Advanced Rules: PSI Unit

This page is for advanced rules related to the PSI Unit stat.


PSI-powered movement

Your stock PSI Unit can move physical material within four meters of your outer hull as long as it's directly connected. The implanted connectors in your brain are wired via cables (into your suit, into your seat) to your ship's PSI Unit, which translates the signals into usable data. It then uses electromagnetism to control things within four meters of the ship. If you roll an adjusted 5, you're able to move the object. Otherwise, it counts as a fail, the severity depending on the roll. If you roll an adjusted 1, the unit backfires, and you roll an endurance roll to see how badly you damage yourself. An adjusted endurance roll of 1 will fry your brain to a crisp. For this reason it is suggested that you don't use the PSI Unit unless you have at least +1 PSI, though it will still work if you have a 0 or -1.

Unlike other things such as engine rolls, you must roll PSI for every object on your ship that you want to move on a particular turn. That means that if you both want to use your pincers and your robotic arms, it will take two PSI rolls.

Moving objects not connected to your ship doesn't work - at all.


Shock, fainting, panicking

It is possible, though unlikely, for someone to faint, panic, or go into shock. This mostly happens for three reasons: witnessing a brutal death, seeing something particularly terrifying, or seeing something difficult to comprehend. The GM will inform you of your player's status, and at that point it is up to you to roleplay your character's condition.

In the case of panicking, good roleplaying will actually make it easier for you to be calmed down - or for you to calm yourself down. Trying to pretend your character overcomes their panic before the GM confirms (or trying to ignore that the GM has said your character is panicking) will likely result in something bad happening to your character, entirely at the GM's discretion. Panicking is dangerous not only to yourself, but also to your teammates. When you panic, you partially lose control of your character, who… well, panics. A number of things can go wrong in this instance, based on a variety of rolls - you may freeze up, cower in the corner, run for cover, flee, or shoot your weapon at enemies or allies that come close. It is advisable for teammates to get your weapon away from you as quickly as possible if you panic. Beginning to panic will give you a timer that will slowly wind down over time. Panic cannot last longer than seven minutes at the very most, and will usually last for a much shorter period of time.

In the case of shock, quick application of an anti-shock syringe is advised. Your character may be unable to move, may vomit, and in the most extreme cases, may commit suicide. Talking coherently while in shock isn't an option. As with panic, good roleplaying can help shock wear off more quickly. Going into shock will give you a timer that will slowly wind down over time. Shock cannot last longer than seven minutes at the very most, and will usually last for a much shorter period of time.

If your character faints, your character will begin a dream sequence. This is controlled the same as a regular dream: please see the section "Dreaming" below.

The method to discern what happens during emotional trauma is as follows: The GM will roll twice for you based on your Willpower, and add the totals together.

Roll Level
epic fail 4
1 3
2 2
3 1
4-6 0
epic five -1

Levels are chosen per roll. After the levels are totaled, the levels are added together. The GM will then add a random roll of +3, +2, +1, 0, -1, -2. The total will discern what happens:

Level Consequences
< 3 Absolutely nothing
3-5 Your character panics
6-7 Your character goes into shock
8 Your character faints

A large table of chances for those that want it:

PSI Level Faint Shock Panic Nothing
-2 11% 25% 47% 17%
-1 7% 19% 47% 26%
+0 5% 14% 44% 38%
+1 4% 10% 35% 51%
+2 3% 8% 28% 61%
+3 2% 7% 23% 68%
+4 2% 6% 20% 72%


While unconscious, you dream. This may put you in any variety of situations, from walking through a space station to looking over a newly-purchased house. Dreams are amalgamations of your character's past, your character's mission history, your character's personality and feelings, and on occasion, the future.

Dreams are entirely controlled by Willpower and the GM's discretion. Everything, from the changes in the surroundings to the entities you interact with, can change based on what actions you take. There are a large variety of things that can possibly happen. Some of them at random include:

  • You may learn something important
  • You may see the solution to a problem you've faced
  • You may have the opportunity to shift your character's personality in a new direction, if you feel inclined to take it as an eye-opening experience
  • You may find that it helps you develop your character's backstory
  • You may be symbolically given the chance to undo past mistakes
  • You may be communicated telepathically
  • It's also possible the GM is just trying to confuse you

You have a great deal more control over your surroundings in a dream than you do in the real world. While your character cannot directly acknowledge that he is dreaming, you can request to do things like flying, or pulling a sword out of thin air - anything is possible.

There is always something to be gained from a dream, but it's up to you to find it.

How rolls in dreams work

The GM will list out every single action you take in the dream - more so than in regular play. In a dream, even walking across the room can take a roll. After the actions are listed out, he will roll a 1d6 for each of them. If you get either a 5 or a 6, you succeed automatically. If you get less than this, the GM will roll a second die to see the outcome, based on regular rolls with epic fails through epic successes, using your PSI/Willpower as a modifier. This means that people with higher Willpower are much more proportionately likely to succeed with their rolls, as demonstrated by the following table:

Willpower Epic fail % Critical fail % Fail % Lesser Fail % Lesser Success % Success % Critical Success % Epic Success %
-2 30.8 15.4 15.4 15.4 15.4 7.7 0 0
-1 15.4 15.4 15.4 15.4 15.4 7.7 15.4 0
0 0 15.4 15.4 15.4 15.4 23.1 15.4 0
1 0 0 15.4 15.4 15.4 23.1 15.4 15.4
2 0 0 0 15.4 15.4 23.1 15.4 30.8
3 0 0 0 0 15.4 23.1 15.4 46.2
4 0 0 0 0 0 23.1 15.4 61.5
5 0 0 0 0 0 7.7 15.4 76.9

Waking up

While you dream, your actions are entirely controlled by your Willpower. However, your Willpower also controls how easily your mind is able to wake itself back up. Once per turn while unconscious, the GM will roll to see if you awaken. If you roll a 5, 5+, or 6, you'll wake up. The number rolled is equal to your Willpower, plus one. This means that with -2 Willpower, you have only a 1 in 6 chance of waking up on any particular turn.

Trying to stay asleep while dreaming requires a Willpower "sleep roll". To determine whether successful, the waking roll is compared to the sleep roll. If the waking roll is successful, then you wake up unless the sleep roll is higher, in which case you will stay asleep for another turn.

Amp Cartridges

When on foot and carrying a PSI Pack with you, you are allowed to carry a number of amp cartridges. The number you are allowed to take with you is dependent on your willpower. As you train your willpower, you will be allowed to take more cartridges on each mission, up to a maximum of five.

Willpower Max amp cartridges
-2 to -1 0
0 1
1 2
2/3 3
4/5 4
6 5

Cartridges require no special power and run off the PSI Pack's power supply.

The count of amps and other weapons in your inventory are equal to your amount of attacks (heavy weapons are worth 2), with the PSI pack not counting toward this total. If you have 1 normal weapon and a PSI pack with 3 amps, you can attack 4 times per turn (with whichever combination of weapons you want).

You are not allowed to have more than 7 amps + weapons total. Heavy weapons count as 2 (including the PSI Pack).