Power Groups
The Power Groups are the general categories
of psionic abilities. In the Space Gods sourcebook there
were seven Groups; four General Groups available in any reality that
supports psionics and three Aligned Groups available only in the Star
Sphere. In this revision there are six Groups, all of which are
General Groups.
This section covers the following areas:
- Missing Power Groups - Aka, Zinatt
and Coar
- New rules for Power Groups
- New Power Group - Body Control
- Kinesis Power Group
- Psionic Defense Power Group
- Psychic Senses Power Group
- Telepathy Power Group
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Missing Power Groups - Aka, Zinatt and Coar
Twenty-one of the psionic powers in the
Space Gods sourcebook were only available to Akashan characters
due to being linked to one of the cosm's World Laws, the alignments
of the Way of Zinatt. But several of those powers are pretty standard
abilities in the genre, and for Torg in particular Katrina Tovarish
was shown using two of these Aligned Powers (the Reality Probe
power and a far-reaching variant of Clairvoyance) in the first Torg
novel, Storm Knights, and possibly a third power (Psychic Assault)
in the third novel, The Nightmare Realm, to defend herself against
a techno-demon.
Therefore, the Aligned Power Groups have
been dropped in this revision and those twenty-one Powers have been
reassigned to the other Power Groups. The Way of Zinatt will
still influence the use of psionic abilities in the Star Sphere but
it will do it in the same manner that it affects all other skills - skill
uses which are appropriate to a character's chosen alignment receive
a +3 bonus modifier. See p51-52 of the Space Gods sourcebook
for more details on the Way of Zinatt.
The Aligned Powers have been reassigned to the other Power Groups
as follows:
Aka Powers
- Charisma Control - Body Control (renamed Impassiveness)
- Clear Thought - Psionic Defense
- Enhanced Adrenalin - Body Control
- Mind Seal - Body Control, Psionic Defense
- Psychic Willpower - Body Control
- Spirit Enhancer - Body Control
- Suspended Animation - Body Control
Coar Powers
- Domination - Telepathy
- Ego Strike - Telepathy
- Mind Probe - Telepathy
- Project Emotion - Telepathy
- Psi Scrambler - Psionic Defense, Telepathy
- Psychic Assault - Telepathy
- Telekinetic Attack - Kinesis
Zinatt Powers
- Accelerate Healing - Body Control, Psionic Defense
- Alignment Discovery - Psychic Senses, Telepathy
- Clairvoyance - Psychic Senses (renamed Precognition)
- Living Harmony - Body Control
- Reality Probe - Psionic Senses, Telepathy
- Sense Past - Psionic Senses (renamed Postcognition)
- Skill Search - Psionic Senses, Telepathy
New rules for Power Groups
As can be seen above, some powers are now
found in more than one Power Group. This represents different
approaches to creating the same effect. Psi Scrambler,
for example, might derive from creating a defensive field of psychic
"noise" around the character generating the power, or it might be a telepathic
ability to interfere with the minds of other psychics within range to
keep them from using their powers. The difference might seem minor,
but the latter ability would not interfere with psi-tech devices since
they have no minds to affect.
In some cases a power that falls under more
than one Power Group may be more effective when handled one way than
the other. The Body Control version of Accelerate Healing, for
example, can only be used on the psychic herself while the Psionic Defenses
version of the power can also be used on others. In cases like these,
the differences between duplicate versions of a power will be spelled out
in the individual power descriptions.
Characters may attempt to use any
of the non-contradictory powers within the Power Groups they know,
even ones that they have not purchased yet. It's not easy though;
a -5 modifier is applied to the bonus number the character generates
and the character is considered to be Unskilled in regard to reroll
opportunities (i.e., ords will not get any rerolls and Possibility-Rated
psychics will only get to reroll on 10's instead of on both 10's and 20's.)
Additionally, the power's psi strain rating is increased by +5.
If the power is contradictory to the character's
reality then the modifier becomes a -10 to the bonus value, the character
is considered Unskilled in regard to reroll opportunities, the
psi strain modifier is +10 and the character naturally runs the risk
(or increased risk) of disconnection.
Characters cannot attempt to maintain a power that they have not purchased.
If the unpurchased power has a Duration, a negative bonus value will
reduce the Duration instead of being ignored (see Power Writeups section). If the Duration
is reduced to below four seconds (a value of 3) the attempt to use
the Power fails even if the character's psionic manipulation
skill check was successful. (This is why the penalty is applied to the
bonus number instead of to the Difficulty Number of the power.)
New Power Group - Body Control
The Body Control powers represent the psychic
ability to induce changes within a character's own body and mind through
force of will. Most of these Powers involve very little in the
way of social or physical interaction with the world and so tend to
have some of the lowest axiom requirements of all the Powers.
New Powers introduced
in this revision are in boldface. Powers which have been
renamed will have their name from the Space Gods sourcebook in
brackets.
Kinesis Power Group
The Kinesis Powers are those that produce
observable effects on the physical world around the psychic, such as
being able to move objects, persons and even energies with the power
of the mind. Telekinesis is probably the most recognized ability
out of this Group. Because they operate on the physical world to
such a great extent, the Kinesis Powers have a higher reliance on the
Tech axiom than other psionic abilities.
Most of the Kinesis Powers are simple applications
of "mind over matter", but some like Teleportation involve manipulating
the Record to produce physical changes in the environment. In essence
the character "rewrites" data in the Akashic Record and this is reflected
by a change in the physical world.
New Powers introduced in this revision are
in boldface. Powers which have been renamed will have
their name from the Space Gods sourcebook in brackets.
- Containment
- Energy Routing
- Kinetic Shield
- Levitation [Telekinetic
Flight]
- Living Harmony
- Mental Anchor
- Psychic Wind
- Telekinesis I
- Telekinesis II
- Telekinesis III
- Telekinetic Attack
- Teleportation (object)
- Teleportation (self)
- Thermokinesis
Psionic Defense Power Group
The Psionic Defense Powers allow the psychic
to increase the defenses of his own mind and in some cases the minds
of others against intrusion, control and detection by outside psychic
influences. It also possesses a limited ability to treat and heal
mental damage.
New Powers introduced in this revision are
in boldface. Powers which have been renamed will have
their name from the Space Gods sourcebook in brackets.
Psychic Senses Power Group
Much of what might be called "real world
psionics" are found in this Group; predicting the future, heightened
awareness of one's surroundings, viewing remote locations with the mind's
eye, etc. All of these Powers in one way or another are simply
variations of the same ability, accessing the Akashic Record to gather
information.
New Powers introduced in this revision are
in boldface. Powers which have been renamed will have
their name from the Space Gods sourcebook in brackets.
Telepathy Power Group
Telepathy is the ability to communicate
with the minds of others directly. It is not just a form of communication
but also serves as a means of information gathering and for controlling
the actions of others. New Powers introduced in this revision are
in boldface.
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