Extranormal Powers
Extranormal powers are abilities, usually psionic in nature, that some races and higher evolved beings exhibit. Ancients were known to be able to read thoughts, use telekinesis, heal the sick, and other extranormal powers. Jack O’neil and Daniel Jackson both have shown abilities when they were exposed to Ancient Repositories of Knowledge. Nirriti’s experiments with the inhabitants of P3X-367 also gave them extranormal powers. She utilized an Ancient DNA Manipulation Device to imbue these changes. Later, with SG-1’s help, the device was used to restore the victims and it was then destroyed. Another device was discovered on P3X-584, used by Anubis, to advance a human-Goa'uld hybrid toward ascension. Anubis's experimentation was much more sophisticated than Nirrti because he had discovered Ancient research on ascension. The DNA Manipulation Device could have been used by the Ancients to artificially ascend, to activate the gene needed to operate most of their technology, to render gene therapy for various afflictions, to find ways to cure victims of the plague, or to find methods of killing the plague itself. (6.16 "Metamorphosis", 8.18 "Threads", 9.09 "Prototype"). The Nox also possess many powerful mental abilities as well.
In game terms, extranormal powers are expressed by a seventh attribute. When creating your character, allocate attributes as normal, giving some attribute die to the extranormal attribute. To allow this, you must have at least the Psychic Sensitive Feat to ‘unlock’ the attribute. To have power ‘skills’ under this attribute, you must have either the Wild Talent, Psychic Prodigy, Trained Power, Intense Training, or Advanced Training.
Templates will list the appropriate attributes, skills, and feats for characters with extranormal powers.
A Power’s Range
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 meters. For every whole die, you get 10 meters of range
Skill Dice |
Max Range |
1D |
10 |
2D |
20 |
3D |
30 |
4D |
40 |
5D |
50 |
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.
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 |
Note: Kinesis powers require the material or energy that the power is able to manipulate nearby. Otherwise the power has nothing to grab….or kinese..
Attack Forms
Attack Form |
Difficulty |
Fine Beam |
15 (+3D to Dmg/Effect) |
Med Beam |
10 (+2D to Dmg/Effect) |
Large Beam |
5 (+1D to Dmg/Effect) |
Blast |
+0 |
Cone |
+5 (-1D to Dmg/Effect ea row out from source) |
Area Effect |
+3 per 1” sq area |
Explosive |
5 (-1D from dmg each 1” from center) |
Split Attack |
5; +3 per split |
Fine Beam: A finger sized beam that can be tricky to target and is very concentrated
Medium Beam: A three finger sized beam that is a little less tricky
Large Beam: A hand sized beam
Blast: Simple yet effective blast of the power’s energy
Cone: A blast that spreads outward from the user into a cone shape, the farther from the source, the weaker the effects get
Area Effect: Affecting a designated area, usually a radius or square footage
Explosive: Designating a particular square and damage radiates out from there, causing less damage further out from the source
Split Attack: Once you determine how many dice of damage, you can split those dice up to different targets. Use one Target roll vs. each target’s individual defensive roll.
Defense Forms
Defense Form |
Difficulty |
Dome |
5; +3 per 1” radius |
Wall |
5; +3 per 3” length, +3 per 1” height |
Area Effect |
+3 per 1” sq area |
Simple Shield |
+0 |
Ablative |
+5 (Each attack stopped, but protection lowers 1D each time hit) |
Personal Shield or Armor |
5 |
Protect Multiple Individual Targets |
5; +3 per split |
Simple Shield: 1 to 3 ft shield, circular or any other simple form
Dome: half of a globe, covering a designated area, usually around the user
Wall: Hedge wall or taller, can keep enemies at bay...
Area Effect: Protect a certain amount of square footage
Ablative: The amount of Defense Dice decreases with each successful hit
Personal Shield or Armor: User can wrap their body in Defensive Energy, yet retain mobility, like a portable force shield.
Protect Multiple Targets: Once you determine how many dice of defense, you can split those dice up to different targets. Use Target skill vs. each target’s defensive roll. (if they try to avoid the spell)
Power Listings:
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.
Anti-Psi
Description: Can cancel psychic powers in a radius of 10 meter area per die.
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 Anti-Psi eventually cancels out another power. Every 3 points past opponents roll, 1D of opponents power gets cancelled out. If Anti-Psi power user gets knocked out, or moves beyond the range of their power, the effects wear off 1D per round.
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
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 |
10 |
Heal 2 wounds |
15 |
Heal Incapacitated |
20 |
Heal Mortally Wounded |
25 |
Technically Dead |
30 |
Rebuilding from Dust and Molecules |
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.
Empathy
Description: This psychic skill allows the empathic character to sense the emotional state of those around them, 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 the near future; mixed strong emotions |
6-10 |
Detect and distinguish strong and subtle thoughts/emotions |
11-15 |
Guarded thoughts/emotions; plans for further future; basic idea of causes for thoughts/emotions |
16-20 |
Deep secrets; more details on causes for thoughts/emotions |
21+ |
Erase Signature
Description: Can hide from Psychic detectors, telepathy
Mechanics: Skill Roll vs. Detection
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.
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.
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 -1D of Strength 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 -2D in Strength 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 -3D of Strength 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 -4D of Strength 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 of Gravikinesis 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 the Weight of the Object |
Launching a target into space by making it weightless |
Moderate (14) |
Levitation at Die Value -1D x10 |
Healing
Description: The character can soothe the injuries of themselves and others. 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.
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 |
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 |
Smal, a piece of furniture |
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 |
Levitation
Description: Ability to hover and move at normal move rate.
Mechanics: Number of D equals number of meters off the ground and maneuver rolls
Magnekinesis
Description: Can manipulate Magnetic fields for a variety of effects. Move ferrous metals, affect EM energy. Theoretically can fly, by lifting metal pieces or have a suit with metal in it.
Mechanics: Roll skill for damage, roll marksmanship to target, roll skill on Kinesis chart to do particular effects.
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.
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 its protection
Mechanics: Roll Skill vs. Opposing rolls
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: Marksmanship to hit a specific target, power’s skill dice for damage. If trying to affect an area, with multiple targets, use power’s skill dice vs difficulty determined by Kinesis and Attack charts.
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 modifiers.
Memory Type |
Difficulty / Mod |
Immediate Short Term |
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 |
Photokinesis
Description: Can manipulate Photons for a variety of effects (create shadows, light up a place, em waves, see spectra of em waves, invisibility)
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 |
12hr |
+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 Bestowal
Description: Ability to bestow powers or jump-start latent powers. If just activated, can deactivate powers within a number of days equal to power dice. Can also boost an 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.
Range: Touch
Mechanics: Power roll vs. How Strong a Psychic they want to make:
Difficulty |
Extranormal Attribute Dice |
Moderate (11-15) |
2D |
Difficult (16-20) |
3D |
Very Difficult (21-30) |
4D |
Boosting an 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 |
The effects of the boost fade 1D per round
If either activate latent or boost power roll fails, then roll the random chart on pg 66 of the D6 Powers RnE.
Power Emulation
Description: Ability to Emulate other powers.
Mechanics: The character can emulate any power or skill they have seen used within 5 min per die of power dice for Power Emulation. The player rolls Power Emulation vs. a difficulty equal to 3x the unmodified cost per die in power or skill. If successful, 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
Precognition
Description: Can see the future
Mechanics: By making a power roll vs. the above Time Difficulty charts, 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). Provisionally, a character could use this power as a ‘Danger Sense’ whereby keeping the power ‘up’ can anticipate attacks and gain power skill’s dice as bonuses to evasion and defensive skills.
Protection
Description: The character can defend themselves 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 |
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 the 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 a vague impression of owner’s location. |
24 |
Psychosomatic Disease
Description: Can make a body think it is sick
Mechanics: Skill roll vs. Willpower or other mental defense. Amount beaten by, check wound levels and that's how hurt they think they are.
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. Need to have a source of fire to manipulate.
Remote Viewing
Description: This ability allows the psychic character to use their 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 Kinesis or Empathy/Telepathy charts to determine the range.
Sense Psionics
Description: Able to sense the presence of Psi Sensitives, Their powers, and what die level. They can also sense level of damage a character has, and brain activity.
Mechanics:
To Sense: |
Difficulty |
Signs of life, level of damage, brain activity, Psi sensitive or not |
5+Proximity+Relationship |
Psi Powers |
15+Proximity+Relationship |
User and Target are:
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-Renown of target, if any |
Complete Strangers |
+20 |
Complete Strangers and Different Species |
+30 |
Proximity Chart
User and Target are: |
Add to Difficulty: |
Touching |
0 |
In line of sight, less than 1 meter |
+2 |
Not in line of sight, but 1 to 100 meters away |
+5 |
101m to 10km away |
+7 |
11 to 1,000km away |
+10 |
Same Planet, but over 1,000km away |
+15 |
Same Star System, but different planet |
+20 |
Not in the same star system |
+30 |
Steal Power
Description: Can take on other Psychic's abilities, leaving the Psychic powerless.
Mechanics: Skill roll vs. Power dice or Willpower or Extranormal Attribute. If successful, then the target’s power(s) are absorbed by the character at the same levels as the target’s. User can absorb upto the Steal Power’s die value worth of a power. User can absorb a number of powers equal to Steal Power’s die value. Duration: 30 min per die, the power then fades from memory and must be re-imprinted. Range of Touch.
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 Charts for Modifiers.
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, an 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 |
Telepathy
Description: This skill grants a psychic the ability to read people’s minds, communicate with them, and use this power as a conduit for certain other mental abilities.
Mechanics: The proximity, relationship, distance, and any mental defenses describes the difficulty to use this skill. Use the Empathy/Telepathy charts along with the above range and relationship charts. Once this power is locked on, you may use other mental abilities to affect the target. -2D to any of those powers affects.