
Void Pirates Psionics (Core-Integrated YE 500 Setting Supplement)
Psionics in Void Pirates represent rare, innate mental powers that allow effects without physical movement, to include telepathy, telekinesis, clairvoyance, and more. These abilities are biological in origin, stemming from an unknown quantum-gravitic substrate of the mind. Among humans, psionics are latent in a small percentage (5–10% of the population), often triggered by high-stress events, genetic anomalies, or exposure to alien artifacts.
In the YE 500 timeline, psionics are uncommon and poorly understood, often dismissed as superstition or as just “Void madness” by mainstream polities like the Luyten Empire or Teegarden Directorate.
Integration into Character Creation
- Psionic Potential Check: After rolling and adjusting core attributes (including permanent GR modifiers and any Backstory XP spent), check for psionic latency. If the character’s final INT is 16 or higher, roll 1d20. On a 19 or 20, the character has psionic potential (awakened in youth). Otherwise, no psionics (though GM may award via in-play events e.g., trauma or artifact exposure).
- Psionic Strength (PSI): If potential is confirmed, roll 3d6 for PSI (3–18, like other attributes). This is a latent “sixth attribute” (not added to core sheets unless awakened). PSI determines the maximum number of additional Psionic Talents learnable beyond the initial two (see below). PSI can be increased post-creation like other attributes (30 XP per +1 point).
- PSI 3–11: 0 additional Talents (max total: 2).
- PSI 12–13: 1 additional Talent (max total: 3).
- PSI 14–15: 2 additional Talents (max total: 4).
- PSI 16–17: 3 additional Talents (max total: 5).
- PSI 18: 4 additional Talents (max total: 6; cap for all humans).
- Initial Talents: Psionic characters start with two Rank 1 Psionic Talents at no Backstory XP cost (representing youthful awakening). Roll 2d10 on the Psionic Talent Table below (reroll duplicates). These are Difficult Skills (cost XP to raise ranks as per core rules).
- Learning Additional Talents: Spend XP to acquire new Talents (as buying a new Difficult Skill at Rank 1: 12 XP). Limited by PSI as above. Raise ranks sequentially (e.g., Rank 2: +18 XP cumulative, etc., per core Difficult Skill costs).
No permanent PSI score modifies non-psionic rolls—it’s only for Talent limits and occasional GM flavor (e.g., high PSI might resist mental hazards better).
Psionic Talent Table (Roll 1d10 for Each Initial Talent)
| d10 Roll | Talent | Primary Attribute | Description / Example Uses |
| 1 | Telepathy | PER | Read surface thoughts (opposed PER AR), mental communication (link minds up to 10m), suggestion (subtle influence, TN 18+). |
| 2 | Clairsentience | PER | Remote viewing (sense distant locations, TN 12–24 by distance/obscurity), danger sense (+2 to Initiative if pre-combat PER AR succeeds TN 12). |
| 3 | Telekinesis | INT | Move/lift objects (margin kg: AR – TN = kg lifted; e.g., +5 margin = 5kg), force strike (1d6 damage per rank, opposed AGL AR to hit). |
| 4 | Metabolism Control | HLTH | Self-heal (restore 1d6 HP per rank over 1 hour, TN 18), adrenaline surge (+1 AtMod to STR or AGL for 1d6 rounds, TN 12). |
| 5 | Levitation | AGL | Self-levitate (hover/fly at Move Rate/2, TN 18 in combat; ignore falls or Zero-G penalties), minor object float (up to 1kg, TN 12). |
| 6 | Empathy | PER | Sense emotions (detect lies or hidden intent, +2 to Deception/Intimidate opposed ARs), emotional projection (calm or enrage target, TN 18 opposed PER). |
| 7 | Psychometry | INT | Read object history (touch item to glimpse past events/owners, TN 18–24 by age/obscurity), aura reading (sense health/status of living beings, TN 12). |
| 8 | Precognition | PER | Glimpse future (vague visions of next 1d6 rounds/minutes, TN 21; grants +2 to one AR or Initiative), intuition boost (+1 to Perception/Recon ARs for 1 scene). |
| 9 | Energy Manipulation | INT | Energy shield (absorb 1d6 damage per rank as temp AR for 1d6 rounds, TN 18), minor bolt (1d6 energy damage, ignores half AR, opposed AGL AR). |
| 10 | Mind Shield | PER | Mental defense ( + SRM to oppose psionic/mental attacks), psi dampen (suppress another’s psionics for 1d6 rounds, TN 21 opposed). |
- Expansion Notes: These 10 Talents cover core YE 500 psionics (basic, grounded in sci-fi biology).
- GM can allow a player to choose their initial Talents if it fits backstory.
- All are Difficult Skills (SRM escalates: Rank 1 +1, Rank 2 +3, etc.).
- Player chooses primary attribute per use (e.g., Telekinesis with INT for precision or STR for raw force if higher).
Core Resolution for Psionics
Use standard Action Roll (AR):
- Base: 3d6.
- + AtMod: From tied attribute (PER, INT, HLTH, AGL, or STR as fits; player/GM choice for best).
- + SRM: From Talent Rank (Difficult scaling).
- + GRM: As core table.
- +/- AdMods: Situational (e.g., +2 in meditative trance after 1 round prep, -3 in combat without focus, +1-3 from cybernetics like Neural Lace, -2 social stigma if witnessed).
- Compare to TN: Routine (8, e.g., sense nearby emotions), Average (12, e.g., lift 1kg), Difficult (18, e.g., read guarded thoughts), Very Difficult (21, e.g., foresee combat), Heroic (24+, e.g., levitate in high-G storm).
- Opposed Rolls: As core (e.g., Telepathy vs. target’s PER AR; higher wins).
- Outcome:
- ≥ TN: Full Success (full Effect, e.g., lift margin-based kg or heal full amount).
- TN-1: Partial Success (half Effect + complication, e.g., partial thought read + headache).
- < TN: Failure (no Effect + Strain; critical fail on natural 3: double Strain or backlash).
- Effect Margin (Optional): AR – TN = bonus strength (e.g., +3 margin adds +1d6 damage or extends range 10m).