All psi morphs (and all insectobots) automatically receive all 8 of these standard sciences at no cost.

The rules for using attacks and hindrances against a target appear below.

Step 1: Determine the difficulty of the attack or hindrance. Take the difficulty value listed for that attack or hindrance. If the science's power source matches the target's primary source defense, the difficulty goes up by the target's level. If it matches the target's secondary source defense, the difficulty goes up by 3/4 of the target's level (round up.) If it matches the target's tertiary source defense, the difficulty goes up by half of the target's level (round up.) If it matches the target's lowest source defense, the difficulty does not go up. If the attack (or hindrance) has more than one target, calculate each difficulty separately, then use the highest result as the science's difficulty.

Source Defense Priority Increase to Difficulty
Primary Target's Level
Secondary 3/4 of Target's Level (Round up)
Tertiary Half of Target's Level (Round up)
Lowest None

Step 2: Roll some d10s. If the power source of the attack or hindrance is the same as your primary power source, roll a number of d10s equal to your level plus 3. If the power source of the attack or hindrance is the same as your secondary power source, roll a number of d10s equal to your level plus 2. If the power source of the attack or hindrance is the same as your tertiary power source, roll a number of d10s equal to your level plus 1. If the power source of the attack or hindrance is the same as your fourth power source, roll a number of d10s equal to your level.

Step 3: Determine the number of success points. If the science’s type (attack or hindrance) matches your primary science type, get a success point for every d10 that came up 4 or higher. If the science’s type matches your secondary science type, get a success point for every d10 that came up 5 or higher. If the science’s type matches your tertiary science type, get a success point for every d10 that came up 6 or higher. If the science’s type matches your fourth science type, get a success point for every d10 that came up 7 or higher. Remember, each die that comes up a 10 not only gives you a success point, but also lets you reroll that die in hopes of getting another success point (maybe even more than 1 more success point if you are lucky enough to keep rolling 10s.) If your number of success points comes up equal to or greater than the difficulty determined during step 1, then the attack or hindrance succeeds and the target takes damage equal to your success points.

Reminder: Feel free to get creative when describing your sciences. Your descriptions may be simple or complex. For example: you might describe your Standard Psi Energy Attack as something simple like shooting lasers from your eyes, or as something complex like throwing a super-hard positively-charged magnetic boomerang at a robot, having the boomerang fly with crushing force because of the magnetic pull, then once it has struck it's foe, have the boomerang infuse the robot with a positive magnetic charge that repels the boomerang back to your paw. Your Standard Psi Cell Attack might be to form huge, metal-cutting claws out of psi cells, or it might be to tap on a robot while injecting harmful psi cells into its molecular structure with the result being that it looks like you are damaging your robotic foes simply by tapping on them. Your Standard Psi Atom Attack might be to form a metal-cutting sword out of psi atoms and attack with it, or it might be to form a statue of a hero from your home nation's history and have the statue bash a robot with your nation's flag just before collapsing into particles. Your Standard Spec Ops Attack might be a blast from your techpaw, or it might be complex martial arts moves performed with the grace and fluidity of a jungle beast. Feel free to be creative and use descriptions as similar or dissimilar to these as you want. Just remember: the description doesn't change the science's power or effect, and should be in the line with the science's power and effect.

Standard Psi Atom Attack
Keyterms: None
Action Type: Normal Difficulty: 1 Maintainable: No
Power Source: Psi Atom Type: Attack Targets: 1
Uses Per Day: Unlimited
Effect: None, aside from dealing damage normally.

Standard Psi Atom Hindrance
Keyterms: None
Action Type: Normal Difficulty: 1 Maintainable: No
Power Source: Psi Atom Type: Hindrance Targets: 1
Uses Per Day: Unlimited
Effect: None, aside from dealing damage normally.

Standard Psi Cell Attack
Keyterms: None
Action Type: Normal Difficulty: 1 Maintainable: No
Power Source: Psi Cell Type: Attack Targets: 1
Uses Per Day: Unlimited
Effect: None, aside from dealing damage normally.

Standard Psi Cell Hindrance
Keyterms: None
Action Type: Normal Difficulty: 1 Maintainable: No
Power Source: Psi Cell Type: Hindrance Targets: 1
Uses Per Day: Unlimited
Effect: None, aside from dealing damage normally.

Standard Psi Energy Attack
Keyterms: None
Action Type: Normal Difficulty: 1 Maintainable: No
Power Source: Psi Energy Type: Attack Targets: 1
Uses Per Day: Unlimited
Effect: None, aside from dealing damage normally.

Standard Psi Energy Hindrance
Keyterms: None
Action Type: Normal Difficulty: 1 Maintainable: No
Power Source: Psi Energy Type: Hindrance Targets: 1
Uses Per Day: Unlimited
Effect: None, aside from dealing damage normally.

Standard Spec Ops Attack
Keyterms: None
Action Type: Normal Difficulty: 1 Maintainable: No
Power Source: Spec Ops Type: Attack Targets: 1
Uses Per Day: Unlimited
Effect: None, aside from dealing damage normally.

Standard Spec ops Hindrance
Keyterms: None
Action Type: Normal Difficulty: 1 Maintainable: No
Power Source: Spec Ops Type: Hindrance Targets: 1
Uses Per Day: Unlimited
Effect: None, aside from dealing damage normally.

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