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Message no. 1
From: kyle kohler <kkohler@**.UCR.EDU>
Subject: PSI: List of possible powers
Date: Sat, 16 Jul 1994 00:41:34 -0700
Okay, after going through my somewhat limited materials, I have
composed a list of possible powers. I know it is a little early, but I
did this in the hopes of acting as a break from our current state of
debates (as we seem to be stuck in a loop of Astral vs.
non-Astral, powers vs. skills, etc.). I'll just post the list and then
comment on it and some other stuff at the bottom. Note that the
descriptions are very small, just to get an idea of the types of powers
available. This is by no means a definitive list or only explanations of
powers. Hell, some of them might not even work or be in the right
category, but bear with me. The names of these powers are just the ones
that were given to them from my sources. They can easily be changed for
purposes of copyrights, misleading name, or finding a cooler sounding one.
I have also neglected to put in game mechanics, since we don't have the
ground rules down yet.

Manipulate Air - Allows user to manipulate air, causing gusts of wind or
controlling gas

Compression - Force pushes in on target from all sides, harming opponents
and crushing objects

Perpetual Motion - Uses TK to cause an object to continue moving in current
direction, thus causing arcing objects to overshoot.

Remove Air - Removes air from a target location, useful for knocking out

Control Fluid - Allows user to manipulate any fluid and control it's
motion or flow

Density Manipulation - By directing TK down on target or up, can cause
targets weight to double or be cut in half.

Kinetic Reverse - Can reverse the direction of the target by pushing with
TK in opposite direction

Mold Earth - Can cause earth to fly up and form rudmentary shapes (possibly
more accurate with more successes) such as pillars or encasing an opponent
in an earth shell.

Molecualr Dampening - slows down movement of molecules, causing objects
to become colder and colder (allowing, eventually, say a metal wall to
become brittle due to intense cold)

Molecular Agitation - speeds up movement of molecules causing obvjects to
heat up

Psychic Guidance - Guides small projectiles (not bullets unless
you get a hell of a lot of successes). Usefule for throwing a knife and
guiding around a bystander to nail that Streetie who is pointing a gun at

Psychokinetic Punch - Like Clout from the Grimey

Velocity Control - Double a target's speed or halve it by applying TK in
right direction

Magic Fingers - Same as Grimey Spell

Barrier - Same as Grimey Spell

Levitate Item - Same as Grimey

Levitate Person - Same as Grimey
Poltergeist - Same as Grimey

Armor - Can either be same as Grimey or perhaps a thin TK barrier
surrounding target that moves along with him/her/it.

Ignite - Same as Grimey

Repulsion - Projection of TK outward from users body pushing everything
away (possibly even air if wanted)

Bind - User entwines target in objects in immediate vicinity (i.e. pipes
break off and wrap arround target, maybe even a car at higher force/successes)

Heat - Stimulates molecules in the air, causing an overall increase in
temperature. Can be focused on a person - causing uncomfortableness and
irritability, or an object (you could be an asshole and go around melting
everyone's ice cream)

Disruption - Shakes apart an object with TK

Dimensional Warp - Causes two portals to appear at users choice of
locations. Step through one, pop out in the other.

Conjure - Teleports an object to users hand

Interchange - Switches locations of two targets

Sending - Opposite of Conjuring. Sends an object from user's hand (great
for those runs where you steal data, put in on a chip, and pop!)

Teleloction - Detects where a target is

Blink (Arrgghh, he's resorted to ??&?) - Yes, the power you all know and

Passwall (has he no respect?) - Sorry


Psionic Awareness - Allows user to detect psionics and psionic activity,
even allowing him/her to detect what powers is being used assuming he/she
knows it, or of it.

Group Defense - Similar to a magic user using his Magic pool to protect a
mundane, a psionic can do the same with his psionics.

Psychic Armor - Allows extra protection from psionic attacks/effects

Psionic Concealment - Hinds the users psionic activities and power from
those attempting to discover it

Link - Allows user to link with another psionicist (willing, or not at
higher levels) to use that person(s) power(s).

Mimic - Can read a skill off of another and temporarily have it and use

Control Dream - Can enter another's dream and sculpt it to the users
desires (can you say, DreamScape?)

Mind Blast - Pure psionic energy directed at a living target

Paralyze - Blocks the brains commands to the body

Disconnect Skill - Temporarily causes a target to forget how to use a
skill ("Say,Mr. Sniper, you weren't going to shoot me with that big rifle
were you? Didn't think so!")

Equilibrium Distortion - Distorts target's sense of balance (like
spinning around in those Tea Cups at Disneyland).

Glibness - Subtly manipulate target so that whatever B.S. you're trying
to pass sounds reasonable ("Uh, yes Mr. Lonestar sir. I was, uh, just
walking down the street when this guy just attacked me and slipped and
fell and hurt himself.")

Induce Pleasure - Better than any drug, and safer too

Induce Pain - "Ow, quit it. Ow, quit it."

Memory Summoning - Forces a target to bring a certian memory to the
surface (great when combined with Mental Probe)

Negate Sensory Input - Removes one sense from target (i.e. "I've gone
blind" or "Speak up!")

Communicate with Animals - "If I could walk with the animals, talk with
the animals, think of all the things that I could say..." Like, "Hey
bear, I'll give you a steak if you kill that Renraku Red over there!"

Mind Probe - Same as in the Grimey

Invisibility - Same as in the Grimey - It would correspond to Mana only

Sleep - "Say goodnight Gracie"

Chaos - Same as in the Grimey

Chaotic World - Same as in the Grimey

Mask - Same as Grimey - Mana only

Influence - Same as Grimey

Mob Mind - Same as Grimey

Mob Mood - Same as Grimey

Mind Link - Same as Grimey (is that in the Grimey or am I hallucinating?)

Linguistics - Gleans just enough knowledge of the language to speak to
whoever is talking to you

Confusion - Same as Grimey

Stimulation - Same as Grimey

Control Actions - Same as Grimey

Control Emotions - Same as Grimey

Control Thoughts - Same as Grimey

Forget - Removes the knowledge of one memory (kinda powerful)

Insert Memory - Inserts a false memory into a target (very powerful)

Aura Reading - Allows the user to pick up psychic "fingerprints" on an
object. If the "impression" is strong, then the user may even relive
those events (i.e. If reading a knife used by a mass murderer, you might
relive those events.) If used in an area, it's kind of like a background
count with Magic (i.e. at Stonehenge, you see druids doing weird
druid-type stuff).

Environmental Awareness - Tunes the user in with the environment. Allows
the user to predict weather, sense fault lines, and crap like that

Clairvoyance - Same as Grimey

Clairaudience - Same as Grimey

Danger Sense/Combat Sense - Same as Grimey

Empathy - Allows the user to pick up on the overall emotinal status of
the target(s). Such as, "boy are they pissed" or "She's not really

Postcognition - Allows the user to experience events that occured in a
specific place or possibly to an specific item (such as the
aforementioned knife)

Precognition - Can attempt to forsee the future (not very accurately). A
derivation of this power is the Danger Sense which isonly for a split
second in the future.

Analyze Truth - Same as Grimey

True Seeing - Allows the user more dice when attempting to pierce
illusiions and such.

Detect Individuals - Same as Grimey

Detect Life - Same as Grimey

Detect (Life Form) - Sameas Grimey

Radar Sense - Ever wonder how those Kung-Fu masters fought blind-folded?

Detect Invisible - Works only on invisible living things as this power
sees the mind of the invisible person instead of the body

Enhanced Combat - Personal Combat Sense or possibly bolstering physical
abilities/skills with Psionic energy

Fortiturde - Enhances body with Psionic Energy (When you got the glow, for
the Last Dragon fans)

Psi-Sword - Creates a sword of pure Psionic Energy. Only affects living
stuff. Kinda like Psylocke from the X-Men

Heal - Same as Grimey

Speed - Like Increase Reaction/Initatinve from Grimey

Enhance Sense - Allows the user to enhance one sense. Possibilities include
gaining infravision, ultrasound sight, hearing radar, etc.

Resist Pain - Same as Grimey

Age Shifting - By doing weird psionic stuff, allows the user to appear to
be any age, from a young kid to a wizened old man (does not change
physical dimensions)

Oxygentate - Same as Grimey

Antidote - Same as Grimey

Cure Disease - Same as Grimey

Increase Attribute - Same as Grimey

Decrease Attribute - Same as Grimey

Hibernate - Same as Grimey

Detox - Same as Grimey

Well, that's it. A couple of points, I did not include any
CyberPsioncis because of the debate and questions that have arisen. Well
that and the fact that I'm not crystal clear on the exact limits on the
category. For telekinesis, a lot of the powers may seem too specific, but
I think they have to be. I mean TK can do a lot and we have to limit it
by breaking it down. A lot of the powers overlap too, but we can fix that
later. The teleportation seems like a very powerful category, so we will
probably have to limit that too. I stuck a lot of "sensing" powers in the
Clairaudience category because I wasn't sure where to put them. I also
stuck all the healing in PsychoMetabolics because it works on the body.
As for healing spells that affect others, I suggest the same power but
with a higher drain/cost.

Hope this helps. Next I shall begin work upon drain and a system
for creating a new psionic power (they do kind of go hand in hand). Then
it is on to Initiation and Psionic Groups (included the corps involvement
in this whole thing).

Sorry if I jumped the gun, but I had nothing better to do.

% % % %
% Kyle Kohler % Love your enemies, % This space %
% % % %
% kkohler@** % It'll confuse the % Unintentionally %
% % % %
% C.S. Major % hell out of them % left blank %
% % % %

P.S. sig included because I felt like it
Message no. 2
From: Chris Lubrecht <lubrecht@***.EDU>
Subject: Re: PSI: List of possible powers
Date: Sat, 16 Jul 1994 20:49:37 -0400
(lots of good stuff deleted)

Wait you forgot...

Brain gueser, ancestrall recal, sirens call, prodigal sorcerer, energy


Message no. 3
From: "Robert A. Hayden" <hayden@******.MANKATO.MSUS.EDU>
Subject: Re: PSI: List of possible powers
Date: Sat, 16 Jul 1994 19:54:45 +0100
On Sat, 16 Jul 1994, Chris Lubrecht wrote:

> Brain gueser, ancestrall recal, sirens call, prodigal sorcerer, energy
> flux...

summon greater dragon legend
Demonic Attorney

____ Robert A. Hayden <=> hayden@******
\ /__ -=-=-=-=- <=> -=-=-=-=-
\/ / Finger for Geek Code Info <=> I do not necessarily speak for the
\/ Finger for PGP Public Key <=> City of Mankato or anyone else, dammit
(GEEK CODE 2.0) GJ/CM d- h-- s-:++>s-:+ g+ p? au+ a- w++ v* c++(++++) UL++++$
P+>++ L++$ 3- N+++ K+++ W M+ V-- -p+(---)>$ Y++ t+ 5++ j
r+++$ G- v+ b D+ b--- e+>++(*) u** h* f r-->+++ !n y++**
Message no. 4
From: Chris Lubrecht <lubrecht@***.EDU>
Subject: Re: PSI: List of possible powers
Date: Sat, 16 Jul 1994 20:57:50 -0400
On Sat, 16 Jul 1994, Robert A. Hayden wrote:

> On Sat, 16 Jul 1994, Chris Lubrecht wrote:
> > Brain gueser, ancestrall recal, sirens call, prodigal sorcerer, energy
> > flux...
> summon greater dragon legend
> Demonic Attorney

and let's not forget the royal assasin
Message no. 5
From: Jai Tao <jdfalk@****.CAIS.COM>
Subject: Re: PSI: List of possible powers
Date: Sat, 16 Jul 1994 21:58:57 -0400
On Sat, 16 Jul 1994, Chris Lubrecht wrote:

> On Sat, 16 Jul 1994, Robert A. Hayden wrote:
> > On Sat, 16 Jul 1994, Chris Lubrecht wrote:
> >
> > > Brain gueser, ancestrall recal, sirens call, prodigal sorcerer, energy
> > > flux...
> >
> > summon greater dragon legend
> > Demonic Attorney
> and let's not forget the royal assasin
I play a Shaharazade. I play a Fork on it. Deal.
*evil grin*
Message no. 6
From: Tim Skirvin <tskirvin@********.UNI.UIUC.EDU>
Subject: Re: PSI: List of possible powers
Date: Sat, 16 Jul 1994 22:03:21 -0500
> Brain gueser, ancestrall recal, sirens call, prodigal sorcerer,
> energy flux...

Brain Geyser: forces target to look around for cards and pick them up.

Ancestral Recall: I forget. <grin>

Sirens Call: forces all targets to attack caster, with their best

Prodigal Sorcerer: hits target for the equivalent of a Light Pistol.

Energy Flux: makes guns hard to hold onto.

*ducking thwap himself*

-------------Tim Skirvin (tskirvin@********
"He's NOT a gibbering idiot - he's cured of gibbering, he's just an
idiot now." -- Jane, "Waiting for God"

Further Reading

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