A Psion is a student of the powers of the mind. Psions are very rare and have secret schools that teach their arts. They must choose one discipline when starting off and may choose another every four levels but this new discipline starts off at first level. Power Points are equal to Intelligence and Wisdom Bonus plus 1d6 a level. He may detect Pisonics by an Intelligence Check within Wisdom in feet range.
A discipline is one of six groupings of powers, each defined by a common theme.
The six disciplines are clairsentience, metacreativity, psychokinesis, psychometabolism, psychoportation, and telepathy.
Clairsentience: A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.
Metacreativity: A psion specializing in metacreativity is known as a shaper. This discipline includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper’s command.
Psychokinesis: Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy.
Psychometabolism: A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion’s psychobiology. An egoist can both heal and transform himself into a fearsome fighter.
Psychoportation: A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.
Telepathy: A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.
Armor: Any but not trained to wear it.
Weapons: Any simple light weapons.
Hit Points: 6+1d6 a level.
Natural 20: Gain back 1d6 a level in Psionic Points and stun opponents equal to level for one round from Psionic overload unless they save.
Psionic Powers are the powers of the Psionist. They can do all of the powers of their discipline.
EGOIST (PSYCHOMETABOLISM) DISCIPLINE POWERS
Alter- Can add to any attribute or AC at 1 Psion Point to one power point spent to a max of 1/2 your level.
Morph: The egoist can change shape and form. Egoist can make a charged tissue melee attack called a hammer that does 1d6 and goes up one dice every two levels. 1D8 at Level 3, 1d10 at level 5, 1d12 at Level 7 and 1d20 at Level 10 which is max damage. Can use Morph to change color of skin adding to 1/2 Level stealth.
Restore – You can heal yourself 1d6 every other level. Power Point cost equal to level.
Metamorphosis - Can use power at +1 every 1/2 level adding your Wisdom to change into any shape. Every four levels you can become one size larger.
KINETICIST (PSYCHOKINESIS) DISCIPLINE POWERS
Move - Can push or pull others at 1d6 damage every other level with a range of Intelligence plus Level in rage in squares.
Barrier - Can create a barrier that gives 1/2 your level in AC.
Density - You can cause things to become dense and weigh more. You can double the weight every other level. This can cause 1d6 damage every other level in living things. Victims save 10 +1/2 Level + Intelligence Bonus
Phasing - You can cause things or victims to become intangible weighting half their weight every other level and halving their hit points but giving them +1 to AC due to instability. After 6th level the victim is intangible. This last 2 rounds a level. Victims save 10 +1/2 Level + Intelligence Bonus
NOMAD (PSYCHOPORTATION) DISCIPLINE POWERS
Speed - Gains 10 feet of movement every other level. This also gives +1 to AC while moving. Gains an extra attack every four levels.
Ethereal – Every other level you gain +1 AC and weigh half as much. After 6th level you can become incorporeal. In this state you can see spirits and ghost.
Teleport – Can teleport equal to Intelligence plus Level every other Level.
Plane Walker - Can travel to next plane every four levels. It is a very dangerous power. Can jump back one round and redo it if victim fails save.
SEER (CLAIRSENTIENCE) DISCIPLINE POWERS
Precognition - Can gain a +1 AC or difficulty against a foe every 1/2 Level due to seeing what they are going to do.
Seer – Can sense others at a distance at Intelligence in miles every other level.
Obfuscate – Can stop other from seeing or sensing them at Intelligence Bonus +1/2 Level plus 10 Difficulty.
Fate – Can show other all possible fates and this attack does 1d6 every 1/2 level if used as an attack. Range is Intelligence plus Level in squares. Can try and break laws or reality by doing opposite but this is up to the Game master to decide how this works.
SHAPER (METACREATIVITY) DISCIPLINE POWERS
Creation – You can create items that do damage 1d6 every other level or entangle at +1 difficulty every other level or any other functions. These items only last 2 rounds a level.
Construct - Constructs start at AC10 HD1 Move 30 Damage 1d6 and go up +1 AC, +1HD, and +5 Move every other level. Damage goes as follows, 1d6, 1d8, 1d10, 1d12, 2d8, 1d20, 3d10, 2d20 and so on. Constructs only last 1 hour a level and then fade away.
Genesis – You can create small pockets of reality that are more fantastic every other level. Creations and constructs last weeks and years inside these small pocket dimensions. What can be created goes like this every four levels. Room, House, Mansion, Neighborhood, Village, Town, City, County, Nation,
Continent, Planet, Solar System, Star Cluster, Galaxy, Universe. There must be an entrance such as a door and there can be as many entrances to the pocket.
Destruction – You can do damage to other at 1d6 every other level or 2d6 to inanimate objects every other level.
TELEPATH (TELEPATHY) DISCIPLINE POWERS
Telepathy – You may communicate with others at your Intelligence times level in spaces. If the victim is not willing the victim may save.
Compulsion – You may make a victim do one action say something stupid for 1 round every two levels before he can react. He will see and know what has happened but have no explanation.
Domination – You completely take over the victim and may make them do whatever you want until released. He gets a save automatically if you are trying to get him to harm himself. The power is +1 every four levels due to the extreme difficulty. You may also implant false memories and delusions onto a victim who believes them if he fails his save.
Possession – You leave your body and possess theirs. If possessing another Telepath he can possess your body. Your body is defenseless. You can travel back to your body it Intelligence in feet