Psion
Psions are those pisonically gifted individuals who have forgone, or been forced to abandon a more traditional lifestyle in order to pursue the development of their psionic talents. Psions serve in a variety of capacities, Wild Talents, generally the most common, are those who discover their psionic potential, but are forced to practice their talents without formal guidance. Adepts, are members of a formal psionic institution, usually L'Institutul per la Ricerca Psionica. Psi-Commandos are those who combine psionic and military training, and generally operate as part of a special forces group, those which are usually denied by their host governments.
Special Rules: A character may not enter the Psion career without first being tested for psionic potential for more information concerning psionic testing read page 195 of the Core Rulebook.
Special Rules: A character may not enter the Psion career without first being tested for psionic potential for more information concerning psionic testing read page 195 of the Core Rulebook.
Skills and Training
1D | Personal Development | Service Skills | Advanced Education (EDU 8+) |
---|---|---|---|
1 | EDU +1 | Telepathy | Language |
2 | INT +1 | Clairvoyance | Art |
3 | STR +1 | Telekinesis | Electronics |
4 | DEX +1 | Awareness | Medic |
5 | END +1 | Teleportation | Science |
6 | PSI +1 | Any Talent | Mechanic |
1D | Wild Talent | Adept | Psi-Commando |
1 | Telepathy | Telepathy | Melee |
2 | Telekinesis | Clairvoyance | Tactics |
3 | Deception | Awareness | Stealth |
4 | Stealth | Medic | Gun Combat |
5 | Streetwise | Persuade | Vacc Suit |
6 | Melee or Gun Combat | Science | Recon |
Ranks and Bonuses
Rank | Title (Wild Talent) | Bonus |
---|---|---|
0 | — | — |
1 | Survivor | Survival 1 or Streetwise 1 |
2 | — | — |
3 | Witch | Deception 1 |
4 | — | — |
5 | — | — |
6 | — | — |
Rank | Title (Adept) | Bonus |
0 | Initiate | — |
1 | Acolyte | Science (psionicology) 1 |
2 | — | — |
3 | Adept | Any Talent skill 1 |
4 | — | — |
5 | — | — |
6 | Master | Psionic Registration |
Rank | Title (Psi-Commando) | Bonus |
0 | Operative | — |
1 | Prime Operative | Gun Combat (any) 1 |
2 | Sergeant Operative | Leadership 1 |
3 | Lieutenant Operative | — |
4 | Captain Operative | — |
5 | Force Commander | Tactics (Military) 1 |
6 | Psionic Commander | — |
Mishaps
1D | Mishap |
---|---|
1 | Severely injured (this is the same as a result of 2 on the Injury Table). Alternatively, roll twice on the Injury Table and take the lower result. |
2 | You telepathically contact something dangerous. Lose one PSI. You also suffer from persistent and terrifying nightmares. |
3 | An anti-psi cult or gang attempts to expose or attack you. Roll 1D – on a 1-2, you are injured; roll on the Injury Table. On a 3-4, lose one SOC. On a 5-6, nothing else happens, but you still must leave this career. |
4 | You are asked to use your psionic powers in an unethical fashion. Accept, and you may continue in this career, but you gain an Enemy. Refuse, and you must leave the career. |
5 | You are experimented on by a corporation, government, or other organisation. You escape, but are forced to leave this career. |
6 | Your gift causes a former ally to turn on you and betray you. One Ally or Contact becomes an Enemy. |
Events
2D | Event |
---|---|
2 | Disaster! Roll on the Mishap Table, but you are not ejected from this career. |
3 | Your psionic abilities make you uncomfortable to be around. One Contact or Ally becomes a Rival. |
4 | Choose one of these skills, reflecting your time spent mastering mind and body. Gain one of Athletics (any) 1, Stealth 1, Survival 1 or Art (any) 1. |
5 | You have a chance to use your powers unethically to better your standing. If you accept, roll PSI 8+. If you succeed, gain an extra Benefit roll or +1 SOC. If you fail, lose one SOC. |
6 | You make an unexpected connection outside your normal circles. Gain a Contact. |
7 | Life Event. Roll on the Life Events table. |
8 | You achieve a new level of psionic strength. Increase your PSI by +1. |
9 | You are given advanced training in a specialist field. Roll EDU 8+ to gain any one skill except Jack-of-all-Trades. |
10 | You pick up potentially useful information using your psychic powers. Gain DM+1 to any one Benefit roll. |
11 | You gain a mentor. Gain an Ally and DM+4 to your next Advancement roll (in any career) thanks to his aid. |
12 | You achieve a new level of discipline in your powers. You are automatically promoted. |
Benefits
1D | Cash | Benefits |
---|---|---|
1 | Gcr1,000 | Gun |
2 | Gcr2,000 | 2 Ship Shares |
3 | GCr4,000 | Contact |
4 | GCr4,000 | Ally |
5 | GCr8,000 | Psionic Registration |
6 | GCr8,000 | Psi Implant |
7 | GCr16,000 | 10 Ship Shares |
Qualification: PSI 6+
DM-1 for every previous career
Assignments: You must choose one of the below as an assignment.
Wild Talent: You developed your powers without formal training.
Psionic Adept: You were a scholar of the psionic disciplines.
Psi-Commando: You combined combat training with psionic abilities.
Survival
Wild Talent. END 5+
Adept. EDU 4+
Psi-Commando. END 6+
Advancement
Wild Talent. INT 7+
Adept. EDU 8+
Psi-Commando. EDU 6+
DM-1 for every previous career
Assignments: You must choose one of the below as an assignment.
Wild Talent: You developed your powers without formal training.
Psionic Adept: You were a scholar of the psionic disciplines.
Psi-Commando: You combined combat training with psionic abilities.
Survival
Wild Talent. END 5+
Adept. EDU 4+
Psi-Commando. END 6+
Advancement
Wild Talent. INT 7+
Adept. EDU 8+
Psi-Commando. EDU 6+
Other Associated professions
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