Psionic Powers and the People Who Use Them

Psionics Rules

Psionic characters are created as normal, with the following Advantages and Disadvantages either required of, or available to them.

There is one more notable difference: Power is severely reduced. Each point of Power costs 10 times as much as listed in the rule books. However, it is possible to have fractions of Power: each .1 Power costs as much as for 1 Power is listed in the books. For Antipsi, ESP, and Telepathy, fractional Power is rounded up for effect, but is rounded down for Healing, Psychokinesis, and Teleportation. Psychic Vampirism is rounded down when whole numbers are required, but for most effects is not rounded at all.

Since skills are acquired during game play by trading in story tokens, it is not possible to have one-skill Powers at reduced cost; likewise, Empathy and Danger Sense are not available.

Psionics are also an intensive affair (relative to typical GURPS psionics); the cost for Extra Effort is 4 Fatigue.

Psiberware

Psiberware works in two ways: energy boosting and neural restructuring.

Energy Boosters

Quite simply, these are batteries connected to the neural pathways. Delicate circuit tracings monitor the energy usage of the neurons and scale their output as this usage goes up. In the brain of a deadhead, the circuits would never kick in - but in the brain of a psi, as the energy spikes to levels that would fry the deadhead, the Boosters pump the energy level up even further.

The result is a boost in Power level at the cost of subtlety and skill. For all boosters, whenever Fatigue is spent on psi (such as for Critical Failures or Extra Effort), the Fatigue cost is increased, as below. Energy Boosters are available in a number of varieties, and can increase a specific Power by up to ten times. If you're corpsi you can get them with story tokens, and if you're not a corpsi you can get them with... well, you can't get them.

Take note: although having one of these fellas might be great in a bind, a corpsi might also decide that they'd be better off without the wiring of a not-exactly-benevolent corporation in their heads. Easy come, easy go.

Neural Restructuring

The human neural pathways are fairly efficient, but they could be built to be far more efficient using nanites and advanced materials. For most people, this could provide a slight increase in reaction times... for a psion, it represents a tremendous boost in psionic ability!

Combining Psiberware

Energy Boosters can be combined with either Juicing or Cellular Rebuilds, for a benefit up to the maximum of the Booster (there are more safeguards to keep the hardware from frying, than from keeping your brain from frying: let's face it, when you die, what do you think they're going to do with the hardware?). However, Juicing is not in effect any time a Cellular Rebuild is: the Cellular Rebuild reflects the maximum efficiency possible with these methods (the +1 bonus to initiative still applies, though).

Psionic Characters

Below are a few uses of psionics in the corporate world; players are welcome to adapt them to their own situations.

Astral Projection

Although Astral Projection has been studied and developed for the past 10 years, it is not the wild success the intelligence industry hoped for it; for the most secure environs, there are ways of protecting against astral snooping. However, those psions with a talent for Astral Projection have found it useful; there are widely accepted rumors of astral 'meeting grounds' where psions discuss matters away from deadhead influence. Over the past 5 years, corpsis have managed to effectively lobby for access to Astral Projection psiberware in their contracts, regardless of corporate utility...

ESP

Empaths are extremely useful for team-building, helping to maximize productivity for short-term projects and teams. They are also very effective in determining the real feelings of focus groups and customers, which is invaluable to marketing.

On a more sinister note, Clairvoyance and Clairaudience has proved to be much more effective for spying than has Astral Projection, and market prediction is very popular (if not well-regarded — what's the difference, to the layman, between a precog market analyst and a regular one? not much) role for precognitives.

Precognitive tacticians have also shown some utility, although typically not when they're actually on the battlefield, since the level of Power and Skill necessary is seldom seen.

Healing

Despite amazing advances in medicine, psionic healers are still the best thing for a bullet-riddled gut since Band-Aids. Such people are frequently very popular both with corporate execs trying to hang onto their prime, as well as part of a comprehensive health plan. These healers are typically paid extremely well, and provided a life of luxury for the duration of their services.

Psychic Vampirism

Psychic vampires are very illegal. So illegal, and for such good reason, that most nationcorps actually avoid the possibility of being associated with them. Even so, there are always rumors of the jobs that really 'suck the life out of you...'

Psychokinesis

For some purposes, low-level psychokinesis is good enough that psibered psychokinesis isn't even necessary, letting psychokinetics have possibly the widest range of possible corporations for which to be a lapdog. With a touch of clairvoyance, they can do minor surgery completely non-invasively, fix computer hardware without getting dusty, etc. This is most valuable in places where it is extremely difficult for a machine to apply physical pressure.

Combat tweaking has been attempted, but is largely less cost-effective than loading up on an extra handful of bullets.

Telepathy

Ask yourself: what aren't they good for? Corporate spying, loyalty engineering, and privacy nullification are all big items in the new corporate budget.

Of course, in the modern corporation where loyalty is only to one's own paycheck, telepaths are some of the most closely watched psions around. As a result, they lead very expensive, very dangerous lives.

Teleportation

Generally speaking, teleportation is good for two things: hand-to-hand combat, and spying. Since no one is employed as hand-to-hand combat specialists in the modern day, teleporters are largely employed to break into places where astral projectors were once expected to go. Nowhere near as easy to detect by astral guardians as projection, and much better at escape, teleporters make the ideal intrusion specialists. Of course, many of them go ahead and become relatively skilled fighters, leading to assassins who disappear without a trace.


This page © Matthew Weigel and Thomas Weigel 2000-2002.