PSIONICS
This section contains a all the psionic information and abilities used Rifts and their details.
DETERMINING PSIONIC ABILITY
There are 3 ways to get a character with psionic powers. The first is to
select a Psychic R.C.C. They are usually Master psychics and the most
powerful available. The second way is to select an O.C.C. that has some
psionic abilities, but these powers are usually limited. The third way
is to determine randomly to see if the character has some psionic
ability in addition to their usual O.C.C./R.C.C skills and abilities.
Random Psionic Abilities.
INNER STRENGTH POINTS (I.S.P.)
All humans and many other sentient species have a base I.S.P. This
is usually equal to their M.E. Every use of a psionic ability
temporarily uses up a certain amount
of psychic energy called Inner Strength Points (I.S.P.). Each specific
psionic power will indicate exactly how much I.S.P. is required to
perform that ability. When a psionic has exhausted all their I.S.P.
they are unable to perform any more psionic feats until they acquire
sufficient rest.
Major Psionic I.S.P.
Minor Psionic I.S.P.
RECOVERY OF I.S.P.
Inner Strength Points can be restored during sleep and/or with total relaxation at a rate of 2 per hour.
Meditation is a talent/ability known to all psychics (although some may
not recognize it as this and think it something different, or not be
aware of its existence). It is the only ability that can be performed
at any time and costs no I.S.P. to use. Meditation is not so much a
psi-power as it is a mental discipline that enables the psychic to
concentrate deeply and focus one's abilities and thoughts. The exact
techniques of meditation may vary from focusing on a mental object or
notion to chanting or humming a mantra. The result, regardless of
technique, is a deep relaxation and focus to achieve insight and
harmony into one's self and the world around themselves. A relaxing
meditative state restores 6 I.S.P. per hour and is the equivalent of 2
hours sleep/rest for the physical body.
INFLUENCE OF LEY LINES
For more detailed information click on Ley Lines,
which takes you to the Magic section. Concerning psionics, ley lines
may influence them in four main ways: Range, Duration, Strength, and
Damage.
- Range: When within two miles (3.2km) of a ley line, range is increased by 50%, and doubled when within a mile (1.6km) of a nexus point.
- Duration: When
within two miles (3.2km) of a ley line, duration is increased by 50%,
and doubled when within a mile (1.6km) of a nexus point.
- Strength: The strength/M.D.C. of a telekinetic force field
is doubled when within a mile (1.6km) of a nexus point (no change when
near a ley line only).
- Damage: Psionic energy attacks, such as psi-sword,
pyrokinesis, electrokinesis, and telekinesis, have their damage doubled
when within a mile of a nexus point (no change when near a ley line
only).
PSIONIC ANIMALS
Most large mammals seem to have innate natural psychic senses that
warn them about the presence of supernatural forces. This includes
cattle, horses, sheep, and predatory mammals (lions, wolves, coyotes),
ravens and crows, parrots, and birds of prey can also sense the
supernatural.
As odd as it may seem, animals associated closely with humans on a
friend or helper/worker level have the most pronounced psi-abilities.
Thus dogs, cats, horses, mules and donkeys (as well as intelligent pet
birds) exhibit the greatest extrasensory perception. Each of these
animals has the abilities of See The Invisible, Sense Evil, Sense Magic, Sixth Sense, and Empathy
(receives only).Sensing range is 600 feet (183m) radius and is an
automatic instinct that helps the animals avoid the supernatural. The
animal's reactions will always be the same, intense nervousness,
jumpiness, whimpering, hissing, growling, howling, and alertness when
psionic and magic energies are sensed nearby. If possible, the animal
will try to leave the area and will flee if they get the opportunity.
Only a loyal canine companion may stay with their human friend or
master and may attack when the supernatural horror enters the backyard
or home.
when cornered face to face with supernatural evil, the animal will
attack and attempt to flee. A dog or cat will have the hairs on its
back rise, bare fangs and growl or hiss in a menacing warning. A horse
will whinny, stomp and rear. If the supernatural creature does not back
off, the animal will attack. The cat and horse will attack only to make
a path of escape and to let the supernatural being know that they
recognize what it is even if disguised. A canine will attack to kill
60% of the time, otherwise they will flee. Note: Dogs, cats,
and other animals can not be trained to sniff out magical or
supernatural creatures. Their natural instinct is to flee from it, so
the animals will NOT seek out these forces for any reason. The animals
use of the psychic powers is automatic and natural. Consequently, they
do not get or spend I.S.P., the psionic abilities just snap on as a
defensive reflex.
All living creatures have potential psychic energy (P.P.E.) points. A
practitioner of magic, especially evil ones, may sacrifice an animal to
get its P.P.E.. Remember, the P.P.E. of all creatures doubles at the
moment of death and a mage can capture and use that unleashed energy.
Each animal description should have its typical P.P.E. noted, but these
two lists may be of aid:-
* Animal P.P.E. Alphabetical List
* Animal P.P.E. List By Amount
HEALING PSIONIC ABILITIES
- Bio-Regeneration (Self) (6)
- Deaden Pain (4)
- Detect Psionics (6)
- Exorcism (10)
- Healing Touch (6)
- Increased Healing (10)
- Induce Sleep (4)
- Meditation (0)
- Psychic Diagnosis (4)
- Psychic Purification (8)
- Psychic Surgery (14)
- Resist Fatigue (4)
- Restore P.P.E. (4+)
- Stop Bleeding (4)
- Supress Fear (8)
PHYSICAL PSIONIC ABILITIES
SENSITIVE PSIONIC ABILITIES
SUPER PSIONIC ABILITIES
- Bio-Manipulation (10)
- Bio-Regeneration (Super) (20)
- Electrokinesis (varies)
- Empathic Transmission (6)
- Group Mind Block (22)
- Group Trance (15)
- Hydrokinesis (varies)
- Hypnotic Suggestion (6)
- Mentally Possess Others (30)
- Mind Block Auto-Defense (special)
- Mind Bolt (varies)
- Mind Bond (10)
- Mind Wipe (special)
- P.P.E. Shield (10)
- Psi-Shield (30)
- Psi-Sword (30)
- Psionic Invisibility (10)
- Psychic Body-Field (30)
- Psychic Omni-Sight (15)
- Psychosomatic Disease (30)
- Pyrokinesis (varies)
- Radiate Horror Factor (8)
- Telekinesis (Super) (10+)
- Telekinetic Accelration Attack (10 or 20)
- Telekinetic Force Field (30)
- Telemechanics (10)
- Telemechanic Mental Operation (12)
- Telemechanic Paralysis (20)
- Telemechanic Possession (50)