Core Psionic Feats

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**ANCHORED STEP [PSIONIC FEAT]**

**Prerequisite:** PSYCHOKINESIS, 6 Ranks Move Object, PSYCHIC ANCHOR

**Benefit:** This ability allows you to use the psychic anchor ability to walk on walls and ceilings or similar surfaces while moving.

**BIOFEEDBACK TRANCE [PSIONIC FEAT]**

You can enter a meditative trance that gives you a greater amount of control on your own bodies bio-chemistry to better improve your ability to heal yourself.

**Prerequisite:** Wis 15+, WILD TALENT feat, PSYCHOMETABOLISM feat, 5 Ranks Psionic Healing.

**Benefit:** You gain a +5 on Psionic Healing checks as long as you are in a safe area with no distractions, additionally you can enter a biofeedback trance to half the amount of food water and air you need to consume for as long as you can remain inactive. You can not enter a biofeedback trance if you are rendered unconscious.

**CYBER MIND [PSIONIC FEAT]**

**Prerequisite:** Wild Talent, Psychokenesis, Technopathic

**Benefit:** this feat allows a character to access a computer or vehicle or other technological device from a distance, with only their mind. The distance that the character can access the device is equal to five times your Wisdom Modifier in meters the ability costs 3 psionic power point's per unit of your characters range to use this ability. The character must have line of site to whatever it is that they are accessing, and the character must pay the psionic power point cost for each round the link is maintained.

**Activation:** As a Standard Action.

**DARK DRAIN [PSIONIC FEAT]**

You are able to draw life energy from living beings, gradually absorbing it yourself. Draining the life from others in this fashion provides you with additional Action Points.

**Prerequisite:** WILD TALENT feat, PSYCHOKINESIS feat, ESP feat, DARK POWER PSIONICS feat.

**Benefit:** Once per week, you may attempt to absorb Force energy from another character. This target must be within 10 meters when you make the attempt. In addition, the target must have at least one Action Point for the ability to work. Having this feat does not allow you to know how many Action Points the target has at the time you use the feat. (The character's player-or the GM, in the case of GM characters-is not required to let you know whether the character has any Action Points before you make the attempt.) When you exercise this ability, the target must immediately attempt a Fortitude saving throw (TN 20). If the save succeeds, you gain nothing. If the save fails, the target loses one Action Point, and you gain one Action Point. Using this feat doesn't cost you psionic power points.

**DARK POWER PSIONICS [PSIONIC FEAT]**

Some powers are darker than others, they come from a need to conquer and control. Those who delve deeply into the darkness, staring straight into the abyss, usually find it staring back deeply into them.

**Prerequisite:** WILD TALENT feat, PSYCHOKINESIS feat, ESP feat, Move Object 1 Rank (Trained), Farseeing 1 Rank (Trained), Affect Mind 1 Rank (Trained), Psionic Lightning 1 Rank (Trained), Psionic Healing 1 Rank (Trained), Psionic Strike 1 Rank (Trained), Psionic Grip 1 Rank (Trained), and Psionic Perception 1 Rank (Trained).

**Benefit:** Characters with the Dark Power Psionics feat gets an additional 10 psionic power points. They also gain access to the skills: Control Mind, Drain Energy, Drain Knowledge, and Transfer Essence.

**DEPLETE SELF [PSIONIC FEAT]**

**Prerequisite:** Wild Talent, Psychometabolism.

**Benefit:** This feat lets you take 1 point of temporary damage to create 3 power points as a free action. You can do this until you reach zero hit points. Hit points lost in this manner do not count towards normal healing and are fully restored after one full day of rest.

**ESP [PSIONIC FEAT]**

**Prerequisite:** Wild Talent

**Benefit:** Characters with the ESP feat gets an additional 5 psionic power points. They also gain access to the skills: Farseeing and Psionic Perception.

**GREATER PSIONIC BURST [PSIONIC FEAT]**

**Prerequisite:** Wild Talent, Psychokenesis, Psyonic Burst, Improved Psionic Burst 12 ranks Move Object, 12 ranks Psionic Lightning.

**Benefit:** this feat reduces the psionic power point cost of psionic burst to 5 psionic power points instead of 10 and increases the damage to 15 and increases the range to 3 meters instead of 1 meter.

**GREATER PSIONIC PHASING [PSIONIC FEAT]**

You can pass through solid objects, such as walls and doors.

**Prerequisite:** Wild Talent, Psychometabolism, Psychokinesis, Psionic Phasing, Improved Psionic Phasing.

**Benefit:** There is no longer a speed penalty for Phasing when moving through a solid object, such as doors, as well as through walls, Vehicles, large objects, and other obstructions, but must end your movement in a legal, unoccupied space. While phasing you cannot perform a run action, and your movement cannot exceed you base speed. Phasing through a solid object adjacent to an opponent dose not provoke an Attack of Opportunity. You cannot phase through living beings.

**Example:** A character with a base speed of 10 meters could only phase through 10 meters in a single move action. (Again you must end your movement in a legal, unoccupied space.)

**Psionic Power Point Cost:** 4 Points per meter traveled.

**Activation Time:** Free Action.

**Target:** Self.

**HIDDEN POWER [PSIONIC FEAT]**

**Prerequisite:** Wild Talent

**Benefit:** You get an additional 20 psionic power points. This feat can only be taken once every four levels.

**HYPER BOOST [PSIONIC FEAT]**

**Prerequisite:** Wild Talent, Psychometabolism, Over Boost, Character level 5 or higher.

**Benefit:** This feat allows you to spend four power points to gain an additional 6 meters of movement to your base speed that lasts till the end of the round. To continue the additional speed the character must spend an additional four power points per round. It can stack with Over Boost.

**IMPROVED PSIONIC BURST [PSIONIC FEAT]**

**Prerequisite:** Wild Talent, Psychokenesis, Psionic Burst, 8 ranks Move Object, 8 ranks Psionic Lightning.

**Benefit:** this feat reduces the psionic power point cost of psionic burst to 10 psionic power points instead of 20.

**IMPROVED PSIONIC PHASING [PSIONIC FEAT]**

You can pass through solid objects, such as walls and doors.

**Prerequisite:** Wild Talent, Psychometabolism, Psychokinesis, Psionic Phasing.

**Benefit:** Phasing while moving costs double movement when moving through a solid object, such as doors, as well as through walls, Vehicles, large objects, and other obstructions, but must end your movement in a legal, unoccupied space. While phasing you cannot perform a run action, and your movement cannot exceed you base speed. Phasing through a solid object adjacent to an opponent dose not provoke an Attack of Opportunity. You cannot phase through living beings.

**Example:** A character with a base speed of 10 meters could only phase through 5 meters in a single move action. (Again you must end your movement in a legal, unoccupied space.)

**Psionic Power Point Cost:** 6 Points per meter traveled.

**Activation Time:** Free Action.

**Target:** Self.

**MIND PROBE [PSIONIC FEAT]**

You can delve into someone’s mind to learn information stored there.

**Prerequisite:** Wis 15+, WILD TALENT feat, PSYCHOKINESIS feat, TELEPATHY feat, 5 Ranks Affect Mind.

**Benefit:** You can learn the answer to a question as long as the target knows the answer to the question. You must be within line of site of the target, and the target must be within 10 meters of you. The probe requires an Affect Mind check Vs. the targets Will Save, however the check and the Will Save can be modified by other circumstances.

**OVER BOOST [PSIONIC FEAT]**

**Prerequisite:** Wild Talent, Psychometabolism

**Benefit:** Once per round as a free action a character can spend two power points to gain an additional 3 meters of movement to your base speed that lasts till the end of the round. To continue the additional speed the character must spend an additional two power points per round.

**Activation:** As a Free Action.

**POWER FOCUS [PSIONIC FEAT]**

One of your psionic powers is harder to resist, or avoid.

**Prerequisite:** WILD TALENT feat, Access to a psionic feat or skill that qualifies for the benefit of this feat.

**Benefit:** Choose one psionic feat, or skill that has an ability that requires the target of that ability. Add +2 to the TN of saving throw against the chosen psionic skill or feat.

**Special:** You can take this feat multiple times each time it must be applied to a different psionic skill or feat.

**PRIMAL POWER [PSIONIC FEAT]**

**Prerequisite:** Wild Talent

**Benefit:** Characters with the Primal Power feat get an additional 5 psionic power points. They also gain access to the skills: Psionic Jamming, Psionic Scream, Cryokinesis, and Pyrokinesis.

**PSIONIC BURST [PSIONIC FEAT]**

**Prerequisite:** Wild Talent, Psychokenesis, 8 ranks Move Object, 8 ranks Psionic Lightning.

**Benefit:** a character can make an area of effect attack dealing 10 points of damage and knocking back all creatures in the area of effect are knocked back 1 meter, and must make a reflex save of 20 or higher of be knocked prone this attach has an area of effect 1 meter in all directions around the character it has a psionic power point cost of 20 the range and manage of this attack stacks for each time that you pay its psionic power point cost meaning you can pay the cost of the power points to make the attack more powerful there is no save for half damage if you are in the area of effect you are hit by this attack.

**PSIONIC CYBER BOND [PSIONIC FEAT]**

**Prerequisite:** Wild Talent, Psychokenesis, Technopathic, Cyber Mind, the character must have piloted the vehicle at least three times previously to taking this feat and the vehicle must have a psionic interface

**Benefit:** This feat can only be applied to one vehicle at a time, but if your character so chooses they can drop their link with a vehicle and switch to bond with another vehicle providing it meets the requirements. This feat allows the character to access systems and even operate the vehicle and its systems, even pilot the vehicle at a distance at a -6 penalty to all actions. The bonded vehicle must be within 5 kilometers of the character to use this ability. It has a psionic power point cost of 5 points per round in addition to any other psionic power point costs that may be involved.

**Activation:** When using this ability the character can make no actions other than a 1 meter step. The actions the character can make while using this ability are all performed through the selected bonded equipment.

**PSIONIC PHASING [PSIONIC FEAT]**

You can pass through solid objects, such as walls and doors.

**Prerequisite:** Wild Talent, Psychometabolism, Psychokinesis.

**Benefit:** Phasing while moving costs triple movement when moving through a solid object, such as doors, as well as through walls, Vehicles, large objects, and other obstructions, but must end your movement in a legal, unoccupied space. While phasing you cannot perform a run action, and your movement cannot exceed you base speed. Phasing through a solid object adjacent to an opponent does not provoke an Attack of Opportunity. You cannot phase through living beings.

**Example:** A character with a base speed of 10 meters could only phase through 3 meters in a single move action. (Again you must end your movement in a legal, unoccupied space.)

**Psionic Power Point Cost:** 8 Points per meter traveled.

**Activation Time:** Free Action.

**Target:** Self.

**PSIONIC PRODIGY [PSIONIC FEAT]**

You were born with an unnaturally high amount of psionic ability and power. An amount of talent that seems odd even among other psionic characters.

**Prerequisite:** Wisdom 16, Wild Talent feat

**Benefit:** You gain an additional +20 psionic power points, as well as you gain a +1 bonus to all saving throws against mind altering psionic powers and effects.

**Special:** This feat can only be selected at character creation / 1st level.

**PSIONIC SURGE [PSIONIC FEAT]**

Sometimes you find reserves of power you didn't think you had in you.

**Prerequisite:** Wild Talent feat, Con 13.

**Benefit:** Once per day, you can spend an Action Point as a free action to regain 1D6 + your Constitution score of Psionic Power Points. You may not gain more Psionic Power Points beyond your characters normal maximum amount of Psionic Power Points.

**PSYCHIC ANCHOR [PSIONIC FEAT]**

You can telekinetically anchor yourself to a single spot.

**Prerequisite:** PSYCHOKINESIS, 6 Ranks Move Object

**Benefit:** when using this ability you may ignor knock back or knock down instead taking 1 point of damage for every meter of knock back you would have otherwise suffered or 2 points of damage for ignoring knock down. You may not move and suffer a -2 penalty to Defense class while using this ability. Activating this ability is a swift action and costs 2 psionic powers to use per round it is active.

**PSYCHOKINESIS [PSIONIC FEAT]**

**Prerequisite:** Wild Talent

**Benefit:** Characters with the Psychokinesis feat gets an additional 5 psionic power points. They also gain access to the skills: Move Object, Affect Mind, Psionic Lightning, Psionic Healing, Psionic Strike, Psionic Stealth, and Psionic Grip.

**PSYCHOMETABOLISM [PSIONIC FEAT]**

**Prerequisite:** Wild Talent

**Benefit:** Characters with the Psychometabolism feat gets an additional 5 psionic power points. They also gain access to the skills: Enhance Senses, Battlemind, and Enhance Ability.

**PSYCHOMETRY [PSIONIC FEAT]**

People and events tend to leave emotional impressions and echoes on objects and places, and sometime just sometimes their a people blessed or cursed with Psionic gifts that allow them to read and experience these impressions.

**Prerequisite:** Wis 15+, WILD TALENT feat, ESP feat.

**Benefit:** When you touch an Inanimate object and concentrate for 1 minute, you may attempt a Psionic Perception check. if you succeed you gain a brief vision of a person, entity, or event associated with the object in the past.

For example, if you pick up a hunting knife, you might get a glimpse of someone who carried the knife for years, the last person to use the knife, or a scene of someone being murdered by the knife. Long association and strong emotion tend to leave behind the strongest impressions. The specific details of what the character sees are up to the Game Master.

You can perceive past events by handling objects that were present at those events as though you were there. The perspective is the same as the perspective of the object’s wielder: you see, hear, and feel what the wielder saw, hear, and felt, but no more. You cannot, for example, read the writing on a computer screen if the object’s wielder did not. However, you do gain impression of the wielder’s emotions in regard to the event.

**Action:** This power requires a full round action, for 6 rounds to activate.

**Cost:** This power costs 4 Psionic Power Points to activate.

 Personal item infrequently used
 Item used by multiple individuals
 Item handled once

**SIXTH SENSE [PSIONIC FEAT]**

Your psionic perception of the world has gone beyond the norm of even other psionic characters, beginning to border on being a precognitive danger sense.

**Prerequisite:** WILD TALENT feat, 5 ranks Farseeing skill, 5 ranks Psionic Perception skill.

**Benefit:** You can’t be surprised. Additionally you may use your Psionic Perception skill as if you were making a Search check to search for traps as if you had the Trap Sense ability. You do not gain the benefits of this feat if you are asleep or unconscious.

**SUMMON STORM [PSIONIC FEAT]**

You can manipulate the atmosphere to create rain, winds, and lightning.

**Prerequisite:** WILD TALENT feat, PSYCHOKINESIS feat, ESP feat, DARK POWER PSIONICS feat, Wis 16+, Move Object 5 Rank, Psionic Lightning 5 Rank, Drain Energy 5 Rank.

**Benefit:** You may use this feat to create storm conditions in a radius around you equal to your Wisdom Modifier x 100 meters. The user can voluntarily reduce the radius if she desires, but not to less than half of its maximum. (Thus, a character with a +6 Wis Mod with this feat could summon a storm 1,200 meters in diameter-twice the radius of 600 meters. The same character could also shrink the storm down to a 600-meter diameter, if she desired, but no smaller.) These conditions create rain that reduces visibility, winds that hinder activities, and intermittent lightning. The rain provides nine-tenths concealment to anyone in the area (in addition to thoroughly soaking anything that isn't waterproof). The winds are strong enough to cause foliage to whip about violently and hurl loose leaves and paper about, providing a significant distraction to ordinary activities (a -2 penalty on all attacks, skill checks, and ability checks). The storm is not strong enough to move objects heavier than 1 kg. The lightning strikes are random, as with an ordinary storm; the user cannot direct them. Lightning hits a vessel very rarely, though its presence does provide an additional -2 penalty on Pilot checks for flying vessels through the storm. Activating Summon Storm requires a full-round action and costs 5 Psionic Power Points. Maintaining the power is a free action and costs 5 additional Psionic Power Points per 10 minutes (paid at the onset of the 10-minute period). The storm can only be generated outdoors, and the GM may rule that certain effects of this feat do not apply in extreme climates. (This power could not be used to generate rain on Tatooine, for example.) if the effects of this power (blinding rain and driving winds) create dangerous conditions (such as sandstorms on Tatooine or blizzards on Hoth), the GM may also call for Survival checks.

**TECHNOPATHIC [PSIONIC FEAT]**

**Prerequisite:** Wild Talent, Psychokenesis

**Benefit:** this feat allows a character to use Psionic interface technologies in addition it grants a character a +5 circumstance bonus on Computer Use, Pilot, and Repair, Skills to gain this bonus when using one of these skill checks to gain the bonus from this feat you must expend 1 psionic power point this bonus can only be applied once per skill check attempt.

**Activation:** As a Free Action.

**TELEPATHY [PSIONIC FEAT]**

You can communicate with someone by sending mental messages. Characters with this ability are sometimes called “senders”.

**Prerequisite:** Wis 15+, WILD TALENT feat, PSYCHOKINESIS feat, 5 Ranks Affect Mind.

**Benefit:** You can send a mental message to one person. This message can be up to ten words or a single visual image (without sound). Successfully sending the message requires a Concentration check TN 15 to send the message to a willing participant. You can send a message to an unwilling target however this requires a Concentration Vs. the targets Will Save.

**Action:** This power requires a Swift action to activate.

**Cost:** This power costs 2 Psionic Power Points to activate.

**WILD TALENT [PSIONIC FEAT]**

**Prerequisite:** Wisdom score of 10 or better.

**Benefit:** Characters with the Wild Talent feat gets 10 psionic power points and access to the empathy skill.

**Special:** This feat can only be selected at character creation / 1st level.

**PSIONIC MASTERY [PSIONIC FEAT]**

You can accomplish Psionic-related tasks with less concentration than normal.

**Prerequisite: Wild Talent Feat**, Character Level 7th, Wisdom 15

**Benefit:** Once per round, you may accomplish a Psionic-related task that normally requires an attack or move action as a free action. The psionic power point cost for this action is double the normal cost (or 1 point if no cost is given).

**Special:** This feat is not cumulative with the effects of High Psionic Mastery. That is, you cannot use both feats to reduce a full-round action to a free action.

**HIGH PSIONIC MASTERY [PSIONIC FEAT]**

You can accomplish Psionic-related tasks with much less concentration than normal.

**Prerequisite:** Wisdom 17, Wild Talent, Psionic Mastery, Character level 11th

**Benefit:** Once per round, you may accomplish a Psionic-related task that normally requires a full-round action as an attack action. The psionic power point point cost for this action is double the normal cost (or 1 point if no cost is given).

**Special:** This feat is not commutative with the effects of Psionic Mastery. That is, you cannot use both feats to reduce a full-round action to a free action.

**PSIONIC DODGE [PSIONIC FEAT]**

You are adept at using the Psionics to avoid attacks when piloting a starfighter.

**Prerequisites: ESP**, Wild Talent, 4 ranks Pilot (starship)

**Benefit:** When piloting a starfighter, you gain an additional +2 dodge bonus to Defense Class.

**PSIONIC FLIGHT [PSIONIC FEAT]**

You can wrap yourself in the psionic power and move yourself toward a specific destination.

**Prerequisite: Psychokinesis**, Wild Talent, Move Object 6 ranks, Character level 7th

**Benefit:** You gain the ability to control the telekinesis to a greater degree and can use it to move yourself from one spot to another. Doing this requires a successful Move Object check and psionic power point cost of 4. You can take 10 but you can’t take 20 on this check. The distance you travel either horizontally or vertically as a move action is determined by the check result.

 20-24
 25+

**DISSIPATE/ABSORB ENERGY [PSIONIC FEAT]**

You can resist and sometimes absorb energy damage and turn it to your advantage.

**Prerequisite:** Wild Talent, Psychokenesis

**Benefit:** You may dissipate or perhaps absorb energy damage you would otherwise take because of your environment or because of an attack. To do so, you make a Fortitude saving throw against a TN 10 + the amount of damage inflicted. If the saving throw is successful, you don’t take any damage and you gain 1 psionic power point for every 2 points of damage you would have taken (but you can’t gain psionic power points in excess of your full normal total). If the saving throw fails, you take the full damage.

Dissipate Energy is used as a reaction, and cost no psionic power points.

**CHANNEL ENERGY [PSIONIC FEAT]**

You can use absorbed energy in the next Force power used.

**Prerequisites: Psychokenesis**, Dissipate/Absorb Energy, Wild Talent

**Benefit:** This feat allows a character to use any damage absorbed with the Dissipate/Absorb Energy feat towards other psionic powers. Use of this feat is a move-equivalent action. Any damage absorbed the previous round by the Dissipate/Absorb Energy feat may be converted to bonuses on Psionic skill rolls this round. For each point of damage the character converts he gains a +1 bonus on a Psionic skill roll instead of vitality as normal with Dissipate/Absorb Energy.

**POWERFUL PRESENCE [PSIONIC FEAT]**

Powerful Presence You have a knack for getting the message across.

**Benefit:** You gain a +2 aptitude bonus on Intimidate and Telepathy checks.

**NATURE AFFINITY [PSIONIC FEAT]**

You are especially in tune with natural surroundings. This mystical bond allows you to sense what the local environment contains.

**Prerequisites: Wild Talent**, ESP, Wisdom 15

**Benefits:** By waking in a natural setting and meditating for a full minute, you can get a sense of what living organisms exist in the area. Under these conditions, characters with Nature Affinity can make a Wisdom check (TN 10) to detect the kinds of plant or animal lifeforms in 200-meter-radius area. Living creatures that don’t wish to be found can oppose the user’s Wisdom check with a Hide check. Due to the amount of strain this ability puts on its wielder, the Nature Affinity feat can be used only once per hour.

**Special:** A character with Nature Affinity can get a “sense” of the environment’s state of well being by making a Wisdom check (TN 15). This information translates as an empathic result, such as “harmonious,” “threatened,” or “dying.”

**MIND TRICK [PSIONIC FEAT]**

You have a knack for using the Force to fool those with weak wills.

**Prerequisite:** PSYCHOKINESIS, Wild Talent

**Benefit:** You get a +2 aptitude bonus to all Affect Mind checks and Illusion checks. Remember that the Illusion skill can’t be used untrained.

**CLOAK [PSIONIC FEAT]**

You bend light around your body, rendering yourself invisible to anyone looking in your direction.

**Prerequisite:** Wild Talent, Psychokinesis, Psionic Stealth 5 Rank.

**Benefit:** You are considered to have Total Concealment against all targets until the beginning of your next turn.

**Time:** Standard Action

**Psionic Power Point Cost:** 5 Points per activation.

**Special:** You can maintain Cloak from round to round, extending the normal duration. Maintaining the Cloak Psionic Power is a Standard Action, and you must make a new Concentration check each round. If you take damage while maintaining Cloak, you must succeed on a Concentration check (TN = 15 + damage taken) to continue maintaining the Cloak.

**PSIONIC ACROBATICS [PSIONIC FLAW]**

You have mastered enhancing your jumping and tumbling with your psionic abilities.

**Prerequisite:** Wild Talent, Psychometabolism, Enhance Ability 5 Rank.

**Benefit:** When using this ability you are able to jump triple your height and distance, additionally you gain a +5 to Jump and Tumble checks. This ability need only be activated once per round, and only when making a Jump or Tumble check.

**Psionic Power Point Cost:** 3 Points per activation.

**Activation Time:** Free Action.

**Target:** Self.