Mutants

Mutant
Mutant Animal
Mutant Diviner
Mutant Firewalker
Mutant Gestalt
Mutant Latent Psychic
Mutant Minor Hero
Mutant Natural Genius
Mutant Nega Psychic
Mutant Physical Psychic
Mutant Psi-Hacker
Mutant Psi-Mechanic
Mutant Psychic Healer
Mutant Psychic Medium
Mutant Psychic Sensitive
 

 

Mutant
Mutants are men and women whose normal, human physiology has been changed through some sort of mutation. The source of the mutation can be almost anything - genetic mutation, genetic experimentation, or exposure to cosmic rays, radiation, chemicals, alien energy. dimensional anomaly, and so on. In some cases, the exposure to the energy, chemicals or whatever, causes the body to change and mutate. In other cases, they trigger latent, mutant powers that had been dormant in the individual.
Step 1: Attributes
Determine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 30 SDC plus any gained through magic and physical training.
Step 2: Education
Choose skills in the normal manner.
Step 3: The cause of the mutation
All mutations are created by genetic alteration, whatever the outside influence may have been. Choose whatever cause you like.. not that it really matters, it all comes down to the same end result. Feel free to ignore this step. I always did..
Step 4: Unusual Characteristics
This is purely optional. For an unusual looking character roll on the Unusual Characteristics table below.
Step 5: Super Abilities
Players may choose or roll on the Random Super Ability Selection Table.
D100 Result
01-12 6 Minor Powers
13-24 1 Major and 4 Minor Powers
25-36 2 Major and 2 Minor Powers
37-48 3 Major Powers
49-61 1 Major and 1 Minor Power or 3 Minor Powers, and 1 psionic power from each of the four categories (for 4 total), +1 additional total psionic power per level from any category. ISP = his (ME x2) + (3D4 x10). +10 ISP per each level of experience, starting with level one.
62-74 1 Major or 2 Minor Powers, and 2 psionic powers from each of the four categories (for 8 total), +2 additional total psionic powers per level from any category. ISP = his (ME x2) + (3D4 x10). +10 ISP per each level of experience, starting with level one.
75-87 1 Minor Power, and 3 psionic powers from each of the four categories (for 12 total), +3 additional total psionic powers per level from any category. ISP = his (ME x2) + (3D4 x10). +10 ISP per each level of experience, starting with level one.
88-00 4 psionic powers from each of the four categories (for 16 total), +1 additional psionic power from each category per level (for 4 total). ISP = his (ME x2) + (3D4 x10). +10 ISP per each level of experience, starting with level one.


 

Mutant Animal
As well as human mutants, the player can create and play a mutant animal that has human intelligence and (usually) a human or humanoid appearance. These mutant animal characters can be tun and different from the human ones. Animal Hero Characters are the result of a mutation or some other change that results in a normal animal becoming either more intelligent, more human-like, or superpowered.
Step 1: Animal Type
Determine what type of animal you are. Choose any animal from either HU pages172-178, After the Bomb or any other source. The cause of the mutation is identical as for humans, choose your own.
Step 2: Attributes
Determine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. SDC is different, it is directly related to one's size. See Growth Levels and the Physical Size Chart.
Step 3: Education
Choose skills in the normal manner. Any level can be chosen including military or espionage.
Step 4: Bio-E Points
Characters created from animals go through some kind of biological transformation. In order to balance out the biological changes to animal characters, BIO-E points are used. Each kind of animal has a particular amount of bioenergy that reflects exactly how much it can change. BIO-E does not directly reflect the size or power of the animal. In fact, its just the opposite. The more powerful the original animal, the fewer points of bio-energy it has to work with. The exact number of BIO·E points is included in the animal's description in the Animal Section. The points may be used to change the character's Hands, Speech, Upright Stance, Human Looks and Animal Powers.

The Mutant animal can also use his Bio-E points to buy powers at a rate of 15 points for any Minor power and 30 points for any Major power.

Double all Bio-E and SDC points which start with after selecting the animal type. The following is a list of revised animals as well as ones that were missing from After the Bomb and Heroes Unlimited 2nd edition;

Mutant Animals A-G

Mutant Animals H-N

Mutant Animals O-R

Mutant Animals S-Z

Step 5a: Sponsoring Organization
Who paid for everything?
D100 Result
01-12 Medical Research Centre
13-24 Private Corporation
25-36 Non Profit Organization
37-48 Government Department
49-60 Gifted scientist working on his own
61-72 Superhero group
73-84 Supervillain group
85-00 Military (but which country?)
Step 5b: Current status with sponsoring organization
Is the character still with his sponsor and how do they feel about each other?
D100 Result
01-08 Still with sponsor and very well treated. Receives favours and a high wage from them of D10 x100 dollars per week.
09-16 Still with sponsor and well treated. Receives a moderate wage from them of D6 x100 dollars per week.
17-24 Still with sponsor and dissatisfied. Treated with disdain by them and receives a minor wage from them of D10 x20 dollars per week. 
25-32 Still with sponsor and treated like a slave. No wage and is constantly watched. Escape will take some planning.
33-44 Sponsor closed down and dumped the character in the wild. 
45-52 Sponsor still exists but has moved onto other experiments or projects. Dumped the character in the wild with all ties broken. 
53-60 Left sponsor on very good terms. May receive favours and freelance work from them.
61-68 Left sponsor on good terms. May receive freelance work from them.
69-76 Left sponsor after fight and is no longer welcome. 
77-84 Left sponsor after a major fight and some injuries. Hunted by them at Difficult level. Want him recaptured. 
85-92 Left sponsor after a major battle and one or more deaths. Hunted by them at Severe level. Want him recaptured. 
93-00 Left sponsor after destroying the facility he was kept at with multiple deaths resulting. Hunted by them at Extreme level unless the GM decides the organisation has suffered too greatly financially, in which case they may only be able to afford to hunt him at Severe or even Difficult level. They want him dead. 

 

 

Mutant Diviner (converted from Beyond the Supernatural)
The Diviner is a psychic who is sensitive to mystic, psychic and supernatural energy. This character can see and/or feel and follow the flow of psychic and magical energy, including ley lines and the use of magic (a succession of spells or magic ritual, the opening of a dimensional portal, etc.), as well as there-lease of energy (energy bolts, lightning, fire breath, etc.) produced by supernatural beings (and creatures of magic), magic rituals (especially as they build to a crescendo), and blood sacrifice (the moment of death and the release of doubled P.P.E.). The Diviner can also read signs and see omens in what seems to be the ordinary. These characters tend to be determined, self-reliant and familiar with travel and the outdoors. They aren't naturalists, per se, but feel comfortable with nature, surrounded by the natural flow of the world. It is this harmony with the natural world that
enables the Diviner to sense the unnatural - and recognize the presence of the supernatural and the mystical.
Step 1: Attributes
Determine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 25 SDC each plus any gained through physical training. For the character's potential psychic energy points roll 4D6 +10, +10 per level. Inner strength points is equal to (ME x2) + (D4 x10), +10 per level. Needs a 10 or higher to save vs psychic attacks, +50% to Land Navigation skill even if a Secondary Skill, +1 to save vs possession and curses, +6 to Perception Rolls, +1 to save vs Horror Factor at levels 1, 3, 6, 9, 12 and 15.
Step 2: Education
Choose skills in the normal manner for each member.
Step 3: Negative Powers
Players begin with all of the following abilities below. They also gain 1 Sensitive ability every second level.
Ability Description
Immunity The Diviner is impervious to most forms of negative energy, including Negative Chi, Dim Makldeath touch, petrification magic and curses, and magical insanity. Likewise, magic and psychic charms are only half as effective (half the penalties, half the duration, etc.).
Palm Reading The Diviner derives knowledge from physical signs and patterns, which means he can read a person's palms to get fundamental information about that individual similar to the psychic ability, See Aura. The Diviner does not actually see the aura, but he gets the same information: An impression of alignment (good, selfish or evil), age (within 1D4 years), general level of experience (low, medium or high), health (well, ill, suffering from an injury), key personality traits (shy, confident, quiet or outspoken, indecisive, bold, etc.) and whether the individual has low self-esteem or healthy self-esteem and if fortune or misfortune may be in his future. I.S.P.: 3. Note: Requires physical contact, sufficient light and close examination of the palm for at least one minute. That means the psychic will need the individual's cooperation or an unconscious subject. A casual glance or handshake provides nothing. Most people are fascinated with the idea of palm reading and getting their future told, especially in a casual meeting or party atmosphere, and will allow a quick reading they believe is a fun parlor game.
Psychic Dowsing In plain and simple terms, Diviners can use their Dowsing abilities to sense magic energy (P.P.E.). This ability is so finely tuned they can locate and follow invisible lines of energy radiating from the earth (ley lines), locate depositories of P.P.E. (places of magic), and track the supernatural by following the energy signatures the more powerful creatures leave behind like a vapour trail.
In most cases, the psychic needs a tool called a Divining Rod. The traditional rod is "Y" shaped, with the Diviner holding the top with both hands and letting the bottom (in this case, the point) lead him to sources of P.P.E. (or other natural resources). The Divining Rod serves as the psychic's focus of his own, natural psychic abilities to draw upon the ambient mystic energy in the area. This creates vibrations in the Divining Rod that grow with intensity from barely noticeable at first to obvious trembling movement as the character gets closer and closer to the object of his psychic search. The Diviner is so attuned to his tool and the subtleties of the vibrations that he can feel the rod pulling him in directions - right, left, forward, and so on. When the object of the search or the location/source of the energy has been found, the Divining Rod may point downward or bob up and down. The Divining Rod can be used to locate almost anything: earth energy/ley lines, water, gold and other precious metals, fossil fuel, and strong sources of P.P.E., including, places of magic, powerful supernatural beings, creatures of magic, beings (mortal and supernatural) involved in the expenditure of magic (i.e., casting spells), rituals that draw out or syphon P.P.E. and so forth, even lost keys.
Base Rate of Success in Divining by Subject: ME x2%, +10% per level of experience, plus the following bonuses or penalties applicable as follows.
+50% if the Diviner has an object/possession or sample (including soil or fabric) from the place, person or creature he is trying to locate.
+40% to find and trace the path of a ley line.
+30% to feel the approach of any supernatural evil or powerful magic within 200 metres.
+10% to locate the place where someone has died or was killed in the last 24 hours; must have an idea where to begin looking.
+30% to find water such as a stream, river, lake, pond, underground stream of water, etc.
Note: In addition to the above, the Diviner will sense if the underground resource or place of power is located on an ancient burial ground or a place with a history of tragedy and death or supernatural activity.
I.S.P. cost to perform a Psychic Dowsing: Two points per 10 minutes of dowsing.
Read Omens The Diviner can also read signs. Unlike charlatans and superstitious individuals who read meaning into dreams, coincidence or superstitions (i.e., a black cat is bad luck) and think they see the future or some sign of things to come, the Diviner really does see omens that speak to the future. Unlike the Psychic Sensitive who receives all sorts of psychic sensations and visions, the Diviner needs physical props and tools to use the ability to read signs. Ironically, these signs don't usually come in the form of cards or bones or tea leaves, though they can, but rather in ordinary things the psychic happens to notice. For the Diviner, psychic insight is triggered by random patterns that could come from anything and occur almost anywhere. A wave of insight might come from a pattern in a spider's web or weave of vines, a flower blossom or a random pattern of cracks in the foundation of the floor, dribbles of blood or wine or spilt paint or the ring left by a coffee cup or glass of water, to a particular cloud formation, a pattern of light or reflection, the ripple of waves, a pile of twigs or leaves, scratches in the floor or table, or marks in the dust, or the presence of a bird, insect, cat, dog or other animal, and just about anything else. It is important to understand that a Diviner can't make a sign appear when he wants one, he only sees and interprets what is actually there, if anything at all. The meaning of the sign is instantly known to the Diviner, but it is often broad or vague. The ability to read signs is also valuable in that it can provide additional insight and information. I.S.P.: None, but must notice the sign, and may not if otherwise distracted (make a Perception Roll). Base Rate of Success: Automatically knows the meaning of any true omen or sign.
See the Aura of Magic A Diviner can tell if an object is charged with or contains magic energy (P.P.E.) and therefore, whether it is a magic item or a cursed object; can see if the energy emanations are good/beneficial or evil/destructive. Can also tell if an object is possessed. Range: touch. I.S.P.: None.
See the Aura of the Supernatural The Diviner can see the aura of supernatural beings and recognize what they are (what kind of demon or monster) from the aura alone, provided he has seen it before. This is true even if the creature is disguised via magic metamorphosis, shape changing ability, or if actively possessing a mortal host (cannot see aura if the possessing force is not in control of the body at the time). Range: Line of sight. I.S.P.: None.
Touch Conveyance Touch Conveyance has nothing to do with patterns, and everything to do with the flow of energy in and around the character being touched. This power enables the Diviner to tell how much PPE and ISP the character has, if he or she is psychic or wields magic (or has the potential for one or the other), if the character is human or something else (but not exactly what), and if the character is possessed or something is not right (the latter usually indicating a magical charm, trance or enchantment in place rather than outright possession, or a symbiotic link with something inhuman, or the presence of a terminal disease). In addition, the touch (shaking hands is typical) will indicate if the individual is friendly and open, closed and secretive, or glad to see the individual, indifferent (which may simply mean he doesn't know the person and is simply being polite) or annoyed, bothered or angry/resentful toward the psychic. Powerful evil or intense good can also be sensed by touch. I.S.P.: 5. Duration: One melee round (15 seconds). Note: Requires physical contact with the skin of the subject for at least five seconds to get any sense of the person (counts as two melee actions); will not work through gloves or clothes.

 

 

Mutant Fire Walker (converted from Beyond the Supernatural)
The Fire Walker is a Physical Psychic whose focus and powers involve heat and fire. The technical term is Pyrokinesis, the ability to influence and create fire with the mind through sheer force of will and mental concentration. It is uncommon compared to Psychic Sensitive and Physical Psionic powers, and quite unique. Although other psychics may wield the power of Pyrokinesis, it is a comparatively crude and limited ability over fire, while the Fire Walker commands many fire related abilities and wields precise control. As the name suggests, a Fire Walker can walk on burning coals and handle fire without physical injury, but the character's relationship with fire goes much deeper.
Step 1: Attributes
Determine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 25 SDC each plus any gained through physical training. For the character's potential psychic energy points roll 4D6 +10, +10 per level. Inner strength points is equal to (ME x2) + (D4 x10), +10 per level. Needs a 10 or higher to save vs psychic attacks, +4 to save vs possession and save vs disease (including fever inducing curses and magic spells), +2 to save vs magic and +1 to save vs Horror Factor.
Step 2: Education
Choose skills in the normal manner for each member.
Step 3: Negative Powers
Players start with all of the following at first level;
Ability Description
Burning Touch The psychic's touch burns supernatural beings and creatures of magic. Requires physical contact via touch with one's hand(s) and adds to punch damage. Against humans (and other mortals, including mages), the character's touch may seem warm, as if he has a fever, but it does no damage whatsoever. It will, however, bum Witches and others who have willingly joined or merged with supernatural evil. Duration: One melee round (15 seconds). Range: Touch/punch. Damage: 2D6. I.S.P.: 4
Commune with Fire After 30 seconds of focus and concentration, the psychic can sense the size and speed of the fire's growth and rate of expansion, the path it will travel, where it has already travelled (meaning he can tell where it started), and how long before it consumes the entire area/structure. The psychic can also tell if the fire is out of control, the level of danger it represents to those working with or around the fire or trapped inside a burning structure, the safest and fastest way out or around the fire, and whether the fire was caused by accident, nature, or deliberately set. Furthermore, the character can tell if a supernatural being(s) is inside the fire, and if the creature or a fellow Pyrokinetic psychic started it. This same information can be acquired from the ash and remains of a cold fire, too. Duration: One minute per level of experience. I.S.P.: 4
Fire Awareness The psychic can sense fire within a 100 metre diameter in all directions of him. The Fire Awareness is being able to tell how much time has passed by seeing how much of a candle has
melted, and the psychic is especially aware of and alert to all things involving fire, including the smell of smoke, burning materials, etc. Note: + 3 to Perception Rolls involving fire,
accelerants, combustibles, potential fire hazards and the aftermath of fire (i.e., clues and physical evidence to what caused it, where it started, was arson involved, etc.). No I.S.P. cost.
Fire Knowledge The psychic has always found fire fascinating, though not to the point of obsession or pyromania. As a result, the Fire Walker knows all about chemical combinations that burn and extinguish fire, how to make Molotov cocktails, how to tum a can of hair spray into a mini-flame thrower (2 metre range, 2D6 damage per blast), how to handle fire and flammable chemicals, basic arson techniques and methods, and similar things about fire and firefighting. Base Skill: 80% + 5% per level of experience.
Resistant to Fire A natural ability, the psychic is not adversely affected by hot air temperatures; up to 40 degrees Celsius feels comfortable. However, he dislikes the cold. Feels chilled and must dress in a sweater and/ or coat in temperatures below 10 C. The character can also physically pick up and handle hot (not burning hot) objects such as a hot potato right out of the oven or a hot cup of coffee, a warm coal, and takes half damage from steam and fire. No I.S.P. cost.
Sense Temperature The psychic can estimate the heat/temperature of the air, fire, hot items, etc., within D6 degrees celsius. To tell the temperature of a flame, hot physical item or liquid, the character must put his hands within six inches of it. To tell air temperature he need only pause and concentrate with his palms open. Both count as two attacks/melee actions. Duration: Instant. I.S.P.: 1 point.


 

Mutant Gestalt
The Physical Gestalt involves two or more mutants who, through some twist of fate, can combine and merge their minds and bodies, within a certain proximity of one another, to form a superbeing. The superbeing is not significantly larger or denser (unless it has powers that make it so), and what happens to the extra mass of the individuals is unknown. When the Gestalt Being is formed it appears in costume and ready for action, with the two or more minds working as one. The members of the Gestalt can be of varied age, health, gender. occupation and backgrounds. One could be a very athletic male, another a scrawny bookworm, a third a beautiful business woman, and a fourth an invalid or child or grandmother. etc. None of their individual traits affect their heroic persona in the least It's probably best if the different members get along, but they can also squabble and dislike one or more members of the Gestalt. provided they share a common sense of purpose. If desired each member of the Gestalt may be a player character.

The Psychic Gestalt variant involves the characters merging their minds and will power only to create a superbeing while remaining separate and distinct individuals themselves. The members of the Psychic Gestalt do not disappear when the Gestalt superbeing comes into existence, instead they see through his eyes and hear through his ears, and direct him like a puppet or a character in a video game - only they control the character with their minds, not a joy stick or control pad. While in a trance, the members of the psychic group must continue to concentrate to keep the Psychic Gestalt superbeing in existence and to direct his actions (a team effort performed at the speed of thought). Members of the group are aware of their surroundings and are not completely incapacitated while concentrating, but being attacked or physically assailed will end their concentration.

Whether Physical or Psychic the maximum duration for the Gestalt is one minute per combined ME of the characters included, +1 minute per level.

Step 1: Attributes
Determine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 25 SDC each plus any gained through magic and physical training. P.P.E.; 6D6+10 points each. The Gestalt form's SDC is equal to each member combined, x10. The Gestalt's Hit Points is equal to that of each member combined, x4.

The percentage of physical harm done to the Gestalt is also subtracted from the health of the group's members when the Gestalt splits apart. Thus, if the Gestalt had lost approximately 80% of his or her SDC (or Hit Points), so too would the individual members be short 80% of their SDC. If the superbeing dies the individual members are killed too. Although so long as at least 2 members remain the Gestalt can still be formed.

P.S. of the Gestalt 5uperbeing is 3D6, +D6 for each member in the Gestalt group, and P.S. is always Superhuman unless Supernatural Strength is taken as a separate super ability.
P.P. of the Gestalt superbeing is 3D6, +D4 for each member in the Gestalt.
P.E. of the Gestalt superbeing is 3D6, +D4 for each member in the Gestalt.
P.B. of the Gestalt superbeing is 3D6, +D4 for each member in the Gestalt
Spd. of the Gestalt superbeing is 4D6, +D6 for each member in the Gestalt.
Attacks per Melee are four, +1 for each member of the Gestalt. +1 on initiative, +1 to roll with impact, +2 to pull punch, +2 to disarm, +1 to strike, +1 to save vs poison, and +3 to save vs disease.

Step 2: Education
Choose skills in the normal manner for each member.
Step 3a: Forming the Gestalt
Who decides when it's time for the Gestalt to be formed?
01-20 One person. A leader type always decides. As long as the other members of the Gestalt are within range, the Gestalt Being will be formed by one person's decision. The only say the others have is to verbally convince or dissuade the leader.
21-40 Majority rules. If most of the members want to join, and the others are in range, the Gestalt Being will be formed. In the case of a two person physical Gestalt, either person can decide when it's time to go into action, even against the other's wishes. In the case of a four member Gestalt group, at least half the members must want to join into the Gestalt Being.
41-60 Decision by committee. All the members of the Gestalt group must agree 10 form the Gestalt superbeing. If one person dissents or is unconscious, out of his mind, or somehow unable to have a decisive input, the Gestalt cannot be formed.
61-80 Individual choice. In this case each member has a free will to choose to come together, which means the superbeing can be formed without the entire group if one chooses not to do so or is otherwise unavailable (sick, out of town, etc.). However, reduce the Gestalt superbeing's power level (Hit Points, S.D.C., attributes, bonuses, range of energy blasts, etc.) by whatever percent the missing Gestalt member(s) represent. For example, if the Gestalt is made up of four people and only three merge, the power level of the hero is reduced by one quarter (25%). If two people don't join, the resulting superbeing is reduced by 50% and will even appear smaller, scrawnier. less attractive, etc.
81-00 Outside forces. Is it the full moon? Sunspot activity? Danger nearby? Monday nights? Who knows what force(s) causes the individuals to be pulled together and the Gestalt Being to be formed (player's choice), but it
never fails to happen.
Step 3b: Forming the Gestalt (range)
How close must the individual members be to each other to form the Gestalt Hero?
D100 Result
01-50 Physical contact must be made for the individuals to meld together.
51-75 All the members of the group must be within line of sight of one another. On a flat, outdoor field, range will be farther. Indoors, range will be highly restricted. Complete darkness inhibits the forming of the Gestalt, unless they touch.
76-94 As long as all the members are within ME x100 kms, the Gestalt can be formed at any location between them.
95-99 As long as everybody is on the same planet the Gestalt may be created wherever desired by the person who makes such decisions.
00 No matter where they may be, no matter how many dimensions they are removed from one another, no barriers, bonds, or distances can prevent the Gestalt superbeing from coming together when the group leader or the group members choose to do so. In this case, the members can sense when one or more believe they should unite.
Step 3c: Forming the Gestalt (control)
Who is in control of the Gestalt when it's formed? Note: If the characters are all run by a single player, that player can handle the character any way he deems fit, whether there are aspects of multiple personalities, one
leader or whatever. If two or more players, playing separate individuals who merge into one, it is probably best to run the character by committee though quick decisions may not be possible and may work to the superbeing's
disadvantage (which is okay and fair) or there may be one elected leader, with group input when time and circumstance allows. This should be the players' decision.
D100 Result
01-25 One member, presumably the team leader, is always in control. The leader who decides when to form, if there is one. Otherwise, it may be the character with the most impressive mental attributes or combat experience.
26-50 Every time the Gestalt is formed, roll randomly to determine who is in control.
51-75 A sort of fast-acting democracy is taking place inside the Gestalt body's mind at all times, with all members discussing, bickering and deciding what to do: majority rules. The process should happen quickly, and the collective mind is very hard to overcome mentally, +1 saving throw against mind control attacks per member. As for skills and education, the Gestalt knows everything the characters who merge to create it know, at
the same level of that specific individual. If two or more people know the same skill, the highest percentage for success is the one that is used, and gain +10%.
76-00 The joining of the minds creates a different and unique (but consistent) personality. Thus, the Gestalt has goals and desires of its own, though they probably reflect the feelings of the majority that comprises the hero. Furthermore, the Gestalt loves it when he exists and may not want to ever separate into the individual component people. More than likely, though, a heroic persona will sacrifice its own existence to let the originating people have time for their own lives. Attributes, skills and education are determined separately for the Gestalt Being in this case, with no regard to the mental attributes of the members. Roll up as
usual with a bonus of +1 to IQ per member, and +2 to M.E per member.
Step 4: Powers
Players may choose or roll on the Random Super Ability Selection Table. 
D100 Result
01-12 6 Minor Powers
13-23 1 Major and 4 Minor Powers
24-34 2 Major and 2 Minor Powers
35-45 3 Major Powers
46-56 1 Major and 1 Minor Power or 3 Minor Powers, and 1 psionic power from each of the four categories (for 4 total), +1 additional total psionic power per level from any category. ISP = his (ME x2) + (3D4 x10). +10 ISP per each level of experience, starting with level one.
57-67 1 Major or 2 Minor Powers, and 2 psionic powers from each of the four categories (for 8 total), +2 additional total psionic powers per level from any category. ISP = his (ME x2) + (3D4 x10). +10 ISP per each level of experience, starting with level one.
68-78 1 Minor Power, and 3 psionic powers from each of the four categories (for 12 total), +3 additional total psionic powers per level from any category. ISP = his (ME x2) + (3D4 x10). +10 ISP per each level of experience, starting with level one.
79-89 4 psionic powers from each of the four categories (for 16 total), +1 additional psionic power from each category per level (for 4 total). ISP = his (ME x2) + (3D4 x10). +10 ISP per each level of experience, starting with level one.
90-00 Unstable; the character's powers change every time the superbeing appears. Reroll on this table every time the Gestalt is formed.
Step 5: Unusual Characteristcs
This is purely optional. For an unusual looking character roll on the Unusual Characteristics table below. 

 

 

Mutant Latent Psychic (converted from Beyond the Supernatural)
The latent psychic is an interesting anomaly from the usual psychics in one important way; he lacks a definitive focus. Like the other P.c.c.s, the latent psychic has a vast reserve of potential psychic energy, but unlike the others, he has failed to give it a proper focus. Although this limits the character's psychic abilities, it also works to his advantage. 1) The latent psychic can cause both physical and sensitive phenomena. 2) Continues to develop psi-abilities as he/she grows in experience. 3) Retains a comparatively large amount of P.P.E. as a permanent base. This allows the latent psychic the opportunity to operate devices constructed by a psi-mechanic, as well as add his positive P.P.E. to group magic and clairsentience. On the negative side, the character has few psychic abilities and is an attractive target for creatures which can draw power from his P.P.E. base. The world around the latent psychic has been enhanced and enlarged by the development of psychic powers. In many respects, the character knows the psychic world better than most. The lack of a definitive focus straddles the character across three, different psychic character classes. He can reach out with invisible, psychic antennae to feel and sense the unseen forces around him, like the psychic sensitive. He can understand and, with instruction, operate the pseudo-scientific devices of the psimechanic. The psychic can influence the physical world too; create fire, move objects, and control his body like the physical psychic. However, the heightened understanding is tarnished by the lack of mastery over anyone area of focus. His expanded world can sometimes seem too big and too overwhelming, dwarfing him and his insignificant abilities. Consequently, these psychics tend to be full of life and wonder, but often a little insecure.
Step 1: Attributes
Determine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 25 SDC each plus any gained through magic and physical training. For the character's potential psychic energy points roll 4D6 +10, +10 per level. Inner strength points is equal to (ME x2) + (D4 x10), +10 per level. Save vs psionics on 10. +1 vs HF, possession and magic. Psychic attacks per melee are equal to the character's physical attacks per melee.
Step 2: Education
Choose skills in the normal manner.
Step 3: Powers
Players may choose 1 psionic power from 3 of the 4 categories (for 3 total), +1 more from 1 category per level. Thus 3 powers at 1st level, 4 at second level, 5 at 3rd level, etc.

 

 

Mutant Minor Hero
Many of the older comic books are filled with heroes that are limited to just one super ability and a fierce dedication to protecting others or fighting crime. Sidekicks and members of team comics regularly are brave but comparatively puny heroes, as is true with some of the modem and more famous comic book heroes. These so-called Minor Heroes are great for playing low-powered campaigns, games set in neighborhoods where half of their foes are criminals with guns and bad tempers, and thinking man's games where working as a team, using investigative techniques and hardware are important. The Minor Hero represents a set of simple limitations that are put onto the hero during the normal character creation process.
Step 1: Attributes
Determine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 25 SDC each plus any gained through magic and physical training.
Step 2: Education
Choose skills in the normal manner.
Step 3: Powers
Players may choose or roll on the Random Super Ability Selection Table. 
D100 Result
01-33 3 Minor Powers
34-66 1 Major and 1 Minor Powers
67-00 1 psionic power from each of the four categories (for 4 total). ISP = his (ME x2) + (3D4 x10). +10 ISP per each level of experience, starting with level one.
Step 4: Unusual Characteristcs
This is purely optional. For an unusual looking character roll on the Unusual Characteristics table below. 

 

 

Mutant Natural Genius (converted from Beyond the Supernatural)
This individual exhibits an astonishing aptitude or "natural" ability in a particular area. The uncanny ability might be a skill expertise that far outstrips the person's formal training or a physical aptitude, such as an outstanding dexterity or physical strength. What has happened is that the character has tapped into his inner strength and has focused it into areas of study or physical development.
Step 1: Attributes
Determine the eight physical attributes. However IQ is +8 or a minimum of 20, whichever is highest. Hit Points, alignment and optional rounding out your character as you would any character. 20 SDC plus any gained through magic and physical training. For the character's potential psychic energy points roll 4D6 +10, +10 per level. Inner strength points is equal to (ME x2) + (D4 x10), +10 per level.
Step 2: Education
The character begins with 1 degree +1 degree for each point his IQ is over 18, with +10% in any skill taken. Any course can be done within half the normal time and always gain +10% in any skill that take.
Step 3: Special Abilities
Extraordinary skills occur when the character intentionally or inadvertently focuses his potential psychic energy toward a specific skill or line of thought. This is almost always something the character loves to do. The person usually finds it challenging, exciting, fun or provides great satisfaction. Select one area at first level. +1 more at 3rd, 5th, 7th, 9th, 11th, 13th and 15th levels;
Area Abilities
Electrical Genius The focus of this character's potential psychic energy is electronics. This means he has an intuitive sense and understanding of electricity , circuitry and wiring. However, this "natural" skill is not the equivalent of an electrical engineering skill. Instead, it relies on the character's intuitive sense, more than a comprehensive knowledge of electrical science. Of course, this natural aptitude can be combined with formal education to create a truly impressive skill-combo. The character gains the following all at +30%; Advanced Electronics, Avionics, Basic Electronics, Circuit Board Micro-Electronics,
Computer Repair, Electrical Engineer, Electricity Generation/Power Systems, and Robot Electronics.
Human Calculator A character with this ability has focused his potential psychic energy on numbers and mathematics. He or she just has "a head for numbers." The character can visualize, remember and manipulate numbers in his head with astounding speed and accuracy. The character gains the following all at +30%; Maths Basic, Maths Advanced, Maths Statistics, Maths Accounting, Chemistry, Physics, Astronomy, and Astrophysics.
Linguist The Genius has a natural gift for languages. The character starts with 8 languages all at +30%.
Mechanical Genius The focus of the characters abilities is mechanics, making him an operator supreme. The character gains the following all at +30%; Aircraft Mechanics, Automotive Mechanics, Basic Mechanics, Construction, Mechanical Engineer, Metallurgy, Ship Mechanics, and Submersible Mechanics.
Mental Expert The character's mental energies have been focused into making him mentally tougher, able to deal with any situation. The character is also highly resistant to psychic and magic phenomenon, whether he believes in them or not. +6 to ME, +6 save vs psi (in addition to any ME bonuses), +6 save vs. magic, +6 save vs. dream manipulation/combat, +6 see through illusions.
Physical Expert The focus of the potential psychic energy is directed toward physical achievement rather than intellectual. This character has a natural manual dexterity, agility, strength, endurance, and coordination that many athletes fail to achieve in a lifetime. The individual may use this physical aptitude in a career as a professional athlete or simply enjoy it in a recreational capacity. Gain +6 to PS, PP, PE and SPD. +1 extra attack per melee, +2 on initiative, +1 to parry and dodge. The character 7 physical skills all at +30%.
Weapons Expert The character has a fondness for the art and craft of metalworking and design as it applies to ancient and/or modern weapons. This focus has lead the individual to read and study about weapons, as well as to emulate the old masters in their creation, design and styling. The character gains the following all at +30%; Weapons Engineer, Aircraft Armour and Weaponery, Recognize Weapon Quality, Weapons Specialist, Fashion Tools and Weapons, Weapon Systems, Armourer, and Armour and Weapon Decoration.
Combat Expert By combining an enhanced spatial awareness with knowledge of geometry and anatomy, the Genius can avoid his opponents’ strikes with ease, dodging away at unpredictable angles and always ending up where his attacker least expects. To an outside observer, the Genius barely seems to move, yet his assailants get increasingly turned around, twisted up and frustrated, lashing out at the empty air where the hero was stood a moment before. +1 to Dodge, Roll, Initiative and an extra action per melee, +1 more to each of these every second level.

 

 

Mutant Nega Psychic (converted from Beyond the Supernatural)
The nega-psychic is a very odd case. The person who is a nega-psychic has an absolutely unshakable belief that psychic power, the paranormal and supernatural do not exist. No amount of evidence, speculation, scientific confirmation, nor personal experience with the supernatural, will persuade this character to change his conviction. The supernatural and all the other hogwash that goes along with it, like ESP, ghosts, monsters and UFOs, are all nonsense! This character will tenaciously cling to the line of thought that everything must have a plausible, logical, scientific explanation. And psychic powers, unknown energy, lines of power, ghosts, and entities ain't logical or scientific. Swamp gas, practical joke, mass hysteria, weather balloon, sunspots, or hypnosis, are all more acceptable explanations to bizarre phenomena, no matter how lame that train of logic might be. No matter what happens, the nega-psychic (nega means negative) will propose his own solution based on "common sense and science ." Now there are a lot of people who share the nega-psychic's viewpoint. In a small way, they are like him . But there is a humorous irony that the nega-psychic just can not appreciate. He is psychic and uses his psychic energies daily. The nega-psychic, a term the person will not answer to, is a person who develops his potential psychic energy into a sort of negative energy . This negative energy serves as a psychic shield that protects the character from psychic energies. This anti-psychic shield, powered by the character's own psychic energy, prevents most outside psychic or supernatural influences. This means the character NEVER gets precognitive hunches, NEVER gets clairvoyant images or feelings, NEVER sees a ghost, is incapable of receiving telepathic or empathic communications, is incredibly difficult to possess, and tends to disrupt (negative psi-energy) other human and inhuman psychics around him. Most nega-psychics are surprisingly tolerant of "deluded
individuals" who believe they have psychic powers or are plagued by unnatural forces. A nega-psychic will often associate and even work with psychics or paranormal investigators, especially if there is a scientific basis to the team's operations. The resistance to psychic influences can make a nega-psychic a valuable member to a group who could suddenly find itself the prey of he supernatural creature they seek.
Step 1: Attributes
Determine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 25 SDC each plus any gained through physical training.
Step 2: Education
Choose skills in the normal manner.
Step 3: Negative Powers
Players may choose one of the following at first level. Then choose one more every second level.
Ability Description
Horror Immunity +1 to save vs horror factor, +1 per level.
Magic Disruptor The disruptive energy cancels or dissipates magic (P.P.E.), and makes spell casting much more difficult around him. The range of this disruptive energy radiating from the Nega-Psychic is 1 metre per level of experience. Any psychic, mage or supernatural being caught within the Nega-Psychic's range has to spend 50% more P.P.E. than usual. In addition, psychic abilities that have a "skill percentage" for success are diminished by the skeptic's negative vibes. Furthermore, a psychic, spell caster and even supernatural beings will find their confidence wanes and skill performance suffers a -10% penalty when the Nega-Psychic verbally questions their preternatural abilities, skills, knowledge and/or integrity, or condemns their viewpoints, offers scientific explanations, and/or suggests they are fake. Magic Disruption is even worse. When the Nega-Psychic is part of a magic (or psychic) group ritual, the range of his energy field doubles and he radiates negative energy with his ardent (and sometimes angry) disbelief. Confident that such rituals are a hoax, madness or just won't work the Nega-Psychic forces the mage/ cultist to spend four times as much P.P.E. to cast a spell or complete the ritual! Expending less than that amount means the ritual doesn't work (no results). Trying to cast magic on or at a Nega-Psychic costs double the P.P.E. and has half the usual effect (half the damage, half the penalties, half the duration, etc.), this includes the effects of magical curses, magic disease and the Evil Eye. Note: The Nega-Psychic cannot tum off his negative energy, it is always on. Double the negative P.P.E. when facing Demonic Servants, and quadruple the number, and double the range of the disruptive force, when dealing with Ancient Evil (Demon Lords and Dark Gods) or an Alien Intelligence.
Magic Immunity +1 to save vs magic, +1 per level.
Permanent Mind Block Completely prevents telepathy, empathy, empathic transfer and hypnotic suggestion.
Possession Immunity +1 vs possession, +1 per level.
Psychic Disruptor The disruptive energy cancels or dissipates psionic (I.S.P.) energy, and makes the use of psionics much more difficult around him. The range of this disruptive energy radiating from the Nega-Psychic is 1 metre per level of experience. Any psychic, mage or supernatural being caught within the Nega-Psychic's range has to spend 50% more I.S.P. than usual. In addition, psychic abilities that have a "skill percentage" for success are diminished by the skeptic's negative vibes. Furthermore, a psychic, spell caster and even supernatural beings will find their confidence wanes and skill performance suffers a -10% penalty when the Nega-Psychic verbally questions their preternatural abilities, skills, knowledge and/or integrity, or condemns their viewpoints, offers scientific explanations, and/or suggests they are fake. Note: The Nega-Psychic cannot tum off his negative energy, it is always on. Double the negative P.P.E. when facing Demonic Servants, and quadruple the number, and double the range of the disruptive force, when dealing with Ancient Evil (Demon Lords and Dark Gods) or an Alien Intelligence.
Psychic Immunity +1 to save vs psychic attacks, +1 per level.

 

 

Mutant Physical Psychic (converted from Beyond the Supernatural)
There seem to be two major divisions of psychic power, the sensitive whose extrasensory psi-powers are directed inwardly, and psi-powers that can be directed outward to affect the physical world. Most physical psychic powers induce some sort of physical change or create a physical force that can affect the material world. They are manifestations that can be seen, heard and felt by anyone. The physical psychic is a person who has focused his potential psychic energy (P.P.E.) into the area of physical psychic phenomena. His is the world of cause and effect. By channeling and focusing his psychic powers, the physical psychic can mentally reach out and touch the world around him, with numerous results. Telekinesis, for example, enables him to open the door or bring himself a book without ever leaving his seat. Pyrokinesis offers control over fire, just as electrokinesis provides a limited mastery over electricity and hydrokinesis, over water. The ability to influence the real world can also be self-directed making oneself impervious to the elements or ignore hunger and fatigue. The physical psychic adds a new dimension to man's mastery over mind and body, and the world around him.
Step 1: Attributes
Determine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 35 SDC each plus any gained through physical training. For the character's potential psychic energy points roll 4D6 +10, +10 per level. Inner strength points is equal to (ME x2) + (D4 x10), +10 per level. Needs a 10 or higher to save vs psychic attacks at all times, +2 to save vs horror factor, +5 to save vs possession, +1 to save vs magic.
Step 2: Education
Choose skills in the normal manner.
Step 3: Negative Powers
Players may choose any five of the following at first level. Then choose one more every level;
Alter Aura
Bio-Manipulation
Death Trance
Ectoplasm
Electrokinesis
Hydrokinesis
Impervious to Cold
Impervious to Fire
Impervious to Poison
Levitation
Mind Block
Meditation
Pyrokinesis
Resist Fatigue
Resist Hunger
Resist Thirst
Speed Reading
Summon Inner Strength
Telekinesis
Total Recall

 

 

Mutant Psi-Hacker (converted from Nightbane)
Psi-Hackers are psychics who possess an intuitive understanding and bond with computers and computer-controlled systems. These psychics can perform feats ranging from hacking into a corporate computer system to starting a car with a computer-controlled ignition and shifting a car with a computer-controlled transmission, to shutting down security systems in large buildings. They are, in essence, living computer viruses who can worm their way inside of a computer system and make it do whatever they want, even to the point of uploading, downloading, and erasing data from a network. These men and women tend to be the most cold and calculating of all of the MK-UL TRA II psychics, as their minds have been programmed to link with computer systems. As a result, they are extremely left-brained, not nearly as prone to thinking creatively as many other psychics, and they tend towards the extremes of logic and analytical thinking.
Step 1: Attributes
Determine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 25 SDC each plus any gained through physical training. For the character's potential psychic energy points roll 4D6 +10, +10 per level. Inner strength points is equal to (ME x2) + (D4 x10), +10 per level. +3 vs mind control and illusions, +3 vs Horror Factor, and +2 on initiative.
Step 2: Education
Choose skills in the normal manner but gain +30% with any electronic or computer skill.
Step 3: Powers
Players may choose one of the following at first level. Then choose one more every level;
Electrokinesis
Mind Block
Sixth Sense
Speed Reading
Telemechanics
Total Recall
They also gain all the following abilities at first level;
Ability Description
Computer Genius The focus of this character's psychic energy is such that they have an inherent and intuitive knowledge of the inner workings of computer systems, be it operation, programming, networking, or hacking. This character automatically knows every computer skill, and all at 98%. In addition, the character intuitively knows everything about the inner workings of any computer system he comes across.
Control Electronics and Computer Systems Psi-Hackers are so attuned to the inner workings of electronics and computer-controlled systems that they can exercise a degree of intuitive control over them. This involves everything from activating a portable radio to breaking into an ATM machine, to hacking the security systems of a major corporation. While the Psi-Hacker is using this power, he falls into a deep trance and is only aware of impending danger through his Sixth Sense power, but breaking the trance before the full duration has elapsed takes a full melee round (15 seconds).
ISP Cost: Varies according to complexity of the system and the task the Psi-Hacker hopes to achieve. Simple tasks such as operating a portable CD or Mp3 player, or starting a car with a computer controlled ignition, cost a mere 5 ISP. Slightly more difficult tasks such as shifting a computer-controlled transmission into gear cost 10 ISP. Shifting the same transmission into gear and activating the cruise control on a car to get it in motion, costs 20 ISP. Tasks such as hacking into a corporate security system with the intent of deactivating the entire net cost up to 40 ISP. Hacking into a security
system in an effort to control specific portions of the system could cost as much as 75 to 100 ISP. Exact costs according to difficulties are at the discretion of the GM, but shouldn't be prohibitive. Duration: Up to 10 minutes per task.
Data Scrambling The character can encode any type of data he comes into contact with while accessing a computer system, at a thought. This encoding is such that it can effectively lock out all those the psychic does not wish to have access. All efforts to hack the data or decrypt the encoding are at -50%, -5% per every three levels of psychic scrambling. This power can effectively lock out security systems in buildings and safely store data. The psychic can include a "code key" for instant decryption of sensitive data files if he so desires, or he can make it so that he is the only one who can access the scrambled data. LS.P. Cost: 10.
Einstein This power allows the Psi-Hacker to have a streak of ingenuity that enables him to imagine a schematic to create or modify machines to serve a very specific purpose. However, he must sit down to build or modify the device then and there, when inspiration first hits, or the design quickly and permanently fades away. These schematics fly out of his mind if he tries to focus to write them down, as well as when he breaks for too long a time from building the item. The initial thought is always a very general impression. The more powerful or elaborate the item/need, the longer it will take to build. Boosting the power of an energy weapon or explosive or vehicle, is another matter entirely, and something he should be able to accomplish quite easily. Rerouting, bypassing, disconnecting, or tapping into energy systems, communications, optics, surveillance systems, alarms, monitors, cable, other conduits, etc., or souping up things are all the kind of tasks this character can perform in a matter of minutes when the right inspiration hits. The psychic never knows exactly how long it will take to do or what result he is going to get until he finishes the item, because the process is pure inspiration and intuition. A character with this ability should tell the GM what he wants his juryrigging or creation to accomplish, and the GM decides how powerful the item is, how long it takes to accomplish, how long it will work, and exactly how well it works (little quirks and problems are suggested).
A quick and dirty patch job: Takes D6 minutes. Remains operational for 6D6 minutes, indefinitely if the Psi-Hacker stays to nurse and tweak his work to correct any problems that appear and keep it going/operating. A quick and (relatively) basic computer task, program, tap job or rerouting: Takes D6 minutes. Remains operational for 4D6 minutes, indefinitely as long as the Psi-Hacker stays to nurse and tweak his work to correct any problems that appear and keep it going. Mollify or soup up an existing device within its original perimeters: Takes 4D6+10 minutes. Works/remains operational for D6x 10 minutes, indefinitely as long as the Psi-Hacker stays to nurse and tweak his work to correct any problems that appear and keep it going. Modify or soup up an existing device outside its original perimeters: The device does more than it was ever designed to do. Takes 6D6+ 15 minutes. Works/remains operational for 3D6 minutes, indefinitely as long as the Psi-Hacker stays to nurse and tweak his work to correct any problems that appear and keep it going. Create a simple device based on commonly known principles of science and mechanics: Takes 2D6 days of work to complete a working prototype. Works/remains operational for 4D6 weeks before breaking down, indefinitely if the Psi-Hacker babies it every day or two, cleaning, tweaking and fiddling with it to keep it in top operational condition. Create a moderately complex device based on commonly known principles of science and mechanics: Takes 5D6+6 days of work to complete a working prototype. Works/remains operational for 3D6 weeks before breaking down, indefinitely if the Psi-Hacker babies it every day or two, cleaning, tweaking and fiddling with it to keep it in top operational condition. Create a complex device based on commonly known principles of science and mechanics: Takes 3D6x10+12 days of work to complete a working prototype. Works/remains operational for 2D6 weeks before breaking down, indefinitely if the Psi-Hacker babies it every day or two, cleaning, tweaking and fiddling with it to keep it in top operational condition. Create a complex device that goes beyond the known principles and applications of science and mechanics: Takes 5D6x10+60 days to complete a working prototype. Works/remains operational for ID4 weeks before breaking down. D6+ 10 weeks if the Psi-Hacker babies it every day or two, cleaning, tweaking and fiddling with it to keep it in top operational condition.
Memory Download Psi-Hackers have the ability to recall, in minute detail, any piece of information they are exposed to, provided they choose to store such data in the first place (i.e., makes a mental note to remember this or that). Their brain acts as a computer's hard drive, storing data in bits and accessing such data in a similar manner. However, much like a computer's hard drive, their storage capacity is limited, requiring
data to be periodically purged to make room for new. For technical purposes, the character's eyes are considered scanners, and his ears are considered microphones. Such information can be recalled instantaneously, with little to no chance of failure. ISP Cost: 5 per image (GM's discretion; may be higher for more detailed and larger images), 50 pages of documents (text), or 5 minutes of conversation, events or film. Maximum Storage in ISP worth of data is equal to the character's ME attribute number x100.
Upload Data Psi-Hackers can transfer data from their own memory banks (mind) to a computer terminal or network. Speed of upload is equal to the computer used at the time. Physical contact with the computer is necessary to accomplish this feat. The character can upload data in any common format he chooses, from standard bitmapped graphics, to text files, to the latest word processor. ISP Cost: Equal to the
ISP value of the data transferred (see Memory Download).

 

 

Mutant Psi-Mechanic (converted from Beyond the Supernatural)
The psi-mechanic is a gadgeteer who needs machines as a focal point to draw on his own psychic abilities. This peculiar fellow may be a distant cousin to the alchemist of old, weaving science and psychic together. His psi-devices are working machines that, in a metaphysical way, not scientific, tap into the character's potential psychic energy (P.P.E.) reserve to simulate psychic phenomenon. The only real drawback is that only he, or possibly another psi-mechanic or latent psychic, can use the devices. A normal man or woman, psychic or mage will be unable to use the psi-device at all. How or why these machines work for the psi-mechanic is a mystery in itself. Often the working parts do not conform to conventional science or mechanics and may not even have a power source. The most likely explanation is that there are two hidden elements at play. The first is the operator's focus (belief in the device), which draws on that person's psychic energies to power the gizmo. It is the psychic's psi-energy that is the real power behind it. This would explain why only another psi­mechanic or latent psychic, both with vast untapped P.P.E., can sometimes use the bizarre machines. The second, hidden element is that the psi-mechanic almost certainly etches a psychic imprint into the device. The imprint acts as a combination trigger and psychic circuit board. This would explain why another psi­mechanic can't usually operate somebody else's machine without first getting instructions from the creator.
Step 1: Attributes
Determine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 25 SDC each plus any gained through physical training. For the character's potential psychic energy points roll 5D6 +10, +10 per level. Inner strength points is equal to (ME x2) + (D4 x10), +10 per level.  Needs a 10 or higher to save vs psychic attacks at all times, +2 to save vs horror factor, +5 to save vs possession, +1 to save vs magic.
Step 2: Education
Choose skills in the normal manner, however the character must take the electrical and mechanical skill programs with a +30% in each.
Step 3: Powers
Players gain all the powers listed below;
Ability Description
Build Psionic Device The main power of the Psi-Mechanic is their ability to blend psionics with technology. In general, Psi-Mechanic devices are created through a complex rebuilding and upgrade of the actual device. The device is taken apart, modified and it is then put back together in such a way that it does not make sense for it to function at all (by definition of conventional science) anymore. Psi-Mechanics consider this skill an art or actual science, rather than an “ability”. Therefore, they are very critical and defensive about the devices they create. However, since when creating a device the character uses skills to take apart and put back together a device, it does require a roll similar to a skill. It will take the place of rolling for any electrical or mechanical skills. The only real psychic aspect of this ability is when the character infuses the device with psychic power. Generally, a device will have a cost in P.P.E. that must be spent in order to create it. Once a device is made, it cannot be modified to put additional powers in it. However, characters can disassemble an old device and recreate it in the same way with new modifications. This process takes a long time though and may fail, which will result in a broken device. Here are the general guidelines in creating devices:
· P.P.E. costs are generally the amount it takes to activate it as a psionic power normally.
· Devices generally take about 1 hour per point of P.P.E. used to create it and about an additional 5 hours per psionic power put into it (or 10 hours per full super psionic power).
· Disassembling a device takes half the time it was created.
· Once turned into a Psi-Mechanic Device, the device can never function normally again.
· Duration is limited to use; it generally costs half the I.S.P. to activate a device, using a single power. However, for an extra ten P.P.E. and 12 hours of work the device can have a duration equal to its power source (batteries or outlet plug).
· Range is limited by the device solely. If a device doesn’t have a range that is suitable to fit the power, then the player must come up with one—ultimately, at the GM’s discretion.
· Saving Throws are standard.
· Devices can be used by any psychic.
· Base Skill: 70%+5% per level of experience.

The expenditure of P.P.E creates the psychic circuit board which gives the machine its power. The psychic ability is identical to the natural psi-power it is meant to emulate. Each individual machine will require P.P.E. However, to build a duplicate device costs half the original, listed, P.P.E. cost. MUltiple psi-powers can be built into the same device, but is costly in both P.P.E to create it and ISP to operate it (each power will require I.S.P.). The machine should suggest some scientific common sense. For example: To see the invisible, the character would devise some type of goggles or glasses. Perhaps a psychically enhanced pair of infrared goggles, or passive night sight goggles with some sort of extra doohickey (psi-powered) which would offer conventional optical enhancement, as well as the psychic, see the invisible. A psychic sensory device meant to detect a supernatural presence might include multiple psi-powers, such as presence sense, sense evil and/or sense magic. This sensory device is likely to look and function like a Geiger counter or other modem sensory machine, with displays, counters, dials, indicators, and even sound.

A psi-mechanic can immediately build a new device each level, or opt to save all or part of the additional P.P.E. available from level advancement. The saved P.P.E. can be used to create or duplicate a device at any time. The only restrictions are that: Enough P.P.E. is available and the character spends at least 48 hours building the item. The psi-mechanic is the only person who can use his odd creations without effort. Non-psychics can not use them at all, nor can a supernatural creature. However, with proper instruction and practice, a psychic or another psi-mechanic may also be able to use the device. The chance of successfully using a psi-machine without personal instruction from the creator is slim. Another psi-mechanic has a 50% chance of figuring out its function and operation (two tries are possible). A psychic has a mere 25% chance to successfully use a psi-device (add +20% if the psychic uses an object read on the item). Personal instruction by the psi-mechanic who created the device, plus 24 hours spent on focus and practice, will yield the best possible chance for success. Under these conditions, another psi-mechanic has a 95% chance of making the device work although his own design philosophies limit his receptiveness. A psychic who is taught by the psi-mechanic has a 50%. A failed roll means that, despite the private tutelage and practice , the character has no chance of ever mastering that particular psi-device.

Any one or more related abilities can be built into one of the psi-mechanic's machines. The power(s) function as described in the psychic ability section and still require the usual number if I.S.P. The machine is powerless when the psi-mechanic temporarily uses up his I.S.P.

Unlike the other classes this characters does not have the option to buy and pick psionic powers. Instead, he has a very specific list of psionic powers that he starts of with and are the only powers that he may use without making them into a device. These psionic powers are mainly used to aid the Psi-Mechanic in creating his devices. He starts with all of them at first level:
Electrokinesis
Telemechanic Mental Operation
Telemechanic Paralysis
Telemechanic Possession
Telemechanics
Machine Ghost
Speed Reading

The character may choose any five psionic powers to use in his devices at first level. Then choose one more every level.

Fire an Empty Gun The character can fire any empty firearm using telekinetic bullets which fire without the sound of gunfire or leaving the telltale residue of sulfur and gunpowder left by conventional rounds. He can mentally create one bullet per ME for each gun held, + half his ME per level of experience out of sheer mental force of will. This Telekinetic or TK bullet will inflict the same damage (at the same range) as the normal round for that weapon, because the physical gun is the psychic's frame of reference and the bullet must fit within that weapon's capabilities. Fires from any ordinary gun; bullets appear right in the chamber or magazine. TK bullets will work on mortals, magical and supernatural creatures, including Entities, spirits, Astral Beings, and the Undead.
Range: Must touch the weapon to be loaded. Duration: Five minutes per level of experience or until fired, whichever comes first. Damage: as per gun. I.S.P.: 7.
Some Sample Psi-Mechanic Devices
PDA Recaller/Diagnoser: A very useful device that utilizes the powers of either Total Recall or Psychic Diagnosis (or if a Psi-Tech character wishes, both). However, since it is only a PDA, using Psychic Diagnosis will give a readout of specific things that are wrong with an individual. A special connection cable has to be used to connect to the individual; one end is a USB jack and the other end is a small adhesive pad that must be taped to the person (the pad is the same pad used with EKG machines).
Build Time: 9 hours for Total Recall and 7 hours for Psychic Diagnosis. 16 hours for both.
P.P.E. Cost: 4 for Total Recall and 2 for Psychic Diagnosis.
I.S.P.: 2 for Total Recall and 1 for Psychic Diagnosis.
Special: Add an extra 10 P.P.E. to P.P.E. Cost and 12 hours to Build Time per power if run off batteries.

Ear Telepaphone: A pair (or more) of earphones/earpieces where the user simply thinks what they want to say and it will be transmitted to the other earpieces as audible sound. Unlike the Telepathy power, this nifty device has a range equal to the range of the actual device.
Build Time: 9 hours or 21 hours if the device will be run off batteries.
P.P.E. Cost: 4 or 14 if it will run off batteries.
I.S.P.: 2 to activate or none if run off batteries.
Special: Add an extra 10 P.P.E. to P.P.E. Cost and 12 hours to Build Time for the third earpiece and 5 hours to Build Time per extra earpiece after the third piece.

Mysticvision Goggles: Empowered with any of the following powers: See Aura, See the Invisible or Nightvision. Either of these or all of them can be a part of this device. See Aura will reveal an aura of color and design, which will be distinct to all people. Seeing the Invisible appears as a ghostly apparition—the actual being is crystal clear in shape and detail, but will be a bit opaque, making them stand out. And Nightvision allows the user to see in color vision in the dark, just as if it were day outside. A small switch will allow the user to switch visions.
Build Time: 11 hours for See Aura, 9 hours for Nightvision or See the Invisible. 38 hours for all of them.
P.P.E. Cost: 6 for See Aura and 4 for Nightvision or See the Invisible.
I.S.P.: 3 to activate See Aura and 2 to activate Nightvision or See the Invisible. None if run off batteries.
Special: Add an extra 10 P.P.E. to P.P.E. Cost and 12 hours to Build Time per power if run off batteries.

Spirit Cell Phone: Talk about calling the dead. This device literally calls the dead. The user needs only press “Send” and hopefully the phone will find some reception to contact a spirit via the Commune with Spirit psionic power. The user then is able to talk with the spirit as if he were talking to anyone else on a cell phone. If someone tries to listen in on the call while the caller is still on, the “signal will be lost”, this also happens if someone tries to take the phone from the user. A spirit may end the call at anytime, but the reception will still register on the phone, allowing the user to redial. Reception will only be lost if the spirit leaves the radius (30 feet) or if the caller is the one who ends the call.
Build Time: 11 hours or 23 hours if run off batteries.
P.P.E. Cost: 6 or 16 P.P.E. if run off batteries.
I.S.P.: 3 to activate or none if run off batteries.
Special: For an extra 15 P.P.E. and 25 hours the Psi-Tech can modify the phone to receive calls from spirits. Phone number shows up as “Unknown Caller”.

Sense Pager: It couldn’t be avoided—a pager that can either have Sixth Sense, Sense Evil or Presence Sense. The pager gives off distinct vibrations or beeps according to what power is activated. Usually, Sixth Sense is a long, intensive vibration with the number “911” being the caller. Beeping will indicate the Sense Evil power is activated. By spending some I.S.P., a character can “check the number” of who called. The number sequence is something that only the Psi-Tech understands, at first. One dash means one evil, two dashes mean “few” evils, three dashes is “several” and four is “many”. The intensity of the evil will be registered by a number from one to ten, posted right after the dashes. Distance is another sequence of dashes, one for “very near”, two for “near” and three for “far”. If the character checks their voice mail, a familiar voice will say one word that indicates the general location of the evil (i.e. person, room, object, etc.). Presence Sense works roughly the same as Sense Evil, except that it cannot sense humans.
Build Time: 7 hours for Sixth Sense or Sense Evil and 9 hours for Presence Sense.
P.P.E. Cost: 4 for Presence Sense and 2 for Sixth Sense or Sense Evil.
I.S.P.: 1 for Sixth Sense or Sense Evil; 2 for Presence Sense or none if run off batteries.
Special: Add an extra 10 P.P.E. to P.P.E. Cost and 12 hours to Build Time per power if run off batteries.

VR Projection: This great device gives the user all the best qualities of Astral Projection without ever leaving their body! The only thing that that isn’t the same in VR Projection is that one minute of time is one minute of time in VR Projection. A user is still able to span the world and travel through the Astral Planes via the power and the character still has to find his/her way back. If they do not find their way back in time or their power supply is cut off, their session ends. This leaves their VR Astral Self somewhere in the VR Astral Plane, forever on “pause”. That character may never enter the Astral Plane ever again, until another traveler can go into the VR Astral Plane or normal Astral Plane, find the paused individual and take them to the door they entered in. This will allow the original user to “log on” once again in the VR Astral Plane. VR Astral Bodies appear as ghosts in the Astral Plane, this is a odd and strange occurrence to natives or travelers in the Astral Plane. When or if the character goes on “pause” in the VR Astral Plane, their VR Astral Body will be vulnerable to attack. If destroyed, the person will never be able to enter the Astral Plane (or the VR Astral Plane) ever again. Other than this, the device functions exactly like Astral Projection.
Build Time: 13 hours or 25 if run off batteries/has a plug.
P.P.E. Cost: 8 or 18 if run off batteries/has a plug.
I.S.P.: 4 or none if run off batteries/has a plug.

TeleVoyance: Still know as “TV”, this has a truly incredible ability. Utilizing the power of Clairvoyance, the TV transfers what information would normally be derived from activating Clairvoyance as a psionic power. The only difference is that everyone can see the images on the screen! The TV functions the same way as Clairvoyance does. However, as cool as this device may seem, there is a disadvantage to it. The TV has a tendency (45% chance) to siphon the I.S.P. from a psychic and activate itself, whenever a psychic comes with 20 feet of the TV. The psychic cannot prevent this in anyway and as long as they stay within 20 feet of the TV, the TV attempts to siphon I.S.P. every hour. Activating the TV still requires a Base Skill roll, which will be stuck at the percentage equal to the level of the Psi-Tech when they made the device (i.e. 60% at first level or 62% at second level, etc.). A failed roll means the TV will turn on, but will only show a static screen or “blue screen”. A Psi-Tech character can, however, create the TV with a higher percentage, but this costs extra P.P.E. and takes more time to build. The TV automatically turns off or goes to static screen or blue screen once the duration elapses and the TV is always made to run off batteries or with a plug.
Build Time: 9 hours and 1 extra hour per 2% more Base Skill.
P.P.E. Cost: 4 and 1 extra per 2% more Base Skill.
I.S.P.: 2.

Devil Sword: This weapon can be any type of short or large sword. Three crystals are built into the handle, holy symbols are carved into the blade, and one point of P.P.E. (or two I.S.P.) powers the weapon for one hour. When coursing with psychic energy the sword inflicts 3D6 damage +2 points per level of experience (starting at level one) to supernatural beings, double damage to Ancient Evil and triple to Alien Intelligences, but only D6 (short/small sword) or D10 damage (broad, bastard and large swords) to humans/mortals; no experience bonuses apply against mortal opponents. No effect on Astral Beings, Ghosts or Entities in the physical world.

Ecto-Siayer Shotgun: A sawed-off shotgun with extra tubing and wire. When activated with one point of P.P.E. (or two I.S.P.) each blast fires a bolt of flaming energy that never does more than D6 points of damage to humans/mortals, but does 3D6 + (1 per ME) damage per level of the psychic to supernatural beings with a physical body and double damage to Ancient Evil and Alien Intelligences, and also double damage to creatures vulnerable to fire. Half damage to energy beings and Entities. No effect on Astral Beings in the physical world.

Ghost Armour: Lightweight chest plate molded from plastic or fiberglass. It is reminiscent of the armored chest plates worn by the ancient Greeks and Romans. Electrical wires and sensor contact pads like those used in an EKG machine create a strange sort of circuit board on the inside of the armor. Three contacts are located above the heart, one near the right shoulder and one on the stomach. Similar plates may be strapped to the thigh and forearm; groin piece is optional. A solar powered battery with a power crystal in a pack is worn on the back or hip.
Duration: Activated for one hour per two P.P.E. points or four I.S.P. spent. A.R.: 13 when not activated, A.R. 17 when the armor is activated. SDC: 30 when not activated, 10 per ME + 10 SDC per level of experience (starting at level two) when the armour is activated. Functions more as a strange type of force field than conventional armour.

Ghost Gun: This is an oversized handgun of unusual design and configuration, making it look more like a toy than a 21st Century gun. Two modes of attack. 1) Fires energy bolts that can strike and hurt energy beings, Entities, and Astral Travelers. Damage: 3D6 damage (double damage in the Astral Plane). Range: 100 metres +10 metres per level of the Ghost Hunter's experience (starting at level two).
2) Telekinetic Bolts that hit with the power of a heavy bullet. Damage: 5D6, but half damage (2D6+3) to humans/mortals, energy beings, ghosts, Entities and Astral Traveler. Range: 200 feet (61 m) +20 feet (6.1 m) per level
of experience. Payload: 24 energy/TK bolts, only any energy or Telekinetic bullets that are created inside this weapon remain loaded indefinitely, until fired or the weapon is dismantled. The psychic ammo vanishes when the weapon is taken apart/examined. Bonuses: + 1 to strike on an aimed or Called Shot (no kick), and minimal noise, has a muffled or distant gunshot sound with each shot.

 

 

Mutant Psychic Healer (converted from Beyond the Supernatural)
The pages of history contain the stories of countless shamans, holy men, wizards, priests, prophets, and psychics, with the ability to heal. Like the other psychic character classes, the ability to heal is a matter of channeling or focusing psychic energy. In some respects the psychic healer is a physical psychic, because the character can physically influence others . But the distinctiveness of the healer's powers places him in a category of his own.
There are many theories regarding the powers of the psychic healer. Some believe the powers are an advanced form of hypnosis or power of suggestion. That, via the power of suggestion, the psychic actually stimulates the focus of the person's own psychic energy (P.P.E.) to heal himself. Another theory is that the healer can manipulate physical matter, much like the physical psychic. In this way, the psychic directs his own psi-powers to induce healing, and other biological effects in others.
Step 1: Attributes
Determine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 25 SDC each plus any gained through physical training. For the character's potential psychic energy points roll 4D6 +10, +10 per level. Inner strength points is equal to (ME x2) + (D4 x10), +10 per level. +8 to save vs possession, save vs mind altering drugs, and save vs poisons/toxins. +50% to save vs coma/death, and +3 to save vs horror factor. Needs a 10 or higher to save vs psychic attacks.
Step 2: Education
Choose skills in the normal manner.
Step 3: Negative Powers
Players may choose two of the following at first level. Then choose one more every level;
Deaden Pain
Exorcism
Healing Touch
Impervious to Cold
Impervious to Fire
Increase Healing
Induce Pain
Induce Sleep
Psychic Diagnosis
Psychic Surgery
Psychic Purification
Resist Fatigue
Suggestion (Hypnosis)
They also gain the following 2 abilities at first level;
Ability Description
Bio-regeneration The psychic healer is so in tune with his mind and body that he can will his body to destroy disease, drugs or chemicals, and heal. Although reminiscent of the "natural" psychic's cleansing spirit ability, the healer's ability to bio-regenerate is an even more spectacular example of mind over matter. To purge his body of poisons or drugs, the character slips into a deep, uninterrupted, meditative trance. The progress of the unwanted chemicals will stop almost immediately (within one melee/15 seconds). However, to permanently stop its effects, by destroying the polluting substance, will require a full 20
minutes of deep concentration. During this time the character can not engage in combat or even conversation, leaving him vulnerable to attacks. Indeed, the bio-regeneration trance slows the metabolism down so low that the character will appear to be dead. The same process is used to heal wounds and injuries, from broken bones to cuts and bullet wounds. However, the recuperative trance is even deeper, and once begun, the character can not be roused from it until he wills it. The metabolism is slowed to a crawl almost immediately (D4 melees), regulating the flow of oxygen and preventing further
blood loss. After one to four hours of meditation (roll D4), the spectacular healing process begin . From this point on, the bioregenerative process will restore 2 SDC and one hit point for every two hours of meditation. Cuts, bullet wounds and bums will be completely healed within the week, leaving only the tiniest scarring. Broken bones will heal 10 times faster than normal. Limbs and organs which are completely destroyed or removed can not be regenerated. The healer can also make himself resistant to fire/heat and cold (does half damage). D4 melees of preparatory concentration is required.
Meditation The art of meditation is a mental discipline whereby the mind dwells upon a single notion to gain insight into the inner nature and meaning of the universe and to relax, achieving an inner harmony and focus. The psi-healer must utilize meditation to focus his healing powers. It is a relatively simple process (once mastered) that the healer can achieve almost instantly (one melee). Meditation is used to recover ISP at triple the normal rate.

 

 

Mutant Psychic Medium (converted from Beyond the Supernatural)
The Psychic Medium is uniquely able to see, communicate with, and get impressions from the past, dead and ghosts. The Medium is psychically linked to an otherworldly spirit and it is through this "Spirit Guide" that the psychic is able to communicate with other spirits and get information. According to Psychic Mediums, the Spirit Guide is a "ghost" of someone who lived in the past. It may be a deceased loved one, friend or relative, or the spirit of someone completely unrelated and previously unknown to the psychic. Ancestral spirits are said to guard over and help their descendants, but are never an immediate relative such as a parent or sibling, but someone a bit removed like a cousin, uncle, aunt, great grandparent, or even a great, great, great grandparent. In fact, a Spirit Guide is almost always 2-5 generations removed. It is the bond of kinship and commitment to the family that brings the spirit to the psychic and binds them together. The unrelated Spirit Guide will always be a person from a particular occupation, place or time period in which the psychic has a always been fascinated. That similar interest completes the link between these ··two kindred spirits, one deceased and one living. The unrelated ghost may have died recently or herald back to a time hundreds, even thousands of years ago. It can originate from anywhere on the planet, including foreign countries and places such as Atlantis and Lemuria that have never been proven to have existed at all. In all cases, regardless of the Spirit Guide's origin or age, it is benevolent and friendly, come to help the psychic, and represents the character's conduit to the past and other spirits. Parapsychologists insist the Spirit Guide is the subconscious or psychic manifestation of the Medium's own mind, perhaps his inner child or subconscious id, or even a form of schizophrenia with a positive twist. No one knows, not even the Medium, though most firmly believe it is the spirit of a deceased person. While the debate rages among Mediums, other psychics and scholars whether the Spirit Guide is a genuine ghost or a figment of the psychic's own imagination, the bottom line is this: if there was no Spirit Guide the Psychic Medium would be powerless, blind to the realm of the supernatural and unable to use his special abilities. Thus, real or imagined, the two are irrevocably dependent on each other. Without one, the other is powerless.
Step 1: Attributes
Determine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 25 SDC each plus any gained through physical training. For the character's potential psychic energy points roll 4D6 +10, +10 per level. Inner strength points is equal to (ME x2) + (D4 x10), +10 per level. Needs a 10 or higher to save vs psychic attacks, +1 on initiative, + 3 to save vs illusions, + 1 to save vs all types of mind control, +2 to Perception Rolls, +6 to save vs Horror Factor, and is impervious to all forms of possession. Never bothered by Poltergeist or Haunting Entities.
Step 2: Education
Choose skills in the normal manner.
Step 3: Powers
Players gain all the powers listed below;
Abillty Description
The Spirit Guide Number of Spirit Guides: One.
Alignment: The same as the Medium or a superior one (i.e., a character with an Anarchist alignment is likely to have a Spirit Guide with an Unprincipled or good alignment. Many Spirit Guides are Principled and Scrupulous; and most are compassionate, caring, and driven to help the living as well as spirits in turmoil.
Attributes: Not applicable.
Hit Points: There are creatures, magic and psionic attacks (the Spirit Strike being one of them) that can hit and hurt spirits. Thus, for the purpose of combat, the Spirit Guide has half as many Hit Points (no S.D.C.) as the Psychic Medium to whom it is linked. Most vanish when they lose half their Hit Points, returning when the enemy is gone or has been otherwise subdued. If the Spirit Guide loses all of its Hit Points, it vanishes for 24 hours. In this case, the Psychic Medium retains all of his paranormal powers, but suffers a penalty of -10% to all skills and -1 on all saving throws for being without his spiritual counselor. Note: Spirit Guides are seldom targets of attacks because they don't represent a threat to beings in the physical world, thus they are usually ignored by other spirits, supernatural beings and practitioners of magic.
P.P.E.: 5D6 points. I.S.P.: equal to PPE.
Gender: 01-50% Male, 51-00% Female.
Kinship to the Psychic: 01-50% Ancestor/family member. 51-00% No blood ties; an unrelated stranger.

Age (i.e., when the ghost died):
01-25% Child: 2D6+5 years old (reduce skill knowledge to 10 Secondary Skills).
26-50% Young Adult: 2D6+ 17 years old. Pick an occupation but reduce Elective Skills and Secondary Skills by half. Only D4blevel.
51-75% Adult: 3D6+28 years old. Pick an occupation and the usual range of skills. D4+4 level.
76-00% Aged: 4D6+50 years old. Pick an occupation but reduce Elective Skills and Secondary Skills by half. D4+8 level.

Cause of Death: Whatever the cause, the spirit has come to terms with it and does not suffer any lingering trauma.
01-20% Natural causes, peaceful.
21-40% Accident.
41-70% Disease/illness.
71-85% War or violence.
86-00% Murder; deliberately killed or unjustly executed.

Nationality: That choice is the player's. Whatever the nationality the Spirit Guide communicates in the language of the Medium.
Time Line: When the Spirit Guide walked among the living.
01-30% Modern Day: Died only 5D6 years ago, within a generation or two (a generation is typically 20 years).
31-60% Turn of the century: Died D4x 10+60 years ago.
61-90% Olden days: Died D6x 100 years ago.
91-00% Ancient times: Died D4x 1000 years ago.

Personality Traits:
01-10% Paternal, kind and caring.
11-20% Mentor/teacher type, but patient and kind.
21-30% Mentor/teacher type, but impatient and stern. Not bossy or mean, but there may be times when the Spirit Guide voices its frustration or disapproval.
31-40% Quiet and shy, but not afraid to speak his or her mind.
41-50% Positive and jovial; the glass is always half full.
51-60% Pragmatic and reserved, stoic even; the glass is often half empty.
61-70% Inquisitive and caring; likes a challenge, puzzles and new ideas and experiences. Encourages the same in its living partner.
71-80% A generous and kind people person (er, ghost) who likes to help others. Believes people (not things or personal reputation or reward) come first. Very empathic to the plight of his or her living partner and other people.
81-90% Artistic and sensitive. Enjoys life, creativity and beauty. Hates and is saddened by death, cruelty and ugliness.
91-00% Science and fact minded. Likes to see the proof/evidence and details. Doesn't trust strangers or practitioners of magic, but trusts his or her living partner completely (and vice versa).

Availability of the Spirit Guide. The Spirit Guide is usually present and accounted for 80% of the time, standing at the Psychic Medium's side or nearby. The Guide shares a similar alignment and outlook as the Medium, and both work toward the same goals. However, the ghost is sometimes unavailable or unable to offer advice, either because it doesn't know what to say or lacks a proper frame of reference. It may also refuse to speak or help when it is angry or disappointed with the Psychic Medium, at which point it seems to disappear and cannot be seen by the Medium. There are also times when the Spirit Guide vanishes for a period of time and just isn't available. Where it goes is unknown. The Spirit never says where it has been or what it was doing, only that it could not be at the psychic's side for a time. End of story. Similarly, there are times when the Spirit Guide will inform the Medium that it cannot accompany the character into a particular environment or situation, or that it is being held at bay, kept away by magic or supernatural forces. The Psychic Medium will have to proceed on his own, the Spirit Guide reappearing at his side when he exits the area protected from spirits. However, in all instances where the Spirit Guide is not talking or is otherwise unavailable, the Psychic Medium's paranormal abilities remain intact and operational. Note: Psychic Mediums feel less confident when their Spirit Guide is missing in action, and suffer a penalty of -10% to all skills and -1 on all saving throws.

Spirit's Link to the Physical World: The Medium is the ghost's connection to our physical world. If the Medium dies, the Spirit Guide vanishes.
Influence Over the Physical World: None! The Spirit Guide cannot touch, attack or influence the physical world. It is a shadow, a specter from the past. Nor can the Spirit Guide scout ahead, peek around corners, sneak under doors to see what's on the other side, or spy on others. It is always at the Medium's side and only sees and hears what the Medium experiences.

Friend and Mentor/"Guide": Fundamentally a guardian spirit, the Spirit Guide is usually (80% of the time) at the Medium's side, standing just behind or to the side of the Psychic Medium. Wherever the Psychic Medium goes the Spirit Guide follows right on his heels. Whatever the Medium experiences, the Spirit Guide bears witness. The Spirit Guide, regardless of its alignment, is completely loyal to the Psychic Medium though it will not lie or do anything contrary to its alignment. Note: Only its living partner, the Medium, can hear or see it. The term "partner" is used because man and spirit work in concert toward the same goals, and most Mediums consider their Guide to be a trusted friend and confidant. As a mentor or life guide, the spirit's goal is to make the Medium a better person and realize his full potential. Thus, it never provides the Medium with answers and outright information, but guides, nudges, and encourages the character along life's paths to be a good person. It may offer advice, but more often than not, engages in philosophical discussion, speculation, and poses questions. Dreams are when and where the Spirit Guide is most likely to appear in person and engage in friendly discussion and exchanges of ideas. Sometimes the Medium will remember the dream vividly, and other times he'll remember only a few key ideas or notions, and sometimes feel the gist of the discussion as inspiration or an idea.

Phantom Voice While Sleeping: The Spirit Guide can call its living partner's name or shout a single word or two or three ("Kevin!" Wake up," "Get out," "Fire," "Danger," "Demon," "Ghost," "Answer the phone," and similar) to wake the Psychic Medium up, alert him to something or to warn him of danger while he sleeps, dozes or daydreams. Only the Psychic Medium hears the call.
Random Thought: The Spirit Guide sometime pipes in with a random thought, "Yes, that's it." "No, that can't be right" "Slow down." "Be careful." "What about the book?" "Think about what you're saying." "Stop it." "Don't do it." And so forth. Only the Psychic Medium hears the words.
One on One Discussion: The Medium can verbally speak to the Spirit Guide at any time, but the spoken response from the ghost is heard only in the Medium's mind. Furthermore, most Spirit Guides tend to avoid long, drawn out discussions, figuring the Medium should pay attention to his own thoughts and the living. Thus, the spirit always tries to stay in the background and make comments and suggestions when it is most needed. It's all part of the mentoring process. As noted earlier, lengthy discussions may occur in a dream.

Auditory Reading Emotions, experiences, and trauma leave an invisible, psychic impression on physical places like an invisible afterimage, psychic scar or imprint visible only to certain types of psychics. Some supernatural beings, like the Haunting Entity, can sense these impressions in a profound way, are attracted to them like flies to honey and assume one of the strongest personalities and reenact one of the more profound/dramatic events. The Psychic Medium can also pick up on little snippets of information from the past by entering into an Auditory Trance and hearing it for himself. An Auditory Reading lets the Medium tune in to the psychic vibrations of a room or small area. The entire experience takes D4 melee rounds (15-60 seconds), though it usually seems more like 2-5 minutes to the psychic. The trance momentarily shuts out the rest of the world as the Psychic Medium hears a cacophony of sound rushing past him as if someone were fast forwarding an audio tape. Most of the
sounds are muffled, pushed into the background and are mostly indistinguishable. The Psychic Medium might be able to recognize laughter, voices speaking, the sounds of a party, a television in the background, a dog barking, birds chirping, a thunderstorm, and similar sounds, but cannot actually hear the words being spoken, until one particular sound, phrase, sentence or brief exchange stands out like a cannon blast. The identifiable sound(s) could be a gunshot, crying, glass breaking, or a scream to actual words. Whatever the sound is, the Medium knows it is always an important clue to what happened, who died, who committed the evil act, where it happened, why it happened, where the victim or perpetrator might currently be located, and similar. The Medium may also get a sensation of anger, fear, hate, joy, love, concern, etc., but not always (GM's discretion). The name, word, phrase or sound is always information not yet known, providing a new clue/lead, or filling in a
missing piece of the puzzle. A phrase or sentence may indicate even more, including time, motive, or unknown details. Note: Words are always heard in the voice of the person who spoke them, which may be a clue all by itself, indicating the person's gender, emotional state, general age, ethnicity (via accent), and similar. The Medium will also hear and remember any significant background noise, like voices or crying, or the crash of breaking glass, the chime of a clock or church bells, geese outside, gasping for air, a body hitting the floor, and so on. All of which may provide additional clues to what happened. The Medium remembers the sounds and words clearly and correctly, so a phrase will not be forgotten or jumbled, and the psychic may recognize the voice or sound he heard in the
trance the instant he hears it again while in the real world.
I.S.P.: 4.
Hear Death Rattle The Psychic Medium can hear the death rattle of the dying. The Medium starts hearing the death rattle one minute before the individual expires, so he knows the person is about to die, and knows that when the sound stops, the person is dead. Only exceptional means (immediate medical intervention, heart massage, CPR, etc.) may bring a character from his deathbed back to the living, depending on the injury, available medical help and circumstance. No I.S.P. cost; hears the Death Rattle whether the Medium wants to or not.
Object Read the Dead The Medium can touch the remains of a body (whole or part) and know the person's first name, gender, age, cause of death (disease, suicide, murder, etc.), and whether or not the supernatural was involved, actually seeing the face of the creature responsible. Takes one melee round to get this info. +10% bonus to summon this spirit later in a seance.
I.S.P.: 5
See Other Spirit Guides A Psychic Medium can see or sense the presence of the Spirit Guides of other Mediums, though they can't speak to them. Supposedly, this is because each Spirit Guide is linked to one specific individual, and is unable to communicate directly with any other living person. The ghost serves as the Psychic Medium's direct link to the other side, and the Medium serves as the ghost's direct link
to the world of the living. A bond shared exclusively between those two beings. No I.S.P. cost.
See and Communicate with Other Spirits The Psychic Medium's link to the other side via his Spirit Guide enables the character to sense the presence of other Spirit Guides, ghosts and Entities. He can even see Entities when they are in their
invisible energy form. This ability is automatic and does not require any special focus or concentration. If a pair of Poltergeists are playing in the room, he'll sense them from outside within 200 metres and see them the moment he enters the room. Likewise, if a Haunting Entity (a sort of ghost) walks past the door, the Medium will see it in whatever manifestation the Entity has currently taken for itself. Poltergeists will listen to the Psychic Medium like playful puppies and will obey him if told to behave or sent away to another part of the house or area. Haunting Entities are the most cooperative, and will speak to the Medium as if he were a long lost brother, telling him everything they know, though their information will be interlaced with their own tragic history, woes, fears and desires (which may enable the Psychic Medium to help them and free the Entities from their bondage on Earth). Extremely overwrought, hate-filled and evil Haunting Entities will speak to the Medium, but may refuse to help or only offer a tiny bit of helpful information. Some may even threaten the psychic and his comrades, but are likely to be more talk than action, because the creature will sense that the Medium can hurt them with his Spirit Strike. Syphons, Tectonic and Possessing Entities will stop, listen and consider what a Psychic Medium has to say, but they are the most powerful and evil of the lot and are not compelled to obey or do anything asked of them. Note: The Psychic Medium can see a Possessing Entity when inside a host body as well as in its energy form. Other Spirits may also stop, listen and consider what a Medium has to say, but remain free to do as they will. No I.S.P. cost to see or communicate with spirits.
Spirit Channeling/Seance This ability is reminiscent of possession in that an Entity, spirit or splintered life essence of an Ancient Evil or Alien Intelligence enters the Medium's body to communicate with humans. It is distinctly different, however, because the Medium willingly allows himself to be used as a vessel for communication, the possessing force can use the body to point or flail around but cannot actually attack anyone, and the possession is always temporary, seldom lasting more than 10 minutes. To channel, the Psychic Medium goes into a light trance (requires D4+ 1 melee rounds of preparation) and opens himself to become a living conduit through which spirits and energy beings may enter his body and use it to communicate with the living. The spirits can sense this opportunity and are attracted to the open vessel. A spirit may be friendly and cooperative, mean and belligerent, cocky and snide, spiteful or helpful. Good or needy spirits (the latter are in need of help from the living) may answer questions truthfully and genuinely try to help, but malevolent spirits may twist the truth, lie, mislead, mock or threaten. To attract a specific spirit, the Medium softly speaks the name or basic identity of the spirit with whom contact is desired as if it were a mantra and waits D6 melee rounds. Meanwhile, the other participants should also concentrate on making contact with the ghost. The more positive and unified the group is, the better the chances of contact. A Nega-Psychic in the group is likely to keep spirits at bay. Spirits are unused to speaking and being heard by the living, thus, they do not usually lead the conversation and wait to be asked questions by those involved in the seance. The Medium can't ask questions because he is the vessel through which the spirit speaks, so others must do the questioning. Only one person should speak at a time, and the more specific and to the point the better. If several people talk at once, the ghost becomes confused and frustrated, and it may leave without saying much of anything. Likewise, even a rude or nasty spirit should not be insulted or it is likely to vacate the Medium before it has provided the information it may know.
Duration of Contact: D6+2 minutes before the Entity/spirit pulls back its energy.
I.S.P.: 5
Spirit Strike The Psychic Medium not only sees and communes with invisible spirits and energy beings, but can attack them as well. To attack, the Medium must will his inner strength to produce a damaging energy that can touch spirits. Each touch, punch, kick, or attack with any type of handheld melee weapon (club, knife, sword, chair, etc.) can hit the otherwise ethereal energy being and inflict damage. The energy of the Spirit Strike can also be released as an energy blast, but such a ranged attack does half damage and has a limited range of 10 metres +5 metres per level of experience starting at level two.
Damage (Touch): 2D6 points + D6 per level of experience (half as an energy blast or when used on demons and other supernatural beings in physical. form). Damage is direct to Hit Points and affects even the splintered essence or avatar of an Alien Intelligence. No effect on mortals or creatures of magic.
I.S.P.: 10

 

 

Mutant Psychic Sensitive (converted from Beyond the Supernatural)
There are many real phenomena in the world which operate on principles which science does not yet understand. One such area is the paranormal or supernormal phenomena, of which extrasensory perception (ESP) and psychic experiences are a part. The paranormal is generally regarded as psychic or mental abilities or manifestations that are outside the range of known human abilities. The psychic sensitive is a person whose potential psychic energy has been focused into areas of psychic development. The sensitive has a greatly enhanced perception of energy and forces that most normal people can not even understand, let alone perceive. It is a heightened sensitivity to the unknown that the Hindu call "the third eye". A figurative representation of the sensitive's ability to "see" what others can not. Actually, this is a very apt analogy, for the psychic sensitive can, indeed, glimpse into the world of the supernatural. They can feel the presence of evil, just as you or I would feel the chill of the wind. The stench of evil, supernatural entities is as tangible as the smell of a rotten egg; while the aura of magic flickers unmistakably, like a candle in darkness. Yes, the third eye. A sixth sense that provides a very different view of our world and the beings that inhabit it.
Step 1: Attributes
Determine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 25 SDC each plus any gained through physical training. For the character's potential psychic energy points roll 4D6 +10, +10 per level. Inner strength points is equal to (ME x2) + (D4 x10), +10 per level. Needs a 10 or higher to save vs psychic attacks when closed to psychic emanations. +4 to save vs possession, horror factor, magic and drugs.
Step 2: Education
Choose skills in the normal manner.
Step 3: Negative Powers
Players may choose two of the following at first level. Then choose one more every level;
Astral Projection
Clairvoyance
Death Trance
Divination
Empathy
Empathic Transmission
Meditation
Mediumship/Clairsentience 
Mind Block
Object Read/Psychometry
Presence Sense 
See Aura
See the Invisible
Sense Evil 
Sense Magic 
Sixth Sense
Speed Reading 
Suggestion (Hypnosis)
Summon Inner Strength
Telepathy
Total Recall
They also gain the following 2 abilities at first level;
Ability Description
Sense Magic The character can "feel" large fluxes of energy; magic power, P.P.E., the presence of ley line energy, electro-magnetic energy, electrical energy and magical enchantments. Range: 200 metres, +20 metres per level.
Sense Supernatural Evil The psychic sensitive is keenly aware of the world around him, thus, he or she will feel or sense any major disturbances nearby. One such disturbance is the presence of supernatural evil. All  supernatural beings radiate their alignment. Most are evil. The sensitive can feel that evil like an icy chill cutting through him. The sensation is unmistakable, costs no I.S.P., and is automatic, meaning the character does not have to open himself, nor be actively trying to sense anything. The evil will wash over the character, warning him like an alarm. Range: Senses any supernatural evil within 100 metres, +10 metres per level.

 

 

Unusual Characteristics

For a truly random character in this new world roll on the following tables;
Colour Mutations
Roll on this table several times; once for skin colour, again for eye colour and once more for hair colour.
01-15 Completely normal
16-20 Red
21-25 Orange
26-30 Yellow
31-35 Green
36-40 Blue
41-45 Indigo
46-50 Violet
51-55 Gold
56-60 Silver
61-65 Bronze
66-70 Brown
71-75 White
76-80 Black
81-85 Grey
86-90 Transparent
91-95 Combination of several of the above in striped form. Roll D4 more times.
96-00 Combination of several of the above in patch form. Roll D4 more times.
Eye Mutations
What type of eyes does the character have?
01-08 Very small; -2 to hit eyes if targeted by enemies.
09-16 Small; -1 to hit eyes if targeted by enemies.
17-28 Completely normal.
29-36 Large; +10% greater sight range.
37-44 Very Large; +20% greater sight range.
45-52 Oval shape; 180 degree vision.
53-60 Glowing; +1 to intimidate others.
61-68 Reptilian; underwater nightvision equal to half normal range.
69-76 Fish; underwater nightvision identical to normal sight range.
77-84 Cat; nightvision equal to half normal range.
85-92 Insect; 360 degree vision.
93-00 Third Eye; see the invisible.
Size Mutations
How big is the character?
01-08 1ft +D10 inches
09-16 2ft +D10 inches
17-24 3ft +D10 inches
25-30 4ft +D10 inches
31-44 5ft +D10 inches
45-52 6ft +D10 inches
53-60 7ft +D10 inches
61-68 8ft +D10 inches
69-76 9ft +D10 inches
77-84 10ft +D10 inches
85-92 11ft +D10 inches
93-00 12ft +D10 inches
Body Mutations
Does the character have any additional mutations?
01-02 None.
03-04 Antennae; depending on the character's powers these could be used as senses, discharge, telepathy, etc.
03-04 Elastic Bones; only takes half damage from any kinetic attacks (falls, punches, explosions, etc).
05-06 Emits Vapours; determine what effect the gases have and what types of lifeforms they affect.
07-08 Extra limbs; D4, D6, D8, D10, D12 or D20 extra arms, legs or heads or a mixture of each.
09-10 Fat; appears overweight but is pure muscle, +1 STR.
11-12 Featureless; a totally blank face and body. No eyes, ears, nose, mouth, nipples, etc. The character can somehow still see, hear, smell and breathe normally. For food and drink he relies on solar sustenance. 
13-14 Flat Billed; platypus type beak.
15-16 Frilled; lizard type vane around the neck.
17-18 Headless; Sensory organs are located on the main torso.
19-20 Horned; Up to D4 horns on head which do D6 damage each.
21-22 Huge Jaw; neck length.
23-24 Large Eared; hear +20% better.
25-26 Large Nostrils; smell +20% better.
27-28 Long Limbed; arms reach down to the knees or even ankles.
29-31 Lumpy; over most of the skin.
32-34 Mandibles; like an insect with STR equal to double the normal attribute.
35-37 Multiple Mouths; up to D6 extra mouths located on various parts of the body.
38-40 Prehensile Limbed; can use legs and toes for the same purpose as arms and fingers.
41-43 Rough Skinned; course like a shark.
44-46 Segmented; like a centipede.
47-49 Serpentine Scaled; D100% of body is covered in scales.
50-52 Sharp Teeth; +D4 damage.
53-55 Skinny; practically anorexic. -1 STR, +2 MR due to lighter frame.
56-58 Slimy; very difficult to catch or hold on to due to his slippery skin. +2 AC.
59-61 Slit Featured; has slits instead of eyes, ears, nose and mouth.
62-64 Spined; like a porcupine. Length, shape, colour, hardness and function (possibly venomous) is left up to the GM.
65-67 Split Body; 2 torsos on top of 1 set of legs.
68-70 Stalk faced; like a snail.
71-73 Striped; like a zebra.
74-76 Sturdy Quadroped; walks around on all fours.
77-79 Suckers; same as the adhesion Minor Power. They can be located on the fingers, chest or wherever else desired.
80-82 Tail; either thin but strong like a monkey's allowing the life form to lift his own body weight using it, or a thick and powerful bludgeoning weapon.
83-85 Tentacles; finger or arm.
86-88 Tough Skinned; natural AC 2.
89-91 Transparent Body; can see right through his body. Note he is not totally invisible as his outline can be made out.
92-94 Twitchy: shakes a lot.
95-97 Veined Skin; skin is semi transparent with arteries and veins clearly showing through.
98-00 Webbed; between its fingers or toes or both.


 

Palladium Classes