Mega-Psychic
Mega-Psychic by Mephisto
A NEW MEGA CATEGORY FOR HU2ed
NOTE: This is a slight modification of the power presented by Zen. The complete converted text will be presented, although changes will not.
The Mega psychic is an advanced and much more powerful form of the Natural (or Master) psychic for use in campaigns where mega class characters are common.
Standard Mega Powers.
1. Supernatural M.E.: The character has a one time bonus of 2D6 added to the M.E. (or raise the M.E. Attribute to a minimum of 22) and 1D6 added to the M.A. attributes, plus they have the natural powers of Mind Block and Empathy. IMPORTANT NOTE: This is the one change that inspired me to write/modify this. I felt that I.Q. was not as important as M.E. when it came to psychics. My Mega-Psychics may be more powerful but that is why they are "Mega". Mega-Psychics are powerful and this reflects that.
2. Increase the total S.D.C. by 25% and Hit Points by 25%, this reflects the focus on mental bio-feedback, not brute physical development.
3. Enhanced Healing (unchanged).
4. Increase Range (unchanged).
5. Considered 'more than human' (a supernatural being), as per the book, except the bonus to save vs possession is increased by +1 and the character needs a roll of only 10 or higher to save vs psionic attack (Note: Bonuses to M.E. apply against normal Latent or Master Psychics. However the bonuses do not apply against a fellow Mega-Psychic).
Psychic Focus: Select one or roll once on the following table. These abilities may be modified by the Special Mega Powers, below. All bonuses and penalties are cumulative and may enhance or detract from these abilities. Also note that just because a psychic focus is rolled that does not grant any psychic abilities. Those must be chosen or rolled later in character creation.
- 01-10%: Sensory: The characters focus is on sensory psionic powers. The range and duration of the following psionic powers are doubled: Detect Psionics, Presence Sense, See Aura, Sense Evil, Sense Magic, Sense Time, and Sixth Sense (note that bonuses to this power are not doubled).
- 11-20%: Mind Talk: The characters focus is on mental communication psionic powers. The range and duration of the following psionic powers are doubled: Clairvoyance, Telepathy, Insert Memory, Mind Bond, Speed Reading, Total Recall, and P.P.E. Shield. Also these bonuses apply to the Mega Power of Astropathy.
- 21-30%: Healing Others: The characters focus is on healing others psionic powers. The range, duration, and healing effects of the following psionic powers are doubled: Deaden Pain, Healing Touch, Increased Healing, Lust for Life, Psychic Diagnosis, Psychic Purification, Psychic Surgery, and Cure Insanity.
- 31-40%: Personal Healing: The characters focus is on healing him or her self psionic powers. The range, duration, and healing effects of the following psionic powers are doubled: Bio-Regeneration, Detect Psionics, Mask I.S.P. and Psionics, Resist Fatigue, Suppress Fear, Alter Aura, Death Trance, and Mind-Block Auto Defence.
- 41-50%: Personal Physical: The characters focus is on physical psionic powers that enhance the character. The range, duration, and bonuses of the following psionic powers are doubled: Ectoplasmic Disguise, Impervious to Cold, Impervious to Fire, Impervious to Poison/Toxin, Resist Fatigue, Resist Hunger, Resist Thirst, and Summon Inner Strength.
- 51-60%: Bio-Manipulation: The characters focus is on bio-manipulation style powers. The range, duration, and bonuses of the following psionic powers are doubled: Induce Sleep, Deaden Senses, Nightvision, and Bio-Manipulation.
- 61-70%: Telekinesis: The characters focus is on telekinetic powers. The range, duration, and bonuses (with the exception of Telekinesis (Super)) of the following psionic powers are doubled: Levitation, Telekinetic Punch, Telekinetic Leap, Telekinetic Push, Telekinesis (Super), and Telekinetic Force Field. Also these bonuses apply to the Mega Power of Astrokinesis.
- 71-80%: Mind Control: The characters focus is on mind control powers. The range and duration of the following psionic powers are doubled: Group Mind Block, Empathic Transmission, Hypnotic Suggestion, Invisible Haze, Mental Illusion, Mentally Possess Others, Mind Wipe, and Mind Bolt.
- 81-90%: Astral: The characters focus is on astral style powers. The range and duration of the following psionic powers are doubled: Ectoplasm, Astral Projection, Object Read, Psi-Shield, Psi-Sword, and Telemechanics.
- 91-00%: Kinetic Powers: The characters focus is on kinesis powers. The range and duration of the following psionic powers are doubled: Telekinesis (minor), Float, Electrokinesis, Hydrokinesis, and Pyrokinesis. Also these bonuses apply to the Mega Power of Astrokinesis.
Special Mega Powers
Select one or roll once on the following table. Note: These abilities may be modified by the Psychic Focus previous. All bonuses and penalties are cumulative and may enhance or detract from these abilities.
- 01-09 Inner Strength : The Mega Psychic has the ability to enhance his or her body by drawing on mental energies. Unlike the usual physical psionic power, this is more powerful and comprehensive. For each 5 I.S.P. the Mega Psychic channels into the body, he or she gains the following bonuses: +10 S.D.C., +2 vs Toxins/Poison, +5% vs Coma/Death, +1 to all other saving throws, +1 to P.S., +2 to Spd. and ignore fatigue for the next 10 minutes per level of experience. Combat is not affected, but damage will be affected. Each P.S. above 16 will give an additional +1 to damage for all attacks except grappling.
- 10-29 Dominating Aura : The Mega Psychic seems to radiate a fraction of his or her inner power and this grants a natural Horror/Awe Factor of 10 +1 per every three levels of experience. Also, as often as once per day, per level of experience, the Mega Psychic can issue a powerful, compelling command. Everyone who hears the Mega Psychic give the command (such as "Stop!" or "Drop your weapons!") must save vs Psionic attack or will instantly move to obey without a second thought. Finally, the Mega Psychic has a special bonus of +20% to intimidate others.
- 30-39 Precognition : The Mega Psychic possesses the power to predict the future to a limited extent. The Mega Psychic automatically has the powers of Sixth Sense, Sense Time and Clairvoyance at no I.S.P. cost, plus he or she may enter a trance like state during combat where the precognitive power is used to sense the immediate future with uncanny skill. During this trance state the Mega Psychic's attacks per melee round are reduced by half, but he or she receives the following bonuses: Automatic Parry +4, Automatic Dodge +2, +2 to Roll with Impacts, +2 to any Strike rolls, +2 to Disarm, +5 to Initiative and an opponent's Critical damage or Death Blow attacks only do normal damage (Death Blows still stun the Mega Psychic if they hit however). The Precognitive trance costs 10 I.S.P. per melee round to maintain. An important note is that the regular combat bonuses do not apply at full value; they are at ½ value. All dodge bonuses apply to the Automatic Dodge.
- 40-59 Hyper Intelligence : Add an additional 2D6 to I.Q., one additional skill program (+10% Skill bonus) and includes the Hardware : Analytical Genius skill of Analyze and Operate Devices at 20% +1% per level of experience (I.Q. skill bonus, if applicable, still applies!).
- 60-69 Astral Transference : The Mega Psychic is able to Astrally Project him or her self completely, taking not only the psychic inner self into the astral realm, but the entire physical being as well! Once the Mega psychic has accessed the astral plane as per Astral Projection, he or she can then expend a further 40 I.S.P. and observers will witness the physical body fade from sight as it is pulled into the astral realm! Travel and all other astral abilities are the same except the Mega Psychic is in no danger of ever losing his or her way back to their physical body or having it invaded by an entity, plus, the astral/physical form of the Mega Psychic is much more powerful than just the psychic inner self on it's own. Astral entities attacking the Mega Psychic face an opponent that has no vulnerable silver cord and a semi physical form with ten times it's material forms hit points and S.D.C.! A Mega Psychic that coexists on the material plane in this semi astral form is effectively intangible, but will be visible to all as a ghostly, semi transparent form, able to fly and pass through solid objects. Duration of the Astral Projecting is unchanged (5 minutes per level of experience).
- 70-79 Bio-Etheric Powers : The Mega Psychic has such mastery over the living energies of the mind and body that he or she can perform any healing power almost instantly (trance times are reduced from minutes to melee actions), plus, not only are the healing powers enhanced to twice their normal potency (so Healing Touch restores 4d4 Hit Points or 4d6 S.D.C.), the Mega Psychic can also use these powers on himself or herself.
- 80-89 Indomitable Spirit : The Mega Psychic has such control and willpower that he or she is almost impossible to subdue, distract or shock. The psychic powers of Bio-Regeneration and Deaden Pain (self only) are automatic and cost NO I.S.P., plus the Mega Psychic has the following extraordinary powers. +8 to save vs Horror/Awe Factor, +1 vs Psionic and Magic attacks per every third level of experience, Immune to Knock out and Stun attacks, +6 vs Possession and +6% per level of experience to save vs Coma/Death.
- 90-95 Astropathic : The Mega Psychic has the extraordinary power to communicate and sense emotions at extreme distances. The character possesses the equivalent of Telepathy and Empathy and the ranges are increased by x10 per level of experience! This means a 5th level Astropathic can perform two way telepathic communication from 265 miles away! NOTE: This character cannot select Telepathy or Empathy (remove as an automatic power) as a power.
- 96-100 Astrokinetic : One of the most powerful Mega Psychic powers is Astrokinesis. Similar to the Astropathic, the Astrokinetic is able to manipulate objects via an advanced Telekinesis at a range increased by x10 per level of experience, also, weight allowance is increased by 3x per level of experience. NOTE: This character cannot select Telekinesis as a power.
Special Achilles Heel
(Roll once on the following table. Note that selections are not appropriate for player characters).
- 01-07 Mental illness (See HU2ed pg 28-38)
- 08-14 God Syndrome (HU2ed pg 185)
- 15-21 Insomnia - reduce physical endurance and prowess by one, has trouble concentrating due to mental fatigue (-5% on skills, -1 to initiative, strike and parry) and always feels tired but restless.
- 22-29 Allergy (HU2ed pg 184)
- 30-37 Extremely Nearsighted (HU2ed pg 184)
- 38-43 Weakling - Reduce physical strength and endurance by half.
- 44-49 Poor reflexes - Reduce physical prowess and speed by half.
- 50-57 Vulnerable to Electricity - Takes double damage from any electrical attacks.
- 58-64 None! - The character suffers from no special Achilles Heal.
- 65-71 Vulnerable to Magic (HU2ed pg 183)
- 72-78 Vulnerable to Light (HU2ed pg 183)
- 79-86 Deadly Metal (HU2ed pg 183)
- 87-93 Vulnerable to Emotions - The character tends towards manic depressive behavior, reacts hysterically to stress, fear or humor and has a higher vulnerability to possession, mind control or insanity (receives no bonuses to save vs attacks of these kinds).
- 94-100 Must Transform into an inhuman Form to Use Powers. (HU2ed pg 183-184)
Psionics Selection and Standard Bonuses
Attribute Bonuses:
- +1D4 to I.Q.
- +2 to P.E.
- Inner Strength Points (I.S.P.)
- The Mega Psychic's base I.S.P. is his mental endurance (M.E.) x4, plus the roll of 2d6x10.
- The total is the starting level of raw mental power. As the Mega Psychic grows in experience he or she may add 20 I.S.P. per each new level of experience (starting at level 2).
Psionic Abilities of the Mega Psychic: The powers of the Mega Psychic are selected by the player. At first level, a total of ten powers are selected from any of the lesser categories and an additional four are selected from the Super Psionic powers. At levels 3, 5, 7, 10, 12, and 15 of experience (starting at level 3) the Mega Psychic selects three new lesser powers or one new Super psionic power (Players choice).
Psionics Random Roll Tables. For quick roll Mega Psychic Characters.
Healing Psionics
- 01-07: Attack Disease
- 08-15: Bio-Regeneration
- 09-22: Deaden Pain
- 23-30: Detect Psionics
- 31-37: Exorcism
- 38-45: Healing Touch
- 46-52: Increased Healing
- 53-60: Induce Sleep
- 61-67: Lust for Life
- 68-75: Mask ISP and Psionics
- 76-82: Psychic Diagnosis & Psychic Surgery
- 83-90: Psychic Purification
- 91-95: Resist Fatigue
- 96-00: Suppress Fear
Sensitive Psionics
- 01-08: Astral Projection
- 09-15: Clairvoyance
- 16-23: Empathy
- 24-30: Mind Block
- 31-38: Object Read
- 39-45: Presence Sense
- 46-52: See Aura
- 53-60: See the Invisible
- 61-68: Sense Evil
- 69-75: Sense Magic
- 76-80: Sense Time
- 81-85: Sixth Sense
- 86-90: Speed Reading
- 91-95: Telepathy
- 96-00: Total Recall
Physical Psionics
- 01-04: Alter Aura
- 05-08: Deaden Senses
- 09-12: Death Trance
- 13-16: Ectoplasm
- 17-20: Ectoplasmic Disguise
- 21-24: Float
- 25-28: Impervious to Cold
- 29-32: Impervious to Fire
- 33-36: Impervious to Poison
- 37-40: Levitation
- 41-45: Mind Block
- 46-50: Nightvision
- 51-55: Resist Fatigue
- 56-60: Resist Hunger
- 61-65: Resist Thirst
- 66-70: Summon Inner Strength
- 71-75: Spontaneous Combustion
- 76-80: Telekinesis
- 81-85: Telekinetic Punch
- 86-90: Telekinetic Leap
- 91-95: Telekinetic Push
- 96-00: Teleport Object
Super Psionics
- 01-04: Advanced Trance State
- 05-08: Bio-Manipulation
- 09-12: Bio-Regeneration (Super)
- 13-16: Cure Insanity
- 17-20: Electrokinesis
- 21-24: Empathic Transmission
- 25-28: Group Mind Block
- 29-32: Hydrokinesis
- 33-36: Hypnotic Suggestion
- 37-40: Insert Memory
- 41-44: Invisible Haze
- 45-48: Mental Illusion
- 49-52: Mentally Possess Others
- 53-56: Mind Block Auto Defense
- 57-60: Mind Bolt
- 61-64: Mind Bond
- 65-68: Mind Wipe
- 69-73: PPE Shield
- 74-78: Psi-Shield
- 79-83: Psi-Sword
- 84-87: Pyrokinesis
- 88-91: Telekinesis
- 92-95: Telekinetic Force Field
- 96-00: Telemechanics