Psi Negation

Requires Psi Negator Gift

Psi Negation (will+skill) + anti-psi bonuses Range: 1 Points: Self 2 Point: Five foot radius (enough to cover immediate surrounding people) 3 Points: Ten foot radius 4 Points: A large room/tavern 5 Points: A large building/ship 6 Points: City block/single arcology unit 8 Points: A city 10 Points: Continent 12 Points: Planetary range 15 Points: A single star system

Suppression level 2 Points: -1 4 Points: -2 6 Points: -3 8 Points: -4 10 Points: Total suppression

A psi may overpower this effect with a succeeding roll with a modifier of (-1) * magnitude of psi negation success + suppression level (if total suppression is in effect, use -4). This means a suppression level of -2 where the psi negator succeeded by three means Psi is rolled at -5 (-1 * 3 -2). Fair is a success. Where a level of suppression that barely succeeded (thus a magnitude of 0) and total suppression would be Psi rolled at -4 (-1 * 0 -4).

Any dice rolls for psionic effects within the field are assumed to be reduced by the level of suppression. So a city-wide pyrokinetic effect that succeeded by two is countered by a five foot radius psi negation at a suppression level of -3 means that in the five foot radius, it is like the psionic activity had no effect at all.

All effects use the one with the ability as the 'center' of effect.

In the case of a tie between psionics and negation, negation wins.

The 'Self' range includes protection against telekinesis, as well. Telekinesis items will conveniently miss or otherwise drop to the ground.

The effect lasts for a scene, overpowering the ability via Psi can only be done once per scene. If a psi overpowers the effect, the effect is only overpowered by that psi, other psionists must overpower the negation on their own merits.