Mega Psychic

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A NEW MEGA CATEGORY FOR HU2ed

Mega Psychic by AJ Pickett


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. Genius level intellect (replaces supernatural P.S.):The character has a one time bonus of 1d6 added to the I.Q. (or raise the I.Q. to a minimum of 20) and 1d4 added to the M.A. attributes, plus they have the natural (no I.S.P. cost) powers of Total Recall and Speed Reading.

2. Increase the total S.D.C. by 25% and Hit Points by 25%, this reflects the focus on will power, 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 8 or higher to save vs psionic attack.


Special Mega Powers.

01-09 Inner Strength : The Mega Psychic has the ability to enhance their body by drawing on mental energies. Unlike the usual physical psionic power, this is more powerfull and comprehensive. For each 5 I.S.P. the Mega Psychic channels into their body, they gain the following bonuses. +10 S.D.C, +2 vs Toxins/Poison, +5% vs Coma/Death, +1 vs all other saves, +1 to P.S., +2 to Spd. and ignore fatigue for the next 10 minutes per level of experience.

10-29 Dominating Aura : The Mega Psychic seems to radiate a fraction of their inner power, 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 they may enter a trance like state during combat, where their 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 they receive 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.

40-59 Hyper Intelligence : Add an additional 1d6 to I.Q., one additional skill program and include the Hardware : Analytical Genius skill of Analyze and Operate Devices at 20% +1% per level of experience (I.Q. skill bonus still applies!). The Mega Psychic only requires three hours sleep a night and automatically selects the Doctorate or Ph.D education level.

60-69 Astral Transference : The Mega Psychic is able to Astrally Project themselves completely, taking not only their psychic inner self into the astral realm, but their entire physical being as well! Once the Mega psychic has accessed the astral plane as per Astral Projection, they can then expend a further 40 I.S.P and observers will witness their 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 their 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 their psychic inner self on it's own. Astral entities attacking the Mega Psychic face an opponent with 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 who 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 they can perform any healing power almost instantly (trance times are reduced from minutes to melee actions), plus, not only are their 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 and additionally, all healing powers may be reversed (the psychic can use these same powers to HARM others!).

80-89 Indomitable Spirit : The Mega Psychic has such control and willpower that they are 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 at extreme distances. Telepathy and Empathy 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!

96-100 Astrokinetic : One of the most powerful Mega Psychic powers is Astrokinesis. Similar to the Astropathic, the Astrokinetic is able to teleport objects at a range increased by x10 per level of experience, also, weight allowance is increased by 3x per level of experience. This means a 5th level Astrokinetic is able to teleport 81 pounds up to 94 miles away!


Special Achilles Heal.

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 Vulnerable to Pressure - Atmospheric pressure causes great discomfort for the character, reduce super abilities (damage, range, duration) by half, the speed attribute by half, combat bonuses by half and physical strength by one third when under humid, oppressive or changable weather (before a storm hits, when air pressure increases or decreases rapidly). Underwater or at high altitude the effects are the same.
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:
+3d4 to M.E.
+1d6 to M.A.
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 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 each new level of experience (starting at level 2) the Mega Psychic selects three new lesser powers or one new Super psionic power (their choice).