BPRD Psionic Powers

For the most part, use the Psionic rules in the D6 Adventure book on page 104. Listed below are the new powers and if those powers require new charts or rules, those are listed with those powers.

 
 
 
 
 
 
 
 

PKE Cost

The PKE cost is equal to the difficulty minus the number of success over the difficulty. (The difficulty is 25, you roll a 30 then the PKE cost is 20)

Power Ranges

Unless otherwise noted in the skill’s description, use this chart to determine the maximum distance to which the ability can reach. Ranges are given in kilometers. For every +1 added to the skill difficulty, the range may be increased by one kilometer.

Skill Adds* Max Range
0-2 pips 4
1D 10
2D 15
2D+1 25
2D+2 40
3D 60

For every +1 pip beyond +3D, add another 60 kilometers to the range.
*To determine the number of skill adds, subtract the Psionics die code from the skill die code.

Line of Sight Note: Line of sight for a Human is generally
a few kilometers, though it can be longer or shorter depending
on the size of the object and what’s between the character
and the target.

Power Listings:

Power Name:

Aerokinesis

Description:

You can control Air molecules for a variety of effects.

Mechanics:

Roll skill for damage, roll marksmanship to target, roll skill on Kinesis chart to do particular effects.

 

Power Name:

Alter Aura

Description:

Alter what your Aura projects. Can also see the Auras of others.

Mechanics:

To alter your aura roll against the skill chart:

 

Difficulty

Color

General Meaning

20

Red

Anger, passion, strength

15

Orange

Fear, confusion

10

Yellow

Intelligence, unselfishness, health

20

Green

Deceit, jealousy, obsession

15

Blue

Serenity, devotion, wisdom

10

Indigo

Introverted, soothing, artistic

10

Violet

Intuitive, magical, innovative

15

Gold

Spiritualness

5

Silver

Sorrow

5

Black

Negativity, hatefulness, wickedness

5

Gray

Depression, pessimism, despondency

25

White

Innocence, purity, goodness

 

Power Name:

Anti-Psi

Description:

Can cancel psychic powers in a radius of 1 meter area per die. A power skill rating of 1D equals touch range.

Mechanics:

Marksmanship to hit, Roll power Dice vs. Opponent's Power roll or Power Defense, the difference is the difficulty number for the opponent's power skill roll to use power, multiple uses of Dampening cancels out another power.

 

Power Name:

Astral Projection (D6 ADV pg 106)

Description:

Psychics with astral projection may leave their bodies behind, wandering the world in spirit form— travelling far more rapidly than possible while confined within their bodies.

Mechanics:

To send her spirit out of her body requires a Moderate astral projection activation roll and performing no other actions that round. To keep her spirit out of her body requires an Easy astral projection maintenance roll on subsequent rounds. Failing a roll means that the spirit automatically shoots back to the body.

How well the character can see (and do other things, listed herein) depends on the success level of the astral projection total when the psionic ability is first used — not when it is maintained.

 

Power Name:

Bio- Manipulation

Description:

Able to manipulate living tissues, plant or animal. Can also be used to activate latent psychics.

Mechanics:

Roll skill, check the kinesis chart to see difficulty numbers. Also consult D6 Powers, pg 69

 

Kinesis Chart

People/Things

Area

Complexity

Difficulty Mod

Small Items, or a handful of tiny items

3m radius

Slight (Lighting a torch or light bulb)

+3

A person or man-sized object

6m radius

 

+5

A few people, personal vehicle

12m radius

Great (Collapsing a building, increasing local gravity)

+7

Group, small mass transport

50m radius

Remarkable (Filling a city block with vegetation in a day or doubling the power's max range)

+10

Crowd, large mass transport

200m radius

Awesome (Changing all the windows in an office building from glass to iron)

+15

Horde, huge mass transport

400m radius

Astonishing (Changing the skin, eye, and clothes color of everyone in an office building to blue)

+20

A large population

800m radius

Unbelievable (creating a tornado inside a house)

+30

An Entire Area of town

2km radius

Nigh Impossible (threading a needle during a hurricane)

+50

A City Population

10km radius

Beyond comprehension (whisper a secret into the ear of a person while standing on the moon)

+60

+10 for every additional level

 

Power Name:

Bio Regeneration

Description:

Control of your own biomatter, can put self back together, regenerate limbs, reassemble molecules.

Mechanics:

 

Healing chart

Difficulty

Effect

5

Heal 1 wound lvl

10

Heal 2 wound lvl

15

Heal Incapacitated

20

Heal Mortally Wounded

25

Technically Dead

30

Rebuilding from Dust and molecules

 

To perform other feats upon your self, use the Kinesis chart.

 

Power Name:

Drain

Description:

Drain PKE energy; The ability to absorb the PK energy from an opponent, rendering them powerless. This power can work several ways. The user can take the energy and channel it to another power, or the energy is dissipated. At the time of Character creation, the player must specify which version. The other option is to allow the character to drain Attributes of normals as well as PK energy. If the player and GM choose this option, then the cost to increase the Die value after character creation will be doubled.

Mechanics:

Marksmanship to hit, Roll Power Dice vs. Opponent's Power Dice or Attribute or Willpower. The result equals the number of pips subtracted from the opponent's powers and added to the users power(s)

 

Power Name:

Electrokinesis

Description:

Can manipulate Electricity for a variety of effects

Mechanics:

Roll skill for damage, roll marksmanship to target, roll skill on Kinesis chart to do particular effects.

 

Power Name:

Empathy (D6 ADV pg108)

Description:

This psychic skill allows the empathic character to sense the emotional state of those around him, to catalogue and identify strong emotions. This skill can be useful in negotiation.

Mechanics:

There are many conditions that modify the difficulty of tracking and identifying the emotions of a specific individual, especially when attempting to sense the emotions of one individual in the midst of a crowd. The accompanying chart provides some sample difficulty modifiers.

Empathy and Telepathy Chart

Condition
Difficulty Modifier
Target experiencing intense thoughts/emotions
-3
User experiencing intense thoughts/emotions
+3
Target alone
-3
People within 15 meters of the target:
A few people
+5
A group
+10
A crowd
+15
A horde
+25
People within 15 meters of the user:
A few people
+5
A group
+10
A crowd
+15
A horde
+25
Target(s) not visible to the naked eye
+1
Read surface thoughts/emotions
0
Read deeper thoughts/emotions
+3
Broadcasting/influencing a single thought/emotion to:
A few people
+15
A group
+20
A crowd
+25
A horde
+35
Amount of Information
Points Above Difficulty
Strongest emotion; strongest surface thought
0
Mixed strong emotions; several surface thoughts
1–5
Recent surface thoughts; plans for near future; mixed strong emotions
6–10
Detect and distinguish strong and subtle thoughts/emotions
11–15
Guarded thoughts/emotions; plans for farther future; basic idea of causes for thoughts/emotions
16–20
Deep secrets; more details on causes for thoughts/emotions
21+

 

Power Name:

Erase Signature

Description:

Can hide from Psychic detectors

Mechanics:

Skill Roll vs. Detection, Dice rating is area of effect.

 

Power Name:

Geokinesis

Description:

Can manipulate Earth for a variety of effects

Mechanics:

Roll skill for damage, roll marksmanship to target, roll skill on Kinesis chart to do particular effects.

 

Power Name:

Gravikinesis

Description:

Can manipulate Gravitons for a variety of effects

Mechanics:

Roll skill for damage, roll marksmanship to target, roll skill on Kinesis chart to do particular effects.

When creating a gravity field at odd angles, targets take falling damage x number of G.

Flight is possible at 5m per Die in the power.

To create gravity effects in an area, use the kinesis chart for the difficulty numbers. The area stays in effect for number of rounds equal to 2x the power's dice.

Also, you can use the following chart:

Gravity Manipulation roll > Resistance Total by:

Effect

1-3

Target must make an Easy lifting roll. If failed, can't move and is prone.

4-8

Target loses half the power rank of Physique and must make a Moderate lifting roll to keep moving. If the roll is a failure the target is immobilized. The target's weight is doubled.

9-12

Target loses the power rank in Physique and must make a Difficult lifting roll to keep moving. If the roll is a failure the target is immobilized. The target's weight is tripled.

13-15

Target loses the power rank +2 of Physique and must make a Very Difficult lifting roll to keep moving. If the roll is a failure the target is immobilized and takes 2D damage. The target's weight is quadrupled.

16+

Target loses the power rank +4 of Physique and must make a Heroic lifting roll to keep moving. If the roll is a failure the target is immobilized and takes 1D per rank in damage. The target's weight is 8 times normal.

Moderate (14) Changing the direction of gravity
Easy (10) Creating gravity where there is none
Depends on Weight of Object Launching a target into space by making it weightless
Moderate (14) Levitation at Die value -1D x10

 

Power Name:

Healing

Description:

The character can soothe the injuries of herself and others. The healer may not give to a target more than his maximum Body Points or Wounds. A character may use this even on another already healed with the medicine skill.

Mechanics:

The skill works automatically, but the character must be able to see or touch and be within a few meters of the target. Use the healing skill as if it were the medicine skill to determine how much the target recovers. See the “Healing” chapter for difficulties and results. Any general Psionics modifiers the character wishes to add that reduce the difficulty instead add to the character’s healing total.

 

Power Name:

Hydrokinesis

Description:

Can manipulate Water for a variety of effects

Mechanics:

Roll skill for damage, roll marksmanship to target, roll skill on Kinesis chart to do particular effects. In large bodies of water, use the following modifiers:

Water Rank

Difficulty

Clear Calm Water

0-5

Choppy

6-15

Large waves (4m high)

16-26

Huge waves (8m high) or Sm Waterspout (15m high)

27-37

Huge waves, large waterspout (20m high) or small whirlpools (20m radius)

38-49

Tsunami waves, Huge waterspout (40m high) or large whirlpools (100m radius

50

 

 

 

Power Name:

Illusion

Description:

The ability to create illusions. The greater the Die value the more realistic the illusion.

Mechanics:

roll Power Die vs. How realistic the Illusion, about one difficulty level per sense you want to fool. Characters can try to see through the illusion with a perception roll vs. the Power Die. Some modifiers:

Size of Illusion

Modifier

Small, piece of Funiture

0

A room

3

An Entire House

5

A small building

10

A large building

15

A large area, like a city block

20

 

Minds Affected

Modifier

1 person

0

2-6 people

5

7-15

10

16-32

15

33-100

20

100-500

25

500-1000

35

 

Additional Senses

Modifier

Sight

0

Per additional sense

+3

 

 

 

Power Name:

Levitation

Description:

Ability to hover and move at normal rate.

Mechanics:

Number of Die equals number of meters off the ground and maneuver rolls

 

Power Name:

Magnekinesis

Description:

Can manipulate Magnetic fields for a variety of effects.

Mechanics:

Roll skill for damage, roll marksmanship to target, roll skill on Kinesis chart to do particular effects.

 

Power Name:

Medium (D6 ADV pg109)

Description:

This skill allows the psychic to attempt to contact the spirits of the dead. This skill is not easy to use, for the dead do not enjoy being disturbed.

Mechanics:

Characters must make a Very Difficult skill roll to contact the spirit in question. Although one round devoted to this action is needed to activate the skill, no maintenance roll is required. Note that the first round does not count towards the concentration or preparation modifier. There is no range for this skill. The accompanying chart lists modifiers to the difficulty roll of the psychic character. Difficulty modifiers can be cumulative.

Condition Difficulty Modifier
Psychic at former home of spirit or at place of death -3
Psychic has a possession of the spirit -2
Psychic knows spirit’s name -2
Spirit dead less than one year -2
Spirit was murdered +2
Spirit has been contacted previously (per contact) +2

Spirit dead for several years (for every 5 years in the past)

+2
Increase communication time from base of 0 minutes (for every additional minute) +5

 

 

Power Name:

Mental Possession

Description:

Can mentally possess someone

Mechanics:

Skill roll vs. Willpower or other mental defenses. Mental possession good for one round, next round, roll again.

 

 

Power Name:

Mind Block

Description:

The ability to completely close or block oneself from all psychic intrusions. When the block is active, all the blocking character's sensing powers do not work or sensing powers of any others under it's protection

Mechanics:

Roll Skill vs. Opposing rolls

 

Power Name:

Mind Bolt

Description:

A bolt of Psychic energy, armor doesn't stop it, but Mind Block or Protection does, if you know it's coming. Marksmanship, or other detection power, to target

Mechanics:

 

 

Power Name:

Mindwipe

Description:

Can erase Skills or select memories or All of a person's memories

Mechanics:

Skill Roll vs. Will power or Mind Block, result of the roll compared to chart to see how effective the wipe was. Also use the relationship modifiers and range/distance.

 

Memory Type

Difficulty/Mod

Immediate shorterm

0

A particular memory

+1

Week old memory

+3

Month old memory

+5

Year old memory

+10

Each additional year

+1

Erasing a skill

+20

 

 

 

Power Name:

Photokinesis

Description:

Can manipulate Photons for a variety of effects (create shadows, light up a place, em waves, see spectra of em waves, invisiblility)

Mechanics:

Roll skill for damage, roll marksmanship to target, roll skill on Kinesis chart to do particular effects.

 

Power Name:

Postcognition

Description:

Can look into the past

Mechanics:

Skill roll vs. Time Difficulty Chart to see how far back can be seen.

 

 

Time Difficulty Charts

Amount of info

Difficulty

Vague

0

Basic or Common

5-10

Moderately Detailed

15

Extensive (but not complete)

20

Detailed Information

30

 

Time

Difficulty Mods

Within the last hour / Or the next hour

+0

12 hr

+5

1 day

+10

4 days

+15

1 week

+20

1 month

+25

6 months

+30

1 yr

+35

5 yrs

+40

20 yrs

+45

100 yrs

+50

1000 yrs

+60

Longer

At GM discretion

Power Name:

Power Bestowal

Description:

Ability to bestow powers or jump-start latent powers. If just activated, can deactivate powers within number of days equal to power dice. Can also boost a active psychic to their next level. This can sometimes have bad or good consequences. Use the chart in D6 Powers RnE for Mutations, pg 66 if you fail a roll.

Mechanics:

 

Power roll vs. How Strong a Psychic they want to make or the depth of the target's potential;

Difficulty
Psychic Attribute
Moderate (11-15)
2D
Difficult ( 16-20)
3D
Very Difficult (21-30)
4D

Roll PKE pool as normal. The target now has the Psychic Advantage at the level equal to dice of the power (2D to 4D)

PKE cost is: 2D=12; 3D=27; 4D=48

Boosting a active Psychic's power

Difficulty
Effect(s)
Moderate (11-15 )
Attribute +1D
Difficult (16-20)
Attribute +2D
Very Difficult (21-30)
Attribute +3D
Heroic (31+)
Attribute +4D

If successful, the power's user will be able to take one power limitation off per level of success. Additonally, the Psychic gets an additional power skill per level of success.

PKE cost is normal.

If either the activate latent or boost power roll fails, then roll the random chart on pg 66 of the D6 Powers RnE.

Range: Touch

Power Name:

Power Emulation

Description:

Ablility to Emulate other powers.

Mechanics:

The character can emulate any power or skill he has seen used within 5 min per die of power dice for Power Emulation. The player roll Power Emulation vs. a difficulty equal to 3x the unmodified cost per die in power or skill. If succesful, the character then gains the power or skill temporarily.

A character can emulate a number of powers or skills equal to the number of dice in Power Emulation. The character cannot have a power or skill higher than what is emulated.

Duration: 30min per Die in Power Emulation. The power or skill then fades from the character's mind and will need to be re-exposed to it again to emulate again.

Range: Normal (pg 55 of D6 Powers RnE)

Short: Power Dice x2 meters
Medium: Power Dice x3 meters
Long: Power Dice x4 meters

Power Name:

Precognition

Description:

Can see the future

Mechanics:

By a making a power roll vs. the above chart, one can get a feeling for how likely something is to happen. A character can also attempt to make a conscious effort to see what will happen to a person or place in the near future. (power level times 10 days)

 

Power Name:

Protection (D6 ADV pg110)

Description:

The character can defend herself and others against physical injury. The difficulty depends on the number of people the character wishes to defend, how far away the character wants the defense, and how long the character wants the psychic armor, shield, or bubble up. See the accompanying table for details.

Mechanics:

Target Size Difficulty
Person, mailbox 5
Few people close to each other, car 10
Group, bus 15
Crowd, medium-size airplane 20
Horde, large yacht 30
Range Difficulty Modifier
Self 0
Up to a few meters +5
Up to half a kilometer +10
Up to a kilometer +15
Up to several kilometers +20
Duration of Defense Difficulty Modifier
2 rounds 0
Each additional round, up to one hour +1
Each additional hour (cumulative with round modifier) +1

 

 

Power Name:

Psychometry

Description:

This ability allows the character to sense information about a person, place, or event by looking at an object connected to it. This skill can be a useful tool in investigations.

Mechanics:

It requires a successful Moderate psychometry skill total to activate it. After initiating the skill, the psychic must focus on the object; concentrate on the desired location, event, or individual; and make another skill roll. The accompanying chart shows sample results for various focus skill totals.

Result Skill Total
Receives vague, dreamlike impressions of recent activities involving strong emotions.
14
In addition to above, psychic receives a
snapshot-quality image of the person
most closely associated with the object.
16
Can register the gist of an event and the number of people involved. If concentrating on a person, can learn general information on the subject, like age, emotional state when person was last in possession of the object, personality, etc.
18
Can clearly visualize event, or the actions of the individual for the last 24 hours.
21
Psychic understands the context of all interactions at the event, or into the plans and motives of the person who was last in possession of the object.
Also receives vague impression of owner’s location.
24

 

 

Power Name:

Psychosomatic Disease

Description:

Can make a body think it is sick

Mechanics:

Skill roll vs. Willpower or other mental defense. Amount beaten by, check the damage chart and that's how hurt they think they are.

 

Power Name:

Remote Viewing (Far-Seeing)

Description:

This ability allows the psychic character to use his senses at a range not normally possible, to hear, see, smell, taste, or feel what is happening in distant places.

Mechanics:

Activating the skill for one sense calls for a Moderate skill total. Maintaining the skill requires a Very Easy skill total in each consecutive round. For each additional sense, add 5 to the activation
and the maintenance difficulties. Lower the activation and maintenance difficulties by 5 if a focus for the effort — such as a specific item or person known to the character — is present at the targeted location. Surrounding conditions may also affect what the character can perceive,
from no modifier for an environment that does not hamper the senses in use to +20 for a completely restrictive environment, such as trying
to employ sight in utter darkness. Use the “Psionics Range” chart to determine the range.

 

 

Power Name:

Pyrokinesis

Description:

Can manipulate Fire for a variety of effects

Mechanics:

Roll skill for damage, roll marksmanship to target, roll skill on Kinesis chart to do particular effects.

 

Power Name:

Restore PKE

Description:

Regain PKE at an accelerated rate, you're a PKE generator.

Mechanics:

Roll skill, check chart to see how many PKE regained

 

Skill Roll

PKE regained

1-15

25% of total

16-25

50%

26-36

75%

37-47

100%

 

 

Power Name:

Sense Psionics

Description:

Able to sense the prescence of Psi Sensitives, Their powers, what level, and PKE level. They can also sense level of damage and brain activity.

Mechanics:


To Sense:

Difficulty:

Signs of life, level of damage, brain activity, Psi Sensitive or not

5+proximity+Relationship

Psi PKE Level

10+proximity+Relationship

Psi Powers

15+proximity+Relationship

 

User and Target are:

Add to difficulty:

Close Relatives (married, parent-child, siblings)

0

Close Friends

+2

Friends

+5

User and Target are:

Add to difficulty:

Acquaintances

+7

Slight Acquaintances

+10

Met Once

+12

Known only through Reputation

+15

Complete Strangers

+20

Complete Strangers and Different Species

+30

Proximity Chart 1.2

User and Target are:

Add to difficulty:

Touching

0

In line of sight, less than one meter

+2

Not in line of sight, but 1-100 meters away

+5

101 m to 10 km away

+7

11 to 1,000 km away

+10

Same planet but over 1,000 km away

+15

Same Star System but different planet

+20

Not in the same star system

+30

 

Power Name:

Steal Power

Description:

Can take on other Psychic's abilities, leaving the Psychic powerless.

Mechanics:

Skill roll vs. Power dice or Willpower or Psychic Attribute

If Successful, then the target's power(s) are aborbed by the character at the same levels as the target's. This will include any advantages or limitations that the target's powers have. Can steal up to the number of powers equal to the number of power die.

Duration: 30min per Die in Steal Power. The power then fades from the character's mind and will need to be re-exposed to it again to steal it.

Range: Normal (pg 55 of D6 Powers RnE)

Short: Power Dice x2 meters
Medium: Power Dice x3 meters
Long: Power Dice x4 meters

 

Power Name:

Strike

Description:

The character can cause others physical (not mental) harm, which might take the form of a searing blast or an ethereal sword.

Mechanics:

The difficulty depends on the number of targets or the size of the target, and the range. It may also include any other normal combat modifiers the gamemaster wishes to add. See the Protection Chart for Modifiers.

 

Power Name:

Telekinesis (D6 ADV pg110)

Description:

This ability allows the character to move things with her mind simply by concentrating.

Mechanics:

This skill requires an Easy telekinesis skill roll to initiate, modified depending on what the character wants to do. The accompanying chart provides some suggested difficulty modifiers. To keep an object elevated necessitates a maintenance skill roll at one-half, rounded up, of the activation difficulty. To throw an object, the character first picks it up with telekinesis and then, as a multi-action or in the next round, she uses her throwing skill to direct the object at a target.

Action Difficulty Modifier
Levitate an item or group of tiny items
0
Levitate multiple items (per item)
+4
Simple control of a small object (bend a spoon, flip a switch)
+3
Fine control of a small object
(type on a keyboard, pour a drink)
+15
Small item (less than 5 kilograms)
0
Larger items (per 5 kilograms)
+1

 

Power Name:

Telemechanics

Description:

Can ‘talk' to machines, operate them remotely, diagnose what's wrong with them, ‘communicate' with computers and AIs. At higher levels (8D or more), the character can actually become one with a machine and phase into it.

Mechanics:

Skill roll vs. Body Defense + Complexity, if interfacing with an AI, use the AI's willpower roll to resist. Also use the following charts for modifiers:

 

Machine Complexity

Difficulty

Mundane, simple

5

Minor complexity, DVD player, factory arm

10

Complex, PC, Cellphone

15

Highly Complex, AI

20+

 

Quantity of machines interfaced with

Modifiers

1

0

2-5

+3

6-15

+5

16-30

+10

31-50

+15

 

Command Given

Modifiers

Simple (open, close, make toast)

+3

Average (TIVO my show)

+5

Difficult (compile list of last known locations)

+7

Complex (build car from scratch)

+15

Commands from remote location

+10

 

 

 

Power Name:

Telepathy (D6 ADV pg 111)

Description:

This skill grants the psychic the ability to read people’s minds.

Mechanics:

The “Mental Defenses” sidebar in the “Example Skill Difficulties” chapter describes the difficulty to use this skill. Modifiers are also included in the “Empathy and Telepathy” sidebar earlier in this chapter. Use the “Psionics Range” chart to determine the range. Refer to the “Empathy and Telepathy” chart to figure out how much information the character can get from the target.