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Master (Psychic OCCs) gets +5 per turn and +10 on a nexus.
 
Master (Psychic OCCs) gets +5 per turn and +10 on a nexus.
   
As it says in RUE you must use this ISP with away and cannot store it for later use.  (It essentially allows you to use powers at an ISP discount equal to the boost you get)
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As it says in RUE you must use this ISP right away and cannot store it for later use.  (It essentially allows you to use powers at an ISP discount equal to the boost you get)
   
   

Revision as of 13:18, March 1, 2020

Telekinesis by remplica-d6vrdtg

source unknown

By and large the basic rules governing psychic powers/psionics are relatively unchanged from those on page of Rifts Ultimate Edition.  Below are what changes or additions are applicable.




ISP boost at ley lines and ley line nexuses

The only change here is that you get a flat boost based on level of psychic you are.

Minor gets +2 per turn on a ley line and +4 on a nexus.

Major gets +3 per turn on a ley line and +6 on a nexus.

Master (Psychic OCCs) gets +5 per turn and +10 on a nexus.

As it says in RUE you must use this ISP right away and cannot store it for later use.  (It essentially allows you to use powers at an ISP discount equal to the boost you get)


ISP Recovery


Typically you will regain 10% of your ISP per hour of restful sleep. (10 hours of sleep will regain all lost ISP if reduced to zero)

Proper meditation will increase this to 20% per hour.

Some OCC's may increase this rate.




Power Strength


This is similar to spell strength.  This will increase the target number to save against as the character levels up in experience.  Some psychics will not increase as much as other, much like different magic users increase their spell strength in different levels.

Base target to save against psychic abilities is 12.

Minor and Major Psychics get a +3 to save against psychic abilities.  (These are the psychics that are not a class but added on by character generation chances)

Master Psychics (Psychic OCC's) typically get a +5 to save against psychic abilities unless noted otherwise in the OCC.




Psychic Foci


These work exactly like Magic Foci in that it allows the psychic to increase the strength or power behind the ability by increasing the ISP spent to use the power.

The difference here is psychics do not channel ISP.

The types of Foci are:

Strength (Power Strength) - by increasing the ISP by 50% the character can increase the strength of the power by 1 for every 3 levels of experience.

Scope (Range or area of effect) - by increasing the ISP by 50% the character can double the range or area of effect of the power.

Epoch (Duration) - by increasing the ISP by 50% the character can double the duration of the power.

Might (Damage) - by increasing the ISP by 50% the character can double the damage of the power.

Burst (Reduce time to activate) - this is a bit unique in that you can reduce the time it takes to activate a power by 1 action for every 5 levels of experience.


Using one Focus costs no additional actions.  Wanting to use an additional focus however will cost 1 additional action for each additional focus you wish to apply. Special note this does not apply to using the burst focus.

For example you wish to use a power and want to make it harder to save against.  No additional action cost.  Next turn however you want to double the damage and range of a power.  That will cost 2 actions (1 for the power and first focus plus 1 for the second focus)

This is where it is different from magic foci and where the burst focus will come in very useful.




NOTE - like spells and skills, many psychic powers will see revisions made to them.

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