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