Psi Cell Sciences

Attacks Environments
Hindrances Supports




Attacks

Biosabotage I
Keyterms: Sabotage
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Psi Cell Type: Attack Targets: 1
Uses Per Day: 5
Effect: Deals +3 damage to the target.

Biosabotage II
Keyterms: Sabotage
Action Type: Normal Difficulty: 5 Maintainable: No
Power Source: Psi Cell Type: Attack Targets: 1
Uses Per Day: 5
Effect: Deals +5 damage to the target.

Combat Cells I (Synthesize Soldier Microbes I)
Keyterms: None
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Psi Cell Type: Attack Targets: 1
Uses Per Day: 5
Effect: Deals +2 damage to the target. Alternatively, you may choose to treat this science as a support and restore +2 hp to the target.
Sample Descriptions:
A) Psi cells are used to form metal-eating bacteria which attack a robot. The robot appears to dissolve.
B) Aided by psi cells, one of a psi morph's fingers detaches and flies toward a robot. As it does so, it separates into individual cells which begin knocking the robot's molecules around. The robot collapses, then the cells fly back and reform into the psi morph's finger. The psi morph then makes a comment about having destroyed the robot with one finger.
C) Psi cells are used to heal a psi morph by forming new cells to replace lost ones. Yet, for some reason, the new cells are temporarily green when they are first formed. For a little while, it looks like the psi morph has a very unusual scar! "Still feeling a little green?"
D) A psi morph fights using psibernetic techclaws. When he uses this science, the claws detach so that he can throw them, then psibernetic nano-synthesizers form new techclaws.

Combat Cells II (Synthesize Soldier Microbes II)
Keyterms: None
Action Type: Normal Difficulty: 5 Maintainable: No
Power Source: Psi Cell Type: Attack Targets: 1
Uses Per Day: 5
Effect: Deals +4 damage to the target. Alternatively, you may choose to treat this science as a support and restore +4 hp to the target.

Disjoining Cells
Keyterms: Sabotage
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Energy Type: Attack Targets: 1
Uses Per Day: 3
Effect: Whenever the victim takes damage, the victim's max hp drops by 2 for the rest of the day.

Mental Combat I (Hostile Data Implanting I)
Keyterms: Telepathic
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Psi Cell Type: Attack Targets: 1
Uses Per Day: 5
Effect: Deals +3 damage to the target.

Mental Combat II (Hostile Data Implanting II)
Keyterms: Telepathic
Action Type: Normal Difficulty: 5 Maintainable: No
Power Source: Psi Cell Type: Attack Targets: 1
Uses Per Day: 5
Effect: Deals +5 damage to the target.


Environments

Binding Bioturret
Keyterms: Turret
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Cell Type: Environment Targets: 0
Uses Per Day: 2
Effect: Choose one of the following two effects each time you use this science.
A) Forms an atom binding turret with hp equal to the result of the roll to use this science. The turret must be no smaller than 5 feet in any dimension, and no larger than 10 feet in any dimension. While the turret is there, whenever a character rolls a 1 or 2 on a d10, that character takes a point of damage. Note that this turret affects both friends and foes. If the turret is targeted by an attack or hindrance, the difficulty of hitting the turret is the same as the difficulty of hitting you.
B) Forms an atom binding turret with hp equal to the result of the roll to use this science. The turret must be no smaller than 5 feet in any dimension, and no larger than 10 feet in any dimension. While the turret is there, whenever a character tries to use a science, that character loses a success point for each die that comes up a 1. Note that this turret affects both friends and foes. If the turret is targeted by an attack or hindrance, the difficulty of hitting the turret is the same as the difficulty of hitting you.
Combat Bioturret
Keyterms: Turret
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Cell Type: Environment Targets: 0
Uses Per Day: 2
Effect: Forms an attack bioturret with hp equal to the result of the roll to use this science. The turret must be no smaller than 5 feet in any dimension, and no larger than 10 feet in any dimension. Each time your turn comes up, the turret attacks one foe. Treat the attack as a standard psi cell attack made by you. If the turret is targeted by an attack or hindrance, the difficulty of hitting the turret is the same as the difficulty of hitting you.
Alternately, you may choose to form a healing bioturret instead of an attack bioturret. The healing bioturret doesn't attac, but each round, it heals one ally for 2 hp. This type of turret can only be maintained for 10 rounds.

Disrupting Bioturret
Keyterms: Turret
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Cell Type: Environment Targets: 0
Uses Per Day: 2
Effect: Forms a disrupting turret with hp equal to the result of the roll to use this science. The turret must be no smaller than 5 feet in any dimension, and no larger than 10 feet in any dimension. When you form the turret, choose either a science type (attack, environment, hindrance, or support,) or a power source (psi atom, psi cell, psi energy, or spec ops.) Sciences of this type (or which use this power source) have their difficulty increased by 2. Note that the turret affects both friends and foes. If the turret is targeted by an attack or hindrance, the difficulty of hitting the turret is the same as the difficulty of hitting you.

Gravity Control Bioturret
Keyterms: Turret
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Cell Type: Environment Targets: 0
Uses Per Day: 2
Effect: Forms either an antigravity bioturret or a gravity bioturret (your choice at the time the science is used.) The turret has hp equal to the result of the roll to use this science. The turret must be no smaller than 5 feet in any dimension, and no larger than 10 feet in any dimension. During each character's turn, before that character acts, he, she or it must move 20 feet away from an antigravity turret or 20 feet toward a gravity turret. The pull (or push) can be resisted with a successful Physical: Power check with difficulty equal to the result of the roll to use this science (the number of success points rolled becomes the difficulty of resisting the pull or push.) The GM might reduce the distance heavy robots are pushed, or even make them immune to the pull (or push.) Note that the turret affects both friends and foes. If the turret is targeted by an attack or hindrance, the difficulty of hitting the turret is the same as the difficulty of hitting you.

Operation Triggering Cells
Keyterms: Wreckage Exploiting
Action Type: Normal Difficulty: 5 Maintainable: No
Power Source: Psi Atom Type: Environment Targets: 1
Uses Per Day: 2
Effect: Target robot wreckage, which must not have been disturbed since the robot's destruction, attempts to use a non-maintainable science of your choice. The science must have been available to the robot when it was functional. You make all decisions related to the science, and the wreckage attempts to use it like the functional robot it used to be (you supply psi cells that compensate for the robot's non-functional wrecked state.) Afterward, the wreckage collapses into particles.

Teleperception I
Keyterms: Informational
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Cell Type: Environment Targets: 1
Uses Per Day: 2
Effect: Forms an immobile, nearly invisible sensory receptor in a location no further than 50 feet from you. This receptor can gather sensory information of one of three types: sight, sound, or scent. You choose the type of information the receptor will gain at the time you activate this science. If you choose sight, the receptor acts as an eye that is pointed in a direction of your choice (and cannot change directions) and sees in a cone that is 15 feet long and forms a circle 15 feet in diameter at the end of the cone. It can't see through barriers. If you choose sound or scent, the receptor gathers such information within 15 feet of itself. Psi cells carry information from the receptor to you, allowing you to see, hear, or smell what the receptor sees, hears, or smells. It is possible for others to notice the receptor using a mental: intellect check. The difficulty of the check is equal to the number of success points you got when you used this science. The receptor has 10 hp, and cannot protect itself if attacked. Destruction of the receptor immediately ends the maintenance of this science.


Hindrances

Hindering Parasite
Keyterms: Sabotage
Action Type: Normal Difficulty: 7 Maintainable: Yes
Power Source: Psi Cell Type: Hindrance Targets: 1
Uses Per Day: 2
Effect: Choose one of the four science types: attack, environment, hindrance, or support. The victim of this science can only use sciences of that type every other round.
Special: Unlike most hindrances, this one does not deal damage to the target equal to the number of success points rolled when using the science.

Memory Probe
Keyterms: Telepathic, Informational
Action Type: Normal Difficulty: 7 Maintainable: No
Power Source: Psi Cell Type: Hindrance Targets: 1
Uses Per Day: 5
Effect: Forcibly creates a stream of psi cells which carry data from the target's brain (or main computer) to yours. This allows you to gain information by reading the victim's memories. Each time you use this science, you may learn something important about the victim (such as the victim's sciences, disciplines, or one of the victim's priority groups.) You may also gain information (such as part of the passcode needed to unlock a door if the victim knows the passcode.)

Mental Block
Keyterms: Telepathic
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Psi Cell Type: Hindrance Targets: 1
Uses Per Day: 5
Effect: Uses psi cells to block the proper flow of data within the target's brain (or main computer.) The victim of this hindrance gets a -1d10 penalty to the use of all sciences for 1 round.

Mind Control I (Parasitic Data Implanting I)
Keyterms: Telepathic
Action Type: Normal Difficulty: 5 Maintainable: No
Power Source: Psi Cell Type: Hindrance Targets: 1
Uses Per Day: 3
Effect: You take control of the victim's actions for one round. The difficulty of this science is increased by an amount equal to the half of the target's remaining hp (round down.)

Psionic Interruption
Keyterms: Telepathic
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Psi Cell Type: Hindrance Targets: 1
Uses Per Day: 5
Effect: Ends the target's maintenance of 1 science.

Sabotaging Parasite
Keyterms: Sabotage
Action Type: Normal Difficulty: 2 Maintainable: No
Power Source: Psi Cell Type: Hindrance Targets: 1
Uses Per Day: 5
Effect: When this science is first used, the target doesn't take any damage. When you stop maintaining the science, the target takes damage equal to the number of success points you rolled when you first used this science +2 more. The damage doesn't happen if another science forces you to end the maintenance of this science.


Supports

Adrenaline Conversion (Adrenal Cellular Transmutation)
Keyterms: None
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 3
Effect: Gain an ISP of a type of your choice. Lose 2 other ISPs. You can only target yourself with this science.

Adrenaline Transfer (Inverse Adrenal Parasitism)
Keyterms: Sacrificial
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 3
Effect: Target gains an ISP of a type of your choice. This ISP must be spent before the end of the next round, or it is lost. You lose an ISP of the same type. You cannot use this science to grant an ISP of a type you do not have at least one of remaining. For example, you could not grant somebody a determination ISP if you did not have at least 1 determination ISP remaining.

Bioarmor
Keyterms: None
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 2
Effect: Choose one of the following three effects each time you use this science.
- All damage the recipient takes is reduced by 1.
- All attack sciences uses against the recipient have their difficulty increased by 1.
- All hindrance sciences uses against the recipient have their difficulty increased by 1.
The bonuses are increased by 1 if you got 10 or more success points when using the science, increased by 2 if you got 15 or more success points, increased by 3 if you got 20 or more success points, etc.

Biocoating I (Supplemental Epidermis)
Keyterms: None
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 2
Effect: The target is surrounded by a protective coating that can also act as a disguise or as camouflage for sneaking. It can be used to immediately create a disguise on the creature or improve an existing disguise. The recipient gets to roll an additional d10 when making Phsyical: Mobility checks to sneak. The coating takes any damage dealt to the creature. It has 2 hp, and shatters upon running out of hp. When the coating shatters, the maintenance of this science immediately ends.

Biocoating II (Supplemental Exoskeleton)
Keyterms: None
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 2
Effect: Works like Biocoating I, but the coating has 4 hp.

Biodeflection
Keyterms: None
Action Type: Normal Difficulty: 7 Maintainable: Yes
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 2
Effect: Whenever the recipient of this science is the target of an attack or hindrance, the attacker (or hinderer) loses a success point for every die that comes up a 1.

Cell Restoration I (Nanocellular Surgery I)
Keyterms: Healing
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 5
Effect: Choose one of the following three effects each time you use this science.
Recipient gains 3 hp.
Recipient's poison rate is reduced by 3.
Recipient's disease rate is reduced by 3.

Cell Restoration II (Nanocellular Surgery II)
Keyterms: Healing
Action Type: Normal Difficulty: 5 Maintainable: No
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 5
Effect: Choose one of the following three effects each time you use this science.
Recipient gains 5 hp.
Recipient's poison rate is reduced by 5.
Recipient's disease rate is reduced by 5.

Cell Transfer I (Regenerative System Symbosis I)
Keyterms: Healing, Sacrificial
Action Type: Normal Difficulty: 2 Maintainable: No
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 5
Effect: Restore +6 hp to the target. You take 6 points of unpreventable damage.

Cell Transfer II (Regenerative System Symbosis II)
Keyterms: Healing, Sacrificial
Action Type: Normal Difficulty: 4 Maintainable: No
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 5
Effect: Restore +12 hp to the target. You take 12 points of unpreventable damage.

Cerebralize
Keyterms: Sacrificial
Action Type: Normal Difficulty: 7 Maintainable: Yes
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 2
Effect: Target gets to roll an additional 2d10 when using Mental: Booksmarts, Mental: Social, and all sciences other than the 8 Standard Sciences. The bonuses are increased by 1 if you got 12 or more success points when using the science, increased by 2 if you got 17 or more success points, increased by 3 if you got 22 or more success points, etc. That person also rolls 2d10 less when using Physical: Mobility, Physical: Power, and all 8 standard sciences. All attacks and hindrances used against the target have their difficulty reduced by 2. You take 20 points of unpreventable damage when you use this science.
Reminder: Support sciences can only be used on willing targets.

Construct Temporary Body Mass I (Biomass Addendum I)
Keyterms: None
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 2
Effect: Uses psi cells to temporarily act as extra muscle or other beneficial body mass within the target's body. The person gets to roll an additional d10 when using physical attribute of your choice (physical: power or physical: mobility.) All of the recipient’s attacks and hindrances deal +1 damage. The bonuses are increased by 1 if you got 10 or more success points when using the science, increased by 2 if you got 10 or more success points, increased by 3 if you got 15 or more success points, etc.

Construct Temporary Brain Mass I (Cerebral Mass Addendum I)
Keyterms: None
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 2
Effect: Uses psi cells to temporarily act as extra brain mass within the target's brain. The person gets to roll an additional d10 when using a mental attribute of your choice (mental: intellect or mental: social.) All of the recipient’s supports and environments heal +1 hp. The bonuses are increased by 1 if you got 10 or more success points when using the science, increased by 2 if you got 10 or more success points, increased by 3 if you got 15 or more success points, etc.

Empathy (Emotion Transmitting)
Keyterms: Telepathic
Action Type: Normal Difficulty: 3 Maintainable: Yes
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 2
Effect: Lets you and the target share emotions. You get to roll an extra d10 on attempts to use support sciences with the Telepathic, Inspire, and/or Sacrificial keyword on the target, and the target gets the same bonus when trying to use sciences that have the Telepathic, Inspire and/or Sacrificial keyword on you. You and that person can also communicate telepathically with each other. The bonuses are increased by 1 if you got 10 or more success points when using the science, increased by 2 if you got 15 or more success points, increased by 3 if you got 20 or more success points, etc.

Feralize
Keyterms: Sacrificial
Action Type: Normal Difficulty: 7 Maintainable: Yes
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 2
Effect: Target gets to roll an extra d10 when using Physical: Mobility, Physical: Power, and all 8 Standard Sciences. All attacks and hindrances used against the target have their difficulty increased by 1. The bonuses are increased by 1 if you got 12 or more success points when using the science, increased by 2 if you got 17 or more success points, increased by 3 if you got 22 or more success points, etc. That person also gets a -2 penalty to Mental: Booksmarts, Mental: Social, and all Sciences other than the 8 standard sciences. You take 20 points of unpreventable damage when you use this science.
Reminder: Support sciences can only be used on willing targets.

Internal Surge: Support
Keyterms: Internal Surge
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 2
Effect: If this science succeeds, you get to roll an extra 2d10 on the next support you use this round.
Reminder: You may take a normal action and a quick action during the same round. So, if you successfully use this quick action, you may then use a normal action support that will receive the above benefit.

Lend Cerebral Power (Cerebrum Symbiosis)
Keyterms: Telepathic, Sacrificial
Action Type: Normal Difficulty: 3 Maintainable: Yes
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 2
Effect: Forms a two-way stream of psi cells between the brains of two willing targets. At the start of each round, either of them may give the other a bonus of 1d10 to the use of one science type (attack, environment, hindrance, or support) or one mental attribute (Mental: Intellect or Mental: Social) for the duration of the round at the cost of getting a -2d10 penalty to the use of all sciences for that round, and taking 1 point of unpreventable damage. The bonuses are increased by 1 if you got 10 or more success points when using the science, increased by 2 if you got 15 or more success points, increased by 3 if you got 20 or more success points, etc. The bonuses and penalties occur only if both people can agree on them. The two people can also communicate telepathically with each other.
Reminder: This science can be used just to communicate telepathically with another person without having it do anything else. The same thing applies to the other "Lend" sciences.

Lend Knowledge (Cortex Symbiosis)
Keyterms: Telepathic, Sacrificial
Action Type: Normal Difficulty: 3 Maintainable: Yes
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 2
Effect: Forms a two-way stream of psi cells between the brains of two willing targets. At the start of each round, either of them may lend the other one of his or her sciences (causing the lender to lose the science for the duration of the round while the other person gains the science for the duration of the round.) The lender takes 1 point of unpreventable damage. The lending occurs only if both people can agree on it. The two people can also communicate telepathically with each other.

Lend Skills (Pre-Frontal Lobe Symbiosis)
Keyterms: Telepathic, Sacrificial
Action Type: Normal Difficulty: 3 Maintainable: Yes
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 2
Effect: Works like Lend Knowledge, except it is used to transfer disciplines instead of sciences.

Paws of Art
Keyterms: None
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 2
Effect: Choose one of the science types (attack, environment, hindrance, or support.) Target gets to roll an extra 1d10 when using sciences of that type. The bonus is increased by 1 if you rolled 10 or more success points, by 2 if you rolled 15 or more success point, etc.
Sample Description: When this science is used to improve the target’s ability to attack, the psi cells are used to construct some sort of weapon which becomes part of the target’s body. Feel free to get creative and elaborate when describing the weapon. Perhaps it could have its own mouth full of sharp teeth that snap hungrily at the enemy.

Terminate Psionic Interference
Keyterms: None
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 5
Effect: Instantly ends the maintenance of an attack or hindrance being maintained on the target.

Trigger Synapses: Attack (Stimulate Aggressive Axon Activity)
Keyterms: Telepathic
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 3
Effect: Next round, target gets to roll an extra d10 when using attacks and Physical: Power checks.

Trigger Synapses: Defense (Stimulate Preservative Axon Activity)
Keyterms: Telepathic
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 3
Effect: Next round, all attacks and defenses used against the targets have their difficulty increased by 1.

Trigger Synapses: Environment (Stimulate Analytical Axon Activity)
Keyterms: Telepathic
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 3
Effect: Next round, target gets to roll an extra d10 when using environments and Mental: Intellect checks.

Trigger Synapses: Hindrance (Stimulate Dominative Axon Activity)
Keyterms: Telepathic
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 3
Effect: Next round, target gets to roll an extra d10 when using hindrances and Physical: Quickness checks.

Trigger Synapses: Support (Stimulate Communal Axon Activity)
Keyterms: Telepathic
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 3
Effect: Next round, target gets to roll an extra d10 when using supports and Mental: Social checks.

Trigger Synapses: System (Stimulate Universal Axon Activity)
Keyterms: Telepathic
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Psi Cell Type: Support Targets: 1
Uses Per Day: 3
Effect: Next round, target gets to roll an extra d10 when using all sciences and attribute checks, and you get a -2d10 penalty to all sciences and attribute checks.

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