Reliquary Space: Psionics

Comments None

This is a selection of psionic powers available for player characters inmy Reliquary Space setting. They replace the psionic rules in Mercenaries, Spies & Private Eyes, with inspiration from GURPS Basic Set, 3rd Edition.

Reliquary Space index

Each psionic skill costs 3 Skill Points. They have no IQ minimum, but higher IQ gives you a higher chance to gain mastery over your skills—otherwise, they are latent. To check for mastery, make a Level 2 Saving Roll for each skill, combining your IQ with your level in the chosen skill.

Latent skill: GM uses the skill erratically as though it were controlled by an distracted and unreliable, but otherwise benevolent NPC. Such powers may manifest in stressful situations (with a Saving Roll) or otherwise, at the GM’s whim. If you spend significant downtime training under a master of a given discipline, you may check for mastery again at the end of your training regime, taking a +1 bonus for each fortnight of unbroken, focused practice in a single skill.

Psionic skills are divided into disciplines: Telepathy, Psychokinesis, Psi Static, and Chorochronometry. Any of the psionic skills within the same discipline may be taken as Specializations stemming from any other skill in the same discipline, provided the esper meets all other requirements.

The range of all psionic skills can be extended by use of clairvoyance or senses gained via mind-reading.

Psionic Skills at a Glance


Psi Sense
Basic Telepathy
Mental Blow
Mind Shield
Mind Control


TK Shield
Energy Medicine

Psi Static

Psi Static




Reach out to other minds within the range of your daylight vision.

Psi Sense – 3 pts.

You can feel the presence of other espers. If you actively sniff for espers within your range, make an IQ Saving Roll plus your skill vs. the other esper’s Luck score. If they are actively using a psionic power other than Psi Static, add their skill to your roll!

Basic Telepathy – 3 pts.

Mind link.
When the target is unaware or unwilling, make an IQ Saving Roll plus your skill vs. the target’s Mind Shield skill level to enter their mind. Increase the Saving Roll’s difficulty by 1 level for each additional target after the first simultaneous link. On a miss, each target is immune to all of your telepathic skills for 2d6 hours or until they sleep—whichever comes first. If you beat the target number by at least half the target’s IQ, they do not detect your presence.
Send your thoughts to a single recipient. If the target isn’t a telepath, you may use Mind-reading to receive their response.
Make a Mind Link to connect. If you succeed, you get one “search query” per level of success, about their thoughts, sensory information, or memories. After each query, they may attempt to expel you by making an Charisma Saving Roll modified by Mind Shield, against your Basic Telepathy skill level.
While you see through another entity’s senses, you may include their visual range within the range of any psionic powers you use.

Basic Telepathy allows you to use the following skills untrained—Mental Blow, Mind Shield, Sleep, Illusions, and Mind Control—but doing so costs you Strength equal to the Basic Telepathy skill level they require, in addition to any Strength usually required to use the skill.

Mental Blow – 3 pts. (Requires: Basic Telepathy)

Spend 1d6 Strength. Everyone within range must make a CON Saving Roll (modified by their Mind Shield) against your Telepathy level or be stunned for a number of rounds equal to the amount they missed by. They can attempt a Charisma Saving Roll each round after the shout to snap out of it before then.
Direct mental attack.
Spend 1 Strength and roll dice equal to your skill level + Adds from CHA, vs. dice equal to the target’s Mind Shield + Adds from their CHA. The loser takes the difference in Strength damage.

Mind Shield (Requires: Basic Telepathy)

Passive resistance against telepathic intrusion. At will.

Sleep (Requires: Basic Telepathy 3+)

After you make contact per Mind Link, the target makes an IQ Saving Roll vs. your Sleep skill level. On a miss, they fall into a sleep lasting 1d hours unless awakened.

Illusions (Requires: Basic Telepathy 6+)

Create an illusion in the target’s mind. Make contact per Mind Link. If you succeed, they perceive the illusion you describe for as long as you concentrate and do nothing else. The target gets an IQ Saving Roll vs. your Illusions skill when they examine it or interact with it substantially, such as when it would damage them or vice versa, or when it would be disrupted by their actions. If they succeed, they shake off the illusion. Subtle details that conform to their expectations may pass unnoticed, while blatant psychedelic visions or phantasmagoria might provoke ongoing resistance.

Mind Control (Requires: Telepathy 9+)

Plant a hypnotic suggestion or operate someone like a puppet. Make contact per Mind Link. If you succeed, they fall under your control for as long as you concentrate and do nothing else. Any time you give them a command that contradicts their interests, the target gets an IQ Saving Roll vs. your Mind Control skill level to resist. If they succeed, you loose your grip on their mind and they cannot fall under your power again for at least 2d6 hours or until they sleep. When the domination ends, they remember everything.

Player characters targeted may choose their actions, earning Adventure Points equal to your Mind Control skill any time they fulfill the telepath’s commands contrary to their own character’s interests.


Telekinesis (TK) – 3 pts.

Move items with your mind!
Move up to 10TK times the Strength you spend in pounds, at a Speed rating equal to your Telekinesis skill times the Strength you spend. You can move smaller weights at greater speeds by multiplying Speed by the factor you divide the weight by.
When you launch an item at a target, treat it as a missile attack with a Dexterity equal to your Basic Basic TK skill times the Strength you spend. On a hit, treat your Basic TK skill as a Monster Rating to determine damage.
Range: As Telepathy, or any unseen item you have seen within a radius of your IQ in yards.

TK Shield (Requires: Telekinesis, Precognition)

Deflect a physical or telekinetic attack.
When you are hit by an attack while conscious, and subtract your TK Shield level from each damage die. You may spend Strength to absorb additional damage, 1-for-1.
Pocket atmosphere.
If you are ejected out of an pressurized environment, submerged underwater, or otherwise sent from a breathable space to a place where you can’t breath, you can make a Charisma Saving Roll plus your TK Shield skill to take enough oxygen with you as if you were in a space suit. If you make it, the bubble holds for TK Shield skill level in combat rounds.

Energy Medicine – 3 pts. (Requires: Telekinesis)

Healing ministration.
Touch someone who is injured to heal their wounds. Make a Charisma Saving Roll plus your Healing skill level: If you make it, the target recovers lost CON up to your Energy Medicine skill level. On a miss, you lose 1d6 Strength. If you roll less than 5, the target also suffers 1d6 damage!
Directed Energy Attack.
Use your psi to squeeze a target’s blood vessels or similar. You must see or touch the target and make a missile attack with a Dexterity equal to the target’s CON. On a hit, roll a number of dice equal to your Energy Medicine skill for damage.

Psi Static – 3 pts.

Psi static disrupts espers from using their powers, within the radius of your daylight vision.

When you activate your power globally, anyone within range must make a Charisma Saving Roll against your Psi Static skill level before using any psi powers except for Psi Static.
Focused Disruption.
When you target a specific person you can see, they must make a Saving Roll as above. If they make it, they may use their power—but it costs them additional Strength equal to their skill level.


Clairvoyance/clairaudience – 3 pts.

You can perceive the folds of spacetime and the forms that occupy the space around you in your minds eye, and reach for the sights, sounds, and other sensory impressions in other locations you have previously visited. Make an Saving Roll IQ Saving Roll plus your skill level:

  • Level 0 if view is within your visual range, but obscured in some way.
  • Level 1 if the destination is on the same celestial object as you, out of sight.
  • Level 2 if the destination is is on a different celestial body in the same system.
  • Level 4 if the destination is in a different system in the same sector.
  • Level 8 if the destination is in a different sector in the same quadrant.
  • Level 16 if the destination anywhere in the galaxy outside your current quadrant.

Failure means the vision is confused and blurry, or you see an alternate location of interest, chosen by the GM; and your Clairvoyance is disabled for 1d6 hours.

A blind clairvoyant can see unobstructed surfaces to a range of their IQ in yards without a Saving Roll, but a roll is required to see through exterior layers, such as inside envelopes or containers.

Autotesseract – 3 pts. (Requires: Clairvoyance 3+)

Fold space to teleport yourself and no more than 5 pounds of worn gear to any place you can see (including through Telepathic or Clairvoyant vision). Make an IQ Saving Roll plus your Teleport skill, with the Saving Roll level determined by the range, per Clairvoyance.

Failure means you teleport to an alternate destination of interest, chosen by the GM; and your skill is disabled for 1d6 hours. Failure to roll at least a 5 on the the dice means you also splinched, and suffer damage equal to the amount you missed the Saving Roll by.

Exotesseract – 3 pts. (Requires: Autotesseract)

Same as Autotesseract, but you can teleport persons and objects you touch, weighing up to 10 to the power of your Exotesseract skill, times the Strength you spend, in pounds. Alternatively, you can teleport remotely viewed persons and objects to your current location.

Psychometry – 3 pts.

You can pick up the echoes of significant past events that radiate from certain objects and locations. Items associated closely with a person may convey details about that person’s current location and condition. Such impressions typically come in the form of vague flashes of imagery and information.

Make an IQ Saving Roll plus your skill. For each level of success, you may ask the GM one question about the vibrations of this object or place; including what happened here, and what happened to any significant people who interacted with the subject.

Failure means your skill is disabled for 1d6 hours. Repeated attempts cost 1d6 Strength.

Precognition – 3 pts.

You can pick up the shadows of what may happen. Make an IQ Saving Roll plus your skill. For each level of success, you may ask the GM a question about the current direction of fate—in general, or concerning specific people, places, and things. The GM will answer honestly to the best of their ability.

Failure means your skill is disabled for 1d6 hours. Repeated attempts cost 1d6 Strength.

If you are caught by surprise, make a Luck Saving Roll plus your skill vs. the danger’s level in Precognition. On a success, you had a feeling just in time and you get to act first.

Go back to Reliquary Space index.



Commenting is closed for this article.

← Older Newer →