Pseudo Psychic

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Pseudo Psychic [Major] by Iczer

'Oh Crap...It's the Sulk!'

The character's brain has adjusted to project a series of psionic like effects. While not technically psionic, he is hard pressed to tell the difference without a blood test an an expert in the field.

1) Heightened mind: +1D4+1 to IQ, ME and MA.

2) Psionic defence: The character needs only a 12 to save vs psionics. In addition, the character can become impervious to psionics by shutting down the pseudo psychic power (no abilities).

3) mental force bolts: Electromagentic energy inflicting 1D6 damage per level out to 300 feet with +4 to strike. each bolt requires an action.

4) Psionic stab: A direct mental assault to cause either confusion (target loses one attack and halves combat bonuses for 1D4 rounds +1 per level) or pain (1HP per level in damage and target loses all actions for the round) to a target within 30 feet. Targets may save vs psionics to resist these effects.

5) Psychic senses: The character is highly intuitive with the ability to sense danger, emotions and other psychic powers. The character is hard to surprise and has +4 to initiative, and can make a perception check (12) to notice and avoid surprise attacks. He can read a targets emotions by concentrating. this grants a +10% to seduction as well as +2 to all perception checks with people and a charm impress/trust intimidate of 40% (or +15% if he already possesses these). Lastly, he has a 40% chance of determining if a person has psychic powers, or an ISP reserve. He automatically detects the use of psychic powers within 60 feet.

5) Psychic bonuses: If the character possesses an ISP reserve, he enjoys +30 ISP