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You can spend non-weapon proficiency slots to increase Astral Psi. Score (1st prof.=+1, 2nd prof.=+2, 3rd prof.=+3, etc.).
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Each psionic has a number of powers each with a Level, which are selected from the psionic powers list. The total number of Levels spent is equal to the psionic's Astral Psi Score. There is no limit to what Level a power can be.
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Each power costs 1 mental action to use. Most powers have a range of sight and affect 1 target. "Touch" powers have a range of touch and affect 1 target. "Beam" powers have a range of sight and affect a 60'x10' area. "Blast" powers have a range of sight and affect a 15' radius.
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Under "Targ" (for "Target") there is a code listed:
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stat (Str, Dex, etc.) = use the target's stat, divided by 3
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R = use the range to target, divided by 10 yards
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W = use the target's weight, divided by 100 lbs.
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C = use the target's complexity rating
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number = use that number
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When you use a power, roll the following:
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# of Successes = 1D6 + Sorcery - Target - 1D6 (this the defender rolls)
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"1D6" means ("open-ended") 1d6, and if you roll a "6", roll again and add 6. If there are multiple targets, your 1D6 roll stays fixed, and the defenders roll seperately against the same result.
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If the # of Successes is greater than the power's Level, it is lowered to Level.
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If the effect is physically damaging, each success does 10% of the target's maximum hit points as damage. If the effect is mentally damaging, each success causes ALL actions the target attempts to be at -1 until a maximum of -10 is achieved, then the extra successes go to physical damage.
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After you use a power, you must resist drain:
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Resist Drain Successes = 1D6 + (Int+Wis+Chr)/8 - (power's level)
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Each power has a Drain code (such as "S3"). The letter is the severity, the number is the staging. The severity is in the following order:
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n=None=0, L=Light=1, M=Moderate=3, S=Serious=6, D=Deadly=10, X=15
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The staging is how many Resist Drain successes you need to lower the severity by one level (D -> S, S -> M, M -> L, L -> none). Therefore, a drain of S3 would require 9 resist drain successes to get rid of. If you are left with a drain severity greater than "none", you take mental damage equal to the number above (a "S" would cause -6 on all your actions).
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Besides drain, there is no limit to the number of times you may use astral psionic powers.
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Any astral psionic can look into Astral space. It takes 1 Mental action to switch sight to the Astral, and 1 Mental to switch sight back. Once a PC is perceiving in the Astral, he can expend another Mental to project into the Astral. This is basically the same as the spell "Astral Spell"; it creates a silver cord back to the PC's Prime Material body.
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Astral Psi Score = Int + Wis + Chr + level*6 + 2*(non-weapon prof. spent). (0.5)
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You cannot spend proficiencies to increase Astral Psi Score, so the last term is meaningless in Collective 0.51.
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You must be within 2 planes of the Astral Plane to use this frequency. If you are 2 planes removed, you suffer an extra -1d6 on number of successes and +1d6 when rolling for drain.
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Remove Paralysis or Remove Stun effects reduce your current stun status to 0. It does not heal physical damage if you received more than 10 stun/drain. (0.5)
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Immunity to Stun effects do make you immune to Stunning damage, but not drain, as you must lower the immunity in order to pay the cost for the ability. The immunity would make you not suffer the -1 per drain point on all your actions, but you still have those drain points. (0.5)
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If you are a Vampire, subtract 1 point of mental stunning per segment (10 per round total). This does not apply to any other form of undead. (0.5)
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