  During the healing process, the Empath directly experiences 
  the pain and damage felt by the patient. In addition, while 
  healing serious wounds the Emapth shares so much of her 
  life-energy it can actually damage her. The Empath receives 
  one point of damage for every two points she heals. And if an 
  Empath is reduced one Wound level by the healing process, 
  she must make a Stamina reaction (TN 10) or pass out from 
  the strain.
  Empathic healing takes approximately 10 minutes of 
  uninterrupted concentration during which the Empath must 
  physically touch the patient. Interrupting the process can be 
  dangerous, in that the Empath will still suffer the damage 
  described above, but the patient will not recover any damage 
  from the interrupted healing process.
  Empathic Attack
  Another Key Trait of Empathy, this time keyed to Projective 
  Empathy. The philosophy behind an empathic attack is “That 
  which can be used to heal can also be used to cause harm”.
  Empathy (Projective) +4 or higher is required to use an 
  Empathic Attack.
  By focusing and projecting negative emotions – rage, hatred, 
  etc., - at a single target the Empath can literally harm the 
  target with these emotions. This projection disrupts the target's 
  
  neural energy causing it to flow in damaging feedback loops 
  producing neural damage and internal injuries at a rate of 
  1d6+PSI mod of the attacker.
  Using this ability requires intense concentration; if the Empath 
  is seriously distracted increase the TN by +3. The Empath 
  must be able to sense the target clearly to use this ability. 
  Sane Vulcans never learn this ability.
  Mind Control (PSI)__________________________________
  The Mind Control skill allows the Psion to control another 
  person's actions, and perceptions. This includes making a 
  target perform actions he wouldn't otherwise undertake or see 
  something that isn't there. The use of this skill can effect a 
  target's thought patterns, forcing him to reach conclusions that 
  are erroneous or against his nature. 
  For a full description of Mind Control, it's uses and effects, see 
  page 127 of the Star Trek Player's Guide.
  There are no specialties, or Key Traits associated with Mind 
  Control beyond some of the teachings of the Vulcans detailed 
  below. A successful use of Mind Control can cause almost any 
  effect the user desires. Within reason, and at the Narrator's 
  discretion.
  Mind Shield (PSI/PRS)____________________________
  Mind Shield skills are used to protect the mind against 
  unwanted psionic intrusions, and manipulations. And since 
  being able to protect oneself from Mind Control, and Empathic 
  Attack, or an unwanted Vulcan Mind Meld can can be just as 
  useful an ability for a non-psion as for a person with psionic 
  powers the Mind Shield skill is often taught to people who do 
  not have natural psionic ability.
  Mind Shield is commonly taught to non-psionic Intelligence 
  operatives, Special Forces operators, and other personnel who 
  either deal with psions on a regular basis, or could be 
  interrogated and forced to reveal sensitive information during a 
  mind probe.
  Mind Shield skills learned under these circumstances are 
  governed by the Presence attribute, instead of the Psionic 
  attribute. But, anyone who learns Mind Shield without the 
  benefit of the Psionic edge, and a Psionic attribute cannot 
  advance the skill as a professional skill. Non-psions are also 
  unable to learn any of the specialties associated with Mind 
  Shield.
  For basic use of the Mind Shield skill, see the information on 
  page 127 of the Star Trek Player's Guide.
  Reflective Mind Shield
  This is a Specialty of Mind Shield. Like Mind Shield, this skill 
  protects the user form unwanted psionic intrusions. But, with a 
  successful Mind Shield test any psionic ability used against her 
  is reflected back at the attacker. A Telekinetic Blast would 
  damage the attacker instead, while a Telepathic message or 
  Empathic attack would affect the person sending it.
  Psionic Negation
  This is a Key Trait of Mind Shield, and carries a prerequisite of 
  Mind Shield +5. Possibly because of their widely renowned will 
  and determination, this Key Trait can only be learned by 
  Psionic Humans.
  Using Psionic Negation, it is possible to make yourself and 
  anyone or anything within the range of your psionic ability 
  temporarily immune to psionic effects. In addition to being 
  immune to Mind Meld, and Telepathy, this ability can make the 
  user and nearby people or objects immune to the effects of 
  Telekinesis, Empathy, and other psionic powers.
  Psions use Psionic Negation to make Opposed Tests when 
  resisting Psionic Skills. This Key Trait can be upgraded twice.
  With the first upgrade, the Psion can extend this protection to 
  someone else by making a Mind Shield skill test (TN 10). On 
  the second upgrade a Psion may use Psionic Negation to 
  temporarily disable another Psion's powers. This is done as a 
  Mind Shield test (TN 15).
  If successful, the target's psionic abilities are “turned off” for 
  1d6+PSI mod in rounds. On a Superior Success, this duration 
  is doubled. On an Extraordinary Success the duration is equal 
  to 3d6+PSI mod in rounds.
  Telepathy (PSI)_______________________________________
  This skill allows a Psionic adept to read peoples' thoughts and 
  intentions, as well as to project their own thoughts into the 
  minds of others.
  For a complete description of the use and effects of Telepathic 
  abilities in the CODA system see page 127 of the Star Trek 
  Player's Guide.
  Projective Telepathy
  This is a Specialty of the Telepathy skill. A Projective Telepath 
  has the ability to project her thoughts directly into the mind of a 
  target. Typically, this is used purely as a form of 
  communication. In some cases, however, it could serve as a 
  way to distract or confuse another character.
  Aspect
  A Specialty of Telepathy, but requiring the Projective specialty 
  as a prerequisite. Use of the Aspect ability causes the Psion to 
  radiate a charismatic aura that manipulates the emotions of 
  others, making everyone who comes into contact with the 
  Psion notice and respect them either as a positive or negative 
  reaction.
  Aspect projection can be resisted by other psionic abilities or 
  by a simple Willpower reaction, modified by the target's 
  Renown modifier.
  Receptive Telepathy
  Another Telepathic Specialty, Receptive Telepaths have the 
  ability to read the surface thoughts of a target. The Psion can 
  also elect to probe the target's thoughts more deeply, but this 
  can be opposed normally if the target is ware of the attempt.
  Receptive and Projective Telepathy are often used in tandem 
  by species such as Betazoids who commonly communicate 
  using their mental abilities.
  PsiSense
  A Specialty of Telepathy, but requiring the Receptive Telepathy 
  specialty as a prerequisite. This ability allows a Psion to detect 
  not just the presence of another mind, as per Psychosense 
  (see below), but the active use of psionic powers.
  A successful Telepathy (PsiSense) test can reveal that psionic 
  abilities are in use. On a Superior success the nature of the 
  
  power being used can be discerned (Telepathy, Empathy, 
  Telekinesis, etc.) and on an Extraordinary Success the identity 
  of the user, even if the individual is not within the sensing 
  Psion's line of sight. The use of PsiSense can be blocked by 
  Mind Shield, or countered with other psionic abilities, or with a 
  Willpower reaction as an opposed test.
  PsiSense can be used to resolve an extended test.
  Illusion Creation
  This is a Key Trait of Projective Telepathy, and has a 
  prerequisite of Telepathy (Projective) +6.
  With this ability, the Psion creates a convincingly realistic 
  illusion in the mind of a target. This could range from altering a 
  person or object's appearance to creating a full sensory 
  landscape. All such illusions, while seemingly real and tangible 
  to the target, are purely psionic in nature. Sensor scans taken 
  off the illusions will not register anything. 
  To maintain the illusion requires the full concentration of the 
  Psion. Distractions create a +1 to the initial Telepathy TN per 
  distraction.
  Induce Trance
  Another Key Trait of Projective Telepathy that carries a 
  prerequisite of Telepathy (Projective) +4. This ability allows a 
  Telepath to confuse and distract a single subject temporarily.
  The Psion selects a single target and projects barrage of 
  confusing and hypnotic images into their mind. If the skill test 
  is successful the target becomes temporarily disoriented 
  entering a relaxed state similar to the effects of being under 
  hypnosis. All attempts to use psionics on a subject in this state 
  are made at a +2 to the initial TN.
  The subject will remain entranced for a duration equal to the 
  projecting Psion's Psionic attribute score in minutes.
  This ability may be upgraded twice. Each upgrade has a 
  cumulative effect of increasing the TN for further psionic use 
  on an entranced subject by +2 for a total of +6 to the initial TN. 
  The duration of the trance is also extended by +2 minutes per 
  upgrade.
  Psychometry
  A Key Trait of Receptive Telepathy, Psychometry carries a 
  prerequisite of Telepathy (Receptive) +4. 
  All living beings leave behind residual psionic traces on every 
  object they touch. Psychometry allows a Psion to perceive and 
  understand these traces.
  To use Psychometry, the Psion must touch the object and 
  open her mind to the impressions within it. Doing so normally 
  requires one or two minutes. Receiving these impressions can 
  sometimes be a confusing and inexact procedure. Impressions 
  left by multiple people tend to overlap. 
  Psychometry can be upgraded once. And with this upgrade, 
  the Psychometer becomes able to pick up impressions from 
  places, as well as objects. This is done with a penalty of +2 to 
  the initial TN, however.
  Psychosense
  Also a Key Trait of Receptive Telepathy. This simple, but 
  extremely useful ability can only be learned by humans, and 
  members of other species who's psionic and telepathic abilities 
  are often tied in to their emotions.
  The prerequisites for Psychosense include not only a level of 
  3, or higher in Telepathy (Receptive), but also at least two 
  levels of Empathy, and a Presence of no lower than 7.
  Psychosense can be learned by most naturally psionic species 
  such as Deltans and Betazoids, as well as psionic humans. 
  But, Vulcans rarely grasp the disciplines of this exercise due to 
  the intricacies of emotion tied into the use of Psychosense.
  Psychosense allows the Psion to locate living minds within 
  range, similar to a biological scan with a tricorder. This ability 
  also reveals which lifeforms are sapient and which are not. 
  This ability does not pick up insects, small rodents, and other 
  tiny, non-sentient life forms.
  The presence of non-corporeal entities and similarly alien life-
  forms can be located and identified with this ability.
  Basic Psycosense can be activated with a Telepathy 
  (Receptive) test at TN 10. And the range, for detecting a mind, 
  or minds is equal to the Psion's Presence attribute in meters. 
  Psychosense can be used to identify specific individuals 
  provided the Psion knows the subject quite well, or has 
  previously shared mental communication with them. When 
  using Psychosense, the Psion can determine only the location, 
  sapience, and possibly the identities of the  individuals sensed.
  Psychosense can be used to target attacks, or even 
  transporter locks. If the Psion makes a successful 
  Psychosense test, then the appropriate attack, or Systems 
  Operation (Transporter) test can be made. Due to the 
  precision required for such actions, all attack and transporter 
  tests are made at a +2 TN to the original Psychosense test.
  As a Key Trait, Psychosense can be upgraded to increase the 
  range of the ability. Each upgrade increases the range by 2 
  meters, so that a character with a Psionics score of 7 and 
  three levels of Psychosense would have a range of 9 meters. 
  Each upgrade of Psychosense also remove one point of 
  penalty from the TN to perform precision tasks such as attacks 
  and transporter locks using the Psychosense ability.
  Psychosense may be upgraded twice.
  Erase Signature
  A Key Trait of Telepathy requiring levels of 4+ in both 
  Receptive and Projective Telepathy, or an overall Telepathy 
  skill rating of 8+.
  This ability allows a Psion to erase mental tracks from an area 
  or an object, making it impossible for a Psychometer to detect 
  them. If a Psychometer attempts to read any signature erased 
  by another Psion with this ability, they do so at a penalty of 
  +1TN for every point of success rolled on the Erase Signature 
  test.
  Erasing a signature does not leave a psychic signature itself, 
  except in the case of a Disastrous Failure.
  This trait may be upgraded once, and this upgrade removes 
  the signature left behind by a Disatrous failure. Upgrading the 
  trait does not negate the possibility of failure, preventing the 
  Psion from removing their original signature, however.
  
  Psychokinesis (PSI)_________________________________
  Skills within the  Psychokinesis skill group represent various 
  ways in which a Psion can manipulate matter, or energy on a 
  molecular level. Unlike various telepathic disciplines, 
  psychokinesis produces actual measurable force, and as such 
  works on normally non-psionic beings such as Breen, or 
  Ferengi. By the same token, psychokinesis works without 
  regard to the species of the subject so it is easy to perform 
  telekinesis on a member of the same species, or on a species 
  that is completely alien and unfamiliar.
  Although not included as one of ther basic Psionic disciplines 
  in the Player's Guide, Psychokinesis was originally described 
  on Page 116 of Aliens, as part of the species traits of the 
  Ocampa. However, Psychokinesis  can be learned by a wide 
  range of species.
  Pyrokinesis
  This is the ability to increase the temperature of objects by 
  exciting their molecules. You can effect a radius up to to your 
  PSI in meters. Raising a temperature by PSI degrees, Celsius 
  over the course of a minute is fairly straightforward (TN 5), but 
  speeding up the process increases the difficulty +5TN for each 
  halving of the time with anything under 15 seconds counting as 
  a single turn. Excess heat dissipates at a rate of 10 degrees 
  per minute.
  Cryokinesis
  The ability to reduce the temperature of objects by slowing 
  their molecules. Effect radius is equal to PSI in meters as with 
  Pyrokinesis, and the difficulty also depends on the desired 
  level of temperature decrease at the same ratio as increasing 
  an object's temperature using Pyrokinesis. Lowering a 
  temperature by PSI degrees, Celsius, in 1 minute is a simple 
  task (TN5). And the same time-ratio applies to speeding up the 
  process as given above. +5TN for each halving of the time 
  required.
  Telekinesis
  The ability to move objects with your mind. The difficulty 
  depends on the amount of force exerted. TN5 for an effective 
  Strength and Agility rating equal to one half of your PSI, with a 
  +1 for each level of success scored.
  Once an item is successfully telekinetically grabbed no further 
  tests of Telekinesis are needed unless the situation changes 
  (such as someone breaking the item, or striking the Telekinetic 
  manipulating it). Actually manipulating an item, at range, may 
  require additional skill rolls – using a phaser telekinetically, for 
  example, requires an Energy Weapons test, using the effective 
  Agility score.
     Test: Make a test to determine your ability to clear your mind 
  and focus on the desired result. Range modifiers apply.
     Action Time: Full-round action
     Extended Test: Yes
     Range: 1 / 2 / 5 / 10   +2m
  Electrokinesis
  Only members of powerful naturally psionic species such as 
  Betazoids, Vulcans, Deltans, or the Cairn can learn this rare 
  ability.
  A Psion trained in this ability learns to focus her mind precisely 
  enough to effect the operation of complex electronic, 
  duotronic, and isolinear circuitry. To use this ability the Psion 
  must make a test depending on the complexity of the device 
  and the difficulty of the task.
  Taking several rounds to concentrate and focus on this ability 
  gives a +2 bonus to the test. Attempting to use this ability while 
  in combat or in any other high-stress situation gives a +2 
  increase to the TN.
     Simple (TN5): Operating extremely simple electronic 
  devices such as turning a lamp or similar device on or off.
     Routine (TN10): Controlling a small, easily used device like 
  a PADD or communicator.
     Challenging (TN15): Controlling complex personal devices 
  like phasers, tricorders, or medical equipment. Attempting to 
  control a device equipped with security interlocks to prevent 
  unauthorized use.
     Difficult (TN20): Attempting to control systems on a small 
  but complex vehicle like a shuttlecraft.
     Virtually Impossible (TN25): Controlling a system on a 
  starship, starbase Starfleet research facility, or any similar 
  large, exceedingly complex computer.
  Clairvoyance (PSI)__________________________________
  The term clairvoyance is used to refer to the ability to gain 
  information about an object, person, location or physical event 
  through means other than the known human senses, a form of 
  extra-sensory perception. A person said to have the ability of 
  clairvoyance is referred to as a clairvoyant. 
  In game-terms, Clairvoyance is a type of very advanced 
  telepathy that allows a Psion to see peple and events by 
  tapping into the energy of the space-time continuum using 
  their psionic abilities.
  Visions
  This is the most basic of the Clairvoyant talents. Some potent 
  Psions develop this ability spontaneously. In its rudimentary 
  form the Psion simply receives visions whenever events occur 
  of deep import to them.
  In general, Psions with this ability receive visions when their 
  lives, or the lives of people they love or feel great devotion to 
  are in immediate danger. War, natural disasters, powerful 
  psionic or temporal phenomena, and similar powerful events 
  also frequently trigger spontaneous visions.
  Characters who only possess one level of this ability are 
  limited to spontaneous, and uncontrollable visions only. Psions 
  with two or more levels in Clairvoyance (Visions) can learn to 
  induce and control their visions to varying degrees.
     Simple (TN5): Inducing visions about people or objects with 
  which the Psion is intimately familiar. Close friends, beloved 
  family members, hated personal enemies, and personal 
  possessions.
     Routine (TN10): Inducing visions about people or objects 
  which the Psion encounters frequently but which have little 
  personal connection to her.
     Challenging (TN15): Inducing visions about someone or 
  something the Psion has interacted with on a few occasions.
     Difficult (TN20): Having visions about unfamiliar subjects. 
  The Psion knows a good deal about the subject, but direct 
  interaction has been largely nonexistent. Famous individuals 
  or starships, and people or places visited long ago fall into this 
  category.
     Virtually Impossible (TN25): Viewing a subject known only 
  through descriptions, a few holodeck images, or similar 
  
  second-hand information.
  Far-seeing
  This specialty skill of Clairvoyance is similar to Visions, except 
  the Clairvoyant can actually see and hear the target as though 
  physically present. To use this ability the Psion must enter a 
  deep trance. During this trance the Clairvoyant cannot move. 
  She becomes unaware of the world around her. 
  Without at least five minutes to prepare, the Psion cannot 
  properly induce the trance, and if attempting to induce a trance 
  in a less than conducive condition she must do so at +2 to the 
  TN.
  While the Clairvoyant can observe the area around her point of 
  view, it is impossible to view events beyond the target's 
  location.
     Simple (TN5): Viewing people or objects with which the 
  Psion is immediately familiar. Close friends, loved ones, etc.
     Routine (TN10): Viewing people or objects that the Psion 
  encounters frequently but which have little personal connection 
  to her.
     Challenging (TN15): Viewing something or someone the 
  Psion has interacted with on a few occasions. Fellow 
  crewmembers on a large starship.
     Difficult (TN20): Viewing unfamiliar subjects. The Psion 
  knows a good deal about the subject, but direct interaction has 
  been largely nonexistent.
     Virtually Impossible (TN25): Viewing a subject known only 
  through descriptions, a few holodeck images, or similar 
  second-hand information.
  Precognition
  This is probably the most complicated, and difficult to learn of 
  all the skills in the Clairvoyance skill group. With this ability, the 
  Clairvoyant can see into the future. Since the future is not 
  predetermined, Precognition is rather limited.
  It is possible to receive visions only about events which which 
  are highly likely. Such events need not ever occur, however.
  Like Visions, at level 1, Precognitions work only 
  spontaneously, and will involve only incidents of deep 
  importance to the Psion. The degree of warning the Psion 
  receives is normally in direct proportion to both the likelihood 
  of an event and the degree of impact it will have upon the 
  Psion experiencing the vision.
  At higher levels the Precognitive can induce this ability through 
  meditation. The difficulty of the precognitive vision is identical 
  to those produced using the Visions ability.
     Simple (TN5): Inducing visions about people or objects with 
  which the Psion is intimately familiar. Close friends, beloved 
  family members, hated personal enemies, and personal 
  possessions.
     Routine (TN10): Inducing visions about people or objects 
  which the Psion encounters frequently but which have little 
  personal connection to her.
     Challenging (TN15): Inducing visions about someone or 
  something the Psion has interacted with on a few occasions. 
  Fellow crewmembers on a large starship fall into this category.
     Difficult (TN20): Having visions about somewhat unfamiliar 
  subjects. The Psion knows a good deal about the subject, but 
  direct interaction has been largely nonexistent. Famous 
  individuals or starships, and people or places visited long ago 
  fall into this category.
     Virtually Impossible (TN25): Viewing a subject known only 
  through descriptions, a few holodeck images, or similar 
  second-hand information.
  While some of these descriptions may seem repetitive, this is 
  necessary to define the functions of each separate sub-skill in 
  the Clairvoyance skill group.  Since all Clairvoyance deals with 
  some type of psionic, or psychic vision it makes sense that the 
  difficulties of each different Clairvoyant discipline would have 
  similar origins.
  Astral Projection (PSI)____________________________
  You can control your “astral body”, sending it out to explore 
  while your physical body remains in place. Your astral body is 
  insubstantial and can “fly” and your normal rate of movement. 
  For someone projecting themselves who is normally unable to 
  move, their rate of movement is equal to the normal movement 
  of a member of their species walking, running, or using 
  whatever means of locomotion is available to their race.
  And astral body cannot be physically harmed by anything in 
  the physical world with the exception of an Empathic Attack, or 
  some other form of psionic assault. Psionic Negation will shut 
  down astral projection, forcing an astral body to return to it's 
  host.
  Astral bodies may interact with each other, even doing damage 
  to one another in physical combat. But one cannot carry a 
  weapon into the astral plane and therefore any combat 
  between astral bodies must be unarmed.
  The astral body is not effected by damage to one's physical 
  form. If a Psion's astral body is ever destroyed she becomes a 
  mindless husk. If her physical body is destroyed while she is 
  astral, then the Psion becomes a virtual ghost or specter 
  similar to the disembodies consciousnesses of the Ux-Mal 
  prisoners on the Mab-Bu VI moon in the TNG episode, Power 
  Play.
  Astral Projection has the following levels of difficulty.
     Simple (TN5): Projection up to PSI in meters.
     Routine (TN10): Projection up to 2xPSI in meters.
     Challenging (TN15): Projection up to 5xPSI n meters.
     Difficult (TN20): Projection up to 20xPSI in meters.
     Virtually Impossible (TN25): Projection up to 100xPSI in 
  meters.
  Teleportation (PSI)__________________________________
  Similar to Astral Projection, except that this time the physical 
  body goes along for the ride. Probably the most advanced, 
  powerful, and difficult psionic skill known. Teleportation is a 
  naturally occurring ability in some species such as The Q, or 
  the Metrons.
  Teleportation has a the same incremental range of effect as an 
  astral projection.
     Simple (TN5): Teleport up to PSI in meters.
     Routine (TN10): Teleport up to 2xPSI in meters.
     Challenging (TN15): Teleport up to 5xPSI n meters.
     Difficult (TN20): Teleport up to 20xPSI in meters.
     Virtually Impossible (TN25): Teleport up to 100xPSI in 
  meters.
  
  Autoteleport
  This Specialty of Teleportation simply makes it easier for a 
  Psion to teleport herself from one place to another. It not only 
  adds the usual +2 to a Teleportation test for a specialty, but it 
  also gives the Psion ther ability to execute several consecutive 
  telportations (equal to PSI) without becoming fatigued. Without 
  Autoteleport a Psion must make a Stamina reaction test after 
  each 3 teleportations, with any failure indicating a state of 
  fatigue at which time the Psion must stop teleporting and rest 
  their body and mind.
  Combat Teleport
  This Key Trait of Teleportation requires a prerequiste skill of 
  Teleportation 5+, and may be upgraded twice.
  The initial effect of Combat Teleport allows a Psion to make a 
  short teleportation jump to avoid injury in combat. The adept 
  teleports herself out of the path of a disruptor bolt, or and 
  incoming blow from a weapon, or an unarmed attack moving 
  up to a distance equal to ½ their PSI score in meters. This 
  jump is made instantaneously, but carries a +2TN on the initial 
  test.
  Upgrading this ability to level 2 removes this penalty, and a 
  second upgrade, to Combat Teleport 3, allows the Psion to 
  teleport up to their full PSI score, in meters, out of harm's way.
  Exoteleport
  This is the ability to transport objects from point to point, and 
  functions as a Specialty of the basic Teleportation skill. The 
  Psion can teleport an object without having to teleport herself.
  The size and mass of the object able to be teleported is equal 
  to the PSI attribute of the Psion doing the teleporting x2, and 
  the distance the object may be teleported is equal to PSIx10 in 
  meters. Thus a Psion with an attribute score of 12 could move 
  a 24kg object up to 120 meters on a successful Teleportation 
  roll.
  This ability could theoretically work to teleport a person, 
  however a very high Psionic attribute score would be required 
  tro move a full-grown adult any considerable distance. To 
  move an adult human male weighing 77kg the Psion would 
  require an attribute score of 39.
  TEMPORAL PSIONICS
  Psionic skills are very valuable tools to a time traveler. They 
  are “equipment” which is ultimately portable and and difficult to 
  take away. Skills such as Telepathy and Empathy are useful in 
  better understanding natives in other time periods and 
  overcoming language barriers. Telepathic skills can also serve 
  to confuse or influence others. And Mind Shield skills can help 
  to protect a time traveler from unwanted discovery by other 
  time travelers, or even from people in a native time period who 
  happen to possess some form of Psionic talent.
  There are several Key Traits keyed to individual psionic skills 
  that are also very useful for time agents and time travelers.
  Temporal Projection
  The character can project his consciousness through time to 
  inhabit another physical body in a different time period. 
  Conscious, deliberate control of this ability is unknown among 
  the races of the Federation. But the DTI has recorded 
  incidents of beings apparently able to use it
  Prerequisite: Telepathy 7+, Physical Science (Temporal 
  Physics) 6+
  Effects: A Telepath with the Temporal Projection Key Trait may 
  perform a Telepathy skill test, at +3 TN to project their 
  consciousness through time at the following difficulty levels:
  Simple (TN 5): Hours
  Routine (TN 10): Days
  Challenging (TN 15): Years
  Difficult (TN 20): Centuries
  Virtually Impossible (TN 25): Millennia or more
  Upgrade: This ability may be upgraded twice. Each upgrade 
  reduces the TN penalty by one. The penalty cannot be 
  reduced below +1.
  Temporal Sense
  A talented Empath has the ability to sense shifts in temporal 
  flux, including those that change the existing timeline.
  Prerequisite: Empathy 7+, Physical Science (Temporal 
  Physics) 5+
  Effects: By making an Empathy skill test (TN 15), the 
  character can “feel” the temporal signature of her location in 
  space-time, pinpointing the correct time down to the nearest 
  second. The character can also sense the Quantum Signature 
  of the timeline (TN 20), and detect shifts in the timeline (TN 25)
  Upgrade: This ability may be upgraded twice. On the first 
  uprade skill tests are performed at TNs reduced by 5 points 
  each (10 , 15, and 20 respectively). And on the second 
  upgrade the TNs are reduced a further 5 points (5, 10, and 15)
  Time Shift
  Some very powerful Psions with Telekinetic skills can 
  psionically alter her temporal flux and move into the past or 
  future at will. But, this ability requires very, very high levels of 
  skill and psionic power.
  Prerequisite: Telekinesis 9+, Physical Science (Temporal 
  Physics) 7+, Psionic Focus edge, Psionic attribute 10+
  Effects: The character makes a Telekinesis skill test, at +3 to 
  the TN to move into different time periods at the following 
  difficulty levels.
  Simple (TN 5): Hours
  Routine (TN 10): Days
  Challenging (TN 15): Years
  Difficult (TN 20): Centuries
  Virtually Impossible (TN 25): Millennia or more
  Upgrade: This ability may be upgraded twice. Each upgrade 
  reduces the TN penalty by one. The penalty cannot be 
  reduced below +1.
  Time Stop
  Another trait of unusually talented Telekinetic Psions, this 
  ability allows a character with the appropriate skill to step 
  “outside” the normal flow of time, causing time to appear to 
  stop while the character stands between moments.
  Prerequisite: Telekinesis 8+, Physical Science (Temporal 
  Physics) 6+, Psionic Focus edge, Psionic Attribute 10+
  Effects: While Time Stop is in use, the world appears frozen to 
  the character, who is able to move and act normally. Time Stop 
  is initialized by performing a Telekinesis skill test, with the 
  duration of the Time Stop depending on the difficulty of the 
  test.
  Simple (TN 5): A few seconds
  Routine (TN 10): A minute
  Challenging (TN 15): 4d6-4 minutes (4-20 min.)
  Difficult (TN 20): 2d6 Hours
  
  Virtually Impossible (TN 25): 1d3 Days
  Upgrade: This Key Trait is not able to be upgraded. A naturally 
  occurring version of this ability exists as a Species Trait, 
  among the Ba'ku, however. And it is a talent known by all 
  Ba'ku by the time they reach adulthood.
  THE ANDORIANS
  The Aenar, a race of blind, albino Andorians; are well known 
  for their psionic abilities. Well, perhaps not well-known, 
  because even after over 2 centuries since contact was first 
  made between the Aenar and Captain Jonathan Archer the 
  Aenar are still a reclusive people.
  The Aenar are covered in detail, in the excellent fan-created 
  supplement to Decipher's Aliens sourcebook; The Alien 
  Compendium, by Scott Rhymer. The profile of the Aenar, 
  beginning on page 4 of that volume, includes information on 
  Aenar psionic abilities.
  But, Andorians who are not Aenar can also demonstrate some 
  psionic ability with the same frequency with which human 
  psions are encountered. It is not a common condition among 
  the species, but it can occur.
  Andorian psionics, when used by a non-Aenar, function very 
  similarly to psionic abilities had by members of other species 
  that are not naturally psionic (such as Betazoids, or Deltans). 
  There is one major difference that make Andorian psions 
  unique.
  Their antennae.
  Andorian antennae provide a +2 species bonus to most tests 
  involving the Andorian's perception of their immediate 
  surroundings. And psionic Andorians receive this +2 to all use 
  of psionic ability as well – whether it be Telepathy, Telekinetic 
  ability, or any other psionic power with the exception of Mind 
  Shield, and related talents.
  Since the Mind Shield ability is a type of “psionic deflector 
  screen”, and the antennae serve to enhance an Andorian's 
  senses, and his reception of external stimuli, it is not logical for 
  the antennae to provide a benefit in blocking out the neural 
  wave patterns that Mind Shield protects a psion from.
  The antennae do not cause a penalty for the use of Mind 
  Shield. They simply do not help an Andorian avoid an intrusion 
  into his mind.
  THE VULCANS
  Probably one of the most psionically powerful species ever to 
  become a part of the Federation, or to serve in Starfleet. The 
  Vulcans have elevated the use of their naturally occurring 
  psionic talents into a series of disciplines similar to how some 
  Martial Arts, or religious disciplines are developed and handed 
  down within other cultures.
  One could even presume that psionic powers are a type of 
  religion among the Vulcan people held as near and dear to the 
  Vulcan heart as the teachings of Surak and their high regard 
  for logic as a life-philosophy. While Vulcan psionics are not 
  taught as part of the Kohlinar disciplines, a Vulcan adept who 
  undergoes training to hone and perfect his psionic skills goes 
  through just as much in-depth training, and preparation as a 
  student of the Kohlinar.
  Not all Vulcans study psionics, or work to enhance their 
  psionic talents as these abilities are not a logical necessity of 
  their chosen profession or path of life.
  A Vulcan serving as a science officer on board a Starfleet 
  vessel, for example, would find very little need for the wide 
  range of powers available to a Vulcan adept.
  The vast majority of Vulcans can only perform a basic mind-
  meld. However, there are other more powerful psychic and 
  mental abilities which have been developed over the centuries 
  by highly trained Vulcan adepts.
  Mind Meld (PSI)____________________________________
  This Vulcan discipline allows them to share memories with 
  another character. Both participants in a meld know the origins 
  of their new memories, and melding does not cause identity 
  loss or confusion. Mind Meld is a Psionic skill, and can be 
  learned and advanced as any other psionic skill. But, under 
  normal circumstances can only be learned, or used by 
  Vulcans.
  Most Vulcans will begin their knowledge of Mind Melding 
  techniques at skill level 1. And a Vulcan can advance their 
  Mind Meld abilities as a professional skill.
  In addition to the most basic of Mind Melding skills, there are 
  several other Vulcan psionic powers that are not as well 
  known, nor are they normally taught outside of Vulcan society.
  These specialized powers may only be performed by 
  individuals trained in their use by a Vulcan teacher. Each of 
  these abilities is learned separately. Only the abilities Khat-
  kutha, Khat-kel, Rha-tet, Rha-fak, Vhoshanta, and Vhoslan 
  can be learned by non-Vulcans. All six of these abilities may 
  even be learned by non-psions, providing the outsider can find 
  a Vulcan willing to teach them.
  Teaching or learning any of these abilities is a highly personal 
  and demanding process, involving several deep mind-melds 
  between the teacher and the student and several years of 
  intensive training. Learning any of these abilities often builds a 
  deep, long-term bond between the student and the teacher. 
  Unlike Betazoid telepathy, Vulcan psychic powers (including all 
  of these abilities) work on almost all living creatures, including 
  lifeforms which are non-corporeal or silicon-based. So, 
  Vulcans also use mind-melds when teaching aliens.
  THE PATH OF KHAT 
  Khat-kutha (PSI/PRS)____________________________
   
  This ability is identical to the standard Mind Shield described 
  on page 127 of the Star Trek Player's Guide. However, some 
  Vulcan mental adepts have learned to teach this ability to 
  people with no psychic ability. Such individuals use Presence 
  as the governing attribute, just like a non-psion learning the 
  basic Mind Shield.
  Khat-kel
  This is a Key Trait of Khat-kutha with a prerequisite of Mind 
  
  Shield or Khat-kutha +4. Some Vulcan adepts can also teach 
  Khat-kel to non-psions. At the request of Starfleet, Vulcan 
  teachers have trained a number of important diplomats from 
  several Federation species in this ability. Today, a number of 
  different religious and monastic orders teach this ability.
  Students learn to clear their minds of all thoughts and 
  emotions. At the student's discretion, telepaths attempting to 
  read his thoughts or emotions will either not notice the 
  student's mind at all, or will merely sense calm and peaceful 
  thoughts of no importance. 
  A basic skill test (TN10) is needed to begin using this ability, 
  and it may be maintained as long as desired. However, this 
  mind bar must be dropped if the subject wishes to use any 
  other psychic powers.
  If the subject is injured, another skill test, at TN15 is required 
  to maintain Khat-kel. However, even if this test fails, the 
  difficulty of all attempts to read or otherwise contact the mind 
  of someone who knows Khat-kel is increased by +1TN, unless 
  the subject desires such contact.
  An upgrade of Khat-kel will decrease the initial TN to 5, and 
  the level of the difficulty to maintain Khat-kel when injured to 
  TN10.
  THE PATH OF LIS
  This path is in some disrepute among Vulcans, given its
  close association with untruthfulness (a major Vulcan taboo).
  Its use is tightly regulated by the Vulcan government; only
  priesthoods with a tradition of Lis may teach it, and these
  orders teach it almost exclusively to those entering the sect
  as novices.
  While the Path of Lis could be used by disreputable
  individuals to perform illegal acts, on Vulcan it is most
  commonly used by temple actors and other entertainers to
  perform feats of stage magic and to produce elaborate
  costumes and exotic appearances. In some communities,
  students of this discipline play parts in certain ritual dramas
  which may only be performed by individuals trained in this
  ability. In the Time of the Beginning, several mindlord sects
  of highly trained Vulcan spies used Lispata to aid in disguise
  and impersonation, but these sects have largely vanished in
  the modern day.
  Lisjana
  Lisjana is a Key Trait requiring a level of Telepathy (Projective) 
  at +4 or higher. The student learns to confuse psychically the 
  senses of those around them. 
  Students can make themselves unrecognizable to anyone 
  looking at them, including people who know them quite well. 
  This ability is especially useful when the student is attempting 
  to blend into a large crowd. Students may add their skill level 
  with Lisjana to any Stealth or Disguise rolls they make if they 
  succeed in a Lisjana test of equal difficulty to the Stealth or 
  Disguise test.
  The use of this ability is closely tied to the Shalis (see below), 
  and will not function without the use of such a device. 
  While quite powerful, Lisjana is also extremely limited. This 
  ability will fool the senses of all living beings observing the 
  student. However, because the power is purely psionic in 
  nature, sensors, robots, and automatic equipment remain 
  entirely unaffected. In addition, Lisjana affects all nearby 
  sentients who are observing the student, including those who 
  are using sensors to scan the student, as long as the subjects 
  are also within physical sight or hearing of the student.
  Subjects who are physically isolated from the student and who 
  are observing the student using only sensors are entirely 
  unaffected by Lisjana. Today, few Vulcans learn Lisjana. It is 
  primarily studied by ritual temple performers who wish to learn 
  Lispata, and by a few hermits and wandering adepts who use 
  it to assist in survival in the Vulcan wilderness.
  Lisjana is performed using a basic Telepathy (Projective) test, 
  modified by any appropriate modifiers, as well as the effects of 
  the Shalis.
  Lispata
  This is a Key Trait requiring that the student have already 
  mastered Projective Telepathy to level 6 or higher, and also 
  requires the use of a Shalis. 
  Only individuals trained in Lispata may create a Shalis. Most 
  teachers of this ability require that their students carve their 
  own Shalis crystal before teaching the student more than one 
  level of this ability. 
  Using Lispata, students may psionically alter their appearance 
  so that they appear to be someone else. Students may even 
  successfully appear to be another form of humanoid, and may 
  also use Lispata to change the appearance of their clothing to 
  resemble any garb they desire. While the illusions produced by 
  this ability are incapable of causing any harm, they will fool all 
  of the senses, including touch.
  Minor changes in appearance or garb require a Telepathy 
  (Projective) test at TN10, and several minutes of 
  concentration. 
  Changing appearance more rapidly increases the TN by +2, 
  and making changes in a more extreme manner, can increase 
  the TN to 15, or even 20 depending on the cirucmstances. 
  Once the ability has been used the new appearance may be 
  maintained indefinitely. However, the illusion vanishes if the 
  user sleeps or is knocked unconscious, and the user must 
  make another skill test (TN15) to maintain the illusion if he is 
  injured.
  A student who has had a chance to observe another humanoid 
  closely for several hours or more may even choose to assume 
  the form of this humanoid psychically. While this ability does 
  not give the student the knowledge of the subject's language 
  or behavior, it will allow the student to look, sound, smell, and 
  feel exactly like the subject. 
  Given the psionic nature of this disguise, observers must make 
  a Savvy reaction test  vs. the level of success achieved by the 
  student. However, individuals who know the subject being 
  impersonated extremely well reduce the difficulty of this test by 
  a factor of 3.
  Liskle'tu
  Lisket'tu is a Key Trait requiring a level of 7+ in Telepathy 
  (Projective) skills, and, like the other arts of Lis, the use of a 
  Shalis. Students of Liskel'tu may also use their Shalis to 
  
  become invisible. This invisibility causes living beings not to 
  notice the student with any sense. This form of invisibility is 
  extremely demanding. A Telepathy test (TN10) and several 
  minutes of intense meditation are required to become invisible. 
  The difficulty of this test is increased if this time is significantly 
  shortened, or if the student is under extreme stress while 
  becoming invisible. 
  Students may only remain invisible for up to 15 minutes, after 
  which they must make a successful Stamina reaction (TN15) 
  or rest and refrain from all psionic disciplines for at least 
  another 3O minutes. A Failure of the Stamina test, and the 
  student becomes visible, a Complete failure and the student 
  beins to suffer the effects of fatigue. Catastrophic Failure 
  means the student has taxed himself to such a degree that he 
  passes out, and will remain unconscious for 5+2d6-VIT mod in 
  minutes. 
  Injury or unconsciousness immediately dispels this invisibility, 
  and since combat invariably draws intense attention to the 
  attacker, this invisibility may not be maintained if the user 
  attacks anyone. As with the related abilities of Lisjana and 
  Lispata, all of the affects produced by Liskel'tu are purely 
  psionic in nature and affect the perceptions of living beings 
  only.
  THE PATH OF PLAT
  Plat-vok
  Plat-vok is a Key Trait of Mind Meld. And to master the skill, 
  one must already have mastered Mind Meld to level 3 or 
  higher. Plat-vok is a fairly common ability taught primarily by a 
  number of sects of wandering psychic adepts including the 
  Planfa monks, an order dedicated to promoting deep and 
  harmonious marriages and friendships. 
  The Planfa monks will only teach Plat-vok to a pair of 
  extremely close friends or lovers. Students of Plat-vok are able 
  to establish a telepathic linkage with anyone they have ever 
  shared a mind-meld with. This linkage allows both parties to 
  halve the range penalties for all telepathic abilities either party 
  uses on the other.
  Students of Plat-vok may also share sensory information with 
  someone they are linked to. This sharing allows the student to 
  receive all or part of the sensory information his target is 
  currently receiving, as well as sharing his own sensory 
  information with the target. At the deepest levels the 
  experience of Plat-vok is considered similar to being actually 
  present in the target's body. However, while sensations of pain 
  can be shared, the person receiving such sensations is not 
  injured in any way. This sense sharing also experiences the 
  same reduction in range penalties as all other uses of Plat-vok.
  If desired, all forms of Plat-vok linkage can be maintained 
  without the knowledge or consent of the target. However, most 
  Vulcans consider this a gross violation of privacy and perform 
  such a linkage only in dire circumstances. A Plat-vok linkage 
  can be attempted at any time, regardless of the present 
  distance between the participants. Numerous Vulcan married 
  couples share this linkage with each other. 
  Also, a number of Vulcan intelligence operatives and first-
  contact specialists use this ability to maintain contact with 
  other agents without the risks of detection inherent in using 
  combadges.
  Plat-ra
  This relatively uncommon ability is known primarily to a few 
  monasteries in the Llangon Mountains near ShirKahr.
  It is considered a specialty of Mind Meld, rather than a key 
  trait, or a separate skill.
  Related to the process which allows a dying Vulcan to place 
  his katra in another, Plat-ra is essentially the ability to switch 
  minds temporarily with another living being. In essence the two 
  individuals switch bodies. However, this linkage is rather 
  stressful and difficult to perform. First, the student must initiate 
  a successful Mind Meld with the target. Making the actual 
  transfer then requires another Mind Meld test (TN15)  to 
  perform. If the target is unconscious or asleep when this ability 
  is used, the difficulty of the test is reduced by one -2TN.
  Each time one of the participants suffers a wound level of 
  damage, the student must make a TN10 Mind Meld test to 
  maintain this switch. In any case, this linkage only lasts for one 
  hour for every point the test succeeds by (minimum of one 
  hour). If either party is killed during the switch then both parties 
  die when it ends. While rarely used in this fashion, this ability 
  can also be used on unwilling targets.
  Since the two minds remain linked for the entire time the ability 
  is in use, the student can gain access to some of the target's 
  memories or skills on a successful Mind Meld test (TN15), if 
  the target is cooperative. If the target's mind is asleep, 
  unconscious, or actively resisting this sharing, then the 
  difficulty of this task is raised to TN20. This test must be rolled 
  each time the student attempts to access the target's 
  memories. If desired, students of Plat-ra can also place both 
  minds in one body, leaving the other body in a deep, comalike 
  trance. If both individuals share a body, then sharing skills and 
  memories is automatic.
  This ability was once used by Vulcan mind lords who wished to 
  control their underlings more directly. Today, it is most 
  commonly studied by Vulcan diplomats or ship's counselors 
  who use this transfer to help them more directly understand 
  the individual they are negotiating with or counseling. The 
  sharing experienced through Plat-ra has proved especially 
  helpful in achieving a deep understanding with radically alien 
  races. This ability is also occasionally used by Vulcans working 
  in Starfleet Intelligence.
  THE PATH OF RHA
  Rha-tel  (PRS)_______________________________________
  This is one of the most basic and most widely known of these 
  mental abilities. Like other abilities in the paths of Rha and 
  Vhos, this ability is not fully psionic in nature. Instead, students 
  learn to exert conscious control over their own bodies in a 
  manner impossible for those not trained in this technique. This 
  ability is most commonly learned from the Hakihr adepts of the 
  Tinsha Monastery. The Hakihr adepts are a sect of ascetics 
  devoted to achieving total, harmonious unity between mind 
  and body. Several other monastic and ascetic orders on 
  Vulcan also teach this ability.
  Students learn to control their bodies so that they can reduce 
  the affects of pain (eliminate all wound penalties for being 
  Dazed or Injured, and halve the penalties from being 
  Wounded). Eliminating these penalties requires a successful 
  Rha-tel test the same round the character is wounded. All 
  
  more serious wound penalties are unaffected. Also, badly 
  damaged characters still lose all further actions in the round 
  they are injured.
  In addition, students of Rha-tel learn to perform exceptional 
  feats like enduring extremes of hunger and thirst without 
  having their efficiency reduced, fire walking, remaining 
  completely immobile for several hours, enduring extreme 
  temperatures (-20° C to 75° C) without harm, staying awake 
  and functional for up to 48 hours, and holding their breath for 
  up to 10 minutes. Most such uses of Rha-tel require a skille 
  test at TN10. (At the Narrator's discretion, successful Rha-tel 
  tests may improve the character's chances at such skills as 
  Survival.) However, uses in combat or under extreme stress 
  are at +3TN.
  RHA-TEL TEST DIFFICULTIES
  WOUND LEVEL
  RESIST PENALTIES
  DAZED
  TN5
  INJURED
  TN10
  WOUNDED
  TN15
  INCAPACITATED
  TN20
  NEAR DEATH
  N/A
  Rha-tel-pan (PRS)__________________________________
  Students learn to block all pain completely. Characters with 
  this ability suffer no penalties from being Dazed, Injured, or 
  Wounded, and may act normally on the same round they are 
  wounded. To eliminate these penalties, characters must 
  succeed in a Rha-tel-pan test in the same round they are 
  injured.
  Students of Rha-tel-pan also learn to use their control of blood 
  flow and shock reactions to heal one wound level from all 
  wounds they receive. This healing requires several minutes of 
  concentration, and must be performed within approximately 30 
  minutes of the injury. Students may also place themselves into 
  a deathlike trance which slows their consumption of food, 
  water, and air by a factor of 30.
  Entering this trance requires a skill test (TN10, TN15 if the 
  character is injured or under extreme stress). Doctors must 
  make a First Aid or Medical Sciences test to determine that a 
  character in such a trance is not actually dead.
  RHA-TEL-PAN TEST DIFFICULTIES
  WOUND LEVEL
  RESIST 
  PENALTIES
  HEAL 
  DAMAGE
  DAZED
  TN0
  TN0
  INJURED
  TN10
  TN5
  WOUNDED
  TN15
  TN10
  INCAPACITATED
  N/A
  TN15
  NEAR DEATH
  N/A
  TN25
  Rha-fak (PRS)_______________________________________
  Like Rha-tel, this ability is also primarily learned from the 
  Hakihr adepts. Students learn to focus their will to enhance 
  their Strength and Vitality temporarily. This ability allows 
  students to temporarily add one half (round down) of their 
  Presence attribute to their Strength, or Vitality score - but to 
  only one attribute at a time. Either attribute may be enhanced 
  for no longer than 30 minutes.
  At the end of this time this bonus ceases and the normal 
  attribute level is temporarily reduced by one until the character 
  has rested for at least 30 minutes. Students may not enhance 
  any attribute until after they have rested. Enhancing either 
  attribute requires at least a minute of concentration and a 
  TN15 skill test. Enhancing an attribute instantly, or during 
  highly stressful situations like combat, increases the difficulty 
  of this test by +3TN.
  Rha-fak-pan
  This is a Key Trait which requires levels of 6+ in both Rha-fak 
  and Rha-tel. Students of this ability learn to focus their will so 
  that they can enhance their reflexes and heighten their senses. 
  This ability allows students to add one half (round down) of 
  their Presence attribute, temporarily to their Agility or 
  Perception score. Only one attribute may be enhanced at a 
  time.
  Enhancing Coordination or Perception requires at least a 
  minute of concentration and a skill test at TN15. Enhancing 
  either attribute instantly or during combat or other highly 
  stressful situations will increase the difficulty of the test by 
  +3TN.
  Students also learn to speed up their perceptions and reflexes. 
  Any round the student can perform a Rhafak-pan test (TN15), 
  the student can perform a number of actions equal to the 
  degree of success without any multiple-action penalties. 
  However, all uses of Rha-fak-pan are extremely strenuous and 
  may be performed for no longer than half an hour at a time. It 
  is impossible to perform more than one feat of Rha-fak or Rha-
  fak-pan at a time. After performing any such feat the student 
  must rest for at least half an hour before any other feats can 
  be performed.
  THE PATH OF SHAN
  Shantip (PSI)_________________________________________
  Shantip is one of the most commonly known of any of the 
  abilities listed here. Many Vulcans learn Shantip while they are 
  young, and numerous monasteries and wandering monks 
  teach this ability. The student learns techniques needed to 
  place himself into a deep trance which facilitates healing. In 
  this trance the subject shuts out all external distractions and 
  completely focuses his mind on aiding the healing process.
  This trance allows the student to stabilize his wounds and to 
  heal significantly more rapidly than normal. However, for the 
  duration of the healing the student is in a deep trance. 
  Prematurely rousing the subject from this trance is risky, and 
  unless a Medical Sciences (TN10) test is made the shock of 
  doing so will cause the subject to lose one wound level 
  (calculated after all healing has been accounted for). 
  
  The safest method of ending a healing trance is to mind-meld 
  with the patient; however, in emergencies shaking him 
  vigorously also works. A student automatically leaves the 
  trance when he has reduced his level of injury to Dazed. 
  Entering the trance requires no roll; the actual healing is more 
  difficult. Every six hours the character may make a roll to heal 
  one wound level. If this roll succeeds he heals one wound 
  level, if an Extrordnary Success is rolled he heals two wound 
  levels, and if a Catastrophic Failure is rolled an additional 
  wound level is lost through mental strain.
  SHANTIP TEST DIFFICULTIES
  WOUND LEVEL
  HEAL DAMAGE
  DAZED
  TN0
  INJURED
  TN5
  WOUNDED
  TN10
  INCAPACITATED
  TN15
  NEAR DEATH
  TN20
  Shan-laka
  This is a Key Trait requiring that the student have already 
  mastered both Shantip and Mind Meld, to a level of 6+ in each 
  discipline. Long used by traditional Vulcan healers, this ability 
  is still taught in some high traditional Vulcan medical 
  academies as well as by wandering monks. Most of those who 
  know this ability will gladly teach it anyone who displays a 
  deep and sincere desire to heal.
  Students of Shan-laka learn how to place others in healing 
  trances. Vulcans may use this ability upon any unresisting 
  lifeform, sentient or not. Placing a character in a healing trance 
  allows the character to make Shantip rolls based upon the 
  healer's PSI attribute. Healers also learn to feed additional 
  healing energy to their patients while these patients are in a 
  healing trance. This energy allows characters to heal more 
  safely and easily, but the healer must provide this energy for at 
  least 15 minutes for every three hours the subject is in the 
  healing trance. Transferring this energy requires that the 
  healer be in a mind-meld with the patient. Providing the 
  healing energy grants an additional +2 to the healing rolls 
  made in this trance.
  This trait can be upgraded 3 times, increasing the healing 
  bonus exponentially per upgrade to a maximum of +6.
  THE PATH OF TAS
  Tashaka (PSI)______________________________________
  Every living being leaves minute psychic traces of its presence 
  behind on everything it touches. Students of this ability learn to 
  detect such traces.
  Today, this ability is known to some Vulcan historians and law-
  enforcement officials. Use of this ability requires the student to 
  clear his mind and touch the place or object for several 
  minutes.
  Students of Tashaka learn to identify the psychic traces left on 
  objects and in places by people who have touched or visited 
  them. The student may learn the identity of the people who 
  have most recently touched the place or object, as well as how 
  long ago and for how long the person touched the object. 
  While traces left by each person are unique, students of this 
  ability will only be able to identify traces of people they have 
  met. Identifying the traces left by another Vulcan is at TN5. 
  Traces left by other races, or extremely old traces, incease the 
  difficulty of the test.
  TASHAKA TEST DIFFICULTIES
  THESE DIFFICULTY LEVELS SHOULD BE ROUGHLY 
  CUMULATIVE. FOR EXAMPLE, READING HUMAN OR KLINGON 
  TRACES A DAY OLD WOULD BE AT TN20.
  SPECIES*
  ELAPSED TIME DIFFICULTY
  Vulcan
  10 minutes
  TN5
  Romulan / Vulcanoid
  Within a day
  TN10
  Humanoid
  Within a month
  TN15
  Carbon-based non-
  Humanoid
  Within a year
  TN20
  Non-carbon based 
  lifeform
  More than a 
  decade
  TN25
  *= Assuming a Vulcan telepath
  THESE DIFFICULTY LEVEIS ARE GUIDELINES AT BEST. 
  POWERFULLY PSIONIC BEINGS MIGHT LEAVE STRONGER 
  TRACES, OR MIGHT USE A MLKD SHIELD TO AVOID LEAVING 
  ANY. A WHOLE CIVILIZATION LEAVES STRONGER TRACES 
  THAN ONE PASSERBY, AND A BEING LEAVES CLEARER 
  TRACES ON A COMMONLY USED ITEM THAN OK A STREET IT 
  ONCE WALKED.
  FINALLY, READING THE TRACES OF SOMEONE VERY WELL 
  KNOWN TO THE ADEPT MAY BE EASIER THAN THE RACE OR 
  TIME WOULD INDICATE (FOR SPOCK TO DETECT KIRK'S 
  PSYCHIC TRACES WOULD PROBABLY BE ROUTINE OR 
  MODERATE AT WORST). THE NARRATOR SHOULD ADJUST 
  THE DIFFICULTY LEVELS TO AN APPROPRIATE NUMBER AT 
  HIS DISCRETION AND KEEP IN MIND THE GOOD OF THE 
  GAME.
  Taskefa
  This is a Key Trait requiring that the student have already 
  mastered both Tashaka and Mind Meld. Because psychic 
  traces fade when overlaid by many sets of more recent traces, 
  the historian-priests of the Kalrenta plateau in Col use this 
  ability on ancient artifacts to learn more about the earliest days 
  of Vulcan history.
  Students of Taskefa learn to extract more detail from these 
  traces. They can now learn the approximate mental and 
  emotional state of the person while he was touching an object 
  or visiting a place. Only feelings and mental state which were 
  experienced while the subject was actually touching the object 
  can be sensed. Many of these traces are not clear enough to 
  allow the student to pick up the actual words or images in the 
  subject's mind. However, most these impressions are quite 
  vivid, if rather imprecise. Certain traces are particularly strong, 
  including those left while the subject was seriously upset or 
  experiencing other deep feelings; these traces actually allow 
  the student to experience directly the subject's mind at the 
  time he touched the object, in a manner similar to the mental 
  sharing experienced in a mind-meld. Reading the traces left by 
  another Vulcan is a skill test at TN5. Traces left by other races, 
  or extremely old traces, each increase the difficulty of this test 
  as with Tashaka.
  
  But, as a key trait, this ability can be upgraded to reduce the 
  difficulties by 1 level per upgrade. Taskefa can be upgraded 
  twice.
  THE PATH OF VHOS
  Vhoshanta (INT)_____________________________________
  This ability is non-psionic in nature. Students of Vhoshanta 
  learn to read and understand the subtle, nonverbal signals 
  given off by all lifeforms. Vhoshanta may be used on both 
  sentients and animals, but it may only be used on lifeforms the 
  user has spent a significant amount of time with. However, 
  since all humanoids have similar physiologies, students of this 
  ability may successfully use it on unfamiliar races of 
  humanoids (at +3 to the initial skill TN, at the Narrator's 
  discretion).
  Vhoshanta is used like any other non-psionic skill. Using this 
  ability requires the user to make a test modified by his Intellect 
  attribute rather than Psionics or Prception. All other 
  appropriate Edges, Professional Abilities, and other applicable 
  modifiers should also be applied to the initial test score. 
  Similar skills have been developed by a number of other races, 
  including the Cardassians. On Vulcan this ability is most 
  commonly learned either from the Hakihr adepts who use it to 
  understand better how the workings of the mind are physically 
  expressed, or from wandering Planfa monks who use this 
  ability to help them in dispensing advice and aid to those in 
  need.
  The student learns to observe and interpret carefully the 
  nonverbal signals produced by all lifeforms. Whether sentient 
  or not, if the user can observe a living being for a minute or 
  more, he can roughly determine its current mental and 
  emotional state. The student can also use this information to 
  predict how the subject will react in combat. Use of this ability 
  gives the user a +2 to their Quickness reaction used to dodge 
  or otherwise avoid being struck by any attacks made by the 
  subject of the observation, if the student succeeds in a 
  Vhoshanta test (TN10).
  The student may observe only one subject at a time, and the 
  Subject must be in plain sight and can be no more than four 
  meters away. Vhoshanta may only be used when the subject is 
  physically present. Because it relies on pheromones and 
  kinesthetic contact to work, Vhoshanta does not work over any 
  sort of com-link, even one with full visual or holographic 
  capability.
  Vhoslan 
  This is a Key Trait which requires Vhoshanta, at a skill level of 
  4+. 
  This ability is similar to Vhoshanta, except that now the student 
  learns to use these same nonverbal clues as a method for 
  determining more detailed information about the subject. 
  The student may determine the subject's basic character and 
  motivations. It is even possible to distinguish a generally 
  peaceful and forgiving person from one who is normally harsh 
  and judgmental but is currently behaving in a peaceful and 
  forgiving manner. 
  A basic Vhoshanta test is needed to use Vhoslan. As a key 
  trait, Vhoslan can be upgraded a total of three times. 
  With the first upgrade, this ability may be used to analyze 
  people over com-links, as long as both video and audio 
  information about the subject is present. 
  Once this trait has been upgraded a second time, the user can 
  now gain a general impression of the thoughts and emotions 
  felt by large groups of people. For example, a student could 
  easily determine the general reaction of a crowd to a speech 
  or a performance.
  The third upgrade gives a +2 to any use of the Vhoslan ability.
  PSIONIC DEVICES
  There are several devices that can be used to enhance the 
  various mental powers covered under the general umbrella 
  term of Psionic abilities. And while most of these devices are 
  normally very hard to acquire, or will work only for members of 
  certain species; those psions who can gain a benefit from 
  having such a device will certainly try to come by one if the 
  opportunity arrises.
  Psiberface Helmet
  These neural interface devices are required to link a Psion's 
  brain directly with some type of psychotronic machinery or an 
  interface that utilizes, amplifies, or is powered by psionic 
  energies.
  Doning a Psiberface helmet counts as 2 actions. Psiberface 
  interfaces can also be built into the helmets of EVA suits, or 
  battle-armor.
     Specifications: 1 helmet, sized for the head of the wearer, 
  or generally for the species (usually a basic humanoid-sized 
  helmet similar to that of an EVA suit). Approximately 0.9-1.3kg, 
  mass & c3.8 liters in volume.
     Description: Used to provide a portable neural interface to 
  connect a psion directly to a computer or other device via their 
  mind.
     Rules: Controlled using any appropriate Psionic skill, with a 
  2-point affinity for Systems Operations. The Psiberface Helmet 
  allows a Psion to access and interact with any interface 
  capable of responding to neural input such as a telekinetically 
  controlled flight control interface.
     Duration/Energy: The helmet is powered using a self-
  contained and rechargable powercell, capable of sustaining 
  the psionic interface for a period of 96 hours before requiring 
  recharging. Recharge-time in usually 8-10 hours.
  Psiberface Implant
  Those not wanting to be burdened with a helmet can have a psiberface 
  port installed directly into their brain by implanting a cable into their 
  skull. This is a very standard practice among the Borg. But, the Borg do 
  not utilize psionic powers.
  Borg implant cabling and interface nodes connect a drone's nervous 
  system directly to the Borg collective. A Psiberface Implant would make 
  it possible for a Psion to “plug” themselves in to a psioninc interface.
  Psionic Amplifiers____________________________________
  These devices all serve the same purpose. To boost a Psion's 
  range beyond the usual limits of their abilities. And no matter 
  which device is chosen the results will be generally the same, 
  depending on the type of psionic talent being amplified, and 
  
  the natural strength of the user of the amplifictaion device.
  Amplifier Throne
  This device can artificially augment the range and the power of 
  any one psionic ability at a time. The best example of an 
  Amplifier Throne, although, as with the Borg, not a psionic 
  device; would be the neural interface chair created by 
  Reginald Barclay to allow him to run the Enterprise-D's 
  systems using his enhanced mind after contact with a 
  Cytherian probe.
     Spcifications: A large chair, easily larger than the standard 
  chair used on the bridge of a starship. Capable of seating a 
  full-grown human, or adult member of the species the chair 
  was originally designed for.
     Description: Fitted with interface couplings capable of 
  tapping into the mind of anyone who might sit in the chair and 
  amplifying any psionic output of that individual's brain. The 
  Throne can have any appearance its designers desire and will 
  usually fit the standard style used by the people who 
  manufactured the device.
     Rules: Controlled using Psionic skills with appropriate 
  Systems Operations affinities. The Amplifier Throne will extend 
  the psion's general range, for all ranged psionic abilities, to a 
  distance equal to normal range+(PSIx10). ie.: If a Psion using 
  a Throne has a normal long range for telepathy use of 200KM, 
  and a PSI attribute score of 6, then their range as a telapth 
  would become 260KM.
      The Throne also gives a +5 bonus to any Psionic skill tests 
  made while connected to it's interface. And an additional +3 
  bonus to any skill tests made to defend against psionic attack 
  (Mind Shield, etc.) while using the Throne.
      But, using an Amplifier Throne for any extended period of 
  time can be very taxing on the mind and body. And after each 
  half-hour in the Throne, the user must make a Stamina 
  reaction test (TN15) or suffer fatigue.
     Duration/Energy: The Amplifier Throne will normally be 
  connected to a larger power source such as the power-supply 
  of a Starship, or a building if the Throne is installed on the 
  surface of a planet. This means the Throne can draw on all 
  available power form this source unless it is disconnected from 
  the power source.
  Backpack Psi-amplifier
  This device works like a standard psionic amplification device 
  but uses a smaller, portable, and self-contained power-source 
  built into a backpack apparatus.
  The backpack is connected to a helmet that, in turn, is 
  interfaced with the mind of the psions through a neural 
  interface similar to the implants used to make a VISOR work 
  as a replacement for a visual organ.
     Specifications: A large backpack, roughly 5.7L in capacity. 
  And a helmet roughly the size of the helmet of an EVA suit. 
     Description: The backpack itself will resemble a common 
  backpack from the culture producing the device. And this 
  “disguise” is intentional more so than for functional reasons or 
  design simplicity. Some cultures find psionic powers, and 
  especially enhanced psionic powers, an intimidating threat.
  The helmet will match the backpack in color and design. And 
  the interior of the helmet will be fitted with neural contacts that, 
  when the helmet is placed over the head, the contact points 
  connect, automatically, with a psionic interface implant fitted 
  onto the head of the user, similar to the neural contact points 
  of the aforementioned VISOR.
     Rules: This psionic amplification device functions similarly to 
  the Amplifier Thrown – providing a flat +5 bonus to any Psionic 
  skill tests, and a +3 to any defensive uses of Psionic power. 
  The helmet, powered by the backpack unit can extend a 
  Psion's range by adding 5xPSI attribute to the normal psionic 
  range.
     Duration/Energy: The backpack contains a large power-cell 
  that can provide enough energy to run the unit to peak 
  efficiency for  a total of 30 hours. After which time the power-
  cell must be recharged and can be recharged using a power-
  interface aboard a starship, or even a shuttle or runabout. 
  Recharging takes 6-8 hours.
  Amplifier Helmet
  This is a low-powered psionic amplifier. A self-contained 
  psionic helmet and accompanying power-cell. And an 
  advancement in design and function of the amplifier backpack.
     Specifications: The Psionic Amplifier Helmet is roughly the 
  same size as the helmet normally issued with an EVA suit. 
  Some even smaller units are closer in size to flight-gear 
  helmets and fit tighter on the head.
     Description: The amplification helmet, like the version 
  equipped with the large power-cell in backpack form, will be 
  designed to appear as similar as possible to a standard EVA 
  helmet, or perhaps a closer-fitting flight-helmet. The helmet 
  contains not only the usual neural connectors, but also a self-
  contained power-cell.
     Rules: Provides the same bonuses to Psionic skill use - +5 
  to the basic use of most psionic skills, and +3 to the use of 
  defensive skills such as Mind Shield. The helmet has a less 
  amplified range than it's backpack-powered counterpart, 
  providing only PSIx3 in additional range for most psionic 
  powers.
     Duration/Energy: The helmet's built-in power-cell can run 
  for as long as 16 hours with minimal use. Recharge-time is 
  usually 6-8 hours. And the unit can be recharged from most 
  standard power-terminals.
  Memory Crystal
  A memory crystal is a sphere or a cube roughly 4 centimeters 
  across. A Psion can use Telepathy (Projective) at TN10 to 
  permanently imprint a single mental image within it.
  The memory may be retrieved, or viewed using a Telepathy 
  (Receptive) test (TN10). If the memory implanted is of a 
  particularly upsetting, or violent memory, such as the murder of 
  a friend anyone who retrieves and views it must make a 
  Stamina reaction test (TN10) or suffer a sudden shock, forcing 
  the expenditure of a courage point to avoid dropping the 
  crystal, and recoiling in fear or disgust.
     Specifications: A small, crystal in the shape of either a 
  sphere or a cube. 4 centimeters across (cubicle), or in 
  diameter (spherical).
     Description: Usually semi-clear, with a blueish color tone. 
  The crystal is smooth, polished, and normally not faceted.
     Rules: Memories must be stored and retrieved as described 
  above. Either Telepathy (Projective) or Mind Meld skills will 
  work to implant a memory, and Telepathy (Receptive), or Mind 
  Meld can retrieve it.
     Duration/Energy: The crystals are made of naturally 
  occurring material that can absorb mental energy. They do not 
  require any type of power-source to function.
  
  Thought Globe
  A sphere anywhere from 4.5-24 centimeters in diameter. The 
  thought-globe is highly sensitive to psionic impressions. Any 
  individual – psionic or not – who touches the device and 
  concentrates on a specific mental image will cause the globe 
  to project that image as if it were a hologram.
     Specifications: Variable size between 4.5 and 24 
  centimeters in diameter, with a mass up to 5.4KG. Captain Lee 
  Austin of the USS Aurora has referred to these devices as 
  “psychic bowling balls”.
     Description: Austin's assessment is not entirely in error. 
  Presumed to be devices of original Iconian design, Thought 
  Globes of any size can bare a strong resemblance to the 
  colorful bowling balls used to play the sport throughout the 
  20th century. Each Thought Globe will have a different color-
  combination, and an individually distinct pattern of marbling. 
  This is how they are identified, and presumably how the 
  Iconians chose to “lable” the original stones.
     Rules: To project an image using a Thought Globe a Psion 
  uses Telepathy (Projective) and a non-Psion can achieve the 
  same results using their Perception attribute. However, it is 
  more difficult for a non-Psionic to project an image. Psions do 
  so at a normal TN10, while non-Psionic people suffer a penalty 
  of +2 to the TN.
     Duration/Energy: Thought Globes do not run on any 
  particular power-source. Although with the limited knowledge 
  of Iconian technology available it could be that they are fitted 
  with some kind of long-lasting “battery” with a duration of 
  several hundred, or even several thousand years.
  Psitector
  This is a simple sensory headband. When worn and activated, 
  it can perform a rudimentary neural scan to determine if the 
  subject is psionically active, or has psionic potential.
     Specifications: A simple headband with built-in sensor 
  receptors. The headband is normally between 2-4 centimeters 
  wide, and only a few millimeters thick. 
     Description: The headband is usually a blue or green in 
  color, and made of a very soft, flexible material. The band is 
  actually comfortable to wear but only has to be worn for a short 
  time to get a solid reading of psionic potential.
     Rules: There is no skill-test required to use the device to 
  detect psionic power or potential. At the Narrator's discretion a 
  Systems Operations, or General Medicine skill can be used to 
  determine if the person trying to get a reading from the 
  headband can activate it and use it properly. Medicine applies 
  as using the device is similar to using a medical tricorder to get 
  a diagnosis of an injury.
  Difficulties for these tests should be TN10.
  The real test of skill comes in resisting the scan. A Psion trying 
  to hide their psionic nature can use Mind Shield to resist the 
  probe (TN15), and anyone who is not psionic can resist using 
  Willpower. A latent psionic may discover he or she has psionic 
  ability when their powers activate in an attempt to resist the 
  probe. This is a good way for a normally non-psionic character 
  to begin using their psionic abilities in game after acquiring the 
  Edge.
  The sudden triggering of psionic abilities gives a +1 affinity 
  from the Psionic attribute to the Willpower reaction to resist the 
  probe.
     Duration/Energy: The Psitector has a small, built-in power 
  cell that can run continuously for 4 hours, or conduct up to 20 
  tests. The cell can be recharged in 2 hours.
  Psicorder (aka Psycho-Tricorder, or Psionic Tricorder)
  A special tricorder, tuned to pick up all manner of psionic and 
  psychic energies. The device is designed to track e-band 
  brainwave emissions and gauge their intensity in an attempt to 
  locate traces of psionic activity.
     Specifications: The standard Federation model from the 
  24th century has the same dimensions as a normal tricorder. 
  15.81x7.62x2.84cm, 3kg mass.
     Description: For a full description of the basic Tricorder see 
  p.175 of the Star Trek Player's Guide. The Psicorder is simply 
  a tricorder that has been modified to detect amplified brain-
  wave patterns.
     Rules: Psicorders provide a +5 bonus for detecting psionic 
  energies, brain-wave activity, and other neural activity. The 
  device is used as per a normal tricorder, using Systems 
  Operations (Sensors) to make a scan.
     Duration/Energy: An average Psicorder can run for 1000 
  hours of intermittent usage or 36 hours of continuous use.
     Range: 5 / 25 / 500 / 2000   +0
  Shalis
  Shalis are used as an integral part of the psionic Path of Lis, 
  among the Vulcan people. Only individuals trained in this path 
  may create or use a Shalis. Most teachers of Lispata require a 
  student to carve their own Shalis. 
     Specifications: 10cm diameter. 3Cm thick. Surprisingly light 
  weight, given the materials used in the design.
     Description: The Shalis is lentil-shaped, a disk of bone, 
  horn, or shell. On Vulcan, Shalis are most commonly used by 
  temple actors and other entertainers to perform feats of stage 
  magic and to produce elaborate costumes and exotic 
  appearances.
     Rules: While quite powerful, Shalis are also extremely 
  limited. Used properly they will fool the senses of all living 
  beings observing the user. However their power is purely 
  psionic in nature. Sensors, robots, and automatic equipment 
  are unaffected by a Shalis. This device may be used by any 
  Vulcan or Vulcan-trained Telepath with the appropriate skills in 
  the Path of Lis.
     Duration/Energy: Shalis do not have a power-source, nor 
  do they need one. They gain their bilities form the strength of 
  the psionic energies of their users.
     Range: 5 / 25 / 200 / 500   +0
  The Haliaan Canar
  A crystal, usually rough-hewed, made of a naturally occurring 
  material native to the Haliian homeworld; and used to channel, 
  and filter Telepathic energies.
     Specifications: 28cm tall, 0.76cm diameter, 1.04kg mass.
     Description: A transparent crystal cylinder used, by the 
  Haliians to enhance their natural telepathic abilities. The Canar 
  looks like a rough glass tube, but does not have any sharp 
  edges. It is 90% transparent, and when in use glows with a 
  slightly purplish hue.
     Rules: A Haliian may use the Canar in tandem with any 
  other individual. To use the device properly, with a non-psion, 
  the Haliian must make a successful Telepathy test at TN 10, 
  modified by the other user's Perception modifier. When two 
  Haliians, or a Haliian and another psionically adept individual 
  such as a Betazoid or a Deltan use the Canar the Psionic 
  attribute modifiers of both users apply to the TN, but only the 
  Telepathy skill modifier of the Haliian initializing the link 
  through the Canar applies. 
  
  After a successful test to activate the Canar and create the 
  link, the two people using the Canar are telepathically linked 
  through the device. This functions as a Vulcan Mind Meld. And 
  the two Canar users can see eachother's thoughts, and 
  transfer thoughts and mental images between each other. 
  The link lasts as long the two Canar users concentrate.
     Duration/Energy: The Canar does not require a power-
  source, and when a link is activated the Canar remains 
  powered due to the psychokinetic energy of the Haliian or 
  Haliians using the device.
  PSIONIC WEAPONS
  A psionic weapon is any device or method of attacking a 
  sentient lifeform's mental capacity. Weapons such as these 
  usually derive from, are directed against, or at least involve, 
  lifeforms that have extrasensory perception, telekinesis or the 
  ability to communicate telepathically or empathically.
  Several cultures have developed psionic weapons, and the 
  ancient Vulcans are rumored to have constructed some on a 
  grand scale, capable of arming a starship or destroying an 
  entire planet.
  It is possible similar grandiose weaponry powered by mental 
  energy were developed by the Iconians.
  But, the psionic weapons profiled here are items that are 
  actually available and known to exist with the Federation, to at 
  least the Alpha and Beta quadrants.
  Psionic Neutralizer
  A powerful, and dangerous psionic weapon developed for use 
  in intelligence work. The Federation, The Cardassians, and the 
  Romulan Empire all have a version of the device.
     Specifications: Usually designed similar to the most 
  common energy-weapon side-arm of the day. Thus, similar in 
  size and configuration to a Phaser, or a Disruptor Pistol. 
  Psionic Neutralizers can range from 20cm long (0.6L in 
  volume, 0.4kg mass) to 30cm long (1.1L volume, 1.2kg mass).
     Description: A Psionic Neutralizer is designed to be used as 
  a hand-weapon, and “fired” into a psionic field or at a Psion to 
  neutralize their psionic abilities. Psionic Neutralizers usually 
  appear to be some type of pistol, or carbine derivitive of the 
  common sidearm used by the military of the culture producing 
  the weapon. Thus a Federation Neutralizer would look similar 
  to a Type-II Phaser, while a Psionic Neutralizer used by the 
  Romulan Tal Shiar would resemble a standard Romulan 
  disruptor.
     Rules: Used with Energy Weapon skill, as per a Phaser or 
  Disruptor, and specialties in the use of a Type-II Phaser, 
  Disruptor Pistol, or similar hand-weapon can be used to apply 
  modifiers for attack tests. Psionic Neutralizers do not require 
  any psionic skill, or ability to use.
  Psionic Neutralizers work by “firing” high-frequency e-band 
  waves. They have settings similar to those of a standard 
  energy weapon. But the “damage” done by the e-band waves 
  represent an amount of time that psionic impulses within a 
  specific area are neutralized. When a Neutralizer is fired 
  successfully, “damage” is rolled twice. The first roll indicates 
  the length of time, in rounds, that all psionic energies are 
  neutralized. The second roll is the range, in meters, effected 
  by the discharge.
  Psionic individuals caught in this range must make a 
  successful Stamina reaction at TN15 (modified by their Psionic 
  attribute modifier). Failure, and their Psionic abilities are “shut 
  down” for the same length of time as the roll for the effected 
  area.
  Damage rolls are done using the same number of dice, and 
  points, assigned to the appropriate energy weapon setting. ie.: 
  a Psionic Neutralizer operating on a setting of 6 has a range of 
  15-30 meters of effect, for a duration of 15-30 rounds.
  A failed attack indicates the e-band waves had no effect on the 
  area the weapon was fired into, or that the user missed his 
  target, firing the e-bands into an insignificant area, having no 
  effect on the situation at hand.
     Settings: 4, 5, 6, 7
     Duration/Energy: 250 charges
     Range: 5 / 20 / 50 / 100   +20
  Vian Energy Transfer Device
  A device used by the Vians – a race of incredibly powerful 
  psions intent upon using their psionic abilities to conduct cruel 
  experiments on other sentient beings. This Energy Transfer 
  device enhances the psionic abilities of a Vian, or any Psion 
  who knows how to use it.
  While not considered a weapon by the Vians themselves, the 
  effects that can be achieved by a Vian Energy Transfer device 
  can be devastating, and deadly. The device can definitely be 
  used very aggressivley.
     Specifications: 6cm long x 12cm high
     Description: A handheld mechanism, shaped like a box that 
  is worn over the front of the fist. The energy transfer device 
  directs the user's mental energy to perform any number of 
  tasks – from teleportation to physical manipulation. The unit is 
  controlled by mental impulses and is programmed to respond 
  to one user only.
     Rules: Determine what the character wielding the energy 
  transfer device wants to do – teleport, inflict physical pain, 
  manipulate objects, heal damage, and so forth. Determine the 
  difficulty based on the desired result; the more extreme the 
  task, the higher the TN. Add the Vian character's PSI modifier 
  to the result on 2d6 to determine success. Psionic modifiers 
  apply. Vians can use these devices in combined tests to 
  achieve spectacular results. The Vians are not omnipotent like 
  the Q or the Metrons, and so can fail at an energy transfer test 
  (which represents the limits of the Vian's abilities).
     Duration/Energy: N/A
     Range: 5 / 10 / 25 / 50   +20 meters
  APPENDIX
  Key Traits, or Specialties ______________________
  While Key Traits, introduced into the CODA system in the 
  Starfleet Operations Manual, are intended to further enhance 
  the functions of certain skills, and add further detail and 
  specialization to the CODA skill system, some Narrators simply 
  do not like them.
  Some people object to this introduction of a new category or 
  statistic to keep track of for a CODA character, on what is 
  
  already a character-sheet filled with information – Edges, 
  Flaws, Professional Abilities, Reactions, and now Key Traits.
  And a lot of playing groups don't like the Key Trait system 
  because no available character sheet, either included with any 
  of the CODA manuals, or available on line include a section for 
  recording them.
  Others object to the system, especially when combat skills are 
  involved, as acquiring Combat Maneuvers an be very 
  restricting to a character's ability to advance in their skills as a 
  fighter. 
  And still others will point out Key traits were only introduced 
  into the Star Trek roleplaying game, and not the CODA system 
  counterpart, the Lord of the Rings Roleplaying Game.
  For whatever reason, a lot of players of Decipher's Star Trek 
  roleplaying game simply do not like including Key Traits in their 
  game.
  Several of the psionic skills covered in this book are described 
  as Key Traits, using the basic Key Trait rules given in the 
  Starfleet Operations Manual. This is largely because a great 
  deal of this information was culled from previous Star Trek 
  roleplaying publications by the Last Unicorn company. 
  And that company's game system, the ICON system, had a 
  rules-mechanic defining a specialized area within a skill or 
  ability as a “cascade ability”. Essentially the ICON system's 
  equivalent of the Key Trait.
  To simplify the information given in this book so that these 
  additional Psionic skills and abilities can be used with the basic 
  CODA system, by groups or Narrators who do not prefer to 
  use the Key Trait system the chart, below, lists each skill and 
  Key Trait described in this book.
  Where applicable, the chart will define which Psionic skills 
  each of the Traits in this book can be designated as 
  Specialties of, rather than listing them as Key Traits. In these 
  cases these Specialties function exactly like normal skill 
  specialties, providing a simple +2 bonus to the basic skill test 
  for using that particular Psionic skill, or ability.
  Basic Psionic Skill Groups
  Empathy
  Mind Control
  Mind Shield
  Telepathy
  Psychokinesis
  Clairvoyance
  Astral Projection
  Teleportation
  Mind Meld
  Basic Psionic Specialties
  PSIONIC ABILITY
  ...A SPECIALTY OF
  Projective Empathy
  Empathy
  Receptive Empathy
  Empathy
  Empathic Healing
  Empathy
  Empathic Attack
  Empathy
  Reflective Mind Shield
  Mind Shield
  Psionic Negation
  Mind Shield
  Projective Telepathy
  Telepathy
  Aspect
  Telepathy
  Receptive Telepathy
  Telepathy
  PsiSense
  Telepathy
  Illusion Creation
  Telepathy
  Induce Trance
  Telepathy
  Psychometry
  Telepathy
  Psychosense
  Telepathy
  Erase Signature
  Telepathy
  Pyrokinesis
  Psychokinesis
  Cryokinesis
  Psychokinesis
  Telekinesis
  Psychokinesis
  Electrokinesis
  Psychokinesis
  Visions
  Clairvoyance
  Far-seeing
  Clairvoyance
  Precognition
  Clairvoyance
  Autoteleport
  Teleportation
  Combat Teleport
  Teleportation
  Exoteleport
  Teleportation
  Temporal Psionic Specialties
  PSIONIC ABILITY
  ...A SPECIALTY OF
  Temporal Projection
  Telepathy
  Timeshift
  Psychokinesis
  Timestop
  Psychokinesis
  Vulcan Psionic Specialties
  PSIONIC ABILITY
  ...A SPECIALTY OF
  Khat-kutha1
  Mind Shield1
  Khat-kel
  Mind Shield
  Lisjana
  Mind Control
  Lispata
  Mind Control
  Liskle'tu
  Mind Control
  Plat-vok
  Mind Meld
  Plat-ra
  Mind Meld
  Rha-tel2
  Mind Control2
  Rha-tel-pan2
  Mind Control2
  Rha-fak2
  Mind Control2
  Rha-fak-pan2
  Mind Control2
  Shantip
  Mind Meld
  Shan-laka
  Mind Meld
  Tashaka
  Telepathy
  Taskefa
  Telepathy
  Voshanta
  Empathy
  Voslan
  Empathy
  
  1 = Khat-kutha is, actually, the Vulcan equivalent of the 
  Mind Shield skill. Thus it can be considered a specialty 
  of Mind Shield, indicating Mind Shield, as taught by a 
  Vulcan master, or as a separate and distinct skill (a 
  version of Mind Shield) with Khat-kel as a specialty.
  2 = While the effects of skills in the Path of Rha are 
  more accurately described as “Body Control” skills the 
  psionic powers that effectively control anatomical 
  responses under the skills of this Vulcan path originate 
  in the mind. And the implementation of these skills 
  could be defined as the adept, taking control of their 
  body, through their mind, by controlling how their mind 
  communicates with their body – thus, a form of self-
  inflicted Mind Control.
  All Vulcan skills and abilities governed by non-Psionic 
  attributes (Presence, or Intellect) can still be governed by these 
  attributes as specialties of such psionic functions as Mind 
  Shield and Empathy. At the Narrator's discretion, the higher 
  attribute modifier may be used to control the usage of these 
  skills as appropriate.
  Fal-tor-pan (PSI)_____________________________
  This is a very complicated Vulcan ritual the meaning of which 
  translates roughly to “The Re-fusion”. The purpose of the ritual 
  is to rejoin a Vulcan's disembodied Katra with the body.
  For this ritual to work the Vulcan's Katra must be stored in a 
  live host body. The Katra must be live and active enough to 
  occasionally assert itself as an aspect of the conscious mind of 
  the host. This will be exemplified by the host behaving in an 
  unusual way, knowing or doing things only the original 
  possessor of the Katra would be able to know or would 
  normally do; and even, on some extreme occasions, the host 
  will speak in the voice of the true owner of the Katra.
  Also, the body of the original owner of the Katra must be alive, 
  and intact. In generally decent health. And both the host and 
  the Katra's owner must be strong, and able to endure the 
  transference. The transference itself is exceedingly difficult 
  and should actually be conducted as an extended test.
  The total difficulty for a complete Fal-tor-pan should be TN60.
  20 points of this difficulty represents performing a successful 
  Mind Meld with the host, and reaching deep enough into the 
  host's mind to touch the Katra. 20 points of difficulty also 
  represent initiating a Mind Meld with the usually dormant mind 
  of the Katra's true owner. This is as difficult as it is because 
  first of all, the owner has no true mind, or awareness without 
  the Katra, and secondly, the Vulcan performing the Katra must 
  reach the place in the virtually empty mind where the Katra 
  must be placed to achieve the transference.
  And the final 20 points of difficulty represent the actual 
  transference of the Katra from one mind to another.
  Fal-tor-pan can only be performed by a seasoned adept. And 
  to perform Fal-tor-pan an adept must have a skill in Mild Meld 
  of no less than +10, as well as mastery of the disciplines of the 
  Path of Rha to the same levels.
  The ritual is performed as a series of rolls using Mind Meld 
  skill, with each roll representing a time-increment of 1 half-
  hour. This means a Fal-tor-pan performed in three rolls, or 
  successful tests of 20+ would take a full 90 minutes, or one 
  and a half hours to perform.
  The ritual can sometimes take as long as 3 hours or more.
  And at the end of this time, the adept is so exhausted she 
  cannot perform any more psionic feats for a period of time 
  equal to 2d6-VIT mod in hours.
  CREDITS
  Compilation and Original Material by
  Elizabeth Knox
  Temporal Psionic Material originally appeared in Last Unicorn 
  Games' Time Travel Sourcebook
  Converted to CODA by Maria Fernandez
  Vulcan Psionic Material originally appeared in The Way of 
  Kolinhar, published by Last Unicorn Games
  Converted to CODA by Elizabeth Knox
  Some of the Psionic Devices originally appeared in the GURPS 
  Psionics sourcebook by Steve Jackson Games
  Converted to CODA by Elizabeth Knox
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Homebrew Rules/CODA-Psionic-Handbook.pdf