Racial Options

Some of the various races have unusual abilities, or maybe just some variants. they’ll all be listed here.

HUMANS:
There has long existed a potential for psionic abilities residing in humanity, but it only rarely surfaces, and it is even rarer that one who has that potential actually achieves any psionic potency.
these rare folks do not get a bonus to luck, and just roll an unmodified D8. They gain psionic points as per Zhirox, but do not automatically get psionic abilities. In order to acquire psionic powers, they must sacrifice 1 point of luck to gain 1 psionic ability.
The list of human psionic abilities is as follows:
Telekinesis (1 psionic point per round)

Telepathy (variable, see text)
you can communicate with others by speaking directly into their minds. you can use this ability in one of three ways…
1. send message. you can send a psionic message to anyone within a radius of 5 ft per point of ME. this ability costs 1 psionic point per person to be recieving the message. the message must be 10 words or less. by doubling the amount of points spent, you may increase this to 25 words.
Humans do not have access to temporary or permanent psionic links.
Invoke Fear (4 psionic points)
by concentrating on a target, you scan their darkest fears and force them to relive them. this takes one round for every five points of ME the target possesses. using it against other Zhirox takes 3x as long. if your concentration is interrupted, the attempt fails, and the points are lost. when you use this power, you must choose whether you want the target to be generally afraid, or afraid of a specific target, and the level of fear you want them to experience. extreme fear increases the difficulty by 1 psionic point. total and utter terror increases it by 4.
Hypnotic Suggestion (4-20 psionic points)
you plant a simple compulsion in the target’s mind, such as ‘make sure the airlock is secure’, or ‘you can always fix the engine tomorrow’, or ‘your anniversary is on the 23rd’. the target may make a save vs. ME to resist this. if the suggestion is something they wouldn’t normally do (‘insult the Taaragu’), this costs 10 points and the target instead uses their ME x1.5 to determine the save. if it is something extremely out of character for the target (‘kill yourself’, ‘tell everyone that you’re secretly a really bad pilot’), this scosts 20 psionic points to use and the target uses their ME x2 to determine the save.
Pyrokinesis (Variable)
This ability is special in that you can spend luck when you acquire this ability to increase it’s maximum potency, up to _ additional points of luck can be spent on this power.
1. for 1 psionic point, you can cause a small spark or tiny flame (equivalent to a lighter) to burst into existence at a single point within 30 feet. whether this is to ignite a flammable material, light up a cigarette or just parlor tricks is entirely up to you.
2. (requires 1 additional point of luck to be spent) for 5 psionic points, you can make a larger fire, about a handful (you can cause it to appear in the palm of your hand, as long as you don’t make a fist you’ll be fine) which will of course burn things faster than the basic flame.
3. (requires 4 additional points of luck to be spent)
Alright, fine, you can throw fireballs at people for 10 psionic points each. no flammable material required. they deal 5 fire damage apiece.
Curse (Variable)
A pox upon your livestock!
You can spend 15 psionic points to drain 1 point of luck from the target, permanently.
alternatively, you can spend 20 points to drain 1D4 points of luck, but this has a 50% chance of feedback, causing you to lose half as many points of luck as you just removed (minimum 1 point of luck loss).
Psionic Boon (30 points)
A few people have the rare ability to bestow a person with fortune, it’s been theorized that this is where the idea of miracle workers came from.
This bestows a person with a point of luck. it can only be given to an individual once, and has a 50% chance of draining a point of luck from the person bestowing it.

EYLIT:

ZHIROX:
Psionic points:
Zhirox start with 3 psionic abilities.
for each point of ME, you get one psionic point. each power costs a certain number of points to use.
points can be replenished through rest or meditation, with rest restoring at 2 points for every two hours, and meditation restoring 3 per hour.
Psionic Powers:
Inconspicuousness (4 Psionic points)
anyone within 40 ft of you will be unable to see that you are there. they will still be able to tell if you make physical contact with them, make sound, or have any odor. this ability does not affect recording devices. anyone affected by this ability can make a perception check at a penalty to notice your presence. the penalty is 10 plus your ME minus the target’s ME.

Invoke Fear (4 psionic points)
by concentrating on a target, you scan their darkest fears and force them to relive them. this takes one round for every five points of ME the target possesses. using it against other Zhirox takes 3x as long. if your concentration is interrupted, the attempt fails, and the points are lost. when you use this power, you must choose whether you want the target to be generally afraid, or afraid of a specific target, and the level of fear you want them to experience. extreme fear increases the difficulty by 1 psionic point. total and utter terror increases it by 4.

Telekinesis (1 psionic point per round)

Telepathy (variable, see text)
you can communicate with others by speaking directly into their minds. you can use this ability in one of three ways…
1. send message. you can send a psionic message to anyone within a radius of 5 ft per point of ME. this ability costs 1 psionic point per person to be recieving the message. the message must be 10 words or less. by doubling the amount of points spent, you may increase this to 25 words.
2. temporary telepathic link. you can create a two-way bond between you and any number of people, allowing two-way mental communication for the entire group. this ability uses up 1 point per person (other than yourself) on activation, and for every 10 minutes linked. other Zhirox in the mental link do not cost any points and can spend their own psionic points to maintain the link.
3. Permanent Mental Link. by spending 20 psionic points, you can create a permanent two-way psionic link with another person, allowing you to communicate at any time as long as both of the linked individuals are on the same planet or so. (being on, say, a planet and it’s moon is close enough to still function, but being on earth and mars is too far) however, there are side effects. so long as both individuals are within communication range, if one needed to make an insanity check, both of them must make an insanity check.

Levitation (5 psionic points per round)
using this power allows you to levitate, doing such things as floating above the ground, or propelling yourself in a direction when drifting in space. you cannot levitate another individual, or carry another person while levitating.

Hypnotic Suggestion (4-20 psionic points)
you plant a simple compulsion in the target’s mind, such as ‘make sure the airlock is secure’, or ‘you can always fix the engine tomorrow’, or ‘your anniversary is on the 23rd’. the target may make a save vs. ME to resist this. if the suggestion is something they wouldn’t normally do (‘insult the Taaragu’), this costs 10 points and the target instead uses their ME x1.5 to determine the save. if it is something extremely out of character for the target (‘kill yourself’, ‘tell everyone that you’re secretly a really bad pilot’), this scosts 20 psionic points to use and the target uses their ME x2 to determine the save.

Personal Illusion (3-15 psionic points)
you cause specific, controlled hallucinations in the target, such as making them see a non-existant asteroid on a collision course with the ship, or having them smell non-existant smoke, or causing them to think that they heard their toast popping. each sensory illusion costs 3 points. (so an illusion taste and touch would be 6 points, but adding scent would increase it to 9).

Wholeness of Body (4 psionic points)
by focusing your mental power into your own body, you can heal at an accelerated rate. you heal 1 HP to all locations for every 10 minutes of focus. this ability cannot restore any missing limbs or organs.

Restore Sanity (10 psionic points)
by maintaining physical contact and concentrating on the target, you allow them to make an insanity save, adding your ME score as a bonus. if the save is successful, the insanity is removed. if it fails, then you must make an insanity save for each insanity you were trying to cure or gain said insanity. on a roll of 00, it fails AND both you and the target must roll for additional insanities (the target does not gain a bonus on this check).

Cause Insanity (25 psionic points)
this ability forces the target to make an insanity roll. if it fails, the target gains an insanity. if the save is successful, the psionic points are wasted, and you permanenetly lose 1 point of ME.

ZHI-VAL:

VIIRON:
The Viiron have several electrical abilities. A Viiron may choose 1D4-1 electrical abilities, although they may spend a point of luck to gain an additional ability (this can only be done once).
POWER OBJECT
a Viiron with this power can deal temporary damage to himself to power an electrical device by converting some of their own energy into electricity, provided they can access a suitable point on the device to transmit power into. this is a very versatile ability, for example you could use it to activate something which had run out of battery, or continue firing a laser or plasma weapon long after you had run out of ammo, or even delay an automaton’s deactivation. the more power the object consumes, the more it taxes the Viiron trying to power it. this makes it virtually impossible to power spaceships in this way, save for the smallest and most energy efficient fighters (and then only for a short time).

CHARGE WEAPON
This ability enhances a metal melee weapon, or an unarmed attack (provided it’s not using plastic claws or something) by charging it with electricity. it can be activated at will, and can be used with minimal effort for 1 round of combat for every 5 points of CON the user has. using it after those ‘free’ rounds have been used up causes nonlethal damage. It Increases the weapon’s damage by 1 Electrical, but by increasing the amount of energy you put into the charge increases this damage.

STATIC AURA
Some Viiron can channel their energy to make an ambient field of static elecricity around themselves, which scrambles radio signals and most scanners. Also, it makes people’s hair stand up if they are within the small radius. It will stun animals roughly the size of a housecat or smaller, and kill things outright if they’re no larger than a hummingbird.
the radius is usually just enough for the user, but it can be expanded to 1ft for every 5 points of CON.

TARAAGU:

KLIKSKITH:
There are several varieties of Klikskith, not just the most common tan ones.

Purple Klikskith: purple Klikskith can communicate telepathically with other Klikskith (but not with other races), and have dazzling purple carapaces, however these can turn completely black at-will, granting +15% stealth. unfortunately, these dazzling purple exoskeletons are also weaker than normal Klikskith, and only provide 1 armor. as a side effect of their telepathic ability, their vocal cords are almost non-existant, and they are incapable of making any oratory noises or vocally speaking any languages, including Klikskith.

Green Klikskith: The Green Klikskith are the strongest and most agressive of their species, with a second pair of legs and large Pincers on their upper pair of arms. additionally, their carapaces are thicker than those of other Klikskith, providing 4 armor. however, they are also slower than other Klikskith, and get +2 CON and +2 STR instead of +5 SPD.

Orange Klikskith: Orange Klikskith have wings, similar to a dragonflies. however, this makes them lighter and frailer, causing a -2 to CON.

DHIRJ:

Racial Options

The Stars are Dark Planeshaper