[Q9] Mutant (Radiation) Psionics (Psi. Freq. 9)


Basic Psi9 Information

An area's radiation is given as a number called RS, for Radiation Severity. If a character is subjected to radiation for longer than (Con-RS) turns, the effective RS for that character goes up by one each turn until the area's RS is reached. The character rolls Radiation Resistance (RR), adjusted by the table below under "System Shock" each turn. If it fails, the character is Infected and makes no further RR rolls. He suffers the permanent loss of Con and Cml as shown below, degenerates at a rate equal to RS/h, and has a chance of developing an Insanity. He also "glows" at a radius (1st #) with his own RS (2nd #). The degeneration and glowing can be stopped with Cure Disease. If the character degenerates below 0 hp and then is cured, he will develop Mutant powers:
 
Radiation
Severity
Chance
Insanity
System
Shock
Glow
Field
Con
Loss
Cml
Loss
Minor Major Grand
1/4 0 0.4 ½'/0 0 -1 0 0 0
1/2 0.05 0.2 1'/¼ 0 -2 0 0 0
1 0.1 0 1'/½ -1 -3 1 0 0
2 0.15 -0.1 2'/½ -2 -4 1 1 0
3 0.25 -0.2 3'/1 -2 -5 2 1 0
4 0.35 -0.3 4'/1 -3 -6 2 1 1
5 0.45 -0.4 5'/2 -3 -7 2 2 1
6 0.55 -0.5 6'/2 -4 -8 3 2 2
7 0.65 -0.6 7'/3 -6 -9 3 3 3
8 0.75 -0.7 8'/4 -8 -10 2 4 4
9 0.85 -0.8 9'/5 -10 -11 1 3 5
10 0.95 -0.9 10'/6 -12 -12 0 2 6
 
Each power is selected RANDOMLY (with no adjustments whatsoever). The check rating (CH) is equal to ½ of the character's highest level. The mutant has 6 tracks, one for each stat and equal to double the stat's normal value. A power's relevant stat track is reduced by it's check mod when it is used. A track is also reduced each time the main stat is reduced (1 for 1), even if the loss is temporary. If a track falls below it's stat, the stat is also reduced to the track's number until the track goes up again (1/h).
 
The Constitution loss is enforced and cannot be healed by any means. Classed Psi9 characters have no Con loss. (0.5)
If you use the chart provided in the original system, the powers are rolled randomly. The original chart has a "1" in Supers at RS 10. (0.5)
Wild Talents may use this alternate chart and choose the powers. There are always 0 Supers.
 
Radiation
Severity
Minor Major Grand
1/4 0 0 0
1/2 0 0 0
1 1 0 0
2 2 0 0
3 2 1 0
4 3 1 0
5 3 2 1
6 3 2 1
7 3 3 1
8 2 4 2
9 1 3 2
10 0 2 3
 
CH = ½ level for Wild Talents, CH = level for classed Psi9 characters.
 
May use psionic enchantments. The psionic part of the cost is N+1 from each of the 6 tracks, where N+1 is the level of spell upgraded.
 
Optional: The Psi9/Psi18 stat adders use the system mentioned in 0.91: +1 for Minor, +2 for Major, +3 for Grand, +4 for Super.

[Q9] Mutant (Radiation) Psionics (Psi. Freq. 9)


Psi9 Minor Powers

# Power Check Description [Permanent powers in brackets]
1 Altered Appearance Chr/h Change Self (as spell)
2 Analyzer Int/r Identify mech. machine & its operation
3 Baldness Chr/d [Hair falls out] Starts growing new hair
4 Blind Wis/d [Mutant is Blind] Enhanced Hearing
5 Blisters Con/m [-1 TH, +1 dmg/att] Removes penalty
6 Damage Protection Str/m +CH AC, -½CH dmg per attack
7 Deaf Wis/d [Mutant is Deaf] Enhanced Vision
8 Decreased Attribute Stat/m [-2d4 to one stat] Gain points back
9 Dwarfed Dex/t [Mutant is ½ Height] +½CH AC, +¼CH saves
10 Electricity Generator Con/r 4d10'long, CHd6 dmg (save:½)
11 Enhanced Hearing Wis/m Can hear CH times normal distance
12 Enhanced Smell Wis/m Can smell CH times normal distance
13 Enhanced Vision Wis/m Can see CH times normal distance
14 Epilepsy Con/r [In stress, check or lose all actions]
15 Eternal Sustenance Con/w Need to eat,sleep only 1/CH normal
16 Extra Eye Dex/r [+1 eye] Can move eye around in body
17 Extra Limbs Dex/h [+1d4 limbs] Can use them normally
18 Force Field Int/r Moveable Wall of Force (solid version)
19 Gills Str/d [has gills] Can breathe underwater
20 Hypnosis Chr/h One creature hypnotized (save)
21 Increased Attribute Stat/r +½CH to any stat
22 Invisibility Int/m (non-Improved) Invisibility
23 Jumper Dex/r Can jump CH*10', kick @ +CH Str
24 Laser Vision Int/r [see in dark] Laser Beam CHd8 dmg (save)
25 Lesser Elemental Power Str/r [roll 1 1st-3rd Ele.spell] Casts it
26 Lesser Evocation Power Str/r [roll 1 1st-3rd Inv.spell] Casts it
27 Lesser Psionics Power Wis/r [roll 1 Psi1N minor/Psi2P dev.] Uses it
28 Levitation Int/m Levitate (as spell)
29 Metal Corrosion Con/r Touch:Metal items save (no mod.) vs.acid
30 Minormorph Chr/m Polymorph Self (as spell)
31 Mute Str/m [Mutant cannot speak] Mutant can speak
32 Photographic Memory Int/r Instantly remembers anything ever seen
33 Poison Claws Dex/r CHd4 damage poison in fingernails (save)
34 Poison Fangs Dex/r CHd6 damage poison in mouth (save)
35 Resistance to Magic Con/m CH*5% MR (adjust @ 12th casting level)
36 Resistance to Poison Con/h CH*5% Poison Resistance (non-adj.)
37 Resistance to Psionics Wis/m CH*5% Psionic Resistance (adj.@12th)
38 Resistance to Radiation Con/t CH*5% RR
39 Sense Int/r Detect Magic/Psi/Life/AL 3*CH' range
40 Scattershot Str/r CH Energy Pellets, 1d4 dmg ea. (no save)
41 Skin Coloration Chr/h [Skin random color] Skin another color
42 Speak with Plants Chr/m Speak with Plants (as spell)
43 Specific Allergy Str/m [takes 1d4 dmg/m in contact] No damage
44 Surface Adherence Str/m Spider Climb (as spell), any surface
45 Tail with Poison Stinger Dex/h [+1 tail] Can use tail (as Poison Fangs)
46 Taller Str/t [Mutant 2xHeight,+CH move rate] +CH Str
47 Telekinesis Int/r CH*200 lb. weight limit
48 Tentacles (no arms) Dex/d [Arms become CH' long tentacles] Can use
49 Tesseract Int/r Teleport (sight=no error)
50 Translator Int/t Can understand any language spoken
51 Twitchy Dex/r [-1 TH,-15% FRT/OL/PP] Removes penalty
52 Wings Dex/d [Gain 2 or 4 wings] Fly at 3*CH" rate
53 Withered Limb Con/m [Limb withers/useless] Can use limb
54 X-ray Vision Wis/r Can see CH" in metal, CH' in stone

[Q9] Mutant (Radiation) Psionics (Psi. Freq. 9)


Psi9 Major Powers

# Power Check Description [Permanent powers in brackets]
1 Absorber Con/r T:Drain ½CH Str,½CH Con to mutant temp.
2 Alter Density Int/m Pass through objects, Fly at CH" rate
3 Amphibian Con/r [Water Breathing] Sonic Blast:CH*10 dmg
4 Become Energy Wis/m Move at light speed, immune phys.attack
5 Bio Force: Bio Flight Con/h Fly at 10*CH" rate
6 Bio Force: Force Beam Con/r Target in cocoon (save), no P/V actions
7 Bio Force: Invulnerability Con/m +CH AC,-½CH dmg per attack (incl.spells)
8 Bio Force: Penetra Vision Con/r Can see 5*CH' through any material
9 Bio Force: Super Speed Con/r +½CH Dex, +1 P action, xCH move rate
10 Bio Force: Super Strength Con/r +CH Str
11 Bio Syntha Steel Str/r +CH AC,-CH dmg/att,+CH/+CH nat. weapons
12 Control Body Molecules Str/m Shapechange (as spell), even to objects
13 Control Size Dex/m Size incr/decr by x+/-CH, +/-½CH Str
14 Disintegration Beam Wis/r Disintegrate up to 100*CH lbs. (save)
15 Elemental Power Str/r [roll 1 4th-6th Ele.spell] Casts it
16 Energy Cocoon Int/h Field CH'diam.,fly:7*CH" rate,7*CH% PsiR
17 Evocation Power Str/r [roll 1 4th-6th Inv.spell] Casts it
18 Heal/Cause Pain Wis/r Target healed or harmed CH*10 hp (save)
19 Hyperflight Dex/m +CH AC, Fly at 100*CH" rate, Pro.Vacuum
20 Impact Beam Str/r Str-CH check or move CH*10' (& fall dmg)
21 Incendiary Blast Int/r Con-CH check or CHd12 damage
22 Invulnerability Wis/m +CH AC, +CH saves, 3*CH% MR,RR,PsiR
23 Magnetic Field Dex/m Str-CH check or metal move toward CH*10'
24 Matter Transformer Con/r Polymorph any Object, 500+CH*100 lbs.
25 Metamorph Con/m Shapechange Other (save)
26 Molecular Disrupter Dex/r CHd10 Disruption damage (save:½)
27 Night Lightning Dex/m Mutant->storm, CHd6 lightning/r(save:½)
28 Nova Bolt Dex/r CHd12 Fire damage, Heats Metal (save:½)
29 Paralysis Bolt Str/r Paralyzation CH t (save)
30 Plane Phaze Chr/t Turn into Ghost incl. Aging touch
31 Psionics Power Wis/r [roll 1 Psi1N major/Psi2P sci.] Uses it
32 Radar Int/r Detect Movement CH Miles (in line-sight)
33 Regenerator Con/d [Regeneration CH hp/r, Restores Memory]
34 Sensor Int/r Detect Magic/Psi/Life/AL 30*CH' range
35 Sonic Wail Dex/r 3*CH' radius: Unc. CH m (save)
36 Stone Eyes Wis/r Gaze: Petrification (save)
37 Super Speed Dex/r +CH Dex, +1 V action, x3*CH move rate
38 Suspension Int/r Temporal Stasis (save)
39 Telekinesis (master) Int/r CH*1000 lb. weight limit
40 Telepathy Int/d Link with another person
41 Teleporter Int/r Teleport without Error (same plane)
42 Transformer Int/r Polymorph Other (save), perm.
43 Tricancellation Wis/r Dispel Magic,Psionics,Energy (1 target)
44 Ultrastrength Str/r +CH Str, +CH more Str for Max.Press

[Q9] Mutant (Radiation) Psionics (Psi. Freq. 9)


Psi9 Grand Powers

# Power Check Description [Permanent powers in brackets]
1 Control Earth: Armor Str/m +CH AC, Armor has 10*CH hp
2 Control Earth: Lift+Throw Str/r TK Throw 1000*CH lbs.,roll TH,40*CH dmg
3 Control Earth: Mold Shape Str/r Passwall/Move Earth (5*CH)^3 cu.'
4 Control Earth: See Through Str/m See through stone(limit of normal sight)
5 Energy Kinetic: Blast Dex/r 4*CH' rad, 2*(CHd10) Energy dmg (save:½)
6 Energy Kinetic: Drain Dex/r Absorb 3*CH dice as per Energy Control
7 Energy Kinetic: Flight Dex/h Fly at 30*CH" move rate, +1 P action
8 Energy Kinetic: L.Blast Dex/r 8*CH' rad, CHd10 Energy dmg (save:½)
9 Energy Kinetic: Manipulate Dex/m +-CH dice to existing energy effect
10 Energy Kinetic: Shield Dex/m Stops CH dice per Energy attack
11 Energy Kinetic: Tr.Other Dex/m Become Energy (major) on other (save)
12 Energy Kinetic: Tr.Self Dex/t Same as Become Energy (major)
13 Environ.: Control Wind Chr/r +/-10*CH mph wind change
14 Environ.: Create Atmos. Chr/d Creates an atmosphere CH mi.rad
15 Environ.: Create Fog Chr/t Solid Fog (as spell)
16 Environ.: Create Rainstorm Chr/m Makes a rainstorm/snowstorm CH mi.rad
17 Environ.: Create Vacuum Chr/r Thins the atmosphere CH mi.rad,-1 Con
18 Environ.: Wind Flight Chr/h Fly at 20*CH" rate, +CH Max.Press Str
19 Gravity Kin.: Control Grav Con/r x+/-CH weight (all in area)
20 Gravity Kin.: Decr.Weight Con/m Target's weight becomes 0
21 Gravity Kin.: Incr.Weight Con/m Target weight x100*CH (save or crushed)
22 Gravity Kin.: Grav Flight Con/h Fly at 10*CH" rate, +10*CH Max.Press Str
23 Gravity Kin.: Shield Con/m Stops 4*CH hp per physical attack
24 Gravity Kin.: Grav Warp Con/r Teleport without Error (same planet)
25 Greater Elemental Power Str/r [roll 1 7th-9th Ele.spell] Casts it
26 Greater Evocation Power Str/r [roll 1 7th-9th Inv.spell] Casts it
27 Greater Psionics Power Wis/r [roll 1 Psi1N grand] Uses it
28 Hyperkinetic: Hyper Action Dex/m +CH V actions (max=10), +CH AC
29 Hyperkinetic: Incr.Attacks Dex/r +CH P actions (max=10) (yuck!)
30 Nightmare: Dream Bolt Chr/r Sleep for CH h (save)
31 Nightmare: Dream Wave Chr/m CH*3'rad:all go to dream plane (save)
32 Null Void: Null Field Wis/r Caster immune to and cannot use magic
33 Photon Kin.: Control Light Wis/r Can change Light,Dark,Invis. all obj.
34 Photon Kin.: Create Image Wis/m Phantasmal Force (as spell)
35 Photon Kin.: Laser Beam Wis/r 10*(CHd8) Light damage (save)
36 Photon Kin.: Photon Blast Wis/r 10*CH' radius Blindness (save)
37 Photon Kin.: Photon Shield Wis/r Reflects Light-based attacks
38 Possession Wis/m Magic Jar (as spell)
39 Temporal: Slow Time Int/r CH*10'rad(exc.caster):-1P,-1V actions
40 Temporal: Speed Up Time Int/r T:Target has +1P,+1V actions
41 Temporal: Stop Time Int/r CH*3' radius Time Stop
42 Temporal: Time Bolt Int/r Ages target 10*(CHd4) years (save:½)
43 Temporal: Time Warp Int/h Move rate x10*CH
44 Transferer Str/m Steal one power from target (save)

[Q9] Mutant (Radiation) Psionics (Psi. Freq. 9)


Psi9 Super Powers

# Power Check Description [Permanent powers in brackets]
1 Amplification Chr/r xCH on next Psi9 power's effect
2 Any (SemiPermanency) Any/y Duplicates any Psi9 Minor,Major,Grand
3 Bio Force: Maintain Health Chr/t +CH Con, regen all hit points each r
4 Bio Force: Super Accuracy Chr/t Roll 1d4+16 instead of 1d20 for to hit
5 Contingency Chr/d Contingency for one Psi9 power
6 Control Earth: Mass Damage Str/t Your physicals do Hp instead of hp
7 Energy Kin.: Super Blast Dex/r 100*CH'r, CHxCHxCH Energy dmg (no save)
8 Environ.: Familiar Locale Chr/y CH mile r, atmosphere same as home
9 Gravity Kin.: Super Warp Con/r Transport to any location in Multiverse
10 Hyperkinetic: Incr.Actions Wis/r +CH/2 Swing actions (max=30)
11 Hyperkinetic: Incr.Mentals Wis/r +CH Mental actions (max=10)
12 Hyperkinetic: Versatility Wis/r +CH/4 Opposing actions (max=10)
13 Polycancellation Wis/r Tricancellation CH targets
14 Nightmare: Mental Blast Wis/r CHxCH'r,lose CHd4 mental stats (save:½)
15 Nightmare: Removal Beam Wis/r -CH/6 to being's multiplier (save:½)
16 Null Void: Null Innates Wis/r Caster immune to and cannot use innates
17 Photon Kin.: Phaser Beam Wis/r 100*(CHd20) Light damage (no save/PsiR)
18 Reflector Int/t As Spell Turning, also Innates and Psi
19 Shielder: Bolt Chr/r CHxCHd8 Force damage, ignores defenses
20 Shielder: Shapes Chr/y Reform x1 object's shape, it becomes x2
21 Shielder: Shield Chr/t Non-ablative 1000 hp, up to 40'sq.
22 Super Elemental Power Int/r [pick 1 10th-11th Ele.spell] Casts it
23 Super Evocation Power Int/r [pick 1 10th-11th Inv.spell] Casts it
24 Super Psionics Power Wis/r [pick 1 Psi1N Super] Uses it
25 Superflight Dex/r AC doubles, 1V: Teleport without Error
26 Temporal: Time Travel Int/r Time travel ±CHxCH years
27 Thermal Kin.: Plasma Beam Con/r ±CHx100°, save at -CHxCH or dead
28 Thought: Bubble Int/t Replace 1M/1P/1V per segment with 3M
29 Thought: Incr.Charisma Chr/t +CH Chr, considered X2 in highest class
30 Thought: Incr.Intelligence Int/t +CH Int, extra +CH*3 non-weapon prof.
31 Thought: Incr.Wisdom Wis/t +CH Wis, all rolls are 2 dice (choose)
32 Thought: No Body Int/y You no longer have/need a physical body
33 True Invulnerability Wis/m CH*2% irreducible RR,MR,PsiR,InnateR