Kittenstomp's Psionics Side-Effects Table

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Psionics Side Effects Table by Kittenstomp

Effects From Using Powers

1-8 -No Side Effect.
9-15 -Nose Bleeds: If the psionic ever spends more then 75 ISP within a five minute period he triggers a gushing nose bleed that lasts for 1D6 minutes (Remember blood loss rules!). On the up side. The charecter has toughened up a bit due to this affording him/her a +1 bonus to P.E.
16-24 -Migranes: If the Psionic spends over 100 isp in one day he has a 50% chance of suffering from a terrible headache for 1D4 hours.
Penalties: -2 ME, -2 MA, -3 Dodge, Parry & Strike. On the plus side the charecter has become more used to pain and gets a +1 bonus to P.E. and a +1 vs Pain (Which is not counted against his own migranes, those get no save).
25-31 -Mental Disorder: Roll for for one random insanity every three levels starting at level one.
32- 37 -White Noise: The Psionic is constantly picking up a melange of psychic emenations, emotions and thoughts from his/her environment. Every time a sensitive psionic ability is used the charecter has a 10% of getting an incomprihensible mish mash of information (ISP is Lost). On the plus side the charecter has become slightly more mentally resilient and enjoys a +2 to M.E.
38-46 -Uncontrolled Projection: During times of stress (combat, fear, nervousness) there is a 15% chance of the Psionic accidently projecting his own surface thoughts and emotions to everyone within a 10 ft radius. Opponents in combat enjoy a +2 bonus to Strike, Parry and Dodge against the charecter due to foreknowledge of attacks, or they could be totally freaked out and get the above bonuses as penalties (GM's discretion). This may aslo foul up any subterfuge the charecter might be undertaking at the time as well (-30% to appropriate skill roll). Last for 1D4 minutes.
47-54 -Telekinetic Twitch: Regardless of wether the Psionic actually possesses any Telekinetic abilities, he/she will manifest minor, uncontrolled telekinetic reactions when under stress, angered, or afraid. This RARELY does any damage to a person and usually manifests in some kind slight shove, a lite (5lbs or less) object being flung in a random direction, glasses could shatter, windows and mirrors could crack, etc. Have the player choose an appropriet trigger and manifestation (or it could be different every time).
55-62 -Strange Visions: The Charecter is allways able to see into another realm of reality far seperate from our own. It is important to note that this is not a hallucination (allthough others may think so) but another level of information that man was just not built to see or interact with. This vista has NO bearing on our world and provides NO advantagous information what so ever. However it can very distracting or even frightening and provides a -2 on any rolls involving concentration or -5% on any skills that require any intense focus. The Psionic can push these visions away by spending 8 ISP to push the visions away for 1D6 hours. This also provides the Psionic with a +2 to save vs Horror Factor and Illusion.
63-66 -Uncontrolled Nervous System Merging: Whenever the psionic touches someone, there is a 30% chance of a psionic merging of nervous systems. This results in him/her feeling whatever physical sensations the other person is feeling (not thougts or emotions). Often times this has no negative effects (and it can even be quiet pleasurable during romantic encounters) but sometimes it can be a shock to the charecter, esspecially if the other person is experiencing somthing painfull or overwhelming. Thus everytime the psionic charecter tries to use a touch based ability there is a 10% chance of the psionic breaking off contact in shock and losing 1 attack (No ISP loss though). This can also create a -5 or +5% to all social skills involving touch at GM's discretion.
67-70 -Fluxuating ISP: For some unknown reason the psionics Inner Strength is in a state of flux. Every hour roll precentile on the following table:
1-25 = -20 ISP
26-50 = -45 ISP
51-75 = +45 ISP
76-00 = + 20 ISP
67-71 -Disturbing Presence: Due to constant low levels of strange psychic ementaions; this gives the charecter a -2 to M.E. and a -5% to all social skill rolls. This can be negated by spending 10 ISP for 1D4 Hours.
72-75 -Willpower based ISP recovery: The psionic charecter does not gain ISP back through normal sleep and meditation is only half as effective. Instead the charcters ISP recovery is based on feelings of power and success. Thus he/she will recover 3D6 ISP every time he/she succeded in accomplishing what he/she set out to do. Helpfull ideas and succesfull skill rolls count as well.
77-80 -Psychic Gremlin: Electronics are glitchy around the charecter due to uncontrolled psychic emanations. This creates a -10% on any skill roll for anyone trying to use any device within 5 feet of the charecter including the charecter him/herself. Can be negated for 1D4 Hours for 10 ISP.
81-85 -Ew Ectoplasm!: The psionic manifests small amounts of ectoplasm in the form of ghostly whips and ozzing clumps whenever a power is activated. This gives them a -10% to prowl (and +30% to anyone tracking them) and will arouse suspicioun and/or fear in anyone who sees the phenominon. The ectoplasm lasts for 3D6 minutes. This can be turned off for 1D4 Hours for 10 ISP.
86-90 -Nightmares: The psionic gains 50% less ISP while sleeping and if any Clairvoyant or Precognative abilities are used then there is a 25% chance of failure (ISP is not lost) due to flashbacks. On the up side the charecter enjoys a +3 to save vs Horror Factor.
91-95 -Totally Alien Thought Process: On the plus side, anyone trying to read his/her thoughts in anyway has a 10% chance of getting a string of incomprehensible strangness. On the down side the charecter tends to babble on about strange details or make references to odd things that nobody understands. This bizzare perspective and the accompaying lack of ability to translate it gives the charecter a -2 to his/her MA and -20% to any social and disguise based skill rolls.
96-00 -Focus Reliant: The Psionic believes that his powers are tied to some type of ritual that is performed to trigger his/her inner strength. This could be religuous, occult, scientific or spiritual based (anything really) but regardless, everytime the psionic triggers an ability he must be using an appropriet prop from his focus or perform an appropriete ritual. If using a prop (crucifix, ritual dagger, secret formula, etc) then the only weakness is his/her inability to access any abilities if the prop is dropped or lost. The charecter may carry multiple props but they must all be in accord with whatever focus he chooses. If using a ritual (Prayer, Incantation, Kata, etc) then he losses an attack before using any ability while he performs the ritual. The charecter can and should use both props and rituals, but does not neccesarily have to.