6797 lines
314 KiB
Plaintext
6797 lines
314 KiB
Plaintext
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The Complete Net Psionics Handbook
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(c) Copyright 1993
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Compiled and edited by
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Charon The Boatman
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(doppy@io.org)
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Original compilers
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Steven Hewhook
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(stevenn@nadine.cs.mun.ca)
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Mark Becker
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(mbecke69@ursa.calvin.edu)
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Table of Contents
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-----------------
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Introduction
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Credits
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Copyright Notice
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New Classes
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Ascetic Characters
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Cerebral Knight (Dark Sun Class)
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New Kits
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Amazon
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Ambassador
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Assassin
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Barbarian
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Beast Master
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Dreamer
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Hermit
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Mystic
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Psi-Knight
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Savage
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New Rules
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Contact Rules Alternative
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Contacts, Combat and Contest Rules Alternative
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Dreamland & Dreaming
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Random PSP Method
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Psionic Awareness
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Power Discovery Rules
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Power Score Alternative
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Wild Talent Alternative Tables
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New Powers
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Clairsentient
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Sciences
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Magic Sight
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Read Portrait
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Radar Sense
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Devotions
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Detect Invisible
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Feel Radiation
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Move Focus
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Population Finder
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See Heat
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See Magic
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Touch Sight
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Weather Forecast
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Psychokinetic
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Sciences
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Compression
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Perpetual Motion
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Remove Air
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Sunburst
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Devotions
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Cold Shield
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Control Fluid
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Density Manipulation
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Enhance Weapon
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Heat Shield
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Inertial Shield
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Kinetic Reverse
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Mirror Image
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Mold Earth
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Molecular Dampening
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Move Electrons
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Psychic Guidance
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Psychokinetic Punch
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Suspend Objects
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Transperancy
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Velocity Control
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Pyychometabolic
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Sciences
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Control Aging
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Enhanced Combat
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Fortitude
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Psi-Sword
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Split
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Suspension
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Devotions
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Bio electricity
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Energy Conversion
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Energy Discharge
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Enhanced Infravision
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Healing
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Immovability Other
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Infravision
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Jolt
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Mimic
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Speed
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Psychoportive
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Sciences
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Dimensional Warp
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Planar Travel
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Devotions
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Conjure
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Dimension Portal
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Haste
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Interchange
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Phase Self
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Quick Action
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Sending
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Teleport Lock
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Temporal Acceleation
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Temporal Deceleration
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Telepathic
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Sciences
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Backlash
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Control Dream (*)
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Control Mode (*)
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Deflect Attack
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Dream Creature (*)
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Dream Crossover (*)
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Dream Link (*)
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DreamScape (*)
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Dreamstalker
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Enter Dream (*)
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Group Defence
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Mind Hold
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Mind Kill
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Obscure Defilement (Dark Sun Power)
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Paralyze
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Plant Control
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Possession
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Waking Dream (*)
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Devotions
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Change Dream Form (*)
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Disconnect Skills
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Dream Items (*)
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Dream Magnet (*)
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Dream Watcher (*)
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Equilibrium Disruption
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Glibness
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Induce Pleasure
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Lend Strong Mind
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Memory Summoning
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Mental Dagger
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Negate Sensory Input
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Psychic Armor
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Metapsionic
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Sciences
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Dreamfield
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Mystic Conduit
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Post Pone
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Psionic Transferance
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PSP Lightning
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Psychic Sacrifice
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Stasis
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Time Flow
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Devotions
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Helmboost
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Psionic Concealment
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Psychic Reach
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Time Flux
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(*) denotes a Dreamer power
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Psionic Affecting Spells
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Wizard Spells
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Zoe's Psionic Enhancement
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Dalen's Mental Resistance
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New Ideas for old Powers
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Psionicist Items
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Psionic Objects Essay
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The Need for Psionic Objects
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The Creation of Psionic Objects
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Using Psionic Objects
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Sample Psionic Objects
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Psionic Objects of Athas
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Broach of Mental Strength
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Collar and Amulet of Psionic Control
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Flea Dip
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Gem of Mental Boosting
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Headband of Mental Stamina
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Manual of Realization
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Multiplier
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Placate
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Ring of Knowledge
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Shadowdeath
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Psionicist Gods
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Neodig Beowulf
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New Monsters
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Dream Fiend
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Elf-bane Spider (Dark Sun Monster)
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Yugoloth
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Charon
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Errors in the Complete Psionics Handbook
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Odds for winning initiative with and without Combat Mind
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Introduction
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------------
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The idea of psionics has evolved tremeandously since it's introduction
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in 1st Edition as a 'sub-class'. In the days of 1st Edition it was about
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as common to have a character with psionics as it was to have a bard in the
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party. Since 2nd Edition, the whole thing has stayed the same, the chance
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of having a character with psionics still is the same chance of having a
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bard in the party. Luckily for all of us, bards have become possible for
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characters at 1st level and the psionicist character class was also born,
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quite a bit later I admit. The psionicist opens up new doors of
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possibility with their ability to penetrate any magic resistance. These
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characters can quickly make enemies of any mage foolish enough to tangle
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with them. Like mages though, they are waek at lower levels.
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One of the biggest problem with psionicists is that there were no rules
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laid down for psionicists or DM's alike to create new powers. The only
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thing that was given was a whole book of powers. Luckily, most of the
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psionicist supporters have enough brains to use the given powers as a
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guideline and make their own. To make things easier, I have also made up
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rules for the psionicists equivelent of 'researching' like a mage
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researches spells. Since a psionicists powers come within themselves and
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not the enviroment and the magic power it provides, a psionicist goes about
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power 'research' in a different manner. More on that later in the netbook.
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This is my first attempt at writing a netbook, but when I first heard
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of the net.psionics.handbook, I decided to get involved and put in the
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dreamer kit I had tried to submit to Dragon Magazine. (Bloody fools said
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it was too long!) But since then, the people compiling the
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net.psionics.handbook have dropped off like proverbial flies. The first
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lost interest, the second (and last) lost net access. I was able to get
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something of the last compiler before he lost net access. He said he would
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get it back in the middle of September, but I couldn't wait that long!
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Call me impatient, or whatever you want, I have always loved the psionicist
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class and use it most often in a campaign if I can. The Complete
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Psionicists Handbook (CPH) is the second AD&D book that I have read cover
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to cover, no breaks. The first being The Manual of the Planes (Good job
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Jeff Grubb! I loved it!) When the CPH first came out, the first thing I
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did was convert 2 monsters from 1st Edition. The first being a unique
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creature, who also happens to be the creature I took as one of my aliases.
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This creature, is of course, Charon, The Boatman of The Lower Planes,
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Master of The River Styx. (What can I say, when it comes to my alias, I
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use the FULL title) I found it so unfair that such a noble and powerful
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psionicist was left out of the CPH. The second monster I converted was his
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minions, formarly called the Charonadaemon, now called the Charonaloth in
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accordance with the renaming of the fiends in The Outer Planes Monstrous
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Compendium.
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After the former compilers of this book dropped out of the picture, I
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began to compile it myself, in hopes of keeping everything I recieve as a
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submission for the book, and also to remove conflicts between powers. One
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conflict arose when I recieved the DreamField power. This was directly
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treading upon the powers of a dreamer psionicist. Instead of axing the
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power, as it was quite well done, I added a note in to describe the
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interaction between a dreamer and the use of this power, thus avoiding any
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conflict (unless the poor psionicist using the power is silly enough to try
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it on a dreamer psionicist, in which case, let the conflict arise, it'll
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make it more fun! :-)
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There is one area that is slightly different in approach. The idea of
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magical items for a psionicist. Generally, these won't be magical, and
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thus will be missed by any treasure hunters. However, some powers of the
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psionicist (Aura Sight and Object Reading for example) can detect the
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psionic power of an item. Some items will be created by the normal means
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specified with the Empower power. Others may be created by more arcane
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means. For example, a gem may contain the mind of a long dead psionicist
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and have his powers and PSP. One of the new items I created from the
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memory of a similar item in another game system is the multiplier. These
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items will increase the PSP pool that a psionicist has to draw from . How
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this is done is discussed in it's description later in the netbook.
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I appreciate all the support that I have gotten in this from everyone
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who has submitted stuff, and just so that everyone knows, NOTHING was
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rejected for this net book. I have hatred for edittors who believe
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themselves superior to writers and axe their work just because they didn't
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like it. Half of the job of editting, in my opionion, is to comprimise and
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arrive at a solution that is mutually acceptable to both the writer and the
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editor.
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You may notice that almost no entry in this netbook has the authors
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name beside it. That is because I find it too cumbersome to put the name
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beside everything. If there is a name beside an entry, that is because I
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never actually recieved permission to use their stuff in the netbook. But
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considering the places I got them from, why would they want to limit it's
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distribution if they posted it on Internet? If you do want to know who did
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something in the netbook, just tell me what the entry is, and I will tell
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you who did it. I have kept that on record (just in case they didn't want
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it in the netbook)
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If you have something that would go good in the netbook, WHY DIDN'T YOU
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SEND IT TO ME BEFORE DAMMIT!!! I posted messages several times asking for
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more stuff for the netbook! If you made it AFTER I released the netbook,
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then you have an excuse, otherwise, tsk tsk! Anyways, if you do have
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something for it, send to to me, it will be included in the next version.
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Copyright Notice
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----------------
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Remember one thing, when anything is uploaded or posted, it becomes
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copywrited. Lovely eh? I have recieved permission from the authors in of
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everything in here. You may use this netbook for your own use and
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distribute it freely. You may not sell this file or use it in any kind of
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trade. It is completely free and is to be kept that way. Any attempts to
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stop the flow and disrtibution of this file is censorship and is punishable
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by public flogging and hanging. Well, maybe not, but that's how I feel we
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should treat people who censor anything.
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If you re-distribute this netbook to your local non-Internet BBS, or
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anywhere for that matter, keep it in the same format that you recieved it
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in. If you do not, I will be forced to send a horde of smurfs to hunt you
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down and 'cute' you to death!! Or even worse, I may tie you down and force
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you to watch Barney and Friends and watch you scream and yell in pain.
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Credits:
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Editor & Compiler:
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doppy@io.org Charon The Boatman
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Former Compilers:
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mbecke69@ursa.calvin.edu Mark Becker
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stevenn@nadine.cs.mun.ca Steven Hewhook
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Contributers:
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accmcm@vaxa.hofstra.edu
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asstt@acad2.alaska.edu Scott Asstt
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belgarath@vax1.mankato.msus.edu
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blonigen@iastate.edu Scott J Blonigen
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devon_sheppard@mindlink.bc.ca Devon Sheppard
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dutt%unb.ca@unbmvs1.cds.unb.ca Neal Dutta
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dwebb@binkley.cs.mcgill.ca Douglas Webb
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giga@rocinha.nce.ufrj.br Roberto de Brito
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griffin@sage.cc.purdue.edu
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hauser@avalon.unizh.ch Andreas Hauser
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jdelisle@loyola.edu Joe Delisle
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jmack@surf.rice.edu Jeffrey Mackey
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john_martz@unc.edu John M. Martz
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kwinz@ralvm5.vnet.ibm.com Kim Winz
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lohmann@social.chass.ncsu.edu Andrew Lohmann
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msherman@sybase.com Marc Sherman
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rusty-ramser@ksc.nasa.gov Rusty Ramser
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phy_shaffer@exodus.valpo.edu Phy Shaffer
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roschke@murphy.dgcd.doc.ca Matthias Roschke
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rschmidt@aip.de Ruediger Schmidt
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schuck@math.binghamton.edu Chris Schuck
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st004385@brownvm.brown.edu Anthony Thompson
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tamitha@mays.cs.brandeis.edu David E. Wall
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teler@cs.huji.ac.il Teler Eyal
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tsa1@acpub.duke .edu Teos Abadia
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tunon@novavax.nova.edu Johanna Tunon
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No net address Andrew Konop
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No net address Jaymie Daw
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No net address Jeffery S. Rash
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No net address John Boy Wilson
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No net address Robert Blackwell
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New Classes
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-----------
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Ascetic Characters
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------------------
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This is a variation from the class/kit described in Legends & Lore p. 125.
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Alignment: Neutral Good
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Ability Requirements: Wisdow 14, Constitution 12, Charisma 10
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Prime Requisites: Wisdow, Constituition
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Races Allowed: Any (Most human but Brahman is everything)
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Patron Deity: Brahman
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* I use "he" on the text but of course you can change to she. Female
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ascetics are not strange since women are part of Brahman too.
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One of the basic Vedic doctrines is that in order to achive unity with
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Brahman, it is necessary to release wordly desires. In accordance with this
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line of thought, many people shunned wordly pleasures and devoted
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themselves to meditation, hoping to archive some spiritual intuition that
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would allow them to join the Brahman. Althought, such efforts may seem
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peculiar to western minds, it must be noted that these "ascetics" achieved
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many remarkable insights that allowed them to perform seemingly impossible
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feats and produce an incredible understanding of the true nature of the
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world.
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Player characters who forsake their wordly possessions and devote
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themselves to spiritual enlightenment may become ascetics. The ascetic must
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meditate four hours per day (meditate is not sleep, in my game I an ascetic
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should sleep at least 6 hours regardless of the meditation), cannot possess
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any item other than a begging bowl and the clothing on his back, and must
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deny himself of all plesures of the flesh such as eating fine food,
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drinking expensive wines, taking of a hot bath, etc.
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In return, the ascetic became a priest/psionicist using the better of
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each class regardless of the race. However, the ascetic casts wizard spells
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instead of priest spells, and gains new spells as if he were a wizard of
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the appropriate rank. Through his long hours of spiritual devotion, the
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character learns more and more about the true nature of the cosmos. He can
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use this knowledge in much the same way wizards use their spells, except
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that he never needs material components to cast a spell and does not need
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to record the spells he knows in a spell book. Instead, his daily
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meditation serves to refresh these spells in much the same way that a
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priest's daily prayer restores his powers.
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The ascetic uses wizard THAC0 table and the psionicist hit point
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progression. The psionicist class progression is the same as the normal
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psionicist and, as a psionicist, the primary discipline of an ascetic is
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Psychometabolism. The priest class progression is showed hereinafter.
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Brahman has no priest in the normal sense, for he is usually worshiped
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through one of his manifestations as another god, but all ascetics may be
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considered priests of Brahman.
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Remember that an ascetic is not a wizard. Brahman is a very "different"
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god and he does not directly grant any power. The ascetics are very
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intelligent humans who study hard preparing his mind and body to understand
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the word, so, the orign of his magic an powers is his personal enlightment
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and knowledge about the nature of cosmos. They know how things works and
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how to manage the energys of the nature to cast spells.
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As ascetics advance, they earn several other benefits and suffer one
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additional detritment. First, each time an ascetic advances a level, he
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loses a point of Strength becouse of the physical deprivations to which he
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is subjecting himself (thought he never falls below a Strength of 3). But
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he also gains a point to put into either Wisdow, Constituition, or Charisma
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(his choice). In this way, an ascetic can raise any or all of these scores
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to a maximum of 20 (but never more).
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The usage of the Reincarnation and Karma points optional rules is
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recommended. You can find it in Legend & Lore (pg 126).
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I do not add any anti-munchkin rule since this is not the kind of
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character a muchking will like (No +10 sword of godslayer, No ring of
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eternal stoneskin, No killing on sight), but the ascetic can be very
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powerfull. I recommed a enforcement on the role playing aspect. I will
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write some guidelines.
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- Of course, he must donate everything he find to the poors (Not to another
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player character)
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- An Ascetic is an extremist pacifist (remmeber Gandhi) and will do
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everything to avoid a fight.
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- An Ascetic must always avoid killing. His own death is not enough reason
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to kill anyone. The ascetic will only kill someone (and only in defense of
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the others) if he consider that person a distortion or a offence to the
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nature of the Brahman (someone like a very evil and powerful Defiler, an
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Undead or some Nazi-like genocide).
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- An ascetic will likely to choose pacific psionic powers and spells. (See
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recommend and forbbiden power below)
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- The ascetic should help any creature in danger and must respect
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everything "Everything is part of Brahman"
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- An ascetic will become an adventurer to search knowledge or spiritual
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enligthenment, to defend the nature or to help a very important good couse.
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- The ascetic strongly belives in reincarnation, thus, he have no affraid
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of the death. He will willing risk his own life to help the others or to
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preserve the nature.
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- The only thing that can be considered an enemy of the ascetics is the
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undead. An undead state is considered a great curse, so, the ascetic must
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help that poor soul.
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Noble Creature: "- Look!!! a Vampire!!! Run!! Run!!"
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The Ascetic: "- No! We must help him. Free his poor soul."
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"- Give him, the freadom to a new Reincarnation."
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If you want more info read the section on Legend & Lore or send a mail to
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me.
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Ascetic Progression Table
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-------------------------
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Priest Class
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(The psionicist class progression is equal to normal psionicists)
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Level XP HD(d6) THAC0 1 2 3 4 5 6 7 8 9 10
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1 0 1 20 1
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2 1.500 2 20 2
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3 3.000 3 20 2 1
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4 6.000 4 19 3 2
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5 13.000 5 19 4 2 1
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6 27.500 6 19 4 2 2
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7 55.000 7 18 4 3 2 1
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8 110.000 8 18 4 3 3 2
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9 225.500 9 18 4 3 3 2 1
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10 450.000 10 17 4 4 3 2 2
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11 675.000 10+2 17 4 4 4 3 3
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12 900.000 10+4 17 4 4 4 4 4 1
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13 1.125.000 10+6 16 5 5 4 4 4 2
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14 1.350.000 10+8 16 5 5 5 4 4 2 1
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15 1.575.000 10+10 16 5 5 5 5 5 2 1
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16 1.800.000 10+12 15 5 5 5 5 5 3 2 1
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17 2.025.000 10+14 15 5 5 5 5 5 3 3 2
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18 2.250.000 10+16 15 5 5 5 5 5 3 3 2 1
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||
19 2.475.000 10+18 14 5 5 5 5 5 3 3 3 1
|
||
20 2.700.000 10+20 14 5 5 5 5 5 4 3 3 2 1
|
||
21 3.000.000 10+22 14 5 5 5 5 5 4 4 4 2 1
|
||
|
||
In the 20th level the ascetic can choose to start an avagion transformation
|
||
(as described in Dragon Kings) or continue as a psionicist. For DM's that
|
||
do not allow progression to 30th level an ascetic reach unity with Brahman
|
||
at 21th (3.000.000 xp).
|
||
|
||
Ascetic Saving Throws (Priests/Psionicist)
|
||
---------------------
|
||
Paralyzation,
|
||
Poison, or Rod, Staff Petrification,
|
||
Level Death Magic or Wand or Polymorph Breath Weapon Spell
|
||
1-3 10 14 13 16 15
|
||
4-6 9 13 12 15 14
|
||
7-9 7 11 10 13 12
|
||
10-12 6 10 9 12 11
|
||
13-15 5 9 8 11 10
|
||
16-18 4 8 7 10 9
|
||
19+ 2 6 5 8 7
|
||
|
||
|
||
Psionics
|
||
--------
|
||
Disciplines Learnable Order: Psychometabolism, Psychokinesis,
|
||
Clairsentient, Telepathy, Metapsionic, Psychoportive.
|
||
|
||
Recommended Devotions: Absorb Disease, Cell Adjustment, Lend Health,
|
||
Martial Trance, Mind Over Body, Levitation, Time/Space Anchor,
|
||
Immovability, Astral Projection, Heightened Senses.
|
||
|
||
Recommended Sciences: Telekinesis, Complete Healing, Precognition.
|
||
|
||
Forbbiden Psionic Powers: Desintegrate, Detonate, Life Draining, Double
|
||
Pain, Death Field,... Any very agressive power (DM discretion) and of
|
||
course any "only for evil" power.
|
||
|
||
Proficiences
|
||
------------
|
||
|
||
Bonus: Endurance, Rejuvenation, Meditative Focus and Mind Over Matter.
|
||
|
||
Recommended: Religion, Spellcraft, Ancient History, Languages (Any)
|
||
|
||
|
||
Granted Powers
|
||
--------------
|
||
The ascetic gains the following powers.
|
||
(Most of powers are normal psionic powers)
|
||
|
||
Level Bonus & Granted Powers
|
||
1 Turn Undead -1 Str/level, +1 Wis, Con or Cha/level. (Max 19, Min
|
||
3)
|
||
2 2 bonus devotions (must be of the recommended devotions list)
|
||
6 1 bonus science (must be of the recommended sciences list)
|
||
12 Heal (Self only) (as a fast Complete Healing - 1/day)
|
||
15 Ignore Death *
|
||
18 Precognition (as psi Power but should be more powerfull-DM
|
||
discretion)
|
||
20 Do not physically age (Can start Avagion transformation, if human)
|
||
25 Immune to all non-magical damage (if not avangion)
|
||
30 Reach unity with Brahman **
|
||
|
||
* The ascetic has the ability to continue functioning normally for 1d10
|
||
rounds after reaching 0 hit points. During this time, any manner of healing
|
||
magic may be used to restore the character to life by bringing his hit
|
||
points back to a positive value.
|
||
|
||
** Ascetic characters who attain the 30th level have acquired an
|
||
understanding of the universe so exact that they become one with the
|
||
Brahman and are thus retired from play. A more worthy or noble end for a
|
||
character is hard to imagine.
|
||
|
||
|
||
Cerebral Knight
|
||
|
||
The cerebral knights are a class of characters, who train in both
|
||
psionics and the art of warfare. They believe that in order to become
|
||
master warrior (or knight) it is just as important train and discipline
|
||
the mind as it is to exercise and develop the body. In fact, the two
|
||
must go hand in hand, because the body and mind are one, and must thus be
|
||
trained together.
|
||
Anyone who is eligible to become a psionicist, and has a strength
|
||
and constitution of at least 13, may become a cerebral knight. Thus
|
||
the ability requirements are: STR 13, CON 13, INT 12, WIS 15. A
|
||
cerebral knight may NOT be multi-classed, and must be lawful in alignment
|
||
(there is in fact a very strict ethos, which must be followed at all times,
|
||
see below).
|
||
Cerebral knights advance as shown on the table below. They get
|
||
d8's for hit dice and are allowed the fighter constitution bonus as well
|
||
as percentile strength. They may become proficient with any weapon, and
|
||
are allowed to specialize in a single one. They use the fighter combat
|
||
values and get multiple attacks just as fighters do. They may use any
|
||
magical item allowed to either fighters or psionicists, but may never
|
||
own more than 10 such items. In addition, they have the same armor
|
||
restrictions as psionicists do (or suffer the same consequences if the
|
||
optional rules about heavy armor are used).
|
||
|
||
Level Experience Hit Dice Psionic Power
|
||
Points (d8's) Disciplines Slots
|
||
1 0 1 1 4
|
||
2 3,000 2 1 6
|
||
3 6,000 3 1 8
|
||
4 12,000 4 2 10
|
||
5 25,000 5 2 12
|
||
6 50,000 6 2 13
|
||
7 100,000 7 2 14
|
||
8 200,000 8 2 15
|
||
9 400,000 9 3 16
|
||
10 700,000 10 3 17
|
||
11 1,000,000 10+2 3 18
|
||
12 1,300,000 10+4 3 19
|
||
13 1,600,000 10+6 3 20
|
||
14 1,900,000 10+8 4 21
|
||
15 2,200,000 10+10 4 22
|
||
16 2,500,000 10+12 4 23
|
||
17 2,800,000 10+14 4 24
|
||
18 3,100,000 10+16 4 25
|
||
19 3,400,000 10+18 5 26
|
||
20 3,700,000 10+20 5 27
|
||
|
||
Cerebral knights do not gain access to the metapsionic
|
||
discipline, but are free to choose any of the others. Unlike
|
||
psionicists, they do not gain defense modes automatically, but have to
|
||
learn them (defense modes can always be learned, even if the cerebral
|
||
knight does not have access to the telepathic discipline). In order to
|
||
learn a psionic power, the psionicist must spend psionic power slots. It
|
||
costs 1 slot to learn a devotion, and two slots to learn a science (it
|
||
is permitted to save psionic power slots and spend them in the future).
|
||
The cerebral knight starts out with 10 PSP's and at every level
|
||
(including first) rolls a d10 to see how many additional PSP's are
|
||
gained. They do get extra PSP's for high wisdom scores just as psionicists
|
||
do. This is summarized below
|
||
|
||
WIS Score Bonus PSP's
|
||
15 0
|
||
16 +1
|
||
17 +2
|
||
18 +3
|
||
19 +4
|
||
20 +5
|
||
21 +6
|
||
22 +7
|
||
23 +8
|
||
24 +9
|
||
25 +10
|
||
|
||
A cerebral knight starts out with 4 weapon and 4 non weapon
|
||
proficiencies. New proficiencies are gained every 3 levels. There is a
|
||
-3 penalty for using a weapon without being proficient in it. Non-weapon
|
||
proficiency slots may be spent on general, warrior or psionicist
|
||
proficiencies.
|
||
Cerebral knights use the following saving throw table:
|
||
|
||
Paralyzation, Rod, Petrification
|
||
Poison, or staff, or Breath
|
||
Level Death Magic or Wand Polymorph Weapon Spell
|
||
1-2 14 16 13 17 15
|
||
3-4 13 15 12 16 14
|
||
5-6 12 14 11 15 13
|
||
7-8 10 12 10 13 12
|
||
9-10 9 11 8 12 10
|
||
11-12 8 10 7 11 9
|
||
13-14 6 9 6 9 8
|
||
15-16 5 8 5 8 7
|
||
17-18 4 6 3 7 6
|
||
19-20 3 5 2 5 5
|
||
21+ 2 4 2 4 4
|
||
|
||
Cerebral Knights belong to a very strict and disciplined order.
|
||
Loyalty to the order, and strict adherence to the code of conduct is
|
||
of paramount importance. The code of conduct is summarized below:
|
||
|
||
1) The Knight owes absolute loyalty to the order and shall always
|
||
follow its commands to the best of his/her ability.
|
||
2) The Knight shall obey the commands of higher order knights.
|
||
Higher order knights shall not abuse this for personal gain.
|
||
3) The Knight shall always treat other Knights with respect and
|
||
courtesy. Fighting between knights (other than for practice or
|
||
demonstration) must be avoided at all cost.
|
||
4) The Knight shall never abuse his/her abilities and training, as this
|
||
reflects badly upon the order as a whole.
|
||
5) The Knight shall be diligent in his/her training, and shall not look
|
||
for training outside the order, nor shall he/she offer to train others
|
||
(except as authorized by the order).
|
||
|
||
Besides those powers already mentioned, the cerebral knight gains the
|
||
following as he/she advances in level.
|
||
|
||
4th Level (Initiate)
|
||
-- +1 to initiative
|
||
-- is surprised only on a 1 or 2 (d10)
|
||
|
||
8th Level (Knight)
|
||
-- +1 to initiative
|
||
-- +1 to save vs mind affecting spells
|
||
-- is only surprised on a 1
|
||
-- immune to 1st level illusions
|
||
|
||
12th Level (Master)
|
||
-- +1 to initiative
|
||
-- +2 to save vs mind affecting spells
|
||
-- immune to 2nd level illusions
|
||
-- +1 to hit and damage
|
||
-- is never surprised
|
||
-- may open his/her own school and train cerebral knights
|
||
|
||
18th Level (Grand Master)
|
||
-- +2 to initiative
|
||
-- immune to mind affecting spells
|
||
-- +2 to hit and damage
|
||
-- immune to all diseases
|
||
|
||
All bonuses are cumulative
|
||
|
||
The Great Master is the overall head of the order of cerebral knights.
|
||
This office is always conferred for life onto the 'most worthy
|
||
candidate' by a general assembly of all masters. This 'most worthy
|
||
candidate' is not necessarily the highest level cerebral knight in the
|
||
world, in fact any master may occupy this position, but the Great Master
|
||
has some authority over (and responsibility to) all other cerebral knights
|
||
(even those of higher level).
|
||
|
||
New Psionicist Kits
|
||
-------------------
|
||
|
||
Amazon
|
||
|
||
Description: The description of amazons here is the same as in PHBR1,
|
||
PHBR3, and PHBR4. There are no special requirements to satisfy in terms of
|
||
ability scores. The only requirement is that the character must be female.
|
||
Role: Amazon psionicists enjoy high respect in Amazon society for
|
||
their strong discipline of mind and body, and the considerable power they
|
||
wield. They are particularly prized as makers of psionic weapons via
|
||
Empower. Their role in Amazon society and outside it is very much the same
|
||
as the Amazon Sorceress described in PHBR4. One other point is that Amazon
|
||
psionicists are always lawful in alignment much as the Ascetic Warrior (see
|
||
Dragon #191 for a description of the Ascetic Warrior kit) because of the
|
||
rigid discipline they subject themselves to.
|
||
Preferred Disciplines: An Amazon psionicist takes her first discipline
|
||
from either Telepathy, Psychokinesis, or Psychometabolism because of the
|
||
offensive powers in those disciplines. As a second discipline, she may
|
||
choose from any of the ones listed as acceptable for a first discipline, or
|
||
from Metapsionics. After that, she is free to choose as she wants.
|
||
Recommended Devotions: Control Body, Inertial Barrier, Molecular
|
||
Agitation, Adrenalin Control, Biofeedback, Body Weaponry, Cell Adjustment,
|
||
Displacement, Enhanced Strength, Flesh Armor, Graft Weapon, Mind Over Body,
|
||
Share Strength, all telepathic attack modes, Invincible Foes, Life
|
||
Detection, Mind Bar, Martial Trance, and Combat Mind.
|
||
Recommended Sciences: Telekinesis, Detonate, Project Force, Animal
|
||
Affinity, Domination, Ejection, Mindwipe, Psionic Blast, Empower.
|
||
Barred Disciplines: None.
|
||
Secondary Skills: Required: Groom.
|
||
Weapon Proficiencies: Required: None. Recommended: Spear, Long Bow
|
||
(normally psionicists cannot use long bows, but amazons are exempt from
|
||
this).
|
||
Nonweapon Proficiencies: Bonus Proficiencies: Riding (Land-Based),
|
||
Animal Training, Meditative Focus. Recommended: (General) Animal
|
||
Handling, (Warrior) Animal Lore, Armorer, Bowyer/Fletcher, Hunting,
|
||
Running, Survival, Tracking, (Psionicist) Harness Subconscious,
|
||
Rejuvenation.
|
||
Equipment: Amazon psionicists may purchase armor made of padded
|
||
leather, studded leather, or hide. In addition, they may use a small
|
||
shield. In weapons, they are limited to the following: short bow, hand
|
||
axe, throwing axe, long bow, spear, and short sword.
|
||
Special Benefits: Amazon psionicists receive all the special benefits
|
||
described for amazons in PHBR1, PHBR3, and PHBR4. In addition, similar to
|
||
the benefit received in melee, an Amazon psionicist, receives a +1 bonus to
|
||
her power checks in the first round of telepathic combat against any male
|
||
opponent from a male-dominated society who has never encountered an amazon
|
||
before, or someone like her. He will underestimate her, and be "sloppy" in
|
||
his attack and defense. This only applies to the first round of combat.
|
||
Thereafter, the battle proceeds in a normal fashion.
|
||
Special Hindrances: An Amazon psionicist suffers all the hindrances
|
||
described in PHBR1, PHBR3, and PHBR4 for amazons of other classes.
|
||
Wealth Options: 3d4 x 10 gp
|
||
Races: Same restrictions and allowances as those made in PHBR1, PHBR3,
|
||
and PHBR4. Only humans commonly take this kit though because of the low
|
||
level limits on other races.
|
||
|
||
|
||
Ambassador
|
||
|
||
Description: Ambassadors are politcal psionicists who perform a
|
||
variety of functions for a sovereign including negotions and declaration
|
||
with other nations. As well, ambassadors may function as political spies
|
||
or even, if such a role is needed, the one calling the shots when dealing
|
||
with a foreign country. The minimum requirements are Charisma and
|
||
Intelligence of at least 14.
|
||
Role: Abassadors are used mostly in communication with other empires,
|
||
and as such, are not prone to adventuring. Unless the adventure has a
|
||
political nature, this kit would be almost useless. Ambassadors are
|
||
usually used for negotiating treaties and making declarations to other
|
||
countries. Most ambassors will be nobles of some sort and will usually
|
||
have some sort of connections within the government. Beacause a psionicist
|
||
has access to many powers that are not detectable to magical means, they
|
||
can do many things that a normal human could not. In rare instances, an
|
||
ambassador may even be used to telepathically control onother leader or
|
||
manipulate them in treaty negotiations. This sort of action would not
|
||
normally be taken because if it ever were discovered, the next thing the
|
||
ambassador would most likely do is announce a declaration of war. Also,
|
||
because many of the powers of a psionicist are not restricted by comman
|
||
magical means, they can get away with things not normally done. For
|
||
example, an ambassador psionicist could enter a castle that is protected
|
||
from entry via teleport spells. This would allow an ambassador psionicist
|
||
to get more unique and difficult jobs done.
|
||
Preferred Disciplines: For obvious reasons, the first discipline a
|
||
psionic ambassador would take is Telepathy. However, depending on the
|
||
sovergn, Psychoportive powers may be taken first. Clairsentient powers
|
||
would probably also be a good second or third choice. Psychometabolic
|
||
might be taken later, if more militant operations are needed, or just for
|
||
simple protection. Psychokinetic and Metapsionic disciplines would most
|
||
likely not be taken till much later, if at all.
|
||
Recommended Powers: The powers chosen will depend most likely on the
|
||
type of ambassador created. Some good diciplines would be ESP, and Truth
|
||
Ear. As well, Dimension Door and other such quick methods of travelling
|
||
would be recommended. If spying missions are also in the ambassadors'
|
||
profile, then some of the Clairsentient powers like Clairvoyance and
|
||
Clairaudience would be invaluable. As well, Aura Sight would be useful in
|
||
determining how one should act aroud the leader.
|
||
Barred Disciplines: None.
|
||
Secondary Skills: Required: Scribe.
|
||
Weapon Proficiencies: Required: None. Recommended: Dagger (it is
|
||
small, concealable, and least likely to be confiscated)
|
||
Nonweapon Proficiencies: Bonus Proficiencies: Etiquette, Heraldry.
|
||
Required: Reading/Writing. Recommended: Local History, Modern Languages,
|
||
Reading Lips.
|
||
Equipment: Most of the equipment of the embassador will be expensive
|
||
clothing, perhaps gifts for a foreign leader (usually provided by the
|
||
ambassador's sovergn) scrolls, ink, and other items that would be used in
|
||
negotiations or treaties. Very little, if any, combat or adventure
|
||
oriented gear would be needed or wanted.
|
||
Special Benefits: Ambassadors are usually given special treatment by
|
||
leaders. In our modern world, a good example is diplomatic immunity, which
|
||
allows an ambassador to avoid procecution from a crime. This, however,
|
||
would most likely not be common, if in existance at all, because of the
|
||
very nature of most midevil countries. Some benifits would be things like
|
||
free room and board, free food, free clothing, access to such things as
|
||
baths, tailors, healers and other high society luxeries. As well,
|
||
ambassadors would have some influence with leaders and would be able to
|
||
round up money at a moment's notice, as well as collect on favours. The
|
||
extent of the benifits should be decided by the DM.
|
||
Special Hindrances: Because an ambassador's job is to convince and to
|
||
persuade, they are often watched carefully. As well, most common folk see
|
||
ambassadors as just another rich person with no interest in their welfare.
|
||
As well, ambassadors are prime targets for assassinations and kidnappings.
|
||
Wealth Options: 3d4 x 100 gp
|
||
Races: There are no race restrictions, as ambassadors are in almost
|
||
every government.
|
||
|
||
|
||
Assassin
|
||
|
||
Description: Psionicist assassins are very subtle in their style,
|
||
reflective of the options that psionics open for them. This kit is
|
||
different from the assassin kit in Dragon #191 though there is significant
|
||
overlap in proficiencies and psionic powers recommended. Players are urged
|
||
to examine both kits before choosing one to use. This kit enlarges upon
|
||
the concept of an assassin psionicist. There is a large list of
|
||
recommended sciences and devotions, but it is not necessary to take all or
|
||
even most of those to be a good assassin. Rather, a modus operandi should
|
||
first be chosen for the assassin, then the powers that best implement that
|
||
approach should be chosen. Of course, examining the powers first before
|
||
chosing a modus operandi can be useful to get a feel for the options
|
||
available. For example, one type of assassin might rely heavily on
|
||
Psychometabolic powers, perhaps using Metamorphosis to disguise themselves
|
||
as a piece of furniture, then using something like Death Field to make the
|
||
kill, or Life Draining if the victim falls asleep on the psionicist (this
|
||
could happen if the psionicist is a bed for example). In one instance, a
|
||
player turned himself into a bed, waited till the victim fell asleep, then
|
||
quickly changed into a small guillotine, and chopped the victim's head off.
|
||
Another assassin who prefers telepathy and metapsionics might use his/her
|
||
psionic powers to first capture someone who has easy access to a victim,
|
||
and use Psychic Surgery to attach Repugnance to the person captured in such
|
||
a way that the person will attack and try to kill the intended victim on
|
||
sight. Another possibility, if the assassin has an accomplice, is to
|
||
capture someone who has easy access to the intended victim, switch
|
||
personality with the person captured and have a henchman keep the captured
|
||
person now in the psionicist's real body captive while the psionicist goes
|
||
off to commit the assassination. The psionicist could use psychic
|
||
impersonation to avoid detection, gain a private audience with the victim,
|
||
use body weaponry to fashion his/her hand into a dagger, commit the crime,
|
||
and teleport away.
|
||
Almost all psionic disciplines can be useful to an assassin, but
|
||
Psychokinesis is never taken since it lacks the subtle touch, and assassins
|
||
much prefer to avoid combat. There are no special ability requirements to
|
||
being an assassin, however, assassins are never of good alignment, and
|
||
usually are evil.
|
||
Role: The description of the roles of assassins in PHBR2 and the
|
||
assassin kit in Dragon #191 pretty well covers all the relevant material.
|
||
Preferred Disciplines: Psychometabolism, Telepathy.
|
||
Recommended Devotions: danger sense, teleport trigger, dimension door,
|
||
aging, body equilibrium, body weaponry, cause decay, chameleon power,
|
||
double pain, ectoplasmic form, heightened senses, reduction, see sound,
|
||
attraction, conceal thoughts, daydream, esp, false sensory input, inflict
|
||
pain, invisibility, life detection, post-hypnotic suggestion, psychic
|
||
impersonation, repugnance, sight link, sound link, any of the attack modes,
|
||
splice.
|
||
Recommended sciences: clairaudience, clairvoyance, death field, life
|
||
draining, metamorphosis, shadow-form, teleport, domination, mindwipe,
|
||
probe, superior invisibility, switch personality, appraise, aura
|
||
alteration, psychic surgery.
|
||
Barred Disciplines: Psychokinesis.
|
||
Secondary Skills: Required: None.
|
||
Weapon Proficiencies: Required: None. Recommended: Dagger.
|
||
Nonweapon Proficiencies: Bonus Proficiencies: Hypnosis, Meditative
|
||
Focus. Recommended: Gem Cutting, Harness Subconscious, Rejuvenation, and
|
||
any of the nonweapon proficiencies recommended for thief assassins in
|
||
PHBR2.
|
||
Equipment: What is normally allowed for a psionicist.
|
||
Special Benefits: Assassin psionicists may take any of the
|
||
proficiencies recommended/required for thief assassins in PHBR2 without
|
||
having to use extra slots as is normal when taking proficiencies outside
|
||
those groups normally accessible to a character.
|
||
Special Hindrances: Assassin psionicist suffer the same reaction roll
|
||
penalty given to thief assassins in PHBR2 with NPCs who know their
|
||
profession (-4 penalty), and an additional penalty of -2 with non-assassin
|
||
psionicists who loathe psionicists that use their powers for such purposes.
|
||
Wealth Options: Standard 3d4 x 10 gp.
|
||
Races: Human.
|
||
|
||
|
||
Barbarian
|
||
|
||
Description: Barbarians and their society are described within PHBR1,
|
||
PHBR3. Barbarian psionicists are, like the others of their tribe, very
|
||
warlike with a heavy emphasis on offensive powers. A Barbarian Psionicist
|
||
must have a CON of 16 or greater.
|
||
Role: Barbarian psionicists concentrate on offense, and make a
|
||
formidable addition to barbarians of other classes on the battlefield.
|
||
Outside their society they, like barbarian priests, will always go out of
|
||
their way to aid members of their society in trouble.
|
||
Preferred Disciplines: Psychokinesis, Psychometabolism, Telepathy.
|
||
Recommended Sciences: Animal Affinity, Detonate, Disintegrate, Project
|
||
Force, Domination, Psionic Blast.
|
||
Recommended Devotions: Adrenalin Control, Biofeedback, Heightened
|
||
Senses, Double Pain, Enhanced Strength, Flesh Armor, Mind Over Body,
|
||
Control Body, Molecular Agitation, Animate Object, Ballistic Attack, all of
|
||
the telepathic attack modes, Invincible Foes, Synaptic Static.
|
||
Barred Disciplines: None.
|
||
Secondary Skills: Required: Like barbarians of other classes, this is
|
||
determined by the main occupation of the tribe.
|
||
Weapon Proficiencies: Required: None. Recommended: Short Bow,
|
||
Knife, Club, Hand Axe, Throwing Axe, War Hammer.
|
||
Nonweapon Proficiencies: Bonus: Meditative Focus, Rejuvenation.
|
||
Recommended: Harness Subconscious, for the rest, the recommended list for
|
||
barbarian priests in PHBR3 may be used.
|
||
Equipment: Barbarian psionicists may have leather armor, and any of
|
||
the weapons listed above under the recommended section for weapon
|
||
proficiencies to begin with. After a barbarian psionicist has been in more
|
||
civilized areas for a while he/she may buy other types of weapons allowed
|
||
for psionicists.
|
||
Special Benefits: Barbarian psionicists are formidable figures, all
|
||
the more impressive because of their mental powers. Because of the respect
|
||
this commands, they obtain (similar to barbarians of other classes) a +2
|
||
bonus to reaction rolls with people outside their tribe (with an exception
|
||
noted below), and a +4 bonus to reaction rolls among their own people.
|
||
Special Hindrances: Barbarian psionicists, like barbarians of other
|
||
classes. are not respecters of authority, and this together with their
|
||
mental powers which arouses outright fear, causes them to suffer a -4
|
||
reaction roll penalty with any figures in authority.
|
||
Wealth Options: 3d4 x 10 gp.
|
||
Races: Human.
|
||
|
||
|
||
Beast Master
|
||
|
||
Description: A beast master is one who comes from a harsh
|
||
wilderness region, and may be an escaped slave, or someone who was born
|
||
and raised beyond the limits of civilization. They generally come from
|
||
a tribal societal structure. These characters have mastered the
|
||
means of communicating with and controlling beasts of various kinds
|
||
including powerful psionic beasts. Beast masters typically do not
|
||
immediately directly engage an opponent in combat, rather they use the
|
||
beasts they control to attack enemies, then they may either attack
|
||
an enemy struggling with the beast(s), or not attack at all if their
|
||
creature(s) is winning the fight. Demihumans of all kinds who make their
|
||
home in wilderness environments may be beast masters. There are no special
|
||
ability requirements.
|
||
Role: Beast masters are revered among their tribesmen for their
|
||
ability to command beasts which protects the tribe from dangerous
|
||
creatures, and allows them to harness the power of various beasts
|
||
for their own purposes. Beast masters are greatly feared for their
|
||
ability to command powerful beasts by enemies of the tribe.
|
||
Preferred Disciplines: Telepathy, Psychometabolism, and Metapsionics.
|
||
Required Powers: Beast Mastery (taken at level 15 or before,
|
||
see special benefits), Hivemind (taken at level 9 or before), Insect
|
||
Mind (taken at level 7 or before), Reptile Mind (taken at level 7 or
|
||
before), Pheromone Discharge (taken at level 7 or before).
|
||
Recommended Powers: Domination, Mass Domination, Awe, Attraction,
|
||
Repugnance, False Sensory Input, Acceptance (see Dragon Kings).
|
||
Weapon Proficiencies: Recommended: Hand Axe, Knife, Club, Short Bow,
|
||
Spear, Sling.
|
||
Nonweapon Proficiencies: Bonus Proficiencies: Rejuvenation,
|
||
Direction Sense, Endurance or Survival. Recommended: (General) Heat
|
||
Protection, Rope Use, Sign Language, (Priest) Herbalism, (Psionicist)
|
||
Meditative Focus, Harness Subconscious.
|
||
Equipment: No special requirements.
|
||
Special Benefits: A beast master gains access to the Animal
|
||
Telepathy devotion without counting against the allowable devotions and
|
||
sciences available to the character. This benefit applies only at the
|
||
time the character has learned the prerequisites to animal telepathy. The
|
||
second benefit is that a character may take Beast Mastery (see Dragon
|
||
Kings) at level 15 instead of level 21.
|
||
Special Hindrances: Beast Masters suffer a -1 penalty on all
|
||
power checks made in disciplines outside those under the preferred
|
||
disciplines list above.
|
||
Wealth Options: 1d4 x 10 cp.
|
||
|
||
-------------------- Continues in Part II --------------------
|
||
|
||
From eskimo!mvb.saic.com!news.cerf.net!usc!cs.utexas.edu!utnut!torn!uunet.ca!uunet.ca!ionews.io.org!nobody Tue
|
||
Jun 21 15:06:32 1994
|
||
Path: eskimo!mvb.saic.com!news.cerf.net!usc!cs.utexas.edu!utnut!torn!uunet.ca!uunet.ca!ionews.io.org!nobody
|
||
From: doppy@io.org (Ryan Biggs)
|
||
Newsgroups: rec.games.frp.dnd
|
||
Subject: Net.Psionics.Handbook Part 2/7
|
||
Date: 21 Jun 1994 11:14:28 -0000
|
||
Organization: Internex Online (io.org) Data: 416-363-4151 Voice: 416-363-8676
|
||
Lines: 914
|
||
Message-ID: <2u6i2k$4gd@ionews.io.org>
|
||
NNTP-Posting-Host: nudge.io.org
|
||
|
||
Dreamer
|
||
|
||
Description: The dreamer is a person who controls the elements of
|
||
their subconscious and unconscious mind so as to link it to their conscious
|
||
mind. In low level dreamers the line between reality and Dreamland is
|
||
distinct and strong, but high level dreamers can meld the two together so
|
||
that they are almost indistinguishable.
|
||
Role: A dreamer is a perfect kit for horror campaigns, such as
|
||
Ravenloft, or settings where a normal party is either mentally or
|
||
physically outmatched. They have the ability to physically hamper a person
|
||
by playing on their fears in their nightmares. In horror campaigns where
|
||
the line between reality and the character's nightmares is faint, a dreamer
|
||
would fit in marvelously with little or no effort. All dreamers must have
|
||
a 17 Wisdom to help them tell the difference between what is real and what
|
||
is not, and a 16 intelligence to use that knowledge to its full advantage.
|
||
A high constitution will also help the dreamer in the transition from
|
||
reality to Dreamland. A dreamer character kit adds 5 years to their
|
||
starting age to reflect the extra years searching for a dreamer mentor and
|
||
the extra study time. A dreamer can only be chosen at 1st level and must
|
||
always stay a dreamer, or lose all dreamer powers, including the psionics
|
||
themselves. Because the entering into another's dreams is not a very moral
|
||
act, most dreamers are not of the good alignment. However, some dreamers
|
||
use their powers for good purposes, such as helping a person with
|
||
nightmares, but on the whole, most dreamers are either neutral or evil.
|
||
Secondary Skills: Any Secondary skill is allowed, none are preferred.
|
||
Weapon Proficiencies: A first level dreamer gets no weapon
|
||
proficiencies unless they are taken from the bonus proficiencies acquired
|
||
through intelligence. (if that option is used) It is suggested that at
|
||
least one weapon proficiency is taken. A dreamer may also elect to spend
|
||
one proficiency (weapon or non-weapon) to acquire a dream weapon
|
||
proficiency. A dream weapon proficiency only works in Dreamland and can
|
||
also be specialized according to the rules in the PHBR1. There is no
|
||
restriction to what dream weapon proficiencies may be acquired since
|
||
strength in Dreamland is not a problem. As well, because this is only
|
||
mental training, the dreamer my choose weapons now allowed by his class.
|
||
Dream weapon proficiencies DO NOT allow the character any bonuses when
|
||
using that weapon in real life, as the dreamer is training himself to fight
|
||
with that weapon as he thinks it should be wielded, which is almost always
|
||
different from how it should be wielded in reality. However, a real weapon
|
||
proficiency will also work in Dreamland.
|
||
Non Weapon Proficiencies:
|
||
Bonus: Harness Subconscious
|
||
Suggested: Rejuvenation, Hypnosis, Meditative Focus.
|
||
Psionics:
|
||
Bonus: Devotions: Dream Travel
|
||
Suggested: Any Psychometabolic power, as they work more effectively
|
||
in Dreamland.
|
||
Barred: None, but Psychoportive powers are almost useless in
|
||
Dreamland.
|
||
Special Benefits: They can control their sleeping patterns to go into a
|
||
deep sleep, a normal sleep, a light sleep, or even a feign death like
|
||
state. In a deep sleep a dreamer rejuvenates PSP at double the normal
|
||
rate, but almost impossible to be awaken earlier than the specified time.
|
||
In a light sleep half normal PSP rejuvenation takes place, but the dreamer
|
||
awakens easily. In the feign death state, the dreamer will not awaken
|
||
until a specified event or time elapses. Any damage taken during this
|
||
time, from anything, will awaken the dreamer. No PSP rejuvenation is
|
||
possible during this state due to the intense concentration needed to
|
||
maintain it. A dreamer can also switch between the three different dream
|
||
modes freely. To switch from one mode to another, the dreamer must
|
||
concentrate for 1 round, after which the transfer can be made.
|
||
Special Hindrances: Dreamers are a prime target for normal psionicists
|
||
as they are fairly weak at lower levels and are easy prey. As well, most
|
||
mages loathes dreamer the same way a troll hates a good fire. If a mage or
|
||
psionicist finds out a character is a dreamer, there is likely to be a
|
||
"witch hunt" on the horizon. The final threat for dreamers, is the Dream
|
||
Demon (q.v.), who finds a dreamer's mind as useful as a gnomish invention,
|
||
but finds their physical bodies a great way to travel. Also, to top it all
|
||
off, a dreamer must choose dream powers before selecting any other power.
|
||
Due to this, dreamers have only dream powers and a defense mode at first
|
||
level.
|
||
Races allowed: Humans occasionally become dreamers, but not often as
|
||
they are a short lived race. Typically Elves and half-elves become
|
||
dreamers. Dwarves and halflings do not have the right temperament to
|
||
become dreamers and Gnomes have a hard time controlling their thoughts to
|
||
the extent needed.
|
||
|
||
|
||
Hermit
|
||
|
||
Description: A Hermit could be best described as a psionicist's
|
||
version of a druid, or perhaps to some degree, a druidic version of a
|
||
Healer (see Dragon #191 for a description of the Healer kit). Hermits live
|
||
their lives in the wilderness, devoting their time to studying their craft
|
||
and applying it in various ways. They are distinguished by their brown
|
||
robes and wooden staffs they carry. Not all will necessarily have this
|
||
appearance, but it is common to see them in this manner.
|
||
Hermits are by nature recluses, and are seldom seen by travelers,
|
||
though they do have good relations with druids and rangers that live in the
|
||
same area. Hermits are always of either Neutral or Neutral Good alignment.
|
||
A character must have a Constitution score of 15 or higher to be a Hermit.
|
||
Role: Hermits are defenders of the area they live in, much as druids,
|
||
further, like rangers, hermits will help travelers in distress in their
|
||
area provided they are not of evil alignment. They will often observe
|
||
travelers, using their psionic powers to avoid being seen.
|
||
Preferred Disciplines: Hermits prefer the disciplines of Telepathy,
|
||
Clairsentience, and Psychometabolism as a first or second discipline.
|
||
Pyschometabolism is always their first or second discipline. Psychokinesis
|
||
is always the last discipline taken by Hermits. Metapsionics is frequently
|
||
taken as a third discipline to gain access to Psychic Surgery and Split
|
||
Personality which greatly enhances the power of a psionicist.
|
||
Psychoportation is also frequently taken as a third discipline to enable
|
||
the hermit to move more quickly around his/her domain.
|
||
Recommended Devotions: any telepathic attack modes, Attraction, Awe,
|
||
False Sensory Input, Invisibility, Mind Bar, Truthear, Sight Link, Sound
|
||
Link, Absorb Disease, Adrenalin Control, Body Control, Body Equilibrium,
|
||
Chameleon Power, Cell Adjustment, Heightened Senses, Lend Health, Mind Over
|
||
Body, See Sound, Danger Sense, Know Location, and Conceal Thoughts.
|
||
Recommended Sciences: Complete Healing, Animal Affinity, Shadow-form,
|
||
Aura Sight, Superior Invisibility.
|
||
Barred Disciplines: None.
|
||
Secondary Skills: Required: None.
|
||
Weapon Proficiencies: Required: Staff (normally psionicists do not
|
||
use staffs, but hermits are an exception).
|
||
Nonweapon Proficiencies: Bonus Proficiencies: Animal Handling,
|
||
Herbalism, Rejuvenation. Recommended: (General) Direction Sense, Weather
|
||
Sense, Fire-building, Fishing, (Warrior) Animal Lore, Endurance, Runnng,
|
||
Survival, Tracking, (Priest) Healing, (Psionicist) Musical Instrument.
|
||
Equipment: Hermits can wear leather, padded leather, studded leather,
|
||
or hide armor. They may buy any of the weapons listed as legal for
|
||
psionicists to use in the Complete Psionics Handbook.
|
||
Special Benefits: Hermits receive a +1 bonus to all power checks for
|
||
healing powers. They also receive a +1 bonus to animal handling
|
||
proficiency checks.
|
||
Special Hindrances: Hermits receive a -2 on reaction rolls in
|
||
civilized areas because of their awkwardness when not in the wilderness.
|
||
Further, other psionicists tend to look down on them, feeling they are
|
||
inferior.
|
||
Wealth Options: As in the Complete Psionics Handbook.
|
||
Races: Human.
|
||
|
||
|
||
Mystic
|
||
|
||
Description: A Mystic is a character who is totally devoted to the use
|
||
of "pure" psionics, in particular the disciplines of Clairsentience,
|
||
Telepathy, and Metapsionics. They do not disdain other forms of psionics,
|
||
but they will always prefer purity. Mystics are the ultimate telepathic
|
||
warriors when drawn into battle because of their intense study of that
|
||
discipline.
|
||
To be a Mystic, the character cannot be evil, nor chaotic. Evil is
|
||
disdained by Mystics, though they do not necessarily feel compelled to
|
||
fight for good causes. A Wisdom of 16 or better is required to be a
|
||
Mystic.
|
||
Role: Mystics tend to be somewhat reclusive preferring to spend their
|
||
time studying and enhancing their powers. Those that are Neutral between
|
||
good and evil seldom if ever intervene in the affairs of the world. Those
|
||
of good alignment still prefer to concentrate on their studies, but will if
|
||
they feel the need exists, come forth to aid the forces of good.
|
||
Mystics are highly respected, and greatly feared by their enemies
|
||
because of their formidable mental powers.
|
||
Preferred Disciplines: A Mystic's primary discipline is always
|
||
Telepathy, followed by Metapsionics. After that, they may choose as they
|
||
wish. Indeed, in spite of their preference for purity, they will often
|
||
choose Psychometabolism or Psychoportation to gain defensive powers.
|
||
Recommended Devotions: all telepathic attack modes, Mind Bar,
|
||
Intensify, Martial Trance, Receptacle, and Splice.
|
||
Recommended Sciences: Ejection, Psionic Blast, Psychic Surgery, and
|
||
Split Personality.
|
||
Barred Disciplines: None.
|
||
Secondary Skills: Required: Scribe.
|
||
Weapon Proficiencies: None, Mystics are devoted to the use of their
|
||
formidable mental powers, and never use weapons.
|
||
Nonweapon Proficiencies: Bonus Proficiencies: Meditative Focus,
|
||
Rejuvenation. Recommended: Gem Cutting, Harness Subconscious, Hypnosis.
|
||
Equipment: Mystics never wear armor, nor carry weapons.
|
||
Special Benefits: Mystics receive a +1 bonus to all power checks in
|
||
the Telepathy discipline because of their intense study and meditation in
|
||
that discipline.
|
||
Special Hindrances: As described above, Mystics are not proficient
|
||
with any weapons, nor do they ever wear armor.
|
||
Wealth Options: As in the Complete Psionics Handbook.
|
||
Races: Human.
|
||
|
||
|
||
Psi-Knight
|
||
|
||
Description: The Psi-knight is a student of psionics and combat,
|
||
merging the martial and mental arts into a combination both deadly and
|
||
mystical. The discipline of Psi-knighthood is specific, despite being an
|
||
apparent mish-mosh of the abilities of fighters and psionicists. They
|
||
follow a specific code of conduct, and have a strict hierarchy among their
|
||
ranks. To be a Psi-knight, a psionicist needs a Dexterity of 14+, as well
|
||
as the standard requirements for psionicists.
|
||
Role: In the campaign, Psi-knights are very secretive. Finding a
|
||
teacher should be an adventure in itself, as most Psi-knights hide from
|
||
society. The reason for this is that the Psi-knight Order is very wary of
|
||
letting others learn their ways. While most Psi-knights are Lawful Good or
|
||
Lawful Neutral, Lawful Evil Psi-knights do exist, and an organized force of
|
||
them would be a major threat to any campaign world.
|
||
Secondary Skills: Any.
|
||
Weapon Proficiencies: Bonus: Bastard sword, or katana if oriental.
|
||
Recommended: None.
|
||
Non-weapon Proficiencies: Bonus: Religion (Good, Neutrality, or Evil
|
||
forces, see The Complete Priest's Handbook), Rejuvenation. Recommended:
|
||
Tumbling, Jumping, Blind-fighting, Meditation.
|
||
Equipment: The Psi-knight automatically receives a bastard sword upon
|
||
completion of his training. This sword is of high quality, adding a non-
|
||
magical bonus of +1 to hit and +1 to damage. Psi-knights are prohibited
|
||
from wearing armor.
|
||
Special Benefits: Psi-knights receive a permanent bonus of +1 to power
|
||
checks for powers from the Psychokinesis and Telepathy disciplines, and may
|
||
learn the recommended proficiencies at the normal cost. Additionally, the
|
||
Psi-knight automatically has the Psi-sword power at first level. This is
|
||
part of the Psi-knight's training, and does not count as one of the powers
|
||
the psionic chooses at first level.
|
||
Special Hindrances: Psi-knights suffer a -2 reaction penalty, due to
|
||
their hermetic nature. Psi-knights may never learn Psychoportive powers.
|
||
The Psi-knight may only gain proficiency in a bastard sword (or katana,
|
||
again if Oriental) throughout his life. He may still use other weapons, but
|
||
at the non-weapon proficiency penalty. And all further weapon proficiencies
|
||
gained through level advancement are LOST.
|
||
Wealth: Psi-knights receive the standard 3d4x10 starting gold.
|
||
|
||
|
||
|
||
Savage
|
||
|
||
Description: Savage Psionicists are psionicists found within cultures
|
||
viewed as primitive by most people. Typically, the societies that Savage
|
||
Psionicists emerge from also produce warriors who would be classified as
|
||
savages (see PHBR1 for what this means). These societies are already well
|
||
described in PHBR1, PHBR3, PHBR4. Savage Psionicists are very formidable
|
||
psychometabolists and telepaths. To become a Savage Psionicist, a CON of
|
||
17 or higher is required and a WIS of 16 or higher. Role: Savage
|
||
Psionicists serve multiple purposes within their tribe, including healing
|
||
of all kinds, ability to help someone get more in "touch" with themselves
|
||
using powers like Psychic Surgery and Incarnation Awareness, their ability
|
||
to determine the truthfulness of people both within and outside the tribe,
|
||
and their formidable combat powers of telepathy. They are also greatly
|
||
valued because of their ability to boost a warrior's prowess or health with
|
||
things like share strength and lend health. Outside their tribe, in more
|
||
civilized regions, Savage Psionicists can (like savages of other classes)
|
||
be unwashed unkempt primitives, or unsullied heroes who bring a noble (if
|
||
sometimes naive) viewpoint to the party.
|
||
Preferred Disciplines: Psychometabolism, Telepathy.
|
||
Recommended Sciences: Animal Affinity, Complete Healing, Superior
|
||
Invisibility, Psychic Surgery.
|
||
Recommended Devotions: Poison Sense, Absorb Disease, Adrenalin
|
||
Control, Body Control, Biofeedback, Cell Adjustment, Chameleon Power,
|
||
Heightened Senses, Lend Health, Share Strength, Identity Penetration, False
|
||
Sensory Input, Incarnation Awareness, Life Detection, Truthear, any of the
|
||
telepathic attack modes.
|
||
Barred Disciplines: None.
|
||
Secondary Skills: Required: any of the woodcraft skills, such as
|
||
Fishing, Hunting, etc.
|
||
Weapon Proficiencies: Required: None. Recommended: Short Bow,
|
||
Knife, Club, Spear.
|
||
Nonweapon Proficiencies: Bonus: Rejuvenation, Hypnosis, Direction
|
||
Sense, Weather Sense. Recommended: Meditative Focus, the rest can be
|
||
taken from the list used for Savage Priests in PHBR3.
|
||
Equipment: Savage Psionicists never wear any kind of armor, and they
|
||
may only buy their weapons from the list of recommended proficiencies above
|
||
since they share other psionicists' disdain for weapons.
|
||
Special Benefits: Savage Psionicists receive Danger Sense and Mind
|
||
Over Body as bonus powers.
|
||
Special Hindrances: Savage Psionicists cannot wear armor without
|
||
suffering a penalty of -3 to all die rolls due to the discomfort and
|
||
hindrance that armor imposes on them. In addition, they (similar to
|
||
savages of other classes) suffer a reaction roll penalty of -3 when dealing
|
||
with civilized peoples.
|
||
Wealth Options: 1d4 x 10 gp.
|
||
Races: Human.
|
||
|
||
New Rules
|
||
---------
|
||
|
||
Contact Rules Alternative
|
||
|
||
With the recent discussions of psionics, I thought some of you may be
|
||
interested in some rules modifications I have made for contact in the Dark
|
||
Sun campaign I run. These modifications were made because I like the
|
||
"feel" of the psionics in the Prism Pentad books and due to problems
|
||
implementing current telepathy rules with respect to nonpsionicists. So
|
||
you know where I'm coming from, though I have modified the rules to some
|
||
extent, overall I enjoy both the CPH and the Dark Sun World.
|
||
|
||
Psionics Contact Revisions:
|
||
In order to mesh the telepathy rules with the Prism Pentad series
|
||
(similar to the abilities acquired by Rikus and Sadira in the Prism
|
||
Pentad), nonpsionicsts will be allowed a saving throw versus contact. The
|
||
ability to resist psionic contact improves with exposure, hence the saving
|
||
throw will improve with experience. Also since high wisdom provides a
|
||
greater chance of fighting off mind based magical attacks, it will also
|
||
provide some improved protection versus psionic attacks. The magical
|
||
defense bonus will be applied to the saving throw. In no case may the
|
||
saving throw be modified below 8. Intelligence of the target will not
|
||
increase the cost of contact.
|
||
|
||
Level Saving Throw
|
||
1-3 19
|
||
4-6 18
|
||
7-9 17
|
||
10-12 16
|
||
13-15 15
|
||
16-18 14
|
||
19-21 13
|
||
22-24 12
|
||
25-27 11
|
||
28-30 10
|
||
|
||
If a psionicist makes a successful power check and the target fails his
|
||
saving throw, contact is established without the target becoming aware.
|
||
|
||
If a psionicist makes a successful power check and the target makes his
|
||
saving throw, contact is not established, but the psionicist was able to
|
||
break off the attempt at contact before the target became aware of it.
|
||
|
||
If a psionicist makes an unsuccessful power check, the attempt at
|
||
contact fails and the target becomes aware of the attempt. If the target
|
||
ceases all activity and focuses on preventing future invasions into his
|
||
mind, he receives a +2 bonus on all saving throws as long as he
|
||
concentrates. If he continues to engage in any activities after a failed
|
||
attempt, he gains a +1 bonus to his saving throw for the next 1d6 rounds.
|
||
|
||
If a psionicist rolls his power score, in addition to the reduced
|
||
maintenance cost outlined in the Psionics Handbook, the target receives a
|
||
-2 penalty to his saving throw on future contact attempts if the inital
|
||
attempt was thwarted by a made saving throw.
|
||
|
||
New Rules for Contacts, Telepathic Combat and Psychic Contest
|
||
|
||
Option 1. Simple method
|
||
- Everybody has mind blank defense mode.
|
||
- Psionic combat against mind blank is not perceptible and it is
|
||
instantaneous (the psionicist does not lose the round).
|
||
|
||
Option 2. More simple method
|
||
- Contact does not exist its only a reference to calculate the cost.
|
||
Every power affects immediately.
|
||
- Put a saving throw to avoid all powers that do not, originally, have
|
||
one. Most people use Save vs. spell + wisdom bonus. However, Save vs.
|
||
petrification + wisdom bonus is considered a strange choice but it is more
|
||
fair, since psionicists have the best numbers there. Someone may try to
|
||
invent a new table.
|
||
|
||
Option 3. Even more simple method
|
||
- from "Dark Sun - Shattered Lands" computer game.
|
||
(read the notes about the game at the end)
|
||
- Contact does not exist its only a reference to calculate the cost.
|
||
Every power affects immediately.
|
||
- A psionicist or everyone that has defense modes, tries a contest with
|
||
his current turned on defense mode against the attacker s power to avoid
|
||
the effect (only one).
|
||
|
||
Option 4. The oversimplified method
|
||
- Contact has saving throw vs. petrification + widow bonus. All defense
|
||
modes are useless and contact does not spend a round.
|
||
|
||
|
||
Option 5. New method
|
||
|
||
Psionic Powers Usage
|
||
|
||
- All Psionicist gain contact free when they get the Telepathic
|
||
discipline.
|
||
- A contact is made in less than a round. The psionicist can make 1
|
||
contact plus one devotion or science that list contact as initial cost. A
|
||
psionicist cannot make contact as he attacks physically (only with split
|
||
mind this is possible). Use psionic powers this way does not made real
|
||
contacts, so, this kind of contact cannot be maintained.
|
||
- To make the contact the psionicist must see the target. The
|
||
psionicist may use other powers (as clairvoyance) to be able to see the
|
||
target.
|
||
- No one can defend a contact. If you want to defend yourself you must
|
||
be a psionicist and must start your defense mode before (mind blank is not
|
||
always active and costs 1 psp.).
|
||
- A defense mode does not have initial cost. The listed initial cost is
|
||
the maintenance cost per round.
|
||
- When attacked a psionicist can try to win a contest against the
|
||
attacker power score to avoid the attack, try to avoid an attack does not
|
||
occupy the round. The contest has one modification: The attacker gets a
|
||
bonus (or penalty) equal to the difference in level between the
|
||
psionicists. Telepathic combat is another way to contact and attack a
|
||
psionicist.
|
||
- Some powers should be modified to include a saving throw. Ego Whip
|
||
and Id insinuation have saving throw vs. petrification (+ wisdom bonus).
|
||
|
||
Telepathic Combat
|
||
|
||
- When two psionicists want to fight each other they can choose to
|
||
enter into telepathic combat. First, a psionicist must try to contact the
|
||
other in a special form calling the other to a telepathic combat (In game
|
||
terms: the player or the DM says "I want to fight you". The character hears
|
||
this on his mind). If both ones want to enter into combat the combat
|
||
starts. If one of them does not accept the challenge the combat is
|
||
impossible and the psionicist should try to use any power he wants in the
|
||
normal way (described before). In suchlike situation, the challenger
|
||
automatically wins initiative and the retreater has a -2 ST. penalty
|
||
against the first psionic attack (fear + attacker "next" of his mind).
|
||
- All telepathic attacks get a bonus (or penalty) equal to the
|
||
difference in level between the psionicists. A psionicist cannot try to
|
||
leave a combat or he automatically looses. At the end of the combat the
|
||
winner can automatically execute any telepathic power in looser with
|
||
maximum effect and no saving throw (power score still required).
|
||
- When a psionicist loose a combat, he is contacted and cannot use any
|
||
defense mode until the attacker stops paying maintenance cost or until the
|
||
psionicist made a successful Ejection. Of course, the contacted can attack
|
||
the attacker (if he survives the final attack).
|
||
- During combat none of the participants can attack each other in any
|
||
non-telepathic way. If the psionicist is disturbed, walk or do any non-
|
||
telepathic action he suffers -2 penalty (to anything, attack, ST., ...) and
|
||
can use only defense modes in that round. The penalty can be increased, at
|
||
DM discretion, when trying a complicated activity or when strongly
|
||
disturbed.
|
||
- A psionicist can telepathic attack (and be attacked by) more them one
|
||
person at the same time. The number of attacks per round does not increase,
|
||
but the number of defense mode usages are unlimited (but with only one type
|
||
of defense mode per round).
|
||
- In all others aspects the telepathic combat is the same described in
|
||
page 25 of the CPsiH.
|
||
|
||
About "Dark Sun - Shattered Lands" computer game
|
||
|
||
The game is very fealty to AD&D stories and rules, but some things were
|
||
simplified, within them the psionic powers. The game is very good and gives
|
||
me some new ideas for adventures, but this is not relevant in the following
|
||
description.
|
||
In this game, contact does not exist. All powers affect immediately and
|
||
depend only on attacker power score and victim saving throw. Everything
|
||
works OK and the psionicists are not more powerful than other classes. Not
|
||
all psionic powers exist in the game but the critical ones are there (Mass
|
||
Domination, Psyonic Blast, ...)
|
||
In one hand, is not obvious the way the game uses to decide when some
|
||
power works since all calculations are automatic. In the other hand it
|
||
obvious that psionic combat does not exits (contact does not exit, I never
|
||
was prompted for attack or defense mode usage) but since all defense modes
|
||
are there they should be useful in some way. Observing the only two powers
|
||
that do not have saving throws (Id insinuation and Ego whip) I see that
|
||
they do not always work, so, the defense modes are used in this case. I
|
||
guess that a successful contest against the victim defense mode is required
|
||
by these powers.
|
||
|
||
Some of the powers are simplified too and the game has helps for each
|
||
one, so, I list some of them.
|
||
|
||
- Detonate: "Inflicts 1-10 points of damage in any creature in the area
|
||
of effect."
|
||
- Animal affinity: "Allows the psionicist to briefly grow claws that
|
||
inflict 1-10 points of damage"
|
||
- Superior Invisibility: "Makes the psionicist nearly undetectable in
|
||
combat. It is dispelled if the psionicist attacks."
|
||
- Enhanced Strength: "Allows the psionicist to increase his or her
|
||
strength to 24"
|
||
- Inertial Barrier: "This barrier of "elastic" air halves damage form
|
||
breath weapons, missile, acid, gas and ice storms."
|
||
- Id insinuation: "Paralyzes the target for 1-4 rounds"
|
||
- Ego whip: "Target is stunned for 1-4 rounds"
|
||
|
||
Every psionic power is executed in one round and the only possible
|
||
effect for domination like powers are all dominated characters attack their
|
||
own groups.
|
||
All other changes do not affect psionicists and I will not list them.
|
||
Two final changes maybe interesting: none distinction between sciences and
|
||
devotions (only a few of the devotions are available) and sometimes you can
|
||
find psionic bracelets, these items can teach a new power to one person
|
||
(like a wizard scroll, the bracelet disappears when used).
|
||
|
||
Dreamland & Dreaming
|
||
--------------------
|
||
|
||
There are three modes of Dreamland: Travel, Natural, and True. Travel
|
||
mode is entered when a psionicist uses the Dream Travel power. It is
|
||
entered quite often by non-dreamers and is accessable to only psionicists.
|
||
(Dreamers included) This place is universal and is the same for everyone.
|
||
Natural mode is that mode entered when a person has an extremely strong
|
||
dream (Extreme nightmare or dream on the table below). Natural Dreamland
|
||
is a personal place and only a god or a dreamer may enter. Once inside
|
||
person's natural dream, via the Enter Dream power, the dreamer may then
|
||
bring others in with the Dream Magnet or Waking Dream powers. A character
|
||
will only enter true Dreamland if a god or dreamer is forcing them in for
|
||
some reason.
|
||
True Dreamland itself is a reflection of the real world, like travel
|
||
Dreamland. To determine how True Dreamland will look, first determine the
|
||
alignment of the area. To do this figure out the average predominant
|
||
alignment. A powerful creature tends to tip the scales in the direction of
|
||
their alignment a lot more than a weak one (a raiding part of orcs would
|
||
have no significant influence when a great wyrm gold dragon is in the area)
|
||
If you wish, you can calculate it with a little work. For every lawful
|
||
creature, take an total with lawful creatures as a positive HD, neutral
|
||
creatures as zero and chaotic creatures as negative HD. Now, divide by the
|
||
total number of HD in the area (no negatives or zeros, just plain HD) A
|
||
score of 1 is lawful, 0.5 is neutral with lawful tendencies, 0 is neutral,
|
||
-0.5 is neutral with chaotic tendencies, and -1 is chaotic. Since you will
|
||
most likely no get exactly these numbers, choose whichever is most
|
||
appropriate. Do the same procedure for good and evil creatures and from
|
||
that, an alignment can be formed.
|
||
To determine the general appearance of the land, you should use the two
|
||
halves of the alignment. The first part (law/chaos) determines the
|
||
organization of the land, and the other half determines what the shape of
|
||
the land will be. A lawful land will be organized, chaotic will be random
|
||
and disorganized, and neutral, a combination of the two. A good land will
|
||
be bright, pleasant, and "rounded", a neutral one flat and gray, and a evil
|
||
one will be dark and angular (as opposed to being "rounded") Specific
|
||
details (trees, roads and other minor things) are left up to the DM to
|
||
decide, but are usually very close to the real land.
|
||
Natural Dreamland is that land created by a dreaming person. This land
|
||
may look like true Dreamland (in the case of most nightmares), the
|
||
character's original home, some far away land, or even some exotic pleasure
|
||
palace in Persia (in the case of most dreams of the extreme magnitude).
|
||
Natural Dreamland can look like anything, but it must always reflect the
|
||
type of dream the person is having. A person having an extremely bad
|
||
nightmare will also be revealing their worst fears, which is why most
|
||
dreamers are so effective.
|
||
A character in Dreamland is the same physically and mentally as they
|
||
are in the normal world. The only exception is the dreamer. A dreamer is
|
||
the same mentally (Wisdom & intelligence) but the physical skills
|
||
(Strength, dexterity, charisma, and movement) are added together and then
|
||
the dreamer may distribute the points among the abilities as they see fit.
|
||
No dreamer can change constitution because this is a direct change to the
|
||
PSP of a character, and that is forbidden. A dreamer could end up with a
|
||
very high strength and dexterity, but ugly and slow. This makes
|
||
dreamers very quite formidable in Dreamland. Also a dreamer may expend PSP
|
||
to maintain a higher scores in statistics. At first level the dreamer must
|
||
expend 2 PSP for 1 statistic point during the dreamer<65>s stay in Dreamland.
|
||
At 3rd level the conversion rate is 1:1, 2:3 at 7th level, 1:2 at 15th
|
||
level, and 2:5 at 25th level. This is the best rate a dreamer will ever
|
||
get or ever need to get.
|
||
The results of death in Dreamland vary on the type of dream mode they
|
||
are in. A dreamer in the travel dream mode will go back to where they
|
||
started (as stated on page 70 of PHBR5). In natural mode, a death will
|
||
result in a system shock roll. If it is failed, the person suffers the
|
||
results of a Dream Magnet power. In true Dreamland, death is very
|
||
dangerous. They must make three consecutive rolls, wisdom, intelligence,
|
||
and a system shock, to live. A failed wisdom roll means the character does
|
||
not realize it was only a dream and dies of a heart attack. An failed
|
||
intelligence roll means the character believes he is dead, and goes into a
|
||
berserk rage until he is knocked unconscious as per the failed system shock
|
||
roll. The failed system shock roll means that the person<6F>s body thinks it
|
||
is dead and the person goes into a coma for 1d10+10 days.
|
||
Some psionic powers infest themselves in a different manner in
|
||
Dreamland. Psychometabolic powers are enhanced in Dreamland. The
|
||
psionicist rolls their power score normally but if it is not the actual
|
||
power score, it will be altered in the direction of the power score by one
|
||
point. This removes the possibility of rolling a 1 or a 20 on a power
|
||
(even with bonuses/penalties, these effects will not manifest themselves.)
|
||
The Ejection power used by a normal psionicist will not work with a Dream
|
||
Link. A dreamer can use the Ejection power to get rid of unwanted Contacts
|
||
or Dream Links. When using it on a Dream link, there can be no harmful
|
||
side effects for the dreamer, but they can occur to the ejected being.
|
||
Telepathic defense modes are useless against the Dream Link power.
|
||
|
||
|
||
Natural Dream Table
|
||
|
||
Die Roll Result
|
||
01 Dream: Extreme (Natural Dreamland entrance)
|
||
02-20 Dream: Pleasurable
|
||
21-35 Dream: Good
|
||
36-40 Dream: Average
|
||
40-60 No dream
|
||
61-65 Nightmare: Bad
|
||
66-80 Nightmare: Horrid
|
||
81-99 Nightmare: Painful
|
||
00 Nightmare: Extreme (Natural Dreamland entrance)
|
||
|
||
A nightmare of bad or horrid level or dream of good or average level
|
||
will not affect the person's abilities the next day in any way as they are
|
||
quite common. A pleasurable dream will grant a +5% (or +1 on a d20) bonus
|
||
on any rolls that had something to do with the dream (example: Piffer the
|
||
great had a pleasuable dream that he was doing extremely well picking
|
||
pockets and the next day he picks a pocket and recieves a +5% to do so
|
||
because of the positive influence of the dream) An extreme dream that
|
||
takes the person into dreamland will grant a +15% (or +3 on a d20) bonus
|
||
because of the extremely good feelings that come about from it. As with
|
||
all bonuses/penalties that come from dreams or nightmares, it only affects
|
||
actions that have to do with the dream. For painful nightmares, it is a
|
||
-5% penalty (or -1) and for extreme nightmares, it is -15% (or -3).
|
||
|
||
RPM (Random PSP Method)
|
||
-----------------------
|
||
|
||
I've developed a random method for determining a psionicist's PSPs.
|
||
The TCPH uses a method which allows for no random element to the
|
||
determination of PSPs.
|
||
|
||
Something to think about:
|
||
"Wouldn't it be awfully boring if every fighter gained 8hp (plus CON
|
||
modifiers) at each level, every cleric gained 6hp at each level, etc.?"
|
||
|
||
Comments, discussion, debate, criticism, etc., of my RPM are welcome.
|
||
Flames and harsh criticism are welcome as well, provided the flames deal
|
||
with the subject matter I've presented here. Flames of the nature, "AD&D2
|
||
psionics suck, so your proposition is worthless", are not constructive and
|
||
will be ignored.
|
||
|
||
The TCPH's method for determining a psionicist's PSPs has no random
|
||
element. A base amount of PSPs are awarded at each level, along with
|
||
modifiers for high INT, WIS, or CON. Using this method, a psionicist's PSP
|
||
total can be calculated for any given level, (barring an ability score
|
||
change which could affect the modifiers).
|
||
|
||
This method is very unsatisfactory, given the mechanics established for
|
||
many other parts of the AD&D game. Not all 4th level fighters with a 16
|
||
CON have the same hit point total; why should all psionicists of the same
|
||
level and identical ability scores have the same PSP total? This method of
|
||
pre-determination of PSPs takes away from the player's personal involvement
|
||
with his PC, and removes an element of uniqueness between the PC and other
|
||
PCs (or NPCs) of his class.
|
||
|
||
I have developed a method of determining PSPs that introduces a random
|
||
element. The RPM puts the random element in the player's hands, so the
|
||
personal involvement and control of the character's fate is returned to the
|
||
player. The RPM uses a dice roll that produces a bell curve type
|
||
distribution of results; this bell curve generated is centered around the
|
||
TCPH's PSPs gained at each level.
|
||
|
||
Although using RPM offers a player the chance to greatly exceed the
|
||
amount of PSPs gained per level as compared to the TCPH, it also offers the
|
||
same chance to fall just as far below the TCPH's PSPs. However, because
|
||
the dice rolls produce a bell curve distribution of numbers, the majority
|
||
of rolls will produce a number of PSPs very close to the number of PSPs set
|
||
forth in the TCPH.
|
||
|
||
For those unfamiliar with the TCPH's mechanics for determining PSPs (or
|
||
for those who don't have their TCPHs at hand), the following is a brief
|
||
outline of how this is done:
|
||
|
||
At first level, a PC's starting PSPs are a base amount (depending on
|
||
his WIS), and modifiers (based upon his INT or CON). Beyond first level,
|
||
the PC receives a base of 10 PSPs, plus a modifier (depending on his WIS).
|
||
Table 5, from TCPH page 13, is reproduced below:
|
||
|
||
Ability Score Base Score Ability Modifier
|
||
------------- ---------- ----------------
|
||
15 20 0
|
||
16 22 +1
|
||
17 24 +2
|
||
18 26 +3
|
||
|
||
If a 1st level psi has 16 INT, 18 WIS, and 15 CON, he receives a total
|
||
of 27 PSPs (26 base because of 18 WIS, plus 1 modifier for 16 INT). At 2nd
|
||
level this PC would be awarded 12 more PSPs (10 base plus 2 modifier for 17
|
||
WIS).
|
||
|
||
|
||
The RPM uses a base amount of PSPs awarded at 1st level (based upon
|
||
WIS), plus modifiers (based upon INT or CON), plus the player's random dice
|
||
roll. At 2nd level and beyond, there is no base PSP amount; the amount of
|
||
PSPs gained is based solely upon the player's random dice roll plus a
|
||
modifier (based only upon WIS).
|
||
|
||
The random roll for 1st level is 3d4. For each INT or CON point above
|
||
15, a modifier point is added to the base and random roll. Base PSPs and
|
||
modifiers for 1st level are awarded as follows:
|
||
|
||
WIS Base PSPs | INT or CON Modifiers
|
||
----- --------- | ---------- ---------
|
||
15 13 | 16 +1
|
||
16 15 | 17 +2
|
||
17 17 | 18 +3
|
||
18 19 |
|
||
|
||
|
||
For 2nd level and up, the random roll is 4d4. For each WIS point above
|
||
15, a modifier point is added to the random roll for the total PSPs
|
||
attained.
|
||
|
||
The 1st level random dice roll (3d4) will produce a possible range of
|
||
results of 3-12; the average (or "probable") range (under the center of the
|
||
bell curve) is 6-9. The 2nd level random dice roll (4d4) will produce a
|
||
possible range of results of 4-16; the average (or "probable") range is 8-
|
||
12.
|
||
|
||
--------------------------------------------------
|
||
[EXAMPLES]
|
||
|
||
* Example 1: PC has minimum ability scores necessary to become a
|
||
psionicist.
|
||
+ Level 1
|
||
-Under TCPH: 20.base + 0.mod = 20 PSPs
|
||
-Under RPM : 13.base + 0.mod + 3-12.ran
|
||
=> possible range of 16-25
|
||
=> probable range of 19-22
|
||
+ Level 2
|
||
-Under TCPH: 20.1st + 10.base + 0.mod = 30
|
||
-Under RPM : 16-25.1st + 0.mod + 4-16.ran
|
||
=> possible range of 20-41
|
||
=> probable range of 27-34
|
||
|
||
* Example 2: PC has 16 INT, 18 WIS, and 16 CON.
|
||
+ Level 1
|
||
-Under TCPH: 26.base + 2.mod = 28 PSPs
|
||
-Under RPM : 19.base + 2.mod + 3-12.ran
|
||
=> possible range of 24-33
|
||
=> probable range of 27-30
|
||
+ Level 2
|
||
-Under TCPH: 28.1st + 10.base + 3.mod = 41
|
||
-Under RPM : 24-33.1st + 3.mod + 4-16.ran
|
||
=> possible range of 31-52
|
||
=> probable range of 38-45
|
||
|
||
* Example 3: PC has 18s for INT, WIS, and CON.
|
||
+ Level 1
|
||
-Under TCPH: 26.base + 6.mod = 32 PSPs
|
||
-Under RPM : 19.base + 6.mod + 3-12.ran
|
||
=> possible range of 28-37
|
||
=> probable range of 31-34
|
||
+ Level 2
|
||
-Under TCPH: 32.1st + 10.base + 3.mod = 45
|
||
-Under RPM : 28-37.1st + 3.mod + 4-16.ran
|
||
=> possible range of 35-58
|
||
=> probable range of 42-49
|
||
|
||
The important statistics to note in the above examples is the "probable
|
||
range" of each of the results. The "possible range" for each may seem to
|
||
form a large window around the TCPH result, but keep in mind that the
|
||
average rolls will be "weighted" to the "probable range". The window that
|
||
the probable range forms around the TCPH PSP total is reasonably tight.
|
||
|
||
Players have the capability to substantially increase their PC's PSPs
|
||
above what they could have been when using the static TCPH rules by a
|
||
series of lucky rolls (or by a "soft" DM). They also have the chance to
|
||
drop well below what they might have received under TCPH. A player who has
|
||
gained more PSPs using the RPM system will be proud of his PC, just as a
|
||
player who has rolled a lot of 9s and 10s as hit points for his fighter. A
|
||
player who has not been as fortunate will have something to attain -- a
|
||
special quest or use of a wish might be appropriate means of allowing the
|
||
PC an increase in PSPs.
|
||
|
||
In either the extreme cases, or the case of maintaining relatively
|
||
close to the same number of PSPs as the TCPH prescribes, the control of the
|
||
PC's advancement is returned to the player. Level advancement, new psi
|
||
power achievement, and PSP gain now becomes a much more exciting event for
|
||
the player.
|
||
|
||
Psionic Awareness
|
||
-----------------
|
||
|
||
Power Check: WIS
|
||
Range: 50 yards
|
||
|
||
Psionic Awareness is termed a "psionic ability," rather than a "psionic
|
||
power," since it does not belong to one of the six disciplines, does not
|
||
take up a science or devotion slot, and does not cost any PSPs to initiate
|
||
or maintain.
|
||
|
||
Psionicists develop their Psionic Awareness during their early
|
||
training. (Wild talents do not develop this ability since they undergo no
|
||
formal training in harnessing the power of the mind.) As part of the
|
||
beginning stage of mental exercises that develop a psionicist's mind into a
|
||
highly focused source of energy and control, neophytes are taught how to
|
||
use this natural ability. (See page 81 of the TCPH, second paragraph under
|
||
"Resistance" in the Contact devotion description for a basis on allowing
|
||
psionicists to have "natural" abilities. Also note that although the five
|
||
psionic defense modes are devotions and a science under the Telepathy
|
||
discipline, psionicists learn these powers as part of their level
|
||
progression and schooling, without the need to use a devotion or science
|
||
slot.)
|
||
|
||
The Psionic Awareness ability allows a psionicist to recognize
|
||
psionically capable minds when he initiates a mental "scan". The
|
||
psionicist is able to tell which minds (within the Area of Effect) are
|
||
capable of psionic activity, whether these minds are engaged in any psionic
|
||
activity at that time or not. The mark of a disciplined and empowered mind
|
||
is the "signature" that allows the psionicist to recognize other
|
||
psionically-capable minds. (Wild talents do not have this disciplined mark
|
||
on their minds since they undergo no training to develop it to this level;
|
||
therefore, wild talents are not recognized by Psionic Awareness.)
|
||
|
||
Psionic Awareness does not recognize psionic activity or the
|
||
expenditure of PSPs, only that a mind is disciplined and capable of such
|
||
activity. The Mind Bar power prevents the Psionic Awareness scan from
|
||
identifying that mind as psionically-capable, even though PSPs are being
|
||
expended. (Likewise, if the Psionic Concealment power is a power available
|
||
in your campaign, it prevents the scan from properly identifying as well.)
|
||
|
||
Even though Psionic Awareness costs a psionicist nothing with regards
|
||
to PSP expense, there are other reasons why this is a dangerous ability to
|
||
exercise. Psionicists not engaged in physical melee, psionic activity, or
|
||
other focused activity will immediately recognize that they have been
|
||
scanned. Further, the scanned psionicist will be able to tell where the
|
||
scan originated, thereby identifying the psionicist who initiated the
|
||
ability. Needless to say, utilizing this ability in unfamiliar
|
||
surroundings can create quite a dangerous situation.
|
||
|
||
No psionicist appreciates being "checked out" by another. Lawful Good
|
||
and Lawful Neutral psionicists who recognize that they have just been
|
||
scanned will at the very least think it to be a serious breach of
|
||
etiquette. Lawful evil psionicists are quite likely to launch a psionic
|
||
attack upon the initiator without asking any questions. All psionicists
|
||
who realize they have been scanned immediately go into a defensive mindset,
|
||
and realize that they could be in store for a confrontational event.
|
||
|
||
Because a psionicist never knows what high-level psionicist they might
|
||
possibly scan and thereby make an enemy of, psionicists simply do not walk
|
||
down a city street with this ability maintained and "out there" for all
|
||
other psionicists to pick up on. Beyond using this ability in early
|
||
training to develop a psionicist's mind, the primary use of this ability is
|
||
in the following manner: When a psionicist's party has already determined
|
||
themselves to be in a confrontational event with another party (that will
|
||
most certainly lead to combat), the psionicist will use Psionic Awareness
|
||
to scan the other party members for possible psionic combatants; (and the
|
||
psionicist can bet that any psionicists in the other party are scanning him
|
||
at the same time!)
|
||
|
||
Finally, this ability causes psionicists to recognize other psionicists
|
||
who are just coming into their mental powers. This typically occurs as a
|
||
young psionicist is involved in puberty; the young psionicist may not even
|
||
realize that he has psionic capability, but as part of all of the changes
|
||
his body is undergoing (hormonal, mental, etc.), his untrained mind is
|
||
"broadcasting" its ability. In this case, a trained psionicist does not
|
||
need to make a Power Check in order to recognize the psionically-capable
|
||
mind in his presence. Likewise, several psionicists who recognize a young,
|
||
broadcasting psionicist in their presence will not recognize each other as
|
||
scanning since they each are not having to initiate this ability -- all of
|
||
the signals are being sent to them without them even trying to receive.
|
||
Trained psionicists will no doubt want to get a moment alone with the young
|
||
pubescent in order to tell them what they are, what they have the potential
|
||
to be, and to try to convince them to begin training with their school.
|
||
Young psionicists who are never exposed to another psionicist while going
|
||
through this puberty period that causes this mental broadcasting,
|
||
eventually mature and become wild talents.
|
||
|
||
Compilers Note: This ability would also be useful for determing if an item
|
||
is the psionicist equivelent to a magical item, although it would only give
|
||
an indication, either Aura Sight or Object Reading would determine this for
|
||
sure.
|
||
|
||
Power Discovery Rules
|
||
---------------------
|
||
|
||
The introduction of the psionicist character brings out many
|
||
opportunies for new and different experiences in the AD&D game world. The
|
||
main problem with the character is that, unlike mages and priests, there is
|
||
no existing rules for the creation of new powers. The idea of making new
|
||
powers by players poses many problems. A mage can just go to the magic
|
||
guild and study existing spells to find similarities in the way that the
|
||
magic is shaped. A cleric can pray to thier god for a new and different
|
||
power. But a psionicist's power comes from within themselves, not from a
|
||
god or the magic power of the world that the character is in. Thus, a
|
||
psionicist is not so much searching for a way to create a new spell that
|
||
all mages can use as they are searching for the power within themselves and
|
||
unleashing it.
|
||
Because they are searching within themselves for the power, a lot of
|
||
meditation is involved. Therefore, the meditative focus proficiency is a
|
||
requirement. The new power may not fall within the standard rules of new
|
||
spells in that it cannot duplicate another power. Since self discovered
|
||
powers are unique to each individual, it is possible for two psionicists to
|
||
discover a similar power, each with it's own advantages and disadvantages.
|
||
However, duplicating of powers in the CPH should be dissallowed. As well,
|
||
the creation of powers that are similar in effect to ones in a barred
|
||
discipline, and yet not in that discipline, should be disallowed. It may
|
||
be a combination of other powers, but be careful with this, as it is not
|
||
always good for game balance. The new power should not be a way of
|
||
circumventing rules that the player does not like. However, this may be
|
||
allowed if a specific and logical reason is given. For example, the
|
||
dreamer power Dream Link is able to avoid the problems of ejection and
|
||
other powers that will break contact. THe reason behind this is that the
|
||
dreamer is linking on a difference conscious (on in the actual case, sub-
|
||
conscious) level that most psionicists never deal with and therefore they
|
||
are not able to understand the nature of the contact. If this kind of
|
||
circumventing of the rules is allowed, it should be dealth with in a very
|
||
cautious and careful manner so as not to give the character and unfair
|
||
advantage.
|
||
The steps in the creation of a new power are similar to the creation of
|
||
a new spell. First the player must submit to the DM what the character
|
||
hopes to create. Then the DM and the player must go over the power and
|
||
talk about what it is suppose to do. Effectively, the character should
|
||
write out the description of the power and possibly some of it's
|
||
statistics. The Power Score and 20 results should be done later. As well,
|
||
and PSP costs should be done at a later time, when the power is defined
|
||
better. The DM should look for ways in which the power could be abused and
|
||
misused. Fixing this should be one of the first priorities of this stage.
|
||
The next step is to determine the type of the power. A science is a
|
||
more general power that is harder to learn. Telekinesis for example, is a
|
||
multi-purpose power that can be used for many things. Therefore it is a
|
||
science. Detonate on the other hand has a very specific purpose and is
|
||
more specialized as a devotion. This is also the time to balance out the
|
||
power by giving it pre-requisites as necessary and giving the PSP costs to
|
||
the power. This is also the time to decide what happens when the character
|
||
rolls the Power Score and a 20.
|
||
Since the psionicist does not need to research a power, just look
|
||
within themselves, you might think it will take less time to get the
|
||
discovery done. But because the introspection is so personal and
|
||
revealing, it may take longer. As a guideline, it should take 1 day for
|
||
each PSP needed for the initial cost of the PSP plus the PSP needed to
|
||
maintain the power once, if that is possible. This is only a guideline,
|
||
the time needed may possibly be more, possibly less depending on the
|
||
potential of the power and it's type. Generally, a science will take more
|
||
time than a devotion. This time should not include any travelling time
|
||
needed to get to specific places.
|
||
During the introspection, the psionicist must be healthy. Adventuring
|
||
may be needed, especially if the psionicist needs the adive of a wise guru
|
||
and must travel to find him. This can be part of the cost of research. A
|
||
psionicist may also need to purchase special inscences and potions to
|
||
achieve a proper state of mind. As well, paying for any kind of healing
|
||
due to mistakes made and other strange happenings may be needed. Other
|
||
then that, there would be no cost. As a guideline, the cost should be the
|
||
PSP of Initial cost and maintainance cost muliplied by 50 gold pieces.
|
||
This should keep most powers from costing too much, but some may cost more,
|
||
depending on what is needed.
|
||
The biggest thing that is needed for the power is that it will be able
|
||
to be adopted by the psioniists after it is discovered. If it is a
|
||
science, the psionicist must have a slot free for a science. The same goes
|
||
for a devotion. As well, the power must fall within one of the preciously
|
||
taken disciplines or there must be a slot open for a new discipline.
|
||
Unlike mages, there can be no extra powers. A mage with one more spell in
|
||
his spell books than is allowed by the maximum will not unbalance a
|
||
campaign because of the number of spells that there are. However, one
|
||
extra discipline or science will due to their rarity.
|
||
The actual chance of discovering the power should be 100% as it is not
|
||
an actual discovering of a new power, but a discovery on one's inner self
|
||
and the power that they possess. Unless the DM has decided that the power
|
||
cannot be discovered becuase of some reason it should be implemented
|
||
immediately. Becuase it is not written down in any way, there is very
|
||
little chance that a rival psionicist will learn the power. Some of the
|
||
actual research might be role-played just for fun. An example might be
|
||
what happens with Priran the Powerful succeed in his earth-splitting power
|
||
and engulfs the city palace by mistake. This kind of thing will also give
|
||
the psionicist an idea of what happens if they get the power score or a 20
|
||
on a roll.
|
||
|
||
-------------------- Continues in Part III --------------------
|
||
|
||
From eskimo!mvb.saic.com!news.cerf.net!ihnp4.ucsd.edu!usc!cs.utexas.edu!utnut!torn!uunet.ca!uunet.ca!ionews.io
|
||
.org!nobody Tue Jun 21 15:06:32 1994
|
||
Path: eskimo!mvb.saic.com!news.cerf.net!ihnp4.ucsd.edu!usc!cs.utexas.edu!utnut!torn!uunet.ca!uunet.ca!ionews.i
|
||
o.org!nobody
|
||
From: doppy@io.org (Ryan Biggs)
|
||
Newsgroups: rec.games.frp.dnd
|
||
Subject: Net.Psionics.Handbook Part 3/7
|
||
Date: 21 Jun 1994 11:15:01 -0000
|
||
Organization: Internex Online (io.org) Data: 416-363-4151 Voice: 416-363-8676
|
||
Lines: 957
|
||
Message-ID: <2u6i3l$4ji@ionews.io.org>
|
||
NNTP-Posting-Host: nudge.io.org
|
||
|
||
Power Score Alternative
|
||
-----------------------
|
||
|
||
I created this system since I was frustrated by the fact that the
|
||
psionicist's power scores never got better with levels. The system is based
|
||
upon percentage roles. The formula for the percentage role takes in to
|
||
account the difficulty (Power score modifier) of the power, the character's
|
||
level, and the level of the required proficiency attribute eg; wisdom, con,
|
||
intell. The higher your level, stats, or both, the better you will be at a
|
||
certain power. I have also played around with the Range category and weight
|
||
for certain powers. A telepath using CONTACT has an unlimited range. I have
|
||
incorporated % modifiers for range AND PSP modifiers. It didn't make sense
|
||
to me that a telepath could spend only 3 PSP when he was contacting someone
|
||
1 mile or 1,000,000 miles away. Granted, his power score modifier was
|
||
tremendous but still. DMs can play around with the numbers as they wish,
|
||
they role the skill percentage secretly.
|
||
|
||
USING POWERS:
|
||
Using any psionic power is made by rolling percentile dice. There are
|
||
4 outcomes:
|
||
1. Role under your skill percentage: Power comes off with out a hitch
|
||
2. Optional: Role 1-5%: Special Bonus (See specific entry in Psionics
|
||
Handbook for each power under Power score).
|
||
3. Role over your skill percentage: Power doesn't work. You still
|
||
expend 1/2 the initial amount of points for the failed power.
|
||
4. Role 96-100%: Always fails. Optional rules- see the Psionics
|
||
Handbook for the result of rolling a 20.
|
||
|
||
EXCEPTION TO THESE RULES IS FOR PSYCHIC COMBAT. SEE LATER TEXT!!!!
|
||
|
||
A skill percentage can be found using the following formula: Base
|
||
chance of failure-(character's level * (pertinent attrib. MOD 3)) +
|
||
external modifiers. Base chance of failure is the power score modifier.
|
||
Pertinent attrib. is the required proficiency role attrib. eg; Wis.,
|
||
Intell., Con. MOD means the INTEGER division of the attribute by 3. NOTE:
|
||
the skill percentage can never go below 0%!
|
||
|
||
Base chance Failure
|
||
0 power score modifier 6%
|
||
1 power score modifier 12%
|
||
2 power score modifier 24%
|
||
3 power score modifier 36%
|
||
4 power score modifier 48%
|
||
5 power score modifier 60%
|
||
6 power score modifier 72%
|
||
7 power score modifier 84%
|
||
8 power score modifier 96%
|
||
9 power score modifier 108%
|
||
10 power score modifier 120%
|
||
|
||
For example: If a 5 level character having the following stats: Wis.18,
|
||
Con 16, Int. 14, tries to use the psychometabolic Science ENERGY
|
||
CONTAINMENT, the power score is listed at CON -2. The skill percentage
|
||
formula would be figured as follows: (Base failure 24%)- (5*(16MOD3=5) +0
|
||
(no external modifiers)= 24%-25%=-1% =0%
|
||
The base failure percentage comes from the power score modifier, if the
|
||
power was listed as Wis -6 the base failure rate would be 72%, etc..
|
||
Now, since the energy containment power is used under stressful
|
||
situations, the DM may give a 10%,20%,30% external modifier to simulate the
|
||
fear of being in such a situation and its effect on the psionicist's
|
||
concentration.
|
||
|
||
Some example external adjustments (cumulative):
|
||
in combat +05%
|
||
attacked in melee +10%
|
||
attacked in melee (each additional attacker) +05% (each)
|
||
in missile combat +05%
|
||
directly engaged by missile combat +10%
|
||
attacked by missile (each additional) +05%
|
||
struck for damage +50%
|
||
|
||
|
||
Along with the ability in psionics to cross vast distances, large
|
||
masses, up to 1 metric ton max., can also be manipulated by the
|
||
telekinetic. These abilities do not come with out a price ; distance and
|
||
weight cost you more PSPs and a greater % chance for failure the more
|
||
distant or heavier the object or creature is. These distance modifiers can
|
||
ONLY be used for powers where the RANGE is listed as unlimited. The weight
|
||
modifiers are for the psychokinetic science Telekinesis ONLY!
|
||
|
||
Distance Initial/Main. Weight Initial/Main. % Failure
|
||
in Miles points Mod. in Kilos points mod. modifier
|
||
|
||
0* 0 0-15 1pt.per 0%
|
||
kilos/7
|
||
1 1.5/1 16-125 15*2/14 12%
|
||
10 2/1.25 126-250 15*3/21 21%
|
||
100 2.5/1.5 251-375 15*4/28 32%
|
||
1,000 3/1.75 376-500 15*5/35 45%
|
||
10,000 3.5/2 501-625 15*6/42 60%
|
||
100,000 4/2.25 626-750 15*7/49 77%
|
||
1,000,000 4.5/2.5 751-1000 15*8/56 96%
|
||
*0=Line of sight.
|
||
ANY FRACTIONS round up ALWAYS!
|
||
|
||
For example, if Argent is a 7th level psionicist with a wisdom of 18
|
||
and wants to CONTACT Joe(3rd level fighter) who is X(12) miles away, he
|
||
will have to do the following:
|
||
1. Argent must have had prior CONTACT with Joe before. You can not
|
||
contact a new mind unless your in the line of sight range. Once Argent has
|
||
contacted Joe for at least 1 round, Joe's "mind print" is now known to
|
||
Argent and may be recognized and search for in the future.
|
||
2. Since Argent does NOT know how far away Joe is, he can either start
|
||
searching in the smallest radius first and then work his way out OR he may
|
||
just try to search at say the 10 mile range.
|
||
2A. If Argent tries to do an ever widening search, the scenario runs
|
||
like this:
|
||
1st attempt with in a 1 mile radius yields the equation (6%-(7*6))
|
||
-12%= -31% therefore is 0%. The DM roles a 55% and Argent's power works. He
|
||
has expended 3(Joe is 3rd level)*1.5=5 (4.5 rounded up). He finds no Joe.
|
||
2nd attempt is with in the 10 mile range and yields the equation (6%-(7*6))
|
||
-21%= -19% is again 0%. The DM roles a 39% and the power works. Argent
|
||
still did not find Joe and used in addition to the 5 PSPs from the last
|
||
attempt, 2*3=6. So the total PSPs used by Argent is 11. 3rd attempt with
|
||
in the 100 mile range yields a skill percentage of 0% again. The DM roles a
|
||
97%. Argent failed and expends (3*2.5)/2=4(rounded). His running total is
|
||
now 15 PSP expended. 4th attempt with in the 100 mile range yields a
|
||
successful search and he finds Joe ( he also senses that Joe is about over
|
||
10 miles away but less than 20.) He expends 8 PSPs for the successful role.
|
||
The total expended is 23 PSPs. To maintain contact with Joe in the
|
||
following rounds, he must expend (1 * 1.5 (the maintenance modifier))= 2
|
||
PSPs per round.
|
||
2B. Argent decides he wishes to search with in 100 miles right away.
|
||
The DM roles a 96% an he fails. He expends 4 PSPs for the failure. He tries
|
||
again and the DM roles 86%. Argent succeeds and expends 8 PSPs for the
|
||
success and now has CONTACT with Joe. Once again he "feels" that Joe is
|
||
between 10 and 20 miles away.
|
||
3. If Argent now tries to MINDLINK with Joe, he has already paid the
|
||
initial cost of CONTACT. To maintain MINDLINK he will expend 8 * 1.5 (the
|
||
distance maintenance modifier for 100 miles) or 10 total per round.
|
||
|
||
PSYCHIC COMBAT:
|
||
Psychic combat follows the rules in the Psionics Handbook. The skill
|
||
percentage formula DOES NOT APPLY!
|
||
|
||
Wild Talent Tables
|
||
------------------
|
||
|
||
Just a few words, though. They reflect the fact that in order for
|
||
there to be much of a population there has to be a certain amount of
|
||
people who have defense modes as well. Anyone who has used the CPsiH
|
||
wild talent tables has probably had the problem where PCs with attack
|
||
modes run rampant with just about all non-psionicist NPCs because
|
||
their lack of a defense mode. Of course, you could simply make a lot
|
||
of the NPCs have them, but if you are supposedly going according to the
|
||
CPsiH tables, that doesn't make statistical sense. This attack-mode vs.
|
||
no defense mode problem is even more pronounced if one tries to use
|
||
psionics in a non-DARK-SUN setting/world, where no one who is a non-
|
||
psionicist (a lot of people!) has a defense mode. The fact that everyone
|
||
has at least one psionic power is what for me makes it the only place
|
||
where I can really allow psionics into my games, for they are simply too
|
||
powerful anywhere else. Again, if you use the wild talent tables in the
|
||
CPsiH, the fact that so few people have defense modes gives rise to the
|
||
same problem. I have therefore opted to increase the chance that a given
|
||
NPC has a defense mode so that about 3 in 10 NPCs have one. Now,
|
||
if an important but not-too-powerful NPC (yes, they can exist :) is
|
||
attacked by a player, you are not too entirely off your statistical rocker
|
||
to give her/him a defense mode :D
|
||
Also, to make things fit correctly, I made up a few new psionic
|
||
powers. I don't have the CPsiH right in front of me, so I'm not sure if
|
||
some of the powers on the table are new or not, especially since I
|
||
made it about 6 months ago. You can make them up on your own, make it a
|
||
reroll, substitute another power in its place, or ask me to post/mail
|
||
how I have them worked out in my system (aiding my feeble memory by
|
||
telling me which ones are really new, of course :) Well, long disclaimers
|
||
aside, here it is...
|
||
|
||
Note: I inserted (new?) where I found a power that wasn't in CPsiH or DK
|
||
|
||
|
||
Psionic Wild Talents, Table 1
|
||
|
||
01-02: Choose one on this table. 48-53: Thought Shield
|
||
03-05: Roll twice on this table. 54-59: Mental Barrier
|
||
06: Aversion 60-65: Tower of Iron Will
|
||
07: Conceal Thoughts 66: Combat Mind
|
||
08: Mind Bar 67: Hear Light
|
||
09: Awe 68: Feel Sound
|
||
10: Dream Travel 69: Know Direction
|
||
11: Psychic Messenger 70: Danger Sense
|
||
12: Psychic Impersonation 71: Spirit Sense
|
||
13: Heightened Senses 72: Control Sound
|
||
14: Expansion 73: Animate Object
|
||
15: Flesh Armor 74: Suspended Animation
|
||
16: Displacement 75: Biofeedback
|
||
17: Body Control 76: Body Equilibrium
|
||
18: Mind Over Body 77: Catfall
|
||
19: Ballistic Attack 78: Cell Adjustment
|
||
20: Time/Space Anchor 79: Empathy
|
||
21: Sound Link 80: Sight Link
|
||
22: Identity Penetration 81: Truthear
|
||
23: Graft Weapon 82: Control Flames
|
||
24: Immovability 83: Adrenalin Control
|
||
25: Lend Health 84: Body Weaponry
|
||
26: Share Strength 85: Chemical Simulation
|
||
27: Absorb Disease 86: Enhanced Strength
|
||
28: Control Light 87: Reduction
|
||
29: Animate Shadow 88: Daydream
|
||
30: Radial Navigation 89: Life Detection
|
||
31: Poison Sense 90: Send Thoughts
|
||
32: Know Location 91: Dimension Walk
|
||
33: See Sound 92: Aging
|
||
34: Feel Light 93: Astral Projection
|
||
35: All-round Vision 94: Synaptic Static
|
||
36-41: Intellect Fortress 95: Attraction
|
||
42-47: Mind Blank 96-98: Roll on Table 2.
|
||
|
||
99-00: Roll once on this table and then on Table 2.
|
||
|
||
|
||
Psionic Wild Talents, Table 2
|
||
|
||
01-02: Choose one on this table. 48-53: Thought Shield
|
||
03-05: Roll once on each table. 54-59: Mental Barrier
|
||
06: Life-Drain 60-65: Tower of Iron Will
|
||
07: Appraise 66: Sensitivity to Psychic
|
||
Impressions
|
||
08: Cannibalize 67: Precognition
|
||
09: Levitation 68: Summon Planar Creature
|
||
10: Id Insinuation 69: Shadow-Form
|
||
11: Mind Thrust 70: Clairvoyance
|
||
12: Energy Redirection (new?) 71: Invisibility
|
||
13: Energy Absorption 72: Mindlink
|
||
14: Probe 73: Metamorphosis
|
||
15: Mass Domination 74: Dimension Door
|
||
16: Mindwipe 75: Animal Affinity
|
||
17: Inflict Pain 76: ESP
|
||
18: Post-Hypnotic Suggestion 77: Molecular Manipulation
|
||
19: Control Body 78: Ectoplasmic Form
|
||
20: Detonate 79: Repugnance
|
||
21: Time Shift 80: Teleport
|
||
22: Telepathic Projection 81: Molecular Rearrangement
|
||
23: Phobia Amplification 82: Death Field
|
||
24: Molecular Agitation 83: Double Pain
|
||
25: Cause Decay 84: Invincible Foes
|
||
26: Project Force 85: Superior Invisibility
|
||
27: Teleport Other 86: Domination
|
||
28: Complete Healing 87: Telekinesis
|
||
29: Switch Personality 88: Energy Transformation(new?)
|
||
30: Chameleon Power 89: Psionic Blast
|
||
31: Clairvoyance 90: Ego Whip
|
||
32: Fate Link 91: Psychic Crush
|
||
33: Banishment 92: Flight (new?)
|
||
34: Object Reading 93: Psionic Sense
|
||
35: Aura Sight 94: Convergence
|
||
36-41: Intellect Fortress 95: Disintegrate
|
||
42-47: Mind Blank 96-98: Roll twice on Table 2
|
||
|
||
99-00: Choose one power from this table.
|
||
|
||
New Powers
|
||
----------
|
||
|
||
|
||
Clairsentient Sciences
|
||
----------------------
|
||
|
||
Magic Sight
|
||
|
||
Power Score: Wis -7
|
||
Initial Cost: 8 PSP
|
||
Maintainance Cost: 5/rnd
|
||
Range: 50 yrds
|
||
Preparation Time: 0
|
||
Area of Effect: one person or object
|
||
Prerequisites: Spellcasting profficiency
|
||
|
||
This tough science allows the psionicist to scan an object or person
|
||
for information on any magic present. On objects, the power will reveal
|
||
the type of magic (alteration, summoning, etc.) they contain, but not which
|
||
spells or specific powers they have. Further rounds might reveal other
|
||
lesser types of magic found on the object. Thus, a staff of power could be
|
||
scanned for several rounds, and several results would be obtained, with the
|
||
strongest magics being detected first. If a spellcasting proficiency check
|
||
is made, the psionicist will now hazy details about the magic involved.
|
||
(The staff can protect you, or it can cover your enemies with deadly
|
||
flames, etc.).
|
||
On persons, the power analyzes any spells cast _on_ that person. Each
|
||
round spent reveals what spell is cast on the person, again starting with
|
||
the most powerful. If a spellcasting proficiency check succeeds, at a +2
|
||
bonus, the psionicist knows how long the spells on that person will last.
|
||
|
||
Power Score: Learn all information in 1 round.
|
||
20: Some or all data is wrong, at DM's discretion.
|
||
|
||
|
||
Read Portrait
|
||
|
||
Power Score: Wis -6
|
||
Initial Cost: 24
|
||
Maintenance Cost: na
|
||
Range: 0
|
||
Preparation Time: 1
|
||
Area of Effect: 1 yard
|
||
Prerequisites: none
|
||
|
||
This power allows a psionicist looking at a portrait or a sculpture of
|
||
a person to find information about that person. It can reveal his class or
|
||
title, his alignment, age, and even his current whereabouts. The amount of
|
||
information gained depends on the result of the power check. If the
|
||
psionicist's power check is successful, he learns the information listed
|
||
beside that check result on the table below, plus all the information
|
||
listed above it.
|
||
Result Information Gained
|
||
------ ------------------
|
||
1 Race & Sex
|
||
2 Age at time of painting
|
||
3 Current age
|
||
4 Name and title
|
||
5 Circumstances of painting
|
||
6 Class, job or function
|
||
7 Level
|
||
8 Alignment
|
||
9 Current location* - global
|
||
10 Current location - within 10 miles
|
||
11 Current location - within 1 mile
|
||
12+ Current location - Exact
|
||
* Current location gives the whereabouts of the person, or the place of
|
||
his body (if dead). Global location is a country if the person is on the
|
||
same continent as the psionicist, continent if on the same planet, and
|
||
planet if in the same crystal sphere. If the person in the portrait is
|
||
outside the crystal sphere, or on another plane, the psionicist cannot find
|
||
his location, but senses that he is not in this world.
|
||
A psionicist can use the power again, but he will not gain more
|
||
information by doing so, unless he advances a level. A use of the power
|
||
will reveal things which have been modified, however, such as the age,
|
||
level or alignment. It will also give a new current location in case the
|
||
person has moved, or the psionicist is close enough to get a better global
|
||
location.
|
||
|
||
Power Score: The psionicist gains all the above information, as well as
|
||
a 5 second vision of the person's current location (which is enough for him
|
||
to teleport there).
|
||
20: If the person is alive (or undead), he senses that someone is in
|
||
possession of the portrait, and gains the global current location of the
|
||
psionicist.
|
||
|
||
|
||
Radar Sense
|
||
|
||
Power Score: Wis -4
|
||
Initial Cost: 12
|
||
Maintenance Cost: 8
|
||
Range: 0
|
||
Preparation Time: 0
|
||
Area of Effect: personal
|
||
Prerequisites: none
|
||
|
||
The psionicist using this power gains a picture of his surroundings by
|
||
analyzing the echoes created when sound rebounds off objects. There must be
|
||
some sound for the psionicist to "see", and the picture he sees is
|
||
colourless and quite hazy. A psionicist who uses the create sound
|
||
psychokinetic devotion to create high pitched clicks at short intervals can
|
||
see a sharp picture.
|
||
Radar sense allows the psionicist to "see" even in complete darkness.
|
||
even magical darkness won't affect this power. Invisible objects can be
|
||
seen just as easily as other objects, and illusions are transparent (or
|
||
semi-transparent if shadow magic is used). Small details, as well as
|
||
painted patterns, pictures or writings cannot be seen by using radar sense.
|
||
Magical silence will cause the psionicist to see only blackness. Thus a
|
||
magically silenced person will look like a large black sphere.
|
||
The psionicist using radar sense has the black and white picture
|
||
superimposed on what his eyes see. This is often exactly what he wants, as
|
||
it simply enhances his visual perception.
|
||
|
||
Power Score: The psionicist gains all round "vision" with the radar
|
||
sense.
|
||
20: For 1d4 turns, loud sounds cause temporary blindness, and this
|
||
power cannot be used.
|
||
|
||
|
||
Clairsentient Devotions
|
||
-----------------------
|
||
|
||
Detect Invisible
|
||
|
||
Power Score: Int -3
|
||
Initial Cost: 6
|
||
Maintenance Cost: 6
|
||
Range: 0
|
||
Preparation Time: 0
|
||
Area of Effect: personal
|
||
Prerequisites: none
|
||
|
||
With this power a psionicist can detect invisible creatures and
|
||
objects. The power relies on the fact that invisibility is never perfect,
|
||
and always gives a slight shimmering effect. When in use, this power
|
||
enhances the ability of the psionicist to detect this effect, and allows
|
||
him to see the invisible thing as a light grey blob.
|
||
If the invisible body is moving, the psionicist automatically detects
|
||
it. If it is standing still (an inanimate object, for example), the
|
||
psionicist mustroll a second successful power check to detect it.
|
||
This power does not allow a psionicist to see in the dark. In fact,
|
||
since it's based on visual perception, it doesn't work as well when there
|
||
is not enough light. The following table gives the chance to detect
|
||
invisibility (for a moving object) as well as the to-hit penalty in various
|
||
light conditions.
|
||
Condition Penalty Chance to Detect
|
||
--------------------------------------------------
|
||
Clear day 0 100%
|
||
Twilight -1 80%
|
||
Moonlight -2 40%
|
||
Starlight* -4 10%
|
||
Total darkness -4 0%
|
||
* In starlight the psionicist has a small chance of detecting the
|
||
invisible creature, but he must concentrate on it, and thus does not gain
|
||
any bonus to hit.
|
||
|
||
Power Score: The psionicist sees an inanimate object with no need for a
|
||
power roll.
|
||
20: The psionicist cannot see one object or creature in his vicinity
|
||
for 1d6 rounds.
|
||
|
||
|
||
Feel Radiation
|
||
|
||
Power Score: Wis -4
|
||
Initial Cost: 9
|
||
Maintenance Cost: 7
|
||
Range: 0
|
||
Preparation Time: 0
|
||
Area of Effect: personal
|
||
Prerequisites: none
|
||
|
||
This power is much like feel light, except that the psionicist can feel
|
||
any wavelength, and not just visible light. In effect, this gives the
|
||
psionicist infravision, as well as ultravision. Ultravision can show
|
||
details not visible through normal sight (such as the patterns of some
|
||
flowers).
|
||
If a large part of the psionicist's body is exposed, the psionicist
|
||
receives more light through his body, and can see much better in dark
|
||
conditions. Thus twilight and a moonlit night seem like a normal day, and a
|
||
starlit night looks like twilight. Total darkness is still total darkness,
|
||
but a condition which looks like total darkness to a normal human might
|
||
look like starlight or moonlight to the psionicist.
|
||
|
||
Power Score: The psionicist can see more light even if only his head is
|
||
exposed.
|
||
20: The psionicist suffers 1 point of damage per round for 1d10 rounds
|
||
when exposed to light.
|
||
|
||
|
||
Helm Locator
|
||
|
||
Power Score: Wis -3
|
||
Initial Cost: 6 rnds
|
||
Maintainance Cost: 4/rnd
|
||
Range: Sight
|
||
Preparation Time: 0
|
||
Area of Effect: 1 ship
|
||
Prerequisites: Clairvoyance
|
||
|
||
The power allows the psionicist to determine the location of the
|
||
spelljammer/helm aboard an active spelljamming vessel. It works like
|
||
clairvoyance, providing an image of the helm room, just as a clairvoyance
|
||
would. The difference is that the psionicist need not know where the room
|
||
is. The image is suitable enough to allow the psionicist to teleport,
|
||
dimension door, etc. to that room (using the requisite power, of course).
|
||
It does not, however, show where in the ship this room is. The interior of
|
||
the room may reveal this.
|
||
|
||
Power Score: Psionicist does know where the helm room is in relation to
|
||
the rest of the vessel (but not neccesarily how to get there).
|
||
20: The psionicist sees a random room in the ship instead.
|
||
1: Power works, but helmsperson is aware of being watched.
|
||
|
||
|
||
Move Focus
|
||
|
||
Power Score: Wis -1
|
||
Initial Cost: 2
|
||
Maintenance Cost: varies
|
||
Range: 0
|
||
Preparation Time: 0
|
||
Area of Effect: personal
|
||
Prerequisites: clairaudience or clairvoyance
|
||
|
||
This power lets the psionicist move the viewing spot of his
|
||
clairvoyance, or the focus of his clairaudience. By paying the initial
|
||
cost, the psionicist can change the direction he is viewing. Movement in
|
||
this way is not restricted by physical barriers.
|
||
The psionicist can move the focus by paying the maintenance cost.
|
||
Maintenance is 1 PSP per 6' of movement per round for clairvoyance, and 1
|
||
PSP per 3' for clairaudience. The minimum maintenance cost is 1 PSP per
|
||
round, so even if the psionicist wants to stop moving the focus
|
||
temporarily, he must pay,or else he must make a new power check and pay the
|
||
initial cost when he wants to move it again.
|
||
|
||
Power Score: Movement rate is doubled for the same PSP cost.
|
||
20: The clairaudience or clairvoyance power fails.
|
||
|
||
|
||
Population Finder
|
||
|
||
Power Score: Int -2
|
||
Initial Cost: 15
|
||
Maintainace Cost: 5/rnd
|
||
Range: Within 1 mile of atmosphere (or where it would be, should the body
|
||
not have one.
|
||
Preparation Time : 0
|
||
Area of Effect: 1 planet/moon/etc.
|
||
Prerequisites: None
|
||
|
||
Population Finder allows one celestial body to be examined. If
|
||
successful, the power locates the highest population centers (5 per round)
|
||
on that body. The power also reveals a rough estimate of the populations
|
||
(several million, several thousand, greater than 100, etc.).
|
||
Alternatively, the psionicist can think of a specific population size (like
|
||
5'000 people) and know where the closest matching population center lies.
|
||
|
||
Power Score: Receives a brief summary of what one city/area is like.
|
||
20: No information can be gained from this planet.
|
||
|
||
|
||
See Heat
|
||
|
||
Power Score: Wis -3
|
||
Initial Cost: 7
|
||
Maintenance Cost: 4
|
||
Range: 0
|
||
Preparation Time: 0
|
||
Area of Effect: personal
|
||
Prerequisites: none
|
||
|
||
The psionicist can see the heat radiated from objects. If this is the
|
||
type of infravision used in your campaign, treat this as normal
|
||
infravision. Otherwise, the psionicist can see heat at any distance,
|
||
although at long distances he will be able to see only very hot things, and
|
||
will probably only see them as small red dots. Small details cannot be seen
|
||
using this power, although it might reveal things not normally seen in
|
||
normal light.
|
||
|
||
Power Score: The psionicist also gains ultravision (cf. Feel
|
||
Radiation).
|
||
20: The psionicist is blinded by heat for 1d10 rounds.
|
||
|
||
|
||
See Magic
|
||
|
||
Power Score: Int -8
|
||
Initial Cost: 9
|
||
Maintenance Cost: 9
|
||
Range: 0
|
||
Preparation Time: 0
|
||
Area of Effect: personal
|
||
Prerequisites: none
|
||
|
||
With this power the psionicist can see magical radiations. This is
|
||
quite difficult, and he requires a new power check each round. Stronger
|
||
magic is easier to see, so the level of the magic is added to the power
|
||
check. To see a 9th level spell the psionicist must roll Int +1, for
|
||
example. Artifacts and relics radiate magic so strongly that no roll is
|
||
needed after the first power check at Int +1. Monsters with a strong
|
||
connection to magical powers can also be detected by rolling Int -12. One
|
||
die roll is made per round, and the result determines which objects are
|
||
seen.
|
||
When using this power, a psionicist can see a faint glow around the
|
||
object or in the area being affected. The stronger the magic, the stronger
|
||
the glow. This glow can be seen even in the dark, but it does not
|
||
illuminate anything. A darkness spell will be seen as low magical
|
||
radiation, but nothing inside the magical darkness will be seen.
|
||
|
||
Power Score: The colour of the radiation depends upon the school of
|
||
magic.
|
||
20: The psionicist cannot use this power again that day.
|
||
|
||
|
||
Touch Sight
|
||
|
||
Power Score: Wis -2
|
||
Initial Cost: 2
|
||
Maintenance Cost: 1
|
||
Range: touch
|
||
Preparation Time: 0
|
||
Area of Effect: personal
|
||
Prerequisites: none
|
||
|
||
A psionicist with this power can "see" objects by passing his hand on
|
||
them, much like a blind man would do. He gains an accurate mental image of
|
||
everything he touches. The image will show only details which can be
|
||
acquired by touch, so color will not be seen, for example.
|
||
|
||
Power Score: The power is so sensitive that the psionicist can detect
|
||
the difference of ink from paper, and colors can be discerned by their
|
||
warmth (although not very accurately).
|
||
20: The psionicist loses all sensation in his hand for 2d10 rounds.
|
||
This gives a -1 penalty to attack rolls with this hand.
|
||
|
||
|
||
Weather Forecast
|
||
|
||
Power Score: Wis -3
|
||
Initial Cost: 10
|
||
Maintaince Cost: 5/round
|
||
Range: na
|
||
Preparation Time: 5 rounds
|
||
Area of Effect: 20 mile radius
|
||
Prerequsites: Precognition
|
||
|
||
This power allows the psionicist to know the wether for the next day.
|
||
The area of knowledge is only the immediate 20 mile radius around the
|
||
psionicist. Only one piece of information can be learned per round:
|
||
Precipitation type and amount, Wind direction and speed, temperature lows
|
||
and highs, or humidity. This power will not detect magical changes in the
|
||
weather, but will be 100% accurate for natural weather, including powerful
|
||
storms like hurricanes or tornadoes.
|
||
|
||
Power Score: The forecast can be extended for 2 days or 40 miles.
|
||
20: The forecast is totally opposite of what will actually happen.
|
||
|
||
|
||
Psychokenitic Sciences
|
||
----------------------
|
||
|
||
Compression
|
||
|
||
Power Score: Wis -3
|
||
Initial Cost: 40
|
||
Maintainance Cost: 5/round
|
||
Range: 10 yards
|
||
Preparation Time: 0
|
||
Area of Effect: 1 object
|
||
Prerequisite: telekinesis, soften
|
||
|
||
Compression takes an object and compresses it's molecules together,
|
||
making the object smaller and denser. This will not affect it's weight.
|
||
THis will not, for example allow the the psionicist to shrink a boulder
|
||
about to fall on him. It will compress the boulder, but since it has the
|
||
same mass, it will cause the same amount of damage, and in a more specific
|
||
location. This power, if used, is like a giant hand compressing the
|
||
object. Inanimate objects or plants will be shrunken, deformed and
|
||
increased in density. Think of a 20 lb chair 3 inches high. If used on
|
||
intelligent creatures, thet must save vs. death magic or suffer 2d10 points
|
||
of damage per round and may lose a limb after a few rounds of improper
|
||
circulation. The chance of this is 5% cumulative per round.
|
||
|
||
Power Score: Two objects can be affected
|
||
20: The psionicist gets a severe migraine and cannot use their powers
|
||
for 2d4 hours.
|
||
|
||
|
||
Perpetual Motion
|
||
|
||
Power Score: Con -4
|
||
Initial Cost: 40
|
||
Maintainance Cost: 10/round
|
||
Range: 20 yards
|
||
Preparation Time: 5 Area of Effect: 1 object
|
||
Area of Effect: 1 object
|
||
Prerequisites: telekinesis
|
||
|
||
This power causes the object affected to continue on it's path and
|
||
speed for the duration of the power. This could give an arrow unlimited
|
||
range, cause arching missiles (such as catapuls or slings) to miss or
|
||
people or creatures that are running to continue running in their current
|
||
direction. This could be usefull to cause a person to run off a cliff, or
|
||
into something. The psionicist must activiate this power before the object
|
||
is moved. Creatures affected mist make a strength check to avoid being
|
||
affected.
|
||
|
||
Power Score: The speed is doubled as well as being perpetual.
|
||
20: The psionicist is thrown off their feet and loose one round of
|
||
actions regaining their feet.
|
||
|
||
|
||
Remove Air
|
||
|
||
Power Score: Con -5
|
||
Initial Cost: 30
|
||
Maintainance Cost: 15/round
|
||
Range: 50 yards
|
||
Preparation Time: 5
|
||
Area of Effect: 20 yard sphere
|
||
Prerequisites: control wind, telekinesis
|
||
|
||
This power can remove the air from a 20 yard sphere. This will stop
|
||
fires, sound, decay, combustion other than fires, gaseous attacks, and
|
||
electricity. Physical attacks will still enter the area, but because of
|
||
the lack of air, missile attacks will fly different giving a -1 to hit.
|
||
Characters must hold their breaths as per the rules in the PHB or suffer
|
||
2d8 points of damage per rounds. The psionicist would also be affected if
|
||
they were in the area of effect.
|
||
|
||
Power Score: The air is removed quickly, causing all in the area to
|
||
suffer 2d6 points of damage from sudden decompression.
|
||
20: The psionicist cannot breath for 1 round and suffers 2d8 points of
|
||
damage.
|
||
|
||
|
||
Sunburst
|
||
|
||
Power Score: Int -4
|
||
Initial COst: 50
|
||
Maintainance COst: 20/Round
|
||
Range: 50 yards
|
||
Preparation Time: 1 round
|
||
Area of Effect: 20 yard circle
|
||
Prerequisites: telekinesis, control light
|
||
|
||
This power causes light to bend around the planet to a specific spot,
|
||
creating a 20 yard circle that is lit as if the sun were shining on it.
|
||
This will work in dungeons, underground, or in any place that has an
|
||
opening to the outside world. It creates such a change in light, if used
|
||
in a dark area, that people in the area will be blinded for 1 round while
|
||
re-adjusting to the light. This power will also cause damage as per the
|
||
sun to any sun-sensitive creatures. It CAN destroy vampires.
|
||
|
||
Power Score: The radius of the circle of sun is doubled.
|
||
20: The psionicist blinds themself for 1d4 rounds.
|
||
|
||
|
||
Psychokenitic Devotions
|
||
-----------------------
|
||
|
||
Cold Shield
|
||
|
||
Power Score: Wis -4
|
||
Initial Cost: 25
|
||
Maintainance Cost: 10/round
|
||
Range: 0
|
||
Preparation Time: 1
|
||
Area of Effect: Personal
|
||
Prerequisites: molecular dampening, telekinesis
|
||
|
||
This power will create a shield of cold air around the psionicist that
|
||
will absorb heat around the psionicist. It will reduce the damage of heat
|
||
based attacks by 1 hp/die or give a +1 to any saving throw. It will also
|
||
protect a character from hot enviromnemts such as a desert, but not from
|
||
super hot environments like the elemental plane of fire. It will also make
|
||
the character invisible to infravision. Anyone trying to touch the
|
||
character without some kind of protection from cold will suffer 1d6
|
||
hp/round. The psionicist, however, will take 1d4 hp/round damage from cold
|
||
if this power is used in a cold environment.
|
||
|
||
Power Score: The power is doubly effective, causing 2d6 points of
|
||
damage, conferring a +2 bonus and saving 2 hp/die.
|
||
20: Heat Shield power is activated instead, even if the character does
|
||
not know it.
|
||
|
||
|
||
Control Fluid
|
||
|
||
Power Score: Con -4
|
||
Initial Cost: 20
|
||
Maintainance Cost: 15/round
|
||
Range: 25 yards
|
||
Preparation Time: 2
|
||
Area of Effect: 1 gallon of liquid/5 levels
|
||
Prerequisites: telekinesis, level 5
|
||
|
||
This allows a psionicist to control ant fluid (water, acid, ale, etc.)
|
||
to become animated and under the psionicists control. This is a very
|
||
limited power in that the liquid cannot become detached from the original
|
||
source. This could be used to have a tentacle of water attack creatures,
|
||
create huge waves, make ale monsters for amusement, or other strange
|
||
effects. The main limit is the imagination of the psionicist.
|
||
If the liquid is already in motion, then the psionicist can alter its
|
||
speed by 1 mile per hour/level. This would give a +1/5 levels bonus on
|
||
saving throws of breath wepaons of a liquid nature. Water beings are
|
||
unaffected by this power.
|
||
|
||
Power Score: The liquid can detach itself from the original source.
|
||
20: The liquid spalshes on the psionicist (not a problem if it's water,
|
||
but acid is a different matter)
|
||
|
||
|
||
Density Manipulation
|
||
|
||
Power Score: Int -6
|
||
Initial Cost: 30
|
||
Maintainance Cost: 10/round
|
||
Range: 50 yards
|
||
Preparation Time: 0
|
||
Area of Effect: 1 item
|
||
Prerequisite: telekinesis, molecular rearrangement
|
||
|
||
This power allows a psionicist to alter the density of an object so
|
||
that it weighs anywhere between half the original weight or double the
|
||
weight. This confers a -2 to hit penalty if used on a weapon because of
|
||
the changed weight. This, if used on an arcing missile like an arrow or a
|
||
catapult, or some kind of bludgeoning weapon, will cause double damage
|
||
because of the excess weight (if the weight was doubled ) or half damage
|
||
(if the weight is halved) It will also change the range in the opposite
|
||
way that the damage was changed (ie. An arrow is doubled in weight and
|
||
causes double damage, but has half the range) This also gives a -4 to hit
|
||
penalty when first using the altered missiles, but after a few test shots
|
||
(usually around 5) the penalty goes to the regular -2.
|
||
|
||
Power Score: The change can be anywhere from one quarter the weight or
|
||
as much as 4 times the weight. The bonuses/penalties are also altered in
|
||
the same way.
|
||
20: The object changes in the opposite way intended.
|
||
|
||
|
||
Enhance Weapon
|
||
|
||
Power Score: Wis - 3
|
||
Initial Cost: 5
|
||
Maintenance Cost: 3/round
|
||
Range: Touch
|
||
Preparation Time: 0
|
||
Area of Effect: one weapon
|
||
Prerequisite: Telekinesis, Create Object
|
||
|
||
This power allows the psionicist to temporarily enhance melee weapon
|
||
or a projectile (i.e., no bows or slings, but arrows, sling stones and
|
||
throwing weapons are ok), so that it becomes the equivalent of
|
||
weapon with magical bonuses. The psionicist must touch (or wield) the
|
||
weapon to do so. By spending the necessary PSP's and making the power
|
||
check, the weapon gets a the equivalent of a +1 magical bonus, which may
|
||
be maintained by spending 3 PSP's per round. Note that the psionicist
|
||
must actually touch the weapon in order to maintain this power; thus, it is
|
||
impossible to maintain the power for missile weapons (unless they return to
|
||
the user), or if the weapon is knocked out of the psionicists hands.
|
||
It is possible to add the bonus to an already magical weapon, or to use
|
||
this power repeatedly (creating enhancements of two or more).
|
||
However, the maximum enhancement that can be achieved by use of this
|
||
power is one 'plus' for every 4 levels of the psionicist (i.e., 1 at
|
||
levels 1 to 4, 2 at levels 5 to 8, etc.)
|
||
|
||
Power Score: The weapon gets a +2 bonus.
|
||
20: The weapon is damaged, it must save vs disintegration or be
|
||
destroyed.
|
||
|
||
|
||
Heat Shield
|
||
|
||
Power Score: Wis -4
|
||
Initial Cost: 25
|
||
Maintainance Cost: 10/round
|
||
Range: 0
|
||
Preparation Time: 1
|
||
Area of Effect: Personal
|
||
Prerequisites: molecular agitation, telekinesis
|
||
|
||
This power will create a shield of hot air around the psionicist that
|
||
will absorb cold around the psionicist. It will reduce the damage of cold
|
||
based attacks by 1 hp/die or give a +1 to any saving throw. It will also
|
||
protect a character from cold enviromnemts such as a tundra, but not from
|
||
super cold environments like the elemental plane of ice. It will also make
|
||
the character invisible to infravision. Anyone trying to touch the
|
||
character without some kind of protection from heat will suffer 1d6
|
||
hp/round. The psionicist, however, will take 1d4 hp/round damage from heat
|
||
if this power is used in a hot environment.
|
||
|
||
Power Score: The power is doubly effective, causing 2d6 points of
|
||
damage, conferring a +2 bonus and saving 2 hp/die.
|
||
20: Cold Shield power is activated instead, even if the character does
|
||
not know it.
|
||
|
||
|
||
Inertial Shield
|
||
|
||
Power Check: Con-3
|
||
Initial Cost: 7
|
||
Maintenance Cost: 5/round
|
||
Range: 0
|
||
Prep Time: 0
|
||
Area of Effect: 3 yard diameter, 120 degree arc
|
||
Prerequisites: Telekinesis
|
||
|
||
This is similar to an inertial barrier, but with one crucial
|
||
difference: the field is compressed, giving greater protection from frontal
|
||
attacks. It protects a 120 degree arc in front of the psionic,
|
||
with coverage curving to reach over his head. (Think of it as the front 1/3
|
||
of an inertial barrier). To determine the damage, roll how much damage the
|
||
missile would have done, then roll twice as many hit dice to determine the
|
||
shield's protection. If the shield roll is less than, then subtract it from
|
||
the missile's damage. If the rolls are equal, then the missile simply falls
|
||
inside the shield (but explosions could still injure those behind the
|
||
shield). If the shield roll is greater than the missile damage roll, the
|
||
missile falls outside the shield, and any explosions will also be absorbed
|
||
by the shield.
|
||
The inertial shield protects against the same forms of attack as the
|
||
inertial barrier, but is less effective in some situations (like gas
|
||
attacks, or missiles coming from all directions).
|
||
|
||
Power Score: The shield expands into a 180 degree arc at no extra cost,
|
||
or into 270 degree arc for 6 points per round.
|
||
20: The shield works in reverse, doubling the damage done by missiles.
|
||
|
||
|
||
Kinetic Reverse
|
||
|
||
Power Score: Con -3
|
||
Initial Cost: 8
|
||
Maintenance Cost: na
|
||
Range: 200 yards
|
||
Preparation Time: 0
|
||
Area of Effect: 1 object of 100 lbs.
|
||
Prerequisites: telekinesis
|
||
|
||
A psionicist with kinetic reverse can reverse the kinetic energy in any
|
||
moving object that weights less than 100lbs. Arrows can be sent back to
|
||
there archers, spears can be sent back to there throwers, and small rocks
|
||
can be sent back to there catapults.
|
||
|
||
Power Score: Allows for 200 lb objects to be moved.
|
||
20: Increases the speed of object, causing double damage.
|
||
|
||
|
||
Mirror Image
|
||
|
||
Power Score: Con -3
|
||
Initial Cost: 8
|
||
Maintenance Cost: 4/round
|
||
Range: 0
|
||
Preparation Time: 0
|
||
Area of Effect: self
|
||
Prerequisites: telekinesis, control light
|
||
|
||
With this power a psionicist can create three exact copies of he body
|
||
by manipulating light waves. There must be light waves present for this
|
||
power to work. This is a combat enhancement and has very little use
|
||
anywhere else. When used it creates a row of four, one being the real
|
||
psionicist and three being copies, in random order and the copies and the
|
||
psionicist are continually switching places. This gives the psionicist 3
|
||
chances in 4 to escape damage from his opponents blows. After each
|
||
successful attack against the psionicist, he will roll a four sided dice.
|
||
On a 1 the psionicist takes to damage like normal. On a 2, 3, or 4 one of
|
||
the copies was hit. Sense the copies are only manipulated light swords,
|
||
arrows, and all other forms of physical attack pass throw it doing no
|
||
damage. Telepathic attacks are no affected by these power.
|
||
|
||
Power Score: Seven copies are created giving the psionicist 7 chances
|
||
in 8 to escape damage.
|
||
20: A bright flash of light is created instead of the copies, blinding
|
||
the psionicist for 1D4 rounds.
|
||
|
||
|
||
Mold Earth
|
||
|
||
Power Score: Con -6
|
||
Initial Cost: 50
|
||
Maintainance Cost: na
|
||
Range: 20 yards
|
||
Preparation TIme: 3
|
||
Area of Effect: 10 cu. ft.+5 cu. ft/level of earth
|
||
Prerequisites: telekinesis, soften
|
||
|
||
The use of this power allows a psionicist to mold earth in a fast,
|
||
almost instantaneous manner. This power allows the user to change the
|
||
shape of any earthen object, even the actual ground itself. It can be used
|
||
to build instant stone bridges, earthen pillars, or even used as an attack
|
||
by creating stone fists to punch opponents. If a fist of stone is created,
|
||
it will cause 1d4 points of damage/10 cubic feet of stone that is used. It
|
||
can also create breeches in walls or other effects. Any object created
|
||
will be rough and like it's original substance. Fine detail can be
|
||
accomplished by using this power but with an area of affect of 1/10th the
|
||
original size.
|
||
|
||
Power Score: Fine detail can be done at normal size, but the
|
||
preparation time is doubled.
|
||
20: A 20' pit opens below the psionicist, the result of displaced
|
||
earth.
|
||
|
||
-------------------- Continues in Part IV --------------------
|
||
|
||
From eskimo!mvb.saic.com!news.cerf.net!ihnp4.ucsd.edu!swrinde!cs.utexas.edu!utnut!torn!uunet.ca!uunet.ca!ionew
|
||
s.io.org!nobody Tue Jun 21 15:06:33 1994
|
||
Path: eskimo!mvb.saic.com!news.cerf.net!ihnp4.ucsd.edu!swrinde!cs.utexas.edu!utnut!torn!uunet.ca!uunet.ca!ione
|
||
ws.io.org!nobody
|
||
From: doppy@io.org (Ryan Biggs)
|
||
Newsgroups: rec.games.frp.dnd
|
||
Subject: Net.Psionics.Handbook Part 4/7
|
||
Date: 21 Jun 1994 11:15:53 -0000
|
||
Organization: Internex Online (io.org) Data: 416-363-4151 Voice: 416-363-8676
|
||
Lines: 1002
|
||
Message-ID: <2u6i59$4mr@ionews.io.org>
|
||
NNTP-Posting-Host: nudge.io.org
|
||
|
||
Molecular Dampening
|
||
|
||
Power Check: Wisdom
|
||
Initial Cost: 5
|
||
Maintenance Cost: 4/round
|
||
Range: 50 yards
|
||
Preparation Time: 0
|
||
Area of Effect: 1 item, 30 pounds
|
||
Prerequisites: Telekinesis
|
||
|
||
This power is the opposite of the molecular agitation devotion; instead
|
||
of increasing the movement of molecules inside an object, this power slows
|
||
them down, chilling the object. The amount of damping determines the
|
||
effects:
|
||
* 1 round: things become cool to the touch, skin becomes clammy (no
|
||
damage), some condensation (if humidity permits)
|
||
* 2 rounds: skin becomes numb (1-2 pts damage), water becomes slushy,
|
||
items become cold to the touch, condensation coats the surface, paper
|
||
becomes brittle
|
||
* 3 rounds: skin starts to freeze (1-3 pts damage), water freezes,
|
||
metal becomes cold to the touch (1 pt damage, possibly freezing to the
|
||
surface), condensation freezes, plants die, leather weakens
|
||
* 4 rounds: freezing temperatures harm tissues (1-4 pts damage), thin
|
||
layer of ice if humidity permits, skin freezes to metal (1-4 pts damage),
|
||
wood/plants/leather becomes brittle
|
||
* 5 rounds: hypothermia possible (1-6 pts damage max), possible limb
|
||
loss, thick layer of ice (if possible), minerals weaken
|
||
* 6 rounds: rock becomes brittle, metal weakens, skin permanently
|
||
freezes to metal
|
||
* 7 rounds: rock shatters like glass, metal becomes brittle
|
||
* 8 rounds: metal shatters like glass
|
||
* 10 rounds: adamantite weakens (maximum weakening)
|
||
|
||
Weakening means that the substance has a -2 penalty to all saving
|
||
throws (-4 vs. cold). Brittleness means that the object has the qualities
|
||
of thin crystal, being easily breakable, and having similar saving throws.
|
||
It still takes a good blow (from a blunt object) to shatter the item.
|
||
Becoming "like glass" means that the object can be shattered easily, in the
|
||
palm of one's hand (hopefully protected from cold!), and that all saving
|
||
throws are made as glass. However, the shards are incredibly cold, and very
|
||
sharp. Shattering a sword with an unprotected hand could easily cause 2-12
|
||
points of damage, plus whatever cold damage is possible.
|
||
The "layer of ice" effects are up to the DM. In desert situations, a
|
||
"thick" coating might only be 1/10 of an inch, but in a humid jungle, the
|
||
thick layer may be up to 6 inches thick. The "layer of ice" effect has many
|
||
uses near (or in) a large body of water.
|
||
|
||
Power Score: Rate of damping doubles (as per molecular agitation)
|
||
20: The psionicst botches the damping, and the item is affected by
|
||
_molecular agitation_ (whether or know the psionicist knows that devotion),
|
||
but the psionicist is unaware of any problems.
|
||
|
||
|
||
Move Electrons
|
||
|
||
Power Check: Con-4
|
||
Initial Cost: variable
|
||
Maintenance Cost: na
|
||
Range: 90 feet
|
||
Preparation Time: variable (0-2)
|
||
Area of Effect: one creature/object
|
||
Prerequisites: Telekinesis
|
||
|
||
This devotion allows the psionicist to move a number of electrons
|
||
through an object, causing electrical damage to it. The cost is variable,
|
||
but the longer a psionicist prepares to use the power, the more electrons
|
||
that can be moved. Creatures that are made out of electricity take half
|
||
damage (if somebody rearranged parts of your body, it would still hurt).
|
||
Creatures immune to lightning or electrical damage are not affected by this
|
||
power at all.
|
||
It is possible to use this power against more than one creature, but
|
||
only if they are connected by a good conductor (like metallic armor or very
|
||
salty water); in this case, damage is divided between all connected
|
||
creatures, with the target and those nearest the target taking the most
|
||
damage. Magical metallic items will never conduct from creature to
|
||
creature.
|
||
Preparation Time: Cost Damage
|
||
0 rounds (immediate): 6 1d4 + 1
|
||
1 round: 8 1d8 + 1
|
||
2 rounds: 11 2d8
|
||
Metallic Armor: +2 points damage, plus possible conduction
|
||
|
||
More than two rounds of moving electrons will not increase damage for
|
||
mortal psionicists, but a psionic lich or demi-god with this power could
|
||
use greater preparation times for even more damage. The DM can increase
|
||
damage as seen fit, but I would max the damage at 4d8+4 (8-36 hit points)
|
||
for 4 rounds of preparation time -- anything else would be too much like a
|
||
wizard spell.
|
||
The longer the preparation time, the louder the discharge will be; with
|
||
no preparation, the sound will be barely audible beyond 10 feet, but with
|
||
two rounds of preparation time, the sound could easily carry 50 feet or
|
||
more, and would echo in underground circumstances.
|
||
|
||
NOTE: I have not tried to use "real world" physics to the letter to
|
||
create this power. If any DM allowing this power wishes to make it more
|
||
"realistic" (using voltages, amps, or whatever), feel free. Dammit, I'm a
|
||
DM, not an electrician!
|
||
|
||
Power Score: Damage occurs on the next greater die type (either a d6 or
|
||
a d10) and the damage bonus increases to +2.
|
||
20: The power backfires; the psionic takes 1/2 normal damage and cannot
|
||
use this power for another 3 turns. The victim is unharmed.
|
||
|
||
|
||
Psychic Guidance
|
||
|
||
Power Score: Int - 2
|
||
Initial Cost: 3 + special
|
||
Maintenance Cost: 3 / round
|
||
Range: line of sight
|
||
Preparation Time: 2 segments
|
||
Area of Effect: one projectile
|
||
Prerequisite: Telekinesis, (detonate)
|
||
|
||
This power allows a psionicist to guide a small projectile, such as
|
||
a knife, arrow, or sling stone (max weight 2 lbs), to its target. The
|
||
psionicist must first prepare the projectile, which takes two segments
|
||
(see prep. time) and costs 3 PSP's. The projectile may then be
|
||
thrown (fired, hurled, or whatever) normally, but may be guided
|
||
telekinetically. The following things are possible at the listed cost in
|
||
PSP's.
|
||
Add +1 to hit, +1 to damage, and extend the range by 10 feet by
|
||
spending 2 PSP (cannot spend more than the psionicists level) Make a
|
||
radical course correction (up to 180 degrees) at a cost of 5 PSP's (all
|
||
benefits bestowed by previous guidance are lost). Recall the projectile
|
||
at a cost of 10 PSP's. The projectile will return to the psionicists hand
|
||
(no DEX check required to catch) from anywhere within range (i.e.,
|
||
line of sight). The projectile may be made to explode causing an extra d6
|
||
damage to the target (or anyone within 3 feet). This costs 5 PSP's and
|
||
requires detonate as a prerequisite.
|
||
Prepared projectiles may be maintained at a cost of 3 PSP's per
|
||
round. The maximum number of projectiles a psionicist may handle at a
|
||
time is one for every 4 levels of experience. The psionicist must be
|
||
able to see the projectile (by some means) in order to guide it. This is
|
||
not necessary for recalling the projectile, or for making it explode.
|
||
|
||
Power Score: The projectile may be recalled without spending any PSP's.
|
||
20: The projectile explodes doing d6 damage to the psionicist.
|
||
|
||
|
||
Psyckokenetic Punch
|
||
|
||
Power Check: Con - 2
|
||
Initial Cost: 4
|
||
Maintenance Cost: na
|
||
Range: 50 yards
|
||
Preparation Time: 0
|
||
Area of Effect: one object
|
||
Prerequisites: Telekinesis
|
||
|
||
With this devotion, the psionicist is able to create a weak punch
|
||
effect, much like a weakened Project Force. The attack is made against
|
||
armor class 10, modified for any magic and dexterity. If it hits, the
|
||
punch does 1-4 points of damage, and disrupts any spellcasting. If the
|
||
target is moving at any speed greater than that of normal combat (roughly
|
||
50 feet per round), then attacks are made with a -2 penalty. A Protection
|
||
From Normal Missiles, Shield, or Stoneskin spell will be effective against
|
||
a PK Punch.
|
||
The power can also be used to give objects a "push". This is nowhere
|
||
near as hard as a Project Force, but is more like bumping into something.
|
||
For example, small objects can be moved quite a bit, like keys being
|
||
knocked off a table or cracking a window, but large objects like a door
|
||
will only have a small bit of motion, like moving a door slightly ajar.
|
||
Psychokinetic Punch can also be used while levitating, to but a bit of
|
||
force to horizontal movement (up to 30 feet per round).
|
||
|
||
Power Score: Damage is 1-6, or objects are affected by a Project Force
|
||
(DM's choice).
|
||
20: The motion is in the opposite direction; attacks always miss, and
|
||
objects move in the opposite of the intended direction.
|
||
|
||
Suspend Objects
|
||
|
||
Power Score: Int -2
|
||
Inital Cost: 5
|
||
Mantainance Cost: 2/round
|
||
Range: 3' radius; centered on Psionic
|
||
Preparation Time: 0
|
||
Area of Effect: Level+2 Objects of Level+10 weight
|
||
Prerequisites: Telekinesis
|
||
|
||
This Devotion allows the Psionic to suspend objects in the air around
|
||
him. He must place the object where he wants it to stay and then let go of
|
||
it, just tossing it into the general area of where he wants it will not
|
||
work. The object will stay in place relative to the Psionic until either
|
||
he retrives it, does not pay the maintenance cost, or some outside force
|
||
changes its position.
|
||
|
||
Example: George the Psionic is carrying an object in each hand when he
|
||
sees a third object that he wants to pick up and take with him. Using
|
||
Suspend Objects he can place one or both of the objects he is carrying in
|
||
the air around him and they will follow along with him until one of the
|
||
above things happens.
|
||
|
||
Power Score: The psionicist can either handle twice the number of
|
||
objects or objects of twice the weight.
|
||
20: The objects will move rapidly in random directions until the power
|
||
is discontinued.
|
||
|
||
|
||
Transperancy
|
||
|
||
Power Score: Int -5
|
||
Initial Cost: 40
|
||
Maintainance Cost: 10/round
|
||
Range: touch
|
||
Preparation TIme: 1 round
|
||
Area of Effect: 1 cubic foot/level
|
||
Prerequisites: telekinesis, molecular rearrangement
|
||
|
||
This power will make any object transperant, but still with it's
|
||
strength properties and other physical properties. It is similar to making
|
||
the object invisible. This can be used to peer through a wall without
|
||
exposing oneself to dangers that may exist on the other side. It is also
|
||
useful for making objects invisible for a short time. Other creative uses
|
||
can certainly be found by a resourceful psionicist.
|
||
|
||
Power Score: Double the area may be affected.
|
||
20: The psionicist becomes affected by this power for 1d4+1 rounds, but
|
||
not their equipment.
|
||
|
||
|
||
Velocity Control
|
||
|
||
Power Score: Int -4
|
||
Initial Cost: 15
|
||
Maintainance Cost: na
|
||
Range: 100 yards
|
||
Preparation Time: 1
|
||
Area of Effect: 1 object
|
||
Prerequisites: telekinesis, ballistic attack
|
||
|
||
This power can change the speed of any object. It can halt any missile
|
||
weapon of low speeds, or double the speed as well. Large objects or fast
|
||
moving ones can be slowed or sped up as well, but not stopped completely.
|
||
Any missile weapon except a crossbow or heavy missile weapons (catapult,
|
||
boulders, balista, etc.) This power can only alter the speed of the
|
||
missile weapon if the power is activiated before the missile hits and after
|
||
it is fired. Crossbow bolts can be slowed so that they cause 1/2 damage,
|
||
as well as ballista, catapults and other heavy missile weapons. If the
|
||
speed is doubled, the damage is also doubled.
|
||
|
||
Power Score: Any object can be stopped or sped up.
|
||
20: The object's speed changes in the opposite direction intended.
|
||
|
||
|
||
Psychomatabolic Sciences
|
||
------------------------
|
||
|
||
Control Aging
|
||
|
||
Power Check: Con-6
|
||
Initial Cost: 12
|
||
Maintenance Cost: 8/round
|
||
Range: touch
|
||
Preparation Time: 1
|
||
Area of Effect: individual
|
||
Prerequisites: none
|
||
|
||
With this science, the character can control the aging process in a
|
||
creature's body, causing to grow older or younger with a touch. The rate of
|
||
aging is 2-5 years per round to make a creature older, 1-3 years to make a
|
||
creature younger. Although the aging effect is permanent, natural aging
|
||
will begin immediately after any age change is made, thus the clock cannot
|
||
be stopped, but it can be moved forwards or backwards. In the case of
|
||
undoing magical or unnatural aging, the rate of "youthening" is 1-4 years
|
||
per round.
|
||
Only evil psionicists can use the "forward" power repeatedly, without
|
||
undoing it. Any other alignment will slowly twist to evil. Likewise, only
|
||
good psionicists can undo the ravages of time on a creature. As with aging
|
||
forward, any repeated use of the "youthening" power causes the psionicist
|
||
to tap into his own youth and goodness.
|
||
|
||
Power Score: The rate of age changing is increased by 2 years per
|
||
round.
|
||
20: The psionicist grows 2-5 years older, and cannot use this power for
|
||
another week.
|
||
|
||
|
||
Enhanced Combat
|
||
|
||
Power Score: Wis - 5
|
||
Initial Cost: special
|
||
Maintenance Cost: special
|
||
Range: 0
|
||
Preparation Time: 0
|
||
Area of Effect: the psionicist
|
||
Prerequisite: Adrenaline control, Heightened senses, biofeedback
|
||
|
||
This is a real 'Use the force Luke' type power. In essence, it
|
||
allows the psionicist to mentally guide and enhance his/her attacks
|
||
and defenses, making them faster and more accurate. To do this, the
|
||
psionicist must first make a power check, and spend a number of
|
||
PSP's (maximum is twice the psionicists level) to initialize the
|
||
power. In the next round, and for as long as this power is maintained,
|
||
the following may be done (at the listed cost in PSP's).
|
||
Add +1 to hit and damage to your attacks this round (3 PSP's).* Add
|
||
+1 to hit and damage to your next attack (2 PSP's). Plus improve your AC
|
||
and initiative by one (2 PSP's).* Attack first in the round (i.e.,
|
||
before initiative - like someone with a scimitar of speed or a short sword
|
||
of quickness) (4 PSP's).* Use one of your attacks to automatically
|
||
parry, without having to roll a die (5 PSP's). Plus dodge an attack,
|
||
without having to roll or give up one of your attacks (8 PSP's).Plus gain
|
||
another attack this round (8 PSP's).* Recover your weapon (after is
|
||
has been dropped). This counts as one of your attacks (4 PSP's). As
|
||
well:
|
||
* This action must be announced at the beginning of the round.
|
||
Plus this action must be announced before the attack (or parry) roll is
|
||
attempted. Thus a missed attack roll cannot be retroactively
|
||
improved.
|
||
NOTE: In any given round, the psionicist may never spend more PSP's
|
||
than were used to initialize the power. Thus if 8 PSP's were spent on
|
||
initialization, it would be possible to dodge one attack, or gain an
|
||
extra attack (or do anything else that costs 8 PSP's or less), but it
|
||
would not be possible to gain an extra attack and get +1 to hit and
|
||
damage, as this would cost 11 PSP's. The power is maintained as long as
|
||
the psionicist uses this power. It ends on any round during which the
|
||
psionicist does not spend any PSP's on it. In order to maintain this
|
||
power, spending one PSP per round is enough, although it does absolutely
|
||
nothing.
|
||
|
||
Power Score: The amount of PSP's which could be spent per round is
|
||
doubled (no increase in initialization cost).
|
||
20: Until the psionicist gets at least 4 hours of rest
|
||
(preferably sleep), he/she has a -1 penalty to hit, to damage, to AC, to
|
||
initiative as well as all saving throws.
|
||
|
||
|
||
Fortitude
|
||
|
||
Power Score:Con-6
|
||
Initial Cost:20
|
||
Maintainance Cost:8/round
|
||
Range:0
|
||
Preparation Time:0
|
||
Area of Effect:personal
|
||
Prerequisites:7th level
|
||
|
||
The psionicist fortifies his/herself such that the effect of any sort
|
||
of attack that causes physical damage is either lessened and/or the
|
||
psionicist has greater resistance giving them a better chance to shake off
|
||
the effects of such an attack.
|
||
Specifically, the power will first add a +2 to all saving throws
|
||
against attacks that cause physical damage, including spells like fireball,
|
||
cone of cold, etc., poison, breath weapons, and attacks from magic items
|
||
like wands that produce spell-like effects. Second, the psionicist can
|
||
subtract one from the all damage die rolled for an attack that produces
|
||
physical damage on him/her and also reduce poison damage by 25%. In
|
||
addition, the psionicist is immune to death from massive damage, and
|
||
further, spells like Finger of Death will not take effect until the
|
||
psionicist stops maintaining the power, then if the save was failed, the
|
||
psionicist dies. Finally, if powers are used that convert PSPs to raw pure
|
||
energy that can be used to blast enemies, this power halves the damage from
|
||
such an attack since it is using psionics to resist psionics.
|
||
|
||
Power Score - The saving throw bonus improves to +4, and all damage die
|
||
suffer a -2 penalty. Further, poison damage is halved.
|
||
20 - The psionicist immediately suffers 20 hit points of damage no
|
||
save, and further, all saving throws are penalized by -1 for the next 24
|
||
hours.
|
||
|
||
|
||
Psi-sword
|
||
|
||
Power Score: Wis
|
||
Initial Cost: 5 PSP
|
||
Maintenance Cost: 3 PSP/round
|
||
Range: 0
|
||
Preperation Time: 0
|
||
Area of Effect: Bastard Sword or Katana
|
||
Prerequisites: None
|
||
|
||
Psi-sword is a more powerful form of Graft Weapon. Using it causes the
|
||
sword of the psionicist to bond with him, and the sword takes on an almost
|
||
imperceptible glow of psionic power.
|
||
When used, Psi-sword grants the psionicist a bonus to hit, damage,
|
||
weapon speed, and AC equal to the magical attack adjustment of the
|
||
character from Wisdom. Furthermore, the psionicist may attack with the
|
||
THAC0 of a fighter while using the Psi-sword.
|
||
A psionicist may not use this power on a sword of average or lesser
|
||
quality, unless the sword in question is a weapon forged by the psionicist
|
||
himself. Even then, the psionicist will usually forge such a weapon of
|
||
highest quality, as the Psi-sword is a very personal thing to the
|
||
psionicist.
|
||
|
||
Power Score: The psionicist does _double_ the dice of damage on the
|
||
round of activation. The psionicist may continue this effect as long as he
|
||
makes a successful power check each round, and pays double maintenance
|
||
cost. A second Power Score roll will not quadruple damage, however.
|
||
20: Due to a psychic backlash, the psionicist drops his weapon, and is
|
||
stunned for 1d4 rounds, unable to act, and has an AC of 10.
|
||
|
||
|
||
Split
|
||
|
||
Power Score: Con -5
|
||
Initial Cost: 25
|
||
Maintainance Cost: 4/rnd
|
||
Range: 0
|
||
Preparation Time: 1 round
|
||
Area of Effect: personal
|
||
Prerequisites: None
|
||
|
||
This power allows the psionicist to create an exact double of himself
|
||
and all equipment. Hit points and PSPs are halved, dropping fractions.
|
||
There is no innate communication between the doubles. A system shock roll
|
||
must be made when initiating the power. If it fails, The power fails and
|
||
the psionicist must rest for that round. Should the double die, the
|
||
original must make an additional system shock roll or fall unconscious for
|
||
1d4 rounds. Any magical items that are doubled function only as normal
|
||
versions for the double. They are still magical for the original
|
||
psionicist.
|
||
The maintenance cost of this power is only payed by the original.
|
||
Should the psionicist die, the double dissapears as well, taking any
|
||
remaining hit points or PSP's with it.
|
||
The double may not use this power. The double is played by the player
|
||
who role plays the original, as the double does have an understanding of
|
||
what the original wants. The double is loyal to the original, and behaves
|
||
in a similar fashion as the original would.
|
||
|
||
Power Score: Two doubles are created, each having the same stats as a
|
||
single double would.
|
||
20: Fails. Make a system shock roll or fall unconscious for 2d4
|
||
rounds.
|
||
|
||
|
||
Suspension
|
||
|
||
Power Score: Con -4
|
||
Initial Cost: 60
|
||
Maintenance Cost: na
|
||
Range: 0/touch
|
||
Preparation Time: 2
|
||
Area of Effect: 1 Creature
|
||
Prerequisites: 9th level, convergence, suspend animation
|
||
|
||
This power requires at least two psionicists in convergence whose total
|
||
levels must be 35 or higher, with no psionicist being below level 9. A
|
||
successful use of this power requires every psionicist in the convergence
|
||
to make a successful power check in the round the power is being initiated.
|
||
This power works just like suspend animation, except that it can be
|
||
projected to some other creature, placing them in suspended animation until
|
||
the psionicists make another power check releasing the creature, or until
|
||
the power expires in the manner described for suspend animation.
|
||
Power Score: The power lasts until the psionicists release the creature
|
||
with a successful power check.
|
||
20: If any of the psionicists roll a 20, the unlucky one falls into an
|
||
involuntary suspended animation until revived with a successful use of this
|
||
power.
|
||
|
||
|
||
Psychometabolic Devotions
|
||
-------------------------
|
||
|
||
Bio-electricity
|
||
|
||
Power Check: Con (0/-2/-5)
|
||
Initial Cost: 0 or 5
|
||
Maintenance Cost: special
|
||
Range: 3/10/30 yards
|
||
Preparation Time: 1 or 0
|
||
Area of Effect: special
|
||
|
||
This duel use power can be called up with no initial cost if a round is
|
||
spent in preparation. If it must be drawn upon quickly, the strain costs 5
|
||
PSPs.
|
||
1) Bio-luminescence
|
||
The psionicist emits a light in a 3 yard radius at a cost of 1 PSP per
|
||
turn. The radius may be increased at an increased cost and reduced power
|
||
check.
|
||
Range 3yds --- Power check: Con 0 --- Cost: 1/turn
|
||
Range 10yds --- Power check: Con -2 --- Cost: 2/turn
|
||
Range 30yds --- Power check: Con -5 --- Cost: 5/turn
|
||
2) Bio-electric discharge
|
||
The psionicist can call up bolts of energy through his hands to hurl at
|
||
enemies. A to-hit must be rolled with the psionicist's missle THAC0, but
|
||
all targets are AC10: add only dexterity and magic adjustments, not armor
|
||
and shield. One bolt may be fired per round. Damage is 1 HP per 2 PSPs
|
||
expended - max. 20 dmg / 40 PSPs. Victims are allowed a saving throw vs.
|
||
breath weapons for half damage. The power check for this use is modified
|
||
for range so it is the same as bio-luminescence.
|
||
|
||
Power Score: No save allowed
|
||
20: lose 1d4 PSPs and 1d4 HP as energy is directed inward.
|
||
|
||
|
||
Energy Conversion
|
||
|
||
Power Score: Con -6
|
||
Initial Cost: 2
|
||
Maintenance Cost: na
|
||
Range: 0
|
||
Preparation Time: 0
|
||
Area of Effect: personal
|
||
Prerequisites: energy containment
|
||
|
||
A psionicist with this power can convert energy that has been contained
|
||
with energy containment, into PSPs at a 5:1 ratio (i.e., five hit points of
|
||
absorbed damage to every one new PSP). A psionicist my never have more
|
||
then his maximum +10% in total PSP at any one time. All unconverted energy
|
||
will still be released as light as the guide lines for energy containment
|
||
state. All the energy does not have to be converted at once. Once all the
|
||
absorbed energy is converted to PSPs the psionicist will stop glowing.
|
||
|
||
Power Score: The conversion ratio becomes 1:1.
|
||
20: The psionicist loses half his PSPs and all contained energy is
|
||
discharged harmlessly into the ground.
|
||
|
||
|
||
Energy Discharge
|
||
|
||
Power Score: Con
|
||
Initial Cost: 6
|
||
Maintenance Cost: na
|
||
Range: 100 yards
|
||
Preparation Time: 0
|
||
Area of Effect: individual or object
|
||
Prerequisites: energy containment
|
||
|
||
This power allows the psionicist to discharge the absorbed damage he
|
||
has contained with energy containment, as a bolt of electrical energy.
|
||
This discharge will do the number of hit points in damage that the
|
||
psionicist has left over, unradiated as light. He will then lose his glow
|
||
and will not be able to discharge again until he absorbs more damage with
|
||
energy containment.
|
||
|
||
Power Score: The discharge does double damage.
|
||
20: The discharge back fires and hits the psionicist. This time it can
|
||
not be absorbed and does full damage.
|
||
|
||
|
||
Enhanced Infravision
|
||
|
||
Power Check: Con-2
|
||
Initial Cost: 9
|
||
Maintenance Cost: 4/turn
|
||
Range: 90 feet
|
||
Preparation Time: 5
|
||
Area of Effect: personal
|
||
Prerequisites: Infravision (Natural or Psionic)
|
||
|
||
This science is a more powerful version of the infravision devotion,
|
||
without the side effects of that power (namely, worsening the character's
|
||
ability to see into the blue areas of the spectrum). This science actually
|
||
creates more color-sensing pigments in the character's eyes, allowing for
|
||
superior vision. Demihumans _can_ use this power, but it is not cumulative
|
||
with innate infravision (an elf with infravision to 60 feet using this
|
||
power gains infravision with a range of 90 feet, not 150).
|
||
|
||
Power Score: Range increases to 120 feet.
|
||
20: The character botched the pigment creation, and becomes blind for
|
||
2-12 rounds.
|
||
|
||
|
||
Healing
|
||
|
||
Power Score: Con -5
|
||
Initial Cost: varies
|
||
Maintenance Cost: na
|
||
Range: touch
|
||
Preparation Time: 0
|
||
Area of Effect: individual
|
||
Prerequisites: none
|
||
|
||
Unlike cell adjustment healing will not cure any type of diseases, but
|
||
it does have a better hit point to PSP ratio for healing wounds. The
|
||
psionicist will heal one hit point of damage for every one PSPs they spend
|
||
(1:1 ratio).
|
||
|
||
Power Score: The patient is totally healed and only one PSP is spent.
|
||
20: The psionicist suffers the number of hit points he was healing, but
|
||
the patient is unaffected. If the psionicist is the patient he still
|
||
suffers the damage.
|
||
|
||
|
||
Immovability Other
|
||
|
||
Power Score: Con -5
|
||
Initial Cost: 9
|
||
Maintenance Cost: 6/round
|
||
Range: 100 yards
|
||
Preparation Time: 0
|
||
Area of Effect: individual or object
|
||
Prerequisites: immovability
|
||
|
||
This power works just like immovability, but it's used on other people
|
||
or objects. The person or object becomes immovable and will reekier a
|
||
large amount of force to move it form its spot. A person that has been
|
||
made immovable is also unable to move himself without the psionicist
|
||
allowing it by discontinuing the power.
|
||
Moving the person or object will require a combined strength total that
|
||
is at least 10 times greater than the psionicist immovability other power
|
||
score (Con -5). If an individual has a strength of move the 10 times the
|
||
psionicist immovability other power score (Con -5) he can not be held by
|
||
this power. See Immovability page 61 of The Complete Psionics Handbook for
|
||
more details.
|
||
|
||
Power Score: Moving the person or object becomes impossible.
|
||
20: The psionicist can't stop the power; he maintains it until he runs
|
||
out of PSPs.
|
||
|
||
|
||
Infravision
|
||
|
||
Power Score: Con
|
||
Initial Cost: 4
|
||
Maintenance Cost: 2/turn
|
||
Range: 60 feet
|
||
Preparation Time: 1
|
||
Area of Effect: personal
|
||
Prerequisites: none
|
||
|
||
This devotion allows the psionicist to see in darkness, using the heat
|
||
coming from an object. For all intents and purposes, it is identical to
|
||
that possessed by elves and dwarves. It extends to 60 feet, does not
|
||
function in the presence of light, and can be blinded by "hot" objects. A
|
||
side effect is that any form of ultravision (being able to see beyond the
|
||
violet end of the spectrum) is negated while this power is in effect, and
|
||
the subject may have difficulty distinguishing colors past the blue end of
|
||
the spectrum.
|
||
The power works by shifting the photoreceptors in the eye down towards
|
||
the red (and infrared) portions of the spectrum. Demihuman psionicists who
|
||
already have infravision cannot use this power.
|
||
|
||
Power Score: Range increases to 90 feet.
|
||
20: The character becomes colorblind and sensitive to bright light for
|
||
2-20 rounds.
|
||
|
||
|
||
Jolt
|
||
|
||
Power Score: Con -3
|
||
Initial Cost: 8
|
||
Maintenance Cost: na
|
||
Range: touch
|
||
Preparation Time: 0
|
||
Area of Effect: individual or object
|
||
Prerequisites: none
|
||
|
||
This power allows the psionicist to over stimulate the nerve centers of
|
||
the body and cause a large electrical buildup, which can be discharged by
|
||
touch or through any conductive material. This discharged causes 1D10 hit
|
||
points of damage. This buildup remains in the psionicists body until he
|
||
discharges it.
|
||
|
||
Power Score: The damage is doubled.
|
||
20: The electrical charge discharges in the psionicist brain, stunning
|
||
him for 1D6 rounds and causing 1D10 hit points of damage.
|
||
|
||
|
||
Mimic
|
||
|
||
Power score: Con - 2
|
||
Initial Cost: 10(the act)/5(the scan)
|
||
Maintainance Cost: none
|
||
Range: personal(the act)/sight(the scan)
|
||
Prepartion Time: ?
|
||
Area of Effect: Psionicist
|
||
Prerequisites: ?
|
||
|
||
The mimic devotion will allow the psi to perform briefly a physical
|
||
feat that would not otherwise be possible. The mimic devotion has two
|
||
phases in its function. The first phase is called the scan phase, wherein
|
||
the devotion is activated while the psi witnesses some sort of brief
|
||
physical act that he/she would not normally be able to accomplish. This
|
||
scan phase allows the psi to psychically monitor the physical functioning
|
||
of another humanoid and record in his/her subconscious the results of the
|
||
scan. The scan measures such sundries as neuromuscular activity, heart
|
||
rate, brain waves and whathaveyouse. The memory of the event is held in the
|
||
psi's mind until it is activated at the will of the psi (calling for
|
||
another successful power roll). Successful activation wipes the memory of
|
||
the specific event scan. If the roll fails, the memory remains but is not
|
||
activated on this attempt. The maximum number of memories allowed to be
|
||
held at any one time is equal to the psi's current level.
|
||
Upon activation, the psi brings his/her awesome psionic energies to
|
||
bear, allowing him/her to duplicate the feat(and lose ten psps). The feat
|
||
must be a single task such as bending a steel bar, firing an arrow, tumbing
|
||
from a great height safely to the ground, throwing a boulder, etc.
|
||
Personally I would even allow the duplication of some spell effects, such
|
||
as jump, although if "detect magic" is used on the psi while performing,
|
||
none is detected! Examples:
|
||
Jack the psi witnesses Wondru the magnificent (names changed to protect
|
||
the guilty) bend a steel bar. He scans the event, and if the power roll is
|
||
successful, the memory is stored (he has also lost 10 psps). He then boldly
|
||
strides up to the bar, makes a successful power role, and now has a chance
|
||
equal to Wondru's to bend the bar, even though his strength is actually 10.
|
||
Jack then sees Lachief, Ranger extraordinaire, fire a bow. Jack scans
|
||
it and then confidently picks up the bow. Unfortunately, his power roll
|
||
fails and he almost shoots himself, as he doesn't have any bow proficiency
|
||
at all. If he made it, though, he would have been able to fire it once
|
||
using Lachief's Thac0 (WITH Lachief's dex, elf, and prof bonuses and all).
|
||
|
||
Power Score: The event activates and is still retained in memory
|
||
20: The memory is lost without having benefitted the psi.
|
||
|
||
|
||
Speed
|
||
|
||
Power Score: Con -3
|
||
Initial Cost: 10
|
||
Maintainance Cost: 5
|
||
Range: 0
|
||
Preparation Time: 0
|
||
Area of Effect: personal
|
||
Prerequisites: None
|
||
|
||
The power allows the psionicist to move at twice the usual movement
|
||
rate, attack at the next highest level on the "attack/rnd chart," and
|
||
perform any physical action in half the usual time. The armor class is
|
||
also reduced by 1.
|
||
Using this power for longer than 5 rounds has a chance of aging the
|
||
character. This chance is a cumulative 10% per round. The psionicist can
|
||
avoid this by stopping the power for at least two rounds before re-
|
||
initiating it once more.
|
||
|
||
Power Score: Speed is tripled with regards to physical activity and
|
||
movement. Attacks remain unchanged.
|
||
20: Half speed, etc. until the power succeeds, cancelling the effect.
|
||
|
||
|
||
Psychoportive Sciences
|
||
----------------------
|
||
|
||
Dimensional Warp
|
||
|
||
Power Score: INT - 7
|
||
Initial Cost: 10
|
||
Maintenance Cost: 5/round
|
||
Range: 10 yards/level
|
||
Preparation Time: 0
|
||
Area of Effect: Special
|
||
Prerequisite: Teleport, Dimensional Door, 10th level
|
||
|
||
This power is a variation on the dimensional door power. The
|
||
Psionicist defines two 'windows' anywhere within range, and creates a two
|
||
way portal between them, such that anything going into one of the 'window'
|
||
will come out the other. Unlike Dimensional door, this power creates a
|
||
true two way transport system (i.e., you can stick your arm through, grab
|
||
something at the other end, and pull it back--anything, including spells,
|
||
will pass through both ways). The windows, which may have an area of up to
|
||
4 square feet per level of the psionicist, are identical but can have any
|
||
orientation relative to each other (i.e., they could be at right angles to
|
||
each other, or even at 180 degrees *). This could result in some very
|
||
strange effects, imagine a charging knight being intercepted by a 'window'
|
||
and continue his charge straight towards the ground - lance first, from
|
||
100 yards up. Notice that it might be possible to re-route missiles or
|
||
even spells such as fireball or lightning bolt right back to the
|
||
originator, but the psionicist would have to act extremely fast (i.e.,
|
||
have initiative and make an int check to see whether he/she can think and
|
||
act fast enough). Because of the complexity of warping space in this way
|
||
it is easy for things to go wrong. If the power check fails, the full PSP's
|
||
are used, and a the two windows will open up, but the psionicist cannot
|
||
control their position (the windows are also unstable and cannot be
|
||
maintained). In case of a 20 result, the windows are 'very likely' to open
|
||
in such a way as to harm the psionicist (in this case, the window might
|
||
also be warped and destroy anything which passes through).
|
||
|
||
Power Score: Maintenance cost is reduced to 3 PSP's per round.
|
||
20: see above
|
||
|
||
|
||
Planar Travel
|
||
|
||
Power Score: Int -4
|
||
Initial Cost: 45/90
|
||
Maintainance Cost: na
|
||
Range: special
|
||
Preparation Time: 12
|
||
Area of Effect: one creature
|
||
Prerequisites: teleport
|
||
|
||
This power allows the psionicist to thrust themself into another plane.
|
||
This is almost the same as Summon Planar Creature, but involves a different
|
||
type of usage. As with that power, the psionicist is disoriented for one
|
||
round, causing a -2 penalty on initiative, attacks, and saving throws. The
|
||
psionicist can choose any of the innder planes for 45 PSP as well as the
|
||
astral plane or the etherreal plane, or any outer plane for 90 PSP. If the
|
||
power check is a 2, then the psionicist is off target by one plane (which
|
||
direction is up to the DM) If the power check is a one, then the
|
||
psionicist not only misses by one plane, but also takes the nearest being
|
||
to him with him. This power does not confer ant protection from the plane
|
||
transported to. If the psionicist misses in the outer planes, they are
|
||
ALWAYS transported to Sigil (if PlaneScape is used, if not use the
|
||
Concordant Opposition.)
|
||
|
||
Power Score: The psionicist ends up in a safe area, no matter where
|
||
they went to. However, this does not gurantee that the place will REAMIN
|
||
safe. A cool spot in the elemental plane of fire does not last long.
|
||
20: The psionicist instead summons a creature from the destination
|
||
plane. Roll again as per Summon Planar Creature to see the exact distance
|
||
and disposition of the creature.
|
||
|
||
|
||
Psychoportive Devotions
|
||
-----------------------
|
||
|
||
Conjure
|
||
|
||
Power Score: Int -2
|
||
Initial Cost:15+
|
||
Maintainance Cost: n/a
|
||
Range: Infinite
|
||
Prep Time: 0 (1d4)
|
||
Area of Effect: One object, 50 lbs
|
||
Prerequisites: Teleport
|
||
|
||
Using this power the psionicist can teleport an object from another
|
||
location to his current location. The object, which can weigh up to 50
|
||
pounds, must either be one that the psionicist knows well and can picture
|
||
in his mind, such as his own sword, or one that is within his sight
|
||
(including psionic or magical detection such as clairvoyance or crystal
|
||
balls).
|
||
The psionicist cannot conjure an object that bears a wizard mark unless
|
||
the mark is his own. Neither can he conjure an object that is firmly
|
||
secured, such as a chest that is bolted to the floor. If the object being
|
||
teleported is held by another creature, a psychic contest is waged using
|
||
the other creature's Strength score versus the psionicist's Conjure power
|
||
score. If the object being conjured is an intelligent object (either
|
||
magically or psionically endowed), the object can choose to resist, in
|
||
which case a psychic contest is waged using the object's Intelligence.
|
||
The difficulty of the conjuration, and the cost, increase with the
|
||
distance and the weight of the object, as listed on the table below:
|
||
|
||
Distance IC PS Weight IC PS
|
||
10 yards 15 +1 < 1 lb 0 +1
|
||
100 yards 20 0 10 lbs 0 0
|
||
1000 yards 25 -1 25 lbs +2 -1
|
||
10 miles 30 -2 50 lbs +5 -2
|
||
100 miles 40 -3
|
||
1000 miles 50 -4 *Players with the
|
||
10000 miles 60 -5 SPELLJAMMER
|
||
interplanetary* 70 -6 boxed set... (etc. etc.)
|
||
|
||
The psionicist can have the object arrive in his grasp, or anywhere
|
||
within 1 yard of him, as long as it arrives on a stable surface. He cannot,
|
||
for example, conjure a boulder to fall onto the head of his enemy. If the
|
||
result of the power check is a 1 or a 2, the object arrives at a random
|
||
location 2d6 feet from the psionicist.
|
||
|
||
Note: The 0 (1d4) preparation time denotes a preparation time of 1d4
|
||
segments.
|
||
|
||
Power Score: The cost of the conjuration is reduced by 20% (rounded
|
||
up), and all penalties for the object's weight are ignored.
|
||
20: The object is conjured, but arrives in a location that is
|
||
detrimental to the object, the psionicist, or both. His sword may arrive in
|
||
his grasp blade first, or a glass flask may arrive just beyond his grasp,
|
||
only to fall to the ground and shatter.
|
||
|
||
|
||
Dimensional Portal
|
||
|
||
Power Score: Int. -4
|
||
Initial Cost: Below
|
||
Maintence Cost: Nil
|
||
Range: Nil (but for SJ it has to be in the same crystal sphere)
|
||
Prepartion Time: 1 round
|
||
Area of Effect: One Item
|
||
Prerequisite: Dimension Door
|
||
|
||
Using this power a psionicist creates a Dimensional portal that will
|
||
enable the him to bring one item of his choice to his present location.
|
||
Before using this power must think of one item, this is the item he will
|
||
use the portal to get. Using this power the psionicists need not
|
||
neccasrily know where the object he just need to be able to picture it in
|
||
his mind. He can not think of "I want to get a short sword." It needs to
|
||
be an object he has had physical contact with and knows the feel of it well
|
||
enough that he will know that he has found it when his hand goes through
|
||
the Dimensional portal (ie the feel of his favorite sword, dagger, etc.)
|
||
This is not an easy task for a psionicist because of the fact that he is
|
||
searching for an object that he does neccesarily know where it is. The
|
||
initial cost depends on how far the psionicist is from the item (determined
|
||
by the DM).
|
||
|
||
Distance Initial Cost Powere Score Modifier
|
||
10 Yards 30 PSPs 0
|
||
100 yards 30 PSPs -1
|
||
1,000 yards 45 PSPs -2
|
||
10 Miles 60 PSPs -3
|
||
100 Miles 75 PSPs -4
|
||
1,000 Miles 90 PSPs -5
|
||
10,000 Miles 105 PSPs -6
|
||
Planet to Planet 150 PSPs -7
|
||
|
||
|
||
Power Score: The PSP cost is reduced by 33%
|
||
20: The item is in some way damaged, not to the point of worthlessness
|
||
but damaged nonetheless (exact amount up to DM)
|
||
|
||
|
||
Haste
|
||
|
||
Power Score: Int -1
|
||
Initial Cost: 8
|
||
Maintenance Cost: 2/round
|
||
Range: 0
|
||
Preparation Time: 0
|
||
Area of Effect: personal
|
||
Prerequisites: teleport
|
||
|
||
Haste allows the psionicist to force his body and any equipment his is
|
||
carrying, through the space-time continuum at a little over twice the
|
||
normal rate. This gives the psionicist double his normal movement rate,
|
||
double his normal number of attacks per round, all three of the ability
|
||
scores for double his dexterity, and divides his initiative roll in half.
|
||
It also causes the psionicist to have to pay double the maintenance cost
|
||
for all powers, including haste, used while using haste. All of the
|
||
advantages and the disadvantage last until he stops paying maintenance cost
|
||
for haste. Haste does not cause the psionicist to age any more rapidly
|
||
then normal.
|
||
|
||
Power Score: The psionicist becomes a blur and he receives an
|
||
additional -4 to his armor class.
|
||
20: The psionicist jumps through time 1D4 hours and receives 1D10 hit
|
||
points of temporal burn damage. All equipment he is carrying must also
|
||
make saves verses fire or be burned up in the jump.
|
||
|
||
|
||
Interchange
|
||
|
||
Power Score: Int -3
|
||
Initial Cost: 50
|
||
Maintenance Cost: na
|
||
Range: 50 yards
|
||
Prep Time: 0
|
||
Area of Effect: na
|
||
Prerequisites: teleport, teleport other
|
||
|
||
This power allows the psionicist to exchange physical places with any
|
||
creature within sight, and 50 yards, of the psionicist. The creature
|
||
cannot be more than 150% of the mass of the psionicist. When the
|
||
interchange takes place, the orientation between the two characters remains
|
||
the same, so any combat taking place between the two interchanged
|
||
characters is unaffected (both physical and magical attacks.)
|
||
|
||
If the subject of the interchange power is unwilling to be teleported,
|
||
they are allow a saving throw vs. paralyzation at -2 to resist the
|
||
teleportation effort. If the creature is willing to be interchanged, no
|
||
saving throw is required.
|
||
|
||
Note: In response to a question as to why there is a saving throw for
|
||
an unwilling target of this power; the Teleport Other power works only an
|
||
willing or unconscious beings...I though it fair to allow a saving throw
|
||
for this power if the victim was reluctant to undergo the Intercange.
|
||
|
||
Power Score: The saving throw of the subject of the interchange power
|
||
automatically fails.
|
||
20: The psionicist becomes disoriented, and suffers a -2 to all rolls
|
||
for the next turn.
|
||
|
||
|
||
Phase Self
|
||
|
||
Power Score: Con -1
|
||
Initial Cost: 6
|
||
Maintenance Cost: 3/turn
|
||
Range: 0
|
||
Preparation Time: 1
|
||
Area of Effect: personal
|
||
Prerequisites: none
|
||
|
||
A psionicist with phase self can shift his body and any equipment his
|
||
is carrying, millionth of a degree off of the plane he is currently on.
|
||
While using this power he can not affect anything and can not be affected
|
||
by anything on that plane, but he can still hear and see everything around
|
||
him. This allows him to stand in or walk through walls, objects, and even
|
||
people without affecting them. The psionicist can even stand in flame and
|
||
no be burned. He is truly invisible, and can not be seen, smelt, felt, or
|
||
heard. With one exception, true seeing can see him.
|
||
|
||
Power Score: The psionicist can not be seen even with true seeing.
|
||
20: The psionicist becomes phased permanently for 1D4 hours.
|
||
|
||
|
||
Quick Action
|
||
|
||
Power Score: Con -1
|
||
Initial Cost: 15
|
||
Maintenance cost: 3/round
|
||
Range: 0
|
||
Preparation Time: 0
|
||
Area of Effect: personal
|
||
Prerequisite: none
|
||
|
||
When a psionicist learns this power, he develops an understanding and
|
||
affinity for manipulation of the time stream. The psionicist learns to
|
||
affect the relationship between his body and the time stream. When this
|
||
devotion is active the psionic slips slightly out of the time stream,
|
||
allowing his reactions to be quicker than those around him. This gives him
|
||
a +2 on initiative in every round that this discipline is active.
|
||
Furthermore any saving throws which would normally allow a bonus for higher
|
||
dexterity are also made at +2.
|
||
This discipline cannot be used in conjunction with magic that affects
|
||
time stream (haste, slow, potion of speed, etc.). If already under the
|
||
influence of one of these types of magic the psionicist will be totally
|
||
unable to activate this devotion. Conversly, when this discipline is under
|
||
affect the psionicist is immune to the effects of these magics.
|
||
|
||
Power Score - The aforementioned bonuses improve to +3.
|
||
20 - The power fails, and double the initial cost in PSP's is consumed.
|
||
|
||
-------------------- Continues in Part V --------------------
|
||
|
||
From eskimo!mvb.saic.com!news.cerf.net!ihnp4.ucsd.edu!swrinde!cs.utexas.edu!utnut!torn!uunet.ca!uunet.ca!ionew
|
||
s.io.org!nobody Tue Jun 21 15:06:35 1994
|
||
Path: eskimo!mvb.saic.com!news.cerf.net!ihnp4.ucsd.edu!swrinde!cs.utexas.edu!utnut!torn!uunet.ca!uunet.ca!ione
|
||
ws.io.org!nobody
|
||
From: doppy@io.org (Ryan Biggs)
|
||
Newsgroups: rec.games.frp.dnd
|
||
Subject: Net.Psionics.Handbook Part 5/7
|
||
Date: 21 Jun 1994 11:16:26 -0000
|
||
Organization: Internex Online (io.org) Data: 416-363-4151 Voice: 416-363-8676
|
||
Lines: 996
|
||
Message-ID: <2u6i6a$4p9@ionews.io.org>
|
||
NNTP-Posting-Host: nudge.io.org
|
||
|
||
Sending
|
||
|
||
Power Score: Int -2
|
||
Initial Cost: 15+
|
||
Maintainance Cost: n/a
|
||
Range: Infinite
|
||
Prep Time: 0 (1d4)
|
||
Area of Effect: One object, 50 lbs
|
||
Prerequisites: Teleport
|
||
|
||
This power, the converse of conjure, lets the psionicist send an object
|
||
from his current location to another location. The destination must be one
|
||
that the character knows and can picture in his mind, or one that he can
|
||
see, by whatever means.
|
||
The object, which can weigh up to 50 pounds, must be carried or firmly
|
||
grasped by the psionicist. He cannot send an object that bears a wizard
|
||
mark unless the mark is his own. If the object is also grasped by another
|
||
creature, the psionicist must wage a psychic contest, pitting his Sending
|
||
power score against the other creature's Strength score. If the object is
|
||
anchored to something weighing over 50 pounds (such as a locked door in a
|
||
castle), the object cannot be sent. If the object has intelligence,
|
||
bestowed by either magical or psionic means, it may opt to resist the
|
||
sending, forcing the psionicist to wage a psychic contest against the
|
||
object's Intelligence. Only nonliving objects can be affected by a
|
||
sending.
|
||
The difficulty of the sending increases with the weight of the object
|
||
and the distance to the destination, as detailed in the table in the
|
||
listing for Conjure.
|
||
|
||
Note: The 0 (1d4) preparation time denotes a preparation time of 1d4
|
||
segments.
|
||
|
||
Power Score: The initial cost is reduced by 20% (rounded up), and there
|
||
are no penalties for the object's weight.
|
||
20: The object is sent, but not to the location desired by the
|
||
psionicist. The item may be teleported mere away feet from him, or it
|
||
could arrive miles away from where it was supposed to.
|
||
|
||
|
||
Teleport Lock
|
||
|
||
Power Score: Int -2
|
||
Initial Cost: 10
|
||
Maintenance Cost: 5/turn
|
||
Range: infinite
|
||
Prep Time: 0
|
||
Area of Effect: personal
|
||
Prerequisites: teleport, ESP
|
||
|
||
This power allows a psionicist to "lock" onto another being, and if
|
||
that being should teleport (magically or psionically) for any reason, the
|
||
psionicist will have the option that round, and that round only, to
|
||
teleport to the same place as the "locked" creature did. If the psionicist
|
||
opts not to immediately follow, the lock is lost. The lock needs to be
|
||
made while the psionicist can see the creature it is locking onto, but
|
||
after the lock is established, distance between the two makes no
|
||
difference.
|
||
|
||
If the psionicist decides to follow, the character must pay the PSP
|
||
costs and make a power check as he would using the Teleport power, with all
|
||
the appropriate penalties based upon distance. If the psionicst does not
|
||
have enough PSPs, then the Teleport fails.
|
||
|
||
Power Score: The lock lasts for 5 rounds after the locked on character
|
||
has teleported.
|
||
20: No other effect.
|
||
|
||
|
||
Temporal Acceleration
|
||
|
||
Power Score: Con -5
|
||
Initial Cost: 15
|
||
Maintenance cost: 10/round
|
||
Range: 0
|
||
Preparation Time: 0
|
||
Area of Effect: personal
|
||
Prerequisite: Quick Action
|
||
|
||
This discpline allows the psionic to alter the flow of the time stream
|
||
relative to their body. Upon successsfully applying this discpline the
|
||
psionic effectively alters the flow of the time stream relative to his
|
||
body. The psionicist gains the ability to move his or her body in a
|
||
fashion that is identical to someone under the effect of a Haste spell.
|
||
Unlike the recipient of the Haste spell the psionic does NOT age one year
|
||
due to the application of this discipline. The increased speed does not
|
||
allow the psionic to either cast multiple spells/round or active more
|
||
psionic powers/round than would otherwise be allowed.
|
||
This discipline cannot be used in conjunction with magic that affects
|
||
time stream (haste, slow, potion of speed, etc.). If already under the
|
||
influence of one of these types of magic the psionicist will be totally
|
||
unable to activate this devotion. Conversly, when this discipline is under
|
||
affect the psionicist is immune to the effects of these magics.
|
||
|
||
Power Score - The psionicist gains the ability to move at triple speed.
|
||
|
||
20 - The psionicist acts as if under the effect of a Slow spell, and
|
||
cannot terminate this condition for 5 rounds.
|
||
|
||
|
||
Temporal Deceleration
|
||
|
||
Power Score: Con -2
|
||
Initial Cost: 15
|
||
Maintenance cost: 3/day
|
||
Range: 0
|
||
Preparation Time: 0
|
||
Area of Effect: personal
|
||
Prerequisite: Quick Action
|
||
|
||
This discpline allows the psionic to alter the flow of the time stream
|
||
relative to their body. Upon successsfully applying this discpline the
|
||
psionicist's body passes into a state which is indistinguishable from death
|
||
(except by casting of a Detect Life spell). The Psionicist can maintain
|
||
that state until either a predetermined amount of time has passed (say 10
|
||
days) or a specific event triggers the termination of the temporal
|
||
deceleration. While in the decelerated state the psionic is oblivious to
|
||
the outside world (everything is a blur traveling too fast to follow), and
|
||
his body uses up none of it's internal resources, ie., his metabolism
|
||
stops, so no healing takes place, but neither does a bad physical condition
|
||
worsen. There is nothing to prevent physical harm from befalling the
|
||
psionic while temporally decelerated.
|
||
This discipline cannot be used in conjunction with magic that affects
|
||
time stream (haste, slow, potion of speed, etc.). If already under the
|
||
influence of one of these types of magic the psionicist will be totally
|
||
unable to activate this devotion. Conversly, when this discipline is under
|
||
affect the psionicist is immune to the effects of these magics.
|
||
Power Score - The psionicist hears, sees and remembers all that
|
||
transpires within normal sensory range for the duration of his temporal
|
||
deceleration.
|
||
20 - The psionicist is decelerated for twice as long as expected.
|
||
|
||
|
||
Telepathic Sciences
|
||
-------------------
|
||
|
||
Backlash
|
||
|
||
Power Score: Wis - 3
|
||
Initial Cost: Special
|
||
Maintenance Cost: na
|
||
Range: na
|
||
Preparation Time: 0
|
||
Area of Effect: psionic opponent
|
||
Prerequisite: contact, mindlink, psionic blast
|
||
|
||
This power causes a psychic shock to travel along the psychic conduit
|
||
formed by contact. It may only be used after contact has been
|
||
established, by either the psionicist or by the opponent (i.e., it will
|
||
travel either way). This psychic shock will directly damage the opponent,
|
||
causing 1d6 damage for every 5 PSP's spent (save vs death to reduce
|
||
this by half, maximum damage is 10d6 for 50 PSP's). There is however
|
||
some risk involved in using this power. If the power check is failed,
|
||
the psionicist must make a saving throw or suffer half the damage that
|
||
he/she wanted to inflict on the opponent.
|
||
|
||
Power Score: Opponent automatically fails the saving throw.
|
||
20: Psionicist suffers full damage, no saving throw allowed.
|
||
|
||
|
||
Control Dream (Dreamer Power)
|
||
|
||
Power Score: Int-2
|
||
Initial Cost: 10
|
||
Maintenance Cost: NA
|
||
Range: Special
|
||
Preparation Time: 0
|
||
Area of Effect: 500' radius
|
||
Prerequisite: 5th level
|
||
This allows the dreamer to change the type of dream by one on the
|
||
dream scale or to change the alignment of a dream. The dream alignment can
|
||
be change by one element in one direction. The elements of the alignment
|
||
are the two different halves. The first half (Lawful, Neutral, Evil) can
|
||
be changed by switching to an alignment to the left or the right of the
|
||
original one shown in the parenthesis above. The same applies to the second
|
||
half (Good, Neutral, Evil) The transition will last for as long as the
|
||
dreamer remains in that Dreamland mode. This power will only affect the
|
||
Dreamland that the dreamer is currently in.
|
||
|
||
Power Score: The dreamer may change two parts of the dream.
|
||
20: The dream change is in the opposite direction intended
|
||
|
||
|
||
Control Mode (Dreamer Power)
|
||
|
||
Power Score: Int-2
|
||
Initial Cost: 50
|
||
Maintenance Cost: NA
|
||
Range: 500' radius
|
||
Preparation Time: 1 round
|
||
Area of Effect: 1 person plus one every five levels
|
||
Prerequisite: 10th level
|
||
By using this power, a dreamer may transport a number of individuals
|
||
to another mode of dreamland. All individuals who are not dreamers do so
|
||
without any chance of avoiding it, however, dreamers can elect to go.
|
||
|
||
Power Score: The dreamer transports all individuals within range.
|
||
20: The dreamer transports himself to the astral plane, leaving the
|
||
targets where they were
|
||
|
||
|
||
Deflect Attack
|
||
|
||
Power Score: Wis -5
|
||
Initial Cost: 10
|
||
Maintenance Cost: na
|
||
Range: 0
|
||
Preparation Time: 0
|
||
Area of Effect: personal/individual
|
||
Prerequisite : 21st level
|
||
With this new defense, the Psionicist can deflect any unsuccessful
|
||
attack against the attacker. The attacker is allowed a save vs.
|
||
petrification, but if he fails, he suffers any result from his own attack
|
||
as if he is using it versus a contacted mind. (e.g. a Psionicist is using
|
||
'Ego Whip' and the defender is using this Science and wins, the Psionicist
|
||
is dazed for 1d4 rounds if he fails his save.)
|
||
|
||
Power Score: The save automatically fails (if the contest is won).
|
||
20: The contact is established without any further combat.
|
||
|
||
|
||
Dream Creature (Dreamer Power)
|
||
|
||
Power Score: Wis -6
|
||
Initial Cost: Special
|
||
Maintenance Cost: Special
|
||
Range: Unlimited
|
||
Preparation Time: 2
|
||
Area of Effect: Special
|
||
Prerequisites: 21st level
|
||
|
||
With this power a dreamer psionicist can, in Dreamland, construct any
|
||
creature with which he/she is familiar. This will enable the dreamer to
|
||
empower the construct with _all_ abilities of the creature including
|
||
magical, psionical, etc. The dreamer then becomes the brain of the
|
||
construct using the construct's senses, abilities, etc. The dreamer's
|
||
dream form becomes inert during this period, and may be as far away from
|
||
the construct as the dreamer desires. Further, the construct has the
|
||
maximum number of hit points possible for a creature of this type, and
|
||
draws all PSPs from the dreamer's PSP total. The dreamer may use all
|
||
psionicist powers he/she has normally available in addition to whatever the
|
||
construct has available. If the construct is slain, the dreamer is
|
||
immediately forced back to his/her own form, and must make a system shock
|
||
roll. If the roll is successful, then the dreamer regains consciousness in
|
||
their proper form with no ill effects, if failed, the dreamer passes out
|
||
for 3d6 rounds, and suffers 2d6 hit points of damage.
|
||
This is a difficult power to use because of the high PSP cost. The
|
||
initial cost is 10 PSPs per 1000 XP the creature being imitated is worth.
|
||
So for instance, a creature worth 16,000 XP requires an initial cost of 160
|
||
PSPs to make a construct of. The maintenance cost is one tenth the initial
|
||
cost per round. The calculation of the initial cost can be further refined
|
||
by making it to be 1 PSP per 100 XP. Round fractions up in this
|
||
calculation.
|
||
|
||
Power Score - The construct's hit points are doubled.
|
||
20 - The construct is seriously flawed in some way, at the discretion
|
||
of the DM, not to be told to the dreamer. For example, the construct might
|
||
have only half the normal number of hit points, it might not have some
|
||
critical ability available, etc.
|
||
|
||
|
||
Dream Crossover (Dreamer Power)
|
||
|
||
Power Score:Int-2
|
||
Initial Cost: 50
|
||
Maintenance Cost: 10/hour
|
||
Range: 0
|
||
Preparation Time: 1 round
|
||
Area of effect: personal
|
||
Prerequisite: 15th level
|
||
|
||
This power alters the dreamer's material world form so that resembles
|
||
the Dreamland form in shape and statistics. The transformation takes an
|
||
actual time of 30 seconds (5 in a combat situation) but the dreamer must
|
||
spend the rest of the round recovering from the shock. After that, the
|
||
dreamer's Dreamland form (including all Dreamland items and the Dreamland
|
||
weapon proficiencies) is fully usable. Although useful, this is also
|
||
rather dangerous. If the dreamer rolls a natural 5 or less, they fall into
|
||
a coma for a number of days equal to 25 minus the dreamer's constitution.
|
||
Once a dreamer ceases to expend PSP to maintain this power, the dreamer's
|
||
form slowly changes back (2 rounds for transformation) and the dreamer
|
||
falls asleep for 1/2 the time that he/she was in their altered form.
|
||
|
||
Power Score: The crossover lasts 3 hours free.
|
||
20: The dreamer must make another power check. If it fails or is below
|
||
5, then the character dies, otherwise, he/she falls into a coma equal to
|
||
1/2 the time specified above for a power score failure.
|
||
|
||
|
||
Dream Link (Dreamer Power)
|
||
|
||
Power Score: Wis-1
|
||
Initial Cost: 10
|
||
Maintenance Cost: 2/turn
|
||
Range: 100 miles plus 5 per level
|
||
Preparation Time: 0
|
||
Area of Effect: 1 person
|
||
Prerequisites: 5th level
|
||
This allows a dreamer to form a mental link between himself and
|
||
another individual by linking their minds in Dreamland. This power is
|
||
similar to, and can replace, the psionic powers mindlink and contact, but
|
||
some differences are there. The main difference is that the link is two
|
||
way, although with most people that does not mean much. When using this
|
||
power on a dreamer, the other dreamer must make a power score for the Dream
|
||
Link power. If it succeeds and is above 5, then the victim dreamer wakes
|
||
up and can now use their powers. A normal psionicist can also wake up, but
|
||
they must make their power score, but at a -5 penalty (unless it fails
|
||
naturally, in which case it has no penalty)
|
||
|
||
Power Score: The link is one way, and in favor of the dreamer.
|
||
20: The link is one way, in the favor of the victim, and the victim (if
|
||
a psionicist) wakes up while the dreamer is mentally stunned for 1d6+5
|
||
rounds (in which time the link is kept up for free)
|
||
|
||
|
||
DreamScape
|
||
|
||
Power Score: Wis -6
|
||
Initial Cost: 60
|
||
Maintenance Cost: 20/rd
|
||
Range: Unlimited
|
||
Preparation Time: 5
|
||
Area of Effect: 1 square mile/level of Dreamland
|
||
Prerequisites: 25th level
|
||
|
||
With this power a dreamer psionicist can, in Dreamland,
|
||
construct a dream landscape of any type they desire. It may be mundane,
|
||
fantastic, any type of terrain, etc. This in conjunction with Dream
|
||
Creature allows the psionicist to gain godlike status in Dreamland.
|
||
Further, a psionicist who uses this power in conjunction with Dream
|
||
Creature may construct and use a creature without concern for the
|
||
consequences of the creature being killed, further the psionicist may
|
||
construct up to 1 + 1d2 creatures of the same type without extra cost.
|
||
|
||
Power Score: The maintenance cost is halved.
|
||
20: The dreamscape is distorted badly, and anyone in it may save vs.
|
||
spells to escape it.
|
||
|
||
|
||
Dreamstalker
|
||
|
||
Power Score: Wisdom -6
|
||
Initial Cost: 40
|
||
Maintenance Cost: Contact
|
||
Range: 100 Miles
|
||
Preparation Time: 1 Turn
|
||
Area Of Effect: 1 Person
|
||
Prerequisites: Contact, Mindlink, Probe, Post Hypnotic Suggestion
|
||
|
||
When the psionicist employs this science, he projects his consciousness
|
||
into the dreams of his sleeping victim. Upon arrival into the dream the
|
||
victim is allowed a wisdom check to notice the anomaly. If it succeeds he
|
||
understands the nature of the attacker, and may choose to end the dream.
|
||
When the psionicist enters the dream, he takes the form of the victim's
|
||
worst fear. He then chases the victim until the dream ends, or the victim
|
||
wakes. Upon waking the victim remembers nothing about the dream, only a
|
||
dark sense of foreboding and fear. He will also have lost one point of
|
||
Constitution. The point of CON can only be recovered through the following
|
||
means: restoration, heal, Psychic Surgery, or a Cell Adjustment costing 60
|
||
points. Each of these restores one point per application. A limited wish
|
||
will restore 3 points, and a wish will restore the victim fully.
|
||
The Dreamstalker can be used night after night until the victim is dead
|
||
(CON reaches zero). The victim can only be revived by a heal, restoration,
|
||
and resurrection, in that order, or through a wish.
|
||
If the sleeper contacted through this power happens to be a dreamer
|
||
psionicist, then the person using this power is in for a rude awakening.
|
||
The dreamer's conscious mind immediately awakens and they have several
|
||
options. They can escape the power and go into Dreamland and proceed to
|
||
use their own powers on the person using Dreamstalker. They may use their
|
||
non-dreamer powers as if they too had a contact on the person using the
|
||
power, and thus, start a psionic combat. They may break contact at a cost
|
||
of 10 PSP with no chance of failure. This would not require the ejection
|
||
power as a dreamer has trained to know all about Dreamland and dreaming and
|
||
thus a contact via a dream (a normal dream) is not a threat to the dreamer.
|
||
A dreamer may also, in combination with the other options, make the
|
||
psionicist using the Dreamstalker, believe that he has succeeded in his
|
||
attempt to enter the dreams and proceed from there. A particularily smart
|
||
(and somewhat cruel) dreamer could provide the Dreamstalker with suitable
|
||
prey, that he believes is the victim of his power, and sit back and watch
|
||
the psionicist chase illusions. Or, the dreamer could even pretend to flee
|
||
from the psionicist and suddenly turn on him and attack. By using the
|
||
right combination of powers, a dreamer could pull the psionicist into
|
||
Dreamland, and then tear him to shreds in a matter of rounds.
|
||
|
||
Note: this power WILL NOT work if the sleeper is in Dreamland for any
|
||
reason. Dreamers consider this power useless, as a combination of their
|
||
own powers will acheive a similar effect, and could be much more fatal in a
|
||
shorter time.
|
||
|
||
Power Score: The psionicist can also ask one question as per Probe, or
|
||
plant one suggestion as per PH suggestion.
|
||
20: The Dreamstalker fails, all 40 psp's are lost, and the psionicist
|
||
must make a save versus death magic or lose 1d8 Constitution points. These
|
||
can only be regained as if the psionicist were under the effects of a
|
||
Dreamstalker himself.
|
||
|
||
|
||
Enter Dream (Dreamer Power)
|
||
|
||
Power Score: Int-2
|
||
Initial Cost: 10
|
||
Maintenance Cost: NA
|
||
Range: 100 miles plus 5/level
|
||
Preparation Time: 1 round
|
||
Area of Effect: 1 person
|
||
Prerequisites: none
|
||
This power allows a dreamer to enter the dream of a sleeping person.
|
||
Once inside the dream, the dreamer can any of their powers directly on the
|
||
individual. The dreamer may even draw others into the target's dream. As
|
||
well, the dreamer may elect to kill the individual in their dream. Doing
|
||
so in a Natural Dreamland is very hazardous. Since the Natural Dreamland
|
||
is only in the mind of the individual (and the dreamer and any other are
|
||
effectively inside it) killing the person is almost always fatal. Any
|
||
person left in the mind of a person who has just been killed, must make a
|
||
saving throw vs. death magic or die with the individual. The dreamer must
|
||
make a Wisdom check at a -10 penalty. If succeeded, the dreamer is able to
|
||
jump back to their own body in time.
|
||
|
||
Power Score: The dreamer may kill the target without any chance of
|
||
death
|
||
20: The dreamer must save vs. death magic or die
|
||
|
||
|
||
Group Defense
|
||
|
||
Power Score: Wis -6
|
||
Initial Cost: contact
|
||
Maintenance Cost: 2/round/creature
|
||
Range: 40 yards
|
||
Preparation Time: 0
|
||
Area of Effect: up to 5 creatures
|
||
Prerequisite: contact, mindlink, lend strong mind
|
||
|
||
This Science does the same as 'Lend Strong Mind' but up to 5 so
|
||
contacted minds gain the benefits of a closed mind or, if activated, the
|
||
defense. The defense's Score is not penalized with -2 but the initial cost
|
||
for the defense must be paid for every contacted mind.
|
||
|
||
Power Score: The mainenance cost is reduced to 1/round/creature.
|
||
20: Every contact is broken and the Psionicist is unable to use any
|
||
defense for 1d4 turns.
|
||
|
||
|
||
Mind Hold
|
||
|
||
Power Score: Int -3
|
||
Initial Cost: Contact
|
||
Maintenance Cost: 8/round
|
||
Range: touch
|
||
Preparation Time: 0
|
||
Area of Effect: 1 Creature
|
||
Prerequisites: Contact
|
||
|
||
This acts much like a domination. It, when the psionicist places a
|
||
hand on the victim, grasbs hold of the opponents psyche and forces it into
|
||
a sort of holding cell..thus the oponent is totally immoble during the time
|
||
of usage, as well as under complete physical control. Thoughs can occur,
|
||
but no form of telepathy can occur. Also thinking becomes slowed, as the
|
||
energy holding the mind takes a lot of effort to overcome. Spellcasting
|
||
becomes impossible while under the influence of this power. All
|
||
Intelligence and Wisdom checks are at -3.
|
||
|
||
Power Score: The psionicist badly batters the mind of the victim. The
|
||
victim suffers as if he is under the influence of this power for 1 day.
|
||
The psionicist does not need to expend points to maintain this
|
||
20: The Psionicist gains a severe migrane which lasts for 2 turns, no
|
||
powers may be used during this time. As well, all ability score checks are
|
||
made at -2 due to the intense pain. Any loud noises REALLY hurt (anyone
|
||
who has had a migrane can testify to this)
|
||
|
||
|
||
Mind Kill
|
||
|
||
Power Score: Wis -6
|
||
Initial Cost: 20
|
||
Maintenance Cost: na
|
||
Range: 100 yards
|
||
Preparation Time: 0
|
||
Area of Effect: individual
|
||
Prerequisite: domination, 21st level
|
||
|
||
Mind Kill is a forcefull overload of the victims mind with psionically
|
||
energy in form from contrary commands. It's one of the new telepathis
|
||
attacks used to establish contact with another psionicist. If the power is
|
||
used against an already contacted mind, it literary squeezes the fluids out
|
||
of the brain, killing the victim instantly if he fails his save vs. death.
|
||
Even if he succeed in the save, he is rendered unconscious for 1d6 hours,
|
||
leaving him completely helpless.
|
||
|
||
Table for Attack-Modifier:
|
||
M- TS MB PA IF DA TW
|
||
MT +5 -2 -4 +1 -4 -2 -5
|
||
EW +5 0 -3 -2 -4 -3 -3
|
||
II -3 +2 +4 0 -1 -5 -3
|
||
MD +3 -1 0 -1 +3 -1 -4
|
||
PC +1 -3 -1 -2 -3 0 -4
|
||
MK 0 +1 +2 -4 +1 -3 0
|
||
PB +2 +3 0 -1 -1 -4 -2
|
||
|
||
Power Score: The save automatically fails.
|
||
20: The force is not transmitted violently but the contrary commands
|
||
affect the attacker instead, rendering him helpless for 1 turn, unable to
|
||
use any psionic power. Also, half of the 20 PSPs are transmitted to the
|
||
defender if he succed in a CON-check.
|
||
|
||
|
||
Obscure Defilement (Dark Sun power)
|
||
|
||
Power Score: Int -4
|
||
Initial Cost: contact of each creature affected.
|
||
Maintenance Cost: 5/round/creature
|
||
Range: Defiled Area
|
||
Preparation Time: 0
|
||
Area of Effect: Defiled Area
|
||
Prerequisites: Mindlink, Contact, Invisibility
|
||
|
||
This power is remarkably like superior invisibility, except that it
|
||
covers the smell, sound, and sight of the ash surrounding the defiler.
|
||
The power score decreases by one however, per level of the spell being
|
||
cast. So a fourth level spell will be at INT -8. However, if a
|
||
person comes back to the defiled area at a later date, he/she will notice
|
||
the defiled area, unless cloaked by another talent.
|
||
|
||
Power Score: Every time the people affected by this spell come back to
|
||
this particular spot, they will not see the area of ash. Ever.
|
||
20: They know exactly what is going on, and the Defiler is in BIG
|
||
trouble.
|
||
|
||
|
||
Paralyze
|
||
|
||
Power Score: Wis -2
|
||
Initial Cost: contact
|
||
Maintenance Cost: 5/round
|
||
Range: 90 yards
|
||
Preparation Time: 0
|
||
Area of Effect: individual
|
||
Prerequisite: mindlink, contact
|
||
|
||
Using this power, the psionicist can paralyze a creature contacted.
|
||
The creature must be within 90 yards of the psionicist, but needs not be
|
||
within line-of-sight. If the creature is able to be seen, there is no
|
||
modification tothe psionicist's power score. If the creature is not
|
||
visible (invisible, hidden, or otherwise blocked from sight), the
|
||
psionicist's power score is reduced by three.
|
||
Any creature affected by this power must make a saving throw vs.
|
||
paralyzation or be unable to move. The power works by blocking signals
|
||
from the creature's brain to its voluntary muscles. Since the brain cannot
|
||
issue any new instructions to the voluntary muscles, they remain in the
|
||
position that they were last told to assume. (Okay, so this isn't exactly
|
||
how the nervous system really works, but this is a fantasy game . . .)
|
||
This power can in no way affect involuntary muscles, so the victim doesn't
|
||
have to worry about breathing or having a heart attack.
|
||
The victim is affected only as long as the psionicist maintains the
|
||
power, and can move normally after the power is ended (assuming they've
|
||
survived). As with any other form of paralysis, any paralyzed creature can
|
||
be automatically hit in combat situations, or automatically killed in non-
|
||
combat situations. Note that good psionicists who use this power to make
|
||
foes into easy targets will find their alignments bending towards evil.
|
||
(That is, if they intentionally do so. If the party berserker picks off a
|
||
helpless opponent that the psionicist was planning to interrogate, then
|
||
it's the fighter's problem, not the psionicist's.)
|
||
|
||
Power Score: The paralysis lasts for 1d6+1 turns with no maintenance
|
||
cost and contact need not be continued.
|
||
20: The psionicist must make a saving throw vs. paralyzation or be
|
||
paralyzed for 1d6 + 1 rounds.
|
||
|
||
|
||
Plant Control
|
||
|
||
Power Score: Wis -2
|
||
Initial Cost: contact
|
||
Maintenance Cost: 5/round
|
||
Range: 100 yards
|
||
Preparation Time: 0
|
||
Area of Effect: individual
|
||
Prerequisites: mindlink, contact
|
||
|
||
This science allows the psionicist to control plants of all varieties.
|
||
It allows him to animate the plant and have it preform simple tasks. For
|
||
example, Belor needs to get a wagon through the forest, but there is not
|
||
path and trees are blocking the way. With this science Belor could contact
|
||
the trees and command them to move. Obviously there will be a few potholes
|
||
to maneuver around, but that's ok. A character with a non evil alignment
|
||
would also command the trees to replant themselves somewhere else out of
|
||
the way. Treants are immune to plant control, because they are not
|
||
considered to be plants for game purposes.
|
||
|
||
Power Score: He may control intelligent plants.
|
||
20: He gains plant intelligence for duration of power.
|
||
|
||
|
||
Possession
|
||
|
||
Power Score: Con -5
|
||
Initial Cost: contact +80
|
||
Maintenance Cost: na
|
||
Range: touch
|
||
Preparation Time: 3
|
||
Area of Effect: individual
|
||
Prerequisites: mindlink, contact, valuable gem (1,000gp+)
|
||
|
||
This science is similar to the science switch personality. It allows a
|
||
psionicist to possess an individuals body, without the risk of losing his
|
||
own. It requires a gem worth a 1,000gp or more to store the individuals
|
||
mind in while the psionicist barrows its body. Here's how it works. The
|
||
psionicist takes the gem in one hand and touches the victim with the other.
|
||
The psionicist pays the initial 80 PSPs and the victims mind is transferred
|
||
to the gem at a rate of one of the victims levels or hit die a round. If
|
||
the psionicist releases the victim or the gem before the transfer is
|
||
complete the victims mind snaps back and the process must be started over
|
||
from the beginning. Once the victims mind is completely transferred to the
|
||
gem the psionicist is transferred into the victims body in one round. (It
|
||
takes longer to put a mind into a gem then into an empty body.) The
|
||
transfer is considered permanent, and lasts until the psionicist uses this
|
||
science again to reverse it. The psionicist does not suffer any ill
|
||
affects form the transfer and is able to function without any problems.
|
||
His old body will live for one week with no mind in it. After the week
|
||
has passed the psionicist must either transfer back to his own body or it
|
||
dies. The psionicist will require a large meal and a day of rest if he
|
||
stays out of his body for the entire week and then reenters it. When the
|
||
psionicist leaves his victims body, no matter where the gem is located at
|
||
the time, the victims mind will snap back to it's body form inside the gem,
|
||
unaware of any time passing. A gem may be used more then once, but it can
|
||
never hold more than one mind at a time.
|
||
The psionicist gains the physical attributes (Strength, Constitution,
|
||
and Dexterity) of his victim. However, he retains his own THAC0,
|
||
proficiencies, and so forth. Any creature that can be contacted can be
|
||
possessed, with the exception of plants, unless the plant has a localized
|
||
brain.
|
||
|
||
Power Score: The initial cost is reduced to contact +40.
|
||
20: The psionicist is trapped in the gem for 1D6 days and then snaps
|
||
back to his own body. (If the psionicist body is dead then the psionicist
|
||
mind is lost in the transfer back. (Your dead.))
|
||
|
||
|
||
Waking Dream (Dreamer Power)
|
||
|
||
Power Score: Int-8
|
||
Initial Cost: 50+10/person
|
||
Maintenance Cost: NA
|
||
Range: 25' radius
|
||
Preparation Time: 2 rounds
|
||
Area of effect: up to 10 people within range
|
||
Prerequisites: 20th level
|
||
This powerful psionic allows the dreamer to transport the physical
|
||
bodies of others into Dreamland. This power requires intense concentration
|
||
during the preparation time and any interruption will have the same effect
|
||
as rolling a 20. The preparation time may be skipped in an emergency, but
|
||
the power score will then become Int-15. This is the same as entering
|
||
Dreamland normally for a dreamer, but all victims are physically in
|
||
Dreamland, and cannot escape, except with a Wish spell. Any dreamers who
|
||
are being forced in this way must make a wisdom roll. If they succeed,
|
||
then they have entered Dreamland normally, otherwise, all Dreamland powers
|
||
are gone. As well, dreamers forced in via this spell have their mind
|
||
destroyed (Intelligence 1, Wisdom 1) until a Wish or Heal spell is used.
|
||
|
||
Power Score: The minds of the victims are destroyed as above (including
|
||
any dreamers)
|
||
20: The dreamer becomes a Lost One (Ravenloft Monstrous Compendium) and
|
||
is transported to Ravenloft where only Wish can restore their mind or the
|
||
mind of the dreamer is stuck in Dreamland and the body becomes a lifeless
|
||
shell. Only a god can restore the dreamer from the later form, and this is
|
||
no small ask, so the god may require a rather dangerous task in return.
|
||
The result of a 20 is up to the DM.
|
||
|
||
|
||
Telepathic Devotions
|
||
--------------------
|
||
|
||
Change Dream Form (Dreamer Power)
|
||
|
||
Power Score: Int-3
|
||
Initial Cost: 5
|
||
Maintenance Cost: 1/turn
|
||
Range: 0
|
||
Preparation Time: 0
|
||
Area of Effect: Personal
|
||
Prerequisite: None
|
||
This power allows a dreamer to alter their physical self in a manner
|
||
similar to certain spells. A level 1 it is equivalent to a change self
|
||
spell. At level 5, 2 dream statistic points are added to the amount to be
|
||
distributed. At level 7, this psionic is equivalent to a polymorph self
|
||
spell. At level 9, 5 dream statistic points can be added. At level 15,
|
||
this total rises to 10. At level 20, this power is similar to a shape
|
||
change spell except that body parts can change by themselves without the
|
||
rest of the body being affected. The number of dream statistic points is
|
||
raised to 15.
|
||
|
||
Power Score: Move up to the next level of mastery (i.e. 1st level to
|
||
5th level, 5th level to 7th level, etc.)
|
||
20: The dreamer succeeds, but at one level of mastery lower and
|
||
attracts the attention of a Dream Demon (q.v.)
|
||
|
||
|
||
Disconnect Skills
|
||
|
||
Power Check: Wis-3
|
||
Initial Cost: contact
|
||
Maintenance Cost: 7/round
|
||
Range: 75 yards
|
||
Preparation Time: 0
|
||
Area of Effect: individual
|
||
Prerequisites: contact, mindlink
|
||
|
||
This power allows the psionicist to "disconnect" a character's primary
|
||
skills from his mind, causing a specific type of amnesia. Thus, a fighter
|
||
has much more difficulty fighting with weapons, a mage has a chance of
|
||
spells malfunctioning, bards lose their musical and poetic abilities, a
|
||
psionicist's mental powers become harder to use. Characters have no
|
||
difficulty doing things not "native" to their class, for example, a mage
|
||
fight with weapons, or a fighter use a magic wand. Multi-class characters
|
||
have difficulties with the abilities of whichever class has the highest
|
||
level (rolling if two or more are equal), and dual-classed humans lose the
|
||
abilities of their current class.
|
||
To determine the amount of disruption caused by Disconnect Skills, take
|
||
the psionicist's roll and divide by two, rounding up the result (a roll of
|
||
4 rounds to 2, a roll of 11 rounds to 6). For each disruption point, the
|
||
character suffers a -1 penalty when skills measured on a d20 are used, or a
|
||
-5% penalty when a d100 is used. The breakdown of vulnerable skills is
|
||
given by this list:
|
||
Fighter - penality on all attacks and armor class (-1 per disruption
|
||
point)
|
||
Cleric - chance of spell failure (5% per disruption point), and
|
||
turning failure (-1 on turning roll per disruption point)
|
||
Mage - chance of spell failure and magic item failure (5% per
|
||
disruption point for both)
|
||
Thief - penalty to thieving abilities (5% per disruption point)
|
||
Psionicist - penality to power checks (-1 per disruption point)
|
||
|
||
Power Score: The victim cannot take any actions (except defending) for
|
||
the first round.
|
||
20: The psionicist is affected by this power for 2-12 rounds.
|
||
|
||
|
||
Dream Items (Dreamer Power)
|
||
|
||
Power Score: Int-1
|
||
Initial Cost: 5
|
||
Maintenance Cost: NA
|
||
Range: 0
|
||
Preparation Time:0
|
||
Area of Affect: 1 item
|
||
Prerequisite: none
|
||
This allows the dreamer to create any non-magical, personal item,
|
||
weapon, suit of armor, etc. This item lasts as long as the dreamer stays
|
||
in Dreamland. The item will behave as the normal item would (a weapon will
|
||
cause damage, armor will protect a person and a rope will, well..um, do
|
||
rope things!)
|
||
|
||
Power Score: The item is magical and the DM will determine its powers,
|
||
but it will only bring 1/10th of its full experience value. The maximum
|
||
experience possible (before devaluation) is 1,000XP.
|
||
20: This item is extremely unstable and will explode causing 2d10 hp
|
||
damage when moved quickly (most likely when picked up)
|
||
|
||
|
||
Dream Magnet (Dreamer Power)
|
||
|
||
Power Score: Wis-3
|
||
Initial Cost: 5
|
||
Maintenance Cost: NA
|
||
Range: 100 miles plus 5/level
|
||
Preparation Time: 0
|
||
Area of Effect: 1 person plus 1 every 5 levels
|
||
Prerequisites: None
|
||
This power allows the dreamer to pull a sleeping person into the mode
|
||
of Dreamland that the dreamer is currently in, be it natural, true, or
|
||
travel. This does not actually give the dreamer access to the person's
|
||
dreams, but it does have a chance (75%) of giving the victim a very severe
|
||
nightmare with all the negative affects associated with one. If the
|
||
sleeper is already having a Dreamland dream, then it will automatically be
|
||
a nightmare. If the victim does not having a nightmare, then they would
|
||
not have a dream at all that night. This power is essential to dreamer so
|
||
that they may have access to their victims (which must be in Dreamland for
|
||
any of their powers, save Dream Crossover and Waking Dream)
|
||
|
||
Power Score: The victim suffers Dreamland nightmares for two nights
|
||
after the initial night of severe nightmares.
|
||
20-The dreamer suffers nightmares that night.
|
||
|
||
|
||
Dream Watcher (Dreamer Power)
|
||
|
||
Power Score: Wis
|
||
Initial Cost: 7
|
||
Maintenance Cost: 1/turn
|
||
Range: 100 miles plus 5/level
|
||
Preparation Time: 0
|
||
Area of Effect: 1 person plus 1 every 5 levels
|
||
Prerequisite: 2nd level
|
||
This power allows the dreamer to watch in on another's dream. They
|
||
cannot participate or otherwise communicate, but the sleeper "feels" that
|
||
they are being watched. Due to this for every 2 turns the dreamer is
|
||
watching, the dream moves down one type on the dream scale (good becomes
|
||
average, average ceases to be a dream, no dream soon turns into a bad one,
|
||
and so on) As well, using this power in conjunction with Control Dream,
|
||
the dreamer gains a +2 bonus when attempting to use the Control Dream
|
||
power, but not if that +2 will take it over the power score.
|
||
|
||
Power Score-The character can send mental messages to the person
|
||
watched. This quadruples the speed of the decay of the dream after a
|
||
message is sent, even if the message is reassuring.
|
||
20-The dreamer is actually watching his worst nightmare from when
|
||
he/she was a child. This shakes up the dreamer as per the rules for
|
||
extreme nightmares.
|
||
|
||
|
||
Equilibrium Disruption
|
||
|
||
Power Check: Wis-4
|
||
Initial Cost: contact
|
||
Maintenance Cost: 4/round
|
||
Range: 300 yards
|
||
Preparation Time: 0
|
||
Area of Effect: individual
|
||
Prerequisites: contact, mindlink
|
||
|
||
This devotion allows the psionicist to weaken the victim's sense of
|
||
balance. There is nothing physically wrong with the person, but the
|
||
disruption prevents him or her from maintaining balance. Walking becomes
|
||
difficult, spells may fail due to lack of balance, and skills are harder to
|
||
perform.
|
||
The victim is allowed a saving throw versus death. If the save is
|
||
successful, the victim retains most of his/her equilibrium, causing all
|
||
attacks or actions to be made at a -1 or -5% penalty. Movement is at 75%
|
||
normal speed, spells of 7th level or higher cannot be cast, and there is a
|
||
general 5% chance of spell failure. If the saving throw is failed, all
|
||
actions are at a -3 or -15% penalty, the maximum movement rate is 1/3 the
|
||
normal rate, and spells of 5th level or higher cannot be cast. Spells that
|
||
are cast have a 15% chance of failure. If the character is near any height
|
||
greater than 15 feet, vertigo strikes, worsening all penalties by an
|
||
additional -1 or -5%. If the saving throw is an unmodified 1, then the
|
||
character loses all equilibrium and falls to the ground, helpless. Helpless
|
||
characters get a saving throw vs. death every round thereafter. If the save
|
||
is made, then the character can function again, but using the "-15%"
|
||
category for penalties.
|
||
Once every 5 rounds, the character gets a saving throw vs. death to see
|
||
how he or she is doing. Use this new saving throw to determine the
|
||
penalties for the next 5 rounds. Characters that are helpless get to save
|
||
every round until able to stand, then begin making a saving throw once
|
||
every 5 rounds.
|
||
|
||
Power Score: All penalties are increased by -1, or -5%.
|
||
20: The psionicist is affected by this power until he or she gets a 19
|
||
or 20 on the save versus death.
|
||
|
||
|
||
Glibness
|
||
|
||
Power Score:Int-4
|
||
Initial Cost:10
|
||
Maintainance Cost:6/round
|
||
Range:0
|
||
Preparation Time:0
|
||
Area of Effect:personal
|
||
Prerequisites:none
|
||
|
||
This power gives the psionicist all the benefits of a Philter of
|
||
Glibness, and also will affect Truthear in the same manner as a Philter of
|
||
Glibness affects a Detect Lie spell.
|
||
|
||
Power Score: The lying is undetectable, even with magic, for 5 rounds.
|
||
20: The psionicist's words are heard as normal and all who can
|
||
understand them know what he/she was attempting
|
||
|
||
|
||
Induce Pleasure
|
||
|
||
Power Score: Con -2
|
||
Initial Cost: contact
|
||
Maintenance Cost: 2/round
|
||
Range: touch
|
||
Prep Time: 1
|
||
Area of Effect: individual
|
||
Prerequisite: mindlink, contact
|
||
|
||
This is the opposite power of Inflict Pain. While no good comes from
|
||
it (no healing or curative effects), it makes the subject individual
|
||
shudder and twist in ecstacy. If used in combat, the victim must save vs
|
||
paralyzation in order to keep functioning and fighting. Failure to save
|
||
indicates a penalty of -4 on all attack rolls that round, and any spells
|
||
being cast are disrupted.
|
||
|
||
The insideous effects of this power occur when it is used in conjuction
|
||
with Inflict Pain. By using the two powers interchangeably, dependent upon
|
||
the victim's actions, the victim can be conditioned to perform certain acts
|
||
instead of other acts they would normally perform. For each week of being
|
||
subjected to this treatment, they must make a wisdom check, with a penalty
|
||
equal to the number of weeks of "treatment" (i.e., 3 weeks of treatment =
|
||
penalty of -3) or have their actions in particular scenarios predetermined
|
||
by their conditioning. Only one area of behavior may be affected per
|
||
victim. Depending upon the behavior modification, there is a chance (DM's
|
||
discretion) for an alignment change by the victim.
|
||
|
||
Power Score: The pleasure is so overwhelming that the victim passes
|
||
out for 1d10 rounds.
|
||
20: The contact is broken.
|
||
|
||
|
||
Lend Strong Mind
|
||
|
||
Power Score: Wis -4
|
||
Initial Cost: contact
|
||
Maintenance Cost: 1/round
|
||
Range: 30 yards
|
||
Preparation Time: 0
|
||
Area of Effect: individual
|
||
Prerequisite: contact, mindlink, 0th level
|
||
|
||
With this Devotion, the Psionicist is able to defend a contacted mind
|
||
against intrusion from another Psionicist. Any attemp to contact this mind
|
||
fails and a Psychic Combat must be fought. The Defense can be established
|
||
with this Devotion in the contacted mind; using the Psionicist's Score -2.
|
||
While defending his friend's mind, the Psionicist sacrifies his own defense
|
||
in the first place, but he may activate one other power in the same round
|
||
(because one of the powers is a defense). It's not possible to use this
|
||
Devotion AND establish a defense in the friend's mind in the same round.
|
||
The other power may ba a defense for the Psionicist's own mind, an attack,
|
||
or any other power he is able to use. If the Psionicist does not defend
|
||
himself mentally, nevertheless he has a closed mind, so he cannot be
|
||
contacted wothout combat. Then, any successful attack versus his mind
|
||
establishes one tangent.
|
||
|
||
Power Score: The contacted mind gains the benefits of a 'Thought
|
||
Shield'.
|
||
20: The Psionicist is not able to use any defense for 1 turn.
|
||
|
||
|
||
Memory Summoning
|
||
|
||
Power Score: Int -3
|
||
Initial Cost: contact
|
||
Maintenance Cost: 7/round
|
||
Range: Sight
|
||
Prepartion Time: Differs
|
||
Area of Effect: Individual
|
||
Prerequisites: Send Thoughts, False Sensory Input
|
||
|
||
By means of this power a Psionicist can effectively bypass another
|
||
person's natural defense's. (including another psionicst's defenses) Many
|
||
Dms out there believe that if someone psionically touched they will know it
|
||
(especially in the case of another psionicsts), with this power this is not
|
||
the case. The psionicist will implant a thought into another person's mind
|
||
this thought will be a front and he will follow it into the person's mind.
|
||
The person will notice the thought and not the mind touching (on a
|
||
sucessful power check). This is a very risky propisition (checks must be
|
||
made by the DM every other round), but the benefits are enourmous the
|
||
psionicist can roam around as if he were using a probe. The probe that is
|
||
used here though is not the same becuase the psionicist can not make his
|
||
prescence known (where when normaly using probe he tries to batter down any
|
||
defnses) he can only find the answer to one simple question every other
|
||
round (and longer if a complex question up to the DM). He will not know if
|
||
he has atracked the attention of the person's mind that he is in, unless he
|
||
finds resistance but until then he will have no idea if he has been found
|
||
out. The person who's mind has been entered will know if that his mind has
|
||
been entered when the psionicist fails a power check and at that time can
|
||
try to use any defenses he can use or get. The prepartion time must be
|
||
spent finding out about the person that the power will be used on. He must
|
||
find some thought that he can use to follow in to the mind with. (ie A
|
||
gladiator learning to use a sword, an elf finally earning his name, a
|
||
halfling eating a person for the first time, etc.)
|
||
|
||
Power Score: The psionicist only has to make a check every fourth
|
||
round.
|
||
20: Automatic Failure the person knows your there and can take whatever
|
||
precautions he can to stop your entry into his mind or stop you from going
|
||
further into his mind.
|
||
|
||
|
||
Mental Dagger
|
||
|
||
Power Score: Wis -4
|
||
Initial Cost: 6
|
||
Maintenance Cost: na
|
||
Range: 50/100/150
|
||
Preparation Time: 0
|
||
Area of Effect: individual
|
||
Prerequisite: contact, mindlink
|
||
|
||
Mental Dagger is a sharp, pointed attack against the victim's mind.
|
||
It's one of the new telepathic attacks used to establish contact with
|
||
another Psionicist. If the power is used against a already contacted mind,
|
||
it opens a mental wound where the life-force is sipping out. The victim
|
||
suffers a loss of 1 HP per round thereafter, beginning with the round of
|
||
first use. When used again, the loss is increased by 1 HP per round to a
|
||
maximum of 3 HP/round. The wound closes when the victim is rendered
|
||
unconscious, is psychic surged, or gains the benefits of any cure spell ore
|
||
power. If the rules for 'Death's Door' are in use, the bleeding stops at 0
|
||
HP, else is stops at 1 HP and the victim falls unconscious.
|
||
|
||
Power Score: The loss is 2 HP/round, the maximum is increased by 1.
|
||
20: The psionicist suffers the wound by himself.
|
||
|
||
-------------------- Continues in Part VI --------------------
|
||
|
||
From eskimo!mvb.saic.com!news.cerf.net!ihnp4.ucsd.edu!swrinde!cs.utexas.edu!utnut!torn!uunet.ca!uunet.ca!ionew
|
||
s.io.org!nobody Tue Jun 21 15:06:35 1994
|
||
Path: eskimo!mvb.saic.com!news.cerf.net!ihnp4.ucsd.edu!swrinde!cs.utexas.edu!utnut!torn!uunet.ca!uunet.ca!ione
|
||
ws.io.org!nobody
|
||
From: doppy@io.org (Ryan Biggs)
|
||
Newsgroups: rec.games.frp.dnd
|
||
Subject: Net.Psionics.Handbook Part 6/7
|
||
Date: 21 Jun 1994 11:17:13 -0000
|
||
Organization: Internex Online (io.org) Data: 416-363-4151 Voice: 416-363-8676
|
||
Lines: 1004
|
||
Message-ID: <2u6i7p$4s6@ionews.io.org>
|
||
NNTP-Posting-Host: nudge.io.org
|
||
|
||
Negate Sensory Input
|
||
|
||
Power Check: Int - 4
|
||
Initial Cost: contact
|
||
Maintenance Cost: 5/round
|
||
Range: 15 miles
|
||
Preparation Time: 0
|
||
Area of Effect: individual
|
||
Prerequisites: contact, mindlink, false sensory input
|
||
|
||
This devotion allows the psionicist to actually block out one form of
|
||
sensory input. Affected senses can be taste, smell, sight, hearing, or one
|
||
kind of touch (either pain, pressure, temperature, or hunger/thirst). While
|
||
in effect, the victim is totally unable to "comprehend" the sense, almost
|
||
as if it was disconnected from his brain. As a result, standard curative
|
||
magic will not work, but remove curse might (DM's discretion). Only one
|
||
sense can be affected for every use of this power, thus, it requires two
|
||
separate usages to make a person deaf and blind. Standard penalties apply
|
||
to blindness and deafness; loss of taste prevents the victim from being
|
||
able to taste anything (including spoilage or poison), loss of smell
|
||
prevents the victim from smelling smoke or a the stench of various monsters
|
||
(including troglodytes and ghasts). In terms of loss of touch, inhibiting
|
||
pain prevents a character from knowing how many hit points he's lost,
|
||
inhibiting pressure causes the person's body to become numb (-2 on attacks,
|
||
movement at 1/2 movement rate, DEX checks may be needed at DM's discretion
|
||
to prevent falling or dropping something), inhibiting temperature means the
|
||
person cannot tell if something is too hot/cold to handle (although after 7
|
||
points of heat/fire damage, pain begins, but the character might not know
|
||
why), and inhibiting hunger and thirst means that the character does not
|
||
realize he's hungry or thirsty... and thus could starve to death at a
|
||
banquet, or be protected from an _insatiable thirst_ spell.
|
||
|
||
Power Score: Two senses can be negated for 6 points per round, or one
|
||
sense can be negated for 4 points per round.
|
||
20: The victim's senses are not altered, but the psionicist thinks the
|
||
power worked. Also, the victim is protected from all forms of _false
|
||
sensory input_ and _negate sensory input_, regardless of who is projecting
|
||
it.
|
||
|
||
|
||
Psychic Armor
|
||
|
||
Power Score: Wis -3
|
||
Initial Cost: 5
|
||
Maintenance Cost: na
|
||
Range: 0
|
||
Preparation Time: 0
|
||
Area of Effect: personal
|
||
Prerequisite: none
|
||
|
||
Psychic Armor is a new defense against unwanted contact. It puts the
|
||
Psionicist's mind in a kind of armor, weakening any psionic activities.
|
||
Thus, it's more difficult to use any attack against the Psionicist, but he
|
||
himself suffers grievous penalties as well. Any one other power activated
|
||
in the same round with this devotion is penalized with -2 to the Power
|
||
Score.
|
||
|
||
Power Score: The use of this power does not affact other powers.
|
||
20: The defense falters but the penalty remains for 1d6 rounds (in
|
||
addition to any other penalties from this power).
|
||
|
||
|
||
Metapsionic Sciences
|
||
--------------------
|
||
|
||
Dreamfield
|
||
|
||
Power Score: Wis -8
|
||
Initial Cost: 40
|
||
Maintenance Cost: 10/round
|
||
Range: 40 yards
|
||
Preparation Time: 3
|
||
Area of Effect: 20' radius
|
||
Prerequisites: 13th level
|
||
|
||
A character using dreamfield can project thought waves into the minds
|
||
of sleeping people. This allows a psionicist to take control of dreams,
|
||
and shape them in any manner they want. Even other psionicists may have
|
||
their dreams invaded by this without having first been defeated in psionic
|
||
combat. The attacking psionicist may not kill someone with this, or cause
|
||
direct physical harm, but if he/she chooses to create a nightmare in which
|
||
in the victim is slain, then the victim must roll save vs. spell at a -2
|
||
penalty without the benefit of WIS bonuses. If the save fails, then the
|
||
victim suffers fatigue, and will for 24 hours afterwards take a -2 penalty
|
||
to all die rolls.
|
||
A psionicist can project this power to a centre point up to 40 yards
|
||
distant from him/herself, with an area of effect of a 20' radius. If a
|
||
character is struck during the time they are trapped in a dreamfield, then
|
||
they will immediately awaken and break the effect of the dreamfield, if the
|
||
awakening occurred before the end of the dream. Also, the attacking
|
||
psionicist may attempt this but once per night on a particular victim. It
|
||
takes 2+d2 rounds for the attacking psionicist to complete the effect.
|
||
|
||
Special Note: If the Dreamland rules are used, a character who is in
|
||
Dreamland (naturally or otherwise) is unaffected by this power and cannot
|
||
even be reached. If the psionicist tries this power on a dreamer
|
||
psionicist, the dreamer's conscious mind is immediately awoken and alerted
|
||
to the attempt. At this time, the psionicist is most vulnerable because
|
||
the dreamer knows of the attempt and can do something to the psionicist
|
||
while they are still recovering from their failed attempt.
|
||
|
||
Power Score - Victims must save at a -4 penalty, and further, if they
|
||
fail, they will suffer a -3 penalty to all die rolls for 24 hours
|
||
afterwards.
|
||
20 - The dreamfield backfires, and the psionicist falls into a trance
|
||
where he/she suffers all the effects of a horrific nightmare with the
|
||
resulting penalties to die rolls, no save allowed. The psionicist emerges
|
||
from the trance when the nightmare is over.
|
||
|
||
|
||
Mystical Conduit
|
||
|
||
Power Score: Int -4
|
||
Initial Cost: 10 + 1/10 yards (or 40 + 1/10 yards)
|
||
Maintenance Cost: 2 PSP's
|
||
Range: <see cost>
|
||
Prep. Time: 0
|
||
Area of Effect: NA
|
||
Prerequisite: Dimensional door, 6th level psionicist and knowledge of
|
||
either Mage or Priest magic.
|
||
|
||
This power opens an immobile conduit for mystical energy from the
|
||
area immediately surrounding the psionicist to anywhere within line of
|
||
sight (see cost). The next spell cast from where the psionicist was
|
||
standing at the time the power was initiated will function as if it was
|
||
cast at the other end of the conduit. Thus the ranges of certain spells
|
||
can be greatly increased. Notice that spells, which affect the caster
|
||
only (i.e., personal spells), will now affect whoever is standing at the
|
||
other end of the conduit or be wasted if nobody is standing there. A
|
||
vampiric touch (or fire shield) for example, could be cast at one end and
|
||
whoever was at the other end could now apply the vampiric touch (or be
|
||
protected by a fire shield), and gain the full benefits from it (i.e.,
|
||
reach out and touch someone, in case a vampiric touch had been cast). The
|
||
original caster has absolutely no control over the spell--it is as if
|
||
the whoever was standing at the other end of the conduit had actually
|
||
cast the spell. Since the accuracy and power required for
|
||
transferring personal spells is much greater than for other spells, the
|
||
cost is increased to 40 PSP's + 1 PSP per 10 yards.
|
||
The mystic conduit is visible only by a detect magic, true sight,
|
||
or psionic powers such as Heightened senses. It collapses the instant any
|
||
spell is conducted in this way or if the psionicist ceases paying the
|
||
maintenance Cost.
|
||
NOTE: The conduit is one way only, thus it is not possible for a
|
||
psionicist to steal a spell, as it is being cast by an opponent.
|
||
|
||
Power Score: No PSP's must be paid to maintain this power.
|
||
20: The next spell cast near the psionicist will backfire.
|
||
|
||
|
||
Post Pone
|
||
|
||
Power Score: Int -6
|
||
Initial Cost: initial cost of the power (x2)
|
||
Range: Touch: 0
|
||
Area of Effect: individual
|
||
Maintence: 24/day
|
||
Preparation Time: 1 round per power postponed + 1 round
|
||
Prerequisite: 7th level
|
||
|
||
This power allows a psionicist to "postpone" a power till a later point in
|
||
time. This consists of the psionicist having to first make the power check
|
||
to iniate the power, then having to make the postpone power check. When
|
||
the psioncist makes the power roll for the first power, he pays he initial
|
||
cost of the power, them when he initiates post pone he pays the same cost
|
||
again. The power that is postponed is "put on the back burner" till a
|
||
later point in time, when the psionicist wants to use the power he has
|
||
postponed. This power will allow a psionicist to maintain any power he can
|
||
use at the time (even if he can only use because of convergance, if he can
|
||
use it he can post pone it), this includes both once and done power, and
|
||
maintainable powers. This power has a serious draw back while a power is
|
||
being maintained the psionicist can not get back ANY PSPs due to the fact
|
||
that he is using a power at that time (spending exactly 1 PSP per hour).
|
||
|
||
Power Score: If a power score is rolled this power only uses half the
|
||
normal PSPs to maintain, and in so doing allows a psionicist to regain PSPs
|
||
every other hour (depending upon whether or not he rests)
|
||
|
||
20: The power is disrupted and the psionicist must begin again to try
|
||
to postpone the power.
|
||
|
||
|
||
Psionic Transference
|
||
|
||
Power Check: Wis -4
|
||
Initial Cost: Varies
|
||
Maintenance Cost: na
|
||
Range: touch
|
||
Preparation Time: 0
|
||
Area of Effect: individual
|
||
Prerequisites: psychic surgery, 7th level
|
||
|
||
This science allows the Psionocist to transfer some of his psionic
|
||
powers to a non-psionocist (the Psionic version of a Priest's "Imbue with
|
||
Spell Immunity"). First the Psionocist must successfully use psychic
|
||
surgery on the recipient (to prepare him for the sudden psionic overflow),
|
||
then he must make a successful power check for Psionic Transference.
|
||
Finally the psionocist must make a successful power check for each power he
|
||
wishes to transfer to the recipient (note that rolling a 20 or the exact
|
||
power score won't make a difference). If the Psionocist is successful he
|
||
subtracts 10 PSPs per successfully transfered science, and 5 PSPs per
|
||
successfully transfered devotion. For every unsuccessful attempt to
|
||
transfer a power the Psionocist subtracts 5 PSPs per science and 2 PSPs per
|
||
devotion, but he can attempt to tranfsfer the power again.
|
||
The psionocist may attempt to as many powers as he want (as long as he
|
||
doesn't run out of PSPs), but powers that need prerquisites must be met by
|
||
the recipient, so if a Psionocist wanted to transfer Psychic Drain the
|
||
Psionocist would have to transfer telepathy, contact and the recipient
|
||
would have to be 6th level. All powers transfered by the Psionocist can NOT
|
||
be used by the Psionocist for until the recipient is slain, the recipient
|
||
has used up his PSPs or 24 hrs have passed... whichever comes first. The
|
||
psionocist must also lend his PSPs to the recipient for the recipient to
|
||
use the powers (the PSPs used to transfer powers doesn't count, this PSP
|
||
transfer is for lending the Psionocist PSPs directly to the recipient). For
|
||
PSP transfer rate is 1:1. The PSPs tranfered to the recipient taken away
|
||
from the Psionocist's current and MAXIMUM PSP total. So if the Psioncist
|
||
has a max of 150 PSPs and lends 50 to recipient the Psionocist can have no
|
||
more than 100 PSPs. The recipient uses his own con, int and wis when
|
||
determining power scores.
|
||
|
||
Power Score: Psionocist retains his powers (but not PSPs) with a -5 to
|
||
power score.
|
||
20: The Psionocist passes out for 1d6 turns, the recipient passes out
|
||
for 2d6 turns.
|
||
|
||
*In Dark Sun the Psionocist can transfer powers to people with wild talents
|
||
but not other Psionocists.
|
||
|
||
|
||
PSP Lightning
|
||
|
||
Power Score: Con -8
|
||
Initial Cost: varies
|
||
Maintenance Cost: same as Initial Cost
|
||
Range: 25 yards
|
||
Preparation Time: 0
|
||
Area of Effect: 1 Creature
|
||
Prerequisites: 9th level
|
||
|
||
The psionicist converts PSPs into pure energy that resembles (but is
|
||
not) lightning. The conversion is 1 PSP for 1d3 points of damage. A
|
||
psionicist may convert 1 PSP per level in a round. So a level 15
|
||
psionicist may convert 15 PSPs to 15d3 points of damage. No saving throw
|
||
is allowed, and powers like Energy Containment have no effect in blocking
|
||
this attack. Also, spells such as Protection from Lightning and Resist
|
||
Fire, are useless. If a telepathic defense mode is active, however, then
|
||
damage is reduced by 10% since this energy is mental in origin. Further,
|
||
if a mind is open to contact then the victim takes 10% more damage than
|
||
what is specified in the die rolls. A victim takes normal damage either
|
||
when they are a mind closed to contact not using a defense mode, or when
|
||
they are a mind open to contact that is resisting in the manner described
|
||
in the entry for the contact power in CPH.
|
||
This power is physically taxing, and may not be used for more than 4
|
||
rounds before the psionicist has to rest for 2 rounds. The psionicist may
|
||
opt to expend fewer PSPs than his/her maximum. The psionicist must
|
||
announce both before making an initiative roll and making a power check how
|
||
many PSPs they intend to expend.
|
||
Power Score: The conversion rate of PSP to damage improves to 1d6
|
||
points of damage per PSP spent.
|
||
20: The psionicist takes 1d4 points of damage for every PSP he/she was
|
||
going to expend that round.
|
||
|
||
|
||
Psychic Sacrifice
|
||
|
||
Power Score: Wis -10
|
||
Initial Cost: Death, Contact (see below)
|
||
Maintainance Cost: 20 PSPs / round (see below)
|
||
Range: Unlimited (see Contact)
|
||
Preparation Time: 0
|
||
Area of Effect: One person
|
||
Pre-requisite: Psychic Surgury
|
||
|
||
This science allows a powerful psionicist to transfer a portion of his
|
||
or her power to another person when he or she dies. One science and two
|
||
devotions are chosen at random from those known by the user of this power
|
||
(the Sacrificer), which are immediately added to those known by the target.
|
||
The target gains enough PSP's to use the three powers once per day each,
|
||
with 4 rounds of maintenance.
|
||
If the target was a non-psionicist before the use of this power, he or
|
||
she should be treated as a wild talent. If the target was already a wild
|
||
talent, the new powers and PSP's are added to those currently possessed.
|
||
If the target was a psionicist, the powers and PSP's are added to their
|
||
current abilities, and are considered separate from the normal maximums
|
||
allowed by their level. The powers can be from a discipline outside those
|
||
currently known by the target, and do not count against the maximum number
|
||
of sciences/devotions per discipline. If the powers granted are already
|
||
possessed by the target, the PSP's are still gained, and the power score in
|
||
that power is increased by one (as though the target had relearned that
|
||
power). In all cases, the PSP and power gain is permanent.
|
||
The target's alignment becomes that of the sacrificer. If this causes
|
||
the target's alignment to change, this has a 1% chance per PSP gained of
|
||
driving the target insane.
|
||
At the discretion of the DM, the target may be visited by the spirit of
|
||
the sacrificer. The spirit may give the target hints, encouragement, or
|
||
other support in particularly difficult situations. This may occur at most
|
||
once per month, and lasts for at most 1 turn.
|
||
To initiate this science, the sacrificer must first die. This can be
|
||
either an accidental or intentional death, although an intentional death
|
||
for the sole purpose of using this science grants the sacrificer a +2 bonus
|
||
to his or her power score. At the very instant of physical death, the
|
||
player must state his or her intention to initiate Psychic Sacrifice, and
|
||
also must state the target. The sacrificer's psyche is then kept alive by
|
||
feeding off the remaining PSPs the psionicist had at death. The upkeep of
|
||
20 PSPs/round must be paid each round until the power is successful, or the
|
||
sacrificer's psyche dies. The sacrificer must also attempt contact (via
|
||
psionic attack forms if the target is an unwilling psionicist) each round.
|
||
If the sacrificer does not have enough PSPs remaining to pay the upkeep and
|
||
attempt contact, their psyche dies.
|
||
Once contact has been successfully made with the target, the sacrificer
|
||
rolls against the power score for Psychic Sacrifice. The upkeep of 20 PSPs
|
||
must also be paid in this round; if not enough PSPs remain, the
|
||
sacrificer's psyche dies. If the roll is successful, the effects listed
|
||
above occur. If the roll is failed, contact is broken, and must be
|
||
attempted again in the next round.
|
||
If the Psychic Sacrifice is successful, the sacrificer may never be
|
||
Raised, Ressurected, or Reincarnated. However, if the sacrifice is
|
||
unsuccessful (the sacrificer runs out of PSP's or skips a round of
|
||
attempting contact for any reason), the sacrificer may be raised,
|
||
ressurected, or reincarnated.
|
||
|
||
Power Score: the sacrificer can pick the science and two devotions
|
||
granted to the target.
|
||
20: the sacrifice fails, and both the sacrificer and target are
|
||
psychically stunned, losing all current PSP's (killing the psyche of the
|
||
sacrificer).
|
||
1: only 1 science or 2 devotions (50/50 chance) are granted to the
|
||
target.
|
||
|
||
Note to the DM: If this science is allowed in your campaign, you
|
||
should make allowances for NPC psionicists who have been targets of it
|
||
in their lifetimes, and therefore have more than the normal allotment
|
||
of psionic powers and PSPs. In particular, the DM may consider high
|
||
level evil NPC psionicists who "farm" low level psionicists for the
|
||
sole purpose of having them sacrifice their powers to their mentor.
|
||
|
||
|
||
Stasis
|
||
|
||
Power Score: Wis -4
|
||
Initial Cost: 40
|
||
Maintenance Cost: 30/round
|
||
Range: 10 yards
|
||
Preparation Time: 3
|
||
Area of Effect: 1 Creature
|
||
Prerequisites: 13th level, convergence, ridigity (or immovability for
|
||
those lacking Dragon Kings), time/space anchor, stasis field
|
||
|
||
This power requires at least two psionicists in convergence whose
|
||
total levels must be 50 or higher. No psionicist in the convergence can be
|
||
below level 13. All psionicists must make a successful power check in the
|
||
same round the power is to be initiated. It is not required that more than
|
||
one psionicist in the convergence know this power since being convergence
|
||
makes it available to the other psionicists.
|
||
The effect of this power is to totally immobilize the victim to the
|
||
point that they are utterly helpless. Their body is rendered immobile in
|
||
that they can make no physical motion, they are effectively rooted to the
|
||
spot they are standing in, so that they cannot be physically moved, and
|
||
they are anchored to the time/space continuum so that they cannot teleport,
|
||
and things like teleport trigger, and contingency spells that are supposed
|
||
to teleport the victim will fail. Further, the victim's mental processes
|
||
are slowed down to 1/60 of their normal rate, rendering them virtually
|
||
helpless against telepathic attacks.
|
||
Power Score: The victim is held in stasis until released by another
|
||
power check.
|
||
20: The power backfires, and the psionicists fall victim to the power
|
||
until they run out of PSPs to maintain it. This backfire occurs if any
|
||
psionicists roll a 20.
|
||
|
||
|
||
Time Flow
|
||
|
||
Power Score: Int
|
||
Initial Cost: Special
|
||
Maintenance Cost: Special
|
||
Range: Touch
|
||
Preparation Time: 0
|
||
Area of Effect: 1 creature
|
||
Prerequisite: Time stop, 5th level
|
||
|
||
This power allows the psionicist to speed up or slow down time with
|
||
regards to the target creature. At the time the check is made, the
|
||
psionicist declares by how much the time flow will be increased or
|
||
decreased. In other words, how many rounds will occur for the target
|
||
creature while a single round of 'normal time' passes (or alternatively
|
||
how many rounds of 'normal time' will pass in what the target creature
|
||
sees as a single round). The power scores and initial/maintenance
|
||
costs are given below.
|
||
|
||
Speed up/ Power Score Initial/maintenance Prerequisite
|
||
slow down penalty cost (see note) Level
|
||
factor
|
||
2 3 10/5 5
|
||
3 4 20/5 10
|
||
4 5 30/5 15
|
||
5 6 40/5 20
|
||
|
||
Note: The power can only be maintained if the psionicist is the
|
||
affected creature. The costs are relative to the psionicists time
|
||
frame, in other words the initial cost is relative to normal time (and
|
||
will affect the target creature for one round of normal time), while the
|
||
maintenance cost is relative to the new time frame, and must be paid for
|
||
every round the psionicist experiences. A 20th level psionicist for
|
||
example, who speeds up time by a factor of 5, would not have to pay
|
||
maintenance cost for the first five rounds (or 1 round 'normal time')
|
||
since this is covered by the initial cost. After these 5 rounds, the
|
||
maintenance cost would be 5 per round (or 25 per round normal time).
|
||
Since this power affects the flow of time, rather than speeding up the
|
||
metabolism of the target creature, as is the case with magical haste for
|
||
example, no aging will result. Anyone who returns to the normal time frame
|
||
however, will be confused and unable to do anything for as many rounds
|
||
as were spend in the other time frame. This gives the body time to
|
||
readjust to normal time and recover from the strain. It is possible to
|
||
force the body to ignore to ignore this time of recovery. To do so
|
||
requires a Wisdom check and a Constitution check, with a penalty equal
|
||
to the factor by which time was affected for both checks. If either
|
||
is failed, 1d6 random ability scores are permanently lowered by one. In
|
||
other words, this is not a good idea except in the most desperate
|
||
cases.
|
||
|
||
Power Score: The psionicist may increase the time factor by one,
|
||
without having pay the extra cost in PSP's.
|
||
20: The psionicist is confused and disoriented as described above.
|
||
|
||
|
||
Metapsionic Devotions
|
||
---------------------
|
||
|
||
Helmboost
|
||
|
||
Power Score: Wis -5
|
||
Initial Cost: 40
|
||
Maintaince Cost: none
|
||
Range: 0
|
||
Preparation Time: 0
|
||
Area of Effect: personal
|
||
Prerequisites: 7th level
|
||
|
||
This devotion is usefull only for spelljamming psionicists. This means
|
||
they must be using a serial, pool, or other helm which can be used by
|
||
psionic creatures. If the power succeeds, the MV of the vessel increases
|
||
by 1 while the SR increases by 3. This lasts for a duration of three
|
||
rounds.
|
||
The psionicist can not use the power again during that day, due to the
|
||
stress induced on the hypothalamus by this power. Should the power be
|
||
attempted a second time, there is a 55% chance that it will fail, leaving
|
||
the psionicist insane (although with his powers intact). Such insane
|
||
helmspersons have been known to decide that ramming a larger vessel (or
|
||
even ordering a full stop) are excellent combat options.
|
||
In a serial helm, several psionicists could use this power, but not all
|
||
at once. Using more than one of these powers on a helm has no effect.
|
||
|
||
Power Score: Lasts for 5 rounds.
|
||
20: The helm is inoperable for 1 round.
|
||
1: The MV is unchanged, but the SR still increases.
|
||
|
||
|
||
Psionic Concealment
|
||
|
||
Power Check: Wis -4
|
||
Initial Cost: 4
|
||
Maintenance Cost: 1/round
|
||
Range: 0
|
||
Preparation Time: 1
|
||
Area of Effect: personal
|
||
Prerequisites: telepathy, psionic sense
|
||
|
||
With psionic concealment, a psionicist can conceal his psionic activity
|
||
from those with psionic sense.
|
||
When the character makes his check, all of his psionic activity is
|
||
concealed from others. If a being checks for psionic activity, the DM
|
||
conducts a secret psionic contest, and the higher successful roll takes
|
||
effect. That is, if the concealor wins, nothing is sensed, and if the
|
||
sensor wins, he spots the concealment and the powers being concealed. For
|
||
the contest, the concealment roll is reduced by one for every five PSPs
|
||
expended that round.
|
||
Concealment provides reasonably good protection from psionic feeders
|
||
and the like, as well as psionicists.
|
||
|
||
Power Score: Gain +4 in detection contests.
|
||
20: Lose all psionics for 1d4 turns.
|
||
|
||
|
||
Psychic Reach
|
||
|
||
Power Check: Wis -5
|
||
Initial Cost: 8
|
||
Maintenance Cost: 5/round
|
||
Range: 30 yards
|
||
Preparation Time: 1
|
||
Area of Effect: special
|
||
Prerequisites: Telekinesis, 6th level
|
||
|
||
This psionic power causes a semi-transparent hand, made of the user's
|
||
psionic life-energy to spring forth from him, and grab on to creatures.
|
||
The hand can be moved anywhere within range in 1 round; then any 'touch'
|
||
psionic powers can be used through it.
|
||
The 'hand' exists until it loses it's grip (see below), the user fails
|
||
to pay maintenance, the hand leaves the range, or is destroyed. The hand
|
||
is AC0, and has hit points equal to the psionicist's level. The user
|
||
actually gives up that many of his own HP: when the power lapses, he gains
|
||
any remaining HP back. The hand is only hit by magic weapons of effects.
|
||
Dispel magic and non-damaging spells have no effect.
|
||
Each round, the psionicist must check to see if the hand loses it's
|
||
grip if it is being actively avoided. This check is his wisdom adjusted by
|
||
his opponent's AC; either way, maintainance is payed at this time. All
|
||
''reaching'' powers are initiated with -2 power scores.
|
||
|
||
Power Score: Hand has double HP free.
|
||
20: All 'touch' powers are double cost for next turn.
|
||
|
||
|
||
Time Flux
|
||
|
||
Power Check: Con - 2
|
||
Initial Cost: 8
|
||
Maintenance Cost: 5/round
|
||
Range: 0
|
||
Preparation time: 0
|
||
Area of Effect: personal
|
||
Prerequisites: none
|
||
|
||
Using this devotion, the psionicist can cause time to speed up or slow
|
||
down for himself only. Thus, the psionicist can exist at twice the speed of
|
||
the rest of the world, or half the speed, effectively _hasting_ or
|
||
_slowing_ himself. Because the increase or decrease in speed is time
|
||
oriented instead of biologically oriented, the psionicist can perform ALL
|
||
actions at either twice or half normal speed. For example, a psionicist can
|
||
make two psionic actions per round, use two magic items per round, etc; a
|
||
_slowed_ psionicist could take only one action every two rounds.
|
||
There are some other unique qualities of this ability. There is no
|
||
metabolic change, like the aging associated with _haste_. Spells and
|
||
psionic powers are affected, so if the psionicist increases his speed,
|
||
spell duration is only half of what it would be in normal time, but an
|
||
initiative bonus of 3 is gained while the power is in effect. For example,
|
||
a protection from evil spell cast on the psionicist that would last 8
|
||
rounds of real time will now last only 4 rounds. On the other hand, if a
|
||
psionicist slows himself, spells last twice as long as they would in real
|
||
time, but there is an initiative penalty of 3 while being slowed down. For
|
||
example, a slow poison cast on a slowed psionicist would last twice as long
|
||
as normal. The PSP cost in real time for any psionic abilities outside the
|
||
Time Flux (ie, not affecting the psionicist) does not change, but the cost
|
||
for those abilities affecting the caster is increased or decreased
|
||
appropriately.
|
||
Numerous applications exist for this power. If a psionicist wants to
|
||
"burn off" a harmful spell (like slow or hold person), the speeding up
|
||
usage would help greatly. Likewise, if the psionicist wants a spell to
|
||
remain longer than normal (in real time), then the slowing use is best.
|
||
|
||
Power Score: Once during the maintenance the psionicist can _time
|
||
shift_ himself one round into the future with no chance of failure or
|
||
disorientation. The psionicist does not need to know the _time shift_ for
|
||
this effect to occur. If the psionicist does in fact know _time shift_,
|
||
then he can try to move two rounds into the future as if it were only one
|
||
round (but with standard chance of failure).
|
||
20: The psionicist is stopped in time for 1-4 rounds, unable to react,
|
||
but can be injured. For game purposes, all attacks hit and all saves are
|
||
failed.
|
||
|
||
Psionic Affecting Spells
|
||
------------------------
|
||
|
||
Zoe's Psionic Enhancement (Alteration) Reversible
|
||
Level 2 Wizard Spell
|
||
|
||
Components: V
|
||
Duration: Special
|
||
Casting Time: 2
|
||
Area Of Effect: 1 Psionic Creature
|
||
Saving Throw: Negates
|
||
|
||
This is an unusual spell for the simple reason that wizards don't like
|
||
psionicists. (They would, however, like the reverse: Zodiac's Psionic
|
||
Restriction.) This wizard spell can boost (or reduce) PSPs. The total can
|
||
be raised above the normal max. At any rate, the bestowed PSPs disperse at
|
||
1 PSP per 2 rounds.
|
||
Therefore, the bonus is short lived, so use them fast. They start to
|
||
drain away the round after casting.
|
||
This spell involves great concentration and is a drain on the wizard. 3
|
||
PSPs are given for each hp the spellcaster is willing to "cannibalize."
|
||
The reverse, Zodiac's Psionic Restriction, drains PSPs at the rate of 3
|
||
PSPs per level per round. The duration is 1 round per 2 levels. A save
|
||
(adjusted for wisdom) may be made each round the effect is applied.
|
||
The caster can do very little while this spell is in effect. No
|
||
spellcasting is possible. The caster may move at 1/2 his movement rate
|
||
while this spell is in effect.
|
||
20 wisdom gives immunity to this spell.
|
||
This spell was created by Zodiac. Zoe was an astrologer who later
|
||
became a psionicist. After a near death experience (envolving illithids),
|
||
she devoted her life to her god. As an ascetic, she still used her psionic
|
||
talents. She researched this spell to allow herself to inhance her
|
||
previous abilities.
|
||
|
||
|
||
Dalen's Mental Resistance (Abjuration)
|
||
Level 9 Wizard Spell
|
||
|
||
Range: 20 yards
|
||
Components: V,S,M
|
||
Duration: 2 rounds/level
|
||
Casting Time: 9
|
||
Area of Effect: One living being for every 5 levels
|
||
Saving Throw: Neg.
|
||
|
||
This spell is used to stop all mental and psionic powers from affecting
|
||
a specific being. This is accomplished by creating a field around the
|
||
being affected that stops all mental energy from passing through it. This
|
||
field, however stops the mental energy from either entering, or leaving.
|
||
Thus, this could be used to stop a psionicist from using any powers on
|
||
anyone but himself. It also grants immunity to any psionic attacks,
|
||
including the dreaded mind flayer mental blast. It provides protection
|
||
from any spell that deals with the mind of the person protectedas well as
|
||
ANY psionic power. This will spell is quite similar to Mind Blank, except
|
||
that it provides full protection against psionics and a few other mental
|
||
powers. The list of spells that are protected against is to long to list,
|
||
but if the spell affects the mind of the being, it will not work.
|
||
Dalen was a Red Wizard of Thay, but was overthrown by another wizard
|
||
who had a psionicist working for him. Dalen researched a way to stop
|
||
psionics from working, and partially succeeded. He was hoping that a wall
|
||
or sphere could be created, but found that this was impossible, because all
|
||
the research he found pointed to the fact that such a field would have to
|
||
be in close proximity to a living being, no more than an inch away in fact.
|
||
Dalen later died when he tried to cast this spell on a psionic lich. Since
|
||
the spell only affects living beings, which a lich is obviously not, Dalen
|
||
was reduced to a mental vegtable and subsequently killed.
|
||
|
||
New Ideas for Old Powers
|
||
------------------------
|
||
|
||
|
||
This article is in reply to someone's comment on how Psionicists were a
|
||
weak and defenceless class. The quoting has been removed and some of the
|
||
article has been trimmed to avoid confusion or redundancy.
|
||
|
||
|
||
From what you are saying, it's obvious to me that you are playing a "Head
|
||
Messer", a psionicist with mainly telepathic powers. That right there is
|
||
your first problem.
|
||
|
||
The telepathy 'school' looks pretty neat and powerful at first, but in
|
||
reality, you have to go through so much crap in order to do anything that a
|
||
fight is usually over and everything is dead before you can get anything
|
||
done. This happened all year to a friend of mine who had a telepath in the
|
||
same party with a paladin, a really nasty fighter, a wu jen alterer, and a
|
||
pretty kickin' bard. He would get set up, contact whatever, do other
|
||
stupid things, and get ready to mindrape the thing, and it would be dead.
|
||
He was handy to have around when the party got split up, or when we were
|
||
interrogating something, or for recon(he had an owl), but that was about
|
||
it.
|
||
|
||
On the other hand, I played a Psychometabolist in a comparativly
|
||
powered party. This character was the ultimate 'Swiss Army Character',
|
||
even more so than a bard. He could do ANYTHING, and do it well.
|
||
|
||
Most of my character's abilities were in the PsychoMetabolic school,
|
||
because except for a couple useful things like Telekinesis and Receptacle
|
||
(for the PSP's), he didn't need anything else. OK, I'll list the things my
|
||
9th level psionicist could do about something charging at him--
|
||
Use Telekinesis on his +2 short sword from a distance
|
||
Use Animate object on anything(rock, tree, helmet) and do something
|
||
funny and/or damaging
|
||
If it's small, Inertial Barrier and watch it bounce
|
||
Molecular Agitation if you're out of the fight
|
||
Animal Affinity--I rolled the Grizzly Bear, this can get really nasty
|
||
Life Draining, this speaks for itself
|
||
Metamorphosis--This probably has the most potential of any ability in
|
||
the whole book. A couple of my favorites were: Changing into a puddle of
|
||
mercury in front of a whole bunch of monsters, then using life draining
|
||
when they stepped in me; changing into a metal bar, Animate Object-ing
|
||
myself, wrapping around a frost giants legs, then life draining him while
|
||
he's helpless; and gaining the ability to cross any hole in any dungeon in
|
||
the world by sprouting wings.
|
||
Adrenalin Control can give you massive bonuses to damage or AC
|
||
Ectoplasmic Form--usea this and whatever's charging will go right
|
||
through you. If your DM allows this, here's a really nasty thing to do--
|
||
walk up to an enemy while 'ghosty', stick something, anything at all, into
|
||
him, and let go. Bang, it materializes 'Nuff said.
|
||
Wrench, if it's undead
|
||
|
||
That's not the complete list of nasties I can throw out, just the most
|
||
often used. Body equilibrium is pretty worthless in combat, but it was
|
||
probably the one I used the most often. Chemical simulation can get you
|
||
through any lock around.
|
||
|
||
There's not really a whole lot to do at the low levels, but that's
|
||
because of lack of PSP's, not lack of abilities available. The way to get
|
||
around that is to get Receptacle at the soonest time possible.
|
||
|
||
The main suggestion I have to anyone looking to play a psionicist is to
|
||
specialize in Psychometabolism with a good number of the Psychokinesis
|
||
skills, or vise versa. You will end up having the best thief in the world,
|
||
who, given a couple rounds, can tank along with any fighter, then heal the
|
||
party afterwards.
|
||
|
||
|
||
This article is a response to the "uselessness" of some of the psionics
|
||
powers. It has some additional comments from other people added in.
|
||
|
||
For the Psionic abilities such as "Feel Sound" or "See Sound" they may
|
||
seem fairly "useless" to a hack-and-slasher [[although I can think of
|
||
several applications 1) See sound could be almost equivalent to Blind
|
||
Fighting, if not better; 2) Feel Sound might be able to negate a back-stab
|
||
attempt if the warrior can feel where the attack is someing from in the
|
||
last instant -- I would still allow the attack, but the surprise might more
|
||
easily be negated; 3) See Sound could give a warrior precise information
|
||
about the location of a sonic attack (breath weapon, roar area of effect,
|
||
etc) and allow that warrior to place themselves in the correct spot to
|
||
avoid the attack form.. etc. etc.]].
|
||
|
||
But the most useful applications I can see (no pun intended) would be
|
||
in other areas (perhaps classified under role-playing?) such as: Consider
|
||
a bard with See Sound. Could they not weave an intricate pattern with
|
||
thier voice or instrument... perhaps boosting their abilities, winning
|
||
'sound sculpture' contests in a psionic rich land, allowing them to
|
||
identify magical music effects by eye seeing a harpy's song at a distance
|
||
larger than the Charm Person range, etc.
|
||
|
||
Feel Sound might give similar benifits to the musically inclined.
|
||
Although, I would probably LOWER a saving throw if Feel Sound was used
|
||
around a magical song, such as the harpy or siren.
|
||
|
||
Feel Light could enhance agricultural Non-Weapon Proficiencies sort of
|
||
like a Green Thumb, sensing the proper location of the correct like to grow
|
||
things. Or, a character with Feel Light could be hired (at high rates if
|
||
it is a rare talent) to perform tasks from the mundane to the complex:
|
||
a) Hire as a theatrical stage lighter, with a better "feel" for the
|
||
correct lighting.
|
||
b) Be sought by mages trying to make a place scry-proof to "feel"
|
||
for any cracks in the lead plating which would let through Crystal Ball
|
||
effects, ESP, or X-ray vision.
|
||
c) Placed as a guard in the dark dungeons to be waiting for the
|
||
slightest light to approach so they could warn others.
|
||
d) They would make great ship's crew on foggy nights, looking for
|
||
that very faint glow from the lighthouse, keeping the ship from the
|
||
rocks...
|
||
If you are a lenient DM you might allow small effects or uses of the
|
||
Psionic ability to not quite follow the rules or not use a PSP: Say the
|
||
character with Feel Light could always be awake at the first touch of dawn,
|
||
"feeling" the new day. Or allow the character to feel the "quaility" of
|
||
light (say being able to distinguish between Light and Continual Light
|
||
spells, or between Mage Light and Cleric Light...)
|
||
|
||
In addition would not the See Sound power be useful for negating the
|
||
effects of a Darkness spell or natural darkness all the same, being able to
|
||
see how the sound reflects around the room and off of objects. Also, See
|
||
Sound would be great for seeing what the spell caster is saying while
|
||
inside a Silence 15' Radius. Used in conjunction with Spellcraft, that is
|
||
most useful.
|
||
|
||
Not all the Psionic Abilities are for combat, or even for
|
||
adventuring... but all of them can be used with creativity in MANY
|
||
situations.
|
||
|
||
|
||
Psionic Items
|
||
-------------
|
||
|
||
The Need for Psionic Objects
|
||
|
||
Why psionic objects, you ask. Why create objects with psionic powers,
|
||
when any power imaginable can be obtained with objects powered by magic?
|
||
Well, there are several answers to this question, depending on who's asking
|
||
it.
|
||
But first let's see the inherent qualities of psionic objects: First
|
||
and foremost, psionic objects are all intelligent and aligned. So unlike
|
||
most magical items, they have an ego, and a purpose of their own.
|
||
Secondly, psionic powers cannot be fully depended upon. A power might
|
||
not work in a specific round, and might even fail so miserably, that it
|
||
will cause damage to the psionic object itself, or to its wielder.
|
||
Psionic objects are also not limited to a specific function. Being
|
||
intelligent, and having a set of powers, they might use these powers in any
|
||
way imaginable.
|
||
And last, but not least, psionic objects are not magical. They will not
|
||
respond to detect magic spells, cannot be disrupted, etc.
|
||
For the DM, the creator of the world, the reason to use psionic items
|
||
is twofold. First, magic is not abundant in all campaign worlds. There may
|
||
be worlds where psionics are more common than magic, and thus it is only
|
||
reasonable that there will be more psionic objects than magical ones.
|
||
A good example of a world where numerous psionic objects might be found
|
||
is Athas. In that world, where magic is tightly controlled by the sorcerer
|
||
kings, and psionics are everywhere, it stands to reason that most forces,
|
||
especially those working against the kings, will have special items created
|
||
by psionicists, instead of magical objects created by the hard-to-find
|
||
preservers.
|
||
The other reason for DMs to use psionic objects is simply to baffle
|
||
their players; to give them something new, unknown and unpredictable, yet
|
||
powerful enough to be useful. Because psionic objects are not magical, it
|
||
is easy for characters to overlook them when using detect magic, and they
|
||
cannot be Identified. They do not appear in the DMG, so players won't know
|
||
them; and they have their own opinions, which is fun to play.
|
||
For the psionicist character himself, psionic objects are the only ones
|
||
he can create, so there's no questions why he should create them. It stands
|
||
to reason that the psionicist would prefer to have psionic objects, simply
|
||
to have more powers at hand.
|
||
For the adventurer, psionic powered objects may be useful simply
|
||
because magical negation does not work on them. Powers of disruption might
|
||
destroy all of his magical items, but the psionic items will remain
|
||
untouched.
|
||
For one who wants a powerful item and can use either magic or psionics
|
||
to create it, there are several considerations:
|
||
- Creating psionic items is much simpler than creating magical ones.
|
||
All that is needed is a new and relatively expensive item, and the
|
||
psionicist to concentrate on giving it powers. This might not be quick, but
|
||
it certainly beats roaming through jungles and dungeons in search of
|
||
components and knowledge for the creation of the magical item.
|
||
- Psionicists, unlike magic users, need not be of an exceedingly high
|
||
level to be able to create permanent items. So it will probably be easier
|
||
to find a psionicist capable of doing so, than finding a magic user for
|
||
this purpose. Even if a high level psionicist does not know how to empower
|
||
objects, it is relatively easy to get him to develop this power. A magic
|
||
user would have to wait until he has reached the appropriate level (16th
|
||
level).
|
||
|
||
The Creation of Psionic Objects
|
||
|
||
Psionicists usually fashion their psionic items from personal things,
|
||
like clothing parts or jewellery. If a psionicist can play an instrument,
|
||
he will make a similar psionic instrument. If he likes to collect
|
||
butterflies, he will have a psionic net. As long as the object is not too
|
||
awkward and is something the psionicist uses a lot, it has a good chance to
|
||
be made into a psionic object.
|
||
Unlike magic users, psionicist have no special feelings for wands and
|
||
their ilk. This does not mean that they will never create a wand or a rod,
|
||
but such items will be rarer than amongst magic users. Psionicists also
|
||
prefer to avoid combat, and so create few weapons (although if a psionicist
|
||
feels a need for a weapon, he will prefer a psionically empowered weapon
|
||
over a magical one).
|
||
Creating psionic objects is draining, but not particularly complicated.
|
||
There is one little snag, however - a lot of powers need more than the 8 or
|
||
12 PSPs the object receives for the power. To use such a power, the object
|
||
must have some way of obtaining more PSPs. The most obvious solution is to
|
||
give the object access to some other minor power. On rare occasions, when
|
||
the object has access to the Metapsionic discipline, it might be lined with
|
||
gems, and given the power of Receptacle. This can as much as double the
|
||
number of PSPs in its possession.
|
||
After the psionicist has empowered the object, he must then train it
|
||
for the specific function he had in mind. After all, one set of powers can
|
||
be used for many varying tasks. Training the object is a simple matter of
|
||
explaining its job to the object. The object is always well disposed
|
||
towards its creator, and will gladly learn its task.
|
||
|
||
Using Psionic Objects
|
||
|
||
Using psionic objects is not as easy as using magical items. Being
|
||
intelligent, a psionic object will obey a command only if it sees fit to do
|
||
so, or is outmatched in a personality conflict (as explained in the DMG).
|
||
Because a psionic object has an alignment, it will often use its power
|
||
against a wielder of the opposite alignment. Although the DMG suggests that
|
||
aligned weapons will cause damage if handled by a character of another
|
||
alignment, this is not strictly necessary. In fact, aligned objects might
|
||
be used as traps for other alignments, by pretending to be helpful, and
|
||
then, when their user needs them the most, the item will not function, or
|
||
will use its power in a harmful way.
|
||
The power of a psionic object cannot be used too often, as the item has
|
||
to recover lost PSPs. Psionic objects not in use are assumed to be asleep
|
||
(or rejuvenating), and so recover 12 PSPs per hour. When asked to perform
|
||
their power, they will "wake up" and use it, then return to "sleep" when
|
||
their service is no longer needed.
|
||
It is possible to use the powers of an object in ways that the
|
||
psionicist who created it never intended. This is never as simple as the
|
||
initial training. Unless there is a psionicist in the party, the true
|
||
powers of the object will not be understood. The more difficult part is
|
||
getting the object to agree to its new use. The DM should role play the
|
||
situation. Here's an example:
|
||
A party is trying to talk a sword which can change shape into using its
|
||
shape change power to new ends. The result depends on what the party asks.
|
||
"We know you can change into any weapon; well can you change into a
|
||
weapon with wings and fly ahead to alert us of any problems?" "What a cute
|
||
idea. How come I haven't thought of it myself? At last to be able to act on
|
||
my own, without some dirty hand guiding me. I can do even better; I can
|
||
change into a bird."
|
||
"Can you change into a stool?" "A stool?! How degrading! Can't you just
|
||
sit on the ground?" "Hey, you know very well I can't play my harp sitting
|
||
on the ground." "Oh, OK. I do like your music."
|
||
"Oh no! I forgot my cooking pot. Will you get that sword of yours to
|
||
change into one?" "That does it! Of all the low... I'm never speaking to
|
||
you again!" "What did the sword just say?" "I don't know, but the blade
|
||
just turned dull."
|
||
|
||
Sample Psionic Objects
|
||
|
||
A few psionic objects are included here. The following things are
|
||
detailed for each item: powers - the psionic powers it has; PSPs - the
|
||
maximum number of PSPs; description - details about the object and its
|
||
uses; other uses - possible uses which are not part of the initial
|
||
training.
|
||
|
||
Ring of healing / regeneration
|
||
Powers: Cell Adjustment (or with Absorb Disease)
|
||
PSPs: 8 (or 16)
|
||
Description: This type of ring can cure disease and restore lost hit
|
||
points. The ring can restore about 1 point of damage per hour (the actual
|
||
rate depends on the power score), and can instead use its power to cure its
|
||
owner, or someone else touching it, of any nonmagical disease. Note that
|
||
this ring can help "regenerate" from wounds which cannot be healed with
|
||
normal regeneration.
|
||
A small percent of these rings are also able to cure magical diseases.
|
||
The magical diseases are usually absorbed harmlessly into the ring.
|
||
Diseases which lower intelligence can affect the ring, so a ring will not
|
||
willingly absorb such a disease, unless it is extremely loyal to its
|
||
master, or can be convinced or forced to do so. Lowered intelligence will
|
||
not affect the working of the ring, but will possibly make it less
|
||
opinionated.
|
||
Note that a ring with Absorb Disease can cure up to 3 points of damage
|
||
at a time (although in continuous use it rate is still about one point per
|
||
hour).
|
||
Other uses: If so instructed, a ring with Absorb Disease can keep
|
||
enough PSPs for 2 points of healing in reserve, while still being used for
|
||
regeneration. This way, when the owner of the ring is down to 0 hit points
|
||
or less, the ring can restore him to consciousness, or at least keep him
|
||
hovering on death's door for two more rounds, which might be enough to save
|
||
his life.
|
||
|
||
Match-all weapon
|
||
Powers: Metamorphosis + one other power, at least
|
||
PSPs: 24 or more
|
||
The match-all weapon is a powerful item, but is rarely very useful for
|
||
the psionicist himself. This weapon typically appears as a sword of about 4
|
||
pounds - usually a scimitar, as this can used by psionicists. It can,
|
||
however, change into any weapon of about 3 to 5 pounds. This change can
|
||
last for several turns. On rare occasions, the change is permanent, and the
|
||
new form becomes the base form of the weapon. The match-all weapon can
|
||
imitate any weapon of the same weight - from bows to a quarterstaff ,a
|
||
spear or a rapier, and it does so perfectly.
|
||
The match-all weapon always has another power. This power is typically
|
||
used only in its base form. One common power is Life Draining (the hit
|
||
points are absorbed by the weapon, and do not go to the wielder). Another,
|
||
less common, is Animal Affinity. This allows the weapon to either acquire
|
||
the movement mode of the animal, and attack by itself (with a THAC0 of 20),
|
||
to fight with the THAC0 of the animal, with no regard to the THAC0 of its
|
||
holder, or to do damage by bite or poison (this gives a +1 penalty to the
|
||
attacker's THAC0, due to the change in shape of the weapon).
|
||
Some rare match-all weapons weigh more - up to 10 pounds. These are not
|
||
usually manufactured because psionicists cannot use them. Some halfling
|
||
psionicist/thieves are said to make daggers and knives which can transform
|
||
into thieving tools.
|
||
Note that transformation takes 5 rounds to prepare, so the weapon
|
||
cannot change shape on a moment's notice. Thus effective use of the match-
|
||
all weapon necessitates planning. Returning to base form is instantaneous,
|
||
however.
|
||
Other uses: The match-all weapon can actually change into any object or
|
||
creature of about the same mass. This opens the way to an unlimited number
|
||
of uses. As an example, the object could be sold as a miniature tree, a
|
||
crown, or whatever, to someone, then revert to weapon form some time later,
|
||
and stab its new owner (with the help of Animal Affinity).
|
||
|
||
Tie of awareness
|
||
Powers: Clairvoyance, Danger Sense
|
||
PSPs: 20
|
||
For the psionicist who wants to look good and still be ready for
|
||
trouble, the tie of awareness is just the right piece of clothing. When
|
||
told to be on alert, the tie will keep sensing danger for up to half an
|
||
hour (less if its owner so wills, and the tie agrees to his reasoning).
|
||
When danger is sensed, the tie will point in its direction, and will try to
|
||
use its Clairvoyance power to view the area of the danger, and report its
|
||
findings to its owner.
|
||
Other uses: A tie with ClairVoyance is an excellent tool for spies, and
|
||
also for thieves.
|
||
|
||
Brooch of travelling
|
||
Powers: Dimensional Door (with Dream Travel or Teleport other)
|
||
PSPs: 8 (16 or 20)
|
||
The basic type of this brooch allows the wearer to open a dimensional
|
||
door. The brooch cannot use its power for one round after passing through
|
||
the door, or after making a power check of 20.
|
||
Some of the brooches are brooches of dreams. They have the dimensional
|
||
door power, but also have Dream Travel. They use it on themselves, and take
|
||
their wearer as a passenger. The maximum range is thus 200 miles.
|
||
The most powerful brooches can teleport their owner. These brooches are
|
||
empowered with Teleport Other, and are teleported together with the wearer
|
||
as personal belongings. They can also use this power offensively, or use it
|
||
on their wearer even when separated, to save him, if they are faithful.
|
||
These brooches have a range of 100 yards for teleport. Some have also the
|
||
Teleport power, so they can teleport themselves separately from their
|
||
owner. These have a range of 10 miles.
|
||
Note that if the owner of a brooch is unconscious, the brooch will
|
||
often use its power on its own accord, to save its owner and itself.
|
||
Other uses: The brooch can be used (with the DM's approval) to create a
|
||
first door of any orientation. By holding the brooch in different
|
||
directions, or at a distance, using physical, magical or psionic means, it
|
||
is possible to create a Dimensional Door trap. Many kinds of traps are
|
||
possible, limited only by the imagination of the user, the PSPs of the
|
||
brooch, and the consent of the DM.
|
||
|
||
Staff of wrenching
|
||
Powers: Wrench, Receptacle (Prolong)
|
||
PSPs: 32 (48)
|
||
This staff can be used to wrench an undead in the Prime Material plane
|
||
or out of it. The undead can be wrenched out of the Prime Material plane
|
||
for 2d6 turns, or forced into it for about 2 rounds.
|
||
Like most, if not all, psionic items of the metapsionic discipline,
|
||
this staff has access to the Receptacle power. Thus it is lined with gems
|
||
of at least 1,600 gp worth, and usually double that value. The staff uses
|
||
available time to recharge the gems. With the gems, it has a maximum total
|
||
of 32 PSPs. (Note that the staff is valuable in itself, and sometimes
|
||
gilded.)
|
||
Some staves also have the Prolong power, and so are able to wrench
|
||
undead at a distance of 45 yards. These have 48 PSPs, and the value of
|
||
their gems is likewise higher.
|
||
Other uses: Some of these items are shaped as holy symbols instead of
|
||
staves. Psionicists sometimes use these to impersonate priests with the
|
||
power of turning undead, especially in places where psionicists are
|
||
unwelcome.
|
||
|
||
-------------------- Continues in Part VII --------------------
|
||
|
||
From eskimo!mvb.saic.com!news.cerf.net!ihnp4.ucsd.edu!swrinde!cs.utexas.edu!utnut!torn!uunet.ca!uunet.ca!ionew
|
||
s.io.org!nobody Tue Jun 21 15:06:36 1994
|
||
Path: eskimo!mvb.saic.com!news.cerf.net!ihnp4.ucsd.edu!swrinde!cs.utexas.edu!utnut!torn!uunet.ca!uunet.ca!ione
|
||
ws.io.org!nobody
|
||
From: doppy@io.org (Ryan Biggs)
|
||
Newsgroups: rec.games.frp.dnd
|
||
Subject: Net.Psionics.Handbook Part 7/7
|
||
Date: 21 Jun 1994 11:17:50 -0000
|
||
Organization: Internex Online (io.org) Data: 416-363-4151 Voice: 416-363-8676
|
||
Lines: 842
|
||
Message-ID: <2u6i8u$4v2@ionews.io.org>
|
||
NNTP-Posting-Host: nudge.io.org
|
||
|
||
Headband of psionic strength
|
||
Powers: Convergence, Prolong, Receptacle
|
||
PSPs: 48
|
||
Only one such item is known to exist. It was made by kar-zi-ah, a 20th
|
||
level psionicist. Kar-zi-ah had a 5th level psionicist friend who was into
|
||
travelling and exploration, but felt that lack of PSPs prevented him from
|
||
using his Teleport and Probability Travel effectively.
|
||
Kar-zi-ah persuaded his friend to learn the power of Convergence, and
|
||
created a special psionic headband for him. By using Convergence with the
|
||
headband, he could utilize some of the 48 PSPs stored in it (half of them
|
||
inside the gems lining the headband). The friend had also created
|
||
receptacles for himself, using the power of the headband.
|
||
Using the newly gained PSPs, he travelled to other planets and other
|
||
planes, and eventually died during an adventure in the outer planes. The
|
||
headband was later retrieved by its creator, and hidden from sight. Its
|
||
current whereabouts is unknown.
|
||
|
||
Box of metapsionic creation
|
||
Powers: Empower and many others (see below)
|
||
PSPs: 248
|
||
This box is used to manufacture objects with metapsionic powers. It
|
||
uses Empower to achieve this. It also has most other metapsionic powers:
|
||
appraise, ultrablast, convergence, enhancement, gird, magnify, prolong,
|
||
psionic inflation, receptacle, retrospection, splice, stasis field and
|
||
wrench.
|
||
The box is lined with gems of at least 12,400 gp value, more usually
|
||
around 25,000 gp. These are used as receptacles. This is not always so, and
|
||
sometimes a part of the box itself is used as an empowered vessel. With the
|
||
receptacle, the box has a total of 248 PSPs.
|
||
The box has an ego of 31, which makes it totally uncontrollable. It has
|
||
a purpose of its own, an will try to use its powers to further this end.
|
||
This is partly determined by the alignment and the purpose of its creator.
|
||
Of course, most of these boxes have a servant (although he might consider
|
||
himself the owner) who takes care of bringing newly made objects to be
|
||
empowered.
|
||
Some boxes hate possible competition, and will use ultrablast on
|
||
psionicists who are close enough, and psionic inflation if these are out of
|
||
range for ultrablast and try to use their powers. Other boxes are friendly,
|
||
and would sometimes converge with another psionicist to help him.
|
||
A lot of these boxes, especially good ones, dedicate themselves to the
|
||
destruction of undead. These boxes typically make about one Staff of
|
||
Wrenching per week. These staves are of the more powerful type.
|
||
The only defence a box will use against normal foes is its stasis
|
||
field. It's servant will probably try to protect it the best way he can,
|
||
however.
|
||
|
||
Psionic Objects of Athas
|
||
|
||
Just like it has its share of unique psionic powers, so does Athas
|
||
contain many special psionic objects. These objects have to do with the
|
||
special conditions on this world, and include such items as the Obsidian
|
||
Rod of Water Finding and Gathering, and the Stone of Insect Control. A
|
||
short description of the rod is given here.
|
||
|
||
Obsidian rod of water finding and gathering
|
||
Powers: Concentrate Water, Compact (Feel Moisture)
|
||
PSPs: 16 (16+8)
|
||
This item is Y shaped, with a leather bag, or another container,
|
||
hanging on it. It uses its powers to gather water into the container, and
|
||
then compacts them.
|
||
The item's main use is to serve as a water reserve. It tries to gather
|
||
water once per day, or on its wielder's command. The water is then moved to
|
||
another container to be kept there until it expands back to its drinkable
|
||
form.
|
||
Some rare rods are built of two separate parts, which are actually two
|
||
different psionic items. One is able to sense water, The other can gather
|
||
it as explained above. When the two parts work together, they can enhance
|
||
the water gathering ability significantly, as the water divining part can
|
||
instruct the rod's wielder on the best place to stand for the water
|
||
gathering. When the two parts don't want to work together is when trouble
|
||
starts...
|
||
Other uses: This object is often used for compacting objects instead of
|
||
water.
|
||
|
||
Broach of Mental Strength
|
||
|
||
This device, fitted with a precious stone, grants a psionicist with an
|
||
adjustment of +2 or -2 to the modifications for psionic battle (whichever
|
||
is to the benefit of the psionicist) when engaging in psionic attacks or
|
||
defenses.
|
||
|
||
|
||
Collar and Amulet of Psionic Control
|
||
|
||
This simple, silvery necklace is magically linked to a separate,
|
||
ornately fashioned and bejewelled amulet. At all times, the wearer of the
|
||
collar is unable to affect the possessor of the amulet with any psionic
|
||
power whatsoever. Against psionicists other than the wearer of the collar,
|
||
the amulet gives its possessor the chance to make a saving throw vs. spell
|
||
to prevent the establishment of any psionic Telepathy power (including
|
||
Contact). The amulet is usable by any class.
|
||
|
||
Two large gems, a blue and a red, are set in the face of the amulet.
|
||
If the blue gem is depressed, the wearer of the collar is affected by
|
||
Synaptic Static. This affects only the wearer of the collar; it does not
|
||
fill an area of effect as the power usually does. It lasts until the gem
|
||
is pressed again to release it, or until the maximum duration of six turns
|
||
have passed. This power can be used for a total of up to twelve turns per
|
||
day, in any number of shorter-duration activations. This power has no
|
||
effect if a non-psionicist wears the collar.
|
||
|
||
If the red gem is pressed, the wearer of the collar is struck
|
||
unconscious for one turn. This power can be used up to three times per
|
||
day. This power has no effect if a non-psionicist wears the collar.
|
||
|
||
The collar is clasped shut with a complex magical lock. An observant
|
||
person might notice that the clasp looks very similar to the patterns on
|
||
the bottom of the amulet, and that the amulet can be used to open the
|
||
clasp. If the clasp-lock is opened without the use of the amulet (by a
|
||
pick locks, knock spell, or by being smashed or broken), the collar will
|
||
shock the wearer for 10d6 points of damage, no saving throw. This power
|
||
will affect anyone, psionicist or not, who wears the collar.
|
||
|
||
The powers of the amulet do not function if it is separated from the
|
||
collar by more than 240 yards. The explosion effect of the collar's clasp,
|
||
however, will function no matter what the distance, or even if the amulet
|
||
is destroyed.
|
||
|
||
|
||
Flea Dip
|
||
|
||
This potion is actually a shampoo that the psionicist can use to rid
|
||
themselves of Cerebral Parasites. The whole bottle must be used to lather
|
||
the head and body. The psionicist must then refrain from using psionics
|
||
for 48 hours. After this period of time, the parasites will have left the
|
||
psionicist, who will not be bothered by that parasite for at least two
|
||
weeks.
|
||
|
||
|
||
Gem of Mental Boosting
|
||
|
||
This gem, of a precious variety type, permits a psionicist to use their
|
||
Harness Subconscious non-weapon proficiency more efficiently. The 20%
|
||
boost in PSP's is increased to 30%, and the meditation time needed to
|
||
achieve this state is reduced from 48 hours to 12 hours.
|
||
|
||
|
||
Headband of Mental Stamina
|
||
|
||
This headband will adjust to any sized head when it is put on. It
|
||
grants the psionicist who wears it the benefit of all durations within
|
||
their primary discipline to be doubled (i.e., one round becomes two rounds,
|
||
one turn becomes two turns) while expending the normal amount of PSPs.
|
||
|
||
|
||
Manual of Realization
|
||
|
||
This book is written to benefit members of the psionicist class only.
|
||
Anyone other than a psionicist who reads any of this book must save vs.
|
||
petrification or suffer the loss of 1d6 Wisdom points for 1d12 months.
|
||
The benefits it provides to a psionicist who reads the book all the way
|
||
through is the gaining of an extra devotion within that psionicists primary
|
||
discipline at the completion of study. This may include a devotion the
|
||
character does not presently have, or the boosting of one the character
|
||
already possesses. The book is usable only once per character.
|
||
|
||
|
||
Multiplier
|
||
|
||
A multiplier can be any item or even weapon. What it does is gives the
|
||
psionicist more PSP. Instead of adding on to the total PSP like a
|
||
receptacle, the multiplier MULTIPLIES the total PSP of the psionicist.
|
||
Thus, there can be many levels of multipliers. Perhaps at low levels, a
|
||
1.5 multiplier (total PSP * 1.5 Effectively adds 50% of the total PSP to
|
||
the total) and at higher levels, even a 3x multiplier would be quite
|
||
powerful indeed. How these items work is not known fully. Some say that
|
||
they tap into undiscovered reserves of psionic power and unleash them.
|
||
Others say that they make the using of psionics easier and thus use less
|
||
PSP and so it only SEEMS like they have more PSP. Yet others say that the
|
||
multiplier works like a backup, adding it's own PSP to the usage of any
|
||
power, thus costing the psionicist less to use the power, and once again,
|
||
making it seem like they have more. Whatever the reason, most psionicists
|
||
do not care how they work, only that they do! If a psionicist has more
|
||
than one multiplier, the largest one will owrk, the rest will be useless.
|
||
A psionicist will KNOW that an item is a multiplier the second it is
|
||
worn/weilded/used. There is also a cursed version of the same thing,
|
||
called a divider. A psionicist will not know what it is doing and does not
|
||
need a Remove Curse spell to get rid of it. Since the psionicist does not
|
||
know what the item is doing, they will have no reason to discard the item,
|
||
until they begin to wonder why they are running out of PSP so quickly. To
|
||
deal with these items, I suggest not letting the player know how many PSP
|
||
that they have. This will keep the player in suspense. If they mess up on
|
||
another power and lose PSP, do not tell them. You only need to say whether
|
||
or not the psionicist can use the power. It might be fun to see a
|
||
psionicist who is flying up in the air with a levitate and suddenly runs
|
||
out of PSP because of one of these cursed items!
|
||
|
||
|
||
Placate: Intelligent Shortsword
|
||
|
||
Placate is a simple looking shortsword. The only physical attributes
|
||
that are of any interest are its silver blade and a back sapphire(5000gp
|
||
value) imbedded into the hilt. If placate detects a psionicist (Psionic
|
||
Sense), it will give off the smell of bubble gum.
|
||
Placate is an intelligent sword who opposes violence and is perfectly
|
||
happy to hang over a fireplace. If Placate feels that there will be a
|
||
combat situation, he has to be tricked or forced out of its scabbard. In
|
||
order to force it from its scabbard, a successful open doors chance must be
|
||
rolled.
|
||
When a psionicist weilds Placate, he has the ability to give Placate a
|
||
psudo-magical bonus. In order to do this, the psionicist must roll a power
|
||
check equal to his wisdom minus the entended bonus (up to +5). If the
|
||
power check is successful, the psionicist pays the plus squared (ie. +1=1:
|
||
+2=4: +3=9) per round. If the psionicist rolls a 'power score' then he
|
||
gain a bonus power at no extra cost. If the psionicist rolls a 20, then he
|
||
may not try to power the sword for 1d6 rounds. Also, by doubling the cost,
|
||
the psionicist may choose a bonus power. This means that the psionicist
|
||
may make the damage either fire, cold, or electrical; causing extra damage
|
||
to creatures vunerable to the specified type. The power score for the
|
||
sword is reduced by 2 if the psionicist chooses to use the bonus power.
|
||
In addition, Placate is empowered with the following psionic powers.
|
||
POWER CHECK I.COST M.COST NOTES
|
||
Ultrablast W-10 75 N/A Doesn't affect wielder
|
||
Convergence W 8 0 With wielder only
|
||
Enhancement W-3 30 8/r Metapsioncs only
|
||
Psi Inflation W-5 20 3/r Doesn't affect wielder
|
||
Psi Sense W-3 0 0 Always active
|
||
Psi Concealment W-4 0 0 Always active
|
||
Recepicle W-5 0 0 Stores 50 PSPs in gem
|
||
|
||
Placate has a 18 intelligence (wisdom for power checks) and has an ego
|
||
of 35. It has 60 PSPs (plus 50 stored). It can communicate telepathically
|
||
with the wielder and can speak the following languages: common, elven,
|
||
dwarvish, illithid, and halfling. Placate is Lawful Neutral.
|
||
|
||
Ring of Knowledge
|
||
|
||
A Ring of Knowledge grants its wearer 2 + 1d2 proficiency slots which
|
||
may be used for either weapon or nonweapon proficiencies. The wearer does
|
||
not automatically gain new proficiencies upon donning the ring, but rather
|
||
must learn them in the normal way.
|
||
If the ring is removed, the wearer will forget whatever bonus
|
||
proficiencies that were given by the ring at the rate of one per week, with
|
||
the proficiencies lost to be randomly determined.
|
||
|
||
Shadowdeath: Psionic Scimitar
|
||
|
||
Align: NE, Int: 15, Ego: 24, PSPs: 83, Wis: 19
|
||
Speaks Common and Orcish, and has telepathy with wielder.
|
||
Primary Discipline: Psychometabolism
|
||
Sciences: Metamorphosis, Death Field, Life Draining, Shadow Form
|
||
Devotions: Body Equilibrium, Cell Adjustment, Chameleon Power,
|
||
Ectoplasmic Form, Cause Decay, Double Pain
|
||
Special Power: gives Mind Blank to wielder
|
||
This sword was created by a highly evil psionicist, who disappeared
|
||
centuries ago. It was taken from her by a traitorous henchman, and was
|
||
lost for many years after he died. If found, it will attempt to control
|
||
its wielder and force him or her to try to discover the fate of its
|
||
creator.
|
||
|
||
Psionicist Gods
|
||
---------------
|
||
|
||
Neodig Beowulf
|
||
Demigod of the Mind
|
||
|
||
Neodig started as a humble mage in the City of Bast. He rose quickly in
|
||
power with the famous adventuring company, The Claws of Bast. When that
|
||
legendary group retired, Neodig soon chaffed under the position of Magus in
|
||
the court of Norom. He continued to adventure across many spheres,
|
||
eventually wandering to Kara-Tur. There he was impressed by the discipline
|
||
shown in the common people, and most specifically with the martial arts,
|
||
finding them to be a great compliment to his psionic abilities. After many
|
||
great adventures Isis allowed Neodig to become a demigod.
|
||
|
||
Role Playing Notes: Neodig is an adventursome spirit, who is very
|
||
concerned with the mental well being of his followers. As such any great
|
||
crisis that causes much mental pain and disorder may warrant a visit from
|
||
Diggy's avatar. Also Neodig is always giving his Clerics new materials to
|
||
heighten their mental prowress. More than one high priest of Neodig has a
|
||
copy of Plato's Republic, or Aristotle's Metaphysics.
|
||
|
||
Stats:
|
||
Alignment: Neutral Good
|
||
Worshipers Alignment: Any Non-Evil
|
||
Area of Control: Psionics, The Mind
|
||
Symbol: Greek Letter Psi
|
||
|
||
|
||
Priesthood:
|
||
Alignment: Any Non-Chaotic Non-Evil
|
||
Ability Score Requirements:
|
||
Con: 11
|
||
Int: 12
|
||
Wis: 15
|
||
Prime Requisites: Con, Wis
|
||
|
||
Races: Human, Halfling, Dwarf, Gnome, Elf, Half-Elf
|
||
|
||
All Clerics of Neodig are multiclass clerics/psionicists similar to the
|
||
cleric/mages of Isis.
|
||
|
||
Weapons and Armor Allowed: Martial arts abilities only
|
||
|
||
Weapon Proficiencies Earned: 4 at 1st level, 1 at 4th, 5th, 8th, 10th,
|
||
12th, 15th,and 16th levels, and 2 at 20th level
|
||
|
||
Hit Dice: 1d6
|
||
|
||
Spheres
|
||
Major Access:Thought, Divination, Healing, Necromancy, All, Numbers,
|
||
Travelers
|
||
Minor Access: Time, Creation, Charm, Protection, Wards, Law
|
||
|
||
Powers:
|
||
1st) Detect and analyze any mental illness, disorder, or problem
|
||
3rd) Meditate as a Shukenja
|
||
5th) Soothing Word 3/day
|
||
10th) Immunity to mind affecting spells as if they had a 25
|
||
intelligence and wisdom.
|
||
|
||
Non Weapon proficiencies
|
||
Required: Counselling, Education, Reading/Writing
|
||
Recommended: Artistic Ability, Religion, Spellcraft
|
||
|
||
Duties of the Priesthood
|
||
Priests of Neodig are expected to develop their mind to the limits of
|
||
their abilities. They are expected to develop their bodies through their
|
||
practice of the martial art, for the body is the casing of the mind. They
|
||
are expeceted to spend at least one turn each day meditating on the
|
||
mysteries of the mind. They may marry. They are also to serve their
|
||
community in counciling the troubled, advising those seeking wisdom, and
|
||
above all, eliminating insanity wherever they find it. They are also to
|
||
serve as educators of any who seek knowledge, especially teaching the ways
|
||
of logic and critical thinking. However, in most Egyptian societies, the
|
||
task of doling out knowledge is left to the preists of Thoth. They may NOT
|
||
ingest any chemical that would alter the workings of their mind. This
|
||
includes alcohol.
|
||
|
||
|
||
Neodig's Avatar
|
||
|
||
When Neodig became an demigod, he made his material body into his
|
||
avatar. The avatar is usually traveling the spheres in a ship the size of a
|
||
small asteroid, powered by a psijamming helm. It looks quite like the
|
||
Deathstar, however Diggy does not take kindly to people calling him
|
||
'Darth'.
|
||
|
||
Psionicist 16 Mage 5
|
||
Str: 15
|
||
Dex: 18
|
||
Con: 25
|
||
Int: 25
|
||
Wis: 25
|
||
Chr: 18
|
||
MV: 12'
|
||
fl 48'
|
||
Sz: 6'
|
||
MR: 70% mortal magic
|
||
40% demigod
|
||
10% higher powers.
|
||
AC:-5
|
||
HD:20 Hp: 160
|
||
Att#: 3/1
|
||
Damage: 1-10
|
||
Thaco:1
|
||
Psionics: ALL Sciences, Devotions, Attacks, and Defences
|
||
PSP: 595
|
||
|
||
Neodig regains PSP at twice the normal rate because of his natural
|
||
ability to meditate. Neodig only fails his power checks at a 20 no matter
|
||
what. However when it does fails no detremental effects occur, and the
|
||
normal PSP loss is incurred.
|
||
|
||
Special Attacks And Defences
|
||
Neodig knows all of the martial arts special abilities in Oriental
|
||
adventures. He learned this by studying Geet Kwun Do under Sogra, the
|
||
GrandMaster of Petals. Neodig has sage abilities in eight fields: Psionics,
|
||
Inner Planes, Outer Planes, Human Religions of Toril, Oerth, Aerth, And
|
||
Alexandria, and the Culture Of Kara-Tur. He can show the thoughts of any
|
||
contacted creature upon any surface. Because of his wide travels and powers
|
||
of logic, Neodig has a 65% chance to legend lore any artifact he comes
|
||
across. He can use a gaze attack which will cause any sentient creature to
|
||
be charmed, feeebleminded, confused, or put to sleep. All saves versus
|
||
these attacks are made at -3. Neodig also has all of the abilities of his
|
||
clerics (i.e. the abilites gained at 1st, 3rd, 5th, and 10th levels.)
|
||
Magic Items: Circlet of Rapid Regeneration, The Staff of Neodig,
|
||
and The UFP Tub.
|
||
|
||
|
||
The Staff Of Neodig
|
||
|
||
The staff of Neodig was created by Neodig when he first became a god.
|
||
It is a neutral good aligned staff with an intelligence of 19, and wisdom
|
||
and constitution of 18, and many psionic powers. It has 300 PSP and an ego
|
||
of 50. This six foot staff is made of an unknown light blue substance which
|
||
is seemingly unbreakable. Atop the staff is a head made of silver. The
|
||
face is fully animate, which allows the staff to communicate through
|
||
speech. The staff knows all laguages. The back, top, and sides of the
|
||
skull just above the ears is made of crystal, which operates as a mirror of
|
||
mental prowress. The staff rarely leaves the side of Neodigs Avatar, but
|
||
has been lent out to especially faithful preists on important mission for
|
||
the faith. It has the following psionic powers:
|
||
Aura Sight
|
||
Create Object
|
||
Sens. to Psi. Imp.
|
||
Molec. Rearangement
|
||
Dangersense
|
||
Telekinesis
|
||
Know Direction
|
||
Control Light
|
||
Poison Sense
|
||
Control Sound
|
||
Radial Navigation
|
||
Create Sound
|
||
Spirit Sense
|
||
Inertial Barrier
|
||
Molecular Agitation
|
||
Molec. Manipulation
|
||
Cause Decay
|
||
Soften
|
||
Cell Adjustment
|
||
Banishment
|
||
Mindlink
|
||
Probability Travel
|
||
Probe
|
||
Teleport
|
||
Superior Invisibility
|
||
Teleport Other
|
||
Tower of Iron Will
|
||
Dimension Door
|
||
Psychic Crush
|
||
Dimension Walk
|
||
Conceal Thoughts
|
||
Contact
|
||
Psychic Surgery
|
||
ESP
|
||
Ultrablast
|
||
Identity Penetration
|
||
Convergence
|
||
Invisibility
|
||
Psionic Sense
|
||
Soundlink
|
||
Retrospection
|
||
Synaptic Static
|
||
Stasis Field
|
||
Telempathic Projection
|
||
Truthear
|
||
|
||
Note to DM's: While many would consider this staff to be too powerful,
|
||
even for an avatar, I would direct them to Horus's Avatar (Legend and Lore,
|
||
Page 100) who is running about with a +5 vorpal/defender/holy avenger/ luck
|
||
blade, or Thoth's Avatar's Staff of Command, Curing, The Magi, Striking,
|
||
and Power.
|
||
|
||
UFP Tub
|
||
|
||
The Tub was created by Neodig to be his steed. It is a bathtub two
|
||
meters long, one meter wide, and one meter high. It is made of adamantium,
|
||
which gives it an armor class of -3, hit points of 100, and hull points of
|
||
ten. It can walk on the flippered feet the extend from each corner at 12',
|
||
swim at 6' and fly at 12' manueverability class. it has an intelligence and
|
||
constitution of 18, 100 PSP, and an ego of 20. It has the following
|
||
psychportive powers: Probability Travel, Teleport, Teleport Other,
|
||
Dimension Door, and Dimension Walk.
|
||
|
||
The main power of the Tub is it's spell/psionic jamming ability.
|
||
Whenever anyone sits in the Tub and activates this ability all spells and
|
||
PSP are drained from them. The Tub uses these to power itself for
|
||
spelljamming journeys. It has a Ship's Rating equal to the level of the
|
||
user. In an air envelope (tactical speed), with Neodig piloting, the Tub
|
||
moves at a maximum speed of 357 mph.
|
||
|
||
New Monsters
|
||
------------
|
||
|
||
Dream Fiend
|
||
|
||
Climate/Terrain:Any Dreamland
|
||
Frequency:Rare
|
||
Organization:Solitary
|
||
Activity Cycle:Any
|
||
Diet:Psychic Energy
|
||
Intelligence:Supra-genius
|
||
Treasure:Nil
|
||
Alignment:Neutral Evil
|
||
|
||
No. Appearing:1
|
||
Armor Class:-4
|
||
Movement:15
|
||
Hit Dice:8
|
||
THAC0:7 (as 15 HD)
|
||
No. of Attacks:2 claws
|
||
Damage/Attack:1d6+5 PSP(x2)
|
||
Special Attacks:PSP drain, Psionics, Possession
|
||
Special Defences:Nane
|
||
Magic Resistance:15%
|
||
Size:M (human sized)
|
||
Morale:Fearless (19-20)
|
||
XP Value:25,000
|
||
|
||
Dream Fiends, commonly called dream demons, are only found in a non-
|
||
dreamland environment when they are not in their natural bodies. Otherwise
|
||
they are found in dreamland. Their natural form is that of a scarred and
|
||
wrinkled human. They may appear old and slow but are extremely agile and
|
||
quick. But with their dreamland powers they can alter their appearance.
|
||
|
||
Combat: These creatures feed on psychic energy like cerebral parasites.
|
||
They attack like madmen slashing with their claws, draining 5 PSP on any
|
||
successful hit along with 1d6 points of damage. All of the drained PSP is
|
||
added to the dream fiend permanent PSP total. When a psionic is drained to
|
||
0 PSP they will fall unconscious. Once the victim is slain, they may elect
|
||
to possess the body only if it is a dreamer's body. This is automatically
|
||
successful. On completion of the possession, which takes 5 rounds, the
|
||
dream fiend gains all psionic powers that the dreamer had. At this point
|
||
the dream demon can use a natural equivalent of Dream Crossover. This
|
||
however causes the possessed body to be destroyed after possesion and the
|
||
dream fiend back into dreamland. The dream fiend can only stay in the real
|
||
world for 1 day. After which time they are forced back.
|
||
When they die they dissolve and form a noxious, foul smelling cloud
|
||
equivelent to a Stinking Cloud spell. This cloud lasts 1 round before
|
||
dissapating.
|
||
|
||
Psionics Summary:
|
||
Level Dis/Sci/Dev Attack/Defense Score PSPs
|
||
----------------------------------------------
|
||
* Special All/All Int 250+
|
||
|
||
* The level of the Driend Fiend is equal to 10 plus the levels of any
|
||
previous victims. To randomly determine, roll 2d6 for the number of levels
|
||
|
||
Dream fiends always have equivalent to 10th level in terms of original
|
||
psionic powers, but any gained from victims are also present. They always
|
||
have all dreamer psionics and most telepathic powers as well.
|
||
|
||
Habitat/Society: Nothing is known about them as no one has ever been in
|
||
dreamland long enough to study them. It is rumored there is a king dream
|
||
fiend that is equivelent to level 30 and has all psionics available with
|
||
well over 1000 PSP. No dream demon has ever been captured alive to prove
|
||
or disprove this rumor. It is known however that dream fiends have a taste
|
||
for the PSP's of child psionicist and will go to great lengths to get them.
|
||
Any psionic cast in dreamland has a chance equal to its PSP expended to
|
||
attract a dream demon. If a dreamer power is used, the chance is doubled.
|
||
The dream demon will show up in 1d4 turns and immediately attack.
|
||
Dream fiends are in to way related to the Bastellus, but it is known
|
||
that these two creatures are enemies and will attack on sight. The
|
||
Bastellus will twist the dream of the sleeper, but what is not commonly
|
||
known is that the creature must draw the dreaming person into dreamland.
|
||
This is a natural power of the Bastellus and does not require PSP. The
|
||
Dream fiend however is most jealous of this fact and hates that the
|
||
Bastellus does not kill it's victim. The dream demon can harm the
|
||
Bastellus without a +3 weapon.
|
||
|
||
Ecology: These creatures live only in dreamland and can only be found in
|
||
the Prime Material Plane on unique occasions. They have no place in the
|
||
natural order. The gas they form on death is of no value.
|
||
|
||
|
||
Elf-bane Spider (Dark Sun Monster)
|
||
|
||
Climate/Terrain:any frequented by Elves
|
||
Frequency:rare
|
||
Organization:solitary
|
||
Activity Cycle:any
|
||
Diet:Elves
|
||
Intelligence:semi (2-3)
|
||
Treasure:nil
|
||
Alignment:Neutral
|
||
|
||
No. Appearing:1
|
||
Armor Class:2
|
||
Movement:24
|
||
Hit Dice:10+5
|
||
THAC0:9
|
||
No. of Attacks:1
|
||
Damage/Attack:1d6
|
||
Special Attacks:Poison
|
||
Special Defenses:shoot web
|
||
Magic Resistance:10%
|
||
Size:H (18' tall)
|
||
Morale:Champion (15-16)
|
||
XP Value:5,000
|
||
|
||
Psionics Summary:
|
||
Level Dis/Sci/Dev Attack/Defense Score PSPs
|
||
----------------------------------------------
|
||
1 1/1/3 --/M- 16 30
|
||
|
||
Psychometabolism--Sciences: Shadow-form; Disciplines: Chameleon Power,
|
||
Displacement, Detect Elf (no cost).
|
||
|
||
Unlike most spiders, which sit in wait of prey, the Elf-bane spider's
|
||
long legs allow it to achieve great speeds in pursuit of its preferred
|
||
prey, Elves. Its small beige tear-drop body (roughly 3' radius) stands
|
||
atop 18' legs.
|
||
It feeds almost exclusively on Elves; although it will eat Half-elves
|
||
if desperate. It uses its unique psionic ability, Detect Elf (a variant of
|
||
Heightened Senses), to locate its prey. This ability is considered always
|
||
on and is maintenance free. With it, the spider can smell any being of at
|
||
least 50% Elven heritage up to 5 miles distant.
|
||
|
||
Combat: This spider will always seek out and attack Elves before any other
|
||
creature; next it will attack Half-Elves (since it does not find Half-Elves
|
||
as nutritious as full-blood Elves). It can not digest those with less than
|
||
50% Elven heritage, so it normally ignores them; however it will fight if
|
||
threatened.
|
||
The Elf-bane spider usually uses its psionic abilities (shadow-form and
|
||
chameleon power) to close to within a hundred yards of its prey. It then
|
||
initiates its displacement power and dashes to the attack at full speed.
|
||
It attacks with its bite, which causes 1d6 points of damage; however, its
|
||
most dangerous form of attack is its poison. As soon as it has
|
||
incapacitated a victim, the spider will pick the body up and move to a safe
|
||
location where it can digest its meal.
|
||
The severity of a bite from an Elf-bane spider varies as a function of
|
||
the victim's race, affecting onset time, damage, and saving throw
|
||
adjustment, see the table below. The adjustment to the victim's saving
|
||
throw is cumulative with any other adjustments, such as those due to low or
|
||
high constitution. For example, while Gwenn, an Elf, faces immediate death
|
||
(with a -4 penalty to her save) should she be bit; Halminok, a Dwarf, has a
|
||
good chance (+4 bonus to his save) to remain unaffected, especially if he
|
||
also has a high constitution (he still takes biting damage, of course).
|
||
|
||
RACE CLASS ONSET STRENGTH ADJUSTMENT
|
||
-----------------------------------------------------------------
|
||
Elf E immediate death/20 -4
|
||
Half-elf D 1-2 min 30/2-12 -2
|
||
Mul B 2-12 min 20/1-3 +2
|
||
Dwarf A 10-30 min 15/0 +4
|
||
Human/others C 2-5 min 25/2-8 0
|
||
|
||
The Elf-bane spider does not spin a stationary web. However, if
|
||
seriously wounded (i.e., HPs fall below 25% of normal), it will attempt to
|
||
flee by shooting a single 9' long strand of web at the nearest target using
|
||
its normal THAC0 versus AC 10 (modified by target's DEX). If the strand
|
||
hits, it raps around the victim-- treat as per Spider Strand spell (see
|
||
Dragon Kings). Any creatur man-sized or smaller is immobilized and cannot
|
||
move. Any large creature is impeded and moves at half rate, attacking only
|
||
half as often with a -2 penalty to the attack roll. Any huge or gargantuan
|
||
creature is unaffected. In order to break free of the strand, the victim
|
||
must make a successful half bend bars roll FOR EACH YARD of the strand
|
||
(i.e., 3 separate rolls). A large creature is no longer impeded after
|
||
breaking 1 yard, a man-sized creature is no longer immobilized after
|
||
breaking 1 yard and no longer impeded after breaking 2 yards, a small
|
||
creature is no longer immobilized after breaking 2 yards and no longer
|
||
impeded after breaking 3 yards, and a tiny creature remains immobilized
|
||
until all 3 yards are broken. The strand may be cut at the rate of 1 yard
|
||
per round (if the target is immobilized, he cannot attempt to cut the
|
||
strand).
|
||
|
||
Habitat/Society: The Elf-bane spider is a solitary creature, pursuing its
|
||
prey across the burning sands; however, it is not uncommon to find several
|
||
spiders independently following the same Elven tribe.
|
||
Elf-bane spiders mate twice a year, for one week immediately following
|
||
High Sun and one week immediately following Low Sun. As with most spiders,
|
||
the male is significantly smaller than the female, but with few exceptions
|
||
(HD 5; THAC0 15; SZ M), his stats are identical to the female's. She will
|
||
invariably kill him after mating if he is slow in his escape (an odd carry-
|
||
over from their origins, since she cannot digest him). The female wraps
|
||
her fertilized eggs in a web ball and buries them beneath the sand; after
|
||
two months, 3d6+2 young emerge. They mature quickly, reaching full size
|
||
before the next mating period.
|
||
|
||
Ecology: Scholars dispute the origin of the Elf-bane spider. Some hold
|
||
the view that today's spiders are the descendants of spiders originally
|
||
created by the sorcerer-king Andropinis of Balic in order to protect his
|
||
orange groves from Elven thieves. Their psionic abilities and resistance
|
||
to magic have been offered as evidence for this theory. Others believe
|
||
that a long forgotten Dwarven civilization bred these spiders to be used in
|
||
a standing conflict with an equally ancient Elven nation. The fact that
|
||
Dwarves are highly resistant to this spider's poison is often cited as
|
||
support for this latter theory.
|
||
Elf-bane spiders do not collect treasure, and their nomadic nature
|
||
prevents them from accumulating incidental valuables. They produce little
|
||
of value (although some would say that killing Elves is value enough);
|
||
however, those skilled in herbalism or the making of poison (such as bards)
|
||
can extract enough poison from one spider for 2d6 applications--the poison
|
||
has the same properties as above and retains its potency for 1 Athasian
|
||
week (i.e., 15 days).
|
||
|
||
|
||
Yugoloth, Charon
|
||
|
||
Climate/Terrain: The River Styx
|
||
Frequency: Unique
|
||
Organization: Solitary
|
||
Activity Cycle: Any
|
||
Diet: None
|
||
Intelligence: Godlike(21+)
|
||
Treasure: Nil
|
||
Alignment: Neutral Evil
|
||
|
||
No. Appearing: 1
|
||
Armor Class: -5
|
||
Movement: 18" over all surfaces
|
||
Hit Dice: 140 hp
|
||
THAC0:
|
||
No. of Attacks: 1
|
||
Damage/Attack: 2-8+paralysis
|
||
Special Attacks: Gaze inspires fear
|
||
Special Defences: Nil
|
||
Magic Resistance: 80%
|
||
Size: M (6' tall)
|
||
Morale: Fearless (19-20)
|
||
XP Value: 38,000
|
||
|
||
The river Styx links the topmost layers of the Lower Planes, and its
|
||
branches can be found anywhere from the Nine Hells to the Abyss. When
|
||
encountered, the river is a deep, swift, and unfordable torrent. Those who
|
||
touch or drink from the Styx will forget their past lives completely. A
|
||
saving throw applies. If save is made, treat as a forget spell cast by a
|
||
15th-level wizard. The safest passage across the Styx is by the skiff of
|
||
Charon, boatman of the Lower Planes. Charon appears as a skeletal man with
|
||
a haggard face and glowing eyes. He is normally dressed in royal robes or
|
||
ermine and silk.
|
||
|
||
Combat: Charon will not transport any beings that do not pay his price, and
|
||
he has several abilities to enforce this. His gaze causes fear (as wand)
|
||
to all he views. He strikes with a long pole, causing 2-8 points of damage
|
||
and paralysis (saving throw applies) for 2-8 turns. Charon may also tap
|
||
the power of the river Styx itself, causing it to rise up and attack like a
|
||
16 hit dice water elemental. Any hit by this river-incarnation does 5-30
|
||
points of damage and causes the target to save or lose its memory. Charon
|
||
may at any time summon 3-18 Marraenoloth or 2-12 Hydroloths who will appear
|
||
in 1-3 rounds.
|
||
|
||
Psionics Summary:
|
||
Level Dis/Sci/Dev Attack/Defense Score PSPs
|
||
----------------------------------------------
|
||
13 5/7/24 All/All Int 300
|
||
|
||
Common/Sciences/Devotions:
|
||
<20>Psychometabolism - Sciences: Energy Containment
|
||
Devotions: Body Equilibrium, Body Weaponry
|
||
<20>Clairsentient - Sciences: Object Reading, Sensitivity to
|
||
Psychic Impressions
|
||
<20>Psychoportation - Sciences: Probability Travel
|
||
|
||
Habitat/Society: Charon may be summoned only on the banks of the Styx. Any
|
||
of the following spells attract his attention: holy or unholy word, conjure
|
||
elemental, summoning an invisible stalker or aerial servant, or a symbol
|
||
of any type. He will appear with a large black skiff that holds 10, and if
|
||
requested will ferry his charges to the topmost layer of any Lower Plane.
|
||
His cahrge is a magic item, a silk bag of 100 pp, or two gems of 500+ gp
|
||
value. Charon never carries this treasure but distibutes it among his
|
||
servants, the Marraenoloth (see PlaneScape).
|
||
|
||
Ecology: Charon's form may be destroyed, but he is never truly slain, as he
|
||
is native to all 5 of the lower planes. His form will cease to exist on
|
||
that plane for a single day before returning.
|
||
|
||
Errors in the Complete Psionics Handbook
|
||
----------------------------------------
|
||
|
||
|
||
Psychokinesis Discipline
|
||
|
||
The following PK devotions do not require Telekinesis as a prerequisite:
|
||
Animate Shadow, Control Light, control Sound, Molecular Agitation, Soften,
|
||
and Telekinesis. All others have Telekinesis as a prerequisite.
|
||
|
||
|
||
Telepathy Disciplinces
|
||
|
||
Telepathic Defense modes have no prerequisites. All prerequisites should
|
||
be ignored! A character does not need access to Telepathy to get Defense
|
||
modes.
|
||
|
||
The mind link power is not a prerequisite for the following powers:
|
||
Empathy, ESP, Identify Penetration, IncarnationAwarness, Psychic
|
||
Impersination, Send Thoughts. Mind link has never been a prerequisite for:
|
||
Ejection, Conceal Thoughts, Contact, Life Detection, Mind Bar, Psionic
|
||
Blast, and Psychic Messenger. Mind Link is a prerequisite for all other
|
||
Telepathic powers.
|
||
|
||
Psychic Crush should be a devotion and Psionic Blast should be a science.
|
||
|
||
All refernces to Telepathic power (or prerequisite)should be changed to
|
||
mind link power instead.
|
||
|
||
On page 75 the heading for Fate Link power is missing.
|
||
|
||
Ego Whip and Mind Thrust both require contact as a prerequisite.
|
||
|
||
|
||
Psionic Monster list
|
||
|
||
Brain Mole: Refernces to the amplification power should be changed to
|
||
Psychic Drain. Also, Mind Thrust is a Telepathic Power not MetaPsionic.
|
||
|
||
Intellect Devourer(adult):Refernces to the Amplication powers should be
|
||
changed to Pyschic Drain. Also, Ectoplasmic Form should be listed as
|
||
Discpline not a science.
|
||
|
||
Odds for winning initiative with and without Combat Mind
|
||
--------------------------------------------------------
|
||
|
||
Throughout this discussion, it will be assumed that initiative is being
|
||
rolled between two people, with no special modifiers other than the
|
||
modifier provided by Combat Mind. The two people will referred to as
|
||
Person 1, and Person 2.
|
||
|
||
Odds of winning initiative without Combat Mind:
|
||
|
||
The top row of the table below represents all the possible initiative
|
||
rolls for Person 2, and the first column is all possible initiative rolls
|
||
for Person 1. The entries of the table represent all possible outcomes of
|
||
the initiative rolls of each person.
|
||
|
||
1 2 3 4 5 6 7 8 9 10
|
||
-----------------------------------------------------------------------
|
||
1 |(1,1) (1,2) (1,3) (1,4) (1,5) (1,6) (1,7) (1,8) (1,9) (1,10)
|
||
2 |(2,1) (2,2) (2,3) (2,4) (2,5) (2,6) (2,7) (2,8) (2,9) (2,10)
|
||
3 |(3,1) (3,2) (3,3) (3,4) (3,5) (3,6) (3,7) (3,8) (3,9) (3,10)
|
||
4 |(4,1) (4,2) (4,3) (4,4) (4,5) (4,6) (4,7) (4,8) (4,9) (4,10)
|
||
5 |(5,1) (5,2) (5,3) (5,4) (5,5) (5,6) (5,7) (5,8) (5,9) (5,10)
|
||
6 |(6,1) (6,2) (6,3) (6,4) (6,5) (6,6) (6,7) (6,8) (6,9) (6,10)
|
||
7 |(7,1) (7,2) (7,3) (7,4) (7,5) (7,6) (7,7) (7,8) (7,9) (7,10)
|
||
8 |(8,1) (8,2) (8,3) (8,4) (8,5) (8,6) (8,7) (8,8) (8,9) (8,10)
|
||
9 |(9,1) (9,2) (9,3) (9,4) (9,5) (9,6) (9,7) (9,8) (9,9) (9,10)
|
||
10 |(10,1) (10,2) (10,3) (10,4) (10,5) (10,6) (10,7) (10,8) (10,9) (10,10)
|
||
|
||
By counting the number of entries where each person wins initiative,
|
||
and the number of entries where there is a tie in initiative, it can be
|
||
seen that each person has a 45% chance of winning initiative, and there is
|
||
a 10% chance of a tie.
|
||
|
||
Odds of winning initiative with Combat Mind:
|
||
|
||
It will be assumed here that Person 2 is using Combat Mind, so the top
|
||
row entries for that person run from 0 to 9 instead of 1 to 10.
|
||
|
||
0 1 2 3 4 5 6 7 8 9
|
||
-----------------------------------------------------------------------
|
||
1 |(1,0) (1,1) (1,2) (1,3) (1,4) (1,5) (1,6) (1,7) (1,8) (1,9)
|
||
2 |(2,0) (2,1) (2,2) (2,3) (2,4) (2,5) (2,6) (2,7) (2,8) (2,9)
|
||
3 |(3,0) (3,1) (3,2) (3,3) (3,4) (3,5) (3,6) (3,7) (3,8) (3,9)
|
||
4 |(4,0) (4,1) (4,2) (4,3) (4,4) (4,5) (4,6) (4,7) (4,8) (4,9)
|
||
5 |(5,0) (5,1) (5,2) (5,3) (5,4) (5,5) (5,6) (5,7) (5,8) (5,9)
|
||
6 |(6,0) (6,1) (6,2) (6,3) (6,4) (6,5) (6,6) (6,7) (6,8) (6,9)
|
||
7 |(7,0) (7,1) (7,2) (7,3) (7,4) (7,5) (7,6) (7,7) (7,8) (7,9)
|
||
8 |(8,0) (8,1) (8,2) (8,3) (8,4) (8,5) (8,6) (8,7) (8,8) (8,9)
|
||
9 |(9,0) (9,1) (9,2) (9,3) (9,4) (9,5) (9,6) (9,7) (9,8) (9,9)
|
||
10 |(10,0) (10,1) (10,2) (10,3) (10,4) (10,5) (10,6) (10,7) (10,8) (10,9)
|
||
|
||
Again, by counting the number of entries, we can determine the
|
||
probability of each person winning initiative, and the probability of a
|
||
tie. As can be seen, Person 1 has a 36% chance of winning initiative,
|
||
Person 2 has a 55% chance of winning initiative, and there is a 9% chance
|
||
of a tie. This represents a significant improvement for the person using
|
||
Combat Mind.
|
||
|
||
-------------------- End --------------------
|
||
|
||
the t
|