BIOKINESIS

 

Basic Technique

 

Self-Mastery: This most rudimentary of Biokinetic Techniques allows the Psion an intimate awareness of his own body and its many states all the way down to the most subtle of changes and processes.  The Psion will also be able to control some of these processes in a gross manner, causing his stomach to start or stop rumbling, his blood pressure to rise or lower, his skin to flush or not, is immune system to heighten production or become supressed, etc.  These effects are highly useful in recovery from injury, slowing bleeding, staving off infection, avoiding shock and so forth, perhaps helping to explain why some Biokinetics often seem to recover from injuries a bit faster than expected.

 

System: For the self-diagnostic functions or the healing boost, roll Psi.  Number of successes indicates what sort of information will become available in the former case.  “I feel the poison numbing my nerves and cells in my brain are dying off in alarming numbers, it must be a neurotoxin!”  In the latter case, each success allows the Biokinetic to heal one of his current wound  levels at the rate for the wound level one less on the chart on p 253. 

Thus, a Norça who had suffered 4 Lethal Wounds in the last fight would normally take a month to heal just so much (with bed rest but no access to 2120 medical aid) to reach Injured!  But after activating this power and getting two successes, her Wounded HT level will heal in only a week and her Injured HT level in a mere 3 days!  She could not re-utilize this ability to affect the additional wounds, but she has still turned a 5 week and 4 day ordeal into a two-week siesta!  (In the case of a single Lethal wound it will heal in 12 hours, and in the case of a single Bashing wound, it will be gone by scenes end!)  This effect is cumulative with that of good hospital care, and even allows a Biokinetic who is unable to get the food and / or bed rest required for the normal rate of healing on p 253 to use those charts anyway.

 

This effect has no bearing on the possible use of Vitakinetic healing Techniques as these two Aptitudes do not work particularly well together.  An Iatrotic will gain no benefit from trying to heal a Biokinetic using this talent as the effects will have to be carefully controlled on both sides to keep from undoing each other!  (No game effect, this is not a defense against Vitakinesis.)

 

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ADAPTATION

 

· Exclusion:   With this rudimentary level of proficiency, the Biokinetic can physically modify her form in such a way as to optimize it towards any one basic function that the human form is not especially suited for (note that many tasks require a diverse assortment of different activities and that this Technique is of limited use in such cases).  Physical changes in structure may include webbing between fingers and toes (for optimal swimming) at the cost of ability to move smoothly on land or handle objects, greatly enhanced night vision at the cost of total inability to see in ‘normal’ illumination and heightened susceptibility to blinding/dazzling attacks, etc.  Note that this technique doesn’t merely allow the Psion to perform acts normally outside of human range, but also to adapt to engage in typical human functions at better than normal performance, such as in the case of a Psion adapting himself to be able to run more swiftly (at a cost in upper body strength and arm function) or aim more efficiently (at a cost in endurance, flexibility and even

close-range visual acuity).

 

System:  The Psion rolls Psi and spends a point, gaining +1 die / 2 success rolled to perform a specific narrowly defined task.  However, the changes are gross and unsubtle, penalizing most other actions by one die / 2 successes!  The effect lasts only Psi turns at the lowest level.  At Adaptation 3 the duration is increased to Psi minutes and at Adaptation 5, the effects duration is measured in hours!  Note that this technique may require adjudication from time to time as some adaptations may confer benefits or eliminate penalties not limited to simple dice rolls, such as running or swimming speed (in which cases the addition might be to the initial Dexterity rating of the character to determine basic speed as well as to the Dexterity + Athletics rolls required for pursuit).

 

·· Multiplicity of function:  This technique clearly derives from Exclusivity, above, but allows the Psion to only to adapt fully to a specific environment without sacrificing his current advantages, not simply to enhance performance in a standard situation.

 

System:  Roll Psi and spend a point.  The effect reduces one level of penalty or Difficulty at one success, 2 at 3 successes and any at 5 successes to any rolls involving the specific environment adapted to.  Thus, adapting to an aquatic environment might create changes to the eyes and other senses to eliminate the Perception penalties that would be imposed upon an unmodified human, changes to the fatty tissues to protect against the chilling depths and improve streamlining, which, with the addition of webs on the hands and feet would eliminate penalties imposed from the chill and in moving through the water itself.  Less visible changes would protect the diver from the crushing pressure, nitrogen narcosis and similar effects.  The Psion would not gain the ability to breathe water from this technique, but his body would otherwise be perfectly suited for an aquatic existence with a good roll.  This effect lasts 1 minute per permanent Psi at this level and increases to Psi hours at Adaptation 4.

 

··· True Adaptation:  This potent technique allows the Psion to create certain changes within his body that render him all but immune to one form of attack.

 

System:  Roll Psi and spend a point.  For the next Psi turns (Psi minutes at Adaptation 5), the Psion gains a +1 Soak / success rolled vs one specific form of attack.  The attack form adapted to could be hand to hand bashing attacks, laser weapons, sonics, lasers / electricity, bullets / flechettes, toxins or even large slashing / impaling attacks.  Each requires certain adjustments to the characters physique and they are not particularly useful against other attack forms on the list.

 

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····· Immutable Form:  At this level of training, the Biokinetic is able to harden and innure her body to all forces, if only for a few moments and at great cost.

 

System:  Roll Psi and spend 3 Psi and 1 Willpower.  The number of successes rolled is the number of turns that the Psions body will become practically indestructible to conventional harm.  During those few turns, she can add her Psi rating to her Stamina for all Bashing Soaks and Resistance rolls, as well gaining a Stamina Soak (NOT plus Psi!) vs Lethal forms of attack!  She can still be toppled by certain heavy firearms or vehicular weaponry certainly, but during this time she may well shrug off most small calibre firearms.

 

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PSYCHOMORPHING

 

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TRANSMOGRIFY

 

· Bioshock:  This power simply allows the Biokinetic to reconfigure his body to contain many of the same tissues as that of an electic eel or skate.  These cells do not suddenly appear charged, but his expenditure of Psi creates electricity within them, charging them for a single massive jolt, or any number of smaller ones.

 

System:  Roll Psi and spend a point.  For every success the character can inflict up to 2 Bashing HT levels of electrical damage over the next Psi turns, but never more than his permanent Psi rating in one jolt.  He can divide the damage otherwise as he chooses, but never less than one die per jolt, and only in the case of Heightened Reflexes can he discharge electricity more than once in a turn.

Touch is required, this power does not arc to strike a distant target like lightning, although it can be released underwater, in which case it will reduce by 1 die in effect / yard (like a grenade) and affect all within its radius save the Psion.  The effect will automatically lose one die in fresh water.  If metal is used to conduct it, the effect is the same, -1 die / yard of distance separating the Psion and the target in the case of an ‘area effect,’ although the damage is only -1 die total if the Psion conducts a bioelectric shock through a metal weapon or other item in such a way that it can only affect a single target.  Throughout the duration the Psion remains immune to his own shocks (save on a Botch), but gains no resistance to electrical shocks from any other source.

 

·· Chemosynthesis:  With this technique a Norça learns to use her body as a walking pharmacological laboratory, producing toxins, corrosives, scents, drugs or similar substances on command.

 

System:  Roll Psi and spend a point.  Each success intensifies the compound that the Psion secretes (from mouth, sweat glands, a cut, anywhere where fluid can be expelled from the body).  The list of potential substances that the Psion can extrude is practically endless and during the actual synthesis, she is immune to that particular dose, even if she is spitting forth a potent paralytic neurotoxin that works by skin contact.  If, a turn later, her target happens to fall against her, she also could be affected by her own venom, so this power is best used cautiously!  Generally, the forms of poison or drug that she can synthesize must be something that she has studied extensively and even tried on herself.  She is therefore unlike to be able to produce doses of Teratogone or Sarin, for example (although some of the more experienced Norça are said to be all but immune to toxins and could ‘sample’ such delights).

For game purposes, for every success on the Psi roll, the Psion can emit any drug or poison capable of conferring -1 die to a Attribute or Abilities or a + 1 Difficulty / 2 successes.  Enhancing drugs require 2 successes / +1 die conferred and toxins and corrosives inflict up to 1 Bashing HT level / success or 1 Lethal HT level / 2 successes.  Toxins that blind or paralyze their victims are generally more immediately effective for the Psion (and she is far more likely to survive sampling them in the first place!), than lethal hemotoxic, eurotoxic or necrotic ones.  Most drugs and toxins have pre-set durations, and this is not changed by their origination in this technique.

 

··· Flexion:  With this Technique a Biokinetic can endure frightful amounts of harm with little apparent effect.  His skin and tissues and organs paradoxically soften and bend beneath any strike, and yet do not break or rupture, retaining a superhuman cohesive strength in their contortions.  This power is thought to be related both to Molding and Gross Manipulation as it causes similar and seemingly contradictory changes in the tissues of the Psion.

 

System:  Roll Psi and spend 1 point.  For minutes equal to the number of successes rolled, the Psion treats Lethal injuries as Bashing, gaining a Stamina Soak.  Lethal damage taken from bullets, blades or similar deadly blows (NOT fire, laser or similar energies!) during the powers duration only manifest as bruising, they do not become Lethal damage again at powers end, and so are healed much faster than would otherwise be expected.  For the purposes of Bashing damage, the Psion halves (round down) any Bashing harm from blows (not electricity, heat or similar forces) before even rolling Stamina to Soak.  If the Psion takes enough seven Bashing HT levels, whether from a source that is actual Bashing, or would normally be counted as Lethal harm, any excess damage becomes Lethal, as normal.

  

···· Something from Nothing:  This whimsically named Technique allows the Biokinetic to summon extra mass from the very air.  His own Psi reserves turn into reserves of tissue and flesh, adding layers of redundancy to his body for a time.

 

System:  Roll Psi and for each success you may choose to spend a single Psi point to create 1 HT level of extra tissue that will insinuate itself into your own for minutes equal to your Mode rating.  Any damage taken during this time will come off of the temporarily added mass first, allowing a bulging Norça to seemingly ‘slough’ off wounds and stand revealed as an undamaged, and much slenderer, man.  For every 2 Psi points worth of mass created (round down), the Biokinetic loses 1 Dot of Appearance temporarily as he becomes rather bulky and misshappen, although the tissues generated neither detract from Dexterity, nor add to Strength or Stamina.  In a welcome twist, any extra HT levels not lost to misadventure return to the Psions noetic potential as unspend Psi points at durations end, save a minimum cost of one to exercise the power.  Thus, if Benjamin scored three successes, he could choose to spend 3 Psi to create 3 extra HT levels of tissue.  In the course of the next 4 minutes he is only struck once for 1 Lethal level of damage, which is subtracted from his three new HT levels.  At durations end, the extra mass dissolves into light and oily residue and since he still had two extra HT levels of mass, he manages to reclaim 1 Psi point of the three he expended to create the extra mass.

 

····· Form of Mist: This Technique is a dire secret, known only to the Pai and one of his closest advisors, for it allows the masterful Biokinetic to separate the very cells of his body and become a thing of gas, eerily like the form of the alien Doyen!

 

System:  Roll Psi and spend 2 Psi and 1 Willpower to transform into a gaseous sphere for as many minutes as you scored successes (although it only costs 1 Psi to maintain the power for an additional duration of sux minutes).  In this form, the Psion has 360- degree awareness and cannot be struck from the rear or flank, nor surprised by any person visible at any quarter.  The Psion can float no faster than 7 meters per turn, this form is not built for speed.  Lacking the focused Telekinetic powers of a true Doyen, the Psion has no effective Strength score for the duration, although his Dexterity and Stamina appear unaffected.  All mundane physical attacks score only half damage (round down) whether Bashing or Lethal.  Finally, and most importantly, the Psions body transforms into a noetically conducive medium, far more suited to the use of Psionic abilities than his natural state.  While not nearly so potent or intimate as a true Doyen, the Biokinetic will still find that he has access to twice his normal Psi pool (taking any Psi expended over his normal total as Lethal HT levels when he rematerializes!) and if he were somehow to be able to maintain this effect for a half-hour, he would discover that he regained expended Psi every half-hour instead of every hour!  Sadly, powers of Transmogrification are useless in this state, requiring the Psion to make use of his Adaptive or Psychomorphic talents instead.