textfiles/occult/the-will.txt

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The Will & the Word
The Will & the Word is an ancient form of Psionics. It is treated as magic
in it's highest form. Few are capable of using it & those who have it have
to obey certain rules of the universe. These rules guide the adept through
the rigors of it's use. To dedicate oneself to the Will & the Word is a
very taxing & tiring life. The wielder of this can, by will alone cause
effects in the world around them. Depending of the strength of the wielder's
will, anything is possible. It is also possible for the wielder to over
reach himself & depleat his very lifeforce. This, of course, is almost
always fatal.
The rule of the Will & the Word is simple but brutally enforced by the
universe itself. It is as so follows:
One may never Will something to be "Unmade". To do so will result in the
utter destruction of oneself. The universe exists to create not destroy.
"She" will not permit anything, even the smallest pebble to "unmade".
Users of the Will & the Word have certain inate abilities they gain after
choosing the way of the Will & the Word. These abilities are as follows:
1. Telepathy. Limited to other users of the way & families. Range
is not known (one example was contact well over 3000 miles!).
(DM note: limit is 100 miles per level of experience.)
2. Shape change. Limited to normal animals (no monster types).
Usually a wielder chooses only one form to use through out
his life. (DM note: 1 shape per 10 levels of experience.)
3. Mind Scan. This ability must be consciously activated &
directed. This ability can tell if a person is a wielder
of the Will & the Word, if he/she is a mage (& what type,
if a wild mage, specialist, or elementalist), what the general
alignment of the person is (i. e. Good, Neutral, or Evil).
This power can be detected when it is used. If the target of
the Mind scan is a mage or cleric he has a 1©2 on a d8 to
detect the attempt. If the target is a wielder of the Will &
the Word he has a 1©3 on a d8. If the target is also scanning
then the detection is automatic. If the detection attempt is
found then then scan can be tracked back to the user (if the
target is a wielder.). The chance to Mind scan someone is 25%
+ 8% per level with the maximum scan percent being 99% (there
is always a 1% chance of failure.). Tracking a scan attempt is
equal to the target's chance to scan minus the scanner's level
times 5. There is no maximum range for this power (although
it is vauge & untrustworthy past 100 miles per intelligence
point of the caster.).
4. Mental Shield. This ability can block a Mind scan, Detect
Alignment, Detect Evil/Good, ESP, Telepathy, some psionic
attack modes (B, C, & D) & may reduce damage done by others
(A & E) by half. This is a power that must be concsiously
activated & mantained (concetrated on. No spell casting,
psionic actions, or use of other Will & the Word powers with
one exception: shape change. If shape changed at the time of
the scan (or other) attempt then the form remains solid. The
power PHYSICALLY changes the user into the animal form except
for his mind.). The chance of this working is 20% + 10% per
level of the user.
5. Shadow Sending. This is the power to "send" the user's shadow
to a far distant place. His shadow becomes a illusionary
double of the user that he may speak & hear through.To send
his shadow the user must first locate the intended target (who
will see & hear the shadow as if totally real, except it is
intangiable.). using Mind scan or by tracking the target's
scanning attempt (this may not be necessary if the target is
known to be located at a specific spot (i. .e a king in his
Throne room, a prisoner in a specific cell, etc...) or is
a family member.). The sender must concentrate to do this &
can only maintain the Sending as long as he does so. There
is no maximium range for this ability (although the shadow
sent looses some realism if sent over 100 miles per level of
the sender in distance.). The wielder may be able to use his
powers while in his shadow. There is a 20% chance that the
user will be able to do so. (DM note: This is rolled & noted
at the creation of the character.).
6. Detect lie. This ability allows a wielder to detect if someone
he is speaking with is lying or not. It must be consciously
used (DM note: the player must inform the DM thaat he is
attempting to do this.). The chance is 10% + 5% per level to
a maximum of of 80%. There are modifiers due to intelligence
as seen on table 3.
7. Joining. This is the most powerful ability that wielders of
the Will & the Word have. If two or more wielders wish the can
link the minds & wills together to increase their power. This
allows them to achieve much more powerful Mind scans, Mental
shields, or Detect lies. This also allows the joined wielders
to combine their mental power (PSP points) for use of etiher
of the two's mental powers (i. e. if while joined the wielders
wish to attack a target the do so at their levels added
together! Say if one was 5th lv. & one 8th lv. then joined
they would attack as a 13th lv. person!). Only one wielder may
act per round however no matter how many attacks they had
seperatly. Also this is a strenuous thing & is very tiring
on the users. (DM note: the longest the two may be joined
is the lower constitution score of the two in rounds. Also
the wielders can not do anything other then rest or walk
slowly for the number of rounds joined in d4 rolls (i.e. if
joined 3 rounds then roll 3d4 to see how long the two are
disabled.). Both wielders must be willing to perform the
joining to achieve it.
8. Aura Manipulation. This ability allows the wielder to alter
his aura. This alteration may take on one of these forms :
(there are modifiers to the saves for the below listed on
table 4. The duration of the effects are on table 5.)
Fear: anyone within 20'r of the user must save vs Fear or
cower from the user. Even if the save is succesful the
person still feels on edge & a bit aprehensive about the
user.
Leadership/Authority: anyone within 20'r of the user must
save vs spells or obey the users commands. If the save
is made then the target will either ignore or refuse the
user's commands.
Friendship: anyone within 10'r of the user must save vs
spells or immediatly become friends with the user. This
friendliness expresses itself as good natured greetings,
freindly chatter, freindly help, etc. This also increases
the user's Charisma by 5 points while in affect.
Love: When used on a female within 25'r of the user must
save vs spells or become attracted to the user. They will
do anything the user requests as long as that request isn't
suicidal or obviously dangerous.
Trust: When used, the target person(s) must save vs Breath
Weapon or immediatly trust whatever the user tells him.
Inconspicuous: anyone looking at the user must save vs spells
or simply ignore him as a common, everyday person or
someone not worthy of notice.
Domination: when using this, the user seems to have a strong
personality & his presence is felt by all within 40'r. If the
user wishes, he may attempt to intimidate a person(s) within
this radius. If this is attempted the target must save vs
Breath Weapon or become submissive & slightly obediant.
The most powerful effect of becoming a wielder of the Will & the Word is
that it alters the physical makeup of the body so as to confer a form of
Immortality to the user. The wielder will still age but will appear only
as old as he wishes but once the age is reached the person may not look
younger then that (most women who are wielders tend to stop aging in
appearence about 25 or so, men vary according to personality & prefernce).
Also, as the person ages his intelligence increases slightly & the effects
of age do little to his physical or mental abiliies (ignore aging
adjustments to Ability scores after the Mature stage).
Only humanoids may become wielders of the Will & the Word. The word
"Humanoid" meaning Humans, Elves, Dwarves, Halflings, Gnomes, any
goblinoid race, giants, or other bipedal, sentient race. Wielder's can
not be of a Chaotic alignment. There is no level limitation for any race
who wishes to imbark on this road of life.
(DM Info: Wisdom of 14 or higher, Consitiution of 15 or higher, dexterity
of 14 or higher. High intelligence is also good. If Wisdom, Constitution,
& Dexerity are higher then 16 then the character may be dual class if the
prime ability(ies) is met.)
Table 1: Advancement
X.P. Expienece d8 dice for THAC0
Level accumilated
Hit Points
=================================================================
0 1 2 20
2,500 2 3 19
5,000 3 4 18
10,000 4 5 17
20,000 5 6 16
35,000 6 7 15
59,000 7 8 14
90,000 8 9 13
130,000 9 10 12
300,000 10 10 11
500,000 11 10 + 8 10
700,000 12 10 + 12 9
900,000 13 10 + 16 8
1,100,000 14 10 + 20 7
1,300,000 15 10 + 24 6
1,500,000 16 10 + 28 5
1,700,000 17 10 + 32 4
1,900,000 18 10 + 36 3
210,000 per experience level beyond 18th.
Wielders gain 4 hp per level after 10th.
Table 2: Psionic Power Progression
X.P. Total Total Total
Level Dicipl. Sciences Devotions
===============================================
1 2 2 5
2 2 2 7
3 2 3 9
4 2 3 11
5 3 4 13
6 3 4 15
7 3 5 17
8 3 5 19
9 4 6 21
10 4 6 23
11 4 7 25
12 4 7 27
13 5 8 29
14 5 8 31
15 5 9 33
16 5 9 35
17 6 10 37
18 6 10 39
19 6 11 41
20 6 11 43
Add 2 Sciences every 2 levels afer 20th.
Add 2 Devotions every level after 20th.
Table 3: Intelligence Modifiers for Detect Lie
Int. Modifier
=======================
2-5 +20%
6-7 +10%
8-12 none
13-15 -5%
16-17 -10%
18-20 -20%
21+ -35%
Table 4.0: Aura Save Modifiers (Fear)
Int of Target Reaction
Target is Friendly is Neutral or Hostile
========================================================
2-5 -4 -9
6-7 -3 -7
8-12 -1 -4
13-15 +2 0
16-17 +5 +3
Table 4.1: Aura Save Modifiers (Leadership/Authority,
Friendship, & Domination)
Wis of Target Reaction
Target Is Friendly is Neutral is Hostile
========================================================
2-7 -6 -3 -1
8-12 -4 -2 0
13-16 +1 0 +4
17-20 +3 +1 +6
21+ +6 +4 +8
Table 4.2: Aura Save Modifiers (Love & Trust)
Total of Target Reaction
Target's Is Friendly Is Neutral Is Hostile
Int & Wis
Scores
==============================================================
4-14 -8 -5 -3
15-24 -4 -3 0
25-32 -2 -1 +3
33-40 0 0 +5
41+ +2 +1 +7
Table 4.3: Aura Save Modifiers (Inconspicuous)
Total of Target's
Int & Wis Scores Modifier
==================================
4-20 -4
21-30 -2
31-40 0
41+ +3
Table 5: Duration of Aura Effects (Fear)
Base Duration : 1 hour (6 Turns)
Int of
Target Modifier in rounds (remember 6 rds in a turn)
===============================
2-5 +12
6-7 +6
8-12 0
13-15 -1
16-17 -6
18-20 -8
21+ -12
Table 5.1: Duration of Aura Effects (Leadership/Authority,
Friendship, & Domination.)
Base Duration : 6 hours (36 rounds)
Wis of
Target Modifiers in rounds
=================================
2-7 +6
8-12 +3
13-16 0
17-20 -12
21+ -24
Table 5.2: Duration of Aura Effects (Love & Trust)
Base Duration : Dependent of Int & Wis
Combined
Wis & Int Duration between saving throw attempts
===========================================================
4-14 1 year
15-24 5 months
24-32 3 weeks
33-40 1 week
41+ 1 day (144 turns)
Table 5.3: Duration of Aura Effects (Inconspicuous)
User's Duration of effect without need
Int & Wis for concentration &/or reestablishment
=======================================================
16-21 3 rounds
22-36 1 turn
37-40 3 turns
41+ 1 hour (6 turns)
DM Information
The Immortality that is granted to this character class shouldn't interfere
with play at all. Remember it isn't real immortality. They can still die by
blade, poison, falling, magical assault, psionic assault, etc... The
character simply doesn't age anymore. This shouldn't hamper game play
anymore then a long lived elf or dwarf character. If the player gets cocky
over being immortal, take him down a peg or two by a brush with death. A
couple close calls should put him back in place.
Use the following to determine the PSP (Psionic Strength Points) of the
character.
PSPs (Psionic Strength Points) [Modified From The Complete Psionics Handbook,
PHBR5, pg. 13)
Psionic energy comes from within the character. The energy is measured in
PSPs. When a character uses a Psionic power he exspends PSPs. The exact cost
depends on which power is used and how long he uses it.
The total number of PSP that a character has depends of four factors: his
Wisdom, Intelligence, Constitution & experience level. Wisdom, Intelligence,
& Constitution determine the inherent potential. (Wisdom is the primary
factor.) Experience determines how well a character has developed that
potential.
Follow these steps to calculate a character's total PSPs:
1.) Find the character's Wisdom score on table 6 & get the PSP
base score from it.
2.) Add the appropriate ability odifiers for the character's
Intellegence & Constitution to his base score. This final
adjusted number is the character's inherent potential.
Table 6: Inherent Potential
Ability Base Ability
Score Score Modifier
========================================
14 20 0
15 24 0
16 26 +1
17 28 +2
18 30 +3
19 32 +4
20 34 +5
Gaining PSPs:
Everytime a character advances a level, he expands his total pool of PSPs.
To determine how many PSPs he gains, find the Ability modifer that
coresponds to his Wisdom score. Add that number to 18. THe result is the
total PSPs gain.
Recovering PSPs:Ä
A character who has expended PSPs can recover those points by "Taking it
easy"- which means engaging in no hard physical activity & refraining from
using psionic powers (i.e. refraining from expending any more PSPs). After
each TurnÄin which a character expends no PSPs check table 7 to see how many
PSPs he recovers. A character may never recover more PSPs than he lost.
A character's rate of recovery depends on how much physical exertion he
experienced during the turn in question. Wielders recover the most points
when they sleep of meditate for the entire turn of rest. Light activity,
such as walking or riding, diminishes the speed of recovery. Rate each turn
by the most strenuous physical activity undertaken, even if only for a few
minutes.
Table 7: PSP Recovery
Physical Activity PSPs Recovered
==================================================
Hard Exertion^ none
Walking, Riding 1 per 2 turns
Sitting, Resting,
Reading 1 per turn
Sleeping,
Rejuvenating^^ 2 per turn
^="Hard Exertion" includes fighting, running, digging ditches, walking while
carrying a heavy load, climbing a rope, scaling a mountain, exploring a
dungeon, & anything else the DM might want to include.
^^= This refers to the use of the Psionisist's Rejuvenation proficiency
(included at the end of the text file.).
Restrictions: (Only armor rules apply if Dual fighter, cleric, or thief.
Of course each of those classes restrictions still apply.)
Weapons usable:
Blowgun
Bola
Dagger/Knife/Dart
Hand/Light Crossbow
Hand/Throwing Axe
Short/Composite Short Bow
Shortsword
Spear/Polearm
Throwing Blades
War Hammer/Club
Armor usable:
Hide
Leather
Padded
Studded Leather
Table 8: Proficiency Slots
Weapon/Nonweapon
Proficiencies #Levels
======================================
3/4 1/1 per 4 levels
---->(here is the info for the Rejuvenation proficiency)<----
Rejuvenation (Wis -1)
This proficiency allows a character to recover his PSPs while he meditates,
as quickly as if he were sleeping. The character achieves a state of deep
concentration, in which he focuses & regains his energies. He is still aware
of his surrounding, so does not suffer any penalties to his sruprise or
initiative rolls. (He can not expend PSPs while Rejuvenating though.)
End Notes:
I personally suggest perchasing the Complete Psionics Handbook for AD&D if
you do not already own it. It will increase your campaign greatly. If you
are running a 1st Edition game, this character class will still work. Simply
convert the CPH to 1st edition rules & go from there.