Psychics are extremely rare in the general population. Averages vary with worlds, but most range from one in ten thousand to one in a hundred thousand who have the Metadimensional Extroversion Syndrome (MES) condition that make them amenable to psychic training. Some of these go their entire lives without realizing their capabilities. Others end up exploiting their native abilities without training, almost inevitably ending up seriously brain-damaged or crazed by the effects of unmediated metadimensional energy.
Your hero has been fortunate enough to find a psychic academy or other training institution capable of molding and directing these abilities. They may have come to this later in life, or been recruited young by a society that carefully watches for MES symptoms.
Some societies deal with their psychics more generously than others. On some worlds, psychic powers are accepted and their possessors can look forward to lucrative and respected employment. On others, fear of these uncanny powers and memories of the horrors of the Scream lead to less welcoming treatment.
Class Abilities
Every Psychic PC has certain special abilities.
• Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques.
• When you pick this class, choose any two psychic skills as bonus skills (Skills). You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.
• You have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.
Hit Points and Attack Bonus
To get your starting maximum hit points, roll 1d6 and add your Constitution modifier, to a minimum of 1 hit point. Your attack bonus is equal to half your character level, rounded down, so it’s +0 at first level.