Psi8


Level KXP Psi8
mMG SU
1 0 1-- --
2 4 2-- --
3 8 3-- --
4 16 41- --
5 32 51- --
6 64 62- --
7 128 72- --
8 256 831 --
9 512 931 --
10 900 A41 --
11 1300 B42 --
12 1700 C52 --
13 2100 D52 --
14 2500 E63 --
15 2900 F63 --
16 3300 G73 1-
17 3700 H74 1-
18 4100 I84 1-
19 4500 J84 1-
20 4900 K95 2-
21 5300 L95 2-
22 5700 MA5 2-
23 6100 NA6 2-
24 6500 OB6 3-
25 6900 PB6 3-
26 7300 QC7 3-
27 7700 RC7 3-
28 8100 SD7 4-
29 8500 TD8 4-
30 8900 UE8 4-
31 9300 VE8 4-
32 9700 WF9 51
33 10100 XF9 51
34 10500 YG9 51
35 10900 ZGA 51
36 11300 [GA 51
Table1 L ]@
Psi8 powers improve your mind & body so you can interface with technology better.
Psi8 powers are resisted using PR (Psionic Resistance), *not* TechR (Technological Resistance). TechR is used to resist Technological Items, described on the next page.
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+0  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+1  6  5  9  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  6  9  4  5  3  2  4
+2  7  7  9  4  5  4  2  5
+2  7  7 10  5  6  4  2  5
+3  7  8 10  5  6  4  3  6
+3  8  8 10  5  6  5  3  6
+3  8  9 10  6  7  5  3  7
+4  8  9 11  6  7  6  4  7
+4  8 10 11  6  7  6  4  8
+4  9 10 11  7  8  6  4  8
+5  9 11 11  7  8  7  5  9
+5  9 11 12  7  9  7  5  9
+5  9 12 12  8  9  8  5 10
Requisites: Int 12
Alignment: any
HD/level: d8
Weapon Prof.: 8+level/4
To Hit Table: Wiz
Save Table: Psi
Reference: DM
Groups: Psionicist, Technology
 
See [Q8] for rules and powers.
Can manipulate an object with TechF equal to your level or less.
In addition, Psi8 gets "Netrunning" type powers which allow the Psi8 to physically connect to a machine or object; see [Q8].
Level 1: +1 Technological proficiency slot per level (see [P8.8]).

Psi8


Psi8 Minor Powers

Name Effect
Construct Control Item 1 Create a "Control" type item (see next page) of TechL=CL, each TechL takes 1S action
Construct Generic Item 1 Create a "Generic" type item (see next page) of TechL=CL, each TechL takes 1S action
Construct Power/Defensive Item 1 Create a "Power" type item (see next page) of TechL=CL, each TechL takes 1S action
Construct Weapon Item 1 Create a "Weapon" type item (see next page) of TechL=CL, each TechL takes 1S action
Create Technological Monster I Create a DL I Technological Monster (AC=4*CL, hp=8*CL, Str=2*CL)
Degrade Technology Technological item with TechL<=CL gets -1 TechL (save vs. PP) (minimum TechL=0)
Detect Technology Detects Technology and gives TechL within sight
Energy Discharge 80' line, CL^2 technological dmg (RSW save:½), can power tech items drained of power
Hack into Technological Object Hack (gain control) of a technological object with TechL<=CL (monsters get save)
Hard Resistance to Radiation Double resist radiation (1/4, save for 1/10), Ignore gaining Psi9/18/27 powers due to RS
Identify Technology Identifies a technological item, 8% chance of failure per TechL greater than your CL
Improve Technology Technological item with TechL<CL gets +1 TechL (TechL% chance of destroying item)
Mend As spell
Minor Creation As spell
Repair Light Damage Cures 10 hp (1 Hull point) to a technological item
Speak with Technological Item Communicate with technological item (considered semi-intelligent like Speak w/ Plants)
Technological Armor +CL AC, +CL*2 current hp (like an Armor spell), can stack w/ Armor spell
Technological Shield DR (CL*2)/(+CL/2) (or) WR 10*CL% (or) Others need a +CL-1 weapon to hit you
Technological Weapon Your weapon gets +(CL/2, round down) TH & +(CL/2, round up) dmg, not magical plusses

Psi8


Psi8 Major Powers

Name Effect
Construct Control Item 2 Create a "Control" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
Construct Generic Item 2 Create a "Generic" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
Construct Power/Defensive Item 2 Create a "Power" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
Construct Weapon Item 2 Create a "Weapon" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
Create Technological Monster II Create a DL IV Technological Monster (AC=8*CL, hp=8*(CL^2), Str=4*CL)
Dispel Technology Dispels a technological effect
Hard Resistance to Chemicals Double resist chemical elements (1/4, save for 1/10), Immune to gas & poison
Living Technology +1E action per round for one of your items (it can activate itself)
Major Creation As spell
Repair Serious Damage Cures 80 hp (8 Hull points) to a technological item, fixes minor malfunctions
Tech Jar Magic Jar into a technological item
Techmind +TechL*8 to Personality score (can also be used vs. normal magic/psionic items)
Techskin Get TechL "Techskins", each absorbs one technological attack (can't use with Stoneskin)
Unusual Mix May construct your tech items using "Unusual Materials" chart, this may have odd effects

Psi8 Grand Powers

Name Effect
Anti-Technological Shell Reduce all technological objects within 30' by -CL TechL (min TechL=0)
Attune Technological Item Allow another to have & use one of the technological objects you made using Psi8
Construct Control Item 4 Create a "Control" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
Construct Generic Item 4 Create a "Generic" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
Construct Power/Defensive Item 4 Create a "Power" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
Construct Weapon Item 4 Create a "Weapon" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
Cron Job Contingency or Delayed Blast for one Psi8 power
Create Technological Monster III Create a DL VIII Technological Monster (AC=16*CL, hp=8*(CL^3), Str=6*CL)
Hard Resistance to Anti-Matter Double resist anti-matter (1/4, save for 1/10), Can survive in anti-matter based prime
Magical Engineering Duplicate the effects of a Psi16 minor or major
Repair Massive Damage Cures 640 hp (64 Hull points) to a technological item, fixes Crashed/Hung status

Psi8 Super Powers

Name Effect
Construct Control Item 8 Create a "Control" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
Construct Generic Item 8 Create a "Generic" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
Construct Power/Defensive Item 8 Create a "Power" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
Construct Weapon Item 8 Create a "Weapon" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
Create Technological Monster IV Create a DL XII Technological Monster (iAC=CL/8, ihp=CL/8, Str=8*CL)
Hard Resistance to Time Double resist time (1/4, save for 1/10), Immune to Time Stop / Temporal Stasis
Steal Attunement Allow another to have & use one of the technological objects *anyone* made using Psi8

Psi8


Psi8 Technological Items

At any given moment, you may have a number of Psi8 technological items (that you created) equal to your Psi8 level. Other Psi8 items (made by someone else) that you somehow gain control of do not count against this limit.
Technological effects are resisted using TechR (Technology Resistance) or another resistance listed below.
Items listed as "1 charge" burn out when used; you make make another item immediately after activating this item (the temporary effect doesn't count against the number of technological items you may have).
The names given are for the TechL=20 version; the actual device will look and operate differently at lower tech levels (e.g. a low TechL "Tractor Beam" would actually be a grapple-like device similar to what Batman uses).

Psi8 Control Items

Item Effect (use TechR or CR [Charm Resistance] to resist)
Boarding Party 1M, 1 charge: Summon a DL=TechL monster (need not be technological)
Comp (Computer) +TechL*2 Nonweapon Proficiencies; +TechL/2 Int (round down)
Ctrl (Control) Need to be charmed an extra TechL times to be controlled; can operate at -TechL*8 hp
DamCon (Damage Control) Regenerate TechL hp/r (it's not "troll-like", it's normal regeneration)
Deck Crew 1Z, 1 charge: +1P action per round for 1 turn
ExcDam (Excess Damage) Don't die unless lowered below -TechL*8-10 hp; "Power Word" spells reduced by TechL*8
Passenger 1V, 1 charge: +1 minor familiar for 1 turn (don't lose hp or anything when it disappears)
Sen (Sensors) Detect Life/Technology/Energy (type and amount), range = 8*TechL feet (through walls)
Scan (Scanners) Get vague impression (order of magnitude) of # of beings (and type) within a large area
SpecComm (Communications) Communicate with someone up to 8^TechL feet away

Psi8 Generic Items

Item Effect (use TechR or aCR [Concrete Resistance] to resist)
Armor 1M: +TechL*8 current hp (like Armor spell), doesn't stack w/ Armor or Tech Armor (above)
Cargo TechL^3 lbs. extradimensional space
Ftr (Fighter) 1V, 1 charge: Use any weapon in the "Weapons Items" list below
Holo (Holodeck) 1M: Create an illusion (all 5 senses) of SL=TechL/3 effect
Hull +TechL*2 max hp
Lab 1M: Legend Lore TechL*10%
Prb (Probe) 1V, 1 charge: An invisible mobile Lab (mental communication), moves at TechL^2" flying
Repair 1M: Cure TechL*8 hp, divided as you choose between any number of targets
Trac (Tractor Beam) 1V: Telekinesis 8*TechL^4 lbs*move" (e.g. TechL=10, move a 2000 lb. object at 40" rate)
Tran (Transporter) 1M: Teleport up to 4^TechL feet away; you have "summoning sickness"

Psi8


Psi8 Power/Defensive Items

Item Effect (use TechR or aWR [Anti-Weapon Resistance] to resist)
APR (Auxiliary Power Reactor) +TechL/2 spell levels in one spell progression (or) +TechL*4 max PSPs (any freq.)
Btty (Battery) 1Z, 1 charge: +TechL spell levels in one spell prog. (or) +TechL*8 PSPs (any freq.)
Cloaking Device Non-Improved Invisibility; +TechL AC
DD (Displacement Device) 1Z: Blink up to 4*TechL feet away; you do not have "summoning sickness"
Impulse Base (walking) movement rate is TechL*6"
Shield 1M: Absorbs up TechL*8 dmg from anything except melee (does not affect actual hp total)
Warp Fly at TechL*4" rate

Psi8 Weapon Items

Item Effect (use TechR or WR [Weapon Resistance] to resist)
ADD (Anti-Drone) 1 charge: Take no damage from a missile attack (has TechL charges)
Disr (Disruptor) 1P: Deal (TechL)d5 disruptive dmg to one target, half of the damage is Vile damage
Drn-A (Type A Drone Rack) 1P, X charges: (TechL)d(6*X) dmg to one target, considered a missle (has 4 charges)
ESG (Expanding Sphere Gen.) Fire Shield, except they take a constant TechL*2 dmg each time they hit you
Mine-A (Type A Mine Rack) 1P, 1 charge: Create a technological trap that does TechL^4 dmg (has 4 charges)
Ph-1 (Phaser-1) 1P: Deal (TechL)d4 light dmg to one target, save vs. RSW or blinded for TechL segments
Ph-G (Phaser-G) 1P: Deal TechL light dmg to 4 targets (there is no blindness like Ph-1)
Phtn (Photon Torpedo) 1P: Deal (TechL)d8 explosive dmg to one target, needs 1 segment to recharge itself
Pl-F (Plasma Torpedo) 1P: Deal (TechL)d10 fire dmg in a 10' radius (BW save: ½), needs 2 segments to recharge
SFG (Stasis Field Generator) 1M: Target loses next TechL/4 (round down) segments of actions (Will save to ignore)
WC (Web Caster) 1P: Web spell, except it's a TechL*10' line instead of a radius