Terminal Psionic
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There is a limit to how powerful one can make psionic abilities. If too much energy is drawn in through these pursuit, bad things can happen to the body and mind. Most psychics are held back by a subconscious, instinctual "safety valve" which prevents them from developing their powers to their fullest extent.
Then there is the Terminal Psionic. These deadly warriors have learned to turn off the "safety valve" and use their psi powers to a degree previously unknown. They have a greater range of powers and each power performs at much higher levels than "normal" psionic abilities. But there is a price for this power. The Terminal Psionic dooms himself to an early death. Each use of his power causes the Terminal Psi to come a little closer to the point of psionic overload.
Alignment Restrictions: None
Attribute Restrictions: M.E. of 15 or higher
Bonuses/Penalties: +3D6 M.E., -1D4 P.E., Halve H.P. and any
subsequent additions to H.P.
Saving Bonuses: +8 to save vs psionics, mind control,
possession, and mind-altering drugs.
Basic Psionic
Abilities: Terminal Psi's are considered Master psionics. I.S.P.
begins at M.E. x 10 + 6D6 per level. Terminal Psis start with 20 powers from
the lesser psionics and 6 supers. They can receive any power they wish (even
psi-sword) from first level. At each additional level, they can receive 4
lesser powers or 2 super psionic abilities (or 2 lesser and 1 super)
Also, all Terminal Psi abilities are enhanced versions of the standard power.
Range is doubled, duration is raised to 150%, and damage is raised to 125%
The Price of Power: There is a good reason these guys are called Terminal Psionics. They actually channel much of their own life energy into the development of their powers. They have a new statistic known as Vital Inner Strength Points or VISP. VISP is a sort of inner reserve of life energy. When VISP reaches 0, the Terminal Psionic will suffer from psionic overload and most likely die.
VISP is determined by multiplying initial I.S.P. by 50. VISP does not go up when the charqacter reaches a new level and can never be replenished once lost. The Terminal Psionic is completely immune to any positive (helpful) use of Field Adjuster power, and gets an additional bonus of +4 vs. negative powers
VISP is lost by using psionic power. For every 10 I.S.P. spent on one psi effect, one VISP is lost. VISP is also lost at a rate of 1 per day.
Psionic Overload: When VISP reaches 0, the character's powers go into overload. At this point, every power he has activates at once in random uncontrolled effects. This lasts for 1D4 melees and, aside from any damage done by stray mind bolts or telekinetically hurled objects, all sientient organic (or mineral) beings within 50' suffer 2D4 damage direct to hit points each melee until the effect subsides. Psychic characters take double damage (except for Field Adjusters, who just take 1D6 damage). The Terminal Psionic himself takes 1D4 damage direct to hit point each melee. Once the chaos has settled, the Terminal Psionic is in a coma.
Assuming that the Terminal Psionic receives medical attention and makes a successful save vs. coma/death, the character may survive the overload, but will never be the same. First, the existing hit point base is halved (but any subsequent hit points gained from level advancements will be the standard amount for a non-Terminal Psi. ie: 1D6 per level). Then, all I.S.P. is divided by 10 and every lesser psi power has a 70% chance of being burned out and super psionics have a 85% of being burned out. The Terminal Psi is understandably thrown into mental disequilibrium by this phenomenon and must roll for 2 random insanities. The Terminal Psi also loses his special save bonuses. NOTE: Human augmentation which would normally provide psychic abilities (like the Crazy implants) cannot bestow powers to this being.
Then, after all that, there are still other unpredictable side effects. Roll on the following table:
Skills: Use the skills of a Mind Melter in Rifts or use any education level in Heroes Unlimited (but remove one skill program)
Cybernetics: Terminal Psionics will not recieve cybernetics for any reason except dire medical need while in their prime. If they survive the overload, they may consider becoming a borg or juicer
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