PSIONICS
--------
Characters with Psionics start with 4 + (log/5) psionic abilities. Unlike
Magic and Street Fighter Powers, there are no "Psionic Points" as such. 
Instead, characters' abilities can be used a specific number of times per
day. Number of usages per day for each character is 7 + (log/5). 
Extra usages per day can be bought at a cost of 50 exp, and extra
abilities can be bought at a cost of 100 exp each.

Psionic potential is directly affected by the psychic web. When a psionic
character is standing on a convergence point of the web, his powers are at
double efficiency. If the character happens to be at a major convergence 
point, his/her powers quadruple in efficiency. If the character is standing
on a point of great distance from all converging points, his/her powers are
« efficiency. This is an optional rule and GM's may choose where the points
of convergence are, since the psychic web is not visible or tangible, or they
may choose to totally ignore the rule.

Psionic Abilities
-----------------

Telekenisis - Levitate an object of up to logic x 10 pounds at a speed of
              caster's running speed for a duration of logic x 10 minutes. 
              This can be used to levitate self, other person, or object 
              within sight.

Forcefield - Create an indestructable wall of force for a number of rounds
             equal to logic/2.

Energy Field - Create a thought-elemental wall with HP equal to logic x 5

Teleport - One-time version of the super power.

Receptive Telepathy - Read what a person is thinking at the time of casting.
                      Only what the person is presently thinking can be read,
                      caster cannot probe the target's mind for information.

Projective Telepathy - Project thoughts onto a person or creature. This can
                       only be used to communicate to and not to control the
                       target's mind.

Suggestion - Cause a person or creature to fulfill one command for the caster.
             Can project the same suggestion on multiple people but counts as
             2 uses.

Invisibility - Caster and anything on caster's person becomes invisible and
               undetectable for (logic) rounds. Can be cast on other people
               or objects as well.

Intangibility - Caster and anything on caster's person becomes translucent 
                and can pass through solid objects as though they were thin
                air for (logic) rounds. Can be cast on other people or objects
                as well.

Sleep - Cause a person or creature to fall asleep. Can be used on multiple
        people at a time, but counts as 2 uses.

Heal - Restore 1 HP per minute of inactivity for a maximum of (logic/2) 
       minutes.

Purify - Remove any traces of poison or disease from a person's system.

Mind Blast - Damage the mind of a living person or creature for (logic) 
             damage.

Project Sense - One-time version of super power. Lasts for (logic) rounds or
                until stopped by caster.

Heighten Sense - One-time version of super power. Lasts for (logic) rounds or
                 until stopped by caster.

Lower Sense - Character can lower one of another person's senses for (logic)
              rounds

Astral Project - Character exits his/her body and enters the spirit plane.
                 While in the spirit plane, character may see, hear, and feel
                 as normal, however he/she is undetectable to other people.
                 Communication with the real world is impossible. Character
                 is free to travel any distance in mere seconds, however, 
                 he/she may only remain in the spirit world for a number of
                 rounds equal to logic. Characters may communicate to other
                 spirits while in the spirit world.

Pyrokenisis - Control the movement of flame. Flames can be floated around at
              a speed of (logic x 2) for a duration of (logic x 10) minutes.
              Fires can also be spread around rapidly.

Fuel Flame - Control the heat and intensity of an existing fire. Can be used 
             with Pyrokenisis to hurl 10 dmg fireballs. Can also be used to 
             create a small spark capable of lighting combustibles on fire.

Hydrokenisis - Control the movement and flow of liquids. Can be used to 
               create a water slam of 10 dmg.

Cause Storm - Can be used to create a large tempest or thunderstorm. Can also
              be reversed to dissipate storms and tempests. 

Mind Meld - Same as Control of Element: Thought power "Tranfer Experiences"

Create Object - Create a small object out of thought-element energy. The 
                object may be shaped like anything, but must be a small to 
                medium sized object, and looks translucent-pinkish color. 
                This power can be used to create blades or other small 
                weapons which do up to 10 damage. The object disappears after
                (logic) rounds.

Stun Touch - Causes the character caster touches to fall unconscious for up
             to 1 hour. If target is aware of the attack, he/she gets a logic
             saving throw. If the target is unaware of the attack, it 
             automatically works. Target is not damaged in any way, merely
             looses consciousness. This is Spock's Vulcan Neck Pinch. The
             reason Spock chooses to touch the neck is because in order for
             this power to work, skin must contact skin. It is not possible
             while in power armor or while hands are otherwise covered.

Call Lightning - Similar to the spell "Lightning Bolt", this ability calls
                 down a (logic x 2) damage lightning bolt to strike the 
                 intended target. Any electronic equipment, robots, or power
                 armor will be rendered inoperative for (logic/5) rounds. 
                 This ability may only be used if the correct atmospheric 
                 conditions are present or if target is standing under a 
                 power line.

Double Jump - The ability to leap off thin air at normal jump height for a
              number of times equal to (logic/5) per usage.

Hover - The ability to move freely in air up to a height of (logic) feet for
        (logic x 10) minutes. Speed is equal to twice running speed.

Speed Dash - Character can make a super quick dash at 4 x runing speed for
             a distance of (logic/2 + stamina/2) feet.

Heighten Attribute - Character can temporarily raise one attribute by 20 for
                     (logic) rounds. Can also be used on other people.

Lower Attribute - Character can temporarily lower one of another person's 
                  attributes by 20 for (logic) rounds.

Heighten Skill - Character can temporarily raise one skill by 100 for (logic)
                 rounds.

Lower Skill - Character can temporarily lower one of another person's skills
              for (logic) rounds.

Slow Fall - Character can slow falling speed of self or other target so that
            it recieves no damage. Can also be used on non-magical, non-
            psionic projectile attacks to prevent damage.

Breathe Without Air - Character does not require air to breathe for a number
                      of minutes equal to (logic x 30).

Mind Block - Character can impede the thinking of another person for (logic)
             rounds. Target cannot think clearly and has difficulty
             understanding other characters and concentrating. Mind blocked
             characters cannot use super powers and all skills are reduced to
             attribute scores.

Speak in Tounges - Character can understand and speak any language for 
                   (logic) rounds.



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