This includes all updated rules and traits unique to Psi-Wars.

New Rules and expansions

Repriced Traits

The ready availability of ultra-technology depreciates the value of many traits. The following traits have been repriced for Psi-Wars


  • ST is [5/level]
  • Striking ST is [1/level]
  • Lifting ST is [2/level]
  • HP is [2/level]
  • Arm ST is halved in price; every level buys +2 ST.
  • Telekinesis is halved in price; every level buys +2 ST.

For the purposes of minimum ST for weapons, Lifting Strength is the pertinent value, not Striking Strength.


Afflictions that harm targets are worth 5 for the first level, and 1/level thereafter. Afflictions that benefit targets (applying advantages or negating disadvantages) remain at the same price. This is to balance offensive afflictions with Innate Attack, below.

Damage Resistance

DR is [1/level]

Innate Attack

Divide the final price of all Innate attacks by 3.

Natural Weapons and Aliens

Given that Psi-Wars reprices its innate attacks and ST, this creates a problem with claws and horns. Thus, aliens and cybernetics that grant claws or sharp teeth or something similar now use the Natural Weapons rules from Pyramid #3/65 or strikers, in the case of tails and such, and then divide the result by 3. If your natural weapon has an armor divisor, that applies to all attacks with that natural weapon (no need to upgrade all of your unarmed damage). If an alien has several mostly cosmetic features that results in a fractional point cost, feel free to bundle them all into a single, low-cost trait.

Psi-Wars also ignores the "Enhanced ST-based attacks" rules of Power-Ups 4 page 20, as Striking ST has been heavily discounted, and the net result of the reduced price is that the armor divisor cost is negligible, seldom rising above 0.25 points per level of Striking ST, and thus can be safely dispensed with in favor of allowing players to cheaply apply armor divisors to their attacks.

New Variations (Kept as fractional values in case you want to combine several into a metatrait):

  • Fangs: Natural Weapons (Impaling; Cannot Parry -40%; Singular (Mouth) -20%; Reduced Damage -1 -30%) [0.53];
  • Hooves: Natural Weapons (Crushing; Cannot Parry -40%; Increased damage +1 per die, +60%) [2]
  • Horns: Natural Weapons (Crushing; Cannot Parry -40%; Increased damage +1, +30%; Singular -20%) [1.17]
  • Sharp Claws: Natural Weapons (Cutting; Cannot Parry -40%) [1.4]
  • Talons: Natural Weapons (Impaling; Cannot Parry -40%; Extra Damage Type, Cutting +20%) [2.13]
  • Long Talons: Natural Weapons (Impaling; Cannot Parry -40%; Extra Damage Type, Cutting +20%; Increased damage +1 per die, +60%) [3.73]
  • Sharp Teeth: Natural Weapons (Cutting; Cannot Parry -40%; Singular (Mouth) -20%; Reduced Damage -1 -30%) [0.47]; if the character has sharp natural weapons, allow sharp teeth as a feature.

Abstract Wealth

Psi-Wars uses an abstract wealth system. Use the following values for Wealth levels:

  • Dead broke [-25]: The character has no money to speak of, but can scrounge up some resources with a bit of work. Wealth Score 6; Wealth Threshold: $15.
  • Poor [-15]: Wealth Score 8; Wealth Threshold: $150.
  • Struggling [-10]: Wealth Score 9; Wealth Threshold: $350.
  • Average [0]: Wealth Score 10; Wealth Threshold: $700.
  • Comfortable [10]: Wealth Score 11; Wealth Threshold: $1500.
  • Wealthy [20]: Wealth Score 12; Wealth Threshold: $3500.
  • Very Wealthy [30]: Wealth Score 13; Wealth Threshold: $15,000.
  • Filthy Rich [50]: Wealth Score 14; Wealth Threshold: $35,000.

Every increased level after Filthy Rich grants +1 wealth score and multiplies the wealth threshold by 10×.


The Psi-Wars galaxy concerns itself greatly with social standing. Princes and emperors stand atop society, while slaves and outcasts occupy its bottom rungs. As a general rule, Status provides the standard reaction modifiers, and can also be used as a limited form of Pulling Rank; the entire Galaxy recognizes the status of others races or societies, unless specially noted. Status comes in two forms: Imputed and Ascribed. Imputed status represents bonus Status acquired (for free) from Wealth (B26) and Rank (B29); this represents the fact that society will tend to view you favorably if you have real power. Ascribed status represents status that comes primarily from class, tradition and aristocratic title. To acquire Ascribed status, you must first have the Title perk, and then you may purchase up to 4 additional levels of Status depending on the title chosen.

"Don't you know who I am?" Status as Pulling Rank

You can treat Status as a limited form of Rank that applies to all society. Simply replace "Rank" with "Status" in the Pulling Rank chart, and roll against the listed value. Status can only do so much in this case, and mostly represents utilizing one's social position to leverage social benefits. At the GM's discretion, characters with certain forms of positive Reputation may use these rules ("I could never pass up a chance to meet the Hero of Shinograd"). This can include:

  • Compliments of Status: High level status can assist in certain specific rolls, especially social rolls (intimidation, diplomacy, etc) similar to "Compliments of the Boss" (See Pulling Rank p. 14). This applies a +2 on a critical success, a +1 on a success, a -1 on a failure, and a -2 on a critical failure.
  • Introductions: Your high status translates to a willingness for other people to meet with you. See Pulling Rank p. 18
  • Invitations: The most prestigious events would naturally invite the most prestigious of people; use this to "jump the queue" or get an invite to highly exclusive events. See Pulling Rank p. 18
  • On the House: Many high-status individuals have organizations whose purpose is to support the high-status individuals, such as a noble house, a corporation (which supports the owner and his family), or the Empire itself (which supports the Emperor's family). Characters who have the benefit of such an organization may substitute their status in place of rank, even if they have no rank within that organization, to Pull Rank with that organization. Such requests are always technically inappropriate and suffer a -1 to -10 to the AR roll; successful AR requests this way also double the penalty for cumulative requests.

Technique Proliferation

In Psi-Wars, technique cost is halved.

  • Average techniques provide +2 to the technique, up to its maximum, per point.
  • Hard techniques provide +1 on the first point, and +2 per point thereafter, up to its maximum.


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