h or d | The effort of implementing exhausts the character, and they suffer 2 strain or 1 wound (player's choice).
This character and all allied psionicists in the encounter add b to any attempts to implement powers until the end of the controlling player's next turn. |
hh or d | The power doesn’t take effect until the start of the next round, or after a minute in narrative gameplay.
Until the end of the encounter, enemy psionicists add b when implementing a power that targets this character. |
hhh or d | The power is slightly more powerful than expected. One character of the GM's choice is targeted or otherwise affected by the power as well.
All other psionicists and creatures attuned to psychic energies within a day's travel become aware of the character (and depending on their disposition, may be very interested in finding them and doing them harm). |
d | The character overexerts themself or loses their psychic connection and is unable to implement powers for the rest of the encounter or scene.
The GM picks the target of the character's power. If the caster is an NPC, the controlling player picks the target of the power instead. |
dd | The character completely lose control of their psychic energies, suffering one Critical Injury (at the GM's discretion, this may instead take the form of some of terrible or hilarious misfortune, such as being struck by lightning on a clear day, swapping bodies with someone else in the encounter for the remainder of the day, etc.). |