These use the rules below, which uses a subset of the rules from GURPS Psionic Powers. Psionic abilities are created using GURPS advantages. I'm using the switch, "Just Like Riding a Bike," which means that trivial uses don't have to be rolled and if your skill is at least 16, you won't have to roll for more complex uses, except in combat.
Also see [[Communion]]
### Cost to Use
Psionics are either powered by the user's QP or a Psionic Energy Reserve. They must pay the cost of using the ability, plus any range costs. Generally, this cost is one for most uses, but this is raised for more advanced uses, such as techniques or extra effort.
### Psionic Advantages
***Energy Reserve (psi)***: 3/levels
This a source of QP that can only be used for psionic abilities.
***Psionic Aptitude***: 15/level
This a talent for all psionic powers and abilities. It adds with the individual talents to a maximum of four. When an individual talent is worthless, the points may go into Psionic Aptitude.
### Using Psionics
Psionics are a very short-range set of abilities, with a limit of 20 yards, unless otherwise stated.
To use a normal ability, you will have both ability and a skill, often with the same name. For example, the Mental Blow ability uses the Mental Blow skill. This is only a naming convention. Note that some skills cover more than one ability. You also need to pay 1 QP (unless otherwise stated) to activate the ability.
If you use a technique of a psionic skill, this normally costs 2 QP instead of the normal 1 QP for using a psionic ability.
#### Mechanics
### Extra Effort
Extra effort can be used to temporarily raise the effective level of one of your abilities. It also costs at least 2 QP and 1 FP.
Characters who use Extra Effort may choose between the standard “Power begets Power” rules of the Psionic Powers book or the “Space Opera” rules found in the Psionic Powers Designer Notes (Pyr 3/09 “Space Opera,” page 14, “Altering Extra Effort”) and they may make this choice on a case-by-case basis. Most will choose to use the “Space Opera” version for expensive abilities with only a few levels (like Suggestion) while the “Power begets Power” for the cheap abilities with many levels (like TK-Grab). This is permissible, and players can choose a different version later. As a rule, let them use the best option for their circumstances!
Pay 2 QP and make an extra effort roll – this is a Will-based skill roll, with a penalty of -1 for every 10% increase in level (or fraction thereof) that you are trying to attain.
**Space Opera:**
Pay 2 QP and make an extra effort roll -- this is a Will-based skill roll, with a penalty of -1 for every +1 increase in level desired.
**Power Begets Power:**
Like Space Opera, but the increase is +10% for each -1 penalty.
#### God-like Extra Effort
All psionic Extra-Effort is God-like. For every two QP spent when applying Extra-Effort to an ability, increase the multiplier for the power by 1. Thus if a character spends 2 QP and applies a -5 to his Will for Extra-Effort, they gain +50% effect; if a character spends 4 (2+2) and applies a -5 to his Will for Extra-Effort, they gain +100% effect (50% × 2); if the character spends 6 extra effort (2+2+2) and applies a -5 to his Will for Extra-Effort, they gain +150% effect (50% × 3). This also applies to the “Space Opera” version of Extra-Effort (if the character applies -4 to Will and spends 6 fatigue, they gain 3 levels rather than 1).
Some psionic powers have explicit caps to prevent unreasonable results (such as Aspect 20), bu I also assume that characters will occasionally reach jaw-dropping levels of power thanks to Extra-Effort.
### Gestalt
A psychic who doesn’t have enough power to accomplish something on his own can join forces with his fellow psions, forming a psionic gestalt. Gestalts can be used to increase any psi abilities, not just telepathic ones, as long as the members are all psions with at least one psionic power in common.
#### Joining Forces
To form a gestalt, the psions must “link up,” which involves every member of the group being in physical contact with at least one other (e.g., holding hands in a circle or in a line). Telepaths can link up mentally instead, using Telesend and/or Telereceive to join the connection. Once everyone is linked, they must all Concentrate for one second and roll against their best psi skill; distant telepaths roll against the best skill they’re using to link up. Psis with Gestalt Familiarity (p. 19) can skip this roll completely.
Modifiers: Larger gestalts are harder to coordinate: +4 for a gestalt of two, +3 for a gestalt of three, +2 for a gestalt of four,
* +1 for a gestalt of five, no modifier for a gestalt of six,
* -1 for a gestalt of seven, and so on, with no lower limit. Distant telepaths are at -2 unless using Telespeak or both Telesend and Telereceive to establish a two-way mental link.
Everyone who succeeds is now part of a gestalt. Those who fail can still act as a physical “bridge” between other members but cannot aid the gestalt. Critical failure requires an immediate check for crippling (see Results, pp. 6-7) and cuts off anyone whose contact with the group was through the failing psi. If everyone agrees, the group can try again; this counts a repeated attempt (p. 6) for those who failed.
### Psionic Talents
There is a general talent for all psionic skills, Psionic Talent. Psionic Talent costs 15 points per level and adds to all skills needed to use the psionic powers.
There is also one talent for each psionic power. This costs 5 points per level.
### Psionic Techniques
There are two types of techniques: normal and universal techniques. One universal technique is _Hide Signature_. This can apply to every psionic skill, but it would have to be bought for each skill individually.
Use of a technique uses 2 QP instead of 1 QP.
_Jam:_
Hard
Default: Any psionic skill -5; cannot exceed prerequisite level.
You can use this technique to stop another psion from using the same ability. Roll a QC of your Jam technique level + your skill level vs. his skill level + his power level.
_Hide Signature:_
Default:
### Psionic Powers
#### Common Powers
* [[Ergokinesis]]
* [[Psychic Healing]]
* [[Probability Alteration]]
* [[Psychokinesis]]
* [[Telepathy]]
#### Rare Powers
Normally these only belong to NPCs.
* [[Teleportation]]
* [[Vampirism]]
### BACK
* [[Enter the Imperium]]