(Remind me to source Star Wars RCR for some inspiration here.)
Psychic Points: Starting at 1st level, you have a pool of power (referred to as mystic points) equal to 4 + your Int mod. These mystic points are used to power your psionic technicks. You gain 4 additional mystic points each time you gain a mystic level. These mystic points are restocked after eight hours’ sleep.
Technicks and Armor: You cannot manifest technicks while wearing armor.
Enervation: If you run out of mystic points and want to manifest a psionic technick, roll 2d6. The technick manifests, and you take that much damage to your maximum HP.
Psionic Technicks: You know three of the following psionic technicks at 1st level and gain one new one at every odd level. Unless otherwise stated, you can spend a maximum amount of MP on one technick equal to your mystic level.
*Apportation: You can move through the space between thoughts. By spending 1 MP per 10′ you wish to move, it is so. You must be able to clearly see your intended destination. This is a standard action.
*Astral Projection: You can separate from your body and commit reconnaissance with a mere thought (and the expenditure of 3 MP.) Your astral form can travel 20′ + 10’/level away from your body and can travel through solid substances. Creatures that can see invisible objects can see your astral form. If your body is harmed, you immediately return to it and suffer 1d6 maximum HP damage. You remain outside of your body for five minutes (but can spend 3 MP to extend this time.)
*Clairvoyance: You can witness events happening at a faraway place by spending 2 MP. Fill in later. ;_;
*Mind Thrust: Concentrating on a target’s mind, you can focus shredding psychic energy upon it. Your target must make a Cha + level roll (DC 10 + your Cha + level) to avoid damage; otherwise, he takes 1d10 unstoppable damage per MP spent. Your mind thrust is limited to 1d10/mystic level. This technick does not work on mindless targets, such as the undead.
Creatures reduced to 0 HP by mind thrust have their heads explode in a hideous display of blood, ejected brain matter, and gore.
*Precognition: You can predict the immediate future; just far ahead enough to avoid a single mistake. At the start of a combat, you can spend 2 MP. At any point during the combat, you can force one participant, yourself included, to reroll a single d20 and use the result that’s more favorable to you. (Two mystics can’t use precognition on the same d20 roll.)
*Pyrokinesis: You can conjure flames out of nowhere, sending them at your opponent. You can create one fireball as a standard action; each fireball does 1d6 fire damage per MP spent, and can be launched as a ranged attack. Your fireballs’ power is limited to 1d6/mystic level.
*Telekinesis: You can move an attended or unattended object without touching it. The MP cost is determined by the size of the object you are attempting to move:
1-5 lbs.: 1 MP
6-50 lbs: 2 MP
51-500 lbs: 3 MP
501-2000 lbs: 4 MP
Opposed melee attack rolls are required if you attempt to move an attended object.
*Telepathy: You can send a short message, about twelve words’ worth, to one or more targets. This technick costs 1 MP to use, plus 1 additional MP per additional recipient of the message. Every twelve words (or fraction thereof) costs an additional 1 MP.
*Tower of Iron Will: You gain a +5 bonus on rolls made to resist mind-affecting effects. This technick lasts for 10 minutes and costs a flat 3 MP to use.
Read this Group Post and its Comments