Darkmatter Psychic Powers for d20

In the modern conspiracy-genre, Psychic powers are an interesting and exciting possible plot twist to give either the characters or their enemies a special edge.  The old Darkmatter system provided a wide variety of psychic powers for GMs and players alike. These have been translated into Darkmatter, via the system below.  Characters acquire Psychic Powers by taking the Psychic feat.  Everyone with this feat must choose one branch of psychic powers, either Biokinesis, ESP, Telekinesis, or Telepathy.  They may also than choose one power from that branch.  Every other time the character takes the Psychic power feat, they may choose one more power from that branch.  However, no character may have access to more than one branch of psychic powers.  This rule can be overlooked by GMs, in terms of creating alien creatures, or villains.  All psychic powers are controlled by the Concentration skill.  Any checks referred to below use this skill.  Many abilities require the maintenance of concentration to work.  If a character is hit while using these powers, treat it as if they were casting a spell forcing them to make a Concentration check DC 10+ damage inflicted

Biokinesis
Bioweapon: character can generate a Melee Weapon with a check of DC 15.  The weapon is a slashing weapon with damage 1d6 and critical 19-20.
Control Metabolism: character can concentrate to change his metabolism to disregard the affects of a hostile environment.  Must succeed at a check of DC 15 to start, and it drains 1d4 subdual points of damage each round it is used.   Characters must concentrate to maintain this power.
Heal: must succeed at a DC 20 check over the course of a minute.  Heals either 1d8 hit points, 1 wound point, or cures 1 level of disease.   Characters must concentrate to maintain this power.
Morph: must succeed at a DC 15 check to start, and DC 10 check each round to maintain, in order to morph body.  Gains +4 to Climb, Disguise, Escape Artist, Hide, and Prestidgitation checks while morphed.
Rejuvenate: this skill is identical to the Heal ability, and therefore has been replaced by it.
Transfer Damage: by making DC 20 check, can transfer 2d8 damage from another character into himself.  This does not work on Wound Points.   Characters must concentrate to maintain this power.

ESP
Battle Mind: successful check of DC 15 gives a +4 to Initiative the next round.
Clairaudience: successful check of DC 20 and DC 10 each round, allows character to hear words in another location.  Has same limits as the Clairaudience/Clairvoyance spell in the PHB.   Characters must concentrate to maintain this power.
Clairvoyance: successful check of DC 20 and DC 10 each round, allows character to hear words in another location.  Has same limits as the Clairaudience/Clairvoyance spell in the PHB.   Characters must concentrate to maintain this power.
Empathy: with successful DC 20 check, can detect one aspect of a character's alignment, whether Lawful or Chaotic, or Good or Evil.
Mind Reading: by making a check DC target's Intelligence, can read a target's thoughts for one minute.  A failed check tips off the target that someone is trying to read their thoughts, or at least a sense that something is wrong.   Characters must concentrate to maintain this power.
Navcognition: this power is useless in Darkmatter and is not covered here.
Postcognition: for DC 10+ 1 for every day past the event which the character wishes to see, they can detect images and emotions left in an area.  GMs can grant significant bonuses if the events were especially laced with emotion.  Drains 1d4 subdual damage.   Characters must concentrate to maintain this power.
Precognition: by making DC 25 check, can transfer predict an event that is to occur in the near future.  Drains 1d6 subdual damage.    Characters must concentrate to maintain this power.
Psycholocation: can locate objects within 100' with DC 15, 1000' within DC 20, and within 5 miles with DC 25 initiation cost.  Always requires DC 10 maintenance check each round, and requires concentration.
Psychometry: can read images and events from physical objects.  Treat as a Postcognition ability, but with objects, not locations.   Characters must concentrate to maintain this power.
Sensitivity: opposed check with another Psychic reveals who is using a power, what power, and an approximation of how powerful they are (i.e., their Concentration score).

Telekinesis
Electrokinectics: character can generate a Melee Weapon with a check of DC 15.  The weapon is a slashing weapon with damage 1d6 and critical 19-20.
Kinectic Shield: character can concentrate to change his metabolism to disregard the affects of a hostile environment.  Must succeed at a check of DC 15 to start, and it drains 1d4 subdual points of damage each round it is used.
Levitation: character can fly at 20' +5' x Wis modifier, with poor maneuverability, with a successful initialization check of DC 20.   Characters must concentrate to maintain this power.
Photokinectics: with DC 15 check, can excite molecules in an object, making it give off life.  Creating blinding light requires DC 25 check.
Psychokinectics: can cause up to 25 lbs of material to float with DC check 10 +1 for every extra 10 lbs, and maintenance checks of DC 10 every round.  Requires concentration.  Treat Concentration rank + Concentration modifier as Strength in terms of bludgeoning damage from this power.
Pyrokinectics: can manipulate small or large amounts of fire with a successful check.  DC 5 allows to deal 1d4 fire damage, DC 10 2d6, DC 15 2d8, DC 20 2d10, DC 25 2d12, and DC 30 2d20.

Telepathy
Contact: can communicate with other creatures telepathically by making a check DC 15, also adjusted by the creature they are communicating with's Intelligence modifier.  Two creatures with Contact do not need to make a check to communicate.
Datalink: the character can develop a natural mental connection with a computer system with a check of DC 15, +5 for every level of protection or encryption the computer has.  Uses this with Use Computer skill to use computer from afar.  Requires concentration.
Illusion: can fool characters with illusions by making a Concentration check vs the target's Intelligence check.  Requires concentration.
Mind Blast: can attack a character for 2d6 subdual damage, with an opposed Concentration check, or opposed Concentration and Willpower check, whichever benefits the target more.
Mind Shield: generates a shield of kinectic activity, drains 1 subdual point of damage per round.  Adds Concentration score to the DC to Mind Read, Mind Blast, Obscure, Possess, Sensitivity or Suggest abilities targeted against the character maintaining the Mind Shield.
Obscure: can obscure observations from peoples mind with a DC 15 check, + target's Intelligence modifier.  See description in the Darkmatter book for an example.
Possess: with opposed check vs target's Willpower, can take control of a target's body.  Must make the same check every hour to maintain control.
Suggest: with a check of DC 20+ target's Intelligence modifier, can Suggest something to the target, as per the spell in the PHB.  Failure alerts the character that something is wrong, or that someone is fooling with their mind.
Tire: this ability is copied by the Mind Blast power, and is replaced by it.

The rules above are just basic translations of the original rules into d20 format.  If you have any questions or suggestions please e-mail us.