Psi Plug-in

Since the war it is believed that about 30% of the population has developed some sort of psychic ability. About a third of these kill themselves. Half of the remain are so insane that they are either killed, wander off to the desert and die or must be kept by some kindly soul who will feed, and clothe them (extemely rare). The remaining psychic 10% of the population are capable of some psychic ablities. They are split into five categories not only by power but also because all sane practioners seem have similiar personality traits. A word or a short phrase is used so it isn't overly limiting to the players. Psychics have only a single power.

Telepathic - Parental Judge

Electrokenesis - Kinetic

Healing - Maternal or sadist or destroyer

ESP - Nomadic or exastentialist

Psychokenesis - Stoic

Read Aura

Cost: 1/D6
End: 1
Range: Cost*10 Meters
Description: This ability allows a psychic to view a visual representations of the targets psyche. This ability conveys emotion, presence, type, and strength of psychic powers. This ability uses the Will+Psi vs Will+Calm mechanism; damage must exceed Resistance for the ability to have effect.

Project Impression

Cost: 1/D6
End: cost/2; 1/rnd to maintain
Range: Cost*10 Meters
Description: This ability allows a psychic to project an impression about the psychics character to the target as if it is the targets own perception. These impressions are general in nature and don't have any direct control over the targets actions. This ability can make the psychic seem more impressive, dangerous, peaceful, etc. than he normally would be. This ability is most useful during a first impression or so after, it will have little or no effect on someone who has known the psychic for years. This ability uses the Will+Psi vs Will+Calm mechanism; damage must exceed Resistance for the ability to have effect.

Gremlin

Cost: 2/D6
End: cost/2; 1/rnd to maintain
Range: Touch
Description: This ability works against machines causing them to stop working, this can be due to a number of reasons, either electrical short, mechanical jamming, etc. The difficulty of effecting an object varies by how complex the object is, simple objects are hadrer to break. This ability uses the Will+Psi vs Target Number. Damage is rolled and applied to the SDP; keep in mind this is rarely structural in nature and in most cases won't have visible effect. When suffiecient damage is done to the device it stops working. In most cases when this effect is no longer maintained the device will heal at a rate of 1 SDP per round.

Target Numbers
complex hetrogeneous network 15
computer 17
automantic weapon 20
revolver 22
Electronic Lock 25
Radio 27
electic Motor 30
Lock 32
pulley 35
levers 37
wheel 40

See Energy

Cost: 5
End: 1/min
Range: LOS
Description: This ability grants the psychic two basic abilities first is the ability to see and discriminate the flow of EM energy (IR, UV, visible, radio, x-ray, etc.) This is almost a taste or touch perception. Secondly this perception extends 360 degrees. Basic perception is an Int+Psi Skill, however this ability also opens up access to two new skills: track EM, and interperet EM. These skills allow the psychic to track the source of EM energy and interperet encoded messages in EM respectively. Both of these skill levels are capped by Psi.

Adaption

Cost: 5
End: See Below
Range: Self
Description: This ability allows the psycic the arrange his body to survive in a number of normally adverse conditions. Adaption is really five seperate abilities. These abilities will kick in automatically when needed so long as there is end to pay for them. After game begins extra immunities can be purchased at a cost of one point per with GM approval.

Regeneration (RECovery hits per day)REC End per day
Self Contained Breathing1 End per Round
No Need to Eat or Sleep8 End per day
Immunity to Disease1 End per Round

Healing

Cost: 2/D6 -1
End: Cost/2
Range: Touch
Description: This is the perverbial laying hands ability. This ability can only heal the maximum that can be rolled ont he dice per person per day. In order for this ability to work the healer must make a will+Psi ability vs the amount of hits the target has taken. If successful the healer then rolls the 'damage' and that many hits are returned to the target.

Scry

Cost: 5
End: Cost/2+ 1/min to maintain
Range: Cost x 50 Meters
Description: This ability allows the psychic to project his or her senses of sight and hearing to a distance. Will+Psi vs 20 is used to place the senses perciesely. Once there Int+Psi is used to perception rolls. The psycic can see and hear as if they were there. The psycic must make a Int+Awareness to notice anything going on around there body. Anyone doing any damage to the body will immedietly severt he connection.

Psychometry

Cost: 5
End: Cost/2 + 1/min to maintain
Range: Touch
Description: This ability allows the psychic to read the past of an object or location. Will+Psi is used to home in on the event or time frame. This is normally vs 25 but depending on the significance, time frame and trauma involved, this number can be significantly modified. Once a connection is established the same effects described under Scry apply.

Repair

Cost: 2/D6 -2
End: Cost/2
Range: Touch
Description: This is the perverbial laying hands ability except that it works on objects not people. This ability can only heal the maximum that can be rolled ont he dice per object per day. In order for this ability to work the healer must make a will+Psi ability vs the complexity table (See Gremlin). If successful the healer then rolls the 'damage' and that many hits are returned to the object.

See Weakness

Cost: 5
End: Cost/2
Range: Cost x 10 meters
Description: This ability gives the psychic insite into the nature of matter and shows points where structrures are most vulnerable to attack. The Psychic rolls Will+Psi vs 20 if successful the targets armor is effecively halved vs the Psychic's attacks. This ability takes the whole round to use and can be used more than once, however each time it is used the difficurlty rises by 3. This ability may only be used against a single target at a time.

Modifiers

The above abilities can act in different ways by applying modifiers. Each modifier causes a coresponding penealty to the Psi roll, and an increase in the End expended.

For example say you want to project an impression to a crowd of people. Normally this is a Will+Psi vs Will+Calm effect. Let's say you have a 5 Will and a five Psi, and you want to effect a cone (-4) of people. That means it would be 6 (5+5-4) + die roll vs the each targets Will+Calm+10. You'll need to be better then them.

AdderModifierEffect
AoE: Hex-2 
AoE: Line-4Len=DC*2
AoE: Radius-4Radius=DC/2
AoE: Cone-460 deg, Width(end)=DC/2
AoE: Any-4Hexes=DC/2
AoE: Selective-2In addition to AoE Penalty
Increased Max Range-1x5 Range
Ranged-1allows a Touch ability to be used at range.

Legends of the Waste

Notes

  1. The rebels maintain at least one mobile radar station to monitor position of orbital emplacements and launch spaceplanes at appropriate times.
  2. The resistance refers to itself simply as the Family. The Family operates in small family units who have relations to three to five other families. The core is made up of the old Nomad families of the Raider Wars. They didn't crumble they went underground.
  3. Bounty Hunting is an establishes trade. Commissions are placed with any Money Changer. The commissioner leaves the money plus a 10% handling fee with the Money Changer. The Money Changer will pay the bounty hunter upon presentation of the head. The corp maintains a light infantry patrol to hunt those they feel have wronged them and somehow gotten away from the immediete area. They are rarely found necessarry.
  4. Still suits are made by the corp bur are repaired and decorated by all sorts of people. Common lore holds that the older the suit the more stored luck or karma it has. Suits are passed down through the family. It is cosidered each wearer is expected to add to the design and style of the suit. Some of the older suit tell long drawn out stories in tatoo like pictograms.
  5. The Raider Wars ended with the assassination of the heads of most of the major Nomad families. It was a single strike as they met for the founding of Freedom, a now defunct town near the remnants of Washington D.C. There was no decernable value in the strike.
  6. The Rain is mildly acidic but Radox Hide seems highly resistant to it's effects. Homes are generally construsted as hovel made of four pillars made of whatever material is available (plastic, metal, wood, rock, clay, etc.) that comes togeather at a peaked roof, with a hole allow smoke to escape. The whole structure is covered in a double or triple layer of Radox hide. An air filter covers the hole in the roof and the bottom of the hide is buried in the ground keeping the whole thing as air tight as possible. The entrance is a sack like airlock.
  7. There is almost no water that can just be collected and drunk it must be cleaned by some sort of purification filter.
  8. There are ape like humans living in the rockies. These creatures have evolved to their eviroments and are capable or suviving the out side and eating waste weed but they have lost intellegnce. Complex language is mostly beyond them, but simple tools are still possible.
  9. Communication between towns and Arcologies are mostly via pony express. There are a few places that have long range radios and can be contacted by another place with a long range radio.
  10. The town with stable populations have more and more given themselves over to formation of clan like support structures to keep the town strong. Petty battles between neiboring towns over stolen cattle and food are becoming more common.

NPCs

Cardinal Anquon

Mental: 5
Combat: 2
Physical: 3
Move: 2
theology 7, oratory 5, leadership 5

Cardinal Anquon is now a feeble old man. He was the assistant to the original Cardinal Anquon before the war. Anquons own papers call for the imminent retrun of the messiah, he is strugling to live long enough to see it.

Ezekial Son of Crosby - Zeke the Wanderer

Mental: 4
Combat: 4
Physical: 4
Move: 5
AK:US 7, combat 4, travel 5, survival 5

Zeke is a guide by trade and a carteographer by birth. Immediatly after the war Zeke's grandfather began drawing a new map of the transformed world. The tradition has been passed down through the family. For money Zeke works as a guide and messenger.