PSYCHIC WARRAIOR
    Psychic warriors are fighters who have learned to
combine the power of fighting with the ability to use their
mind to augment their natural abilities. Psychic warriors
strive for harmony of thought and action and believe that
by training and practice they can make the mind and body
work in deadly union. Psychic warriors must possess a
minimum MA of 10 and be maximum rank in their primary
weapon before becoming a psychic warrior.

    Psychic warriors add 2% per rank on to their base
chance with primary weapon. They add +1 damage at
ranks 3, 6 and 9.  They may choose one of the following
abilities at each rank certain abilities require that other
abilities be chosen beforehand.
Telekinetic grab: You may telekinetically grab something within 20 feet per rank. The object may weigh no more
then 5 pounds per rank. This ability cost 2 FT to use.

Telekinetic wielding: You may use a weapon with the same skill telekinetically. You may wield the weapon at a
range of 5 feet per rank at a cost of 1 FT per pulse. While wielding a weapon in this way you may move and
converse, but not fight. You must possess telekinetic grab before gaining this ability.

Multi-wielding: You must possess telekinetic wielding in order to use this ability. This ability allows you to wield a
weapon telekinetically while fighting, or you may wield two weapons simultaneously and choose not to fight. This
ability cost 3 FT per pulse to use.

Push: You telekinetically push against an opponent or object forcing it back one hex.  You may do this in a gentle
fashion for 1 FT, or forcefully for 3 FT and cause them to roll under 3 X AG to remain standing. Object wise you
may push up to 50 pounds per rank as a warrior. The range is 5 feet per rank. You must possess telekinetic grab
to use this ability.

Blood shift: You may subtly shift a person’s blood away from their head. This will cause drowsiness and
disorientation. The person may resist by rolling under 3 X WP, if they fail they begin to fall asleep. If they succeed,
they must roll under 4 X PC to see if they detect anything abnormal. This ability cost 1 FT to use and has a range
of 10 feet per rank. You must possess telekinetic grab before gaining this ability.

Psionic Movement: You use your Psionic ability to double you TMR for a pulse. You may also use it to leap
forward 5 feet per rank, or upwards 3 feet per rank. This ability cost 2 FT to use.
Springboard retreat: You may leap backwards up to 5 feet per rank and land safely on your feet for 1 FT. If you
win IV you may leap and withdraw without any repercussion. This ability requires that you first possess Psionic
movement.

Body equilibrium: You control your body in such a way that you can walk on water, across a spider web or other
surfaces. This ability cost 1 FT per minute to use.

Expunge poison: By expending 4 FT you may expunge all poison from your body. This action requires you to do
nothing else for that pulse.

Bond Weapon: You become bonded with a single weapon that you manage to psionicly conceal within your body.
By simple willing it to appear the weapon will be in your hand. This ability cost 1 FT to use.

Concussive force: You may add concussive force to your hits that do D+1 per rank damage to your hit. This
damage is absorbed by armor, but causes the target to be knocked back one hex if they fail to roll under 3 X AG.  
This ability cost 1 FT to use per pulse.

Reflective barrier: You may create a barrier that reflects thrown and ranged weapons as part of a psychic
defense. The barrier cost 4 FT and has an 8% chance per rank of knocking aside a ranged attack. The barrier
lasts for 1 minute per rank.

Psychic catch: You may opt to catch an item that is thrown or shot at you by rolling under 6 X PC, if successful
you catch the item right before it hits you. This ability cost 1 FT per attempted use. It can be set on “auto” but
could serious deplete your fatigue.

Preconscious power: You mind stays alert even when you aren’t. You may wake from sleeping by rolling under 6
X PC, you may also use this ability to recover from being stunned, but not knocked out. If you successfully make
the roll you may immediately use another psionic ability.  This ability cost 2 FT when it is successfully used.

Power hit: You may use your Psionic power to add to the damage of you hits but at the cost of less precision,
-20% to hit but double damage. 1 FT per pulse to use.

Body Fuel: This ability allows you to convert 1 EN into 4 FT. This ability must be used at the beginning of a pulse.

Psionic fist: You encase your first with kinetic energy doing +1 damage per rank. This ability cost 1 FT per pulse
to use. You may spend 2 FT to make it +2 damage per rank.

Spectral claws: You must possess psionic fist before taking this ability. When using psionic fist ½ the damage
you do is transferred to your FT.  You may heal your FT with this ability but not surpass its normal total. This ability
cost 1 FT to use in conjunction with psionic fist.

Deep breath: You may use your psionic ability to triple the holding capacity of your lungs. This ability cost 1 FT to
use.
Telepathic Link: You may link you mind to that of another person. The range is 50 feet per rank and cost 1 FT
per minute to use.

Multi-link: You may link with 1 additional mind per rank, you must possess telepathic link before taking this ability.
This ability cost 2 FT per minute to use and has the range of your telepathic link.

Implant Idea: You may suggest a simple idea to a non-hostile person. If they roll under 4 X WP they do not take
the suggestion, if they fail they will follow the simple suggestion. This ability cost 1 FT to use. The idea is implanted
in the person’s mind as the psychic warrior mentions it to them. This ability has the range of your telepathic link.

Telepathic location: Allows you to head in the general direction of anyone you have previously communicated
with by means of the telepathic link. The ability cost 1 FT to use.

Extra strike: This ability is a result of your increased training as a fighter and does not depend upon any psionic
abilities.

Psychic warriors must pay 500 + 100 x Rank per year for training and maintaining their skills.