Judge Dredd The Rookie's Guide To Psi Talent PDF

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The document discusses rules for psi powers in the Judge Dredd roleplaying game including different power levels and feats.

Power levels from 1st to 9th are described along with some of their effects like bind, suggestion, domination and mindwipe.

Feats related to psi powers include psychic inquisitor, psychoanalyst, specialist focus and innate power.

This printing of The Rookies Guide to PSI Talent is done under version 1.

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The Rookies Guide


to PSI Talent

C"l

a
a
CD

Matthew Sprange

(ontents

(redits

Introduction

Chapter 1: The Psi-Flux

Editor
Alexander Fennell

Chapter 2: Specialists

12

Chapter 3: Psi-Powers

38

Chapter 4: New Feats

43

Chapter 5: Summoning

55

Chapter 6: Lords of the Flux

68

UI

Chapter 7: Experiments &


Equipment

72

Chapter 8: Psychic Entities

86

Rules Summary

Cover Art
Greg Staples
Interior Illustrations
Bret Ewins (3 , 5, 7, 8, 10, 12, 13, 15, 16,
18, 21 , 34, 37, 39, 43 , 45, 49, 51 , 53, 55,
59, 63, 67, 71 , 83, 87, 88, 90-92), John
Caliber (69, 72, 73 , 75-82, 84, 85,), Ron
Smith (4, 24, 26, 27, 29, 30, 64)
Graphic Design
Anne Stokes
Proof Reading
Ian Barstow

Judge Dredd created by John Wagner and


Carlos Ezquerra

Introduction
~

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nl y a tiny fraction of the populati on within


Mega-C ity One have any psi-talent at all.
Through the power of the ir mind alone, these
rare individuals are able to influence the thoughts of
another, levitate inanimate obj ects or gaze into the future
to w itness the ir own fate and that of others. Ever since
the Atomic War of 2070, the inc idence of psi-ta lent
within the population of virtua lly every city in the wo rld
has steadil y been increasing - as have the danger
as oci ated with thi s unpredi ctabl e skill.

The Justi ce Department of Mega-C ity One keeps an iro n


grip on the ri se of citi ze ns who possess psi-talent, or
psykers, as they are known. T hough ps i-judges are a
welcome and necessary additi on to the forces of j usti ce,
the mi use of psi-ta lent has been responsible for some of
the greatest traged ies ever to have befa llen the c ity. The
Judge Child Expediti on, the Zombie Wa r and ecropoli s
all have direct links with rog ue psykers and psychic
entiti es . Psi-Di vision therefore has many operati ves w ho
constantl y scan the thought pattern s o f the entire
population of the city, sea rching fo r those c itizens who
pose the greatest potenti a l danger. These indi viduals
often join the ranks of the psi-j udges if they are found at
an earl y enough age, but many arc sentenced to life in the
psi-cubes - a harsh and drastic measure that destroys
the ir freedom but ultimate ly protects every other citi zen
in the city.
Rogue psykers still ex ist though, and there are all too
many w ho are ready to grant them protection in exchange
for the ir unique talents. Criminal organi sations w ill work
hard to protect any psyker under their influence, fro m
both the Justi ce Depaltment and ri va l gangs. Mutants
di spl aying psi-talent are regul arl y smuggled into MegaC ity One, though they rare ly escape the judges for long,
particul arl y if they a lso di splay phys ica l abnonnalities.
Some o f the other c ity states in the wo rld have much free r
policy with rega rds to psykers and so the Justi ce
Dcpaltment's Immigrati on Di vision must constantl y be
wa ry of visitors who ma y possess psi-ta lent entering
Mega-C ity One.
The growing incidence o f psi-talent within Mega-C ity
One and the surrounding enviro ns of the C ursed Earth
may yet prove to be the greatest danger the city has yet to
facc, with past di sasters but a pre lude to utter catastrophe.

For every judge working to suppress the effect of psitalent amongst the citizen , there may be ten perps all too
ready to take adva ntage of the supernatural in order to
make a few credits. What price will be paid for meddling
in the unknown is yet to be detennined .

The Rookie's Guide to Psi..


Talent
Thi s rul es supplement is a comprehensive guide to psita lent and its users in the Judge Dredd roleplaying game.
Whether they play j udges or citizens, any player wi th a
psi-talented charac ter will find new ways to increase the
capabilities of hi s powers.
ewly-created psi-ta lented
characters may now opt to become speciali ts, foc ussing
on one spec ific area of ps i-talent, while others may enjoy
the benefits of a greatl y increased selection of psi-powers
and new equipment designed to boost their ta lent beyond
all human endurance. Psi-judges may spec iali se fUlther
by j o ining the Exorcist Squads of Psi- Div ision and there
are many new prestige classes fo r citizens w ho po sess
psi-ta lent. Games Masters will fi nd they have a w ide
variety of new too ls to use when detailing any new
scenario. Psi-talented perps can chall enge j udges or
citi zens alike in entirely new ways and the psychi c
entities in Chapter 7 will provi de many a great nemesis
for characters of a ll leve ls.
The rul es within Th e Rookie 's Guide 10 Psi-Talent do not
re pl ace the rules in the Ju dge Dredd Rulebook but, rather,
build upon them to greatl y expand any character w ho
possesses psi-talent in the game. Players w ill soon learn
that a potent psi-talent leaves few physica l marks and that
even the lowli est ju ve can become a terrib le enem y if
provoked .

imply put in layman 's terms, the p i-flux is the


range of psionic frequencies used by psykers as
they manifest their remarkable psychic powers.
Throughout the world and acro s the expanse of time, the
psi-flux has been called many things by those capable of
psi-talent - the Source, the Wellspring of Creation and
the Force, to name but a few. It is the raw energy
fundamental to this uni verse and others that a tiny
fraction of humanity is able to access and manipulate to
affect the world around themselves. Wllenever a psyker
uses hi s talent, he is access ing energies invi sible to
normal humans.

It is often believed that psi-talent comes purely from


within the mind of a psyker, though thi s is not quite true.
Psi-ta lented citizens have extraordinarily developed
brain that are capable of both picking up and
manipulating the psionic frequencies of the flux. In a
way, all humans have this potential - most citizens, at
some point in their lives, have a 'sense' that something is
wrong or experience incredible bouts of luck. During
these times, they are probably, and unwittingly, picking
up on strong frequencies within the psi-flux. However,
without the psychic gene that develops the brain of a true
p yker, they will never be able to access it at will or
manipulate it to their own ends. That i the mark of a
genuine psychic, one who can not only consistently pick
up the frequencies of the psi-flux , but also draw them into
hi s mind, bend or shape the energies to hi s will, and then
release them to affect the real world. A strong-willed
psyker has the capability to invade minds, dominate
personalitie , et spontaneou fires , open portals to other
dimen ions and hurl
solid objects through
the air with nothing
DIRTY SMART-ASS
more than a simple
PSI! I'M GOING TO
thought.
RIP THAT PRETTY

FACE OFF!
Psi-talented citizens
are no strangers to
Mega-City One and
their numbers have
been steadily
increasing since the
Atom War of 2070,
alongside the

incidence of physical mutations within the population.


The Justice Department, however, does not consider the
presence of p i-talent alone reason to deem a citizen a
mutant - indeed, while the va t majority of mutations are
random, if not downright dangerous, psi-talent seems, in
comparison, to be remarkably stable. Though such
citizens are placed under stres es that no mundane human
could ever hope to understand, they are not, as a breed ,
psychotic or unstable. There are, of course, exceptions to
this rule.
A citizen found to possess psi-talent will not be
immediately exiled into the Cur ed Earth, as would be the
case for any other mutation . Instead, they are tracked and
hunted down by operatives from the Justice Department's
Psi-Division, for while rogue psykers are capable of a
great many crimes that might otherwise remain
undetectable, when properly monitored they have an
intrinsic use to Mega-City One as a whole. Captured
young enough, particularly strong-willed juves may find
themse lves eligible to join the ranks of psi-judges, though
few survive the training process and fewer actually
graduate. These psi-judges form the frontline of psychic
defence for the entire city, usi ng their unique talents to
aid in criminal investigation , hunt down rogue psykers
or peer into the future to watch for threat to Mega-City
One. Those who do not make the grade as psi-judges, for
reaso ns of old age, uncontrollable talent or simple mental
instability are doomed to be forever incarcerated in the
psi-cubes, secure facilities that keep them far from the
normal population and thus unable to exercise their
powers.

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(riminal Psykers
Given the Justice Department's no-tolerance stance on
rogue psykers and the fate most receive at their hands, it
i un urprising that many choo e to hide from PsiDivi ion. There are many street gangs and criminal
organisations that, despite any prejudice towards psitalent, are more than happy to welcome a rogue into their
ranks. In return for protection and security from the
judges the rogue p ykers can provide perps with an
incredible range of abilities that would otherwise not be
possible - a beleaguered and outnumbered street gang
may suddenly tum upon its rivals and begin hammering
them in a series of rumbles when supported by a psyker
who can distract and even kill the enemy with but a ingle
thought. Larger organisations can always find u e for a
good telepath in business negotiations, granting them a
huge advantage when making multi-million credit deals.
Psykers who can see into the future for however short a
time, may be regularly sought after by any number of
citizens.

Given their range of supernatural abilities, it is perhaps


somewhat surprising that psi-talented perps do not rise
very far in any street gang or organisation - it is
incredibly rare to find a criminal mastermind who is also
a psyker, even if he has many such citizens in his employ.
However the rogue psyker risks far, far more than his
criminal counterpart. Any group of perps caught and
arrested by the judge for a crime such as assault, can
expect to be placed in an iso-cube for a number of years.
At some point though, they can expect to be released . Lf
a rogue psyker is among them however, and his talent is
detected by the judges, he will be ent to the psi-cubes
and never be released, no matter what hjs true crime was.
Rogue psykers tend, therefore, to stay within the shadows
of street gangs and criminal organisations, rarely straying
into any area or activity that puts them at risk of
discovery.
This is not, by any mean , an ea y life. The operatives of
Psi-Division constantly monitor the psi-flux for any
irregularities and eddies that would indicate the use of
psi-talent in their area . Psi-crime is on the increase in
Mega-City One and the Justice Department is well aware
that even its highly trained street judges may not be
capable of dealing with a powerful psi-talented citizen.
Psi-Division is also ever-alert for rogue psyker
attempting to push their powers a little too far, for this
can have catastrophic consequences for the rest of the
population of Mega-City One. The misuse of the pi-flux
can open doorways to other worlds and dimensions,
where creatures of unbelievable evil and power dwell.
Mega-City One has endured the incursions of mighty
psychic entities from other dimensions several times in
the past, and every event results in massive destruction
and death on a huge scale. Psi-Division does not simply
track down rogue psykers for the crimes they may be
tempted to commit - each psi-talented citizen who
remains out of their control represents a potential but
very real threat to the city as a

Spedalists
The vast majority of psi-talented citizens are considered
to be unspecialised - they have a good grasp of what the
psi-flux means and how to manipulate it, but their powers
are broad and typically unfocussed. This in no way
makes them any less of a psyker and some of the greatest
telepath to have emerged in Mega-City One's history
have been un pecialised. Mo t di cover their powers by
accident and choose not to probe too deeply into the
nature of the p i-flux, preferring instead to concentrate on
the actual application of their new found abilities.
Other psi-talented citizens, whether through training
mental discipline or simply being freaks of nature, are
regarded a pecialists among psyker . They focus their
mind on to one single aspect of the p i-flux and strive to
under tand everything they can about their talent. Such
psykers are greatly limited in the range of powers they
may employ when compared to their unspecialised
counterpart , but they tend to be far stronger within their
own field.
To date, Psi-Division officially recognises five specialised
forms of pi-talent - dimensional ism, pre-cog

pyrokinesis, telekinesis and telepathy. Outside of the


Justice Department, there is some dispute as to the
veracity of uch classifications in the face of something
as huge and mind-boggling as the psi-flux. Some
con ider empaths or the dream-invading hypnopaths to be
separate specialisations, rather than being inherently
connected to telepathy as P i-Division doctrine would
have it. Furthermore, there are always rumour and
stories of rogue psykers demonstrating never before een
power that can only be part of another, yet unknown,
specialisation. This is where the tale of temporalist and
psykers who can directly access computer ystems come
from .

Dimensions
It has been long known that the p i-flux and the presence
of other dimensions are heavily connected, though the
nature of this link ha never been fully understood . ome
theorise that the actual , physical material of the pi-flux,
such as it i , forms one huge dimen ion that contain all
possible univer e . Others believe that the psi-flux is the
tuff of creation that lies between the different
dimensions and connects one to all. The entire truth may
never be known, no matter how far psi-science
progre se .

CRIME DESK? JUST HAD A


PREMONITION - EXPECT
MULTIPLE HOMICIDEr
SMOKATOalUM,
TWENTY MINUTES!

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There are severa l known dimensions to be found in the


records of the Justice Department, though none are made
common knowledge to the citizens of the city, and there
are few psi-judges who do not suspect there are actually
millions more waiting to be discovered.

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Perhaps the most famous of these dimensions is


Deadworld, the home of the Dark Judges, Death, Fear,
Fire and Mortis. ow lifeless after the Dark Judges'
purge, it is a place of inherent evil and classified as being
off-limits to any dimen ionalist psi-judge. Other have
included alternative Mega-City Ones and places that can
only be described a demon worlds, hellish places that
harbour all manner of evi l and twisted life forms . The
standard laws of physics need not apply on any other
dimension beyond the real world and any psyker actually
choosing to travel between them should posses an
inflexible wi ll and an utter grip on anjty, for both wi ll be
sorely tested.
Actual travel between dimensions is rare, however, and
the Justice Department is reluctant to grant any judge
permission to do so except in the most extreme and citythreatening of emergencies. There is simply too much
that can go wrong. Powerful psykers can, however,
manipulate the barriers between the real world and other
dimensions in order to gain access to the psi-flux directly.
In ,doing so, they toy with dark arts that perhaps mankind
was never meant to even know about, much less use to
satisfy his own whims. Creatures, known as psychic
entities, dwell within other dimensions and most look
upon the rea l world with hungry eyes. Most are sma ll
and relatively fragi le but even the least of these can rend
a citizen apart within seconds. The most powerful are
immortal beings of awe orne power, such as the Dark
Judges. When a psi-talented citizen begins toying with
the barriers between dimen ions, he ri sks opening a
portal that psychic enti tie can slip through, and so
unleash a literal hell upon Mega-City One. It is this
threat, more than mundane criminal activities, that makes
Psi-Division work so hard to trap every rogue psyker they
can find . The risks are too great to do otherwise.

PSll(hk Entities
While the actual nature of the dimensions is open to
much specul ation and debate, Psi-Division has quite an
exten ive catalogue of the various psychic entities that
dwell within other worlds and have broken through to the
real world . Ghost and poltergeists are relatively
common and fairly well understood by psi-judges but
there are far darker entities waiting for a chance to break

through to the real world and wreck havoc upon


mankind. Demons, avatars and even gods do indeed exist
and represent perhaps the greatest threat to humans
outside of their own capacity to destroy them elve .
Incursions are, thankfully, rare and full-blown assau lts
from other dimension virtually unheard of. However,
psychic entities possess powers outside of nonnal human
experience and even highly trained street judges may be
swept aside by an immortal creature.
Another rare occurrence, but one slowly growing in
numbers of reported cases, is that of demonic possession.
It has been known for many years that some ' demons ' or
psychic entities from other dimensions have the
capability to actually possess a human being for extended
periods of time. In doing so, they can utterly destroy
their victim but in return gain a steady foothold within
the real world from which they can plot, plan and enact
their vision of destruction upon mankind. Whi le not
usually as powerful as manifesting themselves bodily in
the real world, case of demonic possession can prove to
be extremely dangerous a investigating judges may
mi stake the creature for an unusual psi-talented citizen,
not realising their error until it is far too late.
Psi-Division has many speciali st within its ranks, but the
battle against psychic entitie and ca es of possession
falls quarely to the exorcist judges. Highly respected
even by other powerful psi-operatives, the exorcist judge
represent the first and la t line of defence in Mega-City
One against psychic entities. Armed with the very be t
eq uipment available to Psi-Division and heavily trained
in the nature of the supernatural creatures they must
regularly battle against, every member of the Exorcist
Squad is conditioned to lay down ills life for the city if
that is what is required to end the menace. Even so, there
are never any shortage of volunteers for the high profile
Exorcist Squad, though even psi-judges often lack the
mental endurance and wi ll to succeed in the vigorous
training that prepares the exorcist judges for the titanic
battle of wi ll s they must engage in every time they
investigate another case of possession or appearance of a
psychic entity in the real world.

Spe(ialists
f the few citizens who actually posses psi-talent,
only a tiny fraction have either acce s to, or the
ability to take advantage of, specialist training.
Most are condemned to use only a few pecific power
that come naturally to them, u ually simple telepathic or
pre-cog abilities that many psykers are able to manipulate
with relative ease.

Specialists, however, concentrate their psychic talent into


just one field of ability, either
dimensionalist, pre-cog,
pyrokine, telekine or telepath
domains. By virtue of training
or pure natural ability they are
able to mass great reserves of
power that dwarfs those psykers
who merely dabble in pi-talent.
The drawback is that specialists
have little ability beyond their
chosen field of psi-talent. A
dabbler of the p yclUc can,
potentially, stumble acro s any
power accessible to specialists.
The specialists themselves are
greatly restricted in the power
they can learn but will be far
more potent within their field.
A great many new psi-powers
are introduced into the game of
Judge Dredd in the next chapter.
Unlike tho e in the Judge Dredd
Rulebook, however, the new
power have been divided into
six categories - general,
dimensionali t, pre-cog,
pyrokine, telekine and telepath.
Tho e in the general category
are a mixture of simple powers
that any character with psi-talent
may learn to control. Powers in
the other categories are specialist
powers that many characters will
be restricted from taking.

All psi-powers in the Judge Dredd Rulebook are from this


point considered to be general powers, mainly a mixture
of simple telepath and pre-cog abilitie that most psykers
have the potential to obtain.

Unspedalised Psykers
Characters with psi-talent who do not choo e to become
specialists during character creation follow all the normal

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....
en

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psi-talent rules detailed in Chapter 7 of the Judge Dredd


Rulebook. They may freely choose powers from any of
the genera l or speciali st categories. This a llows such
characters to have a broad range of powers at the ir
disposal though they wi ll have fewer in total in
comparison to a specia li st.

powers. The powers gained normally as the character


advances in level may be specialised or general as the
character sees fit. This not only gives the specia list a
greater number of powers to choose from in total , but
a lso gives him acces to higher level powers sooner than
an unspecialised counterpart.

Becoming a Specialist

For example Psi-Judge Gibbs is weighing up his options


as he enters Psi-School. If he remains unspecialised.
then by the time he graduates (3 rr1 level). he will know 2
O-Ievel powers and 2 lSI level powers. Howevef; if he
chooses to become a specialist. then upon reaching 3rr1
level. he will "flOW 3 O-Ievel powers and 3 l SI level
powers. In addition. when he reaches 4th level. he will
gain not only another O-level power, as an unspecialised
Psi-Judge would. but also a 211d level power. He will be
greatly limited in the choice of powers he may select
though.

Any character with psi-talent may choose to become a


specialist during character creation - they may not
choose to become a specialist at any time later in life.
Each type of specia li st (dimensiona li st, pre-cog,
pyrokine, telekine or telepath) has a basic prereq uisite
that the character must possess in order to quali fy to
become a spec ialist in that field. In order to become a
telekine, for example, a character must have a Dexterity
score of 15 or greater.
A specialist may on ly ever e lect powers from the genera l
or his specialised categories, greatly limiting the range of
powers avai lab le to him . The telekine discussed above
would only be ab le choose powers from the genera l and
telekine categories, for instance.

In retum , spec ia lists ga in two bonuses that a llow them a


greater capabi li ty in their chosen field than can ever be
attained by an unspecialised psyker. When-ever usi ng a
power from their specia lised field, they gai n a +2 bonus
to the DC of any saving throw a subject must make to
resist it. [n effect, the saving throw agai nst any
spec ia lised power used by a speciali st is equal to the level
of the power + his Chari sma modifier + 12. General
powers used by specia li sts do not gain this bonus.
Specialists also receive extra powers, as shown on the
table below. These bonus powers must be from the
character's specia li sed category and may not be genera l

Dimensionalists
Prerequisite: Intelligence 15+
The dimensionalist is a strange psyker, one who is able to
peer into the psi-flux itself and manipulate the energies
present in other worlds and other dimensions beyond
normal human experience. This is an extremely
dangerous field for a psyker to pursue for they are
literall y dabbling in arts man was not meant to know.
Strange beings lurk beyond the veils of reality, waiting
for an inexperienced dimensionalist to weaken the
boundaries of this world just enough for them to break
through and cause havoc. Dimensionalists may take the
form of demonologists seeking to access greater power
through the manipulation and control of awesome
psychic entities, exorcists desperately trying to stop the
plans of those dimensionalists who look to bring
catastrophe down on Mankind, or even just dabblers who
draw energy directly from the psi-flux for their own ends
without having any idea of the horrors they may bring
upon themselves and others.

Specialist Psi-J udge Power Table


vel

ower"PtsIDay

1
2
3
4
5

2
3
4
7
10
15
20
27
34
43
52
3
74
87
100
115
130
47
164
183

7
8
9
10
11
f1
13
14
15
1
17
18
19
20

2+s
2+s
2+ s
3+ s
3+s
4+s
4+s
5+s
5+s
s
6+s
7+s
7+ s
7+s
7+s
7+s
7+s
7 s
7+ s
7+s

s
1+ s
2+s
2+s
2+s
+s
3+S
3+s
3+s
3+s
3+s
3+s
4+s
4+s
4+s
4+s
4+s
4 '1- s
4+s
4+s

s
I+s
+s
2+s
2+s
2+s
2+s
3+s
3+s
3+ s
3+ s
3+s
4+s
4+s
4 1" s
4+s
4+s

s
1+ s
1+ s
2+s
2+s
2+ s
2+s
3+ s
3+s
3+ s
3+ s
3+ s
4 s
4+s
4+s

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....
....

--

1+ s
1+s
2+ s
2+s
2+s
2+s
3+s
3+s
3+s
3+s
3+s
4+s

s
1+ s
1+ s
2+s
2+s
2+s
2 +s
3+S
3+s

UJ
UJ

s
1+ s
1+ s
2+s
2+s
2+s
2+s
3+ s
3+s

s
1+ s
1+ s
2+s
2 '1- s
2 +s
2+s

s
1+ s
-f s
2+s
2+s

s
1+ s
1+ S

Specialist Rogue Psyker Power Table


owerP tsIDay

2
3
4
5
6
7
8
9
10
11
12
13
14
15
1
19
20
S

2
3
4
7
10
15
20
27
34
43
52
03
74
87
100
115
130
47
164
183

=Bonus specialist power.

1+ s
2+s
2+s
2+s
3+S
+s
3+s
4+s
4+s
4 s
5+s
5+s
5+s

s
1+ s
1+ s
1+ S
2+ s
'2 + s
2+s
2+s
2+s
3+s
3+ s
3+s
3+ s
3+s
3+s
3+s
3+ s
4+s
4+s
4+s

T S

6+s
+s
7+s
7 -+= s
7+s
7+s

s
1+ s
1+ s
1+ s
2+s
2+s
2+s
2+s
2+s
3+ s
3+s
3+s
s
3+s
+s

s
1+ S
l +s
1+ s
2+s
2+s
2+s
2+s
2+s
3+s
3 S
3+ s
3+s

s
1+ s
+s
1+ S
2+s
2+s
2+s
2+s
2+s
3+s
3+s

s
1+ s
I+s
1+
2+s
2+s
2+s

s
1+ s
s
1+ s
2+s

s
1+ s
1+ S
1+ s
2+s
2+s
2+s
2+s
2+s
3+s
3+s
3+s
3+ s
3+ s
3 s
3+S
3+s

s
I+s
1+ s
l+s
2+s
2+s
2 'f s
2+s
+s

l +s

Telepaths

Telekines

Prerequisite: Charisma 15+


Of all the peciali sts, telepaths are by fa r the most
common . The di scipline seems to be the eas iest to
achieve as its study is a natural progress ion from the
talent all psykers are capable of manifesting, regardless
of the ir upbringing or teaching. The strength of the
te lepath is the ability to read, influence, contro l and
dominate the mind of another. A killed telepath is
capable of controlling entire mobs of citizens with a
simple thought, de lving into the mind of a victim to
uncover their deepest secrets or even altering the
memori es of another. The most fam ous telepath of all ,
Psi-Judge Anderson, is noted as being one of the most
powerful operatives of Psi-Div and is testimony that
spec ialists can harbour tremendous powers, given
suffic ient skill and training.

Prerequisite: Dexteri ty 15+


Telekines are one of the rarest forms of speciali sts, as
their fi eld is one of immense will and dedication - a
telekine has the abili ty of mind over matter, being able to
move solid objects w ith thought alone. Skilled telekines
concentrate on moving not onl y larger and heavier
obj ects as they progress in their training, but also sma ller
and fi ner things. The greate t telekines are capable of
both throwing aside huge vehic les or manipul ating tiny
ai r particles in order to form a defensive shield or repel
attack. It is often said that mo t te lekines are, in fact,
clini cally insane though thi s is something of a
mi sconception. There are not man y insane telepaths who
have the precision or strength of personality to be able to
master te lekinetic powers and so most simpl y continue as
un pecialised psykers who have managed to learn a few
telekinetic power .

Bonus Power Points


Some of the psychi c entities deta iled in Chapter 7 of th is
supplement have psi-talent that greatl y outwe ighs that
normally ac hievable by even highl y-trained humans. The
bonus power points tabl e on page 13 of the Judge Dredd
Rulebook has therefore been ex tended to take into
account enormous Chari sma cores.

Bonus Power Points Table


Charisma Score
10- 11
12- 3
14- 15

6-lJ
18-1 9
20-21
22-23
24-25
26-27
28-29
30-3 1
32-33
34-35
36-37
38-39
40-41
Etc ...

1-2
1
I
1

3
3
3
5
5
5
5
7
7
7

nus Power Points (by Character T:evel or Hit Dice)


3-4
5-6
7-8
9-10 11-12 13-14 15-16 17-18 19-20

3
3
3
3
5
5
5
5
7
7
7
7
9
9

5
5
5
5
7
7
7
7
9
9
9
9
11

7
7
7
7
9
9
9
9
II
II

11
11

9
9
9
9
1I
II
11
II

13
13
13

\I

11
II
II

13
13
13
13
15
15

13
13
13
13
15
15
15
15
17

15
15
15
15
17
17
17
17

17
17
17
17
19
19
19

19
19
19
19
21
21

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.-...

tn
tn

Psi..Powers
T

his chapter add a great many new powers


available to any character with psi-talent, greatly
widening the cope of their abilitie . No longer
restricted to the power listed in the Judge Dredd
Rulebook, a p i-talented character can now accomplish a
staggering array of possibilities with the force of hi mind
alone.
All the new powers in this chapter are divided into one of
six categories. Any psi-talented character may acce
powers from the General category, which also includes
those power detailed in the Judge Dredd Rulebook.
Only unspeciali ed characters may access the powers in
all the Dimensionalist, Pre-cog, Pyrokine, Telekine and
Telepath categorie. Specialised characters may only
choose powers from one of these fields of psi-talent, as
well as those in the General category.
Players who wish to fully comprehend all the nuance
and effects of psi-talent are encouraged to read through
the first few pages of the Magic chapter in The Player's
Handbook, as many of the areas of effect, saving throws,
and concentration checks used for p i-talent are very
similar to those detailed for magic.

General
The powers in the General category are mainly tho e that
almost any character with psi-talent can access, given
time, practice and effort. They tend to be based on minor
telepathic and precognitive abilities that come naturall y
to many psychics and while they lack the raw force of
specialised powers, they tend to be more usefu l on a dayto-day ba is.

THEPSfJUDGE
CONCENTRATES
HER TELEPATHIC ~~~
POWERS -

Emulate Power
Level: 7
Manifestation Time: I action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Power Resistance: See text
Power Points: 13 plus XP cost
Through the use of emulate power, a character may
choose to manifest any other power, regardless of
specialised category or whether he knows it, of 6th level
or less. The effect of the manifested power i identical to
its description in this book or the Judge Dredd Rulebook.
However, this power draws a heavy price from the
character.

XP Cost: 300 XP or the XP requirement of the emulated


power, whichever is greater.

Gestalt
Level: 5
Manifestation Time: I minute
R a nge: 10 feet
Target: Manife ter and up to fifteen other psi-talented
characters who also know gestalt
Duration: I round/level (D)
Saving Throw: one
Power Resistance: No
Power Points: 9
The character is able to join his mind with other psitalented character , creating a p ychic force far more
powerful than its individual components. All participant
must know the gestalt power and be willing to join their

minds . Once linked, all the power points of every


participant flow into a collective pool, which is increased
by 20% by the gestalt power. For example, if ten psitalented characters could each contribute 20 power
points, the total would actually be 240 power points.
When any power is manife ted by the gestalt group, one
character is cho en as the 'prime manifester' by con ent
of the rest. Any member of the group acting as the prime
manifester may manifest any power known by any other
member, even if he personally does not know it.
The gestalt group receives a + I bonus per member to the
saving throw DC required to resist any of its manifested
powers. In addition, the group also receives a + 1 bonus
per member when making saving throws against powers
targeted at any of them. If the group takes any damage
from a psi-power, the damage is shared between members
as the group see fit. Tfthe group wa to take 16 points of
ubdual damage from a psi-lash targeted at them, for
example, the group could share 4 points of damage
between 4 members, or one member could take all 16
points, as they wi hed.
Once linked all members of a gestalt must remain within
10 feet of another member. Any member who, willingly
or not, move out of this range will leave the gestalt and
have their power points automatically reduced to O.
When gestalt ends or is dismissed, any remaining power
points in the collective pool are divided evenly between
all remaining participants, rounding down. No
participant can exceed their usual maximum of power
points by this method.

Mental Shield
Level: 0
Manifestation Time: 1 action
Range: Personal
Target: Manifester
Duration : 1 round/level
Saving T hrow: None
Power R esistance: 0
Power Points: 1
By building up a psychic wall of incredible proportions,
the character is able to resist repeated psychic attacks.
The character gains Damage Reduction I per manifester
level (a 13 th level psi-judge, for example, would gain
Damage Reduction 13) against all power that normally
ignore any Damage Reduction . This Damage Reduction
may not be increased in any way and only applies to psipowers that inflict danlage in hit points.

Negate Psi-Talent
Level: 3
Manifestation Time: I action
Ra nge: Medium (100 ft. + 10 ft .llevel)
Tar get or Area: One psi-talented character, one object or
a 30 ft.-radi us burst
Duration: Instantaneous
Saving T hrow: one
Power Resistance: No
Power Points: 5

Negate psi-talent can be u ed to either end ongoing


powers manifested upon a creature or object, or end
powers within an area of effect. A negated power ends as
if its duration had expired, though negate psi-talent may
not be used to undo the effects of a power with an
in tantaneous duration .
This power may be used in one of two way . A targeted
negation is aimed at a single object or character who is

affected by another power. A Negation check is made


against each power affecting the target, which is I d20 + I
per negating manifester level, aga in t a DC of II + the
enemy manifester's level. A character will automaticall y
pass any Negation check against a power he manifested
him e lf.
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Negate psi-talent may also be used aga inst every power


within a 30 ft. radius. A egati on check (with a - 2
penalty) is made for every character within thi s radius
who is the subj ect of one or more powers, starting with
the power with the highest mani fe ter level. If thi s is
successful , then a egation check may be made for the
power with the next hi ghest manifester level, and so on.
Once a power is fail ed to be negated, negate psi-talent
effectively ends for that one character, though others may
still take advantage of it so long as they continue to make
egation checks. Any ongoing power within thi s area
will also require a Negati on check, as if it were a
character. Ongoing powers whose area overlaps with
negate psi-talent will also face a egati on check, but
success will nullify their effects only within the negate
psi-talent area.

Physical Adaptation
Level: 5
Ma nifestation T ime: I action
Ra nge: Personal
Ta rget : Mani fester
Duration: 1 hour/level (D)
Power Points: 9
Through an incredible skill of mind over body, the
character can actually adapt hi s physiology, fo r short
periods of time, to resist a specific extreme environment.
He can adapt to being underwater, extremely cold
extremely hot or even being in a vacuum or other airl ess
environment. The character will be able to breathe and
move normall y and take no damage fro m si mply being
within that enviro nment. Any environment that deals
more than one dice of damage per round (such as being
immersed in lava) cannot be res isted by this power. In
addition, attack fonns cannot be resisted either - even if a
character has adapted himself to survive in a fiery
envirol1ll1ent, a fl amethrowe r will affect him normally.

Turn Psi-Power
Null Psi-Talent
Level: 6
M anifesta tion T ime: I action
Ra nge: lO ft.
Area: A 10 ft. -radiu emanati on, centred on manifes ter
Duration: 10 minutes/level (D)
Saving Throw: None
Power R esist a nce: See text
Power Points: I I
Upon activating thi s power, an invisible barri er stretching
out to 10 feet urrounds the manifesting character,
making him and everything within thi s area almost
impregnable to psi-talent. Any psi-talent or power that
moves into thi area is automatica lly suppressed, though
not negated. A character under the effects of thrall, for
exa mple, would be free whil e within the null psi-talent
area, but would fa ll under the power's influence as soon
a he left. Any psychic entity entering the fi eld will
automatically be returned to it home dimension unless it
has Power Resistance. In thi s case, the manifester must
make a Manifester Level check (page 108 of the Judge
Dredd Rulebook) against the psychic entity 's Power
Resistance to fo rce it back to its home dimension.

Negate psi-talent has no effect on null psi-ta lent and two


null psi-talent powers coming into each other's area have
no effect.

Level: 7
Ma nifesting T ime: 1 action
Range: Per onal
Ta rget: Manifester
Duration: Until completely expended or 10 min utes/
level
Power Points: 13
Whil e turn psi-power is in operati on, any p i-power
targeted against the character will be rebounded back
onto the original manifester. Powers not targeting the
character spec ifically (such as those with an area of
effect) are not affected. When turn psi-power i
manifes ted, the Games Master roll s 1d4+6. Thi s is the
amount of psi-power levels that are affected by the
turning, with each power turned subtracting its leve l from
thi s score. If a power subtract thi s fi gure into negative
numbers, turn psi-power automatica lly end and the
targeted power functions normall y.

Sense Living
Level: I
Manifestatio n T ime: 1 acti on
Ra nge: Close (25 ft . + 5 ft .l2 levels)
Ta rget: Manifester
Duration: 10 minutes/level
Power Points: I

WAY YOU TOOl< OFF BACK THERE,


I THOUGHT YOU'D SEEN A
GHOST OR SOMETHING !

By tuning into the p ychic footprint of all living creatures


around him, the manifester can ense their precise
location and movements. For the duration of sense
living, the manifester temporarily gains the Blind-Fight
feat when fighting against living creatures only.

Settle
Level: 2
Ma nifesta tion Time: I action
Ra nge: Clo e (25 ft. + 5 ft .l2 levels)
Ta rget: One animal or beast
Duration: Instantaneous
Saving T hrow: Will negates
Power Resistance: Yes
Power Points: 3
By focussing hi mental strength into the thought
processe of an animal or beast, the manifester is able to
calm any aggressive behaviour and leave the creature
docile. Settle may be used against any animal or beast
with an Intelligence score of 2 or less, and a number of
Hit Dice equal to or lower than the manifester's level.
Upon failing it saving throw, the creature will
automatically be calmed and will not launch any attacks
unless provoked for a period of one hour.

Dimensional
The range of psi-powers featured here in the Dimensional
category are capable of altering the very fabric of reality
it elf. Tho e who use these powers draw upon the
energies of p ychic entities and other dimen ions far
beyond the real world, and yet remain heedless of the
danger they court in attempting control of powers never
meant for human control.

Banish
Level: 6
Manifesta tion Time: I action
Range: 10 e (25 ft. + 5 ft.l2 levels)
Targets : One or more psychic entities, no two of which
can be more than 30 ft. apart
Duration : Instantaneous
Saving T hrow: Wi ll negates
Power Resistance: Yes
Power Points: I I
Marshalling hi psi-talent, a character u ing banish can
literally throw psychic entities back to their home
dimension through force of will alone. Up to 2 Hit Dice
per manifester level of p ychic entitie can be instantly
banished back to their home dimension, if they fail their
saving throw and any Power Resistance check, with each
use of thi power. However, banish may only ever be
used in conjunction with a psi-focus (see p69). Banish
will not function on psychic entities that have taken over
a mortal host.

Decay
Level: 5
Ma nifesta tion T ime: 1 action
Range: Touch
Tar get: Character or object touched
Dura tion : Until discharged
Saving T hrow: None
Powe r Resista nce: Yes
Powe r Points : 9
By channelling the forces that dwell in the darker
dimen ions, the character can literally cause fie h to
wither and plastisteel to crumble, as if inflicted with
disea e, rot or extreme old age. Living creatures affected

by this power will immediately


10 e I d6 temporary point of

Constitution, which are


regained at a rate of one point
per fu ll day of rest. Inanimate
objects are dealt ldl0 xldlO
points of damage, ignoring all
Damage Reduction . However,
if a Power Resistance check
ever causes decay to fail, dark
energy feedback from other
dimen ions will cause the
manifester to lose I d3
temporary points of
Con titution which are
recovered as described above.

Detect Psychic Entity


Level: 0
Manifestation Time: 1 action
Range: 60 ft.
Area: Quarter circle
emanating from manifester to
the extreme of the range
Duration: Concentration, up
to I minute/level
Saving Throw: one
Power Resistance: No
Power Points: 1
Through the use of thi power,
the character can detect any
psychic entity inside the area of effect, whether it is
normally visible or not. The time the character spends
concentrating yields an increasing amollnt of
information.
Jst round: The character can sense the presence or
absence of psychic entities.

2nd round: The number of psychic entities found in the


area, along with the strongest psychic entity's relative
power (Hit Dice).
3rd round: The relative power and location of each
psychic entity.
Aura Strength: The strength of a psi-talent's aura
depends on the power's or manifester's level:

Aura Strength
Psychic Entity 's
Hit Dice
1-2
3-6
7-12
13-20+
Deity or major
demonic pre ence

Aura Strength
Dim
Faint
Moderate
Strong
Overwhelming

Each round, the character can tum to detect for psychic


entities in a new area. Detect psychic entities can
penetrate barriers, but is blocked by I foot of stone, I
inch of plastisteel plating, a thin sheet of lead, or 3 feet of
wood or dirt.

Create Poltergeist
Level: 5
Manifestation Time: I minute
Range: Close (25 ft. + 5 ft.l2 levels)

Effect: One poltergeist is created


Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 9
By drawing forth elements of sentient energies from other
dimensions, the character is able to literally create a
poltergeist (see Chapter 8 for full details) in the real
world without courting the dangers involved in summon
psychic entity. However, he has no control over the
poltergeist and it will be free to attack any living creature
within its range.

Dimensional Anchor
Level: 4
Manifestation Time: 1 action
Range: Medium ( 100 ft. + 10 ft./1evel)
Effect: Ray
Duration: I minute/level
Saving Throw: one
Power Resistance: Yes
Power Points: 7

be able to use dismiss. Dismiss will not function on


psychic entities that have taken over a mortal host.

Ectoplasmic Attack
Level: 3
Manifestation Time: 1 full round
Range: Close (25 ft. + 5 ft .l2 levels)
Effect: One target
Duration: instantaneous
Saving Throw: Fort halves
Power Resistance: Yes
Power Points: 5
By conjuring ectoplasm, the by-product of the psi-flux,
into the real world, the character can use the semi-solid
substance as a potentially powerful projectile. One
selected target is automatically dealt Id6 poin s of
damage per manifester level (maximum 10d6). Damage
Reduction is applied as normal and a succe sful Fortitude
save will halve the damage. However, the manifester will
suffer I point of damage (ignoring saves and Damage
Reduction) for every I rolled on the damage dice used in
the attack.

Ectoplasmic Shield
Through the use of dimensional anchor, a character can
utterly prevent any movement by the target between
dimensions. A ranged attack must be made against an
unwilling target but, once so affected, it will be trapped in
its present dimension or the real world as appropriate.
o special ab ili ty possessed by psychic entitie can break
a dimensiona l anchor and it will also serve to halt the
effects of any banish , dismiss or psychoportation (of any
type) power.

Dismiss
Level: 4
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft.l2 levels)
Target: One p ychic entity
Duration: In tantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7
Dismiss is a weaker version of banish that is often the
only option available to most psi-talented characters to
combat p ychic entities. The targeted psychic entity adds
its Hit Dice as a bonus to its saving throw but also suffers
a penalty equal to manifester level. If uccessful , this
power instantly forces the psychic entity back to its home
dimension. A . focus (see p69) is necessary in order to

Level: 1
Manifestation Time: I action
Range: Touch
Target: Character touched
Duration: I round/level (D)
Saving Throw: Will negates (harmles )
Power Resistance: Yes (harmless)
Power Points: 1
Drawing upon ectoplasmic energy from other
dimensions, the character cloaks himself in a shield of
otherworldly material that can resist many attacks with
ease. The character touched (which may, of course, be
the manifester himself) immediately gains Damage
Reduction 10 but this may not be combined with any
other type of armour.

Evil Eye
Level: 2
Manifestation Time: I action
Range: Close (25 ft. + 5 ft.l2 levels)
Target: One character
Duration: Instantaneous
Saving Throw: Reflex negate
Power Resistance: Ye
Power Points: 3

By focu ing his will upon another living creature, the


manifester can open a tiny rent in the fabric of reality to
allow a victim a brief glance into the terrors that exist in
other dimensions. In order for evil eye to function, the
manifester must make eye contact with his target, who
must make a Reflex save to avert ills gaze before the full
horrors of other worlds are thrust into ills mind. If the
target fails his save, he will immediately lose I temporary
point of Charisma. This is regained at the rate of I point
per full day of rest.

Exorcise
Level: 8
Manifestation Time: I action
Range: Close (25 ft. + 5 ft .l2 levels)
Targets: One or more psychic entities within range
Duration: [nstantaneou
Saving Throw: one
Power Resistance: Yes
Power Points: 15

Closely related to the banish and dismiss power , exorcise


is one of the mo t powerful weapons available to a
character who intends to battle psychic entities. Up to 4
Hit Dice per manifester level of psychic entities can be
in tantly banished back to their home dimension, if their
Power Resistance is overcome, with each use of this
power. No saving throw is permitted to avoid the effects
of exorcise and it will even ignore any dimensional
anchor in place. Exorcise must be u ed in conjunction
with a psi-focus (see p69) and will function normally
upon entities that have possessed a normal host (see p50).

Ghostly Whispers
Level: 0
Manifestation Time: 1 action
Range: Close (25 ft. +5 ft.l2 levels)
Target: One character
Duration: 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: I

The character open a small but potent porta l from the


real world into other dimensions, channelling the
cacophony of wa iling psychic entities directl y into the
mind of a victi m. The victim will be constantly plagued
by the whispers of these entities, luring him with
promi e of power, threats of dire torment or imply
filling hi head with incoherent babb le. The victim wi ll
uffer a - I penalty to all ski ll checks and saving throws
whi le ghostly whispers is in effect.

Group Psychoportation
Level: 9
Manifestation Time: I action
Range: Personal and touch
Target: Manifester, touched objects and touched willing
characters weighing up to 100 Ib.lmanife ter level
Duration: Instantaneous
Savi ng Throw: one and Will negates (object)
Power Resistance: 0 and yes (object)
Power Points: 17
Thi power is identical to psyc/7oportation, but it allows
the manife ter to transport not only himself through
dimensions to appear anywhere in the real world, but a
group of willing allies as well. Group psychoportation
uses the same rules as psychoportation to gauge its
accuracy and if a mishap occurs, all character being
transported wi ll suffer damage.

Psychoportation
Level: 8
Manifestation Time: I acti on
Range: Personal and touch
Target: Manifester and touched obj ects or one touched
wi lling character weighing up to 50 Ib.lmanifester level
Duration: In tantaneou
Saving Throw: one and Will negates (obj ect)
Power Resistance: No and yes (object)
Power Points: IS
Through the strength of hi s wi ll alone, the character can
tear a temporary rift in the real world and instantaneously
walk through other dimensions to material ise elsewhere,
effectively teleporting himself in an eye blink. Objects
and willing characters weighing a total of 50 Ib.l
manifester level may also be brought along.
The character must have a strong mental image of the
destination for psychoportation to be effective - the
clearer this image, the more likely the psychoportation
wi ll be succes ful and accurate. The table below is used

- -.

----

to determine how successful the power i - note that


range is not a factor when using psyc/7oportation . A
character may instantly travel to the other side of the
world, as long as he is familiar with hi s destination.

Familiarity
Very familjar
Studied carefu ll y
Seen casually
Viewed once
Description
Fa lse Destination

On
Target
01-97
01-90
01-75
01-50
01-25
-

Off
Target
98-99
91-97
76-88
51 -66
26-38

Similar
Area
100
98-99
89-98
67-96
39-92
01-80

Mishap
100
99-100
97-100
93-100
81-100

A very familiar location is one in whi ch the manifester


has spent a great deal oftime. Studied locations are those
a manifester knows well or has studied often (such as
through psi-scan). Seen casually locations are those the
manifester has been to more than once but has not spent
much time in, while viewed once is a place the manifester
has only been to or seen once. Description refers to a
place the manifester ha never een but ha heard abo ut
or ha a map to. Fal e destination are tho e that simply
do not ex ist - this column of the table is used when the
manifester has been misled or ill informed about his
destination.
If a character is on target with his psyc!Joportation, he
appear exactly where he intended. Tho e who veer off
target wi ll appear IdlO xldl0% of the distance that wa
to be travelled. Manifesters who find themselves in a
simi lar area wi ll not appear at their intended location but
in a place that is visually simil ar. If a mishap occurs,
every character being tran ported by psychoportation will
suffer 1d I 0 points of damage, ignoring any Damage
Reduction, and must re-roll on the table again.

Screams of the Damned


Level: 7
Manifestation Time: 1 action
Range: 30 ft.
Area: 30 ft. Cone emanating from manifester
Duration: Concentration, up to I round!1evel
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 13

Screams of the damned is a far more potent form of


ghostly whi pel's. Unleashing the wai ling cries of
tormented entities in other dimensions, the character can
fill a large area with baJ efu l screams, curses and pleas
that can overwhelm even the staunchest of minds. Any
character in the area fa iling their avi through must flee

in terror away from the manife ter for I d6 rounds, fal\ing


catatonic if they are prevented from doing o. Those who
succeed in their saving throw wil\ still be distracted by a
thousand angry or scared voices, forcing a - 2 pena lty to
al\ attack and damage rol\s, ski ll checks and saving
throws .
III
~

III

11.I
t il

11.

Second Sight
Level: I
Manifestation Time: I action
Range: Personal
Target: Manifester
Duration : 1 roundllevel (D)
Saving T hrow: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: I
By tuning his mind and peering into other dimensions,
the character can meld his vision of this world and others
simultaneously. While second sight is manifested, the
character wil\ be able to see invisible psychic entities as if
they were normally visible.

Summon Psychic Entity


Level: 3
Manifestation T ime: Varies
Effect: Varies
Duration: Varies
Saving T hrow: None
Power Resista nce: 0
Power Points: Varies
An extremely dangerous power in the hands of those who
toy with the force of other dimensions, the mjsuse of
summon psychic entity has caused the deaths of more
psykers than any other. This power allows a character to
bring psycruc entities directly to the real world. The fu l\
rules on summoning such creatures are detajled in
Chapter 5.

Undeath
Level: 1
Manifestation Time: I action
Range: Close (25 ft. + 5 ft.l2 level )
Target: One corpse/level
Duration: I hour/level
Saving Throw: None
Power Resista nce: No
Power Points: 1
This power allows a character to imbue a corpse with a
shadow of its former oul, al\owing it to once more walk

the Earth as a zombie, a shambling creature utterly under


the control of the manifester's will. Up to one corp e per
level of the manifester may be turned into a zombie with
each use of thi power, though the manifester may never
have a total of more zombies under his control than his
level, regardless of how many times undeath is used. The
zombies wil\ follow the manifester or fol\ow simple
orders, as is desired. The corpse must be mostly intact
for a zombie to be created and must be of medium size or
smaller. Zombies are detailed on p85.

Pre..(og
It is speculated that pre-cognitive powers are actual\y
closely al\ied to tho e of dimensionalists, because of the
way the psi-flux is used to grant access to other
dimensions and times to peer into the past and foretell the
future . 80th specialists, however, maintain that each i
separate and di tinct and no matter where the dreams and
visions of pre-cogs ultimately come from, they have little
to do with the actual manipulation of dimensions . A
skilled pre-cog is a fearsome foe but a valued a1\Y' as the
best can actual\Y see into the future with a good degree of
accuracy and predict the best course of action in any
circumstance. Psi-Division works hard to recruit a
constant supply of pre-cogs in order to provide valued aid
in the investigations of al\ divisions within the Justice
Department.

Combat Precognition
Level: I
Manifestation Time: I action
Range: Personal
Target : Manifester
Duration : 1 hour/level (D)
Saving T hrow: one
Power Resistance: No
Power Points: 1
8y altering perceptions, the character is able to project
his mind a fraction of a second into the future, in order to
better evade incoming blows and shots. For the duration
of combat precognition, the character gains a + 1 insight
bonus to his Defence Value. This bonus does not apply if
the character is caught flat-footed.

Combat Prescience
Level: 2
M anifestation Time: I action
Ran ge: Personal
Tar get : Manifester

NAME'S GORP HANNAH - ON HIS WAY TO


KNEECAP HIS FATHER-IN-LAW. SEEMS THE

THAT'S TWO ARRESTS FOR THE PRICE OF ONE.


DON'T SAY WE DON'T GI~E YOU SERVICE.

OLD MAN PULLED A DOUBLECROSS ON A


SUGAR DEAl.

IF YOU 'RE FINIS~HV


HERE, ANDERSON,
HAUL IT DOWN TO ( 0

POE, APARTMENT 77,


NAME OF BUSH .

Du ratio n: I minute/level (D)


Saving T hrow: None
Powe r Resista nce: 0
Power Points: 3
Similar to combat precognition, combat prescience
allows a character to extend his perceptions a few
seconds into the future, allowing him to easily predict
where to place his blows and shots in combat. For the
duration of the power, the character gains a +2 insight
bonus to all attack rolls.

Epiph any
Level: 9
Manifestatio n T ime: I action
Range: Persona l
Target: Manifester
Duration: Instantaneous
Saving T hrow: None
Power Resista nce: 0
Power Poi nts: 17, XP cost
The height of pre-cognitive powers, epiphany is
atta inable by very few p i-talented characters. By
tapping into the ebb and flow of the psi-flux, the
character can ask one specific que tion and receive a
'yes' or ' no ' answer with 100% accuracy. This draws

upon a measure of the character's own life force and so is


rarely used frivolously.

XP Cost: 500 XP

Foresight
Level: 8
Ma nifesta tion T ime: 1 action
Ran ge: Personal or touch
Tar get : See text
Duration: 10 minutes/leve l
Saving T hrow: one or Will negates (see text)
Power Resistance: 0 or Yes (harmless)
Power Poin ts: 15
Casting hi s mind into the immediate future , the character
receives warnings of impending danger to either himself
or the subject he touches. If he i about to be attacked
from an unexpected direction, targeted by a psi-power or
shot by an assassin, the character will know a fraction of
a second before it actually happens and know how to best
defend himself or the subject touched. He will therefore
never be urpri sed or caught flat-footed while foreSight is
in effect. The power also grants a +2 insight bonus to
Defence Value and Reflex saves. If the character touches
another to gain the benefit offoresight, he will know
when danger threatens the subject and the best course of

action to take to avo id it, but the subject himself will not
ga in the insight bonus to Defence Value and Reflex saves.

Future Shock

morale penalty to all attack rolls and ski ll check they


attempt while the power i in effect.

Level: I

Precognitive Reflexes

Manifestation Time: I action


Range: Touch
Target: Creature touched
Duration: Until discharged
Saving Throw: one
Power Resistance: Yes
Power Points: 1

Level: 0
Manifestation Time: I action
Range: Personal
Target: Manifester
Duration: Instantaneous
Saving Throw: one
Power Resistance: 0
Power Points: I

By focussing the glimp es of many different futures into


another mind, the character can overwhelm a victim with
di sturbing images of their own injury and death, literally
shocking their consciousness. Upon a successful melee
attack, the character will deal I d8 points of subdual
damage, ignoring Damage Reduction .

Instant Precognition

By casting his mind a split second into the future, the


character is able to avoid some of the damage he would
otherwise be dealt. Precognitive refle.xes may be used at
any time as a free action, a if it were a quickened power,
and will allow the character to deduct one point of hit
point damage he suffers from any source.

Psychic Compass

Level: 4
Manifestation Time: I action
Range: Personal
Target: Manifester
Duration: Instantaneous
Saving Throw: one
Power Resistance: 0
Power Points: 7

Level: I
Manifestation Time: I action
Range: Personal
Target: Manife ter
Duration: Instantaneou
Power Points: I

By casting his mind a split second into the future, the


character is able to avoid some of the mishaps he would
otherwise befall. Instant precognition may be used at any
time as a free action, as if it were a quickened power, and
will allow the character to re-roll anyone attack roll ,
saving throw or skill check he fails.

Through the u e of psychic compass, the character i able


to instinctively know where he is and which direction
north lies in . The information gained is general and takes
the form of 'in the Cursed Earth approximately 35 miles
east of the gates to Texas City' or 'one mile north of the
Grand Hall of Justice.' Further movement by the
character can cause him to lose hi s way once more,
though subsequent uses of psy chic compass will put him
back on track.

Jinx
Level: I
Manifestation Time: I action
Range: Close (25 ft. + 5 ft '/2 leve ls)
Target: One character
Duration: J minuteflevel
Saving Throw: Will negate
Power Resistance: Yes
Power Points: J
By gradually manipulating the strands of fate and
viewing countless possible futures, the character is able
to literally jinx an enemy and cause them to fight at a
evere disadvantage. The victim of jinx suffers a - J

Recall Injury
Level: 2
Manifestation Time: J action
Range: MediUl11 (100 ft. + 10 ft./Jevel)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will hal ves
Power Resistance: Yes
Power Points: 3
By studying the fabric of time and finding the greatest
sources of pain an enemy has ever endured, the character
can send memories of wounds received in the past

directl y into another's mind, greatly magnified in effect.


The victim of recall injury will suffe r 3d6 point of
subdual dam age, ignoring Damage Reducti on, though a
successful Will save will hal ve th is amount.

Psi-Scan Trap
Level: 6
Manifesta tion T ime: I action
Range: Personal
Ta rget: Manifester
Duration: 24 hours + I hour/leve l
Saving T hrow : one
Power Resistance: 0
Power Points: I I
Turn ing the powers of other pre-cogs aga inst themselves,
the character can prepare a trap for those who wish to spy
upon hi s activities thro ugh the u e of clairvoyance, psiscan and other similar powers. Whenever another
character with psi-talent attempts to observe him with
such powers, both must make opposed Psi-Scanning
checks, though the man ifester of psi-scan trap gains a
+I0 insight bonu . If the observer succeeds in thi s check,
his attempts to view the character proceed unhindered
and without any knowledge on the part of the character.
If the character succeeds in thi s check, not onl y is he
undetected by the observer, but the observer also receives
4d4 points of damage (ignoring Damage Reduction) from
potentially lethal psychic feedback.

Sequester
Level: 7
Ma nifestation T ime: I acti on
Ra nge: Touch
Target: One character or one obj ect (up to a 2 ft. cube/
level) touched
Duration: I day/level (D)
Saving T hrow: Will negates (obj ect)
Power Resista nce: Yes (object)
Power P oin ts: 13
The character has sufficie nt mental strength to actually
mani pulate the trands of fate and remove both creatures
and obj ects fro m the prying sight of others. Any obj ect
or character under the effect of sequester becomes
literally invisible to both psi-powers and nonnal sight
(incl uding mechanica l and electronic means, such as
robots or Tri-D cameras). Living creatures under the
effect of sequester immediately become comatose and
placed in a state of suspended animation until the power
wears off. A Will save will prevent a character from

being sequestered - there is no saving throw to see a


sequestered object or character.

Sixth Sense
Level: 3
M anifestation Time: I acti on
R a nge: Touch
Target: Character touched
Duration: I hour/level (D)
Saving T hrow: Wi ll negates (hannless)
Power Resista nce: Yes (hannless)
Power Points: 5
By tuning a subj ect in to the immedi ate future, the
character can all ow the subj ect to automatically sense
when he is threatened or in danger. This power
temporaril y grants the subj ect touched (which may be the
manifester himself) the Sixth Sense feat, as described on
page 45 of the Judge Dredd Rulebook fo r one hour per
manifester level.

True Sight
Level: 5
Ma nifestation T ime: I action
R a nge: Touch
Target: Character touched
Duration: I minute/leve l
Saving Throw: Will negates (hannless)
Power R esista nce: Yes (harnl less)
Power Points: 9
A character touched by true sight will immediately and
automatica ll y see th ings as they rea lly are. They will see
as nonnal in pitch darkness and will notice objects and
characters hidden by psi-talent and powers. Thi s includes
seeing through all illusions, uch as fabricated reality and
astrally projected character . The range of true sight is
120 feet. Th i power does not, however, grant the ability
to see through obj ects and wi ll not penetrate, fo r
example, thick fog, nor will it detect creatures that are
simply hidden out of sight. In additi on, it cannot detect a
character or obj ect under the effects of sequester.

Pyrokine
Though true pyrokines are rare throughout the world,
they are responsible for some of the most spectacular
demonstrations of raw psi-talent. A good pyrokille is
capabl e of exercising fme control of matter over energy,
agitating particle so fires spontaneously ign ite around
him . With furth er practice, the pyrokine can learn how to
actually manipul ate fire and wield it as an offensive

weapon. A rogue pyrokine is always of great concern to


Psi-Division, due to the damage they can cause and p ijudges are quickly dispatched to bring them in whenever
located.
It is worth reviewing the fire rules on page 195 of the
Judge Dredd Rulebook before using any pyrokinetic
powers. Also keep in mind that fire damage ignores all
Damage Reduction except against vehicles and robots.

Control Flames
Level: 2
Manifestation Time: I action
Ra nge: Medium (100 ft. + 10 ft .llevel)
Area : One fire source up to small size
Duration: Concentration, up to I minute/level
Saving T hrow: See text
Power Resistance: No
Power Points: 3
Through the use of this power, the character is able to
manipulate and control any source of fire of small size or
Ie s. Fires of medium size or larger cannot be affected.
The character may increase or decrea e the size of the fire
by one level each round - a tiny fire , for example, could
be made into a small fire or be extinguished altogether. A

small fire could be made into a tiny fire or a mediumized one. Fire can also be made to move from its fuel
source at a speed of 10 feet per round and continue to
bum until the duration of control flames expire. Fire
being moved in this way may set light to other sources of
fuel and may be used to attack a target, though it will be
automatically extinguished if control flames expires and
there is no fuel ource in contact with it. The attack roll
i made at the character's ba e attack bonus and will
cause damage as usual for the size of fire. A creature
being attacked by fire in this way must make a Reflex
save to avoid catching alight as normal. The character
manifesting control flam es may switch his concentration
from one fire to another throughout the duration of the
power.

Fire of Retribution
Level: 5
Ma nifestation Time: 1 action
R ange: Medium (100 ft. + 10 ft.llevel)
Area : Cylinder lOft. radius, 40 ft. high
Duration: Instantaneous
Saving T hrow: Reflex halves
Power Resistance: Yes
Power Points: 9

So called because of the way it seems that Grud himself


sends down a column of flame to immolate enemies of
the character,jire of retribution generates a vertical
colwnn of fire that consumes anything in it area of
effect. Any object within the area will suffer Id6 points
of fire damage per manifester level, up to a maximum of
15d6.

Flaming Shroud
Level: 6
Manifesta tion Time: I action
Range: Mediwll (100 ft. + 10 ft .llevel)
Ta rget: One target of large size or smaller
Duration : Instantaneous
Saving T hrow: Reflex negates
Power Resista nce: Yes
Power Points: II
One of the most spectacular uses of pyrokinetic power,
flaming shroud allow the character to spontaneously
create a sheet of green and blue fire that can smother a
target of up to large size. If the target fails its Reflex
ave, it will immediately suffer II d6 points of damage.
The multi-hued flames automatically disappear after one
round .

Flaming Weapon
Level: 2
Manifestation Time: 1 action
Range: Touch
Target: Melee weapon
Duration: I minute/level (D)
Saving T hrow: one
Power R esistance: No
Power Points: 3
Flaming weapon allows the character to cause fire to
erupt from the tip of any melee weapon he touches. The
wielder of the weapon will not suffer any damage from
the flames, but any target he successfully strikes with it
will suffer I d6 points of fire damage, in addition to the
normal damage inflicted by the weapon. Flaming
weapon does not cause any permanent damage to the
weapon it is used upon, apart from some slight scorching.

Incendiary Rounds
Level: 7
Manifestation Time: I action
Range: Mediwn (100 ft. + 10 ft./level)
Effect: Up to 3 psychic incendiary rounds
Du ration : Instantaneous

Saving T hrow: one


Power Resista nce: Yes
Power Points: 13
Through the use of this power, the character can
psychically create up to three small bolts of fire that can
be hot at any target before exploding. In all ways apart
from range, these bolts are considered to be identical to
the incendiary rounds carried in a Lawgiver and a ranged
attack roll is made as normal to fire them at a target. If
more than one incendiGlY round is created, then the
ranged attack roll suffers rapid fire penalties as normal.

Incinerating Finger
Level: 0
Manifestation Time: I action
Range: Close (25 ft . + 5 ft .l2 level )
Effect: Ray
Duration : lnstantaneou
Saving Throw: None
Power R esistance: Yes
Power Points: I
The character can spontaneou Iy ignite his own finger to
create a small , candle-sized flame with which he can set
light other objects. He may also use the flame
offensively as a weapon, by causing it to shoot forward in
a long jet of fire. Used in this way, a character must
make a ranged attack against his target, which will be
dea lt I d3 points of fire damage if truck.

Pyrokinesis
Level: 4
Manifestation Time: 1 action
Range: Long (400 ft. + 40 ft.llevel)
Target: One fire source
Duration : 2d6 rounds
Saving T hrow: Reflex negates
Power Resista nce: No
Power Points: 7
Pyrokinesis allows a character to turn an ordinary,
existing fLre into a burst of blinding pyrotechnics that can
dazzle and harm any unfortunate enough to be nearby.
The fire itself is unchanged by pyrokinesis but a series of
bright flashes and loud noi es will erupt from the flames
for a period of 2d6 rounds. The actual effects of
pyrokinesis depend on the size of the original fire, as
detailed on the table below, but it will blind every
creature within its area of effect (all opponents are
con idered to be in full concealment to the victim) while
the victim himself will lose all Dexterity bonuses to
Defence Value, move at half speed, all
attackers a +2

bonus on their attack rolls) and cause fire damage against


any who are too close.

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Area of Effect Area of E ffect


Size
of Fire
(fire da mage)
(blinded)
Tiny
5 ft.
Small
lOft.
Medium
5 ft.
20 ft.
Large
30 ft.
lOft.
60 ft.
Huge
20 ft.
100 ft.
30 ft.
Gargantuan
200 ft .
50 ft.
Colossal

Fire
Da m age

Id6
2d6
3d6
4d6
5d6

Pyrokinetic Burst
Level: 3
Ma nifesta tion T ime: I action
Ra nge: Long (400 ft. + 40 ft.llevel)
Area: 20 ft. radius
Duration: Instantaneous
Saving T hrow: Reflex halve
Power Resista nce: Yes
Powe r Points: 5

AT WilL. /- --.,,..----.....,

Level: 3
Ma nifestation Ti me: I action
Range: Personal
Target: Manjfester
Duration: I minutellevel
Savin g T hrow: one
Power Resista nce: 0
Power Points: 5
Through the use of re ist flames , a character can become
almost one with any fire source he comes into contact
with. Flames will twist and lick around his body but
never seem to actually touch or bum him. A character
under the effects of resist flames will be immune to all
fire damage for the duration of the power, regardle s of
their source. Note that thi will not protect him again t
other heat-based attacks, such as lasers, as he only ha the
ability to keep fires and their effects from harming him.

Rolling F ire

By agitating the molecules in air alone, the character can


cau e a ball of fire to pontaneously explode in the target
area immolating everything within. Every object within
the target area will be dealt Id6 point of fire damage per
manifester level up to a maximum of IOd6. The fire
from pyrokinetic bur t dissipates almost immediately,
though smaller fires may remain if anything within the
area catches light during this time.

WHAT ABOU T FOUL PL AY ?


THERE ARE SOME PS IS PYAOlClNfS - WHO CA N
TRIGGER THIS REACTION

Resist Flames

SURE ... BUT THEY 'RE


A DARN SIGHT RARER
THAN SPONCOMS.

Level: 8
Manifestation T ime: I action
R a nge: Medium (100 ft. + 10 ft.llevel)
Effect: Cloud 30 ft. wide and 20 ft . high
Dura tion: I round/level
Saving T hrow: Reflex halves
Power R esistance: No
Power Points: 15
Igniting the air within the
area, the character causes
a rolling cloud of flame to
consume everything in its
path. The cloud obscures
all sight and will deal 4d6
points of damage to all
objects within its area.
The cloud will move 10
feet per round in any
direction specified by the
character, though strong
winds will blow it out of
control in their own
direction.

Searing Metal
Level: I
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft.l2 levels)
Target: One metal object of small ize or sma ll er
Duration: I round/level
Saving Throw: Reflex negate (ee text)
Power Resistance: No
Power Points: I
A minor but highly useful pyrokinetic power, searing
metal allows a character to psychically heat any metal
object so that it becomes
almost too hot to hold.
Only metal objects of small
size or sma ller can be
affected by thi power.
Heated metal objects will
automatically cause I point
of damage per round
(ignoring Damage
Reduction) to= any
character who holds them,
though they may make a
Reflex savi ng throw in
order to drop the object in
time to avoid this damage.

Sheet of Flame
Level: I
Manifestation Time: 1
action
Range: lOft.
Area: Semicircular burst
of flames lOft. long
Duration: Instantaneous
Saving Throw: Reflex
halves
Power Resistance: Yes
Power Points: I
A more powerful version
offlamingfinger, this
power all ows a character to
project a thin sheet of
flame in a semicircular
pattern in front of him.
Any creature or object
within this area will suffer
Id4 points of fire damage
per manifester level (up to

a maximum of 5d4), though a succe ful Reflex ave will


halve this damage. Any flammable objects in the area
wi ll also catch fire .

Spontaneous Combustion
Level: 9
Manifestation Time: I minute
Range: Long (400 ft. + 40 ft.llevel)
Target: One character or object
Duration: lnstantaneous
Saving Throw: Fort negates
Power Resistance: Yes
Power Points: 17

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Through the use of this extremely dangerous power, the


character can cause any object or creature of any size to
spontaneously ignite and begi n to burn. The tire size will
automatically be of the same size as the creature or object
igniting, who will be dealt double the u ual amount of
damage every round due to the intensity of the flames.
The flames cannot be extinguished unless the
spontaneous combustion is somehow psychically
negated, as the tire is burning from the inside of the target
outwards. However, if the tire spreads to other areas,
these can be extinguished as normal.

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Tempest of Fire
Level: 8
M anifestation T ime: 1 round
Ra nge: Medium ( 100 ft. + 10 ft.llevel)
Area: lOft. radius/level
Dura tion: Instantaneous
Saving T hrow: Reflex halves
Power Resista nce: Yes
Power Points: 15

Tempest offire allows the character to flood an entire area


with a howling storm of ravaging flame that wi II
incinerate anything in its area. Everything within the area
of effect will take I d6 points of tire damage per
manifester level , up to a maximum of 20d6, making
tempest offire an extremely potent power.

Telekine
The ability to influence the world through the power of
mind over matter is a goal for many individuals who
pos e psi-talent, though few are able to truly ma ter the
practice. A telekinetic specia list is capable of physically
manipulating objects and particles by will alone, and the
greatest can knock an enemy flat or pick up and throw
large vehicles with a mere thought.

Aggrokinesis
Level: 6
M anifesta tion T ime: 1 action
Range: Medium ( 100 ft. + 10 ft.llevel)
Target: One character or object
Duration: Instantaneous
Saving T hrow: Fortitude halves
Power R esistance: Yes
Power Points: II
Through the power of telekine is, the character is able to
literally rip a target apart into its component atoms. The
victim of aggrokinesis will suffer IOd6 points of damage,

ignoring Damage Red uction, as tiny particles of its body


or structure are torn off and scattered about the
surrounding area . A successful Fortitude ave wi ll hal ve
this damage. If a character or object is reduced to 0 hit
points through the use of aggrokinesis, it will be
completely destroyed , leaving behind only a thin haze of
du st.

Crushing Force
Level: 9
Ma nifestation T ime: 1 action
R a nge: Close (25 ft. + 5 ft .l2 levels)
Target : One character/round
Duration: oncentration, up to 4 rounds
Saving T hrow: Fort negates
Power Resista nce: Yes
Power Poin ts: 17
Bringing his full telekinetic force to bear, the character is
able to literally crush the life out of any livi ng creature.
For every round of concentration, the character can
automatically kill one creature by crushing force . Only a
succes ful Fortitude savi ng throw or Power Resi stance
can prevent this happening.

Concussion
Level: 2
Manifesta tion T ime: I action
Ra nge: Medium (100 ft. + 10 ft.llevel)
Ta rget: One character or object
Dura tion: Instantaneous
Saving T hrow: Fortitude hal ves
Power Resista nce: Ye
Power Points: 3
By manipulating tine air particles to do his bidding, the
character can literally pummel an object with pure
telekinetic force . A target affected by concussion will
usta in 3d6 points of damage, ignoring any Damage
Reduction. The manifesting character may choose for
this damage to be subdual damage, if he so desires.
Targets behind cover will gain no protection against
concussion, but they must be vi ible for the character to
be affected. A successful Fortitude save will halve the
amount of damage sustained.

Concussive Blast
Level: 5
M anifestation T ime: 1 action
Range: Medium (l00 ft. + 10 ft.llevel)
Target: One character or object

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III

Duration: Ln tantaneous
Saving T hrow: Fortitude halves
Power R esistance: Yes
Power Points: 9
A vastly enhanced form of concussion , concussive blast
slams a target with awesome telekinetic power. A target
affected by concus ive blast will sustain 8d6 points of
damage, ignoring any Damage Reduction . Targets
behind cover will gain no protection against concussive
blast but they mu t be visible to the character to be
affected. A successful Fortitude save will halve the
amount of damage sustained.

be forced to wa lk, stand, it, tum around and 0 on. It


may also be forced into combat under the direction of the
manifesting character. Its attack bonus will be equal to
the character's base attack bonus, plus the victim '
Strength modifier (or Dexterity modifier for ranged
attacks), with a -4 circumstance penalty. The victim's
Defence Value gets no bonus from its Reflex save.
In tead, its Defence Value is equal to 10 + half the
manifesting character's Reflex ave, rounding down. The
victim may make a Will save every round to break free of
control body. In addition, any psi-talent may be
manifested though a Concentration check must be made
at DC 10 + the level of the power being attempted.

Control Body

Greater Telekinesis

Level: 2
Manifestation T ime: I action
Range: Medium (100 ft. + 10 ft.llevel)
Target: One character of Medium size or sma ller
Duration: Concentration, up to I minute/level
Saving Throw: Will negates
Power Resista nce: Yes
Power Points: 3

Level: 7
Manifestation Time: I action
Range: Long (400 ft. + 40 ft.f1evel)
Target: See text
Duration: Concentration, up to I minuteflevel , or
instantaneous (see text)
Saving Throw: Fort negates
Power Resistance: Yes
Power Points: 13

The character can take over the body of another living


creature and force it to perform actions of his bidding.
This is not mi nd control in any shape or form - the
character is exerting telekinetic will to literally move the
victim 's body and limbs a desired . The effects of
control body are, however, limited and only body and
limbs may be moved, as things like vocal chords are too
fine to be
ated with thi power. The victim can

Th is power is identical to teleJ.:inesis but the character


may move objects or characters weighjng 100 lb. per
manifester level. In addition, uch objects will move 50
feet per ro und and creatures thrown violently will take
5d6 points of damage, as if they had fallen 50 feet.

Headjam

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Power Resista nce: No


Power Points: 3

Level: 8
Ma nifestation T ime: I action
Range: Close (2 5 ft. + 5 ft.!2 leve ls)
Target: One character
Duration: Instantaneou
Saving Throw: Will negates
Power R esistance: Ye
Power Points: 15

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By agitating the atoms w ithin a victim 's bra in the


character can literall y cause a head to expl ode' like an
over-ripe me lon, slay ing an enemy instantl y. A victim of
headj am must make a Will save or be instantl y killed a
hi s head ex plodes. Any obj ect w ithin 10 feet of the
victim will suffer I d6 point of damage as shards of bone
and brain ti ssue are thrown outward with considerable
force. Damage Reduction for thi will appl y norma ll y. If
the Will save is successfull y passed, the victim will suffer
no iII effects.

Levitate
Level: 2
M anifestation Time: I acti on
Range: Personal or close (25 ft. + 5 ft .l2 leve ls)
Target: Manifester or one willing creature or one obj ect
(total weight up to 100 lb.lleve l)
Duration: 10 m inutes/level (D)
Saving Throw: None

C'MON , HOTSHOT :
~-

---

- :--:-:---~-:--~-::-- --

- --

Thi s power allows a character to move himse lf, another


creature or an obj ect up and down with but a thought. If
levitale is to be used on another creature, they must be
willing, and when used upon an obj ect, it must be either
unattended or held by a wi lling creature. Levitate will
allow a character or obj ect to move up or down 20 feet
each rOlmd, as the manifester desires. 0 horizonta l
movement is permi tted. In addition, levita ting creatures
will find it easy to unbalance themselves if they engage in
cO ~1b a t. Their first attack roll will suffer a - I penalty,
their second - 2, and so on, up to a max imum of - 5. If
the creature spends a full round stabilising itse lf, thi s
penalty w ill drop to - I aga in .

Lightning Catch
Level: I
Ma nifestation T ime: See text
Range: Close (25 ft. + 5 ft .l2 leve ls)
Tar gets: Any free-fa lling objects or creatures in a 10 ft.
radius whose weight does not total more than 300 lb.l
leve l
Duration: Unti l landing or 1 round/leve l
Savin g Throw: Will negate (obj ect)
Power Resistance: Yes (obj ect)
Power Points: I

Thro ugh the use of this power, the character can


telekinetica lly slow the descent of free-fa lling creatures
or obj ects so no damage is caused when they land . Thei r
rate of descent is changed to 60 feet per round, the
equiva lent of fa lling just a few short feet. However, when
lightning catch expire , their normal rate of de cent
resume . A character can manifest this power in tantly,
as a free action, if he himse lf is fa lling.

Power Resistance: Yes


Powe r Points: I
Thi s power is identica l to telekin esis but the character
may onl y move obj ects or characters weighing I lb. per
mani fes ter leve l. In addition, the range of minor
telekinesis is greatl y decreased.

Psychokinetic Shield
Magnify Force
Level: I
Manifestation Time: I action
Range: Personal
Target: Mani fester
Duration: I round/level
Saving T hrow: one
Power Resistance: 0
Power Points: I
By channell ing hi s teleki netic energy into each strike, the
character can grant hi s blows in melee combat a greatl y
magnifi ed fo rce, allowing him to smas h through almost
any defences and cause a huge amount of dam age. He
gain a + I 0 bonus to all damage roll s made in melee
combat and a +4 bonus to the AP of any melee weapon
he wields for the durati on of magnify force.

Mass Concussion
Level: 4
Ma nifestation T ime: I action
Ra nge: Long (400 ft. + 40 ft .llevel)
Area: 20 ft. radius phere
Duration: Instantaneous
Saving T hrow: one
Power Resistance: Yes
Power Points: 7
Similar to concussion, mass concussion is fa r more
destructive and can affect a greater number of targets. All
characters and obj ects within the area of effect wi ll suffe r
7d4 poi nts of damage ignoring any Damage Reduction.

Minor Telekinesis
Level: 0
Manifestation Ti me: I acti on
Range: Close (25 ft . + 5 ft .l2 levels)
Target: See text
Duration: Concentrati on, up to I round/level, or
instantaneou (see text)
Saving T hrow: Fort negates

Level: 3
Ma nifesta tion T ime: I action
Ra nge: Per onal
Ta rget: Mani fes ter
Dura tion: I hour/level (D)
Saving T hrow: Will negates (hamlless)
Power Resista nce: Yes (harml ess)
Power Points: 5
By surrounding himself with an invisi ble but toughened
telekinetic shie ld, the character can litera ll y wa lk through
a hail of bull ets or laser pul ses without any harm coming
to him . When mani fes ted, psychokinetic shield grants the
character 20 + 2d I 0 temporary hit points. Any damage
suffered from a physical attack is deducted fro m these hit
points first before the character himse lf loses any. The hit
points of psy chokinetic shield do not have any Damage
Reduction and may not be regenerated in any way. The
power expires as soon as the durati on i reached, or when
its hi t points have been reduced to O.

Telekinesis
Level: 4
Manifestation Time: I action
Ra nge: Long (400 ft. + 40 ft .llevel)
Target: See text
Dura tion: Concentration, up to I ro und/leve l, or
instantaneous (see text)
Saving T hrow: Fort negates
Power R esista nce: Yes
Power Points: 7
The character is able to move both obj ects and living
creatures by the power of hi s mind alone. He can use
telekin esis to provide a gentle and sustained pushing
motion, or a short, violent thrust. A sustained pu h will
move an obj ect or creature weighing up to 25 lb. per
mani fes ter level 20 feet per round . If un wi lling, a
creature can negate thi s movement through a successfu l
Fortitude ave or Power Re istance. The object can be
moved in any direction but may not be moved beyond the
range of telekinesis. Any object can be manipulated with
telekin esis as if the man ifester was using j ust one hand -

so, buttons may be pressed, levers pulled and object


rotated in mid-air.

himself the object of attraction, he gains a +4 bonus to hi s


Charisma modifier when dealing with the victim .

If the character decides to move objects with a short and


violent force , he can direct them against any other target
within 10 feet of their starting position. A total of 25 lb.
per manifester level can be hurled in thi s way. If an
object is thrown against a target, an attack roll is made
using the manifester's base attack bonus, plus his
Intelligence bonus. on-lethal objects, such as crates,
will cause 1 point of damage or every 25 lb. they weigh.
Others, such as chunks of plastisteel, may cause up to
I d6 points per 25 lb. at the di cretion of the Games
Ma ter. Damage Reduction applies as normal. Creatures
hurled by telekinesis will take 1d6 points of damage
when they strike a solid object, as if they had fallen 10
feet.

Bind

Telepath
The powers of a speciali t telepath are considered by
many psi-talented citizen to be the most powerful of any
discipline. A skilled te lepath can dominate the mind of
another, reduce another p yker to a gibbering wreck or
infi ltrate dreams themselves. Much of a telepath 's art is
hidden and their powers do not have the flashy side
effect of pyrokjnetic or telekinetic displays. Instead, the
mind itself i their domain and with their ability to .
manipulate almost any per on they meet, the road to
power beckons for those unscrupulous enough to use it
for per onal gain.

Attraction & Aversion


Level: I
Ma nifestation Time: I action
Range: Close (25 ft. + 5 ft .l2 leve ls)
Target: One character
Duration: 1 hour/level
Saving T hrow: Will negates
Power Resista nce: Ye
Power Points: I
Through the use of this power, the character can plant a
powerful attraction or aversion (manifester's choice of
which) in the mind of any living creature. This attraction
or aversion can be toward a specified person, place,
action, object or event. The victim will take all
reasonab le steps to either get close to or stay away from
the subject of the implanted attraction or aversion, as
appropriate, though they will not perform any lifethreatening actions to do so. If the character makes

Level: 2
Manifestation Time: I action
Ra nge: Medium ( 100 ft . + 10 ft.llevel)
Target : One character of Medium-size or smaller
Duration: I round/level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
By forcing hi s will into the mind of another, the character
can separate a victim 's higher brain functions from their
body, effectively paralysing them . A victim of bind
cannot move or take any actions, though they can defend
themselves normally if attacked. They will also be
unable to use any psi -talent.

Brain Drain
Level: 5
M anifestation Time: I action
R ange: Touch
Tar get: Character touched
Duration: Until discharged
Saving Throw: Will negate
Power R esistance: Ye
Power Points: I
By making physical contact with a victim, the character
can drain their very life force , possibly rendering them
helpless or, if used repeatedly, killing them outright.
Upon a successful melee attack, the character will cause
the victim Id6 points of temporary Charisma or
Intell igence damage (manifester's choice of which). A
victim reduced to 0 Chari ma or Intelligence will be
slain. These points will be regained at the rate of I point
for every full day ofrest.

Confidante
Level: 9
Duration: Instantaneous
Power Points: 17, XP cost

Confidante is identical to mindlink except the telepathic


bond forged between the two characters is permanent. In
addition, a character may only have one confidante at any
one time.
XP Cost: 2,000 XP

Domination
Level: 4
Manifestation Ti me: I action
Ra nge: Med ium ( 100 ft. + 10 ft.lleve l)
Target: One character of Medium-size or smaller
Dura tion: I day/level
Saving T hrow: Will negates
Power Resista nce: Yes
Power Poin ts: 7
Through the u e of domination, the character is able to
utterly control the actions of another. Once the telepathj c
link has been forged, the character can command hi s
victim to perform virtually any action, so long as they
hare a common language. ff no language is shared, only
basic commands may be given (such as 'come here' ,
' fig ht him ' , etc.). Victims fo rced to perfo rm actions that
go agai nst their basic natures (such a fo rcing a judge to
murder an innocent citizen) may take a new saving throw
fo r every such action, with a bonus of + I to +4, as
deemed suitable by the Games Master. Self-destructive
orders are never carried out. The character need not see
his victim in order to be abl e to exercise thi s control and
the range, once the link is fo rged, is unlimited.

Doppelganger
Level: 6
Manifestation T ime: I action
Range: Per onal
Target: Manifester
Duration: I hour/level
Saving T hrow: Will negates (see text)
Power Resista nce: No
Power Points: I I
By infiltrating the minds of every-one close to him, the
character may ass ume the appearance of someone el e.
This is not an actual physical change, but a te lepathic
command sent to all sentient creature who view the
character, convincing them that they are actually eei ng
someone el e. The character can modify hi s clothes,
phy ique and fea tures however he wishes, though he
cannot change his size more than a foo t shorter, ta ller,
thi nner or wider. Every creature looking upon the
character receives a Will saving throw to see through thi s
illusion, with a cumulative + I bonus for every other
creature viewing the character, as the telepathi c strain of
keeping so many minds occupi ed becomes increasingly
harder to kee p up. Once one creature see through
doppelganger, the power ends.

Empathic Transfer
Level: I
Ma nifesta tion T ime: I action
Ra nge: Touch
Target: Character touched
Duration: Instantaneous
Saving T hrow: None
Power Resistance: Yes (hanllless)
Power Points: I
Thro ugh the use of advanced empathy, a sub-category of
telepathy, the character can transfer wounds, poisons and
di seases fro m one who is suffe ring to himse lf. Up to 8
points of damage per manifester level can be removed
from a subj ect creature and placed upon the character
with empathic transfer - effectively, the subject is hea led
8 hi t points per level whjl e the character suffe rs the same
amount. A poison, di sease or radiation infectio n can also
be transferred with empathic transf er. Last of all, the
character can al 0 choose to transfer one temporary
ability point of dam age per manifeste r level in the same
way.

Enrapture
Level: I
Ma nifestation T ime: I action
Range: Close (25 ft. + 5 ft.l2 levels)
Ta rget: One person
Duration: I hour/level
Saving Throw: Will negates
Power Resista nce: Yes
Power Points: I
The use of enrapture allows the character to infiltrate the
mind of another and convince them he is their trusted all y
and friend. If the victim is currentl y being attacked by
the character or hi s allies, they will ga in a +5 bonu to
their savi ng throw. Enrapture does not make the victim
an automaton who will mindless ly obey instructions, but
any actions or req uests made by the character will be
seen in the most favo urable light possible. The victi m
wi ll not do anything obviously suicidal and any harmful
action made against him by the character or hi friends
will automatically break the power.

Fabricated Reality
Level: 3
Manifestation T ime: 10 minutes
Ra nge: Long (400 ft. + 40 ft./Ievel)
Ta rget: One character
Duration: Concentrati on, up to I minute/level (D)
Saving T hrow: Will negates

Power Resistance: Yes


Power Points: 5

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The character is able to foo l the senses of a victim,


tricking them into thinking they can see, hear, smell, taste
or feel something that does not exist. For examp le, a
judge cou ld be made to look like an ordinary citizen, a
stationary mo-pad look as if it were moving, a fresh
munce burger look like it is rotten or a sunny day seem
like it is overcast and raining. othing can be made
invisible or seem to disappear with/abricated reality,
though its appearance and nature may be changed.

will not be regai ned until the victim advances one


character level. Repeated use ofjlense will continue to
strip away more powers until the victim has no more to
lose. This power has no effect on characters who do not
possess psi-talent.

Mass Domination
Level: 7
Targets: One character/leve l, no two of which can be
more than 30 ft. apart
Power Points: 13

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Fatal Attraction
Level: 4
Manifestation Time: I action
Range: Medium (100 ft. + 10 ft.llevel)
Target: One character
Duration: In tantaneou
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 7
By implanting a deep-rooted and hidden death wish
inside a victim's mind , the character can cause them to
gradually become suicidal. The death wish takes I d4
days to germinate and come forward to the conscious
mind, during which time friend of the victim may make
a Wisdom check at DC 15 each day to notice he is
becoming increasingly fatali tic. Once I d4 day have
elapsed, the victim will seek to end hi life by the
quickest and most expedient mean possible. If he
attempts to end his own life but fails, another saving
throw aga inst/atal attraction may be made. If thi s fails,
the death wish will take another I d4 days to surface, with
the same results as before.

Flense
Level: 7
Manifestation Time: I action
Range: Close (25 ft. + 5 ft .l2 levels)
Target: One psi-talented character
Duration: In tantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 13
By launching a direct mental assault upon another psitalented character, the manife ter can strip away their
unique gift, potentially crippling them psychically. If the
victim fails his saving throw, he wi ll automatically lose
one random psi-power of 6th level or less. This power

This power is identical to domination, except that more


victims can be affected imultaneously. In addition, the

CONTROL TO UNITS ED POE!


GOr ANOTHER REPORTED
DEMONIC POSSESSION-

character need not share a common language with those


he contro ls. Different orders may be given to different
victims without penalty.

Mass Suggestion
Level: 6
Range: Medium ( 100 ft. + 10 ft.llevel)
Ta rgets: One character/level, no two of which ca n be
more than 30 ft. apart
Power Points: II
Thi s power is identica l to suggestion, except that more
victims can be affected simultaneously. The arne
suggestion will apply to all victims who fail their saving
throw.

Mindlink
Level: 2
Manifesta tio n T ime: I acti on
Range: Close (25 ft. + 5 ft.l2 levels)
Ta rget: One character.
Dura tion: 10 minutes/leve l
Saving T hrow: one
Power Resistance: N o
Power Points : 3
The character is able to forge a temporary te lepathic link
with another person, who must have an Intelligence score
of at least 6 and be a willing subj ect. From thi s point
onwards, the two can communicate telepathica lly with
each other over any distance, though the link will not
function if the two are in different dimensions.

Mindwipe
Level: 4
Manifestation Time: I action
Range: Clo e (25 ft. + 5 ft.l2 level )
Target: One character
Duration : Instantaneous
Saving T hrow: Fortitude negates
Power R esista nce: Ye
Power Points: 7

character levels, they will have lost thei r entire li fe


experi ence and will effectively have to be re-educated as
if they were an infa nt. The e 10 t level may return if the
victim can make a second saving throw after a full day
has pas ed. If thi s is a lso fa iled, the lost levels are
pemlanent.

Pain
Level: 2
Ma nifestation T ime: I action
Ra nge: Long (400 ft . + 40 ft.llevel)
Ta rget: One character
Dura tion: Concentration, up to 5 round
Saving Throw: Will negates
Power Resista nce: Yes
Power Points: 3
By forc ing hi will into the mind of another living
creature, the character can infli ct agoni ing pa in . 3d6
poi nts of damage, ignoring any Damage Reduction will
be automaticall y infli cted every ro und that concentration
is maintained.

Ps.ychic Static
Level: 5
M anifestation T ime: I acti on
Range: Personal
Area : 100 ft.-radius emanation centred on manifester
Duration: I minute/level
Saving T hrow: Will negates (see text)
Power Resistance: Yes
Power Points: 9
By flooding the surro unding area with psychic static, the
character can make it extreme ly difficult and timeconsuming fo r other psyker to manifest their talent. All
psi-ta lent activity within the area of effect will require
twice as many points as usual to mani fest, unless the
victims can succeed in a saving throw for every power
they attempt. In additi on, every I acti on power will now
take a full round to manifest, regardl ess of whether the
saving throw is made or not.

Psychic Surgery
Mindwipe is an invasive telepathi c power that allows the
character to literally de troy the memories of a victim.
Upon failing the saving throw, the victim will
automatically lose one character level for every two
manifester leve ls, to a maximum of fi ve. As we ll as
losing all class features, experience points, feats, skill s,
hit point , etc; all memories ga ined during those levels
wi ll also be lost. If a victim is reduced to 0 or less

Level: 9
Ma nifestation Time: I hour
Ra nge: Close (2 5 ft. + 5 ft.l2 levels)
Target: One character
Duration: Instantaneous
Savi ng T hrow: Will negates
Power Resistance: Yes
Power Points: 17

In many ways, psychic surgery is the epitome of any


telepath's powers, for it allows a character to penetrate
dee p inside the mind of another and repair any damage
they have sustained fro m p ychic attack . Psychic
surgery may be used to restore any lost ability points or
hit points lost to another power or psychi c enti ty, and
may also be used to remove any current suggestion,
enrapture, attraction , aver ion, or any similar
compul sion that ex ists in the mind. Insanity caused by
powers or psychic entities may also be cured, and any
character levels lost to mindwipe restored. In effect, so
long as a p i-power did not cau e actual death, the effects
of it can be reversed through psychic surge/y o

Psychic Vampire
Level: 5
Manifestation T ime: I action
R a nge: Touch
Target: haracter touched
Duration: I round/level
Saving T hrow: Fortitude negates
Power Resista nce: Ye
Power Points: 9

Psychic vampire allow the character to literall y suck the


psychi c energy fro m a psi-talented victim to himself,
making himself stronger as hi s enemy grows weaker.
Upon a successful melee attack, 2 power points/
manifes ter level are immediately drained fro m the victim
and transferred to the character's total. The character
cannot ga in more power points than his maximum
through this method. Thi s power has no effect on victims
without psi-talent or power poi nts.

Secret World
Level: 8
Manifestation T ime: I minute
Ra nge: Close (25 ft. + 5 ft.!2 levels)
Target: One character
Dura tion: Instantaneous
Saving T hrow: Will negates
Power Resista nce: Yes
Power Points: 15
By penetrating fa r into a victim 's mind and burrowing
past any psychi c defences, the character is able to close
down all sense of the rea l world . Instead, the victim
perceives a new world born of hi s own imagination
either a glori ous paradi se or a terror-fill ed nightmare,
dependjng on hi s personali ty. The victim will not reali se
th i is not the real world and will continue to expl ore it.
In reali ty, the victim fa lls catatonic and may not be

revived by any mundane means. This will continue unti l


the victi m dies of thir t or starvation. A second secret
world mani fested upon the victi m will release him from
thi s power, as will psychic surge/y, though no other
treatment is poss ible.

Suggestion
Level: 2
Ma nifestation Time: I action
Ra nge: Close (25 ft. + 5 ft.!2 levels)
Ta r get: One character
Du ration: I hour/level or until completed
Saving T hrow: Wi ll negate
Power Resista nce: Yes
Power Points: 3
Through a strong telepathic command, the character is
able to impl ant an extremely strong suggestion into the
mind of a victi m. The suggestion must be worded in a
reasonable manner and is limi ted to only one sentence.
The victim will not do anything obviously selfdestructive (such as hoot itse lf) , though suggestion may
be used to convi nce a victim that a rad-pit is actuall y
hann less or a speeding jugger will actuall y stop before it
hits the victim. A very reasonable suggestion may cause
the saving throw against it to suffe r a penalty, as
detennined by the Game Master - convincing a j uve to
stop mugging a hannl e eld ter may be such a
circumstance. The suggestion lasts until the action is
completed or until the power expires, whichever comes
first.

Tailor Memory
Level: 4
Manifestation T ime: I action
Range: Medium {I 00 ft. + 10 ft.!level)
Ta rget: One character
Duration: Instantaneous
Saving T hrow: Will negates (see text)
Power Resista nce: Yes
Power Points: 7
Another invas ive telepathi c power of great potential,
tailor memOlY all ows a character to in ert a false memory
of his own choosing directly into the mind of a victim.
The new memory can be of up to I round in duration for
every 4 manifester levels, and can have occurred at any
time during the past week. To successfully tailor any
memory, it is best to have an in-depth knowledge of the
victim as any memory that is clearl y out of place (such as
a memory of an event occurring in Brit-Cit when the

victim has never left Mega-City One) is likely to be


rejected by the victim's mind. The Game Master may
grant a + I to +4 bonus to the victim 's aving throw at hi s
discretion if a memory is clearly out of place. Inserting
memories that cannot possibly be true (such as having
murdered a spouse when they are clearly present)
automatically fail.

Thrall
Level: 9
Du ratio n: Instantaneous
Power Points: 17, XP cost
This power i identical to domination except that the
victim is permanently enslaved to the character's will if
the saving throw is failed . In addition, if the victim is
forced to carry out an order that goes against its basic
nature (including self-destructive acts) then new saving
throws are carried out with a - 10 penalty. If thi saving
throw is successful the action will not be carried out but
the victim remain ubject to thrall. Only another use of
thrall with the intention of freeing the victim or psychic
surge,y can negate the effects of this power.

XP Cost: 5,000 XP

Xenoglossia
Level: 0
Ma nifestation T ime: I action
Ra nge: Personal
Ta rget: Manifester
Dura tion: I hour/level
Savin g T hrow: Will negates
Power Resista nce: Yes
Power Points: I

Xenoglossia allows a character to telepathically


communicate with any living creature with an
Intelligence of 3 or more, regardless of language.
Though the character will keep on speaking his own
language, he will be understood by anyone who can hear
him. At the same time, though other will also peak their
own language, the character will be able to understand
them fully. Xenoglossia does not permit a character to
read or write in other language, only communicate with
those who peak them.

.,.

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New Feats
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hi s chapter greatly enhances and expands the


range of psi and metapsi feats ava ilabl e to psitalented characters in the Judge Dredd
Roleplaying game. They are selected in the same manner
as for any other feat though players should be aware that
some of those detailed here have some very stringent
prerequisites, requiring a character to be a spec iali st or be
capable of manifesting very high level powers. With
careful study and diligence, however, the right se lection
of feats can make any psi-talented characters very
powerful indeed , enabling them to engage in hypnopathy,
astral projection or simply make their existing powers
overwhelming when unleashed upon an enemy.

psychically-shielded materials at will. The astral


projection has a peed score of fly 60 feet and is
considered to be completely invisible to all creature
except psychic entities and tho e using second sight or
true sight. While astrally projecting, the character is
completely unaware as to what is happening to hi
physical body, even if it is under attack. A character may
astra ll y project for a maximum of 10 minutes x his
Chari sma modifi er.

Only characters who possess psi-talent may select psi or


meta psi feats.

Prerequisites: Summon psychic entity, speciali t


(dimensionalist).
Benefit: A controlled psychic entity may be given new
instructions at any point of its service. This is a fullround action and may only be attempted upon a psychic
entity the character has per onally summoned and
controlled. To succeed, an Instruction check must be
made at DC 10 + the psychic entity 's Hit Dice. The
character's Charisma modifier is used as a modifier to
this roll. If successfu l, the character may give the psychic
entity a new instruction following the usual rules. Note
that once any instruction is complete, the psychic entity
will immediately retum to its home dimension . This feat
may not be used to extend the time the psychic entity
remains in the material world.

Additional Power

(Psi)
The character leams one more power than is usual for a
psi-talented character of his leve l.
Benefit: The character leams one additiona l power at any
level up to one level lower than the highest-level power
that he can manifest. This power must be a General
power. However specia li sts may choose to take an
additional power in their category of pecialisation. A
pecialist telepath , for example, could take an additiona l
General or Telepathic power.
Special: A character may se lect this feat multiple times.
Each time, he discovers a new power at any level up to
one lower than the highest-leve l power he can manifest.

Astral Projection (psi)


Through a process of deep meditation , the character is
able to literally leave his body far behind and travel
through the world as an astral projection, fully aware of
his surroundings and yet invisible to other living
creatures.
Prerequisites: Manifest 51h leve l psi-powers, Meditation.
Benefit: Immediately after a period of meditation (see
the Meditation feat) the character may, instead of taking
bonus power points, project himself astrally. While his
body remains comatose, his mind leaves physical
confines to exp lore the world around him . The character
can see and hear normally through his astra l projection
and can move any solid object except lead and

Change Instruction (Psi)


The character can change and modify a psychic entity 's
instructions in his ervice after summoning it.

Defensive Block (Psi)


The character is adept at blocking powers from a
particular spec ialisation .
Prerequisite: Specialist Focus in the specialisation
chosen.
Benefit: Upon gaining this feat, the character
immediately selects one specialisation he has Specialist
Focus in. The character now gains a +2 to all aving
throws against powers of the chosen spec iali sation.

Drain Psi-Talent

(Psi)
While attacking a p i-talented enemy with psychic
powers, the character can potentially cripple his target to
prevent it retaliating.

Prerequisites: Mental Adversary.

Benefit: When attacking an enemy with psi-talent, the


character can also drain his Chari ma modifier x 4 power
points from his opponent. Thi s feat may only be used
when employing one of the following powers: brain
drain. jlense, mind bomb. pain, psi-lash, or recall injury.
The power wi ll cost an extra 3 points to manifest if it is
boo ted with Drain Psi-Talent.

Encompassing Power (Meta psi)


By feeding his powers with additional psychic energy, the
character is able to greatly increa e the effects of hi s
manifestations.
Benefit: The character may double the area of effect of
any power he manifests at an additional cost of +8 power
points. Only powers listed as having an area of effect
may be used in conjunction with this feat.

Enhanced Power (Meta psi)


The character i ab le to feed greater reserves of psychic
energy into hi s manifestations, making them vastly more
potent than before.
Benefit: All variable effects of an enhanced power (such
as damage) are increased by one-half. An enhanced
power wi ll therefore deal half again as many hit points,

' HEHAS A HUNCH,


A FEELING .. .
TH ERE'S SOMETHING
USE IN TH IS BLOCK...
SOME LINK WITH
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affect half again as many targets, and so on, as


appropriate. Saving throws, Power Resistance and
opposed checks are not affected . Power without random
variables are also not affected. An empowered power
costs a number of power points equal to its standard cost
+6.

Far Power (Meta psi)


The character is able to project hi s long-ranged power
over an incredible distance.
Benefit: The character may increase the range of any
power noted as being long ranged in its description by
100 feet. This will increase the co t of the power by +3
power points. The range ca n be increased several times
in thi s way by simpl y increa ing the multiple of the cost.
So, for example, a power increased in range by 100 feet
wi ll cost 3 extra power points, one increa ed by 200 feet
will cost 9 extra power points, one increased by 300 feet
will cost 18 extra power points, and so on.

Greater Specialist Focus (Psi)


The speciali st powers manifested by the character are
extremely potent and may only be resisted by victims of
great endurance.
Prerequisites: Specialist Focus, Specialist (any).
Benefit: This feat i identical to Specia li st
Focus except the character add +4 to the DC
of any saving throw made against hi s
manifested powers. Again, this bonus on ly
applies to power from hi s spec iali st area of
psi-talent and doe not stack with the bonus
ga ined from Specialist Focus.

Hypnopathy (Metapsi)
The fi eld of hynopathy is still a re latively new
one in psychic abiliti es and is fully understood
only by a small number of individuals. By
forging a link with a leeping ubj ect, the
character is able to enter their dreams and
search through the subconscious mind directl y,
bypassing acti ve and possibly ho tile thoughts.
Prerequisites: Wis 13+, mindlink, speciali st
(te lepath ).
Benefit: The character may use mindlink on a
sleeping subj ect. Once this has been achieved,
the character can then go on to u e any general
or telepathic power upon the subj ect and
automatically succeed in any Manifester check
they are called to make in order to beat any

til

ex isting Power Resistance. In addition , the subj ect will


automati ca lly fa il in any saving throw to resist the power.
Hypnopathy is extremely draining to the character and
may onl y be used once per day. Any number of powers
may be used upon the subject but the duration of
hypnopathy is limited to that of the mindlink used to enter
the ubconscious mind . Whil e using hypnopathy, the
power point cost of all powers, including the origina l
mindlink, are doubled.

will no longer age physica lly. However, thi s is dra in ing


to hi s psi-talent and he wi ll permanentl y lose two power
points per man ifester level fro m hi s total power points. A
16th level psi-judge, fo r example, w ill have 83 power
po ints at hi s di sposal, not 11 5. Note that Longev ity does
not grant immortali ty - the character is still vulnerabl e to
injury, poison radi ation and di sease. He w ill , however,
never grow physica lly older than hi s current age.

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Improved Transformation (psi)


The character can draw greater quantiti es of electricity to
fuel hi s psi-ta lent, though thi s is not without ri sk.
Prerequisites: Transformation.
Benefit: Improved Transformati on may only be used on
larger power sources such as vehicles or generators, not
power pac ks. Thi s fea t fu nctions in the sam e way as
Transfonnation except that the character will recharge
I d6 power po ints per round. However, if a 5 or 6 is
roll ed, the character will also sustain I d6 points of
damage, with no Damage Reduction possible.

Innate Power (Psi)


Having a staunch and disciplined mind, the character is
capable of manifesting one power w ith next to no effort all it takes is but a brief thought.
Prerequisites: Inner Strength, Talented.
Benefit: The character immediately choose any 0, 1st ,
2nd , or 3 rd level power he knows. From this point on, he
can attempt to use that power w ithout paying any power
point . To use thi s power, the character must have as
many power po ints as he wo uld nomlall y require to
mani fes t it - he may not spend the power points, but he
needs them in reserve. A Charisma check must then be
made at DC II for a O-Ievel power, 13 for a I st level, 15
for a 2 nd level, and 17 fo r a 3 rd leve l. If successful , the
power is manifested nonnaJl y with no power po int cost.
If fa il ed, the power manifests normall y, but the power
po ints cost must be paid .
Special: Thi s feat may be selected multiple times. Every
time the fea t is taken a new powe r may be chosen to be
used in conjunction w ith innate Power.

Longevity (Psi)
The character has learnt to channe l his psychic energy
into his general physica l we ll being. The years never
seem to touch him and he will not age a day whil e hi
p i-ta lent remain .
Prerequisites: M anifest 6th leve l psi-powers.
Benefit: Once a character selects the Longev ity feat, he

Magnify Power (Meta psi)


Drawing upon great psychic reserves, the character can
magnify his power 0 they are greatl y increa ed in
potency when manifested.
Benefit: The character is able to mani fest power as if
they were of higher level than they trul y are or he would
normall y be capable of. A ll effects that are dependant
upon power level, such as saving throw DC, are ass umed
to be based on the new power level. ote that thi s does
not increase the manifeste r level of the power, just the
power's own level. T hi s costs an additional number of
power po ints equa l to the new power being atta ined, as
shown on the table below. 0 power may be increased to
beyond 9 th level.
New Power Level Extra Power Points Required
I
I

2
3
4

5
6
7

8
9

3
5
7
9
II
13
15
17

Maintain Power (Meta psi)


Almost effortl essly, the character is abl e to maintain
powers that normally require a great deal of
concentration to manifest
Prerequisite: Inner Strength, Talented.
Benefit: The character can maintain a power that has a
dur ation of Concentration subconsciously, all owing him
to perform a greater range of acti ons while ma inta ining
the power. Powers that require a full round or a standard
action of concentration now onl y require a moveequivalent action to maintain. A power mai ntained in thi s
way costs a number of power points equal to its standard
cost +4 . Powers cannot be maintained longer than a

number of rounds equa l to its normal duration or one


round per manifester level if a concentration duration is
not specified. A character cannot maintain more than one
power at a time in this way. He must sti ll make
Concentration checks to maintain the power as normal.

Meditation (Psi)
Through a erie of we ll-rehearsed calming and
meditation techniques, the character i able to settle and
purify his mind in order to better utilise his psi-talent.
Prerequisites: Manifest 3rd level psi-powers.
Benefit: Once per day, the character may meditate for a
period of no less than one hour, during which time he
must remain undi sturbed and take no other action. After
this meditation has been completed, the character will
have his power points temporarily boosted by an
additional 20% (roundi ng down) for a period of 24 hours.
This will temporarily become his new maximum power
point score for this duration on ly. A 15 th leve l psi-judge
after meditating for examp le, wi ll have not 100 power
point, but 120.

Mental Adversary

(psi)
Against enemies who posses psi-talent, the character is
utterl y lethal , being capable of causing a great amount of
damage with every psychic attack he makes.

Prerequisites: Cha 13+.


Benefit: When attacking an enemy with p i-talent, the
character can choose to deal additiona l damage above
and beyond what he wou ld normally be capable of. This
feat may on ly be used when employing one of the
fo llowi ng powers: mind bomb, pain, psi-lash, or recall
injury. The power will cost an extra 3 points to manifest
if it is boosted with Mental Adversary but, if the attack is
successfu l, wi ll cause an additional amo unt of damage
equa l to the character's manifester level.

Mental Snare (psi)


When attacked by an enemy posses ing psi-talent, the
character is able to draw his foe's mental energie
forward into a cW1l1ingly prepared mind snare, draining
power as he does so.
Prerequisites: Mental shield, mind shield.
Benefit: So long as he ha either mental shield or mind
shield currentl y manifested, the character may drain
power points from any enemy who attacks him with a

damaging psi-power. Upon receiving damage (which


may be hit points or abi li ty damage) from a power, the
character may immediately choose to expend 2d6 power
points. lf he does not have enough power points to cover
this cost, Mental Snare automatica lly fa il s. If he does
have the required power points, his enemy wi ll
automati ca ll y 10 e 10 + the character's Charisma modifier
in power points.

Permanent Control

(Psi)
The character is ab le to estab li sh uch overriding mental
bonds over weaker psychic entities that they remain
pem1anently under his control.
Prerequisites: Cha 15+, summon psychic entity,
speciali st (d imensiona li st).
Benefit: After successfull y controlling a psychic entity
with 5 Hit Dice or less, the character may choose to
pennanently bring it under his will. From this point on,
the p ychic entity will be trapped in the material world
and will be compelled to follow any of hi instructions at
any time. On the completion of any instruction , it wi ll
return to the character's side rather than disappearing
back to its home dimension. Only one p ychic entity
may be under permanent control at anyo ne time .
Special: A character may take this feat multiple times,
all owi ng him to have more than one psychic entity under
permanent control.

Precognitive Sense (Psi)


His mind always open to the vagaries of a myriad
po sible futures , the character has an awareness that goes
far beyond ordinary and mundane senses.
Prerequisites: Manifest 4th level psi-powers, speciali st
(pre-cog).
Benefit: The character may manifest detect psi-talent as
a free action and at no cost of power points. He may use
thi s feat any nwnber of times each day and the power will
be treated as if being manifested at hi s current manifester
level.

Quicken Summoning (psi)


The character demonstrates an incredible ability to
perfonn summonings faster than normal while
maintaining a very low margin of error.
Prerequisites: tnt 15+, summon psychic entity, speciali st
(dimensionalist).
Benefit: The time required to perform a swnmoning is
halved with no penalty. A slow summoning will thu take
the normal amount of time, while a hurried summoning
wi ll quarter it.

Specialist Focus

(Psi)
A master of his chosen area of stud y, the character's
mani festations of hjs speciali st psi-talent are nigh on
un toppabl e.

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Prerequisites: Speciali st (any).


Benefit: The character adds +2 to the DC of any sav ing
throw made against his manifested powers. However,
this bonus onl y applies to powers fro m hi s speciali st area
of psi-talent - a telepath, fo r exampl e, would ga in this
bonus to his telepath power , not to his general powers.

Strength of Will (Psi)


The character possesses an incredibly strong will and is
able to dominate many psychi c entiti es with hi s thoughts.
Prerequisite: Iron Will , summon psychic entity.
Benefit: The character gains a permanent +2
circumstance bonus to all Contro l checks he is required to
make.

Synergy (Psi)
The character's awareness increases as hi s links with the
p i-flux grow, greatl y boo ting hi s talent. By becoming
one with the psi-flux, he can tap its resources far more
readil y and is now able to use hi s power with greater
frequency.
Prerequisites: Mani fest 4'h level psi-powers.
Benefit: The character now has an increased power point
recharge rate. He restores any power points he uses at a
rate of two points per hour, or four points if he is resting
or sleeping.

Telekinetic Punch

(Psi)
Many telekinetic speciali sts are able to hold small
reserves of their psi-talent in check, ready to be
unleashed whenever they lash out at an enemy.
Prerequisites: Speciali st (telekinetic).
Benefit: So long as the character has at least one power
point avail abl e, he may use hi s psi-talent to increase the
power of hi s unarmed blow. Hi s fi st attacks will cause
I d6 points of damage on a successful hit and will have an
Annour Pi ercing score of 2. Thi s attack still counts as an
unarmed strike for the purposes of attacks of 0ppoltunity.
Note that the use of thi s feat does not actuall y use any
power points - the character j ust has to have at least one
power point spare in order to utili se it.

Transformation

(Psi)
The character possesses the unusual ability to draw upon
raw electri city to fuel hi p i-talent and can literall y
recharge himse lf with a suitabl e power source. The
process i difficul t to master and takes a great dea l of
concentrati on but en ures the character will rarely be
lacking in psychic ability.
Prerequisites: Con 13+.
Benefit: By spending one fu ll round in contact with a
source of electricity, the character can regaiJl power
points at an acce lerated rate. He may perfoml no other
action while recharging in thi s way but will receive one
power point per round while he does so. The character
will compl etely drain a li ght power pack in one round, a
medium power pack in two rounds and a heavy power
pack in three. Larger ources of power (such as a vehicle
or generator) will not be drained but the character can
never gain more power points than hi s max imum in this
way. Note that thi s fea t does not grant any special
immuni ty to electri city though the character need not
necessarily expose him self directly to the current - j ust
being in contact with the ource of electri city is
sufficient.
Special: Thi s feat must be selected at first leve l during
character creation . It may not be taken at a later time.

Twin Power (Metapsi)


Gathering hi s mental resources the character can
manife t powers extremely rapidly, in order to gain a
greater chance of blasting through an enemy's mental
defences.
Benefit: Thi s feat allows a character to effective ly
manifest a power twice upon a target. Any variables in
the power (such as damage) appl y to both of the re ulting
powers. The target suffers all the effects of both power
individually and receive a saving throw for each. A
twinned power costs a number of power points equal to
its standard co t +8.

Summoning
he summon psychic entity power is
an extremely dangerous tool in the
hand of any but the mo t
accomplished p i-talented characters. By
drawing upon the very es ence of other
dimensions, psykers are capable of
bringing psychic entities into the real world
in order to fulfil their own diabolical
schemes and plans. A rogue dimensionalist
in a lowly street gang may be able to tip the
balance in any rumble with a rival gang by
calling forth cruel ghouls or entities to
smite his enemie - but he will always run
the ri k of the psychic entities breaking free
of his control and turning upon the mortal
foolish enough to believe he could harnes
their power in the fir t place.

world and wreak havoc upon


mankind, few are willing to do so at
the behe t and control of a mere
mortal.

THROUGN HIS BLOOD


WE WILL 8E
RELEASED!

THROUGH HIS
DEATH WE WILL
BE REBORN!

This chapter looks in detail at the way a


skilled dimensionalist (or dabbler in the
dark arts) can utilise the power of psychic
entities to achieve his greatest desires, as
well as the dangers that are always pre ent
to tho e who mess with knowledge man
was never meant to know. Always
remember that there is no such thing as a
bad dimen ionalist - such citizens quickly
uccumb to the excesses of the art they
vainly attempt to control.

It mu t be noted here that, contrary


to popular beliefs and bar-room
gossip, the sacrifice of animals or
sentient beings is never required for
the uccessful controlling of p ychic
entities. On the other hand, such
offerings can greatly aid an evil
dimensionali t with no remaining
scruples and even the most
accomplished will be hard pressed to
control the greatest of the entityic
powers without a valuable soul to
offer in exchange for services ...

Summoning Psy(hk
Entities
Once a psyker learns the summon psychic
entity power, bringing such fell creatures
into the real world is, in theory, a simple
exercise in will and mental fortitude. In
practice, the psyker is putting himself
directly in the path of some of the most
powerful creatures ever to have walked this
world and other . There is much that can
go wrong and while many psychic entities
forever seek a chance to enter the real

To bring a p ychic entity into the


real world, the psyker merely
manifests summon p ychic entity
(which can take a great deal of time
if he seeks to call a particularly
powerful creature to his bidding). If
successful , the entity will appear,
drawn from another dimen ion .
Now will begin the horte t part of
the summoning, but also the most
hazardous. The psyker must apply
his own mental willpower to break
the spirit of the p ychic entity and
bend it to his own demands. The
successful application of this last
process is the ultimate goal of all
dimensionali t. Failure does not
often grant one a second chance to
correct mistakes .

The Risks
~/ /

The ummoning itself holds little


danger for the psyker, other than the
fear of discovery, for it tend to be a
fairly lengthy proce . Failure in

summoning an entity fro m another dimension is li kely to


result onl y in the 10 of mental strength and psychic
reserves for no ga in. The danger lies in the process of
actuall y controlling an entity. Such bei ngs do not enj oy
being ripped from their homes in other dimensions and
will be greatly enraged by the intrusion into their often
incomprehensible plans and de igns.

mentally and spi rituall y a the entity attempts to possess


him, gaining absolute contro l of hi s functi ons and
twi sting hi s body beyond all recognition. Bones bend
and snap, skin warps and muscle expands as the mortal
body strain to conta in the entityic energie it i ubj ected
to. The chance of urviv ing such a fa te are practi ca ll y
non-ex istent.

Upon the completion of a successful summoning, the


p yker will be confronted by the entity he sought to ca ll.
Such an entity will be murderou in nature, its desire for
cruelty and destruction magnifi ed by the temerity of a
mortal eekjng to dominate it by hi s own mind . The
psyker has but one chance to bring the creature under
control. A single slip, just one break in concentration,
will leave the entity free to roam the real world. Its first
act will be to exact vengeance upon the summoner, either
rending him limb from limb in an orgy of bl ood-letting,
or carrying him off to its home dimension where he will
uffer for an eternity as the pl aything of its kin . Even if
the psyker manages to somehow survive and escape such
a baleful ex istence, he is unlikely to ever be . .. quite right
again . Few dimensionali st are aware of the ri sks they
run every time they attempt a summoning though horrific
stories and tales abound of their predecessors. Most
ferventl y pray for a quick end should they ever make a
co tly and fatal mi stake at thi s most critica l of times.

Summoning

In rare cases, the psychic enti ty may seek to stay in the


real world to wreak havoc fo r a little longer than the
ummoning ordinarily permits. In such circumstances,
the psyker will be viciou Iy a aulted physicall y,

To bring one of the e creatures into the real world , a


psyker merely has to mani fes t the summon psychic entity
power. He may choose to bring any creature li sted in
Chapter 8 that is li sted as being a ' psyc hi c entity'. A
ghoul , for exampl e, could be summoned, as it is
con idered a true p ychi c enti ty, but a zombi e could not.
A summonings takes as many hours to perform as the Hit
Dice of the subj ect psychic entity. The summoning of a
ghoul , for example, takes four hours. During thi s time,
the psyker concentrates hi s mind, sending it soaring
through other worlds and dimen ions as he seeks to find
the trail of the enti ty he wishes to summon. Once found ,
he must create mental bonds that will trap the enti ty and
bring it, kicking and screa ming, into the rea l world .
Whil st pelforming the summoning, the psyker may take
no other action and so cannot manifest any other powers.
Using summon psychic entity will drain a number of
power points equal to the Hit Dice of the psychic enti ty
being summoned, multipli ed by five. Summoning a
ghoul with 4 Hit Dice, for example, would use 20 power

Psi-Foci, Pentagrams and Their Uses


As with the study of psychic entities themselves, there are many misconceptions based around pentagrams and their use
witrun the dark arts. It is a common belief, for example, that a pentagram exists to protect the psyker from the malevolent
spirits that he calls upon for aid. It serves, however, a very different purpose.
To pull a being of any power from distant ilimensions and make it manifest in the real world takes a tremendous amount of
psychic energy, the type of which few mortals are able to withstand, let alone manipulate to their own ends. The
pentagrams sometimes used in summoning are, quite simply, carefully constructed psi-foci designed to channel and
magnify a psyker's own forces in order to build enough power during the summoning to call an entity into the real world.
By focussing this much energy over a relatively short period oftime, the power inherent within a psi-focus is completely
expended when the summoning is complete, leaving the psyker with no protection against the creature he has just
summoned other than his own knowledge and force of will.
Few psykers actually use pentagrams as psi-foci when attempting to call entities from other dimensions, for it is
commonly regarded as an ancient and medieval practice now defunct with the application of the latest technologies.
However, a few still follow the old ways and a correctly drawn pentagram is just as powerful a psi-focus as anything else
in a character's psychic arsenal. Psi-foci are covered in more detail on p69.

points, regardle of whether the attempt wa actually


successful or not. [fthe psyker is disturbed during his
summoning, he will lose the power points as normal , and
the attempt will be automatically unsuccessful.
Once the power points have been spent and the time for
summoning is complete, the character must make a
Summoning check in order to physically bring the
psychic entity into the real world.

The Summoning C heck


The basic Summoning check is DC I 0 + the H it Dice of
the psychic entity.
Failure in the Summoning check results in nothing more
than the expenditure of power points and the absence of
said entity. Of all the checks used in summoning psychic
entities, this is the one that is safest and least costly to fail
in.

AKBARR
AK8ARR ~

A succe ful Summoning check will draw the entity from


its own dimension , forcing it to appear before the psyker.
Now comes the most difficult part of the ritual controlling the entity and making it ubject to the
character's wi ll.

T he Control C heck
The basic Control check is DC 10 + twice the Hit Dice of
the psychic entity.
If passed, the Control check will allow the summoner to
give the entity instructions to be carried out, as detailed
below. A failed roll will likely mean the psyker is in very
serious trouble as the summoned entity frees itself of the
bonds that have been placed upon it. It will immediately
attack the psyker as de cribed on p47.
For both Summoning and Control checks, a roll of a I is
an automatic failure and a roll of 20 an automatic
success.

GARGARAX !

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Shifting the Odds


tn

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tn

With his very life and soul at stake, any psyker wi ll work
hard to increase the chance of a successful summoning
and control of the entity he calls. At the same time,
however, other factor may intrude upon the summoning
to make it far more difficult. The different bonuses and
pena lties that may be applied to Summoning and Control
Checks are li sted here.
Ex per tise
The experienced psyker will naturally be far more
capable than one attempting to summon his very first
entity. He will have the strength of will and purpose to
cover minor mistakes and errors, becoming consi tently
successful in the practice. A psyker's total character
levels are added as a bonus to every Summoning and
Control check.
Stud y a nd Pre pa r ation
Summoning entities is not an art that can be easi ly
mastered by those short of memory or failing in their
mental faculties. It requires preci se observation and
recollection, for a mistake made in the preparation of a
psi-focus or in the mental di ciplines required to send a
mind through other dimension can cripple a summoning.
A psyker's Intelligence modifier is added to every
Summoning check.
Fo rce of W ill
It is often a p yker's sheer force of will and personality

that can make the difference between success and failure


when he comes to actually controlling an entity. A battle
of titanic wills can erupt in a fraction of a second as the
entity strains to break free of the bonds being imposed
upon it, even as the psyker exerts his mind to bring it
under control. A p yker's Charisma modifier is added to
every Control check.
Slow Summonings
Psykers by neces ity take great care in their preparations
for the summoning. Given enough time, greater
afeguards and mental defences can be employed, with
every stage of the summoning being checked and rechecked for any possib le mistakes. By doubling the time
required to perfonn a summoning, a psyker will be
granted a +2 bonus to both hi s Summoning and Control
checks.
Hurried Summonings
By the same token, there may be times when a psyker
will be put under the severest pressure to summon an

entity as quickly as possible. Under such circumstances,


it is almost inevitab le that errors and mistakes will arise,
making the whole process harder and a lot more
dangerous. Hurrying a ritual will reduce the time
required to perf0n11 it by half but will impose a-4
penalty to both Summoning and Control checks.

The Entity (ontrolled


Upon the successful summoning and control of an entity,
the character will have the ability to command the
creature to do his bidding. As with every other part of
this practice, there are rules that must be obeyed.
A controlled entity is compelled to carry out and
complete a single, nine-word instruction issued by the
summoner for a duration of no more than one hour. Once
the instruction has been carried out or an hour has
elapsed, whichever comes first, the entity instantly winks
out of existence in the real world and is immediately
returned to its home dimension.
This instruction must be given at the moment of control ,
straight after the entity has been summoned or it will
merely return to its dimension . Instructions cannot be
i sued after this time, no matter now powerful the psyker
IS.

Anything may be demanded and the entity is compelled


to carry out such in tructions to the best of its ability. A
character may ask the entity, for example to act a a
bodyguard, or to assassinate an enemy. Many entities
have existed since before the dawn of time and are thus
incredible sources of long-forgotten knowledge. Others,
such as ghosts, excel as spies. These are just a few of the
most basic examples of what a character may compel an
entity to do. In practice, he is limited only be the entity's
powers and hi s own imagination.
M ultiple In str uctions
Passing the Control check when the entity is summoned
allows the psyker to issue a si ngle, nine-word instruction
that wi ll be obeyed for up to one hour. However, the
number of instructions and the time the entity is
compe lled to stay in the real world may both be extended
by a character of sufficient power.
For each additional instruction issued or each additional
hour the entity is required to remain in the real world,
another Control check must be made with a cumulative 2 penalty. [f any of these additional Control checks are

fa il ed, the entity will become uncontroll ed w ith the


consequences described below.
0 more instruction or
additional hours may be added to the entity's service as it
is now free to exact its vengeance.
Note that any of these additiona l instructions or extended
hours must be attempted straight after the first Control
check. They may not be added to the entity's service at a
later time, so a psyker must pl an in advance to dec ide
exactl y what he will as k the creature to do if the
summoning proves successful.

Falure
It happens to every p yker ooner or later. Despite
pai nstaking attention to detail during the summoning the
psyker will , at ome point, 10 e contro l of the enti ty he is
calling. Even those careful not to overreach themselves
may make a mi stake - the fact that it is far easier to
summon than control makes thi s almost inevitable.

There are many terrible fates to whi ch a practi tioner may


be subj ected to by an uncontro ll ed enti ty. The reactions
of most entities are always predi ctable and deadl y - their
first priority is the destruction of the morta l who call ed
them into the real world . The failure of the Control check
negates the bonds pl aced on the enti ty by the summoning
and the character's mind, all owing it to act with complete
freedom of will . It w ill move w ith all speed to the psyker
and attack w ith every resource it has. Once the psyker is
sla in , it will either seek out and destroy all intelligent life
for a period of one hour or simpl y return to its home
dimension, as deternlined by the Games Master. It will
also immediate ly return to it own dimension if it is in
danger of be ing slain .

In SUmmary
Thi conclude the bas ic rules for summoning and
controlling psychic entities. The fl edgling p yker will be
abl e to summon all manner of creatures from the infernal
planes, provided he does hi s research. The like of

Summoning in Practice
Phoebe Katz is a 71h level Citizen (rogue psyker) attempting to summon her very first entity. Having calmed her mind with
uitable meditations, she feels reasonably confident that she can now summon a ghoul, one of the weaker entities existing
in other dimensions.
Being her first attempt in the art, Phoebe makes sure she will be undisturbed during the summoning and takes her time,
gaining the +2 Slow Ritual bonus to both her Summoning and Control checks.
Taking eight hours (double that normally required) to perform the summoning, as she is making sure no mistakes enter her
preparations, Phoebe attempts to call a ghoul from another dimension. A ghoul has 4 Hit Dice, so the check becomes DC
14. However, Phoebe is a 71h level character (+ 7), has an Intelligence of 13 (+ 1), and is taking her time (+2), giving a total
bonus of + 10, meaning only a 4 needs to be rolled. Unsurprisingly, she manages to call the ghoul to the real world.
ow comes the tricky bit. Incensed at being pulled from its home dimension, the ghoul would clearly like to exact
revenge upon Phoebe. Clearing her mind of the threats the ghoul is hurling at her, Phoebe attempts to control the entity.
The Control check is DC 18 a the ghoul's Hit Dice is doubled for this check. Phoebe's Charisma of II adds no bonus,
but being a 71h level character helps (+1), as does her Slow Ritual (+2), meaning she has to roll 15 or more. With a breath
of relief, she succeeds and gives the ghoul a very simple instruction - 'protect me from all harm.' The ghoul will now
effectively act as her bodyguard for the next hour but Phoebe, ovetjoyed at her success, wants more. She exerts her will to
force the ghoul to follow this instruction for another hour. There is a - 2 penalty to this next Control check as it counts as
being an additional instruction, so Phoebe needs to roll a 17.
She succeeds in this too and decides she can try for a third hour. The cumulative penalty for another additional instruction
ri es to -4, thus requiring a roll of 19 this time around. This time Phoebe fails and the ghoul breaks free of the psychic
bonds Phoebe has placed around it. She is about to learn even a ghoul can be a very dangerous enemy when free ...

til
~

....

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IQ

...-

ghouls, ghosts and minor demons will all be within his


power to command.
There is, of course, far more to the practice of
ummoning psychic entities than this. Far more powerful
creatures can be called upon as the psyker becomes
increasingly more capable and he will be ab le to
command them to do far more things once summoned.
He may even be ab le to draw upon their raw p ychic
power to fuel his own manifestations to greater levels
than he ever dreamed.

Adval1(ed Summonings
Up to now, we have looked at how those skilled in
dimensionalist powers can summon creatures from other
dimensions. What follows now is a look at more
advanced practices and tricks that can be employed
during any summoning. The accompli shed psyker wi ll
now be able to use an entity 's raw energy to fuel his own
psychic capabilities or to possess other sentient beings.
The secrets of group summonings and blood sacrifices
are also covered to grant a psyker a further edge in the
art. The dangers in dealing with the more advanced
forms of summoning are also higher, however, and we
therefore take a look at these too.

Siphon Psy(hk Energy


Many psykers regularly summon psychic entities for the
sole purpose of drawing upon their energies to fuel their
own mental powers. Such psychically charged energy
can be intoxicating to the senses as it flows through the
mind, stimul ating awareness and granting the ability to
control far greater amounts of psychic power than
ordinarily possible.
Siphoning Psychic Energy
To siphon energy from a summoned entity, a psyker must
make a successfu l Control check as nonna!. Instead of
giving it an instruction, however, he may instead draw
upon its raw energy. The psyker wi ll gain extra power
points, based on the Hit Dice of the entity. Each Hit Dice
wi ll grant ten bonus power points. These power points
may take the character above his normal maximum
though they will disappear if not used after a period of
2d6 hours.
A ghoul (4 Hit Dice), for example, could be used to
obtain 40 bonus power points.

,, ,

The entity return s to its home dimension as soon as the


energy has been taken from it.

Multiple Summonings
Though it is essential that a psyker does not push himself
too far too fa st when attempting a summoning, there are
many who succumb to temptation. Skilled and powerful
characters may attempt to summon more than one
psychic entity at a time. This has the advantage of him
being able to control two or more entities simu ltaneously
but is, naturally, far more difficult to accomplish. The
psyker runs the very real risk of having to face several
entities at once if he fails to control them.
Attempting a Multiple Summonation
There is no limit to the total number of entities that may
be summoned at anyone time and they need not be of the
same type. The Hit Dice of all entities to be summoned
are totalled for both the Summoning and Control checks.
Any instructions given will be applied equally to all the
entities - separate instruction cannot be given for each.
There is an additional and cumulative - 1 penalty to the
Control check for every entity, including the first,
summoned.
This special ability potentially provides a very easy route
for a psyker to overreach himself when summoning, and
that is all we wi ll say on the matter!

Blood Sa(rifkes
The archetypal dimensionalist, for many ignorant
citizens, is one who perfonns the most hideous ritual
sacrifices in the pursuit of his black art. The truth is a
little different and many psykers actually shun such
practices. Others limit themselves to using only common
creatures, such as mutated vennin and other undesirable
anima ls.
It is an undeniable fact though that entities of all type
delight in both the misery and death of other creatures. A
blood sacrifice may be incorporated into any summoning
ritual by a psyker and, in doing so, be granted a little
extra leverage in compe lling the entity to service.

Using Blood Sacrifices


Any wann-blooded creature, from a chicken to a judge,
may be used as a blood sacrifice in a summoni ng. The
creature must be alive, though not necessarily aware,

throughout the summoning and must be slain by the


p yker immediately before the entity is drawn into the
real world at its completion.
A blood sacrifice adds a + I bonus to the Control check
for any type of entity.

Soul Sa(rifies
The single greatest advantage a psyker can have over any
being of another dimension in the normal course of
summoning is a soul to offer. It is this practice alone that
is responsible for so many dark stories and rumours that
revolve around demons and their follower. In offering
the soul of another sentient being to an entity in return for
service, the psyker is doing far more than merely slaying
his victim. He is condemning the immortal soul to an
eternity of pain , torture and anguish as the plaything and
pawn of the entity. This repugnant practice is believed
nece sary by many of the more ski lied p yker , for a
suitab le sacrifice may convince even the greatest entities
to comply to instruction, such is the boon they receive
upon returning to their dimension .
The actua l process of performing a soul sacrifice is
relatively simple and any p yker can readily adapt a
summoning to incorporate the extra power to be gained
by this practice. The main requirement is a living human
or sentient alien - no beast or animal will be sufficient,
for these only fulfil the requirements of a blood sacrifice.
The victim must be alive and aware throughout the long
summoning ritual. At the completion of the sLLmmoning,
ju t as the entity is about to appear and be made manifest,
the p yker slays his victim, usually by the application of a
knife through the heart. At this point, the victim 's soul
departs, to be immediately snatched by the arriving entity
and is lost for eternity, whether or not the psyker
succeeds in controlling the entity.
The p yker i likely to gain an immense advantage over
the entity as he seeks to control it but the soul of the
victim must suffer in return. Forever will the soul wander
other dimension , wreathed in flame and tormented by
fell creatures as it is used in the eternal wars of other
worlds .
Usin g Soul Sacrifices
The victim must be kept alive, aware and immobile
throughout the ritual. So long as this is accomplished,
the slaying of the victim may be con idered automatic,
regardless of hit point considerations. The slaying of the
victim takes place after the Summoning check, but before
the Control check.

If the victim escapes or is rescued during the ritual, then


the Summoning check automatically fails and a ll power
points are wasted as normal. If the Summon ing check is
succes ful but the victim is able to gain freedom ju t as
the psyker prepares to make the sacrifice, the entity
appears and the Control check automatically fails with
the u ual consequences.

entity's Hit Dice and may on ly be attempted against an


entity the psyker himself summoned. He must be within
30 feet of the enti ty and it must not be in total cover
relative to him . One attempt may be made to di mi the
entity every round and this is counted as a full-round
action. Success in this Di smi ss check will result in the
entity immed iate ly returning to its home dimension.

A successfu l soul acrifice, however, is like ly to grant the


psyker a tremendous bonus to his Contro l check. This
bonus is equal to the character level or H it Dice of the
victim , whichever is higher.

As must be abundantly c lear, a psyker must instruct his


entities carefull y, particularly if they are powerful beings
in their own right. An entity poorly instructed and
unleashed upon the world can cause an immense amou nt
of damage with the psyker being almost powerless to stop
it.

A soul sacrifice may never be comb ined with a blood


sacrifice and only one victim may be used in a
ummoning.

Group Summonings
It is a very rare occurrence, but psykers have been known
to combine their powers in order to perform a particularly
difficult summoning. Such gatherings are often fraught
with mistrust, even treachery, but it is often the only way
a psyker can summon the more powerful entities of other
dimen ions with any degree of safety.

Performing a Group Summoning


Any summoning may be developed into a group
summoning by a psyker. Only other psykers are
permitted to take part. One psyker must lead the
ummoning and it is upon his skill and ability the attempt
is based. The others, however, wi ll add a bonus to both
the Summoning and Control checks accord ing to their
character level.
Total the character levels of each psyker present and
divide this by three, rounding down . The result is the
bonus used for the Summoning and Contro l check. A
maximum of six character may take part in a group
summoning.

Dismissing Entities
There may come a time when a p yker is required to end
the service of an entity prematurely. Such c ircum tances
can be many and varied, coming to peace with an enemy
the entity has been summoned to fight being one such
example.
In these ca es, a psyker i required to make a Dismiss
check ( I d20 + the psyker's Charisma modifier) during
the entity's service. This Dismiss check is at DC 10 + the

Possession
The more powerful entities have the abi lity to possess
mortal beings, subjugating the host to their complete
domination. This is u ually done e ither to cause the
maximum amount of harm to the mortal who dared to
summon them or to tay withi n the real world for
protracted periods of time in order to fulfil their own
malevolent plans outside of other dimensions.
Accomplished psykers can al 0 force the posses ion of
other mortal s as a means to trap the entity in the real
world for longer than the summoning might ordinarily
allow.
The subject of po ses ion wi ll 10 e a ll control of his body,
though he remains conscious and aware. The entity takes
contro l of his body utterly and the victim can do nothing
more than watch mutely as the entity performs the most
vile and hideous of acts in his name. Physical changes
also take place, with the body strai ning to take the hape
of both mortal and entity imultaneously. With some
entities, the physical effects may be lessened - a
succubus possessing a female citizen, for example, may
result in nothing more than the softeni ng of features and
the growing of vestigia l wings. A human body stra ining
to contai n a powerful demon though is likely to cau e a
twisting beyond all recognition. Bones will grow and
reshape, muscles will well and skin change and reform
into the likenes of the entity.
For the victim, this is a process almost beyond all
endurance, for being aware and a witness to the e terrible
transformations, they must suffer the absolute agony of
the reformation of their bodies. Many go mad during
these short econd alone, others as they are forced to
occupy the ame mental space as the ultimate evi l of a
psychic entity. The physical and mental effects

possession cau es are permanent with no rea l cure. Even


if the entity can be dli ve n out of a host, the victim is
likely to be left crippled and unable to function within
normal society. Such is the pri ce fo r succumbing to the
enti ty.

A(ddental Possession
Onl y entities of at least 10 Hit Dice can attempt to
possess a morta l being by their own power. If the Control
check is failed during a summoning, a Games Master
may rule that instead of attac king the psyker, the enti ty
will attempt possession. Thi s is a full ro und action fo r
the entity.
The character must make a successful Will Save at DC 10

+ the entity's Hit Di ce to resist the po session attempt. If


the ummoner passes the Will Save, the entity may never
attempt to po sess him aga in . If the Will Save is fa iled ,
the entity's attempt at possession is successful and the
character i in very serious trouble indeed.
The psyker wi ll immedi ately come under the complete
dominati on of the enti ty and effecti ve ly become an nonplaye r character under the control of the Games Master
(though those interested in role-playing may reli sh the
idea of trying their hand at a di abo lica l character, for
however short a period of time).
Physica lly, a number of things now happen. First, all
ability scores and Hit Po ints are averaged between ho t
and entity into new cores, ro unding down. The host will
ga in a ll pecia l abiliti es, skill s and sav ing throw bonuses
of the posse sing entity. Finally, a melding o f the
physica l fornls of host and entity will occur - the Games
Master will inform the pl ayer concerned of the spec ific
detail . As an incidental consequence the host al 0 ga in s
the immortali ty of the enti ty, their body now dri ve n and
sustained by raw psychic energy.
At the di screti on of the Gam es Ma te r, the host body
may also ga in one or more of the phy ica l attacks of the
possessing enti ty, with claw and bite attac ks being the
mo t common.
The e effects will remain until the entity leaves the host
body though physica l changes to appearance are
permanent. An entity may choose to leave the host body
at any time to return to its home dimen ion though a
entitie are immorta l creatures who have ex isted fo r
aeons, thi s may well not occur for a great many years,

decades or centuries. The host may, however, be able to


exert the innate wi llpower to drive the entity out. T hi s is
entirely dependant on the foothold the entity ma naged to
ga in during the act of posses ion whi ch i determ ined by
the amount the victim fa iled the Will Save, a detailed on
the Possession Table below. Even afte r rega ining contTol,
the victim is like ly to be seriously damaged in both mind
and body. The side effects on the Posse sion Tabl e below
are applied immediately after the enti ty leave the host
body and the effects are, aga in, permanent. Where abil ity
scores must be modi fied, the playe r concerned may
choo e whi ch are affected and red uctions may be spread
across several abili ty scores if desired . In add ition, the
victim will al 0 be reduced to one hit po int a his body is
wrac ked w ith the strain of having conta ined the entity for
however short a peri od of time.
The psychic surgelY power is the onl y way to mitigate the
ide effects of posse sion, though it wiII not be able to
cure any phys ica l changes. From thi po int on, the
character w ill be, at best, considered a muta nt and at
worst an aberration Psi-Division will be all too keen to
get the ir hand upon to conduct a va riety of ouldestroy ing experiments.

If a period of posses ion fa ll s in-between any of the limit


li sted below, as can happen with e lf-possession, for
instance, then the next highest side-effect is used. A
character possessed fo r 3 hours, for example, will suffer
the effects of having been possessed fo r a da y.

Possession Table
t:n

....
I:::
I:::

::I

Will Save
failed by
1-3
4-8
8-1 2

Time

13+

Permanent

Possessed

Side Effects

I hour
I day
I yea r

-I Wi s and C ha, -1 ,000 XP


-I d6 abi Iity scores, -1 ,000 XP
-ld6 abili ty scores, - Id6 x
1000 X P
-2d6 ability scores, - 2d6 x
1,000 X P

til

Possessing Others
In order to gain the service of an enti ty fo r a greater
length of time, a psyker with few moral may attempt the
diffi cult proces of forc ing the entity into a morta l host.
Whil t few entities fi nd the act of possessing di sta teful ,
do ing so at the behest of a summoner can leave them
under hi contro l fo r longer periods, something they will
strenuou Iy try to avoid . The strength of will of the
psyker can permit any type of psyc hic entity to pos ess a
ho t, even those of less than 10 Hit Dice, so even a lowly
ghoul may be utili ed in this way.
To possess another, the psyker must have another sentient
be ing immobile and present throughout the summoning.
Further-more, such a victim must be conscious and awa re
th ro ughout and so a psyker must devise hi s own methods
fo r holding subj ects ready fo r pos e ion during the
lengthy summoning process. The enti ty can then be
summoned as normal.
There is an addi tional -4 pena lty to the Contro l check
when attempting to fo rce an enti ty to possess another as it
is virtual impri sonment fo r the enti ty concerned and it
will battl e that much harder to c ircum vent the psyker's
w ill.
The psyker must pec ify hi in truction to the entity
during the Contro l check as normal and thi s is what the
entity w ill be compelled to do for as long as it po esses
the v ictim . If the Contro l check fa il s, the character loses
a ll control of the entity and it w ill attack him immediately
(and may attempt to possess him in return! ). If the
Control check is succe sful , then the victim must make a
Will Save to avo id po sess ion by the entity, as described
in the previous Acc idental Possession ection . The
psyker may appl y hi s Chari sma modifier as a bonus to

the enti ty's ro ll as he exerts hi s own w ill alongside that of


the entity's to break down the mental defence of the
victim and force the possess ion through. If the victim is
w illing at the point of possession (immediately after the
Control check), then no Will Save takes place - the entity
possesses the victim pennanentl y, as if the Will Save had
been fail ed by 13 or more.
If the possession fa il s, the entity w ill immedi ately return
to its dimension and the who le attempt is a wasted
exercise. If it succeeds, pos ession occurs as described in
the Accidental Possession section , with the full effects
be ing appli ed to the victim. The onl y exceptions are that
the entity may not return to its home dimension until the
duration of the possession is over and that neither it nor
the host have free w ill - both are subj ect to the
in truction s g iven by the psyker before the possess ion
took place.

Exortism
It is entirely possible that fri end of a victim of
possession will eek every means to dri ve out the enti ty
and allow their companjon to return to something
approaching nonnality. Powerful psykers may attempt to
dri ve the enti ty out by sheer force of will , though thi s
never leaves the victim unhanned and complete ly whole.

An y psi-talented character may attempt to dri ve an entity


out of a victim The entity will seek to avoid the attempt
at all costs, fl eeing if it is able or acti vel y attacking the
psyker. The psyker may either use the exorcise power, or
hi s sheer mental energy, as described be low.
In order to dri ve out the entity, the character mu t make
an Exorcism check rolling I d20 + his C hari sma
modifier. If this check equal s or exceeds the entity's Hit
Di ce, he ma y proceed with the exorc ism as he ga ins
measure of the foe he must mentally battle with . If the
Exorci sm check roll s less than the entity's Hit Dice, then
the psyker ma y never again attempt to dri ve out the entity
- it is simpl y too powerful and w ily for the psyker to
force out.
If the Exorcism check prove successful , the psyker
immediately roll s I d6 + hi s character level + hi s
Chari sma modifier. If this beats the entity 's Hit Dice, it
ha been completely forced out of the host body and will
materialise in its true fonn seeking to attack the psyker
that drove it out. It will remain in the rea l world for a
period of one hour, during which time it will likely try to
hunt down the psyker who orig ina lly forced its

po ession, or will simply seek to cause as much


destruction to mortal life as it is able. The victim will
uffer the side-effects for possession as nornlal.
An attempt to drive out an entity may only be attempted
once every 24 hours and is considered to be a full round
action. The psyker attempting the task must remain
within 5 feet of the victim throughout the process.

Self..Possession
There are more than a few psykers who, upon witnes ing
the effects of possession on others, are driven to uncover
the forbidden knowledge of taking the entity into
them elve in an effort to harness its power through more
direct means. Only a tiny fraction of these individual s
will go through the black rites required, for the dangers
are all too apparent. By allowing an entity to enter both
mind and body, the psyker is confronting the greatest of
evils within the mo t personal of battlefield. The
creature is by no means a pass ive observer and constantly
twists and turns inside his darkest mental recesses, trying
to assert its own control as it continually plagues him
with the most horrific of nightmare vi ion s and dreams.
Outwardly, the psyker suffers all the torture and damage
any other victim of possession does as hi s body reshapes
it elf agoni ingly to adopt the fornl of both man and
entity. However, he also gains the entity ' strength,
power and knowledge, and it is these boons the psyker
eeks to the detriment of all else. A psyker skilled in selfpos ession truly knows the ecstasy of being far more than
a mere mortal. So long as he can keep the entity at bay
through sheer force of will, he will be the equal of almost
anything he sets his imagination to. In doing so, though,
the character suffers pennanent disfigurement and runs
the ri k of the entity overpowering hi s mental strength.
Exchanging the practice of ummoning to become one of
the possessed, such characters slowly bargain away their
souls by fractions through intimate and insidious pacts
with infernal creatures of other worlds. Down thi s route
lies possibly the greatest power known but journey's end
can only ever be damnation .

Performing Self-Possession
A practitioner must have a manifester level of 12 or more
before he may attempt any elf-po session. In addition,
this is something only specialised dimensionalists may
attempt. Any entity successfully summoned and
controlled may be compelled to po ses the psyker

him e lf in li eu of any other in truction . The character


must specify the length of time the self-posse sion is to
la t, up to a period of one year and a da y. He
immediate ly suffers all the bonu e and penalties for
possession as described above, with one exception - he
retains free will and is not subj ect to the wi hes of the
entity. I-li s physical appearance will pernlanently change,
hi s ability and hit point scores averaged and he w ill
receive all skill s, savi ng throw bonuses and specia l
qualities of the entity. However, he may still act as he
pl ea es and does not become a non-player character.
The entity will constantly strive to ga in dominance of the
psyker's body though and thi battle will rage until the
se lf-possess ion ends. Every 24 hours after the selfpo session begins, the psyker mu t make a successful
Will check at a DC equal to the entity 's Hit Dice as it
nurture and marshal s its strength to assert its power over

AAGH!

his body. Success wi ll mean the psyker has brought his


mental forces to bear and defeat the enti ty's attempt.
Failure wi ll result in the entity flooding , unchecked,
through his mind as it gai ns the upper hand . From this
point, the psyker is treated a havi ng been accidentally
possessed and so becomes a non-player character.
Furthennore, this wil l be considered a permanent
possess ion as the psyker allowed the entity to enter hi s
body wi llingly...

The self-possession ends automatica lly when the length


of time specified by the p yker is compl ete. The entity
may also be forced out by exorcism, as described above.
The psyker may also willingly drive the enti ty out earlier
at any point, simpl y by making a Will check at a DC 10 +
the entity ' Hit Dice. This may be attempted only once a
day. Failure wi ll result in the entity immed iately striking
back, trying to take over the psyker's body once more.
Make a Will check at a DC eq ual to the entity's Hit Dice
to avo id the possession attempt, as described above.

Possession in Action
Phoebe has progressed quite far in the field of dimensionalism since we last left her. She has now achieved 12'" level as a
Citizen (rogue psyker) and feels ready to summon a succubus known as the Debaucheress, having learnt of the creature
from the notes of another dimensionalist in a rival street gang.
Everything seems to be going fine in the summoning for Phoebe, as always, is taking her time and generally doing
everything she can to make sure nothing goes wrong. She easily summons the succubus but as it appears in front if her,
the unthinkable happens - Phoebe's player rolls a I for the Control check. Grinning with the lovely maliciousness only a
succubus can master, the Debaucheress advances forward towards Phoebe. Fearing for her life, Phoebe begins to manifest
an offensive power until she realises that the entity is not attacking her directly - it is assaulting her very mind.
Phoebe's Wisdom of 12 will help here as her Will saving throw bonus is now +5. The DC of the save is 10 + the succubus'
CR 9. It is a tough roll, needing 14 or more and, rolling II, Phoebe quickly succumbs to the Debaucheress' mental attack
though it will only be able to control her for one hour. She is now possessed and falls under the control of the Games
Master unti lone hour has passed and the succubus returns to its home dimension.
Phoebe, as the host for the succubus, immediately gains all its skills and saving throw bonuses, as well as all its special
abilities, such as energy drain, alternate form and tongues. In addition, their ability scores must be averaged out between
them . Phoebe's scores are Str 8, Dex 13, Con 9, lnt 15, Wis 12, Cha II. The succubus' scores are Str 13, Dex 13, Con 13,
Int 16, Wis 14, Cha 20. The new scores for Phoebe, averaged between her original abilities and those of the succubus are
therefore Str 10, Dex 13, Con 11, lnt 15, Wis 13, Cha 15. Her hit points of 12 are also averaged with those of the
succubus' of 33 to result in 22 hit points.
Last of all, much to Phoebe's consternation, she becomes physically more like the succubus! She starts to grow small batlike wings and her eyes begin to glow with a sinister light.
Fortunately for Phoebe, the possession lasts only an hour and the succubus soon departs, though not without destroying
her hideout in which it was summoned. She loses the succubus' skills and special abilities, and her ability scores and hit
point are returned to what they were before the possession took place. She now has, however, full control of her own
body again.
The effect, brief as it was, has unfortunately not left Phoebe completely untouched for she still retains the physical
likeness of a succubus. She also loses one point from her Wisdom and Charisma ability scores permanently, as well as
1,000 experience points.
The whole affair has left Phoebe questioning whether she will continue the practice of summoning at all - at the very least
she is likely to be very cautious in the art for the future. She also realises, however, that the possession could have been
much, much worse. Overall, she has got off lightly.

Lords of the Flux


his chapter takes a look at the kind of character
that possess psi-talent and are capable of using it
to either fight evi l or plan their own vi llainous
crime. Here you wi ll find new prestige cia ses,
including the renowned exorcist judge, that wi ll all ow
characters to take full advantage of the rules presented in
The Rookie ' Guide to Psi- Talent as well as make them a
force to be reckoned with in day-to-day life on the
streets. Whether you are seeking to banish psychic
entitie from the rea l world or make yo ur fortune as a
celebrity psi , there is a prestige clas for everyone.

The Exor(ist Judge


To ay that Mega-City One suffers many incursions of
p ychic entities into the real world wou ld be a fal ehood
but, due to their upematural abiliti es, the presence of a
single one ca n ca use immense destruction to both citizens
and their property. The Justice Department's PsiDivision set up the Exorcist Squad to deal with just such
eventua lities - a speciali sed group of highly ski lled psi
operative po e ing the strength of wi ll to do battle with
the greatest psychic entities and trained in ways to defeat
them . Exorcist judges are al 0 called in to deal with the
few cases of demonic possession the Psi-Division must
handle every year. As individuals, exorc ist judges tend to
be fiercely dedicated to protecting the city and citizens
they serve, risking their lives time and agai n to face the
most powerful creatures to threaten Mega-City One.
Hit Die: d8.

Requirements
To qualify to become an exorcist judge, a psi-judge must
fulfil all the following criteria.
Manifester Level: 10th.
. Skills: Knowledge (psi-talent) 12 ranks, Knowl edge
(psychic entities) 4 ranks.
Feats: Enhanced Power, Great Fortitude, Inner Strength,
Iron Will , Nerves of Steel.

Class Skills
The exorcist judge's class
kill (and the key abi lity
for each skill) are Balance
(Dex), Bluff (Cha), Climb
(Str), Computer Use (lnt),
Concentration (Con),
Intim idate (Cha), Jump
(Str), Knowledge (law)
(lnt), Knowledge (psitalent) (lnt), Knowledge
(psychic entities) (lnt),
Listen (Wi ) Medical
(Wis), Psi-Scan (lnt), Ride
(Dex), Search (lnt), Sense
Motive (Wis), Spot (Wis),
Streetwise (Wis), Swim
(Str), and Technical (Int).
Skill points at eac h level:
2 + Int modifier.

Class Features
All of the following are
class features of the
exorcist judge prestige
class.
Specialist Eq uipment:
In addi tion to a new
unifoml, exorcist judges
are also granted a psifocu + I, ilver-tipped
shell for their Lawgiver
and a silver boot knife to
supplement their standard
issue equipment. The
il ver-tipped shell s
replace anyone specialist
type of ammunition of the
judge's choice (such as
high exp lo ive, for
example). Fu ll details on
psi-foci and silver
weapon can be found in

P~I

DIYltION !

I WANT THE

EXORCISTS
POWN HERE -

PRONTO ~

T he Exorcist Judge
L evel
I

2
3
4
5
6
7

8
9
10

Base Attack Bonus


+0
+1
+2
+3
+3
+4
+5
+6/+ 1
+6/+ 1
+ 7/+2

Fort Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

C hapter 7. Exorcist judges are forbidden from ever using


the summon psychic entity power.
Psi-Talen t: At every level ga ined in the exorc ist judge
prestige class the character ga ins new powers and power
points as if he had also ga ined a level in a psi-ta lented
class (such as psi-judge) he be longed to before adding the
prestige class. He does not, however gain any other
benefit a character of the original cia s wo uld have
gai ned (such as bonus feats or hit po ints beyond tho e
gained with the prestige class), except for the effective
increased level of psi-talent.
Detect Psychic E n tity: Exorci st judges become attuned
to the presence of psychi c entities very earl y on in their
training, an abili ty that can often save their lives in the
field as it mean that few entiti es can launch a surpri se
assa ult upon one who i properl y prepared. The exorc ist
judge may manifest the detect psychic entity power for
free , any number of time per da y.
Power R esista nce: An important part of the exorc ist
judge's training is being abl e to resist the psychic powers
of the entities he must face in the fi eld . By building up
hi psychic defences through a seri es of incredibl y harsh
and mind-shattering tests, the exorci st judge can tune hi s
mind to the ways psychic entiti e commonly assau lt
morta ls. The character ga ins a Power Resistance equal to
hi s character level, though thi applies to powers
manifested by psychic entiti es only, not other psi-ta lented
characters.
Improved Exorcism : From 3 rd level onwards, the
exorci t judge's force of will is more than a match for any
minor entity that pos esses an innocent citizen. He may
add hi s class level to any Exorci sm check (see p52) he is
required to make.

R ef Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

W ill Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Specia l
Detect Psychic Entity
Power Resistance
Improved Exorcism
Bonus Feat
View Paraform
Di mi ss
Magnify Psi-Focus
Bonu Feat
Sma h Psychic Defence
Greater Exorcism

Bonu s Feat: Exorci st judges are some of the best trained


and most va lued operatives within Psi-Division . At 4th
and 8 th level, the exorcist judge receives a bonus Judge,
Metapsi or Psi feat of hi s choice, in addition to feats
normally ga ined every three character leve ls.
View Paraform : Upo n reaching 5 th level , the exorci st
judge is highl y ski lled at hunting down psyc hic entities,
even when they try to avoid hi s earch. By casting hi
mind forward into the barriers between dimensions, the
exorc ist judge is capable of detecting even entities that
are normally invisible. He treats any invi sible psyc hi c
entity within 10 feet as being visible.
Dismiss: Exorcist judges are trained well in hurling
psychic entiti es back to their home dimensions with the
force of their mind alone. The exorcist judge may
manifest the dismiss power fo r free, any number of times
per day.
Magnify P si-Focus: On reaching 7th level, exorcist
judges learn how to take the best advan tage of any psifocus they possess or come into contact with. The
exorcist judge doubles the benefit of any psi-focus he
uses. For example, a psi-focus + 1 wi ll now be treated as
a psi-focus +2.
Sm as h Psychic Defence: The greatest psychic entities
have some of the most formidable psychic defences ever
encountered and can render even the greatest p yker
almost helpless as man ifested powers simply bounce off
them. At 9 th level, the exorcist judge has become adept at
mashing through any psychic defence with just a simple
thought. He may add his c lass level to any Manifester
check he makes to break through Power Resistance.
G r eater Exorcism: At 10th level , the exorci t judge
reaches the pinnacle of hi s capabi lities and few

--------~-

possessing p ychic entities are ab le to resist his raw force


of will. The exorcist judge automatically succeeds in any
Exorcist check he i called to make and if he is ab le to
force the entity out of the host body, it will not
materiali se in the real world, but will instantly be. sent
back to its home dimension.

Class Skills
The celebrity psi's class skills (and the key abi lity for
each ski ll) are B luff (Cha), Concentration (Con),
Intim idate (Cha), Knowledge (psi-talent) (lnt), Psi-Scan
(lnt), and Sense Motive (Wis).
Skill points at eac h level: 4 + Int modifier.

The (elebrity Psi

Class Features

Rogue p yker are ruthlessly hunted down by PsiDivision, for the good of all citizen in Mega-City One.
One untrained and undi sciplined p yker can use his psitalent for any number of crimina l ends or, worse, become
a conduit for psychic entities seeking to gain entry to the
real world . Most psi-talented citizens who wish to avoid
incarceration in the psi-cube are therefore driven
underground, where they pawn their ervices to vicious
street gangs and crimina l organisations. A few, however,
are drawn by the glamour and credits offered by the more
successful pirate vid-stations who delight in being able
to offer their audiences genuine psychic displays. A
psyker doing the pirate vid circuit can become a celebrity
of no little renown in a remarkably short time and, while
he must spend the rest of hi s life looking over his
shoulder for judge hot on hi s trail , the credits that keep
rolling in can buy a lot of security and safety.

All of the following are class features of the celebrity psi


prestige class.
Psi-Talent: At every level gained in the ce lebrity psi
prestige class, the character gains new powers and power
points as if he had also gained a level in a ps i-ta lented
class (such as Citizen - rogue psyker) he be longed to
before adding the prestige class. He does not, however,
gain any other benefit a character of the origina l class
would have gained (such as bonus feats or hit points
beyond those gained with the prestige class), except for
the effective increased level of psi-talent.
Celebrity Appea rance: The more killed a celebrity psi
becomes at enhancing his hows with flas hy effects, the
more in demand he becomes and thus the greater he can
charge pirate vid-stations for each appearance. The
celebrity psi gain 500 credits per c1as level for each
appearance he makes on a pirate vid-station in hi s
capacity a a celebrity. However, he will soon find that
the judges are very quick to clamp down on any pirate
broadcast, particularly those featuring rogue psykers, and
he runs a very real risk of being hunted down and
arrested with each appearance, as determined by the
Games Master.

Hit Die: d6 .

Requirements
To qualify to become a celebrity psi, a citizen must fulfil
all the following criteria.
Ma nifester Level: 5th
Known Power s: At least three of the following:
concussion, control body, control jlarnes, enrapture,
incinerating finger, levitate, minor telekinesis, pyrokinetic
burst, resi t flames, sheet o/flame, suggestion or suml110n
psychic entity.

Flashy E ffects: Flashy effects are the trademark of the


ce lebrity psi and he quickly learns how to use them to
overawe non psi-talented characters. Whenever the
celebrity psi manifests a power, he may choose to include
fla shy effects, an array of co lours light , fla shing rays,

The Celebrity Psi


Level
I

2
3
4
5

Base Attack Bonus

+0
+1
+2
+3
+3

Fort Save
+0
+0
+1
+1
+1

Ref Save

W ill Save

+0
+0
+1
+1
+1

+2
+3
+3
+4
+4

Special
Celebrity Appearance
Flashy Effects
otoriety
Celebrity Speciali st
Bedazzle

spooky sounds and other spectral displays to accompany


the power. Such effect have no real substance and only
serve to frighten or awe those with no knowledge of
psychic powers. Any non psi-ta lented character subject
to a power enhanced with flashy effect suffer a - 2
morale penalty to any saving throw he is called upon to
make in order to resist the power. Psi-talented characters
know far better, and are not affected by the charlatan.
Notoriety : By the time he reaches 3 rd level , the celebrity
psi will have achieved no little renown and will likely be
in demand by several pirate vid-stations. He may even
start becomi ng a household name across an entire sector
a citizen illegally tune in to his broadca ts. He can now
demand 1,000 credits per class level for each appearance
he makes. However, the ce lebrity psi is now we ll known
to the Justice Department and if he is ever caught and
successfu lly identified by a judge, no amount of bluffing
will be able to avoid him being sent to the psi-cubes for
his crime .
Celebrity Specia list: Though few celebrity psis are true
specia lists, many do start to become very good at their
own trade. From 4'h level, the celebrity psi is considered
to be a specialist (and so gain the +2 bonus to the DC of
their aving throws of manifested powers) whenever
u ing the following powers: concussion, control body.

control flam es. domination. enrapture. greater telekinesis.


incinerating finger; levitate. mass concussion. mass
domination . mass suggestion. minor telekinesis,
pyrokinetic burst. telekinesis, resist/lames. sheet offlame.
suggestion or summon psychic entity.

Bedazzle: At 5'h level , the celebrity psi is a true master of


his art and can combine greater amou nts of flas hy effects
into hi s displays. However, his bedazzl ing effects now
have some sub tance and can have some minor effect
even on psi-ta lented characters. Any non psi-ta lented
character subject to a power enhanced by bedazzle suffers

a
mora le penalty to any aving throw he is called upon
to make in order to resist the power. In addition , the
celebrity psi gains a +4 circumstance bonu to any
Manifester check he makes in order to defeat any Power
Resistance.

The (onduit
Among a ll the rogue psykers hiding in the dark places of
Mega-City One, it is the conduit that Psi-Division
perhaps fears the most. ot content to court the
supernatural powers of psychic entities brought to the
real world by his heer mental will , the conduit willingly
all ow such baleful creatures to enter his body in order to
tap their raw dimensional energy. The conduit can be a
fearsome opponent to face in combat but few survive
very long, wracked by the changes their bodies go
through every time a new psychic entity is introduced
into their mi nd. Wh ile conduits have sufficient mental
and physica l strength to nullify the side-effect of
possession , even they will eventually uccumb to the
changes forced upon them as more and more psychic
entities are allowed to travel through their minds .
Hit Die: dS.

Requirements
To qua lify to become a conduit, a citizen must fulfil all
the fo llowing criteria.
M anifester Level: 12'h.
Specialist: Dimen ional ist.
Known Power s: Summon psychic entity.
Co nstitution: 15+.
Skills: Knowledge (psi-talent) S ranks, Knowledge
(psychic entities) 15 ranks.
Feats: Great Fortitude, Permanent Control , Specia list
Focus (dimensionali t), Strength of Will.

The Conduit
Level
I
2
3
4
5

Base Attack Bonus


+0
+1
+2
+3
+3

Fort Save
+2
+3
+3
+4
+4

Ref Save
+0
+0
+1
+1
+1

W ill Save
+0
+0
+1
+1
+1

Special
Dimensional Link
Entity Traits (2)
Entity Traits (3)
Entity Traits (4)
Entity Traits (5)

WH-WHAT
ON EARTH 'S

HAPPENED

TOHIM?

DEMONIC POSSESSIO". PM AFRA ID.


IT WOULD APPEAR ~OUR SON'S BEEN
TAKEN OVER BY AN

EVIL ENTITY.

Class Skills
The conduit's class skills (and the key ability for each
skill) are Bluff (Cha), Concentration (Con), Intimidate
(eha), Knowledge (psi-talent) (lnt), Knowledge (psychic
entitie ) (lnt), and Sense Motive (Wi ).
Skill points a t each level: 4 + Int modifier.

Class Features
All of the following are cia s features of the conduit
prestige class.
Psi-Talent: At every level gained in the conduit prestige
cia , the character gains new powers and power points a
if he had also gained a level in a psi-talented class (such
as Citizen - rogue psyker) he belonged to before adding
the prestige class. He does not, however, gain any other
benefit a character of the original class would have
gained (such as bonus feats or hit points beyond those
gained with the prestige class), except for the effective
increased level of pi-talent.
Dimensional L ink: The conduit has the remarkable
ability to forge pennanent links between himself and
powerful psychic entities of other dimension. He can
automatically do this with any psychic entity he
uccessfully summons and control (see Chapter 5 for
full detail ). A soon as this link is forged , the conduit
automatically loses I d6 points permanently from his
Strength, Dexterity and Constitution abi lity score. The
conduit may freely choose which ability score suffer this
10 s and it may be spread across two or three abi lity
scores as appropriate. If any ability score is reduced to 0
in this way, the conduit is immediately killed by the very
power he ought to harness. This 10 cannot be negated

DEMON IC
POSSESS ION IN THIS DAY
AND AGE?

through the use of psy chic surge/yo From this point on ,


the condu it may call upon any psychic entity he has
forged a dimensional link to as a full round action . He
will immediately gain anyone single trait from the
psychic entity he desires - this may be an ability score
(such as Strength), its attacks, speed, a kill, feat, specia l
quality or special attack. This effect will last for one
hour. On ly one psychic entity can be called upon in this
way at a time and dimensional link may be used a
maximum number of times per day equal to the conduit's
c lass level. However, the conduit can end this possession
at any time as a full round action and does not suffer any
of the side effect of possession as described on p50.
During thi time, the conduit will assume many of the
outward features of the psychic entity he is haring his
body with, gaining tature, fangs, horns, wings and skin
co lour as appropriate. When the dimensional link ends,
his physique will return to nonnal, though his appearance
wi ll grad ua ll y change over a period of months to reflect
the psychic entities that regularly share his body, as
deternlined by the Games Master.
Entity Traits: As the conduit rises in level , so too does
his abi lity to harness the power of p ychic entitie
increase. Additional traits may be used every time a
psychic entity is called upon, as shown on the table
below. For example, a 3rd level conduit can take three
traits from any psychic entity he ha a dimensional link
with - if he were to have such a link with a succubus, he
cou ld take her Charisma, wings and ecstatic kiss.

The Faith Healer


Faith healer are a relatively common variation of rogue
psyker, though many are unaware of the psychic talent
they posse s and merely assume their healing hands are

The Faith Healer


Level
I
2
3
4

Base Attack Bonus


+0
+1
+2
+3
+3

Fort Save
+0
+0
+1
+1
+1

either a natural ab ili ty or are Grud-given. They are a lso


amongst the least dangerous and threatening of rogues,
though P i-Division is sti ll keen to track them down for
their unique talents and abilities . A good faith hea ler ca n
cure almost any injury or disease imply by touching the
afflicted and so has obvious benefits to any street gang or
crimina l organisation that wishe to avo id its members
travelling to public med centres. They are also often
found at the heart of secret cults, where a faith healer
po es ing any kind of leadership quality wi ll find it ea y
to convince weaker minded citizens that they are truly
blessed by Grud . The very best fait h healers are able to
combine their ability to heal any injury with a superb
medical knowledge, but all too many rely solely on their
own natural abi lities.
Hit Die: d6.

Requirements
To qualify to become a faith healer, a citizen must fu lfil
all the following criteria.
Manifester Level: 3rd
Known Power s: Empathic transfer:

Class Skills
The faith healer's class ski ll s (and the key abi lity for each
ski ll) are Concentrati on (Con), Knowledge (psi-ta lent)
(Int), Medical (Wis), Sense Motive (Wis), and Technical
(Int).
Skill points at each level: 6 + Int modifier.

Class Features
All of the following are cia
prestige c lass.

features of the faith hea ler

Psi-Talent: At every level gained in the faith healer


pre tige c lass, the character gai ns new powers and power
points as if he had also ga ined a level in a psi-talented
class (such as Citizen - rogue psyker) he belonged to

Ref Save
+0
+0
+1
+1
+1

Will Save
+2
+3
+3
+4
+4

Special
Healing Hands
Cure Disease
Cure Poi son
Cure Radiation
Raise the Dead

before addi ng the prestige clas . He does not, however


gain any other benefit a character of the origina l cia
wo uld have gained (such as bonus feats or hit points
beyond those gained with the prestige class), except for
the effective increased level of psi-talent.
Healing Hands: The primary ability of any faith healer
is to heal phy ical injuries simply by touching the
affl icted. As a full round action, the faith healer can u e
his healing hands upon any living creatu re. The creature
wi ll be healed an amount of hit point equal to the
amo unt of power points the fa ith healer chooses to
expend .
C ure Disease: Even the most hideous of diseases can be
cured by a competent faith healer. At 2 nd level , simply by
touching a li ving creature afflicted by disease, the faith
hea ler can attempt to remove anyone disease as a full
round action. The faith healer must make a Will save at a
DC eq ual to the Fortitude DC of the disease it elf. If
successfu l, the disease is immediately removed from the
victim . Using cure di ease requires the expenditure of 10
power points. This will not cure any effects suffered
from the disease, merely remove the disease itself.
Cure Poison: Poisons are much more difficult to treat
than diseases, as they can quickly flood an entire system
and their effects are usually swift. A faith healer can cure
any living creature uffering the effects of poison by
touch , as a full round action. Thi requ ires the
expend iture of 15 power points and requires the faith
hea ler succeeds at a Will save at a DC equal to the
contact, ingestion, inhalation, or injury DC of the poison
itself. This will not cure any effects already suffered
from the poison, merely remove the poison itself.
Cure Radiation: At 4 th level, the fa ith hea ler has
sufficient ability to cure even Radi ation sickness, an
incredible feat of psychic power. This is performed in the
same way as for cure di ea e, except that 20 power points
are expended with each attempt and the Will save
required by the faith healer is made at
I to the
Fortitude DC of the radiation

Special: Must train for three consecutive months in


so litude, or for one month under the supervi ion of a 51h
level psychic master.
Raise the Dead: Perhaps the most staggering ability of
any faith healer is to be able to literally awaken the dead
and bring a corp e back to life. Very few faith healers
ever reach this level of ability and most are subsequently
forced into seclusion as their abilities are sought after by
many anxious citizens. A faith healer can bring back to
life any li ving creature that has died from hit point loss,
di ease, poison or radjation simp ly by touching them, as
a full round action. However the faith healer must
attempt this within one round of the creature actually
dying, or the attempt will automatically fail. This
requires the expenditure of 30 power points.

Class Skills
The psychic master's class ski ll s (and the key ab ility for
each skill ) are Balance (Dex), Climb (Str), Concentration
(Con), Intimidate (Cha), Jump (Str) Knowledge (psitalent) (lnt), Listen (Wis), Psi-Scan (lnt), Search (lnt),
Sense Motive (Wis), Spot (Wi ), and Swim (Str).
Skill points at each level: 4 + Int modifier.

Class Features
A II of the following are class features of the psychic
master prestige class.

The Psy(hk Master

Psi-Talent: At every level ga ined in the psychic master


prestige class, the character gains new powers and power
point a if he had also ga ined a leve l in a pi-talented
class (such a Citizen - rogue psyker) he belonged to
before adding the prestige class. He does not, however,
gain any other benefit a character of the original class
wo uld have gained (such as bonus feats or hit points
beyond tho e gained with the prestige c lass), except for
the effective increased level of pi-talent.

It i only with in the harsh training environment of PsiDivision that p ykers can truly fulfil the real potential of
their psi-talent. Rogue psykers lack the di scipline and
training of p i-judges and so wi ll a lways be at a
disadvantage on the streets unless they have the backing
of powerful perps. A tiny fraction of rogue psykers,
however, do find the capabi lity to vastly extend their
powers. Whether it is through a semina l and demanding
event in their lives, or merely through extended
contemplation and meditation, these psychic masters are
capable of acce ing tremendous mental energies. With
dedication and trong wi ll , a psychic ma ter can rival or
even urpass the best operatives P i-Division has to offer.

Psyc hic Mastery: The psychic master ha access to a


level of psi-talent only dreamed of by most rogue psykers
on the treets. Upon gain ing the psychic master prestige
class, the character from now on uses the psi-judge
Powers Known table on page IS of the Judge Dredd
Rulebook, or on p 12 of this book if he i a specialist. He
will immediately gain new powers as indicated by these
tables. From this point on, the psychic master uses this
table to ca lcu late which powers he gains as he increases
in leve l.

Hit Die: d4.

Requirements
To qualify to become a psychic master, a citizen must
fu lfil all the following criteria.
Manifester Level: 10lh.
Ski lJs: Knowledge (psi-talent) 12 ranks, Psi-Scan 12
ranks.
Feats: Encompas ing Power, Enhanced Power, Magnify
Power, Quicken Power.

Bonus Power Points: The psychic master has incredible


mental re erves and can often outlast even more powerful
psykers in a sustained psychic duel. At 2 nd and 41 h level ,
the psychic ma ter gains a number of extra power points
as indicated on the table below, to be added to hi total
power points per day.

The Psychic Master


Level
I

2
3
4
5

Base Attack Bonus

Fort Save

Ref Save

Will Save

+0
+1
+2
+3
+3

+0
+0
+1
+1
+1

+0
+0
+1
+1
+1

+2
+3
+3
+4
+4

Special
Psychic Mastery
Bonus Power Point (10)
Mental Speciali ation
Bonus Power Points (25)
Train Psyker

Requirements
Mental Specialisation: At 3rd level , the psychic master
has sufficiently trained his mind to focus on another area
of psi-talent. If he is not a peciali t, he may immed iately
elect one area of psychic specia li sation (d imen ionalist,
pre-cog, pyrokine, telekine or telepath), so long as he
meet the entry prerequisite. If he is already a special ist,
he may e lect another area of specialisation that he meets
the entry prerequisites to, and be con idered a specialist
on this field also. However many fields of specia li sation
the psychic master ha , he may only gain one bonus
power per level (which may be of either specia li sation, if
he has two).
Train Psyker: At 51h level, there are few secrets in the
realms of psi-talent that the psychic master does not
po ses and have at his contro l. He may now train other
rogue psykers to become psychic masters themselves, so
long as they meet the entry requirements of this pre tige
class. In doing 0, he can dra tically shorten their
tra ining time and 0 build up a veritable force of powerful
psykers.

To qualify to become a psi-warlord, a citizen must fu lfil


all the following criteria.
Base Attack Bonus: +9.
Manifester Level: lOth .
Skills: Knowledge (psi-ta lent) 8 ranks, Psi-Scan 8 ranks.
Feats: Combat Reflexes, Endurance, Lightning Reflexes,
Quicken Power, Weapon Focus.

Class Skills
The psi-warlord 's cla s skills (and the key ability for each
sk ill) are Balance (Dex), Bluff ( ha), Climb (Str),
Concentration (Con), Hide (Dex), Intimidate (Cha), Jump
(Str), Knowledge (psi-talent) (Int) Listen (Wi ), Medical
(Wis), Move Si lently (Dex), Pi-Scan (lnt), Ride (Dex),
Search (lnt), Sense Motive (Wi ), Spot (Wis), Swim (Str),
and Technical (lnt).
Skill points at each level: 2 + Int modifier.

Class Features

The Psi..Wariord

All of the following are class features of the psi-warlord


prestige class.

There are few opponents more lethal than an angry psiwarlord. Where most p i-talented characters focus their
abilitie into achieving greater levels of psychic activity,
the psi-warlord hones his mental kills for combat.
Utterly ruthless in battle, he combi nes lightning-fast
reflexes and superior skill in arms with a mind dedicated
to nothing more than the slaying of enemies. Psiwarlord make for uperb assassins, though there are few
who can afford their services. [n any event, many psiwarlords tend to follow their own code of honour that
precludes them from launching an attack on anyone but
recognised enemies. Others actively eek and hunt down
other p i-warlords in order to prove to themselves and the
world that they truly are the best fighters.

Psi-Talent: At every leve l gained in the pi-warlord


prestige class, the character gains new powers and power
points as if he had also gained a level in a psi-talented
class (such as Citizen - rogue psyker) he belonged to
before adding the prestige class. He doe not, however,
gain any other benefit a character of the original class
wou ld have gained ( uch as bonus feats or hit points
beyond those gained with the prestige class), except for
the effective increased leve l of psi-talent.
Bonus Feat: P i-warlord are amongst the most powerful
psykers in the world. At 1st , ) 'd and 51h level , the psiwarlord receives a bonus General , Metapsi or Psi feat of
his choice, in addition to feats nonnally gained every
three character leve ls.

Hit Die: d I O.
Favoured Weapon: The psi-warlord spends much of his
time in silent contemplation of psychic attack and

The Psi-Warlord
Level
I
2
3
4
5

Base Attack Bonus


+1
+2
+3
+4
+5

Fort Save
+2
+3
+3
+4
+4

Ref Save
+0
+0
+1
+1
+1

Will Save
+2
+3
+3
+4
+4

Special
Bonus Feat, Favoured Weapon
Study Enemy, Bonus Power Points (\ 0)
Bonus Feat
Bonus Power Points (10)
Bonus Feat

C.
,

combat tactics, all revolving around the use of one


pecific weapon. When he fights , the psi-warlord's
weapon become an extension not on ly of his body, but
of his will too. The psi-warlord se lects one melee or
pistol weapon to be his favoured weapon . Whenever he
fights, he may add his c1as level to a ll attack and damage
roll made with the weapon . In addition he may also add
his class level to the weapon 's AP score. However, so in
tune with this weapon is he that the psi-warlord will now
use any other weapon as if he were non-proficient in it
(suffering a -4 penalty to attack rolls), regardless of his
actual proficiencies.
Stud y E nemy: Whether he acts as an assassi n or simply
searches for the greate t fighter he can find , at 2 nd level
the psi-warlord becomes adept at studying an enemy over
a protracted period of time . For every full hour the psiwarlord can watch an enemy, he ga ins a + I bonus to a ll
Hide, Listen, Move Silently, Search and Spot checks he
makes again t him. The maximum bonus attainable
through studying an enemy in this way is +5.
Bonus Power Points : The psi-warlord has incredible
mental reserves and can often outlast even more powerful
psykers in a sustained psychic duel. At 2 nd and 4,h level ,
the psychic rna ter gains a number of extra power points
as indicated on the table above, to be added to his total
power points per day.

:::

The Snake Head


The snake head is the lowest of the low, a punk who has
di covered he has the capability to manifest potent
psychic powers and yet uses them for nothing more than
preying on other of his own kind . He i a potent ally to
any street gang but is utterly elfish to the core and
retains few loyalties as he drifts through the underworld
of Mega-City One. The snake head desires power over
other citizen above all else and delight in u ing his
mental powers to dominate others and render them
helpless. He is a bully with very real strength and he
knows it. Likely as not, the snake head has never met
another psyker and so ha never had to face an even fight.
He truly i scum. As he goes through life, the snake head
wi ll amass a great many enem ies through his constant
bullying and thievery, and so few survive to truly make
anything of themselves.

Hit Die: d8.

Requirements
To qualify to become a snake head, a citizen must fulfil
a ll the following criteria.
Manifester Level: 4'h.
Skills: Intimidate 6 ranks, Knowledge (psi-talent) 4

The Snake Head


Level
I
2
3
4
5

Base Attack Bonus


+1
+2
+3
+4
+5

Fort Save
+2
+3
+3
+4
+4

Ref Save
+0
+0
I
+1
+1

ranks, Streetwi e 6 ranks.


Feats: Skill Focus (streetwise), Toughness.

Class SkilJs
The snake head 's class skills (and the key ability for each
skill) are Bluff (Cha), Climb (Str), Hide (Dex), Intimidate
(Cha), Jump (Str), Knowledge (psi-ta lent) (Int), Listen
(Wis), Move Silently (Dex), Psi-Scan (Int), Ride (Dex),
Search (Int), Sense Motive (Wi ), Spot (Wis), Streetwise
(Wis), Swim (Str), and Technical (Int) .
Skill points at each level: 4 + lnt
modifier.

Class Features
All of the fo ll owing are class features of
the nake head pre tige cia s.
Psi-Talent: At every level gained in the
snake head prestige class, the character
gains new power and power points as
if he had also gained a leve l in a psitalented class (such as Citizen - rogue
psyker) he belonged to before adding
the pre tige class. He does not,
however, gain any other benefit a
character of the original class wou ld
have gained (such a bonu feats or hit
points beyond those gained with the
prestige class), except for the effective
increa ed level of psi-talent.
Bully a nd Thieve: The snake head is a
parasite to others and enjoys bullying
and thieving from those who cannot
stand up to him either physically or
menta ll y. He may use his Streetwi e
skill in Profession checks in order to
deten11ine how many credits per week
he can leech out of the other lowlifes
around him .

Will Save
+0
+0
+1
+[
+1

Special
Bully and Thieve
Summon Lackeys
Man of the Block
Sixth Sense
Improved Summon Lackeys

ummon Lackeys: Given 24 uninterrupted hours, the


snake head can round up any sycophantic juves who
actually look up to him , and wish to emulate their hero's
abilities. He will gain 2d6 1st level juves armed with a
variety of cheap melee weapon who will be willing to
fo llow his orders for I d3 hours. Thi is identical to the
punk prior life 's ability and they do not stack.

telepathic power manifested by the teledominant suffers a


morale penalty equal to the teledominant's class level.
Psychic Wiles: At 2nd level , the teledominant can
con tantly draw minute amounts of psychic energy and
use it to influence anyone he talks to. He gai ns a +2
circumstance bonus to all Bluff, Intimidate and Sense
Motive checks against any creature that does not possess
any amount of Power Resi tance.
Enrapture: On achieving 3,d level the teledominant can
manifest mind controlling powers almost at a whim . He
may manifest enrapture without paying any power points
a number of times per day equal to his Charisma
modifier.
Suggestion: At 4'h leve l, the mere words of a
teledominant are often enough to command instant
respect and obedience. He may manifest suggestion
without paying any power points a number of times per
day equal to his Chari ma modifier.
Domination: By the time he reaches 5'h level , the
teledominant is the master of his art and he can take over
victims almost at wi ll. He may manifest domination
without paying any power points a number of times per
day equa l to his Charisma modifier.

The TranswOime

an unstoppable demon straight from the pits of hell to


halt his activities - permanently. As with all dark powers,
however, there is a price to pay and few trans-dimes live
to retirement age for there is always the temptation to
draw a little too much power from the other dimensions
and summon a creature that is far beyond the control of
the trans-dime. If he i lucky, he may on ly be killed by
the enraged creature.
Hit Die: d6.

Req uiremen ts
To qualify to become a trans-dime, a citizen mu t fulfil
all the following criteria.
Manifester Level: 8'h.
Specialist: Dimen ionalist.
Known Powers: Summon psychic entity.
Skills: Knowledge (psi-talent) 10 ranks, Knowledge
(psychic entities) 10 ranks.
Feats: Specialist Focus (dimensionalist).

Class SkiJls
The trans-dime 's class kills (and the key ability for each
kill) are Computer Use (rnt), Concentration (Con),
Knowledge (psi-talent) (rnt), Knowledge (psychic
entities) (lnt), and Technical (rnt).
Skill points at each level: 4

The trans-dime is a very rare breed of psychic and often


practices his talent in secluded places where he wi ll not
be disturbed or di scovered. Casting his mind across
mUltiple dimensions at once, the trans-dime is one of the
fool i h mortals who actuall y seeks to summon, bargain
with and control the most powerful psychic entities he
can find. Armed with the power granted by these
supernatura l creatures, the trans-dime is an inva luable
addition to any gang or organisation that is not too fussy
about the method employed to defeat rivals. With a
trans-dime on the payroll , a rival gang leader who has
been enjoying just a little too much success can be sent

+ Int modifier.

Class Features
All of the following are class features of the trans-dime
prestige class.
Psi-Talent: At every level gained in the tran -dime
prestige class, the character gains new powers and power
points as if he had al 0 gained a level in a psi-talented
class (such as Citizen - rogue psyker) he belonged to
before adding the prestige class. He does not, however,
gain any other benefit a character of the original cia
would have gained (such as bonus feats or hit points

The Trans-Dime
Level
1
2
3
4
5

Base Attack Bon us


+0
+1
+1
+2
+2

Fort Save
+0
+0
+1
+1
+1

Ref Save
+0
+0
+1
+1
+1

Will Save
+2
+3
+3
+4
+4

Special
Lesser Control
Extended Instruction
Entity Dominance
Full Instruction
Improved Contro l

beyond those gained with the pre tige cia s) except for
the effective increased level of psi-talent.
Lesser Control: At I SI level, the trans-dime has the
strength of will to compel psychic entities to erve him
for longer periods of time. The maximum time a psychic
entity can stay in the real world is increased to two hours.
Each uccessive Control check to retain the ervices of
the p ychic entity for longer will now allow it to stay a
further two hours in the real world instead of just one.
nd

Extended Instruction: At 2 level , a trans-dime grows


strong enough to compel the psychic entities he summons
to follow longer and more complicated instructions. The
limit for each instruction issued increases to twelve
words.
Entity Dominance: As the trans-dime's skill and
knowledge increases, so too does his ability to maximise
the effect his powers have on the creatures of other

SHE COULO SENSE IT WELL BEFORE SHE


ENrERfO THE APARTMENT - A CHIL
'RESI"CI THAT SENT f{NGERS OF
ICE RUNNING OOWN HER SPINE . ..

~..--'---'---.;:::

dimensions he may be required to fight. At 3,d level, the


tran -dime may add +2 to his manifester level whenever
targeting a psychic entity with psi-powers.
Full Instruction: By the time he reaches 41h level , the
trans-dime has become truly skilled at controlling psychic
entities and forcing them to do his bidding. Even the
most complicated in tructions can now be given and will
be obeyed. The limit for each in truction issued increases
to twenty words.

rmproved Control: The trans-dime 's, mastery of his


field is almost comp lete a he reaches 51h level. He is now
ab le to extend his control over psychic entities in the real
world for much greater lengths of time. The maximum
time an entity can stay in the real world is increased to
three hours. Each successive Control check to retain the
services of the psychic entity for longer will now allow it
to stay a further three hours in the real world in tead of
just one.

Experiments &
Equipment
T

he physics and scientific laws of the psi-flux are


poorly understood even by the most accomplished
operatives within Psi-Divi sion. The creation of
technological devices to increase the ability of psitalented characters is therefore far more an art than a
science and many hold potential dangers of their own.
The most famous of these items is the lethal psi-amplifier
stored within Psi-Division 's headquarters, Omar House,
but psi-booster drugs commonly found on the street
possess their own, not so hidden, dangers.
In addition to the equipment available legally or not,
many of the larger corporations (and, some say the
Justice Department) are keen to perform a wide range of
questionable experiments on citizens in an attempt to
increase the nonnal level of psi-talent found in their
operatives. Psykers can be big, if illegal , business within
corporations as they have an undisputed advantage in the
field of industrial espionage and the right placement of a
powerful telepath can allow any flagging company to
catch up and even overtake its rivals. The riva ls in turn
work hard to ecure their own telepaths who are powerful
enough to block and hlmt down any spies. Thi s is a
secret war that has been fought between large businesses
ever since rogue psykers stalted appearing in large
nWllbers after the Atom War, and one the Justice
Department tries hard to stamp out. Where millions or
even billions of credits are involved, however, few
citizens are willing to adhere to the Law.
This chapter takes a look at some of the psi-related
equipment available to both judges and citizens on the
streets, as well as adding a new prior life for citizens.
Judges may now al 0 call upon Exorcist Squads as a
back-up unit.
Anti-Psi Dr ugs: First developed by the Justice
Department to hinder the abilities of rogue psykers, antipsi drugs can now be fOlmd on the black market by
anyone seeking to negate psi-talent in another citizen.

Delivered by injection, a psi-talented character must


make a Fortitude save at DC 20 or lose all power points
for a period of one hour. Anti-psi drugs have no effect on
characters without psi-talent.
E ntity Amplification Scope: Many psychic entities
possess the ability to make themselves invisible to human
sight and even advanced scopes and infrared visors will
be unable to detect them. Many psykers po sess the
second sight needed to follow and track such entitie , but
nonnal humans must rely on technological devices such
as the entity amplification scope. Tuned into the
frequencies of the psi-flux, this scope will permit any
human to view an invisible psychic entity normally. The
entity amplification scope has an effective range of 30
feet.
Null Shield: The null shield is nothing more than a sheet
of one-inch thick, psychically charged plasteei, incredibly
hard to produce, that will block almost any use of psitalent. Each sheet is three feet square and several can be
placed together to fornl an impenetrable shield around a
vehicle, room or building. A single layer of null shield
will automatically provide everything on the other side of
it with Power Resistance 20. A double layer will
automatically block any use of psi-talent from crossing it
and will also completely prevent any psychic entity from
moving through it. Null shields are opaque and cannot
be made transparent by any means. The psi-brick used in
Psi-Division 's Omar House is effectively a triple layered
null shield that prevents the leakage of any psi-talent
lmown to man .
Psi-A mplifier: Potentially the mo t famou s p ychicre lated device ever constructed, only one psi-amplifier is
known to exist within Omar House, though it is likely
that many large criminal organisations are working hard
to build their own. The psi-amplifier is a huge device
requiring awesome amounts of power. By laying inside,
a psi-ta lented character may have his abilities magnified

many time over though a terrible price is paid for its use
- this boost comes at the expen e of the character's own
life force and any who enter the machine are doomed. A
psi-amplifier wi ll both quadruple a psi-talented
character's manifester level and grant him unlimited
power points. However once inside, he cannot be
disconnected without being killed and will only su rvive
for a number of minutes equal to hi Con titution abi lity
score any-way. The psi-amplifier can therefore boost a
character' p i-talent far beyond anything normally
atta inable by a human, but will do so at the cost of his
life. The p i-amplifier has no effect on characters
without psi-talent.

~"='
" I a~:~~s i
entity
amplification
scope

Psi-Booster Drugs: The complete rever e of anti-ps i


drugs, pi-boo ters can temporarily increase a character's
psi-talent to incredible level , even though their minds
were never meant for such abuse. A psi-talented
character taking a do e of psi-booster drugs will
immediately have his manifester level and power points
total doubled. However, he mu t also make a Will save at
DC 15 every 10 minutes while under the influence of psiboosters, or sustain I d6 point of temporary Constitution
damage . This damage wi ll be regained at the rate of one
point for every full day of rest. on-psi-talented
characters taking psi-booster drug will immediately gain
10 power points (not modified by their Charisma score)
and one O-Ievel power randomly detennined by the
Games Master, though they must al 0 test for
Constitution damage as detailed
before. Any character, psi-talented
or not, taking psi-booster drugs
more than once a day must make a
Fortitude save at DC 18 or be
immediately reduced to 0 hit points
as the drugs ravage hi sy tem .
Psi-Focus: Using a combi nation of
crysta lline and advanced electronic
technologies, p i-foci are a variety
of instruments and devices designed
to concentrate the use of any psitalent and magnify their force .
They are a common add ition to the
arsenal of equipment carried by
exorcist judges when hunting
p ychic entities. All psi-foci are
rated from + I to +5, depending on
the quality of construction and raw
focussing power. When a power is
manifested through a psi-focus
(which may be done simply by the
manifester holding or touching the
device), this bonus is app lied to all
manife ter checks to beat Power
Resistance and to the DC of any
saving throws required to resist the
power. In addition , characters using
the psi-focus to aid in the summon
psychic entity power may use this
bonus in both their Summoning and
Control checks.
Psychic Battery: Similar in
construction to a psi-focus, the
psychic battery instead absorbs and

tTl

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....
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S
CD

Psi-Related Equipment

-e
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t:r

Item
Anti-Psi Drugs ( I dose)
Entity Am pl ification Scope
ull Shield ( I plate)
P i-Amplifier
Psi-Booster Drugs ( 1 dose)
Psi-Focus + 1
Psi-Focus +2
Psi-Focus +3
Psi- Focu +4
Psi-Focus +5
Psychic Battery ( 10)
P ychic Battery (25)
Psychic Battery (50)
Si lver Boot Knife
Sil ver Bullets

Cost
250 cr.
3,750 cr.
2,250 cr.
1,800,000 cr.
750 cr.
1,250 cr.
2,500 cr.
5,000 cr.
10,000 cr.
20,000 cr.
2,750 cr.
9,000 cr.
19,950 cr.
1,250 cr.
X5

Black Market Cost


900 cr.
9,500 cr.
7,000 cr.
8,750,000 cr.
1,7 50 cr.
4,000 cr.
7,500 cr.
14,000 cr.
26,250 cr.
51 ,750 cr.
8,000 cr.
26,500 cr.
59,000 cr.
X6

Weight
41b.
2 lb.
4250 lb.
I lb.
I lb.
1 lb.
I lb.
1 Ib.
I lb.
1 lb.
I lb.
I lb.

* As orig inal ammunition.

to res psychi c energy un til required by it owner.


However, psychi c batteries are a lot more diffi cult to
construct and 0 demand a fa r higher pri ce. Each psychi c
battery holds a number of power po ints indicated on the
table above, which may be freely accessed by any p italented character simply by touching or ho lding the
battery. They may be rec harged by a psyker donating hi s
psychic energy at a rate of 5 power po ints every hour.

Silver Boot Knife: Standard issue to all exorcist and psijudges, a few Justice Department sil ver-bladed kni ve
find their way on to the streets, while others are
manufactured by speciali st weaponsmiths who know only
too we ll the potent edge such a wea pon can grant when
fac ing a psychic entity. Most perps, however, simply
consider them a fl a h luxury of little value other than the
credits they can demand . Any psyc hic entity struck by a
silver wea pon w ill uffe r double damage, after any
Damage Reduction has been ta ken into account.
Silver Bullets: With the excepti on of the shell s granted
to Psi-Di vision 's exorc ist judges, all sil ver bull ets have to
be custom-made and requests for them tend to rai e a few
eyebrows among mo t gun miths. Sil ver-tipped bu llets
can be made for any projectile-fir ing pi sto l or rifle and
have a devastating effect upon psychic entities, though
they are extremely expensive w hen compared to nomlal
ammunition. Any psychic enti ty stmck by a sil ver-tipped

bullet will suffe r double damage after any Damage


Reduction has been taken into account.

Prior Life - Lab Rat


Pl ayers w ishing to try a psi-ta lented citizen other than a
rogue psyker may opt fo r the lab rat. The lab rat has been
a victim a ll hi s li fe, having been kidnapped as an infant
or bom within a laboratory and ubj ected to the most
mind-grue lling tests and dmgs imaginable. A few of the
c ity's mega-corporati ons and larger criminal
organi sati ons conduct such experiments in an effort to
boost the psi-talent latent in many citizen . Most lab rat
are doomed to die under the puni shing experiments, but
ome manage to escape their enslavement and head out
onto the streets where their fluctuating ta lent can be
traded for both cred its and protection. However, lab rat
are inherently unstable, both in abili ty and persona lity,
and so few ever manage to find peace of mind or
contentment. Many are betrayed or handed over to the
j udges when their powers become too great or un stable
for those protecting them to take further ri sks, no matter
how well the lab rat has served them in the past.

t The lab rat is c lassed as having psi-ta lent, as


de cribed in Chapter 7 of the Judge Dredd Rulebook. He
ga ins powers as shown on the rogue psyker powers ta ble

on page 26 of the Judge Dredd Rulebook though he may


never become a specialist psyker.
The lab rat's psychic stores are in a state of constant
fluctuation , thank to the remnants of drugs still floating
through hi system . He roll s I d6 per psi-talented class
level per day - this is hi s power points total for the next
24 hours. He gains no bonus power points for having a
high Charisma core, though he must have a Charisma of
at least lOin order to be a lab rat.

Though his power resources can never be relied


upon, the lab rat is conditioned to channel his abilities in
the most effective way possible. He always counts as
having a manifester level one higher than norma l fo r the
purposes of manifester checks and the duration, etc; of
powers.

Having recently escaped hi s enslavement in some


namele laboratory, the lab rat has literall y no
possessions other than what he ha been able to steal. He
begins the game with just 500 credits.

Back Up Unit - Exorcist Squad


Back-up DC : 22
ETA: 5d6 minutes
Composition: 2 Exorcist judges on Lawmasters
The exorci t judges are among the most highly skilled
operatives to be found within Psi-Divi ion. Tasked with
combating psychic entities rampaging through Mega-City
One and demonic po sessions, they are incredibly strongwilled and equipped to deal with almost any supernatural
menace. Due to the lLnknown abilities of many of the
creatures they will encounter, exorcist judges always
work in pairs in order to both complement each other'
abilitie and for mutual protection against psychic
assaults. There i a high mortality rate among the
exorcist squads, due to the nature of the dangers they
face, but there is never any shortage of volunteer will ing
to ri sk their lives for Mega-City One and defend its
citizens against threats no one e lse is trained to deal with.
Sample Exorcist Judge
Psi-J udge 10 / Exorci t Judge 2: HD 12d8 (58); Spd 30
ft.; DV 23 (+13 Reflex); Attack + 12/+7/+2 melee, or
+ 13/+8/+3 ranged; Fort + 12, Ref + 13 , Will + 13 ; Str 10,
Dex 13 , Con II , Int 12, Wis 13 , Cha 16.
Skills and Feat: Concentration +3, Knowledge (law) +9,
Knowledge (psi-talent) + 13, Knowledge (psychic
entities) + 11 , Psi-Scan +8, Ride +7, Sense Motive +9,
Streetwise + 7; Enhanced Power, Great Fortitude, Inner

Strength, Iron Will , Li ghtning Re fl exes, Nerves of Steel.


Talented, Weapon Specialisation (boot knife), Weapon
Focus (Lawgiver).
Po wer Points: 66.
Po wers: O-Ievel: detect psi-talent, detect p!;y chic entity,
inkling, mental shield, mind shield, missive, precognitive
refle.xes; Ist level: ectoplasmic sh ield. psychometry,
second sight ; 2 nd level: detect thoughts, environmental
psychometlY, suggestion; 3rd level: danger sense, negate
psi-talent; 4th level: dimensional anchol; dismiss ; 5 th
level: psi-lash.

WHILE HANOLING A CASE Of

DfMtJlflC POIIESSION IN EO POE


BLOCK, JUD6E ANDERSON'S
TELEPATHIC INSrtNCrS LEAO HER
TO THE PAPANEK APARTM EN T -

YOU KNOW WHAT THI S STUFF IS,


CITI ZEN ?
IT- IT'S SOMETHING TO
DO WITH VICTOR 'S CLUB.

HE 'S A FREEPLUMBER ,
I THINK .

Psychk Entities
T
III

........
Ql

~
~

he forces of other dimensions are not to be toyed


with by mere mortals seeking to harness greater
powers than they may control. This chapter
contains entries for many psychic entities from other
dimensions and other creatures that are capab le of
utilising psi-talent to achieve their own mysteriou goals.
It can be considered as an extension to the Creeps chapter
of the Judge Dredd Rulebook and will enab le Games
Masters to greatly increase the diversity of opponents to
et against his players.

Angel

child. The truth could not be more different. Angels are


psychic entities of awesome destructive power, capable of
levelling entire sector if allowed to roam free. While
they ostensibly fight in the cause of justice and regularly
battle across the dimensions against demons of all type,
it is all too apparent that angels believe only in serving
the greater good and will happily watch the de truction of
entire cities, populations and worlds if it furthers their
own ends. The exorcist judges of Psi-Division therefore
view angels a no better than any other kind of demon
and will pool their re ources if ever one is detected
entering the real world near Mega-City One.

La rge Psychic Entity

Hit Dice: 22d 12+ 110 (253 hp)


Initiative: +9 (+5 Dex , +4 Improved Initiative)
Speed : 50 ft.; fly 150 ft.
DY: 30 (-I ize, +20 Reflex, + I Dodge)
Da mage Reduction: 20 (natural armour)
Attacks: Sword of light +35/+30/+25/+20/+ 15
melee
Da mage : Sword of light 2d6+ IS/20
Face/R each: 5 ft. by 5 ft .! IO ft.
Specia l Attacks: Psi-talent
Special Qualities: Power Resistance 20, psychic
entity
Saves: Fort + IS, Ref +20, Will +20
Abilities : Str 2S , Dex 20, Con 20, lnt 23 , Wis 25 ,
Cha 25
Skills: Concentration + 16, Escape Artist +30, Hide
+26, Knowledge or Craft (any five) +2S,Knowledge
(psi-talent) + 19, Listen +32, Move Silently +30,
Search +30, Sen eMotive +32, Spot 32
Feats: Dodge, Endurance, Improved lnitiative
Lightning Reflexes, Luck of Grud, Mobility

angel

tc

;J""/

/.. '1

"\

..

C lima te/Terr ain: Any


Orga nisation: Solitary or pair
Ad va ncement: 23-33 HD (large); 34-66 HD
(huge)
It is a common belief that angels are benign
creatures, interested in the welfare of mankind and
looking upon hi faults and foibles as a parent maya

,~

Angels appear as nine-foot-tall, winged humanoids with


dazzling feature, permanently surrounded by a bright
nimbus of light. They have been witnessed wielding a
wide range of different weaponry, though they all seem to
function in much the same way as the sword of light
depicted above. Angels are exceptionally powerful
entities whose true purposes and motives may never be
discerned by mankind. The death of an angel is a
momentous event among the different dimensions and is
bound to be avenged by other, more mi litant angels.
Some believe that Judge Death himself once slew an
angel as he trave lled between dimensions and that their
vendetta is the only thing that has stopped him from
concentrating hi s full might against Mega-City One.

Combat
Once motivated to battle, angel are nigh on unstoppable.
Rushing to engage its enemie , an angel will bla t them
with its awe ome p ychic powers before smashing
them apart with its main weapon the sword of light.
Psi-Ta lent: Angels are able to use the following
powers at will - banish, dallger sense, detect psitalent, dimen ional anchor, mental shield, mind
bomb, mind probe, negate psi-talent, sense psitalellt, tailor memory, and true sight . They are ab le
to use epiphany, ewrcise, mass domination,
mela/aculty, null psi-Ialenl, turn psi-power, and
psychic surgelY once per day. All powers are
con idered to be manife ted by a 22 nd level
manifester.
Psyc hic Ent ity: Angels are psychic entities and so
are immune to mind-influencing effects, poison ,
paralysis, stunning and disease. They are not
subject to Arrest checks, critical hits, called shots,
subdual damage, ability damage, energy drain, or
death from massive damage. In addition , they
suffer double damage from silver weapons.

Balru(k
Large Psychic Entity
Hit Dice: 13d12+52 (137 hp)
Initiat ive: +5 (+ I Dex, +4 Improved Initiative)
Speed: 40 ft., fl y 90 ft.
DV: IS (-I ize, +9 Reflex)
Dam age Reductio n: 20 (natural armour)
Attacks: 2 Slams + 19 melee
Da mage: Slam 2dS +7/20
Face/Reach: 5 ft. by 5 ft .!IO ft.
Special Attacks: Body flames, p i-talent, terrifying

appearance
Special Qualities : Death throes, Power Res istance IS,
psychic entity
Saves: Fort + 14, Ref +9, Will + 13
Abilities: Str 25, Dex 13 , Con 19, Int 20, Wi 20, Cha 16
Skills: Bluff + IS, Concentration + 19, Diplomacy + 17,
Hide + 13 , Knowledge (psi-talent) + 13 , Li sten +2S , Move
Silently + 13 , Psi-Scan +2 1, Search +20, Sense Motive
+20
Feats: Great Fortitude, Improved Bull Rush, Improved
Critical (slam), Improved Initiative
C limatelTerrain : Any
O rga nisation: Solitary
Ad vancement: 14-19 HD (large); 20-39 HD (huge)

--..
tTl
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til

.....tn...

III

I::

It is not clear whether the balruck is an individual demon,


or is part of an entire race of such psychic entities. What
is apparent is that when a balruck breaks through into the
real world, mankind itself may be in jeopardy. The
balruck is a thing of nightmare, standing over twelve feet
tall and wreathed in flame, its demonica ll y twisted
feature are utterly alien and promise doom to any
unfortunate enough to look upon them . Its hard and
toughened skin is the deepe t black, and is often
enveloped in huge bat- like wings, granting yet another
layer of defence that can withstand even heavy artillery
shell s.

Among the greatest of all known demons, the balmck


ru les entire dimensions, but is consumed by an a ll encompassing greed to dominate the real world and
enslave all of mankind . There are few psykers capable of
standing up to the assault of a balmck, no matter what
their level of mastery, and perhap the only viable
respon e to an intrusion upon the real world i massed
laser and missile fire, as well as prayers that such
firepower will imply drive the creature away.

Combat
The balruck will display no patience in combat, seeking
to utterly destroy as many enemies a possible wi th in the
shortest period of time. It will u e a combination of
psychic and melee attacks to sweep aside opponent with
no pretence at subtlety or advanced tactics. If forced to
retreat, the balmck will re ly more upon its psi-talent and
will start to summon other psychic entities to join the
battle.
Body Flames: The balruck is permanently enshrouded
in red hot flames. These flame grant the demo n
immunity to all fire damage, a well as cause 4d8 point
of fire damage to any creature grappling the balruck.
Death T hroes : When slain the balruck will exp lode in a
brilliant burst of psychokinetic activity. Everything
within 100 ft. will automatically be dealt 50 poi nts of fire
damage though a Reflex save (D 20) will ha lve this.
Psi-Talent: The balmck is ab le to use the following
powers at will - control flames, detect psi-talent,
dimensional anchOl; ectoplasmic attack, fire of
retribution, mental shield, mind bomb, mind probe,
negate pSi-talent, sense p i-talent, summon psychic entity
and Llndeath. They are ab le to use crushing force,
exorcise, flaming shroud, null pSi-talent, rolling fire,
spontaneous combustion and tempest offire once per day.
All power are con idered to be manjfe ted by a 13 th level
manifester.

Psychic Entity: The balruck i a psychic entity and so is


immune to mind-influenci ng effects, poison, paralysis,
stunning and di sease. It i not ubject to Arrest checks,
critica l hits, called shots, subdual damage, ability
damage, energy drain, or death from massive damage. In
addition, it suffers double damage from si lver weapon.
Terrifying Appeara nce: The balruck is terrifying to
behold and many creatures si mply flee from its presence,
rather than risk its wrath. Any living creature seeing the
balmck must make a Will save (DC 20) or immediately
flee the area in fear, at the greatest possible speed, for
3d6 rounds. If the save is successful, the creature will
never suffer from the effects of the balmck 's terrifying
appearance again.

Gargarax
Medium Psychic E nt ity
Hit Dice: 12d 12+39 ( I 17 hp)
Initiative: + I ( I Dex)
Speed : 40 ft.
DY: 19 (+9 Reflex)
Da mage Reduction: 4 (natural amlour)
Attacks: Slam + 14/+9/+4 melee
Damage: Slam 2d6+2/4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved possession , psi-talent
Special Qu alities: Power Resistance 8, psychic entity
Saves: Fort + 1 I, Ref +9, Will + 10
Abilities: Str 14, Dex 12, Con 16, lnt 14, Wis 15 , Cha 18
Skills: Climb +6, E cape Arti t +7, Hide +7, Intuit
Direction +3, lump +6, Listen + 7, Move Silently +7,
Search +6, Spot + 7
Feats: Run, Toughness, Weapon Focus (slam)
C limate/Terrain : Any
Orga nisation: Solitary
Ad vancement: one (unique)
Gargarax was a powerful entity that Psi-Judge Anderson
encountered while investigating the possession of a juve
in Ed Poe block. Fooling a witch coven in the ame
block, the demon managed to gain access to the real
world and possessed a young juve, Hammy Blish, in an
elaborate attempt to forge a permanent opening to hi s
own dimension. This accomplished he would lead a
horde of demonkin into the real world to conquer MegaCity One and enslave its population. Anderson was able
to travel to Gargarax 's home dimension and defeat the
demon on his own turf, though she was forced to kill the
conduit, Hammy, in order to top the demonic assault
upon her city.

Improved Possessio n: Gargarax has an incredibl y strong


will and peciali es in pos es ing weaker minds. Any
creature trying to resist Gargarax possessing them suffe rs
a -4 c ircumstance penalty to their Will save.
P si-Talent: Gargarax is 3 rd level manifester wi th II
power po ints the fo llowing power - O-Ievel: detect psitalent, incinerating finger; Ist level: sense living .
Psychic E ntity: Gargarax is a p ychi c entity and so is
immune to mind-influencing effects, poi on, paralysis,
stunning and di sease. He is not subject to Arrest check ,
critica l hits, ca lled shots, subdual damage, abili ty
da mage, energy drain, or death from massive damage. In
additi on, he suffers double da mage fro m sil ver weapons.

Ghost
Ghosts are, perhaps, the most common type of psychic
enti ty any dimensionali st or exorcist judge w ill encounter.
What happens to the human soul after death ha never
been full y understood, but it is clear that a transference of
energies does indeed take place, perhaps sending the
deceased's con ciousness to another d imension fo r
eterni ty. Sometimes, however, something goes wrong
with thi s process and, for whatever reason, a spirit or
hadow of the original person remains in the rea l wo rld.
Myth and legend describe haunted spirits not being abl e
to rest until the ir death ha been avenged or some wro ng
they committed in life has fi nall y been righted, and the
Exorc ist Squad of Psi-Division has many confi rmed cases
of ghosts resisting all attempts to bani sh them to another
dimension until they are at peace. Thi s often ta kes a
great deal of research on the part of exorc i t j udges to
di scover w ho the ghost actuall y is and what happened at
the ir time of death .
Gargarax had an immensely strong will and was a potent
psyker. He could dominate any mortal in a very short
pace of time and was ski lled at possession. T hough
Gargarax is now dead, thanks to Anderso n's hero ic
effort , Game Master may li ke to u e the demon a an
exampl e of the coun tless fie nds that constantly plot their
entry to the rea l world .

Combat
Gargarax is a canny demon who knows the extent of hi s
own powers but va lues immortali ty a great dea l more
than taking ri sks. He w ill seek to ambush hi s victims
wherever possible, either po essi ng them w ith hi
incredible menta l trength or employing hi s psi-talent to
quick ly dispatch any obstacle to his plans.

These psychic entities are often tied to a parti cul ar


locati on that has some meaning to the ir death , and most
seem unabl e to travel more than half a mile or so fro m
thi s point. By and large, ghosts rare ly trouble the living
as they seek to put right whatever ties them to the rea l
world but when they do interfere, they can be te rrifying
foes. The mere touch of a ghost is sa id to be able to chill
a man to the bone, and their incorporea l nature usuall y
defeats any mundane defence.
' Ghost is a template that can be added to any li ving
creature who has been kill ed, rega rdless ofrace or
location. A ll of the creature 's statistics and abiliti e
remain unchanged, except a noted below.

Hit Dice: Increase to d 12.


Speed : Fly 60 ft.

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The ghost may take on a terrifying appearance as a free


action . Any living creature witnessing this must make a
Will ave (DC 10 + ghost's Hit Dice) or immediately flee
the area in fear, at the greatest po sible speed, for 2d4
rounds . If the ave i successful, the creature will never
suffer from the effects of the ghost's terrifying apparition
again .

-til
III

........

I::

ghost

J
\

\
I
(

'.

---

Attacks: Gho t lose any attacks they had previously


and instead have a death touch attack. A death touch wi ll
ignore any Damage Reduction but affects only living
creature. Any living creature struck by a death touch
must make a Fortitude save (DC 10 + ghost' Hit Dice) or
immediately suffer I d6 points of permanent damage to its
Strength, Dexterity and Constitution ability core. This
damage can on ly be negated by psychic surgely.
Special Attacks
Possession: Ghosts who possess 10 or more Hi t Dice are
able to possess other living creatures, as described on
p50.
Terrifying Apparition: Ghosts can change their
appearance from an insubstantial representation of how
they looked in their previous life, to an angry and
decaying spirit guaranteed to quail the strongest of hearts.

Special Qualities
IncOlporea/: Ghosts are completel y unsubstantia l and, a
such, can only be hanned by other psychic entities or psipowers. They can pass through any solid object at will.
In visible: Ghosts can tum them elves invi sible at will as
a free action . Only other psychic entities and characters
with psi-talent manifesting certain powers (such as
second sight or true sight) can view invisible ghosts.
Ghosts gain a +2 bonus to all attack roll s while invisible
and are considered to have total concealment themselves
against enemies.
Po wer Resistance: Ghosts gain Power Re i tance 6 +
their Hit Dice.
Psychic Entity: Gho ts are psychic entities and so are
immune to mind-influencing effects, poison, paraly is,
stunning and disease. They are not subject to Arrest
checks, critica l hits, ca ll ed shots, subdual damage, abi lity
damage, energy drain, or death from massive damage. In
addition, they suffer double damage from si lver weapons.
Repeater: Most ghosts are known as 'repeaters' by
exorcist j udges - even if they can be destroyed, they will
inevitably return within I d4 days un less their ties to the
rea l world can be severed (usually by comp leting some
task the ghost is lmable to perfonn for itself).
Abilities: The gho t has no Strength or Constitution
score, but receives a +4 bonus to its Charisma.
Skills: Ghosts receive a +8 circumstance bonus to all
Hide checks.
Psi-Talent: A ghost will possess any psi-talent it
origi nally had in life.
Climaterrerrain: Any.
Organisation: Solitary.
Advancement: one. Ghosts are trapped both in the
rea l world and in time, and so can never advance.

Ghoul
Medium Psychic Entity
Hit Dice: 2d 12+4 (17 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft.

Gremlin
gremlins

Tiny Psychic Entity

In

:g
~

Hit Dice: Id12+3 (10 hp)


Initiative: + 1 (+ 1 Dex)
Speed: 30 ft.
DV: 13 (+2 size, + 1 Reflex)
Damage Reduction: 2 (natural amlour)
Attacks: Bite + I melee
Damage: Bite Id8-1 12
FacelReach: 2 Y:2 ft. by 2 Y:2 ft.l2 Y:2 ft.
Special Qualities: Psychic entity
Saves: Fort +0, Ref + I, Will + I
Abilities: Str 8, Dex 13 , Con II , Int 6, Wis 8,
Cha 7
Skills: Hide +5, Listen +3, Move Silently +5,
Search + I, Spot +2
Feats: Toughness
Climate/Terrain: Any land or underground
Organisation: Pack (10-100) or horde (1001,000)*
Advancement: 3-4 HD (medium)
The term gremlin was coined within the
Exorcist Squad for a number of minor psychic entities
that remain trapped within their own dimensions. It
quickly become apparent that, despite the humour in the
name, there is nothing funny about an attack of gremlins
upon the real world . Many seem clo ely related to ghou ls
and are often seen in their company, forced ahead of the
larger psychic entities to spearhead assau lts into the rea l
world whenever ummoned by foolish psykers or the
barriers between dimension weaken sufficiently to make
their own access.
Gremlin are simple psychic entities that ghouls find easy
to bully and cajole into fulfilling whatever tasks they
wish to avoid doing themse lves. Taking the form of
small and repugnant humanoid , gremlins are completely
hairless, have grey skin and huge mouths in which they
brandi sh their main weapon - six inch long fangs capable
of slicing a man apart within econds. They are
extremely hardy little psychic entities for their size and
can withstand a great deal of puni shment before being
slain.
* The Games Master may prefer to use the mass combat
rules within The Rookie's Guide 10 Block Wars to play out
cenarios involving larger gremlin invasions upon the real
world.

Combat
Gremlins are simp le psychic entities often forced into
battle by other, tougher creatures whom they fear. Their
attacks are based purely on weight of numbers and
though many may fall a they close range on an enemy,
there are usually enough to succeed in overcoming any
defence.
Psychic Entity: Gremlins are psychic entities and 0 are
immune to mind-influencing effects, poi on, paralysi ,
stunning and disease. They are not subject to Arrest
checks, critical hits, called shots, subdual damage, ability
damage, energy drain, or death from massive damage. In
addition, they suffer double damage from silver weapon.

Poltergeist
Medium Psychic Entity
Hit Dice: 8d 12 (52 hp)
Initiative: -I (Dex)
Speed: 30 ft.
DV: IS (+ 5 Reflex)
Damage Reduction: 12 (natural armour)
Attacks:
one

Da mage:
one
Face/Reac h: 5 ft. by 5 ft./5 ft.
Special Attacks: Telekinetic psi-talent
Special Qu a lit ies : Incorporea l, Power Resistance 10,
psychic entity
Saves: Fort +2, Ref +5, Will + 7
Abilit ies: Str -, Dex 17, Con - , Int 2, Wi 12, Cha 14
Skill s: Hide +8, Li sten +7, Search +3, Spot +6
Feats: Alertness, Blind-Fight
Clima telTerrain : Any land or underground
Orga nisation: So litary
Ad va ncement : 9-1 0 HD (medium)
Often confused with ghosts, poltergeists are actuall y
small pockets of p ychi c energy that leak th ro ugh from
other dimensions or pool in the rea l world, ga ining a

small measure of consciousnes and en e of self.


Poltergei t ca n become mani fest at any location where a
great dea l of psychic activity has taken place or where
other psyc hi c entiti es have broken free into the rea l
world. Others are bom from the undi sciplined use of psitalent by powerful juve psykers. A few are created by
foo lish psykers who seek to ummon psychic entities
directl y into the real world to ful fi l their own devious and
selfi h goa l . Poltergei ts are usuall y bound to a specific
location and are unabl e to move more than a few feet
from the ir pl ace of ori gi n.
Poltergei t are onl y abl e to affect the rea l world through
the use of their innate psi-ta lent, u ing telekineti c force to
move and hurl obj ects at any target that antagoni ses them.
Though invisible to normal sight, be ings capabl e of
viewing poltergeist perceive them a formless clouds
that con stantl y swirl , ex pand and contract as the enti ty
uses its powers.

Combat

poltergeist

Poltergei t are essentiall y mindle entitl e bent on


causing chaos wherever they manifes t themse lves.
Though they may lie dormant for weeks or even months,
when roused they attack with all the telekinetic power at
their di sposa l.
Incorporeal: Polterge ist are compl etely unsub tanti al
and , as such, can onl y be harmed by other psychic
entities or psi-powers. They ca n pass th ro ugh any solid
obj ect at wil l.
Psychic Entity: Polterge i t are p ychic entities and so
are immune to mind-influencing effects, poison,
paralysi , stunning and di sease. They are not subj ect to
Arrest checks, critical hits, cal led shot , subdual damage,
ability damage, energy dra in , or death from mass ive
damage. In addition, they suffe r double dam age fro m
sil ver weapon .
Telekinetic Psi-Talent: Polterge ists are able to use the
foll owing powers at will - concussion, minor telekinesis
and teleA.i nesis. They are able to lise aggressive
telekinesi , control body and greater teleldnesis once per
day. All powers are considered to be manifested by an
8th leve l manifester.

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Skull (hid
Small Psychic Entity

.."E-In
III

Hit Dice: 4dI 2(26 hp)


Initiative: +2 (+2 Dex)
Speed: 20 ft.
DV: 14 (+ 1 size, +3 Refl ex)
Damage Reduction: 0
Attacks: 2 claws +3 melee; or bite - 2 me lee
Damage: 2 claws I d3/8; or bi te I d4/6 and I d4 Con
Face/Reach: 2 Y2 ft. by 2 Y2 ft.l2 Y2 ft.
Special Attacks: Constitution damage, terri fy ing gaze
Special Qualities: Create kull child, masquerade,
Power Res istance 6, psychi c entity
Saves: Fort + 1, Ref +3, Will +4
Abilities: Str 10, Dex 15, Con 10, Int 8, Wis II , Cha I I
Skills: Climb +4, Hide +8, Li sten +7, Move Silently +6,
earch +3, Spot +6
Feats: Alertnes , Bl ind-Fight

ClimatelTerrain: Any land or underground


Organisation: Solitary or gang (2-5)
Advancement: 3-6 HD (Small )
Skull children are small and pathetic, but incredibl y
sadi stic, psychic entiti es, often spoken of in fo lklore and
myth. Entering the rea l world fro m their own dark
dimension , they prey upon humans to draw sustenance
and create more of their own kind . By day, a skull child
is virtually indi scernible from any juve of it size and
apparent age. They appear as happy, pl ayful youngsters
who mi x with other, more nonnal juves. At ni ght,
however, their true demeanour becomes all too apparent
for as the sun sinks below the horizon, the fl esh retreats
from the head of a skull child , revea ling a bare skull wi th
bl azing eye sockets and harp, needle-like teeth . The re t
of the ir diminutive bodies become putrid and rotten. At
ni ght, skull children feed on the life force of other living
creatures, draining the essence of their victims. A
so litary skull child will often pose as a yo ung orphan in
order to be taken in by well-meaning and un uspecting
c iti zens, while others may operate as gang of desti tute
juves in Mega-C ity One.
A skull child will seek to insinuate itself into gangs of
juves, camouflaging itself amongst the living and slowly
preying upon them, one by one. It is not known whether
the e psychi c entities prefer to sta lk juves in order to
create more of their own kind or impl y because they are
fa r easier targets.

Combat
Skull children prefer to avoid combat if po sible, all too
aware that their small forms are unsuited to battl e. When
forced to fi ght, however, they attack with bony claws and
a vicio us bite.
Constitution Damage: If the bite of a skull child causes
damage, it wi II also dea l I d4 points of pennanent
onstitution damage unless the victim makes a Fortitude
ave (DC 12). Only psychic surge,y can repair this
damage.
Create Spawn: If a skull child manages to slay a j uve by
draining its Constitution to 0, the unlucky victim will rise
once more in one da y as a free-will ed skull child . An
exorcise cast on the body before that time will cease the
transfornlation as will the body being taken to Resyk.
Adults will simply be lain by this Constituti on drain and
will not ri se as a skull child .
Terrifying Gaze: Any living creature that meets the gaze
of a skull child must make a Will ave (0 12) or be

shaken for Id4 rounds. Shaken creatures suffer a - 2


morale penalty on all sav ing throws, attack and damage
roll. Creatures of more than 5 character level or Hit
Dice are immune to this effect.
Masquerade: Between the hour of dawn and dusk it is
impossible to tell a skull child apart from another, more
normal , juve. Any fonn of detection, such as aura sight
or detect psychic entity will reveal nothing out of the
ordinary. True sight will show a dark haze around the
skull child during the day but nothing more.
Psychic Entity: Skull children are psychic entities and
so are immune to mind-influencing effect , poison ,
paralysis, stunning and disease. They are not ubject to
Arrest checks, critical hits, called shot , ubdual damage,
ability damage, energy drain, or death from mas ive
damage. In addition, they uffer double damage from
ilver weapons.

Su((ubus
Medium Psychic Entity
Hit Dice: 6dI2(39hp)
Initiative: + 5 (+ I Dex, +4 Improved Initiative)
Speed: 30 ft. , fly 90 ft.
DV: 16 (+6 Reflex)
Damage Reduction: 12 (natura l annour)
Attacks: 2 claws +7 melee
Damage: 2 claws Id1 2+ 1112
Face/Reach: 5 ft. by 5 ft ./5 ft.
Special Attacks: Ecstatic ki ss, psi-talent
Special Qualities: Power Resistance 12, p ychic entity
Saves: Fort +6, Ref +6, Will + 7
Abilities: Str 13 , Dex 13, Con 13 Int 16, Wi 14, Cha 20
Skills: Bluff + I I, Concentration +7, Disguise + I I,
Escape Artist +7, Hide +7, Knowledge (psi-talent) +9,
Listen + 16, Move Silently +7, Ride +7, Search +9, Spot
+ 16
Feats: Improved Initiative, Lightning Refle xes
Climate/Terrain: Any
Organisation: Solitary
Advancement: 7-12 HD (medium)
Succubi are creatures of legend, usually taking the form
of highly attractive human women intent on bringing
about the moral downfall of all good and noble men. In
actual fact, uccubi are lethal demons from another
dimen ion who delight in preying on any human and are
capable of a suming either male or female form at will.
Whatever their appearance, succubi will always have

brilliant and glowing eyes, flawle


kin and a perfect
build , though their true nature is belied by large, bat-like
wing. Upon entering the real world, a succubus will
tempt and pervett any human it comes ac ross, coaxing
them into sex ual contact where the victim 's very life
essence will be drained in acts of pure ecsta y and
pleasure. Few human are truly trong-willed enough to
resist the lures of a succubus and many wi ll willingly lay
down their lives in defending one that has already
dominated them. Most succubi are well aware of the
judges in Mega-City One, and some target such defender
of humanity above all others, delighting in their ability to
corrupt even a man who has dedicated hi s entire life to
the defence of hi s fellow citizens.

Combat
Succubi are surpri singly adept at combat and are fully
capable of tearing a man 's head off with their bare hands
when enraged. However, these demons prefer to work on

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a much more ubtle level , and will use the full weight of
their sensuous bodies and incredible psychic powers to
lure victims to them and turn groups of enemies upon
each other.

vampire

tt.I

........
Ql

I::

Ecstatic Kiss: Through the use of their potent psi-talent,


uccubi are capable of convincing many mortal creatures
to willingly kiss them. However, the kiss of a succubus,
while a source of the most inten e pleasure imaginable, is
also the method by which the demon drains the life
e sence of its prey. Any mortal willingly kissing a
uccubus (a full round action for both man and demon)
mu t make a Fortitude save (DC 18) or immediately 10 e
a character level. The character wil l have his experience
point total reduced to the minimum required for his new,
lower level and will lose al l benefits gained such as hit
points, feats, class features and so on. This loss is
permanent and may on ly be rever ed by psy chic surgelY
If a succubu reduces a character to 0 level through the
ecstatic kiss, the character will be immediately slain and
the uccubus will automatically be healed of any damage
it has suffered.
Psi-Talent: Succubi are 12 th levelmanifesters with 72
power points and the following powers - O- Ievel: daze,
deteel psi-talent, empathy, mental shield, missive; I,t
level: al/raetion & aversion, conceal thought , enrapture;
2nd level: sell/e, suggestion; y d level: danger sense,
jclbrieated reality; 4'h level: domination, tailor memory ;
5 th level: mind probe.
Psyc hic Entity: Succubi are psychic entitie and so arc
immune to mind-influencing effects, poison, paralysis,
stunning and disease. They are not subject to Arrest
checks critical hits, called shots, subdua l damage, ability
damage, energy drain, or death from massive damage. In
addition, they suffer double damage from silver weapons.

Vampire
Having been a staple of many horror-vids over the
decades, vampires are perhaps the mo t well known
psychic entity - even the most unsophisticated c iti zen
knows a vampyre feed off blood, needs a coffin to sleep
in during the day and that they can be warded off with
garlic . It is unfortunate that most citizens also believe
that vampires simply do not exist and are merely the
product of vid-producers with little real imagination.
Exorcist judges within Psi-Divi ion , however, have ome
inkling of the truth. While vampires are, by and large,
incredibly rare anywhere in the real world, they are all

too real and mu t be ternlinated with extreme prejudice


whenever found , for they are capable of wiping out entire
populations given time. Vampires are unusual psychic
entities in that the real world is their home dimension and
so many of the tool and tactics employed by exorcist
judges simply do not work. They are upernaturally fast,
can shrug off incredible amounts of damage without
registering pain and are utterly lethal if allowed to close
range. Possessing inhuman strength, vampires can rend a
man apart in econds and their famous bite will drain any
living creature of its life, causing it to rise a another
vampyre. In this way, vampyres can almost seem like an
infection if allowed to spread in a mega-city, as greater
numbers are created whenever they strike at the citizen
population.
Vampires posses few of the weaknesses the horror-vids
are keen to grant them and those who battle again t these
fiends with this false knowledge are doomed. It can
prove incredibly difficult to completely destroy even a
relatively weak vampire and many exorcist judges have
met their end attempting to do so.

'Vampire' is a template that can be added to any living


creature. All of the creature's statistics and abilities
remain unchanged, except as noted below.

Electricity Resistance: Vampyres gain Electricity


Resistance 12.

Power Resistance: Vampyres ga in Power Resistance 10 +


their Hit Dice.

H it Dice: Increase to d 12.


Speed: Double original creature 's.
Damage Reduction: Vampires gain a natural Damage
Reduction of 15.
Attacks: Vampires retain all attacks possessed by the
original creature. In addition, they also gain a slam
attack.
Damage: Vampyres will cause damage with their slam
attack based on their size, as shown on the table below.
Size
Fine
Diminutive
Tiny
Small
Medium-size
Large
Huge
Gargantuan
Colos al

Damage
I
Id2
Id3
Id4
Id6
Id8
2d6
2d8
4d6

Special Attacks
Blood Sucker: Any vampyre who succeed in a Grapple
check may automatically bite its victim and begin to
drain it blood. The victim will immediately lose 1d6
points of Constitution permanently. This loss can only be
reversed through the use of psychic swgery. Any victim
reduced to 0 onstitution will automatically die and rise
up as another vampyre within I d6 hours. The new
vampyre will be subservient to the origina l as if thrall
had been manifested upon it. A vampyre can have as
many thrall vampyres under its control as it is ab le to
raise.
Home Dimension : The home dimension of any vampyre
will be the one in which it was created, which will
usually be the real world. As such, vampyres are immune
to the effects of banish, dismiss and exorcise psi-powers,
and will merely be forced back lOft. away from the
manife ter if they are attempted. However, vampyres
cannot be summoned and are also unable to possess any
creature, regardless of how many Hit Dice they have.
Mind Control: Vampyres can manifest domination and
suggestion at will , as if they were 12th level manifesters,
simply by looking into a victim's eyes. This ability has a
range of 30 ft.
Special Qualities

Psychic Entity: Vampyres are psychic entities and so are


immune to mind-influencing effects, poi on, paralysis,
tunning and di sease. They are not subject to Arrest
checks, critica l hits, called shot , ubdual damage, ability
damage, energy drain, or death from massive damage. In
addition, they uffer double damage from sil ver weapons.
Tough to Kill: Victims soon learn that vampyres are
incredibly hard creatures to kill. A vampyre will
automatica lly hea lS points of damage every round . If
reduced to 0 hit point , the vampyre will fall comatose
and appear dead, but will rise again with full hit points
within I d6 hours. Onl y a wooden stake through the heart
wil l permanently kill a vampyre and it must be held
immobile or be comatose for this to be attempted.
Abilities: The vampyre receive a + 8 bonus to its
Strength, +6 to its Dexterity, +6 to its onstitution, +2 to
its Intelligence, +4 to its Wisdom and +4 to its Charisma
ability scores.
Skills: Ghosts receive a +8 circum tance bonus to all
Hide, Listen, Move Silently, Search and pot checks.

IT HAO STAI?TEP
WITH HISJ'CREAIr1-

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as such, can only be hanned by other psychic entities or


psi-powers. They can pas through any solid object at
will.
Psychic E ntity: Wraiths are psychic entities and so are
immune to mind-influencing effects, poison, paralysis,
stunning and di ease. They are not subject to AIl'est
checks, critical hits, called shots, subdual damage, ability
damage, energy drain, or death from massive damage. In
addition , they suffer double damage from si lver weapons.
nnatural Aura: Wild and domestic animals and beasts
can sense the presence of a wraith at a distance of 30
feet. They will not willingly approach a wraith and will
attempt to flee if possible.

advanced tactics, even if controlled. They aim to simply


pummel their enemies to death with their fists , advancing
in a slow wave that will gradually overcome any
defence.
Partial Actio ns Only: Zombies are very slow and may
only perform paltial actions. A uch, they can move or
attack, but not both unless they charge (which wi ll be
con idered a partial charge).
Undead: Immune to mind-influencing effects, poison,
paralysis, stunning and disea e. Not subject to critical
hits, called shots, subdual damage, ability damage,
energy drain , or death from massive damage. In addition,
they automatically pass all Arre t checks.

Zombie
Medium Undead
Hit Dice: 2d12+3 (16 hp)
Initia tive: -I (Dex)
Speed: 30 ft.
OV: 9 (-I Reflex)
Damage Reduction: 8 (natura l amlour)
Attacks: Slam +2 melee
Damage: Slam I d8+ I12
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Undead, partial actions only
Saves: FOlt +0, Ref -1 , Will +3
Abilities: Str 13, Dex 8, Con 10, Int -, Wis 10, Cha 1
Feats: Toughness
Clim a telTerrain : Mega-City One, the Cursed Earth or
the Undercity
Organisat ion: Solitary or mob (2-20)
Ad vancement: 3-5 HD (medium); 6-10 HD (large)
Zombie are literall y the wa lking dead, an imated corpses
that pos ess just a spark of their previou life. They
huffie around, targeting any living creature un less
controlled by a powerful p yker, who can direct them to
perfonn simple task . Zombies decay rapid ly and are
horrific to look upon, with rotting clothes and flesh
hanging off their bones as they shamble arou nd to club
any living creature to death. These creatures can be
created by psykers usi ng the undeath power, or may arise
naturally in areas of great psychic disturbance.

Combat
Zombies are unsophi ticated in combat and are un likely
to be able to succeed in any sort of battle plan or

zombie

--..
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Rules Summary
General Psi..powers
O-Level
Daze - Character 10 es next action. *
Detect Psi-Talent - Detect the presence of psi-activity.*
Empathy - Know subject's surface emotions. *
Inkling - 50% likely to know if an intended action is good
or bad.*
Mental Shield - Grants Damage Reduction again t
powers.
MenIal Sling - Deal I d6 points of damage to a subject*
Mind Shield - Subject gains Power Resistance.*
Missive - Send a one-way telepathic message to subject. *
1st Level
Conceal Thoughts - Conceal motives. *
Demoralise - Foes suffer - I penalty on some actions.*
Psyc!JometlY - Know about an object's past. *
Sense Living - Detenllines the precise locations of living
creatures.
Telempathic Projection - Modify ubject's emotions.*
2nd Level
Augury - Learn ifan intended action wi ll be good or
bad.*
Clairvoyance - Hear or see at a distance. *
Detect Thoughts - Detect ubject's surface thoughts .*
Environmental Psychometry - Find out about an area's
past. *
Sellie - Calms dangerou anima ls and bea ts.
3rd Level
Blanking - Hide ubject from psi-power and psi
scann ing.*
Danger Sense - Gain a +4 bonus against traps. *
Negate Psi- Talent - ullifies other powers as they take
effect.
Psi Scan - See subject from a distance. *
Schism - Splits mi nd into two independently functiona l
part. *
4th Level
Aura Sight - Read thing in other's auras. *
Detect Psi Scanning - Know when others psi scan yo u.*
Divination - Provides pecific advice for proposed

actions.*
Implant False MemOl), - Fal e memory implanted in
subject. *
5th Level
Gestalt - Links mind to magnify powers.
Mind Probe - Discover the subject's secret thoughts .*
Physical Adaptation - Manifester can resist extremes of
environment.
Psi Lash - Unleashe a blast of psychic energy into a
target's mind .*
Sense Psi- Talent - Sen e power and p i effects. *
6th Level
Aura Alteration - Subject seems to be something it is
not. *
Null Psi-Talent - Creates a psychic free zone.
Mind Switch - Switch minds with another*
Precognition - More in-depth than divination .*
7th Level
Emulate Power - Manifests any other power.
Insanity - Subject is pernlanently confu ed. *
Mind Bomb - Mental scream that deal 9d6 damage to all
within 15 ft.*
Turn Psi-Power - Rebounds powers back on to other
mani festers.
8th Level
Foresight - Senses warning of impending danger. *
Mind Blank - Subject immune to mental/emotional
effects and psi scanning. *
9th Level
Mela/aculty - Subject cannot hide name or location. *

Dimensionalist Psi..powers
o Level
Detect P5ychic Entity - Reveal s all p ychic entitie in the
area.
Ghostly Whispers - DistTact an enemy with incoherent
babble.

1st Level
Ectoplasmic Shield - Grants subject Damage Reduction
10.
Second Sight - View invisible psychic entities.
Undeath - Turns a corpse into a zombie.
2nd Level
Evil Eye - Curses a subject, doing I point of Charisma
damage.
3rd Level
Ectoplasmic Allack - Throws a powerful ectop lasm ic
projectile.
Summon P!>ychic Entity - Brings psychic entities to the
material world.
4th Level
Dimensional Anchor - Prevents movement between
dimension.
Dismiss - Forces one psychic entity back to its own
dimension.
5th Level
Create Poltergeist - Creates one poltergeist in the real
world.
Decay - Causes advanced rot or disease in the target.
eVEN IF WE CAN PREDICT WHERE
THEY'LL STRIKE NEXT, WHAT
GOOD'LL IT DO? WE CAN
DESTROY THEIR 80DIES,
aUT NOT THEIR
SPIRIT FORMS.

6th Level
Banish - Forces psychic entities back to their own
dimen ion s.
7th Level
Screams of the Damned - Un leashes horrific entities into
the rea l world.
8th Level
Exorcise - Forces many psychic entities back to their own
dimension s.
Psychoportation - Travel through dimensions to instantly
teleport anywhere.
9th Level
Group Psychoportatioll - Teleports a number of allies
anywhere in the world .

Pre..(og Psi..powers
O-Level
Precognitive Reflexes - A ll ows manife ter to avoid sma ll
amou nts of damage.

THERE'S GOTTA
SOME WEAPON
WE CAN USE
AGAINST THEM

THERE'S

GOTrA BE:

1st Level
COli/bat Precognition - Grants a + I bonu to Defence
Value.
Future Shock - Shock the subject, doing I d8 points of
subdua l damage.
Jinx - Curses an enemy.
Psychic Compass - Manifester always knows where he is.

2nd Level
Combat Prescience - Grant a +2 bonus to attack rol ls.
Recall lnjlllJ' - Force a ubject to take 3d6 points of
subdua l damage.
3rd Level
Sixth Sense - Temporarily grants the subject the Sixth
Sense feat.

4th Level
Instant Precognition - Allows manifester to potentiall y
avoid mishap.
5th Level
True ight - Subject sees things as they rea lly are.
6th Level
Psi-Scan Trap - Sets a trap for those spying psychically.
7th Level
Sequester - Hides a subject from psychic sight.
8th Level
Foresight - Manifester cannot be surpri ed or ambushed.
9th Level
Epiphany - Gives answer to a question with total
accuracy.

Pyrokine Psiu90wers
o Level
incinerating Finger - Create a jet of flame that cause
Id3 poi nts of damage.

7th Level
incendiary Rounds - Creates a hail of incendiary fire .
8th Level
Rolling Fire - Creates a burning cloud that consumes
everything in its path.
Tempest 0.( Fire - Floods an area with a howling fire
storm.
9th Level
Spontaneous Combustioll - Causes any object to start
burning from the inside ou.

Telekine Psiu90wers
o Level
Minor Telekinesis - Weak version of telekinesis.
1st Level
Lightning Catch - Slows down a falling object.
Magnify Force - Puts telekinetic power behind
manifester's blows.

1st Level
earing Metal - Turn meta l objects red hot.
Sheet of Flame - Sends a sheet of flame spreading
outwards.

2nd Level
Concussion - Blasts a target with 3d6 points of damage.
Control Body - Temporari ly takes control of a victim's
limbs.
Levitate - Causes a subject to rise or fall at manifester's
wh im.

2nd Level
Control Flames - Forces fi re to do manifester's bidding.
Flaming Weapon - Sets a me lee weapon alight.

3rd Level
Psychokinetic Shield - Grants 20
hit points.

3rd Level
Pyrokinetic Bur t - Creates a bright and powerful
explosion.
Resist Flames - Manifester becomes immune to fire .

4th Level
Mass Concussion - More powerful ver ion of concussion.
Telekinesis - Manifester can move objects with his mind
alone.

4th Level
Pyrokinesis - Causes a fire to throw our bright
pyrotechnics.

5th Level
Concussive Blast - Blasts a target with 8d6 points of
damage.

5th Level
Fire 0.( Retribution - Creates a co lumn of fire .

6th Level
Aggrokinesis - Rips a target apart, causing IOd6 points of
damage.

6th Level
Flamillg Shroud - Wraps a subject in burning flames .

+ 2d I 0 extra temporary

7th Level
Greater Telekinesis - Improved version of telekinesis.

8th Level
Headjam - Causes a subject's head to explode.
9th Level
Crushing Force - Instantl y crushes enemies to a pulp.

Telepath PsiWPowers
o Level
Xenog/ossia - Manifester communicates and understands
any language.
1st Level
Attraction & Aversion - Plant compul ion in subject's
mind.
Empathic Transfer - Transfers wounds and disea es from

NOSTRUM

ElOPHIM ~
DEI OM
MORTATUM :

subject to manifester.
Enrapture - Subject becomes tru ted ally and friend to
manifester.
2nd Level
Bind - Prevent subject from moving.
Mindlink - Forges telepathic link from manifester to
subject.
Pain - Inflict 3d6 points of telepathic pain upon a
subject.
Suggestion - Compels subject to follow order.

3rd Level
Fabricated Reality - Changes a subject 's perception s.

WHAT HAPPENED?
MOST PROBABLY A
HEART ATTACK.
NEIGHBOURS
HEARD HIM
SCREAM -FOUND
HIM DEAD IN 8ED.

7th Level
Flense - Strips powers away from psi-ta lented characters.
Mass Domination - Improved version of domination.
8th Level
Secret World - Condemns a victim to explore a world of
its own imagination.
9th Level
Confidante - Pem1anent version of mindlink.
Psychic SurgelY - Repair any damage caused by psychic
attacks.
Thrall - Utterly dominates the subject.

4th Level
Domination - Utterly

controls the actions of


a subject.
Fatal Attraction Implants death wish
in subject.
Mindwipe - Destroys
the subject's
memories and
experiences.
Tailor Memory Creates a fal e
memory in the
subject' mind .

Psi-Feats

5th Level
Brain Drain - Drain s
a subject of I d6
points of Chari ma or
lntell igence.
Psychic Static Makes manifesting
powers a lot more
difficult.
Psychic Vampire Drains power points
from subject.

6th Level
Doppelganger Manifester take the
appearance of
someone e lse.
Ma SuggestionImproved version of
suggestion.

Psi-power detailed in the Judge Dredd Rulebook.

Fea t
Additiona l Power
Astral Projection
Body Fuel *
Change In truction
Combat Manifestation *
Defensive Block
Drain Psi -Ta lent
Greater Power
Penetration *
Greater Specialist Foclls
(any)
Improved Transfonnation
Innate Power
Inner Strength *
Longevity
Meditation
Menta l Adversary
Menta l Snare
Pem1anent Control

Power Penetration *
Precognitive Sense
P ychic Inquisitor *
Psychoanalyst *
Quicken Summoning

Specialist Focus
Strength of Will

Prerequisite
Manifest 51h level psi-powers
Inner Strength, Talented
Summon psychic entity
special ist (dimensional ist)
Concentration kill
Specialist Focus
Mental Adversary
Power Penetration
Specialist Focus, speciali st
Tran fonnation
Inner Strength, Ta lented
Manifest 61h level psi-powers
Manifest 3 rd level psi-powers
Cha 13+
Mental shield, mind shield
Cha 15+, sumlllon psychic
entity, speciali st
(dimensionali t)
Manifest 41h level psi-powers,
specialist (pre-cog)
Cha 13+ Psychoanalyst
Cha 13+
Int 15+, summon psychic
entity, specia list
( dimensionalist)
Specia list (any)
Iron Will , summon psychic

Synergy
Talented *
Telekinetic Punch
Tran formation

Manifest 4 th level psi-powers


Inner Strength
Specialist (telekinetic)
Con 13+

Metapsi Feats
Feat
Encompassing Power
Enhanced Power
Enlarge Power *
Extend Power *
Far Power
Hypnopathy
Magnify Power
Maintain Power
Maximise Power *
Necrospan *
Quicken Power *
Twin Power

Possession Table
Will Save
failed by
1-3
4-8
9-12

Time
Possessed
I hour
I day
I yea r

13+

Pemlanent

Prerequisite

Side Effects
-I Wi and Cha, -1 ,000 XP
-I d6 ability scores, -1,000 XP
-1 d6 ability scores, - 1d6 x
1,000 XP
-2d6 ability scores, - 2d6 x
1,000 XP

Summoning Check Modifiers


Wis 13+, mind/ink, specialist
(telepath)

Factor
Expertise
Study and Preparation

Modifier

+ psyker's character level


+ psyker's Intelligence
modifier

Inner Strength, Talented

Feat detailed in the Judge Dredd Ru/ebook.

+2

Slow Summoning
Hurried Summoning

-4

Control Check Modifiers


Factor
Experti e
Force of Will
Slow Summoning
Hurried Summoning
Blood Sacrifice
Soul Sacrifice
Additional Instructions
Mu ltiple ummoning
Possessing Other

Modifier

+ psyker's character level


+ psyker's Charisma modifier
+2
-4
+1
+ sacrifice's character level
-2 cumulative
-1 per entity
-4

The

JUDDI DRIDD
Rol~pla)

in"
" C arne

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