Manipulator
The manipulator is an expert at the manipulation of physical objects-bending bars with the mind, softening metal, and shattering stone. He commonly uses his skills to steal money or other valuables, in the same way as a thief but often more effectively. If caught, however, he might face a double penalty - not just theft, but the use of forbidden powers.
Role
The manipulator may become a thief, using his powers to attempt things that normal thieves could never manage, or he might join a circus. Manipulators also make excellent adventurers, for their varied powers can be useful for either scouting or combat. Manipulators are generally considered outcasts among their fellow Psions for their commitment to use their god-given gifts for such common, selfish activities.
Distinctive Appearance
None
Special Benefits
A manipulator may learn rogue non-weapon proficiencies as if he were a thief (i.e., at normal cost).
At 4th level, he gains a 25% ability to Open Locks by psionic force. This chance goes up to 29% when the psionicist has attained level six, 33% at level eight, and so on, gaining 4% per two levels. This reflects the psionicist’s natural expertise for moving things by mental force. An attempt to open a lock drains 2 PSPs; and the same skill can be used to tug at purse strings, etc. (The DM must adjudicate such attempts on a case-by-case basis).
Due to his great experience and aptitude with manipulative telekinesis, a manipulator receives a +2 bonus on both Molecular Manipulation and Soften.
Special Hindrances
Because their particular brand of psionics is so kinetic-oriented, manipulators find it difficult to master the telepathic and clairsentience areas of psionics, which use a different part of the mind. They receive a -1 penalty on all powers in both of these disciplines.
Class
Attribute Requirements
Constitution of 13
Barred Beliefs
None
Race Requirement
Human
Bonus Weapon Proficiencies
None
Required Weapon Proficiencies
None
Recommended Weapon Proficiencies
Any weapons available to psionicists. Easily concealable weapons are doubly useful if the manipulator intends to become a thief.
Barred Weapon Proficiencies
None
Bonus Non-Weapon Proficiencies
None
Recommended Non-Weapon Proficiencies
Appraising, Camouflage, Disguise, Fast Talking, Harness Subconscious, Looting, Meditative Focus, Sleight of Hand, Tightrope Walking, Tumbling
Equipment
Manipulators often carry with them rudimentary sets of thieves’ tools, more for show than practical use-in some people’s minds, being a thief is less of a crime than being a Psion in places like Appollonia.
Wealth Options
Normal
Homeland Terrain
None
Economic System
None
Required Discipline(s)
Psychokinetics
Required Devotion(s)
Molecular Manipulation, Soften
Recommended Discipline(s)
Psychometablism, Psychoportive
Recommended Devotion(s)
Ballistic Attack, Body Equilibrium, Catfall, Chameleon Power, Detonate, Dimensional Door, Disintegrate, Ectoplasmic Form, Heightened Senses, Immovability, Levitation, Metamorphosis, Molecular Manipulation, Project Force, Reduction, Shadow Form, Telekinesis, Teleport
Recommended Science(s)
None
Barred Discipline(s)
None