******************WORKING ON******************************* 1% chance per xp level(cumulative) of psionic abilities if INT or PSY is 13+ Roll at each xp level to see. 1 power and roll for strength of power. OR Roll % dice if you're human to see if you have psionic potential. 91-00 means you do. Thereafter, you have a 10% cumulative chance each level to get a new psychic power OR Anyone can train to be psionic....if....? electromechanical psionic shields do interfere with psionics, but planetary masses or walls do not). * Maybe beginning trained psions get all groups at level 1 then can decide which to develop OR they all rise ever # of XP levels and there are special powers that can be added which aren't part of the basic structure. Or maybe they progress each xp level if the psion rolls 8+ on 2D6??? DIVIDE POWERS INTO 6 GROUPS INSTEAD OF 5 All psionic powers belong to one of six disciplines: clairsentience, psychokinesis, psychometabolism, psychoportation, telepathy, and metapsionics. Within each discipline are major powers, called sciences , and minor powers, called devotions Clairsentient powers allow characters to gain knowledge that is beyond the normal capacity of human senses. For example, some clairsentients can see and hear events that are miles distant, while others can sense poison. Psychokinetic powers move objects - from molecules to missiles - across space. A psychokineticist can throw a rock without touching it, or agitate molecules in a piece of paper until it bursts into flame. Psychometabolic powers affect the body. Biofeedback, healing, and shape- changing are just a few of the powers known. Psychoportive powers move characters or creatures from one location to another without crossing space. The traveler simply ceases to exist in one location, and begins to exist somewhere else. He may even travel to another plane of existence or to another time. Telepathic powers involve direct contact between two or more minds. Examples include mind reading, personality swapping, and psychic attacks. Metapsionic powers amplify, augment, or enhance other psionic abilities. This is an advanced, demanding discipline. RECOVERY When psionic strength points are expended, the available points for a character are reduced. Such points are naturally recovered by a process of rest and recuperation. Beginning three hours after the last psionic activity, a character regains one psionic strength point per hour until the total equals the normal psionic strength rating. Such recovery is independent of physical activity. Psionic activity is defined as any psionic-related acts Probe: The application of great psionic strength will enable a telepath to delve deep into the mind of a subject and to then read his innermost thoughts. Questioning can be used in the procedure to force the subject to divulge specific information. The prober can easily determine deliberate untruths told (thought) by the subject. Probe cannot be used against a shielded mind. Probe is a level 9 ability, and requires 8 strength points to perform. Probing may last up to 10 minutes, which time is usually sufficient to determine the information sought. Assault: Violence may be dealt by a telepath. Against an unshielded mind, the result is automatic unconciousness, and possible death. Against a shielded mind, an instant duel ensues. An unshielded mind, when assaulted telepathically, is rendered unconscious immediately, and the character receives wounds equal to 2D+6. When a shielded mind is assaulted, the attacking telepath compares his psionic strength rating to the psionic strength rating of the defender: the difference (attacker minus defender) is the required DM. For the assault to succeed, the attacker must throw 7+. For example, an attacker with a psionic strength rating of 13 assaults a character with a psionic strength rating of 5 (13-5=8); a DM of +8 is allowed in the assault. Assault is a level 10 ability, and requires 10 strength points to perform. The assault takes less than 2 seconds to occur. Shield: All telepathically able characters learn how to create a mental shield which protects the mind against unwanted telepathic interference. Such a shield is automatically in force at all times and requires no strength point expenditure to maintain. * Non-psion attacked by psion rolls 2D6 and adds his PSY ability bonus if any AND Psionic xp level (might add PSY bonus to rolls of psions too) * If the power checks indicate a tie, however, the characters are deadlocked - or psychically locked Neither character wins that round. To resolve the conflict, both characters should maintain the same powers during the next round, and engage in a new psychic contest. If either character fails to maintain his power (effectively giving up), he suffers a backlash and loses 4d4 PSPs immediately. In any case, victory may be fleeting. If conditions are right, the l AND All creatures, psionic and non-psionic alike, have a base psionic armor classs of 9. The creature's Wisdom bonus (if any) affects the PAC. Psionic attacks are treated as if made by a first-level character, meaning that a roll of 10 or more on 1D20 is necessary to succeed against PAC 9, adjusted by the character's Intelligence modifier (if any). When the talent of telepathy is initially learned, a telepath is capable only of life detection and shield. a character of level 10 telekinetic ability can levitate. --- Combat Awareness Mass Domination Mindwipe --- The contact devotion never works against a psionicist (or psionic creature) who does not allow it to work. This is true even when he's sleeping or unconscious. Psionicists normally have closed minds . Before the contact power can work against them, they must intentionally open their minds. They can be selective, allowing contact with a friendly power while closing their minds to hostile... Danger sense All-Round Vision Close: in physical contact; touching. Short: at sword or polearm point; approximately 1 to 5 meters. Medium: at pistol range; from 6 to 50 meters. Long: at rifle range; from 51 to 250 meters. Very Long: at extreme range; from 251 to 500 meters. Distant: beyond normal contact; from 500 to 5000 meters. Very Distant: out of sight; from 5 to 50 kilometers. Regional: from 50 to 500 kilometers. Continental: from 500 to 5000 kilometers. Planetary: from 5000 to 50,000 kilometers. Range cost is 0 - 6 Telepathy 0123344556 Clairvoyance 0112233444 Telekinesis 01249 Teleport 1233344555 PSIONICS: -------- Psionics are not blocked by walls or earth, however, as the distance to the target increases, the difficulty increases. For example, using ESP to read the thoughts of someone in the next room would be auto- matic (if the victim was unshielded). Reading the thoughts of someone halfway across the continent would require a difficult Skill Roll. Psions can be handled in two ways: 1) As a wild talent, in which case, a character starts out with D4 random abilities which are untrained but potentially very powerful, Or 2) as a trained ability. In this case, a character who possesses a latent talent is trained by a master psion and begins with * Use of psionic disciplines depends upon the PSY LEVEL Used points are replenished each day. * A psionic character has with a PSY LEVEL equal to their PSY attribute score. * A psion can successfully 'cast beyond the limit' of his points in an emergency. However, attempting to use a discipline that costs more points than the character has remaining causes the psion to lose D6 PSY points temporarily and make a PSY saving throw to avoid collap- sing unconscious for D4 hours. if he passes out, the attempt fails. The lost PSY points will return at a rate of 1 per hour, but the psion will be unable to use any powers for the next 24 hours. * Saving throws vs psionics are typically a PSYCHE Attribute Roll + vs BASE 12 + psion's XP level(or HD if creature) + psion's PSY bonus. Saves against objects containing psionic power may be treated as magical scrolls and given a BASE of 15 to roll against. (see section on Saving Throws) * Employing a psionic discipline typically takes 1 round. * If the Psion is hit for damage in battle while using a power, he must make a Saving Throw(PSY). Failure indicates that the psion's concentration was broken and the use of that ability was unsuccessful. * Several psions can link together in order to make a shared psionic ability stronger or to allow an attempt for something difficult a greater chance of success. For purposes of augmenting Skill Rolls, withstanding a psychic assault from a stronger attacker, making saving throws, etc, each psion in a group adds a +1 bonus to their rolls for each person not counting themselves. E.G., in a group of 4 psions, each would get a +3 bonus. The strongest psion is usually the "center" of the group. If he fails his concentration save due to being hit in battle or for any other reason, the group is loses its cohesiveness/connection ( in some cases each participant must make a PSY save or be stunned for 1-2 rounds). The group can, of course, reform, but it will take D4 rounds to reconnect. * Psions can create objects of power(just as mages can create magic items), or even technomancer type technology but powered with PSI energy. Time for creation includes the time it takes to physically construct the object or apparatus + 1 week per level of PSI power to be bestowed upon the object. This is a period of almost complete con- centration upon the object while it is being held or is in close proximity. The psion during this time may only do simple things - eat, bathe, rest, etc. At the end of this period a Skill Roll is made to see if the object was successfully created(the number needed depends on the complexity and strength of the item). Whether it was or it wasn't, the psion will have lost D6 PSY points during the creation process which will be regained at a rate of 1 point per week thereafter. ** Listed disciplines have mostly been taken from OD&D and Traveller, along with a few specialties. --------------------------------- Level 1: -------- Shield: All psions learn how to create a mental shield to protect the mind against unwanted interference. The shield is automatically in force at all times and requires no expenditure of PSY points to maintain. Life Detection: Ability to detect the presence of other minds. Can sense the number of minds present and the general type. It functions best in detecting intelligent minds but can be used to detect animals and other lifeforms as well. Psychic Invisibility blocks this power. Sense: Sense things at a distance, such as the rudimentary character- istics of a location(for example, "a room containing 4 dogs" or "an open plain with a tree and no animals or men present"). The psion must state the range at which he is applying his talent, and will generally sense the most interesting or important feature at that range. Roll on Difficulty table for sensing 'beyond the horzon'. Psychic Invisibilty blocks this power. Empathy: Sense the emotional state of other creatures. Psychic Invis- ibility blocks this power. Mind Over Body: Ability to suppress certain bodily needs(food, drink, rest) for 2 days per level of psion. Level 2: -------- Telempathy: Project strong emotion to the target(s). Can affect 1 creature when first learned and double that number for each level thereafter (2, 4, 8, 16...). Creatures with INT or PSY over 13, or PCs/NPCs of 4HD or greater, get a saving throw to resist. Cannot influence a shielded mind. Lasts while psion concentrates. ESP: Read surface thoughts, see what's on the other side of an obstacle. Cannot read a shield mind or a creature using Psychic Invisibility. Suspended Animation: Ability to suspend all bodily functions for up to 1 week per xp level. The psion cannot be awakened until the time he has set for himself to awaken. Hypnosis: Power of suggestion. Victim will do anything except that which it finds absolutely abhorrent or results in its own death. Creatures with INT or PSY of 13+ get a saving throw. Lasts 1 hour per level. Cannot hypnotize a shielded mind. Read Area(or Object): Immediate area, read the past history, receive psychic imprints of important events and persons associated with the object or place. Precognition: Ability to estimate the best probable course of action or to estimate the probable outcome of a certain undertaking. This power applies only to the relatively immediate future. Estimation becomes more accurate with increased levels, providing the number of unknown factors remains constant. Roll on Difficulty Table. Body weaponry: Psion alters his body to harden it for strinking or as self defense. When first learned, the psion can strike for D4 points of damage and his skin provides the same protection from damage as leather armor. Every 3 levels the striking damage and defense bonus increases: DAM = D6 DEF = chain DAM = 2D4 DEF = plate mail DAM = 2D6 DEF = full plate Level 3: -------- Telepathy: Send and receive thoughts. Works best with intelligent minds, but may also be used to communicate with animals and other lifeforms. See Telempathy for # of creatures affected. Cannot contact a shielded mind or one that is hidden by Psychic Invisibility. Lasts 1 turn/level. Telekinesis: Objects will move at a speed of no more than 10 feet/round.. Large objects, up to the size of a small plane, may be lifted, but the larger and heavier they are, the more difficult it will be. Roll on Difficulty Table. Cannot contact a shielded mind or one that is hidden by Psychic Invisibility. Lasts 1 turn/level. Enhance STR: Can increase STR by 1 point for every 2 points of PSY. That is, a character with a PSY score of 16 can add 8 points to his STR temporarily. Lasts for 1 turn/level. Enhance END: Can increase END by 1 point for every 2 points of PSY. That is, a character with a PSY score of 16 can add 8 points to his END temporarily. Lasts for 1 turn/level. Body Equilibrium: Ability to adjust the weight of the body to correspond to the surface upon which he is treading (walk on water, for instance). Lasts 1 hour per level. Invisibility: Blank out your form from the minds of observers. If the psion engages in combat or violent actions, the spell is broken. Psychic Invisibility: Unable to be detected by any form of psychic or magical scrying. Lasts 1 day/level. Spirit Shield: Protects from possession, magic jar, soul transfers and the like. Lasts 1 hour/level. Unfettered Mind: Removes Hold, Charm, Mind Control, Fear, and Paralysis effects. Can break Mental Domination - requires psion to make a PSY roll against the controlling psion. If he rolls higher, the control is broken. Dream Travel: May visit dream locations, discover hidden information. Interact with rarely seen other worlds/magical realms. lasts 1 hour/xp level, Time flows differently in the Dream World (speeds up, slows down, morphs....things which appear to take years may only take 5 minutes in actual time, and vice versa) Body Control: Body adapts itself to the rigors of a hostile environment. Psion is able to breathe noxious fumes, withstand acid, walk through flames, etc. Ability allows psion to with- stand such conditions for 1 turn/xp level Molecular Agitation: Heat metal, boil water, burn paper, etc. Molecular Manipulation: Ability to change the molecular arrangement of an object so as to make it stronger or weaker. Regeneration: Heal wounds and cure disease. Heals D6 points/level. Limbs and other body parts can be regrown on a roll of Formidable on the Difficulty Table. Energy Control: Channel energy (including from spell or enchanted area) harmlessly around body. Reflect energy, energy feedback. Phasing: Move through solid objects. Lasts for 1 turn. move at your standard movement rate. Level 4: -------- Mind Probe: Delve into the mind of a subject and read their innermost thoughts. Lasts 1 turn. Can also be used to erase or change memories. Cannot be used against a shielded mind. Clairsentience: Ability to see and hear exactly what is transpiring at a distant location. Use Difficulty Table for longer distances. Psychic Invisibilty blocks this power. There will simply seem to be noone at the location being scryed. (although the room/area where the invis- ible psion is may be seen clearly enough). Levitation: Lasts 1 turn per xp level of psion. Includes lateral move- ment at an unencumbered walking pace. Mental Illusion: Make the target see or experience any environment or sensation you wish. Target gets a saving throw as for Mental Domination. Lasts as long as the psion concen- trates on the illusion. Astral Travel: Visit the Astral Plane, Must use ability again to return, the only limitation on duration is how long the physical body can go without food and water. The Astral may overlap with the Dream World. Dream Control: Visit another creature's dreams. Influence and change their dreams. Lasts 1 hour/level. Speak with the dead: D6 questions may be asked of the dead. The same person may not be contacted more than once in the same month. Teleportation: To a known location. (The location must be at least have been seen with clairsentience, or by probing another's mind, etc, in order to teleport there safely. Differences in relative momentum can also affect the outcome of teleportation, even causing death upon arrival if the difference in velocity is too great. Difficulty rolls may be needed for some attempts. Transmute Energy: Change one form of energy into another. Difficulty Roll may be required depending on the intensity and type of energy the Psion is working with. Level 5: -------- Mental Assault: Against an unshielded mind, the result is automatic unconsciousness plus 2D6 points in damage. Against a shielded mind, an instant duel occurs. Both psions make a PSY attribute roll. the attacking telepath compares his psionic strength rating to the psionic strength rating of the defender: the difference (attacker minus defender) is the required DM. For the assault to succeed, the attacker must throw 7+. For example, an attacker with a psionic strength rating of 13 assaults a character with a psionic strength rating of 5 (13-5=8); a DM of +8 is allowed in the assault. Assault is a level 10 ability, and requires 10 strength points to perform. If the attacking psion wins, the defender's shield is brought down for 1 turn(10 rounds), Otherwise the defender may attack on his turn, or flee the area. Dimensional Travel: Enter other probable worlds, alternate timelines, or other planes of existance. There is no duration limit for this ability. Once a Psion steps into another Plane, he is there until he uses the ability again to switch Planes. Time Travel: Traveling to a well known or well studied period USUALLY requires no roll on the Difficulty Table, although due to the wibbly wobbly nature of time, arriving at the planned destination, either temporally or geo-spatially is not always a given. Duration is the same as above. Mental Domination: Make one do anything you wish. Target creature gets a saving throw(PSY) to resist. Acts as Charm spell. Any creature of INT or PSY 13+ gains a new saving throw each week they are under the domination of the Psion. ** Possible effects of psionic attacks from an alien artifact or backlash from psionic examination. * CONF: Confused. Wanders lost for D6 minutes * STUN: 4D6 minutes. No ability to attack or defend * TEMP: Temporary loss of Psi Points for D6 days. * WOUN: Psychic wound. Loss of Psionic abilities for D6 months * BURN: Mind Burn. Psionically crippled. Lose all abilities permanently. * VEGE: Mental vegetable. Permanent unless cured. * DEAD: EFFECT IF SAVE IS NOT MADE Death Coma 1-4 days Sleep 20-1 20 mins. Stun 1-4 turns Confuse 1-6 turns Enrage 1-8 turns Feeblemind Permanent insanity Insanity, 1-4 weeks Insanity, 2- 12 days The use of psionic powers will alert any psionically endowed creature within range of the power being used that somewhere, something involving psionic abilities is taking place. If continued usage of the power then takes place there is an increasing likelihood of the direction and psionic ability being identified. Base chance is 10% for each, and this increases by 10% for each turn of continued usage of the same ability. Usage of a differing ability will make identification impossible but not direction. When direction is found then relative strength can also be determined on the following turn. Superior abilities alert other psionics at twice the range of the ability. Psionic combat (attack modes) alerts psionics within three times the ability range (exception: Mind Thrust and Id Insinuation—detection is ability range, maximum, only). Note that spells which duplicate or are similar to psionic powers will likewise attract the attention of the psionically endowed creature. This also includes magical items which fall within the category. Activity Psionic Strength Point Gain walking, talking and like activity 6 points/hour resting quietly 12 points/hour sleeping 24 points/hour (UNSHIELDED DEFENDER/NON-PSION) (ATTACKER MAS CONF LEVEL) CHA STUN GRM TEMP(if Psion) or UNCONSCIOUS for 24-48 hours HER TEMP(if Psion) or SLEEP for 2D6 days SUP WOUN(if psion) or TEMPORARY FEEBLEMIND(if Non-Psion) or TEMPORARY INSANITY(if Non-Psion with INT or PSY at 16+) Both last for D6 months PAR BURN(if Psion) or PERMANENT INSANITY(if Non-Psion) PAR11 VEGE PAR12 COMA PAR13 DEAD -------------------------------------------- SKETCH FOR PSION CLASS ---------------------- Armor - light weapons - any attack table - 1, 5, 9, 13, 17 saving throw table - MU +2 to save vs paralysis/polymorph hp = D6 per level, +2/lvl after 9th can sense non-shielded psions, psi-using creatures, ethereal, astral at 12" at level 5 ?? surprised on 1, surprises on 1-4