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Ghost in the Shell

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Below are conversions of psionic powers that we are utilizing for our House Rules version of psionics. As we only convert on an as needed basis, the list is not yet extensive.

SCIENCES
Psionic Sciences are the major powers within each Psionic Discipline.

Precognition

Discipline: Clairsentience
Prerequisites: None
Level Equivalent: 6
Preparation Time: 1 Standard Action
Range: Personal
Area: N/A
Target: You
Duration: 1d6 hours
Initial Cost: 24
Maintenance Cost: N/A
Augment: N/A
Critical Success: Gain the bonus to three rolls instead of one.
Critical Failure: You see yourself meeting your own demise in a particularly nasty and grisly manner. The vision leaves you so shaken up that you must succeed at a Will save (DC 25) or have your critical failure range of all psionic powers used for the next 1d6 hours increased by three (meaning that you would get a critical failure result on 1-4 on the 1d20 manifester check).

Precognition allows your mind to glimpse fragments of potential future events -- what you see will probably happen if no one takes actions to change it. However, your vision is incomplete, and it makes no real sense until the actual events you glimpsed begin to unfold. That's when everything begins to come together, and you can act, if you act swiftly, on the information you previously received when you manifested this power.

In practice, manifesting this power grants you a "precognitive edge". Normally, you can have only a single precognitive edge at one time. You must use your edge within a period of 1d6 hours from the time of manifestation, at which time your preknowledge fades and you lose your edge.

You can use your precognitive edge in a variety of ways. Essentially, the edge translates into a +4 Insight bonus that you can apply at any time to an attack roll, a damage roll, a saving throw, or a skill check. You can elect to apply the bonus to the roll after you determine that your unmodified roll is lower than desired.

Telekinesis

Discipline: Psychokinesis
Prerequisites: None
Level Equivalent: 3
Preparation Time: 1 Standard Action
Range: Medium (100 ft + 10ft/level)
Area: N/A
Target: 1 object
Duration: Concentration
Initial Cost: 3+
Maintenance Cost: 1+/round
Augment: N/A
Saving Throw: None
Power Resistance: No
Critical Success: You can lift a second item of equal or lesser weight simultaneously for the same cost.
Critical Failure: You "fumble" the item, knocking it over, etc.

Telekinesis, or "TK" for short, is the ability to move objects through space without touching them. All telekinetic efforts tend to be physically taxing, because they involve real work. Moving small, light objects is relatively easy. As the objects become more massive, the task becomes significantly more difficult.

If an object you wish to use TK upon is held by another creature, an opposed Strength check is made. The opposing creature uses its own STR score, while the psionicist uses the STR score that the current amount he or she is trying to move would fall under.

The costs above (3 PSPs initially and 1 per round of maintenance) assume that the object being moved weighs 3 lbs or less. For heavier objects, these rules apply:
* The initial cost equals the object's weight in pounds.
* The maintenance cost is half the initial cost, rounded off.

A psionicist using TK can move an object at a speed of up to 60 feet per round. The object can serve as a weapon. In this case, the psionicist makes a ranged attack roll, with Wisdom used in place of Dexterity as the attack modifier. Hurled weapons deal their normal damage, but your STR modifier is not added to the roll. Other objects deal 1d6 damage per 25 pounds of weight.

Devotions
Psionic Devotions are the minor powers within each Psionic Discipline.

Page Last Updated Feburary 13th, 2005

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