By Gary Ashburn - taken from the Columbia Games HârnPage.
The list of psionic talents is a breakdown of the possible psychic abilities. The talents possessed depend on Aura (see: Skills 1). Characters are normally born with all the talents they will ever possess.
The number of psionic talents a character possesses is determined by a character's Aura. Characters with an Aura of thirteen or less will begin play with no psionic talents. Characters receive one roll on the Psionics Table for each point of Aura above 13. For example: A character with an Aura of 15 would get two talent rolls.
Any roll higher than 5 x Aura that ends in:
- ODD is no talent
- EVEN is a re-roll
- 5 or 0 gets the ability - plus:
- 0 rolls for an additional talent.
|22-25||Directional Sense||73-78||Mental Bolt|
The first time a talent is generated, it is opened at SB1. If the same talent is generated a second time, the OML is increased to SB2 and SB is raised by 2, and so on.
Optionally, characters born with and aware of an ability may receive an additional 1/2 to 1 SB bonus to OML - GM discretion.
DEVELOPMENT OF TALENTS
Characters may use some or all of their monthly improvement rolls to develop talents through meditation and practice. Talents may also be developed after each critical use (CS/CF or use in a critical situation - GM discretion. Exposure to powerful psionic events or artifacts may also jolt a character's development, enabling him to make bonus development rolls at GM discretion. Some stimuli may cause a character to develop a new talent, but this is very rare - an increase in Aura allows another roll on the above chart for each point of increase.
Each talent has a unique description outlining fatigue, range, bonus effects, and time required to evoke. A psychic should not assume that a talent will always work the same way; even under the same circumstances.
 Name & Description
Each talent has a name and a description. The description is a guide to what happens when the talent is successfully evoked. These effects may be varied within reasonable limits by the evoker or the GM. The description may also list special requirements for evocation.
 Bonus Effects
As the psychic's ML increases to certain preset levels, he has the option to evoke additional (bonus) effects. These effects are optional (on the part of the psychic) and must be specified before the evocation is attempted.
Using a talent requires mental effort, reflected by the accrual of fatigue points. The "cost" in Fatigue Points to evoke a talent, is expressed as a formula. Abbreviations used in the formulae are defined in the talent description.
 Time to Evoke
All psionic talents require a significant amount of concentration to use properly. The skill of meditation is a primary measure of the training and discipline of persons mind (all Shek-Pvar are assumed to have a Meditation Skill in excess of 100). An initial concentration time (CT) equal to [10-SImeditation] is included in all Psionic Skills (for SI's in excess of 9 concentration time is zero).The amount of gametime required to evoke a talent is expressed as a formula dependent on SI (i.e. 2x[15‑SI] + 2xCT seconds). This number is the time necessary to achieve the minimum energy and concentration to begin the actual effects.In most cases (at GM discretion) the psychic may opt to hasten his evocation. This option allows him to complete evoking the talent in as little as half the normal time. However, the EML of a hastily evoked talent is reduced in proportion to the hastening (i.e. 50% reduction in time = a 50% reduction in EML).
A talent's range is the maximum distance between the psychic and the object/effect(s). The Success Level achieved in evoking, and the psychic's ML may affect the talent's range. In some talent's descriptions the range is expressed as a formula such as "ML feet." "Touch" indicates the psychic must establish physical contact with the talent's object. "Self" means the talent has no range ‑ the psychic may use the talent on himself.
All psionic effects are powered directly by the psionic's mind and all abnormal effects stop when the psionic stops expending fatigue to cause the effect - what happens then is dependent on the laws of nature.
 Sensitivity Factor (SF)
There is a heightened degree of sensitivity to aural activity implied with most talents. This Sensitivity Factor (SF) is a measure of the distance a psychic can detect telepathic sendings (in feet per SI of the telepath). For example, sensitivity is rated at 50xSI (i.e. a person with a SI of 10 in sensitivity would detect telepathic sendings at 500 feet times the SI of the telepath (farther if directed to him). There is a maximum level of implied sensitivity associated with each talent. is ~1/5 of the rating squared. Thus while Sensitivity can go to 50x10=500 Telepathy max's out at 15x3=45 (rounded to 50).If no rating is listed it implies normal levels of sensitivity. Few projective talents are rated in this category.
A psychic may attempt to evoke any talent he has at any time in the course of play, provided he is in a reasonable state of consciousness and any other conditions of the talent are met. The following routine is used to evoke a psionic talent:
The character informs the GM of his intent to evoke a talent he has, expends the necessary time to evoke, and meets any other requirements. See also Spellfire Timing, Shek‑Pvar p.19.
 Talent EML
Reduce the psychic's EML by the current fatigue and injury points. EML may be further reduced if the GM believes that optimal requirements for evocation are not being met.
 Success Roll
Once EML is known, a skill roll is made to determine success. The player should make all success rolls unless the outcome would not be observable/knowable by the psychic.
 Fatigue Accumulation
A psychic accumulates fatigue each time he attempts to evoke a psionic talent. Each talent description includes the FP accumulated when the talent is used successfully. If the evocation roll achieves CS, fatigue accumulation is halved. If MF occurs, fatigue is multiplied by 1.5 and an exhaustion check must be made. If CF occurs, fatigue is doubled and an exhaustion check must be made.
Any failure (MF/CF) when evoking a talent requires a SHOCK roll:
- Marginal Failure: E1 Shock Roll and 1.5 x fatigue
- Critical Failure: E3 Shock Roll and double fatigue
If the shock roll exceeds Toughness, the psychic is unconscious. If the shock roll exceeds Resistance, the psychic becomes Aurally Shocked:
- SP: 20-60 pts recovers at 2 pts/hour.
Fatigue points received for the current evocation are added to the total fatigue before making the shock roll.
Fatigue is recovered in the normal way - by resting. It is impossible to recover fatigue while evoking talent(s).
Several talents, including Medium, Prescience, and Sensitivity, are perceptive talents which may (GM discretion) be stimulated when their possessors encounter appropriate phenomena. This is called "Passive Triggering." Medium may be triggered by the presence of ethereals, Prescience by imminent danger, and Sensitivity by the presence of psionic or magical residue or effects. The GM makes secret rolls for the possibility of passive triggering. When passive triggering occurs, the owner of the talent is given only minimal information (i.e. "You have a feeling of disquiet."). If the character wants to know more then the talent will have to be used actively (with fatigue accrual).
Aura Reading (Necromancy)
The ability to gain information by observing the living, physically associated Pseudo-Aura. Unlike psychometry this can be used on a living being (or even from the remains of the dead).As the pseudo-aura and body both tend to decompose rapidly after death Necromancy is normally used at a penalty of -20 (fresh) to -60 (not much left) (to -100 naught but dust). Interestingly, a few Pseudo-Auras remain beyond the decay of the body and can remain indefinitely.The psychic may optionally dissect, handle the internal organs, and breathe the gases of the corpse from which he wishes to gain information. This tends to be a messy, nauseating process but will give +10 to +20 on EML.Fatigue: 15‑SI
Time: ([15-SI] + CT)x 2 seconds
Duration: 1-3 rounds
SF: 20 x SI - max of 100
The ability to hear events currently occurring at a remote location. The psychic enters a trance and transfers his point of perception up to ML yards away.Bonus EffectsML 40+: The psychic may attempt to focus on a specific remote object or person well known to the psychic whose location may or may not be known. With MS the psychic will gain vague whispers surrounding the object/person's current situation, activities, etc. With CS, the audience will be clearer. No range restriction when used this way.
Fatigue: 20‑SI + 2/round
Time: ([15-SI] + CT) minutesFatigue: 12‑SI + 1/round
Time: ([15-SI] + CT) seconds
Range: ML yards (see bonus effects)
Duration: Check ML each round (at +20) to maintain.
The ability to visualize events currently occurring at a remote location. The psychic enters a trance and transfers his point of perception up to ML yards away. Check ML each turn to maintain vision.Bonus EffectsML 40+: The psychic may attempt to focus on a specific remote object or person well known to the psychic whose location may or may not be known. With MS the psychic will gain a vague vision of the object/person's current situation, activities, etc. With CS, the vision will be clearer. No range restriction when used this way.
Fatigue: 20‑SI + 2/round
Time: ([15-SI] + CT) minutesFatigue: 12‑SI + 1/roundTime: ([15-SI] + CT) secondsRange: ML yards (see bonus effects)Duration: Check ML each round (at +20) to maintain.
Danger Sense (Prescience)
The psychic may attempt to detect the presence of immediate danger in a specific location/plan of action. For example, the psychic enters a short trance and asks, "is this path safe." MS will give a vague feeling of danger if there are traps or other dangers within range. CS improves detail. CF may give random true/false results.Fatigue: 13‑SITime: ([15-SI] + CT) secondsRange: SI yardsDuration: InstantaneousSF: 30 x SI - max of 200
The ability to detach the ethereal spirit from the body. The psychic enters a trance and with success, the character's spirit is detached and his body is left in a state of unconsciousness.While disembodied the psionic's spirit can fly at speeds up to 600 yards per minute (l0 yards per second or just over 20 mph) and can pass though any non-auraed objects (though slightly more slowly). Additionally he/she will have telepathy and sensitivity equal to:Sensitivity or TelepathyTelekinesisHave Skill (SB > 0)+1SB*+1SB*Disembody ML 41+4xAura1xAuraDisembody < 403xAura0* - to higher of own skill or that while disembodied.Bonus EffectsML 60+: The psychic may open either Sensitivity or Telepathy with a SB of 0.ML 70+: The psychic may open either Sensitivity or Telepathy (whichever was not opened at ML 60+) with a SB of 0.ML 80+: The psychic may open Telekinesis with a SB of 0.For more information on "Ethereals", see Psionics 6.Fatigue: 16‑SITime: ([15-SI] + CT) x 4 secondsRange: N/ADuration: permanentSF: 10 x SI - max of 20
HealingThe basic talent allows the psychic to diagnose the emotional and/or physical well‑being (details will depend on the level of success), or remove the fatigue (CS removes all FPs, MS removes 50%) of a patient. May be used once per recipient (or wound) per day.
Bonus EffectsML 40+: The psychic may use the talent to halt bloodloss from a single bleeding wound. CS stops bleeding completely. MS reduces bloodloss by 1 BP, which stops bleeding if now B0.EML: -20Fatigue: 20-SI
Time: ([15-SI] + CT) seconds
ML 60+: The psychic may attempt to hasten the healing of one identified ailment. CS increases healing rate by 2, MS by 1. If this brings the healing rate to I6/P6 or more any infection is defeated or any poison is neutralized.
Time: ([15-SI] + CT) x 4 seconds
Fatigue: 16‑SI + 1/round
Time: ([15-SI] + CT) seconds
The ability to curse a victim with bad luck. With success the victim halves the EML of one skill roll (or short series of related skill rolls) during some unspecified, but critical event in the future. If the psychic has in his possession a part of the victim (nail trimmings, lock of hair, etc...) increase EML by +20. CS allows a little more direction of when/what the effects will be.Fatigue: 14‑SITime: ([15-SI] + CT) secondsRange: ML feetDuration: MS ML hours / CS SI days
With the basic talent the psychic is able to clearly perceive and communicate with any ethereal within roughly ML yards (this is low level projective telepathy - of ML/100 yards * sensitivity).Bonus EffectsML 30+: The psychic may attempt to summon an ethereal he can perceive, or one whose true name is known. Some entities may require CS to be summoned. CF breaks the trance. This use does not so much force compliance as lure in neutrally disposed / friendly spirits - it may also attract the attention of spirits of less than friendly disposition. Range increases with SI so total time (until an answer) also tends seems to increase - 1 to SI minutes total.
Fatigue: 16-SI+ 1/min (+ communication)
Time: ([15-SI] + CT) secondsML 50+: The psychic may attempt to coerce an ethereal in his presence to do his will. The psychic's EML is reduced by 5 times the ethereal's Will - some ethereals are beyond control. With MS, the ethereal may be commanded to perform a simple task (answer a yes/no question within its knowledge, dispossess a body, etc.). With CS the task or question may be more complex. With MF the ethereal departs. With CF the ethereal may attempt to possessed the psychic.
EML: -5 x the ethereal's Will
Fatigue: 18-SI (+ communication)
Time: ([15-SI] + CT) seconds
Duration: variesFatigue: 14‑SI + 1/round
Time: ([15-SI] + CT) seconds
Range: Basic talent ML yards; varies
Duration: Check ML each round (at +20) to maintain.
SF: 40 x SI - max of 300
The ability to project a blast of mental energy at any single mind.Fatigue Shock roll
- With MS 2D6+SI/2 E2+SI/2.
- With CS 3D6+SI E2+SIFatigue: 15‑SITime: ([15-SI] + CT) secondsRange: ML/2 yards
The psychic drains/dispels ethereal energy in his vicinity. The effects of this are highly dependent on the spell/effects in question (mostly at GM discretion). In general: any thing except a CS becomes an MF. A CS is converted to a MS and eliminates the shield of negation unless the psychic can make a E4 resistance roll. The shield requires great concentration; the psychic is limited to simple activities, like walking.Fatigue: 16‑SI + 2/round + 1/complexity drainedTime: ([15-SI] + CT) secondsRange: SI + 5 feet radius centered on psychic's head /neckDuration: Check ML each round (at +20) to maintain -> lasts one round w/o maintenance or until next struck.
The psychic enters a trance, during which he has a precognitive vision concerning a specified subject. Normally, the psychic lacks control over the vision, but with CS, it is possible to direct the inquiry somewhat. MF produces vision to vague to understand and CF may produce false visions. Precognition can only reveal the GM's estimate of probable events; the future may be altered by the actions of the characters. This talent is subject to passive triggering.Fatigue: 18‑SITime: ([15-SI] + CT) x 1/3 hoursRange: N/ADuration: 10-60 minutesSF: 20 x SI - max of 100
The ability to gain information about persons by reading aural residues associated with a location or object. Such imprints are usually associated with frequent use or strong emotional ties/reactions. Psychometry may also be used to divine the history/properties of an object held by the psychic, perhaps to learn the age, powers, or the identity of an artifact's maker/owner.Fatigue: 13‑SITime: ([15-SI] + CT) x 2 secondsRange: TouchDuration: 1-3 roundsSF: 30 x SI - max of 150
The ability to raise the temperature of a combustible object to flash point and start a fire. Once the object begins to burn, the psychic has no control of the fire. The psychic may use the talent to warm or heat objects to a desired temperature less than flash point, but a CF on a second roll (assuming success on the first) on such attempts may cause ignition.Fatigue: 15‑SI + 1 per ounceTime: (15‑SI + 1/ounce) secondsRange: SI yardsDuration: Instantaneous
The ability to restore life to a dead person. EML is reduced by the number of minutes the person has been dead. The person is restored to life with any success, but remains in shock (S5) with MS. Revivification does not heal injuries; this requires further treatment.EML: -1 per minute deadFatigue: 30‑SITime: ([15-SI] + CT) minutesRange: TouchDuration: Permanent
This talent may be used to actively scan for magical or psionic effects (detect a magical item or scan for telepathy). The effectiveness of the talent depends on the level of success; CF may generate random true/false results. The psychic may also intercept telepathic communications even when not directed to him. If used actively (requiring a skill roll and costing fatigue) gives 3 (MS) or 6 (CS) times the normal ranges.Fatigue: 13‑SI + 1/roundTime: ([15-SI] + CT) secondsRange: Varies according to the strength of the effect (GM discretion)Duration: 1 roundSF: 50 x SI - max of 500
The ability to move objects without touching them. The integrity of objects cannot be violated. Telekinesis cannot be used to move parts of an object unless they were designed to move independently (i.e. the tumblers in a lock). The stone in a ring cannot be moved without moving the whole ring. Two or more objects cannot be made to occupy the same space. Objects may be moved up to SI yards per second. To initiate the object must be within ML feet, but once control is established the object can be moved up to ML yards. Maximum weight limit is SI x 2 ounces.Fatigue: (12 - SI) + 1 per ounce - each roundTime: ([15-SI] + CT) secondsRange: ML feet (yards) (line of sight)Duration: Check ML each round (at +20) to maintain.
The power to transmit thoughts and emotions - sometimes even at great range. In general, messages/emotions may be received by persons whose Aura is 13+. With CS, messages/emotions may be received by any single target person whose Aura is 10+. A character who receives an emotion will feel the emotion himself ‑ this can have interesting effects. The transmissions of the telepath may be intercepted by others in close proximity with some degree of sensitivity.Telepathy can be received intelligibly at the following ranges (times sensitivity factor).
|Populace Type||Range in Feet per SI|
|Not Directed to:||(Aur-15)||2*(Aur-15)||2*(Aur-15)|
|Not Directed to:||SF/2||SF||SF|
* Distances above are for passive reception. Active use is 3 (MS) or 6 (CS) times the above ranges.Bonus EffectsML 30+: The psychic can limit the power of his broadcast to the SI he/she believes necessary.ML 40+: If the psychic is aware of the range and location of his intended recipient, OR the recipient is well known to the psychic, range is increased by half (recipient only).ML 50+: If both [the above] range is doubled.ML 60+: The psychic may intentionally send telepathic messages with a MF without need to roll - avoiding risk of CF (no development rolls either).ML 70+: The psychic may channel telepathic messages. Range inside a cone of 45 degrees or less is increased by half and within a 30 degree cone it is doubled. Ranges outside a 90 degree cone are halved.Fatigue: 18‑SI + 1/roundTime: ([15-SI] + CT) secondsRange: as aboveDuration: Check ML each round (at +20) to maintain.SF: 15 x SI - max of 50
The ability to step between worlds at natural correspondence (Barasi) points. The transfer seems instantaneous, but actually takes 1d100 hours (with CS 1d10 hours). The effects of this may vary depending on the correspondence point.Not all correspondence points (few actually) are traversable safely or at all (ability to use these points increases with ML).Bonus EffectsML 80+ The psychic can bring with him a single creature with whom he is maintaining skin contact.ML96+ The psychic can bring (SI-7) additional creatures. Skin contact is required.Fatigue: 30‑SI + 10 per additional creatureTime: ([15-SI] + CT) x 6 secondsRange: Self, see bonus effects.SF: 10 x SI - max of 20
The idea of a 'spirit' is hard to conceive of properly when thought of as a whole. For creatures who experience a physical existence it is usually helpful to think that it is composed of two parts - a pseudo-spiritual (or pseudo-physical) part and a truly spiritual part. The truly spiritual part is that which contains the spiritual being of the entity - that which goes on to the afterlife or detaches from the body and roams freely with the psionic talent of Disembodiment. The pseudo-spiritual part is a mirror/complement of the true spirit. It is the part that remains behind in the body, keeping it alive and functioning while the actual spirit is away. However, the pseudo-spirit is only a lasting reflection of the spirit.
Each individual contains these parts in different proportions. Many highly auraed beings (and all Elves, but no Khuzdul) have the true spirit dominant, while others are more balanced.
An ethereal is a disembodied spirit, which may be defined as an entity possessed of personality attributes, but no physical form. There are many different types of ethereals; three are most common:
An astral is created by the use of the talent Disembodiment. It maintains a strong empathy with its native, mortal body, which it can always locate. Any ethereal may take possession of a vacated body, but will be at a disadvantage if/when the native spirit returns and contests possession. A vacant body may suffer physical injury, and will likely die if its astral experiences dissolution (see below), unless already occupied/possessed by an alien ethereal.If the native spirit experiences dissolution while the body remains vacant the body will (90%) die within the hour - though some (10%) last in a coma for much longer. Even if the spirit remains at large there is a 1% chance each hour that the pseudo-spirit will fade to a level that the body will die. The native spirit know immediately if this occurs. Reinhabiting the body within the hour is sufficient to prevent its death and such powers as the psionic talent of Revivification are ideally suited for restoring a dead body to allow reinhabitation.If its body is still vacant when it returns, the astral may repossess without difficulty, except that an E2 Shock roll is necessary once repossession is achieved. If, however, another ethereal has occupied the body in the astrals absence, a battle of wills is necessitated, although the native spirit retains its advantage. When an astral reclaims its body, the FP/IPs of spirit and body are combined into a single total.
This type of ethereal is created when: (1) the body of an astral traveler dies; (2) when a person dies and his spirit is unclaimed by any of the gods; (3) when a person dies and his spirit resists (successfully) passage to the afterlife (for whatever reason); or (4) the person dies, his spirit goes to whatever end, but the pseudo-spirit does not fade.
This fourth type of shade (or a combination spirit/pseudo-spirit) seldom wander the world freely, more often haunting the scene of their death until the "great wrong" is righted (or whatever) or they are admitted to an afterlife. Those without a true spiritual component are the weakest type of ethereals; their personality attributes, talent and spell EMLs (if any) are reduced by 50%.
These are spirits whose natural state is ethereal. For the most part, they originate on ethereal planes, or are created by powerful sorcery or divine intervention.
Ethereals have no physical attributes. They possess only Aura, Intelligence, Will, and non-physical skills. Ethereals are able to directly perceive and communicate with each other(see below). The lack of physical form makes it difficult for an ethereal to communicate with creatures confined to the mortal plane. Any apparent physical activity form is illusory.
Natural Ethereals have both telepathy and sensitivity (at five times Aura plus 40) and most have telekinesis as well (ability varies widely). All ethereals can fly at a speed of 600 yards per minute (l0 yards per second or just over 20 mph) and can pass though any non-auraed objects (though slightly more slowly).
Many ethereals have an affinity with a certain element. Some very powerful spirits of this type are capable of controlling significant quantities of their element - they are most often referred to as elementals and are among the most dangerous spirits beings likely to be encountered in Harn.
Fatigue & Injury
Ethereals are not subject to physical fatigue, but may acquire mental fatigue by using spells or psionic talents. An ethereal may only use talents or spells which do not involve physical action on its part. All EMLs while disembodied are subject to fatigue penalties.
Ethereals cannot be destroyed by physical or (almost any) magical attack. They are immune to injury except when inflicted by enchanted weapons, magic, psionic talents, or divine intervention. If subjected to esoteric harm, the "impact points" received are treated as fatigue points (strike location does not apply). Ethereals cannot recover fatigue except by dissolution (see below). When a situation occurs that would require a shock roll for a mortal, an ethereal makes a "shock roll" against its Resistance (instead of Toughness). If an ethereal fails a shock roll (is rendered unconscious) it suffers immediate dissolution.
Dissolution is the scattering of the ethereal's "substance." In the dissolved state, the ethereal is invisible, unconscious, and largely undetectable. It gradually reforms over the next 1 to 10 days (depending on fatigue level - Fatigue Index + 1d2 days). Only when the process is complete does the ethereal regain consciousness. The site of recovery will be in the location of the ethereal's body (if it has one), otherwise in Yashain for most creatures. Other locations are possible but totally dependent on the entity and it's nature. After recovery from dissolution, an ethereal has no fatigue points.
Ethereals may attempt to possess another live body by waging a successful "battle of wills" with the current occupant. In such a contest:
- the native spirit rolls 3d6 + Resistance
- the alien spirit rolls 2d6 + Resistance.
The higher result achieves dominance over the body; the native spirit wins any tie. The contest of wills lasts (d6-the difference in Resistance rolls) rounds and each side accumulates fatigue equal to the other's . The losing ethereal is temporarily banished to the subconscious and may attempt another contest in 7 to 12 hours. Two consecutive failures by either spirit, results in its dissolution (and expulsion). The loosing spirit is only vaguely aware of external matters though it may voluntarily dissolute at any time. A possessed body acquires the personality attributes of the alien spirit, while physical attributes are unchanged.
An ethereal may also attempt possession of a dead body thus creating a zombie. The "resistance" to possession of a dead body is 2d6, plus 1d6 per month dead, to a maximum of 5d6. The invading ethereal must exceed this number with a (2d6 + Resistance) roll, and suffers dissolution if it fails. A zombie will have the personality attributes of the invading spirit, and (GM discretion) physical attributes equal to 50% of the body's original, less if long dead.
Possession of Inanimate Objects
Ethereals may, of course, hide within inanimate objects. Some ethereals spend most of their time "resting" within a favored object. This, however, is not possession.
It is NOT possible for ethereals to possess, enchanted artifacts/objects due to their highly enchanted nature - though they will often seek out such objects - remaining in close proximity when possible.
Some ethereals are capable of possessing egoless articulated objects, quantities of matter, etc. Usually only elementals will do this - smaller spirits being incapable of controlling sufficient mass, and larger spirits usually have little interest and are all but impossible to compel.
Spirits in possession of alien bodies or objects may be exorcised by means of the talent Medium. If sharing the body with the native spirit, they may only be exorcised when they are in the dominant position. When an ethereal is exorcised it suffers dissolution. A native spirit cannot be exorcised (or summoned).