Cerebral
The Psionic System is described here.
Cerebrals are powerful, often genius level thinkers, with towering intellect matched by a sublime ability to enforce their will upon the world around them. Operating on deduction and observation more than learned facts, the Cerebral figures out Psionics as they go; leaping from one intuitive assumption to the next.
Cerebrals are fun to play because they get the job done. An excellent counterpoint to the Monk, a Cerebral just needs the path pointed out to them and then they will figure it out on their own from there.
Cost Ability
30 Psionic MPP (30 Pool; May use Personal END or END Reserve (+1/4); All slots must take RSR: Discipline Skill (-1/4))
4 Psionic Strength END Reserve: 30 END / 1 REC
15 Broadly Capable: PowS: Clairsentience (INT), PowS: Psychokinesis (EGO), PowS: Psychoportation (INT), PowS: Telepathy (EGO), PowS: Psychometabolism (CON)
5 Bright: +5 INT
1 Literate: Literacy w/ Native Language
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
10 More Powerful: Higher Psionic MPP: +10 Reserve
5 Bright: +5 INT
10 Brilliant: +10 INT
5 Smart: +1 with All INT Based Rolls
10 Steady: +5 EGO
20 Resolute: +10 EGO
5 Stubborn: +1 with All EGO Based Rolls
10 Fit: +5 CON
20 Tireless: +10 CON
5 Gritty: +1 with All CON Based Rolls
2 WF: Psion Group (Dagger, Short Sword, Throwing Blades)
-15 Psychological Limitation: Overly Introspective (Common, Strong)
-5 Social Limitation: Disreputable Master (Master is generally scorned, disrespected, or has a questionable past -- this colors peoples perception of character) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Psions (More Powerful, Group, Professional, Unaware, Outdo)