T H E S & P P S I O N I C S N E T B O O K
---------------------------------------------------------------------------
-Psionics are a supernatural force, but, unlike magic, it does not come
from the world. It does not come from a deity. It does not come from
other planes of existance. It comes from within. Generated by all living
creatures, day in, day out, it is a silent force, a power. A power which
can be harnessed by those with the Will, by those who know the Way. Come.
You know the Way.-
---------------------------------------------------------------------------
T A B L E O F C O N T E N T S
* TEXT VERSION: Plain text version here @
http://www.oocities.com/Area51/Zone/4123/netpsi2.txt
* Introduction: Just what is this net book for?
* Rules
* Basics: Welcome to S&P Psionics 101!
* Optionals: Fixes and expansions to the published rules.
* Useful charts: Basic Mechanics, Armor, Proficiencies
* Character Classes
* Psionicist: character class overview and breakdown
* Psychic: a chaotic "version" of the psionicist
* Psypher: a brand new, generic warrior character class
* Monk: this monk is no priest; he's devoted to self-improvement
* New...
* Disciplines: Monk Paths; Metapsionics reprint; Stealth Telepathy
* Powers: Several useful powers which weren't included in the books.
* Monsters: Every DM's plothook.
* Items: Confuse and amuse your veteran PCs!
* Credits and Links: Roll 'em!
* Appendicies
1 Varient System: A varient psionic system comprised of the new and the
old.
2 Converting Between Systems: Rule-of-thumb for converting power scores
between CPH and S&P
3 Mental Hit Points: The most common revision of psionic combat
4 Astral Space: Explore the weird effects and interactions of psionics
and the Astral Plane
* Feedback: Questions, Comments, and Suggestions are welcome!
* Go to Pscion's Campaign World Magincia
* Download THE WILL & THE WAY (in RTF format)
I now have an online copy of THE WILL & THE WAY here at my site, in case
TSR changes their site again. You can get the pictures and cover art from
TSR at http://www.tsr.com/ADND/WillWay.html.
---------------------------------------------------------------------------
INTRODUCTION
-"All along, my question has not been how, but why."-
Psionics is one of those really cool concepts that suffer from poor
implementation. Many people believed that the psionics presented in -The
Complete Psionics Handbook- were too powerful. But since the new rules for
psionics in -Player's Option: Skills & Powers- as well as the revised -Dark
Sun- boxed set suffered from even more problems than the original, I've
compiled this netbook in order to correct the problems.
If you believe psionics are too powerful, a score of optional rules allow
the DM to adjust the power level. If you believe psionics is un-medieval,
well, AD&D has always been a fantasy game, never a medieval one (and this
goes double for Planescape players). And, if you still don't like the psion
icist character class and/or wild talents, perhaps you can still use
psionics in the form of another character class.
This net book was compiled by me, Pscion, the Scion of Psionics, and
specific parts of it (very important parts, mind you) were developed by
others, who I mention in the ever-growing credits section. If you've
anything useful to contribute, email me.
- Pscion, June 1999
---------------------------------------------------------------------------
RULES
-"The way mind games were meant to be played."-
As your introduction to S&P psionics begins, we will start with the simple
side of psionics, initiating a non-telepathic power. Those characters and
creatures who possess the ability of using psionics - called a psionic in
this netbook - have a score called MTHAC0, which is analogous to a
character's THAC0. At first level, MTHAC0 is 20, and will decrease with
experience. Exceptional intelligence can give a to-hit bonus, much like
exceptional strength and dexterity modifies THAC0.
Now, every psionic power has at least two statistics: MAC and Cost. MAC is
to MTHAC0 as AC is to THAC0, and also ranges from 10 (easy powers) to -10
(incredibly difficult powers). COST is the amount of PSPs (psionic
strength points) which is required to use a power. It is listed as two
numbers; the first number is the PSPs expended if the power succeeds, the
second number is the PSPs expended if the power fails. TO DETERMINE IF A
POWER WORKS, roll 1d20. You must roll equal to or higher than your MTHAC0
minus the power's MAC (its kinda like a mental attack roll).
-Example: As a 6th level psionicist, Rys's MTHAC0 is 15. To initiate his
Body Control power (MAC=5, Cost=6/2), he must have at least 6 PSPs, and
roll (15 - 5) 10 or higher on 1d20. If he succeeds, he spends 6 PSPs. If
the roll fails, he has expended 2 PSPs, and may try again next round,
assuming he still has enough PSPs.-
That's all there is to the simple powers (anything extra, such as variable
MAC or Cost scores, are in the individual power descriptions). Now we move
on to the harder part, telepathic powers. A few telepathic powers work the
same exact way. They are recognized by not requiring 'contact'. The rest
require 'contact'.
As far as a psionic is concerned, there are TWO STATES OF MIND, open and
closed. Most telepathic powers require the recipient to have an open (also
called 'contacted') mind. This is accomplished in one of two ways: either
the subject is willing, or the psionic forces the mind to open. Once the
mind is open (contacted), any telepathic power may be used upon it by
initiating the power same as Rys did with Body Control above. But, its the
forcing that gets complex. Forcing another's mind to open is called
contacting, and is done by the five psionic attacks.
The five PSIONIC ATTACKS are listed in S&P as proficiencies, partially
because they do not have a MAC like the normal powers. So how is an attack
initiated? Creatures as well as psionic powers have a MAC. Its usually 10,
unless high attributes improve it. To psychically attack another, pay the
PSP cost, and roll the attacker's MTHAC0 against the victim's MAC.
-Example: Rys wants to Ego Whip a fighter bearing down on him. The
fighter's MAC is 9 (he has a high Wisdom). Rys has 4 PSPs, and needs to
roll (15 - 9) 6 or higher to hit. If his attack roll fails, 2 PSPs are
used up instead.-
Damage done is recorded as a reduction in PSPs, and contact is granted
when the current PSP score reaches 0. If the victim is a non-psionic, and
therefore has no PSP score, rolls a saving throw vs. paralyzation to
resist contact. ONCE CONTACT IS GAINED, HOW IS IT SEVERED? For the
non-psionic, a save vs paralyzation is granted every round. For the
psionic with 0 PSPs, contact is broken when he a) regains PSPs, usually
via a Receptable (see power), b) he uses the Ejection power (see power),
or c) 1d4+1 rounds have passed, after which a Wisdom check with a -3
penalty is granted every round. When contact is severed, any telepathic
powers in operation cease to function.
-The fighter Rys just ego whipped makes his save. Next round, Rys tries
again. This time, the fighter fails his save. The fighter has been
contacted, and now Rys will use a telepathic power to immobilize his
opponent.
Afterward, Rys is attacked by another psionic, who reduces Rys to 0
PSPs. Rys has been contacted, and cannot reclose his mind for at least
1d4+1 rounds. While the psionic tries to successfully initiate Dominate,
Rys runs forward to stick a sword in him.-
There are ways, however, of defending oneself against psychic attacks, and
that is the five PSIONIC DEFENSES. Also proficiencies in the same sense as
the attacks, they have only a PSP cost. By paying the cost, consult Table
76 in S&P for the to-hit modifier for the power. Notice that a psionic
defense does not always help, as the Mind Thrust vs Mind Blank example
shows.
This is the absolute basic amount of info for using S&P psionics. There
are a few numeric modifiers due to circumstance, but those can be found by
reading S&P.
---------------------------------------------------------------------------
OPTIONAL RULES
-"The story rules! But the rules are a different story..."-
SHORT CIRCUIT! (IMPRISONING A PSIONICIST)
It is highly problematic for DMs to keep a psionicist in jail,
especially a psychoporter. The Short Circuit rule states that psionics
cannot work when there is an enclosed loop of metal or obsidian around the
head. This includes helmets, crowns, and circlets. This is actually
putting the already-printed 'no helmets' rule to good use. The DM may
limit the ARMORED PSIONICIST option for S&P character classes to maintain
game consistency.
WHAT ARE YOU? (IDENTIFYING A PSIONICIST)
A jailer's second problem is determining who is and isn't a psionicist.
Firstly, any adventurer who doesn't have big weapons/armor, spellbook,
holy symbol, lockpicks, musical instrument, or what-have-you is suspect.
Secondly, many big cities have an enchanted/empowered gem which can detect
psionics. Slavers are known to use blind helmets on everybody - metallic
devices which not only are locked onto the person (a la Man In The Iron
Mask) and can be daisy-chained to others like it, but also block sight so
the slaves cannot see where they are being led. In some campaigns, the
psionically-endowed are required to bear a mark - a tattoo - proclaiming
their power and their alliegence. Such a mark may not only tell the
teacher, guild, or institution to which the bearer belongs, but also
perhaps his primary discipline of study. Such marks are also enchanted or
specially treated to be visible, or visible with aid, even while the
psionic uses a psychometabolic power to change form or cover it up.
SKILLS & POWERS WILD TALENTS
Rather than rolling the percentage dice to determine if a character is a
wild talent, pay character points for the ability:
-Psionic Wild Talent- (5/15): Characters who purchase this ability gain a
psionic devotion for 5 points or science for 15. Prerequisite powers must
be purchased first. DM has final approval on which powers may be bought,
and may adjust their character point cost.
-Psionic Defenses/Attacks- (5/10): Characters who purchase this ability
gain a psionic defense at experience levels 1, 4, and 8. As a 10 point
ability, the character also gains a psionic attack at each of those
levels.
PSIONIC ATTACKS
One of the biggest problems with the 5 telepathic attacks is that, on
average, they do more PSP damage to the user than the victim. The fix is
to raise the PSP damage.
Attack Cost Original Dmg Fix Effect vs. Contacted Victim
Mind Thrust 2/1 1d4 1d4 lose use of a randomly determined psionic power
Ego Whip 4/2 1d6 1d6+1 dazed: 1d4 rounds; -5 to rolls; spell level 3 max
Id Insinuation 6/3 1d8 1d8+2 cannot act for 1d4 rounds*
Psychic Crush 8/4 1d10 1d10+3 1d6 hit point loss
Psionic Blast 10/5 1d12 1d12+4 1d8 hit point loss
* The Will & the Way states that the victim still can defend himself
with full AC.
* -Optional Rule-: Successful attacks enrage the id and may allow it to
take over. When this happens, the character is considered in a Berserker
Rage, granting +3 to hit and damage, is immune to enchantment/charm spells
as well as telepathic powers, and enjoys the benefits of a -haste- spell.
PSIONIC SPECIALIZATION AND MASTERY
There are three areas in which a psionicist can specialize: psionic
attacks, psionic defenses, and psionic powers. Specialization is
accomplished by spending an extra slot on the power/proficiency. Note that
if one specializes in a psionic attack, for example, then it will not be
possible to gain all 5 psionic attacks. Mastery is accomplished by
spending a third slot on the power/proficiency. These are the effects of
specialization and mastery.
Area Specialization Effects Mastery Effects
Psionic attack +1 to-hit, +2 to-damageExtra attack every other round Total of +3 to-hit, +3 to-damagePSP cost of attack halved
Psionic defense +2 MAC bonusPSP cost reduced by 1 Total +3 MAC bonusTotal PSP cost reduction of 2
Psionic power +2 to-hit bonusCritical hit chance increases by one Total +3 to-hit bonusPSP cost reduced by 5
PSIONIC DEFENSES
Normally, defenses were only helpful 40% - 60% of the time. This way of
doing psychic defenses results in a flat bonus to MAC. The relative power
has been kept, so Mind Blank is still a useless defense against Mind
Thrust. Initialization of a defense does not require a roll and never
fails, so there is only one listed PSP cost.
Defense Cost EW II MT PB PsC
Thought Shield 2 0 0 10 1 4
Mind Blank 3 5 10 0 3 3
Intellect Fortress 4 9 3 9 6 7
Mental Barrier 5 10 7 5 4 2
Tower of Iron Will 6 8 7 10 7 9
NON-PSIONICIST DEFENSE TECHNIQUES: By spending the round concentrating, a
non-psi can improve his MAC score by 2 for that same round. But the best
defense is to break the attacking telepath's line-of-sight. Unfortunately,
this only works BEFORE he contacts you.
-Optional Rule-: Use psionic defenses actively, to parry the incoming
attack(s) by rolling the defender's MTHAC0 against a MAC of 5, modified by
table 76 in S&P.
-Example: Rys is attacked by an Ego Whip. Using Mind Blank, Rys rolls his
MTHAC0 of 14 against a MAC of 5, modified by the +3 from table 76. Rys
needs to roll a (14 - 5 + 3) = 12 or better to parry.-
TANGENTS REVISED
Tangents were a cool idea in the old rules, but weren't implemented very
well. 'Three strikes and you're out' didn't take into account differences
in experience levels or psionic ability. So vary the number of tangents
required. For characters of equal levels, three tangents are required. For
every 3 levels of difference, the number of required tangents changes by
one in favor of the higher level character. Contact always requires at
least one tangent. Remember that tangents aren't needed for willing
subjects.
-Optional Rule-: Add an extra required tangent when the victim is also a
psionicist. Just remember that on average psionicists have a better MAC
than the non-psionic, so each tangent is a bit more difficult to acquire.
-Optional Rule-: Require that all tangents need to be established in a
row. As soon as one attack fails, the attacker must start over. This makes
psychic combat difficult, indeed.
-Optional Rule-: A simple fix to the old system, which requires exactly 3
tangents for contact, would be to grant a saving throw vs. paralyzation
against each tangent (but no save against contact itself). Combined with HI
GH LEVEL SAVING THROW MODIFIERS, this would be a fair system.
BETTER PSP CONFIGURATION
The old rules didn't vary PSPs like hit points. When that was changed in
the new rules, it caused wild talents to receive more PSPs than
psionicists do, especially after passing 9th level. The following chart
suggests a fix. For those who favor a fixed rate, it is listed in
brackets. Remember that PSP bonuses due to high Con, Int, and Wis all
apply until Name level (9th level for most classes). Upon reaching Name
level, only the Wisdom bonus applies.
Class Level 1 (initial) Levels 2 - Name Name Level+
Psionicist 15 + 1d6 [20] 1d8 [5] 3
Monk 15 + 1d6 [20] 1d8 [5] 3
Psychic 15 + 1d6 [20] 1d8 [5] 3
Psypher 15 + 1d4 [17] 1d6 [3] 2
Wild talent 10 + 1d3 [12] 1d4 [2] 1
PSP RECOVERY
The old rules allowed PSPs to recover gradually, based on one's physical
activity for the hour.
Physical Activity Old Rules Alternate Mental Activity
Hard Exertion none none Concentrating, studying
Walking, Riding 1/2 turns 1/hour Alert (reading, paying attention)
Sitting, Resting, Reading 1/turn 1/turn Relaxing, sleeping, repetitive physical action
Rejuvenating, Sleeping 2/turn 10% of max Meditating, Rejuvenating
-Optional Rule-: One can recover PSPs based upon one's mental activity
rather than physical.
-Optional Rule-: If Mental Hit Points are used, they are recovered by
spending 1 PSP per MHP to recover.
-Optional Rule-: If both Mental Hit Points and PSPs are used, one can
recover based upon a one kind of activity and the other recovers based
upon the other kind of activity.
3 - 2 - 1 - CONTACT
To clarify the books, I present to you a short synopsis of how contact
works in S&P rules.
* The Contact proficiency is used when the psionicist tries to contact a
willing subject. A proficiency check is rolled, but no PSPs are spent,
either for success or failure. In calm circumstances, the DM will probably
assume contact is automatic, since a failed roll loses only a round of
time. But in a combat situation, the psionicist loses his action for the
round if the contact attempt fails.
* Psionic attacks are used when the psionicist tries to contact an
unwilling subject. Psionic attacks have two range restrictions: line of
sight and so-many yards. Both of these requirements must be satisfied for
the psionicist to mentally attack someone. This means that 1) victims may
protect themselves by hiding; and 2) the psionicist CANNOT attack someone
far away, even with clairvoyant abilities.
* Contact can be done quietly. This is called Stealth Contact, and it is
more difficult to establish than normal, overt contact. If the attempt
fails, the victim notices it. If the attempt succeeds, the victim must
make a save vs paralyzation to notice. A bonus applies to this save equal
to 1 per 10 PSPs the victim has currently.
1 Stealth contact is not possible if a psionic defense is in place
(i.e., PSPs are being expended for defense).
2 There are range restrictions: line-of-sight and within 30 yards.
3 A stealth attempt takes 1d10 rounds "testing the waters".
4 The PSP cost is the victim's level or hit die multiplied by three.
5 A -4 MTHAC0 penalty is incurred to the roll, to reflect the required
precision. -Optional Rule-: Stealth contact is temporary; all stealth
attempts are automatically detected after 2d4 rounds.
* Contacting creatures of different life orders incurs penalties, either
to the Contact proficiency roll, or to any and all MTHAC0 rolls. To use
the chart, find the psionicist's race along the top row, and the victim's
race underneath.
Human/Demihuman Thri-kreen Pterran Aarakocra Penalty
Mammal Insect Reptile Bird 1
Marsupial Arthropods Amphibian Reptile, Amphibian 2
Bird Fish Fish Fish 3
Reptile, Amphibian Reptile, Amphibian Arachnid, Insect Mammal 4
Fish Bird Bird Insect 5
Arachnid, Insect Mammal Mammal Arachnid 6
Monster Monster Monster Monster 7
Plant Plant Plant Plant 8
-Optional Rule-: If the DM does not want low-level psionicists contacting
all manner of things, then it is perfectly possible to require that the
psionicist's XP level be at least equal to the MTHAC0 penalty listed on
the chart. For example, contacting a giant spider requires at least a
level 6 psionicist and incurs a -6 penalty to MTHAC0.
-Optional Rule-: Many MACs listed for monsters do not take into account
the difference in life order of the participants. If a red dragon has a
listed MAC of 7, that is for other red dragons. A human psionicist has an
additional -7 penalty to his MTHAC0 since his target is a monster (moreso
than a reptile). Combined with the above optional rule, a psionicist would
have to be at least 7th level just to attempt contacting a red dragon, and
even then the effective MAC is 0.
* Contact can be done over a long distance, but only if the subject is
willing. This is because the psionic attacks have range restrictions, and
contact can't be forced without the attacks. The subject will feel the
contact attempt, and, on a successful Wisdom/Intuition check, realizes who
contactor is. A psionicist using Psychic Impersonation can fool the
subject into thinking he's someone else. The chart displays penalties to
the Contact proficiency check.
Distance Penalty
Line of Sight 0
1 mile 1
10 miles 3
100 miles 5
1,000 miles 7
10,000 miles 9
-Optional Rule-: If the DM does not want low-level psionicists contacting
people hundreds or thousands of miles away, then it is perfectly possible
to require that the psionicist's XP level be at least equal to the MTHAC0
penalty listed on the chart. For example, contacting someone 100 miles
away requires at least a level 5 psionicist and incurs a -5 penalty to
MTHAC0.
* -Optional Rule-: To vary the amount of telepathic power of individuals,
the DM may have a Telepathic devotion Contact. The power version of
Contact may give the Distance, Life Order, or Stealth capabilities, or any
combination of the three. These abilities would not come with the
proficiency. The DM may also withhold some combination of these
capabilites from wild talents, as well.
PSIONIC CRITICAL HITS
Normally, contact with a psionic mind is granted after that mind has
been reduced to 0 PSPs. However, as an optional rule, contact may be
granted early if the attacker scores a critical hit in psionic combat.
It's suggested you use the same method of determining -when- a critical
hit happens. Here, only the -effects- of a psionic critical hit are
presented (with three different systems). There is no additional effect
against non-psionic characters for a psionic critical hit.
-Critical Hit Effect: Official-: The victim gets a save vs. paralyzation
to keep his mind closed UNLESS the attack caused at least 25% PSP damage
(that's 25% of the victim's PSP maximum), in which case contact is
automatic.
-Critical Hit Effect: Home Brew-: Figure PSP damage as normal, but
immediately roll the attack again. If the second roll succeeds, contact
is granted. (If the second roll is also a critical, apply the PSP damage
again and yet roll again.) The additional roll(s) is not an actual attack,
just a mechanic to determine severity.
-Critical Hit Effect: Simple-: PSP damage is doubled. Note that this
tends to even the odds a little between psionicists of different levels.
It is not recommended that contact is granted by this system, because it
evens the odds between levels by a lot.
-Critical Hit Effect: Tangents-: A critical hit yields an extra tangent
(or an extra chance at one).
-Critical Hit Effect: Stealth-: A critical hit scored on a Stealth Contact
attempt causes the victim to automatically fail the saving throw.
PSIONIC FUMBLES
Just as its possible to screw up in physical combat, it's perfectly
possible to screw up in psionic combat as well. It's suggested you use the
same fumble mechanic for psionic combat as physical. Here, only the
effects of that fumble are presented; use one or more of them.
-Fumble Effect: Brain Fart-: The psionic attack (or power) cannot be used
for 1d4 rounds.
-Fumble Effect: Wide Open-: The psionicist has a -2 to his MAC until his
next attack.
-Fumble Effect: Tangents-: A pre-existing tangent is lost.
-Fumble Effect: Stealth-: If the psionicist fumbled a Stealth Contact
attempt, then the victim received contact with the fumbler's mind rather
than vice-versa. Optionally, if the victim is not a psionic, then the
fumbler's identity and location become known to the victim.
HIGH LEVEL SAVING THROW MODIFIERS
It has been suggested that a system be installed that makes it more
difficult to resist higher-level psionicists, or for a higher-level
character to resist a lower-level psionicist. This problem is present
throughout the AD&D system, and has finally been touched upon by the
presentation of Saving Throw Modifications by Level, a set of new rules
presented within the -DMs Option: High Level Campaigns- sourcebook (table
36, p.143).
For example, let's consider a 7th level fighter attempting to close his
mind from the intrusions of 12th level psionicist. When the fighter makes
his saving throw vs paralyzation, his roll would normally need be 10 or
better. Due to the higher level of his psionicist attacker, this saving
throw is penalized, requiring a 14 or better. If the fighter were to have
been of higher level than his attacker, the saving throw would have
received a bonus.
In HLC, the psionicists do not have a chart. For them, use the same chart
as the Rogue.
HIGH STATS AND POWER CHECKS
In the old rules, a character with a high Constitution had a greater
than normal chance of initiating many psychometabolic powers. In the new
rules, a MTHAC0 bonus is granted from a high Intelligence, no matter the
power or discipline. To bring back this inclination toward certain
disciplines, the MTHAC0 bonus comes from Int, Wis, or Con, depending.
Discipline Relevant Ability
Psychoportive, Psychokinetic Intelligence
Clairsentient, Telepathic Wisdom
Psychometabolic, Metapsionic Constitution
MISCELLANEOUS RESTRICTIONS
DMs wanting to curb their psionic PCs can also use these tried-and-true
techniques:
* DISTASTEFUL POWER SELECTION: Require teachers (until 7th level or so)
(maybe just for sciences)
* COWARDS: Characters normally gain experience points for being in
danger; no danger, no XP
* ETHEREAL SNIPERS: you cannot attack something in another
Plane/Dimension
* BRAINWASHING THE KING: psionic guards (Psyphers are ideal)
* CONTROL PSPS: psionically dead areas; varient PSP recovery system
* PROBLEMS: Cerebral Parasites; the psychic wind; astral storms;
migranes
THE FINAL RULE
Many problems crop up with specific powers in specific situations. All
too frequently this is blamed on the "deficiencies" of the psionics
system, or the "overpowered" strength of the abilities. Whenever a player
attempts something which the DM does not approve of, the DM should ask
himself, "Could a wizard (or cleric) do this?" Frequently, the answer is
yes. For example, substitute Wraithform for Ectoplasmic Body or Shadow
Form, and a wizard could do the same trick. But by some unexplained
phenomenon, only such devious tricks are tried by players with psionic
characters. They rely on the DM's relative inexperience with the psionics
system. If they try the trick with a wizard, the DM has much more
confidence in what wizards can and can't do, and will more readily say,
"No, that is not possible.". Remember this, DMs!
---------------------------------------------------------------------------
USEFUL TABLES
Game Mechanics involving Psionics
Ability Score Base MAC MAC bonus PSP bonus MTHAC0 bonus
---> Wis Int Wis,Int,Con Int *(Wis,Con)
15 or less 10 0 0 0
16 9 -1 +1 +1
17 8 -1 +2 +1
18 7 -2 +3 +2
19 6 -2 +4 +2
20 5 -3 +5 +3
21 4 -3 +6 +3
22 3 -3 +7 +3
23 2 -4 +8 +4
24 1 -4 +9 +4
25 0 -4 +10 +4
* Intelligence only, unless Optional Rule: High Stats and Power Checks is
used
Psionicist Non-Weapon Proficiency Group
Proficiency Slots Ability Where Found
Alchemy 2 Int - 3 Spells & Magic
Anatomy 2 Int - 2 Spells & Magic
Concentration 2 Wis - 2 Spells & Magic
Crystal Focus 1 Wis - 1 The Will and the Way
Ejection 1 Wis - 3 (new)
Gem Cutting 2 Dex - 2 Player's Handbook
Harness Subconscious 2 Wis - 1 Complete Psionics Handbook; Skills & Powers
Hypnosis 1 Chs - 2 Complete Psionics Handbook; Spells & Magic
Investigation 1 Int - 2 Spells & Magic
Law 1 Int - 0 Spells & Magic
Meditative Focus 1 Wis + 1 Complete Psionics Handbook; Skills & Powers
Musical Instrument 1 Dex - 1 Player's Handbook
Power Manipulation 2 Int - 4 The Will and the Way
Psionic Lore 1 Int + 1 The Will and the Way
Reading / Writing 1 Int + 1 Player's Handbook
Rejuvenation 1 Wis - 1 Complete Psionics Handbook; Skills & Powers
Religion 1 Wis + 0 Player's Handbook
------------ - -------- General Proficiency Group:
Mental Armor 1 Wis - 2 Skills & Powers
Contact 1 Wis - 0 Skills & Powers
Armor Penalty
Padded, Studded leather, Leather, Hide 0
Brigandine, Ring, Scale, Splint mail 1
Chain mail, Banded mail 2
Plate mail 3
Field plate 5
Full plate 7
---------------------------------------------------------------------------
THE PSIONICIST
-"Do you mind?"-
ABILITY REQUIREMENTS: Constitution: 11 ; Intelligence: 12 ; Wisdom: 15
PRIME REQUISITES: Constitution, Wisdom
RACES ALLOWED (& LEVEL LIMIT): Human (U); Half-humans (12); Elf (8);
Gnome (8); other (10)
The psionicist uses the power of his mind and body to accomplish feats
some would call 'magic'. However, psionics is not magic; magic is an
external force, infusing the world and environment, while psionics is an
internal force, infusing one's self. The psionicist uses this internal
energy in a similar way that a mage uses his external force.
ALIGNMENT: A psionicist may not have a chaotic alignment, due to the
discipline required. A wisdom check at half is called for each day a
psionicist has a chaotic alignment. Failing this check results in a loss
of a randomly determined discipline.
WEAPONS: Psionicists disdain mundane weapons, and as such are limited to
small ones generally weighing six pounds or less: hand crossbow, dagger,
dart, dirk, knife, sickle, and short sword. Multi-classed psionicists may
also use weapons of their other class.
ARMOR: Armor interferes with a psionicist's concentration, so only
padded, hide, leather, and studded leather are allowed. Multiclassed
psionicists also have this penalty.
-Optional Rule-: Wearing other types of armor is possible, but it incurs
an MTHAC0 penalty. See the appropriate table in the CHARTS section.
PROFICIENCIES: In the chart below, both systems of proficiencies are
listed. Psionicists get the Contact non-weapon proficiency free.
Proficiencies Initial # levels Char. Pts
Weapon (-4) 2 5 6
Non-Weapon 3 3 7
MISCELLANEOUS: All psionicists have a +2 bonus vs Enchantment/Charm
spells. A psionicist becomes a contemplative master at 9th level, and
starts to attract beginning psionicists as students. Psionicists may
dual-class under the normal rules. Dwarves, halflings, and half-humans may
multiclass, though combinations are limited to non-magical classes:
Fighter/Psionicist and Thief/Psionicist.
CLASS BREAKDOWN
Psionicists get 40 character points for purchasing class abilities. Normally, these points are spent on Access to Disciplines (25), Psionic Attacks/Defenses (5), Followers (5), and Saving Throw Bonus (5).
ACCESS TO DISCIPLINES (5-25): It costs 5 points per discipline to which
the psionicist has access. For example, if the psionicist wanted access to
4 disciplines, it would cost 20 character points. The standard psionicist
purchases all 5 disciplines for 25 points.
ARMORED PSIONICIST (10/15): This psionicist can use his abilities while
wearing the armor of his choice, though with MTHAC0 penalties (see CHARTS
section) and he still cannot use helmets. As a 15 point ability, there are
no MTHAC0 penalties, and helmets are OK. This option may be limited or
disallowed by the DM; see SHORT CIRCUIT! (IMPRISONING A PSIONICIST)
optional rule for details.
COMBAT BONUS (10): A psionicist with this ability uses the priest's THAC0
table.
DISCIPLINE FOCUS (10): The psionicist's MTHAC0 scores in his primary
discipline are increased by +2. Furthermore, the chance for a critical hit
when using a power in his primary discipline increases by 1.
FAST ADVANCEMENT (5): Upon reaching a level up, this psionicist receives
extra PSPs. If a variable rate is used, this psionicist instead rolls the
next larger die size. If a flat rate is used, two extra PSPs are gained
per level up.
FOLLOWERS (5/10): By purchasing this skill, a psionicist can gain
followers as described in S&P if he builds a sanctuary and is at least 9th
level. If this is purchased as a 10 point ability, the psionicist can
attract followers whenever he establishes a sanctuary, regardless of
level.
HIT DIE BONUS (10): Psionicists with this ability use 1d8 to determine
their hit points instead of 1d6.
OVERDRAW (10): This ability allows a psionic to overdraw PSPs. This
means, when his PSPs are spent, he may directly spend hit points as PSPs
with a 2:1 ratio (2 hit points = 1 PSP). Caution must be exercised, as it
is perfectly possible to kill oneself. After overdrawing, he must recover
the overdrawn PSPs before he can recover normal PSPs. To keep track of
overdrawn PSPs, its best to record the current PSP score as a negative
number.
PSIONIC ATTACKS/DEFENSES (5): Psionicists who purchase this ability gain
psionic attacks and defenses automatically by level advancement. The rate
of acquisition is listed in S&P, p.154, table 80.
SAVING THROW BONUS (5): Psionicists with this ability gain a +2 bonus to
all saving throws vs enchantment/charm spells.
WARRIOR HIT POINT BONUS (5): A psionicist with this ability can enjoy the
benefits of a high Con score as if he were a fighter. For example, a
psionicist with Con 18 would gain 4 bonus hp instead of 2.
WEAPON SPECIALIZATION (15): The psionicist can specialize in a particular
weapon. The character point cost for gaining proficiency and
specialization in the weapon must be met in addition.
OPTIONAL RESTRICTIONS
ARMOR RESTRICTION (5): The psionicist cannot wear any kind of armor.
AWKWARD FOCUSING METHOD (3/5): The psionicist must do something that
could be awkward in order to focus his mental energies. For example, he
may be required to sit in the lotus position, gaze upon a crystal, or
vigorously massage his temples. As a 5 point restriction, the requirement
becomes a little more uncomfortable or difficult, such as requiring one's
breath to be held, only upon seeing one's own blood, or being in a
particular mood, such as fright, ectasy, dazed, etc.
COMBAT PENALTY (5): A psionicist with this restriction uses the wizard's
THAC0 table.
DISCIPLINE WEAKNESS (5/10): The psionicist just "doesn't get" a
particular discipline. MTHAC0 for all powers in a single discipline are
worsened by 2. The chance of a fumble is increased by 1. This restriction
and its resulting points do not take effect until the psionicist has a
discipline to which to apply it. It is rare a newly-created character will
possess this. As a 10 point restriction, the weak discipline is the
psionicist's primary discipline.
IMMATURE MIND (5): The psionicist with this restriction is unable to
grasp the complexities of a particular discipline. No sciences may be
learned from that discipline.
LIMITED MAGICAL ITEM USE (5+): A psionicist with this restriction
disdains enchanted items as a crutch for the weak and refuses to use
certain categories of magical items. For each barred category, he receives
5 points. The categories are: potions/oils/scrolls,
rings/rods/staves/wands/miscellaneous, and weapons/armor.
LIMITED PSIONIC ITEM USE (5): Due to the psionicist's peculiar nature
(and/or personality), he cannot create or use psionic items. He may not
learn Empower.
OBVIOUS USE (3/5/7): When the psionicist uses his powers, any nearby
psionics are subjected to an irritating telepathic buzz. Monsters are
prone to attack, and even benevolent people may be inclined to ask you to
stop. It is the equivalent to yelling at the top of your lungs when
carrying on a conversation with someone who is standing next to you. As a
5 point restriction, nearby non-psionic people experience haziness, hear a
constant telepathic buzzing noise, or receive a temporary headache while
the psionicist exercises his power. As a 7 point restriction, all of the
above still apply, plus visible effects manifest in the form of rippling
air, as in a mirage, about the psionicist's head and/or hands.
SLOW ADVANCEMENT (5): Upon reaching a level up, this psionicist receives
fewer PSPs. If a variable rate is used, this psionicist instead rolls the
next smaller die size. If a flat rate is used, two less PSPs are gained
per level up. Regardless, a level up will always yield at least one PSP.
UNQUIET MIND (5): The psionicist's mind is naturally in a chaotic state.
An additional round of concentration is required before power use.
WEAPON RESTRICTION (5/10): As a 5 point restriction, the psionicist may
only use weapons allowed to a mage. As a 10 point restriction, the
psionicist cannot use any weapons.
---------------------------------------------------------------------------
THE PSYCHIC
-"Am I cursed with a Gift, or gifted with a curse?"-
ABILITY REQUIREMENTS: Constitution: 11 ; Wisdom: 14 ; Charisma : 12
PRIME REQUISITES: Wisdom, Charisma
RACES ALLOWED (& LEVEL LIMIT): Human (U); Half-humans (12); Other (10)
A psychic is a wild talent who decides to study and develop the innate
power she possesses. This power, called 'the Gift', is often not wanted by
those who have it. A person with such a power is prone to seeing and
hearing things that can't or shouldn't be seen or heard. Lucky individuals
learn a degree of control over the ability. The unlucky ones go insane, or
are burned at the stake, or both.
ALIGNMENT: Psychics possess a non-lawful alignment. Lawful characters
suppress too many of their inner desires and urges in deference to
society. This also suppresses the mind's natural power. A wisdom check at
half is called for each day a psychic acts in such a reserved way. Failing
this check results in a loss of a randomly determined power.
WEAPONS: Psychics have no preference either way for weapons, and so may
use any weapon they have the strength to wield. Multi-classed psychics
must still abide by the weapon restrictions of their other class.
ARMOR: Psychics have the same armor restriction as a psionicist, so only
padded, hide, leather, and studded leather are allowed. It is not
recommended any heavier armor be allowed due to the unlimited weapon
selection. Multiclassed psychics must also abide by this restriction.
PROFICIENCIES: In the chart below, both systems of proficiencies are
listed. Psychics cannot learn the Contact non-weapon proficiency, or the
psionic attacks and defenses. The DM may allow the psychic to slot them as
powers. Then again, he may not.
Proficiencies Initial # levels Char. Pts
Weapon (-4) 2 5 6
Non-Weapon 3 3 7
MISCELLANEOUS: Psychics may dual-class under the normal rules.
Half-humans may multiclass, pairing Psychic with Fighter or Thief. The DM
may also allow certain Clerical orders to multi-class with Psychic. Upon
attaining 9th level, psychics may attract fledling psychics, or seek out
similarly Gifted individuals. Unlike other character classes, this is not
a student/teacher relationship as psychic abilities can't exactly be
taught. Instead, the higher level psychic acts as a counselor, confidante,
or role-model to the developing psychic.
PSYCHIC POWERS: While psionicists and psychics have the same PSP
progression, psychic powers differ from psionic powers in several ways.
First, power acquisition is not preset; two psychics of the same level may
have a different number of powers. Secondly, power checks are more like
the CPH rules since it involves rolling 1d20 equal to or less than the
power's rank. Thirdly, telepathic powers have been weakened.
1 ACQUISITION: Psychics get Power Points to purchase powers (see chart
below). Powers may be chosen with no regard for discipline or relative
power. Pre-requisites do not have to be obeyed, with the exception of XP
level requirements. Also, all psychics receive a clairsentient science
free, which starts at rank 1. This unstable power can be used normally,
but it sometimes initiates without the psychic wanting it to (i.e., DM's
whim).
2 POWER CHECKS: To initiate a power, roll its rank or less on 1d20, and
pay the PSP cost. When a power is first acquired, its rank equals the
power's MAC. After a level up, all pre-existing powers (not newly acquired
ones) have their rank increased by one. Hence, a power known since first
level will have a higher chance of success than one gained at tenth level,
even if the first power was more difficult to begin with.
3 VARIABLE-MAC POWERS: Some powers' MAC vary with the extent of effects,
such as Teleportation. Acquire such a power by paying the (lowest) PSP
Failure cost, but set the rank to the lowest MAC (or 1). Newly acquired,
only the weakest effect can be used (like the shortest range on
Teleportation). At each level up, the next weakest effect becomes
available.
4 TELEPATHY: Telepathic powers requiring contact simply require a kind of
connection. For psychics, sciences require stronger connections than
devotions. Line of sight is a weak connection for devotions. Touch is a
strong connection for devotions, and a weak one for sciences. Eye contact
is always a strong connection. Once the connection is established, the
power check can be rolled. A modifier applies to the power check based
upon the levels of its participants. The modifier used for a strong
connection is the difference between the levels or hit dice (meaning a
bonus if the psychic's level is higher). Weak connections are similar
except that the psychic uses half her level. A subject's MAC-improving
items also apply to the roll.
5 DETECTING TELEPATHY: The subject receives a saving throw vs. spells,
modified by Wisdom, to detect the attempt. If both the power and the save
succeed, then the knowledge does not come to the subject until the psychic
ceases maintenance. If the subject has a psionic defense up, the attempt
is automatically detected. If the psychic's attempt succeeds, she learns a
psionic defense is active.
6 MAINTAINING TELEPATHY: Once the power check succeeds, the psychic may
release the subject, even letting him out of sight. She may maintain the
power as many times as her XP level until having to re-establish the
connection. Exactly how long this is depends on the power's renewal
period. Dominate is measured in rounds, while Fate Link is measured in
days.
SUMMARY OF POWER POINTS:
Received at first level = Half of Chs/Leadership, + 1d4
Received at level up = new XP level + 1d4
Received beyond level 9 = 2d4 per level up
Cost of acquiring a power = power's PSP Failure Cost
Cost of raising max PSP score = 1, (no more than 5 per level up)
Cost of one S&P character point = 1, (no more than 5 per level up)
Max # of points that can be saved til next level = half gained at
current level
CLASS BREAKDOWN
Psychics get 40 character points for purchasing class abilities. Normally, these points are spent on Access to Disciplines (25), Followers (5), and Wild Power [clairsentient science] (10).
ACCESS TO DISCIPLINES (5-25): It costs 5 points per discipline to which
the psychic has access. For example, if the psychic wanted access to 4
disciplines, it would cost 20 character points. The standard psychic
purchases all 5 disciplines for 25 points.
ARMORED PSYCHIC (15): This psychic can use her abilities while wearing
the armor of her choice, though with power rank penalties (see CHARTS
section). She still cannot use helmets. This option may be disallowed by
the DM; see SHORT CIRCUIT! (IMPRISONING A PSIONICIST) optional rule for
details.
CLAIRVOYANT (5): The psychic receives a power rank bonus of 2 to all
powers in the Clairsentience discipline. Furthermore, the chance for a
critical hit when using a clairsentient power increases by 1.
COMBAT BONUS (10): A psychic with this ability uses the priest's THAC0
table.
FAST ADVANCEMENT (5): Upon reaching a level up, this psychic receives
extra PSPs. If a variable rate is used, this psychic instead rolls the
next larger die size. If a flat rate is used, two extra PSPs are gained
per level up.
FOLLOWERS (5/10): By purchasing this skill, a psychic can gain 1d3
followers if she builds a sanctuary and is at least 9th level. If this is
purchased as a 10 point ability, the psychic can attract 2d4 followers
whenever she establishes a sanctuary, regardless of level. Followers are
usually psychics, though there is a slight chance (10%) a follower is a
non-psionic class.
HIT DIE BONUS (10): Psychics with this ability use 1d8 to determine their
hit points instead of 1d6.
OBVIOUS USE (3/5/7/10): When the psychic uses her powers, any nearby
psionics are subjected to an irritating telepathic buzz. Monsters are
prone to attack, and even benevolent people may be inclined to ask you to
stop. It is the equivalent to yelling at the top of your lungs when
carrying on a conversation with someone who is standing next to you. As a
5 point restriction, nearby non-psionic people experience haziness, hear a
constant telepathic buzzing noise, or receive a temporary headache while
the psychic exercises her ability. As a 7 point restriction, all of the
above still apply, plus visible effects manifest in the form of rippling
air, as in a mirage, about the psychic's head and/or hands. As a 10 point
restriction, frightening visual and/or audio effects occur, such as the
pupils of the eyes disappear or glow red, the voice sounds low and
demonic, or the character looks drenched in blood. Many psychics lost
their lives to villagers because of this restriction.
OVERDRAW (10): This ability allows a psychic to overdraw PSPs. This means
when her PSPs are spent, she may directly spend hit points as PSPs with a
2:1 ratio (2 hit points = 1 PSP). Caution must be exercised, as it is
perfectly possible to kill herself. After overdrawing, she must recover
the overdrawn PSPs before she can recover normal PSPs. To keep track of
overdrawn PSPs, record the current PSP score as a negative number. The
lost hit points must be recovered normally.
PSIONIC ATTACKS/DEFENSES (5): Psychics who purchase this ability may slot
psionic attacks and defenses as powers. The initial rank of an attack or
defense is 10 minus the PSP cost. Note that a psychic cannot use psionic
attacks to establish contact.
SAVING THROW BONUS (5): Psychics with this ability gain a +2 bonus to all
saving throws vs enchantment/charm spells.
STRONG GIFT (10): The psychic receives 2 extra power points per level up.
TELEPATH (5/10): As a 5 point ability, line-of-sight sustains a weak
connection for telepathic sciences. As a 10 point ability, the above
applies, and touch sustains a strong connection for telepathic sciences
(meaning sciences are as easy to use as devotions).
WARRIOR HIT POINT BONUS (5): A psychic with this ability can enjoy the
benefits of a high Con score as if she were a fighter. For example, a
psychic with Con 18 would gain 4 bonus hp instead of 2.
WEAPON SPECIALIZATION (15): The psychic can specialize in a particular
weapon. The character point cost for gaining proficiency and
specialization in the weapon must be met in addition.
WILD POWER (5/10): The psychic receives a power which is not under her
complete control. As a 5 point ability, the power is a clairsentient
devotion. As a 10 point ability, the power is a clairsentient science, or
a psychokinetic devotion. The DM may choose the power, or simply approve a
player's choice.
OPTIONAL RESTRICTIONS
ARMOR RESTRICTION (5): The psychic cannot wear any kind of armor.
AWKWARD FOCUSING METHOD (3/5): The psychic must do something that could
be awkward in order to focus her mental energies. For example, she may be
required to sit in the lotus position, gaze upon a crystal, or vigorously
massage her temples. As a 5 point restriction, the requirement becomes a
little more uncomfortable or difficult, such as requiring one's breath to
be held, only upon seeing one's own blood, or being in a particular mood,
such as fright, ectasy, dazed, etc.
COMBAT PENALTY (5): A psychic with this restriction uses the wizard's
THAC0 table.
DISCIPLINE WEAKNESS (5/10): The psychic just "doesn't get" a particular
discipline. MTHAC0 for all powers in that discipline are worsened by 2.
The chance of a fumble is increased by 1. This restriction and its
resulting points do not take effect until the psychic has a discipline to
which to apply it. It is rare a newly-created character will possess this.
As a 10 point restriction, the weak discipline is the psychic's primary
discipline.
IMMATURE MIND (5): The psychic with this restriction is unable to
grasp the complexities of a particular discipline. No sciences may be
learned from that discipline.
LIMITED MAGICAL ITEM USE (5+): A psychic with this restriction cannot use
certain categories of magical items. For each barred category, she
receives 5 points. The categories are: potions/oils/scrolls;
rings/rods/staves/wands/miscellaneous; weapons/armor.
LIMITED PSIONIC ITEM USE (5): Due to the psychic's peculiar nature, she
cannot create or use psionic items. She may not learn Empower.
LIMITED TELEPATHY (5/10): As a 5 point ability, eye contact is required
for a strong connection for telepathic devotions. As a 10 point ability,
the above applies, and touch is required for a weak connection for
telepathic devotions (meaning the devotions are as hard to use as the
sciences). Note that with the 10 point restriction, having line-of-sight
is useless.
SLOW ADVANCEMENT (5): Upon reaching a level up, this psychic receives
fewer PSPs. If a variable rate is used, this psychic instead rolls the
next smaller die size. If a flat rate is used, two less PSPs are gained
per level up. Regardless, a level up will always yield at least one PSP.
SLOW GIFT (5): The psychic requires an additional round of concentration
to use a power.
WEAK GIFT (10): The psychic receives 2 fewer power points at a level up.
WEAPON RESTRICTION (5/10/15): As a 5 point restriction, the psychic may
only use weapons allowed to a psionicist. As a 10 point restriction, the
psychic may only use weapons allowed to a mage. As a 15 point restriction,
the psychic cannot use any weapons.
---------------------------------------------------------------------------
THE PSYPHER
-"By weapon and wisdom, I shall triumph."-
ABILITY REQUIREMENTS: Strength: 12 ; Constitution: 13 ; Intelligence: 12
; Wisdom: 15
PRIME REQUISITES: Strength; Wisdom; Constitution
RACES ALLOWED: All (same as Psionicist)
A psypher is a warrior who realizes that a sword arm cannot solve all
problems. Through meditation and dedication, a psypher develops his mind,
making it as sharp as his mundane weapons. Psyphers may use any weapon
and any armor, though armor heavier than studded leather incurs MTHAC0
penalties (see CHARTS section). A psypher who spends a weapon proficiency
slot on a type of armor has that penalty halved.
Psyphers have all the normal Warrior abilities, including THAC0, hit dice,
Saving Throws, allowed types of magical items, and melee attacks per
round. A psypher uses the same Experience Point and Level Progression
table as Rangers and Paladins (i.e. 2,250 XP required for 2nd level; 4,500
XP for 3rd, etc.). A psypher's MAC is figured just like any warrior, and
although psyphers are allowed the psionicist non-weapon proficiency group,
the Mental Armor proficiency gives them only a +1 to MAC, just like any
other warrior.
Since psyphers have psionic powers, they must keep a non-chaotic alignment
at all times, or start to lose their psionic powers, just like a normal
psionicist would. A psypher has access to one and only one discipline,
chosen at character creation. It may -not- be changed afterward. Psionic
defenses come naturally with level advancement, psionic attacks must be
purchased with proficiency slots, and only four of each may be learned. A
psypher's MTHAC0 is equivalent to a priest's THAC0. Unless the optional
PSP acquisition rate rule from the Rules section is used, PSPs for a
psypher are figured as follows:
AT 1ST LEVEL: Base Score = 15 + 1d4, modified by Wisdom, Constitution,
and Intelligence
AT A LEVEL UP: Gain 1d4+1 additional PSPs, modified by Wisdom,
Constitution, and Intelligence
STARTING AT 10TH LEVEL: Gain 2 additional PSPs, modified by Wisdom only
Psyphers recover PSPs at the same rate as anyone else. Humans may
dual-class as usual. Dwarves, halflings, and half-humans may multiclass as
a Psypher/Thief.
---------------------------------------------------------------------------
Psypher's Psionic Abilities per Experience Level
XP Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
MTHAC0 20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8 8
Sciences 0 0 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6
Devotions 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Defenses 1 1 1 2 2 2 3 3 3 4 4 4 4 4 4 4 4 4 4 4
CLASS BREAKDOWN
Psyphers get 25 character points for purchasing class abilities. Normally, these points are spent on Access to Disciplines [one, full] (10), Armored Psypher (5), Followers (5), and Psionic Defenses/Attacks (5).
ACCESS TO DISCIPLINES (5+/10+): It costs 10 points to gain full access to
a discipline. Minor access is granted by 5 points, meaning the character
can only learn devotions. The standard psypher purchases full access to
one discipline for 10 points.
AFFINITY FOR PSIONICS (5+): For every 5 points, the psypher with this
talent has access to sciences and devotions as if he were one level
higher, to a maximum of 3 levels higher as a 15 point talent. For example,
a 1st level psypher with this 10 point talent has 1 science and 3
devotions. MTHAC0 and PSPs remain unchanged.
ALERT PSYPHER (5): While all warriors learn to hone their senses, this
psypher raises it to an art form. He has a +1 bonus to his surprise roll.
Every 5 levels, his chances of being surprised drops again as the bonus
increases by 1.
ARMORED PSYPHER (5/10): This psypher can use his abilities while wearing
armor heavier than studded leather, but with MTHAC0 penalties, and he
cannot use helmets. As a 10 point ability, there are no MTHAC0 penalties,
and helmets are allowed. The standard psypher purchases the 5 point
ability. This option may be limited or disallowed by the DM; see SHORT
CIRCUIT! (IMPRISONING A PSIONICIST) optional rule for details.
DISBELIEF BONUS (5): This psypher is so analytical he receives an +2
bonus to saving throws against and disbelieving illusions.
DISCIPLINE FOCUS (10): The psypher's MTHAC0 scores in his primary
discipline are increased by +2. Furthermore, the chance for a critical hit
when using a power in his primary discipline increases by 1.
FAST ADVANCEMENT (5): Upon reaching a level up, this psypher receives
extra PSPs. If a variable rate is used, this psypher instead rolls the
next larger die size. If a flat rate is used, two extra PSPs are gained
per level up.
FOLLOWERS (5/10): By purchasing this skill, a psypher can gain followers
if he builds a sanctuary and is at least 9th level. If this is purchased
as a 10 point ability, the psypher can attract followers whenever he
establishes a sanctuary, regardless of level. Followers are usually other
psyphers, psionicists, psychics, and warriors.
GUARDED MIND (5+): The psypher has a neat, orderly, and tightly guarded
mind, granting him a +2 MAC bonus. This option may be taken up to 3 times.
OVERDRAW (10): This ability allows the psypher to overdraw PSPs. This
means, when his PSPs are spent, he may directly spend hit points as PSPs
with a 2:1 ratio (2 hit points = 1 PSP). Caution must be exercised, as it
is perfectly possible to kill oneself. After overdrawing, he must recover
the overdrawn PSPs before he can recover normal PSPs. To keep track of
overdrawn PSPs, its best to record the current PSP score as a negative
number.
PSIONIC COMBAT BONUS (5): The psypher uses the psionicist's MTHAC0 table.
PSIONIC DEFENSES/ATTACKS (5/10): A psypher who purchases this 5 point
ability automatically gains a psionic defense at experience levels 1, 4,
7, and 10. In addition, psionic attacks may be slotted by spending a
proficiency slot. As a 10 point ability, psionic attacks are also
automatically gained at each of those levels.
QUICK PSYPHER (5): While all warriors learn to react quickly out of
necessity, this psypher creates a study of it. He has a +1 bonus to his
initiative. Every 6 levels, this bonus increases by one.
SAVING THROW BONUS (5): Psyphers with this ability gain a +2 bonus to all
saving throws vs enchantment/charm spells.
WEAPON SPECIALIZATION (5): The psypher can specialize in a particular
weapon. The character point cost for gaining proficiency and
specialization in the weapon must be met in addition.
OPTIONAL RESTRICTIONS
ARMOR RESTRICTION (5): The psypher cannot wear any kind of armor.
AWKWARD FOCUSING METHOD (3/5): The psypher must do something that could
be awkward in order to focus his mental energies. For example, he may be
required to sit in the lotus position, gaze upon a crystal, or vigorously
massage his temples. As a 5 point restriction, the requirement becomes a
little more uncomfortable or difficult, such as requiring one's breath to
be held, only upon seeing one's own blood, or being in a particular mood,
such as fright, ectasy, dazed, etc.
COMBAT PENALTY (5/10): A psypher with this 5 point restriction uses the
priests's THAC0 table. As a 10 point restriction, he uses the
psionicist/rogue THAC0 table.
DISCIPLINE WEAKNESS (10): The psypher just "doesn't get" his primary
discipline. MTHAC0 for all powers in that discipline are worsened by 2.
The chance of a fumble is increased by 1.
ETHOS (5+): The psypher has a particular ethos or code of honor he must
follow. If the ethos is especially restrictive it may count as more than 5
points, by DM discretion.
HIT DIE PENALTY (10/15): Psyphers with this 10 point restriction use 1d8
to determine their hit points instead of 1d10. As a 15 point restriction,
1d6 is used.
INABILITY WITH PSIONICS (5+): For every 5 points, the psypher with this
talent has access to sciences and devotions as if he were one level lower,
to a maximum of 3 levels lower as a 15 point restriction. For example, a
psypher with this 10 point limitation does not start receiving psionic
powers until third level. MTHAC0 and PSPs remain unchanged.
LIMITED MAGICAL ITEM USE (5+): A psypher with this restriction disdains
enchanted items as a crutch for the weak and refuses to use certain
categories of magical items. For each barred category, he receives 5
points. The categories are: potions/oils/scrolls,
rings/rods/staves/wands/miscellaneous, armor, and weapons.
LIMITED PSIONIC ITEM USE (5): Due to the psypher's peculiar nature, he
cannot create or use psionic items. He may not learn Empower.
OBVIOUS USE (3/5/7): When the psypher uses his powers, any nearby
psionics are subjected to an irritating telepathic buzz. Monsters are
prone to attack, and even benevolent people may be inclined to ask you to
stop. It is the equivalent to yelling at the top of your lungs when
carrying on a conversation with someone who is standing next to you. As a
5 point restriction, nearby non-psionic people experience haziness, hear a
constant telepathic buzzing noise, or receive a temporary headache while
the psypher exercises his power. As a 7 point restriction, all of the
above still apply, plus visible effects manifest in the form of rippling
air, as in a mirage, about the psypher's head and/or hands.
PSIONIC COMBAT PENALTY (5): The psypher uses the wild talent's MTHAC0
table.
SLOW ADVANCEMENT (5): Upon reaching a level up, this psypher receives
fewer PSPs. If a variable rate is used, this psypher instead rolls the
next smaller die size. If a flat rate is used, two less PSPs are gained
per level up. Regardless, a level up will always yield at least one PSP.
WEAPON RESTRICTION (5/10): As a 5 point restriction, the psypher may only
use weapons allowed to a thief. As a 10 point restriction, the psypher may
only use weapons allowed to a psionicist.
---------------------------------------------------------------------------
THE MONK
-"Why, oh why, does he call me 'grasshopper'?"-
ABILITY REQUIREMENTS: Strength: 11 ; Dexterity: 15 ; Constitution: 13 ;
Intelligence: 9 ; Wisdom: 15
PRIME REQUISITES: Dexterity; Constitution; Wisdom
RACES ALLOWED: Human (U), Half-human (12)
This monk character class is not a priest, by any stretch of the
imagination. This class belongs to the Psi group (as opposed to Priest or
Rogue groups). The monk is an ascetic; a loner who by discipline,
devotion, and determination seeks to improve himself in body, mind, and
spirit. The XP progression chart used for monks is the same as a
psionicist (i.e., 2,200 for level 2; 4,400 for level 3, etc).
ALIGNMENT: A monk must retain a lawful alignment because of the strict
discipline his occupation requires. For every day the monk fails this
restriction, he effectively loses an experience level.
WEAPONS: The monk seeks to improve himself in martial combat, and
frequently by the most 'pure' form possible. Hence, monks specialize in
unarmed combat. Monk characters get an additional initial weapon
proficiency slot, as well as an additional slot at every fourth level,
which must be spent on an unarmed combat form: punching, wrestling, and/or
any of the martial arts detailed in -Combat & Tactics-. With this 'extra'
art, a monk has a warrior THAC0. Monks do not suffer penalties from
attacking an armed opponent, as their training specifically includes
techniques to be used against armed opponents. The monk may also learn
bludgeoning (type B) weapons. Monks try to become self-reliant, and so do
not train in the use of edged weapons. It becomes much too easy to become
reliant on the cutting power of iron and steel.
Monks have an additional ability to strike unarmed as if they were
wielding a magical weapon, allowing them to damage certain creatures. The
monk must invest 20 ch'i per plus in his limbs. This ch'i isn't spent, but
it does have to be there. The plus does not apply to the attack roll, but
it -can- apply to the damage roll if the monk spends as many points as the
plus. It takes one round to "power up", after which it can be maintained
with very little concentration.
-Example: Rashaar has 62 ch'i of his maximum 80. By investing 60 ch'i into
his limbs, he may strike as a +3 weapon. If he were at full strength, he
could strike as a +4. While no attack bonuses are granted, he can get that
+3 to damage by spending 3 ch'i upon attacking. Afterward, no matter if he
hits or misses, he has only 59 ch'i, and now can only strike as a +2.-
ARMOR: Monks do not wear armor for the same reason as they do not wield
sharp weapons. To compensate, they train in evasive techniques. Upon
attaining a level up, a monk may choose to lower his AC by 1, or his MAC
by 1, with a score of 0 as the best he may get in both abilities. So if a
monk lowers his AC at every level up, he'll have an AC of 0 upon attaining
tenth level, and may not lower it any further. This doesn't take into
account the AC bonus granted by dexterity. He may lower one or the other
by 1 during character creation (i.e., upon attaining first level, lower AC
or MAC by 1). They are allowed the use of magical rings, bracers, sashes
and such which improve AC and/or MAC while not hindering the monk.
PROFICIENCIES: Monks, as a psi class, have basically the same weapon and
non-weapon proficiency slots as the psionicist, to be spent however s/he
feels. However, monks receive an additional initial weapon proficiency
slot for an unarmed combat form, and at every fourth level, they get an
additional slot which also must be spent on an unarmed combat form (see
the Weapon section, above). Monks have access to the general and
psionicist non-weapon proficiency groups, as well as access to any
physical proficiency in any other group at no extra cost (i.e., tumbling,
jumping, endurance, etc., but not disguise, gaming, etc.).
SCOUTING ABILITIES: Monks receive three special physical abilities. Move
Silently has a base chance of 10%. Hide in Shadows has a base chance of
5%. Climb Walls has a base chance of 20%. The monk receives 9 points at
each level up to distribute among those abilities; twice that at first
level.
All three work exactly like the thieving abilities, except for an
expansion of Climb Walls. If the monk falls while within 5 feet of a
wall/cliff/whatever, he may fall as many feet as his Climb Walls
percentage without injury. He accomplishes this by touching the wall and
uses the friction to slow his descent. Of course, the ability won't work
if he's unconscious, unable to move, etc.
MATERIAL RESTRICTION: As an ascetic, a monk tries to rid himself of
dependance upon material possessions. He donates excess money and
equipment to the needy. He does not keep more than he can carry, unless he
establishes a monastary. In that case, he keeps only enough money and
supplies to keep the place in working order.
PSIONICS: Monks have a vastly different approach to psionics. They do not
recognize the 'established' psionic disciplines, nor the distinctions of
'science' and 'devotion'. The disciplines, or 'paths', a monk has access
to are Body, Movement, Sensory, and Enlightened. Relative power of the
various abilities are called 'steps', of which there are 4 to each path.
Prerequisites for powers also differ from the psionicist. Weaker powers
such as Blink are required before gaining access to stronger powers such
as Teleport (you must learn to walk before you run).
Most monk powers operate on 'self' only; rarely does a monk get access to
a power which involves anything but himself. Those that do, such as
Empathy, are usually restricted in some way. Monks may not learn psionic
attacks, so cannot force entry. They do receive certain ways of
psionically defending themself (see the Armor section, above), though it
is not what a psionicist would call a true defense.
Finally, monks are devoted to treating the body, mind, and soul as one.
Throughout their physical training, for example, they learn how to throw a
kick, as well as how to leap great distances. Eventually, they learn to
do both in tandem, creating a leaping kick. Their mental training is
similar. For all monks, using a psionic power is not exclusive. This
means monks can use a psionic power and physically attack in the same
round. A monk can, at any time throughout combat, for example, spend 10
ch'i and double his number of attacks (assuming he makes Accelerate's
power check, of course). This ability is primarily for use with powers of
the Movement path.
USING PSIONICS: Monks do have maximum and current PSP scores, though they
call this inner power by a more ancient name, ch'i. Monks learn to
channel their ch'i to achieve their more spectacular effects. Through
meditation, they seek to enlighten themselves, thereby increasing their ch'
i. They receive the same amount of ch'i (PSP) points as a psionicist of
equal level (see BETTER PSP CONFIGURATION above).
Gaining access to paths and powers is fairly simple. There are 4 paths
(Body, Movement, Sensory, Enlightened), and 4 steps to each of those
paths. On the character sheet, record what step each path is at (they
start at 0). When choosing powers, you may only choose powers which have a
step equal to or less than your current step in the path the power is in.
At first level, a monk character has only one step and one power (see
chart below). He may put that step toward any one of the three paths. (On
the character sheet, put a 1 beside the chosen path. The other three
paths have a score of 0.) Now, choose a step one power from the path in
which you have the score in. Upon reaching level 2, another power is
granted, but not another step. Hence, pick another step one power in that
path. Upon reaching level 3, another step is granted. It may be put to
any of the paths (so your path scores will now either be 2,0,0,0 or
1,1,0,0). Now remember that, when choosing a power whose step is 2 or
higher, it may have a prerequisite.
-Example: Rashaar is a brand new 1st level monk. He decides to take the
first step on the Movement path, so his scores are Movement:1; Body:0;
Sensory:0; Enlightened:0. He now needs to decide which power he wants.
It needs to be a Movement power with a step of 1. He chooses Catfall.
Upon reaching second level, Rashaar has to choose another step 1
Movement power. He chooses Spider Touch.
Rashaar has now finally achieved 3rd level. He gains another step and
another power. He considers putting a step towards Sensory so he can get
the Danger Sense power, but instead decides to specialize in the Movement
path. His path scores are now at Movement:2; Body:0; Sensory:0;
Enlightened:0. For his new power, he wants TK flight, but cannot take it
because he doesn't already posses Levitate. He settles for Accelerate.
He'll probably learn Levitate at 4th level, since he'll have to wait until
5th level for Danger Sense, when he gains another step.-
SAVE BONUS: Monks, due to their knowledge, control, and general fitness of
their bodies and minds, receive a bonus of +2 to all saving throws versus
poison, paralyzation, and death magic.
FOLLOWERS: At 9th level, the master monk may establish his own monastary
and attract grasshoppers - er, beginning monks. His ascetic restriction is
somewhat lifted, as he may keep enough money and supplies to run the
monastary, though not at a profit. A possible exception would be the
monastary's library, a vast storehouse of ancient knowledge and wisdom.
CREATING TECHNIQUES AND PATHS: Upon attaining 9th level, a master monk may
create a new technique. Once the player and DM have settled upon the new
power's path, step, prerequisites, and normal power statistics and
effects, and the monk meets those requirements, the monk may begin to
create it. It takes as many months as the power's step of study and
experimentation, after which a Technique Check is rolled. A Technique
check is an MTHAC0 roll against the power's MAC with a to-hit penalty
equal to the power's step. Failure indicates another week of study and
experimentation.
Upon attaining 17th level, one is now a grandmaster monk, and may create a
new path. It takes six months of uninterrupted study, after which a
successful MTHAC0 attack roll against MAC 0 indicates he is finished.
Failure indicates another month of study and experimentation. The path may
contain old powers in a different order, new powers, and variations of old
powers. The grandmaster monk may not have all the powers in his new path -
especially if he has not created them yet - but old powers, including
variations, that he has from other paths he does possess.
SCRIBE SCROLLS: Upon attaining 12th level, a master monk may scribe
technique scrolls. A technique scroll contains all the knowledge of a
single power. Another monk can study one of these scrolls to learn that
technique, assuming he has all the necessary requirements (path, step,
power prerequisites). Scribing a technique requires a week of
uninterrupted study followed by a Technique Check (see above). Failure
indicates one must start over.
Learning a technique from a scroll is similar. Assuming he meets the
requirements of the technique, the monk may begin. It takes a month of
uninterrupted study and practice, followed by a Technique check (see
above). If the check fails, another one may be attempted after another
week of study.
Upon attaining 17th level, one is now a grandmaster monk, and may scribe a
path scroll. It contains the basic tenets, beliefs, and ideology so the
reader of the scroll may gain access to the new path. It is assumed that
the writer also writes technique scrolls for the new path. Learning a new
path from a scroll takes three months of uninterrupted study followed by
an MTHAC0 roll against MAC 0. Failure requires another month of study
after which the check may be rerolled. The DM may adjust the MAC score
based upon the difficulty of the path. Know that once success is attained,
it only makes it possible to learn powers within that path; learning the
path itself does not confer any powers.
---------------------------------------------------------------------------
Monk's Abilities per Experience Level
XP Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
MTHAC0 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Steps 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10
Powers 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
CLASS BREAKDOWN
Monks get 40 character points for purchasing class abilities. Normally, these points are spent on Access to Paths (20), Climb Walls (5), Followers (5), Hide in Shadows (5), Move Silently (5), Saving Throw Bonus (5), and the restriction Ascetic (-5).
ACCESS TO PATHS (5+): It costs 5 points per path to which the monk has
access. For example, if the monk wanted access to 2 paths, it would cost
10 character points. The standard monk purchases 4 paths for 20 points.
Many paths are school or monastary specific. This is caused by a
Grandmaster Monk establishing his school and teaching his favored powers.
Such a path still has some overall theme to it, and the path is usually
named after the grandmaster who created it.
AFFINITY FOR PSIONICS (5+): For every 5 points, the monk with this talent
has access to paths and steps as if he were one level higher, to a maximum
of 3 levels higher as a 15 point talent. For example, a 1st level monk
with this 10 point talent has 2 steps and 3 powers. MTHAC0 and ch'i remain
unchanged.
CLIMB WALLS (5): The monk may climb walls as a thief. If the monk falls,
and is within 5 feet of a wall/cliff, he may use the wall to slow his fall
- thereby escaping injury - for as many feet as the ability's percentage.
This ability is 20% initially, and yields 3 allocatable points per level
up for his scouting abilities.
COMBAT BONUS (5/10): A monk with this 5 point ability uses the priest's
THAC0 table for weapons. As a 10 point ability, the monk uses the warrior
THAC0 for weapons. Unarmed combat always has warrior THAC0.
DETECT NOISE (5): The monk may detect noise as a thief. This ability is
15% initially, and yields 3 allocatable points per level up for his
scouting abilities.
FAST ADVANCEMENT (5): Upon reaching a level up, this monk receives extra
ch'i. If a variable rate is used, this monk instead rolls the next larger
die size. If a flat rate is used, two extra ch'i points are gained per
level up.
FOLLOWERS (5/10): By purchasing this skill, a monk can gain followers if
he builds a monastary and is at least 9th level. If this is purchased as a
10 point ability, the monk can attract followers whenever he establishes a
monastary, regardless of level.
HIDE IN SHADOWS (5): The monk may hide in the shadows as a thief. This
ability is 5% initially, and yields 3 allocatable points per level up for
his scouting abilities.
HIT DIE BONUS (10): Monks with this ability use 1d8 to determine their
hit points instead of 1d6.
MOVE SILENTLY (5): The monk may move silently as a thief. This ability is
10% initially, and yields 3 allocatable points per level up for his
scouting abilities.
PATH SPECIALIZATION (5): The monk may specialize in a path, gaining a +2
to MTHAC0 for that path, and a -1 to MTHAC0 for all other paths.
PSIONIC DEFENSES (5): Monks who purchase this ability may slot psionic
defenses as proficiencies. The cost of each proficiency must be met in
addition.
SAVING THROW BONUS (5): Monks with this ability gain a +2 bonus to all
saving throws vs poison, paralyzation, and death magic.
READ LANGUAGES (5): The monk may read unfamiliar languages as a thief.
This ability is 5% initially, and yields 3 allocatable points per level up
for his scouting abilities.
WARRIOR EXCEPTIONAL STRENGTH BONUS (5): A monk with this ability may roll
for exceptional strength if his strength score is 18.
WARRIOR HIT POINT BONUS (5): A monk with this ability can enjoy the
benefits of a high Con score as if he were a fighter. For example, a monk
with Con 18 would gain 4 bonus hp instead of 2.
WEAPON SPECIALIZATION (15): The monk can specialize in a particular
weapon. The character point cost for gaining proficiency and
specialization in the weapon must be met in addition.
OPTIONAL RESTRICTIONS
ASCETIC (5): The monk lives a spartan life, donating excess money and
equipment to the needy. He cannot keep more than he can carry, unless he
has an established monastary, in which he will keep only enough to keep it
running.
COMBAT PENALTY (5/10/15): As a 5 point restriction, the monk uses priest
THAC0 for unarmed combat. As a 10 point restriction, the monk uses wizard
THAC0 for weapons. As a 15 point restriction, both apply.
LIMITED ITEM POSSESION (5): This monk never keeps more than 5 magic and
psionic items, total.
LIMITED MAGICAL ITEM USE (5+): A monk with this restriction cannot use
certain categories of magical items. For each barred category, he receives
5 points. The categories are: potions/oils/scrolls;
rings/rods/staves/wands/miscellaneous; weapons/armor.
LIMITED PSIONIC ITEM USE (5): Due to the monk's peculiar nature, he
cannot create or use psionic items. He may not learn Empower.
SLOW ADVANCEMENT (5): Upon reaching a level up, this monk receives fewer
ch'i. If a variable rate is used, this monk instead rolls the next smaller
die size. If a flat rate is used, two less ch'i are gained per level up.
Regardless, a level up will always yield at least one ch'i.
WEAPON RESTRICTION (5/10): As a 5 point restriction, the monk may only
use weapons allowed to a mage. As a 10 point restriction, the monk cannot
use any weapons. Neither have any effect upon his unarmed combat
abilities.
---------------------------------------------------------------------------
NEW DISCIPLINES
-"All one needs is a little discipline."-
The metapsionics discipline is reprinted for those of us who want to keep
it. A subdiscipline entitled Stealth has been put together from the
Telepathy discipline for a good reference for which powers do not catch a
victim's attention. How the listing is used is up to the DM. Finally, the
4 main paths for the monk are also listed, with power prerequisites in
parentheses.
Movement Path
Step 1 Step 2 Step 3 Step 4
Catfall Accelerate Probability Travel(Astral Projection) Dimension Walk(Shadow Walk)
Immovability Blink Shadow Walk Plane Shift(Probability Travel)
Levitate Time Dilation(T/S Anchor) Teleport (Blink) Time Travel(Time Shift)
Spider Touch TK Flight (Levitate) Time Shift(Time Dilation)
Time/Space Anchor Astral Projection Phase
Body Path
Step 1 Step 2 Step 3 Step 4
Adrenaline Control Body Equilibrium Chameleon Power(Alter Features) Body Control
Alter Features Expansion Regenerate Metamorphosis
Biofeedback Flesh Armor Ectoplasmic Form(Body Equilibrium) Shadow-form(Ectoplasmic Form)
Enhanced Strength Cell Adjustment Suspend Animation(Mind Over Body) Complete Healing
Mind Over Body Reduction
Photosynthesis
Sensory Path
Step 1 Step 2 Step 3 Step 4
All-round Vision Empathy Safe Path(Danger Sense) Clairaudience(Truthear)
Conceal Thoughts Cognitive Trance See Ethereal Clairvoyance(All-round Vision)
Danger Sense Life Detection Sensitivity toPsychic Impressions Precognition(Cognitive Trance)
Heighten Senses Mind Bar(Conceal Thoughts) Spirit Sense(Life Detection)
Fighting Trance Poison Sense(Danger Sense) Aura Sight(Empathy)
Truthear See Magic
Enlightened Path
Step 1 Step 2 Step 3 Step 4
Enhancement Cannabalize Convergence Appraise (Retrospection)
Intensify Gird (Prolong) Kikkoken (Psychic Blade) Subjective Reality
Magnify Psychic Blade(Intensify) Retrospection
Prolong Splice
Iron Will
Metapsionics Discipline
Sciences Devotions
Appraise Cannabalize Martial Trance Retrospection
Aura Alteration Cognitive Trance Probability Manip. Splice
Empower Convergence Prolong Stasis Field
Psychic Clone Enhancement Psionic Inflation Wrench
Psychic Surgery Fighting Trance Psionic Sense
Split Personality Gird Psionic Vampirism
Subjective Reality Intensify Psychic Blade
Supress Magic Iron Will Psychic Drain
Ultrablast Magnify Receptable
Stealth Subdiscipline (Telepathy)
Sciences Devotions
Fate Link* Amnesia* Awe Contact*
Hallucination Daydream ESP* False Sensory Input*
Superior Invisibility Invisibility Post-Hypnotic Suggestion Send Thoughts*
Sensory Suppression* Telemphatic Projection*
* Power check penalty for stealth use
---------------------------------------------------------------------------
NEW POWERS
-"Whoa! What the hell was that?!"-
Some of these powers have been converted from the original Psionics Net
Book, so may look kinda familiar. PSP Costs are for normal usage. If
initialization of a power fails, the cost is half the listed PSP Cost,
round down.
ANIMATE TATTOO
Disciplines: Psychometabolism [d]
MAC: 10
PSP Cost: 1/round
Range: touch
Area of Effect: individual
Prerequisites: none
This cosmetic power allows a psionicist to create and animate skin designs
on himself or others.
ANIMATE WATER
Disciplines: Telekinesis [d]
MAC: 7
PSP Cost: 3/round
Range: 50 yards
Area of Effect: 200 lbs.
Prerequisites: Telekinesis
This power brings liquids "to life". Besides making useful shapes, such
as a chair or boat, attacks can be made, as a creature with a MV of 12 and
a THAC0 equal to the psionicist's MTHAC0. The creature has an effective
strength equal to the psionicist's Intelligence, and does a base of 1d6
points of damage.
CONTACT
Disciplines: Telepathy [d]
MAC: equal to target's MAC
PSP: variable / half
Range: variable
Area of Effect: individual
Prerequisites: none
If the DM wishes, he may reserve Contact's special abilities - Stealth,
Life Order, Distance - for a power version. If so, then the contact
proficiency is a special case of the contact power.
The PSP cost is equal to the MTHAC0 penalties from the chart(s), except in
the case of Stealth, which has its own costs and such. If one tried to
contact a particular aarockra who's 10 miles away, the total MTHAC0
penalty (and PSP cost) would be 3 (bird) + 3 (10 miles) = 6. Contacting
this aarockra involves rolling your MTHAC0 (with a -6 penalty) against
this aarockra's MAC, and costs 6 PSPs per round to maintain.
CRYSTAL MIND
Disciplines: Telepathy [d]
MAC: 4
PSP Cost: 6 per round
Range: 0
Area of Effect: personal
Prerequisites: 10th level
While Crystal Mind is maintained, a psionic can initiate two powers per
round instead of one. Psionic attacks and defenses do not count as a power
for this purpose. Crystal Mind covers itself, so it can be initiated and
maintained simultaneously with another power.
DEFILE DEFLECTION
Disciplines: Metapsionics [s], Psychokinetic [s]
MAC: 5
PSP Cost: 5 per round
Range: 60 yards
Area of Effect: one creature/item
Prerequisites: none
This power creates a sort of bubble around the affected creature which
blocks the life-drain from defiling magic. While the power is maintained,
a being on one side of the bubble attempting to use defiling magic can
only draw upon what on that side of the bubble with him, including
himself. In that case, the defiler loses twice as many hit points as the
level of the spell cast.
EJECTION
Disciplines: Telepathic [s]
MAC: 8
PSP: 1 / 0
Range: 0
Area of Effect: personal
Prerequisites: none
Ejection is the final defense against unwanted contact. Once a psionic has
contact with another psionic's mind, the contactee can, assuming he still
has PSPs, eject the other. There are four instances in which a psionic may
be contacted but still have PSPs. One, the opponent scored a critical hit,
gaining early contact. Two, the opponent contacted stealthily, but has
since been found out. Three, the contactee has since gained PSPs, such as
through the use of a receptable. Finally, the contactee may have dropped
his defenses, allowing the opponent to contact him, for the specific
purpose of ejecting him again. This gutsy maneuver is usually only used
against a less-skilled adversary.
Ejection is risky for both participants. If the power succeeds, then both
the user and the opponent must save vs. paralyzation or suffer side
effects. If a save fails, use the number on the saving throw die to find
the effect. Notice that, the higher-level a character is, the lower the
save must be, and so the lesser the effect of ejection. This is one
instance where the OPTIONAL RULE: HIGH LEVEL SAVING THROW MODIFIERS can
come into play.
1 Lose 1d4 additional PSPs
2 Lose access to a randomly determined devotion for 1d10 hours
3 Lose 1d6 additional PSPs
4 Lose 1d4 hit points
5 Lose access to a randomly determined science for 1d10 hours
6 Lose 1d8 additional PSPs
7 Lose 1d6 hit points
8 Lose access to all sciences for 1d10 hours
9 Lose 1d10 additional PSPs
10 Lose 1d8 hit points
11 Lose access to a randomly determined discipline for 1d10 hours
12 Lose 1d10+10 additional PSPs
13 Lose 1d10 hit points
14 Lose 1 point of Constitution for one week
15 Lose access to all psionic powers for 1d10 hours
16 Lose 1 point of Intelligence for one week
17 Lose 1d10+10 hit points
18 Lose 1 point of Wisdom for one week
19 Lose consciousness for 1d10 days -Example: Thurak is an evil 2nd
level psionicist, and his master Brok is an evil 17th level psionicist.
Thurak tries to stealthily enter his master's mind to see if Brok killed
Thurak's parents. Brok detects the attempt, but lets Thurak in anyway,
determined to teach him a lesson. While Thurak is exploring Brok's
memories, Brok himself appears to Thurak in the mindscape, and tells
Thurak to mind his own business if he knows what's good for him. Brok then
uses the Ejection power.
Brok's save vs paralysis is 9, so the worst effect he could suffer from
ejection is losing access to all sciences for a few hours. Thruak's save
vs. paralysis is 13, so the most extreme effect he could suffer from
ejection is losing 1d10+10 PSPs (or, just under that, losing access to a
discipline for a few hours). If the high level saving throw modifiers rule
is used, Brok's save is 7, while Thurak's jumps to 16.-
-Optional Rule-: Ejection may be used as a proficiency in a manner
similar to contact. Even non-psionic characters could slot it. If an
effect from the chart does not apply, use the next most severe effect that
does apply.
ENERGY ASSIMILATION
Disciplines: Psychometabolism [s]
MAC: 5
PSP Cost: 3+
Range: 0
Area of Effect: personal
Prerequisites: Energy Containment OR Kinetic Control
This power enables a psionicist to safely convert energy absorbed from the
prerequisite powers into hit points by sending the energy through his
natural healing mechanisms. For every 3 PSPs spent, 5 of those stored
damage points can be converted into 1 hit point.
EXUDE MAGIC
Disciplines: Metapsionic [d], Psychokinetic [d]
MAC: 10
PSP: 1+ / 1+ per turn
Range/Area Of Effect: Self
Prerequisites: none
Allows a psi to power a spelljamming helm. PSP cost is 1/turn for a minor
helm or 2/turn for a major helm. One PSP per turn *can* be spent while on
a major helm, in which case it acts as if it were a minor helm. Power will
work even within a Dispel Magic area, thought the PSP cost is doubled.
This power has a few side effects. The psi will glow if Detect Magic is
cast on him or he is within the area of effect. It will disrupt magical
experiments and spells which call for magical 'purity' in the area, such
as the Identify spell or the process of creating a magical item. In wild
magic zones, it can cause mild wild surges. As far as the everyday mage is
concerned, this power is similar to Nystul's Magical Aura.
KIKKOKEN
Disciplines: Enlightened [3]
MAC: 4
PSP Cost: 4+/2+
Range: (Intelligence) yards
Area Of Effect: one creature or item
Prerequisites: Psychic Blade
Kikkoken is an ancient word meaning "energy from the palm". Using this
power, a monk may channel his ch'i externally into a fiery projectile,
capable of igniting combustible materials. A THAC0 roll against the
opponent's physical AC is needed for the attack to connect. To-hit bonuses
come from dexterity's missile attack adjustment. Base damage equals 1d4
plus the magical attack adjustment (from the wisdom chart). For every 2
additional ch'i points spent, the die size increases by 1, up to a maximum
of 1d12 for spending a total of 12 ch'i. As an example, if a monk spends 8
ch'i on one use of kikkoken, the damage is 1d8, plus any damage bonuses
granted by wisdom. Note that psionicists may not learn this power.
KINETIC WAVE
Disciplines: Psychokinetic [s]
MAC: 4
PSP Cost: 15
Range: 30 yds
Area of Effect: Cone, 30 yards long, 5 yard width
Prerequisites: Project Force, Telekinesis
The power of Kinetic Wave allows a psionicist to assault his foes with a
telekinetic blast. All beings in this area are subject to 1d10 points of
damage and must save vs death or be knocked prone.
LEVITATE OTHER
Disciplines: Telekinesis [d]
MAC: 5
PSP Cost: 1/10 lbs.
Range: 30 yards
Area of Effect: one item/creature
Prerequisites: Levitate
This power allows the levitation of other people and objects. It is more
cost-efficient than TK, though horizontal movement is not possible. It
resembles Levitate in all other ways.
MASS DRIVER
Disciplines: Psychokinetic [d]
MAC: 7
PSP Cost: 3/1 per missile
Range: touch
Area of Effect: 1+ missiles
Prerequisites: Telekinesis
Knowledge of the Mass Driver skill allows the psionicist to temporarily
add velocity to missile type weapons. These weapons should normally be
fired immediately after preparation, but they can be held in an excited
state for 1 psp per held missile. A Mass Driven missile inflicts double
dice of its usual damage.
PARALYZE
Disciplines: Telepathy [d]
MAC: 5
PSP cost: 2/1 per round per person
Range: 40 yards
Area of Effect: one victim
Prerequisites: Mindlink
This telepathic ability allows a psi to reach into an opponents mind and
numb certain voluntary muscle groups. Any limb of choice can be chosen
when the power works, and a new limb can be affected each round the power
is maintained. The DM can use pre-existing rules for numbed limbs from the
Complete Fighter's Handbook:
* 1 arm- drops shield, cannot attack with that arm
* 2 arms- spellcasting and weapon attacks impossible
* 1 leg- half speed, Dexterity penalized
* 2 legs- falls prone, cannot stand
* head/neck- cannot see or talk effectively
PLANE SHIFT
Disciplines: Psychoportive [s]
MAC: 2
PSP Cost: 20,30
Range: touch
Area of Effect: individual
Prerequisites: Probability Travel
This power allows the psionicist to travel to different planes of
existance. Traveling between the Prime Material plane and either the
Astral Plane or the Ethereal plane costs 20 PSPs per person. Traveling
between the Outer Planes and the Astral costs 30 PSPs, as does traveling
between the Inner Planes and the Ethereal. To travel from an Inner Plane
to an Outer (or vice-versa) costs a total of 100 PSPs. The DM may disallow
this power as it is for use with the PLANESCAPE campaign setting.
PORTRAIT READING
Disciplines: Clairsentient [s]
MAC: 7
PSP Cost: 12
Range: 1 yard
Area of Effect: one person
Prerequisites: none
This power allows the psionicist to learn more about a person by studying
a portrait or picture of the person. Actually looking at the person gives
a +1 MTHAC0 bonus. The information gained is listed on the chart. A result
on the table is cumulative with the results for lesser Power Checks.
Power Check Result Power Check Result
1 age, sex, race 5-6 main profession
2-3 name 7-9 current location
4 alignment 10+ current action/situation
SUSPEND AGING
Disciplines: Psychometabolism [d]
MAC: 7
PSP Cost: 3/hour
Range: touch
Area of Effect: individual
Prerequisites: Aging
This power allows the psionicist to stop the aging process in himself or
others he maintains physical contact with. Suspend Aging is particularly
useful for long-time inhabitants of the Astral Plane who need to visit
another plane.
TIME SHIFT OTHER
Disciplines: Psychoportation [d]
MAC: 5
PSP Cost: 10,20,30
Range: 30 yds
Area of Effect: One creature
Prerequisite: Time Shift
This is the use of the power Time Shift, but upon another. The user can
blink a foe (or any other being) forward into time by one to three rounds,
depending upon the PSP cost. If used successfully, the being affected
loses those rounds of action, as it vanishes from the timestream. This
loss of action is disorienting, as the being sees nothing that transpires
while it is away.
TK SUMMON
Disciplines: Telekinesis [d]
MAC: 9
PSP Cost: 3+
Range: 30 yards
Area of Effect: one item
Prerequisites: Telekinesis
This power telekinetically snatches an item and brings it to the
psionicist's hand within the round it was summoned. It has the same
variable PSP cost as TK, but this power is not maintainable.
WOODEN
Disciplines: Psychometabolism [d]
MAC: 8
PSP Cost: 3 per round
Range: 0
Area of Effect: personal
Prerequisites: none
A psi using the devotion of Wooden has learned to lace his epidermis with
cellulose, effectively lowering his AC by 3 points, This armor also
reduces damage taken by one point per hit taken to a minimum of 1 point.
This plant based armor interacts with defiling magic in a strange way.
Because it is fueled by an animal source it supplies much more energy than
normal (each spell level only drains one hit point). If the spell is fed
in this manner it does not harm the land. The armor continually
regenerates its effectiveness (not hp) as long as it is maintained.
---------------------------------------------------------------------------
NEW MONSTERS
-"Giving new meaning to the term 'brain food'"-
Herein are presented new psionic creatures and plants. For creatures who
need a MAC but do not have one listed, then assume a MAC of 9 for Average
intelligence, minus one for every catagory displaced from Average. If the
creature is psionic, then lower the MAC further by 1d4-1 points. Finally,
roll 1d3 for a varience of +1, +0, or -1.
PSIONIC NAGA
CLIMATE/TERRAIN: mountain; any land
FREQUENCY: rare
ORGANIZATION: solitary
ACTIVITY CYCLE: day
DIET: omnivore
INTELLIGENCE: Highly (13)
TREASURE: X
ALIGNMENT: any non-chaotic
#/APPEARING: 1 - 2
AC: 7
MV: 12
HD: 13 - 2
THAC0: 9
#/ATTACKS: 1
DMG/ATTACK: 1d4
SPECIAL ATTACKS: psionics; breath weapon
SPECIAL DEFENSES: psionics
MR: 20%
SIZE: L (12' long)
MORALE: Elite (14)
XP VALUE: 9,000
MTHAC0: 8
MAC: 2
PSIONICS SUMMARY
Level 13; Dis 4/Sci 7/Dev 18; Attack/Defense:any/any; PSPs: 200+
PSYCHOKINESIS: -Sciences-: TK*, any 2; -Devotions-: Molecular Agitation*,
Ballistic Attack*, Soften, Molecular Manipulation, Animate Object,
Inertial Barrier, Control Body, Deflect
TELEPATHY: -Sciences-: Mindlink*, Domination; -Devotions-: any 3
PSYCHOMETABOLISM: -Sciences-: any 1; -Devotions-: Body Weaponry*, Cell
Adjustment*, Heighten Senses
METAPSIONICS: -Sciences-: Psychic Surgery, Split Personality; -Devotions-:
Splice, Gird, Receptable, Intensify
* all psionic nagas have this power
APPEARANCE: Psionic nagas, snakes with human heads, are warm-blooded and
have a dazzling display of color on their scales. Their eye and hair
color usually match their scale colors. Many are two-tone and in the blue
spectrum: blue, green, and purple are common, though occasionally red is
known.
COMBAT: Naga often set traps to snare trespassers. Their telepathic
powers and breath weapon are first used in a fight, followed by their
formidable psychokinetic and psychometabolic powers for melee. They can
tail lash for 1d4 points of damage, and on a damage roll of 4 score a
knockdown. They have been known to use the tail lash in conjunction with
the Body Weaponry power. The breath weapon is a 12 hit die cloud of sleep
gas. It may be used once per turn.
HABITAT/SOCIETY: Psionic nagas live mostly solitary lives, foraging over
a small area. They favor caves, aka 'mountain retreats', for homes. The
sexes are distinguishable by their facial features, though young naga have
snake heads until a painful molting process at puberty. Psionic nagas
spend much of their time in meditation, exploring their inner space, but
are still conscious of their environment.
ECOLOGY: While nagas do not produce trade goods, their lives span many
human generations and they keep a detailed oral history, so they are good
sources of information. They are often protectors of treasures or
artifacts, especially psionic ones. Psionic nagas have been known to join
adventuring parties looking for 'insight'.
VARIENTS: Guardian, water, spirit, and dark nagas are detailed in the
Monstrous Manual.
METROID
CLIMATE/TERRAIN: wildspace/subterranean/sky
FREQUENCY: uncommon
ORGANIZATION: flock
ACTIVITY CYCLE: any/any/night
DIET: life energy
INTELLIGENCE: Low (5 - 7)
TREASURE: nil
ALIGNMENT: neutral
#/APPEARING: 2 - 8
AC: 7
MV: Fl 18 (B)
HD: 8+
THAC0: 14
#/ATTACKS: 1
DMG/ATTACK: 1d8
SPECIAL ATTACKS: life drain; hold
SPECIAL DEFENSES: see below
MR: nil
SIZE: M+
MORALE: Steady (11)
XP VALUE: 2,000
MAC: 4
APPEARANCE: A distant relative of jellies, metroids are mostly clear,
except for the 6 inch teeth and three inner stalks. They move via
telekinetic flight. They have a distinctive squeak, and emit flashes of
green light.
COMBAT: When metroids attack, the victim is held within its body via the
teeth and feeds by sucking hit points which are added to its own total,
going up to an absolute maximum of 16 HD. A held character can only attack
with a size S weapon while held. The hold can be broken by a strength
check at half, or by doing damage to it equal to a fourth of its maximum.
During the initial attack, metroids will hold whatever seems to be the
biggest threat. A metroid will help another if feasible. Metroids take
double damage from cold-based attacks.
HABITAT/SOCIETY: Little is known about the origins of the metroids. They
do not require air or water to survive, nor do these elements seem to
affect them much. They seem to have some intellignece; their language of
squeaks and light flashes can convey basic emotions.
It is believed they reproduce asexually. The more life energy a metroid
absorbs, the larger it becomes, sometimes up to fifteen feet cubed! Upon
attaining this size, it is thought it divides itself.
ECOLOGY: The aftermath of a metroid attack is a ship (or area) full of
upright corpses, still in their positions of death. The fragile bodies are
an ashen brown color, and crumble to dust at a touch. Metroid stalks can
be used in the manufacture of rings of -vampiric regeneration- or -catalyst
- or similar life-draining items.
VARIENTS: One metroid in twenty has the innate power -energy containment-,
rendering it immune to most energy attacks. These are worth an additional
1,000 XP.
PSYCKLE PLANT
APPEARANCE: The psyckle plant is a blue-gray spikey-shaped plant which
grows to about two and a half feet high.
ECOLOGY: The psyckle plant constantly radiates a psionic dampening effect
similar to Synaptic Static. Why this is so is presently unknown.
---------------------------------------------------------------------------
PSIONIC ITEMS
-"Well Detect Magic doesn't register anything!"-
ANIMATED CLOAK: This fine cloak has a varient TK science Animate Self
within it. It is empathic, sensing its wearer's needs. Its sole ability is
moving itself as if it were alive (well, it is). But this innocuous power
manifests itself in useful ways. It can fan out and act as a parachute of
sorts if its wearer falls. It can bother opponents in melee, either by
blocking vision or wrapping its hem around an ankle and yanking. Most
importantly, it can give quite a dramatic performance, fanning out in
front of someone its wearer wishes to intimidate, or rippling in the wind,
when there is no wind.
PSIJAMMING HELM: psijammer helm creation, for Spelljammer campaign, or
simply for the technologically-minded. Requires at least 3 psionicists,
one a Psychokineticist, another a Telepath, the last a Metapsionicist.
All must have the power Convergence, and all must be at least 10th level.
Details later.
RINGS OF PROTECTION: The bonus to AC and saving throws granted by a ring
of protection also applies to the wearer's MAC.
---------------------------------------------------------------------------
CREDITS
-"How many light bulbs does it take to change a psionicist?"-
MICHAEL SCOTT BROWN AND STEVEN COX: Their original document started this
net book; it included simple fixes to psychic attacks and defenses, a
draft copy of the breakdown of the psionicist character class, the
'Getting in Touch' and 'High Level Saving Throw' optional rules, and a few
other things too numerous to mention. Pscion would like to personally
thank them both for being there to bounce ideas off of.
BILL SLAVICSEK, DALE DONOVAN, AND KEVIN MELKA, OF TSR: The Official
fixes to the psionic attacks, early contact due to critical hit, quick
MACs for monsters, and a few other odds & ends. Never give up the fight
for psionics, guys!
BRI MCD: Sub-disciplines!
OSCAR MORALES: The Varient System (presented in Appendix), as well as
general idea-bouncing.
ARTHUR H: The tangents-in-a-row optional rule.
RICHARD BLACK: "Time limit" optional rule for Stealth Contact.
ALAN KOHLER: Active psionic defenses, and general idea-bouncing.
INCUBUS: Some new powers!
MANFRED SPRAUL: Several little fixes to the Monk class, plus the idea of
the Body path.
OSGOOD: PSP recovery based upon Mental activity.
CHRIS KUNKEL: Different-race contact penalties for non-humanoid
psionicists.
JASON: Mental Hit Point recovery.
GREGORY FYHR: The correct link to the Will & the Way!
---------------------------------------------------------------------------
APPENDIX 1: VARIENT SYSTEM
-"Brought to you by the Saturday Evening God"-
I trimmed this snippet down to the essential idea, both to emphasize the
point, and so one could do psionic combat as they please. I intend to use
this system for the Psychic character class, as it fits quite nicely.
* Power Checks: Using the same mechanic as S&P's proficiencies, psionic
powers have a initial score which is the number to roll equal to or below
on a 1d20. Use the listed MAC as the power's initial score. PSP costs are
as in S&P. The Relevant Attribute for each power is the attribute listed
in the CPH's Power Score heading (example: Catfall's relevant attribute is
Dexterity) or use the HIGH STATS & POWER CHECKS rule from above. The table
shows the modifiers.
Attribute score 3 4 5 6 7 8-13 14 15 16 17 18 19-20 21-22 23-24 25
Modifier -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7 +8 +9
Additionally, for powers with many ranges (like teleportation) when the
power is acquired you only get to use it at the first range. For every
point spent in it you both increase the power's base value and get access
to the next power range.
* Wild talents: Use SKILLS & POWERS WILD TALENTS for character point
costs to allow a character such powers. They may also spend their regular
character points to increase their power scores, similar to the psionicist
(which follows).
* Psionicists: use the progression table in the CPH. At each XP level, a
psionicist receives points equal to half his new level (round up). He can
increase the base value of any one of his powers on a point-for-point
basis (maximum 2 points per level). He can increase the base value of a
power by five if he relearns a power. The maximum base value of all powers
is 16.
-EXAMPLE: Marastad of Nibenay is a psychoportator. He's got Con 16, Int 17
and Wis 17. He acquired teleportation at first level, and initially his
score was 9 (base value) +4 (Intelligence modifier)=13. He could only
teleport up to 10 yards. Many levels later, he went to live to Tyr and
trained his power so he could teleport back and forth to Nibenay. By
then he had spent 5 points, so he had a score of 14 (base value +4) +4
(Intelligence modifier)=18. To teleport to Nibenay he will have to roll
under 14 (18-4, the up to 1000 miles modifier for teleport) and spend 50
PSPs.
Marastad also gets flesh armor later in his career, for enhanced defense
against physical attacks. As he's not willing to spend many points in the
power, he just spends two additional ones. He then has a power score of
6+2 (base score + 2 points) +3 (constitution modifier)=11. Additionally,
the maximum result he can get is AC 7 (only spent two points) unless he
gets a power score, which would get him AC 6.
Marastad also got invincible foes, and hasn't spend any points on it. He
can use the full power (no ranges), but also has a power score of 8+4=12,
which doesn't make for a very reliable power.-
---------------------------------------------------------------------------
APPENDIX 2: CONVERTING BETWEEN SYSTEMS
-All that is comes from the mind; it is based on the mind, it is
fashioned by the mind-
TO CONVERT POWER SCORES FROM THE OLD TO THE NEW SYSTEM, find the Power
Check modifier in the old power description (It's the number added to the
attribute to find the power score.). Find the MAC from the chart. Now,
look at the Characteristics list. For every criteria the power meets under
Difficult Powers, lower the MAC by 1. For every criteria the power meets
under Easier Powers, raise the MAC by 1. No power may have a MAC higher
than 10. If the Metapsionic discipline isn't used, Metapsionic powers
should be placed into a preexisting discipline via DM discretion.
TO CONVERT POWER SCORES FROM THE NEW TO THE OLD SYSTEM, apply modifiers
from the Characteristics list to the modifier. Then find the result on
chart for the MAC. If there are two, use the higher number (ie, -2 for MAC
6). Now, the relevant ability comes from the discipline in which the power
is in. If the power affects any characteristics of other powers (range,
duration, power check, etc.) or the PSP max score, then place it into the
Metapsionics discipline.
MAC 10 9 8 7 6 5 4 3
Modifier +2 +1 0 -1 -2, -3 -4, -5 -6, -7 -8
CHARACTERISTICS OF DIFFICULT POWERS: Belongs to Psychoportive or
Metapsionic disciplines; Relevant attribute is Str, Dex, or Chs
CHARACTERISTICS OF EASIER POWERS: Belongs to Clairsentient discipline,
Relevant attribute is Wis
---------------------------------------------------------------------------
APPENDIX 3: MENTAL HIT POINTS
-"Ouch! There go the piano lessons! Ouch! I can't remember my dad!"-
MHP: Mental Hit Points, the psionic equivalent to hit points.
MHD: Mental Hit Die, the psionic equivalent to a character class's Hit
Die type.
CALCULATING A CHARACTER CLASS'S MHD TYPE: Start with a base of 1d4. If
Intelligence is an Ability Requirement for the class, increase the MHD
size by one (i.e., 1d4 becomes 1d6). If Intelligence is also a Prime
Requisite for the class, increase the MHD type again. Repeat the procedure
for Wisdom. The result is the Mental Hit Die type for the class.
-Example: The psionicist class has Intelligence as an Ability Requirement,
so the MHD becomes 1d6. Wisdom is an Ability Requirement, so MHD is 1d8.
Wisdom is also a Prime Requisite, so the final MHD type is 1d10.-
-Example: The fighter class does not have Int. or Wis. as a requirement.
Its MHD type is 1d4.-
CALCULATING A CHARACTER'S MHP MAX: Normal hit points are figured by
rolling the Hit Die followed by adding a Constitution bonus (or penalty).
Roll the Mental Hit Die and add any Wisdom bonus or penalty from the "Mag.
Att. Adj." column.
CALCULATING A MONSTER'S MHD TYPE: Divide the creature's Intelligence by 4,
round down. That is the number of times to increase the die size from 1d4.
CALCULATING A MONSTER'S MHP MAX: Roll the MHD once per HD and add the
rolls (i.e., roll (HD)d(MHD).
USING MHPS: Damage from the 5 psionic attacks is recorded against the MHP
score, not the PSP score. Contact is gained when the victim's MHPs are 0.
MHPs recover naturally at a rate of 1/turn.
OPTIONAL RULE: MHP RECOVERY: Instead of a flat rate of recovery, MHPs
recover at a speed determined by mental activity. See PSP RECOVERY in the
optional rules section.
---------------------------------------------------------------------------
APPENDIX 4: ASTRAL SPACE
-"Discover the fifth dimension..."-
The astral plane is discussed in other such tomes like -The Guide to the
Astral Plane-, but even it did not touch upon the intimate nature of
psionics and that plane. These little pointers should bring a berk out of
the dark. Mind that these rules are still just taking shape.
* First, all general rules regarding magic still apply. This includes
extradimensional spaces, access to the Ethereal and Inner planes,
completely physical effects, time effects, effects required a solid ground
or other frame of reference, and finally, gravity and other such
laws-of-physics effects.
* Having said that, required times to use a psionic power do not change.
These factors are completely internal to the psionic. The astral does not
speed up your thought processes. Nor is the MAC of any power affected.
* The good news is, with the laws of physics out of the way, PSP costs
are *greatly* reduced. As a matter of fact, all powers have a base cost of
1 PSP. PSP penalties due to time and distance do not apply, though MAC
penalties do. The exceptions only include powers used upon unwilling
subjects, where there is a PSP penalty based upon the ability of that
victim to resist, such as many Telepathic powers.
* The bad news is, without time, and without your physical body as a
battery, PSPs barely recover at all. Psionics recover 1 PSP per hour of
sleep while on the Astral.
* Since there is no real distance to the Astral, many powers have a range
set at 200 feet, which is also line-of-sight. This is most useful to know
for psionic attacks. Local conditions may change this. Some powers, such
as clairvoyance and teleport, are obvious exceptions.
* But the most notable difference that a psionic needs to know about the
astral is this: the astral is where mental battles take place. Wherever
two psionics mentally battle with each other, you can view and even join
the battle by traveling to it in the astral as normal.
* Having said that, all psionic powers are not only visible, but obvious
in the same way as a wizard's magic. Non-psionic characters can see the
harbingers and constructs, even participate with them. Psionic people have
a limited ability to create temporary objects out of the void by expending
PSPs.
* Psionic attacks and such frequently take the form of projectiles which
home in on their target. The interesting thing is, non-psionics can
actively dodge these projectiles. Magical items can even parry psionic
powers.
* The only exception to the above rule is, of course, if the combatants
are on the Ethereal or Inner planes. In that case, psionic combat is
performed silently, just like it looks on the Prime. It is said that the
battles take place in the temporary astral space within the combatants.
* By spending extra PSPs, a psionic can change the form of his
surroundings, the 200 foot radius spherical area about him, which can
readily confuse the non-psionic. Successful telepathic powers easily
affect what the affected victim sees - for example, an Awed or Dominated
victim may see the psionic as being very large. So large, in fact, that
the victim fits in the palm of the psionic's hand.
* Psionicists always use their MTHAC0 and MAC scores for combat.
---------------------------------------------------------------------------
QUESTIONS? COMMENTS? SUGGESTIONS?
-"I oughtta give you a piece of my mind..."-
Well, that's the Skills-and-Powers Psionics Netbook. Hopefully, you'll
find it useful in some respect. I don't work on it as often as I used to;
I may touch it up every year or so with any ideas that trickle in from
readers like you. So I guess how often it's updated depends upon how often
you people email me. :-) I'm still tinkering with the rules for psionics
in the astral plane. Until then, enjoy!
Send your deep thoughts to Pscion
               (
geocities.com/area51/zone)                   (
geocities.com/area51)