TORG Psionics

A rewrite by Kansas Jim
version 1.0


  1. Power Groups
  2. Multi-Level Powers
  3. Who Has Psionics and Who Doesn't
  4. The Powers
I have introduced several changes to the basic psionics rules as presented in the Space Gods sourcebook. The most important change has been the addition of varying axiom level requirements for the powers instead of the static requirements presented in the SG SB. Another important change was made to the Difficulty Number modifier for the home cosm of the psychic; instead of a table as in the SG SB the modifier is now based purely on the difference between the psychic's axioms and the axioms of the Space Gods (who are being used as a baseline for the Difficulty Numbers.)

Example: A Core Earth psychic (Social 21) will have a +6 modifier to the DN of most psionic powers (Space Gods Social axiom is 27.) An Ayslish psychic (Social 18) would have a +9 modifier to those same powers.

The most noticable change in gameplay will come from the changes made to range and effect values. Most powers still base range and/or effect values on the Psionic Maniuplation skill value of the psychic but the interpretation of "skill value" as used in the SG SB has been better defined. Powers will now either say "skill value" or "skill measure". The former means that the numeric value of the skill is taken literally for the range or effect value while the latter means that the skill value is read on the TORG value chart for the range or effect value. Some powers will have ranges of "skill adds in meters"; as with "skill value" this means the number of skill adds are used literally for the range value.

Example: A psychic has a Perception of 10 and Psionic Manipulation at three adds, for a skill value of 13. A power that says "Range: skill value in meters" will have a range of 13 meters while a power that says "Range: skill measure in meters" will have a range of 400 meters. If it said "Range: skill adds in meters" then the range would be 3 meters.

The basic premise behind the source of psionic abilities remain the same; the Social, Tech and Spirit axioms all play a part as defined in the SG SB.

POWER GROUPS

The psionic powers remain divided into the Power Groups as defined in the SG SB though I am looking at possibly rearranging them, in particular the Aligned powers since some of them have been demonstrated by members of Project Omen so they must be available to psychics who aren't from the Star Sphere..

Psychics may buy adds in a Power Group which will add directly to their Psionic Manipulation and/or Psionic Resistance skill when they use a power from that group. The adds may be split up between the two skills or put into one skill and they may be reassigned as the psychic sees fit whenever he uses a power. The first add in a Power Group costs 2 PP after the power group has been bought (either 5 or 10 PP) and subsequent adds are purchased like a normal skill.

Example: A psychic has +2 adds in the Kinesis group. He may increase his Psionic Manipulation or Psionic Resistance skill value by +2 or he may increase each skill by +1 when he uses one of the Kinesis powers he knows.

A Power Group that is contradictory to the psychic's native reality (such as an Aligned Group for a non-Space God or any group where all the powers are a contradiction for the character) cost double to purchase (10 PP or 20 PP) and the first add also costs double (4 PP).

When a psychic purchases a Power Group they get one power within that group for free *unless* it is a contradictory Power Group, in which case they must pay 1 PP for the first power. Additional powers cost 1 PP each (including contradictory powers.). A character can attempt to use a psionic power he has not purchased if he knows at least one power in the same Power Group. A modifier of +5 is added to the unpurchased power's Difficulty Number in addition to any other modifiers. The psychic may not use any adds he has in the Power Group with an unpurchased power and will always take a minimum of 1 result point of psi strain damage (one shock point of mental damage.)

In addition, unpurchased powers will operate at a much lower level of effectiveness; reduce "skill measure" to "skill value" or "skill value" to "skill adds" in the power description when figuring range and/or effect value.

Example: A character has the Kinesis group but does not have the Mental Anchor power. If he attempts to use that power, the range is reduced from the skill value in meters to the number of adds the character has in Psionic Manipulation in meters and he suffers a +5 penalty to the DN of the power and may not use any skill adds he has placed in the Kinesis Group.

MULTI-LEVEL POWERS

Some powers have more than one version available. The differences are usually in regards of range and/or effect value - the weaker version usually has "skill value" and the more powerful version will use "skill measure" for ranges and/or effect values. There will also be a different axiom requirement between the versions. The different axiom level is known as the power's Threshold Level. In addition to dividing a power into two versions the Threshold Level is also used in place of the Akashan axiom to determine the DN modifier for the weaker version of the power. Ord psychics with an axiom below the Threshold Level of a power may only use the weaker version of the power. P-rated psychics may use the stronger version at the risk of contradiction and disconnection (technically the ord psychic could use the stronger version with the same risks if he is not disconnected but for simplicity's sake I assume that they cannot.)

Example: Telekinesis has a Threshold Level of Tech 26. An ord CE psychic could only use the weaker version of TK where the effect value is equal to the skill value and would have a (26-23) +3 modifier to the DN. A P-rated CE psychic could attempt to use the stronger version of TK (effect value equals the skill measure) as a contradiction and he would have a (30-23) +7 modifier to the DN.

The different levels of a power are fully available to anyone who has purchased the power, characters do not have to buy each version seperately. If a character's axiom is above the Threshold Level he can still use the weaker version of the power and even receives a negative modifier *to the DN* (not his Psionic Manipulation skill) based on the difference in the axioms.

Example: An Akashan who wishes to use the minor version of Telekinesis receives a (26-30) -4 modifier to the DN of the power.

A Threshold Level will be indicated in a power writeup on the appropriate axiom level entry as well as the line that indicates what axiom is used to determine the DN modifier.

Example: The writeup for Telekinesis has these two lines:

Tech level: 15 [26]
Difficulty modified by: Tech axiom (26 [30])

This indicates that the minor version of Telekinesis is available at a Tech axiom of 15 and the major version of Telekinesis is available at Tech 26. The DN modifier for the minor version is found by subtracting the character's Tech axiom from 26 and the DN modifier for the major version is found by subtracting from 30.

WHO HAS PSIONICS AND WHO DOESN'T

While these new rules allow for psionics to exist in several more realms than the previous rules did that does not mean that psionics have been developed in every realm that supports their existence. Currently the only realms who have any real level of development of psionics are the Star Sphere and Core Earth. For the most part other realms have not developed psionics to any level due to the high difficulty values and being able to produce the same results easier through some other means (Aysle for example can mimic just about any psi ability through magic and usually with a lower DN.) Some cosms also have societal reasons for no psionics or the development of psionics have been hindered by the World Laws of the cosm.

In Aysle, not only is it easier to produce effects through magic there is also the Law of Observation and the Law of Magic to consider. Basically, because "the power of the mind" cannot be observed directly it must be a supernatural effect, which means that even when psi effects actually do occur in Aysle they are perceived as being magical in nature and over time they may actually become magical in nature, so everyone ends up using magic anyway.

In the Cyberpapacy, psionic abilities are usually seen as being magical in nature or as signs of heretical powers at work (ie, powers granted by the devil.) Generally psychics are lumped in with the same crowd as witches and heretics in the eyes of the Cyberpapacy so most end up being captured by the Inquisition, tried, convicted and usually killed. Naturally enough most people are afraid to develop any psionic abilities they may have.

In the Nile Empire (and Terra), the psionic abilities that are possible at those axioms aren't as flashy and powerful as Pulp Powers so the Law of Drama favors development of Pulp Powers instead of psionics. Basically what happens is anyone in the Nile or Terra who might develop psionic abilities will instead develop a psi-like Pulp Power.

In Orrorsh, the nondevelopment of psionics is due mostly to the high difficulty values and Victorian societal pressures, as psi abilities are usually seen (especially by the Sacellum) as "dark powers" and are associated with the Occult and Horrors. Spirit Medium is on the edge between psychic and mystical phenomena but its mechanics put it more on the side of mysticism. The Akashans probably have psychic powers that produce the same effect though (channeling, for example, could be a psionic version of Spirit Medium.)

Nippon Tech does not actually support psionics due to its low Spirit axiom but there are areas in the realm and in Marketplace where a localized shift has bumped the Spirit axiom up to a 9, which will support some psi abilities. These areas tend to be religious locations and some priests have discovered psionic abilities as part of their studies into the nature of Ki power, but in most cases psionics are still unknown as development usually goes into miracles or martial arts powers instead of psionics.

Tharkold's Social axiom is affected by the Law of Ferocity and those effects are the primary reason that large-scale development of psionics has not occured in Tharkold. In fact, the Tharkoldu depend primarly on magic and miracles so development of psionic abilities has largely been with the Race. But for the most part the Race has also depended on more traditional spiritual powers instead of developing their psi potentials so usually it is only the occasional genetic mutant who displays any real psi abilities. However, with Akashan intervention this could change and widespread psionic ability among the Race would give them a new weapon to use against the Tharkoldu.

THE POWERS

Instead of being divided by Power Group as in the SG SB the powers are listed alphabetically here with the appropriate Power Group indicated in the description. Unless otherwise noted, powers function exactly the same as they are described in the SG SB. For convenience, page numbers in the SG SB are provided for each power.

Powers marked with a '*' on the Power Group line are contradictions outside of the Star Sphere due to their dependence on Akashan world laws. This may change in the future when I get around to reorganizing things.

Accelerate Healing (page 75)

Power Group: Zinatt *
Social level: 20
Spirit level: 11
Tech level: 15
Base Difficulty: 13
Difficulty modified by: Social (27)
Base Range: touch
Base Effect Value: 8
Bonus to: effect

Alignment Discovery (page 75)

Power Group: Zinatt *
Social level: 23
Spirit level: 9
Tech level: 15
Base Difficulty: 14
Difficulty modified by: Social (27)
Base Range: skill adds in meters
Base Effect Value: 8
Bonus to: effect

Awareness (page 67)

Power Group: Senses
Social level: 18
Spirit level: 9
Tech level: 15
Base Difficulty: 10
Difficulty modified by: Social (27)
Base Range: skill measure in meters
Base Effect Value: 8
Bonus to: duration

ADDITION: The power can be extended to detect danger to other people by using the One-on-Many modifiers to the DN. For example, a psychic bodyguard could include his client and the Base Difficulty would then be 14 (+4 for two people.)

Beacon (page 70)

Power Group: Telepathy
Social level: 15
Spirit level: 9
Tech level: 15
Base Difficulty: 8
Difficulty modified by: Social (27)
Base Range: skill measure +3 in meters
Base Effect Value: na
Bonus to: duration

CLARIFICATION: To find the range, add three to the skill value and then look up the measure of that on the TORG value chart.

Charisma Control (page 71)

Power Group: Aka *
Social level: 15
Spirit level: 9
Tech level: 15
Base Difficulty: 9
Difficulty modified by: Social (27)
Base Range: self
Base Effect Value: 6
Bonus to: duration

Clairvoyance (page 75)

Power Group: Zinatt *
Social level: 20
Spirit level: 9
Tech level: 21
Base Difficulty: 17
Difficulty modified by: Tech (30)
Base Range: self
Base Effect Value: 9
Bonus to: effect

Clear Thought (page 71)

Power Group: Aka *
Social level: 15
Spirit level: 9
Tech level: 15
Base Difficulty: 11
Difficulty modified by: Social (27)
Base Range: self
Base Effect Value: 14
Bonus to: effect

Cloud Mind (page 70)

Power Group: Telepathy
Social level: 21
Spirit level: 9
Tech level: 15
Base Difficulty: 9
Difficulty modified by: Social (27)
Base Range: skill value in meters
Base Effect Value: 11
Bonus to: effect

Containment (page 63)

Power Group: Kinesis
Social level: 15
Spirit level: 11
Tech level: 26
Base Difficulty: 7
Difficulty modified by: Tech (30)
Base Range: skill value in meters
Base Effect Value: 5
Bonus to: duration

Diagnostic Probe (page 65)

Power Group: Defense
Social level: 23
Spirit level: 9
Tech level: 15
Base Difficulty: 10
Difficulty modified by: Social (27)
Base Range: touch
Base Effect Value: 10
Bonus to: effect

Domination (page 73)

Power Group: Coar *
Social level: 15 [23]
Spirit level: 11
Tech level: 15
Base Difficulty: 18
Difficulty modified by: Social (23 [27])
Base Range: skill value in meters to establish, skill value +3 in meters after taking control [skill measure in meters, skill measure +3 in meters]
Base Effect Value: 16
Bonus to: duration

CLARIFICATIONS: You cannot switch between forms of the power once control has been established, so an Akashan cannot use the minor version (which is easier for him to use) to gain control then switch to the major version to gain greater range. To find the range for the major version once you've gained control, add three to the skill value then find the measure of that number on the TORG value chart.

Ego Strike (page 73)

Power Group: Coar *
Social level: 15
Spirit level: 9
Tech level: 15
Base Difficulty: 13
Difficulty modified by: Social (27)
Base Range: skill value in meters
Base Effect Value: 14
Bonus to: effect

Empathy (page 70)

Power Group: Telepathy
Social level: 15 [23]
Spirit level: 9
Tech level: 15
Base Difficulty: 8
Difficulty modified by: Social (23 [27])
Base Range: skill value in meters [skill measure in meters]
Base Effect Value: 10
Bonus to: effect

Energy Routing (page 63)

Power Group: Kinesis
Social level: 15
Spirit level: 11
Tech level: 26
Base Difficulty: 17
Difficulty modified by: Tech (30)
Base Range: skill value in meters
Base Effect Value: 15
Bonus to: effect

ADDITION: If the effect value is not greater than the effect value of the energy being routed, instead of complete failure the success level of the character's Psionic Manipulation attempt is read on the Power Push table with the result being the amount of energy that was rerouted (ie, subtract it from the effect value of the energy being routed.) The psychic cannot control where that energy is routed.

Enhanced Adrenalin (page 71)

Power Group: Aka *
Social level: 15
Spirit level: 9
Tech level: 15
Base Difficulty: 13
Difficulty modified by: Social (27)
Base Range: self
Base Effect Value: 15
Bonus to: duration

Farsight (page 68)

Power Group: Senses
Social level: 18
Spirit level: 9
Tech level: 15
Base Difficulty: 8
Difficulty modified by: Social (27)
Base Range: skill measure in meters
Base Effect Value: 15
Bonus to: range

General Resistance - Group (page 66)

Power Group: Defense
Social level: 23
Spirit level: 11
Tech level: 17
Base Difficulty: 11 + One on Many modifier
Difficulty modified by: Social (27)
Base Range: skill adds in meters
Base Effect Value: 15
Bonus to: duration

General Resistance - Self (page 67)

Power Group: Defense
Social level: 18
Spirit level: 9
Tech level: 15
Base Difficulty: 10
Difficulty modified by: Social (27)
Base Range: self
Base Effect Value: 16
Bonus to: duration

Implanted Perception (page 69)

Power Group: Senses
Social level: 21
Spirit level: 11
Tech level: 17 [26]
Base Difficulty: 13
Difficulty modified by: Tech (26 [30])
Base Range: skill value in meters [skill measure in meters]
Base Effect Value: 0
Bonus to: duration

Life Sense (page 69)

Power Group: Senses
Social level: 15 [23]
Spirit level: 9
Tech level: 15
Base Difficulty: 11
Difficulty modified by: Social (23 [27])
Base Range: skill value in meters [skill measure in meters]
Base Effect Value: 14
Bonus to: range

ADDITION: Life Sense can be used to locate a specific individual instead of generically scanning a region for all life forms. The person being located must be someone the psychic knows and is familiar with. The DN is increased +4 and the psychic must attain at least a Good level of success with the Effect Value to pinpoint the specific character's position relative to his own.

Living Harmony (page 76)

Power Group: Zinatt *
Social level: 20
Spirit level: 9
Tech level: 22
Base Difficulty: 12
Difficulty modified by: Tech (30)
Base Range: touch or self
Base Effect Value: 16
Bonus to: duration

Mental Anchor (page 64)

Power Group: Kinesis
Social level: 15
Spirit level: 11
Tech level: 26
Base Difficulty: 9
Difficulty modified by: Tech (30)
Base Range: skill value in meters
Base Effect Value: 16
Bonus to: duration

Mind Meld (page 70)

Power Group: Telepathy
Social level: 23
Spirit level: 9
Tech level: 15
Base Difficulty: 9 + One on Many modifier
Difficulty modified by: Social (27)
Base Range: skill value in meters
Base Effect Value: 5
Bonus to: duration

Mind Probe (page 73)

Power Group: Coar *
Social level: 21
Spirit level: 9
Tech level: 15
Base Difficulty: 16
Difficulty modified by: Social (27)
Base Range: skill value in meters
Base Effect Value: 17
Bonus to: effect

Mind Seal (page 72)

Power Group: Aka *
Social level: 15
Spirit level: 9
Tech level: 15
Base Difficulty: 17
Difficulty modified by: Social (27)
Base Range: self
Base Effect Value: 14
Bonus to: duration

Perception Distraction (page 71)

Power Group: Telepathy
Social level: 21
Spirit level: 9
Tech level: 20
Base Difficulty: 12
Difficulty modified by: Social (27)
Base Range: skill value in meters
Base Effect Value: 13
Bonus to: effect

Perception Projection (page 69)

Power Group: Senses
Social level: 15 [27]
Spirit level: 9
Tech level: 20
Base Difficulty: 16
Difficulty modified by: Social (23 [27])
Base Range: skill value in meters [skill measure in meters]
Base Effect Value: 15
Bonus to: effect

MODIFICATION: the bonus has been changed from range to effect so that this power may actually be of some use. Range refers to how far you can see including the thickness of the object. If there is a second solid object to see through within the character's range (easily possible with the major verion of the power) he can attempt to see though it by using the One on Many Table for modifiers to the DN (ie, seeing through two solid objects is a +4 to the DN.)

Project Emotion (page 74)

Power Group: Coar *
Social level: 18
Spirit level: 9
Tech level: 15
Base Difficulty: 14
Difficulty modified by: Social (27)
Base Range: skill value in meters
Base Effect Value: 12
Bonus to: duration

Psi Detection (page 69)

Power Group: Senses
Social level: 18
Spirit level: 9
Tech level: 20
Base Difficulty: 8
Difficulty modified by: Social (27)
Base Range: skill measure in meters
Base Effect Value: 8
Bonus to: duration

ADDITION: If the psychic wishes to try and detect the source of a psionic power just used but not active when he brings up the Psi Detection power, the GM may assign a DN modifier based on the circumstanses and the power that was used and allow the character one chance at detecting the "psi trace" of the power.

Psi Scrambler (page 74)

Power Group: Coar *
Social level: 18
Spirit level: 11
Tech level: 20
Base Difficulty: 20
Difficulty modified by: Social (27)
Base Range: skill value -3 in meters
Base Effect Value: 16
Bonus to: duration

CLARIFICATION: To determine the range, subtract three from the skill value then find the measure of that number on the TORG value chart.

Psychic Assault (page 75)

Power Group: Coar *
Social level: 15
Spirit level: 9
Tech level: 15
Base Difficulty: 12
Difficulty modified by: Social (27)
Base Range: skill value in meters
Base Effect Value: 10
Bonus to: effect

Psychic Aid (page 67)

Power Group: Defense
Social level: 18
Spirit level: 9
Tech level: 15
Base Difficulty: 9
Difficulty modified by: Social (27)
Base Range: touch
Base Effect Value: 10
Bonus to: effect

Psychic Infravision (page 69)

Power Group: Senses
Social level: 18
Spirit level: 9
Tech level: 20
Base Difficulty: 7
Difficulty modified by: Tech (30)
Base Range: skill value in meters
Base Effect Value: 0
Bonus to: duration

Psychic Screen (page 67)

Power Group: Defense
Social level: 18
Spirit level: 9
Tech level: 15
Base Difficulty: 10
Difficulty modified by: Social (27)
Base Range: skill value in meters
Base Effect Value: 16
Bonus to: duration

Psychic Willpower (page 72)

Power Group: Aka *
Social level: 15
Spirit level: 9
Tech level: 15
Base Difficulty: 12
Difficulty modified by: Social (27)
Base Range: self
Base Effect Value: 10
Bonus to: duration

Psychic Wind (page 64)

Power Group: Kinesis
Social level: 15
Spirit level: 9
Tech level: 26
Base Difficulty: 5
Difficulty modified by: Tech (30)
Base Range: skill value in meters
Base Effect Value: 10
Bonus to: range

Reality Probe (page 76)

Power Group: Zinatt *
Social level: 20
Spirit level: 11
Tech level: 27
Base Difficulty: 13
Difficulty modified by: Social (27)
Base Range: skill adds in meters
Base Effect Value: 8
Bonus to: effect

Send Thoughts (page 71)

Power Group: Telepathy
Social level: 15 [23]
Spirit level: 9
Tech level: 15
Base Difficulty: 4 + One on Many modifier
Difficulty modified by: Social (23 [27])
Base Range: skill value +3 in meters [skill measure +3 in meters]
Base Effect Value: 0
Bonus to: range

CLARIFICATION: To find the range for the major version of the power, add three to the skill value and then find the measure of that on the TORG value chart.

Sense Past (page 76)

Power Group: Zinatt *
Social level: 20
Spirit level: 11
Tech level: 20
Base Difficulty: 21
Difficulty modified by: Social (27)
Base Range: touch
Base Effect Value: 25
Bonus to: effect

Skill Search (page 77)

Power Group: Zinatt *
Social level: 20
Spirit level: 9
Tech level: 15
Base Difficulty: 17
Difficulty modified by: Social (27)
Base Range: skill adds in meters
Base Effect Value: 14
Bonus to: effect

Spirit Enhancer (page 72)

Power Group: Aka *
Social level: 15
Spirit level: 9
Tech level: 15
Base Difficulty: 13
Difficulty modified by: Social (27)
Base Range: self
Base Effect Value: 14
Bonus to: effect

Suspended Animation (page 73)

Power Group: Aka *
Social level: 15
Spirit level: 11
Tech level: 17
Base Difficulty: 16
Difficulty modified by: Tech (30)
Base Range: touch
Base Effect Value: 16
Bonus to: duration

Telekinesis (page 64)

Power Group: Kinesis
Social level: 15
Spirit level: 9
Tech level: 20 [26]
Base Difficulty: 9
Difficulty modified by: Tech (26 [30])
Base Range: skill value in meters
Base Effect Value: skill value in kilograms [skill measure in kg]
Bonus to: range

CLARIFICATION: The speed that a lifted object can be moved at is equal to the effect value minus the weight of the object for the minor version and the effect value minus the weight value for the major version.

Example: A CE psychic with a skill value of 15 lifts a 10 kg object. He can move that object at a rate of (15-10) 5 meters per round. An Akashan with a skill value of 15 lifts a 10 kg object (weight value 5) and can move it at a speed value of 10 (100 meters/round).

Telekinetic Attack (page 75)

Power Group: Coar *
Social level: 15
Spirit level: 9
Tech level: 26
Base Difficulty: 13
Difficulty modified by: Tech (30)
Base Range: skill value in meters
Base Effect Value: 14
Bonus to: effect

Telekinetic Flight (page 65)

Power Group: Kinesis
Social level: 15
Spirit level: 11
Tech level: 26
Base Difficulty: 15
Difficulty modified by: Tech (30)
Base Range: self
Base Effect Value: 10
Bonus to: duration

Telepathic Repulsion (page 67)

Power Group: Defense
Social level: 18
Spirit level: 9
Tech level: 15
Base Difficulty: 9
Difficulty modified by: Social (27)
Base Range: skill value in meters
Base Effect Value: 13
Bonus to: duration

Teleportation - Object (page 65)

Power Group: Kinesis
Social level: 15
Spirit level: 11
Tech level: 26
Base Difficulty: 17
Difficulty modified by: Tech (30)
Base Range: skill measure in meters
Base Effect Value: 0
Bonus to: range

Teleportation - Self (page 65)
Power Group: Kinesis
Social level: 15
Spirit level: 11
Tech level: 26
Base Difficulty: 23
Difficulty modified by: Tech (30)
Base Range: skill measure +3 in meters
Base Effect Value: 12
Bonus to: range

CLARIFICATION: To find the range add three to the skill value and then find the measure of that on the TORG value chart.

Thought Scan (page 71)
Power Group: Telepathy
Social level: 15 [23]
Spirit level: 9
Tech level: 15
Base Difficulty: 12
Difficulty modified by: Social (23 [27])
Base Range: skill value in meters [skill measure in meters]
Base Effect Value: 14
Bonus to: effect


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page modified slightly 5/22/2000