Download - Dark Evolution Core Rules
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Blue & White Studios
Dark EvolutionScience Fiction Role-playing in the Far Future
Chris Booth, Danny Mott and Darryl Haines
10/5/2009
A Science Fiction Role-Playing Game set in the Far Future
By Chris Booth, Daniel Mott and Darryl Haines.
Blue & White Studios, all rights reserved. Designed in England
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Dark Evolution - Forward
Forward
Introduction
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Contents - Table of Contents
Contents
Table of Contents
Forward ........................................................................................................................................................... 2
Introduction ........................................................................................................................................................ 2
Contents .......................................................................................................................................................... 3
Table of Contents ............................................................................................................................................... 3
Tables & Charts ................................................................................................................................................ 8
Character Creation ........................................................................................................................................... 9
Initial Concept .................................................................................................................................................... 9
Construct Types ................................................................................................................................................ 10
Imprints ............................................................................................................................................................ 11
Genomes........................................................................................................................................................... 12
Psychological Profile ......................................................................................................................................... 13
What is it? .................................................................................................................................................... 13
Cruelty ......................................................... ................................................................. ................................ 13
Loyalty ......................................................... ................................................................. ................................ 13
Sanity ........................................................................................................................................................... 13Passion ......................................................................................................................................................... 13
Justice .......................................................................................................................................................... 13
Piety ............................................................................................................................................................. 13
Choosing your levels .................................................................................................................................... 14
Skills .............................................................................................................................................................. 15
TIER 1 Expertise ................................................................................................................................................ 15
Tier 1:1 ......................................................................................................................................................... 15
Tier 1:2 ......................................................................................................................................................... 15
Tier 1:3 ......................................................................................................................................................... 15
TIER 2 Expertise ................................................................................................................................................ 15
Tier 2:1 ......................................................................................................................................................... 15
Tier 2:2 ......................................................................................................................................................... 15
TIER 3 Expertise ................................................................................................................................................ 15
Tier 3:1 ......................................................................................................................................................... 15
Specialism ......................................................................................................................................................... 16
Physical Programming ...................................................................................................................................... 16
Endurance .............................................................. ................................................................. ..................... 16
Fighting ........................................................................................................................................................ 17
Offensive.................................................................................................................................................. 17
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Dark Evolution - Contents
Defensive ........................................................... ................................................................. ..................... 17
Movement ................................................................................................................................................... 17
Jumping ................................................................................................................................................... 17
Climbing ............................................................. ................................................................. ..................... 18
Swimming .................................................................................................................................................... 18
Running .............................................................. ................................................................. ..................... 18Shooting ...................................................... ................................................................. ................................ 18
Survival ........................................................ ................................................................. ................................ 18
Vehicle Operations ............................................................ ................................................................. .......... 19
Derived Abilities ................................................................................................................................................ 22
Construct Size .............................................................................................................................................. 22
Initiative ....................................................................................................................................................... 22
Base Speed ............................................................. ................................................................. ..................... 22
Natural Protection ....................................................................................................................................... 22
Psionic Power ......................................................... ................................................................. ..................... 22
Reaction Modifier ........................................................................................................................................ 22
Educational Training ........................................................................................................................................ 23
Psionics .......................................................................................................................................................... 24
Introduction ...................................................................................................................................................... 24
Psionic Strength ................................................................................................................................................ 24
Institute Testing ................................................................................................................................................ 24
Psionic Talents ............................................................................................................................................. 26
Using Psionic Talent ...................................................... ................................................................. .......... 26
Time Control ..................................................................................................................................................... 28
Tier 1:1 MISS CHANCE ............................................................................................................................. 28
Tier 1:2 DISTORTION ..................................................... ................................................................. .......... 28
Tier 1:3 APPORTATION ............................................................................................................................ 28
Tier .......................................................... ................................................................. ................................ 29
Tier 2:2 STOP TIME .................................................................................................................................. 29
Tier 3:1 IMMORTALITY ............................................................................................................................ 30
Telepathy .......................................................................................................................................................... 31
Tier 1:1 LIFE DETECTION ................................................................................................................ .......... 31
Tier 1:2 TELEMPATHY .............................................................................................................................. 31
Tier 1: 3 READ SURFACE THOUGHTS ............................ ................................................................. .......... 32Tier 2:1 SEND THOUGHTS ........................................................ ................................................................ 32
Tier 2:2 PROBE .................................................................................................................... ..................... 33
Tier 3:1 ASSAULT ..................................................................................................................................... 34
All Tiers SHIELD ........................................................................................................ ................................ 34
Clairvoyance ..................................................................................................................................................... 35
Tier 1:1 SENSE ..................................................................................................................... ..................... 35
Tier 1:2 TACTICAL AWARENESS .......................................................... ..................................................... 36
Tier 1:3 CLAIRVOYANCE ...................................................................................................... ..................... 36
Tier 2:1 CLAIRAUDIENCE .......................................................... ................................................................ 36
Tier 2:2 CLAIRSENTIENCE ............................................................................................................... .......... 37Tier 3:1 AWAKENING ............................................................................................... ................................ 37
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Contents - Table of Contents
Telepathic Control ............................................................................................................................................ 38
Tier 1:1 SNAP ........................................................................................................... ................................ 38
Tier .......................................................... ................................................................. ................................ 38
Tier .......................................................... ................................................................. ................................ 39
Tier 2:1 WIPE ........................................................................................................................................... 39
Tier 2:2 SYNCHRONISE ........................................................................................................ ..................... 40Tier 3:1 PUPPETRY ................................................................................................................................... 40
Cognition .......................................................................................................................................................... 41
Tier 1:1 DANGER SENSE ........................................................................................... ................................ 41
Tier 1:2 GLIMPSE BEHIND .............................................................................................................. .......... 41
Tier 1:3 AVOIDANCE ................................................................................................................................ 42
Tier 2:1 HISTORY ...................................................................................................... ................................ 42
Tier 2:2 PRE-EMPT ................................................................................................................................... 43
Tier 3:3 DECIDE FATE .................................................................................... ........................................... 43
Telekinesis ........................................................................................................................................................ 44
Tier 1:1 TELEKINESIS ................................................................................................ ................................ 44
Tier 1:2 FLIGHT ........................................................................................................................................ 45
Tier 1:3 TELEKINETIC PUNCH ........................................................................ ........................................... 45
Tier 2:1 MICROKINESIS ............................................................................................................................ 46
Tier 2:2 PYROKINESIS ............................................................... ................................................................ 46
Tier 3:1 DEFLECTION ..................................................... ................................................................. .......... 47
Psionic Healing ................................................................................................................................................. 48
Tier 1:1 DIAGNOSE ........................................................ ................................................................. .......... 48
Tier 1:2 TREAT WOUNDS .............................................................................. ........................................... 48
Tier 1:3 TREAT TOXINS ............................................................. ................................................................ 49
Tier 2:1 TREAT DISEASES.......................................................................................................................... 49Tier 2:2 REGENERATION .......................................................................................................................... 50
Tier 3:1 REVIVE ........................................................................................................................................ 50
Body Weaponry ................................................................................................................................................ 51
Tier 1:1 Enhanced Limbs .......................................................... ................................................................ 51
Tier 1:2 PSYCHIC BLADE ................................................................................................................. .......... 51
Tier 1:3 PSYCHIC SHOT............................................................................................................................. 52
Tier 2:1 SPIKES ......................................................................................................................................... 52
Tier 2:2 PSIONIC BLAST .................................................................................................................. .......... 53
Tier 3:1 ENERGY CONVERSION ................................................................................................................ 54
Electrokinesis .................................................................................................................................................... 55
Tier 1:1 INTERFACE ............................................................................................................. ..................... 55
Tier 1:2 BYPASS ............................................................. ................................................................. .......... 55
Tier 1:3 MANIPULATE .............................................................................................. ................................ 56
Tier 2:1 DRAIN ......................................................................................................................................... 56
Tier 2:2 TRANSFER ................................................................................................................................... 57
Tier 3:1 VIRUS .......................................................................................................... ................................ 57
Awareness ........................................................................................................................................................ 58
Tier 1:1 SUSPENDED ANIMATION ................................................................. ........................................... 58
Tier 1:2 ENHANCED AWARENESS ....................................................... ..................................................... 58
Tier 1:3 PSIONICALLY ENHANCED PHYSICAL IMPRINT ........................................................ ..................... 59Tier 2:1 PSIONICALLY ENHANCED PHYSICAL TRAINING ................................................................ ........... 59
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Dark Evolution - Contents
Tier 2:2 REGENERATION .......................................................................................................................... 60
Tier 3:1 BODY ARMOUR........................................................................................................................... 60
Teleportation .................................................................................................................................................... 61
Augments ...................................................................................................................................................... 63
Ambidexterity ................................................................................................................................................... 64
Celebrity ........................................................................................................................................................... 64
Concentration ................................................................................................................................................... 64
Danger sense .................................................................................................................................................... 64
Faith ................................................................................................................................................................. 64
Extraordinary Psi .............................................................................................................................................. 64
Extremely Rich .................................................................................................................................................. 64
Natural Brawler ................................................................................................................................................ 64
Iron Constitution ............................................................................................................................................... 65
Lucky ................................................................................................................................................................. 65
Good Looks ....................................................................................................................................................... 65
Heightened Imprint .......................................................................................................................................... 65
Observant ......................................................................................................................................................... 65
Degeneration ................................................................................................................................................. 66
Gaining Degeneration .................................................................................................................................. 66Degeneration Effects ................................................................................................................................... 67
Repairing Degeneration ............................................................................................................................... 68
The Game Mechanic ...................................................................................................................................... 69
The d60 Roll ................................................................................................................................................. 69
Modifiers ..................................................... ................................................................. ................................ 70
Critical Failure .............................................................................................................................................. 71
Critical Success ....................................................... ................................................................. ..................... 72
Scores over 100 ...................................................... ................................................................. ..................... 72
Combat & Movement .................................................................................................................................... 73
The Combat Round ...................................................................................................................................... 73
Initiative ....................................................................................................................................................... 74
Turn sequence ............................................................................................................................................. 75
Hitting .......................................................................................................................................................... 76
Locations ..................................................... ................................................................. ................................ 76
Damage ....................................................... ................................................................. ................................ 77
Wounds ....................................................... ................................................................. ................................ 77
Aftermath ............................................................... ................................................................. ..................... 78
Health ............................................................................................................................................................ 79
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Contents - Table of Contents
Total Life Helix.............................................................................................................................................. 79
Locational Hits.............................................................................................................................................. 79
Dying ............................................................................................................................................................ 80
Death............................................................................................................................................................ 80
Revival ......................................................... ................................................................. ................................ 81
Imprint Sequencer ....................................................................................................................................... 81
Equipment ..................................................................................................................................................... 82
Clothing ............................................................................................................................................................ 82
Smart Clothing ............................................................................................................................................. 82
Sports Clothing ....................................................... ................................................................. ..................... 82
Adventuring Clothing ................................................................................................................................... 82
Armour ............................................................................................................................................................. 82
Basic Protection ........................................................................................................................................... 82
Armoured Suits ............................................................................................................................................ 82
Powered Armour.......................................................................................................................................... 82Shields ......................................................... ................................................................. ................................ 82
Screens ........................................................ ................................................................. ................................ 82
ECM ................................................................ .............................................................. ................................ 82
General Equipment ........................................................................................................................................... 82
Food ............................................................................................................................................................. 82
Medicine ...................................................................................................................................................... 82
Communications .......................................................................................................................................... 82
Computers ................................................................................................................................................... 82
Cybernetics .................................................................................................................................................. 82
Scanners & Probes ....................................................................................................................................... 82Specialist Gear.............................................................................................................................................. 82
Weapons .......................................................................................................................................................... 83
Ballistic ......................................................................................................................................................... 83
Energy .......................................................................................................................................................... 83
Archaic ......................................................................................................................................................... 83
Blades .......................................................... ................................................................. ................................ 83
Staves & Coshes ........................................................................................................................................... 83
Vehicles ............................................................................................................................................................ 83
Ground Vehicles ..................................................... ................................................................. ..................... 83
Anti-Gravity Vehicles ......................................................... ................................................................. .......... 83Mechs .......................................................... ................................................................. ................................ 83
Atmospheric ........................................................... ................................................................. ..................... 83
Orbital .......................................................................................................................................................... 83
Interplanetary .............................................................................................................................................. 83
Interstellar.................................................................................................................................................... 83
Index.............................................................................................................................................................. 84
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Dark Evolution - Tables & Charts
Tables & Charts
Table X.X Tier Bonus Table .................................................................................................................... 16
Table 1.1 Talent Training Table ............................................................................................................. 25Table 1.2 Psionic Range Table ............................................................................................................... 27
Table 1.3 Psionic Timeline Offset Table ................................................................................................ 41
Table 1.4 Psionic Energy Conversion Table ........................................................................................... 54
Table 1.5 Psionic Energy Transfer Table ............................................................................................... 56
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Character Creation - Initial Concept
Character Creation
Initial ConceptYou are going to create a human character using a simplified public gene sequence builder (SPGSB).
This will be the new construct that carries your intellect and psychological profile. Sequencing and
rendering will take approximately 24 hours, after which time you will be able to ride your body into a
new day on
Your initial concept can be anything that your imagination can come up with
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Dark Evolution - Character Creation
Construct Types
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Character Creation - Imprints
Imprints
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Dark Evolution - Character Creation
Genomes
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Character Creation - Psychological Profile
Psychological Profile
What is it?
This is a graphical representation of your characters morals and ethics. It is represented by the
following section on the character sheet:
A measure of how the character rated is indicated by the hexes and small circles. A hex is worth two
points and a circle is worth 1 point of either bonus or penalty dependant on the situation.
Cruelty
This is the state or quality of your characters cruelty level. It is a measure of how easily you will
willfully or knowingly cause pain or distress to others.
Loyalty
This is the state or quality of being loyal. It details your level of faithfulness to commitments or
obligations.
Sanity
Is the state of being sane. It is a measure of a healthy mind, sound judgment and common sense.
Passion
Is a measure of your characters enthusiasm. It is an intense driving or overpowering interest in a
particular topic.
Justice
It is the quality of being just and the moral principles of determining just conduct. It is your decisivepower, it is guided by truth, reason and fairness and your ability to make decisions based on those
morals.
Piety
This is the quality or state of being Pious. It is a measure of showing appropriate respect or regard
for others.
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Dark Evolution - Character Creation
Choosing your levels
The Game Master may add or subtract a psychological modifier to a particular circumstance roll; the
amount of that modifier is determined by your choices for your character.
FOR EXAMPLE:
Shown above is the psychological profile for Marcus Brakes, a particularly nasty individual. He has
the following scores;
Cruelty 8
Loyalty 6
Sanity 3
Passion 10
Justice 7
Piety 2
In a social situation, where Marcus is trying to make a good impression the referee could impose a
negative modifier of -11 or more because of Marcuss low sanity and high cruelty.
However in an Are you tough enough competition that would equate to a bonus of +11 should the
GM so decree?
During initial character generation the total number of dots and hexs may be chosen by the player.
During play the GM can increase or decrease your levels depending on how well your particular
profile is being played.
For example during an assault on an enemy base Marcus captures an enemy guard and attempts to
interrogate him, the GM applies the following situation modifier to the interrogation roll:
Social Imprint: 3
+1 Control
+2 Interaction
+8 Cruelty
-7 Sanity
Giving a total modifier to the dice roll of:
3 + 1 + 2 + 8 7 = +7 overall bonus that would then be added to the dice roll.
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Skills - TIER 3 Expertise
Skills
Skills are a measure of your characters ability to do something that he or she has been trained in.
There are three main areas of skill and each area has six areas of expertise. Your Genome ConstructType (GCT) determines the number of skill pints that you have to spend in each during character
creation. Skills may be advanced after character creation by spending experience.
Skill Expertise Areas are generic titles responsible for a complete raft of skills. Each is rated by three
tiers of expertise.
TIER 1 ExpertiseYou understand the skill area to a basic level; you could get employment using this skill set.
Tier 1:1You have minimal understanding of the basic principles and techniques.
Tier 1:2
You have advanced in your training and know some of the secrets of the trade.
Tier 1:3
You would be considered a journeyman in a craft having mastered all of the basic principles of the
skill set. You gain your first specialism in this particular area of expertise.
TIER 2 ExpertiseYou are practiced in this particular skill set; you could earn a respectable income from using Tier 2
Skills. You are considered and expert in your trade with some years of experience.
Tier 2:1
You are considered an expert; you have good practical application using this skill and have probably
done it for a living.
Tier 2:2
Your mastery of this skill is almost complete there are very few who have mastered this skill to thesame level on planet, although you are by no means the best in the system. You gain your second
specialism.
TIER 3 Expertise
You become a true master of this skill set; your knowledge and application are second to none.
Tier 3:1
You gain your masters specialism, and are considered a paragon of your chosen profession.
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Dark Evolution - Skills
SpecialismThese are specific specialist topics of training that you have received at key points in your general
training; Ate each tier you gain the following extra bonus for your specialism.
Table X.X Tier Bonus Table
Tier Specialism 1 Specialism 2 Specialism 3
Tier 1:1 0 0 0
Tier 1:2 0 0 0
Tier 1:3 (1st
Specialism) +3 0 0
Tier 2:1 +3 0 0
Tier 2:2 (2
nd
Specialism) +7 +3 0
Tier 3:1 (3rd Specialism) +10 +5 +3
For Example;
You have advanced in your fighting skill to Tier 1:3 and you gain the specialism in dirty fighting. In
circumstances where this could be used you will gain a +3 on the Skill Check in addition to all other
bonuses.
Physical ProgrammingPhysical programming deals with the training of the body primarily, but also training the body and
mind as one. Alpha Constructs have good score in Physical Programming. The following Areas of
Expertise are included in Physical programming.
Endurance
Fighting
Movement
Shooting Survival
Vehicle Operations
Endurance
This skill determines your characters ability to carry on regardless. For example resisting torture,
poison, non lethal damage, environmental conditions or even pushing ones physical and mental
limits. The GM will determine which imprints and genomes are used dependant on what is to be
endured. Training in the skill itself will add the following bonus:
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Skills - Physical Programming
Tier 1: +1 Bonus per Dot
Tier 2: +2 Bonus per Dot
Tier 3: +4 Bonus per Dot
Specialism Examples;
Endurance: Resist Poison, Endurance: Long Distance Running, Endurance: No Pain, No Gain .
Fighting
This skill determines your characters ability to engage in battle or in single combat; attempt to
defend ones self against or to subdue, defeat, or destroy and adversary. This skill adds to both
offensive and defensive capability, the skill itself will add the following bonus:
Offensive
Tier 1: +1 Bonus per Dot to attack
Tier 2: +2 Bonus per Dot to attack
Tier 3: +4 Bonus per Dot to attack
Offensive Fighting Specialism Examples;
Fighting: Martial Arts, Fighting: Dirty Fighting, Fighting: Swordsman .
Defensive
Tier 1: When completed adds 1 to Natural Protection
Tier 2: When completed adds 3 to Natural ProtectionTier 3: When completed adds 5 to Natural Protection
Defensive Fighting Specialism Examples;
Fighting: Dodge, Fighting: Counterattack, Fighting: Weapon Parry .
Movement
This skill determines your characters ability to Jump, Climb, Swim and Run. The skill itself will add the
following bonus:
Tier 1: When completed adds 1 to Base SpeedTier 2: When completed adds 3 to Base Speed
Tier 3: When completed adds 5 to Base Speed
Movement Specialism Examples;
Movement: Sprinting, Movement: Athletics, Movement: Acrobatics .
Jumping
Tier 1: +1 Bonus per Dot to your skill roll. Horizontal distance is Physical Imprint x3 + 5 Meters per
dot of movement with a running start, from a standing start it will be Physical Imprint + 5 meters per
dot of movement. A vertical jump is calculated using Physical Imprint \ 4 +1 meter per dot of
movement.
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Dark Evolution - Skills
Tier 2: +2 Bonus per Dot to your skill roll. Horizontal distance is Physical Imprint x3 + 6 Meters per
dot of movement with a running start, from a standing start it will be Physical Imprint + 6 meters per
dot of movement. A vertical jump is calculated using Physical Imprint \ 4 +1 meter per dot of
movement.
Tier 3: +4 Bonus per Dot to your skill roll. Horizontal distance is Physical Imprint x3 + 8 Meters per
dot of movement with a running start, from a standing start it will be Physical Imprint + 8 meters per
dot of movement. A vertical jump is calculated using Physical Imprint \ 4 +2 meter per dot of
movement.
Climbing
Tier 1: +1 Bonus Per Dot to your skill roll
Tier 2: +2 Bonus Per Dot to your skill roll
Tier 3: +4 Bonus Per Dot to your skill roll
Swimming
Tier 1: +1 Bonus Per Dot to your skill roll
Tier 2: +2 Bonus Per Dot to your skill roll
Tier 3: +4 Bonus Per Dot to your skill roll
Running
Tier 1: When completed Doubles your Base Speed
Tier 2: When completed Triples your Base Speed
Tier 3: When completed Quadruples your Base Speed
Shooting
This skill determines your characters ability with all ranged weapons such as archaic weapons,Ballistic Weapons, Energy Weapons, and Mounted Weapons. The skill itself will add the following
bonus:
Tier 1: +1 Bonus per Dot to attack
Tier 2: +2 Bonus per Dot to attack
Tier 3: +4 Bonus per Dot to attack
Shooting Specialism Examples;
Shooting: Sniping, Shooting: instinctive, Shooting: turrets .
Survival
This skill determines your characters to endure or live through infliction, adversity, misery and
trauma. The skill itself will add the following bonus:
Tier 1: +1 Bonus Per Dot to your skill roll
Tier 2: +2 Bonus Per Dot to your skill roll
Tier 3: +4 Bonus Per Dot to your skill roll
Survival Specialism Examples;
Survival: Resist Disease, Survival: Environmental Hazard, Survival: Desert .
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Skills - Physical Programming
Vehicle Operations
This is your characters ability to operate all known vehicles. The skill itself will add the following
bonus:
Tier 1: +1 Bonus Per Dot to your skill roll
Tier 2: +2 Bonus Per Dot to your skill roll
Tier 3: +4 Bonus Per Dot to your skill roll
Vehicle Operations Specialism Examples;
Vehicle Ops: Two Wheeled, Vehicle Ops: Anti Gravity, Vehicle Ops: Sub Orbital .
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Dark Evolution - Skills
Social Awareness
***Skills List***
Deception: This is your characters ability to mislead by false appearance or statement. This skill
includes the following: Stealth, Bluff, Camouflage, concealment and disguise. The skill itself will addthe following bonus:
Tier 1: +1 Bonus Per Dot to your skill roll
Tier 2: +2 Bonus Per Dot to your skill roll
Tier 3: +4 Bonus Per Dot to your skill roll
Expression: This is your characters ability to set forth form, feeling, emotion or character through a
number of mediums such as: Poetry, writing, music, media, empathy and oratory. The skill itself will
add the following bonus:
Tier 1: +1 Bonus Per Dot to your skill roll
Tier 2: +2 Bonus Per Dot to your skill roll
Tier 3: +4 Bonus Per Dot to your skill roll
Interaction: This is your characters ability to effect or influence an item or person with a reciprocal
action. Skills included under this heading are: intimidation, interrogation, leadership, thievery and
manipulation. The skill itself will add the following bonus:
Tier 1: +1 Bonus Per Dot to your skill roll
Tier 2: +2 Bonus Per Dot to your skill roll
Tier 3: +4 Bonus Per Dot to your skill roll
Common Sense: This is your characters ability to recognise the obvious in, or react instinctively to
any situation. The skill itself will add the following bonus:
Tier 1: +1 Bonus Per Dot to your skill roll
Tier 2: +2 Bonus Per Dot to your skill roll
Tier 3: +4 Bonus Per Dot to your skill roll
Psionics: This is a measure of your characters Psionic talent if any. It details the number of talent
paths known, your Psionic power and the rating of any talents known. The skill itself will add the
following bonus:
Offensive:
Tier 1: +1 Bonus per Dot to attack
Tier 2: +2 Bonus per Dot to attack
Tier 3: +4 Bonus per Dot to attack
Defensive:
Tier 1: When completed adds 1 to Psionic Defence Roll
Tier 2: When completed adds 3 to Psionic Defence Roll
Tier 3: When completed adds 5 to Psionic Defence Roll
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Skills - Physical Programming
Talent Paths:
Tier 1: One primary path known
Tier 2: Secondary path may be known
Tier 3: Tertiary path may be known
Psionic Power:
Tier 1: +10 Bonus per Dot to your power rating
Tier 2: +20 Bonus per Dot to your power rating
Tier 3: +50 Bonus per Dot to your power rating
Talent Rating:
Is equivalent to one per dot
Style: This is your characters appearance, dress, conduct and elegance. The skill itself will add thefollowing bonus:
Tier 1: +1 Bonus Per Dot to your skill roll
Tier 2: +2 Bonus Per Dot to your skill roll
Tier 3: +4 Bonus Per Dot to your skill roll
Skill Specialisms
A specialism is gained at the completion of tier in a skill. Specialisms may also be purchased with experience
during game play, each specialism is keyed with the tier it was taken at and is expressed as a straight bonus to
a particular skill roll in addition to any others.
The bonus is tier based for example:
A tier 1 deception specialism of camouflage gives a plus one bonus to the deception roll in addition to all other
bonuses. A tier two medical specialism in surgery will add plus 3 to that particular medical roll, a tier 3
shooting specialism in advanced targetry will add a plus 7 bonus to the attack roll.
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Dark Evolution - Skills
Derived Abilities
Construct Size
Initiative
Base Speed
Natural Protection
Psionic Power
Reaction Modifier
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Skills - Educational Training
Educational Training***Skills List***
Arts: This is your characters measure of formal training in the arts. The skill itself will add the following bonus:
Tier 1: +1 Bonus Per Dot to your skill rollTier 2: +2 Bonus Per Dot to your skill roll
Tier 3: +4 Bonus Per Dot to your skill roll
Construction: This is your characters ability to build items. Everything from a building to spaceships can be
made using this skill. The skill itself will add the following bonus:
Tier 1: +1 Bonus Per Dot to your skill roll
Tier 2: +2 Bonus Per Dot to your skill roll
Tier 3: +4 Bonus Per Dot to your skill roll
Engineering: This is your characters ability to repair items. Everything from buildings to spaceships can be
repaired using this skill. The skill itself will add the following bonus:
Tier 1: +1 Bonus Per Dot to your skill roll
Tier 2: +2 Bonus Per Dot to your skill roll
Tier 3: +4 Bonus Per Dot to your skill roll
Medical: This is your characters ability to diagnose and treat wounds, disease, toxins and conditions. The skill
itself will add the following bonus:
Tier 1: +1 Bonus Per Dot to your skill roll
Tier 2: +2 Bonus Per Dot to your skill roll
Tier 3: +4 Bonus Per Dot to your skill roll
Navigation:This is your characters ability to be able to find their way around on a planets surface and around
the cosmos. The skill itself will add the following bonus:
Tier 1: +1 Bonus Per Dot to your skill roll
Tier 2: +2 Bonus Per Dot to your skill roll
Tier 3: +4 Bonus Per Dot to your skill roll
Science: This is your characters formal training in the sciences, everything from aeronautics to zoology. The
skill itself will add the following bonus:
Tier 1: +1 Bonus Per Dot to your skill roll
Tier 2: +2 Bonus Per Dot to your skill roll
Tier 3: +4 Bonus Per Dot to your skill roll
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Dark Evolution - Psionics
Psionics
IntroductionWithin the Nearspace Colonies many have developed latent psionic ability and a few have developed
potent psionic abilities such as telepathy, telekinesis and even teleportation. In the Colonies,
learning to harness this gift is a difficult process.
Psionic StrengthPsionic Skills are powered by the Psionic Strength characteristic (abbreviation Psi Str). This
characteristic is bought during character creation.
To determine a characters Psionic Strength, add willpower genomes to control genomes and then
add points from the Psionics Skill. A character with Psionic Strength of 0 has no potential for psionic
powers. Using a psionic talent costs a number of Psionic Strength points, temporarily reducing the
characters total.
Recovering Psionic Strength Points:
Expended Psionic Strength points are recovered at the rate of one point per round. All points are
recovered with a full 8 hours rest.
Institute Testing
A character who wishes to develop psionic abilities requires training. Where psionics are uncommon
or illegal he must find a teacher, normally from one of the Psionics Institutes. Finding such an
instructor is an adventure in itself. Most teachers will charge at least Cr. 5,000 to test the characters
abilities. Testing takes two weeks.
The first step is testing a characters Psionic Strength, which is determined as described above. The
character can then be trained. Training requires four months of work, and costs Cr. 10,000. As part
of training, the character may attempt to learn any of the common psionic talents on the Psionic
Training table by making a Psionic Skill check. He may attempt the talents in any order, but suffers a
1 check modifier per check attempted. If a character learns a talent, he gains that talent at the level
prescribed by his Psionic Skill level.
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Psionics - Institute Testing
Table 1.1 Talent Training Table
Talent Training Table
Talent Learning Modifier
Time Control -10
Telepathy -6
Telepathic Control -5
Cognition -4
Clairvoyance -3
Telekinesis -2
Psionic Healing -2
Body Weaponry -2
Electrokinesis -1
Awareness -1
Teleportation +-0
Per previous talent
acquisition check
1
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Dark Evolution - Psionics
Psionic Talents
There are several psionic talents. A character trained in the use of psionics may develop his talents
over time. Psionic talents cannot be used untrained. At each tier of skill a character can train in one
of the talents below. The Tier 1 talent will be considered the characters Primary talent and may be
developed to full potential. The Tier 2 talent may be developed to the maximum of Tier 2 ability. The
tier 3 talent may only be developed to Tier 1 ability (see Psionics skill for a further description). The
most common talents are:
Time Control Bending the time stream to your will.
Telepathy Using your mind as a weapon.
Telepathic Control Your mind used to dominate others.
Cognition remote viewing the past or future.
Clairvoyance Using the minds eye.
Telekinesis Mind controlling matter.
Psionic Healing using your mind to heal others.
Body Weaponry Using the mind and body offensively.
Electrokinesis Using the mind to dominate electronics.
Awareness Using the mind to control your body.
Teleportation Moving using the mind.
Each talent grants access to all of its powers a character with Telepathy can use life detection, read
surface thoughts or assault as the situation demands.
Using Psionic Talent
To activate a talent, the psion must make a skill check using Psionics and any other check modifiersnoted in the description.
He must also spend the listed number of Psionic Strength points if he succeeds, or one point if he
fails. If this cost brings him below zero Psionic Strength, then any excess points are applied to his
total life helix as damage.
A character with no Psionic Strength points cannot attempt to activate a power.
Using a talent in combat is either a free, easy or standard action as per the description.
Many abilities are ranged. The Psionic Range table lists the number of points to project an ability outto a given range these must be paid as well as any points to activate the ability.
Each talent has a different set of costs.
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Psionics -
Table 1.2 Psionic Range Table
PSIONIC RANGE TABLE
Range Distance to Target
Telepathy or
Clairvoyance Telekinesis Teleportation
Personal Less than 1.5 metres 0 1 1
Close 1.5 to 3 metres 0 1 1
Short 3 to 12 metres 1 2 2
Medium 12 to 50 metres 1 4 2
Long 51 to 250 metres 2 8 4
Very Long 251 to 500 metre 2 - 4
Distant 500 metres to 5 kilometres 4 - 8
Very Distant 5 kilometres to 500 kilometres 8 - 16
Continental 501 to 5000 kilometres 16 - 32
Planetary 5000 to 50000 kilometres 32 - 64
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Time ControlThis is one of the most powerful abilities that a master psionic can possess. All of these abilities have
a range of personal and cannot be used on others.
Tier 1:1 MISS CHANCE
This is the basic ability to manipulate the time stream, causing minute jumps in reality. This can have
an effect on one opponent who is trying to hit you in combat. You manipulate the time stream to
move yourself through time to a position where you stand a chance of the attack missing. The effect
is to cause your opponent to re-roll the attack and use the lesser of the two results. You can impose
a further penalty of -1 for every extra Psionic Strength point that you put into the power.
Prerequisite Talents
Teleportation, Time Control, Psionic Strength
Time to Enact
Easy Action
Duration
Instant
Psionic Strength Costs
5 points + 1 point per -1 on the second dice roll
Tier 1:2 DISTORTIONWith this ability you distort the time field around you making you harder to hit. Your form seems to
shift and waver as you flash minutely forwards and backwards through time. This ability gains you a -
10 to all opponents attack rolls for the duration of the round.
Prerequisite Talents
Teleportation, Time Control, Psionic Strength
Time to Enact
Easy Action
Duration
Current Round
Psionic Strength Costs
15 points
Tier 1:3 APPORTATION
This talent allows you to jump back in time within one scene and then prepare a single item of
equipment ready for the very same action. For every kg of weight that the item has it will cost you
and extra 2 Psionic Strength. You may then play the scene again with the new item to hand.
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Psionics - Time Control
Prerequisite Talents
Teleportation, Time Control, Psionic Strength
Time to Enact
All Actions
Duration
Instant
Psionic Strength Costs
5 points + 2points per kg of weight.
Tier 2: 1 SAME AGAIN
This ability allows you to speed up your personal time field to such an extent that you may havemultiple actions in one round. You may pay the cost up to the number of times equaling your tier
rating (1, 2 or 3) in Psionic Skill. Each action may only be an Easy or Standard action, as these are not
full rounds. Thus a master psionic may have up to 5 easy actions (2 + 3) or 4 Standard Actions (1 + 3)
in one round or any combination.
Prerequisite Talents
Teleportation, Time Control, Psionic Strength
Time to Enact
Free Action
Duration
Current Round
Psionic Strength Costs
20 Points per action
Tier 2:2 STOP TIME
This feared ability literally freezes time in a specific locale. The range of the locale is determined bythe range chart for Teleportation, and this figure is used as a psionic strength cost multiplier.
Time is frozen for everyone except the character within this zone, for an instant, however for the
character this out of time situation lasts for 1 round for every time the skill cost is paid. You may pay
the cost up to the number of times equalling your tier rating (1, 2 or 3) in Psionic Skill. You may
interact with anything in the zone, however if you disturb the time field in any way (such as
attacking, or using another Time Control Power) normal time returns.
Prerequisite Talents
Teleportation, Time Control, Psionic Strength
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Time to Enact
Easy
Duration
As detailed by point spend
Psionic Strength Costs
5 Points per round X Range
Tier 3:1 IMMORTALITY
The most sought after ability in this talent tree is permanently active once learned. You do not age
from this point and barring serious trauma, you will live forever and you do not degenerate, suffer
the effects of disease and poison, nor do you need to sleep, eat or even breathe.
Prerequisite Talents
Teleportation, Time Control, Psionic Strength
Time to Enact
Free Action
Duration
Permanent
Psionic Strength Costs
50 Permanent points
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Psionics - Telepathy
TelepathyTelepathy is the talent of mind-to-mind contact. It is subtle by nature but can also be used to bluntly
crush the wills of those who oppose the telepath.
Tier 1:1 LIFE DETECTION
The most elementary form of telepathy is the ability to detect the presence of other minds. Life
detection enables a character to sense the presence of other minds, the number of minds present,
the general type of minds (animal, human, and so on) and their approximate location.
Life detection is reasonably sophisticated, and can distinguish intelligent beings from bacteria or
unimportant animals in the area. It functions best at detecting intelligent minds. Shielded minds are
undetectable (whether the shield is natural or artificial in origin).
Ifan individual whom the telepath knows is life detected he or she will be recognised.
Prerequisite Talents
Telepathy, Psionic Strength
Time to Enact
Easy Action
Duration
Instant
Psionic Strength Costs
1 Point + Range.
Tier 1:2 TELEMPATHY
The communication of emotions and basic feelings is accomplished by telempathy. This ability serves
well in the handling of animals and beasts of burden but may also be applied as a psychological
weapon against humans. Sending of emotions such as love, hate, fear, and others may influence
other beings (although not necessarily in the manner desired). Telempathy also allows the emotions
and feelings of others to be read by a character.
Telepaths will always recognise when someone is using telempathy to bend their emotions but
others will not. The change in mood may be dramatic and inexplicable but most people will simply
ascribe it to the mercurial nature of human emotions.
Shielded individuals are immune to telempathy as they are all other Telepathy powers.
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Dark Evolution - Psionics
Prerequisite Talents
Telepathy, Psionic Strength
Time to Enact
Easy Action
Duration
Current Round
Psionic Strength Costs
1 Point + Range.
Tier 1: 3 READ SURFACE THOUGHTS
The most widely known feature of Telepathy is the ability to read the thoughts of other individuals.
Only active, current thoughts are read by this ability, with the subject (if himself not a telepath)
unaware of the activity. Individuals with telepathic ability cannot be read due to the presence of
their natural shields, unless they willingly lower their shielding.
Prerequisite Talents
Telepathy, Psionic Strength
Time to Enact
Standard Action
Duration
Current Round
Psionic Strength Costs
2 Points + Range.
Tier 2:1 SEND THOUGHTS
Complementary to the ability to read surface thoughts is the ability to send thoughts to others. Suchindividuals need not themselves be telepathic to receive such thoughts. Telepathic individuals are
normally open to such transmissions, but may close their shields against them if they become
bothersome or threatening.
Prerequisite Talents
Telepathy, Psionic Strength
Time to Enact
Standard Action
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Psionics - Telepathy
Duration
Current Round
Psionic Strength Costs
2 Points + Range.
Tier 2:2 PROBE
The application of great psionic strength will enable a telepath to delve deep into the mind of a
subject and to then read his innermost thoughts. Questioning can be used in the procedure to force
the subject to divulge specific information. The prober can easily determine deliberate untruths told
(thought) by the subject. Probe cannot be used against a shielded mind.
Prerequisite Talents
Telepathy, Psionic Strength
Time to Enact
Standard Action
Duration
Current Scene
Psionic Strength Costs
4 Points + Range.
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Tier 3:1 ASSAULT
Violence may be dealt by a telepath. An unshielded mind, when assaulted telepathically, is rendered
unconscious immediately and the character suffers 2d6 damage to total life helix.
Unlike normal damage, assault damage is applied to psionic strength (if the victim has it), then total
life helix, then mental imprint, psionic strength and total life helix return as normal, mental imprint
returns at the rate of one point per day.
When a shielded mind is assaulted the two telepaths make opposed Telepathy checks. If the
attacker wins, the victim suffers damage as normal.
Prerequisite Talents
Telepathy, Psionic Strength
Time to Enact
Standard Action, Extended
Duration
Instant
Psionic Strength Costs
8 Points + Range.
All Tiers SHIELD
All telepathically able characters learn how to create a mental shield which protects the mind
against unwanted telepathic interference. Shield is automatically in force at all times and requires no
Psionic Strength point expenditure to maintain.
However, while a telepath has his shield up he cannot use any telepathic powers either.
Shield can be lowered to allow telepathic contact or to use telepathic powers this takes a mere
thought (a free action in combat).
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Psionics - Clairvoyance
ClairvoyanceClairvoyance is the general talent which allows a person to sense events at some location displaced
from the viewer. There are several levels of clairvoyant ability. Clairvoyance abilities allow
eavesdropping activities as well as spying and detection-free exploration of situations. While
telepathic life detection will determine the presence of living minds in a closed room, for example,
sense will determine if a room is occupied or empty. Clairvoyant activity cannot be sensed by others,
including by other psionic individuals.
Tier 1:1 SENSE
This ability is the basic ability to sense things at some point in the distance. A character will become
aware of the most rudimentary characteristics of a location when applying this ability. For example,
the Referee will give a basic description, without detail: a room containing fourdogs or an open
plain with a tree, and no animals or men present. The clairvoyant character must state the range at
which he is applying his talent, and will generally sense the most interesting or important feature at
that range.
Prerequisite Talents
Clairvoyance, Psionic Strength
Time to Enact
Easy Action
Duration
Instant
Psionic Strength Costs
1 Point + Range.
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Tier 1:2 TACTICALAWARENESS
With this ability, the character can perceive dangers and foes around him using his clairvoyant
abilities. This enhanced spatial perception allows him to ignore the effects of darkness, smoke, fog or
other environmental effects that impede vision. He may also detect hidden foes within range.
Prerequisite Talents
Clairvoyance, Psionic Strength
Time to Enact
Easy Action
Duration
Current Round
Psionic Strength Costs
2 Points + Range.
Tier 1:3 CLAIRVOYANCE
This specific ability allows actual remote viewing of a situation at some displaced point. Rather than
the snapshot that sense gives, clairvoyance allows the psion to observe as if he was there in person.
The clairvoyant character must state the range at which he is applying his talent.
Prerequisite Talents
Clairvoyance, Psionic Strength
Time to Enact
Standard Action
Duration
Current Round
Psionic Strength Costs
2 Points + Range.
Tier 2:1 CLAIRAUDIENCE
This ability is identical to clairvoyance, with the exception that it allows hearing instead of seeing.
Prerequisite Talents
Clairvoyance, Psionic Strength
Time to Enact
Standard Action
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Psionics - Telepathic Control
Duration
Current Round
Psionic Strength Costs
2 Points + Range.
Tier 2:2 CLAIRSENTIENCE
This power combines the effects of clairvoyance and clairaudience. The character is capable of both
seeing and hearing a specific situation.
Prerequisite Talents
Clairvoyance, Psionic Strength
Time to Enact
Standard Action
Duration
Current Round
Psionic Strength Costs
3 Points + Range.
Tier 3:1 AWAKENING
This power allows you to use any of the lower powers at will as a free action during a specified
scene. You may use up to 3 powers combined for the duration.
Prerequisite Talents
Clairvoyance, Psionic Strength
Time to Enact
Standard Action
Duration
Current Round
Psionic Strength Costs
15 Points + Range.
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Telepathic ControlThis talent tree deals with the dominance of one mind over another. These powers are negated by
telepaths SHIELD ability as this is a prerequisite for this talent tree. Range modifiers are as for
Telepathy.
Tier 1:1 SNAP
This basic ability allows the character to cause an opponent to hesitate in a particular action
bestowing the opponent with a -10 to his or her skill check to perform that action.
Prerequisite Talents
Telepathy, Telepathic Control, Psionic Strength
Time to Enact
Easy Action
Duration
One action
Psionic Strength Costs
1 Point + Range.
Tier 1:2 FORGET
This talent, when used will make the subject forget what they were doing for an instant, thusdelaying their initiative until the last point in the round.
Prerequisite Talents
Telepathy, Telepathic Control, Psionic Strength
Time to Enact
Free Action
Duration
Instant
Psionic Strength Costs
1 Point + Range.
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Psionics - Telepathic Control
Tier 1:3 PROGRAM
This tree ability allows the user to remotely program an individual to carry out an action within a
specified time frame. For every 10 extra points spent the duration of the programmed actions
extends by 1 round and for every 5 extra it allows another action during that time.
Prerequisite Talents
Telepathy, Telepathic Control, Psionic Strength
Time to Enact
Easy Action
Duration
Current round
Psionic Strength Costs
3 Points + Range + 10 / round duration + 5 / extra action
Tier 2:1 WIPE
This talent allows the psionic character to directly and temporarily effect a persons cognitive ability.
The psionic may strip a number of skill dots from a skill for one round. The cost is based on the tier
of the skill so stripped. The target literally forgets how to do that particular skill.
Prerequisite Talents
Telepathy, Telepathic Control, Psionic Strength
Time to Enact
Standard Action
Duration
Current round
Psionic Strength Costs
Tier 1 skill is 3 points per level of skill
Tier 2 skill is 8 points per level of skill
Tier 3 skill is 50 points
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Tier 2:2 SYNCHRONISE
Synchronise literally allows the psionic to sync with the mind of another. This allows the conscious
sharing of information and in particular skills. The psionic may enhance the targets skill set with any
of their own as long as the skill being used is owned by the psionic. The psionics modifier adds
directly to the skill check of the target.
Prerequisite Talents
Telepathy, Telepathic Control, Psionic Strength
Time to Enact
Easy Action
Duration
Instant
Psionic Strength Costs
8 Points + Range.
Tier 3:1 PUPPETRY
This is the ultimate in mind control. The psionic literally controls the target and can force them to do
anything. By expending 10 points the psionic may automatically extend the duration of this effect by
one round.
Prerequisite Talents
Telepathy, Telepathic Control, Psionic Strength
Time to Enact
Standard Action, Extended
Duration
Instant
Psionic Strength Costs
25 Points + Range + 10 points per round
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Psionics - Cognition
CognitionThis talent tree allows access to future and past events. With the past an accurate picture is gained
as the past is immutable in the time structure. The future is a devious thing, and as such although
future events may be viewed the outcome can only be adjusted, never altered completely.
Tier 1:1 DANGER SENSE
This ability allows the psionic the briefest glimpse into the future and will relay simply whether or
not a particular action will be dangerous to them. They do not get any idea of the level of danger,
but suffice to say you really dont want to push that button. The range that can be scoped is
determined by referencing the Range table for clairvoyance. Of course the larger the range the less
accurate the feeling will be.
Prerequisite Talents
Clairvoyance, Cognition, Psionic Strength
Time to Enact
Free Action
Duration
Instant
Psionic Strength Costs
1 Point + Range
Tier 1:2 GLIMPSE BEHIND
This ability allows the psionic character to look into the past to get an audio / visual playback of
exact events. It costs 1 point for visual, 3 points for audio and consult the following table for timeline
distance:
Table 1.3 Psionic Timeline Offset Table
Psionic Timeline Offset Table
Time Offset Point Cost
> 1 Round (2minutes) 1
2 - 5 rounds 2
Up to 30 minutes 3
Up to 1 hour 4
Up to 6 hours 6
Up to 24 hours 15
Up to 1 week 50
Up to 1 Year 100
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Dark Evolution - Psionics
Prerequisite Talents
Clairvoyance, Cognition, Psionic Strength
Time to Enact
Standard Action
Duration
Instant
Psionic Strength Costs
1/3/4 Points + Time Offset + Range
Tier 1:3 AVOIDANCE
This talent allows the psionic to glimpse a result of an action before it happens and then modify thataction accordingly. In game terms the character spends psionic strength points as detailed below
and then makes two action rolls for each of his or her actions that round. The best results for each
action are taken.
Prerequisite Talents
Clairvoyance, Cognition, Psionic Strength
Time to Enact
Standard Action
Duration
Current Round
Psionic Strength Costs
15 Points
Tier 2:1 HISTORY
By using this talent the psionic character can see the entire history of an inanimate object. This willgive a +10 skill check bonus to any skill related to using or operating this object.
Prerequisite Talents
Clairvoyance, Cognition, Psionic Strength
Time to Enact
Standard Action
Duration
Instant
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Psionics - Telekinesis
Psionic Strength Costs
20 Points
Tier 2:2 PRE-EMPT
This gives the psionic character the ability to jump into the future, see what is about to happen andthen pre-empt any single action that he or she wishes. This allows the psionic to choose their
position in the initiative order with the stipulation that they cant go first in the round. They then get
to add a +15 to the respective skill check.
Prerequisite Talents
Clairvoyance, Cognition, Psionic Strength
Time to Enact
Easy Action
Duration
Instant
Psionic Strength Costs
25 Points
Tier 3:3 DECIDE FATE
This horrific talent allows the psion to re-visit any past action on the target. For example, if a
characters worst injury was to be clinically dead after drowning in a toxic chemical tank then this
would happen again. The psion literally rips time throws the target to that point in time and then
after the action is complete brings them back. Nasty.
Prerequisite Talents
Clairvoyance, Cognition, Psionic Strength
Time to Enact
Standard Action
Duration
Current Round
Psionic Strength Costs
75 Points
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Dark Evolution - Psionics
TelekinesisTelekinesis is the talent which allows objects to be manipulated without physically touching them.
Any manipulation is treated as if the person was physically handling the item but physical danger,
pain, or other stimuli are not present.
Telekinesis includes a limited amount of sensory awareness, sufficient to allow actual intelligent
manipulation.
Tier 1:1 TELEKINESIS
This basic form of the talent allows the character to move objects at range. The number of points
spent determines the Strength of the Telekinesis as determined by the following table:
TELEKINETIC STRENGTH COST
Strength Power Point Cost Equivalent to lift
Up to 10g 1 Throw a switch
Up to 50g 2 Use a pen or stylus
Up to 1kg 4 Open a door
Up to 5kg 6 Use a small Firearm
Up to 10kg 8 A flat screen TV
Up to 50kg 10 A small safe
Up to 100kg 13 A Person
Up to 500kg 15 A Motorbike
Up to 1000kg 20 A small vehicle
Up to 5000kg 26 A Large Vehicle
Up to 10000kg 35 Light Aircraft
Up to 50000kg 50 Armoured Assault Vehicle
+ 10000kg +20 Varies
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Psionics - Telekinesis
Prerequisite Talents
Telekinesis, Psionic Strength
Time to Enact
Standard Action
Duration
Current Round
Psionic Strength Costs
Strength + Range.
Tier 1:2 FLIGHT
By applying telekinesis to his own body the character can fly, or at least levitate over short distances.
The character can fly at a speed of six metres per round.
Prerequisite Talents
Telekinesis, Psionic Strength
Time to Enact
Standard Action
Duration
10 Rounds
Psionic Strength Costs
5 points
Tier 1:3 TELEKINETIC PUNCH
Telekinesis can be used as a direct attack, smashing the foe with a blast of telekinetic force. The
damage inflicted is 2d6 to total life helix.
Prerequisite Talents
Telekinesis, Psionic Strength
Time to Enact
Standard Action
Duration
Instant
Psionic Strength Costs
1 point + Range
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Tier 2:1 MICROKINESISThis more challenging form of telekinesis allows for fine manipulation of very small or even
microscopic objects. A telekinetic can use this power to pick locks, perform microsurgery, sabotage a
computer system and so forth. The range is always Personal.
Prerequisite Talents
Telekinesis, Psionic Strength
Time to Enact
Easy Action
Duration
Current Round
Psionic Strength Costs
3 points
Tier 2:2 PYROKINESISBy exciting the substance of an object the character can raise its temperature, possibly even causing
it to burst into flames. The damage dealt is shown on the effect table below:
PYROKINESIS EFFECT COST
Effect Power Point Cost Damage/round Melts
Warm up to 40C 1 1 Rubidium (Rb) 37
Heat up to 100C 2 1d6 Sodium (Na) 11
Heat up to 150C 4 1d6+1 Iodine (I) 53
Heat up to 300C 6 2d6 Tin (Sn) 50
Heat up to 600C 8 3d6 Zinc (Zn) 30
Heat up to 1200C 10 4d6 Copper (Cu) 29
Heat up to 2400C 13 6d6 Iron, Steel (Fe) 26
Heat up to 5000C 15 12d6 Carbon Steel (FeC)
Heat Up to 10000C 20 24d6 Tungsten Carbide
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Dark Evolution - Psionics
Psionic HealingThis talent tree allows the psionic character to heal the physical body and in extreme cases bring
that body back to life without the use of medical equipment or knowledge.
Tier 1:1 DIAGNOSE
This effect allows the diagnosis of a casualty. It is a pre-requisite for all further psionic healing
talents.
Prerequisite Talents
Awareness, Psionic Healing, Psionic Strength
Time to Enact
Free Action
Duration
Instant
Psionic Strength Costs
1 Point + Range
Tier 1:2 TREAT WOUNDS
As the title suggests after a successful diagnosis the psionic can heal physical damage to either the
total life helix or a specific location. The amount of damage healed is dependent on the psi points
spent and the range from the target.
Prerequisite Talents
Awareness, Psionic Healing, Diagnose, Psionic Strength
Time to Enact
Standard Action
Duration
Instant
Psionic Strength Costs
1 Point per point of healing + Range
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Psionics - Psionic Healing
Tier 1:3 TREAT TOXINS
This talent allows the treatment of poisons, toxins and radiation. This talent will remove the
condition and any ongoing effects but will not heal damage already taken.
Prerequisite Talents
Awareness, Psionic Healing, Diagnose, Psionic Strength
Time to Enact
Standard Action
Duration
Instant
Psionic Strength Costs
3 Points per level of toxin + Range
Tier 2:1 TREAT DISEASES
This talent allows the treatment of diseases and conditions. This talent will remove the condition
and any ongoing effects but will not heal damage already taken.
Prerequisite Talents
Awareness, Psionic Healing, Diagnose, Psionic Strength
Time to Enact
Standard Action
Duration
Instant
Psionic Strength Costs
5 Points per level of disease + Range
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Tier 2:2 REGENERATION
This talent is exactly the same as the Awareness talent except it can be used on others and at range.
Tier 3:1 REVIVE
This is a most special power as it can literally revive the dead. When enacted this power re-ignites
the synapses and re-starts the heart. The body must be healed to a state where it will be capable ofsupporting life. This power will fail if the body has been lifeless for more than 3 rounds. This power
carries a penalty of 6 degeneration points to both the psionic character and the revived.
Prerequisite Talents
Awareness, Psionic Healing, Diagnose, Psionic Strength
Time to Enact
Standard Action
Duration
Permanent
Psionic Strength Costs
90 Points + Range
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Psionics - Body Weaponry
Body WeaponryIn certain parts of the known worlds races of psionic warriors exist. Body Weaponry is the psionic
art of transforming the psionics body into a walking arsenal. This talent may not be used on others.
Tier 1:1 Enhanced LimbsThis talent allows you to augment either your arms or legs. Your arms grow knobbed plates and can
be used as blunt melee weapons in combat. Your legs muscle up and allow a +10 modifier to your
base movement.
Prerequisite Talents
Awareness, Body Weaponry, Psionic Strength
Time to Enact
Easy Action
Duration
Current Round
Psionic Strength Costs
1 Point + 1 Point per round
Tier 1:2 PSYCHIC BLADE
This talent call forth a glowing psychic blade into the psionics hand. It is considered a +10 weapon
for the purposes of combat resolution and can cut any substance. A psychic blade can be used in
exactly the same way as a standard blade with the exception that it can also be used to parry
firearms and energy weapons.
Prerequisite Talents
Awareness, Body Weaponry, Psionic Strength
Time to Enact
Easy Action
Duration
Current Round
Psionic Strength Costs
6 Points + 1 Point per round
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Dark Evolution - Psionics
Tier 1:3 PSYCHIC SHOT
Using Psychic shot the psionic calls forth a bolt of psionic energy roughly the same size as a small
ballistic or energy firearms projectile. This shot ignores normal armour of all types but is still
deflected by Natural Protection. It does 1d6+2 damage per shot.
Prerequisite Talents
Awareness, Body Weaponry, Psionic Strength
Time to Enact
Standard Action
Duration
Current Round
Psionic Strength Costs
8 Points per shot
Tier 2:1 SPIKES
With this talent the psionics entire body becomes covered in 2 long densely packed spikes. These