Chargen

Chargen

Points

14 points for Stats, 5 points for Qualities, 30 points for Skills. Remember to pick at least one combat/weapon skill, and investing a bit in Dodge isn't a bad idea either.

Everything is a 1 for 1 investment, except stats and skills at 5 or higher. The 5th point and every point above costs triple. Stats have a maximum of 6 for one stat, and 5 for every other stat. Skills have no practical cap.

Starting Equipment

You can start with whichever items you want to start with from the listed equipment. But you can carry at most two weapons(three if two of them are pistols), and three full reloads for each of them. Additionally, you can carry up to three grenades.

Keep in mind that the more equipment you carry, the more obvious you'll be if the situation calls for any sort of stealth or subtlety.

Stats

Stats are Strength, Dexterity, Constitution, Intelligence, Willpower and Perception.

Derived stats are Life Points((Strength*2)+(Constitution*6)+10), Endurance Points(((Constitution+Strength+Willpower)*3)+5) and Essence((Willpower*4)+Intelligence+Perception).

Generally, Strength makes you good at melee combat and occasionally at using really heavy weapons. Dexterity makes you good at most ranged combat and stealth. Constitution makes you really hard to kill. Intelligence affects a grab-bag of skills. Willpower affects your psionic resistance, any eventual psionic skill and also acts as what's rolled for social checks. Perception allows you to spot others before they spot you, and also factors quite a bit into sniping or any other sort of ranged attack where you expend a round to take aim before letting fly.

Life Points are your health, run out of them and you are badly wounded and bleeding out, remain untreated for this and you'll die. Something hefty enough might just kill you outright(like being crushed by a crashing UFO). Endurance Points are your stamina, drained by heavy exertion and non-lethal weapons, run out of them and you'll have a hard time doing anything but groaning. Essence is a combination of your mental stamina and sanity, it's used by psi powers and a few other abilities, run out of it and you're vulnerable to psionic attack, if you're reduced to negative Essence equal to your maximum Essence, you suffer a -4 to all actions on grounds of essentially being temporarily insane.

Skills

Most skills make use of only one stat, but a few can make use of multiple stats dependent on the situation. For instance, moving silently is Stealth+Dexterity, while finding a good spot to hide could be Stealth+Perception or Stealth+Intelligence.

Acting(Willpower/Perception): Used to convincingly lie or act… or to spot someone else's deceit.
Athletics(Strength/Dexterity): Climbing, swimming, running, long-jumping, it's all covered under Athletics.
Brawling(Strength): Unarmed combat involving fists, legs, knees, elbows, teeth, you name it.
Computers(Intelligence): Everyone knows how to use a computer by default, but if you need to find the right data while under fire, find a flaw in a security program or use unfamiliar software, this skill gets rolled.
Craft(Intelligence): Used for making things from scrap. When you purchase Craft, pick a category of what you know how to make, like Carpentry, Moroccan Basket Weaving, Gunsmithing, etc.
Demolitions(Intelligence): Anyone can light and throw a stick of dynamite, but if you want to plant that C4 exactly where it'll do the most damage, this is the skill for you.
Disguise(Intelligence/Perception): For disguising yourself, or someone else, or seeing through a disguise.
Dodge(Dexterity): For avoiding gunfire, fists, claws or in general anything that wants to violently ruin your day.
Driving(Dexterity/Intelligence): Despite the name, this covers piloting just about anything. When picked, decide what you know how to pilot. Almost anyone can be assumed to know how to start a car, but if you want to sick drifts while under pursuit, or pilot something more complicated like a helicopter, you're gonna need this skill. Also includes drone piloting.
Engineering(Intelligence): Pick a type of engineering you're familiar with. Generally this skill is used to repair or sabotage things, though it might occasionally also give you relevant knowledge. "Finally, my Architectural Engineering degree pays off! My character recognizes the new apartment bloc as the work of extraterrestrial aesthetics!"
First Aid(Intelligence): Used for patching up minor wounds or preventing someone from bleeding out until proper care can arrive. Spending time treating someone can restore a crippled limb to, limited, functionality or restore up to a half of the damage done by a wound, once per wound taken. The damage restored is equal to the degree of success multiplied by 4.
Guns(Dexterity/Intelligence): Covers any ranged weapon. Split into categories, so pick one on purchasing this skill(obviously you can purchase access to multiple categories): Pistol/Submachinegun, Rifle/Shotgun, Sniper Rifle, Bow/Crossbow, Heavy Weapons(Machinegun, Rocket Launcher, Grenade Launcher, Flame Thrower, Autocannon, etc.), Laser Weaponry, Plasma Weaponry, Exotic Weaponry. Occasionally demands Intelligence rather than Dexterity, for instance, setting up a mortar(Heavy Weapons) would require Intelligence more than manual dexterity. Plasma and Laser weaponry get a bonus of half your skill(rounded down) in the most appropriate weapons category(Rifles for a laser rifle, for instance.).
Hand Weapon(Strength): Melee weapons of all sorts(exceptign unarmed), from broken bottles to chainsaws to authentic Japanese katanas. Broad categories are: Improvised Weapons, Knives, Swords/Axes, Polearms, Hammers/Mauls/Maces.
Humanities(Intelligence): In case your character is a Women's Studies major, feel free to invest in this.
Intimidation(Willpower): For threatening dudes, may receive a bonus from brandishing a spooky weapon.
Lockpicking(Dexterity/Intelligence): Dexterity for mechanical locks, Intelligence for electronic locking devices.
Medicine(Intelligence): Once someone's been stabilized by First Aid, Medicine can be used to restore them to full health or fix their limbs properly(assuming they haven't been severed). Usually takes at least several days to take effect, however, if not weeks in some cases. Can also be used to diagnose injuries and causes of death in the field.
Notice(Perception): Generally your ability to use your five or six senses to notice stuff before it causes a TPK.
Pickpocket(Dexterity): For picking pockets and generally stealing people's shit without getting noticed.
Psionic Assault(Willpower/Perception): Using psionic abilities.
Psionic Resistance(Willpower/Perception): Resisting psionic abilities.
Resistance(Constitution/Willpower): Used to resist poisons, diseases and pain.
Riding(Willpower): In case you want to ride a horse into battle. Or some other animal.
Sciences(Intelligence): Pick your science. Occasionally useful for figuring out what an alien gizmo is before you push the big red button.
Smooth Talking(Willpower): For convincingly making an argument without lying to someone or threatening to burn down their house.
Stealth(Dexterity/Perception/Intelligence): This skill description is too stealthy to read.
Throwing(Strength/Dexterity): Grenades, throwing knives, throwing axes, aliens who don't get away from you in time before you pick them up and throw them over a railing and you REALLY want to make sure they land head down in that waste bin down there. The possibilities are endless.
Tracking(Perception): If you want to know where that alien went after managing to pull himself out of the trash.
Traps(Intelligence): If you want to catch him again so you can do it all over, but this time while laughing harder.

Qualities/Drawbacks

Qualities

Acute Sense(2 points): You get a permanent +3 to any rolls involving a particular sense.
Ambidexterous(2 points): You can make a "free" second attack with the weapon in your off hand without any multiple attack penalties. Beyond that second attack, normal penalties apply.
Armory Access, X-COM(Any points): For every point invested, you get to buy an equivalent value of X-COM salvaged/produced weapons. "Bought" weapons and armor can be traded in for half their value(rounded up) later. Ammunition for scavenged or looted weapons can be bought at half the weapon's listed price(rounded down).
Artistic Talent(3 points): +3 to any attempts to create something artistically pleasing, +12 Essence.
Contacts(1 to 5 points): At 1 point they can dish out some hot(occasionally useful), gossip. At 3 points they can lend you useful equipment and let you hide out in their basement when you're on the run. At 5 points they're actually going to show up and start shooting if they know you're in danger, at least the first time it happens.
Drone Commander(Any points): For every point spent, the Drone Commander can invest two points into his drone(s).
Fast Reaction Time(2 points): +3 Initiative, +1 to resist any psionic effect that tries to terrify you.
Fists of Steel(8 points): Your unarmed attacks now halve enemy armor before damage is calculated.
Increased Essence Pool(1 to 5 points): +5 essence per point spent.
Inspired(3 points): You have access to psi talents and gain +5 Essence.
Inspiring Commander(2 points): Can make a Willpower+Acting, Willpower+Intimidation or Willpower+Smooth Talking roll to remove suppression penalties from allies. For every success, one point of penalty is removed from a suppressed ally. The penalty-cancellation can be spread among affected allies in any way. Doing this counts as an action, and will incur multiple-action penalties if mixed with other actions.
Hard to Kill(1 to 5 points): +3 Life Points per point spent.
Matter Over Mind(3 points): You can spend 4 Essence to replace a mental(Int, Wis, Per) stat with your Strength or Constitution for one roll.
Mind Over Matter(3 points): You can spend 4 Essence to replace a physical(Str, Con) stat with your Intelligence, Perception or Willpower for one roll.
Multiple Identities(2 points): You've got the papers necessary to assume an entirely different identity(driver's license, birth certificate, etc.) and thus escape the authorities' attention, at least a couple of times, if they should start hassling you.
Nerves of Steel(3 points): +4 to resist any effect that tries to terrify or control you(psionics, being on fire, etc.).
Pack Mule(2 points): Can carry three extra full reloads for any of their own weapons, or any of their teammates' weapons.
Psi Sensitive(2 points): If the character is the target of a telepathic attack, they're aware of it even if it fails. A successful Perception+Psionic Resistance roll will also give them an idea of which direction their attacker is in.
Quickload Champion(2 points): Can spend 2 essence(5 for heavy weapons) to reload a weapon without expending an action(or turn, in the case of heavy weapons).
Situational Awareness(2 points): +2 to any rolls to detect stealthy enemies or hidden traps.
Sniper Focus(2 points): Can spend 5 Essence to add Willpower to an Aim roll in addition to other modifiers.
Tactical Commander(3 points): Can make a Willpower+Stealth or Intelligence+Stealth roll to share their Stealth rating with the rest of the team, works for any team members they're in contact with or accompanying. Works for one team member per level of success rolled.
Tough Bones(1 point): Takes 25 damage to cripple a limb rather than 15.
Unnatural Luck(5 points): Spend 5 Essence to reroll a single check or damage roll(can also be used to reroll attacks made against you), picking whichever result is preferred.

Drawbacks

Impaired Sense(+2 points): You get a permanent -3 to any rolls involving Sight or Hearing.
Cowardly(+2 points): You get a permanent -4 to any rolls to resist psionically caused fear.
Missing/Crippled Hand/Arm(+2 points): -3 to anything that requires the use of two hands, or simply can't do it.
Missing/Crippled Leg/Foot(+2 points): -3 to Athletics, Dodge and any melee combat skills.
Poor Focus(+1 points): -3 to any Aim actions.
Recurring Nightmares(+1 point): Start every day -1d10 Endurance Points and -1d4 Essence.
Slow Reaction Time(+2 points): -3 to all Initiative rolls.

Psionics

Psionics are bought with Quality points for Inspired characters. Psionic Characters may choose to start with Probe, Bio-Electric Charge or Force Burst for free.

Except for Probe and Mind Reading, all mind-affecting psionics can be resisted by the defender spending Essence equal to the "difference" between the attacker's roll and the defender's roll. When Essence is at zero or negative, this cannot be done.

Bio-Manipulation

Accelerated Healing(4 Points): The Inspired may spend 2 Essence and recover 1 Life Point for every 2 Endurance Points spent. Can drop the user into negative Endurance.

Adrenaline Surge(3 Points): For every point of Essence spent, the target gains one point of Strength at the cost of two other stats(half of the lost stats must be Dexterity, stats other than Dexterity cannot be reduced below 0) for ten combat rounds or about five minutes. Every roll involving Strength drains the target of five Endurance Points, but the target is immune to being knocked unconscious from loss of Endurance until the end of the effect. If the target has no Endurance Points left, Life Points are lost instead.

Bio-Electric Charge(1 Points/Free if first power): If the psionic succeeds at an unarmed attack, they may use this power to deliver an attack with the same stats as a Tazer instead. Can also recharge small batteries. Costs 1 Essence and 5 Endurance points to use.

Bio-Electric Blast(3 Points, Prerequisite: Bio-Electric Charge): If the psionic succeeds at an unarmed attack, they may use this power to deliver an attack with the same stats as a Stun Prod instead. Can also recharge car batteries. Costs 1 Essence and 5 Endurance points to use.

Carapace Growth(2 Points): The psionicist or anyone he touches gains 5 armor per point of Dexterity that they sacrifice(this effect lasts 10 rounds in combat, ten minutes outside of it, unwilling targets roll Psionic Resistance+Constitution vs the psionicist's Psionic Assault+Willpower), targets reduced to -1 or less Dexterity this way are paralyzed as they're trapped within a hard, but immobile, carapace. This power costs 1 Essence and 5 Endurance to activate.

Chameleon Skin(2 points): The psionicist develops natural camouflage that grants +4 Stealth at the cost of 1 Essence and 5 Endurance, lasts five rounds in combat and five minutes outside of combat. It works even if the psionicist is fully clothed, don't ask how.

Extra Limbs(4 points, Prerequisite: Mold Flesh OR Carapace Growth OR Overgrowth): In an instant, misshapen extra limbs(tentacles, chitinous claws, mutated arms, etc.) spring from the psionicist at seemingly random angles to assault his enemies, then wither and fall off. For every two points of Essence and five points of Endurance spent, this allows the psionicist to to make another melee attack without a multi-action penalty(except for the one from using a psionic power and making an attack in the same round). The Extra Limbs will benefit from anything that modifies the psionicist's unarmed attacks and use his full stats.

Familiar Face(2 points, Prerequisite: Chameleon Skin OR Mold Flesh): The psionicist adopts the appearance of another creature(of roughly the same shape. I.e. humanoid for most humans), changing size, shape and colouration to appear identical. Anyone attempting to see through the disguise must beat the Psionicist's Psionic Assault+Constitution with their own roll of Notice+Perception-2. The psionicist even adopts the creature/person/character's voice, though not necessarily their mannerisms or terms of speech. Costs 1 point of Essence to keep active for six hours, can be applied to other characters for the same cost by touching them. The power takes about ten seconds to take hold.

Horrifying Visage(2 points, Prerequisite: Chameleon Skin OR Mold Flesh): The psionicist's face and skin roil with cosmetic, but horrifying growths of extra eyes, tentacles, strange colours and other bizarre mutations. The changes are temporary, but terrifying to any humans watching. The psionicist makes a Psionic Assault+Constitution roll, opposed by any hostile(or simply unprepared watchers') Psionic Resistance+Willpower. For every success(i.e. every two points) the psionicist beats the defenders by, they temporarily lose a point of Willpower. Opponents reduced to zero willpower may panic, retreat or go berserk. Costs two points of Essence and ten points of Endurance to use.

Hyper-Agile Joints(2 Points): The psionicist gains +1 Dexterity and +1 Dodge for 5 rounds at the cost of 1 point of Essence and 5 points of Endurance.

Induced Regeneration(4 Points, Prerequisite: Accelerated Healing): If he has physical contact with another character, the Inspired can cause the effects of Accelerated Healing on him. The Inspired spends the Essence, the target spends the Endurance. Can drop the target into negative Endurance.

Mold Flesh(2 points, Prerequisite: Accelerated Healing): On a successful unarmed strike, the psionicist can spend 1 Essence and roll Psionic Assault+Constitution vs the defender's Resistance+Constitution. For every two successes(round up), the psionic increases his unarmed strike modifier by 1(i.e. at one/two success he would multiply post-armor damage by 2, at three/four successes he would multiply by 3, at four/five successes he would multiply by 4, etc.), as he literally tears through his enemy's flesh like it was clay to be shaped with his bare hands. On allies the psionicist can spend a point of Essence to add his Psionic Assault skill to his Medicine or First Aid skill.

Overgrowth(2 points, Prerequisite: Accelerated Healing OR Horrifying Visage OR Extra Limbs): The psionicist grows large amounts of excess skin, hair and other "simple" bodily tissues and attempts to bury an opponent in melee range under them. The psionicist makes a Psionic Assault+Constitution against the defender's Athletics+Strength. For every success remaining to the psionicist, the opponent's Strength and Dexterity are reduced by one. If either is reduced to zero, the opponent is helplessly tangled and, while still alive, won't be able to act until they dig themselves out(they regain one point of Strength and Dexterity every round and are freed when both are out of the negatives). Allies can attempt to free them by cutting or pulling them out. Costs two points of Essence and ten points of Endurance to use.

Pheromone Control(2 Points): For every point of Essence and 4 points of Endurance spent, the psionic can add a +1 to a social roll, up to a maximum of the bonus granted by his Willpower.

Sonar(1 point): For the next five rounds(or 5 minutes), the psionicist may replace their sight with hearing for everything that happens within fifty meters of them. This allows them to see perfectly in the dark and to "see" things through thin walls and doors, also giving them a +3 to Notice. Extremely noisy things may disrupt the psionicist's Sonar abilities temporarily.

Spine Growth(2 points, Prerequisite: Carapace Growth): The psionicist sprouts chitinous claws and fangs, allowing his unarmed punches, kicks and bites to be treated like Large Knife attacks instead of their usual values. This effect costs one point of Essence and lasts one round per five points of Endurance spent.

Toxin Generation(2 Points, Prerequisite: Accelerated Healing): Spend 1 Essence and for the next five rounds, the psionicist's body naturally generates a toxin that he can expel using Throw+Dexterity to hit enemies with it. It's expelled through any existing orifices, or through novel new ones that briefly open to allow it. The psionicist can make a Corrosive Poison(Strength Rating equal to the degree of success on a Psionic Assault+Constitution roll, does pure damage until washed off or neutralized), a Narcotic Poison(Strength Rating equal to the degree of success on a Psionic Assault+Constitution roll, hit targets must roll Resistance+Constitution, and for every degree they roll lower than the Strength Rating of the poison, they lose a point of Strength and Dexterity for 1 hour per point of Strength Rating. Having Strength reduced to -2 or less prompts unconsciousness) or an Irritant Poison(Strength Rating equal to the degree of success on a Psionic Assault+Constitution roll, hit targets must roll Resistance+Constitution, and for every degree they roll lower than the Strength Rating of the poison, they lose a point of Perception and 2 Essence, Perception is regained after a number of hours equal to the poison's strength rating).

Energy Control

Atmospheric Lens(3 points, Prerequisite: Force Burst): Turning the air itself into an intense lens, the psionic can make practically any light source(campfire, torch, flashlight, etc.) have the effects of a Laser Pistol. The attack is made using Psionic Assault + Perception and costs 3 Essence to use.

Conflagaration(3 points, Prerequisite: Ignition): Spend 2 Essence and roll Psionic Assault + Perception to make an attack identical to a Flamethrower.

Detonation(3 points, Prerequisite: Conflagaration): The psionicist can cook off any visible grenade or other explosive that would be triggered by high temperatures, within (5*Willpower) meters. The target gets a Notice+Perception roll to spot this effect before they're at Ground Zero of the explosive detonating(if it's carried, if it's on the ground, the blast radius may be different). Succeeding at the check gives them a chance to throw it away or dodge the effect. Costs 3 Essence to use.

Focused Force Burst(3 points, Prerequisite: Force Burst): Spend 2 Essence and roll Psionic Assault + Perception to make an attack that does damage like a .50 cal Sniper Rifle. Rolls to dodge the blast are at -2, and the only visible effect is a shimmer in the air as compressed force hurls towards the target.

Force Burst(2 Points/Free if first power): Spend 1 Essence and roll Psionic Assault + Perception to make an attack that does damage like a Shotgun, Buckshot blast. Rolls to dodge the blast are at -2, and the only visible effect is a shimmer in the air as compressed force hurls towards the target.

Force Field(4 points, Prerequisite: Force Burst): The psionicist creates a hemispherical defense field around himself and any nearby allies, blocking all physical attacks that attempt to pass through from either side. To create the field, the psionicist spends 2 Essence + 1 Essence per additional character defended, and the shield can be maintained indefinitely, but will cost one Essence per round beyond the first. When the field is created, the psionicist rolls Psionic Resistance+Willpower, and for every success, the field will take five points of damage off of any non-laser attack that passes through it from either side. Melee attacks aren't penalized, though anyone passing through the field must spend a round to do so.

Force Lance(2 points, Prerequisite: Focused Force Burst): The Inspired can now choose to make his Focused Force Burst have damage modifiers similar to an AP bullet.

Gravity Well(2 points, Prerequisite: Force Burst): Spend 1 Essence to increase gravity for a target until your next action. This doubles their multiple-action penalties and gives them -2 to Hand Weapon, Athletics and Dodge for the duration.

Greater Conflagaration(3 points, Prerequisite: Conflagaration): Permanently upgrades Conflagaration damage to that of an Alien Flamethrower.

Ignition(3 points): Spend 1 Essence and roll Psionic Assault + Perception to make an attack that does damage like a Molotov Cocktail. The explosion happens suddenly at the intended impact site and doesn't travel through the intervening air, so the only requirement is that it's within throwing distance and visible to the Inspired.

Monopolar Force Field(2 points, Prerequisite: Force Field): Functions like a Force Field, but at twice the cost, and the damage penalty to attacks coming from inside is halved.

Phasing(2 points): Spend 2 Essence to temporarily phase out of reality. This allows Psionic Assault+Perception to be used in place of Dodge+Dexterity until your next combat round, and also allows you to walk through most obstacles. Being inside an obstacle when you phase into reality again is ill-advised and usually instantly fatal(or will at least make you wish it was).

Phase Blade(3 points, Prerequisite: Phasing): Spend 2 Essence to phase an object you're holding out of reality, you remain able to interact with it for instance, to swing it or throw it, and its affect as normal by gravity, but nothing else. Has dire results for anything it phases back into reality inside, for instance: people or machinery. Attacks made with phased-out objects(it only lasts for your current action and subjects you to the normal cumulative-action penalty) ignore armor and have a *3 multiplier after all damage is rolled(in place of any usual multipliers, like the ones for sharp weapons), but the weapon is destroyed by the resulting, horrible, merging. Also, only one phased-out attack can be made per round.

Photon Control(2 points): Allows the user to intensify or dampen light sources at will, including sunlight. For a cost of 1 Essence, this can be used to grant a +4 or -4 to any stealth rolls in an area(by adjusting the light level in the area) for several minutes. It also allows the user to briefly intensify light sources to provide directional flashbang effects, at a cost of 2 Essence. Functions exactly like a Flashbang, except it only affects vision, and friends can be selectively excepted by rolling a Psionic Assault+Perception check, allowing the user to exempt one character per success.

Stellar Lens(3 points, Prerequisite: Atmospheric Lens): Upgrades Atmospheric Lens to function like a Laser Rifle rather than a Laser Pistol.

Meta-Psionics

Ascension(0 points, Prerequisite: Any 10 powers, at least one must be from each branch): You awaken to the pulse of the universe and find yourself drawn to listen ever more closely to it. Using the powers you've learned so far, you wrap yourself in a pupae, both mentally and physically, and sleep. And listen. And dream. When you awaken, you are dead.

All physical(Str, Dex, Con) stats are reduced to 0 and their points can be re-spent on mental(Int, Will, Per) stats(1 for 1 expenditure except above 5, when it's a 2 to 1 expenditure). Whenever anything calls on a physical stat check, Per is used for Dex, Will is used for Con, Int is used for Str. Recalculate Life Points, Endurance and Essence with the modified stats and using the aforementioned guide for stat replacement. Reduce Life Points and Endurance to 1, and move all surplus points to Essence. All damage done drains Essence rather than doing damage to Life Points or Endurance.

Any rolled check which by RAW relies on Strength, Dexterity or Endurance costs 4 points of Essence unless intentionally failed.

To all outside appearances, the Ascended's body is dead but perfectly preserved. There's no rot, decay or aging, but the eyes have a dead, glazed look to them(they are, in fact, no longer required to see anything), they don't breathe and they tend to be chill to the touch.

Essence Chorus(5 points, Prerequisite: Essence Vampire): The Ascended psionic taps into the Essence of a willing target, allowing him to make full use of the target's Essence pool for all purposes that would normally drain his own. The Ascended psionic chooses when to drain his own pool and when to tap the target's. Any number of targets can be tapped, to a maximum of the psionic's Willpower, with a range equal to his Willpower in 100's of meters. The target can disable the connection at any time.

Essence Leech(5 points, Prerequisite: Essence Vampire): This passively modifies Essence Vampire and Power Drain to use 1d6's for their drain effects, rather than 1d4's.

Essence Vampire(5 points, Prerequisite: Ascension): The Ascended psionic makes a Willpower + Psionic Assault roll against a target, opposed by their Willpower + Psionic Resistance. For every level of success by which the Ascended psionic succeeds, he drains 1d4 Essence from the target. This can put a target with positive Essence into negative Essence, but cannot drain Essence from a target that already has 0 or negative Essence.

Mind Vortex(5 points, Prerequisite: Soul Eater): The Ascended psionic makes a Willpower + Psionic Assault roll that affects the five nearest sapient minds within Will*100 meters. Every target is considered to be affected by Essence Vampire, the effect does not and cannot distinguish between friend and foe.

Power Drain(5 points, Prerequisite: Essence Vampire): The Ascended psionic makes a Willpower + Psionic Assault roll against a machine or cyborg target, opposed by their Willpower + Psionic Resistance. For every level of success by which the Ascended psionic succeeds, he drains 1d4 Life Points from the target, regaining Essence equal to half the damage done.

Soul Eater(5 points, Prerequisite: Essence Leech): Essence Vampire can now, at the user's choosing, drain Life Points like Power Drain.

Void Gate(10 points, Prerequisite: Will to Power, Essence Chorus, Essence Leech, 20 psionic powers known): What is that haunting sound that first lulled you into hunting for Ascension? Time to find out. Time to break the seals. Will it bring you to it? Or it to you? Seems irrelevant. Costs 50 Essence to invoke and requires a full day of meditation before it takes effect.

Will to Power(10 points, Prerequisite: Essence Chorus): Essence Chorus can now slave unwilling targets if the Ascended psionic defeats them in a Willpower + Psionic Assault vs Willpower + Psionic Resistance contest. Targets are slaved until released, until the ascended Psionic is defeated or until a friendly Ascended slaves them to a new Essence Chorus.

Telepathy

Berserk(4 points, Prerequisite: Terror): On winning a contested Psionic Assault+Willpower roll vs the target's Psionic Resistance+Willpower roll, the target goes berserk for a number of turns equal to the degree of success, losing the ability to distinguish between friend and foe. Each turn they randomly attack one of the nearest four visible targets, attempting to hit as many as possible at once if they have access to explosive weaponry. They will still attempt to dodge attacks like normal. PC's affected by this power can choose to wait out the duration without attacking anyone, but if they attack, their attack(s) will be randomly assigned among the nearest four viable targets to them. Costs 3 Essence to use.

Distraction(2 points): On winning a contested Psionic Assault+Willpower roll vs the target's Psionic Resistance+Willpower roll, the Inspired penalizes all of the target's Notice, Dodge and Attack actions equal to the degree of success until the end of their next turn(or for the next five minutes) as they lose the ability to focus and find their thoughts flooded with irrelevant daydreaming. Costs 2 Essence to use.

Invisibility(2 points, Prerequisite: Terror): Make a contested Psionic Assault+Willpower roll vs the target's Psionic Resistance+Perception. If successful, the target can no longer see you, you are completely blanked from all their perceptions. If you do it after they've already spotted you, they may still target the area they remember you being in with area attacks(explosives, suppressive fire, etc.) so it may be clever to get out of the way. If you hurt the target after becoming Invisible to them, the target gets another roll to resist, but with a +10 modifier(assuming they survive whatever you do to them). Lasts for a number of rounds/minutes equal to the number of successes scored. Costs 3 Essence to use.

Machine Control(4 points, Prerequisite: Machine Empathy): On winning a contested Psionic Assault+Willpower roll vs the target's Psionic Resistance+Willpower roll, the Inspired takes full control of a machine target. They can either give it a simple command "shoot Bob," "jump off a cliff," "hide in this hole," "give me the keys." lasting a number of rounds equal to the degree of success or until accomplished OR they can choose to relinquish control of their own body, going comatose for the duration, and instead piloting the target's body. The target will have all of its normal physical skills and abilities(no access to Inspired abilities or Intelligence skills, however), and be completely immune to psionic attack except for other Mind Control attempts. Unlike Mind Control, this only affects cybernetic and AI enemies, but can also be used against highly computerized machines(for instance, a drone, a jet fighter or someone's smartphone). Costs 5 Essence to use.

Machine Empathy(2 points): Making a successful Psionic Assault+Perception roll gives the Inspired a bonus to Computers, Dodging and social rolls vs any mechanical/AI threats(including cybernetically augmented enemies) equal to their degree of success for the next five rounds or for the next fifteen minutes. The bonus may also apply to other high-tech tasks. Costs 2 Essence to use.

Mind Control(5 points, Prerequisite: Terror): On winning a contested Psionic Assault+Willpower roll vs the target's Psionic Resistance+Willpower roll(if the target is human, every cybernetic augment penalizes the roll by 2), the Inspired takes full control of the target. They can either give it a simple command "shoot Bob," "jump off a cliff," "hide in this hole," "give me the keys." lasting a number of rounds equal to the degree of success or until accomplished OR they can choose to relinquish control of their own body, going comatose for the duration, and instead piloting the target's body. The target will have all of its normal physical skills and abilities(no access to Inspired abilities or Intelligence skills, however), and be completely immune to psionic attack except for other Mind Control attempts. Costs 5 Essence to use.

Mind Split(5 points, Prerequisite: Mind Reading): Roll Psionic Assault+Intelligence. For succeeding, and for every two successes afterwards, the target can take another action on their next turn with no multiple-action penalties. Costs 2 Essence per extra action granted.

Mind Reading(1 point, Prerequisite: Probe): Affects any target within sight. Spend 1 Essence and roll Psionic Assault + Willpower vs the target's Psionic Resistance + Willpower. If successful, the target's surface thoughts are readable, giving the Inspired knowledge of what the target intends to do next and, if it's in a conversation, what he's thinking of what he's hearing. It also tells the Inspired what the target expects to hear, giving a +4 bonus to Smooth Talking, Intimidate, Acting and Disguise rolls against the target.

One For All(2 points, Prerequisite: Thought Shield): Whenever an ally within sight is psionically attacked, the Inspired can spend one Essence to let the ally use his Psionic Resistance(which he may boost with Thought Shield first) instead of his own(but the target still uses his own Willpower). However, if the roll fails, both the ally and the Inspired will be affected by the psionic power used(and will need to spend Essence separately to avoid the effects, if applicable).

One Of Us(2 points, Prerequisite: Invisibility): The psionic cloaks any number of allies, including or excluding, himself to appear as members of a given group(a sectoid crew, X-COM base troops, Serbian nationalists, Italian soccer hooligans, nuns, etc.) and rolls Psionic Assault+Intelligence, opposed by Psionic Resistance+Perception from anyone who sees them. A failure means that the illusion holds, while anyone who beats the original roll sees through it. Anyone familiar with the group's disguise(for instance, the Pope, if the group is disguised as nuns) and what they expect it to behave like, can use Acting+Perception, or Notice+Perception at -4(again opposed by the original roll) to notice something off about the disguise. The cost is one point of Essence per member of the group, when the power is used and again every six hours after that.

Probe(1 point/Free if first power): On winning a contested Psionic Assault+Perception roll vs the target's Psionic Resistance+Willpower roll, the Inspired can hijack one of the target's senses per tier of success, for about a minute of time, allowing them to sense everything the target senses through that sense. They can choose to end this link at any time. Psionically capable targets are aware of the user's Probe attempt and location if they resist the Probe. Costs 2 Essence to use.

Terror(4 points, Prerequisite: Probe): On winning a contested Psionic Assault+Willpower roll vs the target's Psionic Resistance+Willpower roll, the target panics for a number of turns equal to the degree of success. They will attempt to retreat from battle unless absolutely cornered. PC's affected by this power can either choose to roleplay it, in which case they act with no penalties, or resist it, in which case their penalty to all non-retreating actions is equal to the degrees of success scored by the Inspired until it ends. Costs 3 Essence to use.

Thought Shield(2 points): Increase your Psionic Resistance by 2 for every 1 Essence spent, lasts five rounds in combat and five minutes outside of combat.

Cybernetics

Cybernetics are separated by what body part they replace, and unless otherwise noted, each body part can only be replaced by one cybernetic augmentation. Replaced cybernetics refund their spent points, but if a cybernetic augmentation is replaced with a cheaper one, the excess points can only be spent on future cybernetic augmentations.

Arms

Basic Cybernetic Arms(3 Points, Prerequisite: Any Core Implant): Augmented arm muscle fibers increase Strength by 1 for the purpose of anything that doesn't explicitly not use your arms.

FLEXAR(tm) Arm Replacement(8 points, Prerequisite: FLEXAR Torso): +2 arm strength. On a successfully landed punch(whether it does any damage or not), the agent can choose to constrict the target resulting in an opposed Strength+Athletics check. If the agent wins, one or two(at 3 or more successes) enemy limbs are pinned and unable to be used until the target wins a Strength+Athletics check against the agent. For every round the target is constricted, the agent can choose to land a free punch attack that only consider's half the target's armor.

Full-Replacement Cybernetic Arms(6 Points, Prerequisite: Any Core Implant): Fully replaces the arms with cybernetic alternatives, increasing Strength by 3 for the purpose of anything that doesn't explicitly not use your arms. Adds +5 armor to resist any hits to the arms or hands.

Integrated Assault Arms(10 points, Prerequisite: CSR Torso): Integrates one of your weapons completely into your arm, along with a full magazine of ammo. The weapon is completely hidden to casual search, and can be readied without any lost time. Adds +2 to hit with the integrated weapon. Increases strength by +1 for the purpose of any arm-related checks or actions.

Siege Arms(11 points, Prerequisite: CSR Torso): Augments the arms with heavy armor plating, functionally turning them into cover for the rest of the squad to employ. Other agents can take cover behind the augmented agent, giving enemies a -4 to hit them, but all misses impact the cyborg agent instead. Explosives instead subject the cyborg agent to the Ground Zero effect, but allies in cover only get hit with the General Effect. Adds +2 to Strength, adds +10 to armor, penalizes Dexterity by -1.

Stabilized Firing Arms(6 Points, Prerequisite: Any Core Implant): Fully replaces the arms with cybernetic alternatives stabilized for long-range combat. Adds +1 to Dexterity for the purpose of firearms use, and reduces the cumulative penalty for multiple shots by half(rounded down, cannot be reduced below 1 by any means), for both single fire and burst fire modes, also increases Strength by 1 for the purpose of anything that doesn't explicitly not use your arms.

Core

Basic Cybernetic Spine(5 Points): Replaces the spine with a cybernetic alternative containing the electronics needed to control minor augmentions and adding the core strength to properly utilize cybernetic limbs without breaking your own back. Reduces maximum Essence by 5, increases maximum Life Points by 15, makes the augmented agent susceptible to Machine Empathy and Machine Control, and grants the Pack Mule quality for free.

FLEXAR(tm) Defense Torso(20 points, Prerequisites: All limbs must be Full-Replacement or more expensive): Similar to the CSR Torso, except the FLEXAR Defense Torso is focused around defense rather than hardiness. Base body armor increase is 5, maximum life points are increased by 15, Strength is increased by 1, Willpower is decreased by 1, the agent has total immunity to poisons and drugs, and requires a mechanic to fix him, no longer benefiting from medical intervention. The FLEXAR abandons armor and strength-boosting advantages in favour of improvements inspired by octopus biology, essentially turning the spine into a large tentacle. The agent with this upgrade only takes half the normal action penalty from dodging and can spend endurance at a rate of 3 for 1 to add to his Dodge rolls.

CSR Torso(20 points, Prerequisites: All limbs must be Full-Replacement or more expensive): The Combat Synth Reconstruction upgrade completely dispenses with the agent's prior organic body, except for the brain. Every vital organ is replaced with a mechanical substitute that allows more-or-less full functionality. Base armor across the body is increased to 10 and counts as alien armor, maximum Life Points are increased by 30, Constitution is increased by 2, Strength is increased by 1, Perception is decreased by 1, Willpower is decreased by 1, penalizes Stealth by 1, penalizes Dodge by 2, the Pack Mule quality is granted for free twice, the agent has total immunity to poisons and drugs, and requires a mechanic to fix him, no longer benefiting from medical intervention.

Total Torso Augmentation(10 Points): Replaces the spine and ribcage with upgraded cybernetic alternatives allowing for the mounting of more advanced cybernetic substitutes. Reduces maximum Essence by 10, increases maximum Life Points by 30, makes the augmented agent susceptible to Machine Empathy and Machine Control, grants the Pack Mule quality for free and increases armor for any Torso hits by 5.

Head

The head can mount three simultaneous modifications

Active Defense System(10 points, Prerequisite: CSR Torso): A high-powered laser system implanted in the skull, capable of taking out thrown or fired explosives mid-air. Consumes 15 EP per shot as the laser drains the cyborg's batteries and the attack must be aimed at the user or someone near him. Anyone near the explosive will take Maximum Range damage. The laser cannot be used offensively.

Berserker Circuits(5 points, Prerequisite: Total Torso Augmentation or better): The cyborg can choose to go into berserker mode, dismissing any attempts at psionic control or influence and in turn giving up all self-control. Increases Initiative by 5, increases max and current Life Points by 30, drains 10 points of Endurance per round, halves multiple-action penalties(round up). Berserker mode ends when the cyborg is out of Endurance, or when he succeeds at a Willpower+Willpower roll. During berserker mode, the cyborg must attack someone or attempt to close to attack range every round, but can voluntarily choose his target among those. Any sort of armed character or machine counts as a viable target. During rounds where no targets are within view, the cyborg gains a +3 to his roll to voluntarily end berserker mode. If the cyborg's life points drop to less than zero when berserker mode ends, he's out of commission until he's received medical or mechanical attention.

Cranial Aggression System(10 points, Prerequisite: CSR Torso): A miniaturized Heavy Laser is implanted in the user's skull. It can fire once per mission before its burnt-out circuits and power cell require replacing. It uses Perception+Heavy Weapons or Perception+Notice for its attack roll. In the process of burning itself out, it causes 10 Life Points' worth of damage from the intense heat.

Flash Reaction Upgrade(8 points): The Cyborg gains near-instantaneous reaction speeds, but at a high cost to his system. He can spend 10 Endurance and 5 Life Points(from literally overheating his own brain) to add a +10 bonus to his initiative roll OR to act during an enemy's surprise round.

Natural Perception Augmentation(6 points): Gouges out your eyes and ears and replaces them with improved machine variants. Take only half penalties from Flashbangs and similar devices, +2 to base Perception, but powerful EMP blasts may set your eyes and ears into rebooting, leaving you blind and deaf temporarily.

Psi-Resistant Skull Augmentation(4 points): Increases Psionic Resistance by 6, increases armor by 5 against head shots, reduces Perception by 1. Rumours that this augmentation is 90% weaving tin foil fibers through the subject's scalp are unfounded.

Optimum Assault Calculator(8 points): Allows access to several special attacks for the cyborg. Shieldbreaker: Expend fifteen points of Endurance and make an attack that does half damage, if it hits, every point of damage is permanently subtracted from the target's armor, down to a minimum of zero armor for organic targets, or half starting armor for cyborgs and mechanical enemies. Achilles Attack: Expend fifteen points of Endurance and make an ordinary attack. If the attack hits, it automatically rolls maximum damage. If the attack is automatic fire, instead the maximum number of projectiles automatically hit if the attack hits at all.

VAMPIR Recovery System(12 points): Every point of damage done to an organic enemy at close range recovers one point of Endurance and every ten points recovers one point of Essence. One point of Essence can be spent to engage the VAMPIR's regeneration systems, which instantly heal one Life Point per four Endurance points spent. This counts as an action for the purpose of multiple-action penalties. Cannot repair crippled or severed limbs. Ostensibly functions by recovering electrolytes and important tissue building blocks when the user is splashed by the target's internal fluids and viscera. It's gross, but less gross than getting killed on the battlefield.

Legs

Basic Cybernetic Legs(3 Points, Prerequisite: Any Core Implant): Augments leg musculature, granting +2 to Athletics and Dodge, and increasing the total strength modifier for Kicks to +3 rather than the standard +1.

FLEXAR(tm) Defense Augmentation(8 points, Prerequisite: FLEXAR torso upgrade): Similar to the FLEXAR torso upgrade, raw strength is abandoned in favour of defensive upgrades. +3 to Athletics and Dodge, +1 leg strength modifier. On a successfully landed kick(whether it does any damage or not), the agent can choose to constrict the target resulting in an opposed Strength+Athletics check. If the agent wins, one or two(at 3 or more successes) enemy limbs are pinned and unable to be used until the target wins a Strength+Athletics check against the agent. For every round the target is constricted, the agent can choose to land a free kick attack that only consider's half the target's armor.

Full-Replacement Cybernetic Legs(6 points, Prerequisite: Any Core Implant): Completely replaces the legs with cybernetic alternatives, granting +4 to Athletics and Dodge, and increasing the total strength modifier for Kicks to +5 rather than the standard +1. Increases armor for any leg hits by 5. Penalizes Stealth by 2 due to the noisiness of the leg servos.

Mobile Artillery System(12 points, Prerequisite: CSR Torso): The legs are replaced by massive large cybernetic augments, clearly inhuman, which add a foot of height to the user. These increase the carrying capacity of the user massively, allowing another full weapon and its ammo complement to be carried into combat. +1 Constitution, +4 to Athletics, +3 to any Strength-based checks involving the legs(including kicks), -4 to Stealth, +10 armor to the legs.

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