Palladium Fantasy RPG® 1st Edition Psionics


When Kevin Siembieda reworked the Palladium Fantasy RPG®, he chose to exclude some of the psionic powers from the first edition. Here, for the benefit of mankind are some of those powers, reworked to fit in the new system. More will be added eventually.

NameCategory
Alter PersonalitySuper
Aura of TruthSensitive
Recurring NightmaresSuper
Resist Vacuum (For the Rifts® RPG)Physical
Water WalkPhysical

Alter Personality

Category: Super. Range: Touch. Duration: Permanent. Saving Throw: +3 to save.
Prerequisites: Insert Memory, Mind Bond, Mind Wipe, Empathic Transmission, and the psionic must be fifth level or higher.
I.S.P.(TM): 2D6 from the psychic's permanent I.S.P.(TM) base, and one point permanently subtracted from his M.E.

This is one of the more powerful psionic powers know on the Palladium World, for it gives the psychic the power to force basic changes in the victim's personality. Alignment, loyalties, emotional states, and basic personality traits can be permanently altered, but there is a chance that the victim's mind will be able to shrug off the new personality if the change is drastically different from the original personality. It is up to the G.M. whether the victim can cast off the new personality.

Aura of Truth

Category: Sensitive. Range: 60 ft (18.3 m) line of sight. Duration: 2 melees.
I.S.P.(TM): 2 per every two melees.
Saving Throw: Standard, a successful save means the person is not effected.

This power allows the psychic to sense other people's aura (note that says 'sense', not 'see') to try to determine whether or not they are telling the truth. Base Skill: 30%+10% for every additional two I.S.P.(TM) applied.

Recurring Nightmares

Category: Super. Range: Touch. Duration: Lasts until cured. Saving Throw: Standard.
Prerequisites: Induce Nightmare, Insert Memory.
I.S.P.(TM): 50, plus 2D4 from the psychic's permanent I.S.P.(TM) base.

The psionic can insert a nightmare into a victim's mind, and by burning off psychic energy, can make it a recurring plague to the victim's subconscious mind. Once the victim has been infected with these dreams, he will have a 87% chance of experiencing the nightmare every time he falls asleep. Once in the grip of the nightmare, he cannot wake himself for 1D6 hours, but can be awakened by others.

Every time the nightmare is experienced, the victim will acquire a temporary insanity which will last until the next time the nightmare occurs, then the victim rolls a new insanity. The insanities are from the affective disorders and psychosis tables in the Palladium Fantasy RPG®, 2nd Edition.

In the nightmares continue for six or more weeks, there is a 60% chance that the victim will acquire a permanent Affective Disorder (roll every six weeks). Fortunately, these nightmares can be cured through a number of means which are primarily psionic. A mind wipe of the memory of the nightmare has a 20% chance of curing it. Hypnotic suggestions can be used for temporary relief of the nightmare. Cure insanity is 100% effective against the dream. The nightmare can also be removed by dream travelers, see the Dreamstream(TM) section of Nightbane(TM) World Book One: Between the Shadows(TM).

Resist Vacuum (For Rifts®)

Category: Physical. Range: Self. Duration: 10 minutes plus 5 minutes per level of experience. I.S.P.(TM): 12.

Another mind over matter discipline combined with a light telekinetic field, allowing the psychic to survive for a short time with a total lack of atmosphere. After the power is used, the psychic must breathe normally for at least five minutes before he can activate the power again. Note: This power protects the psychic from explosive decompression and a lack of oxygen, not conditions like light and radiation from exposure to the sun, which is likely to result any time the psychic is in hard vacuum without adequate protection.

Water Walk

Category: Physical. Range: Self. Duration: One hour per level of experience. I.S.P.(TM): 10.

The psychic can telekinetically alter the molecular texture of the water so he can walk freely on the surface, and can even run, the water will provide good traction. The water will only hold a weight of 70 pounds per level of the psychic, so it is likely that he won't be able to support his body weight when he first acquires the power. The psychic can also use the solid water for sitting, crawling, or sleeping on.

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