Create a Zekiran

Psionic Powers

Please note that this character chart does not include Dragon Master, Dragon Breeder or Rogue status. For those please go to the Dragonmasters of Zekira website. The information there may conflict slightly with this normal timeline.

Powers: Enhancements, Mental, Environmental and Psychic
Each kind of power has three levels of use: Minor, Major and Special. Most male mutants in the "real" Zekira will never reach the Special class, but, hey, you're playing the Characters that are special, aren't you?! Further, there are Powers that affect only the Character, only the area around the Character, or either are controlled or uncontrollable which will be specified in their description. The Roll chart for Powers is in several sections: Enhancements, Animal Tuned, Mental, Environmental, and Psychic. See the descriptions if the names are not obvious to the intent of the ability. These are only the most basic versions of powers. On Zekira there would certainly be all of these plus dozens if not hundreds more. This chart is also only for the current timeline of 10,000 to 11,000. Beyond those times, or even into the late 10,700's, powers can be stretched into more ecclectic categories, and even into further levels of ability (combined, unique, and the like). Further out into the future, these levels become commonplace for heavily Bred folks. In the past, of course, the charts would be far more limited. Every power possible (having found out how many the Character will have on the prior pages) will fall somewhere in these categories.

First roll for each power roll for level of Ability:
01-60 Minor
61-90 Major
91-100 Special
This might change based on Power Rank.

Next roll for what type of power is gained. All the charts below can be read over and modified for needs of the game, or "tweaked" for probability of certain things. Need more Animal Tunings? Run them at a 35% block instead of a 20% block. Want to do away with Environmental powers? Even out the other percentages and just ignore that part of the chart. Simple. In any case choosing from the list is fully optional too! Just rolled 100 twice? Invent one!

Category Roll Minor Major Special

01-20 Enhancements

01-15 Keen Sense Heightened Sense/s All Senses High
  16-30 Rapid Healing Controlled Natural Healing Regeneration Auto
31-45 Enhanced Score Enhanced Multi Score Choose Scores
46-55 Enhanced Age Extremely Slow Aging Natural Immortality
56-63 1 Extreme Survival Dual Extreme Survival All Extreme Survival
64-71 Dense/Loose Structure Minor Density Control Greater Density Control
72-78 Speed Limited Teleport Long Teleport
79-85 Fertility Hyperfertility Breed With Anything
86-90 Limited Shift Greater Shift Complete Shapeshifting
91-95 Limited Flexibility Greater Flexibility Elastic Shape
96-100 Size Limited Size Control Greater Size Control
21-40 Animal Tunings 01-14 Animal Empathy Animal Telepathy Control Animal
  15-28 Sense Animals Locate Animals Identify Animal Condition
29-40 Summon Small Animal Summon Multiple/Medium Summon Any Animal
41-51 Sense Through Animal Use Animal Ability Adopt Animal Shape
52-60 Specific Animal Trait General Animal Traits Full Animal Shape (Perm)
61-70 Control Specific Animal Control Breed Control Any Animal
71-79 Training Mindlock Command Group of Animals Herd/Flock Leader
80-89 Animal Alertness Animal Warning System Animal Aid Automatic
90-94 Heal Animal Only Major Animal Healing Regenerate Animal Only
95-98 Harm Animal Only Major Animal Hurt Kill Animal Only
99-100 Genesense: Animal Minor Animal Gene Alter Alter Animal Genetics
41-65 Mental Powers 01-20 Human Empathy Emotion Sway Emotion Control
  21-40 Human Telepathy Invasive Telepathy Mind Control
41-50 Mental Clouding Hypnotic Suggestion Mental Illusions
51-60 Sense Human Life Locate/Identify Person Summon Human
61-70 Mind Numb Mental Stun Possess Sentient
71-80 Lucidity Dreamwalking Dream Command
81-85 Detect Psionic Mind Psionic Dampening Negate Psionic Powers
86-90 Learning Trance Information Absorption Information Transfer
91-95 Minor Savant Major Savant Auto Knowledge Level
96-100 Calculate Genius Eidetic Memory

66-85
Environmental Powers

01-09 Levitate Object Levitate Self + Object Total Telekinesis
  10-18 Weathersense Control Air or Water Weather Control
19-27 Imitate Sounds Raucous Noise Generate True Sound Illusion
28-36 Heat/Cool Cause Fire/Frost Pyro/Cryo Kinetics
37-44 Imitate Image Change Electronic Image Light Illusions
45-52 Camouflage Self Invisibility Greater Invisibility
53-60 Slightly Alter Substance Greatly Alter Substance Create Substance
61-68 Flora Sense Cause Plants to Move Grow/Change Plants
69-75 Ground Sense Minor Ground Control Greater Ground Control
76-82 Gravity Alteration Local Minor Gravity Control Greater Gravity Control
83-89 Metal/Crystal Sense Metal/Crystal Control Metal/Crystal Shaping
90-95 Electrical Senses Minor Electric Control Full Electric Control
96-100 Tech Sense Small Machine Control Greater Machine Control
86-00
Psychic Powers
01-20 Locate Object Sense Through Object Psychometry
  21-35 Out of Body Obsrv Sense Through Person Personality Transfer
36-45 Minor Shielding Force Field Controllable Force Field
46-55 Heal Minor Heal Major Regenerate Other
56-65 Hurt Minor Hurt Major Kill Other
66-75 Genesense Minor Gene Alteration Genetic Manipulation
76-85 See Recent Past See Person's History Speak With Dead
86-90 See Recent Future See Person's Future Foretelling
91-95 Alertness Danger Sense Locational Autoreacting Sense
96-100
Mutant Affinity Discriminative Affinity Mutation Perception

Power Ranking Charts
Powers are used according to the Rank of the user's ability. When a Power has in its description an indication to use the Power Rank refer to these charts. Usually, the lower the Rank, the bigger the effect or the more objects affected. It also tends to convey a larger target for other high-powered psionics.
If there is a stated number of people, objects or distances affected in a Power's description, use it rather than these charts. If either of them bug the Game Holder, just don't use them at all, but definitely go with the Low Rank = High Power.

Modifier
PR 5
PR 4
PR 3
PR 2
PR 1
PR 0
# of Targets
1
4
9
16
25
50
Weight
.5 Self
Self
1.5 Self
2x Self
4x Self
8x Self
Inches/cubic
2
4
8
16
32
64
Feet/Spans cubic
1
2
4
8
16
32
Yards/cubic
1
2
3
4
5
6
Miles
.5
1
2
4
8
16
Minutes
1
3
10
30
90
120
Hours
1
2
4
8
12
16
Days
.5
1
2
4
8
12
Small Items
2
4
6
8
10
12
General Multiplier
.5
1x
1.5x
2x
4x
8x

Power Descriptions
Some explanations: the Range categories are (or should be) obvious, as is Controllability; Modifiers to Stats occur mainly during Character creation, but there are some times when the Stat may change during game play. An example of this is when a Power is used for the first time during a game session. Characters (and all Zekirans with Powers) gain their Powers over time, usually starting when they are around five years old and continuing (possibly until old age) until all Powers are found. Sometimes trauma may bring out a Power, or it may stop working as well. Disuse of controlled powers may cause them to atrophy or stop working entirely. Decide which Powers your character may use at the time of the game, and stick with it. Or have a timeline or traumatic event guide with the Game Holder to determine when a power surfaces or vanishes.

A note about any Powers: this is not a complete list! Inventing new Powers can be easy. Decide what sort of ability it is, Enhancement, Animal, Mental, Environmental or Psionic. If you can't decide, or if it seems to bleed over from one to another, it's considered Psionic. If it can affect only the user and is not controllable, it's most often a Minor power; if it can be controlled and affects a few others or the nearby environment, or up to 20 points of damage/effect, it is most often a Major ability; anything stronger than that in any direction and it is Special. Giving your character all new powers is not a good idea, it's always at the Game Holder's discretion to allow any new power. Also, for any new power, the Character MUST also have an equitable NEGATIVE mutation. (No, you can't invent something like 'adopt animal power when in contact with it' and give the character a mutation such as a neutral 'tail' or 'fur', it must be negative - say, in that same situation they also lose the ability to use their Human powers or speech, telepathy or any of their other Mental powers.)

Unique and Combined Powers

While many of the powers listed above occur in the psionic population commonly there are other powers which either are so rare or completely unique that they cannot really warrant a percentage on a chart. Passing on portions of powers and mutations to offspring leads to some incredibly strange and interesting powers.


For instance: High Mistress Dawn has the ability to drain information from a person by touching them and concentrating - a mixture of her ancestry's abilities with savantism, knowledge levels and mental clouding or control.
Master Otsu Paveh can enter a group of sleeper's dreamstates and control them all at once, as well as identify the local nearby ghosts by their powers. He's the one taking over the Paveh patrols after father Riot passes.
High Mistress Vortex Veh can assume a "Ghost" shape with her shapeshifting, deadspeak and various other senses.
Suzerinne Tiirain can use her strong senses at a distance better than with her own eyes and ears, with a strange out of body/sense power.
Suzeraan Taaxia has the ability to warp someone else's senses.
Several White Valley mutants can teleport or energize themselves through electrical sources - some even including a person's own bioelectrical field.
High Lord Tekigo can shapeshift so well in association with his empathy that he literally has a shape for every mood around him: usually involving one or more sets of his multiple limbs (he's got eight plus a tail!).
BeastMaster Siven can camoflage himself fully, including scents and sounds, from creatures of PR 7 or weaker - a huge mix of information, mind clouding, and animal controls go into that!
Land Master Mulaqati Chantiir is able to manifest himself as someone else's desired shape - a strong combination of shapeshifting and empathy, perhaps with a bit of future sense thrown in.
High Beast Mistress Vaanveliir has such specialized genetic senses and controls that she can only truly affect animals or people which are in her genetic line (so, Tul, Sengihr, Marad and Kstet had best watch out...).
Mistress Dream Healer Hope Chailiir Paveh has a mix of electronic control and dream chasing that allows her to record dreams of people she's treating directly into an electronic format - very handy for playback purposes!
The Khat and Kshau lines have developed the "Genrehopping" power, which literally allows the user to move between potential alternate universes - like ours, or a comic book realm, or perhaps something from television! Treat these as little sub-games, but one should return to the World of Zekira where the "action" is...

The possibilities are endless - just use your imagination to create new powers. Remember that there are usually three levels of ability ranging from weak through average into consumingly strong. These correspond to mutations of the same intensity. Note that most of these unusual and strange combinations appear in high status characters. Not only is this indicitave of their complicated Breeding, but that people who can do amazing things are rewarded accordingly on Zekira. One wouldn't expect Chantiir to remain a Land Master for very much longer...