Introduction

QUICK DEFINITION TABLE About Atomik Vortex Attribute: Any one of a character's primary defining qualities sometimes called The Atomik Vortex Add-Ons are a series of generic roleplaying game supplements that Stat, Ability, Characteristic, or enhance, modify, and expand upon any roleplaying game. Unlike other RPG supplements similar. There can be as few and rule books, which are specifically tailored for one RPG, Atomik Vortex Add-Ons can be as three or four main used with any game system. If you play "Wizards and Towers", but then decide to switch to Attributes, and some games "Knights and Castles", you don't have to discard any Atomik Vortex Add-On book that you may have twelve or more. have purchased. No matter what system your game is based on, the Atomik Vortex Add- Bruise Damage Level: Ons will never be obsolete. Same as Damage Level, but "non-lethal".

BL: See Bruise Damage. Using Atomik Add-Ons Damage Level: Damage is subjective in the Atomik Add- Ons and DLs are used to The Atomik Add-Ons are designed to be interoperable with your game system of choice, represent degrees of damage without the need for conversion rules or system porting. The Atomik Add-Ons were created or armor protection. How you under the basic assumption that gaming is 90% imagination and 10% rules. All RPGs have treat Damage Levels three common, universal features: characters with attributes and skills, Success Checks of depends on your game. See one sort or another, and some means of resolving conflict. Knowing this, it is possible to the Atomik Add-On Notes. create game Add-Ons that appeal to these universal concepts and to design flexible rules DL: See Damage Level. that do not rely on a particular game system, yet can be applied to all. Margin of Failure: The number by which a Success However, in order to understand how to incorporate the Atomik Add-Ons and use them to Check failed. their full and intended effect, please refer to the notes in the back of this book. This short Margin of Success: The insert explains the terms used in this and all other Atomik Add-Ons (such as the meaning of number by which a Success VL, DL, ATT\/, and so forth) and offers advice on how to get the most from the Atomik Add- Check succeeded. Ons. The AtomikSample Add-On Notes fileare essential to using and understanding this and other Modifier: Any sort of bonus Add-Ons. or penalty applied to a Success Check.

Skill: An area of knowledge or ability that a character has Atomik Psioniks access. Often rated in levels (though not necessarily). The greatest force in the Universe comes not from elements, nor atom bombs, nor even the Special Trait: Any sort of stars themselves. The ultimate power is found within the Mind - the power to foresee the character advantage, , to project thoughts and read minds, the ability to levitate objects at will, manipulate disadvantage, super-power, , and ignite flesh into flames. Such gifts enable "masters of the mind" to view distant power, or ability. places, teleport their bodies, and enslave the will of others. It is the next stage in human Success Check: A check (\/) evolution. It is the power of . to see if a particular task was a success or failure. The Atomik Psioniks presents a cohesive system that enables the seamless integration of Atomik Add-Ons utilize 8 different Checks. See the psychic abilities into any game system. Need telepaths in a sci-fi space opera? Want to Atomik Add-On Notes. incorporate clairvoyants and telekinetics in a fantasy campaign? Developing a modern-day adventure where mental powers are real? Atomik Psioniks provides everything you need Value Level: The relative to bring the realm of the to life in your roleplaying game. The powers in value of a Special Trait. The GM must decide exactly how this book include telekinesis, , teleportation, healing, electrokinesis, and other this should be translated for classic psychic powers like , , and ESP. In addition, Atomik his game system (x3, x5, etc). Psioniks presents a number of potential origins for psychic powers, and includes various campaign settings to help the gamemaster adjust psychic powers to suit his campaign. VL: See Value Level.

ATOMIK PSIONIKS 4

Paranormal Forces There is no Supernatural, only layers of the Natural as Psionics The Origin of Psionics In a similar vein to historical psychic powers is the idea that magic is not a supernatural phenomenon, but rather a psychic phenomenon. This could be true in the historical Before beginning any campaign with psionic powers the world as well as a fantasy world. If magic was psionic, then origin of those powers must be established, even if the GM wizards and witches would be . Spells and rituals alone knows the true origin. Thus, the question must be serve as a form of meditation, helping wizards to clear their asked: Where did psychic powers come from? Has mind and focus their powers to create miraculous and humanity always possessed the power? Can they be spectacular effects. Spirits and demons would be entities genetically engineered? Was the power awakened by a living in Astral Space, and might be the telepathic plague or special drug? Or could it be that humanity has reflections of people who suffered a tragic or sudden death. begun the next stage of evolution? Magical items, from enchanted swords to magic rings,

would be charged with psychic energy from special "power Historical Phenomenon crystals". To the mundane, wielders of such powers would The most obvious answer to the origin of psionic powers be magical indeed. Even to the wizards themselves their comes from history. Accounts of miraculous events, powers may remain a mystery. All they know is that they supernatural abilities, and paranormal phenomenon can be were born with a gift, and can use that gift for good or for ill. found in writings from ancient times to the modern era. The simple fact may be that psionic powers have been with us In a setting where magic is psionic, psychic powers could be since the dawn of civilization. Thought itself is a psionic quite potent. A great wizard may be able to teleport, topple phenomenon, and the energy within the mind can be castle walls, or set entire armies ablaze. Of course, such controlled and projected by those who have mastered its powerful individuals would still be rare, and most wizards intricacies. Once upon a time, psychics were called witches, would have to gather in Circles to combine their power to seers, prophets, healers, and demons. Today they are generate greater effects (a Telepower Web). known as clairvoyants, telepaths, and psychics. Though the names have changed, the power is the same. Unique Psychics

SampleHuman file beings do not naturally possess any sort of psychic If humanity has always had psychic abilities, then perhaps ability. Barring magic and other supernatural phenomenon, the potential exists within every human being. A sudden all reports of psychic events are utterly fabricated. That is, sense of impending danger, a feeling of being watched, or with the exception of a few still unexplained occurrences even a flash of déjà vu are all mild forms of psi phenomenon such as a man who always wins at the card table, a thief that have been experienced by everyone. It does not take a who can seemingly teleport into bank vaults, or a vigilante trained psychic to enter Astral Space - indeed, all lucid crime-fighter who possesses the power of telekinesis... dreamers travel into higher dimensions, though few can remember their out-of-body journeys. Occasionally, Psychic powers do exist, but only as aberrations of nature. someone is born with astounding psychic potential, but Whether plausible or fantastical, every power or set of among the droves of and madmen even those powers that are gifted to an individual have come to them in with true talent are ridiculed and forgotten. a unique fashion. Perhaps he was exposed to exotic

radiation or studied with the Seven Master Lamas of Tibet. In such a world psychic powers are rarely above Level 2 or Another might be the product of some twisted experiment or 3, and such extraordinary abilities as teleportation, returned from the dead bringing something back with him. electrokinesis, and even telekinesis would be non-existent. Others may be mutants, abducted by aliens, or have Then again, years of selectively breeding gifted individuals selective brain damage that opened new areas of mind. could foster a generation of "super-psychics" able to read minds, teleport anywhere on earth, or shatter buildings with Whatever the cause, every psychic power must have its thought alone. Alternative, the on-set of the new age of own unique origin. Powerful psychics may be referred to as Aquarius may be the cosmic trigger that awakes psychic "super-heroes" (or "super-villains", as the case may be). powers to a larger majority of humanity. Some live in the shadows, hiding from those who fear or

ATOMIK PSIONIKS 5 hunt them. Others may exercise their powers for their own warm sunlight and rich oxygen atmosphere, these gain, working to obtain worldly power or forward their selfish organisms flourished and spread to infect the hapless ambitions. And there are those who use their gifts for the populace of the planet. If a far future setting, explorers could good of all mankind, fighting against evil both normal and return from an alien world, unknowingly contaminated with a paranormal, wherever it may be found. such bacteria or symbiotic organisms. Slowly, they begin to show signs of psionic aptitude and the government wants to Psychogenesis know why... Psychogenesis - the birth of the mind. Scientists have unlocked the mysteries of psionic powers, discovering the Psis, Drugs, and Mind Control chromosomes that determine telepathy, telekinesis, and All human beings possess a recessive potential for psychic ESP. Just as genes define the color of one's hair or the ability, but it manifests only in a tiny fraction of the shape of their nose, so to does heredity and genetics play population. Furthermore, the level of power such rare its part in the determination of mental powers. Now, individuals possess is negligible, and extraordinary ability is specially trained psychogeneticists work to decode and unheard of. Unheard of, that is, until a new and dangerous manipulate the structure of the psi-genes. hallucinogenic drug hit the streets. Chemically similar to lysergic acid diethylamide, but possessing a remarkable In such a setting, only a few powers may be known to exist spatial arrangement of atoms in its molecular structure, this and those who have new and untapped abilities may find new hallucinogen does more than create hallucination - it themselves hunted by secret governments, corporations, allows the user to project them. Indeed, the chemical and private agents all wishing to control their genes. structure of the drug has opened the hitherto unreachable Alternatively, if the recessive genes for psychic powers can areas of the brain, unlocking the powers of psionics! be found in the DNA of all human beings, then selective breeding programs could be established to create more In similar fashion, other drugs and exotic chemicals could powerful generations of psis. be used to awaken the hidden powers of the mind. On alien worlds, certain foods, seeds, or even the planet's magnetic But what if humans have no potential for psionic abilities? field could have similar effects. Perhaps it is that ten Perhaps the powers are completely artificial - the genetic thousand years in the future the Galactic Empire now sequence needed to endow such gifts may be generated by thrives on the trade of the "Spore" - a powerful psychoactive military supercomputers and integrated into the DNA of pollen, produced by Mind Wyrms that are only found only on special operatives and psychic spies. In the far future, the arid planet of Sikarra. creatures with remarkable powers may be found in the dark jungles of an alien world. Captured, they could be studied, Evolution's Children and once the genetic key to their extraordinary abilities has As humanity reach out to the stars, the next stage in our been unraveled we will be one step closer to producingSample a evolution file will inevitably take hold. Expanding outward new race of humanity: Homo mirabilis - the Miraculous Man. through the infinite reaches of that starry black void, our minds may too begin to expand - stretching outward with The Asmodeus Plague wonder, awe, and reason. Over the generations, psychic Humanity has been devastated by a global epidemic on an powers begin to emerge. At first, there may only be a hint of apocalyptic scale. Countless millions have perished and the telepathy, , and extra-sensory perception, but world as it was has ended. In the generation after, the with each new generation, more and more psychics abilities children of those who survived were stronger, fitter, and appear and with far greater potential than before. better adapted. Even more extraordinary, among the children of the new generation are a few who are now No longer is there any question as to the reality of such discovering startling gifts of mind-shattering potential. fantastic powers - they have now been tested and verified by science. Perhaps in our expansion into the final frontier The Asmodeus Plague could have had any number of the human mind was at last given the room it needed to origins. Perhaps it was a rare and exotic virus, carried out of evolve. Or perhaps it was the very nature of faster-than-light the dying rain forests of South America and spread to New travel that caused such powers to manifest - exotic radiation York, L.A., London, and Tokyo. Maybe the plague was the in hyperspace, repeated folding of space, or long-term product of a psychogenetic experiment gone horribly wrong. exposure to quantum particle interactions. The powers may Unleashed, either accidentally or on purpose, the even have been secretly engineered in the human DNA engineered retrovirus spread like a wild fire through the eons ago by an advanced alien race with an agenda of their major metropolitan centers of civilization, devastating own, and have now awakened as the time of humanity's mankind even as it unlocked the powers of psionics in the great challenge has come. few who survived. Perhaps the Earth was struck by a comet or asteroid bearing alien microorganisms. Exposed to the

ATOMIK PSIONIKS 6 solid matter, control psi-leptons to produce electrokinetic The Nature of Psionics affects, manipulate W and Z psions to alter thermodynamic systems, or produce various psion and antipsion particles to affect other psion particles. Many are sensitive to the all- With the origin of psychic powers established, it is pervasive currents of psi-muons radiating through space- necessary to consider the physical nature of psionics. The time from the past, present, and future, allowing them to medium through which psychic powers operate is entirely glimpse echoes of things that were, or are yet to be. But the up to the GM, and he may even elect to keep the nature of greatest and most mysterious of all powers is to be found in psionics an utter mystery. Perhaps science has been the tau-psion - the particle that is believed responsible for unable to find any tangible reason for the existence of triggering the formation of spatial and temporal wormholes. psychic power, and yet they exist nonetheless. Any of the Control of the tau-psion enables a rare few to move instantly following ideas may be used in your campaign, but they are through space and time at will. With psion particles being certainly not the only possibilities. The GM should try to responsible for psychic powers, it is possible that machines come up with his own ideas in order to add a unique flavor could create similar effects (see Psychotronic Technology). to psionics in his campaign. Universal Force Mental Energy Modern science knows of only four fundamental forces - Psionic effects are simply generated by the brain's gravity, electromagnetic, and the strong and weak nuclear bioelectric field. Though this energy has a negligible effect in forces. But there is a fifth force that has yet to be "normals", those with psychic abilities possess an unusually discovered, the force that binds the very fabric of space and powerful brainwave pattern. The (as taken with Kirlian time together: the Minkowski force. This is the force photography) is one manifestation of this energy, and in responsible for the geometry of space-time, the expansion psychics this energy is highly concentrated in the head in of the universe, and the creation of cosmic strings, the form of a brilliant halo. In addition, the aura (or halo) wormholes, microscopic singularities, and spontaneous appears in varying spectrums from red to violet - each color particle pair creation. The brain of some individuals, being a associated with a particular set of abilities (telepathy, ESP, complex bioelectric system with trillions of quantum events telekinesis, etc.). Some may be strong in certain abilities, taking place within the neural structure, may be sensitive to and weak or devoid in others. Telekinetics can be trained this universal Minkowski force and can influence its how to control these energies to manipulate physical strength, shape, and harmonic vibration. In many individuals objects. Telepaths can project their mental energy into the this is a passive condition, allowing them greater sensitivity minds of others, or passively read the patterns of thought of events that would normally be imperceptible (known as given off by those near-by. Espers and precogs are ESP or clairvoyance). Others can detect the minuscule hypersensitive to powerful psychic events. Healers are able effects of thought patterns on the Minkowski force, or to direct the life energy of others to cure injuries andSample illness. generate file such effects - an ability we call telepathy. More Others can project their consciousness into the astral powerful individuals may be able to shape and manipulate planes, while those possessing the greatest degree powers the Minkowski force to a degree that actually affects matter can move their bodies instantly through space and time. and energy, allowing for telekinesis, electrokinesis, and Generally, machines cannot create the effects of mental similar abilities. The greatest effect is the ability to bend or energy because it requires a living organism. However, if it warp the fabric of space-time, giving one the power to is only a matter of simulating brainwaves, it could possibly seemingly teleport at will. Unless the physics of the be done (see Psychotronic Technology). Minkowski force are understood, it will not be possible to build machines that create similar effects. However, if the Psion Particles physics are understood, it could be possible. See The human brain, and indeed the brain of all higher Psychotronic Technology. organisms, generates certain byproducts as a result of the chemical, electrical, and quantum interactions taking place Ether Physics within the hundreds of billions of neurons. These byproducts In 19th century physics, the Ether was considered to be the manifest as a sea of subatomic particles - psi-bosons, psi- all-pervading, infinitely elastic, massless medium leptons, psion neutrinos, W and Z psions, tau-psions, and responsible for the propagation of electromagnetic waves. various antipsions. Different particles are responsible for In a world where ether physics was valid, the ether could specific psychic phenomenon. Every human being also prove to be the medium for the transmission of psychic passively generates these particles, but a few are able to energy waves, being that it is a form of bioelectric energy. direct the flow of psion particles and can willfully manipulate Those who are subconsciously hypersensitive to this ether their interactions. Some, such as telepaths, can "hear" the can broadcast psychic reverberations through the all- thoughts of others by capturing the psion neutrinos given off pervading medium. These reverberations can affect matter from their brains. Others can project psi-bosons to affect and energy in many different ways. Some people are able

ATOMIK PSIONIKS 7 to control only one aspect of this power (for example, teleportation, both in space as well as time. Because of the creating the effect of telepathy or telekinesis) while others sheer complexity of quantum systems, it is unlikely that may be able to produce many different effects. Since psychotronic devices could ever be constructed. However, if psychic powers are created by vibrations in the ether, just advanced quantum computers can be built then it is as light and magnetic waves, it is possible that machines possible that such machines may also be possible (see could create similar effects (see Psychotronic Technology). Psychotronic Technology).

Hyper-Dimensional Powers The geometry of higher dimensions and their influence upon Psionic Campaign Settings 3-dimensional space manifests itself in what once was termed "paranormal phenomenon". The so-called "astral The following sections will describe a number of potential space" is the unseen half of the Universe, the hyperspace settings that may have psionics as either central or that comprises the 4th through 10th dimensions which can peripheral theme. Though these are not the only settings in be entered by those who possess acute spatial perception. which psychic powers may exist, the categories are broad Ghosts, psychic impressions, and auras are the residual enough to cover the most popular campaign settings. echoes of past, present, and future events preserved in However, the GM is encouraged to come up with his own higher dimensions and reflected back upon the 3rd setting ideas. dimension at any given point in time. Those who are sensitive to these events are espers, clairvoyants, and precogs. All thoughts and emotions can be similarly Super-Mundane reflected in hyperspace, and telepaths are able to willfully This campaign is set in the modern world as it exists today. transmit their thought through hyperspace and receive the Psychic powers and paranormal phenomenon exist, but to a thoughts of those around them. In 10-space, the degree greater than that which is tenuously observed in arrangement of physical objects in lower dimensions can be reality. Psionics may have any potential origin or physical altered irregardless of gravity and relativity, enabling those nature, but is most simply explained as a historical who are predisposed to sensing such relations the abilities phenomenon. Those who claim to possess psychic powers of telekinesis, electrokinesis, temperature control, and even are as common in a super-mundane world as they are in teleportation. Taping into hyper-dimensions using machines reality, but in this setting such people do have a degree of requires enormous power, thus making psychotronic ability. Rarer are those who possess a moderate psychic technology unlikely. However, if some short-cut is talent and rarer still those with powerful talents. The discovered then the possibility for such machines may be government and military actively study psionics and have at possible (see Psychotronic Technology). their disposal powerful TK and TP agents, as well as esper spies and clairvoyant remote viewers for intelligence Quantum Probability Samplegathering. file "Free agents" (powerful psychics not under government control) may act as superheroes combating The human brain operates as a massive bioelectric renegade psis bent on using their power for evil, or may quantum computer with trillions of photon entanglements work to uncover the secret plots and conspiracies within the occurring at a quantum level within the microtubules of the government. The movies Firestarter, Scanners, Carrie, and every neuron. This, it is believed, is the key process for the The Dead Zone, are examples of this setting, as are most awakening of thought and consciousness itself. More superhero comic books. tantalizing still, these quantum events and particle entanglements allow for even more astounding abilities to In a similar setting, psionics could be widely known, and manifest. Telepaths are able to perceive the quantum thus, no longer secret. Any number of subgenres, such as interactions taking place inside another's mind, and may detective, spy, horror, or special ops, may be the focus of even be able to manipulate such interaction through the campaign, adding a well-established set of psychic quantum entanglement of their own thought processes. powers to the venue. Espers and precogs are able to sense quantum events or echoes of such events. Powers such as telekinesis, biokinesis, and temperature control are the willful exercise Psi-Ops of quantum consciousness to shift the probability of any A popular sub-genre of Super-Mundane, a Psi-Ops setting given event in favor of a desired outcome. However, is concerned with special forces, covert operations, black teleportation is the greatest exercise in quantum projects, and government conspiracy. Heroes may be probabilities. Mathematically, quantum theory holds that any agents (psychic or otherwise) working to thwart psychic given object can exist at any spatial point in the universe. criminals, paranormal events, or hidden conspiracies. The actual point of an object's location lies at the height of Alternatively, the heroes could be on the run from a secret the probability bell-curve at the instance of observation. agency (or evan a secret society) who either want to control Shifting this probability bell-curve allows for such effects as

ATOMIK PSIONIKS 8 them, or may simply want to destroy them. "X-Files" type also be attributed to some occult phenomenon popular in settings also fall under this category. that time period (spiritualism or high magick, for example). A popular alternate history setting is steampunk - a late Post-Holocaust Victorian world the way H.G. Wells and Jules Verne Civilization has been destroyed and ninety percent of envisioned it to be. humanity has perished in global Armageddon. Psychics may have existed before the End of the World, but they may Far Future Sci-Fi also have been created as a byproduct of the apocalypse. If Far future sci-fi generally takes place in the 23rd century or the world was destroyed in a nuclear holocaust, then psis beyond, and operates on an interplanetary scale. A hard may be the mutant children of first generation born after the sci-fi campaign lacking in FTL travel may be limited to the catastrophe. If the Earth was devastated by a massive moons and planets of our solar system, but a more liberal asteroid or comet, then perhaps that object carried some space adventure could span the galaxy, and may bizarre form of matter or exotic that gave people these incorporate countless alien races. Atomik Alienz goes into exceptional abilities. If the Asmodeus Plague wiped out detail on the nature of advanced civilizations and alien civilization, then clearly it was also the catalyst for psychic races, and is an invaluable sourcebook for creating such a powers (see Asmodeus Plague). setting. Obviously, psionics must play an integral part in the campaign, and indeed, psionics are quite common in Psyberpunk . Often, it is explained that in the centuries to "Psyberpunk" is a cross-genre setting of cyberpunk and come the human mind will evolve to extend our perceptions, psionics. There are a number of different cyberpunk granting us psychic powers (see the suggested Evolution's settings, but most are set in the near future where Children origin). However, even if humanity lacks psychic corporations control the world, hackers work to unlock powers, alien species may have such powers. Player who hidden secrets, and cyber-enhanced gangs fight for takes such an alien race as a character may have access to ® survival. Atomik CyberTek is an invaluable resource for these special abilities. Everything from Star Trek to Star ® ® creating the "cyber" side of a psyberpunk setting. In a Wars to Babylon 5 has psionic powers as an integral part psyberpunk world, psychic powers could have their origin as of their universe. a historical phenomenon. Alternatively, psychic power may have recently arrived on the scene through experimental In other far future sci-fi settings, an alien creature may be psychogenesis or some new psychotropic street drug. found possessing certain powers of telekinesis or Psychotronic technology may also be available, including teleportation. After decoding its DNA, it may be possible to various psychotronic implants. Being cyberpunk, this setting incorporate that genetic code in the human genome. should be very dark in nature, rife with black laboratories, Alternatively, some special plant, drug, or organism may be hideous experiments, and terrifying psybernetic implants. discovered that can be used to grant psychic powers to On the other hand, this could be a "normal" cyberpunkSample world humans. file For example, a particular spore, when ingested, with only a few unique individuals possessing psionic may give people telepathy. Mental powers, as portrayed in powers. The classic anime movie Akira (also a graphic Frank Herbert's Dune, are an example of this. novel series) is an example of a cyberpunk world with a few incredibly powerful psychics. Anime/Mecha Psychic characters, or characters who possess psi-like Alternate History powers, are a common element of Japanese Animation History did not occur as we know it. At some point in the (anime). One of the most popular genres in anime is the past the course of human events was altered. The mecha genre - a mecha being any sort of large campaign could take place in the 20th or 21st century, but anthropomorphic robot usually piloted by a human. The with the historical changes having drastically changed the "Macross Saga" (also known as "Robotech") and "Gundam" outcome of events. For example, the Imperial Rome may are the two most recognized anime mecha series in have been the sole world power for over 2000 years, or the America. Though Macross lacks psychic powers, it is an Nazis may have won WWII, or the World Wars may never integral element of Gundam. In Gundam, "NewType" plots have happened at all. However, the campaign may actually possess mild telepathy and ESP, and can pilot specially take place in this alternative past, allowing the GM to work design Mobile Suits with greater ability than normal pilots. with a setting that gives his campaign a unique quality. In all The crossing of the mecha genre with characters who are cases, however, psionics must play an integral part. If set in highly empathic or psychic is not common, but is a the Middle Ages or earlier, psionics may be perceived as reoccurring theme. The popular "Evangelion" series also magic, and should be treated as such (see Magic as has characters who are somewhat empathic, however, Psionics). After the 18th or 19th century, psionics could be these powers are only used in piloting the Evas (mecha). understood as the mental powers that the are, but could

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